### # Gear ###
“Does it make cyberlimbs even cooler now? Yes. Does it make me wish I’d have chopped off my arms and gotten cyberlimbs? No.” -- Jawbreaker ## HEADWARE ### CEREBRETRON [APPROVED 3.0] The metahuman brain excels at certain areas of cognition, but falls woefully short in others. The practices of cyberware neural interfacing and implantation of commlinks are nothing new. The integration between thought processes and machine computation has, however, been at a relatively shallow level...until now. Cerebretron is a dedicated mental coprocessing computer implanted on the inner side of the skull or into a cyberskull. Comprehensively connected to many significant areas of the brain, such as the cerebral cortex and hippocampus, information processing tasks and memory recollection can be delegated to the computer by the brain. Add Cerebretron’s Rating to your Mental Limit as well as as a dice pool bonus to your Knowledge, Language, and Memory tests (SR5 152). Cerebretron is incompatible with Mnemonic Enhancers (SR5 460). **Wireless:** Cerebretron expands its processing capability through the Matrix and uses heuristic algorithms in its influencing of thought processes to the point where it increases the overall capability of the user's brain. Select one of the four mental attributes per rating of Cerebretron (LOG, INT, CHA and WIL). Each of the selected attributes is augmented by 1. You can reconfigure your selection(s) as a Complex Action at any time. At Rating 4 all four of your mental attributes are augmented by 1 each. While wireless, Cerebretron can be hacked to insert false memories, delete its internal storage, or disrupt the \columnbreak
thought processes of the connected brain. It has safeties that prevent it from killing the brain even when it takes Matrix damage. It isn't connected to any areas responsible for motor control or the body's autonomous systems, so it can't be made to disrupt these functions. ### COMPUTER ASSISTED POLYGRAPH INTEGRATION [APPROVED 3.0] The CAPI is a computer with sensors that can analyze minute cues in facial expressions, body language and voice of a target. It then cross-checks them with thousands of psychological profiles and case studies that have been stored in its memory to inform the user of the target’s state of mind. Add CAPI’s rating to your Social Limit as well as a dice pool bonus on Judge Intentions tests (SR5 152). With CAPI’s help, you can use Judge Intentions to oppose any Con skill tests instead of having to use Con. ### IMPLANTED RCC [APPROVED 3.0] Simply put, it's a Rigger Command Console that has been miniaturized and implanted into the body. Great for riggers who don’t want to lug around a briefcase. ## EYEWARE ### TARGET PREDICTOR The Target Predictor augments a Take Aim action (SR5 166), allowing you to reduce penalties from the Situational Modifiers Table (SR5 176) that are not Called Shots, by a total of 3 (in addition to standard benefits of take aim). This would apply to the next attack you make with the weapon you aimed with. Target Predictor is incompatible with Adept Centering (SR5 325) or Heightened Concern (SSP 23) Adept power. Credit: /r/ALightInTheDark \pagebreak
| Bodyware | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| AnGEL System | 1 | [6]* | 16F | 40,000¥ |
| Cyberlimbs | Essence | Capacity | Availability | Cost |
| Cyber Manipulator | 1.25 | 15 | 8 | 20,000¥ |
| Cyberlimbs Enhancements | Essence | Capacity | Availability | Cost |
| Impact Plate | - | [1]** | 4 | 400¥ |
| Headware | Essence | Capacity | Availability | Cost | Cerebretron (Rating 1-4) | Rating x 0.25 | [Rating]^ | Rating x 5 | Rating x 20,000¥ |
| Computer Assisted Polygraph Integration (Rating 1-3) | Rating x 0.1 | [Rating] | Rating x 3 | Rating x 6000¥ |
| Implanted RCC | 0.4 | [4] | 5r | 5000¥ + RCC cost |
| Eyeware | Essence | Capacity | Availability | Cost |
| Target Predictor | 0.2 | [3] | 12r | 12,000¥ |
| * = Torso only. ** = Cyberarms, legs, hand and feet only.^ = Partial or full cyberskull only. | ||||
#### Bioware ## CULTURED BIOWARE ### NEURAL HARDENING [APPROVED 3.0] An up-and-coming bioware that myelinates neurons with synthetic sheaths that make the signalling system more robust and resistant to pain, fatigue, etc. The user’s stun condition monitor gains a number of extra boxes equal to the rating of the bioware. ### PERSONA BOOSTER An extensive treatment that involves biosculpting, implanting subdermal pheromone glands, and cerebral implants. The result is both enhancing how others perceive you as well as your own perception of self. The user's Charisma is augmented by a number equal to the rating.
### SECONDARY HEART This implants an additional synthetic heart with reinforced actin and myosin. The new heart is connected to all the major arteries and veins, providing the body with boosted circulation and a backup in case the primary heart fails from one of many reasons. Each rating of Secondary Heart increases the user's Body attribute by 1. In addition, the implant gives 1 extra damage box to your Physical Condition Monitor per rating of Secondary Heart. These extra boxes do not stack with those obtained from Cyberlimbs. You must choose one or the other. “This is going to do wonders to my cardio.” -- Ugly “Who says Orks cannot be space marines!” -- Jawbreaker
| Cultured Bioware | Rating | Essence | Availability | Cost |
|---|---|---|---|---|
| Neural Hardening | 1-2 | Rating x 0.1 | Rating x 6 | Rating x 20,000¥ |
| Persona Booster | 1-3 | Rating x 0.2 | Rating x 6 | Rating x 35,000¥ |
| Secondary Heart | 1-3 | Rating x 0.2 | Rating x 6 | Rating x 40,000¥ |
The nanites can also etch or otherwise manipulate the surface on a nanoscale.
With this implant, if anyone still used hard disk drives, you could touch the platter with your fingertip to literally flip single bits on the surface using nanites. Due to the cleaning function, it also prevents you from leaving fingerprints of the applied finger(usually the dominant index finger.) A Micro Manipulator grants +1 die and limit to Hardware tests.
#### Armor Modifications
### COMPREHENSIVE SEAL
The Comprehensive Seal is made of special materials after years of R&D, whose inclusion further seals any chemically sealed armor it's included in. It completely cuts off the wearer's access to magic or resonance. When an Awakened or Emerged wears an active Comprehensive Seal, they're treated as if they didn't have the Magic or Resonance attribute. This means the Awakened or Emerged character cannot use any of their magical or resonance based abilities as long as the seal is active. The experience is thus uncomfortable for them. Any Awakened or Emerged character wearing an active Comprehensive Seal must resist Fatigue Damage as if in a Harsh Environment (SR5 172). The seal can be activated or deactivated with a Simple Action.
The material hides the wearer's presence in the astral, obscuring the wearer's aura, appearing as a nonliving object, with a -8 dice penalty to assense them. The seal blocks wireless signals while active, acting as a Faraday Cage for any wireless devices or persona inside the armor. The wearer's voice, or any other noises they make, can't be heard outside the armor unless they broadcast it through a speaker provided with the seal.
* “Imagine a mage being transferred between the prisons, put in a hazmat suit with said seal. Yeah, it's going to hurt..” -- Lungmen
* “This sounds like a great modification for your space suit if you are awakened and going to space.” -- Yokai
### HARDPOINT
An improved version of Micro-Hardpoints (KC 73). Hardpoints involve installing electronic plating, magnetic mounting and remote control mechanisms using AR/VR.
Hardpoints can be attached to CCOBs (KC 73) or to any armor that can take the Chemical Seal armor modification (SR5 437) such as the Urban Explorer Jumpsuit (SR5 437), Ares Arctic Forces Suit (RG 77), etc. The armor must be one that has an available, accompanying helmet as per the rules for Chemical Seal. Hardpoints have internal as well as external components and are easily visible from outside. A single Hardpoint comes with a single slot, which can attach a single "Hardpoint Unit". Hardpoint Units can be attached to or detached from a Hardpoint by making a Armorer + Logic [Mental] (4, 10 minutes) Extended Test, per Hard Point. A list of Hardpoint Units can be found in this book.
| Hard Nanoware | Rating | Availability | Cost |
|---|---|---|---|
| Tissue Repair System | 1-6 | 14f | Rating x 6000¥ |
| Nanocybernetics | Essence | Capacity | Availability | Cost |
|---|---|---|---|---|
| Micro Manipulator | 0.05 | [1]* | 8 | 4000¥ | * = Cyberarm/hand only. |
| Modifications | Capacity | Availability | Cost |
|---|---|---|---|
| Comprehensive Seal | [4] | 16R | 20,000¥ |
| Hardpoint | [4] | 8 | 500¥ |
Once installed, the exoskeleton provides a list of benefits: - You gain 10 additional points of Recoil Compensation. - Your Lifting/Carrying weight (SR5 152) is doubled. For this purpose, you may use the Strength and/or Body of the exoskeleton if the value exceeds your Strength or Body. You may also use the Strength of the exoskeleton to determine if you can lift and carry a medium or heavy machine gun. - You may use the Strength of the exoskeleton (instead of yours) to determine how many armor accessories you can wear as per Armor and Encumbrance rules (SR5 169). - If the armor has the Restrictive feature (RG 59), the effect is ignored as long as the exoskeleton is attached to the armor. - You may use any two-handed melee weapon, Assault Rifle or Shotgun using one hand. You do not suffer any penalties for using a weapon in this manner. - When making a melee attack, after a damage resistance test, you may add half the Strength of the exoskeleton to the inflicted damage value, only for the purpose of determining knockdown (SR5 194). Likewise, when making a called shot Knock Down (SR5 195), you may add the Strength score of the exoskeleton to your own Strength score for the purpose of determining knockdown. You may also use the Strength and/or Body of the exoskeleton to determine your Physical Limit, for purposes of being knocked down. When making a Subduing Attack (SR5 195), you may use the Strength score of the exoskeleton instead of your own Strength score for purposes of subduing, getting a better grip on a subdued opponent or inflicting damage via subduing. * “Now this. This is this kind of tech I've been waiting for. I'm already strong as is, but with this? Say goodbye to your Roadmaster omae.” -- Knocks ## PERSONAL POWER UNIT (PPU) ### Hardpoint Unit A portable, self-charging power station attached to the armor, about the size of a backpack. It generates sufficient amounts of electricity to power small devices many times over. Treat the PPU as if it's an unlimited power source for the purpose of charging a small device during a run. A single device that uses a power source such as a Stun Baton (SR5 422), Peak-discharge battery pack (RG 52) or a Renraku “Raijin” may be connected to a single PPU using a 2m retractable cable. When such a device is attached to a PPU, the device regains charges as if plugged in to a power source. **Wireless:** The number of charges that the device connected to a PPU holds is increased by +50% (rounded up). \columnbreak
## PERSONAL WEAPON MOUNT ### Hardpoint Unit A Hardpoint can be fitted with a single Weapon Mount from the Drone Weapon Mounts Table (R5 124). The biggest weapon mount that can be attached to a Hardpoint is Standard and weapon mounts attached to a Hardpoint cannot utilize a melee weapon. A character can attack with a weapon mounted to a Hardpoint on their armor or CCOB using the rules for remote operated system Gunnery (SR5 183), using the Gunnery and a Complex Action. Attacks with a Hardpoint mounted weapon can be made while in AR or VR. The character is still restricted to only one attack per Initiative Pass, since the weapon is fired during the initiative of the character. Hardpoint mounted weapons can be reloaded as a Simple Action. Wireless: Gunnery attacks using a Hardpoint mounted weapon can be made using a Simple Action instead of a Complex. Hardpoint mounted weapons can be reloaded as a Free Action.
| Hardpoint Unit | Units Needed | Availability | Cost |
|---|---|---|---|
| Mechanized Exoskeleton | 3 | 16R | 25,000¥ |
| Personal Power Unit | 1 | 16R | 16,000¥ |
| Personal Weapon Mount | 1 | As per Weapon Mount | As per Weapon Mount |
# Ammunition #### ARROWS ### CAPSULE HEAD Essentially a capsule round attached to a shaft. These arrowheads can be applied to both arrows and bolts. They are basically capsule rounds (RG 55) attached to a shaft but use the range of standard arrows (not light pistols). A direct or grazing hit ruptures the capsule and spills the toxin on the target. DMSO (SS 188) may be combined with any toxin in capsule arrowheads. Needless to say, once a capsule head ruptures, it cannot be reused. Wireless: Once fired, the capsule arrowhead can be detonated at any point in its flight path, using a Free Action. This spreads the toxin as a mist over a five meter radius, covering anyone in that radius, after which the toxin cloud disappears. Anyone covered by the toxin will suffer its effects, resolved normally. This mode requires the bow or crossbow to have a rangefinder on it. ### GREY METAL HEAD Grey metal is a Shadowrunner's favorite material of choice against spirits, and it didn't take long after plating melee weapons with it to put it on an arrow. Grey metal arrowheads treat a spirit's hardened armor as regular armor. Damage from grey metal cannot be healed by Regeneration (SR5 400), but does not affect Superior Regeneration (DTR 50). Grey metal heads cannot be enchanted with magic but otherwise apply no penalties to Awakened using them. ### JAMMER HEAD The head is a miniaturized, Rating 3, impact activated, Area Jammer. After hitting an obstacle or target, the jammer head sticks to the surface (until manually removed) and is instantly activated. The jammer runs for up to a minute or until deactivated by the owner. The arrow can be recovered and reused but needs a 3 hour recharge before the jammer can be reused. Wireless: The jammer will not activate on impact and instead can be wirelessly activated by the owner, at any time using a Free Action. “My advice: don't shoot jammer head arrows at someone. They will throw it away afterwards. Other than that, go ham.” -- Chip “Finally, my Hawkeye cosplay kit is complete!” -- Cyber Knight
| Item | Acc | DV | AP | Availability | Cost |
|---|---|---|---|---|---|
| Capsule Head | -1 | -4 | +4 | 2 | 5¥ |
| Grey Metal Head | - | - | - | 10 | 50¥ |
| Jammer Head | -2 | -2S | +6 | 9F | 600¥ |
The DV increases by +1 at the end of each Combat Turn. Each subsequent attack with this ammo also increases the DV of the ongoing fire by +1. ### SHOCKER There is stick-n-shock and then there is this. The big daddy of all shock ammunition, this delivers a significant amount of charge to stop a behemoth dead in its tracks. If the target is wet, standing in water or made out of water, improve the DV by 2 and AP by -1. Shocker rounds deal electric Physical damage.
“When was the last time you were out in the woods with no way to light up your campfire? Problem solved. Load one of those Incendiary Rounds into your Krime Cannon and set the world on fire.” -- Ace “On one hand, I’m happy I can blast drek to smithereens with my Panter XXL. On the other hand, I’m worried I can no longer tank assault cannon rounds with my manly cybernetic chest.” -- Jagganoth
| Item | DV | AP | Availability | Cost |
|---|---|---|---|---|
| Anti-Armor | - | -4/-8 | 15F | 800¥ |
| Explosive | +1 | - | 15F | 800¥ |
| Incendiary | +1P(fire) | - | 14F | 700¥ |
| Shocker | +0/+2P(e) | -/-1 | 12F | 600¥ |
### GREY METAL ROUNDS
Rounds developed using the Grey brother's patented Grey Mana tech and infusing into standard metals like brass or steel. The same stuff they use to line armor for defense against magic. Some time down the line, they have a Eureka moment that why not use it offensively as well. Attacks made with Grey Metal Rounds treat hardened armor from Immunity to Normal Weapons as regular armor. Damage from Grey Metal cannot be healed by Regeneration (SR5 400), but does not affect Superior Regeneration (DTR 50). Grey Metal Rounds are available for all standard ballistic firearms. Grey Metal rounds cannot be enchanted with the Alter Ballistics spell (FA 51) but otherwise apply no penalties to Awakened using them.
* “It's like an instant eviction notice for spirits, from this plane of existence.” -- Jawbreaker
* “I'd rather keep that kind of ammunition away from myself! Who knows if holding that kind of ammunition alone becomes toxic to a user with supernatural connections.” -- Monarch
| DV | AP | Availability | Cost |
|---|---|---|---|
| - | - | 6R | 120¥ |
## Grenades
### GREY MANA GRENADE
Created by a person with a severe fear of the Awakened. This grenade releases an aerosol version of Grey Mana. It has no effect on most creatures, but for Awakened, it can severely affect their magical abilities as Grey Mana hampers their ability to channel mana.
When deployed, the Grey Mana aerosol in the grenade simulates a Mana Ebb (SG 32) Background Count of 3 in a 10m radius for 4 Combat Turns. Multiple overlapping Grey Mana Grenades don't stack in intensity.
