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Core Book
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Harpy .......................................................................................65
AND GAMEMASTERING ....... 51 Kraken ......................................................................................65
ATTACK AN OBJECT ................................. 51 Leshy........................................................................................65
Merrow.....................................................................................65
CLOBBERED .......................................... 51
Naga.........................................................................................65
DRAWING WEAPONS ................................ 51 Phoenix ....................................................................................66
MOVEMENT ........................................... 51 Sasquatch.................................................................................66
CRITICAL HITS ....................................... 51 Shapeshifter..............................................................................66
MELEE COMBAT ...................................... 51 Thunderbird ..............................................................................66
Unicorn.....................................................................................66
Combat Maneuvers .................................................................. 51
Vampire ....................................................................................67
RANGED COMBAT .................................... 51 Wendigo ...................................................................................67
Shooting into Melee ................................................................. 51
Provoking Attacks of Opportunity............................................. 52
DRAGONS ............................................. 67
Dragon Traits ............................................................................67
FIREARMS ............................................. 52 Eastern Dragon .........................................................................67
Automatic Weapons................................................................. 52 Feathered Serpent ....................................................................68
Crossfire................................................................................... 52 Western Dragon........................................................................68
Double Tap .............................................................................. 52 Great Dragon ............................................................................68
Suppression Fire....................................................................... 52
SPIRITS ............................................... 69
VISIBILITY AND WIND............................... 52 Spirit Traits ...............................................................................69
Wind Speeds............................................................................ 53 Spirits of Air ..............................................................................69
ASSORTED DANGERS ................................ 53 Spirits of Beasts ........................................................................69
Diseases................................................................................... 53 Spirits of Earth ..........................................................................70
Heat and Cold.......................................................................... 53 Spirits of Fire ............................................................................70
High Altitude/Low Oxygen ........................................................ 54 Spirits of Man ...........................................................................70
Scenery .................................................................................... 54 Spirits of Water.........................................................................70
Starvation and Thirst ................................................................ 54
Suffocation and Drowning ........................................................ 54 SECTION 7: MAGIC .......... 73
Strangulation ............................................................................ 54 MAGIC RATING ....................................... 73
Traps and Other Devices .......................................................... 54
Water Dangers ......................................................................... 55
TRADITIONS .......................................... 73
Hermetic Tradition....................................................................73
INJURY AND DEATH.................................. 55 Shamanic Tradition ...................................................................73
Massive Damage...................................................................... 55
Disabled................................................................................... 56
MAGICAL LODGE ..................................... 73
Dying ....................................................................................... 56 TOTEMS ............................................... 73
Dead ........................................................................................ 56 Bear..........................................................................................73
Stabilization ............................................................................. 56 Buffalo......................................................................................73
Healing .................................................................................... 56 Cat ...........................................................................................74
Injury, Death, and the Awakened.............................................. 56 Coyote......................................................................................74
Dog ..........................................................................................74
NEW CONDITIONS ................................... 57
Dolphin.....................................................................................74
CONTACTS ............................................ 57 Eagle.........................................................................................74
Connection .............................................................................. 57 Gator ........................................................................................74
Loyalty ..................................................................................... 57 Lion ..........................................................................................74
Contacts and Reputation .......................................................... 58 Mouse ......................................................................................74
General Information ................................................................. 58 Owl ..........................................................................................74
Networking .............................................................................. 58 Raccoon ...................................................................................74
Fencing .................................................................................... 58 Rat............................................................................................74
Favors ...................................................................................... 58 Raven .......................................................................................74
Maintaining Contacts ............................................................... 58 Shark ........................................................................................74
VEHICLE COMBAT ................................... 58 Snake .......................................................................................74
Vehicle Hit Points ..................................................................... 58 Wolf .........................................................................................74
Weather and Terrain................................................................. 59 ASTRAL PLANE ....................................... 74
Sensor-Enhanced Gunnery ....................................................... 59 Astral Perception ......................................................................74
ACTION POINTS ..................................... 59 Astral Projection .......................................................................75
What Can You Do With Action Points?...................................... 59 Mana Barriers ...........................................................................75
ADVANCEMENT ....................................... 59 CONJURING SPIRITS ................................ 75
SECTION 6: FRIENDS AND Spirit Forms ..............................................................................75
Spirit-Summoner Link ...............................................................76
2 2
Team Leader ............................................................................ 78
Casting a Ritual Spell ................................................................ 78
Noticing Ritual Spellcasting....................................................... 78
Ritual Drain............................................................................... 78
SPELLS ................................................ 78
Learning Spells ......................................................................... 78
Spell Descriptions..................................................................... 78
Combat Spells .......................................................................... 78
Detection Spells ....................................................................... 79
Health Spells ............................................................................ 81
Illusion Spells ........................................................................... 82
Manipulation Spells .................................................................. 84
MAGIC ITEMS ........................................ 86
Foci .......................................................................................... 86
ADEPTS ............................................... 87
Adept Powers........................................................................... 87
3 3
4
Section 1: Character Creation (Ability Scores)
S E C T I O N 1 : C H A R A C T E R C R E AT I O N
• Step 1: Generate ability scores. Base Defense bonus: This is your base Defense bonus. It is a dodge
• Step 2: Select species. bonus, so it stacks with other dodge bonuses. Your base Defense bonus is lost
• Step 3: Select traits and flaws. any time your Dexterity bonus is lost.
• Step 4: Select starting occupation. Save bonuses: These are your base saving throw bonuses. Each +1 is
• Step 5: Select skills. purchased separately for each save type.
• Step 6: Select feats. Wealth bonus: This is your Wealth bonus. If you plan on playing a heavily
• Step 7: Determine Defense bonus, save bonuses, Wealth and cybered street sam, you need this bonus.
Reputation bonuses, Magic Rating, spells and other purchasable SINless characters have a beginning Wealth maximum of +10, including
qualities purchased Wealth and bonuses gained from feats and occupation.
Grey Wealth bonus: For information on Grey Wealth, see d20
• Step 8: Purchase equipment.
Cyberscape, p. 76.
• Step 9: Determine other characteristics.
Reputation bonus: Reputation bonus follows the normal rules. If you have
multiple identities (say a daily ID, and a specific shadowrunner ID), each must
You begin play with 7,000 – 10,000 XP to spend on building your character.
have its own Reputation bonus.
Character creation costs are described below. Note that character creation costs
Magic Rating: If you are going with Adept or Magician, you need this.
may differ from in-play advancement costs. Any XP not spent in character
Spell: If you are going with magician, you're not going to be very useful
creation is added to your Available XP total. Additional details on the following
unless you drop points on spells.
entries are presented below.
Contact: Contacts are contacts are contacts. To determine the XP cost for
a contact, select a Connection rating (1-6) and a Loyalty rating (also 1-6). Add
INITIAL CHARACTER CREATION COSTS TABLE the numbers from the following together:
Purchase XP Cost • Rating 1 = 50
Ability scores Special • Rating 2 = 100
• Rating 3 = 200
Species
• Rating 4 = 400
Dwarf 2,100 • Rating 5 = 800
Elf 900 • Rating 6 = 1,600
Human n/a For example, a Connection 3/Loyalty 2 contact costs 300 XP. A rating 6/6
Orc 3,350 contact is 3,600 XP.
Action point: Action points function in much the same manner as other
Troll 6,000 d20 games. A more detailed list of what they allow is presented later in this file.
Traits Varies Iterative attack: You are able to make iterative attacks. Making an iterative
Starting occupation n/a attack requires a full-round action. Each time you purchase this ability, you are
entitled to make an additional attack, but each additional attack suffers a -5
Skills
penalty. For example, if you have Iterative Attack 1, you may make up to 2
Non-weapon 100 per rank attacks with a full-round action, but the second attack is at a -5 penalty. If you
Weapon 400 per rank have Iterative Attack 3, you can make up to 4 attacks as a full-round action with
Feats 500 the following modifiers: -0/-5/-10/-15. Iterative Attack can be purchased a
maximum of (Dexterity bonus) times. For example, a character with a +4
Base Defense bonus (dodge) 400 per +1
Dexterity modifier can purchase this four times, allowing him up to 5 attacks
Save bonuses Hit Die: Characters begin play with hit points equal to their Constitution
Fortitude 150 per +1 score. If you want more hit points, purchase Hit Dice.
Reflex 150 per +1
Will 150 per +1 A BILITY S CORES
Wealth bonus 100 per +1 The first step in creating a Shadowrun/d20 Modern character is ability score
Grey Wealth bonus 100 per +1 generation. To generate ability scores, roll 3d6, in order of the ability scores, as
Reputation bonus 500 per +1 follows:
• Strength
Magic Rating 750 per +1
• Dexterity
Spell 200 • Constitution
Contact Special • Intelligence
Action point 500 • Wisdom
Iterative attack 5,000 • Charisma
• Appearance
Hit Die
Instead of simply rolling 3d6 in order, you can spend starting XP for a
d4 500 different score generation method as follows:
d6 750 • 3d6 - in order = 0 XP
d8 1,000 • 3d6 - place as desired = 750 XP
d10 1,250 • 4d6, drop lowest die - in order = 1,500 XP
• 4d6, drop lowest die - place as desired = 2,250 XP
d12 1,500
• 5d6, drop lowest 2 dice - in order = 3,300 XP
d20 2,000 • 5d6, drop lowest 2 dice - place as desired = 4,500 XP
• Point Buy (medium) - 30 points = 2,400 XP
Ability scores: The standard method for ability score generation does not • Point Buy (high) - 42 points = 4,500 XP
have an XP cost. Variant score generation methods are described below.
Species: This is your species.
Traits: There are three kinds of traits – Neutral Traits, Negative Traits
Appearance
(flaws), and Positive Traits (Edges). Appearance is a new score, using the following rules.
Starting occupation: This is your starting occupation. Typically, it Skills: Disguise is now an Appearance-based skill. When using Bluff, you
identifies either your basic day job, or your occupation prior to becoming a can use your Appearance instead of Charisma, unless performing a feint. When
criminal. using Gather Information, you may use either Charisma or Appearance.
Skills: All skills not covered under the description of "Weapon Skills" are Age Modifiers: The age of the character affects his Appearance score as
non-weapon skills. follows:
Characters begin play with a number of free skill ranks equal to their • Young Adult +2
Intelligence score. These can be used for Weapon Skills, but each rank in a • Adult +0 (loses the +2 Young Adult bonus)
weapon skill costs four of these free ranks. • Middle Age -1
Character also begin play with a number of ranks equal to their Intelligence • Old -1
score in Speak (Native) Language. • Venerable -1
Spellcraft is priced as Weapon Skill. These modifiers are cumulative – that is, a Venerable character loses a
Feats: Feats. There's a lot of them, so look them over carefully. Keep in total of three points from Appearance.
mind that they are scattered across a couple of books and this document. Species: Creatures suffer a -2 penalty to Appearance-based checks when
Characters begin play with a number of free feats equal to their Intelligence dealing with members of other species.
bonus. These feats can be selected from any category except Combat feats. Spells: When using spells of the Enchantment (charm) type, the save DC
5 5
Section 1: Character Creation (Species, Traits, Occupations)
is derived from the caster's Appearance score instead of the normal ability score. Social Penalties (Ex): Due to appearance, reputation, and some minor
genetic (and often social) deficiencies, Orcs suffer a -2 penalty to
Dwarf Troll
A Dwarf has the following species traits. A Troll has the following species traits.
XP Cost: 2,100. XP Cost: 6,000.
Type: Humanoid [Dwarf]. Type: Giant.
Ability Score Modifiers: +4 Strength, -2 Dexterity, +2 Constitution. Ability Score Modifiers: +8 Strength, +10 Constitution, -4 Intelligence.
Dwarves are very strong for their size, hardier than humans are, but they are less Trolls are tremendously strong and tough, but suffer great difficulties in
agile than most species. processing and retaining information.
Size: Medium. Size: Large. -1 size penalty to Defense, -1 size penalty on attack rolls, -4
Speed: A Dwarf's base land speed is 10 ft. + 1d2 x 5 ft. Dwarves can move size penalty on Hide checks, +4 size bonus on grapple checks, lifting and
at this speed when wearing medium or heavy armor, or when carrying a medium carrying limits double those of Medium characters. Massive damage threshold is
or heavy load, unlike most other species. +10. Space and reach are 10 ft./10 ft.
Darkvision (Ex): Darkvision is the extraordinary ability to see with no light Speed: A Troll's base land speed is 25 ft. + 1d4 x 5 ft.
source at all, out to a range of 60 ft. Darkvision is black and white only (colors Attacks: A trolls deals 1d4 + Str modifier non-lethal damage with an
cannot be discerned). It does not allow characters to see anything that they could unarmed attack.
not see otherwise – invisible objects are still invisible, and illusions are still visible Armor skin (Ex): Trolls have an unusual number of thick subdermal
as what they seem to be. Likewise, darkvision subjects a creature to gaze deposits. This provides protection, as armor, with the following ratings. This
attacks normally. The presence of light does not spoil darkvision. stacks with the protection provided by armor.
Saving throw bonuses (Ex): Dwarves have a +2 racial bonus on saving • High impact: 1d4-1
throws against diseases, poisons, and toxins. • Low impact: 1d8-1
Stability (Ex): Dwarves have a +4 bonus on checks to resist being • Energy: 1d4-1
knocked off their feet or moved, such as with bull rush or overrun, as long as they • Fire: 1d4-1
are standing on a surface (ground, floor, etc). • Cold: 1d4-1
Free Language Skills: Speak native language (typically American) at • Acid: 1d2-1
[Intelligence score] ranks. Read/Write native language at [½ Intelligence score • Sonic: 0
ranks]. Darkvision (Ex): Darkvision is the extraordinary ability to see with no light
source at all, out to a range of 60 ft. Darkvision is black and white only (colors
Elf cannot be discerned). It does not allow characters to see anything that they could
An Elf has the following species traits. not see otherwise – invisible objects are still invisible, and illusions are still visible
XP Cost: 900. as what they seem to be. Likewise, darkvision subjects a creature to gaze
Type: Humanoid [Elf]. attacks normally. The presence of light does not spoil darkvision.
Ability Score Modifiers: +2 Dexterity. Elves are more agile than humans. Social Penalties (Ex): Due to appearance, reputation, and some minor
Size: Medium. genetic (and often social) deficiencies, Trolls suffer a -4 penalty to
Speed: An Elf's base land speed is 20 ft. + 1d4 x 5 ft. Charisma/Appearance checks and Charisma/Appearance-based skill checks
Low-light vision (Ex): Elves have eyes that are so sensitive to light that when dealing with species other than Trolls, Orcs, and similar species.
they can see twice as far as normal in dim light. Low-light vision is color vision. A Free Language Skills: Speak native language (typically American) at
spellcaster with low-light vision can read a scroll as long as even the tiniest [Intelligence score] ranks. Read/Write native language at [½ Intelligence score
candle flame is next to her as a source of light. Elves can see outdoors on a ranks].
moonlit night as well as they can during the day.
Free Language Skills: Speak native language (typically American) at Vital Statistics
[Intelligence score] ranks. Read/Write native language at [½ Intelligence score
ranks]. VITAL STATISTICS TABLE
Race Height + Weight x
Human Dwarf, female 40 in. 2d6 120 lb. 2d4 lb.
A Human has the following species traits. Dwarf, male 42 in. 2d6 150 lb. 2d4 lb.
XP Cost: 0. Elf, female 67 in. 2d6 85 lb. 2d4 lb.
Type: Humanoid [Human]. Elf, male 69 in. 2d6 120 lb. 2d4 lb.
Ability Score Modifiers: None. Humans are the baseline against which
Human, female 56 in. 2d10 85 lb. 2d4 lb.
other species are measured.
Size: Medium. Human, male 60 in. 2d10 120 lb. 2d4 lb.
Speed: A Human's base land speed is 20 ft. + 1d3 x 5 ft. Orc, female 68 in. 2d10 210 lb. 2d6 lb.
Free Language Skills: Speak native language (typically American) at Orc, male 69 in. 2d10 230 lb. 2d6 lb.
[Intelligence score] ranks. Read/Write native language at [½ Intelligence score
Troll, female 98 in. 2d10 400 lb. 2d10 lb.
ranks].
Troll, male 100 in. 2d10 450 lb. 2d10 lb.
Orc When determining your character's height, roll the indicated + dice. Note
An Orc has the following species traits. the number. To determine weight, roll the indicated "x" dice, and multiply this
XP Cost: 3,350. result by the number generated for height. Add this is the base weight.
Type: Humanoid [Orc].
Ability Score Modifiers: +4 Strength, +6 Constitution, -2 Intelligence. Orcs
are stronger and physically tougher than humans are, but they have difficulties SPECIES LIFESPAN TABLE
processing and retaining information. Young Middle
Species Child Adult Old Venerable +
Size: Medium. Adult Age
Speed: An Orc's base land speed is 20 ft. + 1d3 x 5 ft. Dwarf 1-11 12-15 16-54 55-79 80-109 110+ 4d6
Armor skin (Ex): Orcs have thick skin that provides some measure of Elf* 1-12 13-16 17-199 200-499 500-899 900+ 3d%
protection, as armor, with the following ratings. This stacks with the protection
provided by armor. Human 1-11 12-15 16-39 40-59 60-79 80+ 3d6
• High impact: 1d2-1 Orc 1-10 11-14 15-24 25-39 40-50 51+ 2d4
• Low impact: 1d3-1 Troll 1-8 9-15 16-39 40-59 60-79 80+ 2d6
• Energy: 1d2-1 * This is speculative. No one has scientifically verified an Elf's typical
• Fire: 1d2-1 lifespan, and such a thing will not be possible for a very long time.
• Cold: 1d2-1
•
•
Acid: 0
Sonic: 0 T RAITS , E DGES , AND F LAWS
Low-light vision (Ex): Orcs have eyes that are so sensitive to light that Unless noted otherwise, you may purchase traits and flaws only during character
they can see twice as far as normal in dim light. Low-light vision is color vision. A creation, although the GM may assign traits or flaw during play. Neutral traits do
spellcaster with low-light vision can read a scroll as long as even the tiniest not have cost. Negative traits (flaws) provide bonus points, and Positive traits
candle flame is next to her as a source of light. Orcs can see outdoors on a (Edges) cost points.
moonlit night as well as they can during the day.
6 6
Section 1: Character Creation (Species, Traits, Occupations)
7 7
Section 1: Character Creation (Species, Traits, Occupations)
but have difficulty convincing others when you do speak truthfully. flows both ways and maintaining a network of contacts isn’t cheap. Gather
Cost: N/A Information checks made against you receive a +2 bonus and any Gather
Effect: You gain a +1 bonus on Bluff checks. You take a -2 penalty on Information checks you make have their purchase DCs raised by 1.
Diplomacy checks.
Nightsighted
Distinctive Your eyes are particularly well suited to using darkvision or low-light vision, but
You have some distinctive physical feature such as a scar, a prominent nose, a they are less well adapted to what others consider normal light.
limp, or some similar characteristic that is hard to disguise or conceal. Cost: N/A
Cost: N/A Effect: Add 10 feet to the range of your darkvision, or increase the range of
Effect: You gain a +1 bonus on Reputation checks. You take a -1 penalty your low-light vision by 25%. You take a -2 penalty on Spot checks when in areas
on Disguise checks. of bright light.
Special: You must have darkvision or low-light vision as a racial ability to
Easy-Going have this trait.
You are naturally friendly. Others feel comfortable around you, but this trait also
makes it more difficult for you to be pushy or suspicious. Polite
Cost: N/A You are courteous and well spoken.
Effect: You gain a +1 bonus on Gather Information checks. You take a -1 Cost: N/A
penalty on Intimidate checks and Sense Motive checks. Effect: You gain a +1 bonus on Diplomacy checks. You take a -2 penalty
on Intimidate checks.
Farsighted
You have difficulty focusing on nearby objects, but your distance vision is more Preternaturally Sensitive
keen than normal. One of your five natural senses has developed beyond the norm.
Cost: N/A Cost: N/A
Effect: You gain a +1 bonus on Spot checks. Your penalty for range Effect: Choose one sense (i.e. Sight, Hearing, etc). You gain a +2 bonus
increments 6-10 is only -1 per increment. You have a -2 penalty on Search on checks involving the use of that sense (i.e. Spot checks for sight, Listen
checks. Within range increment 1, you suffer a -1 penalty to attack rolls. checks for hearing, etc). Your other senses are dull by comparison. You take a -3
penalty on checks involving your other four senses.
Focused
You can keep your attention on a task despite many distractions; however, Quick
events in the background pass you by. You are fast, but less sturdy than average members of your race.
Cost: N/A Cost: N/A
Effect: You gain a +1 bonus on Concentration checks. You take a -1 Effect: Your base land speed increases by 10 feet (if you don’t have a land
penalty on Spot checks and Listen checks. speed, apply the benefit to whichever of your speeds is highest). Whenever you
gain a Hit Die, reduce the result by one point (minimum of 0).
Hard of Hearing Special: You must have a Constitution of 4 or higher to select this trait.
You have a slight hearing impairment, and to compensate, you have become
more in tune with your other senses. Reckless Melee
Cost: N/A You naturally sacrifice accuracy to put more power behind your blows.
Effect: You gain a +1 bonus on Spot checks. You take a -2 penalty on Cost: N/A
Listen checks. Effect: You gain a +1 bonus on damage rolls after successful melee
attacks. You take a -1 penalty on melee attack rolls.
Hardy
You are made of tougher stuff than the average person, but you’re not quite as Relentless
quick to react to dangerous effects. You don’t know the meaning of the word “tired”. You go all out until you simply
Cost: N/A can’t continue.
Effect: You gain a +1 bonus on Fortitude saves. You take a -1 penalty on Cost: N/A
Reflex saves. Effect: You gain a +2 bonus on Constitution checks and similar checks
made to continue tiring activities (see the entry for the Endurance feat in Chapter
Honest Three of the d20 Modern roleplaying game). Any effect or condition that would
You are naturally straightforward and sincere. This quality helps you persuade normally cause you to become fatigued instead causes you to become
people to your viewpoint, but you have difficulty telling lies and seeing deception exhausted.
in others.
Cost: N/A Skinny
Effect: You gain a +1 bonus on Diplomacy checks. You gain a -1 penalty You are very slender for your race.
on Bluff checks and Sense Motive checks. Cost: N/A
Effect: You gain a +1 bonus on Escape Artist checks. You take a -2
Illiterate penalty on Strength checks to avoid being bull rushed or overrun.
You cannot read, but you have devoted yourself to learning other skills.
Cost: N/A Slippery
Effect: Choose any one skill except Decipher Script or Forgery. You gain a You are less adept at grappling and wrestling than others of your size and
+1 bonus on checks using that skill. You are illiterate. strength, but you are adept at slipping out of another’s hold.
Special: You can eliminate the negative effects of this trait by spending XP Cost: N/A
to gain ranks in Read/Write Language. However, ranks in Read/Write Language Effect: You gain a +1 bonus on Escape Artist checks to escape a grapple
cost you twice as much as normal. and on grapple checks to escape a grapple or avoid being grappled. You take a -
You can’t select this trait if your character is already illiterate because of 1 penalty on all other grapple checks.
race, class, or any other reason.
Slow
Muscle-bound You are slow, but sturdier than average members of your race.
You are good at almost everything that requires strength, but less adept than Cost: N/A
most at tasks that require coordination. Effect: Whenever you gain a Hit Die, you gain a +1 bonus to the roll. Your
Cost: N/A base land speed is halved (round down to the nearest 5-foot interval).
Effect: You gain a +1 bonus on Strength-based skill checks and ability Special: You must have a base land speed of at least 20 feet to select this
checks. You take a -2 penalty on Dexterity-based skill checks and ability checks. trait.
Nearsighted Specialized
You have difficulty focusing on distant objects, but your eye for detail is more You have a knack for one kind of work or study, but other tasks are harder for
keen than normal. you to accomplish.
Cost: N/A Cost: N/A
Effect: You gain +1 bonus on Search checks. You gain a +1 bonus to Effect: Choose one specific Craft, Knowledge, or Profession skill. You gain
ranged attack rolls within 30 ft. You take a -1 penalty on Spot checks. At ranged a +1 bonus on checks using the specified skill. You take a -2 penalty on all other
increments 2-10, you suffer an additional -1 penalty to attack rolls. checks using the same skill (Craft, Knowledge, or Profession, based on the skill
chosen).
Networked
You have a network of informants that feeds you information. Spellgifted
Cost: N/A You have a gift for casting certain types of spells. Although your spells from this
Effect: You gain a +2 bonus on Gather Information checks. Information class are more potent then those of other casters, you are not as effective at
8 8
Section 1: Character Creation (Species, Traits, Occupations)
casting spells from other groups. environment (sunlight, plastics, pollutants, seawater in a coastal
Cost: N/A setting, etc.).
Effect: Select a class of spells (Combat, Detection, Health, Illusion, • Mild: While experiencing the symptoms, you suffer a -2 penalty to
Manipulation). When you cast a spell from this group, increase the Force by +1. attack rolls, skill checks, Dodge bonuses, Reflex and Will saves.
This extra Force does not count for the Caster Check or when resisting Drain. • Moderate: While experiencing the symptoms, you suffer a -4 penalty
Whenever you cast a spell from a different group, reduce the Force of the spell to attack rolls, skill checks, Dodge bonuses, Reflex and Will saves.
by -1. This does not apply to the Caster Check or to resist Drain however. You suffer a -2 penalty to melee and man-powered projectile
damages. Weapons and attacks incorporating the substance deal an
Stout additional 25% damage.
You are heavy for your race. • Severe: While experiencing the symptoms, you suffer a -4 penalty to
Cost: N/A attack rolls, skill checks, Dodge bonuses, Reflex and Will saves. You
Effect: You gain a +2 bonus on Strength checks to avoid being bull rushed suffer a -2 penalty to melee and man-powered projectile damages.
or overrun. You take a -1 penalty on Escape Artist checks. Weapons and attacks incorporating the substance deal an additional
50% damage. Simple exposure to the substance deals 1d4 points of
Strange Luck damage per minute.
You have the weirdest luck.
Cost: N/A Amnesia
Effect: When rolling a die purchased with an action point to improve a d20 You can remember nothing about yourself or your past.
roll, if you achieve the highest number possible on the die (generally a natural 6 Cost: +10 / +20 / +30 / +40
on a d6), you re-roll that die, adding the second number you roll to the previous Effect: This disadvantage comes into play each time you are challenged or
result. Do not re-roll a single die more than once. So, if you roll a 6 on a d6 action confronted with some complication or danger from your forgotten past. The
point die, and then re-roll it, getting a 4, the total value of the die roll becomes 10, details of your past are left for you and GM to decide, or it may be left entirely to
resulting in a +10 bonus to the die roll the action point die was intended to the GM. The mechanical effects are as follows:
modify. • +10 Amnesia: You do not remember any details or information about
When rolling a die purchased with an action point to improve a d20 roll, if your past. You do remember your name, and retain most of your
you roll a natural 1, you re-roll that die, adding the second number you roll to the abilities. The GM will spend 25% of your char gen XP.
previous 1. The total result is applied as a penalty to the roll the action point die • +20 Amnesia: You do not remember any details or information about
was intended to modify. Do not re-roll a single die more than once. So, if you roll your past. You do remember your name, and retain some of your
a 1 on a d6 action point die, and then re-roll it, getting a 3, the total value of the abilities. The GM will spend 50% of your char gen XP.
die roll becomes –4, resulting in a –4 penalty to the die roll the action point die • +30 Amnesia: You do not remember any details or information about
was intended to modify. your past. You don't remember your name, but retain a few of your
abilities. The GM will spend 75% of your char gen XP.
Suspicious • +40 Amnesia: You do not remember any details or information about
You are naturally suspicious of everyone and everything. While this trait makes your past. You don't remember your name, skills, or abilities. The GM
you hard to fool, it makes others slightly less likely to agree with you or find you will spend 100% of your char gen XP.
threatening.
Cost: N/A Astral Beacon
Effect: You gain a +1 bonus on Sense Motive checks. You take a -1 Your astral signature is unusually potent and bright.
penalty on Diplomacy checks and Intimidate checks. Prerequisites: Magic Rating 1.
Cost: +50
Torpid Effect: Your astral signature remains present for twice as long as normal,
You are sluggish and slow to react to danger, but also resistant to other’s attempts to track you astrally gain a +4 bonus, and attempts to assense you gain
commands. a +4 bonus.
Cost :N/A
Effect: You gain a +1 bonus on saves against enchantment (mind- Brain Static
affecting) effects. You take a -2 penalty on initiative checks. Whether it’s the chip in your head, the government transmissions or just the
voices that never go away when you want them to, something fills your head with
Uncivilized noise and leaves you befuddled and confused.
You relate better to animals than you do to people. Cost: +100
Cost: N/A Effect: You take a –4 penalty to initiative checks, and a –4 penalty to
Effect: You gain a +1 bonus on Handle Animal checks. You take a -1 Concentration checks.
penalty on Bluff checks, Diplomacy checks, and Gather Information checks.
Computer Illiterate
Unholy You have severe difficulties when operating computers and other electronic
You radiate a palpable sense of evil. devices.
Cost: N/A Cost: +20
Effect: You gain a +2 on Intimidate checks. You take a -2 penalty on Bluff Effect: whenever you attempt to use an electronic device, you must make
and Diplomacy checks. an appropriate skill check (typically Computer Use) at a -4 penalty. This applies
even when performing tasks that do not normally require skill tests (such as
Negative Traits (Flaws) turning on the computer).
9 9
Section 1: Character Creation (Species, Traits, Occupations)
enemy rating, the greater the power, motivation, and influence of the enemy. Cost: Mild (+20 XP); Moderate (+40 XP); Severe (+100 XP).
Effect: How badly this fear will affect you is determined by the level of the
Feeble phobia. The GM as always, reserves the right to select or change your phobia.
You are un-athletic and uncoordinated. • Mild: When confronted by your fear make a Will save (DC 15) or
Cost: +100 become shaken for 10 rounds. You may make a new saving throw
Effect: You take a –2 penalty on Strength-, Dexterity-, and Constitution- every 10 rounds.
based ability checks and skill checks, including damage rolls, attack rolls, saves, • Moderate: When confronted by your fear make a Will save (DC 20)
Defense and Hit Points. or become panicked for 10 rounds. You may make a new saving
throw every 10 rounds.
Flashbacks • Severe: When confronted by your fear make a Will save (DC 25) or
You suffer severe flashbacks due to a traumatic event. cower for 10 rounds. You may make a new saving throw every 10
Cost: +40 rounds.
Effect: You suffer from flashbacks (vivid, hallucinatory) due to a traumatic
event in your life. Whenever you encounter a potential trigger, roll a DC 25 Will Sensitive Neural Structure
save. If this fails, flashbacks occur, incapacitating you for 1d6 minutes. You are particularly sensitive to dumpshock, Black IC, and other forms of
damaging simsense.
Gremlins Cost: +10
You have preternaturally bad luck with technology. Effect: You suffer a -4 penalty to save against dumpshock-style simsense
Cost: Mild (+50); Moderate (+100); Severe (+150); Bad (+200). effects.
Effect: Whenever you perform a skill or action that involves a piece of
technology (not including implanted devices), you suffer a critical failure on a Sensitive System
natural die roll. If you have Mild Gremlins, you suffer a critical failure on a natural Your body reacts poorly to cyberware.
1. If you have Moderate Gremlins, you suffer a critical failure on a natural 1-2. If Cost: +150 (+10 for creatures with a Magic Rating).
you have Severe Gremlins, your suffer a critical failure on a natural 1-3. If you Effect: Whenever you get a piece of cyberware, roll 1d4. This is the
have Bad Gremlins, you suffer a critical failure on a natural 1-4. multiple of Essence that you take from the implant. For example, if you get a
Note, for you would-be clever folk, Gremlins does not allow you to Smartgun link (0.5 Essence), it counts as either 0.5 Essence, 1 Essence, 1.5
manipulate a piece of the enemy's technology in order to cause it to malfunction Essence, or 2 Essence.
for him.
Spirit Bane
Guilt You are repulsive to a certain type of spirit.
You are plagued by guilt over some past deed or misdeed. Cost: +25
Cost: +Rating x 20 Effect: You suffer a -4 penalty to all social interactions with the selected
Effect: When confronted with the source of your guilt, you suffer a penalty type of spirit. Such spirits are likely to harass you, and if under your command,
to all dice rolls equal to the rating of the trait (1 to 5). After one hour, you may abuse your commands in whatever way possible.
make a Will save (DC 20) to shake off the effects. You will remain “guilt-stricken”
until a successful Will save is made. Positive Traits (Edges)
Inattentive Adept
You are particularly unaware of your surroundings.
You are Awakened, but your magic potential is channeled in a very limited way.
Cost: +50
Cost: 500
Effect: You take a –4 penalty on Listen checks and Spot checks.
Effect: When you take this trait, you gain an automatic Magic Rating of 1.
Indebted This provides you with one point to spend on Adept abilities. Whenever your
Magic Rating increases, you gain an additional point to spend on Adept powers.
Your spending habits have put you chronically and deeply in debt. If your Magic Rating decreases, you lose access to one point's worth of Adept
Cost: +50 powers. If your Magic Rating is reduced to 0, you permanently lose access to
Effect: You take a –4 penalty on Wealth checks. This penalty applies your Adept abilities.
regardless of your actual Wealth bonus. You also suffer a -4 penalty to Credit
Rating checks. Adrenaline Surge
Jinxed You are quick to respond.
Cost: 20
You cannot catch a break. Effect: In combat and other stressful situations, you receive a +4 bonus to
Cost: +Rating x 10 initiative, and a +1 dodge bonus to Defense. These bonuses last for a number of
Effect: If you win a waterbed in a contest, it will spring a leak and flood rounds equal to your Constitution modifier +1. Afterwards, you are fatigued for a
your apartment while you are out saving the world. Your girlfriend gets mono number of minutes equal to the rounds you received the bonus. These bonuses
right before the romantic evening you’ve been planning for months. Your best do not stack with like bonuses gained through technology or magic.
friend blames you for the death of his villainous father. Your luck never actually
gets so bad as to make your adventures more dangerous but your bad luck just Astral Chameleon
makes everything around you more complicated, twisted, and generally lousy.
Your astral signature is hazy and indistinct.
Hopefully, you’re at least a happy-go-lucky, friendly, neighborhood guy to make
Prerequisites: Magic Rating 1.
up for this dismal luck.
Cost: 50
At the beginning of each game session make an unmodified d20 roll
Effect: Your astral signature remains for only one-half the normal time, and
against a DC equal to the rating of this disadvantage (1 to 5). Failure indicates
attempts to track you astrally suffer a -4 penalty. Attempts to assense you suffer
your luck has turned sour again. The details of this fickle turn of fate are left
a -4 penalty.
entirely to GM’s fiat.
1010
Section 1: Character Creation (Species, Traits, Occupations)
S TARTING O CCUPATIONS
GM may call for a DC 10 or higher Intelligence check.
Extreme Effort All of the standard d20 Modern Roleplaying Game occupations are available.
You have a natural gift for pushing your physical strength. Due to the lack of character classes, the Skills provided by occupations are
Cost: 20/ 40 / 60 altered in the following manner.
Effect: This trait is available in three levels: For each skill that an occupation provides as a "class skill" (typically two or
• Level 1: When you must make a Strength or Strength-based check, three), you may purchase ranks in that skill for 75 XP instead of the normal 100
you gain a +2 bonus to the check. To gain this bonus, the action is XP.
extended to a full-round action. The following occupations allow you to split the Wealth bonus between
• Level 2: When you must make a Strength or Strength-based check, Wealth and Grey Wealth.
you gain a +4 bonus to the check. To gain this bonus, the action is • Adventurer
extended to a full-round action. • Bohemian
• Level 3: When you must make a Strength or Strength-based check, • Celebrity
you gain a +6 bonus to the check. To gain this bonus, the action is • Entrepreneur
extended to a full-round action. • Hacker/Decker
• Investigative
Human-Looking • Religious
You strongly resemble a baseline Homo sapiens sapiens. Only elves, dwarves, • Technician
and orcs can take this trait.
Cost: 50
Effect: You do not suffer the normal Appearance modifier when dealing Modified d20 Modern Roleplaying Game
with members of other species. Additionally, the attitudes of other species may
initially be less hostile than normal. You suffer a penalty to all Charisma-, and
Occupations
Adventurer: Instead of the listed bonus feats, select one of the following skills at
Appearance-based checks when dealing with members of your own species who
4 ranks:
may be prejudiced against humans. This penalty can range from mild (-1) to
Axes, Flails and Chains, Handguns, Heavy Blades, Light Blades, Maces
severe (-6).
and Clubs, Picks and Hammers, Rifles, Shotguns, Slings and Thrown Weapons,
Magician Spears and Lances, or Unarmed/Natural Weapons.
Athlete: Instead of the bonus feats, select one of the following at 4 ranks:
You are Awakened and capable of learning and casting spells. Flails and Chains, Heavy Blades, Light Blades, Maces and Clubs, or
Cost: 1,000 Unarmed/Natural Weapons.
Effect: When you select this trait, you gain an automatic Magic Rating of 1. Criminal: Instead of the bonus feats, select one of the following at 4 ranks:
You must select the Hermetic or Shamanic tradition. You do not begin play with Handguns, Light Blades, Maces and Clubs, Rifles, Shotguns, or
any spells unless you spend a portion of your beginning XP on them. Unarmed/Natural Weapons.
Law Enforcement: Instead of the bonus feats, select one of the following
Mentor Spirit at 4 ranks:
You have a mentor spirit that guides you. Armor Proficiency (light) (feat), Handguns, Rifles, Shotguns, Submachine
Cost: 50 Guns, or Unarmed/Natural Weapons.
Effect: You have a mentor spirit, known in shamanic circles as a Totem. Military: Instead of the bonus feats, select one of the following at 4 ranks:
This spirit guides you in the use of magic and provides certain modifiers. This Armor Proficiency (light) (feat), Assault Rifles, Handguns, Heavy Weapons,
quality is available only to character with the Magician trait. Unlike the Adept or Machine Guns, Rifles, Shotguns, Submachine Guns, or Unarmed/Natural
Magician traits, you can take this trait in play. However, doing so alters your Weapons.
character significantly. Once you select a Mentor Spirit, your ability to summon Rural: Instead of the bonus feats, select one of the following at 4 ranks:
spirits becomes limited. When you summon a spirit, that spirit is restricted to a Handguns, Light Blades, Maces and Clubs, Rifles, Shotguns, or
domain, which matches the totemic environment. Normal spirits cannot leave the Unarmed/Natural Weapons.
domain. Great Form spirits are not domain-bound.
1111
Section 1: Character Creation (Species, Traits, Occupations)
Domestic
Domestics include maids, butlers, nannies, drivers, cooks, waiters, valets,
gardeners, and anyone else who makes a living by performing routine household
tasks for someone else.
Prerequisite: Age 15+.
Skills: Choose three of the following skills. You can purchase ranks in
these skills at a reduced cost.
Bluff, Concentration, Diplomacy, Drive, Gather Information, Handle Animal,
Hide, Intimidate, Knowledge (current events), Listen, Move Silently, Pilot, Repair,
Search, Sense Motive, or Spot.
Wealth Bonus Increase: +1.
Educator
Educators include primary and secondary school teachers, college professors,
lecturers, tutors, personal trainers, coaches, motivational speakers, consultants,
and anyone else who makes a living by instructing others or spreading
knowledge.
Prerequisite: Age 23+.
Skills: Choose two of the following skills. You can purchase ranks in these
skills at a reduced cost.
Computer Use, Craft (visual art or writing), Diplomacy, Intimidate,
Knowledge (arcane lore, art, behavioral sciences, business, civics, current
events, earth and life sciences, history, physical sciences, pop culture, tactics,
technology, or theology and philosophy), Listen, Research, Sense Motive, or add
a new Read/ Write Language or a new Speak Language.
Bonus Feat: Select one of the following: Creative, Educated, or Studious.
Wealth Bonus Increase: +2.
Hacker/Decker
Some of those who live outside the law find themselves behind a computer
screen rather than climbing through dark windows. These men and women are
known as hackers/crackers and unsecured information is their cup of tea and
what they make their money with by stealing and selling it to the highest bidder.
However, not all hackers are crooks. In fact, some of them work for the
government against others who would steal sensitive information. Many software
and networking companies will hire hackers to protect their products and
information from their not-so-legal brethren.
Prerequisite: Age 15+
Skills: Choose three of the following skills. You can purchase ranks in
these skills at a reduced cost.
Bluff (Cha), Computer Use (Int), Disable Device (Computers Only) (Int),
Forgery (Int), Investigate (Int), Repair (Int), Knowledge (Technology, Hacker
1212
Section 2: Skills
SECTION 2: SKILLS
themselves and what they might value; while $100 might be chump change to an
M ODIFIED S KILLS adventurer, it may represent several months' earnings for a poor farmer.
Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any
amount of gold, though he might be convinced that a greater good is served by
Balance the proposed deal. When dealing with multiple people at once, always consider
Log roll: Maintaining your balance on a rolling log, barrel, boulder, or similar the benefits to the person who is in clear command, if any hierarchy exists within
object requires a DC 20 Balance check. A logrolling character can move at his the group.
normal speed, or even take a double move, but any change in direction requires • -10 Fantastic: The reward for accepting the deal is very worthwhile,
an additional Balance check. Rolling any faster than a double move increases and the risk is either acceptable or extremely unlikely. The best-case
the DC to 30. scenario is a virtual guarantee. Example: An offer to pay a lot of gold
Standing on a moving mount or vehicle: Standing up in a horse's for something of no value to the subject, such as information that is
saddle, the roof of a moving coach or wager, or car, is possible. When attempting not a secret.
this on a creature using normal movement rules, the DC is 15 at normal speeds, • -5 Favorable: The reward is good, and the risk is tolerable. If all goes
20 if moving at a double-move, and 25 if running. according to plan, the deal will end up benefiting the subject.
When attempting this on a mount using vehicle speeds, the DC is 15 at Example: A request to aid the party in battle against a weak goblin
alley speed, 20 at street speed, 30 at highway speed, and 40 at all-out speed. tribe in return for a cut of the money and first pick of the magic items.
Terrain and the actual object or creature being stood upon may modify all • +0 Even: The reward and risk are more or less even, or the deal
DCs. When standing on mounts, Ride checks may be required as well. involves neither reward nor risk. Example: A request for directions to
Throw someone off balance: If you and an opponent are standing on the someplace that is not a secret.
same precarious surface, one that is susceptible to swaying (such as a tightrope, • +5 Unfavorable: The reward is not enough compared to the risk
small rowboat, rope bridge, etc), you can attempt to rock the surface and throw involved; even if all goes according to plan, chances are it will end up
your opponent off balance by making an opposed Balance check as a move badly for the subject. Example: A request to free a prisoner the
action. The loser of the check is considered off balance until his next action subject is guarding (for which he or she will probably be fired) in
(opponents get a +2 bonus to attack him and he loses his Dexterity bonus to return for a small amount of money.
Defense). If the winner and loser differ by 5 or more, the loser falls, suffering any • +10 Horrible: There is no conceivable way the proposed plan could
appropriate damage. end up with the subject ahead, or the worst-case scenario is
guaranteed to occur. Example: A offer to trade a bit of dirty string for
Craft (chemical) a castle.
Success or Failure: If the Diplomacy check beats the DC, the subject
There are several new chemicals available in the Sixth World. See Section 4:
accepts the proposal, with no changes or with minor (mostly idiosyncratic)
Equipment for more information.
changes. If the check fails by 5 or less, the subject does not accept the deal but
may, at the DM's option, present a counter-offer that would push the deal up one
Diplomacy place on the risk-vs.-reward list. For example, a counter-offer might make an
Even deal Favorable for the subject. The character who made the Diplomacy
Revised Basic Rules check can simply accept the counter-offer, if they choose; no further check will be
Use this skill to ask the local baron for assistance, to convince a band of thugs required. If the check fails by 10 or more, the Diplomacy is over; the subject will
not to attack you, or to talk your way into someplace you aren't supposed to be. entertain no further deals, and may become hostile or take other steps to end the
Check: You can propose a trade or agreement to another creature with conversation.
your words; a Diplomacy check can then persuade them that accepting it is a Action: Making a request or proposing a deal generally requires at least 1
good idea. Either side of the deal may involve physical goods, money, services, full minute. In many situations, this time requirement may greatly increase.
promises, or abstract concepts like "satisfaction." The DC for the Diplomacy Try Again: If you alter the parameters of the deal you are proposing, you
check is based on three factors: who the target is, the relationship between the may try to convince the subject that this new deal is even better than the last
target and the character making the check, and the risk vs. reward factor of the one. This is essentially how people haggle. As long as you never roll 10 or less
deal proposed. than the DC on your Diplomacy check, you can continue to offer deals.
The Target: The base DC for any Diplomacy check is equal to the 15 + the Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus
Wisdom modifier of the character in the group with the highest Wisdom. High to Diplomacy. No other skill provides a synergy bonus to Diplomacy.
Wisdom characters are more likely to perceive the speaker's real motives and
aims. By applying the highest modifiers in any group, a powerful king (for Seduction Modifications
example) might gain benefit from a very wise advisor who listens in court and One of the possible uses for Diplomacy is the art of seduction. A successful
counsels him accordingly. For this purpose, a number of characters is only a seduction checks makes the target interested in you sexually. Often, it means the
"group" if they are committed to all following the same course of action. Either target is willing to find a private corner, or invite you to their place or go to yours
one NPC is in charge, or they agree to act by consensus. If each member is for a romp. It can also cause the target to believe that your interest is more than
going to make up their mind on their own, roll separate Diplomacy checks against just sexual.
each. The target must be a sexually active individual who is willing and able to
The Relationship: Whether they love, hate, or have never met each other, copulate. This aspect of Diplomacy does not force someone to act outside their
the relationship between two people always influences any request. nature (you probably aren't going to convince a nun to take it doggy style in the
• -10 Intimate: Someone who with whom you have an implicit trust. bathroom).
Example: A lover or spouse. When making a Diplomacy check for seduction, apply the following
• -7 Friend: Someone with whom you have a regularly positive modifiers to the DC:
personal relationship. Example: A long-time buddy or a sibling. • Target is drunk, fatigued, energy drained or otherwise impaired -5
• -5 Ally: Someone on the same team, but with whom you have no • The setting is social and relaxed +0
personal relationship. Example: A cleric of the same religion or a • The setting is formal +5
knight serving the same king.
• -2 Acquaintance (Positive): Someone you have met several times
with no particularly negative experiences. Example: The blacksmith
Gather Information
When you are attempting to use Gather Information about an individual, you
that buys your looted equipment regularly.
receive a +1 bonus to the check for every two full points of Reputation bonus the
• +0 Just Met: No relationship whatsoever. Example: A guard at a target has (i.e., a Rep of +0 to +1 provides no bonus, while +2 to +2 provides a
castle or a traveler on a road. +1 bonus, etc).
• +2 Acquaintance (Negative): Someone you have met several times
with no particularly positive experiences. Example: A town guard that
has arrested you for drunkenness once or twice. Jump
• +5 Enemy: Someone on an opposed team, with whom you have no Jump onto a moving vehicle: Jumping onto a moving mount or vehicle requires
personal relationship. Example: A cleric of a philosophically-opposed a readied action to jump when it passes by. This requires a normal Jump check,
religion or an orc bandit who is robbing you. with a +1 DC per 5 ft. of speed beyond 40 ft. that the vehicle or mount is moving.
• +7 Personal Foe: Someone with whom you have a regularly
antagonistic personal relationship. Example: An evil warlord whom Knowledge (streetwise)
you are attempting to thwart, or a bounty hunter who is tracking you In Shadowrun/d20 Modern, the Knowledge (streetwise) skill is used as the basis
down for your crimes. of grey wealth. .
