1 Twodee's Shadowrun Storytime Written by Twodee Edited And

Total Page:16

File Type:pdf, Size:1020Kb

1 Twodee's Shadowrun Storytime Written by Twodee Edited And 1 TwoDee’s Shadowrun Storytime Written by TwoDee Edited and Compiled by Jarboot!!j4xjG8Gxyo4 Further Edited and Compiled by Impatient Asshole Anon What follows is arguably the best series of storytime threads ever created. If you're any sort of fan of Shadowrun—whether you're a new GM, newbie player, or even a veteran—this prose will really help flesh out what sort of fun you can have with the system and setting. It's nearly 400 pages and about 130,000 words, so download this to read on your phone/laptop/ebook/commlink, because this will take a while. I'm Jarboot, a fellow fa/tg/uy and Shadowrun fan. Someone suggested that someone make a compilation of this story for easier reading, so I figured I could do it. Editing is minimal, but I fixed a lot of spelling and general syntax error, most of which were mentioned by TwoDee in a post following the original. There are some little Jackpoint-esque comments from other people from the threads included in the document, which are differentiated by a green color and indented text. I may have included a picture or two in there, too. Also, 2D likes to do some foreshadowing at some points, so keep track of the greentexted dates if you feel confused. All these threads (except number 3, which you can search for using some of the other tags) can be found by searching for the “shadowrun storytime” tag on the /tg/ archive. Jarboot is an extremely helpful fa/tg/uy, but this particular Anon is an impatient asshole who wanted a fully updated version of TwoDee's Shadowrun Storytime, including but not limited to the full Chapter 15 and Chapters 21 and 21.5. I have compiled them to the best of my ability. With that being said, the editing done by myself is not perfect. There are mistakes, and I apologize for them. This started as a pet project and I thought to share it with the rest of you—hopefully without stepping on the toes of either Jarboot or TwoDee. A bit of commentary of TwoDee's writing style for anyone who hasn't been there for these threads: this storytime started as a That Guy thread, so it starts extremely casual in its theme. This includes directly using a great deal of slang and speaking as someone telling a storytime—because it was. When they lost the That Guy, the thread became more professional, and as such it evolved into more detailed and proper prose, so don't leave because it seems too informal. That will soon change. TwoDee himself has commented that he plans on doing a re-release of the first chapters to be more like the latter pieces—a director's cut, if you will. Without any more ado, please enjoy this presentation of the sickest shit to ever Shadowrun. 2 Introduction by TwoDee As a general rule I really enjoy /tg/'s tales of woe and wonderment , enough so that I'd like to think that one of my gaming groups ongoing tales is worthy of adding to the fold. In particular, it is the tale of TROUT, formerly called “DEAD MAN” (his own personal choice of street name), techno-ninja extraordinaire and That Guy also extraordinaire. Those of you prone to screaming "WEEABOO" at every character concept, prepare to scream it at a character that deserves it. Ask three Shadowrun players what the core character roles of Shadowrun are, especially Shadowrun 4th Edition, and you'll get four answers. I've got a little exercise from you, /tg/, for more storytelling “oomph,” which requires a basic consensus on the character roles. Hence, for said exercise, we will assume that there are four core roles: Street Samurai, Hacker, Mage, and Infiltrator. Though the team had both a Rigger and a Face as well, these were both half-roles and thus are irrelevant in this particular instance.1 In brief summary: >A Street Samurai is a combat monster who fucks shit up, and usually figures prominently in backup plans. >A Hacker is a nerd who runs everything computer-related. >A Mage is your dude who does magic. No fucking shit. >An Infiltrator is a guy who either ninjas or bluffs his way in to gather intel or complete mission objectives. If anyone could confirm that they're in the thread, I can move on to the next part of said exercise. Basically, we're going to play a little game, and I need someone to answer questions for this game. I'm going to describe each of our player characters in order. You are going to guess what role they filled. That way, when you hit That Guy, you can properly appreciate the dawning horror that filled the hearts of the GM and all of the other players. Sound good? 1 Riggers focus on maaging drones and vehicles. The Face is the specialist on social interaction—talking to the Johnson, using their skills to achieve objectives that the Infiltrator can't sneak past, and so forth. 