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Monthly Archives: August 2013

Ahh, the Rocker. She existed back in Shadowrun 1e, and never again. Definitely not your typical runner type, but nonetheless a lot of fun.

I took a bit of a different approach with her-she did get some light ware, but with Alchemical Preparations and the ability to do one’s own pyrotechnics, I could NOT resist the lure of a mage-Rocker, at all. So here she is and I hope you enjoy!

Rocker, SR5

Magician
Human(E Priority)
Attributes: B
Skills: C(28/2)
Resources: D(50,000)
Magic: A

Attributes:

Body: 3
Agility: 3
Reaction: 3
Strength: 3
Charisma: 5
Intuition: 4
Logic: 3
Willpower: 4
Edge: 3
Essence: 5.1
Magic: 5
Initiative: 7+1d6
Armor: 12

Limits:

Physical: 4
Mental: 5
Social: 7

Condition Monitors:

Stun: 10
Physical: 10
Overflow: 3

Positive Qualities: First Impression(11), Ambidexterous(4), Mentor Spirit(5, Fire-Bringer)
Negative Qualities: Addiction(Mild, Stim, +4), Insomnia(+10)

Mentor Spirit Bonuses: +2 Artisan tests, +2 Manipulation spells, must help out unless a Willpower+Charisma(3) test is passed.

Bonus Karma remaining: 19

Cyberware:
Voice Modulator(Rating 4)  .8 essence
Datajack 1 essence

Alchemical Preparations:(Guitar, mic stand, wand, outfit pieces like rings and necklaces, things of that nature.)

Levitate
Light
Shadow
Invisibility
Magic Fingers
Mask
Phantasm
Entertainment
Flamethrower
Animate

Active Skills:

Conjuring Skill Group: 2

Spellcasting: 4
Counterspelling: 3
Alchemy: 5
Arcana: 5
Assensing: 2
Pistols: 3
Clubs: 2
Perception: 3
Etiquette(Media): 3(+2)
Performance(Choose): 6
Gymnastics: 2
Pilot Ground Craft: 1
Throwing: 1
Computer: 1
First Aid: 1

Bonus Karma for Skills: +1 Gymnastics(4 Karma), Pilot Ground Craft, Throwing, Computer of 1 each(6 Karma), First Aid 1(2 Karma). Total: 12 of 19 Bonus Karma spent

Knowledge/Language Skills:

Music Theory: 2
Musical Composition: 3
Hot Clubs and Venues: 3
Rock Music!:  2
Visual Performance: 2
English: N
Japanese: 2

Gear/Lifestyle: (+6000 nuyen, 3 bonus Karma), 35000 left

Chosen Instruments/Stage Costumes(5000 nuyen worth)
Middle Lifestyle(1 Month)
Browning Ultra-Power w/50 rounds, 50 APDS, 50 Stick n Shock and Concealable Holster
Telescoping Staff(looking suspiciously like a microphone stand)
Stun Baton
2 Throwing Knives
Armor Jacket(w/ Non Conductivity 6 and Fire Resist 4)
5 Smoke Grenades
Fake Sin(Rating 4)
Fake Licenses(3 at Rating 4)
Renraku Sensei Commlink(w/Sim Mod and Subvocal Mic)
Magical Lodge Materials(Rating 3)

Chemsuit(Rating 6)
Gas Mask
Respirator(Rating 4)
Survival Kit
Medkit(Rating 4), 2 refills
Monofilament Chainsaw

Contacts: 15

Bouncer: C2 L4
Media Producer: C4 L3
Venue Owner: C3 L3

+4 Bonus Karma spent on Contacts

Starting Nuyen: 10+(4d6x100)

Description: The Rocker is a bit of a different breed of runner-she’s actually more of a performer. As in she gets on stage and uses her magical gifts(mostly fed through her various instruments which she can activate-fire-shooting guitars, her own pyrotechnics and even, hell, a monofilament chainsaw) to add to her rather impressive stage show. She loves the thrill of getting onstage and playing her good ol’ fashioned 2050s rock n’ roll. She makes an interesting shadowrunner though-some of her spells are held in more subtle items, and they can double as interesting distractions on a run, and over the years her bouncer buddy has given her a few lessons on shooting in his spare time(and her mic stand can double as an interesting blunt object for people who want to get too close.) Charismatic and able to hang with people well, it might just be that her love of the thrill and rather eclectic skill and spell set can come in handier to a team than one might think.

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Way back in SR1, there was a Burned out Mage archetype. He was pretty awesome in a weird way. Poor guy burned out most of his magical ability on cyber, and this guy’s itching for some Focus addiction as well(which, well, he has.) It may not be the most powerful Archetype in the world but damned if it wasn’t something different and original. Alas, he was not long for the world-he disappeared after that and was never seen again. Here is my attempt to bring him back via 5e.

