Shadowrun - Genesys Edition

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[THE GENESYS™ EDITION]tsa

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PAUL M. N. HAAKONSEN

[THE GENESYS™ EDITION]dfh

ast

DESIGNER

INTERIOR ART

Paul M. N. Haakonsen

Gleb Alexandrov, Apterus, Daniel Atanasov, Clayton Barton, Gordon A. Bennetto, Chris Birch, Joel Biske, Christian Bravery, Wesley Burt, Josh Calloway, Franklin Chan, Adrian Dadich, Marko Djurdjevic, Oliver Fetscher, Aurore Folny, Stanislav Galai, Fred Gambino, Vétek Gergely, Atey M. Ghailan, Crystal Graziano, Philip Hilliker, Sam Hogg, Lincoln Hughes, Soufiane Idrassi, Lin Jing, Jason Juta, Alina Kapustina, Caterina Kalymniou, Kyoung Hwan Kim, Dana Knutson, Michael Kormarck, Piotr Krezelewski, Jeff Laubenstein, Sam Leung, Victor Leza, Ian Llanas, Dirk Loechel, Todd F. Marsh, M. Mauksch, Alex van Mierlo, Mihai, Aaron Miller, Michael Morris, Alexander Nanitchkov, Marco Nelor, James Nelson, Alexander Ovchinnikov,Daejun Park, Andrei Pervukhin, Steve Prescott, Livia Prima, Arthur Rocha, Jean-Sébastien Rolhion, Alessandro Rossi, Mauricio Ruiz, Jenni Saarinen, Jacob Savidan, Andreas Schroth, Dave Seeley, Peter Siedl, Andrey Sinyavsky, Tony Sun, Jessada Suthi, Tek Tan, Jackson Tjota, Ross Tran, Arnold Tsang, Weihai Wei, Derek Weselake, Christopher Wilhelm, Kyle Van Wyk, Ivan Yakushev, Matt Zeilinger

PUBLISHER Paul M. N. Haakonsen, Karsten Frandsen

WRITING AND EDITING Paul M. N. Haakonsen

ASSISTANCE Evan Rae

PLAYTESTERS Karsten Frandsen Johnni Jensen Paul M. N. Haakonsen Rasmus Lund Martin Rosenvinge.

GRAPHIC LAYOUT Paul M. N. Haakonsen

COVER ART

Hrvoje Bešlić, Neil Blevins

A copy of the Genesys™ core rulebook from Fantasy Flight Games is required to play.

LOVE THE CRAFT PUBLISHING

SWON BOOKS

FANTASY FLIGHT GAMES

Shadowrun is a registered trademark of Catalyst Game Labs. Genesys is a trademark of Fantasy Flight Games. This material is protected under the copyright laws of the Denmark. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Paul M. N. Haakonsen. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Copyright ©2018 PM Games. LOVE THE CRAFT Publishing and SWON Books are subsidiaries owned by PM Games. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved.

ISBN: 978-1-01107-197-5 Product Code: SR-01 www.FantasyFlightGames.com

SHADOWRUN

TABLE OF CONTENTS 目录 Table of Contents..............................................1 Introduction......................................................3 Foreword....................................................4 What Is a Role-Playing Game?.....................5 What Do You Need to Play?........................5 Dice Symbols..............................................6 Character Generation........................................7 Metatype....................................................9 Careers.....................................................16 Contacts..........................................................23 Contacts...................................................24 Sample Contacts.......................................29 Motivation......................................................50 Merits.......................................................51 Flaws........................................................55 Skills...............................................................60 Available Skills..........................................61 Talents............................................................62 Available Talents.......................................63 Talent Descriptions....................................79 Gear and Equipment....................................138 Starting Money.......................................139 Item Rarity..............................................139 Fencing Gear...........................................140 (Il)Legality...............................................141 Size Cost.................................................141 Wireless Functionality.............................142 Incompatibility........................................142 Item Qualities.........................................143 Arming Yourself...........................................144 Tools of the Trade....................................145 Melee Weapons......................................146 Brawl Weapons.......................................150 Projectile and Throwing Weapons...........151 Firearms..................................................152 Hold-Out Pistols.....................................153 Light Pistols............................................154 Heavy Pistols..........................................156 Machine Pistols.......................................158 Submachine Guns...................................160 Assault Rifles..........................................162 Shotguns................................................164 Rifles.......................................................166 Sniper Rifles............................................168 Machine Guns.........................................170 Cannons and Launchers..........................172 Tasers.....................................................174 Other Firearms........................................175

Grenades, Rockets, and Missiles..............183 Ammunition...........................................190 Weapon Attachments.............................194 Protecting Yourself.......................................205 Armored Clothing...................................206 Personal Armor.......................................211 Armor Bodysuits.....................................212 Military-Grade Armor..............................217 Armor Attachments................................220 Improving Yourself.......................................229 Essence..................................................230 Cyberware..............................................233 Headware...............................................234 Eyeware.................................................238 Earware..................................................241 Bodyware...............................................243 Cyberlimbs..............................................249 Cyberlimb Enhancements........................250 Cyberlimb Accessories............................251 Cyber Implant Weapons..........................254 Bioware..................................................256 Cultured Bioware....................................267 Genetics.................................................270 Genetech................................................271 Shop Amok...................................................279 Apparel..................................................280 Audio Devices........................................282 Audio Enhancements..............................282 Biotech...................................................284 Breaking and Entering Gear.....................289 Electronics..............................................290 Electronics Enhancements.......................297 Industrial Chemicals................................301 Manatech...............................................303 Optical and Imaging Devices..................307 Vision Enhancements..............................307 Security Devices.....................................309 Sensors...................................................313 Sensor Software......................................315 Software.................................................318 Survival Gear..........................................321 Tools.......................................................328 Chasing the Dragon......................................331 Substance Abuse....................................332 Universal Substance Characteristics.........335 Drugs of the Sixth World.........................337 Grades of Drugs......................................337 Drug Interactions....................................338 1

GENESYS The Ultimate High...................................338 Matrix Actions........................................523 Better-Than-Life......................................359 Spending a, x, t, and y...................530 Plugged In..............................................359 Running Matrix Encounters.....................533 Toxins.....................................................362 Hosts......................................................535 Toxic Shadows........................................362 Types of Intrusion Countermeasures........536 Vehicles........................................................367 Hong Kong...................................................538 Essential Rigger.......................................368 Downtown Hong Kong...........................541 Riggers and the Hack..............................370 Eastern Hong Kong.................................544 Electronic Warfare...................................370 Kowloon City..........................................546 Bikes.......................................................372 Kwai Tsing..............................................548 Cars........................................................380 Lantau Island..........................................550 Trucks and Vans......................................396 The Southern Coast.................................551 Boats......................................................406 Tolo Harbor Complex..............................554 Fixed-Wing Aircraft.................................417 Wan Chai................................................555 Rotorcraft................................................422 Yau Tsim Mong.......................................556 Drones....................................................426 Religious Traditions.................................560 Directives...............................................427 Corporations...........................................561 Types of Drones......................................428 Law and Order.............................................563 Drone Upgrades.....................................429 Department Sections...............................564 Crafting.........................................................448 Breaking the Law....................................569 How Crafting Works................................449 Adversaries...................................................577 Armor Crafting........................................451 Critter Combat........................................579 Brawl and Melee Crafting........................453 Cyberware For Critters.............................579 Drone Crafting........................................456 Critter Menagerie....................................579 Chassis Options......................................456 Building Man's Best Friend......................648 Directive Options....................................458 Training Critters.......................................655 Gadget Crafting......................................461 Infections................................................657 Ranged Weapon Crafting........................463 Talisman Crafting.....................................465 Magic............................................................469 Magic Basics...........................................470 Traditions................................................471 Spirit Basics............................................473 Spirit Services.........................................474 The Astral World.....................................475 Mana Barriers..........................................479 Mentor Spirits.........................................480 Mentor Spirit Archetypes........................480 Spell Mishaps.........................................498 The Matrix....................................................503 Wireless World.......................................504 The Matrix: For You and Against You.......509 Augmented World..................................511 The Digital Underground.........................512 (Mis)Using the Matrix.............................514 Cracking the Matrix Spine.......................514 Biofeed Damage.....................................515 User Modes............................................515 Making Connections...............................516 Grids.......................................................517 Matrix Perception...................................519 Recognition Keys....................................520 Matrix Encounters...................................522 2

INTRODUCTION

介绍

SHADOWRUN

INTRODUCTION 介绍 [../ACCESSING HONG KONG NUDES.HK [../LOGIN REQUIRED] [../ENTER PASSWORD] [../WELCOME SWONDUDE] [../FILE LOADED. 34,788% SUCCESSFUL.]

>>> .. >>> LOGIN USER: SWONDUDE >>> PASSWORD: ***** >>> ACCESS LAST VIDEO FILE >>> ..

FOREWORD

and workings of the metropolis. I must respectively say thank you to my old friend, classmate and former Game Master ••• 前言 JESPER FRANDSEN, whom introduced me to As I become more and more accustomed to fiddling and tweaking with the GENESYS system, SHADOWRUN in the mid-1990s, and for running it as a GM for years. It definitely left a lasting then infinitely more and more possibilities open impression on me. up. And with multiple concept ideas for settings Also thanks to my friend EVAN RAE for and conversions on the table, a choice fell upon providing additional information about Hong SHADOWRUN, as I do enjoy a good cyberpunk Kong whenever I required assistance. setting and used to play a fair amount of the old But certainly also thanks to my friends and 2nd edition of the SHADOWRUN game from members of my regular RPG group; JOHNNI FASA back in the 1990s. JENSEN, MARTIN THEIL, RASMUS LUND, There is just something incredibly alluring to MARTIN ROSENVINGE and KARSTEN the cyberpunk setting with the neon colors, FRANDSEN. cybernetically enhanced people and the sheer And I must also thank you, the reader, for amount of technology readily available. But even actually picking up this finished product and more so, the awakening of magic and all manner taking time to read it. I hope that my inspiration of fantastic creatures just add all the more flavor and love for the SHADOWRUN setting carries and spice to the genre. And for a role-playing over into a project that captures the essence of game, then those factors are prime ingredients. And as SHADOWRUN have all of these contents, SHADOWRUN and bring it wholeheartedly to the Narrative Dice in the GENESYS system. it makes for quite the interesting setting. The contents found within this book represent As a life-long Dungeon Master (DM) and Game what I think is a necessary aspect and one that Master (GM) in a multitude of different roleadds flavor to the game. You, as a GM, of course, playing game systems, my intention with this have the option to pick and choose from the project is to come up with a finished product that material herein, as certain things might not suit allows both players and Game Masters alike to your particular campaign. Do as you see fit, readily be available to delve into the futuristic customize the material to make your campaign cyberpunk setting that is SHADOWRUN and unique. In fact, I encourage all GMs to do exactly embark on great, exciting and thrilling runs that that, because it is all about fun and good times will spark tales to be whispered about on the streets of futuristic Hong Kong for years to come. when you sit down to play a role-playing game, While the SHADOWRUN setting can indeed be regardless of the setting. I know that I do that with my own campaigns, so you should too... applied to any particular settlement in the entire Whether you prefer to play a lithe elf street world, I opted for specifically centering this samurai, a burly dwarven street shaman, an sourcebook upon Hong Kong. Why? Well, cunning ork rigger, a clver human decker, a because I think Hong Kong – or Tokyo for that powerful troll mercenary, it is my deepest wish matter – embody the premise of a neo-futuristic that you have fun delving into SHADOWRUN. setting quite well. But also because of my fondness of Asian culture, and the fact that I Paul M. N. Haakonsen spent four years living and working in Hong Kong, so I became quite familiar with the layout September 2018 Introduction Arming Yourself

GENESYS Limited Ammo 1 Inferno Grenade

Ranged [Light]

8

3

Short

1

(R) 75¥ / 5

0

Blast 5, Burn 2, Limited Ammo 1

Mercy Grenade

Ranged [Light]

5

N/A

Short

1

(R) 175¥ / 8

0

Blast 5, Stun Damage, Limited Ammo 1

Molotov Cocktail

Ranged [Light]

6

3

Short

1

(R) 50¥ / 4

0

Blast 6, Burn 3, Limited Ammo 1, Prepare 1

Gunnery

12

3

Long

2

(F) 2,000¥ / 8

1

Blast 6, Inaccurate 2, Limited Ammo 1, Prepare 1, Vicious 1

Noise Grenade

Ranged [Light]

4

6

Short

1

(R) 150¥ / 5

0

Blast 4, Concussive, Limited Ammo 1, Stun Damage

Plasma Grenade

Ranged [Light]

12

3

Short

1

(F) 125¥ / 6

0

Blast 10, Limited Ammo 1

Plastic Explosive

Mechanics

10

3

Engaged

1

(F) 100¥ / 7

0

Blast 8, Limited Ammo 1

SA Incinerator

Ranged [Heavy]

10

2

Short

4

(F) 10,000¥ / 10

2

Burn 5, Blast 8, Vicious 2

Smoke Grenade

Ranged [Light]

N/A

N/A

Short

1

(R) 40¥ / 5

0

Limited Ammo 1

Spore/B Grenade

Ranged [Light]

6

3

Short

1

(F) 400¥ / 5

0

Blast 6, Concussive 2, Limited Ammo 1, Stun Damage

Thermal Smoke

Ranged [Light]

N/A

N/A

Short

1

(R) 60¥ / 6

0

Limited Ammo 1

Mechanics

8

2

Engaged

1

(F) 175¥ / 6

0

Burn 5, Limited Ammo 1, Sunder 2, Vicious 2

Mortar

Thermite

Arming Yourself Arming Yourself

YOURSELF PROTECTING

保护自己

GENESYS

PROTECTING YOURSELF 保护自己 [../ACCESS DENIED] [../REROUTING TO ARMORED-IN.HK] [../LOGIN REQUIRED] [../ENTER PASSWORD] [../ACCESS GRANTED] [../RESTRICTED. ACCESS DENIED.] [../FILE EXECUTED SUCCESSFULLY] [../WELCOME ROCKSTAR-GOD]

>>> REROUTE TO ARMORED-IN.HK >>> .. >>> LOGIN: SWONDUDE >>> PASSWORD: ***** >>> ACCESS MILSPEC ARMORS >>> EXECUTE ADMIN-MY-ASS.EXE >>> CHANGE USER: ROCKSTAR-GOD >>> ACCESS MILSPEC ARMORS CATALOGUE

In 2075, you’d have to be crazy to consider walking outside with just a tee-shirt and jeans, even in some of the nicer parts of the Sprawl. You need protection: from the acid rain, from air pollution, from ultraviolet radiation from the completely fragged ozone layer, and of course, from random street violence. Many modern militaries provide body armor to their members, as do police departments. Even private individuals can buy it, although it tends to be expensive. Your armor protects you in combat, but it can also slow you down. Armor isn't the only fashion statement a character can make, but it's a big one. Because shadowrunners don’t survive by guns and fists alone, this section brings you the gear that keeps you alive when it’s cold and dark outside and the security guys are laying down the suppressive fire.

without sacrificing their safety. Runners should be careful, though, since prejudices and animosity can naturally work the other way as well: crossing the street in a suit worth a year’s income for most sprawl denizens can be an adventure of its own. The exact effects of the wrong clothing in a situation are usually up to the GM, but it should be noted that in a world that is divided into some “haves,” many “have-nots,” and only few people in between, the right look is the most important indicator of whether you do or don’t belong in a place, and thus cannot be overrated in almost every situation. For those living a high lifestyle, clothes worth several hundred nuyen are the norm rather than the exception, while outfi ts in a four-digit range are normal for those living a luxury lifestyle. The armor fashion designs described below are just meant to be a sampling of the clothing lines available to runners who want to be discreet and protected. GMs are encouraged to design their own clothing lines and packages for characters looking for a style not represented here.