• +10 Nemesis: Someone who has sworn to do you, personally, harm. Mechanically speaking, you cannot spend XP in play to increase your Grey
Example: The brother of a man you murdered in cold blood. Wealth bonus unless you have ranks in Knowledge (streetwise). Whenever you
Risk vs. Reward Judgment: The amount of personal benefit must always go to spend XP on Grey Wealth, you must make a Knowledge (streetwise)
be weighed against the potential risks for any deal proposed. It is important to check. The DC for this check is 5 + current Grey Wealth bonus. If the check fails,
remember to consider this adjustment from the point of view of the NPC you must wait at least one game month before you can make the attempt again.
1313
Section 2: Skills
Every six months of game time, you may make a Knowledge (streetwise)
check in an attempt to increase your Grey Wealth bonus for free. You cannot Tumble
take 10 or 20 on this check. The DC for this check is your current Grey Wealth Chandelier swing: A classic move, swinging on a chandelier at an enemy
bonus +10. If successful, increase your Grey Wealth bonus by +1, with an requires a DC 15 Tumble check. If successful, you can swing up to the length of
additional +1 per 5 points over the DC. the rope or chain holding the chandelier as a charge action (with the normal
benefits and penalties). If the chandelier is supported by multiple ropes or chains,
Perform you can't really swing on it. Note that reaching the chandelier may require other
skills checks (Climb or Jump for example).
Perform as written is a good skill from a role-playing standpoint, but provides Flip up: A DC 25 Tumble check can allow you to flip up onto a ledge or
next-to-nothing in the way of mechanical benefits. Apply the following rules when balcony that is within arm's reach as a free action. This would normally be a
using Perform: move action with a Climb check.
• Great Performance: A great performance provides you with a +1 Wall jump: If you are at least 5 ft. away from a wall, you can make a DC 20
bonus to Diplomacy checks against those who observed the Tumble check to run up the wall 5 ft. and back flip off it. If you succeed at the
performance for the next 24 hours. Tumble check, you may roll a Jump check from the wall as if you had made a
• Memorable Performance: A memorable performance provides you running high jump.
with a +2 bonus to Diplomacy checks against those who observed
•
the performance for the next 24 hours.
Masterpiece Performance: A masterpiece performance provides N EW S KILLS
you with a +3 bonus to Diplomacy checks against those who
observed the performance for the next 24 hours.
Double these bonuses when using Perform (sexual techniques), as this
Weapon Skills
skill typically applies to a much smaller audience. (Dexterity)
You may also use Perform to panhandle, earning a tiny income. The modifications to the d20 system used in Shadowrun/d20 Modern remove the
• Amateur Performance: You can earn enough in a day to buy maybe concept of classes, and of the Base Attack Bonus. Gone with these concepts are
a cup of coffee or a donut. the ideas of Weapon Proficiency feats. Instead, there are several Weapon Skills.
• Routine Performance: You can earn enough in a day to buy a cup of Each of these functions in the same manner a regular skill, with the total skill
coffee and a donut. bonus used as the attack modifier. If a character uses a weapon and he no ranks
in the appropriate skill, he suffers a -8 penalty on his attack roll. The
• Great Performance: You can earn enough in a day to buy a combo
Gamemaster may modify this penalty.
meal from McHugh's.
Weapons classified as Exotic use the base Weapon Skill, but characters
• Memorable Performance: You can earn enough in a day to buy a
without the appropriate Exotic Weapons feat suffer an additional -4 penalty on
bottle of booze and a combo meal.
the attack roll.
• Masterpiece Performance: Booze, combo meal, and maybe even a All of the Weapon Skills are Dexterity-linked. Skills marked with a dagger
cheap joygirl. (†) are Trained Only. The following Weapon Skills are available:
•
New Perform Category – Sexual Techniques •
Assault Rifles
Axes
This new Perform type encompasses an understanding of a wide array of sexual • Black Powder Firearms†
styles and techniques. Those lacking ranks in this skill are fully capable of • Bows
engaging in satisfying sexual encounters; they simply lack knowledge of the finer
• Crossbows
points of the act.
• Flails and Chains
Check: As with other Perform types, this is an open-ended check, with the
result indicating the level of performance. • Grenade Launchers
Try Again? Yes, if you have the stamina, you may attempt this skill check • Handguns
again after a 30-minute rest period, but each additional check in a 24-hour period • Heavy Blades
suffers a -2 penalty, and increases the DC for sustaining the encounter to the • Heavy Weapons†
nest higher number. • Light Blades
Special: If you have 5 or more ranks in Perform (sexual techniques), you • Maces and Clubs
gain a +2 circumstance bonus on Diplomacy checks made to seduce an • Machine Guns
individual. • Picks and Hammers
Time: The time required for this check is a function of both your desire, the • Polearms
partner or partners' desires, and the your Constitution score. To determine the • Rifles
maximum amount of time that you can sustain the activity, make a Constitution • Shotguns
check. • Slings and Thrown Weapons
Length of Time DC • Spears and Lances
20 minutes 10 • Submachine Guns 1
30 minutes 12 • Unarmed/Natural Weapons
40 minutes 14
50 minutes 16 1
This includes machine pistols, and handguns capable of firing bursts
1 hour 18 or on full auto.
2 hours 25
3 hours 30 +5 per additional hour
Profession
In Shadowrun/d20 Modern, the Profession skill can represent an actual job,
investment savvy, and a variety of other circumstances.
Mechanically speaking, you cannot spend XP in play to increase your
Wealth bonus unless you have ranks in Profession. Whenever you go to spend
XP on Wealth, you must make a Profession check. The DC for this check is 5 +
current Wealth bonus. If the check fails, you must wait at least one game month
before you can make the attempt again.
Every six months of game time, you may make a Profession check in an
attempt to increase your Wealth bonus for free. You cannot take 10 or 20 on this
check. The DC for this check is your current Wealth bonus +10. If successful,
increase your Wealth bonus by +1, with an additional +1 per 5 points over the
DC.
Sense Motive
Gauge an opponent's strength: You can use Sense Motive to gauge an
opponent's prowess. If the target is making no attempt to disguise its abilities,
you can determine if it is more or less powerful than you with a DC 10 check. A
DC 25 check determines total attack bonus and damage potential.
If the target is attempting to disguise or hide its ability, you must roll the
Sense Motive check as described, but the target is allowed an opposing Bluff
check to mislead you.
1414
Section 3: Feats
S E C T I O N 3 : F E AT S
Certain feats, by the book, have Base Attack Bonus requirements. In these
cases, the BAB requirement is replaced with a skill rank requirement in Weapon Armor Proficiency (Heavy, Light, Medium)
skills. Some feats are applicable only to certain skills, while others require you to Prerequisites: As listed.
have the number of ranks in any Weapon skill. Regardless, unless noted Benefit: You receive full protection from armor.
otherwise, you can use Weapon Skill-based feats only with weapons that you Normal: Without the appropriate proficiency, characters receive only one-
have ranks in. half the normal protection from armor, and the check penalty applies to all
movement-based skills, attack rolls, Defense, and Reflex saves.
U NAVAILABLE F EATS Brawl
Prerequisites: Unarmed skill 1 rank.
d20 Modern Roleplaying Game Benefit: Increase your unarmed damage by one step (typically increases to
Archaic Weapons Proficiency 1d4).
Burst Fire
Double Tap Cleave
Exotic Firearms Proficiency Benefit: If one of your melee attacks leaves an opponent stunned, disabled, or
Exotic Melee Weapon Proficiency worse, you get an immediate additional melee attack against an opponent
Personal Firearms Proficiency adjacent to the one you just felled. This must be the same type of attack as the
Simple Weapons Proficiency first, at the same attack bonus. You can use this ability once per round.
Toughness
Weapon Finesse Combat Expertise
Benefit: The number you subtract from attack rolls cannot exceed the ranks you
d20 Future have in the melee weapon you are currently wielding.
Advanced Mecha Operation (171)
Alien Weapons Proficiency Combat Martial Arts
Armor Proficiency (Powered) – this may become available at a future point Prerequisites: Unarmed skill 1 rank.
Charismatic Plus Benefit: When fighting unarmed, you are treated as armed for the
Dedicated Plus purposes of threatening and provoking attacks of opportunity.
Fast Plus
Hair Trigger (171) Combat Throw
Mecha Crush (171) Prerequisites: Defensive Martial Arts, Unarmed skill 1 rank.
Mecha Fling (171)
Mecha Operation (171) Dead Aim
Mecha Sweep (171) Prerequisites: Wisdom 13, Far Shot, ranged Weapon Skill 1 rank.
Mecha trample (172)
Mecha Weapon Boost (172)
Mecha Weapon Proficiency (172)
Defensive Martial Arts
Planetary Adaptation Prerequisites: Unarmed skill 1 rank.
Smart Plus
Starship Battle Run Exotic Weapons Proficiency
Starship Dodge Prerequisites: Appropriate skill at 1 rank.
Starship Feint There are several version of this feat available to characters. Attacks with
Starship Gunnery an appropriate weapon by a character lacking the necessary feat suffer an
Starship Mobility additional -4 penalty. The following Exotic Weapon Proficiency feats are
Starship Operation available:
Starship Strafe • Assault Rifles
Strong Plus • Axes
Stun Mecha (172) • Black Powder Firearms
Thruster Blast (172) • Bows
Tough Plus • Crossbows
• Flails and Chains
d20 Apocalypse • Grenade Launchers
Mutation Damage Boost • Handguns
Mutation Immunity • Heavy Blades
Rad Soaker • Heavy Weapons
Sense Mutation • Light Blades
Thrifty Mechanic • Maces and Clubs
• Machine Guns
M ODIFIED F EATS •
•
Picks and Hammers
Polearms
• Rifles
d20 Modern Roleplaying Game • Shotguns
• Slings and Thrown Weapons
Advanced Combat Martial Arts • Spears and Lances
Prerequisites: Combat Martial Arts, Improved Combat Martial Arts, Unarmed • Submachine Guns 1
skill 8 ranks. • Unarmed/Natural Weapons
Benefit: Unarmed strikes deal x3 damage on a critical hit. Note that energy weapons are considered Exotic, and require this feat. For
example, a High-Intensity Hand Laser is an Energy Handgun, and thus requires
Advanced Firearms Proficiency the Exotic Weapons Proficiency (handguns) feat to use properly.
You are skilled in using fully automatic weapons.
Prerequisite: Assault Rifles, Heavy Weapons, Machine Guns, or
Far Shot
Submachine Guns skill 4 ranks. Prerequisites: ranged Weapon Skill 1 rank.
Effect: When attacking a target multiple times with a weapon set on
autofire you only suffer a –8 penalty to hit on each attack roll beyond the first. Frightful Presence
Special: Automatic shotguns are a hybrid between shotguns and assault Benefit: The save DC for this ability is 15 + Charisma modifier.
rifles. When using an automatic shotgun, you use the Shotguns skill. If you do
not have Assault Rifles at an equal or greater level, you suffer a -2 penalty when Great Cleave
using autofire with an automatic shotgun. Prerequisites: Strength 13, Cleave, Power Attack, any Melee Weapon skill 4
ranks.
Advanced Two-Weapon Fighting
Prerequisites: Dexterity 13, Ambidexterity, Improved Two-Weapon Fighting, Heroic Surge
Two-Weapon Fighting, Weapon skill 11 ranks. Benefit: You may use this ability once per day.
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Section 3: Feats
Special: You may purchase this feat up to five times, with each time
providing one use per day.
Unbalance Opponent
Prerequisites: Defensive Martial Arts, Unarmed skill 6 ranks.
Improved Brawl Weapon Focus
Prerequisites: Brawl, Unarmed skill 3 ranks
Benefit: Increase your unarmed damage by an additional step. Prerequisites: Weapon skill 3 ranks.
Benefit: You gain a +1 bonus to attack rolls with the selected weapon. In
Improved Bull Rush addition, you improve the weapon's Armor Penetration by one point.
Benefit: When you perform a bull rush maneuver, not only do you not provoke
attacks of opportunity, you receive a +4 bonus to the ability score check.
Whirlwind Attack
Prerequisites: Dexterity 13, Intelligence 13, Combat Expertise, Dodge, Mobility,
Improved Combat Martial Arts Spring Attack, any Melee Weapon skill 4 ranks.
d20 Future
Prerequisites: Combat Martial Arts, Unarmed skill 4 ranks.
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Section 3: Feats
susceptible to a captivate attempt, must be within 30 ft. of you, and must be able
to see, hear, and understand you.
Connected [General]
To captivate a target, make a Bluff check. The target is allowed a Sense You have an especially good relationship with a contact.
Motive check to oppose the check. If you win, you become the target’s sole Prerequisites: Charisma 15, existing applicable contact.
focus. The target pays no attention to anyone else for 1 round. This focusing of Benefit: Select one contact; when dealing with this contact, you receive top
the target’s attention allows other characters to take actions of which the price when selling or the best discount when buying (select either selling or
captivated target is unaware. The effect ends immediately if the target is attacked buying). If your Charisma is 19 or better, then you receive the best deal when
or threatened. You can concentrate to keep a target captivated for additional buying and selling.
rounds. You concentrate all your effort on the task (a full-round action), and the Special: You may select this feat more than once. For each selection, you
target gets to make a new Sense Motive check each round. The effect ends may select either buying or selling with the same contact, or with a new contact.
when you stop concentrating, or when the target succeeds on the save.
Action Point: You can spend an action point to void the target's Sense Cool Under Pressure [Skill]
Motive check for a round. You are able to perform certain tasks even when distracted or threatened.
Prerequisites: Wisdom 13.
Code of Honor [Skill] Benefit: When you select this feat, select a number of skills equal to your
You have a sterling reputation among the members of a particular organization or Wisdom bonus. You may take 10 with these skills even when distracted or under
group. duress.
Prerequisites: At least one allegiance. Special: You may select this feat multiple times; each time, select a new
Benefit: Select one allegiance your character already has formed. You set of skills.
gain a +4 circumstance bonus on Bluff, Diplomacy, Gather Information,
Intimidate, and Sense Motive checks when dealing with characters who have the Corporate Clout [General]
same allegiance. You gain a –4 circumstance penalty on these same checks In a good way, you have become someone the corps want to keep an eye on.
when dealing with characters who have the opposed allegiance. Benefit: Select one corporation; you gain a +4 Reputation bonus with reps
Special: You may select this feat multiple times; each time it applies to a from that corp.
different allegiance. Special: You may select this feat multiple times; each selection applies to a
different corporation.
Collector [General]
You spend so much time and money on one of your hobbies that you have Deep Pockets [Wealth]
become an expert on the subject. You lack nothing in the way of comfort and can buy just about anything that
Prerequisites: Knowledge (popular culture) 5 ranks. catches your eye.
Benefit: Select a single hobby or pastime (comic books, baseball cards, Prerequisite: Well-Off, Knowledge (business) 5 ranks, Profession 10
noir films, and so forth). You gain a +5 bonus on Wealth checks to see if you ranks.
have an object related to your hobby on hand. (See On-Hand Objects in Chapter Benefit: Increase your Wealth bonus by +3. An item’s purchase DC is
4: Equipment of the d20 Modern Roleplaying Game.) You may attempt these considered 10 points lower when applying a Wealth bonus decrease. The item’s
checks for items with a purchase DC of 12 or lower. purchase price remains the same, and the decrease for a purchase DC 15 or
Normal: On-hand Wealth checks can normally only be made for items with higher still applies.
a purchase DC of 10 or lower.
Special: You must still get your GM’s permission to attempt the Wealth Diehard [General]
check, and the GM is the final arbiter of the purchase DC for all items. You are hard to put down.
Prerequisites: Constitution 13.
Commanding Presence [General] Benefit: You are not disabled until your negative hit points exceed your
Your presence can strength the resolve of allies and weaken that of opponents. Constitution bonus. You are not unconscious until your negative hit points
Prerequisites: Charisma 13, Diplomacy 11 ranks, Intimidate 11 ranks. exceed your Constitution bonus x2, and you are not dead until your negative hit
Benefit: You can use an attack action to enable an ally or weaken an points exceed 10 + (Constitution bonus x2).
opponent. You cannot use this feat on yourself.
To enable an ally, the target must be able to hear, see and understand you Disarming Looks [Skill]
Make a DC 20 Diplomacy check. If successful, you negate one of the following Your physical appearance can fool others into ignoring your other attributes,
conditions: cowering, dazed, fatigued, nauseated, panicked, shaken, or stunned. abilities, or faults.
To weaken an opponent, the opponent must be able to see, hear, and Prerequisites: Appearance 15.
understand you. Make an Intimidate check opposed by the target's Will save. If Benefit: Once per day, you may reroll Bluff, Diplomacy, Gather
you win, the opponent is shaken for 1d6 + Charisma bonus rounds. If the target Information, or Intimidate check in which your gender and physical appearance
wins, he is immune to your use of this ability for 24 hours. may apply (such as seduction or convincing a guard of the opposite gender to let
you by). You must accept the outcome of the reroll, regardless of the result.
Company Man [Skill]
You have some weight you can throw around in an organization — just Dominating Demeanor [Skill]
remember that you can catch it from on high if you make waves. You have a force of presence that demands respect.
Example: An Army sergeant, division manager or senior field agent. Benefit: You gain a +2 bonus to Intimidate checks. This increases to +6 in
Benefit: Gain a +2 bonus on Charisma rolls and Charisma-based skill sexual situations in which you are dominating or imposing your authority and will
checks when dealing with someone of the same organization; to resist attempts on another person.
by others in the organization to sway your attitude or activities; and on Diplomacy
and Intimidate checks when dealing with other organizations familiar with the one Electronic Warfare [Skill]
you belong to. You are an expert in the most sophisticated modern warfare techniques.
Gain Wealth bonus +1; you can requisition equipment of up to purchase Effect: You gain a +4 bonus with any of the following uses of the Computer
DC 20 once per session. Use skill: Jamming, Signal Interception, Signal Triangulation or Signal
Action Point: You can spend an action point for a second requisition. Scrambling/Unscrambling.
Compelling Performance [General] Extreme Machine [General]
You can give performances so powerful that they affect an audience's emotional You are able to "soup up" devices to greater effect, but with the risk of them
state. breaking.
Prerequisites: Charisma 17, Perform 12 ranks. Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks.
Benefit: To use this ability, you must spend 1 action point. The emotion Benefit: To use this, you must have access to the parts and a tool kit.
you arouse affects a number of targets equal to your Charisma bonus within 15 Make a Craft (electronic) or Craft (mechanical) check as appropriate. This takes
feet of you (or within 15 feet of a television, radio, or telephone that broadcasts 60 minutes (-10 minutes per 5 points over the DC, minimum of 10 minutes). If
your performance). The performance requires a full-round action, and its effects successful, the device gains a bonus (described below). The device retains this
on the target last for 1d4+1 rounds. The target makes a Will saving throw. The bonus for one minute per 5 points over the DC, plus one minute (beginning when
DC is 10 + your Charisma bonus. If the target succeeds at the saving throw, he the device is put into use). After the duration ends, roll d%. If the result is equal to
or she is immune to the compulsion of this performance. If the target fails, he or or less than the indicated number the item breaks and must be repaired.
she reacts to the emotion as described below. You can attempt multiple different modifications.
• Despair: The target takes a –2 morale penalty on saving throws, Action Point: You can spend an action point to double the duration.
attack rolls, ability checks, skill checks, and weapon damage rolls.
• Hope: The target gains a +2 morale bonus on saving throws, attack Improvement Craft DC Repair Chance (d%)
rolls, ability checks, skill checks, and weapon damage rolls.
Ranged Weapons
• Rage: The target gains a +2 morale bonus to Strength and
Constitution, a +1 morale bonus on Will saves, and a –1 penalty to +1 to damage 15 01–25
Defense. In a dramatic situation, the target is compelled to fight, +2 to damage 20 01–50
regardless of the danger. +3 to damage 25 01–75
+5 ft. to range increment 15 01–25
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Section 3: Feats
Improvement Craft DC Repair Chance (d%) or small neighborhood – or an environment encountered infrequently during the
+10 ft. to range increment 25 01–50 campaign.
For example, in a Seattle-based campaign, the desert would be an
Electronic Devices infrequently encountered region and could be considered home ground. The
+1 equipment bonus 15 01–25 desert would not be a suitable home ground for a campaign set in the magic-
+2 equipment bonus 20 01–50 soaked Mojave. Gamemasters must approve all home grounds in their
+3 equipment bonus 25 01–75 campaigns.
For Deckers, a home ground might be a particular computer network the
Vehicles character knows extremely well. In this case, the character receives the bonus
+1 on initiative checks 20 01–25 for all tests made while accessing that network. Favorite data havens like the
+1 to maneuver 25 01–50 Denver Nexus make suitable home grounds for hacker characters. Many
+2 to maneuver 30 01–75 corporate hackers have the Home Ground quality for their corporate systems.
All home grounds must be fixed locations – characters cannot move them
False Allegiance [General] around. If a character’s home ground is destroyed, the quality is lost.
You are skilled at fitting in with different groups.
Prerequisites: Charisma 13, Diplomacy 6 ranks.
Implant Awareness [Cyber]
Benefit: You can successfully emulate an allegiance you know about. You You are very aware of the location of your implants, and very protective of them.
gain the +2 circumstance bonus on Charisma-based skills when dealing with an Prerequisites: Cybernetic or other implants subject to attack.
individual of the same allegiance. The allegiance and its bonus is considered in Benefit: You gain a +4 dodge bonus to Defense against attacks directed at
effect until a check is failed, at which point the false allegiance is revealed. your implants.
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Section 3: Feats
1919
Section 3: Feats
mental picture provides a physical description, including distinguishing markings to indifferent, indifferent to unfriendly, unfriendly to hostile (see the Diplomacy
and visible mannerisms. Success makes the profile accurate, at least concerning skill). The target makes a Will save whenever you use this talent against him or
a particular suspect as seen by witnesses. (For this Gather Information check, no her. As long as the target continues to fail the Will save, you can continue taking
money changes hands.) You can expand the profile by making an Investigate full-round actions to worsen the target’s attitude toward a designated character.
check (DC 15) involving the crime scene or other evidence linked to the suspect. When the target’s attitude drops to hostile, he or she attacks the designated
If successful, you combine eyewitness accounts with forensic evidence to character. A successful Will save doesn’t restore previous attitude shifts, but it
develop a profile of the suspect’s method of operation. This provides a +2 does render the target immune for 24 hours to further attempts by you to sow
circumstance bonus on any skill checks made to uncover additional evidence or distrust.
otherwise locate and capture the suspect.
Steely Gaze [Skill]
Quick Craft [Skill] One glance from you is enough to make weak-willed opponents defecate
You are able to build things in less time than normal. themselves.
Prerequisites: Craft (electronic) 6 ranks, Craft (mechanical) 6 ranks, or Prerequisites: Charisma 13, Intimidate 8 ranks.
Craft (structural) 6 ranks. Benefit: Up to once per round, you may demoralize an opponent (see
Benefit: You are able to use the appropriate Craft skills to build items in Intimidate skill, PHB) as a free action.
one-half the normal time.
Street Broker [General]
Quick Recovery [Sex] You have a larger than normal supply of goods and rumors for trade.
You revive more quickly after sex. Benefit: Your grey wealth bonus increases by +3. You gain a +1 bonus on
Benefit: You are ready to perform sexually after only 15 minutes of rest. Knowledge (streetwise) checks.
Normal: You must rest at least half an hour between sexual activities. Special: You may select this feat multiple times; its effects stack.
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Section 3: Feats
another action). the Dodge feat attacks you in melee and misses, you may choose to force it to
Characters with this feat may also communicate simple information using make an immediate extra attack against any other creature of your choice within
hand signals. its reach that also threatens you. This free attack is at the same attack bonus as
the one that missed, and any effects that applied to the original attack against
Uncanny Scent [General] you remain in effect. This feat does not apply if the attack that missed was an
You can pinpoint scents at a greater distance. attempt to disarm, grapple, sunder, or trip you, nor if it was an attack of
Prerequisites: Scent ability, Improved Scent. opportunity that you provoked. This attack counts as one of your attacks of
Benefit: You can pinpoint the location of a scent when within 20 feet. opportunity for the round; you may use this feat no more than once per round,
Normal: You can pinpoint the location of a scent when within 5 feet. even if entitled to multiple attacks of opportunity per round.
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Section 3: Feats
• Gargantuan – Severe Prerequisites: Melee Weapon skill or Unarmed skill 5 ranks, Spot 6 ranks.
• Colossal – Windstorm Benefit: Attackers do not gain the usual +2 attack roll bonus when flanking
If you have a breath weapon, you cannot use this feat and your breath you. This does not apply if you are denied your Dexterity bonus to Defense.
weapon at the same time. Normal: Opponents flanking you receive a +2 bonus to their attack rolls.
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Section 3: Feats
You do not suffer any penalty for using a light weapon when attempting to disarm of damage that the thrown creature would have taken.
a foe or when a foe attempts to disarm you.
Normal: Disarm attempts are not automatically successful on a natural roll Flipping Attack [Melee]
of 20. Wielders of a light weapon suffer a -4 penalty to make or resist disarm You may make a powerful somersaulting attack.
attempts. Prerequisites: Dexterity 13, Dodge, Mobility, Spring Attack, Tumble skill 3
ranks, any Melee Weapon Skill 5 ranks.
Dust Cloud [Combat] Benefit: When you take the charge action, you may continue to move after
You can sweep dust into the air to hide from an opponent. making the attack portion of the charge. The movement must continue in a
Prerequisites: Dexterity 19, Intelligence 19, Huge size, Combat Reflexes, straight line, up to a maximum total movement of twice your move speed. Moving
wings or a tail. in this way does not provoke an attack of opportunity from the defender you
Benefit: As an attack action, you can sweep a limb across the ground and attack, though it might provoke attacks of opportunity from other creatures if
create a dust cloud. This hemispherical cloud has a radius in feet equal to 20 x possible.
your Hit Dice. Creating the cloud has a 50% chance to snuff unprotected flames Normal: Using the Spring Attack feat does not normally gain the benefits of
(candles, torches, small campfires) of nonmagical origin in the area. The cloud the charge action, namely a +2 bonus to the attack roll and the ability to move
obscures vision and creatures caught within are blinded while inside and for 1 twice your speed while attacking.
round after emerging. Any creature caught in the cloud must succeed on a DC
(10 + ½ Hit Dice + Strength modifier) Concentration check to cast a spell. The Flying Kick [Melee]
cloud lasts a number of rounds equal to 1 + Dexterity modifier. You are able to deal increased damage with jumping unarmed attacks.
Special: A flying creature with this feat must be within reach of the ground Prerequisites: Jump 6 ranks, Unarmed skill 6 ranks.
to create the effect, but need not actually be in contact with it. Benefit: When you make an unarmed charge attack, and you take at least
a 20 ft. running start, roll a DC 20 Jump check; if successful, your attack deals
Exploit Weakness [Attack] double damage. If you fail the Jump check, however, you provoke an attack of
You are skilled at finding weaknesses in your foes' combat strategy. opportunity from the target.
Prerequisites: Intelligence 13, Spot 3 ranks.
Benefit: If you spend one round of combat studying your opponent, taking Gape of the Serpent [Melee]
no actions other than Defense, you can make an Intelligence check. (the DC is You can swallow creatures larger than normal.
10 + opponent's weapon skill ranks). If successful, then for the remainder of the Prerequisites: Swallow whole.
encounter, you can apply your Intelligence bonus instead of your Dexterity bonus Benefit: You can swallow a creature of up to your own size category. Like
to your attack rolls. a snake, you can stretch your mouth to an outlandish extent to accommodate
immense prey. However, this process is time-consuming. If your second grapple
Extended Reach [Melee] check is successful after you have established a hold against a creature larger
Your flexible body allows you to reach farther than normal. than you could swallow normally, you begin to swallow the held creature. On the
Prerequisites: Small or larger size, non-rigid body or a non-rigid attack following round, you must make an additional grapple check to complete the
form such as a tentacle, feeler, or pseudopod. swallowing. The held creature can try to fight or break the grapple as normal
Benefit: Your body, or a part of your body with which you can deliver a while you are attempting to swallow it.
melee attack is boneless and flexible, allowing you to threaten a larger than Normal: Unless noted otherwise, a creature can swallow opponents no
normal area with melee attacks. Add +5 feet to your normal reach. larger than two size categories smaller than itself.
Action Point: You can spend an action point for an additional +5 ft. reach Special: Your gullet can hold one creature of the maximum size; other
for one round. maximum numbers of swallowed creatures remain the same.
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Section 3: Feats
2424
Section 3: Feats
Improved Quick Draw [Attack] Benefit: Reduce the penalty for ranged attacks from a moving mount to
one-half normal.
You are able to instantly draw a weapon and attack with it.
Prerequisites: Dexterity 15, Quick Draw, Melee Weapon skill 5 ranks.
Benefit: When you use Quick Draw to draw a one-handed or lighter melee
Mounted Combat [Combat]
weapon, you can make an immediate attack against an opponent in your You are skilled at fighting from a mount.
threatened area if your initiative is higher than his is. Since this works primarily Prerequisites: Ride 1 rank, Weapon Skill 1 rank.
on surprise, you may use this only once per combat. Benefit: Once per round when your mount is hit in combat, you may
attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your
Improved Shatter [Melee] Ride check result is greater than the opponent’s attack roll.
You are very skilled at breaking things.
Prerequisites: Strength 13, Shatter.
Multiattack [Attack]
Benefit: When you attack an object with a melee attack, you ignore an You are skilled at attacking with your natural weapons.
additional 2 points of the object's Hardness (combined with Shatter for a total of 4 Prerequisites: 2 or more natural weapons.
points ignored). Benefit: When you attack with multiple natural weapons, your secondary
attacks suffer a -2 penalty instead of the normal -5.
Improved Sneak Attack [Attack] Multigrab [Melee]
You are able to deal even greater damage when striking vital areas.
Prerequisites: Dexterity 15, Sneak Attack, any Weapon skill 6 ranks, Treat You can grapple enemies more firmly than normal with you natural weapons.
Injury 7 ranks. Prerequisites: Strength 17, improved grab.
Benefit: When you score a successful sneak attack, you deal an extra Benefit: When grappling an opponent with the part of your body used to
+2d6 points of damage. Otherwise, this is the same as Sneak Attack. make the attack, you take only a -10 penalty on grapple checks to maintain the
Special: You may select this feat multiple times; each time, you gain an hold.
additional +1d6 points of damage. No, that is not a misprint – repeated selections Normal: Without this feat, you take a -20 penalty on grapple checks to
provide only a single die. maintain a hold with only the part of your body used to make the attack.
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Section 3: Feats
as you maintain the sticking hands, you gain a +1 bonus on attack rolls and
Defense against the "stuck" opponent. Maintaining sticking hands requires a
Weapon Platform [Combat]
move action every round. If the opponent moves, you may move with him, up to You are skilled in wielding large weapons.
the normal limits of your movement. If the opponent moves in a manner that you Prerequisites: Strength 17.
cannot duplicate, the sticking touch ends. If you move in a manner other than to Benefit: For determining whether you can wield a weapon one-handed, or
move with the opponent, the sticking touch ends. If the opponent inflicts damage if you meet the Strength requirements, you are treated as one size category
on you, you must roll a DC (15 + damage suffered) Concentration check to larger.
maintain the sticking touch. You may end the sticking touch voluntarily.
While maintaining a sticking touch, you do not threaten any areas, but you Weapon Specialization [Attack]
can make attacks of opportunity against the opponent if he provokes them. You are skilled at dealing damage with a particular weapon.
Prerequisites: Weapon Focus, Weapon Skill 4 ranks.
Stunning Strike [Melee] Benefit: With the weapon specified by Weapon Focus, you deal +2
You know how to hit an opponent in such a way as to knock him off balance for a damage, and Armor Penetration improves by one point.
moment.
Prerequisites: Unarmed skill 12 ranks. Wingstorm [Attack]
Benefit: You must declare that you are using this feat before you roll your You can flatten targets with blasts of air from your wings.
attack (thus, a missed attack ruins the attempt). Your attack roll suffers a-2 Prerequisites: Strength 13, fly speed, Large size, Hover, Power Attack.
penalty. If your attack is successful, in addition to your normal damage, the Benefit: As a full-attack action, you can hover in place and use your wings
opponent must roll a Fortitude saving throw (DC 10 + damage). If this fails, the to create a blast of air in a cylinder with a radius, maximum height, and wind
opponent is stunned for one round. You may attempt a stunning blow no more strength based on your size.
than once per round. Because the blast of air lasts for only your turn, creatures in the area ignore
Action Point: You can spend an action point to increase the DC by +1d8. the checked effect unless they are airborne, in which case, they are blown back
1d6 x5 feet.
Tactician [Combat]
You are a skilled tactician capable of leading a small group effectively in battle. Size Wind Effect Radius Max Height
Prerequisite: Intelligence 13, Teamwork, Knowledge (tactics) 3 ranks. Large Severe 10 feet 40 feet
Effect: Prior to a situation, you can attempt to develop a plan of action to Huge Windstorm 20 feet 80 feet
handle the situation. You must have time for preparation to use this feat.
Make a DC 15 Knowledge (tactics) check. You cannot take 10 or 20 on this Gargantuan Hurricane 30 feet 100 feet
check. Compare your result to the table below. Colossal Tornado 40 feet 120 feet
Check Result Bonus Special: You can use this feat as a full-round action, in which case, the
14 or less +0 (check failed) wind lasts until your next turn. Anyone in or entering the cylinder is affected.
Because you are producing a continuous blast of air, the checked effect works
15 – 19 +1 normally while the wind lasts *checked creatures cannot move forward against
20 – 29 +2 the force of the wind, or they are blown back 1d6 x 5 feet if airborne).
30+ +3
Decking Feats
This bonus can be applied to all skill checks and attack rolls made by you
and your Teamwork-designated allies (to a maximum of 1 + Charisma bonus), Matrix Fighter [Decking]
but the bonus only lasts for the first three rounds at most. The bonus decreases You are so skilled in Matrix combat that you deal additional damage.
by one point per round. Prerequisites: Computer Use 15 ranks.
Benefit: You are capable of scoring critical hits in cybercombat. Your threat
Take 'em Alive [Attack] range is 20/x2.
You are skilled at delivering non-lethal blows with normally lethal weapons. Special: You may select this feat multiple times; each time, your threat
Prerequisites: Dexterity 13, any Melee Weapon Skill 1 rank. range improves by one point.
Benefit: You can use a normally lethal weapon to deal non-lethal damage Normal: Matrix combat involves virtual constructs, and normally such
with no penalty on the attack roll. constructs cannot score or suffer critical hits.
Normal: When you attempt to deal non-lethal damage with a lethal
weapon, you take a -4 penalty on the attack roll. Program on the Fly [Decking]
You are capable of writing programs at a moment's notice, requiring only a
Thunderclap [Attack] fraction of the normal time.
You create a cone of deafening sound by clapping two limbs together. Prerequisites: Intelligence 17, Computer Use 15 ranks.
Prerequisites: Strength 31, Power Attack. Benefit: You are capable of programming programs at a moment's notice,
Benefit: You may, as a full-round action, clap two limbs together and taking only a few rounds. See Section 8: The Matrix for more information.
create a cone of sound that starts at your position and continues out for a
number of feet equal to 5 x Hit Dice. Creatures in the cone get a DC (10 +
Strength modifier) Fortitude save. Those who fail to save are deafened for 3d6
Defensive Feats
rounds. Creature must roll a second Fortitude save, modified by their size
grapple modifier, with failure resulting in being knocked prone. Armor Optimization [Defense]
Special: This automatically extinguishes unprotected non-magical flames You are able to intercept blows with your armor.
in the area. Prerequisites: Strength 13, Armor Proficiency (any).
Benefit: When wearing armor of the selected type, you gain a +1
Touché [Melee] equipment bonus to Defense.
You may attack a foe after disarming him. Special: You may select this feat multiple times; each time, it applies to a
Prerequisites: Intelligence 13, Combat Expertise, Disarming Expert, different class of armor (light, medium, or heavy). You cannot use this feat when
Improved Disarm, any Melee Weapon Skill 12 ranks. you have a non-Dexterity-based dodge bonus to Defense.
Benefit: If you make a successful disarm attempt, you immediately get a
melee attack against that opponent as if you hadn't used your attack for the Armor Specialization [Defense]
disarm attempt, using the same attack bonus. This additional attack may not be a You are more comfortable in a specific type of armor.
trip, disarm, or sunder attempt. Prerequisites: Strength 13, Armor Proficiency (any).
Benefit: Select a specific type of armor from a class with which you have
Trample [Melee] Armor Optimization, such as chain mail, or a forced entry unit. When wearing that
You are skilled at using your mount to overrun targets. armor, the Maximum Dodge bonus is improved by +2, the armor check penalty is
Prerequisites: Mounted Combat, Ride 1 rank, Weapon Skill 1 rank. reduced by -2, and the armor is treated as one category lighter for the purpose of
Benefit: When you attempt to overrun an opponent while mounted, your movement.
target may not choose to avoid you. Your mount may make one hoof attack Special: You may select this feat multiple times; each time, it applies to a
against any target you knock down, gaining the standard +4 bonus on attack rolls different type of armor.
against prone targets.
Back Off [Defense]
Weapon Breaker [Melee] You are skilled at stepping out of the way when someone attacks you.
You are able to shatter weapons with your unarmed strikes. Prerequisites: Dexterity 13, Dodge, Mobility, Sidestep.
Prerequisites: Strength 13, Improved Sunder, Power Attack, Unarmed skill Benefit: If an opponent’s actions allow you to perform an attack of
5 ranks. opportunity, instead of attacking, you may take a single 5-foot step. Your 5-foot
Benefit: You may attempt to sunder weapons with your unarmed attacks. step may not take you into any square that is threatened by one or more of your
Normal: You can normally attempt to sunder a weapon only with a opponents. Using this feat counts as one of your attacks of opportunity for the
weapon. round. After your 5-foot step, your opponent may continue his or her action
2727
Section 3: Feats
normally. This does not count as your 5-ft. step for the round. Special: A condition that makes you lose your Dexterity bonus to Defense
Normal: Attacks of opportunity normally do not allow you to make any also makes you lose dodge bonuses. Also, dodge bonuses stack with each
movement, only a single melee attack. other, unlike most other types of bonuses.
Special: Unless you have Combat Reflexes or some other ability that
grants you extra attacks of opportunity, you can only back off once per round. Improved Evasion [Defense]
You are quite skilled at avoiding damage from area attacks.
Close-Quarters Defense [Defense] Prerequisites: Dexterity 17, Evasion.
You are particularly effective at defending your space. Benefit: When you are subjected to an effect that allows a Reflex save for
Prerequisites: Combat Reflexes. half damage, you take no damage on a successful save, and only half damage
Benefit: When you make an attack of opportunity that is provoked by an on a failed save. You cannot use Improved Evasion if you are wearing Medium or
opponent moving through your threatened area (including attempts to bull rush, heavier armor or are carrying more than a Light Load.
overrun, grapple, sunder, etc), you gain a +2 bonus on your attack roll.
Special: If the opponent has a feat or ability that allows him to perform a Improved Iron Skin [Defense]
provoking action without provoking (such as improved grapple or improved You are particularly resistant to injury.
sunder), you may still make an attack of opportunity, albeit at a -10 penalty. Prerequisites: Constitution 19, Iron Skin.
Benefit: You damage reduction increases to 2/-.
Defensive Position [Defense]
You are skilled at using cover to greater effect. Improved Uncanny Dodge [Defense]
Prerequisites: Dexterity 13. You are able to react to multiple opponents.
Benefit: When you have one-quarter, one-half, three-quarters, or nine- Prerequisites: Dexterity 13, Dodge, Evasion, Uncanny Dodge.
tenths cover, you gain an additional +2 cover bonus to Defense and Reflex Benefit: Flanking attackers receive no bonus to attack rolls against you.
saves. You are still considered flanked though.
2828
Section 3: Feats
Zig-Zag [Defense] Benefit: At your discretion, when involved in a vehicular collision, the
smallest vehicle involved in the collision may be treated as one size category
You are particularly skilled at dodging ranged attacks. larger or smaller for the purposes of determining the damage. This does not
Prerequisites: Dexterity 13, Dodge, base Defense +6. require that you instigate the collision.
Benefit: You gain a +1 dodge bonus to Defense against ranged weapons
for each range increment the weapon must fire through. If you are fighting
defensively or using total defense, double this bonus.
Follow that Car [Vehicle]
When driving, you can follow a vehicle so closely that nothing is able to separate
Magic Feats the two vehicles.
Prerequisites: Drive 6 ranks, Vehicle Dodge, Vehicle Specialization.
Benefit: At the beginning of the round you must be in control of a car,
Assensing [Magic] motorcycle, or other automotive vehicle that is in a square directly behind the
You are able to use astral sight to gain information about beings and objects. target vehicle. As a full-round action you may spend 1 action point to follow that
Prerequisites: Wisdom 11, Astral Sight, Magic Rating 1. vehicle no matter where it goes, ignoring any impediments that have been placed
Benefit: When you are using astral sight, you can attempt to glean in your way.
information about a creature, object, or other effect as long as it possesses an Your vehicle must conform to the standard movement rules—you do not
astral aura. For more information, see Section 7: Magic. automatically gain extra speed or maneuverability. You must make checks as
normal for maneuvers and stunts. Your vehicle cannot perform maneuvers for
Astral Projection [Magic] which it is not equipped. (For example, if you are following a car that has been
You are able to separate your astral form from your physical body and travel. modified to also serve as a submarine and your car has not, you may not follow it
Prerequisites: Wisdom 11, Astral Sight, Magic Rating 1. underwater.)
Benefit: You are able to separate your astral form from your physical body The purpose of this feat is to allow you to follow the vehicle so closely that
and travel through astral space. For more information on the Astral Plane, see no impediment may be placed in the road to knock you off the trail.
Section 7: Magic.
Free Driving [Vehicle]
Astral Sight [Magic] You are a great driver.
You have developed the ability to see into the plane of existence known as the Prerequisites: Vehicle Expert, Drive 15 ranks.
Astral Plane. Benefit: You are able to drive any ground vehicle as a free action. Drive
Prerequisites: Wisdom 11, Magic Rating 1. checks made to perform a second stunt action require a move action.
Benefit: You have the ability to see into the Astral Plane. This is astral
perception. For more information, see Section 7: Magic. Hit the Weak Spot [Vehicle]
You know where to hit vehicles in critical areas.
Astral Tracking [Magic] Prerequisites: Craft (mechanical) 6 ranks.
You are able to track auras and magical residue on the Astral Plane. Benefit: When you make an attack against a vehicle, with a weapon or
Prerequisites: Wisdom 11, Assensing, Astral Sight, Magic Rating 1. another vehicle, you ignore 5 points of the vehicle's Hardness.
Benefit: You have the ability to track signatures on the Astral Plane. See
Section 7: Magic for more information. Off-Roader [Vehicle]
You are skilled at maneuvering vehicles in rough terrain.
Combat Casting [Magic] Prerequisites: Drive 6 ranks.
Prerequisites: Magician. Benefit: You no longer double the modifier for driving off road.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell
or use a spell-like ability while on the defensive or while you are grappling or Redlining [Vehicle]
pinned. You are quite adept at operating vehicles at high speeds.
Prerequisites: Dexterity 13, Vehicle Expert, Drive 10 ranks.
Greater Spell Focus [Magic] Benefit: You treat Check/Roll Modifiers for All-Out and Highway Speeds as
Your spells in a specific category are unusually potent. Street Speeds (reduced to –1 as opposed to –2 and –4, respectively).
Prerequisites: Spell Focus.
Benefit: Increase the save DC for spells from the category selected with
Spell Focus by an additional +2.
Vehicle Feats
Collision Control [Vehicle]
You are quite skilled at controlling vehicle collisions.
Prerequisites: Force Stop, Vehicle Expert, Drive 8 ranks.
2929
30
Section 4: Equipment
SECTION 4: EQUIPMENT
W EALTH R ESTRICTIONS
Wealth follows the normal rules as presented in d20 Modern Roleplaying Game, This needs to be emphasized apparently.
with the following modifications. In addition, Shadowrun/d20 Modern uses the If you do not have a SIN, you cannot buy any item that has a restriction
d20 Cyberscape concept of Grey Wealth. rating of Licensed, Restricted, or Military legally unless you can acquire the
To determine Wealth loss: appropriate paperwork.
You do not automatically lose Wealth because a Purchase DC is 15+. Even if you have a SIN, or forged paperwork, you cannot buy Restricted or
To determine your Wealth loss, subtract 5 from your Wealth bonus. Military class items without proper justification for the Powers That Be.
• If the Purchase DC is 1-10 points higher than this, you lose 1 point of
P ERSONAL W EAPONRY
Wealth.
• If the Purchase DC is 11-15 points high than this, you lose 1d6
Wealth. Reading Personal Weaponry Table:
• If the Purchase DC is 16+ points higher than this, you lose 2d6 • AP: "Armor Penetration". An attack with this weapon modifies the
Wealth. target's damage conversion/damage reduction by this amount before
applying the DC/DR to the damage dealt. For example, if using hand
Nuyen¥ to Wealth razors against a target wearing an armor vest (LI 1d4-1), the target
Most everything you do in Shadowrun/d20 Modern is for the money. However, rolls 1d4-1+2 damage conversion. If you were instead wielding a club
the system doesn't use money, it uses the abstract Wealth system. (-1 AP), the target would roll 1d4-1-1.
To convert cash to your Wealth bonus, treat it as selling an object with s • Size: This is the size category of the weapon (not the size class of
Purchase DC equal to the value of the cash (do not reduce by 3 as per the the wielder).
normal Selling Stuff rules). • Str: This is the minimum Strength score required to wield the weapon
Since, in this revision, you do not automatically lose a point of Wealth for without penalty (listed for Medium/Large characters). If your Strength
buying objects with Purchase DC 15+, you do not automatically gain a point of is insufficient, then for each point below the minimum, you suffer a -1
Wealth for selling objects with a Purchase DC of 15+. penalty to attack rolls.
3131
Section 4: Equipment
FIREARMS TABLE 1
Weapon Skill Acc Damage Damage (burst) Crit AP Type Range Inc RoF Mag
Handguns
Ares Predator (.45 autoloader) Handguns -1 2d8 n/a 20 -1 Ballistic 30 ft. S 15+1 box
Ares Viper (10mm autoloader) 3 Handguns/SMG +0 2d6 2 4d6 20 Special Ballistic 20 ft. S, 3b 30+1 box
Beretta Model 101T (9mm autoloader) Handguns +0 1d10 n/a 20 -2 Ballistic 30 ft. S 12+1 box
Browning Max Power (10mm autoloader) Handguns +0 2d6 n/a 20 -1 Ballistic 30 ft. S 10+1 box
Colt American L36 (9mm autoloader) Handguns +0 1d10 n/a 20 -2 Ballistic 25 ft. S 11+1 box
Fichetti Security 500 (9mm autoloader) Handguns +0 1d10 n/a 20 -2 Ballistic 30 ft. S 12+1 box
Fichetti Security 500a (9mm autoloader)1 Handguns +0 1d10 n/a 20 -2 Ballistic 30 ft. S 25+1 box
Remington Roomsweeper (20-g shotgun) 3 Shotguns -1 Varies 2 n/a 20 Varies Ballistic 10 ft. Single 8+1 int
Ruger Super Warhawk (.44 magnum rev) Handguns -1 1d10+1d4 n/a 20 -1 Ballistic 30 ft. S 6 cyl
Streetline Special (.32 autoloader) 3 Handguns +0 1d8 n/a 20 -0 Ballistic 30 ft. S 6+1 box
Walther Palm Pistol (9mm breech-loader)3 Handguns +0 1d10 n/a 20 -2 Ballistic 20 ft. Special 2 int
Longarms
AK-97 (5.56mm assault rifle) 3 Assault Rifles/Rifles -1 2d8 4d8 20/x3 -2 Ballistic 70 ft. S, A 38+1 box
AK-97 SMG (5.56mm SMG) Assault Rifles/Rifles +0 2d8 4d8 20/x3 -2 Ballistic 40 ft. S, A 30+1 box
AK-98 (7.62mm assault rifle) Assault Rifles/Rifles +0 2d10 4d10 20/x3 -2 Ballistic 70 ft. S, A 38+1 box
Defiance T-250 (12-gauge shotgun) Shotguns +0 Varies 2 n/a 20 Varies Ballistic 30 ft. S 5+1 int
Enfield AS-7 (12-gauge shotgun) Shotguns +0 Varies 2 Varies 20 Varies Ballistic 30 ft. S, 3b 10+1 box
FN HAR (7.62mm assault rifle) Assault Rifles/Rifles +1 2d10 4d10 20/x3 -2 Ballistic 90 ft. S, A 35+1 box
HK HK227 (9mm submachine gun) Submachine Guns +0 1d10 2d10 20 -2 Ballistic 50 ft. S, A 28+1 box
HK HK227S (9mm submachine gun) 3 Submachine Guns +0 1d10 2d10 20 -2 Ballistic 40 ft. S, 3b 28+1 box
Ingram Valiant (5.56mm LMG) 3 Machine Guns +0 2d8 4d8 20/x3 -2 Ballistic 100 ft. A Linked
Ranger Arms SM-3 (7.62mm sniper rifle)13 Rifles +2 2d10 n/a 20/x3 -3 Ballistic 100 ft. S 6+1 int
Remington 750 (7.62mm hunting rifle) Rifles +1 2d10 n/a 20/x3 -2 Ballistic 80 ft. Single 5+1 int
Remington 950 (7.62mm hunting rifle) 1 Rifles +1 2d10 n/a 20/x3 -2 Ballistic 90 ft. Single 5+1 int
Uzi III (9mm submachine gun) Submachine Guns +0 1d10 2d10 20 -2 Ballistic 40 ft. 3b 24+1 box
1
This mastercraft weapon grants a +1 bonus on attack rolls.
