A T Neon Anarchist Cookbook Homebrew Splatbook for Shadowrun 5th edition For primary use in the NeonAnarchy Living Community (Playtest) Auutthhoorrss: Dusk#1352 (/u/mitsayantan) ★ Kalacia ★ J.R. ★ Marek ★ Almechik ★ Pharaoh (/u/TheLolomancer) ★ Anthony (Monkeyonastick1#1043, /u/Baratonio) ★ Ir0nguard ★ /u/SilithDark ★ Lulu ★ Meseriel ★ /u/Fweeba ★ Haywire ★ Minnakht ★ Tali Tanaka (msmisseeks) ★ Talie Collins ★ DominaVioletta ★ /u/IcePhoenix0 ★ Lunokhod ★ Bobthegnoll ★ Joshybones ★ Nash ★ /u/Norkrak Reevviieewweerrss: Dusk#1352 (/u/mitsayantan) ★ /u/MrTonic ★ Mike C (/u/Colorful_Meows) ★ Anthony (Monkeyonastick1#1043, /u/Baratonio) ★ doodleSM (/u/doodle_sm) ★ Ir0nguard ★ Lulu ★ Marek ★ Minnakht ★ Reroll ★ Wisteria Fairchild Laayyoouutt: Emily Nabutsu#1669 Chhuummmmeerr Suuppppoorrtt: Mirai ★ Marek Eddiittoorrss: Dusk#1352 (/u/mitsayantan) ★ Emily Nabutsu#1669 Legal Disclaimer: he Topps Company, Inc. has sole ownership of the names, logos, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. The Topps Company, Inc. has granted permission to NeonAnarchy to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes but does not endorse, and is not affiliated with NeonAnarchy in any official capacity whatsoever. This document is a non-commercial fanbook for entertainment purposes only and is distributed for free with that intent. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Table of Contents Gear 7 Cyberware 7 BODYWARE 7 ANGEL SYSTEM [APPROVED 3.0] 7 CYBERLIMBS 7 CYBER MANIPULATOR 7 CYBERLIMB ENHANCEMENTS 8 IMPACT PLATE [APPROVED 3.0] 8 HEADWARE 9 CEREBRETRON [APPROVED 3.0] 9 COMPUTERASSISTED POLYGRAPH INTEGRATION [APPROVED 3.0] 9 IMPLANTED RCC [APPROVED 3.0] 9 EYEWARE 10 TARGET PREDICTOR 10 Bioware 11 CULTURED BIOWARE 11 NEURAL HARDENING [APPROVED 3.0] 11 PERSONABOOSTER 11 SECONDARY HEART 11 Nanoware 12 HARD NANOWARE 12 TISSUE REPAIR SYSTEM 12 NANOCYBERNETICS 12 MICRO MANIPULATOR [APPROVED 3.0] 12 Armor Modifications 13 COMPREHENSIVE SEAL 13 HARDPOINT 13 MECHANIZED EXOSKELETON 14 PERSONAL POWER UNIT (PPU) 15 PERSONALWEAPON MOUNT 15 Ammunition 16 ARROWS 16 ASSAULT CANNONAMMO 17 GREY METALROUNDS 18 Grenades 19 GREY MANAGRENADE 19 Melee Weapons 20 ARES SHOCK &AWE BUCKLER 20 HOOK SWORD 20 KRIME PORCUPINE SHIELD 21 KUSARIGAMA21 RENRAKU RAIJIN LIGHTNING SWORD 22 SPINRAD INDUSTRIES TACTICOOLCOMBAT SKATEBOARD 23 Ranged Weapons 24 ARESAVENGER MICROGUN [APPROVED 3.0] 24 ARES TEMPLAR SUPER HEAVY LASER [APPROVED 3.0] 24 ARES EDISON TESLACANNON 25 EVO PNEUMATIC GUNS 26 HK DOUBLE DEFENDER SHOTGUN [APPROVED 3.0] 28 KRIME LEADSPITTER DBAR [APPROVED 3.0] 28 KRIME FACE MELTER 29 KRIME SHREDDERAUTO SHOTGUN 30 M134 MINIGUN [APPROVED 3.0] 30 M240 RAMBO [APPROVED 3.0] 31 M249 SAW [APPROVED 3.0] 31 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Table of Contents TOKAREV TT-30 SPECIAL 32 WeaponAccessories 33 GREY METAL PLATING 33 KRIME POWER DRAW 33 SHOTGUN SUPPRESSOR [APPROVED 3.0] 34 SMART SHEATH 34 Drugs 35 VENOMANCER 35 Programs 36 ID10T 36 SENSOR LOCK 36 Skillsofts 37 SPECSOFT 37 Miscellaneous Gear 37 CYBERDECK MODULES 37 MULTI-PROGRAM OPERATING RESONANT SYSTEM (MORS) 38 MYOMERIC DATACABLE [APPROVED 3.0] 38 ELEMENTAL ESSENCE 39 HAZARDOUS MAGICAL CONTAINMENT DEVICE [APPROVED 3.0] 40 SPIRIT LANTERN [APPROVED 3.0] 41 Parachutes 41 STANDARD PARACHUTE SYSTEM 42 SPINRAD INDUSTRIES “SPINRADICAL” PARACHUTE SYSTEM 42 Drones and Vehicles 43 Vehicle Modifications 43 REDUCED SEATING [APPROVED 3.0] 43 GREY MANASHIELDING 43 MIL SPEC FRAME [APPROVED 3.0] 44 MAGE PORT 44 Magic 45 Adept Powers 45 BURST OF SPEED 45 ELEMENTAL MISSILE [APPROVED 3.0] 46 ELEMENTAL QUIVER 46 FORCE STRIKE 46 GROUND STOMP 46 MAGIC MISSILE [APPROVED 3.0] 47 MYSTICARCHERY 47 PREVISUALIZATION 47 PROTECTANIMAL 48 RAPIDAIM 48 RICOCHET 48 Mentor Spirits [APPROVED 3.0] 49 BLACKSMITH 49 BULL 49 DRAGON 50 FOX 50 GREAT GUARDIAN 50 RHINO 51 Metamagics 51 ASTRALBULWARK 52 DEVOTED WEAPON 52 IMPROVEDAPOTROPAIC MAGIC 52 PSYCHOMETRIC SCRYING 53 ADVANCED PSYCHOMETRIC SCRYING 53 Spells 53 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Table of Contents [ELEMENT] BARRAGE 54 [ELEMENT] BLADE [APPROVED 3.0] 54 [ELEMENT] TOUCH 55 Traditions 55 EPHEMERALIST TRADITION 55 TRADITIONAL EGYPTIAN RULES [APPROVED 3.0] 56 TRADITIONAL HERMETIC RULES 57 Hermetic Elemental Path 57 Hermetic Metallurgy Path 57 Hermetic Science Path 58 TRADITIONAL HINDUISM RULES 58 TRADITIONAL OLYMPIANISM RULES 58 Hecate Path 58 Hero Path 59 Oracle Path 59 TRADITIONAL QABBALISM RULES [APPROVED 3.0] 60 TRADITIONAL SHINTO RULES 61 TRADITIONALWICCARULES 62 Matrix 62 Echoes 62 CASIE 62 DIGITAL INSTINCT 62 DRONE COMPANION [APPROVED 3.0] 62 STATIC SHOCK 63 MartialArts 63 MartialArt Styles 64 DRAGON [APPROVED 3.0] 64 MartialArt Techniques 64 AKIMBO 64 COILING DRAGON [APPROVED 3.0] 65 ETHERNET STRIKE [APPROVED 3.0] 65 FLOWING DRAGON [APPROVED 3.0] 65 MOUNTAIN STANCE [APPROVED 3.0] 66 ROLLING SNAKE [APPROVED 3.0] 66 SWEEPING HOOK [APPROVED 3.0] 66 Qualities 66 Expanded Mastery Qualities 66 BEAST BOND 66 DEDICATEDALCHEMIST 67 FLEXIBLE SPELLCASTER [APPROVED 3.0] 68 GUNSLINGER 68 IN MY IMAGE 68 KEYBOARD WARRIOR 69 LASER COMMANDER 69 MORPHINE MASTER [APPROVED 3.0] 70 PAIN TRAIN 70 PULLYOUR PUNCHES 70 Positive Qualities 71 AVERAGE JOE 71 BASELINE BIOLOGY 71 BETTER LUCKYTHAN GOOD 72 CONCEAL, DON’T FEEL 73 COVER SHOOTER [APPROVED 3.0] 73 CRASH TEST DUMMY 73 DESIGNER BABY 73 DON’T TELL ME THE ODDS 74 FORTUNE FAVORS THE BOLD 74 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Table of Contents FULL-AUTO EXECUTIONER 74
Gear Cyberware BODYWARE ANGEL SYSTEM [APPROVED 3.0] Created by top brass in Ares, the Anti-Gravity Emergency Landing (AnGEL) System is the most futuristic piece of augmentation to come out of the AAA in years, utilizing similar tech as the Anti-Gravity Grenade (SL 65). Before Ares could cash in, the technology was stolen during a Shadowrun and leaked to the public. Even when the AAA clamped down hard to remove the tech from the market, the schematics were already in the hands of the underworld and shadow community who wasted no time in manufacturing their own versions, as a result of which KE was quick to make the augmentation illegal. This bodyware is implanted in the subject’s torso, or more preferably, a Cyber Torso. The AnGEL system is too big to fit anywhere else, including cyberlimbs. While unencumbered, , the user can activate the augmentation when falling as a Simple Action or as a -5 initiative Interrupt Action. When activated, the implant creates a spherical field of reduced gravity around the user, which is visually obvious as a spherical field of distortion, causing small things around it to float.. The effect lasts for 1 Combat Turn (3 seconds) per use. The user can fall up to 50 meters per use, without taking any Falling Damage (SR5 172). The AnGEL System comes with an internal battery that can hold three charges. Each use of the AnGEL System consumes one charge. The battery itself is cutting edge tech, using microparticles made from rare earth metals. The battery regains one charge per hour when plugged in to a power source. Wireless: The AnGEL System recharges by induction, regaining one charge per six hours of wireless-enabled time. CYBERLIMBS CYBER MANIPULATOR For decades now, cybertech designers were trying to answer the almost ancient demands for extra arms. One thing was always, obviously, standing in the way: the lack of nerve connections to plug a cyberarm into. Eventually, science figured out a solution —if there are no dedicated nerves to plug into, why not make your own? And so it happened. The Cyber Manipulators require the user to possess a Datajack and use it to read the user's inputs and then transfer them through artificial nerve connections. They can technically be mounted anywhere on the recipient's body, as long as the location is relatively close to the spine. They can take a multitude of shapes but regular cyberarms and tentacle-like manipulators are the most popular. Cyber Manipulators count as full cyberlimbs (and thus have a base STR and AGI of 3 each) but they do not provide extra Physical condition monitor boxes like cyberlimbs usually do. They can take any cyberlimb enhancements and accessories, as well as cyberimplant weapons, except Armor (SR5 457). Each Cyber Manipulator lowers your Social Limit by 1. You can have a maximum of 4 Cyber Manipulators, any more and it overloads your nervous system. Cyber Manipulators are incompatible with Shiva Arms (RF 118) or any kind of Wings. • “Brings a whole new meaning to armed and dangerous.” -- Cyber Knight • “Does it mean I can finally be a Nartaki?” -- Jagganoth • “I guess people can now cosplay as Doctor Octopus.” -- Jawbreaker CYBERLIMB ENHANCEMENTS IMPACT PLATE [APPROVED 3.0] Impact plates are steel plates implanted into cyberlimbs, at points normally used for combat such as the end of fists, elbows, knees and feet. They can be installed in full or partial cyberarms and legs, as well as cyberhands and feet. Each cyberlimb can only have one impact plate. Each impact plate improves the AP of your unarmed damage by -1 and each pair of plates also increases your unarmed DV by 1; up to a maximum bonus DV of +2 and AP of -4. Impact plates must be installed in cyberlimbs and cannot be implanted directly into flesh. They count as cyberlimb enhancements, not implanted weapons, as they modify base unarmed damage. Impact plates are incompatible with Bone Lacing (SR5 454), Bone Density (SR5 459) and Striking Callus (CF 121). This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
“Does it make cyberlimbs even cooler now? Yes. Does it make me wish I’d have chopped off my arms and gotten cyberlimbs? No.” -- Jawbreaker HEADWARE CEREBRETRON [APPROVED 3.0] The metahuman brain excels at certain areas of cognition, but falls woefully short in others. The practices of cyberware neural interfacing and implantation of commlinks are nothing new. The integration between thought processes and machine computation has, however, been at a relatively shallow level...until now. Cerebretron is a dedicated mental coprocessing computer implanted on the inner side of the skull or into a cyberskull. Comprehensively connected to many significant areas of the brain, such as the cerebral cortex and hippocampus, information processing tasks and memory recollection can be delegated to the computer by the brain. Add Cerebretron’s Rating to your Mental Limit as well as as a dice pool bonus to your Knowledge, Language, and Memory tests (SR5 152). Cerebretron is incompatible with Mnemonic Enhancers (SR5 460). Wireless: Cerebretron expands its processing capability through the Matrix and uses heuristic algorithms in its influencing of thought processes to the point where it increases the overall capability of the user's brain. Select one of the four mental attributes per rating of Cerebretron (LOG, INT, CHA and WIL). Each of the selected attributes is augmented by 1. You can reconfigure your selection(s) as a Complex Action at any time. At Rating 4 all four of your mental attributes are augmented by 1 each. While wireless, Cerebretron can be hacked to insert false memories, delete its internal storage, or disrupt the thought processes of the connected brain. It has safeties that prevent it from killing the brain even when it takes Matrix damage. It isn't connected to any areas responsible for motor control or the body's autonomous systems, so it can't be made to disrupt these functions. COMPUTER ASSISTED POLYGRAPH INTEGRATION [APPROVED 3.0] The CAPI is a computer with sensors that can analyze minute cues in facial expressions, body language and voice of a target. It then cross-checks them with thousands of psychological profiles and case studies that have been stored in its memory to inform the user of the target’s state of mind. Add CAPI’s rating to your Social Limit as well as a dice pool bonus on Judge Intentions tests (SR5 152). With CAPI’s help, you can use Judge Intentions to oppose any Con skill tests instead of having to use Con. IMPLANTED RCC [APPROVED 3.0] Simply put, it's a Rigger Command Console that has been miniaturized and implanted into the body. Great for riggers who don’t want to lug around a briefcase. EYEWARE TARGET PREDICTOR The Target Predictor augments a Take Aim action (SR5 166), allowing you to reduce penalties from the Situational Modifiers Table (SR5 176) that are not Called Shots, by a total of 3 (in addition to standard benefits of take aim). This would apply to the next attack you make with the weapon you aimed with. Target Predictor is incompatible with Adept Centering (SR5 325) or Heightened Concern (SSP 23) Adept power. Credit: /r/ALightInTheDark This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