ARMORED CLOTHING ••• 装甲服装 Since much of the Sixth World likes to think of itself as civilized, there are many situations when looking like a reinforced gun emplacement can get a shadowrunner into trouble with police and security forces. Heavily-armored runners might have a hard time getting into high-society meetings or even into the corporate wageslave encampment they were hired to infiltrate. To master such situations, when discretion or just an innocuous appearance is more important than personal protection, a wide range of armor clothing is available to provide a subtle level of security. Many of these outfi ts are produced by top-line fashion designers, tailored for executives and power players who need to look trendy Protecting Yourself > Protecting Yourself

GENESYS offering limited vacuum protection, as well as protection from hot or cold environments and chemicals. Due to its many useful traits and high comfort, the suit has become increasingly popular with people working in uncomfortable earthbound surroundings as well (at least those for whom the suit’s high price is no obstacle). Wearing a HEL suit grants the wearer a Soak rating of 3 against fire and heat based attacks and effects. It also offers a bb bonus to Resilience checks against chemicals, and a bbb bonus to Resilience checks against radiation sources. Wireless: Records and transmits environmental information.

GHILLIE SUIT On the shelf it just looks like a colored netting, but out in the field these suits are the height of simpletech camouflage. They come in styles for all major environments and have even released an urban blight style that helps the wearer hide out in trash filled alleys and the rubble of crumbling buildings. Great for runners and the homeless alike. A ghillie suit can be worn over any other type of armor. Wearing a ghillie suit allows the wearer to upgrade any Stealth check once for remaining useen while moving, but if he remains immobile upgrade Stealth checks twice, provided that the ghillie suit is used in the right environment – either woodland wilderness or urban.

MCT EXTREME ENVIRONMENT SUIT While Evo has focused on spacesuit design due to their extraterrestrial intentions, Mitsuhama has been designing ways to protect themselves from the messes they keep leaving all over the planet. This is one such effort – it’s a full-body, extremeenvironment suit from Mitsuhama and it’s worn by those who deal directly with hazardous materials/environments, especially Protecting Yourself > Protecting Yourself

GENESYS

URBAN JUMPSUIT Designed for couriers, athletes, and freerunners, these colorful jumpsuits are well ventilated and breathable but surprisingly protective with lightweight densiplast and liquid reactive armor. Urban explorer jumpsuits feature a built-in music player and biomonitor. The urban jumpsuit grants the wearer an automatic a on Athletics and Coordination checks. ARMOR SUITS NAME

DEFENSE

SOAK

ENC

HP

PRICE

RARITY

Ares Armored Survivalist

1

1

3

1

1,500¥

9

Armadillo Armored Spacesuit

0

2

5

3

35,000¥

10

Bike Racing Armor

1

0

2

1

500¥

5

Biogel Suit

0

2

6

0

350¥

1

Bunker Gear

1

1

3

1

2,500¥

5

Chameleon Suit

1

1

2

1

(R) 1,700¥

9

Cold Suit

0

1

3

1

800¥

4

Desert Suit

0

1

3

1

1,000¥

7

Dry Suit

1

1

1

0

2,500¥

5

EVO Hostile Environment Suit

1

1

2

1

3,000¥

7

Ghillie Suit

1

0

1

0

600¥

5

MCT Extreme Environment Suit

0

1

2

0

2,500¥

9

Polar Survival Suit

1

1

3

2

2,000¥

7

Riot Control Armor

1

1

4

2

(R) 5,000¥

9

Second Skin Line

0

1

1

0

5,000¥

9

Security Armor, Light

0

1

3

1

(R) 8,000¥

8

Security Armor, Medium

0

2

4

2

(R) 14,000¥

9

Security Armor, Heavy

1

2

5

3

(R) 20,000¥

10

Spacesuit

0

1

4

2

12,000¥

10

SWAT Armor

1

2

5

3

(R) 8,000¥

9

Urban Jumpsuit

1

0

1

0

650¥

7

Protecting Yourself > Protecting Yourself

GENESYS

FIELD MEDIC LIGHT ARMOR

damage dealt to the wearer as well as ignoring raw damage dealt to the wearer. In addition, the While this armor is essentiall a thick padded treated polymer armor will ignore 1 point of body suit with durasteel greaves for the arms and Vicious quality on any attack made against the legs, the Field Medic light armor offers fair wearer. protection for a field medic that needs to retain For a heavy armor, the Fuse heavy armor is his mobility and agility in order to function at full fairly easily donned, especially compared to most capacity on the field of battle. other heavy armors. And it comes equipped with The Field Medic light armor is a forbidden a quick-release function, that allows the wearer to armor, as it is intended for combat use only, and shed the armor with a moment's notice. thus not just everyone can easily acquire the armor. MIL-SPEC BATTLE ARMOR The armor grants the wearer an Cutting-edge military hardware, military-grade automatic a on all Medicine skill armor continues to advance in a life-and-death checks made while wearing the race with weapons and ammunition. Beyond armor. Furthermore, the Field even security-grade armor, military-grade armor Medic light armor comes with is simply too expensive and maintenance-heavy internal stim that grants the for common use or even routine security work. wearer the equivalent of one Aside from the most intense of fast-response stimpack per scene teams, it resides only in elite military units (although the GM can rule deployed when absolutely necessary. Each suit the device has run out of protects from head to toe, custom-fit to the stims if the supplies are wearer for maximum ergonomic freedom used continuously). and comfort, an expense that keeps it from The Field Medic light the ordinary field grunt. Suits come in a armor is not an armor that wide variety of exterior design and allows for much alterations in color, but most modern suits opt for terms of attachments. modern electro-chromatic covering While this is intended for field for best camo; notable exceptions medics only, Man Lung Arms to this are the silver-plate limited the manufacturing to armors worn by the High include only basic grey and white Prince of Tír Tairngire’s nuances to the armor, for easy royal guard and the recognition on the battlefield scene. brilliant crimson of Few models include red instead of Renraku’s Red Samurai. In each case, the gray. ancient aesthetic is mere decoration; never forget that the armor beneath it is a fully modern FUSE HEAVY ARMOR design. Popular among hired guns and No additional armor may be worn with mercenaries, the Fuse heavy armor military-grade battle armor. not only protects the wearer, it also makes a bold statement that the MODERN OYOTOI wearer means business. And while it is The modern version of the traditional Oyoroi not as fancy in appearanc as other armor of the Japanese samurai has become quite armors, it is just every bit as functional and popular with elite security forces and bodyguards protective. of traditional Japanacorps ever since the This modular heavy armor, manufactured by declaration of the Japanese Empire. These Sothis Industries, is made up of several segmentet pieces of augmented durable polymer expensive suits combine the protection of advanced polymer composites and ballistic plates. fabrics with the ornate beauty of their The polymer plates have been treated and predecessors, and are comparable to the more infused with a thin coating of Dikote, which conventional Light Military full body armor. These improves the armor's ability to both deflect Protecting Yourself > Protecting Yourself

GENESYS

ARMOR ATTACHMENTS ••• 装甲附件 Almost any piece of worn armor can be upgraded with a range of modifications. The SHADOWRUN setting also includes a list of basic armor attachments to go with these rules. Again, these are designed to be as broad as possible.

ABLATIVE COATING This attachment adds ablative material and technology to increase energy dispersal for better protection. It increases protection only against laser and other energy-based attacks, and does not reduce the kinetic energy of firearms and melee weapons. Use With: This attachment cannot be added to armored clothing. Modifiers: Increase the wearer's Soak rating against energy attacks by 1. Hard Points Required: 1.

ARMOR SPIKES

While armor serves a largely defensive role for its wearer, that needn't be the rule. With the addition of spikes, blades, and other protrusions on areas covering shoulders, knuckles, feet, knees, or elbows, armor can be turned into a deadly weapon of last resort. The majority of such modifications are scratch-built, though a handful of armor manufacturers mass-produce kits for the armor sets they sell. Largely popular with street gangers, mercenaries and bounty hunters, armor spikes lend an intimidating mien to anyone equipped with them. Some professionals prefer to keep such deadly modifications concealed and retractable, and these are perhaps the most dangerous of all. Use With: This attachment can be applied to any armor that covers the arms or legs. Modifiers: Increase the armor's Encumbrance by 2. When the wearer suffers a hit from a Brawl or Melee combat check, after the attack is resolved, the character may spend ttt or y to automatically inflict one hit for 6 points of Protecting Yourself > Protecting Yourself

GENESYS any armor. Modifiers: When using the wearer's Soak to reduce damage dealt to the wearer's Strain threshold, count the Soak rating as 2 higher. Hard Points Required: 1.

items that are set up on the armor requires an Incidental instead of a Maneuver. Hard Points Required: 1.

GEL PACKS

Gel packs are obvious pockets of liquid that can be added to clothing or armor, covering the Fire-retardant, nonflammable materials modified item. They remain flexible until the protect the wearer against fire damage. shockwave of a projectile impact solidifies the Use With: Any armor. gel, forming an additional barrier that the bullet Modifiers: Increase your Soak rating by +2 has to penetrate. As the kinetic energy dissipates, against fire-based attacks and effects. the gel liquefies again, ready to absorb the next Hard Points Required: 1. impact. Since gel packs solidify for a brief instant, they increase the possibility that the wearer will be FLOTATION SYSTEM knocked down by an attack. Since people in heavy armor sink like a rock Use With: Armor suits or military grade armor. when they fall in the water, this safety system Modifiers: Increase the armor's Soak rating by provides an emergency life-saving mechanism for 1. Any attack that has Knockdown quality require units deployed along waterfronts or on ships. an less a in order to activate against the Use With: Military grade full bodysuit armors. wearer of an armor with gel packs. Modifiers: When activated (either manually or Hard Points Required: 1. via PAN), this system deploys and immediately inflates numerous airbags that provide enough buoyancy for the armor to float. The character HEATING SYSTEM remains immobilized until rescued, however. Heating systems are installed in Hard Points Required: 1. armor to protect the wearer against dangerously low temperatures and frigid environments. Equipped with FRESHNEL FABRIC small, efficient heating elements and According to my tech specialist, this double-insulated against the cold, this material can focus and concentrate light or attachment allows a wearer to survive radio waves like the lens on a lighthouse, in places where the ambient boosting the directional power of a signal. temperature can be dozens of degrees Reduces the noise made while walking. below freezing. Wireless: Aligning only requires an Use With: This attachment can be Incidental. installed on any armor that covers the Use With: Armored clothing only. entire body and can be sealed. Modifiers: Remove up to bb Modifiers: Reduces the difficulty of induces on Stealth checks while Resilience checks made to resist the moving. The noise reduction is effects of extreme cold by one. directional and the wearer needs to Removes up bb to added to checks align their body in the direction of the due to extreme cold. device they are trying to connect Hard Points Required: 1. with, which requires a Maneuver.

FIRE RESISTANCE

Hard Points Required: 1.

GEAR ACCESS This feature allows items to be retrieved from the piece of armor with more ease than usual. Use With: Any armor. Modifiers: Drawing, retrieving or storing Protecting Yourself ACCESS WARDROBE >>> .. >>> ACTIVATE HUNKINATOR >>> ACTIVATE TRES CHÍC HAIR >>> RUN BACKDOOR.EXE >>> .. >>> OPEN BACKDOOR COMMAND PROMPT >>> INCREASE SOCIAL SKILL BY 666% >>> LOAD SERVERS >>> LOGIN MAHAL SERVER >>> LOGIN: SWONDUDE >>> PASSWORD: ***** >>> .. and it acts as a cap on the amount of alterations you can adopt. When it’s gone, it doesn’t come back. It also affects the Magic (Arcana and Primal) skills, as losses in Essence are reflected by losses in Magic. Improving your Brawn characteristic through cyberware or bioware does not improve or raise your Essence rating. Nor does improving your Brawn characteristic through means of a Dedication talent allow you to raise your Essence rating. While denizens of the Sixth World are accustomed to seeing a variety of augmentations and alterations to the metahuman form, the “uncanny valley” still exists. The uncanny valley is the disconcerting effect that happens when people see something that is almost, but not quite, metahuman. An animated cartoon with exaggerated features looks fine to metahuman eyes, but a computer program that closely, but not exactly, replicates human appearance is a troubling and unpleasant sight to most viewers. This is what happens when people see others with augmentations – on some level, people notice there is something less (or more) human about that, and they respond to it negatively. The change may not be exactly visible, but it 230

SHADOWRUN is in some way noticeable – in one way or another, a person has become less human, and on some level other people notice this.

deltaware implants are too custom-tailored and modified to be fitted to anyone other than the person they were originally designed for.

CYBERWARE AND BIOWARE GRADES

CYBERSURGERY AND RECOVERY TIME

Cyberware and bioware implants are available in five distinct grades: standard, alphaware, betaware, deltaware, and used. Only standard, alphaware, and used implants are available for purchase at character creation. The prices for cyberware and bioware presented in this chapter are for standard ‘ware. When purchasing implants of other grades, apply the Essence Cost, Cost, and Rarity adjustments as noted below. All accessories and add-ons must be of the same grade as the implant to which they are added. CYBERWARE AND BIOWARE GRADES ESSENCE COST MULTIPLIER

RARITY MODIFIER

COST MULTIPLIER

-

-

-

Alphaware

x 0.8

+2

x 1.2

Betaware

x 0.7

+4

x 1.5

Deltaware

x 0.5

+8

x 2.5

Used

x 1.25

-4

x 0.75

GRADE

Standard

SECOND-HAND CYBERWARE Though more affordable than competing augmentation technologies, cyberware is still expensive for the average consumer. Consequently, there’s a strong gray and black market for secondhand cyber available to the less discriminating customer. While most secondhand cyberware surfaces when former users upgrade implants and sell off their old ’ware, inevitably a lot of used cyberware finds its way to the market from more unsavory sources. Unfortunately, implantation problems tend to manifest more often with used cyberware than with new cyberware. Accordingly, most legal clinics shy away from used cyber, though backstreet shadowclinics and ripper docs will often have some in stock or know where to get hold of it. Only standard and alpha-grade cyberware is available as second-hand cyberware. Beta- and

231

Getting cyberware and bioware installed hurts. When you have an augmentation implanted (after character creation), you must make a Resilience check, the difficulty is determined by the amount of Essence you have spent on augmentation during that particular surgery. Every difficulty comes with a preset amount of time as a base line. Depending on your Resilience check, you modify this time by six additional hours of recovery for every uncancelled t on the result, while a will lessen the amount of time spent in recovery by 6 hours. A y result adds 24 hours, while a t removes 24 hours. Regardless of your Resilience check, the minimum time you have to spend in recovery is 6 hours. Most cyberclinics and body shops offer recovery rooms for patients to rest and heal up after cybersurgery, but beware the sterility and cleanliness of the less-reputable chop shops. CYBERSURGERY RECOVERY TIME ESSENCE SPENT BASE RECOVERY TIME 0.1 – 0.5

48 hours

0.6 – 1.0

96 hours

1.1 – 1.5

144 hours

1.6 – 2.0

192 hours

2.1 – 2.5

240 hours

2.6 – 3.0

288 hours

3.1 – 3.5

336 hours

3.6 and above

384 hours

DNI AND WIRELESS FUNCTIONALITY

Most cyberware comes with an integral direct neural interface (DNI), allowing the user to mentally access and control the implant. This is the primary means of control for most cybernetics and requires the implant have a built-in computer. Obviously, not all implants require such interfaces. Some, such as dermal plating and bone-lacing, are passive augmentations and >> Improving Yourself

GENESYS don’t do much but make you tougher or stronger. Implants that don’t require any sort of mental control still come equipped with RFID sensor tags as a matter of course. Wireless functionality is complementary to direct neural control, allowing diagnostics checks, connection redundancy in case of damage to the neural relays, software/firmware updates, and non-invasive monitoring of the implant’s performance. Almost all cyberware requires careful maintenance and regular check ups, and wireless connectivity is invariably cheaper than cutting someone open just to check on an implant. Since most implants are computerized to some extent anyway, integrating inexpensive wireless technology is the default option given its usefulness in case the character is ever unconscious, suffering from extreme trauma, or simply wants to have a non-invasive checkup. Nonetheless, for the paranoid, it is relatively easy to have a street doc disable or remove wireless links. Note, however, that this makes care and maintenance more difficult. Besides requiring invasive surgical procedures for inspection and maintenance, the GM may apply a b to bbb dice pool modifier to any relevant tests the cyberdoc performs. Note that some implants may not need a complete wireless link – built-in RFID sensor tags can monitor the implant and report any problems. The GM determines what implants/devices incorporate wireless links.

