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The Shadowrun of Yesterday (SroY) is a work in progress

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun (or to bring Shadowrun to TSOY.. anyway) Please feel free to contribute.

The setting is an urban cyberpunk future. It is cross-genre, in the respect that it features fantasy races and magic. Handy wikipedia link for Shadowrun here, if you're curious.

Character sheet here (http://slithytoves.sytes.net/~jerm/sroy_sheet.pdf)

Sample Characters


Contents

1. Pools
2. Races
4. Magic
10. Keys
11. Notes

Pools

Rather than using the TSOY pools, Vigor, Instinct, Reason, Shadowrun of Yesterday uses the following:

Metal represents the character's raw natural talent for interacting with the Matrix, using electronics and machinery, and cyberware. Characters with high Metal are often known for being unmatched in the Matrix, being a wiz with electronics and mechanics, and for having multiple cyberware implants. Metal is refreshed by engaging in any act with another character that involves electronics or mechanics, specifically for the purpose of enjoyment.

Meat represents the character's physicality, speed, strength, toughness, physical charisma and sexuality. Characters with high Meat are known to be fast, strong, and hearty. Meat is also used for Shamantic Magic. Meat is refreshed by engaging in any act with another character that involves physical exertion or skill, specifically for the purpose of enjoyment.

Mind represents the character's raw intelligence and wit. Characters with high Mind are known to be clever, fast learners, innovative and able to think ahead. Mind is also used for Hermetic Magic. Mind is refreshed by engaging in any act with another character that involves a game of mental skill and strategy, or other intellectual stimulation.


Races

Races are handled in SroY the same way as Species in TSOY. We've theorized that unlike races in D&D or even TSOY, Shadowrun races do not have much that differentiates them from humans, aside from physical characteristics. Heck, alot of them WERE humans previously. Hence, we're thinking that there will not be Racial Abilities, and probably will not be much in the way of Racial Keys. We're looking at differentiating via Secrets, or possibly giving pool bonuses to races, though that would be a break from core TSOY mechanic.

Troll

Secret of Troll Size You're a colossus, standing about three meters (10 feet) high. This Secret gives you a bonus die to your Endure rolls, and a penalty die whenever you try to avoid physical attacks using React. Cost - Nothing.

Secret of Troll Strength Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Elf

Secret of Elven Agility

Secret of Elven Magic

Dwarf insert dwarf racial secrets here

Human insert human racial secrets here


Abilities

These are recommended in addition to the abilities suggested in the core TSOY material.
Basic
Modify the core TSOY abilities as follows:

Endure (Meat)
React (Metal)
Resist (Mind)

Artistic

Freeload (Meat)
Create (Mind)
Story-tell (Mind)
Music (Mind)

Craftsman

Haggling (Mind)
Crafting - Miscellaneous (Mind)

Warrior

Sense Danger (Meat)
Battle Tactics (Mind)

Social

Sway (Mind)
Savoir-Faire (Meat)
Etiquette (Mind)

Illicit

Stealth (Meat)
Theft (Meat)
Deceit (Mind)
Streetwise (Meat)

Outdoor

Athletics (Meat)
Aim (Meat, though possibly Metal)
Navigation (Mind)
Animal Ken (Meat)

Priestly

Conjuring* (Meat)
Counsel (Mind)
Discern Truth (Mind)
Orate (Meat)

6th World

Complex Crafts - Electronics (Metal)
Complex Crafts - Mechanical (Metal)
Driving (Metal) For cars, trucks, motorcycles, etc.
Piloting (Metal) For boats, aircraft, etc.
Matrix: Combat (Metal) For all fighting within the Matrix
Matrix: Stealth (Metal) For remaining undetected, or detecting others, or for covering tracks and forensics.
Matrix: Engineering (Metal) For most all other Matrix tasks. Especially "doing" or "undoing". Think security doors and cameras.
Demolitions (Metal)
Firearms (Metal)
Close Combat (usually Meat)
Biotech/Medicine (Mind)
Megacorp Politicking (Mind)
Drone Rigging (Metal) (to be used with associated Secrets)

Magic
  • Notes: We found that having 6+ abilities for magic (those below, plus summoning, etc) was prohibitive to casting types. The TSOY rules of course call for all six of these magical abilities, which assumes that magic practitioners have to give it pretty much all of their focus. Anyway, consider as an alternative, only three Magic Abilities, that would mirror the Pools, Meat, Mind and Metal. Meat would affect anything natural or naturally occurring, including a person's body, a rock, air, water, etc. Mind would affect all manner of mind-related stuff. Metal would affect anything not naturally occurring.

Hermetic and Shamanic Magic in Sro Y are handled with the rules as written for Three-Corners Magic. Magic Abilities

Transformation (Meat)
Creation (Meat)
Destruction (Meat)
Enthrallment (Mind)
Divination (Mind)
Enhancement (Mind)

Spells (Pool costs assume that these are taken as spells. Spell Secret pool costs are -1, which is already reflected in the given costs)

Minor Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility (Enthrallment): This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility (Enthrallment): Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch (Destruction): The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout (Destruction): Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast (Destruction): Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch (Destruction): The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt (Destruction): This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball (Destruction): This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout (Destruction): The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt (Destruction): The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt (Creation and Destruction): The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball (Creation and Destruction): This spell creates an explosion of flames that flash into existence and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth (Divination): The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance (Divination): The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual (Divination): The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink (Divination): The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion (Enthrallment): Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos (Enthrallment): Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.

Conjuring should be handled via Qek magic rules.
Ability

Conjuring (Meat) This ability allows the user, when combined with the Secret of Summoning, to contact and summon spirits. Use this ability to conjure or summon, or to banish a spirit. Use requires spending 1 Meat Pool. For banishing, the spirit may make a Resist Ability check, or a Spirit Force check. A Watcher Spirit may be summoned without spending any pool. Watcher spirits are weak and limited spirits.
Spirit Force (Meat) This ability reflects the strength of spirit that you are able to summon and control. Use this ability when resolving conflicts for a spirit that you have summoned or bound.

Magical Secrets

Secret of Electronic Influence (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.

Secret of Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Electronic Influence is a prerequisite.

Secret of Summoning This secret opens allows you to contact and summon spirits. There are six types of spirits contacted by Mages, Air, Fire, Water, Earth, Man, Beasts. Use requires spending 1 Meat Pool.

Secret of Bound Spirit You have summoned and bound a spirit to you. This spirit will remain with you until your death, or its destruction. It may perform some services for you.


Adept Secrets

proposed secrets for adepts:

Secret of Flying Leap: Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Meat point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back: Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Meat.

Secret of Mighty Blow: Your character can strike with extreme might. Spend as many dice of Meat as you like to increase the harm of a successful blow in combat.

Secret of Throwing: Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon (+1 to harm). Cost: 1 Meat.

Secret of Improved Ability: This secret allows the user to spend as many points as desired from his or her associated Pool when performing an Ability check, beyond the allowed first. Must be taken once per Pool.

Secret of Astral Perception: Spend one point from Mind and you can see into the Astral.

Secret of Attribute Synergy: The adept may choose a primary pool and a secondary pool. The adept may spend points from the secondary pool to fuel the primary pool on a one for one basis. All normal pool rules apply. Example: the adept chooses Meat as primary and Mind as secondary; Mind pool may now be used to give a bonus dice to Meat Abilities, or to fuel Meat secrets.

Secret of Combat Sense: With this Secret, an Adept may spend as many Meat pool as he or she likes to add bonus dice to a React roll in order to avoid damage in combat.

Secret of Critical Strike: Using magic to increase the damage of unarmed attacks, the user may add +1 Harm to damage dealt in unarmed combat. No pool cost.

Secret of Missile Parry: By spending 1 Meat, the adept may catch or deflect non-firearms projectiles, such as arrows, knives, thowing stars, etc.

Secret of Superior Falling: An adept may spend Meat, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

Secret of Kinesics: Kinesics is an adepts complete control over the body's nonverbal and subconscious communication and social cues. This secret allows the adept to add a bonus dice to social conflicts, and also allows the adept to understand the targets emotions and motives with the expenditure of a Meat Pool.

Secret of Mystic Armor: An adept with this secret may spend a Meat Pool in order to gain a +1 to armor due to magically toughening of skin.

Secret of Rapid Healing: This secret advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Spell Resistance: Adepts with this secret may add a bonus dice to conflicts involving their resistance to spells.

Secret of Voice Control: This secret allows an Adept to spend 1 Meat Pool to mimic sounds within the normal range of metahuman vocalization, including mimicking the voices of others. This can defeat voice recognition systems. Also, with the Pool expenditure, the adept may throw her voice up to 30 feet.

Secret of Distance Strike: By spending 2 Meat, the adept may make an Unarmed Combat test against an opponent. This is limited to a short distance, probably no more than ten to fifteen feet.

Secret of Killing Hands: By spending 3 Meat, the adept may double the damage dealt in an unarmed combat test. Does not double any damage gained from other secrets.

Secret of Improved Reflexes: By spending 1 point from Meat, the adept may immediately change intentions in B Dt P. Anytime surprise would mean rolling on Endure, React or Resist, a bonus dice is added.


Cyberware Secrets

Proposal: Cyberware will be implemented via Secrets. I welcome anyone interested to contribute here. Add as you think appropriate, if you have a better idea for an existing Cyberware Secret, please make a note of it, along with the current Secret.

Secret of Wired Reflexes: Spend 1 Metal Pool to add a bonus dice to a React roll, spend 1 Metal Pool to instantly change intentions in B Dt P.

Secret of Bone Lacing: Add one bonus dice to Endure rolls. Cost: 1 Meat.

Secret of Cyberlimb: Pick an ability such as Unarmed Combat or Athletics when you take this Secret, this cyberlimb allows you to spend as many points from Metal as you would like as bonus dice to that ability roll.

Secret of Cyberimplant Melee Weaponry: Adds a +1 to Harm for physical altercations. Can use either Armed or Unarmed Combat ability.

Secret of Cyberimplant Firearm: It's a gun concealed in a limb. Sneaky.

Secret of Dermal Plating: These thick plates beneath the skin provide significant protection. +1 Armor against physical attacks.

Secret of Muscle Replacement: This cyberware secret allows you to spend up to three points from your Meat or Metal pool for a physically challenging task.

Secret of Skillwires: This allows the user to spend two points from the related pool and be able to make a skill roll with an unskilled ability as though they were actually Competent. If a character with skillwires who was Unskilled in Driving wished to do so, they could spend two points from their Metal pool and make the check as though they were Competent.

Secret of Cyber Eyes: You can totally see in the dark. And in the infrared spectrum, and in sepia, if you want.

Secret of Cyber Ears: There is nothing that you cannot hear. There aren't really perception rolls in Sro Y, but the GM and players should all remember that you can hear it all.

Secret of Miscellaneous Cyberwear: This secret allows the character to lay claim to assorted miscellaneous cyberware. Subvocal microphone? Neural Dampeners? Small hidden compartment? This secret is not intended to grant cyberware that gives bonuses, but at your other players' discretion, it may grant an occasional bonus dice, or a bonus dice during a very specific situation.

Secret of Adrenaline Pump: This enhancement allows you to spend a round in B Dt P using defense only (Mind Meat or Metal), and at the end of that round, you may shake out harm, instead of waiting until the end of B Dt P.

Secret of Platelet Factory: This enhancement advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Symbiotes: This implant allows you to use Pool to regenerate Harm during B Dt P. May not be combined with Adrenaline or Platelet Factory. May only use on level 1, 2 or 3 harm. Doubles pool cost to heal. 1 Meat Harm would require 2 Meat Pool to heal.


Drone Rigging

Drone Riggers should be allowed to take the Drone Rigging Ability, plus have access to the following secrets:

Secret of Drone Mobility: This secret allows Drone Riggers to create drones which possess hard surface locomotion. Wheels, tracks, low-hover, etc. Without this Secret, drones are stationary.

Secret of Drone Size: This secret is intended to open up the option of very small drones, down to the size of insects, but not nanites. This type of drone is typically used for surveillance, and is typically not a viable combat drone.

Secret of Drone Firepower: This one lets your Rigger put mini-guns on their drones. Seriously, this Secret opens up combat for the drones. Without this secret, drones are largely relegated to errands and surveillance. Try not to get too carried away, although if your game calls for drones with heat seaking missiles and high velocity tank guns, I say go for it.

Secret of Drone Flying: This secret allows you to make use of flying drones.

Secret of Drone Autonomy: This secret allows you to get more than a few meters away from your drone. With this secret they can really do some exploring.

Please Note: This abstracted version of the Drone Rigger (and the rest of this conversion, really) relies heavily on players policing themselves against munchkinism and such. If you insist on having 5 drones that follow you constantly, and all have heat seeking missiles, maybe you need to be playing the 4th Edition version of Shadowrun, rather than this lite and fun conversion. There are no rules on drone creation, it is simply assumed that since you're the drone rigger and took the ability and secrets, that you'll have some around. Please don't abuse it, and just have fun.


Matrix Secrets

Secret of Fairlight Commlink: You spend a ton of nuyen on the top-of-the-line commlink. It provides you a real advantage in the Matrix. Counts as +1 Armor for Harm resulting from the Matrix.

Secret of Black Hammer: This is a Matrix secret. It is a program which deals powerful damage in Matrix combat. The hacker may spend as many Metal Pool as he or she likes to increase the harm of a successful blow in B Dt P.

Secret of Reading the Code: This is a Matrix secret. Select a specialty related to a Matrix Ability. Such as Overriding Security Cameras. Gain a bonus dice whenever the hacker attempts an action that falls within that category.

Secret of Agents: This is a Matrix Secret. With this secret, the hacker understands how to access and properly use Agent programs. An Agent behaves as a semi-autonomous persona that the hacker may use for a variety of tasks. The hacker should use his or her own Abilities for any contests that the Agent is required to make.

Secret of the Technomancer: You don't need to rely on a commlink. You can access the Matrix anyway, provided there's a Wireless network or data jack available.

Secret of Sprites: Technomancer Secret. With this secret, the technomancer is able to create and use sprites. A sprite is a semi-autonomous entity that the technomancer may use for a variety of tasks.


Sixth World Secrets

Secret of Lifestyle I (Low) Purchasing this secret gives the character an equivalent living arrangement to "Low". Hey, its better than being on the street or squatting. (Each is a prerequisite for the one that follows it)

Secret of Lifestyle II (Middle): Purchasing this secret gives the character an equivalent living arrangement to "Middle".

Secret of Lifestyle III (High): Purchasing this secret gives the character an equivalent living arrangement to "High".

Secret of Lifestyle IV (Luxury): Purchasing this secret gives the character an equivalent living arrangement to "Luxury".

Secret of the Hideout: This secret gives the character a place to crash when the heat is up. This is not a permanent place to stay, or a lifestyle, but instead is intended to give the character a secure place to lie low where his or her enemies are less likely to track him or her down.

Secret of Weapon Acquisition: Weapon junkies know other weapon junkies. This secret may be used to acquire weaponry that your character is familiar with, whether melee weapons or firearms. This is not a magic way to find weapons in a cabinet or in a potted plant, instead it is to represent that if given a few hours, the resourceful character can get his or her hands on some weaponry that he or she is familiar with, thanks to knowing other people who are similarly fascinated by weaponry. This is also not intended to give the character an arsenal of weaponry, or to get their hands on an assault tank, though they could use this secret to try to get some specific or specialized weaponry, though a penalty might apply. Also, if the character is in an unfamiliar area, a penalty will certainly apply.

Secret of Doc Wagon Contract: This secret represents a paid up contract with Doc Wagon or a competing vendor. In the event of a character's injury or demise, Doc Wagon operatives will show up in order to extract the character and revive him or her, if possible. Note that Doc Wagon? will not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

Secret of B&E Gear: What is a sneak thief without a silenced ballistic grappling hook? What infiltrator wants to get caught without laser sensor detecting gas? This secret gets you all of that stuff.

Secret of high quality fake SIN: Your character has invested the time and money required to get ahold of semi-valid SIN. Might have belonged to someone who's dead now, or somebody up and sold their SIN to a black market dealer. Whatever, its yours now, and it gets you into places that others without SIN, or with lower quality SIN can't go, and makes you much less suspicious to law enforcement personnel.

Secret of Gun-Fu: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about. You may spend as many points out of the Metal pool to give bonus dice to the Firearms ability as you wish.

Secret of Exploding Ammunition: When the gloves come off, and stealth is no longer a concern, you put in the magazine with red tape on. This secret allows you spend as many dice of Metal as you like to increase the harm of a successful blow in B Dt P.

Secret of Kenjitsu: When you hold a diamondsteel edged katana, you are death walking. Taking this secret allows you to spend as many dice from Meat to increase the harm of a successful blow in B Dt P.

Secret of Tres Chic: You've invested a lot of money in your wardrobe. Pick a social ability, and gain a bonus dice to the use of that ability when you have the opportunity to impress others with your attire.

Secret of Amazing Endurance: This secret allows you to use Endure as an active ability in some circumstances. Example: while being tortured, you are trying to endure the torture and not crack, while your interrogator tries to break you. Use this Secret along with Endure during B Dt P to cause harm to your Interrogator, assuming that you are causing harm that represents his becoming frustrated with your incredible endurance, and may give up or decide that you have no valuable information. Secret use requires 1 Meat pool per dice roll. This is perpendicular.

Secret of Incredible Reactions: This secret allows you to use React as an active ability in some circumstances. Example: your enemy is trying to slash at you with a halberd, while you attempt to avoid being hit with it, hoping that he will wear himself out. Spend a point of Metal and use the React ability to cause harm to your opponent, based on the idea that you are wearing out your enemy. This is perpendicular.

Secret of Tremendous Resistance, aka Spell Resistance: This secret allows you to use Resist as an active ability in some circumstances. Example: An enemy combat mage is trying to take you out with Manabolts, you are trying to complete a task, hoping that drain will wear out the mage. Spend a point of Mind, and roll Resist to cause harm to your opponent. This is perpendicular.


