Showing posts with label strategy. Show all posts
Showing posts with label strategy. Show all posts

Thursday, January 6, 2011

How to avoid being Traced

Well all the deckers out there, beware- for here is advise on how to avoid being traced by a decker!


First of all, you need to get rid of your cell phone, your comp, your car, and any equipment that might have a GPS attached, including anything that sends or recieves signals. You can carry a CB radio, but you may never transmit over it.

Next, you must never go outside (at least if you do you must always be in disguise). There are cameras everywhere and they can trace you from there.

Next, pay cash for everything, never buy anything expensive, and ditch your cred sticks, bank accounts, and lifestyles. Be a squatter.

This should destroy "direct" tracing. Next you need to worry about indirect tracing. (This is the NUMB3RS style tracing where they see where and when you were places and they figure out based on that where you most likely live or operate out of). So you must never go anywhere and do anything where you can be traced. If you must travel, travel on foot or in the back seat of friends' cars. (And mind wipe the friends!).

And NEVER meet with Johnsons!

For extra points, live in the woods and hunt your food.

If you follow these simple steps, you can never be traced, nor will you ever interact in any shadowrun missions.

Magic and the Mundane

Magic costs 18-30 build points (or less with one of my alternates.) That 30 build points could be used for 30 skill points, 15 attribute points, edges, etc. However, it soon becomes apparant during the course of the campaign that the mage trumps the mundane in every way.

Karma:
Yes, mages must spend a lot of karma initiating, learning spells, and bonding to foci. This may seem to give them a disadvantage. But remember that the quickening metamagic technique makes mages the cheapest characters to level up.

A mage basically pays 2 karma points per ability score increase. (1 to learn the spell, 1 to quicken it). They can go from 6 willpower to 12 willpower for 12 karma. Your standard human character (who cannot gain 12 willpower at all) must pay seperately for each stat increase a point at a time.

Because a mage can have higher stats cheaper, he can also have higher skills cheaper. Using a max skill rating of 12, a mage can ensure that any given stat is at least 12, causing him to pay a cheaper cost to raise a skill than a mundane would. This easily makes up for the karma costs.

Skills:
While a mage does spend a lot of karma initiating, he also finds that he needs less skills. (Sorcery and or Conjuration usually do it). A mage can lose stealth and cast invisibility. He can lose weapon skills and cast combat spels. He can forget vehicle skills and fly. And since the spell is far less expensive than the skill, the mage wins out against the mundane here also.

An adept can gain bonus dice to any skill via his powers, then also take the skill ranks. Checkmate, mundane!

Money:
Spells and foci are expensive. But then, while a mage is boosting his own willpower, he might as well sell the service to other party members and boost their stats as well. This can easily make up cost differences.

Cyberware:
While a mage is usually looked at as "non-cybered", a mage can easily take cyberware and take gaesa (which can be dropped during initiation if the wish). Some gaesa might be hardly noticable, allowing for a mage to have almost as much cyberware as someone else without trouble.

Bioware:
Finally, something that helps the mundane! There is no real way for a mage to get over his bio index except by increasing his magic (which still leaves him at a net loss). Of course, there's very little bioware can do that magic can't suppliment- the mnemonic enhancer comes to mind. Other than that... well, what bioware does the mage really need anyway?

Utility:
The ability to astrally percieve, assense, project, summon, spellcast, astrally track, use metamagic (such as divining and psychometry), banish and dispel magic and use spell defense dice are exclusive to mages. What's more, some spirits are immune to natural weapons. This means that in many cases it takes a mage to defeat a mage.

Equipment:
A mage need not carry guns (having attack spells), and might still have use of B&E equipment (which he can physically mask as something else), so a mage has no trouble walking past a security detail. (He might even look like their boss!). The mundane trying to pull his sniper rifle and 100 kilos of C12 however...

Rigging/Decking:
Well, a mage can use cyberware and can take skills. There's really nothing stopping the mage from being a decker or a rigger. Sure they load up on gaesa or something, but they can still do it with minimal problems.

Drugs:
Okay, you got me. Mages who abuse drugs must check for magic loss. (A check that becomes near impossible to fail at higher magic ratings) Of course, magic loss can also be offset by gaesa. What drugs are useful again? The stim patch? Totally not better than the healing spells.

Race:
While some races (elves, gnomes, dwarves) might seem better suited to mages due to their willpower or charisma bonuses, and some (trolls, orks) might seem ill suited, it really doesn't matter. They can boost up their stats very quickly, and still benefit from all their racial stuff. The charisma penalty means very little, and the willpower penalty doesn't really hurt them.

Astral Perception:
Oh yeah, only astrally percieving creatures risk being possessed or attacked on the astral plane! Good thing mages can just turn it off.

Defensive:
Who else can attack just fine using a mirror, or through an invisible wall? Not gunners! Who can counter ruthenium with well placed illusion spells? Who else can go unseen by cameras and ultrasound detectors?

Secrets:
What's more likely to work- the intimidation check or the mind reading? You can even read thoughts he's not aware he has! And detect spells? Come on!

So what's the benefit in playing a non caster? A few more skill ranks to start out with. That's pretty much it. The ability to take bioware without fear perhaps. That's why my campaigns tend to have special anti-magic security measures, to tip the scales back to balanced. Maybe you don't play your character to be powerful... but you probably do.

Friday, December 31, 2010

Cameras

Everything digital nowadays. But sometimes- just sometimes, the old way is better.

Just like when sometimes bows are better than guns, sometimes old school film cameras (including movie cameras) are better than their digital equivelants? And why is that? Because they're optical!