CYBERWARE TRIGGERS

Unless otherwise stated, cyberware that is capable of being activated or deactivated can be done so with a mental impulse. This is because the cyberware has been connected to the user’s nervous system, so it can be used in the same way the user would move a finger or flex a muscle. Typically, when a cyberware device is installed, the user must spend some time adjusting to this new ability and will doubtlessly trigger the device accidentally a few times. Activating or deactivating cyberware is an Incidental. If the GM allows it, methods of manually triggering a cyberware device may also be used, such as a subdermal switch. Such triggers incur no extra cost. They can be both a drawback (if enemies find out about them) and an advantage (if friends know about them). Most cyberware does not require additional Improving Yourself > Improving Yourself

GENESYS comply with them – or plan to break the rules in ways that draw as little unwanted attention as possible.

COR TEX BOMB

An illegal method of coercion, cranial bombs come in three flavors: kink, microbomb, and area bomb. Kink bombs are designed to damage only part of the victim’s head, either rendering specific headware useless or damaging the brain to cause ••• 头脑器皿 blindness, stuttering, hearing loss, or some other These small complex devices are inserted into trauma. Of course, sometimes when something the head and typically constructed via lessin your head explodes, things don’t go exactly as invasive nanosurgery. Items that have a Capacity planned and the result is a bit... much. The Cost [in brackets] may be installed in cyberlimbs microbomb version is just powerful enough to kill instead, costing Capacity rather than Essence. the unfortunate bearer. Area cranial bombs kill the victim, and they also affect a blast area exactly like a fragmentation grenade. The bombs ATTENTION COPROCESSOR While hardware that allows true multi-tasking is can be remote- or time-detonated, or even set to discharge by sound recognition. If installed in still out of reach, this frontal cortex and limbic cyberlimbs, these bombs are designed to destroy system implant enhances the brain’s ability to specific components (kink), the entire limb scan sensory input outside of the person’s primary mental focus. This boosts the character’s (regular), or blast the area and damage the bearer (microbomb). continuous partial attention – the overall awareness of several ongoing things at once, and the ability to shift concentration to what’s most CYBERCOMM LINK important without losing track of what’s The cybercomm link consists of a transceiver happening in the background. In game terms, the and a radio transmitter. The transducer translates attention coprocessor adds its rating as an thoughts into words, so that the user need not automatic s to Perception checks (note that it speak aloud; the transmitter sends and receives does not aid Astral or Matrix Perception cheks). these unspoken impulses. No external evidence of this system's use is visible or audible. Quadruples the number of spoken words allowed COMMLINK in an Incidental. The implanted version of the commlink comes with a sim module at no additional cost. An integral headware commlink is popular with CYBERDECK corporate operatives, company men, and Simply put, you’ve got a deck in your body. sararimen on the go. This is a very convenient for ther hacker on the go and is often sported by G-men and military deckers. CONTROL RIG This implant harnesses the raw datacoordinating and synchronization power of the DATAJACK middle brain for the express purpose of directly A datajack gives you a direct neural interface, manipulating rigged vehicles and drones (and which can be handy in a lot of situations. It also other devices with rigger interface, like turrets). It comes with a retractable spool of micro-cable has a built-in sim module, so you can use it for (about a meter long) that lets you directly DNI with other devices. It also comes with a interface with any electronic device via a universal data connector and about a meter of universal access cable. Datajacks are equipped retractable cable (it’s like getting a free datajack). with their own cache of storage memory for When you’re jumped into a vehicle or drone, the downloading or saving files. Two datajack users control rig provides its rating as a b bonus on all can string a fiberoptic cable between themselves Driving skill tests. Additionally, the rating of your to conduct a private mental communication control rig is added to the Handling of any immune to radio interception or eavesdropping. vehicle you are jumped into.

HEADWARE

Improving Yourself > Improving Yourself

GENESYS though they were your own. When you purchase a skilljack and have it implanted, you must select a number of skills that the skilljack can help you augment. The total of all skills running on a skilljack cannot exceed its Rating x 2. You gain an automatic a to all checks with the skills associated when using a skilljack. Starting skills from storage and stopping skills is an Incidental. If you have more than one skilljack, only one of them can operate at a time.

signal, or releasing deadly poison into your mouth – make sure you remember which is which!) with a wireless signal, or it may trigger when you bite down hard on the tooth.

SUBDERMAL SPEAKERS

VOICE MASK

Usually mounted under the skin just behind the ear, these tiny speakers vibrate various bones in the ear to transmit sound. Sound coming over them cannot be overheard.

SUBVOCAL MICROPHONES The external unit straps in place at the center of the throat. Either type of microphone adds a b to Perception checks made to overhear conversations using the system. Both units can connect to an external radio transceiver, the external unit via a fiber-optic cable, and the internal via a datajack (mandatory for such a hookup).

TASTE BOOSTER The taste booster performs the same function as the olfactory booster, except that it enhances your taste buds. The taste booster also lets you experience gustatory data in AR and VR environments with a “taste track” - caveat emptor on that one, chummer. Apply b equal to the taste booster’s rating as a dice pool bonus to any Perception checks involving taste.

ULTRASOUND SENSOR This cyberware is exactly like the ultrasound sensor. When active, it replaces your normal vision. It can be switched between active sonar, passive sonar, and off as an Incidental.

The voice mask is a downgraded version of the voice modulator. Unlike the voice modulator, this implant cannot increase the volume or frequency range of the character’s voice or record or mimic another person’s voice, but it creates a resonating frequency that totally distorts the user’s voice and makes it completely unrecognizable and unusable for any kind of voice identification.

VOICE MODULATOR This implant gives you perfect pitch and enormous vocal flexibility and distortion capabilities. You can speak with an increased volume (up to 100 decibels) without strain, shift your pitch to make perfect bird calls or mellifluous singing, and most importantly, uncanny vocal impressions. The modulator can also play back (and more or less perfectly imitate) a recorded or captured voice. Add b equal to the Rating of the modulator to your Deception dice pool for impersonation.

TOOTH COMPAR TMENT The oldest cyberware on the market, these hollow teeth come in storage and breakable models. The storage model is used to smuggle really, really tiny contraband, the size of a datachip or a really small RFID tag. Items can be removed with a wireless signal or hidden catch. The breakable model triggers a linked effect (such as starting a tracking Improving Yourself > Improving Yourself

GENESYS

EYEWARE ••• 眼镜 Probably the most common piece of cyberware available in 2075 is cybereyes. Originally designed to gift the blind with normal sight, cybereyes allow for far more than normal human vision. While they still carry a social stigma in places, and the idea continues to carry a degree of squeamishness about it, it’s not entirely uncommon for people with perfectly good natural eyes to trade them out for cybernetic replacements. Cybereyes are available in any shape or color, from “almost natural” to all chrome to solid glowing purple and everything in between. Some models have their color and pattern easily altered by downloading a new skin. Most cybereye modifications are also offered as retinal modifications to the natural eye. Vision enhancements either take up Capacity in cybereyes or Essence in natural eyes, not both. As a general rule, upgrades are applied to both eyes so that the user’s vision doesn’t become unbalanced.

the check. Rounds cost five times the normal price. Firing the eye gun requires a Ranged [Light] combat check. Cannot be linked to any kind of aim enhancer. After firing, a character must apply a b penalty to all skill checks based on vision for a period of 6 – Brawn characteristic in turns, for a minimum of 2 turns.

EYE LIGHT SYSTEM

The plain-vanilla light system mounts highpowered, low-heat lights in the cybereye that channel a tight, polarized beam outward down a path to the optical center of an eye. An amount of light sufficient to see with standard low-light eyes falls wherever the user is looking. The tight beam and polarization minimize scatter from the eye, so the light can't be seen unless someone is staring right at you. This lets you see clearly within Medium range.

EYEBAND

An eyeband replaces the character’s eyes with a visor-like band of visual receptors that wraps around the head at eye height and grants 360 degree vision (if unobstructed by hair or CYBEREYES headwear). Eyeband implantees normally require The basic cybereyes system features normal an adjustment period of a few weeks to become vision for both eyes, an image link, and a built-in comfortable with their new field of vision. The camera at no extra cost, as well as capacity for human mind, however, isn’t designed to process vision enhancements. this information without impacting equilibrium and sense of direction, and characters using an EYE DATAPOR T eyeband for 360-degree vision always suffer a b modifier to any skill checks the user makes when This dataport sits behind the iris of the cybereye. You reach up, apply a little pressure to in motion. Fortunately, the exact amplitude of visual coverage is adjustable and may be limited the iris, and it opens to reveal a standard dataport. This toy is handy for sleazing your way to the normal human field of vision at will (nullifying the negative modifier). All vision into places that someone might try to keep you out of if you happened to be wearing a standard subsystems available to cybereyes are available to eyebands. Like cybereyes, eyebands are (and visible) dataport. It's tough to tell what's buried in a cybereye without dissecting the whole available at different ratings. thing. Drawback is, you end up standing around with your eye plugged into something. Very EYEMOD weird – likely to attract attention if anyone Cybereyes with an altered general appearance happens along. are used by those who need something more individual than the normal cybereye’s changing eye-colors and patterns. Manga-style eyes, vertical eyes, insect-like compound eyes, Treat as a hold-out gun with Engaged range, and a Damage of 4 and a Critical Rating of 4. One protruding binocular sets, and other unusual cybereye shapes and designs are considered to shot per reload. Reloading takes 10 turns, but a be cosmetic cyberware modi# cations, though successful Hard (ddd) Coordination check often these require surgical alterations to the eyereduces this by one turn per uncancelled s on sockets as well.

EYE GUN

Improving Yourself > Improving Yourself

GENESYS solution directly into the bloodstream, averting the danger of oxygen toxicity. The gills are implanted on both sides of the neck adjacent to the thyroid gland. A cutoff valve must also be installed in the lower trachea to prevent lung action during operation, and pulmonary bypasses must be inserted in the heart to reroute blood flowing toward the lungs up into the gills. Divers using cybergills are immune to oxygen toxicity, but they remain vulnerable to nitrogen narcosis and decompression sickness from the residual amount of nitrogen. As a matter of common practice, divers who choose cybergill implantation also commonly install an internal air tank containing pure helium that they use to flush residual nitrogen from their lungs. Cybergills allow a user to stay underwater indefinitely.

DERMAL PLATING Hard plastic and ceramic fiber plates are bonded to the user’s skin. The plates are clearly visible, and are even more obvious to the touch, but they can be cosmetically stylized for color and surface texture. Dermal plating gives you bonus Soak equal to its Rating (cumulative with other armor, without adding to Encumbrance). Dermal plating cannot be combined with other augmentations to the skin that provide armor, including orthoskin.

desert, winter, or wilderness), or a solid color (red, green, blue, or black). The color intensity can be varied in 10-percent increments using a hand-control. Such devices enable the sheath to function as camouflage clothing. The coloration adaption system increase the cost of the dermal sheath by +50% and adds +2 to its Rarity rating.

FANG IMPLANTS Fang implants are enlarged teeth, anchored for support and sharpened for penetration. They are available in a wide variety of forms, most commonly canine or “vampire” fangs, Ork-style tusks are also popular among ork poseurs following the Orxploitation craze of the past few years – these are typically non-retractable. While not designed for combat, fangs may prove handy in melee combat or as a surprise weapon, though they suffer bb to all Brawl combat checks. A successful bite attack deals 3 points of damage, but has no Critical rating.

FIBEROPTIC HAIR

The character’s original hair is replaced with artificial fiberoptic hair. Fiberoptic hair can possess any color the customer desires and even switch colors and cascade in patterns preprogrammed or controlled via the character’s PAN (ie. Jet black hair with sparkling stars, smoothly flowing rainbow colors, or a mane that changes color to DERMAL SHEATH match the character’s mood). Fiberoptic hair can Dermal sheathing combines the latest advances also be electrostatically manipulated to flow and in dermal plating technology with a semiswirl as if alive – but doing so stresses the synthetic skin sheath. The result is smoother and otherwise resilient hair, so that it must be less bulky than standard dermal plating, with replaced after about 3 months. greater self-regenerative capability. Fiberoptic hair is available in lengths between Some dermal sheaths use a technology derived 0.6 cm and 1 meter. Individual strands are about from ruthenium polymers, those nifty chem double the width of normal hair. Fiberoptic hair of compounds that can change to such a wide array exceptional length or extravagant styling (ie. of colors with a small voltaic charge. This fiberoptic dreadlocks) may increase the costs at sheathing gives you variable coloration within a the GM’s discretion. specified range. To make it sturdy enough to work well as artificial skin, they combined it with FINGERTIP COMPARTMENT something to stiffen it, so it has nowhere near the This compartment is hidden in the hollowed flexibility of actual ruthenium polymers. The out last joint of one finger, with a catch that coloration system works for cyberlimbs too, but allows the fingernail to be lifted up as an access that version's a little more expensive. Such is the panel, or the entire fingertip removed. A fingertip downside of being a chrome god. compartment allows the storage of micro-sized The dermal sheath increase the user's Brawn items, like a micro-drone, RFID tag, or datachip. rating by a number equal to the sheath's Rating Inserting or removing an object takes one Action. +1, though it cannot exceed 5. Coloration may be Items held within are completely concealed, and purchased as a camouflage pattern (urban, the compartment itself imposes three upgrades Improving Yourself Improving Yourself

GENESYS BODYWARE DEVICE

ESSENCE

CAPACITY

RARITY

COST

Biomonitor

0.3

[1]

4

1,000¥

1

-

10

30,000¥

0.5

-

8

(R) 8,000¥

1

-

10

(R) 18,000¥

Bone Lacing, Titanium

1.5

-

10

(R) 30,000¥

Breasts Implant

0.25

[2]

4

3,000¥

-

[1]

