Clancy (PDF)




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Title: Clancy

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Clancy
Player: Dave
Metatype: Human; Male; Age: 25; Height: 1.75m; Weight: 78kg
Total Karma: 4; Current Karma: 4; Street Cred: 0; Notoriety: 0;
Public Awareness: 0

Attributes
. . . . . . . . . .. .. .. .. .. .. .. ..5.05
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Body. . . . . . . . . . . . . . .2. . . . . . Essence

. . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. ..3.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Agility . . . . . . . . . . . . .5. . . . . . Edge

. . . . . . . . . . . . . . . . . . . .5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Reaction . . . . . . . . . . 2. . . . . . .Resonance

. . . . . . . . .Initiative
. . . . . . . . . .. .. .. .. .. .7+1D6
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Strength . . . . . . . . 1/2

. . . . . . . . . .Limits
...............................................................
Willpower . . . . . . . . . 4. . . . . . . . . . . Inherent
. . . .Physical
. . . . . . .Limit
..............................................................
Logic . . . . . . . . . . . . . .5. . . . . . . . . . [3]
[7] Mental Limit

. . . . . . . . . . . [7]
. . . Social
. . . . . .Limit
................................................................
Intuition . . . . . . . . . . . 5

Charisma . . . . . . . . . . 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Active Skills
10
9
9
9
9
7
7
7
10
7
9

[L]
[7]
[M]
[M]
[M]
[M]
[7]
[A]
[L]
[4]
[M]

Knowledge Skills

Compiling 5 (Res)
Con 4 (Cha)
Cybercombat 4 (Log)
Electronic Warfare 4

10
10
10

9

N English
[7] Japanese 4
(Corp +2)

(Res)

Sneaking Activesoft 0 (2) (Agi)

Software 4

(Log)

Composure
Judge Intentions
Lifting & Carrying
Memory

Armor 8
Acid Protection 8
Cold Protection 8
Electricity Protection 8

Defenses

Toxin Resistances
Toxin

Contact
Ingestion
Inhalation
Injection

2
2
2
2

Damage Resistances
10
10
10
10

Stun Damage

Language Skills

Pistols Activesoft 0 (2) (Agi)

Registering 5

Physical Damage

(Log)

Hacking 4 (Log)
Hardware 2 (Log)
Negotiation 2 (Cha)

Attribute-Only Tests
9
10
4
9

[7] Corporate Culture 5 (Log)
[7] Local Fixers 5 (Int)
[7] Matrix Archetecture 5 (Log)

Disease

2
2
2
2

Ranged Defense (No Action): 7
Full Defense (-10 Interrupt, for the rest of the turn): +4
Melee Defense (No Action): 7
Full Defense (-10 Interrupt, for the rest of the turn): +4
Dodge (-5 Interrupt, vs. one melee attack): +4
[3]
Unarmed Strike Block (-5 Interrupt, vs. one melee attack):
+4 [3]
Sensor Defense (No Action): 7