3 CHARACTER ONE: >Real Name: John Doe? >Street Name: Dervish, formerly "Featherstep" >Metatype: Orc Dervish was a genengineered super-soldier who woke up in an alleyway in Everett with a pair of pants, a room key to a coffin hotel, twenty bucks, and a host of comically illegal cyber bits. Experimental cybereyes? Check. Implanted blades all throughout the body? Check. Wolverine skeleton? Check. Rocket feet? Check motherfucking check. Dude was like a hoverbike on legs. Whatever he was before his memory got erased, Dervish apparently wasn't very nice. Well, assuming he wasn't, like, in a tube up until fifteen minutes before the start of the campaign. His positive qualities were mostly stuff like biocompatibility and a type O system—which make it easier to put bioengineered parts in him—and his negative qualities involved him being an amnesiac (amnesia rank 1) and having no contacts (hung out to dry), what with probably being a brainless tube baby prior to the campaign. I'm sorry if this is insultingly obvious, but it's for good reason to emphasize the terribleness of the last character. Which role did Dervish fill? >Mage >Hacker >Street Samurai >Infiltrator >Street samurai? Correct! 4 CHARACTER TWO >Real Name: Malcolm McWilliams >Street Name: 2D >Metatype: Human 2D was a teenage member of the criminal hacking group Chaos Engine (fluffed as /b/ but more murderous) and an all around directionless loser when the Crash 2.0 rendered him comatose at his computer. Waking up in the hospital to find his immediate family deceased and his pockets empty, he was swiftly placated by his mind's quasi-mystical connection to the new Wireless Matrix. After a shits-and-giggles crime spree he was pinched by Evo Biomedical Seattle. He was only saved from the dissection table by the timely intervention of a bunch of novacoked-up Halloweeners blowing up the warehouse he was being temporarily held in. At the time of the start of this story, he is known by the media as the 2D Bomber, a terrorist wanted for using matrix-connected RC cars and walking dolls loaded up with nitro and hand grenades to blast Evo medical clinics. Negative Qualities: >Enemy: Evo Biomedical Seattle >Vendetta: Evo Biomedical Seattle >Signature: leaves a databomb on hacked nodes, with an old-timey-gunpowder-bomb icon. >Paranoid: EVO IS AFTER ME YOU GUYS Positive Qualities: >Technomancer >Paragon: Daedalus (Basically he's like the hardware tech support guy from hell) >Erased: When he shows up in video feeds, an old-timey bomb appears over his face, Laughing Man style. >Made Man: Chaos Engine 2D was a... >Mage >Hacker >Infiltrator >Hacker! Correctamundo! 5 CHARACTER THREE >Real Name: Damien Sanitiere >Street Name: Geppetto >Metatype: Elf Although an unassuming suburban Italian-American white-collar Ares middle management man by day, Damien hides a terrible secret: he is actually a serial killer obsessed with ritual suicide, using mind-and-body-puppeting magic to orchestrate a spat of suicides and murder-suicides across Seattle. He keeps his dual life well-hidden, carefully concealing his magical talent. His magic in and of itself is perverse and sinister, reflecting his nihilist beliefs: his spirits are cruel, spiteful things, taking the forms of mysterious men in black, mocking fey, and whirlwinds of infernal fire. But on the surface he is just Mister Sanitiere, shipping manager and neighborhood watch member. And he likes it that way. Positive qualities were mostly magic related except for a variant on the Assassin's Creed Oath, which basically swears him to secrecy. Negative qualities were mostly obsessive-compulsive stuff of the type that serial killers are prone to. Geppetto was our (herp derp)... >Mage >Infiltrator >infiltr-MAGE Ayep! 6 CHARACTER FOUR >Real Name: Jo Sekigahara >Street Name: DeadMan, later Trout >Metatype: Elf Jo Sekigahara was a Japanese national who was also a member of the Texan Lone Star PMC and also a Yakuza member at the same time.2 He became a wanted man when he did something totally more grimdark and hardcore than 2D or Geppetto's silly players could have thought up—namely shooting up an orphanage. But it was okay, the orphans' parents were Mafia members, and all is fair in the secret war of the Yakuza. Sekigahara has not been found by his former employers at Lone Star because he is a ninja. In addition to being super stealthy, he is a master of guns, like Mami Tomoe from Madoka Magica. He took the name of “DeadMan” because he knows that—like all honorable Japanese—he must die someday.
