4719 lines
196 KiB
Plaintext
4719 lines
196 KiB
Plaintext
THE THIRD ANNUAL
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NEO-ANARCHISTS
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GUIDE
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TO
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EVERYTHING
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ELSE (TM)
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"This is the Nineties, Bubba, and there is no such thing as
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Paranoia. It's all true."
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-- Hunter S. Thompson
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Rolling Stone: September 17, 1992
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Edited and Compiled by Jerry Stratton
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jerry@teetot.acusd.edu
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Compuserve: 76506,636
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GEnie: J.STRATTON6
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The copyrights of each article are held by the original authors.
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This compilation is Copyright © 1992 Jerry Stratton.
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Distribute freely, at no cost to the user or profit for yourself.
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Welcome to the Third Annual Neo-Anarchists Guide to Everything
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Else. This is a semi-regular electronically-distributed magazine
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devoted to FASA's Shadowrun¨ role-playing game. In the NAGEE,
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we're covering everything else.
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The Guide comes in two versions -- Rich Text Format (for Word 4.0
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and other word processors) and an ascii text version. The ascii
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version contains the same information as the Word version, but
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doesn't look nearly as spiffy. If you don't have a friend with a
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Macintosh and Word 4.0 (or higher), expand your circle of
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friends: contacts are, after all, the key to survival.
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By the way, Shadowrun II is out. And even before it gets to our
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local store, the Errata sheet hits the net! Ah well, at least
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it's a small errata sheet. If anyone would like to do a review of
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Shadowrun II (especially comparing it with Shadowrun I), it'd
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make a great article for the Fourth NAGEE, hint, hint.
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Many thanks to all those who have contributed to this issue. For
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future issues, there is the possibility that Greg Porter (of
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BTRC) will be selling the NAGEE at conventions and such,
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spreading the word to those who haven't got net access. If you
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have articles you've submitted that haven't been printed yet,
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I'll be contacting you about getting your permission.
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We're running out of home towns! Next issue will include the San
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Diego Free Trade Zone. Then, no more locations. So if you haven't
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written up your home town yet, do it! And the Bulletin Board is a
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little sparse. Any rumors you want to report? Want to disagree
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with any of the articles? Praise one? Send it to the Bulletin
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Board (that's in care of moi, of course: jerry@teetot.acusd.edu).
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The gopher site is now teetot.acusd.edu, buried in ASSORTED
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COOL THINGS TO PLAY WITH and THE GOOD LIFE. This'll probably
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change.
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Until next time, just go frag yourself!
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CONTENTS
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Bulletin Board
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Chambana, Illinois
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The Meat Market
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Apparitions
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Virtual Reality
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The Rolodex
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Dragoncult
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The Ice Box
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Defining Points in World History
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The Black Market
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The Spirit is Strong
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On-Line Grimoire
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Master Spell List Addenda
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The Spirit Guide
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Summoning Creatures
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Mirror, Mirror, On the Wall
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Waking th'Dead
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The Catalyst
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The Chipper
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The Annual Neo-Anarchists Guide to Everything Else is published
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whenever I get off my ass. I'm Jerry Stratton. My address is 1937
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Fern Street, San Diego, CA 92102. Unless you want to mail copies
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to yourself, you can't subscribe. I also don't sell single
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issues, although I do have a couple bridges you might be
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interested in. Direct inquiries to Jerry Stratton at
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jerry@teetot.acusd.edu on internet, J.STRATTON6 on GEnie, or
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76506,636 on Compuserve, and the Man in the Pastel Flowered
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Underwear on the eighth level of Hell. The above addresses are
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subject to change, especially Snail Mail (and not to mention
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Hell. They just keep shuffling me around). The Third Annual Neo-
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Anarchists Guide to Everything Else was released on September 5,
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1992, far later than it should have been. Current issues are
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available on Compuserve and on GEnii, and via anonymous ftp at
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teetot.acusd.edu in the Beelzebub directory. Shadowrun is a
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registered trademark of FASA, Inc., and we gain both financial
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and moral support from them. NOT!
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THE BULLETIN BOARD
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From: Daedalus
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Address: <bkreed@oreadukans.edu>
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Date: Sat, 29 Aug 53 16:30:35
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To: Dark Elf
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Subject: Origin of term "duck"
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So how did theses walking arsenals get the name "duck? Is it
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because they waddle like said aquatic waterfoul, or is it because
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it is the first thing that you should do when you meet one of
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these "oh so subtle" sammies?
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From: Silver Cianide
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Address: <jerry@teetot.acusd.edu>
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Date: Sun, 30 August 2052 09:20:07 PST
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To: Daedalus
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Subject: RE: Cyberducks
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Well, I'm sure Dark Elf will have something to say about this.
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Personally, I've never heard anyone call a Sam a Duck before.
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Sounds like a dangerous hobby. But the obvious reason, as you
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say, is that a Sam loaded down with too much equipment does have
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a tendency to waddle.
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Something I heard from a friend of Dr. Stratton's involves a very
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old joke:
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TOURIST TO FARMER (while standing in three feet of mud): I
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thought you said this mudhole weren't very deep?!
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FARMER TO TOURIST: Only comes up to here on m'ducks.
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Makes sense to me. Shadowrunning looks a lot easier when you
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watch a Duck do it then it does when you're stuck hip deep in
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crap. Still, take that story with a grain of salt -- the guy
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isn't totally reliable. If he'd been able to include something
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about vagina dentata, he would have. Fortunately, ducks don't
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have teeth.
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CHAMBANA, ILLINOIS
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from Anthony Brummett
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amb43790@uxa.cso.uiuc.edu
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This isn't exactly my hometown, because my hometown would
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probably be dried up by 2050.
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POPULATION:
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Human: 62%
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Elf: 20%
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Dwarf: 9%
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Ork: 5%
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Troll: 4%
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Other: 1%
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WHEN TO GO
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The weather around here is just about like any other midwestern
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town: sweltering hot in the summer and bitterly cold in the
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winter. If you really want to come here, do it in May and June or
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September and October. January and February, temps are usually
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well below freezing, sometimes getting to -40ûC during the night.
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Spring is the wet season. Pollution from other parts of the
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continent have changed the weather patterns over the last 50
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years so March to early May is almost like monsoon season (be
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sure to look out for those tornadoes, too). Summer is always hot
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and humid.
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GETTING THERE
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Chambana is about 280 km south of Chicago on route 57. The six
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lane highway is well maintained and well policed. Besides the
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airport, I-57 is the only lifeline to the civilized world.
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Willard airport is about 1 kilometer south of town. Compared to
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the long drive from Chicago, security at Willard is relatively
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lax. A couple of contacts, a few bills and you're in.
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>>>[You expect me to know someone in Chambana?]<<<
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--Ginsu (18:47:12/2-23-53)
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>>>[Hey, I know someone who's dad's roommate's cousin's mother's
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stepson drove through once. :)]<<<
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--The Joker (23:50:14/2-23-53)
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WHAT IT COSTS
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The public transit system here is quite good. Fifty cents gives
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you a ride just about anywhere in town. There is a cab company,
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but the bus is cheaper (unless you need something more private).
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The prices of most consumer goods is inflated 10% or more due to
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this being a campus town. For more "normal" prices, you'll have
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to go to the outlying residential areas.
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TOURIST INFO
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LEGAL ASSISTANCE
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For students, the Student Legal Center is located in the Student
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Services Building. It is funded through student fees, and it is
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free to them. The faculty have a similar service. For persons not
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directly connected with the University, there are private lawyers
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around. The Metahuman Rights Agency of Chambana (located at 1542
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W Springfield) provides assistance to any Metahuman that can
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prove citizenship to the UCAS (because it's subsidized by the
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government); although if you're a hard luck case, they'll let you
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by.
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MEDICAL ASSISTANCE
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The only public hospital is the Urbana Public Hospital. It is
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overcrowded and understaffed. McKinley Clinic (called McKillMe by
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the students) is run by the University and only admits students,
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staff and faculty. Carle Clinic is the hospital of choice around
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here, even though they're prices tend to be a little on the high
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side.
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>>>[Just thought you might want to know that the medical examiner
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spends about half his time at the Urbana hospital.]<<<
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--Sinjin (00:52:12/1-25-53)
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CHIPS 'N STUFF
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According to the recruitment pamphlets, there is no problem with
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illegal substances. If you believe that, I've got some ocean
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front property for you. A recent, unpublished survey of UofI
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students showed that over one fourth of undergraduates use some
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form of controlled substance(s). Alcohol is relatively free-
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flowing from the many bars and parties around.
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ENTERTAINMENT
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This being a college town, everybody and his uncle is in at least
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one band. All this means is that there are a lot to choose from,
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not that you'll find a good one. Seriously, though, there are two
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or three good ones around. The night life is all around,
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sometimes even during the day. Every fraternity and sorority has
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a party every weekend (you'll even find six or seven during the
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week). On every block, you will find at least one bar. Their
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styles and clientele differ so much that there's one for
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everyone.
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CITY AT A GLANCE
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GEOGRAPHY
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If you're taking a Geo. class, let me help you out a little:
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flat, corn, soybeans.
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>>>[You forgot barn, cow, and beer can.]<<<
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--The Joker (16:36:39/11-19-52)
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POLITICS
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The city is completely owned and operated by the University.
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Chancellor Martin Keene would be the equivalent to mayor here.
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Under the Chancellor is the Board of Directors made up of ten
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people. The vacancies are filled by a vote of the board.
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ECONOMY
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Everything around here is made and packaged for student
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consumption. That makes everything cost about 10% more than in
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the surrounding areas. There is another, somewhat hidden economy
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around the research done here (that's probably the one you're
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interested in).
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>>>[Ya mean, there's a reason for 'runners showing in
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Chambana?!]<<<
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-- Arthur Murray (10:07:01/08-04-52)
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NEIGHBORHOODS
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THE QUAD Rating AA
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Every college has a quad, and this one is no exception. All of
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the older buildings on campus are located here. It is constantly
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patrolled be campus police on foot and bicycle. In 2046, a mutant
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virus escaped from the biology lab and killed all the vegetation
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in the quad area. The grass has been replanted and is making a
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comeback; however, they have not been able to get the trees to
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take hold.
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CAMPUSTOWN Rating C
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This is the "seedy" part of town, although it probably pales in
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comparison with some of the places some of you are used to. With
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the exception of Marketplace Mall, all the bars, shops, and
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eateries are located here. The University has put a boundary on
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Campustown, not allowing any new building unless new ground is
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rezoned by the Board >>>Fat chance of that<<<. This has caused
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the property values to skyrocket recently.
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MARKETPLACE MALL Rating A
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This is the other place to find "student stuff." There are guards
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walking around constantly, but they are prohibited from carrying
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firearms on duty. Unlike most other multi-story buildings in this
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part of the country, Marketplace has only one floor above ground.
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The other two are below ground.
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SPORTS ARENA Rating B
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The Morrow Sports Center was built in 2016 next to Assembly Hall.
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The new facility is about the size of Madison Square Garden in
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New York City. It features a 2500 seat theater, football field,
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and full size urban brawl arena, all indoors.
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>>>[Come now, tell them why it was built.]<<<
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--The Joker (13:45:12/12-22-52)
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>>>[In 2015, Field collapsed during a riot after the I Bowl.
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Seems the ref made a bad call in favor of Penn State and Illinois
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lost the game because of it.]<<<
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--Gui (23:51:09/12-23-52)
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DOWNTOWN Rating D
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There's nothing important to see in the downtown area: just
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derelict buildings and squatters. This is where the kids go to
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blow off steam, hit a Stuffer Shack, or mow down some squatters.
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WEST SIDE Rating C
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This is the better of the two residential districts in town. All
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of the University employees that live in town live here. It takes
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up most of what used to be Champaign.
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SOUTH FARMS Rating B-C
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Ag students know this part of town like the back of their hand.
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Strange thing is that the number of Ag students has increased,
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while the number of farms has decreased.
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>>>[I've heard there's thieves around there. Who would steal a
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tractor???]<<<
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--Patch (00:21:43/1-22-53)
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>>>[They're not after equipment, they're after the real food]<<<
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--Kiso (02:31:00/1-22-53)
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>>>[I heard someone stole a cow last night]<<<
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--Patch (22:08:50/1-23-53)
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>>>[Don't you people have anything better to talk about?]<<<
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--Gui (23:48:21/1-23-53)
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EAST SIDE Rating D
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Formerly the residential district of Urbana, the east side has
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been severely neglected since the University took over. The
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people that live here are one step away from downtown. The cops
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don't come here, but crime is kept in check by vigilante gangs
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and neighborhood watches.
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SOUTHWEST RESIDENCE HALLS Rating B
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All the rich kids live here. They have the best security, the
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best food, and the best entertainment, I mean tutors.
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NORTHEAST RESIDENCE HALLS Rating B-C
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The NE residence halls is mainly for kids on financial aid. Life
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here is not much better than the east side. Yeah, the cops come
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around once and a while, but they don't care much.
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>>>[This is the route they put 'em on before they're out the
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door]<<<
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--Kiso (21:59:01/1-15-53)
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UNDERGROUND Rating E-X
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Under the campus is a network of steam tunnels that go on for
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miles. Many of the Orks and Trolls in town live in the "subtown."
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>>>[That's subsprawl for all you city folk]<<<
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--Smiley (23:15:53/1-28-53)
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They don't like humans, elves or dwarves much down there, so I
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don't know much about it.
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UNET
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Since the campus is very dependent on computers, there is an RTG
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dedicated to Chambana called Unet. Each college within the
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University (Engineering, LAS, Thaumaturgy, etc.) as well as
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administration and the student account system have their own
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LTGs. There are three other LTGs representing MarketPlace Mall
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and the old Champaign and Urbana.
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Probably between 1/4 and 1/2 of the students are involved in
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decking. There are times when the system load from them slows the
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local nets so much the only way to purge the system is to shut it
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down completely for a few hours.
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Access is relatively free. Every student is given a computer
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account for class work, information exchange, and, of course,
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playing around. Around the University records and research nodes,
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though, the IC is very thick.
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>>>[Every year, they have at least one student fry trying to poke
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around the top secret stuff]<<<
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--Joe Shmoe (12:14:24/12-13-52)
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>>>[The latest word out now is they're AI project. Supposed to be
|
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farther along than any of the major corps'. Does anyone else know
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anything specific about it?]<<<
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--Dangerous Dave (16:17:31/2-30-53)
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>>>[I'm sorry, Dave, I can't tell you that.]<<<
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--HAL (03:22:09/3-2-53)
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>>>[Yuk, yuk, yuk. You two clowns finished fooling around yet?
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Was any part of that routine based in fact?]<<<
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-- Micromara (10:25:12/08-04-53)
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>>>[Yeah, over at the cafeteria, at least one student fries every
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year. Usually, they just microwave soystuff.]<<<
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-- ENESTMP: No Stamp --
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PLACES OF INTEREST
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ILLINI STUDENT UNION/ILLINI UNION HOTEL
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High Class Hotel(5 floors)
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704 Green St.
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No racial bias
|
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LTG# 102 (33-2214)
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The Union was recently renovated after a fire that toasted the
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third floor. The rooms are large and comfortable. With each
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night's stay, you are given credit toward room service.
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The basement and first two floors are occupied by student offices
|
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and recreation centers. In the basement is a cafeteria, computer
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center and bowling lanes.
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BECKMAN INSTITUTE
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Office/research building(12 floors)
|
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701 Springfield Ave.
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LTG# 253 (34-6482)
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This is the largest building in town, and one of the most
|
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impressive. The security here is top notch, probably because of
|
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all the government research going on in here. It is common
|
||
knowledge, though, that there is a supercollider buried under the
|
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building. Also in here is the AI project for the University.
|
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C.O. DANIEL'S
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Night club and bar
|
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613 Daniel St.
|
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LTG# 532 (68-6258)
|
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This is your basic hangout for the Greek geeks. Waiting lines on
|
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the weekends can be more than two hours long. I would tell you
|
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the name of the manager, but the place changes hands so often
|
||
that the city's records are usually about three or four owners
|
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behind.
|
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BLIND PIG CO.
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Night club and bar
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415 Oakland Ave.
|
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LTG# 532 (46-2842)
|
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|
||
The Blind Pig Company is where the local bands can get their
|
||
first real gig. One night a week, they have an open stage where
|
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anyone and walk in off the street and play (assuming they can get
|
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past the check at the door).
|
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PHANTAZM
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Nightclub and bar
|
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530 Springfield Ave
|
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LTG# 569 (28-4697)
|
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|
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Wixo, the owner, owned a bar of the same name in Seattle before
|
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it was blown down in a gang war. After some flouting around, he
|
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settled in Chambana. The Phantazm, which opened about six months
|
||
ago, has all the ambiance of a big city bar.
|
||
|
||
>>>[This place is so popular with the kiddies they have to make a
|
||
reservation about three weeks in advance.]<<<
|
||
--The Joker (04:15:27/03-03-53)
|
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|
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|
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|
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|
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THE MEAT MARKET
|
||
|
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|
||
|
||
COLLEGE DROPOUT
|
||
Brebane the Street Samurai <bkdavis@eos.ncsu.edu>
|
||
Priorities: Skills 4, Attributes 3, Tech 2, Magic 1, Race 0
|
||
|
||
|
||
This is the student who got his funds cut off and is trying his
|
||
best to make it on the streets. If he had finished at school he
|
||
would be working for the corp as a manager or somewhere working
|
||
behind a desk instead of running the shadows trying to eke out a
|
||
living. They might not have the speed of the samurai or the magic
|
||
of the mage, but they can come in real handy considering that
|
||
they have knowledge that most runners do not pay attention to,
|
||
but can come in handy when applied just right. These types of
|
||
people can be found in many of the cities where the big colleges
|
||
are located. Some have athletics instead of projectiles, but they
|
||
all have brains to burn.
|
||
|
||
QUOTES:
|
||
"Brain over brawn any day chummer."
|
||
"Smarts keep you alive , stupidity gets you dead."
|
||
"Oh Mr. Samurai I would not press that button if I were you.
|
||
(Pause. Samurai presses button and is fried by an electrical
|
||
charge.) Hmp told ya so drekhead."
|
||
|
||
ATTRIBUTES
|
||
Body 4
|
||
Quickness 3
|
||
Strength 3
|
||
Charisma 3
|
||
Intelligence 6
|
||
Willpower 5
|
||
Essence 5.8
|
||
Reaction 4
|
||
|
||
SKILLS
|
||
Etiquette (Corp) 4
|
||
Etiquette (Street) 4
|
||
Negotiation 4
|
||
Computer 6
|
||
Projectile Weapons 4
|
||
Unarmed 1
|
||
Firearms 3
|
||
Physical Science 4
|
||
Biology 4
|
||
Choice of Minor 2
|
||
Computer Theory 4
|
||
|
||
LANGUAGES
|
||
Native 8
|
||
Choice ?
|
||
Choice ?
|
||
|
||
CYBERWARE
|
||
Datajack
|
||
|
||
GEAR
|
||
Heavy Crossbow
|
||
30 bolts
|
||
Wrist Computer
|
||
Browning Ultra
|
||
4 clips
|
||
Nissan Jackrabbit
|
||
|
||
|
||
|
||
FORMER CORPORATE SPY
|
||
Wordman <ward1@husc.harvard.edu>
|
||
Priorities: Attributes 4, Tech 3, Skills 2, Magic/Race 1/0
|
||
|
||
|
||
ATTRIBUTES
|
||
Body: 5
|
||
Quickness: 5
|
||
Strength: 5
|
||
Charisma: 5
|
||
Intelligence: 5
|
||
Willpower: 5
|
||
Essence: 1.6
|
||
Reaction: 5 (6)
|
||
|
||
SKILLS
|
||
Computer: 5
|
||
Computer (B/R): 3
|
||
Etiquette (Street): 4
|
||
Firearms: 4
|
||
Stealth: 4
|
||
Unarmed Combat: 5
|
||
|
||
CYBERWARE
|
||
Boosted Reflexes (2)
|
||
Cybereyes with Low-Light, Flare Compensation and Camera
|
||
Datajack with 125 Mp memory
|
||
Program Carrier
|
||
Recorder
|
||
Smartgun Link
|
||
|
||
CONTACTS
|
||
Any Corporate Type
|
||
Another Corporate Type
|
||
Mr. Johnson
|
||
Decker
|
||
Fixer
|
||
Technician
|
||
|
||
GEAR
|
||
Browning Ultra-Power (with Integral Smartgun)
|
||
Bug Scanner (10)
|
||
Fuchi Cyber-4 w/Response Increase (1): Bod 6, Evasion 6, Masking
|
||
6, Sensors 6, Attack 6, Analyze 6, Browse 6, Decrypt 6, Sleaze 6
|
||
DocWagon Contract (regular)
|
||
Narcojet Pistol (with Integral Smartgun and 10 Narcojet Rounds)
|
||
Remington Roomsweeper (with Integral Smartgun)
|
||
Secure Jacket
|
||
Secure Ultra-Vest
|
||
Shock Glove
|
||
|
||
|
||
|
||
FORMER DOC-WAGONEER
|
||
Russ Herschler <76300.1071@CompuServe.COM>
|
||
Priorities: Skills 4, Tech 3, Skills 2, Magic/Race 1/0
|
||
|
||
|
||
The former Doc-Wagoneer was a loyal employee until he saw one to
|
||
many deaths from corporate incompetence, or just corporate
|
||
apathy. Whatever the reason, he still has cutting edge biotech
|
||
and combat training. After all, it used to be him who would show
|
||
up after many runs, to pick up & glue the pieces back together.
|
||
He has also beefed up a little for his new profession.
|
||
|
||
QUOTES:
|
||
"Some people thought we were just humanitarian do-gooders! Drek,
|
||
they may have been right. I mean running around, patching up
|
||
folks who got pasted doing slot knows what. But I got fed up with
|
||
it. Being told who to save and who to let die, by some Johnson,
|
||
who the closest he has ever come to being wounded on the street
|
||
is slamming his hand in the door of his long Mitsubishi Nightsky.
|
||
I walked! I took the training and now I run shadows for my soy.
|
||
Don't get me wrong! I may be a 'bleeding heart' but that doesn't
|
||
mean I work cheap."
|
||
|
||
ATTRIBUTES
|
||
Body: 3
|
||
Quickness: 5
|
||
Strength: 4
|
||
Charisma: 2
|
||
Intelligence: 4
|
||
Willpower: 2
|
||
Essence: 3.2
|
||
Reaction: 4 (5)
|
||
|
||
SKILLS
|
||
Biotech 6
|
||
Cybertechnology 5
|
||
Biology 4
|
||
Firearms 4
|
||
Car 4
|
||
Etiquette (Street) 4
|
||
Etiquette (Corp.) 3
|
||
Athletics 6
|
||
Unarmed Combat: 4
|
||
|
||
CYBERWARE
|
||
Boosted Reflexes (2)
|
||
Air Filtration (5)
|
||
Radio
|
||
Commlink
|
||
|
||
CONTACTS
|
||
Choose any 2 of:
|
||
Street Doc
|
||
Any Corporate
|
||
Paramedic
|
||
Fire Fighter
|
||
Any Cop Type
|
||
Buddy
|
||
|
||
GEAR
|
||
Ares Predator with 2 clips
|
||
Narcojet Rifle with 2 clips
|
||
Armor Jacket, Helmet, Forearm Guards
|
||
3 Flash Paks
|
||
2 Medkits
|
||
Slap Patches (5 of each):
|
||
Stim 5
|
||
Tranq 5
|
||
Trauma 5
|
||
Antidote 5
|
||
Stabilization Unit 6
|
||
3 Respirators
|
||
Doc Wagon Contract (Platinum)
|
||
|
||
|
||
|
||
****** Advertisement ****************************************
|
||
* Village Security, Ltd. *
|
||
* *
|
||
* We're Number 1. *
|
||
* For the cutting edge in surveillance and protection, call *
|
||
* the Village. *
|
||
****** Advertisement ****************************************
|
||
|
||
|
||
|
||
ORK HERMETIC MAGE
|
||
Russ Herschler <76300.1071@CompuServe.COM>
|
||
Priorities: Race 4, Magic 3, Tech 2, Attributes 1, Skills 0
|
||
|
||
|
||
He's Ugly, He's magical, He's hermetic! The Ork mage does what he
|
||
can for his own personal enlightenment. If he can make some extra
|
||
nuyen in the deal, so much the better. Whatever he does though,
|
||
he is still first and foremost a mage.
|
||
|
||
QUOTES:
|
||
"Yeah! I know that there are Ork shaman, but some of us are
|
||
hermetics also. Magic isn't easy to learn for a street guy like
|
||
me, but I get by! You just pick up what you can, wherever you
|
||
can. I may not have a totem holding my hand, but I do good for
|
||
myself."
|
||
|
||
ATTRIBUTES
|
||
Body: 4
|
||
Quickness: 4
|
||
Strength: 3
|
||
Charisma: 2
|
||
Intelligence: 4
|
||
Willpower: 5
|
||
Essence: 6
|
||
Magic 6
|
||
Reaction: 4
|
||
|
||
SKILLS
|
||
Sorcery 5
|
||
Conjuring 4
|
||
Magic Theory 4
|
||
Etiquette (Street) 2
|
||
Firearms 2
|
||
|
||
CONTACTS
|
||
Choose any 2 of:
|
||
Any Ork Type
|
||
Metahuman Rights Activist
|
||
Talismonger
|
||
Gang Boss
|
||
Gang Member
|
||
|
||
GEAR
|
||
Ruger Super Warhawk with 20 rounds
|
||
Armor Clothing
|
||
Medkit
|
||
|
||
SPELLS
|
||
Mana bolt 5
|
||
Mask 3
|
||
Heal Moderate Wounds 2
|
||
|
||
|
||
|
||
SABOTEUR
|
||
Hubris, the Shadowmaster <escotoR@moravian.edu>
|
||
Priorities: Attributes 4, Tech 3, Skills 2, Race 1, Magic 0
|
||
|
||
|
||
The Saboteur works almost exclusively for corporations. They are
|
||
the ones with the kind of cash he needs to "survive" in the harsh
|
||
urban jungle. He has the skill and the guts to pull off delicate
|
||
jobs without a trace (if the Employer wishes). He also has the
|
||
capabilities to enable him to acquire data which is not in any
|
||
Matrix system (due to his Camera eyes). The main drawback to the
|
||
Saboteur is that he is normally a loner. Lots of other clumsier
|
||
and slower people tend to botch him up at the most inopportune
|
||
times.