A film camera makes a flash of light and an image is burned into the photographic negative, which must then be manually developed in a lab (or via polaroid). What this means is that the image is as optical as a mirror. While this doesn't help most video cameras (especially as far as displaying things on a monitor), it means that film based cameras record things as people do, and are not auto-tricked by trid phantasm.

They have no intelligence or willpower, so any illusion will affect them, unless it's specifically designated to hit machines and not people. (Most spells like that are used as counter-rutheneum measures). In any case, this may be something to keep in mind when dealing with the invisible to machines.

Granted- a mage can't target through the picture (though he could target through the optical zoom on a regular video camera), and cyberware recorders perform the same function. But just sometimes it might help to have some optical pics.

B&E Equipment

Glass Cutter:
A suction cup with an extendable claw that can circle around and create a small circular opening in most glass windows, usually very quietly. Often times you need only create a hole small enough for your arm to reach in and unlock the window before climbing in normally. Highly concealable (8). Does not work on bullet proof glass.

Suction Climbers:
These devices attach to your hands, feet, and knees to aid in climbing. Using these a person gains a +2 bonus to any dice to climb, and by making an athletics (12) test, they can even climb across a completely horizontal surface (like a ceiling). (The bonus does not apply to the ceiling climbing). Some walls and ceilings may be treated to prevent this, but outdoor ones never are because weather effects remove all treatments.

Lockpicks:
The lockpick gun is known, but regular lockpicks are small and easily concealed (10). They can be used to pick mechanical locks with a B/R mechanical test, base time 5 minutes with every success (use rating of the lock) reducing by 1/2. Basically a B/R locks kit.

Stethoscope:
Used to "pick" combination locks and dials. Certain cyberware may grant similar bonuses, but allows you to roll a perception test against the lock's rating to pick the lock, base time 10 minutes with extra successes decreasing time. With digital methods of locking doors, these are not quite as common anymore.

Bolt Cutters:
Already in SR3- but these are great for getting past padlocks or chain link fences.

Bag of Dust / Aerosol Spray
Useful for finding laser beams and (to a lesser extent) trip wires, as well as secret doors (provided they're not air-tight) and wind currents. Somewhat obsolete with thermographic vision and special cyber vision.

Grapple Gun/Stealth Rope
Already in SR3- great for climbing to rooftops.

Polaroid
With digital cameras being all the rage and all sorts of electrical setups to avoid tampering, sometimes you can just put a polaroid picture of a hallway in front of a (immobile) camera and trick the person watching it. Of course, a polaroid is needed for instant printing.

Thursday, December 30, 2010

The Best Flaws

I did a post on the worst flaws, now how about the best?


Favors (-1): Someone has done you some favors in the past and now you owe them. Hooray for backstory! Now you have a contact that's not quite a contact, but is likely to be a source for missions!

Day Job (-1 to -3): This should be an edge! You mean I get money to put in some hours somewhere. This should probably be restricted to individuals with SINs or something because you get cash AND build points, and can quit whenever you want!

Hunted/Background Trouble/Enemies/Dark Secret: What a motivation! You need to hide out, you need to do missions to defeat the evil enemy that's been huting you, or every day is a fight to stay alive. Holy mission supply, Batman, the GMs should LOVE these flaws.

Inaptitude (-2): You have to spend 1 of the points you get back buying the actual skill I suppose, but otherwise it's free points so long as you apply it to a skill you're never going to really use anyway. Cheese!

Allergy (Phobia/Intolerance/etc): A GM can spice up any mission just by adding in the thing you're allergic to! It brings depth to missions now that it's sunny out. Of course, if you just cheese it out and take allergy to gold it's kind of weak, but then some critters with the wealth power pay in gold, so maybe even that will come up...

Weirdness/Trouble Magnet (-1/-2): The mission is going too well? They've walked past all your security features with their improved invisibility spells and rutheneum and are about to walk out unschathed? But wait! Someone else is breaking in to steal the same item, and they tripped the alarms! Need a mission hook? The johnson just happens to be the ex-girlfriend who never forgave you for the abortion you made her get. (Weird, huh?) These add tons of fun to any mission. (For more details see the post about this in particular).

Sensitive System (-3, -2 for mages): Double the essence cost of cyberware. The important thing is that it's the exact same cost for mages as bio-rejection. Why ever choose bio rejection? And how much cyberware is your mage going to have anyway? (Whether or not it affects bioware is a GM call)

Dependant (variable): You have someone who shows up and wasters your time, takes your money, and needs your constant care! It's a motivation! It's a mission source! It's a target for your enemies! (It's a chance to use Limit Break!) GMs should love this also!

Astral Impressions (-2): It makes you easier to track astrally. Of course, that will be quite the benefit when you get captured and the other mage has to find you! Everybody wins!

Pacifist/Soft Hearted/Lifesaver: For the GMs who prefer non-evil campaigns, this is just a way of fitting into the campaign world and doing what your team and job will probably prefer anyway.

Amnesia (less than 5), Flashbacks (-4): Great way for a GM to reveal your backstory over time! (If you wrote the backstory yourself that is!)

For those of you who did take special backstory flaws (hunted, enemies, amnesia, etc), the GM should award something special for finally overcoming the flaw through play- perhaps extra karma, or some special RP award. It's not everyday you can finally clear your tarnsihed name!

Special Techniques

Consequence Reading: (Requires Common Sense Edge)
A character can suggest to the GM a specific course of action and make an Intelligence (4) test. The GM should tell the player what a probable outcome of that action will be. Extra successes equal more detailed info.