CYBERWARE Bodyware Essence Capacity Availability Cost AnGEL System 1 [6]* 16F 40,000¥ Cyberlimbs Essence Capacity Availability Cost Cyber Manipulator 1.25 15 8 20,000¥ Cyberlimbs Enhancements Essence Capacity Availability Cost Impact Plate - [1]** 4 400¥ Headware Essence Capacity Availability Cost Cerebretron (Rating 1-4) Rating x 0.25 [Rating]^ Rating x 5 Rating x 20,000¥ Computer Assisted Polygraph Integration (Rating 1-3) Rating x 0.1 [Rating] Rating x 3 Rating x 6000¥ Implanted RCC 0.4 [4] 5r 5000¥ + RCC cost Eyeware Essence Capacity Availability Cost Target Predictor 0.2 [3] 12r 12,000¥ * = Torso only. ** = Cyberarms, legs, hand and feet only.^ = Partial or full cyberskull only. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Bioware CULTURED BIOWARE NEURAL HARDENING [APPROVED 3.0] An up-and-coming bioware that myelinates neurons with synthetic sheaths that make the signalling system more robust and resistant to pain, fatigue, etc. The user’s stun condition monitor gains a number of extra boxes equal to the rating of the bioware. PERSONA BOOSTER An extensive treatment that involves biosculpting, implanting subdermal pheromone glands, and cerebral implants. The result is both enhancing how others perceive you as well as your own perception of self. The user's Charisma is augmented by a number equal to the rating. SECONDARY HEART This implants an additional synthetic heart with reinforced actin and myosin. The new heart is connected to all the major arteries and veins, providing the body with boosted circulation and a backup in case the primary heart fails from one of many reasons. Each rating of Secondary Heart increases the user's Body attribute by 1. In addition, the implant gives 1 extra damage box to your Physical Condition Monitor per rating of Secondary Heart. These extra boxes do not stack with those obtained from Cyberlimbs. You must choose one or the other. “This is going to do wonders to my cardio.” -- Ugly “Who says Orks cannot be space marines!” -- Jawbreaker BIOWARE Cultured Bioware Rating Essence Availability Cost Neural Hardening 1-2 Rating x 0.1 Rating x 6 Rating x 20,000¥ Persona Booster 1-3 Rating x 0.2 Rating x 6 Rating x 35,000¥ Secondary Heart 1-3 Rating x 0.2 Rating x 6 Rating x 40,000¥ Nanoware HARD NANOWARE TISSUE REPAIR SYSTEM This Nanoware system circulates through the bloodstream, seeking out damaged tissues and repairing them. Each nanomachine acts as a submicroscopic surgeon, equipped with a variety of tools to repair the cellular matrix. Every 60 seconds, the nanomachines will scan your body for new physical injuries, then attempt to heal them, If the nanomachines fail to fully heal your current set of injuries, it cannot heal them again, instead continuing to scan for new injuries. While you have sustained damage to your physical condition monitor, Tissue Repair System will try to heal you every minute, with a dice pool equal to its Rating x 2 and a limit equal to its Rating. Every hit heals a box of their physical condition monitor. Tissue Repair System ignores all modifiers from the Healing Modifiers table (SR5 208) and does not need to meet a minimum threshold of 2 before it can start healing. This healing may only be applied to a character once for that set of wounds, but the nanomachines will continue to heal new physical wounds. If the character is in Physical overflow, Tissue Repair System stops working till they have been stabilized first. Healing from Tissue Repair System is incompatible with First Aid or Magical Healing already applied to the Physical Condition Monitor. NANOCYBERNETICS MICRO MANIPULATOR [APPROVED 3.0] This is a miniature nanohive implanted in a finger. It sends nanites to the fingertip to form a little dot's worth of nanites there, and also elsewhere on the finger to clean microcontaminants off of it. When you hold the dot within about a millimeter of the surface, or touch it directly (as much as "touching" is defined in the nanoscale), the nanites scan the surface in excruciating detail, letting you "read" things engraved in a microscale. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The nanites can also etch or otherwise manipulate the surface on a nanoscale. With this implant, if anyone still used hard disk drives, you could touch the platter with your fingertip to literally flip single bits on the surface using nanites. Due to the cleaning function, it also prevents you from leaving fingerprints of the applied finger(usually the dominant index finger.)AMicro Manipulator grants +1 die and limit to Hardware tests. NANOWARE Hard Nanoware Rating Availability Cost Tissue Repair System 1-6 14f Rating x 6000¥ Nanocybernetics Essence Capacity Availability Cost Micro Manipulator 0.05 [1]* 8 4000¥ * = Cyberarm/hand only. Armor Modifications COMPREHENSIVE SEAL The Comprehensive Seal is made of special materials after years of R&D, whose inclusion further seals any chemically sealed armor it's included in. It completely cuts off the wearer's access to magic or resonance. When an Awakened or Emerged wears an active Comprehensive Seal, they're treated as if they didn't have the Magic or Resonance attribute. This means the Awakened or Emerged character cannot use any of their magical or resonance based abilities as long as the seal is active. The experience is thus uncomfortable for them. Any Awakened or Emerged character wearing an active Comprehensive Seal must resist Fatigue Damage as if in a Harsh Environment (SR5 172). The seal can be activated or deactivated with a SimpleAction. The material hides the wearer's presence in the astral, obscuring the wearer's aura, appearing as a nonliving object, with a -8 dice penalty to assense them. The seal blocks wireless signals while active, acting as a Faraday Cage for any wireless devices or persona inside the armor. The wearer's voice, or any other noises they make, can't be heard outside the armor unless they broadcast it through a speaker provided with the seal. • “Imagine a mage being transferred between the prisons, put in a hazmat suit with said seal. Yeah, it's going to hurt..” -- Lungmen • “This sounds like a great modification for your space suit if you are awakened and going to space.” -- Yokai HARDPOINT An improved version of Micro-Hardpoints (KC 73). Hardpoints involve installing electronic plating, magnetic mounting and remote control mechanisms usingAR/VR. Hardpoints can be attached to CCOBs (KC 73) or to any armor that can take the Chemical Seal armor modification (SR5 437) such as the Urban Explorer Jumpsuit (SR5 437), Ares Arctic Forces Suit (RG 77), etc. The armor must be one that has an available, accompanying helmet as per the rules for Chemical Seal. Hardpoints have internal as well as external components and are easily visible from outside. A single Hardpoint comes with a single slot, which can attach a single "Hardpoint Unit". Hardpoint Units can be attached to or detached from a Hardpoint by making a Armorer + Logic [Mental] (4, 10 minutes) Extended Test, per Hard Point. Alist of Hardpoint Units can be found in this book. ARMOR MODIFICATIONS Modifications Capacity Availability Cost Comprehensive Seal [4] 16R 20,000¥ Hardpoint [4] 8 500¥ MECHANIZED EXOSKELETON Haarrddppooiinntt Unniitt An ultra light but strong alloy exoskeleton made for the metahuman frame. The exoskeleton is augmented with hydraulics. It is an extremely obvious external addition to armor that is clearly visible. Unlike most other Hardpoint Units, a Mechanized Exoskeleton needs to connect to 3 different Hardpoints on a piece of worn armor in order to function. The exoskeleton has a Strength and Body score of 10 each. These scores don't apply to your normal melee/unarmed DV, damage resistance tests, etc. However, they may apply to certain situational circumstances listed below. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Once installed, the exoskeleton provides a list of benefits: • You gain 10 additional points of Recoil Compensation. • Your Lifting/Carrying weight (SR5 152) is doubled. For this purpose, you may use the Strength and/or Body of the exoskeleton if the value exceeds your Strength or Body. You may also use the Strength of the exoskeleton to determine if you can lift and carry a medium or heavy machine gun. • You may use the Strength of the exoskeleton (instead of yours) to determine how many armor accessories you can wear as per Armor and Encumbrance rules (SR5 169). • If the armor has the Restrictive feature (RG 59), the effect is ignored as long as the exoskeleton is attached to the armor. • You may use any two-handed melee weapon, Assault Rifle or Shotgun using one hand. You do not suffer any penalties for using a weapon in this manner. • When making a melee attack, after a damage resistance test, you may add half the Strength of the exoskeleton to the inflicted damage value, only for the purpose of determining knockdown (SR5 194). Likewise, when making a called shot Knock Down (SR5 195), you may add the Strength score of the exoskeleton to your own Strength score for the purpose of determining knockdown. You may also use the Strength and/or Body of the exoskeleton to determine your Physical Limit, for purposes of being knocked down. When making a Subduing Attack (SR5 195), you may use the Strength score of the exoskeleton instead of your own Strength score for purposes of subduing, getting a better grip on a subdued opponent or inflicting damage via subduing. • “Now this. This is this kind of tech I've been waiting for. I'm already strong as is, but with this? Say goodbye to your Roadmaster omae.” -- Knocks PERSONAL POWER UNIT (PPU) Haarrddppooiinntt Unniitt A portable, self-charging power station attached to the armor, about the size of a backpack. It generates sufficient amounts of electricity to power small devices many times over. Treat the PPU as if it's an unlimited power source for the purpose of charging a small device during a run. A single device that uses a power source such as a Stun Baton (SR5 422), Peak-discharge battery pack (RG 52) or a Renraku “Raijin” may be connected to a single PPU using a 2m retractable cable. When such a device is attached to a PPU, the device regains charges as if plugged in to a power source. Wireless: The number of charges that the device connected to a PPU holds is increased by +50% (rounded up). PERSONAL WEAPON MOUNT Haarrddppooiinntt Unniitt A Hardpoint can be fitted with a single Weapon Mount from the Drone Weapon Mounts Table (R5 124). The biggest weapon mount that can be attached to a Hardpoint is Standard and weapon mounts attached to a Hardpoint cannot utilize a melee weapon. A character can attack with a weapon mounted to a Hardpoint on their armor or CCOB using the rules for remote operated system Gunnery (SR5 183), using the Gunnery and a Complex Action. Attacks with a Hardpoint mounted weapon can be made while in AR or VR. The character is still restricted to only one attack per Initiative Pass, since the weapon is fired during the initiative of the character. Hardpoint mounted weapons can be reloaded as a Simple Action. Wireless: Gunnery attacks using a Hardpoint mounted weapon can be made using a Simple Action instead of a Complex. Hardpoint mounted weapons can be reloaded as a FreeAction. HARDPOINT Hardpoint Unit Units Needed Availability Cost Mechanized Exoskeleton 3 16R 25,000¥ Personal Power Unit 1 16R 16,000¥ Personal Weapon Mount 1 As per Weapon Mount As per Weapon Mount This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ammunition ARROWS CAPSULE HEAD Essentially a capsule round attached to a shaft. These arrowheads can be applied to both arrows and bolts. They are basically capsule rounds (RG 55) attached to a shaft but use the range of standard arrows (not light pistols). A direct or grazing hit ruptures the capsule and spills the toxin on the target. DMSO (SS 188) may be combined with any toxin in capsule arrowheads. Needless to say, once a capsule head ruptures, it cannot be reused. Wireless: Once fired, the capsule arrowhead can be detonated at any point in its flight path, using a Free Action. This spreads the toxin as a mist over a five meter radius, covering anyone in that radius, after which the toxin cloud disappears. Anyone covered by the toxin will suffer its effects, resolved normally. This mode requires the bow or crossbow to have a rangefinder on it. GREY METAL HEAD Grey metal is a Shadowrunner's favorite material of choice against spirits, and it didn't take long after plating melee weapons with it to put it on an arrow. Grey metal arrowheads treat a spirit's hardened armor as regular armor. Damage from grey metal cannot be healed by Regeneration (SR5 400), but does not affect Superior Regeneration (DTR 50). Grey metal heads cannot be enchanted with magic but otherwise apply no penalties to Awakened using them. JAMMER HEAD The head is a miniaturized, Rating 3, impact activated, Area Jammer. After hitting an obstacle or target, the jammer head sticks to the surface (until manually removed) and is instantly activated. The jammer runs for up to a minute or until deactivated by the owner. The arrow can be recovered and reused but needs a 3 hour recharge before the jammer can be reused. Wireless: The jammer will not activate on impact and instead can be wirelessly activated by the owner, at any time using a FreeAction. “My advice: don't shoot jammer head arrows at someone. They will throw it away afterwards. Other than that, go ham.” -- Chip “Finally, my Hawkeye cosplay kit is complete!” -- Cyber Knight ARROWS Item Acc DV AP Availability Cost Capsule Head -1 -4 +4 2 5¥ Grey Metal Head - - - 10 50¥ Jammer Head -2 -2S +6 9F 600¥ ASSAULT CANNON AMMO You cannot use any Called Shots from Ammo Whammy (RG 115) using any of these rounds: ANTI-ARMOR These rounds have a heavy, steel core and tip, ensuring it rips through any and all armor. Anti-Armor rounds downgrade Hardened Armor of any kind, into regular armor. Anti-Armor rounds do bonus penetration (-8AP) against vehicles, drones and barriers. Anti-Armor rounds always do Physical damage against vehicles, drones, barriers and creatures wearing non-hardened armor; even if the damage would otherwise have been converted to Stun due to armor or other factors. EXPLOSIVE These rounds have a small, explosive tip which detonates on contact. Explosive rounds always deal Physical damage against creatures and barriers, even if the damage would otherwise be converted to Stun via armor. In addition, explosive rounds deal double damage to barriers. INCENDIARY Thermite infused rounds. Once the bullet impacts its target, it sets off the thermite, causing grievous burns. On a successful hit, the round automatically sets the target on fire (no test needed). The initial DV of the fire is 3P. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
The DV increases by +1 at the end of each Combat Turn. Each subsequent attack with this ammo also increases the DV of the ongoing fire by +1. SHOCKER There is stick-n-shock and then there is this. The big daddy of all shock ammunition, this delivers a significant amount of charge to stop a behemoth dead in its tracks. If the target is wet, standing in water or made out of water, improve the DV by 2 and AP by -1. Shocker rounds deal electric Physical damage. “When was the last time you were out in the woods with no way to light up your campfire? Problem solved. Load one of those Incendiary Rounds into your Krime Cannon and set the world on fire.” --Ace “On one hand, I’m happy I can blast drek to smithereens with my Panter XXL. On the other hand, I’m worried I can no longer tank assault cannon rounds with my manly cybernetic chest.” -- Jagganoth ASSAULT CANNON AMMO - All prices are per 10 rounds of ammunition. Item DV AP Availability Cost Anti-Armor - -4/-8 15F 800¥ Explosive +1 - 15F 800¥ Incendiary +1P(fire) - 14F 700¥ Shocker +0/+2P(e) -/-1 12F 600¥ GREY METAL ROUNDS Rounds developed using the Grey brother's patented Grey Mana tech and infusing into standard metals like brass or steel. The same stuff they use to line armor for defense against magic. Some time down the line, they have a Eureka moment that why not use it offensively as well. Attacks made with Grey Metal Rounds treat hardened armor from Immunity to Normal Weapons as regular armor. Damage from Grey Metal cannot be healed by Regeneration (SR5 400), but does not affect Superior Regeneration (DTR 50). Grey Metal Rounds are available for all standard ballistic firearms. Grey Metal rounds cannot be enchanted with the Alter Ballistics spell (FA 51) but otherwise apply no penalties to Awakened using them. • “It's like an instant eviction notice for spirits, from this plane of existence.” -- Jawbreaker • “I'd rather keep that kind of ammunition away from myself! Who knows if holding that kind of ammunition alone becomes toxic to a user with supernatural connections.” -- Monarch GREY METAL ROUNDS - All prices are per 10 rounds of ammunition. DV AP Availability Cost - - 6R 120¥ Grreennaaddeess GREY MANA GRENADE Created by a person with a severe fear of