* “Grey Mana is like a gift that keeps on giving.” -- Jawbreaker
\pagebreak
| DV | AP | Blast | Availability | Cost |
|---|---|---|---|---|
| - | - | 10m Radius | 7F | 300¥ |
## Melee Weapons ### ARES SHOCK & AWE BUCKLER Ares's take on the buckler is meant for those who know that a good defense is not a tradeoff on offense. This reinforced buckler integrates a taser module that is activated upon hitting the opponent, shocking them. And thanks to Ares's patented "hold to load" feature, you never need to worry about shocking yourself when you pick up your gear. When using this shield as an offensive weapon, it functions as a stun weapon. The taser shield holds 10 charges. When attached to a power outlet, it regains one charge per 10 seconds. Wireless: The shield recharges by induction, recharging one charge per hour.
| Acc | Reach | DV | AP | Armor Rating | Capacity | Conceal | Avail | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 | 0 | 8S(e) | -5 | +1 | 3 | +2 | 10R | 1000¥ |
| Skill: Atypical Melee When using two-weapon style attack or two-weapon style defense martial art technique, you may consider this to be your second weapon. | ||||||||
| Acc | Reach | DV | AP | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|
| 6 | 0 | (STR + 2)P | -1 | +2 | 7R | 800¥ | ||
| Skill: Blades The hooked blade can also be used to disarm an opponent when not slicing through their flesh. Each hooked sword wielded, reduces Called Shot penalty by 1 for Called Shot (Blast Out of Hands) up to a maximum reduction of 2. | ||||||||
| Acc | Reach | DV | AP | Armor Rating | Capacity | Conceal | Avail | Cost |
|---|---|---|---|---|---|---|---|---|
| 4 | 0 | (STR + 1)P | -1 | +4 | 0 | +8 | 12R | 1200¥ |
| Skill: Atypical Melee | ||||||||
### KUSARIGAMA
The Kusarigama is a novelty weapon, whose use in history is somewhat disputed. Popularised by ninja trideos, the weapon is a sickle with a long chain at the end of the handle. A weight is attached at the end of the chain. Employing this weapon requires the use of both hands, one for the chain and the other for the sickle. When made into a weapon focus, both parts of the weapon are considered the same object, thus requiring only one focus. When using the Special Modifications and Prototype Materials qualities (BTB 161, 160) to modify, the same modifications are applied to both parts of the weapon.
* “It's nothing amazing as a weapon. It's a farming tool after all. And no, historical ninjas never used it. That’s some Hollywood bulldrek.” -- Yokai
### RENRAKU RAIJIN LIGHTNING SWORD
While at the surface it may appear like a regular, Renraku Conqueror model katana, the new insulated hilt holds a deadly secret. Wanting to give their Red Samurai an extra edge in combat, the swordsmiths and armorers of Renraku's weapons research and development subsidiaries have constructed a blade that can give its user an electrifying edge in the fight.
The Raijin has two modes: Blade and Lightning. It takes a Free Action to switch between modes. In Blade mode, it works as a standard Katana. In Lightning mode, the edge of the blade retracts and is replaced by a lethal, electric shock emitting surface that will send a focused voltage into the wounds created by the blade. The Raijin's Lightning Mode has 10 charges and regains one charge per ten seconds when plugged in. Both modes use the Blades skill.
Wireless: The Raijin recharges by induction, regaining one charge per full hour of wireless-enabled time.
* “Leave it up to Renraku to make a stun baton that kills ya. I'm just waiting for the egghead samurai who pulls this out and accidentally zaps themselves.” -- Dancing Edge
* “I dunno about you chummer, but electrocuting someone tends to slow them down a bit so in case the first hit doesn't kill, gives you a chance for a follow up.” -- Double Tap
* “Renraku sure knows how to make a blade. This thing is a beauty. Just watching the electric mode turn on is like a dream come true” -- Featherknight
* “This isn’t for regular weebs. This is advanced weeb tech.” -- Cyber Knight
### SPINRAD INDUSTRIES TACTICOOL COMBAT SKATEBOARD
The Spinrad Tacticool Combat Skateboard is the weapon of choice for “Spinradical” combat operatives. In Speed mode, micro-boosters at the back promote speed and ease of movement, increasing your run multiplier by +3 (this does not stack
\pagebreak
| Mode | Acc | Reach | DV | AP | Conceal | Avail | Cost | |
|---|---|---|---|---|---|---|---|---|
| Sickle | 6 | 0 | (STR + 2)P | -1 | +2 | 9R | 500¥ | |
| Weighted Chain | 6 | 2 | (STR + 2)P | 0 | +2 | 9R | 500¥ | |
| The Sickle uses the Blades skill while the Weighted Chain uses the Flexile Melee skill. | ||||||||
| Mode | Acc | Reach | DV | AP | Conceal | Avail | Cost | |
|---|---|---|---|---|---|---|---|---|
| Blade | 7 | 1 | (STR + 2)P / (STR + 3)P | -3 | +2 | 15F | 5500¥ | |
| Lightning | 7 | 1 | 10P(e) | -5 | +2 | - | - | |
| Skill: Blades (Both Modes). The Raijin does (STR+2)P when one-handed and (STR+3)P when two-handed, while in blade mode. When in Lightning mode, the electric damage is dealt as Physical and does not stack with the regular damage of the weapon's wireless off mode. The user only deals the damage of the respective mode the weapon is selected to. When using the Special Modifications and Prototype Materials qualities (BTB 161, 160) modifications are applied to both modes. | ||||||||
with other movement mods). In addition, it provides a +2 limit bonus to Performance tests. The boosters make the skateboard unwieldy, reducing the user's Physical Limit by 1. In Combat mode, the skateboard's panels splay open, turning the board into an obvious melee weapon with a bonus to AP and damage. * “Little known fact! I tested these for hours in the labs, so the splayed panels were tuned to some nasty offensive tricks I came up with! Check the attached DVD for 200¥ if you want to try them yourself!” -- Toni Thunderbird
| Mode | Acc | Reach | DV | AP | Conceal | Avail | Cost | |
|---|---|---|---|---|---|---|---|---|
| Speed | 4 | 0 | (STR + 2)S | -1 | -4 | 12R | 3000¥ | |
| Combat | 4 | 0 | (STR + 3)P | -3 | +3 | - | - | |
| Skill: Atypical Melee. Special: Speed Mode increases your run multiplier by +3 (doesn’t stack with other movement mods). It also provides a +2 limit bonus to Performance Tests and reduces your Physical Limit by 1. | ||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost |
|---|---|---|---|---|---|---|---|---|
| 4(6) | 11P | -2 | FA | - | 100(belt)* | +6 | 12R | 8000¥ | Range: Assault Rifle. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun (internal) Users must take a Simple Action to rotate the barrels of the Avenger before it can fire. Once the barrel has started rotating it can fire as normal on consecutive Initiative Passes. |
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost |
|---|---|---|---|---|---|---|---|---|
| 7 | 10P | -10 | BA/FA | - | External source | +10 | 26F | 50,000¥ |
| Range: Sniper Rifle. Skill: Directed Energy or Gunnery. Mod Slots: Top/Under/Internal. The Templar uses 4 power units per shot and is powered by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online). This weapon is vehicle mounted only. | ||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost |
|---|---|---|---|---|---|---|---|---|
| 5(7) | 14P(e) | -5 | SA | - | External source | +10 | 18F | 35,000¥ |
| Range: Short(0): 0-15, Medium(-1): 16-20, Long(-3): -, Extreme(-6): - Mod Slots: Top/Side/Under/Internal. Standard Upgrades: Smartgun (internal) Skill: Heavy Weapons or Directed Energy. Min STR needed to carry: 8 Special: The electric damage from this weapon downgrades Immunity to Normal Weapons of spirits, treating the hardened armor as regular armor instead. | ||||||||
| DV | AP | Avail | Cost |
|---|---|---|---|
| - | - | 4F | 10¥ |
| Name | Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | |
|---|---|---|---|---|---|---|---|---|---|---|
| EVO "FLEA" PNEUMATIC HEAVY PISTOL | 7 | 5P | +1 | SA | 2 | 10(c) | +0 | 8 | 500¥ | |
| Range: Light Pistol. Skill: Pistols. Mod Slots: Barrel/Side/Top/Internal. | ||||||||||
| EVO "BEE" PNEUMATIC SMG | 6 | 5P | +1 | SA/BF/FA | 2 | 30(c) | +2 | 10 | 1200¥ | |
| Range: Heavy Pistol. Skill: Automatics. Mod Slots: Barrel/Stock/Side/Top/Internal. | ||||||||||
| EVO "HORNET" SPORTING RIFLE | 8 | 9P | - | SS | - | 10(c) | +8 | 14 | 3000¥ | |
| Range: Carbine. Skill: Longarms. Mod Slots: Barrel/Stock/Side/Top/Under/Internal. | ||||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 5(7) | 12P* | -1 | SS | 1 | 14(c) | +7 | 12R | 1400¥ | ||
| Range: Shotgun. Skill: Longarms. Mod Slots: Barrel/Side/Stock/Top/Internal. Standard Upgrades: Foregrip, Smartgun (internal). Special: The Double Defender can fire a Double Tap (RG 120) as a Simple Action, by firing both barrels (+1 DV, 2 rounds, no defense penalty) simultaneously. Since the weapon has 2 barrels, double the cost of all barrel modifications. * = Doesn’t include the +1DV from Double Tap. | ||||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 11P* | -2 | Special | 2 | 30x2(c) | +7 | 12F | 2800¥ | ||
| Range: Assault Rifle. Skill: Automatics. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Special: This weapon fires a Double Tap (RG 120) (+1 DV, 2 rounds, no defensive penalty) as a Simple Action and a Brain Blaster (RG 119) (+2 DV, 6 rounds, no defensive penalty) as a Complex Action. These are the only firing actions that can be used. Since the weapon has 2 barrels, double the cost of all barrel modifications. * = Doesn’t include the extra DV from Double Tap or Brain Blaster. | ||||||||||
### KRIME FACE MELTER Based on the technology of the Ares Super Squirter, the Krime "Face Melter" propels industrial grade acid towards a target, melting barriers, armor, and the people underneath them. It is used primarily for breaches as an alternative to the shotgun, and against heavily armored or shielded opponents. The Krime Face Melter is a two-handed weapon that uses Flamethrower ranges. Each Acid Canister costs 80¥, has an availability of 12F and lasts for 10 uses. * “Markets itself as a tool against barriers, but I can already see the gears turning in some people's heads on how to use this as a weapon of terror. It's a good thing it's forbidden, cause if this were to get mass distribution on the street, it would become a lot harder to identify victims of gang violence.” -- Hound * “Not going to be fun if it gets widespread on the streets.” -- Job
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 6 | 9P(a) | -7 | SS | - | 10(c) | +6 | 12F | 4000¥ | ||
| Range: Flamethrower. Skill: Spray Weapons. Mod Slots: Side/Top/Under/Internal. | ||||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 12P | -1 | FA | 4 | 100(belt) | +10 | 16F | 2000¥ | ||
| Range: Shotgun. Skill: Longarms or Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Shock Pad, Krime Loudener, Krime Offline Support Solutions, Krime Keeper. | ||||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 4(6) | 13P | -4 | FA | - | 200(belt) | +10 | 18F | 16000¥ | ||
| Range: HMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun (internal) Users must take a Simple Action to rotate the barrels of the M134 before it can fire. Once the barrel has started rotating, it can fire as normal on consecutive Initiative Passes. | ||||||||||
### M240 RAMBO [APPROVED 3.0] The M240 Rambo is a modernized version of the old, US army M240 Bravo Medium Machine Gun. Chambered in 7.62x51mm rounds, this bad boy is a serious beast of war that has seen numerous battles since the mid-1970s. Revived for the sixth world, this gun laughs at all other medium machine guns and even some heavy machine guns in the market when comparing the gun's sheer offensive power for its weight. Not to mention it’s built so robustly, it could likely survive a freefall from orbit. The gun is compatible with a Krime Pack (SL 45). * “7.62x51mm NATO FMJ or steel core is no joke. APDS predictably turns this thing into a hole puncher. Nothing felt better than giving that a squeeze on the range. Definitely recommend it to any fans of the big guns.” -- Sierra Julliet
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 12P | -4 | FA | 4 | 100(belt) | +10 | 15F | 8000¥ | ||
| Range: MMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Shock Pad. | ||||||||||
| Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | ||
|---|---|---|---|---|---|---|---|---|---|---|
| 5(7) | 11P | -2 | BF/FA | 4 | 50(c) or 100(belt) | +10 | 12F | 4000¥ | ||
| Range: LMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun System (internal). | ||||||||||
| Mode | Acc | DV | AP | Mode | RC | Ammo | Conceal | Avail | Cost | |
|---|---|---|---|---|---|---|---|---|---|---|
| Main Barrel | 5 | 8P | -1 | SA | 2 | 9(c) | +0 | 10R | 900¥ | |
| Underbarrel | 4 | 9P | -1 | SS | 2 | 1(ml) | +0 | - | - | |
| Range: Heavy Pistol. Skill: Pistols. Mod Slots: Barrel/Top/Side/Internal. The underbarrel shotgun can be fired using the Pistols skill, uses Shotgun ammo, and has heavy pistol ranges. | ||||||||||
## Weapon Accessories ### GREY METAL PLATING **(Melee and Unarmed Weapon Accessory)** Metal treated with the underground tech Grey Mana. One day, the Grey brothers had a Eureka moment that instead of protection against magic, what if grey mana is forced into creatures of magic, with extreme prejudice. Gray Metal can be plated on any melee or unarmed weapon (including cyberimplanted ones). Gray Metal weapons treat hardened armor from Immunity to Normal Weapons as regular armor. Wielding a Gray Metal weapon as an awakened confer the same penalty as wearing Rating 3 Gray Mana Integration as long as the weapon is carried. Additionally, any weapon with Grey Metal Plating cannot be turned into a focus. If it's already a focus, then it cannot accept Grey Metal Plating. * “This thing slices through spirits like a hot knife through butter.” -- Cyber Knight * “My, oh my, does this sound fun. If I were just a little crazier, I'd charge down a spirit with a scythe plated with this. I can almost imagine the fear a security force would feel when their spirit ally gets cleaved in two with a single swing.” -- Pandora ### KRIME POWER DRAW **(Krime Trollbow Accessory)** Specially designed as an aftermarket modification for the Krime Trollbow (SL 24), after troll customers complained it's not quite trog enough. The modification improves the bow's draw weight significantly, allowing it to pack more punch when used by trolls at peak strength. Installing this mod improves the Rating of a Rating 12 Trollbow by an additional number equal to the Rating of the modification (up to a maximum of Rating 14). Arrows must match the new Rating of the bow to ensure optimal performance. Installing this mod makes the bow harder to hide (+1 Concealability per Rating). ### SHOTGUN SUPPRESSOR [APPROVED 3.0] **(Shotgun Accessory)** Normal suppressors (SR5 432) aren’t big enough to be compatible with the barrel of a shotgun. This dedicated suppressor for shotguns does the same thing as regular suppressors, but for a shotgun, regardless of what kind of ammo the shotgun is using. The attachment provides a –4 dice pool modifier to any Perception Test made to detect the weapon’s use or locate the shooter. A Complex Action is needed to attach or remove the suppressor. \columnbreak
**Wireless:** The Shotgun suppressor has a built in Rating 2 microphone with Rating 2 Select Sound Filter and simple software. When wireless, the device informs you via AR if your suppressor has detected the sound of anyone nearby reacting to the sound of your suppressed shotgun. ### SMART SHEATH **(Melee Weapon Accessory)** Normally sheathing of a melee weapon takes a Complex Action. These sheaths have to be custom-made for a specific melee weapon (Blades or Clubs), having a reach no greater than 2. The sheath allows the user of the compatible melee weapon to sheathe it as a Simple Action. **Wireless:** The unsheathing of the weapon can be seamlessly integrated into making an attack as a single Complex Action.
| Item | Slot | Avail | Cost | |||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Grey Metal Plating | N/A | +4R | 1000¥ | |||||||
| Krime Power Draw (Rating 1-2)* | N/A | +2R | Rating x 1000¥ | |||||||
| Shotgun Suppressor** | Barrel | 9F | 600¥ | |||||||
| Smart Sheath | N/A | 12/td> | 4000¥ | |||||||
| * = Reduces Concealability of the Krime Trollbow by +(Rating). ** = Shotguns only. | ||||||||||
**Speed:** 10 minutes
**Duration:** 18-Body hours, minimum 1 hour
**Addiction type:** Both Effects: Reduces the Addiction Threshold and Drug Interaction roll (CF 193) of each drug you take while Venomancer is active, by 2 (to a minimum Threshold and/or Drug Interaction of 1). House rules of increasing the Addiction Threshold for taking multiple drugs apply with this being the first drug. As a side effect of your body's immune system being more receptive to toxic substances, as long as Venomancer is active in your body, you suffer -2 dice penalty to toxin resistance tests. Venomancer formula is a special preparation that puts the body into a receptive state for other chemicals to work on it in a less strenuous way. As a side-effect, it develops an allergic reaction to mana and resonance. Any Awakened or Emerged taking this drug takes 10 unresisted Stun damage, before being affected by all the other effects of the drug. “Allergic reaction to mana? I'm definitively not touching that.” -- MZ “Winners do drugs! Mundane winners do multiple drugs.” -- Cyber Knight
| Item | Addiction Rating | Addiction Threshold | Avail | Cost | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Venomancer | 5 | 1* | 8R | 400¥** | ||||||
| * = Pharmaceutical Grade Factored In. ** = Pharmaceutical Grade. Designer Grade Price = 1200¥. Note: Not Available in Other Grades. | ||||||||||
| Common Programs | Avail | Cost |
|---|---|---|
| ID10T | - | 80¥ |
| Autosoft | Avail | Cost |
| Sensor Lock | 6R | 1500¥ |
| SKILLSOFTS | Avail | Cost |
|---|---|---|
| Specsoft | 8 | 10,000¥ |
| Item | Avail | Cost |
|---|---|---|
| Rerouting Module | 12F | 1500¥ |
| Rating | Attunement Cost | Avail | Cost |
|---|---|---|---|
| 1 - 6 | Rating x 2 Karma | (Rating x 3)R | Rating x 4000¥ |
| Avail | Cost |
|---|---|
| 10R | 400¥ per 10 meters |
**Benefits:** * Gain +2 dice bonus to casting all spells, rituals and alchemical preparations that belong to the attuned element. * Gain +2 dice bonus to conjuring spirits of the attuned element. * Improves damage by +1DV when dealing elemental damage that is the same as the attuned element. * Gain +2 dice bonus to damage resistance tests when resisting damage that is the same as the attuned element. * May spend a point of Edge to ignore and/or end the secondary effects of elemental damage (SR5 170) from an attack that is the same as the attuned element. * As a Complex Action, you can change the damage type of a weapon that does any other elemental damage to your attuned element. This change remains in place as long as you have the weapon held.