|
||
|
||
QUOTES:
|
||
"I have completed the job as specified. Do you intend to pay as
|
||
specified? Or should I let my trigger-happy friend hole you with
|
||
his rifle? The choice is yours, but stiffing a 'Runner,
|
||
especially one as competent as myself, is never a good idea."
|
||
"Stop that bleeding. I'm supposed to bring you back alive."
|
||
"Good night Mr. Security Guard."
|
||
|
||
ATTRIBUTES
|
||
Body: 4
|
||
Quickness: 6
|
||
Strength: 4
|
||
Charisma: 6
|
||
Intelligence: 6
|
||
Willpower: 4
|
||
Essence: .5
|
||
Reaction: 6 (10)
|
||
|
||
SKILLS
|
||
Armed Combat: 1
|
||
Whip/Flail: 3
|
||
Monofilament Whip: 5
|
||
Athletics: 1
|
||
Tumbling: 3
|
||
Bike: 2
|
||
Etiquette (Corp): 3
|
||
Firearms: 6
|
||
Negotiation: 3
|
||
Stealth: 5
|
||
Urban: 7
|
||
|
||
CYBERWARE
|
||
Camera Eyes
|
||
Commlink-IV
|
||
Datajack (with Chip Adapter)
|
||
Fingertip Compartment (with hidden Monofilament Whip)
|
||
Memory (100 Mp)
|
||
Smartgun Link
|
||
Wired Reflexes (2)
|
||
|
||
CONTACTS
|
||
Corporate Secretary
|
||
Mechanic
|
||
Mr. Johnson
|
||
Yakuza Boss
|
||
|
||
GEAR
|
||
Yamaha Rapier
|
||
TrŽs Chic clothing
|
||
Voice Mask
|
||
Jammer (3)
|
||
Medkit
|
||
Plastic Restraints
|
||
Maglock passkey
|
||
Lined Coat (B4/I2)
|
||
Secure Jacket (B5/I3)
|
||
Telecom (200 Mp)
|
||
DocWagon Gold (2 years)
|
||
High lifestyle, 4 months prepaid
|
||
|
||
ORDINANCE
|
||
Monofilament Whip
|
||
Throwing Knife (2)
|
||
Sap
|
||
Ingram Smartgun (200 rounds)
|
||
concealable holster - right hip
|
||
Streetline Special (10 rounds)
|
||
concealable holster - right calf
|
||
Mossberg CMDT/SM (100 rounds)
|
||
Colt M22A2 (SM/100 rounds, 20 grenades)
|
||
Walther MA2100 (SM/100 rounds)
|
||
Narcojet Pistol (20 rounds)
|
||
concealable holster - low back
|
||
Ares Predator II (100 rounds)
|
||
conc. holster - left armpit
|
||
Ares Crusader MP (SM/200 rounds)
|
||
Ceska vz/120 (SM/100 rounds)
|
||
concealable holster - left hip
|
||
|
||
|
||
|
||
|
||
|
||
APPARITIONS
|
||
Wordman <ward1@husc.harvard.edu>
|
||
|
||
|
||
CREDITS
|
||
|
||
This post is nearly entirely a rules conversion from the Chill
|
||
Source book Apparitions, by Mayfair Games. Buy this book. Each
|
||
entry is about two full pages, divided into a Medium's
|
||
Introduction, an Eyewitness Account, Medium's Conclusions, and
|
||
Medium's Recommendations. This huge block of text is followed by
|
||
a very brief list of Chill game mechanics for the apparition
|
||
(three paragraphs, tops). This yields in a very high useful
|
||
information to game dependent information ratio. Very well done
|
||
book.
|
||
|
||
Thanks also to Mary Kuhner for her insight and information.
|
||
|
||
|
||
INTRODUCTION
|
||
|
||
The following details what are called Ghosts in Shadowrun. It is
|
||
intended to replace all mention of Ghosts in all Shadowrun books.
|
||
It is not an "official" rules modification. Distribute freely
|
||
and often (and, really, check out the Chill book mentioned
|
||
above). Comments of all types (although I prefer relevant ones)
|
||
are always welcome to ward1@husc.harvard.edu.
|
||
|
||
Enjoy,
|
||
Wordman
|
||
|
||
|
||
BASIC PHILOSOPHY
|
||
|
||
The Ghost entry on page 182 of the Shadowrun rulebook is a
|
||
general description of a large collection of entities much like
|
||
giving a general description of mammals, but titling the entry
|
||
"Humans".
|
||
|
||
My desire here is to greatly expand the scope of spectral
|
||
entities and behavior. More importantly, I wished to make ghosts
|
||
inherently non-astral entities (but not all of them...read on).
|
||
I wanted something that would terrify mages and non-mage-born
|
||
alike. This is a rather radical departure from standard
|
||
Shadowrun dogma, but one I feel is necessary. Astral and real
|
||
space should not be the central planes of the universe. (I'd
|
||
quote Hamlet here, but you've heard it already).
|
||
|
||
|
||
HOW TO USE THIS POST
|
||
|
||
The list of apparitions should be self evident. Apparitions
|
||
usually have no need for Attribute scores; assume attributes
|
||
equal to Force if needed and not stated otherwise. The
|
||
"Exorcism:" entry details how a particular species of apparition
|
||
can be eliminated. This is almost always doable by any person,
|
||
regardless of magical ability. Other entries include why the
|
||
ghost haunts, how it haunts, and other special information.
|
||
|
||
By now, you're familiar with the pseudo-truth nature of the
|
||
decker comments.
|
||
|
||
|
||
WHAT ARE APPARITIONS?
|
||
|
||
Apparitions, sometimes called Ghosts, dwell and/or originate from
|
||
a plane of existence separate but connected to the planes we know
|
||
of, both real and astral; current consensus is that this spectral
|
||
plane is not a Metaplane, either. Apparitions generally are the
|
||
souls (for lack of a better word) of dead humans, metahumans, or
|
||
animals. Occasionally an apparition is seen which can only be
|
||
explained as an entity propagated by the mental desires
|
||
(conscious or subconscious) of a person or persons; these types
|
||
of apparitions are generally astrally active. Rumors persist of
|
||
some apparitions which are actually natives of the spectral plane
|
||
mentioned above; these rumors generally hover about the
|
||
apparitions who exhibit the mannerisms considered evil, even in
|
||
comparison to other apparitions.
|
||
|
||
Usually, human souls become apparitions only if they have been
|
||
wronged or failed to complete some task during life. Usually,
|
||
apparitions haunting patterns are a logical (albeit twisted)
|
||
extension of the rationale for their existence. Each apparition
|
||
listed below includes why they exist, if known. Naturally, the
|
||
general magical/scientific acceptance of this theory has lead to
|
||
much religious debate.
|
||
|
||
It has been suggested that the plane apparitions dwell upon has
|
||
some sort of connection with the real plane, as certain types of
|
||
apparitions have a tendency to appear mostly in a certain area.
|
||
|
||
Judging by reports in the eastern UCAS for the last fifty years,
|
||
neither frequency nor intensity of spectral occurrences have
|
||
changed significantly during the period referred to as the
|
||
Awakening.
|
||
|
||
|
||
SPIRITS VS. GHOSTS
|
||
|
||
Ghosts are definitely not astral spirits of either the hermetic
|
||
or shamanic sense, though they do share some characteristics with
|
||
them. For the most part, apparitions do not have an 'active'
|
||
astral aura. Nor can they be summoned, in the usual sense (see
|
||
Seances below). Many apparitions appear fully capable of
|
||
intelligent (if single-minded) thought.
|
||
|
||
Few spirits can effect the physical or astral planes in other
|
||
than a secondary manner. Those that do manifest physically do so
|
||
by subconsciously pulling a substance known as ectoplasm from
|
||
their home plane and creating a physical body with it. The
|
||
properties of this substance make no chemical sense, but are
|
||
always identical. A physically manifesting apparition which is
|
||
banished generally leaves this substance behind.
|
||
|
||
|
||
GENERAL CHARACTERISTICS
|
||
|
||
FORCE
|
||
|
||
This rating is the familiar Force concept used throughout
|
||
Shadowrun. It is a measure of strength of the apparition.
|
||
|
||
|
||
ASTRAL INFORMATION
|
||
|
||
Unless otherwise noted, apparitions have the aura of mundanes of
|
||
their original type. This usually means that they are more
|
||
easily spotted in the real plane than the astral. Manifesting
|
||
apparitions possess strange auras which, once seen and
|
||
understood, can be easily recognized; however, some apparitions
|
||
(most notably the Ccoa) have the ability to disguise this. This
|
||
aura is not vulnerable to astral attack (nor can it attack in the
|
||
astral). A very few apparitions are astrally active, and those
|
||
that are dual natured.
|
||
|
||
Long term presence of an apparition can significantly effect the
|
||
astral background count of a locale. This is assumed to be due
|
||
to the apparition's emotional state, which is usually aggravated.
|
||
|
||
|
||
GENERAL ABILITIES
|
||
|
||
The abilities of apparitions are widely diverse. Almost all can
|
||
make themselves visible and/or audible. Most can effect objects
|
||
to a slight extent. Nearly all can inhabit a willing individual
|
||
provided he or she is in the correct mind set; few can possess at
|
||
will. Some can exert tremendous psychokinetic energy to move
|
||
objects. Many appear only to person they are haunting.
|
||
|
||
Unless physically manifesting, apparitions are all immune to all
|
||
attacks, magic, the elements, etc. In addition, most apparitions
|
||
which physically manifest are highly resistant to damages and can
|
||
never be killed in the usual ways (see Ghostly Immunities).
|
||
Remember that in these situations, even though physically
|
||
manifest, the apparition's life force still dwells mostly on its
|
||
home plane, not the real plane. In these cases, however, a
|
||
method usually exists to cause the apparition to dissipate on its
|
||
home plane from the real plane.
|
||
|
||
Physically manifesting apparitions have no internal organs, as
|
||
they are made of the sold form of ectoplasm. As such, they
|
||
cannot use cyberware or the like.
|
||
|
||
Apparitions seem to be unaffected by holy symbols and the like.
|
||
There seems to be no general way of exorcising them.
|
||
|
||
|
||
GUIDEBOOK TO APPARITIONS
|
||
|
||
POWER DESCRIPTIONS
|
||
|
||
AURA MASKING
|
||
As the Metamagical ability of Masking. Treat apparition as Grade
|
||
and Magic Rating equal to Force for resisted tests to break
|
||
through the Masking.
|
||
|
||
DEATHSEEM
|
||
This power requires an opposed success test of the apparition's
|
||
Essence against a victims Willpower. If the apparition wins, the
|
||
victim appears dead (no organ or brain activity) for a period of
|
||
days equal to the apparitions net successes, while not actually
|
||
killing the victim. If the victim wins the test, the apparition
|
||
may not use this power on him for a period of days equal to three
|
||
times his or her net successes. This Power takes several minutes
|
||
to use.
|
||
|
||
DREAMSEND
|
||
The apparition can plant dreams of its creation into the victim's
|
||
sleep.
|
||
|
||
ELECTROSENSE
|
||
This power allows the apparition to utilize electrical devices:
|
||
cause images to form on trideo, manipulate the speakers on a
|
||
radio, cause printers to run, etc. Note that it does not
|
||
broadcast these images, merely manipulates the output device.
|
||
High force apparitions have been known to dim or burn out light
|
||
bulbs. This ability is believed to be how some ghosts can put
|
||
their voices on tape without any present at the recording hearing
|
||
it.
|
||
|
||
GHOSTLY IMMUNITIES
|
||
Applies to physical manifestation only. Combines (from Shadowrun
|
||
page 176) Immunity to Age, Pathogens, Poisons, and Normal Weapons
|
||
(auto-successes = twice Essence). Also included are Immunity to
|
||
Magic and Magic Weapons, as well as Elemental Effects (all give
|
||
auto successes = Essence). Some apparitions with this ability
|
||
can spend an action to heal all wounds (ectoplasmic
|
||
manipulation).
|
||
|
||
In the unlikely event that an apparition with this power takes
|
||
deadly damage, it is sent to its home plane for at least a week.
|
||
|
||
All of these abilities are nullified if the damage is done by
|
||
something to which the apparition has a Vulnerability. If deadly
|
||
damage is done by this, but not in the proscribed way of
|
||
destroying the apparition, the apparition is not destroyed, but
|
||
sent to its home plane for at least a month.
|
||
|
||
MANIFEST
|
||
A = Aural. The apparition can make itself heard. Means of doing
|
||
so are varied, and not always apparent. This need not be
|
||
accompanied by a visual manifestation.
|
||
P = Physical. The apparition can manifest into a body on the
|
||
real (and sometimes astral) planes, as detailed above.
|
||
V = Visual. The apparition can make itself seen. It is obvious
|
||
that the apparition is a spectral form of some kind (i.e.
|
||
transparent, warped features, etc.). In some cases, an
|
||
apparition can use this Power to appear to only one person, ins
|
||
spite of others present.
|
||
|
||
PARALYZING PRESENCE
|
||
This is like the Power of Paralyzing Touch, but does requires
|
||
only visual contact. The targets of this Power often must
|
||
fulfill certain qualifications to be effected.
|
||
|
||
PSYCHOKINESIS
|
||
As the power in Shadowrun rules; however, some ghosts, most
|
||
notably those in the poltergeist class, can manipulate multiple
|
||
(equal to 2*F) objects at great strength (F+4).
|
||
|
||
PUTREFY
|
||
This power hastens the rotting of a corpse (or a victim of the
|
||
Deathseem Power).
|
||
|
||
RAISE FOG
|
||
Can cause a ground level cloud to form of a radius equal to 10*F.
|
||
|
||
RESIST TRAVEL
|
||
This Power allows an apparition to make an opposed Willpower test
|
||
with anyone attempting to move it beyond a certain area. Some
|
||
cases have been documented when apparitions with this power could
|
||
cause trucks they were in to become mysteriously mired, or caused
|
||
themselves to fall off transportation.
|
||
|
||
SUMMON REMNANT
|
||
This power allows an apparition (usually a Revenant) to summon a
|
||
number of Remnants to do its bidding. The quantity summoned is
|
||
on the order of F-squared.
|
||
|
||
TELEPORT
|
||
This Power allows an apparition to physically teleport on the
|
||
real plane. It is assumed that the apparition can somehow pull
|
||
its physical 'body' into its home plane, travel in that plane,
|
||
the reform the 'body' in the real plane instantaneously.
|
||
|
||
TEMPERATURE ALTERATION
|
||
Can alter the temperature of an area (radius = F) by up to plus
|
||
or minus 3*F degrees centigrade.
|
||
|
||
WINDS
|
||
Allows the apparition to move air masses. The greater the force
|
||
of the spirit using this power, the more air and faster they may
|
||
move it. Force 1 is a light breeze, while force 10 approaches
|
||
hurricane forces.
|
||
|
||
|
||
THE APPARITIONS
|
||
|
||
ANCESTRAL HORRORS
|
||
|
||
Apparitions in this category haunt a particular family for
|
||
generations, regardless of how far the family travels. They are
|
||
usually found in Britain and Northern Europe.
|
||
|
||
BANSIDHE (pronounced BAN-shee)
|
||
Origin: unknown
|
||
Appearance: Usually more heard than seen, Bansidhes appear as
|
||
thin, pale women with eyes stained red from crying.
|
||
Method: Following the paternal line, the Bansidhe appears to
|
||
victims, apparently warning them of their eminent death.
|
||
Exorcise: Unknown
|
||
Powers: Manifest (A, sometimes V), Essence Drain, Fear
|
||
|
||
>>>[They kill who they appear to. By the way, don't confuse
|
||
these things with HMHVV-infected elves.]<<<
|
||
- Spock (02:13:40/12-27-50)
|
||
|
||
>>>[Banishing these bitches has something to do with toppling a
|
||
house that they built or something. Oh, and they appear only to
|
||
their victims.]<<<
|
||
- Caramel (15:54:53/6-21-51)
|
||
|
||
BEAN-NIGHE (pronounced Been Ni)
|
||
Origin: Thought to be female family who died during childbirth.
|
||
Appearance: Only outside. A peasant woman, quietly beating
|
||
bloodstained shrouds on the rocks at the water's edge. Often
|
||
humming.
|
||
Method: Bean-Nighe appear to family members of upcoming death of
|
||
other family members. Occasionally answer questions about
|
||
specific members, even the asker.
|
||
Exorcise: Unknown
|
||
Powers: Manifest (AV)
|
||
|
||
>>>[Most stories I've heard of these ghosts indicate true future
|
||
reading ability.]<<<
|
||
- Tormon (06:00:00/6-6-52)
|
||
|
||
SCREAMING SKULL
|
||
Origin: Skull of family member
|
||
Appearance: Fleshless skull.
|
||
Method: Following the burial of a person who becomes a screaming
|
||
skull, the family hears constant loud screams until they exhume
|
||
the body and bring the skull inside. Any time it is removed from
|
||
the house it screams. The skull stubbornly does not move past a
|
||
certain boundary of the house.
|
||
Exorcise: Seance with as many family members as possible
|
||
politely asking the apparition to leave.
|
||
Powers: Manifest (AP), Teleport, Resist Travel
|
||
Attributes: Willpower: F + 3
|
||
|
||
>>>[These skulls can teleport! They often move within the house
|
||
the inhabit. What's more, this teleport leaves no trace. No
|
||
ectoplasm.]<<<
|
||
- Fuzzy (14:43:54/5-9-52)
|
||
|
||
CHILD SPIRITS
|
||
Dead children. Usually killed or unclean in some manner. These
|
||
apparitions are usually more evil than usual, perhaps due to the
|
||
twisted innocence of the child.
|
||
|
||
NAVKY
|
||
Origin: Person under 12 dies while either unbaptized or at the
|
||
hand of its mother.
|
||
Appearance: Infant nestled in crook of dead tree. Large black
|
||
birds occasionally surround it.
|
||
Method: Navky appear at random, usually begging for baptism and
|
||
usually in places of some natural danger.
|
||
Exorcise: A baptism ceremony. Most know the name the child's
|
||
parents intended for it.
|
||
Powers: Manifest (P), Accident.
|
||
|
||
>>>[This baptism banishing only works if the child has asked for
|
||
it.]<<<
|
||
- Opus (in G) (22:16:34/1-1-53)
|
||
|
||
>>>[Navky come in two types. The ones asking for baptism will
|
||
not be surrounded by birds and vice versa. The bird-Navky are
|
||
evil and attempt to cause the death of those around them. These
|
||
are the murdered children; they can only be banished by bringing
|
||
the mother to justice legally.]<<<
|
||
- Tormon (06:00:00/6-6-52)
|
||
|
||
UTBURD
|
||
Origin: Ghost of a fetus of a very traumatic abortion.
|
||
Appearance: Cold, hard, very strong infant with glowing eyes.
|
||
Also a large dog or owl.
|
||
Method: Seeks to leave mother blind and alone by clawing her eyes
|
||
out, killing the father, killing the rest of the family, then
|
||
killing randomly.
|
||
Exorcise: Dowsed with water, then impaled with an iron spike.
|
||
Powers: Manifest (P), Ghost Immunities, Mist Form, Paralyzing
|
||
Presence (family only), Vulnerability(see Exorcise)
|
||
Attributes: Str: F + 8, Quick: F - 2, Will: F + 1, Ess: F - 1,
|
||
Claw damage: StrM2
|
||
|
||
>>>[I heard it was a silver spike. Water supposedly prevents
|
||
them from going incorporeal. Stay away from these fraggers if
|
||
you can.]<<<
|
||
- Arbit (14:23:45/4-5-52)
|
||
|
||
>>>[Utburds are truly evil. Hunt them down at all costs. Kill
|
||
them again.]<<<
|
||
- Sorbe (19:18:02/10-30-52)
|
||
|
||
MEMENTO MORI
|
||
This is a catch-all category of apparitions; it is (naturally)
|
||
the most varied class of apparition, so much so that all
|
||
apparitions are sometimes referred to as memento mori. Most of
|
||
the ghosts in this class are harmless.
|
||
|
||
CRISIS APPARITION
|
||
Origin: Believed to be unconsciously created or conjured by
|
||
(meta)humans in danger.
|
||
Appearance: Realistic, opaque (but intangible) projections of
|
||
someone in danger or distress.
|
||
Method: Often this apparition appears miles away from the
|
||
situation which created it. It does no harm, other than to
|
||
appear, but looks extraordinarily real. They last for only
|
||
minutes. Generally do not recur.
|
||
Exorcise: Unknown, as it is not usually called for.
|
||
Powers: Manifest (AV, realistic)
|
||
|
||
>>>[I think one of these appeared to me. My brother was in
|
||
Chicago and his wife was shot in an alley. At exactly the same
|
||
time, he appeared in front of me, weeping and holding something
|
||
only he could see. I was in Berlin at the time.]<<<
|
||
- Iris (13:06:24/7-20-52)
|
||
|
||
BANE
|
||
Origin: Unknown
|
||
Appearance: Evil, twisted, man.
|
||
Method: Appears to the sick and the dying saying things to add
|
||
to their suffering, telling them about the Hell that awaits them.
|
||
It attempts to cause the victim to be buried alive.
|
||
Exorcise: Unknown. It can be driven away from a specific person
|
||
by healing that person in any way.
|
||
Powers: Deathseem, Manifest(AV, victim only), Putrefy
|
||
|
||
FETCH
|
||
Origin: Ghost of a friend of the victim
|
||
Appearance: Various. Mist in the fog. Warm feelings. Always
|
||
kind and/or gentle.
|
||
Method: A fetch appears to a friend or relative it had in life,
|
||
apparently to welcome it to the other side. Victims die before
|
||
24 hours pass, without exception. It is believed that the Fetch
|
||
does nothing to cause this death, just appears as a harbinger of
|
||
it.
|
||
Exorcise: Unknown. It is also unknown how to resist the
|
||
apparently eminent death.
|
||
Powers: Manifest(AV)
|
||
|
||
PHANTOM HITCHHIKER
|
||
Origin: Various, but always classic ghost-causing circumstances.
|
||
Appearance: Hitchhikers in torn and dirty clothes. Visually
|
||
solid, but insubstantial.
|
||
Method: Phantom Hitchhikers appear to drivers (usually lone
|
||
drivers) on lone highways, often over and over until they are
|
||
picked up. They disappear before entry into vehicles. There are
|
||
no records of them doing harm.
|
||
Exorcise: Unknown. It is believed that finding why the
|
||
apparition became a ghost and correcting the problem would send
|
||
them over to the other side, but since they do not communicate,
|
||
this is difficult to accomplish.
|
||
Powers: Manifest(AV)
|
||
|
||
>>>[The drek they don't get into vehicles! I had one drive all
|
||
the way to Dallas with me.]<<<
|
||
- Korto (12:12:13/5-20-52)
|
||
|
||
>>>[Yeah, right.]<<<
|
||
- Betty (20:23:45/8-17-52)
|
||
|
||
>>>[Some of these apparitions have quite a history.
|
||
Occasionally, it can be discovered who these spirits were in
|
||
life. My... companion and I attempted to pick up what turned out
|
||
to be the spirit of Thomas Garcia after he appeared to us twice
|
||
outside of Sedona. We thought we were wigging out, but the
|
||
locals had seen him regularly.]<<<
|
||
- Dr. Love (00:14:45/9-12/52)
|
||
|
||
>>>[The Phantom Hitchhiker is just one name for this type of
|
||
ghost. These are phantoms of people who, for some reason, keep
|
||
doing the same damn thing over and over again. Not all of them
|
||
are silent. Usually, such phantoms appear at a certain time of
|
||
year, or to certain people. I know of at least two legends of
|
||
phantom drivers who pick up certain types of people and let them
|
||
off elsewhere -- both cases are benign. In one, a truck driver
|
||
who died avoiding a school bus gives down-and-out hitchhikers a
|
||
ride to the nearby truck stop. In the other, the ghost of a
|
||
seminal songster gives hitchhiking musical hopefuls a ride into
|
||
Nashville.
|
||
And then, the tales of phantom bed-and-breakfasts or other
|
||
buildings that exist only for a night, and disappear.]<<<
|
||
-- Dr. Stanwyck [06:59:46/09-01-52]
|
||
|
||
BARGHEST
|
||
Origin: Ghost of dead hound
|
||
Appearance: Huge black dog, with red glowing eyes.
|
||
Method: Barghests appear only at night, and only to lone people,
|
||
outdoors in desolate areas. Attacks only after harrowing the
|
||
victim for a long period. It manifests physically just before it
|
||
attacks.
|
||
Exorcise: Driving a dogwood stake through the heart of this
|
||
apparition while physically manifesting will destroy it.
