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SHADOWPUNK - Arcane Arcade
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1. RVs Ford Canada Bison STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5 x 2 5 7 12 3 25 x4 110 mph 4 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding dr 1 double rear dr 2 Bucket 5 Bucket AWD Diesel 4 8 days 145 000 Options Concealed Armor Folding Bench Seat 6 Wheels Similar Models Dodge Wanderer Winnebago Sojourner Renraku Typhoon Rolls Royce Prairie Cat STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5 x 2 5 7 12 3 23 x4 100 mph 4 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding dr 1 double rear dr 2 Bucket 5 Bucket AWD Diesel 3 6 days 113 400 Options APPS Amphibious Operation 1 Concealed Armor Satellite Uplink Roll Bars 6 Wheels Similar Models Dodge Wanderer Winnebago Sojourner Renraku Typhoon SAND BUGGIES Lockheed Chenoweth Light Strike Vehicle STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25
2. STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 15 4 15 x4 90 mph 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seats Motorcycle Combustion 1 24 hrs 13 000 Options Off Road Suspension External Fixed Mount Similar Models Harley Davidson Wolverine BMW Starfire Hyundai Marauder Hyundai Offroader STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 18 4 14 x4 80 mph 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seats Motorcycle Combustion 1 24 hrs 13 000 Options Off Road Suspension Similar Models Harley Davidson Wolverine BMW Starfire Hyundai Marauder RACING BIKES Suzuki Aurora STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 18 4 26 x4 158 mph 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seats Motorcycle Combustion 1 24 hrs 16 600 Options None Similar Models Yamaha Katana BMW Victory Mitsuhama Blaze Yamaha Rapier STR
3. LESSER HEARTH SPIRIT LESSER SPIRITS OF THE LAND Val Char Cost Roll Notes 5 STR 15 9 Lift 12 5 Kg 0d6 LESSER DESERT SPIRIT 15 DEX 15 12 OCV DCV 5 5 Val Char Cost Roll Notes 10 CON 0 11 15 STR 5 12 Lift 200 kg 3d6 10 BODY 0 11 10 DEX 0 11 OCV DCV 3 3 8 INT 2 11 PER Roll 11 15 CON 10 12 10 EGO 0 11 ECV 3 15 BODY 10 12 20 PRE 10 13 PRE Attack 4d6 8 INT 2 11 PER Roll 11 12 COM 1 11 10 EGO 0 11 ECV 3 3 PD 3 Total 3 PD G rPD 5 COS PRE Attack 36 5 ED 3 Total 5 PD 5 rED 5 SPD 25 Phases 4 8 12 6 PD 3 Total 6 PD 6 rPD 4 REC 4 6 ED 3 Total 6 PD 6 rED 30 END 5 4 SPD 20 Phases 6 12 0 STUN 0 6 REC 0 Movement Running 87 16 2n END i US 0 STUN 0 Leaping 0 0 Flight 07 0 Movement Running 87 16 Total Characteristics Cost 53 Leaping 47 Cost Power END Total Characteristics Cost 57 40 Spirit Powers Multipower 40 points reserve 0 Cost Power END 4u 1 Accident Change Environment 2 Radius 3 to 4 40 Spirit Powers Multipower 40 points reserve 0 DEX Rolls and DEX Based Skills 3 OCV 4u 1 Concealment Invisibility Sight Group Usable 4 4u 2 Concealment Invisibility Sight Group Usable 4 Simultaneously 4 5 Ranged 4 5 Simultaneously 5 Ranged 7
4. LESSER FOREST SPIRIT LESSER MOUNTAIN SPIRIT Val Char Cost Roll Notes Val Char Cost Roll Notes 15 STR 5 12 Lift 200 kg 3d6 15 STR 5 12 Lift 200 kg 3d6 10 DEX 0 11 OCV DCV 3 3 10 DEX 0 11 OCV DCV 3 3 15 CON 10 12 15 CON 10 12 15 BODY 10 12 15 BODY 10 12 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 15 PRE 5 12 PRE Attack 3d6 15 PRE 5 12 PRE Attack 3d6 8 COM 1 11 8 COM 1 11 6 PD 3 Total 6 PD 6 rPD 6 PD 3 Total 6 PD 6 rPD 6 ED 3 Total 6 PD 6 rED 6 ED 3 Total 6 PD 6 rED 4 SPD 20 Phases 6 12 4 SPD 20 Phases 6 12 6 REC 0 6 REC 0 30 END 0 30 END 0 0 STUN 0 0 STUN 0 Movement Running 87 16 Movement Running 87 16 Leaping 47 2 Leaping 47 2 Total Characteristics Cost 57 Total Characteristics Cost 57 Cost Power END Cost Power END 40 Spirit Powers Multipower 40 points reserve 0 40 Spirit Powers Multipower 40 points reserve 0 4u 1 Accident Change Environment 2 Radius 3 to 4 4u 1 Accident Change Environment 2 Radius 3 to 4 DEX Rolls and DEX Based Skills 3 OCV DEX Rolls and DEX Based Skills 3 OCV 4u 2 Concealment Invisibility Sight Group Usable 4 4u 2 Concealment Invisibility Sight Group Usable 4 Simult
5. STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 12 3 14 x4 60 mph 3 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket 3 Bench Surface Watercraft Combustion 1 48 hrs 29 000 Options Folding Bench Seats Similar Models Surfstar Marine Mer Warrior Yamatetsu Valkyrie Biohm amp Voss Senschal YACHTS Harland amp Wolff Classique STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 25 5 x 2 5 3 10 2 12 x4 35 mph 4 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket Surface Watercraft Diesel 5 11 days 207 500 Options 10 man life raft Similar Models Yamatetsu Geneve Marine Technologies Sea Nymph Celebrian Galahad Marine Technologies Dolphin II STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 25 5 x 2 5 3 15 2 12 x4 35 mph 4 1 4 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 Bucket Surface Watercraft Diesel 4 7 days 125 000 Options 10 man life raft Similar Models Greater Victoria Patrician Yamatetsu Princessa Celebrian Mallornica CHOPPERS BMW Blitzen 2050 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 5 15 4 28 x
6. BOATS JETSKI Suzuki Watersport STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 18 4 11 x4 65 mph 1 0 Entry Points Seating Drivetrain Engine Availability Cost 1 Jetski Surface Watercraft Combustion 1 24 hrs 10 000 Options None Similar Models SeaDoo Arrow Kawasaki Aqualisk Aztechnology Maya SKIFFS Aztechnology Nightrunner Methane STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5 x 1 25 3 15 3 14 x4 60 mph 2 0 3 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket Surface Watercraft Methane 1 48 hrs 30 000 Options None Similar Models Kawasaki Interloper GMC Heron Suzuki Skimmer Aztechnology Nightrunner Electric STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 25x125 3 15 3 7T x4 30 mph 2 0 3 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket Surface Watercraft Electric 1 48 hrs 30 000 Options None Similar Models Kawasaki Interloper GMC Heron Suzuki Skimmer Sendako Marlin STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5 x 1 25 3 15 3 6 x4 25 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket 1 Bench Surface Watercraft Sail
7. STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 20 4x2 17 10 2 10 x4 30 mph 4 3 2 Entry Points Seating Drivetrain Engine Availability Cost None Tracked Combustion 2 2 days 75 500 Options Dozer Blade Off Road Suspension Remote Control Interface Rigger Adaptation Vehicle Armor Similar Models CAT Heavyweight LIMOUSINES Mitsubishi Nightsky STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 5 12 3 22 x4 100 mph 3 1 4 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 sliding dr 1 sunroof 2 Bucket 6 Bucket AWD Combustion 5 9 days 171 200 Options APPS Concealed Armor EnviroSeal Roll Bars Satellite Uplink Similar Models Lincoln Mark V Buick Broadway Renraku Honor Rolls Royce Phaeton STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 7 12 3 26 x4 115 mph 3 1 4 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 1 side gate 1 sunroof 8 Bucket 1 Bench AWD Diesel 6 11 days 218 800 Options Concealed Armor APPS Roll Bars EnviroSeal Satellite Uplink Similar Models Bentley Verde BMW Execter 960 Daimler Benz Ambassador 113 SHADOWPUNK VEHICLES
8. AMMUNITION Type Conc Wt Avail Cost Legality Type Conc Wt Avail Cost Legality Uzi Miniauto 9 3 2 75 3 36 hrs 1150 0 G Armor Piercing 2 25 7 14 days 70 1 L Arasaka Minami 10 4 3 5 2 24 hrs 1150 0 G Armor Piercing 2 25 8 21 days 50 2 L Ingram Warrior 10 4 3 2 24 hrs 900 0 G Incendiary IMI Gamdaii 5 3 5 4 48 hrs 2175 1 G Cannon 5 1 25 3 3 days 450 As weapon Malorian Arms Sub 4 3 5 3 36 hrs 1725 0 G Flechette 2 5 2 36 hrs 00 As weapon Flechette Gun Gel Rounds 2 25 2 48 hrs 30 As weapon Militech 10 3 3 25 3 36 hrs 1100 0 G General Purpose 2 25 1 24 hrs 20 As weapon Colt Vampire 5 325 3 36 hrs 2500 0 G Hi C Plastic 2 25 3 7 days 50 1 M Colt Cobra TZ 115 4 3 3 36 hrs 2000 0 G High Explosive 2 415 3 72 hrs 50 As weapon Colt Cobra TZ 118 4 3 3 36 hrs 2100 0 G High Explosive Armor 2 75 8 21 days 50 2 L H amp K MP 5 TX 3 3 25 3 36 hrs 1800 0 G Piercing Sternmeyer 21 4 2 75 3 36 hrs 1250 0 G Hollow Point 2 5 3 48 hrs 50 As weapon Ingram Smartgun 4 3 2 24 hrs 1650 0 G Tracer 2 5 2 24 hrs 75 As weapon SCK Model 100 4 4 5 3 36 hrs 1875 0 G Tracker 2 1 3 7 days 3000 2 U Steyr AUG CSL 4 3 5 5 4 days 5000 1 G H amp K MPK 2020 5 4 5 3 36 hrs 2325 0 G FIREARMS SCK Katsu 4 4 25 3 36 hrs 1400 0 G Type Conc Wt Avail Cost Legality SCK Rinzai 5 4 5 4 48 hrs 2575 0 G Light Pistols Are
9. LESSER SEA SPIRIT LESSER SWAMP SPIRIT Val Char Cost Roll Notes Val Char Cost Roll Notes 5 STR 5 11 Lift 50 Kg 1d6 5 STR 5 11 Lift 50 Kg 1d6 10 DEX 0 12 OCV DCV 3 3 10 DEX 0 12 OCV DCV 3 3 13 CON 6 13 13 CON 6 13 13 BODY 6 13 13 BODY 6 13 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 15 PRE 5 13 PRE Attack 4d6 15 PRE 5 13 PRE Attack 4d6 10 COM 0 11 10 COM 0 11 4 PD 3 Total 4 PD 4 rPD 4 PD 3 Total 4 PD 4 rPD 4 ED 1 Total 4 PD 4 rED 4 ED 1 Total 4 PD 4 rED 5 SPD 30 Phases 4 8 12 5 SPD 30 Phases 4 8 12 4 REC 0 4 REC 0 30 END 2 30 END 2 0 STUN 0 0 STUN 0 Movement Running 67 12 Movement Running 67 12 Leaping 17 0 5 Leaping 17 0 5 Swimming 67 48 Swimming 67 48 Total Characteristics Cost 46 Total Characteristics Cost 46 Cost Power END Cost Power END 40 Spirit Powers Multipower 40 points reserve 0 40 Spirit Powers Multipower 40 points reserve 0 4u 1 Accident Change Environment 2 Radius 3 to 4 4u 1 Accident Change Environment 2 Radius 3 to 4 DEX Rolls and DEX Based Skills 3 OCV DEX Rolls and DEX Based Skills 3 OCV 4u 2 Concealment Invisibility Sight Group Usable 4 lu 2 Binding 2d6 Entangle Takes no damage from any 3 Simultaneously 5 Ranged 5 attack 5 Does not prevent use of accessible foci 2u 3 Co
10. Type Avail Cost Legality Type Essence Avail Cost Legality Tires Continued Level 2 43 2 6 days 3500 Legal Performance Always BODY x 15 Legal Level 3 4 9 2 6 days 4000 Legal Off Road Always BODY x 25 Legal Cyberfangs 4 6 2 48 hrs 5000 Legal Puncture Resistant Always BODY x 40 Legal Cyberfins 4 5 3 48 hrs 5000 1P N Snow Always BODY x 15 Legal Cybergills 1 7 3 72 hrs 1500 Legal Winch 3 14 days 00 STR Legal Cyberspike 6 2 72 hrs 5600 1 N x 10 Cyberspur 6 7 2 72 hrs 7000 1 N Dermal Plating 1 2 2 12 days 40000 2P N CYBERWARE Dermal Sheath 1 7 3 14 days 100000 2P N Type Essence Avail Cost Legality Ruthenium Coating 6 7 6 18 days 100000 OP N Headware Fingertip Compartment 2 2 24 hrs 2500 Legal Chipjack 33 2 72 hrs 1000 Legal Flex Hands 1 7 3 72 hrs 6000 Legal Cranial Cyberdeck Gas Spectrometer Allegiance Sigma 19 2 7 days 14000 0P S Levell 3 7 2 6 days 3000 Legal Sony CT 360 D 25 3 14 days 75000 OP S Level 2 43 2 6 days 3500 Legal Novatech Hyperdeck 6 27 3 14 days 150000 0P S Level 3 49 2 6 days 4000 Legal CMT Avatar 28 4 14 days 300000 OP S Hand Razors 4 3 72 hrs 4000 1 N Renraku Kraftwerk 8 29 5 1 mo 450000 0P S Hydraulic Jacks Transys Highlander 30 7 1 mo 700000 OP S Level 1 3 3 3 6 days 6000 Legal Novatech Slimcase 10 32 9 1 mo 1500000 OP S Level 2 6 7 3 6 days 12000 Legal Fairlight Excalibur 35 12 2 mo 2000000 OP S Level 3 1
11. to the days before the Awakening His skills are practiced and valued by Cost Skill Talent Perk Roll everyone in the shadows digging up dirt chasing down leads and 0 Acting PRE 8 working his contacts Just because he seems out of place doesn t mean 3 Climbin 2 g DEX 12 that he is as he makes sure to stay on top of the latest advances Despite 3 Combat Driving DEX 12 a lack of cyber he s no slouch with his fists although he d rather use his E street smarts to get out of trouble His weapon of choice is state of the 3 Concealment INT Bt art surveillance gear which he s used to take down more than one 0 Conversation PRE Be opponent 24 CSL 3 Overall 0 Deduction INT 8 The investigator is in the shadows for the little guy those who can t 3 Paramedics INT 12 stand up for themselves The investigator takes their jobs even if the pay 0 Persuasion PRE 8 is low and pursues them with a jaded and dogged stubbornness He 3 PSL 1 vs Range with All Attacks walks the thin line of the law and if justice isn t meted out by those with 0 Shadowing INT 8 authority he ll dispense his own through a quick portfolio download to 3 Stealth DEX 12 various shadow databases and media outlets or worse 3 Streetwise PRE 12 0 TF Car or Bike Cost Skill Talent Perk Roll 0 WF Clubs 0 Acting PRE 8 2 WF Grenade Launchers 3 Bugging I
12. Cost Skill Talent Perk Roll 0 Acting PRE 8 Cost Skill Talent Perk Roll 0 Climbing DEX 8 0 Acting PRE 8 3 Combat Driving DEX 13 0 Climbing DEX 8 3 Combat Piloting DEX 13 0 Concealment INT 8 0 Concealment INT 8 0 Conversation PRE 8 3 Conversation PRE 11 15 CSL 3 with Ranged Combat 15 CSL 3 with Ranged Combat 0 Deduction INT 8 0 Deduction INT 8 3 Demolitions INT 13 7 Electronics INT 14 3 Paramedics INT 13 3 Mechanics INT 12 3 Persuasion PRE 11 0 Paramedics INT 8 3 PSL 1 vs Range with All Attacks 3 Persuasion PRE 11 0 Shadowing INT 8 3 Shadowing INT 13 3 Stealth DEX 13 9 SL 3 with Combat Driving Combat Piloting 3 Streetwise PRE 11 and Mechanics 3 Tactics INT 13 0 Stealth DEX 8 0 TF Car or Bike 3 Streetwise PRE 11 3 Weaponsmith INT 13 0 TF Car 2 WF Assault Rifles 2 TF Hovercraft 2 WF Blades 2 TF Rotor Aircraft 2 WF Bows 2 TF Vectored Thrust Aircraft 0 WF Clubs 5 Vehicle Design INT 14 2 WF Machine Guns 0 WF Clubs 2 WF Pistols 2 WF Vehicle Heavy Weapons 2 WF Rifles 2 WF Vehicle Small Arms 2 WF Shotguns 2 WF Shotguns 2 WE Submachine Guns 0 WF Unarmed Combat 2 WF Throwing Weapons 5 Perk Contacts 0 WF Unarmed Combat 40 Perk Wealth 1 000 000 368 000 remaining 16 Perk Wealth 400 000 267 750 remaining Background Skills Background Skills 2
13. Val Char Cost Roll Notes LESSER AIR ELEMENTAL a 3 1 5 TURNUS Val Char Cost Roll Notes 15 CON 10 T3 5 STR 15 8 Lift 12 5 kg 0d6 15 BODY 10 13 18 DEX 24 13 OCV DCV 6 6 8 INT EJ iL PER Roll 11 ae L z 5 EGO 10 11 ECV 2 8 INT 2 11 PER Roll 11 5 m ME pied 5 EGO 10 10 ECV 2 15 PRE 5 12 PRE Attack 3d6 6 PD 0 Total 6 PD 6 rPD 12 COM 1 11 6 ED 3 Total 6 PD 6 rED 3 PD 3 Total 3 PD 3 rPD 3 a I Phases 6 12 6 ED 4 Total 6 PD 6 rED 30 END 0 5 SPD 22 Phases 4 8 12 0 STUN 0 4 REC 4 30 END 5 Movement Running 67 12 0 STUN 0 Leaping 3 6 p CD Tunneling 2 4 Movement Deme e Total Characteristics Cost 55 ah m 107207 Cost Power END Total Ch teristic Cost 28 E 30 Earth Powers Multipower 30 point reserve 0 c T a BED END 3u 1 Earthwalking Tunneling 2 through 3 DEF 1 5 30 a r Multi 30 point 0 material Fill In ir Powers Multipower 30 points reserve x 3u 1 Air Blast Energy Blast 4d6 Air Reduced END 0 0 2H pon i adde 208 6 DEF Only against targets 3 END 5 z 2u 2 Whirlwind Energy Blast 2d6 Area of Effect 3 2 2u ee i id Succ n t9 Rinting Area of 2 3 Radius zh Personal m ane Self 3 2u 4 Movement 2 2d6 Suppress Any Movement Power 2 3 e ga MUS S one at a time 25 Area of Effect Radius 1 onan eee 3 5 Aid Si 4d6 Aid S Magic Attribute and 3 3u 4 Accident Telekinesis 20 STR 1 5 STR s ne Des AE m See 2
14. FIELD SPIRIT Val Char Cost Roll Notes 0 STR 10 9 Lift 25 Kg 0d6 20 DEX 30 13 OCV DCV 7 7 15 CON 10 12 15 BODY 10 12 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 25 PRE 15 14 PRE Attack 5d6 12 COM 1 11 6 PD 6 Total 6 PD 6 rPD 10 ED 5 Total 10 PD 10 rED 6 SPD 30 Phases 3 6 9 12 4 REC 0 30 END 0 0 STUN 0 Movement Running 10 20 Leaping 0 0 Flight 0 0 Total Characteristics Cost 103 Cost Power END 60 Spirit Powers Multipower 60 points reserve 0 6u 1 Accident Change Environment 2 Radius 5 to 6 DEX Rolls and DEX Based Skills 5 OCV 6u 2 Concealment Invisibility Sight Group Usable 6 Simultaneously 5 Ranged 5 x16 Targets 1 6u 3 Guard 12d6 Suppress Change Environment 6 4u 4 Search Detect any Person Place or Thing 5 Discriminatory Telescopic 10 PER Roll 15 Costs END 5 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters original location 5 5 Immunity to Normal Weapons Damage Resistance 6 0 PD 10 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 45 Spirit
15. Val Char Cost Roll Notes 5 STR 15 9 Lift 12 5 Kg 0d6 15 DEX 15 12 OCV DCV 5 5 10 CON 0 11 10 BODY 0 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 20 PRE 10 13 PRE Attack 4d6 12 COM 1 11 3 PD 3 Total 3 PD 3 rPD 5 ED 3 Total 5 PD 5 rED 5 SPD 25 Phases 4 8 12 4 REC 4 30 END 5 0 STUN 0 Movement Running 87 16 Leaping 0 0 Flight 0 0 Total Characteristics Cost 53 Cost Power END 40 Spirit Powers Multipower 60 points reserve 0 4u 1 Accident Change Environment 2 Radius 3 to 4 DEX Rolls and DEX Based Skills 3 OCV 4u 2 Concealment Invisibility Sight Group Usable 4 Simultaneously 5 Ranged 5 4u 3 Guard 8d6 Suppress Change Environment 4 2u 4 Search Detect any Person Place or Thing 4 Discriminatory Telescopic 6 PER Roll 10 Costs END 5 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters original location 5 3 Immunity to Normal Weapons Damage Resistance 3 0 PD 6 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 45 Spirit Body Life
16. STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 22 4x2 12 15 3 21 x4 95 mph 4 6 2 Entry Points Seating Drivetrain Engine Availability Cost 1 dr 1 top hatch 1 double rear dr 3 Bucket 1 Bench 6WD Combustion 19 1 mo 775 300 Options ECM 5 ECM Booster 5 ECCM 5 Standard Turret Folding Bench Seat Active Thermal Masking Vehicle Armor 6 Wheels Similar Models Dodge APC750 Lockheed Chenoweth Protector LAV 93 Devil Rat STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 25 4x2 15 10 3 12 x4 55 mph 4 0 2 Entry Points Seating Drivetrain Engine Availability Cost 3 top hatches 1 rear ramp 2 Bucket 2 Bench Tracked Diesel 7 13 days 260 100 Options Amphibious Operation Wide Range Radio Transceiver EnviroSeal Remote Turret Active Thermal Masking 2 Folding Benches Vehicle Armor Similar Models Salish Shidhe Warrior LAV 103 Striker Light Tank STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 25 4x2 18 10 3 12 x4 55 mph 4 0 2 Entry Points Seating Drivetrain Engine Availability Cost 3 top hatches 1 rear ramp 3 Bucket Tracked Diesel 8 16 days 305 100 Options Amphibious Operation EnviroSeal Remote Turret Active Thermal Masking 2 Folding Benches Vehicle Armor Wide Range Radio Transceiver Similar Models Lockheed Chenoweth Defender UCAS A1098 INDUSTRIAL MOVERS Mesametric Kodiak Roadway Clearance System
17. 124 SHADOWPUNK VEHICLES Integrated Weapon Systems DLK MK 6 Utility Machine STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 3 15 4 12 x2 35 mph 0 3 2 Entry Points Seating Drivetrain Engine Availability Cost Tracked Electric 1 48 hrs 21 000 Options Remote Control Interface Rigger Adaptation 2 Mechanical Arms STR 20 Similar Models Yamatetsu Barghest Aztechnology FWC 72K Chimera ATT Soldat Integrated Weapon Systems DLK MK 6 Armed Variant STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x5 3 15 4 12 x2 35 mph 0 3 2 Entry Points Seating Drivetrain Engine Availability Cost Tracked Electric 1 48 hrs 22 000 Options Remote Control Interface Rigger Adaptation Mechanical Arm STR 20 External Fixed Mount Similar Models Yamatetsu Barghest Aztechnology FWC 72K Chimera ATT Soldat Mitsuhama Computer Technologies Hachiman STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 SRS 8 18 6 1 x2 5 mph 0 5 3 Entry Points Seating Drivetrain Engine Availability Cost Tracked Electric NA 70 000 Options Remote Control Interface Rigger Adaptatio
18. 4 1 25 GRAPPLE GUN This gun can shoot a grappling hook up to 150 meters It comes equipped with an internal spool If used as a weapon it fires at Very Heavy Crossbow ranges and does 8d6 Normal damage Type Conceal Wt Cost Grapple Gun l 2 25 450 GRAPPLE LINE Braided nylon and other synthetic fibers woven together to create strong lines supporting incredibly heavy loads Attached to grappling hooks and often thrown or fired from a grapple gun these provide a bonus to climbing GM discretion Stealth grapple line is easily disposed of to prevent detection as a catalyst stick touched to the line causes a chemical reaction that causes the line to crumble to dust in seconds The catalyst stick is reusable Stealth Grapple Line Only Power Major Transform 2d6 Rope to Dust Adv None AP 30 Lim OAF 1 Independent 2 Only when touched by catalyst stick 5 No Range 5 Type Conceal Wt Cost Grapple Line 50 m 4 1 25 Stealth Grapple Line 50 m 4 1 50 Catalyst Stick 5 120 MICROFLARES This pen sized flare launcher can shoot red white or green flares more than 200 meters The flare will illuminate an area equal to one city block It can also be used as a makeshift weapon Power Images Sight Group Adv x64 Radius 64 Radius 2 5 AP 25 Lim OAF 1 Independent 2 3 Continuing charges lasting 5 minutes 25 Only to create light 1 Type Conceal Wt Cost Microflare Launcher 0 2 50 Micr
19. All network drones operate under affiliated and non affiliated status Any drone that is under the direct control of a remote control deck is affiliated with that deck Affiliated drones can receive commands from the remote control deck and transmit data to it and to other affiliated drones A non affiliated drone is operating independently of the remote control deck Consequently a rigger controlling a network can neither see through nor control the non affiliated drone Additionally the non affiliated drone cannot communicate with any other drones in the network Affiliating or disaffiliating a drone requires a Phase action Substituting one drone for another in affiliation requires a Full Phase action A drone may not act during the Combat Turn in which it is being affiliated DUMP SHOCK Because vehicle control rig jacks are connected to the riggers middle brains the effects of dump shock on riggers can be considerably more serious than the effects of dump shock on a decker Any time a rigger is dumped from a remote control network the following things occur The rigger is disoriented for 1 combat turn where all skills tests and rolls are made at ie CV 2 to all skill and characteristic rolls The rigger also takes damage in the form of an Ego Attack doing 2d6 damage per rating of the remote control deck If involuntarily jacked out of a vehicle other than from vehicle destruction the rigger takes 2d6
20. 5 8 Immunity to Normal Weapons Damage Resistance 10 0 8 Immunity to Normal Weapons Damage Resistance 10 0 PD 10 ED Does Not Work against Magic 5 PD 10 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 not work when attacked with ECV 1 5 45 Spirit Body Life Support Total 0 45 Spirit Body Life Support Total 0 10 Spirit Body No Hit Locations 0 10 Spirit Body No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 60 Spirit Body Takes No Stun Takes only Body 0 15 Spirit Energy 100 point END Reserve 5 Recovery 0 15 Spirit Energy 100 point END Reserve 5 Recovery 0 All Spirit Powers AII Spirit Powers Total Powers amp Skills Cost 260 Total Powers amp Skills Cost 259 Cost Disadvantages Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing Impairing 25 Psychological Limitation Follows master without question Very 25 Psychological Limitation Follows master wi
21. 75 AP 105 Lim OAF Expendable 1 25 Independent 2 1 Charge 2 Type Aid Wt Cost Stimulant Patch 6d6 150 73 SHADOWPUNK EQUIPMENT TRANQ PATCH This patch is designed to anesthetize patients in preparation for medical attention Tranq patches are also used in some circles to sedate unruly prisoners The patch does 10d6 Stun Power Energy Blast Adv AVLD Power Defense 1 5 AP 12 5 per Rating Lim OAF Expendable 1 25 Independent 2 No Range 5 1 Charge 2 Type EB Wt Cost Stimulant Patch 10d6 250 TRAUMA PATCH This patch is the last ditch hope of a victim unable to receive medical care The trauma patch must be placed over the victim s heart directly on the skin and automatically stabilizes that person Power 1d6 Healing Regeneration Adv Persistent 5 AP 15 Lim OAF Expendable 1 25 Independent 2 Extra Time 1 Turn 1 25 1 continuing charge lasting 20 minutes 5 Only for targets at 0 Body or below 1 Type Wt Cost Trauma Patch 500 DRUGS Most drugs have a chance for addiction physical tolerance and so on though a GM should be able to discuss with a drug abusive character the chances of such a thing happening Drugs can be very beneficial but a GM should recognize that there are drawbacks to abuse and take steps to ensure there is a negative side to the habitual use of drugs ACTH Adrenocorticotrophic hormone ACTH is a naturally occurring h
22. Cargo Cargo space in vehicles typically takes up 1 8 the total amount of size of the vehicle The rest of the vehicle is occupied by engine seating controls etc The amount of cargo space available in the vehicle may be increased up to 7 8 of the total vehicle size Doing so on a vehicle not initially designed to costs 250 nuyen per hex designated for cargo AIR CUSHION VEHICLES These vehicles buy their Running with the Advantage Sideways Maneuverability 25 and the Limitation Only on Appropriate Terrain Duct Fans 25 Air cushion vehicles also buy an equivalent amount of surface only Swimming to their Running AIRSHIPS These vehicles buy their Flight with the Limitations Side Effect 1d6 RKA to anyone who comes into contact with the propeller automatically occurs when Flight is in use only affects environment in front of the vehicle 25 Cannot Move Backwards 25 Limited Maneuverability 5 AUTOMOBILES These vehicles buy their Running with the Limitations OAF Tires 1 and Only on Smooth Surfaces 25 104 JET AIRCRAFT These vehicles buy their Flight with the Limitations Side Effect 2d6 RKA Area of Effect 7 Line behind engines automatically occurs when Flight is in use only affects environment around vehicle 1 75 Stall Velocity 4 Vehicle Movement 25 Takeoff Landing 1 Supersonic Jets buy secondary flight with the Advantage Megascale 1 1km 7 25 and also apply the Limitatio
23. SHADOWPUNK RULES SKILLS Base 1 Skill Type Base Roll Cost Acrobatics Agility 9 DEX 5 3 2 Acting Interaction 9 PRE 5 3 2 Analyze Intellect 9 INT S 3 2 Animal Handler Interaction 9 PRE 5 3 2 Aura Reading Magical 9 EGO S5 3 2 Autofire Skills Combat Accurate Sprayfire Combat 5 Concentrated Sprayfire Combat 5 Rapid Autofire Combat 5 Skipover Sprayfire Combat 5 Breakfall Agility 9 DEX 5 3 2 Bribery Interaction 9 PRE 5 3 2 Bureaucratics Interaction 9 PRE 5 3 2 Centering Magical 9 EGO S5 3 2 Climbing Agility 9 DEX 5 3 2 Combat Driving Agility 9 DEX 5 3 2 Combat Piloting Agility 9 DEX 5 3 2 Combat Skill Levels Combat Any Single Attack Combat 2 2 Three Maneuvers Tight Combat 3 3 Group HTH Ranged Related Combat 5 5 Group or DCV Only All Combat Combat 8 8 Computers Intellect 9 INT 5 3 2 Concealment Intellect 9 INT 5 3 2 Conjuring Magical 9 EGO S 3 2 Contortionist Agility 9 DEX 5 3 2 Conversation Interaction 9 PRE 5 3 2 Cramming Intellect 5 Criminology Intellect 9 INT 5 3 2 Cryptography Intellect 9 INT 5 3 2 Deduction Intellect 9 INT 5 3 2 Defense Maneuver I C
24. Total Disadvantages 70 Total Cost 292 39 SHADOWPUNK MAGIC HEARTH SPIRIT SPIRITS OF THE LAND Val Char Cost Roll Notes 0 STR 10 9 Lift 25 Kg 0d6 DESERT SPIRIT 20 DEX 30 13 OCV DCV 7 7 Val Char Cost Roll Notes 15 CON 10 12 20 STR 10 13 Lift 400 kg 4d6 5 BODY 10 12 15 DEX 15 12 OCV DCV 5 5 8 INT 2 11 PER Roll 11 20 CON 20 13 0 EGO 0 11 ECV 3 20 BODY 20 13 25 PRE 15 14 PRE Attack 5d6 8 INT 2 11 PER Roll 11 2 COM 1 11 10 EGO 0 11 ECV 3 6 PD 6 Total 6 PD 6 rPD COS 10 Z PRE Attack 4d6 10 ED 5 Total 10 PD 10 rED 6 SPD 30 Phases 3 6 9 12 10 PD 4 Total 10 PD 10 rPD 4 REC 0 10 ED 6 Total 10 PD 10 rED 30 END 0 5 SPD 25 Phases 4 8 12 0 STUN 0 10 REC 0 Movement Running 10 20 oy END ih ns 0 STUN 0 Leaping 0 0 Flight 07 0 Movement Running 107 20 Total Characteristics Cost 103 Leaping 67 3 Cost Power END Total Characteristics Cost 115 60 Spirit Powers Multipower 60 points reserve 0 Cost Power END 6u 1 Accident Change Environment 2 Radius 5 to 6 60 Spirit Powers Multipower 60 points reserve 0 DEX Rolls and DEX Based Skills 5 OCV 6u 1 Concealment Invisibility Sig
25. 1 Type STR HA DEF Essence Nuyen Obvious 5 3d6 2 15 65000 Cyberarm Synthetic 5 3d6 2 15 100000 Cyberarm CYBERLEG A Cyberleg may have 20 ECU of options installed Power STR Adv None AP 5 Lim Does not affect figured characteristics 5 Cyberware 1 Power Damage Resistance 25 Physical Resistant Adv None AP 15 Lim Only against STUN 1 Cyberware 1 Power Hand to Hand Attack Adv None AP 9 Lim Does not add to weapon damage 5 Does not stack with bone lacing 25 Only with that limb 1 Cyberware 1 Power Armor Adv None AP 3 Lim One Leg Coverage 2 Cyberware 1 Power Points Adv None AP 20 Lim Only for cyber limb options 2 Cyberware 1 Type STR HA DEF Essence Nuyen Obvious 5 3d6 2 15 65000 Cyberleg Synthetic 5 3d6 2 15 100000 Cyberleg CYBER LIMB OPTIONS This section details factory built in or add ons that a character might want to have installed into a cyber limb The option is measured in ECU which is Equipment Capacity Units which corresponds to how much space within the cyber limb the option takes Cyberarms may mount 10 ECU of options whereas Cyberlegs may mount 20 points In all cases the piece just adds to any other cyberware the character may have installed except where noted Special hands and feet options do count against the total ECU for the cyber limb Cyber limb options can be bought as Alpha Beta and Delta g
26. 1 Type FD Essence Nuyen Parabolic Hearing 1 8 Rating x 5 Rating x 750 SOUND EDITOR This system allows a user to edit out distracting noises or zero in on a particular sound The Sound Editor may be used in conjunction with any other piece of Cyber audio Power Enhanced Perception Normal Hearing Adv None AP 2 x Rating Lim Only to offset hearing perception penalties 1 Cyberware 1 Type PER Essence Nuyen Sound Editor 1 8 Rating x 7 Rating x 1000 SPATIAL RECOGNIZER The Spatial Recognizer improves on the ear s natural ability to pinpoint the direction from which a sound is coming It is useful when trying to find a hidden enemy that you can hear and it s especially handy in situations where your natural ability might be confused by echoes In games terms this option allows you to use hearing as a targeting sense Note that this is imperfect suffering a 1 to OCV when attacking and it does not take into account that there may be things between the user and the target like hostages that could interfere with an attack Power Targeting Sense Hearing Group Adv None AP 20 Lim Cyberware 1 Imperfect Targeting 1 Type OCV Essence Nuyen Spatial Recognizer 2 6 7 10000 VOICE STRESS ANALYZER This system acts as a lie detector It detects minute changes in vocal patterns and tones comparing those tones to a pre recorded set of 54 parameters The user must first use the analyzer on t
27. 1 Entry Points Seating Drivetrain Engine Availability Cost Airship Electric 1 24 hrs 7 500 Options Remote Control Interface Rigger Adaptation Similar Models ATT Schiffer Eireann Tir Airgead Beo UNMANNED AERIAL VEHICLES UAV FIXED WING Aztechnology Liebre Surveillance Pursuit RPV STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 14 1 25 x 64 7 18 4 100 x4 600 mph 0 4 4 Entry Points Seating Drivetrain Engine Availability Cost Jet Aircraft Combustion 5 10 days 193 500 Options Remote Control Interface Rigger Adaptation External Fixed Mount with Vindicator Minigun and 1000 rds ammo Supersonic 1 Megascale Vehicle Armor Similar Models Mitsuhama Silent Wind Ares Rover 9230 CAS Wandjina RPV STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 14 1 25 x 64 9 12 4 63 x4 375 mph 0 3 4 Entry Points Seating Drivetrain Engine Availability Cost Jet Aircraft Combustion 3 6 days 119 000 Options Remote Control Interface Rigger Adaptation External Fixed Mount External Missile Mount Vehicle Armor Similar Models Sioux Stinger Wuxing Wu Jin GM Nissan Spotter STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 5x 25 3 18 4 25 x4 150 mph 2 1 2 Entry Points Seating Drivetrain Engine Availability Cost Thunderbird Combustion 1 48 hrs 33 000 Options Remote Control Interface Rigger Adaptation Similar Models Yamatetsu SK275 Lockheed Opt
28. 1 2 Ear Recorder Alphaware Eidetic Memory 5000 Sound 4 Internal Memory 150Mp Alphaware 45000 1 2 Retinal Clock Alphaware Absolute Time Sense 1500 2 5 Retinal Duplication SL Disguise 5 15000 2 8 Sound Editor 4 Hearing PER Rolls 4 only offset 8000 penalties 6 8 Voice Synthesizer Images Hearing 11000 20 3 Total 87500 THE INVESTIGATOR THE MERCENARY The Mercenary can be described in two words professional warrior He has his own beliefs and his own agenda but the bottom line is that he has the training the skills and the experience to take on any job at the time and he will if the price is right He is a veteran of numerous wars and conflicts from guerrilla warfare waged by Yucatan rebels in Aztlan to the Desert Wars where the megacorporations give their troops combat training by pitting them against each other in ravaged regions of Africa His past work and travels have left him well connected with access to military gear information and medical necessities His training means that the mercenary is skilled in heavy weaponry the mil spec stuff that you don t find on every street corner As a fast and The Investigator or detective gumshoe or private eye is a throwback stealthy troll he s ideal for a team needing mobile firepower
29. 25 Only for 60 Elemental Body Takes No Stun Takes only Body 0 Combat Spells when used by a Mage 25 18 Elemental Energy 100 point END Reserve 5 0 14 True Flier Running 6 Swimming 2 0 Recovery All Elemental Magic Powers Usable By Cost Skill Roll Others Simultaneously 5 Only usable by 12 4 OCV with Fire Attacks Elemental or Mage that summoned it 25 Only for Total Powers amp Skills Cost 300 Detection Spells when used by a Mage 25 Cost Disadvantages Cost Skill Roll 5 Physical Limitation Dual Natured Being Infrequently Slightly 3 1 OCV with Water Attacks Impairing Total Powers amp Skills Cost 296 25 Psychological Limitation Follows master without question Very Cost Disadvantages Common Total 5 Physical Limitation Dual Natured Being Infrequently Slightly 20 Vulnerability Water based attacks Common x2 damage Impairing 20 Distinctive Features Elemental Not Concealable Major 25 Psychological Limitation Follows master without question Very Reaction Common Total Total Disadvantages 70 20 Vulnerability Fire based attacks Common x2 damage Total Cost 321 20 Distinctive Features Elemental Not Concealable Major 38 Reaction Total Disadvantages 70 Total Cost 325 SHADOWPUNK MAGIC NATURE SPIRITS SPIRITS OF MAN
30. 75 5 STANDARD HOLSTER This is a standard holster for pistol sized weapons and they are available in styles to be worn on the hip or shoulder in the small of the back or on the thigh or ankle Type Conceal Wt Cost Standard Holster wl 40 THERMOGRAPHIC SCOPE A normal or hi power scope that provides thermographic vision through the scope The wielder must brace to use the scope Type Conceal Wt Cost Thermographic Scope 1 25 1500 TRIPOD A heavy stable mounting for heavy weapons tripods are not concealable and reduce the strength minimum of a weapon to effectively 0 so that any character can fire a tripod mounted weapon Tripods require a 4 phase action to set up and the user must brace to fire the weapon Type Conceal Wt Cost Tripod 6 8 600 UNDERBARREL GRAPPLE GUN Designed as an underbarrel attachment for submachine gun sized weapons or larger this device uses the rules for grapple gun It can be loaded with regular or stealth grapple line Type Conceal Wt Cost Underbarrel Grapple Gun 1 2 500 AMMUNITION ARMOR PIERCING Armor piercing rounds and specially designed to travel at high velocities and pierce armor The negative aspect to Armor Piercing rounds is that they penetrate targets just as well as they do armor and tend to travel right through doing reduced damage Type Conceal Wt Cost Armor Piercing 2 25 70 ARMOR PIERCING INCENDIARY Similar to standard armor piercing rounds Armor Piercing Incend
31. Designed as a combat drug and painkiller Dorph causes endorphins to race through the body reducing pain and stress Dorph allows the user to reduce the effects of stun or shock A side effect of Dorph is that it causes some short term damage to the nervous system and reflexes Power 3d6 Aid CON STUN Adv Two characteristics simultaneously 5 Fade 5 AP per hour 1 AP 75 Lim IF 25 Independent 2 1 charge 2 Side Effect 3d6 SPD Drain Fade 5 AP per hour Trigger after Aid wears off 1 Type Vector Speed Cost Dorph Inject Instant 400 74 JAZZ Developed by Lone Star s R amp D Division Jazz was designed to better the odds for run of the mill law enforcement officers who run up against wired and chromed street samurai Designed as energizers jazz significantly boosts the user s reflexes and reactions for a short period Jazz users frequently suffer a crash period where they are flooded with despondent and miserable emotions and long term users suffer brutal side effects Power 2d6 Aid DEX SPD Adv Two characteristics simultaneously 5 Fade 5 AP per 5 minutes 5 AP 40 Lim IIF 25 Independent 2 1 charge 2 Side Effect 4d6 Ego Attack Trigger after Aid wears off 5 Type Vector Speed Cost Jazz Inhale Instant 40 KAMIKAZE Kamikaze is a tailored amphetamine combat drug In moderate doses kamikaze can give users an edge somewhat equalizing the odds when unaugmented e
32. SHADOWPUNK CYBERWARE action Another term for Cyberfangs is Vampires typically used as slang for the weapon Power Hand to Hand Killing Attack Adv Armor Piercing 7 5 AP 15 Lim Cyberware 1 Real Weapon 25 Type HKA Essence Nuyen Cyberfangs 2d6 AP 6 7 5000 CYBERFINS This cybernetic implant consists of retractable spurs netted with webbing in the hands and feet When extended they allow the user to swim as if using ordinary swim fins The spurs on the hands can also be used like Hand Razors Scratchers if warranted Power Swimming Hand to Hand Killing Attack Adv None AP 5 Lim Cyberware 1 Power Hand to Hand Killing Attack Adv None AP 10 Lim Cyberware 1 STR Min 5 25 Real Weapon 25 Type Swim HKA Essence Nuyen Level 1 5 2d6 6 5 5000 CYBERGILLS This cybernetic implant is located in the sides of the neck and it allows the user to breathe water exactly as a fish does The gills are not overly noticeable except when in use or upon close inspection Power Life Support Breathe Water Adv None AP 5 Lim Cyberware 1 Type Essence Nuyen Cybergills 2 5 1500 CYBERSPIKE This cyberweapon is built completely within the hand or arm of the user It consists of a titanium spike with telescopes from one of two positions depending on user s choice It may either extend from between the knuckles of the middle and ring fingers of the hand or it may extend from ben
33. System Operations Graceful Logoff Logon to LTG RTG Host Null Operation Unless otherwise noted the Deception utility adds to the decker s Computer skill of all Access Tests DECRYPT Multiplier 1 System Operations Decrypt Access File Slave The Decrypt utility adds to the decker s Computer skill of any Systems Tests to defeat Scramble IC programs READ WRITE Multiplier 2 System Operations Download Data Edit File Upload Data The Read Write utility adds to the decker s skill for Systems Tests necessary to transfer files or otherwise access edit or create data in the Matrix RELOCATE Multiplier 2 This utility is used against track utilities in their location cycle The decker using relocate makes a Computer skill roll adding the rating of the Relocate utility to his skill minus his opponents Sensor rating The tracking decker rolls his Computer skill adding the rating of the Track utility to the roll minus his opponents Masking rating If the relocating decker wins the track utility fails completely The attacker must successfully attack the target decker again before using the Track utility against his opponent SCANNER Multiplier 3 System Operations Locate Decker The scanner utility adds to the decker s Computer skill for System Tests made during operations to search for deckers SPOOF Multiplier 3 System Operations Control Slave Edit Slave Monitor Slave The spoof utility adds to the
34. TOXIN FILTRATION SYSTEM The user is implanted with filters that are designed to detoxify a wide range of poisons including alcohol taken orally The Toxin Filtration System subtracts its Defense value from the effect of ingestion based drain attacks such as rat poison dumped in your soykaf Power Power Defense Adv None AP 1 per Rating Lim Only affects ingestion vector attacks 1 5 Cyberware 1 Type DEF Essence Nuyen Toxin Filtration System 1 20 DEF x 3 DEF x 1000 VEHICLE CONTROL RIG This system allows the user to control a vehicle through direct cybernetic control The Vehicle Control Rig requires a Datajack and the vehicle must be equipped with Rigger Control Gear The type of vehicle doesn t matter as long as the user has Familiarity with it he can utilize his Vehicle Control Rig to the best of his ability The Rigger can plug directly into an equipped vehicle and gain his bonuses or he may jack into a Remote Control Deck to control Drones or any vehicles equipped with Remote Control Gear Power servos the steer wheels depress accelerators control braking target and fire weapons if so equipped Riggers controlling rigged vehicles are inhumanly responsive in their vehicle almost as if the vehicle and they were one For more information on Riggers and Drones see the Vehicles Section The bonuses from such cyberware as Boosted Reflexes Move By Wire Wired Reflexes and Synaptic Accelerator do not assist SPD
35. Total Package Cost 4 5 Boosted Reflexes 1 SPD 1 LR 1 20000 1 6 Cyberears Alphaware Reduce Cyber Audio 4000 Cost Magical Abilities END damage 20 0 Astral Projection 3 3 2 Level Damper 8 Alphaware Flash Defense 16000 0 Astral Perception 0 Hearing 8 0 Dispelling 20d6 10 3 8 Hearing Amplification 6 Alphaware Hearing 24000 0 Banishing 20d6 10 PER 6 0 Conjure Elementals 14 1 2 Recorder Alphaware Eidetic Memory Sound 5000 0 Sorcery By spell 1 6 Cybereyes Alphaware Reduce Cyber Optic 4000 0 Spell Defense 0 damage 20 0 Total ti Camera Alphaware Eidetic Memory Vision 5000 3 2 Flare Compensation 8 Alphaware Flash 16000 Defense Sight 8 2 5 Low Light Vision Alphaware UV Vision 2500 SHADOWPUNK ARCHETYPES 2 Retinal Duplication Alphaware SL Disguise 30000 Ess Cyberware Bioware Nuyen 5 1 6 Cybereyes Alphaware Reduces Cyber Optic 4000 4 Thermographic Vision Alphaware IR Vision 2500 damage 20 Discriminatory 4 Thermographic Vision Alphaware IR Vision 2500 1 8 Datajack Alphaware Mind Link Computers 2000 Discriminatory 5 Internal Memory 150Mp 15000 3 2 Flare Compensation 8 Alphaware Flash 16000 4 Radio Transceiver Alphaware Radio 5000 Defense Sight 8 Perception Transmission 48 Wide Range Radio Transceiver Alphaware 6000 4 SmartLink Alphaware 2 with all Ranged 30000 HRRP 33 To
36. Wander Aimlessly 5 5u 4 Fear 8d6 Mind Control Telepathic 25 Set 6 Effect Run Away in Fear 5 6u 5 Guard 12d6 Suppress Change Environment 6 4u 6 Search Detect any Person Place or Thing 5 Discriminatory Telescopic 10 PER Roll 15 Costs END 5 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters original location 5 5 Immunity to Normal Weapons Damage Resistance 6 0 PD 10 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 45 Spirit Body Life Support Total 0 10 Spirit Body No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 15 Spirit Energy 100 point END Reserve 5 Recovery 0 All Spirit Powers Cost Skill Roll 12 4 OCV with Spirit Powers Total Powers amp Skills Cost 269 Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing 25 Psychological Limitation Follows master without question Very Common Total 20 Distinctive Features City Spirit Not Concealable Major Reaction Total Disadvantages 70 Total Cost 302
37. dirty officer can delay police or security response to give the runners a little more time to escape Police Security Officer Contact 11 2 useful skills resources 1 Cost 3 points TALISMONGER The one who knows the ways of magic sells fetishes foci conjuration materials or whatever else your magic wielding hands need The Talismonger can put you in touch with the people you need when magic is involved and knows the ins and outs of the mystical subculture Talismonger Contact 11 2 useful skills resources 1 Cost 3 points SHADOWPUNK RULES FRINGE BENEFITS The following a list of possible fringe benefits available to characters and GMs may require a character to pay points for other useful abilities Cost Fringe Benefit License to practice a profession Law Medicine etc Low Level Corper Low Level Military Low Level Organized Crime Member Passport Press Pass SINner Weapon Permit Low Level Government Employee Magical Group Member Mid Level Organized Crime Member Police Officer Security Officer Private Investigator License Federal Police Officer Mid Level Corper Mid Level Military Mid Level Government Employee MOI AJJ wI NININI ININI N International Police Officer DISADVANTAGES CYBERWARE BIOWARE REJECTION A non magician character can take this special Disadvantage that does no
38. 0 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 not work when attacked with ECV 1 5 45 Spirit Body Life Support Total 0 45 Spirit Body Life Support Total 0 10 Spirit Body No Hit Locations 0 10 Spirit Body No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 60 Spirit Body Takes No Stun Takes only Body 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Spirit Powers Spirit Powers Total Powers amp Skills Cost 215 Total Powers amp Skills Cost 215 Cost Disadvantages Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly x Physical Limitation Dual Natured Being Infrequently Slightly Impairing Impairing 25 Psychological Limitation Follows master without question Very 25 Psychological Limitation Follows master without question Very Common Total Common Total 20 Distinctive Features City Spirit Not Concealable Major 20 Distinctive Features City Spirit Not Concealable Major Reaction Reaction Total Disadvantages 70 Total Cost
39. 1 Ranged 5 AP 12 5 per 1 Lim Only against magical attacks 1 Real Cost 6 per 1 ASTRAL TRAVEL Characters traveling through the Astral Plane cannot pass through organic material or magical barriers The Earth is considered a living creature in this case and normally cannot be moved through Worked earth that is removed from the whole of earth is not considered to be part of Mother Earth as a whole It is possible to move through Mother Earth albeit at an incredibly slow rate They may move through an amount of earth equal to their PRE 5 every 20 minutes If he decides to stop trying to move through the earth he may return to his starting point at his normal Astral movement rate ASTRAL VISIBILITY The astral plane is lit by the auras of living beings and is always perpetually lit by the Earth The light level in the physical plan has no relation to the amount of visibility on the astral though viewing the astral plane through semi opaque things like water fog smoke or fire can limit visibility ASTRAL BARRIERS Astral barriers are dual natured walls with their astral form appearing as a hazy solid wall that blocks all astral forms and astral perception Dual natured beings and items such as active foci cannot pass the barrier without defeating it in astral combat Hermetic circles and Shamanic lodges form astral barriers though the hermetic circle is only a barrier when it is used for magical purposes The physic
40. 1 24 hrs 50 Lega Jazz 4 4 days 40 OP X Flashlight Low Light F 25 1 24 hrs 250 Lega Kamikaze 3 4 days 50 1P X Flashlight Thermo 25 1 24 hrs 450 Lega Prime 2 3 days 150 Legal Flash Suppresser ul 5 3 48 hrs 250 As weapon Psyche 4 72 hrs 500 Legal Gas Venting System Ye 1 24 hrs 500 Lega Speedheal 3 4 days 250 Legal Grenade Launcher RE 15 3 36 hrs 200 3 J Per 1 Magazine 50 TOXINS Capacity Type Avail Cost Legality Guncam 25 2 48 hrs 1000 Lega Atropine 3 12 hrs 600 Legal Guncam Transmitter 25 2 48 hrs 2500 3P U CS Tear Gas 2 36 hrs 10 Legal Gyromount Standard 5 6 2 48 hrs 2500 Lega Cyanide 2 48 hrs 360 OP X Gyromount Deluxe 6 8 2 48 hrs 6000 Lega Fugu 5 2 72 hrs 10000 XIX Hi Power Scope 25 2 36 hrs 250 Lega Fugu 6 3 7 days 20000 XIX Laser Sight 25 3 36 hrs 400 Lega Fugu 8 4 14 days 30000 XIX Low Light Scope 1 25 2 36 hrs 1500 Lega Green Ring 3 7 14 days 500 Y32 K Micrometer Sight 0 1 12 hrs 150 Lega Green Ring 8 8 14 days 800 Y32 K Normal Scope 25 2 36 hrs 200 Lega Hyper 2 24 hrs 180 OP X Quick Draw Holster E 2 48 hrs 100 Lega MAO 3 36 hrs 280 OP X Quick Draw Holster 2 wl 3 72 hrs 150 Lega Narcoject 2 48 hrs 150 Legal Concealable Nausea Gas 2 48 hrs 10 4P X Shoulder Stock 2 5 1 24 hrs 100 Lega Neuro Stun VIII 2 24 hrs 10 2PX Silencer 1 2 2 48 hrs 150 As weapon Neuro Stun IX 3 36 hrs 20 2P X Sling 1 1 12 hrs 20 Lega Neuro Stun X 4 48 hrs 30 2PX Smartgun Link 1 1 2 48 h
41. 2 48 hrs Rat x 2000 Legal Level 3 8 3 6 days 120000 0P Q Level Damper Rat x 3 2 48 hrs Rat x 1000 Legal Level 4 10 3 6 days 150000 0P Q Recorder 1 1 4 48 hrs 2500 8P N Nanotech Visual Upgrade 3 3 3 14 days 25000 Legal Parabolic Hearing Rat x 3 2 48 hrs Rat x 750 Legal Nephritic Screen Rat x 3 2 4 days Rat x 2500 Legal Sound Editor Rat x 5 3 48 hrs Rat x 1000 Legal Pain Resister 17 3 6 days 20000 2P N Spatial Recognizer 5 2 48 hrs 10000 Legal Platelet Factory 2 8 3 8 days 15000 Legal Voice Stress Analyzer 5 9 5 14 days 35000 2 N Reflex Recorder 1 6 4 6 days 10000 Legal Wide Range Hearing 1 2 48 hrs 750 Legal Skinweave 3 4 8 days 50000 1P N Cyber Limbs Suprathyroid Gland 10 8 4 12 days 115000 2P Q Cyberarm Obvious 11 6 2 4 days 65000 Legal Symbiotes Cyberarm Synthetic 11 6 2 4 days 100000 Legal Level 1 3 3 3 10 days 25000 Legal Cyberleg Obvious 11 6 2 4 days 65000 Legal Level 2 6 7 3 10 days 50000 Legal Cyberleg Synthetic 11 6 2 4 days 100000 Legal Level 3 10 3 10 days 75000 Legal Synaptic Accelerator CYBERLIMB OPTIONS Level 1 8 6 3 12 days 100000 1P Q Type ECU Avail Cost Legality Level 2 11 4 3 12 days 200000 1P Q Anchoring Cyberfeet 3 5 2 48 hrs 3750 Legal Synthacardium Buzz Hand 10 8 14 days 7500 3 N Level 1 2 2 10 days 12500 Legal Cyberarm Gyromount 3 6 5 21 days 22500 OP R Level 2 4 2 10 days 25000 Legal Cyberguns Hold out 3 4 7 days 5150 4P Q CYBERWARE GRADES Light Pistol 6 1 4 7 days 6000 2P
42. 2 Skill Levels to conjure Forest Prairie or Mountain Spirits shaman s choice Disadvantages Wolf shamans can go berserk when wounded Whenever a wolf shaman takes Body in combat roll to see if he goes berserk The shaman must take this Disadvantage but gets no points for it Berserk Common 11 to go berserk 14 to recover 21 SHADOWPUNK MAGIC ADEPT Adepts are another form of magician who follows the Somatic Way They channel their energies into physical manifestations of power They do not have access to Astral Projection Sorcery Conjuring or Dispelling Banishing They might have Astral Perception if they purchased it as a power Adepts use their magic in the perfection of body and mind and they tend to focus on training and discipline ADEPT POWERS Adepts use their magic attribute to buy powers that are supernatural or magical abilities that become a natural part of the adept through study and training Each power has a cost in points of which the adept has the total of his magic attribute to spend on Adept Powers A beginning Adept has a Magic Attribute of 60 ASTRAL PERCEPTION Power Detect Astral Plane and Auras Discriminatory Tracking Adv None AP 25 Lim Extra Time 2 Phase to Turn on 25 Character may be targeted by Astral Forms 5 Side Effect 5 Perception Rolls for Physical Plane 1 Real Cost 9 Points ATTRIBUTE BOOST The adept can all upon their inner strength to perform am
43. 20 Elemental Body 50 Energy Damage Reduction 0 18 Elemental Energy 100 point END Reserve 5 0 Resistant 50 Physical Damage Reduction Recovery All Elemental Magic Powers Usable By Resistant Does not work against magic 5 Does Others Simultaneously 5 Only usable by not work when attacked with ECV 1 5 Elemental or Mage that summoned it 25 Only for 45 Elemental Body Life Support Total 0 Manipulation Spells when used by a Mage 25 10 Elemental Body No Hit Locations 0 Cost Skill Roll 60 Elemental Body Takes No Stun Takes only Body 0 6 2 OCV with Unarmed Attacks 14 True Flier Running 6 Swimming 2 0 Total Powers amp Skills Cost 263 18 Elemental Energy 100 point END Reserve 5 0 Cost Disadvantages Recovery All Elemental Magic Powers Usable By 5 Physical Limitation Dual Natured Being Infrequently Slightly Others Simultaneously 4 5 Only usable by Impairing Elemental or Mage that summoned it 25 Only for 25 Psychological Limitation Follows master without question Very Illusion Spells when used by a Mage 25 Common Total Cost Skill Roll 20 Vulnerability Water based attacks Common x2 damage 12 6 Skill Levels with Flight 20 Distinctive Features Elemental Not Concealable Major Total Powers amp Skills Cost 322 Reaction Cost Disadvantages Total Disadvantages 70 5 Physical Limitation Dual Natured Being Infrequently Slightly Total Cost 326 Impairing 25 Psychological Limitation
44. 4 7 days 9000 Legal Targeting Computer Biomonitor 2 3 72 hrs 2500 Legal Level 1 1 4 3 48 hrs 12500 1P N Blood Filtration System Rat x 2 3 4 days Rat x 1000 Legal Level 2 2 9 3 48 hrs 25000 1P N Bone Lacing Level 3 43 3 48 hrs 37500 P N Plastic 24 3 14 days 7500 2P N Level 4 5d 3 48 hrs 50000 P N Kevlar 9 3 21 days 10000 2P N Toxin Filtration System Rat x 2 3 4 days Rat x 1000 Legal Aluminum 4 3 3 14 days 25000 2P Q Vehicle Control Rig Ceramic 4 7 3 21 days 40000 2P Q Level 1 7 8 3 48 hrs 12000 2P N Titanium 6 4 3 14 days 75000 2 R Level2 11 6 4 48 hrs 60000 2P N Boosted Reflexes Level 3 15 4 4 48 hrs 300000 1P N Level 1 2 6 2 24 hrs 20000 4P Q Voice Synthesizer 4 9 3 48 hrs 11000 2P Q Level 2 3 3 2 24 hrs 35000 2P Q Wired Reflexes Level 3 8 5 2 24 hrs 50000 1P Q Level 1 8 2 2 8 days 55000 1P Q Chemical Analyzer Level 2 11 9 2 8 days 165000 0P Q Level 1 3 7 2 6 days 3000 Legal Level 3 15 6 4 14 days 500000 1 R 143 SHADOWPUNK ITEM LIST Type Essence Avail Cost Legality BIOWARE Cy
45. 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 not work when attacked with ECV 1 5 45 Spirit Body Life Support Total 0 45 Spirit Body Life Support Total 0 10 Spirit Body No Hit Locations 0 10 Spirit Body No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 60 Spirit Body Takes No Stun Takes only Body 0 15 Spirit Energy 100 point END Reserve 5 Recovery 0 15 Spirit Energy 100 point END Reserve 5 Recovery 0 All Spirit Powers AII Spirit Powers 23 Aquatic Movement Swimming 8 10 total x16 1 5 23 Aquatic Movement Swimming 8 10 total x16 1 5 Non combat Non combat Total Powers amp Skills Cost 283 Total Powers amp Skills Cost 289 Cost Disadvantages Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing Impairing 25 Psychological Limitation Follows master without question Very 25 Psychological Limitation Follows master without question Very Common Total Common Total 20 Distinctive Features City Spirit Not Concealable Major 20 Di
46. Action Phase The Decrypt File operation defeats scramble IC programs on a file Deckers must perform successful Decrypt File operation on scrambled files before performing other operations on them A file with scrambled IC cannot be downloaded until after it has been decrypted DECRYPT SLAVE Test Slave Utility Decrypt Action 2 Phase The Decrypt Slave operation defeats scramble IC programs on a Slave Subsystem A decker cannot Control Slave until he has performed a Decrypt Slave operation on scrambled Slaves DOWNLOAD DATA Test Files Utility Read Write Action Phase The Download Data operation copies a file from the host to the decker s cyberdeck The data moves at the deck s I O Speed It may be transferred to Active Memory Storage Memory or even off line storage The Download Data operation is an ongoing operation that continues until the data transfer is completed the decker logs off or is crashed or the decker terminates the download early If the operation is terminated early it creates a corrupted copy of the file EDIT FILE Test Files Utility Read Write Action Phase The Edit File operation enables a decker to create change or erase a datafile Small changes can be made directly on the host by performing this operation Otherwise the decker must prepare changes off line and upload it to Active Memory and perform and Edit File operation A successful Files Test can create new files but be
47. Area of 4 2u 7 Movement 2d6 Aid Succor to Swimming Area of 4 Effect Radius 1 Effect Radius 1 2u 7 Movement 2 2d6 Suppress Any Movement Power 5 2u 8 Movement 2 2d6 Suppress Any Movement Power 5 one at a time 25 Area of Effect Radius 1 one at a time 25 Area of Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters Phase 5 Point of Entry is relative to the characters original location 5 original location 5 3 Immunity to Normal Weapons Damage Resistance 4 0 3 Immunity to Normal Weapons Damage Resistance 4 0 PD 4 ED Does Not Work against Magic 5 PD 4 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 not work when attacked with ECV 1 5 45 Spirit Body Life Support Total 0 45 Spirit Body Life Support Total 0 10 Spirit Body No Hit Locations 0 10 Spirit Body
48. Computers Cramming Cryptography Demolitions Electronics Forensic Medicine Forgery Inventor Lockpicking Mechanics Science Security Systems Systems Operation Weaponsmith Vehicle Group Combat Driving Combat Piloting Computers Electronics Inventor Mechanics Navigation Riding Science Shadowing Systems Operation COMBAT RAPID ATTACK MANEUVER With this maneuver the character may attack twice with a weapon as a 2 phase action with both attacks being at 2 OCV Firearms must be Semi Auto or Autofire to use Rapid Attack The extra attack costs an additional 1 END A character cannot rapid attack with autofire unless he has the Rapid Autofire Skill TWO WEAPON FIGHTING MANEUVER With this maneuver the character may attack with a weapon in each hand as a phase action The primary weapon attack is at 2 OCV and the secondary weapon is at 2 OCV Off Hand penalties apply The attack with the second weapon costs END for the STR used or the weapon with the higher STR Min plus an additional 1 END TWO WEAPON RAPID STRIKE MANEUVER With this maneuver the character attacks twice with a weapon in each hand The player should choose which weapon attacks first and then each weapon alternates attack rolls The first attack is at 2 OCV second at OCV third at 4 OCV and the fourth at 6 OCV If the character has the Two Weapon Fighting Skill the first attack is at 0 OCV Off hand penalties apply The attack maneuver costs EN
49. Cost Skillsoft Jukebox 4 1 Ports x Mp x 20 AUTONAV MAP CHIPS These are detailed maps available for all urban areas these allow vehicles with rating 2 autonav and higher to follow any mapped route as long as it does not cover terrain classified as rough Type Conceal Wt Cost Autonav Map Chips 6 25 BETTER THAN LIFE CHIPS BTLs BTL chips are simsense recordings that have been cut without signal peak controllers Most BTLs have had their signal intensities jacked up across the board outputting high amplitude ASIST and directly stimulating the pleasure centers of the brain BTL chips come in two playback formats The Dreamdeck chip requires a simsense deck that has been modified to produce BTL signals a fairly simple modification The Direct Input Chip is designed to be slotted into a datajack or chipjack it contains all the necessary electronics Both are designed to burn out after one use though they can be modified to bypass that feature A wide variety of BTLs circulate on the street Some versions cut out the RAS override allowing the user to walk and talk while chipping Some are only track loops of one particular euphoric or intense emotion A variety called personafix modifies the basic personality responses of the user along specific psychological lines or even to create an artificial personality based on a famous or historical figure BTL is highly addictive and many users loop themselves into continuous playback E
50. Drone Credstick Credstick Verification Readers Crippler IC Crossbows CS Tear Gas Cultured Bioware Cure Disease Cyanide Cyber Deck Accessories Table Cyber Limb Options Cyber Limbs Crushing Pain Damage Cyberarm Cyberarm Gyromount Cyber Audio Cybercombat Cyberdecks Cyberears Cybereyes Cyberfangs Cyberfins Cybergills Cyberguns Cyber Implant Weapons Cyberleg Cyber Optics Cyberspike Cyberspike Cyber Limb Cyberspur Cyberspur Cyber Limb Cyberterminals Cyberware Cyberware Grades Alphaware Betaware Deltaware Used Cyberware 107 3 17 69 105 94 26 109 Cyberware Scanner Cyberwhip D Damage By Ammo Size Damaging Cyberware and Bioware Dart Weapons Data Codebreaker Data Compactor Data Display Systems Data Encryption System Data Filter Data Lock Datajack Port Datajacks Dataline Scanner Dataline Tap Datasoft Death Touch Decentralized Heart Deception Deck Ratings Deckmeister Decrease Characteristic Decrypt Decrypt Access Decrypt File Decrypt Slave Defensive Utilities Dermal Plating Dermal Sheathe Desert Spirit Detect Life Form Detect Object Detect Enemies Detect Individual Detect Life Detect Magic Detection Factor Detection Spells Detox Digital Binoculars Digital Camera Dikote Direction Sense Disadvantages Dispelling Distance Strike Divining DocWagon Contract Dog Totem Dolphin Totem Dorph Download Data Drive By Wir
51. Expendable that allow the mage to add 15 Active Points to a Spell which allows the magician to go up to 15 points above his Magic Attribute without taking BODY Drain This extra power costs no END Reusable Fetish This is an Obvious Accessible Focus Reusable that allows the mage to add 10 Active Points to a Spell which allows the magician to go up to 10 points above his Magic Attribute without taking BODY Drain This extra power costs no END Exclusive Spell This is a special limitation that makes the spell cast exclusive in that no other spell can be maintained or cast while the exclusive spell is maintained or cast This allows the mage to add 20 Active Points to a spell which allows the magician to go up to 20 points above his Magic Attribute without taking BODY Drain The extra power costs no END The cost for Fetishes is listed in the Equipment Section under Magical Equipment COMBAT SPELLS DEATH TOUCH Death Touch requires the caster to touch the target The spell does physical damage to a single target Power Ranged Killing Attack Magic Adv Based on Ego Combat Value Mental Defense 1 Does Body 0 Lim No range 5 Spell 2 5 Active Point Cost 30 per 1d6 24 MANABALL Mana Ball channels destructive magical energy into targets in its area causing physical damge Power Ranged Killing Attack Magic Adv Based on Ego Combat Value Mental Defense 1 Does Body 0 Area of Effect Radius
52. General Purpose Glazer Goggles Government Employee Graceful Logoff Grapple Gun 108 68 3 37 1 46 58 Grapple Gun amp Winch Cyber Limb Grapple Line Gray IC Great Leap Green Hosts Green Ring Grenade Launchers Grenades Grids Guncam Gyro Stabilized Mount H Hammer Hand Hammers Hand Razors Hand Razors Cyber Limb Hardened Vehicle Armor Hardening Headjammer Headware Heal Health Spells Healthy Glow Hearing Amplification Hearth Spirit Heavy Military Armor Heavy Pistols Heavy Security Armor Heavy Weapons Helmet Hibernate Hi C Plastic Hidden Holster High Explosive High Explosive Armor Piercing High Fashion Clothing High Lifestyle High Speed Commercial Transports Hi Power Scope Hitcher Jacks Hollow Point Hospitalized Lifestyle Host Rating Table Host Grid Reset Hosts Hovercraft Hovercraft Heavy Hovercraft Light Hovercraft Medium HSCT Hydraulic Jacks Hydraulic Jacks Cyber Limb Hyper I 1 O Speed IC IC Ratings Ice Sheet Icons Identification Scanners Illusion Spells Image Enhancement Implanting Cyberware and Bioware Improved Ability Improved Handling Improved Physical Attribute Improved Reflexes Improved Scent Improved Taste Increase Characteristic Increase Reflexes Independent Air Supply Index Rating Industrial Movers Initiation Insulated Clothing Intercom System Internal Memory Intrusion Countermeasures Inventor Invisibility Invoking
53. Light Security Armor 6 3 10 7700 MEDIUM SECURITY ARMOR Mixing good protection with manageable weight the Medium Security Armor is a great suit for high security areas or for high risk response teams Power Armor 7 rPD 3 rED Adv None AP 15 Lim OIF 5 Independent 2 Real Armor 25 Quarter Mass 25 Type rPD rED Wt Cost Medium Security Armor 7 3 14 9750 HEAVY SECURITY ARMOR Bringing great weight and using it all to protect the wearer the Heavy Security Armor is closing in on Military Grade Typically only seen in ultra secure locations or where combat is almost assured the Heavy Security Armor is the best protection for the money Power Armor 8 rPD 4 rED Adv None AP 18 Lim OIF 5 Independent 2 Real Armor 25 Quarter Mass 25 Type rPD rED Wt Cost Heavy Security Armor 8 4 20 12000 MILITARY ARMOR Military armor is covered in thick armor plating outside of a completely environmentally sealed interior It is truly powered armor as servo motors assist in movement giving the incredibly heavy armor an almost weightless feel Most commonly associated with Military forces this armor is illegal in the possession of anyone not carrying military identification Because of the incredible expense of each suit military armor is usually reserved for heavy weapon infantry support or special assault forces This armor is uncommon even within the military and seeing one upon the streets of
54. Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only within range of cellular towers 25 Type Conceal Wt Cost PANICBUTTON System 4 1000 RESTRAINTS In addition to the usual metal models high tech plastic strips may be heat fused to a subject s wrists or ankles where they will remain in place until the subject is cut free Such restraints can be painful if the wearer resists them Power 4d6 Entangle 8 DEF 4d6 BODY Adv None AP 80 AP 100 Lim Hands or Feet only 75 OAF 1 Independent 2 No Range 5 1 recoverable charge 1 25 Linked to RKA 5 Plasteel Only Extra Time Full Phase 5 Type Conceal Wt Cost Metal Restraints 2 E 20 Plasteel Restraints 2 50 SKILLTWITCHERS Similar to a standard skillsoft a skilltwitcher sends a jamming signal into skillwire implants When jacked a skilltwitcher imposes a penalty to all Agility Combat Intellect and Interaction skills whether skillsoft or not equal to the victim s Skillwire rating Skilltwitchers are frequently combined with jackstoppers to make their removal difficult Power Negative Skill Levels Overall Adv None AP 100 Lim OAF fragile 1 25 Independent 2 Only when inserted into a Chipjack 1 Only up to the user s Skillwire rating 25 Type Conceal Wt Cost Skilltwitcher 3 200 SQUEALERS Formally known as location forbidder this small box is strapped to the wrist or ankle o
55. Moves with the wind 0 No Range 5 Dispersed by strong winds or after 1 minute Similar Models Renraku Evening Mist Ares 327RC Ferret RPD VI Perimeter Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 5x25 3 18 4 8 x2 25 mph 2 4 3 Entry Points Seating Drivetrain Engine Availability Cost AWD Electric 1 24 hrs 18 500 Options Remote Control Interface Rigger Adaptation Spotlight Similar Models Transys Janus Crawler GM Nissan Borderpatrol Gaz Niki GNRD 71 BIS Snooper STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 5X23 3 15 4 18 x2 55 mph 2 1 1 Entry Points Seating Drivetrain Engine Availability Cost AWD Electric 1 24 hrs 8 500 Options Remote Control Interface Rigger Adaptation Similar Models Yamatetsu Watcher 4890 Transys Tyr GM Nissan Doberman STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x5 9 18 4 17 x2 50 mph 0 1 2 Entry Points Seating Drivetrain Engine Availability Cost AWD Combustion 1 48 hrs 25 000 Options Remote Control Interface Rigger Adaptation External Fixed Mount Remote Turret Vehicle Armor Similar Models Yamatetsu Barghest Aztechnology FWC 72K Chimera ATT Soldat
56. Non Lethal Black IC Normal Scope Null Operation O Object Code Offensive Utilities Off Road Bikes Off Road Suspension Off Road Tires Oil Slick Sprayer Olfactory Booster Operational Utilities Operative Modes Optical Binoculars Optical Memory Chip Optishields Orange Hosts Organic Replacements Organized Crime Orientation System Ork Other Weapons Owl Totem Oxygenate Pager Pain Editor Pain Resistance Pain Resister Panicbutton System Parabolic Hearing Parry Attack Cybercombat Passive Alert Payments Pepper Punch 72 97 123 105 110 111 50 96 102 72 53 92 73 47 87 26 68 50 23 59 54 99 93 75 147 Perfect Defense Perfect Stealth Performance Tires Permits Personal Armor Equipment Personal Armor Rigging Personal Computers Petrify Phantasm Photovoltaic Chameleon Paint Physical Barrier Pilot Computer Pintle Mounts Platelet Factory PLTG Pocket Secretary Polearms Police Officer Poltergeist Position Attack Power Focus Powerball Powerbolt Prairie Spirit Prime Private LTG Probe IC Program Costs Table Program Size Table Program Summary Table Projectile Weapons Propeller Aircraft Protective Systems Psych Puncture Resistant Tires Purchasing Gear Quick Strike Quick Change Mount Quick Draw Armholster Quick Draw Holster Quickening R Raccoon Totem Races Racial Modification Racing Bikes Radio Encryption Decryption Cyberware Radi
57. OCV DCV 8 8 20 BODY 20 13 0 CON 0 12 8 INT 2 11 PER Roll 11 10 BODY 0 12 10 EGO 0 11 ECV 3 8 INT 2 11 PER Roll 11 20 PRE 10 13 PRE Attack 4d6 10 EGO 0 11 ECV 3 8 COM 1 11 z m T T PRE Attack gag 10 PD 4 Total 10 PD 10 rPD 10 ED 6 Total 10 PD 10 rED 6 PD 6 Total 6 PD 6 rPD 5 SPD 25 Phases 3 6 9 12 10 ED 7 Total 10 PD 10 rED 10 REC 0 2 MD 0 40 END 0 6 SPD 27 Phases 3 6 9 12 0 STUN 0 i 0 RE Movement Running e Leaping 3 6 SIUN Tunneling 4 8 Movement Running 07 0 Total Characteristics Cost 127 Leaping 07 0 Cost Power END Flight 20 40 45 Earth Powers Multipower 45 point reserve 0 Total Characteristic Cost 74 5u 1 Earthwalking Tunneling 4 through 6 DEF 1 5 Cost Power END material Fill In 45 Air Powers Multipower 45 points reserve 0 4u 2 Engulf Entangle 6d6 6 DEF Only against targets 5 5u 1 Air Blast Energy Blast 6d6 Air Reduced END 0 0 on the ground END 7 5 4u 3 Movement 4d6 Aid Succor to Running Area of 4 5u 2 Whirlwind Energy Blast 4d6 Area of Effect 3 5 Effect Radius 1 Radius 1 Personal Immunity 4 25 5u 4 Movement 2 4d6 Suppress Any Movement Power 5 4u 3 Lack of Air Energy Blast 4d6 NND Self 4 one at a time 25 Area of Effect Radius 1 Contained Breathing 1 Su 5 Aid Sorcery 6d6 Aid Succor Magic Attribute and 5 5u 4 Accident Telekinesis 30 STR 1 5 STR any Spell simultaneously 4 5 5u 5 Movement 4d6 Aid Succor Any Movement 5 1
58. Physical Damage Reduction not work when attacked with ECV 1 5 Resistant Does not work against magic 5 Does 45 Spirit Body Life Support Total 0 not work when attacked with ECV 1 5 10 Spirit Body No Hit Locations 0 45 Spirit Body Life Support Total 0 60 Spirit Body Takes No Stun Takes only Body 0 10 Spirit Body No Hit Locations 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 60 Spirit Body Takes No Stun Takes only Body 0 Spirit Powers 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Cost Skill Roll Spirit Powers 6 2 OCV with Spirit Powers Total Powers amp Skills Cost 211 Total Powers amp Skills Cost 218 Cost Disadvantages Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing Impairing 25 Psychological Limitation Follows master without question Very 25 Psychological Limitation Follows master without question Very Common Total Common Total 20 Distinctive Features City Spirit Not Concealable Major 20 Distinctive Features City Spirit Not Concealable Major Reaction Reaction Total Disadvantages 70 Total Disadvantages 70 Total Cost 201 Total Cost 198 31 SHADOWPUNK MAGIC
59. Rating 8 Sensors 50000 Rating 9 Sensors 100000 Rating 10 Sensors 500000 VEHICLE ACCESSORIES AMPHIBIOUS OPERATION PACKAGE This is used to modify ground vehicles for amphibious operations If the vehicle has watertight seals and life support it can be used for underwater operations This option requires EnviroSeal and Life Support A ground vehicle may have no more than 4 its Running movement in Swimming This option is obvious to anyone looking upon the vehicle Power Swimming Adv None AP per 1 Lim None Type Swim Cost Amphibious Operation Package 1 2500 per 1 ANTI THEFT SYSTEMS Every vehicle comes equipped with maglocks on its entry points and on its control systems Default vehicle maglocks are rated at 2 and are equipped with either a keypad cardreader or fingerprint scanner purchaser s choice These maglocks can be defeated allowing access to and control over the vehicle The system can be programmed with a variety of responses to a triggered alarm It may be set to emit a loud attention grabbing alarm automatically call a pre programmed number via the onboard cell phone or alert a controlling rigger More secure anti theft systems can be purchased improving the quality of the maglocks and adding other security features Improved Security Anti theft systems can be improved to ratings 3 to 10 with this modification The improved rating is used for all of the vehicle s maglocks and other features Elec
60. Saab 10 6 Citro n Xhen SPORT UTILITY VEHICLES SUV Gaz Willys Nomad STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 18 3 20 x4 90 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear gate 2 Bucket 1 Bench AWD Diesel 1 48 hrs 34 500 Options Roll Bars Similar Models Ford Survivor Citro n Jumpy Mitsuhama Tanto GMC MPUV STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 9 15 3 22 x4 100 mph 3 0 0 Entry Points Seating Drivetrain Engine Availability Cost 4 dr rear gate 2 Bucket 1 Bench AWD Diesel 2 72 hrs 70 000 Options Vehicle Armor Wide Range Radio Transceiver Pintle Mount Spotlight Similar Models Ford Workhorse Volkswagen Wildnis Renraku Bear Land Rover Model 2046 SUV STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 15 3 20 x4 90 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 4 dr rear gate 1 sunroof 2 Bucket 2 Bench 4WD Diesel 1 48 hrs 32 000 Options 2 Folding Benches Similar Models Saab Auslander Suzuki Sporty Celebrian Terrain Land Rover Model 2046 Pickup STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 15 3 20 x4 90 mph 3 0 1 Entry Points Seating Drivetrain Engine Availability Cost 4 dr rear gate 1 sunroof 2 Bucket 1 Bench 4WD Diesel 1 48 hrs 29 000 Options None Similar Models Ford F550 Toyota
61. The caster seizes control of the target s mind directing everything the target does The caster can mentally give commands and the target is compelled to obey Power Mind Control Adv Telepathic 25 Lim Spell 2 5 Active Point Cost 6 25 per 1d6 FIREBALL This area spell creates an inferno of flames for an instant and then ceases The flames can ignite flammable materials Power Ranged Killing Attack Fire Adv Area of Effect Radius 1 Lim Spell 2 5 Active Point Cost 30 per 1d6 FLAMETHROWER This spell creates flames the caster can direct The flames flash into existence and burn out after striking the target but can ignite flammable materials Power Ranged Killing Attack Fire Adv None Lim Spell 2 5 Active Point Cost 15 per 1d6 ICE SHEET This spell creates a flat sheet of ice covering an area Characters attempting to cross must make a DEX Roll or fall prone Power Change Environment DEX Roll Adv None Lim Spell 2 5 Active Point Cost 8 5 per 1 Radius 3 per 1 to DEX Roll SHADOWPUNK MAGIC LEVITATE This spell allows the caster to telekinetically lift an object and move it around Power Flight Adv Usable As Attack at Range 1 5 Lim Spell 2 5 Extra Time Phase 25 Active Point Cost 5 per 1 Flight 4 25 Advantage per 2x Targets LIGHT This spell creates a mobile point of light illuminating the area around it Power Images Sight Group Adv Incr
62. Type Essence Nuyen Eye Light System 22 2500 FLARE COMPENSATION Auto step down compensates for harsh sunlight flares and flash attacks Never need sunglasses again Power Flash Defense Sight Group Adv None AP 1 x Rating Lim Cyberware 1 Type FD Essence Nuyen Flare Compensation 1 8 Rating x 5 Rating x 1000 SHADOWPUNK CYBERWARE IMAGE ENHANCEMENT Super high resolution graphics capability allows the user to enhance and refine images viewed in a matter of nanoseconds This enhancement allows the user greater awareness of small and fine details Power Enhanced Perception Sight Group Adv None AP 2 x Rating Lim Cyberware 1 Type PER Essence Nuyen Image Enhancement 1 6 Rating x 1 Rating x 2000 LOW LIGHT VISION The user sees just as well at night as he or she does during the day assuming that there is some UV light available The there is no ambient light then this enhancement provides no bonus Power Ultraviolet Perception Sight Adv None AP 5 Lim Cyberware 1 Type Essence Nuyen Low Light Vision 2 5 1250 OPTISHIELDS These are bullet resistant shades built into the housings in the forehead and orbital ridge These mirrored lenses enclose the eye sockets and protect the user from all irritant gases The Flare Compensation option is standard for Optishields The Optishields give protection to the head as well as providing flash protection They also serve as Cybereyes by providing space
63. armor replaces the thin plates of that brand with thicker plates covering more of the body Armor Clothing is not subtle as the plates are far easier to spot than any other personal armor It is intended for those who walk dangerous neighborhoods and can afford to protect themselves with the best Power Armor Adv None AP varies Lim IIF 5 Independent 2 Coverage varies Real Armor 25 Half Mass 5 Type Conceal rPD rED Wt Cost Gloves 0 3 2 0 9 110 Jacket 0 5 2 3 1 1105 Long Coat 0 4 2 3 8 1920 Vest 0 5 2 1 9 575 Pants 0 3 2 3 1 630 Thigh High Boots 0 3 2 3 1 750 High Boots 0 3 2 1 9 575 Low Boots Shoes 0 3 2 1 3 260 ARMORED DUSTER Inspired by an ancient movie some say the Armored Duster is designed to be nearly impenetrable to small arms fire It will stop Armor Piercing Rounds just as well as standard rounds It achieves the effect by a remarkable material that allows it to bend and stretch an incredible amount but is difficult to break This material outside combined with Kevlar and other high tech protective weaves as an inner layer effectively stop Armor Piercing rounds from causing any more damage than a normal one A drawback to this system is that the weaves need room to stretch so hard armor plates are virtually non existent making impact based weapons a perfect counter to this armor Also concealing weapons beneath the Armored Duster is just as effective as any other Long
64. broke whichever comes first Cost 500 per day for basic care 1 000 per day for intensive care PAYMENTS Characters must pay the cost of the lifestyle each month to keep up a lifestyle If they miss a payment they may end up in debt and living a lower lifestyle Each month that a character misses a payment roll 1d6 If the result is greater than the number of consecutive months of payments missed no sweat The character s credit which is part of the cost of the lifestyle absorbs the missed payment If he makes the next payment everything is fine If the die roll result is less than or equal to the number of missed payments the character is in trouble His lifestyle gets downgraded one level which means being evicted from his former home having some of his tech repossessed having to hock some clothes and so on The character is also in debt and owes somebody one month s cost of his former lifestyle If the character is mostly legit he s in debt to a credit company If the character is a criminal shadowrunner or living a lifestyle lower than Middle being in debt may mean that he or she has defaulted on less formal financial obligations This situation can lead to earnest discussions with large persons on the subject of debt management After the character gets out of the hospital he or she can pay back the loan If not there s always a good market for fresh body parts 81 WEAPONS DAMAGE BY AMMO SIZE TAB
65. legal and illegal Legal is exactly what it sounds like a legally registered telecom system An illegal jackpoint could be access from an illegal telecom connection or service stolen from the telecom company without their knowledge It can also come from a device known as a dataline tap which is a junction box hooked directly into the fiber optic lines that make up the matrix The illegal jackpoint is the most common and most preferred method of jacking into the Matrix by deckers Legal and illegal jackpoints can sometimes change depending on where you go jack in from and where you go while jacked in but a decker will always know what his status is even before he hits the power button ICONS Anything a character sees in the Matrix is an icon from the walls of a mega corp host network the blue telecom grid that whisks him instantly to the destination he calls out The icon for the user or any other user in the Matrix is known as a persona and that is the common reference to a user s presence in the Matrix The persona is really just a program running within the Matrix executed on the system by the user s cyberdeck or cyberterminal The cyberdeck converts neural impulses from the user to run programs stored locally in the deck in the Matrix The persona is an interface system of sorts as it converts the Matrix into a fully virtual world for the decker to explore The persona can be personalized to however the user wants it to lo
66. no elemental is summoned but the materials are wasted On a particularly bad failure an elemental may appear and attack the caster GM discretion e At the end of the conjuring the magician suffers Drain equal to 1 STUN per 10 Force 8 for Lesser Elementals 14 for Elementals A Mage may be able to summon and control more than one elemental but each must be summoned individually following the rules above Shamans need only to be in the appropriate domain for a particular type of spirit to summon them though he does require a type of spirit fetish which is expended upon use The following rules apply to shamans for conjuring nature spirits The process of conjuring the nature spirit takes only an extra phase but during this time the shaman is incanting gesturing and concentrating on making the nature spirit appear At the end of the process the magician makes a Conjuring skill roll 1 per 20 Force of the summon default 4 for lesser nature spirits 7 for nature spirits and 11 for great form nature spirits For every point the magician makes his roll he may require 1 service from the Elemental or reduce Drain by 1 STUN e If the shaman fails no nature spirit is summoned but the materials are wasted On a particularly bad failure a nature spirit may appear and attack the caster GM discretion At the end of the conjuring the shaman suffers Drain equal to 1 STUN per 10 Force 8 for Lesser Nature Spirits 1
67. oxygen release from red blood cells The result is death by cellular asphyxiation Oxidizing agents such as hydrogen permanganate can transform cyanide into a harmless examine but they must be applied immediately Power 7d6 Drain BODY Adv Fade 5 AP per day 1 5 AP 175 Lim IIF 25 Independent 2 1 Charge 2 Extra Time 1 minute C1 Type Vector Speed Cost Cyanide Ingest Inhale 1 min 360 Inject FUGU NEUROTOXINS This is a deadly poison that is injected or eaten and many shady organizations use this family to torture captured prisoners Fugu is based on one of the deadliest neurotoxins in the natural world Power Drain BODY Adv Fade 5 AP per day 1 5 AP 75 150 200 Lim IF 25 Independent 2 1 Charge 2 Type Drain Vector Speed Cost Fugu 5 3d6 Ingest or Inject Instant 10000 Fugu 6 6d6 Ingest or Inject Instant 20000 Fugu 8 8d6 Ingest or Inject Instant 30000 GREEN RING The Green Ring family is colorless and odorless nerve gasses developed from research done in the 1970s The victims suffer from cramping nausea and double vision Power Drain 1 BODY Adv Fade 5 AP per day 1 5 AP 100 125 Lim IIF 25 Independent 2 1 Charge 2 Power Drain 2 STR DEX CON Adv Three characteristics simultaneously 4 75 Fade 5 AP per 5 minutes 4 5 AP 55 110 Lim IIF 25 Independent 2 1 Charge 2 Linked to Drain 5 Type Drain Vector Speed Cost Green Ring 3 4d6 Con
68. whether it s a high speed chase through downtown streets and aerial dogfight or extracting the team from a hot LZ If his heavy guns and missiles don t cut it he can bring in a drone or two for support The vehicle rigger is also useful for smuggling runs as he knows what border spots are hot and where to lie low and make repairs during the run WEAPONS SPECIALIST The Weapons Specialist is proficient at using and repairing just about any weapon you ve ever seen and quite a few you ve never even heard of She is ideal for runs that require variety skill and improvisation She instinctively knows what weapons need to be used in every situation And if a situation arises where she doesn t have that weapon handy she can improvise something that s close enough or find a dealer to provide it Her skills and collected weaponry combine with lethal precision but it s her command of the tactical that gives her the advantage As a veteran of multiple war zones she doesn t need to become a cybered street samurai to get the job done She s unlikely to get involved in any exchange without a plan and a clear advantage She also stays on top of current developments and may be a valuable information source on military technology