2
This weapon does special damage. See the weapon description.
3
See the description of this weapon for special rules.
and is for semi-automatic and single shot fire modes, even for
Reading Firearms Table 2: weapons capable only of burst or automatic fire.
• Size: This is the size category of the weapon (not the size class of o If a character does not meet the Strength requirement, he
the wielder). suffers a -2 penalty to his attack rolls per point by which he fails
• Str: This is the minimum Strength required to use the weapon without to meet the requirement.
penalty. The requirement is listed in Medium/Large character size o When fired in burst fire mode, the Strength requirement
3232
Section 4: Equipment
SHOTGUN DAMAGE
Caliber 00 Buckshot* Buckshot AP Birdshot* Birdshot AP Slug Slug AP Critical
10-gauge 3d8 / 2d8 / 1d8 +1 / +2 / +3 3d4 / 2d4 / 1d4 +2 / +3 / +4 2d10 -2 20
12-gauge 3d6 / 2d6 / 1d6 +1 / +2 / +3 3d3 / 2d3 / 1d3 +3 / +4 / +5 2d10 -1 20
16-gauge 3d6 / 2d6 / 1d6 +2 / +3 / +4 2d3 / 2d3 / 1d3 +4 / +5 / +6 2d10 +0 20
20-gauge 2d6 / 1d6 / 1d4 +3 / +4 / +5 2d3 / 1d3 / 1d2 +5 / +6 / +7 2d8 +0 20
28-gauge 2d4 / 1d4 / 1d3 +4 / +5 / +6 2d2 / 1d2 / 1 +6 / +7 / +8 2d6 +1 20
.410 (gauge) 1d8 / 1d3 / 1d2 +5 / +6 / +7 1d4 / 1d2 / 1 +7 / +8 / +9 1d10 +1 20
* Buckshot and birdshot deal the first damage in the first range increment, the second damage in the second range increment, and the third damage at the third
range increment and beyond.
3333
Section 4: Equipment
Grenade launcher: This stand-alone weapon may also be mounted to firing multiple shots, as if using Burst Fire, automatic fire, and so
most modern assault rifles. For complete statistics, see Heavy Weapons below. forth, you receive a +6 bonus to the attack roll. However, this attack
Laser sights: This provides a +1 bonus on attack rolls with a ranged bonus cannot exceed the penalty imposed by the fire mode. This
weapon against targets within 30 ft. as long as lighting conditions allow for it. bonus stacks with the bonus provided by Gas-Vent systems. This
Laser sights are not compatible with smartgun links or smart goggles. does not stack with the bonus provided by shock pads. A gyro mount
Imaging scopes: There are a variety of imaging scopes available for provides 1 point of damage conversion. Gyro mounts attempt to
weapons. correct the wearer's movement – when moving, changing direction
• Low-light: This scope allows you to see through it as if you possess requires a Strength check, with the DC based on your speed – at
the extraordinary ability of low-light vision. walking speed, the DC is 15. A hustle is DC 20 and a run is DC 30.
• Magnification 1-3: Putting on a gyro mount takes 1 minute, but it can be released with a
o When using a telescopic scope, you cannot use automatic fire, standard action.
burst fire, double tap, or the Strafe feat. Silencer: Noticing a shot fired by a silenced weapons requires a DC 15
o You gain the benefits of the Dead Aim and Far Shot feats when Listen check. Silencers reduce the damage of a weapon. Weapons that deal up
using a telescopic scope, even if you do not have those feats or to 8 points of damage suffer no reduction; weapons that deal up to 12 points of
qualify for them. damage suffer a -1 damage penalty. Weapons that deal more than 12 points of
o When using a telescopic scope, you take a -10 penalty on Spot damage suffer a -2 damage penalty.
checks made to detect opponents within 30 ft. Smart goggles: When used with a smart weapon (either a smartgun
o Making an attack when using a telescopic scope requires a full- variant or a weapon with a Smartlink adapter), these provide a +1 bonus on
round action. attack rolls.
o A telescopic scope provides no benefit at ranges less than 50 Smartgun adapter: This is an add-on accessory, allowing a weapon to be
feet. used with smartgun systems.
o Depending on their quality, telescopic scopes provide varying Smartgun variant: This is a variant weapon with smart tech built directly
equipment bonuses on attack rolls. A Magnification 1 provides into the weapon.
a +2 bonus, a Magnification 2 provides a +4 bonus, and a
•
Magnification 3 provides a +6 bonus.
Thermographic: This scope allows you to see through it as if you T ASER W EAPONS
possess the extraordinary ability of darkvision with a range of 120 ft. Reading Taser Weapons Table:
Recoil compensators: • AP: "Armor Penetration". An attack with this weapon modifies the
• Gas-Vent 2: When firing multiple shots, as if using Double Tap, Burst target's damage conversion/damage reduction by this amount before
Fire, automatic fire, and so forth, you receive a +2 bonus to the attack applying the DC/DR to the damage dealt. Even when firing a burst,
roll. However, this attack bonus cannot exceed the penalty imposed the AP of a weapon does not change.
by the fire mode. • RoF: "Rate of Fire". This determines how quickly the weapon can
• Gas-Vent 3: When firing multiple shots, as if using Double Tap, Burst cycle rounds. "S" indicates a semi-automatic weapon. Semi-auto
Fire, automatic fire, and so forth, you receive a +3 bonus to the attack weapons are capable of double taps. "A" indicates full automatic fire.
roll. However, this attack bonus cannot exceed the penalty imposed "[Number]rb" indicates a preset unalterable burst setting. "Single"
by the fire mode. indicates single shot – one pull of the trigger fires one round, but the
• Shock pads: When firing multiple shots, as if using Double Tap, weapon cannot be used for double taps.
Burst Fire, automatic fire, and so forth, you receive a +1 bonus to the • Size: This is the size category of the weapon (not the size class of
attack roll. However, this attack bonus cannot exceed the penalty the wielder).
imposed by the fire mode. This bonus stacks with the bonus provided • Str: This is the minimum Strength required to use the weapon without
by Gas-Vent systems. penalty. The requirement is listed in Medium/Large character size
• Gyro mount: This uses an articulated arm to help maintain stability and is for semi-automatic and single shot fire modes, even for
when using a weapon in burst or automatic mode. When firing weapons capable only of burst or automatic fire.
multiple shots, as if using Burst Fire, automatic fire, and so forth, you o If a character does not meet the Strength requirement, he
receive a +4 bonus to the attack roll. However, this attack bonus suffers a -2 penalty to his attack rolls per point by which he fails
cannot exceed the penalty imposed by the fire mode. This bonus to meet the requirement.
stacks with the bonus provided by Gas-Vent systems. This does not o When fired in burst fire mode, the Strength requirement
stack with the bonus provided by shock pads. A gyro mount provides increases by +1.
1 point of damage conversion. Gyro mounts attempt to correct the o When fired in automatic mode, the Strength requirement
wearer's movement – when moving, changing direction requires a increases by +3.
Strength check, with the DC based on your speed – at walking speed, o Keep in mind that this is a guideline. In addition to Strength, the
the DC is 15. A hustle is DC 20 and a run is DC 30. Putting on a gyro size of the operator and the weapon will affect usage.
mount takes 1 minute, but it can be released with a standard action.
• Gyro mount – deluxe: This uses an articulated arm to help maintain
stability when using a weapon in burst or automatic mode. When
A MMUNITION
Explosive - - - - - - +2
Flechette - - - - - - +3
Ammunition has the same Restriction code as the weapon. Gel - - - - - - +1
Handgun ammunition: A 50-round box of ammunition for the handguns
described above has a Purchase DC of 10.
Longarm ammunition: A 50-round box of ammunition for the longarms Other Ammunition
described above has a Purchase DC of 11, except for the 12.7x99mm, which has Arrow (20) 1.5 3 4.5 6 7.5 15 12
a Purchase DC of 13. Crossbow bolt (20) 1.5 3 4.5 6 7.5 15 10
Shotgun ammunition:
Sling bullets (20) 3 6 9 12 15 30 8
12-gauge ammunition has the following Purchase DC per 50-round box:
• 00-buckshot – 11
Pur DC: Add this to the normal cost of the ammunition.
• Birdshot – 11
• Slug – 13 Assault Cannon: Assault cannons fire 20mm stable explosive rounds that
20-gauge ammunition has the following Purchase DC per 50-round box: do not cause the weapon to become unreliable.
3434
Section 4: Equipment
Explosive: Explosive rounds deal +1d4 damage. However, if the target has the lethal damage as normal.
any kind of High Impact armor protection, he gains a +50% bonus to this
protection. For example, if you use an Ares Predator (2d8 base damage) against
someone wearing a lined coat (HI 1d10-1), then the target rolls 1d10-1 x1.5 E XPLOSIVES
against your 2d8 +1d4 damage. If a character carrying explosive ammunition Reading Explosives Table 1:
catches on fire, or fails a saving throw against a fireball or similar effect, there is • Damage Type: This is the type of damage the explosive deals.
a 25% chance (+5% per round if on fire) that his explosive ammo will detonate, • Blast Increment: Explosives have a blast increment. This represents
dealing (rounds carried) x 1d3 to the character with no saving throw. Creatures the fact that as the explosion moves outward, it loses power. Unless
within 5 ft. will suffer this damage as well, but get a DC 15 Reflex save for half noted otherwise, explosives have three blast increments. This is
damage. Explosive ammunition makes a weapon unreliable. presented in the following format: radius in ft. – damage (Reflex save
Flechette: Flechette rounds deal +50% damage. However, if the target has DC for half damage). A successful save moves you to the nearest
any kind of High Impact armor protection, double the protection before applying space in the next blast increment.
the 50% damage increases. For example, if you are using an Ares Viper (2d6 • Armor: This indicates which aspect of armor protects against the
base damage), you deal 2d6 +1d6 points of damage. If you shoot at someone explosive.
wearing an armor jacket (HI 1d12-1), you roll the base 2d6 damage and the • AP: "Armor Penetration". An attack with this explosive modifies the
target rolls 2d12-2. If any of your damage penetrates, then you roll the additional target's damage conversion/damage reduction by this amount before
1d6 damage. applying the DC/DR to the damage dealt. The AP of an explosive is
If you were firing the Viper on burst fire (4d6 base damage), you would deal different depending on the blast increment.
4d6 (+2d6) damage, but the target would roll 4d12-12 before you could add the
additional 2d6 damage.
Gel: Gel rounds deal non-lethal damage, plus 1 point of lethal damage per
damage die. High Impact armor negates the non-lethal damage, and converts
EXPLOSIVES TABLE 1
Blast Increment AP Range
Weapon Damage Type Armor
1 2 3 1 2 3 Inc
Commercial explosive Concussion 0-10 ft – 3d6 (18) 11-20 ft. – 1d6 (16) - Low Impact -1 +0 - -
Concussion grenade Concussion 0-10 ft. – 4d6 (19) 11-20 ft. – 2d6 (17) 21-30 ft. – 1d6 (16) Low Impact -1 +0 +1 10 ft.
Defensive grenade Slashing 0-5 ft – 4d6 (19) 6-10 ft. – 2d6 (17) 11-15 ft. – 1d6 (16) High Impact -4 -2 -1 10 ft.
Gas (Neuro-Stun VII) grenade - Special N/A - - - 10 ft.
Mini-grenade Special By type By type Type Type Type Varies
Offensive grenade Slashing 0-10 ft. – 4d6 (19) 11-20 ft. – 2d6 (17) 21-30 ft. – 1d6 (16) High Impact -4 -2 -1 10 ft.
Plastic explosive, Compound IV Concussion 0-10 ft. – 4d6 (19) 11-20 ft. – 2d6 (17) 21-30 ft. – 1d6 (16) Low Impact -1 +0 +1 -
Plastic explosive, Compound XII Concussion 0-10 ft. – 6d6 (21) 11-20 ft. – 3d6 (18) 21-30 ft. – 1d6 (16) Low Impact -2 -1 +1 -
Radio detonator - - - - N/A N/A N/A N/A -
Timer - - - - N/A N/A N/A N/A -
EXPLOSIVES TABLE 2
Weapon Size Wt.
Purchase
Illegal DC Res
Throwing Explosives
DC When an attack with a thrown or launched explosive misses, it still lands
Commercial explosive T 1 lb. 8 8 Res somewhere and detonates. To determine where it lands, roll 1d8 for the direction
from the target square. "1" is the upper left corner of the target squares, and
Concussion grenade T 0.5 lb. 5 8 Mil count clockwise.
Defensive grenade T 0.5 lb. 5 8 Mil The distance that the object travels is based on the number of range
Gas (Neuro-Stun VII) grenade S 0.5 lb. 8 10 Mil increments to the target. At one range increment, the object travels one square
Mini-grenade T 0.25 lb. +1 +1 Mil from the target.
At 2 range increments or more, roll a die equal to the increments to
Offensive grenade T 0.5 lb. 5 8 Mil determine how many squares the object travels. For example, a grenade thrown
Plastic explosive, Compound IV S 1 lb. 9 9 Mil at a target 4 range increments away that misses will travel 1d4 squares from the
Plastic explosive, Compound XII S 1 lb. 12 15 Mil target area.
For 7 increments, roll 2d4-1. For 9-10 increments, roll 1d10.
Radio detonator T 0.5 lb. 13 15 Res
This system can also be used for other thrown objects that may have an
Timer T 0.5 lb. 10 12 Res impact on the surroundings.
3535
Section 4: Equipment
ARMOR TABLE 1
Damage Conversion Energy Resistance
Armor
High Impact Low Impact Energy Fire Cold Acid Sonic
Ultra-Light Armor
Armor clothing 1d8-1 1d4-3 1d4-3 Special 1d4-3 1d4-3 0
Light Armor
Armor vest 1d6-1 1d4-1 1d4-1 1d4-2 1d4-3 1d4-2 0
Armor vest, plates 1d6+1 1d6-1 1d4-1 1d4-2 1d4-3 1d4-2 0
Lined coat † 1d10-1 1d6-1 1d4-2 1d4-3 1d4-2 1d4-3 0
3636
Section 4: Equipment
ARMOR TABLE 1
Damage Conversion Energy Resistance
Armor
High Impact Low Impact Energy Fire Cold Acid Sonic
Armor jacket † 1d12-1 1d8-1 1d4-1 1d4-2 1d4-3 1d4-3 0
Medium Armor
Partial heavy armor † 2d8-2 1d12-1 1d4-1 1d6-1 1d6-1 1d6-1 1d4-3
Heavy Armor
Full heavy armor † 2d12-2 2d8-2 1d6-1 1d8-1 1d8-1 1d8-1 1d6-3
†
This armor can take inserts.
ARMOR TABLE 2
Armor Type Mas Dmg Max Dodge Bonus Armor Penalty Speed (30 ft.) Wt. Purchase DC Illegal DC Restriction
Ultra-Light Armor (does not require any feat)
Armor clothing Concealable +1 +9 -1 30 ft. 2 lb. 15 15 -
Light Armor (requires the Armor Proficiency (light) feat)
Armor vest Concealable +2 +9 -0 30 ft. 2 lb. 12 12 -
Armor vest, plates Concealable +3 +7 -1 25 ft. 4 lb. 16 16 -
Lined coat Concealable +4 +6 -3 25 ft. 2 lb. 17 16 -
Armor jacket Concealable +5 +6 -3 25 ft. 5 lb. 17 16 -
Medium Armor (requires the Armor Proficiency (medium) feat)
Partial heavy armor Tactical +8 +3 -5 20 ft. 18 lb. 26 28 Military
Heavy Armor (requires the Armor Proficiency (heavy) feat)
Full heavy armor Tactical +10 +0 -8 20 ft. * 26 lb. 28 32 Military
* When you run in this armor, you move at triple your base speed, not quadruple.
3737
Section 4: Equipment
SURVEILLANCE AND SECURITY TABLE technological devices, including cybernetic devices, by the rating x2 of this
device.
Purchase
Object Size Wt. Illegal DC Res
S URVIVAL G EAR
DC
Panicbutton hook-up - - 18 18 -
Maglock passkey S 1 lb. 31 35 Mil SURVIVAL GEAR TABLE
Restraints Object Size Wt. Purchase DC Illegal DC Res
Metal T 1 lb. 7 7 Res Chemsuit M 3 lb. 18 18 -
Plastic D - 4 4 Res Respirator T 1 lb. 15 18 -
Squealer T 1 lb. 10 12 Res Pressure regulator D 0.5 lb. 13 15 -
Survival kit S 2 lb. 10 10 -
Binoculars: Standard binoculars reduce the range penalty for Spot checks
from -1 per 10 ft. to -1 per 50 ft. Using binoculars for Spot checks takes five times Ration bars (10 days) S 1 lb. 5 5 -
longer than normal. Binoculars can be enhanced with low-light or thermograph.
• Low-light: When using low-light binoculars to make Spot checks in Respirator: This provides 4 hours of air at normal exertion levels. Against
low-light conditions, you suffer penalties as if you posses the inhaled gases, it provides a +4 bonus to save and reduces the effect to one-half
extraordinary ability of low-light vision. normal.
• Thermographic: When using thermographic binoculars to make Spot
checks, you suffer penalties as if you possess the extraordinary
ability of darkvision within 120 ft. W ORKING G EAR
Bug scanner: This is a dedicated sensor with a range of 30 ft. Apply the WORKING GEAR TABLE
rating as a bonus to the Computer Use check to detect transmitting monitoring
Object Size Wt. Purchase DC Illegal DC Restriction
devices.
Data codebreaker: Apply the rating as a bonus to Computer Use checks to Facility
decrypt transmissions. General G - 34 39 -
Data encryption system: DCs to decrypt information encrypted with this High-tech G - 38 42 -
device are 15 + data encryption system rating.
Vehicle G - 36 41 -
Dataline scanner: Apply the rating of this device to Computer Use checks
to detect dataline taps. Kit
Dataline tap: This is a high-tech version of a telephone tap. Detecting a General S 10 lb. 15 18 -
dataline tap requires a dataline scanner and a DC 25 Computer Use check. High-tech S 10 lb. 19 22 -
Goggles: Standard goggles reduce the range penalty for Spot checks from
-1 per 10 ft. to -1 per 25 ft. Using goggles for Spot checks takes five times longer Vehicle S 10 lb. 18 20 -
than normal. Goggles can be enhanced with low-light or thermograph. Shop
• Low-light: When using low-light goggles to make Spot checks in low- General H 500 lb. 23 26 -
light conditions, you suffer penalties as if you posses the High-tech H 500 lb. 27 31 -
extraordinary ability of low-light vision.
• Thermographic: When using thermographic goggles to make Spot Vehicle H 500 lb. 26 30 -
checks, you suffer penalties as if you possess the extraordinary
ability of darkvision within 120 ft. Facility: A facility provides a +6 equipment bonus to the appropriate skill
High-intensity veracity examiner: For the purposes of determining the checks.
subject's veracity, this device has a Sense Motive bonus of +16. Kit: A kit provides a +1 equipment bonus to the appropriate skill checks.
Identification scanners: Apply the rating of these devices as a bonus to Shop: A shop provides a +3 equipment bonus to the appropriate skill
the d20 roll to detect counterfeits. checks.
Jammer: A jammer reduces the Signal of all broadcast systems in the area
by its rating.
Laser microphone: A laser microphone has a range of (rating x 50 ft.).
L IFESTYLE
When using a laser microphone, you can hear a 10 ft. area around a glass Purchase DC: For Lifestyles, the Purchase DC is listed as Daily / Monthly /
window with a normal Listen check, not modified by distance. Permanent.
Maglock: Maglocks are ubiquitous in the Sixth World, securing everything
from gym lockers to corp. vaults. Maglocks come in three basic types – LIFESTYLE TABLE
cardreaders, keypad, and print scanners.
Object Size Wt. Purchase DC Illegal DC Restriction
• Cardreader: Bypassing cardreader systems requires a DC 25
Disable Device check. Some locks may possess anti-tampering Coffin hotel L - 5/-/- 6/-/- -
systems that increase this DC. A maglock passkey can be used to Lifestyles
bypass the system. Roll 1d20+10 versus the rating of the maglock High - - 14 / 26 / 42 15 / 27 / 43 -
+10. Hospitalized
• Keypad: Bypassing keypad systems requires a DC 20 Disable
Device check. Some locks may possess anti-tampering systems that Intensive care - - 18 / - / - 19 / - / - -
increase this DC. Standard - - 15 / - / - 16 / - / - -
• Print scanner: Bypassing print scanner systems, including retinal Low - - 6 / 18 / 34 7 / 19 / 35 -
scanners, requires a Disable Device check, with a DC equal to 25 + Luxury - - 30 / 34 / 50 31 / 35 / 51 -
scanner rating. Some locks may possess anti-tampering systems that
Middle - - 12 / 23 / 39 13 / 24 / 40 -
increase this DC. Synthetic prints may be used to spoof the system;
in such cases, roll 1d20 + print rating against a DC of scanner rating Squatter - - 2 / 10 / 18 3 / 11 / 19 -
+10. Actual fingers or hands removed from the owner have an initial Street - - 0 0 -
rating of 8, but lose one point per hour, or one point per 3 hours if Music
properly cared for.
Disk F - 4 4 -
Restraints:
• Metal: Hardness 10, hit points 15, Break DC 30, Escape Artist DC 35. Mastoid implant F - 18 18 -
• Plastic: Hardness 0, hit points 6, Break DC 40, Escape Artist DC 50. Playback unit F 0.25 lb. 12 11 -
Each failed Break or Escape Artist check deals 1 point on non-lethal Quad speakers D 0.25 lb. 10 9 -
damage to the wrists. Simsense
• Squealer: Hardness 10, hit points 15, Break DC 32, Escape Artist DC
35. This contains a continual-broadcast tracking signal. Player unit S 0.75 lb. 14 14 -
Shotgun microphone: A shotgun microphone has a range of (rating x 50 Program chip F - 7 6 -
ft.). The microphone must be pointed directly at the target, and can only hear Portable recorder M 5 lb. 31 31 -
sounds from a 5 ft. area. When using a shotgun microphone, you can hear the Video
sounds in the area with a normal Listen check, not modified by distance.
Signal locator: To detect other tracking signals in the area, roll a DC 20 Disk F - 4 4 -
Computer Use check. Recorder package M 2 lb. 18 18 -
Tracking signal: Increase the DC of jamming attempts against this device Screen M 3 lb. 11 10 -
by the rating. Transmission unit M 5 lb. 23 24 -
Voice identifier: When attempting to penetrate a voice mask with this
device, roll a Computer Use check with a bonus equal to the rating of this device.
Lifestyles: Your lifestyle has an impact on your ability to heal wounds.
Voice mask: The DC for penetrating a voice mask is 4d6.
White noise generator: Increase the DC of Listen checks made with • High: A high lifestyle provides a +4 bonus to hit points healed per
week, and a +2 bonus to ability damage healed per week (total, not
3838
Section 4: Equipment
per ability score). transaction, and a flag will be raised on your credstick. For each flag, your
• Hospitalized: A standard hospitalized provides a +8 bonus to hit credstick rating is reduced by 1d2 points.
points healed per week, and a +4 bonus to ability damage healed per If the reader beats the DC, it rejects your credstick and notifies the local law
week (total, not per ability score). Intensive care does not increase enforcement while instructing the operator to restrain you.
your healing, but can reduce the chance of dying. The forged credsticks on the table above have a rating listed in
• Low: A low lifestyle reduces your healing by -1 point per week for hit parenthesis. If you wish a credstick with a better rating, the Purchase DC
points, and reduces ability damage healing times to 1 + Constitution increases by the (desired rating –listed rating). For example, if you want a rating
modifier every two weeks. 20 Silver credstick, the Purchase DC is 17.
• Luxury: A luxury lifestyle provides a +6 bonus to hit points healed per Personal Computers: Computers ("tortoises") use OMC (Optical Memory
week, and a +3 bonus to ability damage healed per week (total, not Chips) as hard drive/ram/storage. See Cyberdecks and Programs below for more
per ability score). information on computers.
• Middle: A middle class lifestyle is required for normal healing. Pocket Secretary: PocSecs have a device rating of 2 typically.
• Squatter: A squatter lifestyle reduces your healing by -2 points per Portable phones: For range purposes, portable phones have a Signal of 3.
week for hit points, and reduces ability damage healing times to 1 +
•
Constitution modifier every three weeks.
Street: A street lifestyle reduces your healing by -3 points per week
C YBERWARE
for hit points, and reduces ability damage healing times to 1 + Cyberware for Shadowrun/d20 Modern follows some of the basic rules as
Constitution modifier every four weeks. presented in d20 Future (p.192), but modified as follows.
Progress Level: In 2050, cyberware is at a Progress Level of 7.
3939
Section 4: Equipment
Headware
CYBERWARE - HEADWARE TABLE
Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Communications
Chipjack 0.2 F [1] - 18 17 - 18 4 hours
Datajack 0.2 F [1] - 18 17 - 18 4 hours
Radio 0.75 F [1] - 23 22 - 19 4 hours
Radio receiver 0.4 F [1] - 20 20 - 18 4 hours
Synthlink 0.2 F [1] - 18 18 - 18 4 hours
Telephone 0.5 F [1] - 23 22 - 18 4 hours
Ears
Cosmetic modification* - - - - 18 17 - 18 4 hours
Cyber replacement* 0.3 - 4 0.1 lb. 23 22 - 18 4 hours
Damper 0.1 F [1] - 22 23 - 18 4 hours
High frequency 0.2 F [1] - 22 23 - 18 4 hours
Low frequency 0.2 F [1] - 22 23 - 18 4 hours
Mastoid implant 0.1 F [1] - 18 18 - 18 4 hours
Recorder 0.3 F [2] - 25 27 Res 18 4 hours
Eyes
Camera 0.4 F [2] - 23 26 - 18 4 hours
Cosmetic modification* - - - - 18 17 - 18 4 hours
Cyber replacement* 0.2 F 4 0.1 lb. 23 23 - 18 4 hours
Flare compensation 0.1 F [1] - 20 21 - 18 4 hours
Low-light 0.2 F [2] - 22 23 - 18 4 hours
Retinal duplication 0.1 F [1] - 31 34 Illegal 18 4 hours
Thermographic 0.2 F [2] - 22 23 - 18 4 hours
Internals
Cortex bomb - F [2] 0.1 lb. 39 39 Illegal 20 5 hours
Data filter 0.3 F [1] - 23 24 - 18 4 hours
Data lock 0.2 F [1] - 18 19 - 18 4 hours
Datasoft link 0.1 F [1] - 18 18 - 18 4 hours
Display link 0.1 F [1] - 18 18 - 18 4 hours
Memory 0.2 F [1] - Special Special - 18 4 hours
Camera: The memory chip in the eye camera can store approximately attacks that have effects actually based on the sounds (a siren's song, for
10,000 HD images. example), and provides an energy resistance of 4 versus sonic damage.
Chipjack: Chipjacks are used to access Skillsofts without necessarily Data filter: This shunts sensory input into your headware memory,
uploading the Skillsoft into headware memory. Changing a chip is a move action. completely bypassing your normal memory. Whatever you see, hear, feel, taste,
Regardless of Skillwire statistics, if a character is running a chip straight from the touch, and experience while this is active is shunted to your cybernetic memory;
chipjack, he can run only the single chip. once the experience passes, you have no memory of it. If you do not have
Cortex bomb: A cortex bomb automatically kills the bearer, and deals 2d6 cybernetic memory, then this simply blocks the information from storage in your
damage to a 5 ft. radius, with a DC 17 Reflex save for half damage. brain.
Cyber-replacement – ears: Cybernetic ears are superior to normal ears Data lock: This prevents you from accessing your own headware memory.
and provide a +1 bonus to Listen checks. Datasoft link: This dedicated jack allows you to access Data-, Know-, and
Cyber-replacement – eyes: Cybernetic eyes are superior to normal eyes Linguasofts.
and provide a +1 bonus to Search and Spot checks. Display link: This is as if having a computer monitor in your eye, except
Damper: This provides you with a +10 bonus to save against sound-based your computer can only send information in DOS text – no images or graphics. It
4040
Section 4: Equipment
Bodyware
CYBERWARE - BODYWARE TABLE
Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Dermal plating*
Level 1 0.5 M - 3 lb. 24 24 Res 18 8 hours
Level 2 1 M - 6 lb. 27 27 Res 19 8 hours
Level 3 1.5 M - 9 lb. 31 31 Res 19 8 hours
Filtration systems*
Air - - -
Rating 1 0.1 - - - 27 27 - 18 6 hours
Rating 2 0.2 - - - 30 30 - 18 6 hours
Rating 3 0.3 - - - 31 31 - 18 6 hours
Rating 4 0.4 - - - 32 32 - 18 6 hours
Rating 5 0.5 - - - 33 33 - 18 6 hours
Rating 6 0.6 - - - 33 33 - 19 6 hours
Rating 7 0.7 - - - 34 34 - 19 6 hours
Rating 8 0.8 - - - 34 34 - 19 6 hours
Rating 9 0.9 - - - 35 35 - 19 6 hours
Rating 10 1 - - 0.1 lb. 35 35 - 19 6 hours
Blood - - -
Rating 1 0.2 - - - 26 26 - 18 6 hours
Rating 2 0.4 - - - 28 28 - 18 6 hours
Rating 3 0.6 - - - 30 30 - 19 6 hours
Rating 4 0.8 - - - 31 31 - 19 6 hours
Rating 5 1 - - 0.1 lb. 31 31 - 19 6 hours
Rating 6 1.2 - - 0.1 lb. 32 32 - 20 8 hours
Rating 7 1.4 - - 0.1 lb. 33 33 - 20 8 hours
Rating 8 1.6 - - 0.1 lb. 33 33 - 21 8 hours
Rating 9 1.8 - - 0.2 lb. 33 33 - 21 8 hours
Rating 10 2 - - 0.2 lb. 34 34 - 22 9 hours
Ingested toxin - - -
Rating 1 0.2 - - - 26 26 - 18 6 hours
Rating 2 0.4 - - - 28 28 - 18 6 hours
Rating 3 0.6 - - - 30 30 - 19 6 hours
Rating 4 0.8 - - - 31 31 - 19 6 hours
Rating 5 1 - - 0.1 lb. 31 31 - 19 6 hours
Rating 6 1.2 - - 0.1 lb. 32 32 - 20 8 hours
Rating 7 1.4 - - 0.1 lb. 33 33 - 20 8 hours
Rating 8 1.6 - - 0.1 lb. 33 33 - 21 8 hours
Rating 9 1.8 - - 0.2 lb. 33 33 - 21 8 hours
Rating 10 2 - - 0.2 lb. 34 34 - 22 9 hours
Fingertip compartment* - F [1] - 22 22 - 18 2 hours
Hand razors* 0.1 F [1] 0.1 lb. 23 23 Illegal 18 2 hours
Retractable* 0.2 F [2] 0.15 lb. 25 25 Illegal 18 4 hours
Muscle replacement*
Level 1 1 M - 2 lb. 28 28 Res 19 20 hours
Level 2 2 M - 4 lb. 31 31 Res 20 20 hours
Level 3 3 M - 6 lb. 32 32 Res 21 20 hours
Level 4 4 M - 8 lb. 33 33 Res 22 20 hours
Skillwires* Rtg x 0.2 M - 0.2 lb. 10 + Rtg 10 + Rtg - 24 20 hours
Smartgun link 0.5 F [1] - 21 21 Mil 18 6 hours
4141
Section 4: Equipment
Dermal plating: Dermal plating acts like armor, and provides a varying amount of protection. Note that the benefits of dermal plating replace the natural armor
bonuses of orcs, troll, and similar creatures. However, it is cumulative with worn armor.
If your torso is uncovered, a DC 5 Spot or Search check will note that you VEHICLE CONTROL RIGS TABLE
have dermal plating. Dermal plating interferes with slap patches. Apply the level x
3 as a bonus to save versus the effects of the slap patch (including beneficial Level Skill Init Man Defense Reflex
patches). 1 +4 +2 +3 +1 +1
Filtration system – air: Apply the rating of the implant as a bonus to 2 +6 +4 +5 +2 +2
saving throws against inhaled toxins and substances. 3 +8 +6 +7 +3 +3
Filtration system – blood: Apply the rating of the implant as a bonus to
saving throws against contact and injury-vectored toxins and substances
Voice modulator: The basic system allows you to use your voice for twice
(including slap patches).
as long as normal.
Filtration system – ingested toxin: Apply the rating of the implant as a
The increased volume modification allows you to use your voice like a
bonus to saving throws against ingested toxins and substances (including
loudspeaker. You can amp your voice up to about 120 decibels (roughly equal to
beneficial substances).
a rock concert near the stage or a jet engine from the runway, just below the
Hand razors: Hand razors allow you to deal lethal slashing damage with
normal human threshold for pain).
your unarmed attacks. Extending or retracting retractable versions is a free
Playback allows you to access an audio record, either in headware memory
action.
or fed through a datajack, and reproduce the sound perfectly. Essentially, you act
Muscle replacement: Each level of muscle replacement increases your
as a glorified speaker. Playback can only duplicate what is being used. For
Strength by +2 and Dexterity by +1. Cybernetic limbs cannot have muscle
example, if are using a recording of an old LP, complete with pops and
replacement.
scratches, your playback will include these pops and scratches.
Skillwires: These are required for the use of Activesofts. Skillwires are
Secondary patterns are typically illegal. This allows you to upload a second
available in ratings from 1 to 20. Skillwires can run an Activesoft with a rating
vocal pattern, most often in an attempt to bypass a vocal recognition scanner.
equal to or less than the skillwire rating. You can run multiple Activesofts
The tonal shift modification allows you to alter your vocal tones, allowing for
simultaneously, assuming you have multiple chipjacks (or headware memory),
perfect bird calls, uncanny vocal impressions, and other vocal oddities.
but the total Activesoft rating cannot exceed the Skillwire rating.
Wired reflexes: Wired reflexes provide bonuses to Defense (dodge),
For example, if Bob is running a rating 12 Skillwire system, and has three
initiative checks, and Reflex saves. However, wired characters tend to be jumpy,
chipjacks, he can run three Rating 4 Activesofts, one rating 12 Activesoft, or any
twitchy, and nervous. Whenever a character with wired reflexes is suddenly
combination that adds up to 12 or less.
surprised, he must roll a Will save. The DC for this save is 15 + wired reflexes
A skillwire system includes a chipjack.
level. If the save fails, the character reacts without thinking. His actual action will
Also note that the capacity and such of Skillwires is for 2050 SOTA. As the
be based in a large part on his general personality. A character prone to violence
timeline progresses, the capabilities of Skillwire technology may improve.
may lash out with a fist or kick, while a character more prone to defense may
Smartgun link: The smartgun link provides you with a +2 equipment bonus
leap behind nearby cover. You suffer a penalty equal to wired reflexes level -1 to
on attack rolls made with properly modified ranged weapons. It also allows you to
Charisma checks and Charisma-based skill checks.
eject a clip as a free action, and to keep a visual readout of your ammo count.
Wired reflexes level 3 also provides you with an additional partial action
Pre-smartlinked weapons have a Purchase DC of +1 above the listed cost.
each round.
Applying a Smartlink to a "dumb" gun has a Purchase DC equal to that of the
firearm +1.
Spur: Spurs deal lethal slashing damage based on your size. Extending or WIRED REFLEXES TABLE
retracting a retractable spur is a free action. Level Defense Initiative Reflex
1 +2 +2 +2
SPUR DAMAGE TABLE 2 +3 +4 +3
Size Damage Size Damage 3 +4 +6 +4
Colossal 4d6 Small 1d4
Gargantuan 2d8 Tiny 1d3 Cyberlimbs
Huge 2d6 Diminutive 1d2 A cyberlimb has base Strength and Dexterity ability scores equal to the racial
Large 1d8 Fine 1 average +2 (i.e., a human cyberlimb has a Strength score of 12). A cyberlimb
Medium 1d6 typically has a hardness of 6 and 20 hit points*. A cyberlimb can be attacked as a
held object.
It is more difficult to deal damage to a character with cyberlimbs, as each
Vehicle control rig: The bonuses provided by a VCR apply only when you
limb reduces the fleshy part of the character. For every cyberlimb, you receive a
are jacked into a VCR-modified vehicle. The VCR provides a bonus to Drive and
damage reduction of 2/-.
Pilot checks, initiative, maneuverability, (vehicle) Defense, and Reflex saves (for
Cyberlimbs reduce your Constitution score. Each full limb reduces your
the vehicle). In addition, if you are jacked into a vehicle that is VCR equipped, but
Constitution score by 1 point.
you are not proficient with, the penalty is only -2 instead of -4. For more
*This assumes a Medium-size creature and is based on a two-inch
information on rigging, see Section 9: Rigging.
thickness. For each size category larger, increase the effective thickness by 2
4242
Section 4: Equipment
inches. For each size category smaller, decrease the effective thickness by one- half inch.
CYBERLIMBS TABLE
Object Ess Size Cap Wt. Purchase DC Illegal DC Restrict Treat Injury Install Time
Obvious Limbs
Full arm 1 M 15 10 lb. 27 27 - 19 6 hours
Full leg 1 M 20 15 lb. 27 27 - 19 6 hours
Hand/foot 0.25 T 4 2 lb. 23 23 - 18 6 hours
Lower arm 0.45 M 10 5 lb. 26 26 - 18 6 hours
Lower leg 0.45 M 12 7 lb. 26 26 - 18 6 hours
Synthetic Limbs
Full arm 1 M 8 10 lb. 28 28 - 19 6 hours
Full leg 1 M 10 15 lb. 28 28 - 19 6 hours
Hand/foot 0.25 T 2 2 lb. 24 24 - 18 6 hours
Lower arm 0.45 M 5 5 lb. 27 27 - 18 6 hours
Lower leg 0.45 M 6 7 lb. 27 27 - 18 6 hours
Strength Enhancement - - [Rtg] +# / 2 10 + ½ bonus 10 + ½ bonus - 18 6 hours
Cyberlimb, obvious: An obvious cyberlimb inflicts a -2 penalty to SKILLSOFT COSTS – SKILLS TABLE
Charisma and Charisma-based skill checks during inappropriate situations.
Cyberlimb, synthetic: Detecting a synthetic cyberlimb by sight requires a Skill Cost Narrow Cost Res Type
Spot check (DC 25). Detecting a synthetic limb by touch requires a Search check Balance PR x 1,000 - - Active
(DC 20). If clothing is worn over the limb, increase all DCs by 5. Climb PR x 1,000 - - Active
Strength enhancement: It is possible to increase the Strength score of a Computer Use PR x 500 - - Active
cyberlimb; the maximum Strength a cyberlimb may have is based on the
Craft
character’s size. Enhanced Strength provides a bonus to detect the limb. The
bonus is equal to the Strength enhancement /2. To determine the Purchase DC Chemical PR x 500 PR x 250 Lic Know
for a Strength enhancement, divide the number of points being added, and add Electronic PR x 500 PR x 250 - Know
+10. Strength enhancements cannot be upgraded – if you wish to increase the Mechanical PR x 500 PR x 250 - Know
Strength, the original enhancement must be removed, and a new one installed.
Pharmaceutical PR x 500 PR x 250 Lic Know
If your limbs have disparate Strength scores, then use the cyberlimb
Strength scores for tasks involving that limb (or part of a limb); otherwise, use an Structural PR x 500 PR x 250 - Know
average of the Strength scores. A cyber-hand does not apply increased damage Visual Art PR x 500 - - Know
to melee attacks, but it does improve grapple damage. Writing PR x 500 - - Know
• Fine: 4 Demolitions PR x 500 - Res Know
• Diminutive: 8
Diplomacy PR x 500 - - Know
• Tiny: 15
• Small: 22 Disable Device PR x 500 PR x 250 Lic Know
• Medium-size: 30 Disguise PR x 500 - - Know
• Large: 40 Drive PR x 1,000 PR x 500 - Active
• Huge: 50 Escape Artist PR x 1,000 - - Active
• Gargantuan: 60 Gamble PR x 500 PR x 250 - Know
• Colossal: 70
Handle Animal PR x 500 PR x 250 - Know
S KILLSOFTS
Hide PR x 1,000 - - Active
Investigate PR x 500 - - Know
Skillsofts are available in four types – Activesofts, Datasofts, Knowsofts, and Jump PR x 1,000 - - Active
Linguasofts. Activesofts require the use of Skillwires and allow the character to Knowledge
perform physical actions that he does not actually have the training for, such as
shooting a rifle or tumbling through a crowd of mooks. Datasofts contain raw data Arcane Lore PR x 500 - - Know
and information. A chip with a copy of the Encyclopedia Britannica would be a Art PR x 500 - - Know
Datasoft, as would a street map. A Knowsoft is similar to an Activesoft, but Behavioral Sciences PR x 500 PR x 250 - Know
applies to mental skills that do not necessarily require matching or corresponding Business PR x 500 - - Know
physical capability. A Linguasoft is a specialized Knowsoft with Speak Language
Civics PR x 500 - - Know
on it.
Skillsofts are measured by their program rating. This is the rating of the skill Current Events PR x 500 - - Know
burned on the OMC. Skillsofts have a maximum rating, based on the type of data Earth & Life Sciences PR x 500 PR x 250 - Know
contained within (these are 2050 SOTA limits). History PR x 500 PR x 250 - Know
• Activesoft: 15 Physical Sciences PR x 500 PR x 250 - Know
• Knowsoft: 20
Popular Culture PR x 500 - - Know
• Linguasoft: 20
When you use a Skillsoft, you perform the skill at the program rating. You Streetwise PR x 500 PR x 250 - Know
do not apply your ability score bonuses or any other bonuses. There are rumors Tactics PR x 500 - Res Know
of high-tech Skillsofts that encode not only knowledge but exceptional Technology PR x 500 - - Know
performance as well. There are also rumors of adaptive Skillsofts that conform to
Theology & Philosophy PR x 500 PR x 250 - Know
the user's natural ability.
Certain skills are available as Skillsofts, but not with the breadth and utility Move Silently PR x 1,000 - - Active
of the base skill. For example, you can purchase Drive Activesofts, but you must Navigate PR x 500 - - Know
purchase an Activesoft for different vehicle types. Perform
Act - PR x 500 - Active
Reading the Skillsoft Costs – Skills Table:
• Skill: This is the skill Dance - PR x 500 - Active
• Cost: This is the cost for a standard chip. Compare the result to Keyboards PR x 1,000 PR x 500 - Active
Table 7-1: Purchase DCs on p. 204 of d20 Modern Roleplaying Percussion Instruments PR x 1,000 PR x 500 - Active
Game. Sexual Techniques PR x 1,000 - - Active
• Narrow Cost: This is the cost for a specialized version of the chip Sing PR x 1,000 - - Active
that contains more limited information.
• Res: This is the restriction level of the chip. Apply the normal Stand-Up PR x 1,000 - - Active
modifiers. Stringed Instruments PR x 1,000 PR x 500 - Active
• Type: This indicates if the skill is an Activesoft, Knowsoft, or Wind Instruments PR x 1,000 PR x 500 - Active
Linguasoft. If this has a dagger (†), then it has special requirements. Pilot PR x 1,000 PR x 500 - Active
Read/Write Language - PR x 250 - Lingua
Repair PR x 500 - - Know
4343
Section 4: Equipment
SKILLSOFT COSTS – SKILLS TABLE • Act: A narrowed chip allows use for a specific type of acting, such as
comedy, drama, action-adventure, etc.
Skill Cost Narrow Cost Res Type
• Dance: A narrowed chip allows use for a specific dance style.
Research PR x 500 - - Know • Keyboards: A narrowed chip allows use for a specific type of
Ride PR x 1,000 PR x 500 - Active keyboard.
Search PR x 500 - - Know • Percussion Instruments: A narrowed chip allows use for a specific
Sleight-of-Hand PR x 1,000 - Active instrument.
• Stringed Instruments: A narrowed chip allows use for a specific
Speak Language - - Lingua
instrument.
Survival - PR x 250 - Know • Wind Instruments: A narrowed chip allows use for a specific
Swim PR x 1,000 - - Active instrument.
Treat Injury PR x 1,000 - Lic Know† Pilot: A narrowed chip allows you to pilot a specific vehicle.
Tumble PR x 1,000 - - Active Read/Write Language: These chips are available only for specific
languages.
Weapon Skills Ride: A narrowed chip allows you to ride a specific type of animal (camel,
Assault Rifles - PR x 2,000 Res Active horse, etc.)
Axes - PR x 2,000 Res Active Survival: A narrowed chip allows you to use Survival in a specific type of
Black Powder Firearms - PR x 1,000 Lic Active environment.
Treat Injury: Treat Injury is actually a dual-chip and requires Skillwires of
Bows - PR x 2,000 Res Active
the appropriate rating to use due to the precision of certain Treat Injury tasks.
Crossbows - PR x 2,000 Res Active Weapon Skills: All Weapon Skill chips are specific to certain weapons,
Flails & Chains - PR x 2,000 Res Active such as a katana, an Ares Predator, Defiance T-250, etc.
Grenade Launchers - PR x 2,000 Res Active
Handguns - PR x 2,000 Res Active Skillsofts and Feats
Heavy Blades - PR x 2,000 Res Active Many feats are available as Activesofts. Feat Activesofts are either stand-alone
Heavy Weapons - PR x 2,000 Res Active or add-ons. For example, Endurance is unavailable, Dodge is stand-alone, but
Advanced Firearms Proficiency is an add-on. If a feat has prerequisites, these
Light Blades - PR x 2,000 Res Active are typically included in the Activesoft – however, ability score requirements are
Maces and Clubs - PR x 2,000 Res Active not included – you must meet those yourself.
Machine Guns - PR x 2,000 Res Active For example, Advanced Combat Martial Arts has the following
Picks and Hammers - PR x 2,000 Res Active prerequisites: Combat Martial Arts, Improved Combat Martial Arts, Unarmed skill
8 ranks.
Polearms - PR x 2,000 Res Active Therefore, an Advanced Combat Martial Arts Activesoft includes the
Rifles - PR x 2,000 Res Active benefits of Combat Martial Arts, and Improved Combat Martial Arts.
Shotguns - PR x 2,000 Res Active Dodge has a prerequisite of Dexterity 13. You must have a 13 Dexterity
Slings & Thrown Weapons - PR x 2,000 Res Active score to take advantage of the Dodge Activesoft.
