Saturday, July 22, 2023

4e-style Multiclassing in AD&D 2nd edition

I do not like AD&D-style multiclassing, and am not a huge fan of dual classing; they're kind of clumsy kludges, and don't work well with the system. However, I do like 4e-style, feat-based multiclassing, and so wanted to play around a bit with introducing that to AD&D.

Borrowing a bit from 2e Martial Arts, my thought is this: You have an initial proficiency which gives you access to further proficiencies in the multiclass.
*The initial multiclass proficiencies will be a bit better than standard proficiencies, but they also lock you in to a specific multiclass. (only 1 multiclass proficiency per character)
*Each class will have various sub-tables, and you need to buy your way up them; you can't get the second ability in the subtable unless you have gotten the 1st.
*Some multiclass proficiencies will require Weapon proficiencies, others non-weapon proficiencies.
*Multiclass proficiencies will be Grouped... thief multiclass is Rogue grouped, meaning it is 2 slots for non-rogues... but I'll also borrow Domains of Dread racial NWP groups, so some classes will be easier for some races.
*One thing I do not want to do is give multiclass characters abilities that the base class doesn't have; while it might be interesting to add some S&P options, I'm going to leave those out.

Switching Multiclass and Dual Class [AD&D]

A suggested, but not playtested, change:

Humans can multi-class, demi-humans dual-class (1e: Character with two classes)
The rationale is this: Humans, being short lived, try to do everything at once. Demi-humans, being generally less time-limited, will take the time to learn a specific trade, then move on to another. However, to accommodate this idea, I'm going to dig up some things and toss them around.

Human Multi-classing:
Humans can multiclass in any valid combination (ones not restricted by alignment).
However, humans MUST have excellent stats to do so... a 15 in one class's Prime Req, and a 17 in another (being really talented, they can do both). This will necessarily limit some multi-classes, and, in 1e, will necessitate adding PRs to assassin and monk.

Demi-human Dual-classing
Demi-humans need only minimum stats to dual-class; changing from fighter to thief needs only a 9 Strength and a 9 Dex.
Dual-classing cannot happen before 3rd level; you must reach 3rd level in a class in order to leave it.
Dual-classing embargo on previous class abilities is shortened to 4th level in new class, regardless of previous class's level.

So, for example, a human who is going to be a fighter/mage needs a 15+ in Strength or Intelligence, and a 17+ in the other. If they want to be a Druid/Thief, they need a 15+ in Dex or Wisdom and Charisma, and a 17+ in the other. In 2e, this favors specialist wizard/thieves a little bit... any transmuter can be a multiclass thief, if they want.

For a dwarf fighter turned cleric, he needs a 9 Strength and a 9 Wisdom. He might go as high as he likes (up to level limit), then switch classes. So, he might go to level 7 as a fighter, then start over as a cleric. Until level 3, he would have to function exclusively as a cleric; at level 4 Cleric, he'd be able to use his old fighter abilities.

Why a limit of the embargo to through 3rd level? Partially to allow unusual dual-classes (where a low level limit might restrict ever getting the benefit), but also because the long embargo never really made sense to me. I'm already an expert fighter, and I can understand having to take time to practice... but I'm really good at fighting, so I can probably work it in there without spending forever as a rank incompetent.

Friday, July 21, 2023

The Savage Shadows, edited

The Savage Shadows: A Savage Worlds Adventure Edition Savage Worlds Hack


Metatypes
Dwarf: Infravision (1), Hearty Constitution (Strength considered one die higher for Encumbrance and Minimum Strength; free reroll of Vigor rolls to resist hazards; stacks with Soldier); Pace -1, d4 running die (1)

Elf: Low Light Vision (1), Persuasion begins at d6 (1; Shadowrun represents this as a +2 to Charisma, but the same idea applies)

Human: Free Novice Edge (2)

Ork: Low light vision (1), Size +1 (1)

Troll: Size +2 (2), Armor +2 (1), Infravision (1), Big (-2)

(Design note: Why stats like these? Partially, the size modifications for Trolls and Orks do a lot of what attribute modifiers do in Shadowrun; trolls get the equivalent of having a d12 Vigor for toughness calculations, without significantly affecting other parts… they get tired like other people, and can be relatively weak, though. Additionally, however, it’s a balance question; none of the metatypes have a lot of inherent disadvantages, with most of them being social and circumstantial; Orks are not everywhere Outsiders, so there’s little point to making it a racial characteristic that adheres to all orks).


Magic in the Savage Shadows:

Types, Traditions, and Trappings
There are four types of magic-users, but only three of them activate powers with Arcane skill check; Magicians (sometimes called “full Magicians”), Sorcerers, and Conjurer. Magicians can use both Conjuring and Sorcery, while Conjurers and Sorcerer are limited to their arts, respectively; all three are collectively referred to as “Magicians”. Physical Adepts are governed by other rules, entirely.

Each magic-user, no matter their type, adheres to a Tradition, which affects how they perceive and interact with magic. A Hermetic Magician no doubt studies the arcane names of spirits, and develops their spells in Latin, Sumerian, and in accordance with arcane numerology. A Kabbalist studies the names of G-d and the angels, and their rituals involve phylacteries and purification. A Native American Shaman, a Haitian Voudoun Houngan, a Norse Priest, a Chaos Magician; all will have their own traditions of magic.

These types and traditions affect the Trappings that will appear when magic is used. A Native American Physical Adept may magically adopt the seeming of their totem animal when using their powers, gaining the legs of a coyote when they use their Speed power, for example, while a Chaos Magician might find Havoc easier to enact if they’re disrupting a well-ordered space. Players and Game Masters should work together to explain how tradition affects the powers as they manifest.

Magicians and Powers
The powers of magicians (including Sorcerers and Conjurers) in the Savage Shadows do not function on Power Points; rather, using it is a slowly increasing exhaustion, until the magician collapses or, at the very least, takes a break.

For sorcery, powers are fully described at acquisition; you cannot change the trappings or modifiers to powers at casting. Your Fire Bolt with Armor Piercing will always be a Fire Bolt with Armor Piercing, and cannot be changed to have a Glow modifier. Conjurers have more flexibility, and can add modifiers to their conjured spirit’s powers as they like.

When a power is used, the Arcane Skill is rolled to determine success, as normal. Additionally, however, Spirit must be rolled at the same time, and using the same Wild Die; the Wild Die may replace either die in the test, but not both. If the Arcane Skill and the Spirit die are the same size, they must be designated beforehand. The Arcane Skill test is unmodified, but the Spirit test is penalized by one-half the power point cost of power (q.v. “No Power Points”, SWADE, p. 140). Raises on the Arcane Skill may apply to the spell effects, or provide a +1 modifier to the Spirit die, at the caster’s preference; likewise, spells may be Shorted to reduce their Drain, taking a -1 to the Arcane skill to reduce the effective cost, and thus reducing the penalty to Drain.

Regardless of the success of the Arcane skill, fatigue (“Drain”) is still inflicted. Each success and raise on the Spirit die reduces the Drain of the power by one level. Novice powers inflict a single level of Drain; Seasoned powers two, Veteran powers inflict three, and Heroic powers inflict one level of drain per power point. Each 1 on any of the dice (Arcane skill, Spirit, or Wild) results in an additional level of Drain, which may be overcome normally, but a truly catastrophic failure (a 1 on all three dice) can instantly knock the caster unconscious. Drain of less than four levels recovers at the rate of one level per hour. Drain above three levels requires 1d6 hours per level above three. Every level of magical Drain after the third not only knocks the character unconscious, but also inflicts 2d6 damage that ignores armor; someone whose bad luck and over-reach has them reaching 5 levels of Drain will not only be unconscious for 2d6+1 hours (including the one to overcome Incapacitated), but will also suffer 4d6 damage, which may kill them.

Drain can be mitigated by fetishes, which will vary by tradition; a hermetic wizard might use scrolls with arcane writings, while a shaman might use incense or sacred waters. Only one fetish may be used per casting, and a given fetish only functions for a specific power; if a magician knows a Fire Bolt power and a Lightning Bolt power, they must purchase their fetish for one of those. The fetish will remove the penalty to the Spirit check caused by the cost of the power (so, a fetish for an unmodified Slumber would remove 1 point of penalty to the spirit check, but if it is a large blast mana Slumber, it would remove 2 points; 2 + 3 - 1, then divide by two), but thereafter be useless. Fetishes usually cost the power point cost of the power times ten; a fetish for a spirit will provide a reduction for drain tests only up to a certain level; a fetish capable of providing a -6 on drain will cost 120 nuyen, but will not provide the full -6 if your spirit only requires -3.

Powers may be maintained indefinitely beyond their duration, but each power so maintained inflicts a -1 to all Arcane Skill checks and Drain tests, and maintenance ends either by choice, or with unconsciousness (whether natural or forced).

Mana v. Physical Magic
Physical spells are the default spells; they are magical manifestations in the physical world, and can be detected by drones, sensors, and recorded on cameras. A Fire Bolt spell can set things on fire; a physical Shapechange spell can change a person’s equipment, not just their bodies.