69. 0 Language Native 4 points worth Literacy 0 PS Police Procedures 11 2 SS Medicine 11 Disadvantages 25 Cyberware Bioware Rejection All the Time Fully Does not count towards 75 point maximum 85 Total Package Cost 11 SHADOWPUNK ARCHETYPES SPRAWL GANGER The urban sprawl is the ganger s home every back alley booze house abandoned building and burned out car This hombre is pure street muscle and he s got the chummers the rap sheet and the bruises to prove it His life is filled with violence and chunks of pure intimidation As long as he s the one dishing out the punishment he stays on top of the heap of street scum one small misstep and he ll quickly be crushed with the rest of the garbage Whether enforcing the neighborhood protection racket or going big time with some mob connected soldiers his strength skills and terrorizing demeanor are in demand He rarely uses his gun to a ganger firearms are a good back up but if you can t crack someone s skull with your bare hands yeah implants chains or a simple lead pipe count then you don t belong in the sprawl Cost Skill Talent Perk Roll 0 Acting PRE 8 3 Aura Reading INT 12 0 Climbing DEX 8 0 Concealment INT 8 3 Conjurin
70. 1 minute 1 5 Power Perception All 2 Adv None AP 6 Lim IIF 25 Independent 2 Linked to Aid 5 1 continuing charge lasting 6 hours 0 Type Vector Speed Cost Prime Ingest 1 min 150 PSYCHE This designer smart drug allegedly produced by MCT is especially prized by magicians Power 2d6 Aid INT EGO Adv Fade 5 AP per 6 hours 1 25 AP 45 Lim IIF 25 Independent 2 1 charge 2 Extra Time 10 minutes 2 Type Vector Speed Cost Psyche Ingest 10 min 500 SPEEDHEAL Speedheal is designed to enhance the body s natural healing process The side effect of this drug are reduced coordination lack of energy and very slow reflexes while the drug is in effect Power 3d6 Aid REC Adv Fade 5 AP per week 1 5 AP 75 Lim IIF 25 Independent 2 1 Charge 2 Side Effect 3d6 Drain DEX Fade 5 AP per week 1 Extra Time 10 minutes 2 Type Vector Speed Cost Speedheal Ingest 10 min 250 SHADOWPUNK EQUIPMENT TOXINS AND DISEASES ATROPINE Atropine is a distilled alkaloid and the active component of the medicinal agent belladonna which is derived from the nightshade plant Extreme in its action it is a tranquilizer that relaxes the involuntary muscle system Powerful and poisonous atropine is effective in doses measuring 0 3 to 0 6 milligrams It works internally by acting on the vagus nerve inhibiting the actions of the organs Victims of atropine poisoning experience the fol
71. 10 Sleight of Hand Agility 9 DEX 5 3 2 Sorcery Magical 9 EGO S 3 2 Stealth Agility 9 DEX 5 3 2 Streetwise Interaction 9 PRE 5 3 2 Survival Intellect 9 INT S5 3 2 Systems Operation Intellect 9 INT 5 3 2 Tactics Intellect 9 INT S5 3 2 Teamwork Agility 9 INT S 3 2 Tracking Intellect 9 INT S5 3 2 Trading Interaction 9 PRE 5 3 2 Transport Familiarity Background 2 Two Weapon Fighting Combat 5 Ventriloquism Intellect 9 INT 5 3 2 Weapon Familiarity Combat 2 Weaponsmith Intellect 9 INT 5 2 2 Characters can base these skills on a Characteristic usually INT EVERYMAN SKILLS Area Knowledge Home Country or Region 8 Acting 8 Climbing 8 Computer 8 Concealment 8 Conversation 8 Deduction 8 Language Native 4 points worth includes Literacy Paramedics 8 Persuasion 8 Professional Skill 11 Shadowing 8 Stealth 8 Transport Familiarity Car or Bike WF Clubs WF Unarmed Combat Detailed below is a new category of skill type Magical Skills and the individual skills that fall within this type Also detailed below are a list of skills that fall under the Inventor category MAGICAL SKILLS This is a new category of skills that are available to magician characters Though the skills are not all based upon the same characteristic they can be improved and affected as a whole by skill levels or other effects that target a specific type of skills The Magical Skills include Aura Reading
72. 120 High Boots NA 2 2 1 90 Low Boots Shoes NA 2 2 0 6 40 SHADOWPUNK EQUIPMENT SECURE CLOTHING Secure Clothing is made from high tech Kevlar weaves as well as the latest in ultra thin bullet resistant fibers and is designed to give the wearer modest protection while still concealing the armor properties It is virtually undetectable and indistinguishable from normal clothing making it popular for those who want protection yet still enjoy the latest styles Power Armor 4 rPD 2 rED Adv None AP 9 Lim IIF 25 Independent 2 Coverage varies Real Armor 25 Half Mass 5 Type Conceal rPD rED Wt Cost Gloves 2 2 0 5 40 Jacket 2 4 2 4 400 Shirt 2 2 2 4 340 Long Coat 2 3 2 9 850 Business Suit 2 3 2 9 600 Formal Dress 2 2 2 9 600 Vest 2 4 1 5 205 Mini skirt 2 2 0 9 95 Pants 2 2 2 4 230 Thigh High Boots 2 2 24 270 High Boots 2 2 E 1 5 205 Low Boots Shoes 2 2 0 9 95 SHIELDS Clear high tech plastics form the standard riot shield used by security and police forces Civilians can purchase similar equipment in case there is need Power Combat Skill Level DCV 1 2 3 4 Adv None AP 5 10 15 20 Lim OAF 1 Independent 2 STR Minimum varies STR Type Conceal DCV Min Wt Cost Small Riot Shield NA 1 5 2 300 Medium Riot Shield NA 2 10 3 555 Large Riot Shield NA 3 15 5 800 Barrier Shield NA 4 20 15 1000 SHIN GUARDS Padded armorpla
73. 2 2 36 hrs 1500 LC Light Compound 5 1 5 2 36 hrs 350 1 D AZ 150 Super Stun 3 2 2 36 hrs 2000 1 C Short Bow Baton Medium Compound 5 1 5 2 36 hrs 425 1 D Easton Robo Bat 6 6 4 7 days 750 Legal Short Bow Louisville 6 6 4 7 days 1000 Legal Heavy Compound 5 1 5 2 36 hrs 500 1 D Cyberslugger Short Bow Hammers Very Heavy 5 1 5 2 36 hrs 575 1 D Light Hammer 3 1 5 1 6 hrs 60 4 C Compound Short Masterwork Light 43 1 5 1 6 hrs 90 4 C Bow Hammer Light Long Bow 7 1 5 2 36 hrs 425 1 D Heavy Hammer 4 3 1 12 hrs 400 3 C Medium Long Bow 7 1 5 2 36 hrs 500 1 D Masterwork Heavy 4 3 1 12 hrs 600 3 C Heavy Long Bow 7 1 5 2 36 hrs 675 1 D Hammer Very Heavy Long 7 1 5 2 36 hrs 750 1 D Warhammer 5 5 2 24 hrs 500 2 C Bow Masterwork 5 5 2 24 hrs 750 2 C Light Compound 7 ae 2 36 hrs 575 1 D Warhammer Long Bow Sledgehammer 6 10 2 36 hrs 550 1 C Medium Compound 7 35 2 36 hrs 650 1 D Masterwork 6 10 2 36 hrs 825 1 C Long Bow Sledgehammer Heavy Compound 7 15 2 36 hrs 825 1 D Kendachi 5 5 3 72 hrs 2450 0 C Long Bow Thunderhammer Very Heavy 7 75 2 36 hrs 900 1 D Ares Shockhammer 5 5 3 48 hrs 1575 0 C Compound Long Slamdance Inc 8 15 4 14 days 3000 2 C Bow Hyper Hammer Ranger X Compound 7 75 4 48 hrs 1100 0 D Polearms Bow Staff 6 2 2 24 hrs 90 4 C Crossbows Masterwork Staff 6 2 2 24 hrs 120 4 C Pistol Crossbow 43 1 5 4 36 hrs 275 2 D Metal Staff 6 3 2 36 hrs 120 3 C Light Crossbow 5 2 2 36 h
74. 202 32 Total Disadvantages 70 Total Cost 202 SHADOWPUNK MAGIC LESSER SPIRITS OF THE SKY LESSER PRAIRIE SPIRIT Val Char Cost Roll Notes 15 STR 5 12 Lift 200 kg 3d6 LESSER MIST SPIRIT 10 DEX 0 11 OCV DCV 3 3 Val Char Cost Roll Notes 15 CON 10 12 5 STR 15 9 Lift 25 kg 0d6 15 BODY 10 12 18 DEX 24 14 OCV DCV 8 8 8 INT 2 11 PER Roll 11 10 CON 0 12 10 EGO 0 11 ECV 3 10 BODY 0 12 15 PRE 5 12 PRE Attack 3d6 8 INT 2 11 PER Roll 11 8 COM 1 11 10 EGO 0 11 ECV 3 6 PD 3 Total 6 PD 6 rPD 5 COS PRE Atak 06 6 ED 3 Total 6 PD 6 rED 4 SPD 20 Phases 6 12 3 PD 3 Total 3 PD 3 rPD 6 REC 0 5 ED 3 Total 5 PD 5 rED 30 END 0 5 SPD 22 Phases 4 8 12 0 STUN 0 4 REC 4 Movement Running 87 16 x E 5 Leaping 47 2 Total Characteristics Cost 57 Movement Running 07 0 Cost Power END Leaping 07 0 40 Spirit Powers Multipower 40 points reserve 0 Flight 107 20 4u 1 Accident Change Environment 2 Radius 3 to 4 Total Characteristics Cost 45 DEX Rolls and DEX Based Skills 3 OCV Cost Power END 4u 2 Concealment Invisibility Sight Group Usable 4 40 Spirit Powers Multipower 40 points reserve 0 S
75. 3 1 per 2 2 Rat x Legal With Flip Up Screen Always 150 days 75 Handset Cell Phone 0 Always 50 Type II Rating 4 6 1 per 2 3 Rat x Legal Earplug Cell Phone 4 Always 100 days 100 Credstick Verification Reader Type III Rating 7 9 1 per 2 3 5 Rat x Legal Rating 1 1 Always 12000 days 150 Rating 2 3 Always Rat x 45000 Type IV Rating 10 per 2 4 Rat x Legal Rating 2 3 Portable Always Rat x 60000 days 250 Rating 4 5 es Always Rat x 100000 Biometric Maglock 1 per 2 5 Rat x Legal Rating 6 7 Restricted Restricted days 350 Rating 8 9 Restricted Restricted Magnetic Anomaly Detectors Data Display Systems Hand Held 0 1 per 2 36 Rat x 4P U Data Unit 1000 Mp Max 1 2 Always Mp x 1 hrs 2500 Headset Unit 500 Mp 0 Always Mp x 2 Doorway 2 es 1 per 2 14 Rat x 5P U Max days 5000 Heads Up Display 200 3 7 days Mpx 10 PANICBUTTON a Always 1000 Legal Mp Max Restraints Pager 5 Es Always 10 Metal Restraints 2 5 2 48 hrs 20 2P U Personal Computers Plasteel Restraints 2 2 48 hrs 50 5P U Desktop Computer 6 10 Always Mp x 1 Skilltwitchers 3 3 72 hrs 200 OP V Pocket Computer 1 1 Always Mp x5 Squealer 3 3 72 hrs 200 Lega Wrist Computer 0 Always Mp x 20 Printer m 10 Always 100 SECURITY COUNTERMEASURES Computer Memory Always Mp x 20 Gas Detection System 1 1 per 1 7 Rat x Legal Pocket Secretary 0 2 Always 2000 days 1000 Telecom 15 Always Mp x 1 5 Mag
76. 300 Options Vehicle Armor EnviroSeal Life Support Turret 6 Wheels Similar Models Volkswagen Urbano Ares Mobmaster STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 22 4x2 17 10 3 25 x4 110 mph 4 0 4 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket 5 Bench 6WD Diesel 5 9 days 173 000 Options Vehicle Armor EnviroSeal Life Support Turret 6 Wheels Similar Models Volkswagen Ubermachen Ares Roadmaster STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 22 4x2 3 12 3 19 x4 85 mph 4 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket 1 Bench 6WD Diesel 2 3 days 45 000 Options 6 Wheels Similar Models Volkswagen Br llen DocWagon Citymaster Variant STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 22 4x2 13 10 3 25 x4 110 mph 4 0 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket 1 Bench 6WD Diesel 12 23 days 455 000 Options Anti Theft Rating 6 EnviroSeal Life Support Turret Medical Clinic 2 patients 2 technicians 6 Wheels Similar Models None DocWagon CRT Ambulance STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 22 4x2 3 12 3 15 x4 65 mph 4 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket 5 Bench 6WD Diesel 9 9 days 361 000 Options Anti Theft Rating 6 Me
77. 4 8 12 Cost Skills 10 User defined skills among Combat Skill Levels Autofire Skills Stealth or Concealment 3 Computer Programming 11 3 Navigation 11 3 Systems Operation 11 105 SHADOWPUNK RIGGING 3 Combat Driving or Combat Piloting 12 3 Tactics 11 2 AK Local Area 11 Cost Programs 1 Pilot Drone 1 Follow Rigger Commands Pilot Computer Rating 2 Val Char Cost Roll Notes 8 INT 2 11 PER Roll 11 15 DEX 15 12 OCV DCV 5 5 4 SPD 15 Phases 3 6 9 12 Cost Skills 20 User defined skills among Combat Skill Levels Autofire Skills Stealth or Concealment 5 Computer Programming 12 5 Navigation 12 5 Systems Operation 12 5 Combat Driving or Combat Piloting 14 5 Tactics 12 3 AK Local Area 12 Cost Programs 1 Pilot Drone 1 Follow Rigger Commands Pilot Computer Rating 3 Val Char Cost Roll Notes 8 INT 2 11 PER Roll 11 18 DEX 24 13 OCV DCV 6 6 5 SPD 22 Phases 3 5 8 10 12 Cost Skills 30 User defined skills among Combat Skill Levels Autofire Skills Stealth or Concealment 7 Computer Programming 13 7 Navigation 13 7 Systems Operation 13 7 Combat Driving or Combat Piloting 16 7 Tactics 13 4 AK Local Area 13 Cost Programs 1 Pilot Drone 1 Follow Rigger Commands Pilot Computer Rating 4 Val Char Cost Roll Notes 8 INT 2 11 PER Roll 11 21 DEX 33 13 OCV DCV 7 7 6 SPD 27 Phases 2 4 6 8 10 12 Cost Skills 40 User defined skills among Combat Skill Levels Autofire Skills Stealth or
78. 40 6u 1 Accident Change Environment 2 Radius 5 to 6 Total Characteristics Cost 91 DEX Rolls and DEX Based Skills 5 OCV Cost Power END 6u 2 Concealment Invisibility Sight Group Usable 6 60 Spirit Powers Multipower 60 points reserve 0 Simultaneously 5 Ranged 5 x16 Targets 1 6u 1 Accident Change Environment 2 Radius 5 to 6 6u 3 Guard 12d6 Suppress Change Environment 6 DEX Rolls and DEX Based Skills 5 OCV 4u 4 Search Detect any Person Place or Thing 5 6u 2 Concealment Invisibility Sight Group Usable 6 Discriminatory Telescopic 10 PER Roll 15 Costs Simultaneously 5 Ranged 5 x16 Targets 1 END 5 5u 3 Confusion 9d6 Mind Control Telepathic 4 25 6 4u 5 Movement 4d6 Aid Succor to Running Area of 4 Set Effect Wander Aimlessly 5 Effect Radius 1 6u 4 Guard 12d6 Suppress Change Environment 6 Su 6 Movement 2 4d6 Suppress Any Movement Power 5 5u 5 Movement 4d6 Aid Succor Any Movement 5 one at a time 25 Area of Effect Radius 1 Power one at a time 4 25 Area of Effect Radius 10 Astral Projection Extra Dimensional Travel to Any 3 1 point in the Astral Plane Astral Form can be seen but Su 6 Movement 2 4d6 Suppress Any Movement Power 5 not affected from the material 5 Extra Time Full one at a time 25 Area of Effect Radius 1 Phase 5 Point of Entry is relative to the characters 40 Moves Like Air 20 Flight 1 5 original locatio
79. 4d6 CYBERCOMBAT TARGET NUMBERS TABLE DCV of Intruding DCV of Legitimate Host Security Code Icon Icon Blue 6 3 Green 5 4 Orange 4 5 Red 3 6 IC INITIATIVE AND SPEED TABLE Host Security Code Speed Effective DEX Blue 3 Security Rating IC Rating Green 5 Security Rating IC Rating Orange 6 Security Rating IC Rating Red 8 Security Rating IC Rating COMBAT MANEUVERS All icons in cybercombat can perform combat maneuvers to avoid detection parry attacks or gain a superior position Combat maneuvers are all considered 2 Phase actions To perform a combat maneuver the acting icon makes an opposed test Deckers use their Computers skill modified by their Evasion persona program and tally success IC use the host s security rating modified by the IC Rating and tallies success If the acting icon achieves a higher success than the opponent the maneuver succeeds If the acting icon does not achieve higher success or fails the test the maneuver fails If the acting icon has the Cloak Utility add the rating of the utility to the Computer skill If the opponent has a Lock On Utility add the rating of the utility to the Computer skill Compare the difference in successes on the opposed test as this determines the level of success of the maneuver EVADE DETECTION An icon may perform an Evade Detection maneuver to evade an opposing icon that has detected it A Decke
80. 5 12 3 42 7 1000000 Level 4 8 6 16 4 54 2 2000000 MR STUDD SEXUAL IMPLANT All day and all night and they will never know the difference Use your imagination This implant gives bonuses to Seduction Skill Rolls Available in Midnight Lady for the feminine persuasion Power Seduction Skill Adv None AP 6 Lim Cyberware 1 Type SL Essence Nuyen Mr Studd Midnight Lady Sexual 3 3 6000 Implant MUSCLE REPLACEMENT These are implanted vat grown synthetic muscle that are specially grafted and incorporated with the users own natural muscles Calcium treatments and skeletal reinforcements allow an overall increase in the user s strength The user of muscle replacement cannot stack the benefits with Muscle Augmentation bioware Power STR Adv None AP 4 8 12 16 Lim Does not affect figured characteristics 5 Cyberware 1 Cannot combine with certain cyberware bioware 25 Type STR Essence Nuyen Level 1 4 1 5 10000 Level 2 8 2 9 20000 Level 3 12 44 30000 Level 4 16 5 8 40000 OLFACTORY BOOSTER This is actually a combination of a number of small receptors set into the nasal passages and at the back of the mouth The piece boosts the user s normal sense of smell so that he may detect minute changes in odor as well as track people and objects by their scent The Olfactory Booster contains high level safety cut offs to prevent discomfort and distraction from intense odors The maximum the Percep
81. 6 4 x 3 2 3 15 4 38 x4 225 mph 5 1 2 Entry Points Seating Drivetrain Engine Availability Cost 1 dr single rear dr 17 Bucket Propeller Aircraft Combustion 9 18 days 362 000 Options 2 Propellers Similar Models Cessna C860 CASA J 329 Kestrel Lear Cessna Platinum I STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 24 6 4 x 3 2 3 15 4 42 x4 248 mph 5 2 3 Entry Points Seating Drivetrain Engine Availability Cost 1 dr single rear dr 2 Bucket 3 Bench Propeller Aircraft Combustion 6 11 days 213 000 Options 3 Folding Benches 2 Propellers Similar Models Gulfstream V WL Ares Galaxy VI Lear Cessna Platinum H STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 24 6 4 x 3 2 3 15 4 100 x4 600 mph 5 2 4 Entry Points Seating Drivetrain Engine Availability Cost 1 dr single rear dr 2 Bucket 2 Bench Jet Aircraft Combustion 11 22 days 427 000 Options 2 Folding Benches 2 Propellers Similar Models Gulfstream V WL Ares Galaxy VI ULTRALIGHTS Artemis Industries Nightglider STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 15 2x1 3 18 4 8 x4 45 mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost 1 Bucket Propeller Aircraft Combustion 1 48 hrs 34 500 Options None Similar Models Federated Boeing CX270 Ultra Lockheed Sparrow Moonlight Aerospace Avenger STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 15 2x1 7 15 4 25 x4 150
82. 7 2 2 48 hrs 975 1 B Axe Centurion Laser 6 25 2 3 48 hrs 1725 1 B 140 Crescent Axe SHADOWPUNK ITEM LIST Type Conc Wt Avail Cost Legality Type Conc Wt Avail Cost Legality Blades Masterwork 2 6 3 2 48 hrs 800 3 C Knife 1 5 1 4 hrs 35 4 A Collapsible Metal Masterwork Knife 1 S 1 4 hrs 55 4 A Staff Throwing Knife 1 25 1 24 hrs 40 4 D Metal Staff Three 4 6 3 2 48 hrs 600 3 C Masterwork Throwing 1 25 1 24 hrs 60 4 D Section Staff Knife Masterwork Metal 4 6 3 2 48 hrs 800 3 C Cougar Fine Blade 1 5 3 72 hrs 400 4 A Staff Three Section Short Combat Knife Staff Redstone Survival 2 75 2 6 hrs 125 2 A Spear 6 2 2 48 hrs 85 0 C Knife Masterwork Spear 6 2 2 48 hrs 135 0 C Cougar Fine Blade 2 415 4 72 hrs 500 4 A Longspear 8 4 2 48 hrs 120 1 C Long Combat Knife Masterwork 8 4 2 48 hrs 180 1 C Short Sword 3 75 2 24 hrs 250 1 B Longspear Wakizashi Glaive 8 6 2 48 hrs 650 1 B Masterwork Short 3 5 2 24 hrs 375 1 B Masterwork Glaive 8 6 2 48 hrs 975 1 B Sword Wakizashi Centurion Laser 8 10 4 4 da
83. 75mm Cannon 1 4 6d6 38 x 16 2250 SA 10 21 days 2 H 20000 90mm Cannon 1 4 65d6 42 x 14 2500 SS 11 1 mo 2 H 40000 105mm Cannon 1 4 7d6 44 x 12 2625 SS 12 2 mo 2 H 50000 120mm Cannon 1 4 7 2d6 48 x10 2875 SS 13 6 mo 2 H 60000 140mm Cannon 1 4 8d6 50 x8 3000 SS 14 1 year 2 H 75000 Railguns 4mm Railgun 2 6 4d6 AP2 45 x 34 1500 SS 10 21 days 4 H 20000 6mm Railgun 2 6 4d6 1 AP2 49 x 32 1625 SS 11 1 mo 4 H 30000 8mm Railgun 2 6 4 4d6 AP2 53 x 30 1750 SS 12 2 mo 4 H 40000 lcm Railgun 2 6 5d6 AP2 56 x 28 1875 SS 13 6 mo 4 H 50000 2cm Railgun 2 6 5 2d6 AP2 64 x 24 2000 SS 14 1 year 5 H 100000 3cm Railgun 2 6 6d6 AP2 68 x 20 2125 SS 15 1 year 6 H 150000 4cm Railgun 2 6 6 2d6 AP2 75 x 16 2500 SS 16 1 year 7 H 200000 Always fires on AF 20 STR Min takes into account AF 20 and Recoil Penalties Minigun Class weapon The Ammo Column represents the multiplier used to figure the standard Ammunition Capacity of a Weapon Mount Take this multiplier by the Vehicle BODY and this is the number of rounds the standard mount carries This can be increased by spending money to allocate more storage for ammunition 112 VEHICLES AUTOMOBILES ARMORED PERSONNEL CARRIERS APC Ferrari Appaloosa Light Scout
84. 8 21 3 165000 Level 3 5 12 28 500000 52 CYBER OPTICS This includes cyberware that is implanted in or replaces the user s eyes CYBEREYES Full cybernetic replacement of the user s eyes provided perfect 20 20 vision This piece comes in many different styles and can be styled any way the user would like Cat s eyes solid chrome glowing red and terminator style are very popular Any damage done to cyberware implanted into a cybereye is reduced by 2096 If this reduces the damage to 0 or less the system is not damaged This holds true for the cybereye itself should it also take damage The Cybereye can hold an additional 5 Essence points of further modifications before each one begins to affect the users system Power Armor Adv None AP 3 Lim Only to resist cyberware damage to cyber optics 2 Cyberware 1 Power Essence Points Adv None AP 5 Lim Only for essence from cyber optics 2 Cyberware 1 Type Essence Nuyen Cybereyes 2 2000 BRIGHT LIGHT SYSTEM A version of the Eye Light system this is a high intensity unit that creates a bright flash similar to a flash grenade bright enough to overload the optic nerves of the person so attacked Unfortunately this system requires a lot of juice to power and takes 24 hours to recharge This option is only available with a Cybereye Power Flash Sight Group Adv None AP 20 Lim 1 Charge 2 Cyberware 1 Cybereyes only 5 Type Flash
85. 9 000 Options Remote Control Interface Rigger Adaptation Similar Models Ares Cloudship Series Renraku Buzzers Aerodesign Systems Condor LDSD 41 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 6 12 3 12 x4 55 mph 0 1 3 Entry Points Seating Drivetrain Engine Availability Cost Airship Electric 1 48 hrs 33 650 Options Remote Control Interface Rigger Adaptation Vehicle Armor Similar Models Ares Cloudship Series Renraku Buzzers 125 SHADOWPUNK VEHICLES SENTRIES Ares Arms Sentry II STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 11 55x25 3 15 3 0 0 mph 2 4 4 Entry Points Seating Drivetrain Engine Availability Cost Immobile Sentry Electric 2 72 hrs 43 500 Options Remote Control Interface Rigger Adaptation Turret Similar Models ATT Bewaffnete Eireann Tir Leasri SKIMMERS Sikorsky Bell Microskimmer I STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 11 5x 5 3 15 4 15 x4 68 mph 2 1
86. AK Home Region INT 13 2 AK Home Region INT 13 2 KS Gang Identification 11 2 KS Arms Dealers 11 2 KS Smuggler Havens 11 2 KS Firearm History 11 3 KS Smuggler Routes INT 13 2 KS Military Tech Manufacturers 11 0 Language Native 4 points worth Literacy 0 Language Native 4 points worth Literacy 0 PS Corporate Rigger 11 0 PS Arms Dealer 11 123 Total Package Cost 2 SS Ballistics 11 83 Total Package Cost Cost Cyberware Bioware Nuyen 1 8 Datajack Alphaware 2000 Cost Cyberware Bioware Nuyen 4 SmartLink Alphaware 30000 10 5 Boosted Reflexes 2 SPD 1 LR 3 35000 19 3 Vehicle Control Rig 3 Alphaware 600000 1 6 Cybereyes Reduces Cyber Optic damage 20 2000 25 1 Total 632000 4 Flare Compensation 8 Flash Defense Sight 8 8000 293 Low Light Vision UV Vision 1250 4 Vision Magnification 8 Telescopic Sight 8 6000 4 SmartLink Alphaware 2 with all Ranged 30000 8 Targeting Computer 4 50000 29 6 Total 132250 15 MAGIC All magical characters must pay for a talent that represents their magical ability The Talents and their cost are listed below Talent Cost Full Magician Hermetic or Shamanic 30 Aspected Magician Hermetic or Shamanic Conjurers and 20 Sorcerers Adept Aspected Magician of the Somatic Way 20 All Magicians also have a required Disadvantage Subject to Magic Loss All the Time Greatly 20 This does not count toward the limit of 75 points
87. Advantage Adv None AP 30 Lim OAF 1 Only for Spells 1 Requires a Sorcery Skill Roll 5 Real Cost 9 points for any spell up to 60 Active Points CENTERING This assists a magician in channeling magical energy Power Reduced END END Advantage Adv None AP 15 Lim Only for 1 Spell at a Time 1 Requires a Centering Skill Roll 5 Real Cost 6 points for any spell up to 60 Active Points CLEANSING This ability clears away astral pollution known as background count from an area Power 10d6 Dispel Change Environment Adv Cumulative 4x maximum points 1 AP 60 Lim Only against background count 2 Requires a Sorcery Skill Roll 5 Extra Time 1 Turn 1 25 Real Cost 13 points DIVINING This ability allows the magician to Read omens and signs to provide insight into future events Power Clairsentience Precognition Adv None AP 40 Lim Requires a Divining Skill Roll 5 Vague and Unclear 5 Precognition only 1 Real Cost 13 points INVOKING This summons powerful spirits known as great form spirits for magicians that can conjure spirits Invoke Great Form Elemental Power Summon Elementals 500 pt Elemental Adv Expanded Class 25 Devoted 1 AP 225 Lim Concentrate to 0 DCV Througout 1 Extra Time 6 Hours 3 5 OAF Spirit Conjuring Materials Expendable 1 25 Gestures Throughout 5 Incantations Throughout 5 Only in Hermetic Circle 1 Requires
88. Armor 11 rPD 6 rED Adv Hardened 25 AP 32 Lim OIF 5 Independent 2 Real Armor 25 No Mass 0 Linked to Life Support 5 Power STR 15 Adv None AP 15 Lim OIF 5 Independent 2 Linked to Life Support 5 Type rPD rED Wt Cost Medium Military Armor 11 6 40 20 38750 HEAVY MILITARY ARMOR The Heavy Military Armor truly exemplifies the army of one ideal Extremely rare even in the military this armor is a walking weapons platform able to mount and use all man portable heavy weaponry This armor is usually seen by itself or in support of other lighter military squads Power Life Support Self Contained Breathing Immune to Intense Heat Cold High Pressure Radiation Adv None AP 17 Lim OIF 5 Independent 2 Power Armor 13 rPD 7 rED Adv Hardened 25 AP 37 Lim OIF 5 Independent 2 Real Armor 25 No Mass 0 Linked to Life Support 5 Power STR 20 Adv None AP 20 Lim OIF 5 Independent 2 Linked to Life Support 5 Type rPD rED Wt Cost Heavy Military Armor 13 7 58 29 47250 SPECIAL CLOTHING The following section details specialized clothing and templates To apply the special clothing to another type of clothing such as armor double the cost and add it to the cost of the other piece To gain the effects of the specialized clothing it must at least cover the arms shoulders chest stomach vitals thighs and legs CAMOUFLAGE CL
89. Armor Mental Defense Power Defense Adv Usable By Others at Range 75 Splittable 25 AP 10 per 1 rPD 1 rED 1 MD 1 PD 60 total Lim Only against magic attacks 5 Lowers Active Point Maximum available for other spells 1 Real Cost 24 FULL MAGES AND SHAMANS Full mages and shamans have access to all aspects of magical ability with the exception of Adept powers They have access to the following abilities Astral Projection Astral Perception Sorcery Conjuring elementals or nature spirits Dispelling spells and Banishing elementals and nature spirits Spell Defense and 20 points to spend on spells SORCERER Sorcerers are talented only in the casting of spells to which they excel Sorcerers can be either hermetic or shamanic and gain totem bonuses that apply to sorcery Sorcerers have access only to the abilities of Astral Perception Sorcery and Aspected Dispelling spells only Spell Defense and 20 points to spend on Spells CONJURER Conjurers come in both hermetic and shamanic traditions with shamanic conjurers gaining totem bonuses that apply to conjuring The hermetic conjurer has access to Astral Perception Conjuring elementals and Aspected Banishing elementals and nature spirits The shamanic conjurer has access to Astral Perception Conjuring nature spirits and Aspected Banishing elementals and nature spirits and 20 points to spend on Magic Skills Banishing or number of spirits
90. Body Takes No Stun Takes only Body 0 20 Elemental Body 50 Briergy Damage Reduction g 8 Elemental Energy 50 point END Reserve 3 Recovery 0 MES A E Hu bu x 4 oe ed D All Elemental Magic Powers Usable By Others Wo ad S pus e JBoss Simultaneously 4 5 Only usable by Elemental or f Mage that summoned it 25 Only for Manipulation 45 Elemental Body Life Support Total 0 Spells when used by a Mage 25 10 Elemental Body No Hit Locations 0 Cost Skill Roll 60 Elemental Body Takes No Stun Takes only Body 0 3 1 OCV with Unarmed Attacks 14 True Flier Running 6 Swimming 2 0 Total Powers amp Skills Cost 218 8 Elemental Energy 50 point END Reserve 3 Recovery 0 B AILEI tal Magic P Usable By Oth Cost Disadvantages emientall Magie Powers Usable By Others 5 Physical Limitation Dual Natured Being Infrequently Slightly Simultaneously 4 5 Only usable by Elemental or Impeiring Mage thee summoned it C25 ORIS for M ign Spells 25 Psychological Limitation Follows master without question Very when used by a Mage 25 Common Total Cost em Levels with Flight Roll 20 Vulnerability Water based attacks Common x2 damage Total Powers amp Skills Cost 243 20 A Features Elemental Not Concealable Major Cost Disadvantages a Total Disadvantages 70 5 Physical Limitation Dual Natured Being Infrequently Slightly Total Cost 203 Impairing 25 Psychological Limitation Follows master without question V
91. Centering Conjuring Divining Enchanting Sorcery AURA READING This skill is meant for use while Astrally Perceiving and is 9 INT 5 for 3 points 1 for 2 points Astrally perceiving characters can assense auras to learn things about the astral signature or presence Astral presences are often very hazy or vague in the astral plane and it can be difficult to determine the exact nature of the presence right in front of you Magicians skilled in Aura Reading are better able to determine the nature and specifics of astral presences Each level of success for the SHADOWPUNK RULES aura reading skill roll gives the reader one of the following details about the aura General state of subject s health healthy injured ill etc The subjects general emotional state or impression happy sad angry etc Presence or absence of cyberware or bioware The class of magical subject fire elemental manipulation spell power focus etc Whether the subject is mundane or awakened If the character has seen the aura before he will recognize it regardless of disguises or alterations If the character makes a critical success roll making the skill roll under V4 then the character learns the following information Exact Essence Magic Attribute and Force of the subject Location of any implants Accurate diagnosis of any disease or toxin affecting the subject The exact emotional state and cause for it a murder
92. Coat giving a 2 Concealment Skill bonus Power Armor 6 rPD Adv Hardened 4 25 AP 12 Lim IIF 25 Independent 2 Coverage 7 16 75 Real Armor 25 Quarter Mass 25 Only vs Ballistic Weapons 1 Type Conceal rPD rED Wt Cost Armored Duster 2 6 0 7 5 1900 62 FOREARM GUARDS Padded armorplast sections are form fitted to each wearer providing heavy protection across the back of each forearm They are designed for unarmed parries and forearm or elbow attacks Power 6 rPD Adv None AP 9 Lim IIF 25 Independent 2 Coverage 7 8 2 Real Armor 25 Half Mass 25 Power Hand Attack 2d6 Adv None AP 6 Lim Only for forearm elbow attacks 25 Linked to Armor 5 HF 25 Independent 2 Type Conceal rPD rED Wt Cost Forearm Guards 2 6 0 1 3 440 FORM FITTING BODY ARMOR This armor is designed to be worn under normal clothing or armor and is made from shock absorbent materials These materials spread the force of the attack over a greater area which results in a strike of much less force Though only protective against Normal attacks when combined with other armors it can provide great supplemental armor when necessary Because the material used to make Form Fitting Body Armor disperses kinetic energy away from the point of impact to the remaining parts of the armor it is very stiff and restricting to movement Wearers of Form Fitting Body Armor suffer a 1 DCV penalty at a
93. Conceal Wt Cost Grenade Launcher 1 15 200 Per 1 Magazine Max 50 GUNCAM The guncam is a miniaturized video camera that records whatever the gun is targeting The device can be either externally linked to a recording device or it can include a miniaturized vidlink transmitter allowing the images to be transmitted to a receiver elsewhere The transmitter has a Systems Operation Skill of 11 for purposes of jamming Type Conceal Wt Cost Guncam 1 25 1000 Guncam Transmitter 1 25 2500 GYRO STABILIZED MOUNT These systems consist of a heavy upper body harness with an attached articulated gyro stabilized arm that mounts a rifle or heavy weapon The gyro stabilized mount neutralizes recoil allowing a weapon to be fired more accurately and with less exertion from the wielder The standard model reduces the strength minimum by 10 and the deluxe gyromount reduces the strength minimum by 15 Type Conceal Wt Cost Standard Gyromount 5 6 2500 Deluxe Gyromount 6 8 6000 HI POWER SCOPE Like a normal scope but with higher magnification this accessory mounts on top of the weapon and provides its benefits when bracing Type Conceal Wt Cost Hi Power Scope 1 25 250 LASER SIGHT This device projects a laser beam to produce a glowing red spot on the target The sight activates when the user touches the trigger Laser sights may not be used with a smartlink system and are available in underbarrel or top mounting versions Laser sig
94. Concealment 9 Computer Programming 14 9 Navigation 14 9 Systems Operation 14 9 Combat Driving or Combat Piloting 17 9 Tactics 14 5 AK Local Area 14 Cost Programs 1 Pilot Drone 1 Follow Rigger Commands Pilot Computer Rating 5 Val Char Cost Roll Notes 8 INT 2 11 PER Roll 11 24 DEX 42 15 OCV DCV 8 8 qd SPD 36 Phases 2 4 6 7 9 11 12 Cost Skills 50 User defined skills among Combat Skill Levels Autofire Skills Stealth or Concealment 11 Computer Programming 15 11 Navigation 15 11 Systems Operation 15 11 Combat Driving or Combat Piloting 19 11 Tactics 15 6 AK Local Area 15 Cost Programs 1 Pilot Drone 1 Follow Rigger Commands Type Cost Pilot Computer Rating 1 0 Pilot Computer Rating 2 5000 Pilot Computer Rating 3 25000 Pilot Computer Rating 4 500000 Pilot Computer Rating 5 2500000 REMOTE CONTROL INTERFACE The remote control interface enables a vehicle to receive and transmit data from and to a remote control network so that a rigger can control the vehicle via the network The remote control interface also gives the vehicle a Pilot Computer Rating that reflects the vehicle s level of semi autonomy A vehicle with a Remote Control Interface can have its Pilot Computer increased as normal This modification is not needed for drones as they are automatically equipped with remote control gear The vehicle must be equipped with at least Rating 1 Sensors so that the rigger controlling the vehicle can s
95. Controls Secure Clothing Security Armor Security Codes Security Countermeasures Security Devices Security Officer Security Rating Security Sheaves Security Tally Sedans Seeking Strikes Sensor Tests Sensors Sentries Sequencer Seven 7 Shadow Spell Shark Totem Shielding 47 47 103 108 103 47 103 47 107 104 132 91 64 114 114 65 96 123 98 45 110 106 63 63 92 71 69 5 92 93 93 114 23 93 102 109 126 71 76 27 21 19 Shields Shin Guards Shock Lock Shocker Shotgun Ammunition Shotgun Ammunition Type and Effect Table Shotgun Microphone Shotguns Shoulder Stock Sidecar Signal Locator Signature Modifications Silence Spell Silencer Simsense Simsense Overload Single Engine Aircraft Skate Feet System Skiffs Skill Grouping Skill List Skillsoft Skillsoft Jukebox Skillsofts and Chips Skilltwitchers Skillwire Skimmers Skinweave Slap Patches Slave Rating Sleaze Program Sling Slow Program Smart Goggles Smartgun Link Smartlink Smartlink Cyber Limb SmartLink Integration Kit Snake Totem Sniper Rifles Snow Tires Sorcerer Sorcery Sound Dampening Sound Editor Sound Suppresser Source Code Spare Clips Spark Spell Sparky IC Spatial Recognizer Special Clothing Special Utilities Special Weapons Specific Spell Focus Speedboats Speedheal Spell Category Focus Spell Defense Spell Design Spell Sustainin
96. DC I 120mm Mortar See Rules for Mortars 1 1 1 6d6 EX 1 1 2250 10 SS 40 9425 DC l Mortar Shell Ammo 4 150 86 SHADOWPUNK WEAPONS SPECIAL WEAPONS Standard STUN STR Weapon Accessories Notes OCV RMod Damage x Min Ammo Range Con Mode Wt Nuyen Lasers Ares MP Laser III 10 Gigawatt Integral Flash Sound 2 2 3d6 0 3 20 batt 1125 8 SS 20 120000 Suppresser 1 5 h Weapon ERKA Cannot mount Gas Vent AP Hip Battery Ammo 2 2 500 Ares MP Laser Plus 15 Gigawatt Integral Flash Sound 2 2 4d6 0 3 50 batt 1500 10 SS 30 300000 Suppresser 1 5 h Weapon ERKA Cannot mount Gas Vent AP Batter Pack Ammo 8 15 2000 Ares Redline Integral Flash Sound 1 1 2d6 0 3 10 750 4 SS 5 75000 Suppresser 1 h Weapon ERKA Cannot mount Gas Vent AP Battery Clip Ammo 0 1 250 Flamethrowers Shiawase Blazer 1 h Weapon Ammo lasts for 1 0 1d6 1 0 3 4 7 Cone 4 SS 6 1100 1 Turn each Affects a 7 RKA Cone See Special Rules in NND Equipment Section Fire Kendachi Dragon Fla
97. Essence Nuyen Bright Light System 4d6 4 4 5000 COSMETIC MODIFICATION Alteration of the iris color is the most popular type but pupil shape alteration and cornea pigmentation are also available Type Essence Nuyen Cosmetic Modification 0 500 DIGITAL CAMERA Internal Memory may be used as a storage device for any image viewed through the eye If the user has an external storage device such as a pocket computer he may connect to it via a Datajack and use it to store the video data If there is no storage device available there is a chip inside a data port in the eye that can store 5 minutes of video This piece cannot be installed as a retinal modification 1 minute of video requires 1 Mp of storage Power Eidetic Memory Talent Adv None AP 5 Lim Limited time by storage 5 Video only 5 Cyberware 1 Cybereyes only 5 Type Essence Nuyen Digital Camera 1 4 2500 EYE LIGHT SYSTEM This system mounts high powered low heat lights in the Cybereye that channel a tight polarized beam outward down a path parallel to the optical center of the eye An amount of light sufficient to see with standard low light vision falls wherever the user is looking The tight beam and polarization minimize scatter from the eye so the light can t be seen unless someone is staring right into the eyes of the user This option is only available in Cybereye form Power Nightvision Adv None AP 5 Lim Cyberware 1 Cybereyes only 25
98. Group Retrocognition x8 range 3200 Range Adv Trigger when motion is sensed or remote control 25 AP 69 Lim Retrocognition only 1 IAF 5 Independent 2 Does not work in magnetic fields 5 1 fuel charge lasting 3 hours 0 Normal Hearing only 25 Type Conceal Wt Cost Micro Recorder 2 2500 SHOTGUN MICROPHONE This directional microphone 30 cm x 8 cm polyfoam protected cone attached to a pistol grip allows the user to listen in on distant 66 conversations Solid objects block reception as well as loud sounds outside the line of eavesdropping Power Normal Hearing Telescopic 15 Adv None AP 15 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only in one direction 1 Type Conceal Wt Cost Shotgun Microphone 2 1 1000 SIGNAL LOCATOR This unit receives the coordinates from a tracking signal The locator comes in a hard plastic case with a map screen in the lid It receives the GPS coordinates from a tracking signal and displays the signal s location on a map as long as the locator is within the range of the signal A locator can be linked to others to triangulate on a set tracking signal should GPS data be unavailable The device can also be programmed to sweep transmission bands for other tracking signals Power Detect Tracking Signal Passive 20 PER Roll Tracking 360 Degree Perception Adv None AP 33 Lim OAF 1 Independent 2 Does not w
99. Inject Instant 280 NARCOJECT A drug intended to incapacitate rather than kill an opponent It is typically delivered in dart form though only contact is needed for it to take effect Power 8d6 EB Adv AVLD Power Defense 1 5 AP 100 Lim HF 25 Independent 2 1 Charge 2 Type Vector Speed Cost Narcoject Contact or Inject Instant 150 NAUSEA GAS Designed to incapacitate riotous crowds and break their willingness to cause disturbance nausea gas is a potent and loathed weapon Filtration systems reduce the effects of Hyper by 1 per 5 points of power defense Power Change Environment 4 to DEX Rolls and Skills INT Rolls and Skills OCV and DCV Adv AP 72 Lim IIF 25 Independent 2 1 Continuing charge lasting 5 minutes 75 Lesser effect against targets with air filtration systems 25 Type Vector Speed Cost Nausea Gas Inhale Turn 10 NEURO STUN Similar to Narcoject but delivered in gas form the many varieties of Neuro Stun gas are effective at putting down crowds when needed Power Energy Blast Adv AVLD Power Defense 1 5 AP 50 100 150 Lim IIF 25 Independent 2 1 Charge 2 Extra Time 1 Turn 5 Type EB Vector Speed Cost Neuro Stun VIII 4d6 Contact or 1 Turn 10 Inhale Neuro Stun IX 8d6 Contact or 1 Turn 20 Inhale Neuro Stun X 12d6 Contact or 1 Turn 30 Inhale PEPPER PUNCH Pepper Punch uses oreocapsicum derived from hot peppers as an active ingredient It is mi
100. Iron Fists Issuing Commands Item List Jackpoints Jackstoppers Jammer Jazz Drug Jet Aircraft Jet Fighters Jetski Joint Augmentation K Kamikaze Drug Killer IC Killing Hands Killjoy Knowsoft L Lake Spirit Laser Microphone Laser Sight Lasers Learning Spells Leather Clothing Lesser Air Elemental Lesser City Spirit Lesser Desert Spirit Lesser Earth Elemental Lesser Elementals Lesser Field Spirit Lesser Fire Elemental Lesser Forest Spirit Lesser Hearth Spirit Lesser Lake Spirit Lesser Mist Spirit Lesser Mountain Spirit Lesser Nature Spirits Lesser Prairie Spirit Lesser River Spirit Lesser Sea Spirit Lesser Spirits of Man Lesser Spirits of the Land Lesser Spirits of the Sky Lesser Spirits of the Waters Lesser Storm Spirit Lesser Swamp Spirit Lesser Water Elemental Lesser Wind Spirit Lethal Black IC Level Damper Levitate Life Support System Lifestyles Light Spell Light Military Armor Light Pistols Light Security Armor Lightning Bolt 25 26 50 92 113 64 103 46 97 26 18 103 136 91 70 67 104 129 120 50 SHADOWPUNK INDEX Limits Limousines Linguasoft Lion Totem Local Telecommunications Grid Locate Access Node Locate Decker Locate File Locate IC Locate Slave Lock On Lockpicking Logon to Host Logon to LTG Logon to RTG Low Lifestyle Low Light Scope Low Light Vision Adept Low Light Vision Cyberware LTG Luxury Lifestyle
101. M Machine Guns Machine Pistols Magic Effects of Essence Loss Magic Attribute Magic Fingers Magic Loss Magic Resistance Magic Talents Magical Gear Magical Group Magical Skills Magician Powers Maglock Passkeys Maglocks Magnetic Anomaly Detectors Magnetic System Magnetic System Cyber Limb Make Commcall Manaball Manabolt Manipulation Spells Man Portable Machine Guns Man Portable Missile Launchers Man Portable Rocket Launchers MAO Mask Masking Math Subprocessor Matrix Matrix Reference Chart Mechanic Mechanical Arms Medic Medical Clinic Medical Costs Table Medium Military Armor Medium Security Armor Medkit Melee Weapons Metamagic Micro Camcorder Microflares Micrometer Site Micro Recorder Micro Transceiver Middle Lifestyle Military Armor 1 113 72 21 91 95 95 95 95 95 97 3 95 95 95 80 78 23 53 91 80 85 Mind Link Mind Probe Mines Mini Blimps Missile Launchers Missile Mastery Missile Mounts Missile Parry Missiles Mist Spirit Mnemonic Enhancer Monitor Slave Morphing License Plate Mortars Motorbike Gyro Stabilization Gear Motorcycles Mountain Spirit Mouse Totem Move By Wire Mr Johnson Mr Studd Sexual Implant Muscle Augmentation Muscle Replacement Muscle Toner Music Mystic Armor N Nanotech Visual Upgrade Narcoject Nature Spirits Nausea Gas Nav Dat GPS Needle Weapons Nephritic Screen Neuro Stun Nitrous Oxide Injector
102. Needle Sniper Rifle days Large Netgun i 3 4 5 4 36 hrs 1325 2P E Grenade Launchers Kendachi Monocoil 2 4 36 hrs 825 2 E Ares Antioch 3 25 4 4days 2000 3 J Grenades ArmTech MGL 6 33 25 386hm 2250 3 K Concussion t RI 30 ma ArmTech MGL 12 5 5 336hr 2500 3 K Dual Chaise a ee TIS Heavv Weapons Defensive 25 3 4 days 30 1 J y p Colt Mauser M2X 10 15 5 8 14 days 5800 2 H Flate 25 CHRIS BD Legal Assault Cannon Flash 225 2 48 hrs 40 1 J Rhinemetall EMG 85 12 25 10 lmo 8500 EH Plash Pak a Ss a 0 Tegal Kinetic Energy Gas Neuro Stun VID 2 25 4 4 days 60 1 J Railgun Incendiary 2 5 2 4 days 50 1 J Panther Assault 8 18 8 14days 7950 2 H IPE Concussion 2 5 4 7 days 70 T1 Cannon IPE Defensive 2 2 4 7 days 60 1 J Royal Enfield 9 20 8 14 days 6500 2 H IPE Offensive 2 5 4 7 days 60 1 J Ordnance Cockeril Smoke 2 5 2 48 hrs 30 Legal Assault Cannon Smoke Thermal 2 Es 2 48 hrs 50 1 J Man Portable Rocket Launchers Superflash 2 25 5 14 days 80 2 J M79BI Light Anti 9 2 5 3 36 hrs 7275 T3 K White Phosphorous 2 5 3 5 days 120 1 J Armor Weapon Commercial Explosives per Kilo Arbalest II Medium 10 2 75 4 48 hrs 8250 T3 K Commercial 1 3 48 hrs 60 OP J Anti Armor Plastic Compound IV 1 4 48 hrs 80 0 J Weapon Plastic Compound 1 5 48 hrs 200 1 J Man Portable Missile Launchers XII Ares Man Portable 9 3 6 14 days 5000 3 J Radio Detonator 1 25 2 48 hrs 25
103. No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 60 Spirit Body Takes No Stun Takes only Body 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Spirit Powers Spirit Powers 14 Aquatic Movement Swimming 4 6 total x8 Non 1 5 14 Aquatic Movement Swimming 4 6 total x8 Non 1 5 combat combat Total Powers amp Skills Cost 228 Total Powers amp Skills Cost 232 Cost Disadvantages Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing Impairing 25 Psychological Limitation Follows master without question Very 25 Psychological Limitation Follows master without question Very Common Total Common Total 20 Distinctive Features City Spirit Not Concealable Major 20 Distinctive Features City Spirit Not Concealable Major Reaction Reaction Total Disadvantages 70 Total Cost 204 Total Disadvantages 70 Total Cost 208 35 SHADOWPUNK MAGIC
104. No Stun Takes only Body 0 Resistant Does not work against magic 5 Does 15 Spirit Energy 100 point END Reserve 5 Recovery 0 not work when attacked with ECV 1 5 All Spirit Powers 45 Spirit Body Life Support Total 0 23 Aquatic Movement Swimming 8 10 total x16 1 5 10 Spirit Body No Hit Locations 0 Non combat 60 Spirit Body Takes No Stun Takes only Body 0 Total Powers amp Skills Cost 294 15 Spirit Energy 100 point END Reserve 5 Recovery 0 Cost Disadvantages All Spirit Powers 20 Physical Limitation Cannot leave its Domain Frequently Fully 23 Aquatic Movement Swimming 8 10 total x16 1 5 Impairing Non combat 5 Physical Limitation Dual Natured Being Infrequently Slightly Total Powers amp Skills Cost 297 Impairing Cost Disadvantages 25 Psychological Limitation Follows master without question Very 20 Physical Limitation Cannot leave its Domain Frequently Fully Common Total Impairing 20 Distinctive Features City Spirit Not Concealable Major 5 Physical Limitation Dual Natured Being Infrequently Slightly Reaction Impairing Total Disadvantages 70 25 Psychological Limitation Follows master without question Very Total Cost 324 Common Total 20 Distinctive Features City Spirit Not Concealable Major Reaction Total Disadvantages 70 Total Cost 327 45 CYBERWARE Cyberware is the term used for pieces of high technology grafted or implanted within the body of a hum
105. None 5 Phase Swap files between Active and Storage Memory Tap Commcall Special Commlink Full Phase Tap an existing commcall to listen speak or disconnect others in the call Upload Data Files Read Write Phase Transmit data from cyberdeck to host 101 RIGGING Riggers are characters who have special cyberware known as vehicle control rigs surgically implanted into their bodies The control rig allows a rigger to command vehicles via neural link through a datajack When jacked into a vehicle modified to interface with a vehicle control rig riggers can make their vehicles perform exceptional feats that normal characters driving through steering wheels and other manual controls cannot Riggers can also jack into remote control decks which allow them to command multiple drones simultaneously When working together under a rigger s control drones allow him or her to exert influence over a large area as well as significantly increasing the rigger s combat power Few things are more frightening than an army of drones bearing down on an unfortunate soul SENSORS All vehicles possess some rudimentary sensors that a driver may access through heads up display HUD or vidscreens and a rigger can access through his cybernetic link The ratings and senses of sensors are listed below For each level of sensors other than Rating 0 the sensors have Telescopic Perception All 2 and Enhanced Perception All 1
106. Not Work against Magic 5 Resistant 50 Physical Damage Reduction 20 Spirit Body 50 Energy Damage Reduction 0 Resistant Does not work against magic 5 Does Resistant 50 Physical Damage Reduction not work when attacked with ECV 1 5 Resistant Does not work against magic 5 Does 45 Spirit Body Life Support Total 0 not work when attacked with ECV 1 5 10 Spirit Body No Hit Locations 0 45 Spirit Body Life Support Total 0 60 Spirit Body Takes No Stun Takes only Body 0 10 Spirit Body No Hit Locations 0 15 Spirit Energy 100 point END Reserve 5 Recovery 0 60 Spirit Body Takes No Stun Takes only Body 0 All Spirit Powers 15 Spirit Energy 100 point END Reserve 5 Recovery 0 Cost Skill Roll AII Spirit Powers 12 4 OCV with Spirit Powers z Total Powers amp Skills Cost 253 Total Powers amp Skills Cost 264 Cost Disadvantages Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing Impairing 25 Psychological Limitation Follows master without question Very 25 Psychological Limitation Follows master without question Very Common Total Common Total 20 Distinctive Features City Spirit Not Concealable Major 20 Distinctive Features City Spirit Not Concealable Maj
107. Options Remote Control Interface Rigger Adaptation Similar Models Ares Scorpion Yamatetsu Stealth Shiawase Kanmushi Mechanical Crawler STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 7 12x 6 3 18 4 1 x2 3 mph 6 1 1 Entry Points Seating Drivetrain Engine Availability Cost Walker Electric 1 24 hrs 9 350 Options Remote Control Interface Rigger Adaptation Similar Models Ares Scorpion Yamatetsu Stealth Toyota MK Guyver Search and Rescue Robot STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 11 5x 25 5 15 6 3 x2 15 mph 2 1 3 Entry Points Seating Drivetrain Engine Availability Cost Walker Diesel 3 5 days 93 375 Options Remote Control Interface Rigger Adaptation Drive By Wire 2 2 Mechanical Arms STR 30 Vehicle Armor Similar Models Ares Scorpion Yamatetsu Stealth AIRLINERS Hawker Ridley HS 895 Skytruck STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 60 29 10x 5 3 10 3 54 x4 240 mph 6 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side dr 2 Bucket 40 Bucket Jet Aircraft Combustion 18 1 mo 694 000 Options 2 Jets Similar Models Saedder Krupp Flugzeug Ares TransSky Lockheed C 260 Transport STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 60 29 10x 5 15 10 3 101 x4 450 mph 6 1 3 Entry Points Seating Drivetrain Engine Availability Cost 1 dr 1 rear ramp 5 Bucket Jet Aircraft Combusti
108. PS Police Officer or PS Security Guard modified by the restriction level if the item is concealed first make a Perception or Concealment Roll to determine of the officer notices it Typically if the officer just makes his skill roll he may only issue a warning If the officer makes the roll by more he may ask for a permit or attempt to arrest the character Severity of restriction is relative depending on the level of law enforcement In low enforcement areas the roll may be modified downward as the officer looks the other way In high enforcement areas the roll may be modified upwards as the police try especially hard to promote the law If the restriction level is followed with a P then characters may be able to get permits to legally possess transport and or use certain items Permits also make acquiring that gear easier See Permits below The second part of the Legality Code lists the restriction category under which the object falls The punishments for possession use transport etc are listed in the Fines and Punishment table below SHADOWPUNK RULES PERMITS To obtain a permit for an item the character must make a Beaurocratics roll modified by the Availability of the item with a further 2 modifier The paperwork requires a valid SIN and may also require proof of employment as well as adequate reasons why the permit is necessary Permits are not available to those with criminal SINS or SINless If the
109. Railguns Projectile Weapons Artillery Bows Anti Aircraft Crossbows Thrown Weapons Vehicle Weapons Vehicle Small Arms Small Arms Vehicle Heavy Weapons Needle Weapons Vehicle Anti Aircraft Pistols Vehicle Artillery Rifles Vehicle Cannons Shotguns Vehicle Railguns Submachine Guns Characters have these familiarities for free WEAPONSMITH A character can build weapons according to his Weaponsmith skill It requires a skill roll at 1 per 10 Active Points of the weapon and a number of days equal to the Real Cost of the weapon The cost for materials is the Active Points x 10 nuyen Ammunition can be made at 1 per 20 Active Points of the effective power for example 9mm ammo is 1d6 1 RKA 20 Active Points so the roll would be at 1 It takes 1 day to make 25 rounds of ammunition SKILL GROUPINGS The following lists are used for 3 point skill levels Any of the skills listed in a grouping can be combined in a 3 point skill level with appropriate Knowledge Skills Athletic Group Acrobatics Breakfall Climbing Concealment Contortionist Fast Draw Riding Sleight of Hand Stealth Negotiation Group Acting Animal Handler Bribery Bureacratics Conversation High Society Interrogation Oratory Persuasion Seduction Streetwise Trading Security Group Bugging Concealment Cryptography Disguise Forensic Medicine Forgery Lipreading Lockpicking Mimicry Security Systems Shadowing Tracking Ventriloquism Technical Group Bugging
110. Skill Roll 1 per 20 Active Points 25 Real Cost 40 Points Cost to Increase 1d6 Dispel for 2 points CONJURING The magician has the power to summon powerful spirits to serve him Mages summon elementals while shamans summon nature spirits A character typically can only have 1 spirit serve him at a time though this maximum can be increased for 1 point per extra spirit The spirit stats are detailed at the end of the magic section Mages require a Hermetic Circle to summon elementals which is a circle of runes and wards to protect the magician Mages also require elemental conjuring materials which are expended upon use The following rules apply to mages for conjuring elementals The cost of the Hermetic Circle is 35000Y for a temporary circle or 100000 for a permanently etched one The cost of the elemental conjuring materials is 3000 for lesser elementals 6000 for standard elementals or 15000 for great form elementals The process of conjuring the elemental takes 6 hours all the while the mage is incanting gesturing and concentrating on making the elemental appear At the end of the process the magician makes a Conjuring skill roll 1 per 20 Force of the summon default 4 for lesser elementals 7 for standard elementals and 11 for great form elementals For every point the magician makes his roll he may require 1 service from the Elemental or reduce Drain by 1 STUN e If the magician fails
111. Skills Cost 280 15 Spirit Energy 100 point END Reserve 5 Recovery 0 Cost Disadvantages All Spirit Powers 20 Physical Limitation Cannot leave its Domain Frequently Fully 14 True Flier Running 6 Swimming 2 0 Impairing Total Powers amp Skills Cost 283 9 Physical Limitation Dual Natured Being Infrequently Slightly Cost Disadvantages Impairing 20 Physical Limitation Cannot leave its Domain Frequently Fully 25 Psychological Limitation Follows master without question Very Impairing Common Total 5 Physical Limitation Dual Natured Being Infrequently Slightly 20 Distinctive Features City Spirit Not Concealable Major Impairing Reaction 25 Psychological Limitation Follows master without question Very Total Disadvantages 70 Common Total Total Cost 301 20 Distinctive Features City Spirit Not Concealable Major Reaction Total Disadvantages 70 Total Cost 304 43 SHADOWPUNK MAGIC SPIRITS OF THE WATERS RIVER SPIRIT Val Char Cost Roll Notes LAKE SPIRIT 10 STR 0 11 Lift 100 Kg 2d6 Val Char Cost Roll Notes 15 DEX 15 12 OCV DCV 5 5 10 STR 0 11 Lift 100 Kg 2d6 18 CON 16 13 15 DEX 15
112. Suppresser Very Reliable Barrett Model 121 Sniper Rifle Hi Power Low Light 1 2 3 5 3d6 1 20 14 c 1125 12 SS 10 5000 50 Cal Thermographic Scope Internal Smartgun Link Integral Sound Flash Suppresser Folding Bipod Very Reliable Stein amp Wasserman Model F Gas Vent Very Reliable 0 1 3d6 1 20 8 c 1125 7 SA 8 1500 Sniper Rifle 13mm Remington Gyro Sniper Rifle Laser Sight Hi Power 3 4 3 5 22d6 1 10 6 c 1500 10 SS 12 2100 18mm Gyro jet Scope API ammo already RKA and figured into stats DC out 1d6 1 to 15 ERKA AP Man Portable Machine Guns Two Handed Weapons Ares High Velocity MP LMG Gas Vent Internal Smartgun 1 1 2d6 1 0 10 80 c 875 8 AF 20 8 2600 5 56mm Link Ares MP LMG 7 62mm Gas Vent Laser Sight 2 2 22d6 0 12 50 c 000 8 AF 10 7 5 2300 Heckler amp Koch G 6 LMG Hi Power Low Light 1 42 2 4 2Ad6 0 12 100 c 000 8 AF 10 7 15 2900 7 62mm Thermographic Scope Internal Smartgun Link Very Reliable Vindicator Minigun 7 62mm Cannot mount Gas Vent or 0 l 2Ad6 0 22 80 c 000 10 AF 20 15 1500 Suppressers Always fires on Autofire 20 Only Recoil Penalties Fabrique National MAG 5 30 Gas Vent Laser Sight 2 3 Ado 1 15 50 c 000 8 AF 10 9 5 2650 Cal Stoner Ares M107 GP HMG 50 Gas Vent Laser Sight 1 3 3d6 1 20 40 c 125 8 AF 10 12 5 3000 Cal Tsunami Arms Helix 8 Gauge Laser Sight Cannot mount 0 1 3d6 1 30 60 c 225 12 AF 20 19 4300 Shotgun Gas Vent or Su
113. a Conjuring Skill Roll 5 Limited Number of Services 1 Real Cost 9 Points Invoke Great Form Nature Spirit Power Summon Nature Spirit 500 pt spirit Adv Expanded Class 25 Devoted 1 AP 225 Lim Concentrate to 0 DCV 5 Extra Time Extra Phase 75 Gestures Throughout 5 Incantations Throughout 5 Limited Spirit Type defined by Area 1 Extra Endurance x2 5 Limited Services 1 Requires a Conjuring Skill Roll 5 1 Spirit at a time 5 Real Cost 13 Points MASKING This ability disguises the aura and penetrates such disguises used by others This talent allows the character to use his Aura Reading skill similar to the Disguise skill to change his aura It also gives the character the ability to penetrate such a disguise Power Masking Talent Adv None AP 5 Lim None Real Cost 5 points QUICKENING The makes the effects of a constant spell uncontrolled and costing 0 Endurance The spell automatically turns off after one day or when any attempt is made to dispel it Power Uncontrolled Advantage Reduced END 0 END Adv None AP 60 Lim Requires a Sorcery Skill Roll 5 Only for Spells 1 Extra Time 1 Turn 1 25 Real Cost 16 points for any constant spell up to 60 Active Point SHADOWPUNK MAGIC SHIELDING This ability provides defense against spells for the magician and allies Power Combat Skill Levels Defense Adv Usable By Others Simultaneously x4 Targets
114. a vehicle some of the ablative plates blow off the vehicle deflecting the attack Ablative armor is automatically visible and stacks to a vehicle s other DEF Any attack that does more than 4 BODY automatically triggers the Activation of the Ablative Armor Ablative Armor is the only protective system that may take a vehicle s DEF above its BODY Power Armor Adv None AP 3 per DEF Lim Ablative Activation Roll 5 Visible 25 Type DEF Cost Ablative Armor 4 3000 SHADOWPUNK RIGGING ADVANCED PASSENGER PROTECTION SYSTEM This system is installed on vehicles other than motorcycles to give those riding a better chance of surviving a crash unhurt It consists of specially designed seat belts and harnesses additional impact activated air bags in all passenger positions and special reinforcement of the body panels The Advanced Passenger Protection Systems adds to the effects of a crash cage and roll bars Power 25 Damage Reduction Physical Resistant Adv None AP 15 Lim Only against crash damage 1 Only against damage to passengers 5 Type Cost Advanced Passenger Protection System 3000 CONCEALED ARMOR Even casual observers can easily discern standard armor on a vehicle Concealed armor is hidden in a vehicle s interior spaces so that anyone attempting to detect it must actually search the vehicle Concealed Armor Vehicle Armor and Hardened Vehicle Armor are not compatible Concealed Armor has a maximu
115. able to have access to all magical powers for their tradition Full magicians can either be hermetic magicians who cast spells and conjure elementals based on scientific ritual and magical formulae or shamanic magicians who cast spells and conjure elementals based on their ties to a totem creature a magical spirit that grants powers Aspected magicians are those who are talented but not completely in control of their magical abilities Aspected magicians can either be Sorcerers in either the hermetic or shamanic tradition or Conjurers in either the hermetic or shamanic tradition Adepts are magicians that follow the Somatic Way a method of tapping magical powers to supplement their natural abilities typically in a physical way The powers available to magicians are listed below ASTRAL PROJECTION With this power the magician projects his spirit into the astral plane The astral plane is basically a mirror image of Earth overlaid on the real world Everything on earth has a presence on the astral plane but only living things and magic have a physical presence Characters who project into the astral plane have a change in their characteristics as detailed below Astral STR Normal PRE Astral DEX Normal INT AstralCON Normal EGO SPD SPD 2 The following general rules apply to astral projection 16 Characters that astrally project lose 10 Essence per hour in the astral plane Once they return to their body the essenc
116. amp Skills Cost 234 Spirit Powers Cost Disadvantages 14 Aquatic Movement Swimming 4 6 total x8 Non 1 5 20 Physical Limitation Cannot leave its Domain Frequently Fully combat Impairing Total Powers amp Skills Cost 235 S Physical Limitation Dual Natured Being Infrequently Slightly Cost Disadvantages Impairing 20 Physical Limitation Cannot leave its Domain Frequently Fully 25 Psychological Limitation Follows master without question Very Impairing Common Total 5 Physical Limitation Dual Natured Being Infrequently Slightly 20 Distinctive Features City Spirit Not Concealable Major Impairing Reaction 25 Psychological Limitation Follows master without question Very Total Disadvantages 70 Common Total Total Cost 210 20 Distinctive Features City Spirit Not Concealable Major 36 Reaction Total Disadvantages 70 Total Cost 211 SHADOWPUNK MAGIC ELEMENTALS EARTH ELEMENTAL Val Char Cost Roll Notes AIR ELEMENTAL 40 STR 30 15 Lift 6400 kg 8d6 12d6 Val Char Cost Roll Notes 15 DEX 15 12 OCV DCV 5 5 0 STR 10 9 Lift 25 kg 0d6 20 CON 20 13 23 DEX 39 14
117. and tireless in her work The people take from Buffalo and honor her spirit for the bounty she provides Buffalo shamans are healers and protectors they cannot turn down an honest request for aid from someone who needs it A buffalo shaman will lay down her life for a true friend or ally in need and will often take great risks to help others Environment Plains 20 Advantages 2 Skill Levels to cast Healing spells 2 Skill Levels to conjure Prairie Spirits Disadvantages 1 penalty to Illusion spells CAT Cat is honored in cultures around the world She is stealthy sly and rather vain Cat knows many secrets but shares few of them Cat shamans tend to be loners who keep their own council They are fastidiously clean and presentable whenever possible Cat shamans generally toy with their opponents threatening taunting and confusing rather than going directly for the kill Environment Urban Advantages 2 Skill Levels to cast Illusion spells 2 Skill Levels to conjure City Spirits Disadvantages 1 penalty to all magical Intellect Background and Interaction skills if dirty or unkempt An unwounded Cat shaman must make an Ego roll when casting a damaging spell If the roll fails the shaman must cast her least damaging spell at its minimum damage level If the shaman is wounded all this playing around stops COYOTE Coyote the Trickster is a uniquely North American totem He is unpredictable and ever changing
118. are implanted in the body as a whole Such pieces include reflex enhancers muscle enhancers and other similar systems AIR FILTRATION SYSTEM These are implanted systems to protect the user from harmful air vectored attacks A replacement trachea is implanted into the user that is fitted with a filter that protects against smoke and most gases The Air Filtration System subtracts its Defense value from the effect of air based drain attacks such as poison gases Power Power Defense Adv None AP 1 per DEF Lim Only affects inhalation vectored attacks 1 5 Cyberware 1 Type DEF Essence Nuyen Air Filtration System 1 20 DEF x 3 DEF x 1000 BALANCE TAIL This cybernetic tail that extends a little over a meter is grafted to the base of the user s spine An expert system adjusts the movement of the tail to ensure that the user is perfectly balanced The tail moves of its own accord and the user cannot control it Users with a balance tail must have their clothes modified to accommodate this new appendage The skill levels granted by the tail may be allocated to Acrobatics Breakfall and Climbing skills Power Skill Levels Acrobatics Breakfall Climbing Adv None AP 9 Lim Cyberware 1 Visible 25 Type SL Essence Nuyen Balance Tail T3 4 9000 BIOMONITOR The Biomonitor implant measure the user s vital signs and body functions and has a subdermal display screen typically implanted on the outer wrist like a watch th
119. as replacing joints with smoother more flexible and more responsive pieces The main advantage to this piece is that it dramatically increases the user s manual dexterity and overall agility The amplifiers speed up the signals that travel along the neural pathways giving the user greater control over his actions The user of Joint Augmentation cannot stack the benefits with Muscle Toner bioware Power DEX Adv None AP 12 18 24 30 Lim Does not affect Figured Characteristics 5 Cyberware 1 Cannot combine with certain cyberware bioware 25 Type DEX Essence Nuyen Level 1 4 44 30000 Level 2 6 6 5 45000 Level 3 8 8 7 60000 Level 4 10 10 9 75000 MAGNETIC SYSTEM This system consists of a series of electromagnets mounted along the length of a limb like the foot hand or knee When the system is activated the user can hold on to or cling to ferrous metal objects very strongly The magnetic field produced by the system is not strong enough to interfere with electronics or computers Power Clinging with increased STR Adv None AP 12 Lim Only to cling to metallic object 1 Cyberware 1 Type STR Essence Nuyen Magnetic System 6 4 3000 MOVE BY WIRE Modern aircraft and other kinds of vehicles AVs mostly use what is known as fly by wire to control their motion The designs of these aircraft are inherently unstable It literally wants to fly in all directions at once The fly by wire system keeps it under c
120. blight of the city She prefers outdoor runs of course especially those in run down or decaying areas She can protect and aid wounded team members as well as distract and engage the opposition She also expects to be well rewarded for her services preferably with a good meal The tech wiz trusts machines and is probably better able to understand Cost Skill Talent Perk Roll them than the people he s around He s not anti social but he is rather 9 Acting PRE 8 suspicious of people and the time he spends in datahaven conspiracy 3 Aura Reading UNT 12 forums doesn t help But when he finds people he trusts the tech wiz 1 Breakfall DEX 8 can give excellent strategic advice and invent quick solutions to 3 Climbing DEX 12 potentially nasty problems especially if they involve any type of 3 Concealment INT 12 machine 3 Conjuring EGO 14 0 Conversation PRE 8 Cost Skill Talent Perk Roll 8 CSL 1 Overall 0 Acting PRE 8 0 Deduction INT 8 0 Climbing DEX 8 3 Paramedics INT 12 5 Computers INT 14 0 Persuasion PRE 8 5 Computer Design INT 14 0 Shadowing INT 8 0 Concealment INT 8 15 SL 5 with Aura Rea
121. consider other skills if necessary 68 Verification Reader Rating Limit Wt Cost 1 5000 1 12000 2 3 20000 1 Rating x 45000 Rating x 60000 for portable 4 5 200000 1 Rating x 100000 6 7 500000 1 Restricted 8 9 1000000 1 Restricted DATA DISPLAY SYSTEMS Typical data units have fold up monitors and will accept on line input or standard datachips allowing them to function as a computer s display screen a television a video or trideo player or a simple data reader People who work with their hands can purchase headset units the project data in a heads up display on a surface such as a transparent face shield the lenses of a pair of glasses or shades or a monocle A headset unit usually has only one slow to accept standard data chips 1000 Mp Helmets of government and corporate military forces often have headset display units allowing soldiers to access maps and other important tactical data without disrupting their regular functions Type Conceal Wt Cost Data Unit 1000 Mp Max 1 2 Mp x1 Headset Unit 500 Mp Max 0 1 Mp x 2 Heads Up Display 200 Mp NA 1 Mp x 10 Max PAGER Modern pagers are credstick sized compact and feature fold out displays or even voice message playback They had 5 Mp of memory and can receive text files e mail and voice mail messages Unlike cell phones a character cannot be tracked by his pager as pagers do not transmit However someone can dig up the pager s receiver frequency and
122. days to acquire fails by 4 so it will become available after 42 days at the base price e For items with an Availability of 4 or less for every 2 points the contact roll failed increase the cost by 30 an item that costs 1000 nuyen fails by 4 so it can be purchased for 1600 nuyen the contact found the item but it cost more to obtain STARTING CHARACTERS Starting character may purchase any gear that has Availability of 1 to 4 Characters are assumed to have the equipment at the start of the game they do not need to wait for the item to arrive have it implanted etc Items with Availability of 5 or more must be purchased in game with all the usual rules for acquiring it RACIAL MODIFICATIONS Some gear is not designed out of the box for certain metatypes to use When buying gear that needs modification which includes most weapons armor and vehicles for a dwarf sized character modify the price by 10 For gear modified for a troll character modify the price by 25 GEAR LEGALITY To summarize the legal ramifications of getting caught in possession of a restricted item Shadowpunk uses the Legality Code The first part of the code shown as a number represents the severity of the restriction with the lower the number the lower the restriction level In any casual encounter with law enforcement officials or security personnel empowered to act as law enforcement officials make a test using the officer s
123. ee Movement ze Aid Succor Any Movement 2 9 Fists of Stone Hand to Hand Attack 2d6 Reduced 0 Power one at a time 25 Area of Effect Radius END 0 END 5 1 rer 7 10 Astral Projection Extra Dimensional Travel to Any 3 2u e Movement 2 2d6 Suppress Any Movement Power 2 point in the Astral Plane Astral Form can be seen but oue at a time 25 Area of Effect Radius Cn not affected from the material 5 Extra Time Full 3u 7 Aid Sor Ce 4d6 Aid Succor Magic Attribute and 3 Phase 5 Point of Entry is relative to the characters any Spell simultaneously 5 original location 5 20 Moves Like Air 10 Flight 1 5 4 Immunity to Normal Weapons Damage Resistance 6 0 27 Body of Air Desolidification Affected by Magic 4 PD 6 ED Does Not Work against Magic 5 Cannot pass through solid objects 5 6 Earthen Body Armor 44 PD 10 Astral Projection Extra Dimensional Travel to Any 3 20 Elemental Body 50 Energy Damage Reduction 0 point in the Astral Plane Astral Form can be seen but Resistant 50 Physical Damage Reduction gt not affected from the material 5 Extra Time Full Resistant Does not work against magic 5 Does Phase 5 Point of Entry is relative to the characters not work when attacked with ECV 1 5 A rigina Location Li 5 MESSI B 45 Elemental Body Life Support Total 0 HH TO AOT MAE ECHOS rine rly ead 10 Elemental Body No Hit Locations 0 EDIGEES Does Not Woik against Magic 5 60 Elemental
124. linked holographic constructs that constitute executable programs Object code gets cooked into an OCC and is loaded into memory when a utility runs A character must have the source code of a program to copy upgrade or modify the program Object code copies of programs cannot be used to change a program Likewise copies of programs can only be made and given to others if the original source code is used to make the object code copies Certain software pirates have discovered methods of cracking OCCs and object code in order to copy software but they keep their secrets close to their chests Type Conceal Wt Cost Optical Memory Chip 6 Mpx5 SKILLSOFT A skillsoft is memory on a chip When used in conjunction with the proper headware and bodyware skillsofts allow users to know and do things they never learned in the normal fashion Because a skillsoft s memory imaging encoding differs from any actual memories or learned experiences the user may already have the skillsoft and or skillwire system must override the user s own reflexes abilities and memories forcing a reliance on the encoded capabilities 72 Skillsofts come in three types Knowsofts replicate Background skills such as Knowledge Profession or Science skills A sub classificaton of knowsofts is the inguasoft which allows language use and replicates language skills Datasofts are pure information like that found in textbook They do not include any ap
125. load them all in at once it is possible The maximum rating of a Skillwire System is 10 Skillsoft are rated on the amount of points it costs to make the skill For example A Rating 10 Computer Chip would give 10 points to a character s Computer skill or give him the skill at 12 A Rating 10 Defensive Combat Chip would give the character 2 Combat Skill Levels to be applied only to Defense Skillwires are only required to run Agility Combat Intellect and Interaction skills Background skills function fine with a naked Chipjack or loaded into Headware memory Power Variable Power Pool 2 20 Active Point Powers Adv Change Automatically 1 AP 4 40 Lim Only to run present skillsoft chips 5 Cyberware 1 Type Rating Essence Nuyen Skillwire System 2 10 Rating x 1 6 Rating x 10000 SMARTLINK amp SMARTLINK II SYSTEMS This system allows the user to interface directly with a Smartgun equipped weapon for greater response and accuracy The SmartLink allows the user to gain instant access to his weapons status its current positioning and the remaining ammunition The SmartLink includes a magnetic induction pad implanted in the user s palm Characters may have more than one SmartLink but they may only ever use one system at a time even if it is for two different weapons SmartLink II systems function identically to the standard SmartLink but has advanced systems that account for range wind and movement to help with
126. make the tests in secret if it is important to know whether the tests succeed or not SHADOWPUNK RULES TRANSPORT FAMILIARITIES The following list includes all the Transport Familiarities in the Shadowpunk game It s been simplified in some respects to make it more appropriate to the genre but that simplification has been made up for with an increase in the cost Each of the Transport Familiarities cost 2 points and there are no group rates Ground Vehicles Air Vehicles Bike Rotor Aircraft Car Vectored Thrust Aircraft Hovercraft Winged Aircraft Tracked Lighter Than Air Aircraft Water Vehicles Motorboat Ship Sailboat Submarine TWO WEAPON FIGHTING This skill offsets the 2 OCV penalty to the primary handed weapon This makes the first attack 0 OCV and the second attack 2 OCV the second attack can never be offset The skill must be bought separately for Ranged and Hand to Hand attacks WEAPON FAMILIARITIES The following list includes all the weapon familiarities in the Shadowpunk game It s been simplified in some respects but that simplification has been made up for with an increase in the cost Each of the Weapon Familiarities cost 2 points and there are no group rates Taking Combat Skill Levels with these counts as a 3 point level Melee Weapons Heavy Weapons Axes Flamethrowers Blades Grenade Launchers Clubs Launch Weapons Cyber Implant Weapons Machine Guns Polearms Unarmed Combat Other Weapons Whips Cannons
127. making skill tests or in combat drones not directly controlled by the rigger use their Pilot Computers to determine their skills and abilities All drones in a remote control network act at the same speed as the rigger or the drone speed whichever is less REMOTE CONTROL EQUIPMENT AUDIO VISUAL SCREEN DISPLAY With the shift to full cybernetic controls screen displays are necessary for displaying footage to other people The audio visual screen displays use the latest in miniaturized multimedia technology to convey video feeds as well as real time sound recordings of events being observed by drones These 11 inch LCD screen attachments display the rigger s point of view from the remote control network A rigger can also connect multiple screens to a remote control deck so that each screen simultaneously displays a different drone s point of view The screens also enable a rigger to communicate with viewers either by voice or by typing text Viewers cannot talk back unless the remote control deck is equipped with an intercom Type Cost Audio Visual Screen Display 100 HITCHER JACKS Similar to cyberterminal hitcher jacks these accessories enable a second individual to plug into a rigger s remote control deck providing a second set of eyes to watch the operation and increase awareness of the remote control operation Hitcher jacks for remote control decks work the same way as they do for cyberterminals They allow other characte
128. many of their one of a kind pieces and those that include all the extras Someone wearing Tres Chic will definitely be noticed Power PRE 10 Adv None AP 10 Lim Only to those who can see the wearer 5 Only when appearance is a factor 5 OIF 5 Independent 2 Power COM 8 Adv None AP 4 Lim Only to those who can see the wearer 5 Only when appearance is a factor 5 OIF 5 Independent 2 Linked to PRE 5 Type Wt Cost Tres Chic Clothing 2 5 15000 SECURITY ARMOR Armor listed in this section typically includes heavy armors meant used by security forces the world over Security Armors can be built with just about any sort of electronics allowing them to integrate many complex systems into the armor Security Armors cannot be bought by the piece they must be bought as a whole set though the individual parts helmet breastplate pauldrons gauntlets upper legs and boots may be worn by themselves Security Armor is typically legal only in the possession of police corporations or on mega corp lands and anyone not possessing a license while wearing a suit is subject to arrest and imprisonment LIGHT SECURITY ARMOR Having a great combination of high protection and low weight the light security armor makes a great suit for the fast response security team Power Armor 6 rPD 3 rED Adv None AP 14 Lim OIF 5 Independent 2 Real Armor 25 Quarter Mass 25 Type rPD rED Wt Cost
129. monitor any transmissions to it Power Radio Perception Adv None AP 8 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only within range of cellular towers 25 Only for text or voice recordings 5 Type Conceal Wt Cost Pager 5 10 PERSONAL COMPUTERS The standard personal computer is the size of a keyboard with a roll out flat screen monitor A digital radio signal transmits input and output to peripherals Program and data cartridges are the size of a standard datachip and slot into the ends of the keyboard Internal program storage is more than sufficient for common programs such as word and data processors communications software and games and the storage is non volatile meaning that it can be stored indefinitely Disposable printers for one color printing come attached to containers of paper barely increasing the unit s size Full color printers add two centimeters to the height of the paper box Smaller computers exist usually designed for a specific purpose These accept a limited range of spoken commands and output data in a synthesized voice They may be fiber optic linked to a monitor Internal storage capacity is limited and they do not accept standard program or datachips Some models have miniature keyboards that are usuable with a stylus can accept links to a standard keyboard or recognize handwriting Type Conceal Wt Cost Desktop Computer 6 10 Mp x 1 Pocket Computer 1 1
130. mph 2 1 2 Entry Points Seating Drivetrain Engine Availability Cost 1 Bucket Propeller Aircraft Combustion 2 72 hrs 50 000 Options 2 External Fixed Mounts Vehicle Armor Similar Models IFMU Einbruch Bac Dassault Stealth 4650 HOVERCRAFT HOVERCRAFT HEAVY GMC Nissan Hovertruck STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 21 4x2 3 12 3 20 x4 90 mph 4 0 1 Entry Points Seating Drivetrain Engine Availability Cost 3 dr 2 Bucket 1 Bench Air Cushion Vehicle Diesel 7 14 days 180 000 Options Folding Bench Seat Similar Models Mostrans KVP 14XXL Sikorsky Bell HP Hovercraft 130 HOVERCRAFT LIGHT Sikorsky Bell Red Ranger SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 250K 125 5 18 3 45 x4 203 mph 2 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket Air Cushion Vehicle Combustion 9 17 days 326 000
131. off an alarm An Electronics skill test is required to crack the case of any electronics device Base time for this is 5 minutes move one level up the time chart for every 2 successes Failure means that the case has not been breached in the base time and another test is required Rolling an 18 means that the device malfunctions typically locking the system in place A Security Systems skill test is required simultaneously with the Electronics test to disable any alarms The base time for this is 5 minutes modified as above Failure means that the alarm has not been disabled Failure by more than 3 means that the alarm has been triggered Rolling an 18 could mean a further complication depending upon the situation and GM s decision e Another Electronics or Computers Systems Operation or Security Systems Roll is then required to bypass the system The base time for this is 5 minutes modified as above Failure means that the system has not been bypassed in the base time and another test is required Rolling an 18 means that the system is locked in its current state FAST ATTACK Formerly known as Rapid Attack this skill allows the character to perform Autofire Skills or any 1 phase combat maneuver as a 4 phase action It costs 5 points and applies to both ranged and hand to hand combat FORGERY As most every type of important documentation in the Shadowpunk world is in electronic format the Forgery skill represents a characte
132. or magical foci The magician may also attempt to banish spirits For dispelling and banishing the following general rules apply Each attempt at dispelling is a Full Phase action The magician must make a Sorcery skill roll at 1 per 20 Force of the dispel default is 5 Roll the effect dice and compare it to the force of the spell If the dispelling total equals or exceeds the spell or summon then it is dispelled If the total does not equal or exceed the spell it is still active The magician may attempt again next action and the total is added to the previous one Determine results as above Multiple magicians can combine their results to determine dispelling effect e A magician may dispel an incoming spell if he or she has a Held Full Phase action Dispel costs 1 END per 10 Active Points FULL MAGICIAN DISPELLING BANISHING Power 20d6 Dispel Adv All Magic 4 25 Cumulative 5 AP 105 Lim Gestures 25 Incantations 25 Extra Time Full Phase 5 Requires a Sorcery or Conjuring Skill Roll 1 per 20 Active Points 25 Real Cost 47 Points Cost to increase 1d6 Dispel for 2 5 points Side Effect Drain STUN BODY 1 per 5 Active Points Major Always Occurs Predefined Damage Resistable 5 ASPECTED MAGICIAN DISPELLING BANISHING Power 20d6 Dispel Spells Adv Cumulative 7 5 AP 90 Lim Gestures 25 Incantations 25 Extra Time Full Phase 5 Requires a Sorcery or Conjuring
133. penalty to the hosts Security test rolls against the intruding decker To determine the deck s Detection Factor add together the ratings of the Masking persona program and the Sleaze program and divide by 2 SENSOR TESTS This is a standard Perception test base INT roll plus the rating of the Sensor persona program This is modified down by the rating of IC or if the icon is a decker by the decker s Masking Sleaze programs The decker can add the rating of his or her Scanner utility if he or she actively searches for other deckers Whenever a new icon enters an area where the decker could detect it the decker gets a free sensor test with no utilities to see if he notices it the GM should make this roll If he fails he does not notice the new icon If he succeeds the icon remains visible unless it tries to escape or the decker leaves the area Otherwise a decker suspecting the presence of other icons may use a Locate operation to try to find hidden icons CYBERTERMINALS These are the old style computer and monitor with a set of electrode nets or a datajack cable This is the way most users of the Matrix perceive it They are slow but cheap and cyberdecks are just too expensive to hand out as standard equipment SECURITY TALLY The GM tallies each point by which the host grid succeeds in Security test rolls while a decker is in the system This tally runs as long as the decker is logged on to that system When the tall