Because of this structure, it is most often more advantageous to wait until
Spears and Lances - PR x 2,000 Res Active
you can afford the highest feat chip in a chain, since it will net you additional
Submachine Guns - PR x 2,000 Res Active abilities.
Unarmed/Natural Weapons - PR x 1,000 Lic Active
Reading the Activesoft Add-On Feats Table:
Craft: • Adds On To: This is the skill or feat that the Activesoft adds on to.
• Chemical: A narrowed chip allows you to craft a specific compound. Note that in many cases, "Weapon Skill" may also include Unarmed
• Electronic: A narrowed chip allows you to craft a specific device. Skill.
• Mechanical: A narrowed chip allows you to craft a specific device. • Minimum Rating: This is the minimum rating of the skill that the
• Pharmaceutical: A narrowed chip allows you to craft a specific Activesoft can be added to. For example, Accurate Attack cannot be
compound. added to a rating 1 Activesoft.
• Structural: A narrowed chip allows you to craft a specific structure. • Feat: This is the feat the Activesoft adds.
Disable Device: A narrowed chip allows you to disable a specific device. • Cost: This is the Purchase DC modifier of the Activesoft if purchased
Drive: A narrowed chip allows you to drive a specific car. as an aftermarket add-on. If the add-on is purchased as a part of a
Gamble: A narrowed chip allows you to gamble with a specific game. . package, then add the +Rating to the base Activesoft rating to
Handle Animal: A narrowed chip allows you to handle a specific animal determine the final cost of the Activesoft.
(horses, dogs, etc). o For example, if Bob purchases a rating 5 AK-97 Activesoft
Knowledge: with the Accurate Attack add-on, his rating is 7 for
• Behavioral Sciences: A narrowed chip allows use for one of the determining the cost (Purchase DC 27 BTW). However, if
following: criminology, psychology, sociology. Bob already has a rating 5 AK-97 chip, and later decides
• Earth and Life Sciences: A narrowed chip allows use for one of the to add Accurate Attack, he has to check against (PDC 26
following: biology, botany, genetics, geology, paleontology. +3) Purchase DC 29. Note that these example numbers
• History: A narrowed chip allows use for a specific period in history. ignore modifiers for illegality and such.
• Physical Sciences: A narrowed chip allows use for one of the • +Rating: This is the amount that the Activesoft adds to the effective
following: astronomy, chemistry, engineering, mathematics, physics. rating of the base program for determining Skillwire and memory
requirements and for cost as part of a package.
• Streetwise: A narrowed chip allows use for a specific criminal culture
such as the Mafia, Yakuza, or Triads. • Restriction: This is the restriction level of the Activesoft. Apply the
necessary Purchase DC modifiers.
• Theology and Philosophy: A narrowed chip allows use for a specific
religion or philosophy.
Perform:
4444
Section 4: Equipment
4545
Section 4: Equipment
B IOTECH
actions and provokes attacks of opportunity. A standard model causes the
subject to check for stabilization every 2 hours instead of every round, while the
deluxe model requires the subject to check every 6 hours instead of every round.
BIOTECH TABLE
Object
Doctor service
Size Wt. Purchase DC Illegal DC Res
D RUGS AND C OMPOUNDS
Ability damage - - 15 + ranks 17 + ranks -
Critical damage - - 16 + ranks 18 + ranks - Additional New Compounds
Hit point damage - - 10 + ranks 12 + ranks - Add the following to the list of compounds available through Craft (chemical). The
compounds listed in d20 Modern Roleplaying Game are reduced for balance.
DocWagon ™ contract
Increase the listed save DCs by +4.
Basic - - 23 23 -
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Section 4: Equipment
MAGICAL EQUIPMENT TABLE (front, rear, right, left) to extreme range, but otherwise provides the
same benefits as passive and scan sensors, with a +4 bonus to the
Object Size Wt. Purchase DC Illegal DC Res Computer Use check.
Power T 0.25 lb. 28 + Force 30 + Force Res • Focus mode (Mode 4): A sensor in focus mode directs its attention
Spellcasting T 0.25 lb. 26 + Force 27 + Force Lic/Res to a precise area or single object up to extreme range. This provides
Summoning T 0.25 lb. 26 + Force 27 + Force Lic a +6 bonus to the Computer Use check and allows the operator to
learn the extended information as follows:
Sustaining T 0.25 lb. 24 + Force 25 + Force Lic
o Presence of objects.
Weapon T Varies 24 + Force 26 + Force Res o Size of targets.
Magical lodge materials 15 + Force 15 + Force Lic o Target's locomotive capabilities (basic).
Spell formulae o Target's present direction and trajectory.
o Number of creatures on board (if applicable).
Combat - - See below See below Res
o Hull composition.
Detection - - See below See below Lic The Computer Use check normally has a DC of 15, unless the sensors are
Health - - See below See below Lic being used to detect objects, in which case, the DC is based on the object's size,
Illusion - - See below See below Lic modified by its stealth rating as follows.
Manipulation - - See below See below Res
Size Base DC Size Base DC
Fine 18 Gargantuan 6
SPELL FORMULAE COSTS TABLE
Diminutive 14 Colossal 2
Spell Category Formula Purchase DC Personal Instruction Purchase DC
Tiny 12 Colossal II 1
Combat 20 18 + bonus
Small 11 Colossal III 0
Detection 15 12 + bonus
Medium 10 Colossal IV -1
Health 15 12 + bonus
Large 9 Colossal V -2
Illusion 18 14 + bonus
Huge 8 Colossal VI -4
Manipulation 19 17 + bonus
Apply the following modifiers to the Computer Use check.
Conjuring materials: These are small, reusable supplies required for the
summoning of spirits. Different materials must be purchased for different spirits
Circumstance DC Modifier
types and Force ratings.
Fetishes: These are small items used when learning limited spells. Target concealed behind object 3 categories larger +10
Foci: Foci (singular = focus) are magical items that provide differing Target is powered down +4
bonuses and abilities. Foci must be bonded to the owner. For more information Target is using scan, search, or focus mode -4
on Foci, see Section 7: Magic.
Target range
Magical lodge materials: These are the materials required to complete a
magical lodge. Short +0
Spell formulae: These are spells to learn. Medium +2
Long +4
V EHICLES Extreme +8
Vehicles in the Sixth World are almost as computerized as everything else. To
reflect this, vehicles have several new stats (new to d20 – these are however, VEHICLE SENSORS RANGE TABLE
different from the normal Shadowrun stats as well). Range
Like computers, vehicles have System and Firewall ratings, representing Rtg Modes
Short Med Long Ext
the onboard computer intelligence and its resistance to hacking. In fact, when
subjected to the proper attacks, these function exactly as described with 0 0-30 ft. - - - 1
computers and cyberdecks. Vehicles also have the following attributes: 1 0-30 ft. 31-60 ft. 61-90 ft. 91-120 ft. 1-2
2 0-60 ft. 61-120 ft. 121-180 ft. 181-240 ft. 1-2
Autopilot (AutoNav) 3 0-120 ft. 121-240 ft. 241-360 ft. 361-480 ft. 1-2
• Rating 0: This vehicle doesn't have an AutoNav system. 4 0-240 ft. 241-480 ft. 481-720 ft. 721-960 ft. 1-2
• Rating 1: This provides a +1 bonus to Drive and Pilot checks to avoid 5 0-1,200 ft. 1,201-2,400 ft. 2,401-3,600 ft. 3,601-4,800 ft. 1-3
collisions.
6 0-2,400 ft. 2,401-4,800 ft. 4,801-7,200 ft. 7,201-9,600 ft. 1-3
• Rating 2: This provides a +2 bonus to Drive and Pilot checks to avoid
collisions. This system is capable of self-navigation (autopilot) with a 7 0 – 5 mi. 5.1 - 10 mi. 10.1 - 15 mi. 15.1 - 20 mi. 1-4
skill check bonus of +2. 8 0 - 10 mi. 10.1 - 20 mi. 21.1 - 30 mi. 31.1 - 40 mi. 1-4
• Rating 3: This provides a +4 bonus to Drive and Pilot checks to avoid 9 0 - 20 mi. 20.1 - 40 mi. 40.1 - 60 mi. 60.1 - 80 mi. 1-4
collisions. This system is capable of self-navigation (autopilot) with a 10 0 - 40 mi. 40.1 - 80 mi. 80.1 - 120 mi. 120.1 - 160 mi. 1-4
skill check bonus of +4. This has a GPS system, and can navigate
off-road if provided with an appropriate map chip (+2 Navigate
bonus). Stealth
• Rating 4: This provides a +6 bonus to Drive and Pilot checks to avoid All vehicles have a Stealth rating. The Stealth rating is the DC required to detect
collisions. This system is capable of self-navigation (autopilot) with a the vehicle with sensor systems. Stealth represents vehicle size, heat emissions,
skill check bonus of +6. This has a GPS system, and can navigate EM emissions, baffles, radar-deflecting materials, etc.
off-road if provided with an appropriate map chip (+6 Navigate
bonus). This system can also program its own routes for efficiency Reading the Vehicles Tables:
(+4 Navigate bonus). • Crew: This is the standard number of crew members for the vehicles.
When a vehicle's AutoNav system is active, the normal bonus provided to IN most cases, only one person is required to operate the vehicle –
avoid collisions is applied as a penalty to the operator's skill check when he others serve as gunners or co-pilots. In some cases, vehicle
attempts hazardous maneuvers (stunts). operations may suffer if the vehicle lacks a full crew compliment.
• Pass: The normal number of passengers the vehicle is designed to
Sensors carry (in addition to the crew). Passengers space can be used for
cargo at a rate of +100 lb. per passenger space.
Vehicles in Shadowrun have low-tech sensor systems. Operating a sensor
system requires Computer Use skill checks. Sensor systems are capable of four • Cargo: The amount of cargo the vehicle is designed to carry.
different modes of operation – Passive, Scan, Search, and Focus. Passengers can be fit in cargo space sometimes at a rate of one
passenger per 250 lb. of cargo space.
• Passive mode (Mode 1): Sensors set to passive mode simply
receive information about the immediate vicinity (out to short range). • Init: The initiative modifier applied to the operator's initiative check
Gathering data from passive sensors is a free action. Passive mode when operating the vehicle.
can determine the presence of creatures and objects, and their size, • Man: The modifier applied to the operator's Drive or Pilot check.
but little else. Sensors in passive mode provide the indicated skill • Top Speed: The maximum number of squares the vehicle can cover
bonuses. in 1 round at top speed at character scale (chase scale in
• Scan mode (Mode 2): In scan mode, sensors actively send out parenthesis). This is the fastest the vehicle can move barring special
pulses in all directions (to long range) to gather information about the circumstances.
surroundings. Sensors in scan mode provide the same information as • Def: The vehicle's Defense against attacks. An operator with skill
passive sensors, but provide a +2 bonus on the Computer use check. ranks can opt to add his Dexterity bonus to the vehicle's Defense, but
• Search mode (Mode 3): Search mode sweeps a specific fire arc he does not gain the bonus to his personal Defense while doing so,
and loses his entire dodge bonus to Defense.
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Section 4: Equipment
• Hard: The vehicle's hardness. This acts as static armor against high-, with two firmpoints.
and low-impact attacks. See Section 5: Combat, Rules, and Hunter drone (surveillance): This is a standard surveillance drone that is
Gamemastering for modifications against other attacks. equipped with two firmpoints.
• HP: The vehicle's hit points. See Section 5: Combat, Rules, and Mitsubishi Nightsky: This includes a rating 10 Maglock.
Gamemastering for modifications to the normal vehicle hit point rules. Northrup PRC 42 Wasp: When being landed with autorotation, the Stealth
• Size: The vehicle's size category. of this increases to 10.
• Sys: This is the vehicle's System rating for it's onboard computer. Patrol vehicle: One firmpoint, one hardpoint. A patrol vehicle has 12 hours
• Fire: This is the Firewall rating for the vehicle's onboard computer. of operation time.
• Auto: This is the vehicle's autopilot rating. Spotter drone: A spotter drone has 6 hours of operation time before
• Sen: This is the vehicle's sensor rating. requiring a one-hour recharge.
Surveillance drone: A surveillance drone has 12 hours of operation time
• Stealth: This is the vehicle's stealth rating.
before requiring a one-hour recharge. However, it requires a small (15 ft.) landing
• PDC: This is the Wealth check DC required to purchase the vehicle.
strip for take off and landing. It is unable to hover, or fit in many areas that a
• IDC: This is the Wealth check DC required to purchase the vehicle spotter drone can manage.
through less than legal means. Yellowjacket: When being landed with autorotation, the Stealth of this
• Res: This is the restriction level of the vehicle. increase to 10.
Chrysler-Nissan Patrol-1: When the window armor is activated, the
windows have a hardness of 11.
Hunter drone (spotter): This is a standard spotter drone that is equipped
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Section 4: Equipment
4949
50
Section 5: Combat, Rules, and Gamemastering
S E C T I O N 5 : C O M B A T, R U L E S , A N D G A M E M A S T E R I N G
A TTACK AN O BJECT Bull's Charge
This is a low charge designed to get you in under your target's guard, but it
Substance Hardness Hit Points leaves you vulnerable to a counterattack.
Leather 2 1/inch of thickness Requirements: Strength 13, Power Attack.
Drywall 3 6/inch of thickness Circumstance: You must be wielding a slashing or piercing weapon and
charging.
Bone/Ivory 7 12/inch of thickness
Effect: Before you make the attack roll, you provoke an attack of
Reinforced concrete 9 20/inch of thickness opportunity from the opponent. You gain a +2 bonus to your damage roll.
Strong metal 15 35/inch of thickness
Super-strong metal 20 40/inch of thickness Cat's Parry
Advanced composites/materials 30 50/inch of thickness You are able to turn a defense into an offense.
Requirements: Melee Weapon Skill 6 ranks.
Circumstance: You must be fighting defensively or using total defense.
Object Hardness Hit Points Break DC Effect: Your opponent gain's a +4 bonus to his attack roll, but if he misses,
Drywall (1 in. thick) 3 6 10 you gain an immediate attack of opportunity.
Sandbags (1 ft. thick) 5 120 13
Cue ball 6 36 21
Decapitating Slash
You take advantage of an opponent's dropped defenses to take his head off.
Concrete wall (2 ft. thick) 7 336 40
Requirements: Intelligence 11, Slashing Melee Weapon Skill 10 ranks.
Blast door (2 ft. thick) 15 875 40 Circumstance: Your opponent provokes an attack of opportunity from you.
Effect: If you score a critical hit on your attack of opportunity, the opponent
C LOBBERED must make a Fortitude save against a DC of 5 + total lethal damage suffered, or
have his head severed. You take a -4 penalty to Defense for one round following
Anytime a creature suffers damage from one attack that is equal to 50% of his the strike.
current hit points or greater, he must make a Fortitude save. The DC is 10 +
damage. If this save fails, he is stunned for one round. In addition, an appropriate Desperate Stab
attack type will knock the character back 5 ft. per 10 points of damage. If the You make a desperate stab for the heart or throat in an attempt to kill your
character has some for of stability, treat this as a bull rush with as Strength equal opponent before he realizes a fight has begun.
to the damage. Requirements: Improved Initiative, Piercing or Slashing Melee Weapon
Skill 15 ranks.
D RAWING W EAPONS Circumstance: You must have won initiative, it must be the first round of
combat, and the opponent must be denied his Dexterity bonus to Defense.
Drawing a weapon larger than Tiny size (a dagger or knife) provokes attacks of Effect: As your first attack of the combat, you may attempt to slay your
opportunity from near-by foes unless the character has the Quick-Draw feat. enemy outright. Make an attack as normal. If successful, the opponent must
make a Fortitude save against a DC of lethal damage suffered. If this fails, he
M OVEMENT dies. If he lives, he gains a +2 bonus to both attack and damage rolls against you
for the remainder of the round.
The speed of both the defender and attacker can have a dramatic effect on
ranged combat. The following modifiers apply to the attack roll if either the Devastating Sweep
attacker or the defender takes more than a 5-foot step during the round. The You use your weapon to clear the space around you.
modifiers are cumulative. Requirements: Whirlwind Attack.
Ground speed: This is used if the attacker or defender is on the ground. Circumstance: You must be wielding a one-, or two-handed slashing
Air speed: This is used if the attacker or defender is airborne. weapon, and at least five of the squares adjacent to you must be occupied.
Effect: As a standard action, you swing your weapon in a wide arc. Any
Attacker's speed is Defender's speed is characters within 5 ft. of you have the option of taking an immediate 5-ft. step
Feet/Round away from you as a free action to get out of range (this does use their 5-ft. step
Ground Air Ground Air
for the round). You gain an attack at each creature that fails to move.
5-50 -0 -1 -0 -1
55-100 -1 -2 -1 -2 Dirty Fighting
105-300 -2 -3 -2 -3 You are able to distract an opponent.
305-600 -3 -4 -3 -4 Requirements: Intelligence 13.
605-800 -4 -5 -4 -5 Circumstance: The target must be within 10 ft., have an Intelligence of 3
or better, and engaged in combat with you.
805-1,000 -5 -6 -5 -6
Effect: Spend a full-round action and make an Intelligence check. The
1,005-2,000 -6 -7 -6 -7 opponent receives a Reflex save against a DC equal to the result of your
2,005-4,000 -7 -8 -7 -8 Intelligence check. If the save fails, you have forced the target into the dazed
4,005-8,000 -8 -9 -8 -9 condition for a round (distraction, throwing dirt in his eye, etc). Dirty fighting can
8,005-16,000 -9 -10 -9 -10 be used on a particular target once per encounter. After the first use in the
encounter, the opponent it too wary to fall for it again.
16,005-32,000 -10 -12 -10 -12
32,005+ -12 -14 -12 -14 Human Shield
You swing a distracted enemy around in order to block an incoming attack.
For example, if the attacker is taking a double move on the ground (60 Requirements: Strength 13, Improved Grapple.
ft./round) and his target is flying at 75 ft./round, the attacker's attack roll suffers a Circumstance: Earlier this round you have dealt damage to your opponent
–3 penalty. while grappling him and are now being attacked by another character while still
grappling the first.
C RITICAL H ITS Effect: Roll a grapple check – if successful, you gain a +2 cover bonus to
Defense against the incoming attack. If the attack misses due to this bonus, the
When you score a successful (i.e., confirmed) critical hit in combat, you deal the person you have grappled takes the damage from the attack.
base damage plus a roll for each critical multiple. For example if you deal a
critical with a longsword (critical multiplier x2) that inflicts 1d8+4 damage, then
you deal 12 points of damage +1d8 +4. R ANGED C OMBAT
M ELEE C OMBAT Shooting into Melee
If you shoot or throw a ranged weapon at a target that is engaged in melee with
Combat Maneuvers
an ally, you risk striking your ally. Roll your attack as normal. Determine the
number of potential targets, and assign each a number. Roll a corresponding die
Any character can attempt the following combat maneuvers in melee combat, so to determine which potential target is the actual target. Creature size affects this
long as he meets the requirements. – a Large creature is worth 2, a Huge creature 3, a Gargantuan creature 4, and a
Colossal creature 5. Creatures smaller than Small are worth ½.
For example, Geoff is shooting into a melee composed of his ally Robert
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Section 5: Combat, Rules, and Gamemastering
(1) and 3 thugs (numbers 2, 3, 4). Geoff rolls a 19 on his attack roll, and 1d4, attack roll and compare to the target's Defense to determine if the second round
getting a 1 – Robert. Geoff's 19 attack roll is compared to Robert's 15 Defense; hit. Double tap may also be used with burst fire-capable weapons.
Geoff has accidentally shot his ally.
If you have Precise Shot, you do not have to randomly check for your
target. Nor do you have to check if part of the target is 10 feet or farther from
Suppression Fire
A character with a weapon capable of automatic fire may attack a square,
your ally.
instead of a target. Anyone in that square who does anything except hit the dirt
and stay there suffers an attack of opportunity. This ability does not allow a
Provoking Attacks of Opportunity character to make more attacks of opportunity than normal. Suppression fire
Characters can use Small or Medium ranged weapons without provoking attacks uses 10 bullets per round.
of opportunity unless the character is flanked, in which case, using a Small or
Medium ranged weapon provokes normally. Using a Large or larger ranged
weapon provokes attacks of opportunity normally. V ISIBILITY AND W IND
Visibility modifiers to attack rolls are cumulative. Presented first are modifiers for
F IREARMS the outdoors, at night.
Attacking with a firearm while in a threatened space provokes an attack of MOON PHASE
opportunity. Normal Vision
New ¼ ½ Full
When attacking with a weapon capable of automatic fire, you have two basic
options – the area attack, and the directed attack. Lt -5 -4 -3 -2
Mod -6 -5 -4 -3
Area Attack Thick -7 -6 -5 -4
The default assumption for automatic fire is the area attack. You target a 10 ft. x Dense -8 -7 -6 -5
10 ft. area and make an attack roll (Defense 10). If you do not have any ranks in
MOON PHASE
the appropriate weapon skill, you suffer a -4 non-proficiency penalty, as well as a Low-light Vision
-4 automatic fire penalty. If successful, everyone in the affected area must make New ¼ ½ Full
a Reflex save. Those who fail take damage equal to that dealt by the weapon. Normal -3 -0 -0 -0
Those who roll a 15-20 take one-half damage. Those who roll a 21+ take no Clouds
damage. If you miss the targeted area, you may deal unintentional damage to
others. See Crossfire below. Area attack is an attack action, and uses 10 rounds Lt -5 -3 -1 -0
from your weapon. This maneuver is often called "hosing an area". Mod -6 -4 -2 -0
Thick -7 5 -3 -1
Directed Attack Dense -8 -6 -4 -2
You may also use automatic fire to make multiple, single target attacks. As
always with multiple attacks, this is a full-attack action. For every 10 rounds you Indoors, and other conditions provide the following modifiers to the attack
fire from the weapon, you may make one attack. roll.
You may attack multiple targets but all targets must be in the same 10 ft. x
10 ft. area.
Vision Type
Each attack beyond the first imposes a cumulative –10 penalty to hit (-10 Condition
for the second attack, -20 for the third and so forth). Normal Darkvision Low-Light
Full Darkness -8 -0 -8
Automatic Shotguns Magical Darkness - Force - Force - Force
Automatic shotguns are a hybrid between shotguns and assault rifles. When Minimal Light -6 -0 -2
using an automatic shotgun, you use the Shotguns skill. If you do not have Partial Light -2 -0 -0
Assault Rifles at an equal or greater level, you suffer a -2 penalty when using
autofire with an automatic shotgun. Glare -2 -0 -1
Mist -2 -0 -1
Burst Fire Light smoke/fog/rain -3 -0 -2
Any character with a burst fire, or full auto-capable weapon may attempt to fire a Heavy smoke/fog/rain -6 -0 -4
short (5-round) burst. A non-proficient character actually expends 2d6 rounds Thermal smoke -4 -8 -4
when firing a burst. The attack roll suffers a -4 penalty. If successful, you deal
increased damage (noted in the weapon description).
Darkvision allows many characters and monsters to see perfectly well without
Burst-Fire Settings: Some weapons have a specific burst fire setting,
any light at all, but characters with normal vision (or low-light vision, for that
normally 3-rounds. These weapons may fire a burst as if using semi-automatic
matter) can be rendered completely blind by putting out the lights. Torches or
fire. In addition, when using a weapon with such a setting, you may attempt a
lanterns can be blown out by sudden gusts of subterranean wind, magical light
double tap maneuver with the bursts.
sources can be dispelled or countered, or magical traps might create fields of
Burst Fire v. Armor: When using burst fire against a target with High
impenetrable darkness.
Impact armor protection, the target rolls his armor protection x2.
In many cases, some characters or monsters might be able to see, while
others are blinded. For purposes of the following points, a blinded creature is one
Crossfire who simply can’t see through the surrounding darkness.
This rule is designed to make combat a little dicier. Thus, this rule makes • Creatures blinded by darkness lose the ability to deal extra damage
Hostage Rescue operations particularly difficult. This rule is based on an due to precision (for example, a sneak attack).
unfortunate reality of modern combat: modern firearms have so much power, that • Blinded creatures are hampered in their movement, and pay 2
even when they hit, they pass through targets, ricochet off objects, pass through squares of movement per square moved into (double normal cost).
walls, and so forth. Blinded creatures can’t run or charge.
Any person within one range increment of a firefight (based on the shortest • All opponents have total concealment from a blinded creature, so the
range of any weapon being used) has to make a Reflex save every round to blinded creature has a 50% miss chance in combat. A blinded
avoid taking 1d12 Crossfire damage (this damage represents that bullets can creature must first pinpoint the location of an opponent in order to
lose velocity, strike at odd angles, or that the character is being hit by a shell attack the right square; if the blinded creature launches an attack
casing or chunk of debris). The DC of this save is determined by the conditions of without pinpointing its foe, it attacks a random square within its reach.
the battle, as shown on the table below. For ranged attacks or spells against a foe whose location is not
pinpointed, roll to determine which adjacent square the blinded
Battle Conditions Save DC creature is facing; its attack is directed at the closest target that lies in
Two sides involved in firefight 10 that direction.
• A blinded creature loses its Dexterity adjustment to Defense and
Three sides involved in firefight 15
takes a –2 penalty to Defense.
Four or more sides involved in firefight 20 • A blinded creature takes a –4 penalty on Search checks and most
Each attack that misses its target this round +1 Strength- and Dexterity-based skill checks, including any with an
Each attack that is a Natural 1 this round +5 armor check penalty. A creature blinded by darkness automatically
fails any skill check relying on vision.
•
Double Tap Creatures blinded by darkness cannot use gaze attacks and are
immune to gaze attacks.
A double tap is when you pull the trigger of a weapon twice in rapid succession. A creature blinded by darkness can make a Listen check as a free action
Any skilled character can perform this maneuver. This imposes a -2 penalty to each round in order to locate foes (DC equal to opponents’ Move Silently
hit. If successful, the first round hits. Subtract an additional 2 points from your checks). A successful check lets a blinded character hear an unseen creature
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Section 5: Combat, Rules, and Gamemastering
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Section 5: Combat, Rules, and Gamemastering
5 minutes (DC 15, +1 per previous check) or take 1d4 points of non-lethal round, she drops to –1 hit points and is dying. In the third round, she suffocates.
damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on
their saves. In addition, those wearing metal armor or coming into contact with Slow Suffocation
very hot metal are affected as if by a heat metal spell. A Medium character can breathe easily for 6 hours in a sealed chamber
Boiling water deals 1d6 points of scalding damage, unless the character is measuring 10 feet on a side. After that time, the character takes 1d6 points of
fully immersed, in which case it deals 10d6 points of damage per round of non-lethal damage every 15 minutes. A character takes twice as much air for
exposure. each size category larger than Medium, or half as much air for each size
category it is below Medium. A sleeping or unconscious character consumes air
Lava Effects at one-half this rate. A torch or similarly sized fire is counted as a Medium
Lava or magma deals 2d6 points of damage per round of exposure, except in the character.
case of total immersion (such as when a character falls into the crater of an
active volcano), which deals 20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but
this additional damage is only half of that dealt during actual contact (that is, 1d6
Strangulation
This replaces the rules found on page 214 of d20 Modern Roleplaying Game.
or 10d6 points per round).
You can strangle or choke any target up to one size category larger than
An immunity or resistance to fire serves as an immunity to lava or magma.
you are. (For example, a Medium-size character can strangle any Large or
However, a creature immune to fire might still drown if completely immersed in
smaller creature.)
lava (see Drowning, below).
When grappling an opponent, you can choose to strangle him in addition to
Smoke Effects damaging him. With a successful opposed grapple check, you prevent the
opponent from breathing for one round. If you get more than one attack per
A character who breathes heavy smoke must make a Fortitude save each round round, you need to succeed on only one of them to prevent your opponent from
(DC 15, +1 per previous check) or spend that round choking and coughing. A breathing. (That is, if you fail one attempt but succeed on a second, the strangle
character who chokes for 2 consecutive rounds takes 1d6 points of non-lethal is maintained.)
damage. The target can hold his breath for a number of rounds equal to his
Smoke obscures vision, giving concealment (20% miss chance) to Constitution score. After that period, he must make a DC (10 + Strength modifier)
characters within it. Constitution check at the beginning of his next turn. He must continue making a
Constitution check each round for as long as the strangle is maintained, but the
High Altitude/Low Oxygen DC of the check increases by +1 each round after the first.
Characters exerting themselves in low-oxygen conditions must make a Fortitude When the opponent fails one of these checks, he begins to suffocate. The
save every hour (DC 15 + 1 for each previous check) or take 1d4 points of non- next round, he falls unconscious (to 0 hit points). In the following round, his hit
lethal damage from exhaustion. Characters who have taken non-lethal damage point total drops to -1, and he is dying. On the third round after failing the check,
from lack of oxygen are fatigued. Once knocked unconscious, the character he dies of suffocation.
automatically succeeds at his Fortitude save every hour until conscious. While still conscious, the target can attempt to break the strangle as if
escaping from a pin (see Escape from Pin on page 154 of d20 Modern
Scenery Roleplaying Game). If the target breaks the strangle, he can breathe again. Any
accumulated increases to the Constitution check DC are negated and do not
apply to future attempts to strangle the target.
Doors If the target is both pinned and being strangled, he must escape from the
Break DC pin before he can attempt to break the strangle.
Door Typical Thickness Hardness HP If a character is strangled by something other than an attack (such as being
Stuck Locked
hung by a noose), he suffocates. See Suffocation and Drowning on page 213.
Blast 2 ft. 15 875 40 40
Elevator
Glass
2 in.
1 in.
10
1
60
1
15
12
15
12
Traps and Other Devices
Electric eye: Spot (+4 bonus) versus Hide to detect characters; Search DC 20;
Iron 2 in. 10 60 28 28 Disable Device DC 20; Sounds an alarm and/or activates another device.
Steel 2 in. 15 70 30 30 Heat sensor: Detect any discernible body heat within 20 ft.; Search DC 23;
Stone 4 in. 8 60 28 28 Disable Device DC 23; Sounds an alarm and/or activates another device.
Noise sensor: Listen (+4 bonus) versus Move Silently to detect characters;
Wood, simple 1 in. 5 10 13 15
Search DC 20; Disable Device DC 20; Sounds an alarm and/or activates another
Wood, good 1.5 in. 5 15 16 18 device.
Wood, strong 2 in. 5 20 23 25 Motion sensor: DC 20 Balance check to avoid detection; Search DC 22;
Lock - 15 30 - - Disable Device DC 22; Sounds an alarm and/or activates another device.
Vibration sensor: Detect any movement by creatures over (xx) lb. within
Hinge - 15 30 - -
20 ft.; Search DC 24; Disable Device DC 25; Sounds an alarm and/or activates
Floors another device.
Improved sensors: The statistics above are for the most basic of sensor
Carpeted: Carpeted floors provide a +1 or +2 circumstance bonus to Move systems. Search and Disable Device DCs can be 5, 10, or even 25 points higher.
Silently checks. Electrified floor: Section of floor (3d10 damage, DC 14 Reflex for half);
Electrified: These floors have electric currents running through them at Search DC 23; Disable Device DC 23.
regular intervals. This deals 1d6 points of damage to those on the floor. Laser beam: +16 attack; 8d6 damage; Search DC 25; Disable Device DC
Grates: A typical one-inch grate has hardness 15, 35 hit points, and a 28.
Break DC 30. Ultrasonic siren: 10d6 non-lethal damage (DC 22 Fortitude save half);
Hard wood: Loose boards can impose a -2 penalty on Move Silently Search DC 23; Disable Device DC 25.
checks.
Weight-sensitive: These are typically rigged to trigger a trap and/or alarm Wire
when weight is added or removed from them. There are three basic types of wire used in security systems: barbed, concertina,
and monowire. These wires have the following statistics:
Starvation and Thirst • Spot DC: This is the DC for a Spot check to spot the wire under
A character can go without water for 1 day plus a number of hours equal to his normal lighting conditions. Unusual lighting conditions, as well as
Constitution score. After this time, the character must make a Constitution check concealing brush or others obstructions may increase the DC.
each hour (DC 10, +1 for each previous check) or take 1d6 points of non-lethal • Hard: This is the hardness of the wire.
damage. • HP: This is the amount of damage required to break the wire.
A character can go without food for 3 days, in growing discomfort. After this • Break DC: This is the DC required when attempting to break the wire
time, the character must make a Constitution check each day (DC 10, +1 for through force.
each previous check) or take 1d6 points of non-lethal damage. • Damage: This is the damage the wire deals per 5 ft. section moved
Characters who have taken non-lethal damage from lack of food or water through when simply grabbing the wire, walking through the wire, or
are fatigued. Non-lethal damage from thirst or starvation cannot be recovered running through the wire. Note that in many cases, the Gamemaster
until the character gets food or water, as needed—not even magic that restores may choose to apply specific-area injuries when dealing with wire
hit points heals this damage. barriers.
5454
Section 5: Combat, Rules, and Gamemastering
WIRE STATISTICS TABLE skill DC is failed, roll d%. If the result is 01-50, the character is
deafened for 1d6 months. If the result is 51-100, the deafness is
Spot Break Damage permanent.
Wire Hard HP
DC DC Grab Walk Run† • Character’s hearing is damaged: The character suffers a penalty to
Monowire* 25 8 15 35 1d8 2d6 4d6 Listen skill checks equal to –1 per 4 points of damage inflicted by the
†
In addition to this damage, add the character's current speed / 20. injury. If the Treat Injury skill DC succeeds the character recovers half
* Apply High Impact protection against monowire. of the penalty immediately and recovers the remainder at the rate of
Note that some individuals may use monowire for tripwires as well. These one point per day. If the Treat Injury skill DC is failed then the
deal damage as above in addition to setting off alarms and/or traps. character’s penalty to Listen checks slowly improves by one point per
month.
Water Dangers • Character has suffered a concussion: As the new condition (see
below). If the Treat Injury skill DC is failed, roll d%. If the result is 01-
Any character can wade in relatively calm water that isn’t over his head, no check 75, the condition lasts for 1d6 weeks. If the result if 76-100, the
required. Similarly, swimming in calm water only requires skill checks with a DC effects are permanent.
of 10. Trained swimmers can just take 10. (Remember, however, that armor or
• Character loses Strength: The character loses one point of Strength
heavy gear makes any attempt at swimming much more difficult. See the Swim
per 4 points of damage inflicted by the attack. If the Treat Injury skill
skill description.)
DC succeeds the character recovers half of the lost Strength
By contrast, fast-moving water is much more dangerous. On a successful
immediately and recovers the remainder at the rate of one point per
DC 15 Swim check or a DC 15 Strength check, it deals 1d3 points of non-lethal
day. If the Treat Injury skill DC is failed, roll d%. If the result is 01-75,
damage per round (1d6 points of lethal damage if flowing over rocks and
Strength improves at a rate of one point per month. If the result is 76-
cascades). On a failed check, the character must make another check that round
100, then the loss is permanent.
to avoid going under.
• Character loses Constitution: The character loses one point of
Very deep water is not only generally pitch black, posing a navigational
Constitution per 4 points of damage inflicted by the attack. If the Treat
hazard, but worse, it deals water pressure damage of 1d6 points per minute for
Injury skill DC succeeds the character recovers half of the lost
every 100 feet the character is below the surface. A successful Fortitude save
Constitution immediately and recovers the remainder at the rate of
(DC 15, +1 for each previous check) means the diver takes no damage in that
one point per day. If the Treat Injury skill DC is failed, roll d%. If the
minute. Very cold water deals 1d6 points of non-lethal damage from hypothermia
result is 01-75, Constitution improves at a rate of one point per
per minute of exposure.
month. If the result is 76-100, then the loss is permanent.
The Bends • Character acts as if exhausted: As the standard condition. If the
Treat Injury skill DC is failed, roll d%. If the result is 01-75, the
A diver who remains underwater for more than one hour and dives more than character is exhausted for 1d6 months. If the result is 76-2100, the
100 ft. must surface slowly, a process that takes 5 minutes per 50 ft. of depth. condition is permanent. This injury represents damage to the
Failure to do so causes the bends, which causes extreme pain as nitrogen in the character’s lungs, diaphragm or intestines.
blood begins to bubble. This leaves the victim unable to take any actions and • Character acts as if fatigued: As the standard condition. If the Treat
deals 1d6 points of damage to him every minute until he is placed in a pressure Injury skill DC is failed, roll d%. If the result fi 01-50, the condition
tank and slowly decompressed. Even after being decompressed, the diver persists for 1d6 months. If the result is 51-100, the condition is
remains unable to take any actions for a full day. permanent. This injury represents damage to the character’s lungs,
Euphoria (Nitrogen Narcosis) •
diaphragm or intestines.
Character is in danger of losing an arm: Only having one arm
A diver that remains underwater for more than one hour and dives more than 50 imposes a –4 penalty to all Climb skill checks as well as all Grapple
ft. is susceptible to euphoria caused by the way nitrogen acts n the blood at that checks. It also precludes the use of any Two-Weapon fighting feats
depth. The diver suffers a -4 penalty to all Intelligence and Wisdom-based the character may possess or the ability to use two-handed weapons.
checks until he has resurfaced and rested 10 minutes or succeeds at a DC 25 If the character’s primary hand is injured (assumed to be the right
Fortitude save each hour. hand for 95% of all characters), then the character will also suffer off-
hand penalties for one year (6 months if the character possesses a
I NJURY AND D EATH two-weapon fighting feat). If the Treat Injury skill DC is failed, roll d%.
If the result is 01-50, the arm is useless for 1d6 months. If the result is
51-100, the arm will never recover.
Massive Damage • Character suffers a broken arm: As the new condition (see below).
Massive damage threshold is equal to current Constitution score plus any The Treat Injury check for this injury implies that the bone has been
applicable modifiers (including size). set so it can heal properly.
The saving throw for massive damage is 10 + damage. If the saving throw • Character is in danger of losing a leg: Only having one leg reduces
fails, you are immediately reduced to – (2d10) hit points. the character’s movement rate to 10 feet per round, precludes the
use of the Jump skill and imposes a –4 penalty on all Tumble and
Massive Damage and Non-Lethal Balance skill checks. The character also receives no Dexterity bonus
to Defense. Modern prosthetics can remove the Movement penalty,
If a non-lethal attack forces a massive damage save, a failed save results in
allow the use of the Jump skill with a –4 penalty, restore the
unconsciousness for 2d6 rounds. In addition, you suffer 1d4 points of lethal
character’s Dexterity bonus to Defense and reduce the penalty to
damage.
Tumble and Balance checks to –2. If the Treat Injury skill DC is failed,
Injuries roll d%. If the result is 01-50, the leg is useless for 1d6+6 months. If
the result is 51-100, the leg will never recover.
Any time a character must make a lethal Massive Damage save, he also must • Character suffers a Defense penalty: The character suffers a –1
save to avoid being injured. The DC to avoid being injured is the same as the penalty to Defense for each 4 points of damage inflicted by the
Massive Damage save. Note that a character must save to avoid being injured attack. This represents an injury that would affect the character’s
even if he fails his Massive Damage save and falls unconscious (if the character lateral, but not straight-line movement (certain knee, hip and tendon
is stabilized and lives, the injury will still need to heal). injuries). If the Treat Injury skill DC fails, roll d%. If the result is 01-50,
All injuries are treatable by the Treat Injury skill, at a DC listed on the table the penalty remains for 1d6 months. If the result is 51-100, the
below. Injuries do not heal naturally; they are permanent unless the character penalty is permanent.
receives medical attention. There is a “golden hour” of time during which a • Character suffers a penalty to Movement: The character suffers a
character is most easily treated. This is the reason armies at war have developed –5 feet penalty to Movement for each 10 points of damage inflicted by
an intricate pattern of care with combat medics in the field, followed by the attack. If the Treat Injury skill DC fails, roll d%. If the result is 01-
emergency field hospitals, then MASH (Mobile Army Surgical Hospitals) units 50, the penalty remains for 1d6 months. If the result is 51-100, the
further back away from the action and finally non-combat medical facilities. penalty is permanent.
If a character’s injury goes untreated during the golden hour, the Treat
• Character loses Dexterity: The character loses one point of
Injury DC rises by one per hour.
Dexterity per 4 points of damage inflicted by the attack. If the Treat
Using injuries causes combat to become more dangerous, since the
Injury skill DC succeeds the character recovers half of the lost
character might feel the effects of any successful attack long after the combat
Dexterity immediately and recovers the remainder at the rate of one
itself, even if he survives. point per day. If the Treat Injury skill DC fails, roll d%. If the result is
• Character is blinded: As the standard condition. If the Treat Injury 01-75, the character's Dexterity slowly improves by one point per
skill DC is failed, roll d%. A 01-50 means the character is blinded for month. If the result is 76-100, the penalty is permanent.
1-6 months, while a 51-100 means the blindness is permanent.
• Character suffers a broken leg: As the new condition (see below).
• Character’s eyes are damaged: The character suffers a penalty to The Treat Injury check for this injury implies that the bone has been
Spot skill checks equal to –1 per 4 points of damage inflicted by the set so it can heal properly.
injury. If the Treat Injury skill DC succeeds the character recovers half
• Character is bleeding: Character suffers 1d6 points of damage per
of the penalty immediately and recovers the remainder at the rate of
round for one round per 4 points of damage inflicted by the initial
one point per day. If the Treat Injury skill DC is failed then the
attack.
character’s penalty to Spot checks slowly improves by one point per
• Character is bleeding internally: A much more serious condition,
month.
this is not even evident except by its symptoms. The character loses
• Character is deafened: As the standard condition. If the Treat Injury
5555
Section 5: Combat, Rules, and Gamemastering
one point of Constitution per hour until the bleeding is stopped 15 + (13 - 10)3, or 18. Example #2: Shayna has a Constitution of 18 (+4 bonus),
(requiring a Treat Injury skill check DC 20 by a character with the and is at -20 hit points, so the DC for the check is 15 + (20 - 14) 6, or 21. If this
Surgery feat) or until the character dies. skill check fails, the subject suffers an additional point of damage, but the attempt
• Character loses Intelligence and/or Wisdom: This injury may be made again. Each such attempt takes one minute.
represents a serious brain injury. The character loses one point of If the skill check is successful, the deceased rolls a DC 20 Fortitude save.
Intelligence and/or Wisdom (distributed randomly) per 4 points of Apply the following modifiers to the save:
damage inflicted by the attack. If the Treat Injury skill DC succeeds • Every minute of death -2
the character recovers half of the lost Intelligence and/or Wisdom • Every two (2) negative hit points beyond death’s door -1
immediately and recovers the remainder at the rate of one point per • Doctor has the Surgery feat +2
day. If the Treat Injury skill DC fails, roll d%. If the result is 01-75, the • Field conditions -1
penalty improves by one point per month. If the result is 76-100, the • Clinic +0
penalty is permanent. • Hospital +1
• Character is in a coma: The character drops to 0 HP immediately • Quality hospital +2
and is unconscious (though there are debates as to how much a If the saving throw is successful, the subject is restored to his death’s door,
character in a coma can perceive of his surroundings). If the Treat but he must be stabilized, either naturally, or with Treat Injury, magic, psionics, or
Injury check is successful the character will wake in 1d6 weeks. If the with some other method. There is a chance that the subject will suffer
check is failed it may be retried in 6 weeks, but the DC is increased Intelligence (1-45) or Wisdom (46-90) or both (91-100) ability drain. The base
by 1 (this is an exception to the golden hour rule above). This check chance of suffering ability drain and the amount suffered is based on the time
may be tried every 6 weeks but the DC continues to rise and spent dead as follows:
eventually there is no hope of recovery.
JUMP STARTING THE DEAD TABLE
INJURIES TABLE
Time Dead (in rounds) Chance Amount
Roll Effect Treat Injury DC
1 - 10 10% (1-10/1d%) 1
01 – 05 Character is in a coma 25
11 - 20 15% 1d2
06 – 10 Character loses Intelligence and/or Wisdom 25
21 - 30 20% 1d2
11 – 15 Character is bleeding internally 25
31 - 40 25% 1d3
16 – 20 Character is bleeding 25
41 - 50 30% 1d3
21 – 25 The character suffers a broken leg 20
26 – 30 The character loses Dexterity 20 51 - 60 40% 1d4
31 – 35 Character suffers a penalty to movement 20 61 - 70 50% 1d6
36 – 40 The character suffers a Defense penalty 20 71 - 80 60% 1d8
41 – 45 Character is in danger of losing a leg 20 81 - 90 70% 1d10
46 – 50 Character suffers a broken arm 20 91 - 100 80% 1d12
51 – 55 Character is in danger of losing an arm 15 101 - 110 90% 2d8
56 – 60 Character acts as if Fatigued 20 111+ 99% 3d6
61 – 65 Character acts as if Exhausted 15
66 – 70 Character loses Constitution 15 Stabilization
71 – 75 Character loses Strength 20 Each round that a character is dying, he must roll a Fortitude save. The DC for
this save is 20, +1 per round. If successful, the character self-stabilizes and
76 – 80 Character has suffered a Concussion 20 ceases accumulating damage each round. If the save fails, the character takes
81 – 85 Character’s hearing is damaged 15 another point of damage. Regaining consciousness follows the normal rules.
86 – 90 Character is Deafened 20*
91 – 95 Character’s eyes are damaged 25 Healing
96 – 100 Character is Blinded 25
Hit Points
Injuries and Acton Points Characters heal hit point damage at a base rate of 1d4 +Constitution modifier per
When a character fails a lethal massive damage save, he can spend an Action week (7 days), with a minimum of 1 point. Your lifestyle affects your healing rate.
Point to void the effect of the massive damage, but he automatically takes an
Injury. The injury is particularly severe, increasing the Treat Injury DC by +5. Ability Damage
Characters heal ability score damage at a rate of 1 + Constitution modifier per
Disabled week, with a minimum of 1 point.
Movement beyond 25% of your base speed (rounded down) is strenuous and
deals the necessary damage.
Non-Lethal Damage
Characters heal non-lethal damage at a rate of 1 + Constitution modifier points
Dying per hour of light activity. If this results in a rate of 0 or less per hour, the character
heals 1d4 points per day of light activity.
When your hit points are at -1 or worse, you are dying. However, you are not
unconscious unless your negative hit points exceed your Constitution bonus.
For example, if Bob has a Constitution of 16 (+3 bonus), he is dying at -1
Injury, Death, and the Awakened
hit points, but remains conscious until he is at -4 hit points or worse. While Whenever a character with a Magic Rating is reduced to -1 hit points or worse,
conscious but dying, you can perform actions as if disabled. there is a chance that he will lose some magical potency. Attending critically
injured Awakened characters with Treat Injury is also more difficult, and can
Dead cause a loss of magical potency.
When such a character is reduced to negative hit points, roll 1d20. If the
You die when your negative hit points exceeds 10 + Constitution modifier. For result is equal to or less than the character's Magic Rating, his Magic Rating is
example, a character with an 8 Constitution (-1) dies at -10 hit points. A character reduced by one point.
with an 18 Constitution (+4) dies at -15 hit points. If a critically injured character is treated with Treat Injury, the doctor must
do so at a -6 penalty. He may choose not to accept this penalty, but in such
Irretrievable cases, the character must roll 1d20 again, checking for the loss of another point
If your hit points are beyond negative (Constitution ability score x 3), your body is of Magic Rating. Note that if the attending physician is not aware that the patient
so damaged that only magical resurrection, or similar forms of raising the dead is Awakened, the physician will suffer the -6 penalty.
can restore you. For example, if your Constitution is 10, at -31 hit points, you are When an Awakened character requires a replacement limb or organ, he
irretrievable. must use one cloned from his own DNA. Using another DNA pattern, even that of
If your negative hit point total exceeds your Constitution x 5, even magical another Awakened creature imposes a -1 reduction on the character's Magic
resurrection has only a 50% chance of restoring you. Rating. This automatic reduction is negated if the character's receives a part
If your negative hit point total exceeds your Constitution x 10, magical cloned from his own DNA. However, the surgical process, major invasive
resurrection has only a 1% chance of restoring you. surgery, is the same as being reduced to negative hit points and may cause
magic loss.