“Mana Spells”, however, only manipulate living things. A mana Illusion spell will not appear on monitors, but will fool the guard; a mana Bolt spell will not damage items, a mana barrier will not stop a tossed rock, but will stop a person (notably, however, a mana barrier will knock someone off a motorcycle, but not squish someone against the back of a closed vehicle; enclosed in the car’s aura, the passengers are safe). Mana spells, however, also cannot bear physical-type trappings; a mana Bolt spell cannot be a Fire Bolt or a Lightning Bolt, because it does not exist in real space in a way that will cause fire or lightning to manifest; Mana spells interact with living matter in Astral Space, not unliving matter in real space. This makes mana spells somewhat less draining; they don’t need the extra magical oomph that lets them manifest in mundane reality.

Optional Modifier: Mana Spell
Mana spells affect only living matter; they interact the creature’s astral self, not the flesh itself. As such, they ignore all non-living armor, and Toughness of targets is calculated, not by their Vigor, but as (Spirit/2) + 2, with other modifiers to toughness (size, edges, etc.) applying as normal; non-living armor does not help, but a troll’s natural armor does. However, mana spells are not physical; they cannot affect things that are not alive, and cannot benefit from Trappings that rely on the physical world; your Mana Blast spell will not knock down a door, and a Mana Havoc spell will send people flying, but not the objects around them. Mana spells are also less effective on heavily Cybered individuals, with a -1 penalty to Sorcery for the second and fourth Cybernetic Implant Edge the target possesses, and a -1 per Cybernetic Replacement edge (with a maximum of -4). This penalty is inherent, and cannot be suppressed by the target, and functions even against helpful spells. Mana spells are considered to cost 1 less power point for the purposes of drain, even to the point of having an effectively 0 power point cost.


Ritual Magic
Magic can be a group experience, which can increase chances of success. In Ritual Magic, all Magicians participating, save one, roll the relevant Arcane Skill to Support the lead magician; the lead magician must roll their Arcane Skill to actually enact the magic. The supporting magicians do not need to know the power in question, but they do need to have the correct skill (so sorcerers cannot participate in a Conjuring ritual, and Conjurers cannot participate in a Sorcery ritual, but a Magician may participate in either). Rituals require a number of hours equal to the power point cost of the power, but may be targeted at any range, provided the ritual team has a material link (a piece of their body or a part of a structure), or via a spotter in astral space (q.v. Astral Space). Once the ritual is complete, or if it is interrupted, all members of the ritual team must roll Spirit to resist Drain. Individuals may conduct Ritual spells, if they wish, but the team can be no larger than 1, plus 1 per the Arcane skill of the least skilled individual (so 2 if the least skilled is d4, 3 if d6, 4 if d8, usw).

Ritual Conjurings can also be done to provide longer-lasting servants. In a ritual conjuring, each success or raise by the lead magician provides a single service from the spirit, but the service is not limited in time or space; it may persist for days, weeks, or even years, and leave the location from which it was summoned. However, if the magician is rendered unconscious by drain, the ally is unbound, and will act as its nature directs; they are often unhappy at having been summoned.

Ritual magic requires material components; these cost 1000 nuyen per power point cost of the power.

Astral Space
Magicians, including Conjurers and Sorcerers, may all look into Astral Space, which functions as the Detect Arcana power (not Conceal Arcana). This requires no drain, and requires only a successful, unmodified, Arcane skill roll (full magicians may choose Sorcery or Conjuring, as they wish). The ability may be maintained indefinitely, but provides a -1 penalty to all physical actions, and a -1 to resist powers used against them. Maintaining Astral Perception inflicts no penalty on magical actions. Some magical creatures are Dual-Natured; they always perceive Astral Space, and take no penalty to physical actions while doing so; they remain more easily affected by spells, however.

Magicians, Conjurers, and Sorcerers may also choose to separate their spirit from their body in Astral Projection. While Astrally Projecting, they may take no physical actions, and have a -2 to resist powers. While Astrally Projecting, their spirits are Ethereal and invisible, but cannot interact with the physical world, or clearly see things that are neither living nor magical. An Astrally Projecting Magician has a pace equal to their Smarts times their Spirit, but are vulnerable to the Banish power, as well as other magics. They cannot pass through magical Barriers, and if Banished or prevented from returning to their bodies within Spirit hours, they will immediately become Incapacitated and Bleeding Out (SWADE p. 95). If Banished, they may recover normally; if prevented from returning to their body, they will continue to Bleed Out until they are returned.

Some creatures are “dual natured”. Unless they choose to astrally project, they are always considered to be Astrally Perceiving, but without the penalty to physical actions.


Arcane Backgrounds
Which attribute is linked to a magician’s Arcane skill depends on their tradition; for most, Conjuration is linked to Spirit, and Sorcery is linked to Smarts, but many will link both skills to the same trait; Hermetic Magicians use Smarts for both, because their approach to magic is through study. A tradition that is based around mysticism and emotion might use Spirit for both.

Conjurer
Arcane Skill: Conjuring
Beginning Powers: Summon Ally, Banish, one novice power, plus Detect Arcana

Conjurers begin knowing Detect Arcana, Summon Ally, and Banish; these are essential to the practice of Conjuring. Spirits may take advantage of power modifiers, and will follow the directions of the conjurer. When conjurers may learn additional powers, they do not use them; rather, they are capable of summoning spirits which make use of those powers for them. Imbuing a power in a summoned spirit grants them the skill to use the power at d6, and inflicts a 1 point penalty on Conjuring per rank of the power, and one point per rank of skill above d6 granted. The summoned spirit must be of a rank equal to or greater than the power.

For example, if a Conjurer wishes a summoned spirit to possess the Zombie power, for example, they must know the Zombie power, summon a Veteran Ally, and imbue the spirit with the Zombie power. Without modification, this will result in their Conjuring roll being made at -3 (to imbue a Veteran Power), and their spirit roll being made at -3 (due to the cost of Summoning a Veteran Ally). However, the spirit will shoulder the Drain and maintenance of the Zombie power, not the Conjurer.

Summoned spirits provide one service per success or raise, and last until the next sunrise or sunset. Services may include somewhat complex tasks (“Clean my house”, “Defend me!”), or requests to use powers. Summoned spirits are not Constructs, but are Ethereal (SWADE p 176), but also may not leave the vicinity of the environment which created them; a forest spirit must stay within a forest, a building’s spirit may not leave the building, and a fire spirit must remain near fire.. Conjurers may have only one summoned spirit at a time per rank in Conjuring (1 at d4, 2 at d6, 3 at d8, usw.); this includes those bound by Ritual Conjurings.

Magician
Arcane Skill: Sorcery and Conjuring
Beginning Powers: 3 novice powers plus Detect Arcana

Magicians begin knowing three powers, as well as Detect Arcana (q.v. Astral Space). Additionally, as Novices, they may learn Summon Ally or Banish, but only linked to the Conjuring skill; learning to Banish as a Sorcery is still a Veteran power, and Summon Ally may not be used as a Sorcery power. Otherwise, they may learn any sorcery power they wish, and are under no obligation to learn either Summon Ally or Banish; they simply have the ability to do so. With those exceptions, any power a magician learns may be used via Sorcery, or imbued to a summoned spirit.

Sorcerer
Arcane Skill: Sorcery
Beginning Powers: 3 novice powers plus Detect Arcana

Sorcerers are relatively straightforward; unable to learn Summon Ally, they cast spells as above, and any powers they learn, they may use as Sorcery powers.

Physical Adepts
Physical adepts use their magic, not as spells, but as permanent improvements to themselves. Each power acquired has no activation roll, and so cannot benefit from raises, but may be switched on or off if the adept desires (activating or deactivating any number of powers is a single action). Adepts can become quite powerful, but their abilities are limited to themselves; an adept cannot protect others with their Protection power, save by placing themselves in harm’s way. Adepts must still meet the Rank requirements for powers, though the ability to learn combat edges via repeated selections of Warrior’s Gift makes them potent combatants.

Physical Adept
Arcane Skill: None!
Beginning Powers: 2

Powers Available to Physical Adepts:
*Arcane Protection: Powers are -2 to affect the adept, and 2 points of resistance to magic. May be selected twice.
*Beast Friend: With this power, the Adept may use Persuasion on any non-sentient beasts as if they were people.
*Blind: This power requires a successful Fighting roll. Blinding strikes inflict no damage, but up to two may be applied to a single target at once.
*Boost Trait: When selected, choose a single trait; this trait is magically increased by one die size. If the trait is a skill, it may still be improved normally at the base rate (so, if the Adept has an agility of d10 and Fighting of d6, and has chosen to Boost it twice, their fighting would function at d10, but they would be able to use normal Advances as if it were a d6, learning more and layering magical ability on top of this). No more than three boosts may be applied to a single trait.
*Darksight: A single selection negates 4 points of darkness penalties; a second selection negates up to 6.
*Deflection: May only be selected once, imposing a 2 point penalty on Fighting and Shooting attacks on the adept.
*Detect Arcana: Adepts with this power may enter or leave Astral Perception as an action. They may not Astrally Project.
*Environmental Protection: The adept must choose a specific malady to be protected from for each selection of this power. They may be protected from fire, able to breath underwater, or some related feat allowed by the power.
*Farsight: The adept can see at tremendous distances; a second selection halves range penalties for Shooting or Athletics.
*Protection: Each time this power is learned, it grants 2 points of Armor. A second selection will either improve 2 of those points to Toughness, or adds 2 points of armor. This power may be improved no higher than 4 points of Toughness, requiring a total of 4 power selections.
*Speed: The first selection of this power doubles the adept’s movement. A subsequent selection will allow them to remove the -2 penalty due to running, while a third selection allows instead to remove 2 points of multi-action penalties.
*Smite: The first selection improves an adept’s melee damage by 2 points. A second selection improves their melee damage by 4 points.
*Speak Language: With this power, the adept may make a Smarts roll to speak and understand any language not purposefully obfuscated (i.e. they cannot flawless crack codes and encryption). A new Smarts roll must be made every 10 minutes.
*Stun: Similar to Blind, this power requires a successful Fighting roll, and inflicts no damage when attempted.
*Wall Walker: With a single selection, the character may move at half speed on vertical or inverted surfaces. A second selection allows movement at full speed, even running.
*Warrior’s Gift: Each selection of this power allows the permanent acquisition of a Combat Edge, regardless of the requirements, though Improved versions require the non-improved version to be acquired, first.