10
10

Falling Protection 8
Fire Protection 8

Positive Qualities
Technomancer

Technomancers are metahumans with the mysterious (if not
mystical) ability to connect to and manipulate the Matrix
without the aid of technology. They not only have this
seemingly supernatural aptitude, but they have the ability to
Qualities
do things that noNegative
computer can do
or should be able to do.
Scientists and magical researchers haven't figured out what
Incompetent:
Close
Combat
Group
makes a technomancer tick, but they agree that it isn't
Positive Qualities
An Incompetent character possesses a total lack of
science or magic. As you'd suspect, this makes a lot of
knowledge or ability with a certain Active skill group - or,
people very nervous around technomancers. The fact that a
Blandness
perhaps worse, they have some vague knowledge or the
lot of people believe
Unsteady
Handsthat
(7it might
vs.be
2)fun for researchers to
This character blends into a crowd; he's seldom noticed and easily
skills contained in the group, but they have neither the
cutcharacter
open a technomancer's
brain tohas
seemild
howshakes
it works
tends
A
Hands
that
affect
forgotten. He is unremarkable in every aspect of physical appearance.
coordinationwith
nor Unsteady
the comprehension
to come
anywhere
close
to
make
technomancers
nervous
around
other
people,
the
dexterity
and
finesse
in
his
hands.
The
character
suffers
Anyone attempting to describe the character cannot come up with anything
to carrying it off properly. No matter how much effort they
especially
megacorporate
Matrix
engineers.
a
-2into
dicethis
pool
modifier
all
Agility-based
more precise than "average height, average build, average hair, etc."
put
area,
they for
simply
cannot grasptests
it - it when
would take
symptoms
manifest
The condition
could
a miracle for
them tothemselves.
somehow, someday
advance
tobe
the
Nothing
identified
Technomancers
live
in
a
world
filled
with
the
ebb
and flow
Validation
Report
(0
issues):
physiological
(an
untreated
genetic
disorder
or
damaged
Increase the threshold for anyone to recall specific details about the
level of "poor" in those skills.
of
data.
They
feel
datastreams
and
empathize
with
icons.
nerves,
fordownload
example),
caused by psychological trauma, or
character by 1. This means
Memory
Test
a difficulty
ofTrademarks
Average of LWD Technology,
Hero Laba and
the Hero
Lab with
logo are
Registered
Inc. Free
at http://www.wolflair.com
The
Matrix
istrademark
just part of
of
the
world
they
live
as natural
be symptomatic
age.
Certain
augmentations
or for
(threshold of 2) becomes
test (threshold
of 3). Inc. All rights reserved. Shadowrun iseven
Shadowruna©Hard
2005-2014
The Topps Company,
a registered
The
Topps
Company,
Inc.in, or
Incompetent
may notofbe
applied
to Language
Knowledge
them as walking
for mundane
folks. Even
technomancers
medications
can is
mask
these
symptoms
under
skills. The Incompetent
character
is treated
as normal
having skill
don't really knowUnder
how they
do
it - theysituations
just do it. in the course
circumstances.
more
stressful
Individuals attempting to shadow or physically locate a character with the
level of "unaware" for all
skills
in the skill group (see
the
of
the
run,
there
is
a
chance
the
Unsteady
Hands condition
Blandness quality in a populated setting receive a -2 dice pool modifier on
Skill Rating Table , p. 131).
With
their
intuitive
grasp
of
computers
and
the
Matrix,
almost
can
reappear.
The
character
an
Agility
+specific
Body
(4)
alltroll
tests
related
toperson
their
search.
The
same
penalty
applies
if searches.
they're
asking
around
The
the
other
away
appearance.
gamemaster
a
crowd
horns
situation
character
modifier
distinguishing
until
with
may
ofabout
where
humans
the
be.
does
may
In
acquires
the
distinctive
Blandness
The
certain
he
and
determine
not,
stands
character
features,
so
any
however,
circumstances
features
still
based
quality
out.
visible
that
stands
only
the
on
apply
still
Blandness
bonuses
are
tattoos,
regains
the
out,
towers
removed
and
to
individual's
no
magical
scars,
his
from
specific
matter
head
does
bonus
from
the
obvious
and
or
not
physical
situations,
how
Blandness
the
Matrix
by
apply.
shoulders
leaving
average
character's
cyberware,
appearance.
For
the
quality
the
example,
over
their
or
a
If
go
all
won't
technomancers.
creepy
(subverting
global
news
they
mercy
still
technomancy
around
technomancers
even
This
threats.
twist
lives
few
In
most
that
If
in
no
Gamemasters
irrelevant
Outdoors
(This
may
are
take
non-technomancer
requires
Incompetent
Test
successful
symptoms
the
and
run.
gear
the
which
some
technomancers
benefits
technomancer
difficulties
a
physically
of
skill
they
is
never
can
Incompetent
following
the
in
people
their
should
bounty
hire
outlets.
Matrix,
conspiracy
those
in
grants
not
and
peace.
the
cases,
Resonance;
group
the
Matrix
cases
track
remain
or
in
them,
talent
of
to
choose
test
world.
from
unnatural.
it,
aexploitative
character
are
go
take
may
on
this
say
especially
GOD
a
is
campaign
incapable
associated
a
they
deckers,
are
Very
for
means
where
to
a
bonus
hide
without
punishable
stressful
technomancers
though,
In
with
talented
the
condition
that
Success
for
be
in
abound.
The
their
which
free
menace
are
Incompetent
the
say)
cannot
can't
few
Sorcery,
gear.
their
granted.
purchased
programming,
and
the
all
a
They
is
end
or
wiz
the
public
to
own
and
saying,
ifwith
technomancer
are
in
of
based
because
they
Incompetent,
technomancers
track
character
requires
encounter
enough
reject
with
there
so
abilities
character
programmers.
actual
Test
be
Whenever
result
using.
(this
rises
by
ends.
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actually
so
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amakes
Conjuring,
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Characters
Incompetent
unsteady
technomancers
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they
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A
the
and
Most
some
for
technomancers
the
any
just
fatalities,
this
to
non-magician
(combat,
be
choices
give
hackers,
does
be
once.
in
world
something
use
A
avoid
the
identities,
such
in
Incompetent
shadowrunners.
is
inside
in
a
so
just
skill
is
required
hands
or
failed
territories,
are
little
the
Most
handful
involved.
may
case:
that
of
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character
suspicions
Enchanting;
in
just
want
group
as
that
harassment
abad
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for
a
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and
an
experience
as
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to
Incompetent:
skill
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example).
and
would
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for
goes
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to
or
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of
cheaply
only
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possess
that
the
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There
are
and
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that
and
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Matrix
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asA