Sadly, due to how 5e’s rules work, he can only know his Magic x2 in spells, or 4 spells, which sort of takes away some of the oomph the old Archetype had(who had a ton of spells that he was terrible at casting.) Though once he gets in game, getting him Alchemical Preparations would probably fit as he spirals ever downward.

Magic: A
Resources: B
Attributes: C
Skills: D
Race: E

Attributes:

Body: 3(+1 Damage Resistance)
Agility: 3(4 Average, 7 in arm)
Reaction: 3(4)
Strength: 3(4 Average, 7 in arm)
Charisma: 2
Intuition: 2
Logic: 4
Willpower: 4
Edge: 3
Essence: 2
Magic: 2[+3, Force 3 Bonded Power Focus]
Initiative: 5(6)+1d6(2d6)
Armor: 16(12 Armor Jacket, 2 Cyberarm, 1 Dermal Plating, 1 Bone Lacing)

Limits:

Physical: 5
Mental: 5
Social: 4

Condition Monitors:

Physical: 11
Stun: 10
Overflow: 3

Cyberware:

Wired Reflexes(Rating 1, Alphaware) 1 Essence
Plastic Bone Lacing: .5 essence
Cybereyes(Rating 3, w/Low-Light, Thermographic, Flare Compensation, Smartlink, and Vision Enhancement 2)-.4 essence
Dermal Plating(Rating 1)-.5 essence
Cyberarm(Customized Strength and Agility 6 each), w/Strength and Agility +1, Armor +2, and Retractable Spur

Spells:

Manaball
Stun Bolt
Heal
Magic Fingers

Positive Qualities: High Pain Tolerance(1)-7

Negative Qualities: Addiction(Foci, Moderate, +9), Loss of Confidence(Spellcasting, +10)

Bonus Karma: 25+12=37

Active Skills:
Spellcasting: 5
Counterspelling: 5
Summoning: 2
Banishing: 2
Alchemy: 4
Arcana: 3
Gymnastics: 2
Etiquette: 2
Assensing: 2
Unarmed Combat: 3
Automatics: 3
Sneaking: 1
Negotation: 2
First Aid: 1
Pilot Ground Craft: 1
Cybertechnology: 1

Bonus Karma spent on Skills: Negotation(2), First Aid(1), Pilot Ground Craft(1), Cybertechnology(1)-12

Knowledge/Language Skills:

Cyberclinics: 3
Magical Theory: 3
Security Procedures: 2
Seedy Wizbars: 1

English: N
Cantonese: 3
Japanese: 2

3 Bonus Karma spent on Japanese: 2

Gear:

Low Lifestyle(1 Month)

HK227 SMG w/100 regular rounds, 60 APDS rounds, 60 Gel Rounds and Gas Vent 3

Armor Jacket(With Non-Conductivity 4)

Power Focus(Force 3, Bonded)
Spell Focus(Combat Spells, Force 2, Bonded)
Spell Focus(Manipulation Spells, Force 2, Unbonded)
Spell Focus(Fire Spirits, Force 2, Unbonded)
Magical Lodge Materials(Rating 4)
100 Drams of Reagents

Renraku Sensei Commlink(w/Subvocal Mic and Sim Mod)
Fake Sin(Rating 4)
Fake Licenses(3 at Rating 4 each)
Honda Spirit
Medkit(Rating 4) w/2 refills
Trauma Patch
Survival Kit
Gas Mask
Chemsuit(Rating 4)
Docwagon Basic Contract(1 year)

Notes: 22 Bonus Karma spent on Bonding Foci

Starting Nuyen: 50+(3d6x60)

Description: The burned out mage was once a wage-mage of great power who ended up taking a nasty wound; such is, and he got a cyberarm for his trouble. It all started there-after he realized the power it could give him(after working on tweaking it out, installing a cyberspur and the like), he realized that perhaps maybe both cyber and magic could work together in harmony. Some years later, he’s now stuck with a body with dwindling magic that’s getting stuffed with more ware, and he’s fallen back on foci to try to keep himself going. It’s not going all too well with him-stick a paperclip in him and he’ll have even less power than he does now. He’s thought about dabbling in some of that Alchemy, though…perhaps that could help out. He relies on Foci and reagants, and doesn’t know the spells he used to on top of it. Some mages pity him, others shake their heads that he wasted his great potential, but he doesn’t think it’s over yet…

So here’s a Merc, remade for 5e. My idea here was that over the years, we’ve had Merc archetypes of human, ork, dwarf(all in 1e and 2e), and troll(3e), but never an elf; so I decided to make this guy a pointy-ears to finish off the bunch. I was aiming for a pretty good balance of skills and such; he, like all the Archetypes, has plenty of room to grow however, and enough Essence left to plug some more stuff into him.