Blood and Chrome: Cybernetics and Body Modification in the Savage Shadows

“Cybernetics”, or cyberware, and “bionetics”, or “bioware” are artificial enhancements to the metahuman body. Four edges cover these enhancements; Cybernetic Implant, Cybernetic Replacement, Bioware Implant, and Enhancement Adjustments. Each edge may be taken multiple times, but a character can have no more than five, total, of Cybernetic Implant, Cybernetic Replacement, and Bioware Implant. Most often, powers so acquired do not have a required activation roll, unless required by the power itself (Bolt, for example, will require a Shooting roll).

Cybernetics are acquired via the Cybernetic Implant and Cybernetic Replacement Edges. Cybernetic Implants allow for implanted equipment, or the acquisition of powers. A single Edge allows up to 5 Power Points worth of Powers to be acquired, or up to 5 pounds of equipment to be added to the body, or any combination thereof. All decisions about Powers must be made at installation, and some powers may increase their effective cost for greater permanent effects; for example, an unaltered Speed power will only double someone’s movement; with additional power points allocated during the acquisition, however, the power can be improved to reduce the penalties caused by running, or remove some multi-action penalties altogether.

Cybernetic Replacement is the wholesale replacement of a limb with a mechanical part. Relatively minor replacements (most common being eyes) are covered under implants, but if the body needs more than an up to the elbow or knee replaced, it is a Cybernetic Replacement, not an Implant. Cybernetic Replacements are more robust; they automatically increase the Strength, Agility, and Vigor for the affected limb by 1 die size, and they can have up to 7 pounds of equipment, or 7 points of powers built in. Two Cybernetic Replacements improve Toughness by 1 point. Three Cybernetic Replacements will effectively increase the die size of the affected attributes. Cybernetic Replacement edges may likewise remove certain Hindrances, at the Game-master’s discretion (you cannot have the One Arm hindrance if you have replaced it with a cybernetic arm… unless, of course, you decided to replace your meat arm, for some reason).

More friendly to the metahuman system is Bioware. Whereas cybernetics are mechanical and electronic devices, bioware is genetically engineered tissue, grown in host bodies, then harvested for implantation in living customers. They are designed to have minimal rejection, and integrate smoothly into most metahumans. However, because they more finely-tuned, they have much less capacity than cyberware; no more than 2 points of powers, or 2 pounds of equipment, can be added be Bioware Implant Edge.

Cybernetics have some drawbacks, most of which bioware avoids. As mentioned, a character may have no more than five cybernetics or bioware edges, total. It can be four implants and a single replacement, two bioware Implants, one Cybernetic Replacement, and two Cybernetics Implants, or even five replacements (both arms, both legs, and the torso). Bioware partakes of the same edge limits as cyberware; no more than five, total (after all, if you replace a good chunk of your meat with chrome, your special, enhanced meat parts will stop working so well). Making changes to their implants after that requires the Enhancement Adjustment edge, which simply allows them to adjust what is already there; they may remove equipment or powers and replace them with others, but not acquire any more.

Secondly, excessive cybernetics can make it difficult to be healed; your body is significantly metal, plastic, and carbon fiber, with many additional systems that affect healing. For every Cybernetic Replacement edge, add 1 to the difficulty of all Healing skill and power checks for the character; Cybernetic Implants add 1 to the difficulty for every edge after the first. The lower of the physician’s Electronics and Repair skills may be used to make a complementary test for the Healing Skill, with each raise reducing the penalty by 1, but the Healing power cannot benefit from this; cybernetics are simply too complex for the magic to repair. Bioware does not suffer from this; it is part of the body.

Enhancements also make the practice of magic more difficult; those with magic powers must avoid excessive artificial enhancement. Magicians, Sorcerers, and Conjurers must subtract 1 from their Arcane Skill rolls to use powers for every 5 points of powers or pounds of equipment implanted via cybernetics or bioware (round down); -1 for a single cybernetic implant or 3 bioware implants, up to -7 for five cybernetic replacements. Adepts see their powers disappear with each 5 points of powers or pounds of equipment; beginning with their most practiced powers (those they have selected the most often), then their most advanced (those with the highest rank), then their other powers, for each 5 points of powers gained from enhancements (again; rounded down). As Adepts gain 2 powers for each time they choose the New Power edge, it is possible to remain ahead of Burnout, but something is always lost.

Lastly, many artificial enhancements have limited power. Each Enhancement edge provides its value in points to power various enhancements (2, 5, or 7). These power points return at a rate of 5 points per hour of relative rest, as per standard with Power Points. Other powers provide permanent enhancements; this is noted below.

Cybernetics and Bioware do not include a lot of what may be considered “cosmetic” surgery; simple things like changing eye color, ear shape, or gender-affirming surgery are no more a cybernetic implant than getting a tattoo. Likewise, many significant Hindrances can be overcome with modern technology; replacement eyes to cure blindness, vat-grown limbs to replace those lost to injury, and so on. These likewise do not count as cybernetics edges; they simply allow hindrances to be bought off with minimal explanation.


Common Implanted Equipment:
Digital Camera
Handheld computer (commonly called a Commlink)
Laptop computer (more robust than a commlink, often a full cyberdeck)
Laser/Red Dot sight
Pistol


Powers Available through Cybernetics and Bioware
*Blind: Suggested trappings: Laser beam (cyberware), blinding spittle (Bioware). Most often uses the Shooting skill. Limited by Power Points.
*Bolt: Suggested trappings: Combat laser (cyberware). Uses the Shooting skill. Limited by Power Points.
*Boost Trait: Suggested trappings: Electro-chemical muscle enhancement, supplemental processors, lubricated joints, augmented reality targeting reticle. Each boost is 2 points worth of powers, but not limited by power points. No more than three boosts applied to a single trait. Skills boosted by Boost Trait are counted as their base for the purposes of advancement, but Attribute boosts improve the attribute for the purpose of skill growth through advancement; if Jolly Joyboy has a base Agility and Shooting of d4, and has 2 boosts to Agility and 2 to Shooting, he rolls a d8 for Shooting, but considers his skill to be d4 for advancement, and his attribute a d8 when improving the skill through hard work.
*Darksight: Suggested trappings: thermographic vision, light-amplification, infrared scanning. Not limited by power points.
*Environmental Protection: Suggested Trappings: Implanted Air Tank, Nephretic Screen, Improved Liver. Limited by power points. Only a single enhancement may be applied against any single effect.
*Farsight: Suggested Trappings: Smartlink (cyberware), corneal and pupil improvements (bioware). Not Limited by Power Points. Takes two forms; one allows clear vision at up to one mile, the other allows reduction in ranged penalties within range. Either system may be taken for a 2 point investment.
*Mindlink: Commonly known as a “Datajack”, this power allows direct interfacing with computers and equipment. Not limited by power points; free as a cybernetic device if limited to Touch Range (-1 power point, instead of the standard Smarts range).
*Protection: Suggested Trappings: dermal armor, synthweave orthoskin, skeleton reinforcing. Every point invested in Protection provides a +2 to Armor, which stacks with worn armor. This is limited to 6 points of armor. This power cannot provide an increase in toughness.
*Speed: Also known as Wired Reflexes, the basic version, 2 point, increases one’s Pace. For 3 points, pace is doubled and the -2 penalty for running is removed. For 4 points, Pace is doubled and 2 points of multi-action penalties are ignored each round. Any can have Hurry applied, for an additional point, adding 2 to Pace before it is doubled; someone with fully tweaked Wired Reflexes can MOVE.
*Slumber: Suggested Trappings: Sleep darts, poison spittle. Most often uses the Shooting skill. Limited by Power Points.
*Smite: Suggested Trappings: Implanted shock gloves, reinforced skeleton, implanted cnidocytes. Many samurai and punks prefer the “cheaper” option of an implanted cyberspur (a 1 pound knife, which inflicts Str+d4 damage), or even the larger cyberblades (a short sword which does Str+d6 damage), but an implanted shock glove can add +2 electrical damage to each punch. Bioware users will sometimes implant modified jellyfish cnidocytes. All are limited by Power Points.
*Speak Language: Cybernetic only, these are simply implanted translation units, with the necessary modifications to allow the voicebox to make the indicated sounds, and to translate the received sound for the user. Not limited by Power Points.
*Stun: Suggested trappings: Stun Gun, Pepper spray. Limited by power points. Often uses Shooting skill.