Recommended publications
  • Encounters: Shadowrun Is a Fast-Paced, Push-Your-Luck Dice And
    TM Encounters: Shadowrun is a fast-paced, push-your-luck dice and card game for 1–8 players, set within the brilliant Shadowrun universe where man meets magic and machine. Important Terms: The first time an important term is used, it will be bolded. SETUP Use the following rules to set up the game: Place the Nuyen (Shadowrun money) tokens into a common pool accessible by > all players. Separate the cards into their respective card types: Megacorporation cards, > Seattle City District cards (Districts), Encounter cards, and Shadowrunner cards. The game also uses six-sided dice (sometimes abbreviated as “D6”). Each player starts with one Megacorporation card; this is the Megacorporation > they’ll be using during the game. This card can either be chosen or determined by random draw, whichever method all players agree on. Place that card in your playing area in front of you. Shadowrunners you Hire will be placed into this area during game play. Any unselected Megacorporations will not be used in the current game and are placed back in the box. Shuffle the Encounter Deck and place it in the center of the table. If at any time during > gameplay the Encounter Deck is empty, simply shuffle the discard into a new draw deck. From here on out the rules and cards will just say “Encounter(s).” Shuffle the Shadowrunner Deck and place it in the center of the table. If at any > time during gameplay the Shadowrunner Deck is empty, simply shuffle the discards into a new draw deck. (If there are no discards because all Shadowrunners are held by the players, then no Shadowrunners can be Hired until one is used and placed in the discard pile to become the new draw pile.) From here on out the rules and cards will just say “Shadowrunner(s)”.
    [Show full text]
  • The Shadowrun Supplemental #13 Editorial Verbiage
    In This Issue: FASA CLOSING! Early thoughts on the closing of FASA THE TRUE FACADE A new feature debuts - shadowcomments from the “real world” How Much Did You Say He Weighed? A Third Edition update of this popular article about realistic heights and weights! SwiftOne Speaks SwiftOne gives his take on FASAs recent releases, and the closing of FASA And more! Cover Art by Drea O’Dare - http://members.xoom.com/kethrine/ Table of Contents Editorial Verbiage......................... 2 The Dark Tower Publishing Company .....27 Stop the Press! .......................................2 The Joy of Music LTD .............................27 Xenogenesis ........................................27 Call for Art ..............................................2 The Legacy ..........................................27 Highlander v1.0 ........................... 3 “How Much Did You Say He Weighed?” ... 28 Princes of the Universe............................3 Revision History......................................28 Watcher Chronicle Entry #6725.1 .............6 Humans .................................................29 Rules .....................................................7 Elves ......................................................29 The Rules of The Game..........................7 Dryads.................................................29 Immortal Regeneration........................7 Orks .......................................................30 Immortal Detection .............................8 Satyrs..................................................30
    [Show full text]
  • Shadowrun, Sixth World Errata
    SHADOWRUN, SIXTH WORLD E R R ATA AUGUST 2019 p. 41, Dodge Game Dodge penalties are as follows: 2 Concepts p. 36, Extended Tests, dodge penalty RANGE MODIFIER paragraph 1 Ground Zero –6 For clarity, make the following parenthetical Close –4 addition: Near –2 The player can make multiple rolls of the dice pool, progressively making the dice pool 1 die smaller each time they roll, until they have accu- mulated enough hits to meet or beat the threshold p. 44, Edge, paragraph 3 (or run out of dice and fail). Change the sentence reading, “Characters can only have one expenditure of Edge per round” SHADOWRUN: SIXTH WORLD SIXTH SHADOWRUN: p. 36, Extended Test Intervals to “Characters can only have one expenditure of The table for Extended test intervals is as fol- Edge per round action.” lows: p. 46, Spending Edge interval scale clarification TASK INTERVAL Note that nothing can ever reduce the cost of Fast 1 Combat Turn and Edge Action to 0 Edge. Quick 1 minute Short 10 minutes Average 30 minutes p. 47, Edge Actions, Fire from Long 1 hour Cover action, second sentence Consuming 1 day Exhausting 1 week Change: “Attacks from full cover may be made Mammoth 1 month without the –2 dice pool penalty” to “Attacks from cover may be made without spending a Minor Ac- tion.” p. 38, Essence, paragraph 1 p. 48, Shank Edge Action The following changes are made to this para- Change “Called Shot penalty” to “Call a Shot graph for clarity: penalty.” All characters have this attribute. It functions as a capacity rating for how much cyberware, p.