9

3,500¥

Cyberfins

0.3

[3]

9

3,500¥

Cybergills

0.25

-

6

4,500¥

Rating x 0.5

-

Rating x 4

(R) Rating x 3,000¥

Dermal Sheath, Rating 1

0.7

-

6

(R) 24,000¥

Dermal Sheath, Rating 2

1.4

-

8

(R) 60,000¥

Dermal Sheath, Rating 3

2.1

-

10

(R) 120,000¥

Fang Implants

0.1

[1]

6

800¥

Fang Implants, Extendable

0.15

[1]

8

1,200¥

Fiberoptic Hair

0.1

[1]

-

450¥+

Fingertip Compartment

0.1

[1]

4

3,000¥

Fingertip Datajack

0.1

[1]

2

1,000¥

Fingertip ExpertPicks

-

[1]

8

(R) 18,000¥

Fingertip Needle

-

[1]

4

800¥

Flex Hands

0.3

-

10

3,500¥

Gastric Neurostimulator

0.2

-

6

2,500¥

Grapple Gun

0.5

[4]

8

5,000¥

Horn Implants

0.15

[1]

8

1,500¥

Internal Air Tank, Rating 1-3

0.25

[3]

Rating

Rating x 4,500¥

Move-By-Wire System, Rating 1

2.5

-

8

250,000¥

Move-By-Wire System, Rating 2

3.85

-

10

500,000¥

Muscle Replacement, Rating 1-4

Rating x 1

-

Rating x 5

(R) Rating x 25,000¥

0.25

[1]

5

3,000¥

Reaction Enhancers, Rating 1-6

Rating x 0.3

-

Rating x 5

(R) Rating x 13,000¥

Skillwires, Rating 1-5

Rating x 0.1

-

Rating x 4

Rating x 20,000¥

Smuggling Compartment

0.2

[2]

6

7,500¥

Wired Reflexes, Rating 1

2

-

8

(R) 39,000¥

Wired Reflexes, Rating 2

3

-

10

(R) 149,000¥

Wired Reflexes, Rating 3

5

-

10

(R) 217,000¥

Blood Circuit Control System Bone Lacing, Plastic Bone Lacing, Aluminum

Cyber Safety

Dermal Plating, Rating 1-3

Penile Implant

Improving Yourself > Improving Yourself

GENESYS CYBERLIMBS DEVICE

ESSENCE CAPACITY RARITY

COST

Obvious Limb, Full Arm

1

15

4

15,000¥

Obvious Limb, Full Leg

1

20

4

15,000¥

Obvious Limb, Hand / Foot

0.25

4

2

5,000¥

Obvious Limb, Lower Arm

0.45

10

4

10,000¥

Obvious Limb, Lower Leg

0.45

12

4

10,000¥

Obvious Limb, Torso

1.5

10

10

20,000¥

Obvious Limb, Skull

0.75

4

10

10,000¥

Synthetic Limb, Full Arm

1

8

4

20,000¥

Synthetic Limb, Full Leg

1

10

4

20,000¥

Synthetic Limb, Hand / Foot

0.25

2

2

6,000¥

Synthetic Limb, Lower Arm

0.45

5

4

12,000¥

Synthetic Limb, Lower Leg

0.45

6

4

12,000¥

Synthetic Limb, Torso

1.5

5

10

25,000¥

Synthetic Limb, Skull

0.75

2

10

15,000¥

CYBERLIMB ENHANCEMENTS ••• 网络肢体增强 Cyberlimb enhancements use up to the Capacity of the cyberlimb they enhance. There are three types of enhancement: Agility, Brawn, and Soak. Physical characteristic enhancements add their Rating to the appropriate characteristic of the limb, although neither Agility nor Brawn can be increased above 5. Soak enhancements provide a Soak bonus equal to their rating, cumulative with other armor, without adding to Encumbrance. Each limb can have only one enhancement of each type (you can’t stack two Strength 3 enhancements in the same cyberarm), but you can replace one you have with one you want. CYBERLIMB ENHANCEMENTS DEVICE

ESSENCE CAPACITY RARITY

COST

Agility, Rating 1-3

-

Rating

Rating x3

(R) Rating x 6,500¥

Brawn, Rating 1-3

-

Rating

Rating x3

(R) Rating x 6,500¥

Soak, Rating 1-3

-

Rating

Rating x5

Rating x 3,000¥

Improving Yourself > Improving Yourself

GENESYS incompatible with dermal sheathing.

treatments.

CHEMICAL GLAND

DIETWARE

A chemical gland is a sac lined with cells that are genetically tailored to produce a single, naturally occurring substance. Examples of these naturally occurring compounds include snake venoms; toxins from insects, spiders, frogs, or fish; ink, such as that from octopuses; irritants, like skunk squid; royal jelly; insulin; slime, as exuded by snails; acids, such as those used in digestion; pigments and fluorescing compounds, such as green fluorescing protein; some recreational chemicals, like alcohol and some hallucinogens; and simple compounds made of elements found naturally in the body, such as cyanide and nitrous oxide. The gland can also produce or concentrate elementary substances occurring in the body, such as hydrogen and chlorine, but not arsenic or other heavy metals. Each gland can manufacture only one type of compound, which must be chosen before implantation. The GM has the final say on which compounds are available. The gland requires 24 hours to manufacture one dose and can contain a maximum of four doses. The sac is treated to withstand whichever compound it contains. The compound is stored in the sac until used, and it can be deployed in one of the four manners described below. A character may have multiple chemical glands implanted but may only use one exhalation spray and one spitter for deployment. Implantation of the gland provides no protection for the user; safety measures, such as a toxin extractor, a nephritic screen, or an auto-injector with an antidote are highly recommended.

Dietware is for those image-conscious people who don’t want to worry about gaining weight or losing their figure. It consists of a series of gastrointestinal tract modifications that limit the amount of food that is digested, in proportion to the user’s metabolic rate. It ensures that no excess carbohydrates and proteins are created and converted into fat. In essence, recipients won’t pick up any extra pounds – no matter how much they eat. Dietware is not compatible with digestive expansion.

ECHOLOCATION

The metahuman body has a natural ability to analyze sound waves reflected from nearby objects to build a composite “image” of their surroundings in a manner similar to, if significantly weaker than, a bat’s. In most people, this ability is underdeveloped because they rely primarily on their eyes. This bioware enhances the nerve strands required for echolocation; recipients typically train to use their advanced sense in a two week-long speed-learning course. The echolocation augmentation provides the user with a simple form of acoustic sensing that, contingent on the volume of the noise the character uses for detection and background noise volume, allows the character to make out general shapes, sizes, and distances to objects – building a “low resolution” image of his surroundings. The range of the spatial perception is also limited; in a quiet warehouse, a tapping cane is loud enough to sound out most of the warehouse, but on a crowded street, the same CHLOROPLAST SKIN tapping cane might be good only for a 5-meter This treatment introduces chloroplasts into the perception radius. The exact range is determined recipient’s skin cells that turn the skin green. by the GM, but the guideline is Short for a noisy Chloroplasts engage in photosynthesis, a environment and Medium for a relatively quiet chemical reaction in which sunlight, water, and environment. Echolocation can pick up things carbon dioxide help create glucose and oxygen. otherwise invisible to the naked eye, such as Even when the character’s skin is fully exposed, glass walls or opponents cloaked with Invisibility this process only creates enough nourishment for spells. Ultrasound is not necessary for the use of the recipient to supplement his diet, but not this implant – simple clicking noises with the replace it. The overall level of physical well-being tongue or the sound of hard heels on the floor and energy is increased, however. If the character will suffice. Ultrasound, however, increases the is fully clothed, the effects of the photosynthesis range and quality of perception. are negligible. Chloroplast skin is incompatible If combined with the vocal range enhancer and with chameleon skin, orthoskin, or dermal hearing enhancement implants (or their sheathing but compatible with other skin cyberware equivalents), with a little training this Improving Yourself > Improving Yourself

GENESYS to 3. An average adult can hold his breath a number of turns equal to their Brawn characteristc (see page 111 in the GENESYS core rulebook). Each Rating point of extended lung volume increases that amount of time by an additional 1 turn before risking suffocating. The character may also add the extended lung volume Rating equal to b to any skill check for resisting fatigue and Strain damage, such as from running, swimming.

FALSE FRONT

composition must then be programmed to fit the disguise, using a medkit. The disguise Rating adds to the character’s dice pool for impersonation checks. The mimic signal drug costs 500¥ per dose and has a Rarity of 10.

GECKO HANDS For this modification, millions of tiny hairs are grafted into the recipient’s palms. These hairs allow the character to adhere to any surface he touches. The individual bond between hair and surface is insignificant, so that the character can remove his hand from whatever he is touching by peeling it off the surface. The hairs allow the character to attach firmly to anything: glass, plastic, concrete, steel, walls, ceilings, weapons. Liquid covering the surface does not reduce the interaction strength; the character can climb a wet glass wall as easily as a dry one. Loose debris on the surface or thick slippery coatings, like sand or grease, however, nullify the effect of the gecko hands. During everyday life, the gecko hands are typically covered with a thin layer of plastic to prevent the recipient from sticking to everything he touches. The recipient can remove the cover by gradually peeling it off . Solvents and water have no effect on the efficiency of gecko hands, nor do they help to remove objects stuck to them. A character with gecko hands can climb across any surface. Even a y result on an Athletics check will not cause him to fall. The character cannot be disarmed or forced to drop anything he is holding short of prying his hands open and peeling off the item. Dropping an item is a Maneuver for the character and requires two hands, or an Action if both hands are occupied. The treatment cannot be applied to cyberlimbs or to feet, since feet are not flexible enough to gradually remove them from the surface and undo the sticking. If the recipient somehow increases the flexibility and dexterity of his feet to the necessary level, he can apply the gecko hand treatment to his feet as well, gaining all the climbing bonuses, as well as receiving bb bonus to all checks that involve balance.

False front is probably one of the most radical bioaugmentations available – and also one of the most illegal. It allows the character to profoundly change his appearance within minutes. Artificial muscle groups are implanted in the various parts of the body that the recipient wants to alter. Upon injection of a signal drug, the muscle groups contract, radically changing the shape of the face or body. Add the false front’s Rating as a b modifier to any checks made to hide his original appearance. Apparent body mass cannot be changed by more than 20 percent. The appearance change occurs within one minute and lasts for 30 minutes per dose of the signal drug injected. The drug can be synthesized and injected by a chemical gland, if desired. The standard version of the false front does not grant the user much control over the final appearance, and in fact the look of the false front will alter visibly with each use, according to slight variations in the signal drug’s composition, its reception by the implanted muscle groups, and the user’s metabolism. The intent is to simply present a new look each time, rather than mimic a specific appearance. The signal drug costs 50¥ per dose and has a Rarity of 8. False front works well with chameleon skin. The signal drug can be used to trigger a specific change in skin hue, adding an additional b modifier to Disguise Tests. Mimic Option: A false front augmentation with the mimic option is designed not just to disguise the character’s original appearance, but to attempt to copy a specific someone’s appearance. The signal drug is more complex with this version, offering a finer control over GILLS specific muscle groups, so the look can be more A pair of gills is implanted in the user right specifically tailored. The disguise must first be above the lungs. The recipient can now breathe programmed or scanned. The signal drug’s exact water and air, but due to the reduced size of the Improving Yourself > Improving Yourself

GENESYS

MUSCLE TONER This treatment increases muscle fiber elasticity in existing muscle tension, resulting in increased muscle tension and flexibility while providing a smooth and ropy physique. Muscle toner adds its rating to your Agility characteristic. This bioware is incompatible with augmentations that increase Agility, though you cannot raise it above 5, including the muscle replacements cyberware.

prevent the recipient from wearing contact lenses.

OR THOSKIN

A web of biofibers in the skin provides the equivalent of personal armor while being virtually indistinguishable from natural skin. Orthoskin adds its Rating to your Soak Rating, and is cumulative with other armor. Orthoskin cannot be combined with skin augmentations that give you Soak, including dermal plating. NEPHRITIC SCREEN The following skin modifications can be added With the installation of a nephritic screen, the to orthoskin augmentation. They can be added kidney is partially replaced and rebuilt to improve when the orthoskin is first implanted, or at any filtration and reclamation. Finer discrimination in later time. All modifications are compatible with the removal of waste products and harmful each other: agents and the reclamation of useful materials Dragon Hide: Dragon hide consists of a flamecauses a greater level of well-being. A side effect retardant polymer grafted to the skin. Heatof this augmentation is that it becomes very conducting fibres prevent localized heating and difficult to get drunk or high on chemical distribute the heat across the entire body, substances. preventing blistering and burning, and ablative Characters possessing a nephritic screen add foam materials evaporate to dissipate energy. The the Rating of the screen as b dice to Resilience recipient adds b on combat checks against him checks to resist toxins and diseases, as well as to when a fire-based weapon is used, and he addiction checks for chemical drugs. The screen increase his Soak rating by 1 additional point also reduces the duration of effect of any toxin or against fire damage. The recipient also suffers a drug by 20 percent per Rating point (rounded b penalty to Perception checks involving heat. down). The character’s tolerance level for any Electroshock: For this augmentation, stacks of chemical drug is also increased by the nephritic electroplaques similar to those found in electric screen’s Rating. eels are implanted under the skin, allowing the user to deliver powerful jolts of electricity from NICTITATING MEMBRANE any part of his exposed skin. Instead of doing This process stimulates the growth of a clear regular Wound damage in unarmed combat, the protective membrane covering the eyes, similar recipient may choose to inflict Strain damage. to that possessed by many animals. This “inner The damage may also be inflicted on opponents eyelid” protects the eyes, keeping out sand, grit, that are grappling with the recipient or on smoke, and other irritants. This eye protection anybody the recipient is touching in non-combat eases underwater activities. The membranes are situations. The recipient is immune to damage light sensitive and become tinted under bright inflicted in this fashion, but this modification does light. Further, they are polarized to reduce glare. not provide any protection from other sources of Permanently tinted versions are available in any electricity. color the recipient may desire. Sharkskin: The recipient’s skin is densely Nictitating membranes reduce the effects of covered with denticles, small cartilage smoke and other eye irritants, such as CS/tear outgrowths that make the skin as rough as gas; a character with this modification may add sandpaper and provide it with superior bb to his dice pool for resisting this type of hydrodynamic properties. When not wearing agents. They also act as a flare compensation clothing or armor, the recipient’s Athletics skill enhancement for defending against flashes and receives a b bonus when swimming. Further, the glare. subject’s skin is now so rough that he will inflct Nictitating membranes are compatible with scraping wounds on any character when he cybereyes and flare compensation retinal brushes by them rapidly or handles them modification, but the additional compensation roughly. These wounds will typically be too small does not grant any benefits. The membranes also Improving Yourself > Improving Yourself

GENESYS

CULTURED BIOWARE RECEPTION ENHANCER

Metahuman brains are only capable of handling a limited amount of sensory data at any given Cultured bioware must be tailor-made for the time (particularly in an age of AR and wi-fi body in which it will eventually find a home. This information bombardment). The reception means it is more expensive and takes longer to enhancer modifies the parts of the brain that pick acquire than the off-the-shelf kind. up and process sensory information by grafting specialized neural tissue and reinforcing neuron connections to those parts of the brain. This CEREBRAL BOOSTER The convolutions and gyri of your cerebrum are enables the user to glean as much as possible augmented and amplified with additional nervous from incoming sensory data. The reception enhancer provides a b bonus equal to its Rating tissue, improving overall brain function. Your on all Perception checks. This bonus is cumulative cerebral booster increases your Intellect with those from sensors. characteristic by its Rating, though you cannot exceed 5.