And yes, I use a lot of the Bonus Karma fund on skills for many of these archetypes; it’s a fantastic use for them.

Attributes: A
Resources: B
Skills: C(28/2)
Race: D
Magic: E

Attributes:

Body: 5(+2 Damage Resistance)
Agility: 6(8)
Reaction: 4(5)
Strength: 6(8)
Charisma: 4
Intuition: 4
Logic: 3
Willpower: 3
Edge: 1
Essence: 1.85
Initiative: 8(9)+1d6(2d6)
Armor: 15(17 with Helmet)

Limits:
Physical: 8
Mental: 5
Social: 4

Condition Monitors:
Physical: 11
Stun: 10
Overflow: 7

Positive Qualities: Will to Live(2, 6 Karma)
Negative Qualities: SINner(+5 Karma), Mild Allergy(Soy, +10 Karma)

Total: +9, 34 Bonus Karma total

Cyber/Bioware:

Synaptic Boosters(Rating 1)-.5 Essence
Muscle Replacement(Rating 2, Alphaware)-1.6 Essence
Alumunum Bone Lacing(Alphaware)-.8 Essence
Orthoskin(Rating 3)-.75 Essence
Internal Air Tank(Rating 2)-.5 Essence

Active Skills:

Athletics Skill Group: 2

Pistols: 4
Automatics: 5
Longarms: 3
Heavy Weapons: 5
Unarmed Combat: 6
Blades: 2
Etiquette: 3
Sneaking: 2
Leadership: 2
Perception: 2
Pilot Ground Craft: 2
Armorer: 2
First Aid: 1
Throwing Weapons: 1

Bonus Karma for Skills: 4(First Aid and Throwing 1), 24 (Perception, Leadership, Sneaking and Pilot Ground Craft 2), 6 more for Armorer 2
Bonus Karma Spent: 34 of 34

Knowledge/Language skills:

Military History:2
Arms Dealers:3
Military Strategy(Literature): 3(+2)

English: N
German: 3
Sperethiel: 2

Gear:

Armored Jacket(with Chem Resist, Fire Resist, and Non Conductivity 2): 12 Armor
Helmet(+2 Armor)
Katana(11P, -3 AP, 1 Reach)
Combat Knife(10P, -3 AP)
Knucks(11P Unarmed Combat)
Survival Knife(9P, -1 AP)
4 Throwing Knives

Middle Lifestyle(1 month)-5,000

Beretta 201T(Smartlinked), w/ 60 rounds, 60 APDS, 60 SnS, and Concealable Holster
Ares Predator V w/ Concealable Holster, 60 rounds, 60 APDS rounds
Ruger Super Warhawk(Smartlinked), w/60 APDS rounds and concealable holster
HK-227 SMG: 730, w/ Gas Vent 3, 100 rounds, 100 gel rounds
Ares Alpha: w/ Shock Pad, 200 rounds, 100 APDS rounds, 100 gel rounds, and 10 HE Grenades
Enfield AS-7(Smartlinked) w/ 50 rounds, 50 fletchette, 50 APDS
Ruger 100(Smartlinked) w/ 50 APDS rounds
Ingram Valiant LMG w/200 rounds of belted regular ammunition, 100 rounds belted APDS
5 Flash-Bangs
5 Smoke Grenades

Fake Sin(Rating 3)
Licenses(3 at Rating 4)

Harley-Davidson Scorpion

Gas Mask
Respirator(Rating 4)
Survival Kit
100m standard rope
Climbing Gear
Medkit(Rating 4) w/ 2 Refills
Contacts(Capacity 3), w/ Smartlink, Image Link and Vision Enhancement 1
Earbuds(Capacity 3), w/ Audio Enhancement 2
Micro Transciever
Renraku Sensei Commlink
Trauma Patches(2)
Collection of military-themed books

Contacts:
Arms Dealer: C3 L3
S-K Security Specialist: C2 L2
UCAS Officer: C1 L1

Description: The Elf Merc’s been around the block a few times, and he’s come back each and every time, with a new experience or two to share. He can do the job loud, he can do it quiet, however the customer wants. He’s got the skills and the physical conditioning, and he knows some people about as well. He’s not too old or grizzled yet, but he did a few years here and there-no red ink on his papers, either, and he’s got more skills and experience than his appearance would lead you to believe. He may even do his jobs with some class. The reason why he looks relaxed on his Harley Scorpion with a smile on his face? He’s been through a lot and lived to tell the tale. You MAY not want to question his integrity too much, though. This is a man who can successfully tie you into a pretzel with one hand while reciting passages from ‘The Art of War.’