134. per 1d6 DETECTION SPELLS ANALYZE DEVICE This spells allows the subject to analyze the purpose and operation of a device or piece of equipment within range of the sense Power Detect Device Sight Analyze Adv Usable on Others 25 Lim Spell 2 5 Costs END 5 Power Skill Levels Overall Adv None Lim Only for use with that device 1 Spell 2 5 Costs END 5 Linked to Detect Device 5 Extra Time 2 Phase 25 Active Point Cost 10 1 per 1 PER Roll 10 per 1 Skill Level 7 25 Advantage per 2x Targets ANALYZE TRUTH This spell can tell whether or not a target s statements are the truth Half truths or falsehoods the target believes to be true are not detected by this spell The spell does not work on written materials or any sort of electronic communication Power Detect Truth Hearing Analyze Adv Usable By Others 7 25 Lim Spell 2 5 Does not work through electronic sound 5 Costs END 5 Extra Time Phase 25 Active Point Cost 18 75 1 per 1 PER Roll 7 25 Advantage per 2x Targets SHADOWPUNK MAGIC CLAIRAUDIENCE The subject can hear distant sounds as if physically present Power Clairsentience Hearing Adv Usable By Others 25 Lim Blackout 5 Spell 2 5 Extra Time 2 Phase 25 Active Point Cost 25 6 25 per 2x Range CLAIRVOYANCE The subject can see distant scenes as if physically present Power Clairsentience Sight Adv Usable By Ot
135. physical characteristics The target assumes a physical appearance of the same basic size and shape chosen by the caster Power Shape Shift Sight Hearing Smell Touch into Humanoid Shapes Adv Usable By Others 7 25 Lim Spell 2 5 Extra Time 5 Phase 25 Active Point Cost 36 25 4 25 Advantage per 2x Targets PHANTASM This spell creates convincing visual illusions of any object or creature the caster desires The can create an illusion of anything the caster has seen before from a flower or a credstick to a dragon breathing fire so long as the illusion is no larger than the spell s area Power Images Sight Group Adv None Lim Spell 2 5 Must be something caster has seen 5 Active Point Cost 10 SILENCE Silence creates an area that dampens sounds Power Darkness Sound Group Adv None Lim Spell 2 5 Active Point Cost 10 for 1 Radius 5 per 1 Radius STEALTH Stealth is cast on a target who becomes inaudible to normal hearing The subject can more in complete silence and nothing they do makes noise Power Invisibility to Sound Group Adv Usable By Others 7 25 Lim Spell 2 5 Extra Time Phase 25 Active Point Cost 25 25 Advantage per 2x Targets 26 MANIPULATION SPELLS ACID STREAM This spell creates a powerful corrosive that sprays the target causing terrible burns and eating away organic and metallic material Anyone in full body armor treated to resist to
136. pintle mount requires a Full Phase action These weapons cannot be fired remotely they must be manned to fire Pintle Mounts provide Strength 5 to the vehicle only to offset STR Minimums Power STR 5 Adv None AP 5 Lim Only to offset STR Minimum C1 Type Cost Pintle Mount BODY x 50 Extra Ammo Storage BODY x 10 Maximum is x5 standard RING MOUNTS These are a step up from the basic pintle mount It consists of a freely rotating ring set on the top of a vehicle with a tripod assembly attached to the ring the gunner stands in the middle of the ring to fire the weapon The ring rotates in a full circle giving full 360 degree arc of fire Mount or dismounting a weapon from a ring mount requires a Full Phase action Weapons on ring mounts may not be fired remotedly they must be manned Ring Mounts provide Strength 10 to the vehicle only to offset STR Minimums Power STR 10 Adv None AP 10 Lim Only to offset STR Minimum 1 Type Cost Ring Mount BODY x 150 Extra Ammo Storage BODY x 50 Maximum is x5 standard SMARTLINK INTEGRATION KIT The smartlink integration kit is an interface that connects smartgun equipped weapons mounted in fixed mounts and turrets with gunners who are equipped with smartlink cyberware Without the integration kit smartgun equipped weapons mounted in fixed mounts or turrets do not gain the benefit of the smartlink Characters who do not have smartlink cyberware firing smartlink equi
137. platinum and super platinum A DocWagon contract requires filing of tissue samples held in a secure vault staffed by bonded guards and mages and comes with a sealed band direct dial wrist phone which also serves as a homing beacon for roving DocWagon ambulances choppers and AVs It has an effective Systems Operation Skill of 11 for jamming purposes Rupture of the band will alert the DocWagon representative Once a call from a contract holder is confirmed most DocWagon franchises guarantee arrival of a trauma team in less than ten minutes or else the immediate medical care is free Resuscitation service carries a high premium as does High Threat Response HTR service In the latter case the client or his heir is expected to pay medical bills up to and including death compensation for DocWagon employees Gold service includes one free resuscitation per year a 50 percent reduction on HTR service charges and a 10 percent discount on extended care Platinum service includes four free resuscitations per year no HTR service charges though death compensation still applies and a 50 percent discount on extended care Super Platinum service have five free resuscitations per year do not have to pay for HTR service charges or death compensation and have 75 percent discounts on extended care Super Platinum subscriber wristphones also contains a biomonitor that will automatically call DocWagon if the client s life signs ev
138. points reserve 0 40 Spirit Powers Multipower 40 points reserve 0 4u 1 Concealment Invisibility Sight Group Usable 4 4u 1 Accident Change Environment 2 Radius 3 to 4 Simultaneously 7 5 Ranged 7 5 DEX Rolls and DEX Based Skills 3 OCV 2u 2 Confusion 6d6 Mind Control Telepathic 7 25 4 2u 2 Confusion 6d6 Mind Control Telepathic 4 25 4 Set Effect Wander Aimlessly 5 Set Effect Wander Aimlessly 5 2u 3 Fear 6d6 Mind Control Telepathic 25 Set 4 4u 3 Guard 8d6 Suppress Change Environment 4 Effect Run Away in Fear 5 2u 4 Search Detect any Person Place or Thing 4 4u 4 Guard 8d6 Suppress Change Environment 4 Discriminatory Telescopic 6 PER Roll 10 Costs 4u 5 Lightning Bolt Y2d6 Ranged Killing Attack 4 END 5 Electricity No Normal Defense Insulated Clothing 2u 5 Movement 2d6 Aid Succor to Swimming Area of 4 1 Does Body 1 Area of Effect Line 1 Effect Radius 1 20 Moves Like Air 10 Flight 1 5 2u 6 Movement 2 2d6 Suppress Any Movement Power 5 10 Astral Projection Extra Dimensional Travel to Any 3 one at a time 25 Area of Effect Radius 1 point in the Astral Plane Astral Form can be seen but 20 Moves Like Air 10 Flight 1 5 not affected from the material 5 Extra Time Full 10 Astral Projection Extra Dimensional Travel to Any 3 Phase 5 Point of Entry is relative to the characters point in the Astral Plane Astral Form can be see
139. riot religious ceremony etc Presence and general cause of any astral signatures upon the subject combat spell illusion spell hearth spirit etc Note All magicians with Astral Perception have this as an Everyman skill at 8 CENTERING This skill is used to reduce the endurance cost of casting spells or summoning elementals or as a complimentary skill to sorcery and conjuring It is 9 EGO 5 for 3 points 1 for 2 points Centering is available only to characters that are initiates A character must choose for each magical action if he wishes to use Centering to compliment his sorcery or conjuring or to reduce endurance for the spell cast or conjuring To reduce endurance he must make a Centering skill roll modified by the Active Points of the power after rolling his sorcery or conjuring skill roll Otherwise use the rules for complimentary skills The physical representation of centering could be a wide variety of actions though is most often something that is calms or steadies the character such as meditation martial arts forms singing folk dances etc CONJURING This skill is used to conjure elementals or nature spirits by magicians and is 9 EGO 5 for 3 points 1 for 2 points Conjuring is also the skill roll used when attempting to banish elementals or nature spirits The roll is modified by 1 per 10 Active Points in the summoning or dispelling power DIVINING This skill is used by magicians to determine or
140. s the social chameleon There is nothing that fazes the face She is able to hange tough with go gangers an dmingle with high society figures with equal ease She can talk at length about politics literature and art or bewilder her subjects with bizarre trivia But make no mistake she s still a warrior the thrill of the shadowrun is in her blood Her abilities to blend in and Cost Skill Talent Perk Roll impersonate others enhanced by her voice modulator and retinal 0 Acting PRE 8 duplication make her ideal for undercover ops And her endless 0 Climbing DEX 8 number of contacts and numerous safehouses mean she can disappear 3 Combat Driving DEX 12 without a trace which is always helpful if things don t go down just 3 Combat Piloting DEX 12 right 3 Computers INT 13 0 Concealment INT 8 Cost Skill Talent Perk Roll 0 Conversation PRE 8 3 Acting PRE 14 15 CSL 3 with Ranged Combat 3 Bureaucratics PRE 14 0 Deduction INT 8 3 Bribery PRE 14 3 Electronics INT 13 0 Climbing DEX 8 3 Mechanics INT 13 0 Concealment INT 8 3 Navigation INT 13 3 Conversation PRE 14 0 Paramedics INT 8 0 Deduction INT 8 0 Shadowing INT 8 3 Disguise INT 12 18 SL 6 with Combat Driving
141. shot into the air as a signal or location marker as they are only 2 damage when used as a weapon though the damage is applied against energy defenses though it is possible for them to start fires Type Conceal Wt Cost Flare 2 1 25 SHOCK LOCK These slugs are composed of a ceramic and metal composite that disintegrates upon impact so that bystanders are not injured by bullet fragments Designed to shatter a door s lock or hinge they are considered to be armor piercing against inanimate objects not ballistic armor though they act as explosive rounds against normal soft targets Type Conceal Wt Cost Shock Lock 2 75 70 STUN SHELLS Rather than being packed with buckshot these shells are packed with tiny rubber balls Designed to stop a target rather than kill stun shells operate in the same way as a standard shot round except that they inflict normal damage Type Conceal Wt Cost Stun Shells 2 25 25 SPECIAL WEAPONS CALTROPS Also known as crows feet caltrops consist of a welded group of small spikes designed to lie on a surface with at least one spike facing upward Caltrops are most often scattered in handfuls on the ground to deter foot pursuit Caltrops force anyone moving through the area to succeed at a DEX roll or suffer 2d6 RKA that is NND defense is not touching the ground Power Change Environment 2 Radius Force DEX Roll to those walking through the area or suffer d6 RKA NND that does Body De
142. such as BTLs U Class A Equipment 2000 Class B and biological agents Class C V Class B Equipment 4000 W Class C Equipment 8000 2 years X Class A Controlled 500 1 month Y Class B Controlled 2000 1 month Z Class C Controlled Federal ARCHETYPES THE ADEPT The Adept is a magically active individual who follows the somatic way Instead of casting spells he uses his magic internally to develop his mind and body to its utmost potential physically mentally and spiritually His ability to inflict damage by using his body as a weapon has been intensified as has his ability to take damage without faltering His magic has also improved his speed and reflexes Combined with his agility the adept can play the role of ninja spy or thief with ease The adept is more than an expert killing machine however he is also an enlightened student of magic philosophy art and language He wields control over his mind as frequently as he does control over his body through the art of meditation In addition to shadow work he sidelines COMBAT DECKER While most deckers prefer to undertake runs from several miles away providing overwatch legwork and security cover for their team through the Matrix the Combat Decker prefers to be where the action is He s ideal for runs that require direct penetration and on site computer access Sure he can sneak in bypass electronic security and get the hacking done quickly and effi
143. the lower right corner of the character s vision or wherever the character wants This can be modified via cybernetic command for region and season and includes a stopwatch timer and a countdown timer The Retinal Clock is accurate to 0 0001 seconds per year Power Absolute Time Sense Talent Adv None AP 3 Lim Cyberware 1 Type Essence Nuyen Retinal Clock 1 5 750 RETINAL DUPLICATION This is the modifying of one s retinal pattern done in the attempt to fool retinal identification scanners Though a very imperfect process the duplication does sometimes work This option is only available as a retinal modification and does not work in cybereyes Power Disguise Skill Adv None AP 10 Lim Only to fool retinal scanners 2 Cyberware 1 Type SL Essence Nuyen Retinal Duplication 5 2 5 15000 THERMOGRAPHIC VISION This piece of cyberware allows the user to see heat patterns of objects and people Cooler things show up as dark to light blue whereas hotter things show up as red or orange and the hottest of all is yellow or white The thermographic sight overlays the user s normal sight so that he can better translate the images It can be used to distinguish different heat sources through light structural material or the presence of cybernetics which are always cooler than normal body temperatures It can also be used to determine the operating time of machinery by measuring its cooling gradient This option is st
144. the character suffers BODY or STUN damage The character can also activate the Adrenal Pump by taking a dose of the adrenocorticotropic hormone ACTH see equipment The drug MAO see equipment can suppress the effects of unwanted pump activation When the pump kicks in its effects last for 5 minutes before running out After this time the character suffers incredible fatigue STUN Drain The Adrenal Pump requires 1 hour to regenerate the supply of hormones before it can be used again Power DEX STR EGO Lightning Reflexes Talent Adv None AP 26 52 Lim Bioware 5 No conscious control 2 1 Continuing charge lasting 5 minutes 75 Side Effect 346 STUN Drain 5 Type DEX STR EGO LR Bioldx Nuyen Level 1 3 5 3 4 54 100000 Level 2 6 10 6 8 12 2 200000 CAT S EYES The recipient of cat s eyes receives a new set of replacement eyes vat grown and specially designed to incorporate a structure and amplifies light and enhances the user s night vision The number of light sensitive rods and detail enhancing cones in the eyes also increase Like the eyes of a cat this bioware incorporates a mirror like organ in the cornea that reflects light toward the retina Under low light conditions these eyes seem to be reflective and to glow in the dark The pupils are also slitted liked a cat s eyes to increase the amount of light received The eyes can perceive color Power Ultraviolet Perception Sight Adv None
145. the spinal cord and other main nerve trunks are encouraged to replicate and lengthen This provides a wider data path for the transmission of impulses and decreases the amount of time required for the signal to traverse the distance Thus more data can be sent from and received by the brain in a shorter period of time Those who have Wired Reflexes Boosted Reflexes Move By Wire System cannot install the Synaptic Accelerator as their nerve fibers have already been modified Power SPD Adv None AP 30 40 Lim Bioware 5 Cannot combine with certain cyberware 25 Type SPD Bio Idx Nuyen Level 1 3 17 1 100000 Level 2 4 22 9 200000 SYNTHACARDIUM This boosts the heart s capabilities by increasing its ability to handle higher levels of activity Synthacardium consists of artificially enhanced myocardium the muscle tissue that makes up the heart When added to the structure of the heart it enables the organ to perform at higher levels of strenuous activity with greater ease Power END Adv None AP 5 10 Lim Bioware 5 Type END Bio Idx Nuyen Level 1 10 3 3 12500 Level 2 20 6 7 25000 59 SHADOWPUNK BIOWARE TAILORED PHEROMONES It is possible to alter the main sweat glands of an individual so that they will release discrete levels of specially designed pheromones into the surrounding air Only a few molecules of the pheromones are required to trigger the effect but no matter how low the concentration of s
146. to monitor specific frequencies or to scan through a range of frequencies for active signals This device also features a fold out screen for intercepted vid calls Power High Range Radio Perception Adv None AP 12 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only to receive transmissions 1 Power Systems Operation Skill 3 Adv None AP 6 Lim Linked to High Range Radio Perception 5 OAF 1 Independent 2 Does not work in magnetic fields 25 Only to search for specific frequencies transmissions 1 Type Conceal Wt Cost Scanner 2 1 1600 SUBVOCAL MICROPHONE This microphone is strapped in place at the center of the throat and allows the user to subvocalize his communications Power Invisibility Normal Hearing Adv Reduced END 0 END 5 AP 30 Lim IAF 5 Independent 2 Does not work in magnetic fields 25 Only to subvocalize radio transmission 2 Type Conceal Wt Cost Subvocal Microphone 6 500 TRANSCEIVER This is a standard hand held two way radio Many models come equipped with headsets handsets earphones or wrist models Frequencies are programmable and each unit can maintain 10 programmed frequencies at one time Power High Range Radio Perception Adv None AP 12 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type Conceal Wt Cost Transceiver 2 1 1500 ECCM All broadcast communications equipment is subject
147. to acquire service Cellular phone calls travel some distance through the Matrix and can be tapped by deckers Power Radio Perception Transmission Adv None AP 10 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only within range of cellular towers 25 Type Conceal Wt Cost Wrist Model Cell Phone 1 100 With Flip Up Screen 150 Handset Unit Cell Phone 0 1 50 Earplug Unit Cell Phone 4 100 CREDSTICK VERIFICATION READERS All credstick checking and ID verifying systems are rated by how efficiently they comb the world s databanks to verify the ID or the credstick The more efficient the cross referencing the higher the rating and the longer the verification takes The reader s rating also limits the transaction amount it can process Any unit up to rating 3 is portable complete with cellular connection to the Matrix When a game master determines that verification is necessary he will roll the Forgery skill of the stick against the Forgery skill of the verification system the verification reader s roll is equal to it s rating 10 If the credstick makes the roll by more it means that the forgery has passed If the reader makes the roll by more it means that the system has rejected the forgery If both succeed by the same amount the verification system instructs the operator to interrogate the individual This is most often an Interrogation vs Persuasion skill contest though a GM might
148. to inflict 1d6 to 2 2d6 BODY It samples the instruction algorithms of the targeted icons and tries to introduce fairly coarse memory faults into the icon s most frequently accessed code segments In cybercombat that translates to a direct attack on the persona or IC This attack affects the on line icon only and has no effect on a decker s meatbody or cyberdeck The Armor utility reduces the damage done by Attack utilities BLACK HAMMER Multiplier 20 Target Deckers The Black Hammer utility is a black IC program that targets the decker not the deck It can kill a decker without knocking his cyberdeck off line so that the decker s jackpoint remains traceable Black Hammer lacks the blaster like capabilities of mainframe driven black IC but otherwise its effects are identical to those of lethal black IC KILLJOY Multiplier 10 Target Deckers The killjoy utility mimics non lethal black IC Killjoy programs inflict STUN damage to a decker s meatbody Otherwise the Killjoy utility is identical to the Black Hammer utility SLOW Multiplier 4 Target IC The slow utility reduces the execution speed of proactive IC Whenever a decker attacks IC with the Slow utility make an opposed skill test pitting the Security Value Security Rating plus IC rating against the decker s Computer skill plus the Slow Utility If the IC rolls better than the decker nothing happens If the decker rolls better than the IC it loses 1 SPD per 2 p
149. to interference and jamming which is known as electronic countermeasures ECM ECM is countered by electronic counter countermeasures ECCM such as noise filtering and signal amplification Characters can purchase ECCM individually for each piece of their communications gear that transmits or receives radio The maximum an item can increase the skill is 10 Power Penalty Skill Levels Systems Operation skill rolls affected by jammers or ECM Adv None AP 3 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Type Conceal SL Wt Cost ECCM NA 1 10 1 Rating x 1000 BROADCAST ENCRYPTION DECRYPTION Broadcast communications gear may be purchased with encryption programming that allows transmission and reception of sophisticated scramble coded signals and frequency skipping algorithms Each signal transmitted by such a system is only receivable by a system with the proper decoding equipment Receivers can also be programmed with code breaking programs so that they can intercept and decrypt encrypted signals The maximum an item can increase the skill is 10 Encryption and Decryption are bought separately Power Cryptography Skill Adv None AP 2 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to encrypt or decrypt radio transmissions 1 Type Conceal SL Wt Cost Encryption Decryption NA 1 10 1 Rating x 2500 65 SHADOWPUNK EQUIPMENT SURVEILLANCE MEA
150. transmitter engages electronic countermeasures ECM to override broadcast signals scrambling them by filling the band with garbage This technique targets all radio frequencies When the Jammer is turned on to use any radio control or communication requires a Systems Operation Skill Roll modified by the rating of the Jammer Success means that the device may be used as normal for that particular action Failure means that the device cannot break through the Jamming Jammers are directly countered by ECCM Power Change Environment Penalties to Systems Operation x1024 Area 1024 Radius Adv Reduced END 0 END 7 5 AP 83 4 5 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only for radio based communications 5 Type Penalty Conceal Wt Cost Jammer 1 10 4 5 Rating x 1000 VOICE MASK This small 3 cm diameter disk is worn or held near the throat to create a resonating frequency that distorts the timbre and pitch of the user s voice This device cannot be used to imitate the voices of others or to bypass voice recognition systems Power Images Normal Hearing Adv Reduced END 0 END 5 AP 8 4 5 per Rating Lim IF 1 Independent 2 Does not work in magnetic fields 25 Only to distort user s voice 1 No Range 5 Type PER Conceal Wt Cost Voice Mask 1 10 0 Rating x 3000 WHITE NOISE GENERATOR This device creates a field of random noise masking th
151. when rigged or driving Power SPD Skill Levels Vehicle Skills Lightning Reflexes Talent Adv None AP 39 58 77 Lim Only when interfaced with a Remote Control Deck or Rigged Vehicle 1 Cyberware 1 Only to control a vehicle s or drone s systems 1 Type SPD LR Skill Essence Nuyen Level 1 3 4 9 8 12000 Level 2 4 8 2 14 5 60000 Level 3 5 12 3 19 3 300000 VOICE SYNTHESIZER This system allows the user to perfectly mimic any voice or tone previously heard by the user Power Images Normal Hearing 4 PER Rolls Adv None AP 17 Lim No Range 5 Cyberware 1 Type Essence Nuyen Voice Synthesizer 6 8 11000 WIRED REFLEXES These are the staple of street samurai everywhere implanted neural boosters and adrenaline stimulators which dramatically increase the overall speed of the user With Wired Reflexes implanted the user may move at superhuman levels doing things as such a blinding speed that unmodified people are astounded Wired Reflexes cannot be combined with Boosted Reflexes Move By Wire or Synaptic Accelerator Power SPD Adv None AP 30 40 50 Lim Does not affect SPD when driving a vehicle or decking 25 Cannot combine with certain cyberware bioware 25 Cyberware 1 Power Lightning Reflexes Talent Adv None AP 6 12 18 Lim Cannot combine with certain cyberware bioware 25 Cyberware 1 Type SPD LR Essence Nuyen Level 1 3 4 14 7 55000 Level 2 4
152. with Maglocks come in four levels of security Type I through Type IV Biometric maglocks are Type III and IV that use any of the print identification scanners Biometric scanners add 2 to the effective rating of the maglock for attempts to bypass them 70 Power Negative Skill Levels Lockpicking Adv None AP 5 per Rating Lim OIF Immobile 1 5 Only against attempts to bypass maglock 1 Type Wt Nuyen Type I Rating 1 3 Rating x 75 Type H Rating 4 6 Rating x 100 Type III Rating 7 9 Rating x 150 Type IV Rating 10 Rating x 250 Biometric Maglock Rating x 350 MAGNETIC ANOMALY DETECTORS Magnetic Anomaly Detectors are used to detect weapons and concentrations of metal They come in hand held wand type designs and free standing or architecturally integrated doorway systems Power Detect Metal Discriminatory 1 PER Roll per Rating Adv None AP 10 1 per Rating Lim OAF 1 Independent 2 Type PER Conceal Wt Cost Hand Held Magnetic 1 0 1 Rating Anomaly Detector x 2500 Doorway Magnetic 1 2 Rating Anomaly Detector x 5000 PANICBUTTON SYSTEM This keychain sized device is a dedicated cellular phone that connects directly to Lone Star or whichever security provider is covering the area It also acts as a tracking signal It has an effective Systems Operation Skill of 11 for jamming purposes Power Radio Perception Transmission Skill Levels Systems Operation Adv None AP 16
153. with a 11 Lockpicking Skill with each rating increasing the roll by 1 Power Lockpicking Adv None AP 5 2 per Rating Lim OAF 1 Independent 2 Only to bypass passcard maglocks 2 Type Conceal Wt Cost Maglock Passkey 3 1 Rating x 10000 SEQUENCER This device is designed is defeat keypad systems on maglocks The device must be attached to the keypad s circuits so the character using it must still remove the keypad s case Power Lockpicking Skill Adv None AP 2 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type SL Conceal Wt Cost Sequencer 1 10 2 2 Rating x Rating x 500 ULTRASOUND DETECTOR This simple device detects ultrasound fields that fall within its range It will alert a user to an ultrasonic motion sensor system or someone using an ultrasound sight Power Detect Ultrasound Discriminatory 1 PER Roll per Rating Adv None AP 10 1 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type PER Conceal Wt Cost Ultrasound Detector 1 3 40 ULTRASOUND EMITTER DETECTOR This device detects and analyzes the ultrasonic field produced by certain motion sensors It can also attempt to spoof the sensor into thinking that nothing is moving through its field Power Detect Ultrasound Discriminatory 1 PER Roll per Rating Adv None AP 10 1 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fiel
154. x2 25 mph 2 4 3 Entry Points Seating Drivetrain Engine Availability Cost Tracked Electric 1 48 hrs 32 000 Options Remote Control Interface Rigger Adaptation Turret Vehicle Armor Similar Models Aztechnology Patroller Eireann T r Geat ir Prometheus Guardian Aztechnology GCR 23C Crawler STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 5x 25 3 15 4 5 x2 15 mph 2 1 1 Entry Points Seating Drivetrain Engine Availability Cost Tracked Electric 1 24 hrs 3 750 Options Remote Control Interface Rigger Adaptation Similar Models Renraku Ninja Ares Tracker Q Series Mitsuhama Fox Crawler Aztechnology Hedgehog Signal Interceptor STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 5x 25 3 15 4 5 x2 15 mph 2 4 5 Entry Points Seating Drivetrain Engine Availability Cost Tracked Electric 5 10 days 200 000 Options Remote Control Interface Rigger Adaptation Rigger Decryption 4 Rigger Protocol Emulation 4 Similar Models Celebrian Audiodrone ATT Listener 700 Citr en Brouillard Smoke Generator STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5X5 3 15 4 13 x2 40 mph 0 1 1 Entry Points Seating Drivetrain Engine Availability Cost Tracked Combustion 1 24 hrs 13 000 Options Remote Control Interface Rigger Adaptation Smoke Generator 4 Darkness Normal Sight Reduced END 0 END 5 5 Continuing charges lasting 1 minute 0
155. 0 MATRIX The Matrix is the virtual world of computers linked together through a global telecommunications network Within this digital world every aspect of the network is represented as a virtual landscape with icons that can be touched manipulated and used for whatever its intended purpose The Matrix was designed to make the field of information technology easier and more intuitive But slicing through the permanent neon glow of the Matrix like a digital ninja is the commando of the virtual world the decker Deckers are the extreme of computer enthusiasts and hackers utilizing their unique set of skills to crack the most difficult security of a mega corp or to find obscure but valuable data and sell it to the highest bidder To the master decker no system is impervious to his infiltration And wary are those in the meat world who would upset or threaten such a decker for their life their money and their reputation could suddenly become empty ACCESSING THE MATRIX A cyberdeck or cyberterminal is used to connect to the Matrix which comes standard with a fiber optic cable that plugs into a home telecom jack If no standard jack can be found certain specialized tools can be used to connect directly to the fiber optic telecom line without need for the jack Another cable connects to either an electrode net that slips over the user s head or through a direct cybernetic interface through a Datajack The trode ne
156. 0 10 Gauge Auto Shotgun 0 0 3d6 1 18 x 32 225 AF 5 4 48 hrs 2 F 1200 8 Gauge Shotgun 0 0 3d6 20 x 30 250 SA 4 48 hrs 1 F 900 8 Gauge Auto Shotgun 0 0 3d6 20 x 30 250 AF 5 5 5 days 2 F 1350 4 Gauge Shotgun 0 0 3d6 1 23 x 28 275 SA 5 7 days 2 F 1000 4 Gauge Auto Shotgun 0 0 3d6 1 23 x 28 275 AF 5 6 10 days 3 F 1500 Machine Guns 5 56mm Machine Gun 1 2 2d6 1 0 10 x 40 875 AF 10 2 4 days 1 H 1200 7 62mm Machine Gun 1 2 2 5d6 0 13 x 36 000 AF 10 3 5 days 2 H 1300 30 Cal Machine Gun 1 2 2 4d6 15 x34 000 AF 10 3 5 days 2 H 1400 450 Cal Machine Gun 1 2 3d6 1 1 18 x32 000 AF 10 4 5 days 2 H 1500 50 Cal Machine Gun 1 2 3d6 20 x 30 125 AF 10 4 7 days 3 H 1600 13mm Machine Gun 1 2 3d6 1 20 x 30 125 AF 10 5 14 days 4 H 1700 14 5mm Machine Gun 1 2 3d6 1 23 x 28 250 AF 10 6 21 days 4 H 1800 Miniguns 5 56mm Minigun 0 1 2d6 1 0 20 x 40 875 AF 20 3 4 days 2 H 1400 7 62mm Minigun 0 1 2 nd6 0 23 x 36 000 AF 20 4 5 days 3 K 1500 30 Cal Machine Gun 0 1 2 nd6 25 x34 000 AF 20 4 5 days 3 K 1600 450 Cal Machine Gun 0 1 3d6 1 28 x 32 000 AF 20 5 5 days 3 K 1700 50 Cal Machine Gun 0 1 3d6 30 x 30 125 AF 20 5 7 days 4 K 1800 14 5mm Machine Gun 0 1 3d6 1 33 x 28 250 AF 20 7 21 days 5 K 2000 Cannons 20mm Cannon 1 4 4d6 1 27 x 24 625 SA 8 14 days 2 H 5000 25mm Cannon 1 4 4 2d6 29 x 22 750 SA 8 15 days 2 H 10000 30mm Cannon 1 4 5d6 31 x 20 875 SA 9 16 days 2 H 15000
157. 0 2 J Missile Launcher Timer 5 2 48 hrs 100 2 J Ballista Multi Role 9 6 5 9 30 days 5600 3 K Mines Missile Launcher Anti Personnel 1 2 As grenade As grnd 2 J Great Dragon Anti 10 2 75 4 48 hrs 7500 3 K x 10 Tank Guided Anti Vehicle 5 5 7 days 500 3 J Missile Launcher Bouncing Mine l as mine 500 As mine Militech Urban TT 2 5 4 48 hrs 3500 T3 K Directional Mine As mine xl 5 As mine Missile Launcher Disguised Mine As mine x2 per As mine Anti Personnel 4 2 25 4 14 days 2000 3 J 2 Missile Built In Sensor As mine 1000 As mine Anti Vehicle Missile 4 3 25 4 14 days 3375 3 J per 1 High Explosive 4 2 25 4 14 days 3375 3 J Smart Mine As mine 1000 As mine Missile per 1 Surface to Air Missile 4 1 5 9 21 days 4875 T3 K Great Dragon ATGM 4 3 4 48 hrs 4500 3 J MELEE WEAPONS Anti Armor 3 1 5 4 48 hrs 1700 3 J Type Conc Wt Avail Cost Legality Micromissile Axes Anti Personnel 3 1 4 48 hrs 1250 3 J Throwing Axe 3 5 2 24 hrs 35 4 D Micromissile Masterwork Throwing 43 5 2 24 hrs 55 4 D High Explosive 3 1 4 48 hrs 1700 3 J Axe Micromissile Hand Axe 4 35 236hs 350 T A Mortars Masterwork Hand Axe 4 75 2 36 hrs 525 1 A 60mm Mortar 8 30 6 14 days 6225 3 J Battle Axe 6 15 2 36 hrs 460 0 B 80mm Mortar 9 35 7 21 days 7875 333 Masterwork Battle 6 1 5 2 36 hrs 690 0 B 120mm Mortar 10 40 8 1 mo 9425 3 J Axe Mortar Shell 3 4 9 14 days Var 3 J Wallacher Combat
158. 0 3 6 days 18000 Legal Data Compactor Level 4 13 3 3 6 days 24000 Legal Level 1 8 3 60 hrs 9500 Legal Independent Air Supply 3 1 2 5 days 2500 Legal Level 2 13 3 60 hrs 19000 Legal Joint Augmentation Level 3 1 7 3 60 hrs 28500 Legal Level 1 3 2 4 days 30000 1P Q Level 4 2 1 3 60 hrs 38000 Legal Level 2 4 5 2 4 days 45000 1P Q Data Filter 2 5 3 36 hrs 5000 Legal Level 3 6 2 4 days 60000 1P Q Datajack Standard 3 3 Always 1000 Legal Level 4 7 5 2 4 days 75000 1P Q Datajack Induction 5 3 4 days 2000 Legal Magnetic System 3 3 7 days 3000 Legal Data Lock Rat x 5 3 36 hrs Rat x 1000 As Encr Move By Wire Encephalon Level 1 10 3 4 10 days 250000 1P R Level 1 1 3 12 days 3000 Legal Level 2 16 4 6 20 days 500000 1P R Level 2 43 3 12 days 13000 Legal Level 3 22 5 9 30 days 1000000 1P R Level 3 8 7 3 12 days 26000 Legal Level 4 28 6 10 45 days 2000000 1P R Internal Memory Mp 30 2 24 hrs Mp x 150 Legal Mr Studd Midnight Lady 2 1 24 hrs 6000 Legal Math Subprocessor Sexual Implant Level 1 3 3 60 hrs 4500 Legal Muscle Replacement Level 2 4 3 60 hrs 6000 Lega Level 1 1 2 4 days 10000 1P Q Level 3 5 3 60 hrs 7500 Lega Level 2 2 2 4 days 20000 1P Q Orientation System 4 9 3 6 days 25000 Legal Level 3 3 2 4 days 30000 1P Q Radio Encryption Rating x 4 72 hrs Rating x 4P V Level 4 4 2 4 days 40000 1P Q Decryption 5 2500 Olfactory Booster 3 3 8 days 2500 Legal Radio Receiver 24 1 24 hrs 2000 Lega Per 1 to Smell PER 1 50
159. 0 Radio Transceiver Pain Editor 6 7 3 6 days 11300 2P N Standard 33 1 24 hrs 2500 Lega Reaction Enhancer Rat x 1 3 7 days Rat x 3000 2P R Subvocal 63 2 72 hrs 3800 Lega Reflex Trigger 2 4 14 days 12000 0P Q Remote Control Deck 33 2 72 hrs Rating x Lega Retractable Climbing 5 3 3 72 hrs 8500 2P N 25000 Claws Remote Control Rating x 1 per 2 7 Rating x Legal Skillwire System Rat x 7 1 per 2 10 Rat x Legal Biofeedback Filter 2 days 10000 days 10000 Remote Control Rating x 1 per 2 Rat Rating x Legal SmartLink Systems Encryption Module 5 x 1 days 5000 SmartLink 3 8 2 36 hrs 15000 P N Rigger Decryption Rating x 1 per 2 Rat Rating x 4P W SmartLink II 45 2 36 hrs 18000 IP N Module A x 1 days 17500 Subdermal Armor 2 1 2 12 days 40000 2P N Rigger Network Security Rating x 1 per 2 Rat Rating x Legal SynthLink Systems Module E x days 10000 Level 1 2 6 1 5 days 9000 Legal Rigger Protocol Emulation Ratingx 1 per 2 Rat Rating x Legal Level 2 Sal 1 5 days 18000 Legal Module x l days 5000 Level 3 74 1 5 days 27000 Legal Telephone 2 5 1 24 hrs 2500 Legal Tactical Computer Wide Range Radio Transceiver Level 1 3 6 60 days 50000 2P R Standard 4 3 36 hrs 3000 Legal Level 2 6 6 60 days 100000 2P R Subvocal 7 4 72 hrs 4500 Legal Level 3 9 6 60 days 150000 2P R Bodyware Level 4 12 6 60 days 200000 2P R Air Filtration System Rat x 2 3 4 days Rat x 1000 Legal Tactile Booster Rat x 7 2 6 days Rat x 500 Legal Balance Tail 3
160. 0 1d6 1 0 8 10 c 100 0 SA 75 575 Ceska vz 120 9mm 1 0 1d6 1 0 8 18 c 100 0 SA 1 575 Federated Arms X 9mm Laser Sight 2 1 1d6 1 0 8 12 c 100 1 SA 1 850 Goncz Taurus 9mm 1 0 1d6 1 0 8 15 c 100 0 SA 1 25 325 Seco LD 120 9mm Laser Sight 2 1 1d6 1 0 8 12 c 100 1 SA 1 700 Texas Arms 351 Gyrojet Pistol API Ammo already figured 1 0 1d6 7d6 0 3 8 c 500 1 SS 2 5 450 9mm into stats DC out to 5 ERKA AP Heavy Pistols One Handed Weapon Browning Ultra Power 10mm Laser Sight 2 1 4d6 0 0 0 c 25 1 SA 2 25 925 Colt Alpha Omega 10mm Very Reliable 2 0 Ado 0 0 0 c 125 1 SA 2 5 750 FN Browning 3 Spot 10mm Always fires on Autofire 3 1 0 Ado 0 3 25 c 125 2 AF 3 3 750 IMI Gamad 10mm Laser Sight Very Reliable 1 1 4d6 0 0 7 c 25 1 SA 2 25 850 Colt Python 357 Mag 2 0 2d6 1 1 1 6 cy 25 2 SS 2 650 Savalette Guardian 357 Mag Gas Vent Laser Sight Very 2 2d6 1 1 1 2 c 25 3 AF 3 3 25 750 Reliable Mustang Arms Mark II 11mm Very Reliable 2 0 2d6 0 1 2 c 50 2 SA 2 5 850 Nova Model 757 Cityhunter Laser Sight 2 2d6 0 1 18 cy 50 3 SS 3 25 200 11mm Sternmeyer Type 35 11mm Laser Sight Very Reliable 32 2d6 0 1 8 c 50 2 SA 25 050 Colt Manhunter 45 Cal Laser Sight 2 2d6 0 1 6 c 150 2 SA 2 5 100 Ares Predator 410 Mag 0 2d6 1 3 5 c 50 2 SA 2 25 725 Ruger Thunderbolt 410 Mag Gas Vent Laser Sight Very 2 2d6 1 3 2 c 50 3 AF 3 2 75 850 Reliable Ruger Thund
161. 00 Perception Transmission 15 Obvious CyberArm 65000 3 7 SmartLink Alphaware 2 with All Ranged 30000 6 6 Cyberspurs Alphaware 1 2d6 HKA 12500 14 7 Wired Reflexes 1 Alphaware SPD 3 LR 4 110000 2 7 Reflex Trigger Alphaware SL 4 Concealment 24000 for Wired Reflexes 43 5 Total Essence Cost 308500 SHADOWPUNK ARCHETYPES COMBAT MAGE The Combat Mage exists to deal out death and destruction whether physically or magically He is big loud and intimidating and is primarily useful for dragging his teammates out of tight spots The combat mage is no light weight bookworm of a magician He craves the excitement of combat whether fighting with his guns or repertoire of single target and area effect spells He can crack your neck just as easily as he can crackle your brain when he hits you with the full force of his Manabolt spell There s more to shadowrunning than killing people however so he can take down targets without killing them sometimes you need info more than another casualty as well as magically heal wounded comrades afterwards If spells don t cut it the combat mage can use intimidation and his street born skills to get him out of tight spots COVERT OPS SPECIALIST The Covert Ops Specialist is a master of infiltration and unauthorized access Her skills and gear allow her to survey targets and gather intelligence Using her Electronics skill sequencer and retinal duplication sh
162. 1 Lim Spell 2 5 Active Point Cost 45 per 1d6 MANABOLT Mana Bolt channels destructive magical energy into the target causing physical damage Power Ranged Killing Attack Magic Adv Based on Ego Combat Value Mental Defense 1 Does Body 0 Lim Spell 2 5 Active Point Cost 30 per 1d6 POWERBALL This spell channels destructive magical energy into an area causing physical damage This spell affects living and non living targets Power Ranged Killing Attack Magic Physical Adv Area of Effect Radius 1 No Range Penalty 7 5 Lim Spell 2 5 Active Point Cost 37 5 per 1d6 POWERBOLT This spell channels destructive magical energy into the target causing physical damage This spell affects living and non living targets Power Ranged Killing Attack Magic Physical Adv No Range Penalty 4 5 Lim Spell 2 5 Active Point Cost 22 5 per 1d6 STUNBALL This spell channels magical energy directly into several targets in an area causing stun damage It is often referred to as a Sleep spell because it can render targets unconscious Power Ego Attack Magic Adv Area of Effect Radius 1 Lim Spell 2 5 Active Point Cost 20 per 1d6 STUNBOLT This spell channels magical energy directly into the target causing stun damage It is often referred to as a Sleep spell because it can render targets unconscious Power Ego Attack Magic Adv None Lim Spell 2 5 Active Point Cost 10
163. 1 1 Ad6 0 10 25 c 125 2 AF 5 3 925 Glock 30 MP 10mm Gas Vent Very Reliable 2 0 1 2d6 0 10 20 c 125 2 AF 5 2 5 1250 Sandler TMP 45 Cal Laser Sight Folding Stock 2 1 2d6 0 11 20 c 150 3 AF 10 3 25 1600 Unreliable 83 SHADOWPUNK WEAPONS Submachine Guns One and a Half Handed Weapon Setsuko Arasaka PMS Advanced Internal Smartgun Link 1 1 d6 0 3 40 c 75 3 AF 10 3 25 1675 SMG 7mm Integrated Sound Suppresser Militech Mini Gat 8mm Cannot mount Gas Vent or 1 0 d6 0 13 120 c 75 4 AF 20 4 5 850 Suppressers Always fires on Autofire 20 Only Recoil Penalties Beretta M 24 9mm Gas Vent Internal Smartgun 2 1d6 1 0 6 50 c 00 4 AF 10 3 25 2275 Link Very Reliable Beretta Model 70 9mm Laser Sight Integrated 2 1d6 1 0 6 35 c 00 4 AF 10 3 75 575 Sound Suppresser Federated Arms Tech Assault II Internal Smartgun Link 2 0 1d6 1 0 6 50 c 100 4 AF 10 3 5 600 9mm Very Reliable ngram Supermach 100 9mm Gas Vent 1 0 1d6 1 0 6 60 c 100 5 AF 20 3 25 500 Uzi Miniauto 9 9mm Very Reliable 1 1d6 1 0 6 30 c 00 3 AF 10 2 75 050 Arasaka Minami 10 10mm Very Reliable 1 0 1 2d6 0 8 40 c 25 4 AF 10 3 5 150 ngram Warrior 10 10mm Very Reli
164. 1 24 hrs 18 750 Options None Similar Models Surfstar Liberty Celebrian Seagull JY Splash Surfstar Marine Seacop STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5x1 25 4 15 3 18 x4 80 mph 2 0 2 Entry Points Seating Drivetrain Engine Availability Cost 1 Bucket 2 Bench Surface Watercraft Combustion 5 9 days 170 000 Options Radio Transceiver External Fixed Mount Spotlight Similar Models GMC Merrow Suzuki Sea Lion Renraku CK7250 SPEEDBOATS Colorado Craft Cigarette Hydrofoil STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 15 4 16 x4 95 mph 2 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket Surface Watercraft Combustion 1 48 hrs 35 000 Options None Similar Models Suzuki Tsunami Yamatetsu Jet Stream 120 SPORT CRUISERS Aztechnology Tiburon Patrol Boat SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Spe
165. 1 4 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 1 sliding side dr 11 Bucket Rotorcraft Combustion NA 1 348 000 Options Concealed Armor 2 Propellers Similar Models Rolls Royce Aristo Federated Boeing Senator TILT WING AIRCRAFT Ares TR 55 Class C STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 64x32 8 12 3 54 x4 240 mph 5 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 3 Bench Rotorcraft Combustion 9 17 days 338 000 Options 3 Folding Bench Seats Vehicle Armor 2 Propellers Similar Models Federated Boeing Turborider Sikorsky Bell Athena Ares TR 55 Class E STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 64x32 3 12 3 60 x4 265 mph 5 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 11 Bucket Rotorcraft Combustion 9 17 days 338 000 Options 2 Propellers Similar Models Federated Boeing Turborider Sikorsky Bell Athena Ares TR 55 Class T STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 6 4 x 3 2 3 12 3 60 x4 265 mph 5 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 14 Bucket Rotorcraft Combustion 9 18 days 350 000 Options 2 Propellers Similar Models Federated Boeing Turborider Sikorsky Bell Athena DocWagon CRT Air Unit STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 64x32 3 12 3 54 x4 240 mph 5 1 3 Entry Points Seating Drivetra
166. 11 2 WF Pistols 0 Language Native 4 points worth Literacy i 0 PS Soldier TI 0 WF Unarmed Combat 89 Total Package Cost 30 Talent Full Shaman 5 Perk Contacts Ess Cyberware Bioware Nuyen 2 DECUS cE m SA SR S Ee a OPNE 900 2 AK Seattle Ork Underground 11 3 2 Flare Compensation 8 Alphaware Flash 16000 2 KS Magic 11 Defense Sight 8 2 KS Magical Threats 11 2 Low Light Vision Alphaware UV Vision 2500 0 Language Native 4 points worth Literacy 4 Thermographic Vision Alphaware IR Vision 2500 0 PS Fortune Teller 1l Discriminatory 2 SS Ecology 11 3 2 Level Damper 8 Alphaware Flash Defense 16000 Spells AP END Hearing 8 7 Acid Stream 2d6 RKA 60 6 1 Dermal Plating Alphaware 2 rPD 80000 4 Analyze Device 0 PER 5 Skill Levels 60 6 3 8 Hearing Amplification 6 Alphaware Hearing 24000 7 Chaos 1 to Rolls 4 Radius 60 6 PER Rolls 6 2 Detect Life 10 PER Roll 21 2 12 Obvious Cyberarms Alphaware STR 5 130000 3 Invisibility 25 3 Gripping STR 10 3d6 HA 25 Resistant DR 3 Magic Fingers 10 STR 25 3 vs STUN 2 rPD 3 Silence 4 Radius 25 3 3 7 SmartLink Alphaware 2 with all Ranged 30000 Cost Disadvantages 6 6 Retractable Cyberspurs Alphaware 1 d6 12500 20 Physical Limitation Subject to Magic Loss All the Time HKA Greatly Does not count toward 75 point maximum 12 Obvious Cyberarms Alphaware STR 5 130000 102 Total Package Cost Gripping STR 10 3d6 HA 25 Resistant DR vs S
167. 12 OCV DCV 5 5 18 BODY 16 13 18 CON 16 13 8 INT 2 11 PER Roll 11 18 BODY 16 13 10 EGO 0 11 ECV 3 8 INT 2 11 PER Roll 11 20 PRE 10 13 PRE Attack 4d6 10 EGO 0 11 ECV 3 10 COM 0 11 COSI z MES fee 8 Pp 6 Total 8 PD 8 rPD 8 ED 4 Total 8 PD 8 rED 8 PD 6 Total 8 PD 8 rPD 6 SPD 35 Phases 3 6 9 12 8 ED 4 Total 8 PD 8 rED 6 REC 0 6 SPD 35 Phases 3 6 9 12 36 END 0 6 REC 0 0 STUN 0 36 END 0 0 STUN 0 Movement Running 67 12 Leaping 47 2 Movement Running 6 12 Swimming 107 1607 Leaping 4 2 Total Characteristics Cost 100 Swimming 107 160 Cost Power END Total Characteristics Cost 100 60 Spirit Powers Multipower 60 points reserve 0 Cost Power END 6u 1 Accident Change Environment 2 Radius 5 to 6 60 Spirit Powers Multipower 60 points reserve 0 DEX Rolls and DEX Based Skills 5 OCV 6u 1 Accident Change Environment 2 Radius 5 to 6 6u 2 Concealment Invisibility Sight Group Usable 6 DEX Rolls and DEX Based Skills 5 OCV Simultaneously 5 Ranged 4 5 x16 Targets 1 Su 2 Engulf RKA 2d6 Suffocation NND defense is 5 Su 3 Engulf RKA d6 Suffocation NND defense is 5 no need to breathe 1 Does BODY 1 no need to breathe 1 Does BODY 1 Continuous 1 AoE 1 Hex 5 No Range 5 Continuous 1 AoE 1 Hex 5 No Range 5 Su 3 Fear 8d6 Mind Control Telepathic 25 Set 6 Su 4 Fear 8d6 Mind Control Telepathic 25 Set 6 Effect Run Away in
168. 15 Lim Bioware 5 Type SL Bio Idx Nuyen Enhanced Articulation 3 10 37500 EXTENDED VOLUME Although the volume of air contained in the lungs of an average adult is approximately 2 5 liters the actual tidal volume the amount of air that enters and leaves the lungs with each breath is only 5 liters By augmenting the amount of flex in the diaphragm it is possible to increase the tidal volume thus increasing the efficiency of gas exchange and as a result increasing stamina Power REC Adv None AP 4 8 12 Lim Bioware 5 Only to recover END and STUN 5 Type REC Bio Idx Nuyen Level 1 2 2 10000 Level 2 4 4 20000 Level 3 6 6 30000 MNEMONIC ENHANCER By attaching a highly concentrated growth of gray matter to the hippocampus region of the brain the Mnemonic Enhancer can increase the capacity for both short and long term memory A person with a Mnemonic Enhancer is less likely to forget events or information that he or she encounters Power Eidetic Memory Talent Adv None AP 5 Lim Bioware 5 Type Bio Idx Nuyen Mnemonic Enhancer 3 3 25000 MUSCLE AUGMENTATION Using a biological weaving treatment special vat grown muscle cables are braided into existing muscle fibers enhancing the muscle s mass and performance Power STR Adv None AP 4 8 12 16 Lim Bioware 5 Cannot combine with certain cyberware bioware 25 Type STR Bio Idx Nuyen Level 1 4 2 3 20000 Level 2 8 4 6 40000 Leve
169. 15 2x1 2 15 4 17 x4 100 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 4 Bucket 4WD Combustion 1 24 hrs 12 300 Options Defense does not protect occupants Off Road Suspension Wide Range Radio Transceiver Roll Bars Ring Mount Similar Models VW Sandstorm Suzuki Dune Yamaha Sahara SEDANS Chrysler Nissan Maxima STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5x 1 25 3 12 4 23 x4 135 mph 2 0 2 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 2 Bucket 1 Bench AWD Combustion 1 48 hrs 35 000 Options None Similar Models Ford Taurus Kia Optima Mazda 626 Chrysler Nissan Patrol 1 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5 x 1 25 5 12 4 23 x4 135 mph 2 0 3 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 2 Bucket 1 Bench AWD Combustion 2 72 hrs 43 700 Options Vehicle Armor Similar Models Ford Marshal Kia Justice Mazda XZ250 Ford Americar STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 25x125 3 12 4 17 x4 100 mph 2 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sunroof 2 Bucket 1 Bench RWD Combustion 1 24 hrs 20 000 Options None Similar Models Chrysler Nissan Sentra XI Mercury Comet Honda Accord General Products City Operations Patroller COP STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5 x 1 25 4 12 4 14 x4 80
170. 175 5 AF 10 4 5 2575 Link Folding Stock Ares Sandstorm 44 Mag Gas Vent Internal Smartgun 3 3 2d6 1 ESI 3 40 c 175 4 AF 10 4 75 5000 Link Integral Sound Suppresser Folding Stock Very Reliable Malorian 3600 Super SMG Gas Vent Internal Smartgun 1 0 22d6 1 8 20 c 200 5 AF 5 4 75 2425 14mm Link Arasaka Rage 666 Cal Internal Smartgun Link 0 1 3d6 1 1 23 20 c 200 5 AF 5 4 75 2050 Very Reliable Standard STUN STR Weapon Accessories Notes OCV RMod Damage x Min Ammo Range Con Mode Wt Nuyen Shotguns Two Handed Weapons Remington Roomsweeper 410 Laser Sight Very Reliable 2 1 2d6 0 8 m 150 4 SA 3 025 Franchi SPAS 27 20 Gauge Internal Smartgun Link 0 0 2d6 1 2 10 m 175 5 AF 5 4 950 Folding Stock Remington 550 20 Gauge Shoulder Stock Very 0 2d6 1 2 8 m 175 7 SS 3 5 625 Reliable Constitution Arms Hurricane 12 Gas Vent 0 0 2 5d6 5 40 c 200 5 AF 10 6 5 800 Gauge Remington 770 12 Gauge Shoulder Stock Very 0 22d6 5 8 m 200 7 SS 3 75 725 Reliable Arasaka Assault Shot 12 00 Shoulder Stock 0 0 2Ad6 5 20 c 200 7 AF 5 4 25 175 Mossberg CMDT 10 Gauge Laser Sight Very Reliable 2 1 3d6 1 8 8 c 200 5 AF 5 4 25 500 Mossberg SM CMDT 10 Gauge Internal Smartgun Link 0 3d6 1 8 8 c 200 5 AF 5 4 5 600 Very Reliable Remington 990 10 Gauge Shoulder Stock Very 0 3d6 1 8 8 m 200 7 SS 4 900 Reliable Remington Elephant Gun 8 Shoulder Stock Very 0 3d6 20 6 m 225 7 SS
171. 3 with Aura Reading Conjuring Sorcery 0 Conversation PRE 8 5 Sorcery EGO 14 5 CSL 1 with Ranged 0 Stealth DEX 8 0 Deduction INT 8 3 Streetwise PRE 11 3 Electronics INT 13 0 TF Car or Bike 10 Martial Arts Ninjutsu 2 WF Blades 0 Paramedics INT 8 0 WE Clubs 3 Persuasion PRE 14 2 WF Submachine Guns 0 Shadowing INT 8 0 WE Unarmed Combat 9 SL 3 with Acrobatics Climbing and Stealth 30 Talent Full Mage 6 SL 2 with Computers Electronics Mechanics 5 Perk Contacts 5 Stealth DEX 14 4 Perk Wealth 100 000 3 Streetwise PRE 14 Background Skills 0 TF Car or Bike 2 AK Home Region 12 0 WE Clubs 2 AK Redmond Barrens 1l 2 WEF Pistols 2 KS Gang Identification 11 0 WEF Unarmed Combat 2 KS Magic 11 6 Perk Contacts 2 KS Organized Crime 11 16 Perk Wealth 400 000 206 500 remaining 0 Language Native 4 points worth Literacy Background Skills 0 PS Corporate Mage 11l 2 AK Home Region INT 13 Spells AP END 4 KS Corporate Politics INT 14 7 Heal 6d6 60 6 2 KS Japanese Culture 11 7 Manaball 1d6 1 RKA 60 6 3 Language Japanese Fluent with Accent 7 Manabolt 2d6 RKA 60 6 0 Language Native 4 points worth Literacy 6 Powerball 1d6 1 RKA 50 5 0 PS Covert Operative 11 7 Stunbolt 6d6 60 6 2 SS Psychology 11 Cost Disadvantages 96 Total Package Cost 20 Physical Limitation Subject to Magic Loss All the Time Greatly Does not count toward 75 point maximum Ess Cyberware Bioware Nuyen 91
172. 30 END 2 4 REC 0 0 STUN 0 30 END 2 0 STUN 0 Movement Running 67 12 Leaping 17 0 5 Movement Running 612 Swimming 67 48 Leaping 1 0 5 Total Characteristics Cost 46 Swimming 67 48 Cost Power END Total Characteristics Cost 46 40 Spirit Powers Multipower 40 points reserve 0 Cost Power END 4u 1 Accident Change Environment 2 Radius 3 to 4 40 Spirit Powers Multipower 40 points reserve 0 DEX Rolls and DEX Based Skills 3 OCV 4u 1 Accident Change Environment 2 Radius 3 to 4 4u 2 Concealment Invisibility Sight Group Usable 4 DEX Rolls and DEX Based Skills 3 OCV Simultaneously 5 Ranged 5 2u 2 Engulf RKA 1 Pip Suffocation NND defense is 2 2u 3 Engulf RKA 1 Pip Suffocation NND defense is 2 no need to breathe 1 Does BODY 1 no need to breathe 1 Does BODY 1 Continuous 1 AoE 1 Hex 4 5 No Range 5 Continuous 1 AoE 1 Hex 7 5 No Range 5 2u 3 Fear 6d6 Mind Control Telepathic 4 25 Set 4 2u 4 Fear 6d6 Mind Control Telepathic 7 25 Set 4 Effect Run Away in Fear 5 Effect Run Away in Fear 5 4u 4 Guard 8d6 Suppress Change Environment 4 4u 5 Guard 8d6 Suppress Change Environment 4 2u 5 Search Detect any Person Place or Thing 4 2u 6 Search Detect any Person Place or Thing 4 Discriminatory Telescopic 6 PER Roll 10 Costs Discriminatory Telescopic 6 PER Roll 10 Costs END 5 END 5 2u 6 Movement 2d6 Aid Succor to Swimming
173. 4 165 mph 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seats Motorcycle Combustion 1 48 hrs 26 300 Options Concealed Armor Similar Models Yamaha Sprint Honda Banshee Harley Davidson Diablo Harley Davidson Electroglide STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 5 15 4 28 x4 168 mph 0 1 Entry Points Seating Drivetrain Engine Availability Cost 1 motorcycle seat Motorcycle Combustion 2 4 days 70 000 Options Concealed Armor Radio Transceiver External Fixed Mount Similar Models Dodge Guardian Honda Cerebus Nissan Stealth Harley Davidson Scorpion STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 4 12 4 18 x4 110 mph 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seat Motorcycle Combustion 1 24 hrs 13 000 Options Concealed Armor Similar Models Triumph RK30 Nissan Khan Honda Duke Honda Viking STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 4 15 4 18 x4 110 mph 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seat Motorcycle Combustion 1 24 hrs 20 000 Options Adjusted Controls Troll Similar Models Mitsuhama Reckoning Yamatetsu Predator Harley Davidson Gideon 122 OFF ROAD BIKES Gaz Niki White Eagle SHADOWPUNK VEHICLES
174. 4 for Nature Spirits CONJURE ELEMENTAL Power Summon Elementals 325 pt Elemental Adv Expanded Class 25 Devoted 1 AP 146 Lim Concentrate to 0 DCV Througout 1 Extra Time 6 Hours 3 5 OAF Spirit Conjuring Materials Expendable 1 25 Gestures Throughout 5 Incantations Throughout 5 Only in Hermetic Circle 1 Requires a Conjuring Skill Roll 5 Limited Number of Services 1 Side Effect Drain STUN 1 per 10 Active Points Minor Always Occurs Predefined Damage Resistable 25 Real Cost 14 Points Cost to Increase 1 point per 2x elemental maximum max number of elementals equal to caster s PRE 5 CONJURE NATURE SPIRIT Power Summon Nature Spirit 327 pt spirit Adv Expanded Class 7 25 Devoted 1 AP 146 Lim Concentrate to 0 DCV 5 Extra Time Extra Phase 75 Gestures Throughout 5 Incantations Throughout 5 Limited Spirit Type defined by Area 1 Limited Services 1 Requires a Conjuring Skill Roll 5 1 Spirit at a time 5 Side Effect Drain STUN 1 per 10 Active Points Major Always Occurs Predefined Damage Resistable 25 Real Cost 22 Points SORCERY Sorcery is the ability to cast spells in the classical sense The magician recalls a formula for a spell that he has learned channels the magic through his or her body and brings it forth into the physical world Spells are detailed later in this section The following general rules apply to sor
175. 45 points reserve 0 45 Water Powers Multipower 45 point reserve 0 5u 1 Flamethrower Energy RKA 2d6 Fire Reduced 0 5u 1 Water Blast Physical Energy Blast 4d6 Double 0 END 0 END 7 5 Knockback 7 75 Reduced END 0 END 7 5 5u 2 Engulf RKA V5d6 Fire NND defense is fire 5 Su 2 Engulf RKA d6 Suffocation NND defense is 5 proof clothing 1 Does BODY 1 Continuous no need to breathe 1 Does BODY 1 1 AoE 1 Hex 5 No Range 5 Continuous 1 AoE 1 Hex 5 No Range 5 4u 3 Accident Change Environment 2 Radius Intense 4 Su 3 Accident Change Environment 8 Radius Slippery 3 Heat 6 Temp Levels 2d6 of Fire Damage Surface Wet Surface 2 to DEX Rolls amp Skills 5u 4 Aid Sorcery 6d6 Aid Succor Magic Attribute and 5 Requires a Roll to Move any Spell simultaneously 4 5 4u 4 Movement 4d6 Aid Succor to Swimming Area of 4 30 Move Like Fire Flight 15 1 57 Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 Su 5 Movement 2 4d6 Suppress Any Movement Power 5 point in the Astral Plane Astral Form can be seen but one at a time 25 Area of Effect Radius 1 not affected from the material 5 Extra Time Full 5u 6 Aid Sorcery 6d6 Aid Succor Magic Attribute and 5 Phase 5 Point of Entry is relative to the characters any Spell simultaneously 4 5 original location 5 10 Astral Projection Extra Dimensional Travel to Any 3 5 Immunity to Normal Wea
176. 5 4u 5 Guard 8d6 Suppress Change Environment 4 2u 6 Search Detect any Person Place or Thing 4 Discriminatory Telescopic 6 PER Roll 10 Costs END 5 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters original location 5 3 Immunity to Normal Weapons Damage Resistance 3 0 PD 6 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 Resistant 50 Physical Damage Reduction Resistant Does not work against magic 5 Does not work when attacked with ECV 1 5 45 Spirit Body Life Support Total 0 10 Spirit Body No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Spirit Powers Cost Skill Roll 6 2 OCV with Spirit Powers Total Powers amp Skills Cost 220 Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing 25 Psychological Limitation Follows master without question Very Common Total 20 Distinctive Features City Spirit Not Concealable Major Reaction Total Disadvantages 70 Total Cost 203 30 Total Disadvantages 70 Total Cost 199 SHADOWPUNK MAGIC
177. 5 Persistent 5 AP 26 Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to change the license plate 2 Type Cost Morphing License Plate 5000 OIL SLICK SPRAYER Though clich d this device is still effective An oil slick sprayer consists of an electric hydraulic cylinder an oil reservoir tank and a multi nozzle sprayer Usually mounted under the rear bumper this device sprays a sheet of Teflon powdered oil onto the street a tactic designed to induce the crashes of pursuing ground vehicles Power Change Environment 4 Radius 5 to Combat Driving Adv 10 Continuing charge lasting 20 minutes 1 AP 60 Lim IIF 25 Independent 2 2 Range 25 Only behind the vehicle 5 Type Cost Oil Slick Sprayer 600 Oil Tank Refills 50 VEHICLE SMOKE PROJECTOR Smoke projection canisters are designed to be externally mounted on a vehicle When triggered smoke projectors spew massive amounts of smoke providing fast cover Infrared smoke may also be used to obscure thermographic vision and sensors Power Change Environment 16 Radius 5 to Normal Sight Perception Rolls Infrared Perception Rolls Adv 12 Continuing charge lasting 5 minutes 75 AP 70 88 Lim IIF 25 Independent 2 No Range 5 Type Cost Vehicle Smoke Projector 1000 Infrared Smoke 1200 SPIKE STRIP Spike strips are long thing strips embedded with a multitude of sharp penetrating spikes When u
178. 5 4u 2 Guard 8d6 Suppress Change Environment 4 2u 3 Confusion 6d6 Mind Control Telepathic 25 4 2u 3 Search Detect any Person Place or Thing 4 Set Effect Wander Aimlessly 5 Discriminatory Telescopic 6 PER Roll 10 Costs 4u 4 Guard 8d6 Suppress Change Environment 4 END 5 2u 5 Search Detect any Person Place or Thing 4 2u 4 Movement 2d6 Aid Succor to Swimming Area of 4 Discriminatory Telescopic 6 PER Roll 10 Costs Effect Radius 1 END 5 2u 5 Movement 2 2d6 Suppress Any Movement Power 5 10 Astral Projection Extra Dimensional Travel to Any 3 one at a time 25 Area of Effect Radius 1 point in the Astral Plane Astral Form can be seen but 10 Astral Projection Extra Dimensional Travel to Any 3 not affected from the material 5 Extra Time Full point in the Astral Plane Astral Form can be seen but Phase 5 Point of Entry is relative to the characters not affected from the material 5 Extra Time Full original location 5 Phase 5 Point of Entry is relative to the characters 3 Immunity to Normal Weapons Damage Resistance 3 0 original location 5 PD 6 ED Does Not Work against Magic 5 4 Immunity to Normal Weapons Damage Resistance 6 0 20 Spirit Body 50 Energy Damage Reduction 0 PD 6 ED Does Not Work against Magic 5 Resistant 50 Physical Damage Reduction 20 Spirit Body 50 Energy Damage Reduction 0 Resistant Does not work against magic 5 Does Resistant 50
179. 5 950 Gauge Reliable 84 SHADOWPUNK WEAPONS Assault Rifles Two Handed Weapons Ares High Velocity Assault Rifle Gas Vent Internal Smartgun 0 1 2d6 0 7 50 c 150 7 AF 20 5 2150 4 5mm Link Militech M31A1 4 5mm Grenade Launcher 4 ammo 2 3 2d6 0 7 150 c 750 6 AF 10 4 5 2950 cap Very Reliable Gas Vent AKR 20 5 56mm Folding Stock 1 1 2d6 0 0 30 c 875 6 AF 10 4 75 1400 Chadran Arms Jungle Reaper Very Reliable 1 0 2d6 0 0 60 c 875 7 AF 10 4 5 1350 5 56mm Darra Polytechnic M 9 5 56mm Normal Scope Unreliable 1 42 1 42 2d6 0 0 40 c 875 7 AF 10 4 75 1550 Militech Ronin LAR 5 56mm Hi Power Scope Very 2 43 T3 05 2d6 0 0 35 c 875 8 AF 10 4 5 2350 Reliable Sternmeyer CG 13 5 56mm Normal Scope Very T142 2 3 2d6 0 0 90 c 875 7 AF 10 4 1975 Reliable Steyr AUG CSL Assault Rifle Gas Vent Laser Sight 2 2 2d6 0 0 40 c 875 7 AF 10 4 5000 5 56mm Weapon System Colt M22A2 223 Cal Gas Vent Hi Power Scope 1 42 3 5 2d6 0 0 40 c 875 9 AF 10 4 75 3150 Very Reliable Grenade Launcher 6 ammo cap Colt M23 223 Cal Very Reliable 1 2 2d6 0 0 40 c 875 7 AF 10 4 5 1650 Heckler amp Koch 77UK 223 Cal Gas Vent Internal Smart
180. 5 to 6 DEX Rolls and DEX Based Skills 5 OCV DEX Rolls and DEX Based Skills 5 OCV 6u 2 Concealment Invisibility Sight Group Usable 6 6u 2 Concealment Invisibility Sight Group Usable 6 Simultaneously 4 5 Ranged 4 5 x16 Targets 1 Simultaneously 4 5 Ranged 4 5 x16 Targets 1 5u 3 Confusion 9d6 Mind Control Telepathic 4 25 6 6u 3 Guard 12d6 Suppress Change Environment 6 Set Effect Wander Aimlessly 5 4u 4 Search Detect any Person Place or Thing 5 5u 4 Fear 8d6 Mind Control Telepathic 7 25 Set 6 Discriminatory Telescopic 10 PER Roll 15 Costs Effect Run Away in Fear 5 END 5 6u 5 Guard 12d6 Suppress Change Environment 6 4u 5 Movement 4d6 Aid Succor to Running Area of 4 4u 6 Search Detect any Person Place or Thing 5 Effect Radius 1 Discriminatory Telescopic 10 PER Roll 15 Costs Su 6 Movement 2 4d6 Suppress Any Movement Power 5 END 5 one at a time 25 Area of Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters Phase 5 Point of Entry is relative to the characters original location 5 original location
181. 6 RP 5 5 4000 HYDRAULIC JACKS This piece requires extensive and obvious modification to the legs making them most commonly installed in cyberlegs Hydraulic Jacks greatly increase the maximum distance both vertical and horizontal the user can jump increase running speed and absorb impact from falls Power Leaping Running Skill Levels Breakfall Adv None AP 10 20 30 40 Lim Cyberware 1 Type Leap Run Skill Essence Nuyen Level 1 2 122 2 5 6000 Level 2 4 4 4 10 12000 Level 3 6 6 6 15 18000 Level 4 8 8 8 20 24000 INDEPENDENT AIR SUPPLY A small cybernetic organ filled with spongy oxygen filled foam It is implanted in the lower lungs and it allows a character to breathe in an oxygen deficient area When the oxygen level in an area goes below that needed to support the user the Independent Air Supply will kick in providing fresh breathable air internally for 1 hour The Independent Air Supply will recharge when there is fresh external oxygen available It takes a full hour to completely recharge the system Power Life Support Self Contained Breathing Adv None AP 10 Lim 1 Continuing Charge 1 Hour 25 Cyberware 1 Type Essence Nuyen Independent Air Supply 4 4 2500 JOINT AUGMENTATION This piece is implanted through extensive surgery as the cyberdoc must implant the neural amplifiers all through the user s body at strategic places generally at the joints as well
182. 7 5 25 4 48 hrs 2000 3 G Ares Crusader MP 2 3 25 3 36 hrs 800 1 G Gun Beretta 200ST 2 2 3 24 hrs 600 2 G Sport Sniper Rifles Gonez Taurus MP 12 275 336hrs 475 1 G Steyr AUG CSL XT A X4days 1 5000 1 G Beretta 1010 MP FI 2 5 3 36 hrs 750 2G Ruger Sport 100 6 3 75 2 24 hrs 1500 1P F Ceska Black Scorpion 12 3 3 36 hrs 925 JG M ce 10 45 6 7 days 4525 2 J Glock 30 MP 2 2 5 3 36 hrs 1250 2 G mper ure Sandler TMP 33 325 386hs 1600 0 G es bier s p VER PEU 2000 ae Sub Machine Guns x Setsuko Arasaka PMS 3 325 3 36hrs 1675 0 G bim R Be E Md jaa Militech Mini Gat 4 4 5 4 48 hrs 850 0 G Rifle HERE E ILU ee OS Remington Gyro 10 12 82mo 2100 3M Beretta Model 70 4 3 75 3 72 hrs 1575 0 G Sniper Rifle Federated Arms Tech 4 3 5 3 48 hrs 1600 0 G Assault II Ingram Supermach 100 5 3 25 5 48 hrs 1500 0 G 139 SHADOWPUNK ITEM LIST Type Conc Wt Avail Cost Legality SPECIAL WEAPONS Man Portable Machine Guns Type Conc Wt Avail Cost Legality Ares High Velocity 8 8 10 14 2600 2 K Lase
183. 7 Phases 3 6 9 12 6 SPD 27 Phases 3 6 9 12 4 REC 2 4 REC 2 30 END 0 30 END 0 0 STUN 0 0 STUN 0 Movement Running 07 0 Movement Running 07 0 Leaping 07 0 Leaping 07 0 Flight 20 40 Flight 20 40 Total Characteristics Cost 91 Total Characteristics Cost 91 Cost Power END Cost Power END 60 Spirit Powers Multipower 60 points reserve 0 60 Spirit Powers Multipower 60 points reserve 0 6u 1 Concealment Invisibility Sight Group Usable 6 6u 1 Accident Change Environment 2 Radius 5 to 6 Simultaneously 4 5 Ranged 4 5 x16 Targets 1 DEX Rolls and DEX Based Skills 5 OCV 5u 2 Confusion 9d6 Mind Control Telepathic 7 25 6 5u 2 Confusion 9d6 Mind Control Telepathic 4 25 6 Set Effect Wander Aimlessly 5 Set Effect Wander Aimlessly 5 Su 3 Fear 8d6 Mind Control Telepathic 25 Set 6 6u 3 Guard 12d6 Suppress Change Environment 6 Effect Run Away in Fear 5 4u 4 Search Detect any Person Place or Thing 5 6u 4 Guard 12d6 Suppress Change Environment 6 Discriminatory Telescopic 10 PER Roll 15 Costs 6u 5 Lightning Bolt 1d6 1 Ranged Killing Attack 6 END 5 Electricity No Normal Defense Insulated Clothing 5u 5 Movement 4d6 Aid Succor Any Movement 3 1 Does Body 1 Area of Effect Line 1 Power one at a time 25 Area of Effect Radius 40 Moves Like Air 20 Flight 1 5 1 10 Astral Projection Extra Dimensional Travel to Any 3 Su 6 Movement 2 4d6 Suppress
184. 8 Fists of Stone Hand to Hand Attack 4d6 Reduced 0 Power one at a time 25 Area of Effect Radius END 0 END 5 1 10 Astral Projection Extra Dimensional Travel to Any 3 5u 6 Movement 2 4d6 Suppress Any Movement Power 5 point in the Astral Plane Astral Form can be seen but one at a time 25 Area of Effect Radius 1 not affected from the material 5 Extra Time Full 5u 7 Aid Sorcery 6d6 Aid Succor Magic Attribute and 5 Phase 5 Point of Entry is relative to the characters any Spell simultaneously 4 5 original location 5 40 Moves Like Air 20 Flight 1 5 8 Immunity to Normal Weapons Damage Resistance 10 0 27 Body of Air Desolidification Affected by Magic 4 PD 10 ED Does Not Work against Magic 5 Cannot pass through solid objects 5 6 Earthen Body Armor 4 rPD 10 Astral Projection Extra Dimensional Travel to Any 3 20 Elemental Body 50 Energy Damage Reduction 0 point in the Astral Plane Astral Form can be seen but Resistant 50 Physical Damage Reduction not affected from the material 5 Extra Time Full Resistant Does not work against magic 5 Does Phase 5 Point of Entry is relative to the characters not work when attacked with ECV 1 5 original location 5 45 Elemental Body Life Support Total 0 5 Immunity to Normal Weapons Damage Resistance 6 0 10 Elemental Body No Hit Locations 0 PD 10 ED Does Not Work against Magic 5 60 Elemental Body Takes No Stun Takes only Body 0
185. ADWARE This section details cyberware that is implanted directly into the head or has most of its components wired directly to the head of the user and they are typically computers or computer hardware CHIPJACK This specialized type of datajack allows the user to mentally access datasofts and knowsofts If the user also has a Skillwire System he or she can also access activesofts Only one chip can be used in a chipjack ata time though a user can have more than one chipjack Power Mind Link Software Adv None AP 10 Lim Cyberware 1 Only to use Chipsofts 2 No Range 5 Type Essence Nuyen Chipjack 22 1000 CRANIAL CYBERDECK This is a cyberdeck built directly into the user s head The cranial cyberdeck uses all the rules for running the Matrix and the essence and nuyen costs account for a datajack Any extra internal memory cyberware can be used for Active or Storage memory and external memory sources can be used for Storage memory only Power Mind Link Software Adv None AP 10 Lim Cyberware 1 Only to run the Matrix 2 No Range 5 Type Essence Nuyen Allegiance Sigma 19 14000 Sony CT 360 D 25 75000 Novatech Hyperdeck 6 27 150000 CMT Avatar 28 300000 Renraku Kraftwerk 8 29 450000 Transys Highlander 30 700000 Novatech Slimcase 10 32 1500000 Fairlight Excalibur 35 2000000 DATA COMPACTOR Compactor logic circuitry is an accessory to internal memory It increases data storage capacity by usin
186. AP 5 Lim Bioware 5 Type Bio Idx Nuyen Cat s Eyes 3 3 12500 CEREBRAL BOOSTER Increasing the power of the brain with a Cerebral Booster involves the introduction of additional nervous tissue along with convolutions and gyri ridges and furrows into the frontal lobes of the cerebellum The extra cells and increased surface area improve the efficiency of the cognitive and other higher level brain functions because the brain areas augmented are those responsible for those functions Power INT Adv None AP 4 8 Lim Bioware 5 58 Type INT Bio Idx Nuyen Level 1 4 2 7 10000 Level 2 8 5 3 20000 DECENTRALIZED HEART This replaces the heart with vat grown implants that disperse the chambers main arteries and main veins to three areas within the torso This helps to reduce the chance of impairing and disabling wounds to the torso Power BODY Adv None AP 12 Lim Bioware 5 Only to determine impairing and disabling wounds to the chest 2 Type BODY _ Bio Idx Nuyen Decentralized Heart 6 3 4 30000 ENHANCED ARTICULATION This is a combination of a number of extensive procedures including joint surface coating relubrication and tendon and ligament augmentation These procedures result in a muscle and joint system of extreme fluidity Enhanced Articulation allows a character to execute motion intensive skills in a more precise and speedier fashion Power Skill Levels Agility Skills Adv None AP
187. Access Node Decrypt File Files Decrypt 5 Phase Attempt to defeat Scramble IC on a datafile Decrypt Slave Slave Decrypt 5 Phase Attempt to defeat Scramble IC on a Slave Subsystem Download Data Files Read Write Phase Copies a file from the host network to the cyberdeck Edit File Files Read Write 1 2 Phase Create change or erase a datafile on the host network Edit Slave Slave Spoof Full Phase Modify data sent to or received by a remote device controlled by that host Graceful Logoff Access Deception Full Phase Logoff without experiencing Dump Shock Locate Access Index Browse Full Phase Directory assistance Node Locate Decker Index Scanner Full Phase Find a decker in the local host network Locate File Index Browse Full Phase Find a specific data file Locate IC Index Analyze Full Phase Find any active IC on a host Locate Slave Index Browse Full Phase Find a slave device on the network Logon to Host Access Deception Full Phase Logon to a host network Logonto LTG Access Deception Full Phase Logon to the Local Telecommunications Grid Logonto RTG Access Deception Full Phase Logon to the Regional Telecommunications Grid Make Files Commlink Full Phase Make a call to any commcode on an LTG controlled by the Commcall current RTG Monitor Slave Slave Spoof 4 Phase Read data transmitted from a slave device Null Operation Control Deception Full Phase Do nothing but stay online Swap Memory None
188. Active Storage Response Model Deck Rating Hardening Memory Memory I O Speed Increase Cost Allegiance Sigma MPCP 3 1 200 500 100 0 14000 Sony CTY 360 D MPCP 5 3 300 600 200 1 70000 Novatech Hyperdeck 6 MPCP 6 4 500 1000 240 1 125000 CMT Avatar MPCP 7 4 700 1400 300 1 250000 Renraku Kraftwerk 8 MPCP 8 4 1000 2000 360 2 400000 Transys Highlander MPCP 9 4 1500 2500 400 2 600000 Novatech Slimcase 10 MPCP 10 5 2000 2500 480 2 960000 Fairlight Excalibur MPCP 12 6 3000 5000 600 3 1500000 CYBERDECK ACCESSORIES PROGRAM COSTS Type Cost Rating Cost Hitcher Jack 250 1 3 Size x 100 Off line Storage 50 5 x Mp 4 6 Size x 200 Vidscreen Display 100 7 9 Size x 500 10 Size x 1000 PROGRAM SIZE TABLE Program Multiplier Rating 1 2 3 4 5 6 7 8 9 10 1 1 2 3 4 5 6 7 8 9 10 2 4 8 12 16 20 24 28 32 36 40 3 9 18 27 36 45 54 63 72 81 91 4 16 32 48 64 80 96 112 128 144 160 5 25 50 75 100 125 150 175 200 225 250 6 36 72 108 144 180 216 252 288 324 360 7 49 98 147 196 245 294 343 392 44 490 8 64 128 192 256 320 384 448 512 576 640 9 81 162 243 324 405 486 567 648 729 810 10 100 200 300 400 500 600 700 800 900 1000 11 121 242 363 484 605 726 847 968 1089 1210 12 144 288 432 576 720 864 1008 1152 1296 1440 13 169 338 507 676 845 1014 1183 1352 1521 1690 14 196 392 588 784 980 1176 1372 1568 1764 1960 PROGRAM SUMMARY Program Effect Multiplier Operational Utilities Analyze Analyze Host IC Icon Security Subsystem Locate IC Add rating to Computer Skill for Sy
189. Aid Wt Cost Expendable Spell Focus 10 Rating x 45000 SPELL CATEGORY FOCUS A spell category focus is useful for all spells of a single category chosen at the time when it is purchased When used add a total of rating x 10 Active Points to the Multipower Pool and any spells of a particular category to determine the effect Note that it takes a half phase action to active the focus Power Aid 3d6 Adv Variable Effect Multipower Pool and all Slot of Magic of a particular category 1 Reduced END 0 END 5 Persistent 5 Standard Effect 0 AP 90 per Rating Lim OAF 1 Independent 2 Bonding Cost Rating x 7 5 Type Aid Wt Cost Spell Category Focus 10 Rating x 75000 SPELL SUSTAINING FOCUS A spell sustaining focus is used to by magicians to sustain spells without conscious effort from the magician The spell is cast and the focus activated and the spell continues until the focus runs out of Endurance The END cost is standard for the spell there is no reduction for resisting drain The focus is only for a single specific spell chosen when the focus is bonded Power END Reserve Adv None AP 20 per Rating Lim OAF 1 Independent 2 Only for a single spell 1 Bonding Cost Rating x 1 Type END REC Wt Cost Spell Sustaining Focus 100 10 Rating x 30000 SPIRIT FOCUS A spirit focus increases the magicians abilities with a single type of elemental or nature spirit The type of spirit m
190. Any Movement Power 5 point in the Astral Plane Astral Form can be seen but one at a time 25 Area of Effect Radius 1 not affected from the material 5 Extra Time Full 40 Moves Like Air 20 Flight 1 5 Phase 5 Point of Entry is relative to the characters 10 Astral Projection Extra Dimensional Travel to Any 3 original location 5 point in the Astral Plane Astral Form can be seen but 6 Immunity to Normal Weapons Damage Resistance 6 0 not affected from the material 5 Extra Time Full PD 10 ED Does Not Work against Magic 5 Phase 5 Point of Entry is relative to the characters 20 Spirit Body 50 Energy Damage Reduction 0 original location 5 Resistant 50 Physical Damage Reduction 6 Immunity to Normal Weapons Damage Resistance 6 0 Resistant Does not work against magic 5 Does PD 10 ED Does Not Work against Magic 5 not work when attacked with ECV 1 5 20 Spirit Body 50 Energy Damage Reduction 0 45 Spirit Body Life Support Total 0 Resistant 50 Physical Damage Reduction 10 Spirit Body No Hit Locations 0 Resistant Does not work against magic 5 Does 60 Spirit Body Takes No Stun Takes only Body 0 not work when attacked with ECV 1 5 15 Spirit Energy 100 point END Reserve 5 Recovery 0 45 Spirit Body Life Support Total 0 AII Spirit Powers 10 Spirit Body No Hit Locations 0 4 True Flier Running 6 Swimming 2 0 60 Spirit Body Takes No Stun Takes only Body 0 Total Powers amp
191. BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 15 4 24 x4 146 mph 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seats Motorcycle Combustion 1 24 hrs 12 700 Options None Similar Models Suzuki Mirage Honda Zephyr Dodge G6000 SCOOTERS Dodge Scoot STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 15 3 10 x4 45 mph 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 motorcycle seats Motorcycle Electric 1 24 hrs 4 000 Options None Similar Models Yamaha Star Messerschmidt Kawasaki Chi Honda Sprite Entertainment Systems Papoose STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 13 1 25 x 64 3 15 3 17 x4 75 mph 0 0 Entry Points Seating Drivetrain Engine Availability Cost 1 motorcycle seats Motorcycle Electric 1 24 hrs 4 550 Options None Similar Models Yamaha Star Messerschmidt Kawasaki Chi Honda Sprite 123 SHADOWPUNK VEHICLES DRONES CRAWLERS Ares Sentinel P Series Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 5X23 15 15 4 8
192. Body Life Support Total 10 Spirit Body No Hit Locations 60 Spirit Body Takes No Stun Takes only Body ololol o 15 Spirit Energy 100 point END Reserve 5 Recovery All Spirit Powers Cost Skill Roll 12 4 OCV with Spirit Powers Total Powers amp Skills Cost 259 Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing 25 Psychological Limitation Follows master without question Very Common Total 20 Distinctive Features Field Spirit Not Concealable Major Reaction CITY SPIRIT Val Char Cost Roll Notes 0 STR 10 9 Lift 25 Kg 0d6 20 DEX 30 13 OCV DCV 7 7 15 CON 10 12 15 BODY 10 12 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 25 PRE 15 14 PRE Attack 5d6 12 COM 1 11 6 PD 6 Total 6 PD 6 rPD 10 ED 5 Total 10 PD 10 rED 6 SPD 30 Phases 3 6 9 12 4 REC 0 30 END 0 0 STUN 0 Movement Running 107 20 Leaping 07 0 Flight 07 0 Total Characteristics Cost 103 Cost Power END 60 Spirit Powers Multipower 60 points reserve 0 6u 1 Accident Change Environment 2 Radius 5 to 6 DEX Rolls and DEX Based Skills 5 OCV 6u 2 Concealment Invisibility Sight Group Usable 6 Simultaneously 4 5 Ranged 4 5 x16 Targets 1 5u 3 Confusion 9d6 Mind Control Telepathic 7 25 6 Set Effect
193. Character may make a PER Roll modified by 1 per 10 Active Points to detect the Alarm Ward An alarm ward alerts its creator when an unauthorized astral entity crosses its boundaries Initiates may synchronize their auras to fool an alarm ward the same as any other barrier Use the same rules for creating normal wards but reduce the time by half ASTRAL COMBAT Characters who astrally project are faster as noted in their changed Speed characteristic and those who change from physical to astral or vice versa during a combat must abide by all rules for changing their Speed All combat in the astral plane is hand to hand based with modifiers for reach Characters may use Combat Skill Levels for All Combat Melee Combat or Magical Attacks when in astral combat Astral damage is figured based upon the character s Astral Strength PRE in Normal Damage If a character is using a weapon focus the damage from the focus is normal with the normal figuring of Stun modifier Damage is applied against their Energy Defense Body damage is ignored An astral form reduced to 0 Stun is disrupted A disrupted astral form immediately disappears from astral space and astrally projecting characters return to their physical bodies regardless of any barriers separating them while spirits vanish completely The character is unconscious and must recover normally A character disrupted in astral space must immediately check for Magic Loss A spirit disrupted
194. Combat Piloting 3 Forgery INT 12 Navigation 3 High Society PRE 14 15 SL 5 with Computers Electronics and 3 Interrogation PRE 14 Mechanics 0 Paramedics INT 8 0 Stealth DEX 8 3 Persuasion PRE 14 7 Systems Operation INT 15 3 Seduction PRE 14 0 TF Car 0 Shadowing INT 8 2 TF Rotor Aircraft 20 SL 4 with All PRE Skills 2 TF Vectored Thrust Aircraft 4 Stealth DEX 15 3 Vehicle Design INT 13 3 Streetwise PRE 14 0 WF Clubs 3 Trading PRE 14 2 WE Pistols 0 TF Car 0 WF Unarmed Combat 3 Well Connected Skill Enhancer 2 WF Vehicle Small Arms 0 WF Clubs 2 WF Vehicle Heavy Weapons 2 WF Pistols 5 Perk Contacts 0 WF Unarmed Combat 16 Perk Wealth 400 000X 189 500Y remaining 5 Perk Contacts Background Skills 12 Perk Wealth 300 000 212 500 remaining 3 AK Home Region INT 14 Cost Background Skills Roll 2 AK Safehouse Locations 11 0 AK Home Region 8 3 AK Seattle Junkyards INT 14 2 KS Elven Society 11 2 KS Computers 11 3 KS Megacorporate Politics 12 0 Language Native 4 points worth Literacy 2 KS Seattle High Society 11 0 PS Security Rigger 11 2 KS Underworld Politics 11 117 Total Package Cost 0 Language Native 4 points worth Literacy 3 Language Sperethiel Fluent with Accent 0 PS Fixer 11 94 Total Package Cost 10 SHADOWPUNK ARCHETYPES Ess Cyberware Bioware Nuyen 1 8 Datajack Alphaware Mind Link Computers 2000
195. Computer skill of the decker for all System Tests made to affect system and subsystem slaves SHADOWPUNK MATRIX SPECIAL UTILITIES SLEAZE Multiplier 3 The sleaze utility combines with a deck s Masking Rating to enhance the deck s Detection Factor Masking Sleaze 2 rounded up TRACK Multiplier 8 The track utility is a trace program used as a combat program against hostile deckers If the attack succeeds make an opposed skill roll Computer vs Computer with the track utility adding its skill to the attacker and the Masking rating adding its rating to the defender If the attacker wins the track utility locks onto the target decker s data trail and begins its location cycle Roll 1d3 to determine how many turns the track utility needs to locate the target decker s jackpoint If the decker can destroy the utility before the last Phase of the last turn is completed then the track is not completed The target decker can try to escape the attacking decker by logging off or jacking out The track utility makes logoff operation more difficult see Graceful Logoff Targeted deckers can use the relocate utility against track programs Of course the target decker can always crash the attacking persona which would stop all its pesky programs OFFENSIVE UTILITIES ATTACK Multiplier 1d6 2 175d6 3 2d6 4 2 5d6 5 Target Personas IC The attack utility the least subtle offensive program can be programmed
196. Cost is 500 nuyen With this kind of interface the user can cybernetically control and monitor his instrument There is a remote control pack that a user can wear upon his person that allows the user to remotely control synthesizers and instruments allowing for a dramatic show on the part of the musician as no instruments are visible A SynthLink System gives the user more control over his music and enhances his musical ability Power Skill Levels Musical Skills Adv None AP 9 18 27 Lim Only when interfaced with a SynthLink equipped instrument 5 Cyberware 1 Type SL Essence Nuyen Level 1 3 3 6 9000 Level 2 6 7 2 18000 Level 3 9 10 8 27000 TACTICAL COMPUTER A Tactical Computer is a dedicated system designed to keep track of all relevant combat data during a battle If the subject s senses cannot provide the appropriate information the computer may not be able to make accurate adjustments A Tactical Computer can keep track of and project the predicted movements of a number of targets equal to its level plus 2 It takes a Phase action to lock targets A target can shake the Tactical Computer Lock by breaking out of the user s line of sight for 6 consecutive segments Doing so requires the Tactical Computer user to spend another Phase action locking back onto the target when he or she becomes visible again The Tactical Computer also has an embedded Tactics Expert System which provides bonuses to the Tactics
197. Cultures or Societies and can be increased through Initiation and decreased by implantation Total Cost 10 of Cyberware or Bioware or through Magic Loss A magician character must still purchase the skills Sorcery Conjuring Aura Reading Elf Enchanting or Centering for Initiates separately Elves in Shadowpunk tend to be taller than humans and far more slender and dexterous They are elegant and exotic in appearance and seem to naturally draw attention Elves naturally possess low light vision and because of their long limbs are able to run slightly faster than humans Ability Cost 3 DEX DEX Max 23 9 5 PRE PRE Max 25 5 Ultraviolet Vision 5 1 Running Running Max 11 2 Disadvantages Distinctive Features Elf Easily Concealed 5 Total Cost 16 CHARACTERISTICS SKILLS TALENTS amp PERKS Points may be spent on characteristics skills talents and perks in any fashion the character wishes though the perk of wealth is a special case and is detailed below STARTING MONEY Characters begin the game with money to spend on equipment vehicles cyberware bioware weapons and anything else the GM deems appropriate based on the amount of points they spend on the Wealth Perk A character that spends no points on Wealth starts with 5 000 to spend on Gear For every 1 point spent in character creation for wealth the character has 25 000 to spend on Gear with a maximum of 1 000 000
198. Cyberarm only 25 Visible 25 Cyberware 1 Type RSL ECU Nuyen Cyberarm Gyromount 3 3 6 22500 CYBERGUNS This is a standard pistol submachine gun or shotgun concealed inside the Cyberarm The action may be mounted in a pop up housing that is completely seamless when not in use or it may have the firing port located in the palm of the Cyberhand All Cyberguns are magazine fed though they are clip capable and usually have two seamless ports one to load the weapon and one to eject casings Power Ranged Killing Attack Adv None Machine Pistol and Submachine Gun Only Autofire 5 AP 15 20 23 25 25 30 Lim Cyberarm only 25 Cyberware 1 Charges Varies STR Min varies Real Weapon 25 STR Type Ammo Min Mode RKA ECU Nuyen Hold out 22 2 m 5 SS 1d6 3 5150 Cal Light Pistol 12 m 8 SA 1d6 1 6 1 6000 9mm Machine Pistol 12 m 5 AF 5 1d6 7 5 6150 22 Cal Heavy Pistol 10 m 10 SA 1 d6 7 7 6750 10mm Submachine 12 m 10 AF 10 1d6 1 8 5 8900 Gun 9mm Shotgun 410 10 m 13 SA 2d6 slug 9 2 7000 Slug 2d6 RP RbR shot External Clip 25 c 2 2250 Port Laser Sight 1 5 1250 Silencer 2 1250 CYBERSPIKE This is merely a Standard Hand with a Cyberspike built in Power Hand to Hand Killing Attack Adv Armor Piercing 7 5 AP 23 Lim Cyberware 1 Cyberarm only 25 STR Min 10 5 Real Weapon 25 Type HKA ECU Nuyen Cyberspike 1d6 AP 7 7 3750 CYBERSPUR T