**Penalties:** * Suffer -2 dice penalty to casting spells, rituals and alchemical preparations that belong to any other element. * Suffer -2 dice penalty to conjuring spirits of any other element. * Increase damage by +1DV when receiving damage from any other element (before damage resistance test). “While it may be tempting, leaning into one element will cause elemental imbalance in the body. Which can be problematic if you suddenly find yourself...out of your element.” -- Yokai
| Elemental Essence | Attunement Cost | Avail | Cost |
|---|---|---|---|
| Air | 5 Karma | 16R | 52,000¥ |
| Earth | |||
| Fire | |||
| Water |
| Type | Avail | Cost |
|---|---|---|
| HMC Case | 10R | 500¥ |
| HMC Coffin | 12R | 2000¥ |
| HMC Cylinder | 8R | 250¥ |
| Rating | Avail | Cost |
|---|---|---|
| 1 - 6 | 10 | Rating x 200¥ |
| Each Spirit Lantern burns out after Rating x 2 hours of use. | ||
| Item | Rating | Avail | Cost |
|---|---|---|---|
| Standard Parachute System | - | 0 | 1500¥ |
| Spinrad Industries "Spinradical" Parachute System | 1 - 4 | Rating x 3 | Rating x 3000¥ |
| Modification | Slots | Threshold | Tools | Skill | Avail | Cost |
|---|---|---|---|---|---|---|
| Reduced Seating (Rating 1-4)* | -1** | - | Shop | - | - | 0¥ |
| * = Per category (Body, Electromagnetic, Power Train, Protection or Weapon). ** = For every two removed seats. | ||||||
| Modification | Slots | Threshold | Tools | Skill | Avail | Cost |
|---|---|---|---|---|---|---|
| Grey Mana Shielding (Rating 1-3) | Rating x 1 | Rating x 2 | Shop | Armorer | 16R | Rating x 2000¥ |
| Grey Mana Shielding (Rating 4-6) | Rating x 1 | Rating x 2 | Shop | Armorer | 20R | Rating x 4000¥ |
| Mil Spec Frame | 4 | 12 | Shop | Armorer | 10F | 12,000¥ |
| Modification | Slots | Threshold | Tools | Skill | Avail | Cost |
|---|---|---|---|---|---|---|
| Mage Port | 1 | 4 | Kit | Armorer | 14R | 8000¥ |
**Activation:** Simple or Complex Action.
When the Adept activates this ability, they can move up to (Magic x Level) meters instantaneously, allowing them to ignore certain hazards in this movement, such as Suppressive Fire (SR5 179), flames, or enemies trying to Intercept (SR5 168) them. This isn't teleportation (even though it appears to be so, to the naked eye) and thus the Adept is still limited to locations they can physically reach. This movement still subtracts from their remaining movement rate per turn, and can only be used once per Action Phase. Using this power costs a Simple Action, but the Adept can choose to activate this power as a Complex Action instead and make a single melee or unarmed attack at the end of their instantaneous movement. Using such blinding speed is stressful, thus immediately after this power is used, the Adept must resist drain equal to (3 x Level)S. Credit: /r/ALightInTheDark ### ELEMENTAL MISSILE [APPROVED 3.0] **Cost:** 0.5 PP
**Prerequisite:** Magic Missile
The Adept gains greater control of qi infusion, allowing for elemental effects. When the Adept uses a Simple Action to ready a non-explosive thrown weapon, they can infuse it with a single elemental effect, as part of the same action. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. Since the thrown weapons are already magical, it's impossible to make them the lynchpin of an alchemical preparation. ### ELEMENTAL QUIVER **Cost:** 0.5 PP
**Activation:** Simple Action
Prerequisite: Mystic Archery This power allows the Adept to channel an elemental effect through their arrows. A Simple Action is required to channel the desired elemental effect. Elemental Quiver remains active for (Magic) Combat Turns or until the Adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. Since the arrows are already magical, it's impossible to make them the lynchpin of an alchemical preparation. ### FORCE STRIKE **Cost:** 1.5 PP
The Adept can lash out and strike with their melee attacks at a distance by focusing their qi and transmitting them as pure force. Using either the Killing Hands (SR5 310) power or a bonded weapon focus, the Adept can use melee attacks to strike targets up to a distance of the Adept's Magic rating in meters. The attack is treated as a Ranged Attack with Melee Bonuses thus benefiting from martial arts and Adept powers such as Penetrating Strike (SG 173). Reach bonuses don't apply when using this power. Force Strikes are almost silent but are visually obvious, resembling ripples of force in the air. The target benefits from Cover bonuses but cannot use Block or Parry on their defense tests. They also cannot use martial art techniques such as Counterstrike or Riposte. ### GROUND STOMP **Cost:** 1 PP
**Activation:** Complex Action.
An Adept that has mastered this technique is able to make the very earth under their feet quake by channeling their qi. By slamming their fist or foot into the ground, the Adept can cause the ground to tremble and their enemies to lose footing. As a Complex Action, the Adept makes a Magic + Strength [Physical] test. If the Adept falls at least 3 meters before immediately making the test, they gain a +2 dice bonus. The shockwave has a radius of Magic meters centered around the Adept. Anyone (friend or foe) on the ground who is caught in the radius (even behind cover), must make a Body + Strength [Physical limit] roll. If the target wins, they suffer no ill effects. If \pagebreak the Adept wins, the victim takes a -2 penalty to all actions and defense tests for a number of Combat Turns equal to the net hits. If the Adept's net hits exceed the target's Physical Limit, the target is either knocked prone or is pushed back by a number of meters equal to your net hits (Adept's choice). Immediately after they use this power, the Adept must resist drain, equal to half the number of hits (not net hits) on their Magic + Strength [Physical] test. ### MAGIC MISSILE [APPROVED 3.0] **Cost:** 0.5 PP
The Adept gains the ability to infuse their thrown weapons with a sliver of their own qi. When the Adept uses a Simple Action to ready a non-explosive thrown weapon, they can infuse it with some qi as part of the same action, making it magical for the duration of a single thrown attack. This allows the missiles to ignore Immunity To Normal Weapons critter power, as well as being effective against Regeneration. Additionally, the Critical Strike Adept power may now be purchased for the Throwing Weapons skill. Since the thrown weapons are already magical, it's impossible to make them the lynchpin of an alchemical preparation. ### MYSTIC ARCHERY **Cost:** 0.5 PP
You are able to infuse your arrows with a piece of your magic for just long enough to make spirits feel your power. Attacks you make using the Archery skill count as magical, thus ignoring Immunity To Normal Weapons critter power as well as being effective against Regeneration. Additionally, the Critical Strike Adept power may now be purchased for the Archery skill. Since the arrows are already magical, it's impossible to make them the lynchpin of an alchemical preparation. ### PREVISUALIZATION **Cost:** 0.25 PP per level (Max 4)
You can use the Take Aim action (SR5 166) without needing to ready a weapon. Additionally, the benefits of Take Aim are not lost if you take any other kind of non-combat oriented actions like social tests before making an attack. You may Take Aim this way up to a maximum amount equal to the level of this power or one half of your Willpower (whichever is lower). This power can only be used to Take Aim at targets that are within a number of meters around you, equal to your Magic x 5. You do not get the benefits of a Wireless Smartgun (non-wireless bonuses apply) while using this power. This power does not stack with Rapid Aim. ### PROTECT ANIMAL **Cost:** 0.5 PP
**Prerequisite:** Attune Animal Ritual.
The Adept can protect an attuned animal (SG 123) from harm. Whenever an attuned animal takes damage (after making it's defense test), it is instead applied to the Adept, who can resist it normally, as if the damage was happening directly to them. The Adept gets no defense test, they basically make the damage resistance roll on behalf of the attuned animal. This ability can only be used while the Adept can see the animal, and it is within (Magic x 2) meters of the Adept. Credit: /r/ALightInTheDark ### RAPID AIM **Cost:** 1 PP
Whenever you use the Take Aim action (SR5 166), you automatically Take Aim a number of times equal to one half of your Willpower, using a single Simple Action. You may Take Aim on a single target or on multiple targets (you must divide your aim between targets). In addition, you can use the Take Aim action without readying a weapon, such as before you Quick Draw (SR5 165). Finally, the benefits of Take Aim are not lost if you take any other kind of non-combat oriented actions like Social tests before making an attack. This power can only be used to Take Aim at targets that are within a number of meters around you, equal to your Magic x 5. You cannot use a weapon with a Smartgun or the Target Predictor cyberware, in conjunction with this power. This power does not stack with Previsualization. ### RICOCHET **Cost:** 0.5 PP
This power allows the Adept to use the Ricochet Shot called shot (RG 117) with almost any type of ranged weapon attack (including thrown weapons). This cannot be used with flechettes, energy weapon attacks or spray weapons (such as flamethrowers). Credit: /r/ALightInTheDark ## Mentor Spirits [APPROVED 3.0] ### BLACKSMITH The Blacksmith is a builder and a creator, that is where his heart lies. His chosen are often talismonsgers, artisans and smiths. The Blacksmith appears to his followers in many forms, from mythological deities such as Hephaestus, Vishwakarma, or a flaming aspect of the forge.
**ADVANTAGES**
**All:** +2 dice to Armorer, Artisan or Artificing (choose one).
**Magician:** +2 dice for summoning Fire spirits.
\pagebreak **Adept:** Free Elemental Weapon (Fire) (SG 170).
**DISADVANTAGES**
The Blacksmith knows the value of hard work and all the effort that goes into it. Followers of Blacksmith must succeed on a Charisma + Willpower (3) test before they can bring themselves to harm or destroy any work of craftsmanship or art or even a place of craftsmanship, such as a workshop of any kind. ### BULL The Bull represents strength of both body and will. However, he is also a stubborn spirit. Once Bull has decided on something that's the end of it, he will neither change his mind nor his course of action regarding that idea or decision. Despite his flaws, however, Bull stands for achieving one’s goals against impossible odds. It's just sometimes those goals can be misguided.
**ADVANTAGES**
**All:** +2 dice to Clubs or Running (choose one).
**Magician:** +2 dice for summoning Beast spirits.
**Adept:** Free Spirit Ram (SG 174).
**DISADVANTAGES**
Once you have set your mind on something, such as a plan or course of action, you must succeed on a Charisma + Willpower (3) test to deviate from it, no matter how much you are persuaded. Alternate Aspects: Bison, Ram. ### DRAGON The Dragon is a vain and avaricious creature. It prides itself as the ultimate being and thinks the world’s riches belong to it. To be refused its rightful bounty is an insult. Similarly, the Dragon hoards wealth and refuses to share. Needless to say, it doesn’t get along well with the Dragonslayer.
**ADVANTAGES**
**All:** +2 dice to one social skill of choice.
**Magician:** +2 dice for Manipulation spells, preparations, and rituals.
**Adept:** 1 free level of Mystic Armor (SR5 310).
**DISADVANTAGES**
You must make a Charisma + Willpower (3) test to give away something you own. If you believe someone possesses something that you rightfully own, make the same test. If you fail, you must do whatever it takes to get it. ### FOX Fox is seen as a sacred spirit amongst many cultures, especially east Asian ones. Fox is a cunning trickster. She avoids direct confrontation, instead choosing to weave illusions and misdirection to confuse her enemies.
**ADVANTAGES** **All:** +2 dice to Sneaking or Tracking (your choice).
**Magician:** +2 dice for Illusion spells, preparations, and rituals.
**Adept:** 2 free levels of Danger Sense (SR5 309).
**DISADVANTAGES** Followers of Fox try to avoid direct confrontation, at least before they have used stealth and deceit to disorient their enemies. You must succeed on a Charisma + Willpower (3) test to confront an enemy in combat before you have successfully affected them with some kind of illusion, sneak attack or misdirection. ### GREAT GUARDIAN The Great Guardian symbolizes legendary heroes of old or ancestral guardians. The Great Guardian offers peerless combat prowess to his chosen, but expects them to act like true heroes. Protect the ones you care about and the innocent. Show mercy when you can. For what good is such prowess with weapons if you cannot use them to defend the ones who cannot defend themselves.
**ADVANTAGES**
**All:** +2 dice to Archery, Blaces, Clubs, Throwing Weapons or Unarmed Combat (choose one).
**Magician:** +2 dice for summoning Guardian spirits.
**Adept:** Free Critical Strike (for one skill) (SR5 309).
**DISADVANTAGES**
Whenever you see a friend, loved one, teammate or an innocent person (that cannot defend themself) under physical attack, make a Willpower + Charisma (3) test. If you fail, you must protect them at all costs, which includes engaging in combat with the attacker. You must also succeed on a Willpower + Charisma (3) test to kill an incapacitated or surrendered enemy. Alternate Aspects: Great Defender, Hero, Paladin. ### RHINO Rhino is strong and tough, being able to shrug off blows. But he’s also a voracious eater. Rhino enjoys the simple things in life, good food and lots of rest. Nothing beats chilling in a cool mud bath on a sunny day. Awakened who follow Rhino are either very muscular or very fat, there is no middle ground. The Rhino is often also venerated as the great Hippopotamus.
**ADVANTAGES**
**All:** +3 armor (stacks with everything).
**Magician:** +2 dice for Health spells, preparations, and rituals.
**Adept:** 2 free levels of Iron Gut (SSP 23) or Free Spirit Ram (SG 174) (choose one).
**DISADVANTAGES**
Rhino’s influence affects your metabolism and increases your need to eat more. Your Lifestyle costs are increased by +50%.
**Alternate Aspects:** Hippopotamus.
\pagebreak ## Metamagics ### ASTRAL BULWARK The astral space is dangerous and death or grievous injury is often around the corner. Magicians that take this metamagic have learned to draw from their magic and form a shell of armor around them when wholly in the astral. While astrally projecting, magicians that have this metamagic gain automatic astral armor similar to the Astral Armor spell (SSP 21) equal to 1 armor per Initiate Grade. If the magician is an Explorer, they instead gain 2 Hardened Mystic Armor (SR5 397) per Initiate Grade. Armor from this metamagic is compatible with the Astral Armor spell but not the Mystic Armor Adept power (SR5 310). ### DEVOTED WEAPON Some awakened develop a unique bond with their weapons. A magician with this metamagic may choose a single weapon focus to become a Devoted Weapon. Such a weapon is resistant to the detrimental effects of Background Counts. A Devoted Weapon reduces the effective background count affecting the focus by up to the magician's Initiate Grade. Only the effects of aspected background counts such as from a domain (SG 25) can be reduced. The background count itself isn't reduced, only the effects on the focus is. The Awakened still suffer the ill effects of background counts to their magical skills and to all other foci. ### IMPROVED APOTROPAIC MAGIC **Art:** Apotropaic Magic.