Back in the day, in the old Sprawl Sites book, there was an Elven Mage archetype. The poor girl seemed to disappear over the years. Perhaps because she died from catching a cold from her 1 Body. This one’s healthier. This one is a mage through and through and I took some liberties to give her some new bonuses, like a Knowledge Mentor spirit to fit her theme. I think people looking for a ‘classic Magician’ archetype(while still having someone who won’t blow away in a stiff breeze) could enjoy this one.

Priorities:
A: Magic
B: Attributes
C: Resources
D: Race
E: Resources(6,000)-+20,000(10 Bonus Karma)

Attributes:

Body: 3
Agility: 4
Reaction: 3
Strength: 2
Charisma: 5
Intuition: 4
Logic: 5
Willpower: 5
Edge: 1
Essence: 6
Magic: 6
Initiative: 7+1d6
Armor: 12

Limits:
Physical: 4
Mental: 7
Social: 7

Condition Monitor:
Physical: 10
Stun: 11
Overflow: 3

Positive Qualities:  Mentor Spirit(5) [Knowledge: Hermetic title for Snake-+2 Arcana Tests, +2 Detection Spells, must roll Charisma+Willpower(3) to avoid pursuing secrets or knowledge that few people know about when hints are received of its existence.]

Negative Qualities: Allergy(Mild, Gold +5), Astral Beacon(+10)

Total: 25+10=35 Bonus Karma. 10 Spent on Resources leaves 25.

Spells:

Power Bolt
Stunball
Clairaudience
Analyze Truth
Combat Sense
Heal
Stabilize
Increase Reflexes
Chaotic World
Invisibility
Armor

Increased Reflexes: 5 Karma(20 Bonus Karma remaining)

Active Skills:

Enchanting Skill Group: 2

Spellcasting: 6
Counterspelling: 5
Ritual Spellcasting: 3
Arcana: 3
Assensing: 2
Clubs(Stun Baton): 1(+2)
Pistols: 2
Etiquette(Magical): 2(+2)
Perception: 2
Conjuring: 4
Banishing: 3
Binding: 3
Astral Combat: 2
First Aid: 1
Gymnastics: 1
Pilot Ground Craft: 1
Negotiation: 2
Computer: 1

Bonus Karma spent on Skills: First Aid(1), Gymnastics(1), Astral Combat(2), Pilot Ground Craft(1), Negotiation(2), Computer(1): 20 Bonus Karma spent

Knowledge/Language Skills:

Magical Threats: 3
Magical Groups: 3
Parazoology: 3
Magical Theory: 3
Fine Elven Spirits: 2

English: N
Sperethiel: 4

Gear:

Stun Baton
Browning Ultra-Power(w/50 rounds regular, APDS, Gel, and Concealable Holster)
Armor Jacket(w/Non Conductivity 4)

Magical Lodge Materials(Rating 6)
Reagents(50 Drams)
2 Detection Spell Formulae of choice

Middle Lifestyle(1 Month)

Fake SIN(Rating 2)
Fake Licenses(2 at Rating 4)
Earbuds(Capacity 3) w/ Audio Enhancement 1
Glasses(Capacity 4) w/ Vision Enhancement 1 and Image Link
Antidote Patches(2 at Rating 4)
Medkit(Rating 4), 2 Refills
Survival Kit
Respirator(Rating 4)
Gas Mask
3 Certified Credsticks(Silver)
Renraku Sensei Commlink(w/ Subvocal Mic)

Starting Nuyen: 150+(4d6x100)

Contacts:

Talismonger: C4 L3
Paranormal Investigator: C2 L2
Magic Librarian: C2 L2

Description: The Elven Mage is sort of a classic; she has a passionate interest in finding out how the magical world works, and is a highly educated and schooled woman, especially on all things arcane. She has a wide variety of spells and utilities on hand for a team’s every need, and is socially rather adept as well. More active than your average bookworm, her Stun Baton will give a nasty surprise to those who think she only need be casting to be a threat. On downtime, she can be found researching the plethora of magical threats about in the Sixth World or studying up on some of the paranormal critters around.

I kinda missed the old Detective. The SR2 version totally looked like a guy that would be in Law and Order: Seattle 2053, that you could imagine chewing Rolaids while he tried to go about solving the Sixth World’s crimes that the police ignored. SR3 also had the guy(and a pretty awesome pipe-smoking ork on top of it).

SR4 and 5 replaced this guy with the Occult Investigator-which while a cool concept, I don’t feel is the same unaugmented, un-magical fellow who relied on his wits and natural skills and abilities. It’s definitely never been the most powerful archetype, but I miss it, so here is my attempt to rebuild him for an SR5 Archetype.

