a coversion of the fasa/wiz kids property “shadowrun” into ... · pdf filea...

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A Coversion of the Fasa/Wiz Kids Property “Shadowrun” into a Campaign Model for D20 Modern. This Requires the D20 Modern Rulebook and a Shadowrun Rulebook (Either Edition) to use, and Recomends the D&D Player’s Handbook and Monster Manual, as well as Urban Arcana from D20 Modern and the Grimoire and all the various ‘Runs’ from Shadowrun. Compiled by EpicFetus (Contact [email protected])

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Page 1: A Coversion of the Fasa/Wiz Kids Property “Shadowrun” into ... · PDF fileA Coversion of the Fasa/Wiz Kids Property “Shadowrun” into a Campaign Model for D20 Modern. This Requires

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Chapter One CCHHAARRAACCTTEERRSS

New Ability Scores • +2 to Listen, Spot, and Search checks. • -4 Skill Points at first level

The Shadowrun universe, in order to translate correctly, requires the introduction of two new ability scores, essence and magic.

• -1 Skill Point upon leveling • -1 starting feat. Some feats may be purchased

early, see Chapter 3: Feats for more information.

Essence (Ess) Essence measures your character’s connection to the world around him and his own humanity. It’s a special Ability score, starting off at 10 for all characters (cannot be purchased up) and is damaged if your character acquires Cyberware. See Chapter 4: Equipment for more details. When Essence drops to 0, you die (although fractions are left as fractions).

Orks Orks physically resemble Orcs from D&D, and are like them in many ways. See a Shadowrun book for more information. Ork Racial Traits

• +2 Strength, -2 Intelligence, -2 Charisma You apply your character’s Essence modifier to: • Medium-size • All Saving Throws against spells. • Ork base speed is 12m • All Saving Throws against Supernatural and Spell-

like abilities. • Darkvision 24m • -4 Skill Points at first level • -1 Skill Point upon leveling

Magic (Mag) • -1 starting feat. Some feats may be purchased early, see Chapter 3: Feats for more information.

This is a special ability score that only applies to characters who are magically active. The talents, feats, and Magic sections of this document will cover this ability in more detail. Unless a feat or talent says otherwise, your Magic Score is 0.

Trolls Are not a thing like the Trolls from D&D. See a Shadowrun book for more information. New Races Shadowrun is also host to 4 player races other than

human. Make no changes to the D20 Modern rules if you’re a human, your race was already calculated in.

Troll Racial Traits • +4 Strength, -4 Dexterity, +4 Constitution, -4

Intelligence, -4 Charisma Dwarves • Large (-1 to attack and defense, see Friends and

Foes of d20 Modern book) Dwarves physically resemble their D&D cousins, and are like them in many ways. See a Shadowrun book for more information.

• Troll base speed is 12m • Darkvision 24m • 10ft reach • Trolls have 1 point of Racial Armor Damage

Reduction. See Chapter 4: Equipment for more information.

Dwarven Racial Traits • +2 Constitution, -2 Charisma • Medium-size

• -4 Skill Points at first level • Dwarven Base Speed is 8m • -1 Skill Point upon leveling • Darkvision 24m • -1 starting feat. Some feats may be purchased

early, see Chapter 3: Feats for more information.

• +2 to Craft (Electronic), Craft (Mechanical), Demolitions, Disable Device, and Repair checks (only if electrical or mechanical)

• +2 racial bonus to saves against poison. Allergies • +2 to saves against spells and spell-like effects. You may gain the extra feat by selecting a material that does double-damage, or gain the skill points by selecting a material that causes a -2 circumstance penalty if within 2m of you, but only if nonhuman. See Magic Chapter.

• +2 on Appraise checks with mechanical or electrical objects.

• -4 Skill Points at first level • -1 Skill Point upon leveling

• -1 starting feat. Some feats may be purchased early, see Chapter 3: Feats for more information.

New Class Talent All classes can opt to take this Talent with their starting class talent. It may only be purchased at character creation.

Elves Elves physically resemble their D&D cousins, and are like them in many ways. See a Shadowrun book for more information.

Magically Active: You can take magic feats at character creation. You also have a Magic score, based on your Essence rounded down. This can only be purchased as your first class talent at character creation.

Elven Racial Traits

• +2 Dexterity, -2 Constitution, +2 Charisma Also, add Quickness to the feat list of the Fast hero, ThD to Smart, and Planewalker to Dedicated.

• Medium-size. • Elven Base Speed is 12m

Occupations • Immunity to Sleep spells and supernatural effect, +2 to saves against Enchantment spells. Add the Spellcraft skill to any and all Occupation lists that

have access to Knowledge (arcane lore). • Low-Light Vision

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Chapter Two SSkkiillllss

Astral Perception (Int) This skill allows you to look into the Astral Plane without fully being there. You may not move while astrally projecting. Check: The difficulty of Astral Perception is 25-Magic. If a creature wishes to hide, you can oppose his Astral Projection roll with your Astral Perception roll. Special: You must have the Feat Astral Projection or the Physical Adept Ability in order to perceive things on the Astral Plane. You may not take 10 or 20 while in combat. Although you are not there, any magical weapons, spells, or physical attacks you possess may be used on any creature on the Astral Plane in range. You may not attack both Astral and Physical opponents at the same time. You do not need to use this skill if you are using Astral Projection. When using Astral perception, you may be targeted by spells and attacks from the Astral Plane. Time: Astral Perception is a move-equivalent action. Astral Projection (Wis) Freeing the character's spirit from the character's physical body, this skill allows the character to project an astral body into another plane. The character projects the character's astral self into the Astral Plane, leaving the character's physical body behind on the Material Plane in a state of suspended animation. The skill projects an astral copy of the character onto the Astral Plane. When on the Astral Plane the character's astral body is connected at all times to the character's material body by a silvery cord. If the cord is broken, the character is killed, astrally and materially. Very few things can destroy a silver cord. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. The character's bodies simply wait behind in a state of suspended animation until the character chooses to return to the physical body. The projection lasts until the character desires to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, or the destruction of the character's body back on the Material Plane (which kills the character). Check: The difficulty for going astral 30-magic. When Astral, your stats are nearly the same but only Magical Weapons are useable on the Astral Plane. The only thing that changes is your Strength is Replaced by Wisdom, your Dexterity by Intelligence, and your Constitution by Charisma (although your actual Wound Points do not change). Taking a Wound on the Astral Plane Wounds your Physical Body, hence you do not gain Astral Wound Points. Your Astral Vitality is your current Fatigue (after calculating for “new Constitution”, so Fatigue – level x Con bonus + level x Cha bonus = Astral Vitality). Special: You must have the Feat of the same name in order to go Astral. Going Astral Inflicts 1d6 Drain (both Vitality and Fatigue) per hour (calculated at the end of the hour). You may not take 10 or 20 while in combat. The spell itself may also exist, this skill has nothing to do with it. Time: It takes a full round action to go Astral in combat. To Take 10 takes 10 rounds of meditation, to take 20 takes a half hour of meditation.

Ritual Magic (Con) This skill allows a wizard/shaman to cast his spells as a ritual as opposed to as a free casting. This may reduce the drain somewhat, and allows for an increase in the effects. The fatigue, however, does not wear off until the spell does. Check: When using this skill, you make a Ritual Magic check against a DC set by the spell and what you want to do to it. The base DC is 10 + (effective spell level x 2). This means if you have access to Meta-Magic (such as a Thurmaturgist), and you use it, it’s factored in for the initial check. Other things can be done as follows. Change Duration: You can scale the duration of the spell up one category. This only works on non-instantaneous spells. If you do so, rounds become minutes, minutes hours, hours days, days weeks, weeks months, months years, etc. Every shift you perform is +5 to the DC. Change Range: You scale the range up one category. Since this game is metric, once converted you multiply by 10 for each category, and each multiplication is +5 to the DC. Unseen Target: If you can’t see your target, any item of his may be used. If the item is a bit of him (hair, fingernail clippings, etc) the DC goes up 2. If it’s a personal item, the check goes up 3. If it’s just a picture or similar representation, it goes up 6. Services: If you summon an elemental or spirit and want services as opposed to duration, the check is at +6 per set of directions (a number of commands equal to your charisma bonus). If they are time-dependent, then it waits till either the task has been completed or the duration (as if shifted once, twice if it has the Astral ability) has expired. Once all of it’s tasks have been completed, it goes away. You can give it the same task more than once, it will complete it three times. If you fail the Ritual Magic check, then you summon it, but it’s angry, and tries to kill you. Special: To cast a ritual, you need to make a circle with a radius equal to the spell level, and you need various disposable materials (they cost 6 + spell level) and a spell focus (school or level work). It takes one minute per action the spell takes normally, 2 minutes for a full round. You may take 10 or 20, but the time is 20 minutes for a one-action spell and 40 minutes for a full-round spell (when taking 20). Others may aid you, but they need the spell, and everyone takes the same drain you do. Drain is based on the DC, though the fatigue is still spell level (and lasts for the duration of the spell, though the spell may be ended prematurely if you want them back, and does split between all participants). Sorcerers (or those who cast like them) add one dice, specialists roll d4s instead, in both cases only if the principle caster is the sorcerer or specialist Table SR2-1: Ritual Magic Drain

DC Drain 0-9 0

10-14 1d6 15-19 2d6 20-24 3d6 25-29 4d6 30-34 5d6

Each +5 After +1d6

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Chapter Three

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New Feat Prerequisite Benefit Astral Projection Magically Active, Hermetic or Shamanic Adept,

Full Mage or Shaman Allows Astral Projection, as per the D&D Spell. See skills for more information.

Cyberware² Character Creation Gives you a +5 circumstantial wealth bonus at character creation.

Head Shot Wis 13, Dex 13, Far Shot, Dead Aim Subtract from attack and add to damage with missile weapons

Hermetic Adept Magically Active, character creation Hermetic Sorcerer or Specialist Full Mage Magically Active, Hermetic Adept, character

creation Full Hermetic Mage, Drain lessens.

Physical Adept Magically Active, character creation Physical Adept Powers Planewalker - +2 to Astral projection and Atral Perception Program Theory Datajack, Computer Use 4 +2 when making a program check without the

program Memorized Code Datajack, Computer Use 10, Program Theory You can take non-required programs as Cross

Class skills. Quickness² - +3 Vitality Shamanic Adept Magically Active, character creation Allows access to a totem Full Shaman Magically Active, Shamanic Adept, character

creation Extends totem access to all spells, or nearly all. See totems.

ThD - +2 to Ritual Magic and Spellcraft Toughness² - +3 Wounds (otherwise as in D20 Modern)

Astral Projection You are able to send your soul to the Astral Plane. Prerequisite: Magically Active, Hermetic or Shamanic Adept, Full Mage or Shaman Benefit: You can go Astral as per the spell Astral Projection. You do so through the Astral Projection skill, defined in the previous chapter. Both Astral Projection and Astral Perception are now class skills. Note that the Astral Plane in Shadowrun is actually the Ethereal plane. Special: A character may not use the Astral Projection skill without this feat. Cyberware For whatever reason, you either acquired or were provided with more Cyberware than average. Benefit: You gain a +5 bonus to your Wealth Bonus for the purposes of buying cyberware at character creation. When you take a hit to wealth from the purchase of cyberware, this bonus goes first. If not fully spent, it goes away at the start of the game. Special: A character may gain this feat multiple times. Its effects stack. This feat may only be purchased at character creation. Full Mage You are full wizard of the Hermetic tradition. Prerequisite: Magically Active, Hermetic Adept Benefit: Your spell drain goes down. You may also specialize in a school of magic. See Chapter Eight: Magic for more details. Special: This feat may only be purchased at character creation. A non-human character may use his 3rd level character feat at 1st level to purchase this ability, but loses 1d4 from his wealth roll. Full Shaman You are better connected to your Totem.

Prerequisite: Magically Active, Shamanic Adept Benefit: Your spell selection goes up, and bonus schools are cast at a lower drain. See Chapter 8: Magic for more details. Special: This feat may only be purchased at character creation. A non-human character may use his 3rd level character feat at 1st level to purchase this ability, but loses 1d4 from his starting wealth roll. Head Shot You are trained to aim at your opponents head, it’s a harder shot, but it does more damage. Prerequisite: Dex 13, Wis 13, Far Shot, Dead Aim Benefit: You may subtract from your Base Attack Bonus and add to your damage when using Dead Aim on a target. The damage bonus only applies to that target, the penalty applies to all attacks until next round (if applicable) Hermetic Adept You are either a Hermetic Sorcerer or a Hermetic Specialist (such as a Conjurer), not both. Prerequisite: Magically Active Benefit: You can either have access to all spells at a drain of (level+1)[(level+1)d6], or only one school of magic at normal drain. See Chapter 8: Magic for more details. Special: This feat may only be purchased at character creation. Memorized Code You can recite the code of a specific program from memory, allowing you to code it quickly and efficiently. Prerequisite: Datajack, Computer Use 10, Program Theory Benefit: You may treat any program that is not required as a cross class skill, allowing you to make skill rolls with it on the matrix as if you had that program. For programs that run in the background (such as Armor) you need to

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type it manually into your active memory, which is a Full Round action, a skill roll of DC 20 is made to type it in at I/O speed, otherwise you only get your roll in MP that round. Physical Adept You are magically active, but instead of following theory or a totem, you use it to be a bit faster, a bit stronger, and otherwise a better warrior. Prerequisite: Magically Active Benefit: You use your magic score to “buy” Physical Adept abilities. See Chapter 8: Magic for a list of the abilities. Special: This feat may only be purchased at character creation. Planewalker You feel at home on the Astral Plane. Benefit: You get a +2 bonus on all Astral Perception and Astral Projection checks. Program Theory You are better at using just your personae on the matrix. Prerequisite: Datajack, Computer Use 4 Benefit: You gain a +2 circumstance bonus to all program rolls you make while Decking if you’re not using the actual program. Quickness You are quicker than normal. Benefit: You gain +3 vitality points. Special: A character may gain this feat multiple times. Its effects stack. Shamanic Adept Everyone has a Totem. It guides you unseen through childhood. You are more connected to your totem than most, and while not fully connected, you gain access to magic through it. Prerequisite: Magically Active Benefit: You have access to spells like a Specialist Hermetic, see Chapter 8: Magic for a list of Totems and the magic schools they provide. Special: This feat may only be purchased at character creation. You must select your totem as one of your Allegiances. ThD You are a Doctor of Thaumaturgy (have a Doctorial Degree in Thaumaturgy). Benefit: You get a +2 bonus on all Ritual Magic and Spellcraft checks.

