Tuesday, August 22, 2023

Mindhacks (Revision; Hackmaster)

MindHacks

Making the Most of the Least Mental Powers


Psionic powers are not unknown on Tellene, though they have nowhere near the level of study that the spells of mages do, nor the wide distribution of clerical magic, sorcery, or shamanism. Only scattered individuals and one group, the Disciples of Avrynner, study them in earnest, with much of the rest of Tellene ignorant of the potential of the mind. The Disciples of Avrynner have, over the centuries since Avrynner’s execution, developed a body of theory and lore regarding psychic powers, which forms the backbone of the discussion of those powers. While it is possible that other schools of psionics have or will develop their own language for discussing these abilities, the framework of the Disciples is adequate.

For most people, psionic power is innate and somewhat personal; as different as each mind can be, so are the powers that they produce, and the way those powers are organized in the mind that created them. However, psychic abilities can be developed through training with another psychic; it is an arduous process, learning to feel with a sense you do not possess, being trained by someone with an entirely different sense that they learned to use.

Psychic powers are accessed via first possessing the Psychic Ability Talent. This represents a character having a glimmer of psychic ability, but not having any specific, developed, powers. Some have this ability innately, or develop it spontaneously. For others, it is the result of long study. This mote of psychic ability manifests as a touch of precognition, reflexes only slightly faster than others will have. But this opens the door to further development of psychic powers.

Manifesting more potent psychic powers requires training in one of several psychic disciplines. Those psychics who have developed their talents more fully are able to achieve more, while those who devote themselves to several endeavors can achieve a wide variety of effects. Much like a fighter must choose between becoming a master of a single weapon, or competent with several, so must a psychic choose whether to focus their powers, or be widely capable. Much like a craftsman must choose between working in several mediums or specializing only in one, so must a psychic choose between becoming a virtuoso of a single psychic art, or a handyman capable of getting by in several.

The Disciples of Avryneer divide knowledge of powers into six levels; familiarity, which denotes a basic understanding, akin to an unskilled skill check. Next is Novice, where one has begun to study the basics, then Journeyman, Advanced, Expert, and Master. While these names largely mirror the categories of skill mastery, they are not achieved as a percentage; rather, these levels of expertise denote what one can do with the discipline. To somewhat reduce confusion, these are levels of expertise, rather than mastery.

Initial familiarity in a psychic discipline requires 6 BP. This grants access to some basic powers associated with that discipline, and provides the groundwork for all future advancement. Developing one’s first psychic discipline requires a further 10 BP for the first “tier” of power (as with skills, this is the “novice” level), 20 BP for the second tier (“journeyman”), 30 for the third (“advanced”), 40 for the fourth (“expert”), and 50 for the fifth (“master”); someone who is a master of a psychic discipline has devoted a significant portion of their development to using these powers. Developing one’s second discipline of psychic power requires more; 12 BP for Novice, 24 for Journeyman, 36 for Advanced, usw. One’s third discipline begins at 14 BP, the fourth discipline at 16, the fifth at 18, and the sixth at 20, each tier requiring the next multiple of the base cost. While some psychics will gain familiarity with multiple disciplines, few will progress past journeyman expertise of more than one.

Because psychic power is both relatively unstudied and a deeply personal manifestation of one’s mind, the boundaries of the disciplines are somewhat fluid. Unlike magery, with well-studied effects and discrete schools of thought, psychic power can manifest in several ways, and what some may consider a relatively logical and reasonable association of powers seems to others to be complete nonsense. Perhaps future generations will benefit from a more comprehensive psychic science, a type of magery that views today’s psychic powers as rank sorcery, but that is not today upon Tellene. Provided below are some sample disciplines that individuals may manifest:

Beguilement: Using psychic power to influence others, from gently guiding emotions to post-hypnotic suggestions.

Divination: Sensing the past and future.

Pyrokinesis: The manifestation of heat and fire through psychic power.

Somatics: Controlling the physical body through psychic discipline.

Telekinesis: Moving objects with one’s mind.