I’m probably going to put together a few more of the old, forgotten Archetypes as well. Okay, there aren’t THAT many, but I have plans to finish the Merc(an elf this time, he’s almost done), and the Burned-Out Mage(haven’t started yet).

 

Skills: A
Attributes: B
Race: C(Dwarf)
Resources: D(50,000)
Magic: E(None)

Attributes:

Body: 5
Agility: 4
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Essence: 6
Initiative: 8+1d6

Limits:
Physical: 5
Mental: 6
Social: 6

Condition Monitors:
Physical: 11
Stun: 11

Positive Qualities: Analytical Mind(5), Bilingual(5)

Negative Qualities: Addiction(Mild, Alcohol, +4), Code of Honor(Warrior’s Code, +15)

Total: +9, for 34 total Bonus Karma

Active Skills:

Influence Skill Group: 6
Electronics Skill Group: 3

Pistols: 4
Longarms(Shotguns): 2(+2)
Clubs: 3
Unarmed Combat: 3
Tracking(Urban): 3(+2)
Sneaking(Urban): 4(+2)
Palming: 3
Pilot Ground Craft: 2
Perception(Visual): 4(+2)
First Aid: 2
Con: 4
Medicine: 2
Intimidation(Interrogation): 3(+2)
Locksmith: 2
Forgery: 2
Running: 2
Gymnastics: 2
Swimming: 1

Bonus Karma:
Running +1(4 Karma), Gymnastics +1(4 Karma), Forgery 2(6 Karma)-14 of 34 spent

Knowledge/Language Skills:

Police Procedures: 3
Underworld Politics: 2
Organized Crime Rings: 3
Pharmaceuticals(Drugs): 2(+2)
Movies of the 1900s: 2
Seedy Bars: 2

Spanish: N
English: N
Cantonese: 3

Contacts: 12+10 more Bonus Karma(22 total)

Lone Star Detective: C2 L2
Fixer: C3 L2
Bartender: C2 L3
Fence: C3 L2
Streetwalker: C2 L1

Gear and Lifestyle: 50,000(+20,000 nuyen for 10 Karma, 70,000 Total)

Low Lifestyle(1 Month)

Stun Baton
Yamaha Pulsar(Taser) w/10 Taser Darts
Taurus Omni-6(w/60 rounds, 60 gel rounds, 30 APDS rounds, and concealable holster)
Browning Ultra-Power(w/50 rounds, 50 gel rounds, 30 APDS rounds and concealable holster)
Flash-Pak
Lined Coat(Armor: 9, with Non-Conductivity 4, Chem 2 and Fire Resist 2)

Transys Avalon Commlink(w/Sim Mod and Subvocal Mic)
20 RFID Tags
10 Stealth Tags
20 Datachips
Bug Scanner(Rating 6)
Data Tap
Area Jammer(Rating 4)
Micro-Tranceiver
Tag Eraser
White Noise Generator(Rating 6)
Fake Sin(Rating 4)
Fake Sin(Rating 3)
Fake Licenses(Pistols, Longarms, both at Rating 4)
4 Certified Credsticks(Standard)
Binoculars(Capacity 2, Vision Magnification, Low-Light)
Contacts(Capacity 3, w/ Vision Enhancement 1, Image Link and Flare Compensation)
Earbuds(Capacity 3, Audio Enhancement 2)
Handheld Sensor(Capacity 3)w/Laser Microphone
Plasteel Restraints(4 pair)
Autopicker(Rating 4)
Lockpick Set
Maglock Passkey(Rating 3)
Sequencer(Rating 4)
Climbing Gear
Flashlight
Chemsuit(Rating 4)
Respirator(Rating 4)
Survival Kit
Micro Flare Launcher/4 Flares
Trauma Patch(2)
Medkit(Rating 4), w/ 2 refills
Antidote Patches(2 at rating 4)
Ford Americar

Total: 69,125(875 left)
Starting Nuyen: 875+(3d6x60)

Description: The Detective might be a throwback, but he knows what’s what on the streets. A fellow who never did get the touch of magic(though he knows a bit of it and has worked cases involving it), he has chosen to not go under the knife to augment his body, leaving him with what some might think is a disadvantage against the heavier-chromed members of the underworld. But the Detective’s style isn’t dealing with people toe to toe; he’s the type who tracks down leads, works his contacts, and uses his impressive swath of knowledge and broad skillset to get the job done. He knows what’s what in the underworld, and woe to the person who gets on the wrong side of him; while he’s not the type that would take you out for looking at him wrong, he has the knowhow and the connections to make someone’s life very, very hard. His old-fashioned ways may seem out of place at first glance, but that’s almost why they’re so valuable-it’s tough to find this kind of person anymore, and his rarity alone could be a valuable asset to those in the shadows.

