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<blockquote data-quote="GreenKarl" data-source="post: 7432152" data-attributes="member: 6801242"><p>Second page of stuff...</p><p></p><p>[sblock=MAGIC]</p><p><strong>ASTRAL SPACE</strong></p><p>In Astral Space your attributes change and you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting your spirit. Your astral spirit has the <em>invisibility</em> condition and is completely silent to anyone not in astral space or not astrally perceiving at the time or who does not have truesight (like duel-natured creatures). You also cannot harm or interact in a physical way with anyone not in astral space who does not have one of these exceptions. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. </p><p> </p><p> Your Astral Strength is equal to your Intelligence and you deal a base 1d6 damage in melee combat. Your Astral Dexterity is equal to your Charisma and you have a basic Armor Class of 12 + your charisma modifier and a Hardness equal to your Wisdom modifier. You Astral Constitution is equal to your Wisdom and this can affect you Hit Points while projecting. You have an Astral Flying speed of 60ft a round but you also have a “hyper” speed that is equal to 2,000ft a round as a full round action. You can’t really get a lot of details flying this fast but it can get you places fast. Finally you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide or Recover from Reeling actions.</p><p> </p><p>Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see things around them but cannot read a computer screen or even written words. They can see emotional imprints in works of art, etc. </p><p> </p><p>All living beings (including planets and the Earth itself) cast a ‘barrier’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits' movement but still blocks line-of-sight. Many corporations will block important areas with plants, etc. along the walls. </p><p> </p><p>Spells, Spirits and most people cannot ‘hide’ their true nature in astral space and as such the astral being or perceiver gains the truesight sense while observing into the Astral Plane. This does not mean that beings can’t hide in astral space, they can as normal. It just they cannot hide behind spells of disguise or invisibility, without the Masking Initiative ability. An astral perceiver or projection can make an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide vs. Charisma (Stealth).</p><p> </p><p>When Astral Perceiving or Projecting the being has advantage on Wisdom (Insight) checks to read the ‘mood’ of a target it can see. This also grants the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. </p><p> </p><p>Casting Spells and Summoning Spirits while Astral Projecting and Perceiving is dangerous, even if not over your Magnitude. If you cast a spell or conjure a spirit under these conditions that is under your Magnitude you suffer 1d4 points of damage per Magnitude, and 1d8 per Magnitude over your safe level. This damage ignores all Hardness or Resistance that the caster or summoner currently has, regardless of the source. Spells that you cast when projecting have no effect on non-astral beings or those not using astral perception at the time or duel-natured beings. Even those using truesight or similar ability are not affected by them.</p><p></p><p> </p><p></p><p></p><p><strong>SPELLS</strong></p><p>Spell types are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment. Mana damaging spells ignore all Resistant and Hardness unless it specifies for magic damage type. Elemental damage ignores Hardness unless specifically added (see Gear upgrades). Necrotic and Psychic damage ignore all normal Hardness. For Force energy ½ (round up) the Hardness of base armor and material count as damage resistance against these spells. </p><p>All other factors are as PHB spells. </p><p> </p><p>COMBAT SPELLS</p><p><strong>Death Touch</strong>: <em>Mana (Necromancy)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2 per 1d8 necrotic damage; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. This deadly spell deals wasting necrotic damage to the target. This spell only requires a minor touch by the mage and gains +2 with the Magical attack bonus to successful hit. </p><p><strong>* Vampire Touch</strong> (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target. </p><p> </p><p><strong>[Elemental] Bolt</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d6 [elemental] damage; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. This spell hurls a bolt or ball of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; one type must be chosen when you learn this spell) at a target. With a successful Magical attack roll it deals 1d6 of that elements in damage to the target. The following additional magnitudes can be added to change aspects of the spell…</p><p><strong>* Area Effect</strong> (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within the range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds they take ½ damage (after any Hardness is factored). </p><p><strong>* Greater Area Effect</strong> (+2 Magnitude): The AOE is increased to 25ft radius sphere instead. </p><p><strong>* Cone</strong> (+2 Magnitude): Instead of having range, the cone effects all targets from the caster out to a 60ft cone from the caster extended hand. Targets in the AOE sphere must make a Dexterity saving throw.</p><p><strong>* Increased Range</strong> (+1 Magnitude): doubles the range to 240ft.</p><p><strong>* Secondary Affect</strong> (+1 Magnitude): the spell gains a secondary affect based on the damage type...</p><p><strong># Acid</strong> – on the round after damage is deal, targets suffers acid damage equal to 1d4 per magnitude. </p><p><strong># Cold</strong> – targets require a Strength saving throw or its speed is ½ until the end of the caster’s next turn. The target must also make a Constitution saving throw or gain one level of Exhaustion. </p><p><strong># Fire</strong> – targets require an Intelligence saving throw or catch fire, suffer 1d4 fire damage per the spell’s magnitude each round at the beginning of the target’s turn. The target can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. </p><p><strong># Lightning</strong> – targets a Constitution saving throw or gains the <em>Reeling </em>condition (Recover normally). </p><p><strong># Radiant</strong> – targets require a Charisma saving throw or gain the <em>Blind</em> Condition until the end of the caster’s next turn. </p><p><strong># Thunder </strong>– The target is pushed away from the caster’s direction a number of feet equal to the damage the spell dealt (round to the nearest 5ft square distance). Also targets require an Intelligence saving throw or gain the <em>Deafen</em> condition until the end of the casters’ next turn. Targets also require a Dexterity saving throw or be knocked prone (after being pushed their distance away). </p><p> </p><p><strong>Mana-Bolt</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2 per 1d8 psychic damage; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. With a successful Magical attack roll the target suffers 1d8 psychic damage. Mana-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. </p><p> </p><p><strong>Physical</strong> <strong>Bolt</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d8 force damage; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. This spell hurls a solid like ball of magic force and with a successful Magical attack roll deals 1d8 force damage to the target. Physical Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells.</p><p> </p><p><strong>Poison Spray</strong>: <em>Physical (Conjuring)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d4 poison damage; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. With a success Magical attack roll not only do you inflict 1d4 venomous damage per magnitude but the target must also make a Constitution save or gain the <em>Poisoned</em> condition. They get a new saving throw at the end of each of their rounds. Success ends the poisoned condition. </p><p> </p><p><strong>Ram</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 2d6 force damage; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. With a successful Magical attack roll it deals 2d6 force damage per magnitude. Also this attack spell has the weapon properties of AP and Heavy Damage (see Gear). If the target is moving you are at disadvantage with your Magical attack roll. </p><p><strong></strong></p><p><strong>Stun Bolt</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d8 non-damage; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. Requires a successful Magical attack roll to send a foe reeling. Stun bolt deal no effective damage. Instead compare the damage total vs. the target’s Wound Damage Threshold. If it equals it the target gains the <em>Reeling</em> condition (recovers normally). If the damage equals or exceeds twice the target’s Wound Damage Threshold the target instead gains the <em>Stunned</em> condition until the end of the casters’ next turn and then it converts to the <em>Reeling</em> condition (recovers normally). Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. </p><p></p><p>DETECTION SPELLS</p><p>All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of the spell with one person within 10ft for +1 Magnitude in the spells force. For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration.</p><p> </p><p><strong>Analyze Truth</strong>:<em> Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence saving throw. Roll this save every round that the caster is concentrating.</p><p><strong>* Enhancer</strong> (+1 Magnitude): the caster can gain a hint about the lie from the GM if the spell was successful. If the target is telling the truth the caster still needs to check to be sure and with the increased magnitude (as above) can tell if the target is telling a half-truth or truth with omission with a success. </p><p> </p><p><strong>Clairvoyance</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 minute ritual; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. </p><p><strong>* Both Senses</strong> (+2 Magnitude) to you use both hearing and sight with your sensor. </p><p><strong>* Moveable</strong> (+2 Magnitude): you could move your sensor up to 30ft a round with an action on your part. </p><p> </p><p><strong>Combat Sense</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 minute. For the duration you gain the use of the Dodge action for free each round. </p><p> </p><p><strong>Comprehend Languages</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 minute ritual; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language.</p><p><strong>* Tongues </strong>(+2 Magnitude): with this boost you can also speak the language you hear for the duration.</p><p> </p><p><strong>Detect</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. The basic version of this spell allows the casters to Detect Magic and magical auras out to 30ft range. You see it as a soft glow over the item although hidden ideas are not seen. </p><p><strong>* Poison Sense </strong>(+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. </p><p><strong>* Trap Sense</strong> (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. </p><p><strong>* Pathfinder</strong> (+4 Magnitude): this upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence (real world or astral). If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and does not need to concentrate. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way. </p><p> </p><p><strong>Divination</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 5 minute ritual; <strong>Magnitude</strong>: 5; <strong>Range</strong>: Self; <strong>Duration</strong>: Instant. This spell provides the caster a glimpse of the past or the future of a subject (including the caster) known to the caster or a familiar item. The caster makes her Tradition’s defining attribute save DC 15; success grants the caster some history or future event of that target or item. The better the Casting Check the more detailed information the GM might grant the caster. If the subject or item is not in the caster’s presence, a DC 15 save will get the caster a direction and distance of how far away the target is from the caster. A critical success of this save will get you the presence conditions and hit points of the target, a flash of both the last minute or so plus a future glimpse of the target next minute or so. If the caster uses this spell two or more times before taking a long rest there is a cumulative 25% chance the information about the target are completely false (GM makes roll). </p><p> </p><p><strong>Heightened Senses</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: minimum 0 (dependent on what senses or chosen below); <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. This spell is actually many difference senses, that the caster can chose from. The magnitude of the spell depends on the sense and can be combined (i.e. a caster can pick both Low-Light and Darkvsion 60ft for a 3 magnitude spell, etc.). </p><p><strong>* Heightened Sense</strong> (+1 Magnitude each): grants advantage on Sight, Hearing, Touch/Taste or Smelling Wisdom (Perception) checks. Touch would allow the caster to read blind (feeling the ink indentations) or identify poisons, while Smell would allow them to try and track a subject by smell, etc. </p><p><strong>* Low-Light Vision </strong>(+1 Magnitude): as New Species senses</p><p><strong>* Darkvision 30ft </strong>(+1 Magnitude) or increased to <strong>60ft </strong>(+2 Magnitude) or <strong>120ft </strong>(+3 Magnitude)</p><p><strong>* See Illusion </strong>or<strong> Invisible 30ft </strong>(+2 Magnitude each) or increase to <strong>60ft </strong>(+3 Magnitude each)</p><p><strong>* Tremorsense 20ft Radius </strong>(+2 Magnitude) or increased to <strong>40ft </strong>(+3 Magnitude) or <strong>60ft</strong> (+4 Magnitude)</p><p><strong>* Blindsight 10ft Radius </strong>(+3 Magnitude) or increase to <strong>20ft </strong>(+4 Magnitude) or<strong> 30ft</strong> (+5 Magnitude)</p><p><strong>* Truesight 20ft </strong>(+4 Magnitude) or increase to <strong>40ft </strong>(+5 Magnitude) or <strong>60ft</strong> (+6 Magnitude)</p><p> </p><p><strong>Mind Probe</strong>: <em>Mana (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. </p><p><strong>* Search Hidden Minds </strong>(+2 Magnitude): you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.</p><p> </p><p><strong>Search</strong>: <em>Physical (Divination)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.</p><p><strong>* Scry</strong> (+5 Magnitude): You can see and hear a particular creature you choose that is on the same plane of existence as you (not in astral space). The target must make an Intelligence saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.</p><p><strong>* Seek Individual </strong>(+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature.</p><p><strong>* Greater Range </strong>(+2 Magnitude): You can instead seek an object or individual up to 10 miles away. </p><p> </p><p>HEALTH SPELLS</p><p>All health spells are Mana based, only affecting living beings. If the target has Strain then the caster must spend an additional Magic Point per level of Stain. </p><p>Most of these spells are touch and allow the caster to share the affects with multiple allies. The caster must cast the spell multiple times to share with multiple allies and as most of those are concentration they cannot affect more than one person at a time (without certain talents or magical items). If they can use two or more concentration spells at the same time, they must pay the full magnitude cost for each individual (along with the Strain extra cost in Magic Points!). </p><p></p><p><strong>Blindness Deafness</strong>: <em>Mana (Necromancy)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 30ft; <strong>Duration</strong>: Concentration, up to 1 minute. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. The target’s Strain does not affect the caster for this spell. </p><p><strong>* Mass Blindness Deafness</strong> (+1 Magnitude): for each additional magnitude you can affect one additional target within range.</p><p></p><p><strong>Boost Attributes</strong>: <em>Mana (Adjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, 1 minute. This spell grants the target a +2 boost to any one Attribute score. This can increase the attribute above its racial characteristic maximum. This grants a +1 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. The caster can boost the power of the spell with increase magnitude…</p><p><strong>* Boost 2 attributes at the same time </strong>(+2 Magnitude): this enhancer increases two attributes at the same time or it can be increase to <strong>3 attributes </strong>(+4 Magnitude): for three attributes. </p><p><strong>* Enhance Attribute </strong>(+2 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls). </p><p> </p><p><strong>Exhausting Touch</strong>: <em>Mana (Abjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. This spell can exhausted a target. With a successful Magical attack roll the target must succeed with a Constitution save or take one level of Exhaustion (note Strain does not affect this spell). This spell only requires a minor touch from the mage and gains +2 with Magical attack bonus to succeed. This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target. </p><p> </p><p><strong>Healing Touch</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d8 healing; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. This spell will heal a target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to three targets that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest).</p><p> </p><p><strong>Healing Word</strong>: <em>Mana (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1 per 1d4 healing; <strong>Range</strong>: 60ft; <strong>Duration</strong>: Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest). </p><p> </p><p><strong>Increased Reflex</strong>: <em>Mana (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 4; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, 1 minute. Choose a willing creature that you can see within range. Until the spell ends, the target's speed increase by +15ft, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics. </p><p> </p><p><strong>Restoration</strong>: <em>Mana (Abjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Instant. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.</p><p><strong>* Greater Restoration</strong> (+2 Magnitude): You can end two conditions above at the same time plus one of the following conditions – one level of exhaustion, one effect that charmed or petrified the target, one curse, any one reduction to the target’s ability score, one effect reducing the target’s hit point maximum. </p><p> </p><p>ILLUSION SPELLS</p><p><strong>Agony</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. The target of this spell must make a Wisdom saving throw. Failure and target gains the <em>Stunned</em> condition until the beginning of the caster’s next turn. After that the target gains the <em>Reeling</em> condition (recovers normally). </p><p><strong>* Mass Agony </strong>(+2 Magnitude): the caster can affect up to six targets within 120ft that she can see. </p><p> </p><p><strong>Blinding Flash</strong>: <em>Physical (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Instant. The caster picks a point out to the range of the spell, creating a blind flash of light within a 20ft radius. All targets within the radius must make an Intelligence saving throw. Failure imposes the <em>Blind</em> condition onto the targets. This spell is a physical type and can affect devices that ‘see’ (vidcams, drones, etc.)</p><p><strong>* Greater Area</strong> (+1 Magnitude): the area increases to a 30ft radius.</p><p> </p><p><strong>Blurred Image</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 minute. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you and you gain advantage with all Dexterity (Stealth) checks. You can also attempt to Hide without cover but you lose the advantage with this check. A creature is immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.</p><p> </p><p><strong>Charm Person</strong>: <em>Mana (Enchantment)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: 30ft; <strong>Duration</strong>: Concentration, Up to 1 hour. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.</p><p><strong>* Command</strong> (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.</p><p># Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.</p><p># Drop: The target drops whatever it is holding and then ends its turn.</p><p># Flee: The target spends its turn moving away from you by the fastest available means.</p><p># Grovel: The target falls prone and then ends its turn.</p><p># Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.</p><p><strong>* Dominate</strong> (+5 Magnitude): Change duration to “Concentration, up to 1 minute”. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends.</p><p><strong>* Suggestion </strong>(+1 Magnitude): Change the duration to “Concentration, up to 8 hours”. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Intelligence saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard give her passkey to the first homeless person she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends.</p><p><strong>* Mass Charm</strong> (+1 Magnitude per extra creature): For each level of Magnitude you put into the spell you can target one additional creature. Creatures must be within the 30ft range though.</p><p> </p><p><strong>Fear</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 minute. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Charisma saving throw. All that fail drop whatever they are holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature makes a new Charisma saving throw. On a successful save, the spell ends for that creature.</p><p> </p><p><strong>Illusion</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: 90ft; <strong>Duration</strong>: Concentration, up to 10 minutes. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. </p><p><strong>* Greater Illusion</strong> (+2 Magnitude): You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature.</p><p><strong>* Phantasmal Killer </strong>(+5 Magnitude): You tap into the nightmares of one creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Charisma saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma saving throw. Failure results in 4d10 psychic damage. On a successful save, the spell ends.</p><p><strong>* Vid-Reality </strong>(+2 Magnitude): for basic Illusions and Greater Illusion the enhancer means that the images now appear on vidscreens, etc. Change the type to <em>Physical</em>. </p><p> </p><p><strong>Invisibility</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. If the target has Strain then the caster must spend an additional Magic Point per level of Stain. Note this is a mana spells and will not fool machines, videos, etc. </p><p><strong>* More targets </strong>(+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic invisibility. If multiple targets have Strain the caster must spend the extra points equal to the highest level. </p><p><strong>* Physical Invisibility</strong> (+2 Magnitude): changes the type to <em>Physical</em> and now will fool machines. </p><p><strong>* Greater Invisibility</strong> (+2 Magnitude): Change to duration of greater to “Concentration, 1 minute”. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.</p><p> </p><p><strong>Mask</strong>: <em>Mana (Illusion)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. You make touched target, including its clothing, armor, weapons, and other belongings on its person, look different while you concentrate on it for up to one hour. The target can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change its body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection nor do they fool machines (vidcams, etc.). For example, if you use this spell to add a hat to the outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target’s head and hair. If you use this spell to make the target appear thinner than they are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check. If the target has any Strain the caster must spend extra Magic Point equal to the Strain level.</p><p><strong>* More targets </strong>(+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic mask. If any of the targets have Strain then the caster suffers the highest Strain level in extra Magic Points. </p><p><strong>* Physical Mask</strong> (+2 Magnitude): changes the type to <em>Physical</em> and now will fool machines. Others now ‘feel’ any physical changes that you made to the target (in the example above, they feel the hat or the extra fat added to a target). </p><p> </p><p><strong>Paralyze Foe</strong>: <em>Mana (Enchantment)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 60ft; <strong>Duration</strong>: Concentration, up to 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for as long as you concentrate. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.</p><p><strong>* Mass Paralyze </strong>(+1 Magnitude per additional target): each additional magnitude will now affect one additional target. All targets must be within 30ft of each other when you target them.</p><p></p><p>MANIPULATION SPELLS</p><p>Many Manipulative spells have a range of Touch that allows the caster to share the effects of the spell with one willing person for +1 Magnitude in the spells force (if the caster wishes to gain the affect also). For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration.</p><p> </p><p><strong>Armor</strong>: <em>Mana (Abjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The target also gains a Hardness of 2 that is fully affective against both all mana and physical spells that deal damage (but does not stack with other hardness). The spell ends it if the target dons armor or if you stop concentrating on it.</p><p><strong>* Stoneskin </strong>(+4 Magnitude): Your skin takes on a stony feel and look. For the duration of the spell you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. This has no effect on magical spells. </p><p> </p><p><strong>Bestow Curse</strong>: <em>Mana (Necromancy)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 3; <strong>Range</strong>: Touch; <strong>Duration</strong>: 1 minute. You touch a creature, that creature must succeed on an Intelligence saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from one of the following... </p><p># Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.</p><p># While cursed, the target has disadvantage on attack rolls against you.</p><p># While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.</p><p># While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.</p><p><strong>* Duration </strong>(+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, up to 10 minutes”.</p><p><strong>* Greater Curse </strong>(+2 Magnitude): your curse now affects two of the above options. </p><p> </p><p><strong>[Elemental] Wall</strong>: <em>Physical (Conjuring)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 4; <strong>Range</strong>: 120ft; <strong>Duration</strong>: Concentration, up to 1 minute. You create a wall of one element on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration. You must pick the elemental type of the wall when you chose this spell and it cannot be change later. All count as Full Cover (see Houserules above) but their base HP and Hardness values vary for each 5ft long, 20ft high section. </p><p><strong>* Acid Wall </strong>– HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage and unless they succeed on a Dexterity save suffer an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers 3d6 acid damage and an additional 3d4 on the following round, if they succeed they suffer half the damages. Each +2 magnitude invested adds +1d all damages. </p><p><strong>* Cold Wall</strong> – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat a Strength saving throw or its speed is ½ until the end of its next turn. </p><p><strong>* Fire Wall</strong> – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage (no Dexterity save) and require an Intelligence saving throw or catch fire, suffer 3d4 fire damage each round at the beginning of the target’s turn. If they succeed they take half the 3d8 fire damage and require an Intelligence save or catch fire (same as above). Targets on fire can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. Each +2 magnitude invested adds +1d all damages.</p><p><strong>* Lightning Wall</strong> – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Target must also make a Constitution saving throw or gains the <em>Reeling </em>condition (Recover normally). Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) plus the save vs. the Reeling condition. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a Constitution saving throw vs. the <em>Reeling </em>condition. Each +2 magnitude invested adds +1d all damages.</p><p><strong>* Radiant Wall</strong> – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma saving throw or gains the <em>Blind </em>condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Charisma save vs. the <em>Blind </em>condition until the end of their next turn. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and a Charisma saving throw vs. the <em>Blind </em>condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages. </p><p><strong>* Stone Wall </strong>– HP 100, Hardness 8. Targets cannot push through this barrier nor does it have any adverse effect by simply touching or attacking it. It is simply the hardest wall. </p><p><strong>* Thundering Wall </strong>– HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution saving throw or be push back 10ft, knocked prone and gains the <em>Deaf </em>condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Constitution save vs. the knock-back (the way they came) and the <em>Deaf </em>condition until the end of their next turn. If they succeed they suffer 3d8 thunder damage, Strength save for half and a Constitution saving throw vs. the <em>Deaf </em>condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages.</p><p> </p><p><strong>Flesh to Stone</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 6; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 minute. You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make an Intelligence saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Intelligence saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.</p><p></p><p><strong>Levitate</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 10 minutes. One touched creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on an Intelligence saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft.</p><p> </p><p><strong>Light</strong>: <em>Physical (Evocation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.</p><p><strong>* Sunlight </strong>(+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) </p><p> </p><p><strong>Mage Hand</strong>: <em>Physical (Conjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 1; <strong>Range</strong>: 30ft; <strong>Duration</strong>: Concentration, up to 10 minutes. An invisible floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds.</p><p><strong>* Attacking Hand </strong>(+1 Magnitude): You mage hand is strong enough to strike targets within range for damage. You hand deals 1d6 bludgeoning damage +1d6 additional damage for every additional Magnitude you put into the spell, up to a maximum of 5d6 bludgeoning damage. </p><p><strong>* Grasping Hand</strong> (+2 Magnitude): You mage hand is strong enough to attempt to grapple. Use your Tradition’s defining attribute as your Strength with proficiency bonus to start a grapple. The hand is invisible but anyone grabbed by it can attack it without disadvantage. The Hands AC is 15 and it has a number of hit points equal to your maximum hit point total. If reduced to 0 hit points the spell ends.</p><p><strong>* Greater Range </strong>(+1 Magnitude): You mage hand can now extend out to 120ft before it disappears.</p><p><strong>* Manipulative Hand </strong>(+1 Magnitude): Your mage hand uses your Traditional defining attribute instead of your Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc. </p><p><strong>* Telekinesis </strong>(+5 Magnitude): You gain the ability to move or manipulate creatures or objects by thought. When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. <em>Creature</em>: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. <em>Object</em>: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.</p><p> </p><p><strong>Magic Weapon</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 hour. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. </p><p><strong>* Greater Magic</strong> (+2 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus. </p><p></p><p><strong>Shapeshift</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 4; <strong>Range</strong>: Self; <strong>Duration</strong>: Concentration, up to 1 hour. Your turns into a beast. You transform into the form of a large or smaller beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any of its equipment.</p><p><strong>* Greater Creatures</strong> (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less. </p><p> </p><p><strong>Spider Climb</strong>: <em>Physical (Transmutation)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: Touch; <strong>Duration</strong>: Concentration, up to 1 hour. Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.</p><p> </p><p><strong>Web</strong>: <em>Physical (Conjuration)</em>; <strong>Casting Time</strong>: 1 action; <strong>Magnitude</strong>: 2; <strong>Range</strong>: 60ft; <strong>Duration</strong>: Concentration, up to 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. These are magical webs and are not flammable. </p><p><strong>* Greater Area </strong>(+1 Magnitude): the area of effect for your web is a 30-foot cube.</p><p><strong>* Self-Anchoring </strong>(+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration. </p><p><strong>* Stronger </strong>(+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spells DC. </p><p> </p><p></p><p></p><p><strong>SUMMONING ELEMENTALS AND NATURAL SPIRITS</strong></p><p>It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The magic user cannot be maintaining any spells with concentration when they summon a spirit. While the spirit is present the magic user is considered to be concentrating and as such cannot cast another concentration spell (but see Magic User talents). The spirit will perform tasks for the magic user for up to one hour, when it disappears automatically back into astral space where it originated. Magic users cannot have more than one spirits summoned at a time. If she summons a new one the one present automatically disappears back into astral space (but see talents). When a spirit falls to 0 hit points, 0 magic points or it is <em>incapacitated</em> in some way it automatically disappears also. If the summoner is knocked to 0 hit points or <em>incapacitated </em>the spirit makes a Charisma saving throw. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space. </p><p></p><p>The DC to summon a spirit is 10 + its Magnitude x2 with a Summoning check. If a magic user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner. </p><p> </p><p><strong>Type of Spirits that a Hermetic Mages can summon</strong>: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water </p><p> </p><p><strong>Types of Spirits that a Shaman can summon</strong>: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water</p><p> </p><p>Building a Spirits</p><p><strong>* </strong>All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude 5 Spirit of Fire would have a 20 in all of its attributes. Some spirits do have higher or lower beginning attributes listed in their descriptions. They raise their attributes from these basics instead of from 10s. </p><p><strong>* </strong>Spirits always have 10 Hit Points +5 HP per magnitude over 1 plus Constitution score. </p><p><strong>* </strong>Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating based on their type (see individual descriptions). Weapon AP and spells effects cannot remove this Hardness. </p><p><strong>* </strong>Spirits are Resistant to all damage in Astral Space. When manifesting (fully forming on the material realm or real space) they have Resistance to all ranged weapon attacks and magical spell attack damage. No weapon Heavy weapon property or magical affect can remove this. </p><p><strong>* </strong>Spirits are immune to all mind-effect spells and the<em> frightened</em> condition imposed by mind-altering fear. They do not breath and due to their Duel-Nature being ignore all light based obscure condition</p><p><strong>* </strong>Spirits have 5 Magic points +5 per level of Magnitude. They cannot summon other spirits though and can only use these points to share with a magic user or to cast spells while manifesting. </p><p><strong>* </strong>Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. </p><p><strong>* </strong>In Astral Space spirits can only attack in melee and deal a base damage of 1d8 plus +1 per every level of magnitude over 1 they have. They refuse to cast spells in Astral Space.</p><p><strong>* </strong>Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with living beings. </p><p><strong>* </strong>Spirits and Elementals prefer to be summoned in its ‘Domain’ but can be summoned almost anywhere. When summoning a spirit in an area that the GM would considered its non-Domain increase the DC to summon the spirit by +3. </p><p><strong>* </strong>Spirits have skill proficiency with the following skills – Arcana, Intimidate, Investigation, Perception and Stealth. Some have additional ones. They are automatically proficiency with their own natural attacks. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute. </p><p><strong>* </strong>Each type of spirit has some natural abilities that all of the same spirit types share. </p><p><strong>* </strong>Spirits tend to have one spell automatically and then the mage user that summoned them can pick one additional known spell from the list of each type per Magnitude level of the spirit. </p><p> </p><p>Spirit Tasks</p><p>The following tasks can be performed by a spirit at the request of its’ summoner…</p><p><strong>* </strong>Aid in casting of a spell. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude). </p><p>* Attack Foe. </p><p><strong>* </strong>Sustain a Spell. This requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it.</p><p> </p><p>SPIRIT TYPES</p><p><strong>Sprits of the Sky (Air Elementals) </strong>- Appears as a clouds, or in storms as thunderclouds, or swirling clouds.</p><p><strong>Domains</strong>: Anywhere under the open sky where city light pollution is not too bad. </p><p><strong>Attributes</strong>: base Strength 6, Dexterity 14 </p><p><strong>Abilities</strong>: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind (at least 10 MPH) dispenses the cloud in 4 rounds while a strong wind (at least 20 MPH) disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creature must spend 1 action outside the cloud and on their following round outside the area of the cloud can make a new saving throw as an action each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.) </p><p><strong>Spells</strong>: Mage Hand plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, Fear, Increased Reflexes, Invisibility, Levitate, Light, Magic Weapon.[/sblock]</p><p> </p><p>[sblock=THE MATRIX]</p><p>The Matrix is ever pervasive in the modern world. Thousands of Host Nods (think cellular phone towers) provided an overlapping system within every metro in the world. Massive amounts of data stream over the Matrix, some hidden behind layers of the blackest Intrusion Countermeasures (IC). </p><p></p><p>There are two basic ways to access the Matrix. Through <strong>AR </strong>(Augmented Reality) where various Matrix data and information is overlaid your normal vision via AR Glasses or cybereyes or <strong>Emersion</strong> where one "projects" their consciousness into the Matrix or drone or vehicle or security system. Anyone can experience what they refer to as cold emersion via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. Hot emersion is dangers, with the deckers mind vulnerable to lethal bio-feedback burners of black IC. With hot emersion you gain advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for a Matrix action. See below. While using either Emersion level your 'meat-body' is helpless and oblivious to the world around it. All of your reality is filtered through the Matrix or drone or vehicle or security systems perceptive. </p><p> </p><p><em><strong>Basic Hacker Persona Attributes</strong></em> – Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might need. A Persona requires both Matrix Strength and Constitution that only work inside the Matrix. Matrix HP work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’. Most Personas can only deal a basic 1d4 plus their Matrix Strength modifier in damage. There are two basic skills in the Matrix that all Persona use – Scan which is sort of your Matrix Perception and Search which is your basic Matrix Investigation. With additional program modifiers a Persona’s Scan and Search are equal to the Deckers proficiency bonus + Intelligence modifier.</p><p>For Matrix combat your Initiative is your Intelligence Modifier and your Attack roll is your proficiency bonus + your Intelligence modifier. Both of these can be altered with programs. Some programs also require a saving throw. For the basic this is 8 + program rating (1-8) + Intelligence modifier + proficiency bonus. </p><p> </p><p><strong>System Upgrades </strong>– this boost other Matrix stats and ratings. </p><p><strong>* Boost Matrix Constitution</strong> – By default a standard Persona has a base Constitution of 12. Too boost that add +2 to Matrix Constitution score per rank up to a maximum of 18. Cost 500¥ x Rank. (Restricted)</p><p><strong>* Boost Matrix Hit Points</strong> – a basic Persona defaults to your Persona’s Constitution modifier +5 x your level in Hit Points. To increase that by +5 to Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank. Icons and systems have different default HP bases. (Restricted)</p><p><strong>* Boosted Search</strong> – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum of +4. Cost 500¥ x Rank. </p><p><strong>* Boosted Scan</strong> – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum o+f 4. Cost 500¥ x Rank.</p><p><strong>* Boost Matrix Strength </strong>(max Rating 4) – By default a standard Persona has a base Strength of 12. Too boost that add +2 to Matrix strength score per rank up to a maximum of 20. Cost 500¥ x Rank. (Restricted)</p><p> </p><p><strong>Programs</strong> – can have Ratings from 1 through 8. </p><p><strong>* Adaptive</strong> (Rating 1) – this program grants you <em>Resistance</em> to all Matrix damage. Cost 20,000¥. (Illegal)</p><p><strong>* Agent</strong> (max Rating 8) – your decker has semi-autonomous programs that can perform tasks. Each rating adds an additional Agent that can used to perform these tasks. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 12, Attack +4 to hit, Damage 1d6+2, AC 14 (with Intelligence modifier), Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 1,000¥ x Rating. Upgrades – Boost Strength, Constitution or Charisma I +2 for +400¥ each, or Boost Intelligence or Charisma I +800¥ each. Boost Strength, Constitution or Charisma II +2 for +600¥ each, or Boost Intelligence or Charisma II +1,200¥ each (stacks with level I). Boost Strength, Constitution or Charisma III +2 for +800¥ each, or Boost Intelligence or Charisma III +1,600¥ each (stacks with level I and II). Boost HP I +5 for +500¥. Boost HP II +5 for +750¥ (stacks with level I). For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all agents have the same modifiers and upgrades). See Agent actions below. </p><p><strong>* Black Hammer </strong>(Rating 1) – similar to Black ICE used by IC programs, this highly illegal program deals damage to the Persona as normal but also deal ½ its damage to the meat-body of the decker using hot emersion! Cost 10,000¥ (Illegal). </p><p><strong>* Confusion</strong> (max Rating) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Charisma save or gain the Paralyzed condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Corruption</strong> (max Rating 8) – this program can destroy data files that are resisted with a Constitution save. Failure means that a section of data-files were destroyed that round. Data-files can contain up to ten sections, depending on the security and size of the host. Cost 500¥ +500¥ x Rating (Illegal). </p><p><strong>* Crash </strong>(max Rating 8) – this program can crash any one other program being run by icon, system or persona. This is resisted by a Charisma saving throw. Failure and the attack close down one of the target’s programs. The target cannot use that program until fixed. See fixing and jury-rigging programs below. