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Seed of the Sickness - Recruiting [closed]

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Mithlas

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« on: <04-29-13/1954:21> »
I'm not getting any responses on my thread for running Shadowrun in an original setting, but I'd still like to run a game, so now I'm opening up a more traditional Shadowrun-style game. Except for Awakened being common (more than 1 in 20 being some form of Awakened, even if most still aren't any good at it), everything else is the same. I have a lot of events planned meatspace, so an AI character might not be ideal, and I have an optional means to bring in an NPC hacker if nobody has a desire to play as one (the last group I played with asked "do we have to" and by their request I NPC'd the role). Other than that I'm leaving things open to your imagination.

The starting basis (so far as the characters are aware) is a matrix site releasing a lot of classified documents that embarrassed a number of political and managerial positions, leading to a round of resignations and disappearances. Conspiracy nuts are throwing more "the world is about to end in plague and fire", but a certain Johnson has noticed some movement that could be the start of a ripple effect that could throw off a lot of plans and is pulling together a team of lesser-known runners (possibly some new to the shadows, some veterans) to complete the starting job.
« Last Edit: <05-11-13/1350:32> by Mithlas »

mtfeeney = Baron

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« Reply #1 on: <04-29-13/2022:07> »
Creation guidelines?  750 Karma, 4x Charisma in free Contact Karma, 12 Avail or less, Non-standard races permitted?
Remember, you don't have to kill the vehicle to stop it, just kill the guy driving it.

Aryeonos

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« Reply #2 on: <04-29-13/2032:38> »
I'd like to join, since the other game I'm in sort is sort of falling out of the threads, if that's allright.

I have a character or two that might do interesting in this setting.

One is a SURGEd Naga from amazonia raised and trained in captivity by MCT, he is a feathered serpent, psionic "magician" (Psionicist really) with plenty of manipulation and defense spells. I should note that this is a face type character as well.

the other is a SURGEd centaur. but instead of equine it's shaped out like a panther, this one is an adept built around tearing things up.

I could pull up my Hacker if the group needs one though, but ideally I'd like to use my Naga.
« Last Edit: <04-29-13/2116:48> by Aryeonos »
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Mirikon

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« Reply #3 on: <04-29-13/2054:44> »
I have a few characters I could bring to this party:

Chikage - An AI Street Samurai. Trust me, it works.

Sakura - A human miko Mystic Adept.

Tamamo-no-Mae - An AI Face. Again, it works, even in meatspace.

Iceblade - Elven combat mage.

Kusanagi Motoko - Human technomancer

Carrak - Troll tank.

Selena - Elf bow adept

Basilisk - Naga Adept Hacker/Rigger

Neko - Elf Catgirl Face.
Greataxe - Apply directly to source of problem, repeat as needed.

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Necrogigas

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« Reply #4 on: <04-29-13/2058:22> »
I have a few characters waiting to be tried out.

Firewhip - A Naga physical adept specializing in close combat and infiltration.

Tinman - A cyberpsychosis suffering Troll tank.

Aces - A gambling addict that's a generalist but has maxed out Edge.
« Last Edit: <04-29-13/2100:59> by Necrogigas »
"Speech" *Thought* <Matrix> ~Astral~

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mtfeeney = Baron

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« Reply #5 on: <04-29-13/2059:09> »
I should probably say I'd like to join, too.  I think I would like to play an elf mage/face.
Remember, you don't have to kill the vehicle to stop it, just kill the guy driving it.

Yun

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« Reply #6 on: <04-29-13/2112:13> »
I'd like to to offer Moroz, formerly a regular soldier in the Red army and now a freelance mercenary. (Essentially a typical, gun-heavy samurai with a touch of SURGE.)

Or Maria, a Cuban fugitive and Santeria (Voodoo) mage.   

All4BigGuns

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« Reply #7 on: <04-29-13/2115:52> »
I've got a few sittin' in my chummer files that I could use depending on the build conventions.
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Aryeonos

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« Reply #8 on: <04-29-13/2124:58> »
A crack squad of SURGEd sapient meta critters and cyborgs, I like where this ship is sailing!
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All4BigGuns

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« Reply #9 on: <04-29-13/2128:28> »
A crack squad of SURGEd sapient meta critters and cyborgs, I like where this ship is sailing!

Hmm...and here I was leaning toward the SURGE'd Elf augmented character...
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Aryeonos

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« Reply #10 on: <04-29-13/2135:40> »
Just as long as you don't use SURGE for point grab. I worked glamour into the equation because my character is supposed to be look like a friggen mayan god.