Going to be posting some of the house rules I plan on using with SR5. This will be an ongoing process, and hell, some of these might end up tweaked over time.

-Karmagen setup in progress. I like this priority system, but I also like Karma Generation. (The Karmagen system’s meta prices are in the process of getting an overhaul; I’m changing the ‘negative at the start’, increasing the base costs of the Metas and having everyone buy the stats from 1. It seems fairly balanced. Starting Karma will remain between 720-730, which I feel is appropriate for the power level you get from the Priority system, with 550-650 for lower level games, and 750-850 for higher. I have made up a few characters now under Priority, and a few under the 730 Karma system(using the race costs I figured), and I genuinely feel that the power level is quite even. I do apologize this is going slowly, but I do want to make sure that I iron the kinks out of it. I feel it’s almost done, but could use a few more passes.

-For Priority based characters, they get Logic + Intuition x 3 Knowledge Skill points. This change is simply due to x2 being a silly low amount, and was an unnecessary change from the old.

Price Adjustments on some Cyberware, Bioware and Other Gear:

I’m not too fond of cyberware prices as they are. I feel they are a bit costly for what they are, and really feel they could use a

So, given I feel stuff is too much for the nuyen, I’m lowering prices on the stuff that was raised until I feel it’s more in line.

Cyberware:

Wired Reflexes :

Rating 1: 25,000
Rating 2: 100,000
Rating 3: 200,000

Muscle Replacement: Eyeballing between 18,000 and 20,000 per level. 20k would bring back the ‘old school’ price, though I think 18,000 would be more appropriate and is likely the number I’ll be running with. Rating 2’s seem a little costly, but you can, under this, get yourself an Alphaware set of Wired 2 and even have Resources B if you like playing a ‘simpler’ sam.

Visual and Audio Enhancements:

Cybereyes: 1,000/5,000/7,500/10,000
Cyberears: 1,000/3,000/5,000/8,000
Vision Enhancement: Rating x 2,000
Low-Light/Thermo/Flare Comp: 1,000/1,000/750
Audio Enhancement: Rating x 2,000
Smartlink: 2,000
Vision Magnification: 1,000
Balance Augmenter: 5,000
Damper: 1,500
Select Sound Filter: Rating x 2,000
Spatial Recognizer: 2,000

The base Cybereyes should be cheap. They are one of the most known pieces of ware, and I can’t see them being more than 1,000. I could probably lower them to 500 and it would be appropriate. The higher levels I can see costing more, but not as much as they currently are. This is stuff that gets used in mass quantitied for corps.

I decided to lower the price of Plastic Bone Lacing to about 7,000 instead. I feel the other two are well priced, but Plastic, being the lower end, I felt could be a little bit cheaper.

I am in the process of refitting Shadowtech’s old variable Datajacks to fit the new game, but it’s going to take a bit of work. I liked the idea of level 1-4 Datajacks.

Bioware:

Muscle Augmentation: 22,000/Level
Muscle Toner: 23,000/Level (1 level of each is 45k, like in the old days)
Suprathyroid: 90,000
Synthacardium: 15,000/Level
Tailored Pheromones: 18,000/Level
Cerebral Booster: 20,000/Level

I feel these prices are more suitable. Bioware is still more expensive(if you want a biosam, you’re probably going to be rocking A or B Resources). Availability is not changed, so the caps for what you can get if you play with standard Availability rules also doesn’t change. That being said, IMO, Availability should drop to Rating x4 in regards to the Synaptic Boosters, to allow cyber/bio characters to start with Level 3 Reflexes if they choose like an Adept can. (It’s allowed in our games, again, due to no Availability caps, but for those who play with it it’s a suggestion that I have that I think will quell a *lot* of the issue the cyber folks are having with adepts; ie, they can start with level 3 reflexes.)

I didn’t lower the Essence costs of anything, so people wanting to buy used for an even bigger discount are going to be taking a nasty Essence hit still.

I have done a bit of testing. A mostly Bio-Sam will have to be Resources A; but you know, that’s alright in my mind. You’re paying the the ability to be less detectable than a masked mage. But I wanted cyber folks to be able to run without spending most of their resources. With this setup, one can get 2 levels of Alphaware Muscle Replacement for 43,200, Wired Reflexes 1(Alphaware) for 30,000, a set of Level 3 cybereyes with low-light, thermographic, flare compensation, Lv. 3 Vision Enhancement and a Smartlink for 18,250, and Aluminum Bone lacing(Alphaware) for 21,600. This comes out for a total of 4.4 Essence and 113,050, which I feel is quite nice for a more ‘budget’ Samurai. They have money to spend in Resources C WITHOUT having to use Bonus Karma toward it, they still have room to grow Essence wise, and they could have probably gone for just about 100,000 nuyen if they chose to do the higher-essence non Alphaware method here.