Keys

Key of the Infiltrator
1 XP whenever you sneak past someone or something
2 XP whenever you reach a mission objective unobserved
5 XP whenever you leave a complex unobserved
Buyoff: gain the undivided attention of the local security forces

Key of the Inept Infiltrator
1 XP whenever someone sees you sneaking
2 XP whenever someone raises the alarm
5 XP whenever your real name and/or description are broadcast through the complex
Buyoff: successfully sneak past someone or something

Key of the Demolisher
1 XP whenever you blow something up
2 XP whenever you destroy a building
5 XP whenever you level an entire facility
Buyoff: disarm some explosives

Key of Paranoia
1 XP whenever you take some small action to make sure that you arent being screwed
3 XP whenever you end up altering plans for you and your teammates due to paranoia
Buyoff: Assume that no one is out to get you

nixnixnixKey of You Can't Pick Your Teammates
1 XP whenever your incompetent colleagues jeopardise the mission to hit their keys
2 XP whenever your associates bring down heat while trying to hit their keys
5 XP whenever your associates really mess things up because they were trying to hit their keys
Buyoff: jeopardize the mission to hit one of your own keys

Key of the Geek
1 XP whenever you solve a problem from The Matrix
3 XP whenever you solve a problem from The Matrix which would have been easier in the real world
Buyoff: complete a task without entering The Matrix

Key of the Astral Traveller
1 XP whenever you solve a problem from Astral Space
3 XP whenever you solve a problem from Astral Space which would have been easier in the real world
Buyoff: complete a task without entering Astral Space

Key of the Princely Pauper
1 XP whenever you pretend to be above your station
2 XP whenever you enter a function for people above your station
5 XP whenever you dominate a social scene, leaving everyone talking about you
Buyoff: admit you come from the slums or reach the upper limits of your society

Key of Honor
1 XP whenever you act to oppose corruption
3 XP whenever you risk great sacrifice or danger to preserve your integrity or to oppose corruption.
Buyoff: Accept a bribe, or otherwise give in to corruption.

Key of Planning Gone Right
1 XP when you have a plan and it works, on a small scale, like sneaking past a guard.
2 XP when you have a plan and it works, on a medium scale, like having your rigger disable all of the vehicles in the lot, so that you don't get chased when the alert goes up.
5 XP when you have a fantastic plan that goes fantastically right. Not only are you able to organize your team effectively, but everything goes according to plan.
Buyoff: Your plans go terribly wrong.

Key of Meticulous Planning
1 XP whenever you encourage your teammates to stop and plan and think about a way to tackle a problem or obstacle.
3 XP when you stop to formulate a plan, even though it seems obvious that planning at this stage is only going to slow you down.
Buyoff: Act in a blind panic or in passion.

Key of Planning Gone To Hell
1 XP when you have a plan and it doesn't work, on a small scale, like failing to sneak past a guard.
2 XP when you have a plan and it doesn't work, on a medium scale, like having another two trucks of guard show up unexpectedly, or you realize that your blueprints are completely wrong.
5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the VIP isn't even at this facility, a platoon of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidentally triggered a facility-wide level 4 security alert.
Buyoff: Your plans go right.

Key of Instinctive Reaction, aka Seat of the Pants
Remember when Bruce Willis' character in the 5th Element went in to "Negotiate" with the aliens on the luxury liner?
1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible
2 XP whenever you interrupt planning to instead tackle a problem head on, attempting to achieve a positive outcome.
5 XP whenever your instinctive reaction result in a great success.
Buyoff: Come up with a plan to address a problem.

Key of Humanis Policlub
1 XP whenever you discriminate against another character based on race.
3 XP whenever you discriminate against another character in spite of very serious consequences.
Buyoff: accept someone, despite their race.

Key of Racial Profiling
note: it has been suggested that keys that you have no control over are no good 1 XP whenever someone responds poorly toward you because of your race.
2 XP whenever someone responds poorly toward you based on your race, and it causes some difficulty (won't let you into a club)
5 XP whenever someone responds poorly toward you based on your race, and it creates serious problems for you (attacked by a mob of Policlub guys)
Buyoff: Convince someone of how wrong racism is.

Key of the Team Player
1 XP when you work with your teammates toward achieving your group goal.
3 XP when you sacrifice an opportunity to persue your own goals in favor of the larger goals of the group.
Buyoff: Disregard the goal of your team during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

Key of the Shadowrunner [lifted from Key of the Mission in the TSOY book: can be kept and applied to each job taken]
1 XP when you take an action to complete the current job
2 XP when that action is successful
5 XP when you take an action that completes a major part of the job
Buyoff: abandon the job

Key of Conspiranoia
1 XP whenever you tie in an event, situation, person, or something else currently at hand into a conspiracy theory.
2 XP whenever you bring up current matters in relation to conspiracy theory and it causes some difficulties.
5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem. Or when you are dead right.
Buyoff: Admit that, despite strong evidence of a conspiracy, that there is no conspiracy taking place.

Key of the Martial Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor.
3 XP whenever you use your martial abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Awakened Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing astral overwatch, casting minor spells that will aid your team.
3 XP whenever you use your magical abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Face
1 XP whenever you use your skills and powers to support your comrades, chatting someone up and putting them at ease, etc, or when you attempt and fail to talk/bribe your way past someone.
3 XP whenever you use your social abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Jacked-in Shadowrunner
1 XP whenever use your skills and powers to support your comrades, providing overwatch in the matrix or looking up some trivial bit of information.
3 XP whenever you use your matrix or rigging abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Veteran, aka Bullet Time Composure
You were forged in fire, and baptized in blood. You are most at peace when someone is emptying the belt of a light machine gun in your direction.
1 XP whenever ignore a clear and present danger in order to gain an advantage. Not blindly stupid, just incredibly confident.
3 XP whenever your character grits his teeth and puts himself directly in harm's way in order to achieve victory.
Buyoff: Panic when your associates are relying on your calm.
Note that this key can be applied to social, matrix, etc as well as just guns and magic.

Key of the Greenhorn, aka Shell-Shock
1 XP for expressing your fear or hesitation to escalate things. Shaking in your boots.
3 XP for totally backing down, or making a run for it, or being so petrified that you can't even move.
Buyoff: Move with calm confidence through the thick of battle.

Key of the First Person
1 XP when you speak in first person during the game. (subject of course to the normal 3xp limit)
3 XP when you masterfully deal with other characters in the game while speaking in the first person, and your fellow players commend your grasp of drama and role playing.

Key of Avarice
1 XP for beating the money horse, long after its dead. "All I know, is they better have the checkbook ready." "All of this metal ain't cheap, ya know." Lots of Cyberware junkies take this. They need tons of cash for the latest hardware. 3 XP for continuously insisting on any path that will reward you with the maximum monetary reward possible - insisting, in both word and deed, that the cash is the most important thing.


Bits that we may have to drop during this conversion

  • Spell Drain
  • Tracking Nuyen
  • Karma
  • Essence
  • Some Cyberware (by making Cyberware into Secrets, it does not seem efficient to mirror every piece of cyberware available in the SR system)
  • Edges and Flaws, though Secrets can easily make up for Edges

Notes

  • It is possible that some Secrets created during this conversion may prove identical to the benefit provided from an alternative expenditure of the Advance. For example, we may create a Secret of Rapid Reaction, which adds one to the Instinct Pool. This is the exact same benefit to be gained by simply spending an Advance to increase that Pool. Still, These benefits will likely be created to preserve some of the flavor of Shadowrun.
  • To preserve the spirit of Shadowrun, it is highly recommended that you and your players agree to not "mix and match". For example, Adepts should not take Shamantic or Hermetic magic Abilities or Secrets, nor should they take Rigger or Cyberware secrets. The same is true across the board - Cyber characters should not take on Magics, etc.
July 29, 2009, at 08:57 AM by dlcyiv - MJJlBngR
Changed lines 1-495 from:

The Shadowrun of Yesterday (SroY) is a work in progress

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun (or to bring Shadowrun to TSOY.. anyway) Please feel free to contribute.

The setting is an urban cyberpunk future. It is cross-genre, in the respect that it features fantasy races and magic. Handy wikipedia link for Shadowrun here, if you're curious.

Character sheet here (http://slithytoves.sytes.net/~jerm/sroy_sheet.pdf)

Sample Characters


Contents

1. Pools
2. Races
4. Magic
10. Keys
11. Notes

Pools

Rather than using the TSOY pools, Vigor, Instinct, Reason, Shadowrun of Yesterday uses the following:

Metal represents the character's raw natural talent for interacting with the Matrix, using electronics and machinery, and cyberware. Characters with high Metal are often known for being unmatched in the Matrix, being a wiz with electronics and mechanics, and for having multiple cyberware implants. Metal is refreshed by engaging in any act with another character that involves electronics or mechanics, specifically for the purpose of enjoyment.

Meat represents the character's physicality, speed, strength, toughness, physical charisma and sexuality. Characters with high Meat are known to be fast, strong, and hearty. Meat is also used for Shamantic Magic. Meat is refreshed by engaging in any act with another character that involves physical exertion or skill, specifically for the purpose of enjoyment.

Mind represents the character's raw intelligence and wit. Characters with high Mind are known to be clever, fast learners, innovative and able to think ahead. Mind is also used for Hermetic Magic. Mind is refreshed by engaging in any act with another character that involves a game of mental skill and strategy, or other intellectual stimulation.


Races

Races are handled in SroY the same way as Species in TSOY. We've theorized that unlike races in D&D or even TSOY, Shadowrun races do not have much that differentiates them from humans, aside from physical characteristics. Heck, alot of them WERE humans previously. Hence, we're thinking that there will not be Racial Abilities, and probably will not be much in the way of Racial Keys. We're looking at differentiating via Secrets, or possibly giving pool bonuses to races, though that would be a break from core TSOY mechanic.

Troll

Secret of Troll Size You're a colossus, standing about three meters (10 feet) high. This Secret gives you a bonus die to your Endure rolls, and a penalty die whenever you try to avoid physical attacks using React. Cost - Nothing.

Secret of Troll Strength Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Elf

Secret of Elven Agility

Secret of Elven Magic

Dwarf insert dwarf racial secrets here

Human insert human racial secrets here


Abilities

These are recommended in addition to the abilities suggested in the core TSOY material.
Basic
Modify the core TSOY abilities as follows:

Endure (Meat)
React (Metal)
Resist (Mind)

Artistic

Freeload (Meat)
Create (Mind)
Story-tell (Mind)
Music (Mind)

Craftsman

Haggling (Mind)
Crafting - Miscellaneous (Mind)

Warrior

Sense Danger (Meat)
Battle Tactics (Mind)

Social

Sway (Mind)
Savoir-Faire (Meat)
Etiquette (Mind)

Illicit

Stealth (Meat)
Theft (Meat)
Deceit (Mind)
Streetwise (Meat)

Outdoor

Athletics (Meat)
Aim (Meat, though possibly Metal)
Navigation (Mind)
Animal Ken (Meat)

Priestly

Conjuring* (Meat)
Counsel (Mind)
Discern Truth (Mind)
Orate (Meat)

6th World

Complex Crafts - Electronics (Metal)
Complex Crafts - Mechanical (Metal)
Driving (Metal) For cars, trucks, motorcycles, etc.
Piloting (Metal) For boats, aircraft, etc.
Matrix: Combat (Metal) For all fighting within the Matrix
Matrix: Stealth (Metal) For remaining undetected, or detecting others, or for covering tracks and forensics.
Matrix: Engineering (Metal) For most all other Matrix tasks. Especially "doing" or "undoing". Think security doors and cameras.
Demolitions (Metal)
Firearms (Metal)
Close Combat (usually Meat)
Biotech/Medicine (Mind)
Megacorp Politicking (Mind)
Drone Rigging (Metal) (to be used with associated Secrets)

Magic
  • Notes: We found that having 6+ abilities for magic (those below, plus summoning, etc) was prohibitive to casting types. The TSOY rules of course call for all six of these magical abilities, which assumes that magic practitioners have to give it pretty much all of their focus. Anyway, consider as an alternative, only three Magic Abilities, that would mirror the Pools, Meat, Mind and Metal. Meat would affect anything natural or naturally occurring, including a person's body, a rock, air, water, etc. Mind would affect all manner of mind-related stuff. Metal would affect anything not naturally occurring.

Hermetic and Shamanic Magic in Sro Y are handled with the rules as written for Three-Corners Magic. Magic Abilities

Transformation (Meat)
Creation (Meat)
Destruction (Meat)
Enthrallment (Mind)
Divination (Mind)
Enhancement (Mind)

Spells (Pool costs assume that these are taken as spells. Spell Secret pool costs are -1, which is already reflected in the given costs)

Minor Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility (Enthrallment): This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility (Enthrallment): Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch (Destruction): The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout (Destruction): Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast (Destruction): Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch (Destruction): The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt (Destruction): This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball (Destruction): This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout (Destruction): The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt (Destruction): The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt (Creation and Destruction): The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball (Creation and Destruction): This spell creates an explosion of flames that flash into existence and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth (Divination): The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance (Divination): The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual (Divination): The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink (Divination): The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion (Enthrallment): Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos (Enthrallment): Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.

Conjuring should be handled via Qek magic rules.
Ability

Conjuring (Meat) This ability allows the user, when combined with the Secret of Summoning, to contact and summon spirits. Use this ability to conjure or summon, or to banish a spirit. Use requires spending 1 Meat Pool. For banishing, the spirit may make a Resist Ability check, or a Spirit Force check. A Watcher Spirit may be summoned without spending any pool. Watcher spirits are weak and limited spirits.
Spirit Force (Meat) This ability reflects the strength of spirit that you are able to summon and control. Use this ability when resolving conflicts for a spirit that you have summoned or bound.

Magical Secrets

Secret of Electronic Influence (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.

Secret of Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Electronic Influence is a prerequisite.

Secret of Summoning This secret opens allows you to contact and summon spirits. There are six types of spirits contacted by Mages, Air, Fire, Water, Earth, Man, Beasts. Use requires spending 1 Meat Pool.

Secret of Bound Spirit You have summoned and bound a spirit to you. This spirit will remain with you until your death, or its destruction. It may perform some services for you.


Adept Secrets

proposed secrets for adepts:

Secret of Flying Leap: Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Meat point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back: Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Meat.

Secret of Mighty Blow: Your character can strike with extreme might. Spend as many dice of Meat as you like to increase the harm of a successful blow in combat.

Secret of Throwing: Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon (+1 to harm). Cost: 1 Meat.

Secret of Improved Ability: This secret allows the user to spend as many points as desired from his or her associated Pool when performing an Ability check, beyond the allowed first. Must be taken once per Pool.

Secret of Astral Perception: Spend one point from Mind and you can see into the Astral.

Secret of Attribute Synergy: The adept may choose a primary pool and a secondary pool. The adept may spend points from the secondary pool to fuel the primary pool on a one for one basis. All normal pool rules apply. Example: the adept chooses Meat as primary and Mind as secondary; Mind pool may now be used to give a bonus dice to Meat Abilities, or to fuel Meat secrets.

Secret of Combat Sense: With this Secret, an Adept may spend as many Meat pool as he or she likes to add bonus dice to a React roll in order to avoid damage in combat.

Secret of Critical Strike: Using magic to increase the damage of unarmed attacks, the user may add +1 Harm to damage dealt in unarmed combat. No pool cost.

Secret of Missile Parry: By spending 1 Meat, the adept may catch or deflect non-firearms projectiles, such as arrows, knives, thowing stars, etc.

Secret of Superior Falling: An adept may spend Meat, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

Secret of Kinesics: Kinesics is an adepts complete control over the body's nonverbal and subconscious communication and social cues. This secret allows the adept to add a bonus dice to social conflicts, and also allows the adept to understand the targets emotions and motives with the expenditure of a Meat Pool.

Secret of Mystic Armor: An adept with this secret may spend a Meat Pool in order to gain a +1 to armor due to magically toughening of skin.

Secret of Rapid Healing: This secret advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Spell Resistance: Adepts with this secret may add a bonus dice to conflicts involving their resistance to spells.

Secret of Voice Control: This secret allows an Adept to spend 1 Meat Pool to mimic sounds within the normal range of metahuman vocalization, including mimicking the voices of others. This can defeat voice recognition systems. Also, with the Pool expenditure, the adept may throw her voice up to 30 feet.

Secret of Distance Strike: By spending 2 Meat, the adept may make an Unarmed Combat test against an opponent. This is limited to a short distance, probably no more than ten to fifteen feet.

Secret of Killing Hands: By spending 3 Meat, the adept may double the damage dealt in an unarmed combat test. Does not double any damage gained from other secrets.

Secret of Improved Reflexes: By spending 1 point from Meat, the adept may immediately change intentions in B Dt P. Anytime surprise would mean rolling on Endure, React or Resist, a bonus dice is added.


Cyberware Secrets

Proposal: Cyberware will be implemented via Secrets. I welcome anyone interested to contribute here. Add as you think appropriate, if you have a better idea for an existing Cyberware Secret, please make a note of it, along with the current Secret.

Secret of Wired Reflexes: Spend 1 Metal Pool to add a bonus dice to a React roll, spend 1 Metal Pool to instantly change intentions in B Dt P.

Secret of Bone Lacing: Add one bonus dice to Endure rolls. Cost: 1 Meat.

Secret of Cyberlimb: Pick an ability such as Unarmed Combat or Athletics when you take this Secret, this cyberlimb allows you to spend as many points from Metal as you would like as bonus dice to that ability roll.

Secret of Cyberimplant Melee Weaponry: Adds a +1 to Harm for physical altercations. Can use either Armed or Unarmed Combat ability.

Secret of Cyberimplant Firearm: It's a gun concealed in a limb. Sneaky.