Edit: I hope that didn't come out patronizing
« Last Edit: <04-29-13/2138:17> by Aryeonos »
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Mithlas

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« Reply #11 on: <04-29-13/2138:21> »
750 karma to start - karma growth will be faster in the campaign, because I think that growth in the core book is a little slow. Usual limit on availability 12 to start. Metatypes cost karma=BP, metavariants and such are provisionally allowed but should tie into a relevant character concept. Keep in mind that if you choose a non-metahuman that the social and physical difficulties will be fully present - if you're fine with that, I'll see your proposal. For the purposes of character creation, try to keep to the core books (S4A, Arsenal, Augmentation, Runner's Companion, Street Magic, Unwired), though elements can be drawn from supplements like Digital Grimoire (PM if you're curious if you want to use something specific from a different book). Way of the Samurai is a book I don't have, and hence can't check the material, so that will have to stay out.

(Intuition+Logic)*6=bonus points for knowledge/language, (Charisma+Etiquette)*4=bonus points for contacts. Knowledge skills do not need Aptitude to raise above 6.

EDIT: As part of character background, but you might want to take some ranks associated with something your character is an expert in, and whatever you choose to do with can boost your effective application (much like Knowledge is Power example in the other game).

Characters with the Genecrafted quality can pick up Celerity, Hawk Eye, Night Vision, Ogre Stomach, or Thermographic Vision without being SURGE, though the karma costs for those qualities still applies. If you still want to play a SURGE'd character, no problem.

The Astral Sight quality has been changed to reflect the story and particular world of this game, and is available to Awakened and Mundane characters. For Adepts, it will replace the Astral Perception power.
Astral Sight   10 Karma (SM 24*)   Astral Sight grants the ability to perceive into the astral plane. Incompatible with Technomancer.
For non-Awakened characters, treat as if they have a Magic of 1 for necessary skill use. Characters with Astral Sight may perceive into the astral plane just like magicians and may also learn the Assensing and Astral Combat skills. Mundanes are unable to use any other aspect of magical talent besides astral perception, so they cannot learn or use Sorcery, Conjuring, or Enchanting. Characters may bond with weapon foci, but bonus dice from these foci only apply during astral combat.
   Some metahumans had violent encounters with spirits who attempted to drag them through an Astral Gateway to who-knows-where. Others claim to have encountered a new variety of spirit that is capable of dragging metahumans at least partially into the astral. Some magicians claim that they learned to astrally project due to this unwilling incident. No recognized authority has yet verified - or acknowledged - this claim, but hundreds over the world staunchly believe they have survived an incident like this, and with the exception of a few magicians (who tend to have an unpleasant time anyway when they awaken to astral perception) is the only background shared between those capable of peering into the gloom.

The Astral in this story is heavily inspired by The Twilight (for those who have read the Russian book series, Nightwatch, or seen the movie duology which translates it as "The Gloom"). Things that are solid on the real world leave a similar reflection on the astral - a wooden wall, for instance, would be opaque and impermeable to a low-magic mage or low-force spirit. It takes effort to push oneself deeper into The Twilight (Astral, whatever you wish to call it), and the deeper into the Astral you go the less bound by the same laws of material physics you are and the more The Twilight seems to vary from the material world. Characters with this quality gain one rank in Spirits of the Sixth World, or Astral Threats knowledge free as a result of surviving the experience.


Some qualities don't fit the team being sought: Borrowed Time, Computer Illiterate, Illiterate, Incompetent, Infirm, Pacifist (Total), Quadrapalegic, Uncouth, Uneducated.

Story reasons mean that an event will bring the characters together - unless you want to purchase a secondary lifestyle for out-of-city storage, everybody has 1 month of Medium lifestyle free. The first run will be entirely in-city, but eventually things will move out of the country, so avoid qualities like Home Ground. Contacts can be gained as a consequence of role playing, so I would recommend that any contacts you buy to start are 3 or higher on contacts and loyalty (ratings below that will be easy to find in-play).

Martial arts will be going by the mixed and relatively freeform that I've run in the past:
Martial Arts (Arsenal 158)
Martial arts come with one benefit and an option for one maneuver per rank in the quality purchased, characters can choose to repeat a benefit (ie +1D full dodge in Aikido) and stack the benefit, to the usual 3 times. Maneuvers cost 4 karma each.