Skillwires:

Since a Skilljack is needed now, I am dropping the price on both. Skillwires were/are a method that corps can use to plug in their members for ‘cheap’ labor. At 120,000 nuyen for Rating 3 Skillwires/Skilljack combo, this is anything but cheap. Halving these both to 10,000/level I feel would, while still be costly, be a little more appropriate.

Control Rig:

Rating 1: 25,000
Rating 2: 75,000
Rating 3: 200,000

This is just to make lower-level Riggers a little more viable. I basically matched the price to the Wired Reflexes for the 1st and 3rd levels, bringing down Level 2 a little bit.

As for Non ‘ware Gear:

Fake Sin: 1,500/Level
Erika MCD-1(Cyberdeck): 15,000
Microdeck Summit(Cyberdeck): 26,000
Microtronica Azteca 200(Cyberdeck): 70,000

Inflated Sins a bit from SR4, but Licenses didn’t inflate at all, and I feel SINs inflated too much. They weren’t as bad as they were in the old days(but, to be fair, in the old days, you could get that million.)

I wanted to offer street deckers a more affordable option for the first couple of decks. I just sorta dropped the third by a little bit to make that a slightly better option for Resource C Deckers. After that though, folks get what they pay for. 😉

I also added in a timeless classic: the Pocket Secratary, from the old days, just for fun. I like the idea of having an old-school PDA type thing mixed in there. I put it’s cost at 500 nuyen, given that it’s pretty much an out-dated piece of technology.

Quality Adjustments:

Human Looking: There will be 2 levels to this quality. 3 and 6 Karma. For 3 Karma, elves, dwarves, and orks may take it, and they can essentially pass as human. This works as the 6 point book version.
For 6 Karma, Trolls may take it. Now, in a Troll’s case, they don’t necessarily get ‘human sized’ or anything like that-but they do have a much more human appearance. Perhaps their tusks and/or horns were cosmetically removed* or are very very small in the tusks’ case or well-placed and not particularly in the way in the horns’ case. Their proportions may be more human, or their dermal deposits are bashed out in such a way they’re not very noticeable. The character is still unmistakably troll-he’s still troll height-but he might get to enjoy a bit less issue that more ‘slouchy, classic’ trolls get(in other words, more neutral attitudes, however, given the size, true racists still aren’t going to be happy about them). Of course, like others, they could also get increased animosity toward them by metas who think ‘they’re wannabe humans’, or perhaps a little jealousy from others. Trolls do pay more and don’t get the same benefit the other metas have(again, they’re more obvious), but it’s still a useful enough quality to have for a troll trying to make it in a human world. The more ‘Light’ prejudiced types are a little more likely to let their race go more if they at least look more human.

Mechanically, if dealing with someone ‘biased’ against Trolls, shift their reactions one level a bit more positive. So someone whom is, say, a little iffy toward them is more willing to be accepting(as sad as it is, beauty is skin deep for some), while a more anti-meta person is shifted more to a ‘bias’-where they’re willing to perhaps deal with them on a business-level.

*Though, with the rules for Cosmetic Modification coming in another book most likely, I imagine this Quality would be un-necessary at this point, unless it stayed to give people a choice of how they wanted to make their Troll more human-looking.

Incompetence: 10 Karma. For taking an entire group, you should certainly get more than 5 Karma. Yes, people could take Incompetent: Ferret Wrangling and get free points(if the GM allowed it, that is), but this wasn’t a fix as much as an overtune. Leave it a skill group, but give it appropriate points.

Uncouth: Uncouth is probably one of the most notorious Negative Qualities, but not in the ‘Free Points’ way that Incompetence was often seen as. It’s notorious because it’s too harsh.
‘All Social Tests to resist acting improperly or impulsively receiver a -2 dice pool modifier’ on page 85 is fine.
The biggest change is people are NOT treated as Unaware if they do not have the skill. I was toying with a change, and I feel that simply taking a -1 to ALL Social die pools is more fitting. Now, this means that someone with a Charisma of 2 and no social skills won’t get any dice to roll, but, well…don’t be Charisma 2 and no Social Skills with Uncouth if you don’t want that. (The GM is still within their rights-and encouraged-to require a roll where others might get by for free. I think that’s pretty fitting.)
On the flip side, since the hindrance is lighter, it’s now a 12 Karma quality instead.