••• 耕生物洁具

DAMAGE COMPENSATORS Damage compensators are essentially cut-offs stored in the nervous pathways that report pain from the body back to your brain. You ignore a number of damage equal to the Rating of the damage compensator on every hit (of both Wounds and Strain).

MNEMONIC ENHANCER This highly concentrated growth of grey matter gets attached to the brain’s memory centers, improving both short- and long-term memory. Add the enhancer’s Rating as a b bonus to your Knowledge checks.

PAIN EDITOR

This cluster of specialized nervous tissue is designed to filter sensory stimuli. If the pain editor is active, this allows you to ignore all effects from Critical Injuries, and you even stay conscious when you exceed your Strain threshold. You feel no pain – you’re blissfully, dangerously, recklessly unaware of the extent of damage you’ve taken without either performing a self-examination (requiring an Action) or being informed by a biomonitor. While active, the pain editor increases your Willpower by 1 and decreases your Cunning by 1. Additionally, all Perception checks you make receive a modifier of b.

Improving Yourself > Improving Yourself

GENESYS

GENETICS ••• 遗传学 Genetechnology encompasses a wide range of techniques that involve the direct manipulation and material expression of heredity in biological life: DNA. The myriad applications of genetechnology in medicine, agriculture, and metahuman enhancement have long been a topic of heated social and political debates. Its widespread use in 2070 is simply another staple of megacorporate dominance. With the advent of extraterritoriality and the balkanization of state power, it was impossible for the megacorps to ignore genetech’s potential to improve health, cure and treat diseases, create a safer and more secure food supply, attain a more sustainable environment, and generally cash in on a plethora of pro# table applications. Unraveling the secrets of the genome to tap into its full potential – above and beyond metahumanity’s baseline – quickly became a prime goal of many research departments. The process has not been without its obstacles and setbacks – the substantial data loss linked to the Matrix Crash of ’29 and the mysteries posed by metagenes and the magus factor are just two of them. Nor has it been without fortuitous windfalls, such as insights brought about by the mana-related Sudden Recessive Genetic Expression of 2061.

GENETICS AND SOCIETY Genetic manipulation in all its forms and applications, from genetically-modified products to anti-aging gene therapy, is more than an emerging force in the Sixth World – it’s a fact of life. Besides megacorporate interests, there are a number of factions and trends with a major focus on genetics.

GENETHERAPY AND HOSPITALIZATION In SHADOWRUN, the term “gene therapy” describes the various techniques used to transfer and splice genetic information into cells and tissues to achieve some desired effect. It leads to fundamental changes in the genomic information in all of the host’s cells with the potential of passing on the changes to o# spring. To achieve this effect, an unimaginable number of cells have Improving Yourself > Improving Yourself

GENESYS standard treatment; treatment time is at the lower limit of the scale. All augmented healing treatments require a healthy sample of the subject’s DNA. Cellular Repair: This specialized regenerative treatment repairs permanent cellular damage caused by neurotoxins or radiation, eradicates resulting disabilities, restores attribute loss due to disease or severe physical trauma, and even heals Essence loss inflicted by a critter with the Energy Drain or Essence Drain powers. It will not fix hereditary problems or disabilities integral to the subject’s own genetic expression.

CORRECTIVE GENE THERAPIES The simplest gene treatments, corrective therapies group a number of different treatments that address undesirable hereditary disorders, genetic flaws, propensities, and predispositions such as progeria, muscular dystrophy, hemophilia, sickle cell anemia, propensity for cancer, and Down syndrome. Each treatment corrects, treats, repairs, or removes the genes or precursors that have been linked to one hereditary defect or condition.

absence of certain marker elements and report that further identification is required by other methods. Reprint: Reprinting establishes a new genetic profile changing commonly tested polymorphisms within the genome to create a new and unique genetic fingerprint. Only the new pattern is recognized by gene scanners or identi# ed by genetic fingerprinting. Even if full genome sequencing is performed, there is no way to unambiguously identify the individual genetically. Shuffle: The amount and types of genetic modifications that a subject possesses can be concealed by careful reorganization of gene structures. This requires an extensive analysis of the patient’s genome, in order to set up the best places to conceal the modifications. It is not foolproof. This adjustment increases the difficulty for identiffying genetic modifications by genetic fingerprinting by one.

ENHANCED PROTEIN EXCHANGE

Exchanging the genes of key proteins for optimized versions can alter bodily functions with DNA MASKING an adjuvant e# ect. Similarly, specially designed Making oneself unidentifiable to gene scanners synthetic proteins can be added to the subject’s or faking data bank information or SIN registry to genome to optimize the efficiency of various evade positive identification is highly illegal. processes. The following are examples of what Nevertheless, DNA masking is in high demand at can be produced by enhanced protein exchange. black clinics catering to the underworld, the Gamemasters and players are encouraged to shadows, espionage organizations, and special develop other protein enhancements. ops divisions. Adapsin: Adapsin is a catchphrase for two Genewipe: This treatment is a major proteins that can reduce the impact of nongenetherapeutic procedure that inserts a tag into biological implants to an organism. True adapsin the body’s neurotransmitters that triggers is an immunoprotein that limits bio-stress upon accelerated cell death whenever these cease to implantation of cybernetics by down-regulating receive regular neurochemical signals from the inflammatory response. The second protein body – causing epithelial cells and hair to produces a secreted polysaccharide that coats decompose more rapidly when they are removed the implant with a bio-film, making the body from the body. As a consequence, biological believe that it is a normal organ, thus limiting trace evidence left by characters with this xeno-rejection and immune response in the long treatment irrevocably deteriorates after five term. minutes (rendering it useless for genetic profiling Adapsin reduces the Essence cost of implanting or ritual samples). cyberware (but not bioware) by 10% (round Masque: This treatment changes parts of the normally) if the subject has previously undergone character’s non-coding sequence so that a DNA adapsin EPE treatment. this reduction is in scanner will not produce a positive identification addition to reductions from alpha-, beta- or deltawhen searching normal genome ID databases. grade cyberware. Adapsin is new to the market While most DNA scanners will report a not-found in 2070 and should not be available at character result, some high-end scanners may indicate the creation. Improving Yourself > Improving Yourself

GENESYS enhancement is incompatible with Dynomitan. Vasocon: Angiotension regulates blood flow through the body. It causes capillary beds to contract and stimulates water retention. The enhanced vasocon has a greater vaso-constrictive effect that is useful in situations of massive blood loss. When a character with this treatment takes damage that cause him to exceed his Wound Threshold, reduce the suffered damage by half of his Brawn rating (rounded down). Characters with this mod develop hydration insufficiencies (suffering twice the amount of Strain damage whenever willingly taking Strain). Vegsin: Pepsin proteins are expressed in the gut, causing protein breakdown and playing a critical roll in digestion. The vegsin family of proteins is synthetic, derived from herbivore proteins associated with breakdown of cellulose structures. While they’re nowhere near as effective in a metahuman as in a true herbivore, they do substantially increase digestive effciency. The character pays 10 percent less on food and beverages in order to sustain his lifestyle.

ENVIRONMENTAL MICROADAPTATION

The following environmental microadaptations are readily available. Cold Adaptation: Adaptation to cold environments modifies the subject’s metabolic processes to maximize internal heat retention. Transgenic restructured and isolative adipose and skin tissues, adjustment of interstitial and cellular # uids to lower temperatures, and cold-shock protein machineries that refold proteins under arctic temperature denaturing conditions protect the body against the effects of extreme colds. Characters that have undergone such treatment get a b when making Resilience checks to resisting cold- or ice-related effects. In addition, the character also increase his Soak Rating by 1 against cold- and icebased attacks. This treatment is incompatible with dermal plating or sheathing, bioware skin augmentations, a metabolic arrestor, or a suprathyroid gland. Improving Yourself > Improving Yourself

GENESYS Alterations: Ethnicity Alteration: This treatment can achieve complete or partial ethnic alteration of ethnic characteristics from one to another, both physically and genetically. Print Removal: Finger or palm prints can be completely removed by interfering with the natural process that leads to the development of skin ridges. This yields patternless fingers, toes, palms, and feet. Print scanners will report that the subject must be identified by a secondary method. Metaposeur: This treatment genetically changes you to physically resemble a particular metatype (or metavariant), without actually granting any of their native advantages or disadvantages. For example, this enables a human elf poseur who really wants to look like an elf to do so, though he gains no low-light vision or longevity.

REVITALIZATION Revitalization is a recent breakthrough that repairs Essence loss derived from invasive implantation. Universal Omnitech is trying to keep the mechanism a secret, though geneticists have speculated that the effect is achieved by performing some kind of “genetic feng shui.” The theory is that scientists realign qi from astral shadows by genetically remodeling DNA to repair damage to the aura or balance to the body’s systems, and thus the patient regains Essence. In game terms, revitalization regenerates the Essence “hole” left by the removal of an implant from the body. Revitalization is slow and Essence is restored by recurring gene therapy sessions at rate of 0.1 Essence per month. Though Essence points lost to implantation, Energy Drain, and addiction may be restored through gene therapy, Magic penalties from previous Essence abuse are never removed and penalties to Magic skills remain in effect. Revitalization can be performed without permanent hospitalization during the treatment time. Characters have to spend at least 7 days per month in the clinic to continue the treatment. If the character has not attended the clinic for two Improving Yourself > Shop Amok

GENESYS critically injured patients. The cerebral stabilizer is a full-face helmet with IV lines injected into the large vessels of the patient's neck. The blood circulating in the patient's brain is replaced with a hyper-oxygenated nutrient solution, and thermal circuits in the helmet apparatus reduce cranial temperature to provide critical metabolic stabilization. A cerebral stabilizer must be applied to a patient within one turn of suffering a Critical Injury. This device may be applied to a character suffering from a “Bleeding Out” or “The End is Nigh” Critical Injury, or a character who has died during the current turn. Applying the device requires an Average (dd) Medicine check. Once applied, the character is stabilized. If he died, he is brought back to life and counts as suffering a “Gruesome Injury” Critical Injury (and all of its effects). Otherwise. his Critical Injury effects are canceled, though he still suffers from the injury itself.

medical bills up to and including death compensation for DocWagon employees (20,000 nuyen per cold body). Gold service includes one free resuscitation per year, a fifty percent reduction on HTR service charges, and a ten percent discount on extended care. Platinum service includes four free resuscitations per year and a fifty percent discount on extended care. There is no charge for HTR services, but employee death compensation still applies. Super-platinum subscribers are entitled to five free resuscitations a year and do not have to pay for HTR services or death compensation. Doc Wagon does not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

HEALER'S KIT

Roughly equivalent to a portable medkit, a healer's kit is simply a collection of local natural DISPOSABLE SYRINGE medicines kept together in a case or pouch. Depending on the users and the environments in Made of plastic with a metal needle, syringes which they live, it might contain plant bark and are intended for a single use. Syringes can be leaves, mosses, various herbs, and other natural used to apply injection-vector toxins. An healing agents found in the environment. uncooperative victim might need to be Rather than being purchased, a character must immobilized or at least grappled first. fashion her own container and equip the empty pack with native medicine items through a Hard DOCWAGON CONTRACT (ddd) Survival check. A healer's kit allows the Don’t leave home without it! DocWagon offers character to use the Medicine skill to heal herself firstclass emergency medical care on a twentyor other individuals without penalty. The GM may four-hour basis, and they come to you! Four spend y on a Medicine check when a character contract service levels are available: basic, gold, is using a healer's kit to indicate that some or all platinum, and super-platinum. A DocWagon contract requires the filing of tissue samples (held of the medicinal items have been exhausted in the attempt. In such a case, the healer's kit in a secure vault staffed by bonded guards, cannot be used again until the character spends spiders, and mages) and comes with a biomonitor RFID tag implant or wristband that can some time restocking and makes an Average be activated to call for help and then to serve as a (dd) Survival check. homing beacon for DocWagon armed ambulances and fast-response choppers in the HEMOSTATIX DRESSING area. Rupture of the band will also alert Developed by DocWagon in partnership with DocWagon representatives. Apex Pharmaceuticals, the HemoStatiX dressing Upon receiving a call from a contract-holder, treats bleeding in the field effectively and DocWagon franchises guarantee arrival of an promptly through a combination of mechanisms. armed trauma team in less than ten minutes, or The dressing is impregnated with hemostatic else the emergency medical care is free. drugs, which activate on contact with blood. This Resuscitation service carries a high premium also triggers a contraction of the dressing that (5,000 nuyen), as does High Threat Response applies pressure to the wound. In game terms, (HTR) service (5,000 nuyen). In the latter case, application of the HemoStatiX dressing requires a the client or their next of kin is expected to pay an Average (dd) Medicine check to apply. If Shop Amok > Shop Amok

GENESYS item/activity permission requires a separate license. Things that require licenses include hunting (bow and rifle), possession of a firearm, concealed carry of a firearm (separate license), spellcasting, and any Restricted gear or augmentations, etc. Just as SINs essentially exist on your commlink, fake licenses exist on your SIN and are linked to it. When you buy a fake concealed-carry license, you don’t buy it for Murderman the professional shadowrunner, you buy it for John Doe, one of Murderman’s fake SINs. Each license must be assigned to a particular (fake) SIN of the player’s choosing. Use the fake license’s rating against verification systems.

that tracks a vehicle or its passengers and cargo. Homing beacons depend upon existing GPS transceivers to transmit their location back to the source. Consequently, their effectiveness is sharply limited when a vehicle travels to a location that is connected to the grid. Homing beacons vary substantially in size and in their means of application. Smaller models can be thrown by hand or manually attached to their targets. Larger ones may be fired from a rifle or even a vehicle-mounted weapon to track a more distant target. The size of the homing beacon is most relevant in determining the likelihood that anyone on the target vehicle might notice its presence. As long as a homing beacon is functional, the person who activated it may trace the associated FLASHLIGHT target across the world. The signal will be By 2075, most flashlights are long lasting and transmitted to your commlink or other such super bright. Durability and brightness depend on equipment. No tests are required. A homing the size – the bulkier, the better. Flashlights are beacon remains functional indefinitely, unless also available in low-light and infrared it is deactivated. versions, removing visibility b penalties for low-light and thermographic vision, HYPERSONIC SOUND BEAM respectively. A flashlight can also be This handheld device allows the user to mounted to a weapon’s top or under-barrel transmit a directed beam of sound just mount (at the cost of 1 hard point). like a flashlight at a particular person. The sound remains invisible and silent HEADJAMMER except at the point of impact, where The headjammer is used by the sound waves disperse and target security personnel to neutralize hears the audio as if it was inside his implanted commlinks. When it’s head or he was wearing headphones. attached to your head (or other Commonly used in some museum body part) and activated, it works and art gallery exhibits to decrease in the same way as any other noise pollution, the hypersonic sound jammer, with its effects limited to beam is also a discreet way to pass a you and your augmentations. private audio message that can’t be Removing a headjammer from intercepted to a target even in a someone without the proper key crowded room. At the GM’s discretion, requires a Hard (ddd) Mechanics the person wielding the sound beam check. Removing a Headjammer from may need to make an Ranged [Light] yourself without the proper key is a Hard check to “hit” the intended target. The (ddd) Coordination check, requiring beam has a range out to Medium. an Action.