Telepathy: Communication with others, understanding their thoughts and feelings


Notably, Beguilement and Telepathy can share many of the same effects; a telepath can influence emotions, and a Beguiler might develop the ability to read minds. However, the Beguiler will find manipulation easier, because of how they approach their powers. Game Masters should be open to alternative psychic disciplines, but players should not be surprised if their all-encompassing powers are scaled back a bit by a GM.


Psychic Powers

Psychic powers are exhausting to use; each use of a psychic power is a Fatigue check, and exhausting yourself with profligate use of energy is a very real danger for a psychic. Experience and expertise can help with these, but the most successful psychics are either very wise, have fantastic constitutions, or both.

Using powers means creating the power from scratch (though polite players will develop a few beforehand, and keep track of ones they often use). The less powerful the ability, the less exhausting it is. To increase your likelihood to succeed, psychic feats can take more time, work at a shorter range, or have smaller effects. Each psychic feat is made from five parts: Concentration Time, Range, Duration, Area of Effect, and Effect. Concentration, Range, Duration, and Area of Effect are standard modifiers, while Effect varies depending on the discipline used. Each section adds a modifier, and all modifiers are totalled, then added to other fatigue factors for the fatigue test.

The die rolled for the fatigue test for psychic powers serves several purposes. First, it is a fatigue test, same as any other, rolled on a d20p, with a bonus for the expertise level with that psychic discipline. If the fatigue test fails, then the psychic will suffer the effects of fatigue (including lessened effects if the fatigue test would only fail one a 1). If the test succeeds, then the power is enacted. The die roll is also used to determine any saving throws necessary, with the psychic adding their expertise bonus.

If the test succeeds by less than 5, then the power succeeds and the psychic takes a 1 point wound and 1d10 fractional damage to both Wisdom and Constitution. If the power succeeds by 5 or more points, then no damage is taken.

Failure on the test means that the psychic becomes fatigued, the psychic takes a 1 point wound and 1d10 fractional damage to both Wisdom and Constitution, and that the psychic power fails unless the psychic chooses to take a separate wound equal to the number of points by which the power failed, along with 1d10 fractional damage to both Constitution and Wisdom for each point by which the power failed (so a failure by 5 points means 5d10 points to both Wisdom and Constitution).

If a 1 is rolled on the die, then there is no option to take damage and have the power succeed; the psychic simply takes a 1 point wound, and 10 points of fractional damage to Constitution and Wisdom from strain. If that 1 is still a success (possible with extremely easy psychic feats with experienced psychics), then the power still takes place.

Damage taken to Constitution and Wisdom due to psychic failures recovers at 10 points per day (each), provided no psychic powers are used on those days. If any powers are used, only 1d10 points are healed each day. If further damage to Constitution and Wisdom happens from botched psychic powers before the damage is completely healed, then any healing done is lost; the psychic must start again to heal all of the damage taken, including the partial damage already healed.

For example, Johnny Flame has a Base -7 Fatigue Factor, owing to a good Wisdom, Constitution, and some physical training. He is wearing light armor and a medium shield, giving himself a base Fatigue Factor of -6. Combining level and other bonuses, he has an expertise level with Pyrokinesis of +3, and an additional bonus of +1, for a total of +4 on the roll. If he wishes to instantly ignite a piece of paper across the room, his modifier is 5 (1 second concentration) + 4 (Medium range) + 2 (duration; he wants to make sure it completely burns) + 1 (target) + 1 (effect by discipline; Instantly Light Class A item), or 13. This is reduced by 6 due to his Fatigue Factor, and he has +4 to his die roll owing to his skill in Pyrokinesis. The power will succeed if his total is 7 or greater, and his +4 to the die roll means his die only needs to show a 3 or greater to succeed. If he rolls a 3-7, then he will take 1 point of damage, and 1d10 fractional damage to each of Constitution and Wisdom. If he rolls an 8 or more, he will take no damage. If he rolls a 2, then he takes a 1 point wound, 1d10 damage to his fractional Wisdom and Constitution, and can choose to take a second 1 point wound and another 1d10 damage to his fractional Wisdom and Constitution to have the power succeed, anyway. If he rolls a 1, he simply takes a 1 point wound and 10 points to his fractional Wisdom and Constitution.

