55006164 shadow wars rulebook v3

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    IndexPage Contents 3 The Spirit of Shadow Wars4 Setting the Scene8 The Big 811 Character Creation12 Agent14 Junker 16 Neorunner 18 Psionicists22 Soldier 24 Specialist26 Tech28 Equipment32 Skills36 Psionics40 Running the Neonet42 Combat and Recovery43 Calls46 Recovery47 Advancing Your Character 48 Guide to Costume and Equipment

    Acknowledgements All the people who play tested and proof read the rules

    Everyone who got involved on the forumsEveryone who helped and encouraged us to do this

    Everyone else who's on the ride with us, remember itsjust a ride

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    The Spirit of Shadow WarsWhy shouldnt we? Thats the question we as False Utopia ask ourselves about you guys, the players. Why shouldnt weallow youto have the freedom to conceptualise new cyberpunk careers or write crazy nano-tech programmes, build fantastic suits of poweredarmour or devastating weapons? The answer is really simple, we should! False Utopia believe strongly that its players and monster crews are its greatest resource and so far they have embraced the spirit of the game and taken it to new levels through their

    ingenuity and sometimes crazy ideas. We thank them, genuinely, and cant wait for more people to help us take ShadowWarsfurther still.

    The spirit of Shadow Wars is about respect, the respect we have for you guys runs deep, and we expect our players to have thatapproach with their fellow LARPers. We know that in LRP sometimes we get carried away, but remember, if you pwn the monsters,they wont come back next time. Shadow Wars promotes immersive, post apocalyptic cyberpunk roleplay underpinned by what wecall Cinematic Airsoft combat. Simply put, we have several conventions we expect all players and crew to follow;we do thisbecause it makes a better and safer game for everyone, not to ruin your fun. So, here are the conventions in laymans terms:

    1. No full auto fire within 30ft, single shot only. Oh, and no m203s and the like at point blank. Be sensible.

    2. Whenyou are hit, Say HIT loud enough for the other guy to hear you and roleplay the kinetic force of the bullet. If you are luckyenough to not be knocked down, add GYRO to your call. This stops the theyre not taking their hits gripe, so please respect thisone.

    3. While your enemy is role-playing the kinetic force, keep aiming but only fire again when they are looking like they are about torecover. You keep the upper hand but neither of you get hosed by 4 million bbs.

    4. There is no reason to spray someone to death, the rules dont have a I emptied my magazine in to you, so you are dead call. Sotry to use 3 round bursts, or better yet single shot. You will be amazed at how much more ammo you save over the day and see verylittle drop in your effectiveness.

    5. If you are outside of 30ft and start firing on full auto, keep it to 3 seconds bursts. If you havent hit them after that,then aim and tryagain. If you have hit someone and keep firing into them, a Marshall or Ref will be politely you why.

    My last note is that Shadow Wars is not a skirmish; it is a roleplay game that uses airsoft weapons alongside classic foam latex LRPweapons to represent its combat. If you like to just get your gun off and put 1000s of bbs in the air then most likely thisis not thesystem for you. Our players are a mixture of experienced airsofters andLARPers some with no previous experience of airsoft andthey like the way we run combat, you will too if you give it a go, we hope.

    If you do want to Skirmish, then our good friends at Gunman Airsoft run very professional skirmishes at several locations, wewholeheartedly endorse a days shooting with them and maybe we can hook up one Saturday or Sunday for a shoot.

    Anyway, we hope you enjoy this version 3 of the rules and the prospect of coming to the next Shadow Wars with a new team and anawesome concept.

    Many Thanks

    False Utopia

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    Setting the sceneIt is 20 years in the future and the face of the world has changed. The population has exploded and there is an internationalscramble for resources. The earth groans under the sheer weight of humanity, and many predict that it will not be long before needoutstrips supply.

    As technology reaches new heights, the rich become richer still. In a perfect counterbalance, the poorest reach new levels of destitution and despair. It is a world of extremes. Natural disasters vie with technological miracles, making the horror stories of twenty years ago into just another daily news bulletin. And it would appear the no one knows nor cares if the human race hasadvanced itself, or simply set its path to ultimate self-destruction.

    Your average inhabitant of the planet earth carries on much as always. As long as the latest hi tech equipment improves their qualityof life, and the latest disaster has happened far enough away to be no more than some abstract pictures on the news, they pay littleattention to the way their world is changing. They carry on turning the cogs in the machines that have become our society, havingbecome desensitised and almost dehumanised. Yet there are still those that seek the truth, and those that see the World for what ithas become, along with those that see an opportunity In the shadows, greed thrives.

    HistorySociety began to mutate a decade and a half ago. The relative political stability of the late 1990s collapsed, altering both the earthand its inhabitants.

    The Middle EastThe decline began with the disastrous invasion of Iraq by the United States of America. This created an environment that supportedthe development of strong religious and social beliefs, causing rifts between groups that, in early years, had lived in relative peaceand harmony. No longer were those driven by a strict religious ethos willing to tolerate those who worshipped false idols. As thesituation escalated, the inevitable happened, and the entire Middle East was stricken by war between the fundamentalist nations andthose supported by the West. Disaster loomed, culminating in a short nuclear exchange between Israel and Iran. In the present day,an ominous silence shrouds the Middle East, laced with fear and foreboding.

    AmericaThe Americans sat at home and watched the war on the television sets, feeling secure and safe from such violence. They wereplagued by the odd terrorist attack, but no nation in its right mind would take a war to America. Yet they had not figured into their calculations the awesome power of Nature.

    First came a year of record-breaking hurricanes. The damage too many coastal regions was so bad that some areas were simplyabandoned. Global warming was blamed and more pressure was put on the US to sign up to international agreements to lower itsCO2 emissions. The president declared that it had just been an unusually bad hurricane season, and that by the time it came aroundthe following year, most of the damage would be repaired.The following year saw tropical storms reaching new heights. A new system of rating was introduced as more and more stormstopped the category 5 scale. Hurricanes battered the entire East coast of America, causing a wave of refugees to seek sanctuary onthe west coast. In the ruins of the towns, slums appear to house those that are either unwilling or unable to move. Disease breaksout, and swathes of America begin to bear more resemblance to the third world than to the prosperous west.

    Gang warfare becomes rife and the government call in the army to regain control. The shoot to kill policy is labelled as inhumane andracist, but no one puts a stop to it. The death toll from both the natural disasters, and the authorised murders, is staggering. The restof the world looks on in shocked horror. America is a vast country, and whilst the East and South coast spiralled down into a dark culture of deprivation, those on the westcoast counted their blessings. From San Diego to Vancouver, huge relief efforts were set up to help those less fortunate, but to theinhabitants of the West coast, it was still no more real than any other story depicted on the news.

    Then the unthinkable happened. The Super Volcano in Yellowstone Park became active. For a few days it rumbled, and thescientists came up with all sorts of theories as to why this would happen. The obvious answer needed to be avoided at all costs, asthe disaster resources were already stretched to their limit, and a mass evacuation was simply impossible. The public were soothedwith long words and meaningless jargon.

    The volcano finally blew in earnest 23 days after the first warning signs, and the population was completely unsuspecting.Thousands died in the initial eruption. Hotter than 1,000 degree pyroclastic flows descended on them at hundreds of miles per hour,extending out to 600 plus km. The 600 km radius around the caldera experienced total devastation. The next 600 km out received asmuch as 5-10 feet of ash. The thickness of ash decreased away from the super-volcano, but still reached the crop belt in theMidwest (Missouri, Iowa, Kansas, Nebraska, etc.), destroying most of the fertile crop lands of the United States. California was hit

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    hard by falling ash, with its central wine valley severely damaged. In northern Idaho the population had to contend with several feetof ash and isolation.

    Power and phone lines were devastated. Communication depended on Ham radios and local stations that had generators. Someareas never even got to see rescue teams. Rivers of molten lava wiped out entire towns, and the acrid smoke suffocated those thatdid not burn to death. The volcano continued to blow for nearly a month, and when it finally settled back down, the North West of America was shrouded in a perpetual cloud of Ash. The death toll reached millions, and was made all the worse by the largenumbers of refugees that had fled the hurricanes and sought sanctuary in the West. Huge areas of the once rich and fertile countrybecame uninhabitable.