HOMING BEACON

Often, a shadowrunner needs to track prey across tremendous distances. Sometimes this could be to identify a base of operations, other times it might simply be a matter of tailing a lead to a mark when the actual target's location is unknown. A homing beacon is a device Shop Amok > Adversaries

GENESYS

AIR ELEMENTAL

ALLIGATOR

[RIVAL] Air elementals are embodiments of air. This spirit's appearance is peculiar to its element and the nature of the ritual that summoned it, with the size of its material form nearly always indicative of its power.

[MINION] Alligator covers both alligators and crocodiles These creatures can grow up to four hundred kilos and around four meters of reptilian power. There are always rumors of them living in the sewers of big cities. Or vacationing there when visiting relatives. Whatever might bring them there, it’s best not to be near them and their massively powerful jaws. How powerful? While you can bite at maybe two hundred newtons, a crocodile’s bite is a tremendously scary 16,460 newtons.

• SILHOUETTE: 2. • SKILLS: Athletics 3, Brawl 2, Coordination 3, Discipline 1, Ranged [Light] 1, Vigilance 3. • TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against the air elemental once), Defensive 2 (increase the Defense rating of the air elemental by 2), Quick Strike 2 (add bb to any combat checks against targets that have not yet taken their turn). • ABILITIES: Air Mastery (airborne creatures take a b penalty on combat checks against the air elemental), Darkvision (the air elemental can remove up to bb imposed on checks from darkness), Flyer (the air elemental can fly (see page 100 of the GENESYS core rulebook)), Whirlwind (an air elemental can transform itself into a whirlwind for 2 turns. The whirlwind extends outward and upward to Short range. Creatures one or more Silhouettes smaller than the air elemental might take damage when caught in the whirlwind and may be lifted into the air. An affected creature must succeed on an Hard (ddd) Coordination check when it comes into contact with the whirlwind or take damage as if it were hit by the air elemental’s slam attack. It must also succeed on a Hard (ddd) Coordination check or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Coordination check each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful). • EQUIPMENT: Slam (Brawl; Damage 6; Critical 4; Range [Engaged]; Ensnare 1, Knockdown), Noxious Breath (Ranged [Light]; Damage 6; Critical 4; Range [Short]; Blast 5).

Adversaries > Adversaries

GENESYS • SILHOUETTE: 1. • SKILLS (GROUP ONLY): Brawl 1, Perception 1, Survival 1. • TALENTS: None. • ABILITIES: Low-Light Vision (a cockatrice can remove b on skill checks imposed from darkness). • EQUIPMENT: Claw (Brawl; Damage 6; Critical 4; Range [Engaged]; Ensnare 1, Vicious 1), Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Pierce 1).

BEHEMOTH [NEMESIS] Alligator gigas. A territorial animal with aggressive hunting habits, the behemoth is a large paraspecies of the common alligator. Standing 3 meters high at the shoulder and 4.9 meters long, the behemoth is covered in a thick, leathery skin. A variant called the macareu is derived from the caiman instead of the common alligator and appears only in the Amazon jungle. Like the alligator, the behemoth is a carnivore, with teeth appropriate to its diet. In addition, the behemoth has developed two upward-pointing tusks, similar to those of the wild boar, long enough to protrude between the lips even when the creature's mouth is shut. The behemoth's feet ar much larger than an alligator's, presumably providing additional traction when it pursues its prey. A territorial animal, the behemoth exhibits aggressive hunting behavior. Its preferred method is to remain motionless just below the water's surface, with only nostrils and eyes protruding, where it waits for unsuspecting creatures to pass. The behemoth will, however, sometimes actively pursue its prey, which includes waterbirds, amphibians, and reptiles. Behemoths will also attack almost anything up to Silhouette 1 and larger that swims by.

Adversaries > Adversaries

GENESYS degree independent of its creator, the corps cadavre appears to be a proper object for the study of parazoology and related disciplines. Researchers find few opportunities to study the corps cadavre. The main body of current data rests on four specimens examined for periods of 14 days or longer. Of these, two remained entirely catatonic, offering irregular spasmodic behavior under laboratory conditions. The third showed rigid behavioral programming, repeatedly displaying extreme aggression toward researchers with fair or red hair. The fourth engaged in repetitive motor movements, pacing, self-mutilative behavior, and infrequent guttural utterances. Two of the specimens showed recognition of language and symbolic visual representations, and therefore were regarded as possessing some form of intelligence. The aggressive specimen displayed an ability to learn a path through obstacles to get at the objects of its homicidal behavior. All specimens showed slow body decomposition, and all eventually became comatose over a period of days, 47 in the longest-studied specimen. The studies concluded that the corps cadavre may not be considered sentient or even living, but possesses some degree of intelligence. Shamanic sources state that French-Haitian voodoo shamans animate corps cadavres and instruct them in a variety of tasks, but these shamans refuse to cooperate with research efforts. Characteristics noted are average for a corps cadavre. As corps cadavers were originally characters, these characteristics may vary.

• SILHOUETTE: 1. • SKILLS (GROUP ONLY): Brawl 1. • TALENTS: None. • ABILITIES: Immunities (a corps cadavre is immune to Critical Injuries, disease, spells, and toxins). • EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Range [Engaged]).

CORPSELIGHT [RIVAL] The corpselight (also known as a will-o'-thewisp) appears as a floating ball of light slightly Adversaries > Adversaries

GENESYS treated by an Average (dd) Medicine check), Enhanced Senses 1 (add b to Perception checks), Immunity (demon rats are immune to all toxins and diseases). • EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Range [Engaged]; Disease), Spit (Ranged [Light]; 5; Critical 4; Range [Short]; Burn 1, Corrosion).

DEVIL RAT

[MINION] Rattus diabolis. The devil rat is completely hairless and measures approximately a meter in length, including its tail. They weigh in somewhere between three and four kilograms. Devil rats are nocturnal pack hunters; it’s not unusual for hunting packs of thirty or more mature individuals to make their way through the alleys and sewers they call home. Larger packs have been observed. They are fearless and vicious; some say they’re actively evil. Typically seeking out small animals to feed on, they are not afraid to take on a metahuman if they sense weakness. They breed prolifically, and combined with their natural immunity to most poisons, this makes them all but impossible to exterminate. Normal rats are omnivores and scavengers, fighting only when cornered. Devil rats, however, are vicious urban predators. They hunt in packs of up to 30 individuals, preying on less ferocious animals, children, or others incapable of defending themselves. There are unsubstantiated reports of devil rats attacking healthy adults while asleep. When a pack of rats has made a kill, the creatures frequently “celebrate” by sitting back on their haunches and setting u pa high-pitched howl. Devil rats are nocturnal. In sewer systems and other dark places, however, they are active around the clock. They hunt by stealth, showing great cunning. They adapt quickly to a new environment, immediately recognizing and distrusting anything out of place in that environment. This is why it is difficulty to trap devil rats; they recognize the traps as “foreign” to the environment and avoid them. Devil rats are profilic, and live anywhere that humans or metahumans do. Because of their instincts and their innate immunity to most poisons, exterminating the creatures is Adversaries > Adversaries

GENESYS name “gorgon” for this creature based on dramatic footage of its petrification powers, photographed by t he Athens Intelligencer in June 2052. While this reptile looks nothing like the women of Greek legend, the strange appendages on its head do somewhat resemble the snakes comprising that ancient monster's hair.

The venom is not cumulative with multiple bites). • EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Venom, Vicious 1), Lightning Bolt (Ranged [Light]; Damage 7; Critical 3; Range [Medium]; Disorient 2), Noxious Breath (Ranged [Light]; Damage 6; Critical 4; Range [Short]; Blast 5).

GREAT CAT • SILHOUETTE: 3. • SKILLS: Brawl 4, Coercion 2, Perception 2, Ranged [Light] 3, Resilience 4, Vigilance 2. • TALENTS: Adversary 2 (upgrade the difficulty of all combat checks against the gorgon twice), Defensive 2 (increase the Defense rating of the gorgon by 2), Durable 2 (reduces the effects of all Critical Injuries against the gorgon by -20, to a minimum of 1). • ABILITIES: Amphibious (the gorgon can breathe underwater, and never suffers movement penalties for moving through water), Darkvision (a gorgon can remove up to bb on skill checks imposed from darkness), Petrifying Gaze (a gorgon can, as a Maneuver, transform living tissue to calcium carbonate. If the victim meets the being's eyes within Medium range, make an Opposed Discipline check. If the gorgon succeeds, the victim is petrified. A gorgon can keep 6 victims petrified at any time. The only thing a petrified victim can attempt to do each turn is break the effect, which requires another Opposed Discipline check. If the creature dies, the petrified victims return to normal. If the victim takes any damage while petrified, the damage takes immediate effect when (if) the character reverts to normal. Magician characters can use dispelling to break the petrification effect with the Dispel magic), Venom (any bitten by a gorgon must immediately make a Formidable (dddd) Resilience check. A failed check results in the character must upgrade the difficulty of all skill checks once for the entire encounter. Adversaries > Adversaries

GENESYS

• SILHOUETTE: 0. • SKILLS (GROUP ONLY): Brawl 1, Coercion 1, Deception 1, Melee 1, Perception 1. • TALENTS: None. • ABILITIES: Darkvision (a harpy can remove up to bb on skill checks imposed from darkness), Flyer (a harpy can fly (see page 100 of the GENESYS core rulebook)). • EQUIPMENT: Talon (Brawl; Damage 6; Critical 3; Range [Engaged]; Pierce 1).

barking and howling seems to strike fear into their prey, and they use this to good effect. Though the hell hound is a good hunter, it is not above scavenging. A pack of hell hounds sometimes chases a larger predator away from its kill. Hell hounds recognize the folly of taking on creatures that are too tough for them. Hell hound attacks against humans and metahumans are rare.

• SILHOUETTE: 1. • SKILLS: Athletics 1, Brawl 1, Perception 1, HELL HOUND Stealth 1, Survival 1. [RIVAL] • TALENTS: Adversary 1 (upgrade the difficulty Canis tartari. The hell hound is a metaspecies of of all combat checks against the hell hound the German shepherd dog, standing about ninety once), Durable 1 (reduce the result of all Critical centimeters at the shoulder and weighing in at Injuries against the hell hound by -10, to a about 145 kilograms. Their coats are as black as minimum of 1), Enduring 2 (increase the Soak coal, and their eyes are redrimmed. They are rating of the hell hound by 2). pack-hunting predators, typically hunting small • ABILITIES: Immunity to Fire (a hell hound is game up to the size of a deer, though they’re not immune to the effects of fire-based attacks and above scavenging if the situation calls for it. effects), Low-Light Vision (a hell hound can They’re also not afraid of going after larger remove b on skill checks imposed from animals, sometimes including metahumans, if darkness). they have the numbers. They’re popular as • EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; security animals, especially in isolated facilities in Range [Engaged]; Vicious 1). rural areas. Hell hounds are primarily found in woodland HELLBENDER areas, but can be encountered anywhere domesticated dogs are present. [MINION] The hell hound is an efficient predator, Cryptobranchus pollutus. The preferring to hunt in packs of up to a dozen hellbender is a large aquatic individuals. Though it is a rare sight, more tha salamander growing up to a none pack occasionally cooperates in a hunt. Hell length of 1.2 meters. It has a hound packs will chase and pull down deer and thick body and tail, and a wild sheep, with reports of large rounded head with feathery or multiple packs attacking external gills. Its legs are small, animals as large as bear. almost vetigial. It is Individual hell hounds will predominantly light gray. The also feed on rabbits or hellbender is very slow on squirrels that they can land, but surprisingly fast in catch. the water, where it uses its Pack behavior is wellbroad tail to assist with coordinated. During a propulsion. hunt, one portion of the The hellbender feeds on pack often operates to fish and small water birds. flush the prey toward It secretes a neurotoxin where the rest of that has a numbing and the pack waits in ambush. The animals' paralyzing effect. The Adversaries Adversaries

GENESYS has a bb penalty), Manipulate Magic (the imp can influence the magic around itself within Short range. It can use a Maneuver, to add b or b to any Magic skill check of any target's creature within Short range), Possession (the imp can, as an Action, possess any non-living arcane object of Silhouette 0 within Short range. The imp is of course limited in what it can do while in the new form of its possessed object). • EQUIPMENT: Slam/Bite/Claw (Brawl; Damage 4; Critical 4; Range [Engaged]; Energy Drain).

INCUBUS

[RIVAL] Incubus praetexti. The incubus resembles a large, land-dwelling octopus. Its soft body grows up to 1 meter long, and the spand of its tentacles (tip to tip, diametrically) can exceed 3.2 meters. Its skin is usually dark purple, shading to a light, purplish-white on the underside. When being cautious, the creature changes to light gray speckled with black; when enraged or hunting, it becomes bright red. The incubus's tentacles have suckers. Near the tip of each tentacle is a sharp, horny process that can cause severe tearing wounds. The incubus's eyes are larger (proportionally) then the octopus's, and look disturbingly human. On the creature's ventral side, set among the tentacle roots, is a large, powerful beak (again, similar to the octopus's). The incubus is a skilled urban predator that hunts any city-dwelling creature, including humans and metahumans. Because it can only move slowly, the incubus uses a minor form of telepathy and illusion to attract prey within the range of its powerful tentacles. Once a victim has wandered into range, the incubus reads its mind to discover details of the prey's innermost desires. It then projects an illusion that perfectly matches those desires directly into the victim's mind. Because the incubus remains in continuous contact with the victim's mind, it can tailor the illusion's “reactions” to match the victim's expectations. Thus, a human might “see” and be able to Adversaries > Adversaries

GENESYS

JUGGERNAUT [RIVAL] Dasypus praegrandis. Another Awakened creature that arose from the common armadillo (Dasypus novemcinctus), the juggernaut has the same jointed armor of bony plates and the same poor eyesight. The juggernaut, however, reaches lengths of 14 meters or more. Like the armadillo, the juggernaut has no teeth; unlike the armadillo, the juggernaut has sharp serrated ridges od bone in upper and lower jaw. The creature's feet are clawed. The juggernaut is an omnivore in the truest sense of the word. Its chemical economy can absorb and extract nutrients from everything, be it plant, animal, rocks, or even scrap metal. It does seem to prefer live prey, however. This variable chemical economy allows the juggernaut to respire anaerobically for hours. When its metabolism has switched over to anaerobic, it needs no air. (Though it cannot swim, a juggernaut can hunt fish in a lake by walking around on the lake bed.) When operating aerobically, however, the creature is considerably faster (reflecting the greater chemical efficiency of aerobic respiration). To compensate for its weak eyesight, the juggernaut has enchanced hearing and smell, and motion detection (apparently based on detection of electrical fields). Juggernauts do not have thermographic vision. On the other side, they show a very small IR signature, and thus are difficult to detect using thermos. (This is an apparent consequence of the insulating nature of the juggernaut's hide plates, though how the excess heat is dissipated remains a mystery.) Juggernauts are aggressive hunters. They are also solitary creatures. Unless one is male and the other a female in estrus, an encounter between two juggernauts almost inevitably leads to a fight to the death of one or both. A juggernaut will cut a swath through a region, eating and destroying everything in its path. They are the ultimate killing machine, and conversely, Adversaries Adversaries

GENESYS drown. They also have a slight negative buoyancy, which means they must keep swimming or else slowly sink to the bottom. Megalodons prefer the pelagic depths, in excess of 400 fathoms (738 meters). The name “megalodon” comes from a genera name for large pelagic sharks that become extinct several million years ago. Differences between the modern-day megalodon and fossil records of the earlier type indicate that the current species is an Awakened one. Genetic mapping indicates tha the best candidate for the megalodon's progenitor is the great white shark (Carcharodon carcharias). Nevertheless, the strong similarities between this species' teeth and the fossilized teeth of the prehistoric megalodon have resulted in the species name of neomegalodon. It is difficult to kil la shark, and even harder to kill a megalodon. The only chance is a direct hit to the very small brain or to the brain stem.

still affects the movement of a megalodon), Keen Scent (the megalodon can notice creatures by scent in a radius of Extreme range underwater and can detect blood in the water at ranges of up to a mile), Swallow Whole (the megalodon can spend x or aaa to swallow any creature of Silhouette 2 or smaller. A swallowed creature suffers 9 points of bludgeoning damage each turn, but can attempt to escape with a Daunting (dddd) Coordination check. The swallowed creature can also attack the insides with a Brawl, Melee or Ranged [Light] weapon. If he deals 11 or more wounds to its inside he can escape from within the megalodon). • EQUIPMENT: Bite (Brawl; Damage 15; Critical 2; Range [Engaged]; Pierce 4, Swallow Whole, Vicious 4).