If Johnny Flame had instead chosen to throw a bolt of fire at the man holding the paper, he would be facing a 12 difficulty power (reducing the duration to 1 second/Instant), meaning success on a die roll of 2 or more (12-6 v. d20p+4), but with the target receiving a Dodge saving throw against Johnny’s die roll + 4 (his expertise bonus). He would do 1d4p+3 damage, as a novice level power.


Concentration Time (Modifier)
20 minutes (1)
10 Minutes (2)
1 minute (3)
10 seconds (4)
1 Second (5)

The longer spent considering the use of a power, the easier it is to both prepare for the shock to the system that using psychic powers entails, and the more thoroughly the power can be developed. A power can be considered for as little as one second, allowing an instant response, or up to twenty minutes. During concentration, nothing can be done except for quiet meditation, conversation directly related to the problem, and a speed no greater than a walk. Defense during concentration drops to 1d12p against both ranged and melee attacks, and neither shields nor bonuses may apply (though shields still apply cover value, and a psychic may take cover behind a shield before concentration begins, and thereby gain its advantages). A psychic who is concentrating may drop concentration at any time to defend themselves or move more quickly, but loses any accumulated concentration time.


Range (Modifier)
Personal (1)
Touch (2)
Close (3)
Medium (4)
Long (5)

Range is the distance at which the power’s primary effect will take place. A psychic attempting to gain a clairvoyant vision of a distant place will have a far more difficult time than one attempting the same regarding an object in their possession. “Personal” range powers affect only the psychic. “Touch” range powers affect those that the psychic is in direct physical contact with. “Close” powers are those concentrated within ten feet of the psychic, and “Medium” range extends out to 60’, and Long range are effects within 300 feet.


Duration (Modifier)
1 second (1)
10 seconds (2)
1 minute/Momentary/Concentration (3)
10 minutes (4)
20 minutes (5)

Psychic feats do not have permanent or long-lasting effects; only effects designed to return something to its natural state (usually healing) have “permanent” effects. Such effects are termed “momentary”, though, and carry a more severe load than a power that lasts only an instant. Momentary effects can only take place once every minute; even with a team of psychics, there are limits to what can be achieved, and momentary effects need to “set” before they are considered finished. Effects that last for the concentration of the psychic are similarly difficult, and concentration on maintaining the effect is the same as concentration on producing a power, with the same limitations.


Area of Effect (Modifier)
Each Individual Affected (1)

Few psychic effects work beyond the level of one or several individuals; even the best of beguilers work best on small groups, or work to improve their own persuasiveness, rather than the gullibility of a number of people.


Effect by Discipline
Discipline effects add their level to the difficulty of psychic powers; effects from the Familiar line, the only effects available to rank amateurs, add +1. Novice expertise effects also add +1, Journeyman expertise effects add +2, Advanced +3, Expert +4, and Master level effects add +5 to the difficulty. Much like skills, one cannot use abilities from above one’s own tier; a novice of Animal Empathy cannot calm a savage beast, and someone merely familiar with pyrokinesis cannot cause a grand conflagration with the snap of their fingers. Since the difficulty of powers is determined by the line from which the power comes, and the bonus to use the power is based on the psychic’s expertise, many psychics find it useful to work below their maximum potential; a master of Beguilement who uses the ability of the Familiar line gains an effective +4 on their fatigue roll (+5 from their expertise, and -1 due to the difficulty of the power).

Many powers depend upon the expertise level of the psychic. The expertise level of the psychic adds a bonus equal to the difficulty modifier of powers of that level; when someone is merely familiar with the discipline, they have a +1 to this calculation; when they have a journeyman or greater expertise, the same power will have a greater effect. While expertise level is a set bonus, several abilities can add to activation roll; the psychic character class gains such a bonus as they increase in level, and the Natural Psychic talent also adds a bonus. These bonuses do not increase expertise level, and so do not increase what the psychic can accomplish, only the magnitude of their feats. Someone with a novice expertise in Pyrokinesis and the Natural psychic talent will be able to inflict 1d4p+1 damage with a firebolt, or achieve a DR of 2 against fire attacks, but will not be able to create 1d6p+1 firebolts, or instantly extinguish flames as a more experienced Pyrokinetic would be able to. However, they will roll at +2; +1 because of their Novice Expertise, and +1 from being a Natural Psychic

Note that these are not exhaustive lists of what can and cannot be done with psychic powers at the various levels of expertise, only illustrative. Someone familiar with Pyrokinesis is usually only considered a particularly adept fire-starter, but they may try to use psychic power to light objects on fire by sheer will… it simply won’t be the instant burn of even simple-to-light objects that a novice can achieve.