    The worlds greatest superpower was brought low. Embroiled in disaster and despair, it withdrew from the global forum to tendto itswounds.

    AsiaOn the 20th anniversary of the protests in Tiananmen Square, a revolution movement made its voice heard in China. President HuJintao was assassinated and the government thrown into chaos. In a country known for violence and oppression, civil war raged.

    With so much trouble afflicting the rest of the world, the United Nations were suddenly reduced in strength. Little could be done for acountry that was being torn apart by its own people. Some reporters and aid workers made it into China, but few ever made it backout. The larger impact on the rest of Asia was disastrous. Economies crumbled as trade ceased. Militant groups saw theoverthrowing of the Chinese government as a sign, and began to proactively press their own issues. Civil unrest and economicfailure spread like a cancer out from China to all her neighbours. As all news coming out of the country began to dry up, Japanclosed its borders, only allowing trade through Okinawa.

    No word has come out of China for a decade. The country has gone dark, and those that enter it are never seen or heard of again.Meanwhile, Japan becomes increasingly xenophobic. Obsessed with staying ahead of their perceived rivals, they plough financialresources into technology. In 2012, they perfect the development of Nanites. These microscopic machines formed part of the Utopiaproject, and in order to gain maximum dispersal, the government authorises the release of them into the water supply.

    Project Utopia worked on a simple theory. As the Nanites were self-replicating, each Japanese citizen would only need to be infectedby one for colonisation to be complete. Once colonised, the Nanites would irrevocably assign their host with a unique utopian code,allowing the identification and monitoring of all individuals. The Nanite cluster would also store and transmit biometric data back tothe Japanese government, acting as a perfect big brother surveillance system.

    The Japanese government became victims of their own success. The Nanites replicates at a phenomenal rate, and soon began tospread outside of Japan and throughout the rest of the world. They adapted to any measure introduced to stop them, and by 2014every human on earth was colonised with utopian Nanites.

    This accident was nearly enough to unite the shattered fragments of the old superpowers. Russia began to make thr eateningpolitical noises towards Japan, and in an effort to avert its own destruction; the government placed all the information on ProjectUtopia into the public domain. After the initial fury had subsided, the major powers in the world began to realise that the Nanitesprovided every citizen with an infallible form of identification.

    By the year 2018, all governments and large corporations had moved their systems over to encompass the Utopia code. To accessany financial service, health support, social support benefit required, or even take a book out of the library, an individual had tosubmit to a scan of their Nanites. Without a utopia code, an individual had to rely on the black market, although that was rapidlydeclining as Project Utopia removed the need to carry any form of currency.

    One adaptation of the code was introduced in the interests of public safety. The Nanites would infest any projectile weaponpurchased by their host, and encode the weapon with the same unique identification. Once encoded, the weapon would only firewhen the codes in the weapon and the user matched. If another individual tried to fire a weapon that had not received their code, theweapon would disable itself until the correct user willingly fired it. The Nanites were not adapted to replicate inside machines,therefore if any weapon was out of contact with its host for more than one week, the weapon became permanently disabled.

    EuropeThe Europe Union has seen relative peace compared to the rest of the world. However, with the addition of less wealthy nations tothe EU, such as Poland and Czechoslovakia, all the EU member states have found themselves embroiled in budget arguments. Thishas had knock on effects throughout the continent, such as the UK losing its rebate resulting in increased taxes. In turn, this initiated

    a period of lack of faith in the government, and Prime ministers began to have a very short career lifespan as their parties rapidlycycled into and out of favour.

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    Present dayIn many ways, life for those few who were not affected by natural or man-made disasters has improved. In 2020, security andsurveillance in urban areas has had a fortune invested in it, and is constantly adapted to take in the latest Nanite technology. The lawenforces of each city have access to personalised records detailing each individuals history. At any point they can enter a Utopiacode and discover who someone is, where they have been since entering the city limits, what purchases they have made, and so on.The added ability to send a security drone to any part of the big cities in as little as 30 seconds has resulted in most urbanarcheologies becoming virtually crime free zones.

    The mega corps have been the main sponsors of this outbreak of law and order. Commerce is never conducted in the now utterlylawless rural areas, and therefore they have a vested interest in promoting a safe environment within the cities. Ahappy populationis far more likely to plough its hard earned money into the corporations and the savages that live outside the consumer utopia's don'thave any money to spend so theyrenot worth any investment. Of course, the irony is that most salaries are supported by industry,creating a nice closed loop on those who live the corporate city dream.

    The one downside for the mega corps is that they have had to move all their black ops, research and illicit activities out of urbanarcheologies and into the countryside where anarchy and desolation rule.

    Much of the turbulence of the 2010s has now run its course. Countries economics and politics are carefully shaped, guided andnurtured by the mega corps. America is no longer a superpower, although the investment opportunity offered by the devastated landhas seen an influx of corporation funding. Little is heard from Israel, Iran or China, which many consider to be for the best. Africa isstill a country that few people want to visit, but it provides useful resources and has established its place in the international market.Europe is the base of operations for several of the mega corps, and despite being somewhat left behind in the 2010s, theuniversities and ancient seats of learning have had new funding pumped into them until they have eventually become assimilated byone corporation or another. If you wish to be a good citizen, and then find a job in the city, look after your Nanites and live in peace.

    If you wish for wealth, power, respect, truth or anything else beyond average, you will find a place waiting for you as a ShadowNetmercenary no matter where youre from.

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    The Big 8Who are the big 8 companies that rule the world from their corporate cities, and what do they stand for?

    Psion UK LtdThis UK based firm built its power on the altar of learning, it is estimated they now control 98% of world wideeducation trusts and up to 75% of the collected written works of humanity. They are the creators of the Psi-implant.

    Eagle SystemsThis Corporation also started out in the shattered, beleaguered USA. They are the worlds for Neorunner in military technology and are constantly developing weapon and armour technologies, they are the solepatent holder for the adaptive ceramics used in military grade armour.

    New Horizon MediaThis European media giant controls a massive chunk of the worlds media from theVirtual realm: The NeoNet to the vast plethora of television junk thats pumped out as an apenthane to the masses. Theyspecialise in hyper violent shock reality TV shows like their hit Man Stoppers which follows a bunch of mercenaries tracking down and apprehending suspects that just as often as not ends in a fatal shooting.

    Parasol Inc USThis Corporation is originally from the wreckage of the United States.They are the worlds foremostrunners in medical research and Biotechnology.

    (Robot Man)This Corporationis the New Guy in the big8; they started as a coalition of many different splinter semiterrorist organisations. Quite how they all came under one corporate banner isnt fully understood nor ishow they made their home in Neo Russia, what is known is that some of theworldsleading minds are apart of this rebellious organisation and some of the most profound advancements in Cyber technology havecome from there laboratories

    Hei an XingThis corporation is the king of worldwide textiles from their HQ in China they completely dominate theworlds textile production market aggressively taking over any competition, rumours abound of underworld involvement at its highest levels and some voices say that they are a front for the biggestdrug ring of all time however these voices are normally silenced as quickly as they pipe up.

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    Trans Cont IncThese are the world leaders in logistics, no matter what it is Trans Cont Inc can move it to where it needsto go. They are theworldslargest vehicle maker accounting for 80% of all theworldsproduction. Theyrecently announced the perfection of quantum teleportation technology but so far they have been unableto teleport anything living.

    Mitsu Nano Technologies This Japanese corporation is theworldsleading manufacturer of Nanotechnology and were in fact theoriginal creators of the Utopia Nanite Cluster and the technology behind it. As such they have hadseveral ups and downs in their corporations life.

    ShadowNet After the Ultimatum, a new corporation began to grow. Specialising in big brother surveillance,ShadowNet supplies support, equipment and logistics to the mercenaries engaged in the shadowwar. Within a year ShadowNet was turning over enough in the way of profits to fund and supportseveral satellites and mobile support facilities.