199. Cyberware 1 Adds Encumbrance 5 Power Hand to Hand Attack Adv None AP 3 0 3 6 9 Lim Does not add to weapon damage 5 Does not stack with cyber limb damage 5 Cyberware 1 Adds Encumbrance 5 Power Armor Adv None AP 0 1 5 1 5 1 5 1 5 Lim Cyberware 1 Adds Encumbrance 5 Does not affect areas replaced with cyberlimbs 25 Type rPD HA BOD Weight Essence Nuyen Plastic 1d6 3 5 kg 2 9 7500 Kevlar 1 3 5 kg 2 5 10000 Aluminum 1d6 H 10 kg 4 4 25000 Ceramic 1 2d6 H 12 kg 6 40000 Titanium 3d6 H 15 kg 8 4 75000 BOOSTED REFLEXES This is an electro chemical process and modification that increases the person s natural reflexes without the need for cybernetic response amplifiers and neural enhancement circuitry Those who are implanted with Boosted Reflexes cannot gain the benefits of Wired Reflexes Move By Wire Systems Synaptic Accelerator or Vehicle Control Rig Power SPD Adv None AP 10 10 30 Lim Does not affect SPD while driving a vehicle or decking 25 Cannot be used with certain other cyberware bioware 25 Cyberware 1 Power Lightning Reflexes Adv None AP 1 5 4 5 7 5 Lim Cannot be used with certain other cyberware 1 Cyberware 1 Type SPD LR Essence Nuyen Level 1 1 1 4 5 20000 Level 2 1 3 5 5 35000 Level 3 2 5 10 5 50000 CHEMICAL ANALYZER The Chemical Analyzer is usually implanted in the tongue or in a fingertip This device
200. D for the STR used or the weapon with the higher STR Min plus an additional 1 END per additional attack AUTOFIRE SKILLS When using these skills the character is only at 2 DCV instead of DCV WEAPON JAMMING Single Shot SS Weapons do not Jam Very Reliable Semi Auto SA Weapons do not Jam Very Reliable Autofire AF Weapons Jam on a natural 18 Normal Semi Auto SA Weapons Jam on a natural 18 Normal Autofire AF Weapons Jam on a 17 18 Unreliable Semi Auto SA Weapons Jam on a 17 18 Unreliable Autofire AF Weapons Jam on a 16 18 Jamming means that the weapon does not fire that turn and requires a Weaponsmith Appropriate Weapon Type to clear the jam as a 2 phase action or a DEX Roll as a full phase action The bright side is that the character pays no END for the STR Min for the attack AUTOFIRE STRENGTH MINIMUM The STR Minimum for a weapon firing on Autofire increases by 1 per shot made except where noted in the weapon description most minigun style weapons are noted as having 7 recoil penalties meaning the STR Minimum increases by 1 per 2 shots SHADOWPUNK RULES TALENTS Talent Cost Absolute Range Sense 3 Absolute Time Sense 3 Ambidexterity 3 6 9 Bump of Direction 3 Combat Sense 15 1 Danger Sense 15 Double Jointed 4 Eidetic Memory 5 Environmental Movement 1 4 Lightning Calculator 3 Lightning Reflexes Varies Lightsleep 3 Perfect Pitch 3 Res
201. Damage Effect Blast Concealability Weight Nuyen Anti Personnel Mine As Grenade Type As Grenade Type 1 2 Grenade x 10 Anti Vehicle Mine 4d6 RKA 1 DC per 1 1 5 500 Bouncing Mine As Mine detonates at 1 to 10 height 500 Directional Detonates in a Cone Shape in Desired Direction 1 DC per 2 x 1 5 Disguised 2 Concealability can be bought multiple times x2 Built in Sensor Detect Target Base 11 1000 per 1 Smart Mine Detect Enemies Base 11 1000 per 1 AMMUNITION TYPE AND EFFECT TABLE Per 10 Type Effect DC Weight Nuyen Armor Piercing AP Armor Piercing 1 STUNx 0 25 70 Armor Piercing Incendiary API Armor Piercing and 1 3 DC ERKA NND Intense Heat 1 STUNx 0 25 150 Cannon 0 1 25 450 Flechette F Reduced Penetration 1 5 100 Gel Rounds GEL DC in Normal Damage 1 25 30 General Purpose GP None 0 25 20 Glazer GLZ Reduced Penetration 2 35 75 Hi C Plastic HC Invisible to Detect Group 1 25 50 High Explosive HE 2 Hearing PER Roll to notice weapon discharge 1 75 50 High Explosive Armor Piercing HEAP Armor Piercing 1 STUNx 2 Hearing PER Roll to notice weapon discharge 1 75 250 Hollow Point HP Armored Targets get 25 DR 43 5 50 Tracer 1 OCV per Tracer round fired in Autofire E 50 Tracker per 1 Radio Transmit 0 1 3000 SHOTGUN AMMUNITION TYPE AND EFFECT TABLE Type Effect DC Weight Cost per 10 Big D s Temper Shot Rules May start fires Makes weapon Unrelia
202. Damage is based on the security code of the host 10 Slow Attack IC Add rating to Computer Skill vs Security Rating plus IC rating to slow IC 4 Defensive Utilities Armor Reduces the BODY done to a decker s persona Lose rating every time it protects from damage 3 Cloak Add rating to Computer Skill for Evasion Tests for combat maneuvers in cybercombat 3 Lock On Add rating to Computer Skill for Sensor Tests for combat maneuvers in cybercombat 3 Medic Computer Skill Roll at 6 to heal persona BODY equal to rating 4 100 SHADOWPUNK MATRIX MATRIX REFERENCE CHART Name Test Utility Action Effect Analyze Host Control Analyze Full Phase Identify one of the host s security rating or any of the five subsystems per point of success Analyze IC Control Analyze 0 Phase Identify IC type rating and any options Analyze Icon Control Analyze 0 Phase Identify icon s general type IC persona application etc Analyze Control Analyze 5 Phase Identify security rating of the host current security tally on the Security host and the host s alert status Analyze Targeted Analyze 5 Phase Identify anything out of the ordinary about the targeted Subsystem Subsystem subsystem Control Slave Slave Spoof Full Phase Take control of a remote device controlled by that host Decrypt Access Access Decrypt 5 Phase Attempt to defeat Scramble IC on the System
203. Dikote 1000 per cm MAGICAL GEAR EXPENDABLE SPELL FOCUS Expendable foci are enchanted to provide a boost of energy for casting a single spell Once the focus is used its energy is spent and the focus is consumed Expendable foci are popular because they do not require any points to bond and are inexpensive An expendable spell focus is created for a single category of spells combat detection etc and can be used with any spell of that category When used add a total of rating x 10 Active Points to the Multipower Pool and the spell itself to determine the effect This focus is activated ahead of time and awaits a trigger from the user to take effect Power Aid 3d6 Magic Adv Variable Effect Magic Attribute and a Single Spell 25 Reduced END 0 END 5 AP 26 per Rating Lim OAF Expendable 1 25 Independent 2 1 charge 2 Type Aid Wt Cost 76 Expendable Spell Focus Rating x 1500 SPECIFIC SPELL FOCUS A specific spell focus provides extra power equal to its force when casting a specific spell When used add a total of rating x 10 Active Points to the Multipower Pool and the spell itself to determine the effect Note that it takes a half phase action to activate the focus Power Aid 3d6 Adv Variable Effect Magic Attribute and a Single Spell 5 Reduced END 0 END 5 Persistent 5 Standard Effect 0 AP 75 per Rating Lim OAF 1 Independent 2 Bonding Cost Rating x 6 Type
204. Ego Attack damage and be disoriented as above SHADOWPUNK RIGGING ISSUING COMMANDS When riggers are jacked into remote control decks they may issue commands to drones at the same time that they take their own actions Issuing a command to a drone takes a Full Phase action A rigger can issue only one command to a single drone regardless of how many drones his remote control deck is managing at that time A rigger can however issue all of his drones the exact same command at the same time as a Full Phase action If a rigger is in Primary mode in a drone he controls it as if he were driving it personally He does not have to spend a Full Phase action to command the drone but he does have to use a Full Phase action to issue a command to another drone A rigger can issue a drone one sentence commands such as circle this area shoot anyone who comes through this door follow that car and other similar commands The more specific and detailed the command the greater the chance the drone s Pilot Computer will become confused The GM should rate the command s complexity assign a modifier to the Pilot Computer s Intelligence Roll and then give the rigger the option to downgrade the complexity before issuing the command The player then rolls the Computer Programming Roll for the drone and the greater the drone makes the roll the more leeway it has in interpreting the command to the rigger s benefit When
205. Ego Roll modifiers based on how well hidden the body may be The base time to find the body is 20 minutes and characters may take extra time to help the skill roll ASTRAL PROJECTION Power Extra Dimensional Travel to Any point in the Astral Plane Adv None AP 25 Lim Can be seen but not physically affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters original location 5 Cannot take equipment except magical foci 1 Character leaves body behind 1 Real Cost 6 points ASTRAL PERCEPTION This ability allows the magician to shift him or herself partially into the astral plane This allows the magician to look into the astral to see astral presences to assence auras and to see magical auras While astrally perceiving the character suffers a 5 to all perception rolls in regards to the physical plane The following general rules apply to astral perception An astrally perceiving character can see any astrally present auras Astrally present auras are Dual natured beings spirits dragons vampires etc astrally perceiving characters astrally projecting characters magic foci magic spells An astrally perceiving character may cast spells or take any astral action against astrally present auras e An astrally perceiving character may assense auras An Aura Reading skill roll is made Each level of success for the perception roll or skill gives the reader one of th
206. Extra Time 2 Phase 25 Active Point Cost 12 5 1 per 1 PER Roll 4 25 Advantage per 2x Targets DETECT LIFE FORM The subject detects all of a specified type of life form within the range of the sense and knows their number and relative location Each different life form requires a separate spell Detect Orks Detect Elves Detect Dragons etc Power Detect Life Form Sight Adv Usable By Others 7 25 Lim Spell 2 5 Costs END 5 Extra Time Phase 25 Active Point Cost 3 75 1 per 1 PER Roll 7 25 Advantage per 2x Targets DETECT MAGIC The subject can detect the presence of all foci spells and spirits It does not detect awakened characters or the effects of permanent spells once they have become permanent Power Detect Magic Sight Adv Usable By Others 7 25 Lim Spell 2 5 Costs END 5 Extra Time 2 Phase 25 Active Point Cost 6 25 1 per 1 PER Roll 4 25 Advantage per 2x Targets DETECT OBJECT The subject detects all of a specified type of object and knows their number and relative location Each type of object requires a separate spell Detect Guns Detect Computers Detect Explosives etc Power Detect Object Sight Adv Usable By Others 7 25 Lim Spell 2 5 Extra Time 25 Active Point Cost 3 75 1 per 1 PER Roll 4 25 Advantage per 2x Targets MIND LINK This spell allows any two voluntary subjects to communicate mentally exchanging convers
207. Fear 5 Effect Run Away in Fear 5 6u 4 Guard 12d6 Suppress Change Environment 6 6u 5 Guard 12d6 Suppress Change Environment 6 4u 5 Search Detect any Person Place or Thing 5 4u 6 Search Detect any Person Place or Thing 5 Discriminatory Telescopic 10 PER Roll 15 Costs Discriminatory Telescopic 10 PER Roll 15 Costs END 5 END 5 4u 6 Movement 4d6 Aid Succor to Swimming Area of 4 4u 7 Movement 4d6 Aid Succor to Swimming Area of 4 Effect Radius 1 Effect Radius 1 5u 7 Movement 2 4d6 Suppress Any Movement Power 5 Su 8 Movement 2 4d6 Suppress Any Movement Power 5 one at a time 25 Area of Effect Radius 1 one at a time 25 Area of Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters Phase 5 Point of Entry is relative to the characters original location 5 original location 5 5 Immunity to Normal Weapons Damage Resistance 8 0 5 Immunity to Normal Weapons Damage Resistance 8 0 PD 8 ED Does Not Work against Magic 5 PD 8 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction 0 20 Spirit Body
208. Follows master without question Very Common Total 20 Vulnerability Water based attacks Common x2 damage 20 Distinctive Features Elemental Not Concealable Major Reaction Total Disadvantages 70 Total Cost 326 37 SHADOWPUNK MAGIC FIRE ELEMENTAL WATER ELEMENTAL Val Char Cost Roll Notes Val Char Cost Roll Notes 0 STR 10 9 Lift 25 Kg 0d6 10 STR 0 11 Lift 100 Kg 2d6 20 DEX 30 13 OCV DCV 7 7 15 DEX 15 12 OCV DCV 5 5 13 CON 6 12 18 CON 16 13 13 BODY 6 12 18 BODY 16 13 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 25 PRE 15 14 PRE Attack 5d6 20 PRE 10 13 PRE Attack 4d6 12 COM 1 11 10 COM 0 11 6 PD 6 Total 6 PD 6 rPD 8 PD 6 Total 8PD 0 rPD 10 ED T Total 10 PD 10 rED 8 ED 4 Total 8PD 0 rED 6 SPD 30 Phases 3 6 9 12 6 SPD 35 Phases 3 6 9 12 4 REC 2 6 REC 0 30 END 0 36 END 0 0 STUN 0 0 STUN 0 Movement Running 0 0 Movement Running 67 12 Leaping 0 0 Leaping 47 8 Flight 15 30 Swimming 10 160 Total Characteristics Cost 91 Total Characteristics Cost 100 Cost Power END Cost Power END 45 Fire Attacks Multipower
209. For more information on Sensors see the section on equipment below Rating 0 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Rating 1 Sensors As above plus Normal Sight Normal Hearing Radar Ultraviolet Perception Rating 2 4 Sensors As above plus Infrared Perception Rating 5 Sensors As above plus Flash Defense Sight Group 1 per rating above 4 USING DRONES Riggers can control unmanned vehicles known as drones via remote control networks This section provides rules for using drones and remote control networks Nearly any kind of vehicle may serve as drones matchbox sized cars dwarf sized rotorcraft ground patrol vehicles the size of a large dog and even modified sports cars The key difference that sets drones apart from ordinary vehicles is their Pilot Computer system All drones have a Pilot Computer system which enables the drone to act independently of its controller to a limited degree A drone must be adapted for rigger control though it need not be fitted with a datajack system unless the rigger intends to jack directly into the vehicle All drones that are incapable of carrying passengers are usually pre adapted automatically for rigger control Passenger vehicles or larger passenger drones are not usually pre adapted but the manufacturer a mechanic or even a rigger character can adapt most vehicles and drones quickly OPERATIVE MODES All affiliated drone
210. INDEX Thermo Stealth Clothing Thermographic Scope Thermographic Vision Adept Thermographic Vision Cyberware Throwing Weapons Thunderbirds Tilt Wing Aircraft Tires Tool Facility Tool Kit Tool Shop Toolkit Cyber Limb Tools Totems Toxic Wave Toxin Extractor Toxin Filtration System Toxins and Diseases Traceless Walk Tracer Tracheal Filter Track Tracker Tracking Signal Tractor Trailers Tranq Patch Transceiver Transport Familiarity Transports Heavy Transports Medium Trauma Patch Tres Chic Clothing Tribal Shaman Trideo Tripod Troll Turbocharging Turrets Twin Engine Aircraft Two Weapon Fighting Two Weapon Rapid Strike U Itralights Itrasonic Hearing Itrasound Detector Itrasound Emitter Itrasound Vision narmed nderbarrel Grapple Gun nmanned Aerial Vehicles Fixed Wing nmanned Aerial Vehicles Rotary Wing nmanned Aerial Vehicles Vectored Thrust pload Data sing Drones tilities tility Helicopters ese 4 ere ee ct ca cre cuc V Vans Vehicle Accessories Vehicle Armor Vehicle Control Rig Vehicle Design Vehicle Equipment Vehicle Gyroscopic Stabilizers Vehicle Modifications Vehicle Rigger Vehicle Smoke Projector Vehicle Weapon Systems 64 78 23 53 90 104 133 130 23 71 71 90 78 126 127 127 96 102 96 134 118 109 107 52 111 108 104 15 111 107 Vehicle Weapons Table Vehicles Vid
211. If it had rolled anything above an 8 then no tally would have accrued If it had rolled exactly an 8 then the tally would increase by 1 SECURITY CODES The Security Code of a host measures the level of security for the system Generally this reflects the sensitivity of data on the host or it could reflect the paranoia of the host s owner Blue Hosts Blue hosts include most public service databases newsfax distribution systems public library databases directories of listed commcodes Pretty much anything that is free even if a government corp or private individual provides it is Blue Small businesses that are too poor to secure their systems tend to have Blue hosts as well Green Hosts Green hosts are average systems but never make the mistake of thinking that a Green host represents easy prey They may be more patient with intruders than the Orange or Red systems but they can load any IC the hotter hosts mount 92 Orange Hosts Orange hosts pride themselves on being secure systems if not wild eyed killer hosts Orange hosts store your standard confidential data and carry out processing that is important but not absolutely essential to the host s operators Orange systems include the typical factory controller and the networks used by middle management in a typical corporate office Red Hosts Red hosts offer the most security that a system may legally carry They contain top secret data often the kind owners will
212. LE ACCESSORIES TABLE Ammo Damage STUNx Other STR Min Type OCV RMod Conc Nuyen Pistol SMG Ammo Bayonet Use Bayonet 2 125 5mm 1d6 1 0 2 Biometric Safety Tuned to 1 User 2250 22 Caliber 1d6 0 5 Bipod 10 STR Min 2 350 6mm 1d6 0 5 Bow Accessory Mount Use Firearm Access l 100 7mm 1d6 0 5 Flash Suppresser IPE Sight 1 250 8mm 1d6 0 2 Gas Vent 5 STR Min 1 500 9mm 1d6 1 0 8 Grenade Launcher Underbarrel Mount l 200 38 Caliber 1d6 1 0 8 Hi Power Scope 1 2 1 250 10mm 1 4d6 0 10 Laser Sight 1 1 400 357 Magnum 2d6 1 1 11 Low Light Scope UV Vision 1 1500 11mm 2d6 0 11 Micrometer Sight 1 0 150 45 Caliber 2d6 0 11 Normal Scope 1 1 1 200 410 Magnum 2d6 1 13 Shoulder Stock 2 STR Min 2 100 12mm 2d6 1 0 13 Silencer IPE Sound l 150 44 Magnum 2d6 1 1 15 Smartgun Link External SmartLink Interface 1 600 454 Casull 2d6 1 1 15 Smartgun Link Internal SmartLink Interface 100 14mm 2 2d6 1 20 Sound Suppresser IPE Sound 1 750 666 Caliber 3d6 1 1 25 Thermographic Scope IR Vision 1 1500 Rifle Assault Rifle Machine Gun Ammo Tripod No STR Min 6 600 4 5mm 2d6 0 E 7 The character must Brace to gain any OCV and RMod bonuses or
213. Lim Only covers user s body 5 Only against Normal Sight 5 Linked to Dermal Sheath 5 Cyberware 1 Type rPD Essence Nuyen Dermal Sheath 3 2 100000 Ruthenium Cloaking 8 6 100000 FINGERTIP COMPARTMENT This small storage space replaces the last join of a finger It is ideal for concealing data chips and is also commonly used to conceal a monofilament whip because the replacement joint can serve as the whip s control weight Power Concealment Adv None AP 10 Lim Cyberware 1 Only to conceal tiny objects 3 Type Skill Essence Nuyen Fingertip Compartment 5 2 2500 FLEX HANDS This modification replaces most of the bones in the hands with a type of memory plastic that deforms under continuous pressure and then returns to its normal shape This allows the user to squeeze his hand out of handcuffs and other restraining devices This modification cannot be implanted if the user has any sort of bone lacing Power Contortionist Skill Adv None AP 6 Lim Cyberware 1 Cannot implant bone lacing 5 Type Skill Essence Nuyen Flex Hands 3 24 6000 GAS SPECTROMETER Housed in the main sinus chambers the Gas Spectrometer is used to provide an analysis of the chemical composition of gases Only a small sample is needed for analysis a small sniff will suffice Under most circumstances the amount of gas required for analysis will not be enough to inflict damage or harm the user GM s discr
214. Mechanics INT 12 0 Paramedics INT 8 3 Persuasion PRE 11 0 Shadowing INT 8 9 SL 3 with Breakfall Climbing and Stealth 0 Stealth DEX 8 5 Streetwise PRE 12 0 TF Bike 0 WF Clubs 2 WF Cyber Implant Weaponry 2 WF Pistols 0 WF Unarmed Combat 2 WF Whips 5 Perk Contacts 2 Perk Wealth 50 000 4 500 remaining Background Skills 3 AK Home Region 13 2 KS BTL Dealers 11 2 KS Gang Identification 11 3 KS Gang Turf 12 0 Language Native 4 points worth Literacy 0 PS Enforcer 11 86 Total Package Cost Ess Cyberware Bioware Nuyen 1 2 Dermal Plating 2 rPD 40000 8 4 Cyberspike 1d6 AP HKA 5600 9 6 Total 45600 STREET MAGE The Street Mage is the most balanced of the shadowrunning magicians She prefers the thrill of life on the streets but can easily melt into mainstream society Her skills and spells reflect this balance and cover a wide range of magical abilities from offense to illusion to health Magic is the center of her life and all aspects of it intrigue her but this does not get in the way of her working with shadowrunners She does more than her share of the duty from astral over watch and staying alert for any surprises to sustaining disguise spells for an infiltration team When the going gets tough she can always call on her elementals to wreak havoc Magical threats and magicians who practice black arts are also interesting to her and she may take risks to capture a sp
215. Missile Launchers Ballista Multi Role Missile See Rules for Rocket and 2 By type 7 4 m By type 9 SS 6 5 5600 Launcher Missile Launchers Great Dragon Anti Tank Guided See Rules for Rocket and 0 See 10 1 b By type 10 SS 2 75 7500 Missile Launcher ATGM Missile Launchers Only Missile fires the Great Dragon ATGM Militech Urban Missile Launcher See Rules for Rocket and 0 By type 2 12 m By type 7 SS 2 5 3500 Missile Launchers Only fires Micromissiles Anti Personnel Missile Ammo No Range Penalty 2 6d6 EX 11250 4 2 25 2000 1 DC 1 Radius Anti Vehicle Missile Ammo No Range Penalty 2 6d6 AP 11250 4 3 25 3375 x2 High Explosive Missile Ammo No Range Penalty 2 6d6 EX 11250 4 2 25 3375 1 DC 3 Surface to Air Missile SAM Ammo No Range Penalty 4 8d6 EX 22500 4 L5 4875 1 DC 5 Great Dragon Anti Tank Guided Ammo No Range Penalty 4 8d6 AP 11250 4 3 4500 Missile ATGM x2 Anti Armor Micromissile Ammo No Range Penalty 2 3d6 AP 1125 43 1 5 1700 2 Anti Personnel Micromissile Ammo No Range Penalty 2 3d6 EX 1125 3 1 1250 1 DC 1 High Explosive Micromissile Ammo No Range Penalty 2 3d6 EX 1125 3 1 1700 1 DC 3 Mortars 2 h 60mm Mortar See Rules for Mortars 1 1 1 4d6 EX 1 1 1500 8 SS 30 6225 DC l 80mm Mortar See Rules for Mortars 1 1 1 5d6 EX 1 1 1875 9 SS 35 7875
216. Mp x 5 Wrist Computer 0 Mp x 20 Printer NA 10 100 Computer Memory non NA Mp x 20 cyber SHADOWPUNK EQUIPMENT POCKET SECRETARY The pocket secretary is an office for the businessman on the go The compact unit functions as a cellular phone a computer 100 Mp memory digital camera and filing system Standard software performs call screening voice mail automatic teleconfirmation of credit transactions word processing with standard letters on file and voice recongnition and stenographer functions Pocket secretaries are not equipped for jacking into the Matrix Cases are shock and water resistant for durability and long service Type Conceal Wt Cost Pocket Secretary 0 0 5 2000 TELECOM The telecom also known as a tridphone is the entertainment and communication center of the modern home It also incorporates a workstation for a home office or the telecommuting corporate worker The typical telecom functions as a telephone with audio video reception and transmission speakerphone is the normal mode but handsets and headsets with or without connecting fiber optic cables are available a computer with display screen and keyboard advanced models have datajacks and interface hardware and a television trideo unit the most advanced models feather simsense ports The exact services accessible through the telecom depend on the user s subscriptions Subscription services include the usual entertainment sales news dati
217. NT 12 2 WF Launch Weapons 3 Combat Driving DEX 12 2 WF Machine Guns 3 Computers INT 12 2 WF Pistols 3 Concealment INT 12 2 WF Rifles 5 Conversation PRE 13 0 WF Unarmed Combat 10 CSL 2 with Ranged Combat 5 Perk Contacts 0 Deduction INT 8 18 Perk Wealth 450 000 84 500 remaining 3 Electronics INT 12 Background Skills 3 Forensic Medicine INT 12 2 AK Home Region INT 12 3 Forgery INT 12 2 AK Mercenary Hot Spots 11 3 Interrogation PRE 12 0 Language Native 4 points worth Literacy 3 Persuasion PRE 12 2 KS Desert Wars 11 3 Security Systems INT 12 2 KS Mercenary Groups 11 3 Shadowing INT 12 2 KS Military Weaponry 11 15 SL 3 with All PRE Skills 0 PS Mercenary 11 15 SL 3 with All INT Skills 88 Total Package Cost 3 Stealth DEX 12 3 Streetwise PRE 12 Ess Cyberware Bioware Nuyen 0 TF Car 4 5 Boosted Reflexes 2 Alphaware SPD 1 LR 3 70000 0 WF Clubs 8 Vision Magnification 8 Telescopic Sight 8 6000 2 WF Pistols 2 6 Flare Compensation 8 Alphaware Flash 16000 0 WF Unarmed Combat Defense Sight 8 6 Perk Contacts 2 9 Muscle Replacement 2 Alphaware STR 8 40000 4 Perk Wealth 100 000 4 SmartLink Alphaware 2 with all Ranged 30000 Background Skills 6 7 Titanium Bone Lacing Alphaware 1 rPD 3d6 150000 2 AK Home Region 11 HA BODY 8 15 Kg Encumbrance 2 KS Chemistry 11 28 7 Total 365000 2 KS Gang Identification 11 2 KS Underworld Politics 11
218. None Magic Cost 4 points THERMOGRAPHIC VISION The adept can see heat signatures overlaid on his normal sight Power Infrared Perception Sight Adv None AP 5 Lim None Magic Cost 5 points TRACELESS WALK An adept with traceless walk can move over soft or brittle surfaces such as snow sand or thin paper without leaving any visible traces Power Gliding Adv None AP 2 per 1 Lim Ground Gliding 25 Magic Cost 0 8 point per 1 of movement Max Adept s Running ULTRASONIC HEARING The adept can hear high and low frequency sounds such as dog whistles Power Ultrasonic Perception Hearing Adv None AP 5 Lim None Magic Cost 5 points 23 SHADOWPUNK MAGIC SPELLS All spells have the following limitations listed as Spell Magician can be targeted from Astral Space when casting 5 Spell can be destroyed in Astral Combat 5 Spell leaves a trail in Astral Space for a number of Turns equal to its Active Points 25 Spell cannot cross an Astral Barrier 5 Subject to effects of a Background Count 25 Side Effect Drain STUN BODY 1 per 5 Active Points Major Always Occurs Predefined Damage Resistable 5 Total Limitation 2 5 MAGIC ATTRIBUTE A magician s Magic Attribute is also the Active Point limit for spells though it is possible to cast spells with a higher Active Point cost than this through the use of Fetishes or by making a spell Exclusive see below LEARNING
219. OTHING Clothing designed to maximize the ability to blend into surroundings and blur a soldier s outline Available in Urban Forest Arctic Desert and Night motifs Power Concealment Skill 3 Adv None AP 6 Lim IIF 25 Independent 2 Only to Conceal wearer s body 5 Only in specific environment 5 Type Wt Cost Camouflage Clothing 2 5 500 FIRE RETARDANT CLOTHING This clothing is based off the same heat and flame resistant materials that are currently in use by modern fire fighters The clothing is ultra resistant to natural heat and flames as well as that created by spells or flame weapons Power Armor 6 rED Adv None AP 9 Lim OIF 5 Independent 2 Real Armor 25 Only vs Fire or Heat Attacks 5 Power Life Support Immune to Intense Heat Adv None AP 2 Lim OIF 5 Independent 2 Real Armor 25 Type Wt Cost Fire Retardant Clothing 10 950 64 INSULATED CLOTHING This clothing is based off the latest in heat absorbent and heat retaining material It is also built with super conductive material that can melt ice almost instantly It is ultra resistant to cold extremes and can protect against natural as well as magical cold dangers Power Armor 6 rED Adv None AP 9 Lim OIF 5 Independent 2 Real Armor 25 Only vs Cold Attacks 5 Power Life Support Immune to Intense Cold Adv None AP 2 Lim OIF 5 Independent 2 Real Armor 25
220. OUNTERMEASURES ECCM Electronic counter countermeasures include signal amplifiers and noise filters that nullify the effects of ECM ECCM provide skill levels to all remote control network based skills only to offset penalties created by ECM The maximum rating for ECCM is 10 Power Penalty Skill Levels All remote control network skills affected by ECM Adv None AP 3 per Rating Lim OIF Bulky 1 Does not work in magnetic fields 25 Type SL Cost Electronic Counter Countermeasures 1 Rat x 10000 REMOTE CONTROL ENCRYPTION MODULE This device works just like the encryption module for the remote control decks allowing remotely controlled drones to decrypt encrypted signals from the rigger and scramble their own transmissions to protect against signal interception If a vehicle or drone is part of a remote control network using and encryption module to scramble its signals then the vehicle drone must have a module to communicate with the network The RCEM provides skill levels for Cryptography to guard against intrusion of the network by other riggers The maximum rating for the RCEM is 10 Power Cryptography Skill Adv None AP 3 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to encrypt or decrypt radio transmissions 1 Type SL Cost Remote Control Encryption Module 1 10 Rating x 5000 SHADOWPUNK RIGGING SENSORS Sensor systems include standard and enhanced audio
221. Options Amphibious Operation 3 Vehicle Armor Similar Models Federated Boeing Dragonfly Renraku KX 55R3 HOVERCRAFT MEDIUM Chrysler Nissan G12A Cargo STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 15 3 20 x4 90 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 3 dr 1 double rear dr 2 Bucket Air Cushion Vehicle Diesel 2 72 hrs 50 000 Options None Similar Models Federated Boeing Dragonfly Renraku KX 55R3 Chrysler Nissan G12A Passenger STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 15 3 20 x4 90 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side dr 10 Bucket Air Cushion Vehicle Diesel 2 72 hrs 45 000 Options None Similar Models Federated Boeing Dragonfly Renraku KX 55R3 GMC Beachcraft Patroller STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 9 15 3 28 x4 125 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side dr 2 Bucket Air Cushion Vehicle Diesel 5 9 days 162 000 Options External Fixed Mount Vehicle Armor Similar Models Ford Seaguard Mostrans KVP 27S GMC Beachcraft Vacationer STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 15 3 18 x4 80 mph 3 0 3 Entry Points Seating Drivetrain Engine Availability Cost 3 dr 2 Bucket 2 Bench Air Cushion Vehicle Diesel 8 15 day
222. Q Type Essence Avail Cost Legality Machine Pistol Fa 4 7 days 6150 0P Q Alphaware 80 As x2 As Heavy Pistol 77 4 7 days 6750 OP Q Cyberware Cyber Submachine Gun 8 5 4 7 days 8900 1P Q ware Shotgun 9 2 4 7 days 7000 0P Q Betaware 60 3 x1 5 x4 As External Clip Port 2 4 7 days 2250 As gun Cyber Laser Sight 1 5 4 7 days 1250 Legal ware Silencer 2 4 7 days 1250 As gun Deltaware 50 5 x3 x10 As Cyberspike 7 7 2 72 hrs 3750 1 N Cyber Cyberspur 8 3 2 72 hrs 6250 1 N ware Cyberwhip 43 2 72 hrs 4250 2 N Standard 100 As xl As Extension Hand 3 8 3 72 hrs 1875 Legal Cyberware Cyber Flashbulb 5 7 4 14 days 5000 3P Q Nae Grapple Gun amp Winch 24 2 36 hrs 2500 OP U Used As grade As grade x AS Hammer Hand 3 6 4 7 days 4500 0 Q Cyber Hand Razors E 3 72 hrs 3750 1 N ware Hidden Holster 5 6 2 48 hrs 4000 1P N Hydraulic Jacks BIOWARE GRADES Level 1 44 3 6 days 5500 Legal Type Essence Avail Cost Legality Level 2 89 3 6 days 11000 Legal Cultured Bioware 75 2 x1 25 x3 As Level 3 13 3 3 6 days 16500 Legal Bioware Level 4 17 8 3 6 days 22000 Legal Magnetic System 6 3 7 days 3000 Legal Quick Change Mount 1 2 24 hrs 5000 Legal Quick Draw Armholster 6 5 2 48 hrs 4000 1P N Reinforced Structure 0 7 4 14 days 13500 Legal Shocker 5 3 3 4 days 5000 0P Q Skate Feet System 5 7 4 48 hrs 1875 Legal SmartLink Systems SmartLink 4 6 2 36 hrs 10000 P N SmartLink II 3 5 2 36 hrs 13000 P N Standard 2 4 days 500 Legal Cyber
223. Riverine Security STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 9 15 3 18 x4 80 mph 3 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 2 Bench Surface Watercraft Diesel 4 8 days 150 000 Options Folding Bench Seats 2 Turrets Similar Models Criscraft Tidal Kawasaki Gendarmerie Mitsuhama Tigershark GMC Riverine Police STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 9 15 3 18 x4 80 mph 3 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 2 Bench Surface Watercraft Diesel 4 7 days 125 000 Options Folding Bench Seats Ring Mount External Fixed Mount Similar Models Criscraft Tidal Kawasaki Gendarmerie Mitsuhama Tigershark Samuvani Criscraft Otter STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 12 3 8 x4 35 mph 3 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket Surface Watercraft Combustion 1 48 hrs 32 500 Options None Similar Models Suzuki Hannibal Yamatetsu Shadowcat GMC Imperator 121 Zemlya Poltava Swordsman SHADOWPUNK VEHICLES
224. Rules for Cyberware 0 0 d6 AP 0 S 2 3750 PROJECTILE WEAPONS STUN STR Weapon Standard Accessories Notes OCV RMod Damage x Min Ammo Range Conc Weight Nuyen Bows Short Bow 2 h Weapon 0 0 1 2d6 0 13 125 5 1 350 Compound Short Bow 2 h Weapon 1 0 1 Ad6 0 13 125 5 1 5 500 Long Bow 2 h Weapon 0 1 2d6 0 15 150 7 1 5 675 Compound Long Bow 2 h Weapon 1 1 2d6 0 15 150 7 1 75 825 Ranger X Compound Bow 2 h Weapon 2 2 Ado 0 20 200 7 2 1100 Crossbows Pistol Crossbow h Weapon STR Min 0 0 1d6 1 0 5 50 3 1 5 275 loesn t add to damage Phase Reloa Light Crossbow 2 h Weapon STR Min 0 0 1 2d6 0 8 75 5 2 350 loesn t add to damage Phase Reloa Medium Crossbow 2 h Weapon STR Min 0 0 2d6 0 10 100 6 3 425 loesn t add to damage Phase Reloa Heavy Crossbow 2 h Weapon STR Min 0 0 2d6 1 0 13 125 7 4 500 loesn t add to damage Phase Reloa Very Heavy Crossbow 2 h Weapon STR Min 0 0 Ado 0 15 150 8 4 5 575 loesn t add to damage Phase Reloa Repeating Crossbow 2 h Weapon STR Min 0 0 2d6 0 10 10 c 100 7 4 600 loesn t add to damage 2 Phase Reloa Throwing Weapons Throwing Knife 1 h Weapon Thrown Weapon 0 1 d6 0 5 0 25 40 Shuriken Dart 1 h Weapon Thrown Weapon 0 32 d6 0 5 1 25 50 Net 2 h Weapon Thrown Weapon 0 2 3d6 Entangle 0 10 5 4 350 Caltrops 10 1 h Weapon Thrown 0 0 See Rules 0 5 1 E 80 Weapon See Rules for Caltrops 9
225. SHADOWPUNK Adapted for HERO by Justin Richt RULES LIMITS Characteristics 40 SPD 10 CV 13 rDEF DEF 10 30 Ork Orks are tough and hardy with muscular bodies possessing a lot of raw natural strength Their bodies are covered with thick hair over deeply tanned or gray skin They are slightly taller than humans and their face is human like except that they have oversized lower canine teeth which protrude from their bottom lip CHARACTER CREATION Characters in the Shadowpunk game are built on 100 points with 75 points worth of Disadvantages no single category of Disadvantage worth more than 25 points p us 10 points of any Background Skills All characters are subject to Normal Characteristic Maxima by default All characters have all standard characteristics and start with an additional characteristic called Essence Essence starts at 60 and cannot be increased Essence can go down however by implantation of cyberware and other means For every 30 Essence lost the player and GM must decide upon a special disadvantage for the character equaling 10 points The disadvantage can be from Dependence Dependent NPC Distinctive Features Enraged Berserk Psychological Limitation or Social Limitation It is meant as a role playing tool to reflect the effect Cyberware has on a user s psyche The character gets no extra points from this disadvantage Also for every 1 point of Essence lost the magician l
226. SISTER This is a cluster of specialized nervous tissue designed to filter out specific sensory stimuli Activation and deactivation of the Resister is a learned reflex When the Resister is voluntarily triggered the individual is no longer subject to any sensations of pain including feedback pain He or she is also very resistant to torture and difficult to stun Power CON Adv None AP 20 Lim Bioware 5 Only to resist being stunned 1 Power Resistance Talent Adv None AP 5 Lim Bioware 5 Type Resist CON Bio Idx Nuyen Pain Resister 5 10 11 3 20000 PLATELET FACTORY Platelet factories improve the body s ability to handle damage By selective enhancement thrombocyte platelet production within the bone marrow is increased to a high level resulting in the formation of Platelet Factories When a wound affects the body the increased amount of platelets in the bloodstream stops bleeding at the site lessening the trauma from large wounds When the character takes damage from an attack the Platelet Factory automatically heals back 1 BODY after the attack The Platelet Factory only works after taking damage Power Healing BODY Adv Trigger 25 Reduced END 0 END 5 Standard Effect 0 AP 17 5 Lim Bioware 5 Only works through Trigger 1 Does not Heal STUN 1 Type Healing Bio Idx Nuyen Platelet Factory 1 BODY 5 15000 REFLEX RECORDER With this enhancement extra neural material is grown
227. SPELLS A full mage or sorcerer chooses the Active Point of the spell he wishes to learn and applies the standard Spell Limitation above 2 5 The magician may also choose to apply further limitations such as Gestures 25 Incantations 25 Extra Time varies Increased END Cost varies Increased Drain as Increased END and any others that the GM approves and are appropriate The magician may also apply the Reduced END Cost advantage to any spell though no spell can have it s Drain Cost reduced The actual real cost figured including the Spell limitation is then divided by 3 and that is the amount of points the magician pays to learn the spell Beginning characters cannot learn a spell with an unmodified Active Point cost higher than 60 A character learning a new spell must spend a number of days in study equal to the Active Points of the new spell divided by 10 At the end of this time the magician makes a KS Magic Skill Roll with bonuses from a magical library if available at 1 per 10 Active Points of the new spell not including the AP from Fetishes or Exclusive Spell If the roll succeeds the character pays the points to learn the spell If the roll fails the character must restart the learning process over again A character can choose to place special limitations on his spell that actually increase the Active Point cost and do not cost END These are listed below Expendable Fetish This is an Obvious Accessible Focus
228. STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 8 12 3 17 x4 75 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 1 Bucket 1 Bench FWD Combustion 2 72 hrs 52 600 Options Folding Bench Seat Vehicle Armor Similar Models Dodge Ram Van Ford F350 Chrysler Nissan Packer Leyland Rover Transport Electric STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 12 3 15 x4 65 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side rear double dr 2 Bucket 1 Bench FWD Electric 2 72 hrs 47 000 Options Folding Bench Seat also available in pickup version 2 dr entry no bench seats rear fold down gate Similar Models Nissan Coda Dodge Caravan Misuhama Shogun Leyland Rover Transport Gas STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 12 3 21 x4 95 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side rear double dr 2 Bucket 1 Bench FWD Combustion 2 72 hrs 51 000 Options Folding Bench Seat also available in pickup version 2 dr entry no bench seats rear fold down gate Similar Models Nissan Coda Dodge Caravan Misuhama Shogun Lone Star Black Mariah USPTV STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 12 12 3 20 x4 90 mph 3 0 2 Entry Points Seating Drivetrain Engine Availab
229. SURES DATA CODEBREAKER This small device contains a version of the decker Decrypt utility Encrypted data can be input through standard methods such as a chip or disk or through a fiber optic cable that is connected to another device such as a dataline tap This device can be bought up to a maximum of 10 Power Cryptography Skill Adv None AP 2 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only to decrypt electronic data 5 Type Conceal SL Wt Cost Data Codebreaker 2 1 10 5 Rating x 5000 DATALINE TAP This device is spliced into a dataline and transmits a copy of any data to a distant receiver either through the Matrix or by radio signal Because fiber optic lines cannot be directly tapped the dataline tap must be set in certain locations for it to work as intended such as inside devices between devices and fiber optic cables or spliced into fiber optic junction boxes To avoid being detected the dataline taps are often set to conduct burst data transmissions at irregular intervals These devices can even record the simsense feed of a decker s Matrix run Deckers often use this device to create an illegal jackpoint into the Matrix Power Radio Perception Transmission Adv None AP 10 Lim Only to re transmit incoming data 1 IIF 25 Independent 2 Does not work in magnetic fields 25 Power Bugging Skill Adv None AP 2 per Rating Lim Only to conceal the da
230. Skill If the user also has an Orientation System implanted the Skill Levels for it add to those of the Tactical Computer and are subject to the same rules Power Combat Skill Levels All Combat Skill Levels Tactics Adv None AP 14 28 42 56 Lim Extra Time to Start 4 Phase 25 Does not work against unseen targets 25 Limited Targets 5 Cyberware 1 Type CSL SL Essence Nuyen Level 1 1 2 47 50000 Level 2 2 4 9 3 100000 Level 3 3 6 14 150000 Level 4 4 8 18 7 200000 TACTILE BOOSTER Sensory elevators placed in the nerve fibers around the body allow the user of a Tactile Booster to have a greater sense of touch when the booster is enabled Power Enhanced Perception Touch Sense Group Adv None AP 1 per Rating Lim Cyberware 1 Type PER Essence Nuyen Tactile Booster 1 8 Rating x 5 Rating x 500 51 SHADOWPUNK CYBERWARE TARGETING COMPUTER Similar in use to both the Tactical Computer and the SmartLink System a Targeting Computer is an implanted expert system that allows its user to account for long distances and distance to velocity targeting It also compensates for difficult targeting due to clutter cover or other detrimental modifiers including a Called Shot Power Combat Skill Levels All Ranged Adv None AP 5 10 15 20 Lim Only to offset any penalties 5 Cyberware 1 Type CSL Essence Nuyen Level 1 1 2 12500 Level 2 2 4 25000 Level 3 3 6 37500 Level 4 4 8 50000
231. Support Total 0 10 Spirit Body No Hit Locations 0 60 Spirit Body Takes No Stun Takes only Body 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Spirit Powers Cost Skill Roll 6 2 OCV with Spirit Powers Total Powers amp Skills Cost 216 Cost Disadvantages 20 Physical Limitation Cannot leave its Domain Frequently Fully Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly Impairing 25 Psychological Limitation Follows master without question Very Common Total 20 Distinctive Features Field Spirit Not Concealable Major Reaction LESSER CITY SPIRIT Val Char Cost Roll Notes 5 STR 15 9 Lift 12 5 Kg 0d6 15 DEX 15 12 OCV DCV 5 5 10 CON 0 11 10 BODY 0 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 20 PRE 10 13 PRE Attack 4d6 12 COM 1 11 3 PD 3 Total 3 PD 3 rPD 5 ED 3 Total 5 PD 5 rED 5 SPD 25 Phases 4 8 12 4 REC 4 30 END 5 0 STUN 0 Movement Running 87 16 Leaping 0 0 Flight 07 0 Total Characteristics Cost 53 Cost Power END 40 Spirit Powers Multipower 40 points reserve 0 4u 1 Accident Change Environment 2 Radius 3 to 4 DEX Rolls and DEX Based Skills 3 OCV 4u 2 Concealment Invisibility Sight Group Usable 4 Simultaneously 7 5 Ranged 75 2u 3 Confusion 6d6 Mind Control Telepathic 7 25 4 Set Effect Wander Aimlessly 5 2u 4 Fear 6d6 Mind Control Telepathic 25 Set 4 Effect Run Away in Fear
232. TS Seats come in two types bench and bucket Both types of seats have additional options available armoring and reinforcement Bench Seats These are popular in compact vehicles or other vehicles in which space is at a premium A single bench seat can accommodate two human sized passengers Folding bench seats are common in vehicles such as limousines to provide extra seating for lackeys and the like when needed or also in station wagons Bucket Seats These hold a single person in greater comfort than a standard bench seat Folding bucket seats are common in SUVs and minivans and alloy greater storage when necessary Armored Seats Any type of seat may be armored to protect against incoming fire that penetrates the vehicle Armored seats provide 2 DEF against attacks from the rear Reinforced Seats These are designed to support the weight of larger orks trolls and other large metahumans If an oversized metahuman attempts to sit in a standard seat he will crush the seat and mangle its padding Other effects may apply from discomfort Metahuman Adjustment Package Deal All of the vehicles listed in the Vehicles document are also available in metahuman adjusted variants which replace all standard seats with reinforced seating This package deal also includes size adjustment of manual controls Type Cost Bench Seat 750 Folding Bench Seat 750 Reinforced Bench Seat 1500 Standard Bucket Seat 700 Folding Bucket Seats 700 Reinforced Buc
233. TUN 2 rPD Cost Magical Abilities END Sqpe SmartLink Alphaware 42 with all Ranged 30000 0 Astral Projection 3 6 6 Retractable Cyberspurs Alphaware 1 2d6 12500 0 Astral Perception 0 HKA 0 Dispelling 20d6 10 1 5 Reaction Enhancer LR 2 3000 0 Banishing 20d6 10 21 3 Wired Reflexes 2 Alphaware SPD 4 LR 8 330000 0 Conjure Elementals 14 59 Total 652500 0 Sorcery By spell 0 Spell Defense 0 0 Total STREET SHAMAN The Street Shaman follows Rat and lives on and among society s castaways in the sewers and tunnels of the infamous Ork Underground The shaman needs little to get by and can scavenge anything she needs She guards the sewers using spells spirits and stealth to detect intruders and harassing them with magic and traps until they leave Of course she ll be sure to use her spells to take anything valuable they have first 13 SHADOWPUNK ARCHETYPES THE TECH WIZ The Tech Wiz is a new breed of decker one that can not only access the Matrix but is also the master of all things electronic He can find a way to splice into the Matrix and aid the team from afar or he can tag along on the run and disable the latest electronic security devices the corp has just installed He has the skills the tools and the technology to handle all the team s tech needs Many runners underestimate the tribal shaman in the sprawl but her magic revolves around chaos and what can be more chaotic than the urban
234. This is the standard off the shelf new cyberware installed in virtually every cyberware clinic This cyberware is available to beginning characters and can usually be found with the right connections There are no changes to nuyen or Essence costs ALPHA GRADE CYBERWARE This is the top of the line mass produced cyberware built with smaller and more advanced parts and better medical technology It is available to beginning characters and can generally be bought off the shelf The nuyen cost of Alpha Cyberware x2 standard but the Essence cost is reduced to 80 BETA GRADE CYBERWARE This level of cyberware includes some of the best technology in the field and each piece is custom built for the person that will have it installed Beta Cyberware must be ordered from a clinic which can often be hard enough to find where it will be built to the person s specifications and will then be implanted Beta Cyberware is not available to beginning characters The nuyen cost of Beta Cyberware is x4 of standard and the Essence cost is 60 DELTA GRADE CYBERWARE This is the pinnacle of cybernetic technology using the latest in cutting edge parts and each is built to strict specifications based on the physiology and medical needs of the user Delta Cyberware is very rare outside of mega corps and so Delta Cyberware on the street in the hands of shadowrunners even rarer still Delta Cyberware is not available to beginning characters and shou
235. Titan 10 Chevrolet Silverado 2050 SS Nissan Holden Brumb STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 12 3 20 x4 90 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 rear gate 2 Bucket 1 Bench 4WD Diesel 1 48 hrs 19 000 Options Folding Bench Seat Similar Models Land Rover Model 2067 BMW Off Roader Honda Safari 115 Toyota Gopher Pickup SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 12 3 21 x4 95 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 4WD Combustion 1 48 hrs 29 500 Options Roll Bars Similar Models Ford Texan Nissan Rebel GMC B150 SPORTS CARS Eurocar Westwind 2000 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 18 4 26 x4 158 mph 2 1 3 Entry Points Seating Dri
236. Type Wt Cost Insulated Clothing 10 950 RUTHENIUM POLYMER CLOTHING Utilizing the latest ruthenium polymer technology and imaging systems this clothing can render a character nearly invisible to sight Utilizing several imaging cameras strategically located on the clothing the smart systems controlling the color patterns of the ruthenium polymers can alter the colors to near perfectly mimic the surrounding environment rendering the wearer almost completely invisible Note that fast movement can overwhelm the systems as they try to account for the rapidly changing environment and it renders the system ineffective Power Invisibility Normal Sight Adv Reduced END 0 END 7 5 AP 30 Lim IIF 25 Independent 2 Only when moving combat speed or slower 5 Type Wt Cost Ruthenium Polymer Clothing 2 5 75000 STEALTH CLOTHING A suit built from sound absorbing and dampening materials this suit helps to cancel sound created by the wearer s movements It is also built with a minimal amount of swinging or moving parts and buckles straps are made of sound canceling materials Power Stealth Skill 3 Adv None AP 6 Lim IIF 5 Independent 2 Type Wt Cost Stealth Clothing 2 5 600 THERMO STEALTH CLOTHING This clothing is constructed of material that is designed to conceal the wearer s body heat It accomplishes this by varying methods such as restrained dispersal ambient temperature surface matching and internal co
237. YGENATE Oxygenate relieves the effects of an inhaled drug or poison Power Healing Adv Any number of Powers Characteristics affected by ingested toxins at the same time 2 Lim Spell 2 5 Active Point Cost 30 per 1d6 ILLUSION SPELLS CHAOS This spell produces a storm of conflicting sensations and images to confuse the senses Power Change Environment Hearing Sight Group Perception Rolls OCV DCV All Characteristic Rolls Adv None Lim Spell 2 5 Active Point Cost 50 5 per x2 Radius ENTERTAINMENT This spell creates obvious but entertaining visual illusions The entertainment industry uses illusionists as literal special effects wizards Magical designers and artists work to create new and interesting sensations including sensations that can t otherwise be experienced in the real world Only the wealthy can afford the unique experiences offered by such spellcasters Power Images Sight Group Adv None Lim Spell 2 5 Only to create obvious illusions 5 Active Point Cost 10 INVISIBILITY This spell makes the subject invisible to normal vision The subject is completely tangible and detectable by the other senses Their aura is still visible to astral perception Power Invisibility to Sight Group Adv Usable By Others 25 Lim Spell 2 5 Extra Time Phase 25 Active Point Cost 25 25 Advantage per 2x Targets MASK The mask spell alters the target s voice scent and other
238. able 0 0 1 2d6 0 8 30 c 25 4 AF 10 3 900 MI Gandaii 10mm Gas Vent Very Reliable 2 1 4d6 0 8 35 c 25 5 AF 10 3 5 2175 Grenade Launcher 1 ammo cap Malorian Arms Sub Flechette Gun Gas Vent Very Reliable 2 0 2d6 RP 0 8 30 c 125 4 AF 10 3 5 725 10mm F Flechette Ammo already figured into stats Militech 10 10mm 1 1 1d6 0 8 30 c 125 3 AF 10 3 25 100 Colt Vampire 11mm Gas Vent Internal Smartgun 2 0 2d6 0 9 35 c 50 5 AF 10 3 25 2500 Link Folding Stock Very Reliable Colt Cobra TZ 115 11mm Gas Vent Laser Sight 2 1 2d6 0 9 32 c 50 4 AF 10 3 2000 Folding Stock Colt Cobra TZ 118 11mm Gas Vent Internal Smartgun 1 0 2d6 0 9 32 c 50 4 AF 10 3 2100 Link Folding Stoc Heckler amp Koch MP 5 TX Laser Sight Very Reliable 2 2 2d6 0 9 20 c 50 3 AF 10 3 25 1800 11mm Sternmeyer 21 11mm Folding Stock 0 2d6 0 9 30 c 50 4 AF 10 2 75 1250 Ingram Smartgun 45 Cal Gas Vent Folding Stock 0 2d6 0 9 32 c 50 4 AF 10 3 1650 Unreliable SCK Model 100 45 Cal Internal Smartgun Link 2 2d6 0 9 30 c 150 4 AF 10 4 5 1875 Folding Stock Very Reliable Steyr AUG CSL Submachine Gun Gas Vent Laser Sight 2 2d6 1 0 0 40 c 875 4 AF 10 3 5 5000 5 56mm Rifle Heckler amp Koch MPK 2020 Gas Vent Laser Sight 2 2 2d6 1 0 1 60 c 175 5 AF 10 4 5 2325 12mm SCK Katsu 12mm Folding Stock 1 2d6 1 0 1 32 c 175 4 AF 10 4 25 1400 SCK Rinzai 12mm Gas Vent Internal Smartgun 1 2d6 1 0 1 60 c
239. ailability of the item The availability is broken into 2 sections The first part is the contact roll modifier which represents how rare or difficult to obtain the particular item is The second part represents how long it normally takes to acquire the item Every 2 points the contact roll is made is the level of effect Divide the base time by the level of effect to determine the actual time it takes to acquire the item After the item is acquired the character and contact must agree on a price This is usually accomplished through a Trading vs Trading or INT skill roll with the base price as a starting point Determine the level of success and modify the base price up or down by 5 per level of success Sometimes a contact will be more likely to help a character out if he doesn t negotiate too hard or is willing to pay full price Also 6 some contacts who are favorably inclined toward a character may not increase the price of items GMs are also allowed to modify the contact roll to acquire items if a character offers more than the base price from the beginning A character can gain a 1 contact roll per 10 item base price up to a maximum of 3 The item will eventually become available unless the contact roll was an 18 or the roll fails by more than 5 e If the item has an Availability of 5 or higher for every 2 points the contact roll failed it requires another span equaling the base time an item that requires 14
240. aintain and providing security to the grid is a minor expenditure compared to the cost of having to rebuild one PLTGs usually connect to a public LTG so that they may communicate outside their corporate confines and deckers may gain entry to a PLTG through these entry points But it is not unusual to have completely isolated PLTGs for overly sensitive corps and the only way to gain entry to these would be from a host inside the corporate grid 91 SHADOWPUNK MATRIX HOSTS Hosts are the computer systems that serve as the backbone of the Sixth World s information network Billions of nuyen and uncountable megapulses of data flow through these systems every day Hosts are the vaults where the jewels of the Sixth World are kept Information That which is worth the most money Hosts serve as databanks research file storage libraries virtual shopping malls chat rooms virtual arcades private meeting sites message boards local networks archives banks and the list goes on Not all hosts are connected to the Matrix Hosts of highly paranoid or ultra secure sites do not connect to the Matrix to lessen the chance of intrusion by unauthorized deckers The only way into these systems is by going to the physical location of the host and jacking into it there SYSTEM ACCESS NODES System Access Nodes SANs connect host computers to grids and to each other When a decker performs a Logon to Host operation from the grid or from a dedic
241. al Thigh High Boots 0 3 1 2 36 hrs 750 Legal Thermo Option oe ES 2 48 hrs 4250 Legal High Boots 0 1 9 2 36 hrs 575 Legal Flashlight Pocket 6 Always 10 Lega Low Boots Shoes 0 1 3 2 36 hrs 260 Legal Flashlight Large 2 Always 25 Legal Armored Duster 2 7 5 3 48 hrs 1900 Legal Goggles 0 5 2 48 hrs 1500 Legal Forearm Guards 2 1 3 3 36 hrs 440 Legal Low Light Option zs 3 48 hrs 500 Legal Form Fitting Body 3 2 5 3 7 days 1100 Legal Thermo Option E i 3 48 hrs 700 Legal Armor Optical Binoculars 2 1 Always 150 Legal Helmet Standard 6 3 7 days 240 Legal Low Light Option 2 48 hrs 200 Legal Helmet Riot E 5 4 14 days 375 Lega Thermo Option 2 48 hrs 250 Legal Leather Clothing Smart Goggles 0 5 2 36 hrs 2500 OP N Gloves NA 3 Always 20 Lega Smart Shades 1 d 3 36 hrs 3000 OP N Jacket NA 6 Always 175 Lega Shirt NA 6 Always 150 Legal COMMUNICATIONS GEAR Long Coat NA 9 Always 515 Lega Micro Transceiver 4 1 48 hrs 2000 4P U Business Suit NA 9 Always 265 Legal Scantier 2 1 1 24 hrs 1600 Legal Formal Dress NA 9 Always 265 Lega Subvocal Microphone 6 2 48 hrs 500 5P U Vas NAc pe Always 20 Lega Transceiver E 1 1 48 hrs 1500 4P U Mini Skirt NA 6 Always 40 Legal ECCM 7 1 1 per 2 as Rat x Legal Pants NA 6 Always 100 Legal unit 1000 Thigh High Boots NA 6 Always 120 Lega Encryption Decryption 1 1 per 2 as Rat x 4P V High Boots NA 1 Always 90 Lega unit 2500 Low Boots Shoes NA 6 Always 40 Lega See Clothi
242. al control station from which the rigger monitors and directs the movements of drones connected to the network The remote control deck also maintains the electronic integrity of the network by ensuring stable data flow and employing active countermeasures to keep out unwanted intruders Because of the vast amount of data being transmitted over the airwaves remote control networks use three separate radio channels to command and control drones the command simsense and system channels The command channel relays messages that direct the movements and actions of the drones as well as situational information and intelligence between drones and the remote control deck The simsense channel routs audio visual and simsense data between drones remote control deck and the rigger The system channel carries data that ensures network integrity and monitors drone status SUBSCRIBER LISTS A remote control deck s subscriber list is a file that enables the deck to identify all the drones under its control Only drones listed on a remote control deck s subscriber list can connect with the deck This helps protect the network from unwanted intruders who may attempt to intercept network communications and feed the network false information or even seize control of the system A subscriber can contain a number of drones equal to twice the remote control deck s rating though the deck can only actively control a number of drones equal to its rating
243. al Body Takes No Stun Takes only Body 0 Spells when used by a Mage 25 8 Elemental Energy 50 point END Reserve 3 Recovery 0 14 True Flier Running 6 Swimming 2 0 All Elemental Magic Powers Usable By Others Cost Skill Roll Simultaneously 5 Only usable by Elemental or 6 2 OCV with Fire Attacks Mage that summoned it 25 Only for Detection Total Powers amp Skills Cost 235 Spells when used by a Mage 25 Cost Disadvantages Total Powers amp Skills Cost 238 5 Physical Limitation Dual Natured Being Infrequently Slightly Cost Disadvantages Impairing 5 Physical Limitation Dual Natured Being Infrequently Slightly 25 Psychological Limitation Follows master without question Very Impairing Common Total 25 Psychological Limitation Follows master without question Very 20 Vulnerability Water based attacks Common x2 damage Common Total 20 Distinctive Features Elemental Not Concealable Major 20 Vulnerability Fire based attacks Common x2 damage Reaction 20 Distinctive Features Elemental Not Concealable Major Total Disadvantages 70 Total Cost 199 Reaction Total Disadvantages 70 Total Cost 204 29 SHADOWPUNK MAGIC LESSER NATURE SPIRITS LESSER SPIRITS OF MAN LESSER FIELD SPIRIT
244. al equations in an astoundingly short time Second the Math SPU also functions as a timepiece alarm clock and stopwatch Third the Math SPU also increases the character s computer related skills as it performs many of the calculations for him Power Skill Levels Computer Related Skills Lightning Calculator Absolute Time Sense Adv None AP 9 12 15 Lim Cyberware 1 Type Skills Essence Nuyen Level 1 1 4 5 4500 Level 2 2 6 6000 Level 3 3 7 5 7500 ORIENTATION SYSTEM This system consists of a mapping unit connected to an inertial magnetic positioning system It is recommended for users to have Chipjacks Skillwire System or Datajacks for uploading and storing map data that the Orientation System can use When the proper softmap is loaded for this system the user s exact positioning and elevation relative to sea level can be displayed Street level can also be used as a reference point to elevation When interfaced with a Tactical Computer the user gains more Combat Skill Levels as long as he has a complete map of the current location Power Bump of Direction Adv None AP 3 Lim Only when map of area is loaded 5 Cyberware 1 Power Combat Skill Levels All Combat Adv None AP 16 Lim Only when combined with a Tactical Computer 5 Only when map of area is loaded 5 Cyberware 1 Type CSL Essence Nuyen Orientation System 2 6 5 25000 RADIO ENCYRPTION DECRYPTION This is the same as normal radio encry
245. al forms of an astral barrier can be anything from painted runes on the floor to an actual wall and it does not have to conform to the astral form s shape Astral Barriers modify all skill tests by its Active Points 5 for any magical skills attempting to cross it If a mundane character or item with a spell upon it passes through an astral barrier on the physical plane the character or item passes through but the spell is stopped If a character possessing a quickened spell or an item with a quickened spell on it passes through an astral barrier on the physical plane If the spell has a higher Active Point total it passes through If not it is stopped An initiate who knows the metamagic Masking may attempt to synchronize auras with the barrier Make an Aura Reading skill roll modified by 1 per 5 Active Points of the barrier If they initiate succeeds they may pass through it freely in the same way as the creator They must make a Aura Reading test each time they wish to move through the barrier WARDS A ward is an astral barrier that has no other function than to be a barrier in astral space Any Awakened character capable of astral perception can set up a ward given time The maximum area that can be warded is equal to the caster s Magic attribute x 5 cubic meters A group of characters can ward an area measuring 5 cubic meters x the sum of their Magic attributes A ward must be placed on a non living thing walls a vehicle r
246. am of tailored immuno suppressant treatment to prevent a body s rejection of the transplant The safest transplant material is grown from the samples of the patient s own cells Regrettably no replacements for brain or nervous tissue are yet available and fully viable clones only exist in the realm of fiction Type Base Time to Grow Cost Eye or Small Organ 3 weeks 7500 Large Organ 5 weeks 15000 Hand Foot 6 weeks 15000 Limb 8 weeks 25000 STABILIZATION UNIT An enclosed capsule with carrying handles this unit is designed to stabilize a critically wounded person until proper medical care can be applied It is standard equipment on DocWagon vehicles and in use with all the better ambulance services Stabilization units automatically stabilize any person placed inside They do their job so well that the patient receives a bonus of 3 REC for the next month that only helps to heal their wounds Power 2d6 Aid to REC Adv Fade 5 AP per month 2 AP 60 Lim OAF 1 Independent 2 Only to heal from current wounds 1 Power 1d6 Healing Regeneration Adv Reduced END 0 END 5 Persistent 5 AP 20 Lim OAF Bulky 1 5 Independent 2 Extra Time Turn 1 25 Only for targets at 0 Body or below 1 Type Wt Cost Stabilization Unit 30 15000 SLAP PATCHES Slap patches are adhesive drug dispensers that release measured doses to allow continual safe administration of necessary chemicals Patches must be appli
247. ammed to target a specific type of utility operational offensive defensive special Tar Baby IC does not attack completely passive utilities such as armor and sleaze programs Whenever a decker uses the specified type of utility the GM makes a test for both the utility and the Tar Baby IC The roll is at 11 rating for both programs If the IC wins it crashes itself and the utility but does not increase the security tally If the utility wins it remains safe and the GM makes a secret Sensor test to determine if the decker notices the IC GRAY IC Gray IC programs attack a decker s cyberdeck and utilities directly Any damage caused by a gray IC attack permanently affects the deck s ratings Damaged chips and other components must be replaced to restore the deck s original ratings BLASTER Blaster IC is proactive IC that attacks in cybercombat in the same manner as Killer IC Armor reduces damage from blaster attacks Additionally Blaster IC may permanently damage a decker s MPCP if it crashes his icon If Blaster IC dumps a decker make a skill roll for the IC 11 rating with a penalty equal to the MPCP rating Reduce the 98 MPCP by per 2 points the roll is made Hardening protects against this RIPPER Ripper IC is a gray version of crippler IC This proactive IC attacks in the same manner as crippler In addition whenever a ripper program reduces an persona program to 0 make a skill roll for the IC 11 rating wi
248. an 0 0 1 Ad6 0 13 L3 4 1 250 Grab STR Min doesn t add to amage Ares Electrowhip h Weapon 3 Range Can 0 0 1d6 and 4d6 0 8 10 L3 4 1 725 Grab STR Min doesn t add to NND Elec amage Must be recharge for 1 hour Kendachi Monowhip 1 h Weapon 3 Range Can 0 0 3d6 AP 0 5 L3 1 7750 Grab STR Min doesn t add to amage See rules for Monowhips 89 SHADOWPUNK WEAPONS STUN STR Weapon Standard Accessories Notes OCV RMod Damage x Min Shots Length Conc Weight Nuyen Unarmed Brass Knucks Studded 1 h Weapon 0 0 1d6N 0 325 0 Glove Heavy Armor Gauntlet Ares Karatand 1 h Weapon Implast Glove 0 0 2d6 N 0 l 5 200 Forearm Snap Blades 1 h Weapon 1 0 1d6 0 S 0 42 1 5 300 Shock Glove 1 h Weapon Must be 0 0 Unarmed and 0 8 2 5 750 recharged for 1 hour 3d6 NND Elec Kendachi Monofilament Garrote 2 h Weapon Can Grab 0 0 2d6 AP 0 S l 5000 Cyber Implant Weapons Hand Razors See Rules for Cyberware 0 0 1d6 RP 0 5 S 2 0 3750 Cyberspur See Rules for Cyberware 0 0 1 2d6 0 10 S 1 1 6250 Cyberspike See Rules for Cyberware 0 0 1d6 AP 0 10 S 1 1 3750 Cyber Fangs See
249. an being many of which are computers that use the body s own nervous system as a circuit board and the brain is the central processor Cyberware has its drawbacks though as those who are heavily chromed tend to disassociate themselves from humanity which makes them distant and cold at times Magical characters suffer heavily as it lowers their abilities with magic All pieces of cyberware are built with the Limitation Cyberware 1 This reflects the fact cyberware has to be implanted can be detected when not in use can be removed can be damaged and reduces the character s magical ability Characters start with an Essence score of 60 Each piece of cyberware implanted reduces this score by its Essence Cost Characters may have no more than 60 points of Essence lost with the exception of Cybermancy Losing over 60 points causes death For every 30 Essence lost the player and GM must decide upon a special disadvantage for the character equaling 10 points The disadvantage can be from Dependence Dependent NPC Distinctive Features Enraged Berserk Psychological Limitation or Social Limitation It is meant as a role playing tool to reflect the effect Cyberware has on a user s psyche The character gets no extra points from this disadvantage For every point of Essence paid for cyberware the character loses 1 point from his Magic Attribute which in turn reduces the power of magic that the character may cast HE
250. aneously 5 Ranged 5 Simultaneously 5 Ranged 5 2u 3 Confusion 6d6 Mind Control Telepathic 25 4 4u 3 Guard 8d6 Suppress Change Environment 4 Set Effect Wander Aimlessly 5 2u 4 Search Detect any Person Place or Thing 4 2u 4 Fear 6d6 Mind Control Telepathic 25 Set 4 Discriminatory Telescopic 6 PER Roll 10 Costs Effect Run Away in Fear 5 END 5 4u 5 Guard 8d6 Suppress Change Environment 4 2u 5 Movement 2d6 Aid Succor to Swimming Area of 4 2u 6 Search Detect any Person Place or Thing 4 Effect Radius 1 Discriminatory Telescopic 6 PER Roll 10 Costs 2u 6 Movement 2 2d6 Suppress Any Movement Power 5 END 5 one at a time 25 Area of Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 10 Astral Projection Extra Dimensional Travel to Any 3 point in the Astral Plane Astral Form can be seen but point in the Astral Plane Astral Form can be seen but not affected from the material 5 Extra Time Full not affected from the material 5 Extra Time Full Phase 5 Point of Entry is relative to the characters Phase 5 Point of Entry is relative to the characters original location 5 original location 5 4 Immunity to Normal Weapons Damage Resistance 6 0 4 Immunity to Normal Weapons Damage Resistance 6 0 PD 6 ED Does Not Work against Magic 5 PD 6 ED Does Not Work against Magic 5 20 Spirit Body 50 Energy Damage Reduction
251. any 5 56mm 2d6 1 0 10 other abilities The bonuses are in addition to those granted by using 223 Caliber 2d6 1 0 10 the Brace maneuver 7 62mm 24d6 0 E 13 The Shoulder Stock on a weapon reduces the STR min by 2 when 30 Caliber 2 d6 1 15 Bracing for a total of 7 to STR min Folding stocks reduce 450 Caliber 3d6 1 Hl T 18 concealability only by 1 when folded Rifles and Machine Guns are 50 Caliber 3d6 F1 E 20 assumed to have shoulder stocks as standard 13mm 3d6 FI x 20 The Gas Vent recoil suppresser can be installed in any autofire small 14 5mm 3d6 1 x 23 arms except needle weapons When installed it reduces the STR Min 2 of the weapon by up to 5 when firing on Autofire It can only offset Shotgun Ammo the increase of STR Min brought about by Autofire It cannot reduce and 2d5 ub 10 the STR Min of the weapon below its starting score It cannot be 20 Gauge 2d6 1 tl D mounted on Minigun class weapons 12 Gauge 2 4d6 Hl 15 The character must Brace to gain the benefits of the Bipod and Tripod 00 2 4d6 l 15 and they must be able to place the accessory on a proper surface 10 Gauge 3d6 1 I i 18 Bipods reduce concealability by 2 when attached or 1 if folded and 8 Gauge 3d6 1 20 Tripods reduce concealability by 4 when mounted 4 Gauge 3d6 1 1 23 The listed Grenade Launcher only carries 1 shot per magazine 1 Cannon Ammo Ammo per 50 nuyen 20mm 4d6 1 1 27 Note Infrared Scopes and Low Light Scope
252. apons that normally harmless items such as pens credsticks and ID cards become deadly weapons when thrown by him or her Power 1d6 HKA Adv Ranged 7 5 AP 22 5 Lim OIF Objects of Opportunity 5 Range Based on STR 25 Magic Cost 13 points MISSILE PARRY The adept can catch slow moving missiles out of the air The base level of this power includes all thrown weapons and projectile weapons The character can upgrade to the next level to include bullets shrapnel or other high velocity ranged attacks Power Missile Deflection Adv None AP 10 2 per 1 OCV Lim None Magic Cost 10 points 2 points for 1 OCV on Deflection roll 5 points to Deflect Bullets and Shrapnel MYSTIC ARMOR This power magically toughens the skin of the adept allowing him or her to resist the effects of damage Power Armor Adv None AP 3 per 2 points of Armor Lim None Magic Cost 3 points per 2 points of Armor Max 3 rPD 3 rED PAIN RESISTANCE An adept with this power makes him almost impervious to torture deprivation or physical hardship This doesn t mean that the user isn t hurt just that he won t notice the pain until he collapses Power CON Adv None AP 2 per 1 CON Lim Only to resist being stunned 1 Power Resistance Talent Adv None Lim None Magic Cost 2 points for 1 Resistance Talent 1 CON to resist stunning PERFECT DEFENSE The adept using this power cannot be harmed by any directed attac
253. at 1 Puncture Resistant These tires are inner sealed with Kevlar and puncture resistant fibers allowing them to resist damage better than standard tires Snow Tires These are standard tires that provide 1 to Combat Driving rolls to maintain control on snow and ice Type DEF BODY Cost Standard 2 2 BODY x 10 Performance 3 3 BODY x 15 Off Road 3 3 BODY x 25 Puncture Resistant 4 4 BODY x 40 Snow 3 3 BODY x 15 SHADOWPUNK RIGGING WINCHES Winches are attached to the bumpers of ground vehicles and can pull or tow heavy loads A winch can also be used to pull the vehicle across normally impassable terrain such as up a vertical cliff face Power Telekinesis Adv Reduced END 0 END 5 AP 4 5 per 2 TK STR Lim Only to pull or drag objects 1 Affects whole object 25 Power Flight 1 Adv Reduced END 0 END 5 AP 3 Lim Only to where the winch is secured 1 Type Cost Winch 100 STR x 10 VEHICLE EQUIPMENT MORPHING LICENSE PLATE A morphing license plate is composed of smart materials that bend and deform according to set patterns when charged with electricity This allows the plate to be programmed to depict certain embossed letters or numbers The plate is also colored with photovoltaic paint so that its color scheme may also change according to the electric charge allowing the plate to mimic license plates from any state or country Power Shapeshift Sight Group Touch Adv Reduced END 0 END 7
254. at shows vital information about the user s health on demand The Biomonitor also is an expert system that comes in quite handy if the user happens to be in serious danger of dying It provides skill levels to a person s Paramedic Skill if they try to stabilize him Power Skill Levels Paramedic PS Doctor Science Biochemistry Adv None AP 9 Lim Cyberware 1 Only when diagnosing the user 1 Type SL Essence Nuyen Biomonitor 3 3 2500 BLOOD FILTRATION SYSTEM The user is implanted with a replacement kidney that contains the filter to remove harmful foreign agents from the bloodstream It is effective against most injected drugs and many diseases The Blood Filtration 48 System subtracts its Defense value from the effect of injection based drain attacks such as that of a poison dart Power Power Defense Adv None AP 1 per DEF Lim Only affects injection vector attacks 1 5 Cyberware 1 Type DEF Essence Nuyen Blood Filtration System 1 20 DEF x 3 DEF x 1000 BONE LACING This is a lengthy and expensive process in which the cellular structure of the subject s bones is augmented with lattice chains of reinforced plastics and metals to improve the bone s integrity and tensile strength Because of the increased hardness and strength of the subject s bones the amount of damage from an unarmed attack is increased Power BODY Adv None AP 6 6 10 10 16 Lim Does not affect figured Characteristics 5
255. ated host connection he enters the SAN icon for the host he is invading The gamemaster needs to determine where the SAN are accessed from and where they lead SYSTEM RATING Every system has a Security Rating and five Subsystem Ratings Access Control Index File and Slave These are collectively know as the System Rating The GM can use the table below to randomly determine a host s System Rating or make them up HOST RATING TABLE Intrusion Difficulty Security Value Subsystem Rating Easy 10 1d6 6 d6 Average 13 1d6 8 1d6 Hard 16 2d6 12 1d6 SECURITY RATING Rated with a color followed by a number these determine the general security of the host The four security codes are Blue little or no security Green average security Orange significant security and Red high security Some matrix legends exist concerning systems with defenses off the scale called Ultraviolet UV or Black Systems The security value following the code starts at 11 and goes up from there This is the skill of the system to detect intruders Roll against this number as if it were a skill with a penalty equal to the Decker s Detection Factor So a Red 13 system rolling against a decker with a Detection Factor of 5 rolls against an 8 or less The Security Tally is determined by how far under the number the system rolls with a minimum of one If the above system had rolled a 5 against the decker his Security Tally would have increased by 3
256. ation emotions and mental images Power Mind Link Any Willing Target One at a Time Adv Usable By Others 7 25 Lim Spell 2 5 Active Point Cost 18 75 5 per 2x Number of Minds MIND PROBE This spell allows the subject to telepathically probe the mind of a visible target Power Telepathy Adv Usable By Others 7 25 Lim Spell 2 5 Active Point Cost 6 25 per 1d6 HEALTH SPELLS ANTIDOTE This spell helps a poisoned subject to overcome the toxin Power Suppress Adv Variable Effect Any Toxin Effect 7 25 Cumulative 7 5 Lim Spell 2 5 Active Point Cost 5 25 per 1d6 CURE DISEASE This spell helps a poisoned subject to overcome the illness Power Suppress Adv Variable Effect Any Disease Effect 7 25 Cumulative 5 Lim Spell 2 5 Active Point Cost 5 25 per 1d6 DECREASE CHARACTERISTIC This spell drains away the specified characteristic causing the target to function at lower capacity Each primary characteristic has a separate spell Decrease Strength Decrease Presence etc but there are none for the figured characteristics Power Drain Characteristic Adv Delayed Return Rate 5 Minutes 5 Lim Spell 2 5 Active Point Cost 15 per 1d6 DETOX Detox relieves the effects of an ingested drug or poison Power Healing Adv Any number of Powers Characteristics affected by ingested toxins at the same time 2 Lim Spell 2 5 Active Point Cost 30 per 1d6 HEAL This spe
257. azing feats beyond the norm Attribute Boost may be purchased for any of the physical attributes STR DEX BODY CON It must be purchased separately for each of the attributes and cannot be purchased for mental attributes To use this power the character must make an EGO roll 1 per 10 Active Points to activate the power Once activated it stays on as long as the character pays endurance Power Characteristics Adv None AP varies by Characteristic Lim Requires an Ego Roll 5 Costs END 5 Magic Cost 2 STR per point 2 DEX per 3 points 2 BODY per 2 points 2 CON per 2 points BLIND FIGHTING The adept has the innate ability to fight effectively even while in darkness or blinded Power Combat Sense Talent Adv None Lim None Magic Cost 15 points for Combat Sense 2 points for 1 to roll BODY CONTROL The adept s power of mind over body allows him to resist the effects of toxins and diseases Each level of Body Control gives 1 Power Defense against any normal toxins Power Power Defense Adv None AP per 1 Power Defense Lim Only against normal toxins 5 Magic Cost 1 Power Defense per 7 points COUNTERSTRIKE The counterstrike power gives the adept a particularly strong ability to strike back at attackers Power HKA Adv Continuous 1 Damage Shield 5 AP 38 per 1d6 Lim Gestures 25 Magic Cost 30 points per 1d6 HKA Max 2d6 HKA DIRECTION SENSE The adept has an innate
258. be altered Unmarked security and police vehicles use chameleon paint to switch between a mundane appearance and official security police markings Likewise shadowrunners use chameleon paint to lose tails and prevent their vehicles from being identified at crime scenes Chameleon paint is also popular among members of certain social classes who like to show off their vehicles with specialized schemes or display certain messages to passersby Chameleon paint requires more than a simple paint job First a monofilament mesh must be secured to the vehicle s surface with insulating resin The mesh is then wired to the vehicle s onboard computer The photovoltaic paint is then applied over the mesh The paint scheme is controlled via a program loaded onto the onboard computer allowing the user to select a particular color and pattern for each segment of the mesh grid Changing a vehicle s color takes a minimum of a Full Phase action and may take longer depending on the complexity of the paint scheme Chameleon paint does not allow a vehicle to blend into surrounding environment as do ruthenium polymers In fact chameleon paint is incompatible with ruthenium as well as ablative armor Power Shapeshift Sight Group Adv Reduced END 0 END 7 5 Persistent 5 AP 10 Lim IIF 25 Does not work in magnetic fields 25 Only to change the vehicle s paint scheme 1 Type Cost Photovoltaic Chameleon Paint BODY x 500 110 SEA
259. ber Optics Type Bio Idx Avail Cost Legality Cybereyes 1 6 1 24 hrs 2000 Legal Adrenal Pump Bright Light System 3 6 4 14 days 5000 3P Q Level 1 4 5 5 16 days 100000 P R Cosmetic Modification 1 24 hrs 500 Legal Level 2 9 5 16 days 200000 1P R Digital Camera Ll 3 24 hrs 2500 Legal Cat s Eyes 2 2 6 days 12500 Legal Eye Light System 1 4 2 72 hrs 2500 Legal Cerebral Booster Flare Compensation Rat x 3 3 48 hrs Rat x 1000 Legal Level 1 1 6 3 14 days 10000 Legal Image Enhancement Rat x 7 3 48 hrs Rat x 2000 Legal Level 2 3 2 3 14 days 20000 Legal Low Light Vision 1 7 2 36 hrs 1250 Legal Decentralized Heart 2 7 2 10 days 30000 Legal Optishields 2 8 2 24 hrs 12750 Legal Enhanced Articulation 6 3 6 days 37500 Legal Rangefinder 4 3 48 hrs 3250 Legal Extended Volume Rat x 7 2 4 days Rat x 5000 Legal Remote Eye 8 3 72 hrs 10000 Legal Mnemonic Enhancer 2 3 7 days 25000 Legal Retinal Clock 1 2 24 hrs 750 Legal Muscle Augmentation Retinal Duplication 3 4 7 days 15000 1 Q Level 1 1 7 3 6 days 25000 0P Q Thermographic Vision 33 4 36 hrs 1250 Legal Level 2 33 3 6 days 50000 0P Q Ultrasound Vision 5 3 48 hrs 3750 Legal Level 3 5 3 6 days 75000 OP Q Vision Magnification Rat x 3 2 48 hrs Rat x 750 Legal Level 4 6 7 3 6 days 100000 OP Q Cyber Audio Muscle Toner Cyberears 1 6 1 24 hrs 2000 Legal Level 1 4 3 6 days 60000 0P Q Cosmetic Modification 1 24 hrs 500 Legal Level 2 6 3 6 days 90000 0P Q Hearing Amplification Rat x 5
260. berspace Designs Dalmatian STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 3 18 4 13 x4 80 mph 0 1 2 Entry Points Seating Drivetrain Engine Availability Cost Thunderbird Combustion 1 24 hrs 16 000 Options Remote Control Interface Rigger Adaptation 4 Jets Similar Models Eireann Tir Ulchabh n Ares Sergeant Cyberspace Designs Wolfhound STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 3 18 6 26 x4 158 mph 0 1 2 Entry Points Seating Drivetrain Engine Availability Cost Thunderbird Combustion 2 72 hrs 60 000 Options Remote Control Interface Rigger Adaptation Drive By Wire 2 4 Jets Similar Models Eireann T r Ulchabh n Ares Sergeant 127 SHADOWPUNK VEHICLES WALKERS Renraku Arachnoid Mini Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 i 12x 6 3 18 4 2 x2 6 mph 6 1 1 Entry Points Seating Drivetrain Engine Availability Cost Walker Electric 1 24 hrs 12 375
261. ble 2 1 200 Bola 1d6 Entangle 1 1 100 Flare Creates light May start fires x 1 25 Shock Lock Armor Piercing against Objects 1 STUNx and 3 RMod against creatures xl 75 70 Stun Shells DC in Normal Damage 1 5 25 MELEE WEAPONS STUN STR Weapon Standard Accessories Notes OCV RMod Damage x Min Shots Length Conc Weight Nuyen Axes Throwing Axe 1 h Weapon Thrown Weapon 0 1 1d6 0 8 M 3 5 35 Masterwork Throwing Axe 1 h Weapon Thrown Weapon 1 1 1d6 0 8 M 3 5 55 Hand Axe 1 h Weapon Thrown Weapon 0 0 1d6 1 0 10 M 4 415 350 Masterwork Hand Axe 1 h Weapon Thrown Weapon 1 0 1d6 1 0 10 M 4 AS 525 Battle Axe 1 5 h Weapon 0 0 2d6 0 15 M 6 1 5 460 Masterwork Battle Axe 1 5 h Weapon 1 0 2d6 0 15 M 6 1 5 690 Wallacher Combat Axe 2 h Weapon 0 0 2d6 1 0 15 M 7 2 975 Centurion Laser Crescent Axe 1 5 h Weapon 1 0 2d6 vs rED 0 15 M 6 5 2 1725 Blades Knife h Weapon Thrown Weapon 0 0 V d6 0 5 S 1 E 35 Masterwork Knife h Weapon Thrown Weapon 1 0 V d6 0 5 S 1 2 55 Throwing Knife h Weapon Thrown Weapon 0 1 Y d6 0 a S 1 25 40 Masterwork Throwing Knife h Weapon Thrown Weapon 1 1 Y d6 0 5 S 1 25 60 Cougar Fine Blade Short Combat h Weapon Thrown Weapon 2 0 1d6 1 0 5 S 1 5 400 Knife Redstone Survival Knife h Weapon Thrown Weapon 0 0 1d6 0 8 S 2 75 125 Cougar Fine Blade Long Combat h Weapon Thrown Weapon 2 0 1d6 0 8 S 2 AS 500 Knife Short Sword Wakizashi h Weapon 0 0 1d6 0 8 M 3 75 250 aster
262. bold one minute cowardly the next Old Man Coyote can be a friend or deceiver He is intensely curious and fond of taking risks just for the fun of it Coyote shamans are independent and refuse to be bound by anything other than their word They live by their own rules surviving on wit and charm Environment Anywhere on land Advantages None Disadvantages None DOG Dog is a loyal friend honored by shamans around the world He fights ferociously to defend his home and those under his protection Dog shamans protect people from the harmful magic and dangerous spirits They are loyal generous and helpful to those who show them kindness and loyalty in return They are single minded often to the point of stubbornness Environment Urban Advantages 2 Skill Levels to cast Detection spells 2 Skill Levels to conjure Field and Hearth Spirits Disadvantages The dog shaman must make an Ego roll to change a declared course of action The test requires a full phase action as dog struggles to change his mind DOLPHIN Dolphin is the free spirit of the sea dancer on the waves She is wise yet playful and a friend of man Dolphin helps people against the threats of the sea like Shark Dolphin shamans are staunch protectors and helpers The cannot turn down a deserving person who needs their help and must fight against evil that threatens people or nature Environment On or by the sea Advantages 2 Skill Levels to cast Detectio
263. but 3 Acrobatics DEX 13 the street shaman knows the balance of the life cycles of the sewers 3 Breakfall DEX 13 better than any other From this she knows much about the surface 3 Climbing DEX 13 dwellers above including their strengths and weaknesses Combined 0 Concealment INT 8 with her stealth and magic such knowledge makes her a natural at 0 Conversation PRE 8 penetrating security and accessing installations and therefore invaluable 16 CSL 2 with All Combat no matter what kind of shadowrun you are on 0 Deduction INT 8 10 Martial Arts Karate Cost Skill Talent Perk Roll 0 Paramedics INT 8 9 Acting PRE 8 0 Persuasion PRE 8 3 Aura Reading INT 12 0 Shadowing INT 8 D AROBIBBEISNDEN 8 3 Stealth DEX 13 0 Concealment INT 8 3 Teamwork DEX 13 3 Conj ring EGO 13 0 TF Car or Bike 0 Conversation PRE 8 2 WF Blades 5 CSL 1 with All Ranged 0 WF Clubs 0 Deduction INT 8 2 WF Cyber Implant Weaponry 3 Electronics INT 12 2 WF Pistols 0 Paramedics INT 8 2 WF Submachine Guns E Persuasion PRE 12 0 WF Unarmed Combat 9 Shadowing UNT Cem s 40 Perk Wealth 1 000 000 347 500 remaining 15 SL 5 with Aura Reading Conjuring and Sorcery Background Skills 3 Sorcery EGO 14 2 AK Home Region 12 3 Stealth DEX 13 2 KS Bushido Philosophy 11 Sania Urban HINT 2 KS Gang Identification 11 0 TF Car ar Bike 2 KS Japanese Society 11 0 WE Clubs 2 KS Megacorporate Security