Example: The player says "I want to set off a smoke bomb, escape using the fire escape slide, using my knife to cut it behind me so people can't follow me away". He rolls 3 successes on his intelligence test, so the GM says "People may assume there's a fire and try to escape using the slide, be unable to see that it's damaged and fall to their injury or death."

Conversation Trick:
Daffy: It's rabbit season
Bugs: Duck season
Daffy: Rabbit season
Bugs: Rabbit season
Daffy: Duck season!

A conversation trick can trick someone into either revealing something, changing their stated belief, or thinking or taling about a special topic. The player makes an etiquette test opposed by the targets intelligence. If the player is successful, the ploy succeeds, with multiple successes meaning greater success. If the player fails, the ploy fails. If the target gets more than 3 net successes, he detects the attempted ploy and may be bothered by it.

This can be used during mind reading to attempt to trick people into thinking about a given topic.

Example: The party wants to know the location of the target's diary. The player says "So I hear your brother was going through your diary." he makes the opposed test. If successful, the target's eyes dart to her bed quickly. Multiple successes may have her go check the bed immediately to see if the diary is disturbed, thus revealing the diary's location. 3 net successes from the target make her realize the player is trying to trick her into revealing the diary's location.

Cold Reading
This is used to determine things about a person and being able to predict things about them. After a few rounds of conversation with a person, make a knowledge:psychology check opposed by the target's intelligence. You gain can get from a -3 to +3 modifier on the roll depending on how familiar you already are with the target, and how familiar the target is with you. (If you've been spying on him for a week and he just met you, you gain +3 to your roll).

If successful, you can divine things about the target that were not explicitly revealed. (Hey, I bet he uses his daughter's name as his password!) Multiple successes reveal more detailed and relevant items. This can be combined with Holmsing (below)

Holmsing
This is the Sherlock Holmes technique of looking at someone and gaining rediculously detailed information about them. Make a perception test against a TN of 4 and an investigation roll. The perception roll is modified by a person's direct attempts to conceal things. The investigation TN is set by the GM based on the nature of the information gained.

Each success reveals something about the target, which may or may not be relevant. This can aid in cold reading (above).

Example: The player succeeds his perception test and thus gets to make his investigation roll. The GM sets the TN at 6 and the player gets 3 successes. He deduces that the grey dirt on the target's knees indicates he was recently on his knees in a dusty place- most likely Hope Church's graveyard, which has lots of gravel about and has had a poor time growing plants. This means he was likely kneeling at a grave. His left ring finger shows a small indentation which means he was recetly wearing a wedding ring. Perhaps he was kneeling at the grave of a deceased wife. His suit is new and shows little wear, meaning the death may be recent, or he may have recently come into some extra funds.

Grappling
Make an unarmed combat check against a target. If he doesn't dodge, he resists you with strength instead of body. If you have more successes you have grappled him and he is unable to move, draw weapons, etc. While grappling he must succeed at an opposed strength check to draw weapons, or aim firearms (even at you).

Tripping
Make an unarmed combat check against the target. If he doesn't dodge he can resist you with reaction. If he fails he drops prone.

Disarm
Make a melee weapon combat roll against the target, taking the penalty for called shot. If successful, the target resists you with strength. If you get more successes he drops something he was holding. If you are using unarmed combat and you get more than 2 net successes you may choose to be holding the item yourself.

Optic Advantage
You can attempt to make a perception test (TN set by GM) to attempt to use a window, glasses, cybereye, mirror, etc to see what's going on somewhere outside your direct field of view. (For example, reading a person's computer screen off the reflecton on his glasses). Such things should have very high TNs.

Do it Now!
You can attempt to use a negotiation test supplimented by intimidate (or etiquette) to convince someone to do something by creating a special scenario. Intimidate is used if the scenario is bullying, while etiquette is used if the scenario is just annoying. You might try to get past a guard by saying you need to go the bathroom really bad, or lure a guard from his post by telling him that you've run out of toilet paper.

Example: You attempt to get the border guard to stop from checking your ID by pulling out your purse and dropping it, causing all sorts of papers and card to go all over the floor of your car. You act all worried as you start trying to sort through the papers to find your ID. The guard, seeing all the cars piled up behind you, just sends you through, since you look like you're probably fine. In this case, you can use etiquette to suppliment your negotiations.

Example: You attempt to get into a club by demanding that you are the personal assistant to a celebrity who is supposed to appear at the club next week. You are overly demanding and want to make sure everything is perfect, because pop star divas like your client throw fits over everything. As the guard asks for ID and such, you throw fits, get on the phone and pretend to have a conversation, ask the guard for his name, until he starts to get worried and decides to let you pass. In this case, use intimidation to suppliment your negotiate.

Taunt/Distract
The player makes a charisma check opposed by the target's willpower, by shouting things at the target. The player can force the target to take a penalty to his willpower roll if he has specific information to shout at the target (such as if he knows the target's sister is a whore and he shouts about how he was the one who gaver her syphilus, etc).

If the player is successful, the target becomes enraged and "attacks" the player. In regular combat this means targeting the player. Outside of combat it may mean unarmed attacks, arresting the player, or throwing him out of the club, distracting him from other people. Each round (or until the target gets his point across) the target must re-make the willpower roll (with a +1 cumulative bonus each round) to break off of the player, though he may get further bonuses if he notices that this was a ruse. (During a distraction he may get penalties to his perception checks, however).

Leadership

Another one of those skills with limited (if any) direct use is leadership. So let's clean it up.