Secret of Dermal Plating: These thick plates beneath the skin provide significant protection. +1 Armor against physical attacks.

Secret of Muscle Replacement: This cyberware secret allows you to spend up to three points from your Meat or Metal pool for a physically challenging task.

Secret of Skillwires: This allows the user to spend two points from the related pool and be able to make a skill roll with an unskilled ability as though they were actually Competent. If a character with skillwires who was Unskilled in Driving wished to do so, they could spend two points from their Metal pool and make the check as though they were Competent.

Secret of Cyber Eyes: You can totally see in the dark. And in the infrared spectrum, and in sepia, if you want.

Secret of Cyber Ears: There is nothing that you cannot hear. There aren't really perception rolls in Sro Y, but the GM and players should all remember that you can hear it all.

Secret of Miscellaneous Cyberwear: This secret allows the character to lay claim to assorted miscellaneous cyberware. Subvocal microphone? Neural Dampeners? Small hidden compartment? This secret is not intended to grant cyberware that gives bonuses, but at your other players' discretion, it may grant an occasional bonus dice, or a bonus dice during a very specific situation.

Secret of Adrenaline Pump: This enhancement allows you to spend a round in B Dt P using defense only (Mind Meat or Metal), and at the end of that round, you may shake out harm, instead of waiting until the end of B Dt P.

Secret of Platelet Factory: This enhancement advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Symbiotes: This implant allows you to use Pool to regenerate Harm during B Dt P. May not be combined with Adrenaline or Platelet Factory. May only use on level 1, 2 or 3 harm. Doubles pool cost to heal. 1 Meat Harm would require 2 Meat Pool to heal.


Drone Rigging

Drone Riggers should be allowed to take the Drone Rigging Ability, plus have access to the following secrets:

Secret of Drone Mobility: This secret allows Drone Riggers to create drones which possess hard surface locomotion. Wheels, tracks, low-hover, etc. Without this Secret, drones are stationary.

Secret of Drone Size: This secret is intended to open up the option of very small drones, down to the size of insects, but not nanites. This type of drone is typically used for surveillance, and is typically not a viable combat drone.

Secret of Drone Firepower: This one lets your Rigger put mini-guns on their drones. Seriously, this Secret opens up combat for the drones. Without this secret, drones are largely relegated to errands and surveillance. Try not to get too carried away, although if your game calls for drones with heat seaking missiles and high velocity tank guns, I say go for it.

Secret of Drone Flying: This secret allows you to make use of flying drones.

Secret of Drone Autonomy: This secret allows you to get more than a few meters away from your drone. With this secret they can really do some exploring.

Please Note: This abstracted version of the Drone Rigger (and the rest of this conversion, really) relies heavily on players policing themselves against munchkinism and such. If you insist on having 5 drones that follow you constantly, and all have heat seeking missiles, maybe you need to be playing the 4th Edition version of Shadowrun, rather than this lite and fun conversion. There are no rules on drone creation, it is simply assumed that since you're the drone rigger and took the ability and secrets, that you'll have some around. Please don't abuse it, and just have fun.


Matrix Secrets

Secret of Fairlight Commlink: You spend a ton of nuyen on the top-of-the-line commlink. It provides you a real advantage in the Matrix. Counts as +1 Armor for Harm resulting from the Matrix.

Secret of Black Hammer: This is a Matrix secret. It is a program which deals powerful damage in Matrix combat. The hacker may spend as many Metal Pool as he or she likes to increase the harm of a successful blow in B Dt P.

Secret of Reading the Code: This is a Matrix secret. Select a specialty related to a Matrix Ability. Such as Overriding Security Cameras. Gain a bonus dice whenever the hacker attempts an action that falls within that category.

Secret of Agents: This is a Matrix Secret. With this secret, the hacker understands how to access and properly use Agent programs. An Agent behaves as a semi-autonomous persona that the hacker may use for a variety of tasks. The hacker should use his or her own Abilities for any contests that the Agent is required to make.

Secret of the Technomancer: You don't need to rely on a commlink. You can access the Matrix anyway, provided there's a Wireless network or data jack available.

Secret of Sprites: Technomancer Secret. With this secret, the technomancer is able to create and use sprites. A sprite is a semi-autonomous entity that the technomancer may use for a variety of tasks.


Sixth World Secrets

Secret of Lifestyle I (Low) Purchasing this secret gives the character an equivalent living arrangement to "Low". Hey, its better than being on the street or squatting. (Each is a prerequisite for the one that follows it)

Secret of Lifestyle II (Middle): Purchasing this secret gives the character an equivalent living arrangement to "Middle".

Secret of Lifestyle III (High): Purchasing this secret gives the character an equivalent living arrangement to "High".

Secret of Lifestyle IV (Luxury): Purchasing this secret gives the character an equivalent living arrangement to "Luxury".

Secret of the Hideout: This secret gives the character a place to crash when the heat is up. This is not a permanent place to stay, or a lifestyle, but instead is intended to give the character a secure place to lie low where his or her enemies are less likely to track him or her down.

Secret of Weapon Acquisition: Weapon junkies know other weapon junkies. This secret may be used to acquire weaponry that your character is familiar with, whether melee weapons or firearms. This is not a magic way to find weapons in a cabinet or in a potted plant, instead it is to represent that if given a few hours, the resourceful character can get his or her hands on some weaponry that he or she is familiar with, thanks to knowing other people who are similarly fascinated by weaponry. This is also not intended to give the character an arsenal of weaponry, or to get their hands on an assault tank, though they could use this secret to try to get some specific or specialized weaponry, though a penalty might apply. Also, if the character is in an unfamiliar area, a penalty will certainly apply.

Secret of Doc Wagon Contract: This secret represents a paid up contract with Doc Wagon or a competing vendor. In the event of a character's injury or demise, Doc Wagon operatives will show up in order to extract the character and revive him or her, if possible. Note that Doc Wagon? will not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

Secret of B&E Gear: What is a sneak thief without a silenced ballistic grappling hook? What infiltrator wants to get caught without laser sensor detecting gas? This secret gets you all of that stuff.

Secret of high quality fake SIN: Your character has invested the time and money required to get ahold of semi-valid SIN. Might have belonged to someone who's dead now, or somebody up and sold their SIN to a black market dealer. Whatever, its yours now, and it gets you into places that others without SIN, or with lower quality SIN can't go, and makes you much less suspicious to law enforcement personnel.

Secret of Gun-Fu: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about. You may spend as many points out of the Metal pool to give bonus dice to the Firearms ability as you wish.

Secret of Exploding Ammunition: When the gloves come off, and stealth is no longer a concern, you put in the magazine with red tape on. This secret allows you spend as many dice of Metal as you like to increase the harm of a successful blow in B Dt P.

Secret of Kenjitsu: When you hold a diamondsteel edged katana, you are death walking. Taking this secret allows you to spend as many dice from Meat to increase the harm of a successful blow in B Dt P.

Secret of Tres Chic: You've invested a lot of money in your wardrobe. Pick a social ability, and gain a bonus dice to the use of that ability when you have the opportunity to impress others with your attire.

Secret of Amazing Endurance: This secret allows you to use Endure as an active ability in some circumstances. Example: while being tortured, you are trying to endure the torture and not crack, while your interrogator tries to break you. Use this Secret along with Endure during B Dt P to cause harm to your Interrogator, assuming that you are causing harm that represents his becoming frustrated with your incredible endurance, and may give up or decide that you have no valuable information. Secret use requires 1 Meat pool per dice roll. This is perpendicular.

Secret of Incredible Reactions: This secret allows you to use React as an active ability in some circumstances. Example: your enemy is trying to slash at you with a halberd, while you attempt to avoid being hit with it, hoping that he will wear himself out. Spend a point of Metal and use the React ability to cause harm to your opponent, based on the idea that you are wearing out your enemy. This is perpendicular.

Secret of Tremendous Resistance, aka Spell Resistance: This secret allows you to use Resist as an active ability in some circumstances. Example: An enemy combat mage is trying to take you out with Manabolts, you are trying to complete a task, hoping that drain will wear out the mage. Spend a point of Mind, and roll Resist to cause harm to your opponent. This is perpendicular.


Keys

Key of the Infiltrator
1 XP whenever you sneak past someone or something
2 XP whenever you reach a mission objective unobserved
5 XP whenever you leave a complex unobserved
Buyoff: gain the undivided attention of the local security forces

Key of the Inept Infiltrator
1 XP whenever someone sees you sneaking
2 XP whenever someone raises the alarm
5 XP whenever your real name and/or description are broadcast through the complex
Buyoff: successfully sneak past someone or something

Key of the Demolisher
1 XP whenever you blow something up
2 XP whenever you destroy a building
5 XP whenever you level an entire facility
Buyoff: disarm some explosives

Key of Paranoia
1 XP whenever you take some small action to make sure that you arent being screwed
3 XP whenever you end up altering plans for you and your teammates due to paranoia
Buyoff: Assume that no one is out to get you

nixnixnixKey of You Can't Pick Your Teammates
1 XP whenever your incompetent colleagues jeopardise the mission to hit their keys
2 XP whenever your associates bring down heat while trying to hit their keys
5 XP whenever your associates really mess things up because they were trying to hit their keys
Buyoff: jeopardize the mission to hit one of your own keys

Key of the Geek
1 XP whenever you solve a problem from The Matrix
3 XP whenever you solve a problem from The Matrix which would have been easier in the real world
Buyoff: complete a task without entering The Matrix

Key of the Astral Traveller
1 XP whenever you solve a problem from Astral Space
3 XP whenever you solve a problem from Astral Space which would have been easier in the real world
Buyoff: complete a task without entering Astral Space

Key of the Princely Pauper
1 XP whenever you pretend to be above your station
2 XP whenever you enter a function for people above your station
5 XP whenever you dominate a social scene, leaving everyone talking about you
Buyoff: admit you come from the slums or reach the upper limits of your society

Key of Honor
1 XP whenever you act to oppose corruption
3 XP whenever you risk great sacrifice or danger to preserve your integrity or to oppose corruption.
Buyoff: Accept a bribe, or otherwise give in to corruption.

Key of Planning Gone Right
1 XP when you have a plan and it works, on a small scale, like sneaking past a guard.
2 XP when you have a plan and it works, on a medium scale, like having your rigger disable all of the vehicles in the lot, so that you don't get chased when the alert goes up.
5 XP when you have a fantastic plan that goes fantastically right. Not only are you able to organize your team effectively, but everything goes according to plan.
Buyoff: Your plans go terribly wrong.

Key of Meticulous Planning
1 XP whenever you encourage your teammates to stop and plan and think about a way to tackle a problem or obstacle.
3 XP when you stop to formulate a plan, even though it seems obvious that planning at this stage is only going to slow you down.
Buyoff: Act in a blind panic or in passion.

Key of Planning Gone To Hell
1 XP when you have a plan and it doesn't work, on a small scale, like failing to sneak past a guard.
2 XP when you have a plan and it doesn't work, on a medium scale, like having another two trucks of guard show up unexpectedly, or you realize that your blueprints are completely wrong.
5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the VIP isn't even at this facility, a platoon of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidentally triggered a facility-wide level 4 security alert.
Buyoff: Your plans go right.

Key of Instinctive Reaction, aka Seat of the Pants
Remember when Bruce Willis' character in the 5th Element went in to "Negotiate" with the aliens on the luxury liner?
1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible
2 XP whenever you interrupt planning to instead tackle a problem head on, attempting to achieve a positive outcome.
5 XP whenever your instinctive reaction result in a great success.
Buyoff: Come up with a plan to address a problem.

Key of Humanis Policlub
1 XP whenever you discriminate against another character based on race.
3 XP whenever you discriminate against another character in spite of very serious consequences.
Buyoff: accept someone, despite their race.

Key of Racial Profiling
note: it has been suggested that keys that you have no control over are no good 1 XP whenever someone responds poorly toward you because of your race.
2 XP whenever someone responds poorly toward you based on your race, and it causes some difficulty (won't let you into a club)
5 XP whenever someone responds poorly toward you based on your race, and it creates serious problems for you (attacked by a mob of Policlub guys)
Buyoff: Convince someone of how wrong racism is.

Key of the Team Player
1 XP when you work with your teammates toward achieving your group goal.
3 XP when you sacrifice an opportunity to persue your own goals in favor of the larger goals of the group.
Buyoff: Disregard the goal of your team during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

Key of the Shadowrunner [lifted from Key of the Mission in the TSOY book: can be kept and applied to each job taken]
1 XP when you take an action to complete the current job
2 XP when that action is successful
5 XP when you take an action that completes a major part of the job
Buyoff: abandon the job

Key of Conspiranoia
1 XP whenever you tie in an event, situation, person, or something else currently at hand into a conspiracy theory.
2 XP whenever you bring up current matters in relation to conspiracy theory and it causes some difficulties.
5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem. Or when you are dead right.
Buyoff: Admit that, despite strong evidence of a conspiracy, that there is no conspiracy taking place.

Key of the Martial Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor.
3 XP whenever you use your martial abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Awakened Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing astral overwatch, casting minor spells that will aid your team.
3 XP whenever you use your magical abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Face
1 XP whenever you use your skills and powers to support your comrades, chatting someone up and putting them at ease, etc, or when you attempt and fail to talk/bribe your way past someone.
3 XP whenever you use your social abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Jacked-in Shadowrunner
1 XP whenever use your skills and powers to support your comrades, providing overwatch in the matrix or looking up some trivial bit of information.
3 XP whenever you use your matrix or rigging abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.

Key of the Veteran, aka Bullet Time Composure
You were forged in fire, and baptized in blood. You are most at peace when someone is emptying the belt of a light machine gun in your direction.
1 XP whenever ignore a clear and present danger in order to gain an advantage. Not blindly stupid, just incredibly confident.
3 XP whenever your character grits his teeth and puts himself directly in harm's way in order to achieve victory.
Buyoff: Panic when your associates are relying on your calm.
Note that this key can be applied to social, matrix, etc as well as just guns and magic.

Key of the Greenhorn, aka Shell-Shock
1 XP for expressing your fear or hesitation to escalate things. Shaking in your boots.
3 XP for totally backing down, or making a run for it, or being so petrified that you can't even move.
Buyoff: Move with calm confidence through the thick of battle.

Key of the First Person
1 XP when you speak in first person during the game. (subject of course to the normal 3xp limit)
3 XP when you masterfully deal with other characters in the game while speaking in the first person, and your fellow players commend your grasp of drama and role playing.

Key of Avarice
1 XP for beating the money horse, long after its dead. "All I know, is they better have the checkbook ready." "All of this metal ain't cheap, ya know." Lots of Cyberware junkies take this. They need tons of cash for the latest hardware. 3 XP for continuously insisting on any path that will reward you with the maximum monetary reward possible - insisting, in both word and deed, that the cash is the most important thing.


Bits that we may have to drop during this conversion

  • Spell Drain
  • Tracking Nuyen
  • Karma
  • Essence
  • Some Cyberware (by making Cyberware into Secrets, it does not seem efficient to mirror every piece of cyberware available in the SR system)
  • Edges and Flaws, though Secrets can easily make up for Edges

Notes

  • It is possible that some Secrets created during this conversion may prove identical to the benefit provided from an alternative expenditure of the Advance. For example, we may create a Secret of Rapid Reaction, which adds one to the Instinct Pool. This is the exact same benefit to be gained by simply spending an Advance to increase that Pool. Still, These benefits will likely be created to preserve some of the flavor of Shadowrun.
  • To preserve the spirit of Shadowrun, it is highly recommended that you and your players agree to not "mix and match". For example, Adepts should not take Shamantic or Hermetic magic Abilities or Secrets, nor should they take Rigger or Cyberware secrets. The same is true across the board - Cyber characters should not take on Magics, etc.
to:

XT 1 Dme? <a href="http://maaddogojbbp.com/">maaddogojbbp</a>, [url=http://xtkeuppmyvpt.com/]xtkeuppmyvpt[/url], [link=http://dxjfhdupwoun.com/]dxjfhdupwoun[/link], http://cotayjxdjjmn.com/

February 25, 2008, at 07:42 PM by xjermx -
Changed lines 475-476 from:
to:

Key of Avarice
1 XP for beating the money horse, long after its dead. "All I know, is they better have the checkbook ready." "All of this metal ain't cheap, ya know." Lots of Cyberware junkies take this. They need tons of cash for the latest hardware. 3 XP for continuously insisting on any path that will reward you with the maximum monetary reward possible - insisting, in both word and deed, that the cash is the most important thing.

February 25, 2008, at 10:26 AM by xjermx -
Added lines 131-132:
  • Notes: We found that having 6+ abilities for magic (those below, plus summoning, etc) was prohibitive to casting types. The TSOY rules of course call for all six of these magical abilities, which assumes that magic practitioners have to give it pretty much all of their focus. Anyway, consider as an alternative, only three Magic Abilities, that would mirror the Pools, Meat, Mind and Metal. Meat would affect anything natural or naturally occurring, including a person's body, a rock, air, water, etc. Mind would affect all manner of mind-related stuff. Metal would affect anything not naturally occurring.
Changed line 156 from:
Fireball (Creation and Destruction): This spell creates an explosion of flames that flash into existance and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
to:
Fireball (Creation and Destruction): This spell creates an explosion of flames that flash into existence and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Changed line 359 from:

Key of You Can't Pick Your Teammates\\

to:

nixnixnixKey of You Can't Pick Your Teammates\\

Changed line 390 from:

Buyoff: Your plans terribly wrong.\\

to:

Buyoff: Your plans go terribly wrong.\\

Changed line 400 from:

5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the VIP isn't even at this facility, a platoon of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidently triggered a facility-wide level 4 security alert.\\

to:

5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the VIP isn't even at this facility, a platoon of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidentally triggered a facility-wide level 4 security alert.\\

Added line 416:

note: it has been suggested that keys that you have no control over are no good

September 23, 2007, at 06:10 PM by xjermx -
Changed lines 467-468 from:
to:


Key of the First Person
1 XP when you speak in first person during the game. (subject of course to the normal 3xp limit)
3 XP when you masterfully deal with other characters in the game while speaking in the first person, and your fellow players commend your grasp of drama and role playing.