Jump Starting the Dead When an Adept loses a point of Magic Rating, he loses access to one point
With a medical kit, it is sometimes possible to bring the dead back to life with worth of Adept abilities.
quick action. Roll a Treat Injury skill check. The DC for this check is 15 +
negative hit points causing death. For example, Joe has a Constitution of 10 (+0
modifier), and is currently at -13 hit points. He died at -11 hit points, so the DC is
5656
Section 5: Combat, Rules, and Gamemastering
Mental Fatigue
N EW C ONDITIONS The character suffers a –2 penalty to Strength and Dexterity as normal for
Fatigue. What makes this condition different is that is caused by stress, rather
Concussion than physical exertion. One hour of rest, free from stress or combat, will “heal”
This condition persists for 2d6 days, after which it will heal naturally. A character mental fatigue. If a character suffering from mental fatigue performs another
with a concussion will often appear perfectly fine, but will occasionally suffer activity that causes mental fatigue, the character may suffer mental exhaustion
dizziness, see spots, and in rare cases may even believe he is somewhere else, (see that condition for more information).
or become extremely confused. A character with this condition can only use half
his ranks in any skill. A character that succeeds at a DC 20 Will save may make Mental Paralysis
a skill check with his full number of skill ranks, but the character must make this A character suffering from mental paralysis either stands stock still, staring
save again each time he makes a skill check as long as this condition persists. around him, or simply sits down on the ground, ignoring what is going on around
him. If attacked, the character may make a Will Save (DC 15) to become
Broken Arm mentally exhausted again. If the character fails this save, the character will suffer
This condition persists for 1d6 weeks, minus one week per point of the a Mental Breakdown (see that condition for more information). A character
character’s Constitution modifier, minimum 1 week. If a character has a broken suffering from mental paralysis has an effective Strength and Dexterity of 0, and
arm that is not set, the character may use that arm normally, but suffers a –2 to is helpless. One day of rest, free from stress or combat will “heal” mental
all actions performed with that arm, and must make a Fortitude Save (DC 15) or paralysis, leaving the character mentally exhausted. What makes this condition
suffer 1d6 points of damage when using that arm. A character with a First Aid kit different from normal Paralysis is that this condition is caused by extreme stress
may make a Treat Injury check (DC 15) to set a broken arm. This reduces the and mental duress.
penalty to –1, and the character suffers no damage from using the limb. Once an
arm is set, only the –1 penalty applies until the condition is healed. Post-traumatic Stress
PTS is an illness that affects those who have been exposed to extreme stress,
Broken Leg especially those who have suffered extreme stress over a long period of time,
This condition persists for 1d6 months, minus one month per point of the such as war veterans, prisoners of war, or concentration camp survivors.
character’s Constitution modifier, minimum 2 months. If a character has a broken Characters with this illness may suffer nightmares (rendering the character
leg that is not set, the character may stand on that leg, but suffers a –4 penalty to fatigued), or even flashbacks. These conditions cause a 5% chance that the
Defense, and must make a Fortitude Save (DC 15) or suffer 1d6 points of character is Fatigued on any given day. Should a character suffering this
damage each round the character stands on that leg. A character standing on condition be placed under extreme stress again, the character must make a Will
one leg is flat-footed, but does not suffer damage. A character standing on one Save (DC 20) or immediately suffer mental exhaustion.
foot or on a broken leg that is hit in combat must make a Reflex save (DC 15 if
the character is placing weight on the broken leg, or DC 20 if the character is The Thousand Yard Stare
standing on one leg) or be knocked prone. A character with a First Aid kit may This mental illness has rendered the character so numb that he is actually better
make a Treat Injury check (DC 15) to set a broken leg. Once a leg is set, a suited to stressful situations, including combat. The character gains +2 to attack
character suffers a –2 penalty to Defense as long as the condition persists. and damage rolls in combat; however, out of combat, the character suffers a –4
to all skill checks except Spot and Listen. This mental illness can only be
Mental Breakdown removed through long-term therapy as described under the Mental Breakdown
The character’s experiences have caused the character to develop a mental new condition.
illness, usually Post-Traumatic Stress Disorder (see that condition for more
information), though some other well-known examples of combat breakdowns,
such as the “Thousand Yard Stare” are presented as well. Although no C ONTACTS
information on other forms of mental illness is provided here (such concerns are You must purchase contacts during character creation, although contacts may
outside the scope of this book), combat breakdowns have resulted in every form also develop in play.
of neurosis and psychosis that exists, and any of these could affect a character. Contacts have two basic ratings that determine how useful they are:
This condition may only be removed by long-term application (2d12 months, one Connection, and Loyalty.
treatment per week) of the Knowledge (Behavioral Sciences) skill.
Loyalty
mental exhaustion performs another activity that causes mental fatigue, the
character may suffer mental paralysis, become panicked, or even suffer a mental
breakdown (see those conditions for more information). An Order (see the This determines how much you can rely on the contact. The Loyalty rating can
Intimidate skill for more information) may temporarily allow a character to act as if provide you with a bonus when dealing with the contact, and can often act as a
mentally fatigued. modifier when others ask the contact about you.
5757
Section 5: Combat, Rules, and Gamemastering
rolled. Compare this result to Table 7-1: Purchase DCs on p. 204 of d20 Modern
Contacts and Reputation Roleplaying Game.
When dealing with a contact, you may make a normal Reputation check (DC 25)
to gain the appropriate skill bonuses. Networking
You can use a contact to arrange meetings with other characters. This is
General Information networking. When you ask a contact to network you, first, the GM must
determine if the attempt will pose a risk to the contact. Risky networking may
When you go to contact for information, the first thing that must be determined is
require you to make a Diplomacy check (add Loyalty as a bonus) with the DC
if the contact already knows the information. This is covered by the contact's skill
based on how dangerous the contact perceives the attempt to be.
rolls. If the contact knows the information, proceed to the next step If the contact
If the contact agrees, he must make the appropriate skill checks, with a
doesn't know the information, he must ask around. Make the appropriate skill
bonus equal to his Connection rating. His DCs are based on the importance of
checks for the contact, with a bonus equal to his Connection rating. This typically
the individual to be met, and the relationship between that individual, the contact,
takes 60 minutes. For every 5 points by which the contact beats the required
and you. If successful, the contact has arranged a meeting. This will typically
DC< reduce the time by 10 minutes.
occur in 4d6 hours.
If the information falls under the contact's field, he gains a +2 bonus. If the
If the contact cannot arrange a meeting with the desired individual, he may
contact is a Fixer or Mr. Johnson, he receives a +2 bonus.
still be able to arrange contact with an intermediary.
Once the contact has the information, you must convince him to provide it.
This requires an open-ended Diplomacy check. You receive a bonus to this
check equal to the contact's Loyalty rating. Fencing
This is similar to networking, except instead of arranging a meeting, the contact
is working to find a buyer for goods or information you possess. The procedure is
CONTACT INFORMATION TABLE essentially the same as with networking, except you may aid the contact's
chances of success by lowering your asking price. You must let him know this
Result Information Sample question before he makes his checks. In addition, contacts typically charge a "finder's fee"
General in such situations (typically 10% to 30% of the selling price).
1-5 Did you hear that Dunkelzahn died?
information
6-10 More details What do your sources say about Big D’s remains? Favors
Even more What’s the connection between the Yaks and the Favors come in two basic types – business services and personal assistance.
11-20
details security on Inauguration night? Business services covers things you can go to complete strangers for, such
Can you get me the name of Nadja Daviar’s as vehicle repair, or doctor services. Typically, you use a contact for these only
21-30 Specific items
personal shopper? when you want the deal to remain under the table. Typically, such services have
Info not on the standard costs, although you may receive a Loyalty discount.
31-35 What is “Project Ragnarok? Personal assistance covers things that aren't normally available though
streets
cash alone. Use the Favor Rating Table as a rough guide. A contact will usually
Info beyond What does the phrase ‘techno-magical elf cabal’
36+ provide a favor that has a rating less than his Loyalty rating. For greater favors,
street bring to mind in reference to our late president?
you may be required to make Diplomacy checks (as per General Information),
Ear to the Ground and will owe the contact equal favors for the future.
You may ask a contact to keep his ear to the ground and report any information
concerning your inquiry. This requires a Diplomacy skill check with a –2 penalty
Maintaining Contacts
(+ Loyalty rating). If successful, the contact will generally report in 2d6 hours. Contacts do not exist in a void until you call on them. Contacts must be kept
happy. This is called Contact Upkeep. This consists of two parts.
Rushing a Contact 1. Role-playing: Generally, you must maintain some level of contact
with the contact. Occasionally buy him a cup of soykaf or slide him a
If you wish to rush a meeting with a contact, roll a separate DC 15 Diplomacy
loan.
skill check (again, add the contact's Loyalty rating as a bonus). If the contact has
2. Payment: In addition to general good treatment, you must also pay
been rushed, the Diplomacy skill check to get information from him suffers a –2
for your contacts. This includes money spent on dinners, tips, hard
penalty.
info, etc. This cost is paid every year. The Purchase DC for this
Payment upkeep is equal to 20 – Loyalty rating + Connection rating.
Should you fail to pay the upkeep cost, or, in the opinion of the Game
Many contacts expect to be reimbursed for aid provided. A rough guideline for Master, fail to live up to the role-playing aspect, you suffer a -4 circumstance
this is ((contact’s Intelligence modifier x contact’s Charisma modifier) – (Loyalty penalty to all rolls dealing with the contact for every time you fail to maintain
rating x 5) x 50). Subtract 10% per 5 points over the Diplomacy DC that you upkeep or contact.
V EHICLE C OMBAT Initiative and Maneuver ratings worsen by 4 points. All Drive/Pilot
checks take a -8 penalty.
Vehicular combat follows the standard d20 Modern Roleplaying Game rules for • Disabled: At 0 hit points, the vehicle is disabled, and no longer
the most part, with the following exceptions and additions. functions.
• Destroyed: If a vehicle's negative hit points exceeds 20% of its
Vehicle Hit Points normal hit points, it is destroyed.
Vehicles in Shadowrun/d20 Modern have more hit points than normal –
approximately 5 x the normal hit points. This is because vehicles in
Exploding Vehicles
Shadowrun/d20 modern have degrading performance. Divide the vehicle's hit If an attack disables or destroys a vehicle by dealing damage equal to 30%
points by 5, and note the ranges. Vehicles have the following operating (round down) of the vehicle's normal hit points, the vehicle explodes. This deals
conditions (the penalties are not cumulative): 10d6 points of damage to the occupants of the vehicle (DC 30 Reflex save for
• Operational: The vehicle functions as normal. half).
• Lightly Damaged: Reduce the vehicle's top speed by 20%. The This also deals damage as an explosive (concussion and slashing) to three
Initiative and Maneuver ratings worsen by 1 point. All Drive/Pilot blast increments (0 – 10 ft.; 11 – 20 ft.; 21 – 30 ft.). This deals 9d6 / 6d6 / 3d6
checks take a -2 penalty. damage with Reflex saves for half damage (DC 19 / 16 / 13).
• Moderately Damaged: Reduce the vehicle's top speed by 40%. The
Initiative and Maneuver ratings worsen by 2 points. All Drive/Pilot Critical Hits
checks take a -4 penalty. Vehicles are normally treated as constructs, and by that virtue, should be
• Heavily Damaged: Reduce the vehicle's top speed by 60%. The immune to critical hits. However, in this conversion, they are not. When you
Initiative and Maneuver ratings worsen by 3 points. All Drive/Pilot confirm a critical hit against a vehicle, roll on the following table.
checks take a -6 penalty. At this point, the autonav system breaks.
5858
Section 5: Combat, Rules, and Gamemastering
VEHICLE CRITICAL RESULTS TABLE bonus to attack rolls with the vehicle's on-board weapons against that target for
as long as the lock-on is maintained. If the weapons are fired at another target,
1d% Effect the lock-on for the targeted vehicle is broken.
01 – 15 Normal damage; crew dazed
16 – 30
31 – 35
Normal critical hit; crew dazed
Severe critical hit; crew dazed, vehicle stalls
A CTION P OINTS
In Shadowrun/d20 Modern, you do not gain action points automatically; instead,
36 – 50 Crew hit (normal damage)
you must purchase them with char gen XP and in-play XP. The GM may
51 – 55 Normal damage; comm system damaged occasionally award action points as a reward for some things.
56 – 60 Normal damage; engines damaged However, unlike most action point system, when you spend an action point
61 – 65 Normal damage; sensors/computer damaged in Shadowrun/d20 Modern, it isn't necessarily gone forever. When you spend an
action point, the GM will roll 1d10 and you will roll 1d10. If your result is greater
66 – 70 Normal damage; fire control damaged than the GM's roll, you will regain the action point at the end of the session.
71 – 75 Normal damage; weapon system damaged As normal, you can spend only one action point per round.
76 – 80 Normal critical hit; comm system damaged
81 – 85 Normal critical hit; engines damaged What Can You Do With Action Points?
86 – 90 Normal critical hit; sensors/computer damaged Following is a list of most of the things you can use action points for.
91 – 95 Normal critical hit; fire control damaged Activate limited use ability: If you have an ability that has a limited
number of uses per day, you can spend an action point to gain an immediate
96 – 100 Normal critical hit; weapon system damaged additional use of the ability.
Add to a roll: You can spend an action point to add to a d20 roll. You can
Normal damage: The attack deals the normal damage (do not apply declare this expenditure after the roll, but only before the GM announces the
critical modifiers). result. When you do this, roll 1d8 and add the result to the d20 roll. If the die
Crew dazed: Everyone on board the vehicle must succeed on a DC 15 comes up "8", roll it again and add the second result to 8 before adding to the
Fortitude save or be dazed for 1 round. d20 roll (i.e., the d8 roll is open-ended once).
Normal critical hit: Roll critical damage normally. Boost defense: When fighting defensively or using total defense, you can
Severe critical hit: Roll a critical hit with a x5 multiplier instead of the spend an action point to double the normal benefits for one round.
normal multiplier, if less than x5. If the normal multiplier is x5 or better, increase it Boost spell Force: As a part of your Caster Check, you can spend an
by one. action point to boost the Force of your spell by +2, without incurring additional
Vehicle stalls: The operator cannot apply acceleration or deceleration for Drain or risking lethal Drain.
1d4 rounds. Emulate feat: At the beginning of your turn, you can spend an action point
Crew hit: The attack bypasses the vehicle (no damage to the vehicle) and in order to emulate a feat that you do not possess. You must meet the
strikes a random crewmember or passenger for normal (non-critical) damage. requirements of the feat normally. The effect lasts until your next turn.
Comm system damaged: One communications system on the vehicle is Extra attack: If you spend an action point when making a full-attack action,
rendered inoperable until repaired (Repair check). If no comm system is you gain an additional attack at your normal bonuses.
available, ignore this result and reroll. Improve feat: Many feats have an Action Point entry listed, describing
Engines damaged: Reduce top speed by 5-30% (1d6 x5). If the engine ways to improve the feat by spending an action point. Use the following for feats
takes additional critical hits, the reduction is taken from the normal top speed and in the d20 Modern Roleplaying Game, d20 Future, and d20 Apocalypse.
applied to the current top speed. For example, is a vehicle that has a normal top • Blind-Fight: You can spend an action point to negate the miss
speed of 200 takes a 25% critical, it's speed is reduced to (200 x 0.75) 150. If it chance for one attack.
takes a second critical hit for 30%, it's speed is reduced to (200 x 0.3) = 60 (150 • Combat Expertise: You can spend an action point to double the
– 60)) 90. The speed reduction remains until the engine is repaired. If the Defense bonus for one round.
vehicle's speed is reduced to 0, the engine is destroyed. Ignore further engine • Defensive Martial Arts: You can spend an action point to double the
critical hit and reroll. bonus for one round.
Sensors/computer damaged: A sensor or computer system is rendered • Dodge: You can spend an action point to double the bonus for one
inoperable until repaired (Repair check). If no sensor or computer system is round.
available, ignore this result and roll again.
• Elusive Target: You can spend an action point to increase the
Fire control damaged: A fire control or targeting system is rendered
penalty to -8 for one round.
inoperable until repaired (Repair check). If no fire control system is available,
• Improved Initiative: You can spend an action point to double the
ignore this result and reroll.
bonus.
Weapon system damaged: A weapon is rendered inoperable until
• Power Attack: You can spend an action point to double the damage
repaired (Repair check). If no fire control system is available, ignore this result
bonus for one round.
and reroll.
Improve Threat Range: You can spend an action point to improve the
Called Shots treat range of your weapon by one point for one round.
Stabilize: If you are dying, you can spend an action point to stabilize
Called shots may be attempted on vehicles. In general, a called shot requires an automatically.
attack against the vehicle's Defense, without the vehicle size modifier, but with Sudden action: You can spend an action point to change your place in the
the size modifier for the component. Most components can be disabled by initiative order of combat. You can move up or down in the order by plus/minus 6.
dealing 5% of the vehicle's normal hit points in damage. Void massive damage: If you fail a massive damage save, you can spend
an action point to negate the effect of the failed save, but you automatically take
Weather and Terrain a severe injury.
Top Spd: Apply this multiplier to the vehicle's top speed.
Check: Apply this modifier to the operator's Drive or Pilot check.
A DVANCEMENT
Condition Example Top Spd Check Characters in Shadowrun/d20 Modern accumulate experience points just as
characters in other d20 games; however, they do not advance in levels, gaining
Obstruction
bonuses and benefits upon achieving a new level.
Moderate Undergrowth, urban x¾ -2 Instead, you "spend" experience points when you desire, assuming the
Heavy Thick undergrowth, dense urban x½ -4 situations in the game are appropriate and your character has enough XP.
Surface You can spend XP to acquire the following:
Bad Steep slope or mud x½ -4
ADVANCEMENT XP COST AND TIME TABLE
Very bad Deep snow x¼ -6
Purchase XP Cost Training
Poor visibility Darkness, thick fog x½ -4
Ability scores
Weather
Str, Dex, Con † 100 x new score 240 hours
Bad Heavy rain, turbulence x¾ -2
Int, Wis, Cha † 150 x new score 480 hours
Very bad High winds x½ -4
App None Surgical
Extreme Storm x¼ -6
Skills
Sensor-Enhanced Gunnery Non-weapon † 50 x new rank New rank x 10 hours
Vehicles that have sensors capable of Mode 4 are can be modified to provide Weapon † 200 x new rank New rank x 5 hours
sensor-enhanced gunnery (SEG). To use SEG, make a Computer Use check to Feats 500 120 hours
operate the sensors. The DC for this check is 5 + target Stealth. Anything that Base Defense bonus (dodge) † 200 x new bonus 24 hours
interferes with normal sensor operations and communications (such as EM
Save bonuses
interference, ECM, ECCM, etc) can impose penalties on this check.
If the check is successful, the sensors are locked on. This provides a +2 Fortitude † 150 x new bonus 24 hours
5959
Section 5: Combat, Rules, and Gamemastering
XP Cost: This is the amount of experience points that you must spend on
the acquisition.
Training Time: This is the time you must spend training before you can
actually acquire the ability. . Training assumes at least 4 hours per day on the
goal. A character either can train up to (Wisdom) hours per day, on a single goal
or divided between tasks (no more tasks per day than Wisdom bonus).
• Ability scores: When improving an ability score, you can improve
only by one point at a time. If you wish to improve Appearance, find a
reconstructive surgeon.
• Skills: If a skill is trained only, you must find some kind of teacher.
You may be required to make Wealth checks when improving or
learning skills to represent materials and other costs. You can
improve a skill one rank at a time.
• Feats: You may be required to make Wealth checks when improving
or learning skills to represent materials and other costs.
• Base Defense bonus: You can improve Base Defense only one
point at a time.
• Save bonuses: You can improve save bonuses one point at a time,
but you can work on all three simultaneously.
• Wealth bonus: You can improve Wealth bonus one point at a time.
• Grey Wealth bonus:
• Reputation bonus: You can improve Reputation bonus one point at
a time. If you have multiple Reputation bonuses, they cannot be
improved simultaneously.
• Magic Rating: You can improve Magic Rating one point at a time.
Keep in mind that there is a cap on your Magic Rating.
• Spell: The cost and time required to learn new spells is described in
Section 7: Magic.
• Contact: You can attempt to develop contacts simultaneously.
Gaining contacts in play is a cheaper option.
• Action Point: You can purchase an Action Point any time you have
the XP.
• Iterative attack: You can learn only one new attack at a time.
• Hit Die: You can gain only one new hit die at a time.
6060
Section 6: Friends and Foes
C RITTER Q UALITIES If the target fails to save, he suffers a penalty to all attack rolls, ability
checks, skill checks, initiative checks, and Defense that is equal to the critter's
Magic Rating.
Powers Dual Natured
Accident Type: Physical
Casting Time: None
Type: Physical Range: Personal
Casting Time: Standard action Target: You
Range: LoS Duration: Constant
Target: One creature or object Saving Throw: No
Duration: Instantaneous The critter is simultaneously present in both the real world and the Astral
Saving Throw: See below Plane. He can perceive astrally and interact with astral forms. He suffers no
When a critter targets a living creature with this power, it rolls 1d20 + penalty for seeing both worlds simultaneously.
Wisdom modifier + Magic Rating. The target rolls 1d20 + Wisdom modifier +
Dexterity modifier. If the critter wins, the target suffers some sort of minor
accident, based on the surrounding terrain. Typically, this results in the loss of
Essence Drain
actions for the round, although the terrain can cause this to be threatening. If the Type: Physical
critter beats the target's roll by more than 10 points, the accident may deal up to Casting Time: Standard action
1d6 points of damage. Range: Touch
Objects, such as cars, do not have any resistance to this ability. If used Target: One creature
against a moving vehicle, the critter rolls as above. The operator of the vehicle Duration: Instantaneous
must make a Drive or Pilot check against this roll or lose control. Saving Throw: Fortitude negates (15 + Wisdom mod + Magic Rating)
The critter is able to drain the life force from a target. Despite the name of
Animal Control the power and the description, what the power does is actually force points of
Essence upon the target. The critter must be in physical contact with the victim.
Type: Mana Every round, the victim must make a saving throw or gain one point of Essence
Casting Time: Standard action (as described under Cyberware). For each point of Essence the target gains, the
Range: LoS critter gains 2 points that it can distribute between its Strength, Dexterity, or
Target: See below Constitution. It can also swap these points for a 2-for-1 boost to Magic Rating.
Duration: Sustained Such a boost lasts for 12 hours, and the critter loses one-half of the acquired
Saving Throw: Will negates (15 + Wisdom mod + Magic Rating) points after the duration ends.
This allows the critter to direct the behavior of a group of animals (creatures If this power pushes the victim's Essence beyond the victim's Constitution
with the Animal type and an Intelligence of 1 or 2). Directing the behavior takes a score, the victim dies.
move action every round. Creatures that leave the critter's line of sight cannot Beginning 24 hours after the Essence Drain, the victim is allowed a
have their commands altered, but they follow the last received command for as Fortitude save. The DC for this save is 15 + Essence gain from the attack. If
long as the power is sustained. successful, the victim sheds this newly gained Essence. If the save fails, the
When commanding creatures of Tiny size or smaller, the critter can victim retains one-half of the gained Essence permanently.
command a number of them equal to its Charisma score as long as they are While this power has a listed casting time of Standard action, it is often part
within a radius of (Charisma x 5 ft.). When commanding creatures of Small size of a critter's natural attacks and occurs simultaneously.
or larger, the critter can command a number of creatures equal to its Charisma
modifier (minimum of 1). Fear
Binding Type: Mana
Casting Time: Standard action
Type: Physical Range: LoS
Casting Time: Standard action Target: One creature
Range: LoS Duration: See below
Area: One creature or object Saving Throw: Will negates (15 + Charisma mod + Magic Rating)
Duration: Instantaneous If a victim fails to save against this power, he is panicked for a number of
Saving Throw: See below rounds equal to the critter's Charisma modifier + Magic Rating +1d6. Even after
This power causes the target to stick to the surface he is touching (or the this duration, he must make a second Will save if he wishes to approach the
critter itself). The target may attempt to break free as a full-round action. This critter again.
requires a Strength check against a DC of 15 + critter's Wisdom modifier + Magic
Rating. While stuck, attempting to break free is the only physical action that
target may attempt.
Guard
Type: Physical
Compulsion Casting Time: Standard action
Range: LoS
Type: Mana Target: Magic Rating in creatures and objects
Casting Time: Standard action Duration: Sustained
Range: LoS Saving Throw: No
Target: One creature This power provides protection against the Accident power. Living
Duration: Instantaneous creatures add the critter's Magic Rating as a bonus to the check to oppose the
Saving Throw: Will negates (15 + Charisma mod + Magic Rating) Accident test. If used to protect an object, the Accident causing critter and the
The critter can compel the target to perform a specific action (many critters Guarding critter roll 1d20 + Wisdom modifier + Magic Rating, with high roll
can compel only certain actions). If the target fails to save, he immediately (on winning.
his turn) follows through with the action.
Concealment Infection
Type: Physical
Type: Physical Casting Time: None
Casting Time: Move action Range: Touch
Range: LoS Target: Creature touched
Target: Up to Magic Rating targets Duration: Constant
Duration: Sustained Saving Throw: Fortitude negates (15 + Wisdom mod + Magic Rating)
Saving Throw: No If a critter with this power and Essence Drain kills a victim with Essence
This allows the critter to hide itself or others. Apply the critter's Magic Drain, there is a chance that the victim will be infected with the strain of HMHVV
Rating x2 as a penalty to Listen, Search, and Spot checks to detect the target. carried by the critter. The victim, though dead, must roll a saving throw. If this
fails, he is infected, and will rise in 24 hours as the appropriate type of critter. He
Confusion will also be starving.
Type: Mana
Casting Time: Standard action Influence
Range: LoS Type: Mana
Target: One creature Casting Time: Standard action
Duration: Sustained Range: LoS
6161
Section 6: Friends and Foes
6262
Section 6: Friends and Foes
Basilisk
Attack Data:
Attacks: Bite +4 melee (1d8+7, AP -1)
Medium Magical Beast Full Attack: Bite +4 melee (1d8+7, AP -1)
Hit Dice: 10 hp Space/Reach: 10 ft./10 ft.
Mas: 10 Special Attacks: Electrical aura
Initiative: -1 (-1 Dex) Special Qualities: Dual natured, low-light vision
Speed: 20 ft. (4 squares) Saves: Fort +9, Ref +5, Will +3
Defense: 9 (-1 Dex), touch 9, flat-footed 9 Action Points: -
Armor: Abilities: Str 20+5, Dex 12+1, Con 21+5, Int 7-2, Wis 14+2, Cha 11, App -
• High impact: 1d3-1 Magic Rating: 6
• Low impact: 1d4-1 Skills: Hide [3] +0, Listen [3] +5, Move Silently [3] +4, Natural Weapons [4] +5,
• Energy: - Spot [3] +5, Survival [4] +6.
• Fire: - Feats: -
• Cold: - Occupation: -
• Acid: - Environment: Desert
• Sonic: - Organization: Solitary or pair
Attack Data: Allegiances: -
Attacks: Bite +0 melee (1d6+7)
Full Attack: Bite +0 melee (1d6+7) COMBAT
Space/Reach: 5 ft./5 ft. Electrical aura (Su): As a standard action, an eyekiller can generate a field of
Special Attacks: Petrifying gaze (DC 21) electricity. This deals 4d6 points of damage to everything in a 5 ft. radius. A DC
6363
Section 6: Friends and Foes
23 Reflex save reduces the damage to half. Creatures that take full damage must • Energy: -
roll C 23 Fortitude saves of be stunned for 1d4 rounds. • Fire: -
• Cold: -
Ghosts • Acid: -
• Sonic: -
Apparition Attack Data: As Base creature plus the following
Attacks: Claw (skill varies) (1d3+ Strength)
Base Creature [Incorporeal, Undead]
Full Attack: 2 claws (skill varies) (1d3 + Strength) plus bite (skill varies -5)
Hit Dice: -
(1d6 + ½ Strength, AP -1)
Mas: -
Space/Reach: 5 ft./5 ft.
Initiative: -
Special Attacks: Base creature plus transmission
Speed: -
Special Qualities: Base creature plus blind, dietary requirement, scent,
Defense: -, touch -, flat-footed -
weaknesses
Armor:
Saves: Base creature, +2 species bonus on Fortitude saves
• High impact: -
Action Points: Base creature
• Low impact: - Abilities: See below
• Energy: - Magic Rating: Base creature or 1d6, whichever is greater
• Fire: - Skills: Base creature; gains a +10 species bonus on Listen checks
• Cold: - Feats: Base creature
• Acid: - Occupation: Base creature
• Sonic: - Environment: Base creature
Attack Data: Organization: Base creature
Attacks: - Allegiances: Base creature
Full Attack: -
Space/Reach: COMBAT
Special Attacks: - Blind (Ex): Ghouls are practically blind, being able to see only about 1 foot.
Special Qualities: Immunity, incorporeal, undead traits Dietary requirement (Ex): Ghouls must consume non-cloned (meta)
Saves: Fort -, Ref -, Will - human flesh to survive. A ghoul must consume at least 5% of its body weight in
Action Points: - this flesh per week. Failure to do so results in starvation.
Abilities: Str -, Dex -, Con -, Int -, Wis -, Cha -, App - Transmission (Ex): Contrary to later texts, this conversion does not treat
Magic Rating: - ghoulism as a result of a variant strain of HMHVV. Instead, they, like trolls and
Skills: - orcs, are goblinized. However, ghouls carry a mystical infection that can cause
Feats: - others to goblinized into ghouls. Whenever a ghoul deals damage with a claw or
Occupation: - bite attack, the victim risks infection. The victim must make a Fortitude save. The
Environment: Any DC is 15 + Con mod + Magic Rating. If the save fails, the victim is infected. Note
Organization: Solitary that the infection only affects Homo sapiens sapiens.
Allegiances: - Weaknesses:
• Allergy (sunlight, moderate)
COMBAT
Immunity: Apparitions are immune to all attacks. Some apparitions may be Becoming a Ghoul
destroyed by resolving their death issues. When a human fails to resist the transmission power of a ghoul, he will become
Specter such a creature. The process takes 2d6 days, during which the character is
nauseated.
Base Creature [Incorporeal, Spirit, Undead] At the end of this time, the character must make a Fortitude save. The
Hit Dice: Base creature result of this save determines the character's ability score modifiers. Otherwise,
Mas: - the character is as described above.
Initiative: Base creature
Speed: Base creature
Defense: Base creature
BECOMING A GHOUL TABLE
Armor: Fort Save Str Dex Con Int Wis Cha App
• High impact: - 1 +6 +2 +6 -8 -4 -8 -12
• Low impact: - 2 – 15 +4 +0 +4 -6 -2 -6 -10
• Energy: -
16 – 25 +2 +0 +2 -4 -0 -4 -8
• Fire: -
• Cold: - 26+ +2 +0 +2 -2 -0 -2 -6
• Acid: -
• Sonic: - Griffin
Attack Data: These apply only when manifested Large Magical Beast
Attacks: Slam (skill varies) (1d6 + Strength bonus x 1.5, AP -1) Hit Dice: 28 + 5d10+45 (100 hp)
Full Attack: Slam (skill varies) (1d6 + Strength bonus x 1.5, AP -1) Mas: 38
Space/Reach: Base creature Initiative: +4 (+4 Dex)
Special Attacks: Fear, psychokinesis, possibly others Speed: 30 ft. (6 squares), fly 60 ft. average
Special Qualities: Incorporeal, manifestation, spirit traits, undead traits Defense: 13 (-1 size, +4 Dex), touch 13, flat-footed 9
Saves: Base creature Armor:
Action Points: Base creature
• High impact: 1d3-1
Abilities: Str (F x 3), Dex +0, Con -, Int +0, Wis +0, Cha +0, App +0 (may vary)
• Low impact: 1d6-1
Magic Rating: 6
Skills: Base creature • Energy: -
Feats: Base creature • Fire: -
Occupation: Base creature • Cold: -
Environment: Any • Acid: -
Organization: Solitary • Sonic:-
Allegiances: Base creature Attack Data:
Attacks: Claw +8 melee (1d8+9, AP -2)
COMBAT Full Attack: 2 claws +8 melee (1d8+9, AP -2)
Spirit traits: A Specter typically has a Force equal to one-half the base Space/Reach: 10 ft./10 ft.
creature's Charisma score. Special Attacks: -
Special Qualities: Dual natured
Ghouls Saves: Fort +13, Ref +8, Will +2
Action Points: -
Medium Monstrous Humanoid Abilities: Str 28+9, Dex 19 +4, Con 28 +9, Int 4-3, Wis 13+1, Cha 10, App -
Hit Dice: Base creature Magic Rating: 6
Mas: Base creature Skills: Listen [4] +5, Natural Weapons [5] +9, Spot [5] +6, Survival [5] +6.
Initiative: Base creature Feats: -
Speed: Base creature Occupation: -
Defense: Base creature Environment: Temperate mountains.
Armor: Organization: Solitary, pair, flock (3-6).
• High impact: - Allegiances: -
• Low impact: 1d3-1
6464
Section 6: Friends and Foes
•
Harpy •
Cold: -
Acid: -
Small Monstrous Humanoid • Sonic: -
Hit Dice: 12 hp Attack Data:
Mas: 7 Attacks: Club +1 melee (1d6, AP -1)
Initiative: +2 (+2 Dex) Full Attack: Club +1 melee (1d6, AP -1)
Speed: 20 ft. (4 squares), fly 70 ft. average Space/Reach: 5 ft./5 ft.
Defense: 15 (+1 size, +2 base, +2 Dex), touch 15, flat-footed 11 Special Attacks: Confusion (DC 22)
Armor: Special Qualities: Spirit affinity (Spirits of Earth)
• High impact: - Saves: Fort +2, Ref +0, Will +2
• Low impact: - Action Points: -
• Energy: - Abilities: Str 10, Dex 11, Con 10, Int 11, Wis 10, Cha 13+1, App 9-1
• Fire: - Magic Rating: 6
• Cold: - Skills: Craft (structural) [1] +1, Handle Animal [4] +7, Hide [1] +1, Listen [1] +1,
• Acid: - Maces and Clubs [1] +1, Move Silently [1] +1, Spot [1] +1, Survival [2] +2.
• Sonic: - Feats: Animal Affinity.
Attack Data: Occupation: Tribal (Handle Animal, Spot, Survival; Animal Affinity).
Attacks: Bite +4 melee (1d4, AP +2) Environment: Forests.
Full Attack: Bite +4 melee (1d4, AP +2) Organization: Solitary, pair, group (3-8).
Space/Reach: 5 ft./5 ft. Allegiances: Family.
Special Attacks: Pestilence
Special Qualities: Dual natured
Saves: Fort +1, Ref +4, Will -1
Merrow
Large Monstrous Humanoid [Aquatic]
Action Points: -
Hit Dice: 14 + 2d10+4 (29 hp)
Abilities: Str 10, Dex 15+2, Con 12+1, Int 7-2, Wis 8-1, Cha 6-2, App 3-4
Mas: 29
Magic Rating: 4
Initiative: +4 (+4 Dex)
Skills: Balance [3] +5, Hide [3] +9, Listen [3] +2, Move Silently [3] +5, Natural
Speed: 10 ft. (2 squares), swim 40 ft.
Weapons [1] +3, Spot [3] +2.
Defense: 13 (-1 size, +4 Dex), touch 13, flat-footed 9
Feats: Fly-by Attack.
Armor:
Occupation: -
Environment: Any elevated. • High impact: -
Organization: Solitary, pair, flock (2-20), community (21-100). • Low impact: -
Allegiances: - • Energy: -
• Fire: -
•
Kraken •
Cold: 1d4-1
Acid: -
Huge Animal • Sonic: -
Hit Dice: 30 + 6d8+60 (117 hp) Attack Data:
Mas: 50 Attacks: Club (two-handed) +5 melee (1d6+6, AP -1)
Initiative: +2 (+2 Dex) Full Attack: Club (two-handed) +5 melee (1d6+6, AP -1)
Speed: 10 ft. (2 squares), swim 40 ft. Space/Reach: 10 ft./10 ft.
Defense: 10 (-2 size, +2 Dex) , touch 10, flat-footed 8 Special Attacks: -
Armor: Special Qualities: Dual natured
• High impact: 1d3-1 Saves: Fort +4, Ref +6, Will +0
• Low impact: 2d6-2 Action Points: -
• Energy: 1d2-1 Abilities: Str 18+4, Dex 19+4, Con 14+2, Int 10, Wis 11, Cha 10, App 5-3
• Fire: 1d2-1 Magic Rating: -
• Cold: 1d4-1 Skills: Hide [1] +1, Listen [2] +2, Maces and Clubs [2] +6, Move Silently [2] +6,
• Acid: 1d2-1 Spot [2] +2, Survival [4] +4, Swim {2] +14.
• Sonic: 1d2-1 Feats: Track.
Attack Data: Occupation: Tribal (Hide, Spot, Survival; Track).
Attacks: Tentacle +8 melee (1d6+12, AP -1) Environment: Coastal waters.
Full Attack: 2 tentacles +8 melee (1d6+12, AP -1) Organization: Solitary, pair, group (3-10).
Space/Reach: 15 ft./20 ft. Allegiances: Family.
Special Attacks: Constrict, improved grab
Special Qualities: Low-light vision
Saves: Fort +15, Ref +7, Will +3
Naga
Large Magical Beast
Action Points: -
Hit Dice: 16 + 4d10+12 (50 hp)
Abilities: Str 34+12, Dex 15+2, Con 30+10, Int 2-4, Wis 13+1, Cha 8-1, App -
Mas: 26
Magic Rating: -
Initiative: -2 (-2 Dex)
Skills: Hide [8] +2, Listen [4] +5, Move Silently [8] +10, Natural Weapons [8] +10,
Speed: 30 ft. (6 squares)
Spot [4] +5, Survival [4] +5, Swim [4] +24.
Defense: 7 (-1 size, -2 Dex), touch 7, flat-footed 7
Feats: -
Armor:
Occupation: -
Environment: Ocean • High impact: 1d3-1
Organization: Solitary • Low impact: 1d8-1
Allegiances: - • Energy: 1d2-1
• Fire: 1d2-1
COMBAT • Cold: -
Constrict (Ex): In addition to normal per-check grapple damage, a kraken deals • Acid: -
1d6+18 points of constriction damage every round. • Sonic: -
Improved grab (Ex): If a kraken scores a hit with a tentacle attack against Attack Data:
a Large or smaller creature, it deals normal damage and attempts to start a Attacks: Bite +3 melee (1d8+6 plus poison, AP -2)
grapple as a free action. This doesn't require a touch attack and doesn't provoke Full Attack: Bite +3 melee (1d8+6 plus poison, AP -2)
attacks of opportunity. Space/Reach: 10 ft./5 ft.
Special Attacks: Poison
Leshy Special Qualities: Dual natured, guard
Saves: Fort +7, Ref +2, Will +3
Medium Humanoid Action Points: -
Hit Dice: 10 hp Abilities: Str 18+4, Dex 7-2, Con 16+3, Int 11, Wis 14+2, Cha 11, App -
Mas: 10 Magic Rating: 4
Initiative: +0 Skills: Balance [3] +1, Climb [4] +8, Listen [3] +5, Move Silently [3] +1, Natural
Speed: 30 ft. (6 squares) Weapons [6] +4, Spot [3] +5, Survival [3] +5, Swim [3] +7.
Defense: 10, touch 10, flat-footed 10 Feats: -
Armor: Occupation: -
• High impact: - Environment: Tropical forests.
• Low impact: - Organization: Solitary, pair, family (3-24).
• Energy: - Allegiances: Family.
• Fire: -
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Section 6: Friends and Foes
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Section 6: Friends and Foes
Vampire
Special Qualities: Base creature plus immunities (aging, disease, poisons),
Magician trait, regeneration, scent, weaknesses
Medium Humanoid Saves: Base creature
Hit Dice: Base creature Action Points: Base creature
Mas: Base creature Abilities: Base creature
Initiative: Base creature Magic Rating: Base creature or 1d6, whichever is greater.
Speed: Base creature Skills: Base creature; gains a +6 species bonus to Listen and Spot checks.
Defense: Base creature Feats: Base creature
Armor: Occupation: Base creature
• High impact: Base creature Environment: Base creature
• Low impact: Base creature Organization: Solitary
• Energy: Base creature Allegiances: Base creature, evil, chaos, death.
• Fire: Base creature
• Cold: Base creature COMBAT
• Acid: Base creature Dietary requirement: A wendigo must consume (meta)human flesh when he
• Sonic: Base creature drains Essence.
Attack Data: Magician trait: The transformation into a wendigo bestows the critter with
Attacks: Base creature plus bite (skill varies) (1d4 + ½ Strength, AP +1) the Magician trait. He gains 1d4 spells automatically, and can learn more in time.
Full Attack: Base creature plus bite (skill varies) (1d4 + ½ Strength, AP +1) Most wendigo are shamans of predatory totems.
Space/Reach: 5 ft./5 ft. Weaknesses:
Special Attacks: As base creature plus blood drain • Allergy (ferrous metals, moderate)
Special Qualities: As base creature plus boost, darkvision 60 ft., dietary • Allergy (sunlight, moderate)
requirement, immunities (aging, disease, poisons), mist form, regeneration, • Essence Loss
scent, spawning, weaknesses • Vulnerability (ferrous metals) – double damage
Saves: Base creature
Action Points: Base creature
Abilities: Str +0, Dex +0, Con +0, Int +0, Wis +0, Cha +0, App -1 D RAGONS
Magic Rating: Base creature or 1d6, whichever is higher.
Skills: Base creature; gains +6 species bonus to Listen checks
Feats: Base creature
Dragon Traits
Dragons have certain qualities in common, regardless of type.
Occupation: Base creature
Astral armor (Ex): All dragons have a hardness of (Magic Rating x 2)
Environment: Base creature
against astral attacks.
Organization: Solitary
Blindsight (Ex): All dragons have blindsight with a radius equal to Wisdom
Allegiances: None
x 10 ft.
Breath weapon (Su): All dragons have some form of breath weapon. See
COMBAT
the table below to determine the type of breath weapon. A dragon can use its
Blood drain (Ex): Vampires drain the blood of their victims for sustenance.
breath weapon every 1d4 rounds. Using a breath weapon is a standard action.
When a vampire successfully grapples and bites a target (or a victim submits),
Note that some dragons may have multiple or combination breath weapons.
the vampire can drain roughly one point of Constitution every 2d6 rounds. A
Damage reduction (Ex): All dragons have damage reduction equal 10/-.
vampire can "stock up" on blood, draining more than his Constitution score. He
This is applied after applying the dragon's armor protection.
can store up to (Constitution score x2) in drained blood.
Darkvision (Ex): All dragons have darkvision with a range of 240 ft.
Boost (Su): A vampire can use stored blood to boost his ability scores.
Low-light vision (Ex): All dragons have superior low-light vision (twice
This takes a move action. For every point of blood the vampire uses, he gains a
normal ranges).
+2 bonus to Strength or Dexterity. The boost lasts for one hour. However,
Magician trait: All dragons have the Magician trait, and most know all
whenever a vampire uses boost, there is a 25% chance that he will spend an
spells listed in this document.
additional 1d2 points of blood with no benefit. Because of this, vampires tend to
Scent (Ex): All dragons have the sent ability at 5 times the normal ranges.
be cautious about using this ability.
Spell resistance (Ex): All dragons have spell resistance equal to 10 +
Dietary requirement: Vampires survive by consuming blood. Vampires
Magic Rating.
prefer fresh (meta) human blood, but preserved blood and animal blood provide
Telepathy (Su): Dragons cannot speak, but they can communicate with
equal sustenance. Every day, a vampire loses one point of Constitution. He
any creature within line of sight. Dragons can simultaneously communicate with
replenishes this by draining blood or using stored blood. If the vampire's
multiple creatures this way.
Constitution drops to 0, he dies.
Wide-band hearing (Ex): Dragons have a +10 species bonus to Listen
Spawning (Su): If a vampire reduces a victim to 0 Constitution through
checks, and can hear high and low frequencies as well.
blood drain, the victim must make a Fortitude save. The DC for this save is 15 +
Con mod + Magic Rating. If the save is successful, the victim dies. If the save
fails, the victim arises in 24 hours as a starving vampire. Eastern Dragon
Weaknesses: Gargantuan Dragon
• Allergy (sunlight, moderate) Hit Dice: 104 + 13d12+104 (292 hp)
• Dormancy – when suffering from a lack of air, a vampire falls into a Mas: 56
coma-like state until exposed to breathable air again Initiative: +2 (+2 Dex)
• Food intolerance – vampires cannot consume foods other than blood Speed: 40 ft. (8 squares), fly 90 ft. poor
without vomiting within 1d6 minutes. Alcohol causes both vomiting, Defense: 8 (-4 size, +2 Dex), touch 8, flat-footed 6
and nausea that lasts for 1d6 x 10 minutes Armor:
• Swimming – Vampires take -8 species penalty to Swim checks • High impact: 3d12-3
6767
Section 6: Friends and Foes
•
•
Low impact: 4d12-4
Energy: 3d10-3
Western Dragon
• Fire: 4d10-4 Gargantuan Dragon
Hit Dice: 120 + 16d12+160 (384 hp)
• Cold: 4d10-4
Mas: 60
• Acid: 3d10-3
Initiative: +0
• Sonic: 2d10-2 Speed: 40 ft. (8 squares), fly 70 ft. poor
Attack Data: Defense: 6 (-4 size), touch 6, flat-footed 6
Attacks: Claw +11 melee (2d8+14, AP -3) Armor:
Full Attack: 2 claws +11 melee (2d8+14, AP -3) plus bite +9 melee
• High impact: 4d12-4
(4d6+7, AP -4)
• Low impact: 5d12-5
Space/Reach: 20 ft./20 ft.
Special Attacks: Dragon traits • Energy: 3d12-3
Special Qualities: Dragon traits • Fire: 4d12-4
Saves: Fort +16, Ref +10, Will +15 • Cold: 4d12-4
Action Points: 13 • Acid: 3d12-3
Abilities: Str 38+14, Dex 15+2, Con 26+8, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 • Sonic: 2d12-2
Magic Rating: 1d8+6 Attack Data:
Skills: Balance [13] +15, Climb [13] +27, Concentration [13] +21, Decipher Script Attacks: Claw +15 melee (2d8+14, AP -3)
[13] +20, Diplomacy [13] +23, Intimidate [13] +23, Jump [13] +27, Knowledge Full Attack: 2 claws +15 melee (2d8+14, AP -3) plus bite +9 melee
(arcane lore) [13] +20, Knowledge (history) [26] +33, Listen [13] +30, Natural (4d6+7, AP -4)
Weapons [13] +15, Search [13] +20, Sense Motive [13] +20, Spellcraft [26] +33, Space/Reach: 20 ft./20 ft.
Spot [13] +20, Survival [13] +20. Special Attacks: Dragon traits
Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Special Qualities: Dragon traits
Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Saves: Fort +18, Ref +8, Will +15
Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Action Points: 16
Counterspell, Steely Gaze. Abilities: Str 42+16, Dex 11, Con 30+10, Int 24+7, Wis 25+7, Cha 30+10, App 20+5
Occupation: - Magic Rating: 1d8+6
Environment: Any Skills: Balance [16] +16, Climb [16] +32, Concentration [16] +26, Decipher Script
Organization: Solitary [16] +23, Diplomacy [16] +26, Intimidate [16] +26, Jump [16] +32, Knowledge
Allegiances: Varies (arcane lore) [16] +23, Knowledge (history) [32] +39, Listen [16] +33, Natural
Weapons [16] +16, Search [16] +23, Sense Motive [16] +23, Spellcraft [32] +39,
Feathered Serpent Spot [16] +23, Survival [16] +23.
Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral
Gargantuan Dragon Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack,
Hit Dice: 88 + 9d12+54 (200 hp) Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick
Mas: 52 Counterspell, Steely Gaze.