    The mega corps find the ShadowNet services convenient and therefore protect its identity andensure its survival. Each of the major 8 players has endless contracts with ShadowNet, most of which are focussed on hiring mercenaries to further their own goals. Once a mercenaries registers

    with ShadowNet, they are assigned a shadow name and security clearance, allowing them to take part in the shadow war. The megacorps refuse to hire unregistered mercenaries to prevent the risk of independent betrayal.

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    Character CreationCharacters in Shadow Wars are much like a character in a novel or film, except that the player controls his or her actions.Statistically a character is a collection of skills, equipment and implants, it is the player who injects a personality into it and makes itinto someone alive and memorable.

    In order to create a character all you need to do is follow the steps below.

    Step 1: Choose a conceptWho is your mercenary? What motivates it to take part in the Shadow War? What did you do before you stepped into the shadows?What kind of person are you?

    Choosing the right background is essential in creating a character that your will enjoy playing, it also lends itself to a style of gameplay that will make your skill and equipment choices easier. Here are some sample backgrounds ideas:

    Thrill Seeking AcademicYour degree education has equipped you to be on the cutting edge of field research but life in the cities was just too tame

    Avenger Someone or something has wronged you and now you single mindedly seek revenge on those responsible. The Shadow War willprepare you for your big showdown.

    Ex-Corporate Wage SlaveYou worked for one of the Mega corps and one day you were caught up in events that led to your dismissal. Do you seek retributionor redemption in the eyes of your former employers?

    Ex-Soldier Trained in the deadly arts of war some are emotionless killing machines others are torn apart by the horrors they have seen.

    FanaticYou believe!! Be it god, Technology or the mighty credit, you believe.

    FugitiveThey're after you and theywontstop hunting you until your dead. So you've got to take them out first.

    Haunted Combat MedicYou have seen the young blown to pieces all over battle fields of various wars and all for what?

    Road Warrior You have given up a life of comfort in the cities, for the smell of gasoline and open road. Your dog and your shotgun are your twobest friends.

    Please feel free to create your own background and submit it to False Utopia via email. As a well written story enhances the gameand gives the plot team ideas to personalise the game for your character.

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    Step 2: Choose a character class, skills and equipmentNow that you have your background concept, you need to choose the character class that you feel is most suited to how you want toroleplay your character. Think very carefully about this and choose the class with the skills represented in your background. If your background goes in to detail about the 7 years you spent in university, studying Chemistry, the soldier class will not in any way reflectthat. The available starting character classes are:

    Agent Recruited from the ranks of private and government secret services, Agents are the masters of espionage in the shadow war. Theycan use misdirection and deceit to gain access to facilities or participate in lightning hit and run attacks. They have access to learnsophisticated Interrogation techniques to extract information out of even the most close lipped of people, it is said no one in aninterrogation chair can withstand a master agent for long.

    Junker Life outside the corporate cities is harsh, brutal gangs often hold sway over large areas of the lawless wastelands. Growing up inthat environment makes Junkers tough allrounders, whilst they may not be as specialised as others, they have access to someunique skills, which can only be learned through a life time of hard knocks. Some Junkers have a near mythic ability to repair things with completely inappropriate tools and equipment. Some have also learned to harvest and utilise the mutated plants of thewasteland, confounding conventional science with their effects.

    Neorunner In 2030 a global terrorist organisation destroyed the Internet as it was known and from its ashes rose the NeoNet; a threedimensional virtual world seamlessly overlain with the real one. Foremost runners are the elite few who can perceive both worldsat once, using a piece of state of the art cyber technology known as an ARweb they can manipulate this digital realm andpenetrate deep into secured information files and systems for cold hard credits.

    Psionicist Psionicists are people whose latent psychic abilities have been enhanced through cutting edge technology and trainingtechniques. In the mid 2010's psychic ability was scientifically proven and the four abilities documented. Psionicists can bedevastating for a short period of time but the strain of using these abilities exhausts them quickly, many have tried to pushthemselves beyond their limits with fatal results.

    Soldier Soldiers are the undisputed muscle of the Shadow War, recruited from government armies or corporate militia these men andwomen are experts in destruction. Utilising the most up-to-date weapons, armours and physical training regimes, a single soldier isa force to be reckoned with.

    Specialist Specialist fill two essential roles on the front lines, Theoretical Scientists and Surgeons. In their role as surgeons they are aninvaluable resource patching up the wounded. In their role as Theoretical Scientists they can conceptualise new geneticenhancements and cutting edge pharmacology. Without Specialists the Shadow War would be over quickly with nothing left but apile of corpses.

    Tech

    Techs build the weapons, armour and implants that the Shadow War needs to continue, they are masters of applied engineeringwith many patents for new technologies being held by these innovative people.

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    Choose your starting skills, Implants & equipmentEach class has its own set of skills which are available to learn, some of which are free and some which must be purchased. Animportant thing thing to bear in mind is that once you have chosen a character class you are locked in to the relevant career path (I.e.Soldier, Specialist, Junker, Agent, Tech or Psionicists), and the skills in the other career paths are unavailable to you. Other skillsmay become available to you as your character advances in to an elite career. Teams are constructed from people whose skillscomplement one another, speak to the people you will be going with and try to fill all of the gaps. Being a gun totting, cybered upmercenary wontbe a lot of use to you if your mission is to hack a computer or repair a broken facility, and by the same token if thehacker gets blown to bits on the way in to the facility he isnt going to be much use. Each class starts with 5000 credits with which topurchase their starting skills listed under their class and equipment under Step 4: Choosing your starting equipment...

    AGENTFree Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee

    A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Free Equipment

    Pistol

    Small Melee

    Body Armour You may now purchase any of these skills.

    Skill Name Cost

    First Aid 1000

    A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows acharacter whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performedon the victim, this holds them a second before death, allowing surgeons to attempt a recovery.

    Melee 1000

    A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inchesor greater in length.

    Firearms 1000

    A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns.

    Loadout: Medium (Pre-requisite Loadout: Light) 1000

    This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 roundsfor their weapons per day.

    Grenades 1000

    A character with this skill has been trained in the use of grenades. If you have this skill you may use 3 grenades a day from thefollowing list.CHOKE , FLASH , FRAG .

    Combat Armour 1000

    A character with this skill has been trained in the correct way to wear combat grade armour

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    Assault Armour 2000

    A character with this skill has been trained in the correct way to wear assault armour

    Interrogation 1 2000

    An character with this skill has been trained to interrogate and resist interrogation. This skill is available in several levels giving thecharacter increasing competency. The skill levelis used to determine how long an interrogator will take to break the will of theperson they are interrogating. The minimum duration for level 1 is 20 minutes, level 2 is 15 minutes and level 3 is 10 minutes,however if the person being interrogated also has the interrogation skill of equal to or higher level, they can resist indefinitely (callno effect) as they know which methods the interrogator is using.

    Interrogation 2 (Pre-requisite Interrogation 1) 3000

    As above

    Interrogation 3 (Pre-requisite Interrogation 2) 4000

    As above

    Negotiations 2000

    An character with this skill has been trained in the art of negotiation and may request an additional payment of 10% for anymission they undertake.

    Surveillance 2000 A character with this skill has been trained in how to use surveillance devices such as CCTV, phone taps, etc. To do so requires asurveillance tool kit and a phys rep. It also grants the knowledge of these systems to allow counter surveillance to disable, bypassor remove enemy devices. All Surveillance devices must have an operating lammie. This skill grants a toolkit and a Skilldex.

    Fence 4000

    A character with this skill has been trained in how to fence items into the black market. This skill allows the character to sell the un-sellable and to get better prices for valuable goods and information. A character can state on their Downtime submission form thatthey wish to have fenced an item that is in their character pack at the end of the last game, they will receive an amount of creditsin return.

    Forgery 3000

    A character with this skill has been trained in how to forge documents with the correct materials and adequate time. However they

    must have the required knowledge of the real documents to be able to make forgeries. An Agent with this skill can also effectivelycopy documents and make them look genuine. A character with this skill will be issued with 3 forgery laminates per game; theymay then attach them to any document that will then count as a forgery. This can only be recognised by someone with the forgeryskill.