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Restricted)</p><p><strong>* Exploit</strong> (max Rating 8) – this program allows one to gain full access and control of another system. This is resisted with an Intelligence save. Failure and the target gains the <em>charmed </em>condition and the attacker can order it to perform one action, even a dangerous one each round as an action. Cost 1,500¥ +1,500¥ x Rating up to 4; 5,000¥ +5,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Grey Hammer</strong> - this restricted attack program is meant to fire or at least damage an opponents comlink or deck. Cost 5,000¥ </p><p><strong>*Hammer </strong>(max Rating 4) – by default all Icons and Persona in the Matrix can deal 1d4 + their Matrix Strength modifier in damage to another Icon, system or persona. Rating I ups this to 1d6 damage for 750¥; or Rating II ups this to 1d8 for 1,500¥; or Rating III ups this to 1d10 fir 3,000¥; and finally Rating IV ups this to 1d12 for 5,000¥. The program can be upgrade to include AP (all Hardness is divided by ½ for these attacks) for +5,000¥ and/or Heavy Damage (meaning that it ignores the Resistance of any program that has it) for +8,000¥ (Illegal)</p><p><strong>* Matrix AC</strong> (max Rating 4) – your persona’s Armor Class in the Matrix. Rating I is AC 12 + Intelligence Modifier for 500¥. Rating II is base AC 13 for +1,000¥; or Rating III is base AC 14 for +3,000¥; or Rating IV grants base AC 15 for +10,000¥. (Restricted)</p><p><strong>* Matrix Hardness</strong> (max Rating 5) – your persona’s Hardness vs. Matrix damage. Rating I grants a base Matrix Hardness of 2 costing 500¥. Rating II increases to 3 for +400¥, Rating III to 4 for +800¥, Rating IV increases to 5 for +1,200¥, and finally Rating V increases it to 6 for +1,600¥. (Restricted) </p><p><strong>* Medic </strong>(max Rating 8) – a type of Matrix Healing Touch but only for Matrix Hit Points. As an action a persona or system can heal 2d8 + Constitution score back in Matrix Hit Points. The target can use this on themselves a number of times equal to the Rating. Then it requires a repair action to re-use it. Cost 500¥ x Rating. </p><p><strong>* Sleaze</strong> (max Rating 8) – a type of Matrix Disguise or Alter Self, resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Spoof</strong> (max Rating 8) – a type of Matrix Invisibility resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal)</p><p><strong>* Tar Baby </strong>(max Rating 8) – this program can freeze another in place. The target resists with a Wisdom save. Failure means it has the Restrained condition. It makes a new save every round, success ends the condition. Cost 300¥ +300¥ x Rating up to 4; 500¥ +750¥ x Rating for 5-8 (Illegal)</p><p> </p><p>Matrix Combat and Actions</p><p> TBD</p><p></p><p>Hacking a System</p><p>When one attempts to hack a Matrix system to sleaze past security IC, by-pass a security lock, take over an enemy drone or vehicle or security system, the system must be hacked. </p><p></p><p>Dumpshock</p><p>When you are forcibly ejected from the Matrix (via Matrix combat where you Persona was destroyed or when a Nod crashed) or out of a drone or vehicle (either because it was destroyed or hacked) you experience dumpshock. If any of these conditions are met make an Intelligence save through vs. a base DC of 15. Succes means that you acquire the <em>Reeling </em>condition, and recover normally after that with a DC 12. Failure results in you gaining the <em>Stunned</em> condition for 2d4 rounds. After that you lose the Stunned condition but gain the <em>Reeling</em> conditions instead. You recover from the Reeling condition as normal but the DC is 15. </p><p> </p><p>Repair and Reprogram'</p><p>TBD</p><p> </p><p>Writing your own programs and persona upgrades</p><p>TBD[/sblock]</p><p> </p><p>[sblock=CYBERNETICS] </p><p>In Shadowrun, cybernetic implant enhancement is a reality and extremely common. In fact many civilians have internal comlinks and datajacks as a matter of course and for their work.</p><p> </p><p>Living creatures can only handle so much ‘ware within their bodies before it starts having an inverse effect on them. Each piece or level of ‘ware has a Strain level. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the <em>lower</em> of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution and/or Charisma increases. </p><p> </p><p>A cloned replacement hand or foot or minor organ (a kidney) cost 2,500¥ and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 6,000¥ and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects (Strain or otherwise) and these prices include surgery cost. </p><p> </p><p>A simple cybernetic prosthetic replacement hand or foot or minor internal organ costs 750¥ and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500¥ and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally however, instead requiring the use of a Tools (Surgery kit) check DC 15. During a short rest this heals 1d6 + the users’ Wisdom modifier back in these extra HP, or 2d6 + the users’ Wisdom modifier back during a long rest. A Tools (Repair kit) will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier back during a short rest or 2d4 + the users’ Intelligence modifier during a long rest. </p><p> </p><p>All implants listed below requires one hour surgery per Strain to install. Most surgeons will charge 500¥ per hour at a hospital like setting. A street doc might give you a small break (10%-20% off) but they have a greater chance of not being able to do as much if something goes wrong. </p><p> </p><p>IMPLANTS</p><p><strong>Adrenal Pump</strong> (1 level): this vat-grown organ is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this gland. Once activated, for 10 rounds (1 minute), the subject can take one extra action, bonus action <strong>and</strong> reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and ‘recharge’) the gland to use it again. Cost 15,000¥, Strain 4 (Restricted)</p><p><strong>Aquatic Gill Grafts</strong> (1 level): these genetic grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of 20 feet a round and advantage on Athletic checks to swim. Cost 750¥, Strain 1.</p><p><strong>Bone Density Augmentation </strong>(3 levels): Advanced biofibers are attached to the subject’s skeleton structure and increased calcium growth that greatly increase their durability and the ability of the subject to absorb damage. It also increases the subject’s damage when punching or kicking due to the increased hardness. Level I grants the subject +1 Hardness rating and adds +1 to the subject’s unarmed damage. Cost 10,000¥, Strain 1. Level II grants the subject +2 Hardness rating and adds +2 to the subject’s unarmed damage. Cost 25,000¥, Strain 2. Level III grants the subject +3 to Hardness and adds +4 to the subject’s unarmed damage. (Restricted)</p><p><strong>Boosted Reflexes </strong>(3 levels): this combat sensor systems are implanted into the subjects’ frontal lobe region of the brain and greatly enhance its combat awareness abilities. Each level gains the subject a +1 insight bonus to its Armor Class. Cost 10,000¥ and Strain 3 per level. (Restricted) </p><p><strong>Cerebral Boost </strong>(2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level 1 implants grants the subject +2 Intelligence up to a maximum score of 21. Level 2 implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost for level 1 is 40,000¥ and Strain 3, level 2 is 100,000¥ and Strain 6. (Restricted)</p><p><strong>ChipJack </strong>(4 levels): a dedicated datajack port is implanted into the subject’s brain. This allows the subject proficiency with certain skills that it might otherwise not have access to. There are three basic forms of chip that the jack can access – Active-Soft, Know-Soft and Language-Soft. It takes a full round action to place or remove a chip into a willing subject’s chipjack. On the following round the subject gains access to the information on the chip and can apply the chip’s proficiency bonus. If this is lower than the subject’s bonus it offers no additional benefits. If the subject has more than one Chipjack it can access more than one subject at a time. Cost 750¥ and 1 Strain each level. Language-Soft allow the subject to speak and read one language and cost 500¥ each. Basic Know-Soft chips have an attribute modifier bonus and a proficiency bonus total of +4 for the following subjects – Arcana, History, Life Science, Physical Science and Technology and each cost 500¥. Enhanced versions grant a +6 and cost 1,500¥ each, while Advanced version grant +8 and cost 5,000¥ each. Basic Active-Soft chips grant a skill bonus total of +4 for the following subjects – Animal Handling, Computer Use, Insight, Investigation, Medicine, Performance and Survival and cost 2,000¥ each. Enhanced version grant a +6 bonus and cost 8,000¥ each, Advanced version grant a +8 total and cost 20,000¥ each. </p><p><strong>Comlink, internal</strong>: as a standard comlink but implanted behind one of the subject’s eyes. The system automatically includes the effects of a subvocal microphone. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Cost 500¥, Stain 1. All of the normal comlink upgrades allowed for a standard comlink can be added for the same cost, except for Satellite Uplink. The subject can carry the necessary equipment to gain a signal uplink but it cannot be implanted into the body. </p><p><strong>Cybernetic Ear Replacements </strong>(1 level+): The subjects’ ears have been replaced with cybernetic ones. This Cost 500¥ each but only 1 Strain total, but they can hold up to 3 Strain worth of cybernetic-audio enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers, except Spatial Sound Locator, can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. </p><p><strong>* Audio Amplifier </strong>(3 levels): +500¥ and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base listen check out to 120ft as normal. With three levels can make base listen checks out to 200ft. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em></p><p><strong>* Audio Enhancer </strong>(1 level): +500¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. </p><p><strong>* Dampener</strong> (1 level): +250¥. Advantage on any saving throws that involve sonic attacks or damage. </p><p><strong>* High/Low Freq Hearing </strong>(1 level): +500¥. Grants the user High and Low Frequenting Hearing.</p><p><strong>* Spatial Sound Locator </strong>(1 level): +2,000¥, Strain 3. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing.</p><p><strong>Cybernetic Eye Replacements</strong> (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version.</p><p><strong>* Low-Light Vision </strong>(1 level): +400¥, Strain 1. As species sense Low-Light Vision. </p><p><strong>* Flare Compensation </strong>(1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. </p><p><strong>* Dark Vision </strong>(1 level): +750¥, Strain 1. Darkvision out to 60 feet. </p><p><strong>* Vision Enhancement </strong>(1 level): +600¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. </p><p><strong>* Vision Magnification </strong>(3 levels): +500¥ and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base sight check out to 120ft as normal. At level 3 can make normal checks out to 200ft. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em> </p><p><strong>Cyber-Arm Enhancements</strong> (1 level): require that at least on arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 5,000¥, 0 Stain (included in the cybernetic arm)</p><p><strong>Cyber-Leg Enhancements</strong> (7 levels): these implants require both legs are cybernetic replacements. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d8/1d10 for a large sized creature, bludgeoning damage). Cost 1,000¥ and Strain 1 per level. </p><p><strong>Damage Compensators </strong>(2 levels): This advanced gene-therapy allows the subject to better shrug off damage. Grant the subject advantage with any saving throw verses weapon damage of Stun, and ignores weapon property of Painful (i.e. don't double the damage to compare with subject's WDT to impose the <em>Reeling</em> condition) and also grants the subject advantage on saving throws to recover from the <em>Reeling</em> condition. Each level grants the subject 10 temporary Hit Points. These Hit Points return after a short or long rest. Cost 10,000¥ and Strain 3 per level (Restricted) </p><p><strong>Datajack </strong>(1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic device or computer or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Strain 1. </p><p><strong>Dermal Plating </strong>(3 levels): advanced bio-Kevlar strands are implanted into the outer layers of the subject’s skin providing enhanced protection from damage. Each level adds +1 to the subject’s Hardness rating and stacks with any other sources. Cost 2,500¥ and Strain 1 per level. (Restricted) </p><p><strong>Drone Hand</strong> <strong>Mount</strong> (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at disadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones for stats. </p><p><strong>Filter Plugs </strong>(1 level): these advanced toxic filter system are implanted into the subjects’ nasal cavities and grant it advantage on saving throws verses inhaled toxins or gases. Cost 1,000¥, Strain 1. </p><p><strong>Flesh Pockets </strong>(1-5 levels): specialized voids are opened within the subject’s body cavities allowing small (4-5 lbs) items to hidden within. Items placed within are hard to detect (impossible to detect without some special senses, then generally at disadvantage). Cost 500¥, Strain 1 each. A medium sized creature can hold up to 3 such pockets while a large sized creature can hold 5. </p><p><strong>Frame Reinforcement</strong> (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. Cost 1,000¥, Strain 1.</p><p><strong>Hand Razor</strong> (2 levels): these are cybernetic fingernail replacements that are razor sharp. Level 2 are retractable and others attempting to detect them as weapons are at disadvantage. The change unarmed damage to 1d4 (1d6 for large sized creature) piercing or slashing (attacker’s choice). They include finesse and light weapon properties. Cost for one arm is 1,000¥, Strain 1, retractable +500¥, Stain +1. (Restricted) </p><p><strong>Hand Spur</strong> (2 levels): these are bio-metal spurs implanted into the back of the subject’s wrist and forearms. Level 2 these spurs are retractable and others attempting to detect them as weapons are at disadvantage to do so. The change unarmed damage to 1d8 (1d10 for a large sized creature) slashing. They include finesse and light weapon properties. Cost for one arm is 3,000¥, Strain 1, retractable +500¥, Stain +2. (Restricted)</p><p><strong>Internal Organ Implant/Replacements </strong>(2 levels): the subject’s internal organs are either replaced with strengthened cybernetic ones or enhanced and toughened. Level 1 implants grants the subject +2 Constitution up to a maximum score of 21. Level 2 implants grant the subject instead +4 Constitution up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) </p><p><strong>Internal Air Tanks </strong>(3 level): replacing part of the subject’s lungs with small air considers they allow the subject to ‘hold its breath’ for one hour per level. For this hour the subject is immune to any inhaled gases but is not immune to toxic environments, etc. Cost 5,000¥ and Strain 1 per level. </p><p><strong>Move-By Wire Reflex </strong>(1 level): this system not only enhances the subjects’ reaction but also greatly increases its coordination and responsive reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws and Acrobatics and Athletics skill checks, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 50,000¥, Strain 9. (Restricted)</p><p><strong>Muscle Implants </strong>(2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21. Level 2 implants grant the subject instead +4 Strength up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) </p><p><strong>Ocular Drone</strong> <strong>Mount</strong> (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats. </p><p><strong>Orthoskin </strong>(3 levels): this advanced gene-therapy enhances all layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject resistance to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 3. (Restricted) </p><p><strong>Radar Scanner Implant </strong>(1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsense in a 30ft radius area. Radar is automatically detected by Hi/Low frequency hearing and various sensors. Cost 20,000¥, Strain 5. </p><p><strong>Reflex Implants </strong>(2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level 1 implants grants the subject +2 Dexterity up to a maximum score of 21. Level 2 implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost for level 1 is 20,000¥ and Strain 3, level 2 is 50,000¥ and Strain 6. (Restricted) </p><p><strong>Skillwires </strong>(level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. This allows the subject to benefit from muscle memory skills. Only one system can be installed into any one subject and this includes a dedicated chipjack that can only be used for these active like skills. These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill bonus total of +4 for the following subjects – Acrobatics, Athletics, Stealth and Vehicle (each vehicle type must be purchased separately) and cost 5,000¥ each. Advanced version grant a +6 bonus and cost 15,000¥ each.</p><p><strong>Sleep Regulator </strong>(1 level): genetic bio-engineering allows for the subject’s brain waves to be changed in such a way that it only needs 3 hours of sleep for a long rest. It still requires that the subject be inactive for 8 hours but they can be performing minor actions and are fully alert doing this time. Cost 5,000¥, Strain 1. </p><p><strong>Smartgun Link </strong>(1 level): skill wires are implanted within the subject’s eyes and the subject’s hands that greatly enhance its ability to hit with firearms. The link, which can be combine with a laser sight (see Gear) adds +2 equipment bonus to the subject ranged weapon attack rolls and allows the attacker to re-roll 1s and 2s on any damage dice rolled, but only with weapons that the Smartgun link upgrade (see Gear). Costs 2,000¥, Strain 2. </p><p><strong>Taser Hand </strong>(1 level): a melee taster is implanted into one of the subject’s hand. With a successful touch melee attack (+2 to roll) the target must make a Constitution save DC 15 or suffer weapon damage type of Stun (see Gear). Also have the weapon properties of finesse and light. Cost 5,000¥, Stain 3.</p><p><strong>Vehicle Rigger Control (VRC) </strong>(1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or with a datajack and a wireless interface/emersion upgrade. The vehicle or system must have a Rigger upgrade (drones automatically include this upgrade). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains one additional Action on each of its turns. This action can only be used with one of the systems that is under its control and it must be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for the basic class exceptions (for Drone Rigger and Riggers under Techs). Cost 20,000¥, Strain 6. </p><p><strong>Weapon Implant </strong>(2 levels): Requires a cybernetic arm replacement. A small, hand-held weapon is implanted into the subject’s cybernetic arm. Something the size of a light pistol (up to a Hammerli 620S) Costs 2,000¥ plus the weapon’s cost and Strain 1. Any other light firearm costs 5,000¥ plus the weapon’s cost with Strain of 2. A shotgun or two-handed SMG costs 8,000¥ plus the weapons cost and Strain 4. These weapons are totally hidden within the subject’s limb when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it and holds its basic ammunition. Generally a subject cannot have more than two weapons implanted in this way. </p><p><strong>Wired Reflexes </strong>(1 level): this advanced system is implanted along the subject spin to greatly enhance their reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 25,000¥, Strain 6. (Restricted) </p><p> </p><p>Dermal Plating and Orthoskin cannot be combined. </p><p>Adrenal Pump, Boosted Reflexes, Move-By Wire Reflexes, Vehicle Rigger Control and Wired Reflexes cannot be combined. [/sblock]</p><p> </p><p>[sblock=GEAR & EQUIPMENT] </p><p>Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its is part of bonus starting gear or with the <em>I Know a Guy</em> talent. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC 15 to 25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more. </p><p></p><p> </p><p><strong>ARMOR </strong></p><p>NOTE that for armor’s Hardness rating, the 1[SUP]st[/SUP] number is basic damage reduction while the number after the slash is Ballistic damage reduction. Finally Protective Armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits. </p><p> </p><p>PROTECTIVE GEAR</p><p><strong>Synthetic-Leather Jacket</strong>: reinforced leather-like material popular with gangs. Cost: 100¥; Armor Class: 11+ Dex modifier; Hardness: 0; Strength: no minimum; Stealth: no penalty; Wt. 6 lbs. </p><p><strong>Reinforced Synthetic-Leather Jacket</strong>: heavier version of the biker-like jacket. Cost: 200¥; Armor Class: 11+ Dex modifier; Hardness: 0/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. </p><p><strong>Armored Clothing</strong>: made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 400¥; Armor Class: 11+ Dex modifier; Hardness: 1/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. </p><p> </p><p>LIGHT ARMOR </p><p><strong>Reinforced Armored Clothing</strong>: is slightly heavier but still benefits from being heavily concealable as armored clothing. Cost: 500¥; Armor Class: 11+ Dex modifier; Hardness: 1/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Armored Business Suit</strong>: a more fashionable version of armored clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. The wearer does not normally suffer Charisma penalty in corporate situations (even if recognized as armor). Cost: 1,500¥; Armor Class: 11+ Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Undercover Vest</strong>: is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that the subject is wearing the vest if under any normal clothing. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 600¥; Armor Class: 12 +Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Lined Coat</strong>: made of medium weave Kevlar that is fashioned to look normal longcoat. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) rolls to hide a light firearm or light melee weapon on his body. If he already has Expertise with stealth, he gains his proficiency bonus x3 but only to hide items under the coat. Cost: 800¥; Armor Class: 12 +Dex modifier; Hardness: 3/+2; Strength: minimum 11; Stealth: no penalty; Wt. 15 lbs. </p><p><strong>Chameleon Suit</strong>: a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (but disadvantage in inappropriate ones). It takes 2 full rounds for the suit patterns to change with user choosing from various available patters (voice or wireless command) (Restricted). Cost: 2,000¥; Armor Class: 12+ Dex modifier; Hardness: 3/+2; Strength: no minimum; Stealth: Special; Wt. 18 lbs. </p><p> </p><p>MEDIUM ARMOR </p><p><strong>Armored Jacket</strong>: fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A simple Wisdom (Perception) check TN 15 with notice that it is armored (including Passive Perception). Cost: 1,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. </p><p><strong>Flak Vest with Plates</strong>: an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted). Cost: 1,200¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. </p><p><strong>Ballistic Cloth Longcoat</strong>: this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. A simple Wisdom (Perception) check TN 12 with notice that it is armored (including Passive Perception) (Restricted). Cost: 1,500¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 25 lbs. </p><p><strong>Advanced Chameleon Suit</strong>: made with advanced ruthenium polymers to provide almost perfect chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks (Restricted). Cost: 8,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: Special; Wt. 25 lbs. </p><p><strong>Light Security Armor</strong>: obvious armor that is most commonly worn by corporate security teams. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted). Cost: 2,500¥; Armor Class: 14+ Dex modifier (max +2); Hardness: 5/+4; Strength: minimum 11; Stealth: Disadvantage; Wt. 30 lbs. </p><p><strong>Light Military Spec Armor</strong>: military grade armor that is illegal for non-government or extraterritorial corporation to own, much less wear. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor (Military). Cost: 6,000¥; Armor Class: 14 +Dex modifier (max +2); Hardness: 5/+5; Strength: minimum 11; Stealth: no penalty; Wt. 35 lbs. </p><p> </p><p>HEAVY ARMOR </p><p><strong>Heavy Security Armor</strong>: heavier corporate armor. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Restricted). Cost: 5,000¥; Armor Class: 15; Hardness: 6/+6; Strength: minimum 13; Stealth: disadvantage; Wt. 40 lbs. </p><p><strong>Heavy</strong> <strong>Military Spec Armor</strong>: the heaviest military grade, non-powered armor available. As light military spec armor, it is very illegal for non-governmental or extraterritorial entities to own. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Military). Cost: 9,000¥; Armor Class: 16; Hardness: 7/+7; Strength: minimum 15; Stealth: disadvantage; Wt. 50 lbs. </p><p> </p><p>SHIELDS </p><p><strong>Riot Shield</strong>: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can gain ½ cover with the shield until the beginning of his next round (so long as he does not move or is forced to move for the round). Cost: 250¥; Armor Class: +1 bonus; Hardness: 1/+2; Strength: minimum 12; Stealth: no penalty; Wt. 10 lbs. </p><p><strong>Battle Shield</strong>: Designed for forward breaching rooms or fortifications, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point as an action that will provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover. It also takes an action to un-anchor the pitons. The user can spend a bonus action for the user gains ½ cover with the shield until the beginning of her next round (so long as she does not move or is forced to move for the round). As a reaction, the user can also impose disadvantage against one melee attack directed against it (Restricted). Cost: 500¥; Armor Class: +1 bonus; Hardness: 2/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 18 lbs. </p><p> </p><p><strong>WEAPONS</strong></p><p><strong>NEW DAMAGE TYPES</strong></p><p>* <strong>Ballistic</strong>: this is a special type of piercing weapon. There are certain armors that grant additional Hardness vs. it and others that can ignore ballistic Hardness but not piercing. </p><p>* <strong>Restrained</strong>: a target to must make a Strength save vs. the DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save vs. the same DC but with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune. </p><p>* <strong>Stun</strong>: a ‘living’ target must make a Constitution save vs. the DC or gains the <em>Stunned</em> condition. The target can make a new Constitution save at the end of its turn vs. the same DC but with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune.</p><p> </p><p><strong>NEW WEAPONS PROPERTIES</strong></p><p>* <strong>AP</strong> (Armor Penetrating): this weapon ignores Ballistic Hardness (note this is not the same as Armor Piercing ammunition and the two types of ammo cannot be combined) and half any normal Hardness provided (requires Heavy damage weapon feature for this to be applied to materials and vehicles). </p><p>* <strong>Auto</strong>: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. Autofire rules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the area of affect (but still only deal base Auto damage when focused on each target). Switching modes between single fire and autofire mod takes 15ft of move during the attackers round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature. </p><p>* <strong>Burst Fire</strong>: This weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature.</p><p>* <strong>DT</strong>: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature.</p><p>* <strong>Feed</strong>: a type of reloading ammunition. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action with your Move you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories below). Treat these as Magazines (see Reloads below). </p><p>* <strong>Flame</strong>: these weapons can set targets on fire. First, this is an Area of Affect attack. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions). Anything the target is struck must make an Intelligence save vs. 8 (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure means full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity saving at the same DC. The target has advantage on the save if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water. </p><p>* <strong>Heavy</strong>: per PHB plus also applies to anyone with a Strength of 12 or less. </p><p>* <strong>Heavy</strong> <strong>Damage</strong>: weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires one of these weapons in the same round. </p><p>* <strong>Hold-Out</strong>: are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves (under a coat, etc.). </p><p>* <strong>Knockdown</strong>: If the damage from the weapon is enough to impose the <em>Reeling</em> condition the target is also knocked prone. </p><p>* <strong>Loud</strong>: this weapon cannot be quieted by silencers, etc. </p><p>* <strong>Painful</strong>: these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double vs. the target’s Wound Damage Threshold but only to impose the <em>Reeling</em> condition (recovers normally). </p><p>* <strong>Reload</strong>: weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow, then see PHB). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move speed that round. </p><p>* <strong>Shotgun (Shot/Flechette rounds)</strong>: impact with tremendous force at close range but diminish rapidly further out. Within 15ft of the target add plus one weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). </p><p>* <strong>Silence</strong>: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) DC 15 at disadvantage if within 15ft. </p><p>* <strong>Sonic</strong>: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute. </p><p>* <strong>Touch</strong>: this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects. </p><p>* <strong>Undermount</strong>: These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space. </p><p> </p><p>SIMPLE AND MARTIAL WEAPONS can be purchased from the PHB but for four times the price listed in g.p. value in neyen (¥). </p><p><strong>Keen Blades</strong>: this modifier can be added to any piercing or slashing weapon from the PHB. The weapon adds +2 to its basic damage and now costs is instead 10 times the g.p. value in neyen (¥).</p><p> </p><p>MELEE WEAPON DESCRIPTIONS</p><p><strong>Brass Knuckles</strong>: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. Cost: 5¥; Damage: 1d4+1 bludgeoning; Wt.: ½ lbs; Properties: Finesse, holdout, light.</p><p><strong>Combat Knife</strong>: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage). Cost: 50¥; Damage: 1d6 piercing or slashing (attackers choice); Wt.: 1 lbs; Properties: Finesse, light, undermount. </p><p><strong>Collapsible Baton</strong>: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average). Cost: 25¥; Damage: 1d6 bludgeoning; Wt.: 1 lbs; Properties: Finesse, holdout, light.</p><p><strong>Monofilament Sword</strong>: while not true monofilament, this blade is extremely sharp and halves any personal scale armor Hardness (it has no effect on vehicles or material). You cannot add the Keen Blade modifier to this weapon. Cost: 800¥; Damage: 2d6 slashing; Wt.: 3 lbs; Properties: Versatile (2d8).</p><p><strong>Solid Core Staff</strong>: these are dense metal core quarterstaffs that can strike with considerable force. Cost: 50¥; Damage: 1d8 bludgeoning; Wt.: 6 lbs; Properties: Heavy, versatile (1d10). </p><p><strong>Shock Gloves</strong>: these gloves deliver a powerful electrical shocks that can stun a target with a punch. Cost: 100¥; Damage: Stun (15); Wt.: 2 lbs; Properties: Finesse, holdout, light, reload (10p), touch.</p><p><strong>Shock Stick</strong>: once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted). Cost: 200¥; Damage: 1d6 electrical and Stun (15); Wt.: 3 lbs; Properties: Finesse, light, painful, reload (20p), touch. </p><p> </p><p>RANGED WEAPONS (these weapons count as “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades). Both types can include a laser sight. </p><p><strong>Carbon Crossbow</strong>: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll. Cost: 300¥; Damage: 2d6+2 piercing; Wt.: 6 lbs; Properties: Ammunition (range 150/500), heavy, loading, two-handed. </p><p><strong>Compound Bow</strong>: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. They can be adjusted for greater force, depending on the users Strength – <em>setting #1</em>: 1d8+1 piercing damage; <em>setting #2</em>: Strength 12+, 1d10+1 piercing damage; <em>setting #3</em>: Strength 15+, 1d12+1 piercing damage; <em>setting #4</em>: Strength 20+, 2d8 piercing damage. It takes a full minute to adjust the bow to a new setting. Cost: 500¥; Damage: Special, piercing; Wt.: 4 lbs; Properties: Ammunition (range 150/500), heavy, two-handed. </p><p> </p><p>LIGHT FIREARMS – You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them. </p><p><strong>Streetline Special</strong>: a very cheap weapon made of composite material (Restricted). Cost: 250¥; Damage: 2d4 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (8m). </p><p><strong>Colt American L36</strong>: a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights. Cost: 450¥; Damage: 2d4+2 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (15m). </p><p><strong>Fichetti Security 600</strong>: designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds. Standard models have an intergraded laser sights. Cost: 650¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Burst, DT, light, reload (30m). </p><p><strong>Hammerli 620S</strong>: A sleek and stylish revolver with intergraded Smartgun link. Cost: 650¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 2 lbs; Properties: DT, feed (6c), holdout, light, loud. </p><p><strong>Yamaha Sakura Fubuki</strong>: features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link. Cost: 800¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, reload (20m). </p><p><strong>Ares Viper Silvergun</strong>: sleek automatic pistol with built in sound suppressor and intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: Burst, DT, reload (20m), silence. </p><p><strong>Colt Manhunter</strong>: popular with law-enforcement this pistol has an intergraded under the barrel laser sight. Cost: 650¥; Damage: 2d8 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: DT, heavy, reload (14m). </p><p><strong>Ares Predator</strong>: all-time favorite of mercenaries and security it has an intergraded Smartgun link (Restricted). Cost: 950¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: DT, heavy, reload (14m),</p><p><strong>Ruger Super-Warhawk</strong>: a bulky heavy revolver popular with law-enforcers and hunters. Cost: 700¥; Damage: 2d10 ballistic; Range: 60/300; Wt.: 5 lbs; Properties: AP, DT, feed (6c), heavy, loud. </p><p><strong>Ceska Black-Scorpion</strong>: a compact, light machine pistol with intergraded laser sights (Restricted). Cost: 800¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, holdout, reload (20m). </p><p><strong>Steyl TMP</strong>: a light weight machine pistol of polymer-composites and laser sights (Restricted). Cost: 850¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 4 lbs; Properties: Autofire, burst, DT, light, holdout, reload (40m)</p><p><strong>Ares Thunderbolt</strong>: a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted). Cost: 1,500¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: AP, burst, heavy, reload (12m). </p><p><strong>Remington Roomsweeper</strong>: this sawed-off, pistol grip shotgun can be concealed under a trench coat. Cost: 400¥; Damage: 2d8 ballistic; Range: 15/80; Wt.: 5 lbs; Properties: DT, feed (2i), heavy, knockdown, loud, shotgun. </p><p><strong>HK MP-5 TX</strong>: this concealable SMG it has an intergraded silencer and under the barrel laser sight. (Restricted). Cost: 750¥; Damage: 2d6+1 ballistic; Range: 80/400; Wt.: 4 lbs; Properties: Burst, DT, holdout, reload (20m, silence. </p><p><strong>Ingram Smartgun X</strong>: this SMG has an intergraded Smartgun link making it popular with mercenaries (Restricted). Cost: 900¥; Damage: 2d6+2 ballistic; Range: 80/400; Wt.: 5 lbs; Properties: Autofire, burst, DT, reload (40m). </p><p><strong>Defiance EX Shocker</strong>: Also called a “lemon squeezer” it fires up to four darts that trail wires out to 30 feet. Cost: 500¥; Damage: Stun (15); Range: 10/30; Wt.: 1 lbs; Properties: Light, reload (4m), silence. </p><p><strong>Yamaha Pulsar</strong>: fires capacitor darts that eliminate the wires of older models. Cost: 600¥; Damage: Stun (18); Range: 10/30; Wt.: 2 lbs; Properties: Light, reload (4m), silence. </p><p><strong>Ares Tangler</strong>: looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term. Cost: 350¥; Damage: Restrain (15); Range: 20/80; Wt.: 4 lbs; Properties: Feed (1i), loud</p><p><strong>Ruger Sonic Stunner</strong>: a small, hand-held sonic stunner it is very loud when fired. Cost: 750¥; Damage: Stun (18); Range: 15/50; Wt.: 4 lbs; Properties: Light, loud, reload (8p). </p><p> </p><p>HEAVY FIREARMS - these weapons are automatically two-handed. </p><p><strong>AK-97 Carbine</strong>: an extremely reliable light assault rifle that is popular the world over (partly due to being cheap). Its’ lighter rounds do not have the range of most assault weapons (Restricted). Cost: 600¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 6 lbs; Properties: Autofire, burst, reload (30m).</p><p><strong>HK-227S</strong>: popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted). Cost: 1,200¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m), silence. </p><p><strong>Uzi III</strong>: a worthy descendent of the legendary Israeli SMG weapon it includes an intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m).</p><p><strong>AK-98 Assault Rifle</strong>: cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted). Cost: 950¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 10 lbs; Properties: Autofire, burst, heavy, reload (30m).</p><p><strong>FN HAR</strong>: another reliable and popular light assault weapon with security personal it includes a intergraded laser sight system (Restricted). Cost: 1,300¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 11 lbs; Properties: Autofire, burst, heavy, reload (30m).</p><p><strong>Ares-Alpha</strong>: designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It has an intergraded grenade (weight and price already included) launcher and Smartgun link (Military). Cost: 2,000¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 16 lbs (includes grenade launcher); Properties: Autofire, burst, heavy, reload (30m), underbarrle grenade launcher (feed 4i). </p><p><strong>HK XM30</strong>: this is a modular “weapon platform” that comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrels and ammo clips, but can have two “ready” at any time. Use the highest weight listed to determine the weapons weight with two barrels mounted. The case and all weapon systems weighs 29lbs total. All systems have an intergraded Smartgun link (Military). Cost: 4,500¥ and all are have the Heavy weapon property. Other properties by barrel used. Assault Rifle – Damage: 2d8 ballistic; Range: 100/500; Wt.: 18* lbs; Properties: Autofire, burst, reload (40m). Grenade Launcher – Damage: by grenade; Range: 100/500; Wt.: 10 lbs*; Properties: Loud, reload (10m). Shotgun – Damage: 2d10 ballistic; Range: 50/200; Wt.: 12 lbs*; Properties: Loud, knockdown, loud, reload (10m), shotgun. Light Machine Gun – Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 20 lbs*; Properties: Autofire only, loud, reload (50c). Sniper Rifle – Damage: 2d10 ballistic; Range: 200/700; Wt.: lbs; Properties: AP, DT, heavy, reload (12m).</p><p><strong>Ruger 100</strong>: a favored weapon of many professional hunters, it has a built in Image Scope. Cost: 900¥; Damage: 2d10 ballistic; Range: 150/600; Wt.: 12 lbs; Properties: Feed (8i), heavy, loud. </p><p><strong>PJSS Behemoth Gun</strong>: this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted). Cost: 1,100¥; Damage: 2d12 ballistic; Range: 150/600; Wt.: 16 lbs; Properties: AP, feed (2i), heavy, loud. </p><p><strong>Walter MA-21</strong>: a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire) image scope and intergraded Smartgun link (Military). Cost: 1,800¥; Damage: 2d12 ballistic; Range: 300/1,000; Wt.: 16 lbs; Properties: AP, DT, heavy, reload (14m). </p><p><strong>Ranger Arms SM-4</strong>: this sniper rifle includes an image scope and intergraded laser sight and sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price and weight not included) (Military). Cost: 1,600¥; Damage: 2d10+1 ballistic; Range: 300/1,000; Wt.: 14 lbs; Properties: AP, DT, reload (9m)</p><p><strong>Mossberg AM-CMDT</strong>: an autofire combat shotgun (Restricted). Cost: 1,000¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 14 lbs; Properties: Autofire, burst, DT, heavy, knockdown, loud, reload (20m), shotgun. </p><p><strong>Remington 990</strong>: a popular shotgun with law enforcement and for home defense. Cost: 450¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 8 lbs; Properties: Feed (8i), knockdown, loud, shotgun.</p><p><strong>Ingram White Knight LMG</strong>: a light, man-portable machinegun with intergraded Smartgun link (Military). Cost: 1,500¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 19 lbs; Properties: Autofire only, heavy, loud, reload (50c)</p><p><strong>Aztechnology Tangler</strong>: looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them. Cost: 600¥; Damage: Restrain (15); Range: 40/150; Wt.: 12 lbs; Properties: Loud, feed (6i)</p><p> </p><p>HEAVY WEAPONS: these weapons are always heavy, loud and two-handed. </p><p><strong>Ares Gatlin LMG</strong>: a six barrel man portable light-machinegun comes with a backpack magazine (Military). Cost: 2,500¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 30 lbs; Properties: Heavy autofire only, reload (200b). </p><p><strong>Stoner-Ares M202 MMG</strong>: This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military). Cost: 4,000¥; Damage: 3d8 ballistic; Range: 150/600; Wt.: 34 lbs; Properties: Heavy autofire only, reload (100b).</p><p><strong>Ultimax HMG-2</strong>: heavy machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military). Cost: 8,000¥; Damage: 3d10 ballistic; Range: 200/800; Wt.: l54 bs; Properties: AP, heavy autofire only, reload (200b).</p><p><strong>Panther Assault Cannon</strong>: this assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at disadvantage (Military). Cost: ¥4,500; Damage: 4d8 ballistic; Range: 150/600; Wt.: 26 lbs; Properties: AP, heavy damage, reload (15c). </p><p><strong>Ares Antioch-2</strong>: classic grenade launcher. Can be mounted under the barrel of a rifle for an additional 250¥ (Military). Cost: 600¥; Damage: by grenade type; Range: 100/500; Wt.: 4 lbs; Properties: Feed (4i).</p><p><strong>Arms-Tech MGL-12</strong>: this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military). Cost: 1,000¥; Damage: by grenade type; Range: 100/500; Wt.: 11 lbs; Properties: Feed (12i).</p><p><strong>Aztechnology Striker</strong>: a light-weight disposable one-shot missile launcher (Military). Cost: 850¥; Damage: 4d10 fire and piercing damage; Range: 500/1,500; Wt.: 8 lbs; Properties: AP, heavy damage, one-use/mag. </p><p><strong>Misubishi Yakusoku MRL</strong>: a reusable launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Extra standard missile replacements cost $750 and weigh 4lbs each (Military). Cost: 2,500¥; Damage: 4d10 fire and piercing damage; Range: 50/1,500; Wt.: 22 lbs; Properties: AP, feed (4i), heavy damage. </p><p> </p><p>FIREARM AMMUNITION </p><p>For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper rifle, elephant guns, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each. </p><p><strong>Armor Piercing Rounds</strong>: ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted). </p><p><strong>Hollow-Point Rounds</strong>: increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but ballistic Hardness counts as double. Add 50% to the ammunition cost. </p><p><strong>APDS Rounds</strong>: increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military). </p><p><strong>Explosive Rounds</strong>: add one additional base Damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapon’s wielder. Triple the base ammunition cost (Military).