the Awakened. This grenade releases an aerosol version of Grey Mana. It has no effect on most creatures, but for Awakened, it can severely affect their magical abilities as Grey Mana hampers their ability to channel mana. When deployed, the Grey Mana aerosol in the grenade simulates a Mana Ebb (SG 32) Background Count of 3 in a 10m radius for 4 Combat Turns. Multiple overlapping Grey Mana Grenades don't stack in intensity. • “Grey Mana is like a gift that keeps on giving.” -- Jawbreaker Grey Mana Grenades DV AP Blast Availability Cost - - 10m Radius 7F 300¥ This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Meelleeee Weeaappoonnss ARES SHOCK && AWE BUCKLER Ares's take on the buckler is meant for those who know that a good defense is not a tradeoff on offense. This reinforced buckler integrates a taser module that is activated upon hitting the opponent, shocking them. And thanks to Ares's patented "hold to load" feature, you never need to worry about shocking yourself when you pick up your gear. When using this shield as an offensive weapon, it functions as a stun weapon. The taser shield holds 10 charges. When attached to a power outlet, it regains one charge per 10 seconds. Wireless: The shield recharges by induction, recharging one charge per hour. ARES SHOCK & AWE BUCKLER Acc Reach DV AP Armor Rating Capacity Conceal Avail Cost 4 0 8S(e) -5 +1 3 +2 10R 1000¥ Skill: Atypical Melee When using two-weapon style attack or two-weapon style defense martial art technique, you may consider this to be your second weapon. HOOK SWORD The hook sword or the fu tao is a deadly weapon used by Chinese martial artists such as practitioners of the Wudang Sword or the Wuxia. The sword has a very uncommon appearance of a sharp hooked blade with a crescent axe like blade along the handle guard. These short swords are meant to be used one-handed in very close combat range and are traditionally dual wielded. Uses Blades Skill. • “What an elegant and beautiful weapon. I might have to find a joint that sells these.” -- Canary • “The Chinese have got curved swords. Curved. Swords.” -- Cyber Knight HOOK SWORD Acc Reach DV AP Conceal Avail Cost 6 0 (STR + 2)P -1 +2 7R 800¥ Skill: Blades The hooked blade can also be used to disarm an opponent when not slicing through their flesh. Each hooked sword wielded, reduces Called Shot penalty by 1 for Called Shot (Blast Out of Hands) up to a maximum reduction of 2. KRIME PORCUPINE SHIELD Krime saw the advancements in personal shields and thought, obviously, that they needed the Krime treatment. These shields feature an array of spikes at the front to make sure that even if you are trying to protect yourself, everyone knows you still want to inflict a world of unsubtle pain. • “Shields hurt people!” -- Lump KRIME PORCUPINE SHIELD Acc Reach DV AP Armor Rating Capacity Conceal Avail Cost 4 0 (STR + 1)P -1 +4 0 +8 12R 1200¥ Skill: Atypical Melee This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
KUSARIGAMA The Kusarigama is a novelty weapon, whose use in history is somewhat disputed. Popularised by ninja trideos, the weapon is a sickle with a long chain at the end of the handle. A weight is attached at the end of the chain. Employing this weapon requires the use of both hands, one for the chain and the other for the sickle. When made into a weapon focus, both parts of the weapon are considered the same object, thus requiring only one focus. When using the Special Modifications and Prototype Materials qualities (BTB 161, 160) to modify, the same modifications are applied to both parts of the weapon. • “It's nothing amazing as a weapon. It's a farming tool after all. And no, historical ninjas never used it. That’s some Hollywood bulldrek.” -- Yokai KUSARIGAMA Mode Acc Reach DV AP Conceal Avail Cost Sickle 6 0 (STR + 2)P -1 +2 9R 500¥ Weighted Chain 6 2 (STR + 2)P 0 +2 9R 500¥ The Sickle uses the Blades skill while the Weighted Chain uses the Flexile Melee skill. RENRAKU RAIJIN LIGHTNING SWORD While at the surface it may appear like a regular, Renraku Conqueror model katana, the new insulated hilt holds a deadly secret. Wanting to give their Red Samurai an extra edge in combat, the swordsmiths and armorers of Renraku's weapons research and development subsidiaries have constructed a blade that can give its user an electrifying edge in the fight. The Raijin has two modes: Blade and Lightning. It takes a Free Action to switch between modes. In Blade mode, it works as a standard Katana. In Lightning mode, the edge of the blade retracts and is replaced by a lethal, electric shock emitting surface that will send a focused voltage into the wounds created by the blade. The Raijin's Lightning Mode has 10 charges and regains one charge per ten seconds when plugged in. Both modes use the Blades skill. Wireless: The Raijin recharges by induction, regaining one charge per full hour of wireless-enabled time. • “Leave it up to Renraku to make a stun baton that kills ya. I'm just waiting for the egghead samurai who pulls this out and accidentally zaps themselves.” -- Dancing Edge • “I dunno about you chummer, but electrocuting someone tends to slow them down a bit so in case the first hit doesn't kill, gives you a chance for a follow up.” -- Double Tap • “Renraku sure knows how to make a blade. This thing is a beauty. Just watching the electric mode turn on is like a dream come true” -- Featherknight • “This isn’t for regular weebs. This is advanced weeb tech.” -- Cyber Knight RENRAKU RAIJIN LIGHTNING SWORD Mode Acc Reach DV AP Conceal Avail Cost Blade 7 1 (STR + 2)P / (STR + 3)P -3 +2 15F 5500¥ Lightning 7 1 10P(e) -5 +2 - - Skill: Blades (Both Modes). The Raijin does (STR+2)P when one-handed and (STR+3)P when two-handed, while in blade mode. When in Lightning mode, the electric damage is dealt as Physical and does not stack with the regular damage of the weapon's wireless off mode. The user only deals the damage of the respective mode the weapon is selected to. When using the Special Modifications and Prototype Materials qualities (BTB 161, 160) modifications are applied to both modes. SPINRAD INDUSTRIES TACTICOOL COMBAT SKATEBOARD The Spinrad Tacticool Combat Skateboard is the weapon of choice for “Spinradical” combat operatives. In Speed mode, micro-boosters at the back promote speed and ease of movement, increasing your run multiplier by +3 (this does not stack This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
with other movement mods). In addition, it provides a +2 limit bonus to Performance tests. The boosters make the skateboard unwieldy, reducing the user's Physical Limit by 1. In Combat mode, the skateboard's panels splay open, turning the board into an obvious melee weapon with a bonus toAP and damage. • “Little known fact! I tested these for hours in the labs, so the splayed panels were tuned to some nasty offensive tricks I came up with! Check the attached DVD for 200¥ if you want to try them yourself!” -- Toni Thunderbird SPINRAD INDUSTRIES TACTICOOL COMBAT SKATEBOARD Mode Acc Reach DV AP Conceal Avail Cost Speed 4 0 (STR + 2)S -1 -4 12R 3000¥ Combat 4 0 (STR + 3)P -3 +3 - - Skill: Atypical Melee. Special: Speed Mode increases your run multiplier by +3 (doesn’t stack with other movement mods). It also provides a +2 limit bonus to Performance Tests and reduces your Physical Limit by 1. Raannggeedd Weeaappoonnss ARES AVENGER MICROGUN [APPROVED 3.0] TheAvenger is a miniaturized gatling gun chambered in 5.56 rounds. The Light Machine Gun is compact and lightweight, allowing it to be hip fired, while able to spit out 3000-6000 rounds per minute. Despite the gun being briefcase sized (not counting the belt and any external ammo backpack), its damage potential is nothing short of a top-of-the-line assault rifle. This gun benefits from Gatling gun suppressive fire rules (SL 41). Despite being an LMG the Avenger uses Assault Rifle ranges. The gun is compatible with a Krime Pack (SL 45). • “Put this on one of those Stuffer Shack motorized shopping carts and you have got the most American thing ever.” -- Cyber Knight • “Dear Santa...” -- Jawbreaker ARES AVENGER MICROGUN Acc DV AP Mode RC Ammo Conceal Avail Cost 4(6) 11P -2 FA - 100(belt)* +6 12R 8000¥ Range: Assault Rifle. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun (internal) Users must take a SimpleAction to rotate the barrels of theAvenger before it can fire. Once the barrel has started rotating it can fire as normal on consecutive Initiative Passes. ARES TEMPLAR SUPER HEAVY LASER [APPROVED 3.0] While laser weaponry still comes with a number of issues related to size and having enough energy on hand to fire the damn thing,Ares has developed a model for their assault vehicles to offer cover fire to their mechanised infantry. The Templar is a massive weapon with rotating “barrels”, so that the more fragile parts can cool down even as it is fired. As such, it is too massive for metahumans or drones to carry around, thus making it exclusively a vehicle mounted weapon. Ares embraced this fact by making this weapon unable to use peak discharge batteries, making a bit more room for all the extra goodness that is packed in here. • “It's like a big ass disco light of death.” -- VJ Lazerwhip This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
ARES TEMPLAR SUPER HEAVY LASER Acc DV AP Mode RC Ammo Conceal Avail Cost 7 10P -10 BA/FA - External source +10 26F 50,000¥ Range: Sniper Rifle. Skill: Directed Energy or Gunnery. Mod Slots: Top/Under/Internal. The Templar uses 4 power units per shot and is powered by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online). This weapon is vehicle mounted only. ARES EDISON TESLA CANNON Originally dubbed "Bug Toaster", the "Edison" Tesla cannon was developed by Ares as a prototype weapon against bug spirits to be used by Firewatch. The Tesla cannon fires ionized discharges in the form of short range, crackling bolts of electricity that fries anything it touches. When Ares fell and Detroit was being ravaged by bug spirits, someone from within conveniently leaked the schematics into the public matrix grid. Within minutes, people started to make copies of the weapon's blueprint. Although declared an illegal prototype weapon, it did not stop black market arms dealers from making their own and selling it to Shadowrunners and mercenaries alike. This weapon uses Flamethrower ranges and requires either Heavy Weapons or Directed Energy skill to operate. The weapon can be fired with variable ion discharge settings. It uses the shotgun choke rules (SR5 180). The Tesla cannon uses peak-discharge battery packs (RG 52) as ammunition and is powered by an external battery pack (20 unit satchel or 30 unit backpack), or by linking it directly into the local energy sources when used as part of a permanent emplacement (for unlimited ammo as long as the energy supply remains online). The Edison uses 4 power points per shot and does not suffer recoil. You may not alter the damage type of this weapon from electric to any other element by any means. ARES EDISON TESLA CANNON Acc DV AP Mode RC Ammo Conceal Avail Cost 5(7) 14P(e) -5 SA - External source +10 18F 35,000¥ Range: Short(0): 0-15, Medium(-1): 16-20, Long(-3): -, Extreme(-6): - Mod Slots: Top/Side/Under/Internal. Standard Upgrades: Smartgun (internal) Skill: Heavy Weapons or Directed Energy. Min STR needed to carry: 8 Special: The electric damage from this weapon downgrades Immunity to Normal Weapons of spirits, treating the hardened armor as regular armor instead. EVO PNEUMATIC GUNS As technology marches on, it has become increasingly difficult to sneak firearms past sensors. What is the assassin to do? Why, purchase one of EVO's Pneumatic guns of course! These airsoft guns use gas to accelerate your lead pellets at high velocities. EVO advertises these as incapable of killing an armored target and simply a hunting tool, but we know that's not entirely true. Since they aren't classified as firearms, they are by and large unrestricted in most nations. A silent, but lethal option! Get them in heavy pistol, SMG, or sporting rifle sizes today! The rifle size fires .50 cal projectiles. Pneumatic guns use the same skill to operate as their firearm counterpart. Pneumatic guns are quieter than proper firearms. It applies a -4 dice pool modifier on all Perception tests to notice the weapon’s use or locate the shooter.Attaching a Suppressor (SR5 432) improves this penalty to -6. Pneumatic gun clips come with a slot for the gas canister that will last as long as the ammo in the clip does. Afterwards, you'll need to replace the canister. A gas canister costs 50¥ with an Availability of 4. Pneumatic guns can only fire two types of ammunition:Airsoft Pellets and Capsule Rounds (RG 55). • “I can imagine the novelty of having a more 'legal' firearm brought onto the field. Personally, I would prefer that they created a gun modification for these kinds of firearms. I can say that they would make great novelty items on your gun shelf, and I can attest that the H t th t i t f th th fi ” Ti This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
AIRSOFT PELLETS - All prices are per 10 rounds of ammunition. DV AP Avail Cost - - 4F 10¥ EVO PNEUMATIC GUNS Name Acc DV AP Mode RC Ammo Conceal Avail Cost EVO "FLEA" PNEUMATIC HEAVY PISTOL 7 5P +1 SA 2 10(c) +0 8 500¥ Range: Light Pistol. Skill: Pistols. Mod Slots: Barrel/Side/Top/Internal. EVO "BEE" PNEUMATIC SMG 6 5P +1 SA/BF/FA 2 30(c) +2 10 1200¥ Range: Heavy Pistol. Skill: Automatics. Mod Slots: Barrel/Stock/Side/Top/Internal. EVO "HORNET" SPORTING RIFLE 8 9P - SS - 10(c) +8 14 3000¥ Range: Carbine. Skill: Longarms. Mod Slots: Barrel/Stock/Side/Top/Under/Internal. HK DOUBLE DEFENDER SHOTGUN [APPROVED 3.0] HK has been itching to get its greedy fingers in the home defense pie. Presenting the Double Defender: a double barrel, pump action, bullpup shotgun with a select fire switch that allows both barrels to fire simultaneously or one at a time. The gun is being marketed towards law enforcement, corpsec and civilian gun owners who want a legal shotgun that is brutally effective at home defense. Lone Star has recently started equipping its street cops with this bad boy as part of a deal with HK to both field test and act as advertisement, showing the shotgun’s reliability. • “Now, this is my boomstick!” -- Barbarian HK DOUBLE DEFENDER SHOTGUN Acc DV AP Mode RC Ammo Conceal Avail Cost 5(7) 12P* -1 SS 1 14(c) +7 12R 1400¥ Range: Shotgun. Skill: Longarms. Mod Slots: Barrel/Side/Stock/Top/Internal. Standard Upgrades: Foregrip, Smartgun (internal). Special: The Double Defender can fire a Double Tap (RG 120) as a SimpleAction, by firing both barrels (+1 DV, 2 rounds, no defense penalty) simultaneously. Since the weapon has 2 barrels, double the cost of all barrel modifications. • = Doesn’t include the +1DV from Double Tap. KRIME LEADSPITTER DBAR [APPROVED 3.0] The Krime Leadspitter DBAR (Double Barrel Assault Rifle) is exactly that. Krime took two AR15s and put them in a single case. The result is a double barrel assault rifle with separate ammo feed for each barrel with a single trigger that fires both barrels. Old man Krime even has a promo video of him dual wielding two of these things, resulting in a quad barrel mayhem. Unlike most other weapons by Krime, this one is quite well made. “Pfft! What a ridiculous weapon. I want one.” -- Jawbreaker “Double the barrel, double the fun. So they say.” --Akuma KRIME LEADSPITTER DBAR Acc DV AP Mode RC Ammo Conceal Avail Cost 5 11P* -2 Special 2 30x2(c) +7 12F 2800¥ Range: Assault Rifle. Skill: Automatics. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Special: This weapon fires a Double Tap (RG 120) (+1 DV, 2 rounds, no defensive penalty) as a SimpleAction and a Brain Blaster (RG 119) (+2 DV, 6 rounds, no defensive penalty) as a ComplexAction. These are the only firing actions that can be used. Since the weapon has 2 barrels, double the cost of all barrel modifications. • = Doesn’t include the extra DV from Double Tap or Brain Blaster. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