|
||
Powers: Manifest(AP), Paralyzing Howl, Ghostly Immunities,
|
||
Vulnerability (Dogwood)
|
||
Attributes: Bod:F+4, Qck:F+6, Str:F+7, Wil:F-2, Bite: StrS2
|
||
|
||
>>>[Don't dare confuse these beats to the critters of the same
|
||
name. If they have a good side, it's that corps can't train
|
||
these bastards.]<<<
|
||
- Fastjack (12:00:00/1-1-14)
|
||
|
||
>>>[Vampires can. They can summon and bind them.]<<<
|
||
- Vanth (14:15:35/6-27-52)
|
||
|
||
>>>[If attacked while physically manifesting, the Barghest will
|
||
not turn incorporeal until the fight is over, it is dead, or it
|
||
has taken too much damage. Also, take the "through the heart"
|
||
with a grain of salt. Seems like anywhere through the chest
|
||
reduces them to a dripping pile of goo. The dogwood is
|
||
important, though.]<<<
|
||
- The Beetle (16:37:09/10-5-52)
|
||
|
||
>>>[They have no internal organs. The are, however, astrally
|
||
active while physically manifesting. It also seems that they are
|
||
terrified of any real dog. Any.]<<<
|
||
- Tormon (06:00:00/6-6-52)
|
||
|
||
CCOA
|
||
Origin: Unknown
|
||
Appearance: As a normal stray animal common to the place it
|
||
haunts, usually a dog, cat, sheep, cow or camel.
|
||
Method: Poses as a stray to get accepted into a small community,
|
||
then destroys the community by any means with the intent of
|
||
leaving a deserted ghost town. [No pun intended.] These
|
||
apparitions seem common in Central America.
|
||
Exorcise: Get as many community members together to complete a
|
||
durable community-oriented building near the center of town.
|
||
Powers: Aura Masking, Manifest(P), Influence(Essence vs.
|
||
Willpower), Hail
|
||
Attributes: As animal form, but Int:F, Wil:F+2, Ess:F
|
||
|
||
KIRKEVARER
|
||
Origin: Ghosts of animals sacrificed and entombed in the walls
|
||
or foundations of a building. (This used to be a fairly common
|
||
practice in Scandinavian countries, which is where most of these
|
||
apparitions are found).
|
||
Appearance: Transparent animals wandering through the building.
|
||
Method: No known actions, but the sight of a Kirkevarer is
|
||
thought to be a sign of bad luck for a community, and is often
|
||
associated with strange weather.
|
||
Exorcise: Burn the building to the ground.
|
||
Powers: Manifest(AV)
|
||
|
||
>>>[He makes burning the building to the ground sound easy. We
|
||
were hired to eliminate a Kirk from a community. No problem,
|
||
except it was haunting a church, which the locals were fairly
|
||
attached to.]<<<
|
||
- Tongue (10:07:49/1-5-52)
|
||
|
||
>>>[Strange weather. Hmm. Where have I heard that before?]<<<
|
||
- Bastard (03:23:26/8-5-52)
|
||
|
||
>>>[Kirkevarers appear only if the building is somehow made
|
||
impure. The church mentioned above housed a lecherous priest.
|
||
Where Tongue failed, we succeeded.]<<<
|
||
- Savior (07:07:07/10-7-52)
|
||
|
||
|
||
|
||
POLTERGEISTS
|
||
|
||
Poltergeists are, it is believed, ghosts of people who died
|
||
leaving an unkept promise or obligation to a child; their
|
||
behavior is almost always centered around a child (usually not
|
||
the one they had experience with in life), and is very childlike
|
||
itself. Poltergeist behavior is very like that of a mischievous
|
||
child begging for attention through its actions. And, like a
|
||
child, the more it is ignored, the more intense the behavior
|
||
becomes.
|
||
|
||
POLTERGEIST
|
||
Origin: Someone who died with unfulfilled promise to or about a
|
||
child.
|
||
Appearance: These apparitions are most usually indicated by
|
||
moving objects; the apparition itself is rarely seen. It
|
||
occasionally manifests as phantom lights.
|
||
Method: The apparition plays a series of pranks of ever
|
||
increasing complexity and oddness. They start small, usually
|
||
unnoticed and can end with massive telekinetic disturbance.
|
||
Poltergeists always have some sort of aim when doing these pranks
|
||
(driving the parents of a target child out of the house is
|
||
common). For the most part, the ghost's task is usually doomed
|
||
to fail, driving the apparition insane.
|
||
Exorcise: Find the identity of the apparition. Determine the
|
||
nature of its promise. Have the family 1) confront the ghost
|
||
with this evidence and prove that the ghost is not needed, or 2)
|
||
fulfill the promise.
|
||
Powers: Electrosense, Manifest(V), Psychokinesis, Winds (at F-
|
||
3), Raise Fog, Temperature Alteration
|
||
|
||
>>>[I was present at a poltergeist haunting. I saw a pocket
|
||
secretary thrown at about 200 kmph into my friend's head, and it
|
||
somehow did no damage. Didn't even leave a mark, in spite of its
|
||
velocity. It was like the bugger couldn't do any real harm, even
|
||
if it tried.]<<<
|
||
- Babs (23:06:23/6-15-52)
|
||
|
||
>>>[I think the list of abilities is a bit short. I personally
|
||
have seen poltergeists generate electricity, and I know of two
|
||
occurrences of objects falling from the open sky (glass in one
|
||
case, strips of leather in the other).]<<<
|
||
- Kimera (21:43:10/7-4-52)
|
||
|
||
>>>[Rein drops keep fallin' on my... oh never mind.]<<<
|
||
- Punnisher (12:13:59/9-9-52)
|
||
|
||
SMOTHERING GHOST
|
||
Origin: A poltergeist gone insane
|
||
Appearance: Never seen
|
||
Method: Having failed as a poltergeist in its task, the ghost
|
||
'mutates' into a Smothering Ghost and uses its powers to kill the
|
||
child and its family, usually by using objects to strangle them.
|
||
Exorcise: Unknown. Some theories suggest that if the apparition
|
||
fails to kill a certain victim twice, it willingly returns home
|
||
forever.
|
||
Powers: As poltergeist
|
||
|
||
>>>[When my daughter was being tormented by one of these
|
||
creatures, we were desperate to try anything. I found that, on
|
||
what is popularly called the Metaplane of Man, I could meet face
|
||
to face with this entity. We fought. I won. He has not
|
||
returned. I have talked to no one else who has had success with
|
||
this method (and few, in fact, that have tried.)]<<<
|
||
- Daryl Markov, KMH (21:54:16/5-18-52)
|
||
|
||
REVENANTS
|
||
Revenants are another general catch-all category of apparitions.
|
||
They can bring much more power to bear in the real world, and
|
||
seem to have a degree of independent action from their home
|
||
plane. To most societies, these are evil spirits.
|
||
|
||
BARROW-WIGHT
|
||
Origin: Military officers who did not die in battle
|
||
Appearance: Rotting corpses, usually in military uniform (and
|
||
armor) of some period.
|
||
Method: These apparitions roam in search of a fight. They are
|
||
true homicidal maniacs, fighting all able-bodied males they meet.
|
||
They usually fight with hand weapons, but will use all their
|
||
powers to win.
|
||
Exorcise: Must be killed in combat with hand weapons. Will not
|
||
fight women, children, or the aged.
|
||
Powers: Manifest(P), Ghostly Immunities (but not to melee
|
||
weapons), Summon Remnant (Battlefield), Noxious Breath.
|
||
Attributes: Str:F+4, Quk:F+4, Bod: F, Reac: F+5
|
||
Other: Uses normal weapons and armor (of the period he came
|
||
from) at skill equal to F+3. These weapons are ectoplasm, and
|
||
dissolve if the apparition is killed.
|
||
|
||
>>>[Barrow-Wights usually stick around burial mounds.
|
||
Occasionally, one roams free, as the one which marched into
|
||
Berlin did. He was eventually stopped near some governmental
|
||
buildings by a street gang, of all the things.]<<<
|
||
- Nuyen Nick (10:25:49/12-04-51)
|
||
|
||
>>>[Must've been trying to fight city hall.]<<<
|
||
- Arbit (15:01:12/4-5-52)
|
||
|
||
>>>[The Berlin Wight marched in with about a hundred less lethal
|
||
apparitions. Apparently they can summon them.]<<<
|
||
- Argonaut (12:13:23/7-12-52)
|
||
|
||
>>>[Barrow-Wights may be immune to combat spells, but spells that
|
||
don't effect them directly, like illusions, can confuse them.]<<<
|
||
- The Beetle (18:02:18/10-5-52)
|
||
|
||
BEISAC
|
||
Origin: Victims of premature, violent deaths
|
||
Appearance: Perfectly formed people, solid looking, occasionally
|
||
bloody.
|
||
Method: Appear to households to ask for food or shelter or help.
|
||
If it is given, the do not take it but leave, only to return
|
||
later with another Beisac and do the same thing. If assistance
|
||
is offered again, both leave and return with a third, and so on.
|
||
When the family or household refuses, the Beisacs kill them.
|
||
Exorcise: Unknown. It is known that the spirits have a hard
|
||
time passing mana barriers (opposed success test). If the
|
||
original Beisac is turned away twice in this way, it never
|
||
bothers that family, though it my return to that same household,
|
||
if under different occupation.
|
||
Powers: Manifest(AV, real looking), Psychokinesis (used only to
|
||
kill; with household knives, most typically)
|
||
|
||
>>>[Beisacs used to only appear in war-torn places, like
|
||
Southeast Asia and Los Angeles, but with the emergence of New
|
||
Violence, they can now be found about anywhere.]<<<
|
||
- Kalla (17:12:23/7-16-52)
|
||
|
||
>>>[Especially in places like the Shattergraves and the Redmond
|
||
Barrens. And Los Angeles.]<<<
|
||
- Professor Buff (15:23:52/8-31-52)
|
||
|
||
DOPPELGANGER
|
||
Origin: People executed for crimes they did not commit
|
||
Appearance: Exactly as their intended victim in all ways
|
||
Method: Begins by taunting the victim. Then begins to imitate
|
||
him, gradually destroying his or her reputation and friendships,
|
||
then by committing a capital crime in public. Their intent is to
|
||
cause the victim to be executed for the crime. These apparitions
|
||
usually appear only once per day, and rarely does the haunting
|
||
last more than a month.
|
||
Exorcise: Discover who the ghost was (is), then prove its
|
||
innocence.
|
||
Powers: Aura Masking(to appear as victim), Electrosense, Ghostly
|
||
Immunities, Manifest(AV(usually in reflective surfaces) P)
|
||
Attributes: As victim
|
||
Other: Skills as victim
|
||
|
||
>>>[Finding who the spirit is is usually fairly simple. The
|
||
doppelganger's victim is always someone connected in some way to
|
||
the crime.]<<<
|
||
- Stuphers (13:15:57/3-5-52)
|
||
|
||
>>>[Doppelgangers can't actually physically hurt their victim.
|
||
They also have a greater degree of control over their 'body', and
|
||
can duplicate bodily functions, like waste excretion, etc.]<<<
|
||
- Tormon (06:00:00/6-6-52)
|
||
|
||
HANGMAN
|
||
Origin: Murderers justly hanged
|
||
Appearance: Males: As living appearance, with noose around neck,
|
||
in the clothes he died in. Female: Broken necks, with rope
|
||
marks.
|
||
Method: Hangman apparitions haunt those who bring murderers to
|
||
justice, though not the people that brought them to justice.
|
||
They often act in groups. They traumatize the victim by sending
|
||
nightmares, then begin to manifest nooses about the victim. They
|
||
begin to communicate with the victim, then strangle him or her.
|
||
They will only attack the victim. If it fails in its attempt
|
||
[must maintain a hold of victim until dead, i.e. grappling rules
|
||
apply], it will return in 24 hours to try again.
|
||
Exorcise: Ring a church bell three times over the grave of
|
||
apparition. Church bells frighten these ghosts away for 24 hours
|
||
if they ring in the apparitions presence.
|
||
Powers: Dreamsend, Manifest(APV)
|
||
|
||
>>>[Exorcising these ghosts is not as easy as it sounds. They
|
||
can travel an unlimited distance from where they were buried, and
|
||
they rarely show their true face, or their names.]<<<
|
||
- Tormon (06:00:00/6-6-52)
|
||
|
||
HATE
|
||
Origin: The ghost of an evil person of some power (whether
|
||
magical, political, etc) who has been killed. Some feel that
|
||
this is not a ghost of such a person at all, but a creature
|
||
summoned or created upon his or her murder.
|
||
Appearance: Visible only astrally.
|
||
Method: Exerts its powers over various people (usually the weak-
|
||
willed) to gain revenge on the murderer. This usually involves
|
||
whispering in their ear (only they can hear it) while employing
|
||
some kind of mental control. The longer the apparition can
|
||
influence its target, the more control it gains over him or her.
|
||
Exorcise: If the Hate fails to influence a body donor, is
|
||
vanishes forever; likewise, if the body donor dies, the Hate
|
||
vanishes. If the body donor takes a real risk for another
|
||
person, the Hate is dispelled (naturally, the Hate will resist
|
||
this). Killing the murderer also dispells the Hate.
|
||
Powers: Influence (as F+4), Manifest(V)
|
||
|
||
>>>[Don't kill the body donor! This results in his becoming a
|
||
Hate and you as his victim.]<<<
|
||
- Arg (14:15:24/12-10-52)
|
||
|
||
SPECTRAL LOVER
|
||
Origin: Those who committed some crime of the heart while alive.
|
||
Appearance: First as a very attractive young man or woman. When
|
||
the apparition is ready to strike, it appears as a decayed
|
||
creature, reeking of rot and stale perfume.
|
||
Method: These apparitions act quickly. The meet the victim and
|
||
subtly flirt with him or her. Later the same night (and for the
|
||
following two), the victim will have nightmares about other
|
||
lovers. These dreams enhance attraction to the apparition and
|
||
sap the mental strength of the victim. On the forth night, the
|
||
Spectral Lover appears in its true form and literally rips the
|
||
heart out of the victim.
|
||
Exorcise: Discover its true identity and confront it with an
|
||
image of the lover it spurned in life.
|
||
Powers: Aura Masking, Drain Willpower, Dreamsend, Ghostly
|
||
Immunities, Manifest(P)
|
||
|
||
|
||
SPECTRAL REMNANTS
|
||
|
||
Spectral Remnants appear in more forms than any other type of
|
||
ghost. Most non-traumatic experiences with apparitions are with
|
||
these types of spirits.
|
||
All have a few common features. They were all failures in life,
|
||
and usually take a form relating to what they failed at. They
|
||
may all physically manifest, but none possess the indestructible
|
||
nature of Revenants; they cannot appear or use their powers
|
||
without manifesting physically. All are dual natured beings.
|
||
Each possesses physical and mental attributes and skills akin to
|
||
what it possessed in death, but cannot improve any of these
|
||
abilities.
|
||
Each Remnant has a specific aim, certain powers and a unique way
|
||
of exorcism. Some examples are given below:
|
||
|
||
BATTLEFIELD REMNANT
|
||
Appearance: As a soldier, usually wounded in some way. Will
|
||
appear in period battle gear, including modern ordinance (these
|
||
are not the actual weapons, so function only as clubs at best).
|
||
They are often assumed to be zombies, but they are not the actual
|
||
corpses of the dead, just their spirits, animating ectoplasmic
|
||
bodies.
|
||
Aim: These rarely spring up by themselves, usually summoned by
|
||
Revenants. Those that do appear by themselves usually attempt to
|
||
secure the objective they were killed for. Occasionally they
|
||
just appear to report for duty or even sneak attack places at
|
||
random.
|
||
Abilities: Weapon skills, Manifest (P), Pestilence, Regeneration.
|
||
Exorcism: Summoned Battlefield Remnants go away on their own.
|
||
'Killing' either type destroys them.
|
||
|
||
CANDIDATE
|
||
Appearance: A failed politician, the candidate shows up at
|
||
political meetings, conventions, even dinners. Often middle-aged
|
||
white males.
|
||
Aim: Wanders the world in search of votes. Will give speeches.
|
||
Abilities: Will not attack physically. Hypnosis, Noxious
|
||
Breath, Manifest(P)
|
||
Exorcism: Hold mock election with many people who have met the
|
||
apparition. A unanimous victory for the apparition will send it
|
||
to the other side.
|
||
|
||
GRANDFATHER
|
||
Appearance: It appears as a family patriarch concerned that his
|
||
family will fall apart upon his death, which is how they, in
|
||
fact, form. This body is not the deceased corpse, but will rot
|
||
away as if it was. (It does not stink, however.)
|
||
Aim: Continues 'caring' after the family as if it had not died,
|
||
quite vocally. If the family moves to different parts of the
|
||
world, it will stick with the one 'most in need.'
|
||
Abilities: Manifest(P), Temperature Alteration
|
||
Exorcism: Have the whole family over for a big family dinner. If
|
||
no one in the family says a negative thing about another family
|
||
member for the whole day, the Grandfather goes away. This may
|
||
only be attempted once per month.
|
||
|
||
>>>[The sad part is, in the only two cases I've ever seen of this
|
||
type of ghost, the family was unable to pull it off. They tried
|
||
numerous times, and eventually gave up. In one case, the
|
||
Grandfather showed up less and less after about five years. After
|
||
seven years (one year ago), it showed up for the last time. In
|
||
the other case, the ghost has haunted the various family members
|
||
for nearly a decade now.]<<<
|
||
-- Dr. Stanwyck [07:16:07/09-01-52]
|
||
|
||
SPECTRAL ORGANIST
|
||
Appearance: Sad figures in evening wear. They are dead
|
||
organists, seeking recognition, so will appear where there are
|
||
people and an organ. (They love Bach's Toccata Fugue,
|
||
naturally.)
|
||
Aim: Although mediocre musicians at best (they did become
|
||
Remnants, after all), Spectral Organists to play their music in
|
||
peace. If in front of an audience, they disdain anyone making
|
||
noise and will insult those who do so.
|
||
Abilities: Ghostly Immunities, Hypnotize, Manifest(P), Quiet Room
|
||
|
||
|
||
ON MEDIUMS
|
||
|
||
Mediums are people who are more sensitive to apparitions that
|
||
normal humans or metahumans. Not that they can see ghosts where
|
||
others cannot; it is more of a feeling or general impression.
|
||
Mediums are also able to conduct seances with less risk to
|
||
themselves.
|
||
|
||
Mediums are born with these abilities, although they may take
|
||
time to master, or even surface. As a result, mediums deviate
|
||
from social norms in many ways.
|
||
|
||
|
||
BEING A MEDIUM
|
||
|
||
Writer's Note: I debated for a while on how exactly to present
|
||
Mediums. I thought of toying with Magic priorities and Adepts
|
||
and such, but that didn't seem to make much sense given the
|
||
nature of the ghosts I described. Mediums are not powerful, just
|
||
different. All that I really attempted to do here was create a
|
||
system which discouraged every PC from becoming a medium.
|
||
|
||
A Medium's abilities are a unique set of skills. The basis for
|
||
these abilities is a mind set totally different from 'normal'
|
||
humanity; a different way of thinking, or different wiring of the
|
||
brain. In game terms this means that these skills may only be
|
||
chosen when the character's archetype is created. Characters who
|
||
start with these skills may develop them with karma, but these
|
||
skills always cost double normal amounts (including during
|
||
archetype creation). None of the skills have concentrations or
|
||
specializations.
|
||
|
||
Even if a character already has one medium skill, they may not
|
||
learn others unless they were also purchased from the start.
|
||
|
||
There are no other requirements for being a medium. Thus
|
||
archetypes can have any cyberware, magical ability, etc as long
|
||
as the skills are purchased from the beginning.
|
||
|
||
That's it. I can hear people complaining that 'All my players
|
||
have to do is get each skill at 1, and they beat the system.'
|
||
Encourage your players to do this; it is a waste of skill points.
|
||
Since all medium abilities are based on the skills, they get
|
||
almost no benefit for the expenditure. There are no 'freebies'
|
||
(like Astral Perception or pools or something) for simply having
|
||
medium skills. It is much more 'cost effective' to get high
|
||
initial scores in the skills.]
|
||
|
||
|
||
MEDIUM SKILLS
|
||
|
||
GHOST PERCEPTION
|
||
This skill allows the medium an automatic test (number of dice
|
||
equal to skill rating, naturally) to see or hear a spirit in his
|
||
or her presence. This ignores Aura Masking. The medium can also
|
||
use this skill voluntarily to seek out an apparition, if he or
|
||
she has reason to believe it is around. This is usually
|
||
difficult and may take some time. Example: Bob the Medium
|
||
observes behavior in a town which he feels may be caused by a
|
||
Ccoa. He attempts to locate the Ccoa using Ghost Perception.
|
||
His target number might be around 12, depending on the situation
|
||
(Ccoa's are hard to find in any case).
|
||
|
||
Mediums may also use this skill to gain specific information
|
||
about an apparition they have perceived previously. Easy tasks
|
||
(low T#) might be discovering what type of spirit it is. Harder
|
||
tasks could be determining its purpose. At really high target
|
||
numbers, it might even reveal the name or the face the apparition
|
||
had in life.
|
||
|
||
SEANCE
|
||
This skill allows the medium to hold a proper seance. The target
|
||
number is the Force of the apparition which the medium wishes to
|
||
channel. Zero successes indicate failure, no apparition comes
|
||
and the hole process must be done over again. At one success, no
|
||
apparition comes, but the attempt may be made immediately (after
|
||
the Drain check). Two success gets the correct type of
|
||
apparition, but not the specific one (the medium is aware this is
|
||
the case about half the time). Three successes call the correct
|
||
apparition forward. The apparition cannot resist the summoning
|
||
(by does resist the actually channeling). A critical failure
|
||
summons a completely different evil apparition, unbeknownst to
|
||
the medium.
|
||
|
||
CHANNELING
|
||
Any willing being at a seance can allow the apparition - if it
|
||
wishes - to possess him or her, but only a medium with this skill
|
||
can do so with relative safety. Mediums with this skill can also
|
||
channel unwilling ghost.
|
||
|
||
Once an apparition has been summoned by a seance, the medium can
|
||
use this skill to force it to possess him or her, so questions
|
||
may be asked of it. This involves an control test (an opposed
|
||
test pitting Force against Channeling skill). If the apparition
|
||
wins, it can stay out and the medium takes drain (see below). If
|
||
the Medium wins, the apparition is trapped until the medium lets
|
||
it go.
|
||
|
||
Normally, possessed people, if they want the ghost to leave, must
|
||
make an opposed Willpower test to send it out. Mediums with this
|
||
Channeling skill get extra dice when doing so equal to the net
|
||
successes scored over the apparition in the control test in the
|
||
previous paragraph. If the apparition entered the medium
|
||
willingly, the medium gets extra dice equal to his or her
|
||
channeling skill rating.
|
||
|
||
SEANCES
|
||
Seances exist purely to interrogate apparitions. Not everyone
|
||
can conduct seances, and only mediums can conduct them with
|
||
control. They require specific chemicals, lighting, numbers of
|
||
people, etc, as well as the correct mental state and mind set.
|
||
Usually only mediums can do this, but amateurs occasionally can
|
||
do it, often with disastrous results. Well executed seances
|
||
somehow prevent the apparition from hurting anyone in the room or
|
||
even manifesting physically (though it may try scare tactics).
|
||
Amateur seances, or incorrectly set up seances, do not confer
|
||
this ability.
|
||
|
||
The base time to set up a seance is equal to the force of the
|
||
desired apparition in hours, divided by the number of successes
|
||
from an unresisted seance test. The target number for this test
|
||
is always 4.
|
||
|
||
Once the room is set up, the medium 'summons' the apparition with
|
||
the method described in the Seance skill description. Failure
|
||
(of zero successes) requires the seance to be set up all over
|
||
again.
|
||
|
||
When the apparition comes, it may possess any willing person
|
||
attending. It cannot gain entry to unwilling bodies. The medium
|
||
(who is not considered a willing subject for this purpose)
|
||
usually invites the apparition into him or her. If it goes
|
||
willingly, it may not leave until thrown out by the medium (as
|
||
described above). If it refuses, the medium has two options: he
|
||
or she may either let the apparition go, or force it to possess
|
||
them (as described above).
|
||
|
||
While possessed by a medium, the apparition must tell the truth
|
||
and answer questions. It may attempt to avoid them, but must
|
||
make an opposed Willpower test against the medium, using only
|
||
half of its Willpower (while the medium gets the bonus dice
|
||
normally associated with ending possessions).
|
||
|
||
Once the possession has ended, the apparition must leave the
|
||
people in the room unbothered for 12 hours. The medium must also
|
||
check for Drain (with Willpower). The target number for the
|
||
drain is the force of the apparition. The base drain depends on
|
||
the situation. If the apparition was did not possess the medium
|
||
(for any reason, including that not enough successes were scored
|
||
during the 'summoning') the base Drain is M1. If the apparition
|
||
willingly possessed the medium, the Drain is S2. If the
|
||
apparition had to be forced into possession, the Drain is D3, but
|
||
the medium gets the bonus dice equal to the net successes during
|
||
the control test. For the drain of a failed control test, the
|
||
base damage is light, with a staging equal to the net successes
|
||
the apparition scored.
|
||
|
||
|
||
|
||
******Advertisement******************
|
||
* Jan Mirar *
|
||
* Medium *
|
||
* Want to get in the last word? *
|
||
* Let Jan Bring them Back. *
|
||
* Convenient Ocean Beach Location *
|
||
* Call 5-555-GHOST *
|
||
* San Diego, California *
|
||
*****Advertisement*******************
|
||
|
||
|
||
|
||
|
||
VIRTUAL REALITY
|
||
A Primer
|
||
Dr. Killea Garrity
|
||
|
||
PART 1
|
||
|
||
In the late part of the last century, development of computer
|
||
power capable of generating visual and auditory images that
|
||
closely approximated reality in complexity of display and motion
|
||
led to the coinage of the phrase "virtual reality". At the time,
|
||
such forays into perceptive "worlds" were based on external
|
||
apparati that could generate believable fields of information for
|
||
visual and auditory interaction. Since human perceptive function
|
||
is prone towards completeness of stimulus, the anomalies inherent
|
||
in such an interface were not inhibitive. Visual fields were
|
||
created using goggles or, in later years, cusps that could
|
||
display enough information for peripheral and foveal stimuli to
|
||
allow complex stimulus/response exchanges. Similarly, it was a
|
||
relatively simple matter to generate auditory stimuli with
|
||
sufficient detail and accuracy.