Improved Apotropaic Magic takes existing knowledge of the defensive arts and expands on it, applying it to not just spells but active magic in general. It provides a list of new benefits and improvements to existing defensive metamagics: * It allows a magician or adept possessing the Shielding (SR5 326) or Harmonious Defense (FA 46) metamagic, to use their spell defense dice (from any source) on resistance tests against spirit or critter powers that use the Magic attribute as part of their dice pool, such as Elemental Attack (SR5 396) or Fear (SR5 397). The spell defense dice can be used this way on the Awakened themselves or any one else the Awakened desires to protect. * A magician possessing the Absorption metamagic (SG 151) may use the Absorption metamagic to absorb spirit or critter powers that use the Magic attribute as part of their dice pool. The mechanics work as described in Street Grimoire, except the limit of the Absorption roll made by the magician would use the Magic of the critter/spirit as the limit. Additionally, absorbing more mana charges (from any source) than the magician's Magic rating, no longer inflicts damage on them. * A magician or Adept possessing the Reflection (SG 151) or Harmonious Reflection (FA 46) metamagic may use the Reflect Spell or Harmonious Reflection, Interrupt Action versus any critter or spirit power that is targeting them or anyone being protected by their spell defense dice. The spirit/critter power must be one that uses the Magic attribute as part of their dice pool or effect (including damage). If the Awakened gets any net hits, the power is reflected back to the critter/spirit causing any effect it would have with a number of net hits equal to the ones achieved by the Awakened. If it’s damaged, the critter/spirit takes damage equal to the base amount caused by the power plus the amount of net hits the Awakened got on the critter. The Awakened must resist drain equal to the Magic of the critter/spirit. The drain is physical if the Magic of the critter/spirit is greater than the Magic of the awakened, otherwise it's stun. ### PSYCHOMETRIC SCRYING **Prerequisite:** Psychometry
The visions granted by Psychometric readings can often last a long time, as the entire history of the item flashes before the magician's eyes. However, some magicians have learned to form a persistent bond which lasts beyond the moment that the item leaves the magician's possession. This allows the magician to receive visions of the item in real time, regardless of where the item is located. A magician may choose to maintain their bond with an item, as if sustaining a spell. The object bears the magician's aura while doing so. The magician takes the standard -2 dice penalty to all actions and defense tests while under psychometry (SG 145). If the magician chooses to maintain this psychometric bond, it can last for a maximum number of days equal to the magician's magic rating. The magician gains constant psychometric visions associated with this item. The magician may choose to sever this bond at any time, but may not reestablish the connection by any means other than touching the item and performing psychometry once more. \pagebreak ### ADVANCED PSYCHOMETRIC SCRYING **Prerequisites:** Psychometry and Psychometric Scrying The magician has learned to enhance the potency of their Psychometric Scrying. As a Complex Action, the magician may gain the benefits of Clairvoyance and Clairaudience (SR5 286) centered on the object of their Psychometric Scrying. The object bears the magician's aura while doing so. The magician loses all normal hearing and vision, as well as any normal assensing, including any assensing that is normally associated with Psychometric Scrying. This effect lasts as long as the magician sustains the Psychometric Scrying (like sustaining a spell), or until the magician uses a Complex Action to end the effects of Clairvoyance and Clairaudience. Using this ability imposes a -4 dice penalty to all actions and defense tests. This adds on top of the -2 from Psychometric Scrying, for a total of -6 dice penalty. ## Spells ### [ELEMENT] BARRAGE COMBAT SPELL (INDIRECT, ELEMENTAL)
**Type:** P **Range:** T **Damage:** P
**Duration:** I **Drain:** F-3
This spell is a variation of spells like Flamethrower or Lightning Bolt. Rather than creating a singular, powerful projectile, it swarms the target with many smaller ones. This spell has no AP, instead its target receives a defense penalty equal to (Force/2), rounded up. ### [ELEMENT] BLADE [APPROVED 3.0] COMBAT SPELL (ELEMENTAL)
**Type:** P **Range:** Special **Damage:** P
**Duration:** S **Drain:** F-1
When the original Spellblades hit the streets, it saw great success as runner weapons due to their flashiness and conceal ability. After a while, a few of the more elemental focused street mages thought of adopting the spell with their own twist. With some formula tweaking and more than a few burnt hands, they had altered the spell so it could be tuned to specific elements. This was largely believed to be a pissing contest by those who choose neither spell, and they are not provably wrong. "You got a magic sword, well mine is magic and on fire". This lead to a slight rift between the two groups over who has the superior spell, with the former believing that the new spell is unnecessarily flashy and more prone to issues with special armor types, while the later firmly believe that having a weapon tied to their chosen element of specialization grants greater control and any armor mod complications don't outweigh the secondary effects of the chosen element. [Element] Blade follows the same rules as Powerblade (HT 192). The blade has a base DV and Accuracy equal to the spell’s Force; AP equal to -(Force/3) rounded down and a Reach of 1. Only a single elemental effect can be active at a time and each element must be learned as a separate spell. Damage from [Element] Blade is resisted with Body + Armor. ### [ELEMENT] TOUCH COMBAT SPELL (INDIRECT, ELEMENTAL)
**Type:** P **Range:** T **Damage:** P
**Duration:** I **Drain:** F-4
This spell is a variation on spells like Flamethrower or Lightning Bolt. But rather than a ranged attack, this requires the magician to be in melee range. Make a Complex Action touch attack using Agility + Unarmed Combat [Physical] (with +2 touch bonus) vs a standard defense test. On a tie or if the attacker succeeds, the spell goes off. Make a standard Spellcasting test as part of the same Complex Action. Credit: /r/ALightInTheDark
## Traditions
### EPHEMERALIST TRADITION
A tradition of both science and mysticism, they believe that magic is powered by spirits of the afterlife. To them, the astral is another word for the afterlife, believing spirits are just souls of those departed. Ephemeralists see assensing, astral projection and summoning as piercing the veil into the afterlife. They study death, undead, souls and the afterlife with a scientific mind and sometimes are confused with hermetics but in truth, they don't often get along with the hermetics as their strong mystical belief doesn't always mesh well. Ephemeralists are a possession summoning tradition and usually make deals with spirits ,allowing them time on the mortal plan once again. Surprisingly enough, binding spirits to a summoner’s body is not uncommon with a lot of the more studied and wise of this tradition sharing their body with a spirit who wishes to walk on the world once again. Ephemeralists believe that spells and enchantments are pieces of willing spirits that manifest to help them. This tradition has a hate for the undead and necro magic as they believe the art of necromancy goes against the dead's wishes as the spirit gets no choice. Ephemeralists believe that lodges are areas where a spirit has been called to guard it and often perform a seánce as a part of the making of a lodge. Practicers of this tradition are often nicknamed mediums or empaths.
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**Spellcasting:** Ephemeralists cast as normal but see spells as an extension of willing spirits that reach through the veil to provide aid.
**Enchantment:** Ephemeralists use enchantment as normal but see it as spirits bestowing boons from across the veil.
**Summoning:** Ephemeralists practice possession summoning, allowing the dead to cross through the veil into the body of the summoner. **EPHEMERALIST TRADITION** **Combat:** Guardian
**Detection:** Fire
**Health:** Water
**Illusion:** Guidance
**Manipulation:** Earth
**Drain:** Willpower + Charisma
**Note:** This is a Possession tradition.
**PREFERRED SPELLS** Astral Clairaudience, Astral Clairvoyance, Mana Barrier, Death Replay. ### TRADITIONAL EGYPTIAN RULES [APPROVED 3.0] Those that follow traditional teachings of the Egyptian religion (SSP 3), venerate and adhere to the path of Heka, the cosmic force of creation and deification of magic. Egyptians believed that all living creatures possessed the Heka to some degree and thus must be respected. They shun combat spells that wrought death and destruction, favoring healing and apotropaic magic. However, the use of curses and sympathetic magic to harm an enemy is practiced. Traditional Egyptians follow these rules: * Cannot use the Binding skill. * Cannot cast Combat spells, alchemical preparations and rituals. * Must take the Mentor Spirit quality (SR5 76). * Gains +2 dice bonus for casting Health spells, alchemical preparations and rituals. * Gains +2 dice when Summoning Guidance spirits. * Gains the Shielding metamagic (SR5 326) for free. ### TRADITIONAL HERMETIC RULES Some magicians of Hermetic Tradition (SR5 279) choose a focused path, sacrificing something in exchange for enhanced prowess in their chosen field. Mechanically, these serve as Traditional Rules for Hermetic magicians. A character following the Hermetic Tradition can optionally choose one of these alternate paths: **Hermetic Elemental Path**
These Hermetic mages devote their magic into the classic Hermetic Elements (Air, Earth, Fire and Water). For the purpose of Elements: Acid counts as Earth, Cold counts as Water and Lightning counts as Air. Some of them specialize further and become Elementalists (FA 43) while others go down the dark path of Hermetic Elementals (FA 181) after years of abusing spirits. But these are not necessarily the directions everyone on the Elemental Path must take. Followers of the Elemental Path gain the following bonuses and penalties: * Can only cast spells or alchemical preparations that have an effect directly related to at least one of the four Hermetic elements (Air, Earth, Fire or Water), such as the Frigid spell (SSP 16), any [Element] spell, or spells that deal Water (SG 105) or Elemental damage (SR5 170). * Gains +2 dice to all Sorcery and Alchemy skill tests involving elemental spells and alchemical preparations. * Cannot Conjure any spirit other than Spirits of Air, Earth, Fire and Water. But gains +2 dice to all Conjuring skill tests involving these spirits. * Gains the Elemental Master (FA 36) and Elemental Focus (HT 191) qualities for free. **Hermetic Metallurgy Path**
These Hermetic mages have studied the elements and infused metallic alloys with magic. They put a greater focus on alchemy and enchanting. This allows them to enchant objects normal Enchanters will struggle with. The process is still a challenge and only the most experienced master it. Followers of the Metallurgy Path gain the following bonuses and penalties: * Cannot use the Conjuring skill group. * Can Attune normal items as per an Adept. * Gain the Durable Preparations quality (FA 36) for free. * Reduce Object Resistance of items and devices by 2 for purposes Artificing or targeting with spells.
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**Enchantment:** Ephemeralists use enchantment as normal but see it as spirits bestowing boons from across the veil.
**Summoning:** Ephemeralists practice possession summoning, allowing the dead to cross through the veil into the body of the summoner. **EPHEMERALIST TRADITION** **Combat:** Guardian
**Detection:** Fire
**Health:** Water
**Illusion:** Guidance
**Manipulation:** Earth
**Drain:** Willpower + Charisma
**Note:** This is a Possession tradition.
**PREFERRED SPELLS** Astral Clairaudience, Astral Clairvoyance, Mana Barrier, Death Replay. ### TRADITIONAL EGYPTIAN RULES [APPROVED 3.0] Those that follow traditional teachings of the Egyptian religion (SSP 3), venerate and adhere to the path of Heka, the cosmic force of creation and deification of magic. Egyptians believed that all living creatures possessed the Heka to some degree and thus must be respected. They shun combat spells that wrought death and destruction, favoring healing and apotropaic magic. However, the use of curses and sympathetic magic to harm an enemy is practiced. Traditional Egyptians follow these rules: * Cannot use the Binding skill. * Cannot cast Combat spells, alchemical preparations and rituals. * Must take the Mentor Spirit quality (SR5 76). * Gains +2 dice bonus for casting Health spells, alchemical preparations and rituals. * Gains +2 dice when Summoning Guidance spirits. * Gains the Shielding metamagic (SR5 326) for free. ### TRADITIONAL HERMETIC RULES Some magicians of Hermetic Tradition (SR5 279) choose a focused path, sacrificing something in exchange for enhanced prowess in their chosen field. Mechanically, these serve as Traditional Rules for Hermetic magicians. A character following the Hermetic Tradition can optionally choose one of these alternate paths: **Hermetic Elemental Path**
These Hermetic mages devote their magic into the classic Hermetic Elements (Air, Earth, Fire and Water). For the purpose of Elements: Acid counts as Earth, Cold counts as Water and Lightning counts as Air. Some of them specialize further and become Elementalists (FA 43) while others go down the dark path of Hermetic Elementals (FA 181) after years of abusing spirits. But these are not necessarily the directions everyone on the Elemental Path must take. Followers of the Elemental Path gain the following bonuses and penalties: * Can only cast spells or alchemical preparations that have an effect directly related to at least one of the four Hermetic elements (Air, Earth, Fire or Water), such as the Frigid spell (SSP 16), any [Element] spell, or spells that deal Water (SG 105) or Elemental damage (SR5 170). * Gains +2 dice to all Sorcery and Alchemy skill tests involving elemental spells and alchemical preparations. * Cannot Conjure any spirit other than Spirits of Air, Earth, Fire and Water. But gains +2 dice to all Conjuring skill tests involving these spirits. * Gains the Elemental Master (FA 36) and Elemental Focus (HT 191) qualities for free. **Hermetic Metallurgy Path**
These Hermetic mages have studied the elements and infused metallic alloys with magic. They put a greater focus on alchemy and enchanting. This allows them to enchant objects normal Enchanters will struggle with. The process is still a challenge and only the most experienced master it. Followers of the Metallurgy Path gain the following bonuses and penalties: * Cannot use the Conjuring skill group. * Can Attune normal items as per an Adept. * Gain the Durable Preparations quality (FA 36) for free. * Reduce Object Resistance of items and devices by 2 for purposes Artificing or targeting with spells.
**Hermetic Science Path**
These Hermetic Magicians focus their study on the interaction of magic with the physical world and believe magic is bound to rules of math and physics. This makes them very efficient with physical spells, however the Mana is abstract and those rules do not fully apply for the astral world or mana spells. Followers of the Science Path gain the following bonuses and penalties:
* Cannot use the Enchanting skill group.
* Gains a +2 dice bonus to cast all Physical spells.
* Gains the Spell Shaping metamagic (SR5 326) for free.
* Replaces Spirit of Man with Task Spirit as Health option.
* Suffers a -2 dice penalty to cast all Mana spells.
* Suffers a -2 dice penalty to Astral Combat.
### TRADITIONAL HINDUISM RULES
Hinduism (SG 46) in its traditional form is all about rituals and reagents. Rituals are performed with mathematical precision and reagents must be perfect both in quality and in exact quantity. If the ritual is performed right, even the Devas (Gods) must answer the call of the Rishi (Sage). Magical items are also given divine importance, treating them as items of great power that must be earned through Tapasya (Austere meditation). The right attire is needed before a Hindu magician is to be able to practice magic. Followers of Traditional Hinduism gain the following bonuses and penalties:
* Cannot use the Summoning and Disenchanting skills.
* Must take the Mentor Spirit: Holy Text (FA 95).
* Reduce the opposing Force of Ritual Spellcasting by 2 for all rituals.
* Reduce the drain for Rituals by 1, to a minimum of 2 drain.
* Gains the Spectral Warden (FA 40) and Items of Power (FA 38) qualities for free.
### TRADITIONAL OLYMPIANISM RULES
**Hecate Path**
Another route of Traditional Olympianism has been explored with more fervor in recent years. Hellenic Sorcery is increasingly popular, perhaps in response to the growing worship of Hecate among the Greek or believers in Olympianism. The Sorcerers use cursing, hexing, and other traditional ritual practices dating back thousands of years, based on the teachings of Hecate, the Greek goddess of sorcery and witchcraft. Parts of Hermetic study are rooted in similar practices, and even the most potent Hermetic Mages will acknowledge the power and validity of the teachings of Hecate. Almost all magicians that follow the teachings of Hecate are female, with the male "witch" being a rarity indeed. Hecate Path Olympianists follow these rules: * Cannot use the Banishing and Disenchanting skills. * Suffers -2 dice penalty when casting Combat spells. * Gains +2 dice bonus when casting Manipulation spells. * Gains +2 dice bonus for Ritual Spellcasting. * Gains the Mentor Spirit quality (SR5 76) for free, but must choose the Goddess mentor (BOTL 129). * Gains the Animal Familiar quality (FA 31) for free. **Hero Path**
Traditional Olympians (FA 84) who follow the hero path, go a step further than the traditional deity focused but polytheistically father the rank and file members of the Tradition. Traditional Olympians directly communicate with their deity and often consider themselves a direct descendant, leading them to be referred to as "Demigods." This makes the traditional extremely popular with Mystic Adepts. These "Demigods'' often have a deeper connection to their Mentor "Gods" than others do with the spirits, giving them a special connection to the Oracles and the powers manifested in their physical forms. Traditional Olympians tend to be extremely proud of their connection to the Gods, and these connections are often physically apparent in their constantly worn Mentor's Mask and fondness for "Gifts from the gods'' in the form of Magical Trinkets. Hero Path Olympianists follow these rules: * Cannot use the Binding skill. * Gains the No Man Left Behind negative quality (SL 181) for free. * Gains the Mentor Spirit and Chosen Follower (FA 35) qualities for free. * Must choose a Mentor's Mask (FA 182) if available. * Gain one metamagic or enhancement of your choice from the Physical Arts (SG 156) for free.
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Another route of Traditional Olympianism has been explored with more fervor in recent years. Hellenic Sorcery is increasingly popular, perhaps in response to the growing worship of Hecate among the Greek or believers in Olympianism. The Sorcerers use cursing, hexing, and other traditional ritual practices dating back thousands of years, based on the teachings of Hecate, the Greek goddess of sorcery and witchcraft. Parts of Hermetic study are rooted in similar practices, and even the most potent Hermetic Mages will acknowledge the power and validity of the teachings of Hecate. Almost all magicians that follow the teachings of Hecate are female, with the male "witch" being a rarity indeed. Hecate Path Olympianists follow these rules: * Cannot use the Banishing and Disenchanting skills. * Suffers -2 dice penalty when casting Combat spells. * Gains +2 dice bonus when casting Manipulation spells. * Gains +2 dice bonus for Ritual Spellcasting. * Gains the Mentor Spirit quality (SR5 76) for free, but must choose the Goddess mentor (BOTL 129). * Gains the Animal Familiar quality (FA 31) for free. **Hero Path**
Traditional Olympians (FA 84) who follow the hero path, go a step further than the traditional deity focused but polytheistically father the rank and file members of the Tradition. Traditional Olympians directly communicate with their deity and often consider themselves a direct descendant, leading them to be referred to as "Demigods." This makes the traditional extremely popular with Mystic Adepts. These "Demigods'' often have a deeper connection to their Mentor "Gods" than others do with the spirits, giving them a special connection to the Oracles and the powers manifested in their physical forms. Traditional Olympians tend to be extremely proud of their connection to the Gods, and these connections are often physically apparent in their constantly worn Mentor's Mask and fondness for "Gifts from the gods'' in the form of Magical Trinkets. Hero Path Olympianists follow these rules: * Cannot use the Binding skill. * Gains the No Man Left Behind negative quality (SL 181) for free. * Gains the Mentor Spirit and Chosen Follower (FA 35) qualities for free. * Must choose a Mentor's Mask (FA 182) if available. * Gain one metamagic or enhancement of your choice from the Physical Arts (SG 156) for free.