A character with leadership may take the "commanding" roll in battle. At least once per turn he spends a complex action shouting out orders to his team. "Dave- shoot that guy", "Mark- unlock that door!" etc. He may shoult commands to all his teammates in one complex action.

During this action he may make a leadership test TN 4. For every success he gets on this test, his teammates get +1 die on any check to complete that action, as well as +1 die of combat pool (or tech pool, astral combat pool, or spell pool- reciever's choice) for the rest of the turn- however they only get these bonuses if they are attempting the action that he shouted out to them. (If he says unlock the door, they get no bonus if they instead shoot someone). They need not succeed in the action to get the bonus, but they must spend at least one relevant action attempting it.

This is only useful in combat scenarios, and the orders must be specific. ("Shoot THAT guy" is fine, but not "Start Shooting". "Cover fire" is fine but not "Run Around". "Summon a spirit" is fine but not "cast a spell" (you would need to specify a spell and a target, thoug spirits are specific enough- how many sprits can you summon from where you are anyway?).

The leader may instead attempt to command just one of his allies instead of the ally group as a complex action. He then makes a leadership (8) test. For ever success he lowers the TN of the proposed action by 1. (So if he says "Dave, summon a spirit!" and makes 3 successes, Dave can get a -3 bonus to his TN to summon a spirit!). The player is not aware how many successes the leader has until he makes the test (and thus cannot plan what spirit to summon based on what bonus he has).

This wastes an action for the leader, but allows him to effectively command his troops in battle. A leader can spend all his actions commanding troops and provide tons of bonuses, though individual bonuses overlap and do not stack (he can't benefit from spending more than one phase telling everyone to do the same thing).

Wednesday, December 29, 2010

Improvised Weapons

Sometimes you don't have a weapon. Sometimes you need to deal with the crap you find. Enter the improvised weapons!

Improvised weapons generally deal damage using either unarmed combat skill or whatever is closest to the weapon. Weapons that fit in the palm of the hand (large rocks or broken bottles) used for melee should be unarmed combat. Larger items (pool cues, chairs, etc) should go towards other items (polearms for pool cues). Thrown weapons tend to use the thrown weapon skill.

An improvised item generally uses ballistic armor to resist it. If sharp (broken bottle) it does physical damage, if blunt (big rock) it does stun damage. Going from stun>physical is fine, but it reduces the power of the attack by 1/2.

Most improvised weapons do 1 or 2 points less power than normal (so a chair leg might do [Str-2]L stun). Partiuclarly bulky items (like a whole chair) should take a +1 or +2 TN penalty to their use.

Some basic improvised weapons:

(Str-2)L Stun: Big rock, fire extinquisher, char leg, pool cue (+1 reach), chair (+2 TN), railroad spike.
(Str-1)L Stun: Bike chain (+1 reach), ladder (+2 reach), baseball bat
(Str)L Stun: Tire iron, crowbar
(Str-1)L : Broken bottle, railroad spike, straight razor, sawblade, saw, board with a nail in it

At GMs option, some improvised weapons may have special characteristics (a chair might be held as a shield, dirt might be thrown to blind, etc).

Tuesday, December 28, 2010

The Optical Mage

Magic is targed through optics, meaning that one can use mirrors to help target spells. This lead to a lot of experimentation with fiberoptics and mirrors, and this is some of what the mage came up with.

Fiberoptic Goggles: Goggles with bendable, posable wires that extend up to 3' from the user's face, allowing them to look under doors, around corners, into cars, etc. Great for shooting around corners, however it provides complete blindness to all other things other than what the mage is looking at as the fiber optic lens takes up the full field of vision (like binoculars). It requires a complex action to aim such devices, and they have +5 to their stealth to avoid being seen by others. A mage cannot target you by seeing your goggles cord.

The Dental Mirror:
A dental mirror allows reflection, but it takes a complex action to aim and provides a +2 visibility modifier. The mirrors have +5 stealth to avoid being seen. A mage takes a +5 visibility modifier to target you back through your dental mirror.

Hand Mirror:
The hand mirror can be aimed as a simple action, and provides only a +1 visibility modifer to spells targed within. They have a +3 stealth to avoid being seen. A mage takes a +3 visibility modifier to target you back using your own mirror.

Periscope Goggles:
These are nice in that they can be aimed with a non-action as part of the looking around. Like fiberoptic goggles they provide blindness to all other directions (damn my lack of periphial vision!), and they have a very limited field of view. They have +2 to stealth to avoid being seen. A mage takes a +8 visibility modifier to target you back through your own persicope goggles.

Split Vision Method:
This involves one of the above methods with another eye either closed, or open, splitting your vision amidst 2 different directions. This allows you the benefits of the special vision (periscope, fiber optics), but provides a +3 TN modifier to all perception tests since you're trying to focus on 2 things at once. At least you aren't otherwise blinded.

Double Vision Method:
This involves using your actual vision to taget and supplimental vision to see other dangers. For example, you might use your fiber optic cables to view what's going on behind you (by wrapping them around your head) and then use ultrasound vision to be aware of other dangers. You may only target spells via your optical vision, but may use your alternate vision to do other tests, with only a +1 TN modifier due to the split vision. The difficulty here comes in getting multiple forms of vision that doesn't involve your eyes, though it may be possible.

Panic!

I've heard this several times: "I push the panic button."

This usually happens when people are either in over their heads in combats (i.e. getting their asses handed to them), or are attempting to flee the scene (usually unsuccessfully because they're being pursued by helicopters or being trapped on the roof or something) or when they're about to blow the mission for some reason (just been detected, set off the alarms, etc).