264. bvocal Radio Transceiver 8 8 3800 REMOTE CONTROL DECK A headware mounted remote control deck It functions exactly like that of a standard remote control deck except that upgrades must be surgically implanted and the system costs essence Power Mind Link Vehicles Adv None AP 10 Lim Cyberware 1 Type Essence Nuyen Remote Control System 5 Rating x 25000 REMOTE CONTROL BIOFEEDBACK FILTER The remote control biofeedback filter is a headware remote control system accessory that protects the rigger from harmful simsense peak level surges Power Mental Defense Adv None AP 1 per Rating Lim Only against Dump Shock 1 Cyberware 1 Type MD Essence Cost Remote Control Biofeedback 1 10 Rating x Rating x Filter 3 10000 REMOTE CONTROL ENCRYPTION MODULE RCEM This is a headware mounted Remote Control Encryption Module It functions exactly like that of a standard remote system except that upgrades must be surgically implanted and the system costs essence The RCEM provides skill levels for Cryptography to guard against intrusion of the network by other riggers The maximum rating for the RCEM is 10 Power Cryptography Skill Adv None AP 2 per Rating Lim Only to encrypt or decrypt remote control network transmissions 1 Cyberware 1 Type SL Essence Cost Remote Control Encryption 1 10 Rating x Rating x Module 7 10000 RIGGER DECRYPTION MODULE This is a headware mounted Rigger Decryption Module It f
265. cannot return to astral space or the physical world for 28 days ASTRAL COMBAT AGAINST OBJECTS AND BARRIERS When characters engage non sentient items in Astral Combat they use their normal astral attacks usually based on Astral Strength or their Dispelling power against the object The object is considered to be a 0 point character with the following modifications It is considered to have a Strength equal to 10 4 its Active Points which figures its PD Stun equal to 15 4 its Strength 4 its Active Points and a Dexterity equal to 10 its Active Points divided by 3 which figures its CV and Speed So a Force 10 Spell has a Strength 13 PD 3 Stun of 23 Dexterity of 11 CV 3 Speed 2 Conversely a 60 Active Point object would have a Strength of 25 PD 5 Stun of 42 and Dexterity of 20 CV 6 Speed 3 Also remember that astral presences add 2 to their effective speed so the above examples would have a Speed 4 and Speed 5 respectively Objects counterattack every phase they act as long as the previous action from the magician was to attack If the magician decides to break off combat the object does not attack and continues to function at full strength 19 SHADOWPUNK MAGIC An object reduced to 0 Stun is effectively turned off but will return to full Stun in 1 Turn A character can keep the object or barrier suppressed by spending a full phase action every turn keeping it suppressed To permanently destro
266. cation system instructs the operator to interrogate the individual This is most often an Interrogation vs Persuasion skill contest though a GM might consider other skills if necessary Stick Rating Cost 1 4 Rating x Rating x 1000 5 8 Rating x 5000 9 12 Rating x 10000 13 Rating x 50000 ELECTRONICS CELL PHONE Portable phones range from the common wrist model with or without flip up view screen to handset units to audio only earplug models with lightweight boom microphones They offer most of the same tridphone service features as telecoms The user must be within range of a cellular tower to connect to the network but there are few places in the modern world that don t have cellular coverage Phone service is usually limited to a specific sprawl though a user can merely register that he or she is roaming and their service will be available in other sprawlzones Because cell phones broadcast and receive they are subject to electromagnetic distortions and jamming Decking cannot be done over cellular frequencies The advanced digital technology of cellular networks allow cellular service providers or anyone with access to the provider s computer network to triangulate the position of a cell phone within their area of coverage to within 5 meters The phone does not need to be active to accomplish this it needs only to be turned on Many security conscious fold only keep their phones on when they need to or use fake ID
267. cause the files have counterfeit headers the host may notice irregularities GM discretion Deckers can also use Edit File operations to make copies of files on the same host This requires two System Tests the first being a Files Test to copy and the second is against the subsystem that controls the location where he or she wishes to hide the copy After altering inserting or deleting files a decker may make a Control Test using his Read Write utility to authenticate the file s headers If the decker fails to take this step it will take 1d6 hours before the system notices the tampered file and report it to the host s supervisor Deckers may also check to determine whether a file has been tampered with If the file was altered without authenticating the headers a Files Test will reveal it If the file headers were authenticated then the Decker must make his skill roll by more than the tampering decker to reveal it EDIT SLAVE Test Slave Utilities Spoof Action Full Phase This operation allows a decker to modify data sent to or received from a remote device controlled by a host s Slave subsystem A decker could perform Edit Slave operations to alter video signals or sensor readings from a computer controlled security camera or alter readings being sent to a console or simulator The Edit Slave operation is a monitored one SHADOWPUNK MATRIX GRACEFUL LOGOFF Test Access Utilities Deception Action Full Phase Th
268. cery The magician determines which spell to cast then determines total Active Points in the Spell Spell is targeted and attack rolls are made as appropriate Determine the effects of the spell The Magician pays END as normal for the spell Drain is separate from the Endurance cost of the spell It is 1 point of STUN per 5 Active Points in the Spell If the Active Points of 17 SHADOWPUNK MAGIC the Spell is higher than the Magician s Magic Attribute Drain is equal to 1 BODY per 5 Active Points in the spell e The Magician can resist Drain by succeeding in a Sorcery Skill Roll For every 1 point of success the STUN or BODY cost is reduced by 1 SPELL DEFENSE This is a free power that allows the Full Magician Hermetic or Shamanic to allocate some defenses for any characters within his line of sight A mage is considered to have his Spell Defense set at maximum unless unconscious or consciously reduces it by casting spells etc The mage can dedicate some of his entire spell defense to any target in his line of sight and may split defenses between any targets he can see For every 1 Spell Defense the magician effectively lowers his Magic Attribute by 10 in regards to whether spells cause Physical BODY or STUN Drain The magician can allocate 1 until his Magic Attribute is effectively 0 which prevents him from casting any spells i e an Initiate may have more than 6 to allocate for Spell Defense Power
269. ciently but he is just as capable of going toe to toe with goons or security if it comes to that Just because he s big chromed and wired for speed and close combat doesn t mean he s bad at decking He lives for the rush of the Matrix When not on a run the combat decker keeps tabs on what s going down in the sprawl for his teammates as a bodyguard where his skills of patience alertness and control are Cost Skill Talent Perk Roll constantly tested 0 Acting PRE 8 3 Analyze Hacking INT 13 Cost Skill Talent Perk Roll 3 Bugging INT 13 3 Acrobatics DEX 13 0 Climbing DEX 8 0 Acting PRE 8 3 Combat Driving DEX 12 3 Breakfall DEX 13 7 Computers INT 15 3 Climbing DEX 13 3 Concealment INT 13 0 Concealment INT 8 0 Conversation PRE 8 0 Conversation PRE 8 10 CSL 2 with Cybercombat 15 CSL 3 with HTH 5 CSL 1 with HTH 0 Deduction INT 8 0 Deduction INT 8 5 Defense Maneuver II 3 Electronics INT 13 20 Martial Arts 0 Paramedics INT 8 0 Paramedics INT 8 0 Persuasion PRE 8 0 Persuasion PRE 8 0 Shadowing INT 8 0 Shadowing INT 8 12 SL 4 with Computers Computer Design and 9 SL 3 with Concealment Shadowing Stealth Analyze Hacking 3 Stealth DEX 13 8 SL 4 with Streetw
270. cockpit Power Life Support Self Contained Breathing Safe in Low Pressure Vacuum High Pressure Intense Cold Intense Heat Adv Usable By Others varies AP 17 Lim Only when vehicle is undamaged 1 Only when vehicle is completely closed 5 Type Cost EnviroSeal System BODY x 750 ROLL BARS These add rigidity to vehicles and mitigate damage from crashes The roll bars add to the effects of a crash cage and Advanced Passenger Protection Systems Power 25 Damage Reduction Physical Resistant Adv None AP 15 Lim Only against crash damage 1 Only against damage to passengers 5 Type Cost Roll Bars 3000 PERSONAL ARMOR This includes advanced ceramics and Kevlar body panels to fend off small arms fire to protect the passengers and driver from attacks directly specifically at them Power Armor Adv Hardened 25 AP 1 5 per 1 rPD Lim Only to protect passengers 1 Type Cost Personal Armor 375 per 1 rPD VEHICLE ARMOR Standard vehicle armor consists of ceramic and metallic panels that protect both the vehicle and passengers from attacks Concealed Armor Vehicle Armor and Hardened Vehicle Armor are not compatible Power DEF Adv None AP 3 per 1 DEF Lim Visible 25 Type Cost Vehicle Armor 1500 per 1 DEF SIGNATURE MODIFICATIONS ACTIVE THERMAL MASKING This is a high powered coolant system that temporarily absorbs heat generated by the vehicle s power plant Power Invisibilit
271. d Perception Hearing Group Adv None AP 2 x Rating Lim Cyberware 1 Side Effect Flash Hearing attacks are double effect 5 Type PER Essence Nuyen Hearing Amplification 1 6 Rating x 8 Rating x 2000 LEVEL DAMPER This system automatically compensates for loud noises such as stun bomb attacks or sonic weapons and it also protects from damaging frequencies Power Flash Defense Hearing Group Adv None AP x Rating Lim Cyberware 1 Type FD Essence Nuyen Level Damper 1 8 Rating x 5 Rating x 1000 RECORDER The user can record anything that he can hear If the user has an external storage device such as a pocket computer he may connect to it via a Datajack and use it to store the audio data If there is no storage device available there is a chip inside a data port in the ear that can store 5 minutes of audio This piece cannot be installed as a hearing modification 1 minute of audio requires 1 Mp of storage Power Eidetic Memory Adv None AP 5 Lim Limited time by storage 5 Audio only 5 Cyberware 1 Cyberears only 25 Type Essence Nuyen Recorder 1 5 2500 PARABOLIC HEARING The user may hear small sounds at long distances by angling his or her head just so This involves some reconstructive surgery for those who wish to just get a hearing modification but it is not so dramatic as to be obvious to onlookers Power Telescopic Hearing Group Adv None AP 1 x Rating Lim Cyberware
272. d6 Ona result of 1 3 determine damage for cyberware On a result of 4 6 determine damage for bioware 60 Roll Location 2d6 Head Location 2 5 Headware 6 7 Bodyware Neural Interface 8 9 Cyber optic 10 11 Cyber audio 12 Cyber Limb Neural Interface 1d6 Hand Locations 1 2 Bodyware 3 6 Cyber Limb Cyberhand 1d6 Arm Location 1 3 Bodyware 4 6 Cyber Limb Cyberhand No Roll Shoulders Chest Stomach Vitals Locations Bodyware 1d6 Thigh Location 1 3 Bodyware 4 6 Cyber Limb 1d6 Leg Location 1 3 Bodyware 4 6 Cyber Limb 1d6 Foot Location 1 2 Bodyware 3 6 Cyber Limb Cyberfoot e If the character does not have the type of cyberware rolled then he or she was lucky and there was no damage Once the type of cyberware is determined a random roll among all systems of that type possessed by the character determines which one is damaged If a system takes 10095 damage then it is considered destroyed and it must be replaced Repairing of cyberware requires surgery and the character must undergo the same level of surgery that was done to implant it in the first place Note also that damaged cyberware functions at reduced capacity until repaired The percentage of damage is the reduction in efficiency of the piece Pieces that cannot be reduced as such simply cease to function until repaired IMPLANTING CYBERWARE AND BIOWARE The implanting of cyberware and bioware is a delicate and sometimes painful process The character i
273. dept s limbs unusually limber able to twist and bend more than a normal person s Power Double Jointed Talent Adv None Lim None Magic Cost 4 points GREAT LEAP Adepts with great leap are able to make incredible jumps into the air and over long distances Power Leaping Adv None AP 1 per 1 Leap Lim None Magic Cost 1 point per 1 Leap IMPROVED ABILITY The adept focuses his magic to become more skilled This allows the adept to buy SL for Combat and Agility skills Power Skill Levels Adv None AP varies by skill level Lim None Magic Cost Varies by Skill Level IMPROVED PHYSICAL ATTRIBUTE The adept can buy his STR DEX BODY or CON up with this power The cost is the same as for buying the normal attribute and the change does affect figured characteristics Power Characteristics Adv None Lim None Magic Cost 1 STR per point 1 DEX per 3 points 1 BODY per 2 points 2 CON per 2 points IMPROVED REFLEXES The adept can buy his SPD up with this power The cost is the same as for buying the normal attribute Power SPD Adv None AP 10 per 1 SPD Lim Does not affect SPD while driving a vehicle or decking 5 Magic Cost 1 SPD per 6 5 points IMPROVED SCENT The adept can identify scents in the same way as a bloodhound The adept can also track people by their scent Power Tracking Smell Discriminatory Smell Adv None AP 10 Lim None Magic Cost 10 points IMPROVED TASTE T
274. destroyed GMs discretion on what weapons can attack the missile DCV 17 DEF 3 BODY 5 Also if the target moves out of range before the missile reaches the target then it automatically misses its target SHOTGUNS Shotguns can fire standard slug rounds listed in the weapons table or may fire shot rounds which gives them the ability to hit an area of effect Firing shot is much like making an area of effect cone attack except the choke on the shotgun can be adjusted Smartgun chokes can be adjusted cybernetically as a 0 Phase action by taking a 2 Phase action A shotgun choke can be set from 1 to 10 At setting 1 it functions exactly like a standard area of effect cone For each step up on the choke the cone is slimmed as follows The cone is 1 wide at the beginning and then travels 2 hexes before becoming 2 wide So at setting 2 the cone is twice as long as setting 1 Setting 3 is 3 times as a long as setting 1 traveling 3 hexes before become 2 wide 3 more hexes before becoming 3 wide etc All attacks made with shot ammunition are Reduced Penetration LIFESTYLES Even though it may sometimes seem that many Shadowrun characters live in a bar or a rundown squat each character actually has a unique lifestyle Players can use the following information to flesh out events that might occur in their character s lives between adventures and also influence certain other aspects of a character s life Lifestyle measu
275. device Power Bugging Skill Adv None AP 2 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only to detect active radio transmissions 5 Type SL Conceal Wt Cost Bug Scanner 1 10 4 1 Rating x 500 DATA ENCRYPTION SYSTEM This device contains a built in version of the Scramble IC program that encrypts data fed into it A similar device with the proper decode sequence can decrypt the data This piece of equipment can also be hooked up to a fiber optic data transmission device telecom fax so that phone calls e mail and so forth can be decrypted The keypad on this device allows selection of random or pre arranged codes Power Cryptography Skill Adv None AP 2 per Rating Lim OAF 25 Independent 2 Does not work in magnetic fields 25 Only to encrypt data transmissions 1 Type SL Conceal Wt Cost Data Encryption System 1 10 NA 1 Rating x 2500 SHADOWPUNK EQUIPMENT DATALINE SCANNER When in line with a system this device emits a pulse measures its return and analyzes the echo to detect the presence of dataline taps even those that are inactive The scanner cannot determine the location of the tap only that one exists Power Bugging Skill Adv None AP 2 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only to detect dataline taps 1 Type SL Conceal Wt Cost Dataline Scanner 1 10 4 1 Rating x 100 JAMMER This
276. dical Clinic 2 patients 2 technicians 6 Wheels Similar Models None VANS DocWagon SRT Ambulance STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 12 3 16 x4 70 mph 3 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket FWD Combustion 7 14 days 270 000 Options Anti Theft Rating 6 Medical Clinic 1 patient 1 technician Similar Models Ford Medivan Modified Chrysler Nissan VS 780 Renraku ParaMed 118 SHADOWPUNK VEHICLES GMC Bulldog Step Van STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 5 12 3 17 x4 75 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 1 Bucket 1 Bench FWD Combustion 1 48 hrs 32 600 Options Folding Bench Seat Vehicle Armor Similar Models Dodge Ram Van Ford F350 Chrysler Nissan Packer GMC Bulldog Step Van Security Variant
277. ding Conjuring and Sorcery 0 Conversation PRE 8 3 Sorcery EGO 14 10 CSL 2 with Cybercombat 3 Stealth DEX 12 3 CSL 1 with Pistols 3 Survival Temperate Forests INT 12 0 Deduction INT 8 0 TF Car or Bike 3 Electronics INT 13 2 WF Bows 3 Mechanics INT 13 0 WE Clubs 3 Paramedics INT 13 0 WF Unarmed Combat 3 Persuasion PRE 13 30 Talent Full Shaman 0 Shadowing INT 8 5 Perk Contacts 25 SL 4 to All INT Skills 2 Perk Wealth 50 000 8 SL 4 to Streetwise Persuasion and Conversation Background Skills Only in the Matrix 5 2 AK Home Region 12 3 Stealth DEX 12 2 KS Magic 11 3 Streetwise PRE 13 2 KS Tribal Politics 11 0 TF Car or Bike 0 Language Native 4 points worth Literacy 3 Weaponsmith INT 13 0 PS Medicine Man 11 0 WF Clubs 2 SS Anthropology 11 2 WEF Pistols 2 SS Zoology 11 0 WF Unarmed Combat Cost Spells AP END 5 Perk Contacts 7 Chaos 1 4 Radius 60 6 16 Perk Wealth 400 000 306 000 remaining 7 Heal 6d6 60 6 Background Skills 7 Flamethrower 4d6 RKA 60 6 2 AK Home Region INT 13 6 Control Thoughts 10d6 56 6 3 KS Matrix Topology INT 13 7 Lightning Bolt 1d6 60 6 3 KS Data Havens INT 13 5 Physical Barrier 10 rPD 6 x 1 47 5 0 Language Native 4 points worth Literacy Cost Disadvantages 0 PS Electronics Technician 11 20 Physical Limitation Subject to Magic Loss All the Time 2 SS Cybertechnology 11 Greatly Does not count toward 75 point maxim
278. divine the future It is 9 EGO S5 for 3 points 1 for 2 points This skill is only available to magicians who are Initiates ENCHANTING This skill is used to enchant foci for use by magicians It is 9 INT 5 for 3 points 1 for 2 points This skill does not automatically bond a focus to the magician it only allows him to build them The skill is modified by 1 per 10 Active Points in the focus SORCERY This skill is used by magicians to resist drain from spells It is 9 EGO 5 for 3 points 1 for 2 points Sorcery is also the skill roll used when attempting to dispel active spell effects MODIFIED SKILLS All of the standard Hero skills have their place in the Shadowpunk world though many are treated differently in regards to their use in the game world These differences are detailed below COMPUTERS This Intellect skill is the primary skill for deckers and determines how successful they are while running the matrix It is 9 INT 5 for 3 points 1 for 2 points Almost every task within the matrix utilizes the computers skill This skill replaces Computer Programming ELECTRONICS Electronics takes the place of Lockpicking for many attempts to bypass locks and locked doors Most doors these days are locked with magnetic sealing locks or maglocks and regular lockpicks are completely useless for bypassing them The difficulty of bypassing maglocks is determined by their level and several test may be required to avoid setting
279. ds 25 Power Invisibility Ultrasonic Perception Adv Reduced END 0 END 5 AP 30 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only when moving combat speed or slower 5 Type PER Conceal Wt Cost Ultrasound Detector 1 2 5 Rating x 400 WIRE CLIPPERS These are clippers specially designed to cut through wire such as fences or cables Power 1d6 1 HKA Adv None AP 20 Lim OAF 1 Independent 2 Extra Time 1 Turn 1 25 Only to cut through wire barriers 2 Type Conceal Wt Cost Wire Clippers 2 1 25 SURVIVAL GEAR CHEMSUIT A suit designed to be completely resistant to toxins and other hazardous chemicals It is environmentally sealed and breathing is self contained so the wearer can walk through dangerous gases without fear of harm Only available in a full suit so it cannot be adapted for armor use Power Life Support Immune to Radiation Self Contained Breathing Immune to all terrestrial diseases and biowarfare agents Immune to all terrestrial poisons and chemical warfare agents Adv None AP 32 Lim 1 Fuel Charge lasting 5 hours 25 OIF 5 Independent 2 Type Wt Cost Chemsuit 10 4000 CLIMBING GEAR This contains everything needed to climb including harnesses rope gloves carabineers crampons and so forth Power Climbing Skill Adv None AP 6 Lim OAF 1 Independent 2 Type SL Conceal Wt Cost Climbing Gear 3 0 2 500 Rope 50 m
280. e with certain cyberware bioware 25 Type rPD rED Bio Idx Nuyen Skinweave 2 2 1 1 100000 SUPRATHYROID GLAND The Suprathyroid Gland is a regulating gland that is vat grown then implanted on the top of the thyroid gland in the body This glad supersedes the metabolic functions of the thyroid optimizing catabolism the breakdown of complex substances such as starches and sugars and anabolism the chemical conversion of substances such as that of complex sugars within the body The altered metabolism produces more energy and effectively supercharges the recipient Having a Suprathyroid gland increases the subject s physical attributes Because of the higher amounts of energy available characters with a Suprathyroid gland tend toward hyperactivity Power STR DEX CON BODY SPD Adv None AP 27 Lim Bioware 5 Type STR DEX CON BODY SPD Bioldx Nuyen Level 1 43 2 3 1 1 18 115000 SYMBIOTES Symbiotes consist of a number of tailored microorganisms nanites that are introduced into the host subject s bloodstream The so dramatically enhance the body s own regenerative function that the host s natural healing time is significantly reduced Power REC Adv None AP 10 20 30 Lim Bioware 5 Only to recover BODY 5 Type REC Bio Idx Nuyen Level 1 5 5 25000 Level 2 10 10 50000 Level 3 15 15 75000 SYNAPTIC ACCELERATOR With the implantation of the Synaptic Accelerator the neural cells which make up
281. e Baton h Weapon 1 0 3d6 N 8 M 0 73 375 Ares Shock Rod h Weapon 1 hour recharge 1 0 4d6 N and 0 10 M 4 2 1500 4d6 NND Elec AZ 150 Super Stun Baton h Weapon hour recharge 1 0 4d6 N and 0 12 M 3 2 2000 6d6 NND Elec Easton Robo Bat 5 h Weapon 0 0 10d6 N 20 M 6 6 750 Louisville Cyberslugger 5 h Weapon 1 0 10d6 N 20 M 6 6 1000 STUN STR Weapon Standard Accessories Notes OCV RMod Damage x Min Shots Length Conc Weight Nuyen Hammers Light Hammer h Weapon Thrown Weapon 0 0 1d6 0 M 3 29 60 asterwork Light Hammer h Weapon Thrown Weapon 1 0 1d6 0 M 3 5 90 Heavy Hammer h Weapon 0 0 1d6 1 3 M 4 3 400 asterwork Heavy Hammer h Weapon 1 0 1d6 1 3 M 4 3 600 Warhammer 5 h Weapon 0 0 1 Ad6 6 M 5 5 500 asterwork Warhammer 5 h Weapon 1 0 1 2d6 6 M 5 5 750 Sledgehammer 2 h Weapon 0 0 2d6 9 M 6 0 550 asterwork Sledgehammer 2 h Weapon 1 0 2d6 9 M 6 0 825 Kendachi Thunderhammer h Weapon Uses 50 Cal 0 0 2 5d6 8 10 M 5 5 2450 Rifle ammo Ares Shockhammer h Weapon 1 hour recharge 1 0 1 Ad6 and 4d6 6 10 M 5 5 1575 NND Elec Slamdance Inc Hyper Hammer 2 h Weapon Must be refueled 1 0 4d6 AP 0 25 2 L 8 5 3000 after 2 shots fuel costs 100 nuyen STR doesn t add to amage Polearms Staff 2 h Weapon 1 0 4d6 N 0 0 M 6 2 90 asterwork Staff 2 h Weapon 2 0 4d6 N 0 0 M 6 2 120 etal Staff 2 h Weapon 1 0 6d6 N 0 5 M 6 3 120 asterwork Metal Staff 2 h Wea
282. e Drive 30 15000 Stage 4 Turbo Superconductive Drive 40 40000 SHADOWPUNK RIGGING CONTROL MODIFICATION AUTONAV COMPUTER These computers are able to drive a vehicle on their own and perform basic control functions These systems are available for most vehicles except for motorcycles unless the motorcycle is equipped with gyroscopic stabilization AutoNav Computer Rating 1 Val Char Cost Roll Notes 8 INT 2 11 PER Roll 11 10 DEX 0 11 OCV DCV 3 3 2 SPD 0 Phases 6 12 Cost Skills 3 Navigation 11 3 Systems Operation 11 3 Combat Driving or Combat Piloting 11 2 AK Local Area 11 2 KS Traffic Rules or KS Flight Protocols 11 Cost Programs 1 Drive Vehicle 1 Follow Driver Commands AutoNav Computer Rating 2 Val Char Cost Roll Notes 8 INT 2 l PER Roll 11 13 DEX 9 12 OCV DCV 4 4 3 SPD 7 Phases 4 8 12 Cost Skills 5 Navigation 12 Systems Operation 12 Combat Driving or Combat Piloting 12 AK Local Area 12 KS Traffic Rules or KS Flight Protocols 12 WUU Cost Programs 1 Drive Vehicle 1 Follow Driver Commands 1 Suggest Alternate Routes AutoNav Computer Rating 3 Val Char Cost Roll Notes 8 INT 2 12 PER Roll 11 15 DEX 15 12 OCV DCV 5 5 3 SPD 5 Phases 4 8 12 Cost Skills 7 Navigation 13 7 Systems Operation 13 7 Combat Driving or Combat Piloting 13 4 AK Local Area 13 4 KS Traffic Rules or KS Flight Protocols 13 Cost Programs 1 Drive Vehicle 1 Follow Driver Comma
283. e Graceful Logoff operation enables a decker to disconnect from a host and the LTG where he logged on to the grid without experiencing dump shock Also this operation clears all traces of the decker and his actions from the security and memory systems of the host A track utility in process subtracts its rating from the decker s Computer roll for any Graceful Logoff attempts LOCATE ACCESS NODE Test Index Utilities Browse Action Full Phase The Locate Access Node operation is directory assistance of the Matrix It enables deckers to find the codes of LTGs that provide access to the hosts he wants The operation also lets him locate commcodes for regular telecom calls Once a decker has located a LTG code he need not repeat this operation to find the host in the future unless the owners change the address of course LOCATE DECKER Test Index Utilities Scanner Action Full Phase This operation is a two step process The decker makes the standard System Test and then makes a Sensor Test The amount by which he rolls under his skill determines his success Any deckers with a Masking program less than this amount is located In addition the decker knows if they log off or jack out If a targeted decker is running a sleaze program add its rating to the targeted decker s Masking rating to determine if the searching decker locates him Located deckers may break contact by maneuvering Friendly deckers who wish to make their pr
284. e System Drone Rack Drone Rigger Drones Drugs Dump Shock Dwarf Eagle Totem Earth Elemental ECCM Edit File Edit Slave Ejection Bucket Seats Electronic Counter Countermeasures Rigging Electronic Countermeasures Rigging 146 70 55 20 65 94 94 109 108 108 SHADOWPUNK INDEX Electronic Systems Electronics Equipment Electronics Skill Elementals Elf Encephalon Enchanting Enhanced Articulation Enhanced Perception Entertainment Equipment Entertainment Spell EnviroSeal System Equipment Evade Detection Everyman Skills Exclusive Spell Expendable Fetish Expendable Spell Focus Extended Volume Extension Hand Eye Light System F Fashion Clothing Fast Attack Faultless Defense Field Spirit Files Rating Fines and Punishment Fingertip Compartment Fire Elemental Fire Retardant Clothing Firearms Fireball Fixed Mounts Fixed Wing Aircraft Fixer Flamethrower Spell Flamethrowers Flare Flare Compensation Adept Flare Compensation Cyberware Flash Suppresser Flashbulb Flashlight Equipment Flashlight Weapon Accessory Flechette Ammunition Flechette Weapons Flex Hands Flexibility Forearm Guards Forest Spirit Forgery Forging Credsticks and ID Form Fitting Body Armor Fringe Benefits Fugu Neurotoxins Full Mage Full Shaman G Gas Detection System Gas Spectrometer Gas Venting System Gator Totem Gear Legality Gel Rounds
285. e can bypass security systems and alarms like a megacorp evading a tax Physical obstacles are bypassed through the use of her athletic ability and guards can be fast talked or take out physically if necessary Once inside she can sneak quietly about communicate silently via headware radio and use her cybered senses and radio scanners to keep an eye out for trouble Anything she sees or hears through her amplified senses can be recorded and stored in headware memory The specialist maintains a strict cover identity that she uses to conceal her true identity and goals as well as to lure unsuspecting targets into Cost Skill Talent Perk Roll her confidence She s a valued teammate either as an information 0 Acting PRE 8 gatherer or as an advance scout 0 Climbing DEX 8 0 Concealment INT 8 Cost Skill Talent Perk Roll 3 Conjuring EGO 13 3 Acrobatics DEX 13 0 Conversation PRE 8 0 Acting PRE 8 5 CSL 1 with All Ranged 3 Breakfall DEX 13 0 Deduction INT 8 3 Bureaucratics PRE 14 0 Paramedics INT 8 3 Climbing DEX 13 3 Persuasion PRE dE 3 Computers INT 0 Shadowing INT 8 0 Concealment INT 8 9 SL
286. e control decks as it is for cyberdecks Storage memory allows a rigger to record the images simsense and other data transmitted by drones and vehicles under his control Storage memory also allows a rigger to store pre programmed drone commands or falsified sensory input for intrusion electronic warfare attacks Type Cost Storage Memory Mp x 6 BASIC VEHICLE DESIGN This section details the rules used to create and determine the cost of vehicles in the Shadowpunk system Starting Vehicle Characteristics Table Characteristic Starting Value Cost per 1 Strength 10 2500 Body 10 1000 Size 1 hex 15000 per Size Increase Defense 3 7500 Motorcycles 3 5000 Dexterity 10 7500 Speed 1 DEX 10 5000 Movement See Movement Table See Movement Table Vehicle Movement Table Movement Mode Starting Value Cost per 1 Ground Movement 6 500 ACV 6 500 Automobiles 6 225 Motorcycles 6 225 Flight 0 1000 Airships 0 500 Rotorcraft 0 650 Jet Aircraft 0 250 Supersonic Jet 0 1721 km 7500 Propeller Aircraft 0 400 Thunderbirds 0 650 Swimming 27 1000 Gliding 0 250 Leaping 0 1000 Size Each reduction in size for a vehicle results in 1 2 size 1 8 mass 2 DCV 2 to all PER Rolls made to notice it 3 Knockback and 1 Body Each size reduction costs 12 points Vehicles may increase in size per the Vehicle Size Table on page 9 of The Ultimate Vehicle
287. e following details about the aura General state of subject s health healthy injured ill etc e The subjects general emotional state or impression happy sad angry etc Presence or absence of cyberware or bioware The class of magical subject fire elemental manipulation spell power focus etc Whether the subject is mundane or awakened If the character has seen the aura before he will recognize it regardless of disguises or alterations SHADOWPUNK MAGIC If the character makes a critical success roll making the skill roll under 4 then the character learns the following information Exact Essence Magic Attribute and Force of the subject Location of any implants Accurate diagnosis of any disease or toxin affecting the subject The exact emotional state and cause for it a murder riot religious ceremony etc Presence and general cause of any astral signatures upon the subject combat spell illusion spell hearth spirit etc Note All magicians with Astral Perception have this as an Everyman skill at 8 ASTRAL PERCEPTION Power Detect Astral Plane and Auras Discriminatory Tracking Adv None AP 25 Lim Extra Time Phase to Turn on 25 Character may be targeted by Astral Forms 5 Side Effect 5 Perception Rolls for Physical Plane 1 Real Cost 9 Points DISPELLING AND BANISHING A magician may attempt to dispel magic already in place magic about to be cast
288. e returns at 10 per minute If their Essence reaches 0 the character dies All spells cast while Astrally Projecting cause BODY Drain Shamans who summon nature spirits while astrally projecting must resist Physical BODY Drain instead of STUN Astrally Projecting characters are able to fly at a combat rate of 10 and a non combat rate of 6400 4 km Phase with Noncombat Acceleration Deceleration meaning it takes no time to build up speed While in the astral plane a character can assense all astral presences just as if they were using Astral Perception see below A character in astral space cannot read anything written on the physical plane it shows as incomprehensible symbols but can understand any emotional content the writing conveys A character in astral space can be noticed from the physical plane with a successful Sight Perception roll 8 for mundane 6 for magically active A character that astrally projects leaves his physical body behind at the point where he or she astrally projected They are considered to be 0 DCV and unaware Astrally projecting characters are aware of damage to their physical body If the body is killed while the magician is astrally projecting their astral form lives on until they ve used up their essence If their body is moved they are aware that their body is moving but they do not necessarily know where it is being moved to They can track down their physical body by making an
289. e sounds within its area It is designed to defeat eavesdroppers and long range microphones shotgun or laser Power Change Environment Penalties to Hearing Perception Rolls x16 Area 16 Radius Adv Reduced END 0 END 5 AP 38 4 5 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Only against electronic eavesdropping 25 Type Penalty Conceal Wt Cost White Noise Generator 1 10 5 1 Rating x 1500 VOICE STRESS ANALYZER This system acts as a lie detector It detects minute changes in vocal patterns and tones comparing those tones to a pre recorded set of parameters The user must first use the analyzer on the subject while he or she is in an unstressed situation or is telling the truth If done correctly the Analyzer will attempt to detect lies by the individual If done incorrectly Analyzer will give false readings no matter what the actuality The user of the Voice Stress Analyzer must succeed with a hearing perception including the bonus from this piece vs target s presence or acting roll to get the proper readings from the Analyzer the GM should roll this test secretly This piece does not gain the benefits of Hearing Amplification but a Sound Editor does eliminate background noise Power Detect Spoken Lies Hearing Group Ranged 360 Degree Perception Adv None AP 15 1 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Requires
290. e the amount of damage done by 1 per point Hardening also works against Black Hammer and Killjoy utilities but not against other attack utilities ACTIVE MEMORY Active Memory is the cyberdeck s RAM to use the old term It is the limit on the amount of utility programs that the deck can run at one time For each Mp in Active Memory the deck can have the equivalent Mp in utilities STORAGE MEMORY Storage Memory is analogous to the hard drives on old time computers Any program in a deck s storage memory can be uploaded onto the deck by using the Swap Memory operation All utilities must be kept in storage memory whether they are in Active Memory or not Additionally storage memory is used for data uploads and downloads The total amount of Mp for all utilities and other stored data cannot exceed the storage memory of the deck T O SPEED The input and output of a deck is analogous to the old modems that connected terminals and computers back in the dark ages of computing All uploads and downloads are always at the full I O speed of the deck in Mp per Turn RESPONSE INCREASE Response increase is the Matrix equivalent of wired reflexes The first point of Response Increase gives the decker 4 Lightning Reflexes and 3 SPD only while in the Matrix Each point thereafter gives 2 Lightning Reflexes and 1 SPD Response Increase cannot exceed a deck s MPCP rating divided by 4 rounded down DETECTION FACTOR Detection Factor is a
291. e to provide this service on various RTGs In that case no tests are needed to make the calls or link them together The license is usually restricted to corporate deckers The Tap Commceall operation cannot trace this kind of call but another decker could use the Track utility to try to locate the commcodes involved Also the decker can detect any taps or tracers on the commlines by winning an opposed Sensor vs Bugging skill roll He can neutralize them with another opposed Evasion vs Bugging skill roll Dumping a participant from a comcall requires a Files Test Jumping into a tapped call also requires a Files Test MONITOR SLAVE Test Slave Utility Spoof Action 2 Phase This operation enables the decker to read data transmitted a remote device He can listen to signals from audio pick ups watch feeds from security cameras examine readouts on a computerized medical scanner hooked up to the host etc As long as he maintains the operation he receives constant updates from the device Monitor Slave is a monitored operation NULL OPERATION Test Control Utility Deception Action Full Phase The GM may require a decker to perform one or more Null Operations whenever the decker is waiting for something to happen whether it is an event in the Matrix the end of an ongoing operation or something else that involves hanging around in cyberspace without make System Tests Modify the System Test as a penalty for each time down
292. each time it is used whether it heals the icon or not Deckers may load a new copy of the Medic utility at its full rating by performing a Swap Memory operation INTRUSION COUNTERMEASURES IC IC pronounced ice stands for intrusion countermeasures Some IC is just designed to impede the decker or get an ID on him Others are designed to crash his icon of the Matrix Still others go after his deck And then there s black IC which just tries to kill him IC is either proactive or reactive Proactive IC attacks the decker once it is alerted to his presence Reactive IC just sits there It may activate when the security tally reaches a specific threshold decker actions may trigger it or it may reside in a specific location or resource of the host Once a decker triggers reactive IC the IC affects the decker s operations until the decker destroys or deceives it or otherwise convinces it to go away CRASHING IC Whenever a decker kills or crashes IC roll 1d6 and add that to the security tally This represents the heightened alertness the system senses from the destroyed program SUPPRESSING IC A decker can avoid the penalty for crashing IC by suppressing it when he destroys it Reduce a decker s Detection Factor by 1 for each IC program he suppresses This remains in effect as long as he or she is in the system and as long as he continues to suppress the IC They must declare that they are suppressing IC as soon as the p
293. eased Size x8 Radius 7 75 Lim Spell 2 5 Only to create light 1 Active Point Cost 17 5 LIGHTNING BOLT This spell creates a flash of lightning that shoots from the caster down a specified line Armor provides no protection but insulated clothing or a lack of grounding makes the character immune Power Ranged Killing Attack Electricity Adv No Normal Defense Insulated Clothing 1 Does Body 0 Area of Effect Line 1 Lim Spell 2 5 Active Point Cost 45 per 1d6 MAGIC FINGERS This spell creates a psychokinetic effect like invisible hands that can hold or manipulate items Power Telekinesis With Fine Manipulation Adv None Lim Spell 2 5 Extra Time Phase 25 Active Point Cost 10 for 0 STR 3 per 2 STR PETRIFY This spell transforms living tissue into stone like calcium carbonate The target can be turned back to flesh by being immersed completely in water Power Major Transform Person into Calcium Carbonate Adv None Lim Spell 2 5 Active Point Cost 15 per 1d6 PHYSICAL BARRIER This spell creates a wall or dome made entirely of magical energy solely to protect against physical attacks Power Force Wall Adv Transparent to Energy Attacks 7 5 Lim Spell 2 5 Active Point Cost 7 5 for 2 rED wall 1 long and 1 tall 2 per 1 width or height POLTERGEIST This spell picks up all small objects within the spell s area and whirls them around in random pattern
294. eath the heel of the palm The spike can range anywhere from 6 to 10 inches and is anchored directly to the bones of the user Upon cybernetic command the Cyberspike emerges from within its housing to exit the skin through a specially designed port Unsheathing and sheathing the Cyberspike is a 0 Phase action A slang term for the Cyberspike is Impaler for obvious reasons Power Hand to Hand Killing Attack Adv Armor Piercing 5 AP 23 Lim Cyberware 1 STR Min 10 5 Real Weapon 25 Type HKA Essence Nuyen Cyberspike 1d6 AP 8 4 5600 CYBERSPUR This cyberweapon is built completely within the forearm and hand of the user It consists of one or more titanium blades anchored to the bones of the forearm hidden completely within internal sheathes when retracted and emerging from ports in the back of the hand like claws The blades may be anywhere from 10 to 15 inches in length Upon cybernetic command the Cyberspur extends from the housing to exit the skin through a specially designed port while safety catches lock the wrist in the correct position for extension Unsheathing and sheathing of the Cyberspur is a 0 Phase action A common slang term for Cyberspurs is Rippers Power Hand to Hand Killing Attack Adv None AP 25 Lim Cyberware 1 STR Min 10 5 Real Weapon 25 Type HKA Essence Nuyen Cyberspur 1 4d6 9 1 7000 DERMAL PLATING This is an invasive protection system that uses hard plastic and m
295. ecimen or get a closer look at an astral signature 12 STREET SAMURAI The Street Samurai is more than an urban predator or partial cyborg he is a freelance operative who follows a strict code of street honor He is as learned in the ways of the traditional samurai warrior as he is in the practice of security procedures The samurai tries to stay one step ahead of the dishonorable scum in the sprawl by upgrading his body with cyberware always walking the line of insanity as he loses more and more flesh to the surgeon s knife He sells his skills training and cyberware for profit but he is not an amoral killer and will refuse jobs that he considers dishonorable His experience and leadership qualities often place him in charge of shadowrunner groups and operation as he is perceptive in detailing mission plans and objectives His cyberware enhancements give him an edge on his competition those who underestimate him as a lowly street punk soon regret such a lethal mistake SHADOWPUNK ARCHETYPES Cost Skill Talent Perk Roll 0 Acting PRE 8 Sure the sewers are nothing but sludge poison and waste to you
296. ecreted pheromone all persons in the area of dispersion are affected equally Tailored Pheromones have no effect on individuals who have no sense of smell and do not affect those who cannot be affected by smell seen through video camera etc Power PRE COM Adv None AP 5 10 Lim Bioware 5 effect in windy areas 25 Must be able to smell the character 25 Type PRE COM Bio Idx Nuyen Level 1 3 4 2 5 12500 Level 2 6 8 3 25000 TOXIN EXTRACTOR As the main site of catabolism or the breakdown of complex substances in the body the liver is the prime site of defense against potentially toxic compounds and drugs The Toxin Extractor is a specially cultivated cluster of cells implanted in the liver that greatly improve its efficiency and expands the spectrum of catabolic activity The Toxin Extractor subtracts its defense from the effects of ingestion based attacks Power Power Defense Adv None AP 1 20 Lim Bioware 5 Only affects ingestion vector toxins 5 Type DEF Bio Idx Nuyen Toxin Extractor 1 20 DEF x 5 DEF x 2500 TRACHEAL FILTER Traps and filters are implanted at the top of the trachea just below the larynx This cluster of specialized tissues absorbs airborne impurities and keeps them from reaching and subsequently affecting the lungs Solid matter smoke pollen dust etc is easily blocked and expelled with outgoing breath Gaseous compounds are rendered inert or less effective through the vario
297. ect participants from comcalls by performing a Make Comcall operation Tap Comcall is a monitored operation UPLOAD DATA Test Files Utility Read Write Action 2 Phase This operation enables a decker to transmit data from his cyberdeck to the Matrix This data comes directly from his deck s storage memory and does not affect Active Memory If the decker is creating a new file on the host the file is written automatically If the decker intends to modify an existing file on the host he must perform an Edit File operation after the upload is finished 96 UTILITIES OPERATIONAL UTILITIES ANALYZE Multiplier 3 System Operations Analyze Host IC Icon Security Subsystem Locate IC The Analyze Utility adds to the decker s Computer skill for Systems Tests that identify IC Programs and other resources or events controlled by the host BROWSE Multiplier 1 System Operations Locate Access Node File Slave The Browse utility adds to the decker s Computer skill for Systems Tests to locate specific data values or system addresses Unlike analyze and scanner utilities which search for Matrix activity the browse utility works on the contents or real world functions of these data nodes COMMLINK Multiplier 1 System Operations Make Comcalls Tap Comcalls The Commlink utility adds to the decker s Computer skill for Systems Tests that affect the decker s communications link DECEPTION Multiplier 2
298. ed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 7 15 3 18 x4 80 mph 3 i 3 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket 1 Bench Surface Watercraft Diesel 16 1 mo 650 000 Options 2 Turrets Vehicle Armor Similar Models GMC Avenger Criscraft Patroller Zemlya Poltava Militant Aztechnology Tiburon Patrol Boat Combat Model STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 7 15 3 18 x4 80 mph 3 7 3 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket 1 Bench Surface Watercraft Diesel NA 2 670 000 Options 4 Turrets Active Thermal Masking Vehicle Armor Similar Models GMC Avenger Criscraft Patroller Zemlya Poltava Militant Biohm amp Voss River Commander STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 12 12 3 14 x4 60 mph 3 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 Bucket 1 Bench Surface Watercraft Diesel 7 13 days 260 000 Options 4 Turrets Similar Models GMC Harbormaster Aztechnology Serpiente Celebrian Striker GMC Riverine STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 9 15 3 18 x4 80 mph 3 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 5 Bench Surface Watercraft Diesel 3 5 days 100 000 Options Folding Bench Seats Ring Mount Similar Models Criscraft Tidal Kawasaki Gendarmerie Mitsuhama Tigershark GMC
299. ed directly against the patient s skin Dermal plating or sheathes hinder their effects reduce the effect of the patch by the resistant physical defense of the implant and blood filtration implants reduce their effects by their power defense which makes them all but useless ADRENALINE PATCH This patch releases concentrated adrenaline stimulators and supplements to give the character instant energy The effects of the patch wear off in 10 minutes and at that time if the character loses his entire END he pays the rest in STUN as normal Power Aid END Adv Fade 5 AP per 10 Minutes 75 AP 105 Lim OAF Expendable 1 25 Independent 2 1 Charge Type Aid Wt Cost Adrenaline Patch 3d6 100 ANTIDOTE PATCH This patch releases a broad spectrum antidote to aid the patient in resisting the effects of a toxin If applied immediately after exposure before the damage is applied the antidote patch gives 8 Power Defense Power Power Defense Adv Usable as Attack 1 AP 16 Lim 1 continuing charge lasting 5 minutes 75 OAF Expendable 1 25 Independent 2 Only when in contact with user s skin 25 Type Power Wt Cost Defense Antidote Patch 8 400 STIMULANT PATCH This patch releases a non addictive stimulant to keep a character awake at times when awareness is vital The effects of the patch wear off in 10 minutes The patch restores 6d6 AP of STUN Power Aid STUN Adv Fade 5 AP per 10 Minutes
300. eens Displays capable of showing recorded imagery have the usual image speed and quality controls as well as simple special effects distortion and color alteration capability Type Conceal Wt Cost Disk Chip 6 20 Playback Unit 2 2 400 Screen 6 cm 0 3 150 SIMSENSE Simulated sensory impressions are the modern blockbusters in entertainment Developed from ASIST Artificial Sensory Induction System Technology the system consists of a lightweight headset deceives the user by inducing false sensory signals in the brain The user despite the imperfect simulation and the undercurrent of sensory impressions from the real world around him experiences a programmed set of stimuli while neural overrides prevent him from injuring himself or others during playback The simsense lets someone experience something that happened to someone else Simsense recordings are classified as Baseline or Full X Baseline offers only the sensory tracks the actual physical stimuli and input Users receive the sensations of the performer but the emotions are their own Full X handles both sensory and emotional tracks While the recording is running users become the person who made the recording Most users prefer programs that are hosted by a specific simstar whose actual sensations are the ones that have been recorded allowing the user a true vicarious experience Many simstars have cults of fans devoted to them and emulating their every move Si
301. eet 0 0 500 The second cost is for a replacement TASER This is a two shot taser housed in the palm of the Cyberhand It may only fire 2 shots before needing to be recharged 8 hour recharge Though it has a short range it can be quite effective Power Energy Blast Adv No Normal Defense 1 AP 30 Lim Charges 2 1 5 Cyberarm only 25 Extra Time Full Phase 5 only 5 range 25 Cyberware 1 Type NND ECU Nuyen Taser 3d6 6 7 5000 TOOLKIT The hand s four fingers each conceal a different tool that can be useful in just about any situation It includes power screwdriver with changeable heads adjustable wrench battery powered soldering iron adjustable socket wrench impact wrench and the edge of the palm is hardened to use as a hammer The Skill Levels granted by this hand are only used to offset penalties for not having the correct tools Power Skill Levels Electronics Mechanics Security Systems Adv None AP 9 Lim Only to offset penalties 1 Cyberware 1 Cyberarm only 25 Type SL ECU Nuyen Toolkit 3 2 8 5000 CYBERWARE GRADES Cyberware is available in five different grades and each has a different effect upon the user modifying the nuyen cost the Essence cost and other factors as listed below When cyberlimb options or other pieces that require ECU are bought as higher quality grades it affects the amount of ECU taken in the limb as it would Essence STANDARD GRADE CYBERWARE
302. efenses of spirits against normal weapons All weapon foci require the magical metal orichalcum in their construction Orichalcum is an alloy of copper gold silver and mercury which can only be created by magic It is a rich orange gold color and legend holds that it was invented in the ancient city of Atlantis Weapon foci can only be melee weapons for the nature of magic prevents enchanting of magical missiles As magic only functions in the hands of a magician an enchanted missile would become non magical as soon as it was loosed Power Aid HKA or HA Adv Reduced END 0 END 4 5 AP 22 5 per Rating Lim OAF 1 Independent 2 Only usable by magicians 1 Power Combat Skill Levels Overall Adv None AP 8 Lim OAF 1 Independent 2 Only usable by magicians 1 Point Cost Rating x 2 Type Aid CSL Wt Cost Weapon Focus 10 1 Rating x 100000 WEAPON ACCESSORIES BAYONET A bayonet is a long knife designed to be attached under the barrel of a rifle sized weapon When wielded in melee combat from the end of the weapon in similar fashion to a spear using the Pole Arm weapon familiarity The bayonet can also be detached and wielded as a standard knife using the Blades weapon familiarity Type Conceal Wt Cost Bayonet 1 AS 50 BIOMETRIC SAFETY A weapon modified with this system has a specialized biometric ID reader built into the weapon s grip and attached to the weapon s internal safety mechan
303. els Ares Penetrator XV Federated Boeing Lightning 4000 Bac Dessault MBB EFA Variants STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 55 26 8x4 9 18 4 100 x4 600 mph 6 7 3 Entry Points Seating Drivetrain Engine Availability Cost 1 canopy 1 Ejection Seat Jet Aircraft Combustion NA 2 100 000 Options EnviroSeal External Fixed Mount 4 External Missile Mounts Active Thermal Masking ECM 4 ECCM 5 Supersonic 1 Megascale Similar Models ATT Wespe Lockheed A 3200 SINGLE ENGINE AIRCRAFT Fiat Fokker Cloud Nine STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5 x 2 5 3 15 4 25 x4 150 mph 4 1 2 Entry Points Seating Drivetrain Engine Availability Cost 4dr 2 Bucket 2 Bench Propeller Aircraft Combustion 8 16 days 315 000 Options Floatation 2 Swimming Only on Surface 1 2 Folding Bench Seats Similar Models Cessna PR370 Lockheed Skylark TWIN ENGINE AIRCRAFT CASA J 229 Raven STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 24 64x32 3 18 4 50 x4 300 mph 5 4 1 Entry Points Seating Drivetrain Engine Availabili
304. emote Control Interface 2 72 hrs BODY x Lega Drone Rack 2 96 hrs Total Lega 1000 BODY of Rigger Adaptation 2 7 days 3000 Legal Drones x Secondary Controls 2 72 hrs 400 Legal 500 Protective Systems Mechanic Arm 2 2 days STR x 1500 Legal Ablative Aor 2 6 days 3000 PNV Medical Clinic 8 30 days 300000 Legal Advanced Passenger 2 6 days 3000 Lega Photovoltaic Chameleon 3 14 days BODY x Lega Protection System APPS Pont 500 Vehicle Armor 3 12 days 1500 per 1 3xN m Personal Armor 4 10 days 375 per 1 Lega Bench ssid Dts ien ega Concealed Armor 4 21 days 2000 per 1 2 V Folding Beach 23 48 his 130 ega Crash Cage 22 96 hrs 3000 Lega Reinforced Bench 3 48 hrs 1500 Lega EnviroSeal System 4 14 days BODY x Lega Sta idaid Bucket oii hts 200 ega 500 Folding Bucket 3 48 hrs 700 Lega Life Support System 4 14 days BODY x Lega Reinforced Bucket 3 48 hrs 1500 Legal 750 Armored 3 48 hrs 1500 Lega Roll Bars 2 72 hrs 3000 Legal Sidecar Always 2000 Lega Spotlight 2 96 hrs 600 Lega Tires Standard Always BODY x 10 Lega 142 SHADOWPUNK ITEM LIST
305. en move to the RTG the calling decker is in and use a track utility against him Note that using the track utility on a decker is considered an attack and reveals your presence to the decker The track utility locates all the other commcodes involved in the call If the decker wants to tap the call and record it in his deck s storage memory he must make a Files Test Each minute of recording takes up 1 Mp of storage If the comm connection is scrambled the decker must decrypt it by making an opposed skill roll using his Computer Encryption is complimentary vs Encryption used on the commline The decrypt utility adds to the decker s skill roll This test does not affect security tally If the phones involved have a dataline scanner the decker may set that off He must make an opposed skill roll pitting Computer against Bugging and the Commlink utility adds to the decker s skill If the decker wins he has synchronized the tiny fluctuations in signal intensity caused by his tap and fooled the scanner This test does not affect security tally Once a decker has tapped and unscrambled a call he can listen in and record as he wishes When the call is over he can stay locked on to any of the commcodes He can then monitor any subsequent calls placed from these commcodes He does not need to make any new tests to trace or tap calls or defeat scanners or encryption Deckers may also reveal themselves and enter in tapped comcalls or disconn
306. ence Nuyen Vision Magnification 1 8 Rating x 5 Rating x 750 CYBER AUDIO There is very little difference in whether a character has Hearing Modification or fully replaced Cyberears in the function of the systems CYBEREARS Full cybernetic replacement of the user s ears provided perfect hearing This piece comes in many different styles and can be styled any way the user would like Chrome style and elf ears are the most common Any damage done to cyberware implanted into a cyberear is reduced by 20 If this reduces the damage to 0 or less the system is not damaged This holds true for the cyberear itself should it also take damage The Cyberear can hold an additional 5 Essence points of further modifications before each one begins to affect the users system Power Armor Adv None AP 3 Lim Only to resist cyberware damage to cyber audio 2 Cyberware 1 Power Essence Points Adv None AP 5 Lim Only for essence from cyber audio 2 Cyberware 1 Type Essence Nuyen Cyberears 2 2000 53 SHADOWPUNK CYBERWARE COSMETIC MODIFICATION There are endless variations shapes and sizes but the most common are the elongated and pointed versions for elf wannabes Type Essence Nuyen Cosmetic Modification 0 500 HEARING AMPLIFICATION This piece amplifies sound to improve hearing and sound recognition ability The system has one big drawback though as any sound based attacks are at double effect Power Enhance
307. ense through it Type Cost Remote Control Interface BODY x 1000 RIGGER ADAPTATION This modification consists of a black box that translates machine code into neurological stimuli and vice versa The rigger adaptation modification incorporates a datajack port A character with a vehicle control rig has access to all of the cyberwares benefits when jacked into a vehicle with rigger adaptation Type Cost Rigger Adaptation 3000 SECONDARY CONTROLS This modification duplicates the basic steering and speed control functions of the primary controls and is normally slaved to a vehicle s primary controls The co pilot controls common on many aircraft are examples of secondary controls This modification is not available for motorcycles Type Cost Secondary Controls 400 PROTECTIVE SYSTEMS Vehicles may not have a DEF higher than its BODY Special Rules as to how DEF is applied to particular locations is noted on the Modified Reference Sheet under Vehicle Hit Location Charts x 4 Total DEF of vehicle is halved at this location x 4 Total DEF of vehicle is quartered at this location 3 DEF at this location is 3 As Tire DEF is equal to the type of tire equipped As Rider Consult the Hit Location Chart for characters and apply damage normally ABLATIVE ARMOR Ablative armor consists of dozens or hundreds of small square ceramic metallic plates roughly 10 centimeters long on each side When a projectile or explosion strikes
308. ensors AutoNav Pilot 25 2x1 3 20 4 26 x4 155 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 1 Bench AWD 2 5L Twin Turbo 89 500 Inline 6 276 hp Options None Similar Models Nissan Skyline GTR R 32 Nissan Skyline GTR R 33 Subaru Impreza WRX STi STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 2x1 3 20 4 28 x4 165 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 2 Bucket 1 Bench AWD 2 5L High Boost 31 000 Turbo Flat 4 300 hp Options None Similar Models None 135 ITEM LIST TOOLS PERSONAL ARMOR Type Conc Wt Avail Cost Legality Type Conc Wt Avail Cost Legality Kit 5 5 3 48 hrs 500 Lega Armor Clothing Shop 4 12 hrs 5000 Lega Gloves 0 9 2 36 hrs 110 Lega Facility 7 7 days 100000 Legal Jacket 0 3 1 2 36 hrs 1105 Legal Long Coat 0 3 8 2 36 hrs 1920 Legal VISION ENHANCERS Vest 0 19 2 36 hrs 575 Legal Digital Binoculars 2 1 Always 100 Legal Pants 0 31 2 36 hrs 630 Legal Low Light Option 2 48 hrs 200 Leg
309. eo Vision Enhancers Vision Magnification Voice Identifier Voice Mask Voice Stress Analyzer Cyberware Voice Stress Analyzer Equipment Voice Synthesizer W Walkers Drone Wards Alarm Ward Water Elemental Weapon Accessories Weapon Familiarity Weapon Focus Weapon Jamming Weapon Specialist Weapons Weaponsmith Whips White IC White Noise Generator Wide Range Hearing Wide Range Radio Transceiver Winches Wind Spirit Wire Clippers Wired Reflexes Wolf Totem Yachts 149
310. er STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 60 25 16 7 x3 3 10 2 15 x8 85 mph 6 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr Trailer 2 Bucket 1 Bench Sleeper RWD Diesel 4 8 days 152 000 Options Folding Bench Seat 18 wheels Similar Models GMC Hauler 117 TRANSPORTS HEAVY SHADOWPUNK VEHICLES GMC 4201 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 23 5 x 2 5 3 10 3 20 x4 90 mph 4 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 1 Bench 4 Wheel Halftrack Diesel 2 4 days 80 000 Options None Similar Models Ford F500 Dodge Ram Industrial Volkswagen X600 TRANSPORTS MEDIUM Ares Citymaster STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 40 22 4x2 13 10 3 25 x4 110 mph 4 0 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket 5 Bench 6WD Diesel 4 7 days 136
311. er Rating Lim Only to infiltrate remote control networks or security systems 1 Cyberware 1 Type SL Essence Cost Rigger Protocol Emulation 1 10 Rating x Rating x Module 7 5000 47 SHADOWPUNK CYBERWARE TELEPHONE Similar to the Radio Transceiver the Telephone allows the user to call and speak with others along telephone lines The user is implanted with a cellular transmitter in his head allowing him to call and receive telephone service Video is not available with the headware Telephone Power Radio Listen and Transmit Telephone Adv None AP 8 Lim Cyberware 1 Only in range of cellular towers 25 Type Essence Nuyen Telephone 3 5 2500 WIDE RANGE RADIO TRANSCEIVER This piece of headware allows the user to transmit and receive along any known radio television or cellular frequency It also allows the user the limited ability to sense radar emissions This is a top of the line piece of communications cyberware for the military and the mercenary It also comes in a subvocal version Power High Range Radio Perception Adv None AP 12 Lim Cyberware 1 Subvocal Version Power Invisibility Hearing Group Adv Reduced END 0 END 7 5 AP 15 Lim Cyberware 1 Only for voice when speaking through Radio Transceiver 2 Type Essence Nuyen Wide Range Radio Transceiver 6 3000 Subvocal Wide Range Radio Transceiver 9 8 4500 BODYWARE This section details the pieces of cyberware that affect or
312. er stray beyond safe parameters as well as triggering an audible alarm DocWagon will not respond to calls on extraterritorial government or corporate property without permission from that controlling authority Type Cost DocWagon Basic Service 5000 per year DocWagon Gold Service 25000 per year DocWagon Platinum Service 50000 per year DocWagon Super Platinum Service 100000 per year MEDKIT The Sixth World medkit is well equipped to handle most typical medical emergencies It includes drug supplies bandages tools and even a doctor an expert system Paramedics 12 designed to diagnose problems from information given by the user The system will request more information if the diagnosis is unclear Having determined the course of action it will advise the user on techniques Medkits are not infallible and a standard waiver of liability must be filed with the manufacturer upon purchase Most models will advise users of their inability to supply proper treatment as well as issuing reminders when their stocks of expendable materials are low Roll 1d6 after using a medkit On a roll of 1 the supplies of the medkit run out and need to be restocked Type Conceal Wt Cost Medkit 5 3 200 Medkit Supplies 50 ORGANIC REPLACEMENTS Vat grown replacement tissues and organs are readily available Most common are Type O products tailored for minimal rejection reaction though they require a progr
313. er their description The OCV for the attack is the Rating of the IC The Decker can only attack with an Offensive Utility The Base OCV for the attack is the rating of the program The OCV can be modified by any applicable Skill Levels The DCV of any target is determined on the target below and is a factor of legitimacy in the host and the security code e Movement means nothing in the host though there are some special maneuvers possible to change the situation see below Damage is only kept track of with BODY Reducing a Decker s persona to 0 BODY dumps the Decker Reducing an IC construct to 0 BODY crashes the IC Simsense Overload Whenever a Decker s icon takes damage from white or gray IC may suffer an attack of Normal Damage through a resonance effect over the ASIST interface Each attack from gray or white IC that damages the icon forces the Decker to make an EGO Roll at 1 per 2 BODY taken by the icon Success results in no Normal Damage to the Decker s meat body Failure in the EGO Roll results in a 1d6 Ego Attack applied vs Mental Defense Dump Shock When a Decker is crashed off the Matrix or jacks out without performing a Graceful Logoff operation he risks damage from Dump Shock This measures the shock of sudden transition from virtual to physical reality The damage is based on an Ego Attack and in Blue systems it is 1d6 in Green systems it is 2d6 in Orange systems it is 3d6 and Red systems the Ego Attack is
314. erbolt 410 Mag Gas Vent Internal Smartgun 0 2d6 1 3 2 c 50 3 AF 3 2 75 950 Link Very Reliable Colt AMT Model 2000 12mm Very Reliable 0 0 2d6 0 3 8 c 75 2 SA 2 75 675 Royal Enfield Ordnance Spitfire Internal Smartgun Link 2 0 2d6 0 3 2 c 75 2 SA 2 75 075 Battle Pistol 12mm SCK Gyodo 12mm 0 2d6 0 3 6 c 75 2 SA 2 5 775 Militech Crusher SSG 20 Gauge Shotgun Rules when firing 0 0 2d6 5 6 m 75 3 SS 3 750 shot ammunition Ares Predator II 44 Mag Internal Smartgun Link 0 2d6 5 5 c 75 3 SA 2 5 100 Armalite 44 44 Mag Very Reliable 0 2d6 5 8 c 175 2 SA 2 25 825 Federated Arms 454 Super Chief Very Reliable 2 0 2d6 5 5 cy 75 3 SS 2 5 800 454 Casull Malorian Arms 3516 14mm Internal Smartgun Link 0 22d6 20 6 c 200 4 SA 3 525 Very Reliable Magnum Opus Hellbringer 666 Very Reliable 0 0 3d6 25 3 br 200 5 SS 3 5 850 Cal Magnum Opus Hellraiser 666 Very Reliable 0 0 3d6 25 6 c 200 5 SA 3 75 000 Cal Standard STUN STR Weapon Accessories Notes OCV RMod Damage x Min Ammo Range Con Mode Wt Nuyen Machine Pistols One Handed Weapon Ares Crusader MP 9mm Very Reliable 1 0 1d6 1 0 8 40 c 100 2 AF 5 3 25 800 Beretta 200ST 9mm Detachable Shoulder Stock 1 0 1d6 1 0 8 26 c 100 2 AF 5 2 600 Goncz Taurus MP 9mm Unreliable 0 0 1d6 1 0 8 30 c 100 2 AF 5 2 75 475 Beretta 1010 MP 10mm l 0 1 2d6 0 10 30 c 125 1 AF 10 2 5 750 Ceska Black Scorpion 10mm Folding Stock 1
315. ery Common Total 20 Vulnerability Water based attacks Common x2 damage 20 Distinctive Features Elemental Not Concealable Major Reaction Total Disadvantages 70 Total Cost 203 28 SHADOWPUNK MAGIC LESSER FIRE ELEMENTAL LESSER WATER ELEMENTAL Val Char Cost Roll Notes Val Char Cost Roll Notes 5 STR 15 9 Lift 12 Kg 0d6 5 STR 5 10 Lift 50 Kg 1d6 15 DEX 15 13 OCV DCV 5 5 10 DEX 0 11 OCV DCV 3 3 8 CON 4 12 13 CON 6 12 8 BODY 4 12 12 BODY 4 11 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 5 EGO 10 11 ECV 2 5 EGO 10 10 ECV 2 20 PRE 10 14 PRE Attack 4D6 15 PRE 5 12 PRE Attack 3d6 12 COM 1 11 10 COM 0 11 3 PD 3 Total 6 PD 6 rPD 4 PD 3 Total 4PD 4 rPD 6 ED 4 Total 10 PD 10 rED 4 ED 1 Total 4PD 4 rED 5 SPD 25 Phases 4 8 12 5 SPD 30 Phases 4 8 12 4 REC 4 4 REC 0 30 END 7 30 END 2 0 STUN 0 0 STUN 0 Movement Running 0 0 Movement Running 67 12 Leaping 0 0 Leaping 47 8 Flight 15 30 Swimming 67 48 Total Characteristics Cost 34 Total Characteristics Cost 36 Cost Power END Cost Power END 30 Fire Attacks Multipower 30 points reserve 0 30 Water Powe
316. es 250 day Complicated Healing Procedures 500 day Cyberdoc Implanting Cyberware 250 hour Repairing Cyberware 100 hour Street Clinic Stay Including Normal Doctor Services 250 day Including Complicated Healing Procedures 500 day Intensive Care 750 day Hospital Stay Including Normal Doctor Services 500 day Including Complicated Healing Procedures 750 day Intensive Care 1000 day 61 EQUIPMENT PERSONAL ARMOR Type the type or name of the item Conceal The bonus or penalty to spot the armor for what it is important if armor is not allowed or illegal in certain areas rPD The armor bonus applied against Physical Weapons or attacks rED The armor bonus applied against Energy Weapons or attacks Wt The item s weight in Kilograms Nuyen The cost of the item in nuyen Notes Long Coats grant a 2 the Concealability of items hidden inside them The following table lists the different types of clothing and the hit locations they cover Type Location Helmet 3 5 Gloves 6 Forearm Guards 7 8 Jacket 7 13 Shirt 7 12 Business Suit 7 16 Formal Dress 7 16 Long Coat Overcoat 7 16 Vest 9 12 Mini skirt 13 14 Pants 13 16 Thigh High Boots 14 18 Shin Knee Guards 15 16 High Boots 15 18 Low Boots Shoes 17 18 ARMOR CLOTHING Armor Clothing is the top of the line in civilian personal protection Constructed from the same high tech materials as Kevlar Clothing this
317. es its general type IC persona application etc The decker may adds his Sensor rating as well as his Analyze program to his Computer skill ANALYZE SECURITY Test Control Utility Analyze Action Phase The Analyze Security operation tells the decker the current security rating of the host the decker s security tally on the host including any tally points accrued by the Analyze Security operation and the host s alert status ANALYZE SUBSYSTEM Test Targeted Subsystem Utility Analyze Action Phase An Analyze Subsystem operation identifies anything out of the ordinary about the targeted subsystem The operation identifies the presence of scramble IC programs or other defenses or system tricks present on the subsystem CONTROL SLAVE Test Slave Utility Spoof Action Full Phase The Control Slave operation enables a decker to take control of a remote device controlled by the host s Slave subsystem If the slave performs some kind of specific operation the appropriate skill applies to the decker trying to control them The Control Slave operation is a monitored operation DECRYPT ACCESS Test Access Utility Decrypt Action Phase The Decrypt Access operation defeats scramble IC programs guarding access to a host IC programs on a scrambled Host must be defeated with a Decrypt Access operation before a decker can perform a Logon to Host operation 94 DECRYPT FILE Test Files Utility Decrypt
318. es modified Mitsuhama Reflex 6 Saab Dynamit 778 TI STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 15 4 31 x4 188 mph 2 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 1 Bench RWD Combustion 3 5 days 92 000 Options None Similar Models Porsche Winter Mitsubishi Shadow Peugeot RM780 116 SUBCOMPACT CARS Chrysler Nissan Jackrabbit Electric SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 15 4 10 x4 60 mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sunroof 2 Bucket 1 Bench FWD Electric 1 24 hrs 15 500 Options Folding Bench Seat Similar Models Citro n Ztana Ford Swift Dodge Glow Chrysler Nissan Jackrabbit Gas STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 15 4 13 x4 80 mph 2 0 1 Entry Points Seating Drivetrain Eng
319. esences known to each other may do so automatically LOCATE FILE Test Index Utilities Browse Action Full Phase This operation searches for specific datafiles To use the operation the decker must have some idea of what he is looking for If the operation succeeds the decker knows the system location of the file LOCATE IC Test Index Utility Analyze Action Full Phase This operation follows the same rules as the Locate Decker operation except that the decker automatically locates the IC program s if the System Test succeeds The IC remains located until it maneuvers to evade detection LOCATE SLAVE Test Index Utility Browse Action Full Phase This operation follows the same rules as Locate File The operation is used to determine system addresses for specific remote devices controlled by the host LOGON TO HOST Test Access Utility Deception Action Full Phase This operation simply consists of the standard System Test The decker will not know the Access Rating until he takes his first shot at it At that point it will be all too evident Once he begins trying to crack the system remember to keep track of his security tally LOGON TOLTG Test Access Utility Deception Action Full Phase This operation consists of the usual System Test using the Access Rating of the LTG Remember to begin counting the security tally on the grid while the decker is there If the test fails the decker can try again b
320. etal fiber plates bonded to the user s skin to produce dermal armor Dermal Plating is implanted within the skin all over the character s body Note that vitals are a special location and cannot be armored with Dermal Plating The hands and feet are not an option either as doing so would severely limit the user s mobility The user also cannot stack the benefits of Dermal Plating with Dermal Sheath Subdermal Armor or Skinweave Power Armor Adv None AP 3 Lim Cannot combine with certain cyberware bioware 25 Cyberware 1 Does not cover vitals hands feet or cyberlimbs 25 Type rPD Essence Nuyen Dermal Plating 2 1 2 40000 DERMAL SHEATH The latest new thing in dermal armor advances is the Dermal Sheath a semi synthetic skin sheath which produces a smoother and less bulky protective cover than Dermal Plating It also has self regeneration abilities should something come along to crack that outer shell It is possible to produce a dermal sheath that is built upon ruthenium technology allowing the sheath to change colors or even produce a cloaking effect making it difficult to detect Dermal Sheath cannot be combined with any sort of cybernetic Armor such as Dermal Plating Subdermal Armor or Skinweave Power Armor Adv None AP 4 5 Lim Cannot combine with certain cyberware bioware and natural armor 25 Cyberware 1 Power Invisibility Sight Group Adv Reduced END 0 END 5 AP 30
321. etion By itself the Gas Spectrometer will provide only the raw chemical breakdown of a gas mixture When used in conjunction with a chemical reference program or skill Science Chemistry the spectrometer provides common and industrial compound names and also prepares a short report on the application and properties of the gas in question Power Detect Chemicals Analyze Adv None AP 12 14 16 Lim Cyberware 1 Only works with gases 25 Type PER Essence Nuyen Level 1 2 5 3 3000 Level 2 4 6 2 3500 Level 3 6 7 1 4000 HAND RAZORS This cyberweapon is built within the fingers of the user consisting of a 2 to 3 inch telescoping titanium alloy blade housed within each finger and reinforced by anchoring it to the third bone of that finger The triangular blades will extend upon cybernetic command giving the user instant claws as the razor sharp blades exit the skin through special ports Mostly seen as an assassin s weapon as the Hand Razors are very well concealed when extended and retracted they are still useful in true combat situations Extending or retracting of Hand Razors is a 0 Phase action A common slang term for Hand Razors are Scratchers as many street punks think that is all the weapon can do Power Hand to Hand Killing Attack Adv None AP 15 Lim Cyberware 1 Reduced Penetration 25 STR Min 5 25 Real Weapon 25 49 SHADOWPUNK CYBERWARE Type HKA Essence Nuyen Hand Razors 1d
322. f a totem in the form of a dream or vision Often a traumatic even brings on the call like a serious illness sudden shock or near death experience The environment listing determines where the shaman may set up their shamanic lodge and also determines their most preferred surroundings Skill levels below may be used for the Sorcery or Conjuring skill roll or as Combat Skill Levels to attack Penalties below apply to both the Sorcery and Conjuring skill roll and the OCV BEAR Bear is a totem found in cultures wherever bears are known from North America to Europe and Asia He is powerful but gentle and wise He tends to be slow moving and easy going unless he has to move fast Bear is slow to anger but terrifying in battle Bear shamans tend to be calm cool and collected They are healers and protectors of the natural world as they see it A bear shaman cannot turn down someone who needs healing without giving a good reason Environment Forest Advantages 2 Skill Levels to cast Healing spells 2 Skill Levels to conjure Forest Spirits Disadvantages Bear shamans can go berserk when wounded Whenever a bear shaman takes Body in combat roll to see if he goes berserk The shaman must take this Disadvantage but gets no points for it Berserk Common 11 to go berserk 14 to recover BUFFALO Buffalo is a uniquely North American totem She knows much medicine which she uses to aid her people She is kind and giving strong
323. f corporate employees or visitors When the wearer approaches within a specified distance of a restricted area the box emits a polite warning At a closer distance the device transmits a call to security and activates a siren to alert the guards in the area For purposes of avoiding jamming it has an effective Systems Operation Skill of 14 Power Images Normal Hearing Adv Trigger within a specified distance of an item AP 5 Lim OIF 5 Independent 2 Does not work in magnetic fields 25 Power Radio Perception Transmission Adv None AP 10 Lim OIF 5 Independent 2 Only to alert guards and trigger alarms 1 Type Conceal Wt Cost Squealers 3 200 SHADOWPUNK EQUIPMENT SECURITY COUNTERMEASURES GAS DETECTION SYSTEM Portable gas detection systems are used to detect the presence of various knockout toxic and military gases Power Detect Gas Discriminatory 1 PER Roll per Rating Adv None AP 10 1 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type PER Conceal Wt Cost Gas Detection System 1 1 1 Rating x 1000 MAGLOCK PASSKEYS These sophisticated electronic devices fool a maglock with a passcard system into opening The passkey is slotted into the cardreader just like any legitimate passcard Use of such systems often leave the lock scrambled or sluggish in response providing evidence that the lock has been violated Passcards start at rating 1
324. f recording patterns Most record the patterns of anyone who attempts to use the scanner ID scanners are often incorporated into locks that only open for authorized patterns Power Normal Sight Microscopic 1000x Analyze 1 PER Roll Adv None AP 14 Lim OIF Immobile 1 5 Independent 2 Does not work in magnetic fields 25 Only to read palm finger thumb and retinal prints 5 Type PER Wt Nuyen Thumbprint 1 Rating x 200 Palmprint 1 Rating x 300 Retinal 1 Rating x 1000 JACKSTOPPERS This dummy plug is designed to fit inside a datajack or chipjack where it injects a quick bonding epoxy and seals itself in the jack Law enforcement uses these on captured deckers and BTL addicts To clear the jack requires a Paramedics skill roll at 4 and a 10 nuyen dose of resin solvent available in convenience stores Power Suppress 5d6 Mind Link Adv 1 Continuing charge lasting 1 month 75 Standard Effect 15 0 AP 44 Lim OIF Expendable 75 Independent 2 Only to turn off datajacks or chipjacks 2 Type Conceal Wt Nuyen Jackstopper 4 100 MAGLOCKS Household and commercial security rely almost exclusively on maglocks electronic locks that feature a variety of access control options such as keypads passcards and finger thumb palm voice and retinal prints Maglocks may be linked to the Matrix and may also be linked to the PANICBUTTON system to signal an alarm if tampered
325. fairly new and as such is very expensive compared to a piece of similar cyberware The advantage of Bioware is that there is no social withdrawal or penalties to Interaction skills because of them They are all organic and do not suffer the same problems of pushing their users toward human separation Bioware is bought with the Limitation Bioware 5 This reflects the fact that Bioware must be implanted can be removed can be damaged reduces the character s magic skills and is limited by the character s BODY characteristic Characters have a maximum Bio Index which is equal to their maximum do not consider damage drains transfers etc BODY x 2 Each piece of Bioware has a Bio Index Cost Characters may never have more Bioware implanted than their maximum Bio Index If they attempt to have another piece installed the body automatically rejects it For every point of Bio Index paid the character loses 1 point from his Magic Attribute ADRENAL PUMP The Adrenal Pump is a small muscular sac implanted in the lower abdominal cavity and connected to each of the two suprarenal or adrenal glands When dormant the pump concentrates and serves as a reservoir for the hormones adrenaline and noradrenaline When activated the sac contracts sending a surge of concentrates into the bloodstream Stress and other emotional states such as anger fear or lust will also activate the pump Typically the Pump will not activate unless
326. fense is not touching the ground Adv Reduced END 0 END 7 5 Persistent 5 AP 86 Lim OIF 5 Independent 2 Range is based on STR 25 Type Conceal Wt Cost Caltrops per 10 1 5 80 79 SHADOWPUNK EQUIPMENT DART WEAPONS Dart weapons are considered to be Armor Piercing ammunition with a damage code of 1 2d6 for the Pistol and 2d6 1 for the rifle If after subtracting armor from the damage the target takes any BODY damage ignore the BODY damage and determine the results of the chemical applied to the dart If the location of the dart hit is inorganic cyberlimbs ignore all effects of the dart unless it could have some effect on inorganic matter MORTARS Mortars are launchers of highly explosive charges over great distances Any grenade type is also a mortar round except for IPE grenades To convert a grenade round to a mortar round increase all effects by 1 3 for the 60mm Mortar by 2 3 for the 80mm Mortar and by 1 for the 120mm Mortar Increase the base cost by x5 for the mortar round MISSILES amp ROCKETS When fired missiles achieve their full speed the segment after the character launches the weapon When at full speed missiles travel 670 per segment about mach 4 To determine how long it takes for a missile to reach its target divide the range to the target by 670 and that s how many segments until the missile reaches the target During this time the missile can be shot down or otherwise
327. ferring to stick to the shadows Rat shamans avoid fights whenever they can When they must fight they fight to kill Environment Urban Advantages 2 Skill Levels to Detection and Illusion spells 2 Skill Levels to conjure City Spirits Disadvantages 1 penalty to Combat spells RAVEN Raven is a harbinger of trouble in cultures world wide He is a trickster dark and devious and a transformer responsible for changes Raven thrives off the bounty of carnage and chaos but does not cause them He merely knows an opportunity when he sees one Raven shamans love to eat and rarely refuse an offer of food Environment Anywhere under the open sky Advantages 2 Skill Levels to Manipulation spells 2 Skill Levels to conjure Sky Spirits Disadvantages 1 penalty to all magical skills when not under the open sky SHARK Shark is a cold and relentless hunter When shark strikes he does so without mercy driven into frenzy by the blood of his prey Shark shamans tend to be wanderers always on the move They are fierce and deadly warriors A Shark shaman believes the only good enemy is a dead enemy If challenged they do not waste time with threats or boasts but strike to kill Environment On or by the sea Advantages 2 Skill Levels to Combat and Detection spells 2 Skill Levels for Sea Spirits Disadvantages Shark shamans can go berserk when wounded or when they kill an opponent Whenever a Shark shaman takes Body in c
328. fle Sternmeye Type 35 12 2 8 2 24 hrs 050 JPE Militech M31A1 6 4 5 3 48 hrs 2450 2 G Colt Manhunter 32 25 224hs 1100 2P E ARD 6 c Rf i 26 hirs 25 1200 12 0 Ares Predator 12 225 2 24 hrs 725 ZPE Chadran Arms Jungle 7 4 5 2 36 hrs 1350 2 G m Reaper i sen nM Pei eens qi RSS peo Darra PolytechnicM 9 7 475 224hm 1550 2G Ruger Thunderbolt 33 235 mi2days 1950 2P E Miltec Ronin EAR ABAS SA8 DIS i250 LG Smartgun Sternmeyer CG 13 7 4 3 36 hrs 1975 2 G Colt AMT Model 2000 2 2 75 224hs 675 2P E Steyr AUG CSL T 3 5 5 4 days 5000 1 G Royal Enfield 27 2 15 2 24 hrs 075 2P E Colt M22A2 9 4 75 4 3 days 3150 2 G Ordinance Spitfire Colt M23 XT 4 5 3 36 hrs 1650 2 G SCK Gyodo E 2 5 2 24 hrs 715 2pP E H amp K 77UK 8 4 75 4 4 days 3625 2 G Militech Crusher SSG 3 3 2 24 hrs 750 2P E Ceska vz88V 7 4 75 3 36 hrs 2650 2 G Ares Predator II 43 2 5 2 24 hrs 100 2P E Federated Arms Light F 4 5 3 48 hrs 1850 2 G Armalite 44 2 225 2 24 hrs 825 2P E Assault 15 Federated Arms 454 3 2 5 2 24 hrs 800 2P E Fabrica De Arms M 7 5 348hrs 2300 2 G Super Chief 2012 Malorian Arms 3516 4 3 3 36 hrs 525 IP E FN RAL Heavy 7 45 3 36 hrs 2400 2 G Magnum Opus 5 3 5 4 48 hrs 850 1 E Assault Rifle Hellbringer H amp K G12A3z 7 5 25 4 4 days 2525 2 G Magnum Opus 5 3 75 4 48 hrs 1000 0 E Royal Enfield 7 4 75 3 36 hrs 1975 2 G Hellraiser Ordnance LPA1 Machine Pistols Ares Alpha Combat