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WEAPONS Any weapon that already appears on the lists in the d20 Modern rulebook has been omitted for space concerns.

Ranged Weapons Although many of the guns in the D20 Modern Rulebook probably still exist (many guns stay around, think of Bond’s Walther PPK) the advances in gun technology makes many of them obsolete. Ask your GM if they are available.

Walther Palm Pistol This hold-out pistol has an over and under barrel. Both barrels can be fired in one attack for 3d4 damage. Ceska Black Scorpion This small SMG has a folding stock that provides 1 pt of recoil compensation. HK227 This SMG has integral laser sights, a retractable stock for 1 pt of recoil comp, and a rating 2 gas-vent for a total of 3 pts of recoil comp. The S variant substitutes a sound suppressor for the gas vents. Ingram Smartgun This SMG is equipped with an integral smartgun link, a retractable stock for 1 pt of recoil comp, and a rating 2 gas-vent for a total of 3 pts of recoil comp. Uzi III This SMG has an integral laser sight and an integral folding stock for 1 pt of recoil comp. Ranger Arms SM-3 This sniper rifle has an integral silencer and a rating 3 imaging scope with either thermographic or low-light circuits. It assembles or disassembles in 2 rounds and stores in a briefcase. Remington 750 & 950 These sport rifles include top mounted imaging scopes. Level 1 for the 750, Level 2 for the 950. Enfield AS-7 This shotgun has an integral laser sight. The 50 rd drum imposes a -2 to its Spot DC. FN HAR This assault rifle has integral laser sights, a retractable stock for 1 pt of recoil comp, and a rating 2 gas-vent for a total of 3 pts of recoil comp. AK-97 / 98 This assault rifle has a shoulder stock for 1 pt of recoil comp. The AK-98 has an integral grenade launcher. New Ammunition For Standard Ammunition, use the closest gun type in the Modern book. Just compare weapon type and damage code (so the Ares Predator takes the .50AE round, for example). Cost for new ammunition is the same across calibers.

ADPS Rounds Can score critical hits against vehicles and objects (as in ignores hardness on a critical); Purchase DC 8 (10 rounds). Assault Cannon Rounds Used for assault canon. Purchase DC 15 per 10 rounds, or DC 23 for a belt of 100. Explosive Rounds Lower critical Range by 1 (so an 19-20 becomes a 18-20), but if character with them fails a save versus magical fire or explosives by rolling a 1, takes an extra point of damage for every five of these she’s carrying, or fraction thereof. Purchase DC 7 (10 rounds). EX Rounds As explosive rounds, but less touchy. No extra damage from failed save. Purchase DC 10 (10 rounds). Flechette Rounds These up the damage one die type but apply Armor DR to all hits (as in Vitality hits). Purchase DC 10 (10 rounds). Gel Rounds Use the gun’s regular stats, but inflict Nonlethal Damage. Purchase DC 5 (10 rounds). Tracer Rounds If taking multiple shots, allow a +2 to your next shot if you miss with one (not cumulative with multiple shots…just a flat +2). Purchase DC 9 (10 rounds). Accessories Recoil Compensation never gives attack bonuses, it just cancel penalties for any feat that uses the S or A ratings (including the -4 from Full Auto untrained). Bipod +2 recoil comp. Only useable with Rifles, Assault Rifles, and Heavy Weapons; operator must be prone. Purchase DC 14. Tripod +3 recoil comp. Only useable with Heavy Weapons. Purchase DC 16. Gas-Vents There are 3 levels of Gas-Vents. Each provides 1 point of recoil comp. -1 to Spot DC per level. Level 1: Purchase DC 13, Level 2 is 15, Level 3 is 17. Gyro Stabilization Provides 4 pts of recoil compensation, but imposes a -6 penalty to melee combat. Reduces movement rate by 2m a round and takes 5 minutes to put on but a quick-release catch takes it off with a Full Round Action. Cost: 21 Shock Pads These can be mounted on the rigid shoulder stock of a rifle, assault rifle, machine-gun or shotgun. They add 1 point of recoil comp. Cost: 12

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Table SR4-1: Ranged Weapons Damage Range Rate of Purchase Weapon Damage Critical Type Increment Fire Magazine Size Wt DC Restriction Handguns (require the Personal Firearms Proficiency feat) Streetline Special 2d4 20 Ballistic 10m Single 6 box T 0.5 10 Lic (+1) Walther Palm Pistol 2d4 20 Ballistic 10m Single 2 int T .25 12 Lic (+1) Beretta 101T 2d6 20 Ballistic 10m S 12 box S 1 14 Lic (+1) Colt American (.32) 2d6 20 Ballistic 10m S 11 box S 1 14 Lic (+1) Finchetti Security 500 2d6 20 Ballistic 10m S 12 box S 1 15 Lic (+1) Finchetti Security 500a 2d6 20 Ballistic 10m S 25 box S 1.25 16 Lic (+1) Heavy Pistols Ballistic Ceska Black Scorpion 2d6 20 Ballistic 20m S, A 35 box M 3 17 Res (+2) Ares Predator 2d8 19-20 Ballistic 12m S 15 box M 2.25 15 Res (+2) Ares Viper Slivergun 2d10f 19-20 Flechette 12m S, A 30 box M 2 16 Res (+2) Browning Max-Power 2d8 19-20 Ballistic 12m S 10 box M 2 15 Res (+2) Ruger Super Warhawk 2d8 19-20 Ballistic 12m Single 6 cyl. M 2.5 14 Res (+2) Submachine Guns (require the Personal Firearms Proficiency feat)

AK 97 SMG Carbine 2d8 20 Ballistic 20m S, A 30 box M 4 17 Mil (+3) Heckler & Koch HK227 2d8 19-20 Ballistic 20m S, A 28 box M 4 19 Mil (+3) HK2275 2d8 19-20 Ballistic 20m S, A 28 box M 3 18 Mil (+3) Ingram Smartgun 2d8 19-20 Ballistic 20m A 32 box M 3 18 Mil (+3) Uzi III 2d8 20 Ballistic 20m A 24 box M 2 16 Mil (+3) Longarms (require the Personal Firearms Proficiency feat)

Remington 750 2d10 19-20 Ballistic 70m S 5 box L 3 16 Res (+2) Remington 950 2d10 19-20 Ballistic 70m S 5 box L 4 17 Res (+2) Ranger Arms SM-3 2d12 18-20 Ballistic 80m S 6 box L 4 23 Mil (+3) Defiance T-250 4d4* 19-20 Ballistic 6m S 5 box L 3 15 Res (+2) Enfield AS-7 4d4* 19-20 Ballistic 6m S, A 10 box L 4 18 Res (+2) AK-97 2d8 19-20 Ballistic 30m S, A 38 box L 4.5 17 Mil (+3) AK-98 2d8 19 Ballistic 30m S, A 38 box L 6 21 Mil (+3) FN HAR 2d8 19 Ballistic 30m S, A 35 box L 4.5 18 Mil (+3) Heavy Weapons (each requires specific Exotic Firearms feat)

Ingram Valiant 2d10 19-20 Ballistic 40m A 50 box or linked L 9 19 Mil (+3)

RPK HMG 2d10 19-20 Ballistic 40m A 40box or linked H 15 23 Mil (+3)

Ultimax MMG 2d10 19-20 Ballistic 40m A 40 box or linked H 12 21 Mil (+3)

Vigorous Assault Cannon 2d12 18-20 Ballistic 20m Single 20 box or

linked H 20 24 Mil (+3) Antioch Grenade Launcher † - Ballistic 20m SS 6 box M 2 20 Mil (+3)

*Shotguns either fire as a standard firearm or can be used to spread. A spread goes out as a cone attack, like a spell cone would, except the user must roll as if using Full Autofire. Within one range increment it does full damage, then damage goes down one die per range increment, and after 4 (1d4) it only does 1 damage. † As 40mm fragmentation grenade. See M79 for more details.

Imaging Scopes Low-light, Thermographic, and 3 lvls of magnification (see Cyber-eyes for rules, no spot bonus though). Cost: is per option: 1 = 12, 2 = 15, 3 = 16, 4 = 17, 5 = 18. Smart Goggles These goggles (or sunglasses for +2 cost) are connected to a smart weapon by a fibre optic cable. A red cross hair centers where the gun is firing. Cost: 22 Smartgun Systems Using a smartgun w/ smart goggles or smartlink cyberware gives a +2 to Attack Bonus with that weapon. External Smartlinks -2 from a guns Spot DC. Cost: Internal-+3 to weapon cost; External-16

Melee Weapons Many Melee weapons exist in Shadowrun, any that appear in the D20 Modern Rulebook were omitted, but feel free to use them (not restricted like guns). Katanas, regular swords, and polearms all (for some reason) were in the original book, and are all very much available. Shock Glove A glove covered in wire mesh that delivers a powerful taser shock on contact. This weapon does regular unarmed damage, but forces a save as a Taser, see page 102. You may only do this twice before reloading.

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Forearm Snap Blades 3 blades mounted in a sheath that straps to your forearm. A muscle twitch springs the blades. Lets you go Wolverine berserk style. Snikitty Snikt! Monofilament Whip This is a small handle containing a length of “monofilament” (actually about 3 molecules or so wide, as opposed to the one implied) with a weight on the end. Capable of inflicting massive damage. On a natural 1, user suffers 1d8 wound damage. Shock Baton- A club with a built in stun gun. See page 107 of D20 Modern Book.

Chain-Sword A sword with a chainsaw running around the blade, it’s powered by a motor in the handle. A noisy and messy weapon. Needs to have battery replaced on a natural one (Purchase DC 10). Mono-Sword This sword has a ceramic blade and an edge “1” molecule wide (again, actually about 3 or 4, but when it’s that thin who’s counting). Laser Axe An axe with an oscillating laser beam emitter built into the blade edge

Table SR4-2: Melee Weapons Purchase Weapon Damage Critical Type Size Wt DC Restriction Simple Weapons (require the Simple Weapon Proficiency feat) Shock Glove Special 20 Electricity Tiny 0.5 18 Res (+2) Stun Baton 1d6+1d3 19-20 Electricity Small 1 17 Lic (+1) Exotic Weapons (requires specific Exotic Melee Weapon Proficiency feat)

Chain Sword 2d6 19-20 Slashing Medium 2 20 Res (+2) Res (+2) Laser Axe 1d12 19-20 Slashing Medium 2 21

Mono-Sword 1d10 18-20 Slashing Medium 1 21 Res (+2) Forearm Snap Blades

1d8 19-20 Slashing Small 1.5 17 Res (+2) Monofilament Whip*^

2d8 16-20 Slashing Large 0.5 22 Illegal (+4)

* Reach Weapon, 6m as if a missile weapon (counts as either for two-weapon fighting). ^ Uses missile attack bonus rather than melee. Larger versions of Melee weapons can be made for Trolls Table SR4-3: Armor

Nonprof Armor Max Armor Speed Purchase Armor* Type DR DR Dex Penalty (12m/8m) Wt DC Restriction Light Armor Armor Clothing Concealable +1 +3 +6 -1 12m / 8m 2 15 Lic (+1)

Armor Vest Tactical +1 +4 +5 -2 12m / 8m 1 12 Lic (+1)

Form Fitting Concealable +1 +4 +5 -1 12m / 8m 2 18 Lic (+1)

Medium Armor

Armor Jacket Tactical +2 +5 +4 -3 12m / 8m 2 17 Lic (+1)

Lined Coat‡ Concealable +2 +4 +4 -2 12m / 8m 2 17 - Armor Vest w/ Plates Tactical +2 +6 +3 -1 12m / 8m 2 16 Res (+2)

Heavy Armor

Light Security Armor Tactical +3 +8 +2 -4 8m / 6m 13 25 Res (+2)

Med Security Armor Tactical +3 +9 +1 -5 6m / 4m 15 25 Res (+2)

Heavy Security Armor Tactical +3 +10 +0 -6 6m / 4m 17 26 Mil (+3)

*Masterwork Armor is available from Secure Clothing inc. +3 to Purchase DC, -1 from check penalties. ‡A lined coat adds +3 to any weapon's Spot DC

ARMOR Although many types of armor from the D20 Modern Rulebook may still exist, most people use the armor in the table above.

Armor now provides an Equipment Damage Reduction (basically a hardness for humans factor) in place of a Defense Bonus. This equipment DR only affects damage that would be applied to wound points and has no affect on vitality (unless the creature only gets vitality, in which

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case the immunity to critical hits the creature probably has goes away for purposes of being able to blow through armor). Natural Armor does not provide an equipment DR but rather calculates into Defense as normal.

CYBERWARE Mastercraft Cyberware, Known as Alphaware, exisits. Treat it like any other masterwork item (cost +3), but the benefit (of Alphaware) is that the essence cost goes down by 25% (multiply by ¾). Other Mastercraft Bonuses can also be applied to Cyberware. These stack with Alphaware (so you can buy +1 to attack spurs that are also Alphaware). To upgrade cyberware simply pay full price for the new upgraded item and subtract the difference in the 2 levels essence costs. You can only upgrade Cyberware with the same “type” of cyberware. If the character uses the attacks derived from Boosted Reflexes, Wired Reflexes, or a VCR for attack, the extra attack(s) take place at the highest attack bonus, but all attacks suffer a -2 penalty due to their reckless speed.

Headware Item / Cost / Essence / Description Chip Jack / 18 / 0.4 / A slot in your head you can insert KnowSofts and DataSofts into. Can only take 1 chip at a time but you may have more than one chip jack. Datajack / 18 / 0.4 / Allows input and output to certain pieces of cyberware and gear. Knowsoft Link / 18 / 0.2 / Accesses KnowSofts. KnowSofts are Knowledge skills on a chip. Become an instant expert in any subject. Also accesses LinguaSofts. These allow the user to speak another language. - KnowSoft Cost: 9 + rank - Linguasoft Cost: 15 Memory / 23+(MP/50) / Mp/500 / Data storage space inside your head. Rated in Megapulses (Mp), Purchased in groups of 50. Radio / 20 / 0.7 / Transmit or receive on any frequency. Must speak to transmit. Subvocal Mic / 17 / 0.2 / Allows someone with a headware radio or telephone to speak without having to talk out loud. Instead the user sub vocalizes. Telephone / 23 / 0.9 / A cellular telephone in your head. Communication is voice only without an Image Link. Can also receive faxes.