|
||
|
||
The reality generated by such interaction was, however, woefully
|
||
incomplete when compared to what we experience on a day to day
|
||
basis. Tactile sensations were impossible to simulate, as were
|
||
the complex gestalts of motion and position. As mentioned above,
|
||
human perceptive function can, and did, assume the presence of
|
||
these stimuli when exposed to the corresponding visual, auditory,
|
||
and olfactory input. However, the resulting interactive field was
|
||
thus dependent on the perceiver and the response to such stimuli
|
||
varied across the human sample.
|
||
|
||
With the advent of neural inductive technology, the next step in
|
||
the evolution of complete perceptive simulation took place.
|
||
Rather than providing stimulus to the perceptive organs
|
||
themselves, it was now possible to simulate the feedback from
|
||
these organs at a neural level. The perception of stimulus no
|
||
longer required the presence of external stimuli. Inductors
|
||
implanted on the Optic, Olfactory, Auditory, Glosso-pharyngeal,
|
||
and Trifacial Nerves as well as the spinal cord could simulate
|
||
94% of normal human perceptive function. This technological
|
||
revolution shifted the limiting factor from stimulative mechanism
|
||
to input field production. Generating movement and tactile images
|
||
of sufficient detail requires incredible computer power. A
|
||
typical nerve space (total volume of information encompassed by a
|
||
neural channel) contains a million pieces of information and
|
||
requires refresh every 500th of a second. In the case of spinal
|
||
stimuli, the space complexity quickly approaches several million
|
||
variables. The total input space for human normal perceptive
|
||
field simulation averages 5 million variables refreshed 500 times
|
||
a second for a total data flow of about 2.5 Gigabytes/second.
|
||
Common terminology measures this in terms of pulses, the fiber
|
||
optic instantaneous bandwidth of 1 thousand bytes, so a single
|
||
second of human perceptive space takes up 2.5 megapulses. Since
|
||
generation of each variable requires an average of 100,000
|
||
computer operations, a single second of stimulus space requires
|
||
250 trillion operations. Computers capable of this kind of
|
||
processing were not widely available until the advent of inline
|
||
molecular superconductors. Even then, the machines were
|
||
incredibly expensive.
|
||
|
||
Most current high-grade systems require intrusive surgical
|
||
modifications, or 'wires'. The operation is mundane, but does
|
||
require extensive manipulation in the cerebrum. For this reason,
|
||
it is not considered simple. As mentioned above, a typical wire
|
||
harness attaches to five of the major nerve bundles coming from
|
||
the brain as well as the spinal cord. Current induction systems
|
||
are quite small and can be virtually undetectable. The feed for
|
||
the system usually exits at the base of the skull, but routing to
|
||
the wrist is not uncommon. This does, however, require a booster
|
||
in the shoulder area. Feeds can be anywhere, but must attach to
|
||
bone to provide sufficient stability for 'jacking'. It is also
|
||
possible to hide the feed just below the skin and use induction
|
||
pads for contact, but this kind of jack will not work with most
|
||
systems and cannot deliver the kind of response some applications
|
||
require (typically computer and control systems).
|
||
|
||
Civilian systems often use much less responsive and intrusive
|
||
systems for entertainment. Simulated stimulus systems (simstims)
|
||
usually come with external inductors for the eyes, ears, nose,
|
||
and spine. The units look like a complicated pair of headphones.
|
||
The effect of the system is much less intense, but still very
|
||
believable. Since these systems are typically 40% less effective
|
||
than intrusive delivery mechanisms, they are not adequate for
|
||
most high-end applications. They are, however, very popular in
|
||
the consumer market.
|
||
|
||
Contrary to popular opinion, it is unnecessary to use a keyboard
|
||
when operating through a neural harness. Once the user is "jacked
|
||
in", they can communicate with their system without any physical
|
||
effort. In fact, since a wire must completely pirate any stimuli
|
||
passing along its client nerve, stimulus from the body is blocked
|
||
both ways. It would prove disastrous if a vehicle operator, or
|
||
"rigger", were to actually move her body while controlling her
|
||
machine. The unguided motions would undoubtedly result in injury.
|
||
For this reason, a person working with a wire is unaware of
|
||
stimulus from their body and cannot control it in any way.
|
||
Usually, wire control systems monitor stimuli for neural flags
|
||
and then pass similar stimuli along to the user for action. Such
|
||
things as excessive pain, or maintenance signals are mimicked in
|
||
the current virtual reality so that the user knows they are in
|
||
pain or need to visit the restroom. Disconnection from the system
|
||
is a simple matter of will without a physical manifestation.
|
||
"Jacking out", portrayed in so many vids as a violent unplugging
|
||
of the wire jack, is in fact a completely mental process. The
|
||
actual unplugging is only manipulating dead wires that no longer
|
||
carry a signal.
|
||
|
||
>>>[So would it be possible for ice to block the 'jacking out'
|
||
signal, or intercept it and let deckers think they jacked
|
||
out?]<<<
|
||
-- Micromara (14:20:49/05-31-52)
|
||
|
||
>>>[Yes to both. It is possible to take control of the simsense
|
||
of a deck externally and generate alternate feedback. It would
|
||
take serious computer power, some really artful programming and
|
||
the right context, but it is possible. You would think you fought
|
||
off that ice. You would think you were safe. You would think
|
||
anything it wanted. Until they came and got you.]<<<
|
||
-- Guru (08:45:23/6-2-52)
|
||
|
||
|
||
CYBERDECKS
|
||
|
||
Confusion between Simstims and virtual reality units are common.
|
||
Simstim playback units are exactly that, players. They are in no
|
||
way capable of true interaction. Consequently, they do not
|
||
constitute a true virtual reality. The user is an observer only.
|
||
As mentioned above, robust perceptive space virtual reality
|
||
requires in excess of 200 trillion operations per second. Only
|
||
the more expensive civilian units can deliver this kind of
|
||
performance. In addition, these units require special hardware
|
||
and software designs completely different from what one will find
|
||
in the normal computer. Finally, all of these units assume the
|
||
user is 'wired' and consequently they appeal to only a small
|
||
segment of the market. Thus, though there are probably 200
|
||
companies that produce computing engines in North America, there
|
||
are only five that make these "cyberdecks", though one can modify
|
||
an existing computing engine with available (if expensive) parts.
|
||
|
||
The level of virtual complexity these cyberdecks allow varies.
|
||
The Tandy (Radio Shack) and Amiga (CBM/Target) machines are aimed
|
||
at the low end of the market and though they are by far the most
|
||
popular models, they also deliver a significantly curtailed
|
||
reality. Sounds are muted, visuals less detailed, motion sloppy,
|
||
and reaction sometimes sluggish. They are also prone to
|
||
malfunction and breakdown. They are true virtual reality
|
||
machines, but it is obvious to anyone using them that they are in
|
||
a simulation. The top of the line models from Fuchi, Fairlight,
|
||
and Interface are capable of stimulus impossible to differentiate
|
||
from reality. These units carry, however, commensurately high
|
||
price tags.
|
||
|
||
>>>[Have deckers ever been caused to forget they were in
|
||
cyberspace?]<<<
|
||
-- Micromara (14:22:39/05-31-52)
|
||
|
||
>>>[See above. Ice that good could make you believe you had
|
||
jacked out and were sitting around with your SoyCaf while it was
|
||
tracking your inert, jacked-in body down.]<<<
|
||
-- Guru (08:49:23/6-2-52)
|
||
|
||
>>>[What Guru neglects to mention in both places is that the
|
||
program doing the simulating would have to know what your pad
|
||
looked like to simulate it. Remember that a wire does not
|
||
constitute a conduit to your thoughts, only a stimulus/response
|
||
channel. Thus, in the situation Guru suggests above, there is no
|
||
way the ICE (or whatever) could simulate your
|
||
apartment/house/drainage ditch unless someone fed in the
|
||
details.]<<<
|
||
-- Thor (09:54:5/6-24-52)
|
||
|
||
>>>[It is interesting to note that cyberdecks have a great deal
|
||
in common with simsense units in terms of interface. Not too
|
||
surprisingly, they can cause many of the same problems simsense
|
||
abuse causes (i.e. multiple personalities, catatonia, mania, and
|
||
even synesthesia.)]<<<
|
||
--Cyberdoc (16:08:41/6-12-52)
|
||
|
||
|
||
THE MATRIX
|
||
|
||
Current urban mythology (aided by the popular media) paints a
|
||
romantic, but inaccurate picture of the current global data
|
||
network, commonly referred to as the 'Matrix'. The matrix is not
|
||
one huge network, but a collection of networks, each of which has
|
||
its own peculiarities as well as a distinct flavor. Though the
|
||
UMS imparts a degree of standardization to the sensory space, it
|
||
is by no means universally accepted or implemented. In many
|
||
cases, older systems are not capable of the necessary stimulus
|
||
sophistication and thus implement simpler realities. In some
|
||
cases, the UMS has been almost completely ignored in favor of
|
||
aesthetic expression. Such 'sculpted' systems are expensive, but
|
||
exist in sufficient quantities to warrant mention. It is
|
||
interesting to note that such systems cannot be displayed on some
|
||
of the more common decks available (i.e. the low end Tandy and
|
||
Amiga offerings) because the systems cannot process the necessary
|
||
information spaces. When accessed by such a deck, the stimulus is
|
||
downsampled (damped) to allow interaction. Though this does not
|
||
usually result in functional limitations, it can limit the user
|
||
if the designers do not take such damping into consideration. The
|
||
upshot of this varied representation is that the matrix appears
|
||
not as a single reality, but as many realities joined by a
|
||
variably consistent transport metaphor. Communications grids in
|
||
most parts of the world are UMS compliant, but there are many
|
||
exceptions.
|
||
|
||
Another common set of myths surrounds the degree to which
|
||
experiences in the matrix can have physical ramifications. The
|
||
burning deck meltdown so popular in corporate sponsored
|
||
propaganda stims and vids is simply not possible. The connections
|
||
prevalent throughout the process are not capable of carrying
|
||
those kind of voltages. This does not, however, render the
|
||
concept of interface induced damage unreal. It is simply much
|
||
less obvious to the casual observer. The human nervous system is
|
||
a fragile and sensitive electro-chemical system which, when
|
||
hooked directly into a stimulus space, becomes incredibly
|
||
vulnerable. Because the nature of the stimulus space is so
|
||
complex, filtering that space requires huge amounts of processing
|
||
power. System designers, trying to achieve the best interface for
|
||
the least money, use only the most rudimentary safeguards;
|
||
voltage and volume monitors that are relatively 'stupid.' For
|
||
most users, this is not a significant drawback as the stimuli
|
||
commonly available is far below that required to cause
|
||
significant damage. After all, who would use the system if neural
|
||
damage was a commonplace occurrence?
|
||
|
||
However, illegal use of interface equipment can result in
|
||
physical damage to the nervous system. Simstim units are often
|
||
modified to allow the use of excessively high levels of stimulus.
|
||
So called 'Better than life' or BTL systems are a mainstay of the
|
||
black market. Repeated use of such systems results in a variety
|
||
of neurological dysfunctions, some of which are fatal. Similarly,
|
||
cyberdeck interfaces are capable of carrying damaging and even
|
||
lethal signal levels to the nervous system of their users. The
|
||
generation of such signals is illegal, but if the recipient is
|
||
involved in an illegal access, the situation is not black and
|
||
white. Court cases involving such instances have established the
|
||
'home defense' precedent now recognized by most courts. A SAN is
|
||
sufficient notice to any user that the territory they are
|
||
experiencing 'belongs' to someone and that their unwanted
|
||
presence within that territory constitutes trespassing. In
|
||
addition, bypassing safeguards to enter a system is now legally
|
||
classified as breaking and entering. From this standpoint, the
|
||
use of so called 'black' intrusion countermeasures (IC's or Ice)
|
||
is analogous to any weapon used to defend one's property.
|
||
|
||
It is possible to install filters which can recognize such
|
||
stimuli and counter them. The hardware for this would have to be
|
||
roughly twice as fast as an unfiltered deck. This kind of speed
|
||
upgrade usually carries with it a tenfold price increase. To
|
||
build such a system with the throughput of say a Fairlight
|
||
Excalibur would cost in excess of 50 million nuyen. In addition,
|
||
the advantages of such a system are questionable since illegal
|
||
system access requires negation of protective ice in addition to
|
||
survival and extended combat usually results in disconnection or
|
||
'dumping'.
|
||
|
||
>>>[A toaster tech friend of my mine scoffed at the idea of
|
||
"meltdown" and pointed out that the switch necessary to keep out
|
||
any large voltage was a .25 nuyen piece of hardware. What
|
||
gives?]<<<
|
||
-- Elvis (16:08:41/8-04-52)
|
||
|
||
>>>[That would be true if in fact a single voltage spike was the
|
||
problem, but it isn't that simple. What Garrity is talking about
|
||
here is a STIMULUS spike. This is not a single peak on a single
|
||
line, but a max on every channel coming in, analogous to turning
|
||
every nerve in your body on at full volume at the same time. No
|
||
single input is over the edge, but the cumulative effect is a
|
||
matter of record.]<<<
|
||
-- Cyberdoc (16:08:41/6-12-52)
|
||
|
||
|
||
|
||
THE ROLODEX
|
||
New Contacts to Use and Abuse
|
||
|
||
|
||
|
||
KID DECKER
|
||
Russ Herschler <76300.1071@CompuServe.COM>
|
||
|
||
|
||
|
||
The kid decker is just out for kicks. Not after anything really
|
||
all that important or capable of anything all that impressive!
|
||
Still, he does have a datajack, since some parents think it is
|
||
best to let their kids get them while they are young(Like modern
|
||
parents and cosmetic surgery.) so they have an edge in life later
|
||
on. He could be a very formidable decker when he grows up,
|
||
provided he doesn't wander into the wrong place sometime and find
|
||
himself up against something he can't handle. Still, it will be
|
||
fun to see how the decker character will interact with him.
|
||
|
||
QUOTES:
|
||
"Illegal? So what? Never thought about it! This is just really
|
||
wiz! I mean, I'm just plunking around & bang! I'm in my school's
|
||
system! I don't know how they expect to keep anybody out with
|
||
this security!"
|
||
"Dad, can I have a Fuchi Cyber-6 for Christmas?"
|
||
"Hey Tommy! Gimmie a dupe of your sleaze-3!"
|
||
"Should I give myself an 'A' or a 'B+' in English?"
|
||
|
||
ATTRIBUTES
|
||
Body: 2
|
||
Quickness: 3
|
||
Strength: 2
|
||
Charisma: 4
|
||
Intelligence: 5
|
||
Willpower: 3
|
||
Essence: 5.8
|
||
Reaction: 4
|
||
|
||
SKILLS
|
||
Computer 3
|
||
Computer Theory 3
|
||
Computer Build/Repair 2
|
||
Electronics 2
|
||
|
||
CYBERWARE
|
||
Datajack
|
||
|
||
GEAR
|
||
Radio Shack PCD-1000 Deck
|
||
Bod, 2
|
||
Masking, 1
|
||
Sensors, 2
|
||
Sleaze, 2
|
||
Browse, 3
|
||
Smoke, 3
|
||
|
||
|
||
|
||
DRAGONCULT
|
||
Dark Elf <VESPOSIT@ccvm.sunysb.edu>
|
||
|
||
The Dragon Tirandor is a powerful creature. His sheer power, size
|
||
and intelligence demand respect in both the everyday and the
|
||
corporate world. He is a financial wizard, as well as a
|
||
practitioner of magic. He inspires respect and fear in many, and
|
||
one group has even declared him to be a god. This group is one of
|
||
a series of new cults formed since the awakening, and operates
|
||
exclusively in New York.
|
||
|
||
Tirandor is basically a benign dragon. He mostly keeps to
|
||
himself, but has a liking for corporate politics and is seriously
|
||
considering running for mayor someday. He was amused by the
|
||
loyalty this group suddenly gave, so tolerates their
|
||
eccentricities. The dragon publicly denies any connection with
|
||
this cult, although he does maintain relations with them. He
|
||
basically sees them as a useful way of getting information off
|
||
the streets and so, often asks them to do some legwork for him
|
||
It's hard, after all, for a dragon to case out a local bar. They
|
||
have developed a whole series of rituals, which he could care
|
||
less about. He allows them to believe that he is their God in
|
||
order to gain useful services from them. And he gets a kick out
|
||
of making a scary appearance now and then to bolster their
|
||
loyalty.
|
||
|
||
Membership: The Cult has approximately 20-30 members citywide.
|
||
They have one "high priest" (use street shaman), and three sub-
|
||
priests (also street shaman, though the high-priest is probably
|
||
more powerful. The rest of the members are of mixed types,
|
||
spanning over a mix of races and professions, but most are street
|
||
gang members. Others may be of various professions, but should be
|
||
about as tough as street gang members.
|
||
|
||
MOTIFS/DRESS: Most members generally adopt a medieval look. Many
|
||
will carry swords, and dress in modernized medieval clothing,
|
||
typically leathers crafted to look like dragonscale, and/or
|
||
pieces of chain mail. The "priests" have ceremonial garb made of
|
||
actual dragon scales, given to them by Tirandor during the
|
||
molting season. They generally dress like the others when not
|
||
performing some ritual.
|
||
|
||
GENERAL IDEAS: These people are religious fanatics. They consider
|
||
the dragon to be their God. The "priests" consider the Dragon to
|
||
be their totem Whether or not this works is up to the GM. They
|
||
basically have unquestioning loyalty to the dragon, and are
|
||
likely to become hostile if they think someone is working against
|
||
their god. They live in various parts of the city, but mainly in
|
||
Manhattan. They are usually found in small groups, typically two
|
||
or three, but occasionally in larger groups. Each sub-priest has
|
||
his own congregation that meets weekly. The High Priest will
|
||
attend these meetings when possible. Once every one or two
|
||
months, the entire group meets under the high priest.
|
||
|
||
RITUALS: The weekly gatherings are in hidden shrines maintained
|
||
by each priest. They generally gather before a likeness of the
|
||
dragon and give it some kind of token offering. The large
|
||
meetings take place in a warehouse near the pier where the
|
||
Intrepid is docked. The warehouse is owned by the dragon, though
|
||
this is not publicly known. The warehouse has been converted into
|
||
a temple. The Dragon will occasionally drop in on these meetings
|
||
to "put the fear of god" into the worshippers. The high priest of
|
||
the cult is a somewhat irrational man named Phineaus Drakkhem,
|
||
who goes by the street name Mordred. He is only slightly insane.
|
||
The cult's rituals are of his own design. He even goes so far as
|
||
to require a human (or Metahuman) sacrifice in what he deems to
|
||
be times of trouble. The dragon, or a trusted emissary from
|
||
Tirandor's corporate organization, will speak to Mordred when a
|
||
favor is required.
|
||
|
||
PERSONALITIES: Mordred's sanity is borderline at best. He
|
||
conceived the cult and all its trappings and rituals. He gives
|
||
sermons in a mad, raving fashion which is quite compelling.
|
||
Despite his tenuous grip on reality, he is a charismatic and
|
||
compelling speaker. His style is geared towards rousing a mob
|
||
mentality, and is particularly attractive to people who live on
|
||
the streets. His following are mainly street folk, some of whom
|
||
have recovered since joining (only bolstering their faith) thanks
|
||
to the occasional monetary gifts given to those who serve the
|
||
dragon well. Tirandor is known to give money to the cult when
|
||
they do something especially useful for him. Mordred seems to
|
||
model his image in the cult loosely after Hitler, though he does
|
||
not discriminate against races, he only cares if they are loyal
|
||
to his god. He has little respect for the life of a non-cult
|
||
member, unless they have information that the Dragon wants. He
|
||
may not openly advocate killing "heretics", but will have no
|
||
compunctions about it if he thinks it is necessary.
|
||
|
||
>>>[Hope you get some ideas!]<<<
|
||
-The Dark Elf
|
||
|
||
|
||
* * * * * * * ADVERTISEMENT * * * * * * * *
|
||
* the Blue Chip *
|
||
* new & used chips 'n things *
|
||
* Buy, Sell, or Trade *
|
||
* TriVids, Wordies, Simsense, Hardcopy *
|
||
* 1048 University Ave, Hillcrest *
|
||
* next to Soho's on University *
|
||
* San Diego FTZ *
|
||
* Noon-Midnight *
|
||
* LTG# 619-212-5565 *
|
||
* * * * * * * * ADVERTISEMENT * * * * * * *
|
||
|
||
|
||
|
||
THE ICE BOX
|
||
|
||
|
||
>>>>[Right from the databases of Denvar Security Consulting Inc.,
|
||
a high profile "tiger-team" in New York. Seems they got
|
||
contracted by Mi-Tech Security Systems Inc. to run some new IC
|
||
through the penetration test. This looks to be a summary of the
|
||
operation.
|
||
|
||
We're still looking for the full document, but I expect Mi-Tech
|
||
has the only copy around. Good luck getting through their IC.
|
||
Sorry, couldn't get the figures or the appendices with this
|
||
stuff. They're probably with the main documents as well. As you
|
||
can see from the comments, I've been playing with this stuff a
|
||
little. There's a small base just off the Seattle grid with a
|
||
test batch of this stuff, and they don't keep good watch. The
|
||
Freeform there is also very, very lightweight stuff. Another
|
||
lesson for the corps. If yer gonna put in the latest and greatest
|
||
security systems, make it heavy. Otherwise, yer just helpin' the
|
||
opposition. Oh, yeah. That comment 'bout Nasan Helles ain't a
|
||
joke, either. Seems they contracted our buddy for a large chunk
|
||
of this baby.]<<<<
|
||
- Barron
|
||
|
||
|
||
|
||
FREEFORM IC
|
||
Chris Beauregard <cpbeaure@undergrad.math.waterloo.edu>
|
||
File 2100-67-B
|
||
Dated 9 Jun 2050
|
||
Protected-C
|
||
|
||
|
||
|
||
Summary of Contract 2100-4-A
|
||
"Intrusion Countermeasure Verification of Mi-Tech Security
|
||
Systems Incorporated FF-IC Freeform"
|
||
|
||
|
||
INITIAL TESTING
|
||
|
||
Simulation system was formatted after standard insurance company
|
||
and small holding bank systems, the presumed client for this form
|
||
of countermeasures. See Appendix A for full system plans. The FF-
|
||
IC Freeform was placed in the SAN to the internal layer, and both
|
||
CPUs. A lighter version was placed in the inner layer DLJ between
|
||
the central CPU and the file storage area.
|
||
|
||
>>>>[That's a layered system for you slow types...]<<<<
|
||
- Barron
|
||
|
||
The first testing consisted of a selection of program frames
|
||
attacking the FF-IC in the SAN. The program frames consisted of
|
||
light attack utilities and variable analysis utilities. The FF-IC
|
||
attacked the frames when in range and used the Nasan Helles
|
||
patented engulfing attack to destroy the frames. Appendix B
|
||
contains statistics on frame strength, FF-IC strength, and
|
||
engagement times for all tests.
|
||
|
||
>>>>[Freeform IC seems to be an adaptive IC. It has no defined
|
||
matrix construct. Normally, it appears as an energized mist until
|
||
it has a target. Then it transforms into whatever it thinks can
|
||
do the job and nails the target to the wall. The engulfing
|
||
technique mentioned is what it uses against slow and stupid
|
||
targets. Doesn't even bother transforming, just wraps around the
|
||
target and nukes it.]<<<<
|
||
- Barron
|
||
|
||
The second initial test consisted of more intelligent and less
|
||
straightforward attacks, still using the frames. The FF-IC
|
||
invariably adapted to the best icon form and destroyed the
|
||
penetrating frames. The only exceptions occurred when the frames
|
||
used high masking and evasion levels. Very high levels tended to
|
||
increase the node load to such a point that the FF-IC could not
|
||
take the most efficient form. On several instances, the program
|
||
frame managed to cause significant damage to the FF-IC. Another
|
||
possibility is that high masking decreased the information
|
||
available to the FF-IC such that it could not take on a form
|
||
sufficient to damage the frame.
|
||
|
||
>>>>[The transform process eats power bigtime. Takes a little
|
||
while to do. Once it makes it though, she's like a three-year old
|
||
with wired 'flexes and too much sugar. Fast. Those high levels of
|
||
masking and evasion, by the way, are probably well into the
|
||
milspec levels. Not just boosted reaction here, chummers.]<<<<
|
||
- Barron
|
||
|
||
|
||
ADVANCED TESTING
|
||
|
||
The first of the advanced tests consisted of a simulated life
|
||
form. Full analysis hardware was connected through a bio-chip
|
||
with a simulated low-intelligence. The anti-personnel version of
|
||
the FF-IC was used for this test. The intelligence was programmed
|
||
for straightforward attacks on the target IC. As can be seen from
|
||
Appendix D, the simulated intelligence performed extremely poorly
|
||
against the FF-IC. Analysis indicates that the FF-IC exploited
|
||
its adaptive features to bypass all the deck protective measures
|
||
and deliver the anti-personnel capacity directly to the
|
||
intelligence. This feature was not seen in preliminary testing,
|
||
and is likely specific to the anti-personnel versions of the FF-
|
||
IC. Analysis of the attack method indicates a slightly improved
|
||
version of standard anti-personnel algorithms. Also noted was the
|
||
effects of the engulfing attack. Exiting the matrix when
|
||
subjected to this form of attack increased significantly in
|
||
difficulty.
|
||
|
||
The second test consisted of a live intelligence. In each case, a
|
||
trained monkey was used in a variety of attacks on the FF-IC and
|
||
its node. Again, high masking and evasion levels seemed to cause
|
||
trouble for the FF-IC. The high quality anti-personnel algorithm
|
||
was responsible for a much higher body count than usual, and more
|
||
than offset these rare occurrences. Final testing consisted of a
|
||
number of human intelligences. because of the limited number
|
||
available, testing was not as thorough as in other areas.