July 24, 2007, at 03:34 PM by xjermx -
Changed line 373 from:

Key of the Princely Pauper

to:

Key of the Princely Pauper\\

July 24, 2007, at 03:31 PM by xjermx -
Changed lines 457-458 from:

1 XP whenever you glare right back into the face of danger, not flinching, not concerned for your own well-being, or helping your shell-shocked associates. Not blindly stupid, just incredibly confident.
3 XP whenever your actions when bullets and magic are flying overhead are completely calm and collected; when your cool and courage under fire completely rocks, and especially if it saves the day.\\

to:

You were forged in fire, and baptized in blood. You are most at peace when someone is emptying the belt of a light machine gun in your direction.
1 XP whenever ignore a clear and present danger in order to gain an advantage. Not blindly stupid, just incredibly confident.
3 XP whenever your character grits his teeth and puts himself directly in harm's way in order to achieve victory.\\

July 24, 2007, at 03:03 PM by xjermx -
Changed lines 455-456 from:
to:


Key of the Veteran, aka Bullet Time Composure
1 XP whenever you glare right back into the face of danger, not flinching, not concerned for your own well-being, or helping your shell-shocked associates. Not blindly stupid, just incredibly confident.
3 XP whenever your actions when bullets and magic are flying overhead are completely calm and collected; when your cool and courage under fire completely rocks, and especially if it saves the day.
Buyoff: Panic when your associates are relying on your calm.
Note that this key can be applied to social, matrix, etc as well as just guns and magic.

Key of the Greenhorn, aka Shell-Shock
1 XP for expressing your fear or hesitation to escalate things. Shaking in your boots.
3 XP for totally backing down, or making a run for it, or being so petrified that you can't even move.
Buyoff: Move with calm confidence through the thick of battle.

July 24, 2007, at 02:47 PM by xjermx -
Changed lines 122-123 from:
Unarmed Combat (usually Meat)
Armed Combat (usually Meat)
to:
Close Combat (usually Meat)
Changed lines 269-270 from:

Secret of Drone Firepower: This one lets your Rigger put mini-guns on their drones. Seriously, this Secret opens up combat for the drones. Without this secret, drones are largely relegated to errands and surveillance. Try not to get too carried away, though if your game needs M 1 A 1? style drones, I say go for it.

to:

Secret of Drone Firepower: This one lets your Rigger put mini-guns on their drones. Seriously, this Secret opens up combat for the drones. Without this secret, drones are largely relegated to errands and surveillance. Try not to get too carried away, although if your game calls for drones with heat seaking missiles and high velocity tank guns, I say go for it.

Changed line 401 from:

Key of Seat of the Pants\\

to:

Key of Instinctive Reaction, aka Seat of the Pants\\

July 24, 2007, at 02:35 PM by xjermx -
Changed line 404 from:

1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible

to:

1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible\\

July 24, 2007, at 02:34 PM by xjermx -
Changed line 340 from:
to:

\\

Changed line 378 from:

Buyoff: admit you come from the slums or reach the upper limits of your society

to:

Buyoff: admit you come from the slums or reach the upper limits of your society\\

Changed line 435 from:

Buyoff: Admit that, despite strong evidence of a conspiracy, that there is no conspiracy taking place.

to:

Buyoff: Admit that, despite strong evidence of a conspiracy, that there is no conspiracy taking place. \\

Changed lines 456-457 from:

\\

to:
July 24, 2007, at 02:31 PM by xjermx - more key tweaking
Changed lines 353-356 from:

Key of the Renegotiator
1 XP whenever you betray Mr Johnson
3 XP whenever My Johnson betrays you
Buyoff: complete a mission under the original terms\\

to:

Key of Paranoia
1 XP whenever you take some small action to make sure that you arent being screwed
3 XP whenever you end up altering plans for you and your teammates due to paranoia
Buyoff: Assume that no one is out to get you\\

Changed line 358 from:

Key of the You Can't Pick Your Teammates\\

to:

Key of You Can't Pick Your Teammates\\

Changed lines 374-377 from:

Key of the Social Climber 1 XP whenever you pretend to be above your station 2 XP whenever you enter a function for people above your station 5 XP whenever you gain status within your society

to:

Key of the Princely Pauper 1 XP whenever you pretend to be above your station
2 XP whenever you enter a function for people above your station
5 XP whenever you dominate a social scene, leaving everyone talking about you\\

Changed lines 381-383 from:

1 XP whenever you are tempted by corruption
2 XP whenever you act to oppose corruption
5 XP whenever you risk great sacrifice or danger to preserve your integrity\\

to:

1 XP whenever you act to oppose corruption
3 XP whenever you risk great sacrifice or danger to preserve your integrity or to oppose corruption.\\

Changed line 393 from:

3 XP when you formulate a plan (or are involved in formulating a plan), which is followed through for success over the obstacle, even if it did not go exactly according to plan.\\

to:

3 XP when you stop to formulate a plan, even though it seems obvious that planning at this stage is only going to slow you down.\\

Changed line 399 from:

5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the marks isn't even at this facility, a company of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidently triggered a facility-wide level 4 security alert.\\

to:

5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the VIP isn't even at this facility, a platoon of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidently triggered a facility-wide level 4 security alert.\\

Changed lines 404-406 from:

1 XP whenever you interrupt planning to instead tackle a problem head on.
2 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible, attempting to achieve a positive outcome. whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible\\

to:

1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible 2 XP whenever you interrupt planning to instead tackle a problem head on, attempting to achieve a positive outcome.\\

Changed lines 434-435 from:

5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem.

to:

5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem. Or when you are dead right.
Buyoff: Admit that, despite strong evidence of a conspiracy, that there is no conspiracy taking place. \\

Changed lines 438-441 from:

1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor.
2 XP whenever you enter into a firefight or melee that advances your team goal.
5 XP when your firearms or melee prove pivotal in a scene, without them the situation would have been much worse.
Buyoff: Admit that your martial skills and resources are lacking, and other skill sets are much better suited to something that you could normally do.\\

to:

1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor.
3 XP whenever you use your martial abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.\\

Changed lines 444-446 from:

2 XP whenever you cast major spells that further the goal of your team.
5 XP when your magic proves pivotal in a scene, without which your team would have fared much worse.

to:

3 XP whenever you use your magical abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.
\\

Changed lines 449-450 from:

2 XP whenever you sucessfully use your social skills and powers to advance the goal of your team.
5 XP when your social prowess proves pivotal to the scene, without which your team could have fared much worse.\\

to:

3 XP whenever you use your social abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.\\

Changed lines 454-455 from:

2 XP when your skills in the Grid provide assistance that advances the goals of your team.
5 XP when your Matrix prowess proves pivotal in a scene, without which your team would have fared much worse.\\

to:

3 XP whenever you use your matrix or rigging abilities to advance the goal of your team, taking on serious opposition.
Buyoff: You decide not to even bother using your abilities in a situation that would easily call for your expertise.\\

July 24, 2007, at 12:13 PM by xjermx - Planning Keys, and formatting
Changed lines 335-371 from:

Key of the Infiltrator 1 XP whenever you sneak past someone or something 2 XP whenever you reach a mission objective unobserved 5 XP whenever you leave a complex unobserved Buyoff: gain the undivided attention of the local security forces

Key of the Inept Infiltrator 1 XP whenever someone sees you sneaking 2 XP whenever someone raises the alarm 5 XP whenever your real name and/or description are broadcast through the complex Buyoff: successfully sneak past someone or something

Key of the Demolisher 1 XP whenever you blow something up 2 XP whenever you destroy a building 5 XP whenever you level an entire facility Buyoff: disarm some explosives

Key of the Renegotiator 1 XP whenever you betray Mr Johnson 3 XP whenever My Johnson betrays you Buyoff: complete a mission under the original terms

Key of the Single-Minded Mission 1 XP whenever your incompetent colleagues jeopardise the mission to hit their keys Buyoff: jeopardize the mission to hit one of your own keys

Key of the Geek 1 XP whenever you solve a problem from The Matrix 3 XP whenever you solve a problem from The Matrix which would have been easier in the real world Buyoff: complete a task without entering The Matrix

Key of the Astral Traveller 1 XP whenever you solve a problem from Astral Space 3 XP whenever you solve a problem from Astral Space which would have been easier in the real world Buyoff: complete a task without entering Astral Space

to:

Key of the Infiltrator
1 XP whenever you sneak past someone or something
2 XP whenever you reach a mission objective unobserved
5 XP whenever you leave a complex unobserved
Buyoff: gain the undivided attention of the local security forces
Key of the Inept Infiltrator
1 XP whenever someone sees you sneaking
2 XP whenever someone raises the alarm
5 XP whenever your real name and/or description are broadcast through the complex
Buyoff: successfully sneak past someone or something

Key of the Demolisher
1 XP whenever you blow something up
2 XP whenever you destroy a building
5 XP whenever you level an entire facility
Buyoff: disarm some explosives

Key of the Renegotiator
1 XP whenever you betray Mr Johnson
3 XP whenever My Johnson betrays you
Buyoff: complete a mission under the original terms

Key of the You Can't Pick Your Teammates
1 XP whenever your incompetent colleagues jeopardise the mission to hit their keys
2 XP whenever your associates bring down heat while trying to hit their keys
5 XP whenever your associates really mess things up because they were trying to hit their keys
Buyoff: jeopardize the mission to hit one of your own keys

Key of the Geek
1 XP whenever you solve a problem from The Matrix
3 XP whenever you solve a problem from The Matrix which would have been easier in the real world
Buyoff: complete a task without entering The Matrix

Key of the Astral Traveller
1 XP whenever you solve a problem from Astral Space
3 XP whenever you solve a problem from Astral Space which would have been easier in the real world
Buyoff: complete a task without entering Astral Space
\\

Changed lines 379-394 from:

Key of Honor 1 XP whenever you are tempted by corruption 2 XP whenever you act to oppose corruption 5 XP whenever you risk great sacrifice or danger to preserve your integrity Buyoff: Accept a bribe, or otherwise give in to corruption.

Key of Meticulous Planning 1 XP whenever you explain to others your well-reasoned plan for solving a particular problem. 2 XP if they actually follow your plan (succeed or fail) 5 XP whenever you insist on taking the time to think things through to find the logical solution you're convinced must exist while everyone else is running or fighting for their lives Buyoff: Act in a blind panic or in passion.

Key of Seat of the Pants Remember when Bruce Willis' character in the 5th Element went in to "Negotiate" with the aliens on the luxury liner? 1 XP whenever you interrupt planning to instead tackle a problem head on.

to:


Key of Honor
1 XP whenever you are tempted by corruption
2 XP whenever you act to oppose corruption
5 XP whenever you risk great sacrifice or danger to preserve your integrity
Buyoff: Accept a bribe, or otherwise give in to corruption.

Key of Planning Gone Right
1 XP when you have a plan and it works, on a small scale, like sneaking past a guard.
2 XP when you have a plan and it works, on a medium scale, like having your rigger disable all of the vehicles in the lot, so that you don't get chased when the alert goes up.
5 XP when you have a fantastic plan that goes fantastically right. Not only are you able to organize your team effectively, but everything goes according to plan.
Buyoff: Your plans terribly wrong.

Key of Meticulous Planning
1 XP whenever you encourage your teammates to stop and plan and think about a way to tackle a problem or obstacle.
3 XP when you formulate a plan (or are involved in formulating a plan), which is followed through for success over the obstacle, even if it did not go exactly according to plan.
Buyoff: Act in a blind panic or in passion.

Key of Planning Gone To Hell
1 XP when you have a plan and it doesn't work, on a small scale, like failing to sneak past a guard.
2 XP when you have a plan and it doesn't work, on a medium scale, like having another two trucks of guard show up unexpectedly, or you realize that your blueprints are completely wrong.
5 XP when you have a fantastic plan that goes fantastically wrong. The elevator cable breaks, the marks isn't even at this facility, a company of Lone Star officers is having a meeting next door, AND instead of disabling the security lock on the main door in order to get you in, your hacker accidently triggered a facility-wide level 4 security alert.
Buyoff: Your plans go right.

Key of Seat of the Pants
Remember when Bruce Willis' character in the 5th Element went in to "Negotiate" with the aliens on the luxury liner?
1 XP whenever you interrupt planning to instead tackle a problem head on.\\

Changed lines 407-458 from:

whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible 5 XP whenever your instinctive reaction result in a great success. Buyoff: Come up with a plan to address a problem.

Key of Humanis Policlub 1 XP whenever you discriminate against another character based on race. 2 XP whenever you discriminate against another character, despite it causing some problems. 5 XP whenever you discriminate against another character in spite of very serious consequences. Buyoff: accept someone, despite their race.

Key of Racial Profiling 1 XP whenever someone responds poorly toward you because of your race. 2 XP whenever someone responds poorly toward you based on your race, and it causes some difficulty (won't let you into a club) 5 XP whenever someone responds poorly toward you based on your race, and it creates serious problems for you (attacked by a mob of Policlub guys) Buyoff: Convince someone of how wrong racism is.

Key of the Team Player 1 XP when you work with your teammates toward achieving your group goal. 3 XP when you sacrifice an opportunity to persue your own goals in favor of the larger goals of the group. Buyoff: Disregard the goal of your team during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

Key of the Shadowrunner [lifted from Key of the Mission in the TSOY book: can be kept and applied to each job taken] 1 XP when you take an action to complete the current job 2 XP when that action is successful 5 XP when you take an action that completes a major part of the job Buyoff: abandon the job

Key of Conspiranoia 1 XP whenever you tie in an event, situation, person, or something else currently at hand into a conspiracy theory. 2 XP whenever you bring up current matters in relation to conspiracy theory and it causes some difficulties. 5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem.

Key of the Martial Shadowrunner 1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor. 2 XP whenever you enter into a firefight or melee that advances your team goal. 5 XP when your firearms or melee prove pivotal in a scene, without them the situation would have been much worse.

Key of the Awakened Shadowrunner 1 XP whenever you use your skills and powers to support your comrades, providing astral overwatch, casting minor spells that will aid your team. 2 XP whenever you cast major spells that further the goal of your team. 5 XP when your magic proves pivotal in a scene, without which your team would have fared much worse.

Key of the Face 1 XP whenever you use your skills and powers to support your comrades, chatting someone up and putting them at ease, etc, or when you attempt and fail to talk/bribe your way past someone. 2 XP whenever you sucessfully use your social skills and powers to advance the goal of your team. 5 XP when your social prowess proves pivotal to the scene, without which your team could have fared much worse.

Key of the Jacked-in Shadowrunner 1 XP whenever use your skills and powers to support your comrades, providing overwatch in the matrix or looking up some trivial bit of information. 2 XP when your skills in the Grid provide assistance that advances the goals of your team. 5 XP when your Matrix prowess proves pivotal in a scene, without which your team would have fared much worse.

to:

whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible
5 XP whenever your instinctive reaction result in a great success.
Buyoff: Come up with a plan to address a problem.

Key of Humanis Policlub
1 XP whenever you discriminate against another character based on race.
3 XP whenever you discriminate against another character in spite of very serious consequences.
Buyoff: accept someone, despite their race.

Key of Racial Profiling
1 XP whenever someone responds poorly toward you because of your race.
2 XP whenever someone responds poorly toward you based on your race, and it causes some difficulty (won't let you into a club)
5 XP whenever someone responds poorly toward you based on your race, and it creates serious problems for you (attacked by a mob of Policlub guys)
Buyoff: Convince someone of how wrong racism is.

Key of the Team Player
1 XP when you work with your teammates toward achieving your group goal.
3 XP when you sacrifice an opportunity to persue your own goals in favor of the larger goals of the group.
Buyoff: Disregard the goal of your team during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

Key of the Shadowrunner [lifted from Key of the Mission in the TSOY book: can be kept and applied to each job taken]
1 XP when you take an action to complete the current job
2 XP when that action is successful
5 XP when you take an action that completes a major part of the job
Buyoff: abandon the job

Key of Conspiranoia
1 XP whenever you tie in an event, situation, person, or something else currently at hand into a conspiracy theory.
2 XP whenever you bring up current matters in relation to conspiracy theory and it causes some difficulties.
5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem.
Key of the Martial Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor.
2 XP whenever you enter into a firefight or melee that advances your team goal.
5 XP when your firearms or melee prove pivotal in a scene, without them the situation would have been much worse.
Buyoff: Admit that your martial skills and resources are lacking, and other skill sets are much better suited to something that you could normally do.

Key of the Awakened Shadowrunner
1 XP whenever you use your skills and powers to support your comrades, providing astral overwatch, casting minor spells that will aid your team.
2 XP whenever you cast major spells that further the goal of your team.
5 XP when your magic proves pivotal in a scene, without which your team would have fared much worse.
Key of the Face
1 XP whenever you use your skills and powers to support your comrades, chatting someone up and putting them at ease, etc, or when you attempt and fail to talk/bribe your way past someone.
2 XP whenever you sucessfully use your social skills and powers to advance the goal of your team.
5 XP when your social prowess proves pivotal to the scene, without which your team could have fared much worse.

Key of the Jacked-in Shadowrunner
1 XP whenever use your skills and powers to support your comrades, providing overwatch in the matrix or looking up some trivial bit of information.
2 XP when your skills in the Grid provide assistance that advances the goals of your team.
5 XP when your Matrix prowess proves pivotal in a scene, without which your team would have fared much worse.
\\

July 24, 2007, at 11:39 AM by xjermx - tweaked Seat of the Pants and
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1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible. 2 XP whenever you interrupt planning to instead tackle a problem head on. 5 XP whenever your instinctive reaction result in a great deal of harm, pain or problems for everyone.

to:

Remember when Bruce Willis' character in the 5th Element went in to "Negotiate" with the aliens on the luxury liner? 1 XP whenever you interrupt planning to instead tackle a problem head on. 2 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible, attempting to achieve a positive outcome. whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible 5 XP whenever your instinctive reaction result in a great success.