Bodyware Natural Armor Bonuses from Cyberware stack with each other, but not with any other Natural Armor Bonus. If the character uses the action(s) derived from Boosted Reflexes, Wired Reflexes, or a VCR for attack, the extra attack(s) suffer a -2 penalty due to their reckless speed. Bone Lacing Material / Bonus / Unarmed Damage* / Cost / Essence Plastic / +1 Natural Armor, +2 to Massive Damage Threshold/ 1d4/ 25 / 0.8 Aluminum / +2 Natural Armor, +3 Mas/ 1d6 / 29 / 2 Titanium / +3 Natural Armor, +5 Mas / 1d8 / 31 / 3.75 Bone Lacing is not upgradeable, you can only have 1 type. The armor bonus stacks with all other cyberware natural armor bonuses. The Unarmed Damage is Nonlethal, and does not stack with Brawl or Combat Martial Arts.

Boosted Reflexes Level / Dodge Bonus / Initiative Bonus / Reflex Save Bonus / Cost / Essence I / +1 / +1 / +1 / 27 / 0.8 II* / +2 / +2 / +2 / 31 / 2 III^ / +3 / +4 / +3 / 33 / 4.6 *Also gain 1 extra attack per full round action (as haste) or 6m to movement. ^ Adds 1 extra attack per full-attack or 12m to movement. Cyber Weapons Hand Razors: 1d6 damage, Crit 19-20, Simple Weapon. Cost: 25 Essence: 0.3 Spurs: Act as Forearm Snap Blades. Cost: 26 Essence: 0.5 Dermal Plating Level / Natural Armor / Cost / Essence 1 / +2 / 22 / 0.8 2 / +3 / 25/ 3 3 / +4 / 29/ 4.5 Fingertip Compartment Cost: 22 Essence: 0.2 The last joint of 1 finger is able to be unscrewed. Some use them to mount a monofilament whip. Filtration Systems Type / Cost / Essence / Effect Air / 27 / 0.4 / +4 to save v/s airborne poisons. Blood / 26 / 0.3 / +4 to save v/s injected poisons. Ingested Toxin / 26 / 0.3 / +4 to save v/s ingested poisons. Internal Airtank Cost: 25 Essence: 0.4 An airtank replaces part of a lung. 2 hour air supply. Muscle Replacement +2 STR per level, 4 lvl's max. Cost: 26 per lvl (purchase seperatly) Essence: 1.7 per lvl Reaction Enhancer +1 DEX per level, 6 lvl's max. Cost: 26 per lvl (purchase separately) Essence: 0.5 per lvl Smartlink +2 Attack Bonus w/ smartgun Cost: 21 Essence: 0.8 SkillWires Cost: 12 + 3(Max Rating) Essence: 0.4/max rating Accesses SkillSofts, which are skills or feats on a chip. Note that feats start at rating four, and are 2 skill ranks per extra feat. Also note that feats used on a skillwire are limited to combat-oriented feats, give you a flat out -1 to attack (due to it not being your body memory), and any character with the Exploit Weakness talent gets an additional +2 bonus against you when you are using a skillwire (due to predictability). Skillsofts Cost: 10 + 2(skill rank)

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SkillSofts are skills or Feats on a chip. SkillSofts are available for all skills (except Knowledge skills) and the following Feats: Weapon Proficiency (1 Weapon per chip, must take before other feats, even if proficient) grants user proficiency for 4 ranks and one feat per 2 ranks purchased after that, but only with that weapon (example, if Simon Ragingbull, a Street Samurai, wants to pick up some martial arts on chip, he could get Combat Martial Arts, Improved Combat Martial Arts, Defensive Martial Arts, and Power Attack, but it would cost him a wealth check DC 20 and he would need a Skillwire with a Max Rating of 10 (which costs 42). Brawl and Combat Martial Arts/Defensive Martial Arts count as proficiencies for this purpose, though weapon proficiency feats must be specified (no Personal Firearms Proficiency but rather Ares Predator Proficiency). Any feat that has a prerequisite must have the prerequisite on the wire as well, whether you have the feat or not. Because the SkillWire system takes over the body's function while in use, only the SkillSofts rating can be used for the skill, not the character's rank. Example: Ferret has a SkillSoft for Move Silently at rating 8. He personally has 4 ranks of Move Silently. His Dex bonus is +2. His total Move Silently bonus is +10, not +14. His own skill ranks don't count, only the SkillSoft's. Vehicle Control Rig Level / Vehicle Dodge Bonus / Vehicle Initiative Bonus / Cost / Essence I / +2 / +2 / 18 / 3 II* / +3 / +4 / 32 / 5 III^ / +4 / +6 / 38 / 8 * Extra attack during full attack action or extra non-movement move action while driving vehicle controlled through rig (note must be vehicle related) ^ An extra 2 attacks during full attack action or 2 extra non-movement move actions while driving that vehicle (must be vehicle related). Voice Modulation Item / Cost / Essence / Description Voice Modulator / 31 / 0.4 / This base cyberware allows the following items that change the characters voice to be used. -Increased Volume / 26 / - / Makes user into a human loudspeaker. -Playback / 28 /0.4 / Allows access to audio recordings through headware memory or a datajack and reproduces it through the mouth perfectly. -Secondary Pattern / 32 / - / Allows user to upload a vocal pattern (any voice recording will do) and reproduce it almost indistinguishably from the original. -Tonal Shift / 29 / - / Adds a +4 bonus to voice based perform checks, such as singing, due to the greater vocal range allowed by the cyberware. Wired Reflexes Level / Dodge Bonus / Initiative Bonus / Reflex Save Bonus / Cost / Essence I* / +2 / +2 / +1 / 32 / 3 II^ / +3 / +4 / +2 / 36 / 5 III*^ / +4 / +6 / +3 / 39 / 8 * Extra attack during full attack and 6m added to movement. ^ Extra attack during full attack and 12m added to movement. Cyber Limbs Item / Cost / Essence / Description

Cyberarm/leg / 33 / 1.6 / Cyber replacement for real arm or leg. Built in Device / varies / - / Smartlinks, Fingertip Compartments, Hand Razors, and Spurs can be added at regular price (as in you have to buy them separately) and no essence cost. Cyberguns-Must be mounted in a cyberarm. All cyberguns are installed smartlinked. Clips are inserted into a slot in the forearm. Shotgun shells are inserted singly into a magazine in the forearm. - Pistol / 23 / 0.4 / Stats as an Ares Predator. - SMG / 34 / 0.5 / Stats as an HK 227. Install gas vents for +5 the regular price. - Shotgun / 26 / 0.5 / Stats as a Defiance T-250. - Assault Rifle / 18 / 0.6 / Stats as an AK-97. Install gas vents for 4x the regular price. Gyromount / 28 / 0.4 / Counterweights spring from wrist to control recoil. +4 recoil comp. Hydraulic Jack / 34 / 0.15 / The heel of the cyberleg is a hydraulic ram that allows superhuman jumping ability. 1 ram allows +10 to jump checks, 2 rams (1 per leg) gives a +20. Make sure to use the cyberleg's STR score. Double the max height for 2 rams, only add half again for 1. STR (1-6pts) / 24+2/pt / - / Boosts STR of limb. STR (7-12pts) / 26+3/pt / 0.6 per pt / Boosts STR of limb and reinforces skeletal attachments. The base STR of a cyber limb is 12 for Humans and Elves, 13 for Dwarfs, 14 for Orcs, and 16 for Trolls. Each cyber limb adds +1 to Natural Armor. Unarmed damage from a cyber arm is 1d4 lethal, not nonlethal, damage. Cybereyes Item / Cost / Essence / Description Cyber Replacement / 23 / 0.4 / Replaces natural meat eyes. Camera / 23 / 0.7 / Allows a digital copy of any image to be taken. The picture can be stored in headware memory, downloaded through a datajack, or stored in a chip inserted into the eye itself (60 image capacity). Display Link / 18 / 0.2 / Displays text from headware memory or datajack in field of view. Flare Compensation / 20 / 0.2 / Instantly dampens bright light. +4 to save v/s blinding attacks; dm's discretion if applicable. Image Link / 20 / 0.4 / As Display Link, but allows display of images and video also. Low Light Vision / 22 / 0.4 / Equal to Elven Low Light Vision Opticam / 28 / 0.8 / A video recorder. Images can go to headware memory or outside source through a datajack. Protective Covers / 15/ - / Protects eyes against impact and particles. Retinal Clock / 15 / 0.2 / Projects accurate time/date stamp in field of vision. Can also be used as a stopwatch or for a countdown. Thermographic Vision / 22 / 0.4 / Equal to Darkvision Vision Magnification -Each level adds half again a weapon’s range increment (as per Scopes in the d20 Modern Rulebook). Each level also adds +2 to spot rolls. - Level 1 / 22 / 0.2 - Level 2 / 25 / 0.2 - Level 3 / 26 / 0.2 note: cybereyes may accept up to 0.3 in essence costs without subtracting from the character's essence total. Cyberears Item / Cost / Essence / Description Cyber Replacement / 23 / 0.5 / Replaces natural hearing apparatus.

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Dampener / 22 / 0.2 / Instantly protects from loud noises. +4 to save v/s sonic attacks. Hearing Amplification / 22 / 0.4 / Adds +20 to listen checks. Without a dampener take double damage from sonic attacks. Recorder / 7,000¥ / 0.5 / Allows sound to be recorded to headware memory, downloaded through a datajack to an outside source, or sent to communications headware, like a radio. Select Sound Filter / 20,000¥ / 0.4 / Allows user to filter certain sounds out to focus on a specific sound, like a conversation. note: cyberears may accept up to 0.5 in essence costs without subtracting from the character's essence total.

GENERAL EQUIPMENT

Computers and Consumer Electronics Memory is measured in Mega Pulses. Standard objects from D20 Modern Exist, these are just new ones (computer gear can be purchased for all computers, as in Modern). Telecom Combo computer, videophone, and TV, can perform standard Computer actions. The cost listed is for one with 1000 MP, Cost goes up +2 for each Upgrade of 500 MP.

Wrist Cellphone

- w/ flip up screen is DC 11 Micro-Transceiver A small high-tech radio. Subvocal Mic Allows subvocalization when using a radio. Vidlink Transmitter Links to a video camera and broadcasts the signal. Computers - Desktop DC for 1000 MP, +1 for every 1000MP above that. - Pocket Computer DC for 1000 MP, +1 for every 500MP - Wrist Computer DC for 500MP, +1 for every extra 200MP. Data Display Units Unit (w/ max memory capacity) Data Display Units accept on-line or chip input allowing them to function as a computer’s display screen, a trideo player, or a data reader. - Data Unit (1,000 Mp) Starts at 500MP, +1 for 100MP - Headset (500 Mp) Starts at 250MP, +1 for 250MP - HUD (200 Mp) Starts at 50MP, +1 for 50M

Table SR4-4: General Equipment Purchase Object Size Weight DC Restriction Computers and Consumer Electronics Telecom Large 15Kg 19+ - Micro-Transceiver Dim - 20 - Subvocal Mic Dim - 15 - Wrist Cellphone Dim - 10 - Vidlink Transmitter Small 0.5 23 - Hand Cellphone Dim - 8 - Earplug Phone Dim - 10 Computer Desktop Large 4 10+ - Pocket Small 1 23+ - Wrist Dim - 23+ - Data Display Units Data Unit Med 2 15 - Headset Small 1 18+ - HUD Tiny 0.5 20+ - Googles Low-Light Tiny 0.25 15 - Thermographic Tiny 0.25 17 - Both Tiny 0.3 19 - Surveillance Gear Bug Scanner Small 1 15 Res (+2) Dataline Scanner Small 1 14 Res (+2) Dataline Tap Tiny - 18 Res (+2) Jammer Large 5 18 Res (+2) Laser Microphone Small 1 19 Res (+2) Micro-Camcorder Tiny - 21 - Micro-Recorder Tiny - 18 - Shotgun Mic. Small 1 18 Lic (+1) Voice Identifier Large 5 20 - Voice Mask Tiny - 22 Res (+2) White Noise Generator

Small 1 19 Lic (+1)

Chem Sniffer Hand Held Small 1 26 -

Doorway Large - 28 - Containment manacles

Med 5 21 Res (+2)

Cyberware Scanner Hand Held Small 1 20 Lic (+1) Doorway Large - 23 Lic (+1) Headjammer Small 1 18 Res (+2) Identification Scanners

Thumbprint - - 12 - Palmprint - - 14 - Retinal - - 18 - Jackstopper Dim - 10 Lic (+1) MAD Hand Held Small 1 21 Lic (+1) Doorway Large - 23 Lic (+1) Maglock - - 12 - Professional Equipment Plasteel Cuffs Small 0.25 10 - Maglock Passkey Small 1 34 Res (+2) Sequencer Small 2 23 Res (+2) Survival Gear Grapple Gun Med 2.25 15 - Grapple Line - - 7 - Stealth Line - - 9 Res (+2) Catalyst Stick Dim - 10 Res (+2) Respirator Small 1 15 - Pressure Regulator Dim 0.5 13 - Vehicle Accessories Autopilot Standard Dim - 15 - Good Dim - 18 - Superior Dim - 21 - Remote Adaptation Large - 23 - Vehicle Adaptation Large - +2 - Remote Control Deck