Edge Pool

Living Persona

Gear (Cash: 1,255¥)

Device Rating : 5
Attack: 5, Data Processing: 5, Firewall: 4, Sleaze: 5
Matrix Initiative : 10
Matrix DR : 9 (8 vs. Black IC)
Fading Resistance: Resonance + Willpower = 9

Jammer, Area (4)
(10x) Jazz
Meta Link Commlink

Contacts
Bartender

Complex Forms
9

[L] Cleaner

Dur: P DV : 9

9

DV : 9
DV : 9

v

v

v

Connection: 3

DV : 9

v

Loyalty: 2

Street Doc

(Device)

Connection: 2

Loyalty: 3

(Device)

L
(Device)

L-1

[L] Transcendent Grid

Dur: I

Loyalty: 3

L+4

[L] Resonance Veil

Dur: S DV : 9

9

(Persona)
L+1

[L] Resonance Spike

Dur: I

9

v

[L] Puppeteer

Dur: I

9

Connection: 2

Fixer

(Self)

L-3

Identities
Identity: Specify Name
Fake SIN
Lifestyles: (1 month) Low Lifestyle
Licenses & SINs : Fake License: Augmentations (4), Fake SIN
(4)

Armor
Actioneer Business Clothes

8

Firearms & Heavy Weapons
Colt America L36

7P
7 [7]
5/15/30/50
Ammo Usage : 11 (c):
Semi-Auto (simple action): 7 , 7P Damage
Semi-Automatic (complex action): 7
vs. -2 Def, 7P Damage
Accessories : (5) Spare Clips
Regular Ammo : –, _____/55

Melee & Other Weapons
Unarmed Strike

2S

4

[3]

Reach: –

Matrix Devices
Meta Link Commlink
Device Rating : 1
Data Processing : 1, Firewall: 1
Matrix Initiative : 6
Matrix DR : 2
(5 vs. Black IC)

Cyberware

(Essence: 0.75)

Skilljack (Used) (3)

Essence: 0.38
Programs: Activesoft: Pistols (2), Activesoft: Sneaking (2)
Essence: 0.38
Skillwires (Used) (3)