Drones
*Summon Ally: Cybernetic Only. Most often called a Vehicle Control Rig, the Summon Ally power allows the rigger to control increasingly complex drones. However, the VCR can only control drones up to its Rank; a Novice VCR doesn’t have the software to manage a Seasoned or Veteran drone. Drones are extras, and begin at 2000 nuyen for Novice, 4000 for Seasoned, 10,000 for Veteran, and 20,000 for Sentinels, with additional features from the power requiring an additional 1000 per point. The VCR is upgradable gear, however; someone with Novice equipment can later add more hardware (from subsequent Cybernetic Implant or Replacement edges) improving their basic devices.

Some Sample Drones:

Novice Drone:
Attributes: Agility d4, Smarts d4, Spirit d4, Strength d4, Vigor d4
Skills: Athletics d4, Shooting d4, Notice d4
Pace: 4, Parry 2, Toughness: 6 (2)
Gear: None
Special Abilities:
*Armored Construct (+2 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Stun Power. Uses Shooting Skill, fires 1 bolt per round. Requires no power points.

Seasoned Drone:
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Shooting d6, Notice d4
Pace: 6 Parry: 2, Toughness: 7 (2)
Gear: None
Special Abilities:
*Armored Construct (+2 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: Drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires up to 2 bolts per round. Requires no power points.

Veteran Drone:
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d8, Vigor d8
Skills: Shooting d8, Notice d4
Pace: 6 Parry: 2, Toughness: 10 (4)
Gear: None
Special Abilities:
*Armored Construct (+4 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: Drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires up to 2 bolts per round. Requires no power points.
*Burst: Instead of using its Blaster, a veteran drone may use its Shooting skill to use the equivalent of the Burst power. Requires no power points.

Heroic Drone:
Attributes: Agility d12+2, Smarts d6, Spirit d8, Strength d6, Vigor d10
Skills: Shooting d10, Notice d8, Tech d6
Pace: 6 Parry: 2, Toughness: 11 (4)
Gear: None
Special Abilities:
*Armored Construct (+4 Armor)
*Construct: +2 to recover from being Shaken; no additional damage from called shots; constructs do not suffer from poison or disease.
*Fearless: Drones are immune to Fear and Intimidation.
*Blaster: Equivalent to the Novice Bolt Power. Uses Shooting Skill, fires up to 3 bolts per round. Requires no power points.
*Burst: Instead of using its Blaster, a heroic drone may use its Shooting skill to use the equivalent of the Burst power. Requires no power points.


Slipping Through Cyberspace: The Matrix
The Matrix is the backbone of the Sixth World; commerce, communications, everything runs through the matrix. While a lot of people go online with an old-style consoles, projecting the environment in 3D, many more use electrode rigs or datajacks to directly connect to the virtual reality space that is the Matrix.

Basic operations within the Matrix are Common Knowledge or Research checks; these are things that anyone can do, whether they’re on a SOTA cyberdeck or the browser interface of their game console; this is the information that they want you to find.

More advanced operations, and most elicit uses, are Hacking. Hacking checks are made against a system or program’s Firewall rating; standard computer security puts the Firewall of individual systems at a 4, but some poorly defended systems, or cheap programs, will be lower, while more advanced systems will be higher. Many systems are able to be accessed wirelessly, but doing so adds additional layers of security, so many deckers (the common name for hackers, for the cyberdecks they use to access the Matrix) prefer a direct connection.


Tools of the Trade:
Most deckers will possess at least a Datajack; the electrode rigs are unsightly, slightly slower, and can come loose in a turbulent environment. Connecting with a datajack reduces multi-action penalties by 1 point, compared to using a ‘trode rig. A Datajack comes as part of the Decker Professional Edge, but other deckers are more heavily cybered; cyber-eyes, encephalons (Boost Smarts or Hacking traits), and built-in cyberdecks are all common. Either the datajack or the electrode rig are necessary to really hack; while you can browse the Matrix through your commlink’s tiny screen, the finesse work necessary for true hacking can only be done with cybernetic control.

You can hack with a commlink, and lots of beginning deckers do, but they have limits on processing capacity; even with modern technology, you can only fit some much processing power in something designed to be put in the pocket of skinny jeans. More professional deckers use cyberdecks, which are somewhat akin to a modern, high-end, laptop. Portable and powerful, they resemble a modern wireless keyboard. Most will have several ports and retractable cables, but wireless connections are also common. Lots of deckers prefer a wired connection, when they can get it; wireless connections reduce speed slightly, removing one point of multi-action penalty reduction (if you have no penalty reduction, there’s no penalty, but penalty reduction from datajacks or Processing enhancements degrades over a wireless connection).

Commlinks, cyberdecks, and other computers work on Capacity, which is roughly equivalent of real-world RAM; Capacity represents how many, and how complex, of programs can be loaded into memory at one time. A low-end machine (like most commlinks) will have 3-5 points of Capacity; higher-end machines will have higher Capacity, enabling them to run more programs at once time. Don’t need a lot of Capacity? You can strip it down to 2 or 3 points for just the bare necessities… but the more you strip, the more vulnerable you will be, and the less you will be able to do.

High-end hacking machines may have two other built-in traits; Processor and Hardening. The average machine has enough processing to run its programs without noticeable delay; hackers can take hacking actions normally. High-end machines will have one to three levels of excess Processor, each of which eliminates one point of multi-action penalty; it won’t make you a better hacker, but it will make it easier to handle multiple programs at the same time. Processor ratings stack with the bonus from using a datajack, and from the Decker Professional Edge. Hardening is, as may be expected, additional Toughness for your computer’s system; while software can provide the equivalent of Armor, deflecting and mitigating software attacks, Hardening provides hardware blocks and redundancies that make your machine that much more resilient.


IC, IC, Baby

Of course, if deckers want to get in a place, someone wants to keep them out. While it’s possible to pay deckers to stay on defense 24/7, and larger corporations certainly do have someone on-line at all times, far more common guards are Intrusions Countermeasures, usually referred to as IC, or “ice”

IC are semi-autonomous programs designed to respond to attempts to interfere with the systems they guard. Present a valid User ID and passcode, and the IC is your doorman, welcoming you to the system. Fail to do so, and the IC is the bouncer whose job it is to kick you out.

At the most basic is White IC. White IC is a locked door; it will stop you from getting in without the key (or an axe), but, by itself, it cannot hurt you or your equipment. Passcodes (which might include the common password, gestures that must be made in the virtuality, or digital keys and checksums that are compared to a separate system) are the most common kind of White IC, and can be found on most every system. At the very worst, White IC will disable programs, scramble data, or dump you out of the Matrix.

Grey IC is a bit more nasty; it doesn’t just keep you out of a system, but it will attempt to affect your machine in return. Grey IC might slag your programs, cook your motherboard, or send your location to corporate security… all of which can be expensive, but none of which are immediately fatal.

Black IC is the hard stuff. Connect your brain to a computer, you see, and you’ve also connected a computer to your body. Now, normally, there are systems in place to prevent the computer from doing too much damage to your body, but Black IC hijacks those systems to specifically cause damage to the decker themselves. Fail against Grey IC, and you wake up with a headache, a broken deck, and a corp goon squad in your lap. Fail against Black IC, and you don’t wake up, having suffered a stroke, cardiac arrest, or massive cerebral hemorrhaging.


Programs
When a decker enters the Matrix, their location is indicated by a Persona. The Persona is a virtual representation of the decker’s consciousness, which is somewhat separated from the deck or commlink that holds their data. Wherever the persona goes, it borrows system resources to run its programs and pull its tricks, but it is still limited, in some ways, by the computer from which it comes.

Programs are like gear for personas, and may be represented as such. A not uncommon persona might look like an adventurer in the famous trideo program “Blood Throne of the Dragon Queen”; a fantasy warrior or wizard who produces tools, wands, or weapons from a bag, as needed. Or they may have “magical” tattoos which they touch to produce their programs… tattoos that shift and change as programs are loaded into active memory. The persona can be anything the user desires.

Programs function similarly to powers, working only in the electronic world. Unlike powers of magic or cybernetics, programs are either made or purchased; lots of deckers prefer to make their own programs, but that takes time, as well as numerous Hacking and Research rolls, and a few different computers to test them on. While any hacker can use any program, actually creating a program requires a rank equal to the program; you don’t write an effective Disguise program as a newbie. Others purchase their programs, either with cash or favors, and hope that whoever wrote the program knew what they were doing and didn’t work in a line or two of code that ensured the programs would not function against, say, Renraku systems.

Each program is rated in Load; how much active memory of the machine is required to run the program. The device’s total Capacity is a hard limit on how many programs a hacker can have active at once; with a Capacity 5 machine, you can run one 5 Load program, five 1 Load programs, or any other total that is no more than five. Note that storage memory is pretty close to free; you can have thirty programs in your deck, even if you can only load three of them at a time. Unloading a program is an action; loading a new one is a separate action.