    [Show full text]
  • Shadowrun SAGA
    A Rules Supplement for the SAGA Gaming System Rowan WalkingWolf Written & Published by Rowan WalkingWolf, 2016 Questions, Comments, & Contributions: [email protected] All SAGA products available for free on the Matrix Node @: yggdrasildistro.wordpress.com For those with respect for intellectual property laws: Contents are protected under the Creative Commons Attribution-Non- Commercial-Share-Alike 4.0 International license. You are free to copy and make derivative works for non-commercial purposes, provided you credit me and your work is likewise sharealike. For those who give no fucks about ludicrous civilized notions of possession and property: This work is Anti-Copyright. Do what you will, provided it's not for profit, and please credit me when using this material. Plagiarize, steal, reprint, republish, redistribute! CONTENTS What's This Supplement All About, Chummer? ......................................................................... 2 Races & Meta-Races ........................................... 2 The Matrix & Decking …........................................ 5 Arsenal: Weapons & Armor Errata ......... 14 Cyberware & Essence ….................................. 51 Totems & Spirit Guides …................................. 59 Non-Shamanic Magic ….........................….......... 61 Drone Rigging, Rigger ….................................... 63 Shadowrun-SAGA Character Sheet.. 65 1 What's This Supplement All About, Chummer? As a universal system, SAGA ruleset can be used to run campaigns in any setting imaginable. The purpose of this supplement is to bring Shadowrun – arguably one of the coolest, most memorable, and most enjoyable RPG settings ever created – to the SAGA gaming system. To be clear, this supplement is NOT in any way a comprehensive campaign setting. There's little detailed world/setting information herein, and there's really little need for it, as said information is easily accessed on the Matrix via the Shadowrun wiki and by torrenting official 4th/5th edition Shadowrun PDFs.