|
||
However, as can be seen by Appendix F, the FF-IC was more than
|
||
capable of handling penetrations to all areas of the sample
|
||
system. Analysis indicates that the FF-IC offered a very high
|
||
psychological impact on targets, decreasing their resistance to
|
||
its unique attack forms.
|
||
|
||
>>>>[This form of testing was basically suckering wannabees into
|
||
takin' a run at their sample base. Figures that it took out so
|
||
many. On the other hand, it seems a few real hot cowboys got
|
||
pegged by this stuff too. We're still lookin' for names, but it
|
||
could be bad news.]<<<<
|
||
- Barron
|
||
|
||
|
||
ANALYSIS
|
||
|
||
High adaptivity of the FF-IC resulted in much faster and higher
|
||
kill rates. The engulfing attack especially increased the
|
||
exposure to the attack mechanisms of the FF-IC.
|
||
|
||
High load required in transformations is a definite hindrance in
|
||
its effectiveness.
|
||
|
||
|
||
RECOMMENDATIONS
|
||
Possibly decrease the size of the construct in order to increase
|
||
transformation speed and decrease load. The high effectiveness of
|
||
the FF-IC should more than offset any loss in strength from these
|
||
changes.
|
||
|
||
>>>>[Other notes. They have all kinds of versions of Freeform IC
|
||
ready for the market. The Black versions are especially nasty,
|
||
but there're versions with Blaster, Killer, and some weird
|
||
psychological attack forms. Except for a pretty high load, these
|
||
things have similar capabilities as yer standard Gray/Black IC.
|
||
The effects of the transformation are pretty ugly though. Any
|
||
attack you make against it, it's pretty much immune to a second
|
||
shot. You can't slow this stuff at all, and I doubt seriously
|
||
that you can plant a virus on it. If you try, make sure it's real
|
||
adaptive. The other problem is that every attack it gets in on
|
||
you, the one after it hits harder. Changing your defensives on
|
||
the run seems to screw it up for a bit.]<<<<
|
||
- Barron
|
||
|
||
|
||
GM NOTES
|
||
|
||
Load Rating is double Rating when transforming, Rating otherwise.
|
||
|
||
It takes one action to transform to optimum shape. Target must be
|
||
in Observation Range. If optimum configuration is reached, the IC
|
||
has a negative modifier (bonus) on its attack target number. To
|
||
reach optimum, roll the IC rating against the average of the
|
||
target's evasion and masking levels. The IC gets -1 on the attack
|
||
for each success scored. Freeform IC must transform to attack,
|
||
even if it gets no successes.
|
||
|
||
Treat Freeform IC as having shifting defensive form with no
|
||
increased load rating.
|
||
|
||
Trying to jack out when attacked by Freeform-Black IC requires an
|
||
Unresisted Willpower Test against twice the IC rating.
|
||
|
||
Each hit by Freeform IC on a target decreases the target of the
|
||
next attack by 1. This is cumulative.
|
||
|
||
Any changes in the Masking or Evasion rating of the target
|
||
requires a new transformation by the IC. All target numbers for
|
||
attacks are reset.
|
||
|
||
Slow utilities have no effect on Freeform IC.
|
||
|
||
|
||
EXAMPLE:
|
||
|
||
Davison Hack is running the Mi-Tech system. He pops into a node
|
||
with Freeform-Killer-5. The IC is in Probe mode, and Davison
|
||
blows his rolls. The battle begins. The IC wins initiative and
|
||
gets the first action. It transforms. Davison's average Evasion
|
||
and Masking is 5. The IC rolls 5 dice with a target of 5, and
|
||
gets 3 successes. This could be bad. Davison gets the next
|
||
action. He slams the IC with an Attack-4, and hits for light
|
||
damage.
|
||
|
||
The IC hits Davison next. It's got a -3 on the target number. It
|
||
hits for Moderate damage. Davison tries a Slow-5. Bummer. The IC
|
||
attacks again. This time, it's got a -4. -3 from the transform,
|
||
and -1 from the last hit. Davison lucks out, and takes light
|
||
damage. Next time though, the IC is hitting at -5.
|
||
|
||
Next round, Davison gets first action, takes the hint and puts on
|
||
a Cloak-6.
|
||
|
||
The IC transforms again. This time, Davison's Masking and Evasion
|
||
average is at 7. The IC manages one success, enough for a -1
|
||
modifier. Davison, in a burst of intelligence, skips out before
|
||
the FF's buddies show up.
|
||
|
||
|
||
|
||
|
||
DEFINING POINTS IN WORLD HISTORY
|
||
Wordman <ward1@husc.harvard.edu>
|
||
|
||
|
||
1999 Hundreds killed in New York City food riots.
|
||
2001 Shiawase Decision establishes
|
||
extraterritoriality to multinational
|
||
corporations.
|
||
2002-2008 The Resource Rush.
|
||
2003 Anglo-Japanese suborbital Ghost unveiled,
|
||
breaking international travel speed
|
||
records.
|
||
2004 Libya attacks Israel with chemical weapons.
|
||
Israel retaliates with nuclear weapons.
|
||
Nuclear meltdown in Kent, Great Britain.
|
||
2005 United Nations moves to Geneva following
|
||
major earthquake in New York City.
|
||
2009, May 16 SAIM occupation of the United States Shiloh
|
||
Launch Facility ends with the launch of
|
||
Lone Eagle nuclear missile toward
|
||
Russia.
|
||
2010 VITAS plague breaks out in New Delhi and
|
||
spreads worldwide, killing 25% of the
|
||
worlds population. United States
|
||
government passes the Re-Education and
|
||
Re-Location Act.
|
||
2011 Mexican government collapses, beginning five-
|
||
year period of wide-spread governmental
|
||
disintegration and the Year of Chaos.
|
||
Emergence of Unexplained Genetic
|
||
Expression (UGE). Nuclear meltdowns in
|
||
Scotland and Britain.
|
||
2011, December 11 Great Dragon Ryumyo appears in Japan,
|
||
signaling the start of the Mayan Sixth
|
||
World. Ley Lines activate in Great
|
||
Britain. Daniel Coleman Howling Coyote
|
||
leads Native Americans out of Abilene Re-
|
||
Education Center.
|
||
2014 Creation of the United Free Republic of
|
||
Ireland. Howling Coyote announces claim
|
||
to North America, claims responsibility
|
||
for Redondo Peak eruption. U.S. Military
|
||
beset by tornadoes.
|
||
2015 Hong Kong secedes from China.
|
||
2016 General Secretary Nikolai Chelenko (Russia),
|
||
President Jesse Garrety (United States),
|
||
Prime Minister Lena Rodale (Great
|
||
Britain), and Minister Chiam Schon
|
||
(Israel) assassinated. U.S. ratifies the
|
||
Resolution Act of 2016, sanctioning
|
||
total extermination of Native American
|
||
tribes.
|
||
2017, August 17 Great Ghost Dance causes simultaneous
|
||
eruptions in the Western U.S..
|
||
2018 Treaty of Denver signed. Formation of Native
|
||
American Nations. Dr. Hosato Hikita of
|
||
ESP Systems unveils ASIST technology.
|
||
U.S. Spaceplane America disintegrates in
|
||
orbit, falling on Australia.
|
||
2021, April 30 Goblinization begins.
|
||
2022 VITAS again spreads worldwide. Racial riots
|
||
worldwide. Formation of independent
|
||
Quebec, the Caribbean League and other
|
||
nations.
|
||
2023, November Republic of Moscow throws surprise attack on
|
||
Hamburg. Great Britain enters the
|
||
EuroWars.
|
||
2024 Introduction of commercial simsense.
|
||
2025 University of California in Los Angeles
|
||
offers first undergraduate program in
|
||
occult sciences.
|
||
2027 First operation fusion reactor goes on line.
|
||
2029, February 8 Computer virus crashes worldwide computer
|
||
network.
|
||
2030 EuroWars begin. Formation of the United
|
||
Canadian and American States.
|
||
2031 Eastern block countries invade resource-rich
|
||
Europe.
|
||
2033 Awakened forces invade Brazil, creating
|
||
Amazonia. Aztlan secedes from NAN.
|
||
2033, January 23 38 Nightwraith fighter-bombers attack both
|
||
sides of the EuroWars, effectively
|
||
ending it.
|
||
2034 Ten UCAS states secede to form the
|
||
Confederate American States.
|
||
2034, May Matrix Systems releases first commercial
|
||
cyberterminal.
|
||
2035, July Texas rejoins CAS.
|
||
2035, March Texas secedes from CAS and attacks Aztlan.
|
||
2036 Alamos 20,000 claims first terrorist act,
|
||
firebombing of Ohio community.
|
||
2037 Formation of Tir Tairngire, sparking Tsishian
|
||
secession and Californian declaration of
|
||
independence.
|
||
2038 British government discovered to be involved
|
||
in gene-manipulation on citizens.
|
||
2039 Chemical spill in Teeside Industrial District
|
||
in England kills 70,000.
|
||
2039, February 7 Night of Rage.
|
||
2041 EuroAir flight 329 downed by terrorist dragon
|
||
Sirrurg.
|
||
2041 Policlubs emerge in Europe.
|
||
2044 Aztlan annexes most of Mexico.
|
||
2047 120,000 die in Tynesprawl, England from para-
|
||
VITAS.
|
||
2048 Aztlan and several megacorps sign Veracruz
|
||
Settlement
|
||
|
||
|
||
|
||
|
||
THE BLACK MARKET
|
||
|
||
|
||
>>>[Greetings one and all, here are some ideas that a few of us
|
||
in our Shadowrealm have come up with or come across. I do hope
|
||
that you find them of moderate usage.]<<<
|
||
-the Reflex/Harbringer<11:39:42/5-21-60>
|
||
|
||
>>>[VUB in this catalog is Vehicle's Unmodified Body. VMBA is
|
||
Vehicle's Modified Body and Armor.]<<<
|
||
-- The Anal Anagramist [08:27:18/8-30-52]
|
||
|
||
COMPRESS FUEL TANKS
|
||
Parts Cost: VUB X 150 Nuyen
|
||
Installation Target #: 3 + VUB
|
||
Installation Time: 72 Hours / Success(es)
|
||
Facilitation Required: Vehicle Work Shop
|
||
Appropriate Skill: Appropriate Vehicle B/R, or Armor
|
||
B/R
|
||
These objects allow for a 15% increase in fuel storage for the
|
||
spacing of the tank. The new tank(s) are considered to have a
|
||
Body/Armor (B/A) of 2/2.
|
||
|
||
COMPRESS FUEL TANKS (Improved)
|
||
Parts Cost: VUB X 350 Nuyen
|
||
Installation Target #: 4 + VUB
|
||
Installation Time: 72 Hours / Success(es)
|
||
Facilitation Required: Vehicle Work Shop
|
||
Appropriate Skill: Appropriate Vehicle B/R, or Armor
|
||
B/R
|
||
Effectively, these tank(s) are upgrades from the above mentioned
|
||
version. They allow for up to 25% more fuel to be stored. The
|
||
tank(s) are considered to have a B/A or 3/2.
|
||
|
||
COMPRESS FUEL TANKS (Expanded)
|
||
Parts Cost: VUB X 350 Nuyen
|
||
Installation Target #: 4 + VUB
|
||
Installation Time: 72 Hours / Success(es)
|
||
Facilitation Required: Vehicle Work Shop
|
||
Appropriate Skill: Appropriate Vehicle B/R, or Armor
|
||
B/R
|
||
These are the guidelines that cover the fuel tank(s) if the
|
||
expanded fuel storage option is utilized. These allow for up to
|
||
15% increase in the amount of fuel that can be stored within an
|
||
expanded tank. They are considered to have a B/A of 3/2.
|
||
|
||
COMPRESS FUEL TANKS (Expanded-Improved)
|
||
Parts Cost: VUB X 400 Nuyen
|
||
Installation Target #: 5 + VUB
|
||
Installation Time: 72 Hours / Success(es)
|
||
Facilitation Required: Vehicle Work Shop
|
||
Appropriate Skill: Appropriate Vehicle B/R, or Armor
|
||
B/R
|
||
Again, this is simply the upgrade for expanded tanks option of
|
||
fuel storage. They can hold 25% more fuel than the standard
|
||
expanded fuel tank(s). They are considered to have a B/A or 3/3.
|
||
|
||
FUEL COMPRESSION SYSTEM
|
||
Parts Cost: 2,500 Nuyen
|
||
Installation Target #: 5
|
||
Installation Time: 72 Hours / Successes(es)
|
||
Facilitation Required: Vehicle Work Shop
|
||
Appropriate Skill Appropriate Vehicle B/R
|
||
This system handles both the refueling and fuel injection system
|
||
of the vehicle. It can handle the premise up to and including the
|
||
Compress Fuel Tanks (Expanded-Improved) System. At the time of
|
||
installation, the fuel tank volume and rate of flow are entered
|
||
into the Vehicle's Autopilot (which then registers the
|
||
information to the driver/pilot). The flow regulation is handled
|
||
within the compressor itself.
|
||
|
||
GM'S NOTE: The compression fuel system only works on liquid fuel
|
||
engines and does not work in conjunction with Jet Engine
|
||
Technologies.
|
||
|
||
LTA PANELING (Aircraft Only)
|
||
Parts Cost: VMBA X 1,500
|
||
Installation Target #: 6
|
||
Installation Time: 7 Days (168 Hours) / Success(es)
|
||
Facilitation Required: Vehicle Repair Facility
|
||
Appropriate Skill Appropriate Vehicle B/R
|
||
This system allows for introduction of a full body system of LTA
|
||
(Lighter Than Air) Paneling. It will increase the economy of a
|
||
vehicle by an amount equal to (15 - VMB) in percentage. For
|
||
example, a Panzer has a body of 16, thus the introduction of LTA
|
||
Paneling will not increase its economy. If used on an Avenger
|
||
Ultralight (B/A 3/3), the economy of the vehicle will be
|
||
increased by 9%.
|
||
The introduction of LTA Paneling also increases the Handling of
|
||
the vehicle it is introduced into by +1 (+2 for Ultralights).
|
||
|
||
GM'S NOTE: LTA Paneling will not work in conjunction with LTA
|
||
Aircraft, such as Zeppelins and
|
||
Dirigibles.
|
||
|
||
DUAL BLADED, PUSH/PULL PROPELLER SYSTEMS (Aircraft Only)
|
||
Parts Cost: VUB X 7,500 Nuyen
|
||
Installation Target #: 5
|
||
Installation Time: 7 Days (168 Hours) / Success(es)
|
||
Facilitation Required: Vehicle Repair Facility
|
||
Appropriate Skill: Appropriate Vehicle B/R, or
|
||
Mechanical Engineering
|
||
This propeller engine design modification creates a set of two
|
||
(2) parallel opposing "blades" which work in concert to create
|
||
more "push" for the vehicle. The introduction of this system
|
||
enhances the vehicles overall speed by +1%/+5%. They also
|
||
increase the economy of the vehicle by +5%. They do however lower
|
||
the signature of the vehicle by -2. If Dual Purpose Push/Pull
|
||
Engines are being modified (such as in the Lear Platinum), then
|
||
the cost is (VUB X 9,500) with a Installation Target # of 6.
|
||
|
||
ENHANCED CARBURETORS
|
||
Parts Cost: (VMB + Economy Increase) X 1,500
|
||
Nuyen
|
||
Installation Target #: 4
|
||
Installation Time: 72 Hours / Success(es)
|
||
Facilitation Required: Vehicle Repair Facility
|
||
Appropriate Skill: Appropriate Vehicle B/R, or
|
||
Mechanical Engineering
|
||
These basically are the vaunted and mythical economy enhancing
|
||
systems we have heard rumors of for a number of years. The cost
|
||
of the system is equal to the vehicles modified body (which
|
||
includes armoring) + the targeted increase in the vehicle's
|
||
economy. For example, Reflex wants to increase the economy of his
|
||
Avenger Ultralight. The level of increase he wants to install is
|
||
20%. The cost for the increase system (parts only) is 180,000
|
||
Nuyen (WOW!!!). If the increase is desired for a MultiF requiring
|
||
engine, then the economy increase is 2/3 normal. So if he wanted
|
||
to upgrade the economy by 20% on a BMW Blitzen that utilized
|
||
MultiF, the cost would have been 100,000 Nuyen (20 X 2/3 {.6667}
|
||
X 1500).
|
||
GM's Note: Please note that the Enhanced Carburetors will not
|
||
work on Jet Propulsion Systems, Electric/Improved Electric
|
||
Engines, or LAV aircraft.
|
||
|
||
REDUCED COMPONENT RIG CONTROLS
|
||
Parts Cost: Variable
|
||
Installation Target #: As Standard plus CF Decrease
|
||
Installation Time: As Standard X CF Decrease
|
||
Facilitation Required: Vehicle Repair Facility
|
||
Appropriate Skill: Appropriate Vehicle B/R, Mechanical
|
||
Engineering, or Cybertechnology-
|
||
Hardware Integration
|
||
Originally suggested by many individuals, this system is similar
|
||
to that one proposed for reduced component Sensor/ECM/ECCM
|
||
packages. The comparison of CF reduction to cost is altered
|
||
somewhat however.
|
||
Level of Reduction Cost Modifier
|
||
-1 CF X2
|
||
-2 CF X3
|
||
-3 CF X5
|
||
-4 CF X10
|
||
-5 CF Not Possible
|
||
The availability of these components is obviously restricted, and
|
||
have resource/etiquette rolls of 6, 9, 11, and 22 respectively.
|
||
The base time to locate the parts is equal to the availability in
|
||
Days (24 hour sets).
|
||
|
||
>>>[But anyhows, I thought that a few of you would be interested
|
||
in hearing about these suggestions. Any takers?]<<<
|
||
-the Reflex/Harbringer<12:57:49/5-21-60>
|
||
|
||
|
||
|
||
|
||
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|
||
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||
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||
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||
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||
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|
||
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||
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|
||
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|
||
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|
||
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|
||
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|
||
|
||
|
||
|
||
|
||
THE SPIRIT IS STRONG
|
||
and the flesh ain't exactly a load of dragon drek either...
|
||
Jerry Stratton (jerry@teetot.acusd.edu)
|
||
|
||
|
||
I'm sitting here in the awakened world and suddenly this
|
||
meanuglynasty muther of an elemental attacks me like drek on a
|
||
cat. So I punch it inna face, like momma taught me, for a massive
|
||
(Strength)M1, using my Willpower instead of my Unarmed Combat.
|
||
Too bad I don't have a sword handy. Then I could do (Strength)M3.
|
||
Or a pole-arm. (Strength)S3 for that.
|
||
|
||
Why? It ain't the size of the weapon that counts (well, actually,
|
||
I know a female MedTech that might argue with that; Hi,
|
||
Vermouth!) -- otherwise, we'd just blast away at those nasty
|
||
spirits with an assault rifle, or better, a panther cannon.
|
||
According to the rulebooks, I gotta be up close and personal to
|
||
do damage to a spirit. So why do I do better when I use a weapon?
|
||
Against a water elemental? A fershlugginer air elemental?
|
||
|
||
So okay already. Here we got a couple of rules that will make
|
||
spirits slightly (but only slightly) less useful. Wizards and
|
||
shamans will be a little less powerful and a little more powerful
|
||
at the same time. And none of these rules affect full astral
|
||
combat. It's gotta be sentient flesh doin' the talkin'.
|
||
|
||
Fighting Spirits: Sounds like a Jack Kirby comic book don't it?
|
||
Nope, this has to do with us flesh types fighting those drekkin'
|
||
spirits who manifest on the physical plane. If we want to, we can
|
||
study conjuring -- and only conjuring, no substituting sorcery
|
||
here, chummer -- and use this to up the staging and as our
|
||
fighting skill when fighting a spirit. Spirit Combat is a
|
||
concentration of Conjuring, but remember that this only works on
|
||
the physical plane. On the astral, you'll default right back to
|
||
your conjuring. Also, you can, if you really want, specialize in
|
||
only fighting certain kinds of spirits (nature, elementals,
|
||
watchers), but that's really pushing your luck. Though I know
|
||
some people who are just chicken enough to only bother
|
||
fighting watchers.
|
||
|
||
Here's how it works. Your Charisma is the Power of your attack
|
||
(yeah, and I bet that makes you rockerbabies real happy). Your
|
||
Willpower determines the Wound Level -- divide by 2 and round
|
||
down (unless you got a one, but I'd advise a different line of
|
||
work for ya. Maybe a career as a toaster might be more your
|
||
line). Your Essence determines the staging -- divide by 3 and
|
||
round down (again, unless you've got between 0 and 1; can't have
|
||
less than one unless your essence is 0 or less. Good luck; I'd
|
||
recommend just pulling out that pole-arm). Yeah, anyone with an
|
||
essence of 0 or less can't use spiritfighting. Like you care.
|
||
|
||
Your reaction is the lowest of your normal reaction or your
|
||
Intelligence. When you're using Spirit Combat you're not even
|
||
really moving. All ya gotta do is touch the thing. It's one of
|
||
them Zen arts, ya know what I'm talking about? You can still
|
||
defend against the spirit (using your Spiritfighting as your
|
||
defense pool, of course), but no dodging bullets or defending
|
||
against normal people. Oh, and yer wiring is worthless. Oh, and
|
||
if yer arm and hand are all non-flesh: ya gotta touch it with
|
||
somethin'. Give it a head-butt, or something. Hope yer insurance
|
||
is paid up.
|
||
|
||
Everything else remains the same. You'll still do your body
|
||
resistance with your body, for example. And armor still works as
|
||
well as it did before (which tends not to be very well against
|
||
spirits).
|
||
|
||
So what does this mean? Most mundanes don't know drek about
|
||
spirits. They think that using a big weapon is the best thing, so
|
||
it becomes the best thing for them. They still use the same old
|
||
rules. Me, I know better. I've got training in Conjuring, so I'm
|
||
more effective against spirits with my bare fists than I am with
|
||
a weapon (though I draw the line at toxic nuclear spirits). Using
|
||
a weapon just gets in the way of the flesh, and sentient flesh is
|
||
the best magic weapon in the world, babe. Well, other than a self-
|
||
adhesive micro-nuke. But where to pin it on an air elemental?
|
||
|
||
Okay, so the example. I've got a Body 5, Strength 6, Quickness 6,
|
||
Willpower 5, Intelligence 5, Charisma 6, and Essence 6 (I know, I
|
||
know. I just can't stand surgery. Call me a crybaby). I've got
|
||
Conjuring/Spirit Combat 4. Suddenly up pops this air elemental.
|
||
We'll call him Fred. I decide to give him a Zen front kick. I'll
|
||
be doing 6M3 -- Charisma (Will/3) Essence/3. My defense pool will
|
||
be 4. I'll be using 4 dice to attack. My reaction is 5 (my
|
||
intelligence). Let's assume I attack first, since it makes life
|
||
easier (mine, anyway), and we already know how Fred attacks,
|
||
since we haven't changed anything for him. I roll (11,7,5,2) for
|
||
3 successes. That brings the damage up to Serious. Now, Fred has
|
||
to resist 6S3, and he does so normally. Next, he attacks
|
||
(hopefully at a penalty), and I'll resist with my defense (4) and
|
||
then Body, as normal ('cause he's attacking me physically).
|
||
|
||
Note that spirits don't have to fight back. It'll often be in
|
||
their best interest to use one of their special powers instead.
|
||
(Of course, they won't get defense, then.)
|
||
|
||
Incidentally, it looks sort of like this makes mages and shamans
|
||
kick-ass when it comes to spirits. But c'mon! What sane mage is
|
||
gonna go toe to toe with a spirit on the physical plane when all
|
||
they gotta do is cast spells, exorcise, or go astral? I did know
|
||
a priest once, who was almost certainly a conjuring adept; he'd
|
||
go the distance all the time, but he was a pretty big guy, too.
|
||
|
||
|
||
FIGHTING SPELLS
|
||
|
||
Here's one of those neat little things that just makes mages
|
||
quake in their boots. Mundanes with spell pools. Spellfighting is
|
||
a concentration off of Sorcery. All it does is give you a magic
|
||
pool, and the only thing the pool can be used for is personal
|
||
spell defense. Totally useless for mages and shamans, but us
|
||
Cajun mundanes can use it to give us just a few more seconds to
|
||
run. Oh, and a mundane can't have a spell pool greater than the
|
||
lowest of Essence or Willpower.
|
||
|
||
You'll have to roll initiative with your Intelligence. You don't
|
||
get to do anything else while spellfighting (there have been
|
||
rumors it works while in spirit combat, but it's hard to tell --
|
||
few chummers who've had a spell cast on 'em while fighting an
|
||
elemental have lived to tell about it, spellfighting or not), but
|
||
the initiative roll will tell you if your spellfighting pool gets
|
||
refreshed before the next turn. Mundanes can't bond with foci,
|
||
and thus can't make use of them in their spell pool. You're on
|
||
yer own, chummer. And make sure no one's firing at you -- you
|
||
ain't got no dodge while you're spellfighting. And no defense,
|
||
either. Nuthin' but the Zen, man.
|
||
|
||
Oh, and like spirit fighting, there's a pretty much useless
|
||
specialization: specific spell types. I suppose specializing in
|
||
Sorcery/Spellfighting/Detection might be useful, but you better
|
||
hope that's a Detect Lie and not a Slay Idiot spell you're
|
||
Zenning out for.
|
||
|
||
|
||
LEARNING SPELLFIGHTING & SPIRIT COMBAT
|
||
|
||
Most mages and shamans already have Spirit Combat, since it's
|
||
part of their conjuring. Some mundanes will as well, if they've
|
||
been expecting a trip into the astral plane.