Med 2 27 -

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Surveillance Gear Like always, this is just the new stuff. If no rules listed, and the skill associated does NOT require equipment, assume it provides a +2 Equipment bonus to whatever rolls would be associated. Treat Scanners as a Detect Magic Spell, but instead of spells it searched for it’s target item, and ranges are different Bug Scanner This device scans for bugs such as micro-recorders and camcorders and signal locators. Dataline Scanner This device scans a dataline for taps. Dataline Tap Spliced into a dataline, the tap will send a copy of any data to a distant receiver. Jammer This device jams radio and cellular communications. Laser Microphone Bounces a beam against a solid object like a windowpane and translates the vibrations into the sounds coming from the other side. Voice Identifier This system is designed to defeat voice masking devices by analyzing the masked voice and comparing it to possible voices. Voice Mask Changes the speakers voice so as to be unrecognizable. White Noise Generator Generates static that can defeat laser and shotgun microphones and cyberear hearing amplification. Note: For all countermeasures make opposed Security checks v/s the installer or user of the surveillance device. The winners device either works or is suppressed or is detected or not detected. Chem Sniffer Chem sniffers analyze molecules in the air in order to detect explosives. The sniffer has Sniff skill +10 and the following are DC's for various explosives: gun ammo 25, grenades 20, high explosive 15. Containment Manacles These wrist and ankle chains suppress the prisoners use of cyberguns, spurs, and hand razors. Trying to use spurs or razors does the weapons damage to the owner. Cyberware Scanner These scanners scan for cyberware. It has a Scan skill of +10. The DC to detect each piece of cyberware is 20 minus twice it's essence cost. Round all fractions up. Headjammer Straps to a person's head and automatically jams headware radio and phones. Trying to use the headware causes 1d6 Nonlethal Damage (as a crit). Identification Scanners These scanners usually prevent entry to a restricted area. They require Disable Device rolls to defeat. Can be

bought as Mastercraft and +2 Mastercraft (low quality is regular) - Thumbprint Low Quality: DC 20, Regular Quality: DC 25, High Quality: 30. - Palmprint Low Quality: DC 25, Regular Quality: DC 30, High Quality: 35. - Retinal Low Quality: DC 30, Regular Quality: DC 35, High Quality: 40. Jackstopper A plug that glues itself firmly in place when inserted into a Datajack or Chipjack. Requires a Surgery roll DC 10 and a solvent worth DC 3 to remove. MAD Magnetic Anomaly Detectors Detect hidden guns and weapons. They have a Detect skill of +10. The DC's for various weapons are: Hold Out Pistol: 27, Light Pistol: 24, Heavy Pistol: 21, SMG:18, Rifle, Shotgun, or Assault rifle: 15. Maglocks Maglocks are the standard in commercial and household security. They require a Maglock Passkey or Sequencer and a Security roll to bypass. Simple is the standard, rest are degrees of Masterwork. - Simple DC 20 - Average DC 25 - Good DC 30 - Amazing DC 40 Professional Equipment This is, of course, in addition to the gear in the D20 Modern book. Plasteel Restraints Hardness 10, Hit Points 15, Break DC 30 Maglock Passkey Allows bypassing of card-reading maglocks with a Disable Device roll. Sequencer Allows bypassing of keypad maglocks with a Disable Device roll. Survival Gear This is, of course, in addition to the gear in the D20 Modern book. Grapple Gun A crossbow-like device for shooting a grappling hook. Uses crossbow ranges. - Grapple Line /(100m) 2 WP per 100m - Stealth Line (100m) 3 WP per 100m / Dissolves to a fine dust when touched by a catalyst stick. - Catalyst Stick Dissolves stealth line. Respirator An oxygen bottle w/ facemask. - Pressure Regulator Allows the respirator to be used underwater. Vehicle Accessories These are what allow Riggers to be riggers. Autopilot

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Give vehicle simple instructions, and it does the driving for you. These use GPS and the autopilots of other vehicles. to avoid other cars on the road, required in all vehicles that want to pass inspection. If a stunt is needed, or a reflex save needed, the autopilot makes the roll. Standard is +2, good is +4, and superior is +6. The purchase DC is +2 for autopilots that use Pilot instead of Drive. Remote Adaptation

Allows use of remote deck, and with a vehicle adaptation thrown in, rigger controls (via a Datajack and a vehicle Control Rig). Remote Control Deck Control your vehicle from afar. Alows riggers to control vehicles remotely, controlling more than one requires a datajack and vehicle control rig (extra move actions apply to other vehicles).

Table SR4-5: VEHICLES

Name Crew Cargo Pass Init Mn Top Speed Def Hard WP Sz DC Restriction

Civilian Aircraft

Cessna C750 1 120 6 -4 -4 1360 (136) 6 5 34 G 36 Lic +1

Lear-Cessna Platinum I 2 250 10 -4 -4 1000

(100) 6 5 45 G 39 Lic +1

Civilian Rotorcraft Ares Dragon 2 2,000 24 -4 -4 640 (64) 6 5 36 G 40 Res +2 Federated Boeing Commuter 1 200 12 -4 -4 640 (64) 6 5 28 G 40 Lic +1

Hughes Airstar 2 200 4 -4 -4 520 (52) 6 7 32 G 41 Lic +1 Hughes WK-2 Stallion 2 200 10 -4 -4 500 (50) 6 5 32 G 38 Lic +1

Civilian Cars Chrysler-Nissan Jackrabbit (electric) 1 45 1 -1 -1 160 (16) 9 5 24 L 28 Lic +1

Chrysler-Nissan Jackrabbit (methane) 1 90 3 -1 -1 200 (20) 9 5 24 L 28 Lic +1

Chrysler-Nissan Patrol-1 1 35 3 -2 -2 260 (26) 8 6 26 H 32 Res +2

Eurocar Westwind 2000 1 45 3 -2 -1 420 (42) 8 5 32 H 34 Lic +1

Ford Americar 1 110 3 -2 -2 210 (21) 8 5 32 H 28 Lic +1 Mitsubishi Nightsky 1 110 3 -2 0 240 (24) 8 5 36 H 37 Lic +1 Mitsubishi Runabout 1 10 0 -1 -1 150 (15) 9 5 18 L 26 Lic +1 Toyota Elite 1 110 3 -2 -1 240 (24) 8 5 36 H 35 Lic +1 Civilian Motorcycles Dodge Scoot 1 15 0 +0 +0 120(12) 10 5 14 M 20 Lic +1 Harley Scorpion 1 60 1 -1 -1 300(30) 9 5 22 L 27 Lic +1 Yamaha Rapier 1 40 0 +0 +0 290(29) 10 5 18 M 26 Lic +1 Civilian Watercraft Aztech Nightrunner (motorboat) 1 20 1 -1 +1 150(15) 9 5 22 L 30 Lic +1

Chrysler-Nissan G12a (hovercraft) 2 6000 30 -4 -4 240(24) 6 5 36 G 31 Lic +1

Samuvani Chriscraft Otter (motorboat)

1 1500 5 -2 -2 90(9) 8 5 26 H 28 Lic +1

Sendanko Marlin (sailboat) 1 800 3 -2 -2 60(6) 8 5 24 H 27 Lic +1

Military Vehicles EFA Variant (fighter jet) 2 20 0 -4 -3 3800

(380) 6 5 32 G 47 Res (+2)

Northrup Wasp (combat helicopter) 1 5 0 -1 +0 470 (47) 9 5 20 L 36 Res (+2) GMC Banshee (T-Bird) 2 805 1 -2 -2 2000

(200) 8 10 50 H 49 Mil (+3) Ares Citymaster (Riot Control) 1 60 10 -2 -2 240(24) 8 8 46 H 39 Res (+2)

VEHICLES Shadowdowrun vehicles all have standard Autopilot unless otherwise noted. Adding a heavy weapon can be done to most vehicles (see descriptions), only vehicles that allow

vehicle weapons can have vehicle weapons mounted. They cost what they cost, and instillations adds +4. Cessna C750 A dual Prop Transport.

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Lear-Cessna Platinum I This privet jet is the airborne equivalent of the Mitsubishi Nightsky. Ares Dragon This is a dual-propeller craft that can be mounted with 2 vehicle weapons. Federated Boeing Commuter A personnel transport, commercial even. Hughes Airstar Built for speed an agility, it’s mainly a corporate craft. Hughes AWK-2 Stallion Can be armed with two vehicle weapons and two regular weapons, though is not usually purchased that way. Chrysler-Nissan Jackrabbit Two versions exist, one runs on electricity, the other methane. Chrysler-Nissan Patrol-1 Police versions are available with metal-window guards (grants occupants 9/10s cover) and wheel guards, at Res (+2). Eurocar Westwind 2000 A sports car with wheel covers that drop down when parked to protect the tires. Ford Americar Mid-sized sedan. Mitsubishi Nightsky Superior Autopilot and Vehicle Adaptation come standard, and so does a medkit and wetbar-this car is the limo of the well to do. Mitsubishi Runabout A box with 3 wheels, getting a Troll in one is impossible. Toyota Elite

A nice limo, Sperior Autopilot comes standard. Dodge Scoot Electric scooter. Harley Scorpion It’s a harley, ‘nuff said. You can add three weapons if you want. Yamaha Rapier Fast rice-rocket. Aztech Nightrunner Runs silent, at half-speed. Chrysler-Nissan G12a The listed cargo and capacity are mutually exclusive (one or the other, not both, decided at purchase). Samuvani Christcraft Otter Decent-sized motorboat. Sendanko Marlin No autopilot (sailboat). EFA Variant Has an autocannon in the nose and is pre-fitted with a Vehicle Adaptation, and has four places to mount missile launchers. Northup Wasp Comes standard with a Machine gun and a vehicle adaptation. GMC Banshee Two vigorous assault cannons, two ingram-valiant machine guns, and an autocannon make this surveillance vehicle deadly. Ares Citymaster This has two ingram valiant machine guns (usually with Gel rounds) and a turret mounted water cannon.

Table SR4-6: Vehicle Weapons Damage Range Rate of Purchase Weapon Damage Critical Type Increment Fire Magazine Size Wt DC Restriction Autocannon 6d12 20 Ballistic 60m Single 1 H - 18 Mil (+3) Missile-Launcher 10d8* - - 80m Single 1 L - 19 Mil (+3) Water Cannon 4d12 20 Nonlethal 20m Single Tank H - 28 Res (+2)

*See rules for LAW (page 102)

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Injury and Death The Wounds and Vitality system represent a different way to handle combat and injury in a d20 game. The up side of this system is that you have an effect for being injured with minimum fuss and extra rules, the down side is that there IS in fact some fuss and extra rules. Definitions Your Wound Points and Vitality Points represent how hard your character is to kill and injure. As with Hit Points, damage accumulates and eventually both point pools are 0 or less and you’re in trouble. In defining these concepts, it’s better to look at what a LOSS represents than what the points themselves represent, as shown below. Vitality Points Represent a mixture of toughness, quickness, training, and pure luck that allows you to turn a potentially fatal blow into something you can shrug off and continue doing, well, whatever it was you were doing when you got hit (this would usually be fighting). A loss of vitality points represents bruising, black eyes, bloody noses, minor gashes and lacerations, being grazed by gunfire, and basically any injury that will only have a short term effect on your ability to stay standing and avoid injury. Vitality points are calculated by your hit dice and your constitution bonus, just like Hit Points were. If converting a character over from one system or another, Hit Points exchange with Vitality Points directly. Not everyone has Vitality Points. Depending on your GM and campaign, Vitality Points may be dramatic (important NPCs have them, random cronies do not) or realistic (people with formal combat training or experience have them, regular everyday people do not), or a mixture of the two. No matter what your GM thinks on the matter, however, the PCs should always have Vitality Points. Wound Points These represent your characters overall health and physical condition. A loss of Wound Points represents broken ribs and other broken bones, gunshot wounds, major gashes and lacerations, and basically any injury that would conspire to ruin your day (or at least slow you down and be noticed the next day). Wound Points are calculated as your constitution score multiplied by a size modifier, as noted in the following chart. Table SR5-1: Wound Points by Size Creature Size Wound Points Colossal Con x 8 Gargantuan Con x 4 Huge Con x 2 Large Con Medium-size Con Small Con Tiny Con ÷ 2 Diminutive Con ÷ 4 Fine Con ÷ 8

Everyone with a constitution score has Wound Points. If the creature does not have a constitution score, it’s

either dead or has vitality (assuming it was alive to begin with). In the case of Undead both cases are true. At any rate, “creatures” without a Constitution score should be given Vitality Points (which are treated like hit points). Constructs have only wound points, like objects (and their hardness is treated like armor). Fatigue Points Are the Vitality of your mind. More often than not, your character will NOT need to worry about these, as they only come up if you’re magically active. These equal your max vitality points and only go down when you cast a spell, see Chapter Eight: Magic for more details. These cannot be healed by anything other than rest, and they act as your max vitality. Effects of Damage Practically all damage effects Vitality Points, unless you are tired (or untrained) or just plain unlucky. 0 Vitality Points When your Vitality Points have been reduced to zero, you can no longer avoid physical damage. Any additional damage you receive is applied to Wound Points. Critical Hits When a character scores a critical hit, it blows through one level of defense. The first layer it blows through is Vitality. If the target no longer has any vitality, a critical hit will then blow through equipment damage reduction. In any event, the damage (if it overcomes damage reduction) is applied to Wound Points. Critical damage multipliers are no converted into increased critical range by subtracting 2 from the multiple and adding the difference to the critical range (a battle axe, 20/x3, becomes 19-20). Saving Throws Any damage source that requires a save to avoid or halve the damage (such as falling, a grenade, a Fireball), applies its damage to Vitality Points as normal. However, if the target rolls a critical failure (i.e. a natural “1”) on his saving throw, the damage is applied to Wound Points. All other failures are applied to Vitality Points as usual. Loss of Wound Points (Fatigued) When a character loses wounds points, he becomes Fatigued, as per the rules on page 140 in the d20 Modern Rulebook, except that the fatigued state lasts as long as you have Wound Damage, not until you get 8 hours of rest. In addition, whenever the character suffers Wound point damage in a combat round, he must make a Fortitude save, the DC equaling the amount of Wound Damage suffered, or fall unconscious for 1d4+1 (as being knocked out). When your Wound Points reach 0 or lower, then: At 0 Wound Points, you’re disabled. At -1 to -9 Wound points, you’re dying. At -10 or lower, you’re dead. For more details on these states, see page 141 of the d20 Modern core rulebook.

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Massive Damage The Massive Damage rules on page 141 still apply. You’re Massive Damage threshold is still equal to your Constitution Score. When failing a Massive Damage save, it’s your Wounds that reduce to -1, not your Vitality (which reduce to zero, shock is tiring). Nonlethal Damage The Nonlethal Damage system has changed slightly due to Critical hits no longer having Damage Multiples. Now when you take Nonlethal Damage, you take vitality Damage as if it was from a normal (“lethal”) attack. When an attack dealing Nonlethal Damage would affect your Wound Points, however, you suffer no Wound Damage, but the Nonlethal Damage is still factored in your Fortitude save. Example, let’s say our unlucky rifle victim Alexandra Gorden were to not only make that fateful saving throw but also to escape her shooter and then immediately run into a thug. The thug connects with a right hook, dealing 6 points of Nonlethal Damage. From the example on page 141, we realize that Alexandra only had 3 Vitality left, which means 3 points of Nonlethal spill over into Wounds. She takes no Wound damage, but needs to make a Fortitude save, DC 3. If she were to fail it, then she’d be knocked out for 1d4+1 rounds. If you take Nonlethal Damage that equals or exceeds your Massive Damage Threshold, then you are Dazed for one round (but you don’t need to make a saving throw to avoid being knocked out). Healing and Recovery Recovery from 0 or less Wound points is handled the same as it was for Hit Points, see page 142 of the d20 Modern core rulebook. Healing, however, is a bit different. For general healing effects (such as first aid, spells, etc.), healing affects Wounds first, and then Vitality (unless the user of the spell, skill, or ability states otherwise)

Natural Healing and Vitality Vitality Points are healed at the rate of 1 per character level per hour of rest/light activity. For example, if a high school kid gets into a fight on your way to school and loses 7 Vitality, he would heal 6 of it back (assuming school is still 6 hours long and he’s 1st level). If he were 2nd level, then all would heal (he’d heal a total of 12). Anything that would increase your healing rate under the hit point system has the same increase for Vitality, but per hour not per day. Natural Healing and Wounds Your Wound points heal back at the rate of 1 per evening of rest. Any effect that heals hit points heals Wound Points as if you were a first level character. For example, a successful use of the Treat Injury skill on a healing character heals 3 points per night as opposed to 1 (or 3 times character level). Temporary Hit Points Are now temporary Vitality Points; otherwise, all information on page 142 of the d20 Modern core rulebook still applies. Increases in Constitution Score An increase to a characters constitution affects both his Vitality Points and his Wound Points. Use the rules on page 142. Class Talents and Feats Any class talent that adds to hit points now adds to Vitality. The feat Toughness, however, adds to Wound Points. It is not advisable to use the optional Toughness feats from Masters of the Wild. Any feat that multiplies damage (such as Improved Knockout Punch) has its multiple reduced by one, because of the new meaning of critical hits. All feats in this document have already been converted.