    [Show full text]
  • The Neo-Anarchist's Guide to North America
    Sample file Sample file NEO-ANARCHIST'S GUIDE TO NORTH AMERICA Writing Edltorlal Staff Neo-Anarchist Babble Senior Editor Sam Lewis Donna Ippolito California Free State and Assistant Editor San Francisco Sharon Turner Mulvihill Anthony Pryor Confederate American States Production Staff and Dallas/ Fort Worth Art Director Stevie McBride Dana Knutson Additional Material Cover Design Richard Garret Molpus Joel Siske Atlanta Cover Graphic Stephan Wieck David McCoy Quebec and Quebec City 11/ustration Nigel D. Findley Jim Nelson United Canadian and American Jeff Laubenstein States and Washington, F.D.C. Joel Siske Paul R. Hume Chuck Harris Chicago Earl Geier Christopher Kubasik Rick Harris Manhattan Sample fileMaps Tom Dowd Joel Biske Layout Development Tara Gallagher Tom Dowd SHADOWRUN, MATRIX and Nee-Anarchist's Guide to North America Published by are trademarks of FASA Corporation. FASA Corporation Copyright © 1991 FASA Corporation. Ali Rights Reserved. P.O. Box 6930 Printed in the United States of America. · Chicago, IL 60680 SYSTEM: GET INFO Sample file Sample file Into, Out, and Around 91 NEW YORK CITY 115 Malor Airports 91 Facts at Your Angertips 115 Local Air Traffic 91 When to Go 115 Trains 91 Getting In 115 Ground Traffic 92 What It Costs 116 Waterways 92 Getting Around 117 Publlc Transportation 92 Adlolnlng Areas 118 Media 93 The Counties 118 Malors 93 Nassau County 119 Independents 93 New Jersey 119 Pirates 93 Connecdcut 119 Hardcopy 94 History 119 Good Times between Crimes 94 The Levellng 119 High End 94 The Price 119 Low End 95
    [Show full text]
  • Best Served Cold Credits Best Served Cold…
    BEST SERVED COLD CREDITS BEST SERVED COLD…......................................... 3 BEST SERVED COLD WRITER INTRODUCTION ..................................................... 4 Stephen McQuillan PREPARING THE ADVENTURE ........................ 4 SHADOWRUN LINE DEVELOPER RUNNING THE ADVENTURE ..................................... 4 Rob Boyle GENERAL ADVENTURE RULES ................................ 5 SHADOWRUN MISSIONS COORDINATOR NON-PLAYER CHARACTERS .................................... 5 John Dunn ABLE ATING T R ......................................................... 5 A NOTE ON COMMLINKS ......................................... 5 PROOFREADER CROSSING BORDERS ................................................ 5 Rene Hess CONTACTS ................................................................ 6 TRACKING FACTION................................................. 6 ART PAPERWORK ............................................................. 6 Art Direction Rob Boyle ADVENTURE BACKGROUND ............................ 6 PLOT SYNOPSIS...................................................... 7 Cover Design and Missions Logo Andy Coen and Cullen Erbacher THE CALL ................................................................. 7 http://www.broomstickfighters.com THE MEET ................................................................ 8 Maps THE KIDNAPPING SITE ....................................... 9 Stephen McQuillan PANNING FOR GOLD.......................................... 10 Black Cats Character Art ARES AND BELENKIY .......................................
    [Show full text]
  • D20 Core Book
    Shadowrun / d20 Core Book Brought to you by Ares Macrotechnology Better Weapons for a Better Future Accessing: Section 3.1.8 – Heavy Weapons..........................12 SECTION 1 – CHARACTERS ............3 Section 3.2 – Armor and Clothing......... 13 Section 1.1- Character Creation.............. 3 Section 3.3 – Surveillance and Security 13 Section 1.1.1 – Species ......................................3 Dwarf ......................................................................................... 3 Section 3.4 – Survival Gear .................. 15 Elf............................................................................................... 3 Section 3.5 – Working Gear.................. 15 Human ....................................................................................... 3 Section 3.6 – Lifestyle ......................... 15 Orc............................................................................................. 3 Section 3.7 – Electronics...................... 15 Troll............................................................................................ 4 Vital Statistics ............................................................................. 4 Section 3.8 – Cyberware ...................... 16 Section 3.8.1 – Effects of Cybernetics .................16 SECTION 2 – SKILLS AND FEATS ......5 Section 3.8.2 – Cyberware and Size.....................16 Section 2.1 – Skills................................. 5 Section 3.8.3 – Headware..................................16 Computer Use ...................................................5
    [Show full text]
  • Shadowrun, Fifth Edition Quick-Start Rules
    EVERYTHING HAS A PRICE The year is 2075, and if you want to survive this Deals are made in steel and lead more often than world, you need to figure out what you are willing gold or nuyen; success and failure live only a razor’s to pay. Megacorporations call the shots here, making edge apart. You may trade a piece of your soul to gain most of the common citizens dance to their tune—or bleeding-edge gear, or you may learn how to bend crushing them underfoot if they dare interfere with and twist magic that threatens to overwhelm you. the pursuit of ever-expanding profit. Most people Whatever you do, do it fast, because it's a dan- don’t have the will to fight back, but there are some gerous world. Creatures of myth and legend walk people called shadowrunners who stand as the last the streets, while the arcane skills of spellslingers spark of independence. You are one of them, fighting are in high demand. And of course the monolithic to survive and maybe thrive. You may be human, elf, megacorps bleed the world dry, sabotaging each dwarf, ork or troll, but whatever you are, you will be other in covert cutthroat competition as they go tested to your limits if you want to have any chance to war over the bottom line. But this is where you in this world. come in. They may not like you, they may want to Standing up to the mightiest powers in the world crush you, but they need you and your skills.