|
||
|
||
While mages and shamans have spellfighting as part of their
|
||
sorcery, it's not something they use -- their normal spell pool
|
||
is superior to a spellfighting spell pool. But any mundane who
|
||
knows sorcery also knows how to spellfight. It's not common
|
||
knowledge. In order to test it out, ya gotta stand still and
|
||
concentrate while some kind soul casts a spell on you. Standing
|
||
still for a power bolt isn't conducive to long life.
|
||
|
||
Of course, now that we know about the spellfighting and spirit
|
||
combat concentrations, we're gonna want to learn 'em, right? Only
|
||
1.5x Karma instead of 2x karma? Hmm?
|
||
|
||
Heh. Life is never that easy. When someone gets spellfighting and
|
||
spirit combat as a side effect of sorcery and conjuring, it's
|
||
because they've been studying and hitting the books. Tell 'em
|
||
about spellfighting or spirit combat and they'll say, "Hey, yeah!
|
||
I bet I could do that!" even though most of 'em ain't gonna try
|
||
it before hell freezes over. But if you wanna bypass all that
|
||
extra learnin', you gotta find a friendly mage to help you
|
||
practice. You can't practice spellfighting without a few spells
|
||
to fight. And, dare I say, you can't practice spirit combat
|
||
without fighting some friendly spirits. And not the kind you find
|
||
over at O'Malleys.
|
||
|
||
If you can convince your local mage to do this, then you can
|
||
learn these concentrations. (Boyo, you'd better trust the
|
||
chummer...) It's rumored that a few military and corps groups
|
||
have special forces trained for this as well, but it's expensive.
|
||
Turnover's high for mundanes in the sixth world.
|
||
|
||
>>>[Some gamemasters may decide that being able to use
|
||
Spiritfighting and Spellfighting requires a Priority of 1 (0 for
|
||
metahumans) in magic.]<<<
|
||
-- Jerry Stratton (07:47:23/05-29-92)
|
||
|
||
|
||
|
||
THE NEO-ANARCHISTS' ON-LINE GRIMOIRE
|
||
|
||
Spells attributed to Montigue courtesy of lee@cyolemiss.edu.
|
||
Spells attributed to Minotaur courtesy of mancinis@mentorpurdue.edu
|
||
|
||
|
||
DETECT METAPLANAR ENERGIES Detection
|
||
Minotaur
|
||
Det. Meta. Energy S1 Mana Sustained
|
||
|
||
This spell detects the energies that initiates have access to
|
||
(quickenings, shieldings, greater form spirits, etc). The target
|
||
number is 4, 6, or 10, depending on the location of the energies.
|
||
The number of successes increase the Area as normal.
|
||
Mechanics:
|
||
Analyze magical energies: M1
|
||
Drastic: S1
|
||
|
||
>>>[Before ya all start screaming about this, we devised it so
|
||
not all our spell tossers had to rush to initiate levels. It does
|
||
not tell yet what form the energy is in, just that it is
|
||
present.]<<<
|
||
-Gargoyle
|
||
|
||
>>>[Yeah, I love this spell, my sister dropped a Quickening on
|
||
me, now this chummer mage friend of mine thinks I am an initiate
|
||
mage hiding his aura under all this chrome...]<<<
|
||
-Gemini
|
||
|
||
>>>[Well, I *did* think that Ork face. Now, I know different.]<<<
|
||
-Archangel
|
||
|
||
|
||
ENHANCED HEARING Detection
|
||
Minotaur
|
||
Enhanced Hearing L1 Mana Sustained
|
||
|
||
The target numbers are the standard 4, 6, and 10, although some
|
||
gamemasters will probably not allow astral hearing (target number
|
||
10).
|
||
This spell bestows the individual with the equivalent of the
|
||
cyberear, enhanced hearing.
|
||
Mechanics:
|
||
Minor Physical Improvement: L1
|
||
|
||
>>>[Great for picking up those side conversations, pity they
|
||
didn't design it with a Select Sound Filter. Ah the wonders of
|
||
technology.]<<<
|
||
-Gemini
|
||
|
||
>>>[Yeah, and with slight modification, I have already designed
|
||
an Enhanced Touch, Enhanced Smell, and Enhanced Sight.]<<<
|
||
-Glider, Eagle Shaman
|
||
|
||
|
||
LUCK Detection
|
||
Minotaur
|
||
Luck S2 Mana Sustained
|
||
|
||
The target number is 4, and this spell is cast on individuals. It
|
||
creates a pool equal to the number of successes that the GM can
|
||
access if he feels the player needs it.
|
||
For example, a lucky individual gets shot, and takes a Deadly
|
||
wound. The GM can secretly access the pool to try and save the
|
||
character's life. This pool does not refresh and once the pool is
|
||
empty, the spell dies.
|
||
Mechanics:
|
||
Hypersense: S1
|
||
Drastic: D2
|
||
Caster Only: S2
|
||
-1DC instead of -2DC, because of the Strength of the spell.
|
||
|
||
>>>[Sounds like someone has tried to design a leprechaun spell!
|
||
Har-har lemme guess, ya need a four leaf clover to cast it?]<<<
|
||
-Wolfsbane
|
||
|
||
>>>[Um you have some kinda problem with Leprechauns dog-
|
||
breath?]<<<
|
||
-Whisper, Were-Leprechaun
|
||
|
||
|
||
NIGHTVISION Detection
|
||
Minotaur
|
||
Nightvision S1 Mana Sustained
|
||
|
||
The next step on Low-light vision, nightvision allows the target
|
||
to see in total darkness. The target number is 4.
|
||
Mechanics:
|
||
Hypersense: S1
|
||
|
||
>>>[Gee whoever would need such a silly spell?]<<<
|
||
-Gargoyle
|
||
|
||
>>>[Those of us who didn't go through one of those adolescent
|
||
'growth spurts' that left us 12 feet tall with horns!]<<<
|
||
-D.Duke
|
||
|
||
>>>[Geee Davie, ya almost sound jealous. I have the perfect
|
||
solution, Transform to Troll (Permanent)... I'll give ya
|
||
Nightvision...]<<<
|
||
-Gargoyle
|
||
|
||
|
||
OMNISCIENCE Detection
|
||
Minotaur
|
||
Omniscience D2 Mana Instant
|
||
|
||
This spell bestows a limited omniscience upon the target. The
|
||
target number is 4, and only voluntary subjects may be affected.
|
||
When cast, the target enters a trance. When that person is asked
|
||
a yes/no question, the omniscient character has a number of dice
|
||
equal to the number of successes to see if he/she can find an
|
||
answer. If the target is reached, the character will answer the
|
||
question and exit the trance, spell over. If the target is not
|
||
reached, the character will exit the trance, question unanswered.
|
||
The target is unable to do anything (except answer the question)
|
||
while in the trance.
|
||
Mechanics:
|
||
Hypersense: S1
|
||
Drastic: D2
|
||
|
||
>>>[My God! Does this Spell really work?]<<<
|
||
-Brimstone
|
||
|
||
>>>[YES- I just used it to find out your answer...]<<<
|
||
-Titan
|
||
|
||
SPHERICAL VISION Detection
|
||
Minotaur
|
||
Spherical Vision S2 Mana Sustained
|
||
|
||
This spell bestows the ability to see in all directions around
|
||
the individual. This spell does not give any new ways to see, but
|
||
if the individual already has "other" ways of seeing, this spell
|
||
automatically allows them to be used. Line of sight, as far as
|
||
sustaining spells takes on all new meaning. Casting line of sight
|
||
still has to be "in front" of the magician. The target number for
|
||
the spell is 4.
|
||
GM NOTE: With this version, cyber-modified forms of vision do not
|
||
get augmented by this spell.
|
||
Mechanics:
|
||
Major sensory enhancement: M1
|
||
Drastic Effect: S2
|
||
|
||
>>>[The perfect spell for the paranoid mage in your group...]<<<
|
||
-Brimstone
|
||
|
||
>>>[Just because some people fantasize about conspiracies, does
|
||
NOT mean that all conspiracies are fantasies...]<<<
|
||
-Big Brother
|
||
|
||
|
||
STRIKE BLIND Combat
|
||
Minotaur
|
||
Strike Blind L2 Physical Instant
|
||
|
||
This spell effects only the eyes of the target. In game terms, it
|
||
delivers a wound base to the overall person two stages lower than
|
||
the damage delivered to the eyes. Any wound less than deadly
|
||
results in modifiers according to the damage. A serious wound to
|
||
the eyes is treated as a light wound overall, and a serious for
|
||
perception based tests.
|
||
The Wound staging is 1.
|
||
Mechanics:
|
||
Staging 1: S1
|
||
Very limited subject: L1
|
||
Physical spell: L2
|
||
|
||
>>>[Brings new meaning to Line of Sight rules...]<<<
|
||
-Whisper
|
||
|
||
>>>[Yeah but it is totally useless if your target is wearing
|
||
glasses or goggles like 90% of the runners, guards, and cops I
|
||
know. They have these neat smartgoggles or lowlight or...]<<<
|
||
-Brimstone
|
||
|
||
|
||
BLINDNESS Illusion
|
||
Minotaur
|
||
Blindness M2 Mana Sustained
|
||
|
||
This spell inhibits the target from using his/her eyes. The
|
||
target number is 4 (shouldn't it be Willpower? -- Jerry). It
|
||
effectively blinds until the target can figure out a way to get
|
||
around it. It's all in the mind, after all.
|
||
Mechanics:
|
||
Single Realistic Illusion: M1
|
||
Physical Spell: M2
|
||
|
||
>>>[Never, I repeat NEVER, throw this spell on your samurai
|
||
friend when he is watching the championship game of Cycle
|
||
Combat.]<<<
|
||
-Warlock
|
||
|
||
>>>[Sorry about that Warlock, btw, how is the new cyberlimb
|
||
working out?]<<<
|
||
-Anthrax
|
||
|
||
|
||
AIR BRIDGE Telekinetic Manipulation
|
||
Minotaur
|
||
Air Bridge M2 Physical Sustained
|
||
|
||
This spell creates a bridge that can span a distance equal to the
|
||
caster's Magic attribute in meters. The strength of the bridge,
|
||
or how much it can carry, is equal to the number of successes.
|
||
The width of the bridge is wide enough that a troll can easily
|
||
stand on it comfortably in single file. The target number is 4.
|
||
>>>[When have you ever seen Trolls walking single file?]<<<
|
||
-- Micromara [10:30:11:08/08-02-52]
|
||
Mechanics:
|
||
Levitate Item: L2
|
||
Area of Effect: M2
|
||
|
||
>>>[Ya'd be amazed the Toll ya can charge when a runner team is
|
||
tryin to get off the Roof of the Renraku Mall while engaged in a
|
||
firefight with the Red Sam's!]<<<
|
||
-Gargoyle
|
||
|
||
>>>[A Troll Toll Bridge? Gods, sometimes I truly worry about you
|
||
Raven Shamans]<<<
|
||
-Brimstone
|
||
|
||
|
||
ENLARGE Transform Manipulation
|
||
Minotaur
|
||
Enlarge M3 Physical Sustained
|
||
|
||
This spell enlarges any object/person. The physical attributes of
|
||
the object/person are increased by the number of successes. Every
|
||
two successes increases the size of the object/ person by 100%.
|
||
(ie: 2 successes doubles the size, 4 successes triples the size,
|
||
6 successes quadruples the size, etc.)
|
||
The target is 4 (or the Material Rating of objects). Living
|
||
targets must be voluntary.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic: S3
|
||
Voluntary: M3
|
||
|
||
>>>[This spell is great for reaching those really high shelves in
|
||
your Kitchen!]<<<
|
||
-Whisper
|
||
|
||
>>>[Umm, Whisper, you're a dwarf. My counter top is a really high
|
||
shelf to you...]<<<
|
||
-Gargoyle
|
||
|
||
>>>[Not anymore!!! .....]<<<
|
||
-Whisper
|
||
|
||
|
||
FLIGHT Telekinetic Manipulation
|
||
Montigue
|
||
Flight L3 Physical Sustained
|
||
|
||
After a couple of runs, my mage determined that he needed another
|
||
way to get about. He also figured being a mage should allow him
|
||
to ignore a simple 10 foot tall fence and concentrate on the
|
||
drekheads on the other side. He likes to fight melee, when he
|
||
gets mad. The target number is 5 + background count. (Yes, that
|
||
does mean the mage is effectively penalized twice for
|
||
background.)
|
||
Flight allows the target to have a quickness of twice force plus
|
||
the number of successes. For example, 'Doc' casts flight at force
|
||
4 with a background count of 2. The target number is 7. He uses
|
||
all of his 9 dice from his magic pool giving him a total of 13
|
||
dice to cast the spell. He rolls 18, 16, 15, 13, 10, 9, 6, 5, 3,
|
||
3, 2, 1, 1. This gives him 9 successes. His quickness when flying
|
||
is twice 4, plus 9, or 17. This 17 is NOT figured in for
|
||
reaction, just quickness.
|
||
|
||
|
||
GREASE VOLT Transform Manipulation
|
||
Minotaur
|
||
Grease Volt S3 Physical Instant
|
||
|
||
This spell creates a cone of pure grease that shoots in the
|
||
direction indicated by the caster. It coats everything it hits in
|
||
this grease. Anyone caught in, or entering the area of effect has
|
||
to make a Quickness success test (target number equal to the
|
||
number of successes) whenever they want to do anything that
|
||
requires mobility. Failure indicates that he/she fell.
|
||
The target is 4, and the cone has a diameter at the target point
|
||
of the caster's Magic.
|
||
Mechanics:
|
||
Major environmental change: S2
|
||
Physical: S3
|
||
|
||
>>>[Great for the quick lube job...]<<<
|
||
-Stretch
|
||
|
||
>>>[Yeah, if yer trying to lube a fraggin battleship!]<<<
|
||
-Gargoyle
|
||
|
||
|
||
PUKE BALL Control Manipulation
|
||
Minotaur
|
||
Puke Ball M2 Physical Instant
|
||
|
||
This spell inflicts the target with a form of nausea, causing the
|
||
target to either "hold it down" (resisting the spell) or start
|
||
throwing up, thus incapacitating the target until the spell is
|
||
dropped. The target number is the larger of the victim's Body or
|
||
Willpower. It only works on humans or metahumans.
|
||
Mechanics:
|
||
Minor Physical Change: M1
|
||
Drastic: S2
|
||
Physical Spell: S3
|
||
Neg. Drastic: M2
|
||
|
||
>>>[This spell works wonders in a Restaurant. I tossed it at this
|
||
rude Elven wench. Turns out it was area of effect. Her whole
|
||
table started tossin their cookies once she began!]<<<
|
||
-Gargoyle
|
||
|
||
>>>[You are truly sick Gargoyle...]<<<
|
||
-Whisper
|
||
|
||
|
||
RESTORE QUICKNESS
|
||
Transform Manipulation
|
||
Jerry Stratton
|
||
Restore Quickness M3 Physical Sustained
|
||
|
||
Restore Quickness restores a dead body's quickness to the number
|
||
of successes (the target is 3, natural objects). This can't be
|
||
more than the body's original quickness (quickness just before
|
||
dying) minus 1, minus 1 for every 2 points of Body lost due to
|
||
decomposition (like Strength: see the Spirit Guide in this
|
||
issue).
|
||
There's also a Threshold equal to half the original (natural)
|
||
Body of the target, rounded up.
|
||
|
||
|
||
SHAPECHANGE, AMORPHOUS LIQUID
|
||
Transform Manipulation
|
||
Minotaur
|
||
Shapechange, Liquid S4 Mana Sustained
|
||
|
||
A voluntary subject is required, and the target number is 4.
|
||
Transforms the subject into an amount of liquid equivalently the
|
||
same size. The number of successes takes the place of the
|
||
liquid's "body". Clothing and equipment do not transform.
|
||
Consciousness is retained, and mages can cast spells while under
|
||
this spell, but cannot fulfill geasa or use centering skills that
|
||
the form cannot accommodate, ie: gestures, speech, etc. The
|
||
liquid form is held together, and is only in danger of
|
||
discorporation when some outside cause interferes with it.
|
||
GM NOTE: The type of liquid that the target becomes is stated at
|
||
time of casting. Please, remember that if the target becomes a
|
||
type of liquid that will react explosively with an existing
|
||
catalyst, the target's liquid body will suffer the damage
|
||
likewise.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic effect: S3
|
||
Drastic effect: D4
|
||
Voluntary: S4
|
||
|
||
>>>[I used this spell to sneak in on a target. Hid in his jacuzzi
|
||
til the stupid Sarariman came out for a dip. Pity he got to turn
|
||
the damn filter system right before I geeked him. That aerator
|
||
didn't tickle.]<<<
|
||
-Nemesis
|
||
|
||
|
||
SHAPECHANGE, ENERGY FORM
|
||
Transform Manipulation
|
||
Minotaur
|
||
Shapechange, Energy S4 Mana Sustained
|
||
|
||
A voluntary subject is required, and the target number is 4.
|
||
Transforms the subject into an amount of energy equivalently the
|
||
same size. The number of successes takes the place of the
|
||
energy's "body". Clothing and equipment do not transform.
|
||
Consciousness is retained, and mages can cast spells while under
|
||
this spell, but cannot fulfill geasa or use centering skills that
|
||
the form cannot accommodate, ie: gestures, speech, etc. The
|
||
energy form is held together, and is only in danger of
|
||
discorporation when some outside cause interferes with it.
|
||
GM NOTE: The type of energy that the target becomes is stated at
|
||
time of casting. Please, remember that if the target becomes a
|
||
type of energy that will react explosively with an existing
|
||
catalyst, the target's energy body will suffer the damage
|
||
likewise.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic effect: S3
|
||
Drastic effect: D4
|
||
Voluntary: S4
|
||
|
||
>>>[My girlfriend was a bright beam of sunshine, who found her
|
||
way into my heart, and my bedroom...]<<<
|
||
-Brimstone
|
||
|
||
>>>[POETRY on the Shadownet? GAG What next ?!?!?!]<<<
|
||
-Gargoyle
|
||
|
||
>>>[No ya brain-dead troll, she really was a beam of
|
||
Sunlight!]<<<
|
||
-Brimstone
|
||
|
||
|
||
SHAPECHANGE, HUMAN/METAHUMAN
|
||
Transform Manipulation
|
||
Minotaur
|
||
Shapechange, Human M3 Mana Sustained
|
||
|
||
A voluntary subject is required, and the target number is 4.
|
||
Transforms the subject into any of the normal human/Metahuman
|
||
races. The number of successes can then be split amongst the
|
||
individual's attributes to help create the form. For example, a
|
||
human mage casts this spell and gets 6 successes. He changes into
|
||
a beautiful Elven female. He adds 2 points to his charisma, 2
|
||
points to his quickness (to dodge unwanted advances), and the
|
||
other 2 points to body. Clothing and equipment do not transform.
|
||
GM Note: Mental Attributes raised through this spell can NOT be
|
||
used in anything other than racial modifiers. (ie: in the above
|
||
example, the mage would not be able to conjure stronger
|
||
spirits/elementals while in this form. His new charisma IS only
|
||
skin deep.) The character may look better, sound more educated,
|
||
or be able to stand his/her own ground better, but he/she does
|
||
not get any extra dice.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic effect: S3
|
||
Voluntary: M3
|
||
|
||
>>>[This spell is great for getting you into those Humanis
|
||
Meetings. Good Ole human form, those I'll never understand had
|
||
they could get used to such small appendages, take for instance,
|
||
how could the female of their species be interested in such a
|
||
small...]<<<
|
||
-Gargoyle
|
||
|
||
>>>[ENOUGH! Stop Right There!]<<<
|
||
-Brimstone
|
||
|
||
>>>[Gargoyle and Brimstone, a little t<>t-‡-t<>t at a single
|
||
keyboard, there? Can't afford two, or is this a personal
|
||
thing?]<<<
|
||
-- Ryan [10:51:27/08-02-52]
|
||
|
||
|
||
SHAPECHANGE, INANIMATE OBJECT
|
||
Transform Manipulation
|
||
Minotaur
|
||
Shapechange, Object M3 Mana Sustained
|
||
|
||
A voluntary subject is required, and the target number is 4.
|
||
Transforms the subject into any about equivalently sized object.
|
||
The number of successes are added to the object's body/barrier.
|
||
Clothing and equipment do not transform. Consciousness is
|
||
retained, and mages can cast spells while under this spell, but
|
||
cannot fulfill geasa or use centering skills that the form cannot
|
||
accommodate, ie: movement, speech, etc.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic effect: S3
|
||
Voluntary: M3
|
||
|
||
>>>[I love this spell. Having company over? Well myself and a
|
||
bunch of fellow hermetic were meeting at my place. They
|
||
absolutely loved the new furniture!]<<<
|
||
-Brimstone
|
||
|
||
>>>[You're pushin it Stony! I still haven't gotten rid of those
|
||
cigarette burns, nor the coffee stains on my forehead! I ain't
|
||
volunteering to help ya with another one of yer little 'get-
|
||
togethers' again!]<<<
|
||
-Gemini, the Samurai Sofa
|
||
|
||
|
||
SHRINK Transform Manipulation
|
||
Minotaur
|
||
Shrink M3 Physical Sustained
|
||
|
||
This spell shrinks an object/person 10% of the target's size and
|
||
weight for every success up to 90%, then 1% for every success
|
||
after that. (minimum size and weight: 1% of normal.)
|
||
GM Note: Although the strength and body do not change when
|
||
shrunken, if the individual tries to lift anything in this state,
|
||
his/her target numbers are raised by the number of successes.
|
||
Imagine someone the size of an ant trying to lift a chair. Where
|
||
would his/her center of balance be? It's still possible, just
|
||
very difficult.
|
||
The target number is 4 for creatures (who must be voluntary) or
|
||
the Material Rating of objects.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic: S3
|
||
Voluntary: M3
|
||
|
||
>>>[Wanna have fun, burn yourself an elemental and get real
|
||
small! I set up this hand-build sailing schooner in my bathtub;
|
||
my girlfriend and I went sailing for the weekend on the open
|
||
seas, with zero threat from Sea Serpents!!!]<<<
|
||
-Brimstone
|
||
|
||
>>>[Yeah? Well when your dog found his way into the bathroom the
|
||
party was over drek-head!]<<<
|
||
-Aphrodite
|
||
|
||
|
||
STEAL (SKILL) Control Manipulation
|
||
Minotaur
|
||
Steal (Skill) L3 Mana Sustained
|
||
|
||
This spell allows the individual to borrow one skill from a
|
||
willing target. The target number is the rating of the skill.
|
||
It's harder to steal a skill that the owner has well in hand, and
|
||
easier to steal skills the owner doesn't know very well. The
|
||
rating of the borrowed skill is the number of successes up to the
|
||
original rating of the skill. While the skill is being borrowed,
|
||
the original owner of the skill cannot access the skill, he/she
|
||
simply cannot remember how to use that skill. However, if at any
|
||
time, the original owner of the skill becomes unwilling to
|
||
continue with the spell, the spell dies and the effects end. The
|
||
skill to be borrowed has to be stated at the time of spell
|
||
creation. Typical examples are Armed and Unarmed Combat,
|
||
Demolitions, Driving, and so on. For example, a mage casts Steal
|
||
Armed Combat on a willing friend. The original skill was at 5, he
|
||
gets four successes. He has the skill at 4. He then proceeds to
|
||
fight some threat to the group. During the fight, he decides that
|
||
he likes this skill and to spell lock the spell. The original
|
||
owner then becomes unwilling, and the spell dies.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Drastic: S3
|
||
Voluntary: M3
|
||
Neg. Drastic: L3
|
||
|
||
>>>[Shouldn't this be 'Borrow (skill)' ???]<<<
|
||
-Gargoyle
|
||
|
||
>>>[No, I liked the title "Steal Skill' better...]<<<
|
||
-Enigma
|
||
|
||
>>>[So much for Positive public imagery of spellcasting....]<<<
|
||
-Gargoyle
|
||
|
||
>>>[Who's lookin for a Positive Image?]<<<
|
||
-Enigma
|
||
|
||
>>>[So there's a continuous link between the target of the spell
|
||
and the owner of the skill? Can this be traced?]<<<
|
||
-- Gremlin (10:32:11/08-02-92)
|
||
|
||
|
||
TELEPORTATION
|
||
Telekinetic Manipulation
|
||
Montigue
|
||
Teleportation D3 Physical Instant
|
||
|
||
The mage must be familiar with the destination. Astral sighting
|
||
works. Mages can teleport a number of people up to their Magic
|
||
Attribute. Standard line-of-sight rules apply. The range is MA
|
||
kilometers. The mage must be astrally sensing.
|
||
The base target number is 4, plus 1 for every target other than
|
||
the mage. If any target is involuntary, that target is allowed to
|
||
resist with its dodge pool.
|
||
Targets successfully teleported are disoriented for 5 turns,
|
||
minus the number of successes. If the caster falls unconscious,
|
||
this time is 10 turns minus the number of successes.
|
||
|
||
>>>[I think I might give targets with a body of greater than 11
|
||
one automatic success for each 6 points of body greater than 6
|
||
(12, 18, 24, etc.). And these automatic successes don't disappear
|
||
if the target is voluntary. This makes it a little harder to
|
||
teleport dinosaurs.]<<<
|
||
-- Jerry (8-24-92/10:55:10)
|
||
|
||
|
||
THOUGHT BUBBLE
|
||
Control Manipulation
|
||
Minotaur
|
||
Thought Bubble L2 Physical Sustained
|
||
|
||
This spell is close to a mind probe spell, but its effects are
|
||
different. First, only surface thoughts, then in the victim's
|
||
native language. The effects are that a thought bubble appears
|
||
over the head of the target, as in the comic strips, allowing
|
||
anyone the mage allowed to see, to read whatever the victim is
|
||
thinking. The target is the victim's Willpower.