**Oracle Path**
From the earliest days of Greek Myth, the Oracle at Delphi has been a near-constant presence. Eventually taken over by priests of Apollo, the Oracle continued to create new Pythia (Oracles) for generations into myth, dating back as recently as the 12th century in some historic cases. Famed for foresight at the cost of intensive ritualistic service for the oracles. It can be no surprise that the Oracle was one of the first recorded sites of power in the Sixth World. While the modern seers, still called Pythia, serve Apollo, the Delphos Group does not push their oracles to death the way the old world seemed to. Delphos is known to be the home to powerful seers, but those who would be Pythia take their traditional duties to the next level. Sacrificing part of themselves to the oracle comes with costs, but leaves them forever touched. Like all of the Delphos Group, former Pythians are well-known seers, for the right price. Oracle Path Olympianists follow these rules: * Cannot take the Enchanting skill group. * Cannot cast Combat Spells. * Replaces Spirit of Air with Guidance spirit for Detection category. * Gains +2 dice bonus when casting Detection spells. * Gains +2 dice bonus to Arcana tests. * Gains the Mentor Spirit quality for free,but must choose the Oracle mentor (SG 200). * Gains the Psychometry metamagic (SG 144) for free. * Learn the Augury and Sortilege rituals (SG 124) for free. ### TRADITIONAL QABBALISM RULES [APPROVED 3.0] Qabbalism (SG 48) or Kabbalism was, before the awakening, a more obscure field of study within the Jewish religion that sought to explain the nature ofGod and the soul in more detail. Those who studied Kabbalah occasionally learned of ways that they could use their understanding of Sephirot (the divine energies of creation that originate from God) to manipulate the physical world around them. After the awakening, the practice became much more widespread within the Jewish community as what was seen before as esoteric, impractical mysticism, became to yield useful, predictable and repeatable results. These days pursuing kabbalah is a common practice for Awakened Jews. Kabbalists often do not consider what they do to be “magical”, in the sense that they claim to only invoke the power of God and the energies they put in place when God created the world. Kabbalists may be wary of the mages from other traditions due to the command given to Moses in Leviticus 19: “Do not turn to mediums or seek out spiritists, for you will be defiled by them.” though this varies by community with Reformist and Progressive Rabbis being much more accepting of other magical traditions than their Orthodox counterparts. The same chapter of the Torah forbids “divination or seeking omens”, so divination magic remains a very controversial subject. Kabbalist magic includes heavy use of the Hebrew alphabet, specifically writing the “true names” of things in Hebrew, as well as using numbers and numerology to represent the Hebrew alphabet. It is said that Adam gave everything its name in Hebrew and could see into its soul. A “Shem” (literally translated to mean “name”) or one of the names of God possess great power in Kabbalah, as God has many names, some closer to his true name than others. Writing a Shem on something can imbue it with “God’s power”, causing magical effects. For example, the typical creation of a golem, a living being made of clay, was achieved by writing a Shem in the clay of the golem's forehead. This would cause either a spirit or “the energies of God” to enter into the clay shell and bring it to life. Kabbalists refer to spirits that they summon as “Elohim” which translates to the plural form of God. This is used to refer to God or often the concept of angel. Spirits summoned by a Kabbalist mage might take the form of the six winged “Seraphim” in Isaiah 6 or like the many faced “Hashmallim” and the burning wheels covered in eyes of the “Ophanim” found in Ezekiel chapter 1. Some mages may incorporate elements of Jewish worship into their practice such as reciting prayers in Hebrew, wearing a Tallit (a kind of prayer shawl, traditionally worn by men, that comes in two types: a small Tallit Katan that is worn under clothes all day and a large Tallit Gadol that’s worn during prayer) or using Tefillin (a small wooden box that is placed on the forehead and secured with leather strips that wind around the head and down the arms). Followers of traditional Qabbalism follow these rules: * Cannot use the Alchemy skill. * Cannot cast Detection spells or rituals. * Cannot practice magic on the Sabbath (Geas). This is usually on every Saturday. * Must take the Mentor Spirit: Holy Text (FA 95). * Gains the Structured Spellcasting metamagic (FA 44) for free. * Gains the Shielding metamagic for (SR5 326) free. *
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From the earliest days of Greek Myth, the Oracle at Delphi has been a near-constant presence. Eventually taken over by priests of Apollo, the Oracle continued to create new Pythia (Oracles) for generations into myth, dating back as recently as the 12th century in some historic cases. Famed for foresight at the cost of intensive ritualistic service for the oracles. It can be no surprise that the Oracle was one of the first recorded sites of power in the Sixth World. While the modern seers, still called Pythia, serve Apollo, the Delphos Group does not push their oracles to death the way the old world seemed to. Delphos is known to be the home to powerful seers, but those who would be Pythia take their traditional duties to the next level. Sacrificing part of themselves to the oracle comes with costs, but leaves them forever touched. Like all of the Delphos Group, former Pythians are well-known seers, for the right price. Oracle Path Olympianists follow these rules: * Cannot take the Enchanting skill group. * Cannot cast Combat Spells. * Replaces Spirit of Air with Guidance spirit for Detection category. * Gains +2 dice bonus when casting Detection spells. * Gains +2 dice bonus to Arcana tests. * Gains the Mentor Spirit quality for free,but must choose the Oracle mentor (SG 200). * Gains the Psychometry metamagic (SG 144) for free. * Learn the Augury and Sortilege rituals (SG 124) for free. ### TRADITIONAL QABBALISM RULES [APPROVED 3.0] Qabbalism (SG 48) or Kabbalism was, before the awakening, a more obscure field of study within the Jewish religion that sought to explain the nature ofGod and the soul in more detail. Those who studied Kabbalah occasionally learned of ways that they could use their understanding of Sephirot (the divine energies of creation that originate from God) to manipulate the physical world around them. After the awakening, the practice became much more widespread within the Jewish community as what was seen before as esoteric, impractical mysticism, became to yield useful, predictable and repeatable results. These days pursuing kabbalah is a common practice for Awakened Jews. Kabbalists often do not consider what they do to be “magical”, in the sense that they claim to only invoke the power of God and the energies they put in place when God created the world. Kabbalists may be wary of the mages from other traditions due to the command given to Moses in Leviticus 19: “Do not turn to mediums or seek out spiritists, for you will be defiled by them.” though this varies by community with Reformist and Progressive Rabbis being much more accepting of other magical traditions than their Orthodox counterparts. The same chapter of the Torah forbids “divination or seeking omens”, so divination magic remains a very controversial subject. Kabbalist magic includes heavy use of the Hebrew alphabet, specifically writing the “true names” of things in Hebrew, as well as using numbers and numerology to represent the Hebrew alphabet. It is said that Adam gave everything its name in Hebrew and could see into its soul. A “Shem” (literally translated to mean “name”) or one of the names of God possess great power in Kabbalah, as God has many names, some closer to his true name than others. Writing a Shem on something can imbue it with “God’s power”, causing magical effects. For example, the typical creation of a golem, a living being made of clay, was achieved by writing a Shem in the clay of the golem's forehead. This would cause either a spirit or “the energies of God” to enter into the clay shell and bring it to life. Kabbalists refer to spirits that they summon as “Elohim” which translates to the plural form of God. This is used to refer to God or often the concept of angel. Spirits summoned by a Kabbalist mage might take the form of the six winged “Seraphim” in Isaiah 6 or like the many faced “Hashmallim” and the burning wheels covered in eyes of the “Ophanim” found in Ezekiel chapter 1. Some mages may incorporate elements of Jewish worship into their practice such as reciting prayers in Hebrew, wearing a Tallit (a kind of prayer shawl, traditionally worn by men, that comes in two types: a small Tallit Katan that is worn under clothes all day and a large Tallit Gadol that’s worn during prayer) or using Tefillin (a small wooden box that is placed on the forehead and secured with leather strips that wind around the head and down the arms). Followers of traditional Qabbalism follow these rules: * Cannot use the Alchemy skill. * Cannot cast Detection spells or rituals. * Cannot practice magic on the Sabbath (Geas). This is usually on every Saturday. * Must take the Mentor Spirit: Holy Text (FA 95). * Gains the Structured Spellcasting metamagic (FA 44) for free. * Gains the Shielding metamagic for (SR5 326) free. *
### TRADITIONAL SHINTO RULES
Those of the Shinto tradition (SG 48) seek to live in harmony with the Kami (Spirits) of the world as well as seeking to maintain spiritual cleanliness. When they summon spirits, they do not bind them and will leave offerings to appease the Kami. Their spellcasting is tied to ceremonial rituals such as the Kagura, limiting them to ritual spellcasting or alchemical preparations which take the form of ema with the wish listed upon it being the spell. With the awakening, their rituals of spiritual cleanliness now applies to astral cleanliness as well with them often learning rituals to counter background counts. A character following the Shinto Tradition can optionally choose to follow the traditional version. Followers of Traditional Shinto gain the following bonuses and penalties:
* Cannot use the Binding and Spellcasting skills.
* Gains the negative quality Code of Honor: Harmony with Nature, the Shaman’s Code (RF 26), for free.
* Gains the Durable Preparations (FA 36) and Chain Breaker (FA 33) qualities for free.
* Gains the Cleansing metamagic (SG 154) for free.
### TRADITIONAL WICCA RULES
Followers of traditional Wicca (SG 50) can choose to either follow Goddess (Willpower + Intuition) or Gardenarian (Willpower + Logic) teachings. They gain the following bonuses and penalties:
* Cannot use the Banishing and Disenchanting skills.
* Cannot cast Combat spells, rituals and alchemical preparations.
* Gains +2 dice bonus when casting spells, rituals and preparations of Detection, Health, Illusion and Manipulation categories.
* Gains the Mentor Spirit quality (SR5 76) for free,but must choose between Goddess (BOTL 200), Great Mother (FA 99 or SASS 33), Peacemaker (SG 200), Green Man (FA 98) and Wise Warrior (SR5 324).
* Gains the Animal Familiar quality (FA 31) for free.
# Matrix
## Echoes
### CASIE
The CASIE (Computer Assisted Social Interaction Enhancer) system allows technomancers to access databases deep in the resonance realms to analyze, interpret, and calculate the outcome of social behavior. Every time a technomancer selects the CASIE echo, they increase their Charisma attribute by 1. This echo can be taken a maximum of three times.
### DIGITAL INSTINCT
The resonance has become a part of you so intuitively that you think in code, not language. Every time a technomancer selects the Digital Instinct echo, they increase their Intuition attribute by 1. This echo can be taken a maximum of three times.
### DRONE COMPANION [APPROVED 3.0]
Prerequisite: Must be a Machinist.
This echo allows a Machinist technomancer (KK 88) to have a registered machine sprite (SR5 258) possess a drone. The process takes a number of hours equal to the level of the sprite. The machinist must make a Software + Resonance [Level] vs the Level x 2 of a registered machine sprite. If the machinist gets any net hits, they must pay karma equal to the level of the sprite to make the possession complete and permanent.
Once the possession is permanent, that machine sprite becomes a permanent AI drone companion, capable of taking orders and working independently. The sprite cannot leave or be dismissed till the sprite or the drone its possessing has been destroyed. If either is destroyed, any Karma spent is lost. While possessing, the sprite owes the machinist unlimited favors and can be active at the same time as other sprites, although it still counts towards the maximum number of registered sprites the machinist can have.
The sprite now exists in the material world through the drone (VR hotsim). The drone's Pilot and Device rating is replaced by the Level of the sprite while the drone's Acceleration, Handling, Sensor rating and Speed are increased by an amount equal to half the Level of the sprite (rounded down). The drone uses the sprite's initiative and gains a number of extra matrix condition monitor boxes equal to the Level of the sprite, showing that the drone and the sprite share a single matrix condition monitor. While possessing the drone, the sprite gains the following skills at a rating equal to its Level: Pilot
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(appropriate for the drone type), Gunnery and Sneaking. The sprite uses its Level for any attribute associated with the skills. If the drone is under attack from the matrix, it uses the sprites matrix attributes to defend and resist. The machinist may only have a single drone companion at a time.
### STATIC SHOCK
**Prerequisite:** Van Der Waals Effect
Mastery of the Van Der Waals Effect (KC 102) has allowed you to be able to create stronger electromagnetic fields. This allows you to emulate Shock Gloves (SR5 423) using bare hands and an infinite number of charges. Additionally, when a device that uses a power source such as a Stun Baton (SR5 422) is held with bare hands, the device regains charges as if plugged in to a power source. Partial Credit: /r/ALightInTheDark # Martial Arts #### All officially published Martial Arts and Martial Arts Techniques can be found in Run & Gun p128-141. ## Martial Art Styles ### DRAGON [APPROVED 3.0] **Available Techniques:** Clinch, Coiling Dragon, Counterstrike, Flowing Dragon, Yielding Force (Counter Strike, Throw), Throw.
An unconventional yet effective fighting style based on grapples and counters discovered from mimicking the movements of an eastern dragon, this style was invented by an anonymous, Yakuza made man who fought his way to a top position within his clan. It is unknown how his fighting manual made it into the matrix. His unique style of fighting offers some interesting self discovered techniques, not available to traditional martial arts. ## Martial Art Techniques ### AKIMBO **Styles available to:** Gun Kata, The Cowboy Way.
You can shoot two one-handed firearms (any type of pistol, taser, revolver, machine pistol or SMG) in tandem. Both guns must be fired in the same firing more (SS/SA/BF/FA), using the same action. Both guns must expend the same amount of ammunition, but only your main hand weapon inflicts damage. Defense penalties remain unchanged, as if using a single weapon to make the attack. Eg: a -5 defense penalty from a Simple Action full-auto attack still remains the same and doesn't become -10 because of two weapons expending the same amount of ammo. Double the amount of recoil, but combine the recoil compensation of both guns to determine final recoil compensation value. While dual wielding in this manner your main hand firearm gains +1 DV and +1 accuracy. You can learn this technique twice, for a maximum of +2 DV and +2 accuracy. ### COILING DRAGON [APPROVED 3.0] **Styles available to:** Dragon.
**COMPLEX ACTION**
Once you've landed a blow, you intend to keep them right where you've got them. Like a coiling eastern dragon, whose maw and claws rips into flesh even as it constricts its prey. After successfully landing an unarmed attack, you can spend 1 point of Edge to also treat that attack as a Subdue action (SR5 195). The opponent takes damage and is also subdued in the same action, if your Strength + net hits on your attack exceeds your opponent’s Physical limit. ### ETHERNET STRIKE [APPROVED 3.0] **Styles available to:** Aikido, Ninjutsu, Wudang Sword.
**Requires:** Either the Skinlink echo (DT 59), or an Implanted cyberdeck (SR5 452) with an Induction receiver (DT 65), or a Weapon form cyberdeck (DT 62) with an Induction receiver.
**COMPLEX ACTION**
Make an unarmed or melee touch attack (SR5 187). You may target a drone, vehicle or a creature. Attacking a creature requires a Called Shot. On the creature, you can attack a piece of worn or carried gear (imposes a -4 called shot penalty), or a piece of exposed cyberware (imposes a penalty as per "Location, Location, Location" rules in RG 112). The
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Mastery of the Van Der Waals Effect (KC 102) has allowed you to be able to create stronger electromagnetic fields. This allows you to emulate Shock Gloves (SR5 423) using bare hands and an infinite number of charges. Additionally, when a device that uses a power source such as a Stun Baton (SR5 422) is held with bare hands, the device regains charges as if plugged in to a power source. Partial Credit: /r/ALightInTheDark # Martial Arts #### All officially published Martial Arts and Martial Arts Techniques can be found in Run & Gun p128-141. ## Martial Art Styles ### DRAGON [APPROVED 3.0] **Available Techniques:** Clinch, Coiling Dragon, Counterstrike, Flowing Dragon, Yielding Force (Counter Strike, Throw), Throw.
An unconventional yet effective fighting style based on grapples and counters discovered from mimicking the movements of an eastern dragon, this style was invented by an anonymous, Yakuza made man who fought his way to a top position within his clan. It is unknown how his fighting manual made it into the matrix. His unique style of fighting offers some interesting self discovered techniques, not available to traditional martial arts. ## Martial Art Techniques ### AKIMBO **Styles available to:** Gun Kata, The Cowboy Way.
You can shoot two one-handed firearms (any type of pistol, taser, revolver, machine pistol or SMG) in tandem. Both guns must be fired in the same firing more (SS/SA/BF/FA), using the same action. Both guns must expend the same amount of ammunition, but only your main hand weapon inflicts damage. Defense penalties remain unchanged, as if using a single weapon to make the attack. Eg: a -5 defense penalty from a Simple Action full-auto attack still remains the same and doesn't become -10 because of two weapons expending the same amount of ammo. Double the amount of recoil, but combine the recoil compensation of both guns to determine final recoil compensation value. While dual wielding in this manner your main hand firearm gains +1 DV and +1 accuracy. You can learn this technique twice, for a maximum of +2 DV and +2 accuracy. ### COILING DRAGON [APPROVED 3.0] **Styles available to:** Dragon.
**COMPLEX ACTION**
Once you've landed a blow, you intend to keep them right where you've got them. Like a coiling eastern dragon, whose maw and claws rips into flesh even as it constricts its prey. After successfully landing an unarmed attack, you can spend 1 point of Edge to also treat that attack as a Subdue action (SR5 195). The opponent takes damage and is also subdued in the same action, if your Strength + net hits on your attack exceeds your opponent’s Physical limit. ### ETHERNET STRIKE [APPROVED 3.0] **Styles available to:** Aikido, Ninjutsu, Wudang Sword.
**Requires:** Either the Skinlink echo (DT 59), or an Implanted cyberdeck (SR5 452) with an Induction receiver (DT 65), or a Weapon form cyberdeck (DT 62) with an Induction receiver.
**COMPLEX ACTION**
Make an unarmed or melee touch attack (SR5 187). You may target a drone, vehicle or a creature. Attacking a creature requires a Called Shot. On the creature, you can attack a piece of worn or carried gear (imposes a -4 called shot penalty), or a piece of exposed cyberware (imposes a penalty as per "Location, Location, Location" rules in RG 112). The
melee/unarmed attack itself does no damage. However, on a success you can make a single Brute force or Data spike against the target as part of the same Complex Action. The target resists the matrix attack as normal.
### FLOWING DRAGON [APPROVED 3.0]
Styles available to: Dragon.