KRIME FACE MELTER Based on the technology of the Ares Super Squirter, the Krime "Face Melter" propels industrial grade acid towards a target, melting barriers, armor, and the people underneath them. It is used primarily for breaches as an alternative to the shotgun, and against heavily armored or shielded opponents. The Krime Face Melter is a two-handed weapon that uses Flamethrower ranges. EachAcid Canister costs 80¥, has an availability of 12F and lasts for 10 uses. • “Markets itself as a tool against barriers, but I can already see the gears turning in some people's heads on how to use this as a weapon of terror. It's a good thing it's forbidden, cause if this were to get mass distribution on the street, it would become a lot harder to identify victims of gang violence.” -- Hound • “Not going to be fun if it gets widespread on the streets.” -- Job KRIME FACE MELTER Acc DV AP Mode RC Ammo Conceal Avail Cost 6 9P(a) -7 SS - 10(c) +6 12F 4000¥ Range: Flamethrower. Skill: Spray Weapons. Mod Slots: Side/Top/Under/Internal. KRIME SHREDDER AUTO SHOTGUN The Krime Shredder Belt-fed Automatic Shotgun is an "ideal option for both everyday carry or home defense" - Old Man Krime. Leave it to Krime to take an existing deadly weapon and reverse engineer it to be even deadlier. The unrated corp took the basic Mossberg AM-CMDT automatic shotgun model and turned it into this belt fed monstrosity. The weapon uses shotgun ranges and Choke Settings (SR5 180). To really dial the Krime-ness to 11, the Shredder comes with a variety of built-in factory default options such as a Shock Pad, Krime Loudener (KK 22), Krime Offline Support Solutions and Krime Keeper (KK 23). The gun is fully compatible with a Krime Pack (SL 45). The built-in Loudener is compatible with all other barrel mods except a Silencer/Suppressor. The weapon cannot be implanted as a Cybergun (RG 90). • “100 bucks says I can make an entry hole faster than this thing.” -- Ugly • “I cannot understand why my dealer would prefer Krime over other brands. He sells every other item under the sun, but he refuses to use them over the Krime brand. However, his kind of shotgun does look rather tempting for clearing out an entire room of moderate size. The option of wielding it as a heavy weapon next to my grenade launcher is a plus.” -- Tigress KRIME SHREDDER AUTO SHOTGUN Acc DV AP Mode RC Ammo Conceal Avail Cost 4 12P -1 FA 4 100(belt) +10 16F 2000¥ Range: Shotgun. Skill: Longarms or Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Shock Pad, Krime Loudener, Krime Offline Support Solutions, Krime Keeper. M134 MINIGUN [APPROVED 3.0] The M134 minigun is a historically proven gatling gun that has undergone a much needed facelift. Weighing 40 kg, this is a gatling gun for the Heavy Machine Gun category. It is meant to be a vehicle mounted weapon but can be carried by metahumans with exceptional strength (min 10 STR to carry). It spews 7.62x51mm rounds at 3000-6000 rounds per minute. To top it off, the M134 is compatible with a Krime Pack (SL 45). “Haha! Minigun go brrrrr.” -- Jagganoth M134 MINIGUN Acc DV AP Mode RC Ammo Conceal Avail Cost 4(6) 13P -4 FA - 200(belt) +10 18F 16000¥ Range: HMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun (internal) Users must take a Simple Action to rotate the barrels of the M134 before it can fire. Once the barrel has started rotating, it can fire as normal on consecutive Initiative Passes. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
M240 RAMBO [APPROVED 3.0] The M240 Rambo is a modernized version of the old, US army M240 Bravo Medium Machine Gun. Chambered in 7.62x51mm rounds, this bad boy is a serious beast of war that has seen numerous battles since the mid-1970s. Revived for the sixth world, this gun laughs at all other medium machine guns and even some heavy machine guns in the market when comparing the gun's sheer offensive power for its weight. Not to mention it’s built so robustly, it could likely survive a freefall from orbit. The gun is compatible with a Krime Pack (SL 45). • “7.62x51mm NATO FMJ or steel core is no joke. APDS predictably turns this thing into a hole puncher. Nothing felt better than giving that a squeeze on the range. Definitely recommend it to any fans of the big guns.” -- Sierra Julliet M240 RAMBO Acc DV AP Mode RC Ammo Conceal Avail Cost 5 12P -4 FA 4 100(belt) +10 15F 8000¥ Range: MMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Shock Pad. M249 SAW [APPROVED 3.0] The M249 SAW or Squad Assault Weapon is a tried and true Light Machine Gun. It is chambered in 5.56 rounds. The latest model has been fitted with both a belt and a magazine feed, allowing for greater flexibility, burst fire option and an internal smartgun system. The weapon’s damage potential is at least that of a top-of-the-line assault rifle with a lot more ammo capacity, excellent for laying down cover fire or clearing entire rooms of hostiles. The weapon is light enough to be easily carried and fired by an average human on the move, while being about as accurate as an assault rifle. The gun is compatible with a Krime Pack (SL 45). M249 SAW Acc DV AP Mode RC Ammo Conceal Avail Cost 5(7) 11P -2 BF/FA 4 50(c) or 100(belt) +10 12F 4000¥ Range: LMG. Skill: Heavy Weapons. Mod Slots: Barrel/Side/Stock/Top/Under/Internal. Standard Upgrades: Smartgun System (internal). TOKAREV TT-30 SPECIAL A sleek heavy pistol with a small underbarrel capable of firing a single shotgun shell. If the weapon is equipped with a smartgun system, the user can, as a Free Action, command the weapon to fire the underbarrel on the next trigger pull. The underbarrel can be fired one-handed this way. The underbarrel shotgun also has a small button trigger, allowing the user to fire it with their second hand. Many owners of the smartgun-enabled model choose to have this manual trigger removed. • “These things have been cropping up around Seattle over the past few months. Supposedly the gunsmith recently crossed the UCAS border and settled in Tacoma.” -- Artyom Vasiliev. • “Why anyone would make such a painstakingly detailed replica of a 1930s Soviet firearm, only to glue a shotgun to it is beyond me.” -- Nell Goldstein. • “Now I appreciate a good handgun as much as the next guy, but I feel like this is more of a nostalgia retrofit than a serious fighting piece. The emergency shotgun can be handy though in tight spaces.” -- Jackal • “Going up against someone with a pistol and nothing left to lose can be bad enough. That extra surprise kick can make a difference and ruin a man's day.” -- Job TOKAREV TT-30 SPECIAL Mode Acc DV AP Mode RC Ammo Conceal Avail Cost Main Barrel 5 8P -1 SA 2 9(c) +0 10R 900¥ Underbarrel 4 9P -1 SS 2 1(ml) +0 - - Range: Heavy Pistol. Skill: Pistols. Mod Slots: Barrel/Top/Side/Internal. The underbarrel shotgun can be fired using the Pistols skill, uses Shotgun ammo, and has heavy pistol ranges. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Weeaappoonn Acccceessssoorriieess GREY METAL PLATING (Melee and Unarmed Weapon Accessory) Metal treated with the underground tech Grey Mana. One day, the Grey brothers had a Eureka moment that instead of protection against magic, what if grey mana is forced into creatures of magic, with extreme prejudice. Gray Metal can be plated on any melee or unarmed weapon (including cyberimplanted ones). Gray Metal weapons treat hardened armor from Immunity to Normal Weapons as regular armor. Wielding a Gray Metal weapon as an awakened confer the same penalty as wearing Rating 3 Gray Mana Integration as long as the weapon is carried. Additionally, any weapon with Grey Metal Plating cannot be turned into a focus. If it's already a focus, then it cannot accept Grey Metal Plating. • “This thing slices through spirits like a hot knife through butter.” -- Cyber Knight • “My, oh my, does this sound fun. If I were just a little crazier, I'd charge down a spirit with a scythe plated with this. I can almost imagine the fear a security force would feel when their spirit ally gets cleaved in two with a single swing.” -- Pandora KRIME POWER DRAW (Krime Trollbow Accessory) Specially designed as an aftermarket modification for the Krime Trollbow (SL 24), after troll customers complained it's not quite trog enough. The modification improves the bow's draw weight significantly, allowing it to pack more punch when used by trolls at peak strength. Installing this mod improves the Rating of a Rating 12 Trollbow by an additional number equal to the Rating of the modification (up to a maximum of Rating 14). Arrows must match the new Rating of the bow to ensure optimal performance. Installing this mod makes the bow harder to hide (+1 Concealability per Rating). SHOTGUN SUPPRESSOR [APPROVED 3.0] (Shotgun Accessory) Normal suppressors (SR5 432) aren’t big enough to be compatible with the barrel of a shotgun. This dedicated suppressor for shotguns does the same thing as regular suppressors, but for a shotgun, regardless of what kind of ammo the shotgun is using. The attachment provides a –4 dice pool modifier to any Perception Test made to detect the weapon’s use or locate the shooter. A Complex Action is needed to attach or remove the suppressor. Wireless: The Shotgun suppressor has a built in Rating 2 microphone with Rating 2 Select Sound Filter and simple software. When wireless, the device informs you via AR if your suppressor has detected the sound of anyone nearby reacting to the sound of your suppressed shotgun. SMART SHEATH (Melee Weapon Accessory) Normally sheathing of a melee weapon takes a Complex Action. These sheaths have to be custom-made for a specific melee weapon (Blades or Clubs), having a reach no greater than 2. The sheath allows the user of the compatible melee weapon to sheathe it as a SimpleAction. Wireless: The unsheathing of the weapon can be seamlessly integrated into making an attack as a single ComplexAction. WEAPON ACCESSORIES Item Slot Avail Cost Grey Metal Plating N/A +4R 1000¥ Krime Power Draw (Rating 1- 2)* N/A +2R Rating x 1000¥ Shotgun Suppressor** Barrel 9F 600¥ Smart Sheath N/A 12/td> 4000¥ * = Reduces Concealability of the Krime Trollbow by +(Rating). ** = Shotguns only. Drugs VENOMANCER Vector: Ingestion Speed: 10 minutes Duration: 18-Body hours, minimum 1 hour Addiction type: Both Effects: Reduces the Addiction Threshold and Drug Interaction roll (CF 193) of each drug you take while Venomancer is active, by 2 (to a minimum Threshold and/or Drug Interaction of 1). House rules of increasing the Addiction Threshold for taking multiple drugs apply with this being the first drug. As a side effect of your body's immune system being more receptive to toxic substances, as long as Venomancer is active in your body, you suffer -2 dice penalty to toxin resistance tests. Veno body it in allerg or E dama the d “Alle that.” multi This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
DRUGS Item Addiction Rating Addiction Threshold Avail Cost Venomancer 5 1* 8R 400¥** * = Pharmaceutical Grade Factored In. ** = Pharmaceutical Grade. Designer Grade Price = 1200¥. Note: Not Available in Other Grades. Prrooggrraammss ID10T The tradition of tech support making fun of unsavvy customers and clientele is far older than the matrix, and has never died. The "ID10T Error" is a common euphemism used by techies for when a problem is caused by unfathomable user stupidity, and this program has been designed specifically to deal with those "special customers". A device with this common program loaded requires an additional roll of 1 to glitch on all matrix actions. SENSOR LOCK Sensor Lock is a Rating 3 Autosoft. It grants a +5 boost to the sensor limit and +2 dice bonus for purposes of passive and/or active Sensor Targeting (SR5 184). Programs Common Programs Avail Cost ID10T - 80¥ Autosoft Avail Cost Sensor Lock 6R 1500¥ Skkiillllssooffttss SPECSOFT Specsofts act as Skill Specializations for either an Activesoft (whether running on Skillwires or Active Hardwires), Knowsoft or Linguasoft. They count as a Rating 1 Skillsoft that can be run on a Skilljack (SR5 452). Each Specsoft acts as a single specialization for a specific active, knowledge or language Skillsoft. Each Activesoft, Knowsoft or Linguasoft can only benefit from a single Specsoft at a time. Programs SKILLSOFTS Avail Cost Specsoft 8 10,000¥ Miisscceellllaanneeoouuss Geeaarr CYBERDECK MODULES REROUTING MODULE This ingenious cyberdeck module (DT 64) obfuscates the decker's traffic by bouncing their commands off of multiple different grids, making it more difficult to track their actions back to the originating deck. While installed, it reduces the Overwatch Score generated by illegal actions by 1 and imposes a -2 dice pool penalty to perform the Trace Icon action against the decker. However, the extra hops necessary to hide the decker's actions adds 3 Noise to the deck's connection. “I’M BEHIND 9 PROXIES!” -- Mirai “Anyone who fights for freedom on the Matrix knows that GOD likes to make things personal. Anything to keep their eyes off for just a little while longer ought to be standard issue for the free Decker.” -- Trubl “I assume the noise would be just a minor inconvenience, compared to GOD dropping on you because you squatted a little too long waiting for the perfect moment to get in.” -- Chip CYBERDECK MODULES Item Rero MU RES Oper Sleep been As a This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