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CCllaasssseess Advanced classes from the d20 Modern Core Rulebook are all appropriate for the Shadowrun World. Any advanced class that has a mythical or mystical explanation, or any FX class, is not permitted in the Shadowrun campaign Model. The following are a number of advanced classes created for the Shadowrun universe, and are summarized along with the standard ones on the table below.

Basic Class New Advanced Class Strong Soldier, Martial Artist Fast Gunslinger, Infiltrator Tough Daredevil, Bodyguard Smart Field scientist, Techie,

Thaumaturgist* Dedicated Field Medic, Investigator, Talismaker* Charismatic Personality, Negotiator

Thaumaturgist A Thaumaturgist is someone who isn’t satisfied just casting spells, he needs to know how they work. Most Thuamaturgists are College educated, though some just learn by trial and error. Although Mages are commonly Thaumaturgists, many Shamans find themselves wielding meta-magic through their totems, particularly the more curious totems (such as Cat, Coyote, and Fox). However they learned it and however they cast, the Thaumaturgist is able to do amazing things with their spells. Select this advanced class if you want to give your character more versatility when spellcasting. This class offers a wide array of meta-magic abilities that allow you to make more effective use of your spells, for a price. The fastest Path to Thaumaturgist is from the Smart hero class, though other paths are possible. Requirements To Qualify to become a Thaumaturgist, a character must fufill the following criteria. Skills: Knowledge (arcane lore) 6 ranks and Spellcraft 6 ranks Feats: Hermetic Adept or Shamanic Adept Class Information The following information pertains to the Thaumaturgist advanced class. Hit Dice

The Thaumaturgist gains 1d6 Vitality points per level. The characters constitution modifier applies. Action Points 6 + ½ character level, rounded down, each time a character gains a level in this class. Class Skills The Thaumaturgist’s class skills are as follows: Computer Use (Int), Concentration (Con), Decipher Script (Int), Investigate (Int), Knowledge (arcane lore, art, current events, earth and life sciences, physical sciences, popular culture, technology) (Int), Profession (Wis), Read/Write Language (None), Speak Language (None), Spellcraft (Int). Skill Points: 9 + Int modifier Class Features The following features pertain to the Thaumaturgist advanced class. Heighten Spell A heightened spell has a higher spell level than normal (up to 9th level). Unlike other metamagic abilities, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs, Drain, and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to resist drain and cast as a spell of its effective level. Extend Spell An extended spell lasts twice as long as normal. Spells with a concentration, instantaneous, or permanent duration are not affected by this feat. An extended spell’s Drain is calculated as a spell one level higher than the spell’s actual level. Enlarge Spell An enlarged spell has its range doubled. Spells whose ranges are not defined by distance do not have their ranges increased. A spell whose area or effect is determined by its range has the dimensions of its area or effect increased proportionally. An enlarged spell’s Drain is calculated as a spell one level higher than the spell’s actual level.

Table SR6-1:The Thaumaturgist

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st +0 +0 +0 +2 Heighten Spell, Extend Spell +1 +0 2nd +1 +0 +0 +3 Enlarge Spell +1 +0 3rd +1 +1 +1 +3 Bonus Feat +2 +1 4th +2 +1 +1 +4 Empower Spell +2 +1 5th +2 +1 +1 +4 Still Spell +3 +1 6th +3 +2 +2 +5 Bonus Feat +3 +2 7th +3 +2 +2 +5 Silent Spell +4 +2 8th +4 +2 +2 +6 Maximize Spell +4 +2 9th +4 +3 +3 +6 Bonus Feat +5 +3

10th +5 +3 +3 +7 Quicken Spell +5 +3

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Bonus Feats At 3rd, 6th, and 9th level, the Thaumaturgist gets a bonus feat. The bonus feat must be selected from from the following list, and the Thurmaturgist must meet all the prerequisites of the feat to select it. Astral Projection, Attentive, Combat Casting, Combat Expertise, Educated, Nimble, Studious, ThD. Empower Spell All variable, numeric effects of an empowered spell are increased by one-half. An empowered spell deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, etc., as appropriate. Saving throws and opposed rolls (such as the one the character makes when the character casts dispel magic) are not affected. Spells without random variables are not affected. An empowered spell’s Drain is calculated as a spell two levels higher than the spell’s actual level. Still Spell A still spell can be cast with no somatic components. Spells without somatic components are not affected. A still spell spell’s Drain is calculated as a spell one level higher than the spell’s actual level. Silent Spell A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell’s Drain is calculated as a spell one level higher than the spell’s actual level. Maximize Spell All variable, numeric effects of a maximized spell are maximized. A maximized spell deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, etc., as appropriate. Spells without random variables are not affected. A maximized spell’s Drain is calculated as a spell three levels higher than the spell’s actual level. Quicken Spell Casting a quickened spell is a free action. The character can perform another action, even casting another spell, in the same round as the character casts a quickened spell. The character may only cast one quickened spell per round. A spell whose casting time is more than 1 full round cannot be quickened. A quickened spell’s Drain is calculated as a spell four levels higher than the spell’s actual level.

Talismaker Most wizards go to their local Talismonger to get their supplies, a Talismaker makes his own. He also can craft magical items, a rare commodity in the Shadowrun world. Thiis class draws members from either itradition, and

Shamans are just as common as hermetics, and may even outnumber them in this field. Select this class if you want your character to make magical items. The fastest Path to Talismakert is from the Dedicated hero class, though other paths are possible. Requirements To Qualify to become a Talismaker, a character must fufill the following criteria. Base Attack Bonus: +2 Skills: Craft (visual art) 6 ranks and Craft (writing) 6 ranks Feats: Hermetic Adept or Shamanic Adept Class Information The following information pertains to the Talismaker advanced class. Hit Dice The Talismaker gains 1d8 Vitality points per level. The characters constitution modifier applies. Action Points 6 + ½ character level, rounded down, each time a character gains a level in this class. Class Skills The Talismaker’s class skills are as follows: Concentration (Con), Craft (chemical, mechanical, structural, pharmaceutical, visual arts, writing), Knowledge (arcane lore, art, technology) (Int), Profession (Wis), Read/Write Language (None), Repair (Int), Speak Language (None), Spellcraft (Int). Skill Points: 7 + Int modifier Class Features The following features pertain to the Talismaker advanced class. Craft Supplies With a successful craft check, they knock the cost of all focuses, ritual supplies, etc. down by 5 by making them themselves. They may not make mastercraft unless they also have levels of techie to go with it. Scribe Scroll As the Scribe Scroll ability detailed on page 321 of the d20 Modern Core rulebook. Brew Potion Same as the ability found on page 321 of the d20 Modern core rulebook.

Table SR6-2:The Talismaker

Class Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

Defense Bonus

Reputation Bonus

1st +0 +0 +0 +2 Craft Supplies, Scribe Scrolls +1 +0 2nd +1 +0 +0 +3 Brew Potion, Scribe Tattoo +1 +0 3rd +1 +1 +1 +3 Bonus Feat +2 +1 4th +2 +1 +1 +4 Craft Wand +2 +1 5th +2 +1 +1 +4 Mastercraft +3 +1 6th +3 +2 +2 +5 Bonus Feat +3 +2 7th +3 +2 +2 +5 Craft Magical Arms +4 +2 8th +4 +2 +2 +6 Mastercraft +4 +2 9th +4 +3 +3 +6 Bonus Feat +5 +3

10th +5 +3 +3 +7 Craft Wonderous item +5 +3

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Scribe Tattoo Same as the ability found on page 322 of the d20 Modern core rulebook. In order to use a tattoo, the character must be magically active (he does not need to know how to read magic, nor does he need to be able to cast the spell) Bonus Feats At 3rd, 6th, and 9th level, the Talismaker gets a bonus feat. The bonus feat must be selected from the following list, and the Talismaker must meet all the prerequisites of the feat to select it. Astral Projection, Builder, Cautious, Creative, Educated, Gearhead, Studious. Craft Wand The Talismaker may now make a wand of any spell he knows that is 4th level or lower. When crafting a wand, he needs to be in his lodge or near his library, and needs to spend 1 day for a 0th or first level spell, 4 days for a 2nd level, 11 for a third and 21 for a 4th level wand. These do not need to be continuous. He also needs to provide the spell components as if he casted the spell 5o times, and loses any xp the spell would drain 50 times. The purchase DC of a wand is 20 + 4 times spell level, and it drains purchase DC times (1 + [caster level times spell level]) XP. To use a wand you need to know the spell in it (spell list = known spells). Mastercraft The Talismaker gains the Mastercraft ability of the Techie, but only for ritual materials, focuses, and weapons made of orichalcum. The Talismaker chooses the craft skill as per normal. He gains this ability again at 8th level. Craft Magical Arms The Talismaker can make a magical weapon out of a Mastercraft orichalcum weapon. The cost of the weapon is given in the table below, and the xp cost is the purchase DC times spell level (of highest level spell involved) times caster level. A flat plus bonus requires the caster to be level 3 times the plus bonus (and have that as caster level), and other abilities have their own level requirements. Please see the D&D Dungeon master’s Guide for more information. Note that only melee weapons may be made magical, and to use the benefit the wielder must be magically active. This means that a street samurai who picks up a flaming +1 katana may be able to over damage reduction with it, but does not gain the flaming or +1 bonus, while a Physical adept does. Note that the +bonus rating of special abilities matter, as you may not use more plus bonus than you have Magic.

Plus Bonus^

Craft Time

Purchase DC Modifier*

+1 2 days +10 +2 8 +15 +3 18 +20 +4 32 +25 +5 50 +30

^ special abilities are counted separately and the DC Modifiers are added (so a +1 special ability on a +1 sword is

+20. You may not have more than +10 for abilities and bonus. * Added to item’s original purchase DC. This does not include mastercraft item itself. Craft Wonderous Item Wonderous items are hard to put to formula, especially in d20 Modern. Use the items in the D&D Dungeon Master’s guide and D20 modern book as guidelines. The XP cost is Purchase DC times Caster level times Spell Level (highest level spell involved). To figure out the purchase DC of a D&D item, calculate the xp cost in D&D, divide by Caster level times Spell level, then round the cost up to the nearest whole number. Then calculate XP cost by the formula here 9it will end up being a little more expensive). Note that 0th level spells count as 1st level when multiplying. If the cost makes no sense, then make it up (keep dividing by 2, once the total is below fifty, add 2 for each time you divided, keep xp cost the same as before, as in throw the above out the window in these cases).

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&& FFOOEESS Shadowrun Creatures The Shadowrun Universe is very similar to and also different from the Urban Arcana universe. As a result some of the creatures are a bit different between the two. Basically, any Humanoid creature (such as a Bugbear, Ogre, or Goblin) is not an option, they’re existence is covered by Orcs and Trolls. Same can be said of most Monstrous Humanoids. Other creatures tend to exist, although Aberrations are few and far between, and Dragons come in three styles, Eastern, Western, and Feathered serpent (who, surprisingly enough, have feathers). Dragons are NOT differentiated by color, and each Dragon is unique. If you have access to a Dragon’s stats in D&D, you can change abilities and things are fine. Remember that spellcasting now works differently, and creatures with innate spellcasting or psionics (both are now innate magic) cast using the standard rules for spellcasters, but now all time limits are lifted.l If it’s a spell that can be used at will, then it has no Drain or fatigue cost; they still cast it at will. Spell Resistance is no longer applicable. Any creature with spell resistance gets a bonus of ½ their spell resistance to their Essence Rating. Magic Rating is still ten, though cyberware will not lower this until essence is again below 10. Challenge Ratings In general, when converting a creature to Wound Points, its challenge rating is unchanged when it has Vitality, is cut in half when it doesn’t.