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1 XP when you and your fellows work together to complete a task (guard the corridor while hacking a door) 2 XP when you and your fellows work together to complete the mission despite the compulsion to become distracted 5 XP when you and your fellows work together to complete the mission despite serious distraction Buyoff: Disregard your fellows during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

to:

1 XP when you work with your teammates toward achieving your group goal. 3 XP when you sacrifice an opportunity to persue your own goals in favor of the larger goals of the group. Buyoff: Disregard the goal of your team during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

July 08, 2007, at 04:42 PM by xjermx -
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Secret of Amazing Endurance: This secret allows you to use Endure as an active ability in some circumstances. Example: while being tortured, you are trying to endure the torture and not crack, while your interrogator tries to break you. Use this Secret along with Endure during B Dt P to cause harm to your Interrogator, assuming that you are causing harm that represents his becoming frustrated with your incredible endurance, and may give up or decide that you have no valuable information. Secret use requires 1 Meat pool per dice roll. This is perpendicular.

Secret of Incredible Reactions: This secret allows you to use React as an active ability in some circumstances. Example: your enemy is trying to slash at you with a halberd, while you attempt to avoid being hit with it, hoping that he will wear himself out. Spend a point of Metal and use the React ability to cause harm to your opponent, based on the idea that you are wearing out your enemy. This is perpendicular.

Secret of Tremendous Resistance, aka Spell Resistance: This secret allows you to use Resist as an active ability in some circumstances. Example: An enemy combat mage is trying to take you out with Manabolts, you are trying to complete a task, hoping that drain will wear out the mage. Spend a point of Mind, and roll Resist to cause harm to your opponent. This is perpendicular.

July 08, 2007, at 12:56 AM by xjermx -
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Secret of Improved Reflexes: By spending 1 point from Meat, the adept may immediately change intentions in B Dt P. Anytime surprise would mean rolling on Endure, React or Resist, a bonus dice is added.

July 07, 2007, at 05:00 PM by xjermx -
July 07, 2007, at 04:29 PM by xjermx -
July 07, 2007, at 04:28 PM by xjermx -
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July 07, 2007, at 04:25 PM by xjermx -
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Secret of Summoning This secret opens allows you to contact and summon spirits. There are six types of spirits contacted by Mages, Air, Fire, Water, Earth, Man, Beasts.

to:

Secret of Summoning This secret opens allows you to contact and summon spirits. There are six types of spirits contacted by Mages, Air, Fire, Water, Earth, Man, Beasts. Use requires spending 1 Meat Pool.

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Secret of Attribute Boost: Gain one point to a Pool.

Secret of Combat Sense: Gain one bonus dice to any conflict related to surprise

Secret of Critical Strike: Gain one bonus dice to any conflict using Unarmed Combat

Secret of Missile Parry: Gain one bonus dice to any conflict involving catching non firearm projectiles.

to:

Secret of Attribute Synergy: The adept may choose a primary pool and a secondary pool. The adept may spend points from the secondary pool to fuel the primary pool on a one for one basis. All normal pool rules apply. Example: the adept chooses Meat as primary and Mind as secondary; Mind pool may now be used to give a bonus dice to Meat Abilities, or to fuel Meat secrets.

Secret of Combat Sense: With this Secret, an Adept may spend as many Meat pool as he or she likes to add bonus dice to a React roll in order to avoid damage in combat.

Secret of Critical Strike: Using magic to increase the damage of unarmed attacks, the user may add +1 Harm to damage dealt in unarmed combat. No pool cost.

Secret of Missile Parry: By spending 1 Meat, the adept may catch or deflect non-firearms projectiles, such as arrows, knives, thowing stars, etc.

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Secret of Distance Strike: By spending 2 Meat, the adept may make an Unarmed Combat test against an opponent. This is limited to a short distance, probably no more than ten to fifteen feet.

Secret of Killing Hands: By spending 3 Meat, the adept may double the damage dealt in an unarmed combat test. Does not double any damage gained from other secrets.

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Secret of the Technomancer: You don't need to rely on your commlink. You can access the Matrix anyway.

to:

Secret of Agents: This is a Matrix Secret. With this secret, the hacker understands how to access and properly use Agent programs. An Agent behaves as a semi-autonomous persona that the hacker may use for a variety of tasks. The hacker should use his or her own Abilities for any contests that the Agent is required to make.

Secret of the Technomancer: You don't need to rely on a commlink. You can access the Matrix anyway, provided there's a Wireless network or data jack available.

Secret of Sprites: Technomancer Secret. With this secret, the technomancer is able to create and use sprites. A sprite is a semi-autonomous entity that the technomancer may use for a variety of tasks.

July 07, 2007, at 03:37 PM by xjermx -
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Conjuring should be handled via Qek magic rules.

to:

Conjuring should be handled via Qek magic rules.\\

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July 07, 2007, at 03:35 PM by xjermx - conjuring and spirits
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Summoning* (Meat)
to:
Conjuring* (Meat)
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Hermetic Magic in Sro Y is handled with the rules as written for Three-Corners Magic.

Transformation (Meat)
Creation (Meat)
Destruction (Meat)
Enthrallment (Mind)
Divination (Mind)
Enhancement (Mind)
to:

Hermetic and Shamanic Magic in Sro Y are handled with the rules as written for Three-Corners Magic. Magic Abilities

Transformation (Meat)
Creation (Meat)
Destruction (Meat)
Enthrallment (Mind)
Divination (Mind)
Enhancement (Mind)
Changed lines 162-164 from:

Shamanistic Magic to be handled via rules for Qek magic(?)

to:

Conjuring should be handled via Qek magic rules. Ability

Conjuring (Meat) This ability allows the user, when combined with the Secret of Summoning, to contact and summon spirits. Use this ability to conjure or summon, or to banish a spirit. Use requires spending 1 Meat Pool. For banishing, the spirit may make a Resist Ability check, or a Spirit Force check. A Watcher Spirit may be summoned without spending any pool. Watcher spirits are weak and limited spirits.
Spirit Force (Meat) This ability reflects the strength of spirit that you are able to summon and control. Use this ability when resolving conflicts for a spirit that you have summoned or bound.
Changed lines 168-171 from:
Secret of the Awakened Mage: This secret opens the door to Magic. It is necessary to take this secret in order to be able to take any of the magic Abilities.
Affect Electronics (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.
Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Affect Electronics is a prerequisite.
to:

Secret of Electronic Influence (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal. Secret of Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Electronic Influence is a prerequisite. Secret of Summoning This secret opens allows you to contact and summon spirits. There are six types of spirits contacted by Mages, Air, Fire, Water, Earth, Man, Beasts. Secret of Bound Spirit You have summoned and bound a spirit to you. This spirit will remain with you until your death, or its destruction. It may perform some services for you.

July 07, 2007, at 02:51 PM by xjermx -
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Character sheet here

to:

Character sheet here (http://slithytoves.sytes.net/~jerm/sroy_sheet.pdf)

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I. Pools
II. Races
III. Abilities
IV. Magic
V. Adept Secrets
VI. Cyberware Secrets
VII. Drone Rigger Secrets
VIII. Matrix Secrets
IX. Sixth World Secrets
X. Keys
XI. Notes
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July 07, 2007, at 02:49 PM by xjermx -
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II. Races
to:
II. Races
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July 07, 2007, at 02:46 PM by xjermx -
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Races
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Races
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July 07, 2007, at 02:40 PM by xjermx - spells
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Minor Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility: This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility: Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch: The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout: Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast: Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch: The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt: This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball: This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout: The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt: The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt: The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball: This spell creates an explosion of flames that flash into existance and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth: The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance: The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual: The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink: The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion: Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos: Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.
to:
Minor Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility (Enthrallment): This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility (Enthrallment): This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility (Enthrallment): Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch (Destruction): The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout (Destruction): Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast (Destruction): Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch (Destruction): The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt (Destruction): This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball (Destruction): This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout (Destruction): The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt (Destruction): The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt (Creation and Destruction): The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball (Creation and Destruction): This spell creates an explosion of flames that flash into existance and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth (Divination): The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance (Divination): The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual (Divination): The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink (Divination): The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion (Enthrallment): Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos (Enthrallment): Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.
July 07, 2007, at 02:33 PM by xjermx - spells
Changed lines 165-168 from:
Secret of the Awakened Mage: This secret opens the door to Magic. It is necessary to take this secret in order to be able to take any of the magic Abilities.
Affect Electronics (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.
Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Affect Electronics is a prerequisite.
to:
Secret of the Awakened Mage: This secret opens the door to Magic. It is necessary to take this secret in order to be able to take any of the magic Abilities.
Affect Electronics (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.
Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Affect Electronics is a prerequisite.
July 07, 2007, at 02:32 PM by xjermx - spells
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Spells (Pool costs assume that these are taken as spells. Spell Secret pool costs are -1, which is already reflected in the given costs)

Minor Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility: This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility: Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch: The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout: Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast: Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch: The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt: This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball: This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout: The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt: The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt: The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball: This spell creates an explosion of flames that flash into existance and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth: The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance: The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual: The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink: The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion: Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos: Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.
to:

Spells (Pool costs assume that these are taken as spells. Spell Secret pool costs are -1, which is already reflected in the given costs)

Minor Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility: This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility: Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch: The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout: Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast: Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch: The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt: This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball: This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout: The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt: The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt: The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball: This spell creates an explosion of flames that flash into existance and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth: The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance: The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual: The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink: The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion: Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos: Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.
July 07, 2007, at 02:30 PM by xjermx - spells
Changed lines 30-31 from:

Metal represents the character's raw natural talent for interacting with the Matrix, using electronics and machinery, and cyberware. Characters with high Metal are often known for being unmatched in the Matrix, being a wiz with electronics and mechanics, and for having a skin pigmentation referred to as "Gun Metal Gray". Metal is refreshed by engaging in any act with another character that involves electronics or mechanics, specifically for the purpose of enjoyment.

to:

Metal represents the character's raw natural talent for interacting with the Matrix, using electronics and machinery, and cyberware. Characters with high Metal are often known for being unmatched in the Matrix, being a wiz with electronics and mechanics, and for having multiple cyberware implants. Metal is refreshed by engaging in any act with another character that involves electronics or mechanics, specifically for the purpose of enjoyment.

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Transformation (Meat)
Creation (Meat)
Destruction (Meat)
Enthrallment (Mind)
Divination (Mind)
Enhancement (Mind)

Spells (Pool costs assume that these are taken as spells. Spell Secret pool costs are -1, which is already reflected in the given costs)

Minor Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 5 or fewer people, the cost is 2 Mind. These Invisibility spells are not effective against electronic means of visible detection - cameras and motion sensors, however they will work against people that have electronic vision enhancements like cybereyes.
Major Invisibility: This spell makes the subject more difficult to detect by visual means, including thermographic and infravision, other means of detection including smell, sound and touch still apply. Anyone looking for the target can roll a Resist Skill check versus the success level of the spell. The effect lasts for one hour. To become invisible to 25 or fewer people, the cost is 4 Mind.
Rough Invisibility: This spell works identically to the Minor and Major Invisibility spells, except that the Gentle Touch component is dropped, so the viewers will be fully aware that they are being manipulated. This is acceptable if using the spell in front of others, in order to escape or evade. The cost is 1 Mind for Minor, and 3 Mind for Major, which are separate Spell Secrets.
Improved Minor Invisibility: Works identically to the Major and Minor (and Rough) Invisibility spells, except that they add an element to work against electronic forms of detection. Cost: 2 Mind + 1 Metal, or 3 Mind. (Cost for Improved Major Invisibility is 4 Mind + 1 Metal, or 5 Mind)
Punch: The caster does internal damage to the target by connecting with a physical touch. Success will reduce the opponents Pools, and the caster may choose which pool(s) to remove points from. If this is taken as a Secret, there is no casting cost.
Clout: Clout is the ranged version of Punch. Caster may effect one target within sight with this spell. Cost: if taken as a Secret, 1 Meat.
Blast: Blast is the area effect, ranged version of Punch. If this is taken as a Secret, the caster may effect up to 5 targets for 2 Meat pool.
Death Touch: The caster does damage to the target by connecting with a physical touch. Successes will translate directly to Harm, or will simply be used to win a conflict. Cost: none.
Manabolt: This is the ranged version of Death Touch. If this is taken as a Secret, there is no cost.
Manaball: This is the ranged, area effect version of Death Touch. It can affect up to 5 targets. If taken as a secret, the pool cost is 1 Meat.
Knockout: The caster stuns the target by touching them, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 2 Meat.
Stunbolt: The caster may stun a target at a distance, knocking them unconscious. Successes during B Dt P will be multiplied by two. Cost if taken as a secret is 3 Meat.
Lightning Bolt: The caster creates and directs a vicious strike of electricity. It is a single target spell. Cost if taken as a Secret is 1 Meat.
Fireball: This spell creates an explosion of flames that flash into existance and scorch the targets. May effect up to 5 targets in sight. Cost if taken as a secret: 2 Meat.
Analyze Truth: The caster may tell whether a target's statements are the truth. Cost if taken as a spell: 1 Mind, otherwise, 2 Mind.
Clairvoyance: The subject may see distant scenes as if physically present. Subject can only use normal vision. Spell does not translate sound, only vision. Cannot use to target other spells. Cost if taken as a secret: 1 Mind.
Detect Individual: The subject can detect the presence of a particular individual anywhere within sight. The caster must know the targets name, or have met him or her in the past. Cost if taken as a secret: 1 Mind.
Mindlink: The caster and one voluntary subject may communicate mentally, exchanging conversations, emotions and mental images. The subject must within sight, or about 100 feet. Cost if taken as a secret: 1 Mind.
Confusion: Produces a storm of conflicting sensations and images to confuse the senses. Can effect one target within sight. Cost if taken as a spell: 1 Mind. There is a version of this spell that effects up to 5 targets, and costs 2 Mind.
Chaos: Same as Confusion, above, but able to also affect technological systems and sensing devices, cost if taken as a secret is 2 Mind, or 3 Mind for the version affecting up to 5 targets.
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Magical Secrets

Secret of the Awakened Mage: This secret opens the door to Magic. It is necessary to take this secret in order to be able to take any of the magic Abilities.
Affect Electronics (Enthrallment) You can affect electronic sensors including cameras, motion sensors, heat sensors, etc. This is needed in order to fool any of these electronic mediums, including electronic recordings. Note that in the case of recordings, the cost for a Spell or usage will go way up, because it must be Persistent, and must be able to affect large numbers of viewers. Cost: 1 Metal.
Permanent Recording (Enthrallment) You are able to have your Enthrallment effects become permanent on recorded mediums. This is usually combined with a magical disguise or invisibility. It only affects electronic recordings, and its affects are restricted to the bounds of the spell. For example, Invisibility usually only affects vision, and so the use of this Secret can render the user permanently invisible on the media, but sound may still be present. Its cost is 2 Metal, and the Secret of Affect Electronics is a prerequisite.
July 06, 2007, at 07:17 PM by xjermx -
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Character sheet here

July 05, 2007, at 11:00 PM by xjermx -
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Secret of Cyberimplant Weaponry: Adds a +1 to Harm for physical altercations.

to:

Secret of Cyberimplant Melee Weaponry: Adds a +1 to Harm for physical altercations. Can use either Armed or Unarmed Combat ability.

Secret of Cyberimplant Firearm: It's a gun concealed in a limb. Sneaky.

July 05, 2007, at 10:55 PM by xjermx -
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Secret of Doc Wagon Contract: This secret represents a paid up contract with Doc Wagon or a competing vendor. In the event of a character's injury or demise, Doc Wagon operatives will show up in order to extract the character and revive him or her, if possible.

to:

Secret of Doc Wagon Contract: This secret represents a paid up contract with Doc Wagon or a competing vendor. In the event of a character's injury or demise, Doc Wagon operatives will show up in order to extract the character and revive him or her, if possible. Note that Doc Wagon? will not respond to calls on extraterritorial government or corporate property without permission from the controlling authority.

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Secret of high quality fake SIN: Your character has invested the time and money required to get ahold of semi-valid SIN. Might have belonged to someone who's dead now, or somebody up and sold their SIN to a black market dealer. Whatever, its yours now, and it gets you into places that others without SIN can't go, and makes you much less suspicious to law enforcement personnel.

to:

Secret of high quality fake SIN: Your character has invested the time and money required to get ahold of semi-valid SIN. Might have belonged to someone who's dead now, or somebody up and sold their SIN to a black market dealer. Whatever, its yours now, and it gets you into places that others without SIN, or with lower quality SIN can't go, and makes you much less suspicious to law enforcement personnel.

July 05, 2007, at 10:50 PM by xjermx -
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Secret of Dermal Plating: When Harm shakes out at the end of Bdt P?, one level of Harm just goes away.

to:

Secret of Dermal Plating: These thick plates beneath the skin provide significant protection. +1 Armor against physical attacks.