|
||
Mechanics:
|
||
Minor Mental: L1
|
||
Physical Spell: L2
|
||
|
||
>>>[Great, somebody out thar want to turn reality into a Neil the
|
||
Ork Barbarian comic book!]<<<
|
||
-Brimstone
|
||
|
||
>>>[I happen to love Neil the Ork Barbarian; I have all his
|
||
comics]<<<
|
||
-Enigma
|
||
|
||
>>>[Ya wouldn't happen to have a extra copy of Neil #45: Neil vs
|
||
the Amazonian Vampire Smurfs?]<<<
|
||
-Brimstone
|
||
|
||
>>>[So if this spell is physical, does that mean you can hit your
|
||
head on the balloons?]<<<
|
||
-- Smilin' Ryan (10:59:11/08-02-92)
|
||
|
||
|
||
TURN GUN TO VEGETABLE
|
||
Transform Manipulation
|
||
Minotaur
|
||
Turn Gun to Vegetable L4 Physical Sustained
|
||
|
||
The target number of this highly invaluable spell is the
|
||
firearm's Object Resistance, and there is a threshold of its
|
||
Material rating. The spell transforms any firearm into a
|
||
vegetable of equivalent size. A hold-out pistol might become a
|
||
plum, a heavy pistol a mango or cantaloupe, an SMG a bunch of
|
||
celery, and a panther cannon a watermelon.
|
||
Mechanics:
|
||
Major Physical Change: M2
|
||
Physical spell: M3
|
||
Drastic effect: S4
|
||
Very limited target: L4
|
||
|
||
>>>[Great for the pacifist vegetarian in your group! Har-har]<<<
|
||
-Gargoyle
|
||
|
||
>>>[Hell wit dat, I dropped a bunch of palm pistols on da salad
|
||
bar at Wanda's Witchery, then sustained the spell. It was amazin
|
||
how many folks went runnin to da john when I dropped dis 'ere
|
||
spell...]<<<
|
||
-Nikodaemus, Rat Shaman
|
||
|
||
>>>[So your the fragger who's ruin my business eh?]<<<
|
||
-Wanda, witch
|
||
|
||
|
||
WALLWALKING
|
||
Telekinetic Manipulation
|
||
Minotaur
|
||
Wallwalking L3 Physical Sustained
|
||
|
||
This spell can only be cast on voluntary targets. The target
|
||
number is 4. Wallwalking allows an individual to ignore the
|
||
effects of gravity. The target can walk up the wall, along the
|
||
wall, or switch to the ceiling. Gravity for the subject will be
|
||
towards the subject's ground.
|
||
Mechanics:
|
||
Major Environmental Change: S2
|
||
Voluntary: M2
|
||
Limited Target (People): L2
|
||
Physical: L3
|
||
|
||
>>>[Yeah yeah I know Whisper, it's great for reaching something
|
||
somewhere right?]<<<
|
||
-Brimstone, Hermetic Mage
|
||
|
||
>>>[Actually, I just use it to avoid crowded elevators and
|
||
staircases, but since ya brought it up, it would make changing my
|
||
ceiling lights a whole lot simpler...]<<<
|
||
-Whisper, Raccoon Were-leprechaun
|
||
|
||
>>>[That's it, I give up...]<<<
|
||
-Brimstone
|
||
|
||
|
||
WATERWALKING
|
||
Telekinetic Manipulation
|
||
Minotaur
|
||
Waterwalking L2 Mana Sustained
|
||
|
||
Waterwalking allows an individual to walk across a body of water
|
||
as if the liquid surface were solid enough to support weight. The
|
||
target number is 4, and the spell can only be cast on voluntary
|
||
subjects.
|
||
Mechanics:
|
||
Major Environmental Change: S2
|
||
Voluntary: M2
|
||
Limited Target (People): L2
|
||
|
||
>>>[It was amazing! I just finished designing this spell on the
|
||
metaplanes and was shunted to an alternate world. Kinda primitive
|
||
they didn't even have a Heal Deadly Wounds or some of the simpler
|
||
transformation spells. Hell, just when I started to teach them a
|
||
bunch of 'em stapled me to a chunk of wood and shunted me back
|
||
from the metaplanes. That's okay, I think I am going to try to
|
||
hit that same Place of Destiny again.]<<<
|
||
-The Nazarene
|
||
|
||
>>>[Amazing. I've *heard* of the metaplane of cheap messiahs, but
|
||
I've never known anyone to go there. Stapled? Jeez. Good thing
|
||
they didn't use superglue.]<<<
|
||
-- Lancalot (8-24-52/10:35:12)
|
||
|
||
|
||
WORD BUBBLE
|
||
Control Manipulation
|
||
Minotaur
|
||
Word Bubble D2 Physical Sustained
|
||
|
||
This spell creates a cartoon-like word bubble to appear over the
|
||
target's head every time he/she creates any type of noise, be it
|
||
speech, bodily sounds, or fingersnapping. If the sounds are
|
||
speech, it will be in whatever language was spoken. The mage
|
||
predetermines who exactly will be able to see the bubble. The
|
||
target number is the victim's intelligence.
|
||
Mechanics:
|
||
Minor environmental change: S1
|
||
Area of Effect: D1
|
||
Physical: D2
|
||
Drastic:
|
||
(D+1)3
|
||
Neg Drastic: D2
|
||
|
||
>>>[More of those damn comic spells. Don't we have any serious
|
||
designers out there anymore?]<<<
|
||
-Warlock
|
||
|
||
>>>[With people turning my Ares Predator to a cucumber, you all
|
||
of a sudden want people to be serious?]<<<
|
||
-Gargoyle
|
||
|
||
|
||
|
||
|
||
MASTER SPELL LIST ADDENDA
|
||
|
||
|
||
The initial Master Spell List can be found in the first Annual
|
||
Neo-Anarchists Guide to Everything Else. You can cut and paste
|
||
whatever spells you want from here into there.
|
||
Starting this issue, NAGEE spells are denoted with *#. The number
|
||
is the NAGEE issue the spell appears in. Spells from published
|
||
adventures (of which there are none this issue) will be a single
|
||
asterisk.
|
||
|
||
DETECTION SPELLS
|
||
NAME DRAIN TARGET STAGING/THRESHOLD RANGE AREA DURATION TYPE
|
||
Detect Meta Energies *3 S1 4/6/10 Visual MAx#S Sustain Mana
|
||
Enhanced Hearing *3 L1 4/6/10 Visual Single Sustain Mana
|
||
Luck *3 S2 4 Visual Single Sustain Mana
|
||
Nightvision *3 S1 4 Visual Single Sustain Mana
|
||
Omniscience *3 D2 4 (Voluntary) Visual Single Instant Mana
|
||
Spherical Vision *3 S2 4 Visual Single Sustain Mana
|
||
|
||
COMBAT SPELLS
|
||
NAME DRAIN TARGET STAGING RANGE AREA DURATION TYPE
|
||
Strike Blind *3 L2 Body 1 Visual Single Instant Physical
|
||
|
||
ILLUSION SPELLS
|
||
NAME DRAIN TARGET THRESHOLD RANGE AREA DURATION TYPE
|
||
Blindness *3 M2 Willpower Visual Single Sustain Mana
|
||
|
||
CONTROL MANIPULATION SPELLS
|
||
NAME DRAIN TARGET THRESHOLD RANGE AREA DURATION TYPE
|
||
Puke Ball *3 M2 Body/Willpower Visual Single Instant Physical
|
||
Steal (Skill) *3 L3 Skill Rating Visual Single Sustain Mana
|
||
Thought Bubble *3 L2 Willpower Visual Single Sustain Physical
|
||
Word Bubble *3 D2 Intelligence Visual Single Sustain Physical
|
||
|
||
TELEKINETIC MANIPULATION SPELLS
|
||
NAME DRAIN TARGET STAGING RANGE AREA DURATION TYPE
|
||
Air Bridge *3 M2 4 Visual MA Sustain Physical
|
||
Movement *3 S3 Object Resistance Visual Single Sustain Physical
|
||
Teleportation *3 D3 4+other targets Visual MA targets Instant Physical
|
||
Wallwalking *3 L3 4/Voluntary Visual Single Sustain Physical
|
||
Waterwalking *3 L2 4/Voluntary Visual Single Sustain Mana
|
||
|
||
TRANSFORM MANIPULATION SPELLS
|
||
NAME DRAIN TARGET THRESHOLD RANGE AREA DURATION TYPE
|
||
Enlarge *3 M3 4/Voluntary or Material Visual Single Sustain Physical
|
||
Grease Volt *3 S3 4 Visual MA Instant Physical
|
||
Restore Quickness *3 M3 3 Body/2 Visual Single Sustain Physical
|
||
ShCh, Amorph Liquid *3 S4 4/Voluntary Visual Single Sustain Mana
|
||
ShCh, Energy Form *3 S4 4/Voluntary Visual Single Sustain Mana
|
||
ShCh, Human/Meta *3 M3 4/Voluntary Visual Single Sustain Mana
|
||
ShCh, Inan. Object *3 M3 4/Voluntary Visual Single Sustain Mana
|
||
Shrink *3 M3 4/Voluntary Visual Single Sustain Physical
|
||
Turn Gun to Vegetable *3 L4 Object Resistance Material Visual Single Sustain Physical
|
||
|
||
|
||
|
||
|
||
|
||
THE SPIRIT GUIDE
|
||
Jerry Stratton (jerry@teetot.acusd.edu)
|
||
|
||
>>>[The following spirits are best introduced as part of an
|
||
adventure: the enemy will have them, and if the runners play
|
||
their cards right, they'll discover the means of summoning
|
||
them.]<<<
|
||
-- Jerry [01:55:06/08-31-92]
|
||
|
||
|
||
SPIRIT TYPES
|
||
|
||
There are three classes of spirits: Individual spirits, Major
|
||
spirits, and Minor spirits. A conjurer can have a number of Major
|
||
spirits bound equal to the conjurer's Charisma. The conjurer can
|
||
also have a number of Minor spirits bound equal to the conjurer's
|
||
Charisma. Minor spirits do not count against the charisma limit
|
||
for Major spirits, and vice versa. Individual spirits can be
|
||
bound in any number, but individual spirits are usually
|
||
independent and tough to control.
|
||
|
||
|
||
THE SPIRIT TYPES
|
||
Major Spirits: Nature Spirits, Elementals, Advisors, Parasites,
|
||
Ghosts
|
||
Minor Spirits: Watchers
|
||
|
||
|
||
|
||
SUMMONING CREATURES
|
||
Possession is Nine-Tenths of the Law
|
||
|
||
|
||
One of the things shamans and mages seemed to do in legend is
|
||
summon animals and possess humans. Summoned animals always seemed
|
||
hardier and more intelligent than the average animal, able to
|
||
perform small services on request of the summoner.
|
||
|
||
It turns out that something like this is possible. The
|
||
shaman/mage conjures a special spirit (we're calling it a
|
||
Parasite, but other suggestions are welcome) which takes over the
|
||
host.
|
||
|
||
|
||
CONJURING THE PARASITE
|
||
|
||
The conjurer can bind a number of Parasite groups equal to
|
||
Charisma. Parasites are major spirits, and these do count against
|
||
the number of Elementals/Nature Spirits the conjurer can have
|
||
bound.
|
||
|
||
The conjurer chooses the force of the Parasite and the target.
|
||
The target can be general or specific. A general target is simply
|
||
a species, and a member of the target species must be within
|
||
Magic kilometers. A specific target is a specific creature, which
|
||
must be visible (physically or astrally sighted) and within Magic
|
||
times 10 meters.
|
||
|
||
The conjurer makes a Conjuring test vs. the Parasite's force. The
|
||
first success brings one Parasite for one day. Extra successes
|
||
can increase the number of days the Parasite is bound or increase
|
||
the number of Parasites. Multiple Parasites conjured in one
|
||
conjuring test only count as one spirit vs. the Charisma limit.
|
||
If the conjurer spends force Karma Points now, the Parasites are
|
||
bound for weeks instead of days.
|
||
|
||
The ritual requires a conjuring library with a rating at least
|
||
equal to the force of the Parasite. It takes 1 action per force
|
||
rating of the Parasite summoned (and initiative is rolled with
|
||
intelligence, as astral initiative). Summoning materials cost
|
||
1,000 Nuyen per force.
|
||
|
||
|
||
INITIAL DRAIN
|
||
|
||
Initial drain is vs. (Force)S(number summoned). If force is less
|
||
than or equal to half Charisma, the drain is only (Force)M(number
|
||
summoned). If force is greater than Charisma, the drain is
|
||
(Force)S(number summoned)/Physical. If force is greater than
|
||
twice Charisma, drain is (Force)D(number summoned)/ Physical.
|
||
|
||
If the conjurer falls unconscious, the Parasite is uncontrolled,
|
||
and can inhabit whatever body it desires (the conjurer is a good
|
||
bet, though, since no fight is required to inhabit an unconscious
|
||
body).
|
||
|
||
|
||
TAKING POSSESSION
|
||
|
||
Once conjured, the Parasite must take over the target. The target
|
||
(either a general species or a specific creature) must be
|
||
specified during conjuring. The Parasite's astral reaction is
|
||
twice its force, and its Intelligence, Willpower, and Charisma
|
||
are equal to its force. It gets the automatic 5 for initiative,
|
||
as is usual for spirits. If the target is unconscious, no fight
|
||
is necessary (although it might want to be careful not to wake
|
||
the target up -- then it will have to fight to keep possession).
|
||
If the target is conscious, the Parasite's force is pitted
|
||
against the target's Charisma, with Conjuring (Spiritfighting)
|
||
added in as a pool (refreshed each action, as usual). The number
|
||
of successes of the winner (beyond the number of successes of the
|
||
loser) reduce the spirit's Force (or the target's Charisma). When
|
||
charisma is reduced to zero, the spirit has taken control. If the
|
||
spirit's force is reduced to zero, the spirit is killed. Force or
|
||
Charisma return at 1 point, at the following rate: divide 60
|
||
minutes by the number of successes on a willpower test vs. the
|
||
number of points lost. If no successes are rolled, the time is 2
|
||
hours.
|
||
|
||
Note that the spirit's willpower, intelligence, charisma, and
|
||
reaction change when its force is temporarily reduced.
|
||
|
||
>>>[I've heard of variations on this ritual that will call
|
||
Parasites into inanimate objects, such as cars, tractors,
|
||
telephones, or toasters. The two rumors I've heard are that toxic
|
||
shamans are the only ones that can do it, and they do it just
|
||
like normal shamans call Parasites into an animal; and that any
|
||
mage can do it, but it requires a very arcane ritual involving
|
||
human sacrifice.]<<<
|
||
-- Dweomer [07:19:04/09-01-52]
|
||
|
||
>>>[In either case, the Parasite fights the item's Body, instead
|
||
of Charisma, although the item's Body doesn't really go down (it
|
||
just does for purposes of determining how hard it is for the
|
||
Parasite to take control). Once the Parasite wins, it has full
|
||
control over the item, and can use it in whatever manner it was
|
||
meant to be used. When the Parasite leaves the item, the item
|
||
must make an Armor+Body test vs. the Force of the Parasite that
|
||
left. Each success brings the damage the item takes down from
|
||
Deadly.
|
||
|
||
For the arcane mage ritual, the sacrifice must be a creature with
|
||
Willpower at least equal to the Force of the Parasite being
|
||
summoned.]<<<
|
||
-- Jerry [07:20:41/09-01-92]
|
||
|
||
|
||
TARGET NUMBER MODIFIERS AND DICE
|
||
|
||
The body's current controller gets a bonus of 1 to the target
|
||
numbers. If the spirit is currently being summoned for a general
|
||
summoning, the spirit has a bonus of 1 to its target numbers. If
|
||
the spirit is being summoned for a specific target sighted
|
||
astrally, the spirit has a penalty of 1 to its target numbers. If
|
||
the conjurer is a shaman, summoning its totem animal, the spirit
|
||
has a bonus of 2 dice for taking over that type of animal. If the
|
||
target has no charisma (most unintelligent animals), the target
|
||
gets a 'fake' charisma of 1, with a penalty of 1 to the target
|
||
numbers. If the body's owner is intelligent, the owner gains a
|
||
bonus of 1 to all target numbers.
|
||
|
||
Shamans gain a bonus of two dice to summon their totem animal.
|
||
|
||
|
||
GIVING UP
|
||
|
||
The conjurer can give up before the Parasite has taken control.
|
||
If this happens, the conjurer must immediately make the second
|
||
drain test as described below, and the Parasite is free. The same
|
||
occurs (drain test is required, spirit goes free) if the conjurer
|
||
is rendered unconscious.
|
||
|
||
|
||
FINAL DRAIN TEST
|
||
|
||
Once the Parasite has taken control, a second drain test must be
|
||
made, vs. (Force)D(Turns), where Turns is the number of turns it
|
||
took the spirit to take over the target. This is always stun. If
|
||
the conjurer falls unconscious now, the Parasite is still bound,
|
||
but uncontrolled, until the conjurer awakens. The Parasite is
|
||
controlled as long as the conjurer is conscious and can see the
|
||
creature (or the Parasite is within Magic times Conjuring
|
||
meters). If the Parasite is outside of that range, the Conjurer
|
||
can still call it back. It'll come back as fast as it can, given
|
||
its body.
|
||
|
||
|
||
IN CONTROL
|
||
|
||
Once the Parasite has taken control, the conjurer can
|
||
empathically communicate with it, and must do so to tell the
|
||
creature its desires. The conjurer cannot order the Parasite to
|
||
leave the host body. If the host body dies, roll d6: if this is
|
||
greater than the Parasite's force, the Parasite dies as well. Re-
|
||
roll sixes as normal. If the Parasite lives, it is uncontrolled.
|
||
|
||
When the time is up, a controlled Parasite leaves, unless a 2d6
|
||
roll comes up less than the Parasite's force. A free Parasite is
|
||
able to leave hosts at will.
|
||
|
||
Intelligent hosts will often continue to try and push the spirit
|
||
out every time they regain consciousness (they awaken or their
|
||
charisma/willpower goes to normal). The host gains the target
|
||
number bonus for being the body's owner, but not for being the
|
||
person in control.
|
||
|
||
A Parasite that is already in control of the body can, if
|
||
desired, give up control without leaving the body; a mundane is
|
||
unlikely to know it is still there, although it can be banished
|
||
as normal. A Parasite that is free can also decide to leave the
|
||
host body on any action. If the Parasite is bound, it cannot
|
||
leave unless freed by the conjurer.
|
||
|
||
Parasites can add up to Force to any of the host's physical
|
||
attributes (Body, Strength, or Quickness). A Parasite of Force 6
|
||
could add 6 points to any one, 2 points to all, 3 points to
|
||
Quickness and Strength, 2 points to Body, 1 point to Strength,
|
||
and 3 points to Quickness, or any combination that adds to 6. The
|
||
Parasite can change the combination on any of its actions, and
|
||
still be able to act. If a Parasite is controlled by someone
|
||
else, it cannot do this on its own -- it can only be told to do
|
||
it by the controller, on the controller's action.
|
||
|
||
|
||
FIGHTING AND BANISHING
|
||
|
||
Someone with conjuring who is being taken over can divide
|
||
conjuring dice up between banishing and fighting the takeover
|
||
attempt, if desired.
|
||
|
||
|
||
FOCI
|
||
|
||
Spirit Foci can be made for Parasites. These foci must be limited
|
||
to a type of animal (rabbits, humans, elves, etc.).
|
||
|
||
|
||
EXAMPLES
|
||
|
||
Abby the Action Mage attempts to summon a rabbit. Rabbits do not
|
||
have a charisma, so she figures a Force 2 Parasite should be all
|
||
she needs. She pulls out her 2,000 Nuyen of rabbit feed (rabbit
|
||
caviar) and starts summoning. It's a force 2, so it takes her 2
|
||
actions (which ends up being two turns, Abby doesn't roll above
|
||
10 on her intelligence initiative roll) to conjure the Parasite.
|
||
Abby has a conjuring of 5 and a charisma of 5. She puts 3 dice of
|
||
her conjuring to the conjuring test, and saves the other 2 for
|
||
drain.
|
||
|
||
The rolls 3 dice vs. the force of 2, getting 1 success (5,1,1).
|
||
Then, she makes her initial drain test, vs. 2M1. Her charisma is
|
||
5; she saves her 2 dice until the second drain test, so only
|
||
rolls 5 dice, getting 5 successes (11,4,4,2,2), taking no drain.
|
||
|
||
Now, the Parasite is conjured. It finds a nearby rabbit. If
|
||
there were no rabbit nearby, the Parasite would have simply left
|
||
at this point. The referee rules that there is a rabbit within 6
|
||
(Abby's Magic) times 5 (her Conjuring), or 30, kilometers. In
|
||
fact, he rules that there's one about 500 meters away (the
|
||
Parasite always takes the nearest possible target).
|
||
|
||
Rabbits have a fake charisma of 1, so the Parasite rolls 2 dice
|
||
against 2 (the lowest possible target number in Shadowrun). The
|
||
rabbit, meanwhile, rolls 1 die against 2 (Parasite's force minus
|
||
1, but 2 is the lowest possible target). The Parasite has a bonus
|
||
of 1 (because this is a general summoning), but this doesn't
|
||
matter since the lowest possible target number is 2.
|
||
|
||
The Parasite gets 2 successes (2,2). The rabbit gets no successes
|
||
(1). The rabbit's fake charisma is reduced to 0, and the Parasite
|
||
has taken control. It took 1 turn to take control, so Abby's
|
||
final drain is 2D1. She rolls her charisma plus the two dice she
|
||
saved and takes no drain (7,5,4,4,4,3,1).
|
||
|
||
She has the rabbit for 1 day. The rabbit has an intelligence,
|
||
wisdom, and charisma of 2 (the Parasite's force), and the
|
||
Parasite can add 2 to any of the rabbit's physical attributes.
|
||
|
||
|
||
JOHN WALKING DICE
|
||
|
||
John Walking Dice is a Bear Shaman. He's on a run against Exxon
|
||
(yay!) in the Arctic, and decides to summon a bear or two. He
|
||
conjures a Force 1 Parasite, using 1,000 Nuyen of materials and 1
|
||
action. John has a Conjuring of 4 and a Charisma of 6. Bears are
|
||
his totem, so he has 6 dice for conjuring. He uses 4 of his
|
||
Conjuring dice for conjuring, saving two dice for drain.
|
||
|
||
He rolls 3 successes (4,3,3,1) and decides to summon three bears,
|
||
for one day. He makes his initial drain test vs. 2M3, taking
|
||
Light drain (7,4,3,3,2,2). He saved two dice for the final drain
|
||
test.
|
||
|
||
The referee rules that there are 3 bears within 24 kilometers
|
||
(John's Magic of 6, times Conjuring 4). Like most animals, the
|
||
bears have no charisma, so a fake charisma of 1 (at -1 target
|
||
numbers) is used. There is virtually no chance that the
|
||
Parasites will lose. Their target number is 2, and they roll
|
||
three dice (Force of 1, plus 2 dice because bears are John's
|
||
totem). As long as they each get at least 2 successes, the bears
|
||
don't stand a chance. Their rolls are (11,4,3), (9,4,4), and
|
||
(2,1,1). So, the last Parasite's bear might hold out -- the
|
||
Parasite only got one success. The bear rolls 1 die vs. 2,
|
||
getting a success (3). Next turn, the Parasite rolls (4,3,3), an
|
||
automatic success.
|
||
|
||
Now, John makes his final drain test, vs. 2D2. The staging is 2
|
||
because it took the last Parasite 2 turns to take over its bear.
|
||
John has a penalty of 1 for light stun damage, so his target is
|
||
3. He rolls 3 successes (10,7,4,2,2,2,1,1), enough to bring the
|
||
damage down to Serious, so he takes Serious stun damage. But he's
|
||
got three bears in his control, for one day. Not a bad trade.
|
||
He'll be rested up fairly soon.
|
||
|
||
|
||
|
||
|
||
MIRROR, MIRROR, ON THE WALL
|
||
Crystal Balls and Magic Pools
|
||
|
||
|
||
An Advisor is an information spirit. Shamans must have a body of
|
||
clear water in order to cast this spell (an ocean, lake, or non-
|
||
toxic puddle will work fine). It doesn't matter what the shaman's
|
||
totem is, water is still important (if the shaman is a toxic
|
||
shaman of a type that water isn't important to it, that shaman
|
||
cannot summon an advisor at all, even with water). Hermetic mages
|
||
must use glass or crystal (not plastic) to summon an advisor. A
|
||
crystal ball, a true glass windowpane (or old-style television
|
||
screen), or a glass mirror will all work.
|
||
|
||
|
||
SUMMONING AN ADVISOR
|
||
|
||
The conjurer's target number is the force of the advisor. The
|
||
number of successes is the number of services that advisor can
|
||
give. The only service an advisor gives is answering a question.
|
||
It takes a conjuring library of rating at least equal to the
|
||
force of the advisor, and summoning materials worth force times
|
||
2,500 Nuyen. The summoning process takes force times 5 minutes.
|
||
|
||
|
||
DRAIN
|
||
|
||
Normal drain is (Force)L2. If the force is greater than the
|
||
conjurer's charisma, drain is (Force)M2, and if the force is
|
||
greater than twice the conjurer's charisma, drain is (Force)S2.
|
||
If the advisor is uncontrolled, it will generally leave (it may
|
||
stay for a while and cause trouble for the conjurer, but it can
|
||
still only manifest as a face in the specified reflector (water
|
||
or crystal). Roll 2d6. If this is greater than the advisor's
|
||
Force, it leaves immediately. Otherwise, it stays and causes
|
||
trouble for as long as the referee wants it to (unless it is
|
||
banished).
|
||
|
||
|
||
ASKING IT QUESTIONS
|
||
|
||
The advisor will attempt to answer all questions that are
|
||
verbalized within earshot of the reflector. The advisor
|
||
understands the native tongue of its conjurer (and any tongue
|
||
that the conjurer knows as well as that tongue). Most wizards
|
||
thus require that everybody else leave the room when they speak
|
||
with an advisor. Some hired mages will simply inform the customer
|
||
that they must not ask any questions, and when they invariably
|
||
do, it simply means less work for the mage (for the same amount
|
||
of money).