What the PC is saying is "NPCs please save us." This may indicate that they are calling their employers or buddies for help. Sometimes this is a group decision, sometimes this is one player who can't think of anything else. This should be explored.


1) How does one push the panic button?

First- who are you calling? How are you calling them? If you're jumping on a cell phone or radio you should know that such conversations may be monitored, meaning that you may be putting whoever you're calling at risk just by making the call. At the very least when you're captured their number will be on the recent call list.

Secondly, who will help you? A shadowrunner is supposed to be a deniable asset, not a government agent. Shadowrunners are sent by a company that cannot or will not send official support- they sure as hell aren't about to go bail you out.

That being said, let's look at a scenario when you CAN call for emergency backup, and the consequences thereof.

2) Who do you call and how can they help?

This isn't D&D: there are no teleporters to zip in and save you. Even if you call someone for help, the most they might be able to do is to run to your house and get rid of all your porn before your mom sees it. Seriously, they can send a car, but if you're inside the building what are they supposed to do, send a rescue team?

If you get away, maybe they can send cars, or a helicopter to pick you up. Such things should be an hour away AT LEAST (maybe more) unless you're working in the same city, but even still the prep time should stop next round rescues. Perhaps if you're arrested they can get lawyers for you, but you're probably loaded with illegal foci and cyberware and weapons, so you're probably better off having the runners who did escape stage a jailbreak.

3) So they did help you, now what?

Okay, let's say you called for help- the helicoptor came and pulled you off the roof or something and now you're away. How pissed are they? First of all, did you complete your mission at all? If stealth was any part of it, probably not. If it was an assassination mission, or a theft mission and you completed the primary goal, at least there's that.

Most employers should consider your rescue to be your pay (or the whole group's pay!), not paying you anything on a successful mission. On an unsuccessful mission they should be very pissed and demand compensation, either in terms of another mission or flat cash. Maybe they demand you try again, regardless of the heightened securty and new danger. They aren't doing this for your health, you know!

If it was contacts that saved you, this counts as a major favor, which requires you to do a major favor back to them at their request or risk losing the contact forever. If I saved your life, then you wouldn't help me move out of my apartment, we would no longer be friends I guarantee you.

As far as experience goes, this is essentially an instance of a failed mission. Even if the goal was accomplished, it seems like you were about to die or get captured if not for that panic button. GMs should consider awarding 1/2 (or no!) karma for such a failed mission. If the mission was successful even if the player died (such as the other PCs got away with the stolen merchandise and only the panicked character got screwed) he might consider this penalty only for that character. If the party wants full karma, they should go back to save their comrade (or put a bullet in his head and finish the job!).

In genaral, a Panic! button situation should only be usable in realist situations, the GM should not be afrad to kill characters (or TPK) if shit happens.

Learning Something

Sometimes the party needs a clue, a lead, or something to go on in order to track down the enemy, to solve the case, or whatever.

What I've seen is that groups tend to rely on 1 or 2 methods they're used to, then tend to get lost, forgetting what else can be done. Hopefully this will help them.


Computers: Using a computer to search out the matrix is a great way to learn where someone is or more about him. It can also help find out about special events or dates.

Beat the Streets: Sometimes you need to gather information about a topic by going around and asking people on the streets. This is a use of etiquette or gather information if you want to make a new skill for it. The TN is based on the area you're asking and the level of information (asking people on the streets about the events in a corporate meeting is pretty tough, but easier if you ask around that corporation's break room).

Investigate the Scene: Searching a crime scene is important if you want to learn things about what happened. I suggest creating the intelligence based skill: Investigate in order to search for and analyze clues. They can provide leads. When in doubt- re-check the crime scene. This can also mean breaking into a home or office for clues.

Magic: Psychomancy(metamagic), Astral Tracking, Divining (metamagic), Search (spirit power), Mind read (spell), Detect Lie (spell), Assensing- these can all reveal information about people or places and what happened and perhaps provide clues into what to do next.

Knowledge: Having the relevant knowledge skill is always useful. I suggest making a knowledge: triva type of skill that has a higher TN (+4) but is almost always relevant in a situation, or that can suppliment any other knowledge skill roll. Knowing that what you're looking at may be involved in Moloch worshippers makes those few points in knowledge:fringe cults worth it and makes the mission a bit easier.

Contacts: Have contacts who know things instead of just sources to buy cheap equipment. It helps. You might have to call in some favors sometimes, but it's worth it.

Stakeout: When cops are out of ideas they stakeout a suspect. Use your surveillance equipment and watch him for a while (all day maybe)- perhaps even on the astral, and see what he's up to. He might just lead you to the clues you need!

Go with your Gut: Hey, are you a Lone Star officer? No! You're a shadowrunner. Maybe you should just take a chance and jump that guy. He's probably guilty! It's not like you have to worry about preponderance of evidence or something like that. If you make a mistake, try again! :)

Of course, you could just snipe out cops from the roof or steal semi-trucks and blast through civilians with it in an attempt to trigger the next cut-scene, but is that really going to help?

Thursday, December 23, 2010

Alert!

Well, it happens all the time- someone gets spotted. But then what happens?

First of all, should they even be spotted? Just because someone walks in front of a camera doesn't mean the get spotted. Guards goof off sometimes, they nap, the go to the bathrooms, they read magazines with one eye on the monitor. Sometimes they have 30+ moniters to watch at once, and sometimes they have only one or two monitors that flicker between 30+ cameras. What are the odds that you've been seen?

The GM can decide how cameras are monitored. If a few monitors cycle through images then the GM should roll to see if that camera was even active at the moment you were seen. If the guard is present during a monitor showing your transgressions, he should make a perception test to notice it (the difficulty having to do with what you're doing, and how long you're on camera doing it!).