Beguilement: Using psychic power to influence others, from gently guiding emotions to post-hypnotic suggestions. Beguilers tend to have excellent Charismas, and, at the most basic level, can use psychic ability to bolster their existing ability. Nearly all beguilement powers allow a Mental saving throw.

Familiar: Beguilement can be used to reduce Resist Persuasion of the target by 5% per expertise level. Gentle suggestions (“You know you can trust me”) can be used to reduce the resistance of targets to further beguilement powers (equal to the psychic’s expertise level).

Novice: The psychic can adjust encounter reactions by their expertise level; if done before the other individual has a chance to react (because they do not notice the psychic, or the psychic enacts the power with a 1 second concentration), then it can be made permanent via a momentary duration; otherwise, the effective reaction will drop when the duration ends. Can cause a surge of emotions, similar to the Mage spells Enrage or Frighten.

Journeyman: The psychic can give simple, one-word commands that a target failing their save will follow for the duration, similar to the clerical spell “Command”.

Advanced: The psychic can effectively Charm (as the Mage spell) the target.

Expert: The ability to charm expands to include the equivalent of the mage spell Induce Fratricide, as the beguilement is powerful enough to overcome one’s usual objections.

Master: The psychic is able to replicate the mage spell Beguile Creature.


Divination: Sensing the past, present, and future. Divination of the past works best if the subject is present, and the duration determines how long of a vision the diviner receives. Divination into the future is incredibly difficult, with short-term divinations being useful for self defense, and longer-term divinations being more subject to change due to the butterfly effect. Note that while higher expertise abilities allow the detection of psychic powers and magic, these can still be deduced if viewed through divination; you may not know that Bob is charmed, but if you see a wizard cast a spell on him in your divination, then it might be reasonably inferred that’s why Bob is acting weird.

Familiar: The diviner can sense up to one day in the past, or one minute into the future. If precognition is used for defense, it provides a bonus to Initiative or Defense equal to the expertise level.

Novice: Up to one week in the past, or 10 minutes into the future. Can detect physical things beyond the psychic’s normal senses (effectively reducing penalties due to reduced senses by 5% per expertise level, or providing a bonus to skills such as Notice, Listen, and Scrutiny of 5% per expertise level).

Journeyman: Up to one month in the past, or 1 hour into the future. Can be used to shift the psychic’s point of view to a different point within range (seeing or hearing as if they were standing in another room, for example, or being able to taste the dragon without actually licking it). Can be used to offensively predict the future, providing a bonus to strike equal to expertise level.

Advanced: Up to one year in the past, or one day into the future. Can be used to detect the influence of psychic powers. Can be used to understand written text as if with the Mage spell Translate.

Expert: Up to one decade in the past, or one week into the future. Can be used to detect the influence of mage magic.

Master: Up to one century in the past, or one month into the future. Can be used to detect the influence of clerical magic.


Pyrokinesis: The manifestation of heat and fire through psychic power. Many powers in this discipline allow Dodge saves, and ignore armor. If a damaging power is given a duration, damage will reoccur every 10 seconds. Double the modifier for any duration over 10 seconds for damaging powers.

Familiar: Those familiar with Pyrokinesis can always function as if they have flint, steel, and dry tinder when using the fire-building skill. Can feed an existing fire with psychic energy, consuming no fuel while the power is in effect.

Novice: Damage from fire attacks is 1d4p+expertise level. Instantly light class A items. The psychic can gain DR against fire damage equal to their expertise level.

Journeyman: Damage from fire attacks is 1d6p+expertise level. Instantly light class B items. Extinguish 5’*5’ of fire per point of area of effect (so a 3 point area of effect modifier would allow extinguishing 75 square feet of fire).