|
||
|
||
The referee will need to determine the target number for the
|
||
information desired, based on how common the knowledge is. Some
|
||
knowledge may be simply impossible -- advisors, like other
|
||
spirits, are unlikely to be able to penetrate the astral barrier
|
||
surrounding the earth, and even if they do, will probably be
|
||
dissipated in the void beyond it (see the First Annual Neo-
|
||
Anarchists Guide to Everything Else).
|
||
|
||
It takes a number of days equal to the Target Number of the
|
||
information, for the advisor to return (modified by 2d6-7, times
|
||
5%, if the referee desires). This can be changed from days to
|
||
hours, if the conjurer gives up force karma to the advisor.
|
||
|
||
The advisor rolls a number of dice equal to its force, to
|
||
determine how well it does. If no successes are rolled, the
|
||
advisor did not find the answer. Roll 2d6. If this is less than
|
||
the advisor's Force minus the conjurer's Charisma, the advisor
|
||
will make up an answer.
|
||
|
||
The conjurer can cause the advisor to hurry by diverting dice
|
||
from the answer to the time -- the target number is the same, but
|
||
add the successes from the 'hurry' roll to 1, and divide the base
|
||
time by this. If a conjurer has a Force 5 advisor, and uses 2
|
||
dice to hurry, for a question that has a target number of 3, the
|
||
advisor will roll 3 dice for the answer, and 2 dice to hurry.
|
||
The advisor gets 2 successes on the answer (4,3,1) and 1 success
|
||
on hurrying (7,2), so the advisor takes 3/2, or 1.5 days to
|
||
return with the answer.
|
||
|
||
In some cases, the advisor will need clarification, and will
|
||
return to the reflector to ask for clarification. (Incidentally,
|
||
while searching for an answer, an advisor will ignore other
|
||
questions unless the conjurer releases it from its current
|
||
question. So the conjurer and companions don't need to be as
|
||
careful here about not asking rhetorical questions.) If the
|
||
conjurer (or someone else) is not there, the advisor will make a
|
||
decision itself, based on its Intelligence of Force+3.
|
||
|
||
If the conjurer is not there when the advisor returns with an
|
||
answer, the advisor will wait 24 hours before un-manifesting.
|
||
Once an advisor un-manifests, it still knows the answer, but the
|
||
conjurer will need to ask it a question (using up another
|
||
service) to get the answer.
|
||
|
||
If the referee rules that a question is one that the advisor
|
||
already knows the answer to (such as above, or 'How many
|
||
questions does it have left?'), the advisor will answer
|
||
immediately.
|
||
|
||
Anyone can cause the advisor to manifest, simply by asking a
|
||
question within earshot of the reflector.
|
||
|
||
Advisors have an Intelligence of Force+3, a Willpower of Force,
|
||
and a Charisma of half Force (round down, but no less than 1).
|
||
|
||
|
||
FOCI
|
||
|
||
Spirit Foci can be made for Advisors. Hermetic mages cannot use
|
||
Shamanistic Advisor foci, and Shamans cannot use Hermetic Advisor
|
||
foci. Hermetic Foci often take the form of a glass object, such
|
||
as a crystal ball.
|
||
|
||
|
||
|
||
WAKING TH'DEAD
|
||
Summoning Ghosts in Shadowrun
|
||
|
||
|
||
The Shaman/Mage can summon a number of Ghosts equal to Charisma,
|
||
and this does count against the number of elementals/nature
|
||
spirits that can be summoned. Which means Shamans will find this
|
||
more useful than mages for long term use.
|
||
|
||
|
||
TARGET NUMBER
|
||
|
||
The target number for summoning is 10 minus the dead guy's
|
||
essence at the moment of death (or, just before death, I
|
||
suppose). Add to this depending on how long the person's been
|
||
dead (see the first issue of the NAGEE for why, sort of-- the
|
||
Space Barrier article), on the following table:
|
||
|
||
Dead Up To... Penalty to TN
|
||
3 hrs 0
|
||
6 hrs 1
|
||
12 hrs 2
|
||
24 hrs 3
|
||
2 days 4
|
||
4 days 5
|
||
8 days 6
|
||
16 days 7
|
||
1 month 8
|
||
2 months 9
|
||
etc. etc.
|
||
|
||
There's a bonus of 3 to the target number if the dead person is
|
||
being summoned back to their own relatively intact body (see
|
||
below for body's physical stats). Reduce this bonus for less than
|
||
intact bodies. Just a skeleton is only a bonus of 1. Anything
|
||
less ain't no bonus at all. (Although particular DM's can rule
|
||
that in their world, particular organs -- hearts, brains,
|
||
testicles, or whatever they decide is the important organ in
|
||
their system of magic constitute a bonus of 2.)
|
||
|
||
|
||
TIME
|
||
|
||
The summoning takes a number of hours equal to the target number.
|
||
This can be reduced be diverting summoning dice to reducing time.
|
||
Roll those dice vs. a target number of the Force of the spirit.
|
||
Divide the time by the number of successes plus one.
|
||
|
||
|
||
SHAMANIC LODGES AND MAGIC CIRCLES
|
||
|
||
These give a bonus of the rating to the dice used for summoning.
|
||
This bonus cannot exceed the mage/shaman's skill in Conjuring.
|
||
This also requires special materials worth 1,000 Nuyen per
|
||
rating. The dice can be used for summoning or for reducing drain.
|
||
Reduce the ghost's Force by the rating of the lodge/circle, if
|
||
the ghost ever leaves the confines of the lodge/circle.
|
||
|
||
|
||
FORCE
|
||
|
||
The Force of the ghost is equal to the number of successes on the
|
||
roll. The ghost's intelligence, charisma, and willpower are equal
|
||
to this. Those attributes cannot be greater than when the person
|
||
was alive. If the person was magically active, magic is equal to
|
||
that as well, and skills are also equal to that (again, not
|
||
greater than they were when the person died). The summoner can
|
||
decide to summon the ghost with a lesser force, in order to
|
||
reduce drain.
|
||
|
||
You need to summon the ghost into something. You can summon the
|
||
ghost into yourself, into an item, or into a dead body. The ghost
|
||
can communicate and act according to what it has been brought
|
||
back into. Bringing a ghost back into a chair isn't much use. A
|
||
Ouija board is, however.
|
||
|
||
|
||
DRAIN
|
||
|
||
The Drain Code target is Force. The wound level is medium if
|
||
summoned into yourself, serious if summoned into an item, and
|
||
deadly if summoned into a dead body. Drain is mental, unless the
|
||
Force of the ghost is greater than the Charisma of the summoner,
|
||
in which case it is physical. If you summon it into yourself, you
|
||
only roll for drain after it leaves (and, fortunately, after the
|
||
banishing battle if it decides to stay). The staging is half the
|
||
summoning Target Number.
|
||
|
||
|
||
FREEDOM
|
||
|
||
When dismissed, a ghost that wants to stay a ghost can roll Force
|
||
dice vs. 10 minus Essence. If successful, the ghost is still a
|
||
ghost, and not dissipated into the astral barrier. The number of
|
||
successes are the ghost's bonus to its initial Spirit Rating.
|
||
Spirit Rating is taken to be Force for determining intelligence,
|
||
skills, charisma, willpower, magic, etc. If the ghost was in the
|
||
summoner, the summoner has to banish it (or relinquish use of
|
||
their body).
|
||
|
||
Ghosts cannot leave their initial item/body unless it is
|
||
destroyed. Then they have to make another roll, Spirit Rating vs.
|
||
10 minus Essence. After this, they're free to do whatever free-
|
||
wheeling ghosts do. They can inhabit other items or dead bodies,
|
||
prophesy the future (not necessarily accurately -- its not an
|
||
ability, they're just more believable), or gripe about
|
||
discrimination against the dead.
|
||
|
||
|
||
INHABITING BODIES
|
||
|
||
Ghosts cannot use foci just because they're bonded by a former
|
||
owner of the body they're inhabiting. They must bond it
|
||
themselves. Ghosts use their own Essence (as it was when they
|
||
died), not the essence of the body they're inhabiting, although
|
||
their base magic cannot exceed the essence of the body they're
|
||
inhabiting.
|
||
|
||
Ghosts who were magi/shamans in their past life can cast spells
|
||
now, assuming that they have the right fetishes, if needed. They
|
||
can even summon spirits. Remember, their magic, sorcery, and
|
||
conjuring are the lowest of their magic when they died, or their
|
||
spirit rating.
|
||
|
||
If they're inhabiting a living body, the spirit must allocate
|
||
Force or Spirit Rating to Quickness. This amount reduces the
|
||
magic, skills, mental attributes, etc. They cannot allocate more
|
||
points to quickness than the body's actual quickness.
|
||
|
||
Dead bodies have a quickness of 1, and the ghost must allocate 1
|
||
point of Force/Spirit Rating to use it. Dead bodies also lose one
|
||
point of body for every deadly wound taken. This usually includes
|
||
the deadly wound that killed the body in the first place, so dead
|
||
bodies usually have a Body of their original minus 1. If the body
|
||
a ghost is inhabiting is reduced to a Body of 0, the ghost must
|
||
make a Spirit Rating test vs. 10 minus Essence, or end up
|
||
dissipating. Reduce strength of dead bodies by 1 from when they
|
||
were alive, and by 1 again for every 2 points of lost Body beyond
|
||
the first. Dead bodies have an automatic Armor of 1 success for
|
||
every point of lost Body. Against firearms, the armor is doubled.
|
||
Note that Body will also be lost as the body rots, but this will
|
||
be left up to the game master, depending on the climate and
|
||
weather. This Body loss also increases armor and decreases
|
||
Strength.
|
||
|
||
Cyberwear on dead bodies will not generally work.
|
||
|
||
|
||
FOCI
|
||
|
||
Spirit foci can be created for summoning the dead. Different foci
|
||
are used for summoning into mediums, into items, or into dead
|
||
bodies.
|
||
|
||
|
||
EXAMPLE
|
||
|
||
Jack the Mage dies on a run. For some reason, his buddies pull
|
||
his dead carcass out of the fracas as they're leaving. They
|
||
realize, when they get to home base, that Jack is the only one
|
||
who knew the combination to the safe -- none of the trolls could
|
||
remember six numbers. Rather than doing the intelligent thing and
|
||
blowing it up, they go to a woman who has claimed the ability to
|
||
talk to the dead.
|
||
|
||
Okay, Jan the Medium has a 6 Sorcery, and a 5 Charisma. She tells
|
||
them to bring the body -- it'll be easier that way, although more
|
||
expensive. Jack's Essence was 6, being a wizard type, and by the
|
||
time they get him to Jan, he's been dead for over 12 hours. The
|
||
target number is 10 minus essence, or 4, plus 3 for the time.
|
||
Reduce it by three since they've got his body, and it's in
|
||
reasonably good shape. So, Jan's target is 4. She uses 4 dice to
|
||
call him back, saving 2 for the drain test. She rolls (1,2,4,5) 2
|
||
successes. His Force is 2, and her Drain is 2D2. (Force is 2,
|
||
Dead Body is deadly, and half 4 is 2.) She rolls (1,1,4,4,4,4,4 -
|
||
- seriously! I'm using real dice, even!) 5 successes, bringing
|
||
drain down to medium.
|
||
|
||
Jack's original attributes were Body 2, Quickness 3, Strength 2,
|
||
Willpower 5, Charisma 5, and Intelligence 5. Now, he's got Body
|
||
1, Quickness 0, Strength 1, and Willpower, Charisma, and
|
||
Intelligence 2. If he gets the presence of mind to put 1 point
|
||
onto Quickness, his mental attributes are reduced to 1. Jack
|
||
isn't the bundle of magely erudition he once was. His Magic and
|
||
skill levels are also 1.
|
||
|
||
Okay, they try to coax the information out of him. I'll let you
|
||
decide whether they're successful or not. It certainly isn't fun.
|
||
Then, Jan dismisses him.
|
||
|
||
Well, Jack has got up the presence of mind to decide he'd like to
|
||
stay, befuddled that he is. He has to roll a force test vs. 10
|
||
minus his essence; that's 2 dice vs. 4. He rolls (1,10) 1
|
||
success. His Spirit Rating is now +1, and he's free as a bird,
|
||
although he still may not realize that he can move more than his
|
||
mouth. His mental attributes are now 3, as are his skills (those
|
||
that were 3 or above to begin with) and his Magic. If he puts 1
|
||
point onto his quickness, they all go back to 2, however. Of
|
||
course, it will behoove him to up his spirit rating. He can do so
|
||
in the same manner as any other spirit.
|
||
|
||
Now, while Jack does have an Armor of 1, his Body and Quickness
|
||
are also only 1, which makes him pretty much a sitting duck. A
|
||
couple weeks down the line, Jack has increased his Spirit Rating
|
||
to +3, giving him 5 for all his mental attributes and his skills
|
||
(4 when using Quickness). But he gets blasted by a howitzer, and
|
||
that one armor just doesn't help him. Because he's taken a Deadly
|
||
Wound, his Body goes to 0. He needs to make a Spirit Rating test
|
||
vs. 10 minus essence. This time it should be a snap -- 5 dice vs.
|
||
a target of 4. He rolls (1,2,3,4,6) 2 successes. This time, the
|
||
successes do not add to his rating, but he is free. He's
|
||
basically an astral body with no where to go.
|
||
|
||
|
||
SANITY
|
||
|
||
When brought back from the dead, ghosts must make an Insanity
|
||
test vs. a target of 10 minus their essence; a wound level of
|
||
Deadly for brought back into a body, Serious for brought back
|
||
into an item, and Medium for brought back into a Medium; and a
|
||
staging of the modifier for time, divided by 4 (round up). Use
|
||
original Willpower to make this check, but current Charisma to
|
||
heal any insanity that results.
|
||
|
||
In the example above, Jack would have had to make a Sanity check
|
||
vs. 4D1. His Willpower was 5. He rolls (9,7,4,4,4) 5 successes,
|
||
so at least he's not loopy.
|
||
|
||
It's up to the game master whether or not a person who was insane
|
||
when alive retains this insanity when dead. If so, this is
|
||
applied as a bonus to the above sanity check.
|
||
|
||
|
||
|
||
|
||
THE CATALYST
|
||
Jason-Keith <warmongr@mentorpurdue.edu (Jason-Keith)>
|
||
|
||
>>>>>[Hello out there chummers. Me again, with a quick note of
|
||
warning concerning a new type of magical "beastie" out there. We
|
||
encountered one recently down here in LA (the City of Fallen
|
||
Angels). The guy is called Kubrik, and I do so hope that he
|
||
enjoys his new life up there at the Nemesis home office in
|
||
Napalin (Sin Searach Nation).]<<<<<
|
||
-Bann Shidhe<20:12:14/5-6-60>
|
||
|
||
|
||
THE CATALYST
|
||
(A Priority Two kind of guy)
|
||
Here is one for the books. This individual is one of the most
|
||
unique and rare of all the magically active archetypes to date.
|
||
They have the following abilities and powers:
|
||
|
||
1. They cannot use Sorcery to cast spells
|
||
2. They cannot Conjure spirits or elementals
|
||
3. They cannot use Astral Perception of Projection
|
||
|
||
They can, however, do the following:
|
||
|
||
1. They can Enchant objects of all known magical types
|
||
(foci, fetishes, etc...)
|
||
2. They can give a power similar to an Ally, that of
|
||
Aid Sorcery/Power
|
||
3. They can give a DRASTIC increase in power when
|
||
working in concert with others (ie. Ritual Magic)
|
||
4. They can interfere with the magical talents of
|
||
others (ie. Spell Defense)
|
||
|
||
Just how does this work? Here is the apparent gist of the
|
||
situation. A Catalyst is so named because of his ability to
|
||
Catalyze magical energies in other objects, be they living or
|
||
not. Their ability to catalyze does seem to have a drastic
|
||
variation when put into the officiation of a Ritual Magic. In
|
||
effect, the Catalyst is actually a "living foci."
|
||
|
||
It seems that a Catalyst's inherent magical talent is to boost in
|
||
a positive/negative manner, the ability of another to "channel"
|
||
magical energies. For the purposes of Game Mechanics, the
|
||
following is advised:
|
||
|
||
1. The magic "attribute" of a Catalyst acts as a bonus to the
|
||
power of another magician. Add the attribute of the Catalyst to
|
||
the magic pool of the other magician. This is the same for a
|
||
magician who is conjuring, ie- an additional number of dice is
|
||
added to the conjurer's attempt.
|
||
2. The magic "attribute" of a Catalyst acts as a "Grade Bonus"
|
||
for those magicians of Shamanic Orientation whose Totemic
|
||
Alignment grants them an advantage of some form. This is in
|
||
addition to the normal bonus as mention in #1 above.
|
||
3. The Catalyst can also aid another magician in resisting the
|
||
effects of drain. For the Drain Resistance test, add the
|
||
willpower of the Catalyst to that of the originating magician.
|
||
Any failures in drain done to the magician also registers on the
|
||
Catalyst. For example-Skylight has Kubrik's assistance in
|
||
resisting the effects of a spell. After the total dice for the
|
||
test has been made, Skylight still has moderate drain. In this
|
||
instance, so does Kubrik.
|
||
4. They can also directly/indirectly interfere with another
|
||
magicians' spellcraft. This works in a method similar to Spell
|
||
Defense. In effect, the magic attribute of a the Catalyst acts in
|
||
the same way. For those Catalyst's that manage to gain the
|
||
effects of Initiation, then their magic attribute is effected
|
||
accordingly. This effect is limited somewhat however. They cannot
|
||
provide any Spell Defense to an object that is further than their
|
||
magic attribute in meters away from themselves.
|
||
5. When encorporated into the effects of Ritual Magic, the
|
||
attribute of the Catalyst acts as a number of Automatic Successes
|
||
that are figured into the magic of the Ritual. In the instance of
|
||
Ritual Magic, the normal power of the Catalyst is ignored, or
|
||
rather advanced, to this state or level (ie- the additional dice
|
||
are NOT gained in addition to the Automatic Successes). However,
|
||
when resisting the drain of ritual magic, all members of the
|
||
ritual get an additional number of dice equal to the attribute of
|
||
the Catalyst.
|
||
|
||
Please note that the Automatic Successes are not for all rolls,
|
||
but are to be spread out amongst the rolls of the Ritual as a
|
||
whole.
|
||
|
||
|
||
SIDE EFFECTS
|
||
|
||
1. When aiding the power of another magician in ANY way, the
|
||
Catalyst must have at least direct (unobstructed) line of sight
|
||
with the magician they are assisting.
|
||
2. If they are not in direct contact (flesh to flesh) with the
|
||
magician they are aiding, they must ALWAYS resist drain for the
|
||
action of the magician (as if they were casting the spell). The
|
||
magician must still resist the effects of his/her own actions as
|
||
well.
|
||
3. While aiding another magician for ANY purpose, the Catalyst is
|
||
to be counted as being Astrally Present (ie- they can be attacked
|
||
Astrally and so forth). They are not aware of the Astral Plane in
|
||
any way however.
|
||
|
||
|
||
ADDITIONAL MODIFIERS
|
||
|
||
1. If a Catalyst does study the skill of Sorcery or Conjuring
|
||
(but NOT Enchanting), then they may also add these dice to the
|
||
success test of the magician they are assisting. These dice
|
||
however are not to be used for the resistance test due to drain,
|
||
but reserved for the success test only.
|
||
2. If a Catalyst is of a Shamanic Orientation, then they have an
|
||
additional number of dice according to their appropriate Totemic
|
||
advantage (if any). However, this advantage in dice only works if
|
||
a Shamanic Catalyst is aiding a Shamanic Magician. For example-
|
||
Skylight is getting help from Kubrik again. Kubrik is Eagle
|
||
Totemic, and thus does possess a +2 for Detection spells and Sky
|
||
Spirits. Skylight however is a Hermetic Magician, and thus does
|
||
not get these benefits. If Kubrik was aiding Lobo (a Coyote
|
||
Shaman), then the bonuses would go towards Lobo's skills. If
|
||
Kubrik were an Initiate, then the Initiate bonus to the bonuses
|
||
would also come into play.
|
||
|
||
|
||
RITUAL TEAMS AND THE CATALYST
|
||
|
||
A Catalyst does NOT go against the limit to the number of members
|
||
that a Ritual Team can have. A Catalyst can also act as the
|
||
"Sender" for the Ritual, if so desired, with the benefits that I
|
||
stated.
|
||
|
||
|
||
MAGICAL EFFECTIVENESS AND THE CATALYST
|
||
|
||
When a Catalyst is using his/her talents, then they also become
|
||
subjected to any effects done upon the caster. For example-
|
||
|
||
Skylight and Kubrik are working together when Dominick decides to
|
||
drop a Manabolt onto Skylight. Skylight does the resistance tests
|
||
(with any modifiers from Kubrik) and manages to take only a
|
||
moderate wound. IN this instance, Kubrik also takes a Moderate
|
||
wound.
|
||
|
||
|
||
ANOTHER EXAMPLE-
|
||
|
||
Lobo is going to attempt a Heal Moderate Wounds on Skylight. If
|
||
Kubrik has NOT broken his "link" with Skylight, and Lobo manages
|
||
to heal Skylight, then Kubrik is also healed at the same time.
|
||
|
||
And one more-
|
||
|
||
Dominick decides that he wants a pet mouse. He aims a Transform
|
||
spell at Skylight (who is being aided by Kubrik). If Skylight
|
||
fails the opposition test, then so does Kubrik. You wind up with
|
||
a freak of nature. A Two-Headed Mouse, and neither one of them
|
||
remembers who they are. Shapechange would produce a similar
|
||
result, with both individuals "merging" in the spellcasting.
|
||
Interesting? Yep!!!
|
||
|
||
|
||
EFFECTIVENESS OF DISPERSION
|
||
|
||
A Catalyst can only assist one (1) magician or Ritual Team at a
|
||
time. They cannot touch two people and give both the benefit of
|
||
their talents. They also cannot separate their talents, lending
|
||
half of their power to one and the other half to someone else.
|
||
|
||
|
||
CHANNELING POWER
|
||
|
||
A Catalyst can, if possible, "channel" their ability down a link
|
||
of some sort to help, or hinder, a magician/ritual team. To do
|
||
this, they must have some sort of "link", ranging from a Spell
|
||
Lock to a personal object (such as a favorite shirt). When
|
||
attempting this, they must resist drain equal to 5L3 for every
|
||
full turn.
|
||
|
||
Establishing a Channeling link is somewhat difficult, and only a
|
||
Catalyst who actually has a Magical Theory skill may attempt to
|
||
do so. The attempt is an unresisted test with a target equal to
|
||
the base magic attribute of the magician. For a normal person
|
||
that is a 6, for a Shapeshifter, it would be an 8, etc....
|
||
|
||
If attempting to "link" power with an object connected with an
|
||
Initiate, a number of successes equal to the Initiate's Grade + 1
|
||
is required to make the "link."
|
||
|
||
>>>>>[But this is just of the one guy we have actually come
|
||
across. It has taken us lots of Influence Spells and several CC's
|
||
of an unspecified substance to get this information out of him.
|
||
Poor Sod, those damned Deviliners really did a number on
|
||
him.]<<<<<
|
||
-the Reflex/Harbringer<10:33:39/5-8-60>
|
||
|
||
|
||
|
||
THE CHIPPER
|
||
Reviews of things you have to pay for.
|
||
|
||
|
||
WHITE WOLF #31 (May/June)
|
||
Shadows Across The Big Easy
|
||
C. R. Shaver & Jason Rush
|
||
White Wolf
|
||
Stone Mountain, Georgia
|
||
$3.50
|
||
|
||
Shadows Across the Big Easy is the first of a five part series
|
||
covering New Orleans. This installment deals with the history of
|
||
the area, and an overview. Maps are included for New Orleans, and
|
||
the French Quarter. The Big Easy is a very useful guide for
|
||
adventures in New Orleans.
|
||
|
||
There's not much else to be said about it. It is marred by the
|
||
lack of multiple fonts: comments from runners do not stand out
|
||
from the main text. Also, Voodoo is given only a few paragraphs.
|
||
Hopefully, the latter will be fixed in later installments.
|
||
|
||
Overall, this issue of White Wolf is a vast improvement over
|
||
previous issues. I recommend taking a look at it, especially if
|
||
you're a Shadowrun gamer or a Superheroes gamer. If this is a
|
||
harbinger of things to come (this is the first issue after their
|
||
hiatus), White Wolf may well become the leading role-playing
|
||
magazine.
|
||
reviewed by Jerry Stratton
|
||
|
||
|
||
|
||
FIELD & STREAM (September 1992)
|
||
Times Mirror Magazines, Inc.
|
||
New York, NY
|
||
$2.00
|
||
|
||
There are two things in this issue of Field & Stream that might
|
||
be of interest to the Shadowrun gamer. Bob Robb explains compound
|
||
bows -- how to choose them, what their parts are.
|
||
|
||
Federal Ammunition has included a wall poster that shows various
|
||
types of ammunition, and describes the basics of ballistics. It's
|
||
from a hunting point of view, of course, not a Shadowrunners',
|
||
but for those of us who aren't weapons experts, this poster is a
|
||
nice piece of work.
|
||
|
||
Incidentally, gamers who are interested in firearms and how they
|
||
work should go to the magazine section of their local
|
||
supermarket. Field & Stream talks about guns from a hunting
|
||
standpoint, but magazines such as Guns & Ammo discuss guns from
|
||
both a hunting and a defense standpoint. If you feel you need to
|
||
know a little bit more about how guns work in a live situation,
|
||
these magazines will help you.
|
||
reviewed by Jerry Stratton
|