But let's say that you are discovered. Shots fired, alarm tripped, guards alerted, maglock sequencer set off an alarm, however it happens. What goes next?

Step 1: Release Security
The alarm goes off (either silently or loudly) and security rushes to the area. Depending on where the security guards are, it may take them a few rounds (or even a minute or so) to get to you (with weapons ready).

If you're in some area that security can't get into (like you've locked a door behind you), they will probably crowd around the doors with readied actions to shoot you when you come out, or while they wait for someone else to force open the door.

Step 2: After the 1st wave
Perhaps you've defeated the guards that came. At this point when you haven't been arrested, police are likely called (or backup security for large extraterritorial compounds), doors are all locked and mag-keys disabled (except for top secuirty), and the gates are closed. If you have a vehicle nearby they are probably writing down the plates and telling the police about it and guarding all routes to it. At this point if you're pressing onwards, you're probably going to get yourself killed. Even trying to escape at this point might be a problem.

Police should be able to get on scene within 10-15 minutes. Sequencers should stop working in maglocks (though taking them apart still would). Every guard should be rushing to your location in full gear and ready for you. Guards will actively try to capture your face on cameras.

The hard part for the players and GMs is that this might mean the end of the mission, either by failure or TPK. While some missions might still be salvagable (RARELY!), that's probably going to be a physical theft when you're already near the target (or a hostage is already going out with you) or an assassination when you can still get to the target. Sure you can leave and try again, though security measures will be increased and this will be difficult. Also they'll be watching for you.

Computers should be harder to hack into during an alert- perhaps all shut down and impossible to access.

What Players can do
- A quick acting decker might be able to hack the system and turn off the alert, perhaps even providing a false "reason" for the alert (cat got in the ventilation system).
- A team that really works well together might allow for a "fake arrest", where they get caught, but not all of them, hoping that the security will chase some of them, or even send them to the police, so that the last guy they don't think is still there can complete the mission. A risk, but at least might help salvage the mission.
- There's always the kaboom that so many runners love. If the bombs are already set, the risk of explosion can get them out, or they can just light the place and destroy everything. Sinner points go way up- but perhaps they survive! (Perhaps not!)
- Have a contingency plan up front for what to do if alarms are triggered. They almost surely will! Perhaps you can cut the building off from outside communication to prevent extra security from coming, or re-route extra agents to the wrong place.

With stealth being such a huge part of the mission, with such terrible consequences for failure, it's a good idea to take some extra ranks in it, just to be safe. Not every mission will be easy, and sometimes you have to fail them.

Stealth

Stealth is the worst skill in so many systems- mainly because unlike almost every other skill, where whomever gets the highest roll can share their success with everyone else, stealth forces the person with the lowest roll to share his failure with everyone.

And yet, stealth is such a big part of so many missions. For this, we're going to focus on the sneaking/hiding aspect of stealth, perhaps with some mention to disguise.

The problem is that you need to get everyone in to the facility to "steal" the information (or why bring them?) and yet, not everyone builds the stealthy character. If one guy sneaks in and does all the work, not only do other PCs "sit out" but he also wonders why he should cut them in on any mission pay.

Here are a few things that can be done (by GMs or players) to help the stealthy character succeed without making others sit out.

GM:

Divided Missions: We hear about not splitting up the party, but maybe a situation can arise where the main force of the party is fighting the "boss battle" during the time that the other PCs are sneaking around the facility. Perhaps they serve as a distraction or something. The problem here is that combat is very "quick" in game time, but very slow in real time. Sneaking is the opposite, with several minutes going by very quickly in game time (especially when you take 15 minutes picking a maglock).

Scouting Missions: One way to help everyone get in is to design the facility so that a "backdoor" or something can be opened up from the inside, so the sneaker can break in, then set up a situation so everyone else gets a huge bonus to stealth afterwards. (Maybe he disables all the alarms, loops the cameras, kills security members, or just opens the hidden entrance).

Stealth as Info Gathering: Instead of stealth being the crux of getting the party from the outside of the facility to the boss, perhaps stealth can be one of the ways of gathering the relevant information, stealing uniforms, card keys, etc so that while other people are decking or gathering information, the stealth guy gets to go steal equipment or something and then the party can go in together when it comes time for the "actual run".

Various Methods of being "There": Sometimes only the stealthy people need to phyically be present. They can sneak in small drones for riggers to control, deckers can be outside controlling the remote guns or cameras, and mages can be there "in spirit", even providing real sprits to back up the stealthy characters, which doesn't hurt the sneaker's stealth rolls while still providing actions and backup.

Players

Augument Stealth: Clearly it's worth it to put some points in stealth, and stealth can be further augumented by ruthenem, (physical) invisibility, the stealth and silence spells, etc. Certain cyberware that enhances perception and good radio communication might identify guards and cameras before they become a problem also. These things can provide bonuses to the stealth rolls of the less sneaky characters. Plenty of spirits can help conceal, also.

Instruction: Using instruction can allow other players to "mimic" skills if done properly. The stealthiest characters might want to help other players "fake it" before going in.

Synergize: Whether it's scouting ahead for guard and telling players when its safe, or using disguise and speaking for the dumb ones (taking this wookie to detention cell 2), finding ways to utilize the stealth of the primary for the benefits of the secondary are great ways to use skills and teamwork to accomplish a goal.