Elementals To facilitate the need for Summoning Spells, here is a list of 8 new elementals. Also, after the list are mutations that can be added to them (for the purposes of summoning). Diminutive Air Elemental: CR: 1/3; Diminutive Elemental (Air) HD ½d8-2 VP/WP 1/1, Mas 6, DR -, Init +0, Spd: 40m fly(perfect) Defense 16, touch 14, flat-footed 16 (+4 Size, +2 Natural); BAB +0, Grap -14, Atk +4 Melee (1 slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort +0, Ref +2, Will +0, AP 0; Rep 0; Str 6, Dex 10, Con 6, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Air Mastery (airborn creatures suffer -1 penalty to attack and damage); Elemental Skills: Listen +3; Spot +3 Tiny Air Elemental: CR: ½; Tiny Elemental (Air) HD 1d8 VP/WP 4/4, Mas 8, DR -, Init +5 (+1 Dex, +4 feat), Spd: 40m fly(perfect) Defense 15, touch 13, flat-footed 14 (+2 Size, +1 Dex, +2 Natural); BAB +0, Grap -9, Atk +3 Melee (1d4-1 slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort +0, Ref +4, Will +0, AP 0; Rep 0; Str 8, Dex 13, Con 8, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Air Mastery (airborn creatures suffer -1 penalty to attack and damage); Elemental Skills: Listen +4; Spot +4 Feats: Improved Initiative, Weapon Finesse (slam)

Diminutive Earth Elemental: CR: 1/3; Diminutive Elemental (Earth) HD ½d8-1 VP/WP 2/2, Mas 9, DR -, Init -1, Spd: 8m Defense 16, touch 13, flat-footed 16 (+4 Size, -1 Dex, +3 Natural); BAB +0, Grap -11, Atk +5 Melee (2 slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort +1, Ref -1, Will +0, AP 0; Rep 0; Str 13, Dex 8, Con 9, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Earth Mastery (+1 to attack and damage if both it and its opponent are touching the ground); Elemental Skills: Listen +3; Spot +3 Tiny Earth Elemental: CR: ½; Tiny Elemental (Earth) HD 1d8 VP/WP 5/5, Mas 11, DR -, Init -1 (-1 Dex), Spd: 8m fly(perfect) Defense 16, touch 11, flat-footed 16 (+2 Size, -1 Dex, +5 Natural); BAB +0, Grap -6, Atk +3 Melee (1d4-1 slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort +2, Ref -1, Will +0, AP 0; Rep 0; Str 15, Dex 8, Con 11, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Earth Mastery (+1 to attack and damage if both it and its opponent are touching the ground); Elemental Skills: Listen +4; Spot +4 Feats: Power Attack Diminutive Fire Elemental: CR: 1/3; Diminutive Elemental (Fire) HD ½d8-2 VP/WP 1/1, Mas 6, DR -, Init -1 (-1 Dex), Spd: 20m Defense 15, touch 13, flat-footed 15 (+4 Size, -1 Dex, +2 Natural); BAB +0, Grap -14, Atk +2 Melee (1+1 fire slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort +0, Ref +0, Will +0, AP 0; Rep 0; Str 6, Dex 9, Con 6, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Fire Subtype; Elemental Skills: Listen +3; Spot +3 Tiny Fire Elemental: CR: ½; Tiny Elemental (Fire) HD 1d8-1 VP/WP 4/4, Mas 8, DR -, Init +4 (+4 feat), Spd: 20m Defense 14, touch 12, flat-footed 14 (+2 Size, +2 Natural); BAB +0, Grap -9, Atk +1 Melee (1d3-1 + 1d3 fire, slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort -1, Ref +2, Will +0, AP 0; Rep 0; Str 8, Dex 11, Con 8, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Fire Subtype, Burn (DC 8); Elemental Skills: Listen +4; Spot +4 Feats: Improved Initiative, Weapon Finesse (slam) Diminutive Water Elemental: CR: 1/3; Diminutive Elemental (Water) HD ½d8-1 VP/WP 2/2, Mas 9, DR -, Init -2 (-2 Dex), Spd: 8m, swim 36m Defense 15, touch 13, flat-footed 15 (+4 Size, -1 Dex, +2 Natural); BAB +0, Grap -12, Atk +4 Melee (1d3 slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort +1, Ref -2, Will +0, AP 0; Rep 0; Str 10, Dex 6, Con 9, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Water Subtype; Elemental Skills: Listen +3; Spot +3

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Tiny Water Elemental: CR: ½; Tiny Elemental (Fire) HD 1d8 VP/WP 5/5, Mas 11, DR -, Init -1 (-1 Dex), Spd: 8m, swim 36m Defense 15, touch 11, flat-footed 15 (+2 Size, -1 Dex, +4 Natural); BAB +0, Grap -7, Atk +3 Melee (1d4+1, slam); Face 5ft by 5ft Reach 5ft; AL Summoner; SV Fort -1, Ref +2, Will +0, AP 0; Rep 0; Str 12, Dex 8, Con 11, Int: 4, Wis 11, Cha: 11, Ess 10, Mag 0 Special Qualities: Water Subtype, Elemental Skills: Listen +4; Spot +4 Feats: Power Attack Mutations Elementals can now gain mutations. The summoner may summon an elemental as if he was casting a summoning one level lower, except he chooses a mutation for his elemental. The elemental has a CR equal to the original CR +1, or ½ if 1/3, 1 if ½. Air Mutations Astral: May switch between the Astral and Prime Material planes at will, as a Move action. Noxious Breath: Air elemental gains a breath weapon, a cone who’s length is 2m per hit dice, which forces a Fort save, DC 10+1/2 hit dice + Con Modifier, or victim falls unconscious for 1d4+1 rounds. This ability is useable once every other round. Psychokinesis: Creature gains either the Mage Hand or Telekinesis spell at will, and uses it at a caster level equal to it’s hit dice. The elemental must have 9 hit dice or more to gain Telekinesis, otherwise Mage Hand. Earth Mutations Astral: May switch between the Astral and Prime Material planes at will, as a Move action. Fire Mutations Astral: May switch between the Astral and Prime Material planes at will, as a Move action. Flame Projection: May breathe fire as a ranged touch attack, damage is its typical fire damage, range is 2m per hit dice. Water Mutations Astral: May switch between the Astral and Prime Material planes at will, as a Move action. Nature Spirits While Hermetics summon Elementals, Shamans summon Nature spirits. A Nature spirit uses the same physical stats of an elemental, but it’s powers are different, as determined by the types below. All spirits replace either (element) Mastery or (element) Subtype with the following: Accident: Whenever a being is in terrain governed by its spirit type, it can use accident on it. Accident is an ability that can be used once per round as a free action, and requires a reflex save, DC 10+½ Hit Dice + Spirits Dex Modifier. Failure indicated that the target has some sort of accident that causes it embarrassment, and also to be Dazed for one round. Also replace any other power with a power on the Power’s list. A second power can be added if you summon it with a mutation, following the mutation rules for elementals. Spirit Type Elemental Stats: The elemental it copies.

Powers: The powers that this spirit type is allowed. City Spirit Elemental Stats: Fire (replace fire damage with electricity damage) Powers: Alienation, Astral, Concealment, Confusion, Fear, Guard, Search Desert Spirit Elemental Stats: Air Powers: Astral, Concealment, Slow, Search. Field Spirit Elemental Stats: Earth Powers: Astral, Concealment, Crops, Guard, Search Forest Spirit Elemental Stats: Earth Powers: Astral, Concealment, Confusion, Fear Hearth Spirit Elemental Stats: Earth. Powers: Alienation, Astral, Concealment, Confusion, Guard, Search Lake Spirit Elemental Stats: Water. Powers: Astral, Fear, Slow, Search Mist Spirit Elemental Stats: Air Powers: Astral, Concealment, Confusion, Guard, Slow. Mountain Spirit Elemental Stats: Earth. Powers: Astral, Concealment, Guard, Slow, Search Prairie Spirit Elemental Stats: Air Powers: Alienation, Astral, Concealment, Guard, Slow, Search River Spirit Elemental Stats: Water. Powers: Astral, Concealment, Fear, Guard, Slow, Search Sea Spirit Elemental Stats: Water. Powers: Alienation, Astral, Concealment, Confusion, Fear, Guard, Slow, Search Storm Spirit Elemental Stats: Fire (replace fire damage with electricity damage) Powers: Astral, Concealment, Confusion, Electrical Projection, Fear Swamp Spirit Elemental Stats: Air Powers: Astral, Binding, Concealment, Confusion, Fear, Guard, Slow, Search Powers All Powers that require a saving throw have the DC set by 10 +½ the Spirit’s hit Dice + appropriate ability modifier. Most are used as an attack, unless otherwise noted.

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Alienation(Cha): If target fails a will save then he is unable to communicate with anyone and is considered invisible, inaudible, and otherwise just non-existant by all around him. This has a range of 2m per hit dice, and lasts for ½ the Spirit’s hit dice in hours. Victim gets a new save every time he does something that makes him obvious. Remember, if someone doesn’t think he exists, any attack made through his square may affect him. Astral: May switch between the Astral and Prime Material planes at will, as a Move action. Concealment: Grants one recipient ½ concealment and a hide bonus of +10. Also has 10 ranks of hide itself. Switching the recipient is a move action, and recipient must be in its terrain type. Confusion(Cha): Dazes the target for 1d4+1 rounds, range of 2m per hit dice. Crops: The spirit has a positive effect on the crops in the area, or a negative one. Either way, it either grants full harvest (all grow perfect) or it withers plants, in a radius around it equal to 10m per hit dice. Electricity Projection: May breathe fire as a ranged touch attack, damage is its typical electricity damage, range is 2m per hit dice. Fear: Spirit gains Frightful Presence feat. Guard: Choses a recipient as a move action. This recipient is immune to the accident ability, and gains a +2 circumstance bonus on Reflex saves. This ability is only useable on recipients within the spirit’s terrain type. Slow(Dex): If target fails a Reflex Save, is slowed (only a move or an attack, no full round actions) for 1d4+spirit’s hit dice rounds. Range on this ability is 2m per hit dice of the Spirit.

Search: Can find anyone or anything in it’s terrain type as if using a Locate Person or Locate Object spell as a Full-Round action. This causes drain to it as if it had cast the spell, and it can’t communicate the knowledge if it dies from the casting.

Ordinaries We now have two types of ordinaries, instead of just one. We have “Brute” Ordinaries and Henchmen Ordinaries (optional). Henchmen are calculated just as explained in the rulebook, and get the same Vitality as they would have had hit points, with the same Challenge Rating. “Brutes” (or just Ordinaries if you prefer) are identical to ordinaries from the book, but do NOT have Vitality. Their Challenge rating is half that of an ordinary with Vitality, with a level one “Brute” Ordinary having a CR of ¼.

Sample Stat Block Name: Gender Class Level; CR: #; Size Type; HD #d#; VP/WP #/#; Mas #; DR #/weapon-type; Init # (mods); Spd: #ft; Defense #, touch #, flat-footed # (mods); BAB #; Grap #; Atk # melee (damage/critical weapon) or # ranged (damage/critical weapon); Face 5ft by 5ft; Reach 5ft; AL x; SV Fort +#, Ref +#, Will +#; AP: #; Rep #; Str #, Dex #, Con #, Int #, Wis #, Cha #, Ess #, Mag #

Special Qualities: Occupation: Skills: Feats: Talents:

Cyberware: Possessions:

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Magical characters are an important part of the Shadowrun universe. Because of differences between the systems, magic is changed more heavily than anything else.

General Rules Spells function a bit differently. Below are the rules on Spell Drain, Spells, and Schools of magic. Spell Drain

Drain is now a will save vs. (20-Magic) + (1.5 x Spell Level, round down). The affects of a will save are in the chart below, in the format Success (Failure). When you cast a spell, roll your save, applying either the success or failure damage to your Vitality and Fatigue. So if a Hermetic mage, non-specialist, casts a 3rd level spell, he rolls a save DC 14, if he makes it, he subtracts 3 from vitality and fatigue, and if he fails, he subtracts 3d6.

Table SR8-1: Spell Drain

Spell Level DC* Full Mage

Specialty/Shaman Bonus

Normal/Sorcerer Specialist/Shamanic

Adept Sorcerer

0 10 0 (1) 0 (1) 1 (1d6) 1 11 1 (1d4) 1 (1d6) 2 (2d6) 2 13 1 (2d4) 2 (2d6) 3 (3d6) 3 14 2 (3d4) 3 (3d6) 4 (4d6) 4 16 3 (4d4) 4 (4d6) 5 (5d6) 5 17 4 (5d4) 5 (5d6) 6 (6d6) 6 19 5 (6d4) 6 (6d6) 7 (7d6) 7 20 6 (7d4) 7 (7d6) 8 (8d6) 8 22 7 (8d4) 8 (8d6) 9 (9d6) 9 23 8 (9d4) 9 (9d6) 10 (10d6)

*Assuming a Magic Score of 10 Spells This game uses spells from any and all D20 materials that are compatible with D20 Modern. Since Modern was based off of D&D, D&D spells are allowed and fully encouraged, within certain limits. Any spells that are specifically religious may not be appropriate, and any spells that raise the dead, resurrect, or reincarnate are definitely not. The GM should use judgment in what spells he does or does not allow, although most Mage/Wizard spells are appropriate. If a spell exists in both Modern and D&D, then the Modern version is the proper version (such as Haste, Enhance Ability, etc.). Ignore the original class that the spells come from, and note that a spell from 5 classes can be available 5 different ways. An example is Animate Dead, which can be either 3rd level (wizard) or 5th level (Cleric). Note that anyone can take it, but it acts as whichever level you took it as for purposes of Drain and Saving Throws. Spells, in order to learn them, have a monetary cost and a skill cost, as defined in the chart below. You may save skill points when advancing for the purpose of buying spells later. You may not cast a spell higher than your Character Level, your Magic Rating -1, or your Relevant Ability Score – 10. Learning Spells has the same Spellcraft DC as in Modern/D&D. Note that, if you have the proper lodge or library you can find them without a mentor (payment not necessary). A library or lodge grants access to any Nameless Spell (as in Magic Missile, not Tensor’s Floating Disk) of its level or lower and of its school. So a 9th level Lodge allows access to any spell, provided you have the skill points. A Library takes up it’s rating squared times 100 MP in digital form or in meters times 10 of shelf space. A lodge takes up floor space, rating times 2 times meters, and is routed to the spot it was created on (sets up an astral barrier there). Note it must be in an environment

that the totem accepts. See the section on Shamans for more information about totems. Table SR8-2: Spell Costs

Spell Skill Purchase Lodge Library Level Points DC Cost Cost

0 0.5 14 15 15 1 1 18 19 19 2 2 20 21 23 3 3 22 23 25 4 4 23 25 28 5 5 23 27 29 6 6 24 28 30 7 7 25 29 31 8 8 25 30 32 9 9 25 31 33

Spell Schools The schools are the same as in Modern and D&D, but with a twist. Each school now has an ability score associated with it. The saving throw for any spell cast is now Casters Magic Rating + Spell Level + School Ability Bonus. Abjuration (Con): Abjuration spells, do to their protective nature, are Constitution based. Conjuration (Cha): Force of personality allows the will to create, heal, summon, and even fold itself through the fabric of spacetime. Divination (Wis): These abilities are almost always associated with the wise. Enchantment (Cha): Force of personality also helps with the opinion of others. Evocation (Str): Creating something from nothing takes strength.