Aikido (Judo, Jujutsu): +1D full dodge, +1D full parry, +1D subdue, +1D on attacks to knock down.
Capoeira (Hopak, Kalarl-payattu): +1D melee dodge, +1D gymnastics dodge, +1D on attacks to knock down, +1D Charging attacks.
Escrima (Arnis de Mano, Kali): +1D melee parry, +1D called shots to disarm, inflict normal damage when making called shot to disarm, +1DV with clubs and blunt polearms, +1DV with blades and edged polearms.
Gun-fu (Firefight): +1D melee dodge, Reduce ‘attacker in melee’ modifier by 1, Ready Weapon free action, Take Aim free action.
Karate (Kenpo, Soo Bahk Do): +1D full parry, +1D melee block, +1D called shot to disarm, +1DV unarmed combat.
Wushu (Hwarang-do, Kung Fu): +1D melee block, +1D melee dodge, +1D melee parry, +1DV unarmed combat.
Muay Thai (Kickboxing, Savate): +1D full block, +1D defense against unarmed, +1DV unarmed combat, +1D on attacks to knock down.
Tai Chi Ch’uan (Kiai): +1D full parry, +1D melee block, +1DV astral combat attacks, +1DV attack of will.

Advanced Maneuvers:
Bullet Shield: Prerequisites: Off-hand Training (Shields).
Through extensive training in the use of shields in active defense, the Martial Artist has gained increased ability to intercept and deflect incoming projectiles. When on Full Defense with a Shield, the Martial Artist may parry ranged attacks as they would a melee attack. The Off-Hand Training requirement is not waived for Ambidextrous characters. In order to use this maneuver and attack with a ranged weapon in the other hand, Two Weapon Style must be learned.
Counterstrike: Prerequisites: Riposte
After successfully parrying or blocking a blow, the martial artist’s net hits may be added to his next strike against attacker. Hits may not be saved, or converted from a different attacker.
Takedown: Prerequisites: Sweep, Throw
The Martial Artist has mastered the art of manipulating his opponent's actions and body to the point where he can perform fast, hard takedowns with almost no notice. He may now inflict damage as per Throw (without the actual lateral movement) when entering Subdual Combat, and may initiate Subdual Combat (with Takedown bonus) instead of Throw whenever Throw would be triggered. Both the Martial Artist and the target are considered prone if the maneuver is successful.


EDIT: sorry, forgot about these skills:
Manual Transit, linked attribute Strength. Skill group: Athletics. Sample Specializations: Skateboarding, Mountainbiking, Skating, Bike Racing
   A part of getting around, in the city and elsewhere, since the industrial era, being able to navigate on a bicycle, skateboard, or in-line skates are seen as frivolous to some and a badge of honor to others. Many youth and couriers enjoy the skill due to the ease of entry, and shadowrunners enjoy it due to its legality even in the most restrictive places of the world.
Polearms, linked attribute Agility. Skill group: Close Combat. Sample Specializations: Cudgels and warhammers, Spears and thrusting polearms.
   A staple of combat all the way into the age of gunpowder, weapons like the spear, glaive or naginata, yari, and halberd have defined entire battles. Although often show-pieces in the Sixth World, folding and telescoping have allowed some polearms to return to the streets among gangers as well as runners trying to give themselves a leg up on close-in combat.
« Last Edit: <05-08-13/1211:17> by Mithlas »

Mithlas

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« Reply #12 on: <04-29-13/2139:59> »
Modified qualities:
Gearhead   10 Karma (RC 98*)   The Gearhead character is a natural born driver or pilot. From the first time the Gearhead sat behind the wheel/stick/controls of a certain vehicle, it was like putting on a comfortable old suit. She discovered an intuitive understanding of its limitations and its capabilities, and she quickly learned to coax exceptional performances out of the vehicle. During a single scene (duration at the gamemaster’s discretion), a Gearhead can increase the Acceleration of her chosen vehicle by 20 percent, or increase the Handling modifier by +1. She also gets a distinct +2 dice pool modifier when attempting difficult maneuvers or stunts in the vehicle. This quality only benefits manual or VR control of the vehicle.
For 10 Karma, the Gearhead is gifted on one type of vehicles (bikes, automobiles, trucks, helicopters); for 20 Karma to a wide variety of vehicle types (wheeled groundcraft, jet and jet-assisted aircraft).

Juryrigger   20 Karma (RC 98*)   This quality gives a character an intuitive grasp of the underlying principles and functioning of all kinds of mechanical and electronic devices, conferring +1D to mechanical repairs or modification. Contingent on success on an appropriate Mechanics Skill Test, this quality allows amazing technical feats with bare minimum gear, sometimes even with substandard tools.