as if it's a program. The MORS has about the same size, weight and shape of an MOS (KC 57). The MORS can have a Rating of 1 to a maximum of 6. The device runs hot. If the user carries it on their person, it causes (Rating)S damage each Combat Turn when in use and in its case. The damage is (Rating x 2)S when outside the container and outside clothing, but if exposed to bare skin the damage is Physical. Fire Protection works in resisting the damage as long as the armor is between the wearer and the box. It can be used safely if placed on a stable, non-flammable surface. Treat the MORS as a Sustaining Focus for Technomancers. The device must remain wireless on when used. Once attuned, the MORS can sustain a single Complex Form of a Level equal to or less than the Rating of the MORS. Thus, the technomancer doesn't suffer the sustaining penalty for that complex form. A technomancer cannot be attuned to more than a single MORS device. A MORS cannot run a Hyperthreaded Complex Form (KC 91). MORS Rating Attunement Cost Avail Cost 1 - 6 Rating x 2 Karma (Rating x 3)R Rating x 4000¥ MYOMERIC DATA CABLE [APPROVED 3.0] Inspired from myomeric rope. This nifty tool is an optic data cable, encased in myomeric fiber with a universal connector on either end and is compatible with all electronic devices with a universal port, including datajacks and control rigs. The cable can be remotely controlled over a maximum length of 30 meters. It can move like a snake, allowing you to connect with hard to reach places. Using a data tap (SR5 440) in conjunction, it can open many doors for hackers. MYOMERIC DATA CABLE Avail Cost 10R 400¥ per 10 meters ELEMENTAL ESSENCE Pure essence of the classic hermetic elements (Air, Earth, Fire and Water) found in ore form. These are usually harvested from places where the land is awakened and these elements are in its proudest, purest and most savage form, like active volcanoes, mana storms, aftermath of earthquakes or deep in the ocean. Elemental essence can be worked by a talismonger into a talisman. Once attuned, the talisman grants benefits of the elemental essence contained within while weakening you to the other 3 elements. For the purpose of Elements: Acid counts as Earth, Cold counts as Water and Lightning counts asAir. An Elemental Essence Talisman can be attuned by anyone, regardless of whether they are Awakened, Emerged or mundane. It takes 1 hour and 5 Karma to attune the talisman. Attunement to an Elemental Essence can be broken at any time with a Complex Action, but the karma spent to attune is lost forever. Only a single Elemental Essence Talisman may be attuned by a character at any given time. Once attuned, the effects are always on. The talisman provides the following benefits and penalties. Benefits: • Gain +2 dice bonus to casting all spells, rituals and alchemical preparations that belong to the attuned element. • Gain +2 dice bonus to conjuring spirits of the attuned element. • Improves damage by +1DV when dealing elemental damage that is the same as the attuned element. • Gain +2 dice bonus to damage resistance tests when resisting damage that is the same as the attuned element. • May spend a point of Edge to ignore and/or end the secondary effects of elemental damage (SR5 170) from an attack that is the same as the attuned element. • As a Complex Action, you can change the damage type of a weapon that does any other elemental damage to your attuned element. This change remains in place as long as you have the weapon held. Penalties: • Suffer -2 dice penalty to casting spells, rituals and alchemical preparations that belong to any other element. • Suffer -2 dice penalty to conjuring spirits of any other element. • Increase damage by +1DV when receiving damage from any other element (before damage resistance test). “While it may be tempting, leaning into one element will cause elemental imbalance in the body. Which can be problematic if you suddenly find yourself...out of your element.” -- Yokai ELEMENTAL ESSENCE TALISMAN Elem Air Earth Fire Wate HA CO [AP Also extre as ta made of m layer This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
contained within has no line of sight and cannot use its magic while inside the device. Its aura is sealed inside making it invisible and inaccessible from outside. Thus, whatever is inside cannot be assensed, astrally tracked or targeted with ritual magic. HMCDs come in a variety of shapes and sizes: HMC Case: Briefcase sized with a Structure of 4 and Armor of 8. HMC Coffin: A coffin that can easily fit an adult male Troll. They have a Structure of 7 and Armor of 8. HMC Cylinder: A hollow cylinder ranging from 0.5 to 1 meter in length. They have a Structure of 3 andArmor of 8. “It seems these Grey brothers continue to find ways to one up themselves in displaying their fear of magic.” -- Smoke “Pfff...Magical Containment Coffin? More like a Houdini box with extra steps.” -- Dr Beefton HAZARDOUS MAGICAL CONTAINMENT DEVICE Type Avail Cost HMC Case 10R 500¥ HMC Coffin 12R 2000¥ HMC Cylinder 8R 250¥ SPIRIT LANTERN [APPROVED 3.0] The research of a brilliant metaphysicist showed that the heat produced by a high voltage current passing through an orichalchum filament can produce a dual natured light allowing even mundanes to peer into the astral. The light reflects off of physical and astral creatures, allowing one to see the astral beings with plain sight as shadows. Likewise, the astral creature can see the bright, dual natured light from the astral. This does not allow one to touch or attack an astral being from the physical plane or vice versa, only visualization. Spirit lanterns come in a variety of shapes such as bulbs, flashlights, vehicle headlights and lanterns. Orichalchum is expensive, thus to keep the prices affordable, the filament is extremely thin. As a result, the high voltage current tends to burn them out fast. Higher rating bulbs with more durable filaments last longer. Each Spirit Lantern burns out after Rating x 2 hours of use. “It has always saddened me to hear mundanes could not see what I see in the astral. With this flashlight, it provides a safe and secure way for mundanes to not only view the astral, but also to provide a version of astral support if there are no Awakened around. While it does not provide the same type of astral support, some astral support is still better than none.” -- Sunflower “Interesting piece of technology. I saw this in the hands of the ghost hunters on season 6, episode 66 of Takeshi’s Haunted Castle.” -- Yokai SPIRIT LANTERN Rating Avail Cost 1 - 6 10 Rating x 200¥ Each Spirit Lantern burns out after Rating x 2 hours of use. Paarraacchhuutteess STANDARD PARACHUTE SYSTEM The standard parachute system is a harness that can be worn over armor. It comes with a primary and an emergency backup parachute. Either parachute can be released from the harness with a Simple Action. Both parachutes are reusable and can be repacked after use with an Agility + Logic [Physical or Mental] (12, 6 minute) extended test. In case a parachute is damaged or lost, a replacement can be purchased for 750¥ for each parachute. SPINRAD INDUSTRIES “SPINRADICAL” PARACHUTE SYSTEM A perfect parachute system for the spinradical skydiver. The entire system is a harness that can be worn over armor. It has built-in smart functionalities such as an AR HUD, automatic deployment system and wireless functionalities. While the AR HUD is enabled, the user gains a Limit bonus to skydiving tests equal to the [Rating] of the system. Just like a Standard Parachute System, this model comes with a primary and an emergency backup parachute. Either parachute can be released from the harness with a Simple Action. Both parachutes are reusable and can be repacked after use with an Agility + Logic [Physical or Mental] (12, 6 minute) extended test. In case a parachute is damaged or lost, a replacement can be purchased for 750¥ for each parachute. Wireless: The system feeds tips and tricks directly from Spinrad School of Spinradical Skydiving, granting the user a dice bonus to their skydiving tests equal to the Rating of the system. The emergency parachute can also be set to automatically deploy in case the primary parachute fails to meet the expectations. The automated system deploys the secondary parachute using a dice pool of its (Rating x 3) and a limit of [Rating x 2], unmodified by any bonuses or penalties. “Don't jump out of a plane without one. Seriously. Don't.” -- Redcoat This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
PARACHUTES Item Rating Avail Cost Standard Parachute System - 0 1500¥ Spinrad Industries "Spinradical" Parachute System 1 - 4 Rating x 3 Rating x 3000¥ Drroonneess aanndd Veehhiicclleess Veehhiiccllee Mooddiiffiiccaattiioonnss REDUCED SEATING [APPROVED 3.0] Since the advent of Grid Link, it's not uncommon to see driverless vehicles roaming cities, taking care of deliveries or carrying advertising displays. Autonomous vehicles, often hatchback cars and vans, can operate for several days in Grid Link enabled areas. Removing seats from a vehicle creates more room for modifications. For every two seats removed, add one Modification Slot to one Modification Category (Body, Electromagnetic, Power Train, Protection or Weapon). Each category can only gain a maximum of four slots in this way. This modification is incompatible with Increased Seating (R5 164). GENERAL MODIFICATIONS Modification Slots Threshold Tools Skill Avail Cost Reduced Seating (Rating 1-4)* -1** - Shop - - 0¥ * = Per category (Body, Electromagnetic, Power Train, Protection or Weapon). ** = For every two removed seats. GREY MANA SHIELDING The vehicle and its occupants add 1 bonus die per rating of Grey Mana Shielding to resist any targeted magical attacks or effects, including area of effect and beneficial magic. Any Awakened inside a vehicle with Grey Mana Shielding suffers a dice pool penalty to any skill test involving their Magic attribute equal to the rating and permanently reduces the Force and hits of any spell the Awakened is currently sustaining by 1. Note that Grey Mana Shielding cannot be hidden from Astral Perception and are quite distinct from mundane and Awakened objects. Grey Mana Shielding does not stack with Grey Mana Integration or Grey Mana Tattoos (BTB 156). Passengers benefitting from the vehicle's armor get the highest Grey Mana bonus. For Grey Metal Shielding Ratings 4 and above, the vehicle must be equipped with a Life Support system. Whenever the Life Support system is inactive, treat the rating of the Grey Metal Shielding as 3. Grey Metal Shielding cannot be improved or reduced once installed; for example, a GMC Bulldog Step-van with Grey Metal Shielding Rating 3 cannot be improved to Rating 4, neither can it be reduced to 2. “Don't be an idiot and toss this stuff on your favorite ride! Any two-bit Awakened can instantly spot Grey Metal Shielding from a mile away. You won't even make it downtown before Lone Star is on your butt.” -- Science MIL SPEC FRAME [APPROVED 3.0] Any rigger worth their salt knows that if your engine gets shot, you’re dead in the water. Riggers know that because everybody knows that. Rent-a-cops, gangers, and of course the military. This is the sort of reinforcement of key parts of your ride that make it bulletproof - to a degree. There’s always a bigger gun after all, and there’s only so much you can add without adding too much weight. But with this, you can now rest assured that your street level shootout will not result in a dead engine from an Ares Predator. Mil Spec frame adds 6 points of Hardened Armor to your vehicle, but only for the purposes of resisting damage from vehicular Called Shots only. The Hardened Armor is placed underneath standard armor hence -AP must first penetrate standard vehicle armor before being able affect the hardened armor. PROTECTION MODIFICATIONS ModificationSlots ThresholdTools Skill Avail Cost Grey Mana Shielding (Rating 1-3) Rating x 1 Rating x 2 Shop Armorer 16R Rating x 2000¥ Grey Mana Shielding (Rating 4-6) Rating x 1 Rating x 2 Shop Armorer 20R Rating x 4000¥ Mil Spec Frame 4 12 Shop Armorer 10F 12,000¥ MA A m pair The p its he vehic a tra almo from inclu bund dataj This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
goggles. Once a user establishes wireless control of the periscope (as a Complex Action), it can thereafter be controlled through AR as a Free Action. A spellcaster can use the mage port to obtain line of sight on targets. Like with other optical devices, casting spells through a mage port incurs a -3 dice penalty. “I've been looking for one of those for a while now. Can't wait to take the concept of arcane artillery to another level.” -- Dr Beefton WEAPON MODIFICATIONS Modification Slots Threshold Tools Skill Avail Cost Mage Port 1 4 Kit Armorer 14R 8000¥ Magic Addeepptt Poowweerrss BURST OF SPEED Cost: 1 PP per Level (Max 2) Activation: Simple or ComplexAction. When the Adept activates this ability, they can move up to (Magic x Level) meters instantaneously, allowing them to ignore certain hazards in this movement, such as Suppressive Fire (SR5 179), flames, or enemies trying to Intercept (SR5 168) them. This isn't teleportation (even though it appears to be so, to the naked eye) and thus the Adept is still limited to locations they can physically reach. This movement still subtracts from their remaining movement rate per turn, and can only be used once per Action Phase. Using this power costs a Simple Action, but the Adept can choose to activate this power as a Complex Action instead and make a single melee or unarmed attack at the end of their instantaneous movement. Using such blinding speed is stressful, thus immediately after this power is used, the Adept must resist drain equal to (3 x Level)S. Credit: /r/ALightInTheDark ELEMENTAL MISSILE [APPROVED 3.0] Cost: 0.5 PP Prerequisite: Magic Missile The Adept gains greater control of qi infusion, allowing for elemental effects. When the Adept uses a Simple Action to ready a non-explosive thrown weapon, they can infuse it with a single elemental effect, as part of the same action. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. Since the thrown weapons are already magical, it's impossible to make them the lynchpin of an alchemical preparation. ELEMENTAL QUIVER Cost: 0.5 PP Activation: SimpleAction Prerequisite: Mystic Archery This power allows the Adept to channel an elemental effect through their arrows. A Simple Action is required to channel the desired elemental effect. Elemental Quiver remains active for (Magic) Combat Turns or until the Adept deactivates it with a Free Action or is rendered unconscious. Only one elemental effect can be used at a time, and each elemental effect must be purchased as a separate power. Since the arrows are already magical, it's impossible to make them the lynchpin of an alchemical preparation. FORCE STRIKE Cost: 1.5 PP The Adept can lash out and strike with their melee attacks at a distance by focusing their qi and transmitting them as pure force. Using either the Killing Hands (SR5 310) power or a bonded weapon focus, the Adept can use melee attacks to strike targets up to a distance of the Adept's Magic rating in meters. The attack is treated as a Ranged Attack with Melee Bonuses thus benefiting from martial arts and Adept powers such as Penetrating Strike (SG 173). Reach bonuses don't apply when using this power. Force Strikes are almost silent but are visually obvious, resembling ripples of force in the air. The target benefits from Cover bonuses but cannot use Block or Parry on their defense tests. They also cannot use martial art techniques such as Counterstrike or Riposte. GR Cost Acti AnA the v qi. B Adep to lo Mag 3 me +2 d mete on th cove roll. I This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