Bioware

(Essence: 0.2)

Muscle Augmentation (1)

Essence: 0.2

Gear (Cash: 1,255¥)
Dropped to Ground
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

Positive Qualities
Blandness
This character blends into a crowd; he's seldom noticed and easily
forgotten. He is unremarkable in every aspect of physical
appearance. Anyone attempting to describe the character cannot
come up with anything more precise than "average height, average
build, average hair, etc."
Increase the threshold for anyone to recall specific details about the
character by 1. This means a Memory Test with a difficulty of
Average (threshold of 2) becomes a Hard test (threshold of 3).
Individuals attempting to shadow or physically locate a character
with the Blandness quality in a populated setting receive a -2 dice
pool modifier on all tests related to their search. The same penalty
applies if they're asking around about the person based on the
individual's physical appearance. The modifier does not, however,
apply to magical or Matrix searches. If the character acquires any
visible tattoos, scars, obvious cyberware, or other distinguishing
features, the bonuses from the Blandness quality go away until the
distinctive features are removed from the character's appearance. In
certain circumstances and specific situations, the gamemaster may
determine that Blandness does not apply. For example, a troll with
the Blandness quality still towers head and shoulders over a crowd
of humans and so still stands out, no matter how average their
horns may be. The character only regains his bonus by leaving the
situation where he stands out.

Technomancer
Technomancers are metahumans with the mysterious (if not
mystical) ability to connect to and manipulate the Matrix without the
aid of technology. They not only have this seemingly supernatural
aptitude, but they have the ability to do things that no computer can
do or should be able to do. Scientists and magical researchers
haven't figured out what makes a technomancer tick, but they agree
that it isn't science or magic. As you'd suspect, this makes a lot of
people very nervous around technomancers. The fact that a lot of
people believe that it might be fun for researchers to cut open a
technomancer's brain to see how it works tends to make
technomancers nervous around other people, especially
megacorporate Matrix engineers.
Technomancers live in a world filled with the ebb and flow of data.
They feel datastreams and empathize with icons. The Matrix is just
part of the world they live in, as natural for them as walking is for
mundane folks. Even technomancers don't really know how they do
it - they just do it.
With their intuitive grasp of computers and the Matrix, almost all
technomancers are wiz programmers. Most employers won't hire
them, though, because the world just doesn't trust technomancers.
In the public view, technomancers are creepy and unnatural. They
communicate through the Matrix ( subverting it, they say) with a
thought, so suspicions of a global conspiracy abound. Whenever
something goes wrong in the Matrix, especially if there are fatalities,
the specter of the technomancer menace rises again in the media
and news outlets. GOD can't track technomancers as cheaply as
they can track deckers, and so they give little leeway or mercy in
cases where a technomancer is involved. There is still a bounty on
technomancers in some territories, and technomancy is punishable
by death in a handful of places around the world. The end result of
this is that technomancers hide their abilities and identities, and
some even their talent with programming, to avoid harassment and
threats.
This is not to say that all technomancers are bad or out to twist the
Matrix to their own ends. Most just want to live their lives in peace.
Very few are actually hackers, and only a few of those are talented
enough to be shadowrunners.