329. for 5 Essence worth of options before the options further damage Essence Power Armor Adv None AP 3 Lim Only on head location 1 Cyberware 1 Power Flash Defense Sight Group Adv None AP 4 Lim Cyberware 1 Power Essence Points Adv None AP 5 Lim Only for essence from cyber optics 2 Cyberware 1 Type rPD FD Essence Nuyen Optishields 2 4 43 12750 RANGEFINDER This cyber optic accessory allows the user to have exact knowledge of distances between himself and the object or place he is looking at Power Detect Distances Sight Sense Discriminatory Adv None AP 12 Lim Cyberware 1 Type Essence Nuyen Rangefinder 6 3250 REMOTE EYE A strange and particularly disturbing piece of cyberware is the Remote Eye By cybernetic command the eye detaches and can be placed in a small mount with magnetic and Velcro feet standard equipment included with the eye It then transmits back to the user as if he or she were seeing from that position The Remote Eye can only take one other optical option and is only available in Cybereyes The eye has enough power to transmit for 1 hour Power Clairsentience Sight Group x16 Range Adv None AP 40 Lim OAF Eye 1 Only where the eye is placed 25 Cyberware 1 1 Continuing Charge 1 hour 25 Cybereyes only 25 Type Range Essence Nuyen Remote Eye 1600 10 7 10000 RETINAL CLOCK This minor addition displays the current time day month year in
330. g EGO 13 0 Conversation PRE 8 0 Deduction INT 8 0 Paramedics INT 8 3 Persuasion PRE 13 0 Shadowing INT 8 15 SL 5 with Aura Reading Conjuring and Sorcery 3 Sorcery EGO 13 6 Stealth DEX 14 3 Streetwise PRE 13 0 TF Car or Bike 0 WF Clubs 2 WF Pistols 0 WF Unarmed Combat 5 Perk Contacts 4 Perk Wealth 100 000 30 Talent Full Mage Background Skills 2 AK Home Region 12 2 KS Magic 11 2 KS Magical Groups 11 2 KS Magical Threats 11 2 KS Named Spirits 11 0 Language Native 4 points worth Literacy 0 PS Oracle 11 Spells AP END 2 Armor 10 rPD 6 rED 24 2 2 Detect Enemies 10 PER 21 2 6 Control Thoughts 9d6 56 6 7 Heal 6d6 60 6 4 Levitate 8 40 3 7 Mana Bolt 2d6 1 RKA Reusable Fetish 60 70 6 Cost Disadvantages 20 Physical Limitation Subject to Magic Loss All the Time Greatly Does not count toward 75 point maximum 98 Total Package Cost Cost Magical Abilities END 0 Astral Projection 3 0 Astral Perception 0 0 Dispelling 20d6 10 0 Banishing 20d6 10 0 Conjure Elementals 14 0 Sorcery By spell 0 Spell Defense 0 0 Total Cost Skill Talent Perk Roll 0 Acting PRE 8 3 Breakfall DEX 13 3 Climbing DEX 13 7 Combat Driving DEX 15 0 Concealment INT 8 3 Conversation PRE 11 15 CSL 3 with HTH 10 CSL 2 with Ranged Combat 0 Deduction INT 8 5
331. g Focus Spells Spike Strip Spirit Focus Spirits of Man Spirits of the Land Spirits of the Sky Spirits of the Waters Spoof Sport Cruisers Sport Rifles Sport Utility Vehicles Sports Cars 66 80 84 78 110 66 107 Spotlight Sprawl Ganger Squatter Lifestyle Squealers Stabilization Unit Standard Cyberfoot Standard Cyberhand Standard Holster Standard Tires Starting Characters Starting Money Stealth Stealth Clothing Stealth Grapple Line Stimulant Patch Stock Cyberdecks Table Storage Memory Cyberdeck Storage Memory Rigging Storm Spirit Street Mage Street Samurai Street Shaman Streets Lifestyle Stun Shells Stunball Stunbolt Subcompact Cars Subdermal Armor Submachine Guns Subscriber Lists Subsystem Ratings Subvocal Microphone Superconductive Drive Suppressing IC Suprathyroid Gland Surface Watercraft Surgery and Healing Surveillance Countermeasures Surveillance Measures Survival Gear Survival Kit Suspended State SUVs Swamp Spirit Swap Memory Swiftness Symbiotes Synaptic Accelerator Synthacardium Synthlink System System Access Nodes System Operations System Rating Systems Operation T Tactical Computer Tactile Booster Tailored Pheromones Talents Talismonger Tap Commcall Tar Baby IC Tar Pit IC Targeting Computer Targeting System Taser Tech Wiz Telecom Telephone Cyberware Temperature Tolerance The Face The Investigator The Mercenary SHADOWPUNK
332. g advanced data compression algorithms Stored data is compressed the uncompressed automatically when needed A data compactor decreases the size of data downloaded into headware memory by 20 per rating Accessing or transferring data to and from internal memory normally requires a 5 Phase action whereas compressed data takes a Full Phase action Compressed data must be uncompressed in order to be read but decker can also decompress it with a compression utility Compactor cyberware can 46 also be integrated with a data lock and installed as a joint package which reduces the Data Compactor s essence cost by 50 Type Reduction Essence Nuyen Level 1 20 8 9500 Level 2 40 1 3 19000 Level 3 60 1 7 28500 Level 4 80 2 1 38000 DATA FILTER The data filter when activated blocks the flow of information from short to long term memory The user cannot later recall or remember anything that happened while the Data Filter was active This device is popular with influential people who need to have aides or secretaries present during confidential proceedings such employees are fitted with a data filter that can be remotely activated The drawback to Data Filters is that the user is distracted while it is activated and cannot remember anything for more than a few minutes While active a character with a data filter suffers 4 to all perception rolls and will not remember anything that occurred while it was on Type Essence Nuyen Data Filte
333. ge of having a cybernetic limb is too much of a draw for many to resist And many see cyber limbs as a matter of style for they are chromed airbrushed jeweled lighted and even sculpted in the pursuit of the true cybertech chic Under all the designer fashions the standard cyber limb is an aluminum and steel basket framework with artificial myomar plastic muscles controlling motion The joints are stainless steel The cyber limb plugs into the user s nervous system internally and the main part is coupled to a metal and plastic cuff around the meat part of the limb The cuff is usually placed at the shoulder or hip Arms may also be attached to an artificial shoulder and anchored to an external arm mount Cyber limbs also come in two version the obvious cyber limb which is anyone can see is not a natural limb Or they come in synthetic versions that appear as normal as a regular organic limb CRUSHING A cybernetic arm uses synthetic muscle fibers instead of flesh and blood Because of this they are far stronger than normal muscle tissue This gives a Cyberarm tremendous gripping power All cyber limbs can easily crush light metals woods and plastics and the crush glass to dust Treat all cyberarms as 9 STR for gripping purposes only PAIN Cyber limbs are truly resistant to pain and damage and do not usually cause the user to feel much of the effects Because of this Cyberlimbs are considered to have 25 Damage Reduction against t
334. gh a Datajack from Internal Memory Power Cryptography Skill Adv None AP 2 per Rating Lim Cyberware 1 Only to encrypt data in Internal Memory 1 Type Rating Essence Nuyen Data Lock 1 10 Rating x 7 Rating x 1000 ENCEPHALON This is a combination microcomputer and expert system that permits the brain to access all internal memory stores and functions It operates as a background system for most datachips and skillsofts The Encephalon system adds to the character s Intelligence Attribute and to any General or Intellect Skills as detailed on the table below Power Intelligence Skill Levels General Skills Skill Levels Intellect Skills Adv None AP 3 13 26 Lim Cyberware 1 Type INT Skills Essence Nuyen Level 1 3 1 5 3000 Level 2 3 1 6 5 13000 Level 3 6 2 13 26000 INTERNAL MEMORY This is raw data storage space implanted into a character s head Unless the character wishes to change the data surgically he will need a Datajack or a Chipjack to upload or change data Programs take up space equal to their rating modified by the size multiplier in Mp SHADOWPUNK CYBERWARE Power Eidetic Memory Talent Adv None AP 5 Lim Cyberware 1 Only to store digital data 5 Type Essence Nuyen Internal Memory Mp 30 Mpx 150 MATH SUBPROCESSOR MATH SPU When implanted it enhances the character s mathematical abilities in several ways First it allows the character to perform fantastic mathematic
335. ght 3 Radius 1 25 40 Flash 5d6 Flash vs Sight and Hearing 1d6 per 2 1 25 40 Flash Pak 5d6 Flash vs Sight Continuous Uncontrolled SPD 4 lasting 2 Turns 1d6 per 2 4 2 250 Incendiary 1d6 RKA NND Fire Heat Starts Fires lasting 2 Turns 5 Radius 2 35 50 IPE Concussion 12d6 N 1 DC per 1 2 5 70 IPE Defensive 4d6 RKA 2 DC per 1 2 E 60 IPE Offensive 4d6 RKA 1 DC per 1 2 is 60 Offensive 3d6 RKA 1 DC per 1 2 25 30 Smoke 4 Sight PER Rolls 4 OCV vs Normal Sight and UV Sight 5 2 23 30 Smoke Thermal 4 Sight PER Rolls 4 OCV vs Normal Sight UV Sight IR Sight 57 2 5 50 Superflash 8d6 Flash vs Sight and Hearing 1d6 per 2 2 25 80 White Phosphorous 2d6 ERKA Continuous Uncontrolled Sticky lasting for 2 Turns SPD 4 4 Radius 2 E 120 COMMERCIAL EXPLOSIVES PER KILO Type Damage Effect Blast Concealability Weight Nuyen Commercial 1d6 3 DC per 1 1 1 60 Plastic Compound IV 2d6 6 DC per 1 1 1 80 Plastic Compound XII 4d6 12 DC per 1 1 1 200 Radio Detonator Radio Detonation of Explosives 1 25 250 Timer Timed Detonation of Explosives 1 25 100 87 SHADOWPUNK WEAPONS MINES Type
336. ght Security Armor 10 6 10 days 7700 OP K hrs 3000 Medium Security E 14 7 10 days 9750 1P K White Noise Generator 5 1 per 2 72 Rat x 4P U Armor hrs 1500 Heavy Security Armor 20 8 14 days 12000 2P K Voice Stress Analyzer 5 1 1 per 2 72 Rat x 1P U hrs 10000 MILITARY ARMOR Light Military Armor 2915 9 1 mo 30250 2 L FORGED CREDSTICK Medium Military z 40 20 12 1 mo 38750 2 L Type Conc Wt Avail Cost Armor Rating 1 4 ES 1 per 2 24 Rat x 1000 Heavy Military Armor 58 29 14 2 mo 47250 2 L hrs Rating 5 8 1 per 2 72 Rat x 5000 hrs SPECIAL CLOTHING Camouflage 2 5 2 36 hrs 500 Legal Rating 2 12 B 1 poda pene ee Fire Retardant 10 1 12 hrs 950 Legal I Insulated x 10 1 12 hrs 950 Leeal Bing is zi ee pa BREST Ruthenium Polymer 2 5 3 14 days 75000 Legal Stealth 2 5 2 36 hrs 600 Legal Thermo Stealth 2 5 3 36 hrs 5000 Legal 136 SHADOWPUNK ITEM LIST ELECTRONICS Type Conc Wt Avail Cost Legality Type Conc Wt Avail Cost Maglocks Wrist Cell Phone l Always 100 Type I Rating 1
337. gun 3 3 2d6 0 0 30 c 875 8 AF 10 4 75 3625 Link Grenade Launcher 4 ammo cap Very Reliable Ceska vz88V 7 62mm Gas Vent Laser Sight Hi 1 2 3 5 2Ad6 0 3 35 c 000 7 AF 10 4 75 2650 Power Scope Unreliable Federated Arms Light Assault 15 Hi Power Scope Very 1 42 1 43 22d6 0 3 30 c 000 7 AF 10 4 5 1850 7 62mm Reliable Fabrica De Armes M 2012 Hi Power Scope Very 3 4 1 43 2Ad6 0 3 30 c 000 7 AF 10 5 2300 7 62mm Reliable FN RAL Heavy Assault Rifle Laser Sight Hi Power 1 42 3 5 22d6 0 3 30 c 000 7 AF 10 4 5 2400 7 62mm Scope Very Reliable Heckler amp Koch G12A3z Gas Vent Laser Sight 2 3 22d6 0 3 32 c 000 7 AF 10 5 25 2525 7 62mm Royal Enfield Ordnance LPAI Very Reliable 2 1 2Ad6 0 3 90 c 000 7 AF 10 4 75 1975 7 62mm Ares Alpha Combat Gun Internal Smartgun Link Gas 2 2 2Ad6 0 3 42 c 000 7 AF 10 5 25 2000 7 62mm Vent Grenade Launcher 8 ammo cap Standard STUN STR Weapon Accessories Notes OCV RMod Damage x Min Ammo Range Con Mode Wt Nuyen Sport Sniper Rifles Two Handed Weapons Steyr AUG CSL Sniper Rifle Gas Vent Hi Power Scope 2H3 4 6 22d6 0 13 40 c 1000 hy SA 4 5 5000 7 62mm Sound Suppresser Ruger Sport 100 30 Cal Hi Power Scope Very 1 4 2 3 5 22d6 1 15 5 m 1000 6 SS 3 75 1500 Reliable Walther MA 2100 Sniper Rifle Hi Power Low Light 2H3 4 6 3d6 1 1 18 8 m 1000 10 SS 4 5 4525 450 Cal Thermographic Scope Internal Smartgun Link Integral Sound Flash
338. h 0 5 2 Entry Points Seating Drivetrain Engine Availability Cost Rotorcraft Combustion 1 48 hrs 30 000 Options Remote Control Interface Rigger Adaptation ECM 2 External Fixed Mount with F N MAG MMG and 500 rds ammo Similar Models Knight Errant Peep a lot Ares Inquisitor Mitsuhama Computer Technologies Nissan Roto Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 3 15 4 9 x4 55 mph 0 1 1 Entry Points Seating Drivetrain Engine Availability Cost Rotorcraft Combustion 1 24 hrs 9 000 Options Remote Control Interface Rigger Adaptation Similar Models Yamatetsu Watchdog Renraku Elemental UNMANNED AERIAL VEHICLES UAV VECTORED THRUST Aeroquip Redball Express Long Range Resupply Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 15 14 1 25 x 64 3 15 4 38 x4 225 mph 0 3 2 Entry Points Seating Drivetrain Engine Availability Cost Thunderbird Combustion 2 4 days 80 500 Options Remote Control Interface Rigger Adaptation 4 Jets Similar Models ATT Karawane Ares Air Supply Ares Guardian Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 15 15 4 8 x4 45 mph 0 4 3 Entry Points Seating Drivetrain Engine Availability Cost Thunderbird Combustion 3 5 days 99 000 Options Remote Control Interface Rigger Adaptation Remote Turret Vehicle Armor 4 Jets Similar Models Eireann Tir Ulchabh n Ares Sergeant Cy
339. hand Cyberfoot Taser 6 7 3 72 hrs 5000 1 N Toolkit 2 8 1 24 hrs 5000 Legal 144 INDEX A Ablative Armor Access Rating Accessing the Matrix Acid Stream Acids ACTH Active Alert Active Memory Active Thermal Masking Activesoft Adept Adrenal Pump Adrenaline Patch Advanced Passenger Protection System Advancement Air Elemental Air Filtration System Air Cushion Vehicles Airliners Airships Alerts Ammunition Ammunition Type and Effect Table Amphibious Operation Package Analyze Program Analyze Device Analyze Host Analyze IC Analyze Icon Analyze Security Analyze Subsystem Analyze Truth Anchoring Metamagic Anchoring Cyberfeet Antidote Antidote Patch Anti Theft Systems APCs APPS Archetype Armor Armor Program Armor Clothing Armor Piercing Armor Piercing Incendiary Armored Duster Armored Personnel Carriers Armored Seats Assault Rifles Astral Barrier Spell Astral Barriers Astral Combat Against Objects and Barriers Astral Perception Astral Projection Astral Travel Astral Visibility Atropine Attack Program Attack Helicopters Attribute Boost Audio Visual Screen Display Aura Reading Autofire Skills Autofire Strength Minimum Autogyros Automobiles Autonav Computer Autonav Map Chips 128 104 132 104 113 105 72 Axes B Background Count Balance Tail Ball Lightning Banishing Bartender Basic Veh
340. he STUN of all physical attacks BODY is still subtracted from the user s total as normal but STUN is reduced by 4 before being applied to the character DAMAGE All cyber limbs are made out of much tougher material than flesh and bone and therefore do increased damage from unarmed punches and kicks All attacks from cyber limbs do 3d6 Hand to Hand Attack damage from unarmed attacks and this does not combine with Hand to Hand Attack bonus damage from Bone Lacing All cyber limbs are also much more resistant to all kinds of damage in general being very structurally sound and made out of high tech materials All cyberlimbs grant 2 rPD that covers the arms and hands locations for cyberarms or the legs and feet locations for cyberlegs SHADOWPUNK CYBERWARE CYBERARM A Cyberarm may have 10 ECU of options installed Power STR Adv None AP 5 Lim Does not affect figured characteristics 5 Cyberware 1 Power STR Adv None AP 9 Lim Only for gripping purposes 2 Cyberware 1 Power Damage Resistance 25 Physical Resistant Adv None AP 15 Lim Only against STUN 1 Cyberware 1 Power Hand to Hand Attack Adv None AP 9 Lim Does not add to weapon damage 5 Does not stack with bone lacing 25 Only with that limb 1 Cyberware 1 Power Armor Adv None AP 3 Lim One Arm Coverage 2 Cyberware 1 Power ECU Points Adv None AP 10 Lim Only for cyber limb options 2 Cyberware
341. he adept can recognize the ingredients of food or beverage by taste alone Power Discriminatory Taste Adv None AP 5 Lim None Magic Cost 5 points TRON FISTS The adept channels magic into his strikes to give his attacks more power A glow is evident when using this power and the adept must pay END 1 per 10 Active Cost to use it Power Hand to Hand Attack Adv None AP 3 per 1d6 Lim None Magic Cost 3 per 1d6 HA Max 6d6 HA SHADOWPUNK MAGIC KILLING HANDS The adept channels magic into his fists and body to hone it to a killing machine A telltale glow and crackle of power is evident when the adept is using this and he must pay END 1 per 10 Active Cost to use the power Power Hand to Hand Killing Attack Adv None AP 15 per 1d6 HKA Lim None Magic Cost 15 points per 1d6 HKA Max 2d6 HKA LOW LIGHT VISION The adept can see in low light areas as well as he or she can see in the daylight Power Ultraviolet Perception Sight Adv None AP 5 Lim None Magic Cost 5 points MAGIC RESISTANCE The adept has an inherent resistance to sorcery He can choose what spells to affect him fully and those he wishes to resist Power Suppression Field Adv Reduced END 0 END 7 5 AP 7 5 per 1d6 Lim Self only 5 Only incoming spells of his choice 25 Magic Cost 4 points per 1d6 of Suppression Field MISSILE MASTERY An adept with missile master has such a highly developed talent for throwing we
342. he can summon at once INITIATION Initiation sharpens the natural Awakened sensitivity to magic and purifies the spirit It allows a character to find his or her capacity to wield greater magical abilities called metamagic and provides access to the metaplanes of astral space Only Awakened characters full magicians aspected magicians and adepts are capable of initiating To initiate a character must pay 3 points for the Initiate Talent and purchase any one of the Metamagic Powers listed below Initiation is measured in grades so a grade 3 Initiate has paid 9 points for Initiation as well as the cost of three of the Metamagic Powers below This talent raises the Active Point limit on spells by 10 points Adepts may initiate by spending 3 points to Raise their Magic Attribute by 10 as well as purchasing a metamatic power from Centering which they can use on any Adept Power Cleansing Divining Masking or Shielding When they have no further Metamagic Powers to purchase they may spend 10 points to Initiate to the next grade 18 To Initiate the magician must spend 1 week per Grade desired one Grade at a time in meditative study in a Hermetic Library Mages Shamanic Lodge Shamans or in solitary study in appropriate surroundings Adepts See the Item List for costs METAMAGIC ANCHORING Allows a magician to attach spells to specialized foci and delays their activation until a certain event occurs Power Trigger
343. he subject while he or she is in an unstressed situation or is telling the truth If done correctly the Analyzer will attempt to detect lies by the individual If done incorrectly Analyzer will give false readings no matter what the actuality The user of the Voice Stress Analyzer must succeed with a hearing perception including the bonus from this piece vs target s presence or acting roll to get the proper readings from the Analyzer the GM should roll this test secretly This piece does not gain the benefits of Hearing Amplification but a Sound Editor does eliminate background noise Power Detect Spoken Lies Hearing Group Sense Ranged 360 Degree Arc of Perception Adv None AP 28 Lim Requires opposed skill roll 75 Must use Analyzer on subject in calm and truthful situation 1 Cyberware 1 Type PER Essence Nuyen Voice Stress Analyzer 3 7 5 35000 WIDE RANGE HEARING The character can perceive very high and very low frequency sounds such as dog whistles or Active Sonar Power Ultrasonic Perception Hearing Adv None AP 3 Lim Cyberware 1 Type Essence Nuyen Wide Range Hearing 1 5 750 CYBER LIMBS When the man on the street thinks of cyborgs thoughts are of artificial limbs whirring glittering metal constructs of steel wire and microchip circuitry Although real arms legs and organs can easily be grown in bio tanks or replaced from body banks the cost is typically prohibitive and the ed
344. hers 25 AP Lim Blackout 5 Spell 2 5 Extra Time Phase 25 Active Point Cost 25 6 25 per 2x Range COMBAT SENSE The subject can subconsciously analyze combat and other dangerous situations The subject senses events a split second before they happen Power Combat Skill Levels All Combat Adv Usable By Others 25 Lim Costs END 5 Spell 2 5 Extra Time 1 2 Phase 25 Active Point Cost 10 per 1 Combat Skill Level 25 Advantage per 2x Targets DETECT ENEMIES The subject can detect living targets who have hostile intentions toward him This spell does not detect traps nor can it detect someone about to shoot into a crowd at random This spell can detect an ambush or other surprise attack Power Detect Enemies Sight Adv Usable By Others 25 Lim Spell 2 5 Costs END 5 Extra Time Phase 25 Active Point Cost 12 5 1 per 1 PER Roll 25 Advantage per 2x Targets DETECT INDIVIDUAL The subject can detect the presence of a specific individual named when the spell is cast Power Detect Individual Sight Adv Usable By Others 25 Lim Spell 2 5 Costs END 5 Extra Time 2 Phase 25 Active Point Cost 12 5 1 per 1 PER Roll 25 Advantage per 2x Targets DETECT LIFE The subject detects all living being knowing their number and relative location Power Detect Life Sight Adv Usable By Others 25 Lim Spell 2 5 Costs END 5
345. his failure can cause a character to die on the table SHADOWPUNK BIOWARE SURGERY AND HEALING Healing from injuries typically requires a bit of time A PS Doctor skill is required to heal another or oneself effectively This test takes 8 hours though the attending doctor need not stand over the character for the entire 8 hours A successful PS Doctor skill roll means that the character will heal 1 BODY in 1 Day and a roll is required each day An exceptional roll modified skill minus 10 means that the injured character recovers 2 BODY for that day A failed PS Doctor roll means that the character being treated cannot be healed that day Another doctor may try taking 8 hours in the attempt A very bad failure rolling an 18 means that the doctor did not heal the injured character but instead caused another 1 BODY of damage Complementary skills to PS Doctor are SS Medicine or SS Surgery The following table detail modifiers to the PS Doctor table for healing Condition Modifier No Equipment 3 Under equipped 1 Medkit only 0 Street Doc equipment 1 Hospital 3 Poor conditions l Bad conditions 3 Terrible conditions 5 Decent conditions 1 Good conditions 3 Excellent conditions 5 Patient is a Magician 3 MEDICAL COST TABLE Service Nuyen Paramedic Normal 500 High Threat 2000 Doctor Normal Healing Procedur
346. his is merely a Standard Hand with a Cyberspur built in Power Hand to Hand Killing Attack Adv None AP 25 Lim Cyberware 1 Cyberarm only 25 STR Min 10 5 Real Weapon 25 Type HKA ECU Nuyen Cyberspur 1 4d6 8 3 6250 CYBERWHIP A 1 2m long flexible alloy tentacle that extends from the back of the wrist and can either whip an enemy or wrap them up in a grab Itisa very effective Cyberhand option for self defense or to just keep the prisoner right where you want him The damage of the Cyberwhip is not cumulative with that of the cyber limb though the user s strength certainly adds in Power Stretching Adv Reduced END 0 END 4 5 AP 5 Lim No fine control 5 Always Direct 25 No velocity damage 25 No noncombat stretching 25 Only to whip or grab 5 Cyberarm only 25 Cyberware 1 Power Hand to Hand Attack Adv None AP 12 Lim Only for attacks with the whip 1 Cyberware 1 STR Min 10 5 Real Weapon 25 Cyberarm only 25 Type HA ECU Nuyen Cyberwhip 4d6 43 4250 55 SHADOWPUNK CYBERWARE EXTENSION HAND This Cyberhand can extend from a telescoping wrist mount out to 1 2m Because of its telescoping mount the Cyberhand cannot carry as much while extended as the user would normally be able Power Stretching Adv Reduced END 0 END 4 5 AP 7 5 Lim Cyberware 1 Type ECU Nuyen Extension Hand 3 8 1875 FLASHBULB A 20 000 candlepower strobe light i
347. ht Group Usable 6 6u 2 Concealment Invisibility Sight Group Usable 6 Simultaneously 5 Ranged 5 x16 Targets 1 Simultaneously 5 Ranged 5 x16 Targets 1 6u 2 Guard 12d6 Suppress Change Environment 6 5u 3 Confusion 9d6 Mind Control Telepathic 7 25 6 4u 3 Search Detect any Person Place or Thing 5 Set Effect Wander Aimlessly 5 Discriminatory Telescopic 10 PER Roll 15 Costs 6u 4 Guard 12d6 Suppress Change Environment 6 END 5 4u 5 Search Detect any Person Place or Thing 5 4u 4 Movement 4d6 Aid Succor to Running Area of 4 Discriminatory Telescopic 10 PER Roll 15 Costs Effect Radius 1 END 5 Su 5 Movement 2 4d6 Suppress Any Movement Power 5 10 Astral Projection Extra Dimensional Travel to Any 3 one at a time 25 Area of Effect Radius 1 point in the Astral Plane Astral Form can be seen but 10 Astral Projection Extra Dimensional Travel to Any 3 not affected from the material 5 Extra Time Full point in the Astral Plane Astral Form can be seen but Phase 5 Point of Entry is relative to the characters not affected from the material 5 Extra Time Full original location 5 Phase 5 Point of Entry is relative to the characters 5 Immunity to Normal Weapons Damage Resistance 6 0 original location 5 PD 10 ED Does Not Work against Magic 5 8 Immunity to Normal Weapons Damage Resistance 10 0 20 Spirit Body 50 Energy Damage Reduction 0 PD 10 ED Does
348. hts may be removed from the weapon by taking a full phase action Type Conceal Wt Cost Laser Sight 1 25 400 77 SHADOWPUNK EQUIPMENT LOW LIGHT SCOPE A normal or hi power scope that provides low light vision through the scope The wielder must brace to use the scope Type Conceal Wt Cost Low Light Scope 1 25 1500 MICROMETER SIGHT A more accurate sight than normal sights the character must brace to gain the benefits of this sight Type Conceal Wt Cost Micrometer Sight 0 150 NORMAL SCOPE An aligned scope mounted on the top of a weapon that provides its benefits only when bracing Type Conceal Wt Cost Normal Scope 1 25 200 QUICK DRAW HOLSTER This holster is specially designed so that a weapon may be quickly pulled and fired A character who attempts to Fast Draw a pistol sized weapon from a quick draw holster gains 2 Skill Levels to Fast Draw The Quick Draw Holster comes in standard and concealable versions The concealable version also grants 2 to the Concealability of the pistol it was designed to hold Type Conceal Wt Cost Quick Draw Holster Ki 100 Concealable Quick Draw Holster 2 M 150 SHOULDER STOCK A rigid or folding stock can be added to SMG sized weapons The shoulder stock reduces the strength minimum by 2 but it also reduces concealability by 2 or 1 when folded Type Conceal Wt Cost Shoulder Stock 2 5 100 SILENCER A silencer is a barrel mounted accessory that reduces the s
349. iary rounds attach a small amount of white phosphorous to the round which burns the victim from within as it passes through the body The victim is damaged by the bullet as normal but is also subject to a No Normal Defense attack from the white phosphorous defense is Life Support Immune to Intense Heat The bullet must also overcome the resistant physical armor for the NND attack to do any damage in that the physical RKA must do at least 1 Body Type Conceal Wt Cost Armor Piercing Incendiary 2 25 150 CANNON These are highly stable explosive rounds made of HDX superplast compound They are designed to be fired from Assault Cannons Type Conceal Wt Cost Cannon 5 1 25 450 FLECHETTE Tiny tightly packed metal slivers function as the business end of a flechette round They are devastating against unprotected targets but are reduced in effectiveness against armored targets Type Conceal Wt Cost Flechette 2 5 100 GEL ROUNDS Designed as non lethal ammo for riot control these rounds use a hard jelly like substance to achieve their effect Type Conceal Wt Cost Gel 2 25 30 SHADOWPUNK EQUIPMENT GENERAL PURPOSE Standard ammunition for firearms in the Sixth World Type Conceal Wt Cost General Purpose 2 25 20 GLAZER Glazer rounds are explosive rounds with a thin metal jacket that release flechette like fragments upon impact They cause massive systemic damage to unarmored targets but are reduced in effectiveness aga
350. ic X Pratt amp Whitney Sundowner Aerial Sprayer STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 25x45 3 15 4 13 x4 79 mph 0 1 2 Entry Points Seating Drivetrain Engine Availability Cost Jet Aircraft Combustion 1 48 hrs 34 250 Options Remote Control Interface Rigger Adaptation Sprayer Similar Models Cessna Mini Duster Yamatetsu Chem Carrier 126 SHADOWPUNK VEHICLES UNMANNED AERIAL VEHICLES UAV ROTARY WING Eireann Tir Prospero STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 10 55x25 3 18 4 9 x4 55 mph 2 1 2 Entry Points Seating Drivetrain Engine Availability Cost Rotorcraft Combustion 1 24 hrs 8 125 Options Remote Control Interface Rigger Adaptation Similar Models ATT Nacht Eule Lockheed Kestrel Lone Star Strato 9 Surveillance Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 IRS 3 18 4 13 x4 75 mp
351. icle Design Bayonet Bear Totem Bench Seats Better Than Life Chips Big D s Temper Biometric Safety Biomonitor Biomonitor Cyberware Biotech Bioware Bipod Black Hammer Black IC Black Lace Blades Blaster IC Blind Fighting Blood Filtration System Blue Hosts Boats Body Control Bodyware Bola Bone Lacing Boosted Reflexes Bow Accessory Mount Bows Bright Light System Broadcast Encryption Decryption Browse BTL Bucket Seats Buffalo Totem Bug Scanner Buzz Hand C Caltrops Camouflage Clothing Cannon Captain s Chair Mode Cargo Helicopters Cat Totem Cat s Eyes Catalyst Stick Cell Phone Centering Cerebral Booster Certified Credstick Chaos Character Creation Chem Sniffer Chemical Analyzer Chemsuit Chemtech Chemtech Application Gear Chipjack Choppers City Spirit Clairaudience Clairvoyance Cleansing Climbing Gear Cloak 96 72 110 20 66 55 Clout Clubs Comat Mage Combat Combat Decker Combat Maneuvers Combat Sense Combat Spells Commercial Explosives Commlink Communications Gear Computer Design Concealability Concealable Holster Concealed Armor Conjurer Conjuring Contacts Containment Manacles Control Modification Control Rating Control Slave Control Thoughts Convertible Top Corporate Employee Cosmetic Modification Ears Cosmetic Modification Eyes Counterstrike Covert Ops Specialist Coyote Totem Crane Cranial Cyberdeck Crash Cage Crashing IC Crawlers
352. ilability Cost 2 dr 1 sliding side dr 2 Bucket Rotorcraft Combustion 7 13 days 257 500 Options None Similar Models TWS Kommando Sikorsky Bell Clydesdale DocWagon WK 2 Stallion STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5x2 5 9 12 3 32 x4 145 mph 4 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side dr 2 Bucket Rotorcraft Combustion 9 17 days 335 000 Options Anti Theft System 6 2 External Fixed Mounts Medical Clinic 2 Patients 2 Technicians Similar Models IWS Kommando Sikorsky Bell Clydesdale 134 SHADOWPUNK VEHICLES REAL WORLD VEHICLES Dodge Viper SRT 10 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 2x1 3 20 4 32 x4 190 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket RWD 8 3L V10 SFI 500 80 000 hp Options None Similar Models Dodge Vipe
353. ility Cost 2 dr rear double dr 2 Bucket 1 Bench FWD Diesel 3 6 dats 115 000 Options EnviroSeal Life Support 2 Turrets Similar Models Knight Errant Securivan Sioux Modified Nissan Sheriff Celebrian Conscript Renault Fiat Eurovan STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 3 12 3 21 x4 95 mph 3 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr rear double dr 2 Bucket 3 Bench FWD Diesel 2 72 hrs 53 000 Options Folding Bench Seats also available in pickup version 2 dr entry no bench seats rear fold down gate Similar Models Volkswagen Superkombi V Ford Engineer Renraku Busman Volkswagen Superkombi III STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 19 3 2 x 1 6 4 12 3 21 x4 95 mph 3 0 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side rear double dr 2 Bucket 5 Bench FWD Combustion 2 72 hrs 46 300 Options Concealed Armor Folding Bench Seats also available in pickup version 2 dr entry no bench seats rear fold down gate Similar Models Volkswagen Superkombi V Ford Engineer Renraku Busman 119 SHADOWPUNK VEHICLES
354. imultaneously 7 5 Ranged 7 5 4u 1 Accident Change Environment 2 Radius 3 to 4 4u 3 Guard 8d6 Suppress Change Environment 4 DEX Rolls and DEX Based Skills 3 OCV 2u 4 Search Detect any Person Place or Thing 4 4u 2 Concealment Invisibility Sight Group Usable 4 Discriminatory Telescopic 6 PER Roll 10 Costs Simultaneously 5 Ranged 5 END 5 2u 3 Confusion 6d6 Mind Control Telepathic 25 4 2u 5 Movement 2d6 Aid Succor to Swimming Area of 4 Set Effect Wander Aimlessly 5 Effect Radius 1 4u 4 Guard 8d6 Suppress Change Environment 4 2u 6 Movement 2 2d6 Suppress Any Movement Power 5 2u 5 Movement 2d6 Aid Succor to Swimming Area of 4 one at a time 25 Area of Effect Radius 1 Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 2u 6 Movement 2 2d6 Suppress Any Movement Power 5 point in the Astral Plane Astral Form can be seen but one at a time 4 25 Area of Effect Radius 1 not affected from the material 5 Extra Time Full 20 Moves Like Air 10 Flight 1 5 Phase 5 Point of Entry is relative to the characters 10 Astral Projection Extra Dimensional Travel to Any 3 original location 5 point in the Astral Plane Astral Form can be seen but 4 Immunity to Normal Weapons Damage Resistance 6 0 not affected from the material 5 Extra Time Full PD 6 ED Does Not Work against Magic 5 Phase 5 Point of Entry is relative to the character
355. in Engine Availability Cost 1 dr 1 rear ramp 2 Bucket Rotorcraft Combustion 7 13 days 259 000 Options Anti Theft System 6 2 External Fixed Mounts Medical Clinic 4 patients 4 technicians 2 Propellers Similar Models Daf Traumma Vaggon AeroMed DocWagon Osprey II STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 64x32 6 12 3 64 x4 285 mph 5 1 3 Entry Points Seating Drivetrain Engine Availability Cost 1 dr 1 rear ramp 2 Bucket Rotorcraft Combustion 9 17 days 331 000 Options Anti Theft System 6 2 External Fixed Mounts Medical Clinic 4 patients 4 technicians Vehicle Armor 2 Propellers Similar Models Federated Boeing RXT Unit Daf Traumma Vaggon Blitz 133 Federated Boeing Commuter SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 6 4 x 3 2 3 12 3 54 x4 240 mph 5 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 17 Bucket Rotorcraft Combustion 8 16 days 318 000 Options 2 Propel
356. in disadvantages The effects of Magic Loss are described below GENERAL RULES Magic Attribute All magician characters have a Magic Attribute This magic attribute starts at 60 but can be reduced by implantation of cyberware or bioware or if a character takes a deadly wound The Magic Attribute is important as it is the upper limit of Active Points in Spells that the magician can cast If the Active Points of a spell is higher than the Magic Attribute the Drain is applied to the character s BODY instead of STUN The character can increase his Magic Attribute through Initation described below Cyberware and Bioware For each point of Essence lost to cyberware or for each point of Bio Index spent on bioware the magical character loses 1 points of magic and for every 10 full points of magic lost this way suffers a 1 to all magical skills Sorcery Conjuring Aura Reading Magic Loss If a magical character is ever reduced to 0 BODY or lower he has taken a deadly wound This can cause Magic Loss Make a CON roll If the roll succeeds the character loses no magic If the roll fails reduce the Magic Attribute by 1 per point the roll was missed Magic Loss can occur through other means as well and is mentioned when appropriate MAGICIAN POWERS Magicians have many powers available to them depending on their tradition and how naturally talented they are in the magical realm Full magicians are those who have the most talent and are
357. in loss of the property A character can sell a permanent lifestyle of Middle or better and a Trading vs Trading skill roll should be used to determine profit or loss A character can always hire the services of a real estate agent to help them sell the property though such services often come with the price of commission LUXURY LIFESTYLE This lifestyle offers the best of everything ritzy digs lots of hight tech toys the best food and drink you name it The character has a household staff maid service or gadgets to do the chores He is likely and expected to have a powerful car and a big house a snazzy condo or the penthouse suite in a top hotel Home security is top of the line with well trained guards astral security and instant response times His holophone is state of the art with all the features multistation trideo all satellite and cable channels and subscriptions to several major newspapers and journals He s on the VIP list at several exclusive restaurants and clubs both real and virtual This is the life for the high stakes winners in the world of Shadowrun high level executives government big shots yakuza bigwigs and the few shadowrunners who pull off the big scores and live to spend their pay Cost 100 000 per month or more HIGH LIFESTYLE A High lifestyle offers a roomy house or condo good food and the technology that makes life easy The character may not have the same perks as the really big boys b
358. in small clusters around the thirty one pairs of spinal nerves These clusters allow memorization of certain learned motor reflexes The reflex recorder adds some skill levels to a skill chosen when it is implanted A user may have multiple reflex recorders but each must be dedicated to a different Agility skill Power Skill Levels Specific Agility Skill Adv None AP 4 Lim Bioware 5 Type SL Bio Idx Nuyen Reflex Recorder 2 2 7 10000 SKINWEAVE This weaves an energy diffusing material under the skin that gives the recipient the equivalent of personal armor The transformation of normal skin into Skinweave is an extensive process The individual s skin is peeled back section by section and the body sdermal layer is fortified by grafts of sythagen a strengthened and reinforced collagen protein derivative flextin a synthetic and more resilient form of the elastin protein and flakes of modified and laced cartilage Once transplanted Skinweave grows just like normal skin and is virtually indistinguishable from unaugmented skin The underlying epidermis is altered at the same time to enable it to sustain the new dermal architecture An additional bonus from Skinweave is that any damage to the body heals with little or no scarring This process covers the whole body at once Cannot combine with Dermal Plating Dermal Sheath or Subdermal Armor cyberware Power Armor Adv None AP 6 Lim Bioware 5 Cannot combin
359. ine Availability Cost 2 dr 1 sunroof 2 Bucket 1 Bench FWD Combustion 1 24 hrs 16 500 Options Folding Bench Seat Similar Models Citro n Ztana Ford Swift Dodge Glow Leyland Zil Tsarina Electric STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 12 4 11 x4 65 mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bench FWD Electric 1 24 hrs 12 000 Options None Similar Models Opel Rana Kia Zephyr Volkswagen Messenger Leyland Zil Tsarina Gas STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 12 4 15 x4 90 mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bench FWD Combustion 1 24 hrs 12 500 Options None Similar Models Opel Rana Kia Zephyr Volkswagen Messenger Mitsubishi Runabout STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 20 15 1 6 x 0 8 3 12 4 11 x4 65 mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost Canopy 1 Bench FWD Electric 1 24 hrs 10 000 Options None Similar Models Honda Spirit Mazda Watcher Renraku Konichiwa Volkswagen Elecktro STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 20 15 1 6 x 0 8 3 12 4 11 x4 65 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost Canopy 1 Bench FWD Electric 1 24 hrs 8 000 Options None Similar Models Toyota Cirian Aztechnology Sol Peugeot 401 TRACTOR TRAILERS Conestoga Trailblaz
360. inst armored targets Type Conceal Wt Cost Glazer 2 5S 75 HI C PLASTIC These rounds are designed to be undetectable by magnetic anomaly detectors Though the rounds are composed of densiplast the powerful propellant contained wthin the bullet makes them almost as damaging as regular rounds Type Conceal Wt Cost Hi C Plastic 2 25 150 HIGH EXPLOSIVE High explosive rounds are solid slugs designed to fragment and explode on impact They are standard issue with some military units though unpopular because of their high misfire rate Exposure to intense heat such as flames or fireballs can also cook the touchy things off Type Conceal Wt Cost High Explosive 2 75 50 HIGH EXPLOSIVE ARMOR PIERCING Designed in a similar fashion to armor piercing rounds these are designed with a chemical timer that is triggered when the outer armor piercing shell is peeled away The time is miniscule but it is just enough to trigger the small explosive charge inside the round shortly after it penetrates armor Type Conceal Wt Cost High Explosive Armor Piercing 2 I3 250 HOLLOW POINT Hollow point bullets are the same as standard rounds except that the tip of the bullet is indented When a hollow point strikes a target its shape causes the bullet s tip to peel back expanding its surface area and allowing it to transfer more kinetic energy This results in a dramatic increase in damage against unarmored targets but those wearing armor can easi
361. ise Conversation and 3 Streetwise PRE 11 Persuasion Only in the Matrix 5 0 TF Car or Bike 3 Stealth DEX 12 0 WF Clubs 3 Streetwise PRE 11 0 WEF Unarmed Combat 0 TF Car or Bike 5 Perk Contacts 0 WF Clubs 20 Talent Adept 2 WEF Cyber Implant Weapons Background Skills 2 WEF Pistols 2 AK Home Region 12 0 WF Unarmed Combat 2 KS Magic 11 5 Perk Contacts 2 KS Martial Arts 11 40 Perk Wealth 1 000 000 712 750 remaining 2 KS Meditation 11 Background Skills 2 Language Chinese Fluent Conversation 1 AK Home Region 11 0 Language Native 4 points Fluent 2 AK Seattle Corporate Hosts 11 0 PS Bodyguard 11 3 KS Data Havens INT 13 Cost Disadvantages 3 KS Jackpoint Locations INT 13 20 Physical Limitation Subject to Magic Loss All the Time 2 KS Matrix Gangs 11 Greatly Does not count toward 75 point maximum 0 Language Native 4 points Fluent 69 Total Package Cost 0 PS Security Decker 11 123 Total Package Cost Cost Adept Powers END 6 CSL 2 with Unarmed Combat 13 Increased Reflexes 2 SPD 2 30 Killing Hands 2d6 HKA 3 Mystic Armor 2 rPD ooo 8 Pain Resistance Resistance 4 EGO 4 CON to resist Stunning Ess Cyberware Bioware Nuyen 1 8 Datajack Standard Alphaware Mindlink 2000 Computers 53 Internal Memory 200Mp Alphaware 60000 4 Radio Transceiver Alphaware Radio 50
362. ision Adv None AP 10 5 5 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type Conceal Wt Cost Digital Binoculars 2 1 100 Low Light Option eb E 200 Thermographic Option 250 FLASHLIGHT This category includes basic flashlights as well as pocket sized and heftier models that can double as a club if necessary Power Images Normal Sight Adv Reduced END 0 END 5 AP 15 Lim OAF 5 Independent 2 Only to create light 1 Type Conceal Wt Cost Pocket Flashlight 6 10 Large Flashlight 1 2 25 GOGGLES Strap on or helmet mounted vision enhancer capable of magnification low light or thermographic vision Each option can be added to the system and toggled through by a button on the side of the unit Goggles only come in digital variants Power 10 Telescopic Vision Infrared Vision Ultraviolet Vision Adv None AP 10 5 5 Lim OIF 5 Independent 2 Does not work in magnetic fields 25 Type Conceal Wt Cost Goggles 0 5 1500 Low Light Option a 700 Thermographic Option ES 500 OPTICAL BINOCULARS Compact vision magnifiers that optically magnify images by up to 50x They can be bought with low light and thermographic options but these options will not work in magnetic fields because of their digital nature Power 10 Telescopic Vision Infrared Vision Ultraviolet Vision Adv None AP 10 5 5 Lim OAF 1 Independent 2 Does not wor
363. ism The owner s palmprint is stored in the system s encrypted firmware When the weapon is picked up the reader scans for the correct palmprint and only deactivates the safety if the print matches If the match fails the safety remains on and the gun may not be fired Type Conceal Wt Cost Biometric Safety A 2250 BIPOD Bipods are two legged braces that extend downward from the weapon allowing the weapon to be fired low to the ground with the user in a sitting or lying position A bipod uses the underbarrel mount modifies weapon concealability by 2 1 when folded and reduces the strength minimum of the weapon by 10 when bracing Type Conceal Wt Cost Bipod 2 2 350 BOW ACCESSORY MOUNT This lightweight gadget allows bows and crossbows to mount a single imaging or SmartLink system accessory The smartlink system can only be used if the character has a smartlink induction pad in the hand with which they hold the bow or is using smartgoggles Type Conceal Wt Cost Bow Accessory Mount 1 a 100 CONCEALABLE HOLSTER Custom fitted to the wearer the holster can be designed for wear over the hip in the small of the back under the arm on the forearm or on the ankle It grants 4 to the Concealability of the pistol it was designed to hold Type Conceal Wt Cost Concealable Holster 4 B 100 FLASHLIGHT This tactical light illuminates whatever is in the weapon s sight up to a distance of 20 meters The cone of light is na
364. istance 3 Simulate Death 3 1 Speed Reading 4r Universal Translator 20 1 CONTACTS The following list is an example of some of the more useful and common contacts available in a Shadowpunk game as well as a basic cost to buy them These are not set in stone and any option can be added or taken away to make them more or less useful ARCHETYPE Any of the Archetypes may be taken as a contact and provide their abilities as a contact would Archetype Contact 11 2 useful skills resources 2 Cost 4 points BARTENDER Don t underestimate the knowledge of the Bartender for he or she overhears information from people too drunk to keep their mouths shut Almost any useful piece of information can be found from the Bartender and a little cred on the side ensures that you re the only one to know it Bartender Contact 11 2 Cost 2 points CORPORATE EMPLOYEE An employee in a corporation often has information on experimental technology corporate finances current projects or whatever else their particular area of expertise is They often have the same information about their competitors and can be invaluable sources of insight Corporate Employee Contact 11 2 useful skills resources 1 access to major institution 1 Cost 4 points DECKMEISTER To get the latest tech for your cyberdeck or to get information on the Matrix the Deckmeister has everything for your needs He or she can build it program
365. it install it or point you to someone who can Deckmeister Contact 11 2 useful skills resources 1 Cost 3 points FIXER The fixer is the go to man or woman whenever you need something that isn t really available off the shelf The fixer is the one who can get that hard to find gear find that important info find a job for you or hook you up with someone who can do the job for you Fixer Contact 11 2 very useful skills resources 2 significant contacts of his own 1 Cost 4 points GOVERNMENT EMPLOYEE Though the government doesn t hold as much power as it used to it still knows more about what s going on in its territory than just about any other source Government employees can be anything from FBI agents CIA agents to military soldiers and leaders Government Employee Contact 11 2 extremely useful skills resources 3 significant contacts 1 access to major institution 1 Cost 7 points MAGICAL GROUP A group of magically active people that follow a particular creed or code or have a similar goal Magical groups have a greater range of skills abilities and knowledge than any single member and are very useful resources for those interested in the magical society Magical Group Contact 11 2 very useful skills resources 2 Organization x3 Cost 12 points MECHANIC If you ve got a hot ride and want to keep it running the Mechanic is the one you go to He or she is the one who can
366. ither biologically or cybernetically individuals face augmented opponents in combat As use continues and addiction grows the individual requires larger doses and adverse side effects begin to manifest Large doses can cause excitement tremors momentary euphoria and dilated pupils Excess doses bordering on overdose levels cause anxiety hallucinations and uncontrolled muscular movements Anything higher leads to death The repeated use of Kamikaze has a destructive effect on the user s metabolism Every 4 applications of the drug inflict an automatic d6 points of Cyberware or Bioware damage Power 1d6 Aid STR DEX BODY EGO Adv Four characteristics simultaneously 1 Fade 5 AP per minute 7 25 AP 23 Lim IIF 25 Independent 2 1 Charge 2 Side Effect 1d6 Drain DEX EGO Two characteristics simultaneously Fade 5 AP per minute Trigger After Aid wears off Linked to 2d6 RKA NND Defense is Blood Filtration system Does Body Trigger Every 4 dose Only to do Cyberware or Bioware damage 5 Type Vector Speed Cost Kamikaze Inhale Instant 50 PRIME This drug narrows the user s concentration down to a highly focused point and eliminates extraneous emotion making the user extremely cold and rational Power 2d6 Aid EGO Adv Fade 5 AP per hour 1 AP 40 Lim IIF 25 Independent 2 1 charge 2 Side Effect 2d6 Drain EGO Fade 5 AP per day Trigger After Aid wears off 1 Extra Time
367. k in magnetic fields 25 Type Conceal Wt Cost Optical Binoculars 2 1 150 Low Light Option a 200 Thermographic Option 250 SMART GOGGLES Integrating a SmartLink interface into a non cybernetic set of goggles The goggles have a variety of methods for achieving this depending on the type of SmartLink System installed into the weapon For regular SmartLink systems there is a jack located near the back of the unit where the weapon cable interfaces with the system For SmartLink Plus systems the same jack interfaces with a cable connected to a special glove that completes the circuit when the weapon is held They are also available in a sunglasses version for those who wish to be subtle Power Combat Skill Levels 1 with All Ranged Combat Adv None AP 10 Lim OIF 5 IIF for Shades 25 Independent 2 Does not work in magnetic fields 25 One weapon at a time 5 Only when interfaced with a Smartgun equipped weapon 5 Type Conceal Wt Cost Smart Goggles 0 5 2500 Smart Shades 1 Si 3000 COMMUNICATIONS GEAR MICRO TRANSCEIVER This is a tiny rectangular wafer 1 cm x 2 cm x 1 mm that transmits and receives radio transmissions on a preselected frequency Power Radio Perception Transmission Adv None AP 10 Lim IAF 5 Independent 2 Does not work in magnetic fields 25 Type Conceal Wt Cost Micro Transceiver 4 2000 SCANNER This device receives radio frequencies It can be programmed
368. k that he can perceive Area of effect weapons and attacks can still harm the character and he must use other means to avoid such attacks Using this power costs END Power Desolidification Adv None AP 40 Lim Extra Time Full Phase 5 Only to avoid perceived attacks Non Targeting PER Roll 1 Magic Cost 16 points PERFECT STEALTH The adept becomes as silent or invisible as the wind While paying END for this power the adept can be completely silent or invisible Power Invisibility Adv None AP 20 for One Targeting Sense 10 per Additional Targeting Sense Group 5 per Additional Targeting Sense 10 for One Non targeting Sense 5 per each Additional Non targeting Sense Group 3 per Additional Non targeting Sense Lim Only when not attacking 5 Magic Cost 13 for One Targeting Sense 7 per Additional Targeting Sense Group 3 per Additional Targeting Sense 7 for One Non Targeting Sense 3 per each Additional Non targeting Sense Group 2 per Additional Non targeting Sense RAPID HEALING The adept recovers more quickly form all forms of injury Power REC Adv None AP 2 per 1 REC Lim None Magic Cost 2 points per 1 REC QUICK STRIKE Adepts with this power can leap into action with startling suddenness Power Lightning Reflexes Talent Adv None Lim None Magic Cost 3 points per 2 Lightning Reflexes ROOTING Adepts with this power can hold themselves in place by will alone Power Clingi
369. ket Seat 1500 Armored Seats 1500 SIDECAR Motorcycle sidecars are built by increasing the size of the vehicle by 1 level and can either be used to carry passengers or other gear It s possible to install weapon mounts into a sidecar as well Hitching or unhitching a sidecar requires 15 minutes Type Cost Sidecar 2000 SPOTLIGHT A spotlight projects a concentrated beam of light In addition to standard white light spotlights they are also available in medium range infrared or ultraviolet They may be controlled manually or operated remotely from inside the vehicle Power Images Normal Sight 2 Radius Adv Reduced END 0 END 5 AP 15 Lim OAF 5 Only to create light 1 Type Cost Spotlight 600 TIRES A number of different tire types are available All vehicles are fitted with appropriate tires at the time of manufacture for no cost Characters need only pay tire cost if they request special tires or replace or add tires later Standard Tires These are regular run of the mill tires Performance Tires These tires provide 1 to Combat Driving rolls when on paved roads due to improved handling but are Susceptible to being driven on anything but roads They take 1 BODY per hour of operation off road or 2 BODY in really rocky off road conditions Off Road Tires These tires provide 1 to Combat Driving rolls due to improved handling but lack the finesse of paved road tires All Combat Driving rolls on paved roads are
370. kill Levels to conjure Hearth and Field Spirits Disadvantages 2 penalty to Combat spells OWL Owl is wise and sees all She rules the night sky and what she hunts she finds By day she is nearly helpless Owl is honored by cultures around the world although some consider her appearance a bad omen Owl shamans are nocturnal loners well suited for life in the shadows Their magic is weaker during the day and the owl shamans tend to remain in the shadows even during daytime Environment Anywhere Advantages 2 Skill Levels to Sorcery and Conjuring at night Disadvantages 2 penalty to all magic skills during the daytime RACCOON Raccoon is a cunning bandit who can break into any trap and steal the bait He fights when he must but prefers strategy and trickery Raccoon shamans are intensely curious which often leads them into danger They can be greedy Raccoon is a thief totem and many steal only the very best Petty thefts and violent robberies are beneath a Raccoon shaman s dignity Environment Anywhere but the desert Advantages 2 Skill Levels to cast Manipulation spells 2 Skill Levels to conjure City Spirits Disadvantages 1 penalty to Combat spells RAT Rat is found wherever humans are for who else s bounty can sustain him Rat is a stealthy thief too selfish to share anything He is a coward who would rather run away than fight Rat shamans tend to be dirty and unkempt They dislike working out in the open pre
371. kill to protect and mission critical process controls life support vital labs and factories power grids and the like Anti intrusion defenses tend to be lethal deckers get no warning shots on Red systems SUBSYSTEM RATINGS The five subsystems ratings Access Control Index Files and Slave represent the resistance of a system s subsystems to unauthorized manipulations by a decker These ratings function as skill penalties to a decker s Computer skill when attempting to manipulate the system illegally For example an unauthorized decker would roll his Computer skill minus the appropriate subsystem rating to accomplish a task Success allows the decker to do what he or she wanted Failure means that the system has rejected the unauthorized attempt Keep in mind that a high subsystem rating does not impede authorized users from using the subsystem It simply makes illegal manipulation more difficult Note that when a Passive Alert has been activated all subsystem ratings are raised by 2 Access Rating The Access rating measures a system s resistance to unauthorized access To access a grid host an unauthorized decker must use his Computer skill and utilities minus the Access Rating Control Rating The Control rating measures a system s resistance to unauthorized administrative commands For example an unauthorized decker attempting to kick a legitimate user off a host must use his Computer skill and utilities minu
372. l 3 12 6 9 60000 Level 4 16 9 1 80000 MUSCLE TONER This treatment incorporates vat grown elastic muscle fibers into existing muscle tissue increasing muscle tension and flexibility Users of this augmentation are quicker and more limber Cannot combine with Joint Augmentation Power DEX Adv None AP 12 18 24 30 Lim Bioware 5 Cannot combine with certain cyberware bioware 25 Type DEX Bio Idx Nuyen Level 1 4 6 9 60000 Level 2 6 10 3 90000 Level 3 8 13 7 120000 Level 4 10 17 1 150000 SHADOWPUNK BIOWARE NANOTECH VISUAL UPGRADE Specialized nanosurgeons rebuild the user s retinas and optic nerves changing the ratio of rod and cones giving the user the ability to naturally perceive the Ultraviolet and Infrared Spectrum This process is irreversible Power Ultraviolet Perception Sight Infrared Perception Sight Adv None AP 10 Lim Bioware 5 Must have organic eyes 25 Type Bio Idx Nuyen Nanotech Visual Upgrade 577 25000 NEPHRITIC SCREEN With the implementation of a Nephritic Screen the kidney is rebuilt to enable a more effective cycle of filtration and reclamation Finer discrimination in the removal of waste products and the reclamation of useful materials extends a greater level of well being to the user Power Power Defense Adv None AP 1 20 Lim Bioware 5 Only affects injection vector toxins 5 Type DEF Bio Idx Nuyen Nephritic Screen 1 20 DEFx 5 DEFx2500 PAIN RE
373. ld only be the result of a lot of work on the players part The nuyen cost of Delta Cyberware is x8 standard and the Essence cost is 50 USED CYBERWARE This type may be based on the current level of technology or from a generation of cybernetics earlier Only Standard and Alpha Grade Cyberware is available for direct resale as the special tuning and specifications of Beta and Delta do not allow them to be reused in others without heavy modification This doesn t mean that Beta or Delta cyberware has no value on the market just that they are usually reconditioned and sold as new on the market Used Cyberware is much cheaper than Standard but it comes with some problems The main is that Used Cyberware can only take 50 damage before being destroyed see Cyberware and Bioware Damage This damage can never be repaired but it also doesn t reduce the functionality of the piece The nuyen cost of Used Cyberware is x if the piece is Standard or x1 if the piece is Alpha and the Essence cost is normal if Standard or 80 if the piece is Alpha Grade Essence Cost Nuyen Cost Standard xl xl Alpha x0 8 x2 Beta x0 6 x4 Delta x0 5 x8 Used Standard xl x0 5 Used Alpha x0 8 xl 57 BIOWARE This section details the vat grown genetically engineered implants that have no metal or plastic in them at all Bioware could easily be termed as biological cyberware It represents the pinnacle of modern medical technology though it is still
374. lers Similar Models Mitsuhama Jumper IWS Aerobus UTILITY HELICOPTERS Agusta Cierva Plutocrat STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5 x 2 5 5 15 3 49 x4 220 mph 4 1 4 Entry Points Seating Drivetrain Engine Availability Cost 4dr 2 Bucket 1 Bench Rotorcraft Combustion 11 21 days 407 000 Options 2 Folding Bucket Seats Reinforced Bench Seating Satellite Uplink Similar Models Sikorsky Bell Luxura Rolls Royce Golden Arrow Agusta Cierva Plutocrat Security STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5 x 2 5 5 15 3 49 x4 220 mph 4 1 4 Entry Points Seating Drivetrain Engine Availability Cost 4dr 2 Bucket 1 Bench Rotorcraft Combustion 13 26 days 517 000 Options 2 Folding Bucket Seats Reinforced Bench Seating Satellite Uplink Turret Similar Models Sikorsky Bell Luxura Rolls Royce Golden Arrow DocWagon SRT Helicopter STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5 x 2 5 3 12 3 42 x4 188 mph 4 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sliding side dr 1 Bucket Rotorcraft Combustion 8 15 days 285 000 Options Anti Theft System 6 Medical Clinic 2 Patients 2 Technicians Similar Models Daf Traumma Vaggon modified IWS Kommando Hughes WK 2 Stallion STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 45 21 5x2 5 3 12 3 32 x4 145 mph 4 1 3 Entry Points Seating Drivetrain Engine Ava
375. ll times Power Physical Defense 10 Adv None AP 10 Lim IIF 25 Independent 2 Coverage 7 16 75 Real Armor 25 Quarter Mass 25 Side Effect 5 Type Conceal PD Wt Cost Form Fitting Body Armor 3 10 2 3 1100 HELMET Modern helmets are built using the latest plastics Kevlar and metal alloys to provide the best protection whether one is riding a motorcycle or avoiding stray gunfire Power Armor 4 6 rPD 4 rED Adv None AP 12 15 Lim OIF 5 Independent 2 Coverage 3 5 2 Real Armor 25 Quarter Mass 25 Type Conceal rPD rED Wt Cost Standard Helmet NA 4 4 0 6 240 Riot Helmet NA 6 4 1 5 375 LEATHER CLOTHING Real leather clothing is rare and expensive but on the street the cost makes a statement Real leather is still less expensive than some of the more advanced personal armor and it protects against physical and energy attacks equally well Most establishments will not look twice at anyone wearing leather clothing as it is so common Power Armor 2 rPD 2 rED Adv None AP 6 Lim IIF 25 Independent 2 Coverage varies Real Armor 25 Quarter Mass 25 Type Conceal rPD rED Wt Cost Gloves NA 2 2 0 3 20 Jacket NA 2 2 1 6 175 Shirt NA 2 2 1 6 150 Long Coat NA 2 2 1 9 515 Business Suit NA 2 2 1 9 265 Formal Dress NA 2 2 1 9 265 Vest NA 2 2 1 90 Mini skirt NA 2 2 0 6 40 Pants NA 2 2 1 6 100 Thigh High Boots NA 2 2 1 6
376. ll X Multiply costs by number of POVs for polyPOV SECURITY DEVICES CHEM SNIFFER These devices which may be hand held or architectural analyze molecules in the air and trigger an alarm if they detect concentrations of explosives or ammunition propellant Power Detect Explosives Discriminatory 1 PER Roll per Rating Adv None AP 10 1 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type PER Conceal Wt Cost Hand Held Chem Sniffer 1 0 1 Rating x 10000 Doorway Chem Sniffer 1 2 Rating x 20000 CONTAINMENT MANACLES Designed for wrists and ankles these manacles incorporate a mechanism that clamps down with agonizing pressure on tendon and bone if the prisoner extends razors spurs or any similar cybermods Each turn the cyberware is activated the manacles automatically do their damage Power 2d6 RKA Physical Adv 1 recoverable fuel charge lasting 1 hour 25 Continuous 1 Uncontrolled 1 AP 98 Lim Only when target attempts to activate cyberweapons 1 Does not work in magnetic fields 25 OAF 1 Independent 2 No Range 5 69 SHADOWPUNK EQUIPMENT Power 4d6 Entangle 8 DEF 4d6 BODY Adv None AP 80 AP 100 Lim Hands or Feet only 75 OAF 1 Independent 2 No Range 5 1 recoverable charge 1 25 Linked to RKA 5 Type Conceal Wt Cost Containment Manacles NA 5 2500 CYBERWARE SCANNER Consisting of a hand held microproce
377. ll repairs physical injuries to anyone Power Healing BODY Adv None Lim Spell 2 5 Active Point Cost 10 per 1d6 HEALTHY GLOW This spell brightens eyes and hair sloughs off dead skin cells improves circulation and promotes general well being A cosmetic spell the rich use Healthy Glow as a status symbol and pick me up The effects of the spell wear off eventually as per standard Transform Or the character may simply get dirty again and the spell ceases to function Power Minor Transform Target into Healthy Glowing Person Adv None Lim Spell 2 5 Active Point Cost 5 per 1d6 HIBERNATE This spell puts a voluntary subject into a form of suspended animation Power Invisibility to Detect Life Signs Paramedics Forensic Medicine Adv Usable By Others 25 Lim Spell 2 5 Extra Time Phase 25 Active Point Cost 25 INCREASE CHARACTERISTIC This spell aids the specified characteristic causing the target to function at higher capacity Each primary characteristic has a separate spell Increase Strength Increase Presence etc but there are none for the figured characteristics Power Aid Succor Characteristic Adv None Lim Spell 2 5 Active Point Cost 5 per 1d6 25 SHADOWPUNK MAGIC INCREASE REFLEXES This spell aids the target character s speed allowing him to go more often in a turn Power Aid Succor SPD Adv None Lim Spell 2 5 Active Point Cost 5 per 1d6 OX
378. lock Passkey 3 1 per 1 10 Rat x OP V Datajack Modification Always 1000 days 10000 Sequencer 2 2 1 per 1 14 Rat x OP V ENTERTAINMENT days 500 Music Ultrasound Detector 3 3 72 hours 40 Legal Disk Chip 56 PE Always 20 Ultrasound 2 5 per 1 72 Rat x AP V Playback Unit 7I 2 Always 200 Emitter Detector hrs 400 Quad Speakers Always 100 Wire Clippers 2 1 Always 25 Legal Video Trideo Disk Chip 6 E Always 20 SURVIVAL GEAR Playback Unit 2 Always 400 Chemsuit 10 5 10 days 4000 Legal Screen 0 3 Always 150 Climbing Gear 0 2 Always 500 Legal Simsense Rope 50 m 4 1 Always 25 Legal Sony Beautiful Dreamer 3 3 Always 200 Grapple Gun d 2 25 2 36 hrs 450 OP U monoPOV ACT Grapple Line 4 1 2 36 hrs 25 Legal Novatech Sandman polyPOV 4 5 5 Always 2500 Stealth Grapple Line 4 1 3 72 hrs 50 2P V ACT Catalyst Stick 5 3 72 hrs 120 Lega Truman Paradiso polyPOV 6 2 36 hrs 75000 Microflare Launcher 0 2 Always 50 Legal ACT or Dir X Microflares 4 Always 75 Legal Mono POV Baseline ACT 4 Always 2 per Nav Dat GPS 2 5 3 48 hrs 700 Legal Recording minute Respirator 1 2 48 hrs 500 Legal Mono POV Baseline Dir X 4 Always 90 per Pressure Regulator i9 3 48 hrs 250 Legal Recording minute Survival Kit E 2 1 48 hrs 100 Lega Triple Cost for Full X Multiply costs by number of POVs for polyPOV SKILLSOFTS AND CHIPS SECURITY DEVICES Optical Memory Chip 6 Always Mp x5 Legal Type Conc Wt Avail Cost Legali
379. lowing symptoms increased pulse rate dryness of mouth inability to focus on near objects mental confusion hallucinations hot and dry skin hyperpyrexia high fever because of the inability to sweat Some subjects may also develop arash Power 12d6 Drain BODY Adv Fade 5 AP per 6 hours 1 25 AP 150 Lim Gradual Effect 1 hour 1 25 IIF 25 Independent 2 1 Charge 2 Type Vector Speed Cost Atropine Inject Instant 600 CS TEAR GAS Commonly referred to as tear gas CS gas is an irritant that affects the skin eyes and mucous membranes causing them to burn and water It also stimulates a psychological panic response increased heart rate shortness of breath and so forth Filtration systems reduce the effects of CS Gas by 1 per 5 points of power defense Power Change Environment 4 to DEX Rolls DEX based skills EGO Rolls OCV and DCV Adv None AP 68 Lim IIF 25 Independent 2 1 Continuing charge lasting 5 minutes 75 Extra Time 1 Turn 5 Lesser effect against targets with air filtration systems 25 Type Vector Speed Cost CS Tear Gas Contact or Inhale Turn 10 CYANIDE Cyanide is one of the most rapidly acting of all poisons Its presence is noted by a momentary burning sensation in the mouth if cyanide is swallowed or inhaled the smell of bitter almonds and an almost instant lapse into spasmodic breathing Cyanide works by inhibiting and blocking the enzyme that controls the
380. ly resist their effect Type Conceal Wt Cost Hollow Point 2 E 50 TRACER Tracer ammo burns tracers along the line of flight making it easier to home in on the target For each tracer round fired during autofire depending on how the user has set his ammo up in the clip it adds 1 to the OCV This helps the user to hit with more rounds in autofire up to a maximum equal to the number of non tracer rounds fired Type Conceal Wt Cost Tracer 2 5 75 TRACKER Designed to penetrate and lodge within a target tracker rounds contain a tracking signal so that the target may be tracked using a signal locator If the target takes Body the tracking device penetrates the target past the armor If the target resists the Body roll 1d6 On a result of a 6 the tracker round lodges in the target s armor Type Conceal Wt Cost Tracker 2 1 3000 SHOTGUN AMMUNITION Any shotgun can be loaded with slug or shot rounds Slug rounds use the stats listed in the weapon description Shot rounds fire down a line of hexes designated by the user The line widens to 2 hexes after the choke setting is reached as in a choke of 1 widens to 2 hexes 1 away from the user resulting in standard Area of Effect Cone choke of 2 widens to 2 hexes wide 2 away from the user etc The maximum choke is 10 The maximum range is equal to the weapon s DC times 2 Anyone in the shotgun s area of effect is subject to a hit from the weapon The only options t
381. m rating of 13 and a vehicle may still not have a DEF higher than its BODY Power DEF Adv None AP 3 per 1 DEF Lim None Type Cost Concealed Armor 2000 per 1 DEF CRASH CAGE A crash cage consists of a padded hydraulically cushioned passenger cabin and seating that protects passengers in a crash The crash cage adds to the effects of Advanced Passenger Protection Systems and roll bars Power 25 Damage Reduction Physical Resistant Adv None AP 15 Lim Only against crash damage 1 Only against damage to passengers 5 Type Cost Crash Cage 3000 ENVIROSEAL SYSTEM This system provides a vehicle with gas tight or watertight seals unless a door or window is opened Also any damage to the vehicle breaks the seal so it is very fragile Power Life Support Self Contained Breathing Adv Usable by Others varies AP 10 Lim Only when vehicle is undamaged 1 Only when vehicle is completely closed 5 Type Cost EnviroSeal System BODY x 500 HARDENED VEHICLE ARMOR Standard vehicle armor consists of hardened ceramic and metallic panels that protect both the vehicle and passengers from attacks Concealed Armor Vehicle Armor and Hardened Vehicle Armor are not compatible Power DEF Adv Hardened 25 AP 3 75 per 1 DEF Lim Visible 25 Type Cost Vehicle Armor 3000 per 1 DEF LIFE SUPPORT SYSTEM Life support systems provide oxygen and basic climate controls inside a sealed vehicle cabin or
382. me Thrower 2 h Weapon Ammo lasts for 0 0 2d6 RKA 0 2 10 10 Cone 6 SS 21 1700 Turn each Affects a 10 NND Cone See Special Rules in Fire Equipment Section Chemtech Application Gear Cascade 2 h Weapon 1 1 Special 0 8 100 20 c 100 3 SA 5 5 1800 Dart Pistol 1 h Weapon 1 1 Special 0 3 5 c 50 0 SA 15 600 Dart Rifle 1 h Weapon 1 1 Special 0 5 10 c 150 T3 SA 325 1700 ELD AR 2 h Weapon 2 2 2d6 N 0 8 50 c 750 4 AF 5 4 5 950 Splat Gun 2 h Weapon Entangle is 0 0 3d6 0 5 2 m 100 4 SS 3 600 Sticky Entangle Spray Tank 1 h Weapon 0 0 Special 0 3 20 7 Cone 4 SS 5 100 Ares SuperSquirt II 1 h Weapon 1 0 Special 0 3 20 20 c 75 2 SA 2 800 Other Weapons Ares Protector SMG 10mm 5 h Weapon Integral 1 0 1 2d6 0 8 35 c 125 4 4 AF 10 5 3 2000 Sound Suppresser Briefcase gun when fired from case OCV is 2 Bracer Gun h Weapon 0 0 1d6 0 1 b 75 2 SS 3 700 Gun Cane h Weapon 1 0 1d6 0 5 1 b 75 4 SS 1 1350 Netgun 5 h Weapon 1 0 4d6 0 5 4 b 50 3 SA 4 1000 Entangle Large Netgun 5 h Weapon 2 0 5d6 0 8 4 b 50 43 SA 4 5 1325 Entangle Kendachi Monocoil h Weapon 0 0 4d6 0 3 2 m 10 1 SS 2 825 Entangle GRENADES Type Damage Effect Blast Concealability Weight Nuyen Chemical See Chemtech Section of Equipment 5 Radius 1 5 500 Chemical Dose Concussion 9d6 N 1 DC per 1 1 25 30 Dual Charge Combine any 2 Grenade Effects 4 Radius for each 2 i 150 effect Defensive 3d6 RKA 2 DC per 1 1 25 30 Flare Create Li
383. minatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 12 Enhanced Senses All 6 Flash Defense Sight Group 4 Rating 7 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 14 Enhanced Senses All 7 Flash Defense Sight Group 6 Rating 8 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 16 Enhanced Senses All 8 Flash Defense Sight Group 8 Rating 9 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 18 Enhanced Senses All 9 Flash Defense Sight Group 10 Rating 10 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 20 Enhanced Senses All 10 Flash Defense Sight Group 12 Type Cost Rating 1 Sensors 5000 Rating 2 Sensors 7500 Rating 3 Sensors 10000 Rating 4 Sensors 12500 Rating 5 Sensors 15000 Rating 6 Sensors 20000 Rating 7 Sensors 30000
384. mming Area of 4 4u 8 Search Detect any Person Place or Thing 5 Effect Radius 1 Discriminatory Telescopic 10 PER Roll 15 Costs Su 9 Movement 2 4d6 Suppress Any Movement Power 5 END 5 one at a time 25 Area of Effect Radius 1 4u 9 Movement 4d6 Aid Succor to Swimming Area of d 10 Astral Projection Extra Dimensional Travel to Any 3 Effect Radius 1 point in the Astral Plane Astral Form can be seen but Su 10 Movement 2 4d6 Suppress Any Movement 5 not affected from the material 5 Extra Time Full Power one at a time 25 Area of Effect Radius Phase 5 Point of Entry is relative to the characters 1 original location 5 10 Astral Projection Extra Dimensional Travel to Any 3 5 Immunity to Normal Weapons Damage Resistance 8 0 point in the Astral Plane Astral Form can be seen but PD 8 ED Does Not Work against Magic 5 not affected from the material 5 Extra Time Full 20 Spirit Body 50 Energy Damage Reduction 0 Phase 5 Point of Entry is relative to the characters Resistant 50 Physical Damage Reduction original location 5 Resistant Does not work against magic 5 Does 5 Immunity to Normal Weapons Damage Resistance 8 0 not work when attacked with ECV 1 5 PD 8 ED Does Not Work against Magic 5 45 Spirit Body Life Support Total 0 20 Spirit Body 50 Energy Damage Reduction 0 10 Spirit Body No Hit Locations 0 Resistant 50 Physical Damage Reduction 60 Spirit Body Takes
385. mmunications networks grids and computer systems hosts The grids carry voice and data transmissions from place to place Hosts are often a series of networked computers in a single location but can often be extended to include several different locations with an intricate pattern to get from one to the next A host is most loosely defined as any computer system important enough for a decker to invade and tough enough to fight back REGIONAL TELECOMMUNICATIONS GRID RTG The RTG is analogous to the old Area Code system of the early 21 Century When randomly generating System Ratings for a public grid see Host Rating Table below assume that the grid has a difficulty of easy Also subtract 2 from all Subsystem ratings LOCAL TELECOMMUNICATIONS GRID LTG The LTG is a grid that typically represents a city or group of cities within the same geographical area A decker almost always logs into an LTG first LTG Ratings are almost always the same as the Parent RTG PRIVATE LTG Private LTGs PLTG are independent global grids that are closed to the general public Mega corps typically employ at least one PLTG which allows them greater ease of inter corporate communications Most governments also maintain at least one PLTG that serves the same purpose PLTGs are governed by the laws of the corp or country that owns them and they are free to install any security measures they want A PLTG is a considerable investment of money to build and m
386. mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost Sliding Canopy 2 Bucket FWD Electric 2 72 hrs 28 800 Options Vehicle Armor Similar Models Ford Mule Mitsuhama Chariot Renraku Sai 114 Lone Star Modified Ford Americar SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5 x 1 25 6 12 4 17 x4 100 mph 2 1 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 1 sunroof 4 Bucket RWD Combustion 1 48 hrs 38 500 Options Vehicle Armor Similar Models Knight Errant Modified Chrysler Nissan Sentra XI Sioux Mercury Grand Prix V PCC Honda Argent Toyota Elite STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 30 17 2 5 x 1 25 3 12 4 18 x4 110 mph 2 1 4 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 4 Bucket RWD Combustion 2 96 hrs 66 400 Options Advanced Passenger Protection System EnviroSeal Similar Models Buick Park Avenue
387. ms it does 2d6 icon damage If an attack from Killer IC reduces the BODY of the deck to 0 the decker is dumped Armor utility programs reduce damage from Killer IC PROBE Probe IC is reactive IC that conducts additional interrogations of data packets and program requests for computer resources It helps detect any operations performed by unauthorized programs Probe IC makes a skill roll at 11 rating minus the decker s Detection Factor and adds any results to the security tally SCRAMBLE Scramble IC is reactive IC used to protect elements of a host s Access Files or Slave subsystems It can be set to protect specific components and specific files Scramble IC and the decker must roll opposed skill rolls with the decker using his Computer skill and Decrypt utility against the IC which rolls 11 rating If the IC wins the decker cannot decrypt the IC and access to that aspect of the node is denied If the decker tries to decrypt scramble IC on data and fails the IC and decker make opposed skill rolls The decker rolls his Computer skill Cryptography is a supporting skill and the IC rolls 11 rating If the IC wins the data is destroyed Decrypting Scramble IC does not add to a decker s security tally Decker s can attack Scramble IC and crash it but doing so increases the security tally as normal unless they suppress 1t TAR BABY Tar Baby is reactive IC that attempts to crash decker s utility programs Each Tar Baby is pre progr
388. msense can be recorded on chip or CD and is also broadcast on pay per view simsense Matrix channels There are two aspects of sim recordings to keep in mind output format and POV mode Recordings are usually made first in Direct Experience Dir X format the closest thing to being there Dir X takes up huge amounts of storage space however so mass produced recordings are translated into ASIST Control Transport ACT format through data compression which reduces the quality slightly the recording is less intense A third illegal output format exists known as BTL see Skillsofts and Chips below The Point of View POV Mode of sim recordings can be monoPOV or polyPOV MonoPOV means that you experience the sim through one performer only PolyPOV allows users to switch from on POV to another during play from performer to performer Multiple users experiencing different POVs of the same story can simultaneously access a single polyPOV recording PolyPOV is now a standard feature on player units Sim recordings are played through a player unit or simdeck and either directly fed through fiber optic cable into a datajack or through a trode headset Type Conceal Wt Cost Sony Beautiful Dreamer monoPOV 3 3 200 ACT Novatech Sandman polyPOV ACT 4 3 5 2500 Truman Paradiso polyPOV ACT or NA 6 75000 Dir X Mono POV Baseline ACT Recording 4 2 per minute Mono POV Baseline Dir X Recording 4 90 per minute Triple Cost for Fu
389. n 5 10 Astral Projection Extra Dimensional Travel to Any 3 8 Immunity to Normal Weapons Damage Resistance 10 0 point in the Astral Plane Astral Form can be seen but PD 10 ED Does Not Work against Magic 5 not affected from the material 5 Extra Time Full 20 Spirit Body 50 Energy Damage Reduction 0 Phase 5 Point of Entry is relative to the characters Resistant 50 Physical Damage Reduction original location 5 Resistant Does not work against magic 5 Does 6 Immunity to Normal Weapons Damage Resistance 6 0 not work when attacked with ECV 1 5 PD 10 ED Does Not Work against Magic 5 45 Spirit Body Life Support Total 0 20 Spirit Body 50 Energy Damage Reduction 0 10 Spirit Body No Hit Locations 0 Resistant 50 Physical Damage Reduction 60 Spirit Body Takes No Stun Takes only Body 0 Resistant Does not work against magic 5 Does 15 Spirit Energy 100 point END Reserve 5 Recovery 0 not work when attacked with ECV 1 5 All Spirit Powers 45 Spirit Body Life Support Total 0 Total Powers amp Skills Cost 259 10 Spirit Body No Hit Locations 0 Cost Disadvantages 60 Spirit Body Takes No Stun Takes only Body 0 20 Physical Limitation Cannot leave its Domain Frequently Fully 15 Spirit Energy 100 point END Reserve 5 Recovery 0 Impairing All Spirit Powers 5 Physical Limitation Dual Natured Being Infrequently Slightly 14 True Flier Running 6 Swimming 2 0 Impairing Total Powers amp Skills Co
390. n Drive By Wire 2 Ablative Armor Turret with F N Mag 5 MMG and 1000 rds ammo Spotlight Vehicle Armor Similar Models None Saab Thyssen Bloodhound STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 3 18 4 23 x2 68 mph 0 4 2 Entry Points Seating Drivetrain Engine Availability Cost AWD Combustion 1 48 hrs 23 500 Options Remote Control Interface Rigger Adaptation Amphibious Operation 1 Mechanical Arm STR 20 with SuperSquirt implanted HAZMAT Sensors Detect Chemicals and Radiation Analyze Ranged 2 PER Rolls Similar Models ATT Geiger GM Nissan Hazard SM50 Steel Lynx Ground Combat Drone STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 Sx 5 12 15 4 20 x2 60 mph 0 1 2 Entry Points Seating Drivetrain Engine Availability Cost AWD Electric 1 48 hrs 34 500 Options Remote Control Interface Rigger Adaptation Remote Turret Vehicle Armor Similar Models Eireann T r Gaisc och ATT Drache MINI BLIMPS Aerodesign Systems Condor LDSD 23 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 10 12 5x 5 3 12 3 10 x4 45 mph 0 1 1 Entry Points Seating Drivetrain Engine Availability Cost Airship Electric 1 24 hrs
391. n but original location 5 not affected from the material 5 Extra Time Full 3 Immunity to Normal Weapons Damage Resistance 3 0 Phase 5 Point of Entry is relative to the characters PD 5 ED Does Not Work against Magic 5 original location 5 20 Spirit Body 50 Energy Damage Reduction 0 3 Immunity to Normal Weapons Damage Resistance 3 0 Resistant 50 Physical Damage Reduction PD 5 ED Does Not Work against Magic 5 Resistant Does not work against magic 5 Does 20 Spirit Body 50 Energy Damage Reduction 0 not work when attacked with ECV 1 5 Resistant 5096 Physical Damage Reduction 45 Spirit Body Life Support Total 0 Resistant Does not work against magic 5 Does 10 Spirit Body No Hit Locations 0 not work when attacked with ECV 1 5 60 Spirit Body Takes No Stun Takes only Body 0 45 Spirit Body Life Support Total 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 10 Spirit Body No Hit Locations 0 Spirit Powers 60 Spirit Body Takes No Stun Takes only Body 0 14 True Flier Running 6 Swimming 2 0 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Total Powers amp Skills Cost 218 Spirit Powers Cost Disadvantages 14 True Flier Running 6 Swimming 2 0 20 Physical Limitation Cannot leave its Domain Frequently Fully Total Powers amp Skills Cost 218 Impairing Cost Disadvantages 9 Physical Limitation Dual Natured Being Infrequently Slightly 20 Physical Limitation Ca
392. n spells 2 Skill Levels to conjure Sea Spirits Disadvantages 1 penalty to Combat spells EAGLE Eagle is the highest flying bird in the sky considered the noble by shamans in North America Central America and Europe He is proud and solitary and sees everything happening in the world he soars over Eagle shamans are proud and noble defenders of the purity of nature They are intolerant of those who do not share their views and have a strong distrust of technology and its tools Those who damage nature are Eagle s enemies and the Eagle shamans brave great danger to defeat polluters and other evildoers Environment Mountains Advantages 2 Skill Levels to cast Detection spells 2 Skill Levels to conjure all Spirits of the Sky Disadvantages Double essence lost caused by implanting cyberware SHADOWPUNK MAGIC GATOR Found among shamans living near swamps and rivers Gator also flourishes among urban shamans since legend has it that he dwells in the sewers and storm drains of the city He is ill tempered and lazy a strong fighter and a big eater Gator shamans like big payoffs that allow them to take it easy for a while It can take a hefty argument to talk a Gator shaman into any unnecessary exertion but once a Gator shaman decides to do something it is just as difficult to talk him out of it Environment Swamp river or urban Advantages 2 Skill Levels to cast Combat and Detection spells As a wilderness
393. nd Suppresser Standard STUN STR Weapon Accessories Notes OCV RMod Damage x Min Ammo Range Con Mode Wt Nuyen Grenade Launchers Two Handed Weapons Ares Antioch Grenade Launcher 2 h Weapon 1 0 As 0 15 6 m 150 3 SS 2 5 2000 40mm Grenade Grenade ArmTech MGL 6 2 h Weapon 1 0 As 0 15 6 c 150 3 SA 2 5 2250 Grenade ArmTech MGL 12 2 h Weapon 1 0 As 0 15 12 c 150 5 SA 5 2500 Grenade Heavy Weapons Two Handed Weapons Colt Mauser M2X Assault Cannon Hi Power Scope Shoulder O 1 2 4 4d6 1 1 27 8 c 1625 10 SS 15 5 5800 20mm Stock Folding Bipod Rhinemetall EMG 85 Kinetic Internal Smartgun Link 2 2 4d6 AP 1 45 5 c 1500 12 SS 25 8500 Energy Railgun 4mm STR Min 10 When Mounted x2 on the Harness Panther Assault Cannon 25mm Shoulder Stock Detachable 1 1 42d6 1 29 22 c 1750 8 SS 18 7950 Bipod Royal Enfield Ordnance Cockeril Hi Power Scope Shoulder 1 4 2 2 4 4 2d6 1 29 12 c 1750 9 SS 20 6500 Assault Cannon 25mm Stock Detachable Bipod Man Portable Rocket Launchers 2 h M79B1 Light Anti Armor Weapon Micrometer Sight See Rules 0 1 2 5d6 AP 1 5 1 1875 9 SS 2 5 7275 LAW for Rocket and Missile Rocket Launchers Arbalest II Medium Anti Armor Hi Power Scope See Rules 0 1 2 4 5 d6 1 5 1 2125 10 SS 2 75 8250 Weapon MAW for Rocket and Missile AP Launchers Rocket Man Portable Missile Launchers 2 h Ares Man Portable Missile See Rules for Rocket and 0 By type 7 4 b By type 9 SS 3 5000 Launcher