Resistance to Pathogens   10 Karma (S4A 93*)   This character can fight off diseases more easily than other characters and receives a +1 dice pool modifier per rating to Resistance Tests.

Resistance to Toxins   10 Karma (S4A 93*)   This character can fight off toxins and drugs more easily than other characters and receives a +1 dice pool modifier per rating to Resistance Tests.


Adept Powers (mostly reduced cost on a few to improve parity with 'ware and drugs):
Distance Strike (SM 176*)
Cost: 1
This power allows an adept to “transmit” an unarmed physical attack over a short distance to strike a target with concussive force. The power’s range equals the adept’s Magic attribute in meters, and it inflicts damage as normal (this may include the effects of Killing Hands but not Elemental Strike). Though the attack is rolled as a normal unarmed attack (ignoring Reach modifiers), the defender resists the attack as if it were a ranged attack (the defender may just roll Reaction or go on full defense). Cover modifiers apply and the strike is unable to pass through solid objects. Targets on the other side of mana barriers cannot be affected by this power.

Elemental Resistance (Digital Grimoire 17*)
Cost: 0.25
Prerequisite: Mystic Armor
Elemental Resistance enhances the effects of Mystic Armor by granting the full rating of the Mystic Armor Power to the character’s armor value against one elemental attack type (S4A 163, SM 164). The specific elemental effect must be chosen at the time the power is bought, though an adept may take this power more than once to achieve different elemental resistances.

Empath (Original)
Cost: 0.75 per level
Each level increases Charisma by one as a magical augment. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Creative Eye (Way 15*)
Cost: 0.75 per level
Each level increases Intuition by one as a magical augment. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Gliding (SM 177*)
Cost: 0.5
This power allows an adept to run up to (Magic) meters across a tangible surface that would normally be unable to hold his weight, such as a fragile tree branch, thin ice, or water. Any attempts to run longer distances require breaking points or landings between uses of Gliding. Any attempt to use this power for acrobatic maneuvers (such as jumping from the surface or performing a Gymnastics dodge) is considered a difficult maneuver, and subtracts 3 dice from the relevant dice pool. Secondary effects of the adept’s motion, such as sound or vibrations, are still noticeable (leaves shake and water ripples) unless the adept also uses the Traceless Walk power.

Improved Ability (S4A 196*)
Cost: 0.5 per level (Combat skill, active group), 0.25 per level (active skill)
This power increases the rating of a specific Combat skill, or an Active skill group (physical, social, technical, or vehicle piloting skills) by 1 per level. A skill’s maximum modified rating equals its base rating * 1.5.

Improved Physical Attribute (S4A 196*)
Cost: 0.5 per level
With this power, you can raise a Physical attribute (Agility, Body, Reaction, or Strength) as a magical augment. Each level increases the attribute by one. Increasing Reaction with this power also affects Initiative. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Improved Reflexes (S4A 196*)
Cost: 1 per level
This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 die to Reaction (this also affects Initiative) and 1 extra Initiative Pass. The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with technological or other magical increases to Initiative.

Iron Gut (SM 177*)
Cost: 0.25 per level
This power allows an adept to digest nearly anything and pass it without harm (gamemaster’s discretion). Each level of Iron Gut adds a +1 dice pool modifier for Resistance Tests against ingested toxins, and reduces lifestyle costs by 5%.

Iron Will (SM 177*, Digital Grimoire 18)
Cost: 0.25 per level
Iron Will makes an adept’s mind resistant to external influences. The adept adds the power’s level in bonus dice to resist magical mind control, alteration, illusions cast directly against the adept, and all uses of Intimidation and fear-inducing spells or powers. Iron Will also functions against Mental Manipulation spells, and similar critter and adept powers.

Keen Wits (Way 15*)
Cost: 0.75 per level
Each level increases Logic by one as a magical augment. This power allows you to exceed your natural attribute maximum up to the augmented maximum.

Linguist (SM 177*)
Cost: 0.25
The Linguistics power combines enhanced memorization and mimicry to allow an adept to pick up a new language after minimal exposure—no Karma expenditure or additional test required. After (10 – Magic) hours of contact to the new language in use, the adept makes an Intuition + Logic Test using a threshold as noted on the Linguistics Table (SM 177). If successful, the adept develops the Language skill at Rating 1. Increasing the skill beyond this point receives a discount up to half Intuition (round down) to Karma cost (minimum 1), but the base learning time for the adept is halved.