July 05, 2007, at 10:33 PM by xjermx -
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I. Pools II. Races III. Abilities IV. Magic V. Adept Secrets VI. Cyberware Secrets VII. Drone Rigger Secrets VIII. Matrix Secrets IX. Sixth World Secrets X. Keys XI. Notes

to:
I. Pools
II. Races
III. Abilities
IV. Magic
V. Adept Secrets
VI. Cyberware Secrets
VII. Drone Rigger Secrets
VIII. Matrix Secrets
IX. Sixth World Secrets
X. Keys
XI. Notes
July 05, 2007, at 10:32 PM by xjermx -
July 05, 2007, at 10:31 PM by xjermx - layout change
Added lines 8-23:

Contents

I. Pools II. Races III. Abilities IV. Magic V. Adept Secrets VI. Cyberware Secrets VII. Drone Rigger Secrets VIII. Matrix Secrets IX. Sixth World Secrets X. Keys XI. Notes


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Abilities

These are recommended in addition to the abilities suggested in the core TSOY material.
Basic
Modify the core TSOY abilities as follows:

Endure (Meat)
React (Metal)
Resist (Mind)

Artistic

Freeload (Meat)
Create (Mind)
Story-tell (Mind)
Music (Mind)

Craftsman

Haggling (Mind)
Crafting - Miscellaneous (Mind)

Warrior

Sense Danger (Meat)
Battle Tactics (Mind)

Social

Sway (Mind)
Savoir-Faire (Meat)
Etiquette (Mind)

Illicit

Stealth (Meat)
Theft (Meat)
Deceit (Mind)
Streetwise (Meat)

Outdoor

Athletics (Meat)
Aim (Meat, though possibly Metal)
Navigation (Mind)
Animal Ken (Meat)

Priestly

Summoning* (Meat)
Counsel (Mind)
Discern Truth (Mind)
Orate (Meat)

6th World

Complex Crafts - Electronics (Metal)
Complex Crafts - Mechanical (Metal)
Driving (Metal) For cars, trucks, motorcycles, etc.
Piloting (Metal) For boats, aircraft, etc.
Matrix: Combat (Metal) For all fighting within the Matrix
Matrix: Stealth (Metal) For remaining undetected, or detecting others, or for covering tracks and forensics.
Matrix: Engineering (Metal) For most all other Matrix tasks. Especially "doing" or "undoing". Think security doors and cameras.
Demolitions (Metal)
Firearms (Metal)
Unarmed Combat (usually Meat)
Armed Combat (usually Meat)
Biotech/Medicine (Mind)
Megacorp Politicking (Mind)
Drone Rigging (Metal) (to be used with associated Secrets)

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Adepts
to:
Adept Secrets
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Cyberware
to:
Cyberware Secrets
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Abilities

These are recommended in addition to the abilities suggested in the core TSOY material.
Basic
Modify the core TSOY abilities as follows:

Endure (Meat)
React (Metal)
Resist (Mind)

Artistic

Freeload (Meat)
Create (Mind)
Story-tell (Mind)
Music (Mind)

Craftsman

Haggling (Mind)
Crafting - Miscellaneous (Mind)

Warrior

Sense Danger (Meat)
Battle Tactics (Mind)

Social

Sway (Mind)
Savoir-Faire (Meat)
Etiquette (Mind)

Illicit

Stealth (Meat)
Theft (Meat)
Deceit (Mind)
Streetwise (Meat)

Outdoor

Athletics (Meat)
Aim (Meat, though possibly Metal)
Navigation (Mind)
Animal Ken (Meat)

Priestly

Summoning* (Meat)
Counsel (Mind)
Discern Truth (Mind)
Orate (Meat)

6th World

Complex Crafts - Electronics (Metal)
Complex Crafts - Mechanical (Metal)
Driving (Metal) For cars, trucks, motorcycles, etc.
Piloting (Metal) For boats, aircraft, etc.
Matrix: Combat (Metal) For all fighting within the Matrix
Matrix: Stealth (Metal) For remaining undetected, or detecting others, or for covering tracks and forensics.
Matrix: Engineering (Metal) For most all other Matrix tasks. Especially "doing" or "undoing". Think security doors and cameras.
Demolitions (Metal)
Firearms (Metal)
Unarmed Combat (usually Meat)
Armed Combat (usually Meat)
Biotech/Medicine (Mind)
Megacorp Politicking (Mind)
Drone Rigging (Metal) (to be used with associated Secrets)
to:
Matrix Secrets

Secret of Fairlight Commlink: You spend a ton of nuyen on the top-of-the-line commlink. It provides you a real advantage in the Matrix. Counts as +1 Armor for Harm resulting from the Matrix.

Secret of Black Hammer: This is a Matrix secret. It is a program which deals powerful damage in Matrix combat. The hacker may spend as many Metal Pool as he or she likes to increase the harm of a successful blow in B Dt P.

Secret of Reading the Code: This is a Matrix secret. Select a specialty related to a Matrix Ability. Such as Overriding Security Cameras. Gain a bonus dice whenever the hacker attempts an action that falls within that category.

Secret of the Technomancer: You don't need to rely on your commlink. You can access the Matrix anyway.

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Other Secrets
to:
Sixth World Secrets
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Secret of Fairlight Commlink: You spend a ton of nuyen on the top-of-the-line commlink. It provides you a real advantage in the Matrix. Counts as +1 Armor for Harm resulting from the Matrix.

Secret of Black Hammer: This is a Matrix secret. It is a program which deals powerful damage in Matrix combat. The hacker may spend as many Metal Pool as he or she likes to increase the harm of a successful blow in B Dt P.

Secret of Reading the Code: This is a Matrix secret. Select a specialty related to a Matrix Ability. Such as Overriding Security Cameras. Gain a bonus dice whenever the hacker attempts an action that falls within that category.

Secret of the Technomancer: You don't need to rely on your commlink. You can access the Matrix anyway.

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New Keys
to:
Keys
July 05, 2007, at 10:24 PM by xjermx - lifestyles
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Secret of Lifestyle I (Squatter) Purchasing this secret gives the character an equivalent living arrangement to "Squatter". Hey, its better than being on the street. (Each is a prerequisite for the one that follows it)

Secret of Lifestyle II (Low): Purchasing this secret gives the character an equivalent living arrangement to "Low".

Secret of Lifestyle III (Middle): Purchasing this secret gives the character an equivalent living arrangement to "Middle".

Secret of Lifestyle IV (High): Purchasing this secret gives the character an equivalent living arrangement to "High".

Secret of Lifestyle V (Luxury): Purchasing this secret gives the character an equivalent living arrangement to "Luxury".

to:

Secret of Lifestyle I (Low) Purchasing this secret gives the character an equivalent living arrangement to "Low". Hey, its better than being on the street or squatting. (Each is a prerequisite for the one that follows it)

Secret of Lifestyle II (Middle): Purchasing this secret gives the character an equivalent living arrangement to "Middle".

Secret of Lifestyle III (High): Purchasing this secret gives the character an equivalent living arrangement to "High".

Secret of Lifestyle IV (Luxury): Purchasing this secret gives the character an equivalent living arrangement to "Luxury".

July 05, 2007, at 10:15 PM by xjermx - made Wired Reflexes into one secret
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Secret of Wired Reflexes I: Add one bonus dice to React rolls. Cost: 1 Metal.

Secret of Wired Reflexes II: Add two bonus dice to React rolls. Cost: 2 Metal. You can change intention in B Dt P for free. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add two bonus dice to React rolls. Cost: 1 Metal. You can change intention in B Dt P for free. (prerequisite = Wired II)

to:

Secret of Wired Reflexes: Spend 1 Metal Pool to add a bonus dice to a React roll, spend 1 Metal Pool to instantly change intentions in B Dt P.

July 05, 2007, at 10:09 PM by xjermx - more matrix stuff
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Driving (Metal)
Piloting (Metal)
Cracking/Computer Use (Metal)
to:
Driving (Metal) For cars, trucks, motorcycles, etc.
Piloting (Metal) For boats, aircraft, etc.
Matrix: Combat (Metal) For all fighting within the Matrix
Matrix: Stealth (Metal) For remaining undetected, or detecting others, or for covering tracks and forensics.
Matrix: Engineering (Metal) For most all other Matrix tasks. Especially "doing" or "undoing". Think security doors and cameras.
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Secret of the Technomancer: You don't need to rely on your commlink. You can access the Matrix anyway.

July 05, 2007, at 10:03 PM by xjermx - matrix secrets
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Secret of Kinesics: Kinesics is an adepts complete control over the body's nonverbal and subconscious communication and social cues. This secret allows the adept to add a bonus dice to social conflicts, and also allows the adept to understand the targets emotions and motives with the expenditure of a Meat Pool.

Secret of Mystic Armor: An adept with this secret may spend a Meat Pool in order to gain a +1 to armor due to magically toughening of skin.

Secret of Rapid Healing: This secret advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Spell Resistance: Adepts with this secret may add a bonus dice to conflicts involving their resistance to spells.

Secret of Voice Control: This secret allows an Adept to spend 1 Meat Pool to mimic sounds within the normal range of metahuman vocalization, including mimicking the voices of others. This can defeat voice recognition systems. Also, with the Pool expenditure, the adept may throw her voice up to 30 feet.

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Secret of Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Metal.

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Metal. You can change intention in B Dt P for free. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Metal. You can change intention in B Dt P for free. (prerequisite = Wired II)

Secret of Bone Lacing: Add two bonus dice to Endure rolls. Cost: 1 Meat.

to:

Secret of Wired Reflexes I: Add one bonus dice to React rolls. Cost: 1 Metal.

Secret of Wired Reflexes II: Add two bonus dice to React rolls. Cost: 2 Metal. You can change intention in B Dt P for free. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add two bonus dice to React rolls. Cost: 1 Metal. You can change intention in B Dt P for free. (prerequisite = Wired II)

Secret of Bone Lacing: Add one bonus dice to Endure rolls. Cost: 1 Meat.

Changed lines 231-234 from:

Secret of Tres Chic: You've invested a lot of money in your wardrobe. Gain a bonus dice to social rolls when appropriate to the story.

to:

Secret of Tres Chic: You've invested a lot of money in your wardrobe. Pick a social ability, and gain a bonus dice to the use of that ability when you have the opportunity to impress others with your attire.

Secret of Fairlight Commlink: You spend a ton of nuyen on the top-of-the-line commlink. It provides you a real advantage in the Matrix. Counts as +1 Armor for Harm resulting from the Matrix.

Secret of Black Hammer: This is a Matrix secret. It is a program which deals powerful damage in Matrix combat. The hacker may spend as many Metal Pool as he or she likes to increase the harm of a successful blow in B Dt P.

Secret of Reading the Code: This is a Matrix secret. Select a specialty related to a Matrix Ability. Such as Overriding Security Cameras. Gain a bonus dice whenever the hacker attempts an action that falls within that category.

July 05, 2007, at 10:39 AM by xjermx - fix pool names
July 05, 2007, at 09:18 AM by xjermx - fix pool names
Changed lines 56-65 from:

Secret of Flying Leap: Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Vigor point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back: Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Vigor.

Secret of Mighty Blow: Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Secret of Throwing: Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

Secret of Improved Ability: This secret allows the user to spend an additional point from his or her associated Pool when performing an Ability check, beyond the allowed first.

to:

Secret of Flying Leap: Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Meat point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back: Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Meat.

Secret of Mighty Blow: Your character can strike with extreme might. Spend as many dice of Meat as you like to increase the harm of a successful blow in combat.

Secret of Throwing: Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon (+1 to harm). Cost: 1 Meat.

Secret of Improved Ability: This secret allows the user to spend as many points as desired from his or her associated Pool when performing an Ability check, beyond the allowed first. Must be taken once per Pool.

Changed lines 76-78 from:

Secret of Superior Falling: An adept may spend Instinct, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

to:

Secret of Superior Falling: An adept may spend Meat, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

Changed lines 85-92 from:

Secret of Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Instinct.

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. You can change intention in B Dt P for free. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. You can change intention in B Dt P for free. (prerequisite = Wired II)

Secret of Bone Lacing: Add two bonus dice to Endure rolls. Cost: 1 Vigor.

to:

Secret of Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Metal.

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Metal. You can change intention in B Dt P for free. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Metal. You can change intention in B Dt P for free. (prerequisite = Wired II)

Secret of Bone Lacing: Add two bonus dice to Endure rolls. Cost: 1 Meat.

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Key of the Jacked-in Shadowrunner 1 XP whenever use your skills and powers to support your comrades, providing overwatch in the matrix or looking up some trivial bit of information. 2 XP when your skills in the Grid provide assistance that advances the goals of your team. 5 XP when your Matrix prowess proves pivotal in a scene, without which your team would have fared much worse.

July 05, 2007, at 09:07 AM by xjermx - keys
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to:

Key of Conspiranoia 1 XP whenever you tie in an event, situation, person, or something else currently at hand into a conspiracy theory. 2 XP whenever you bring up current matters in relation to conspiracy theory and it causes some difficulties. 5 XP whenever your insistence on a conspiracy seriously alters plans or arrangements, or creates a serious problem.

Key of the Martial Shadowrunner 1 XP whenever you use your skills and powers to support your comrades, providing covering fire, or even keeping close eye on a corridor. 2 XP whenever you enter into a firefight or melee that advances your team goal. 5 XP when your firearms or melee prove pivotal in a scene, without them the situation would have been much worse.

Key of the Awakened Shadowrunner 1 XP whenever you use your skills and powers to support your comrades, providing astral overwatch, casting minor spells that will aid your team. 2 XP whenever you cast major spells that further the goal of your team. 5 XP when your magic proves pivotal in a scene, without which your team would have fared much worse.

Key of the Face 1 XP whenever you use your skills and powers to support your comrades, chatting someone up and putting them at ease, etc, or when you attempt and fail to talk/bribe your way past someone. 2 XP whenever you sucessfully use your social skills and powers to advance the goal of your team. 5 XP when your social prowess proves pivotal to the scene, without which your team could have fared much worse.

July 02, 2007, at 10:19 PM by xjermx -
July 02, 2007, at 10:16 PM by xjermx -
Changed lines 216-217 from:

Secret of the Gun Junkie: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about. You may spend as many points out of the Metal pool to give bonus dice to the ability as you wish.

to:

Secret of Gun-Fu: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about. You may spend as many points out of the Metal pool to give bonus dice to the Firearms ability as you wish.

July 02, 2007, at 09:58 PM by xjermx -
Added line 33:
Changed lines 87-88 from:

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. You can change intention in B Dt P for free.(prerequisite = Wired I)

to:

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. You can change intention in B Dt P for free. (prerequisite = Wired I)

July 02, 2007, at 09:57 PM by xjermx -
Changed line 301 from:

Key of the Team Runner

to:

Key of the Team Player

July 02, 2007, at 09:54 PM by xjermx -
Changed line 301 from:

Key of the Professional Shadowrunner

to:

Key of the Team Runner

July 02, 2007, at 09:54 PM by xjermx -
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to:

Buyoff: accept someone, despite their race.

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to:

Buyoff: Convince someone of how wrong racism is.

Key of the Professional Shadowrunner 1 XP when you and your fellows work together to complete a task (guard the corridor while hacking a door) 2 XP when you and your fellows work together to complete the mission despite the compulsion to become distracted 5 XP when you and your fellows work together to complete the mission despite serious distraction Buyoff: Disregard your fellows during a mission. [This key is somewhat metagame, its meant to encourage team-work, and to give the opportunity to hit a key choice, since some keys and situations might seem to encourage splitting up and individualism]

Key of the Shadowrunner [lifted from Key of the Mission in the TSOY book: can be kept and applied to each job taken] 1 XP when you take an action to complete the current job 2 XP when that action is successful 5 XP when you take an action that completes a major part of the job Buyoff: abandon the job

July 02, 2007, at 09:35 PM by xjermx -
Changed lines 48-49 from:

Shamantic Magic to be handled via rules for Qek magic(?)

to:

Shamanistic Magic to be handled via rules for Qek magic(?)

Changed lines 106-107 from:

Secret of Miscellaneous Cyberwear: This secret allows the character to lay claim to assorted miscellaneous cyberware. Subvocal microphone? Neural Dampeners? Small hidden compartment? This secret is not intended to grant cyberwear that gives bonuses, but at your other players' discression, it may grant an occasional bonus dice, or a bonus dice during a very specific situation.

to:

Secret of Miscellaneous Cyberwear: This secret allows the character to lay claim to assorted miscellaneous cyberware. Subvocal microphone? Neural Dampeners? Small hidden compartment? This secret is not intended to grant cyberware that gives bonuses, but at your other players' discretion, it may grant an occasional bonus dice, or a bonus dice during a very specific situation.

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Please Note: This abstracted version of the Drone Rigger (and the rest of this conversion, really) relies heavily on players policing themselves against munchkinism and such. If you insist on having 5 drones that follow you constantly, and all have heat seaking missiles, maybe you need to be playing the 4th Edition version of Shadowrun, rather than this lite and fun conversion. There are no rules on drone creation, it is simply assumed that since you're the drone rigger and took the ability and secrets, that you'll have some around. Please don't abuse it, and just have fun.

to:

Please Note: This abstracted version of the Drone Rigger (and the rest of this conversion, really) relies heavily on players policing themselves against munchkinism and such. If you insist on having 5 drones that follow you constantly, and all have heat seeking missiles, maybe you need to be playing the 4th Edition version of Shadowrun, rather than this lite and fun conversion. There are no rules on drone creation, it is simply assumed that since you're the drone rigger and took the ability and secrets, that you'll have some around. Please don't abuse it, and just have fun.

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Buyoff: jeopardise the mission to hit one of your own keys

to:

Buyoff: jeopardize the mission to hit one of your own keys

July 02, 2007, at 09:33 PM by xjermx -
Changed lines 86-89 from:

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. (prerequisite = Wired II)

to:

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. You can change intention in B Dt P for free.(prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. You can change intention in B Dt P for free. (prerequisite = Wired II)

Added lines 108-113:

Secret of Adrenaline Pump: This enhancement allows you to spend a round in B Dt P using defense only (Mind Meat or Metal), and at the end of that round, you may shake out harm, instead of waiting until the end of B Dt P.

Secret of Platelet Factory: This enhancement advances the rate of healing. During down-time, any harm that is physical is healed for half the pool cost to you. You could heal a level 4 Meat Harm by spending 2 Meat. 1 or 2 harm requires 1 point expenditure, 3 or 4 harm requires 2 points expenditure, 5 or 6 harm requires 3 points expenditure.