Negative Qualities
Incompetent: Close Combat Group
An Incompetent character possesses a total lack of knowledge or
ability with a certain Active skill group - or, perhaps worse, they
have some vague knowledge or the skills contained in the group,
but they have neither the coordination nor the comprehension to
come anywhere close to carrying it off properly. No matter how
much effort they put into this area, they simply cannot grasp it - it
would take a miracle for them to somehow, someday advance to
the level of "poor" in those skills.
Incompetent may not be applied to Language or Knowledge skills.
The Incompetent character is treated as having skill level of
"unaware" for all skills in the skill group (see the
Skill Rating Table
Table, p. 131).
In some cases, a Success Test may be required for tasks most
people take for granted. Characters may not possess that skill
group for which they have the Incompetent quality. If gear grants a
bonus or requires the use of a specific skill in which the character
is Incompetent, the character gains no benefits from the gear.
Gamemasters are free to reject any choices that would prove
irrelevant or exploitative in actual play, such as Incompetent:
Outdoors in a campaign based entirely inside an arcology. (This
should go without saying, but just in case: Characters may never
choose Incompetent for any skill group that they are physically
incapable of using. A non-magician cannot take Incompetent in
Sorcery, Conjuring, or Enchanting; a non-technomancer cannot be
Incompetent in a skill that requires Resonance; and so on.)
Incompetent may be purchased only once.
Specific Notes for Shadowrun Missions Play : This quality can
only apply to a skill group that the character is likely to need and
use on a regular basis. Outdoors, Engineering, Cracking, and
Biotech are groups that should only be taken as incompetent if they
would directly be a skill your characters build would use, such as a
medic for Biotech, decker for Cracking, rigger for Engineering, etc.
This should be a skill that has an impact on your character and
your gameplay, not something easily ignored.

Unsteady Hands (7

vs. 2)

A character with Unsteady Hands has mild shakes that affect the
dexterity and finesse in his hands. The character suffers a -2 dice
pool modifier for all Agility-based tests when symptoms manifest
themselves. The condition could be physiological (an untreated
genetic disorder or damaged nerves, for example), caused by
psychological trauma, or even be symptomatic of age. Certain
augmentations or medications can mask these symptoms under
normal circumstances. Under more stressful situations in the course
of the run, there is a chance the Unsteady Hands condition can
reappear. The character makes an Agility + Body (4) Test following
a stressful encounter (combat, for example). A successful test
means the character does not experience the symptoms of this
condition (this time). A failed test causes the difficulties associated
with unsteady hands to re-emerge, and they remain with the
character for the remainder of the run.

Complex Forms
Cleaner
(Persona) Duration: Permanent DV : L+1
Illegal actions leave traces in the Matrix, but the Resonance can
erase a few of them. Make a Simple Software + Resonance [Level]
test. For each hit, reduce the target's Overwatch Score by 1.

Puppeteer
(Device) Duration: Instant DV : L+4
You push Resonance commands into a target, forcing it to perform
a Matrix action. Pick a target and a Matrix action for it to perform.
Make a Software + Resonance [Level] v. Willpower + Firewall test
with a threshold based on the type of action: 1 for a Free Action, 2
for Simple, and 3 for Complex. If you succeed, the target performs
that Matrix action as its next available action.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

Complex Forms
Resonance Spike
(Device) Duration: Instant DV : L
You send a spike of raw destructive Resonance into the target,
causing errors and mayhem. Make a Software + Resonance [Level]
v. Willpower + Firewall test. Your target takes 1 box of Matrix
damage per net hit, with no chance to resist.

Resonance Veil
(Device) Duration: Sustained DV : L-1
This complex form lets you make the target believe something has
happened in the Matrix. It's a convincing illusion if you can succeed
in a Software + Resonance [Level] v. Intuition + Data Processing
test. Even if the target has reason to believe what it's seeing is
fake, it needs to make a Matrix Perception Test with a threshold
equal to your net hits to see through the illusion.

Transcendent Grid
(Self) Duration: Instant DV : L-3
You broaden your connection to the Matrix and connect to all grids
at once. You take no penalty for acting across grids (because
you're on all of them), but neither do others targeting you. You also
don't take a penalty from the public grid. Make a Simple Software +
Resonance [Level] Test. The effect persists for one minute for every
hit you get. When you run out of hits, the complex form ends.