</p><p><strong>Gel Rounds</strong>: deal minimum damage with a hit but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the Stunned condition until the start of your next turn. Add 50% to the ammunition cost.</p><p><strong>Slug Rounds </strong>(Shotgun only): lose all shotgun properties except knocking target’s prone with a critical hit, double both ranges and increase weapon damage by one step (2d8 becomes 2d10). Add 50% to the base ammunition cost. </p><p><strong>Stick-n-Shock Rounds</strong>: base damage, but converted to “lightning” damage and target makes an Intelligence save DC vs. the damage dealt or gain the <em>Reeling</em> condition. Five times the base ammunition cost (Restricted).</p><p><strong>Shredder Rounds </strong>(Shotgun only): as shotgun slug rounds except ½ range (instead of double) and add the AP and heavy damage properties. Triple the base ammunition cost (Restricted). </p><p> </p><p>EXPLOSIVES</p><p>All explosive weapons can be used to make an <strong>indirect attack</strong>. They can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. However if you cannot see the target area, then chooses a space where the explosive will land if any targets are within the area treat as if they were invisible and gain Advantage on their saving throws. </p><p> </p><p>Hand grenades count as Simple Weapons for proficiency and are thrown with a base range of 30/60. Throwing a grenade is a ranged attack action, and count as simple weapons for proficiency. Makes a range attack roll vs. a AC 15, if you succeed the grenade lands where you want it to, if you fail it means the grenade lands a number of feet away as you missed by (i.e. if you rolled an 6 your grenade lands 9 feet away from where you wanted it to in a random direction). All targets within the area of affect need to make a saving throw (type listed after damage) vs. the listed DC. If you missed on your attack roll they have advantage on this saving throw if they are still within the area. A critical hit instead imposes Disadvantage on these saving throws instead of doubling damage. All grenades can either be set to explode on impact or with a one round delay (they will exploded at the start of your next turn). It takes 15 feet of movement to set either type, unless you are trained with Explosive kits. Then with DC 10 tool use check it is a free action. </p><p> </p><p>Grenade Launchers have a range of 100/500, but triple the ‘feet missed’. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC 10 tool use check to set property and always requires 15 feet of movement. </p><p> </p><p><strong>Concussion</strong>: light explosive using air pressure as well as shrapnel to disrupt enemy lines. Cost: 25¥ each; Damage: 2d6 bludgeoning; Save/DC: Dex 14; Explosive Area: 10ft; Wt.: 1 lbs; Properties: knockdown. </p><p><strong>Smoke</strong>: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster. Cost: 15¥ each; Damage: none; Save/DC: none; Explosive Area: 10/20/30ft; Wt.: 2 lbs.</p><p><strong>Fragmentation</strong>: deadly antipersonnel explosives with dozens (or hundreds) of steel flechettes (Military). Cost: 50¥ each; Damage: 2d8 bludgeoning, piercing and slashing damage; Save/DC: Dex 15; Explosive Area: 10ft; Wt.: 1 lbs; Properties: knockdown. </p><p><strong>Flash-Bang</strong>: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Dex 18; Explosive Area: 10ft; Wt.: 1 lbs.</p><p><strong>Riot (Tear Gas)</strong>: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Con 15; Explosive Area: 5/10/15ft; Wt.: 2 lbs. </p><p><strong>Tangler</strong>: these grenades release fast hardening aerosol super-achieves into a small area that wraps around all targets within the area of affect to effectively trap they for a short term. Cost: 50¥ each; Damage: Restrained; Save/DC: Str 18; Explosive Area: 10; Wt.: 2 lbs. </p><p><strong>EMP</strong>: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune vs. grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. A Tools – Repair kit, as an action vs. a DC of the Device save +5 will fix the device (Restricted). Cost: 100¥ each; Damage: Special; Save/DC: Int 15; Explosive Area: 15ft; Wt.: 1 lbs.</p><p><strong>White Phosphorus</strong>: these military issued grenades have been outlawed by most of the world’s governments. Use the grenades DC instead of what listed under properties (flame, plus damage is 2d8 every round that they fail) and all targets are at Disadvantage to these saves to put out the flames until they fall prone and roll around on the ground as an action (this means they can make a normal save) or they are at advantage if immerses in water (Military & Illegal for non-government). Cost: 200¥ each; Damage: 2d10 fire; Save/DC: Dex 15; Explosive Area: 10ft; Wt.: 2 lbs; Properties: Flame. </p><p> </p><p>Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a Tools –Explosive kit skill check DC 15 (10 if the setter is proficient with the tool set). You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack). </p><p> </p><p><strong>Charge Pack</strong>: this simple bomb have a fairly simply timer (advantage on Tools – Demolition kit) (Military). Cost: 350¥; Damage: 3d10 force and piercing; Save/DC: Dex 15; Explosive Area: 20ft; Wt.: 8 lbs; Properties: Heavy damage. </p><p><strong>Mining Pack</strong>: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted). Cost: 500¥; Damage: 5d10 force and bludgeoning; Save/DC: Dex 12; Explosive Area: 40ft cone; Wt.: 20 lbs; Properties: Heavy damage. </p><p><strong>Anti-Armor Pack</strong>: a specialized bomb with adhesive pull-stripe that can stick to almost any surface (Military) Cost: 750¥; Damage: 6d10 force and piercing; Save/DC: Dex 18; Explosive Area: 15ft; Wt.: 10 lbs; Properties: Heavy damage. </p><p> </p><p>OTHER EXPLOSIVES </p><p><strong>Thermal Paste</strong>: 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Base Damage 4d8 fire, 2ft area of affect, Dexterity saving throw DC10 to avoid, property AP and Heavy Damage. Type tube has enough paste to spread along 20 feet long, 2” wide. It takes a Tools – Demolition kit roll DC 15 to properly deploy (DC 10 if trained with Tools – Demolitions kit) (Military). </p><p><strong>Plastic Explosives</strong>: 500¥ per 5lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires a detonator and timer to set off (Tools – Demolition kit DC 15). Base brick deals 3d6 fire damage in a 10ft radius or 15ft cone; Dexterity save DC 15 for half. Each additional brick adds either +1d6 fire damage, increase the area of affect by 5ft radius or create a 30ft cone. All require a separate DC 15 Tools – Demolition kit roll (Military).</p><p> </p><p><strong>ADDITIONAL GEAR</strong></p><p>CLOTHING </p><p><strong>Lower-class Clothing or Coveralls</strong>: 15¥, Wt. 5 lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk. </p><p><strong>Middle-class Clothing</strong>: 150¥, Wt. 6 lbs. Better quality wear and low-end business attire for middle class. </p><p><strong>Upper-class Clothing</strong>: 800¥+, Wt. 6 lbs. high quality causal and business wear for the executive and policluber. (Note a really expensive power suit for the CFO of one of the Big 10 run several thousand each).</p><p><strong>Formal Ware</strong>: 3,000¥+, Wt. 6 lbs. Tuxedos and royal gowns. Add +1 equipment bonus to all Charisma skills in appropriate situations. Add +1 to Charisma skills in appropriate situations. </p><p><strong>Shift Fabric</strong>: 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +1 equipment bonus to all Charisma skills in most situations.</p><p><strong>Camouflage Uniform</strong>: 100¥, Wt. 6 lbs. In correct environment grant +2 equipment bonus to Dexterity (Stealth) checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, urban etc.</p><p><strong>Camo Cloak</strong>: 2,500¥, Wt. 4 lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Dexterity (Stealth) checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military).</p><p><strong>Hiking Boots</strong>: 50¥, Wt. 2 lbs. Advantage vs. exhaustion caused by long journeys on foot. </p><p><strong>Backpack</strong>: 20¥, Wt. 2 lbs. Can carry up to 60lbs of gear. </p><p> </p><p>COMMUNICATIONS</p><p><strong>Comlink</strong>: 50¥, Wt. ¼ lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient computer of course but it can provide additional information and if skilled aid another with a skill it is proficient with and with an Action on the part of the user), Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. </p><p>Typical upgrades include A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥, Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Medicine, Physical Science or Religion cost 500¥. Adding Expertise with any known skill cost +750¥. Sim Emersion +500¥. Interface jack (allowing you to control most electronic devices that you have permission on) +250¥. Signal Boost +200¥ for Broadcast 2 (500 yards), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can also include a Satellite Uplink for +500¥ and +5 lbs. Upgraded Firewall +1,000¥ for TN 20, or +5,000¥ for TN 25 or +25,000¥ for TN 30. </p><p><strong>Biometric Meter</strong>: 250¥, Wt. ½ lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Wisdom (Medicine) checks to the subject. Wireless functions can alert team members of conditions, etc. </p><p><strong>Subvocal Microphone:</strong> 100¥, ½ lb. Throat patch. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage vs. DC 15 to notice the subject speaking with a Wisdom (Perception) spot or listen check. </p><p> </p><p>ELECTRONIC GEAR (non-Security electronics)</p><p><strong>Directional Microphone: </strong>750¥, Wt. 2 lbs. This device can listen to conversation at distance (100 yards or so) if within unobstructed line-of-sight, allowing a normal Wisdom (Perception) check vs. subjects it is point at. </p><p><strong>Laser Microphone</strong>: 1,000¥, Wt. 2 lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a Tools – Electronics check DC base 15 (depending on the surface material). </p><p><strong>Giger Counter</strong>: 50¥, Wt. ¼ lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll. </p><p><strong>Laser Range Finder: </strong>100¥, Wt. ½ lb. Used to determine distances out to about 10 miles with line-of-sight. </p><p><strong>RFID Tag: </strong>1¥ each, nil weight. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (100 yards) and Firewall 18 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tools – Security kit check vs. TN 15.</p><p><strong>RFID Stealth Tag</strong>: 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (200 yards) and a Firewall of 25. The broadcast feature is only used if the tag detects a failure to deactivate it (Restricted). </p><p><strong>Tag Locator/Eraser: </strong>1,000¥, Wt. 1 lb. This small scanner is used to locating Tags and destroying them. A DC 10 detects basic RFID tags and a Tools – Security with the same TN will deactivate one. Stealth Tags increase the TN to 25 for both checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering and possible location (Illegal). </p><p> </p><p>FIREARM ACCESSORIES</p><p><strong>Concealed Hostler</strong>: 50¥, Wt. ½ lb. Shoulder or hip holster that hides under a coat (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips.</p><p><strong>Gimbal-Stabilizer Sling</strong>: 750¥, Wt. 15 lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage. </p><p><strong>Hidden Arm Sling</strong>: 250¥, Wt. ½ lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon).</p><p><strong>Image Scope</strong>: 400¥, Wt. 1 lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancement equipment). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage. </p><p><strong>Laser Sight</strong>: 75¥, Wt. ½ lb. Add +1 equipment bonus to Ranged attack rolls and re-roll all 1’s on damage dice.</p><p><strong>Smartgun Link upgrade</strong>: 500¥, nil weight (requires Smartgun link Cyberwar or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack those with up the required systems gain those bonuses. (Restricted).</p><p><strong>Smartgun Goggles</strong>: 750¥, Wt. ½ lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted). </p><p><strong>Silencer</strong>: 200¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire but only with semi-auto fire (single shot or double-tap only). Does not work for revolvers or shotguns (Restricted). </p><p><strong>Suppressor</strong>: 500¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted).</p><p> </p><p>HAND HELD SCANNER</p><p>All of these require the Tools – Hand Scanner proficiency. Untrained users are at disadvantage. Most checks require an Action to use. </p><p><strong>Atmosphere Sensor: </strong>1,000¥, Wt. 2 lbs. A TN 15 check will determines basic weather patterns for next 24 hours within a few miles. </p><p><strong>Cybernetic Detector</strong>: 500¥, Wt. 2 lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a DC 15 (or target’s Firewall) checks vs. targets within 10 feet. If the user beat the TN by +5, gains targets’ Stain level and basic info on type of ware. Beating the TN by 10+ gives more detailed info. </p><p><strong>Electronic/Radio Transition Detector </strong>(bug detector): Cost 200¥, Wt. 1 lb. This hand-wand unit allows the user to make a DC 15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC (Restricted). </p><p><strong>Explosives Detector</strong>: 500¥, Wt. 2 lbs. This hand-wand unit lets this user makes a DC 15 check to detect most common explosives within 10 feet. Each five feet farther +5 to the DC (Restricted). </p><p><strong>Motion Detector</strong>: 1,000¥, Wt. 4 lbs. This hand sensor unit can detect any movement within 60 feet with a DC 15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Move 0 with nothing that costs movement) impose disadvantage to check. </p><p><strong>MAD Scanner</strong>: 750¥, Wt. 2 lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a TN 15 check it will detect any metal weapons, with a DC 20 it will detect aluminum, etc. and with a DC 25 with detect ceramic ones. </p><p><strong>Olfactory Sensory: </strong>500¥, Wt. 3 lbs. This device will detects and analyzes ‘smells’ within a 10 yards area with a TN 15 check (higher TN can provide additional analytical information about the chemicals, etc.)</p><p><strong>Sensor Suite</strong>: 2,500¥, Wt. 5 lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC 15 check (+5 for every 25 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information. </p><p><strong>Ultrasound Scanner: </strong>1,000¥, Wt. 3 lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 40 yards (120 feet) with a TN 10 check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite above). </p><p> </p><p>VISUAL AND AUDIO DEVICES</p><p><strong>Pen-Light</strong>: 10¥, Wt. ¼ lb. A small hand or helm mounted devise that provides bright light up to 50 feet away. </p><p><strong>Flashlight</strong>: 20¥, Wt. 1 lb. A light hand-held unit, provides bright light out to 200 feet or 40 foot radius. For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning). </p><p><strong>Binoculars</strong>: 250¥, Wt. 1 lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular </p><p><strong>Goggles: </strong>100¥, Wt. ½ lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles.</p><p><strong>Glasses: </strong>250¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses. </p><p><strong>Monocle: </strong>150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements, but character suffers One Eye Hindrance (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle. </p><p><strong>Contact Lenses: </strong>500¥, nil weight. With an action, a Wisdom (Perception) TN 15 check at disadvantage, to notice its’ different. Can hold up to 2 Visual Enhancements. Costume eye contact lenses. </p><p><strong>Earplugs: </strong>150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones. </p><p><strong>Headphones: </strong>250¥, Wt. ½ lb. With an action, a Wisdom (Perception) TN 12 check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices. </p><p> </p><p>Audio Enhancements – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device maybe fitted with).</p><p><strong>Audio Amplifier: </strong>+400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em></p><p><strong>Audio Enhancer: +</strong>300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. </p><p><strong>Dampener: </strong>+200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. </p><p><strong>High/Low Freq Hearing</strong>: +400¥. This enhancement grants the user High and Low Frequenting Hearing.</p><p><strong>Spatial Sound Recognizer: </strong>+1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing.</p><p> </p><p>Visual Enhancements – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.)</p><p><strong>Low-Light Vision: </strong>+200¥. As species sense Low-Light Vision. </p><p><strong>Flare Compensation: </strong>+200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. </p><p><strong>Dark Vision: </strong>+500¥. This enhancement grants the user Darkvision out to 60 feet. </p><p><strong>Vision Enhancement: </strong>+450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. </p><p><strong>Vision Magnification: </strong>+400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. <em>Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. </em> </p><p> </p><p>MEDICAL EQUIPMENT & SERVICES</p><p><strong>Auto-Doc Pod</strong>: 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypospray syringe, medscanner and 10 doses of sprayskin. The dedicated AI has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. It has a broadcast rating of 3 (1,000yds) and Firewall of 20. </p><p><strong>Doc-Wagon Basic Contract</strong>: 10,000¥/year. Doc Wagon provides first class medical care, 24 hours a day within most Metroplexes areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ each time. </p><p><strong>Doc-Wagon Gold Contract</strong>: 50,000¥/year. As basic but no extra charges for Hazardous Extraction.</p><p><strong>Hypospray Syringe</strong>: 200¥, Wt. ½ lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. </p><p><strong>Medscanner</strong>: 1,000¥, Wt. 2 lbs. A small hand-held wand grants advantage with Wisdom (Medicine) checks. </p><p><strong>Sprayskin</strong>: 250¥, Wt. ½ lb. per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute of suffering any HP damage, the target recovers 1d6 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. Finally it allows the target to regain one addition Hit Dice after a long rest. A canister contains 6 doses of Sprayskin applications. </p><p><strong>Syringe</strong>: 5¥, Wt. ¼ lbs. These are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll vs. an unwilling target. Wt. ¼lb, Cost 5 credits each. </p><p> </p><p>MEDICAL DRUGS & PATCHES</p><p>Drugs generally have a weight of around 32 doses per pound while patches weigh ½ lb. each. Drugs come in a pill form (that takes 1d4+1 minutes to active) or can be administered through a syringe (instant affect). There are also Patches, which administer a drug almost instantly (1 round). To administer a patch or syringe requires either a willing target and one action (by the target or adjacent administer) or a Melee attack roll if the subject is unwilling. </p><p><strong>Antibiotic</strong>: 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before another dose will have any effect.</p><p><strong>Antivenom</strong>: 30¥/dose. When applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back. </p><p><strong>Bliss</strong>: 100¥/dose. This is a semi- hallucinogenic depressant that is fairly popular as an upper-class as a recessional drug. The subject gains one Hit Dice + Charisma modifier in temporary hit points. These temporary hit points last for 1d6 +2 hours. While under the affects the subject is also at disadvantage on ability checks or saves verses any Charisma (Deception) and (Persuasion) checks and any situation that can impose the <em>charmed</em> condition. However they do gain advantage vs. any saves that would impose the <em>frightened</em> condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again.</p><p><strong>Cram</strong>: 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+1 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Wisdom (Perception) checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again. </p><p><strong>Deepweed</strong>: 250¥/dose. This drug is extremely dangerous for not awakened (adepts and magic users) to take. For 1d4 hours after administration the subject is considered ‘awakened’ and sees into the astral space, but they are also vulnerable for any and all affects from astral space. All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d6 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls for healing the hit points. A subject must complete a short or long rest before they can benefit from the effects again (Illegal). </p><p><strong>Jazz</strong>: 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted).</p><p><strong>Kamikaze: </strong>100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Jazz gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal). </p><p><strong>Long Haul</strong>: 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.) At the end the subject suffers three levels of exhaustion that can only be recovered through long rest. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. Awakened characters who use this require a Constitution saving throw vs. a TN 15 or it costs them 1 point of Strain at the end! A subject must complete a long rest before they can benefit from the effects again.</p><p><strong>Novacoke </strong>(drug): 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Wisdom (Perception) and Charisma (Persuasion) skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if that check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again.</p><p><strong>Patch, Antidote</strong>: 50¥ each. Instant and has the same effect as an Antivemon dose. </p><p><strong>Patch, Stim</strong>: 50¥ each. Takes 1d6 rounds to removes 1 Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a Constitution save TN 10, +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points!</p><p><strong>Patch, Tranq</strong>: 400¥ each. Instant. The subject must make a Constitution save vs. TN 15 or gains the <em>Unconscious</em> Condition. This condition last for 1d4 minutes afterwards. A Wisdom (Medicine) skill check vs. a TN 20 and one action can remove the condition by and adjacent ally. </p><p><strong>Patch, Trauma</strong>: 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before they can have this HP restored again (but it can be used to stabilize the same subject who is dying again).</p><p><strong>Psyche</strong>: 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensive though and so still rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, Wisdom and Charisma ability and skill checks and allows a magic user to ‘quicken’ one Concentration spell for the duration. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again.</p><p><strong>Radcleanse</strong>: 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. </p><p><strong>Zen</strong>: 75¥/dose. Another legal stimulant that helps people focus. Grants the subject 2d6 temporary hit points a +2 insight bonus with all Intelligence and Wisdom ability and skill checks. However the subject is at disadvantage vs. all Charisma (Deception) checks used against them. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again. </p><p> </p><p>MISCELLANEOUS GEAR</p><p><strong>3D Printer</strong>: 500¥, Wt. 10 lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex.</p><p><strong>Grapnel gun</strong>: 200¥, Wt. 4 lbs. 50¥ and 2 lbs. for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. </p><p><strong>Microwire Grapple Gun: </strong>1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong rope that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Microwire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted). </p><p><strong>Microwire Spool: </strong>800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves (see below) and can be step up between two points as traps, etc. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it must make a passive perception check at disadvantage or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed (Restricted). </p><p><strong>Sheath Gloves: </strong>250¥, Wt. ½lb. Wearer can handle microwire safely, including security wire.</p><p><strong>Wall Climbing Cups</strong>: these vacuum suction cups are worn on the user’s hands and feet allow the user a Climb speed of 10 feet on ‘hard’ (metal, glass, stone, etc.) horizontal surfaces. Wt. 4lbs. Cost 200¥. </p><p> </p><p>SECURITY & COUNTER SECURITY DEVICES</p><p><strong>Fake License: </strong>1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a Fake SIN. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week (Illegal).</p><p><strong>Fake SIN</strong>: 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week. Enhanced versions increase the rating 25 for 10,000¥ (Illegal).</p><p><strong>Electronic Bug/Tags</strong>: 100¥ each, Wt. 10 weigh about one pound. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (100 yards). Bugs Detectors detect sounds (voices, etc.), Radios Detector detect radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check. </p><p><strong>Wellesley Lock</strong>: 50¥, Wt. 4 lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires Thieves tools DC 15 to open. High quality locks DC to 20 and HP 20 for 250¥. </p><p><strong>MagLock</strong>: 500¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These magnetic door locks come with keypad or wireless access port. The one seeking access must know the code or have the wireless access account in order to gain admittance. The base DC to overcome with a Maglock Passkey kit is 15 or with a Computer User hacking roll vs. the Firewall. Higher security systems increase the passkey DC to 20 and HP 25 for 2,000¥ and to DC 25, HP 25 and Hardness 10 for 10,000¥. </p><p><strong>GeneLock</strong>: 1,000¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. The base DC to overcome with a GeneLock kit is 15 or with a Computer Use hacking roll vs. the Firewall. Higher quality increase HP to 25 and Hardness 10. </p><p><strong>Headjammer: </strong>500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a Constitution save DC 12 or also gain the <em>Poisoned</em> condition for the duration (Restricted). </p><p><strong>Neural Interface Disrupter</strong>: 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires an Intelligence save vs. a DC 15 or the subject may not use any cybernetic systems that round. The subject must also make a Constitution save DC 12 or also gain the <em>Poisoned</em> condition for the duration (Restricted). </p><p><strong>Mage’s Hood & Restraint Coat</strong>: 1,000¥, Wt. 5 lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the <em>Blinded, Deafened</em> and <em>Restrained </em>conditions throughout the duration. In order to attempt to escape they may try to make a Strength or Dexterity ability check (player’s choice) at disadvantage vs. a DC 18. This takes 1d6+4 rounds and cost the subject one level of Fatigue at the end. It takes 1d4+1 rounds to place a helpless subject into the coat and attach the hood (Restricted). </p><p><strong>Jammer, Area</strong>: 750¥, Wt. 2lbs. Jams all wireless and radio communications within a 20yd radius (12 square radius) and can interfere with radar, etc. User is at disadvantage with any skill rolls that require communication or some kind and an Intelligence (Computer Use) skill roll at disadvantage vs. a DC 15 to even use a comlink, etc. to talk within the area. </p><p><strong>Monofilament Handsaw: </strong>500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP & Heavy damage but only with a full round action. Disadvantage if used in melee combat (Restricted).</p><p><strong>Monofilament Chainsaw: </strong>750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Two-Handed. Disadvantage if used in melee combat (Restricted). </p><p><strong>Wire Cutters: </strong>100¥, Wt. 1lb. Metal shears that are good for cutting wires and the like. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. </p><p><strong>Metal Handcuff Restraints: </strong>150¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 200¥ and weigh 1½lb. </p><p><strong>Pasteel Handcuff Restraints: </strong>200¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb.</p><p><strong>Plastic Handcuff Restraints: </strong>75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 18. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 12 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4.</p><p><strong>Screamer</strong>: 300¥, Wt. 2 lbs. Proximity alarm that detects motion and sound, base Perception check +8. Within 30ft area of affect (6 square area), if motion is detected they set of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within 50 yards). They automatically detects ultra-sound waves (Stummer or similar devices). </p><p><strong>Stummer</strong>: 1,500¥, Wt. 3 lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Dexterity (Stealth) checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves. </p><p><strong>White Noise Generator: </strong>500¥, Wt. 2lbs. Used to mask talking within a 10yds (6 square) radius area from outside listeners. Disadvantage with Wisdom (Perception) checks vs. a DC 15 (20 if those inside the area are trying to hide or disguise their conversation). </p><p> </p><p>SURVIVAL GEAR</p><p><strong>Chemical Suit: </strong>600¥, Wt. 10lbs. A chemical suit will protect its wearer (immunity) from contact toxins and hazards. Often combined with Gas Mask. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. </p><p><strong>Gas Mask: </strong>150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage to any saving throw required along with a +4 equipment bonus to saves while worn against inhaled toxins and gases. However the wearer also has limited visual range due to the goggles, etc. and suffers an -2 equipment penalty to passive perception and Wisdom (Perception) checks made with sight. </p><p><strong>Filter Plugs</strong>: Cost 25¥, Wt. nil. Nose filter plugs that add +4 equipment bonus to saves vs. inhaled toxins when worn in the user’s nasal cavities. </p><p><strong>Hazmat Suit: </strong>1,500¥, Wt. 15lbs. Total resistance (immunity) vs. airborne & contact toxins, poisons & chemicals. Oxygen tanks last 4 hours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank. </p><p><strong>Diving Gear: </strong>600¥, Wt. 8lbs. A wet suit with oxygen tank. User can breathe underwater with 2 hour tank and gains +4 equipment bonus to saving throws vs. cold and high pressure environments (see the Environment). Also includes feet flippers that add a Swim speed of 15ft.</p><p><strong>Light Sticks: </strong>10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides dim illumination within a 15ft radius (3 squares). </p><p><strong>Micro-Flares: </strong>25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscuring environment). Can provide dim illumination within a 30ft radius (6 squares) for 1 minute. </p><p><strong>Rope, standard</strong>: 20¥, Wt. 4lbs. 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break. </p><p><strong>Myineric Rope: </strong>1,000¥, Wt. 6lbs. 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). Grants advantage on any Strength (Athletics) checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted). </p><p><strong>Stealth Rope</strong>: 500¥, Wt. 5lbs. 50ft of stealth rope that will disintegrate without a trace in two rounds with wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted).</p><p><strong>Repealing Gloves</strong>: Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed.</p><p><strong>Canteen</strong>: 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥. </p><p><strong>MRE Ration</strong>: 5¥, Wt. 1lb each. One days’ worth of nutritious (but bland) food. Requires ¼ gallon of water.</p><p><strong>Survival Kit</strong>: 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +2 equipment bonus to Wisdom (Survival) checks. </p><p> </p><p>UTILITY CHEMICALS </p><p><strong>Glue Sprayer</strong>: 100¥, Wt. ½ lb. canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a Strength TN vs. 20 at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥).</p><p><strong>Thermite Burning Bar: </strong>250¥, Wt. 1 lb. bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a Tools (Demolitions) TN 10 check to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military). [/sblock] </p><p> </p><p>[sblock=VEHICLES AND DRONES]</p><p>Drones use stats very close to normal creatures and have the Construct type. Vehicles use a new system found in the Vehicle combat section.</p><p></p><p>STOCK DRONES</p><p>These are only the most common, “off the rank/stock” Drone found in the shadows. All drones have built in Comlinks (Broadcast 3/1,000yards, Firewall 20) and Rigger Upgrades. Also all Drones are at least Redistricted Availability. </p><p> </p><p>Drone Attributes</p><p><strong>Size</strong>: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. Note that with Attribute boost (Strength), each level adds 10% to the drone’s capacity total (round to the nearest). </p><p><strong>Cost</strong>: drones price new, in ¥. </p><p><strong>Attributes</strong>: drones attributes</p><p><strong>Prof</strong>: drone’s basic proficiency bonus.</p><p><strong>Save</strong>: additional save type the drone has proficiency in. </p><p><strong>Threshold</strong>: as with characters and vehicles, this is the damage to send a drone to Reeling. </p><p><strong>Speed</strong>: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs or wheels, etc. have no ground speed. </p><p><strong>AC</strong>: basic armor class without Dexterity bonus added on. </p><p><strong>HD</strong>: basic Hit Dice of the drone.</p><p><strong>HP</strong>: base number of Hit Points. </p><p><strong>Battery</strong>: the drone’s operation time on a fully charged battery. </p><p><strong>Special</strong>: any special abilities base on the drone’s size. </p><p> </p><p><strong>Optical Drone¹</strong> [requires Cyber-Eye Replacement<em> and</em> Optic-Drone Mount]. This is a detachable eye drone with VTOL flight capacity and advanced sensors. Cost 10,000¥, Wt. 1.5lb. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 7; <em>Speed</em>: 60ft fly (180 MPH); <em>AC</em> 14 (dex +4); <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +4, Stealth +8; <em>Special</em> <em>Qualities</em>: VTOL propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 60ft, Low-Light) (½lb), Skill Expertise & Proficiency (Stealth).</p><p><strong>Shiawase Kanmushi¹</strong>. This drone is designed to look like a cockroach with standard ‘gecko-crawl’ wall-crawling system. Cost 7,000¥, Wt. 1lb. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 7; <em>Speed</em>: 30ft (30 MPH), climb 20ft; <em>AC</em> 15 (dex +4); <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +2, Stealth +8; <em>Special</em> <em>Qualities</em>: Walker propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. Animal Form, Sensor (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker.</p><p><strong>Sikorshy-Bell Microskimmer¹</strong>. A very small rotor vehicle (size of a small hummingbird) used for surveillance. Cost 9,000¥, Wt. 2lbs. <em>Attributes</em>: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 7; <em>Speed</em>: 40ft fly (8 MPH); <em>AC</em> 14 (dex +4); <em>SZ</em>: Fine; <em>HD</em>: ½; <em>HP</em>: 5; <em>Hardness</em>: 0, <em>Proficiencies</em>: Computer Use +3, Perception +6, Stealth +6; <em>Special</em> <em>Qualities</em>: Rotor propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 120ft, Telescopic Vision 120ft) (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth)</p><p><strong>Drone Hand¹</strong> [requires a Cyberarm <em>and</em> Drone-Hand Mount]. This is a detectable cybernetic hand that can act like a remote stealth drone. Cost 9,600¥, Wt. 8.5 lbs; <em>Attributes</em>: Strength 6, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 12, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +6, Intelligence +3; <em>Threshold</em>: 8; <em>Speed</em>: 40ft (40 MPH); <em>AC</em> 15 (dex +4); <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +3, Stealth +8; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Walking propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 1, Attribute Boost (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. </p><p><strong>MCT Fly-Spy¹</strong>. This drone is designed to look like a common bird (normally a pigeon or a crow). Cost 10,400¥, Wt. 8 lbs; <em>Attributes</em>: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +4, Intelligence +3; <em>Threshold</em>: 8; <em>Speed</em>: 30ft fly (60 MPH); <em>AC</em> 13 (dex +2); <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +6, Stealth +4; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Bird-Wing aircraft propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. Animal Form, AI boost (Wisdom) 2, Sensors (Low-Light Vision, Telescopic Vision 240ft), (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth).</p><p><strong>Lone Star iBall¹</strong>. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ can add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8 lbs; <em>Attributes</em>: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +4, Intelligence +3; <em>Threshold</em>: 8; <em>Speed</em>: 30ft (30 MPH); <em>AC</em> 13 (dex +2); <em>SZ</em>: Tiny; <em>HD</em>: 1; <em>HP</em>: 10; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +8; <em>Weapon Attack</em>: -1 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). </p><p><strong>Aztechnology Crawler³</strong>. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks (with a very low to the ground signature). Cost: 15,400¥, Wt. 47.5 lbs. <em>Attributes</em>: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +5, Intelligence +3; <em>Threshold</em>: 11; <em>Speed</em>: 40ft (40 MPH); <em>AC</em> 15 (dex +3); <em>SZ</em>: Small; <em>HD</em>: 3; <em>HP</em>: 30; <em>Hardness</em>: 6, <em>Proficiencies</em>: Computer Use +3, Perception +4; <em>Weapon Attack</em>: +2 melee, +5 ranged; <em>Special</em> <em>Qualities</em>: Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). </p><p><strong>Cyberspace Designs Dalmatian²</strong>. An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties, but comes with a light weapons mount standard. Cost 29,600¥, Wt. 33 lbs; <em>Attributes</em>: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +5, Intelligence +3; <em>Threshold</em>: 11; <em>Speed</em>: 90ft fly (210 MPH); <em>AC</em> 13 (dex +3); <em>SZ</em>: Small; <em>HD</em>: 2; <em>HP</em>: 20; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +5, Stealth +5; <em>Weapon Attack</em>: +3 melee, +6 ranged; <em>Special</em> <em>Qualities</em>: VTOL propulsion. Construct, Battery 12hrs on 5hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Strength) 2, (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 120ft) (1lb), Skill Proficiency (Stealth), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms).</p><p><strong>Lockheed Optic-X²</strong>. This is a fixed-winged stealth VSTOL drone for surveillance and monitoring, not especially combat. Cost 16,000¥, Wt. 32 lbs, about the size of a child; <em>Attributes</em>: Strength 8, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Dexterity +5, Intelligence +3; <em>Threshold</em>: 9; <em>Speed</em>: 60ft (120 MPH), stall 30ft; <em>AC</em> 13 (dex +3); <em>SZ</em>: Small; <em>HD</em>: 2; <em>HP</em>: 20; <em>Hardness</em>: 1, <em>Proficiencies</em>: Computer Use +3, Perception +7, Stealth +5; <em>Weapon Attack</em>: +1 melee, +5 ranged; <em>Special</em> <em>Qualities</em>: VSTOL Propeller propulsion (takeoff/landing 250ft). Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Dexterity) 2, Sensors (Darvision 120ft, Low-Light, Telescopic 240ft) (2lbs), Skill Expertise (Perception), Skill Proficiency (Stealth), Stealth System. </p><p><strong>MCT-Nissan Roto-Drone². </strong>A simple ruggedly made, no-nonsense rotor-blade drone that can handle various weapon platforms. Cost: 42,000¥, Wt. 123lbs. <em>Attributes</em>: Strength 12, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Strength +3, Intelligence +3; <em>Threshold</em>: 16; <em>Speed</em>: 50ft fly (100 MPH); <em>AC</em> 13 (dex +2); <em>SZ</em>: Medium; <em>HD</em>: 4; <em>HP</em>: 40; <em>Hardness</em>: 6 (+4 vs. ballistic damage), <em>Proficiencies</em>: Computer Use +3, Perception +6; <em>Weapon Attack</em>: +3 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Rotor propulsion. Construct, Battery 10hrs on 9hr recharge, Unarmed 1d6 bludgeoning. Armor Plating 1 (10lbs), AI boost (Wisdom) 2, Attribute Boost (Dexterity) 2, Hardness 1 (bullet-proofing 1) (20lbs), Expertise (Perception), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 2) (1lb), Weapon Mounts (4 heavy firearms) (8lbs), Weapon Proficiencies (Light and Heavy firearms)</p><p><strong>GM-Nissan Doberman³</strong>. This is a four-wheeled solidly built combat drone platform for light security patrol work. Cost: 24,000¥, Weight 190.5lbs. <em>Attributes</em>: Strength 16, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +2; <em>Save</em>: Strength +5, Intelligence +3; <em>Threshold</em>: 18; <em>Speed</em>: 35ft (70 MPH); <em>AC</em> 15 (dex +2); <em>SZ</em>: Medium; <em>HD</em>: 5; <em>HP</em>: 50; <em>Hardness</em>: 7 (+4 vs. ballistic damage), <em>Proficiencies</em>: Computer Use +3, Perception +4; <em>Weapon Attack</em>: +5 melee, +4 ranged; <em>Special</em> <em>Qualities</em>: Wheeled propulsion. Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. Armor upgrade 2 (20 lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, Dexterity (2), Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet proofing 1) (20lbs), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Speed 2, Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs), Weapon Proficiencies (Heavy weapons, Light and Heavy firearms).</p><p><strong>Crash-Craft AutoDoc</strong>. This six wheeled drone has a pair of specially designed and padded actuator arms that allow it to lift one metahuman sized creature (Medium sized or smaller) and place it within its reinforced medical-coffin interiors where an advanced AutoDoc program system can work to save critically injured. These drones are often used for high risk excretions for DocWagon contracts. Cost 64,000 ¥, Wt. 450 lbs, about the size of an adult troll; <em>Attributes</em>: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength +7, Intelligence +4; <em>Threshold</em>: 26; <em>Speed</em>: 20ft (40 MPH); <em>AC</em> 13; <em>SZ</em>: Large; <em>HD</em>: 6; <em>HP</em>: 60; <em>Hardness</em>: 4; <em>Proficiencies</em>: Computer Use +4, Medicine +12, Perception +7; <em>Weapon Attack</em>: +7 melee, +2 ranged; <em>Special</em> <em>Qualities</em>: Wheeled propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Arm-Actuator Lifter (45lbs), AI Boost (Wisdom) 4, Attribute boost (Dexterity) 1, Auto-Doc Pod (see Medical gear) (100lbs), Enhanced Programming (feat: First Aid), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Skill Expertise & Proficiency (Medicine). </p><p><strong>Steel Lynx Combat Drone</strong> (Military). This is a military grade combat drone built something like a four-legged tetrapod with a flexible body form and two arm mounts for maximum combat effectiveness. Cost 58,000¥, Wt. 534 lbs; <em>Attributes</em>: Strength 26, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength +9, Intelligence +4; <em>Threshold</em>: 28; <em>Speed</em>: 30ft (30 MPH); <em>AC</em> 15 (dex +1); <em>SZ</em>: Large; <em>HD</em>: 8; <em>HP</em>: 80; <em>Hardness</em>: 6; <em>Proficiencies</em>: Computer Use +4, Perception +5; <em>Weapon Attack</em>: +11 melee, +6 ranged; <em>Special</em> <em>Qualities</em>: Walker propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Armor Plating 2 (30lbs), AI Boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet-proofing 2), Reinforced Chassis 2 (30lbs), Sensors (Darkvision 60ft, Low-Light Vision, Motion Sensor) (10lbs), Weapon Mount (4 heavy firearms, 1 heavy weapon) (16lbs), Weapon Proficiency (Heavy Firearms, Heavy Weapons).