There is an additional type of program, the Agent. Agents are semi-autonomous programs that can carry out many of the functions of a decker. Basic Agents can simply provide support for an active decker; running programs within their own frame to save the decker from needing to. More advanced agents can handle complex instructions, running multiple programs. These are sometimes known as a “Decker in a Box”, as they can replace a neophyte decker, provided there is someone with enough basic skill to enter the Matrix and load the Agent.

A program’s rank is only applicable for programming; anyone can purchase and use any program. Range within the Matrix is somewhat nebulous; you are near enough to affect each other, or not, Combat ranges are still listed in inches, and standard templates apply, though they do not represent any physical distance, merely perceptual distance. Programs also have standard durations, but can be renewed as a non-roll action at the end of every duration. Programs cannot have modifiers applied on the fly, though they can be purchased with modifiers included; the applicable modifiers will be noted with the program descriptions.

The default program is, effectively, White IC; it does not affect the underlying hardware, only active programs. More aggressive Deckers may load Grey or Black versions of these programs. Grey and Black versions of the programs are more complex, and carry 1 point of additional Load. Black versions only affect other deckers; the biofeedback they induce means nothing to a program.

Programs can be created with other standard power modifiers. Attack powers can be made armor piercing or have lingering damage effects; Black attack programs can have Fatigue modifiers. Programs can have Hinder but not Hurry effects. Range-enhanced and Selective programs can also be created, at the standard increase in Load.

Dismiss IC
Rank: Veteran
Load: 3
Duration: Instant
Dismiss IC can starve IC, or someone else’s agent, of resources, and remove them from the system. Make a Hacking skill check against the target’s Spirit. Success means the target is Shaken, and each Raise causes a wound. If this Incapacitates the target, it is deactivated; it can be reloaded by an active decker, but will not return on its own. Dismiss IC only works on the local computer; it has no effect on programs loaded by deckers on their own devices.

Barrier
Rank: Seasoned
Load: 2
Duration: 5
Barrier creates an impediment to movement within a system. Some versions of this program serve as a last-ditch defense for a decker’s machine, throwing up a Barrier when their own system is attacked. Others are more tactical, providing cover and battlefield control.

Blast
Rank: Seasoned
Load: 3
Duration: Instant
Blast is an attack program designed to deal with multiple IC programs at once. It defaults to a Medium Blast Template, and every target within suffers 2d6 damage, or 3d6 with a raise. The program might be designed with a Small Blast Template at the base load, a Large Blast Template at +1 Load, and base damage can be increase to 3d6 (4d6 with a raise) for +2 Load. This program can be programmed as Grey or Black, as well.

Bolt

Rank: Novice
Load: 1
Duration: Instant
Bolt is the basic attack program, designed to disable programs, IC, and opposing deckers. The bolt inflicts 2d6 damage, or 3d6 with a raise; it is available in Grey and Black variations, and can be created to do more damage (3d6/4d6 on a raise) at +2 to load.

Burst
Rank: Novice
Load: 2
Duration: Instant
Burst is a damaging program, similar to Bolt and Blast, but making use of a Cone template. As with those spells, the base damage is 2d6, 3d6 with a raise, but more potent programs, with 3d6/4d6 damage carry +2 Load.

Confusion
Rank: Novice
Load: 1
Duration: Until the end of the victim’s next turn
Confusion introduces anomalous commands and random lines of code that muddle responses and perceptions of the virtual world, resulting in the victim being both Distracted and Vulnerable if they fail a Smarts roll (at -2 with a raise on the Hacking roll). Both states are removed at the end of the victim’s next turn. For +2 Load, the program affects a Medium Blast Template; for +3, a Large Blast Template can be used.

Deflection
Rank: Novice
Load: 3
Duration: 5
Deflection redirects attacks away from the decker. Some versions create illusionary doubles of the decker to distract offensive programs, or simply insert hostile code into the targeting routines. The end result is that it is more difficult to target the decker; 2 from Hacking rolls to do so, or 4 with a raise.

Disguise
Rank: Seasoned
Load: 2
Duration: 5
Disguise is a terribly useful program that allows the decker to pretend to belong to a system. IC not directly interacted with will not notice the character; those interacted with must pass Notice checks (at -2, or -4 with a raise) to see through disguise. This does not allow access to secure locations and node without the proper passcodes; one must interact with IC to present those codes, or hack new ones; but it does allow a hacker to move through a system with less chance of random detection.

Dispel
Rank: Seasoned
Load: 1
Duration: Instant
Dispel is a corrective program, affecting only the decker and his own machine, removing the effects of unwanted programs (such as Sloth or Confusion). It does not heal damage inflicted to the persona (from programs such as Bolt or Burst), but can be used to counter deleterious effects.

Healing

Rank: Novice
Load: 3
Duration: Instant
Healing only functions on damage to the persona; the digital avatar of the decker within the matrix. It will not heal damage caused by Grey IC (which is done to the device) or Black IC (which is done to the decker); it is solely to repair damage to the persona without requiring a log-out and reset. A success heals a Wound; a raise heals two.

Invisibility
Rank: Seasoned
Load: 5
Duration: 5
Disguise will make you hard to notice; Deflection will make you hard to hit. Invisibility does both, blending the persona into unremarkable local system traffic. This makes the persona extremely difficult to detect, unless they begin modifying things, and extremely difficult to target; rolls to target the decker are -4, or -6 with a raise.

Mind Wipe
Rank: Veteran
Load: 3
Duration: Instant
Mind Wipe removes data and inactive programs from the system. Some deckers will use this to cause damage in systems they have penetrated, but it can also be used to suppress IC; IC and agents erased by Mind Wipe cannot be quickly reinitialized; they must be reloaded from off-site backups. It cannot be used against active IC programs, only to remove programs that are suppressed.

Protection
Rank: Novice
Load: 1
Duration: 5
Protection interferes with offensive programs, reducing the damage from cybercombat. A basic Protection program provides 2 points of Armor, or 4 points on a raise. More robust programs (+1 Load) provide 4 points of armor, or 6 points with a raise.

Puppet
Rank: Veteran
Load: 3
Duration: 5
Puppet is used to take control of physical devices attached to computer networks; doors, cameras, or robotic construction arms. Roll Hacking against the target’s firewall. With success, the machine obeys commands. Like Mind Wipe, it cannot be used against actively defended systems; one must suppress or circumvent the IC before devices attached can be puppeted.

Sloth/Speed
Rank: Seasoned
Load: 2
Duration: 5
Sloth and Speed are two separate programs; Sloth floods the system with traffic, slowing legitimate traffic to a crawl. The targeted program slows to half speed; with a raise, movement becomes an action. Speed, on the other hand, doubles movement for the persona, while a raise will remove an additional 2 points of multi-action penalty.

Summon Agent
Rank: Veteran
Load: Varies
Duration: Indefinite
Agents are semi-autonomous programs capable of acting on their own, within their parameters. They are seldom a match for a good decker, but can provide valuable support, or simple runs on their own. Agents have no set duration, but a decker can almost always dismiss their own agent if they are close enough to communicate.

Agents have Smarts and Spirit attributes beginning at d4, and skills of Hacking, Notice, and Stealth d4. Their Pace is equal to their Smarts die, and their Firewall is Hacking die, divided by 2, plus 2. It will do damage in cybercombat equal to its Smarts die. This basic agent can do very little, but has a Load of only 1.

More powerful agents carry comparatively more load. For 1 point of load, improve 1 attribute or 2 skills by 1 die code. They may be provided with armor at 1 point of load per 2 points of armor; agents do not have Hardening, which would add directly to Firewall for damage resistance calculations. Additionally, the agent can be created with programs at an increase of load equal to the program; a simple combat Agent might have a load of 2, being provided with basic attributes and a Bolt program. A more robust agent might be left to Puppet a node according to directions, beginning at 4 load (1 for a basic agent, 3 to incorporate Puppet). The default agent is the equivalent of White IC; they do damage to programs and personas only. More robust, Grey or Black-equivalent agents require an additional 1 load. Black-equivalent agents are only effective against deckers, not against programs.

There is no theoretical limit to how powerful an agent can be, but they are somewhat subject to Load. Once summoned and directed, an agent no longer contributes to a decker’s load; they are able to make use of system resources, like any other Persona does. This allows deckers to load some fairly powerful agents. However, until they are summoned, they do contribute to Load, so a decker may be forced to unload several other programs, summon an agent, then reload and re-initialize other programs, taking several actions… hard to do in a virtual firefight.

Cybercombat
Cybercombat relies on the hacker’s Hacking skill, rolled against the program or system’s Firewall rating. When damage is inflicted, it is rolled against the system or program’s Firewall, modified by armor (provided by software) and Hardening (provided by hardware). In cybercombat, only AIs and other Hackers may be Wild Cards; IC, agents, and other programs never are.

Damage inflicted upon a hacker proceeds much as normal, but Wounds taken from White IC are removed as soon as the hacker logs off; wiping the damage that White IC inflicted is largely a matter of rebooting your deck, loading fresh copies of the program from storage, and shaking yourself off. A hacker Incapacitated by White IC suffers Dumpshock; they exit the Matrix Shaken, and with a level of fatigue. This is the default level of cybercombat programs.