Secret of Symbiotes: This implant allows you to use Pool to regenerate Harm during B Dt P. May not be combined with Adrenaline or Platelet Factory. May only use on level 1, 2 or 3 harm. Doubles pool cost to heal. 1 Meat Harm would require 2 Meat Pool to heal.

Added lines 221-224:

Secret of Tres Chic: You've invested a lot of money in your wardrobe. Gain a bonus dice to social rolls when appropriate to the story.

July 02, 2007, at 09:12 PM by xjermx -
Added lines 279-290:

Key of Humanis Policlub 1 XP whenever you discriminate against another character based on race. 2 XP whenever you discriminate against another character, despite it causing some problems. 5 XP whenever you discriminate against another character in spite of very serious consequences.

Key of Racial Profiling 1 XP whenever someone responds poorly toward you because of your race. 2 XP whenever someone responds poorly toward you based on your race, and it causes some difficulty (won't let you into a club) 5 XP whenever someone responds poorly toward you based on your race, and it creates serious problems for you (attacked by a mob of Policlub guys)

July 02, 2007, at 09:02 PM by xjermx -
Changed line 25 from:

Secret of Enormity

to:

Secret of Troll Size

Changed line 28 from:

Secret of Mighty Blow

to:

Secret of Troll Strength

Changed lines 33-34 from:

insert elf racial secrets here

to:

Secret of Elven Agility

Secret of Elven Magic

Changed lines 92-93 from:

Secret of Cyberlimb: Adds a bonus dice to skill rolls that involve the additional limb for physical tasks- when appropriate for the story and players. Likely tasks include combat, climbing, jumping, etc.

to:

Secret of Cyberlimb: Pick an ability such as Unarmed Combat or Athletics when you take this Secret, this cyberlimb allows you to spend as many points from Metal as you would like as bonus dice to that ability roll.

Added line 107:
Changed lines 209-211 from:

Secret of the Gun Junkie: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about.

to:

Secret of the Gun Junkie: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about. You may spend as many points out of the Metal pool to give bonus dice to the ability as you wish.

Secret of Exploding Ammunition: When the gloves come off, and stealth is no longer a concern, you put in the magazine with red tape on. This secret allows you spend as many dice of Metal as you like to increase the harm of a successful blow in B Dt P.

Secret of Kenjitsu: When you hold a diamondsteel edged katana, you are death walking. Taking this secret allows you to spend as many dice from Meat to increase the harm of a successful blow in B Dt P.

Changed lines 261-278 from:
to:

Key of Honor 1 XP whenever you are tempted by corruption 2 XP whenever you act to oppose corruption 5 XP whenever you risk great sacrifice or danger to preserve your integrity Buyoff: Accept a bribe, or otherwise give in to corruption.

Key of Meticulous Planning 1 XP whenever you explain to others your well-reasoned plan for solving a particular problem. 2 XP if they actually follow your plan (succeed or fail) 5 XP whenever you insist on taking the time to think things through to find the logical solution you're convinced must exist while everyone else is running or fighting for their lives Buyoff: Act in a blind panic or in passion.

Key of Seat of the Pants 1 XP whenever you ignore the opportunity to formulate a plan, and instead attack a problem in the most direct manner possible. 2 XP whenever you interrupt planning to instead tackle a problem head on. 5 XP whenever your instinctive reaction result in a great deal of harm, pain or problems for everyone. Buyoff: Come up with a plan to address a problem.

July 02, 2007, at 08:24 PM by xjermx -
Changed lines 63-64 from:

Secret of Astral Perception:

to:

Secret of Astral Perception: Spend one point from Mind and you can see into the Astral.

Changed lines 90-93 from:

Secret of Cyberlimb:

Secret of Cyberimplant Weaponry:

to:

Secret of Cyberlimb: Adds a bonus dice to skill rolls that involve the additional limb for physical tasks- when appropriate for the story and players. Likely tasks include combat, climbing, jumping, etc.

Secret of Cyberimplant Weaponry: Adds a +1 to Harm for physical altercations.

Changed lines 96-103 from:

Secret of Muscle Replacement:

Secret of Skillwires:

Secret of Cyber Eyes:

Secret of Cyber Ears:

to:

Secret of Muscle Replacement: This cyberware secret allows you to spend up to three points from your Meat or Metal pool for a physically challenging task.

Secret of Skillwires: This allows the user to spend two points from the related pool and be able to make a skill roll with an unskilled ability as though they were actually Competent. If a character with skillwires who was Unskilled in Driving wished to do so, they could spend two points from their Metal pool and make the check as though they were Competent.

Secret of Cyber Eyes: You can totally see in the dark. And in the infrared spectrum, and in sepia, if you want.

Secret of Cyber Ears: There is nothing that you cannot hear. There aren't really perception rolls in Sro Y, but the GM and players should all remember that you can hear it all.

Added lines 200-208:

Secret of Doc Wagon Contract: This secret represents a paid up contract with Doc Wagon or a competing vendor. In the event of a character's injury or demise, Doc Wagon operatives will show up in order to extract the character and revive him or her, if possible.

Secret of B&E Gear: What is a sneak thief without a silenced ballistic grappling hook? What infiltrator wants to get caught without laser sensor detecting gas? This secret gets you all of that stuff.

Secret of high quality fake SIN: Your character has invested the time and money required to get ahold of semi-valid SIN. Might have belonged to someone who's dead now, or somebody up and sold their SIN to a black market dealer. Whatever, its yours now, and it gets you into places that others without SIN can't go, and makes you much less suspicious to law enforcement personnel.

Secret of the Gun Junkie: You are a Street Sam, a Weapons Specialist, or a Gun Adept. When you shop for weaponry, you aren't just concerned about size, although that is certainly a concern - you consider its trajectory, weight, profile, heat signature, damage potential, penetration, and a dozen other considerations that others don't even know about.

February 02, 2007, at 05:09 PM by xjermx -
Deleted lines 103-104:

Secret of Weapon Acquisition: Weapon junkies know other weapon junkies. This secret may be used to acquire weaponry that your character is familiar with, whether melee weapons or firearms. This is not a magic way to find weapons in a cabinet or in a potted plant, instead it is to represent that if given a few hours, the resourceful character can get his or her hands on some weaponry that he or she is familiar with, thanks to knowing other people who are similarly fascinated by weaponry. This is also not intended to give the character an arsenal of weaponry, or to get their hands on an assault tank, though they could use this secret to try to get some specific or specialized weaponry, though a penalty might apply. Also, if the character is in an unfamiliar area, a penalty will certainly apply.

Added lines 198-199:

Secret of Weapon Acquisition: Weapon junkies know other weapon junkies. This secret may be used to acquire weaponry that your character is familiar with, whether melee weapons or firearms. This is not a magic way to find weapons in a cabinet or in a potted plant, instead it is to represent that if given a few hours, the resourceful character can get his or her hands on some weaponry that he or she is familiar with, thanks to knowing other people who are similarly fascinated by weaponry. This is also not intended to give the character an arsenal of weaponry, or to get their hands on an assault tank, though they could use this secret to try to get some specific or specialized weaponry, though a penalty might apply. Also, if the character is in an unfamiliar area, a penalty will certainly apply.

January 25, 2007, at 11:22 PM by xjermx -
Changed lines 114-115 from:

Secret of Drone Size: This secret is intended to open up the option of very small drones, the size of a human fist or less. This type of drone is typically used for surveillance, and is typically not a viable combat drone.

to:

Secret of Drone Size: This secret is intended to open up the option of very small drones, down to the size of insects, but not nanites. This type of drone is typically used for surveillance, and is typically not a viable combat drone.

January 25, 2007, at 11:19 PM by xjermx -
Changed lines 126-127 from:

These are recommended in addition to the abilities suggested in the core TSOY material. Basic

to:

These are recommended in addition to the abilities suggested in the core TSOY material.
Basic\\

Changed lines 130-133 from:

Endure (Meat) React (Metal) Resist (Mind)

to:
Endure (Meat)
React (Metal)
Resist (Mind)
Changed lines 135-139 from:

Freeload (Meat) Create (Mind) Story-tell (Mind) Music (Mind)

to:
Freeload (Meat)
Create (Mind)
Story-tell (Mind)
Music (Mind)
Changed lines 141-143 from:

Haggling (Mind) Crafting - Miscellaneous (Mind)

to:
Haggling (Mind)
Crafting - Miscellaneous (Mind)
Changed lines 145-147 from:

Sense Danger (Meat) Battle Tactics (Mind)

to:
Sense Danger (Meat)
Battle Tactics (Mind)
Changed lines 149-152 from:

Sway (Mind) Savoir-Faire (Meat) Etiquette (Mind)

to:
Sway (Mind)
Savoir-Faire (Meat)
Etiquette (Mind)
Changed lines 154-158 from:

Stealth (Meat) Theft (Meat) Deceit (Mind) Streetwise (Meat)

to:
Stealth (Meat)
Theft (Meat)
Deceit (Mind)
Streetwise (Meat)
Changed lines 160-164 from:

Athletics (Meat) Aim (Meat, though possibly Metal) Navigation (Mind) Animal Ken (Meat)

to:
Athletics (Meat)
Aim (Meat, though possibly Metal)
Navigation (Mind)
Animal Ken (Meat)
Changed lines 166-170 from:

Summoning* (Meat) Counsel (Mind) Discern Truth (Mind) Orate (Meat)

to:
Summoning* (Meat)
Counsel (Mind)
Discern Truth (Mind)
Orate (Meat)
Changed lines 172-184 from:

Complex Crafts - Electronics (Metal) Complex Crafts - Mechanical (Metal) Driving (Metal) Piloting (Metal) Cracking/Computer Use (Metal) Demolitions (Metal) Firearms (Metal) Unarmed Combat (usually Meat) Armed Combat (usually Meat) Biotech/Medicine (Mind) Megacorp Politicking (Mind) Drone Rigging (Metal) (to be used with associated Secrets)

to:
Complex Crafts - Electronics (Metal)
Complex Crafts - Mechanical (Metal)
Driving (Metal)
Piloting (Metal)
Cracking/Computer Use (Metal)
Demolitions (Metal)
Firearms (Metal)
Unarmed Combat (usually Meat)
Armed Combat (usually Meat)
Biotech/Medicine (Mind)
Megacorp Politicking (Mind)
Drone Rigging (Metal) (to be used with associated Secrets)
Changed lines 188-189 from:

Secret of Lifestyle I (Squatter) Purchasing this secret gives the character an equivalent living arrangement to "Squatter". Hey, its better than being on the street.

to:

Secret of Lifestyle I (Squatter) Purchasing this secret gives the character an equivalent living arrangement to "Squatter". Hey, its better than being on the street. (Each is a prerequisite for the one that follows it)

Changed lines 259-260 from:

It is possible that some Secrets created during this conversion may prove identical to the benefit provided from an alternative expenditure of the Advance. For example, we may create a Secret of Rapid Reaction, which adds one to the Instinct Pool. This is the exact same benefit to be gained by simply spending an Advance to increase that Pool. Still, These benefits will likely be created to preserve some of the flavor of Shadowrun. To preserve the spirit of Shadowrun, it is highly recommended that you and your players agree to not "mix and match". For example, Adepts should not take Shamantic or Hermetic magic Abilities or Secrets, nor should they take Rigger or Cyberware secrets. The same is true across the board - Cyber characters should not take on Magics, etc.

to:
  • It is possible that some Secrets created during this conversion may prove identical to the benefit provided from an alternative expenditure of the Advance. For example, we may create a Secret of Rapid Reaction, which adds one to the Instinct Pool. This is the exact same benefit to be gained by simply spending an Advance to increase that Pool. Still, These benefits will likely be created to preserve some of the flavor of Shadowrun.
  • To preserve the spirit of Shadowrun, it is highly recommended that you and your players agree to not "mix and match". For example, Adepts should not take Shamantic or Hermetic magic Abilities or Secrets, nor should they take Rigger or Cyberware secrets. The same is true across the board - Cyber characters should not take on Magics, etc.
January 25, 2007, at 11:06 PM by xjermx -
Deleted line 18:
Deleted line 41:
Changed lines 44-48 from:

Three Corners Magic and Qek Magic for Conjuring and Summoning?

Adepts

to:

Hermetic Magic in Sro Y is handled with the rules as written for Three-Corners Magic.

Shamantic Magic to be handled via rules for Qek magic(?)


Adepts
Changed lines 88-89 from:

Secret of Bone Lacing:

to:

Secret of Bone Lacing: Add two bonus dice to Endure rolls. Cost: 1 Vigor.

Changed lines 94-95 from:

Secret of Dermal Plating:

to:

Secret of Dermal Plating: When Harm shakes out at the end of Bdt P?, one level of Harm just goes away.

Deleted lines 106-107:
Added lines 108-124:
Drone Rigging

Drone Riggers should be allowed to take the Drone Rigging Ability, plus have access to the following secrets:

Secret of Drone Mobility: This secret allows Drone Riggers to create drones which possess hard surface locomotion. Wheels, tracks, low-hover, etc. Without this Secret, drones are stationary.

Secret of Drone Size: This secret is intended to open up the option of very small drones, the size of a human fist or less. This type of drone is typically used for surveillance, and is typically not a viable combat drone.

Secret of Drone Firepower: This one lets your Rigger put mini-guns on their drones. Seriously, this Secret opens up combat for the drones. Without this secret, drones are largely relegated to errands and surveillance. Try not to get too carried away, though if your game needs M 1 A 1? style drones, I say go for it.

Secret of Drone Flying: This secret allows you to make use of flying drones.

Secret of Drone Autonomy: This secret allows you to get more than a few meters away from your drone. With this secret they can really do some exploring.

Please Note: This abstracted version of the Drone Rigger (and the rest of this conversion, really) relies heavily on players policing themselves against munchkinism and such. If you insist on having 5 drones that follow you constantly, and all have heat seaking missiles, maybe you need to be playing the 4th Edition version of Shadowrun, rather than this lite and fun conversion. There are no rules on drone creation, it is simply assumed that since you're the drone rigger and took the ability and secrets, that you'll have some around. Please don't abuse it, and just have fun.


Changed lines 127-149 from:

Driving (I) Steering and/or manuvering ground/water-effect vehicles; simple repairs; finding and avoiding hazards.

Piloting (I) Steering and/or manuvering air or space vehicles; simple repairs; finding and avoiding hazards.

Cracking/Computer Use (R) Use, manipulations and minor repairs on computerized systems, as well as use and navigation of the Matrix. Reason based (though Secrets can change this).

Complex Craft (Electronics) (R) Complex repairs or modifications to electronic systems.

Complex Craft (Mechanics) (R) Complex repairs or modifications to mechanical systems.

Demolition (R) The general creation, placement and use of explosive charges.

Firearms (I) Use of and repair of all manner of firearms.

Armed Combat (V) Covers the use of all manner of melee weapons in combat, from knives to swords to monofilament whips.

Unarmed Combat (V) Punches, kicks, biting, wrestling, etc.

Biotech (I)

to:

Basic Modify the core TSOY abilities as follows: Endure (Meat) React (Metal) Resist (Mind)

Artistic Freeload (Meat) Create (Mind) Story-tell (Mind) Music (Mind)

Craftsman Haggling (Mind) Crafting - Miscellaneous (Mind)

Warrior Sense Danger (Meat) Battle Tactics (Mind)

Social Sway (Mind) Savoir-Faire (Meat) Etiquette (Mind)

Illicit Stealth (Meat) Theft (Meat) Deceit (Mind) Streetwise (Meat)

Outdoor Athletics (Meat) Aim (Meat, though possibly Metal) Navigation (Mind) Animal Ken (Meat)

Priestly Summoning* (Meat) Counsel (Mind) Discern Truth (Mind) Orate (Meat)

6th World Complex Crafts - Electronics (Metal) Complex Crafts - Mechanical (Metal) Driving (Metal) Piloting (Metal) Cracking/Computer Use (Metal) Demolitions (Metal) Firearms (Metal) Unarmed Combat (usually Meat) Armed Combat (usually Meat) Biotech/Medicine (Mind) Megacorp Politicking (Mind) Drone Rigging (Metal) (to be used with associated Secrets)

Added lines 185-199:
Other Secrets

Secret of Lifestyle I (Squatter) Purchasing this secret gives the character an equivalent living arrangement to "Squatter". Hey, its better than being on the street.

Secret of Lifestyle II (Low): Purchasing this secret gives the character an equivalent living arrangement to "Low".

Secret of Lifestyle III (Middle): Purchasing this secret gives the character an equivalent living arrangement to "Middle".

Secret of Lifestyle IV (High): Purchasing this secret gives the character an equivalent living arrangement to "High".

Secret of Lifestyle V (Luxury): Purchasing this secret gives the character an equivalent living arrangement to "Luxury".

Secret of the Hideout: This secret gives the character a place to crash when the heat is up. This is not a permanent place to stay, or a lifestyle, but instead is intended to give the character a secure place to lie low where his or her enemies are less likely to track him or her down.


Added line 259:

To preserve the spirit of Shadowrun, it is highly recommended that you and your players agree to not "mix and match". For example, Adepts should not take Shamantic or Hermetic magic Abilities or Secrets, nor should they take Rigger or Cyberware secrets. The same is true across the board - Cyber characters should not take on Magics, etc.

January 24, 2007, at 11:26 AM by xjermx -
Changed lines 53-78 from:

Secret of Flying Leap Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Vigor point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Vigor.

Secret of Mighty Blow Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Secret of Throwing Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

Secret of Improved Ability: This secret allows the user to spend an additional point from his or her associated Pool when performing an Ability check, beyond the allowed first.

Secret of Astral Perception:

Secret of Attribute Boost: Gain one point to a Pool.