Living Focus (SM 178*)
Cost: 0.5
Living Focus allows the adept to physiologically adjust his body to channel mana in order to sustain a spell cast solely on him (in effect becoming a metahuman sustaining focus). The magician who cast the spell need not sustain it; this power allows the adept to do so with a little concentration. The Force of the spell sustained in this manner may not exceed the adept’s Magic, and the adept may only sustain one spell at a time. The adept suffers a –2 dice pool modifier for all actions for the duration he sustains the spell.

Magic Sense (SM 178*)
Cost: 0.25
This power grants the adept extra sensitivity to the ebbs and flows of mana in his vicinity. The adept can sense magical activity on the same plane within (Magic*10) meters of his person. This power will detect active foci, spells, mana barriers, dual-natured beings, and mana anomalies; on the astral it will also detect astral forms. Treat this power as the Detect Magic spell (S4A 207), with a Force equal to the adept’s Magic.

Metabolic Control (SM 178*)
Cost: 0.25
This power grants an adept exceptional control over his metabolism, giving him the natural power to reduce the effects associated with extreme wounds by stabilizing and suspending his body’s organic processes. Metabolic Control allows the character to enter a meditative trance state in which bodily processes are slowed, thereby reducing the rate of breathing and bleeding, also limiting his need for food, water, and air. The character’s metabolism is reduced by a factor equal to his Magic (therefore also delaying the effects onset of toxins, poisons, and diseases). For example, a character with Magic 5 will have his metabolism decreased by a factor of 5. While in this state, the character cannot act as normal (though he can break out at any time).
   This power activates automatically if the adept goes into Physical damage overflow (S4A 253), placing the adept’s body into a suspended state. In this case, the adept will only take additional overflow damage at the rate of 1 box per (Body) hours.

Motion Sense (SM 178*)
Cost: 0.25
This power grants the adept a magical sense of minute disturbances in the ambient mana, allowing him to subconsciously detect the motion of objects, people, or animals within (Magic) meters, even when he would be unable to detect them through normal senses such as sight, sound, or smell. The adept makes a Perception + Magic Test with a threshold based on the Motion Sense table. If the target is detected, reduce the dice pool modifiers for visibility or blind fire by 2. This power cannot detect movement through astral barriers.
   Movement   Threshold
   Smaller than a cat   3
   Smaller than average human   2
   Average metahuman   1
   Larger than average metahuman   0

Natural Survivor (Way 15*)
Cost: 0.5 per level
Adepts with this power have an innate knack for adapting to their environment, whether it be by taking on the survival skills of an canny urban Mentor Spirit like Cat or Rat, or through natural link with the elements. Each level applies a +1 bonus when making Navigation, Survival, or Tracking skill checks.

Pain Resistance (S4A 197*)
Cost: 0.25 per level
Pain Resistance allows you to ignore the effects of injury. It does not reduce actual damage, only its effect on you. Subtract your level of Pain Resistance from your current damage before determining your wound modifiers. So, an adept with 3 levels of Pain Resistance does not suffer any modifiers for sustaining up to 3 boxes of damage and suffers a reduced penalty with more significant injuries. Pain Resistance works equally on both the Physical and Stun Condition Monitors.
   Pain Resistance also allows you to resist pain from torture, magic, illness, and so on. Each level adds +1 die to any tests you make to resist pain, such as a Body or Willpower Test against the symptoms of a painful disease, interrogation, torture, and so on.

Penetrating Strike (SM 179*)
Cost: 0.25 per level (maximum 4)
This power allows the adept to channel the force of an unarmed combat attack a short distance forward, thereby bypassing the target’s armor. This power gives the adept’s unarmed strikes a negative AP equal to the Penetrating Strike’s level. This power can be combined with Killing Hands, but not with Aura Blade, Distance Strike, or Elemental Strike due to the extra focus these already require.

Power Swimming (Digital Grimoire 18*)
Cost: 0.5
The adept character with this power moves at home in water and swims with the ease and speed of a marine mammal. This power doubles an adept’s natural swimming rate (S4A 137), doubles the time between fatigue tests for swimming, and each hit on a Swimming Test adds 2 meters instead of 1 to the swimming rate.