the Adept wins, the victim takes a -2 penalty to all actions and defense tests for a number of Combat Turns equal to the net hits. If the Adept's net hits exceed the target's Physical Limit, the target is either knocked prone or is pushed back by a number of meters equal to your net hits (Adept's choice). Immediately after they use this power, the Adept must resist drain, equal to half the number of hits (not net hits) on their Magic + Strength [Physical] test. MAGIC MISSILE [APPROVED 3.0] Cost: 0.5 PP The Adept gains the ability to infuse their thrown weapons with a sliver of their own qi. When the Adept uses a Simple Action to ready a non-explosive thrown weapon, they can infuse it with some qi as part of the same action, making it magical for the duration of a single thrown attack. This allows the missiles to ignore Immunity To Normal Weapons critter power, as well as being effective against Regeneration. Additionally, the Critical Strike Adept power may now be purchased for the Throwing Weapons skill. Since the thrown weapons are already magical, it's impossible to make them the lynchpin of an alchemical preparation. MYSTIC ARCHERY Cost: 0.5 PP You are able to infuse your arrows with a piece of your magic for just long enough to make spirits feel your power. Attacks you make using the Archery skill count as magical, thus ignoring Immunity To Normal Weapons critter power as well as being effective against Regeneration. Additionally, the Critical Strike Adept power may now be purchased for the Archery skill. Since the arrows are already magical, it's impossible to make them the lynchpin of an alchemical preparation. PREVISUALIZATION Cost: 0.25 PP per level (Max 4) You can use the Take Aim action (SR5 166) without needing to ready a weapon. Additionally, the benefits of Take Aim are not lost if you take any other kind of noncombat oriented actions like social tests before making an attack. You may Take Aim this way up to a maximum amount equal to the level of this power or one half of your Willpower (whichever is lower). This power can only be used to Take Aim at targets that are within a number of meters around you, equal to your Magic x 5. You do not get the benefits of a Wireless Smartgun (nonwireless bonuses apply) while using this power. This power does not stack with RapidAim. PROTECT ANIMAL Cost: 0.5 PP Prerequisite: AttuneAnimal Ritual. The Adept can protect an attuned animal (SG 123) from harm. Whenever an attuned animal takes damage (after making it's defense test), it is instead applied to the Adept, who can resist it normally, as if the damage was happening directly to them. The Adept gets no defense test, they basically make the damage resistance roll on behalf of the attuned animal. This ability can only be used while the Adept can see the animal, and it is within (Magic x 2) meters of the Adept. Credit: /r/ALightInTheDark RAPID AIM Cost: 1 PP Whenever you use the Take Aim action (SR5 166), you automatically Take Aim a number of times equal to one half of your Willpower, using a single Simple Action. You may Take Aim on a single target or on multiple targets (you must divide your aim between targets). In addition, you can use the Take Aim action without readying a weapon, such as before you Quick Draw (SR5 165). Finally, the benefits of Take Aim are not lost if you take any other kind of non-combat oriented actions like Social tests before making an attack. This power can only be used to Take Aim at targets that are within a number of meters around you, equal to your Magic x 5. You cannot use a weapon with a Smartgun or the Target Predictor cyberware, in conjunction with this power. This power does not stack with Previsualization. RICOCHET Cost: 0.5 PP This power allows the Adept to use the Ricochet Shot called shot (RG 117) with almost any type of ranged weapon attack (including thrown weapons). This cannot be used with flechettes, energy weapon attacks or spray weapons (such as flamethrowers). Credit: /r/ALightInTheDark M [A BLA The his h and many Heph forge ADV All: one). Mag This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Adept: Free Elemental Weapon (Fire) (SG 170). DISADVANTAGES The Blacksmith knows the value of hard work and all the effort that goes into it. Followers of Blacksmith must succeed on a Charisma + Willpower (3) test before they can bring themselves to harm or destroy any work of craftsmanship or art or even a place of craftsmanship, such as a workshop of any kind. BULL The Bull represents strength of both body and will. However, he is also a stubborn spirit. Once Bull has decided on something that's the end of it, he will neither change his mind nor his course of action regarding that idea or decision. Despite his flaws, however, Bull stands for achieving one’s goals against impossible odds. It's just sometimes those goals can be misguided. ADVANTAGES All: +2 dice to Clubs or Running (choose one). Magician: +2 dice for summoning Beast spirits. Adept: Free Spirit Ram (SG 174). DISADVANTAGES Once you have set your mind on something, such as a plan or course of action, you must succeed on a Charisma + Willpower (3) test to deviate from it, no matter how much you are persuaded.AlternateAspects: Bison, Ram. DRAGON The Dragon is a vain and avaricious creature. It prides itself as the ultimate being and thinks the world’s riches belong to it. To be refused its rightful bounty is an insult. Similarly, the Dragon hoards wealth and refuses to share. Needless to say, it doesn’t get along well with the Dragonslayer. ADVANTAGES All: +2 dice to one social skill of choice. Magician: +2 dice for Manipulation spells, preparations, and rituals. Adept: 1 free level of MysticArmor (SR5 310). DISADVANTAGES You must make a Charisma + Willpower (3) test to give away something you own. If you believe someone possesses something that you rightfully own, make the same test. If you fail, you must do whatever it takes to get it. FOX Fox is seen as a sacred spirit amongst many cultures, especially east Asian ones. Fox is a cunning trickster. She avoids direct confrontation, instead choosing to weave illusions and misdirection to confuse her enemies. ADVANTAGES All: +2 dice to Sneaking or Tracking (your choice). Magician: +2 dice for Illusion spells, preparations, and rituals. Adept: 2 free levels of Danger Sense (SR5 309). DISADVANTAGES Followers of Fox try to avoid direct confrontation, at least before they have used stealth and deceit to disorient their enemies. You must succeed on a Charisma + Willpower (3) test to confront an enemy in combat before you have successfully affected them with some kind of illusion, sneak attack or misdirection. GREAT GUARDIAN The Great Guardian symbolizes legendary heroes of old or ancestral guardians. The Great Guardian offers peerless combat prowess to his chosen, but expects them to act like true heroes. Protect the ones you care about and the innocent. Show mercy when you can. For what good is such prowess with weapons if you cannot use them to defend the ones who cannot defend themselves. ADVANTAGES All: +2 dice to Archery, Blaces, Clubs, Throwing Weapons or Unarmed Combat (choose one). Magician: +2 dice for summoning Guardian spirits. Adept: Free Critical Strike (for one skill) (SR5 309). DISADVANTAGES Whenever you see a friend, loved one, teammate or an innocent person (that cannot defend themself) under physical attack, make a Willpower + Charisma (3) test. If you fail, you must protect them at all costs, which includes engaging in combat with the attacker. You must also succeed on a Willpower + Charisma (3) test to kill an incapacitated or surrendered enemy. Alternate Aspects: Great Defender, Hero, Paladin. RH Rhin But h thing chilli who there vene ADV All: Mag ritual Ade Ram DIS Rhin your by +5 Alte This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Meettaammaaggiiccss ASTRAL BULWARK The astral space is dangerous and death or grievous injury is often around the corner. Magicians that take this metamagic have learned to draw from their magic and form a shell of armor around them when wholly in the astral. While astrally projecting, magicians that have this metamagic gain automatic astral armor similar to the Astral Armor spell (SSP 21) equal to 1 armor per Initiate Grade. If the magician is an Explorer, they instead gain 2 Hardened Mystic Armor (SR5 397) per Initiate Grade. Armor from this metamagic is compatible with the Astral Armor spell but not the Mystic Armor Adept power (SR5 310). DEVOTED WEAPON Some awakened develop a unique bond with their weapons. A magician with this metamagic may choose a single weapon focus to become a Devoted Weapon. Such a weapon is resistant to the detrimental effects of Background Counts. A Devoted Weapon reduces the effective background count affecting the focus by up to the magician's Initiate Grade. Only the effects of aspected background counts such as from a domain (SG 25) can be reduced. The background count itself isn't reduced, only the effects on the focus is. The Awakened still suffer the ill effects of background counts to their magical skills and to all other foci. IMPROVED APOTROPAIC MAGIC Art: Apotropaic Magic. Improved Apotropaic Magic takes existing knowledge of the defensive arts and expands on it, applying it to not just spells but active magic in general. It provides a list of new benefits and improvements to existing defensive metamagics: • It allows a magician or adept possessing the Shielding (SR5 326) or Harmonious Defense (FA 46) metamagic, to use their spell defense dice (from any source) on resistance tests against spirit or critter powers that use the Magic attribute as part of their dice pool, such as Elemental Attack (SR5 396) or Fear (SR5 397). The spell defense dice can be used this way on the Awakened themselves or any one else the Awakened desires to protect. • A magician possessing the Absorption metamagic (SG 151) may use the Absorption metamagic to absorb spirit or critter powers that use the Magic attribute as part of their dice pool. The mechanics work as described in Street Grimoire, except the limit of the Absorption roll made by the magician would use the Magic of the critter/spirit as the limit. Additionally, absorbing more mana charges (from any source) than the magician's Magic rating, no longer inflicts damage on them. • A magician or Adept possessing the Reflection (SG 151) or Harmonious Reflection (FA 46) metamagic may use the Reflect Spell or Harmonious Reflection, Interrupt Action versus any critter or spirit power that is targeting them or anyone being protected by their spell defense dice. The spirit/critter power must be one that uses the Magic attribute as part of their dice pool or effect (including damage). If theAwakened gets any net hits, the power is reflected back to the critter/spirit causing any effect it would have with a number of net hits equal to the ones achieved by the Awakened. If it’s damaged, the critter/spirit takes damage equal to the base amount caused by the power plus the amount of net hits the Awakened got on the critter. The Awakened must resist drain equal to the Magic of the critter/spirit. The drain is physical if the Magic of the critter/spirit is greater than the Magic of the awakened, otherwise it's stun. PSYCHOMETRIC SCRYING Prerequisite: Psychometry The visions granted by Psychometric readings can often last a long time, as the entire history of the item flashes before the magician's eyes. However, some magicians have learned to form a persistent bond which lasts beyond the moment that the item leaves the magician's possession. This allows the magician to receive visions of the item in real time, regardless of where the item is located. A magician may choose to maintain their bond with an item, as if sustaining a spell. The object bears the magician's aura while doing so. The magician takes the standard -2 dice penalty to all actions and defense tests while under psychometry (SG 145). If the magician chooses to maintain this psychometric bond, it can last for a maximum number of days equal to the magician's magic rating. The magician gains constant psychometric visions associated with this item. The magician may choose to sever this bond at any time, but may not reestablish the connection by any means other than touching the item and performing psychometry once more. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