    [Show full text]
  • Cyborgs & Cybernetics
    0 Players & GM’s, please remember that this book is not a rule book set in stone. If you don’t like a rule, change it! The goal of Role Playing Games in general is to have fun. Players, if you have questions about how something works in the world, ask your GM. They are the final answer for the game you are playing in. 1 Index Editor’s Note 3 Hass Sonax 63 What is Cybernetics & Prosthetics? 4 High Inquisitor Tremayne 64 Slang 7 Howzmin 66 Prosthetics & Bionics 16 Leesa One-Eye 67 Cybernetics 17 Lieutenant Darryn Thyte 68 Fingers 18 Lobot 70 Hands 24 Major Equa Felens 71 Arms 28 Sollaine 72 Feet 33 The “Spek-Man” 73 Legs 34 Themion Hejaran 74 Eyes 37 Zoodia Tantra 75 Ears 43 New Templates 76 Head 44 About the Template Types 76 Body 47 Cyber Doc 78 Organs 50 Cyber Gang Member 79 Miscellaneous 54 Cyborged Alien 80 Cybernetic Race 56 Cyborged Bounty Hunter 81 Iskalloni 56 Cyborged Pirate (From Star Wars 2nd Ed) 82 NPC’s 58 Ripper Doc 83 Cragus 12 59 Ripper Gang Member 84 Daye Azur-Jamin 60 Blank Character Sheet 85 Death Hunter Cyborg 61 Legal Notice 86 Haelon Tice 62 2 Editor’s Note First, a warning to those who are starting to read I actually used many different books from the this book for the first time. There are some decidedly following RPG series: adult themes in this book, so please, forgive the adult Cyberpunk 2020 references. In a world where Cybernetics as abundant Cyberpunk 2020 RPG as this, life becomes very cheap, and you make happy Chromebook 1 memories with what time you can.
    [Show full text]
  • Preview Omnibus
    SHADOWRUN >noun Any movement, action, or series of such made in carrying out plans which are illegal or quasilegal. WorldWide WorldWatch 2050 archive INCOMING MESSAGE FROM M. WRATH: Hoi chummers! This is a preview of an in-progress version of Shadowrun, Fifth Edition, and proofing is still under way. Spelling, grammar, "p. XX" references and so on will be updated before heading to press. Get more info at www.shadowruntabletop.com SHADOwrun, fiftH eDitiOn • preview One ANOTHER NIGHT, ANOTHER RUN Smoke filled the air, cut through by the dancing, impossibly straight He was just one of many, wedging his way through a brawling crimson lines of laser beams. Lights strobed all around him, show- pit disguised as a dance floor, overcrowded with all metahumanity ing Gentry still-frame images of bodies clashing violently, muscles had to offer, humans included: weekend warrior wannabes slum- heaving, chrome flashing razor-sharp contrast against scuffed ming it from Downtown and Renton, soaking in the dirt and dan- black leather. Belly-deep, he felt as much as heard the staccato ger of a trip to the edge of the Barrens. Then there was the every- thrums of too-loud percussion, shaking him to his core. He ig- day Redmond populace, as tough and stained as the denim and nored it all and concentrated on the AR feed piped straight to his leather they all wore. Redmond being Redmond, a sizable chunk brain by top-end hardware and his customized implants. of the crowd was gangers. Gentry saw a tight knot of orks from This was Gentry’s first trip to the Skeleton, and the last thing the Crimson Crush, louder and more violent than the slam-dancers he wanted was to get turned around in the press of thrashing near them, a lone woman in the green and black that marked her bodies on the dance floor, dazzled by the lights and fog, smoth- a Desolation Angel, looking for trouble and pretty enough some ered by the surrounding hordes of metahumanity.