MERMAID

[MINION] Merhomo illecebrae. This marine mammal has two humanoid arms. Its body resembles a sea lion's, but is slightly larger. Its color shades from black near the tail to pale pink around the upper torso and head. Its face resembles a foultempered sea lion's, but a shock of long dark hair on its head lends a vaguely human appearance from a distance. Both males and females have • SILHOUETTE: 1. pronounced mammae. The mermaid's four fingers (no opposable thumb) have rending • SKILLS: Athletics 1, Brawl 2, Perception 3. claws. Its reaches a length of 2.1 meters and can • TALENTS: Durable 4 (reduce the results of all Critical Injuries against the megalodon by -40, to weigh as much as 350 kilograms. The mermaid is a fast-moving predator that a minimum of 1), Enduring 1 (increase the Soak normally feeds on fish and mollusks of the coastal rating of the megalodon by 1), Lethal Blows 2 waters. It catches and rends its prey using its (add +20 to any Critical Injury result inflicted by strong hands. Like merrows, to which these the megalodon). creatures are distantly related, mermaids • ABILITIES: Amphibious (a megalodon can breathe underwater, and never suffers movement congregate in polygamous family groups and penalties for moving through water), Blindsense assosiations. It swims wit han undulating motion, achieving remarkably high speeds and using its (using acute smell, the megalodon notices limbs for fine directional control. Though it is a creatures it cannot see. The megalodon usually mammal, and thus an air-breather, the mermaid does not need to make Perception checks to can remain underwater for up to an hour, even pinpoint the location of a creature within Long during extreme exertion. range, provided that it has line of effect to that Unlike the merrow, the mermaid is neither creature. Any opponent the megalodon cannot see still has total concealment against it. Visibility sentient nor even intelligent. It does exhibit a sly and malign instinctive cunning, however. Adversaries > Adversaries

GENESYS made to banish the morbi), Deathlock (damage dealt by the morbi is lingering. When healing by any means, the creature heals one less point of damage. Furthermore, any difficulty of Medicine or Primal checks for healing is upgraded once), Enhanced Senses 1 (a morbi adds b to Perception and Vigilance checks), Low-Light Vision (the morbi can remove b on skill checks imposed from darkness), Magic Sense (a morbi can automatically sense the presence of any magical item or magical energy within Long range), Materialize (by spending a Maneuver, the morbi can manifest into a physical form), Search (the morbi may seek any person, place, or object within its terrain. To find the target, the morbi must succeed in an Opposed Discipline check. If the target of the search power is an object, the morbi must succeed on a Hard (ddd) Perception check). • EQUIPMENT: Slam (Brawl; Damage 5; Critical 4; Range [Short]; Deathlock).

NAGA

Defensive 1 (increase the Defense rating of the naga by 1), Enduring 1 (increase the Soak rating of the naga by 1). • ABILITIES: Darkvision (a naga can remove all b from skill checks imposed by darkness), Magic Defense 2 (all Magic skill checks against the naga has a bb penalty), Venom (anyone bitten by a naga must immediate make Hard (ddd) Resilience check or suffer 6 points of unsoakable Wound damage). • EQUIPMENT: Bite (Brawl; Damage 5; Critical 4; Range [Short]; Pierce 1, Venom).

NATURE SPIRITS

Nature spirits are the embodied forces of nature and of place; they are spirits of the shamanic tradition. There are four classes of nature spirits: Spirits of the Land (forest, mountain, desert, prairie), Spirits of the Waters (sea, lake, river, swamp), Spirits of the Sky (storm, mist), and Spirits of Man (city, field, hearth). Nature spirits rarely appear in any fixed form. When they do materialize, it is often in a form that reflects their home terrain. If conjured by a shaman of great power, these spirits may appear in a shape somewhat like their summoner, but composed of the matter of their home terrain. Spirits of Man are the major exception, as they usually assume humanoid form. Ancient legends of "brownies" and "faerie folk" may be based on these spirits' material forms. Nature spirits can only exist in their home domain. They cannot be summoned anywhere else, nor will they leave their home. Thus, a sea spirit cannot move onto land, a plains spirit will not enter a forest, and so on.

[NEMESIS] The naga is a large serpent 10 meters long, but with an enlarged, blunt head. Coloration varies but is almost always a multicolored pattern that fades toward the pale underbelly. Naga become inactive in periods of extreme heat or cold. They eat small mammals and live in rocky crevices or human-built structures. Normally solitary, nagas may be found in groups of up to two dozen. The longest-lived specimen in captivity is 32 years old. Nagas are far more intelligent than most reptiles. They can learn various behaviors ranging from verbal and somatic cues to sophisticated activities in a very short time. Many paranaturalist and Awakened-rights groups maintain that nagas NATURE are sentient. Their ability to cast spells tends to [RIVAL] support this claim. Highly territorial, nagas are frequently used as guards in security details.

• SILHOUETTE: 2. • SKILLS: Arcana 3, Brawl 2, Coercion 2, Discipline 2, Perception 2, Resilience 3, Vigilance 2. • TALENTS: Adversary 2 (upgrade the difficulty of all combat checks against the naga twice), Adversaries > Adversaries

GENESYS Brawn hours]), Immunities (the nosferatu is immune to aging, diseases, and toxins), Infection (this allows the nosferatu to infect any suitable creature it drains to 0 Essence with the Essence Drain power. The victim sickens and apparently dies. Shortly after "death," the individual returns to life as a being of the type that drained its Essence. Such "newborn" Essence-draining creatures are dangerous. Though they are barely conscious of their new state, instinct will drive them to satisfy their hunger for Essence in any way they can. Player characters affected by the Infection power automatically become non-player characters after their "deaths" and are controlled by the GM), Magic Defense 2 (all Magic skill checks against a nosferatu has a bb penalty), Regeneration (at the beginning of each turn, a nosferatu makes a Simple (-) Resilience check to recover wounds. One wound is recovered for every s on the check), Vulnerability (the nosferatu suffers 1 point of unsoakable damage per turn exposed to direct sunlight). • EQUIPMENT: Bite (Brawl; Damage 6; Critical 3; Range [Engaged]; Essence Drain, Infection, Pierce 1), Slam (Brawl; Damage 5; Critical 4; Range [Engaged]; Knockdown), by weapon type.

Survival 1, Vigilance 1. • TALENTS: Durable 1 (reduce the results of all Critical Injuries against the nova scorpion by -10, to a minimum of 1), Enduring 2 (increase the Soak rating of the nova scorpion by 2). • ABILITIES: Concealment (the nova scorpion adds bb to Stealth checks to remain hidden), Venom (anyone struck by the nova scorpion's stinger must immediately make a Hard (ddd) Resilience check or suffer 6 points of unsoakble Strain damage. If there is a y result, the target is Disoriented for a number of turn equal to the amount of t on the check, minimum of one). • EQUIPMENT: Pincher (Brawl; Damage 5; Critical 4; Range [Engaged]; Ensnare 1), Stinger (Brawl; Damage 5; Critical 3; Range [Engaged]; Pierce 1, Venom).

PEGASUS

[MINON] Equus volatilis amplus. The pegasus is a winged horse, standing 1.8 meters at the shoulder and weighing 350 kilograms. It has slender hind limbs, and both pairs of legs end in fused hooves. Most pegasus are white- or roan-colored, though existing reports include a single account of a black pegasus. The long mane running down the back of the neck rises to a crest between the ears. The animal's heavily feathered wings sprout from behind the shoulders, spreading to an average span of NOVA 7.5 meters. Genetic typing has been unable to establish a preSCORPION AWakening precursor of the [RIVAL] pegasus. Approximately 1 meter long, the nova scorpion Primarily a land dweller, the pegasus uses its has a goldcolored body and large pincers. Its tail wings for short flights, usually lasting only 10-20 ends in a large stinger. Several species of minutes. Pegasus fly primarily to escape scorpions inhabit the same area as the nova scorpion, but they are all much smaller and paler predators and other threats, and to bypass obstacles. Pegasus skillfully navigate thermal air with smaller stingers. currents in flight, often traveling at heights of up to 3.000 meters. On land, the pegasus forages in grasslands and other terrains offering enough vegetation to satisfy its considerable hunger. It eats grasses, • SILHOUETTE: 0. weeds, the bark of young trees and saplings, and • SKILLS: Brawl 2, Resilience 1, Stealth 2, even water weeds and rushes. In addition, Adversaries > Adversaries

GENESYS background, such as a cleansing ritual, it irritates them to no end. An irritated phantom will throw a tantrum until things are set right. These phantoms are called poltergeists. Poltergeists are not necessarily deadly, but they can have violent outburst where they can telekinetically throw items. Background count can borderline on being PHANTOM toxic to phantoms when it comes to strong or [NEMESIS] intense violence in death. If a phantom nests in The astral plane is flavored by metahumans’ such a background, they can become obsessed emotions and actions, and our astral with the background. They can become more surroundings are a chaotic blending of these than violent poltergeists, wanting to bring more flavors. It’s probably this unique phenomenon death, even to the point of fixating on a way to that attracts phantoms. We have one category for murder people. These kinds of phantoms become phantoms, but I suspect that they can come from grim reapers. Grim reapers can feed off the different metaplanes. Most appear as lanky psychic release and energies created at the humanoids, grotesquely stretched to four meters scenes of death, especially violent death. Grim tall. They are under the squatter category as they reapers use ghost chains as well, but these chains “nest” in the astral background. They become have a darker connection. The body of each of attached to a location and don’t want to leave it. their victims become another object connected Some phantoms create a magical connection to to the ghost chain. Like ghosts, grim reapers the nesting area, making it more difficult to have limited freedom of movement through the remove them. This is called a Haunt, and it allows chains. Unlike ghosts, grim reapers can animate the phantom to have more physical control over their victims like corps cadavres. As a side note, their nest. Phantoms are the most common of there are a few odd cases noted by paramedics spirit entities that the mundane encounter. where patients who should have normally What is interesting is that, as they nest, they stabilized with medical care died, as if no become psychically connected to the source or treatment had been delivered. They are believed the background. For some, if there’s a to be victims of a grim reaper. background connection to a deceased person, they can inherit strong memories and even change their appearance to allow them to act like conventional ghosts of pre-Awakening legend. Depending on the strength of the phantom and the emotional impression, ghosts can connect • SILHOUETTE: 2. themselves to personal belongings of the • SKILLS: Athletics 3, Brawl 3, Coercion 4, deceased individual. These connections are called Discipline 3, Melee 3, Perception 3, Ranged “ghost chains.” Ghost chains allow the phantom [Light] 2. limited freedom from their nesting area to where • TALENTS: Adversary 2 (upgrade the difficulty the connected items are located, along with of all combat checks against the phantom twice), resistance to banishment. Defensive 3 (increase the Defense rating of the Even if they are not acting as ghosts, phantoms phantom by 3), Lethal Blows 1 (increase the have a strong connection to the background of result of all Critical Injuries inflicted by the their Haunt, and they hate any change to it. They phantom by +10). will covet items to keep that flavor of • ABILITIES: Accident (the phantom can target background, though they don’t stray too far from any creature within Medium range with this their nesting location to collect them. Phantoms power as a Maneuver. The targeted creature is are mostly harmless, as they may tidy up a place allowed a Hard (ddd) Discipline check to at night or have a drink with a patron in the wee ward off the effects. If the check fails, the hours of the morning. More annoying phantoms creature adds an automatic y on its next skill could bring in and feed stray cats at your check), Banishing Resistance 3 (any attempts to expense, or not approve of the companionship banish the phantom has a bbb on the Arcana you come home with. If there’s a change in the (ddddd) Medicine check, each s recovers 1 point of Agility or Presence (healer's choice)). • EQUIPMENT: Bite (Brawl; Damage 6; Critical 4; Range [Engaged]; Blood Drain, Disease), Slam (Brawl; Damage 4; Critical 4; Range [Engaged]; Ensnare 1, Wither).

Adversaries > Adversaries

GENESYS a boar. It has typical bear feet with large rending claws, and a bushy tail 0.2 meters long. It is irongray in color, except for lighter patches spreading down its flanks. A male adult piasma reaches a height of 1.5 meters at the shoudler, is approximately 3 meters long, and can weigh more than 600 kilograms. Unlike its omnivorous progenitor, the piasma is a carnivore. It may appear to be slow, but can display bursts of exceptional speed that permit it to run down even swiftly feeling prey. The piasma prefers live prey if it can be obtained without major risk, but it often subsists by scavenging, seeming to prefer the leavings of humans and metahumans. For this reason, the creature sometimes dwells on the fringe of human settlements. The piasma is nocturnal, lairing in caves. The animal is not territorial, however, an innovation that may have evolved because extreme territoriality near human settlements would soon lead to detection and eventual extermination. For the same reason, it is usually a solitary creature, except during the mating season in late summer. Piasma will sometimes attack a solitary human, dragging the body back to its lair. If attacked or threatened, piasma are ferocious fighters with phenomenally strong jaws. It is also interesting to note reports that some European entertainers have been able to train piasma to perform tricks, just as trainers achieves with the Russian Ursus arctos, in the 20th century.

that have not yet taken their turn). • EQUIPMENT: Claw (Brawl; Damage 9; Critical 3; Range [Engaged]; Rake, Vicious 2).