ADVANCED PSYCHOMETRIC SCRYING Prerequisites: Psychometry and Psychometric Scrying The magician has learned to enhance the potency of their Psychometric Scrying. As a Complex Action, the magician may gain the benefits of Clairvoyance and Clairaudience (SR5 286) centered on the object of their Psychometric Scrying. The object bears the magician's aura while doing so. The magician loses all normal hearing and vision, as well as any normal assensing, including any assensing that is normally associated with Psychometric Scrying. This effect lasts as long as the magician sustains the Psychometric Scrying (like sustaining a spell), or until the magician uses a Complex Action to end the effects of Clairvoyance and Clairaudience. Using this ability imposes a -4 dice penalty to all actions and defense tests. This adds on top of the -2 from Psychometric Scrying, for a total of -6 dice penalty. Sppeellllss [ELEMENT] BARRAGE COMBAT SPELL (INDIRECT, ELEMENTAL) Type: P Range: T Damage: P Duration: I Drain: F-3 This spell is a variation of spells like Flamethrower or Lightning Bolt. Rather than creating a singular, powerful projectile, it swarms the target with many smaller ones. This spell has no AP, instead its target receives a defense penalty equal to (Force/2), rounded up. [ELEMENT] BLADE [APPROVED 3.0] COMBAT SPELL (ELEMENTAL) Type: P Range: Special Damage: P Duration: S Drain: F-1 When the original Spellblades hit the streets, it saw great success as runner weapons due to their flashiness and conceal ability.After a while, a few of the more elemental focused street mages thought of adopting the spell with their own twist. With some formula tweaking and more than a few burnt hands, they had altered the spell so it could be tuned to specific elements. This was largely believed to be a pissing contest by those who choose neither spell, and they are not provably wrong. "You got a magic sword, well mine is magic and on fire". This lead to a slight rift between the two groups over who has the superior spell, with the former believing that the new spell is unnecessarily flashy and more prone to issues with special armor types, while the later firmly believe that having a weapon tied to their chosen element of specialization grants greater control and any armor mod complications don't outweigh the secondary effects of the chosen element. [Element] Blade follows the same rules as Powerblade (HT 192). The blade has a base DV and Accuracy equal to the spell’s Force; AP equal to -(Force/3) rounded down and a Reach of 1. Only a single elemental effect can be active at a time and each element must be learned as a separate spell. Damage from [Element] Blade is resisted with Body +Armor. [ELEMENT] TOUCH COMBAT SPELL (INDIRECT, ELEMENTAL) Type: P Range: T Damage: P Duration: I Drain: F-4 This spell is a variation on spells like Flamethrower or Lightning Bolt. But rather than a ranged attack, this requires the magician to be in melee range. Make a Complex Action touch attack using Agility + Unarmed Combat [Physical] (with +2 touch bonus) vs a standard defense test. On a tie or if the attacker succeeds, the spell goes off. Make a standard Spellcasting test as part of the same ComplexAction. Credit: /r/ALightInTheDark Trraaddiittiioonnss EPHEMERALIST TRADITION A tradition of both science and mysticism, they believe that magic is powered by spirits of the afterlife. To them, the astral is another word for the afterlife, believing spirits are just souls of those departed. Ephemeralists see assensing, astral projection and summoning as piercing the veil into the afterlife. They study death, undead, souls and the afterlife with a scientific mind and sometimes are confused with hermetics but in truth, they don't often get along with the hermetics as their strong mystical belief doesn't always mesh well. Ephemeralists are a possession summoning tradition and usually make deals with spirits ,allowing them time on the mortal plan once again. Surprisingly enough, binding spirits to a summoner’s body is not uncommon with a lot of the more studied and wise of this tradition sharing their body with a spirit who wishes to walk on the world once again. Ephemeralists believe that spells and enchantments are pieces of willing spirits that manifest to help them. This tradition has a hate for the undead and necro magic as they believe the art of necromancy goes against the dead's wishes as the spirit gets no choice. Ephemeralists believe that lodges are areas where a spirit has been called to guard it and often perform a seánce as a part of the making of a lodge. Practicers of this This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Spellcasting: Ephemeralists cast as normal but see spells as an extension of willing spirits that reach through the veil to provide aid. Enchantment: Ephemeralists use enchantment as normal but see it as spirits bestowing boons from across the veil. Summoning: Ephemeralists practice possession summoning, allowing the dead to cross through the veil into the body of the summoner. EPHEMERALIST TRADITION Combat: Guardian Detection: Fire Health: Water Illusion: Guidance Manipulation: Earth Drain: Willpower + Charisma Note: This is a Possession tradition. PREFERRED SPELLS Astral Clairaudience,Astral Clairvoyance, Mana Barrier, Death Replay. TRADITIONAL EGYPTIAN RULES [APPROVED 3.0] Those that follow traditional teachings of the Egyptian religion (SSP 3), venerate and adhere to the path of Heka, the cosmic force of creation and deification of magic. Egyptians believed that all living creatures possessed the Heka to some degree and thus must be respected. They shun combat spells that wrought death and destruction, favoring healing and apotropaic magic. However, the use of curses and sympathetic magic to harm an enemy is practiced. Traditional Egyptians follow these rules: • Cannot use the Binding skill. • Cannot cast Combat spells, alchemical preparations and rituals. • Must take the Mentor Spirit quality (SR5 76). • Gains +2 dice bonus for casting Health spells, alchemical preparations and rituals. • Gains +2 dice when Summoning Guidance spirits. • Gains the Shielding metamagic (SR5 326) for free. TRADITIONAL HERMETIC RULES Some magicians of Hermetic Tradition (SR5 279) choose a focused path, sacrificing something in exchange for enhanced prowess in their chosen field. Mechanically, these serve as Traditional Rules for Hermetic magicians. A character following the Hermetic Tradition can optionally choose one of these alternate paths: Hermetic Elemental Path These Hermetic mages devote their magic into the classic Hermetic Elements (Air, Earth, Fire and Water). For the purpose of Elements: Acid counts as Earth, Cold counts as Water and Lightning counts as Air. Some of them specialize further and become Elementalists (FA 43) while others go down the dark path of Hermetic Elementals (FA 181) after years of abusing spirits. But these are not necessarily the directions everyone on the Elemental Path must take. Followers of the Elemental Path gain the following bonuses and penalties: • Can only cast spells or alchemical preparations that have an effect directly related to at least one of the four Hermetic elements (Air, Earth, Fire or Water), such as the Frigid spell (SSP 16), any [Element] spell, or spells that deal Water (SG 105) or Elemental damage (SR5 170). • Gains +2 dice to all Sorcery and Alchemy skill tests involving elemental spells and alchemical preparations. • Cannot Conjure any spirit other than Spirits of Air, Earth, Fire and Water. But gains +2 dice to all Conjuring skill tests involving these spirits. • Gains the Elemental Master (FA 36) and Elemental Focus (HT 191) qualities for free. Hermetic Metallurgy Path These Hermetic mages have studied the elements and infused metallic alloys with magic. They put a greater focus on alchemy and enchanting. This allows them to enchant objects normal Enchanters will struggle with. The process is still a challenge and only the most experienced master it. Followers of the Metallurgy Path gain the following bonuses and penalties: • Cannot use the Conjuring skill group. • Can Attune normal items as per an Adept. • Gain the Durable Preparations quality (FA 36) for free. • Reduce Object Resistance of items and devices by 2 for purposes Artificing or targeting with spells. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Hermetic Science Path These Hermetic Magicians focus their study on the interaction of magic with the physical world and believe magic is bound to rules of math and physics. This makes them very efficient with physical spells, however the Mana is abstract and those rules do not fully apply for the astral world or mana spells. Followers of the Science Path gain the following bonuses and penalties: • Cannot use the Enchanting skill group. • Gains a +2 dice bonus to cast all Physical spells. • Gains the Spell Shaping metamagic (SR5 326) for free. • Replaces Spirit of Man with Task Spirit as Health option. • Suffers a -2 dice penalty to cast all Mana spells. • Suffers a -2 dice penalty to Astral Combat. TRADITIONAL HINDUISM RULES Hinduism (SG 46) in its traditional form is all about rituals and reagents. Rituals are performed with mathematical precision and reagents must be perfect both in quality and in exact quantity. If the ritual is performed right, even the Devas (Gods) must answer the call of the Rishi (Sage). Magical items are also given divine importance, treating them as items of great power that must be earned through Tapasya (Austere meditation). The right attire is needed before a Hindu magician is to be able to practice magic. Followers of Traditional Hinduism gain the following bonuses and penalties: • Cannot use the Summoning and Disenchanting skills. • Must take the Mentor Spirit: Holy Text (FA 95). • Reduce the opposing Force of Ritual Spellcasting by 2 for all rituals. • Reduce the drain for Rituals by 1, to a minimum of 2 drain. • Gains the Spectral Warden (FA 40) and Items of Power (FA 38) qualities for free. TRADITIONAL OLYMPIANISM RULES Hecate Path Another route of Traditional Olympianism has been explored with more fervor in recent years. Hellenic Sorcery is increasingly popular, perhaps in response to the growing worship of Hecate among the Greek or believers in Olympianism. The Sorcerers use cursing, hexing, and other traditional ritual practices dating back thousands of years, based on the teachings of Hecate, the Greek goddess of sorcery and witchcraft. Parts of Hermetic study are rooted in similar practices, and even the most potent Hermetic Mages will acknowledge the power and validity of the teachings of Hecate. Almost all magicians that follow the teachings of Hecate are female, with the male "witch" being a rarity indeed. Hecate Path Olympianists follow these rules: • Cannot use the Banishing and Disenchanting skills. • Suffers -2 dice penalty when casting Combat spells. • Gains +2 dice bonus when casting Manipulation spells. • Gains +2 dice bonus for Ritual Spellcasting. • Gains the Mentor Spirit quality (SR5 76) for free, but must choose the Goddess mentor (BOTL 129). • Gains the Animal Familiar quality (FA 31) for free. Hero Path Traditional Olympians (FA 84) who follow the hero path, go a step further than the traditional deity focused but polytheistically father the rank and file members of the Tradition. Traditional Olympians directly communicate with their deity and often consider themselves a direct descendant, leading them to be referred to as "Demigods." This makes the traditional extremely popular with Mystic Adepts. These "Demigods'' often have a deeper connection to their Mentor "Gods" than others do with the spirits, giving them a special connection to the Oracles and the powers manifested in their physical forms. Traditional Olympians tend to be extremely proud of their connection to the Gods, and these connections are often physically apparent in their constantly worn Mentor's Mask and fondness for "Gifts from the gods'' in the form of Magical Trinkets. Hero Path Olympianists follow these rules: • Cannot use the Binding skill. • Gains the No Man Left Behind negative quality (SL 181) for free. • Gains the Mentor Spirit and Chosen Follower (FA 35) qualities for free. • Must choose a Mentor's Mask (FA 182) if available. • Gain one metamagic or enhancement of your choice from the Physical Arts (SG 156) for free. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Oracle Path From the earliest days of Greek Myth, the Oracle at Delphi has been a near-constant presence. Eventually taken over by priests of Apollo, the Oracle continued to create new Pythia (Oracles) for generations into myth, dating back as recently as the 12th century in some historic cases. Famed for foresight at the cost of intensive ritualistic service for the oracles. It can be no surprise that the Oracle was one of the first recorded sites of power in the Sixth World. While the modern seers, still called Pythia, serve Apollo, the Delphos Group does not push their oracles to death the way the old world seemed to. Delphos is known to be the home to powerful seers, but those who would be Pythia take their traditional duties to the next level. Sacrificing part of themselves to the oracle comes with costs, but leaves them forever touched. Like all of the Delphos Group, former Pythians are well-known seers, for the right price. Oracle Path Olympianists follow these rules: • Cannot take the Enchanting skill group. • Cannot cast Combat Spells. • Replaces Spirit of Air with Guidance spirit for Detection category. • Gains +2 dice bonus when casting Detection spells. • Gains +2 dice bonus to Arcana tests. • Gains the Mentor Spirit quality for free,but must choose the Oracle mentor (SG 200). • Gains the Psychometry metamagic (SG 144) for free. • Learn the Augury and Sortilege rituals (SG 124) for free. TRADITIONAL QABBALISM RULES [APPROVED 3.0] Qabbalism (SG 48) or Kabbalism was, before the awakening, a more obscure field of study within the Jewish religion that sought to explain the nature ofGod and the soul in more detail. Those who studied Kabbalah occasionally learned of ways that they could use their understanding of Sephirot (the divine energies of creation that originate from God) to manipulate the physical world around them. After the awakening, the practice became much more widespread within the Jewish community as what was seen before as esoteric, impractical mysticism, became to yield useful, predictable and repeatable results. These days pursuing kabbalah is a common practice for Awakened Jews. Kabbalists often do not consider what they do to be “magical”, in the sense that they claim to only invoke the power of God and the energies they put in place when God created the world. Kabbalists may be wary of the mages from other traditions due to the command given to Moses in Leviticus 19: “Do not turn to mediums or seek out spiritists, for you will be defiled by them.” though this varies by community with Reformist and Progressive Rabbis being much more accepting of other magical traditions than their Orthodox counterparts. The same chapter of the Torah forbids “divination or seeking omens”, so divination magic remains a very controversial subject. Kabbalist magic includes heavy use of the Hebrew alphabet, specifically writing the “true names” of things in Hebrew, as well as using numbers and numerology to represent the Hebrew alphabet. It is said that Adam gave everything its name in Hebrew and could see into its soul. A “Shem” (literally translated to mean “name”) or one of the names of God possess great power in Kabbalah, as God has many names, some closer to his true name than others. Writing a Shem on something can imbue it with “God’s power”, causing magical effects. For example, the typical creation of a golem, a living being made of clay, was achieved by writing a Shem in the clay of the golem's forehead. This would cause either a spirit or “the energies of God” to enter into the clay shell and bring it to life. Kabbalists refer to spirits that they summon as “Elohim” which translates to the plural form of God. This is used to refer to God or often the concept of angel. Spirits summoned by a Kabbalist mage might take the form of the six winged “Seraphim” in Isaiah 6 or like the many faced “Hashmallim” and the burning wheels covered in eyes of the “Ophanim” found in Ezekiel chapter 1. Some mages may incorporate elements of Jewish worship into their practice such as reciting prayers in Hebrew, wearing a Tallit (a kind of prayer shawl, traditionally worn by men, that comes in two types: a small Tallit Katan that is worn under clothes all day and a large Tallit Gadol that’s worn during prayer) or using Tefillin (a small wooden box that is placed on the forehead and secured with leather strips that wind around the head and down the arms). Followers of traditional Qabbalism follow these rules: • Cannot use the Alchemy skill. • Cannot cast Detection spells or rituals. • Cannot practice magic on the Sabbath (Geas). This is usually on every Saturday. • Must take the Mentor Spirit: Holy Text (FA 95). • Gains the Structured Spellcasting metamagic (FA 44) for free. • Gains the Shielding metamagic for (SR5 326) free. • This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