INTERRUPT ACTION (-5 Initiative Score)
Often mistaken for an Adept power, this elusive technique allows one to redirect incoming melee or unarmed attacks towards another adjacent target, who is not the attacker. The character makes an Unarmed Combat + Reaction [Physical] test vs the incoming attack. If the character gets any net hits, they avoid the attack and can instead redirect it towards another target within melee range of the character with net hits equal to that of the original attack + any net hits by the character. The new target may defend against the redirected attack but at a -2 penalty due to the unexpected turn of events. If the redirected attack hits, the new target takes damage equal to the original attack’s DV plus net hits.
MOUNTAIN STANCE [APPROVED 3.0]
Styles available to: Boxing (classic style), Tae Kwon Do, Wrestling (sumo style).
This technique teaches how to use one’s weight and center of gravity effectively to avoid getting knocked or pinned down. Each time this technique is learnt, increase your Physical limit by 1 for purposes of resisting knockdown (SR5 194) or being subdued (SR5 195), up to a maximum bonus of +2.
ROLLING SNAKE [APPROVED 3.0]
Styles available to: Jujitsu, Krav Maga, Wrestling (MMA style).
This technique teaches how to use one’s agility and leverage against their opponents center of balance, allowing for easier grappling. Each time this technique is learnt, your unarmed attacks reduce the target’s Physical limit by 1 when determining Subduing (SR5 195) or attempts to escape from it, up to a maximum reduction of 2.
SWEEPING HOOK [APPROVED 3.0]
Styles available to: Boxing (brawler style), Capoeira, Muay Thai.
This technique teaches how to put one’s own weight behind their attacks allowing one to power through their opponent’s balance and knock them prone. Each time this technique is learnt, add +1 to your Strength for only determining Knockdown (SR5 194), up to a maximum bonus of +2.
Qualities
Expanded Mastery Qualities
Apart from the rules of Mastery Qualities (FA 30-31) These are additional rules for Expanded Mastery Qualities:
Mastery Qualities are always Positive qualities. Their karma cost does not double after character creation.
Unlike Mastery Qualities in Forbidden Arcana, Expanded Mastery Qualities don’t necessarily require a Magic rating. While there are mastery qualities for Awakened, most of the listed mastery qualities can be taken by anyone as long as they meet the minimum requirements, even if they are mundane or technomancers.
Expanded Mastery Qualities cannot be exchanged with spells.
BEAST BOND
Cost: 15 Karma
Minimum Requirements: Animal Handling 6.
You have a loyal pet and you have spent a lot of time training it so you can now act as a much more effective team. You must spend a number of days emotionally bonding with a trained critter equal to its Willpower. Once you have emotionally bonded, the pet gains the following benefits:
When you roll initiative, your bonded pet may use the same number as you rolled for their initiative.
For every rank in Animal Handling you possess, your bonded pet may learn one additional trick of your choice. The threshold for teaching new tricks (Step 5: Training) (HS 184) is also reduced by 1.
You may use Protecting the Principle (RG 125) on your pets without costing an edge. All other rules and restrictions for Protecting the Principle apply.
Benefits granted by your ranks in Animal Handling doesn't take into account the Improved Ability Adept power (SR5 309) or any augmentation that adds ranks in Animal Handling. Only base skill ranks trained with karma and time. This quality does not work if the animal is being rigged into. You can only have a single bonded pet. If you attempt to bond with another pet, your bond with any previous pet breaks and you lose all benefits. Your bond also breaks if the pet dies.
DEDICATED ALCHEMIST
Cost: 10 Karma (Aspected Mage or Enchanter: 5 karma)
Minimum Requirements: Magic 1 and access to Alchemy skill.
Characters with this quality must completely forfeit the use of the Spellcasting and Ritual Spellcasting skill. However, they may still use any existing ranks in said skills as Knowledge skills. In exchange for this, characters gain a new spell as an alchemical preparation (SR5 305), every time they raise their Alchemy skill and the Karma cost for learning new alchemical preparations is reduced by 1. Characters with this quality also receive a free alchemical preparation for every rank they already possess in the Alchemy skill at the time of purchase of this quality, including character creation. Specializations count as a skill rank for purposes of free alchemical preparations, but the preparation must be from the same category as the specialization. Aspected mages who are able to learn skills in the Enchanting skill group and Enchanters automatically meet the requirements for this quality. This quality is incompatible with Dedicated Conjurer (FA 36).
FLEXIBLE SPELLCASTER [APPROVED 3.0]
Cost: 15 Karma
Minimum Requirements: Arcana 7, Alchemy 6, Spellcasting 6, Magical Theory 6 (academic or street).
Through your research and practice of magic you have understood that both spells and alchemical preparations and similar fundamental roots but a different execution. You can use a learned spell to cast an alchemical preparation and vice versa; regardless whether the spell was learned as an alchemical preparation or a spell. However, doing so increases the drain of the spell or alchemical preparation by 2.
GUNSLINGER
Cost: 10 Karma
Minimum Requirements: Pistols or Automatics 6 and Akimbo martial art.
"Double the gun, Double the fun." You've watched way too many trids and matrix games about dual wielding guns. In reality, this is a clumsy and ineffective fighting style, but after all these years of careful observation you seem to have figured it out.
You can shoot two one-handed firearms (any type of pistol, taser, revolver, machine pistol or SMG) in tandem. Both guns must be fired in the same firing more (SS/SA/BF/FA), using the same action. Both guns must expend the same amount of ammunition, but only your main hand weapon inflicts damage. Defense penalties remain unchanged, as if using a single weapon to make the attack. Eg: a -5 defense penalty from a Simple Action full-auto attack still remains the same and doesn't become -10 because of two weapons expending the same amount of ammo. Double the amount of recoil, but combine the recoil compensation of both guns to determine final recoil compensation value.
While you are dual wielding guns and you meet the above criteria. You can make a Complex Action attack (eg: long burst / semi-auto burst, complex full-auto fire or suppressive fire) using a Simple Action.
IN MY IMAGE
Cost: 5 Karma
Minimum Requirements: Animal Handling 4.
You are able to form deeper and more long-lasting connections with creatures that are similar to you. Whether by sharing your spirit or simply investing more deeply into your new best friend, you impart a little of what makes you you to this creature. This quality cannot be bought more than once per critter and must be bought separately for each critter. The bonus you gain depends on whether you are Mundane, Awakened or Emerged.
Mundane: Any one critter that you own gains one positive quality of 10 karma or less that you also possess (excluding metagenic qualities). This must be a quality that is reasonable for the critter to have and does not allow the critter to do anything it normally could not (Eg: A critter with the Bilingual quality still cannot speak, but can understand commands in both languages).
Awakened: Any one paracritter that you own gains a single adept power point. They cannot discount the cost of powers by any means. These must be powers that are reasonable for the critter to have and do not allow the critter to do anything it normally could not (Eg. A critter with the Linguist power still cannot speak, but can understand commands in all languages it learns). If you are an Adept, this paracritter can also be turned into an attuned animal (SG 123) and thus becomes eligible for the Empower ritual (SG 128).
Emerged: You may tame and own a single technocritter. You must teach it any and all tricks yourself. Treat an emerged technocritter as an undomesticated paracritter for training purposes. Technocritters do not respond to mundane training methods, and you gain no advantage from training equipment. Instead, the Host Emulator complex form is treated as the training equipment for a technocritter. Technocritters cannot be purchased and must be caught in the wild. Work with your GM on an interesting mission to capture and tame a technocritter that your GM will allow.
KEYBOARD WARRIOR
Cost: 10 Karma
Minimum Requirements: Cybercombat 6.
Some say you are all talk and no action and that you can only talk big behind an AR keyboard and screen. They call you just a matrix tough guy. Thing is, in the Sixth World, being fast with a keyboard with an aggressive attitude can be a deadly combination. The hacker may make a single Brute Force (SR5 238) matrix action on each of their Action Phases as a Simple Action while decking in AR. When Brute Force is used in this manner, the target will be alerted of the attempt regardless of success or failure.
LASER COMMANDER
Cost: 12 Karma
Minimum Requirements: Directed Energy 6 with Laser Weapons specialization.
Pew pew! You have tinkered and altered your laser weapons in a way so they are a lot more deadly and effective:
Laser weapons used by you don't lose their DV due to distance or visibility conditions.
After you successfully attack a target with a laser weapon, each consecutive successful attack on the same target increases the DV of the weapon by +1 per attack (eg: +1 DV on your 2nd attack, +2 DV on your 3rd and so on), up a maximum extra DV equal to your ranks in the Directed Energy skill. If you miss an attack, stop attacking for consecutive Initiative Passes or split your dice pool to attack multiple targets (SR5 196), you lose this benefit.
MORPHINE MASTER [APPROVED 3.0]
Cost: 6 Karma
Minimum Requirements: First Aid 6.
You are specialized in the concoction and administration of powerful painkillers. Make a First Aid + Logic [Mental] test while expending a full box of Medkit Supplies (SR5 450). Every 2 hits allows you to target one subject with a biological system (including yourself) with a potent dose of painkiller. It takes 1 minute per subject to administer the painkiller. At the end of treating all subjects with the painkiller, each subject benefits from the High Pain Tolerance 3 quality (SR5 74), for 1 hour. The High Pain Tolerance 3 gained this way stacks with other sources of High Pain Tolerance or Pain Resistance.
PAIN TRAIN
Cost: 8 Karma
Minimum Requirements: Running 4.
Perhaps you were a college athlete or a natural born sprinter. But there is an undoubtable power in your leg muscles that make you run like a freight train and when you hit someone with all that momentum, it's like the pain train. Choo choo, motherfragger!
You move an extra 2 meters per hit on Sprinting tests (SR5 162) (ie: 3m per hit for dwarves and trolls. 5m per hit for elves, humans and orks). Additionally, when you Sprint, you can make a melee attack at the end of your movement as part of that same action (Charging/Running bonuses apply).
PULL YOUR PUNCHES
Cost: 5 Karma
Minimum Requirements: 5 ranks in any Close Combat or Melee skill.
You're so accustomed to friendly matches and spars that you know how to effortlessly ensure that your swings knock your opponents out without doing any lasting damage.
When dealing stun damage with an unarmed or melee attack, you can take a -4 dice penalty to your attack to ensure that the damage never overflows into the victim's physical condition monitor. This quality does not apply when physical damage is converted to stun by armor. Your original DV must be stun.
Positive Qualities
AVERAGE JOE
Cost: 2, 4 or 6 Karma
Prerequisite: Mundane.
2 Karma: Normalcy is sometimes underrated. For denizens of the Sixth World, it can be surprising how comforting being a relatively adjusted person is when it comes to dealing with other people. Your nonplussed approach to a lightly augmented, very mundane lifestyle gives you a little social clout that you may not even realize. At the 2 Karma Level, for every 2 points of Essence you have, you increase your Social Limit by 1.
4 Karma: Physical training goes a long way, and that's even more true when it's all you've got. In a world where Augmentation and Magic have changed the game for athletes all over the Sixth World, this has led to an increase in training programs and alternatives for the average person. You're incredibly focused and talented in your chosen physical activities. Yoga, Crossfit, flexibility training, whatever it is you're doing, keep doing it! At the 4 Karma Level, you retain all the benefits of the previous level. In addition, for every 2 points of Essence you have, you increase your Physical Limit by 1.
6 Karma: You were born smart, and you've developed that intellect into a finely honed tool. You may be an unusually talented detective or a world-class codebreaker, but you've always come to it naturally. No one knows if it's the lack of outside influence from the manasphere, resonance, or cybernetic connection, but you probably aren't itching to find out, and you're probably tired of taking the Adept proficiency testing. At the 6 Karma Level, you retain all the benefits of the previous levels. In addition, for every 2 points of Essence you have, you increase your Mental Limit by 1.
BASELINE BIOLOGY
Cost: 4 Karma
Prerequisite: Mundane without any metagenic qualities.
Palliative care is a lot more effective when your biology is well understood. The doc (auto or regular) doesn't have to worry about a host of implants, weird genetic expressions, metagenic variation, cellular essence concerns, etc. It's easier to patch you up and care for you in the long term.
You don't suffer the "Patient has Implants" penalty from the Healing Modifiers Table (SR5 208) when you are receiving healing from any source. Additionally, First Aid tests done on you don't require a threshold of 2 before you can start healing.
BETTER LUCKY THAN GOOD
Cost: 4, 6 or 10 Karma
Prerequisite: Mundane.
You are incredibly lucky in specific circumstances, so much so that you can often rely on it to perform tricks others might think of as Superhuman. Things just seem to fall into place for you easier than others, and the things you are skilled at come with an ease that surprises even your awakened allies.
4 Karma: Whenever you use an edge on a dice roll, you gain +2 dice and +2 Limit to that edged roll. If you use edge on Blitz (SR5 56), the +2 dice bonus is treated as a flat +2 bonus to your initiative instead.
6 Karma:You have all the benefits of the previous level but the bonuses are increased to +3 dice and +3 Limit. If you use edge on Blitz, the +3 dice bonus is treated as a flat +3 bonus to your initiative instead.
10 Karma: You have all the benefits of the previous levels but the bonuses are increased to +4 dice and +4 Limit. If you use edge on Blitz, the +4 dice bonus is treated as a flat +4 bonus to your initiative instead. Additionally, when you burn edge to Smackdown (SR5 57) you automatically succeed on your action with 8 net hits instead of 4.
CONCEAL, DON’T FEEL
Cost: 6 Karma
You've been taught your whole life to keep your emotions hidden. Even when you're in pain, you don't let it show. Whenever you make a Social test while suffering a wound penalty, you may make a Composure test with a threshold equal to your current wound penalty. On a success, you may make the Social test without suffering the wound penalty. On a failure, treat your wound penalty as 1 point higher for that test.
COVER SHOOTER [APPROVED 3.0]
Cost: 5 Karma
Whenever you anticipate or face combat the first thing that pops into your mind is "Take Cover!". Whenever you use the Take Cover action (SR5 166), any defense bonus gained from being in cover is increased by 1. Additionally, when you make any ranged attacks from cover, the Accuracy of your ranged weapons are considered 1 higher.
However, you have become so accustomed from being in cover that standing out in the open makes you more vulnerable. Whenever you are not in cover, you take a -1 die penalty to all your defense tests.
CRASH TEST DUMMY
Cost: 12 Karma
What doesn't kill you makes you stronger. One too many volunteer work for dubious automobile testing has oddly made you resilient to crashes, like some kind of living crash test dummy.
Whenever you would take damage from crashing a vehicle you are driving manually or in AR, reduce the crash damage you take by 25% (rounded down) before you make your damage resistance test. In addition, when this quality reduces the damage you take from a crash, you don't need to make a Composure test to resist mental trauma from that crash.
DESIGNER BABY
Cost: 10 Karma
Prerequisite: Mundane with either Records on File (RF 158) or SINner [any level] (SR5 84).
The character has had genetic modifications done on them during their embryonic life. It may have been by their parents who wanted a designer baby or maybe as a part of some science experiment. Whatever may be the reason, the character's genome is malleable and easily integrates with foreign genes. All Genetech (CF 155-166) costs 10% less essence (retroactive) and 20% less nuyen on purchase. This discount doesn't stack with any other source of nuyen discount. This quality can only be taken during character creation and is incompatible with the Gifted Genetics quality.
DON’T TELL ME THE ODDS
Cost: 8 Karma
Prerequisite: Mundane with 6.0 Essence.
Others hear the word "impossible" and back away, but you have a habit of taking it as a challenge. Once per run, you can choose to use Push the Limit and Second Chance (SR5 56) edge actions on the same roll. You still expend edge as normal for both. The Second Chance reroll does benefit from exploding 6s if done after Push the Limit. This quality is incompatible with Prototype Transhuman (CF 54).
FORTUNE FAVORS THE BOLD
Cost: 15 Karma
Prerequisite: Mundane with 6.0 Essence and at least 5 Edge at the time of purchase of this quality.
Luck is a fickle mistress. It gives and it takes away. But when you are bold enough to pay the price and keep going, even the scales rig themselves in your favor. After you burn one or more points of edge, the next point of edge you buy will cost 5 karma regardless of its actual cost. This quality is incompatible with Prototype Transhuman (CF 54).
FULL-AUTO EXECUTIONER
Cost: 5 Karma
Clean, instant executions exist only in spy trids. You know that in the real world, people don't die easily; you need to strike hard while you have the chance! So why use one bullet when you could use many?
When attacking a target that does not get a defense test with a full auto firearm attack at short range, you deal increased damage. For every 2 net hits on your attack increase the damage by an additional +1DV. If the target is further than 15 meters, this quality does not apply, even if that would place them within short range for your weapon. This quality does not apply against barriers.
GIFTED GENETICS
Cost: 5 Karma
Prerequisite: Mundane.
Gene mods have been around for some time and it's possible that parents sometimes pass on exotic genetic implants into their children. This quality allows the character to have a single Gene Mod from either Phenotype Adjustment (CF 157), Exotic Metagenetics (CF 158), Transgenics (CF 160), Environmental Microadapation (CF 163) or Complementary Genetics (CF 165) without costing any essence. The character must still pay for the gene mod and is subject to availability during character creation. This quality can only be taken during character creation and is incompatible with the Designer Baby and Prototype Transhuman (CF 54) qualities.
GUARDIAN [APPROVED 3.0]
Cost: 3 Karma
You have mastered the ability to bodyblock and protect others from incoming attacks. Perhaps you are an experienced bodyguard or maybe you have seen one too many superhero movies. Protecting the principle (RG 125) no longer costs an edge.
HERETIC
Cost: 8 Karma
Prerequisite: Must be able to summon spirits.