394. nds 1 Suggest Alternate Routes AutoNav Computer Rating 4 Val Char Cost Roll Notes 8 INT 2 12 PER Roll 12 18 DEX 24 12 OCV DCV 6 6 4 SPD 12 Phases 3 6 9 12 Cost Skills 9 Navigation 14 Systems Operation 14 Combat Driving or Combat Piloting 14 AK Local Area 14 KS Traffic Rules or KS Flight Protocols 14 Un tA SO oO Cost Programs 1 Drive Vehicle 1 Follow Driver Commands 1 Plan Routes 1 Suggest Alternate Routes Type Cost AutoNav Computer Rating 1 500 AutoNav Computer Rating 2 1000 AutoNav Computer Rating 3 5000 AutoNav Computer Rating 4 15000 DATAJACK PORT A datajack port provides a rigger with direct control of a vehicle and also enables any individual equipped with a datajack to plug into the vehicle and control it through the virtual dashboard with rudimentary cybernetic commands Vehicle control rig cyberware cannot properly interface with a simple datajack port a full vehicle control rig is required for the rigger to receive the full benefits of his cyberware This option is unnecessary if the vehicle already has the rigger adaptation option as that already includes a datajack port Power Combat Driving Skill or Combat Piloting Skill 1 Lightning Reflexes 2 Adv None AP 6 Lim Does not work with vehicle control rigs 5 Only when Mindlinked with vehicle 1 Type Cost Datajack Port 2500 DRIVE BY WIRE SYSTEM Drive by wire systems substitute advanced computer controlled maneuvering system
395. ne AP 3 Lim Cyber limb only 25 Cyberware 1 One location only 2 Type rPD ECU Nuyen Reinforced Structure 2 0 7 13500 SHOCKER This Cyberhand allows the palm and outer surface of the hand to be charged with electricity When so charged anyone or anything that the character touches will be shocked The batteries in the hand allow for 12 shocks before needing to be recharged for 8 hours Power Energy Blast Adv No Normal Defense Insulated Clothing 1 AP 20 Lim Charges 12 25 No Range 5 Extra Time Full Phase 5 Cyberarm only 5 Cyberware 1 Type NND ECU Nuyen Shocker 2d6 5 3 5000 SKATE FEET SYSTEM This is a motorized foot module that has been fitted with four in line chain driven super grip wheels which fold up behind the heel when not in use Once activated micro hydraulic servos slide the wheels down beneath the feet to give the user the burst of speed he needs Beat the tush hour traffic and beware of road rash This module requires the user have two Cyberlegs both with Skate Feet The costs below are per foot Power Running Adv None AP 20 Lim Feet must be uncovered 5 Must be installed in two cyberlegs 5 Requires a Skating Agility Skill Roll 5 Cyberware 1 Type Run ECU Nuyen Skate Foot 10 5 7 1875 SHADOWPUNK CYBERWARE SMARTLINK amp SMARTLINK II SYSTEMS This system allows the user to interface directly with a Smartgun equipped weapon for greater respo
396. nent part of the information net Only extremely well connected experts possess the resources to pull off a scam of this magnitude Entire shadowy organizations exist solely for the purpose of creating false identities and forged credsticks These organizations normally based in one of the world s data havens maintain contact with the real world only through secret channels Creating the credit history and the forged stick itself costs money The greater the amount of detail and reliability of the history required by the client the higher the rating of the credstick and the more money it costs to produce The Forged Credstick table below provides information on how much it costs to create a false credstick Once created a credstick is used as if it 67 SHADOWPUNK EQUIPMENT is the real thing Under most circumstances a good forgery will stand up to the verification process and be accepted as legitimate Only a particularly sophisticated credstick checking and ID verification system might detect a fake When a game master determines that verification is necessary he will roll the Forgery skill of the stick against the Forgery skill of the verification system the forged stick s roll is equal to it s rating 10 If the credstick makes the roll by more it means that the forgery has passed If the reader makes the roll by more it means that the system has rejected the forgery If both succeed by the same amount the verifi
397. nfusion 6d6 Mind Control Telepathic 25 4 1 Cannot form barriers 25 Set Effect Wander Aimlessly 5 4u 2 Concealment Invisibility Sight Group Usable 4 2u 4 Engulf RKA 1 Pip Suffocation NND defense is 2 Simultaneously 5 Ranged 5 no need to breathe 1 Does BODY 1 2u 3 Confusion 6d6 Mind Control Telepathic 25 4 Continuous 1 AoE 1 Hex 5 No Range 5 Set Effect Wander Aimlessly 5 2u 5 Fear 6d6 Mind Control Telepathic 25 Set 4 2u 4 Engulf RKA 1 Pip Suffocation NND defense is 2 Effect Run Away in Fear 5 no need to breathe 1 Does BODY 1 4u 6 Guard 8d6 Suppress Change Environment 4 Continuous 1 AoE 1 Hex 5 No Range 5 2u 7 Search Detect any Person Place or Thing 4 2u 5 Fear 6d6 Mind Control Telepathic 25 Set 4 Discriminatory Telescopic 6 PER Roll 10 Costs Effect Run Away in Fear 5 END 5 4u 6 Guard 8d6 Suppress Change Environment 4 2u 8 Movement 2d6 Aid Succor to Swimming Area of 4 2u 7 Search Detect any Person Place or Thing 4 Effect Radius 1 Discriminatory Telescopic 6 PER Roll 10 Costs 2u 9 Movement 2 2d6 Suppress Any Movement Power 5 END 5 one at a time 25 Area of Effect Radius 1 2u 8 Movement 2d6 Aid Succor to Swimming Area of d 10 Astral Projection Extra Dimensional Travel to Any 3 Effect Radius 1 point in the Astral Plane Astral Form can be seen but 2u 9 M
398. ng Adv None AP 10 for normal strength 1 per 3 clinging STR Lim Only to prevent being moved 1 Magic Cost 5 points for character s normal strength 6 STR per 1 point SEEKING STRIKES The adept has a knack for finding the weak points in his opponent s defense thus making his attacks Armor Piercing Power Find Weakness Adv None AP 10 for base roll of 11 with one type of attack 10 for a related Group 10 for All Attacks 5 per 1 to roll Lim None Magic Cost 10 for base roll of 11 with one type of attack 10 for a related Group 10 for All Attacks 5 per 1 to roll SOUND DAMPENING The adept s ears are protected from loud noises and adjust quickly to sudden changes in noise level Power Flash Defense Normal Hearing Adv None AP per Flash Defense Lim None Magic Cost 1 point per 1 Flash Defense SUSPENDED STATE This ability allows the adept to enter into a meditative state reducing his metabolism and requirements for food water and air Power Simulate Death Talent Adv None Lim None Magic Cost 3 points for Simulate Death 1 to EGO roll for 1 point SWIFTNESS The adept is remarkably fleet of foot Power Running Adv None AP 2 per 1 Running Lim None Magic Cost 2 per 1 Running TEMPERATURE TOLERANCE The adept s body is exceptionally resistant to extremes of heat and cold Power Life Support Safe Environment Intense Heat and Intense Cold AP 4 Adv None Lim
399. ng Orange and Red do 2d6 Killing damage Armor protects the icon while Hardening protects the decker If the icon goes down before the decker dies the IC keeps the Matrix connection alive All the decker can do is try to jack out before the IC kills him The Matrix connection automatically goes down if black IC kills the decker But before it turns the deck loose the IC gets a shot at the MPCP as if it were Blaster IC but double the IC s rating If black IC completely destroys the MPCP the IC deletes all data downloaded by SHADOWPUNK MATRIX the decker during the run It deletes any such data stored in a connected storage memory as well and reduces the MPCP to 0 NON LETHAL BLACK IC Non lethal black IC functions in the same manner as lethal black IC except the damage it does to the decker is STUN not BODY The DC is equivalent in Normal Damage reduced by the character s ED and Hardening If the damage from non lethal black IC renders a decker unconscious the decker s Matrix connection is automatically broken However the non lethal black IC still gets its last shot on the MPCP as above CYBERCOMBAT Cybercombat follows many of the same rules as standard combat using the Hero System such as OCV DCV and the Turn system A few things are changed which are detailed below IC has a speed based on the host s Security Code and their Initiative rating is equal to the Security Rating plus the IC Rating IC attack as p
400. ng sports and literary channels magazine and news services with printouts available through the computer printer public data access phone services on local or long distance nets and secretarial services Phone services also include caller ID caller ID blocking call forwarding call return mailboxes and faxing Telecoms are also jackpoints for Matrix access and allow users to access email and other Matrix functions Type Conceal Wt Cost Telecom NA 15 Mp x 1 5 Datajack Modification NA 1 1000 Simsense Modification See Simsense Decks Below Subscriptions NA 50 per month ENTERTAINMENT MUSIC Recorded music comes in laser read compact disks CD and optical chips OC Both formats record to a fidelity far beyond the average person s discrimination Playback units are slightly larger than the storage disks fitting comfortably into the hand or clipping to a belt Extra speakers can achieve a total dimension of sound Headsets or mastoid implant speakers are available for private listening Units with flat roll out screens are available for disks with video tracks Type Conceal Wt Cost Disk Chip 6 20 Playback Unit 1 2 200 Quad Speakers 100 VIDEO TRIDEO Video recording systems long ago switched to digital information storage and LCD screens Most recorders function in the pseudo holographic format popularly known as trideo or trid Trid screens range from tiny 30 mm diagonal wristphone displays to wall sized scr
401. ng SURVEILLANCE MEASURES Oves 2 3 O24 hrs a0 Lega Data Codebreaker 12 5 per 2 10 Rat x 2P V Jacket 2 24 0 24 hrs 400 Legal days 5000 Shirt 2 24 0 24 hrs 340 Lega Dataline Tap 6 1 per 2 8 Rat x 2P V Long Coat 2 29 0 24 hrs 850 Legal days 1000 Business S it A the aoo SOAS 500 Lega Laser Microphone 33 I 3 48 hrs 3500 2P U Formal Dress 2 29 0 24 hrs 600 Lega Micro Camcorder 2 3 48 hrs 2500 4P U Vests 5 2 L5 0 24 hrs 20S Lega Micro Recorder 2 3 48 hrs 2500 4P U Mini Skirt Qd hts 25 Lega Shotgun Microphone 32 1 2B6hs 1000 2P U Penis s 24 0 24 hrs 230 Lega Signal Locator 33 1 2 48 hrs 1500 2P U Thigh High Boots 2 2 4 0 24 hrs 270 Legal Tracking Signal 3 22 72 hrs 1500 AP U High Boots 2 1 5 0 24 hrs 205 Legal Voice Identifier 6 5 per 2 72 Rat x P U Low Boots Shoes 2 9 0 24 hrs 95 Lega hrs 2000 Small Riot Shield 2 4 14 days 300 Legal Medium Riot Shield 3 4 14 days 555 Legal SURVEILLANCE COUNTERMEASURES Large Riot Shield 5 4 14 days 800 Legal Bug Scanner J4 1 1 per 2 48 RID EV Barrier Shield 15 5 14 days 1000 OP K hrs 500 Shin Guards 2 1 3 3 36 hrs 440 Legal Data Encryption 1 TI per 2 14 Rat x OP Vv System days 2500 FASHION CLOTHING Dataline Scanner 4 1 per 2 14 Rat x 0P U High Fashion Clothing 2 9 Always 1500 Legal days 100 Tres Chic Clothing 2 5 Always 15000 Lega Jammer 44 5 1 per 2 72 Rat x 1P U hrs 1000 SECURITY ARMOR Voice Mask 0 per 2 72 Rat x P V Li
402. nnot leave its Domain Frequently Fully Impairing Impairing 25 Psychological Limitation Follows master without question Very 5 Physical Limitation Dual Natured Being Infrequently Slightly Common Total Impairing 20 Distinctive Features City Spirit Not Concealable Major 25 Psychological Limitation Follows master without question Very Reaction Common Total Total Disadvantages 70 20 Distinctive Features City Spirit Not Concealable Major Total Cost 193 Reaction 34 Total Disadvantages 70 Total Cost 193 SHADOWPUNK MAGIC LESSER SPIRITS OF THE WATERS LESSER RIVER SPIRIT Val Char Cost Roll Notes LESSER LAKE SPIRIT 5 STR 5 11 Lift 50 Kg 1d6 Val Char Cost Roll Notes 10 DEX 0 12 OCV DCV 3 3 5 STR 5 11 Lift 50 Kg 1d6 13 CON 6 13 10 DEX 0 12 OCV DCV 3 3 13 BODY 6 13 13 CON 6 13 8 INT 2 11 PER Roll 11 13 BODY 6 13 10 EGO 0 11 ECV 3 8 INT 2 11 PER Roll 11 15 PRE 5 13 PRE Attack 4d6 10 EGO 0 11 ECV 3 10 COM 0 11 5 COSI g MES ge 4 PD 3 Total 4 PD 4 rPD 4 ED 1 Total 4 PD 4 rED 4 PD 3 Total 4 PD 4 rPD 5 SPD 30 Phases 4 8 12 4 ED 1 Total 4 PD 4 rED 4 REC 0 5 SPD 30 Phases 4 8 12
403. nrolled and stretched across a roadway the spikes of the strip are designed to puncture and deflate rubber tires that pass over the strip Spike strips are commonly used by law enforcement personnel to end vehicle chases or to close off a street from vehicle access The area affected is difficult to determine and GMs may allow drivers a PER Roll to determine if they see the spike strip Power 1d6 RKA Spikes Adv Invisible Power Effects All 1 Armor Piercing 5 Area of Effect 2 Line 1 Reduced END 0 END 4 5 Persistent 5 AP 68 Lim OAF 1 Independent 2 No Range 5 Only affect wheels that are in contact with the ground that cross the area 1 Type Cost Spike Strip 500 111 SHADOWPUNK RIGGING VEHICLE WEAPONS STR Weapon OCV RMod Damage STUNx Min Ammo Range Mode Avail Legality Nuyen Pistols 10mm Pistol 1 0 1 2d6 0 10 x 50 125 SA 2 24 hrs 2P E 300 357 Magnum Pistol 1 0 2d6 1 11 x 48 125 SA 2 24 hrs 2P E 400 11mm Pistol 1 0 2d6 0 11 x 46 150 SA 2 24 hrs 2P E 400 45 Cal Pistol 1 0 2d6 0 11 x 46 150 SA 3 36 hrs 1P E 400 410 Magnum Pistol 1 0 2d6 13 x 44 150 SA 2 24 hrs 2P E 500 12mm Pistol 1 0 2d6 1 0 13 x 40 175 SA 4 48 h
404. ns Side Effect 2d6 RKA Area of Effect 7 Line behind engines automatically occurs when Flight is in use only affects environment around vehicle 1 75 Cannot takeoff or land at this speed 0 MOTORCYCLES These vehicles buy their Running with the Limitations OAF Tires 1 and Only on Smooth Surfaces 25 These vehicles automatically take a Physical Limitation Two Wheeled 5 Points and has Defense that Does Not Protect Occupants 5 PROPELLER AIRCRAFT These vehicles buy their Flight with the Limitations Side Effect 1d6 RKA to anyone who comes into contact with the propeller automatically occurs when Flight is in use only affects environment in front of the vehicle 25 Stall Velocity 4 Vehicle Movement 25 Takeoff Landing 1 ROTORCRAFT These vehicles buy their flight with the Advantages No Turn Mode 4 25 and Sideways Maneuverability 5 and the Limitations Side Effects 2d6 RKA Area of Effect 6 Radius around the vehicle automatically occurs when Flight is in use only affects environment around the vehicle 1 75 SURFACE WATERCRAFT These vehicles buy their Swimming with the following Limitations Surface Only 1 Side Effects 1d6 RKA to anyone who comes into contact with the bottom stern of the vehicle automatically occurs when Swimming is in use only affects environment around the vehicle 25 They also typically sell their Running to 0 THUNDERBIRDS These vehicles buy their fligh
405. nse and accuracy The SmartLink allows the user to gain instant access to his weapons status its current positioning and the remaining ammunition The SmartLink includes a magnetic induction pad implanted in the user s palm Characters may have more than one SmartLink but they may only ever use one system at a time even if it is for two different weapons SmartLink II systems function identically to the standard SmartLink but have advanced systems that account for range wind and movement to help with targeting at longer range Power Combat Skill Levels All Ranged Combat Range Skill Levels All Ranged Combat Skipover Sprayfire Autofire Skill Adv None AP 15 18 Lim Only when interfaced with a Smartgun equipped weapon 5 One weapon at a time 5 Cyberware 1 Cyberarm only 25 Type CSL RSL ECU Nuyen SmartLink 2 4 6 15000 SmartLink II 2 1 535 18000 STANDARD CYBERHAND CYBERFEET All cyberlimbs include a Standard Cyberhand or Cyberfoot for no additional cost of ECU or Nuyen The options below give the user some strange and unusual abilities and because of the extra circuitry and mechanics have their own ECU and Nuyen costs If a character takes a Cyberhand or Cyberfoot option without the Quick Change Mount option it cannot be removed from the limb except by a cyberdoc Users who do have a Quick Change Mount may change hands feet and limbs by taking 2 Full Phases outside of combat Type ECU Nuyen Cyberhand Cyberf
406. nstalled in the palm of the cyberhand It affects a 3 cone with a 2d6 Flash Sight Group Cyber optics or goggles with flare compensation may resist this attack The system holds enough power for 3 flashes before it must recharge for 1 hour Power Flash Sight Group Adv Area of Effect 3 Cone 1 AP 20 Lim Charges 3 1 25 Cyberware 1 Cyberarm only 25 Type Flash ECU Nuyen Flashbulb 2d6 5 7 5000 GRAPPLE GUN amp WINCH An air propelled fold out grappling hook is installed in the housing of the arm The grapple is fired at the place the character wishes to climb and the winch pulls the character to the desired height at a rate of 5 per phase The range of the grapple is 50 and the character must target the hex object to be grappled to Power 5 Flight Adv None AP 10 Lim Only in a straight line to where grapple is secured 5 No noncombat multiplier 5 Requires an attack roll 5 Extra Time Full Phase 5 Cyberarm only 25 Cyberware 1 Type ECU Nuyen Grapple Gun amp Winch 24 2500 HAMMER HAND This hand is made of hardened titanium and has a powerful explosive shell driven ram that acts as a battering ram The user punches the shell goes off driving the fist forward with incredible velocity and power A port in the top ejects the shell and opens to receive a new one Each shell costs 10 Nuyen The damage of the Hammer Hand is cumulative with that of the Cyber Limb so it is quite impre
407. o Receiver Radio Transceiver Rangefinder Rapid Attack Rapid Healing Rat Totem Rating Format Raven Totem Reaction Enhancer Read Write Real World Vehicles Recorder Red Hosts Reflex Recorder Reflex Trigger Regional Telecommunications Grid Reinforced Seats Reinforced Structure Relocate Remote Control Biofeedback Filter Cyberware Remote Control Biofeedback 148 23 23 110 62 107 68 27 26 110 27 105 108 106 110 23 56 78 18 21 123 SHADOWPUNK INDEX Filter Rigging Remote Control Deck Remote Control Encryption Module Cyberware Remote Control Encryption Module Rigging Remote Control Encryption Module Vehicle Remote Control Equipment Remote Control Interface Remote Control Networks Remote Eye Respirator Response Increase Restraints Retinal Clock Retinal Duplication Retractable Climbing Claws Reusable Fetish Rigger Adaptation Rigger Decryption Module Cyberware Rigger Decryption Module Rigging Rigger Network Security Module Cyberware Rigger Network Security Module Rigging Rigger Protocol Emulation Module Cyberware Rigger Protocol Emulation Module Rigging Rigging Ring Mounts Ripper IC River Spirit Rocket Launchers Rocket Mounts Rockets Roll Bars Rooting Rotorcraft RTG Ruthenium Polymer Clothing RVs S Sand Buggies Scanner Scanner Program Scooters Scramble IC Sea Spirit Seats Secondary
408. o avoid the attack are those available against any area effect weapon The damage of the weapon remains the same but becomes an attack with the Reduced Penetration Power Limitation It takes a 4 Phase action to manually adjust the choke of a shotgun though a user SmartLinked in can cybernetically change the choke as a 0 Phase action Shot and slug ammo cost 20 nuyen per 10 rounds BIG D S TEMPER Created by Cavalier Arms and marketed in the wake of the great dragon Dunkelzahn s death Big D s Temper shells are also known as fireball shells When fired these shells spout flame and phosphorous from the barrel burning nearby targets The nature of the shells makes the possibility of damaging the weapon itself very high The weapon damage is applied against Energy Defenses Type Conceal Wt Cost Big D s Temper 2 1 200 BOLA Bola rounds consist of two slugs connected by a resilient monofilament line When fired the bullets spin around each other during flight and together strike the target with a wider area of impact than standard slugs The round uses the maximum range as shot rounds Targets struck by bola rounds are subject to a 1d6 Entangle that takes no damage from attacks does not prevent the use of accessible foci and cannot form barriers Type Conceal Wt Cost Bola 2 1 100 FLARE Flare rounds are fired like a bullet but when it reaches it s maximum range it explodes in a shower of burning sparks They are typically
409. obtain the hot parts install them for you and show you how to use them If it pertains to vehicles the Mechanic is the man you speak to Mechanic Contact 11 2 useful skills resources 1 Cost 3 points MR JOHNSON A Corporate counterpart to the fixer the Mr Johnson can find you jobs gear people and information Just make sure that you aren t asking for something his corp bosses would frown upon or you might find yourself the target of a shadowrun Mr Johnson Contact 11 2 extremely useful skills resources 3 significant contacts of his own 1 access to major institutions 1 Cost 7 points ORGANIZED CRIME The character may not necessarily be part of organized crime such as the Mafia Yakuza or Triads but he has friends that are or has done them a favor in the past This is enough to grant you an audience and usually that is all you need If a character only has a single contact that is part of organized crime use the second listing Organized Crime Contact 11 2 extremely useful skills resources 3 significant contacts 1 Organization x3 Cost 18 points Member of Organized Crime Contact 11 2 useful skills resources 1 significant contacts 1 Cost 4 points POLICE SECURITY OFFICER A member of the police or security is almost always knowledgeable on the latest goings on in the shadows and can often give insight as to security measures in particular areas For the right price a
410. ocks etc and cannot be moved from its physical component to another location The warding ritual takes 1 hour per 10 Active Points and requires no special materials At the end of the ritual make an INT or Aura Reading skill roll modified by 1 per 10 Active Points A group of characters make individual rolls and determine how much they succeed by Each point of success determines the number of weeks the ward lasts before disappearing A ward can be made permanent by paying character points equal to 1 10 the Active Points of the ward Endurance for creating the ward is equal to 1 per 10 Active Points but the maximum force you can give a ward is equal to the creators Magic Attribute A group can create a ward with a force equal to the sum of their Magic Attributes A warding ritual can also increase the life span of an existing ward Make another INT or Aura Reading skill roll modified by the Active Points and the life span increases by the number of weeks equal to the level of success If the roll fails the existing ward is not harmed except on a roll of 18 which destroys the ward Spirit and Wards Spirits are capable of creating wards and will do so as a service for the character that summoned them Regular spirits can create a ward with a Force up to 75 Great form spirits can create a ward with a Force up to 150 points Alarm Ward An alarm ward is difficult to detect in astral space as anything other than a faint shimmer
411. oflares 4 75 NAV DAT GPS This Global Positioning System can instantly cross reference a user s position against all known satellites and give the user s coordinates to within 2 meters The device also comes with accurate internal digital maps accessible by datajack as well as numerous useful navigational functions Power Bump of Direction Talent Detect Coordinates Discriminatory PER Roll 3 Adv None AP 21 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Requires satellite data 25 Type Conceal Wt Cost Nav Dat GPS 2 S 700 71 SHADOWPUNK EQUIPMENT RESPIRATOR This small oxygen cylinder 20 x 10 cm connected by a plastic hose to a full or partial facemask provides enough air for several hours of moderate exertion A pressure regulator allows the wearer to use to respirator underwater Power Life Support Self Contained Breathing Adv None AP 10 Lim OAF 1 Independent 2 1 Fuel charge lasting 3 hours 0 Type Conceal Wt Cost Respirator 1 500 Pressure Regulator ES 250 SURVIVAL KIT This rugged bag contains a useful of stuff flares small utility knife lighter matches compass lightweight thermal blanket several day s worth of ration bars a water purification unit a filter mask and any other gear the gamemaster and players think appropriate Type Conceal Wt Cost Survival Kit 2 100 SKILLSOFTS AND CHIPS Optical memory chips OMCs are small and thin memor
412. oint in the Astral Plane Astral Form can be seen but PD 6 ED Does Not Work against Magic 5 not affected from the material 5 Extra Time Full 27 Body of Fire Energy HKA d6 Fire Continuous 0 Phase 5 Point of Entry is relative to the characters 1 Damage Shield does damage in HTH combat original location 5 75 Inherent 7 25 Persistent 7 5 Reduced END 27 Body of Water Desolidification Affected by Magic 4 0 END 4 5 Always On 5 No STR Bonus 0 Cannot pass through solid objects 5 20 Elemental Body 50 Energy Damage Reduction 0 3 Immunity to Normal Weapons Damage Resistance 4 0 Resistant 50 Physical Damage Reduction PD 4 ED Does Not Work against Magic 5 Resistant Does not work against magic 5 Does 14 Aquatic Movement Swimming 4 6 total x8 Non 1 5 not work when attacked with ECV 1 5 combat 45 Elemental Body Life Support Total 0 20 Elemental Body 50 Energy Damage Reduction 0 10 Elemental Body No Hit Locations 0 Resistant 50 Physical Damage Reduction 60 Elemental Body Takes No Stun Takes only Body 0 Resistant Does not work against magic 5 Does 8 Elemental Energy 50 point END Reserve 3 Recovery 0 not work when attacked with ECV 1 5 All Elemental Magic Powers Usable By Others 45 Elemental Body Life Support Total 0 Simultaneously 5 Only usable by Elemental or 10 Elemental Body No Hit Locations 0 Mage that summoned it 25 Only for Combat 60 Element
413. oints the decker rolled succeeded by If the IC is reduced to 0 SPD it hangs and goes dead Disabling IC in this manner prevents the IC from raising the decker s security tally However suppressing the IC still requires 1 point of the decker s Detection Factor If the IC is not suppressed at the beginning of the next turn combat resumes where it left off Reactive IC is not vulnerable to the Slow utility DEFENSIVE UTILITIES ARMOR Multiplier 3 The armor utility reduces the amount of BODY done by attacks on the decker s icon by it s rating just like rPD This only affect attacks on the decker s persona or icon not for attacks on his meatbody The utility loses 1 rating every time the decker takes damage every time it fails to completely absorb damage from a hit Deckers can replace degraded Armor utilities with fresh copies of the program by performing a Swap Memory operation CLOAK Multiplier 3 The cloak utility adds to the decker s Computer skill for Evasion Tests made during combat maneuvers LOCK ON Multiplier 3 This utility adds to the decker s Computer skill for opposed Sensor Tests made during combat maneuvers MEDIC Multiplier 4 The medic utility is used to reduce heal BODY done to the on line icon To use the utility the decker must take a Full Phase action and make a Computer skill roll at 6 If this roll succeeds the icon heals BODY equal to the rating of the program The utility loses 1 rating point
414. ok to those who see him There are no limits except those of creativity Anything in the matrix can look like anything whether it accurately represents its purpose or not A standard icon set is in place so that it is as user friendly as it can be for those who use it on a regular basis When visiting another part of the Matrix a decker can generally assume that a data file will look the same as any other There are host systems in the Matrix that are sculpted to their designer s whim Some of the traditional Japanese mega corps tend to sculpt their system to resemble a feudal Japanese temple or castle complete with scurrying peasants and soldiers with spears With sculpted systems there is no limit to what the designer can do But these systems are still designed intuitively for they still need the work to be done in a timely manner and training someone to navigate a hopelessly unintuitive system could be a major burden There are many programs and icons that remain hidden or disguised from intruders or even legal users unless triggered Often these are Intrusion Countermeasures or IC which attempt to remain undetected until an intrusion is detected A deck with a good Sensors persona program can detect these hidden icons and prepare to deal with them A decker can also use the ability to remain hidden by using masking programs to become invisible or seem like an authorized user GRIDS AND HOSTS The Matrix is composed of teleco
415. oling systems It is very effective at concealing the wearer from heat scans and thermographic sight Power Invisibility Infrared Vision Adv Reduced END 0 END 7 5 Persistent 7 5 AP 40 Lim IIF 25 Independent 2 Always On 5 Type Wt Cost Camouflage Clothing 2 5 5000 TOOLS Using the skills Electronics Mechanics or Weaponsmith requires tools to do the job Tools in Shadowrun come in kits shops and facilities A kit is portable and contains the basic gear to make repairs A shop is transportable with a large van or small truck A facility is immobile because of the bulky heavy machines involved Prices vary between the types of tools General construction tools use basic tools at the listed base cost Electronic computer and cyberware repairs require microtronics tools which costs triple the base figures Vehicle tools cost double the base figures Power Skill Levels Electronics Mechanics or Weaponsmith Adv None AP 0 15 30 Lim OAF Bulky or Immobile varies Independent 2 Type Conceal SL Wt Cost Tool Kit 5 0 5 500 Tool Shop Bulky 5 5000 Tool Facility 10 100000 SHADOWPUNK EQUIPMENT VISION ENHANCERS DIGITAL BINOCULARS Compact vision magnifiers the produce digital images at up to 50x magnification They do not function in magnetic fields They can also be bought with low light and thermographic options Power 10 Telescopic Vision Infrared Vision Ultraviolet V
416. ombat 3 Defense Maneuver II Combat 2 Defense Maneuver III Combat 3 Defense Maneuver IV Combat 2 Demolitions Intellect 9 INT 5 3 2 Disguise Intellect 9 INT 5 3 2 Divining Magical 9 EGO S5 3 2 Electronics Intellect 9 INT 5 3 2 Enchanting Magical 9 INT S5 3 2 Fast Attack Combat 5 Fast Draw Agility 9 DEX 5 3 2 Forensic Medicine Intellect 9 INT 5 3 2 Forgery Intellect 9 INT S5 3 2 Gambling Intellect 9 INT S5 3 2 High Society Interaction 9 PRE 5 3 2 Interrogation Interaction 9 PRE 5 3 2 Inventor Intellect 9 INT S5 3 2 Knowledge Skill Background 11 2 1 Language Background 1 1 Lipreading Intellect 9 INT 5 3 2 Lockpicking Agility 9 DEX 5 3 2 Martial Arts Combat Varies Mechanics Intellect 9 INT 5 3 2 Mimicry Intellect 9 INT 5 3 2 Navigation Intellect 9 INT 5 3 2 Oratory Interaction 9 PRE 5 3 2 Paramedics Intellect 9 INT 5 3 2 Penalty Skill Levels Combat Single Attack Combat 1 5 Three Maneuvers Tight Combat 2 Group All Attacks Combat 3 Persuasion Interaction 9 PRE 5 3 2 Professional Skill Background 11 2 1 2 Riding Agility 9 DEX 5 3 2 Science Skill Background 11 2 1 Security Systems Intellect 9 INT 5 3 2 Seduction Interaction 9 PRE 5 3 2 Shadowing Intellect 9 INT 5 3 2 Skill Levels One Skill Characteristic 2 Roll Three Related Skills 3 Similar Skills 5 All Non Combat Skills 8 Overall
417. ombat or strikes the killing blow on an opponent roll to see if he goes berserk The shaman must take this Disadvantage but gets no points for it Berserk Common 11 to go berserk 14 to recover The Shark that goes berserk can continue to attack the body of his last kill instead of moving to a living target SNAKE Snake is wise and knows and knows many secrets She is a good councilor but always exacts a price for her advice Snake shamans are pacifists they only fight to protect themselves and others Snake shamans are obsessed with learning secrets and take great risks to order to do so They trade their knowledge to others for whatever they can get in exchange Environment Anywhere on land Advantages 2 Skill Levels for Detection Health and Illusion spells As a wilderness totem 2 Skill Levels to conjure any one Spirit of the Land shaman s choice As an urban totem 2 Skill Levels to conjure any one Spirit of Man shaman s choice Disadvantages 1 penalty for all spells cast during combat WOLF Wolf is recognized as a hunter and warrior worldwide He is fiercely loyal to the other members of his pack As the ancient saying goes Wolf wins every fight but one and in that one he dies Wolf shamans are loyal to friends and family unto death They do not show cowardice in battle and their word is their bond Environment Forest prairie or mountains Advantages 2 Skill Levels to Combat and Detection spells
418. on NA 4 875 000 Options 2 Jets Similar Models Fed Boeing Aerovan 8975 Aztechnology Accareo HIGH SPEED COMMERCIAL TRANSPORTS HSCT Lockheed Arrow HSCT STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 85 35 32x16 3 10 2 100 x8 600 mph 10 3 4 Entry Points Seating Drivetrain Engine Availability Cost 6 dr 1 sliding dr 204 Bucket Jet Aircraft Combustion NA 8 250 000 Options Supersonic 2 Megascale 4 Jets Similar Models British Airline Concorde 3000 128 Airbus A1570 HSCT SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 85 35 32x16 3 10 2 100 x8 600 mph 10 4 4 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 1 sliding dr 124 Bucket Jet Aircraft Combustion NA 8 040 000 Options Rigger Adaptation Supersonic 3 Megascale 4 Jets Similar Models Saedder Krupp Stern JET FIGHTERS Aztechnology Halc n Ground Attack Aircraft STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 55 26 8x4 15 15 4 100 x4 600 mph 6 9 4 Entry Points Seating Drivetrain Engine Availability Cost 1 canopy 1 Ejection Seat Jet Aircraft Combustion NA 4 500 000 Options EnviroSeal External Fixed Mount 7 External Missile Mounts Active Thermal Masking ECM 9 ECCM 9 Supersonic 1 Megascale Similar Mod
419. ontrol by using a series of redundant computers that continually counteract the chaotic motion of the craft This also means that when the craft is told to move in a specific direction it already wants to do that and is thus more responsive and maneuverable When this type of theory is applied to a person it creates the Move By Wire System This system puts the body in a constant state of seizure A computer in the user s brain monitors the state of the seizure and counteracts its effects until the user tells it that he or she wants to move At that point it channels the effect of the seizure along the motion path desired This system allows the user to move with unnatural smoothness and fluidity Move By Wire makes 50 someone with mere balance augmentation look spastic It is easy to spot someone with Move By Wire and the system redefines what the shadow world knows as speed Move By Wire cannot be combined with Boosted Reflexes Wired Reflexes or Synaptic Accelerator Power DEX Skill Levels Agility Skills Lightning Reflexes Talent Adv None AP 17 34 51 68 Lim Cannot combine with certain cyberware bioware 25 Cyberware 1 Power SPD Adv None AP 30 40 50 60 Lim Does not affect SPD while driving a vehicle or decking 25 Cannot combine with certain cyberware bioware 25 Cyberware 1 Type DEX SPD LR Skils Essence Nuyen Level 1 2 3 4 19 5 250000 Level 2 4 4 8 2 31 1 500000 Level 3 6
420. ontrol signal transmissions making them indecipherable to intruders who intercept a remote control channel The RCEM provides skill levels for Cryptography to guard against intrusion of the network by other riggers The maximum rating for the RCEM is 10 Power Cryptography Skill Adv None AP 2 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to encrypt or decrypt radio transmissions 1 Type SL Cost Remote Control Encryption Module 1 10 Rating x 5000 RIGGER DECRYPTION MODULE A diagnostic tool used by security riggers the rigger decryption module s firmware cryptographic routines can be used to decrypt remote control network signals encoded by an RCEM as well as encrypted security systems The rigger decryption module provides skill levels for Cryptography to decrypt encrypted signals created by an RCEM The maximum rating for the rigger decryption module is 10 Power Cryptography Skill Adv None AP 2 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to decrypt radio transmissions 1 Type SL Cost Remote Decryption Module 1 10 Rating x 7500 RIGGER NETWORK SECURITY MODULE The rigger network security module RiNSeM provides constant protocol checking and constant security updates to all parts of the network and it makes infiltrating the network much more difficult This piece provides skill levels for Systems Operation for use in the
421. opped by material more than 1 foot thick Power Infrared Perception Sight Discriminatory Adv None AP 10 Lim Cyberware 1 Type Essence Nuyen Thermographic Vision 5 1250 ULTRASOUND VISION Ultrasound Vision systems have three components an emitter a receiver and a processor The emitter device installed in one eye sends out continuous ultrasonic pulses sweeping forward from side to side The receiver installed in the other eye creating the necessary angle of deflection receives the echoes of these pulses and converts them to electrical signals which are fed to the processor The processor also built into the eyes builds a topographical image from these signals showing depth forms and texture as depicted by the echoes When activated the ultrasound map overlays the user s vision in much the same way that thermographic vision overlays natural sight Shapes and forms are outlined and textured allowing the user to distinguish objects that other vision systems can t detect Power Active Sonar Sight Adv None AP 15 Lim Cyberware 1 Type Essence Nuyen Ultrasound Vision 75 3750 VISION MAGNIFICATION The optical version of this enhancement magnifies the visual image in the same manner as binoculars or the lens of a camera The electronic version uses a light sensitive chip that magnifies then enhances the image Power Telescopic Sight Group Adv None AP 1 x Rating Lim Cyberware 1 Type PER Ess
422. opposed Perception vs Acting roll 75 Must use Analyzer on subject in calm and truthful situation 1 Type SL Conceal Wt Cost Voice Stress Analyzer 1 10 5 1 Rating x 10000 CREDSTICK Credsticks are pen sized tubes that serve as simultaneous ID and credit card A credstick shows any licenses and permits a person holds and can also provide emergency medical information It also stores encoded finger palm retinal prints and more In many ways credsticks can be a person s single most important connection to the world In addition to storing SINs and other ID credsticks primarily are used to transfer money Credsticks contain encoded optical chips that retain the access codes necessary to transfer funds to or from the owner s account as well as the account s most recent balance information To use a credstick a shopper inserts it into the store s credstick reader which connects through the Matrix to the appropriate financial institution and allows the user to deposit withdraw or transfer funds In order to manipulate funds an ID check is required Credsticks can also record transactions not already in the financial computer network but they must be periodically connected to the network to validate such transactions Failure to do so results in invalidation of all non network transactions and cancellation of the credstick s financial function Registered credsticks come in five types distinguished by the amount of f
423. or Reaction Reaction Total Disadvantages 70 Total Disadvantages 70 Total Cost 298 40 Total Cost 298 SHADOWPUNK MAGIC FOREST SPIRIT MOUNTAIN SPIRIT Val Char Cost Roll Notes Val Char Cost Roll Notes 20 STR 10 13 Lift 400 kg 4d6 20 STR 10 13 Lift 400 kg 4d6 5 DEX 15 12 OCV DCV 5 5 15 DEX 15 12 OCV DCV 5 5 20 CON 20 13 20 CON 20 13 20 BODY 20 13 20 BODY 20 13 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 0 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 20 PRE 10 13 PRE Attack 4d6 20 PRE 10 13 PRE Attack 4d6 8 COM 1 11 8 COM 1 11 10 PD 4 Total 10 PD 10 rPD 10 PD 4 Total 10 PD 10 rPD 10 ED 6 Total 10 PD 10 rED 10 ED 6 Total 10 PD 10 rED 5 SPD 25 Phases 4 8 12 5 SPD 25 Phases 4 8 12 10 REC 0 10 REC 0 40 END 0 40 END 0 0 STUN 0 0 STUN 0 Movement Running 107 20 Movement Running 107 20 Leaping 6 3 Leaping 6 3 Total Characteristics Cost 115 Total Characteristics Cost 115 Cost Power END Cost Power END 60 Spirit Powers Multipower 60 points reserve 0 60 Spirit Powers Multipower 60 points reserve 0 6u 1 Accident Change Environment 2 Radius 5 to 6 6u 1 Accident Change Environment 2 Radius
424. orcraft Combustion 2 72 hrs 48 000 Options Turret ECCM 1 Similar Models Sikorsky Bell Stinger Ares GCR 22S Northrup Yellowjacket PRC 44F STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 18 3 2 x 1 6 5 15 4 17 x4 100 mph 3 2 0 Entry Points Seating Drivetrain Engine Availability Cost 1 dr 1 Bucket Rotorcraft Combustion 2 72 hrs 65 000 Options Turret ECCM 1 Vehicle Armor Similar Models Sikorsky Bell Stinger Ares GCR 22S 132 CARGO HELICOPTERS Ares Dragon SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 55 26 8x4 3 12 3 44 x4 195 mph 6 1 3 Entry Points Seating Drivetrain Engine Availability Cost 3 dr 3 Bucket Rotorcraft Combustion 15 1 mo 590 000 Options 2 Propellers Similar Models Sikorsky Bell Behemoth Fed Boeing CG 220R Hughes Aerospace Airstar 2050 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 55 26 8x4 10 15 3 34 x4 150 mph 6
425. ork in magnetic fields 25 Requires a Systems Operation Skill Roll 5 Requires GPS Data or 2 other devices 25 Type Conceal Wt Cost Signal Locator 3 1 1500 TRACKING SIGNAL This device is a combined GPS and homing signal transmitter 4 cm disk with Kleen Tac backing The tracking signal broadcasts its GPS data when turned on It can be turned on and off by remote and is usually turned off to prevent detection Power Radio Perception Transmission Adv Trigger Remote Control 7 25 AP 13 Lim IIF 25 Independent 2 Only to receive and transmit GPS data on its own location 1 Does not work in magnetic fields 25 Type Conceal Wt Cost Tracking Signal 3 1500 VOICE IDENTIFIER This system is designed to defeat voice masking devices by analyzing the masked voice and comparing it to a variety of possible voices Power Normal Hearing 1 PER Roll Adv None AP 1 per Rating Lim OAF 1 Independent 2 Only to counter Images and Mimicry 1 Does not work in magnetic fields 25 Type PER Conceal Wt Cost Voice Identifier 1 10 6 5 Rating x 2000 SURVEILLANCE COUNTERMEASURES BUG SCANNER This hand held device scans various frequencies to detect locally generated signals by their signal strength The scanner will not detect bugs unless they are transmitting It is housed in a plastic case with a holographic screen that displays a directional arrow that points to the closest transmitting
426. orm of proactive IC that samples the command transactions between the decker and his deck and then injects dangerous biofeedback responses into the deck s ASIST interface These feedback responses raise the deck s simsense signal to the same levels as a BTL chip on overdose intensity As a result the signal may overload the decker s neural connections and in turn render him unconscious trigger psychological disorders brainwash him or cause death from stroke heart failure respiratory paralysis aneurysm or neurotransmitter autotoxicity And those are just a few of the possible effects BLACK IC IN COMBAT Black IC begins to subvert the ASIST interface ina deckers cyberdeck as soon as it scores a successful attack on the decker even if it does no damage Until the IC scores that first hit jacking out of the Matrix is a 0 Phase action After a Black IC hit the decker must spend a Full Phase action and make a successful Ego roll minus the Black IC rating to jack out If the test succeeds the IC makes one more cybercombat attack against him before the connection goes down If a companion at the jackpoint pulls the plug the IC also gets a free attack before losing the connection LETHAL BLACK IC Lethal Black IC fights like Killer IC in cybercombat except that a successful attack causes damage to the icon and the decker The damage is the same for each as determined by the security code Blue is 1d6 Killing damage Green is 1 2d6 Killi
427. ormone used primarily as a trigger for voluntary activation of the adrenal pump Packaged in inhalers with six doses once administered it instantly activates the adrenal pump Though ACTH is not addictive a tolerance builds up over time rendering it ineffective as an external trigger Type Vector Speed Cost ACTH Inhale Instant 100 BLACK LACE A high powered version of the drug Dorph which imparts euphoria adrenaline rush and invulnerability to pain Black Lace is deadly Users of Black Lace become fearless cold blooded killing machines which is exactly what the military designers had in mind from the start Power 3d6 Aid STR CON BODY Adv Three characteristics simultaneously 75 Fade 5 AP per minute 25 AP 60 Lim 1 Charge 2 HF 25 Independent 2 Side Effect Forced Disadvantage Psychopathic Killer Very Common Total with Activation 10 5 Power CON 10 Adv None AP 20 Lim Only to resist being stunned 1 1 Continuing charge lasting 5 minutes 75 Linked to Aid 5 IIF 25 Independent 2 Side Effect Forced Disadvantage Psychopathic Killer Very Common Total with Activation 10 5 Power EGO 5 Adv None AP 10 Lim 1 Continuing charge lasting 5 minutes 75 Linked to Aid 5 IIF 25 Independent 2 Side Effect Forced Disadvantage Psychopathic Killer Very Common Total with Activation 10 5 Type Vector Speed Cost Black Lace Inject Instant 1500 DORPH
428. oses 1 point from his Magic attribute All characters also have a new figured characteristic for Mental Defense The base is calculated as EGO 5 with each 1 costing 1 point to a maximum of 8 Characters may also choose to be a human character or become one of 4 metahuman races Dwarf Elf Ork or Troll costs and abilities below Characters that choose a race with Disadvantages get no extra points for the associated Disadvantages they are already factored into the racial package RACE A character should choose their race first Humans are the default and have no special bonuses or disadvantages Dwarf Dwarves are shorter than humans averaging around 4 and a half feet tall but seem to have quite a bit more muscle mass They are built solidly and have natural resistances to diseases and toxins They also possess natural thermographic vision Because of their shorter legs they are unable to run as quickly as humans Ability Cost 5 STR STR Max 25 5 5 CON CON Max 25 10 10 BODY BODY Max 30 18 Ultraviolet Vision 3 Disadvantages 3 INT INT Max 17 3 Distinctive Features Ork Concealable 10 Social Limitation Racism 11 Severe Not Limiting in 15 Some Cultures or Societies Total Cost 10 Troll Similar to the ork in skin tone and body hair but standing almost 10 feet tall the troll also has dermal deposits all along the outer portions of their skin giving them an almost armored ap
429. ound and flash of a semi auto weapon s discharge A silencer reduces concealability by 1 and requires a full phase action to install or remove Type Conceal Wt Cost Silencer 1 2 150 SLING Made from nylon or cloth and attached to the barrel and stock a sling allows the user to hang the gun from their shoulder and makes it less likely that they will drop it in combat or other difficult situations Slings can only be attached to submachine guns rifles and shotguns Type Conceal Wt Cost Sling wl 20 SMARTGUN LINK Available in internal and external versions the smartgun system provides a feedback circuit relating the gun s angle of fire to the shooter s line of sight The internal smartgun system is built into the gun and doubles the weapons cost if installed after manufacturing The external system mounts on the weapon in top or underbarrel positions and can be transferred from weapon to weapon with one hour of maintenance and alignment Without a receptor smart goggles or smartlink cyberware the hardware is dead weight Type Conceal Wt Cost Internal Smartgun Link ES Weapon x 2 External Smartgun Link 1 1 600 SOUND SUPPRESSER Similar to silencers sound suppressers are used with autofire weapons Sound suppressers reduce concealability by 1 but drastically reduce the sound of a weapon being fired Type Conceal Wt Cost Sound Suppresser 1 fo 750 SPARE CLIPS 78 Type Conceal Wt Cost Spare Clips
430. ovement 2 2d6 Suppress Any Movement Power 5 not affected from the material 5 Extra Time Full one at a time 7 25 Area of Effect Radius 1 Phase 5 Point of Entry is relative to the characters 10 Astral Projection Extra Dimensional Travel to Any 3 original location 5 point in the Astral Plane Astral Form can be seen but 3 Immunity to Normal Weapons Damage Resistance 4 0 not affected from the material 5 Extra Time Full PD 4 ED Does Not Work against Magic 5 Phase 5 Point of Entry is relative to the characters 20 Spirit Body 50 Energy Damage Reduction 0 original location 5 Resistant 5096 Physical Damage Reduction 3 Immunity to Normal Weapons Damage Resistance 4 0 Resistant Does not work against magic 5 Does PD 4 ED Does Not Work against Magic 5 not work when attacked with ECV 1 5 20 Spirit Body 50 Energy Damage Reduction 0 45 Spirit Body Life Support Total 0 Resistant 50 Physical Damage Reduction 10 Spirit Body No Hit Locations 0 Resistant Does not work against magic 5 Does 60 Spirit Body Takes No Stun Takes only Body 0 not work when attacked with ECV 1 5 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 45 Spirit Body Life Support Total 0 Spirit Powers 10 Spirit Body No Hit Locations 0 14 Aquatic Movement Swimming 4 6 total x8 Non 1 5 60 Spirit Body Takes No Stun Takes only Body 0 combat 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 Total Powers
431. pairing Total Disadvantages 70 25 Psychological Limitation Follows master without question Very Total Cost 202 Common Total 20 Distinctive Features City Spirit Not Concealable Major Reaction Total Disadvantages 70 Total Cost 195 33 SHADOWPUNK MAGIC LESSER STORM SPIRIT LESSER WIND SPIRIT Val Char Cost Roll Notes Val Char Cost Roll Notes 5 STR 15 9 Lift 25 kg 0d6 5 STR 15 9 Lift 25 kg 0d6 18 DEX 24 14 OCV DCV 8 8 18 DEX 24 14 OCV DCV 8 8 10 CON 0 12 10 CON 0 12 10 BODY 0 12 10 BODY 0 12 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 15 PRE 5 13 PRE Attack 4d6 15 PRE 5 13 PRE Attack 4d6 12 COM 1 11 12 COM 1 11 3 PD 3 Total 3 PD 3 rPD 3 PD 3 Total 3 PD 3 rPD 5 ED 3 Total 5 PD 5 rED 2 ED 3 Total 5 PD 5 rED 5 SPD 22 Phases 4 8 12 5 SPD 22 Phases 4 8 12 4 REC 4 4 REC 4 30 END 0 30 END 0 0 STUN 0 0 STUN 0 Movement Running 07 0 Movement Running 07 0 Leaping 07 0 Leaping 07 0 Flight 107 20 Flight 10 20 Total Characteristics Cost 45 Total Characteristics Cost 45 Cost Power END Cost Power END 40 Spirit Powers Multipower 40
432. pearance Besides the oversized lower canines trolls are also known to have dermal deposits upon their head forming horns Ability Cost 10 STR STR Max 30 10 10 CON CON Max 30 20 15 BODY BODY Max 35 30 15 PRE Only for PRE Attacks 1 8 Stretching 1 4 Infrared Vision 5 Armor 1 rPD 2 Disadvantages 3 DEX DEX Max 17 9 5 INT INT Max 15 5 Distinctive Features Troll Not Concealable 15 Social Limitation Racism 11 Severe Not Limiting in 15 Some Cultures or Societies Total Cost 35 MAGIC All magician characters must pay for a talent that represents their magical ability as listed below Ability Cost 5 STR STR Max 25 6 Talent Cost 3 CON CON Max 23 6 Full Mage 30 3 BODY BODY Max 23 6 Full Shaman 30 3 EGO EGO Max 23 6 Sorcerer Aspected Magician Hermetic or Shamanic 20 Infrared Vision 5 Hermetic Conjurer Aspected Magician 20 6 Power Defense Only against toxins and diseases 1 3 Shamanic Conjurer Aspected Magician 20 Disadvantages Adept Aspected Magician of the Somatic Way 20 1 Running Running Max 9 2 Distinctive Features Dwarf Concealable 10 The talent includes all abilities granted to the type of magician as stated Social Limitation Racism 8 Severe Not Limiting in 10 in the Magic Section A magician starts with a Magic Attribute of 60 Some
433. person is using a fake ID to purchase a permit the ID must beat a rating 6 verification system Permits make purchasing that gear on the street easier Add a 2 modifier to the contact test to acquire the item when the character possesses and appropriate permit CONCEALABILITY When attempting to conceal items upon their person the gear that a character is attempting to conceal has a Concealability Rating This is expressed as a bonus for hard to conceal items or a penalty for easy to conceal items to a searcher s Perception Roll This roll is modified by distance and other normal Perception Roll factors as well as any items that would give a bonus to the roll such as a Long Coat or Concealable Holsters Succeeding in a roll allows the searcher to note that there is something concealed Further inspection is needed to reveal the exact item attempting to be concealed ADVANCEMENT Training in a skill requires an amount of days equal to the number of points paid This applies to all skills skill levels combat skill levels penalty skill levels and skill enhancers Martial Arts because of the intense study and time required to master them require 2 days per point to learn maneuvers This training need not be continuous it can be done at different intervals Increasing characteristics follows the same 1 day per point formula as above representing study physical training and whatever the GM deems appropriate to increase the attrib
434. plication or comprehension ability Activesofts replicate Agility Combat Intellect or Interaction skills Knowsofts and datasofts can be accessed with a chipjack piped through a datajack from a data reader or from headware memory A full skillwire system is required to use activesofts The skillwire system can access activesofts from a chipjack datajack or from headware memory Additional chipjacks or datajacks can accommodate additional skillsofts Skillsofts can be downloaded into headware memory through a datajack Once the chip is in and the data transferred to headware memory the user can remove the chip If the user doesn t have enough headware memory he must keep the chip slotted to use it Once downloaded the resulting program takes up the amount of space shown on the Skill Memory Table see The Matrix with a x2 Size Multiplier Skillsofts are treated as Skill Levels that add 1 to the appropriate skill per rating Type Conceal Wt Cost Activesoft 6 Mp x 100 Datasoft 6 Mp x 100 Knowsoft 6 Mp x 150 Linguasoft 6 Mp x 50 SKILLSOFT JUKEBOX Essentially a portable computer with numerous ports for slotting skillsofts the jukebox is connected via fiber optic cable to datajack or chipjack Through the keypad voice or cybernetic command on through the datajack the user can switch between skillsofts Ideal for combat and other situations when switching skillsofts needs to be quick and efficient Type Conceal Wt
435. points reserve 0 6u 1 Accident Change Environment 2 Radius 5 to 6 6u 1 Accident Change Environment 2 Radius 5 to 6 DEX Rolls and DEX Based Skills 5 OCV DEX Rolls and DEX Based Skills 5 OCV 6u 2 Concealment Invisibility Sight Group Usable 6 3u 2 Binding 4d6 Entangle Takes no damage from any 6 Simultaneously 4 5 Ranged 4 5 x16 Targets 1 attack 5 Does not prevent use of accessible foci 5u 3 Confusion 9d6 Mind Control Telepathic 7 25 6 1 Cannot form barriers 25 Set Effect Wander Aimlessly 5 6u 3 Concealment Invisibility Sight Group Usable 6 Su 4 Engulf RKA d6 Suffocation NND defense is 5 Simultaneously 5 Ranged 5 x16 Targets 1 no need to breathe 1 Does BODY 1 Su 4 Confusion 946 Mind Control Telepathic 25 6 Continuous 1 AoE 1 Hex 5 No Range 5 Set Effect Wander Aimlessly 5 5u 5 Fear 8d6 Mind Control Telepathic 25 Set 6 5u 5 Engulf RKA 2d6 Suffocation NND defense is 5 Effect Run Away in Fear 5 no need to breathe 1 Does BODY 1 6u 6 Guard 12d6 Suppress Change Environment 6 Continuous 1 AoE 1 Hex 4 5 No Range 5 4u 7 Search Detect any Person Place or Thing 5 5u 6 Fear 8d6 Mind Control Telepathic 7 25 Set 6 Discriminatory Telescopic 10 PER Roll 15 Costs Effect Run Away in Fear 5 END 5 6u 7 Guard 12d6 Suppress Change Environment 6 4u 8 Movement 4d6 Aid Succor to Swi
436. pon 2 0 6d6 N 0 5 M 6 3 160 Collapsible Metal Staff 2 h Weapon Phase action 1 0 6d6 N 0 5 M 2 6 3 600 to extend or collapse the staff asterwork Collapsible Metal 2 h Weapon 1 2 Phase action 2 0 6d6 N 0 5 M 2 6 3 800 Staff to extend or collapse the staff etal Staff Three Section Staff 2 h Weapon 1 2 Phase to 1 0 6d6 N 0 5 M 4 6 3 600 change between both forms Use Three Section Staff stats for other form asterwork Metal Staff Three 2 h Weapon 1 2 Phase to 2 0 6d6 N 0 s M 4 6 3 800 Section Staff change between both forms Use Three Section Staff stats for other form ounted Bayonet 2 h Weapon Use as a 0 0 6 0 8 M 2 75 50 survival knife when not mounted Spear 1 h Weapon Thrown Weapon 0 0 1 2d6 0 13 M 6 2 85 asterwork Spear 1 h Weapon Thrown Weapon 1 0 1 2d6 0 13 M 6 2 130 Longspear 2 h Weapon 0 0 2d6 0 15 L 8 4 120 asterwork Longspear 2 h Weapon 1 0 2d6 0 15 L 8 4 180 Glaive 2 h Weapon 0 0 2d6 1 0 18 L 8 6 650 asterwork Glaive 2 h Weapon 1 0 2d6 1 0 18 L 8 6 975 Centurion Laser Crescent Glaive 2 h Weapon 1 0 2d6 1 vs 0 18 L 8 10 1900 rED Ares Shockstaff 2 h Weapon 1 hour recharge 1 0 6d6 N and 0 15 10 M 6 4 1575 4d6 NND Elec Whips Whip h Weapon 3 Range Can 0 0 Ado 0 5 L3 4 1 135 Grab STR Min doesn t add to amage Chain Whip h Weapon 3 Range Can 0 0 1d6 0 8 L3 4 2 185 Grab STR Min doesn t add to amage Kusari Gama 2 h Weapon 3 Range C
437. pons Damage Resistance 6 0 point in the Astral Plane Astral Form can be seen but PD 10 ED Does Not Work against Magic 5 not affected from the material 5 Extra Time Full 40 Body of Fire Energy HKA 1d6 Fire Continuous 0 Phase 5 Point of Entry is relative to the characters 1 Damage Shield does damage in HTH combat original location 5 75 Inherent 25 Persistent 5 Reduced END 5 Immunity to Normal Weapons Damage Resistance 8 0 0 END 5 Always On 5 No STR Bonus 0 PD 8 ED Does Not Work against Magic 5 20 Elemental Body 50 Energy Damage Reduction 0 27 Body of Water Desolidification Affected by Magic 4 Resistant 50 Physical Damage Reduction Cannot pass through solid objects 5 Resistant Does not work against magic 5 Does 23 Aquatic Movement Swimming 8 10 total x16 1 5 not work when attacked with ECV 1 5 Non combat 45 Elemental Body Life Support Total 0 20 Elemental Body 50 Energy Damage Reduction 0 10 Elemental Body No Hit Locations 0 Resistant 50 Physical Damage Reduction 60 Elemental Body Takes No Stun Takes only Body 0 Resistant Does not work against magic 5 Does 18 Elemental Energy 100 point END Reserve 5 0 not work when attacked with ECV 1 5 Recovery All Elemental Magic Powers Usable By 45 Elemental Body Life Support Total 0 Others Simultaneously 5 Only usable by 10 Elemental Body No Hit Locations 0 Elemental or Mage that summoned it
438. pped vehicle weapons are treated like they are using Smart Goggles instead The gunner need not be jacked into the vehicle to take advantage of the smartlink system The smartlink integration kit contains palm induction links or interface jacks for weapon controls Smartlink integration is not necessary for weapons mounted on pintle or ring mounts Type Cost Smartlink Integration Kit 1000 TARGETING SYSTEM These are computerized targeting systems that account for distance wind and other factors that can affect the firing of a weapon It is similar to the targeting computer cyberware but accounts for many things that only occur on vehicles so the two systems will integrate perfectly The maximum rating for this system is 6 Power Combat Skill Levels All Ranged Adv None AP 5 per rating Lim Only to offset any penalties 5 Type CSL Cost Targeting System 1 6 Rat x 10000 TURRETS Turrets are motorized armored ring mounts Turrets come in two different types Standard and Pop Up Both types of turrets may be fired from within the turret itself or from a remote position inside the vehicle 108 via sensors Turrets provide Strength 20 to the vehicle only to offset STR Minimums Pop up turrets are normally concealed from outside viewers but require a Full Phase action to deploy Weapons mounted on any turret are always protected by the vehicle s armor Power STR 20 Adv None AP 20 Lim Only to offset STR Minim
439. ppressers Always fires on Autofire 20 Only 7 Recoil Penalties 85 SHADOWPUNK WEAPONS Needle amp Flechette Weapons Fichetti Hornet Needle Pistol 1 h Weapon Micrometer 3 0 1d6 0 0 30 c 100 2 SA 2 2375 2mm Needle Sight Integral Flash Sound AP Suppresser Malorian Arms Heavy Flechette 1 h Weapon Internal 2 0 2d6 0 3 25 c 125 2 SA 3 2700 istol 4mm Needle Smartgun Link Integral AP Flash Sound Suppresser Militech Silver Shadow Flechette 1 h Weapon Integral 1 0 2d6 AP 0 5 8 c 150 3 SA 3 25 2000 istol 5mm Needle Flash Sound Suppresser Fichetti Talon Needle SMG 4mm 1 5 h Weapon Folding 3 1 2d6 0 3 60 c 125 4 AF 10 3 75 2950 Needle Stock Integral Flash Sound AP Suppresser Fichetti Spike Needle Rifle 6mm 2 h Weapon Shoulder 3 2 2d6 0 8 90 c 875 7 AF 10 4 25 4225 Needle Stock Integral Flash Sound AP Suppresser Hammer M 11 Bolt Pistol 9mm 1 h Weapon Integral 2 0 2Ad6 0 20 10 c 200 4 SA 3 75 2300 Needle Flash Sound Suppresser AP Fichetti Sliver Heavy Needle 2 h Weapon Shoulder 3 4 3d6 AP 0 23 16 c 1125 8 SA 7 4650 Sniper Rifle 10mm Needle Stock Integral Flash Sou
440. ption decryption but installed cybernetically for the user s cybernetic communications The maximum Headware Encryption Decryption can increase the skill is 10 Power Cryptography Skill Adv None AP 2 per Rating Lim Cyberware 1 Only to encrypt or decrypt radio transmissions 1 Type SL Essence Cost Encryption Decryption 1 10 Rating x 7 Rating x 2500 RADIO RECEIVER This piece of headware allows the user to hear full band limited range radio transmissions The signal quality is typically not as good as telephone transmissions but the ability to switch bands makes the system popular with military personnel or anyone who might expect jamming or dataline taps Power Radio Perception Adv None AP 8 Lim Cyberware 1 Type Essence Nuyen Radio Receiver 4 2000 RADIO TRANSCEIVER This piece of headware allows the user to transmit and receive full band limited range radio transmissions The signal quality is typically not as good as telephone transmissions but the ability to switch bands makes the system popular with military personnel or anyone who might expect jamming or dataline taps It comes in a subvocal version Power Radio Perception Transmission Adv None AP 10 Lim Cyberware 1 Subvocal Version Power Invisibility Hearing Group Adv Reduced END 0 END 7 5 AP 15 Lim Cyberware 1 Only for voice when speaking through Radio Transceiver 2 Type Essence Nuyen Radio Transceiver 5 2500 Su
441. r 70 Chevrolet Chevell SS 454 Chevrolet Corvette Z06 Ferrari Enzo STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 2x1 3 23 4 36 x4 217 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 gull wing dr 2 Bucket RWD 5 998L V12 660 hp 643 500 Options None Similar Models Lamborghini Murcielago Lamborghini Diablo VT 6 0 Ferrari 575M Maranello Hyundai Elantra GT STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 2x1 3 15 3 26 x4 115 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 4dr 2 Bucket 1 Bench FWD 2 0L Inline DOHC 4 14 000 140 hp Options None Similar Models Hyundai Elantra GLS Dodge Neon Ford Focus Honda Civic Mitsubishi Lancer Evolution VIII STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 2x1 3 22 4 26 x4 157 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 4dr 2 Bucket 1 Bench AWD 2 0L Twin Turbo 30 500 Inline 4 271 hp Options None Similar Models Mitsubishi Lancer Evolution IV VII Subaru Impreza WRX Nissan 350Z STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 23 2x1 3 20 4 26 x4 156 mph 2 0 0 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket RWD 3 5L V6 287 hp 32 500 Options None Similar Models Nissan 300ZX Ford Mustang GT Chevrolet Camaro SS Nissan Skyline GTR R 34 STR BODY Size DEF DEX SPD Move Top Speed DCV S
442. r 2 5 5000 DATAJACKS These jacks are typically installed in the bones of the wrist spine or skull tapping into a major nerve trunk to send and receive signals The jack itself is used as a plug in for interface cables allowing the user to directly control any device for which the user has a proper link Datajacks let the user link to many types of machines such as cyberdecks vehicles modified for rigger gear A limited version of Datajacks are included with the SmartLink System but are specialized for use only with Smartgun equipped weapons A new version of the Datajack has become popular lately consisting of a magnetic induction pad implanted beneath the skin making the Datajack virtually undetectable by visual scan adapters to standard plugs cost 300 nuyen Power Mind Link Machines Adv None Induction Datajack Only Invisible Power Effects Sight 5 AP 10 15 Lim Cyberware 1 Only to connect through properly equipped machines 2 No Range 5 Type Essence Nuyen Datajack 2 2 1000 Induction Datajack 3 3 3000 DATA LOCK This device is essentially a datajack encryption system Input or output through a datajack requires a special code This option is popular for couriers as it can deny the carrier access to his or her headware memory space It also makes hacking into headware more difficult The Cryptography skill levels for the Data Lock add 1 to the user s skill and are only to encode data transferred throu
443. r Jacks 1 48 hrs 250 Lega Missile Rocket Mount 5 60 days 5000 4 W Audio Visual Screen Display 1 24 hrs 100 Lega Internal Intercom Speaker 1 24 hrs 25 Lega Pintle Mount 2 96 hrs BODY x 50 2 W Type Avail Cost Legality Ring Mount 4 14 days BODY x 3 W Remote Control Biofeedback 1 per 2 7 days Rat x Lega 150 Filter 10000 Smartlink Integration Kit 3 48 hrs 1000 IP V Remote Control Encryption 1 per 2 Rat days Rat x 5000 OP W Targeting System 3 48 hrs Rat x 1P V Module 10000 Rigger Decryption Module per 1 Rat days Rat x 7500 OP W Turret Standard 4 30 days BODY x 4 W Rigger Network Security per 2 Rat days Rat x 5000 0P W 1000 Module Turret Pop Up 4 30 days BODY x T4 W Rigger Protocol Emulation per 1 Rat days Rat x 5000 OP W 1500 Module Vehicle Gyroscopic 4 72 hrs BODY x 0 V Storage Memory 1 24 hrs Mp x6 Legal Stabilizers 250 Vehicle Equipment Electronic Systems Morphing License Plate 4 14 days 5000 0 U Electronic Countermeasures per 1 Rat x 7 Rat x 1P U Oil Slick Sprayer 3 14 days 600 2 U ECM days 10000 Oil Tank Refills 3 14 days 50 4 U ECM Booster As ECM Rat x 1P U Vehicle Smoke Projector 3 21 days 1000 oJ 10000 Infrared Smoke 4 28 days 1200 IJ Electronic Counter per 2 Rat x 7 Rat x Legal Vehicle Modifications Countermeasures ECCM days 10000 Nitrous Oxide Injector 2 48 hrs 3000 Lega Remote Control Encryption per 2 Rat x 1 Rat x 5000 4P V Turbocharging Superconductive Drive sele RECEM day
444. r luck tend to have Low lifestyles Cost 1 000 per month SQUATTER LIFESTYLE Life stinks for the squatter and most of the time so does the character He eats low grade nutrisoy and yeast adding flavor with an eyedropper His home is a squatted building perhaps fixed up a bit possibly even converted into a barracks or divided into closet sized rooms and shared with other squatters Or maybe he just rents a coffin sized sleep tank by the night He has to use a public dataterm when he can find one that works to call fax or e mail anyone but he might pick up a pirate trid station on his dumpstered trid unit The only thing worse than a Squatter lifestyle is living on the streets Cost 100 per month SHADOWPUNK EQUIPMENT STREETS LIFESTYLE The character lives on the streets or in the sewers steam tunnels condemned buildings or whatever temporary flop he or she can get Food is wherever the character finds it bathing is a thing of the past and the character s only security is what he creates for himself This lifestyle is the bottom of the ladder inhabited by the down and outers of all stripes Cost Free HOSPITALIZED LIFESTYLE This special lifestyle applies only when a character is sick or injured The character is confined to a hospital a real one a clinic equipped as a hospital or a private location with the necessary equipment Characters cannot own this lifestyle They only pay for it until they get well or go
445. r must use the appropriate Locate operation to redetect the icon that has evaded him IC programs redetect evading icons in a number of Turns equal to the net success level in the Combat Maneuver test The time is shorted by 1 Turn for each point added to the icon s Security Tally during the period PARRY ATTACK The Parry Attack maneuver enables the maneuvering icon to enhance its defenses in cybercombat If the maneuvering icon wins the Combat Maneuver test increase its DCV by the level of success This bonus lasts until the next attack by the opposing icon If the opposing icon performs a Position Attack maneuver the maneuvering icon retains the Parry Bonus If either icon performs an Evade Detection maneuver the bonus is lost POSITION ATTACK The Position Attack maneuver enables an icon to position itself for an attack on an opponent This is a dangerous maneuver that may backfire on an icon If the acting icon wins the Combat Maneuver test the icon may add the level of success to the OCV of his next attack If the opposing icon wins the Combat Maneuver test that icon receives the bonus The bonus lasts until the next attack 99 SHADOWPUNK MATRIX STOCK CYBERDECKS
446. r off 5 Phase Action The Wired Reflexes and Reflex Trigger must be installed simultaneously as a package The Trigger cannot be retrofitted later When turned off the Reflex Trigger adds 4 to perception rolls by cyberware scanners to detect the wired reflexes Power Concealment Skill Adv None AP 8 Lim Cyberware 1 Only to hide Wired Reflexes 1 Type SL Essence Nuyen Reflex Trigger 4 2 7 12000 RETRACTABLE CLIMBING CLAWS Similar to retractable Hand Razors climbing claws extend from the fingertips and assist in climbing Power Climbing Skill Adv None AP 6 Lim Cyberware 1 Power Hand to Hand Killing Attack Adv None AP 10 Lim Cyberware 1 Type Skill HKA Essence Nuyen Retractable Climbing 3 V4d6 8 8500 Claws SKILLWIRE These are invasive systems of neuro muscular controllers necessary for a user to take advantage of Skillsofts which are computer programs that give the user instant access to a limited number of skills at one time but of a limited variety The system is built with a single Chipjack included though a user can add more if he wishes to quick swap programs The Skillwire System can also use Skillsofts loaded into Internal Memory Skillwires may access any amount of programs so long as their total ratings do not add to more than the rating of the system A character with a Skillwire System Level 6 could run 1 level 6 program or 3 level 2 programs As long as he had a way to
447. rade cyberware which reduces their ECU cost ANCHORING CYBERFEET This Cyberfoot has anchoring spikes with fold out hooks The spikes shoot into the ground to help the user adhere to a surface or resist being moved The anchor spikes detach when the user wishes to move again This device may be used 4 times before the spikes must be replaced Power Clinging Adv None AP 15 Lim Only to resist movement 1 Charges 4 1 Cyberleg only 25 Cyberware 1 Type STR ECU Nuyen Anchoring Cyberfeet 15 3 5 3750 BUZZ HAND This Cyberhand can open small ports in the tips of the fingers to extend 6 inch long monowires from each finger The whole hand then spins at a tremendous rate creating a high speed monowire weed whacker that can shear through most metals like butter The fingers are locked in place by safety catches so as to not damage the user Power Hand to Hand Killing Attack Adv Armor Piercing 5 AP 30 Lim Cyberarm only 25 Cyberware 1 STR Min 10 5 Real Weapon 25 Type HKA ECU Nuyen Buzz Hand 1d6 1 AP 10 7500 CYBERARM GYROMOUNT This enhancement adds a gyro stabilized mount directly to your Cyberarm The piece allows for a far steadier aim than an unaugmented arm The only major drawback to the piece is that when the system is engaged it is very obvious as counterweights pop out of the owner s wrist and begin to spin Power Range Skill Levels All Combat Adv None AP 9 Lim
448. requires a small sample of the compound to be analyzed in order to determine its chemical composition The sample may be in any solid or liquid form In most instances the amount of sample required for analysis is not enough to inflict damage or harm to the appendage or user GM s discretion When used by itself the Chemical Analyzer will provide only the raw chemical breakdown or composition In conjunction with a chemical reference program or skill Science Chemistry the Analyzer will also provide common and industrial compound names and will prepare a report on the application and properties of the material in question Perception bonuses apply to the detection as follows Power Detect Chemicals Analyze Adv None AP 12 14 16 Lim Cyberware 1 Only works with solid or liquids 25 Type PER Essence Nuyen Level 1 2 5 3 3000 Level 2 4 6 2 3500 Level 3 6 7 4000 CYBERFANGS This cyberweapon is implanted more often by those who just wish to impress their friends than by those who truly intend to use it but it may work in a pinch This piece is built into the upper and lower jaws of the user consisting of three quarter inch retractable fangs made from a titanium alloy and enameled to resemble normal teeth These fangs can be used with no ill effects without extending but many like to impress their friends or inspire fear by baring their teeth with the Fangs extended The Cyberfangs can be extended or retracted as a 0 Phase
449. res the quality of a character s daily life and his or her living expenses including shelter food entertainment clothing and so on It does not cover technical resources weapons magical equipment professional hirelings or other major but not personal items The players and the gamemaster can also decided on other interesting details of the character s lifestyle For example a character might live in an abandoned building but install enough conveniences in it to qualify as having a luxury lifestyle Keeping all those gadgets running buying security maintaining water supplies and keeping a low profile will cost him as much as a mansion in a ritzy neighborhood Players can choose from five lifestyles Luxury High Middle Low Squatter or Streets they may also find themselves saddled with the Hospitalized lifestyle see below A character living a Middle or higher lifestyle can support guests at a rate of 10 of his own cost of living per guest A host can also keep a guest at a lower lifestyle than his own by paying 10 of the cost of the guest s lifestyle 80 Characters may possess more than one lifestyle to account for safehouses or multiple homes Shadowrunning teams often purchase a separate lifestyle to account for a home base of sorts To buy a permanent lifestyle a character must pay 100 times the monthly upkeep This doesn t guarantee a home forever as enemies could destroy it or other problems can result
450. rogram is destroyed and before the roll is made to increase the security tally above IC RATINGS IC has a rating which affects how it functions against the decker In cybercombat IC has BODY as cyberdecks equal to the host s security rating plus its rating which measures the damage it can take before crashing 97 SHADOWPUNK MATRIX WHITE IC White IC affects only the decker s online icon It cannot affect the decks permanent ratings or utilities CRIPPLER Cripplers are proactive white IC programs that each attack one of the decker s persona programs Crippler comes in four varieties Acid vs Bod Binder vs Evasion Jammer vs Sensor and Marker vs Masking Whenever a crippler program tries to attack an icon rolled make opposed skill rolls for the system and the decker The decker rolls his Computer skill plus the rating of the attacked persona program The system rolls its security rating plus the rating of the Crippler If the decker makes the roll by more than the system there is no affect If the system makes its roll by more than the decker reduce the persona program by 1 per 2 points the roll was made to a minimum of 1 KILLER Killer IC is proactive IC that causes damage to icons in cybercombat Killer IC has an OCV equal to its rating and does damage depending upon the security code of the system In Blue systems it does 1d6 icon damage In Green systems it does 1 5d6 icon damage In Orange and Red syste
451. rograms The MPCP represents the master operating system for the deck and has an MPCP rating that measures its ability to take damage and continue functioning The Bod Sensor Evasion and Masking programs are called persona programs The numeric ratings of these programs serve as the attributes for the decker s persona and are used whenever tests are made against the decker while in the matrix The Bod program determines the amount of damage a persona can take before being dumped from the matrix The Evasion program is used when the decker attempts to perform maneuvers in Cybercombat The Masking program affects the persona s Detection Factor The Sensor program determines how perceptive the icon is in the matrix The MPCP rating is the central value for cyberdecks The MPCP multiplied by 3 equals the maximum total of the deck s persona programs No single Persona rating may exceed the MPCP rating The Bod attribute multiplied by 3 is the BODY or the amount of damage the persona can take before being dumped The shorthand format for cyberdeck ratings is MPCP Bod Evasion Masking Sensor HARDENING Hardening represents internal deck programs specifically designed to reinforce the deck s resistance to invasive code such as viruses gray and black IC etc Treat each point of Hardening as 2 Resistant DEF against any damage from Black IC to the persona and the decker If the icon has been crashed by gray IC and it makes an attack reduc
452. rrow concentrating the illumination in a small area In addition the lens is recessed making it difficult for those not directly in the light s path to trace its source Low light and infrared versions of the flashlight are also available The low light version uses soft red light to illuminate an area for characters with low light vision The infrared version provides illumination for characters with thermographic vision Type Conceal Wt Cost Standard Flashlight 1 25 50 Low Light Flashlight 1 25 250 Infrared Flashlight 1 25 450 FLASH SUPPRESSER Similar to a sound suppresser the Flash Suppresser reduces the flash the comes from the barrel when the weapon is fired The flash suppresser is typically a cylindrical device that screws onto the barrel of the weapon Type Conceal Wt Cost Flash Suppresser 1 5 250 GAS VENTING SYSTEM This system vents a weapon s barrel gases at a specific vector to counter barrel climb These systems are all barrel mounted and subtract from the weapon s concealability by 1 The gas vent system reduces the strength minimum of the weapon by 5 when fired on Autofire Type Conceal Wt Cost Gas Venting System 1 75 500 GRENADE LAUNCHER This is an underbarrel mounted grenade launcher attached to rifle sized weapons It fires just like a normal grenade launcher The base cost includes a grenade launcher that holds shot in it s magazine For an increase in magazine size 8 max add 50 nuyen Type
453. rs P E 600 44 Magnum Pistol 1 0 2d6 1 15 x 40 175 SA 3 36 hrs 1P E 600 454 Casull Pistol 1 0 2d6 1 15 x 40 175 SA 4 48 hrs 1P E 600 14mm Pistol 1 0 2V4d6 t 20 x34 200 SA 7 5 days OP E 800 666 Cal Pistol 1 0 3d6 1 25 x 32 200 SA 8 7 days 1P E 900 Submachine Guns 10mm Submachine Gun 1 0 1 2d6 0 10 x 50 125 AF 10 3 24 hrs 2P E 000 357 Magnum Submachine Gun 1 0 2d6 1 11 x 48 125 AF 10 3 24 hrs 2P E 100 11mm Submachine Gun 1 0 2d6 0 11 x 46 150 AF 10 3 24 hrs 2P E 100 45 Cal Submachine Gun 1 0 2d6 0 11 x 46 150 AF 10 3 36 hrs IP E 100 410 Magnum Submachine Gun 1 0 2d6 13 x 44 150 AF 10 3 24 hrs 2P E 200 12mm Submachine Gun 1 0 2d6 1 0 13 x 40 175 AF 10 3 48 hrs 1P E 300 44 Magnum Submachine Gun 1 0 2d6 1 1 15 x 40 175 AF 10 3 36 hrs 1P E 300 454 Casull Submachine Gun 1 0 2d6 1 15 x 40 175 AF 10 4 48 hrs 1P E 300 14mm Submachine Gun 1 0 2 nd6 20 x 34 200 AF 10 8 5 days OP E 500 666 Cal Submachine Gun 1 0 3d6 1 25 x 32 200 AF 10 9 7 days 1P E 600 Shotguns 410 Shotgun 0 0 2d6 10 x46 150 SA 2 24 hrs 0 F 400 410 Auto Shotgun 0 0 2d6 10 x 46 150 AF 5 3 36 hrs 1 F 600 20 Gauge Shotgun 0 0 2d6 1 12 x 42 175 SA 2 24 hrs 0 F 500 20 Gauge Auto Shotgun 0 0 2d6 1 12 x 42 175 AF 5 3 36 hrs 1 F 750 12 Gauge Shotgun 0 0 2V4d6 15 x 38 200 SA 3 24 hrs 0 F 600 12 Gauge Auto Shotgun 0 0 2V4d6 15 x 38 200 AF 5 4 36 hrs 1 F 900 10 Gauge Shotgun 0 0 3d6 1 18 x 32 225 SA 3 36 hrs 1 F 80
454. rs MP LMG days Ares MP Laser III 8 20 12 21 120000 2 K Ares MP LMG 8 15 3 5 days 2300 2 H days H amp K G 6 LMG 9 7 15 3 5 days 2900 2 H Hip Battery 2 2 5 14 days 500 Legal Vindicator Minigun 10 15 12 14 1500 4 3 K Ares MP Laser Plus 10 30 13 1 mo 300000 T3 K days Battery Pack 8 15 5 1 mo 2000 Legal Fabrique National 8 9 5 9 14 days 2650 2 H Ares Redline 4 5 9 21 days 75000 0 K MAG 5 Battery Clip 0 1 5 14 days 250 Legal Stoner Ares M107 8 12 5 9 14 days 3000 2 H Flamethrowers GP HMG Shiawase Blazer 4 6 6 14 days 1100 2 K Needle amp Flechette Weapons Kendachi Dragon 6 21 7 21 days 1700 2 K Fichetti Hornet Needle 2 2 4 7 days 2375 1P E Chemtech Application Gear Pistol Cascade 43 5 5 6 14 days 1800 2P F Malorian Arms Heavy 2 3 8 8 days 2700 1P E Dart Pistol 0 1 5 3 2 days 600 Legal Flechette Pistol Dart Rifle B 325 5 7 days 1700 Legal Militech Silver 3 3 25 8 9 days 2000 1P E ELD AR 4 45 5 7 days 950 Legal Shadow Flechette Splat Gun 4 3 5 7 days 600 Legal Pistol Spray Tank 4 5 2 12 hrs 100 Legal Fichetti Talon Needle 4 3 75 10 10 2950 1 G Ares SuperSquirt II X2 2 5 14 days 800 2P E SMG days Other Weapons F en Spike Needle tI 425 ps A 4225 3 G Ares Protector SMG 444 53 3 3days 2000 0 G Bracer Gun 2 3 6 7 days 700 4P E ed M 11 Bolt 4 3 75 EO 2300 2P E Gun Cane x 1 577 dos 1350 APE Fichetti Sliver Heavy 8 7 12 4 4650 TE Netgun 3 4 p ehs 1000 2PE
455. rs Multipower 30 point reserve 0 3u 1 Flamethrower Energy RKA 1D6 1 Fire 0 2u 1 Water Blast Physical Energy Blast 2d6 Double 0 Reduced END 0 END 5 Knockback 75 Reduced END 0 END 5 lu 2 Engulf RKA 1 Pip Fire NND defense is fire 2 lu 2 Engulf RKA 1 Pip Suffocation NND defense is 2 proof clothing 1 Does BODY 1 Continuous no need to breathe 1 Does BODY 1 1 AoE 1 Hex 4 5 No Range 5 Continuous 1 AoE 1 Hex 4 5 No Range 5 3u 3 Accident Change Environment 2 Radius Intense 3 3u 3 Accident Change Environment 4 Radius Slippery 3 Heat 5 Temp Levels 1 Pip of Fire Damage Surface Wet Surface 2 to DEX Rolls amp Skills 3u 4 Aid Sorcery 4d6 Aid Succor Magic Attribute and 3 Requires a Roll to Move any Spell simultaneously 4 5 2u 4 Movement 2d6 Aid Succor to Swimming Area of 4 20 Move Like Fire Flight 10 1 5 Effect Radius 1 10 Astral Projection Extra Dimensional Travel to Any 3 2u 5 Movement 2 2d6 Suppress Any Movement Power 5 point in the Astral Plane Astral Form can be seen but one at a time 25 Area of Effect Radius 1 not affected from the material 5 Extra Time Full 3u 6 Aid Sorcery 4d6 Aid Succor Magic Attribute and 5 Phase 5 Point of Entry is relative to the characters any Spell simultaneously 5 original location 5 10 Astral Projection Extra Dimensional Travel to Any 3 3 Immunity to Normal Weapons Damage Resistance 3 0 p
456. rs ability to forge authorization or otherwise fake electronic documentation Most often used with forged credsticks this skill can also represent a character s ability to make a fake identification card and insert the faked identity into a secure locations database and make it believable It is an invaluable skill for deckers INVENTOR Computer Design Deckers make use of Inventor with Computers Computer Design to design modify or build their cyberdecks It is important to deckers who wish to have a deck perfectly suited for their needs Spell Design Mages make use of Inventor to design their own spells They still must use character points to learn the spell but it costs nothing to design a brand new spell Vehicle Design Riggers and Mechanics use this Inventor skill when building new vehicles from scratch or when attempting to build something not normally done on vehicles LOCKPICKING As mentioned above most locks in the Sixth World are electronic in nature but not all are and the Lockpicking skill can still be needed in times when standard old fashioned tumbler style locks are involved SYSTEMS OPERATION Systems Operation tests are not necessary when operating standard equipment under ideal situations When the skill becomes important is when attempting to jam communications attempting to use ECM or ECCM Such circumstances require a Skill vs Skill roll with each side using their Systems Operations GMs may wish to
457. rs 350 2 D Masterwork Metal 6 3 2 36 hrs 150 3 C Medium Crossbow 6 3 3 36 hrs 425 2 D Staff Heavy Crossbow 7 4 3 36 hrs 500 1 D Collapsible Metal 2 6 3 2 48 hrs 600 3 C Very Heavy Crossbow 8 4 5 4 36 hrs 575 1 D Staff Repeating Crossbow 7 4 4 48 hrs 600 0 D Throwing Weapons Throwing Knife 0 25 1 24 hrs 40 4 D Shuriken Dart 1 25 1 24 hrs 50 2 D Net 5 4 1 24 hrs 350 Legal Caltrops per 10 1 5 1 24 hrs 80 6 D 141 SHADOWPUNK ITEM LIST RIGGER GEAR Type Avail Cost Legality Type Avail Cost Legality Signature Modifications Remote Control Deck Equipment Active Thermal Masking 4 21 days BODY x 0 V Remote Control Deck 2 72 hrs Rat x 5000 Legal 1000 Remote Control ECCM Vehicle Weapon Systems Rating 1 3 2 7 days Rat x 7500 Legal Fixed Mount External 3 48 hrs BODY x 2 W Rating 4 6 3 14 days Rat x Lega 100 15000 Fixed Mount Internal 3 48 hrs BODY x T3 W Rating 7 9 6 28 days Rat x Lega 150 35000 Missile Rocket Mount 5 60 days 1500 4 W Rating 10 9 45 days 500000 Legal External Hitche