PROTEAN

[NEMESIS] Entamoeba imitatrix. In its amorphous form, the protean is a mass aggregate of individual protozoan cells weighing between 0.5 and 125 kilograms. Its critical mass appears to lie between these extremes; at its smallest mass, the protean cannot simulate other critter forms, and its largest mass is too unstable to maintain any change of shape. Individual, non-transformed cells closely resemble the human dysentery bacterium Entamoeba histolytica, leading researchers to believe that Entamoeba imitatrix derives from this organism through an Awakening process that somehow incorporated the Boltzmann-Schneider virus into cellular organelles. The carnivorous protean hunts by concealing or disguising itself, luring its prey into range, then engulfing the victim, destroying the creature with powerful acidic secretions. The protean will not attack organisms smaller or larger than its own critical mass range. Like other bacteria, the protean remains constantly active in moist environments but moves considerably slower in dry surroundings. Proteans move and hunt by night. Proteans reproduce by simple fission. The protean exhibits two extraordinary abilities; it can sustain mass cohesion of far greater size than similar, primitive organisms such as slime molds, and it can imitate the outward form of other organisms. The protean can disguise itself as the creature that it most recently engulfed and ate, making it particularly dangerous. Scientists believe both these unique features • SILHOUETTE: 2. stem from the protean's Awakening through the • SKILLS: Brawl 2, Coercion 2, Resilience 3, Boltzmann-Schneider virus. Professor Andreas Survival 1. Szerinsky at Moscow University offers a radical • TALENTS: Adversary 1 (upgrade the difficulty interpretation of the effects of this virus, of all combat checks against the piasma once), employing the theory of metamorphogenetic Durable 3 (reduce the results of all Critical Injuries against the piasma by -30, to a minimum fields. Professor Szerinsky hypothesizes that the virus transformed organelles decode information of 1), Lethal Blows 2 (increase the result of all from an engulfed organism's morphogenetic Critical Injuries inflicted by the piasma by +20). fields, those factors believed to determine cell • ABILITIES: Darkvision (a piasma can remove differentiation. Szerinsky has demonstrated that up to bb on skill checks imposed from electromagnetic field fluctuations disrupt the darkness), Rake (a piasma cat can spend aa on protean's tranformation, suggesting that the its claw combat check to rake the opponent for electromagnetic field interacts with the protean's an additional 5 points of damage), Quick Strike 2 morphogenetic fields in a manner that blocks the (add bb to any combat checks against targets protean's ability to duplicate the appearance of Adversaries > Adversaries

GENESYS radhound by 2). • ABILITIES: Enhanced Senses 2 (the radhound adds bb to all Perception and Vigilance checks), Immunity (a radhound is immune to diseases), Low-Light Vision (the radhound can remove b on skill checks imposed from darkness), Regeneration (at the beginning of each turn, a radhound makes a Simple (-) Resilience check to recover wounds. One wound is recovered for every s on the check). • EQUIPMENT: Bite (Brawl; Damage 7; Critical 3; Range [Engaged]; Disorient 1, Vicious 1).

SALAMANDER

[MINION] The salamander resembles a small, swirling balls of flame hoveirng and dancing in mid-air. It is about 12 centimeters in diameter, not much bigger than a fist. Sometimes it cloaks itself in diaphanous veils of flame. Salamanders are often seen at large conflagrations, particularly forest fires, drifting among the flames. It is not known whether salamanders eat, and if so, what. Nor do even vague theories exist concerning their reproductive capacities or habits. Salamanders enjoy fire, seeming totally unaffected by any form of radiant energy. No substantive proof exists, but it seems likely that salamanders sometimes start large fires for the sheer enjoyment of dancing among the flames. Salamanders are almost certainly a form of freeroaming fire elemental, and so dwell predominantly on the astral plane. Reports indicate that they are intelligent, and that they can communicate among themselves and with other creatures. Even though reputed to have caused great destruction, they do not behave in an actively malign manner towards humans and metahumans. No sightings of free-roaming analogs of the salamander have been reported for the other three elements. It is assumed that they exist, however. Awaiting their discovery, common names already have been chosen for them: Gnome (Earth), Sylph (Air), and Undine (Water).

• SILHOUETTE: 0. • SKILLS (GROUP ONLY): Athletics 1, Resilience Adversaries > Adversaries

GENESYS influenced by the cycles of the moon, nor are they humans able to turn into animals. Shapeshifters follow the normal habits of their animal form most of the time (which they seem to prefer over their humanoid form). They are intelligent and capable of learning human languages and customs. Many are also able to learn and use magic. A shapeshifter lives in its animal form in the wild. In humanoid form, it can often be found as a member of a human community. Bear: Bear shapeshifters can be found throughout the northern hemisphere. They have excessive body hair in humanoid form and rarely display any magical skills. Eagle: Eagle shapeshifters are found throughout Europe and North America. They have dark eyes and sharp features in humanoid form and prefer to avoid enclosed spaces. Use of magical skills is common, and eagle shapeshifters are particularly skilled in dealing with sky spirits (b to all such checks). Fox: Fox shapeshifters are found primarily in Japan and China. They retain their fox tails in humanoid form, often covering them with long coats or robes. Magical skills are common among fox shapeshifters, particularly illusion and manipulation spells. Tiger: Tiger shapeshifters are found in Asia. They are fierce and powerful hunters. Cat-like and/or reflective eyes are a common feature in humanoid form. Magical Skill use among them is rare. Seal: Seal shapeshifters are found in coastal waters worldwide. They display webbed toes (and sometimes fingers) and luxuriant hair in humanoid form. Active use of magic is common for them. Warek: The warek is a West African leopard shapeshifter, the most common type of shapeshifter found on the continent. Wolf: Wolf shapeshifters are found throughout the northern hemisphere. In humanoid form they display hairy palms and prominent eyebrows that meet in the middle. Active use of magic is uncommon among wolf shapeshifters.

Perception 1, Primal 1*, Stealth 1, Vigilance 1. (*see individual animal type for information whether or not a Magic skill is available). • TALENTS: Durable 1 (reduce the results of all Critical Injuries against the shapeshifter by -10, to a minimum of 1). • ABILITIES: Enhanced Animal Characteristics (while in animal form, increase the shapeshifter's Brawn and Agility by +2), Regeneration (at the beginning of each turn, a shapeshifter makes a Simple (-) Resilience check to recover wounds. One wound is recovered for every s on the check). • EQUIPMENT: Bite/Claw (Brawl; Damage 5; Critical 4; Range [Engaged]), or by weapon type (in humanoid form only).

SHARK [MINION] While considered the most feared predators of the oceans, most sharks aren’t aggressive and will back down from a legitimate threat. The smallest sign of weakness or the faintest smell of blood in the water, however, drives most sharks into a killing frenzy. The following statistics are common for bull sharks; tiger and great white sharks are much larger and deadlier.

• SILHOUETTE: 1. • SKILLS (GROUP ONLY): Athletics 2, Perception 1. • TALENTS: Lethal Blows 2 (add +20 to any Critical Injury result inflicted by the shark). • ABILITIES: Amphibious (the shark can breathe underwater, and never suffers movement penalties for moving through water), Blindsense (using acute smell, a shark notices creatures it cannot see. The shark usually does not need to make Perception checks to pinpoint the location of a creature within Medium range, provided that it has line of effect to that creature. Any opponent the shark cannot see still has total concealment against it. Visibility still affects the movement of a shark), Keen Scent (a shark can notice creatures by scent in a radius of Extreme range underwater and can detect blood in the water at ranges of up to a mile). • SILHOUETTE: 1. • SKILLS: Arcana 1*, Athletics 1, Brawl 1, Cool 1, • EQUIPMENT: Bite (Brawl; Damage 7; Critical 4; Range [Engaged]; Pierce 1, Vicious 1). Adversaries Adversaries

GENESYS some wendigos use illusion magic to disguise themselves and walk unseen among their prey. A character who becomes infected with HMHVV and turns into a wendigo uses their normal Attributes.

is recovered for every s on the check). • EQUIPMENT: Bite/Claw (Brawl; Damage 7; Critical 3; Range [Engaged]; Essence Drain, Infection, Vicious 1).

WESTERN DRAGON • SILHOUETTE: 2. • SKILLS: Brawl 3, Coercion 3, Discipline 2, Melee 2, Resilience 3. • TALENTS: Adversary 1 (upgrade the difficulty of all combat checks against the wendigo once), Durable 1 (reduce the results of all Critical Injuries against the wendigo by -10, to a minimum of 1), Lethal Blows 1 (add +10 to the result of all Critical Injuries inflicted by the wendigo). • ABILITIES: Essence Drain (by spending aaa or x on its combat check, a wendigo can drain 1 point of Essence from the victim. The wendigo can use this drained Essence to raise one of its characteristics by 1, though not above 5, for a duration of 12 hours. Anyone brought to Essence 0 dies), Immunities (a wendigo is immune to aging, disease, and toxins), Infection (this allows the wendigo to infect any suitable creature it drains to 0 Essence with the Essence Drain power. The victim sickens and apparently dies. Shortly after "death," the individual returns to life as a being of the type that drained its Essence. Such "newborn" Essence-draining creatures are dangerous. Though they are barely conscious of their new state, instinct will drive them to satisfy their hunger for Essence in any way they can. Player characters affected by the Infection power automatically become non-player characters after their "deaths" and are controlled by the GM), Influence (the wendigo can insinuate suggestions into a target's mind within Medium range, as an Action, predisposing that person to some form of action, reaction, or emotion. Make an Opposed Discipline check between the victim and the wendigo. If the wendigo succeeds on this check, it can dictate the victim's next actions for one turn per uncancelled t on the check, with a minimum of 1 turn), Low-Light Vision (a wendigo can remove b on skill checks imposed from darkness), Regeneration (at the beginning of each turn, a wendigo makes a Simple (-) Resilience check to recover wounds. One wound Adversaries Adversaries

GENESYS LIST OF ADVERSARIES Air Elemental Alligator Baba Yaga Bandersnatch Banshee Barghest Basilisk Bear Behemoth Blink Sloth Cerberus Hound Chimera Chupacabra Cockatrice Corps Cadavre Corpselight Croki Demon Rat Devil Rat Devilfish Dog Dzoo-Noo-Qua Earth Elemental Eastern Dragon Ekyelebenle Feathered Serpent Fire Elemental Fomorian Gargoyle Ghoul Glow Rat Goblin Gomatia Gorgon Great Cat Greater Armadillo

Griffin Harpy Hell Hound Hellbender HKPD Street Cop HKPD SWAT Hydra Wyrm Imp Incubus Jauchekafer Juggernaut Kappa Ki-rin Lambton Lizard Leshy Loup-Garou Man-of-the-Woods Martichoras Megalodon Mermaid Morbi Naga Nature Spirit of the City Nature Spirit of the Desert Nature Spirit of the Field Nature Spirit of the Forest Nature Spirit of the Hearth Nature Spirit of the Lake Nature Spirit of the Mist Nature Spirit of the Mountain Nature Spirit of the Plains Nature Spirit of the River Nature Spirit of the Sea Nature Spirit of the Storm Nature Spirit of the Swamp

BUILDING MAN'S BEST FRIEND ••• 建立男人最好的朋友 The name of chimerics derives from ancient legend, a creature that combined the bodies of a lion, a goat, and a fire-breathing serpent. In ancient days this was, perhaps, a thing of imagination, or some aberrant Awakened creature, or just the fever dream that anything could breed with anything. But science has always been about breaking things down to smaller parts, because when they get small enough, often times you find you can put all the Adversaries > Adversaries

GENESYS processes affected making it cold blooded. The law of unintended consequence is in full effect here. Chimerics are always sterile, if not directly from the genetic manipulation, then from the corp protecting themselves from unlicensed duplication of intellectual property.

Cockatrice

13,000¥

(R) 10

Demon Rat

150,000¥

(F) 10

Devil Rat

1,000¥

(R) 6

Devilfish

35,000¥

(R) 9

200¥

2

Gargoyle

120,000¥

(F) 10

Chimeric modification, or series of modifications, represents the core of what makes a chimeric creature what it is. The creature is given abilities beyond what its species normally possesses. These new abilities almost always include a noticeable change in the physiology and behavior of the creature, such as unusual patches of fur or scales, a change in the appearance of the eyes, or behaviors alien to the native species but common in the genetically grafted species. Unless specifically mentioned, a modification cannot be chosen more than once. All abilities are considered mundane critter powers and do not require the critter to be Awakened to function. Costs for chimerics are triple the base creature cost plus twenty-five percent for each type of genetic modification and fifty percent for each chimeric ability. These costs presume that a viable sample has already been produced. The research and development of an untested new chimeric is much higher. A chimeric critter can only possess up to six chimeric modifications. After that, their genetic structure becomes too unstable, and the genetic blueprint will fail to generate a viable embryo. There are rumors of delta gene clinics that can exceed this limit, but this information cannot be verified.

Glow Rat

4,000¥

(F) 8

Gorgon

120,000¥

(F) 10

Great Cat

50,000¥

(F) 10

Greater Armadillo

40,000¥

(R) 10

Griffin

85,000¥ 

(R) 10

Harpy

30,000¥

(F) 10

Hell Hound

15,000¥

(R) 10

Hellbender

55,000¥

(F) 10

CREATURE COST CRITTER

Piasma

240,000¥

(F) 10

Radhound

80,000¥

(F) 10

Scorpyrine

55,000¥

(F) 10

Sea Leech

200,000¥

(F) 10

Shadowhound

10,000¥

(R) 10

Shark

3,500¥

(R) 10

Spider Beast

5,000¥

(R) 9

Tarantella

1,500¥

(R) 9

Wolf

3,500¥

(R) 10

120,000¥

(F) 10

Dog

CHIMERIC MODIFICATIONS

COST

RARITY

Alligator

1,200¥

(R) 10

Barghest

20,000¥

(F) 10

Basilisk

120,000¥

(F) 10

Bear

35,000¥

(F) 10

Behemoth

2,000,000¥ (F) 10

Blink Sloth

65,000¥

(R) 10

Cerberus Hound

70,000¥

(R) 10

Chimera

120,000¥

(F) 10

Chupacabra

80,000¥

(R) 10

Adversaries > Adversaries

GENESYS making the creature stronger, faster, or smarter. Increase one attribute by fifty percent, rounded up. Applying Characteristic Enhancement to a characteristic of 1 increases it to 2, and so forth. This modification can be selected more than once, but not for the same characteristic. Climate Adaptation: The critter’s metabolic processes, skin tissue, and regulation cycles are adapted to extreme heat or cold climates, enabling the critter to adjust more easily to hot or cold temperatures. This quality grants a b for Survival checks from their chosen environment. Defensive Secretion: The critter’s dermal cells allow it to exude a defensive liquid when agitated or endangered, similar to the defensive secretions of some frogs and insects. Though not poisonous, these secretions are either acidic, creating a burning sensation upon touch, or cause other adverse skin reactions. As soon as someone touches the bare skin of the agitated critter with unprotected skin, they suffer a b modifier for all checks made within the next twenty-four hours or until treated with a successful Average (dd) Medicine check. If an individual affected by the secretion is allergic to the base critter of the chimeric, increase the modifier to bb. Dynamic Coloration: The critter’s skin changes color only when exposed for a prolonged time (1 minute) to a background with sharp contrasts, like colorful patterns, and it retains the new color for up to four hours total. If the background around it changes, the color fades and the creature’s coloration returns to normal within ten minutes. While the camouflage is in effect, increase the difficulty of Perception checks to see the critter once, as long as it is standing still. Echolocation: Changes in the ear, vocal chords, and spatial-auditory portions of the brain enable the critter to visualize its surroundings by sending and receiving sonic pulses. The critter can remove all b modifiers to Perception checks regardless of light conditions, even complete darkness. The only limitations are that solid objects like glass or concrete block the sense and the range is limited to Short range in air and Long range in water. Electrocytes: Derived from the electric eel, this modification generates stacks of specialized cells capable of generating electrical potential. These electrocytes allow the critter to deliver an electrical attack with a successful touch-only melee attack. This attack inflicts 6 points of Strain Adversaries