Wounds taken from Grey IC do not disappear with a log off; they are inflicted to the hardware and software of the machine. Each wound must be repaired, using Repair and Electronics. Wounds left untreated will continue to affect the hacker so long as they use that machine, but there is no Golden Hour, at least. Each attempt requires one hour per wound level of the device. Devices Incapacitated by Grey IC are broken; with successful Repair and Electronics rolls, you may be able to recover data from the machine, but 2d6 points of programs will be unrecoverable. Dumpshock from Grey IC is even less gentle; hackers leave Shaken and Stunned, and with a level of fatigue.

Wounds taken from Black IC are inflicted to the meat body of the decker; hemorrhages, nosebleeds, even strokes or full-on cardiac arrest. Hackers Incapacitated by Black IC must make a vigor roll, as normal, but use the Injury Table below. Note that, unlike White and Grey IC, incapacitation by Black IC does not eject the character (and their deck) from the Matrix; the device is still sitting open, unless it is disconnected.


Roll (2d6) Wound
2 Brain Damage. Roll 1d6
1-3 Emotional imbalance. Acquire (or Increase) one of the following Hindrances: Jealous, Mean, Ruthless, Suspicious, Thin-Skinned
4-5 Blurred vision: Gain (or increase) the Bad Eyes (minor) hindrance
6 Spirit is reduced by 1 die type (min d4)
3-4 Coordination is shot; Agility is reduced by 1 die type (min d4)

5-9 Motor functions. Roll 1d6
*1-2 Minor Stroke; Left or right leg becomes non-responsive, gaining the Slow (minor) hindrance, or increasing it to major if a leg is already injured.
*3-4 Coordination is shot; Acquire Clumsy hindrance
*5-6 Minor Stroke; Left or Right arm is unusable.

10-11 Stress and neurochemical shock results in chronic fatigue; gain the Anemic hindrance.

12 Brain damage. Roll 1d6
*1-3 Cognitive change. Acquire (or increase) one of the following hindrances: Big Mouth, Cautious, Hesistant, Impulsive, Stubborn, Tongue-Tied
*4-5 Hearing difficulty. Acquire (or increase) the Hard of Hearing Hindrance
*6 Smarts is reduced by 1 die type (min d4)


New Professional Edge: Decker
Prerequisites: Smarts d6, Hacking d8
The fabled console cowboys of the Matrix, Deckers possess the tools and the talent to cut through systems and security. Deckers have +2 to Research rolls to find information in the Matrix. They also reduce multi-action penalties on Matrix actions by 2, which stacks with processing and the bonus from using a datajack. All deckers possess a datajack, with a range of Touch; this minor alteration does not count against their cybernetics limit.

Friday, June 9, 2023

Dragonborn at a Glance [Hackmaster]

Dragonborn at a Glance

+2 Strength
-1 Wisdom
-1 Dexterity
No Looks Attribute
+1 Charisma


Dragonborn Pros:

*Breathe Fire. Once per day, a Dragonborn may breathe fire, as if they cast the Scorch spell at the basic level of effect. After breathing fire, they suffer from 6 seconds of spell fatigue. Note that this is a natural ability; Dragonborn Mages do not automatically know the Scorch spell, nor can their breath weapon be enhanced by spell points. Those in the area of effect may Dodge for half damage, against the d20p+the dragonborn’s Dexterity.

If the Dragonborn wishes to increase the power of the breath, or breathe fire again, they must make a physical saving throw against the total cost of the spell divided by 5. Failure on this saving throw inflicts a wound equal to the total cost of the spell divided by 10.


***
Breathing Fire: An example

Ignus Rex breathes fire; for the first breath of the day, he inflicts 1d3p+6 damage, and suffers 6 seconds of spell fatigue.

The next day, Ignus Rex breathes fire again, but wishes to make it very hot, doing 1d3p+10 damage. As this is his first fire breath of the day, the initial cost of Scorch is discounted, but since Ignus increased the damage by 4 points (which would be 40 SP), he must make physical saving throw against d20p+8 (40/5). If he fails, he will take a 4 point wound (40/10). Unless the wound kills him, he breathes fire and suffers 6 seconds of spell fatigue.

Later that same day, Ignus Rex wishes to breathe fire a second time. He must make a Physical saving throw against a d20p+10; the base cost of Scorch is 50. If he fails, he will take a 5 point wound. Unless the wound kills him, he will breath fire for d3p+6 points of damage, and suffer 6 seconds of spell fatigue).
***


*Resist Fire and Heat: Dragonborn naturally resist fire and heat. They receive -1 point of damage per die rolled of fire damage, and a +2 to saving throws to resist effects based on fire or heat. This includes dodge bonuses against fire attacks.


*Size Medium for Hit Points (+10)


Dragonborn Cons

*Dragonborn, while largely humanoid, do not fit in most medium or heavy armors. These must be specially made, or altered by an armorer of at least Journeyman ability, requiring 25% of the cost. This does not apply to shields, or to light armor.


*Dragonborn are a rarity, and often mistaken for lizardmen. As such, their base encounter reaction with other races is Dislike.


Fighter 30
Ranger 50
Barbarian na
Thief 40
Rogue 35
Assassin 35
Mage 60
Fighter/Mage 45
Fighter/Thief 35
Mage/Thief 50

***
Sidebar: Life with No Looks

Dragonborn do not have a Looks attribute as is conventionally understood. This is not to say that they don’t recognize differences in appearance or attractiveness amongst themselves, nor to say that an individual Dragonborn cannot be beautiful to look at. It is simply that the variation in their looks has no effect on humanoid perceptions of them; humans don’t instinctively trust “pretty” dragonborn the way they do pretty elves or dwarves. As such, those two races have neither Charisma nor reaction modifiers due to looks. Only two skills key off of Looks, but these have very different reactions to this lack of an ability. Mastery in the Acting skill for Dragonborn keys solely off the Charisma attribute; a Dragonborn can attempt to act, though they face some limitations in getting others to believe that they’re not Dragonborn (though they may, for example, convince people that they’re some other Dragonborn or something similar). Seduction, however, must be taken twice… once for saurians, and once for humanoids. For saurians, Seduction is considered to have no looks component. When interacting with humanoids, the Looks of the Dragonborn is considered to be 1; -5 to all Mastery die rolls, with a base mastery score of 1. It’s hard to make them think you’re sexy when you’re 7 feet of claws and scales.
***

Organizational Note:

 I've started ensuring that the name of the system involved is in the subject line of the post; I'm still putting tags to aid in searching, but I find it frustrating to browse through posts that don't identify their fandom clearly, and so I decided to make it easier on anyone browsing.

Houstown Cyberworks [Savage Rifts]

[Excerpted from my larger Savage Rifts Houstown post]

... The first is Houstown Cyberworks. This small company has absolutely no connection to Archie III, the insane computer built by the pre-Rifts company, Cyberworks Network, but chose the name because it seemed appropriate for their products. They make use of cybernetic and bionic technologies in ways that non-cybernetic individuals can use; glasses with the capabilities of a cybernetic eye, breathing systems based on cybernetic lungs, and reworked versions of common robotic and cybernetic technologies used in innovative, and non-invasive fashions (see new equipment for some of their creations); they also manufacture cybernetics and bionics for implantation. Though they don't actively support cyber-snatching, they are in the market for unique cybernetic devices. One of Archie's reconnaissance robots came across this corporation in the late 90's, and he has sent several robots to work there over the years, borrowing technology and trying to determine what connection they have to his creators (which is absolutely none, but Archie refuses to believe this). There's a 15% chance that a robot from Archie will be working at Houstown Cyberworks at any given time; most remain only a short while before returning data to Archie.

Houstown Cyberworks

Optical Enhancement Sunglasses
OpEnS utilize cybernetic technology in an external form, allowing the benefits of cybernetic vision for the average human being. Furthermore, there are special options that make them even more useful to those who already have cybernetics.
The theory behind OpEnS is simple. Cybernetic eyes have are a long proven technology, and their enhancement potential is undeniable. Most importantly, though, their small size proves that you no longer need clunky, visor-style goggles to gain the benefits of telescopic and macroscopic sight, thermographic vision, and even light amplification-based passive nightvision. Houstown Cyberworks, however, has taken the technology that allows cybernetic eyes to maintain their awesome clarity and versatility, and installed it into the lenses of stylish sunglasses, but without compromising the wearer's ability to see when our features are turned off. A small console, easily held in one hand or built into a suit of armor, allows the user to switch freely between any options installed, or between them and normal sight, just as if he had cybernetic vision installed.


Basic OpEnS System: 6000cr
The basic OpEnS System includes the glasses, which we will be happy to calibrate to match your vision; if you have any vision deficiencies, these glasses will correct them to 20/20, and even function as multi-focal lenses for those who require it.


Basic OpEnS Options:
Thermo-Imaging: 2000cr
Accurate to 1600 feet (480m)
Passive Nightvision: 2000cr
Allows vision clearer than any conventional image enhancer to 2000 feet (610m), 25% further than conventional systems.
Telescopic Vision: 1200cr
Adjustable to 8x magnification.
Microscopic Vision: 1200cr
Objects within 3 feet (.9m) can be digitally enhanced up to ten times their usual size and detail.
Computer Interface: 1500cr
The OpEnS system can access and display information from any computer attached to it by a universal plug (comes with 5 feet of detachable cord), including our cybernetic internal computers. Text and images are displayed in a Heads Up view.