Secret of Combat Sense: Gain one bonus dice to any conflict related to surprise

Secret of Critical Strike: Gain one bonus dice to any conflict using Unarmed Combat

Secret of Missile Parry: Gain one bonus dice to any conflict involving catching non firearm projectiles.

Secret of Superior Falling: An adept may spend Instinct, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

to:

Secret of Flying Leap: Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Vigor point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Secret of Knock-back: Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Vigor.

Secret of Mighty Blow: Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Secret of Throwing: Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

Secret of Improved Ability: This secret allows the user to spend an additional point from his or her associated Pool when performing an Ability check, beyond the allowed first.

Secret of Astral Perception:

Secret of Attribute Boost: Gain one point to a Pool.

Secret of Combat Sense: Gain one bonus dice to any conflict related to surprise

Secret of Critical Strike: Gain one bonus dice to any conflict using Unarmed Combat

Secret of Missile Parry: Gain one bonus dice to any conflict involving catching non firearm projectiles.

Secret of Superior Falling: An adept may spend Instinct, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

Changed lines 82-106 from:

Secret of Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Instinct.

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. (prerequisite = Wired II)

Secret of Bone Lacing:

Secret of Cyberlimb:

Secret of Cyberimplant Weaponry:

Secret of Dermal Plating:

Secret of Muscle Replacement:

Secret of Skillwires:

Secret of Cyber Eyes:

Secret of Cyber Ears:

Secret of Miscellaneous Cyberware: This secret allows your Cyberware junkie to lay claim to all of those small, miscellaneous cyberware.

to:

Secret of Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Instinct.

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. (prerequisite = Wired II)

Secret of Bone Lacing:

Secret of Cyberlimb:

Secret of Cyberimplant Weaponry:

Secret of Dermal Plating:

Secret of Muscle Replacement:

Secret of Skillwires:

Secret of Cyber Eyes:

Secret of Cyber Ears:

Secret of Weapon Acquisition: Weapon junkies know other weapon junkies. This secret may be used to acquire weaponry that your character is familiar with, whether melee weapons or firearms. This is not a magic way to find weapons in a cabinet or in a potted plant, instead it is to represent that if given a few hours, the resourceful character can get his or her hands on some weaponry that he or she is familiar with, thanks to knowing other people who are similarly fascinated by weaponry. This is also not intended to give the character an arsenal of weaponry, or to get their hands on an assault tank, though they could use this secret to try to get some specific or specialized weaponry, though a penalty might apply. Also, if the character is in an unfamiliar area, a penalty will certainly apply.

Secret of Miscellaneous Cyberwear: This secret allows the character to lay claim to assorted miscellaneous cyberware. Subvocal microphone? Neural Dampeners? Small hidden compartment? This secret is not intended to grant cyberwear that gives bonuses, but at your other players' discression, it may grant an occasional bonus dice, or a bonus dice during a very specific situation.

Added line 134:
Deleted lines 135-140:

Other Secrets

Secret of Firearm Acquisition: Gun nuts know other gun nuts. This secret can be used to acquire firearms. It is not intended to 'magically' find guns under chairs and in cabinets, instead, given just a couple of hours, the character can arm himself even if all of his weapons have been taken or made inaccessible.


January 24, 2007, at 11:04 AM by xjermx -
Changed lines 8-9 from:
New Keys
to:
Pools
Changed lines 14-17 from:

Meat represents the character's physicality, speed, strength, toughness, physical charisma and sexuality. Characters with high Meat are known to be fast, strong, and hearty. Meat is refreshed by engaging in any act with another character that involves physical exertion or skill, specifically for the purpose of enjoyment.

Mind Represents

to:

Meat represents the character's physicality, speed, strength, toughness, physical charisma and sexuality. Characters with high Meat are known to be fast, strong, and hearty. Meat is also used for Shamantic Magic. Meat is refreshed by engaging in any act with another character that involves physical exertion or skill, specifically for the purpose of enjoyment.

Mind represents the character's raw intelligence and wit. Characters with high Mind are known to be clever, fast learners, innovative and able to think ahead. Mind is also used for Hermetic Magic. Mind is refreshed by engaging in any act with another character that involves a game of mental skill and strategy, or other intellectual stimulation.

January 24, 2007, at 11:00 AM by xjermx - keys and pool
Changed lines 8-19 from:
to:
New Keys

Rather than using the TSOY pools, Vigor, Instinct, Reason, Shadowrun of Yesterday uses the following:

Metal represents the character's raw natural talent for interacting with the Matrix, using electronics and machinery, and cyberware. Characters with high Metal are often known for being unmatched in the Matrix, being a wiz with electronics and mechanics, and for having a skin pigmentation referred to as "Gun Metal Gray". Metal is refreshed by engaging in any act with another character that involves electronics or mechanics, specifically for the purpose of enjoyment.

Meat represents the character's physicality, speed, strength, toughness, physical charisma and sexuality. Characters with high Meat are known to be fast, strong, and hearty. Meat is refreshed by engaging in any act with another character that involves physical exertion or skill, specifically for the purpose of enjoyment.

Mind Represents


Added lines 142-188:
New Keys

Key of the Infiltrator 1 XP whenever you sneak past someone or something 2 XP whenever you reach a mission objective unobserved 5 XP whenever you leave a complex unobserved Buyoff: gain the undivided attention of the local security forces

Key of the Inept Infiltrator 1 XP whenever someone sees you sneaking 2 XP whenever someone raises the alarm 5 XP whenever your real name and/or description are broadcast through the complex Buyoff: successfully sneak past someone or something

Key of the Demolisher 1 XP whenever you blow something up 2 XP whenever you destroy a building 5 XP whenever you level an entire facility Buyoff: disarm some explosives

Key of the Renegotiator 1 XP whenever you betray Mr Johnson 3 XP whenever My Johnson betrays you Buyoff: complete a mission under the original terms

Key of the Single-Minded Mission 1 XP whenever your incompetent colleagues jeopardise the mission to hit their keys Buyoff: jeopardise the mission to hit one of your own keys

Key of the Geek 1 XP whenever you solve a problem from The Matrix 3 XP whenever you solve a problem from The Matrix which would have been easier in the real world Buyoff: complete a task without entering The Matrix

Key of the Astral Traveller 1 XP whenever you solve a problem from Astral Space 3 XP whenever you solve a problem from Astral Space which would have been easier in the real world Buyoff: complete a task without entering Astral Space

Key of the Social Climber 1 XP whenever you pretend to be above your station 2 XP whenever you enter a function for people above your station 5 XP whenever you gain status within your society Buyoff: admit you come from the slums or reach the upper limits of your society


January 12, 2007, at 08:03 PM by xjermx -
Added lines 66-67:

Secret of Superior Falling: An adept may spend Instinct, up to three, in order to avoid damage from falls or leaps from great heights. Each point of Instinct is good for 10 to 20 feet.

Changed lines 96-98 from:
to:

Secret of Miscellaneous Cyberware: This secret allows your Cyberware junkie to lay claim to all of those small, miscellaneous cyberware.

Added lines 125-130:

Other Secrets

Secret of Firearm Acquisition: Gun nuts know other gun nuts. This secret can be used to acquire firearms. It is not intended to 'magically' find guns under chairs and in cabinets, instead, given just a couple of hours, the character can arm himself even if all of his weapons have been taken or made inaccessible.


January 11, 2007, at 10:29 PM by xjermx -
Added lines 54-65:

Secret of Improved Ability: This secret allows the user to spend an additional point from his or her associated Pool when performing an Ability check, beyond the allowed first.

Secret of Astral Perception:

Secret of Attribute Boost: Gain one point to a Pool.

Secret of Combat Sense: Gain one bonus dice to any conflict related to surprise

Secret of Critical Strike: Gain one bonus dice to any conflict using Unarmed Combat

Secret of Missile Parry: Gain one bonus dice to any conflict involving catching non firearm projectiles.

Changed lines 72-78 from:

Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Instinct.

Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. (prerequisite = Wired I)

Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. (prerequisite = Wired II)

to:

Secret of Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Instinct.

Secret of Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. (prerequisite = Wired I)

Secret of Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. (prerequisite = Wired II)

Secret of Bone Lacing:

Secret of Cyberlimb:

Secret of Cyberimplant Weaponry:

Secret of Dermal Plating:

Secret of Muscle Replacement:

Secret of Skillwires:

Secret of Cyber Eyes:

Secret of Cyber Ears:

Changed lines 99-102 from:

Driving (R) Steering and/or manuvering ground/water-effect vehicles; simple repairs; finding and avoiding hazards.

Piloting (R) Steering and/or manuvering air or space vehicles; simple repairs; finding and avoiding hazards.

to:

Driving (I) Steering and/or manuvering ground/water-effect vehicles; simple repairs; finding and avoiding hazards.

Piloting (I) Steering and/or manuvering air or space vehicles; simple repairs; finding and avoiding hazards.

Changed lines 111-117 from:

Firearms (R) Use of and repair of all manner of firearms.

Armed Combat (R) Covers the use of all manner of melee weapons in combat, from knives to swords to monofilament whips.

Unarmed Combat (R) Punches, kicks, biting, wrestling, etc.

to:

Firearms (I) Use of and repair of all manner of firearms.

Armed Combat (V) Covers the use of all manner of melee weapons in combat, from knives to swords to monofilament whips.

Unarmed Combat (V) Punches, kicks, biting, wrestling, etc.

Biotech (I)

Added lines 128-132:

Notes It is possible that some Secrets created during this conversion may prove identical to the benefit provided from an alternative expenditure of the Advance. For example, we may create a Secret of Rapid Reaction, which adds one to the Instinct Pool. This is the exact same benefit to be gained by simply spending an Advance to increase that Pool. Still, These benefits will likely be created to preserve some of the flavor of Shadowrun.

January 11, 2007, at 05:59 PM by xjermx -
Changed lines 11-12 from:

Races are handled in SroY the same way as Species in TSOY.

to:

Races are handled in SroY the same way as Species in TSOY. We've theorized that unlike races in D&D or even TSOY, Shadowrun races do not have much that differentiates them from humans, aside from physical characteristics. Heck, alot of them WERE humans previously. Hence, we're thinking that there will not be Racial Abilities, and probably will not be much in the way of Racial Keys. We're looking at differentiating via Secrets, or possibly giving pool bonuses to races, though that would be a break from core TSOY mechanic.

January 11, 2007, at 04:58 PM by xjermx -
Changed lines 69-70 from:
to:

These are recommended in addition to the abilities suggested in the core TSOY material.

Changed lines 75-80 from:

Decking/Computer Use (R) Use, manipulations and minor repairs on computerized systems, as well as use and navigation of the Matrix. Reason based (though Secrets can change this).

Complex Craft (Mechanics) (R) Complex repairs or modifications to mechanical or electronic systems.

Demoliton (R) The general creation, placement and use of explosive charges.

to:

Cracking/Computer Use (R) Use, manipulations and minor repairs on computerized systems, as well as use and navigation of the Matrix. Reason based (though Secrets can change this).

Complex Craft (Electronics) (R) Complex repairs or modifications to electronic systems.

Complex Craft (Mechanics) (R) Complex repairs or modifications to mechanical systems.

Demolition (R) The general creation, placement and use of explosive charges.

Changed lines 85-87 from:

Close Combat (R) Hand to hand combat, as well as Melee combat.

to:

Armed Combat (R) Covers the use of all manner of melee weapons in combat, from knives to swords to monofilament whips.

Unarmed Combat (R) Punches, kicks, biting, wrestling, etc.

Changed line 97 from:
to:
  • Edges and Flaws, though Secrets can easily make up for Edges
January 11, 2007, at 04:28 PM by xjermx - abilities
Changed lines 68-85 from:
to:
Abilities

Driving (R) Steering and/or manuvering ground/water-effect vehicles; simple repairs; finding and avoiding hazards.

Piloting (R) Steering and/or manuvering air or space vehicles; simple repairs; finding and avoiding hazards.

Decking/Computer Use (R) Use, manipulations and minor repairs on computerized systems, as well as use and navigation of the Matrix. Reason based (though Secrets can change this).

Complex Craft (Mechanics) (R) Complex repairs or modifications to mechanical or electronic systems.

Demoliton (R) The general creation, placement and use of explosive charges.

Firearms (R) Use of and repair of all manner of firearms.

Close Combat (R) Hand to hand combat, as well as Melee combat.


January 11, 2007, at 04:20 PM by xjermx -
Changed lines 1-6 from:

The Shadowrun of Yesterday is A work in progress

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun (or to bring Shadowrun to TSOY.. anyway)

=========================================================

to:

The Shadowrun of Yesterday (SroY) is a work in progress

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun (or to bring Shadowrun to TSOY.. anyway) Please feel free to contribute.

The setting is an urban cyberpunk future. It is cross-genre, in the respect that it features fantasy races and magic. Handy wikipedia link for Shadowrun here, if you're curious.


Added lines 11-12:

Races are handled in SroY the same way as Species in TSOY.

Changed lines 23-24 from:
to:

insert elf racial secrets here

Changed lines 26-27 from:
to:

insert dwarf racial secrets here

Changed lines 29-31 from:

=========================================================

to:

insert human racial secrets here


Changed line 54 from:

=========================================================

to:

Added lines 57-75:

Proposal: Cyberware will be implemented via Secrets. I welcome anyone interested to contribute here. Add as you think appropriate, if you have a better idea for an existing Cyberware Secret, please make a note of it, along with the current Secret.

Wired Reflexes I: Add two bonus dice to React rolls. Cost: 1 Instinct.

Wired Reflexes II: Add three bonus dice to React rolls. Cost: 2 Instinct. (prerequisite = Wired I)

Wired Reflexes III: Add three bonus dice to React rolls. Cost: 1 Instinct. (prerequisite = Wired II)


Bits that we may have to drop during this conversion

  • Spell Drain
  • Tracking Nuyen
  • Karma
  • Essence
  • Some Cyberware (by making Cyberware into Secrets, it does not seem efficient to mirror every piece of cyberware available in the SR system)
January 11, 2007, at 03:56 PM by xjermx -
Added line 10:
January 11, 2007, at 03:55 PM by xjermx -
Changed lines 24-25 from:

Magic

to:
Magic
Changed lines 47-48 from:

Cyberware

to:
Cyberware
January 11, 2007, at 03:54 PM by xjermx -
Changed lines 6-7 from:

Races

to:
Races
Changed lines 11-14 from:

You're a colossus, standing about three meters (10 feet) high. This Secret gives you a bonus die to your Endure rolls, and a penalty die whenever you try to avoid physical attacks using React. Cost - Nothing.

to:

You're a colossus, standing about three meters (10 feet) high. This Secret gives you a bonus die to your Endure rolls, and a penalty die whenever you try to avoid physical attacks using React. Cost - Nothing.

Changed lines 14-17 from:

Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

to:

Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Changed lines 34-39 from:

Your character can make amazing leaps. Using this Secret, she can jump much further or

higher than normal. For each Vigor point you spend, up to three, you can jump another

multiple of normal human ability for one leap.

to:

Your character can make amazing leaps. Using this Secret, she can jump much further or higher than normal. For each Vigor point you spend, up to three, you can jump another multiple of normal human ability for one leap.

Changed lines 37-43 from:

Your character's blows send people flying. Knock back a stricken character one yard per

success level. This immediately ends Bringing Down the Pain if you're involved in that,

with no resolution as to intentions. Cost: 2 Vigor.

to:

Your character's blows send people flying. Knock back a stricken character one yard per success level. This immediately ends Bringing Down the Pain if you're involved in that, with no resolution as to intentions. Cost: 2 Vigor.

Changed lines 40-43 from:

Your character can strike with extreme might. Spend as many dice of Vigor as you like to

increase the harm of a successful blow in combat.

to:

Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Changed lines 43-46 from:

Anything is a dangerous missile in your character's hands. She can throw anything fist- sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

to:

Anything is a dangerous missile in your character's hands. She can throw anything fist-sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

January 11, 2007, at 03:43 PM by xjermx -
Changed lines 5-8 from:

Races

Troll

to:

========================================================= Races

Troll

Changed lines 19-26 from:

Elf

Dwarf

Human

Magic

to:

Elf

Dwarf

Human

========================================================= Magic

Changed lines 60-61 from:
to:

========================================================= Cyberware

January 10, 2007, at 09:08 PM by xjermx -
Changed lines 3-4 from:

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun.

to:

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun (or to bring Shadowrun to TSOY.. anyway)

Races

Troll Secret of Enormity You're a colossus, standing about three meters (10 feet) high. This Secret gives you a bonus die to your Endure rolls, and a penalty die whenever you try to avoid physical attacks using React. Cost - Nothing.

Secret of Mighty Blow Your character can strike with extreme might. Spend as many dice of Vigor as you like to increase the harm of a successful blow in combat.

Elf

Dwarf

Human

Magic

Three Corners Magic and Qek Magic for Conjuring and Summoning?

Adepts

proposed secrets for adepts:

Secret of Flying Leap Your character can make amazing leaps. Using this Secret, she can jump much further or

higher than normal. For each Vigor point you spend, up to three, you can jump another

multiple of normal human ability for one leap.

Secret of Knock-back Your character's blows send people flying. Knock back a stricken character one yard per

success level. This immediately ends Bringing Down the Pain if you're involved in that,

with no resolution as to intentions. Cost: 2 Vigor.

Secret of Mighty Blow Your character can strike with extreme might. Spend as many dice of Vigor as you like to

increase the harm of a successful blow in combat.

Secret of Throwing Anything is a dangerous missile in your character's hands. She can throw anything fist- sized to greatsword-sized as an attack, using the Aim ability, and the object counts as a +1 weapon. Cost: 1 Vigor.

January 10, 2007, at 09:04 PM by xjermx - main page v1
Added lines 1-4:

The Shadowrun of Yesterday is A work in progress

This is an attempt to meld Shadowrun with Shadow of Yesterday. Our goal is to bring the simplicity and fun of the TSOY system to the gritty cyberpunk future of Shadowrun.

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