Take the Damn Ranks!: Okay, I get it. You are a merchant, or marine biologist, or crazy cyber minotaur with 1 charisma. Just take a few ranks (3+) of stealth! You know it's going to come up! You're already a monster with no social skills or no combat skills or something else, at least have something you can do to help with the missions all the time!

Monday, December 20, 2010

Alignment

Alignment is relatively non-existant in Shadowrun. Partially this is because morals are not absolute (as in D&D), and runners tend to be operating outside the law, which sometimes makes an alignment system superfluous. Reputation is generally good enough to have an idea about a runner- but what happens when runners go out of their way to be holy... or unholy?



Saintly- The runner goes out of his way to help others. He tries to avoid using force at all, and then tends towards nonlethal unless lethal force is the only option. He is willing to fail missions (or abandon them) if he discovers that he is doing something evil. While he's not above stealing information from one company to give to another, he can justify this by the fact that corporations are not people, and there is no moral obligation to them at all. He is the person that might blow cover during surveillance to stop an unrelated spousal abuse in process.

Sinner- The runner cares about nothing except his own agenda. He will fire for lethal, snipe out children, or do whatever it takes to succeed on a mission (unless he doesn't want to do the mission anymore). This is not to say they must be monsters, but they just don't let complications get in the way of their mission. Some may have personal codes of honor or justice they follow, but the core of the sinner is that he puts no special value on life, and may use torture, murder, extortion, or other means to get what he wants.

A runner can have a sinner or saint score based on how he accomplishes his missions. Having a certain level of these scores can provide benefits. For one, you're likely to gain a reputation, with its own benefits and drawbacks, but you qualify for alignment perks based on your score. A runner begins with a Sinner Score of 0 and a Saint Score of 0. The DM tracks this. 100 is the max score in either. Generally as one score goes up, the other goes down.

Powers: You can learn special perks by meeting a certain saint or sinner score requirement. Each power costs 5 karma points to learn. You keep the power even if you later lose the prerequisite saint/sinner points, but you may only "use" it when the prereqs are meant (meaning you don't have to pay to learn it again if you dip below and come back up).

Saint Powers

Luck of the Faithful- (Requires 25 Saint Points): You are blessed with good luck (usually called karma, but for the XP system used). You have an extra point of karma pool that you can use each session.

Blessing of the Holy- (Requires 50 saint points): You can cast the treat spell as if you were a mage with a force equal to your charisma. You must resist drain using your charisma also. If you have sorcery dice you may use that instead if you wish.

The Left Hand of God- (Requires 75 saint points): You may call in a lesser hand of god favor by "burning" 1 point of karma pool. While this is not guaranteed to save your life or get you out of a tight jam, some piece of good luck will go your way to "help" save you. Maybe the enemy runs out of gas, maybe for one turn you get missed by every bullet, but some minor miricle happens. You may use this on behalf of someone else if you wish, though you are the one that loses the karma pool point.

Moon-Granted Wish- (Requires 100 saint points): You may ask for a blessing from your allies. (Non-action) Any ally can then say something inspiring about you, and grant you use of either their karma pool, their spell pool, their combat pool, or they can sacrifice health boxes of damage to restore the same number of boxes to you (meaning that they can take 3 physical damage to heal you 3 physical damage). While the pool dice last only for the round (and must not have been used up by the allies), the damage is as standard damage (as is the healing), and the healing is not limited by how "new" the wounds are. Allies may willingly do this without being asked at any time. Any time this ability is used it costs a point of karma pool, as if you used it, so you must have at least 1 point of karma pool available.

Sinner Powers

Bullet Curve- (Requires 25 sinner points): You may twist your gun in a strange way when you fire, and the bullet will curve, going around cover, or possibly hitting 2 targets with the same bullet. Distribute your dice between 2 targets (if you want to hit 2). The 1st target is normal, the 2nd target grants a +2 TN penalty. If the 1st target dodges or takes damage, the bullet continues to the 2nd target- however if he resists all damage then he also blocks the bullet from going to the 2nd target. If you're just trying to avoid cover, take a +1 TN penalty to the roll and eliminate all cover from the defender. Using this ability costs 1 point of kama pool.

Headshot- (Requires 50 sinner points): You may spend 1 point of karma pool before rolling your action and determine that a given shot will be a "headshot". The shot does +2 power and +1 damage level, and ignores all armor on the part of the target (even if he wears a helmet- you found a weak point in it). The target may use dodge and resistance normally otherwise.

Heart of Evil- (Requires 75 sinner points): You may spend 1 karma pool at any time to make an immediate recover check against any stun damage you have as you demonstrate movie-monster super recovery. This does not help you overcome physical damage, but does help overcome drain. Alternately you can spend 1 point of karma pool to ignore all wound penalties for the round.

Blackguard- (Requires 100 sinner points): You may fire a bullet (or use a melee attack) infused with the power of your own soul. When firing the bullet, you automatically take an amount of damage of your choice. (Up to 10 points, or more if you have overflow boxes). The would penalties do not apply to this shot. The shot bypasses any kind of natural weapon immunity, and automatically deals to the opponant an amount of damage equal to the amount you took BEFORE they roll to resist damage (but only if it hits, if they dodge this doesn't help you).

Thursday, December 16, 2010

The Worst Flaws

Sure, all flaws are bad, but some... well, they just might be worse than their point value would suggest...

Blind (-6, -2 for mages): You can't see. Bad enough when it comes to everyday life, but add in your inability to read computer screens (and spellbooks!) and the fact that there isn't much of a way to suppliment this in the system (mages needs to see to cast spells!) and you've got a recipe for disaster! Maybe if you're a rigger/decker and you can still "percieve" in the matrix/car it's not so bad, but damn!