Contacts
Bartender
Connection Rating : 2
Loyalty Rating : 3
Uses : Information, additional contacts, back rooms for private meets
Places to Meet : Any bar/nightclub
Similar Contacts : Bar/nightclub owner, bouncer, waitress, stripper
Bartenders serve drinks. They also serve as counselor and crying
shoulder to nearly everyone who comes into their joint. They see and
hear just about everything, which is why it's so very important to
make his acquaintance and make his tip jar a little heavier.
Bartenders know everyone, so they'll be able to let you know who
hasn't been in for a while, whose kid has run away from home this
time, whose wife is screwing some other guy - just about anything you
might need to know. He can also connect you to the local rumor mill,
and he might have something juicy that one of his clients let slip in a
haze of gin and tonic. He can guide newbies to suppliers of a variety
of goods and services. It'll all cost you, of course - sometimes straightup cred, sometimes a round for the house to keep the good will
flowing.
He's known for his discretion, however. He won't just spill to anyone
without a really good reason. Like we said, it'll cost you but it's usually
worth it to keep him (and sometimes his other customers) happy.

Contacts
Fixer
Connection Rating : 3
Loyalty Rating : 2
Uses : Jobs and cred, information, gear, additional contacts
Places to Meet : Local bars or clubs, coffee shops, street corners
where surveillance is next to impossible
Similar Contacts : Fence, loan shark, Mr. Johnson
If you know nobody else, make the acquaintance of a fixer. They are
the center of the shadowrunning universe, and they know everyone
you might need to know. Find one, get on his good side, and you'll
have a shot at prospering in the shadows. He can get you anything
you need ... for a price. After all, nothing's free in the shadows.
Fixers are only as good as their connections, which they go to great
lengths to cultivate. They're a one-man combination of employment
agency, procurement firm, and fence. They make their living on whom
and what they know, and by how well they can make deals between
interested parties looking to buy or sell goods and services. A
shadowrunner has something hot that he needs to unload pronto? The
fixer's the man he needs to see. Mr. Johnson needs a team to extract
someone from a competitor's compound? The fixer's the man who sets
up the meeting. A team needs a specialist to pull off a tricky run? You
guessed it; the fixer knows who to call.
These kinds of services don't come cheap, however. A fixer takes a
percentage from every transaction, and the better he is, the bigger
that cut is going to be. Once you've found a quality fixer, stay on his
good side. You might get a discount if he likes you, and even better,
you might get another job without having to relocate to another city
and start all over again.

Street Doc
Connection Rating : 2
Loyalty Rating : 3
Uses : Medical care, information, additional contacts, gear (drugs)
Places to Meet : Local clinic, body shop
Similar Contacts : EMT, Ambulance driver, street mage/shaman
Traditional medical treatment, for a shadowrunner, is not always a
convenient choice. There's a great deal of paperwork, after all. It's
times like this when knowing a street doc can be the difference
between breathing for another day and becoming ghoul chow.
Street docs operate out of local clinics and body-mod shops, and they
don't ask a lot of questions. They have comparatively reasonable
rates. They might not have an actual medical degree. Street docs are,
often as not, med-school dropouts, nurses, or former combat medics.
Beggars can't be choosers in the shadows, though, and if you're
bleeding profusely and legitimate medical care is out of the question,
your choice is pretty clear.
Not only will they put you back together, but many street docs will
also rebuild you. Many of them have cyberware installation as one of
their income streams. It's often used ware, salvaged from runners who
didn't make it, but it's usually a pretty good deal in terms of price.
Keep your street doc happy. He'll cut you a better deal, you'll get
treated better, and he'll be a lot less likely to kill you on the table and
sell your parts to organleggers and other shadowrunners.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

Cyberware
Skilljack (Used) (3)
This headware interprets knowsofts and linguasofts for your brain
so you can use them as though they were your own. It can also run
activesofts, but they only act as Knowledge Skills unless you have
skillwires (p. 455). The total of all skills running on a skilljack cannot
exceed its Rating x 2, and the maximum Rating for a skill is the
skilljack's Rating. Starting skills from storage and stopping skills is a
Free Action. You can't use Edge with skills you have through a
skilljack. If you have more than one skilljack, only one of them can
operate at a time.
Note: The restriction on multiple skilljacks has been implemented by
only using the rating of the highest-rated one and ignoring the rest.
Wireless: The extra boost from the Matrix increases the total Rating
limit to the skilljack's Rating x 3.