    MOE 2000

    A character with this skill has been trained in methods of entry; this skill covers how to bypass physical and electrical anti intrusionsystems and if all else fails how to use breaching charges for explosive entry. This skill grants a MOE toolkit that can be used asdirected by any lock lammie that states it requires MOE to use.

    Knowledge:Corp 4000

    An character with this skill knows the ins and outs of the shadow war, he knows all the main players who are fighting who andwhich Corporation wants what from whom. This skill may give an agent specific knowledge before a mission as to how its outcome

    will affect the Shadow War. Also the agent will have a network of corporate informers from which they may be able to obtaininformation regarding hidden aspect on missions offered, as well as potentially tracking down specific information or items notnecessarily related tomissionsi.e. fenced items. This skill must be bought for each corporation.

    Advanced Melee (Pre-requisite Melee) 2000

    A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat callSILENT KILLunder the appropriate circumstances (see combat section).

    Mono-bladed (Pre-requisite Advanced Melee) 3000

    A character with this skill has been trained to use melee weapons that have a mono filament edge, with which can bypass armour and callTHROUGH .

    Spycraft 1000

    A character with this skill has been trained in the art of espionage they know the basics of things like secret codes, infiltration andclandestine operations, as such before each mission they may receive additional information.

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    Junker Free Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Free Equipment

    Pistol

    Small Melee

    Body Armour You may now purchase any of these skills.

    Skill Name Cost

    First Aid 1000

    A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows acharacter whose grace period who is expiring to be held on the point of death for as long as this procedure is constantlyperformed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery.

    Melee 1000

    A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches

    or greater in length.Firearms 1000

    A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns.

    Load out Medium 1000

    This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 roundsfor their weapons per day.

    Grenades 1000

    A character with this skill has been trained in the use of grenades. If you have this skill you may use 3 grenades a day from thefollowing list.CHOKE , FLASH , FRAG

    Traps 2000

    A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps andpressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill mustsupply their own trap phys reps.

    Barter 2000

    A character with this skill has been trained in how to trade items in the waste lands. This skill allows the character to trade allgoods potentially even the un-sellable in the wastelands and sometimes to get a better price in caps, goods and/or information. Acharacter can state on their booking form that they wish to have bartered for a new item by trading in an item whose laminate wasin there character pack at the end of the last game. Results may vary.

    Endurance 1 2000

    A character with this skill is at the peak of physical fitness honing his body either with hard core exercise programs or extensive

    application of pharmaceuticals, this represents their ability to both absorb damage and there chemically induced combat reflexesthat are often fast enough to turn a lethal wound into a glancing blow. A character with this skill has a number of additional hitsbefore he is considered wounded equal to his level of this skill.

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    Tracking 2000

    A character with this skill has been trained to analyse tracks and signs to follow trails of humans and animals. In game you caneither follow trails of Tracking boxes (Tupperware boxes with Tracking Laminates on) or request a ref to track a specific thing.

    Jury Rig 2000

    A character with this skill has the ability to attempt to alter the properties of any mechanical device and make a seemingly brokendevice work for a short time; they can often do this with entirely inappropriate tools.

    Alchemy 2000

    A character with this skill has been trained to utilise the plant moulds and fungi of the wastelands for minor medicinal purposes,these sometimes work perfectly and other times don't do what was intended and have side effects. Characters with this skill willreceive a Skilldex at the start of each event.

    Witch Doctor (Pre-requisite Alchemy) 3000

    A character with this skill has been trained by a local tribal Witch Doctor to fully utilise the plans moulds and fungi of thewastelands for medicinal purposes, these sometimes work perfectly defying medicinal doctrine and other times don't do what wasintended and have severe side effects. Characters with this skill will receive a Skilldex at the start of each event.

    Combat Armour 1000

    A character with this skill has been trained in the correct way to wear combat grade armour.

    Advanced Melee (Pre-requisite Melee) 2000

    A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat callSILENT KILLunder the appropriate circumstances (see combat section).

    Chain (Pre-requisite Advanced Melee) 3000

    A character with this skill has been trained to use melee chain weapons, with which they can callREND. Chain weapons areunwieldy and dangerous to use as such need to be wielded two handed.

    Knowledge: Wastelands 2000

    A character with this skill has been trained to have in depth knowledge about the wastelands, its people and oddities.

    Knowledge: Basic Engineering 1000 A character with this skill has been trained in the basics of all engineering concepts and with this skill can also identify engineeringparts and repair mechanical devices as dictated by lammies. A player with this skill gains an engineering toolkit per event.

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    Neorunner Free Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Program Use

    This allows the Neorunner to use any device which has no encryption

    Free Equipment

    PistolSmall Melee

    Body Armour

    Implant AR Web

    Gateway PlatformYou may now purchase any of these skills.

    Skill Name Cost

    Program Firewall level 1 2000

    This protects the Neorunner from harm by armouring them in a code wall that grants 1AV in the Neo-Net

    Program Firewall level 2 (Pre-requisite Firewall 1) 3000This protects the Neorunner from harm by armouring them in a code wall that grants 2AV in the Neo-Net

    Program Firewall level 3 (Pre-requisite Firewall 3) 4000

    This protects the Neorunner from harm by armouring them in a code wall that grants 3AV in the Neo-Net

    Program Attack level 1 1000

    This allows a Neorunner to cause damage directly to a Sprite or IC using a digital weapon.

    Program Attack level 2 (Pre-requisite Attack 1) 2000

    This allows a Neorunner to causeTHROUGH damage directly to a Sprite or IC using a digital melee weapon. A digital pistol maybe charged for 10 seconds in order for its next attack to strike for THROUGH

    Program Attack level 3 (Pre-requisite Attack 2) 4000This allows a Neorunner to causeSHOCK or THROUGH damage directly to a Sprite or IC using a digital melee weapon. A digitalpistol may be charged for 10 seconds in order for its next attack to strike for SHOCK or THROUGH

    Program Crash level 1 2000

    This will instantly reduce any Sprite that it targets to 0 Hits and make them enter their grace period.

    Program Crash level 2 (Pre-requisite Crash 1) 3000

    This will instantly reduce any level 1 or 2 Sprite that it targets to 0 Hits and make them enter their grace period..

    Program Crash level 3 (Pre-requisite Crash 2) 4000

    This will instantly reduce any level 1, 2 or 3 Sprite that it targets to 0 Hits and make them enter their grace period..

    Program Sleaze level 1 2000This renders the Neorunner invisible to a level 1 Sprite or IC it is used against.

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    Program Sleaze level 2 (Pre-requisite Sleaze 1) 3000

    This renders the Neorunner invisible to a level 1 or 2 Sprite or IC it is used against.

    Program Sleaze level 3 (Pre-requisite Sleaze 2) 4000

    This renders the Neorunner invisible to a level 1, 2 or 3 Sprite or IC it is used against.Program Encrypt level 1 2000

    This allows the Neorunner to place a level 1 encryption on any device

    Program Encrypt level 2 (Pre-requisite Sleaze 1) 3000

    This allows the Neorunner to place a level 2 encryption on any device

    Program Encrypt level 3 (Pre-requisite Sleaze 2) 4000

    This allows the Neorunner to place a level 3 encryption on any device

    Program Decrypt level 1 2000

    This allows the Neorunner to remove a level 1 encryption from a device

    Program Decrypt level 2 (Pre-requisite Decrypt 1) 3000This allows the Neorunner to remove a level 2 encryption from a device

    Program Decrypt level 3 (Pre-requisite Decrypt 2) 4000

    This allows the Neorunner to remove a level 3 encryption from a device

    Program NeoJack level 1 2000

    This allows a Neorunners to take control of other Neorunners level 1 Sprites for a short time

    Program NeoJack level 2 (Pre-requisite NeoJack 1) 3000

    This allows a Neorunners to take control of other Neorunners level 1 or 2 Sprites for a short time

    Program NeoJack level 3 (Pre-requisite NeoJack 2) 4000

    This allows a Neorunners to take control of other Neorunners level 1, 2 or 3 Sprites for a short time

    Program Analyse 1000

    This allows a Neorunner to gain some information on an IC or Sprite it is used on

    Programming 2000

    A character with this skill has been trained to create basic programmes for use in the Neo-Net. Characters with this skill willreceive a Skilldex at the start of each event.