Quick Draw (SM 179*)
Cost: 0.5
The adept may use the Quick Draw rules (S4A 147) to draw any weapon of Reach 2 or less, not just pistols. An adept may draw and use a single melee weapon, missile weapon, throwing weapon, or firearm in one action, and need not spend two actions to draw and ready the weapon and then attack: drawing and readying occur in the action used for the Attack Test. If attacking with the weapon requires a Complex Action, the adept may still draw and attack in a single Action Phase. If attacking with a weapon that requires only a Simple Action to use, the adept may draw and make two attacks in a single Action Phase. The adept must succeed in an appropriate weapon skill + Reaction (2) Test to Quick Draw.

Rooting (SM 179*)
Cost: 0.25 per level
By taking a Simple Action, an adept with the Rooting power can become an immovable object. Each level adds a +1 modifier to Body solely for checking for knockdown (S4A 161) and also adds a +1 dice pool modifier to any tests to resist being knocked down, thrown, levitated, or otherwise moved against his will. While rooted, the character cannot move at all from where he stands, but reduces recoil by 1. He may otherwise act normally with his arms and upper body (including making attacks) but may not dodge and suffers a –3 dice pool modifier to combat parries and blocks. The power’s effect can be cancelled with just a thought.

Smashing Blow (SM 179*)
Cost: 0.5
An adept with this power may focus his magic to break through obstacles. Multiply his base DV by 2 when performing an unarmed or melee strike on a barrier or other static structure (S4A 166).

Sliding (3rd party original*)
Cost: 0.125 per level
The ability enables the adept to slide on almost any ground like it was slick ice. For each level, the adept can slide 1 meter, up to a maximum of 8 meters. The adept must accelerate first by running, jumping, or any other form of movement, and can't change direction mid-slide. Distance slid is added to effective movement rate for that combat turn, though standing back up still takes an action.
   Adepts with this power can also somewhat flatten her body, making it thin enough to do things like sliding beneath trucks without losing her forehead. For every 2 levels of Sliding, add one die to tests to squeeze in or out of tight spaces.

Sorcerous Parry (Way 15*)
Cost: 0.25 per level
Mystic Adepts with this power are experts at snuffing out enemy spells with tremendous ease. It increases the rating of the Counterspelling skill by 1 per level. The maximum modified rating equals the base rating * 1.5, rounded up.

Spell Resistance (S4A 197*)
Cost: 0.25 per level
You possess an inherent resistance to sorcery. Add 1 die per level of this power to all your Resistance Tests against spells. Spell Resistance does not interfere with spells that you actively choose not to resist. The only critter power this protects you from is the Innate Spell power (and critters using Spellcasting of course).

Street Monkey (Original)
Cost: 0.5 per level
These adepts are preternaturally skilled in the use and maintenance of their vehicles of choice. They also have an uncannily sharp ear for information relating to their family of vehicles and are quicker to pick up related skill and trivia, granting +1 per level to learn the relevant skills, and reducing the karma cost of relevant knowledge skills by Street Monkey’s level (minimum cost 1). Street Monkeys receive a +1 each level to Pilot Groundcraft, Automotive Mechanics, and the immediately relevant knowledge skills for their hardware, up to the usual 1.5*base skill.
   Sky Monkeys receive a bonus in Pilot Aircraft and Aeronautic Mechanics, Sea Monkeys in Pilot Watercraft and Nautical Mechanics.

Urban Survivor (Way 15*)
Cost: 0.5 per level
Adepts with this power have an innate knack for adapting to their environment, whether it be by taking on the survival skills of an canny urban Mentor Spirit like Cat or Rat, or through natural link with the elements. Each level applies a +1 bonus when making Shadowing, Survival, or Street Knowledge skill checks.

Wall Running (SM 180*)
Cost: 0.5
This power allows the adept to run up sheer walls or other vertical surfaces. The adept makes a Strength + Running Test, with hits indicating the number of meters he may climb. Attempts to run up longer distances require stops or landings and additional uses of Wall Running. Any move that requires a Gymnastics Test (such as jumping from one wall to another) performed while using this power suffers a –2 dice pool modifier. Secondary effects of the adept’s motion still occur, such as resulting sound or tracks, unless combined with the Traceless Walk power.
« Last Edit: <05-08-13/1210:18> by Mithlas »

All4BigGuns

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« Reply #13 on: <04-29-13/2143:11> »
I think Hawk Eye and Night Vision are ones that anyone can take anyway.
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Aryeonos

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« Reply #14 on: <04-29-13/2144:29> »
hrm, I think I'll have to stick with my naga then, unless we're low on savage, I think my panthertaur is uneducated, but the Naga bought that off. I'll roconfiddle him a bit to work with the character creation parameters better.
Sic Zipper Tyrannosaurus!

 

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