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Illusion (Dex): Tricks and slight of hand make dexterity the ruling ability of Illusion. Necromancy (Wis): The will must be strong to medle with the dead. This school is also rare in the Shadowrun universe. Transmutation (Int): Change and motion, physics. Intelligence. Universal: Universal spells use the caster’s default ability (Intelligence for Hermetics, Wisdom for Shamans). Spell Components Spells in d20 Modern and D&D tend to have spell components, visual, somatic, and material. Material Components are no longer needed (unless the spell wouldn’t function logically without it). The other types of component are still needed, however. Spell Focuses Any spell that requires a spell Focus is now handled a bit differently. Foe ever focused spell, there are three types of Focus; Specific, School, and General. A Specific Focus is the one listed, and works only for that spell. A School Focus is one that functions for any and all spells that require focuses in that school at the Focuses level or lower, these are objects that represent the school in general, they are usually small rods or inscribed jewelry for Hermetics and bags of related items (such as crystals and feathers) for Shamans. A General Focus is one that works for all spells of that level or lower which require a Focus. For Hermetics these are usually jeweled daggers inscribed with Greek writing, and for Shamans they are typically a set of rattles. Costs by level are on the following table. Table SR8-3: Focus and Lock Costs Spell Specific School General Ritual Level Focus Focus Focus Lock

0 6 8 10 10 1 7 9 11 12 2 8 10 12 14 3 9 11 13 16 4 10 12 14 18 5 11 13 15 20 6 12 14 16 22 7 13 15 17 24 8 14 16 18 26 9 15 17 19 28

Ritual Locks These magic devices allow you to forgo the maintenance drain from a ritual. Each lock is created for a specific spell, and can only be used for that spell. Once used in a ritual, it holds the spell for you. The target of the spell must be within range of the lock, or the lock fails. So if you wanted a spell lock for Mage Armor, then you must be wearing the lock. If a Ritual Lock is destroyed, the spell is destroyed with it.

Astral Plane In Shadowrun, the Astral Plane follows the rules for the Ethereal Plane of D&D. There are only two major differences. If you do not have access to the rules on the ethereal plane, then all you need to know is that the Astral in Shadowrun overlaps the Prime Material (i.e. earth), you can’t go too far out of Earth’s atmosphere, and there is no Gravity.

Astral Movement On the Astral Plane, you can move normally, but in three dimensions. You can also do a Fast Move, which is 6 times you magic rating in kilometers (about 500 spaces). Fast Moving provokes attacks of opportunity. Magic on the Astral Plane Spells function normally on the Astral Plane. However, all instances of magic on Earth have a representation on the Astral Plane, which acts as a construct with hit dice equal to the caster level of the spell or item. Attacking them results in them defending themselves, use the damage for a slam attack based on size and hit dice (as laid out in the d20 Modern rulebook for constructs). If the item happens to be a weapon, it does weapon damage. The defense of the item is 10+highest spell level involved +the bonus it grants (if applicable).

Hermetic Tradition Hermetic Mages have the choice to be Generalists (standard) or to Specialize in a school of Magic. The rules for specializing are outlined below. The relevant ability score for Hermetics is Intelligence. Adepts have the choice of being generalists (and cast at a higher drain rate) or to be Specialists. When a hermetic adept Specializes, he chooses one school of magic. This is the only school he can ever cast from. In all other respects he resembles the specialist full hermetic mage. Specialization The specialist casts their spells at a lower drain, but only their primary school. A Full Mage must select opposition schools, which he casts like a sorcerer (and acrews a -2 to drain checks on top of that), while a Sorcerer can ONLY cast from their specialty school. Abjuration To become an abjurer, a hermetic must select a prohibited school or schools from the following choices: (1) either Conjuration, Enchantment, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy. Conjuration To become a conjurer, a hermetic must select a prohibited school or schools from one of the following choices: (1) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation, or (4) any three schools. Divination To become a diviner, a hermetic must select any other single school as a prohibited school. Enchantment To become an enchanter, a hermetic must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Evocation, Illusion, or Transmutation; or (2) both Divination and Necromancy. Evocation To become an evoker, a hermetic must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; (3) Transmutation; or (4) any three schools.

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Illusion To become an illusionist, a hermetic must select a prohibited school or schools from the following choices: (1) either Abjuration, Conjuration, Enchantment, Evocation, or Transmutation; or (2) both Divination and Necromancy. Necromancy To become a necromancer, a hermetic must select any other single school as a prohibited school. Transmutation To become a transmuter, a hermetic must select a prohibited school or schools from one of the following choices: (1) Conjuration; (2) Evocation; (2) any two of the following three schools: Abjuration, Enchantment, and Illusion; or (4) any three schools.

Physical Adepts Physical adepts use their magic not for spells but for enhancing their physical abilities. At character creation, you spend your magic points (you keep them, but each one allows you to also buy a power) to buy abilities. Most powers have their uses depend on your levels. Half levels are always rounded down for this purpose. In the Power Descriptions below, the number in parenthesis is the Magic Point Cost. Advanced Reflexes (2) Prerequisite: Increased Reflexes You may stack the Bonus from Increased Reflexes with itself, for the cost of 2 uses (so 2 extra attacks or +24m, but takes 2 uses). Astral Perception (1) You may put ranks in the Astral Perception skill. Use of this skill is a move action. Combat Sense (2) Add your Wisdom Bonus + Dedicated Levels + ½ Martial Artist Levels to defense. Improved Ability (x) Gain x more ability score points to use on Physical Abilities (Str, Dex, Con) in the point buy (even if you rolled). Improved Physical Sense (2) Each time purchased, you get one of the following: Low-light vision, Thermographic vision, Improved hearing (+1 to listen), Improved smell (+2 to spot checks involving smell) Improved Skill (n) Adds a +n circumstance bonus to a skill. Allowed Skills are Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Swim, and Tumble. Improved Weapon Skill (3) This grants a +1 circumstance bonus to attack with a specified Martial Arts Weapon (like Kama, Nunchuku, Katana, etc.), like Weapon Focus, though it stacks with it. Increased Attacks (1) Pick an attack form/weapon (either unarmed or some sort of martial arts melee weapon). You get your extra attacks at -3 not -5 (so at BAB +4 you attack at +4/+1. See the Monk Unarmed chart in D&D if you prefer charts).

Increased Reaction (1) This ability grants a +1 circumstance bonus to Initiative. This ability may be purchased multiple times, its effects stack. Increased Reflexes (2) Haste for ½ Magic Score + Fast levels + ½ Magic Levels rounds per day, rounded down. You may only use one at a time (unless you have advanced). This may be purchased multiple times, the number of rounds stack. Killing Hands (3) This power grants one extra die to unarmed damage. So 1d3 nonlethal becomes 2d3 nonlethal (note that taking this and combat martial arts makes you punch as hard as a Walther PPK). Ki Strike (2) The Physical Adept’s hands counts as Magical Weapons for the purposes of overcoming Damage Reduction. Every time this is purchased, the “Phantom Bonus” of the Physical Adept goes up by +1. This bonus never actually gets applied; it’s only there to overcome Damage Reduction. Leap of the Clouds (2) Your height is no longer a limiting factor when you jump. Your skill roll is, though. Pain Resistance (1) You ignore fatigue damage when your wound points are above your Pain Threshold, which is calculated as Constitution Score – 2(number of times you Purchased Pain Resistance). Zen Archery (2) Prerequisite: Combat Sense, Zen Combat Zen Combat now also applies to Missile Attacks. Zen Combat (2) Prerequisite: Combat Sense Divide Your Wisdom Bonus + Dedicated Levels + ½ Martial Artist Levels between Defense and melee attacks.

Shamanic Tradition Shaman adepts cast as Specialist Hermetic Adepts, the school they get being decided by totem. If the totem has multiple listed schools, then pick one school. Full Shamans get a specialist school and a disadvantage from their totem as follows. All Shamans suffer the disadvantages of their totems, if applicable. Totem Environment: Favored Environment of Totem School: Specialty Disadvantage: Description (this assumes a full Shaman, adepts have the penalties but may only cast from their specialty school). Bear Environment: Forest School: Abjuration Disadvantage: When sustaining Wound Damage, rolls a Will save (20-magic + Damage sustained) or goes Berserk as Barbarian Rage, but must attack nearest living

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thing (friend or foe). Once a target is dropped, Rage ends (as per Barbarian Rage). Buffalo Environment: Plains School: Conjuration Disadvantage: Casts Enchantment and Illusion as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Cat Environment: Urban School: Illusion Disadvantage: -2 to save DCs, +2 to DC for Drain Checks, Spellcraft checks to see what someone else is casting, a general penalty of 2 to all spellcasting rolls if dirty or unkempt. In order to use an attack spell higher than second level must roll a will save DC 15 + Spell level or chooses a 2nd level or lower attack spell instead (so long as unwounded, once fatigued the playing around stops). Coyote Environment: any School: None or Choose one Disadvantage: If you choose a spell school, use page 54 in the PH to pick opposition schools (and see Buffalo, above). If not, none (note, adepts need to). Dog Environment: Urban School: Divination Disadvantage: Once an action is declared, must make a Will save, DC 20, to change his mind (example, shooting someone. If they die before the last attack, must save or pump corpse full of lead). Dolphin Environment: On or near sea. School: Divination Disadvantage: Casts Evocation Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Eagle Environment: Mountains School: Divination Disadvantage: Twice essence loss for cyberware. Fox Environment: Forest or Urban School: Transmutation Disadvantage: Casts Evocation Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Gator Environment: River, Swamp, or Urban School: Divination and Evocation Disadvantage: Casts Illusion Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Gator Shamans must also make a Will Save DC 20 to break off from a fight, chase, or other direct action. Lion Environment: Prairie School: Evocation Disadvantage: Casts Conjuration Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks).

Mouse Environment: Urban or Fields School: Divination and Conjuration Disadvantage: Casts Evocation and Necromancy Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Owl Environment: Anywhere School: All at Night (no bonus to learn) (adepts can pick any one). Disadvantage: Casts all spells during the day as a Sorcerer and gets -2 to save DC with them (and drain checks). Raccoon Environment: NOT the desert. School: Transmutation Disadvantage: Casts Evocation Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Rat Environment: Urban School: Divination and Illusion Disadvantage: Casts Evocation Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Raven Environment: Anywhere under open sky. School: Transmutation Disadvantage: Casts all Spells as a Sorcerer and gets -2 to save DC with them when not under an open sky (and -2 to drain). Shark Environment: On or near sea. School: Divination and Evocation Disadvantage: Casts Conjuration Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Also goes Berserk as the bear shaman, but if he already killed someone in that fight, may continue to attack the body of his last victim (and gets to reroll his save ever round he does so). Snake Environment: Any Land School: Divination, Illusion, and Conjuration. Disadvantage: Casts all Spells as a Sorcerer and gets -2 to save DC with them while in combat (also drain checks, surprise round is not considered combat). Vulture Environment: Desolate or Urban (poor sections) School: Necromancy Disadvantage: Casts Evocation Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Also receives a -2 to all skill checks/ability checks involving charisma and other people (not with monsters and the like). Wolf Environment: Forest, Prairie, or Mountain. School: Divination and Evocation

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Disadvantage: Casts Necromancy Spells as a Sorcerer and gets -2 to save DC with them (also-2 to drain checks). Also has bear’s Berserk Rage. Summoning Spells In D&D, summoning spells are influenced by what type of caster you are and your alignment. Now they’re influenced by your tradition and your favored terrain (if applicable). A Hermetic summons elementals, and many new ones have been constructed to fit the general scheme (and fill the levels). A Shaman summons Nature spirits, which also have been constructed to fit the scheme. See chapter 7 for details. Table SR8-4: Summoning Table

Summon Monster… Elemental/Spirit Summoned

I Diminutive II 1d3+1 Diminutive, Mutated Diminutive,

Tiny III 1d3+1 Tiny, Mutated Tiny, Small IV 1d3+1 Small, Mutated Small V Medium VI 1d3+1 Medium, Mutated Medium, Large VII 1d3+1 Large, Mutated Large, Huge VIII 1d3+1 Huge, Mutated Huge, Greater IX 1d3+1 Greater, Mutated Greater, Elder

Allergies Metahumans, being somewhat more mystical than humans in nature, may choose to take on Allergies to

make up for not being human. There are two types of Allergy, Damaging and Distracting. A Distracting Allergy is one that causes you discomfort when sharing the same 2m space as you; all actions taken with it near you suffer a -2 circumstance penalty, and you must make a Concentration check DC 15 each round of actual physical contact or you must spend your action putting distance between you and the object (for example, you attempt to remove the silver bullet that hit you as opposed to doing anything to hurt the shooter), if you fail this check you may not use spells. You may not take 10 or 20 on this check, and a one is an automatic failure. A Distracting allergy allows you to use the Skill Points per level as listed by the class (no more -1 skill point per level penalty). You also start with the standard number as opposed to 4 less. A Damaging Allergy is one that causes you to take double damage from that material or when within it. So if you have a Damaging allergy to silver, you take double damage from all attacks from silver weapons. If it was sunlight, then you take double damage when in sunlight (I weird cases like this it’s GM’s discretion). Contact with the damaging object that is not an attack inflicts 2 points of damage (fort save DC 15 for half), and also causes the distraction DC as Distracting Allergens. For something like sunlight, actual damage would need to be from direct contact (rare in Seattle). Taking a Damaging Allergy gives you access to the extra human feat at first level. You may take both allergies if you wish. If you do, the DC for distraction raises to 20.

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Hacking the matrix has been changed to be easier to GM and to act as if it were standard d20 rules. As such, most of what you do on the matrix is covered by Computer Use rolls; until you hack into a system. The actual systems are done in the style you may be familiar with, although now your deck replaces your stats and your programs your skills. Your Computer Use skill (after all modifiers) determines the maximum you can get from your programs. if you have 7 ranks of Computer Use and you have 3 programs, a +3, a +7, and a +11, then your rolls with them are +3, +7, and +7.

Cyberdecks Your Cyberdeck is the tool you use to hack the Matrix. It has the following statistics (all taken from Shadowrun). MPCP This determines your maximum persona rating (when converting from Shadowrun sources, multiply by 3 to get max rating, 9 to get points). Personae Programs These are your deck’s ability scores. After them is listed other parts of your Deck, either as far as d20 is concerned or as they translate. Please see a Shadowrun Book for actual Cyberdecks. These use your MPCP points, which are allocated in a one for one ratio. Bod (Bod) This is Cyber Constitution. Also becomes your “System Points” (or Wound Points) online, when you’re out of

them, your computer crashes, and overflow becomes system damage, which at the moment is at the whim of the GM (basically you need to repair or run a scandisk to get it working again). Evasion (Evn) This is the defensive part of your Deck, and as such it modifies your Cyber Defense. . Masking (Msk) This is the stealth part of your cyber dexterity. Sensor (Sen) Affects all utilities that would be used like a spot or search check. Other Statistics Defense: Is equal to 10 +Msk Bonus + Evn Bonus Hardening: Hardening is a general Damage Reduction that protects you from all cyber damage. Active Memory: Limits the amount of utilities up at once. Same as before. Storage Memory:How many programs your Deck can hold. Additional programs can be held in Telecoms, but you may not access these during a run. I/OP: information transferred per move action. Response Increase: Has the same effect as Wired Reflexes, only for your cyberdeck. When file transferring, 6m translates into half you I/OP speed, while 12m is your entire I/OP speed. Detection Factor: 5 + Sleaze + Masking Bonus = DC for being found. This is your signature on the Matrix.