With a Headjack plug installed in the temple piece of the OpEnS system, complete cybernetic control is possible of the system, removing the need for the controller (requires a cybernetic Core Electronics Package). In addition, there are more options that can be installed, including a tracking crosshair, a micro-radio, and even an anti-theft Device. Also, if you have a Optic Video Nerve Implant, the OpEnS can be modified by a qualified technician (or ordered from the factory) to transmit the images that come across their lens, whether the OpEnS are on your head or not!

OpEnS Cybernetic Options
Targeting Crosshairs: 4000cr
The image of the crosshairs is projected on the lens, and tracks to the chosen target. When combined with one of our image-enhancement options (nightvision or telescopic vision), the target can even be highlighted against the background! These require a headjack plug in order to use. (These add a special +1 to Shooting)

Built-in Radio: 8000cr
Much like the headjack option, this builds a small radio into the opposite temple piece from the headjack plug, and transmits what it receives to your headjack on a special, low-power frequency. A small receptor is built into a collar, allowing you to send messages as well as receive them. The range of the radio is 3 miles. This, of course, requires a headjack.

Ultrasonic Option: 3500cr
This small receptor is built into a temple piece of the OpEnS system, allows you to understand ultrasonic transmissions through your headjack, without having additional surgery.

Molecular Analyzer: 15,000cr
Much like the lung implant, this temple-piece mounted microchip samples the air around the OpEnS system and transmits alerts to you through your headjack. Equivalent of Environmental Sensor (TLPG, p. 102)

Visual Data Transmitter: 1500cr
This is a simple, narrow-band transmitter that will, when combined with one of the image-enhancing options, send whatever your OpEnS system sees to your Optic Video Nerve Implant, allowing you to see whatever your OpEnS system does from up to a mile away (1.6km).

Explosive Temple Piece: 1000cr
This is the ultimate in anti-theft devices! If someone else attempts to plug into your OpEnS system, the difference in their headjack's electronic signature will cause a small fusion charge to explode in the temple piece, killing any mortal instantly (4d4 Mega-Damage).

Clean-Breathe Environmental Systems
The Clean-Breathe line of gas and oxygen masks is based on cybernetic lung implants. Using chemical cells, oxygen is stored from normal breathing, and gradually released for inhalation. Meanwhile, micro-robotic scrubbers and a series of filters cleans incoming air, greatly extending the usable air in any environment.


Basic Oxygen System: 25,000 credits
This system, consisting of a nose and mouth-covering mask and an oxygen cell, provides sufficient oxygen for 30 minutes of breathing. Without a special pump (only 500 credits more), one hour of normal breathing through the mask is required to recharge the cell between uses; with the pump, the recharging can be done automatically.

Advanced Oxygen System: 30,000 credits
An enhanced version of the basic system, this dual-cell system provides enough oxygen for up to an hour of breathing. Recharging the chemical cell requires two hours of normal breathing, but this system is available with a single pump or double-pump system to allow recharging when not wearing the mask. The double-pump system is only 800 credits, and recharges the system in only an hour.

Basic Air Filter System: 5,000 credits
Don't let the price put you off… this is no simple air filter. The nose and mouth mask uses micro-robotics and filters to remove more than 80% of all inhaled pollutants from the air! This is proven to reduce the suffering from allergies, as well as protect from weapons-grade chemical poisons. Filters need to be replaced every 120 hours, but new ones are only 100 credits each. (The system adds +2 to tests against inhaled poisons and fumes, but is ineffective against tear gas and other chemicals which work by irritating the skin and eyes.)

Clean-Breathe Gas Mask: 40,000 credits or 45,000 credits for the dual-cell system.
Clean-Breathe Gas Masks are the best on the market, combining air filtering systems and oxygen storage systems with a tough, protective, hood. Special seals allow them to be integrated into fully environmental armor or used on their own, providing top of the line environmental protection. By engaging both toxin filters and oxygen systems, the system can last for three times as long as the oxygen systems alone when in hostile environments, or work purely off of stored oxygen in airless environments! Since the hood is specially treated to resist weapons-grade chemicals, they also provide complete protection from tear gas! This system can be customizes to include the advantages of our OpEnS system, for only 4000 credits, plus any other options you may choose! (The system adds +4 to save vs. inhaled poisons and fumes while the air filters are engaged. The hood itself has +2 M.D.C., but that only applies if the head is specifically targeted. Like the basic air filter, filters must be changed every 120 hours.)

Complete Clean-Breathe Environmental System: 60,000 credits
A complete body glove (available in several colors), made of the same tough fibers as Triax's Plainclothes Armor, it includes not only the advanced oxygen system, but also integrates it with the basic air filter and eye and skin protection to form an environmental suit which can even be worn under military and civilian armor! The integration of oxygen and air filtering systems can provide up to five hours of breathable air, or an hour running on completely sealed systems! Built into the system is a double-pump recharging system, allowing the system to recharge on its own when not in use, and can even recharge while the system's air filters are engaged! (The body glove has +1 MDC, but otherwise functions as a fully environmental suit of armor. Can be worn with other, non-environmental, suits of armor. When running partially on filter, the wearer has a +4 bonus to save vs. poison gases and fumes, including nerve gases. Like the basic air filter, filters must be changed every 120 hours.)

Molecular Analyzer Option: 15,000 credits
Any of the Clean-Breathe line of environmental protection systems can be enhanced with a molecular analyzer. As efficient as the version on our OpEnS system, the data can be transmitted either to a headjack, cybernetic hearing augmentation, or to a wristwatch style receiver.


Robotic Aid Systems
Based on the same Pre-Rifts technology as the Robot Medical Kit, the Robotic Aid Systems are each designed with to perform a single task. Each system consists of a tough case (6 M.D.C.), approximately 3 inches * 12 inches * 9 inches (or 7.62*30.48*22.86 centimeters) which contains between six and thirty tiny robots, each about the size of a shirt button. These robots are programmed to perform very specific functions. Each case is covered in solar cells, allowing the system to recharge simply by sitting in the sun; cords are also available for constant use, or recharging when sunlight is not available


Robot Demolitions Kit: 60,000 credits
The case of this system is specially reinforced for those who will be working on the front lines (15 M.D.C.). The system and its robots are perfectly capable of examining and defusing explosive materials; all they need is someone to activate them and direct them toward their work! The system handles most human-made explosives at Demolitions d10, but has some trouble with more complex explosives (-1 to -3 to work on alien explosives, unless very similar to those created by humans; Game Master's discretion).


Robot Diagnostic Kit: 30,000 credits for power armor or motorcycle-sized vehicles, 50,000 credits for giant robots or larger vehicles; information disks cost 7000 credits each
Each Robot Diagnostic Kit is programmed with one specific model of power armor or vehicle. Upon activation, it releases a number of our special robots (twenty for the smaller sized machines, thirty for the larger) which seek out damaged systems and report back to the case, providing a mechanic with a complete diagnosis of the machine's status, all within only 30 minutes! While the robots do not repair the damage, they are highly accurate, and provide invaluable information for a mechanic.
While each kit is only programmed with the information for a single vehicle or power armor, the system can be reprogrammed with information disks; each different model of commercial power armor, robot, vehicle, or 'borg chassis costs 7000 credits and is accuracy is somewhat reduced. Remove the disk, and the RDK returns to full efficiency for its original unit.
(Any mechanic making use of this diagnostic tool receives a special +3 bonus to repair the vehicle or power armor; this is reduced to +2 if the system has been reprogrammed. Attempting to use the RDK on a design for which has not been programmed, or a design which is too large for it, reduces the bonus to +1D4-2; penalties are possible, and the new penalty or bonus must be determined each time the RDK is used. Someone with Repair of d10 or higher can program an effective information disk; takes 1D4 days of work.)


Robot Electronics Kit: 30,000 credits
More closely based on the Robot Medical Kit, the Electronics Kit can be used to repair computers and basic electronic devices, or provide more in-depth diagnoses for problems it cannot repair. Upon activation, up to a score of microbots will enter and inspect the target system, to either repair or diagnose the damage. Equal to a Repair skill of d10, or can provide +3 to a skilled Repair check


Robot Hygiene Kit: 20,000 credits
The Robot Hygiene Kit is great for those who spend a long time away from the comforts of civilization. Upon being activated, six tiny robots are released from their housing and begin to traverse the body, removing dirt, cleaning hair and fur, and even polishing teeth and applying medication to acne and other skin blemishes. In only fifteen minutes, you can be once again clean and ready to face the day, whether that brings Brodkil or a state dinner!


