Let’s flip the Shadowrun coin for being settled in the 6th world.
Bonus: 5 karma
You hate all this magic, tech, and spirit crap. You just want a simple life where dragons belong in books! When you resist a power from a creature or person, and the power isn’t a magic spell, attack in the physical roll, or hacking attempt, you have a -2 dice pool penalty on the resistance roll.
Played some Shadowrun over the weekend, and the players encountered some spirits. How about being ready to handle the 6th world in all it’s glory!
In the 6th World
Cost: 10 karma
You don’t need to be welcomed to the 6th world, you’ve lived here all you life! You’re ready for what is about to be thrown at you. When you resist a power from a creature or person, and the power isn’t a magic spell, attack in the physical roll, or hacking attempt, you gain a +2 bonus on the resistance roll.
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.
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).
We distance acid spells, why not a melee one!
Type: P Duration: I Damage: P
Range: T Damage: p Drain: F – 6
This spell channels powerful acid onto your hands, but doesn’t burn yourself. However, it does deal acid damage to anything you touch mimiking the effects of mimiming the effects of acid wave and toxic stream.