Watching Complex Action and they did a show about interrupt action. Let’s put one more idea out there based on that!
Last Ditch Effort
Cost: 10 Karma
You always come through in a clutch. When you take an interrupt action and it reduces your initiative below 0 before you normal action in an initiative pass, you may still take your normal action at your pre-interrupt action initiative. You may not take any interrupt actions after your initiative has been reduced to zero. If you’ve already acted in an initiative pass and your initiative is reduced to zero by an interrupt action, you do not get an action in the next pass.
I had a friend who wanted to have a character how had a real bad history like a shadowruner hunter for the Azzies in Shadowrun. I like the idea, but feel bad rep doesn’t go far enough. How about something new…
You Got a History
Bonus: 6 Karma per level
Some people did things that can’t get better. Some people blow up people on accident. Some poison the well and don’t look back. Well you’re looking back, and you don’t like what you find. And neither do other people. Whatever you did, your start play with 3 points of Notoriety (p. 372) per level of this quality. You can remove this using normal karma rules for buying off a quality as you do more and more good out in the community paying out your debts to society.
How about some shadowrun fun?
Bonus: 5 Karma
Some people are good at the hard stuff, but choke when they get simple. A character with Basic Errors suffers no penalties to clutch actions, but attempting to do an action when unhurried such as driving on easy roads or doing a simple computer search for dinner must attempt an edge check. If if the character does not get three successes, then the character fails the simple action resulting in a critical glitch. How often this occurs is up to the GM, but should not occur more than twice per session.
Let’s move onto the active skills in Shadowrun
Type: M Range: Self
Duration: S Drain: F+1
Type: M Range: T
Duration: S Drain: F + 3
You know Kung-Fu. When you cast this spell, you can choose one active skill and you gain temporary ranks in the skill for as long as you sustain the spell. Muscle Memory focuses the spell on yourself, and Coach is the same spell focuses on another individual in range.
How about being able to learn quick with a spell?
Type: M Range: Self
Duration: S Drain: F
Type: M Range: LOS
Duration: S Drain: F + 1
Sometimes you got to learn quick or you end up dead fast. When you cast this spell, you can choose one knowledge skill and you gain temporary ranks in the skill for as long as you sustain the spell. Quick learner focuses the spell on yourself, and Fast Teacher is the same spell focuses on another individual in range.
I was running a game this weekend, and I had a player run into some trouble when no one could drive the boat, and everybody was a mage. Let’s work on this…
DEVICE AVAILABILITY COST
Skill Adapters (Rating 1-6) Rating x 4 Rating x 30,000¥
Skill Adapters: Modeled after the trode system of neural link, skill adapters are a system of trodes placed over the body to override the users normal impulses to implement any skill downloaded into the system. While not nessasasrly the most attractive implementation as wires run the length of the users body, this system allows a user to link with a communications device and upload a activesofts for use without affecting the essence of the user. Activesofts of up to the rating of the skill adapter can be used with the device.
Wireless: With the skill adapter’s memory cache expanded, all the skills you use with it receive +1 to the relevant inherent Limit (Physical, Mental, or Social).
I’m at lunch watching several people beat on their cell phones because of poor receptions. What if it IS technomancers?!
Let’s make that a reality!
Target: Area • Duration: S • FV: L + 3
No one likes to listen to rando’s phone calls around you, so you just shut them all down around you. You concentrate on an area in meat space. Make a Software + Resonance [Level] test. Much like spells you must get at least three hits to target the area with the area being [level] meters in radius. Any net hits cause noise equal to level + hits over three to any device that enters the area that fails a Logic + Data Processing test vs the [level].