Cybernetic Systems

Bio-Comp
Most people are familiar with a bio-comp as an integral part of the Juicer Augmentation process; indeed, that's where the concept originated. Within the past five years, however, the cyber-technicians at Houstown Cyberworks have experimented with using a Bio-Comp in conjunction with only the hundreds of microscopic sensor implanted in the body, rather than a Juicer's drug harness. Rather than optimizing the system to work with synthetic chemicals to create a superman, the reprogrammed Bio-Comps are designed to make the most of the bodies natural resources. This increases a person's capabilities, making them stronger, faster, and healthier without the negative side-effects of Juicer augmentation (most notably, the implants actually increase the individual's life span and prevent the sexual and emotional problems so common to Juicers).
The system works by constantly monitoring the body's state, and by storing any surpluses of the body's natural hormones until they might be needed. This allows the body to operate at peak, natural, efficiency, quickly shed excess weight, and resist a variety of diseases and drugs by optimizing the body's resources. The end result is an exceptionally healthy human being, who is faster, tougher, and better able to meet the challenges of the modern world, but still falls within the normal range of human abilities.
The system is infinitely simpler and safer than that used by Juicers, as it deals only with the body's own products. Additionally, since it works only with natural chemicals, an unlikely malfunction will have almost no negative effect. This simplicity and safety means that only a single processor is used in the basic system. Systems are available with fail-safe processors, to ensure that, no matter how great the injury, the Cyberworks Bio-Comp keeps working. The Bio-Comp also comes with an external system monitor (usually a wristband), so its modifications can be monitored and important information can be relayed.
Currently, the device is limited to augmentation of a normal human being. However, the cyber-technicians at Houstown Cyberworks are working hard on other uses for the device. Within a few months, they expect that they will have perfected a program optimized for psi-stalkers, and the Bio-Comp shows great promise in aiding in the detoxification of Juicers, by slowly changing the program to wean them away from the drugs. Early tests have shown that it increases the chance of a successful detox by as much as 30%, and make the effects of withdrawal less harsh on older juicers.

Bonuses:
+1 Toughness
+1 to Agility, Strength, and Vigor rolls
+1 to Natural Healing rolls
+1 to Running Tests
Though it hasn't been tested (due to the recent use of the technology in this fashion), it is thought that people implanted with this device will live 10% longer than normal, due to their health being minutely controlled.
Strain: 1

Cost: 250,000 credits, at minimum; 50,000 credits for each additional fail-safe processor installed. At the present time, this cybernetic device only works on pure-blooded humans (not ogres, psi-stalkers, or any other offshoots), but within three months there will be a version optimized for psi-stalkers. The system will also require a slight retuning for each new cybernetic or bionic device is installed, to take into account that new system; this costs 3000 credits.
Juicers who undergo the still-experimental Bio-Comp modification process will be hospitalized for a full month while the system is constantly monitored and adjusted, but have a greater chance of a successful detox (+2 on all rolls associated with the detox; medical rolls, Burn resistances, Spirit check). The cost of such a procedure is 100,000 credits (but includes room and board for the month). After that time, they will add the benefits of a "tuned" bio-comp to their post-juice attributes.

IRMSS Full-Life System
This system is implanted into one of the body cavities of a human being; usually placing it between two reinforced ribs, right next to the heart. It functions exactly like the IRMSS system implanted in a juicer. Upon being activated by four strong strikes to the chest (four was chosen since the default for most pulse laser rifles is three; originally the plans called for a single strike, but many found that any weapon impact to the chest would activate the robots, whether they were needed or not), the implant injects twelve microscopic robots into the character's bloodstream, which will quickly seek out any source of blood loss and seal it closed. Once the damage is repaired, the robots will return to their housing for recharging and repair. The entire system runs off the body's natural bio-electricity, and so is very energy efficient. Service is recommended every three months (or 30 activations, for those who like to live on the edge) to replace microbots and refill its store of expendable supplies. As an option, the system can be linked to our reprogrammed Bio-Comps; the system becomes much more efficient, and no longer requires external activation (i.e. no longer requires chest strikes to turn on). If linked to a Bio-Comp, the system requires service only once a year (or 120 activations).

Cost: The basic system costs 85,000 credits, with each service costing from one to four thousand credits (variable as some bots might or might not need to be replaced). Linking the system to a bio-comp will cost only 5000 credits.

(The system is equivalent to a surgical skill of d8+2. For every activation beyond the recommended maximum without service, there is a -1 penalty, as they run out of supplies and bots need replacement, the system begins to fail. If the percentage ever falls to -8, the entire system will need to be replaced. Service visits cost 2D4*500 credits)


Other Systems

DT-WLT-04: Written Language Translator: 9500 credits for basic system with one language, 100-1500 for additional languages/alphabets
Although illegal in the Coalition, the Written Language Translator is quite popular in Houstown and Lone Star. Consisting of a small computer (about the size of a paperback novel) and a detachable optical scanning wand, the Written Language Translator comes programmed with one language of choice. By simply passing the optical scanning wand over the text, the computer will decipher the symbols and read them back, in a second language. The system has Knowledge (Language) of d10.
Each unit is permanently programmed to speak in one language. However, data disks with additional languages may be purchased, allowing the system to read up to 10 languages. The computer can freely swap out these languages just as quickly as you can swap out data disks.
Available languages are American, Spanish, Demongogian, Euro, Dragonese/Elven, and Techno-Can. Houstown Cyberworks is always interested in hiring those with unusual linguistic knowledge to help develop more languages for this system. The default spoken language is American, but Spanish is also available.

DT-WFC-03: Weather Forecasting Computer: 20,000 credits for the entire system (including 3 globes and 9 parachutes), 1500 credits for each sensor globe, 100 credits for self-deploying parachutes.
The Weather Forecasting Computer is a large case, about 3ft x 3ft x 1.5ft (1m x 1m x .5m), weighing almost 85 pounds (40kg), with a detachable, hollow tube on one end, and a tube sealed on one end on the other. Opening the case reveals that the entire bottom is filled with a complex computer and receiver for narrow-band transmissions. The top has space for nine globes, each about a 10 inched (25cm) in diameter, and the detachable tube attaches to the partially sealed tube, forming a long, upright, barrel.
When turned on, the WFC begins collecting atmospheric data; air pressure, relative humidity, wind speed and direction, as well as requesting some information from the user about conditions the past day. From this information, the WFC has the equivalent of a d6 in Knowledge (Meterology) with which to make a prediction; success indicates that it's mostly accurate for the next 6 hours, with each raise adding an additional 6 hours of accuracy. In order to get more accurate information, the system will prompt its user to load one of the sensor globes into the barrel, then give it three feet (one meter) as safe firing clearance.

The barrel is actually a quite simple Gauss cannon, consisting of some 30 rings of electromagnets. This Gauss cannon will fire the sensor globe just over half a mile (one kilometer) into the air, where it will gather more atmospheric data, including brief radar scans, more accurate upper-level wind speed, and visual images. All of these are fed back to the central computer on a narrow-cast feed. The globe will then deploy a small parachute, and float back to the ground, transmitting its data as it goes. It takes about 30 minutes for the entire procedure to complete, from set-up to firing the sensor globe to finishing the data analysis. Even with the parachute, the globe takes 1d4 damage on landing, against a toughness of 5. If it is damaged, it will need to be repaired. The parachute is not reusable (it uses a time-release gas caplet to rapidly expel and expand the chute, which cannot be easily replaced without a large facility).
If the sensor globe is deployed, the accuracy of the reading raises the effective skill to d10 for the next 24 hours, with each raise adding another 6 hours of accuracy. However, since the sensor globes make use of active radar and transmissions, anyone using this is very easy to spot using either active or passive sensors. The system's batteries contain enough power to be used 3 times without the sensor globe being deployed, or once if the sensor globe is deployed. It takes about 6 hours for the system to fully recharge using solar power (the top panel is always a solar panel), or about one hour from a nuclear power plant. While an e-clip can be jury-rigged to provide power, the entire process will completely drain two e-clips.

Incidentally, the Gauss cannon makes a lousy weapon; it is -3 to strike, and will inflict only 1d12 damage to those hit by a sensor globe (but the target will have to make a Strength test to remain standing). Some mercenaries have experimented with using the Gauss cannon, in an emergency, to hurl grenades or other bundles of joy incredible distances (negating strike penalties by using range finders), Houstown Cyberworks is not currently planning on releasing any weapons specifically designed for the Gauss firing system; they concentrate on sensors, cybernetics, and robots, not weapons of war. Bandito Arms, however, is reportedly interested in using Gauss cannons as man-portable mortars.

Houston Cyberworks [Rifts]

 [Excerpted from the larger Rifts: Houstown post]

...Of special note in Pasadena are three businesses. The first is Houstown Cyberworks. This small company has absolutely no connection to Archie III, the insane computer built by the pre-Rifts company, Cyberworks Network, but chose the name because it seemed appropriate for their products. They make use of cybernetic and bionic technologies in ways that non-cybernetic individuals can use; glasses with the capabilities of a cybernetic eye, breathing systems based on cybernetic lungs, and reworked versions of common robotic and cybernetic technologies used in innovative, and non-invasive fashions (see new equipment for some of their creations); they also manufacture cybernetics and bionics for implantation. Though they don't actively support cyber-snatching, they are in the market for unique cybernetic devices. One of Archie's reconnaissance robots came across this corporation in the late 90's, and he has sent several robots to work there over the years, borrowing technology and trying to determine what connection they have to his creators (which is absolutely none, but Archie refuses to believe this). There's a 15% chance that a robot from Archie will be working at Houstown Cyberworks at any given time; most remain only a short while before returning data to Archie.