Advanced: Damage from fire attacks is 1d8p+expertise level. The psychic can gain DR against fire damage equal to twice their expertise level.

Expert: Damage from fire attacks is 1d10p+expertise level. Instantly light Class C items.

Master: Damage from fire attacks is 1d12p+expertise level. Instantly light Class D items.


Somatics: Controlling the physical body through psychic discipline. This is very difficult to do to others; double the modifier for any range above personal.

Familiar: Successful use of Somatics adds the psychic’s expertise to Feats of Strength and Feats of Agility tests, or +5% per expertise level to skills that have Strength, Dexterity, or Constitution as relevant abilities (subject to GM approval; it is unlikely that your somatic powers will aid your Artistry to write a sonnet, though it may come in handy if you are a basketweaver).

Novice: Provide an Expertise bonus to Physical or Dodge saving throws when used, or gently promote healing, with 5% per expertise level added to First Aid skills (duration must match or exceed the critical care time of whoever is working on the subject.)

Journeyman: Provide a bonus or penalty to Strength, Dexterity, Constitution or Looks equal to expertise level. Such bonuses and penalties cannot be made permanent, nor can they cause attributes to exceed 18/00. Temporarily hamper the Strength, Dexterity, Constitution, or Looks of others by expertise level.

Advanced: Provide direct healing of a number of days equal to the expertise modifier (must have momentary duration for permanent healing). Directly heal strains, sprains, and hyperextensions (frequently caused by criticals or fumbles). Cause direct physical damage to a target equal to twice the expertise level (no DR).

Expert: Provide a bonus or penalty to Strength, Dexterity, Constitution or Looks equal to twice expertise level. Such bonuses and penalties cannot be made permanent, nor can they cause attributes to exceed 20/00. Repair damage to those attributes at 10% per expertise level. Directly heal tears and reattach severed but intact minor appendages (fingers, toes, ears), provided it is done immediately (within 10 minutes per expertise level).

Master: Heal broad systemic damage, such as that caused by poison or disease. This allows another saving throw against disease or poison, with another test for severity of disease, with a bonus equal to the psychic’s expertise level. Provide direct healing of a number of days equal to twice the expertise level (must have momentary duration for permanent healing).


Telekinesis: Moving objects with one’s mind. Attacks using telekinetically controlled objects are usually resolved using normal attack rolls, using the effective telekinetic strength and dexterity instead of the character’s actual strength and dexterity, and with a bonus to strike and defense equal to the activation bonus. Weapons thrown with telekinesis always gain a bonus to damage from their telekinetic strength, but throwing a weapon is instant; you cannot throw the same weapon repeatedly with a single activation. A psychic capable of lifting her own weight is also capable of vertical levitation; one capable of carrying their own weight is capable of flight. Movement in flight is similar to movement on the ground, with a walking pace in feet per second equal to their effective dexterity, modified by encumbrance based on their effective strength (someone who weighs 65 pounds can fly at Familiar level, but will be moving through the air as if Heavily encumbered by their own weight… including fatigue modifiers on other psychic powers).

Familiar: The telekinetic can function as those they have a 10/01 strength and 10/01 dexterity for telekinetic manipulations (telekinetic dexterity has no effect on Initiative).

Novice: Effective strength is 12/51, and effective dexterity is 12/01.

Journeyman: Effective strength is 13/51, and effective dexterity is 12/51.

Advanced: Effective strength is 14/51, and effective dexterity is 13/01.

Expert: Effective strength is 15/51, and effective dexterity is 13/51.

Master: Effective strength is 16/51, and effective dexterity is 14/01.


Telepathy: Communication with others, understanding their thoughts and feelings, and control of parts of the target’s mind. Unlike beguilement, this is seldom overt control, but simple editing that fits in with natural processes; where a beguiler can make the target their friend for a while, a telepath can cause their mind to simply note them as “not important”. Many telepathic powers are resisted with Mental saving throws, but powers with limited immediate harmful effect do not receive a saving throw.

Familiar: The psychic can accurately judge the feelings of another, providing a bonus to Charisma-based skills of 5% per expertise level.