    Advanced Programming (Pre-requisite Programming) 3000

    A character with this skill has had advanced training to improve or even write new Neo-Net programmes. Characters with this skillwill receive a Skilldex at the start of each event.

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    Psionicists Free Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Power Level 0

    A character with this skill has 4 psionic power points

    Free Equipment

    Pistol

    Small Melee

    Body Armour

    Psi ImplantYou may now purchase any of these skills.

    Skill Name Cost

    First Aid 1000

    A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows acharacter whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performedon the victim, this holds them a second before death, allowing surgeons to attempt a recovery.Melee 1000

    A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inchesor greater in length.

    Power Level 1 (Pre-requisite power level 0) 2000

    A character with this skill has 4 extra psionic power points

    Power Level 2 (Pre-requisite power level 1) 3000

    A character with this skill has 4 extra psionic power points

    Power Level 3 (Pre-requisite power level 2) 4000

    A character with this skill has 4 extra psionic power pointsMeditate 1 1000

    A character with this skill can restore lost power points at the rate of 1 every 5 minutes, during this time the character is in ameditative state and cannot move or interact with anyone else. This may be done once for every power level the character has per day.

    Meditate 2 (Pre-requisite Meditate 1) 3000

    This skill upgrades Meditate 1 allowing the character to restore lost power points at the rate of 1 every 5 minutes, during this timethe character can move and interact with others but may not engage in combat. This may be done once for every power level thecharacter has per day.

    Counter Psychic Ability 1000

    A character can completely cancel the effect of any Psionic power used directly against them, this power has a Psi rating of 1

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    Ability:Telekinesis 1000*

    A character with this skill can purchase and utilise the Telekinesis powers

    Power: Manipulate (Pre-requisite Ability:Telekinesis) 1000

    A character with this skill can utilise the Telekinesis power Manipulate, this has a psi rating of 1 and allows the Psychic to move or manipulate an inanimate object that a ref can manipulate with one hand and is within 10 metres of the Psychic. This is aconcentration power and cannot be used to operate any object that is gene-coded.

    Power: Knockdown (Pre-requisite Telekinesis - Manipulate) 2000

    A character with this skill can utilise the Telekinesis power Knockdown, this has a psi rating 2 and allows the psychic to callPSIONIC KNOCKDOWN to a single target within 10 metres. This is a combat power.

    Power: Smash (Pre-requisite Telekinesis- Knockdown) 3000

    A character with this skill can utilise the Telekinesis power Smash, this has a psi rating 3 and allows the psychic to effectivelysmash open a window or door that the player can safely OOC traverse. Once used, the players must allow the barricade, door etcto be moved safely before continuing. This is a combat power.

    Power: Telekinetic Shield (Pre-requisite Telekinesis Smash) 4000

    A character with this skill can utilise the Telekinesis power Telekinetic Shield, this has a psi rating of 4 and allows the psychic to callNO EFFECT for 5 minutes from all ranged damage as long as the Psionic has their hands empty, also they cannot use any other skill or power or attack anyone or anything whilst protected by this ability. This is a combat power.

    Power: Telekinetic Barrier (Pre-requisite Telekinesis Telekinetic shield) 5000

    A character with this skill can utilise the Telekinesis power Telekinetic Barrier, this has a psi rating of 5 and allows the psychic togenerate a barrier that will allow you to make the combat call shielded up to three times, this barrier will last until all three shieldedcalls have been made. This is a combat power.

    Ability: Psychometry 1000*

    A character with this skill can purchase and utilise the Psychometry powers

    Power: Read Object (Pre-requisite Ability: Psychometry) 1000

    A character with this skill can utilise the Psychometry Power: Read Object, this has a psi rating of 1 and allows the Psychic to pickup an object, enter trance for 10 seconds and read its aura to get a vision of the objects last most significant event. This is aconcentration power and requires a referee.

    Power: Read Room (Pre-requisite Psychometry Read Object) 2000

    A character with this skill can utilise the Psychometry power Read Room, this has a psi rating 2 and allows the psychic to enter atrance for 10 seconds and read the aura of a room to get a vision of the last significant event that took place in that room. This is aconcentration power and requires a referee.

    Power: Sense Life (Pre-requisite Psychometry- Read Room) 3000

    A character with this skill can utilise the Psychometry power Sense Life, this has a psi rating 3 and allows the psychic to sense lifewithin a building; effectively telling the Psionicist how many people are inside a specific building. This is a combat power andrequires a referee.

    Power: Ghost blade (Pre-requisite Psychometry Sense life) 4000

    A character with this skill can utilise the Psychometry power Ghost Blade, this has a psi rating of 4 and allows the psychic to usethe call THROUGH with a melee weapon for 10 minutes. This is a combat power.

    Power: Far Sight (Pre-requisite Psychometry Ghost Blade) 5000

    A character with this skill can utilise the Psychometry power Farsight, this has a psi rating of 5 and allows the psychic to link with aPsi Focus and traverse the world in a immaterial state, in this state they can see and hear the world around them but cannot beeffected or affect it. The Psi Focus once linked cannot be moved but can be damaged, if broken the link lost and the character willdissipate and die. This is a concentration power and extended use will be draining and may lead to life threatening situation. Thispower requires a referee.

    Ability: Telepathy 1000*

    A character with this skill can purchase and utilise the Telepathy powers

    Power:Read surface thought (Pre-requisite Ability:Telepathy) 1000 A character with this skill can utilise the Telepathy power Read Surface Thoughts, this has a psi rating of 1 and allows the Psionicto read the thoughts of the target is thinking at the time. The Psionicist is able to make the call Psionic Read Thoughts and ask the

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    OOC question are you lying to me? The person who is being questioned must answer the Psionicist truthfully.

    Power:Remove memory (Pre-requisite Telepathy Read Surface Thoughts) 2000

    A character with this skill can utilise the Telepathy power Remove Memory, this has a psi rating of 2 and allows the Psionic toremove any memory the Psionic knows the target has. This is a concentration power and takes 5 minutes of role-playedinteraction between the Psionicist and one other person. This power can remove Psionic Conditioning if the Psioniocist determinesthe correct trigger used when having the conditioning placed upon them.

    Power:Create false memory (Pre-requisite Telepathy- Remove Memory) 3000

    A character with this skill can utilise the Telepathy power Create False Memory, this has a psi rating of 3 and allows the Psionic tofabricate a memory and implant it in to apersonsmind. The targets subconscious will fill in any gaps and orientate the memory totheir point of view. This is a concentration power and requires 5 minutes of role-played interaction between the Psionicist and their intended victim. Once this power has been effective, the player must assign a trigger and inform a referee.

    Power:Command (Pre-requisite Telepathy Create False Memory) 4000

    A character with this skill can utilise the Telepathy power Command, this has a psi rating of 4 and allows the Psionic to use one of the commands Psionic Sleep, Stop, Attack, Defend or Fear. This is a combat power.

    Power: Implant Command (Pre-requisite Telepathy - Command) 5000

    A character with this skill can utilise the Telepathy power Implant Command, this has a psi rating of 5 and allows the Psionic to

    implant one of the commands Psionic Sleep, Stop, Attack, Defend or Fear. This can be set to trigger at a specified time or with aspecified event. This is a concentration power.

    Ability:Electrokinesis 1000*

    A character with this skill can purchase and utilise the Electrokinesis powers

    Power: Short Circuit (Pre-requisite Ability:Electrokinesis) 1000

    A character with this skill can utilise the Electrokinesis power Short Circuit, this has a psi rating of 1 and allows the Psychic tomake the combat callEMP to any device that they are in direct contact with.