Table SR 9-1: Cyberdecks

Cyberdeck MPCP MPCP Points Hardening Active

Memory Storage Memory

I/O Speed

Response Increase

Purchase DC

Allegeance Sigma 9 27 1 200 500 100 0 27 Sony CTY-360-D 15 45 3 300 600 200 1 33

Novatech Hyperdeck-6 18 54 4 500 1000 240 1 35 CMT Avatar 21 63 4 700 1400 300 1 37

Renraku Kraftwerk-8 24 72 4 1000 2000 360 2 39 Transys Highlander 27 81 4 1500 2500 400 2 40

Novatech Simcase-9 30 90 5 2000 2500 480 2 41 Fairlight Excalibur 36 108 6 3000 5000 600 3 43

Utilities These are your effective skills, and your attacks, while online. You may use all programs “untrained” unless otherwise noted (has Required written after as above). Using a utility untrained gets only the Personae modifier, and a +2 synergy bonus if you have 5 or more ranks in Computer Use (does not apply if you have the utility). Also note that Personae modifiers are added AFTER max from Computer use is determined. A degrading program looses a certain amount from it’s ranks when used. In order to restore it up to full, you need to reload the program. The amount is listed when applicable. An example would be using medic; if you have medic 10 and use it once, that 10 Medic is effectivle an 8 medic until reloaded. Multiplier: (Multiplier)(Utility Rating)(Utility Rating)/2 = memory used

OPERATIONAL Analyze (Sen) Multiplier: 3 Purchase DC: 13+ rating x 2 System Operation: Analyze or Locate IC This is your Search and Spot Skill versus IC. Browse (Sen) Multiplier: 1 Purchase DC: 10+ rating x 2 System Operation: Locate Access Nodes, Files, or Slaves Acts as a Search check for anything that isn’t an IC. Commlink (Sen) Multiplier: 1 Purchase DC: 10 + rating x 2 System Operation: Make or Tap Comm Call

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This allows you to use commlinks/telecommunications while online. It also can be used effect any and all communications on a system you’re hacking. Skill Check to make a phone call is 10, higher if you’re in a secure node, trying to mask your phone-number, etc. Deception (Msk) Multiplier: 2 Purchase DC: 12 + rating x 2 System Operation: Graceful Logoff, Log On A stealthy Log On or Log off, as a Hide or Move Silently check when logging on or off (and while staying) Decrypt (Sen) Multiplier: 1 Purchase DC: 10 + rating x 2 System Operation: Decrypt Access, File, or Slave. This is the Disable Device and Open Locks skill for your Deck, and deals with Nodes accordingly. Read/Write (Sen) Multiplier: 2 Purchase DC: 12 + rating x 2 System Operation: Download File, Edit Data, Upload Data. Allows downloads and the like. Need to make a check to start a download or an upload. Relocate (Msk) Multiplier: 2 Purchase DC: 12 + rating x 2 System Operation: Avoidance of Online Tracking You get to roll against the opposing IC or user’s track, success means the track attempt fails completely. Scanner (Sen) Multiplier: 3 Purchase DC: 13 + rating x 2 System Operation: Locate Decker This is your Search and Spot skill for finding other Deckers, either against their Deception Roll or their Detection Rating, whichever is better. Spoof (Sen) Multiplier: 3 Purchase DC: 13 + rating x 2 System Operation: Edit, Control, or Monitor Slave Just as it says. The slave itself will provide the difficulty.

SPECIAL Sleaze (None) Required Multiplier: 3 Purchase DC: 13 + rating x 2 Deals with Detection Rating as noted above. Track (Msk) Multiplier: 8 Purchase DC: 18 + rating x 2 A Successful attack forces the Target to make an Cloak roll, DC your Sensor Rating. Failure means you can begin tracking his Real Life location. Target’s Masking minus Half of Attackers Sensors determine how long it takes to find the Decker (in rounds).

OFFENSIVE Attack (Bod) Multiplier: By Damage 2 = 1d6 3 = 1d8 4 = 1d10 5 = 2d6 Purchase DC: 10 + multiplier + rating x 2 Target: Personas, IC Your attack utility is your general attack rating online. Note that this can be used without the utility, but the damage is 1d4. Other attack programs provide their own attack rating. You also get extra attacks if your attack utility is high enough, see the combat tables in the Core Book (or just subtract 5 and, if positive and nonzero, you get another attack then and repeat until 0 or negative). Black Hammer (Bod) Required Multiplier: 20 Purchase DC: 30 + rating x 2 Target: Decker This utility uses the Utility Rating as the attack rating, and delivers 1d6 Wound Damage per successful hit to the Decker (bypasses System). Killjoy (Bod) Required Multiplier: 10 Purchase DC: 20 + rating x 2 Target: Decker This utility uses the Utility Rating as the attack rating, and bypasses System delivering 1d8V Vitality Damage per successful hit to the Decker, forcing the Decker to make a Fortitude Save, DC 5+Utility Rating, to remain conscious. Slow (Bod) Required Multiplier: 4 Purchase DC: 14 + rating x 2 Target: IC This utility uses the utility rating as an attack rating. Successful hit indicates that the IC is disabled 2d4 rounds. This does not work against reactive IC.

DEFENSIVE Armor (Bod-see below) Required Multiplier: 3 Purchase DC: 13 + rating x 2 Your armor rating gives you (Armor)d6+(Bod Modifier) in Armor Points. Armor Points act as Cyber vitality. A critical hit bypasses these and either goes strait to System or to You, depending on the attack. A Deck with a 16 Bod and 4 in armor gets 4d6+12 Armor Points. Armor Points cannot be restored, but you can reload the armor program, causing a new roll. Cloak (Evn) Multiplier: 3 Purchase DC: 13 + rating x 2 This skill is used to evade Combat Maneuvers, such as Lock-On. Lock-On (Sen) Multiplier: 3 Purchase DC: 13 + rating x 2 This utility is a grapple attack. You may use another utility to do damage, or this one to inflict 1d4 (as per attacking without a utility). Opponent Opposes with Cloak, not Lock-On.

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Medic (Bod) Required Multiplier: 4 Purchase DC: 14 + rating x 2 This Program allows you to repair System Damage. The Utility roll and the system repair are listed below. Each time it is used, it degrades by 2. Table SR9-2: Repairing System With Medic

Medic System Points Result Restored

1-4 0 5-9 1

10-14 2 15-19 3 20-24 4 25-29 5 30-34 6 35+ 7

Cyber Combat Is handled like normal combat, though there are no movement rates. If you want to leave a node during combat, then you must make a Cloak check versus your opponent’s Sensors check. This is a full round action, and if you fail he may attack as per normal (with you still stuck in the node). There are no attacks of opportunity or ranges in cyber combat. You can hit anything in the node you’re in at any time, and in any order. Your initiative is determined based on your intelligence (as opposed to dexterity), your response increase, and whether or not you’re a turtle (+4 for using a datajack). Actions Using a program is an attack action. The Attack programs can be punched in multiple times if the program rating is high enough (use the attack tables in d20 modern, treat program rating as BAB). Uploading and Downloading are move actions, using the I/O rate (also response increase). Full Attacks, as usual, do not allow downloading (no move action).

Matrix Geography The matrix is full of nodes and the like, just as before. Finding the right system (set of nodes) is the same as finding data in d20 Modern, but after that the fun begins. Security Codes There are four codes, and each has a base difficulty. This is the DC for all checks that involve hacking that node (like the System Operations). Blue Blue are general access nodes. In order to hack them, the DC is 10 (should be easy). Any IC have 1d6 hit dice. Green Green are nodes that involve some type of payment or membership, and are DC 15. Any IC have 1d6 hit dice. Orange Orange are your general purpose secure nodes. The base DC for these guys is 25. IC in here have 2d6 hit dice.

Red If you want high security, red are for you. These things are a pain to hack. DC is 35, and the IC has 2d6+2 hit dice. Nodes The nodes themselves are varied, below you have the general types. Note that you always enter through a SAN, and there is only one CPU per system. All system operations are full round actions, unless otherwise noted. Central Processing Unit (CPU) Node Connections: Can connect to anything, though often are connected through a layer of SPUs. System Operations Cancel Alert: Cancels a passive alert (active alerts cannot be canceled). Change Node: Jump to any node in the system (acts as leaving through a dataline, but to any node in the system). Display Map: See GM map of system. Shutdown: Crashes system and dumps any decker in the system. Datastore (DS) Files are generally 2d6 x 10 MP in size. Node Connections: DS, SPU, CPU. System Operations Erase: Delete a file, uses I/OP speed. Edit: Open up and change a file. Need to “download”, change, then “upload”. The editing part is a full round action minimum, GM may set it higher. Downloading and uploading may be virtual (as in not in your actual memory). Read: Reads the file (counts as a download, but you don’t need the space if you don’t plan on keeping it). Transfer: Real uploading or downloading. I/O Ports (I/OP) Controls some graphical output device, like a screen or a printer. Node Connections:SPU, CPU. System Operations Display Message: As it sounds (action length is free for a sentence, full round for something complex).. Lockout: Nothing on it is connected to the computer. If a cyber terminal must defeat the terminal in combat first. Sub-Processing Unit (SPU) Node Connections: Can connect to anything. System Access Node (SAN) This is an entrance point. Node Connections: SPU, CPU. System Operations Lockout: SAN can not be used by any other decker to access the system. Slave Node (SN) SNs control some physics process or device, such as machinery, security cameras, etc. Node Connections: SPU, CPU. System Operations Control: Decker now in charge of the process/device. Readout: If the device relays information, Decker may view it without affecting operation.

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Alerts Passive alerts give all IC a +2 circumstance bonus to all programs. If a Passive alert is triggered while there is a passive alert already up, a Full Alert is triggered, which leads to a shutdown (this takes 2d6 rounds) or Deckers are sent to investigate.

Intrusion Countermeasures IC are an important part of Matrix relations. IC are stated like Constructs, and their program ratings are equal to their BAB (¾ hit dice). They use hit dice as system points, not their Bod rating (though Bod Bonus adds). Add half their hit dice to all of their persona programs. White IC These are security. They force identification for all Persona’s attempting to enter, leave, or enter/leave a particular dataline. If they ask and the roll fails, they start a passive alert, and ask again. Also act as triggers for Gray IC, or attack white IC (the ones that attack your system, not your deck). Access These white IC guard datalines. When a persona tries to go through, it uses it’s programs to detect it and verify it. Persona: Bod 8, Evn 8, Mask 8, Sen 14 Programs: Scanner Barrier These white IC guard datastores and other low-traffic areas. They act like walls, and Deception Programs don’t work (though they are affected by sleaze programs). Persona: Bod 14, Evn 8, Mask 8, Sen 14 Programs: Scanner Crippler This IC attempts to crash your Persona Programs, by inflicting 1d2 temporary Persona damage to them on a successful hit. There are four types, and each targets a different persona program: Acid (Bod), Binder (Evn), Marker (Msk), and Jammer (Sen) Persona: Bod 14, Evn 10, Mask 4, Sen, 12 Programs: Scanner, Attack (1d2 Temporary Persona) Killer This IC just tries to crash the Decker’s Deck, plain and simple. Persona: Bod 14, Evn 10, Mask 4, Sen, 12 Programs: Scanner, Attack (1d6) Scramble These white IC are placed on files, and if the IC notices you, it attempts to erase the file. It has an I/OP speed equal to 4 times its Hit Dice. Persona: Bod 10, Evn 8, Mask 8, Sen 14 Programs: Scanner Tar Baby This IC crashes upon attack, and takes the program that was used to crash it with it. Otherwise pretends to be White IC. Persona: Bod 0, Evn 0, Mask 4, Sen, 14 Programs: Scanner Gray IC These guys wait for white IC to trigger them, then burst into action. All of these IC are Mobile (if a decker

escapes, they roll Scanner versus the Decker’s Deception, success means they follow). Blaster Attempt to Burn MPCP chips in addition to attacking; if it wins, any extra damage is applied to your Deck’s master MPCP points (reduces Persona Programs by that much). Persona: Bod 14, Evn 10, Mask 4, Sen, 12 Programs: Scanner, Attack (1d6) Ripper This IC attempts to wreck your Persona Programs, by inflicting 1d2 Persona damage to them on a successful hit. There are four types, and each targets a different persona program: Acid (Bod), Binder (Evn), Marker (Msk), and Jammer (Sen) Persona: Bod 14, Evn 10, Mask 4, Sen, 12 Programs: Scanner, Attack (1d2 Persona) Tar Pit This IC crashes upon attack, and takes the program that was used to crash it with it, and all copies of it on your harddrive. Offline storage is obviously unaffected. Otherwise pretends to be White IC. Persona: Bod 0, Evn 0, Mask 4, Sen, 14 Programs: Scanner Trace This IC attempts to Track the Decker. Once the trace starts, it’s move to a place with better security. Often reports it after. Persona: Bod 8, Evn 14, Mask 8, Sen, 14 Programs: Scanner, Cloak, Track Trace and Dump Just like Trace, but on successful completion of the trace, inflicts damage on the Decker’s system every round (3d6 per round) Persona: Bod 8, Evn 14, Mask 8, Sen, 14 Programs: Scanner, Cloak, Track Trace and Burn Just like Trace, but on successful completion of the trace, inflicts damage on the Decker’s system every round (3d6 per round), and the overflow burns your MPCP like Blaster does. Persona: Bod 8, Evn 14, Mask 8, Sen, 14 Programs: Scanner, Cloak, Track Black IC These guys are NOT fun. They attack the decker, not the deck. Jacking out while facing one requires a will save, DC = 10 + ½ hit dice + Bod modifier. Failure indicates failure to jack out. Black IC Acts like a Killer grey IC, but uses Blackhammer. Very Nasty. Persona: Bod 14, Evn 10, Mask 8, Sen 14 Programs: Scanner, Blackhammer Killjoy Killjoy tries to knock the decker unconscious while tracing him. Persona: Bod 14, Evn 10, Mask 8, Sen 14 Programs: Scanner, Killjoy, Track