Select a player-available magical tradition other than your own and replace one of your tradition's spirits with the selected tradition's equivalent (Combat, Detection, Health, etc). The spirit must be summoned in the manner of the selected tradition and is treated as if it were summoned by a magician of the selected tradition. However, your astral signature is still attached to it. This means that you must resist drain with the attributes of the selected tradition, not your own. Whether this spirit has the Materialization or Possession, power is determined by the selected tradition.
Gain 1 point of Notoriety that cannot be removed while you have this quality. Members of either tradition might react negatively to your status as a heretic or appropriation of their methods. Characters with this quality are unable to group initiate or partake in rituals with others awakened. This quality can be removed as if buying off a negative quality (ie: at the cost of 16 Karma), in which case the selected spirit is replaced by the original spirit for your tradition.
INTELLECTUAL LIAR
Cost: 10 Karma
Those with social grace always seem to know how to mislead people. You don't have that grace, but what you do have is the ability to conceptualize and analyze the quality of a 'creative truth,' allowing you to approach the problem from a different angle. Use the lower of Intuition or Logic to replace Charisma for Con tests. You cannot use the Seduction or Fast talk specialization while using this quality.
LET ME MAKE IT CLEAR
Cost: 8 Karma
While others might try to seem scary when interrogating a target, you don't even have to try. A calm explanation of the consequences of disobeying you is usually all it takes. When threatening to harm a captured, outnumbered, or otherwise vulnerable character, you can substitute Logic in the place of Charisma for the purpose of Intimidate tests.
LIKE A TERMINATOR
Cost: 10 Karma
Prerequisite: Mundane.
There is something about being cybered out that can unnerve people. You just happen to know how to capitalize on it. For every full point of Essence missing, you get +1 dice to Intimidation tests if you can make your cybernetic nature obvious (flexing some muscle replacements, taking apart your arm to reveal the shotgun inside, etc). So the next time you say "I need your clothes, your boots, and your motorcycle" to some ganger, you know they'll immediately comply.
LIKE THE BACK OF MY HAND
Cost: 8 Karma
Prerequisite: Mundane.
Nobody knows your chrome like you do. It is who you are. All that cyber technology knowledge went in one ear and out the other, but how hard can it be to do some of your own customizing on your own body?
Once per day, you can change the skill of your Cyberlimb Optimization (CF 87). This process takes 1 hour per limb. The total time to change all your Optimizations can be shortened with a single Hardware + Logic [Mental] check. Every hit shaves off 20 minutes from the total time to a minimum of 20 minutes. You can also, at the cost of one Edge, change the skill of all your Cyberlimb Optimizations with a single Simple Action. This will not count towards the cap of 1 change per day. The strain of this will cause 1P damage per full cyberlimb (max 4P), resisted by Body.
In either case, the limbs stay this way until you go to sleep, change your cyberlimb optimization or reboot your cyberlimbs; at which point they will automatically revert back to their original skill.
MENACING PRESENCE
Cost: 8 Karma
You are one big, strong, mean looking fragger and you make sure everyone knows it. Whether or not you are capable of a truly intimidating conversation, your very presence can cause people to drek their pants. The fact that you can follow up on your threats and snap their necks, further reinforces the idea that you are not to be fragged with. Instead of Charisma, you can use the lower value between your Body or Strength for Intimidation. Use average Strength in case of using cyberlimbs.
PLASTIC SOUL
Cost: 10 Karma
Prerequisite: Mundane with Biocompatibility (CF 54).
None can really take advantage of 'ware as well as normal folk. Awakened and Emerged lose their power, but your average joe that didn't win the universal lottery? They only gain it. You've installed so much ware into yourself that there's barely anything of "you" remaining. Whether it's through adaptation or the fact that you've got much less to lose than the non-mundane folk, your body has grown exceptionally accustomed to any form of intervention. You also gain the benefits of Biocompatibility (Bioware) if you have Biocompatibility (Cyberware) and vice versa.
POLYMATH
Cost: 8 Karma
Prerequisite: Mundane with Jack Of All Trades, Master of None.
You don't have to be born with Magic or Resonance to be special. Sometimes lack of all these fancy stuff can give you more time to expand on your skillset and skills do pay the bills Chummer. You do not suffer the increased Karma cost for raising skills above Rating 5 due to having the Jack Of All Trades, Master of None quality (RF 147). This quality is incompatible with Specialist.
SPECIALIST
Cost: 7 Karma
Prerequisite: Mundane.
You're gifted when it comes to learning the fine details of a skill or trade. Your single-minded focus on learning the ins and outs of a topic has paid off big when it's time to nerd out over something. You learn niche details and applications of your pursuits with ease. All specializations after the first one in a given skill costs 3 Karma instead of the usual 7. This quality is incompatible with Jack of All Trades, Master of None (RF 147).
TACTICOOL MALL NINJA
Cost: 6 Karma
Some people look good in casual, others in formal, yet others have a flair for some of the absurd fashion in the Sixth World. For you fashion, begins and ends at the military surplus store. Whether it's tactical black or camo, you can pull it off with ease. This allows you to impress people who don't know much about combat, but your antics have no effect on people who are experienced in combat apart from getting sighs and eyerolls from them
As long as you are dressed in a "Tacticool" way, you gain a +2 dice bonus to all Social interactions with non-combat personnel. Your GM has the final say whether you are looking Tacticool or not but the look generally involves wearing multiple pieces of military gear such as visible firearms with multiple attached accessories, full body armor or other combat armor, tactical goggles, military helmets, ballistic masks, gear access or holsters everywhere, etc. This quality is incompatible with Thousand-Yard Stare (SL 181).
UNCOMMON SENSE
Cost: 1 Karma
You are used to spending time watching videos about the origin of memes or how much rolls of toilet paper can fit into a Nissan Jackrabbit. You are known for your Uncommon Sense (and probably mostly useless knowledge). Once per run, you can get pretty useless but fun or interesting information from your GM.
WORKED FOR THE MAN
Cost: 1 Karma per Rank (Max Rank 5)
You have done some work for the man in your early Shadowruns and the work experience has honed you into the professional you are today. During character creation, you gain 4000¥ per Rank of this quality. This quality can only be taken during character creation.
Negative Qualities
BUGGY CYBERWARE [APPROVED 3.0]
Bonus: 2 Karma per Rank (Max Rank 4)
Prerequisite: At least one piece of cyberware.
Your cyberware has some kind of hardware fault that causes it to emit a low level electromagnetic noise. For each rank of this quality that you have, your cyberware generates 1 point of Noise that only affects you, your augmentations and your gear. This noise can be reduced normally by noise reduction. If your cyberware is removed, this quality must immediately be bought off in full. Buying off this quality assumes that you have fixed whatever hardware issue your cyberware had.
BUTTER FINGERS
Bonus: 10 Karma
They call you "butter fingers" because things always tend to slip between your fingers. No matter how hard you try you just drop them. People around you should try to ensure you are not carrying any sensitive or volatile equipment or maybe you should start wearing gecko gloves.
Whenever you attempt to Insert Clip (SR5 165), Reload (SR5 167), Throw, Catch or Quick Draw (SR5 165) anything or perform any similar action that requires fine handling of an object with your fingers (decided by your GM), make a Composure (3) test. On a failure, you drop the item near your feet potentially wasting an action. Gecko grips or slings don’t help you from not dropping stuff, you are that clumsy. Better be careful with live grenades!
DWARFISM [APPROVED 3.0]
Bonus: 6 Karma
You don't have to be a Dwarf to be born on the small side. Characters with this quality are on the small side of their metatype. They may suffer from actual SED (formerly called Dwarfism) or simply an extremely small version of their standard metatype.
Your size becomes one category smaller: Trolls become elf/human/ork sized, elves/humans/orks become dwarf size, dwarves become gnome sized. Your walking and running speed multiplier also reduces by 1 (ie: Walking becomes AGI x 1 and Running becomes AGI x 3 m/turn). This quality is incompatible with Neoteny (RF 121) or any other quality that modifies movement speed multiplier such as Satyr Legs (RF 118).
This quality can also be taken as a Metagenic Negative Quality (as part of SURGE) for the same karma bonus, but you cannot take this quality as part of both SURGE and standard. If taken as a standard non-SURGE quality, this can only be taken during character creation. In either case this quality can never be bought off. It's part of who you are.
GUN GREMLIN [APPROVED 3.0]
Bonus: 12 Karma
Prerequisite: 4 ranks in either Pistols, Automatics, Longarms, Heavy Weapons or Directed Energy.
You are that lazy bum who never cleans their gun or perhaps you like to make mefeed videos of torture testing your firearms as a "gun review" and then uses the same gun during a Shadowrun. If your gun was alive, it'd hate you with a passion! Whenever you engage in combat, at the start of the first Combat Turn and then every alternate Combat Turn (3rd, 5th and so on), roll a single d6. On a roll of 1, your gun jams or overheats. Unjamming or heat venting your gun takes a Complex Action.
MIND LIKE A SIEVE
Bonus: 2 to 6 Karma
You have experienced something which has caused major gaps in your memory. This could be anything from excessive exposure to Laés to repeated (or major) physical trauma. This manifests itself as a -1 penalty to all memory tests your make, for every 2 karma you gain. The quality can be taken up to three times, each time with a cumulative -1 penalty. You can ignore this penalty by spending a point of edge however you will not gain any other effects for it and you cannot spend more edge on this roll.
MUTE
Bonus: 5 Karma
Being deaf or blind cuts you off from the world. This quality cuts the world off from you. Due to a disease you've contracted, all manner of magical mishaps, or just plain shitty luck, you do not have a functional vocal apparatus. You are unable to make any tests involving speech, and cannot specialize in Speaking for any language. This also prevents you from using any voice based ability such as relevant adept powers, command based spells, etc.
POP CULTURE WIZARD
Bonus: 6 Karma
Prerequisite: Must have the Spellcasting active skill.
Most magicians get their magical training either from sources like universities, religious institutes, shaman lodges or for the less fortunate, from the streets. But you seemed to have picked up most of your "wizardry" from pop culture sources like trid shows, AR comics and tabletop RPGs. As such, you have formed an idea that to cast a spell, you need a traditional wizard wand or staff and must loudly chant some magical words.
You cannot cast spells without using a Fetish. The Fetish must take the form of a plainly visible wand, staff, spell book or some other equally visible pop culture arcane spellcasting item. If you lose the ability to cast spells, you must buy off this quality immediately.
SPRITE BLOCK [APPROVED 3.0]
Bonus: 8 Karma
Prerequisite: Technomancer.
You are unable to compile or register a particular type of sprite. This quality can be selected multiple times, each time for a specific type of sprite. Each time you pick this quality, choose a type of sprite. You cannot compile or register that sprite while you have this quality. This quality can only be removed after a foundation run to the resonance realms, to find out the problem and then paying the required amount of karma.
Positive Metagenic Qualities
When “Creating a Changeling” (RF 103), depending upon the class of SURGE chosen, characters get a balance of metagenic Karma to use in selecting Positive Metagenic Qualities and balancing them with Negative Metagenic Qualities below. More Positive Metagenic Qualities can be found in (RF 111).
ELECTROKINESIS
Cost: 5 Karma
Your body produces extra electrostatic energy. Everyone's hair always stands on end when you're nearby. You are immune to your own electrostatic energy. You can, however, harness this ability offensively. To strike an intended target, you can use a Complex Action to make a Ranged Attack using Agility + Directed Energy (Electrokinesis) [Physical], with a range of Body meters. Alternatively, you can use a Complex Action to make a melee attack using Unarmed Combat (Electrokinesis) + Agility [Physical]. Either type of attack causes electrical damage, with a DV of 8S(e) -5 AP plus net hits on your attack roll.
You can also use your innate electrostatic energy defensively. If you are grappled or subdued by someone, you can use a Simple Action to make a Unarmed Combat or Directed Energy (Electrokinesis) + Body [Physical] attack. The target grappling you cannot defend against this attack and must resist a DV of 8S(e) -5 AP plus hits (not net hits) on your attack roll. After using this quality to make an electrical discharge, you must wait for 15 minutes to recharge your energy before you can use this quality again.
ELEMENTAL AFFINITY
Cost: 12 Karma
House Rule: Not allowed for SURGE I or II.
You partially embody one of the four hermetic elements and your physical appearance reflects that. Perhaps your hair looks like fire, moss or wisps of air. Or maybe your skin bears markings, such as having earthen, crusty skin or sparkling, watery tattoos that move around. Or perhaps your eyes glow red like fire or sparkle blue with electricity. Usually changelings with elemental affinity bear such marks in multiple locations of their body that makes it easy to identify their nature. While effects aren't magical, the origins are and thus your mystical appearance. Choose one of the four elements: Air, Earth, Fire, Water. Electricity counts as Air, Acid counts as Earth and Cold counts as Water. You gain the following benefits:
You gain a +1 die bonus to all skill tests that involve your chosen element.
Whenever you deal damage with your chosen element, increase the damage by +1DV.
You gain a +1 die bonus to damage resistance tests when resisting damage that is the same as your chosen element.
In addition, you gain the following benefits based on your chosen element:
Air: You can hold your breath for 90 seconds (30 Combat Turns) before needing to make any tests, instead of the usual 60 seconds (20 Combat Turns) (SR5 137). You also gain a +1 die bonus to all Fatigue tests (SR5 172) involving strenuous activity. This ability does not stack with Lung Expansion (CF 159).
Earth: You gain +1 die bonus to your Body when making damage resistance tests.
Fire: You don't suffer the secondary effects of Fire damage.
Water: You gain a +1 die bonus and +1 Physical Limit bonus when swimming. Your swimming speed also increases to 200% of normal.
However, having affinity with a single element puts your body at elemental imbalance. You also suffer the following penalties:
You suffer a -1 die penalty to all skill tests that involve the other elements.
When you suffer elemental damage from any of the other elements, increase the damage by +1DV (before damage resistance test).
FLUFFY FEATURES [APPROVED 3.0]
Cost: 8 Karma
You have developed features traditionally associated with cute and fluffy things, whether it's like a cat, dog, bunny or a fluffy moth. Something about you makes people view you with puppy dog eyes; they want to pet you, touch you or nuzzle you. Any features you choose to display are cosmetic only and provide no mechanical benefit unless an appropriate quality is also chosen. You suffer a -3 modifier to Intimidation, but you gain a +2 modifier to Etiquette, Con and Negotiation tests made in a non-aggressive manner.
However, the +2 modifier comes at the cost of being spoken to like a cute snuggly animal. NPCs will want to pet you and refuse to take you seriously until you display hostility. If you refuse this or correct them, the +2 will immediately change to a -2.
FUNCTIONAL WINGS
Cost: 12 Karma
House Rule: Not allowed for SURGE I or II.
You have developed functional, full span wings. The wings can be feathery like a bird or leathery like a bat along with a few more physiological changes as part of your semi aerial adaptation. While they don’t allow for flight, the wings allow you to gently glide down from elevated positions. The wings can be folded close to the body when not in use.
As long as you are unencumbered or incapacitated, you can avoid Falling Damage (SR5 172) from any distance with a Gymnastics (Freefall) + Body [Physical] (2) test. If you succeed, you start gliding down. While gliding this way, you can choose to travel up to twice the distance horizontally that you fall vertically. In one Combat Turn, you fall 10 meters vertically and can move up to 20 meters horizontally. You must always be moving from a high point to a lower point. No gliding up!
Armor you wear needs to be specially tailored to accommodate for the wings, increasing the cost of all armor (but not armor accessories or modifications) by +50%. Characters with wings cannot wear armor with Chemical Seal (SR5 437). The wings cannot be hidden and characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123). This quality is incompatible with any other quality or modification that grants wings as well as Cyber Manipulators or Shiva Arms (RF 118).
SLIME GLANDS
Cost: 1 Karma
The character has developed cutaneous mucous glands. The character gains +2 dice bonus to Escape Artists tests. Additionally, when making defense tests to avoid being Subdued (SR5 195) or Clinched (RF 119) as well tests made to escape Subdue or Clinch, the character gains a +2 dice bonus. If the character has the Natural Venom quality (RF 117), the venom can be secreted as a Contact Vector Toxin via the cutaneous slime.
The character leaves slime wherever they go. Not a lot, but just enough to be noticeable and disgusting. Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123). Moreover, any test to Clinch, Subdue, Climb and maintain a grip on things is made at a -2 dice penalty. It's also almost impossible to not leave some genetic marker behind. Matrix Search tests and other tests to identify or locate the character is made with a +1 die bonus. This quality is incompatible with Dermal Alteration (RF 113) or artificial skin modifications, but is compatible with other natural skin modifications such as Dermal Deposits or Defensive Secretion (RF 114).
Negative Metagenic Qualities
These qualities are the price for those cool advantages of the Positive Metagenic Qualities. While these qualities are intended to be the dark side of SURGE, they can also be taken by characters looking for a little extra flavor from their character’s background, such as mysterious mutations or the side effects of gene therapies. See (RF 119).
BRACHYCEPHALIC SYNDROME
Bonus: 15 Karma
Characters with this quality have a nose similar to an old flat vid villain, snake or pug. Due to this deformity, they have trouble breathing, can't keep a partner for snoring and wheezing, and physical activity is more difficult for them.
The character takes a -2 dice penalty to all Physical Active Skills. The character also suffers an added -1 dice penalty to olfactory Perception tests. Finally, fatigue DV from running (SR5 172) is increased by a cumulative +1S, every time you make a fatigue resistance test for running. Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123).
CRITTER MAGNET
Bonus: 6 Karma
You would think that animals liking you would be a good thing. Well it's not! It's not like they just sit by you and chirp, meow, bark or whatever. They see you, and you are their best friend. They'll climb all over you, sit in your hair, your shoulder or rub against you. They won't leave you alone! So get used to it, Disney Princess.