458. rs 600 OP N Pepper Punch 1 4 hrs 5 Legal External Seven 10 14 days T000 12 K Smartgun Link 5 Weapon Wpn As weapon Internal x2 Sound Suppresser 1 E 3 48 hrs 750 As weapon CHEMTECH Spare Clips 715 1 24 hrs 5 Legal Type Avail Cost Legality Standard Holster 4 1 12 hrs 40 Legal Acid 1 per 2 6 days Rat x 500 2P X Thermographic Scope 1 25 2 36 hrs 1500 Legal Dikote 5 14 days 1000 per Legal Tripod 6 8 5 12 hrs 600 Legal em Underbarrel Grapple 1 2 3 48 hrs 500 0P U Gun MAGICAL EQUIPMENT Type Avail Cost Expendable Spell Focus 2 26 hrs Rat x 1500 Specific Spell Focus 2 48 hrs Rat x 45000 Spell Category Focus 3 48 hrs Rat x 75000 Spell Sustaining Focus 3 48 hrs Rat x 30000 Spirit Focus 2 48 hrs Rat x 60000 Power Focus 3 72 hrs Rat x 105000 Weapon Focus 4 72 hrs Rat x 100000 Elemental Conjuring 3 24 hrs 6000 Materials Great Form Elemental 8 24 hrs 15000 Conjuring Materials Shamanic Lodge 1 per 2 24 hrs Rating x 3000 Hermetic Library 1 per 2 7 days Rating x 6000 Adept Study Materials 1 per 2 7 days Rating x 3000 Spell Formula per 20 Force 48 Force x 10 hrs 138 SHADOWPUNK ITEM LIST
459. rs to perceive everthing the rigger does If the rigger is in captain s chair mode so is the observer if the rigger is directly controlling a drone the observer perceives on the signals from that drone Hitcher jacks also allow an observer to communicate with the rigger However hitcher jacks do not provide the observer with any control over the network or drones Type Cost Hitcher Jacks 250 INTERCOM SYSTEM An often overlooked accessory to any remote control network is a two way intercom This minor yet important device facilitates communication between the rigger and onlookers Additionally the speaker has a port that enables any voice radio to be connected to the intercom Type Cost Audio Visual Screen Display 25 REMOTE CONTROL BIOFEEDBACK FILTER The remote control biofeedback filter is an internal accessory that protects the rigger from harmful simsense peak level surges Power Mental Defense Adv None AP 1 per Rating Lim Only against Dump Shock 1 IIF 25 Independent 2 Type MD Cost Remote Control Biofeedback Filter 1 10 Rating x 10000 REMOTE CONTROL ENCRYPTION MODULE RCEM Though remote control decks hop from frequency to frequency to maintain signal security signals are still occasionally intercepted To guard against this the remote control encryption module provides an added layer of security by encoding and decoding the digital signals in a secure routine The RCEM encodes and decodes remote c
460. s Power Change Environment 4 Radius 2 Sight Group Perception Rolls 1d6 Physical Damage Adv None Lim Spell 2 5 Active Point Cost 36 5 per 1 Radius SHADOW This spell creates a globe of darkness that blocks sight Power Darkness Sight Group Adv None Lim Spell 2 5 Active Point Cost 10 for 1 radius 5 per 1 SPARK This spell creates a flash of lightning that shoots from the caster to the target Armor provides no protection but insulated clothing or a lack of grounding makes the character immune Power Ranged Killing Attack Electricity Adv No Normal Defense Insulated Clothing 1 Does Body 0 Lim Spell 2 5 Active Point Cost 30 per 1d6 TOXIC WAVE This spell creates a powerful corrosive that sprays the target causing terrible burns and eating away organic and metallic material Anyone in full body armor treated to resist toxic materials like a firefighter s suit takes no damage Power Ranged Killing Attack Acid Adv No Normal Defense Hazmat Gear 1 Does Body 0 Area of Effect Radius 1 Lim Spell 2 5 Active Point Cost 45 per 1d6 27 LESSER ELEMENTALS SHADOWPUNK MAGIC LESSER EARTH ELEMENTAL
461. s 20 Spirit Body 50 Energy Damage Reduction 0 original location 5 Resistant 50 Physical Damage Reduction 3 Immunity to Normal Weapons Damage Resistance 3 0 Resistant Does not work against magic 5 Does PD 5 ED Does Not Work against Magic 5 not work when attacked with ECV 1 5 20 Spirit Body 50 Energy Damage Reduction 0 45 Spirit Body Life Support Total 0 Resistant 50 Physical Damage Reduction 10 Spirit Body No Hit Locations 0 Resistant Does not work against magic 5 Does 60 Spirit Body Takes No Stun Takes only Body 0 not work when attacked with ECV 1 5 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 45 Spirit Body Life Support Total 0 Spirit Powers 10 Spirit Body No Hit Locations 0 Total Powers amp Skills Cost 215 60 Spirit Body Takes No Stun Takes only Body 0 Cost Disadvantages 8 Spirit Energy 50 point END Reserve 3 Recovery All 0 20 Physical Limitation Cannot leave its Domain Frequently Fully Spirit Powers Impairing 14 True Flier Running 6 Swimming 2 0 5 Physical Limitation Dual Natured Being Infrequently Slightly Total Powers amp Skills Cost 220 Impairing Cost Disadvantages 25 Psychological Limitation Follows master without question Very 20 Physical Limitation Cannot leave its Domain Frequently Fully Common Total Impairing 20 Distinctive Features City Spirit Not Concealable Major 5 Physical Limitation Dual Natured Being Infrequently Slightly Reaction Im
462. s provided the decker did not trigger an alert If the decker triggered an alert roll 1d6 every 5 minutes for Green systems 10 minutes for Orange systems and 15 minutes for Red systems Reduce the security tally by the result 93 SHADOWPUNK MATRIX SYSTEM OPERATIONS These actions require a Computer skill roll Bonuses to the skill are provided by appropriate Utilities applicable Skill Levels and other factors the GM deems appropriate They are modified negatively by the appropriate subsystem rating ANALYZE HOST Test Control Utility Analyze Action Full Phase An Analyze Host operation enables a decker to analyze the ratings of the host For each point the decker makes his roll over Security Test the decker chooses one of the following pieces of information Host s Security Rating code and value the rating of one of the five subsystems on the host The decker must be on the host to analyze it ANALYZE IC Test Control Utility Analyze Action 0 Phase The Analyze IC operation enables a decker to identify any specific IC programs that he has located deckers may locate IC programs by performing Locate IC operations or by coming under attack from the IC program If the Analyze IC operation succeeds the decker learns the type and rating of the IC program and any options or defenses it carries ANALYZE ICON Test Control Utility Analyze Action 0 Phase The Analyze Icon operation scans any icon and identifi
463. s tage 1 Turbo 3 12 days 2000 Lega 5 Stage 2 Turbo 3 12 days 5000 Lega E ae 4 a days D Stage 3 Turbo 3 12 days 15000 Lega Rat E 3 3 14 de Y 10000 E 1 Stage 4 Turbo 3 12 days 40000 Lega ame ays Lega Control Modifications Ra ing 4 3 21 days 12500 Legal Pilot Computer Ra ing 3 4 30 days 15000 3P V Rating Always 0 a Ra ing 6 5 45 days 20000 2P V Rating 2 3 14 days 5000 Legal Rating 7 6 60 days 20000 Y Rating 3 4 14 days 25000 pun Ra ing 8 7 90 days 50000 OP V Rating 4 5 35 days 500000 Legal Ra ing 9 8 180 days 100000 1P V Rating 5 7 70 days 2500000 Legal Rating 10 Hil year 300090 EV AutoNav Computer vehicle Accessories Rating 196 hs 500 YT Amphibious Operation 3 10 days 2500 per Lega Rating 2 2 6 days 1000 Legal Irure Sud m oou Rating 3 2 8 days 5000 Legal Improved Security Rating 4 3 14 days 15000 lt a Rating 3 6 2 7 days Rat x 400 ega Datajack Port 2 72 hrs 2000 Legal S i Drive By Wire System 4 16 days Rating x Lega Rating T 23110 days Rates 1000 Legal BODY x Rating 10 3 14 days Rat x 5000 Legal 2000 Electric Shock Systems 4 14 days 2000 1 C Improved Handling 3 12 days Rating x Lega f Proximity Alert 2days 120 ega BODY x Ejection Bucket Seat 3 10 days 3000 Lega 500 Reinforced Ejection Bucket 3 10 days 6000 Lega Motorbike Gyro Stabilization 3 10 days 5000 Lega Seat _ Gear Convertible top 2 72 hrs 10 base Lega Off Road Suspension 3 12 days BODY x Lega vehicle 750 Crane 3 14 days STR x 250 Lega R
464. s 287 000 Options None Similar Models Mostrans KVP 20T Novatech Hummingbird Lone Star SWAT Hovertruck STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 9 15 3 20 x4 90 mph 3 0 3 Entry Points Seating Drivetrain Engine Availability Cost 4 dr 1 double side gate 2 Bucket 5 Bench Air Cushion Vehicle Diesel 5 10 days 194 000 Options Vehicle Armor Similar Models Knight Errant Modified Mostrans KVP 27S Yamatetsu Harbinger Mostrans KVP 14T STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 15 3 30 x4 135 mph 3 0 1 Entry Points Seating Drivetrain Engine Availability Cost 3 dr 2 Bucket Air Cushion Vehicle Diesel 3 6 days 102 000 Options None Similar Models Sikorsky Bell Hoveround Chrysler Nissan Missouri 131 Mostrans KVP 14T Passenger Model SHADOWPUNK VEHICLES STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 20 3 2 x 1 6 3 15 3 30 x4 135 mph 3 0 1 Entry Points Seating Drive
465. s Sandstorm 4 4 75 8 1 mo 5000 2 G Hammerli Model 610S 0 2 5 4 24 hrs 1000 2P E Malorian 3600 Super 5 4 75 4 72 hrs 2425 1 G Walther Palm Pistol 2 AD 2 12 hrs 225 6P E SMG Colt L36 0 1 2 12 hrs 425 AP E Arasaka Rage 5 4 75 5 7 days 2050 2 G Light Fire 70 1 2 5 2 12 hrs 550 4P E Shotguns Tiffany Self Defender 1 5 1 12 hrs 250 6P E Remington 4 3 3 24 hrs 1025 1 F Walther PB 120 0 75 3 36 hrs 575 4P E Roomsweeper Ceska vz 120 0 1 2 12 hrs 575 4P E Franchi SPAS 27 5 4 3 7 days 950 F Federated Arms X 1 3 36 hrs 850 4P E Remington 550 7 3 5 2 24 hrs 625 1P F Goncz Taurus 0 125 2 24 hrs 325 AP E Constitution Arms 5 6 5 4 7 days 1800 2 F Seco LD 120 1 2 12 hrs 700 4P E Hurricane Texas Arms 351 WE 2 5 4 48 hrs 450 2pP E Remington 770 7 3 75 2 36 hrs 725 1P F Heavy Pistols Arasaka Assault Shot 7 4 25 4 8 days 1175 1 F Browning Ultra Power 2 25 2 24 hrs 925 2P E 12 Colt Alpha Omega E 2 5 2 24 hrs 750 2P E Mossberg CMDT 5 4 25 4 8 days 1500 1 F FN Browning 3 Spot 2 3 3 36 hrs 750 2P E Mossberg SM CMDT 5 4 25 5 8 days 1600 1 F IMI Gamad ES 225 2 25 hrs 850 2P E Remington 990 7 4 2 48 hrs 900 1P F Colt Python 32 2 2 24 hrs 650 ZPE Remington Elephant 7 5 4 8 days 950 1P F Savalette Guardian 3 3 25 3 36 hrs 750 2P E fun Mustang Arms Mark II 2 2 5 2 24 hrs 850 2P E Rifles Nova Model 757 3 3 25 2 24 hrs 200 2P E Ares High Velocity 7 5 7 7 days 2150 2 G Cityhunter Assault Ri
466. s for standard mechanical or basic electronic steering controls It also includes an advanced tuning of the engine to allow the vehicle to move at incredible rates and resulting in an almost supernaturally responsive vehicle Power SPD Adv None AP 10 per rating Lim None Type SPD Cost Drive By Wire 1 Rating x BODY x 2000 IMPROVED HANDLING Improved Handling improve the rudder and other control surfaces of watercraft the aerodynamics and control surfaces of aircraft or the suspension of wheeled vehicles to give the vehicle better handling Power DEX Adv None AP 3 per rating Lim None Type DEX Cost Improved Handling 1 10 Rating x BODY x 500 MOTORBIKE GYRO STABILIZATION GEAR This package of gyroscopic balancing systems allows a motorbike to balance itself so that it may be remotely driven or even piloted by an AutoNav computer Type Cost Motorbike Gyro Stabilization Gear 5000 OFF ROAD SUSPENSION This modification improves off road handling of wheeled ground vehicles Power Penalty Skill Levels Off Road Driving Penalties Adv None AP 6 Lim None Type SL Cost Off Road Suspension 3 BODY x 750 PILOT COMPUTER The advanced Drone Pilot Computer option if the character desires a more powerful computer than Rating 1 which is standard in all vehicles equipped with a remote control interface Pilot Computer Rating 1 Val Char Cost Roll Notes 8 INT 2 1l PER Roll 11 13 DEX 9 12 OCV DCV 4 4 3 SPD 7 Phases
467. s may be combined with 25mm 45d6 1 29 Normal and Hi Power Scopes Hi Power Infrared Scope for example 30mm 5d6 1 31 A Laser Sight may be used in conjunction with Scopes but not with any 75mm 6d6 a 38 other sight or targeting system 90mm 6 2d6 1 x 42 105mm 7d6 1 44 120mm 7 5d6 1 48 140mm 8d6 1 50 Railgun Ammo 4mm 4d6 1 AP x2 45 6mm 4d6 1 1 AP x2 49 8mm 45d6 1 AP x2 53 lcm 5d6 1 AP x2 56 2cm 52d6 1 APx2 64 3cm 6d6 1 AP x2 68 4cm 6 2d6 1 AP x2 75 8 2 it 2 Assumes firing the weapon 1 handed If using 2 hands reduce the STR Min by 2 Assumes firing the weapon 2 handed If using 1 hand increase the STR Min by 3 SHADOWPUNK WEAPONS FIREARMS Standard STUN STR Weapon Accessories Notes OCV RMod Damage x Min Ammo Range Con Mode Wt Nuyen Light Pistols One Handed Weapon Hammerli Model 610S 22 Cal Micrometer Sight Very 3H4 0 d6 0 5 6 c 250 0 SA 2 5 1000 Reliable Walther Palm Pistol 22 Cal 1 1 d6 0 5 2 br 50 2 SS 75 225 Colt L36 38 Cal 1 0 1d6 1 0 8 11 c 100 0 SA 1 425 Light Fire 70 38 Cal Removable Silencer 1 0 1d6 1 0 8 15 c 100 1 42 SA 5 550 Tiffany Self Defender 38 Cal 1 0 1d6 1 0 8 4 c 100 1 SA 5 250 Walther PB 120 38 Cal 2
468. s operate under Primary or Secondary mode A rigger may only operate a single drone in his network in Primary mode This mode enables the rigger to control the drone as if he were directly jacked into it The rigger may use his own skills and skill levels when making tests for the drone He controls the vehicle as if it were an extension of his body A drone operating in Secondary mode uses the drone s Pilot Computer skills for any tests or combat If a rigger is in Primary mode on one drone he can only casually observe through the sensors of drones in his network that are in Secondary mode To observe through a drone in Secondary mode the rigger must spend a Full Phase action to do so Additionally Computer Programming rolls to comprehend commands made by drones in Secondary mode are made at 4 modifier 102 CAPTAIN S CHAIR MODE Instead of controlling a single drone a rigger can supervise all the drones in his network via the remote control deck s master control Riggers call this practice sitting in the captain s chair When operating drones in the captain s chair mode all vehicles use their Pilot Computer skills for tests or combat Captain s chair mode is the only drone control method available to characters that do not possess vehicle control rig cyberware REMOTE CONTROL NETWORKS A remote control network consists of two fundamental elements a remote control deck and drones The remote control deck is the centr
469. s surgically opened the cyberdoc implants the cyberware and then the character must rest to heal and recover The system for implanting cyberware and bioware is as follows e The implanting cyberdoc must make a Cybernetics Surgery skill roll with a 1 penalty to the skill per 2 points of Essence or Bio Index of the item to be implanted Success means that the character takes BODY damage equal to the Essence or Bio Index of the cyberware or bioware item just implanted The surgery takes an amount time equal to the Essence or Bio Index in hours The system becomes fully functional when the character recovers all of his BODY If the cyberdoc makes an exceptional roll modified skill minus 10 then the character only takes BODY equal to one half the Essence or Bio Index No matter how much damage the implantation takes a character cannot die during the implantation process even if the damage takes the character to negative BODY equal to his BODY It just extends the recovery time A character is still unconscious until he recovers to positive BODY Failure means that the character takes BODY damage equal to the Essence or Bio Index of the implant but the procedure failed The surgery takes an amount of time equal to the Essence or Bio Index in hours The process may be tried again starting over from the beginning If the cyberdoc fails critically rolling an 18 then the character takes BODY equal to twice the Essence or Bio Index and t
470. s the Control rating of the system Index Rating The Index rating measures a system s resistance to unauthorized searches An unauthorized decker searching a grid or host for a system address or specific file must use his Computer skill and utilities minus the Index rating of the system Files Rating Deckers must use their Computer skill and utilities minus the system s Files rating whenever they attempt to illegally read or write datafiles in a system Deckers must also make skill rolls to decrypt encoded files and send output to devices such as faxprinters or chip cookers Slave Rating The Slave rating governs the operation of remote devices controlled by a system For example the decker must use his Computer skill and utilities minus the Slave rating of the system to manipulate devices controlled by the host such as security cameras and elevators RATING FORMAT A Red 18 system with the following Subsystem ratings Access 10 Control 12 Index 10 Files 9 Slave 9 would be written in the following format Red 18 10 12 10 9 9 SHADOWPUNK MATRIX CYBERDECKS Cyberdecks are the tools that deckers use to interface with the Matrix It is his doorway into the world of the matrix giving him form to write his name in the electron lights DECK RATINGS The power of a decker s persona is defined by the processing power of this deck s MPCP Master Persona Control Program and his Bod Sensor Evasion and Masking p
471. sense of direction He can always tell the direction without reference to visual cues and he can tell if he s above or below ground Power Bump of Direction Adv None AP 3 Lim None Magic Cost 3 points DISTANCE STRIKE This power allows an adept to transmit an unarmed attack over a short distance and strike a target without physically touching them Power Stretching Adv Invisible Power Effects All 1 Does not cross intervening space 25 AP 11 25 per 1 Lim Only for unarmed attacks 1 No non combat stretching 25 Always direct 25 No Velocity damage 25 Magic Cost 4 points per 1 distance 22 ENHANCED PERCEPTION This power sharpens the senses of the Adept Each level gives the Adept 1 to all perception rolls The maximum is 10 PER Power Enhanced Perception All Adv None AP 3 per 1 Lim None Magic Cost 3 points per 1 to Perception Rolls FAULTLESS DEFENSE The adept moves in such a way as to make Seeking Strikes more difficult to use Power Lack of Weakness Adv None AP per 1 to Find Weakness Rolls Lim None Magic Cost 1 per 1 to Find Weakness Rolls FLARE COMPENSATION The adept s eyes quickly adjust to intense light allowing him or her to avoid the affects of flash grenades and similar weapons Power Flash Defense Normal Sight Adv None AP 1 per 1 Flash Defense Lim None Magic Cost 1 point per 1 Flash Defense FLEXIBILITY This power makes an a
472. skill vs skill test to determine if the character can successfully fend off an attempt to take over his remote control network The maximum rating for the rigger network security module is 10 Power Systems Operation Skill Adv None AP 2 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to prevent infiltration of remote control networks 1 Type SL Cost Rigger Protocol Emulation Module 1 10 Rating x 5000 RIGGER PROTOCOL EMULATION MODULE The rigger protocol emulation module allows a rigger to emulate many of the various protocols used on contemporary rigged security systems and remote control networks This module is required for infiltrating remote control network or accessing security systems This piece provides skill levels for Systems Operation for use in the skill vs skill test to determine if the character can take over a remote control network or security system A character cannot attempt to take control of networks or security systems without this module The maximum rating for the rigger protocol emulation module is 10 Power Systems Operation Skill Adv None AP 2 per Rating Lim IIF 25 Independent 2 Does not work in magnetic fields 25 Only to infiltrate remote control networks or security systems 1 Type SL Cost Rigger Protocol Emulation Module 1 10 Rating x 5000 103 SHADOWPUNK RIGGING STORAGE MEMORY Storage memory is just as important for remot
473. ssive to see someone implanted with it punch through walls Power Hand to Hand Attack Adv None AP 18 Lim Charges 1 2 Cyberware 1 Cyberarm only 25 STR Min 5 Real Weapon 25 Type HA ECU Nuyen Hammer Hand 6d6 3 6 4500 HAND RAZORS This is merely a Standard Hand with Hand Razors built in Power Hand to Hand Killing Attack Adv None AP 15 Lim Cyberware 1 Reduced Penetration 25 Cyberarm only 25 STR Min 5 25 Real Weapon 25 Type HKA ECU Nuyen Hand Razors 1d6 RP 5 3750 HIDDEN HOLSTER This is a Cyberleg option that contains a hidden storage space to hold up to one very heavy pistol and 2 extra clips of ammunition This effectively provides the user a place to store his weapon that provides an extra 8 to PER Rolls to detect Power Skill Levels Concealment Adv None AP 24 Lim Only to conceal one very heavy pistol and ammo 2 Cyberleg only 25 Cyberware 1 Type SL ECU Nuyen Hidden Holster 8 5 6 4000 56 HYDRAULIC JACKS When installed in a Cyberleg the Hydraulic Jack dramatically increases run speed jumping ability and can assist a falling character to absorb damage Power Leaping Running Skill Levels Breakfall Adv None AP 10 20 30 40 Lim Cyberware 1 Cyberleg only 25 Type Leap Run Skill ECU Nuyen Level 1 2 2 2 44 5500 Level 2 4 4 4 8 9 11000 Level 3 6 6 6 13 3 16500 Level 4 8 8 8 17 8 22000 MAGNETIC SYSTEM This
474. ssor with a fold out monitor and a sonic magnetic scanning wand this device detects and displays information on cyberware It also comes in architectural models Power Detect Cyberware Discriminatory 1 PER Roll per Rating Adv None AP 10 1 per Rating Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type PER Conceal Wt Cost Hand Held Cyberware 1 0 1 Rating Scanner x 2000 Doorway Cyberware 1 2 Rating Scanner x 4000 HEADJAMMER This headset features straps that lock onto a prisoner s head Any time the prisoner attempts to use an implanted phone or radio the headjammer does its damage and jams the signal Power Ego Attack 4d6 Adv 1 recoverable fuel charge lasting 1 hour 25 Continuous 1 Uncontrolled 1 AP 130 Lim OAF 1 Independent 2 Only when target attempts to use cybernetic radio systems 2 Does not work in magnetic fields 25 Power Change Environment 1 to Systems Operations Rolls per Rating 1 Radius Adv 1 recoverable fuel charge lasting 6 hours 5 AP 12 4 5 per Rating Lim Linked to Ego Attack 5 OAF 1 Independent 2 Only to block radio communications 5 Does not work in magnetic fields 25 Type Penalty Conceal Wt Nuyen Headjammer 1 6 1 Rating x 1200 IDENTIFICATION SCANNERS A variety of devices contain print or retinal readers pads for thumbprints and palmprints eyecup pads for retinal scans and library files o
475. st 285 25 Psychological Limitation Follows master without question Very Cost Disadvantages Common Total 20 Physical Limitation Cannot leave its Domain Frequently Fully 20 Distinctive Features City Spirit Not Concealable Major Impairing Reaction 5 Physical Limitation Dual Natured Being Infrequently Slightly Total Disadvantages 70 Impairing Total Cost 304 25 Psychological Limitation Follows master without question Very Common Total 20 Distinctive Features City Spirit Not Concealable Major 42 Reaction Total Disadvantages 70 Total Cost 306 SHADOWPUNK MAGIC STORM SPIRIT WIND SPIRIT Val Char Cost Roll Notes Val Char Cost Roll Notes 0 STR 10 9 Lift 25 kg 0d6 0 STR 10 9 Lift 25 kg 0d6 23 DEX 30 14 OCV DCV 8 8 23 DEX 30 14 OCV DCV 8 8 5 CON 10 12 15 CON 10 12 5 BODY 10 12 15 BODY 10 12 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 0 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 20 PRE 10 13 PRE Attack 4d6 20 PRE 10 13 PRE Attack 4d6 2 COM 1 11 12 COM 1 11 6 PD 6 Total 6 PD 6 rPD 6 PD 6 Total 6 PD 6 rPD 10 ED 7 Total 10 PD 10 rED 10 ED 7 Total 10 PD 10 rED 6 SPD 2
476. st sections are form fitted to each wearer providing heavy protection across the shin They are designed for unarmed protection and knee or shin kicks Power 8 rPD Adv None AP 6 Lim IIF 25 Independent 2 Coverage 15 16 2 Real Armor 25 Quarter Mass 25 Power Hand Attack 2d6 Adv None AP 6 Lim Only for knee shin attacks 25 Linked to Armor 5 IIF 25 Independent 2 Type Conceal rPD rED Wt Cost Shin Guards 2 6 0 1 3 440 FASHION CLOTHING This section details clothing that can have an impact on a social situation simply be wearing them A person can always make a statement by the way they are dressed and the clothing here is designed to make an impression HIGH FASHION CLOTHING This line of clothing includes all the names in fashion and would include pieces from their standard lines High Fashion clothing is common in the vogue clubs and one could be looked down on if they were not wearing clothing of at least this style Power PRE 5 Adv None AP 5 Lim Only to those who can see the wearer 5 Only when appearance is a factor 5 OIF 5 Independent 2 Power COM 4 Adv None AP 2 Lim Only to those who can see the wearer 5 Only when appearance is a factor 5 OIF 5 Independent 2 Linked to PRE 5 Type Wt Cost High Fashion Clothing 2 5 1500 TRES CHIC CLOTHING This line of clothing also includes all the top names in fashion but includes
477. stems Test 3 Browse Locate Access Node File Slave Add rating to Computer Skill for Systems Test 1 Commlink Make Commcall Tap Commcall Add rating to Computer Skill for Systems Test 1 Deception Graceful Logoff Logon to LTG RTG Host Null Operation Add rating to Computer Skill for all Access Tests 2 Decrypt Decrypt Access File Slave Add rating to Computer Skill for Systems Tests to Defeat Scramble IC 1 Read Write Download Data Edit File Upload Data Add rating to Computer Skill for Systems Tests 2 Relocate Add rating to Computer Skill subtract opponent s Sensor rating vs opponents Track program roll 2 Scanner Locate Decker Add rating to Computer Skill for Systems Tests 3 Spoof Control Slave Edit Slave Monitor Slave Add rating to Computer Skill for Systems Tests 3 Special Utilities Sleaze Sleaze rating added to Masking Rating divided by 2 equals Detection Factor 3 Track Add rating to Computer Skill subtract opponent s Masking rating vs opponents Relocate program roll 8 Offensive Utilities Attack 1d6 Attack Personas IC Program rating is OCV for the attack 2 1 2d6 Attack Personas IC Program rating is OCV for the attack 3 2d6 Attack Personas IC Program rating is OCV for the attack 4 22d6 Attack Personas IC Program rating is OCV for the attack 5 Black Hammer Attack Deckers Program rating is OCV for the attack Damage is based on the security code of the host 20 Killjoy Attack Deckers Program rating is OCV for the attack
478. stinctive Features City Spirit Not Concealable Major Reaction Reaction Total Disadvantages 70 Total Cost 313 44 Total Disadvantages 70 Total Cost 319 SHADOWPUNK MAGIC SEA SPIRIT SWAMP SPIRIT Val Char Cost Roll Notes Val Char Cost Roll Notes 10 STR 0 11 Lift 100 Kg 2d6 10 STR 0 11 Lift 100 Kg 2d6 15 DEX 15 12 OCV DCV 5 5 15 DEX 15 12 OCV DCV 5 5 18 CON 16 13 18 CON 16 13 18 BODY 16 13 18 BODY 16 13 8 INT 2 11 PER Roll 11 8 INT 2 11 PER Roll 11 10 EGO 0 11 ECV 3 10 EGO 0 11 ECV 3 20 PRE 10 13 PRE Attack 4d6 20 PRE 10 13 PRE Attack 4d6 10 COM 0 11 10 COM 0 11 8 PD 6 Total 8 PD 8 rPD 8 PD 6 Total 8 PD 8 rPD 8 ED 4 Total 8 PD 8 rED 8 ED 4 Total 8 PD 8 rED 6 SPD 35 Phases 3 6 9 12 6 SPD 35 Phases 3 6 9 12 6 REC 0 6 REC 0 36 END 0 36 END 0 0 STUN 0 0 STUN 0 Movement Running 67 12 Movement Running 67 12 Leaping 47 2 Leaping 47 2 Swimming 107 160 Swimming 107 160 Total Characteristics Cost 100 Total Characteristics Cost 100 Cost Power END Cost Power END 60 Spirit Powers Multipower 60 points reserve 0 60 Spirit Powers Multipower 60
479. system is a series of electromagnets which allow the user to hold on to metallic things better The user may actually be able to climb the side of sheer metallic objects with the power of this magnetic system The system needs at least 2 limbs to be installed with Magnetic Systems to allow climbing Each limb the system is added to adds to the strength of the Clinging Power Clinging Adv None AP 12 Lim Only to metallic objects 1 Cyberware 1 Type STR ECU Nuyen Magnetic System 6 6 3000 QUICK CHANGE MOUNT These allow the user to change hand foot or even whole cyber limbs without using tools or going to a cyberdoc The limb is bayonet mounted and can be removed by depressing a thumb catch and twisting Type ECU Nuyen Quick Change Mount 1 5000 QUICK DRAW ARMHOLSTER This Cyberarm option consists of a concealed spring loaded holster installed in the forearm The holster launches anything the size of a Light Pistol or Knife into the hand of the Cyberarm Power Skill Levels Fast Draw Pistol Adv None AP 12 Lim Only to draw a weapon 1 Cyberware 1 Cyberarm only 25 Power Skill Levels Concealment Adv None AP 12 Lim Only to hide the weapon 2 Cyberware 1 Cyberarm only 25 Type FD Conc ECU Nuyen Quick Draw Armholster 4 4 6 5 4000 REINFORCED STRUCTURE The cyber limb is reinforced with titanium alloys and superplastics making it incredibly resistant to damage Power Armor Adv No
480. t Type Avail Cost Biomonitor 6 3 72 hrs 1000 Stock Cyberdecks DocWagon Contract Allegiance Sigma 2 7 days 14000 Basic Service On 5000 per year Sony CTY 360 D 2 7 days 70000 payment Novatech Hyperdeck 6 2 7 days 125000 Gold Service On 25000 per CMT Avatar 3 7 days 250000 payment year Renraku Kraftwerk 8 5 7 days 400000 Platinum Service On 50000 per Transys Highlander 7 7 days 600000 payment year Novatech Slimcase 10 9 7 days 960000 Super Platinum Service Ed On 100000 per Fairlight Excalibur 11 7 days 1500000 payment year Cyberdeck Accessories Medkit 5 3 1 24 hrs 200 Hitcher Jack 1 48 hrs 250 Medkit Supplies a 1 24 hrs 50 Off line Storage 1 24 hrs 50 5x Mp Stabilization Unit 6 1 mo 15000 Vidscreen Display 1 24 hrs 100 Programs SLAP PATCHES Rating 1 3 1 7 days Size x 100 Type Avail Cost Rating 4 6 2 7 days Size x 200 Adrenaline Patch 1 24 hrs 100 Rating 7 9 4 14 days Size x 500 Antidote Patch 3 72 hrs 400 Rating 10 8 30 days Size x 1000 Stimulant Patch 1 24 hrs 150 Tranq Patch 2 48 hrs 250 WEAPON ACCESSORIES Trauma Patch 2 48 hrs 500 Type Conc Wt Avail Cost Legality Bayonet 75 2 24 hrs 50 2 A DRUGS Biometric Safety Al 2 36 2250 Lega Type Avail Cost Legality Bipod 2 2 3 12 hrs 350 Lega ACTH 3 12 hrs 100 Legal Bow Accessory Mount 4 1 24 hrs 100 Lega Black Lace 3 7 days 1500 2 X Conceealable Holster 4 l 1 24 hrs 100 Lega Dorph 2 4 days 400 OP X Flashlight Standard 25
481. t count toward the maximum of 75 points This puts absolute norms on par with other character types It is a disadvantage giving the character 25 extra points to spend on skills talents perks and attributes A character with this disadvantage has a body that automatically rejects any implanted augmentations The character gains no benefit from the augmentation and if it is not surgically removed the character may die 2d6 BODY per hour as Susceptibility The effects of this disadvantage are immediately obvious after any procedure Chemical and gene treatments are available that allows a character to overcome this disadvantage but are expensive and time consuming 1 month of constant medical attention with the procedure costing 625 000 or the character can buy off the disadvantage for 25 points PURCHASING GEAR Characters typically purchase gear through their contacts and those contacts that can find the gear for them are typically fixers for just about anything arms dealers for hard to find weapons mechanics for vehicles and the equipment that goes on them cyberdoc or street doc for cyberware and bioware deckmeister or technician for cyberdecks and utilities The base chance for the character s contact to get the item is equal to the contact roll The Persuasion skill is a complimentary skill to this and will improve the overall chances of the contact finding the equipment The contact roll is modified by the Av
482. t is serviceable but sometimes fuzzy but safer But jacking directly into the Matrix through a Datajack is an experience like no other The Matrix is your world when you jack in After jacking in the deck or terminal blocks out the user s standard senses and instead feeds directly to the brain the virtual world of the Matrix The decker appears in the Matrix location corresponding to the real world location where he jacked in from the real world The landscape of the Matrix is a glittering neon and electric glow of a gigantic digital city It is infinite in size but getting from one place to another is as quick as cybernetically entering an address Those who legally log into the Matrix on registered cyberterminals have tags associated with them that identify themselves to the Matrix at all times leaving a handy data trail that can be traced back to the point of origin Cyberdecks conversely are free of such tell tale tags and the deckers remain anonymous free to roam as they will But every system is built with some form of security and the tougher the security the tougher things can be for a decker wandering around a powerful host system When mega corps want to keep their secrets to themselves they may be willing to kill to do so And even the Matrix can be deadly when snooping around a place where one doesn t belong JACKPOINTS Jackpoints are the physical connection deckers use to access the Matrix There are typically two types
483. t with the Advantages No Turn Mode 25 and Sideways Maneuverability 5 and the Limitations Side Effect 2d6 RKA Area of Effect 7 line behind engines which face downward when the vehicle is hovering automatically occurs when Flight is in use only affects environment around vehicle 1 75 VEHICLE MODIFICATIONS NITROUS OXIDE INJECTOR This modification injects nitrous oxide into the engine providing a short boost to power output This option is not available for motorcycles Power x2 Noncombat Movement Adv 20 Charges 25 Noncombat Acceleration Deceleration 1 AP 13 Lim OIF Bulky 1 Charges never recover 2 Type Cost Nitrous Oxide Injector 5000 TURBOCHARGING SUPERCONDUCTIVE DRIVE Turbocharging improves the speed and acceleration of a vehicle by using a turbine to compress and force more air into the chamber thereby providing more boost and power A similar modification called a superconductive drive provides electric engines with the same performance boost Turbochargers require a high rpm for them to provide their boost and it takes a short time to build the appropriate boost to the engine Superconductive drives require some time to build up their charge from the batteries but provide the same boost to the engine This option is not available for motorcycles Type Running Cost Stage 1 Turbo Superconductive Drive 10 2000 Stage 2 Turbo Superconductive Drive 20 5000 Stage 3 Turbo Superconductiv
484. tact or Instant 500 Inhale Green Ring 8 5d6 Contact or Instant 800 Inhale HYPER Hyper is a direct neural stimulator acting on the nerves connected to the temporal and occipital lobes of the brain These sections of the brain interpret most nervous sensations including taste smell sound and sight The drug known as hyper artificially produces the effects of hyperaithesia a condition of excessive sensitivity to sensory stimuli resulting in pain from even the most minor sensations A tap for example feels like a sharp blow a whisper becomes a shout and so on Filtration systems reduce the effects of Hyper by 1 per 5 points of power defense Power Change Environment 3 to DEX Rolls and Skills INT Rolls and Skills OCV and DCV Adv AP 54 Lim IIF 25 Independent 2 1 Continuing charge lasting 5 minutes 75 Lesser effect against targets with air filtration systems 25 Power 3d6 Ego Attack Adv None AP 30 Lim IF 25 Independent 2 Power Defense applies 5 Type Vector Speed Cost Hyper Inhale or Inject Instant 180 MAO Monoamine oxidase MAO is an enzyme that promotes rapid oxidation of adrenaline thus removing the effects of adrenaline It can be used to counter the effects of the adrenal pump Power 2d6 Drain SPD DEX STR EGO Adv Four characteristics simultaneously 1 Fade 5 AP per minute 7 25 AP 45 Lim IIF 25 Independent 2 1 Charge 2 Type Vector Speed Cost MAO
485. tal Cost 181000 1 8 Datajack Alphaware Mind Link Computers 2000 2 7 Internal Memory 100Mp Alphaware 30000 DRONE RIGGER 4 Smartlink Alphaware 2 with all Ranged 30000 11 6 Vehicle Control Rig 2 Alphaware SPD 3 LR 120000 In the paranoid ultra security mindset of the mid twenty first century 12 SL Vehicle Skills 3 the services of the Drone Rigger are in high demand With his skills and 28 7 Total Cost 210500 machines he provides an anonymous and often undetectable method of surveillance protection or attack Everyone from media snoops and THE FACE pirate tridcasters to detectives and shadowrunners need the drone rigger on their side Even corporate execs looking to get the dirt on a rival will pay good cred for surveillance footage But the drone rigger isn t just an information gatherer He s willing and able to jump into any combat situation He runs his drones as if they were extra runners on a mission He can provide multiple fields of fire and cover the team s back He can also pilot vehicles for the quick getaway During downtime he can be found scouring every known junkyard in the sprawl for replacement parts for his babies The Face is the gilded tongued warrior of the shadows In her mind it s not about guns magic or even cyberware It s all about style and charisma Whether it s negotiating a contract interrogating a captive or talking her way past a security checkpoint she
486. taline tap 1 Linked to Radio Perception Transmission 5 HF 25 Independent 2 Does not work in magnetic fields 25 Type Conceal SL Wt Cost Dataline Tap 6 1 10 Rating x 1000 LASER MICROPHONE This device bounces a laser beam against a solid object like a windowpane reading the variations in vibration on the surface and translating them into the sounds that are on the other side of the surface Soundproof rooms and walls prevent such eavesdropping Power Detect Sounds Passive 8 PER Roll Discriminatory Ranged Adv None AP 28 Lim OAF 1 Independent 2 Does not work in magnetic fields 25 Type Conceal Wt Cost Laser Microphone 3 1 3500 MICRO CAMCORDER A very small video camcorder 3 cm x 5 cm x 2 cm is able to record up to 3 hours of audio video on a single Magneto Optical Chip It may be set to activate when it senses motion or by standard controls Power Clairsentience Normal Sight and Hearing Retrocognition Adv None AP 45 Lim Retrocognition only 1 IAF 5 Independent 2 Does not work in magnetic fields 5 1 fuel charge lasting 3 hours 0 No Range 5 Type Conceal Wt Cost Micro Camcorder 2 2500 MICRO RECORDER This is a very small sound recorder 3 cm x 3 cm x 1 5 cm that can record up to 6 hours of audio on a single Magneto Optical Chip It may be set to activate upon hearing a sound or by standard controls Power Clairsentience Hearing
487. targeting at longer range Power Combat Skill Levels All Ranged Combat Range Skill Levels All Ranged Combat Skipover Sprayfire Autofire Skill Adv None AP 15 18 Lim Only when interfaced with a Smartgun equipped weapon 5 One weapon at a time 5 Cyberware 1 Type CSL RSL Essence Nuyen SmartLink 2 5 15000 SmartLink II 2 1 6 18000 SUBDERMAL ARMOR This is an invasive protection system that uses hard plastic and metal fiber plates bonded to the user s skin to produce dermal armor Subdermal Armor is placed just beneath the skin in the locations of the user s choice It is not completely undetectable by outside examination but it is not obvious at a distance Note that vitals are a special location and cannot be armored with Subdermal Armor The hands and feet are not an option either as doing so would severely limit the user s mobility The user also cannot have the same locations implanted with Subdermal Armor as Dermal Plating or Skinweave Power Armor Adv None AP 3 Lim Cannot combine with certain cyberware bioware 25 Cyberware 1 Does not cover cyberlimbs 25 Power Concealment 14 Adv None AP 9 Lim Cyberware 1 Only to conceal the presence of Subdermal Armor 2 Type rPD Conc Essence Nuyen Subdermal Armor 2 14 3 5 40000 SYNTHLINK SYSTEM A SynthLink System requires Datajacks as the user jacks into his or her musical instrument which much be SynthLink equipped
488. th a penalty equal to the MPCP rating Reduce the MPCP by per 2 points the roll is made Hardening protects against this There are four different versions of Ripper IC Acid rip vs Bod Bind rip vs Evasion Jam rip vs Sensor Mark rip vs Masking SPARKY The proactive IC called Sparky attacks in the same manner as Killer IC If Sparky crashes the persona it causes an overload in the decks power supply that feeds random jolts of electricity to the MPCP and the decker s brain This ranges from mild shock therapy to a killing jolt This is dark gray IC indeed Whenever Sparky crashes a persona make a skill roll for the IC 11 rating with a penalty equal to the MPCP 2 Reduce the MPCP by 1 per 2 points the roll is made The attack also causes 2d6 Killing damage to the decker with Hardening providing protection TAR PIT This is reactive IC that operates and attacks in the same manner as Tar Baby If Tar Pit crashes a utility on line it also injects viral code into the deck that corrupts all copies of the program in the deck s active and storage memories When Tar Pit crashes a program make a skill roll for Tar Pit 1l rating with a penalty equal to the MPCP rating Hardening If the test succeeds the IC corrupts all copies of the program stored on the deck If the test fails there is no further effect and the decker can reload the program from his storage memory with a Swap Memory operation BLACK IC Black IC is a f
489. the seat at the time of installation The seat includes a parasail that deploys on ejection and brings the chair and occupant safely down to the ground assuming the occupant was securely strapped in Reinforced ejection seats are also available for large orks trolls etc Power STR Adv Reduced END 0 END AP 30 40 Lim Only to throw an occupant straight up 2 Power Gliding 6 Adv None AP 6 Lim OAF 1 Limited Movement character cannot gain altitude and must move down 12 for every 1 forward 5 1 recoverable charge lasts until the character hits the ground or the parachute is fouled 75 Type Cost Ejection Bucket Seat 3000 Reinforced Ejection Bucket Seat 6000 CONVERTIBLE TOP Rag top conversions are available for vehicles that normally come with hard tops and do not have gull wing or canopy access The conversion replaces the hard top roof with a folding canopy that can be extended or retracted on command Rag tops do not provide protection to passengers from side rear or top attacks Type Cost Convertible Top 10 base vehicle 109 SHADOWPUNK RIGGING CRANE A crane is a hydraulically powered mechanical boom capable of lifting heavy loads To use a crane the vehicle must be stationary and immobilized with the supplied chocks Power Telekinesis Adv Reduced END 0 END 5 AP 4 5 per 2 points of TK STR Lim Affects whole object 25 Only works out to 3 x vehicle length 25 T
490. the sprawl is typically cause for worry Two weights are given for the armor The first details how much the armor actually weighs The second is how much the armor feels like it weighs to the wearer in terms of movement and encumbrance LIGHT MILITARY ARMOR The lightest of the Military Armors it is usually reserved for fast heavy assault squads It is very rarely seen within the lands of mega corps and usually reserved for special ops or the highest level of executive bodyguarding Power Life Support Self Contained Breathing Immune to Intense Heat Cold High Pressure Radiation Adv None AP 17 Lim OIF 5 Independent 2 63 SHADOWPUNK EQUIPMENT Power Armor 9 rPD 5 rED Adv Hardened 25 AP 26 Lim OIF 5 Independent 2 Real Armor 25 No Mass 0 Linked to Life Support 5 Power STR 10 Adv None AP 10 Lim OIF 5 Independent 2 Linked to Life Support 5 Type rPD rED Wt Cost Light Military Armor 9 5 29 15 30250 MEDIUM MILITARY ARMOR Designed to be heavy weapon support for Light Military Armor Assault Squads the Medium Military Armor is one step closer to a walking tank Virtually immune to most small arms fire this armor is meant to stand up to machine gun or greater fire and give back better than it gets Power Life Support Self Contained Breathing Immune to Intense Heat Cold High Pressure Radiation Adv None AP 17 Lim OIF 5 Independent 2 Power
491. the time chart the character must wait longer than a Phase 95 SHADOWPUNK MATRIX SWAP MEMORY Test None Utility None Action Phase This operation enables a decker to load a new utility program into his deck s Active Memory and then upload it to his on line icon Starting the operation is a 2 Phase action but it may take longer to finish loading depending on the deck s I O Speed and Active Memory TAP COMMCALL Test Special Utility Commlink Action Full Phase The Tap Commcall operation enables deckers to locate active commcodes on an LTG trace and tap commcealls Deckers use the commlink utility for all the tests required during this monitored operation The decker must be active on the RTG that controls the LTG to locate the active commcodes The decker makes an Index Test to detrmine if any commcodes on the LTG are sending or receiving a call If the decker is checking for a particular commcode he must be on that commcode s parent RTG and he receives a 2 bonus to his roll If the decker finds a commcode in use he can make a Control Test to trace the call to its origin or destination If multiple participants are undertaking a conference call with that commcode each point the roll is made reveals the commcode of one participant If the call was set up by another decker using the Make Commcall operation then the Control Test locates the decker controlling the call The decker trying to trace the call must th
492. thout question Very Common Total Common Total 20 Distinctive Features City Spirit Not Concealable Major 20 Distinctive Features City Spirit Not Concealable Major Reaction Reaction Total Disadvantages 70 Total Cost 305 Total Disadvantages 70 Total Cost 304 41 SHADOWPUNK MAGIC SPIRITS OF THE SKY PRAIRIE SPIRIT Val Char Cost Roll Notes 20 STR 10 13 Lift 400 kg 4d6 MIST SPIRIT 5 DEX 15 12 OCV DCV 5 5 Val Char Cost Roll Notes 20 CON 20 13 0 STR 10 9 Lift 25 kg 0d6 20 BODY 20 13 23 DEX 30 14 OCV DCV 8 8 8 INT 2 11 PER Roll 11 15 CON 10 12 0 EGO 0 11 ECV 3 15 BODY 10 12 20 PRE 10 13 PRE Attack 4d6 8 INT 2 11 PER Roll 11 8 COM 1 11 10 EGO 0 11 ECV 3 10 PD 4 Total 10 PD 10 rPD PRE m PRE Attak dG 10 ED 6 Total 10 PD 10 rED 5 SPD 25 Phases 4 8 12 6 PD 6 Total 6 PD 6 rPD 10 REC 0 10 ED 7 Total 10 PD 10 rED 40 END 0 6 SPD 27 Phases 3 6 9 12 0 STUN 0 4 REC 2 Movement Running 107 20 x SX 5 Leaping 6 13 Total Characteristics Cost 115 Movement Running 07 0 Cost Power END Leaping 07 0 60 Spirit Powers Multipower 60 points reserve 0 Flight 207
493. tion Bonus can be is 8 Power Perception Smell Sense Group Tracking Scent Adv None AP 5 1 per 1 to Smell PER Rolls Lim Cyberware 1 Type Essence Nuyen Olfactory Booster Tracking Scent 2 5 2500 Per 1 to Smell Sense Group T5 500 PAIN EDITOR This coprocessor overrides the pain receptors of the brain making the subject impervious to torture deprivation or physical hardship This doesn t mean that the user isn t hurt just that he won t notice the pain until he collapses Cannot be combined with Pain Resister bioware Power CON Adv None AP 20 Lim Only to resist being stunned 1 Cyberware 1 Power Resistance Talent Adv None AP 5 Lim Cyberware 1 Type Resist CON Essence Nuyen Pain Editor 5 10 9 2 11300 REACTION ENHANCER By replacing part of the spinal column with superconducting material characters can increase their reaction times Characters can take up to 6 reaction enhancements Each enhancement gives the character 2 Lightning Reflexes allowing him or her to go faster in a phase This enhancement is compatible with all other types of reaction or reflex cyberware and bioware Power Lightning Reflexes Talent Adv None AP 3 per Rating Lim Cyberware 1 Type LR Essence Nuyen SHADOWPUNK CYBERWARE Reaction Enhancer 1 6 Rating x 1 5 Rating x 3000 REFLEX TRIGGER A Reflex Trigger is an accessory for Wired Reflexes and allows the user to cybernetically turn the reflexes on o
494. tion in which the acid might froth and splash the area Mild acids may have some caustic effects on skin they are particularly dangerous to eyes and poisonous if taken internally Stronger concentrated acids are more dangerous and can cause severe burns They are highly corrosive capable of dissolving metals and alloys Acids must be kept in containers that will not corrode If handled properly acids can be used for creative endeavors such as melting through locks and doors etching walls or windows and even as a weapon Acid burns generate nasty scars and can be used to blind individuals Power Killing Attack Ranged Adv Penetrating 5 Continuous 1 Uncontrolled 5 AP varies Lim OAF Fragile 1 25 Independent 2 1 Continuing Charge lasting 5 minutes 75 Type RKA Wt Cost Acid Rating x 1 DC Rating x 500 DIKOTE Dikote is a process that deposits a thin diamond film on any solid surface The diamond film imparts more structural strength and resilience Dikoted surfaces are smooth and relatively frictionless conduct heat well and can be modified to conduct electricity Not everything can be glazed with Dikote The item treated must be able to withstand the heat generated by the plasma used in the glazing process Cloth and plastic cannot be coated though ceramics and most metals can Dikoting an object adds 1 DEF 1 rPD 1 rED Dikoting a melee weapon adds 1 DC to the base damage of the weapon Type Wt Cost
495. totem 2 Skill Levels to conjure Swamp Lake or River Spirits shaman s choice As an urban totem 2 Skill Levels to conjure City Spirits Disadvantages 1 penalty to Illusion spells It requires an Ego roll for a Gator shaman to break off a fight chase or other direct action LION Lion is followed by shamans from the veldts of Africa to the plains of Europe He is a brave and powerful warrior who protects his family with his life Lion prefers to work from surprise or ambush but will take the direct approach when necessary Lion shamans demand the best from themselves They also demand respect from those around them A Lion shaman makes a loyal friend and a deadly enemy Environment Prairie Advantages 2 Skill Levels to cast Combat Spells 2 Skill Levels to conjure Prairie Spirits Disadvantages 1 penalty to Health spells MOUSE Mouse knows just where to find the right thing for every situation She is clever and resourceful her wisdom often helps fierce and proud totems like Lion and Wolf out of trouble showing them the common sense they might otherwise miss Mouse is no one s enemy and if she has a flaw it is that curiosity sometimes gets the better of her Mouse shamans tend to be hoarders collecting all manner of junk along with useless information and trivia storing everything away for a rainy day Environment Urban or fields Advantages 2 Skill Levels to cast Detection and Health spells 2 S
496. train Engine Availability Cost 3 dr 11 Bucket Air Cushion Vehicle Diesel 4 7 days 121 000 Options None Similar Models Sikorsky Bell Hoveround Chrysler Nissan Missouri ROTORCRAFT ATTACK HELICOPTERS Aztechnology Aquilar EX STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 23 64x32 8 15 4 44 x4 265 mph 5 7 4 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket Rotorcraft Combustion NA 1 477 000 Options External Fixed Mount 5 External Missile Mounts Vehicle Armor Similar Models Ares Avenger Sikorsky Bell Peacekeeper AUTOGYROS Northrup Wasp PRC 42B STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 18 3 2 x 1 6 3 18 4 17 x4 100 mph 3 2 0 Entry Points Seating Drivetrain Engine Availability Cost ldr 1 Bucket Rotorcraft Combustion 2 72 hrs 50 000 Options Turret ECCM 1 Similar Models Sikorsky Bell Stinger Ares GCR 228 Northrup Wasp PRC 42F STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 18 3 2 x 1 6 5 18 4 17 x4 100 mph 3 2 0 Entry Points Seating Drivetrain Engine Availability Cost ldr 1 Bucket Rotorcraft Combustion 2 4 days 68 000 Options Turret ECCM 1 Vehicle Armor Similar Models Sikorsky Bell Stinger Ares GCR 22S Northrup Yellowjacket PRC 44B STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 35 18 3 2 x 1 6 3 15 4 17 x4 100 mph 3 2 0 Entry Points Seating Drivetrain Engine Availability Cost 1 dr 1 Bucket Rot
497. tric Shock An electrical current ripples through the outer shell of the vehicle giving a nasty shock to the would be thief The voltage level does the same damage as a taser 6d6 NND Electricity Explosion Those who really hate vehicle thieves can set up their anti theft systems to blow up the vehicle with plastic explosives As a general rule vehicles must be packed with enough plastic explosives to do enough BODY on average to destroy the vehicle The explosion destroys the vehicle and inflicts its damage on the would be intruder as well as passengers cargo and anyone passing by Proximity Alert A vehicle with this system uses its sensors to scan any people who approach within a prescribed distance If the approaching person is not carrying a proper identifier usually a minor radio beacon magnetized passcard etc the vehicle audibly warns the interloper to back off If the person continues to approach the vehicle it issues an alarm and or triggers a linked system such as the electric shock system Only vehicles with sensors of 1 or more may take this modification Type Cost Improved Security Rating 3 6 Rat x 400 Rating 7 9 Rat x 1000 Rating 10 Rat x 5000 Electric Shock System 2000 Proximity Alert 250 EJECTION BUCKET SEATS The ejection bucket seat is a standard or armored bucket seat fitted with a small solid fuel rocket and rudimentary stabilization systems Ejection activation controls may be included on or near
498. ty Activesoft 6 Es 3 4 days Mpx Legal Chem Sniffers 100 Hand Held 0 1 per 2 72 Rat x 4P U Datasoft 6 2 4 days Mp x Legal hrs 10000 100 Doorway 2 per 2 14 Rat x 5P U Knowsoft 6 3 4 days Mp x Legal days 20000 150 Containment Manacles 3 4 7 days 2500 OP V Linguasoft 6 3 36 hrs Mp x Legal Cyberware Scanners 50 Hand Held 0 1 per 2 72 Rat x AP U Skillsoft Jukebox 4 1 2 72 hrs Ports x Legal hrs 2000 Mp x Doorway 2 1 per 2 14 Rat x 5P U 20 days 4000 AutoNav Map Chips 6 Always Mpx5 Legal Headjammer 6 1 per 2 14 Rat x 1P U BTL Direct Input Chip 6 2 12 hrs 250 3 Y days 1200 BTL Dreamdeck Chip 6 2 12 hrs 100 3 Y Identification Scanners BTL Simdeck 2 12 hrs 250 3 Y Thumbprint 1 per 2 72 Rat x Legal Modification hrs 200 Palmprint 1 per 2 72 Rat x Legal hrs 300 Retinal 1 per 2 72 Rat x Legal hrs 1000 Jackstoppers 4 2 48 hrs 100 4P V 137 SHADOWPUNK ITEM LIST BIOTECH CYBERDECKS AND PROGRAMS Type Conc Wt Avail Cos
499. ty Cost ldr 2 Bucket Propeller Aircraft Combustion 9 17 days 331 000 Options 2 Propellers Similar Models Lockheed Arrowflight 324 Bac Dassault Faucon Cessna C750 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 24 6 4 x 3 2 3 12 4 43 x4 255 mph 5 1 2 Entry Points Seating Drivetrain Engine Availability Cost 1 dr single rear dr 2 Bucket Propeller Aircraft Combustion 5 9 days 177 000 Options 2 Propellers Similar Models Federated Boeing P3504 Ares Mercury Cessna C750 Passenger Model STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 24 64x32 3 12 4 43 x4 255 mph 5 1 2 Entry Points Seating Drivetrain Engine Availability Cost 1 dr single rear dr 4 Bucket Propeller Aircraft Combustion 5 9 days 167 000 Options 2 Propellers Similar Models Federated Boeing P35Q4 Ares Mercury 129 SHADOWPUNK VEHICLES Embraer Dassault Mistral STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 50 24
500. um 1 Type Cost Standard Turret BODY x 1000 Pop Up Turret BODY x 1500 Extra Ammo Storage BODY x 500 Maximum is x3 standard VEHICLE GYROSCOPIC STABILIZERS Vehicle gyroscopic stabilizers are available for weapons mounted in fixed mounts and turrets Vehicle gyroscopic stabilizers provide Strength 10 to the vehicle only to offset STR Minimums Power STR 10 Adv None AP 10 Lim Only to offset STR Minimum 1 Type Cost Vehicle Gyroscopic Stabilizer BODY x 250 ELECTRONIC SYSTEMS ELECTRONIC COUNTERMEASURES ECM Electronic countermeasures include active devices such as barrage radio jammers infrared jammers chaff and flare dispensers and wave harmonic disrupters that confound sensor systems and jam the communications of opposing remote control operations The ECM cause penalties to Systems Operation Skill rolls and all rolls involved with remote control networks An ECM booster is an add on that increases the area affected by ECM The maximum rating for either system is 10 Power Change Environment Penalties to Systems Operation and Remote Control skills x1024 Area 1024 Radius Adv Reduced END 0 END 4 5 Personal Immunity 25 AP 96 4 5 per Rating 7 5 per x2 Range Lim OIF Bulky 1 Does not work in magnetic fields 25 Only for radio based communications 5 Type Pen Range Cost Electronic Countermeasures 1 1024 Rat x 10000 ECM Booster x2 Rat x 10000 ELECTRONIC COUNTER C
501. um 2 SS Engineering 11 116 Total Package Cost 3 SS Physics 13 115 Total Package Cost Cost Magical Abilities END 0 Astral Projection 3 Ess Cyberware Bioware Nuyen 0 Astral Perception 0 1 8 Chipjack Alphaware 2000 0 Dispelling 20d6 10 1 8 Datajack Alphaware 2000 0 Banishing 20d6 10 8 Headware Memory 300Mp Alphaware 90000 0 Conjure Elementals 14 11 6 Total 94000 0 Sorcery By spell 0 Spell Defense 0 TRIBAL SHAMAN 9 N Total The Tribal Shaman follows the call of Raven and lives in the wild under the open sky Her understanding of the world stems from her experience with the flow of nature While she can be involved in the politics of her tribe she prefers to disrupt matters with pranks and mischief rather than offer any political agenda for Raven is the trickster and the harbinger of chaos Her strengths lie under the wide open skies where moonlight can play tricks on you 14 SHADOWPUNK ARCHETYPES VEHICLE RIGGER If it can be driven or flown the Vehicle Rigger can drive or fly it If he doesn t know how to pilot what you ve got he ll give it a shot anyway He s part barnstormer part test pilot part daredevil and even part mechanic Even if you don t have a vehicle it s likely the he just happens to have a little souped up number that s armed and armored and ready for a road test And don t sweat it breaking down he s got the tools and skills to repair it The vehicle rigger excels in vehicle combat
502. unctions exactly like that of a standard remote control deck except that upgrades must be surgically implanted and the system costs essence The rigger decryption module provides skill levels for Cryptography to decrypt encrypted signals created by an RCEM and is necessary to use the Remote Control Emulation Module The maximum rating for the rigger decryption module is 10 Power Cryptography Skill Adv None AP 2 per Rating Lim Only to decrypt remote control network transmissions 1 5 Cyberware 1 Type SL Essence Cost Remote Decryption Module 1 10 Rating x Rating x 6 17500 RIGGER NETWORK SECURITY MODULE This is a headware mounted Rigger Network Security Module It functions exactly like that of a standard system except that upgrades must be surgically implanted and the system costs essence The maximum rating for the rigger network security module is 10 Power Systems Operation Skill Adv None AP 2 per Rating Lim Only to prevent infiltration of remote control networks 1 Cyberware 1 Type SL Essence Cost Rigger Protocol Emulation 1 10 Rating x Rating x Module 7 10000 RIGGER PROTOCOL EMULATION MODULE This is a headware mounted Rigger Protocol Emulation Module It functions exactly like that of a standard system except that upgrades must be surgically implanted and the system costs essence The maximum rating for the rigger protocol emulation module is 10 Power Systems Operation Skill Adv None AP 2 p
503. unds one can access and the amount of ID cross referencing each requires for use as noted in the table below Credstick Type Transaction Amount ID Required Standard 1 5000 Passcode Silver 1 20000 Fingerprint Gold 1 200000 Voiceprint Platinum 1 1000000 Retinal Scan Ebony Unlimited Cellular Scan Certified Credstick Similar to a cash or bearer bond a certified credstick is not registered to a specific person and is worth the amount of credit encoded on it It requires no identification to use As it is encoded by the financial institution that issued it with raw funds it can be used by individuals other than the person to whom it was originally issued Banks usually charge a small percentage to create a certified credstick and they cannot be used as ID Forging Credsticks and IDs Forging a credstick is a difficult task Though the stick itself may be easy enough to build fabricating the background identification files that make a credstick legitimate requires considerable effort In credstick ID verification the information offered by the credstick is instantly cross referenced and double verified through a dozen or more channels Such cross referencing is a simple and quick matter in the Matrix so falsifying an identity involves an incredible amount of electronic manipulation Someone must create and covertly insertinto the world s databanks a suitable appropriate and credible credit history that appears to be a perma
504. us chemical reactions performed by the filter The Tracheal Filter subtracts its defense from the effects of inhalation based attacks Power Power Defense Adv None AP 1 20 Lim Bioware 5 Only affects inhalation vector toxins 5 Type DEF Bio Idx Nuyen Tracheal Filter 1 20 DEFx 5 DEFx2500 CULTURED BIOWARE Bioware may be bought as Cultured which decreases the Bio Index rating by 25 Cultured Bioware costs 3 times as much as standard DAMAGING CYBERWARE AND BIOWARE Cyberware and bioware are much like any other types of equipment except that they are implanted in the body And just like other pieces of equipment they can be damaged by the outside world If a character takes BODY damage from a single attack one piece of cyberware or bioware could possibly be damaged Roll 1d6 if the result is less than the amount of BODY taken a system has been damaged The extent of damage is the amount of BODY taken minus what is rolled on the d6 expressed as a percentage Ex Shadowkill has taken 8 BODY from a single attack Rolling 1d6 he rolls a 5 One system has been damaged by 30 If the character has only either cyberware or bioware determine the system randomly on the tables below For cyberware use the tables below to determine which system For bioware randomly determine which system and use common sense to see if it could have been damage in that location e If the character has both cyberware and bioware roll 1
505. ust be declared when the focus is purchased The magician can choose to apply one of the following abilities when using the focus in dealing with the declared spirit type Skill Levels Conjuring 3 Dispel 3d6 PRE 10 Only for determining Spirit Services 1 These are per Rating so a rating 4 Spirit Focus would grant 12 Conjuring 12d6 Dispel 40 PRE Power Variable Power Pool 10 Points Adv Powers can be changed as a 0 phase action 1 No skill roll required 1 AP 45 per Rating Lim Very limited class of powers 1 OAF 1 Independent 2 Point Cost Rating x 2 Type Wt Cost Spirit Focus Rating x 60000 POWER FOCUS A power focus is the most flexible and the most powerful of foci It increases the owner s magic attribute by Rating x 10 allowing him to learn higher force spells Power Aid 3d6 Adv Variable Effect Magic Attribute and all Slot of Magic 2 Reduced END 0 END 5 Persistent 5 Standard Effect 0 AP 120 per Rating Lim OAF 1 Independent 2 Point Cost Rating x 10 Type Aid Wt Cost Power Focus 10 Rating x 105000 SHADOWPUNK EQUIPMENT WEAPON FOCUS Weapon foci are magical melee weapons Any Awakened character can bond and use a weapon focus An active weapon focus adds its Rating in Overall Combat Skill Levels that can be when wielding the weapon in combat Weapon foci also accompany the character into Astral Space and also allows the wielder to bypass most of the d
506. ut his security tally remains on the grid for some time If the decker switches to a different jackpoint before his next logon attempt the grid will have to start a new security tally for the decker LOGON TO RTG Test Access Utility Deception Action Full Phase Once he has logged onto the LTG a decker can log on to the controlling RTG by performing the Logon to RTG operation He must perform this operation if he wants to connect to a different LTG on the same RTG or to a different RTG altogether To perform the operation the decker makes a System Test against the RTG s Access Rating Remember that local changes in the LTG system ratings will not carry over to the RTG Remember that an RTG maintains the same security tally for all a decker s activities on any LTGs it controls as well as the RTG itself Once on the RTG he can perform a Logon to LTG to reach any LTG attached to it or a Logon to RTG to reach any other RTG in the world MAKE COMCALL Test Files Utility Commlink Action Full Phase A decker on an RTG can make a call to any commcode on an LTG controlled by that RTG by performing a Make Commcall operation The decker can make a call then move to another RTG and make a call to a number under it s control then link the two together A decker can move to multiple RTGs in this manner building a secure conference call Each call the decker links together requires another System Test Deckers can get a licens
507. ut neither does he have as many people gunning for him His home is in a secure zone and protected by good solid bribes to the local police contractor and gang boss He has a housekeeping service or enough tech to take care of most chores and a luxury commuter car is at his beck and call This is the life for the well to do on either side of the law mid level managers senior yakuza and the like Cost 10 000 per month MIDDLE LIFESTYLE The Middle lifestyle offers a nice house or condo with lots of comforts Characters with this lifestyle sometimes eat nutrisoy as well as higher priced natural food but at least the autocook has a full suite of flavor faucets Characters also have a commuter car or first class tube pass They have a basic vid phone with a fax and subscribe to a few cable channels and a local news screamsheet This is the lifestyle of ordinary successful wage earners or criminals Cost 5 000 per month LOW LIFESTYLE With this lifestyle the character has an apartment and nobody is likely to bother him much if he keeps the door bolted He can count on regular meals the nutrisoy may not taste great but at least it s hot Power and water are available during assigned rationing periods Security depends on how regular the payments to the local street gang are When characters with Low lifestyle travel they ride the tube Factory workers petty crooks and other folks stuck in a rut just starting out or down on thei
508. ute FINES AND PUNISHMENT Category Possession Transport Threat Use Intent A Small Blade 100 500 1000 2000 2 months 5000 6 months B Large Blade 200 800 2000 5000 4 months 10000 8 months C Blunt Weapon 150 650 1500 3000 3 months 7000 8 months D Projectile 300 1000 2000 3000 4 months 5000 8 months E Pistol 500 1500 5000 10000 1 year 10000 2 years F Rifle 1000 3000 8000 8000 18 months 8000 3 years G Automatic Weapon 5000 10000 10000 6 months 10000 2 years 10000 4 years H Heavy Weapons 10000 20000 20000 1 year 20000 4 years 20000 10 years J Explosives 10000 40000 40000 1 year 40000 4 years 40000 10 years K Military Weapon 10000 6 months 10000 1 year 10000 2 years 10000 8 years 10000 20 years L Military Armor 1200 M Military Ammunition 3000 Class A Cyberware Equipment refers to items of a paralegal nature N Class A Cyberware 5000 3 years Class B Cyberware Equipment refers to security grade and law enforcement gear Q Class B Cyberware 15000 Class C Cyberware Equipment refers to military grade gear R Class C Cyberware 15000 3 years Class D Matrix Tech refers to all unregistered cyberdecks and software S Class D Matrix 8000 2 years Class E Magic refers to unregistered spells spirits and foci T Class E Magic 10000 1 year Controlled substances are classified as either chemical or pharmaceutical Class A neural electronics
509. vetrain Engine Availability Cost 2 dr 2 Bucket 1 Bench RWD Combustion 2 72 hrs 57 000 Options APPS Similar Models Ferrari 770 Spider BMW 3420LS Citro n 1030 Eurocar Westwind 2000 Turbo STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 18 4 30 x4 180 mph 2 1 3 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 2 Bucket 1 Bench RWD Combustion 2 72 hrs 77 000 Options APPS Similar Models Peugeot AP75 Daimler Benz MP6 17 Mazda Star 303 Honda GM 3220 STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 15 4 20 x4 120 mph 2 0 1 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 4 Bucket FWD Combustion 1 48 hrs 28 000 Options None Similar Models Ford Mustang Toyota 660 Arachnid Chrysler Menace Honda GM 3220 Turbo STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 3 15 4 24 x4 145 mph 2 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 4 Bucket FWD Combustion 2 72 hrs 44 000 Options None Similar Models Ford Mustang Toyota 660 Arachnid Chrysler Menace Lone Star Modified 3220 Turbo STR BODY Size DEF DEX SPD Move Top Speed DCV Sensors AutoNav Pilot 25 16 2x1 4 15 4 24 x4 145 mph 2 0 2 Entry Points Seating Drivetrain Engine Availability Cost 2 dr 4 Bucket FWD Combustion 1 48 hrs 49 000 Options None Similar Models Knight Errant modified Ford Mustang PCC modified Nissan Celer Ar
510. vide Strength 10 to the vehicle only for weapon STR Minimum requirements Power STR 10 Adv None AP 10 Lim Only to offset STR Minimum 1 External Only Visible 25 Type Cost External Fixed Mount BODY x 100 Internal Fixed Mount BODY x 150 Extra Ammo Storage BODY x 50 Maximum is x5 standard MISSILE AND ROCKET MOUNTS Missiles and rockets require special mounts on vehicles separate from other weapon mountings For ground vehicles externally mounted missiles and rockets sit on roof rack mounts Civilian vehicles armed in this way must also have roll bars for stability A vehicle may carry a number of missiles or rockets equal to its BODY divided by 3 107 SHADOWPUNK RIGGING Aircraft and helicopters generally carry rockets and missiles on pinions under their wings fairings or fuselages An aircraft may carry a number of missile or rocket mounts equal to its BODY divided by 3 Internal rocket and missile mounts work much the same as internal fixed mounts requiring a Full Phase action to deploy Drones must be at least Size 0 5 x 5 to mount full size missiles Smaller drones must fire micro missiles Type Cost External Missile Rocket Mount 1500 Internal Missile Rocket Mount 5000 PINTLE MOUNTS These are the simplest mounts available consisting of simple reinforced holes and swivels mounted into the side of a vehicle Pintle mounts fire in a fixed 60 degree arc Mounting or dismounting a weapon from a
511. video sensors thermal and radar sensors and ultrasound sensors as well as identification recognition and tracking software Rating 0 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Rating 1 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Telescopic All 2 Enhanced Senses All 1 Rating 2 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 4 Enhanced Senses All 2 Rating 3 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 6 Enhanced Senses All 3 Rating 4 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 8 Enhanced Senses All 4 Rating 5 Sensors Detect Range Sense Ranged Discriminatory Ultrasonic Perception Spatial Awareness Normal Sight Normal Hearing Radar Ultraviolet Perception Infrared Perception Telescopic All 10 Enhanced Senses All 5 Flash Defense Sight Group 2 Rating 6 Sensors Detect Range Sense Ranged Discri
512. work Short h Weapon 1 0 1d6 0 8 M 3 75 375 Sword Wakizashi Broad Sword Ninja to h Weapon 0 0 1d6 1 0 10 M 4 1 5 350 asterwork Broad Sword Ninja to h Weapon 1 0 1d6 1 0 10 M 4 1 5 525 Ares Monosword h Weapon 1 0 1 2d6 0 10 M 4 2 1000 Bastard Sword Katana 5 h Weapon 0 0 1 2d6 0 13 M 5 2 425 asterwork Bastard 5 h Weapon 1 0 1 2d6 0 13 M 5 2 650 Sword Katana Greatsword 2 h Weapon 0 0 2d6 0 15 M 6 6 475 asterwork Greatsword 2 h Weapon 1 0 2d6 0 15 M 6 6 725 88 SHADOWPUNK WEAPONS Clubs Baton h Weapon 0 0 3d6 N 8 M 3 50 Riot Baton h Weapon 1 0 3d6N 8 M 3 75 Club h Weapon 0 0 4d6 N 0 M 4 65 Rattan Stick h Weapon 1 0 4d6 N 0 M 4 100 Nunchaku h Weapon Can Grab 1 0 4d6 N 0 M 2 5 200 Masterwork Nunchaku h Weapon Can Grab 2 0 4d6 N 0 M 2 Es 300 Metal Nunchaku h Weapon Can Grab 1 0 5d6 N 3 M 2 350 Masterwork Metal Nunchaku h Weapon Can Grab 2 0 5d6N 3 M 2 525 Three Section Staff 2 h Weapon Can Grab 1 0 6d6 N 5 M 4 2 400 Masterwork Three Section Staff 2 h Weapon Can Grab 2 0 6d6 N 2 M 4 2 600 Extendabl
513. xed with other irritants such as CS gas and deployed as a gas liquid or foam spray Liquids and foams frequently incorporate ultraviolet dye so that the target may be identified later 75 SHADOWPUNK EQUIPMENT A victim dosed with pepper punch feels an intense burning on any affected skin and his eyes and nose will water Filtration systems reduce the effects of Hyper by 1 per 5 points of power defense Power Change Environment 4 to DEX Rolls and Skills INT Rolls and Skills OCV and DCV Adv AP 72 Lim IIF 25 Independent 2 1 Continuing charge lasting 5 minutes 75 Lesser effect against targets with air filtration systems 25 Type Vector Speed Cost Pepper Punch Contact or Inhale 1 Turn 5 SEVEN 7 Seven 7 is a cutting edge war gas developed by Mitsuhama and it is colorless and odorless It has very similar effects to Green Ring 8 but is far more deadly Power 10d6 Drain BODY Adv Fade 5 AP per day 1 5 AP 250 Lim IIF 25 Independent 2 1 Charge 2 Power 4d6 Drain STR DEX CON Adv Three characteristics simultaneously 75 Fade 5 AP per 5 minutes 5 AP 110 Lim IIF 25 Independent 2 1 Charge 2 Linked to Body Drain 1 5 Type Vector Speed Cost Seven 7 Contact or Inhale 1 Turn 1000 CHEMTECH ACIDS Most acids are relatively mild they are used as solvents and generate heat when mixed with water Typically it is dangerous to add water to acids as it causes a reac
514. xic materials like a firefighter s suit takes no damage Power Ranged Killing Attack Acid Adv No Normal Defense Hazmat Gear 1 Does Body 0 Lim Spell 2 5 Active Point Cost 30 per 1d6 ARMOR This spell creates a glowing field of magical energy around the target that protects against physical damage Power Force Field Adv Usable By Others at Range 75 Lim Spell 2 5 Extra Time 2 Phase 25 Active Point Cost 1 75 per 1 point of Force Field ASTRAL BARRIER This spell creates a wall or dome made entirely of magical energy solely to protect against astral attacks dual natured beings and the like Power Force Wall Adv Transparent to Physical Attacks 5 Lim Spell 2 5 Active Point Cost 7 5 for 2 rED wall 1 long and 1 tall 2 per 1 width or height BALL LIGHTNING This spell creates an area filled with lightning that electrifies anything inside Armor provides no protection but insulated clothing or a lack of grounding makes the character immune Power Ranged Killing Attack Electricity Adv No Normal Defense Insulated Clothing 1 Does Body 0 Area of Effect Radius 1 Lim Spell 2 5 Active Point Cost 45 per 1d6 CLOUT This spell creates a bolt of invisible psychokinetic force that does stun damage Physical Armor protects against damage Power Energy Blast Psychokinetic Punch Adv None Lim Spell 2 5 Active Point Cost 5 per 1d6 CONTROL THOUGHTS
515. xtended use can result in numerous unpleasant side effects including catatonia multiple personality disorder amnesia flashbacks mania synesthesia sensory crossover and even death Most BTL users die from accidents while under the influence or from malnutrition dehydration or suicide Type Conceal Wt Cost BTL Direct Input Chip 6 250 BTL Dreamdeck Chip 6 100 BTL Simdeck Modification NA NA 250 SHADOWPUNK EQUIPMENT BIOTECH BIOMONITOR A small compact device worn over the wrist upper arm or heart that measures the bearer s life signs heart rate blood pressure temperature etc It can even analyze blood sweat and skin samples Biomonitors are designed to transmit this data to a receiver display unit Most models come with a built in transmitter and include the readout units in the cost at the same cost a secondary model can easily be hooked up to a vidlink or other transmitter to simultaneously transmit info with video feed or other signals It has an effective Systems Operation Skill of 11 for jamming purposes Power Skill Levels Paramedic PS Doctor Science Biochemistry Adv None AP 9 Lim OAF 1 Indpendent 2 Does not work in magnetic fields 25 Only when diagnosing the user 1 Type SL Conceal Wt Cost Biomonitor 3 6 1 1000 DOCWAGON CONTRACT DocWagon offers first class medical care on a 24 hour house or street call basis Four contract services are available basic gold
516. y Infrared Vision Adv Reduced END 0 END 5 AP 30 Lim Side Effect Drain 3d6 AP of Running automatically occurs when power is in use only affects the vehicle 1 Type Cost Active Thermal Masking BODY x 1000 VEHICLE WEAPON SYSTEMS Vehicles may mount weapons on any of the mountings below but they follow the same rules as characters do in regards to strength minima and recoil Ammo Storage varies by the type of weapon installed Extra ammunition storage can be purchased and installed as listed below For dual weapon mounts divide the maximum of each weapon by total by the number of weapons installed into the mount See the Ammo column of the Vehicle Weapons section below for the base amount of storage FIXED MOUNTS A fixed mount is a hardpoint with a weapon permanently affixed to it Fixed mounts fire in a fixed arc so a driver typically has to aim the weapon by moving the vehicle Single fixed mounts are usually placed along the vehicle s center line while twin mounts may sit either side by side along the center line or may be placed on the left and right fairings of the vehicle Fixed mounts may be mounted externally or internally External mounts are easily seen by casual observers and are not protected by the vehicle s armor Internal mounts are normally concealed from outside viewers but require a Full Phase action to deploy While deployed the weapon is not protected by the vehicle s armor Fixed Mounts pro
517. y an object the object must be brought to 0 Stun and the character must then make a PRE Roll modified by 1 per 5 Active Points of the object Success destroys the object or barrier Destroying a focus in astral combat destroys its enchantment Destroying a barrier destroys temporary barriers such as wards Permanent barriers like lodges circles and permanent wards are rendered permanently ineffective against the character that defeated it but are still effective against all other intruders BACKGROUND COUNT The background count of an area refers to the presence of powerful magical and emotional influences that can affect the flow of mana in the astral plane In practice the level of background count modifies all magical and astral rolls while in the area by 2 All spells cast in the area also suffer an additional 1 END per level of the background count Awakened characters that are not astrally active can still sense the presence of a background count that they enter They can make a sight PER roll modified by 6 for a level 1 5 for a level 2 4 for a level 3 and so on TOTEMS Each shaman has a totem A totem is a powerful spirit that gives the shaman the magical power and knowledge The shaman in turn follows the ideals represented by the totem A shaman s totem is chosen when the character is created Technically it is the totem who chooses the shaman At some point in a neophyte shaman s life comes the call o
518. y reaches a level set by the gamemaster it may trigger actions within the host grid ranging from the activation of black IC programs to nothing at all SECURITY SHEAVES A sheaf consists of a list of trigger steps These steps represent security tally thresholds As a decker s security tally reaches each trigger step the system may activate one or more IC programs as well as trigger alerts If a decker surpasses more than one trigger step in a single action the events for all the triggered steps that have been reached or exceeded happen all at once System Security Code Trigger Step Range Blue Y2d6 4 Green 2d6 3 Orange V5d6t2 Red 2d6 1 ALERTS NO ALERT Generally trigger steps under a no alert status activate reactive IC programs PASSIVE ALERT In a typical security sheaf the third or fourth trigger step activates a passive alert Trigger steps typically activate proactive white or gray IC programs When a system goes on passive alert increase all subsystem ratings by 2 ACTIVE ALERT Under active alert status trigger steps typically activate proactive gray IC and sometimes Black IC Trigger steps may also activate corporate or law enforcement deckers in the system HOST GRID RESET Blue systems reset after 2d6 minutes during which time the system deactivates security measures and the security tally drops to 0 More secure systems do not reset as quickly Green Orange and Red systems begin to reset after 3d6 minute
519. y storage devices about 2 x 3 x 1 cm They are the diskettes or CDs of the Shadowpunk age Blank OMCs cost about 5 per Mp In order to control software piracy programs are usually sold encoded into optical code chips OCCs OCCs are similar to OMCs excep tthat the program inside has been burned into the chip The chips crystalline lattice has been altered and the program permanently ingrained Programs on OCCs may be copied into memory computer headware etc but any copies of the copies are corrupted Essentially a copy protection system is built into the chip so that copies of the program may be made from the chip itself but any second generation copies are worthless It basically prevents the creation of chip copies Matrix utility programs skillsoft programs and BTL programs are all cooked into optical code chips Source and Object Code A source progam also called source code is the original form of a program All source programs are written in programming languages intelligible to humans Common programming languages in the Sixth World include HoloLISP InterMod MATCom and Oblong These languages use different combinations of verbal or written input and dynamic icon manipulation to combine code icons in virtual reality and literally construct programs After a programmer has written the source code of a program he can translate it into an object format Object format is the actual machine language a series of
520. ype Cost Crane STR x 250 DRONE RACK Drone racks are used to launch airborne drones from moving vehicles The rack is a hardware cradle that holds the drone moves it into launch position and then releases it Drone racks can also be used to recover launched drones while a vehicle is moving For every multiple of maximum BODY held equal to the mounting vehicle s BODY the Drone Rack takes up 1 Hex of the vehicle s available space Type Cost Drone Rack Total BODY of Drones Carried x 500 MECHANICAL ARMS Articulated mechanical arms are not as strong as cranes but they possess superior dexterity In fact a mechanical arm can do the same things that a metahuman arm can and then some Power Telekinesis with Fine Manipulation Adv Reduced END 0 END 5 AP 10 4 5 per 2 points of TK STR Lim Only works out to 3 x vehicle length 25 Type Cost Mechanical Arms STR x 1500 MEDICAL CLINIC A mobile medical clinic is a complete assortment of medical gear including emergency diagnostic electronics and biomonitors pressurized oxygen tanks and breathing masks a stabilization unit and an assortment of controlled drugs and compounds A vehicle medical clinic is the equivalent of a medical shop Ambulances and other emergency medical vehicles primarily use vehicle medical clinics Type Cost Medical Clinic 300000 PHOTOVOLTAIC CHAMELEON PAINT Photovoltaic chameleon pain allows the pigmentation and pattern of a vehicle s paint to
521. ys 1900 2 B Broadsword Ninja to 4 1 5 2 48 hrs 350 0 B Crescent Glaive Masterwork 4 1 5 2 48 hrs 525 0 B Ares Shockstaff 6 4 2 36 hrs 1575 1 C Broadsword Ninja Whips to Whip 4 1 2 48 hrs 135 6 C Ares Monosword 4 2 4 14 days 1000 1 J Chain Whip 4 2 2 72 hrs 185 5 C Bastard Sword Katana 5 2 2 72 hrs 425 1 B Kusari Gama 4 1 3 48 hrs 250 1 C Masterwork Bastard 5 2 2 72 hrs 650 1 B Ares Electrowhip 4 1 4 7 days 725 1 C Sword Katana Kendachi 1 12 14 7750 3 J Greatsword 6 6 3 7 days 475 1 B Monofilament days Masterwork 6 6 3 7 days 725 1 B Whip Greatsword Barehanded Weapons Club Ares Karate Hand 1 5 1 24 hrs 200 4 C Baton 3 1 1 6 hrs 50 2 C Forearm Snap Blades 0 2 1 5 2 48 hrs 300 0 B Riot Baton 3 1 1 6 hrs 75 2 C Shock Glove 2 3 3 48 hrs 750 B Club T4 1 1 6 hrs 65 2 C Kendachi 1 10 14 5000 3 J Rattan Stick 4 1 1 6 hrs 100 2 C Monofilament days Nunchaku 2 5 2 48 hrs 200 4 C Garrote Masterwork 2 i5 2 48 hrs 300 4 C Nunchaku MISSILE WEAPONS Metal Nunchaku 2 3 72 hrs 350 4 C Type Conc Wt Avail Cost Legality Masterwork Metal 2 3 72 hrs 525 4 C Bows Nunchaku Light Short Bow 5 I 2 36 hrs 200 1 D Three Section Staff 4 2 3 72 hrs 400 6 C Medium Short Bow 5 1 2 36 hrs 275 1 D Masterwork Three 4 2 3 72 hrs 600 6 C Heavy Short Bow 5 1 2 36 hrs 350 1 D Section Staff Very Heavy Short 5 1 2 36 hrs 425 1 D Extendable Baton 0 3 1 2 24 hrs 375 2 C Bow Ares Shock Rod 4
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