    Power:Electromagnetic shield (Pre-requisite Electrokinesis Short Circuit) 2000

    A character with this skill can utilise the Electrokinesis power Electromagnetic Shield, this has a psi rating of 2 and allows thePsychic to callNO EFFECT to the combat callsSHOCK , ENERGY and EMP for five minutes, during which time they may not

    attack anyone or anything in any way, whilst the shield is in place the Psionic is also immune to the effects of electrocution andradiation. Any other person or object the Psionic places a hand on (maximum of 2 obviously) is also covered by theElectromagnetic Shield whilst this contact is maintained. This is a combat power.

    Power:Shock (Pre-requisite Electrokinesis Electromagnetic Shield) 3000

    A character with this skill can utilise the Electrokinesis power Shock, this has a psi rating of 3 and allows the Psychic to make thecombat callSHOCK with any melee weapon they have equipped for 5 minutes This is a combat power.

    Power:Shocking Discharge (Pre-requisite Electrokinesis Shocking Discharge) 4000

    A character with this skill can utilise the Electrokinesis power Shocking discharge, this has a psi rating of 4 and allows the Psychicto make the combat callMASS SHOCK . This is a combat power.

    Power:EMP (Pre-requisite shocking discharge) 5000

    A character with this skill can utilise the Electrokinesis power EMP Blast, this has a psi rating of 5 and allows the Psychic to makethe combat callMASS EMP . This is a combat power.* Each subsequent ability after the 1st costs doubles the price (e.g. 1000, 2000, 4000 then 8000)

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    Soldier Free Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Loadout: Medium

    This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 roundsfor their weapons per day.

    Free EquipmentPistol

    Small Melee

    Body Armour You may now purchase any of these skills.

    Skill Name Cost

    Melee 1000

    A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inchesor greater in length.

    First Aid 1000

    A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows acharacter whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performedon the victim, this holds them a second before death, allowing surgeons to attempt a recovery.

    Firearms 1000

    A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns.

    Loadout: Heavy (Pre-requisite Loadout: Medium) 1000

    This skill upgrades and replaces the Loadout: Medium skill, meaning a character with this skill now has a maximum of 2000rounds for their weapons per day.

    Grenades 1000

    A character with this skill has been trained in the use of grenades. If you have this skill you may use 3 grenades a day from thefollowing list.CHOKE , FLASH , FRAG .

    Heavy Weapons 2000

    A character with this skill has been trained in how to prepare and use heavy weapons. This skill also increases the daily allocationof ammunition for use in the heavy weapon only by 2000 rounds.

    Combat Armour (Pre-requisite Body Armour) 1000

    A character with this skill has been trained in the correct way to wear combat armour.

    Assault Armour (Pre-requisite Combat Armour) 2000

    A character with this skill has been trained in the correct way to wear assault armour.

    Tactical Armour (Pre-requisite Assault Armour ) 3000 A character with this skill has been trained in the correct way to wear tactical armour.

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    Military armour (Pre-requisite Tactical Armour) 4000

    A character with this skill has been trained in the correct way to wear and maintain military armour.

    Advanced Melee (Pre-requisite Melee) 2000

    A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat callSILENT KILLunder the appropriate circumstances (see combat section).

    Mono-bladed (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained to use melee weapons that have a mono filament edge, with which can bypass armour and callTHROUGH .

    Shock weapons (Pre-requisite Advanced Melee) 3000

    A character with this skill has been trained in use of shocking melee weapons, with which can callSHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike.

    Chain (Pre-requisite Advanced Melee) 3000

    A character with this skill has been trained to use melee chain weapons, with which they can callREND. Chain weapons areunwieldy and dangerous to use as such need to be wielded two handed.

    Demolitions 3000

    A character with this skill has been trained to safely prepare and use explosives to demolish structure and cause extensivedamage. This skill also grants the ability to disarm explosives, and to properly identify everything from a fire work to a nuclear warhead. A referee will determine the amount of stickers required to demolish a building or object.

    Endurance Levels 1 2000

    A character with this skill is at the peak of physical fitness honing his body either with hard core exercise programs or extensiveapplication of pharmaceuticals, this represents their ability to both absorb damage and there chemically induced combat reflexesthat are often fast enough to turn a lethal wound into a glancing blow. A character with this skill has a number of additional hitsbefore he is considered wounded equal to his level of this skill.

    Endurance Levels 2 (Pre-requisite Endurance 1) 3000

    As above

    Endurance Levels 3 (Pre-requisite Endurance 2) 4000

    As above

    Sniper 2000

    A character with this skill has been trained in use sniper rifles. This skill grants the ability to use sniper rifles and make the combatcall SILENT KILLunder the appropriate circumstances. This requires a referee (see combat section).

    Traps 2000

    A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps andpressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill mustsupply their own trap phys reps.

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    Specialist Free Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Free Equipment

    Pistol

    Small Melee

    Body Armour You may now purchase any of these skills.

    Skill Name Cost

    Surgery 2000

    A character with this skill has been trained to heal wounds on a victim. The surgeon will carry a bead bag to diagnose the injuryand will role play according to heal the wound. Surgeons must also purchase surgical supplies and possess the phys reps soperform surgery and may benefit from a bonus for good costume/props. A surgeon can also be assisted by up to one other surgeon to aid the recovery of wounds. For more information check the recovery section.

    Advance Surgery (Pre-requisite Surgery) 3000

    A character with this skill has been trained extensively in advanced surgery; this makes the surgeon far more skilled and allows

    them to perform major procedures, such as transplants.Cyber Surgery (Pre-requisite Advanced Surgery) 2000

    A character with this skill is a specialist in surgery involving cybernetic implants, allowing them to install Cybernetic implants andrepair hits granted by Dermal Plating and Bone Lacing or repair faulty Cyber-Ware. Cyber-ware lammies will state the requiredsurgery and recovery time on them.

    Bio Surgery (Pre-requisite Advanced Surgery) 2000

    A character with this skill is a specialist in surgery involving Bio-Ware implants, allowing them to install Bio-Ware implants andrepair any malfunctioning implants. Bio-Ware lammies will state the required surgery and recovery time on them.

    Chemist 2000

    A character with this skill has been trained in chemistry and is able to combine various chemicals with different properties to a

    beneficial and sometimes lethal effect. Characters with this skill will receive a Skilldex at the start of each event.Advanced Chemist (Pre-requisite Chemist) 3000

    A character with this skill has had advanced training and as such can combine a greater quantity of chemicals components andimprove on current combinations as well as conceptualise new ideas and specifications. Characters with this skill will receive aSkilldex at the start of each event.

    Geneticist 2000

    A character with this skill has been trained in genetics and can identify genetic codes of characters and perform simple geneticrestructures. Characters with this skill will receive a Skilldex at the start of each event.

    Advanced Geneticist (Pre-requisite Geneticist) 3000

    A character with this skill has had advanced training in genetics and as such can perform more complex genetic restructures.

    Characters with this skill will receive a Skilldex at the start of each event.

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    Forensics 2000

    A character with this skill has been trained in forensic pathology. The character can examine scenes and specimens to try to gainadditional situational information with regard to their current circumstances. Characters with this skill will receive a Skilldex at thestart of each event.

    First Aid 1000

    A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows acharacter whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performedon the victim, this holds them a second before death, allowing surgeons to attempt a recovery.

    Knowledge: Basic Science 1000

    A character with this skill has been trained in the basics of all scientific research concepts and with this skill can also identify basicscience samples as dictated by lammies. A player with this skill gains a science toolkit per event.

    Firearms 1000

    A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns.

    Melee 1000

    A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inchesor greater in length.

    Advanced Melee (Pre-requisite Melee) 2000

    A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat callSILENT KILL under the appropriate circumstances (see combat section).

    Shock Weapons (Pre-requisite Advanced Melee) 3000

    A character with this skill has been trained in use of shocking melee weapons, with which can callSHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike.

    Combat Armour (Pre-requisite Body Armour) 1000

    A character with this skill has been trained in the correct way to wear combat grade armour.

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    TechFree Skills

    Pistol

    A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectilessuch as bows and crossbows.

    Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.

    Loadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Free Equipment

    Pistol

    Small Melee

    Body Armour You may now purchase any of these skills.

    Skill Name Cost

    Combat armour 2000

    A character with this skill has been trained in the correct way to wear combat grade armour.

    Firearms 1000

    A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns.

    Loadout: Medium (Pre-requisite Loadout: Light) 1000

    This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds

    for their weapons per day.Advanced Melee (Pre-requisite Melee) 2000

    A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat callSILENT KILLunder the appropriate circumstances (see combat section).

    Shock (Pre-requisite Advanced Melee) 3000

    A character with this skill has been trained in use of shocking melee weapons, with which can callSHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike.

    Traps 2000

    A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps andpressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill must

    supply their own trap phys reps.M.O.E 2000

    A character with this skill has been trained in methods of entry. This skill covers how to bypass physical and electrical anti-intrusionsystems and if all else fails how to use breaching charges for explosive entry.

    Electronics 2000

    A character with this skill has been trained to use and repair complex electronic equipment and have knowledge of circuits andcomponents. Characters with this skill will receive a Skilldex at the start of each event.

    Advanced Electronics (Pre-requisite Electronics) 3000

    A character with this skill has been trained in the ability to conceptualise and build custom made specific items of electronics, oftenbeing able to make functional equipment from shoddy, damaged or outdated parts. Characters with this skill will receive a Skilldexat the start of each event.

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    Weapontech 2000

    A character with this skill has been trained to build and repair basic weapons. Characters with this skill will receive a Skilldex at thestart of each event.

    Advanced Weapontech (Pre-requisite Weapontech) 3000

    A character with this skill has had advanced training to build, repair and improve basic and advanced weaponry, as well asconceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Armourtech 2000

    A character with this skill has been trained to build and repair up to assault armour. Characters with this skill will receive a Skilldexat the start of each event.

    Advanced Armourtech (Pre-requisite Armourtech) 3000

    A character with this skill has had advanced training to build, repair and improve military armour, as well as conceptualise newideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Nanotech 2000

    A character with this skill has been trained to programme basic Nanite clusters. Characters with this skill will receive a Skilldex at

    the start of each event.Advanced Nanotech (Pre-requisite Nanotech) 3000

    A character with this skill has had advanced training to programme basic and advanced Nanite clusters, as well as conceptualisenew ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Cybertech 2000

    A character with this skill has been trained to create and repair basic cyberware. Characters with this skill will receive a Skilldex atthe start of each event.

    Advanced Cybertech ( Pre-requisite Cybertech) 3000

    A character with this skill has had advanced training to build, repair and improve Cyber technology, as well as conceptualise newideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Biotech 2000 A character with this skill has been trained to create and repair basic bioware. Characters with this skill will receive a Skilldex at thestart of each event.

    Advanced Biotech (Pre-requisite Biotech) 3000

    A character with this skill has had advanced training to build, repair and improve Biological technology, as well as conceptualisenew ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Knowledge: Basic Engineering 1000

    A character with this skill has been trained in the basics of all engineering concepts and with this skill can also identify engineeringparts and repair mechanical devices as dictated by lammies. A player with this skill gains an engineering toolkit per event.

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    EquipmentMelee Descriptions Cost

    Small Melee Melee weapon, max length 18' 100

    Small Mono Melee weapon, max length 18', may callTHROUGH with appropriate skill 500

    Small Shock Melee weapon, max length 18', may callSHOCK with appropriate skill 500

    Large Melee Melee weapon, max length 60' 200

    Large Mono Melee weapon, max length 60', may callTHROUGHwith appropriate skill 1000

    Large Chain Melee weapon, max length 60', may callRENDwith the Chain skill 1000

    Large Shock Melee weapon, max length 60', may callSHOCK with appropriate skill 1000

    Projectile Descriptions Cost

    Archaic Crossbow, bow, catapult max pull poundage 30 200

    Shotgun Short range scatter shot firearm 500

    Pistol Standard sidearm 500

    SMG Rapid firing short range firearm 1000 Assault Rifle Rapid firing medium range firearm 1000

    Sniper Rifle Single shot long range firearm 1000

    Heavy Weapon This covers a range of tactical support weapons 2000

    Grenades Descriptions Cost

    EMP Mk5 pyro only, may callEMP with appropriate skill 500

    Energy Mk5 pyro only, may callENGERY with appropriate skill 5000

    Armour Descriptions Cost

    Helmet Renders the wearer immune toSTUN Phys rep required rigid helmet 100

    Gas Mask Renders the wearer immune toCHOKE Phys rep required Gas Mask 500Flare Goggles Renders the wearer immune toFLASH Phys rep required Goggles 1000

    Body Armour Grants 1 Armour hit, Physrep required plate carrier or tac vest 500

    Combat Armour Grants 2 Armour hits, Physrep required heavy plate carrier 1000

    Assault Armour Grants 3 Armour hits, Physrep required heavy plate carrier with leg and arm plates 5000

    Tactical Armour Grants 4 Armour hits (ConvertsTHROUGH and SHOCK to one hit on armour only)Physrep required heavy looking plate type armour with leg and arm plates (e.g.motocross armour)

    10000

    Military Armour Grants 5 Armour hits (Converts all damage to one hit on the armour only with theexception of ENERGY which will have its full effect)

    Physrep required all enclosing very heavy looking plate type armour with leg and armplates (e.g. heavily modified motocross armour)

    50000

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    Tool Kits At the start of each event you will receive for free one tool kit for each appropriate skill you have. You can buy more in game fromShadowNet but any unused charges will not carry over to the next event. Each tool kit has ten uses, each use will deplete onecharge once the kit is exhausted it is no longer usable.Tool kit Descriptions Cost

    First aid Provides all equipments for the use of the First aid skill. 500

    Surgical Provides all equipments for the use of the Surgery skill 1000

    Engineering Provides all equipments for the use of the Tech skills 1000

    Science Provides all equipments for the use of the Specialist skills (Non Surgical ones only) 1000

    Trap Provides all equipments for the use of the Traps skill 500

    MOE Provides all equipments for the use of the MOE skill 1000

    Interrogation Provides all equipments for the use of the Interrogation skill 1000

    Surveillance Provides all equipments for the use of the Surveillance skill 1000

    Demolitions Provides all equipments for the use of the Demolitions skill 1000

    IMPLANT TECHNOLOGYThere are three forms of Implant Technology that have been successfully developed and implemented. These developments areintended to augment the human host to boost or stimulate the bodys natural abilities, or add additional abilities to the subject.Implant Technology is widely known about however rare in the general community.

    CyberwareThis is considered hard tech and consists of physical installations of technology into the human hosts. These can be modificationssuch as visual filters, internal computers, gyroscopes etc. Subjects of Cyberware go under extensive surgery to install theequipmentCyberware Descriptions Cost

    Internal Camera Implanted camera (camera required) A false Utopia referee will give you an OOC

    lammie to attach to your device.

    1000

    Internal Data store Implanted Hard Drive (2 stackable Memory Slots) 1000

    Flare Compensator Grants immunity to stun effects caused by flash bangs 1500

    Tracial Filters Grants immunity to choking effects 1500

    Dermal Plating Implanted combat armour (not compatible with any other type of worn armour) 3000

    Internal Gyro Grants immunity to theKNOCHDOWN effect. 2000

    Bone Lacing Bones are implanted with titanium making them almost unbreakable giving thecharacter +1 body hit.

    3000

    Retina Duplication Designed to fool retinal scanners 3000

    Vocal Duplication Designed to fool vocal scanners 3000

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    BiowareThis technology augments natural functions and works to enhance the body itself. Examples of Bioware are genetically modifiedblood cells which can break up toxins quickly before they can affect the host, or the surgical installation of cloned organs whichremain redundant unless the original organs are damaged.Bioware Descriptions Cost

    Toxin Resist Grants Immunity to basic toxins 1500

    Viral Resist Grants Immunity to basic viral agents 1500

    Psionic Resist Grants Counter Psionic Ability twice per day 2000

    Interrogation Resist Character is considered to have one level higher of Interrogation than they actuallyhave for the purposes of resting interrogation

    2000

    Advanced Platelets Doubles grace period 3000

    Pain Filters Target may continue to act normally when in grace period, this does not stop acharacter from falling unconscious if hit again (I.e. taken to -1 hits)

    3000

    Cell Regeneration Regenerates 1 hit per hour 5000

    Redundant Organs During surgery if the character has suffered a lethal wound that cannot be treatedthe redundant organs will activate, reducing the wound to a serious wound. Thisonly works once.