    [Show full text]
  • CYBORG MIND What Brain–Computer And
    CYBORG MIND What Brain‒Computer and Mind‒Cyberspace Interfaces Mean for Cyberneuroethics CYBORG MIND Edited by Calum MacKellar Offers a valuable contribution to a conversation that promises to only grow in relevance and importance in the years ahead. Matthew James, St Mary’s University, London ith the development of new direct interfaces between the human brain and comput- Wer systems, the time has come for an in-depth ethical examination of the way these neuronal interfaces may support an interaction between the mind and cyberspace. In so doing, this book does not hesitate to blend disciplines including neurobiology, philosophy, anthropology and politics. It also invites society, as a whole, to seek a path in the use of these interfaces enabling humanity to prosper while avoiding the relevant risks. As such, the volume is the fi rst extensive study in cyberneuroethics, a subject matter which is certain to have a signifi cant impact in the twenty-fi rst century and beyond. Calum MacKellar is Director of Research of the Scottish Council on Human Bioethics, Ed- MACKELLAR inburgh, and Visiting Lecturer of Bioethics at St. Mary’s University, London. His past books EDITED BY What include (as co-editor) The Ethics of the New Eugenics (Berghahn Books, 2014). Brain‒Computer and Mind‒Cyberspace Interfaces Mean for Cyberneuroethics MEDICAL ANTHROPOLOGY EDITED BY CALUM MACKELLAR berghahn N E W Y O R K • O X F O R D Cover image by www.berghahnbooks.com Alexey Kuzin © 123RF.COM Cyborg Mind This open access edition has been made available under a CC-BY-NC-ND 4.0 license thanks to the support of Knowledge Unlatched.
    [Show full text]
  • Sail Away, Sweet Sister (Enhanced Fiction) Stats
    >> SHADOWRUN • ENHANCED FICTION << GAME INFORMATION USING THIS BOOK WITH Spells: Alleviate Addiction, Alleviate Allergy, Antidote, Armor, Bind, Con- SHADOWRUN, FIFTH EDITION fusion, Cure Disease, Detect Individual, Detect Life (Extended), Detox, Di- agnose, Fix, Fling, Foreboding, Heal, Healthy Glow, Increase Reflexes, Lev- The Game Information for Sail Away Sweet Sister is pro- itate, Light, Magic Fingers, Manabolt, Night Vision, Preserve, Prophylaxis, vided with stats for both Shadowrun, Twentieth Anniversary Resist Pain, Shatter, Slay Vampire, Stabilize, Sterilize, Stunball, Stunbolt Edition and Shadowrun, Fifth Edition. Several of the qualities, Mentor Spirit: Great Mother [+2 dice to Medicine tests, +2 dice to Health metamagic techniques, spells, and weapon modifications magic, –1 die for combat] listed here are not detailed in the Shadowrun, Fifth Edition Gear: AR contacts [Rating 3 w/ image link, smartlink, thermographic vi- core rulebook. Supplemental rulebooks such as Run Faster sion], AR earbuds, AR wristbands, 2x clips of regular ammo, commlink [Hermes Ikon, Device Rating 5], license [legitimate, concealed carry], and Street Grimoire, which will provide more details about lined coat, medkit, Uncle Wayne’s military dogtags [Sustaining focus 3 these items, are coming soon. Where necessary, though, (Manipulation spells)], silver ring [Sustaining focus 2 (Health spells)], sis- interim rules are presented here. Any rules presented here ter Lenore’s high school class ring [Power focus 3] will be superseded by later supplemental rulebooks.
    [Show full text]