Initiative: +5 (+5 Dex) Occupation: -
Speed: 40 ft. (8 squares), fly 90 ft. average Environment: Any
Defense: 11 (-4 size, +5 Dex), touch 11, flat-footed 6 Organization: Solitary
Armor: Allegiances: Varies
• High impact: 3d10-3
•
•
Low impact: 4d10-4
Energy: 3d8-3
Great Dragon
• Fire: 4d8-4 Great Dragon is a template applied to certain dragons. Use the base statistics
provided above, modified as follows.
• Cold: 4d8-4
Base creature
• Acid: 3d8-3
Hit Dice: Base creature, except apply maximum hit points per Hit Die
• Sonic: 2d8-2 Mas: Base creature
Attack Data: Initiative: Base creature
Attacks: Claw +10 melee (2d8+14, AP -3) Speed: Base creature
Full Attack: 2 claws +10 melee (2d8+14, AP -3) plus bite +8 melee (4d6+7 Defense: Base creature
plus poison, AP -4) Armor:
Space/Reach: 20 ft./20 ft.
• High impact: Add 1dx-1
Special Attacks: Dragon traits, poison
• Low impact: Add 1dx-1
Special Qualities: Dragon traits
Saves: Fort +14, Ref +13, Will +15 • Energy: Add 1dx-1
Action Points: 9 • Fire: Add 1dx-1
Abilities: Str 30+10, Dex 20+5, Con 22+6, Int 24+7, Wis 25+7, Cha 30+10, App 20+5 • Cold: Add 1dx-1
Magic Rating: 1d8+6 • Acid: Add 1dx-1
Skills: Balance [9] +14, Climb [9] +19, Concentration [9] +15, Decipher Script [9] • Sonic: Add 1dx-1
+16, Diplomacy [9] +19, Intimidate [9] +19, Jump [9] +10, Knowledge (arcane Attack Data:
lore) [9] +16, Knowledge (history) [18] +25, Listen [9] +26, Natural Weapons [9] Attacks: Base creature
+14, Search [9] +16, Sense Motive [9] +16, Spellcraft [18] +25, Spot [9] +16, Full Attack: Base creature
Survival [9] +16. Space/Reach: Base creature
Feats: Aerial Combat, Animal Empathy, Assensing, Astral Projection, Astral Special Attacks: Base creature
Tracking, Combat Casting, Crush, Diehard, Fly-by Attack, Greater Fly-by Attack, Special Qualities: Base creature
Improved Counterspell, Multiattack, Power Attack, Power Dive, Quick Saves: Base creature
Counterspell, Steely Gaze. Action Points: x2
Occupation: - Abilities: Str +10, Dex +2, Con +10, Int +6, Wis +6, Cha +6, App +0
Environment: Any Magic Rating: +1d6
Organization: Solitary Skills: Base creature
Allegiances: Varies Feats: Base creature
Occupation: Base creature
COMBAT Environment: Base creature
Poison (Ex): Injury, Fortitude DC 25 (15 + ½ HD + Con mod), Initial Damage 2d6 Organization: Base creature
Constitution, Secondary Damage 2d6 Constitution. Allegiances: Base creature
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Section 6: Friends and Foes
damage when caught in the whirlwind (see the table below for details) and may
S PIRITS be lifted into the air. An affected creature must succeed on a Reflex save when it
comes into contact with the whirlwind or take the indicated damage. It must also
This is another section where the conversion diverges significantly from the core succeed on a second Reflex save or be picked up bodily and held suspended in
text. The spirits below are converted from Shadowrun Fourth Edition. the powerful winds, automatically taking the indicated damage each round. A
creature that can fly is allowed a Reflex save each round to escape the
Spirit Traits whirlwind. The creature still takes damage but can leave if the save is successful.
The DC for saves against the whirlwind’s effects varies with the spirit’s size (see
All Spirits have certain qualities in common. the table).
Astral ability scores: On the Astral Plane, a spirit's Strength, Dexterity, Creatures trapped in the whirlwind cannot move except to go where the
and Constitution all equal Force x 3. spirit carries them or to escape the whirlwind.
Attacks: Manifested spirits deal damage with their attacks as Humanoids Creatures caught in the whirlwind can otherwise act normally, but must
of the same size category. succeed on a Concentration check (DC equals Caster Check) to cast a spell.
Extra Powers: In addition to the powers described below, each type of Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty
spirit has a list of optional power. A spirit has one of these optional power for on attack rolls. The spirit can have only as many creatures trapped inside the
every 4 full points of Force it has. whirlwind at one time as will fit inside the whirlwind’s volume.
Incorporeal (Ex): Spirits on the material plane, but not manifested are The spirit can eject any carried creatures whenever it wishes, depositing
incorporeal. them wherever the whirlwind happens to be. A summoned spirit always ejects
Manifestation (Ex): Spirits have the critter power of Manifestation. trapped creatures before returning to its home plane.
Size: A spirit's size category is based on its Force as follows: If the whirlwind’s base touches the ground, it creates a swirling cloud of
debris. This cloud is centered on the spirit and has a diameter equal to half the
SPIRIT SIZE CATEGORY TABLE whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5
Force Size feet. Creatures 5 feet away have concealment, while those farther away have
total concealment.
1–3 Small
Those caught in the cloud must succeed on a Concentration check (DC
4 – 11 Medium equals Caster Check) to cast a spell.
12 – 17 Large A spirit in whirlwind form cannot make slam attacks and does not threaten
18 – 25 Huge the area around it.
26 – 30 Gargantuan
Whirlwind
31+ Colossal Spirit Size
Save DC Damage Height
Skills: A spirit's skill ranks equal its Force. Small 3 + Force 1d4 10–20 ft.
Medium 5 + Force 1d6 10–30 ft.
Spirits of Air Large 7 + Force 2d6 10–40 ft.
Spirit [Incorporeal] Huge 9 + Force 2d8 10–50 ft.
Hit Dice: [½ F x 1d4] Gargantuan 11 + Force 2d8 10–60 ft.
Mas: Varies Colossal 13 + Force 2d8 10–60 ft.
Initiative: Varies
Speed: Fly [F x 10 ft.] perfect
Defense: Varies Spirits of Beasts
Armor: Spirit [Incorporeal]
• High impact: - Hit Dice: [Fx3]
• Low impact: - Mas: Varies
• Energy: - Initiative: Varies
• Fire: - Speed: [F x 5 ft.]
• Cold: - Defense: Varies
• Acid: - Armor:
• Sonic: - • High impact: -
Attack Data: • Low impact: -
Attacks: Slam (skill varies) (damage varies) • Energy: -
Full Attack: Slam (skill varies) (damage varies) • Fire: -
Space/Reach: Varies • Cold: -
Special Attacks: Accident, whirlwind • Acid: -
Special Qualities: Concealment, confusion, movement, search, spirit traits • Sonic: -
Optional Powers: Fear, guard, noxious breath, psychokinesis Attack Data:
Saves: Fort [Good], Ref [Good], Will [Good] Attacks: Claw or bite (skill varies) (damage varies)
Action Points: - Full Attack: Claw or bite (skill varies) (damage varies)
Abilities: Str [Fx1], Dex [Fx6], Con [Fx1], Int [Fx3], Wis [Fx3], Cha [Fx3], App Space/Reach: Varies
[Fx3] Special Attacks: Fear
Magic Rating: [Fx1] Special Qualities: Animal control, low-light vision, movement, scent, spirit traits
Skills: Hide, Listen, Move Silently, Spot, Unarmed. Optional Powers: Concealment, confusion, guard, noxious breath, search,
Feats: Assensing, Dodge, Improved Initiative. venom.
Occupation: - Saves: Fort [Good], Ref [Good], Will [Good]
Environment: Air Action Points: -
Organization: Solitary Abilities: Str [Fx5], Dex [Fx4], Con [Fx5], Int [Fx3], Wis [Fx3], Cha [Fx3], App
Allegiances: - [Fx3]
Magic Rating: [Fx1]
COMBAT Skills: Listen, Natural Weapons, Spot.
Whirlwind (Ex): The spirit can transform itself into a whirlwind once every 10 Feats: Assensing, Dodge.
minutes and remain in that form for up to 1 round for every 2 HD it has. In this Occupation: -
form, the spirit can move through the air or along a surface at its fly speed. Environment: Varies
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and Organization: Solitary
up to 50 feet tall, depending on the spirit’s size. The spirit controls the exact Allegiances: -
height, but it must be at least 10 feet.
The spirit’s movement while in whirlwind form does not provoke attacks of COMBAT
opportunity, even if the spirit enters the space another creature occupies. Venom (Ex): Injury, Fortitude DC [10 + Force], Initial/Secondary Damage equals
Another creature might be caught in the whirlwind if it touches or enters the ½ Force, rounded to nearest die Constitution damage.
whirlwind, or if the spirit moves into or through the creature’s space.
Creatures one or more size categories smaller than the spirit might take
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Section 6: Friends and Foes
Spirits of Earth creature must make a DC 15 Reflex save. If this fails, the creature catches on
fire.
Spirit [Incorporeal] Engulf (Ex): The spirit can attempt to engulf a creature at least one size
Hit Dice: [Fx3] category smaller. This requires a grapple check. If successful, the creature is
Mas: Varies engulfed. An engulfed creature takes damage every round. It also risks
Initiative: Varies suffocation. While engulfed, a creature can take no physical actions other than
Speed: [F x 5 ft.] an escape attempt. Escaping is a full-round action and the spirit and the creature
Defense: Varies roll Strength checks. If the creature wins, it escapes.
Armor: The spirit, if large enough, may be able to engulf multiple creatures. While
• High impact: - engulfing, the spirit can still move and take actions and attacks.
• Low impact: - Fiery aura (Ex): The spirit generates a constant flaming aura. This
• Energy: - enhances its fiery touch damage, and any creature that strikes the spirit unarmed
• Fire: - or with natural weapons takes 1d6 points of damage.
• Cold: - Weaknesses: Spirits of Fire have a Severe Water Allergy.
• Acid: -
• Sonic: - Size Fiery Touch Damage Engulf Damage
Attack Data: Small 1d4 3d4
Attacks: Slam (skill varies) (damage varies)
Medium 1d6 3d6
Full Attack: Slam (skill varies) (damage varies)
Space/Reach: Varies Large 1d8 3d8
Special Attacks: Binding Huge 1d10 3d10
Special Qualities: Guard, movement, search, spirit traits Gargantuan 1d12 3d12
Optional Powers: Concealment, confusion, earth glide, engulf, fear
Colossal 1d20 3d20
Saves: Fort [Good], Ref [Good], Will [Good]
Action Points: -
Abilities: Str [Fx7], Dex {Fx1], Con [Fx7], Int [Fx3], Wis [Fx3], Cha [Fx3], App Spirits of Man
[Fx3] Spirit [Incorporeal]
Magic Rating: [Fx1] Hit Dice: [Fx3]
Skills: Listen, Natural Weapons, Spot. Mas: Varies
Feats: Assensing, Improved Bull Rush, Stability. Initiative: Varies
Occupation: - Speed: [F x 5 ft.]
Environment: Earth Defense: Varies
Organization: Solitary Armor:
Allegiances: - • High impact: -
• Low impact: -
COMBAT • Energy: -
Earth Glide (Ex): The spirit can glide through stone, dirt, or almost any other sort
• Fire: -
of earth except metal as easily as a fish swims through water. Its burrowing
• Cold: -
leaves behind no tunnel or hole, nor does it create any ripple or other signs of its
• Acid: -
presence.
Engulf (Ex): The spirit can attempt to engulf a creature at least one size • Sonic: -
category smaller. This requires a grapple check. If successful, the creature is Attack Data:
engulfed. An engulfed creature takes damage every round equal to the spirit's Attacks: Slam (skill varies) (damage varies)
slam damage, plus 150% Strength bonus. It also risks suffocation. While Full Attack: Slam (skill varies) (damage varies)
engulfed, a creature can take no physical actions other than an escape attempt. Space/Reach: Varies
Escaping is a full-round action and the spirit and the creature roll Strength Special Attacks: Accident, confusion, influence
checks. If the creature wins, it escapes. Special Qualities: Concealment, darkvision 60 ft., guard, low-light vision,
The spirit, if large enough, may be able to engulf multiple creatures. While search, spirit traits
engulfing, the spirit can still move and take actions and attacks. Optional Powers: Fear, movement, psychokinesis, spellcasting
Saves: Fort [Good], Ref [Good], Will [Good]
Spirits of Fire
Action Points: -
Abilities: Str [Fx1], Dex [Fx3], Con [Fx4], Int [Fx3], Wis [Fx3], Cha [Fx3], App
Spirit [Incorporeal] [Fx3]
Hit Dice: [Fx3] Magic Rating: [Fx1]
Mas: Varies Skills: Listen, Natural Weapons, Spellcraft, Spot.
Initiative: Varies Feats: Assensing, Dodge.
Speed: Fly [F x 5 ft.] perfect Occupation: -
Defense: Varies Environment: Varies
Armor: Organization: Solitary
• High impact: - Allegiances: -
• Low impact: -
• Energy: - COMBAT
• Fire: - Spellcasting (Sp): If the spirit has this ability, it is able to use its Spellcraft skill to
• Cold: - cast a single spell known by the summoner (selected at the time of summoning).
• Acid: - The spirit follows the normal rules for spellcasting.
• Sonic: -
Attack Data: Spirits of Water
Attacks: Fiery touch (skill varies) (damage varies by size – Strength does Spirit [Incorporeal]
not apply, does not include fiery aura) Hit Dice: [Fx3]
Full Attack: Fiery touch (skill varies) (damage varies by size – Strength Mas: Varies
does not apply, does not include fiery aura) Initiative: Varies
Space/Reach: Varies Speed: [F x 5 ft.], swim [F x 20 ft.]
Special Attacks: Accident, burn, confusion, fiery aura Defense: Varies
Special Qualities: Spirit traits, weaknesses Armor:
Optional Powers: Engulf, fear, guard, noxious breath, search • High impact: -
Saves: Fort [Good], Ref [Good], Will [Good] • Low impact: -
Action Points: - • Energy: -
Abilities: Str [Fx1], Dex [Fx5], Con [Fx4], Int [Fx3], Wis [Fx3], Cha [Fx3], App
• Fire: -
[Fx3]
• Cold: -
Magic Rating: [Fx1]
• Acid: -
Skills: Listen, Natural Weapons, Spot.
Feats: Assensing, Dodge. • Sonic: -
Occupation: - Attack Data:
Environment: Varies Attacks: Slam (skill varies) (damage varies)
Organization: Solitary Full Attack: Slam (skill varies) (damage varies)
Allegiances: - Space/Reach: Varies
Special Attacks: Confusion, engulf
COMBAT Special Qualities: Concealment, movement, search, spirit traits, weaknesses
Burn (Ex): Creatures hit by the spirit's fiery touch risk catching on fire. The Optional Powers: Accident, binding, guard, vortex
7070
Section 6: Friends and Foes
COMBAT
Engulf (Ex): The spirit can attempt to engulf a creature at least one size category
smaller. This requires a grapple check. If successful, the creature is engulfed. An
engulfed creature takes damage every round equal to its slam damage plus
150% Strength bonus. It also risks drowning. While engulfed, a creature can take
no physical actions other than an escape attempt. Escaping is a full-round action
and the spirit and the creature roll Strength checks. If the creature wins, it
escapes.
The spirit, if large enough, may be able to engulf multiple creatures. While
engulfing, the spirit can still move and take actions and attacks.
Vortex (Su): The spirit can transform itself into a whirlpool once every 10
minutes, provided it is underwater, and remain in that form for up to 1 round for
every 2 HD it has. In vortex form, the spirit can move through the water or along
the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet
wide at the top, and 10 feet or taller, depending on the spirit’s size. The spirit
controls the exact height, but it must be at least 10 feet.
The spirit’s movement while in vortex form does not provoke attacks of
opportunity, even if the spirit enters the space another creature occupies.
Another creature might be caught in the vortex if it touches or enters the vortex,
or if the spirit moves into or through the creature’s space.
Creatures one or more size categories smaller than the spirit might take
damage when caught in the vortex (see the table below for details) and may be
swept up by it. An affected creature must succeed on a Reflex save when it
comes into contact with the vortex or take the indicated damage. It must also
succeed on a second Reflex save or be picked up bodily and held suspended in
the powerful currents, automatically taking damage each round. An affected
creature is allowed a Reflex save each round to escape the vortex. The creature
still takes damage, but can leave if the save is successful. The DC for saves
against the vortex’s effects varies with the spirit’s size.
Creatures trapped in the vortex cannot move except to go where the spirit
carries them or to escape the vortex. Creatures caught in the vortex can
otherwise act normally, but must make a Concentration check (DC 10 + spell
level) to cast a spell. Creatures caught in the vortex take a –4 penalty to Dexterity
and a –2 penalty on attack rolls. The spirit can have only as many creatures
trapped inside the vortex at one time as will fit inside the vortex’s volume.
The spirit can eject any carried creatures whenever it wishes, depositing
them wherever the vortex happens to be. A summoned spirit always ejects
trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris.
This cloud is centered on the spirit and has a diameter equal to half the vortex’s
height. The cloud obscures all vision, including darkvision, beyond 5 feet.
Creatures 5 feet away have concealment, while those farther away have total
concealment.
Those caught in the cloud must make a Concentration check (DC 15 +
spell level) to cast a spell.
A spirit in vortex form cannot make slam attacks and does not threaten the
area around it.
Vortex
Spirit Size
Save DC Damage Height
Small 3 + Force 1d4 10–20 ft.
Medium 5 + Force 1d6 10–30 ft.
Large 7 + Force 2d6 10–40 ft.
Huge 9 + Force 2d8 10–50 ft.
Gargantuan 11 + Force 2d8 10–60 ft.
Colossal 13 + Force 2d8 10–60 ft.
Weaknesses: Spirits of the Water has a Severe Fire Allergy. They take
double damage from fire attacks. They have no protection against fire attacks.
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Section 7: Magic
SECTION 7: MAGIC
humanity, for even man is a part of nature. Communion and trafficking with such
M AGIC R ATING spirits is a venerable and honored tradition among shamans
Most shamans have a mentor spirit called a totem who gives the shaman
For spellcasters, perhaps no other number on the character sheet is as important magical power and knowledge. The shaman, in turn, follows the ideals
as Magic Rating. Without Magic Rating, a character cannot cast spells. Magic represented by the totem and works toward its goals where applicable. Many
Rating also caps the maximum Force of a spellcaster's spells. Magic Rating also shamans find that this totem expresses itself through them when they use
determines the maximum number of spells you can retain in your memory magical skills, often changing their appearance slightly to suggest their totem
simultaneously (Magic Rating x 2) + Intelligence modifier). animal. This phenomenon is called a shamanic mask.
The maximum your Magic Rating can be is equal to one-half the average of
M AGICAL L ODGE
your Constitution + Wisdom. Regardless, your Magic Rating cannot exceed 10
without the process of Initiation.
For example, a character with a 10 Constitution and a 12 Wisdom has a The Magical Lodge is a combination of the Shadowrun Third Edition concepts of
maximum Magic Rating of ((10 + 12 = 22) / 2 = 11 /2) 5. the Hermetic Library and the Medicine Lodge. The lodge consists of the research
materials and other items necessary to improve magical ability. Spellcasters of
T RADITIONS the same traditions can share lodges.
A magical lodge is required for characters who want to improve their
Two traditions with a significant presence in Shadowrun are hermeticism and Spellcraft skill, learn new spells, and perform Ritual Sorcery. A lodge has a Force
shamanism. Hermetic magic is intellectual. These magicians see the universe as rating that is used to measure its power. The Force of a lodge must be at least
a complex pattern of forces that can be controlled with the right formulae and equal to the skill rank being learned or the force of a spell being cast (in the case
rituals. Magical knowledge comes from intense study and research. Hermetic of Ritual Spellcasting) or learned.
magicians often call themselves mages. A lodge has a varying cost, based on the Force rating, and the lodge’s
Shamanic magicians focus their magic through their relationship with the rating can be improved later. The money is spent to buy the supplies used to
world of nature and the power of emotion and inspiration. To them, the world is a build the lodge. Once the supplies are gathered, the magician must complete an
swirl of natural energies, most of which have personalities of their own. activation ritual that will “awaken” the lodge and construct its astral presence.
Shamanic magicians are referred to as shamans. The actual process requires 1 day per point of Force desired. An activated lodge
acts as (lodge Force) Mana Barrier and Physical Barrier. The dimensions of the
Hermetic Tradition barriers conform to the dimensions of the lodge (to the maximum size of the
Concept: The scientific study of magic as a complex pattern of elemental forces respective spells). Any magicians involved in the activation of the lodge are
that can be controlled with the right formulae and rituals. unaffected by this barrier, and can allow other astral forms to pass through it at
Combat: Fire will. A lodge contains the astral signature of the magicians who activated it. A
Detection: Air lodge is magically linked to the magicians who activated it. This link can be
Health: Man tracked using astral projection.
Illusion: Water If the magician wishes to increase the rating of an existing lodge, additional
Manipulation: Earth materials must be acquired to bring the Force up to the desired level. An
A hermetic magician’s ability to perform magic comes from the study of a activation ritual must also be performed, taking a number of days equal to the
complex set of theories that describe mana, the dimensions of astral space and difference between the current Force and the desired Force. To determine the
how they interact with the physical world. The science of thaumaturgy, as this Purchase DC for increasing a lodge's rating, determine the Purchase DC of the
discipline is called, draws those who rely on logic and reason as their means of new rating, and subtract the current rating Purchase DC. Apply one-half of this
evaluating the world. As with any vibrant field, while the basics are largely agreed difference to the current Purchase DC.
upon, the theories as to how it all works and what magic can do are as varied as For example, if you have a magical lodge with a Force of 10 (Purchase DC
the mages themselves. By seeking understanding, mages can perform magic 25), and wish to improve it to Force 14 (Purchase DC 29), the Purchase DC is
through ritual and focused power of will. 27.
Hermetic magic was studied widely even before the Awakening. The
reasoned, intellectual nature of thaumaturgy appealed to corporate and
government interests, who fostered hermetic magic even as society at large T OTEMS
retained its skepticism. Once shamans like the Ghost Dancers proved the power Shamans follow Totems; entities and ideas that provide the shaman with power.
of magic to the public at large, however, people took serious interest in the arts of Each totem provides various modifiers to the shaman’s abilities as noted below.
the mage. While both traditions were eventually legitimized in the eyes of the Note that a shaman does not select a totem; the totem selects the shaman. The
public, far more mages work for corporations than shamans do even today. (You following totems are found on pages 163 – 166 of Shadowrun 3rd Edition.
try telling Coyote he only gets an hour for lunch.) Totemic Metagame Note: Unlike a Mage, a Shaman doesn’t just decide to
Mages are scholars who study and practice magic using tried and learn to be a Shaman. A Mage can study and research, and seek tutelage until
established formulas and procedures. Mages continuously research the theories he meets the requirements for the Mage advanced class. On the other hand,
and laws of magic, seeking a deeper understanding of the structure of the becoming a Shaman requires a deep spirituality and connection with the totem to
universe. As their knowledge increases, so does their power. be. In Metagame terms, the totem of your choice is absolutely subject to the
Mages summon spirits that represent the basic building blocks of the approval of the Gamemaster, based on the manner in which you have played
universe: air, earth, fire, and water. These are called elemental spirits in hermetic your would-be Shaman.
theory. In addition, they may summon a “fifth element” of consciousness: the For example, if you have avoided combat, and portrayed a stealthy,
spirits of man. The realization of these elemental spirits of the mind is a recent shadowy character, and you decide to select Wolf as your totem, well, it’s not
development and mages differ on what they believe these spirits to be. Some going to happen. The Gamemaster will either tell you out of game “No. Wolf is
refer to the spirits of man as ghosts, while others call them mind or not appropriate. The way your play your character indicates that Rat would be
consciousness elementals. Some few even view these entities as ancestor the appropriate totem for you”, or he will deal with it in game, for example “You
spirits. are on your way to the Alpine forest in an attempt to commune with Wolf, to
receive his blessing, when, out of the corner of your eye, you notice a large rat. It
Shamanic Tradition suddenly occurs to you that you have been seeing a lot of rats lately, far more
than usual. Perhaps this is a sign of some sort.”
Concept: Magic comes from a shaman’s connection to the power of nature and A Note: Modifiers to spell categories also apply when dispelling applicable
the spirits. These latter forces are the manifestation of the living earth; her spells; modifiers to Summoning checks also apply to banishing and binding
children, the spirits, guide and aid the shaman, often through the auspices of a checks.
mentor spirit they call a totem.
Combat: Beasts
Detection: Water Bear
Health: Earth Environment: Forest.
Illusion: Air Advantage: +4 Caster Check and Drain Test bonus when casting Health
Manipulation: Man spells; free Hit Die (1d10).
When the Awakening brought magic to the world, native tribal shamans Disadvantage: berserker rage – whenever a bear shaman is required to
were some of the first to successfully use it. Shamanism also developed in many make a Massive Damage save, if successful, he must roll a DC 15 Will save or
urban areas during the boom in occultism at the close of the 20th century. These fly into a berserker rage, attacking the nearest living creature, be it friend or foe,
“urban shamans” discovered the old ways worked in the cities just as well as in with his most powerful weapons (mundane or magical) for 1d6 rounds.
the wilderness. Shamans are in tune with the natural flow of the energies of life
and magic. Buffalo
To a shaman, the world is filled with living spirits, powers the shaman calls Environment: Plains.
on for magical aid. Shamanic magicians summon spirits that are tied to nature: Advantage: +4 Caster Check and Drain Test bonus when casting Health
air, earth, water, beasts, and man. To a shaman, these are the spirits of the spells; +4 Summoning Check and Drain Test bonus for Spirits of Earth.
natural world. They are spirits of the skies and storms, of the mountains and Disadvantage: -4 Caster Check and Drain Test penalty when casting
valleys, of lakes and rivers, of birds and rats, and the spirits of the mass of
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Section 7: Magic
Illusion spells.
Raven
Cat Environment: Open sky.
Advantage: +4 Caster Check and Drain test bonus when casting
Environment: Urban. Manipulation spells; +4 Summoning Check and Drain Test bonus for Spirits of
Advantage: +4 Caster Check and Drain Test bonus when casting Illusion Air.
spells; +4 bonus to either Hide or Tumble. Disadvantage: opportunist – the shaman must make a DC 20 Will save to
Disadvantage: cat’s play – cat shamans, like their totem, prefer to play avoid exploiting someone else's misfortune for his own advantage.
around with victims initially. When casting a damaging spell, a cat shaman must
roll a DC 20 Will save. If this fails, the shaman casts the spell at the minimum
power possible. Once the shaman is wounded, this restriction no longer applies Shark
(until healed of course). Environment: On/in/near the sea.
Advantage: +4 Caster Check and Drain test bonus when casting Combat
Coyote spells; +4 Summoning Check and Drain Test bonus for Spirits of Water.
Disadvantage: berserker rage – whenever a shark shaman is required to
Environment: Land. make a Massive Damage save (if successful), or when he kills an opponent, he
Advantage: None. must roll a DC 15 Will save or fly into a berserker rage, attacking the nearest
Disadvantage: None. living creature, be it friend or foe, with his most powerful weapons (mundane or
magical), or the body of his victim, for 1d6 rounds.
Dog
Environment: Urban. Snake
Advantage: +4 Caster Check and Drain test bonus when casting Detection Environment: Land (Urban or Wilderness).
spells; Scent. Advantage: +4 Caster Check and Drain test bonus when casting Detection
Disadvantage: loyalty – a dog shaman is loyal to an extreme. He can spells; +6 bonus to Binding checks.
never leave someone behind, betray comrades, or let another sacrifice Disadvantage: -2 Caster Check and Drain Test penalty when casting
themselves in his place unless he succeeds in a DC 20 Will save. Combat spells.
Dolphin Wolf
Environment: On/in/near the sea. Environment: Forest, prairie, or mountains.
Advantage: +4 Caster Check and Drain test bonus when casting Detection Advantage: +4 Caster Check and Drain test bonus when casting Combat
spells; +4 Summoning Check and Drain Test bonus for Spirits of Water. spells; +4 Summoning Check and Drain Test bonus for Spirits of Beasts.
Disadvantage: -4 Caster Check and Drain Test penalty when casting Disadvantage: no surrender no retreat – the shaman must make a DC 20
Combat spells. Will save to retreat from a conflict.
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Section 7: Magic
takes a Spellcraft check with a DC of 15 + effect Force and a number of full- information on physical barriers. Magical lodges create dual-natured barriers, as
round actions equal to the Force of the effect +1d6. do wards.
Mana barriers do not affect their creators, nor any creatures designated by
Tracking an Astral Signature the creator. The creator of a mana barrier is instantly aware if the barrier is
Tracking an astral signature requires an Assensing check. The DC for this check brought down.
is 30 – (magician Magic Rating + effect Force). If the astral signature is more
than an hour old, you suffer a -4 penalty per additional hour. If the target is Wards
behind a mana barrier of some form, the Force of the barrier is added to the DC. Wards are a temporary form of dual-natured mana barrier that can be created by
Tracking an astral signature takes 3d6 x 2d10 minutes. If the time required to any Awakened being with astral perception (including spirits and adepts with the
track the signature is longer than the duration of the signature, the tracking Astral Perception power). Wards are specifically used as a security measure, to
attempt fails. protect locations from astral intruders. The maximum area that can be warded is
the creator’s Magic Rating x 50 5-ft. cubes.
Astral Projection A group of characters can ward an area measuring 50 5-ft. cubes x the
sum of their Magic Ratings. A number of firms and freelance magicians contract
If you have the Astral projection feat, you have the ability to separate your astral
to maintain wards for those who value their astral privacy, generally charging
self from your physical form and move about the mundane and Astral Planes. To
around Purchase DC 10 per hour (per magician).
leave your body, you must make a DC 15 Concentration check (certain factors
A ward must be placed on a non-living thing (walls, rocks, and so on). A
may alter the DC). This takes a full-round action. The maximum amount of time
ward cannot be moved from its physical component to another location. The
you may remain safely out of body is a number of hours equal to your Magic
warding ritual takes a number of hours equal to the Force of the ward and
Rating.
requires no special materials. At the end of the ritual, make a Spellcraft check.
Astral Movement The DC for this check is 15 + ward Force. If more than one character is helping,
apply modifiers as with ritual sorcery. To determine the duration of the ward,
Movement in the Astral Plane is often three-dimensional and incredibly fast. subtract the DC from the actual result – this is the number of days the ward lasts.
There are two basic speeds in the Astral Plane – Walk and Run. A ward can be made permanent by spending (Force x 10) XP.
Walking speed is Wisdom x Magic Rating ft. per round. At this and lower Creating wards is a draining task. Each participant suffers non-lethal Drain
speeds, you can still observe your surroundings. Running speed is (Wisdom x equal to Force x 1d3. If the ward’s Force exceeds the character’s Magic Rating,
Magic Rating) x 1 mile per round. At these speeds, you cannot observe your this damage is lethal. The maximum Force a character can give a ward equals
surroundings and take a -6 penalty to actions. As noted, movement is three- twice the character’s Magic Rating.
dimensional – therefore, you can fly in the Astral Plane. However, you have a
ceiling of about 50 miles. Astrally projecting entities that have attempted to fly Passing Through Barriers
higher have typically been driven mad or died.
Barriers may be attacked, following the normal rules for attacking structures.
Astral Forms Awakened characters have learned other methods for bypassing astral barriers
however, and may "press through" an astral barrier by succeeding on a
When astrally projecting, your physical body has no effect on your astral body. In Charisma check (add Magic Rating as a bonus) against a DC of 15 + (barrier
astral form, your mental Ability scores remain the same. Your Appearance Force x 2). The character may also bring a number of friends, spirits, active foci,
typically gains a point or two. Your mental ability scores determine your sustained spells, or other astral forms with him through the barrier equal to 1 per
"physical" ability scores as follows: 5 points by which he beat the DC.
• Strength is equal to your Charisma In some cases, a spell, focus, spirit, or even a character may be
• Dexterity is equal to your Intelligence unintentionally forced into a situation where either they or the barrier must give.
• Constitution is equal to your Wisdom. For example, a character who unknowingly walks through a mana barrier
You must maintain a separate sheet for your astral statistics, since your carrying an active focus, or a dual being in an elevator that passes through a
bonuses, hit points, initiative and the like are based on different statistics than ward on its way up. In this case, make the same test as described above. If the
your physical form. barrier wins, however, the item or entity still breaks through but is automatically
If you are physically damaged when you astrally project, then you carry the disrupted. Disrupted spells immediately end and disrupted foci deactivate.
same percentage of wounds into your astral form. Disrupted spirits are sent back to the spirit’s metaplane, whereas disrupted
On the astral plane, you can see and hear normally, but you have no sense characters are knocked unconscious
of smell or taste. You can only touch astral objects and beings. Due to the nature
of the astral plane, you cannot read mundane texts, but you can glean the
emotional state behind such texts. In astral form, you are incorporeal to material C ONJURING S PIRITS
persons and objects. As a move action that provokes attacks of opportunity, you Conjuring is the art of calling, dismissing, and controlling independent astral
may manifest; that is, become visible and audible to material plane beings. You forms called spirits. Conjuring can compel a spirit to come to the magician and
do not register on machines, as you are more a psychic manifestation than provide services or favors (Summoning), force an already-summoned spirit into
anything. De-manifesting is a free action. more lasting service (Binding), or dismiss or destroy a spirit (Banishing).
While astral, you may pass through material objects; living creatures have There are six basic types of spirits presented here. While these are not the
a chance to detect an astral form passing through them. This requires a DC 30 full gamut of spirits that exist in the Sixth World, they are the most common.
Spot check. If the character is a spellcaster, adept, or similar magic user, he These are the spirits summoned by followers of the hermetic and shamanic
receives a +4 bonus. If the target is capable of astral sight, he receives a +4 traditions: air, beasts, earth, fire, man, and water.
bonus. If successful, the target gets a tingling sensation. Many security personnel Hermetic magicians summon the base elements of the world: air, earth,
are trained to recognize this feeling. fire, and water, as well as the spirits of man. Shamans summon what they view
The Earth is solid on the Astral Plane. as the natural spirits: air, beasts, earth, man, and water. A shamanic spirit of
clouds and storms has the same game statistics as an air elemental summoned
While You Were Out by a magician. They are different spirits, as envisioned by the magicians who
The physical and astral forms are inextricably linked – what happens to one summon them, but their powers and abilities are the same.
affects the other. If you are damaged when you astrally project, that damage
carries into your astral form. If you are damaged in astral form, your body suffers
equal damage. If your body is killed, you can remain astrally solvent for Magic
Spirit Forms
The natural form of a spirit is its astral form. Most spirits also have the
Rating x 2 hours. Then you die. If your astral form dies, your body slips into a
Manifestation power, which allows them to create a physical form. Changing
coma and takes its natural course – typically, death through exposure,
between the two forms is a full-round action for the spirit.
dehydration, and/or starvation. However, if connected to proper life support, your
In astral form, a spirit exists entirely on the astral plane. All the spirit’s astral
body can live its full lifespan as a mindless shell.
attributes are equal to its Force x3. Such spirits follow all of the normal rules for
If your body is moved while you are astrally projecting, you do not have
astral forms. While in astral form, spirits can only perform services that affect the
awareness of this movement. If you return to the location of your body and it is
astral plane or that directly affect their summoner through the magical link
missing, you must track it astrally, following the rules provided above.
between them. Astral spirits can also manifest in the same manner as projecting
Astral Combat magicians, and many of them prefer this to materialization if they need to interact
with a physical person.
Combat on the Astral Plane follows the normal rules for combat, with the Spirits use the Manifestation power to assume physical form when they
exception of the altered astral ability scores, and the fact that there aren't ranged must use a power on a target not present in astral space. Physical spirits have
weapons on the astral. Physical attributes determined by their individual descriptions. Spirits in physical
Wholly astral creatures receive a +10 initiative bonus on the Astral Plane, form are in fact dual natured, interacting with the physical and astral planes
and can take an additional standard action every round. simultaneously. Spirits dislike taking physical form because it makes them
When a physical character (using astral perception, or being dual-natured) vulnerable to physical attacks.
attempts to engage in combat with an astral creature, the physical creature uses As a rule, spirit forms are metahuman-sized or smaller and tend to have an
his Wisdom modifier instead of Dexterity for his attack rolls and damage bonus. obvious ethereal or otherworldly nature (there is no mistaking them for real
people). Materialized physical forms are not subject to gravity, though most
Mana Barriers spirits (except air spirits) stay earthbound or close to it (perhaps floating or
Magic can be used to create mana barriers on the physical plane, the Astral hovering).
Plane, and dual-natured barriers that exist on both planes. See the Mana Barrier
spell for information on mana barriers. See the Physical Barrier spell for
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Section 7: Magic
Spirits must remain within the summoner’s Magic Rating x 300 ft. (if forced out of Rebinding
this radius, they will return as quickly as they can). If a spirit is sent beyond this
A magician can attempt to rebind an already bound spirit. This follows all the
range, it counts as a remote service.
normal rules for binding a spirit (including the ritual time and cost), with success
Remote Services on the Binding check adding even more services. Unlike the standard Binding
check, if the magician is killed or incapacitated by the Drain, the spirit does not
Spirits can also be commanded to undertake a remote service, allowing it to become uncontrolled.
leave the summoner’s immediate area. Remote services forfeit any other
services the spirit might owe. The magician sends the spirit off to perform a Bound Spirit Services
particular task (or set of tasks, if more than one service is owed), which the spirit
Binding is the method of compelling long-term services from a spirit. A bound
will single-mindedly pursue until it completes the task(s), is destroyed, or its time
spirit will not vanish at sunrise or sunset – its services remain until they are used
of service ends (at sunrise or sunset). A spirit can perform a remote service in
regardless of how long it takes. A bound spirit may perform any of the types of
either astral or physical form, and may switch between the two as needed.
services listed in Spirit Services, above. In addition, the services of a bound spirit
Once a spirit has been given a remote service, it is technically released.
may be given to another character, and bound spirits can assist the magician
Spirits on remote services no longer count against the limit of summoned spirits.
with magical tasks.
Remote Services: A bound spirit performing a remote service acts in the
Summoning same manner as an unbound spirit. It will pursue the course of the service until it
Summoning a spirit requires a full-round action, and only one spirit may be is complete. A bound spirit’s terms of service do not expire at sunrise or sunset,
summoned at a time. The magician decides how powerful a spirit to summon, however, so the spirit can continue on for a considerable time. A bound spirit that
choosing the spirit’s Force. Make a Spellcraft check. The DC for this check is 15 still owes services will go on standby when it finishes its remote task, unless
+ spirit Force. This is called a Summoning Check. Mentor spirit (totems) specifically instructed otherwise.
modifiers and summoning foci can provide bonuses to this check. For every 4 Loaned Services: By ordering a bound spirit to obey another character,
points by which the Summoning check beats the DC, the magician gains one magical or mundane, a magician may effectively grant one or more of the spirit’s
spirit service, plus one for simply succeeding on the check. Whether a spirit services to the other character. Naturally, a mundane cannot use a spirit to learn,
comes or not, the magician must resist Drain. cast, or sustain spells. Any other type of service may be demanded of the
The summoned spirit’s Force is limited by the magician’s Magic Rating. If “borrowed” spirit. Even if the spirit is loaned out in this manner, it is bound to the
the magician wants to summon a spirit with Force higher than her Magic Rating, summoning magician, not the character she ordered it to serve (and the
follow the same rules as given for Overchanneling spells. No magician may summoner can reclaim those services without penalty if she desires). Since the
summon a spirit whose Force is greater than twice her Magic Rating. character loaned the services cannot call the bound spirit, the spirit must remain
Summoned spirits appear on the astral plane and manifest so that they are in her vicinity to receive orders (usually meaning that it will follow the character
visible in the physical world as a ghostly image. The spirit can hang around in astrally until needed).
astral space awaiting orders, or the magician can instruct it to return from where Magical Services: The magical services available from a bound spirit are
it came to be called at a later time – as long as it is called before its services Aid Sorcery, Aid Study, Spell Sustaining, and Spell Binding. A spirit intended to
expire. Calling a spirit placed on “stand-by” takes only a move action. assist the magician with magic must match the category of magic, according to
A magician may only have one unbound spirit summoned at any given the magician’s tradition. That is, a hermetic mage may use a fire elemental to Aid
time, and no more bound spirits than her Charisma bonus. Spirits on remote Sorcery for the magician’s combat spells, while a shaman may call on a spirit of
service and on standby count toward this total. the sky to maintain an illusion spell such as Invisibility. A bound spirit may
To summon a spirit, you must have the appropriate materials on hand. provide any of these magical services to its summoner while remaining in astral
These materials are reusable, but limit the maximum Force spirit you can form.
summon. • Aid Sorcery: When a spirit aids sorcery, it adds its Force as a bonus
to the magician's checks for Spellcasting, Ritual Spellcasting, or
Summoning Drain Counterspelling, regardless of the time required by the attempt. In the
Summoning spirits requires a Drain test. Roll a Will save. The DC for this save is case of Spellcasting and Ritual Spellcasting, the spell being cast
the spirit's Force x 3. If the test fails, the magician suffers non-lethal damage must be of a type appropriate to the spirit and the magician’s
equal to the spirit's Force x 1d4. If the spirit's Force exceeds the magician's tradition. With Counterspelling, the spell being countered must be of
Magic Rating, this damage is lethal. If the drain damage kills or incapacitates the the appropriate type.
magician, the spirit is free to leave. • Aid Study: Spirits can provide extra dice to help magicians learn new
spells through Aid Study. Doing so costs a service. The spirit adds its
Banishing Force as a bonus to the magician's Spellcraft check to learn the spell.
A spirit can only help with a spell within the appropriate category (as
Banishing is the process of un-summoning a spirit. Banishing requires a full- described in the magician’s tradition). A character can only use one
round action. To banish a spirit, make a Summoning check. This is called a spirit for the learning of a particular spell.
Banishing Check. A banishing focus can provide bonuses to this check. If the • Spell Sustaining: A magician can call upon a spirit for Spell
spirit is unbound, it receives a Will save to oppose the check. If the spirit is Sustaining a spell in the appropriate category. While the spirit
bound, the DC is 15 + spirit Force. For every 4 points by which you beat the DC, maintains the spell, the magician does not suffer any sustaining
the services owed by the spirit are reduced by one, plus one for simple success. modifiers for that particular spell. One service is used up for each
If the services are reduced to 0, the spirit will attempt to flee on its next action. period equal to the spirit’s Force in rounds that it sustains the spell. A
The banishing magician (or any magician within line of sight) may attempt Force 3 spirit that owes two services, for example, can only sustain a
to use Summoning against the spirit before it flees, assuming they can beat the spell for 6 rounds. The magician can take over sustaining the spell as
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Section 7: Magic
the spirit finishes this service (or at any time) so that the spell does When a spellcaster casts a spell, he may take damage. Certain spells deal
not end. If a spirit is disrupted or banished while sustaining a spell, non-lethal damage, while others cause the caster to suffer lethal damage. This
the spell ends. process of taking damage is called Drain.
• Spell Binding: Similar to Spell Sustaining, a magician can also The spellcaster can resist the Drain of a spell by rolling a successful saving
engage a bound spirit for Spell Binding, maintaining a spell for even throw. Physical spells require a Fortitude save, while Mana spells require a Will
longer periods. Doing so, however, irrevocably depletes the spirit’s save. The DC to resist drain varies by the spell and the Force at which the spell
Force. A spirit can maintain a spell for a number of days equal to its is cast. The base DC is listed with the spell. Add the Force to this number. If the
Force. Each day, or part thereof, permanently reduces the spirit’s save is successful, the caster suffers no damage. This is a Drain test.
Force by 1. When its Force reaches 0, it disappears, completely It is possible to suffer Massive Damage from Drain.
consumed – which explains why spirits dislike this service and will The maximum Force at which you may cast a spell is equal to your Magic
grow reluctant to aid a magician who abuses spirits this way. The Rating x 2. However, casting a spell at a Force that exceeds your Magic Rating is
magician can release the spirit before it runs out of Force in order to dangerous. This is called Overchanneling.
end the spell ahead of schedule, but the spirit is still free of its bond.
Spell Binding uses up all of a bound spirit’s remaining services. Overchanneling
Uncontrolled Spirits It is possible to cast a spell with a Force up to twice your Magic Rating. However,
when you overchannel, you automatically suffer the listed Drain damage. If the
Uncontrolled spirits owe no services. An uncontrolled spirit will typically attack the Drain damage is normally non-lethal, it is considered lethal. If the Drain damage
character that attempted the binding in an effort to kill the character. If the spirit's is normally lethal, you suffer double the damage.
Force is less than one-half of the character's Magic Rating, the spirit will probably You must still make a Drain test though. If this fails, you suffer temporary
flee instead. If the binder is already incapacitated or dead, the uncontrolled spirit Constitution damage equal to one-half the Force of the spell, rounded up.
may go on a rampage, directing its wrath against all near by living creatures,
especially any it perceives as allies of the binder.
An uncontrolled spirit may be brought back under control with a Noticing Spellcasting
Summoning check. The base chance for a character to notice the casting of a spell (assuming the
caster doesn't have flash and flare as a part of his individual style) is a Spot
Watcher Spirits check. The DC for this check is 20 – spell Force. Certain conditions reduce the
DC as noted below.
Watchers are simple servant spirits that exist solely on the Astral Plane – they
cannot materialize in normal space or ascend to the metaplanes. They may
manifest in the same manner as astral beings however. A watcher's Force is 1,
NOTICING MAGIC TABLE
and it's ability scores equal its Force +2. Condition DC
Watchers are single-minded and clever about carrying out their assigned Observer is Awakened -2
tasks, but everything else tends to go over their little astral heads. Their Observer is using Astral Sight -5
intelligence can be compared to that of a well-trained, loyal dog. They also take
their commands quite literally (never tell a watcher to search every corner of that Shamanic magic * -4
building … ). Watchers rarely manage to overcome unforeseen difficulties. For Shamanic magic with a Totem advantage -6
example, if a watcher sent somewhere finds its path blocked by an astral barrier,
it will most likely simply remain there until its time runs out and it dissolves.
C OUNTERSPELLING
Summoning a Watcher Spirit Counterspelling is used to interrupt other spells, either as they are being cast
To summon a watcher spirit, roll a Summoning check. The DC for this check is 5 (spell defense) or while they are sustained (dispelling).
+ the number of hours you wish the watcher to remain in existence. As with other
summonings, you must make a Drain test. The DC for this is 5 + watcher lifespan
in hours. Drain damage is the lifespan of the watcher in hours. Watcher drain
Spell Defense
A magician can use Counterspelling to defend herself and others against a spell
damage is always non-lethal.
being cast. To use Counterspelling, you must take a move action and declare
You may maintain a simultaneous number of watchers equal to twice your
whom you are protecting. If you do not declare a Counterspelling attempt, then
Charisma bonus. You may dismiss a watcher at will, regardless of whether or not
you cannot use Counterspelling, unless your readied a specific Counterspelling
it is present.
action. A protected character must remain in your line of sight to be protected by
Watchers do not count against the number of spirits under your control.
Counterspelling. You can always use Counterspelling to defend yourself.
Watchers share the same mental link as other spirits. Watchers may be
Maintaining Counterspelling requires a free action every round.
banished, replacing lost services with lost hours of life.
When you use Counterspelling, you assign a portion of your Magic Rating
Watcher Tasks as defense. Whoever is protected receives this number a bonus to saving throws
and Defense against spells. However, while you are maintaining Counterspelling,
Watchers will obey the commands of their summoner to the best of their limited your Magic Rating is reduced, affecting your maximum Force and other aspects
abilities for as long as they last. Watchers do not need to remain in the of your magic.
summoner’s vicinity, but they may get lost if sent on a remote mission. Watchers It is possible for more than one spellcaster to provide Counterspelling to a
are commonly used for the following tasks: target.
• Tracking: Watchers excel at astral tracking, thanks in part to their You can provide Counterspelling to multiple simultaneous targets, up to a
one power: Search. number equal to your normal Magic Rating.