Novice: The psychic can project feelings onto others, similar to the clerical spell Influence, Minor (including the second saving throw if there are severe repercussions for acting in the influenced manner). The psychic can also project thoughts or emotions to others for communication; such thoughts are recognized as being foreign communications, but the target will not necessarily recognize the psychic’s “voice” unless they have heard it before.

Journeyman: The psychic can accurately read the thoughts of others, similar to the 6th level mage spell “Mind Reading”. A similar effect can allow them to understand others' spoken words as if with the mage spell “Translate” (but they cannot understand written words). The telepath may also attempt to make a target sleep, as with the mage spell Doze, with a maximum affected hit points of 15 per expertise level.

Advanced: The psychic can begin to edit the thoughts of others in minor ways. This can be similar to Memory Wipe, Lesser or the clerical spell Innocuousness. The telepath can also limit access of the brain to the senses, similar to the mage spell of Inflict Temporary Blindness. The psychic can also use Telepathic Mute, as the mage spell of the same name, and attempt to negate Telepathic Mutes that others have placed (granting another saving throw with a bonus equal to the psychic’s expertise level).

Expert: Telepathy begins to allow for the broadcast of “mental noise”, reducing the target’s reaction times as though under the spell “Retard Reaction”, or cripple the mind of others, as under a “Paralysis” effect. Furthermore, devastating psychic attacks become possible, reducing Intelligence, Wisdom, and/or Charisma by the expertise level for the duration.

Master: The psychic can delve deeply into the thoughts of others, equivalent to the mage spell “Thought Probe.” Psychic healing (of attacks by the expert level power, or spells such as Idiocy, or temporary relief of quirks and flaws of a mental nature) is now possible, either countering temporary damage and penalties, or providing permanent healing of long-term effects (quirks and flaws may only be overcome by spending BPs).



Psychic Character Class

Some psychics go beyond mere dabbling in the psychic arts, and devote their lives to it. While many in this class are counted among the Disciples of Avrynner (and may refer to this class as Disciples), others develop their mind powers on their own, sometimes in secret (as psionic powers are illegal in some states, such as Pekal).

Those who are part of the psychic character class all possess the talent, Psychic Ability, for free. Furthermore, they find it much easier to learn and master psychic powers; familiarity costs only 3 BP per discipline, and the cost to master each discipline is halved (so their first discipline starts at 5, their second at 6, their third at 7, and so forth), as is the cost of the Natural Psychic talent(s). They gain their first mastery die in Psionic Lore at 1st level, and additional mastery in the Psionic Lore skill equal to their intelligence modifier (minimum 1) each level thereafter.

As psychics grow in skill, they are likewise able to better enact their psychic powers, gaining an activation bonus to all psychics powers. This bonus does not increase expertise, only the die roll. A novice telekinetic of great experience is still a novice telekinetic; but they are more likely to succeed with their powers and less likely to be fatigued.

This focus comes at a price, however. Psychic characters suffer from a small hit die, for though their constitutions may be tough, they suffer frequent damage due to the vicissitudes of psychic power use. They are likewise unpracticed with weapons, having given over great time to the study of their minds. While they have no penalties to learning proficiency with weapons, specialization begins at 10 BP per category, like a mage. They are likewise untrained in armor and shields but, unlike mages, have no inherent difficulty wearing or using armor or shields, save for their effects on fatigue.

Level

Hit Die (d4)

Attack Bonus

Activation Bonus

1

1

0

0

2

1+rr

0

+1

3

2

0

+1

4

2+rr

0

+1

5

3

+1

+2

6

3+rr

+1

+2

7

4

+1

+2

8

4+rr

+1

+3

9

5

+1

+3

10

5+rr

+2

+3

11

6

+2

+4

12

6+rr

+2

+4


Psionic Lore (New Skill)

Relevant Abilities: Intelligence, Wisdom

Cost: 20 BP

Universal: No

Prerequisite: None

Materials/Tools: Yes

Psionic Lore is the study of psionic powers, both their history, their theory, and their application. This skill is rare and expensive, with few available teachers and few available texts. Many psychics develop this knowledge on their own, leading to an idiosyncratic body of knowledge that has not yet been formalized into a true science.