Skillwires (Used) (3)
Skillwires are a system of neuromuscular controllers that overlie the
body's natural nervous system; they are capable of aiding or
completely overriding muscular movement, controlled by the "muscle
memory" played through a skilljack (p. 452). This system allows you
to use activesofts with a rating up to your skillwire's rating, but only
if that activesoft is running on your implanted skilljack. Skillwires are
incompatible with reflex recorder bioware.
Wireless: With the skillwire's memory cache expanded, all the skills
you use with it receive +1 to the relevant inherent Limit (Physical,
Mental, or Social).

Equipment
Colt America L36
A venerable pistol with a great reputation. This basic firearm is
cheap, easily concealed, and nearly ubiquitous. A perfect throwaway
weapon.
Wireless: The weapon displays an ARO that tells you ammo levels
and ammo type loaded. If you have a DNI, you get two additional
benefits. First, ejecting a clip (for weapons that have them) is a
Free Action rather than a Simple Action. Second, changing fire
modes (on models that have more than one) is a Free Action
rather than a Simple Action.

Jammer, Area (4)
This device floods the airwaves with electromagnetic jamming
signals to block out wireless and radio communication. The jammer
generates noise equal to its Device Rating. The area jammer affects
a spherical area - its rating is reduced by 1 for every 5 meters from
the center (similar to the blast rules for grenades). The directional
jammer affects a conical area with a 30-degree spread - its rating is
reduced by 1 for every 20 meters from the center. The jammer only
affects devices (and personas on those devices) that are within the
jamming area, but it affects all of them. Walls and other obstacles
may prevent the jamming signal from spreading or reduce its effect
(gamemaster's discretion).

Equipment
Living Persona
Technomancers have a living persona they use in the Matrix. Your
living persona's icon can be pretty much anything you like, following
the rules for persona icons.
You can change your icon with the Change Icon action, like normal
persona users. Since your living persona is just a persona, not a
device, you don't have any onboard storage; this is easy enough to
deal with because you can store files in nearby devices.
Your living persona's Device Rating is equal to your Resonance.
Your Matrix attributes are calculated from your Mental attributes as
listed on the Living Persona table. You cannot reconfigure your
living persona or run programs, as those are abilities unique to
commlinks and cyberdecks. You are not a device, so you cannot be
a slave or master, nor can you be part of a PAN or WAN.
As a technomancer, you can only use AR and hot-sim VR (the only
way you can use cold-sim VR is by using a cyberdeck or commlink
- ew). Since you're in hot-sim naturally, you may add your
Resonance to your dice pool for all Addiction Tests for using hotsim. You use your Mental and Matrix attributes when calculating
your Initiative, and your Initiative Dice use the normal rules for AR
or hot-sim VR use. Since you're so intimately connected to the
Matrix, you get a +2 dice pool bonus to all Matrix Perception Tests.
You don't have a separate Matrix Condition Monitor.
Instead, any boxes of Matrix damage you would take hit you directly
as Stun damage.
Wireless: Your living persona is connected to the matrix

Meta Link Commlink
Commlinks are universal communication devices; they're used by
everyone all the time. Commlinks are essentially the digital Swiss
army knives of the modern world. Even the most basic of them
includes AR Matrix browsing capability, multiple telephone and radio
modes of real-time talk and text, music players, micro tridprojectors, touchscreen displays, built in high-resolution digital video
and still image cameras, image/text and RFID tag scanners, built-in
GPS guidance systems, chip players, credstick readers, retractable
earbuds, voice-access dialing, text-to-speech and speech-to-text
technologies, and a shock and water resistant case. And all of this
at an inexpensive price that a few decades ago would have
seemed absurd.
Wireless: Your commlink is connected to the matrix

Wireless: You can set your jammer to not interfere with devices and
personas you designate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.






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