• Astral Alarm: Watchers can be instructed to watch or patrol an area Note that Counterspelling is not “used up” after it defends against a spell –
of astral space, and to alert a specified person if they spot an it continues to protect the designated characters against other spells until the
intruder. magician decides to end it.
• Attack Dog: Though largely ineffective in astral combat, watchers A magician who is actively Counterspelling can even defend against spells
can be used to harry or distract opponents. she is unaware of – specifically, Detection spells and Illusion spells – as the
• Courier: A watcher can be sent to a specific place or person known magician is actively “jamming” the mana around him. This does not mean,
to its summoner to manifest and deliver a spoken message. It can however, that the magician is aware such spells are being used. To determine if
also display simple pictures, up to the complexity of a two- the magician notices the attempted spell use, roll a Spot check. The DC is 20 –
dimensional, non-moving photograph, shown to it by its summoner. If spell Force.
required, the spirit will get a reply and return to its master with it. Counterspelling does not cause Drain.
• Irritant: A watcher can be ordered to find a person and follow him or
her around, loudly repeating some offensive slogan or insult or even
carrying on an argument. For this job, the watcher manifests visibly
Dispelling
Counterspelling also allows a magician to dispel a sustained or quickened spell,
and audibly on the physical plane. Alternatively, the watcher can go
canceling its effect. You must be on the same plane, must be able to perceive
to a specific place and hang around, sounding off on its assigned
the spell you are targeting, and must use a full-round action. To dispel the spell,
theme. “Hey, there! Welcome to Hannibal’s Grill. I hear the ratburgers
roll 1d20+ Magic Rating. If you have 10 or more ranks in Spellcraft, add an
are really tasty today. Hiya, welcome to Hannibal’s Grill. Got your
additional +2 to this check. The DC for this check is the Caster Check for the
DocWagon card paid up?” And so on.
targeted spell.
• Shadow: Watchers can be instructed to follow or even eavesdrop on If you are successful, you reduce the Force of the spell by the amount by
someone astral or physical and then report back to its summoner. If which you beat the DC. If this reduces the Force to 0 or less, you completely
the target passes through an astral mana barrier or projects onto a dispel the effect.
metaplane, the watcher will lose track of him. After you attempt to dispel and effect, regardless of your success, you must
make a Drain test as if you had cast the targeted spell at the Force it started with.
S PELLCASTING If that Force exceeded your Magic Rating, treat the Drain as Overchanneling.
The caster of a sustained or quickened spell that is targeted by dispelling is
To cast a spell, the spellcaster must make a Spellcraft check. The DC for this automatically aware of the attempt.
check varies by the spell and the desired Force. The base DC is listed with each
spell. Add the desired Force to this number. If successful, the spellcaster casts
the spell. If the check fails, the spell doesn't go off. This is called a Caster Check.
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Section 7: Magic
R ITUAL S ORCERY
The Matrix is also a good source of instructors, without the hassle of
traveling to a remote location to learn a single spell. An increasing number of
Ritual spellcasting works much like regular spellcasting, except that it is cast over magicians of all traditions have been seeking out instructors online and learning
a longer period of time and can affect targets outside the magician’s visual range. their trade without ever meeting their teachers face-to-face. The nature of
In addition, a group may collaborate and combine their skills using ritual sorcery, however, makes virtual spell instructors useless.
spellcasting to make a spell more potent. In order to gain access to a formula or instructor, the character must pay
the costs as listed on the Spell Formulae Costs table. Individual NPCs and
Requirements sources may vary their prices somewhat depending on circumstances, but the
table lists the going market rate. Certain spells (especially combat spells and
All members taking part in the ritual must be of the same tradition, must know the mental manipulations) are illegal or controlled in some jurisdictions, so characters
spell, and must have the Ritual Sorcery feat. In order to cast ritual sorcery, you must engage caution when pursuing them, or look to black market
must have a magical lodge appropriate to the tradition of those involved. The providers/teachers. In addition, a character must expend 500 XP per spell
Force of the lodge limits both the number of spellcasters who can successfully learned. The costs are the same whether the instruction is in person or through
contribute to the ritual and the Force of the spell cast. A group cannot ritually cast the Matrix.
a spell of a higher Force than that of the magical lodge used. The maximum size Once the magician has access to a spell formula or teacher, he must make
of a group casting a ritual is equal to either the Force of the lodge or the lowest a Spellcraft check. The DC for this check is 20. If successful, he leans the spell.
Spellcraft skill ranks among the members of the group, whichever is less. The time required to learn the spell is Magic Rating x 8 man-hours. A character
engaged in learning a spell must work on it for consecutive days. Learning a spell
Ritual Targeting does not require all of the character’s attention during those days, but the
magician must be able to devote 8 hours each day solely to learning the spell
Ritual spells can be used on any target, whether within visual range or not. If the
target is not in sight, the spellcaster or group needs someone who can see the until she has it mastered.
target for them, generally referred to as a spotter. The individual acting as the Should a day be missed, the character automatically fails the test and does
spotter must be a member of the group casting the ritual—or a spirit bound to a not learn the spell. No XP are expended in this case, but any money spent on
member of that group—and must be able to astrally perceive the target. The instruction is lost.
spotter must be present in the lodge when the ritual begins, and then must travel
physically or astrally to where she can assense the target of the spell. The target Limited Spells
does not have to be astrally active (and it’s often safer for the spotter if she isn’t); When learning a spell, a magician may choose to accept limitations on her ability
the spotter must just be able to assense him. For the duration of the ritual, a link to cast that spell. In exchange, the magician will have an easier time resisting the
is present between the spotter’s astral form and the ritual group. If the spotter is drain caused by the limited spell. These limitations on spellcasting come in the
noticed by the target, it is possible to use the link to track her back to the ritual form of fetishes—reusable objects with minor enchantments appropriate to the
team’s physical location. magician’s tradition. Fetishes are available for sale from talismongers or other
Note that magicians have a limit on the length of time they can astrally magicians, and are made for a specific category of spells (combat, detection, and
project. Any ritual that cannot be completed before an astrally projecting spotter so on). A given fetish can only be used for spells of that category. When the spell
has to return to her body must be aborted at that time. When a Ritual is learned, it is attuned to that particular fetish.
Spellcasting attempt must be aborted, the spell fails with no effect and all When casting a spell attuned to a fetish, you receive a +4 bonus on the
members must immediately resist Drain. Because of this limitation, bound spirits Drain test.
are often used as spotters for ritual teams—spirits that are not bound to a
member of the ritual team cannot be used as spotters. Spell Descriptions
Type: This indicates whether the spell is Mana or Physical.
Team Leader Base Caster Check DC: This is the base DC for the Caster check. Add the
Each ritual spellcasting team must have a leader. This is often the most powerful Force used to the DC.
or skilled magician, but it doesn’t have to be. The spell’s Force is limited by the Base Drain DC: The is the base DC for the Drain resistance test. Add the
leader’s Magic Rating—if the Force is higher than the leader’s Magic Rating, then Force of the spell to the DC.
the entire team is assumed to be overchanneling. Casting Time: This is the amount of time required to cast the spell.
Range: This is the range of the spell. Many spells have a range of LoS, or
Casting a Ritual Spell Line of Sight. This means the spellcaster can cast the spell at any target he has
direct line of sight to. LoS spells cannot target creatures or objects seen with
Ritual Spellcasting is carried out in the same manner as Spellcasting, except that magical, technological, or any other kind of aid.
the ritual requires twelve hours, minus the leader’s Magic Rating (minimum 1 Target/Area/Effect: This indicates the target of the spell, area of effect, or
hour). When casting begins, all participants, except the leader must make general effect.
Casting Checks for the spell. Each successful Caster Check provides the team Duration: This indicates how long the spell effect remains in existence.
leader with a +3 bonus to his Caster Check when he makes the actual Caster Durations are Instant, sustained, or Permanent.
Check for the spell. • Instant: The spell ends the moment it is cast, and its effects are felt
immediately.
Ritual Sorcery and DNA • Sustained: A sustained spell lasts for as long as the magician
A long-standing belief in magical lore is that certain types of magic are more concentrates on it. Maintaining this concentration requires a standard
potent, or in some cases, possible only with something that belonged to the action every round. While sustaining a spell, the magician suffers a -4
victim, such as a scrap of clothing, lock or hair, fingernail clippings, skin, or blood. penalty to ability checks, skill checks, attack rolls, Reflex saves, and
This was a primitive way of using the victim's DNA to focus the magic. Will saves. This penalty is cumulative for each spell being sustained.
If the ritual team has such a connection, the team leader receives a +4 If the magician is damaged while sustaining a spell, he must make a
bonus on his Caster Check. Concentration check against a DC of 10 + damage. If the magician is
sustaining an area effect spell, he can move the effected area with a
Noticing Ritual Spellcasting full-round action, as long as the new area is still within line of sight.
There is a chance that the target of ritual magic may notice the buildup of mana • Permanent: A permanent spell must be maintained for a number of
around him. One hour after the ritual begins, the target makes a Spot check. The rounds equal to the Force to fully enable. During this time, the
DC for this check is 25 – spell Force. If the target is Awakened, he gains a +2 magician can take no other actions.
bonus to this check. If he is using astral sight, he gains a +5 bonus. Drain Damage: This is the damage a failed Drain test deals to the
spellcaster.
Ritual Drain Saving Throw: This indicates what, if any saving throw is allowed to resist
the spell, and the DC for the save. Unless noted otherwise, save DCs are 15 +
At the end of the ritual, each member of the ritual team – including the Force. In some cases, the save is listed as "xxx opposes". In this case, the
spotter – must resist the Drain of the spell. Individual magicians with foci or saving throw is a check that opposes the Caster Check with the results varying
bound spirits not otherwise occupied may use them to help with Drain. according to the checks.
Spell Resistance: This indicates if the spell can be negated with spell
S PELLS resistance.
Combat Spells
Learning Spells Combat spells in Shadowrun/d20 Modern are relatively similar, with the primary
Before a magician can cast a spell, she must learn it. A magician can learn a differences being in the range, area of effect, and damage type. Therefore, these
spell either from a spell formula or from another magician, but the source has to spells are presented in a table format. One table for Mana spells, and one table
be of a compatible tradition (GM's discretion). A magician must have a magical for Physical spells.
lodge in order to experiment with and master what she has learned, adapting it to
her own personal style and understanding of the magical world. Mana Combat Spells
For most magicians (especially mages), the archaic master-apprentice Mana combat spells travel through the Astral plane to reach their target. Because
model of learning a spell has largely passed by the wayside. Given the of this, they bypass physical protection (including armor, windows, etc). If you
proliferation of magical information on the Matrix, learning from formulae has can see the target directly, you can target him with a mana spell. However, if the
become the default method of learning new spells. Finding a spell formula is as target is behind any kind of mana barrier, you reduce the Force of the spell by
easy as checking the Matrix.
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Section 7: Magic
the Force of the barrier. If you are targeting the victim astrally and he is behind a Physical combat spells actually cross the intervening distance between caster
barrier, you may suffer a visibility modifier to the Caster Check if it acts as an and target. Because of this, simple obstructions such as a window may block
attack roll as well. them. Armor and other physical protections act normally.
Mana combat spells can affect only living objects. Physical combat spells can affect both living and non-living objects.
Mana combat spells typically deal non-lethal Drain. Physical combat spells typically deal lethal Drain.
•
A group of metahumans.
DC +1 to +4: Major details only, no minor details. Detect Life
Clairaudience
Example: Three male orks and a female troll, coming your way. Type: Mana
Base Caster Check DC: 15
• DC +5 to +8: Major and minor details, with some minor details
Base Drain DC: 14
obscured or missing. Detect Life Example: They are all running and
Casting Time: Standard action
armed, with weapons out. The troll is leading.
Range: Touch
• DC +9 or better: Completely detailed information. Detect Life
Area: Radius equal (Magic Rating x Force) x 5 ft.
Example: The troll is your contact, Moira, and she’s wounded and
Duration: Sustained
being chased by three ork gangers!
Drain Damage: Force x 1d2 non-lethal
Analyze Device Saving Throw: No
Spell Resistance: No
Type: Physical The subject can hear distant sounds as if physically present at a chosen
Base Caster Check DC: Special point within the sensory range of the spell. The “listening point” may be moved to
Base Drain DC: Caster check DC +2 any other point within range of the spell. While using clairaudience, the subject
Casting Time: Standard action cannot use her normal hearing.
Range: Touch
Target: One item within (Magic Rating x Force) x 5 ft. Clairvoyance
Duration: Sustained
Type: Mana
Drain Damage: Force x 1d2 non-lethal
Base Caster Check DC: 15
Saving Throw: Fortitude negates (object, harmless)
Base Drain DC: 14
Spell Resistance: No
Casting Time: Standard action
This spell allows the subject to analyze the purpose and operation of a
Range: Touch
device or piece of equipment. A successfully cast spell provides a +2 bonus to
Area: Radius equal (Magic Rating x Force) x 5 ft.
use/operate the device. For each additional 4 points over the DC, the bonus
Duration: Sustained
increases by +2.
Drain Damage: Force x 1d2 non-lethal
The Caster Check base DC is based on the complexity of the device as
Saving Throw: No
follows:
Spell Resistance: No
• DC 10 Natural objects (trees, soil, unprocessed water) The subject can see distant scenes as if physically present at a chosen
• DC 15 Manufactured low-tech objects and materials (brick, point within the sensory range of the spell. The “visual point” may be moved to
leather, simple plastics) any other point within range of the spell. The subject cannot use normal vision or
• DC 20 Manufactured high-tech objects and materials (advanced astral perception while using it. This spell does not translate sound, only vision.
plastics, alloys, electronic equipment) Any augmented vision possessed by the subject does not function through
• DC 25 Highly processed objects (computers, complex toxic waste, this spell, nor does astral perception. Magicians cannot use clairvoyance to
drones, vehicles) target others with spells.
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Section 7: Magic
Drain Damage: Force x 1d3 non-lethal intentions toward him. The spell does not detect traps (since they are not alive),
Saving Throw: No nor can it detect someone about to shoot into a crowd at random (the hostility is
Spell Resistance: No not directed at the subject of the spell). The spell can detect targets preparing an
The subject can subconsciously analyze combat and other dangerous ambush or other surprise attack.
situations within range, sensing events a split-second before they happen. This
allows the subject to apply up to Force in dodge bonus during a surprise round, Detect Individual
and he gains Force as a dodge bonus to Defense. Creatures with protection Type: Mana [Mind-affecting]
against mental attacks and effects reduce the Force of this effect by their Base Caster Check DC: 15
protection, with regards to the bonuses the spell would provide against the Base Drain DC: 14
protected creature. Casting Time: Standard action
Range: Touch
Detect [Life Form] Area: Radius equal (Magic Rating x Force) x 5 ft.
Type: Mana Duration: Sustained
Base Caster Check DC: 15 Drain Damage: Force x 1d2 non-lethal
Base Drain DC: 14 Saving Throw: No
Casting Time: Standard action Spell Resistance: No
Range: Touch The subject can detect the presence of a particular individual anywhere
Area: Radius equal (Magic Rating x Force) x 5 ft. within range of the sense. The magician names the individual during casting; she
Duration: Sustained must know the target or have met him in the past.
Drain Damage: Force x 1d2 non-lethal
Saving Throw: No Detect Life
Spell Resistance: No Type: Mana
The subject detects all of a specified type of life form within the range of the Base Caster Check DC: 15
sense and knows their number and relative location. Each different life form Base Drain DC: 15
requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so Casting Time: Standard action
forth). Range: Touch
Area: Radius equal (Magic Rating x Force) x 5 ft.
Detect [Life Form] – Extended Duration: Sustained
Type: Mana Drain Damage: Force x 1d2 non-lethal
Base Caster Check DC: 15 Saving Throw: No
Base Drain DC: 16 Spell Resistance: No
Casting Time: Standard action The subject detects all living beings (but not spirits) within range of the
Range: Touch sense and knows their number and relative location. In a crowded area, the spell
Area: Radius equal (Magic Rating x Force) x 50 ft. is virtually useless, picking up a blurred mass of traces.
Duration: Sustained
Drain Damage: Force x 1d2 non-lethal Detect Life – Extended
Saving Throw: No Type: Mana
Spell Resistance: No Base Caster Check DC: 15
The subject detects all of a specified type of life form within the range of the Base Drain DC: 17
sense and knows their number and relative location. Each different life form Casting Time: Standard action
requires a separate spell (Detect Orks, Detect Elves, Detect Dragons, and so Range: Touch
forth). Area: Radius equal (Magic Rating x Force) x 50 ft.
Duration: Sustained
Detect [Object] Drain Damage: Force x 1d2 non-lethal
Type: Physical Saving Throw: No
Base Caster Check DC: 15 Spell Resistance: No
Base Drain DC: 14 The subject detects all living beings (but not spirits) within range of the
Casting Time: Standard action sense and knows their number and relative location. In a crowded area, the spell
Range: Touch is virtually useless, picking up a blurred mass of traces.
Area: Radius equal (Magic Rating x Force) x 5 ft.
Duration: Sustained Detect Magic
Drain Damage: Force x 1d2 non-lethal Type: Mana
Saving Throw: No Base Caster Check DC: 15
Spell Resistance: No Base Drain DC: 15
The subject detects all of a specified type of object within range of the Casting Time: Standard action
sense and knows their number and relative location. Each type of object requires Range: Touch
a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so Area: Radius equal (Magic Rating x Force) x 5 ft.
forth). Duration: Sustained
Drain Damage: Force x 1d2 non-lethal
Detect Enemies Saving Throw: No
Type: Mana [Mind-affecting] Spell Resistance: No
Base Caster Check DC: 16 The subject can detect the presence of all foci, spells, wards, magical
Base Drain DC: 17 lodges, and spirits within range of the sense. Its does not detect Awakened
Casting Time: Standard action characters or critters, astral signatures, or the effects of permanent spells once
Range: Touch they have become permanent.
Area: Radius equal (Magic Rating x Force) x 5 ft.
Duration: Sustained Detect Magic – Extended
Drain Damage: Force x 1d3 non-lethal Type: Mana
Saving Throw: No Base Caster Check DC: 15
Spell Resistance: No Base Drain DC: 17
The subject can detect living targets within range who have hostile Casting Time: Standard action
intentions toward him. The spell does not detect traps (since they are not alive), Range: Touch
nor can it detect someone about to shoot into a crowd at random (the hostility is Area: Radius equal (Magic Rating x Force) x 50 ft.
not directed at the subject of the spell). The spell can detect targets preparing an Duration: Sustained
ambush or other surprise attack. Drain Damage: Force x 1d2 non-lethal
Saving Throw: No
Detect Enemies – Extended Spell Resistance: No
Type: Mana [Mind-affecting] The subject can detect the presence of all foci, spells, wards, magical
Base Caster Check DC: 16 lodges, and spirits within range of the sense. Its does not detect Awakened
Base Drain DC: 19 characters or critters, astral signatures, or the effects of permanent spells once
Casting Time: Standard action they have become permanent.
Range: Touch
Area: Radius equal (Magic Rating x Force) x 50 ft. Mindlink
Duration: Sustained Type: Mana [Mind-affecting]
Drain Damage: Force x 1d3 non-lethal Base Caster Check DC: 18
Saving Throw: No Base Drain DC: 19
Spell Resistance: No Casting Time: Standard action
The subject can detect living targets within range who have hostile Range: Touch
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Section 7: Magic
Area: Radius equal (Magic Rating x Force) x 5 ft. Spell Resistance: Yes
Duration: Sustained This spell weakens the target by decreasing the specific ability score. A
Drain Damage: Force x 1d3 non-lethal version of this spell exists for each of the ability scores. It affects both natural and
Saving Throw: Will negates (harmless) augmented ability scores. If the Caster Check beats the target's save, decrease
Spell Resistance: Yes (harmless) the ability by one point, plus one point per 4 points by which the Caster Check
Mindlink allows the caster and one voluntary subject to communicate beats the save, to a maximum of the spell Force. If Strength or Dexterity is
mentally, exchanging conversation, emotions, and mental images. The subject reduced to 0, the target falls to the ground helpless. If Constitution is reduced to
must remain within range of the spellcaster for the Mindlink to work. 0, the target falls to the ground unconscious. If Intelligence, Wisdom, or
Charisma are reduced to 0, the target stands in place, doing nothing. Reduced
Mind Probe ability scores affect derived attributes normally.
Type: Mana [Mind-affecting]
Base Caster Check DC: 18 Detox
Base Drain DC: 20 Type: Mana
Casting Time: Standard action Base Caster Check DC: Poison Save DC -2
Range: Touch Base Drain DC: Caster Check DC -2
Area: Radius equal (Magic Rating x Force) x 5 ft. Casting Time: Standard action
Duration: Sustained Range: Touch
Drain Damage: Force x 1d3 non-lethal Target: Creature touched
Saving Throw: Will opposes Duration: Permanent
Spell Resistance: Yes Drain Damage: Force x 1d2 non-lethal
This spell allows the subject to telepathically probe the mind of a specific Saving Throw: Will negates (harmless)
target within range of the sense (chosen when the spell is cast). The target is Spell Resistance: Yes (harmless)
aware of the probing, though they may not know the source of the spell. Detox relieves the side effects of a drug or poison. Detox does not heal or
The target of the spell rolls a Will save that opposes the Caster Check. If prevent damage done by toxins, but it eliminates any side effects they may have
the Caster Check is successful, consult the following: on the victim (dizziness, hallucinations, nausea, pain, and so forth). Detox is the
• Beat DC by 0 to +6: Subject can only read the person's surface hangover cure of choice among those who can afford it.
thoughts.
• Beat DC by +7 to +12: The subject can find out anything the person Heal
consciously knows and can view the person's memories. Type: Mana
• Beat DC by +13 or better: The subject can probe the person's Base Caster Check DC: 30 – target Constitution
subconscious, gaining information the person may not even be Base Drain DC: Caster Check DC -2
consciously aware of, like psychological quirks, deep fears, or hidden Casting Time: Standard action
memories. Range: Touch
The subject may probe for one piece of information as a full-round action. Target: Creature touched
Additional uses of Mind Probe against the same target within a number of hours Duration: Permanent
equal to the target’s Wisdom bonus are at a -4 penalty to the Caster Check. Drain Damage: Force x 1d4 non-lethal
Saving Throw: Will negates (harmless)
Health Spells Spell Resistance: Yes (harmless)
Heal restores lost hit points (it does nothing for non-lethal damage) for a
Healing Cyber Characters: The presence of cyberware interferes with a
stable subject. Heal restores a number of hit points equal to the amount by which
magician's ability to channel healing energies into the target. When attempting to
the Caster Check beats the DC +1, to a maximum of the spell's Force. Heal can
use a Health spell on a character with cyberware, the magician suffers a penalty
only be used once per set of injuries (essentially, once per combat). If the target
to his Caster Check equal to twice the target's full Essence (round fractions
is not stable, this spell does nothing for him until he is stabilized.
normally). For example, if Bob attempts to Heal Joe (Essence 2.6), he suffers a
(2.6 x 2 = 5.5_ -5 penalty to his Caster Check.
If the target's Essence x2 is greater than the Force of the spell, the spell
Hibernate
deals lethal Drain. Type: Mana
Base Caster Check DC: Target Constitution
Antidote Base Drain DC: Caster Check DC -3
Casting Time: Standard action
Type: Mana
Range: Touch
Base Caster Check DC: Poison save DC
Target: Creature touched
Base Drain DC: Caster Check DC -2
Duration: Sustained
Casting Time: Standard action
Drain Damage: Force x 1d2 non-lethal
Range: Touch
Saving Throw: Will negates
Target: Creature touched
Spell Resistance: Yes
Duration: Permanent
The caster must touch a voluntary or unconscious subject. The spell puts
Drain Damage: Force x 1d3 non-lethal
the subject in a form of suspended animation. The subject’s bodily processes are
Saving Throw: Will negates (harmless)
slowed by a factor equal to the amount by which the Caster Check beats the DC.
Spell Resistance: Yes (harmless)
For example, if the Caster Check beats the DC by 4, the subject’s metabolism is
This spell helps a person overcome a toxin. It is of little use against the
slowed by a factor of 4. Such a subject sealed into a chamber with enough air to
primary damage, but if applied before the secondary damage takes effects, the
keep it alive for a day would be able to last four days.
subject adds the Force as a bonus to his saving throw.
8181
Section 7: Magic
Illusion Spells
Area: Force x 5 ft. radius
Duration: Sustained
Mana illusions affect only living minds. They have no effect on things like Drain Damage: Force x 1d2 non-lethal
cameras. Physical illusions can affect technological items as well as living minds. Saving Throw: No
To affect technological items, the Caster Check must beat certain DCs. See Spell Resistance: No
Analyze Device for details. Mana-based illusions can be foiled by Assensing. This spell creates an area that damps sound. Sonic attacks into or out of
Illusion spells are an oddity, in that, even with the physical spells, Will is the field, as well as critter powers using a sonic medium (such as Paralyzing
most often the save type used against them. Howl), are resisted by protection equal to the Force (or the subject gains a save
8282
Section 7: Magic
bonus equal to the Force). Anyone attempting to hear a sound from within or Base Drain DC: 19
across the silenced area must make a Listen check with a penalty equal to Force Casting Time: Standard action
x 2. Range: LoS
Area: Force x 5 ft. radius
Improved Invisibility Duration: Sustained
Type: Physical Drain Damage: Force x 1d2 non-lethal
Base Caster Check DC: 16 Saving Throw: No
Base Drain DC: 17 Spell Resistance: No
Casting Time: Standard action These area spells create convincing illusions of any object, creature, or
Range: LoS scene the caster desires. They can create an illusion of anything the caster has
Target: One creature seen before, from a flower or a credstick to a dragon breathing fire, as long as
Duration: Sustained the illusion is no larger than the spell’s area.
Drain Damage: Force x 1d4 non-lethal Anyone who might pierce the illusion must successfully resist the spell. To
Saving Throw: No determine if someone can see through the illusion, note the Caster Check.
Spell Resistance: Yes Anyone who may have the opportunity to see through the spell must roll a Will
This spell makes the subject more difficult to detect by normal visual save. The DC for this save is the Caster Check + spell Force.
senses (including low-light, thermographic, and other senses that rely on the
visual spectrum). The subject is completely tangible and detectable by the other Physical Mask
senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Type: Physical
An invisible character may still be detected by non-visual means, such as hearing Base Caster Check DC: 14
or smell. Base Drain DC: 14
To determine if someone can see the target, note the Caster Check. Casting Time: Standard action
Anyone who may have the opportunity to see through the spell must roll a Will Range: Touch
save. The DC for this save is the Caster Check + spell Force. Target: Creature touched
Improved Invisibility actually warps light around the subject. Because of Duration: Sustained
this, apply the Force as protection against light-based attacks. Drain Damage: Force x 1d3 non-lethal
Saving Throw: No
Invisibility Spell Resistance: Yes
Type: Mana [Mind-affecting] The Physical Mask spell requires the caster to touch the subject. The
Base Caster Check DC: 16 subject assumes a different physical appearance (of the same basic size and
Base Drain DC: 16 shape) chosen by the caster. This alters the subject’s voice, scent, and other
Casting Time: Standard action physical characteristics as well. This provides a +10 bonus to Disguise checks.
Range: LoS Anyone who might see through the disguise must first successfully resist
Target: One creature the spell. To determine if someone can see through the disguise, note the Caster
Duration: Sustained Check. Anyone who may have the opportunity to see through the spell must roll a
Drain Damage: Force x 1d3 non-lethal Will save. The DC for this save is the Caster Check + spell Force.
Saving Throw: No
Spell Resistance: Yes Silence
This spell makes the subject more difficult to detect by normal visual Type: Physical [Sonic]
senses (including low-light, thermographic, and other senses that rely on the Base Caster Check DC: 15
visual spectrum). The subject is completely tangible and detectable by the other Base Drain DC: 18
senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Casting Time: Standard action
An invisible character may still be detected by non-visual means, such as hearing Range: LoS
or smell. Area: Force x 5 ft. radius
To determine if someone can see the target, note the Caster Check. Duration: Sustained
Anyone who may have the opportunity to see through the spell must roll a Will Drain Damage: Force x 1d2 non-lethal
save. The DC for this save is the Caster Check + spell Force. Saving Throw: No
Spell Resistance: No
Mask This spell creates an area that damps sound. Sonic attacks into or out of
Type: Mana [Mind-affecting] the field, as well as critter powers using a sonic medium (such as Paralyzing
Base Caster Check DC: 14 Howl), are resisted by protection equal to the Force (or the subject gains a save
Base Drain DC: 14 bonus equal to the Force). Anyone attempting to hear a sound from within or
Casting Time: Standard action across the silenced area must make a Listen check with a penalty equal to Force
Range: Touch x 2.
Target: Creature touched
Duration: Sustained Stealth
Drain Damage: Force x 1d2 non-lethal Type: Physical [Sonic]
Saving Throw: No Base Caster Check DC: 15
Spell Resistance: Yes Base Drain DC: 16
The Mask spell requires the caster to touch the subject. The subject Casting Time: Standard action
assumes a different physical appearance (of the same basic size and shape) Range: LoS
chosen by the caster. This alters the subject’s voice, scent, and other physical Target: One creature or object
characteristics as well. This provides a +10 bonus to Disguise checks. Duration: Sustained
Anyone who might see through the disguise must first successfully resist Drain Damage: Force x 1d3 non-lethal
the spell. To determine if someone can see through the disguise, note the Caster Saving Throw: No
Check. Anyone who may have the opportunity to see through the spell must roll a Spell Resistance: No
Will save. The DC for this save is the Caster Check + spell Force. Stealth makes the subject less audible to normal hearing (including
augmented hearing). The subject moves in silence makes less or no noise.
Mass Confusion Things not directly touched by the subject can still make noise, so a character
Type: Mana [Mind-affecting] under a Stealth spell would make no noise knocking on a door, but the door
Base Caster Check DC: 15 would make noise hitting the floor or wall if it was kicked in. Unless the subject
Base Drain DC: 17 uses a subsonic weapon, firearms discharge will be audible due to the crack of
Casting Time: Standard action the bullet.
Range: LoS The subject gains a bonus to move Silently equal to +1, with an additional
Area: Force x 5 ft. radius +1 per 4 points by which the Caster Check beat the DC, to a maximum of the
Duration: Sustained spell Force.
Drain Damage: Force x 1d3 non-lethal
Saving Throw: Will opposes Trid Entertainment
Spell Resistance: Yes Type: Physical
This spell produces a storm of conflicting sensations and images to Base Caster Check DC: 15 + special (object)
confuse the senses. If the Caster Check is successful, the subjects suffer a -1 Base Drain DC: 17
penalty, with an additional -1 per 4 points by which the Caster Check beats the Casting Time: Standard action
DC, to all attack rolls, ability checks, skill checks, initiative checks, and Defense, Range: LoS
to a maximum of the spell Force. Area: Force x 5 ft. radius
Duration: Sustained
Phantasm Drain Damage: Force x 1d2 non-lethal
Type: Mana [Mind-affecting] Saving Throw: Will opposes
Base Caster Check DC: 17 Spell Resistance: Yes
8383
Section 7: Magic
Ice Sheet
Manipulation Spells Type: Physical [Cold]
Base Caster Check DC: 15
Armor Base Drain DC: 18
Type: Physical [Force] Casting Time: Standard action
Base Caster Check DC: 20 Range: LoS
Base Drain DC: 23 Area: Force x 5 ft. radius
Casting Time: Standard action Duration: Instant
Range: LoS Drain Damage: Force x 1d2 non-lethal
Target: One creature or object Saving Throw: No
Duration: Sustained Spell Resistance: No
Drain Damage: Force x 1d3 non-lethal This spell creates a slippery sheet of ice over the affected area. Creatures
Saving Throw: No walking on the ice must make Balance checks every round or fall prone. The DC
Spell Resistance: No for this check is 15 + Force. Vehicles risk crashing. The ice melts, losing 5 ft. of
Armor creates a glowing field of force around the subject. This provides radius per minute in normal temperatures.
High-, and Low-Impact protection equal to the Force, and Energy protection
equal to one-half Force (round down). Ignite
Type: Physical [Fire]
Control Actions Base Caster Check DC: Target Constitution or special (object)
Type: Mana Base Drain DC: Caster Check DC
Base Caster Check DC: Target Charisma Casting Time: Standard action
Base Drain DC: Caster Check DC Range: LoS
Casting Time: Standard action Target: One creature or object
Range: LoS Duration: Permanent
Target: One creature Drain Damage: Force x 1d4 non-lethal
Duration: Sustained Saving Throw: Special
Drain Damage: Force x 1d4 non-lethal Spell Resistance: Yes
Saving Throw: Will negates The Ignite spell accelerates molecular motion in the target, causing it to
Spell Resistance: Yes catch fire once the spell becomes permanent. Once the target ignites, it burns
The caster of this spell controls the physical actions of a target like a normally until it is consumed or extinguished. The flames deal 1d3 + Force
puppeteer pulling strings. The victim’s consciousness is unaffected, but the damage per round.
caster controls the victim’s body. The target uses any skills or abilities at the Against objects, see Analyze Device for the appropriate Caster Check DCs.
caster’s orders, but all such tasks suffer a penalty equal to the target's Charisma
bonus, as a result of resisting the compulsion. Controlling a target character Influence
requires the caster to spend a standard action; when not directly controlled, the Type: Mana [Mind-affecting]
victim may act as normal. Base Caster Check DC: Target Wisdom
Base Drain DC: Caster Check DC +1
Control Emotions Casting Time: Standard action
Type: Mana [Mind-affecting] Range: LoS
Base Caster Check DC: Target Wisdom Target: One creature
Base Drain DC: Caster Check DC Duration: Permanent
Casting Time: Standard action Drain Damage: Force x 1d3 non-lethal
Range: LoS Saving Throw: Will negates
Target: One creature Spell Resistance: Yes
Duration: Sustained This spell implants a single suggestion in the victim’s mind, like a powerful
Drain Damage: Force x 1d3 non-lethal post-hypnotic command. The subject will carry out this suggestion as if it were
Saving Throw: Will negates her own idea and it will then fade. If confronted with the wrongness of the
Spell Resistance: Yes suggestion, the subject can make a new Will save to overcome the suggestion.
The target feels an overwhelming emotion chosen by the spellcaster (such The caster can also withdraw the suggestion at any time.
as love, hate, fear, joy, sorrow, and so forth). The target believes the emotion
wholeheartedly, but not mindlessly. A target who acts in accordance with the Levitate
emotion (for example, fighting while filled with anger or hate) suffers no penalty. If Type: Physical
the target takes action not relevant to the emotion (trying to drive while laughing Base Caster Check DC: 10 + 1 per 10 pounds
hysterically), she suffers a -4 penalty for the distraction. Base Drain DC: Caster Check DC +1
The caster may switch emotions with a standard action. Casting Time: Standard action
Range: LoS
Target: One creature or object
8484
Section 7: Magic
Duration: Sustained
Drain Damage: Force x 1d3 non-lethal
Mob Control
Saving Throw: No Type: Mana [Mind-affecting]
Spell Resistance: Yes Base Caster Check DC: Target Charisma
Levitate allows the caster to telekinetically lift a person or object and move Base Drain DC: Caster Check DC +2
it around. The subject of the spell can be moved anywhere in the caster’s line of Casting Time: Standard action
sight at a base speed equal to the spell’s Force x 10 ft. Range: LoS
Objects flung into other things should be handled as a ranged attack, using Area: Force x 5 ft. radius
the Caster Check to hit. Such attacks deal damage at the GM's discretion Duration: Sustained
(typically non-lethal). If the caster is attempting to levitate a living being, or an Drain Damage: Force x 1d4 non-lethal
item held by a living being, roll 1d20 + Force. This is opposed by the victim's Saving Throw: Will negates
Strength check. You can use this spell to levitate yourself, if desired. Spell Resistance: Yes
The caster of this spell controls the physical actions of a target like a
Light puppeteer pulling strings. The victim’s consciousness is unaffected, but the
caster controls the victim’s body. The target uses any skills or abilities at the
Type: Physical [Light] caster’s orders, but all such tasks suffer a penalty equal to the target's Charisma
Base Caster Check DC: 15 bonus, as a result of resisting the compulsion. Controlling a target character
Base Drain DC: 14 requires the caster to spend a standard action; when not directly controlled, the
Casting Time: Standard action victim may act as normal.
Range: LoS Mob Control affects any living targets, up to the spell Force, within the area
Area: Force x 5 ft. radius of effect. Victims of a Mob Control may be manipulated individually (with
Duration: Sustained separate standard actions) or issued the same command as a group (with a
Drain Damage: Force x 1d2 non-lethal single standard action).
Saving Throw: No
Spell Resistance: No
This creates a mobile point of light that illuminates a (bright) radius equal to
Mob Mind
Force x 5 ft. The Force determines the intensity of the light, reducing darkness Type: Mana [Mind-affecting]
penalties by the Force. See Section 5: Combat, Rules, and Gamemastering for Base Caster Check DC: Target Wisdom
darkness penalties. The following table provides a rough comparison to existing Base Drain DC: Caster Check DC +4
light sources. Casting Time: Standard action
Range: LoS
Area: Force x 5 ft. radius
Force Equivalent
Duration: Sustained
1 Candle Drain Damage: Force x 1d6 non-lethal
2 Penlight Saving Throw: Will negates
3 Small campfire Spell Resistance: Yes
The caster seizes control of the target’s mind, directing everything the
4 Torch, flashlight target does. The caster mentally gives commands with a move action and the
6 Flashlight, normal campfire target is compelled to obey.
8 Halogen lantern Mob Mind affects any living targets, up to the spell Force, within the area of
9 Large campfire effect. Victims of a Mob Mind may be manipulated individually (with separate
move actions) or issued the same command as a group (with a single move
10 Battery flood flashlight action).
8585
Section 7: Magic
Area: (dome) Force x 5 ft. radius; (wall) line Force x 5 ft. long
Duration: Sustained
Turn to Goo
Drain Damage: Force x 1d3 non-lethal Type: Physical
Saving Throw: No Base Caster Check DC: Target Constitution
Spell Resistance: No Base Drain DC: Caster Check DC +2
Physical Barrier creates a glowing, translucent force fields. The barrier has Casting Time: Standard action
a Hardness equal to Force x 2, hit points equal to Force x 5, and a Break DC of Range: LoS
20 + Force. The barrier can be shaped as a dome (radius equal to Force x 5 ft., Target: One creature
height equal to Force x 5 ft.) or a straight wall (length Force x 5 ft., height Force x Duration: Sustained
5 ft. ). Drain Damage: Force x 1d3 non-lethal
Anything the size of a molecule (or less) can pass through the barrier, Saving Throw: Fortitude negates
including air or other gases. Anything bigger treats the barrier as a normal Spell Resistance: Yes
physical wall. The barrier is translucent and provides one-half concealment (20% Turn to Goo transforms living tissue into a sticky, glue-like substance. In
miss chance). The barrier does not impeded spells unless they are elemental- addition to the opposing Fortitude save, Turn to Goo does not work unless the
style manipulations and physical combat spells. Physical attacks can bring the target's Constitution is less than (Force x 2). Non-living material – including
barrier down if they deal sufficient damage, but as long as the spell is sustained, clothing, gear, and cyberware – is not affected. The target is not conscious while
it regenerates Force x 1d6 hit points on the caster's turn each round. under the effects of this spell, and any damage suffered by the gooey form
Physical Barrier cannot be used on the Astral Plane. affects the target normally. While gooey, the target has damage reduction of
Force/-.
Poltergeist (Critter) Form
Type: Physical
Base Caster Check DC: 15 Type: Physical
Base Drain DC: 18 Base Caster Check DC: Target Constitution
Casting Time: Standard action Base Drain DC: Caster Check DC +1
Range: LoS Casting Time: Full-round action
Area: Force x 5 ft. radius Range: LoS
Duration: Sustained Target: One creature
Drain Damage: Force x 1d2 non-lethal Duration: Sustained
Saving Throw: Reflex half Drain Damage: Force x 1d2 non-lethal
Spell Resistance: No Saving Throw: Fortitude negates
Poltergeist picks up all small objects (up to 2 pounds in mass) within the Spell Resistance: Yes
spell’s area and whirls them around in random patterns. Those ins the area of [Critter] Form transforms a voluntary subject into a normal (non-
effect suffer a -4 penalty to attack rolls and any other checks that rely on visibility. paranormal) critter, though the subject retains human consciousness. This spell
In addition, the spell deals Force non-lethal damage every round to everyone in does not transform clothing and equipment. Magicians in critter form can still cast
the area. A Reflex save reduces this to half damage. Poltergeist may do more spells, but cannot perform other tasks requiring speech. Each form is a different
damage in cluttered environments, or inflict lethal damage if the gamemaster spell, such as Eagle Form, Dog Form, Wolf Form, etc.
feels the debris is sufficiently dangerous (broken glass and nails, for example). The new form may be of the same type as the subject or any of the
following types: aberration, animal, dragon, fey, giant, humanoid, magical beast,
Shadow monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more
Hit Dice than the Force (or the subject’s HD, whichever is lower. You can’t cause
Type: Physical [Darkness] a subject to assume a form smaller than Fine, nor can you cause a subject to
Base Caster Check DC: 15 assume an incorporeal or gaseous form. The subject’s creature type and subtype
Base Drain DC: 16 (if any) change to match the new form.
Casting Time: Standard action Upon changing, the subject regains lost hit points as if it had rested for a
Range: LoS night (though this healing does not restore temporary ability damage and provide
Area: Force x 5 ft. radius other benefits of resting; and changing back does not heal the subject further). If
Duration: Sustained slain, the subject reverts to its original form, though it remains dead.
Drain Damage: Force x 1d2 non-lethal The subject gains the Strength, Dexterity, and Constitution scores of the
Saving Throw: No new form but retains its own Intelligence, Wisdom, and Charisma scores. It also
Spell Resistance: No gains all extraordinary special attacks possessed by the form but does not gain
This spell creates a globe of shadow (darkness with a high enough Force). the extraordinary special qualities possessed by the new form or any
This imposes visibility penalties as darkness, with the penalty equal to the Force. supernatural or spell-like abilities.
Note, this also restricts light-enhanced vision and reduces the effect of light- Incorporeal or gaseous creatures are immune to being shapechanged, and
based attacks in and out of the area by the Force. a creature with the shapechanger subtype can revert to its natural form as a
Shapechange standard action.
Type: Physical
Base Caster Check DC: Target Constitution M AGIC I TEMS
Base Drain DC: Caster Check DC +3
Casting Time: Full-round action
Range: LoS Foci
Target: One creature
Duration: Sustained Bonding a Focus
Drain Damage: Force x 1d3 non-lethal Before a focus can be used, it must be bonded to its owner. This takes time and
Saving Throw: Fortitude negates XP. Bonding a focus requires a ritual ( a DC 15 Knowledge (arcane lore) check
Spell Resistance: Yes indicates knowledge of the ritual). The ritual takes a number of hours equal to the
Shapechange transforms a voluntary subject into a normal (non- Force of the focus. In addition, you must spend XP to bonud the focus. The
paranormal) critter, though the subject retains human consciousness. This spell amount of XP required is as follows.
does not transform clothing and equipment. Magicians in critter form can still cast
spells, but cannot perform other tasks requiring speech. FOCI BONDING XP COST TABLE
The new form may be of the same type as the subject or any of the
following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, Focus XP Cost
monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Banishing Force x 30
Hit Dice than the Force (or the subject’s HD, whichever is lower. You can’t cause Binding Force x 30
a subject to assume a form smaller than Fine, nor can you cause a subject to Counterspelling Force x 30
assume an incorporeal or gaseous form. The subject’s creature type and subtype
(if any) change to match the new form. Power Force x 80
Upon changing, the subject regains lost hit points as if it had rested for a Spellcasting Force x 40
night (though this healing does not restore temporary ability damage and provide Summoning Force x 40
other benefits of resting; and changing back does not heal the subject further). If
Sustaining Force x 20
slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the Weapon
new form but retains its own Intelligence, Wisdom, and Charisma scores. It also Fine Force x 10
gains all extraordinary special attacks possessed by the form but does not gain Diminutive Force x 20
the extraordinary special qualities possessed by the new form or any
Tiny Force x 20
supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being shapechanged, and Small Force x 30
a creature with the shapechanger subtype can revert to its natural form as a Medium Force x 30
standard action. Large Force x 40
8686
Section 7: Magic
•
Check and/or Drain Test with spells of the appropriate category.
Sustaining Foci: You may cast a spell through a sustaining focus,
Critical Strike
allowing the focus to sustain the spell instead of you. This negates This power increases your unarmed damage. Add the Force as a damage bonus.
the penalty you normally suffer for sustaining a spell. A spell
sustained by a sustaining focus cannot have a Force greater than the Enhanced Perception
Force of the focus. If the spell is disrupted, it ends, but the focus is Add the Force to Listen, Search, and Spot checks. You cannot have a Force
still bonded to you and may be reused. greater than your Wisdom bonus.
8787
Section 7: Magic
Improved Skill
This must be purchased separately for each skill (Assault Rifles, Hide, Spot,
etc.). Apply the Force as a bonus to applicable skill checks. You cannot have a
Force greater than the ranks you possess in the skill.
Killing Hands
This power allows you to deal lethal damage with you unarmed attacks. It
improves your unarmed threat range by one point. It also allows you to deal
damage in astral combat while unarmed. When fighting creatures with damage
reduction, your unarmed attacks are treated as magical.
Missile Parry
This allows the Adept to catch slow-moving missile weapons (arrows, thrown
items, shuriken, grenades, etc).To use this, roll an unarmed attack roll with a
bonus equal to the Force (and, if using full defense, your dodge bonus to
Defense). If this roll equals the attack roll, the projectile is deflected. If the roll
exceeds the attack roll, the Adept catches the object. Using Missile Parry is a
free action, but can be used a maximum of Force times per round.
If an Adept has Missile Parry at a Force of 20 or better, he can use the
power to deflect single bullet shots, but this takes a -5 penalty on the check.
Mystic Armor
This provides you with damage reduction equal to Force/magic or (adamantine-
equivalent). This DR applies to astrally based damage as well.
Natural Immunity
This power provides a bonus to saving throws against diseases and poisons
equal to Force.
Pain Resistance
This power provides damage reduction of Force/- against non-lethal damage, in
addition, the Adept gains the Force as a bonus to save against pain-based
effects.
Rapid Healing
Add the Force of this ability to the number of hit points you heal with each period
of healing.
Spell Resistance
This power provides the Adept with spell resistance equal to Force x 2.
8888
Section 8: The Matrix
S E C T I O N 8 : T H E M AT R I X
In terms of conversion, this is one of the more divergent-from-source sections of
the book. The Matrix and decking rules in Shadowrun Third Edition were far too User Account Privileges
complex and un-standard for easy use. Therefore, this conversion draws on All legitimate users of a node have one of the following levels of privileges. The
Shadowrun Fourth Edition, Netspace: The Definitive d20 Guide To Virtual level of privileges modifies skill checks made to perform actions in the node.
Reality, OGL Cybernet, and probably other sources I can't cite because I can't • User: +0 Computer Use. Common access. Typical for wage slaves.
remember them. • Power User: +2 Computer Use. Common for assistant managers
A note: I will not stat out every single node, network, and so forth. and the like.
Therefore, I reserve the right to use simplified rules, typically consisting of roll • Super User: +4 Computer Use. Typically for subordinate
versus roll, at any time, in any session. administrators. Security deckers typically have this level of privilege.
• Root User: +8 Computer Use. Reserved for top-level admins.
G ETTING I N , G ETTING , O UT , AND Logging On (On-the-fly Decking)
G ETTING A ROUND THE M ATRIX Logging on for legit users is easy – input the appropriate passcode. This is a full-
round action. Illegal access requires several things to occur.
Most access to the Matrix occurs using telepresence and telimmersion devices.