    5000

    NanowareThese augmentations work on Nanite Clusters increasing their functionality and features, allowing the user to generate their own toolkits for any given task they have been programmed to.Nanoware Descriptions Cost

    Nanite Tool Augmentation These toolkits use self replicating Nanite clusters to keep the toolkit self replicating. A layer with this upgrade may ask a referee to refill toolkits at an event if they arerunning low. It is the refs discretion as too how much they refill the toolkit by.

    5000

    Cyber Deck Components A Cyberdeck consists of four part; the deck itself, its CPU, Its modem and its memoryCPU Processing Time Cost

    20G Avatar has 1 HV 500

    100G Avatar has 2 HV 1000

    200G Avatar has 3 HV 3000

    Modem Processing Time Cost

    1G Avatar 1 Min to Down/Upload 250

    2G Avatar 30 Seconds to Down/Upload 500

    4G Avatar 10 Seconds to Down/Upload 1000

    6G Avatar 5 Seconds to Down/Upload 1500

    8G Avatar 1 Seconds to Down/Upload 2000

    Memory Storage Size Cost

    1 Memory Slot Can hold up to 1 Memory Slot worth of programs 500

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    CyberdecksHere is a list of purchasable hacking decks.Name Can support up to Cost

    Gateway Platform 20G CPU 500

    4 Memory Slots

    1G ModemName Can support up to Cost

    Virtuanet R-Type 20G CPU 1500

    6 Memory Slots

    2G Modem

    Name Can support up to Cost

    Mitsu 860 100G CPU 2500

    8 Memory Slots

    4G Modem

    Name Can support up to Cost

    Zion Super ST 100G CPU 4000

    10 Memory Slots

    6G Modem

    Name Can support up to Cost

    Trinity Platform XP 200G CPU 10000

    12 Memory slot

    8G Modem

    Step 3: Finishing touchesBy now your character will have its concept, skills, equipment and how much damage it can dish out and take in combat. Think aboutwhat you want your costume and equipment (also called Phyreps) to look like, for some guidance on this turn to page 47..

    The only thing left to do is submit your character either via email or booking form to the Shadow Wars team, turn up, grab your character pack and start playing!

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    SKILLSIn this section you will find the detailed descriptions of the skills listed in this core rule book with the exception of the Psionicist andHacking skills which have their own sections. for ease of reference we have broken them down in two categories. You will find theskills in the following categories:

    Melee SkillsAdvanced Melee (Pre-requisite Melee)

    A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat callSILENT KILLunder the appropriate circumstances (see combat section).

    Chain (Pre-requisite Advanced Melee)

    A character with this skill has been trained to use melee chain weapons, with which they can callREND. Chain weapons areunwieldy and dangerous to use as such need to be wielded two handed.

    Melee

    A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inchesor greater in length.

    Small Melee

    A character with this skill has been trained in use of small melee weapons of 18 inches or less.

    Shock (Pre-requisite Advanced Melee)

    A character with this skill has been trained in use of shocking melee weapons, with which can callSHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike.

    Mono Bladed (Pre-requisite Advanced Melee)

    A character with this skill has been trained to use melee weapons that have a mono filament edge, with which can bypass armour and callTHROUGH .

    Ranged Weapon skillsPistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of archaic projectilessuch as bows and crossbows.

    Firearms

    A character with this skill has been trained inhow to prepare, maintain and use SMGs, assault rifles and shotguns.

    Grenades

    A character with this may use 3 grenades a day from the following list.CHOKE , FLASH , FRAG . Grenades not used do not carryover from day to day.

    Heavy Weapons

    A character with this skill has been trained in how to prepare and use heavy weapons. This skill also increases the daily allocationof ammunition for use in the heavy weapon only by 2000 rounds.

    Sniper

    A character with this skill has been trained in use sniper rifles. This skill grants the ability to use sniper rifles and make the combatcallSILENT KILLunder the appropriate circumstances. This requires a referee (see combat section).

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    LoadoutsLoadout: Light

    A character with this skill has a maximum of 500 rounds for their weapons per day.

    Loadout: Medium (Pre-requisite Loadout: Light)

    This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds

    for their weapons per day.Loadout: Heavy (Pre-requisite Loadout: Medium)

    This skill upgrades and replaces the Loadout Medium skill, meaning a character with this skill now has a maximum of 2000 roundsfor their weapons per day.

    Armour and Endurance SkillsAssault Armour (Pre-requisite Combat Armour )

    A character with this skill has been trained in the correct way to wear assault armour.

    Body Armour

    A character with this skill has been trained in the correct way to wear body armour.Combat Armour (Pre-requisite Body Armour )

    A character with this skill has been trained in the correct way to wear combat grade armour.

    Military Armour (Pre-requisite Tactical Armour )

    A character with this skill has been trained in the correct way to wear and maintain military armour.

    Tactical Armour (Pre-requisite Assault Armour )

    A character with this skill has been trained in the correct way to wear tactical armour.

    Endurance 1,2,3 (Pre-requisite Previous level of Endurance)

    A character with this skill is at the peak of physical fitness honing his body either with hard core exercise programs or extensive

    application of pharmaceuticals, this represents their ability to both absorb damage and there chemically induced combat reflexesthat are often fast enough to turn a lethal wound into a glancing blow. A character with this skill has a number of additional hitsbefore he is considered wounded equal to his level of this skill.

    Creation SkillsAdvanced Armourtech (Pre-requisite Armourtech)

    A character with this skill has had advanced training to build, repair and improve military armour, as well as conceptualise newideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Advanced Biotech (Pre-requisite Biotech)

    A character with this skill has had advanced training to build, repair and improve Biological technology, as well as conceptualise

    new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.Advanced Chemist (Pre-requisite Chemist)

    A character with this skill has had advance training and as such can combine a greater quantity of chemicals components andimprove on current combinations as well as conceptualise new ideas and specifications. Characters with this skill will receive aSkilldex at the start of each event.

    Advanced Cybertech (Pre-requisite Cybertech)

    A character with this skill has had advanced training to build, repair and improve Cyber technology, as well as conceptualise newideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Advanced Electronics (Pre-requisite Electronics)

    A character with this skill has been trained in the ability to conceptualise and build custom made specific items of electronics, oftenbeing able to make functional equipment from shoddy, damaged or outdated parts. Characters with this skill will receive a Skilldexat the start of each event.

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    Advanced Geneticist (Pre-requisite Geneticist)

    A character with this skill has had advanced training in genetics and as such can perform more complex genetic restructures.Characters with this skill will receive a Skilldex at the start of each event.

    Armourtech

    A character with this skill has been trained to build and repair up to assault armour. Characters with this skill will receive a Skilldexat the start of each event.

    Alchemy

    A character with this skill has been trained to utilise the plant moulds and fungi of the wastelands for minor medicinal purposes,these sometimes work perfectly and other times don't do what was intended and have side effects. Characters with this skill willreceive a Skilldex at the start of each event.

    Biotech

    A character with this skill has been trained to create and repair basic bioware. Characters with this skill will receive a Skilldex atthe start of each event.

    Advanced Biotech (pre-requisite Biotech)

    A character with this skill has had advanced training to build, repair and improve Biological technology, as well as conceptualisenew ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Cybertech

    A character with this skill has been trained to create and repair basic cyberware. Characters with this skill will receive a Skilldex atthe start of each event.

    Advanced Cybertech (Pre-requisite Cybertech)

    A character with this skill has had advanced training to build, repair and improve Cyber technology, as well as conceptualise newideas and specifications. Characters with this skill will receive a Skilldex at the start of each event.

    Nanotech

    A character with this