</p><p><strong>Renraku Stormcloud</strong>². This large lighter-then-air mini-blimp is solar powered recon drone is built to remain in the air for up to two days. Its advanced sensors allow it to remain high in the air and generally out of damage from non-flying threats. It cannot handle much in the way of weapons and is slow and clumsy in most combat situations. Cost: 28,000¥, Wt. 1,000lbs; <em>Attributes</em>: Strength 22, Dexterity 6, Constitution n/a, Intelligence 14, Wisdom 16, Charisma 6; <em>Proficiency Bonus</em> +3; <em>Save</em>: Strength +8, Intelligence +5; <em>Threshold</em>: 28; <em>Speed</em>: 20ft (20 MPH); <em>AC</em> 9 (dex -2); <em>SZ</em>: Huge; <em>HD</em>: 6; <em>HP</em>: 60; <em>Hardness</em>: 4; <em>Proficiencies</em>: Computer Use +5, Perception +9, Stealth +1; <em>Weapon Attack</em>: +8 melee, +1 ranged; <em>Special</em> <em>Qualities</em>: Lighter-Then-Air (LTA) propulsion. Construct, Battery 48hrs on 14hr recharge, Unarmed 1d6 bludgeoning. AI boost (Intelligence) 1, (Wisdom) 3, Enhanced Battery 2, Extra Battery 1, Sensors (Low-Light Vision, Telescopic Vision 240ft base), Skill Expertise (Perception), Skill Training (Stealth), Weapon Mount (can hold either two light firearms or one heavy one), Weapon Proficiency (light & heavy firearms). </p><p> </p><p>¹ These drones count as Stealth drone for Drone Rigger choices at character creation. Stealth drones are meant to not be seen or not be seen as a drone (or both). Stealth drones tend to be fine or tiny in size and almost never have weapons attached. </p><p>² These drones count as Recon drones for Drone Riggers choice at character creation. Recon drones might have some stealth systems like the Stealth drone but they have addition sensors to seek out information. </p><p>³ These drones count as Combat drones for Drone Rigger choices at character creation. Built for combat and carrying weapons.</p><p> </p><p>STANDARD VEHICLES</p><p>Vehicles sizes range from Medium up to Titan (two steps greater than colossal). Almost all vehicles have at least a comlink with a Broadcast 1 (100yards) and Firewall of 15 unless removed or really old (like 50+ years). All vehicles have resistant to all non-Heavy Damage weapons and ‘Physical’ energy damage attacks (spells).</p><p></p><p>Vehicle Attributes </p><p><strong>Cost</strong>: the basic cost in ¥, with numbers in parentheses is the cost for a battery power source. Note that ‘stock’ vehicles gain a 5-10% discount on overall cost due to standardized assembly. </p><p><strong>Size</strong>: See GM section for full chart. </p><p><strong>Crew</strong> and <strong>Passengers</strong> the standard crew size and maximum number of passengers. Note that normally a troll counts as two medium sized creatures. </p><p><strong>Cargo</strong>: basic cargo load</p><p><strong>Modifier</strong>: This is the equipment bonus or penalty when attempting a maneuver checks.</p><p><strong>Speed</strong>: The base speed and maximum MPH in parentheses. </p><p><strong>Cover</strong>: the cover bonus to all crew and passengers (PHB). </p><p><strong>Power</strong>: whether gas or battery powered. See vehicles for costs of fuel and recharges. </p><p><strong>AC </strong>(Armor Class): The basic armor class of the vehicle. </p><p><strong>HD </strong>(Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles. </p><p><strong>HP</strong> (Hit Points): The amount of damage the vehicle can suffer before being disabled. </p><p><strong>Hardness</strong>: the hardness of the vehicle. Reduce all damage dealt by this amount.</p><p><strong>Threshold </strong>the vehicles Damage Threshold verse damage (its Strength modifier + size bonus).</p><p><strong>Abilities </strong>basic ability scores of vehicles which include Strength, Dexterity, Intelligence and Wisdom. </p><p><strong>Skills</strong>: These are the skills that the vehicle’s AI can perform as directed by the owner/operator. </p><p><strong>Availability</strong>: if the vehicle is Restricted or Military grade.</p><p> </p><p>BIKE (MOTORCYCLE) VEHICLES</p><p>All motorcycles have a wheeled (two wheeled) system. </p><p><strong>Dodge Scooter</strong>. This is a light, around the town, easy to operate scooter-bike. <em>Cost</em>: 1,350¥ (battery 1,880¥); <em>Size</em>: Medium; <em>Crew</em>: 1; <em>Passengers</em>: 0;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 50ft (60 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas 8 hours on 2 gallons (Electric 8hrs on 1hr recharge); <em>AC</em>: 11 + Dex/Int (max +2); <em>HD</em>: 3; <em>HP</em>: 30;<em> Hardness</em>: 2; <em>Threshold</em>: 18; <em>Abilities</em>: Strength 16, Dexterity 14; <em>Notes</em>: Bike propulsion. Off road loses maneuver bonus with an additional -4/-8 penalty. Attribute Boost 2 (Dexterity), No passengers, Reduced cargo space 2, Reduced fuel/battery 2. </p><p><strong>Suzuki Mirage</strong>. A popular racing bike, especially with go-gangers looking for speed. <em>Cost</em>: 9,400¥ (15,500¥ for battery); <em>Size</em>: Medium; <em>Crew</em>: 1; <em>Passengers</em>: 1;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +4; <em>Speed</em>: 90ft (180 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -16hours on 4 gallons (Electric -16hrs on 4hr recharge); <em>AC</em>: 11 + Dex/Int; <em>HD</em>: 3; <em>HP</em>: 30;<em> Hardness</em>: 4; <em>Threshold</em>: 19; <em>Abilities</em>: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1.</p><p><strong>Yamaha Growler</strong>. A popular off-road, ruggedly built motorbike. <em>Cost</em>: 11,000¥ (16,500¥); <em>Size</em>: Medium; <em>Crew</em>: 1; <em>Passengers</em>: 1;<em> Cargo</em>: 40 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas 16 hours on 4 gallons (Electric -16hrs on 4hr recharge); <em>AC</em>: 12 + Dex/Int; <em>HD</em>: 4; <em>HP</em>: 40;<em> Hardness</em>: 5; <em>Threshold</em>: 20; <em>Abilities</em>: Strength 20, Dexterity 14, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Bike propulsion. Armor Plating 1, AI upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 2, (Dexterity) 2, Enhanced Speed 4, Hardening 1, Off-Road, Reinforced Chassis 1. Troll upgrade adds +1,000¥ (increase Strength to 22, Threshold 21, and Hardness to 6). </p><p><strong>Harley Davidson Scorpion. </strong>A very popular heavy (and big!) copper that is built to take a beating. <em>Cost</em>: 18,000¥ (23,000¥ battery); <em>Size</em>: Large; <em>Crew</em>: 1; <em>Passengers</em>: 1;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 60ft (120 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -12hr on 10 gallons (Electric 12hrs on 4hr recharge); <em>AC</em>: 12 + Dex/Int (max +2); <em>HD</em>: 7; <em>HP</em>: 70;<em> Hardness</em>: 5; <em>Threshold</em>: 29; <em>Abilities</em>: Strength 28, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base; <em>Notes</em>: Bike propulsion. Off-road penalties of -2/-6 to maneuver checks. Armor Plating 1, AI Upgrade, Boost Signal +1, Enhanced Attributes (Strength) 2, (Dexterity) 1, Enhanced Speed 4, Hardening 1, Less Crew (-3), Off-Road Handling, Reinforced Chassis 1. Troll upgrade adds +2,000¥ to cost (increase Strength to 28, Threshold to 31 and Hardness to 6).</p><p> </p><p>HOVER CRAFT</p><p><strong>GMC Everglades</strong>. A fairly common civilian ‘hover-truck’. <em>Cost</em>: 65,000¥ (74,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1; <em>Passengers</em>: 9;<em> Cargo</em>: 2,000 lbs;<em> Modifier</em>: +1; <em>Speed</em>: 50ft (72 MPH);<em> Cover</em>: Full or Half; <em>Power</em>: Gas -10hrs on 80 gallons of gas (Electric -10hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2); <em>HD</em>: 10; <em>HP</em>: 100;<em> Hardness</em>: 4; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Hover) +3; <em>Notes</em>: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Reinforced Chassis 1, Speed 2. </p><p><strong>GMC Beachcraft</strong>. These fully enclosed hover vehicles are lightly armored and armed and are often used as patrol craft on rivers and waterways. <em>Cost</em>: 115,000¥ (140,000¥); <em>Size</em>: Huge; <em>Crew</em>: 2; <em>Passengers</em>: 8;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +1; <em>Speed</em>: 50ft (72 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -15hrs on 120 gallons of gas (Electric -14hrs on a 8hr recharge); <em>AC</em>: 13 + Dex/Int (max +2); <em>HD</em>: 10; <em>HP</em>: 100;<em> Hardness</em>: 9 (+8 vs. ballistic damage); <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Hover) +3; <em>Notes</em>: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2 and Firewall +1, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Enhanced Battery 2 <em>or</em> Larger Fuel tank (+50%), Hardness 2 (bullet proofing +2), Reinforced Chassis 1, Rigger Upgrade, Speed 2, Weapon Mount (1 super-heavy, 4 heavy weapons), Weapon Proficiency (Heavy Weapons, Super-Heavy Weapons).</p><p> </p><p>JET AIRCRAFT </p><p><strong>Cessna C750</strong>. A private twin-engine jet aircraft. <em>Cost</em>: 435,500¥ (620,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 20;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 130ft (520 MPH), stall speed 75ft;<em> Cover</em>: Full; <em>Power</em>: Gas -16hr on 800 gallons of gas (Electric -16hrs on a 16hr recharge); <em>AC</em>: 11 + Dex/Int (max +2); <em>HD</em>: 8; <em>HP</em>: 80;<em> Hardness</em>: 2; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 14, Intelligence 12, Wisdom 14, Broadcast 4, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +4, Vehicle (Jet) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Jet aircraft (Runway 4,000ft). Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost +3 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Extra Battery 1 or Larger Fuel Tank, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2.</p><p><strong>Federal-Boeing Commuter</strong>. Commuter very-short takeoff and landing jet that can be reconfigured into a heavy cargo freighter instead. <em>Cost</em>: 15,500,000¥ (36,400,000¥); <em>Size</em>: Behemoth; <em>Crew</em>: 8;<em> Passengers</em>: 192; <em>Cargo</em>: 50,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 90ft (900 MPH) stall speed 45ft;<em> Cover</em>: Full; <em>Power</em>: Gas -16hrs on 40,000 gallons of gas (Electric -16hrs on a 18hr recharge); <em>AC</em>: 12; <em>HD</em>: 15; <em>HP</em>: 150;<em> Hardness</em>: 4; <em>Threshold</em>: 80; <em>Abilities</em>: Strength 70, Dexterity 14, Intelligence 12, Wisdom 18, Broadcast 5 with Satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base Perception +4, Vehicle (Jet) -4; <em>Availability</em>: Restricted; <em>Notes</em>: Sonic-Jet engine with VSTOL upgrade (Runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Crew (+80 passengers) or less crew (-72 for +8,000 lbs) and cargo space 1 (cargo then becomes 87,300 lbs), Enhanced Environmentally Sealed (200 crew for 18hr), Extra Battery 1 or Larger Fuel Tank, Gyrostabilization, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2.</p><p><strong>Ares Thunder Light Attack Fighter</strong>. One of the more popular stealth jet fighter of modern militaries. <em>Cost</em>: 894,000¥ (950,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2;<em> Cargo</em>: 8,500 lbs;<em> Modifier</em>: +5 (attack +0); <em>Speed</em>: 160ft (640 MPH) Stall speed 80ft;<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 2,500 gallons of gas (Electric -8hrs on a 14hr recharge); <em>AC</em>: 12 + Dex/Int; <em>HD</em>: 8; <em>HP</em>: 80;<em> Hardness</em>: 5; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 20, Intelligence 18, Wisdom 16, Broadcast 5 with Satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +5, Vehicle (Jet) +3; <em>Availability</em>: Military; <em>Notes</em>: Afterburner Jet Aircraft (runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. Less Crew for more cargo (to carry bombs or missiles). Advanced Controls, Armor upgrade 1, AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Intelligence) 3, (Wisdom) 4, Attribute Boost (Dexterity) 5, Automation, Ejection System, Environmentally Sealed (2 crew for 18hr), Gyrostabilization, Hardening 1, Rigger Upgrade, Speed 2, Stealth system, Weapon Mount (6 Super-heavy mounts), Weapon Proficiency (Heavy weapons, Super-heavy weapons). </p><p> </p><p>ROTOR AIRCRAFT </p><p><strong>Northup Wasp. </strong>This small, one-person helicopter are often used for urban combat rolls. While not illegal in its standard configuration, arming one completely certainly is. <em>Cost</em>: 130,000¥ (148,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Cargo</em>: 3,250 lbs;<em> Modifier</em>: +3 (attack bonus +1); <em>Speed</em>: 80ft (160 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); <em>AC</em>: 12 + Dex/Int; <em>HD</em>: 7; <em>HP</em>: 70;<em> Hardness</em>: 7; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 20, Intelligence 14, Wisdom 10, Broadcast 3, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Rotor) +5; <em>Availability</em>: Restricted (Military if armed); <em>Notes</em>: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, AI upgrade (Intelligence) 2, Armor Upgrade 1, Attribute boost (Dexterity) 5, Automation, Hardness 2, Less Crew (for more cargo +2,250lbs for payload), Reinforced Chassis 1, Rigger upgrade, Sensor (Combat Radar, blindsense 1 mile extended, Low-Light Vision, Darkvision 120ft, Telescopic Vision 240ft), Weapon Mount (two Super-heavy, 4 heavy weapon mounts).</p><p><strong>Hughes Stallion</strong>. This is a common civilian utility helicopter often seen in the service as an urban executive transport. <em>Cost</em>: 60,000¥ (72,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 9; <em>Cargo</em>: 1,000 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 80ft (160 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); <em>AC</em>: 11 + Dex/Int; <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base plus Perception +2, Vehicle (Rotor) +4; <em>Notes</em>: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). </p><p><strong>Ares Dragon</strong>. A heavy cargo helicopter that can handle additional weight with an external sling. <em>Cost</em>: 535,000¥ (625,000¥); <em>Size</em>: Colossal; <em>Crew</em>: 4;<em> Passengers</em>: 18; <em>Cargo</em>: 21,000 lbs;<em> Modifier</em>: -6; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2); <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 3; <em>Threshold</em>: 60; <em>Abilities</em>: Strength 50, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base Perception +2, Vehicle (Rotor) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Less Crew for more cargo (-20 crew for +5,000 lbs cargo), Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). Cargo sling cost +110,000¥ and can haul 105,000 lbs (52.5 tons) of extra cargo externally. </p><p> </p><p>TRACKER CRAFT</p><p><strong>Ares Iron-Mustang APC</strong>. This armored APC runs on an advanced tracked system that allow it to climb over or through must obstacles. It can carry up to 12 heavily armored and armored troopers in the passenger bay. <em>Cost</em>: 265,000¥ (330,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2; <em>Passengers</em>: 18*;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 35ft (70 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hr on 450 gallons of gas (Electric -12hrs on a 11hr recharge); <em>AC</em>: 15; <em>HD</em>: 16; <em>HP</em>: 160;<em> Hardness</em>: 11 (+8 vs. ballistic damage); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Tracked) +4; <em>Availability</em>: Military; <em>Notes</em>: Tracked propulsion (ignore difficult terrain, Off-road penalties -2/-2). Crash system, with seatbelts worn, passengers take ½ damage from crashes. AI with signal boost 2 and Firewall +2, AI upgrade (Intelligence) 2, Armored upgrade 1, Automation, Enhanced Batter or Larger Fuel Tank, Hardness 2 (bullet proofing 2), Reinforced Chassis 2, Rigger Upgrade, Speed 2, Weapon Mount (one Super-heavy in a turret, 4 heavy weapons). </p><p>* Armored Passengers count as 1.5 Passengers (or 3 per troll).</p><p> </p><p>VTOL AIRCRAFT</p><p>Include VLA (Very-Low-Altitude) aircraft. </p><p><strong>GMC Banshee.</strong> The ‘thunerbird’ is a low-altitude armored VTOL craft that can haul up 4 tons of cargo. While common with smugglers it is pretty illegal in civilian areas. <em>Cost</em>: 465,650¥ (518,150¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 1; <em>Passengers</em>: 6;<em> Cargo</em>: 4 tons;<em> Maneuver</em>: +1; <em>Speed</em>: 120ft (360 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hrs on 750 gallons (Electric 12hrs on 7hr recharge); <em>AC</em>: 14 + Dex/Int (max +2); <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 16; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 20, Intelligence 14, Wisdom 14, Broadcast 4 with Satellite uplink, Firewall 25; <em>Proficiency</em>: base plus Notice +4, Vehicle (VTOL) +3; <em>Availability</em>: Military; <em>Notes</em>: VTOL Aircraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost 3 and uplink and Firewall 2, AI boost (Intelligence) 1, (Wisdom) 2, Armor 3, Attribute Boost (Dexterity) 5, Automation, Cargo 2, Enhanced batteries or Larger fuel tanks, Hardening 5, Less Crew 12 (for cargo +3,000 lbs), Reinforced Chassis 4, Rigger upgrade, Sensors (Combat Radar -blindsense 200ft base, 1 mile extended; Darkvision 120ft, Low-Light Vision, Telescopic vision 120ft), Weapon Mount (2 Super-heavy in a Turret and 4 Heavy mounts), Weapon Proficiencies (Heavy Weapon, Super Heavy Weapons). </p><p> </p><p>WATERCRAFT</p><p>Any type of water vehicles, be it surface or submersible. </p><p><strong>SC Otter</strong>. This a popular sports and speed boat of the low-end corporate exec that is also popular with smugglers. <em>Cost</em>: 40,000¥ (52,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1; <em>Passengers</em>: 9;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 60ft (60 MPH);<em> Cover</em>: Half; <em>Power</em>: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); <em>AC</em>: 12; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Watercraft) +2; <em>Notes</em>: Watercraft propulsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 4.</p><p><strong>MT Sea Nymph</strong>. This is a large luxury pleasure yacht of the ultra-rich. <em>Cost</em>: 2,200,000¥ (3,000,000¥); <em>Size</em>: Behemoth; <em>Crew</em>: 8;<em> Passengers</em>: 70; <em>Cargo</em>: 50,000 lbs;<em> Modifier</em>: -6; <em>Speed</em>: 25ft (25 MPH);<em> Cover</em>: Full or Half; <em>Power</em>: Gas -32hrs on 4,000 gallons of gas (Electric -32hrs on a 12hr recharge); <em>AC</em>: 13; <em>HD</em>: 20; <em>HP</em>: 200;<em> Hardness</em>: 5; <em>Threshold</em>: 80; <em>Abilities</em>: Strength 70, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; <em>Proficiency</em>: +3; <em>Skills</em>: base Perception +3, Vehicle (Watercraft) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Watercraft populsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Enhanced Software (+1), Expertise (Watercraft), Extra Battery or Large Fuel Tank, Living Space (80 people), Luxury Features, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 1.</p><p><strong>Vulkan Electronaut</strong>. A ‘civilian’ recreational mini-submarine, not much larger than a large sedan. <em>Cost</em>: 40,000¥ (54,000¥); <em>Size</em>: Huge; <em>Crew</em>: 2; <em>Passengers</em>: 8;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 40ft (40 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); <em>AC</em>: 12; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Watercraft) +2; <em>Availability</em>: Restricted; <em>Notes</em>: Watercraft propulsion. AI with signal boost +2 and Firewall +1, Attribute boost (Dexterity) 2, Automation, Sensors (Sonar, blindsight up to 5 miles noncombat), Submersible (Speed 20ft/20MPH underwater). </p><p><strong>Morgan Cutlass</strong>. This is a light armored patrol boat that has occasionally found its way into the hands of smugglers. <em>Cost</em>: 136,000¥ (150,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 20;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 60ft (60 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13; <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 6 (+8 vs. ballistic damage); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Watercraft) +2; <em>Availability</em>: Restricted; <em>Notes</em>: Watercraft propulsion. AI with signal boost 3 and uplink with Firewall +1, Automation, Armor upgrade 1, Attribute boost (Dexterity) 2, Automation, Expertise (Watercraft), Hardness 1 (bullet-proofing 2), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Telescopic Vision 240ft), Speed 4, Weapon Mounts (2 Super-heavy on a turret, 4 heavy weapon).</p><p> </p><p>WHEELED VEHICLES</p><p>Wheeled vehicles are from three to six wheeled ground craft. </p><p><strong>Honda Spirit. </strong>A very simply built and cheap 3-wheeled town car. <em>Cost</em>: 3,200¥ (4,600¥); <em>Size</em>: Large; <em>Crew</em>: 1; <em>Passengers</em>: 2;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); <em>AC</em>: 11 + Dex/Int (max +2); <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 32; <em>Abilities</em>: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: basic; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Fewer Passengers (-2), Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Inferior Controls.</p><p><strong>Mercury Comet</strong>. A popular and cheap family town-car. <em>Cost</em>: 7,000¥ (8,200¥); <em>Size</em>: Large; <em>Crew</em>: 1; <em>Passengers</em>: 4;<em> Cargo</em>: 200 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); <em>AC</em>: 11 + Dex/Int (max +2); <em>HD</em>: 6; <em>HP</em>: 60;<em> Hardness</em>: 2; <em>Threshold</em>: 32; <em>Abilities</em>: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: basic, Perception +2, Vehicles (Wheeled) +2; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Automation, Inferior Controls.</p><p><strong>Ford Phantom 3R</strong>. Your basic urban family midsized suburban, with built with some structural reinforcements for added safety. <em>Cost</em>: 16,000¥ (21,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 9;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +2; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. Advanced crash system (with engaged crew suffer ¼ damage from crashes), AI with signal boost 2, Automation, Inferior Controls, Speed 2. </p><p><strong>Ford Spiral 115Ti</strong>. Marketed as an “economy” sports car for modern roads. <em>Cost</em>: 32,000¥ (36,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 2, <em>Cargo</em>: 1,000 lbs;<em> Modifier</em>: +1; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2); <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 20; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +3; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. AI with signal boost 2 and Firewall +1, Attribute boost (Dexterity) 3, Automation, Less Passengers (-5), Speed 6. </p><p><strong>Eurocar Westwind 3K. </strong>A popular racing car with turbo-charged engine for added speed and advanced controls for better maneuverability. <em>Cost</em>: 58,000¥ (72,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 1;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int; <em>HD</em>: 9; <em>HP</em>: 90;<em> Hardness</em>: 3; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +4; <em>Notes</em>: Off-road penalties of -4/-8 to maneuver checks. Wheeled propulsion. Advanced Control, Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost and Firewall +2, Attribute boost (Dexterity) 4, Automation, Less crew (-8), Speed 6, Turbo-charged engine (speed 110ft/220MPH but consume twice the base times fuel/battery and maneuvers are at disadvantage). </p><p><strong>Toyota Gopher</strong>. A popular full off-road sporting vehicle. <em>Cost</em>: 30,000¥ (34,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1; <em>Passengers</em>: 4;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +0; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); <em>AC</em>: 12 + Dex/Int (max +2); <em>HD</em>: 10; <em>HP</em>: 100;<em> Hardness</em>: 5; <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +2; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -0/-4 to maneuver checks. Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost, Attribute boost (Dexterity) 2, Automation, Hardness 1, Less Crew (-5), Off-Road with Resistance to Maneuver damage, Reinforced Chassis 1, Speed 2. </p><p><strong>Mitsubishi Nightsky</strong>. A very sleek and modern armored limousine for the corporate or criminal elite. <em>Cost</em>: 150,000¥ (190,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 1;<em> Passengers</em>: 9;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 50ft (100 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); <em>AC</em>: 14 + Dex/Int (max +2); <em>HD</em>: 14; <em>HP</em>: 140;<em> Hardness</em>: 9 (+8 vs. ballistic); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3 with Satellite uplink, Firewall 25; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Off-road penalties of -2/-6 to maneuver checks. Advanced Crash System (passengers with systems engaged take ¼ damage from crashes), AI with signal boost +2 and uplink with Firewall +2, Armor upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Enhanced Software (proficiency +1), Luxury features, Hardening 2 (bullet proofing 2), Off-Road handling, Reinforced Chassis 2, Rigger update, Sensors (Darkvision 120ft, Low-Light Vision), Speed 4. </p><p><strong>GMC Bulldog Step Van</strong>. This is a common light cargo and light security van. <em>Cost</em>: 70,000¥ (94,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 1;<em> Passengers</em>: 9;<em> Cargo</em>: 9,750 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2); <em>HD</em>: 13; <em>HP</em>: 130;<em> Hardness</em>: 8; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) -2; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade and signal boost 1, Armor upgrade 1, Automation, Cargo 1, Less Crew (-10 crew for +2,500 cargo), Hardening 2, Reinforced Chassis 1, Speed 2. </p><p><strong>Ares Roadmaster</strong>. These are large urban and armored transports, the heaviest allowed for civilians. <em>Cost</em>: 150,000¥ (195,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2;<em> Passengers</em>: 18*;<em> Cargo</em>: 4,000 lbs;<em> Modifier</em>: -2; <em>Speed</em>: 45ft (90 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); <em>AC</em>: 14 + Dex/Int (max +2); <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 13 (+8 vs. ballistic); <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor Upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Hardness 4 (bullet proofing 2), Reinforced Chassis 1, Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 3.</p><p>* Armored Passengers count as 1.5 Passengers (or 3 per troll).</p><p><strong>Nordkapp Zugmaschine Tractor Trailer</strong>. Long distance heavy semi-truck with trailer for moving large cargos. Has advanced rigged upgrade and AI with improved security so not to be hacked easily. <em>Cost</em>: 136,000¥ (220,000¥); <em>Size</em>: Gargantuan; <em>Crew</em>: 2;<em> Cargo</em>: 8,500 lbs;<em> Modifier</em>: -4; <em>Speed</em>: 40ft (80 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -24hr on 100 gallons of gas (Electric -24hrs on a 6hr recharge); <em>AC</em>: 13 + Dex/Int (max +2); <em>HD</em>: 12; <em>HP</em>: 120;<em> Hardness</em>: 8; <em>Threshold</em>: 45; <em>Abilities</em>: Strength 40, Dexterity 10, Intelligence 12, Wisdom 14, Broadcast 5 with Satellite upgrade, Firewall 25; <em>Proficiency</em>: +4; <em>Skills</em>: base, Perception +4, Vehicle (Wheeled) +0; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost +4 and uplink with Firewall +2, AI boost (Wisdom) 2, Armored Upgrade 1, Automation, Enhanced & Extra battery (x2+1) or Large Fuel tank (x3), Enhanced Software (proficiency) 2, Hardness 2, Hauler (trailer can haul 85,000 lbs/42.5 tons), Less Crew (more cargo +4,500), Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 2. </p><p><strong>Chrysler-Nissan Patrol-1.</strong> This is your standard police cruiser built over a reinforced sedan. <em>Cost</em>: 72,000¥ (104,000¥); <em>Size</em>: Huge; <em>Crew</em>: 1;<em> Passengers</em>: 4;<em> Cargo</em>: 1,000 lbs;<em> Modifier</em>: +2; <em>Speed</em>: 70ft (140 MPH);<em> Cover</em>: Full; <em>Power</em>: Gas -15hrs on 60 gallons of gas (Electric -15hrs on a 6hr recharge); <em>AC</em>: 14 + Dex/Int (max +2); <em>HD</em>: 11; <em>HP</em>: 110;<em> Hardness</em>: 7 (+8 vs. ballistic damage); <em>Threshold</em>: 35; <em>Abilities</em>: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; <em>Proficiency</em>: +2; <em>Skills</em>: base, Perception +2, Vehicle (Wheeled) +4; <em>Availability</em>: Restricted; <em>Notes</em>: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor upgrade 2, Attribute Boost (Dexterity) 4, Automation, Enhanced Batteries 2 or Large Fuel tank, Less Crew (-5), Hardness 1 (bullet proofing 2), Reinforced Chassis 2, Rigger upgrade, Speed 6.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="GreenKarl, post: 7432152, member: 6801242"] Second page of stuff... [sblock=MAGIC] [B]ASTRAL SPACE[/B] In Astral Space your attributes change and you leave your meat-body behind, traveling only as a spirit. You can carry no gear with you into astral space except magical focus that are bound to you when you project your spirit into Astral Space. Your meat-boy is helpless and incapacitated and remains where you left it (unless someone moves it) when you are projecting your spirit. Your astral spirit has the [I]invisibility[/I] condition and is completely silent to anyone not in astral space or not astrally perceiving at the time or who does not have truesight (like duel-natured creatures). You also cannot harm or interact in a physical way with anyone not in astral space who does not have one of these exceptions. With an action and concentration you can make yourself visible as a semi-transparent shadow of yourself. In this form you can speak with those you wish but you are still completely incorporeal and ethereal. Your Astral Strength is equal to your Intelligence and you deal a base 1d6 damage in melee combat. Your Astral Dexterity is equal to your Charisma and you have a basic Armor Class of 12 + your charisma modifier and a Hardness equal to your Wisdom modifier. You Astral Constitution is equal to your Wisdom and this can affect you Hit Points while projecting. You have an Astral Flying speed of 60ft a round but you also have a “hyper” speed that is equal to 2,000ft a round as a full round action. You can’t really get a lot of details flying this fast but it can get you places fast. Finally you gain one additional Action each turn when projecting, but you only to take the Attack, Dash, Disengage, Dodge, Hide or Recover from Reeling actions. Everything in the real world has a shadowy reflection that can be seen from Astral Space. A projecting spirits can see things around them but cannot read a computer screen or even written words. They can see emotional imprints in works of art, etc. All living beings (including planets and the Earth itself) cast a ‘barrier’ into astral space that projecting spirits cannot past through. Nonliving matter does not impede a projecting spirits' movement but still blocks line-of-sight. Many corporations will block important areas with plants, etc. along the walls. Spells, Spirits and most people cannot ‘hide’ their true nature in astral space and as such the astral being or perceiver gains the truesight sense while observing into the Astral Plane. This does not mean that beings can’t hide in astral space, they can as normal. It just they cannot hide behind spells of disguise or invisibility, without the Masking Initiative ability. An astral perceiver or projection can make an Intelligence (Investigator) or Wisdom (Perception) check to see beings that are trying to hide vs. Charisma (Stealth). When Astral Perceiving or Projecting the being has advantage on Wisdom (Insight) checks to read the ‘mood’ of a target it can see. This also grants the being a basic level of Strain from implants that the subject has and if the subject is under any spell or enscrollment. Casting Spells and Summoning Spirits while Astral Projecting and Perceiving is dangerous, even if not over your Magnitude. If you cast a spell or conjure a spirit under these conditions that is under your Magnitude you suffer 1d4 points of damage per Magnitude, and 1d8 per Magnitude over your safe level. This damage ignores all Hardness or Resistance that the caster or summoner currently has, regardless of the source. Spells that you cast when projecting have no effect on non-astral beings or those not using astral perception at the time or duel-natured beings. Even those using truesight or similar ability are not affected by them. [B]SPELLS[/B] Spell types are divided between Mana and Physical. Mana spells only affect living beings and spirits. They have no effect on non-living materials or devices. Physical spells can affect both living and nonliving items and equipment. Mana damaging spells ignore all Resistant and Hardness unless it specifies for magic damage type. Elemental damage ignores Hardness unless specifically added (see Gear upgrades). Necrotic and Psychic damage ignore all normal Hardness. For Force energy ½ (round up) the Hardness of base armor and material count as damage resistance against these spells. All other factors are as PHB spells. COMBAT SPELLS [B]Death Touch[/B]: [I]Mana (Necromancy)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2 per 1d8 necrotic damage; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. This deadly spell deals wasting necrotic damage to the target. This spell only requires a minor touch by the mage and gains +2 with the Magical attack bonus to successful hit. [B]* Vampire Touch[/B] (+2 Magnitude): Every time you successfully hit with this spell you heal back ½ the damage that you inflicted onto a living target. [B][Elemental] Bolt[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d6 [elemental] damage; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. This spell hurls a bolt or ball of energy of one type (Acid, Cold, Fire, Lightning, Radiant or Thunder; one type must be chosen when you learn this spell) at a target. With a successful Magical attack roll it deals 1d6 of that elements in damage to the target. The following additional magnitudes can be added to change aspects of the spell… [B]* Area Effect[/B] (+1 Magnitude): Instead of targeting one creature’s AC, the spell effects all targets within a 15ft radius sphere (within the range of the spell). Targets in the AOE sphere get a Dexterity save. If the target succeeds they take ½ damage (after any Hardness is factored). [B]* Greater Area Effect[/B] (+2 Magnitude): The AOE is increased to 25ft radius sphere instead. [B]* Cone[/B] (+2 Magnitude): Instead of having range, the cone effects all targets from the caster out to a 60ft cone from the caster extended hand. Targets in the AOE sphere must make a Dexterity saving throw. [B]* Increased Range[/B] (+1 Magnitude): doubles the range to 240ft. [B]* Secondary Affect[/B] (+1 Magnitude): the spell gains a secondary affect based on the damage type... [B]# Acid[/B] – on the round after damage is deal, targets suffers acid damage equal to 1d4 per magnitude. [B]# Cold[/B] – targets require a Strength saving throw or its speed is ½ until the end of the caster’s next turn. The target must also make a Constitution saving throw or gain one level of Exhaustion. [B]# Fire[/B] – targets require an Intelligence saving throw or catch fire, suffer 1d4 fire damage per the spell’s magnitude each round at the beginning of the target’s turn. The target can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. [B]# Lightning[/B] – targets a Constitution saving throw or gains the [I]Reeling [/I]condition (Recover normally). [B]# Radiant[/B] – targets require a Charisma saving throw or gain the [I]Blind[/I] Condition until the end of the caster’s next turn. [B]# Thunder [/B]– The target is pushed away from the caster’s direction a number of feet equal to the damage the spell dealt (round to the nearest 5ft square distance). Also targets require an Intelligence saving throw or gain the [I]Deafen[/I] condition until the end of the casters’ next turn. Targets also require a Dexterity saving throw or be knocked prone (after being pushed their distance away). [B]Mana-Bolt[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2 per 1d8 psychic damage; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. With a successful Magical attack roll the target suffers 1d8 psychic damage. Mana-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. [B]Physical[/B] [B]Bolt[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d8 force damage; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. This spell hurls a solid like ball of magic force and with a successful Magical attack roll deals 1d8 force damage to the target. Physical Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. [B]Poison Spray[/B]: [I]Physical (Conjuring)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d4 poison damage; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. With a success Magical attack roll not only do you inflict 1d4 venomous damage per magnitude but the target must also make a Constitution save or gain the [I]Poisoned[/I] condition. They get a new saving throw at the end of each of their rounds. Success ends the poisoned condition. [B]Ram[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 2d6 force damage; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. This spell can only be used against structures or vehicles, not living targets or spirits, etc. With a successful Magical attack roll it deals 2d6 force damage per magnitude. Also this attack spell has the weapon properties of AP and Heavy Damage (see Gear). If the target is moving you are at disadvantage with your Magical attack roll. [B] Stun Bolt[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d8 non-damage; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. Requires a successful Magical attack roll to send a foe reeling. Stun bolt deal no effective damage. Instead compare the damage total vs. the target’s Wound Damage Threshold. If it equals it the target gains the [I]Reeling[/I] condition (recovers normally). If the damage equals or exceeds twice the target’s Wound Damage Threshold the target instead gains the [I]Stunned[/I] condition until the end of the casters’ next turn and then it converts to the [I]Reeling[/I] condition (recovers normally). Stun-Bolts can use these additional magnitudes as Elemental Bolt – Area Effect, Greater Area Effect, Cone and Increased Range. These cost the same amount of magnitude as the elemental bolt spells. DETECTION SPELLS All Detection spells have a Range of Self. This can be changed to Touch, allowing the caster to share the effects of the spell with one person within 10ft for +1 Magnitude in the spells force. For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration. [B]Analyze Truth[/B]:[I] Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. This spell can determine the truth of one target within 10ft of the caster. The target gets an Intelligence saving throw. Roll this save every round that the caster is concentrating. [B]* Enhancer[/B] (+1 Magnitude): the caster can gain a hint about the lie from the GM if the spell was successful. If the target is telling the truth the caster still needs to check to be sure and with the increased magnitude (as above) can tell if the target is telling a half-truth or truth with omission with a success. [B]Clairvoyance[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 minute ritual; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 10 minutes. You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) up to 10 miles away. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist. [B]* Both Senses[/B] (+2 Magnitude) to you use both hearing and sight with your sensor. [B]* Moveable[/B] (+2 Magnitude): you could move your sensor up to 30ft a round with an action on your part. [B]Combat Sense[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 minute. For the duration you gain the use of the Dodge action for free each round. [B]Comprehend Languages[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 minute ritual; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 hour. As long as you concentrate, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a cyphers, that isn’t part of a written language. [B]* Tongues [/B](+2 Magnitude): with this boost you can also speak the language you hear for the duration. [B]Detect[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. The basic version of this spell allows the casters to Detect Magic and magical auras out to 30ft range. You see it as a soft glow over the item although hidden ideas are not seen. [B]* Poison Sense [/B](+1 Magnitude): for the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. [B]* Trap Sense[/B] (+2 Magnitude): for the duration you sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. [B]* Pathfinder[/B] (+4 Magnitude): this upgrade allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence (real world or astral). If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn't specific (such as corporate such-and-such’s main base), the spell fails. Once cast the caster knows where he is going and does not need to concentrate. If he wishes to go somewhere else the spell fails and he must re-cast it to again find his way. [B]Divination[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 5 minute ritual; [B]Magnitude[/B]: 5; [B]Range[/B]: Self; [B]Duration[/B]: Instant. This spell provides the caster a glimpse of the past or the future of a subject (including the caster) known to the caster or a familiar item. The caster makes her Tradition’s defining attribute save DC 15; success grants the caster some history or future event of that target or item. The better the Casting Check the more detailed information the GM might grant the caster. If the subject or item is not in the caster’s presence, a DC 15 save will get the caster a direction and distance of how far away the target is from the caster. A critical success of this save will get you the presence conditions and hit points of the target, a flash of both the last minute or so plus a future glimpse of the target next minute or so. If the caster uses this spell two or more times before taking a long rest there is a cumulative 25% chance the information about the target are completely false (GM makes roll). [B]Heightened Senses[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: minimum 0 (dependent on what senses or chosen below); [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. This spell is actually many difference senses, that the caster can chose from. The magnitude of the spell depends on the sense and can be combined (i.e. a caster can pick both Low-Light and Darkvsion 60ft for a 3 magnitude spell, etc.). [B]* Heightened Sense[/B] (+1 Magnitude each): grants advantage on Sight, Hearing, Touch/Taste or Smelling Wisdom (Perception) checks. Touch would allow the caster to read blind (feeling the ink indentations) or identify poisons, while Smell would allow them to try and track a subject by smell, etc. [B]* Low-Light Vision [/B](+1 Magnitude): as New Species senses [B]* Darkvision 30ft [/B](+1 Magnitude) or increased to [B]60ft [/B](+2 Magnitude) or [B]120ft [/B](+3 Magnitude) [B]* See Illusion [/B]or[B] Invisible 30ft [/B](+2 Magnitude each) or increase to [B]60ft [/B](+3 Magnitude each) [B]* Tremorsense 20ft Radius [/B](+2 Magnitude) or increased to [B]40ft [/B](+3 Magnitude) or [B]60ft[/B] (+4 Magnitude) [B]* Blindsight 10ft Radius [/B](+3 Magnitude) or increase to [B]20ft [/B](+4 Magnitude) or[B] 30ft[/B] (+5 Magnitude) [B]* Truesight 20ft [/B](+4 Magnitude) or increase to [B]40ft [/B](+5 Magnitude) or [B]60ft[/B] (+6 Magnitude) [B]Mind Probe[/B]: [I]Mana (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 1 minute. For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature - what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target makes an Intelligence saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). The target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence save. If it makes it the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. [B]* Search Hidden Minds [/B](+2 Magnitude): you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range. [B]Search[/B]: [I]Physical (Divination)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, 10 minute. Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement. The spell can locate a specific object known to you, as long as you have seen it up close - within 30 feet - at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon. This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object. [B]* Scry[/B] (+5 Magnitude): You can see and hear a particular creature you choose that is on the same plane of existence as you (not in astral space). The target must make an Intelligence saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. You level of knowledge is know them: Secondhand (you have heard of them; +5 save), Firsthand (base save), Familiar (you know the target well; -5 save). Other modifiers: Likeness or picture (-2 save), possession or garment (-4 save), a body part, blood, lock of hair, bit of nail, etc. (-10 save). On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. [B]* Seek Individual [/B](+2 Magnitude): Instead, describe or name a creature that is familiar to you. You sense the direction to the creature's location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The spell can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or a unicorn), so long as you have seen such a creature up close - within 30 feet - at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph spell, this spell doesn't locate the creature. This spell can't locate a creature if running water at least 10 feet wide blocks a direct path between you and the creature. [B]* Greater Range [/B](+2 Magnitude): You can instead seek an object or individual up to 10 miles away. HEALTH SPELLS All health spells are Mana based, only affecting living beings. If the target has Strain then the caster must spend an additional Magic Point per level of Stain. Most of these spells are touch and allow the caster to share the affects with multiple allies. The caster must cast the spell multiple times to share with multiple allies and as most of those are concentration they cannot affect more than one person at a time (without certain talents or magical items). If they can use two or more concentration spells at the same time, they must pay the full magnitude cost for each individual (along with the Strain extra cost in Magic Points!). [B]Blindness Deafness[/B]: [I]Mana (Necromancy)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 30ft; [B]Duration[/B]: Concentration, up to 1 minute. You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. The target’s Strain does not affect the caster for this spell. [B]* Mass Blindness Deafness[/B] (+1 Magnitude): for each additional magnitude you can affect one additional target within range. [B]Boost Attributes[/B]: [I]Mana (Adjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, 1 minute. This spell grants the target a +2 boost to any one Attribute score. This can increase the attribute above its racial characteristic maximum. This grants a +1 to all ability checks, skill checks, saving throws, and if applies to attack and/or damage rolls and armor class bonuses. It does not provide additional Magic Points. The caster can boost the power of the spell with increase magnitude… [B]* Boost 2 attributes at the same time [/B](+2 Magnitude): this enhancer increases two attributes at the same time or it can be increase to [B]3 attributes [/B](+4 Magnitude): for three attributes. [B]* Enhance Attribute [/B](+2 Magnitude): with this enhance one boosted attribute now has Advantage on ability checks, skill and saving throws (but not attack rolls). [B]Exhausting Touch[/B]: [I]Mana (Abjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. This spell can exhausted a target. With a successful Magical attack roll the target must succeed with a Constitution save or take one level of Exhaustion (note Strain does not affect this spell). This spell only requires a minor touch from the mage and gains +2 with Magical attack bonus to succeed. This spell cannot kill a target and as such it will never deal a sixth level of exhaustion to a target. [B]Healing Touch[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d8 healing; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. This spell will heal a target 1d8 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to three targets that he can see within a 30ft range by the same amount. Note that if this spell or Healing Word is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest). [B]Healing Word[/B]: [I]Mana (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1 per 1d4 healing; [B]Range[/B]: 60ft; [B]Duration[/B]: Instant. This spell will heal one target that you can see within range 1d4 per magnitude level + the casters’ traditional attribute modifier back in lost hit points. For +2 Magnitude the caster can instead affect up to six targets that he can see within range the same amount. Note that if this spell or Healing Touch is cast on a target twice or more before a long rest, there is a cumulative -3 to the final amount of hit points that the target is healed (i.e. a target who has received 3 Healing Touches and she has not yet taken a long rest, on the 4[SUP]th[/SUP] time the spell is cast on her she is healed 9 less hit points from the roll. If this reduces the total to less than zero that that target cannot benefit from any additional Healing spells until after she has taken a long rest). [B]Increased Reflex[/B]: [I]Mana (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 4; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, 1 minute. Choose a willing creature that you can see within range. Until the spell ends, the target's speed increase by +15ft, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it. Note that this cannot be combined with any other similar boosts provided by magic, talents, or cybernetics. [B]Restoration[/B]: [I]Mana (Abjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Instant. You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. [B]* Greater Restoration[/B] (+2 Magnitude): You can end two conditions above at the same time plus one of the following conditions – one level of exhaustion, one effect that charmed or petrified the target, one curse, any one reduction to the target’s ability score, one effect reducing the target’s hit point maximum. ILLUSION SPELLS [B]Agony[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. The target of this spell must make a Wisdom saving throw. Failure and target gains the [I]Stunned[/I] condition until the beginning of the caster’s next turn. After that the target gains the [I]Reeling[/I] condition (recovers normally). [B]* Mass Agony [/B](+2 Magnitude): the caster can affect up to six targets within 120ft that she can see. [B]Blinding Flash[/B]: [I]Physical (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 120ft; [B]Duration[/B]: Instant. The caster picks a point out to the range of the spell, creating a blind flash of light within a 20ft radius. All targets within the radius must make an Intelligence saving throw. Failure imposes the [I]Blind[/I] condition onto the targets. This spell is a physical type and can affect devices that ‘see’ (vidcams, drones, etc.) [B]* Greater Area[/B] (+1 Magnitude): the area increases to a 30ft radius. [B]Blurred Image[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 minute. Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you and you gain advantage with all Dexterity (Stealth) checks. You can also attempt to Hide without cover but you lose the advantage with this check. A creature is immune to these effects if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. [B]Charm Person[/B]: [I]Mana (Enchantment)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: 30ft; [B]Duration[/B]: Concentration, Up to 1 hour. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. [B]* Command[/B] (+1 Magnitude): This changes the duration to 1 round. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. # Approach: The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. # Drop: The target drops whatever it is holding and then ends its turn. # Flee: The target spends its turn moving away from you by the fastest available means. # Grovel: The target falls prone and then ends its turn. # Halt: The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. [B]* Dominate[/B] (+5 Magnitude): Change duration to “Concentration, up to 1 minute”. You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as Attack that creature, Run over there, or Fetch that object. If the creature completes the order and doesn't receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn't do anything that you don't allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. [B]* Suggestion [/B](+1 Magnitude): Change the duration to “Concentration, up to 8 hours”. You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell. The target must make an Intelligence saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a guard give her passkey to the first homeless person she meets. If the condition isn't met before the spell expires, the activity isn't preformed. If you or any of your companions damage the target, the spell ends. [B]* Mass Charm[/B] (+1 Magnitude per extra creature): For each level of Magnitude you put into the spell you can target one additional creature. Creatures must be within the 30ft range though. [B]Fear[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 minute. You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Charisma saving throw. All that fail drop whatever they are holding and become frightened for the duration. While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature makes a new Charisma saving throw. On a successful save, the spell ends for that creature. [B]Illusion[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: 90ft; [B]Duration[/B]: Concentration, up to 10 minutes. You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. [B]* Greater Illusion[/B] (+2 Magnitude): You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can't create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte's stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. [B]* Phantasmal Killer [/B](+5 Magnitude): You tap into the nightmares of one creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Charisma saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Charisma saving throw. Failure results in 4d10 psychic damage. On a successful save, the spell ends. [B]* Vid-Reality [/B](+2 Magnitude): for basic Illusions and Greater Illusion the enhancer means that the images now appear on vidscreens, etc. Change the type to [I]Physical[/I]. [B]Invisibility[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. If the target has Strain then the caster must spend an additional Magic Point per level of Stain. Note this is a mana spells and will not fool machines, videos, etc. [B]* More targets [/B](+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic invisibility. If multiple targets have Strain the caster must spend the extra points equal to the highest level. [B]* Physical Invisibility[/B] (+2 Magnitude): changes the type to [I]Physical[/I] and now will fool machines. [B]* Greater Invisibility[/B] (+2 Magnitude): Change to duration of greater to “Concentration, 1 minute”. You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. [B]Mask[/B]: [I]Mana (Illusion)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. You make touched target, including its clothing, armor, weapons, and other belongings on its person, look different while you concentrate on it for up to one hour. The target can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change its body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection nor do they fool machines (vidcams, etc.). For example, if you use this spell to add a hat to the outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the target’s head and hair. If you use this spell to make the target appear thinner than they are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check. If the target has any Strain the caster must spend extra Magic Point equal to the Strain level. [B]* More targets [/B](+1 Magnitude per additional target): each additional magnitude will now affect one additional target with the basic mask. If any of the targets have Strain then the caster suffers the highest Strain level in extra Magic Points. [B]* Physical Mask[/B] (+2 Magnitude): changes the type to [I]Physical[/I] and now will fool machines. Others now ‘feel’ any physical changes that you made to the target (in the example above, they feel the hat or the extra fat added to a target). [B]Paralyze Foe[/B]: [I]Mana (Enchantment)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 60ft; [B]Duration[/B]: Concentration, up to 1 minute. Choose a humanoid that you can see within range. The target must succeed on an Intelligence saving throw or be paralyzed for as long as you concentrate. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. [B]* Mass Paralyze [/B](+1 Magnitude per additional target): each additional magnitude will now affect one additional target. All targets must be within 30ft of each other when you target them. MANIPULATION SPELLS Many Manipulative spells have a range of Touch that allows the caster to share the effects of the spell with one willing person for +1 Magnitude in the spells force (if the caster wishes to gain the affect also). For +2 Magnitude the spell’s effects can be shared with up to the casters traditional attribute modifier plus ¼ (round down) its levels in Magic User who are within 10ft (i.e. a 4[SUP]th[/SUP] level magic user Shaman with a Wisdom of 18 could share a detection spell that she cast with 5 willing targets with a 10ft area with a +2 Magnitude effect). If any of the targets have Strain then the caster suffers the highest Strain level in extra Magic Points. For these spells both the caster and the recipient must ‘concentration’ on the spell for the duration. [B]Armor[/B]: [I]Mana (Abjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The target also gains a Hardness of 2 that is fully affective against both all mana and physical spells that deal damage (but does not stack with other hardness). The spell ends it if the target dons armor or if you stop concentrating on it. [B]* Stoneskin [/B](+4 Magnitude): Your skin takes on a stony feel and look. For the duration of the spell you gain Resistance to ballistic, bludgeoning, piercing and slashing damage. This has no effect on magical spells. [B]Bestow Curse[/B]: [I]Mana (Necromancy)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 3; [B]Range[/B]: Touch; [B]Duration[/B]: 1 minute. You touch a creature, that creature must succeed on an Intelligence saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from one of the following... # Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. # While cursed, the target has disadvantage on attack rolls against you. # While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. # While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target. [B]* Duration [/B](+1 Magnitude): For one additional Magnitude the duration of the spell changes to “Concentration, up to 10 minutes”. [B]* Greater Curse [/B](+2 Magnitude): your curse now affects two of the above options. [B][Elemental] Wall[/B]: [I]Physical (Conjuring)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 4; [B]Range[/B]: 120ft; [B]Duration[/B]: Concentration, up to 1 minute. You create a wall of one element on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration. You must pick the elemental type of the wall when you chose this spell and it cannot be change later. All count as Full Cover (see Houserules above) but their base HP and Hardness values vary for each 5ft long, 20ft high section. [B]* Acid Wall [/B]– HP 25, Hardness 2. Anyone touching this wall suffers 2d6 acid damage and unless they succeed on a Dexterity save suffer an additional 2d4 acid damage the following round. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers 3d6 acid damage and an additional 3d4 on the following round, if they succeed they suffer half the damages. Each +2 magnitude invested adds +1d all damages. [B]* Cold Wall[/B] – HP 50, Hardness 4. Targets can’t push their way through this wall. Any target attacking it in melee combat a Strength saving throw or its speed is ½ until the end of its next turn. [B]* Fire Wall[/B] – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 fire damage, Dexterity save for half. Passing through the wall requires a Strength save. If they fail they suffer the damage above, if they succeed they need to make a Dexterity save. Failure suffers the 3d8 fire damage (no Dexterity save) and require an Intelligence saving throw or catch fire, suffer 3d4 fire damage each round at the beginning of the target’s turn. If they succeed they take half the 3d8 fire damage and require an Intelligence save or catch fire (same as above). Targets on fire can attempt to put itself out every round with a Dexterity saving throw (at the end of its’ round). If the target takes its’ Action and falls to the ground to roll around it gains advantage on this saving throw. Each +2 magnitude invested adds +1d all damages. [B]* Lightning Wall[/B] – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 lightning damage, Dexterity save for half. Target must also make a Constitution saving throw or gains the [I]Reeling [/I]condition (Recover normally). Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) plus the save vs. the Reeling condition. If they succeed they suffer 3d8 lighting damage, Dexterity save for half and a Constitution saving throw vs. the [I]Reeling [/I]condition. Each +2 magnitude invested adds +1d all damages. [B]* Radiant Wall[/B] – HP 25, Hardness 2. Anyone touching this wall suffers 2d8 radiant damage, Dexterity save for half. Target must also make a Charisma saving throw or gains the [I]Blind [/I]condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Charisma save vs. the [I]Blind [/I]condition until the end of their next turn. If they succeed they suffer 3d8 radiant damage, Dexterity save for half and a Charisma saving throw vs. the [I]Blind [/I]condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages. [B]* Stone Wall [/B]– HP 100, Hardness 8. Targets cannot push through this barrier nor does it have any adverse effect by simply touching or attacking it. It is simply the hardest wall. [B]* Thundering Wall [/B]– HP 25, Hardness 2. Anyone touching this wall suffers 2d8 thunder damage, Strength save for half. Target must also make a Constitution saving throw or be push back 10ft, knocked prone and gains the [I]Deaf [/I]condition until the end of their next turn. Passing through the wall requires a Strength save. If they fail they suffer the damage above (no save) and the Constitution save vs. the knock-back (the way they came) and the [I]Deaf [/I]condition until the end of their next turn. If they succeed they suffer 3d8 thunder damage, Strength save for half and a Constitution saving throw vs. the [I]Deaf [/I]condition until the end of their next turn. Each +2 magnitude invested adds +1d all damages. [B]Flesh to Stone[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 6; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 minute. You attempt to turn one creature that you can see within range into stone. If the targets body is made of flesh, the creature must make an Intelligence saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected. A creature restrained by this spell must make another Intelligence saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. [B]Levitate[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 10 minutes. One touched creature or object of your choice rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on an Intelligence saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range. When the spell ends, the target floats gently to the ground if it is still aloft. [B]Light[/B]: [I]Physical (Evocation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. [B]* Sunlight [/B](+1 Magnitude): You change the light to pure sunlight. This has an adverse effects on certain creatures (certain undead, ghoul virus strains creatures, etc.) [B]Mage Hand[/B]: [I]Physical (Conjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 1; [B]Range[/B]: 30ft; [B]Duration[/B]: Concentration, up to 10 minutes. An invisible floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magical items, or carry more than 10 pounds. [B]* Attacking Hand [/B](+1 Magnitude): You mage hand is strong enough to strike targets within range for damage. You hand deals 1d6 bludgeoning damage +1d6 additional damage for every additional Magnitude you put into the spell, up to a maximum of 5d6 bludgeoning damage. [B]* Grasping Hand[/B] (+2 Magnitude): You mage hand is strong enough to attempt to grapple. Use your Tradition’s defining attribute as your Strength with proficiency bonus to start a grapple. The hand is invisible but anyone grabbed by it can attack it without disadvantage. The Hands AC is 15 and it has a number of hit points equal to your maximum hit point total. If reduced to 0 hit points the spell ends. [B]* Greater Range [/B](+1 Magnitude): You mage hand can now extend out to 120ft before it disappears. [B]* Manipulative Hand [/B](+1 Magnitude): Your mage hand uses your Traditional defining attribute instead of your Dexterity and can open locks (if it has the right tools, etc.), manipulate fine objects, etc. [B]* Telekinesis [/B](+5 Magnitude): You gain the ability to move or manipulate creatures or objects by thought. When you cast with this upgrade, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell. [I]Creature[/I]: You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. [I]Object[/I]: You can try to move an object that weighs up to 1,000 pounds. If the object isn't being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell. If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature's Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. [B]Magic Weapon[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 hour. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls. [B]* Greater Magic[/B] (+2 Magnitude): The magical bonus you empower to the weapons is +2. For an additional +2 Magnitude the bonus increases to a +3 bonus. [B]Shapeshift[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 4; [B]Range[/B]: Self; [B]Duration[/B]: Concentration, up to 1 hour. Your turns into a beast. You transform into the form of a large or smaller beast with a challenge rating of 3 or less. Your game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. You assumes the hit points of its new form, and when you revert to your normal form, you returns to the number of hit point it had before it transformed. If you reverted as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren’t knocked unconscious. This form is limited in the actions you can perform by the nature of its beast form, and it can't speak or cast spells. Your gear melds into the new form. You can't activate, wield, or otherwise benefit from any of its equipment. [B]* Greater Creatures[/B] (+2 Magnitude): for +2 magnitude you can change into a creature that is challenge ranting of 4 or less, for +4 magnitude one of challenge ranting 5 or less and for +6 magnitude a challenge rating of 6 or less. [B]Spider Climb[/B]: [I]Physical (Transmutation)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: Touch; [B]Duration[/B]: Concentration, up to 1 hour. Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. [B]Web[/B]: [I]Physical (Conjuration)[/I]; [B]Casting Time[/B]: 1 action; [B]Magnitude[/B]: 2; [B]Range[/B]: 60ft; [B]Duration[/B]: Concentration, up to 1 hour. You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. These are magical webs and are not flammable. [B]* Greater Area [/B](+1 Magnitude): the area of effect for your web is a 30-foot cube. [B]* Self-Anchoring [/B](+2 Magnitude): your webs seem to anchor in the air itself and no long require two solid masses in order to remain for the duration. [B]* Stronger [/B](+1 Magnitude): those attempting to break out of the web are at Disadvantage with their Strength check verse you spells DC. [B]SUMMONING ELEMENTALS AND NATURAL SPIRITS[/B] It takes a full round action (no Move speed, no Bonus or Reaction actions) to summon a spirit. The magic user cannot be maintaining any spells with concentration when they summon a spirit. While the spirit is present the magic user is considered to be concentrating and as such cannot cast another concentration spell (but see Magic User talents). The spirit will perform tasks for the magic user for up to one hour, when it disappears automatically back into astral space where it originated. Magic users cannot have more than one spirits summoned at a time. If she summons a new one the one present automatically disappears back into astral space (but see talents). When a spirit falls to 0 hit points, 0 magic points or it is [I]incapacitated[/I] in some way it automatically disappears also. If the summoner is knocked to 0 hit points or [I]incapacitated [/I]the spirit makes a Charisma saving throw. Success means it returns back to astral space, failure it remains for 2d6 rounds, either awaiting new orders on standby or carrying out the last orders the magic user gave it. If the magic user is not returned to consciousness by then the spirit leaves, returning to astral space. The DC to summon a spirit is 10 + its Magnitude x2 with a Summoning check. If a magic user rolls a natural 1 on this check the spirit is summoned but it is angry and wild, likely attacking the summoner. [B]Type of Spirits that a Hermetic Mages can summon[/B]: choice two of Spirits (called Elementals by mages) of Air, Earth, Fire, Guardian, Guidance, Man, Task or Water [B]Types of Spirits that a Shaman can summon[/B]: choice two of Spirits of Air, Beast, Earth, Guardian, Guidance, Man, Plant or Water Building a Spirits [B]* [/B]All spirits have a basic attributes of 10 for all stats, unless modified by type (air spirits are fast but weak, earth strong but slow, etc.) at Magnitude 1. Each additional magnitude adds +2 to all of the creatures attributes. So a magnitude 5 Spirit of Fire would have a 20 in all of its attributes. Some spirits do have higher or lower beginning attributes listed in their descriptions. They raise their attributes from these basics instead of from 10s. [B]* [/B]Spirits always have 10 Hit Points +5 HP per magnitude over 1 plus Constitution score. [B]* [/B]Spirits have an Armor Class of 12 + their Dexterity modifier and have a Hardness rating based on their type (see individual descriptions). Weapon AP and spells effects cannot remove this Hardness. [B]* [/B]Spirits are Resistant to all damage in Astral Space. When manifesting (fully forming on the material realm or real space) they have Resistance to all ranged weapon attacks and magical spell attack damage. No weapon Heavy weapon property or magical affect can remove this. [B]* [/B]Spirits are immune to all mind-effect spells and the[I] frightened[/I] condition imposed by mind-altering fear. They do not breath and due to their Duel-Nature being ignore all light based obscure condition [B]* [/B]Spirits have 5 Magic points +5 per level of Magnitude. They cannot summon other spirits though and can only use these points to share with a magic user or to cast spells while manifesting. [B]* [/B]Spirits have a safe Magnitude rating equal to their own rating. They will refuse to cast spells of a high magnitude in any situation. [B]* [/B]In Astral Space spirits can only attack in melee and deal a base damage of 1d8 plus +1 per every level of magnitude over 1 they have. They refuse to cast spells in Astral Space. [B]* [/B]Spirits are Duel-Nature beings and when manifesting on the material realm they always Astral Perceiving at the same time. This is not distracting to them as with living beings. [B]* [/B]Spirits and Elementals prefer to be summoned in its ‘Domain’ but can be summoned almost anywhere. When summoning a spirit in an area that the GM would considered its non-Domain increase the DC to summon the spirit by +3. [B]* [/B]Spirits have skill proficiency with the following skills – Arcana, Intimidate, Investigation, Perception and Stealth. Some have additional ones. They are automatically proficiency with their own natural attacks. Spirits automatically have a Magical attack bonus of 3 + their Intelligence modifier (if elementals summoned by a hermetic mage) or Wisdom modifier (if a natural spirit summoned by a shaman). Any saving throws are always 11+ this same attribute. [B]* [/B]Each type of spirit has some natural abilities that all of the same spirit types share. [B]* [/B]Spirits tend to have one spell automatically and then the mage user that summoned them can pick one additional known spell from the list of each type per Magnitude level of the spirit. Spirit Tasks The following tasks can be performed by a spirit at the request of its’ summoner… [B]* [/B]Aid in casting of a spell. This requires an action on the part of the summoner on the prior round. On the following round the spirit can Aid Another if it also knows the spell in question. This can either grant advantage with a Magical attack roll or impose disadvantage on any required saving throw or skill check. Alternatively the spirit pays the Magic Point cost (spirits will never cast a spell over their magnitude). * Attack Foe. [B]* [/B]Sustain a Spell. This requires an action on the part of the summoner. The spirit will sustain any one spell (even one it does not know) cast by the caster from that point on. It will maintain this spell for 5 + its magnitude rating in rounds. It will drop the spell at the end of this duration unless the summoner uses another action to order it to continue to maintain it. SPIRIT TYPES [B]Sprits of the Sky (Air Elementals) [/B]- Appears as a clouds, or in storms as thunderclouds, or swirling clouds. [B]Domains[/B]: Anywhere under the open sky where city light pollution is not too bad. [B]Attributes[/B]: base Strength 6, Dexterity 14 [B]Abilities[/B]: Fly speed 60ft, Noxious Breath (as an Action creates a 20-foot radius sphere around itself of nauseating gas. This cloud spreads around corners and its area if heavily obscured. The cloud lingers for up to 1 minute but a moderate wind (at least 10 MPH) dispenses the cloud in 4 rounds while a strong wind (at least 20 MPH) disperses it after 1 round. Each creature that is within the radius at the start of its turn must make a Constitution saving throw against poison. On a failed save the creature gains the Poison condition and they are at ½ speed until the condition ends. Creature must spend 1 action outside the cloud and on their following round outside the area of the cloud can make a new saving throw as an action each round. Success ends the poisoned condition. Creatures that don’t breath or are immune to poison automatically succeed with this saving throw.) [B]Spells[/B]: Mage Hand plus one additional spell per Magnitude of the spirits from among – Bestow Curse, Blinding Flash, Blurred Image, [Elemental] (Lightning only) Bolt, Fear, Increased Reflexes, Invisibility, Levitate, Light, Magic Weapon.[/sblock] [sblock=THE MATRIX] The Matrix is ever pervasive in the modern world. Thousands of Host Nods (think cellular phone towers) provided an overlapping system within every metro in the world. Massive amounts of data stream over the Matrix, some hidden behind layers of the blackest Intrusion Countermeasures (IC). There are two basic ways to access the Matrix. Through [B]AR [/B](Augmented Reality) where various Matrix data and information is overlaid your normal vision via AR Glasses or cybereyes or [B]Emersion[/B] where one "projects" their consciousness into the Matrix or drone or vehicle or security system. Anyone can experience what they refer to as cold emersion via a comlink with the Emersion upgrade, while hot emersion requires a Datajack. Hot emersion is dangers, with the deckers mind vulnerable to lethal bio-feedback burners of black IC. With hot emersion you gain advantage on your Initiative checks and gain an extra action each round. This extra action can only be used for a Matrix action. See below. While using either Emersion level your 'meat-body' is helpless and oblivious to the world around it. All of your reality is filtered through the Matrix or drone or vehicle or security systems perceptive. [I][B]Basic Hacker Persona Attributes[/B][/I] – Dexterity is meaningless in the Matrix and your physical body has no effect on your electronic construct. Your Intelligence, Wisdom and Charisma don’t change and use those stats for any skill or ability check or saves you might need. A Persona requires both Matrix Strength and Constitution that only work inside the Matrix. Matrix HP work only in the Matrix. If you are ever incapacitated or knocked to 0 Matrix HP you are forced out of the Matrix violently (see Dumpshock). A Persona can also have a Hardness that only helps verse Matrix attacks and damage. As range is irrelevant in the Matrix all attacks are considered ‘melee’. Most Personas can only deal a basic 1d4 plus their Matrix Strength modifier in damage. There are two basic skills in the Matrix that all Persona use – Scan which is sort of your Matrix Perception and Search which is your basic Matrix Investigation. With additional program modifiers a Persona’s Scan and Search are equal to the Deckers proficiency bonus + Intelligence modifier. For Matrix combat your Initiative is your Intelligence Modifier and your Attack roll is your proficiency bonus + your Intelligence modifier. Both of these can be altered with programs. Some programs also require a saving throw. For the basic this is 8 + program rating (1-8) + Intelligence modifier + proficiency bonus. [B]System Upgrades [/B]– this boost other Matrix stats and ratings. [B]* Boost Matrix Constitution[/B] – By default a standard Persona has a base Constitution of 12. Too boost that add +2 to Matrix Constitution score per rank up to a maximum of 18. Cost 500¥ x Rank. (Restricted) [B]* Boost Matrix Hit Points[/B] – a basic Persona defaults to your Persona’s Constitution modifier +5 x your level in Hit Points. To increase that by +5 to Matrix Hit Points total per rating up to a maximum of 6 ranks. Cost 500¥ x Rank. Icons and systems have different default HP bases. (Restricted) [B]* Boosted Search[/B] – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum of +4. Cost 500¥ x Rank. [B]* Boosted Scan[/B] – by Default an icon, system or persona has its proficiency bonus + Intelligence modifier. To Boost add +1 equipment bonus to your skill per rank up to a maximum o+f 4. Cost 500¥ x Rank. [B]* Boost Matrix Strength [/B](max Rating 4) – By default a standard Persona has a base Strength of 12. Too boost that add +2 to Matrix strength score per rank up to a maximum of 20. Cost 500¥ x Rank. (Restricted) [B]Programs[/B] – can have Ratings from 1 through 8. [B]* Adaptive[/B] (Rating 1) – this program grants you [I]Resistance[/I] to all Matrix damage. Cost 20,000¥. (Illegal) [B]* Agent[/B] (max Rating 8) – your decker has semi-autonomous programs that can perform tasks. Each rating adds an additional Agent that can used to perform these tasks. It takes an Action to order an Agent to perform a task (or if they are all performing the same task). Basic Agent stats are Proficiency bonus +2, Strength 12, Constitution 12, Intelligence 14, Wisdom 12, Charisma 10, HP 12, Attack +4 to hit, Damage 1d6+2, AC 14 (with Intelligence modifier), Hardness 3, Scan +4, Search +4. Agents are immune to all mind-effect abilities and gain proficiency with Strength and Intelligence save. Cost 1,000¥ x Rating. Upgrades – Boost Strength, Constitution or Charisma I +2 for +400¥ each, or Boost Intelligence or Charisma I +800¥ each. Boost Strength, Constitution or Charisma II +2 for +600¥ each, or Boost Intelligence or Charisma II +1,200¥ each (stacks with level I). Boost Strength, Constitution or Charisma III +2 for +800¥ each, or Boost Intelligence or Charisma III +1,600¥ each (stacks with level I and II). Boost HP I +5 for +500¥. Boost HP II +5 for +750¥ (stacks with level I). For increasing Matrix Attack, AC, Hardness and skills Search and Scan as base program and upgrades but must be purchased separately for Agents (all agents have the same modifiers and upgrades). See Agent actions below. [B]* Black Hammer [/B](Rating 1) – similar to Black ICE used by IC programs, this highly illegal program deals damage to the Persona as normal but also deal ½ its damage to the meat-body of the decker using hot emersion! Cost 10,000¥ (Illegal). [B]* Confusion[/B] (max Rating) – this program can send other matrix persona and systems into a logic loop that ‘freezes’ them up. It is resisted by a Charisma save or gain the Paralyzed condition. At the end of its round the target gains a new save. Success ends the condition. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal) [B]* Corruption[/B] (max Rating 8) – this program can destroy data files that are resisted with a Constitution save. Failure means that a section of data-files were destroyed that round. Data-files can contain up to ten sections, depending on the security and size of the host. Cost 500¥ +500¥ x Rating (Illegal). [B]* Crash [/B](max Rating 8) – this program can crash any one other program being run by icon, system or persona. This is resisted by a Charisma saving throw. Failure and the attack close down one of the target’s programs. The target cannot use that program until fixed. See fixing and jury-rigging programs below. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Restricted) [B]* Exploit[/B] (max Rating 8) – this program allows one to gain full access and control of another system. This is resisted with an Intelligence save. Failure and the target gains the [I]charmed [/I]condition and the attacker can order it to perform one action, even a dangerous one each round as an action. Cost 1,500¥ +1,500¥ x Rating up to 4; 5,000¥ +5,000¥ x Rating for 5-8 (Illegal) [B]* Grey Hammer[/B] - this restricted attack program is meant to fire or at least damage an opponents comlink or deck. Cost 5,000¥ [B]*Hammer [/B](max Rating 4) – by default all Icons and Persona in the Matrix can deal 1d4 + their Matrix Strength modifier in damage to another Icon, system or persona. Rating I ups this to 1d6 damage for 750¥; or Rating II ups this to 1d8 for 1,500¥; or Rating III ups this to 1d10 fir 3,000¥; and finally Rating IV ups this to 1d12 for 5,000¥. The program can be upgrade to include AP (all Hardness is divided by ½ for these attacks) for +5,000¥ and/or Heavy Damage (meaning that it ignores the Resistance of any program that has it) for +8,000¥ (Illegal) [B]* Matrix AC[/B] (max Rating 4) – your persona’s Armor Class in the Matrix. Rating I is AC 12 + Intelligence Modifier for 500¥. Rating II is base AC 13 for +1,000¥; or Rating III is base AC 14 for +3,000¥; or Rating IV grants base AC 15 for +10,000¥. (Restricted) [B]* Matrix Hardness[/B] (max Rating 5) – your persona’s Hardness vs. Matrix damage. Rating I grants a base Matrix Hardness of 2 costing 500¥. Rating II increases to 3 for +400¥, Rating III to 4 for +800¥, Rating IV increases to 5 for +1,200¥, and finally Rating V increases it to 6 for +1,600¥. (Restricted) [B]* Medic [/B](max Rating 8) – a type of Matrix Healing Touch but only for Matrix Hit Points. As an action a persona or system can heal 2d8 + Constitution score back in Matrix Hit Points. The target can use this on themselves a number of times equal to the Rating. Then it requires a repair action to re-use it. Cost 500¥ x Rating. [B]* Sleaze[/B] (max Rating 8) – a type of Matrix Disguise or Alter Self, resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal) [B]* Spoof[/B] (max Rating 8) – a type of Matrix Invisibility resisted by an Intelligence save. Cost 500¥ +500¥ x Rating up to 4; 1,000¥ +2,000¥ x Rating for 5-8 (Illegal) [B]* Tar Baby [/B](max Rating 8) – this program can freeze another in place. The target resists with a Wisdom save. Failure means it has the Restrained condition. It makes a new save every round, success ends the condition. Cost 300¥ +300¥ x Rating up to 4; 500¥ +750¥ x Rating for 5-8 (Illegal) Matrix Combat and Actions TBD Hacking a System When one attempts to hack a Matrix system to sleaze past security IC, by-pass a security lock, take over an enemy drone or vehicle or security system, the system must be hacked. Dumpshock When you are forcibly ejected from the Matrix (via Matrix combat where you Persona was destroyed or when a Nod crashed) or out of a drone or vehicle (either because it was destroyed or hacked) you experience dumpshock. If any of these conditions are met make an Intelligence save through vs. a base DC of 15. Succes means that you acquire the [I]Reeling [/I]condition, and recover normally after that with a DC 12. Failure results in you gaining the [I]Stunned[/I] condition for 2d4 rounds. After that you lose the Stunned condition but gain the [I]Reeling[/I] conditions instead. You recover from the Reeling condition as normal but the DC is 15. Repair and Reprogram' TBD Writing your own programs and persona upgrades TBD[/sblock] [sblock=CYBERNETICS] In Shadowrun, cybernetic implant enhancement is a reality and extremely common. In fact many civilians have internal comlinks and datajacks as a matter of course and for their work. Living creatures can only handle so much ‘ware within their bodies before it starts having an inverse effect on them. Each piece or level of ‘ware has a Strain level. Add all implants together to get one’s total Strain. Creatures can have a maximum amount of strain equal to the [I]lower[/I] of their Constitution or Charisma score. For every 2 points of Strain over (round up) the creature suffers 1 level of persistent Exhaustions. They cannot recover from this exhaustion until ‘ware is removed or Constitution and/or Charisma increases. A cloned replacement hand or foot or minor organ (a kidney) cost 2,500¥ and takes about a week to grow and surgically reattach or implant into the user. A replacement arm or leg or major organ (a lung or heart) is 6,000¥ and takes about one month to grow and surgically reattach or implant to the user. These have no in game affects (Strain or otherwise) and these prices include surgery cost. A simple cybernetic prosthetic replacement hand or foot or minor internal organ costs 750¥ and takes an hour surgical operation. A complex cybernetic prosthetic replacement for an arm or leg or heart (but could also include replacing the bone of the skull or the skeletal frame of the chest area) costs 2,500¥ and a four hour surgical operation. Basic cybernetic prosthetics count as 1 Strain add +2 to the characters maximum HP each, while complex replacements count as 2 Strain add +5 to the characters maximum HP each. These extra hit points can’t heal naturally however, instead requiring the use of a Tools (Surgery kit) check DC 15. During a short rest this heals 1d6 + the users’ Wisdom modifier back in these extra HP, or 2d6 + the users’ Wisdom modifier back during a long rest. A Tools (Repair kit) will work in an emergency but only heals back 1d4 + the users’ Intelligence modifier back during a short rest or 2d4 + the users’ Intelligence modifier during a long rest. All implants listed below requires one hour surgery per Strain to install. Most surgeons will charge 500¥ per hour at a hospital like setting. A street doc might give you a small break (10%-20% off) but they have a greater chance of not being able to do as much if something goes wrong. IMPLANTS [B]Adrenal Pump[/B] (1 level): this vat-grown organ is implanted into the base of the subject’s spine and replaces part of their adrenal gland. It takes a bonus action to active this gland. Once activated, for 10 rounds (1 minute), the subject can take one extra action, bonus action [B]and[/B] reaction a round. At the end of the duration the subject takes one level of exhaustion. The subject must complete a short or long rest to regain (and ‘recharge’) the gland to use it again. Cost 15,000¥, Strain 4 (Restricted) [B]Aquatic Gill Grafts[/B] (1 level): these genetic grafts are added to each side of the subject’s neck and allow them to breathe underwater as if they were a fish. The subject cannot drowned and gains a Swim speed of 20 feet a round and advantage on Athletic checks to swim. Cost 750¥, Strain 1. [B]Bone Density Augmentation [/B](3 levels): Advanced biofibers are attached to the subject’s skeleton structure and increased calcium growth that greatly increase their durability and the ability of the subject to absorb damage. It also increases the subject’s damage when punching or kicking due to the increased hardness. Level I grants the subject +1 Hardness rating and adds +1 to the subject’s unarmed damage. Cost 10,000¥, Strain 1. Level II grants the subject +2 Hardness rating and adds +2 to the subject’s unarmed damage. Cost 25,000¥, Strain 2. Level III grants the subject +3 to Hardness and adds +4 to the subject’s unarmed damage. (Restricted) [B]Boosted Reflexes [/B](3 levels): this combat sensor systems are implanted into the subjects’ frontal lobe region of the brain and greatly enhance its combat awareness abilities. Each level gains the subject a +1 insight bonus to its Armor Class. Cost 10,000¥ and Strain 3 per level. (Restricted) [B]Cerebral Boost [/B](2 levels): this is extremely advanced bio and genetic modifications to the subject’s brain greatly increase its rationality and thinking abilities. Level 1 implants grants the subject +2 Intelligence up to a maximum score of 21. Level 2 implants grant the subject instead +4 Intelligence up to a maximum of 23. Cost for level 1 is 40,000¥ and Strain 3, level 2 is 100,000¥ and Strain 6. (Restricted) [B]ChipJack [/B](4 levels): a dedicated datajack port is implanted into the subject’s brain. This allows the subject proficiency with certain skills that it might otherwise not have access to. There are three basic forms of chip that the jack can access – Active-Soft, Know-Soft and Language-Soft. It takes a full round action to place or remove a chip into a willing subject’s chipjack. On the following round the subject gains access to the information on the chip and can apply the chip’s proficiency bonus. If this is lower than the subject’s bonus it offers no additional benefits. If the subject has more than one Chipjack it can access more than one subject at a time. Cost 750¥ and 1 Strain each level. Language-Soft allow the subject to speak and read one language and cost 500¥ each. Basic Know-Soft chips have an attribute modifier bonus and a proficiency bonus total of +4 for the following subjects – Arcana, History, Life Science, Physical Science and Technology and each cost 500¥. Enhanced versions grant a +6 and cost 1,500¥ each, while Advanced version grant +8 and cost 5,000¥ each. Basic Active-Soft chips grant a skill bonus total of +4 for the following subjects – Animal Handling, Computer Use, Insight, Investigation, Medicine, Performance and Survival and cost 2,000¥ each. Enhanced version grant a +6 bonus and cost 8,000¥ each, Advanced version grant a +8 total and cost 20,000¥ each. [B]Comlink, internal[/B]: as a standard comlink but implanted behind one of the subject’s eyes. The system automatically includes the effects of a subvocal microphone. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10, Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Cost 500¥, Stain 1. All of the normal comlink upgrades allowed for a standard comlink can be added for the same cost, except for Satellite Uplink. The subject can carry the necessary equipment to gain a signal uplink but it cannot be implanted into the body. [B]Cybernetic Ear Replacements [/B](1 level+): The subjects’ ears have been replaced with cybernetic ones. This Cost 500¥ each but only 1 Strain total, but they can hold up to 3 Strain worth of cybernetic-audio enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers, except Spatial Sound Locator, can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. [B]* Audio Amplifier [/B](3 levels): +500¥ and +1 Stain per level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base listen check out to 120ft as normal. With three levels can make base listen checks out to 200ft. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] [B]* Audio Enhancer [/B](1 level): +500¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. [B]* Dampener[/B] (1 level): +250¥. Advantage on any saving throws that involve sonic attacks or damage. [B]* High/Low Freq Hearing [/B](1 level): +500¥. Grants the user High and Low Frequenting Hearing. [B]* Spatial Sound Locator [/B](1 level): +2,000¥, Strain 3. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing. [B]Cybernetic Eye Replacements[/B] (1 level+): the subjects’ eyes have been replaced with cybernetic ones. This Cost 600¥ each but only 1 Strain total, but can hold up to 3 Strain worth of cybernetic-visual enhancements without costing the subject any additional Strain. Modifiers over 3 Strain count towards the subject’s total Strain. Note that all of the following enhancers can be added to any subject without cybernetic ears (as simple cybernetic upgrades) but the subject counts all Strain in full. All metahumans who have cybernetic eye replacements lose any natural Low-Light or Darkvision, unless they take the cybernetic version. [B]* Low-Light Vision [/B](1 level): +400¥, Strain 1. As species sense Low-Light Vision. [B]* Flare Compensation [/B](1 level): +400¥, Strain 1. Advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. [B]* Dark Vision [/B](1 level): +750¥, Strain 1. Darkvision out to 60 feet. [B]* Vision Enhancement [/B](1 level): +600¥, Strain 1. Adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. [B]* Vision Magnification [/B](3 levels): +500¥ and +1 Strain per level. Allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level can make a base sight check out to 120ft as normal. At level 3 can make normal checks out to 200ft. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] [B]Cyber-Arm Enhancements[/B] (1 level): require that at least on arm has is a cybernetic replacement. Increase all melee attack damage by +2. Cost 5,000¥, 0 Stain (included in the cybernetic arm) [B]Cyber-Leg Enhancements[/B] (7 levels): these implants require both legs are cybernetic replacements. Note that the legs can hold up to 3 levels of Strain automatically and the subject only needs to pay for any Strain that exceeds that. Each level grants one of the following: +10ft to Move Speed (can be taken 3 times), +5ft to base Leaping distance (can be taken 3 times), Boosted kick (change unarmed damage to 1d8/1d10 for a large sized creature, bludgeoning damage). Cost 1,000¥ and Strain 1 per level. [B]Damage Compensators [/B](2 levels): This advanced gene-therapy allows the subject to better shrug off damage. Grant the subject advantage with any saving throw verses weapon damage of Stun, and ignores weapon property of Painful (i.e. don't double the damage to compare with subject's WDT to impose the [I]Reeling[/I] condition) and also grants the subject advantage on saving throws to recover from the [I]Reeling[/I] condition. Each level grants the subject 10 temporary Hit Points. These Hit Points return after a short or long rest. Cost 10,000¥ and Strain 3 per level (Restricted) [B]Datajack [/B](1 level): a simple brain implant that allows the subject to use either a fiber-optic cable to directly interface with any type of electronic device or computer or wirelessly if using a comlink with a wireless interface modifier. Cost 500¥, Strain 1. [B]Dermal Plating [/B](3 levels): advanced bio-Kevlar strands are implanted into the outer layers of the subject’s skin providing enhanced protection from damage. Each level adds +1 to the subject’s Hardness rating and stacks with any other sources. Cost 2,500¥ and Strain 1 per level. (Restricted) [B]Drone Hand[/B] [B]Mount[/B] (1 level): this implant requires that the subject have at least one cybernetic hand replacement. When not in use it acts as a normal cybernetic hand and any attempt to detect the drone is at disadvantage. When deployed the subject cannot use that hand for any other activity. 1,000¥, no Strain (already paid for with the replacement hand). See Drones for stats. [B]Filter Plugs [/B](1 level): these advanced toxic filter system are implanted into the subjects’ nasal cavities and grant it advantage on saving throws verses inhaled toxins or gases. Cost 1,000¥, Strain 1. [B]Flesh Pockets [/B](1-5 levels): specialized voids are opened within the subject’s body cavities allowing small (4-5 lbs) items to hidden within. Items placed within are hard to detect (impossible to detect without some special senses, then generally at disadvantage). Cost 500¥, Strain 1 each. A medium sized creature can hold up to 3 such pockets while a large sized creature can hold 5. [B]Frame Reinforcement[/B] (1 level): cybernetic skeleton structure modification greatly increase the subject’s ability to carry weight. Treat the subject’s size by one higher for determine encumbrance, pushing, pulling weights. Cost 1,000¥, Strain 1. [B]Hand Razor[/B] (2 levels): these are cybernetic fingernail replacements that are razor sharp. Level 2 are retractable and others attempting to detect them as weapons are at disadvantage. The change unarmed damage to 1d4 (1d6 for large sized creature) piercing or slashing (attacker’s choice). They include finesse and light weapon properties. Cost for one arm is 1,000¥, Strain 1, retractable +500¥, Stain +1. (Restricted) [B]Hand Spur[/B] (2 levels): these are bio-metal spurs implanted into the back of the subject’s wrist and forearms. Level 2 these spurs are retractable and others attempting to detect them as weapons are at disadvantage to do so. The change unarmed damage to 1d8 (1d10 for a large sized creature) slashing. They include finesse and light weapon properties. Cost for one arm is 3,000¥, Strain 1, retractable +500¥, Stain +2. (Restricted) [B]Internal Organ Implant/Replacements [/B](2 levels): the subject’s internal organs are either replaced with strengthened cybernetic ones or enhanced and toughened. Level 1 implants grants the subject +2 Constitution up to a maximum score of 21. Level 2 implants grant the subject instead +4 Constitution up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) [B]Internal Air Tanks [/B](3 level): replacing part of the subject’s lungs with small air considers they allow the subject to ‘hold its breath’ for one hour per level. For this hour the subject is immune to any inhaled gases but is not immune to toxic environments, etc. Cost 5,000¥ and Strain 1 per level. [B]Move-By Wire Reflex [/B](1 level): this system not only enhances the subjects’ reaction but also greatly increases its coordination and responsive reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws and Acrobatics and Athletics skill checks, and gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 50,000¥, Strain 9. (Restricted) [B]Muscle Implants [/B](2 levels): cybernetic muscle implants are injected into the subject’s body that graphed themselves to the overall muscle structure to enhance the user’s overall strength. Level 1 implants grants the subject +2 Strength up to a maximum score of 21. Level 2 implants grant the subject instead +4 Strength up to a maximum of 23. Cost for level 1 is 10,000¥ and Strain 3, level 2 is 30,000¥ and Strain 6. (Restricted) [B]Ocular Drone[/B] [B]Mount[/B] (level 1): this eye mount requires that the subject have at least one cybernetic eye replacements. It allows the subject to store an ocular drone within the eye socket. Others have disadvantage at detecting the drone when mounted, but the subject is blind in one eye when the drone is in use (Disadvantage on ranged attack rolls and perception checks past 10ft). Cost 1,000¥, Strain 0 (already paid for with the replacement cybernetic eye). See Drones for stats. [B]Orthoskin [/B](3 levels): this advanced gene-therapy enhances all layers of the subject skin but also strengthens the internal organs and vital area in such a way as to provide it naturally resistant to damage. There are three basic enhancements available, each grants the subject resistance to one type of weapon damage – bludgeoning, piercing (and ballistic) or slashing. Each level costs 10,000¥ and has a Strain of 3. (Restricted) [B]Radar Scanner Implant [/B](1 level): a short range radar system that is implanted at the base on subject’s skull. It grants the subject blindsense in a 30ft radius area. Radar is automatically detected by Hi/Low frequency hearing and various sensors. Cost 20,000¥, Strain 5. [B]Reflex Implants [/B](2 levels): special bio-electric implanted along the subject’s spinal cord that greatly enhance the user’s hand-eye-coordination and dexterity. Level 1 implants grants the subject +2 Dexterity up to a maximum score of 21. Level 2 implants grant the subject instead +4 Dexterity up to a maximum of 23. Cost for level 1 is 20,000¥ and Strain 3, level 2 is 50,000¥ and Strain 6. (Restricted) [B]Skillwires [/B](level 1): bio-electric wires are implanted throughout the subject’s nervous system and along its spin. This allows the subject to benefit from muscle memory skills. Only one system can be installed into any one subject and this includes a dedicated chipjack that can only be used for these active like skills. These bonuses do not stack with natural levels. Cost 10,000¥, Strain 6. Basic Skillwire chip grant a skill bonus total of +4 for the following subjects – Acrobatics, Athletics, Stealth and Vehicle (each vehicle type must be purchased separately) and cost 5,000¥ each. Advanced version grant a +6 bonus and cost 15,000¥ each. [B]Sleep Regulator [/B](1 level): genetic bio-engineering allows for the subject’s brain waves to be changed in such a way that it only needs 3 hours of sleep for a long rest. It still requires that the subject be inactive for 8 hours but they can be performing minor actions and are fully alert doing this time. Cost 5,000¥, Strain 1. [B]Smartgun Link [/B](1 level): skill wires are implanted within the subject’s eyes and the subject’s hands that greatly enhance its ability to hit with firearms. The link, which can be combine with a laser sight (see Gear) adds +2 equipment bonus to the subject ranged weapon attack rolls and allows the attacker to re-roll 1s and 2s on any damage dice rolled, but only with weapons that the Smartgun link upgrade (see Gear). Costs 2,000¥, Strain 2. [B]Taser Hand [/B](1 level): a melee taster is implanted into one of the subject’s hand. With a successful touch melee attack (+2 to roll) the target must make a Constitution save DC 15 or suffer weapon damage type of Stun (see Gear). Also have the weapon properties of finesse and light. Cost 5,000¥, Stain 3. [B]Vehicle Rigger Control (VRC) [/B](1 level): Requires a Datajack implant. A complex neural pathway implant that allows the subject to control vehicles, drones and internal systems with its mental commands. This is done via a comlink and either AR interaction or with a datajack and a wireless interface/emersion upgrade. The vehicle or system must have a Rigger upgrade (drones automatically include this upgrade). The ‘rigger’ can control up to its Intelligence modifier in systems at a time and gains one additional Action on each of its turns. This action can only be used with one of the systems that is under its control and it must be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. This cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics but see Tech talents for the basic class exceptions (for Drone Rigger and Riggers under Techs). Cost 20,000¥, Strain 6. [B]Weapon Implant [/B](2 levels): Requires a cybernetic arm replacement. A small, hand-held weapon is implanted into the subject’s cybernetic arm. Something the size of a light pistol (up to a Hammerli 620S) Costs 2,000¥ plus the weapon’s cost and Strain 1. Any other light firearm costs 5,000¥ plus the weapon’s cost with Strain of 2. A shotgun or two-handed SMG costs 8,000¥ plus the weapons cost and Strain 4. These weapons are totally hidden within the subject’s limb when not in use and are ‘drawn’ as a normal weapon would be drawn and readied for use. The weapon must be ‘out’ in order to reload it and holds its basic ammunition. Generally a subject cannot have more than two weapons implanted in this way. [B]Wired Reflexes [/B](1 level): this advanced system is implanted along the subject spin to greatly enhance their reaction time. The subject gains a +2 bonus to AC and Initiative checks, gain advantage on Dexterity saving throws, and gains an additional action on each of its turns. That action can be used only to take the Attack, Dash, Disengage, Hide, Recover from Reeling or Use an Object action. Note that this cannot be combined with any other similar boosts provided by drugs, magic, talents, or cybernetics. Cost 25,000¥, Strain 6. (Restricted) Dermal Plating and Orthoskin cannot be combined. Adrenal Pump, Boosted Reflexes, Move-By Wire Reflexes, Vehicle Rigger Control and Wired Reflexes cannot be combined. [/sblock] [sblock=GEAR & EQUIPMENT] Characters cannot start with Military or Illegal grade gear or weapons at character creations unless its is part of bonus starting gear or with the [I]I Know a Guy[/I] talent. Afterwards characters purchasing such but must find dealers to make these purchases (with a Gather Information check, DC 15 to 25). On average it takes 2d6 hours to find a Restricted items dealer and 2d6 days to find an Illegal or Military items dealer. Restricted equipment costs cost 20% to 50% more, while Illegal hardware or Military grade items cost 100% to 200% more. [B]ARMOR [/B] NOTE that for armor’s Hardness rating, the 1[SUP]st[/SUP] number is basic damage reduction while the number after the slash is Ballistic damage reduction. Finally Protective Armor is so basic and ‘everyday’ that they do not require any Armor Proficiency to wear and gain the full benefits. PROTECTIVE GEAR [B]Synthetic-Leather Jacket[/B]: reinforced leather-like material popular with gangs. Cost: 100¥; Armor Class: 11+ Dex modifier; Hardness: 0; Strength: no minimum; Stealth: no penalty; Wt. 6 lbs. [B]Reinforced Synthetic-Leather Jacket[/B]: heavier version of the biker-like jacket. Cost: 200¥; Armor Class: 11+ Dex modifier; Hardness: 0/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. [B]Armored Clothing[/B]: made of light Kevlar weaved fibers that have been fashioned to appear as normal clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 400¥; Armor Class: 11+ Dex modifier; Hardness: 1/+1; Strength: no minimum; Stealth: no penalty; Wt. 8 lbs. LIGHT ARMOR [B]Reinforced Armored Clothing[/B]: is slightly heavier but still benefits from being heavily concealable as armored clothing. Cost: 500¥; Armor Class: 11+ Dex modifier; Hardness: 1/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. [B]Armored Business Suit[/B]: a more fashionable version of armored clothing. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. The wearer does not normally suffer Charisma penalty in corporate situations (even if recognized as armor). Cost: 1,500¥; Armor Class: 11+ Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. [B]Undercover Vest[/B]: is made of light flexible Kevlar and can be worn under normal clothing without restricting movement. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that the subject is wearing the vest if under any normal clothing. MAD scanners are also at Disadvantage but the TN drops to 10. Cost: 600¥; Armor Class: 12 +Dex modifier; Hardness: 2/+2; Strength: no minimum; Stealth: no penalty; Wt. 10 lbs. [B]Lined Coat[/B]: made of medium weave Kevlar that is fashioned to look normal longcoat. With an action, a Wisdom (Perception) TN 15 check at Disadvantage is required to notice that it instead armor. MAD scanners are also at Disadvantage but the TN drops to 10. Also the wearer gains his Proficiency bonus to Dexterity (Stealth) rolls to hide a light firearm or light melee weapon on his body. If he already has Expertise with stealth, he gains his proficiency bonus x3 but only to hide items under the coat. Cost: 800¥; Armor Class: 12 +Dex modifier; Hardness: 3/+2; Strength: minimum 11; Stealth: no penalty; Wt. 15 lbs. [B]Chameleon Suit[/B]: a full body Kevlar suit that has computer-designed environmental-patterns facsimiles. When worn in an appropriate environment it grants advantage with Dexterity (Stealth) checks (but disadvantage in inappropriate ones). It takes 2 full rounds for the suit patterns to change with user choosing from various available patters (voice or wireless command) (Restricted). Cost: 2,000¥; Armor Class: 12+ Dex modifier; Hardness: 3/+2; Strength: no minimum; Stealth: Special; Wt. 18 lbs. MEDIUM ARMOR [B]Armored Jacket[/B]: fashioned from heavy Kevlar that is somewhat made to look like a normal jacket. A simple Wisdom (Perception) check TN 15 with notice that it is armored (including Passive Perception). Cost: 1,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. [B]Flak Vest with Plates[/B]: an obvious armored vest with reinforced ceramic plate inserts that is worn over clothing (Restricted). Cost: 1,200¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 12; Stealth: no penalty; Wt. 20 lbs. [B]Ballistic Cloth Longcoat[/B]: this clumsy but stylish piece of subtle outerwear contains a thick inner layer of flexible aramid patches able to resist cutting and piercing. It comes available in most colors but brown and black are standard. It leaves the head vulnerable, even with the collar up. Most importantly, it flaps dramatically in the wind. A simple Wisdom (Perception) check TN 12 with notice that it is armored (including Passive Perception) (Restricted). Cost: 1,500¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 4/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 25 lbs. [B]Advanced Chameleon Suit[/B]: made with advanced ruthenium polymers to provide almost perfect chameleon abilities to blend into the background automatically. It grants advantage with Dexterity (Stealth) checks (Restricted). Cost: 8,000¥; Armor Class: 13 +Dex modifier (max +2); Hardness: 3/+3; Strength: minimum 12; Stealth: Special; Wt. 25 lbs. [B]Light Security Armor[/B]: obvious armor that is most commonly worn by corporate security teams. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage (Restricted). Cost: 2,500¥; Armor Class: 14+ Dex modifier (max +2); Hardness: 5/+4; Strength: minimum 11; Stealth: Disadvantage; Wt. 30 lbs. [B]Light Military Spec Armor[/B]: military grade armor that is illegal for non-government or extraterritorial corporation to own, much less wear. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor (Military). Cost: 6,000¥; Armor Class: 14 +Dex modifier (max +2); Hardness: 5/+5; Strength: minimum 11; Stealth: no penalty; Wt. 35 lbs. HEAVY ARMOR [B]Heavy Security Armor[/B]: heavier corporate armor. A basic suit includes some environmental protection. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Restricted). Cost: 5,000¥; Armor Class: 15; Hardness: 6/+6; Strength: minimum 13; Stealth: disadvantage; Wt. 40 lbs. [B]Heavy[/B] [B]Military Spec Armor[/B]: the heaviest military grade, non-powered armor available. As light military spec armor, it is very illegal for non-governmental or extraterritorial entities to own. The helmet provides the wearer advantage on Dexterity saves vs. visual effects (blindness, color spray, etc.), Constitution saves vs. inhaled toxins and Resistant to any inhaled poison damage. Most also incorporate Low-Light and Dark Vision out to 60 feet through the helmet visor. The wear is at Disadvantage with Strength (Athletics) checks to jumping and swimming (Military). Cost: 9,000¥; Armor Class: 16; Hardness: 7/+7; Strength: minimum 15; Stealth: disadvantage; Wt. 50 lbs. SHIELDS [B]Riot Shield[/B]: This is a large composite metal shield with a Plexiglas view port around the user’s eye level. As a bonus action the user can gain ½ cover with the shield until the beginning of his next round (so long as he does not move or is forced to move for the round). Cost: 250¥; Armor Class: +1 bonus; Hardness: 1/+2; Strength: minimum 12; Stealth: no penalty; Wt. 10 lbs. [B]Battle Shield[/B]: Designed for forward breaching rooms or fortifications, the shield incorporates a clear-metal view port at users’ eye level along with piton anchors that allow it to be set as a fixed point as an action that will provide one medium sized creature with ¾ cover and up to four additional medium sized creatures ½ cover. It also takes an action to un-anchor the pitons. The user can spend a bonus action for the user gains ½ cover with the shield until the beginning of her next round (so long as she does not move or is forced to move for the round). As a reaction, the user can also impose disadvantage against one melee attack directed against it (Restricted). Cost: 500¥; Armor Class: +1 bonus; Hardness: 2/+3; Strength: minimum 13; Stealth: disadvantage; Wt. 18 lbs. [B]WEAPONS[/B] [B]NEW DAMAGE TYPES[/B] * [B]Ballistic[/B]: this is a special type of piercing weapon. There are certain armors that grant additional Hardness vs. it and others that can ignore ballistic Hardness but not piercing. * [B]Restrained[/B]: a target to must make a Strength save vs. the DC or gained the Restrained condition. Struck targets must also make a Dexterity save, same DC, or be knocked prone by the effect. The target can make a new Strength save vs. the same DC but with a cumulative +1 to the roll for each additional turn it failed until he succeeds. Success ends the condition. Note that struck target must also remain prone for duration. Large creatures are +2 with the strength save, while Huge are +5, and larger are immune. * [B]Stun[/B]: a ‘living’ target must make a Constitution save vs. the DC or gains the [I]Stunned[/I] condition. The target can make a new Constitution save at the end of its turn vs. the same DC but with a cumulative +2 to the roll for each additional turn that it failed until it succeeds. Success ends the condition. Large creatures are +2 with this save, Huge are +5, and larger creatures are immune. [B]NEW WEAPONS PROPERTIES[/B] * [B]AP[/B] (Armor Penetrating): this weapon ignores Ballistic Hardness (note this is not the same as Armor Piercing ammunition and the two types of ammo cannot be combined) and half any normal Hardness provided (requires Heavy damage weapon feature for this to be applied to materials and vehicles). * [B]Auto[/B]: this weapon has the Autofire option, expending 10 rounds each time it is fired this way. Autofire rules. Autofire Only weapons must always fire full auto and Heavy Autofire weapons must always fire full auto and use 20 rounds. Heavy Autofire has twice the area of affect (but still only deal base Auto damage when focused on each target). Switching modes between single fire and autofire mod takes 15ft of move during the attackers round. The weapon must have 10 rounds (20 for heavy auto) remaining and in the autofire mod to use this feature. * [B]Burst Fire[/B]: This weapon can fire a three rounds burst of ammunition at once with an attack action. The shooter takes a -2 to its attack roll but adds +1d weapon damage to the damage if it hits (i.e. a SMG that deals 2d8+2 ballistic damage deals 3d8+2 instead). Switching between single fire burst-fire mod takes 15ft of move. The weapon must have 3 rounds remaining and in the burst-fire mod to use this feature. * [B]DT[/B]: Double tap. This weapon can fire two rounds of ammunition at once, instead of one with an attack action. The shooter gets a -1 to its attack roll but adds +2 to the damage if it hits. The weapon must have 2 rounds remaining and in the single fire mod to use this feature. * [B]Feed[/B]: a type of reloading ammunition. Feed means that the each round of ammunition must be loaded into the weapon, one at a time. Each round reloaded requires ½ your Move speed to load. If you spend your Action with your Move you can reload up to 6 rounds at a time. ‘b’ means a break load, where the barrel(s) are hinged much like a door and rotate perpendicularly to the bore axis to expose the breech for reloading; ‘i’ means an internal magazine, generally loaded through a breech at the top of the weapon’s barrel; ‘c’ is a rotating cylinder that between 4 and 6 rounds. Cylinder feeds can purchase a Speed-loader (see Firearm accessories below). Treat these as Magazines (see Reloads below). * [B]Flame[/B]: these weapons can set targets on fire. First, this is an Area of Affect attack. Fire weapons can fire in a Cone (PHB pg. 204) out a number of feet depending on the weapon (see individual descriptions). Anything the target is struck must make an Intelligence save vs. 8 (12 for a heavy flamer) + your proficiency bonus (if proficient) + your Dexterity modifier for half damage. Failure means full damage and the target has caught fire. At the beginning of their turn (before they can act) the target suffers 2d4 fire damage. Each round the target can try and put themselves out as an action and making a Dexterity saving at the same DC. The target has advantage on the save if it falls prone to roll around on the ground. The fire is automatically extinguished if the target immerses themselves fully under water. * [B]Heavy[/B]: per PHB plus also applies to anyone with a Strength of 12 or less. * [B]Heavy[/B] [B]Damage[/B]: weapons ignore Resistance from materials and vehicles. However the attacker suffer Disadvantage if it moves and fires one of these weapons in the same round. * [B]Hold-Out[/B]: are small and easier to hide on one’s person. Character is considered to have Advantage on any Dexterity (Stealth) checks to hide such a weapon on themselves (under a coat, etc.). * [B]Knockdown[/B]: If the damage from the weapon is enough to impose the [I]Reeling[/I] condition the target is also knocked prone. * [B]Loud[/B]: this weapon cannot be quieted by silencers, etc. * [B]Painful[/B]: these weapons inflict massive pain onto living creatures with a successful hit. The damage from this weapon counts as double vs. the target’s Wound Damage Threshold but only to impose the [I]Reeling[/I] condition (recovers normally). * [B]Reload[/B]: weapons with ammunition require time to reload the magazine clip. If the weapon only says reload it requires your Move to reload the weapon (except for bows and crossbow, then see PHB). If after the shots is listed an ‘m’ (magazine), p (powercell) and b (belt) each requires ½ your Move speed to expend and reload a new clip, cell or belt into the weapon; If you wish to also collect your empty clip or powercell (too recharge it later) it takes your full Move speed that round. * [B]Shotgun (Shot/Flechette rounds)[/B]: impact with tremendous force at close range but diminish rapidly further out. Within 15ft of the target add plus one weapon dice damage (i.e. 2d8 becomes 3d8, etc.) but they inflict only one die damage at long range (i.e. 2d8 becomes 1d8). * [B]Silence[/B]: these weapons have built in sound and flash suppressors that offer superior baffling. In order to hear the ‘shots’ requires a Wisdom (Perception) DC 15 at disadvantage if within 15ft. * [B]Sonic[/B]: these weapons are extremely loud, especially to the target, dealing thunder damage. On a critical hit the target gains the Deafened condition for one minute. * [B]Touch[/B]: this weapon requires a simple melee touch attack to hit and attackers gains +2 to melee attack rolls. These weapons do not add Strength or Dexterity modifiers to their damage or affects. * [B]Undermount[/B]: These weapons can be mounted under the barrel of another firearm. Generally only under a rifle barrel. If mounted to another weapon you can switch between the two weapons as a free action and they occupy the same space. SIMPLE AND MARTIAL WEAPONS can be purchased from the PHB but for four times the price listed in g.p. value in neyen (¥). [B]Keen Blades[/B]: this modifier can be added to any piercing or slashing weapon from the PHB. The weapon adds +2 to its basic damage and now costs is instead 10 times the g.p. value in neyen (¥). MELEE WEAPON DESCRIPTIONS [B]Brass Knuckles[/B]: are a piece of metal shaped to fit around one’s knuckles to enhance your punching power. They are also easily concealed on ones’ person. Cost: 5¥; Damage: 1d4+1 bludgeoning; Wt.: ½ lbs; Properties: Finesse, holdout, light. [B]Combat Knife[/B]: an advanced carbon blade that can also be mounted onto a rifle or similar weapon to act as a bayoneted (dealing 1d8 piercing damage). Cost: 50¥; Damage: 1d6 piercing or slashing (attackers choice); Wt.: 1 lbs; Properties: Finesse, light, undermount. [B]Collapsible Baton[/B]: this club collapses down to an easily concealable and stored sized but when draw can instantly extend out to its normal size (about two feet long on average). Cost: 25¥; Damage: 1d6 bludgeoning; Wt.: 1 lbs; Properties: Finesse, holdout, light. [B]Monofilament Sword[/B]: while not true monofilament, this blade is extremely sharp and halves any personal scale armor Hardness (it has no effect on vehicles or material). You cannot add the Keen Blade modifier to this weapon. Cost: 800¥; Damage: 2d6 slashing; Wt.: 3 lbs; Properties: Versatile (2d8). [B]Solid Core Staff[/B]: these are dense metal core quarterstaffs that can strike with considerable force. Cost: 50¥; Damage: 1d8 bludgeoning; Wt.: 6 lbs; Properties: Heavy, versatile (1d10). [B]Shock Gloves[/B]: these gloves deliver a powerful electrical shocks that can stun a target with a punch. Cost: 100¥; Damage: Stun (15); Wt.: 2 lbs; Properties: Finesse, holdout, light, reload (10p), touch. [B]Shock Stick[/B]: once used exclusively on large farms to prod large animals around, this upgrade model can cause serious harm along with a great deal of pain (Restricted). Cost: 200¥; Damage: 1d6 electrical and Stun (15); Wt.: 3 lbs; Properties: Finesse, light, painful, reload (20p), touch. RANGED WEAPONS (these weapons count as “silenced” automatically. The keen blade affect has already been added in as part of the weapon’s upgrades). Both types can include a laser sight. [B]Carbon Crossbow[/B]: made of sleek advanced carbon metal and fitted with sights. If the attacker takes the Aim special action she also ignores penalties for long range with her attack roll. Cost: 300¥; Damage: 2d6+2 piercing; Wt.: 6 lbs; Properties: Ammunition (range 150/500), heavy, loading, two-handed. [B]Compound Bow[/B]: composed of advanced carbon and fitted with a series of pulleys, cams and levels to enhanced the weapons power. They can be adjusted for greater force, depending on the users Strength – [I]setting #1[/I]: 1d8+1 piercing damage; [I]setting #2[/I]: Strength 12+, 1d10+1 piercing damage; [I]setting #3[/I]: Strength 15+, 1d12+1 piercing damage; [I]setting #4[/I]: Strength 20+, 2d8 piercing damage. It takes a full minute to adjust the bow to a new setting. Cost: 500¥; Damage: Special, piercing; Wt.: 4 lbs; Properties: Ammunition (range 150/500), heavy, two-handed. LIGHT FIREARMS – You are not at disadvantage using a light firearm in melee (as with most ranged weapons). Also for characters with a strength of 12 or less or small-sized creatures, wielding a heavy light firearm in two-hands are not at disadvantage when making ranged attacks with them. [B]Streetline Special[/B]: a very cheap weapon made of composite material (Restricted). Cost: 250¥; Damage: 2d4 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (8m). [B]Colt American L36[/B]: a sleek automatic that is very concealable with a good reputation. Standard models have an intergraded laser sights. Cost: 450¥; Damage: 2d4+2 ballistic; Range: 40/200; Wt.: 2 lbs; Properties: DT, holdout, light, reload (15m). [B]Fichetti Security 600[/B]: designed as a light sidearm for security. It has a highly effective feeding mechanism that allows it to hold an incredible 30 rounds. Standard models have an intergraded laser sights. Cost: 650¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Burst, DT, light, reload (30m). [B]Hammerli 620S[/B]: A sleek and stylish revolver with intergraded Smartgun link. Cost: 650¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 2 lbs; Properties: DT, feed (6c), holdout, light, loud. [B]Yamaha Sakura Fubuki[/B]: features an all-electric firearm with no moving parts and automatic firing capacity. The standard model comes with an intergraded Smartgun link. Cost: 800¥; Damage: 2d6 ballistic; Range: 50/250; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, reload (20m). [B]Ares Viper Silvergun[/B]: sleek automatic pistol with built in sound suppressor and intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d6+1 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: Burst, DT, reload (20m), silence. [B]Colt Manhunter[/B]: popular with law-enforcement this pistol has an intergraded under the barrel laser sight. Cost: 650¥; Damage: 2d8 ballistic; Range: 50/250; Wt.: 4 lbs; Properties: DT, heavy, reload (14m). [B]Ares Predator[/B]: all-time favorite of mercenaries and security it has an intergraded Smartgun link (Restricted). Cost: 950¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: DT, heavy, reload (14m), [B]Ruger Super-Warhawk[/B]: a bulky heavy revolver popular with law-enforcers and hunters. Cost: 700¥; Damage: 2d10 ballistic; Range: 60/300; Wt.: 5 lbs; Properties: AP, DT, feed (6c), heavy, loud. [B]Ceska Black-Scorpion[/B]: a compact, light machine pistol with intergraded laser sights (Restricted). Cost: 800¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 3 lbs; Properties: Autofire, burst, DT, light, holdout, reload (20m). [B]Steyl TMP[/B]: a light weight machine pistol of polymer-composites and laser sights (Restricted). Cost: 850¥; Damage: 2d6 ballistic; Range: 40/200; Wt.: 4 lbs; Properties: Autofire, burst, DT, light, holdout, reload (40m) [B]Ares Thunderbolt[/B]: a heavy machine pistol that Lone Star has an exclusive contract with Ares for their police units. Includes an intergraded Smartgun link (Restricted). Cost: 1,500¥; Damage: 2d8+2 ballistic; Range: 50/250; Wt.: 5 lbs; Properties: AP, burst, heavy, reload (12m). [B]Remington Roomsweeper[/B]: this sawed-off, pistol grip shotgun can be concealed under a trench coat. Cost: 400¥; Damage: 2d8 ballistic; Range: 15/80; Wt.: 5 lbs; Properties: DT, feed (2i), heavy, knockdown, loud, shotgun. [B]HK MP-5 TX[/B]: this concealable SMG it has an intergraded silencer and under the barrel laser sight. (Restricted). Cost: 750¥; Damage: 2d6+1 ballistic; Range: 80/400; Wt.: 4 lbs; Properties: Burst, DT, holdout, reload (20m, silence. [B]Ingram Smartgun X[/B]: this SMG has an intergraded Smartgun link making it popular with mercenaries (Restricted). Cost: 900¥; Damage: 2d6+2 ballistic; Range: 80/400; Wt.: 5 lbs; Properties: Autofire, burst, DT, reload (40m). [B]Defiance EX Shocker[/B]: Also called a “lemon squeezer” it fires up to four darts that trail wires out to 30 feet. Cost: 500¥; Damage: Stun (15); Range: 10/30; Wt.: 1 lbs; Properties: Light, reload (4m), silence. [B]Yamaha Pulsar[/B]: fires capacitor darts that eliminate the wires of older models. Cost: 600¥; Damage: Stun (18); Range: 10/30; Wt.: 2 lbs; Properties: Light, reload (4m), silence. [B]Ares Tangler[/B]: looking like an oversized flare gun this pistol fires a fast hardening aerosol super-achieves that wraps around the target to effectively trap they for a short term. Cost: 350¥; Damage: Restrain (15); Range: 20/80; Wt.: 4 lbs; Properties: Feed (1i), loud [B]Ruger Sonic Stunner[/B]: a small, hand-held sonic stunner it is very loud when fired. Cost: 750¥; Damage: Stun (18); Range: 15/50; Wt.: 4 lbs; Properties: Light, loud, reload (8p). HEAVY FIREARMS - these weapons are automatically two-handed. [B]AK-97 Carbine[/B]: an extremely reliable light assault rifle that is popular the world over (partly due to being cheap). Its’ lighter rounds do not have the range of most assault weapons (Restricted). Cost: 600¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 6 lbs; Properties: Autofire, burst, reload (30m). [B]HK-227S[/B]: popular with many security personal, this heavy SMG has an intergraded Smartgun link and sound suppressor (Restricted). Cost: 1,200¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m), silence. [B]Uzi III[/B]: a worthy descendent of the legendary Israeli SMG weapon it includes an intergraded laser sight (Restricted). Cost: 1,000¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 7 lbs; Properties: Autofire, burst, DT, reload (30m). [B]AK-98 Assault Rifle[/B]: cheap, reliable and popular with the cost conscious, this assault rifle is not flashy. It includes intergraded laser sights (Restricted). Cost: 950¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 10 lbs; Properties: Autofire, burst, heavy, reload (30m). [B]FN HAR[/B]: another reliable and popular light assault weapon with security personal it includes a intergraded laser sight system (Restricted). Cost: 1,300¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 11 lbs; Properties: Autofire, burst, heavy, reload (30m). [B]Ares-Alpha[/B]: designed specifically for Ares Firewatch squads, the Ares Alpha assault rifle is very popular on the shadowy streets of the world. It has an intergraded grenade (weight and price already included) launcher and Smartgun link (Military). Cost: 2,000¥; Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 16 lbs (includes grenade launcher); Properties: Autofire, burst, heavy, reload (30m), underbarrle grenade launcher (feed 4i). [B]HK XM30[/B]: this is a modular “weapon platform” that comes with a sleek carry case with all the different barrels, attachments and ammunition magazines needed. The design allows for two of the weapons to be intergrades at the same time (one under, one over barrel configuration). It takes 1 minute (10 rounds) to “switch” between one weapon barrels and ammo clips, but can have two “ready” at any time. Use the highest weight listed to determine the weapons weight with two barrels mounted. The case and all weapon systems weighs 29lbs total. All systems have an intergraded Smartgun link (Military). Cost: 4,500¥ and all are have the Heavy weapon property. Other properties by barrel used. Assault Rifle – Damage: 2d8 ballistic; Range: 100/500; Wt.: 18* lbs; Properties: Autofire, burst, reload (40m). Grenade Launcher – Damage: by grenade; Range: 100/500; Wt.: 10 lbs*; Properties: Loud, reload (10m). Shotgun – Damage: 2d10 ballistic; Range: 50/200; Wt.: 12 lbs*; Properties: Loud, knockdown, loud, reload (10m), shotgun. Light Machine Gun – Damage: 2d8+1 ballistic; Range: 100/500; Wt.: 20 lbs*; Properties: Autofire only, loud, reload (50c). Sniper Rifle – Damage: 2d10 ballistic; Range: 200/700; Wt.: lbs; Properties: AP, DT, heavy, reload (12m). [B]Ruger 100[/B]: a favored weapon of many professional hunters, it has a built in Image Scope. Cost: 900¥; Damage: 2d10 ballistic; Range: 150/600; Wt.: 12 lbs; Properties: Feed (8i), heavy, loud. [B]PJSS Behemoth Gun[/B]: this double barrel heavy rifle is popular with those whom hunt the biggest and meanest para-animals around (Restricted). Cost: 1,100¥; Damage: 2d12 ballistic; Range: 150/600; Wt.: 16 lbs; Properties: AP, feed (2i), heavy, loud. [B]Walter MA-21[/B]: a military sniper rifle it comes with an intergraded sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire) image scope and intergraded Smartgun link (Military). Cost: 1,800¥; Damage: 2d12 ballistic; Range: 300/1,000; Wt.: 16 lbs; Properties: AP, DT, heavy, reload (14m). [B]Ranger Arms SM-4[/B]: this sniper rifle includes an image scope and intergraded laser sight and sound suppressor (Disadvantage on Perception checks, TN 15, to hear the gun fire). It can also be completely disassembled in 2 Full Rounds and fits into a standard briefcase (price and weight not included) (Military). Cost: 1,600¥; Damage: 2d10+1 ballistic; Range: 300/1,000; Wt.: 14 lbs; Properties: AP, DT, reload (9m) [B]Mossberg AM-CMDT[/B]: an autofire combat shotgun (Restricted). Cost: 1,000¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 14 lbs; Properties: Autofire, burst, DT, heavy, knockdown, loud, reload (20m), shotgun. [B]Remington 990[/B]: a popular shotgun with law enforcement and for home defense. Cost: 450¥; Damage: 2d10 ballistic; Range: 50/200; Wt.: 8 lbs; Properties: Feed (8i), knockdown, loud, shotgun. [B]Ingram White Knight LMG[/B]: a light, man-portable machinegun with intergraded Smartgun link (Military). Cost: 1,500¥; Damage: 2d8 ballistic; Range: 100/500; Wt.: 19 lbs; Properties: Autofire only, heavy, loud, reload (50c) [B]Aztechnology Tangler[/B]: looking like an oversized shotgun that fires tangler rounds of a fast hardening aerosol super-achieves that wraps around the target to effectively trap them. Cost: 600¥; Damage: Restrain (15); Range: 40/150; Wt.: 12 lbs; Properties: Loud, feed (6i) HEAVY WEAPONS: these weapons are always heavy, loud and two-handed. [B]Ares Gatlin LMG[/B]: a six barrel man portable light-machinegun comes with a backpack magazine (Military). Cost: 2,500¥; Damage: 2d8 ballistic; Range: 80/400; Wt.: 30 lbs; Properties: Heavy autofire only, reload (200b). [B]Stoner-Ares M202 MMG[/B]: This is a semi-portable medium machine gun normally mounted onto a vehicle or medium sized drone. Otherwise attacks are at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires it is at disadvantage (Military). Cost: 4,000¥; Damage: 3d8 ballistic; Range: 150/600; Wt.: 34 lbs; Properties: Heavy autofire only, reload (100b). [B]Ultimax HMG-2[/B]: heavy machinegun that can only be used from a fixed sitting position (tripod) or it can be mounted onto a medium sized vehicle or heavy drone (Military). Cost: 8,000¥; Damage: 3d10 ballistic; Range: 200/800; Wt.: l54 bs; Properties: AP, heavy autofire only, reload (200b). [B]Panther Assault Cannon[/B]: this assault cannon comes equipped with a Smartgun link and fires special rounds that are more commonly found in light assault tanks (no standard rounds). Firing this weapon is at Disadvantage without a weapon gimbal-stabilizer sling or minimum strength of 19 and even then if the attacker moves and fires in the same round it is at disadvantage (Military). Cost: ¥4,500; Damage: 4d8 ballistic; Range: 150/600; Wt.: 26 lbs; Properties: AP, heavy damage, reload (15c). [B]Ares Antioch-2[/B]: classic grenade launcher. Can be mounted under the barrel of a rifle for an additional 250¥ (Military). Cost: 600¥; Damage: by grenade type; Range: 100/500; Wt.: 4 lbs; Properties: Feed (4i). [B]Arms-Tech MGL-12[/B]: this hand-held grenade launcher looks something like an oversized 12-round cinder revolver-like rifle (Military). Cost: 1,000¥; Damage: by grenade type; Range: 100/500; Wt.: 11 lbs; Properties: Feed (12i). [B]Aztechnology Striker[/B]: a light-weight disposable one-shot missile launcher (Military). Cost: 850¥; Damage: 4d10 fire and piercing damage; Range: 500/1,500; Wt.: 8 lbs; Properties: AP, heavy damage, one-use/mag. [B]Misubishi Yakusoku MRL[/B]: a reusable launcher that allows for 4 separate missiles shots. It comes with an intergraded Image scope. Extra standard missile replacements cost $750 and weigh 4lbs each (Military). Cost: 2,500¥; Damage: 4d10 fire and piercing damage; Range: 50/1,500; Wt.: 22 lbs; Properties: AP, feed (4i), heavy damage. FIREARM AMMUNITION For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper rifle, elephant guns, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each. [B]Armor Piercing Rounds[/B]: ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted). [B]Hollow-Point Rounds[/B]: increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but ballistic Hardness counts as double. Add 50% to the ammunition cost. [B]APDS Rounds[/B]: increase the damage by +1 die step (i.e. 2d6 becomes 2d8) and ignores Ballistic Hardness. Increase the price of such ammunition by eight times the base cost (Military). [B]Explosive Rounds[/B]: add one additional base Damage die to total damage (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat/fire, 1-in-6 chance. This causes all the ammo to ‘cook’ off dealing double base damage to the weapon’s wielder. Triple the base ammunition cost (Military). [B]Gel Rounds[/B]: deal minimum damage with a hit but target is at disadvantage on all attack rolls and ability and skill checks until the start of your next turn. If you roll a critical hit the target also gains the Stunned condition until the start of your next turn. Add 50% to the ammunition cost. [B]Slug Rounds [/B](Shotgun only): lose all shotgun properties except knocking target’s prone with a critical hit, double both ranges and increase weapon damage by one step (2d8 becomes 2d10). Add 50% to the base ammunition cost. [B]Stick-n-Shock Rounds[/B]: base damage, but converted to “lightning” damage and target makes an Intelligence save DC vs. the damage dealt or gain the [I]Reeling[/I] condition. Five times the base ammunition cost (Restricted). [B]Shredder Rounds [/B](Shotgun only): as shotgun slug rounds except ½ range (instead of double) and add the AP and heavy damage properties. Triple the base ammunition cost (Restricted). EXPLOSIVES All explosive weapons can be used to make an [B]indirect attack[/B]. They can be thrown or fired over osculates or into area that the attacker cannot see. The range remains the same. However if you cannot see the target area, then chooses a space where the explosive will land if any targets are within the area treat as if they were invisible and gain Advantage on their saving throws. Hand grenades count as Simple Weapons for proficiency and are thrown with a base range of 30/60. Throwing a grenade is a ranged attack action, and count as simple weapons for proficiency. Makes a range attack roll vs. a AC 15, if you succeed the grenade lands where you want it to, if you fail it means the grenade lands a number of feet away as you missed by (i.e. if you rolled an 6 your grenade lands 9 feet away from where you wanted it to in a random direction). All targets within the area of affect need to make a saving throw (type listed after damage) vs. the listed DC. If you missed on your attack roll they have advantage on this saving throw if they are still within the area. A critical hit instead imposes Disadvantage on these saving throws instead of doubling damage. All grenades can either be set to explode on impact or with a one round delay (they will exploded at the start of your next turn). It takes 15 feet of movement to set either type, unless you are trained with Explosive kits. Then with DC 10 tool use check it is a free action. Grenade Launchers have a range of 100/500, but triple the ‘feet missed’. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These type of grenades have the two setting as normal grenades but they can also be set with air-burst. This allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a DC 10 tool use check to set property and always requires 15 feet of movement. [B]Concussion[/B]: light explosive using air pressure as well as shrapnel to disrupt enemy lines. Cost: 25¥ each; Damage: 2d6 bludgeoning; Save/DC: Dex 14; Explosive Area: 10ft; Wt.: 1 lbs; Properties: knockdown. [B]Smoke[/B]: after detonation a smoke grenade fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Anything farther then 5ft away is considered Heavy Obscure conditions within the area. Anyone just inside or on the opposite side of the smoke have ¾ cover. This smoke last 1d4 minutes. Wind can disperse the smoke faster. Cost: 15¥ each; Damage: none; Save/DC: none; Explosive Area: 10/20/30ft; Wt.: 2 lbs. [B]Fragmentation[/B]: deadly antipersonnel explosives with dozens (or hundreds) of steel flechettes (Military). Cost: 50¥ each; Damage: 2d8 bludgeoning, piercing and slashing damage; Save/DC: Dex 15; Explosive Area: 10ft; Wt.: 1 lbs; Properties: knockdown. [B]Flash-Bang[/B]: powerful, blinding light and sound grenades. Targets’ that fail their save are blinded and deafened until the end of your next turn (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Dex 18; Explosive Area: 10ft; Wt.: 1 lbs. [B]Riot (Tear Gas)[/B]: releasing powerful tear gas to disperse crowds and disorient attackers. It also causes obscure and cover as smoke grenades. After detonation it fills up the first area of affect listed. On the second round it fills an area out to the middle ranting and on the third round it fills out to the last ranting in area. Failed save results in living creatures gaining the Poisoned condition and having their Movement halves (round to the nearest 5ft). These conditions lasts for 1d4 minutes. The gas also lingers for 1d4 minutes but wind can disperse it. Anyone who starts their turn in the area must make a save or gain the conditions as above (Restricted). Cost: 50¥ each; Damage: Special; Save/DC: Con 15; Explosive Area: 5/10/15ft; Wt.: 2 lbs. [B]Tangler[/B]: these grenades release fast hardening aerosol super-achieves into a small area that wraps around all targets within the area of affect to effectively trap they for a short term. Cost: 50¥ each; Damage: Restrained; Save/DC: Str 18; Explosive Area: 10; Wt.: 2 lbs. [B]EMP[/B]: doesn’t inflict any damage, instead releases an electromagnetic burst to disrupt electronics. Device holder Intelligence saving throw vs. the DC. Failure means that the devices stops functioning for 1d4 minutes. Drones, computers, security systems, etc. within the area require an Intelligence saving throw vs. the DC or suffer the same result. Vehicle operators make an Intelligence save while Huge vehicles and larger, are immune vs. grenades. Vehicles that failed are at a disadvantage for all operations for 1d4 minutes. A Tools – Repair kit, as an action vs. a DC of the Device save +5 will fix the device (Restricted). Cost: 100¥ each; Damage: Special; Save/DC: Int 15; Explosive Area: 15ft; Wt.: 1 lbs. [B]White Phosphorus[/B]: these military issued grenades have been outlawed by most of the world’s governments. Use the grenades DC instead of what listed under properties (flame, plus damage is 2d8 every round that they fail) and all targets are at Disadvantage to these saves to put out the flames until they fall prone and roll around on the ground as an action (this means they can make a normal save) or they are at advantage if immerses in water (Military & Illegal for non-government). Cost: 200¥ each; Damage: 2d10 fire; Save/DC: Dex 15; Explosive Area: 10ft; Wt.: 2 lbs; Properties: Flame. Explosive packs are heavy explosives. They have detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a Tools –Explosive kit skill check DC 15 (10 if the setter is proficient with the tool set). You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack). [B]Charge Pack[/B]: this simple bomb have a fairly simply timer (advantage on Tools – Demolition kit) (Military). Cost: 350¥; Damage: 3d10 force and piercing; Save/DC: Dex 15; Explosive Area: 20ft; Wt.: 8 lbs; Properties: Heavy damage. [B]Mining Pack[/B]: pre-made/mixed civilian mining explosives mostly used to move dirt and rock (Restricted). Cost: 500¥; Damage: 5d10 force and bludgeoning; Save/DC: Dex 12; Explosive Area: 40ft cone; Wt.: 20 lbs; Properties: Heavy damage. [B]Anti-Armor Pack[/B]: a specialized bomb with adhesive pull-stripe that can stick to almost any surface (Military) Cost: 750¥; Damage: 6d10 force and piercing; Save/DC: Dex 18; Explosive Area: 15ft; Wt.: 10 lbs; Properties: Heavy damage. OTHER EXPLOSIVES [B]Thermal Paste[/B]: 500¥, Wt. 2lbs. This thermite gel typically comes in a squeeze tube that can be formed along doors, around a lock, etc. When ‘activated’ it undergoes a reduction-oxidation reaction that while not explosive creatures a brief burst of extremely high temperature heat in a small area. Base Damage 4d8 fire, 2ft area of affect, Dexterity saving throw DC10 to avoid, property AP and Heavy Damage. Type tube has enough paste to spread along 20 feet long, 2” wide. It takes a Tools – Demolition kit roll DC 15 to properly deploy (DC 10 if trained with Tools – Demolitions kit) (Military). [B]Plastic Explosives[/B]: 500¥ per 5lbs brick. This explosive is sold in 2 pound ‘bricks’ these can be combined for greater area of affect and/or damage. Requires a detonator and timer to set off (Tools – Demolition kit DC 15). Base brick deals 3d6 fire damage in a 10ft radius or 15ft cone; Dexterity save DC 15 for half. Each additional brick adds either +1d6 fire damage, increase the area of affect by 5ft radius or create a 30ft cone. All require a separate DC 15 Tools – Demolition kit roll (Military). [B]ADDITIONAL GEAR[/B] CLOTHING [B]Lower-class Clothing or Coveralls[/B]: 15¥, Wt. 5 lbs. Standard every day work or relaxation or street wear for most lower class and manual labor folk. [B]Middle-class Clothing[/B]: 150¥, Wt. 6 lbs. Better quality wear and low-end business attire for middle class. [B]Upper-class Clothing[/B]: 800¥+, Wt. 6 lbs. high quality causal and business wear for the executive and policluber. (Note a really expensive power suit for the CFO of one of the Big 10 run several thousand each). [B]Formal Ware[/B]: 3,000¥+, Wt. 6 lbs. Tuxedos and royal gowns. Add +1 equipment bonus to all Charisma skills in appropriate situations. Add +1 to Charisma skills in appropriate situations. [B]Shift Fabric[/B]: 4,000¥, Wt. 5lbs. Clothing that can change colors and ‘design’ with one’s mood, via AR wireless. Adds +1 equipment bonus to all Charisma skills in most situations. [B]Camouflage Uniform[/B]: 100¥, Wt. 6 lbs. In correct environment grant +2 equipment bonus to Dexterity (Stealth) checks (but disadvantage in all others settings). Patterns include forest, artic, jungle, urban etc. [B]Camo Cloak[/B]: 2,500¥, Wt. 4 lbs. Very advanced computer assisted patter-schemes that changes near instantly with background, grant advantage Dexterity (Stealth) checks in all situations and can attempt to hide even without cover or breaking line-of-sight (but doing so negates the advantage on stealth, allowing a normal check instead) (Military). [B]Hiking Boots[/B]: 50¥, Wt. 2 lbs. Advantage vs. exhaustion caused by long journeys on foot. [B]Backpack[/B]: 20¥, Wt. 2 lbs. Can carry up to 60lbs of gear. COMMUNICATIONS [B]Comlink[/B]: 50¥, Wt. ¼ lb. A standard, everyday communications devices that includes a cellphone, digital camera/camcorder, GPS unit, calculator, basic computer, wireless AR Matrix access, with AR display contact lenses and skin tight, near invisible AR gloves, etc. Base rating includes Broadcast 1 (100 yards) and Firewall TN 15 with Base A.I. Intelligence 12, Wisdom 10 (note not a true sentient computer of course but it can provide additional information and if skilled aid another with a skill it is proficient with and with an Action on the part of the user), Proficiency bonus +2; Skills: Computer Use, History, Investigation, Perception and Technology. Typical upgrades include A.I. upgrade, each +2 to Intelligence (max 18) costs +250¥, each +2 to Wisdom (max 16) costs +300¥, Increasing Proficiency bonus to +3 cost +500¥ or to +4 cost 2,000¥. Library proficiency with any one of the following skills – Arcane, Insight, Life Science, Medicine, Physical Science or Religion cost 500¥. Adding Expertise with any known skill cost +750¥. Sim Emersion +500¥. Interface jack (allowing you to control most electronic devices that you have permission on) +250¥. Signal Boost +200¥ for Broadcast 2 (500 yards), +500¥ for Broadcast 3 (2 miles) or +750¥ for Broadcast 4 (5 miles) or +1,000¥ for Broadcast 5 (20 miles). All types can also include a Satellite Uplink for +500¥ and +5 lbs. Upgraded Firewall +1,000¥ for TN 20, or +5,000¥ for TN 25 or +25,000¥ for TN 30. [B]Biometric Meter[/B]: 250¥, Wt. ½ lb. Worn on one’s belt or arm shelve, this devices monitors the subject’s vital systems. This includes provides a digital display of the wearer’s body functions, heart-rate, BP and oxygenation readings, etc. Grants a +4 equipment bonus to Wisdom (Medicine) checks to the subject. Wireless functions can alert team members of conditions, etc. [B]Subvocal Microphone:[/B] 100¥, ½ lb. Throat patch. Allows the wearer to communicate via a comlink by just moving throat muscles not speaking out load; if comes into question, others are at disadvantage vs. DC 15 to notice the subject speaking with a Wisdom (Perception) spot or listen check. ELECTRONIC GEAR (non-Security electronics) [B]Directional Microphone: [/B]750¥, Wt. 2 lbs. This device can listen to conversation at distance (100 yards or so) if within unobstructed line-of-sight, allowing a normal Wisdom (Perception) check vs. subjects it is point at. [B]Laser Microphone[/B]: 1,000¥, Wt. 2 lbs. Used to listen in on conversations (normal Perception) within line of sight (up to 5 miles). Also possible to focus against windows, hard surface, etc. which normally blocks such conversions. This requires a Tools – Electronics check DC base 15 (depending on the surface material). [B]Giger Counter[/B]: 50¥, Wt. ¼ lb. This is a simple pocket detects harmful radiations levels and automatically informs the user (via voice recording or wirelessly) of what the present areas’ level and requires no roll. [B]Laser Range Finder: [/B]100¥, Wt. ½ lb. Used to determine distances out to about 10 miles with line-of-sight. [B]RFID Tag: [/B]1¥ each, nil weight. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. They are used to track almost every item produced. They have a broadcast signal strength of 1 (100 yards) and Firewall 18 and are used by manufactures to upload software patches, upgrades, etc. To disable the broadcast feature is illegal and requires a Tools – Security kit check vs. TN 15. [B]RFID Stealth Tag[/B]: 50¥, nil weight. These electronic RFID tags are used to track sensitive items and are harder to detect by those who don’t want to be tracked. They have a Broadcast signal strength of 2 (200 yards) and a Firewall of 25. The broadcast feature is only used if the tag detects a failure to deactivate it (Restricted). [B]Tag Locator/Eraser: [/B]1,000¥, Wt. 1 lb. This small scanner is used to locating Tags and destroying them. A DC 10 detects basic RFID tags and a Tools – Security with the same TN will deactivate one. Stealth Tags increase the TN to 25 for both checks. Failure to deactivate a tag send an alert to the manufactures about suspected tampering and possible location (Illegal). FIREARM ACCESSORIES [B]Concealed Hostler[/B]: 50¥, Wt. ½ lb. Shoulder or hip holster that hides under a coat (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon on himself). Has space for 4 extra clips. [B]Gimbal-Stabilizer Sling[/B]: 750¥, Wt. 15 lbs. This shoulder harness and sling is a must for many heavy weapons. It allows a user of a Heavy damage weapon to move and still attack without disadvantage. [B]Hidden Arm Sling[/B]: 250¥, Wt. ½ lb. Auto-draw sling for a light pistol or knife (max weigh 2lbs). Does not count as an item manipulation to draw or ‘stealth’ such a weapon and can be easily hidden under the user’s clothing sleeve (adds +4 equipment bonus to users’ Stealth to hide a light firearm or melee weapon). [B]Image Scope[/B]: 400¥, Wt. 1 lb. Advanced targeting scope. Can take up to 6 other visual enhancements (see below under Visual Enhancement equipment). With Aim maneuver not at disadvantage with long range attacks and long range is doubled but this extreme range attack roll is at disadvantage. [B]Laser Sight[/B]: 75¥, Wt. ½ lb. Add +1 equipment bonus to Ranged attack rolls and re-roll all 1’s on damage dice. [B]Smartgun Link upgrade[/B]: 500¥, nil weight (requires Smartgun link Cyberwar or Smartgun Goggles). Adds +2 equipment bonus to ranged attack rolls and re-roll all 1’s and 2’s on damage dice. This include a laser sight, and while the effects do not stack those with up the required systems gain those bonuses. (Restricted). [B]Smartgun Goggles[/B]: 750¥, Wt. ½ lb. (as Smartgun link) Can be added to an Image Scope (above) or Goggles image devices (see below) requiring 3 enhancements (Restricted). [B]Silencer[/B]: 200¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire but only with semi-auto fire (single shot or double-tap only). Does not work for revolvers or shotguns (Restricted). [B]Suppressor[/B]: 500¥, Wt. ½ lb. Disadvantage on Perception checks, TN 15, to hear the gun fire including autofire. Includes a flash suppressor also adds same disadvantage with visual perception checks to see the muzzle flash of the firearm. Does not work for revolvers or shotguns (Restricted). HAND HELD SCANNER All of these require the Tools – Hand Scanner proficiency. Untrained users are at disadvantage. Most checks require an Action to use. [B]Atmosphere Sensor: [/B]1,000¥, Wt. 2 lbs. A TN 15 check will determines basic weather patterns for next 24 hours within a few miles. [B]Cybernetic Detector[/B]: 500¥, Wt. 2 lbs. This hand-wand unit detects if a subject has implanted cybernetics. The user makes a DC 15 (or target’s Firewall) checks vs. targets within 10 feet. If the user beat the TN by +5, gains targets’ Stain level and basic info on type of ware. Beating the TN by 10+ gives more detailed info. [B]Electronic/Radio Transition Detector [/B](bug detector): Cost 200¥, Wt. 1 lb. This hand-wand unit allows the user to make a DC 15 check to detect any active radio transmission, active scan, listening devices, etc. within 60 feet. Each 10 feet farther away +5 to the DC (Restricted). [B]Explosives Detector[/B]: 500¥, Wt. 2 lbs. This hand-wand unit lets this user makes a DC 15 check to detect most common explosives within 10 feet. Each five feet farther +5 to the DC (Restricted). [B]Motion Detector[/B]: 1,000¥, Wt. 4 lbs. This hand sensor unit can detect any movement within 60 feet with a DC 15 check, adding +5 to the DC for every 10 additional feet away. This check ignores all lighting obscure and light cover obscure. Heavy cover obscure imposes disadvantage on check while anything over a foot of solid material blocks it entirely. A targets that uses the Dash action grants advantage to the user’s check while those standing still (Move 0 with nothing that costs movement) impose disadvantage to check. [B]MAD Scanner[/B]: 750¥, Wt. 2 lbs. This hand-wand unit to detect concealed weapons, by scanning for various minerals that weapons are most commonly made of. Within 10 feet of the user a TN 15 check it will detect any metal weapons, with a DC 20 it will detect aluminum, etc. and with a DC 25 with detect ceramic ones. [B]Olfactory Sensory: [/B]500¥, Wt. 3 lbs. This device will detects and analyzes ‘smells’ within a 10 yards area with a TN 15 check (higher TN can provide additional analytical information about the chemicals, etc.) [B]Sensor Suite[/B]: 2,500¥, Wt. 5 lbs. This hand scanner uses advanced optical, chemical, motion, and other active sensors scan that ignores all lighting obscure and light cover obscure in its range. Heavy cover obscure imposes disadvantage on check (anything over a foot of solid material blocks it entirely). Within 150 feet and a DC 15 check (+5 for every 25 feet farther away) the user can get basic radio transitions, chemical, mineral ore, atmospheric, environmental and life-sigh readings. Higher DC can determine more detailed information. [B]Ultrasound Scanner: [/B]1,000¥, Wt. 3 lbs. Using ultrasonic sound waves, this device can ‘paints’ a picture of the surrounding area. This allows the user to ignore all light obscure penalties and heavy obscure caused by lighting out to 40 yards (120 feet) with a TN 10 check each round as a bonus action. These waves can be detected by a sonic scanner (or sensor suite above). VISUAL AND AUDIO DEVICES [B]Pen-Light[/B]: 10¥, Wt. ¼ lb. A small hand or helm mounted devise that provides bright light up to 50 feet away. [B]Flashlight[/B]: 20¥, Wt. 1 lb. A light hand-held unit, provides bright light out to 200 feet or 40 foot radius. For an increase to 4 lbs. and a cost of 50¥ it is reinforced and can act as a simple weapon club (1d4 bludgeoning). [B]Binoculars[/B]: 250¥, Wt. 1 lb. Always noticed as a visual enhancers. Requires one hand to use. Can hold up to 6 Visual Enhancements. Standard modern electronic binocular [B]Goggles: [/B]100¥, Wt. ½ lb. Always noticed as odd. Can be worn on head or strapped to a helmet. Can hold up to 5 Visual Enhancements. The size and shape of modern sky-diver goggles. [B]Glasses: [/B]250¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements. Designed to look like normal shaded glasses. [B]Monocle: [/B]150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold up to 4 Visual Enhancements, but character suffers One Eye Hindrance (Disadvantage with ranged attacks and perception rolls base 10ft): Covers one eye and designed to look like normal monocle. [B]Contact Lenses: [/B]500¥, nil weight. With an action, a Wisdom (Perception) TN 15 check at disadvantage, to notice its’ different. Can hold up to 2 Visual Enhancements. Costume eye contact lenses. [B]Earplugs: [/B]150¥, nil weight. With an action, a Wisdom (Perception) TN 15 check to notice its’ different. Can hold 3 Audio Enhancements. Very subtle earplug like headphones. [B]Headphones: [/B]250¥, Wt. ½ lb. With an action, a Wisdom (Perception) TN 12 check to notice to realize headphones are enhancers. Can hold up to 6 Audio Enhancements. Include level Audio Dampener for free (see below). These look like modern headphone devices. Audio Enhancements – The following enhancements can be added to Earplugs or Headphones. Each counts as one Enhancement (see above for how many enhancements each device maybe fitted with). [B]Audio Amplifier: [/B]+400¥/level. Allows the user to make a listen based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base listen check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] [B]Audio Enhancer: +[/B]300¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for listening. [B]Dampener: [/B]+200¥. This enhanced grants the user advantage on any saving throws that involve sonic attacks or damage. [B]High/Low Freq Hearing[/B]: +400¥. This enhancement grants the user High and Low Frequenting Hearing. [B]Spatial Sound Recognizer: [/B]+1,000¥, and requiring 2 Enhancements. Allows the subject to ignore light and heavy concealment and darkness penalties out to 80 feet. Can be detected with Low Freq Hearing. Visual Enhancements – The following Enhances can be added to an Image Scope (above), Binoculars, Goggles, Glasses, Monocles and Contact Lenses. Each equipment point counts as one Enhancement (see above for how many enhancements each device maybe fitted with.) [B]Low-Light Vision: [/B]+200¥. As species sense Low-Light Vision. [B]Flare Compensation: [/B]+200¥. This enhancement grants the user advantage on any saving throws that involved sudden flashes, light attacks, etc. that could blind the users. [B]Dark Vision: [/B]+500¥. This enhancement grants the user Darkvision out to 60 feet. [B]Vision Enhancement: [/B]+450¥. This enhance adds a +2 equipment bonus to the users Wisdom (Perception) checks (including Passive Perception) but only for sight. [B]Vision Magnification: [/B]+400¥/level. This enhancement allows the user to make a sight based Wisdom (Perception) check out to 60ft as normal. With a second level (counts as two enhancements) can make a base sight check out to 120ft as normal. With a third level this extends basic checks out to 200ft as a normal roll. [I]Normally a basic Wisdom (Perception) checks past 30 feet are at disadvantage. [/I] MEDICAL EQUIPMENT & SERVICES [B]Auto-Doc Pod[/B]: 25,000¥, Wt. 100lbs. This is a coffin-sized trauma pod. A single patient enters it, and the lid is shut. The pod can treat the patient on its own or it can be controlled wirelessly. It is equipped with small robot like arms on the inside along with a built in hypospray syringe, medscanner and 10 doses of sprayskin. The dedicated AI has an Intelligence of 14, Wisdom 14, Proficiency +3 and skill Medicine (expertise) +8. It has a broadcast rating of 3 (1,000yds) and Firewall of 20. [B]Doc-Wagon Basic Contract[/B]: 10,000¥/year. Doc Wagon provides first class medical care, 24 hours a day within most Metroplexes areas. The contact include a medical ID signal for emergencies. Basic help arrives within 3d6 minutes. Hazardous Extraction 2d6 minutes but upfront cost of +10,000¥ each time. [B]Doc-Wagon Gold Contract[/B]: 50,000¥/year. As basic but no extra charges for Hazardous Extraction. [B]Hypospray Syringe[/B]: 200¥, Wt. ½ lb. (1lb full). This advanced injector allows a medic to quickly administer various drugs to a willing adjacent target. It is an action on the user’s part and requires a melee attack roll vs. an unwilling target. These injectors can hold up to 16 doses of any medicine, and they don’t have to be the same type. It’s a free action on the part of the medic to switch between the drug dosages to be administered. [B]Medscanner[/B]: 1,000¥, Wt. 2 lbs. A small hand-held wand grants advantage with Wisdom (Medicine) checks. [B]Sprayskin[/B]: 250¥, Wt. ½ lb. per container. This miraculous substance is applied from an aerosol container, and immediately sterilized and closes a bleeding wound, covering the skin with layer of colored material that acts as a growth medium for the body’s cells, and quickening healing. If, as an action, applied to an adjacent target or oneself, within one minute of suffering any HP damage, the target recovers 1d6 HP of damage instantly. The target must complete a long rest before benefiting from sprayskin again. Finally it allows the target to regain one addition Hit Dice after a long rest. A canister contains 6 doses of Sprayskin applications. [B]Syringe[/B]: 5¥, Wt. ¼ lbs. These are simply one-dose syringes. It takes one action to fill a syringe and one action to administer a dose of a drug into a willing adjacent target. It requires an attack roll vs. an unwilling target. Wt. ¼lb, Cost 5 credits each. MEDICAL DRUGS & PATCHES Drugs generally have a weight of around 32 doses per pound while patches weigh ½ lb. each. Drugs come in a pill form (that takes 1d4+1 minutes to active) or can be administered through a syringe (instant affect). There are also Patches, which administer a drug almost instantly (1 round). To administer a patch or syringe requires either a willing target and one action (by the target or adjacent administer) or a Melee attack roll if the subject is unwilling. [B]Antibiotic[/B]: 50¥/dose. This drug allows a target to immediately re-roll, with advantage, a saving throw against diseases or infections acquired in the last 8 hours. If successful, all remaining effects of the disease of infection are negated. Most take a rest before another dose will have any effect. [B]Antivenom[/B]: 30¥/dose. When applied a target may re-roll a saving throw against the Poisoned condition if they have it. If any poison-type hit point damage was inflicted to the subject within the last hour, the subject recovers/heals ½ of that damage back. [B]Bliss[/B]: 100¥/dose. This is a semi- hallucinogenic depressant that is fairly popular as an upper-class as a recessional drug. The subject gains one Hit Dice + Charisma modifier in temporary hit points. These temporary hit points last for 1d6 +2 hours. While under the affects the subject is also at disadvantage on ability checks or saves verses any Charisma (Deception) and (Persuasion) checks and any situation that can impose the [I]charmed[/I] condition. However they do gain advantage vs. any saves that would impose the [I]frightened[/I] condition and generally feel extremely relaxed and good about everything. A subject must complete a short or long rest before they can benefit from the effects again. [B]Cram[/B]: 50¥/dose. A popular drug that helps a person become super focused on the small details but somewhat obvious to everything else. For 1d4+1 hours after administration the subject has advantage on all Intelligence ability check, skills and saving throws. However the subject also have disadvantage on Wisdom (Perception) checks for the durations, except maybe for one small subject or detail they might be looks at. A subject must complete a short or long rest before they can benefit from the effects again. [B]Deepweed[/B]: 250¥/dose. This drug is extremely dangerous for not awakened (adepts and magic users) to take. For 1d4 hours after administration the subject is considered ‘awakened’ and sees into the astral space, but they are also vulnerable for any and all affects from astral space. All subjects gain advantage with all Intelligence and Wisdom ability checks, skills and saving throws for the duration. However, non-awakened subjects reduce the maximum number of hit points by 1d6 for every hour under the affect. These hit points return only after a long rest with Hit Dice rolls for healing the hit points. A subject must complete a short or long rest before they can benefit from the effects again (Illegal). [B]Jazz[/B]: 75¥/dose. This drug heightens a character’s alertness and energy. Administering a dose grants the target advantage on Initiative checks and on all Intelligence (Investigation) and Wisdom (Perception) checks made for the next hour. Additionally the target removes all their current levels of exhaustion for six hours, but at the end of which they gain one additional level of exhaustion. A subject must complete a short or long rest before they can benefit from the effects again (Restricted). [B]Kamikaze: [/B]100¥/dose. This is an illegal combat drug popular with pit fighters and mercs. A target of a dose of Jazz gains 3d6 temporary hit points, plus one additional action, bonus action or reaction each round. The target also deals an addition +2 damage with melee attacks. These affects last for 3d6 rounds and then bonuses disappear and the user gains a level of exhaustion (Illegal). [B]Long Haul[/B]: 25¥/dose. This stimulant is popular with anyone who needs to stay awake and alert for days on end. After administering this drug the subject ignores the effects of loss sleep for up to four days. The subject can remain partially active during a short or long rest (not fighting or any heavy physical actively but can still be doing light work, driving, walking, on patrol, etc.) At the end the subject suffers three levels of exhaustion that can only be recovered through long rest. No drugs can remove this exhaustion safely. Anything that does also reduces the subjects maximum hit points by 2d4 points. Awakened characters who use this require a Constitution saving throw vs. a TN 15 or it costs them 1 point of Strain at the end! A subject must complete a long rest before they can benefit from the effects again. [B]Novacoke [/B](drug): 100¥/dose. This is a popular street drug that has made its way to the upper classes also. After administration the subject gains 2d6 temporary hit points and gains advantage on Wisdom (Perception) and Charisma (Persuasion) skill checks. They also gain advantage on Intelligence, Wisdom and Charisma saving throws except if that check involves keeping a secret. With ‘secrets’ or keeping their thoughts private they are at a disadvantage as they cannot seem to keep their mouths closed. A subject must complete a short or long rest before they can benefit from the effects again. [B]Patch, Antidote[/B]: 50¥ each. Instant and has the same effect as an Antivemon dose. [B]Patch, Stim[/B]: 50¥ each. Takes 1d6 rounds to removes 1 Exhaustion level. The effects lasts for 1d4+2 hours. Then subject gains the Exhaustion level back. Can be potentially harmful for magic users and adepts to use. Each time they do must make a Constitution save TN 10, +5 per time they have used one in the last 24 hours. Failure costs them 1 Strain points! [B]Patch, Tranq[/B]: 400¥ each. Instant. The subject must make a Constitution save vs. TN 15 or gains the [I]Unconscious[/I] Condition. This condition last for 1d4 minutes afterwards. A Wisdom (Medicine) skill check vs. a TN 20 and one action can remove the condition by and adjacent ally. [B]Patch, Trauma[/B]: 50¥ each. When applied, as an action on an adjacent, dying creature it automatically stabilized the subject (3 death saves successes). It also restores the subject to 1 HP. A creature must complete a long rest before they can have this HP restored again (but it can be used to stabilize the same subject who is dying again). [B]Psyche[/B]: 250¥/does. This drug is popular with awakened character and is fairly safe for anyone to use. It is expensive though and so still rare. Administrating this drug grants the subject +2 insight bonus to all Intelligence, Wisdom and Charisma ability and skill checks and allows a magic user to ‘quicken’ one Concentration spell for the duration. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again. [B]Radcleanse[/B]: 100¥/dose. A mix of potassium chlorate and proprietary compounds, this medicine fights radiation sickness by flushing it from the body. A target who is administered a dose may roll a Hit Dice (best if multi-classed) and restore that amount to their maximum HP reduced due to radiation damage. They also get advantage on the constitution save to recover more of their maximum hit points (see The Environment). A creature cannot benefit from another dose of radcleanse until after it has completed a long rest. [B]Zen[/B]: 75¥/dose. Another legal stimulant that helps people focus. Grants the subject 2d6 temporary hit points a +2 insight bonus with all Intelligence and Wisdom ability and skill checks. However the subject is at disadvantage vs. all Charisma (Deception) checks used against them. The effects last for one hour. A subject must complete a short or long rest before they can benefit from the effects again. MISCELLANEOUS GEAR [B]3D Printer[/B]: 500¥, Wt. 10 lbs. This device uses raw material to create basic devices from predesigned blueprints. The printer can manufacture most common objects for just the cost of raw material about a rate of about one minute per pound. The basic model can manufacture items up to 50 pounds max weight. Blueprints can be downloaded from the Matrix and tend to run from 100¥ for fairly simple items to around 1,000¥ for the more complex. [B]Grapnel gun[/B]: 200¥, Wt. 4 lbs. 50¥ and 2 lbs. for a new cartridge wire spool. This pistol sized grapple launcher with 500 feet of thin-wired rope. It takes an action to fire and secure the line. Grants a Climb speed of 50ft a round (up or down). Max weight capacity of 500 pounds. [B]Microwire Grapple Gun: [/B]1,000¥, Wt. 6lbs. This specialized made grapple gun fires an extremely thin but strong rope that can only be handled with Sheath gloves (see below) without dealing damage. Treat as Microwire Spool below if handled without the Stealth gloves. Grants a Climb speed of 60ft a round (up or down) with a maximum weight of 1,000 pounds (Restricted). [B]Microwire Spool: [/B]800¥, Wt. 1lb. A spool of extremely thin and strong wire that can be only be handled with Sheath gloves (see below) and can be step up between two points as traps, etc. A standard spool is 100 feet in length and can be cut with wire cutters, etc. Anyone running into it must make a passive perception check at disadvantage or suffer 2d6 piercing damage, or 2d8 if the target is moving faster than 20ft speed (Restricted). [B]Sheath Gloves: [/B]250¥, Wt. ½lb. Wearer can handle microwire safely, including security wire. [B]Wall Climbing Cups[/B]: these vacuum suction cups are worn on the user’s hands and feet allow the user a Climb speed of 10 feet on ‘hard’ (metal, glass, stone, etc.) horizontal surfaces. Wt. 4lbs. Cost 200¥. SECURITY & COUNTER SECURITY DEVICES [B]Fake License: [/B]1,000¥ for rating 20, nil weight. For carrying Restricted equipment in many civilian areas, required for each item and keep in electronic form on a comlink (like normal licenses are). Requires a Fake SIN. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week (Illegal). [B]Fake SIN[/B]: 2,500¥ rating 20, nil weight. A Fake SIN/ID, generally keep in electronic form on a comlink. To uncover that that it is fake requires a Computer - Search roll vs. a security rating, but this rating degrades by 1 point every week. Enhanced versions increase the rating 25 for 10,000¥ (Illegal). [B]Electronic Bug/Tags[/B]: 100¥ each, Wt. 10 weigh about one pound. These tiny devices are easily concealed (Investigation 20, Perception DC25) that adhere to most surfaces. When planted they will detect one of the following sources (within 30ft) and can recorder and/or transmit what they are detecting to a hand held listening device with a broadcast 2 (100 yards). Bugs Detectors detect sounds (voices, etc.), Radios Detector detect radio signals, Motion Sensors detect movement, etc. When simply ‘recording’ they impose disadvantage on any hand scanner check to detect them. Otherwise it can be detect with a basic check. [B]Wellesley Lock[/B]: 50¥, Wt. 4 lbs. HP 15, Hardness 10, Resistance, Firewall none! This is an old-style, primitive iron lock that requires Thieves tools DC 15 to open. High quality locks DC to 20 and HP 20 for 250¥. [B]MagLock[/B]: 500¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These magnetic door locks come with keypad or wireless access port. The one seeking access must know the code or have the wireless access account in order to gain admittance. The base DC to overcome with a Maglock Passkey kit is 15 or with a Computer User hacking roll vs. the Firewall. Higher security systems increase the passkey DC to 20 and HP 25 for 2,000¥ and to DC 25, HP 25 and Hardness 10 for 10,000¥. [B]GeneLock[/B]: 1,000¥, Wt. 5 lbs. HP 20, Hardness 8, Resistance, Firewall 25. These locks require the one seeking access to submit to a micro-genetic scanner. By placing their thumb on a pad the computer runs a quick genetic scan. The base DC to overcome with a GeneLock kit is 15 or with a Computer Use hacking roll vs. the Firewall. Higher quality increase HP to 25 and Hardness 10. [B]Headjammer: [/B]500¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injected into the subject’s bloodstream, these specialized nanobots sending out internal scramblers that suppress all wireless access to and from a subject. The subject may not use any internal Broadcast ability (internal comlink, VRC, etc.) for 1d6 hours. The subject must also make a Constitution save DC 12 or also gain the [I]Poisoned[/I] condition for the duration (Restricted). [B]Neural Interface Disrupter[/B]: 750¥, Wt. nil (requires a medical hypospray syringe or basic syringe). Injection use to suppress all cyberware access from a person. At the beginning of each round the target requires an Intelligence save vs. a DC 15 or the subject may not use any cybernetic systems that round. The subject must also make a Constitution save DC 12 or also gain the [I]Poisoned[/I] condition for the duration (Restricted). [B]Mage’s Hood & Restraint Coat[/B]: 1,000¥, Wt. 5 lbs. A hood & straight jacket imposes disadvantage on all Magic Attack rolls, Rituals and Conjuring ability checks. The target has the [I]Blinded, Deafened[/I] and [I]Restrained [/I]conditions throughout the duration. In order to attempt to escape they may try to make a Strength or Dexterity ability check (player’s choice) at disadvantage vs. a DC 18. This takes 1d6+4 rounds and cost the subject one level of Fatigue at the end. It takes 1d4+1 rounds to place a helpless subject into the coat and attach the hood (Restricted). [B]Jammer, Area[/B]: 750¥, Wt. 2lbs. Jams all wireless and radio communications within a 20yd radius (12 square radius) and can interfere with radar, etc. User is at disadvantage with any skill rolls that require communication or some kind and an Intelligence (Computer Use) skill roll at disadvantage vs. a DC 15 to even use a comlink, etc. to talk within the area. [B]Monofilament Handsaw: [/B]500¥, Wt. 1lb. A hand saw with monofilament blade, good for cutting through chains or metal fences, etc. Damage 2d6 piercing, weapon properties AP & Heavy damage but only with a full round action. Disadvantage if used in melee combat (Restricted). [B]Monofilament Chainsaw: [/B]750¥, Wt. 5lb. Chainsaw with monofilament teeth to extra cutting power. Damage 2d8 piercing, weapon properties, AP, Heavy, Heavy Damage, Two-Handed. Disadvantage if used in melee combat (Restricted). [B]Wire Cutters: [/B]100¥, Wt. 1lb. Metal shears that are good for cutting wires and the like. Damage 2d4 piercing, with weapon properties Heavy Damage but only with a full round action and against wires and the like. [B]Metal Handcuff Restraints: [/B]150¥, 1lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 200¥ and weigh 1½lb. [B]Pasteel Handcuff Restraints: [/B]200¥, ½lb each. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d6+4 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 20. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 15 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 250¥ and weigh ¾lb. [B]Plastic Handcuff Restraints: [/B]75¥ and ½lb for a set of 4. Can be placed onto a helpless or defenseless subject with an action, or requires a full round action (no move, bonus or reaction) and an opposed Strength (Athletics) check vs. the target’s Strength (Athletics) or Dexterity (Acrobatics) check (target’s choice). Trying to break free requires 1d4+2 rounds of struggle with a Strength (Athletics) or Dexterity (Acrobatics) check DC 18. If the target is restrained with its hands behind its back these checks are at disadvantage. Each attempt requires a Construction save DC 12 or causes one level of Exhaustion. This model is for normal sized humanoids, troll size cuffs are 100¥ and weigh ¾lb for a set of 4. [B]Screamer[/B]: 300¥, Wt. 2 lbs. Proximity alarm that detects motion and sound, base Perception check +8. Within 30ft area of affect (6 square area), if motion is detected they set of an extremely loud alarm (or can transmit a silent alert to any number of comlinks, etc. within 50 yards). They automatically detects ultra-sound waves (Stummer or similar devices). [B]Stummer[/B]: 1,500¥, Wt. 3 lbs. This pocket sized high frequency sonic wave generator can mask sounds within about one foot of user. Adds advantage to all Dexterity (Stealth) checks but only for moving silently (does not allow you user to hide without cover, etc.). Ultrasonic sensors automatically detect these sonic waves. [B]White Noise Generator: [/B]500¥, Wt. 2lbs. Used to mask talking within a 10yds (6 square) radius area from outside listeners. Disadvantage with Wisdom (Perception) checks vs. a DC 15 (20 if those inside the area are trying to hide or disguise their conversation). SURVIVAL GEAR [B]Chemical Suit: [/B]600¥, Wt. 10lbs. A chemical suit will protect its wearer (immunity) from contact toxins and hazards. Often combined with Gas Mask. If the wearer takes more than 2 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. [B]Gas Mask: [/B]150¥, Wt. 2lbs. Protects wearer from harmful inhaled toxins and the eyes from contact toxins. Grants advantage to any saving throw required along with a +4 equipment bonus to saves while worn against inhaled toxins and gases. However the wearer also has limited visual range due to the goggles, etc. and suffers an -2 equipment penalty to passive perception and Wisdom (Perception) checks made with sight. [B]Filter Plugs[/B]: Cost 25¥, Wt. nil. Nose filter plugs that add +4 equipment bonus to saves vs. inhaled toxins when worn in the user’s nasal cavities. [B]Hazmat Suit: [/B]1,500¥, Wt. 15lbs. Total resistance (immunity) vs. airborne & contact toxins, poisons & chemicals. Oxygen tanks last 4 hours. If the wearer takes more than 4 points of piercing or slashing damage or any energy damage that could logically pierce the suit (acid but not cold, etc.) that it can cause tears and render the suit useless. Suit acts like a chemical suit and gas mask without the oxygen tank. [B]Diving Gear: [/B]600¥, Wt. 8lbs. A wet suit with oxygen tank. User can breathe underwater with 2 hour tank and gains +4 equipment bonus to saving throws vs. cold and high pressure environments (see the Environment). Also includes feet flippers that add a Swim speed of 15ft. [B]Light Sticks: [/B]10¥ and Wt. ½lb for pack of 6. Break & drop chemical stick that provides dim illumination within a 15ft radius (3 squares). [B]Micro-Flares: [/B]25¥ and Wt. ½lb for pack of 2. Small stick gun that can fire up to 1,000 yard range and can be seen for up to a mile away during the day a farther at night (5-10 miles depending on conditions and obscuring environment). Can provide dim illumination within a 30ft radius (6 squares) for 1 minute. [B]Rope, standard[/B]: 20¥, Wt. 4lbs. 50ft of standard rope that can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break. [B]Myineric Rope: [/B]1,000¥, Wt. 6lbs. 50ft of “smart” rope that can be directed to climb up a wall, etc. and then to roll itself up afterwards (each taking 1 minute). Grants advantage on any Strength (Athletics) checks to climb and can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted). [B]Stealth Rope[/B]: 500¥, Wt. 5lbs. 50ft of stealth rope that will disintegrate without a trace in two rounds with wireless command. Can support up to 1,000 pounds of weight. It takes 8 points of slashing or similar damage to cut it or a Strength check DC 25 to break (Restricted). [B]Repealing Gloves[/B]: Cost 50¥, Wt. nil. These tough gloves allow the wear to repeal down a rope at 100ft speed. [B]Canteen[/B]: 2¥, Wt. 2lbs full. Holds one quart of water that can be safely stored within for up to a week. Adding a filtration system costs +10¥. [B]MRE Ration[/B]: 5¥, Wt. 1lb each. One days’ worth of nutritious (but bland) food. Requires ¼ gallon of water. [B]Survival Kit[/B]: 250¥, Wt. 2lbs. A small compact kit to help one survive in wilderness environments. Grants a +2 equipment bonus to Wisdom (Survival) checks. UTILITY CHEMICALS [B]Glue Sprayer[/B]: 100¥, Wt. ½ lb. canister. An almost instantly hardening super-glue sealant in an aerosol can sprayer. Each application can cover about the size of a normal door, etc. In order to break through or remove an item stuck to something else, requires a Strength TN vs. 20 at disadvantage. Often it is easier to break the item or door itself then the overcome the glue. The sprayer comes with 10 applications before it is required to be refilled (+50¥). [B]Thermite Burning Bar: [/B]250¥, Wt. 1 lb. bar. A super-hot burning brick with the consistency of silly-putty. When exposed to air it heats up to extreme levels allowing it to burn through most objects. Its’ surface is adhesive and can be stuck to most locks, etc. It requires an Action and a Tools (Demolitions) TN 10 check to set property. Damage 4d6 continuous fire damage for 30 seconds (5 rounds), weapon properties – AP and Heavy Damage (Military). [/sblock] [sblock=VEHICLES AND DRONES] Drones use stats very close to normal creatures and have the Construct type. Vehicles use a new system found in the Vehicle combat section. STOCK DRONES These are only the most common, “off the rank/stock” Drone found in the shadows. All drones have built in Comlinks (Broadcast 3/1,000yards, Firewall 20) and Rigger Upgrades. Also all Drones are at least Redistricted Availability. Drone Attributes [B]Size[/B]: drones basic size. Fine is about the size of an insect, tiny a bird or cat, small a child, medium an adult metahuman, large an average troll and huge a car. The number in the parentheses is the weight capacity total that the drone can handle in built in gear and sensors, weapons, etc. Note that with Attribute boost (Strength), each level adds 10% to the drone’s capacity total (round to the nearest). [B]Cost[/B]: drones price new, in ¥. [B]Attributes[/B]: drones attributes [B]Prof[/B]: drone’s basic proficiency bonus. [B]Save[/B]: additional save type the drone has proficiency in. [B]Threshold[/B]: as with characters and vehicles, this is the damage to send a drone to Reeling. [B]Speed[/B]: the basic speed of a drone. Note that drones act as vehicle and can travel much faster in non-combat. Drones without legs or wheels, etc. have no ground speed. [B]AC[/B]: basic armor class without Dexterity bonus added on. [B]HD[/B]: basic Hit Dice of the drone. [B]HP[/B]: base number of Hit Points. [B]Battery[/B]: the drone’s operation time on a fully charged battery. [B]Special[/B]: any special abilities base on the drone’s size. [B]Optical Drone¹[/B] [requires Cyber-Eye Replacement[I] and[/I] Optic-Drone Mount]. This is a detachable eye drone with VTOL flight capacity and advanced sensors. Cost 10,000¥, Wt. 1.5lb. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 7; [I]Speed[/I]: 60ft fly (180 MPH); [I]AC[/I] 14 (dex +4); [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +4, Stealth +8; [I]Special[/I] [I]Qualities[/I]: VTOL propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 60ft, Low-Light) (½lb), Skill Expertise & Proficiency (Stealth). [B]Shiawase Kanmushi¹[/B]. This drone is designed to look like a cockroach with standard ‘gecko-crawl’ wall-crawling system. Cost 7,000¥, Wt. 1lb. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 10, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 7; [I]Speed[/I]: 30ft (30 MPH), climb 20ft; [I]AC[/I] 15 (dex +4); [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +2, Stealth +8; [I]Special[/I] [I]Qualities[/I]: Walker propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. Animal Form, Sensor (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. [B]Sikorshy-Bell Microskimmer¹[/B]. A very small rotor vehicle (size of a small hummingbird) used for surveillance. Cost 9,000¥, Wt. 2lbs. [I]Attributes[/I]: Strength 2, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 7; [I]Speed[/I]: 40ft fly (8 MPH); [I]AC[/I] 14 (dex +4); [I]SZ[/I]: Fine; [I]HD[/I]: ½; [I]HP[/I]: 5; [I]Hardness[/I]: 0, [I]Proficiencies[/I]: Computer Use +3, Perception +6, Stealth +6; [I]Special[/I] [I]Qualities[/I]: Rotor propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1 bludgeoning point. Cannot mount weapons, limited modifiers. AI boost (Wisdom) 2, Sensors (Darkvision 120ft, Telescopic Vision 120ft) (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth) [B]Drone Hand¹[/B] [requires a Cyberarm [I]and[/I] Drone-Hand Mount]. This is a detectable cybernetic hand that can act like a remote stealth drone. Cost 9,600¥, Wt. 8.5 lbs; [I]Attributes[/I]: Strength 6, Dexterity 18, Constitution n/a, Intelligence 12, Wisdom 12, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +6, Intelligence +3; [I]Threshold[/I]: 8; [I]Speed[/I]: 40ft (40 MPH); [I]AC[/I] 15 (dex +4); [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +3, Stealth +8; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Walking propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 3hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 1, Attribute Boost (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light) (½lbs), Skill Expertise & Proficiency (Stealth), Wall Walker. [B]MCT Fly-Spy¹[/B]. This drone is designed to look like a common bird (normally a pigeon or a crow). Cost 10,400¥, Wt. 8 lbs; [I]Attributes[/I]: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +4, Intelligence +3; [I]Threshold[/I]: 8; [I]Speed[/I]: 30ft fly (60 MPH); [I]AC[/I] 13 (dex +2); [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +6, Stealth +4; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Bird-Wing aircraft propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. Animal Form, AI boost (Wisdom) 2, Sensors (Low-Light Vision, Telescopic Vision 240ft), (1lb), Skill Expertise (Perception), Skill Proficiency (Stealth). [B]Lone Star iBall¹[/B]. This drone is designed to be tossed or rolled into a room. Then ball can roll on its own but cannot handle stairs (except to roll down them). For +1,000¥ can add an integrated 3-charge Flash-Bang grenade system (only weapon system allowed; see Grenades. The AOE is on the drone, 0 range). Cost 8,000¥, Wt. 8 lbs; [I]Attributes[/I]: Strength 6, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +4, Intelligence +3; [I]Threshold[/I]: 8; [I]Speed[/I]: 30ft (30 MPH); [I]AC[/I] 13 (dex +2); [I]SZ[/I]: Tiny; [I]HD[/I]: 1; [I]HP[/I]: 10; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +8; [I]Weapon Attack[/I]: -1 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Rolling propulsion. Advantage on Stealth checks, Construct, Battery 12hrs on 2hr recharge, Unarmed 1d3 bludgeoning. AI boost (Wisdom) 4, Sensor (Darkvision 60ft, Low-Light, Motion Sensor) (2½lb), Skill Expertise (Perception). [B]Aztechnology Crawler³[/B]. This combat drone is built low to the ground and meant to operate in rough rural or urban environments, able to handle stairs and other obstacles. It design makes it hard to hit with ranged attacks (with a very low to the ground signature). Cost: 15,400¥, Wt. 47.5 lbs. [I]Attributes[/I]: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +5, Intelligence +3; [I]Threshold[/I]: 11; [I]Speed[/I]: 40ft (40 MPH); [I]AC[/I] 15 (dex +3); [I]SZ[/I]: Small; [I]HD[/I]: 3; [I]HP[/I]: 30; [I]Hardness[/I]: 6, [I]Proficiencies[/I]: Computer Use +3, Perception +4; [I]Weapon Attack[/I]: +2 melee, +5 ranged; [I]Special[/I] [I]Qualities[/I]: Walker propulsion. Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. Armor Upgrade 1 (5lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Hardness 1 (5lbs), Low-Profile, Reinforced Chassis 1 (5lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). [B]Cyberspace Designs Dalmatian²[/B]. An advanced vector thrust recon drone features unique hover capability and a sturdy frame. Lone Star has licensed the design for urban surveillance duties, but comes with a light weapons mount standard. Cost 29,600¥, Wt. 33 lbs; [I]Attributes[/I]: Strength 12, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +5, Intelligence +3; [I]Threshold[/I]: 11; [I]Speed[/I]: 90ft fly (210 MPH); [I]AC[/I] 13 (dex +3); [I]SZ[/I]: Small; [I]HD[/I]: 2; [I]HP[/I]: 20; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +5, Stealth +5; [I]Weapon Attack[/I]: +3 melee, +6 ranged; [I]Special[/I] [I]Qualities[/I]: VTOL propulsion. Construct, Battery 12hrs on 5hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Strength) 2, (Dexterity) 2, Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 120ft) (1lb), Skill Proficiency (Stealth), Weapon Mount (two light firearms or one heavy firearm) (2lbs), Weapon Proficiency (Light & Heavy firearms). [B]Lockheed Optic-X²[/B]. This is a fixed-winged stealth VSTOL drone for surveillance and monitoring, not especially combat. Cost 16,000¥, Wt. 32 lbs, about the size of a child; [I]Attributes[/I]: Strength 8, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 16, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Dexterity +5, Intelligence +3; [I]Threshold[/I]: 9; [I]Speed[/I]: 60ft (120 MPH), stall 30ft; [I]AC[/I] 13 (dex +3); [I]SZ[/I]: Small; [I]HD[/I]: 2; [I]HP[/I]: 20; [I]Hardness[/I]: 1, [I]Proficiencies[/I]: Computer Use +3, Perception +7, Stealth +5; [I]Weapon Attack[/I]: +1 melee, +5 ranged; [I]Special[/I] [I]Qualities[/I]: VSTOL Propeller propulsion (takeoff/landing 250ft). Construct, Battery 12hrs on 4hr recharge, Unarmed 1d4 bludgeoning. AI boost (Wisdom) 3, Attribute boost (Dexterity) 2, Sensors (Darvision 120ft, Low-Light, Telescopic 240ft) (2lbs), Skill Expertise (Perception), Skill Proficiency (Stealth), Stealth System. [B]MCT-Nissan Roto-Drone². [/B]A simple ruggedly made, no-nonsense rotor-blade drone that can handle various weapon platforms. Cost: 42,000¥, Wt. 123lbs. [I]Attributes[/I]: Strength 12, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Strength +3, Intelligence +3; [I]Threshold[/I]: 16; [I]Speed[/I]: 50ft fly (100 MPH); [I]AC[/I] 13 (dex +2); [I]SZ[/I]: Medium; [I]HD[/I]: 4; [I]HP[/I]: 40; [I]Hardness[/I]: 6 (+4 vs. ballistic damage), [I]Proficiencies[/I]: Computer Use +3, Perception +6; [I]Weapon Attack[/I]: +3 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Rotor propulsion. Construct, Battery 10hrs on 9hr recharge, Unarmed 1d6 bludgeoning. Armor Plating 1 (10lbs), AI boost (Wisdom) 2, Attribute Boost (Dexterity) 2, Hardness 1 (bullet-proofing 1) (20lbs), Expertise (Perception), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision, Telescopic Vision 2) (1lb), Weapon Mounts (4 heavy firearms) (8lbs), Weapon Proficiencies (Light and Heavy firearms) [B]GM-Nissan Doberman³[/B]. This is a four-wheeled solidly built combat drone platform for light security patrol work. Cost: 24,000¥, Weight 190.5lbs. [I]Attributes[/I]: Strength 16, Dexterity 14, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +2; [I]Save[/I]: Strength +5, Intelligence +3; [I]Threshold[/I]: 18; [I]Speed[/I]: 35ft (70 MPH); [I]AC[/I] 15 (dex +2); [I]SZ[/I]: Medium; [I]HD[/I]: 5; [I]HP[/I]: 50; [I]Hardness[/I]: 7 (+4 vs. ballistic damage), [I]Proficiencies[/I]: Computer Use +3, Perception +4; [I]Weapon Attack[/I]: +5 melee, +4 ranged; [I]Special[/I] [I]Qualities[/I]: Wheeled propulsion. Construct, Battery 10hrs on 3hr recharge, Unarmed 1d6 bludgeoning. Armor upgrade 2 (20 lbs), AI boost (Wisdom) 2, Attribute Boost (Strength) 2, Dexterity (2), Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet proofing 1) (20lbs), Reinforced Chassis 2 (20lbs), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Speed 2, Weapon Mounts (4 heavy firearms and 1 heavy weapon) (16lbs), Weapon Proficiencies (Heavy weapons, Light and Heavy firearms). [B]Crash-Craft AutoDoc[/B]. This six wheeled drone has a pair of specially designed and padded actuator arms that allow it to lift one metahuman sized creature (Medium sized or smaller) and place it within its reinforced medical-coffin interiors where an advanced AutoDoc program system can work to save critically injured. These drones are often used for high risk excretions for DocWagon contracts. Cost 64,000 ¥, Wt. 450 lbs, about the size of an adult troll; [I]Attributes[/I]: Strength 18, Dexterity 8, Constitution n/a, Intelligence 12, Wisdom 18, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength +7, Intelligence +4; [I]Threshold[/I]: 26; [I]Speed[/I]: 20ft (40 MPH); [I]AC[/I] 13; [I]SZ[/I]: Large; [I]HD[/I]: 6; [I]HP[/I]: 60; [I]Hardness[/I]: 4; [I]Proficiencies[/I]: Computer Use +4, Medicine +12, Perception +7; [I]Weapon Attack[/I]: +7 melee, +2 ranged; [I]Special[/I] [I]Qualities[/I]: Wheeled propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Arm-Actuator Lifter (45lbs), AI Boost (Wisdom) 4, Attribute boost (Dexterity) 1, Auto-Doc Pod (see Medical gear) (100lbs), Enhanced Programming (feat: First Aid), Sensors (Darkvision 60ft, Low-Light Vision) (½lb), Skill Expertise & Proficiency (Medicine). [B]Steel Lynx Combat Drone[/B] (Military). This is a military grade combat drone built something like a four-legged tetrapod with a flexible body form and two arm mounts for maximum combat effectiveness. Cost 58,000¥, Wt. 534 lbs; [I]Attributes[/I]: Strength 26, Dexterity 16, Constitution n/a, Intelligence 12, Wisdom 14, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength +9, Intelligence +4; [I]Threshold[/I]: 28; [I]Speed[/I]: 30ft (30 MPH); [I]AC[/I] 15 (dex +1); [I]SZ[/I]: Large; [I]HD[/I]: 8; [I]HP[/I]: 80; [I]Hardness[/I]: 6; [I]Proficiencies[/I]: Computer Use +4, Perception +5; [I]Weapon Attack[/I]: +11 melee, +6 ranged; [I]Special[/I] [I]Qualities[/I]: Walker propulsion. Construct, Battery 8hrs on 4hr recharge, Unarmed 1d8 bludgeoning. Armor Plating 2 (30lbs), AI Boost (Wisdom) 2, Attribute Boost (Strength) 2, (Dexterity) 2, Combat Tracking Software (+2 ranged damage), Hardening 1 (bullet-proofing 2), Reinforced Chassis 2 (30lbs), Sensors (Darkvision 60ft, Low-Light Vision, Motion Sensor) (10lbs), Weapon Mount (4 heavy firearms, 1 heavy weapon) (16lbs), Weapon Proficiency (Heavy Firearms, Heavy Weapons). [B]Renraku Stormcloud[/B]². This large lighter-then-air mini-blimp is solar powered recon drone is built to remain in the air for up to two days. Its advanced sensors allow it to remain high in the air and generally out of damage from non-flying threats. It cannot handle much in the way of weapons and is slow and clumsy in most combat situations. Cost: 28,000¥, Wt. 1,000lbs; [I]Attributes[/I]: Strength 22, Dexterity 6, Constitution n/a, Intelligence 14, Wisdom 16, Charisma 6; [I]Proficiency Bonus[/I] +3; [I]Save[/I]: Strength +8, Intelligence +5; [I]Threshold[/I]: 28; [I]Speed[/I]: 20ft (20 MPH); [I]AC[/I] 9 (dex -2); [I]SZ[/I]: Huge; [I]HD[/I]: 6; [I]HP[/I]: 60; [I]Hardness[/I]: 4; [I]Proficiencies[/I]: Computer Use +5, Perception +9, Stealth +1; [I]Weapon Attack[/I]: +8 melee, +1 ranged; [I]Special[/I] [I]Qualities[/I]: Lighter-Then-Air (LTA) propulsion. Construct, Battery 48hrs on 14hr recharge, Unarmed 1d6 bludgeoning. AI boost (Intelligence) 1, (Wisdom) 3, Enhanced Battery 2, Extra Battery 1, Sensors (Low-Light Vision, Telescopic Vision 240ft base), Skill Expertise (Perception), Skill Training (Stealth), Weapon Mount (can hold either two light firearms or one heavy one), Weapon Proficiency (light & heavy firearms). ¹ These drones count as Stealth drone for Drone Rigger choices at character creation. Stealth drones are meant to not be seen or not be seen as a drone (or both). Stealth drones tend to be fine or tiny in size and almost never have weapons attached. ² These drones count as Recon drones for Drone Riggers choice at character creation. Recon drones might have some stealth systems like the Stealth drone but they have addition sensors to seek out information. ³ These drones count as Combat drones for Drone Rigger choices at character creation. Built for combat and carrying weapons. STANDARD VEHICLES Vehicles sizes range from Medium up to Titan (two steps greater than colossal). Almost all vehicles have at least a comlink with a Broadcast 1 (100yards) and Firewall of 15 unless removed or really old (like 50+ years). All vehicles have resistant to all non-Heavy Damage weapons and ‘Physical’ energy damage attacks (spells). Vehicle Attributes [B]Cost[/B]: the basic cost in ¥, with numbers in parentheses is the cost for a battery power source. Note that ‘stock’ vehicles gain a 5-10% discount on overall cost due to standardized assembly. [B]Size[/B]: See GM section for full chart. [B]Crew[/B] and [B]Passengers[/B] the standard crew size and maximum number of passengers. Note that normally a troll counts as two medium sized creatures. [B]Cargo[/B]: basic cargo load [B]Modifier[/B]: This is the equipment bonus or penalty when attempting a maneuver checks. [B]Speed[/B]: The base speed and maximum MPH in parentheses. [B]Cover[/B]: the cover bonus to all crew and passengers (PHB). [B]Power[/B]: whether gas or battery powered. See vehicles for costs of fuel and recharges. [B]AC [/B](Armor Class): The basic armor class of the vehicle. [B]HD [/B](Hit Dice): Vehicle hit dice. All hit dice are 1d10 and grant maximum amount to vehicles. [B]HP[/B] (Hit Points): The amount of damage the vehicle can suffer before being disabled. [B]Hardness[/B]: the hardness of the vehicle. Reduce all damage dealt by this amount. [B]Threshold [/B]the vehicles Damage Threshold verse damage (its Strength modifier + size bonus). [B]Abilities [/B]basic ability scores of vehicles which include Strength, Dexterity, Intelligence and Wisdom. [B]Skills[/B]: These are the skills that the vehicle’s AI can perform as directed by the owner/operator. [B]Availability[/B]: if the vehicle is Restricted or Military grade. BIKE (MOTORCYCLE) VEHICLES All motorcycles have a wheeled (two wheeled) system. [B]Dodge Scooter[/B]. This is a light, around the town, easy to operate scooter-bike. [I]Cost[/I]: 1,350¥ (battery 1,880¥); [I]Size[/I]: Medium; [I]Crew[/I]: 1; [I]Passengers[/I]: 0;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 50ft (60 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas 8 hours on 2 gallons (Electric 8hrs on 1hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2); [I]HD[/I]: 3; [I]HP[/I]: 30;[I] Hardness[/I]: 2; [I]Threshold[/I]: 18; [I]Abilities[/I]: Strength 16, Dexterity 14; [I]Notes[/I]: Bike propulsion. Off road loses maneuver bonus with an additional -4/-8 penalty. Attribute Boost 2 (Dexterity), No passengers, Reduced cargo space 2, Reduced fuel/battery 2. [B]Suzuki Mirage[/B]. A popular racing bike, especially with go-gangers looking for speed. [I]Cost[/I]: 9,400¥ (15,500¥ for battery); [I]Size[/I]: Medium; [I]Crew[/I]: 1; [I]Passengers[/I]: 1;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +4; [I]Speed[/I]: 90ft (180 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -16hours on 4 gallons (Electric -16hrs on 4hr recharge); [I]AC[/I]: 11 + Dex/Int; [I]HD[/I]: 3; [I]HP[/I]: 30;[I] Hardness[/I]: 4; [I]Threshold[/I]: 19; [I]Abilities[/I]: Strength 18, Dexterity 18, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Bike propulsion. Off road lose maneuver bonus with an additional -4/-8 penalty. AI Upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 1, (Dexterity) 4, Enhanced Speed 8, Hardening 1. [B]Yamaha Growler[/B]. A popular off-road, ruggedly built motorbike. [I]Cost[/I]: 11,000¥ (16,500¥); [I]Size[/I]: Medium; [I]Crew[/I]: 1; [I]Passengers[/I]: 1;[I] Cargo[/I]: 40 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas 16 hours on 4 gallons (Electric -16hrs on 4hr recharge); [I]AC[/I]: 12 + Dex/Int; [I]HD[/I]: 4; [I]HP[/I]: 40;[I] Hardness[/I]: 5; [I]Threshold[/I]: 20; [I]Abilities[/I]: Strength 20, Dexterity 14, Intelligence 12 Wisdom 10, Broadcast 2, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Bike propulsion. Armor Plating 1, AI upgrade, Boost Signal +1, Increased Firewall 1, Enhanced Attributes (Strength) 2, (Dexterity) 2, Enhanced Speed 4, Hardening 1, Off-Road, Reinforced Chassis 1. Troll upgrade adds +1,000¥ (increase Strength to 22, Threshold 21, and Hardness to 6). [B]Harley Davidson Scorpion. [/B]A very popular heavy (and big!) copper that is built to take a beating. [I]Cost[/I]: 18,000¥ (23,000¥ battery); [I]Size[/I]: Large; [I]Crew[/I]: 1; [I]Passengers[/I]: 1;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 60ft (120 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -12hr on 10 gallons (Electric 12hrs on 4hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2); [I]HD[/I]: 7; [I]HP[/I]: 70;[I] Hardness[/I]: 5; [I]Threshold[/I]: 29; [I]Abilities[/I]: Strength 28, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base; [I]Notes[/I]: Bike propulsion. Off-road penalties of -2/-6 to maneuver checks. Armor Plating 1, AI Upgrade, Boost Signal +1, Enhanced Attributes (Strength) 2, (Dexterity) 1, Enhanced Speed 4, Hardening 1, Less Crew (-3), Off-Road Handling, Reinforced Chassis 1. Troll upgrade adds +2,000¥ to cost (increase Strength to 28, Threshold to 31 and Hardness to 6). HOVER CRAFT [B]GMC Everglades[/B]. A fairly common civilian ‘hover-truck’. [I]Cost[/I]: 65,000¥ (74,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1; [I]Passengers[/I]: 9;[I] Cargo[/I]: 2,000 lbs;[I] Modifier[/I]: +1; [I]Speed[/I]: 50ft (72 MPH);[I] Cover[/I]: Full or Half; [I]Power[/I]: Gas -10hrs on 80 gallons of gas (Electric -10hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2); [I]HD[/I]: 10; [I]HP[/I]: 100;[I] Hardness[/I]: 4; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Hover) +3; [I]Notes[/I]: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Reinforced Chassis 1, Speed 2. [B]GMC Beachcraft[/B]. These fully enclosed hover vehicles are lightly armored and armed and are often used as patrol craft on rivers and waterways. [I]Cost[/I]: 115,000¥ (140,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 2; [I]Passengers[/I]: 8;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +1; [I]Speed[/I]: 50ft (72 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -15hrs on 120 gallons of gas (Electric -14hrs on a 8hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2); [I]HD[/I]: 10; [I]HP[/I]: 100;[I] Hardness[/I]: 9 (+8 vs. ballistic damage); [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Hover) +3; [I]Notes[/I]: Hovercraft. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Armor upgrade 1, AI upgrade with Signal boost 2 and Firewall +1, Attribute Boost (Dexterity) 3, Automation, Cargo 2, Enhanced Battery 2 [I]or[/I] Larger Fuel tank (+50%), Hardness 2 (bullet proofing +2), Reinforced Chassis 1, Rigger Upgrade, Speed 2, Weapon Mount (1 super-heavy, 4 heavy weapons), Weapon Proficiency (Heavy Weapons, Super-Heavy Weapons). JET AIRCRAFT [B]Cessna C750[/B]. A private twin-engine jet aircraft. [I]Cost[/I]: 435,500¥ (620,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 20;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 130ft (520 MPH), stall speed 75ft;[I] Cover[/I]: Full; [I]Power[/I]: Gas -16hr on 800 gallons of gas (Electric -16hrs on a 16hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2); [I]HD[/I]: 8; [I]HP[/I]: 80;[I] Hardness[/I]: 2; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 14, Intelligence 12, Wisdom 14, Broadcast 4, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +4, Vehicle (Jet) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Jet aircraft (Runway 4,000ft). Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost +3 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Extra Battery 1 or Larger Fuel Tank, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2. [B]Federal-Boeing Commuter[/B]. Commuter very-short takeoff and landing jet that can be reconfigured into a heavy cargo freighter instead. [I]Cost[/I]: 15,500,000¥ (36,400,000¥); [I]Size[/I]: Behemoth; [I]Crew[/I]: 8;[I] Passengers[/I]: 192; [I]Cargo[/I]: 50,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 90ft (900 MPH) stall speed 45ft;[I] Cover[/I]: Full; [I]Power[/I]: Gas -16hrs on 40,000 gallons of gas (Electric -16hrs on a 18hr recharge); [I]AC[/I]: 12; [I]HD[/I]: 15; [I]HP[/I]: 150;[I] Hardness[/I]: 4; [I]Threshold[/I]: 80; [I]Abilities[/I]: Strength 70, Dexterity 14, Intelligence 12, Wisdom 18, Broadcast 5 with Satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base Perception +4, Vehicle (Jet) -4; [I]Availability[/I]: Restricted; [I]Notes[/I]: Sonic-Jet engine with VSTOL upgrade (Runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Wisdom) 4, Attribute Boost (Dexterity) 2, Automation, Crew (+80 passengers) or less crew (-72 for +8,000 lbs) and cargo space 1 (cargo then becomes 87,300 lbs), Enhanced Environmentally Sealed (200 crew for 18hr), Extra Battery 1 or Larger Fuel Tank, Gyrostabilization, Rigger Upgrade, Sensors (Low-Light Vision, Radar, base blindsense 10 miles), Speed 2. [B]Ares Thunder Light Attack Fighter[/B]. One of the more popular stealth jet fighter of modern militaries. [I]Cost[/I]: 894,000¥ (950,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2;[I] Cargo[/I]: 8,500 lbs;[I] Modifier[/I]: +5 (attack +0); [I]Speed[/I]: 160ft (640 MPH) Stall speed 80ft;[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 2,500 gallons of gas (Electric -8hrs on a 14hr recharge); [I]AC[/I]: 12 + Dex/Int; [I]HD[/I]: 8; [I]HP[/I]: 80;[I] Hardness[/I]: 5; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 20, Intelligence 18, Wisdom 16, Broadcast 5 with Satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +5, Vehicle (Jet) +3; [I]Availability[/I]: Military; [I]Notes[/I]: Afterburner Jet Aircraft (runway 2,000ft). Basic crash system, when in use crew suffers only ¾ damage from crashes. Less Crew for more cargo (to carry bombs or missiles). Advanced Controls, Armor upgrade 1, AI upgrade with Signal boost +4 with Firewall +1 and uplink, AI boost (Intelligence) 3, (Wisdom) 4, Attribute Boost (Dexterity) 5, Automation, Ejection System, Environmentally Sealed (2 crew for 18hr), Gyrostabilization, Hardening 1, Rigger Upgrade, Speed 2, Stealth system, Weapon Mount (6 Super-heavy mounts), Weapon Proficiency (Heavy weapons, Super-heavy weapons). ROTOR AIRCRAFT [B]Northup Wasp. [/B]This small, one-person helicopter are often used for urban combat rolls. While not illegal in its standard configuration, arming one completely certainly is. [I]Cost[/I]: 130,000¥ (148,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Cargo[/I]: 3,250 lbs;[I] Modifier[/I]: +3 (attack bonus +1); [I]Speed[/I]: 80ft (160 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); [I]AC[/I]: 12 + Dex/Int; [I]HD[/I]: 7; [I]HP[/I]: 70;[I] Hardness[/I]: 7; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 20, Intelligence 14, Wisdom 10, Broadcast 3, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Rotor) +5; [I]Availability[/I]: Restricted (Military if armed); [I]Notes[/I]: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, AI upgrade (Intelligence) 2, Armor Upgrade 1, Attribute boost (Dexterity) 5, Automation, Hardness 2, Less Crew (for more cargo +2,250lbs for payload), Reinforced Chassis 1, Rigger upgrade, Sensor (Combat Radar, blindsense 1 mile extended, Low-Light Vision, Darkvision 120ft, Telescopic Vision 240ft), Weapon Mount (two Super-heavy, 4 heavy weapon mounts). [B]Hughes Stallion[/B]. This is a common civilian utility helicopter often seen in the service as an urban executive transport. [I]Cost[/I]: 60,000¥ (72,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 9; [I]Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 80ft (160 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 120 gallons of gas (Electric -10hrs on a 8hr recharge); [I]AC[/I]: 11 + Dex/Int; [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base plus Perception +2, Vehicle (Rotor) +4; [I]Notes[/I]: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). [B]Ares Dragon[/B]. A heavy cargo helicopter that can handle additional weight with an external sling. [I]Cost[/I]: 535,000¥ (625,000¥); [I]Size[/I]: Colossal; [I]Crew[/I]: 4;[I] Passengers[/I]: 18; [I]Cargo[/I]: 21,000 lbs;[I] Modifier[/I]: -6; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: 8hr on 500 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2); [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 3; [I]Threshold[/I]: 60; [I]Abilities[/I]: Strength 50, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3 with satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base Perception +2, Vehicle (Rotor) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Rotorcraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI with signal boost 2 and uplink with Firewall +1, Attribute boost (Dexterity) 4, Automation, Less Crew for more cargo (-20 crew for +5,000 lbs cargo), Rigger upgrade, Sensors (Darkvsison 120ft, Low-Light Vision, Radar, blindsense 10 miles noncombat). Cargo sling cost +110,000¥ and can haul 105,000 lbs (52.5 tons) of extra cargo externally. TRACKER CRAFT [B]Ares Iron-Mustang APC[/B]. This armored APC runs on an advanced tracked system that allow it to climb over or through must obstacles. It can carry up to 12 heavily armored and armored troopers in the passenger bay. [I]Cost[/I]: 265,000¥ (330,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2; [I]Passengers[/I]: 18*;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 35ft (70 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hr on 450 gallons of gas (Electric -12hrs on a 11hr recharge); [I]AC[/I]: 15; [I]HD[/I]: 16; [I]HP[/I]: 160;[I] Hardness[/I]: 11 (+8 vs. ballistic damage); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Tracked) +4; [I]Availability[/I]: Military; [I]Notes[/I]: Tracked propulsion (ignore difficult terrain, Off-road penalties -2/-2). Crash system, with seatbelts worn, passengers take ½ damage from crashes. AI with signal boost 2 and Firewall +2, AI upgrade (Intelligence) 2, Armored upgrade 1, Automation, Enhanced Batter or Larger Fuel Tank, Hardness 2 (bullet proofing 2), Reinforced Chassis 2, Rigger Upgrade, Speed 2, Weapon Mount (one Super-heavy in a turret, 4 heavy weapons). * Armored Passengers count as 1.5 Passengers (or 3 per troll). VTOL AIRCRAFT Include VLA (Very-Low-Altitude) aircraft. [B]GMC Banshee.[/B] The ‘thunerbird’ is a low-altitude armored VTOL craft that can haul up 4 tons of cargo. While common with smugglers it is pretty illegal in civilian areas. [I]Cost[/I]: 465,650¥ (518,150¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 1; [I]Passengers[/I]: 6;[I] Cargo[/I]: 4 tons;[I] Maneuver[/I]: +1; [I]Speed[/I]: 120ft (360 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hrs on 750 gallons (Electric 12hrs on 7hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2); [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 16; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 20, Intelligence 14, Wisdom 14, Broadcast 4 with Satellite uplink, Firewall 25; [I]Proficiency[/I]: base plus Notice +4, Vehicle (VTOL) +3; [I]Availability[/I]: Military; [I]Notes[/I]: VTOL Aircraft propulsion. Crash system, with seatbelts worn, passengers take ¾ damage from crashes. AI upgrade with Signal boost 3 and uplink and Firewall 2, AI boost (Intelligence) 1, (Wisdom) 2, Armor 3, Attribute Boost (Dexterity) 5, Automation, Cargo 2, Enhanced batteries or Larger fuel tanks, Hardening 5, Less Crew 12 (for cargo +3,000 lbs), Reinforced Chassis 4, Rigger upgrade, Sensors (Combat Radar -blindsense 200ft base, 1 mile extended; Darkvision 120ft, Low-Light Vision, Telescopic vision 120ft), Weapon Mount (2 Super-heavy in a Turret and 4 Heavy mounts), Weapon Proficiencies (Heavy Weapon, Super Heavy Weapons). WATERCRAFT Any type of water vehicles, be it surface or submersible. [B]SC Otter[/B]. This a popular sports and speed boat of the low-end corporate exec that is also popular with smugglers. [I]Cost[/I]: 40,000¥ (52,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1; [I]Passengers[/I]: 9;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 60ft (60 MPH);[I] Cover[/I]: Half; [I]Power[/I]: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); [I]AC[/I]: 12; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Watercraft) +2; [I]Notes[/I]: Watercraft propulsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 4. [B]MT Sea Nymph[/B]. This is a large luxury pleasure yacht of the ultra-rich. [I]Cost[/I]: 2,200,000¥ (3,000,000¥); [I]Size[/I]: Behemoth; [I]Crew[/I]: 8;[I] Passengers[/I]: 70; [I]Cargo[/I]: 50,000 lbs;[I] Modifier[/I]: -6; [I]Speed[/I]: 25ft (25 MPH);[I] Cover[/I]: Full or Half; [I]Power[/I]: Gas -32hrs on 4,000 gallons of gas (Electric -32hrs on a 12hr recharge); [I]AC[/I]: 13; [I]HD[/I]: 20; [I]HP[/I]: 200;[I] Hardness[/I]: 5; [I]Threshold[/I]: 80; [I]Abilities[/I]: Strength 70, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 15; [I]Proficiency[/I]: +3; [I]Skills[/I]: base Perception +3, Vehicle (Watercraft) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Watercraft populsion. AI with signal boost 3 and uplink, Attribute boost (Dexterity) 2, Automation, Sensors (Darkvsion 120ft, Low-Light Vision), Enhanced Software (+1), Expertise (Watercraft), Extra Battery or Large Fuel Tank, Living Space (80 people), Luxury Features, Sensors (Darkvsion 120ft, Low-Light Vision), Speed 1. [B]Vulkan Electronaut[/B]. A ‘civilian’ recreational mini-submarine, not much larger than a large sedan. [I]Cost[/I]: 40,000¥ (54,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 2; [I]Passengers[/I]: 8;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 40ft (40 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -20hrs on 40 gallons of gas (Electric -20hrs on a 5hr recharge); [I]AC[/I]: 12; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Watercraft) +2; [I]Availability[/I]: Restricted; [I]Notes[/I]: Watercraft propulsion. AI with signal boost +2 and Firewall +1, Attribute boost (Dexterity) 2, Automation, Sensors (Sonar, blindsight up to 5 miles noncombat), Submersible (Speed 20ft/20MPH underwater). [B]Morgan Cutlass[/B]. This is a light armored patrol boat that has occasionally found its way into the hands of smugglers. [I]Cost[/I]: 136,000¥ (150,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 20;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 60ft (60 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13; [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 6 (+8 vs. ballistic damage); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 4 with Satellite uplink, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Watercraft) +2; [I]Availability[/I]: Restricted; [I]Notes[/I]: Watercraft propulsion. AI with signal boost 3 and uplink with Firewall +1, Automation, Armor upgrade 1, Attribute boost (Dexterity) 2, Automation, Expertise (Watercraft), Hardness 1 (bullet-proofing 2), Rigger upgrade, Sensors (Darkvision 120ft, Low-Light Vision, Telescopic Vision 240ft), Speed 4, Weapon Mounts (2 Super-heavy on a turret, 4 heavy weapon). WHEELED VEHICLES Wheeled vehicles are from three to six wheeled ground craft. [B]Honda Spirit. [/B]A very simply built and cheap 3-wheeled town car. [I]Cost[/I]: 3,200¥ (4,600¥); [I]Size[/I]: Large; [I]Crew[/I]: 1; [I]Passengers[/I]: 2;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2); [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 32; [I]Abilities[/I]: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: basic; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Fewer Passengers (-2), Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Inferior Controls. [B]Mercury Comet[/B]. A popular and cheap family town-car. [I]Cost[/I]: 7,000¥ (8,200¥); [I]Size[/I]: Large; [I]Crew[/I]: 1; [I]Passengers[/I]: 4;[I] Cargo[/I]: 200 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: 12 hours on 10 gallons (Electric -10hrs on a 4hr recharge); [I]AC[/I]: 11 + Dex/Int (max +2); [I]HD[/I]: 6; [I]HP[/I]: 60;[I] Hardness[/I]: 2; [I]Threshold[/I]: 32; [I]Abilities[/I]: Strength 24, Dexterity 12, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: basic, Perception +2, Vehicles (Wheeled) +2; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with Signal Boost 1, Attribute Boost (Dexterity) 1, Automation, Inferior Controls. [B]Ford Phantom 3R[/B]. Your basic urban family midsized suburban, with built with some structural reinforcements for added safety. [I]Cost[/I]: 16,000¥ (21,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 9;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +2; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. Advanced crash system (with engaged crew suffer ¼ damage from crashes), AI with signal boost 2, Automation, Inferior Controls, Speed 2. [B]Ford Spiral 115Ti[/B]. Marketed as an “economy” sports car for modern roads. [I]Cost[/I]: 32,000¥ (36,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 2, [I]Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +1; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2); [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 16, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 20; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +3; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -4/-8 to maneuver checks. AI with signal boost 2 and Firewall +1, Attribute boost (Dexterity) 3, Automation, Less Passengers (-5), Speed 6. [B]Eurocar Westwind 3K. [/B]A popular racing car with turbo-charged engine for added speed and advanced controls for better maneuverability. [I]Cost[/I]: 58,000¥ (72,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 1;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int; [I]HD[/I]: 9; [I]HP[/I]: 90;[I] Hardness[/I]: 3; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +4; [I]Notes[/I]: Off-road penalties of -4/-8 to maneuver checks. Wheeled propulsion. Advanced Control, Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost and Firewall +2, Attribute boost (Dexterity) 4, Automation, Less crew (-8), Speed 6, Turbo-charged engine (speed 110ft/220MPH but consume twice the base times fuel/battery and maneuvers are at disadvantage). [B]Toyota Gopher[/B]. A popular full off-road sporting vehicle. [I]Cost[/I]: 30,000¥ (34,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1; [I]Passengers[/I]: 4;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +0; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -10hrs on 40 gallons of gas (Electric -10hrs on a 5hr recharge); [I]AC[/I]: 12 + Dex/Int (max +2); [I]HD[/I]: 10; [I]HP[/I]: 100;[I] Hardness[/I]: 5; [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +2; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -0/-4 to maneuver checks. Advanced Crash System (when engaged, crew suffers only ¼ crash damage), AI upgrade with signal boost, Attribute boost (Dexterity) 2, Automation, Hardness 1, Less Crew (-5), Off-Road with Resistance to Maneuver damage, Reinforced Chassis 1, Speed 2. [B]Mitsubishi Nightsky[/B]. A very sleek and modern armored limousine for the corporate or criminal elite. [I]Cost[/I]: 150,000¥ (190,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 1;[I] Passengers[/I]: 9;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 50ft (100 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2); [I]HD[/I]: 14; [I]HP[/I]: 140;[I] Hardness[/I]: 9 (+8 vs. ballistic); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 3 with Satellite uplink, Firewall 25; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Off-road penalties of -2/-6 to maneuver checks. Advanced Crash System (passengers with systems engaged take ¼ damage from crashes), AI with signal boost +2 and uplink with Firewall +2, Armor upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Enhanced Software (proficiency +1), Luxury features, Hardening 2 (bullet proofing 2), Off-Road handling, Reinforced Chassis 2, Rigger update, Sensors (Darkvision 120ft, Low-Light Vision), Speed 4. [B]GMC Bulldog Step Van[/B]. This is a common light cargo and light security van. [I]Cost[/I]: 70,000¥ (94,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 1;[I] Passengers[/I]: 9;[I] Cargo[/I]: 9,750 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -8hr on 100 gallons of gas (Electric -8hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2); [I]HD[/I]: 13; [I]HP[/I]: 130;[I] Hardness[/I]: 8; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 10, Broadcast 2, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) -2; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade and signal boost 1, Armor upgrade 1, Automation, Cargo 1, Less Crew (-10 crew for +2,500 cargo), Hardening 2, Reinforced Chassis 1, Speed 2. [B]Ares Roadmaster[/B]. These are large urban and armored transports, the heaviest allowed for civilians. [I]Cost[/I]: 150,000¥ (195,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2;[I] Passengers[/I]: 18*;[I] Cargo[/I]: 4,000 lbs;[I] Modifier[/I]: -2; [I]Speed[/I]: 45ft (90 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -12hr on 150 gallons of gas (Electric -12hrs on a 7hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2); [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 13 (+8 vs. ballistic); [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 14, Intelligence 12, Wisdom 10, Broadcast 1, Firewall 15; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, passengers take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor Upgrade 2, Attribute boost (Dexterity) 2, Automation, Enhanced Battery 2 or Larger Fuel tank, Hardness 4 (bullet proofing 2), Reinforced Chassis 1, Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 3. * Armored Passengers count as 1.5 Passengers (or 3 per troll). [B]Nordkapp Zugmaschine Tractor Trailer[/B]. Long distance heavy semi-truck with trailer for moving large cargos. Has advanced rigged upgrade and AI with improved security so not to be hacked easily. [I]Cost[/I]: 136,000¥ (220,000¥); [I]Size[/I]: Gargantuan; [I]Crew[/I]: 2;[I] Cargo[/I]: 8,500 lbs;[I] Modifier[/I]: -4; [I]Speed[/I]: 40ft (80 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -24hr on 100 gallons of gas (Electric -24hrs on a 6hr recharge); [I]AC[/I]: 13 + Dex/Int (max +2); [I]HD[/I]: 12; [I]HP[/I]: 120;[I] Hardness[/I]: 8; [I]Threshold[/I]: 45; [I]Abilities[/I]: Strength 40, Dexterity 10, Intelligence 12, Wisdom 14, Broadcast 5 with Satellite upgrade, Firewall 25; [I]Proficiency[/I]: +4; [I]Skills[/I]: base, Perception +4, Vehicle (Wheeled) +0; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost +4 and uplink with Firewall +2, AI boost (Wisdom) 2, Armored Upgrade 1, Automation, Enhanced & Extra battery (x2+1) or Large Fuel tank (x3), Enhanced Software (proficiency) 2, Hardness 2, Hauler (trailer can haul 85,000 lbs/42.5 tons), Less Crew (more cargo +4,500), Rigger Upgrade, Sensors (Darkvision 120ft, Low-Light Vision), Speed 2. [B]Chrysler-Nissan Patrol-1.[/B] This is your standard police cruiser built over a reinforced sedan. [I]Cost[/I]: 72,000¥ (104,000¥); [I]Size[/I]: Huge; [I]Crew[/I]: 1;[I] Passengers[/I]: 4;[I] Cargo[/I]: 1,000 lbs;[I] Modifier[/I]: +2; [I]Speed[/I]: 70ft (140 MPH);[I] Cover[/I]: Full; [I]Power[/I]: Gas -15hrs on 60 gallons of gas (Electric -15hrs on a 6hr recharge); [I]AC[/I]: 14 + Dex/Int (max +2); [I]HD[/I]: 11; [I]HP[/I]: 110;[I] Hardness[/I]: 7 (+8 vs. ballistic damage); [I]Threshold[/I]: 35; [I]Abilities[/I]: Strength 30, Dexterity 18, Intelligence 12, Wisdom 10, Broadcast 3, Firewall 25; [I]Proficiency[/I]: +2; [I]Skills[/I]: base, Perception +2, Vehicle (Wheeled) +4; [I]Availability[/I]: Restricted; [I]Notes[/I]: Wheeled propulsion. Basic Crash system, with seatbelts worn, crew take ½ damage from crashes. Off-road penalties of -4/-8 to maneuver checks. AI upgrade with signal boost 2 and Firewall +2, Armor upgrade 2, Attribute Boost (Dexterity) 4, Automation, Enhanced Batteries 2 or Large Fuel tank, Less Crew (-5), Hardness 1 (bullet proofing 2), Reinforced Chassis 2, Rigger upgrade, Speed 6. [/sblock] [/QUOTE]
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