TRADITIONAL SHINTO RULES Those of the Shinto tradition (SG 48) seek to live in harmony with the Kami (Spirits) of the world as well as seeking to maintain spiritual cleanliness. When they summon spirits, they do not bind them and will leave offerings to appease the Kami. Their spellcasting is tied to ceremonial rituals such as the Kagura, limiting them to ritual spellcasting or alchemical preparations which take the form of ema with the wish listed upon it being the spell. With the awakening, their rituals of spiritual cleanliness now applies to astral cleanliness as well with them often learning rituals to counter background counts. A character following the Shinto Tradition can optionally choose to follow the traditional version. Followers of Traditional Shinto gain the following bonuses and penalties: • Cannot use the Binding and Spellcasting skills. • Gains the negative quality Code of Honor: Harmony with Nature, the Shaman’s Code (RF 26), for free. • Gains the Durable Preparations (FA 36) and Chain Breaker (FA 33) qualities for free. • Gains the Cleansing metamagic (SG 154) for free. TRADITIONAL WICCA RULES Followers of traditional Wicca (SG 50) can choose to either follow Goddess (Willpower + Intuition) or Gardenarian (Willpower + Logic) teachings. They gain the following bonuses and penalties: • Cannot use the Banishing and Disenchanting skills. • Cannot cast Combat spells, rituals and alchemical preparations. • Gains +2 dice bonus when casting spells, rituals and preparations of Detection, Health, Illusion and Manipulation categories. • Gains the Mentor Spirit quality (SR5 76) for free,but must choose between Goddess (BOTL 200), Great Mother (FA 99 or SASS 33), Peacemaker (SG 200), Green Man (FA 98) and Wise Warrior (SR5 324). • Gains the Animal Familiar quality (FA 31) for free. Matrix Ecchhooeess CASIE The CASIE (Computer Assisted Social Interaction Enhancer) system allows technomancers to access databases deep in the resonance realms to analyze, interpret, and calculate the outcome of social behavior. Every time a technomancer selects the CASIE echo, they increase their Charisma attribute by 1. This echo can be taken a maximum of three times. DIGITAL INSTINCT The resonance has become a part of you so intuitively that you think in code, not language. Every time a technomancer selects the Digital Instinct echo, they increase their Intuition attribute by 1. This echo can be taken a maximum of three times. DRONE COMPANION [APPROVED 3.0] Prerequisite: Must be a Machinist. This echo allows a Machinist technomancer (KK 88) to have a registered machine sprite (SR5 258) possess a drone. The process takes a number of hours equal to the level of the sprite. The machinist must make a Software + Resonance [Level] vs the Level x 2 of a registered machine sprite. If the machinist gets any net hits, they must pay karma equal to the level of the sprite to make the possession complete and permanent. Once the possession is permanent, that machine sprite becomes a permanent AI drone companion, capable of taking orders and working independently. The sprite cannot leave or be dismissed till the sprite or the drone its possessing has been destroyed. If either is destroyed, any Karma spent is lost. While possessing, the sprite owes the machinist unlimited favors and can be active at the same time as other sprites, although it still counts towards the maximum number of registered sprites the machinist can have. The sprite now exists in the material world through the drone (VR hotsim). The drone's Pilot and Device rating is replaced by the Level of the sprite while the drone's Acceleration, Handling, Sensor rating and Speed are increased by an amount equal to half the Level of the sprite (rounded down). The drone uses the sprite's initiative and gains a number of extra matrix condition monitor boxes equal to the Level of the sprite, showing that the drone and the sprite share a single matrix condition monitor. While possessing the drone, the sprite gains the following skills at a rating equal to its Level: Pilot This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
(appropriate for the drone type), Gunnery and Sneaking. The sprite uses its Level for any attribute associated with the skills. If the drone is under attack from the matrix, it uses the sprites matrix attributes to defend and resist. The machinist may only have a single drone companion at a time. STATIC SHOCK Prerequisite: Van Der Waals Effect Mastery of the Van Der Waals Effect (KC 102) has allowed you to be able to create stronger electromagnetic fields. This allows you to emulate Shock Gloves (SR5 423) using bare hands and an infinite number of charges. Additionally, when a device that uses a power source such as a Stun Baton (SR5 422) is held with bare hands, the device regains charges as if plugged in to a power source. Partial Credit: /r/ALightInTheDark Martial Arts All officially published Martial Arts and Martial Arts Techniques can be found in Run & Gun p128-141. Maarrttiiaall Arrtt Sttyylleess DRAGON [APPROVED 3.0] Available Techniques: Clinch, Coiling Dragon, Counterstrike, Flowing Dragon, Yielding Force (Counter Strike, Throw), Throw. An unconventional yet effective fighting style based on grapples and counters discovered from mimicking the movements of an eastern dragon, this style was invented by an anonymous, Yakuza made man who fought his way to a top position within his clan. It is unknown how his fighting manual made it into the matrix. His unique style of fighting offers some interesting self discovered techniques, not available to traditional martial arts. Maarrttiiaall Arrtt Teecchhnniiqquueess AKIMBO Styles available to: Gun Kata, The Cowboy Way. You can shoot two one-handed firearms (any type of pistol, taser, revolver, machine pistol or SMG) in tandem. Both guns must be fired in the same firing more (SS/SA/BF/FA), using the same action. Both guns must expend the same amount of ammunition, but only your main hand weapon inflicts damage. Defense penalties remain unchanged, as if using a single weapon to make the attack. Eg: a -5 defense penalty from a Simple Action full-auto attack still remains the same and doesn't become -10 because of two weapons expending the same amount of ammo. Double the amount of recoil, but combine the recoil compensation of both guns to determine final recoil compensation value. While dual wielding in this manner your main hand firearm gains +1 DV and +1 accuracy. You can learn this technique twice, for a maximum of +2 DV and +2 accuracy. COILING DRAGON [APPROVED 3.0] Styles available to: Dragon. COMPLEX ACTION Once you've landed a blow, you intend to keep them right where you've got them. Like a coiling eastern dragon, whose maw and claws rips into flesh even as it constricts its prey. After successfully landing an unarmed attack, you can spend 1 point of Edge to also treat that attack as a Subdue action (SR5 195). The opponent takes damage and is also subdued in the same action, if your Strength + net hits on your attack exceeds your opponent’s Physical limit. ETHERNET STRIKE [APPROVED 3.0] Styles available to: Aikido, Ninjutsu, Wudang Sword. Requires: Either the Skinlink echo (DT 59), or an Implanted cyberdeck (SR5 452) with an Induction receiver (DT 65), or a Weapon form cyberdeck (DT 62) with an Induction receiver. COMPLEX ACTION Make an unarmed or melee touch attack (SR5 187). You may target a drone, vehicle or a creature. Attacking a creature requires a Called Shot On the creature you can attack a piece of worn or carried gear (imposes a 4 called shot penalty) This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
melee/unarmed attack itself does no damage. However, on a success you can make a single Brute force or Data spike against the target as part of the same ComplexAction. The target resists the matrix attack as normal. FLOWING DRAGON [APPROVED 3.0] Styles available to: Dragon. INTERRUPT ACTION (-5 Initiative Score) Often mistaken for an Adept power, this elusive technique allows one to redirect incoming melee or unarmed attacks towards another adjacent target, who is not the attacker. The character makes an Unarmed Combat + Reaction [Physical] test vs the incoming attack. If the character gets any net hits, they avoid the attack and can instead redirect it towards another target within melee range of the character with net hits equal to that of the original attack + any net hits by the character. The new target may defend against the redirected attack but at a -2 penalty due to the unexpected turn of events. If the redirected attack hits, the new target takes damage equal to the original attack’s DV plus net hits. MOUNTAIN STANCE [APPROVED 3.0] Styles available to: Boxing (classic style), Tae Kwon Do, Wrestling (sumo style). This technique teaches how to use one’s weight and center of gravity effectively to avoid getting knocked or pinned down. Each time this technique is learnt, increase your Physical limit by 1 for purposes of resisting knockdown (SR5 194) or being subdued (SR5 195), up to a maximum bonus of +2. ROLLING SNAKE [APPROVED 3.0] Styles available to: Jujitsu, Krav Maga, Wrestling (MMA style). This technique teaches how to use one’s agility and leverage against their opponents center of balance, allowing for easier grappling. Each time this technique is learnt, your unarmed attacks reduce the target’s Physical limit by 1 when determining Subduing (SR5 195) or attempts to escape from it, up to a maximum reduction of 2. SWEEPING HOOK [APPROVED 3.0] Styles available to: Boxing (brawler style), Capoeira, Muay Thai. This technique teaches how to put one’s own weight behind their attacks allowing one to power through their opponent’s balance and knock them prone. Each time this technique is learnt, add +1 to your Strength for only determining Knockdown (SR5 194), up to a maximum bonus of +2. Qualities Expanded Mastery Qualities Apart from the rules of Mastery Qualities (FA 30-31) These are additional rules for Expanded Mastery Qualities: Mastery Qualities are always Positive qualities. Their karma cost does not double after character creation. Unlike Mastery Qualities in Forbidden Arcana, Expanded Mastery Qualities don’t necessarily require a Magic rating. While there are mastery qualities for Awakened, most of the listed mastery qualities can be taken by anyone as long as they meet the minimum requirements, even if they are mundane or technomancers. Expanded Mastery Qualities cannot be exchanged with spells. BEAST BOND Cost: 15 Karma Minimum Requirements: Animal Handling 6. You have a loyal pet and you have spent a lot of time training it so you can now act as a much more effective team. You must spend a number of days emotionally bonding with a trained critter equal to its Willpower. Once you have emotionally bonded, the pet gains the following benefits: When you roll initiative, your bonded pet may use the same number as you rolled for their initiative. For every rank in Animal Handling you possess, your bonded pet may learn one additional trick of your choice. The threshold for teaching new tricks (Step 5: Training) (HS 184) is also reduced by 1. You may use Protecting the Principle (RG 125) on your pets without costing an edge. All other rules and restrictions for Protecting the Principle apply. Benefits granted by your ranks in Animal Handling doesn't take into account the Improved Ability Adept power (SR5 309) or any augmentation that adds ranks in Animal Handling. Only base skill ranks trained with karma and time. This quality does not work if the animal is being rigged into. You can only have a single bonded pet. If you attempt to bond with another pet, your bond with any previous pet breaks and you lose all benefits. Your bond also breaks if the pet dies. DEDICATED ALCHEMIST Cost: 10 Karma (Aspected Mage or Enchanter: 5 karma) Minimum Requirements: Magic 1 and access to Alchemy skill. Characters with this quality must completely forfeit the use of the Spellcasting and Ritual Spellcasting skill. However, they may still use any existing ranks in said skills as Knowledge skills. In exchange for this, characters gain a new spell as an alchemical preparation (SR5 305), every time they raise their Alchemy skill and the Karma cost for learning new alchemical preparations is reduced by 1. Characters with this quality also receive a free alchemical preparation for every rank they already possess in the Alchemy skill at the time of purchase of this quality, including character creation. Specializations count as a skill rank for purposes of free alchemical preparations, but the preparation must be from the same category as the specialization. Aspected mages who are able to learn skills in the Enchanting skill group and Enchanters automatically meet the requirements for this quality. This quality is incompatible with Dedicated Conjurer (FA 36). FLEXIBLE SPELLCASTER [APPROVED 3.0] Cost: 15 Karma Minimum Requirements: Arcana 7, Alchemy 6, Spellcasting 6, Magical Theory 6 (academic or street). Through your research and practice of magic you have understood that both spells and alchemical preparations and similar fundamental roots but a different execution. You can use a learned spell to cast an alchemical preparation and vice versa; regardless whether the spell was learned as an alchemical preparation or a spell. However, doing so increases the drain of the spell or alchemical preparation by 2. GUNSLINGER Cost: 10 Karma Minimum Requirements: Pistols or Automatics 6 and Akimbo martial art. "Double the gun, Double the fun." You've watched way too many trids and matrix games about dual wielding guns. In reality, this is a clumsy and ineffective fighting style, but after all these years of careful observation you seem to have figured it out. You can shoot two one-handed firearms (any type of pistol, taser, revolver, machine pistol or SMG) in tandem. Both guns must be fired in the same firing more (SS/SA/BF/FA), using the same action. Both guns must expend the same amount of ammunition, but only your main hand weapon inflicts damage. Defense penalties remain unchanged, as if using a single t k th tt k E 5 d f lt f Si l A ti f ll t tt k till i th d
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