The primary use of Psionic Lore is to identify the effects of psionic powers, but also to evaluate materials for psychic resonance; talismongers find that certain stones and crystals can be made to align with psychic abilities, enhancing their use. As the discipline advances, it may lead to the creation of permanent or semi-permanent psionic items.

 

Talismonger (New Proficiency) (10 BP)

Prerequisite: Psionic Lore of Average mastery or greater, Artistry (talismanmaking) of Average mastery or greater

Using stones, crystals, wood, and other natural materials, a knowledgeable person can create talismans that will aid in using psychic powers. These talismanes are keyed to an extremely specific psychic power; the Concentration time, Range, Duration, Area of Effect and Discipline effect must be identical (though it can target another individual or group of individuals), and require a number of days and/or silver pieces in material equal to the total modifier of the fatigue test (minimum of 1 day of work and 1 silver piece of materials). Possessing the talisman provides a +1 to attempts to use that power, but the possessor must be able to use the power on their own merits.

For example, a talismonger creates a talisman that will enable a psychic to Charm five targets instantly. This means that the concentration time is 1 Second (5), the range is Medium (4), the duration is 10 minutes (4), the Area of Effect is 5, and the modifier from an advanced expertise effect, for a total modifier of 21. The talismonger must spend 1 day and 1 silver piece, and a combination of 19 days and/or silver pieces to create the talisman (he might spend 20 days and 1 silver piece worth of materials, 1 day and 20 silver pieces worth of materials, or any combination thereof where d + s = 21, and both d and s equal at least 1). A psychic possessing this talisman and the talisman proficiency for Beguilement can use the talisman to gain a +1 on their attempts to use the power… but only if the concentration time is 1 second, the range is no greater than medium, the duration is no more than 10 minutes, and there are no more than 5 targets being affected with a Charm effect.

Note that talismans have no innate power of their own; they are a memory and concentration aid for psychics to use. The talismonger, or someone proficient in the talisman who has been trained by the talismonger, must show a psychic how to use a particular talisman before it can be used. It is also possible for a psychic Diviner to learn how to use a talisman, provided it has been used within the time the diviner can access, or the diviner uses an Advanced effect.

 

Talisman Proficiency (New Proficiency) (4 BP)

Prerequisite: Psychic Ability talent, familiarity with the discipline.

The psychic is familiar with the use of talismans related to a single discipline. The talismonger, or someone proficient in the talisman who has been trained by the talismonger, must show a psychic how to use a particular talisman before it can be used. It is also possible for a psychic Diviner to learn how to use a talisman, provided it has been used within the time the diviner can access, or the diviner uses an Advanced effect.

Proficiency with a talisman applies only to a single discipline. Each discipline requires a separate proficiency. Those of the Psychic character class, and its multiclasses, may learn this proficiency at half cost (2 BP).

 

Natural Psychic (New Talent) (20 BP)

A natural psychic has an innate talent for a single psionic discipline, gaining a +1 bonus to their rolls to use psychic powers. While this will increase the die rolled, it does not allow the use of more advanced techniques; someone with this talent and a Novice expertise will only be able to use powers from the Familiar and Novice list, but will add +2 to the roll. This talent may be purchased multiple times, but each time must apply to a different discipline.

 

Psychic Ability (New Talent) (30 BP)

Prerequisite: 1st level or Novice Rank Psionic Lore.

Those possessing Psychic Ability talent have a bare ember of psychic ability, and are able to use their talent to sense danger a moment before it happens. This means that, regardless of their initiative die size, they are incapable of rolling the maximum value on the die; if their initiative die is a d12, both an 11 and a 12 count as having rolled an eleven. If their initiative die is a d4, then a 3 and a 4 are both counted as a 3. They may also now develop more advanced psychic powers with the expenditure of BP.

This talent may be purchased at character creation without prerequisite; the character simply developed psychic ability on their own. To purchase the talent at a later date requires an understanding of the basics of Psionics, represented by at least Novice mastery of Psionic Lore.

 

EDITED 2025/3/14: Realized I used "fetish" for both psychics and shamans; psychics now use "talismans", to keep them discrete from shamanic fetishes.


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.