Uneducated: Characters who are Uneducated take a -1 to all die pools regarding Academic or Professional Knowledge skills, Language skills, and Active Technical skills, and as Uncouth, a GM may require tests for some Knowledge or Logic based skills that others can take care of without a roll. Apply a +1 Threshold for any Technical, Academic, and Professional Extended Tests. This is still an 8 Karma Negative Quality.

SINner qualities: 5/10/15. They stay virtually the same in how they act, but I’m dropping the points of the 2nd and 3rd a bit. The issue is, for 25 points, the GM will feel too much pressure to keep hounding said player, potentially at a disadvantage to the rest of the group as they continually get dragged into their corporate intrigue. At 15 points, it won’t be necessary to keep slamming the player with it again and again, getting in everyone else’s way, but it will still be a fairly harsh quality that can be dealt with in creative ways.

Reskinning Mentor Spirits:

Really, just pick something that fits with a Mentor Spirit-work together with the GM to figure something out. The Mentor Spirit stays the same, it’s just ‘followed’ by a different name. This is up to the individual table, but, for example, reskinning Shark as a Love God isn’t a good idea, but as a Hunting or War God would work very nicely.

Mystic Adept Adjustment:

I do not wish to nerf the Mystic Adept too much, as this is the first edition that it’s felt really solid. All that said, I do feel that maybe it went a *little, tiny* bit too far in the other direction. While the errata will include the PP cost=5 Karma instead of 2, I will also likely be using the following adjustment:

-A Priority A Mystic Adept gets Magic 6, 1 Rating 5 Magical Skill, and 7 Spells.
-A Priority B Mystic Adept gets Magic 4, 1 Rating 4 Magical Skill, and 5 Spells.
-A Priority C Mystic Adept gets Magic 3 and 3 Spells.

This knocks them down every so slightly(and I can see it making sense that they get less spells since they split their studies), but doesn’t leave them spread *nearly* as thin as they were in the older editions.

Odds and Ends:

-When dual wielding two of the same weapon(say, two knives), you can split your die pool however you like. So if you, say, have 12 dice, and want to roll eight for one weapon and four with the other, you may do so.

-When dual wielding two different weapons, you can choose still what to use, but it’s done a bit differently. You can specify whether or not to use half and half, or 25/75% of the die pool split(rounding up.) So someone with a Blades pool of 12 and a Pistols pool of 10, they can choose half and half(rolling 6 dice for the blades and 5 for the pistols), or split them up differently(say, using 75% of his Blades pool-9 dice-and only 25% of his Pistols pool which would be 3 dice after rounding up.) This could be used, for example, to throw out some half-hearted cover fire with the pistol while focusing on a melee opponent. (Smartlinks would add to the pool first before it’s split up, so if the character in this case had a smartlink, the Pistols pool would become 12, then 1/4 of that would be 4 dice.)

Stuff I’m in the process of:

Fixing Cyberware Wireless Bonuses to be more like actual bonuses. In other words, I’m fixing up some of the old ‘Ware and making it work like it’s always have, and coming up with meaningful bonuses for the ware itself that people can get if they use it wireless. This is to make it feel more like an actual choice, and not ‘I have to run it wireless to make it work as it always has for this character I’ve converted over time.’

-Working on adjusting Wired Reflexes and Reaction Enhancers in particular. I am thinking that Enhancers should be able to go up to level 5 instead of 3, and this will make the Wireless Bonus attractive to Wired Reflexes. (I am also considering dropping the Essence Cost of Level 3 Reflexes down to 4.5, so 1 would be 2, level 1 would add 1 essence for 3, and level 3 would add 1.5 essence for 4.5. You’d still probably want Alpha+Grade, though, particularly if you stack them with Reaction Enhancers.) My plan for Wired Reflexes is to allow their natural Reaction bonus to stack with Enhancers up to +4; using them Wireless will allow Reaction to be the one stat that stays able to accept augmentations above +4. I feel these are good trades; lots of Essence but with the ability to have an increased Reaction of +8-which is pretty monstrous-I feel they’d at least be a choice over Synaptic Boosters(limited to +3.) I’m still going to want to test this, though.

-Figuring a system for Shifters as well as some statistic things for them, to perhaps use before the Companion book comes out, though I admit with the Companion book coming at some point, this is quite a bit lower on the list.

-Finishing and tweaking the Karmagen system.

-Fixing the Reward nuyen. I feel that the base book rewards on the chart are a bit low nuyen wise; however, not all games give out lots of money. I’m fixing the chart to be more variable; rather than a +1 for things, it might read ‘+1 to +5’, depending on the actual severity of the threat. In other words, I’m simply expanding the system to allow a greater array of nuyen awards while keeping the base idea of a formula.

That does it for now. I’ll have more up as I get around to it.