The first thing required is an access point. This may be an online site
See below for more information on these devices. Some users opt for the more
(directly hacking a terminal – this is required for isolated nodes and servers), or
advanced cyberdeck. This device essentially transfers your mind to the Matrix.
more commonly, a remote access point. A remote access point can be a home
Cyberdecks are more efficient and powerful but the risks for the user are much
Matrix connection, although this is uncommon. Typically, a common jackpoint is
greater.
physically hacked into a fiber-optic cable.
Legitimate users have little difficulties accessing the Matrix and performing
Hacking into a fiber-optic cable requires a tool kit, 1d6 minutes, and a
actions in the nodes that their access allows. The user's privileges provide
Disable Device check. The DC for the Disable Device check is based on the
bonuses to his Computer Use checks. For those who wish a greater level of
location. Secure urban zone cable are protected and have DC of 25+. Places like
privacy, legitimate access isn't the best option, since legit access is constantly
the Barrens have worn cables and access point, with DCs of 15 to 20. For every
monitored and tracked, forming a strong datatrail.
5 points over the DC, reduce the time required by one minute, to a minimum of
30 seconds. Once the cable is hacked, it takes 1d6 rounds and a DC 15
Virtual Reality Computer Use check to set up a connection. At this point, the decker is ready to
Those using cyberdecks to access the Matrix essentially thrust their minds into log on.
the virtual reality of the Matrix. Cyberdecks contain an override that effectively Logging on is a full-round action and requires a Computer Use check. The
blocks the user's control of his body, in order to prevent him from harming DC for this check is based on the security code of the area of the Matrix in which
himself. However, with concentration, the user can still perceive the actual world, the decker's icon will appear (the System DC). If you beat the DC by more than
but he suffers a -12 penalty to Listen, Search, and Spot checks while doing so. 10, you can log on as a standard action. An Exploit program provides bonuses to
Cyberdeck users have two basic modes they can operate in while decking this check.
– cold sim, and hot sim. Cold sim is the default mode. A decker can switch This gets you into the system with User Account Privileges.
between cold and hot sim as a free action. If he does switch from cold to hot in If you want to break in with Power User Account Privileges, increase the
the middle of a round, he does not gain the bonuses until the next round. If he DC by +4.
switches from hot to cold in the middle of the round, he immediately loses the For Super User Privileges, increase the DC by +8.
bonuses gained from hot sim mode. For Root User Privileges, increase the DC by +12.
Logging on must be performed any time the decker attempts to enter a new
Hot Sim server or node. Breaking into nodes and systems in this manner is known as on-
Hot sim mode gives the decker an edge in the Matrix, increasing his reaction the-fly decking.
time and sheer ability to manipulate the virtual world. When you deck into a system in this manner, every time you make a skill
While running in hot sim mode, the decker's icon gains a +2 initiative check (successful or not), the target node gets a free test to notice your
bonus, +2 Defense bonus, and an additional partial action every round. He also presence. This is a d20 + System + Scanner skill check against your Computer
gains a +4 bonus to all Matrix action skill checks. Use + Cloak program. If the node detects you – whether you hack in or not – an
However, hot sim also makes the decker more vulnerable to the effects of alert is triggered.
lethal IC and dumpshock. Hot sim is also addictive in the same manner as a
Better-Than-Life chip. Probing the Target
On-the-fly decking works if you have to use it, but the preferred method of
Dumpshock decking is by probing the target. This requires that you have sufficient time to
When you are dumped from the Matrix, you suffer dumpshock – a physical attack scout your target ahead of time, searching for system weaknesses that can make
on your flesh-and-blood body. When you suffer dumpshock, you take 6d6 points penetration easier.
of non-lethal damage. A DC 15 Fortitude save reduces this damage to one-half To use this method, you must be able to examine the target for at least one
normal. hour, and you must succeed in a Computer Use + Probe program check against
If you are running in hot sim when you suffer dumpshock, you instead take the system DC. If successful, you have found an exploitable weakness.
3d6 points of lethal damage. After probing, you must break in as described above. However, you gain a
Regardless of sim mode or the Fortitude save, when you suffer +4 bonus to the check to Log On, and the system only gets one free check to
dumpshock, you are dazed for 2d6 rounds. A DC 15 Will save reduces the detect you, instead of a check for every test you make.
duration by one-half.
Security Codes
Accounts, Authorization, and Privileges All nodes, networks, LTGs, and RTGs have a security rating. In most cases, the
security rating is obvious, since it is color-coded. Some installations may strip the
Every Matrix node has a set of authorized users – individuals with the proper
color theme away though. The codes, in order of weakest to strongest, are:
accounts, passcodes, and privileges that allow them to take certain actions on
Green – Blue – Yellow – Red – Black. The security code also imposes a modifier
the node. Authorized users frequently don't have to make skill checks to perform
to the decker's Matrix skill checks if he lacks proper credentials.
tasks, while deckers must make checks to do anything. Many nodes have public
Additionally, the security code often acts as a base
access areas, or may be entirely public (similar to standard websites).
Firewall/Response/System rating for constructs (IC) used by the system. This is
Passcodes noted on the table below as "Rating".
Basic passcodes are the most common types of codes used to access
legitimate accounts. Basic passcodes are typically alphanumeric, but may also
SECURITY CODE TABLE
include images, tunes, or specific movements. System Skill DC
Security Rating Examples
Linked passcodes requires an extra bit of input from the user – an extra DC Mod
level of identification specific to a person or a device. This can be a scan from a Green 21 +1 6 Public areas
security scanner (retinal, fingerprint, palmprint, and so on) linked to the Blue 22 +4 7 Small business
commlink/terminal or the correct signature from the device’s OS or a unique
RFID tag. If the scan or signature doesn’t match the records, access will be Yellow 23 +8 8 Unimportant government database
denied. Red 24 +12 9 Corporate and military systems
Passkeys are one of the most secure ways of controlling access to a node. Black 25 +16 10 Top secret systems
Passkeys are unique encrypted modules that plug into a commlink or terminal. Ultraviolet ??? ??? ??? ???
Many corporations require this accessory for telecommuting workers. When a
logon is attempted, the node queries the module; if it doesn’t receive the proper
code, the user is denied access.
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Section 8: The Matrix
Logging Off Bob is attempting to Log On to a public system (Green, DC 21). He rolls a
24, and easily logs on to the LTG.
Logging off the Matrix follows the same procedure as logging on, and takes a Next, Bob must find Joe's home network. Joe's network is on a public
move action. The DC may be higher than listed if the decker has set off any kind (Green) grid, so Bob makes his DC 22 (21 +1 for illegal access to a public area)
of security alerts. If the decker has triggered the Scanner utility of the server, the Research check with no problems.
DC is automatically at +5. If you beat the DC by more than 10, you can log off as Bob moves to Joe's network, only to find that Joe has some computer
a standard action. Unlike the Log On, you can directly Log Off, bypassing all the security – blue to be specific. Bob must hack his way into Joe's network. This is a
nodes, networks, and grids. This process is known as a Graceful Log Off. base Computer Use check DC of 22, +4 for illegal access, so Bob has to beat a
You can also jack out – that is, pull the plug connecting you to your deck. DC of 26. He rolls a 27 – barely successful.
Jacking out is a free action, but does not terminate your Matrix connection. Once inside of Joe's network, Bob must make another Research check to
Jacking out is usually a final method when faced with physical damage. Jacking find Joe's shower node. The DC for this check is the same as the System DC
out causes dumpshock. (blue 22 +4 illegal access), or 26. Again, Bob is successful, and locates and
Accessing Multiple Nodes moves to Joe's shower node. Now Bob can have his way (assuming he manages
to take control of the node).
It is possible for you to access multiple nodes – it is like switching windows.
However, you can only be active in a single node at a time (meaning each action Firewalls
only applies to a single node). The maximum number of nodes you can access Many servers and networks, and most cyberdecks in the Matrix are protected by
simultaneously is equal to your System rating. If your persona must make a test firewalls – additional layers of security. The firewall provides the icon with a base
in a node that is not currently "active", the test is made only with the associated Defense rating.
program (assuming it is active), and not with your Computer Use skill.
M ATRIX A CTIONS
Your icon appears in each node you are accessing, including the non-
active nodes, and each icon may be attacked in cybercombat. If multiple icons
are being attacked, you have to divide your actions between them. Any damage
There are varieties of actions users can take in the Matrix. The table below
suffered by one icon is suffered by all of your icons.
notes which actions may be taken on tortoises and cyberdecks, and if any
additional penalty is incurred.
Movement in the Matrix
Movement in the Matrix is faster even than movement in the Astral Plane, MATRIX ACTIONS TABLE
occurring at nearly the speed of thought. Certain nodes and servers may impose
limits on the speed at which data travels. For convenience, use the following Action Tortoise Cyberdeck
ratings. Free Actions
• General movement (moving from public node to public node without Jack Out No Yes
pressure): (Cyberdeck System rating + Intelligence modifier) x 1,000 Speak/Text Phrase Yes Yes
miles per round.
Terminate Data Transfer Yes Yes
• Tactical movement, which typically occurs once initiative has been
rolled, follows the same basic rules as real world movement. A typical Move Actions
icon will have a base speed of (Response x 5 ft.) per round (sprint x Alter/Swap Icon Yes Yes
4), although certain programs can increase this. Data Search Yes Yes
Finding Your Way in the Matrix Deactivate Program Yes Yes
Once your enter the Matrix, you have to find your way to your destination, Decrypt (with key) Yes Yes
assuming that you don't start in your desired location. Issue Command Yes Yes
Finding a destination in the Matrix requires a Research check. This is often Log Off Yes Yes
referred to as a Matrix Search Check. For every 5 ranks in Computer Use, you
Spoof Command Yes -2 Yes
gain a +2 synergy bonus to this check. Ready access to a public directory may
provide a +4 bonus to find common locations, but not specific nodes. The Transfer Data Yes Yes
Scanner program provides a bonus to this check. The Matrix Search Check is Standard Actions
frequently used as a Listen/Spot check equivalent. Attack Yes Yes
The DC for this check is based on the security code of the target
Edit Yes Yes
server/node (using the System DC), modified by any type of stealth programs, or
simple obfuscation. The time requires to search is based on the size of the grid Observe in Detail Yes Yes
or network and the breadth of the query. Redirect Trace Yes -2 Yes
Repair Icon Yes Yes
MATRIX SEARCH TIME TABLE Full-Round or Longer Actions
Network Size Base Time Examples Control Device Yes Yes
Tiny Move action Personal computer Crash Program/OS Yes Yes
Small Full-round action Home network Data Search Yes Yes
Large 2 rounds Business network Decrypt (without key) Yes -2 Yes
Huge 5 rounds LTG Disarm Data Bomb Yes -2 Yes
Massive 10 rounds RTG Edit Yes Yes
Encrypt Yes -2 Yes
A vague request (find all the security cameras controlled by this computer)
reduces the DC by 5, but you then have to spend additional time searching for Intercept Traffic Yes Yes
specific cameras. Log On Yes Yes
A general request (find all the cameras on the 3rd floor that are controlled Reboot Yes Yes
by this computer) doesn't alter the DC. Spoof Datatrail Yes -2 Yes
A specific request (find the camera that monitors the eastern stairwell door
on the 3rd floor) increases the DC by 5, but if successful, you know the exact Track User Yes -2 Yes
location of the system.
Alter/Swap Icon: You can perform this action to change your current icon.
Nodes, Servers, Networks and Grids This does not affect the stats of your icon, only its appearance. Swapping or
altering an icon is a move action. [Skill check – Computer Use v. DC 10].
The Matrix consists of several enormous grids. These are known as Regional Attack: You use this action to attack an icon that is capable of fighting
Telecommunications Grids, or RTGs. Each RTG is made up of several Local back. This is a standard action. [Skill check – System + Intelligence modifier +
Telecommunications Grids (LTGs). Each LTG is made up of several networks. A Attack program v. Defense].
network is a grouping of servers (also called nodes). Nodes are individual Control Device: You can control all sorts of Matrix-enabled devices
devices and files in the Matrix. remotely through the Matrix, from simple automatic security doors and elevators
For example, if your home is online, and many in the Sixth World are, you to drones and agents to entire automated factories full of robotic assemblers –
may have a trideo unit, telecomm unit, radio, home computer, and security virtually any device that can be electronically accessed. Note that you must first
system. Each of these is a node on the Matrix. Together, they form your home gain access to the device before you can control it.
network. Your home network, along with the home networks of your neighbors At the gamemaster’s discretion, some control tasks may be simple enough
are part of the LTG. that no test is necessary, such as opening a locked door. Some tasks may
To access a network, you must be in the appropriate LTG. As noted above, require an additional appropriate skill to be used – controlling a repair drone to
it requires a separate Log On check to access each of these. remotely fix a car, for example, may call for Repair and Pilot checks. Note that
For example, Bob wants to hack Joe's shower controls Why? Because Joe remotely controlling a drone in this matter is different from rigging a drone
(Bob's neighbor) cut Bob off in traffic the other morning. Bob is not stupid, so he (requiring you to “jump into” the drone with full VR and “become” the drone) or
decides that he won't perform his hacking from his home. He goes about a mile issuing commands to a drone (in which case it acts on its own accord).
away, cracks open a cable, and taps into Ma Bell's system.
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Section 8: The Matrix
Controlling a device is typically a full-round action. [Skill check – varies a free action. Jacking out does not turn off your icon, and in fact, leaves it
(Computer Use v. variable DC, plus others)]. vulnerable. [Skill check – n/a].
Crash Program/OS: You can attack active programs that don't fight back Log Off: This is a graceful log off. Performing a graceful log off is a move
in cybercombat (programs like IC fight back) with a Crash Program/OS action. action. [Skill check – Computer Use v. variable DC].
Want to disable a combat drone’s targeting program? Crash its Gunnery Log On: You use this action to log on to a server, network, or node. This is
autosoft. Want to force a node to shut down? Crash its OS. To crash a particular a full-round action. [Skill check – Computer Use v. variable DC].
program or device OS, make a Computer Use check plus the Icepick program Observe in Detail: A standard Matrix Search check allows you to notice
rating. The target opposes this with a d20 + System + Firewall check. If you win, and find things in the Matrix. However, not all things are what they seem in the
the node crashes. Attempting to crash a node's OS automatically triggers an virtual world. You can attempt to observe a construct in detail, possibly gaining
alert. This is a full-round action. Some programs that crash may automatically additional information about it. [Skill check – Research + Scanner v. DC security
restart – treat this as Reboot. Some IC programs will attempt to crash a decker's code + mods].
programs rather than engage in cybercombat. [Skill check – Computer Use + Reboot: A persona or node can shut down and reboot, but the process
Icepick program v. System DC + mods]. takes time. Initiating a reboot is a full-round action. The actual process takes
Data Search: You can attempt to locate information, icons, servers and a (System) rounds, minus one round per 5 points over the DC that Computer Use
host of other things on the Matrix. The time required to perform a Data Search skill check scores (minimum of one round). The DC for this check is 10 if the
varies according to the size of the network upon which you are searching. [Skill person initiating the reboot is an authorized user; otherwise, the DC is based on
check – Research + Scanner + mods]. the security code of the area, plus any mods. A rebooted persona starts again in
Deactivate Program: This is the action you take to deactivate a program, its personal node, not wherever it was in the Matrix when it rebooted. [Skill check
including an active Agent. This is a move action. [Skill check – Computer Use v. – Computer Use v. variable DC].
DC 10]. Redirect Trace: As a standard action, you may attempt to spoof an active
Decrypt (with key): If you have the proper key, you can decrypt a file as a trace or Track by sending a flurry of information into the system. [Skill check –
move action with no skill check. Computer Use + Cloak program + Redirect program (opposes)].
Decrypt (without key): If you lack the proper key to decrypt a file, you Repair Icon: You can use the Medic program to repair damage to an icon.
must break through the encryption. This requires a Computer Use + Decrypt This is a standard action. [Skill check – Computer Use + Medic skill check v. DC
check. The DC for this check is the Encrypt result of the original check to protect 5 + icon System].
the file. This takes 10 rounds, minus one round per 5 points by which you beat Speak/Text Phrase: You can speak or text a few words (equal to
the DC (minimum full-round action). [Skill check – Computer Use + Decrypt Intelligence bonus +2) as a free action. [Skill check – n/a].
program v. DC Computer Use + Encrypt program]. Spoof Command: Use the Spoof Command action to transmit forged
Disarm Data Bomb: You may attempt to disarm a data bomb attached to a instructions to a drone or Agent controlled by another user. In order to spoof
file. To disarm the data bomb, you must first have detected it (Matrix Search orders, you must first complete a successful Matrix Search Check on the persona
Check). Make a Computer Use skill check, adding any bonus from a Defuse you are impersonating in order to gain its access ID. To spoof commands, you
program. This is a full-round action. The DC for this check is the Data Bomb must make a Computer Use + Spoof program. The target must roll a Will save
rating x 2. Some data bombs may require more than one check to disarm. If against a DC equal to your check result. If the save fails, the target believes the
successful, you disarm the data bomb and can access the attached file following orders came from its controlling persona. [Skill check – Computer Use + Spoof
the normal rules. If you fail, the data bomb detonates with normal effects. program opposed by Will save].
Depending on its settings, the data bomb may also trigger an alert, and/or Spoof Datatrail: Many deckers use their Edit program to eliminate any
destroy the attached file. [Skill check – Computer Use + Defuse program v. DC records of their tampering or illicit activity on a node. To do this, the decker first
Data Bomb rating x 2]. needs to locate the node’s security logs (requiring a Matrix Search Check action),
Edit: You can take a standard action to create, change, or erase a file. You and then edit them to remove all traces of his activity. This is a full-round action.
can only make minor changes to a file on the fly per action – manually altering Depending on your account privileges, Edit may also be used to create, change,
one line of print or one image, for example, subject to gamemaster approval. You or delete accounts on a particular node. Deckers are fond on making back doors
may also copy some or all of a file, or insert pre-readied material. More extensive (hidden accounts) into systems they have hacked this way, so they can get
changes require longer periods. You can also alter a device’s output—video inside later with having to hack in again. [Skill check – Computer Use + Edit
taken by a security camera, for example, or telemetry data taken by a vehicle program v. DC security code + mods].
sensor. A single Edit action only alters output for a short period (one round). In Terminate Data Transfer: You can terminate a data transfer as a free
order to alter output for a longer period, you must first take control of the device action. [Skill check – n/a].
prior to the Edit action. [Skill check – Computer Use + Edit v. security code DC + Track User: With a Track action, you can trace a user’s datatrail from his
mods]. icon back to his physical location. This is different from a Data search action
Edit can also be used for creative output, such as crafting a life-like 3-D (which is like looking up someone’s commcode in a directory); a trace follows the
holo to use as a distraction, or forging a convincing set of fake credential target’s current connections node-by-node all the way back to the source. Note
printouts. In these cases, not only will you make the normal Edit skill check, you that you must have detected the target with a Matrix Search Check in order to
may required to make other skill checks. trace him.
Encrypt: This is the action you take to encrypt a file. This takes 10 rounds. Make a Track check (Computer Use + Track program). The DC for this
Make a Computer Use check, adding any Encrypt modifiers. Note the result. This check is the target icon's Cloak program rating. The attempt takes 1d6+1 rounds.
sets the DC for any decryption attempts. [Skill check – Computer Use + Encrypt If the target performs a Redirect Trace action, the DC is the target's check result.
program open]. Make the Track check each round for as long as the trace attempt lasts.
Intercept Traffic: In order to intercept traffic between any two nodes or If successful, you’ve identified the target’s originating node and access ID.
users, you must first have access to a node that the traffic passes through. For If the node is wired to the Matrix, you’ve ascertained its physical location. If the
example, to intercept a comcall between a Mr. Johnson and his lackey, you node is a mobile wireless device, the device’s rough current physical location has
either need to compromise one of their phones or gain access to the Matrix been triangulated (to within 150 ft.). You can continue to monitor the device’s
nodes that the comcall passes through (which could be a challenge unto itself ). location if it moves, as long as the device stays on and maintains a wireless
Note that this action only applies to traffic passing through a wired medium. The connection.
gamemaster may also require you to succeed in a Matrix Search Check to locate System security will often trace deckers this way, and then either dispatch
the traffic flow you seek to intercept. a corporate threat response, notify the police, or launch their own hacking attack
To eavesdrop, make a Computer Use + Sniffer program check. The DC for on the decker’s home node (either by dispatching a security specialist or IC
this check is based on the security of the area. Note your skill check result. If programs) to give the decker a taste of his own medicine. [Skill check –
someone attempts to detect your tap, this is their DC. This is a full-round action, Computer Use + Track program (v. Computer Use + Cloak program + Redirect
not including the actual time required to monitor the traffic. program)].
Taps of this nature are difficult to detect. In order for someone to detect Transfer Data: You can transmit or receive data from one node to another
interception of his wired traffic, he must make a Matrix Search Check in the – including uploading and downloading files, sending messages, and so on –
specific node on which the Sniffer program is running. with a Transfer Data move action.
Intercepted communications can be copied/recorded without any additional Note that bandwidth and transfer speeds in the modern Matrix are fast
tests. If you wish to block some parts of the traffic or add in your own, you must enough to make all but the largest of file transfers almost instantaneous. Unless
perform a successful Edit action. If you want to insert faked traffic, so that it looks the gamemaster rules otherwise, transfers complete at the end of the round in
like it comes from one party or the other, you must beat the recipient in an which they were started. A transfer can be terminated at any time with a free
opposed check between your Computer Use + Sniffer and the target’s d20 + action. [Skill check (if necessary) – Computer Use + Edit program v. variable
Firewall + System. DC].
Note that some communications may be encrypted. In this case, a Decrypt
action is necessary to capture and decode the traffic. [Skill check – Computer
Use + Sniffer program open test]. P ROGRAMS
Issue Command: While online, you can issue commands to Agents, Programs are software utilities that provide bonuses to certain Matrix actions, or
drones, or other devices under your control with a move action. Note that you allow you to perform certain actions. Programs are normally rated from 1 to 10,
can issue the same command to multiple drones or combat buddies at once with although there are rumors of even more powerful programs. You can purchase
the same action; different commands, however, require separate actions. Note programs (legally and illegally), download pirated programs, write programs
that drones and combat buddies will only take orders from their controlling during downtime, and write programs on the fly.
persona, unless another persona spoofs an order. If the controlling character To use a program, it must be loaded into Active Memory. Loading a
chooses, he can instruct the agent or drone to receive orders from other program into active memory requires enough memory space, and a Transfer
specified personas. [Skill check (if necessary) – varies.] Data action. Downloading a program back into Storage Memory is also a transfer
Jack Out: This is a quick log off, pulling yourself free from the deck. This is Data action.
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Section 8: The Matrix
Regardless of a program's rating, it cannot operate at a rating greater than programs. See below for more information on Agents.
the System rating of the deck. Alacrity: This program improves the speed and actions of your icon. Add
one-half the rating (round down) as a bonus to initiative and Defense. For every 5
Reading the Program Table: full points of rating, you receive an additional partial action every round.
• Program: This is the name of the program. Armor: This program provides your icon with damage reduction of (rating x
• Skill: This is the minimum number of Computer Use ranks required to 3)/-. Whenever the Armor program fails to completely negate the damage from
operate the program effectively. If you fail to meet the requirement, an attack, it loses one point of rating. You can swap a fresh copy in as per the
there is a 10% chance per rank below the requirement that the normal Matrix Actions.
program will simply fail. Attack: This program deals damage to other Matrix constructs. Apply the
• Prog: This is the DC required to write the program yourself, at a rating as an attack bonus. A successful attack deals (rating)d6 damage.
rating of 1. See Writing Programs below for more information. Autosoft: These are programs used on drones to improve their remote
• Dur: This is the standard duration of the program. If the duration is control and autonomous performance.
listed as "Session", the program runs until you deactivate it or it is • Clearsight: When the drone is required to make a Sensor check, add
crashed. Rating indicates that the duration is a number of rounds the Clearsight program rating as a bonus.
equal to the rating. • Defense: Add the Defense program rating to the drone's Defense. In
• Mem x: Multiply the rating of the program by this number to addition, a drone with this program can fight defensively and use total
determine the amount of Active Memory required to run the program. defense.
For example, a rating 3 Armor program requires (3 x 3) 9 blocks of • Elec warfare: This program allows the drone to use Computer Use
memory. (System) to jam transmissions and scramble/unscramble
• Purchase DC: This is the Purchase DC of the program at rating 1. transmissions, with a bonus equal to the program rating.
For programs above rating 1, add +1 Purchase DC per point of • Maneuver: This program improves the drone's maneuverability by
additional rating. Legally acquired programs typically have additional adding its rating to the drone's Piloting checks. In addition, a drone
information encoded in them. This can impose a penalty of -1 to -10 with this program can attempt to perform vehicular stunts.
on Edit checks to spoof datatrails. • Targeting: The Targeting programs are essentially Weapon Skill
• Illegal DC: This is the Purchase DC of the program is you acquire it programs. A separate program must be purchased for each weapon
through less than legal channels. Depending on the source, illegal skill. Add the program rating to the drone's attack rolls with the
programs may have additional coding that is malicious. Some appropriate weapon. A drone that doesn't have the appropriate
programs may be acquired through pirate channels (for free). Targeting program cannot operate the weapon.
• Res: This is the restriction level of the program. Bewilder: Bewilder confuses IC by bombarding it with data streams. The
IC must make a Will save. The DC for this save is 14 + Bewilder rating. If the
save fails, the IC is confused for the duration. Confused IC acts erratically. Every
PROGRAMS TABLE
round, roll d%. On a 01-50, the IC does nothing. On a 51-75, the IC flees at its
Purchase Illegal maximum speed for the round. On a 76-95, the IC acts normally for the round.
Program Skill Prog Dur Mem x Res
DC DC On a 96-100, it attacks the closest viable target.
Agent 10 32 Session 5 11 14 Lic Biofeedback Filter: This program acts as a shield for your flesh body
Alacrity 10 40 Session 8 15 18 Lic against virtual attacks. Apply the rating as a bonus to the save to reduce
dumpshock damage.
Armor 4 22 Session 3 9 12 Res
Cloak: Cloak acts to spoof Scanner checks. Whenever the cloaked icon is
Attack 4 22 Use 3 9 12 Res subject to a Scanner search, make an opposed Computer Use + Cloak check. If
Autosoft successful, the Scanner fails to detect the cloaked icon. The margin of success
Clearsight 4 18 Use 3 7 10 Lic determines how "suspicious" the Scanner becomes. If the Scanner wins, the
Defense 4 32 Use 4 14 17 Res cloaked icon is detected, and immediately marked as hostile, possibly sending
the system into alert.
Elec warfare 4 34 Use 3 15 18 Res Data Bomb: This is a trap program attached to a file. It is attached to a
Maneuver 4 24 Use 3 10 13 Lic specific file or device and set to detonate if someone accesses the file/device
Targeting 4 34 Use 4 15 18 Res without authorization. A detonating data bomb deals (rating) d6 damage to the
Bewilder 4 22 Rating 4 9 12 Res triggering icon, and typically crashes the file to which it is attached. It may also be
set to trigger an alert.
Biofeedback filter 4 14 Session 3 5 8 Res Decoy: This modified Agent program creates a duplicate of your icon and
Cloak 6 24 Session 3 9 12 Res sends it off at a sprint (x4 base speed) in a direction of your choosing. The decoy
Data bomb 8 26 Special 4 9 12 Res has the same Defense values as your icon, but can perform no actions other
Decoy 4 22 Rating 3 9 12 Res than fleeing and defense. When the decoy sets off, it may fool near-by IC. Roll an
Intelligence check for the IC. The DC for this check is 10 + Decoy rating. If the
Decrypt 4 22 Use 1 9 12 Lic
check fails, the IC attempts to engage the decoy. If the decoy takes any damage,
Defuse 6 24 Use 2 9 12 Res it decompiles. IC that successfully strikes a decoy and deals damage still loses
Edit 2 12 Use 1 5 8 - any remaining attacks that round.
Encrypt 4 22 Use 1 9 12 Lic Decrypt: This improves your chances of decrypting a file. Add the rating as
a bonus to decrypt actions.
Exploit 4 22 Use 3 9 12 Ill
Defuse: This program aids in disarming Data Bombs. Add the program
IC rating to the skill check.
Black IC 15 41 Use 10 13 16 Res Edit: This is a multi-purpose program that adds a bonus to Computer Use
Blaster 8 30 Use 6 11 14 Res checks when performing the Edit action.
Crippler 8 30 Use 6 11 14 Res Encrypt: This improves your chance of encrypting a file. Add the rating as
a bonus to Encrypt actions.
Killer 8 28 Use 5 10 13 Res Exploit: This program adds its rating to your checks to break into a system,
Probe 6 20 Use 4 7 10 Res and to resist a connection termination by the system.
Scramble 8 30 Use 6 11 14 Res IC: These are various programs designed to stop intruders into systems.
Sparky 8 30 Use 6 11 14 Res Icepick: This program aids in crashing programs and OS. Add the rating to
the Crash Program/OS skill check.
Tar Baby 6 20 Use 4 7 10 Res Lock On: Lock On is a targeting utility for use in cybercombat. To use it,
Tar Pit 8 28 Use 5 10 13 Res you must make a Lock On check (Computer Use + Lock On program). The DC
Icepick 5 23 Use 3 9 12 Res for this check is the target's Defense. If successful, subtract the DC from the
Lock on 6 24 Special 3 9 12 Res result and apply the remainder (up to the rating of the Lock On program) as a
bonus to your attack rolls against the target. Using Lock On is a full-round action.
Medic 4 22 Use 4 9 12 Lic
Medic: This program repairs damage to an icon. When used, it repairs
Pilot 4 24 Special 2 10 12 Lic (rating) d6 hit points. Every time Medic is used, it loses one point of rating. You
Reality filter 4 14 Session 3 5 8 Res can swap in a fresh copy as per the Matrix Actions.
Redirect 6 24 Use 2 9 12 Res Pilot: Each Pilot program is a special program installed in vehicles and
drones. It allows the drone to operate autonomously. Essentially, it allows the
Regeneration 10 34 Special 5 12 15 Res
drone's System to act as Intelligence (and Wisdom). See Section 9: Rigging for
Run 4 14 Session 2 5 8 Lic more information on drones and Pilot programs.
Scanner 4 14 Session 1 5 8 - Reality Filter: This program allows you to overwrite the existing
Shield 4 22 Session 3 9 12 Res metaphorical structure of a system for your own. In order to determine which
Spoof 4 22 Use 3 9 12 Res system's metaphor dominates, you make a Computer Use + Reality Filter
program check opposed by the system's d20 + System + Response. If you win,
Track 6 24 Use 8 9 12 Res your system overrides the node's, and you gain a +1 initiative bonus while in that
Variable ability 10 34 Use 8 12 15 Res node. If the node wins, it overwhelms your system, and you suffer a -1 initiative
penalty while operating in the node.
Agent: An agent is a semi-autonomous program capable of using other Redirect: This program adds and bolsters the info stream used to spoof a
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Section 8: The Matrix
Track attempt. Add the rating to the skill check when making a Redirect Trace Response (hardware), and System (software).
action. • Firewall: This is a layer of protection built into the deck. It is the first
Regeneration: This program allows an icon to repair itself slowly. While line of defense against hostile actions taken against the deck. It also
running, the icon restores (Constitution modifier + Regeneration rating) hit points provides the base Defense for your icon.
every minute of inactivity for a number of minutes equal to the rating. Each use of • Response: Response measures the speed at which your deck
this program reduces the rating by one point. You can swap a fresh copy as per responds to input and processes commands and information.
Matrix Actions. Combined with your Intelligence modifier, this determines your Matrix
Run: This increases the base speed (and therefore, sprinting speed) of initiative bonus. Response slows down when you run too many
your icon. Add (rating x 5) ft. to the icon's base speed. programs. If you are running more programs than your System rating,
Scanner: This detects icons, servers, files, and anything you need to find in your Response decreases by one per additional program.
the Matrix. Apply the rating of the Scanner as a bonus to Research checks made • System: This is the operating system of your deck. It measures the
in the Matrix. stability of your information, multitasking capabilities, code quality,
Shield: Shield provides you with Defense against attacks. Apply the rating and resource control. System is limited by Response – if your
as a bonus to your icon Defense. Response is lower than your system, your effective System is
Spoof: This program aids you in issuing fake orders to Agents and drones. reduced to the Response rating. System also limits the number of
Track: This program provides bonuses when you attempt to perform the programs you may run simultaneously (equal to System). System
Track action. also determines the hit points of your icon (typically 5 x System), and
Variable Ability: This allows you to reallocate the points in your icon's your base attack bonus. For calculations involving Hit Dice, your
Strength, Dexterity, and Constitution. Reallocating ability points is a full-round System equals the number of Hit Dice.
action. The maximum number of points you can shift in a round is equal to the
Variable Ability rating. For example, if you are running a rating 5 Variable Ability, Cyberdecks use memory, found in swappable Optical Memory Chips.
with a full-round action, you can swap 5 points worth of ability scores. • Active Memory: This is the equivalent to early computer RAM. This
is the memory that powers active programs. Therefore, you are
Agents limited in active programs not only by your System rating, but also by
Agents are semi-autonomous programs capable of using other programs. the amount of active memory you have and the memory the
Regular Matrix users employ agents as assistants or search-bots, while deckers programs use.
also use them as decking aides, decoys, watchdogs, or even weapons platforms. • Storage Memory: This is simple on-board storage space, like a hard
Agents exist independently of the user in the Matrix, and are the equivalent of drive. This is where programs are stored when not in use, along with
Matrix drones. They are capable of piloting themselves to a degree and can files, media, and whatever else you download to the deck.
comprehend complex orders.
Agents have a System attribute just like drones that determines just how Reading Cyberdecks Table:
“smart” the agent is. System acts as the agent’s brain, interpreting orders. Agents • Deck: This is the name of the cyberdeck.
have their own built-in Firewall attribute, equal to their System rating. Agents use • Fire: This is the firewall rating of the deck.
the Response attribute of whatever node they are run on; this means that the • Resp: This is the response rating of the deck.
attributes of an agent operating independently may vary as it moves from node to • Sys: This is the system rating of the deck.
node. • Active Mem: This is the number of Optical Memory Chips x the size
The Agent's System rating equals its Program rating. of the OMC used in active memory. For most decks, these are
standard 10 block chips, and thus are presented as "number of chips
Using Agents x blocks per chip".
Agents can be loaded into your persona like other programs (taking a full-round • Storage Mem: This is the number of Optical Memory Chips x the size
action), allowing the agent to accompany you to any nodes you access. Agents of the OMC used in storage memory. For most decks, these are
can also access other nodes independently if instructed to and if they either have standard 10 block chips, and thus are presented as "number of chips
the passcodes or are carrying an Exploit program and can hack their own way in x blocks per chip".
(as independent icons). Agents loaded into your persona have the same • Str: This is the default Strength of the deck's Icon.
datatrail, so Track programs that go after an agent will trace back to your own • Dex: This is the default Dexterity of the deck's icon.
point of origin. • Con: This is the default Constitution of the deck's icon.
If you wish for your agent to operate in the Matrix independently, you must
load it on a particular node separate from your persona. The agent will continue Note that these rules do not include rules for constructing complexly
to operate in the Matrix even if your persona goes offline. In this case, the agent custom cyberdecks. Thus, at best, you are stuck with modifying off-the-shelf
doesn’t count toward your persona’s active program limits like running programs decks.
do.
CYBERDECK TABLE
Payload Active Storage
Agents can be loaded up with copies of your programs so that the agent may Deck Fire Resp Sys Str Dex Con
Mem Mem
employ them on its own. If an agent is acting independently, any programs it’s
carrying must be active, and so may affect its Response. Any program run by an Radio Shack CD-100 1 1 2 2 x 10 5 x 10 3 4 3
agent is limited by the System rating. Allegiance Alpha 2 1 4 2 x 10 5 x 10 6 8 6
Sony CTY-360 4 2 5 10 x 10 10 x 10 8 9 8
Writing Programs Fuchi Cyber-4 6 3 6 20 x 10 50 x 10 10 10 10
If you do not wish to purchase a program, or pirate a program, you have the Fuchi Cyber-6 7 4 7 20 x 10 50 x 10 11 13 11
option of writing a version of the program yourself. Writing a program uses Fuchi Cyber-7 8 6 8 40 x 10 100 x 10 13 14 13
Computer Use. The Computer Use DC to write the program is noted on
100 x
Programs Table above. The DC is for a rating 1 program. For each additional Fairlight Excalibur 10 8 10 100 x 10 16 18 16
10
point of rating, increase the DC by +1. Writing a program takes a base amount of
time equal to (Rating x Memory Multiplier) x 1 hour. For every 5 points by which
you beat the DC, reduce the time by one hour (minimum of 30 minutes). Cyberdecks and Icons
You can take 10 when writing a program with normal time reduction. You Icons, including those generated by cyberdecks and IC, have stat blocks similar
can take 20 when writing a program, but as usual, this takes 20 x longer than to those of flesh-and-blood creatures, with some alterations. Below is the basic
normal. stat block.
If you have an existing copy of the program (regardless of rating), you gain
a +2 circumstance bonus to your check. Virtual Construct
Hit Dice: Equal to System rating.
Writing Programs on the Fly Hit Points: Typically equal to System x 5. When icon hit points are reduced to 0,
Some programmers are so skilled and talented that they can write programs in a you are dumped from the Matrix and suffer dumpshock.
fraction of the normal time. Writing a program on the fly follows the same Mas: Firewall + Constitution
procedure as writing a program, but the Computer Use checks suffers a -15 Initiative: Response + Alacrity program modifier + Computer Use check
penalty. The time required to write a program on the fly is (Rating x Memory Speed (general): (System + Intelligence modifier) x 1,000 miles per round
Multiplier) x 1 round. For every 5 points by which you beat the DC, reduce the Speed (tactical): (Response + Run program) x 5 ft. per round (sprint) base
required time by 1 round. speed x 4
The maximum rating of an on the fly program is equal to one-half your Base Defense: Firewall + Shield program + Computer Use check
ranks in Computer Use (round down). Base Attack: System + Attack program + Computer Use check
Writing Agents or IC on the fly incurs an additional -15 penalty. Attack: System + Attack program + Computer Use check
Full Attack: System + Attack program + Computer use Checks
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Section 8: The Matrix
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Section 8: The Matrix
Feats: Varies Hit points: Hit points and damage function just as in regular combat.
Challenge Rating: Varies However, unlike combat of the living, icons cannot be reduced to less than 0 hit
Allegiances: Varies points. At 0 hit points, the icon dies. For programs, this means the construct
decompiles. For deckers, it means they are dumped from the Matrix and suffer
COMBAT dumpshock.
Varies. Massive Damage: If a decker fails a massive damage save, he can send
* For IC, a Computer Use check is 1d20 + System an action point to void the effects of dumpshock.
C YBERCOMBAT
Cybercombat is identical to standard real world combat in most respects. It has
surprise rounds, initiative, attack rolls, damage, etc.
Initiative: To determine initiative in the Matrix, all involved roll a Computer
Use check + Response + modifiers.
Attack Rolls: Deckers roll attack rolls with a Computer Use check +
System + Attack program rating. IC and similar constructs roll (essentially) 1d20
+ System + System + Attack program.
Defense: Deckers and other living operators must constantly operate their
systems. Because of this, they must generate a Defense score every round by
rolling Computer Use + Firewall + Shield program rating. IC and similar icons
have a Defense equal to 10 + System + Firewall + Shield program rating.
Ability Scores: Ability scores don't come into play much in the Matrix,
being used only for the occasional action, such as a bull rush.
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Section 9: Rigging
SECTION 9: RIGGING
Essentially, Riggers are deckers that operate vehicles and other non-Matrix simple.
machines through a VR/Matrix like interface. Some of the mechanics for rigging When directly rigging, the rigger does not use his senses or physical ability
are similar to those of decking, but others are, by necessity, different. Riggers scores. He "sees" through the machine's sensors, and he receives real-time
tend to use modified cyberdecks to control drones and systems by remote. updates on the machine's condition. He cannot take physical actions other than
However, they also have the ability to "jump in' to a drone or rigger-adapted trying to perceive with his own senses (with the same penalties as described in
system. When a rigger is jumped into a drone, his mind inhabits the drone – he virtual reality, above).
effectively becomes the machine. The rigger gains bonuses to his abilities and Drive/Pilot checks based on
his current sim mode and his vehicle control rig. He controls all systems on the
Virtual Reality machine with his mind.
When rigging in this manner, the rigger's Intelligence modifier replaces
Those using cyberdecks to rig essentially thrust their minds into the machine.
Dexterity modifier for several rolls, including:
Cyberdecks contain an override that effectively blocks the user's control of his
• Attack rolls with on-board weapons
body, in order to prevent him from harming himself. However, with concentration,
the user can still perceive the actual world, but he suffers a -12 penalty to Listen, • Defense: Normally you do not apply an ability score modifier to
Search, and Spot checks while doing so. vehicle Defense. A rigger jacked into a vehicle applies his Intelligence
Cyberdeck users have two basic modes they can operate in while rigging – bonus as a dodge Defense bonus.
cold sim, and hot sim. Cold sim is the default mode. A rigger can switch between • Drive/Pilot skill checks
cold and hot sim as a free action. If he does switch from cold to hot in the middle • Initiative checks
of a round, he does not gain the bonuses until the next round. If he switches from • Reflex saves
hot to cold in the middle of the round, he immediately loses the bonuses gained When directly rigging, the rigger gains the use of the Free Driving feat,
from hot sim mode. allowing him to drive as a free action (second stunts require a Drive or Pilot
check however).
Hot Sim In addition, when making Computer Use checks for sensor operations, add
the rigger's Wisdom modifier to the checks as an additional modifier.
Hot sim mode gives the rigger an edge while rigging, increasing his reaction time
and sheer ability to manipulate the machine.
While running in hot sim mode, the rigger gains a +2 initiative bonus, +2
Defense bonus (for the system), and an additional partial action every round. He
D RONES
also gains a +4 bonus to all Rigging action skill checks. Nearly any kind of vehicle – matchbox-sized cars, dwarf-sized rotorcraft, ground
However, hot sim also makes the rigger more vulnerable to the effects of patrol vehicles the size of a large dog, even modified sports cars – may serve as
damage to the machine and dumpshock. Hot sim is also addictive in the same drones. The key difference that sets drones apart from ordinary vehicles is the
manner as a Better-Than-Life chip. rigger adaptation that provides drones with a Pilot program, which enables the
drone to act independently of its controller to a limited degree.
Dumpshock All drones that are incapable of carrying passengers are usually
automatically pre-adapted for rigger control. Passenger vehicles or larger
When you are dumped from the machine, you suffer dumpshock – a physical passenger drones are not usually pre-adapted, but can be adapted quickly by the
attack on your flesh-and-blood body. When you suffer dumpshock, you take 8d6 manufacturer, a mechanic, or even a rigger character.
points of non-lethal damage. A DC 15 Fortitude save reduces this damage to
Controlling Drones
one-half normal.
If you are running in hot sim when you suffer dumpshock, you instead take
4d6 points of lethal damage. Regardless of sim mode or the Fortitude save, To control a drone by remote control, the rigger must have the drone on his
when you suffer dumpshock, you are dazed for 2d6 rounds. A DC 15 Will save subscriber list. The subscriber list is a list of machines and systems your
reduces the duration by one-half. computer is registered to access. You subscriber list is divided into two columns
These numbers are higher than those caused by Matrix dumpshock due to – passive and active. The passive list is unlimited in size and notes all the
the manner in which a rigger interfaces with the system. systems you are subscribed to. The active list indicates which systems are
actively connected to your deck. The maximum size of the active list is System
RIGGING ACTIONS TABLE rating x 2. Adding or dropping a drone from the active list is a move action.
Drones acting autonomously use their own Pilot and autosoft ratings for all
Free Actions necessary tests, and act on their own Initiative.
Activate/Deactivate Sensors A rigger can choose to have multiple drones subscribed as a single device.
Activate/Deactivate ECCM This allows the rigger to have more devices actively subscribed, but is limiting
since all the drones must receive the same orders. Alternately, a rigger can
Arm/Disarm a Weapon System
choose to issue orders to a drone and then unsubscribe it and trust its dog-brain
Call Up a Status Report to carry out the orders.
Move Actions If instructed to, drones can subscribe to each other and share data,
Actively Subscribe a Drone allowing them to coordinate attacks and other actions.
Issue Command
Jumping into Drones
Jump into/Leave a Drone
A rigger can jump into a drone – this is effectively the same as direct rigging the
Observe in Detail drone, except that the rigger isn't physically onboard the drone. However, his
Standard Actions mind, his essential self is onboard the drone. While jumped into a drone, the
Fire a Weapon System rigger gains all the same benefits as if using direct rigging, including VCR
modifiers.
Jam Signal
Captain's Chair Command
Activate/Deactivate ECCM: You can activate or deactivate a single Captain's Chair mode is the term used to refer to a rigger that is controlling
drone's ECCM as a free action. drones via remote control, instead of being jumped into a drone. In this mode, the
Activate/Deactivate Sensors: You can activate or deactivate a single rigger is using his remote control deck to supervise and order the drones as
drone's sensors as a free action. necessary. The rigger can directly control a single drone via remote control in this
Actively Subscribe a Drone: You can add or remove a drone from your mode. However, he does not gain the benefits of his VCR (hot and cold sim still
active subscriber list as a move action. apply). Therefore, when applicable, he uses his physical ability score modifiers.
Arm/Disarm a Weapon System: You order a drone to arm or disarm a Drones have limited intelligence – when a rigger issues a command to a
single weapon system as a free action. A drone may only have one weapon drone (or the same command to several drones), the simplicity of the command
system armed at a time. is important. Simple commands ("circle this area", "shoot that car", etc) are easy
Call Up a Status Report: You may monitor the position, heading and for the drone to follow. More complex commands, however, require the drone to
speed, damage report and/or current orders of a single drone as a free action. make a Pilot program check to properly obey. The DC for this check varies based
Fire a Weapon System: You may fire a single drone weapon system as a on the complexity (GM discretion), but generally begins at 10 and can scale
standard action. upwards a tremendous amount. If successful, the drone will follow the command
Jump into/Leave a Drone: You can jump into or out of a drone as a move as ordered. The greater the success, the more leeway the drone has in following
action. the command (to the rigger's benefit). If the drone fails the check, it becomes
confused and will spend its action requesting more information.
D IRECT R IGGING (O N -B OARD )
The most basic, simple and direct for of rigging is on-board rigging. The rigger is
in the vehicle or system he intends to rig, and plugs his VCR and datajack
directly into the rigging and datajack ports. Mechanically, this is also the most
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Section 9: Rigging
Drone Combat
Drone Initiative
Jumped-in drones act on the rigger's initiative. Drones acting under remote
control act immediately after the rigger. Autonomous drones roll initiative, adding
their Response as a bonus.
Drone Attacks
When operated by remote control, a drone's attack roll is 1d20 + rigger Dexterity
modifier + Autosoft program rating.
When acting autonomously, a drone rolls 1d20 + Autosoft program rating.
Drone Defense
When operated by remote control, a drone's Defense is 10 + size modifier +
rigger Dexterity modifier + Autosoft program rating.
When acting autonomously, the drone's Defense is 10 + size modifier +
Autosoft program rating.
Sensor Checks
When a drone is required to make a Listen, Search, Spot, or any other test
described as a Sensor check, roll 1d20 + System + Sensor rating + Autosoft
program rating.
Drone Movement
Drones must make Pilot checks as other characters. A Drone's Pilot skill is equal
to its Pilot program rating. Drones cannot attempt vehicular stunts however.
Signal
Signal represents a device’s raw broadcasting power. The higher the Signal, the
farther the device can transmit. Though many factors can affect a device’s Signal
rating, the most important are antenna size and raw electrical power.
Consequently, a device’s size tends to limit how high its Signal rating can be.
Note that for two devices to communicate with each other (as opposed to
one-way communication), the devices must be within the range of the weakest
signal rating involved. For this reason, riggers tend to prefer high Signal rating in
both their drones and remote control decks.
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