Any non-hostile, non-aggressive critters that are within 10 meters of you are drawn towards you and want to snuggle. The critters will follow the character for 5d6 minutes or until either they are made hostile, they run away or they are killed. Don't expect these critters to reliably protect you in a fight. Small critters will run away if they get attacked or are otherwise frightened while large critters may go berserk and become hostile towards random characters (up to GM), which may include you if you are the attacker.
While undoubtedly adorable, the presence of the constant attention seeking animals is very distracting. For every critter that is enamored by you and is following you, it will inflict a cumulative die penalty to all your Skill actions that doesn't involve Animal Handling. The penalty depends on the size of the critter. -2 dice penalty per large critter (bear, big cat, bovine, moose, etc). -1 die penalty per medium critter (cat, dog, fox, etc) and -1 die penalty for every 5 small critters (rats, rabbits, most birds, etc). Pet critters that have been trained in at least one trick (HS 184) by you don't penalize your Actions. On the plus side, you gain +2 dice bonus to all Animal Handling tests made against non-hostile critters. This quality is incompatible with Critter Spook (RF 120).
DEMONIC FEATURES [APPROVED 3.0]
Bonus: 6 Karma
You have unfortunately developed multiple features that resemble demons as portrayed by many cultures. The features can be fangs, horns, wings, tail, etc. Whatever they may be, they are cosmetic only, and provide no mechanical benefit unless an appropriate quality is also chosen. Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123) as well as the effects of the Distinctive Style quality (SR5 80).
It also causes the character to suffer the Hostile (SR5 140) social modifier when encountering any religious NPCs. The NPC may outrightly refuse to deal with this character or even act with hostility. If drawn into combat, such people may attack the character first (to remove the apparent evil).
DIURNAL
Bonus: 4 Karma
A character with this quality has a short circadian rhythm. While most people are diurnal, they can still function at night. This character cannot. As soon as the sun sets, they start feeling sluggish and sleepy. All Mental attributes are reduced by 1 during night hours (after sunset, before sunrise) due to weariness.
DUAL NATURED
Bonus: 15 Karma
You may have had the genetic potential to awaken, or you may have some genetic drift from a dual-natured species, but for whatever reason, something went terribly wrong. You exist as a permanent dual-natured being. You do not gain a Magic attribute if you already lacked one. Hence if you are mundane, you still count as a mundane. Technomancers also retain their Resonance and still count as technomancers. You’re at best a magical oddity, and at worst a victim of astral threats. But you now possess the Dual Natured critter power (SR5 395) as an always on, permanent effect. On the bright side, you may train in the Assensing and Astral Combat skills with Karma as normal, if you could not previously. This quality by itself does not grant you the ability to use foci.
EXCESSIVE MOLTING
Bonus: 10 Karma
You shed your skin, scales, or fur with alarming regularity. The process is uncomfortable and happens during days least predicted. At the beginning of each run, you must make a Body (2) test to see if you start molting. If you fail this roll, you suffer a -1 die penalty to all skill tests for the length of the run due to discomfort of your skin slowly molting throughout the entire run. In addition, your skin requires special care and maintenance to avoid infections, increasing your lifestyle cost by +25%.
INTERMITTENT HIBERNATION
Bonus: 8 Karma
Your genetic template includes something that enters regular hibernation, unfortunately, that's crossed with your metahuman DNA, leading to a massive appetite and outrageous sleeping habits. You suffer a 10% increase in lifestyle costs, and lose one Downtime Slot (See Downtime House Rules) per month.
LIVING HAIR
Bonus: 4 Karma
Your hair is made up of tendrils, tentacles, snakes or some other wriggly things (up to you). It flows and moves like a living organism and while you have limited control over it, it also seems to have a mind of its own, acting involuntarily based on your subconscious.
Your hair can hold onto items but it has difficulty with fine manipulation. Apply a -6 dice modifier to any attempt at fine manipulation of an object with your hair, such as pressing a button, pulling a trigger or making an attack. Your Living Hair has an effective Strength and Agility equal to half the character’s unaugmented values (rounded down) and a Reach of -1. Living Hair does not provide any extra attacks. If you have the Natural Venom quality (RF 117), the venom can be administered via stinger cells at the end of your Living Hair as an Injection Vector.
Physical or emotional stress can cause your Living Hair to react unpredictably, forcing you to make a Composure (3) Test (SR5 152). Failing the test will cause the hair to lash out and try to attack anyone nearby (preferably the cause of the stress), injecting any venom if available. The hair doesn't suffer from the -6 dice penalty and has 6 ranks in Unarmed when making this attack. This can cause surrounding people to react negatively or with outright hostility.
Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123). However, when making an Intimidation test, you don't suffer from Freak Modifiers, instead you gain a +1 dice bonus as long as your Living Hair is fully visible. This quality is incompatible with any other natural or artificial hair modifications such as Feathers (RF 120) or Mood Hair (RF 121).
MUZZLE
Bonus: 4 Karma
Your nose and lips are much closer to that of an animal. Your jaws are elongated, making your mouth look like an animal muzzle. This slightly impedes your ability to speak, such as having difficulty pronouncing some words. Any Skill Test involving speech takes a -1 die penalty. Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123).
On the plus side, if you have the Fangs quality (RF 115), the Accuracy of your fangs improved by +1. This quality is incompatible with the bioware modification Muzzle (CF 121).
NECROTIC FLESH
Bonus: 8 Karma
You embody death and decay, creatures that feed on carrion regularly call you their home. You resemble something akin to a traditional, decomposing zombie with a stench of decay. Only the strongest of will and stomach can take more than a short conversation in your presence. Any person within conversation distance of you will need to take a Composure (2) test to remain in your presence. If they fail, they will move away from you out of disgust and you will suffer an additional -3 dice penalty to all Social tests against that person. Your necrotic flesh makes healing difficult as your own immune system fights off any attempts to heal. All Healing tests performed on you, including natural healing are done at a -3 dice penalty.
On the plus side, you feel less pain and can ignore two additional boxes of damage when calculating Wound Modifiers (SR5 169). Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123).
REPTILIAN AUDITORY APPARATUS
Bonus: 5 Karma
The character no longer has earlobes common to metahumans. Instead, their auditory organs formed like those of a lizard. They cannot wear eyeglasses, for they have no ears upon which to rest the temples. However, a metahuman is not a lizard and though the hearing of a reptile is generally known to be rather good, it doesn't translate well for the character.
Any test involving hearing takes a -3 dice penalty. The character's hearing cannot be repaired or corrected (even with cyber ears) due to the internal differences of a normal metahuman ear and the character's. Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 124).
SPIRIT BLIGHT
Bonus: 10 Karma
For some reason, you are an anathema to all spirit kind. Similar to Spirit Bane (SR5 85), a character with this quality really pisses off spirits, of all kinds. Any spirit within five meters of the character, that has not been summoned by them, reacts with hostility towards the character. Spirits will always use lethal force against characters with the Spirit Blight quality.
A character with this quality has a difficult time summoning or binding spirits and in combat an opposing spirit will seek her out and attempt to destroy the character first. The character suffers a -2 dice pool modifier to summon or bind spirits. If the character tries to banish a spirit, the spirit receives a +2 dice pool modifier for resisting their attempt. Spirit Blight is compatible with the Spirit Bane quality and the penalties stack.
STUBBY LEGS
Bonus: 10 Karma
Instead of normal leg length, the character has stubby legs resulting from skeletal dysplasia. The character suffers a -1 penalty for the Athletics skill group. Additionally, their movement speed is halved. This quality is incompatible with any other quality that modifies movement speed.
TRANSLUCENT SKIN
Bonus: 10 Karma
This is like albinism, but worse. Instead of a simple lack of pigment, the skin is translucent. The veins of the character are clearly visible, giving their skin a blue tint. Like an albino, their skin and hair have a complete lack of pigment, resulting in pink or crystal blue irises and bright red pupils with pure white hair.
They face a Weak Glare penalty (SR5 175) to all actions when working in regular indoor lighting or an overcast day, and a Moderate Glare penalty when working on a sunny day. All other Glare modifiers are increased by one level. Normal compensation methods work to mitigate the modifiers.
Due to the lack of protective pigmentation, they suffer sunburn more quickly and harshly. Halve the duration between resistance tests when exposed to the sun for extended periods and increase the base DV by 1 as per the Sunburn rules (RG 147).
Characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123). This quality is incompatible with Albinism (RF 151) or any other natural or artificial skin modification.
VESTIGIAL WINGS
Bonus: 10 Karma
Instead of functional wings, you have developed vestigial wings. The wings can be feathery like a bird or leathery like a bat. They don't have any mechanical benefits and are instead shriveled up, crooked structures that are more of a hindrance that get in the way. They are very sensitive and easily damaged, causing significant pain due to intact nerve endings. You suffer a -2 dice penalty when resisting damage to the torso from Called Shots such as Shoulder/Upper Arm, Sternum (RG 114) and Vitals (SR5 196).
Armor you wear needs to be specially tailored to accommodate for the wings, but since your wings are small and shriveled, this does not increase the cost or availability. Characters with wings cannot wear armor with Chemical Seal (SR5 437). The wings cannot be hidden and characters with this quality will normally incur social modifiers (Freaks sidebar, RF 123). This quality is incompatible with any other quality or modification that grants wings as well as Cyber Manipulators or Shiva Arms (RF 118).
Shapeshifters [APPROVED 3.0]
CERVINE
Priority Cost: 10 Karma
Karmagen Cost: 110 Karma
Special Atts: A(7), B(5), C(3)
Deer shapeshifters can be found all over the world in different types of habitat, from savannah to deciduous forests and even tundra regions. Cervid shifters in North America range largely from sitka deer to elk and moose. They are generally found in boreal forests with colder climates, most common in the northernmost part of the UCAS and farther. The majority of Cervid shifters find comfort in tight knit groups that travel together. Cervidae come in many shapes and sizes and their metahuman forms run the gamut of metahumanity, with dwarves being the rarest.
CROCODILIAN
Priority Cost: 20 Karma
Karmagen Cost: 160 Karma
Special Atts: A(4), B(2), C(0)
Crocodilian Shifters first became popular when a member of "Crunch Time", an alligator shaman group determined to protect the everglades, went and turned into one on an attack on a Shiawase research center built too close to the glades. Before then, there were only unconfirmed reports of alligator shifters in South America. Crocodilian shifters can range from alligators to crocodiles to gharials.
PACHYDERM
Priority Cost: 30 Karma
Karmagen Cost: 170 Karma
Special Atts: A(4), B(2), C(0)
Pachyderm shifters range from rhinos to hippopotamus and even small elephants. They are found in savannah and tropical regions of the world, primarily in Africa and parts of Asia. Needless to say, they are very well built and tough. Due to their naturally large size, they can only assume the metahuman form of a troll.
SHAPESHIFTER ATTRIBUTE TABLE
Shifter
Bod
Agi
Rea
Str
Cha
Int
Log
Wil
Edg
Mag
Ini
Cervine
1/6
3/8
1/6
1/6
1/6
2/7
1/5
1/4
1/5
1
+2d6
Racial Traits: Goring Horns (RF 115), Low-Light Vision, Shift (Metahuman Form), Uneducated, Movement (x2/x5/+3m).
Crocodilian
5/10
1/6
1/5
6/11
1/3
2/7
1/4
1/5
1/5
1
+1D6
Racial Traits: Bark Skin (RF 113), Cold Blooded (RF 120), Low-Light Vision, Natural Weapon (Bite: DV (Str +5)P, AP -3, Reach 0) (Tail: DV (Str)S, AP 0, Reach 1), Shift (Metahuman Form), Uneducated, Movement (x1/x3/+1m), Swim (Str x2/+4m).
Pachyderm
7/12
1/5
1/5
8/13
1/4
1/5
1/4
1/5
1/5
1
+1D6
Racial Traits (All): Low-Light Vision, Shift (Metahuman Form: Troll)*, Uneducated, Movement (x1/x4/+2m).
Elephant: Larger Tusks (RF 116), Proboscis (RF 117), Rhino Hide (RF 114).
Hippo: Natural Weapon (Bite: DV (Str +4)P, AP -2, Reach 0).
Rhino: Goring Horns, Rhino Hide.
* = Pachyderm shifters can only buy Troll or troll metavariant as their metahuman form, at the usual Karma cost.
Social Maneuvers
DEMORALIZE
You make a statement that utterly demoralizes the enemy. As a Complex Action, make an Intimidation + Charisma [Social] test. Any number of enemies you target that can see, hear and understand you, must resist with an Intimidation + Willpower [Social] or Composure (SR5 152) Test (their choice). For every net hit you get on an enemy, they lose 1 Initiative Score. Multiple uses of Demoralize don’t stack in a single Combat Turn, only the highest penalty applies.
DISTRACT
You distract a single enemy causing it to make a mistake or allowing an ally to capitalize on an opening. As a Complex Action, make a Con or Performance + Charisma [Social] resisted by a Con + Charisma [Social] or Composure Test (their choice), of a single target. Any net hits you get acts as a negative dice modifier for the target’s next skill or defense test (whichever comes first) before the end of the current Combat Turn. Distract only works if you and the enemy can see, hear and understand each other. Multiple uses of Distract don’t stack, only the highest penalty applies to a given test.
ROUSE
As a Complex Action, spend a point of Edge and make a Leadership + Charisma [Social] (4) test. On a success, choose one ally who has accepted you as their leader. You must be able to see and hear each other. Before their next Action Phase, the ally can have a single dice roll they make, benefit from Push the Limit (uses your Edge attribute for bonus dice) or Second Chance (SR5 56). The ally cannot spend their own edge on a dice roll that benefits from Rouse.
Skydiving
Making the Jump
Skydiving involves making two Gymnastics (Freefall) + Body [Physical] tests, One for Parachuting and the other for Landing. Both tests can be teamworked if multiple people are skydiving together, in which case only the team leader makes the final skydiving test. Several factors modify the dice pool for this test.
SKYDIVING DICE POOL MODIFIERS TABLE
Condition
Modifier
Teamwork*
+dice = total hits on teamwork (up to skill ranks)
Tandem jump*
-2 dice
Using improper equipment
-2 dice
HALO jump (Jumps at or over 30,000 feet)
-2 dice
LALO Jump (Jumps at 1500-5000 feet)
-2 dice
Active DNI or Mindnet**
+2 dice
* = Only applies to the team leader.
** = Only applies when group or tandem jumping. Applies to each member in DNI or Mindnet.
Parachuting
After you take the jump, it's time to open your parachutes and do your best to guide yourself towards the Landing Zone (LZ). Make a Gymnastics (Freefall) + Body [Physical] test. All dice pool modifiers from the Dice Pool Modifiers Table applies to this test. The threshold for this test is determined by weather conditions. Follow the table below to determine the threshold for this test.
PARACHUTING TABLE
Base Threshold (Choose One)
Condition
Threshold
Clear Skies
2
Light Rain or Fog
4
Heavy Rain or Fog
6
Wind Modifier (Choose One)
Condition
Threshold Modifier
Light Wind
No Modifier
Strong Wind
+1
Storm
+2 to +8
If you meet the threshold, you succeed on your Parachuting test. Any net hits above the threshold is added as a positive dice modifier to your Landing test. If you fail to meet the threshold, then you go wildly off target. Determine the direction in which you go off target using the Scatter Diagram (SR5 182) and the distance by (2d6 x10) meters.
If you glitch on this test, the threshold for your Landing test increases by +1. If you critically glitch, your parachute system faces catastrophic failure and you fall towards the ground at terminal velocity taking appropriate Falling Damage (SR5 172) at the end of your fall. As long as you have a backup parachute, you can attempt the test again (SR5 49) at the usual -2 dice penalty even if you glitch (critical glitches must be downgraded to a glitch first, by spending an Edge). If you run out of parachutes, you better hope you have an edge or two, Chummer.
Landing
After you successfully or unsuccessfully make your Parachuting test, you must now make your Landing test as you attempt to land on your LZ. Make a Gymnastics (Freefall) + Body [Physical] test. All dice pool modifiers from the Dice Pool Modifiers Table as well as any net hits from your Parachuting test apply. The threshold for this test is determined both by weather conditions and terrain conditions (if any). Follow the table below to determine the threshold for this test.
LANDING TABLE
Base Threshold (Choose One)
Condition
Threshold
Sufficient Ground
2
Insufficient Ground
4
Little to no Ground
6
Wind Modifiers (Choose One)
Condition
Threshold Modifier
Light Wind
No Modifier
Strong Wind
+1
Storm
+2 to +8
Terrain Modifiers (Choose all that apply)
Condition
Threshold Modifier
Slippery Surface
+1
Rough Terrain
+1
Weak Terrain (Thin ice, Glass, etc.)
+1
Hazardous Terrain (Fire, Spikes, etc.)
Up to +10
Inclined or Vertical Surface*
+1 or +2
Deep Water**
-1
* = Immediately after the Landing test, make a Gymnastics + Strength [Physical] (3) Climbing test to not fall. Modifiers from the Climbing Table (SR5 134) apply. The GM may change the threshold.
** = Immediately after the Landing test, make a Swimming + Strength or Body [Physical] (2) test to avoid drowning. The GM may change the threshold. Reduce any landing damage by -4DV.
Meeting the threshold means you have succeeded on your landing test and take no landing damage. Congratulations! If you fail, you take damage equal to (Landing Threshold - Hits [Limit]) x 4 as Physical damage with an AP of -4, resisted by Body + Armor.