Borrowed Time (-6): Well, you're going to die soon, whenever the DM decides. Maybe you're old, maybe you're sick (FOXDIEEEEE!), but either way, the GM can pull out his magic button and say "And then you die." Now granted, he can do that anyway, but nothing says "I'm only going to play this one session" like Borrowed Time!

Para/Quadraplegic (-3/-6): Okay, okay, so you're a rigger/decker and never leave the house. You've raped the flaw. Otherwise you're wheeling around in your wheelchair (or rigging a wheelchair) just to get from A to B. Forget disguises (Look, another guy in a wheel chair who can't apply his own makeup!), forget B&E, your shadowruns better be all about running guys down with a chair that has spikes on it or something, because if you took this and you're not a decker, you're an idiot.

Total Pacifist (-5): It's not bad enough that you can't kill people, but you go into anguish when your teammates kill people? Jinx! Your player can't control them! Sure, that's the flaw, but what group doesn't have a kill-happy maniac?

Hung out to Dry (-4): Almost always taken by people who also don't have the social skills (or a million social penalties) to maintain contacts anyway. What better way to say "You're going to have to kick mimesis' ass to get me into the game" than hung out to dry, especially for a replacement character who doesn't already at least know the group. You can't have an NPC introduce them- they have no contacts! Almost ban-worthy!

Cranial Bomb (-6): Nice. You've got a guy with a bomb in his head and it could go off whenever. This is basically borrowed time except that NPCs can use it to manipulate you! Good luck getting it removed!

Mysterious Cyberware (-3): Half the value of Cranial Bomb- and it's almost always a cranial bomb anyway. If you're not a mage you're usually cybered out, and in either case you need every last piece of essence. Even if the GM makes it something that could be beneficial (against the purpose of making it a flaw) it's certainly something that's just a kick in the balls mission's invitation.

Police Record (-6): You have a criminal SIN, must live in a halfway house, and have a parole officer checking in on you all the time? I thought Day Job was rough! What? He also knows your contacts and how to reach you at all times? Why not travel with a cop and be done with it! At least the cop has something to lose! If you get through 3 missions with this guy then he must be a shadowrider setting you up because there's no way the police are that stupid!

Amnesia (-5): Yeah, right, like I'm going to make your character for you, and like you're going to play a random character without knowing his skills. Who the hell takes this?

Large (+4): What? An edge on this list? Of course! Why? Because the only people who take this edge are trolls (or meta-trolls) and those things are big enough! When you can't fit in a car, you can never blend in anywhere, and there's no reason why people aren't always suspicious of you (and thus your team), you've paid points to be a pain in the ass. But then, you're large...

Your Little Black Book

With the discussion about contacts comes the obvious question: what kind of contacts should I have?

Well, from an RP perspective- whoever you like hanging out with! (And it doesn't hurt if they can help you out!) Here are just a few sample contacts you may wish to consider.

Doctor: Hopefully one who doensn't mind keeping things off the books. Dr. House would be a wonderful contact for that shadowrunner who needs stitching but not snitching!

Lawyer: Better Call Saul when you find yourself in legal trouble. Besides, who else knows how to launder money, fight drug charges, bug offices, locate people, and provide a front business, for just a hefty amount off the top?

Talismonger: Mages, you know you need those talismans: fetishes and foci! Plus, access to someone who works at a lodge (or circle) can get you buddies to initiate with!

Cop: While a lawyer gets you out of jail, a cop gets you out of tickets, can fake blood work, or do any number of things for you- if he likes you enough. He might also be willing to snag items from evidence- for a price. Get really friendly and he can make sure to keep an eye on your house for you while you're out.

Reporter: Need some spin, or just want to hear the latest scoop before everyone else does? April O'Neal is the person you need to see!

Ammunation: Need guns? No questions? Come down to the gun show and find a guy who can help you locate those hidden items on the streets. Why use your negotiation when you can use his, and for a modest price of the street index!

Decker: Of course you need matrix security. With all the hackers out there, your identity needs to be kept safe! And if you can't do it yourself, why not ask that kid down the street who's "good with computers"?

Corporate Employee: If you have a friend in every company, you've got a potentially open door, a "mugging" that grants you a uniform, and plenty of good info.

Fixer: Who else hooks you up with johnsons and sings your praises? If you were in D&D you'd go to the bard, here you find the fixer. Without him you have no new johnsons.

Driver: Whether he drives limos, cabs, or rents cars (even works at an impound lot) he can usually provide you with a car to drive around town (or maybe in a foreign town). Even better, he might find a driver to get you the hell out of there.

Fencer: Whether it's diamond, gold, or just used guns (even used cyberware!), there's a market for it, and the fencer can put the buyer with the seller. Just bring the goods!

Cyber-Surgeon: So you've bought that highly illegal piece of headware, have you? Who the hell is going to implant it in your skull without you having to worry that he leaves you unconscious and robs you, lets you die, or calls the police?

Monday, December 13, 2010

SIN?

SIN is shadowrun's equivelant to a social security number. A social id number (or whatever it stands for) it seperates the people born in hospitals from the people who weren't (and were never "officialized" to the government).

People were able to choose when they created the runner whether he has a SIN or not. (No SIN should probably be a flaw). There are advantages and disadvantages each way.

Advantages to no SIN
- You don't have fingerprints, DNA, blood type, or photos on file with the police, making it harder to track you down.
- You don't have a social security number, so the IRS won't come looking for you at tax time to explain your shadowrunning income.

Disadvantage to no SIN
- You can't hold a decent job, since you have no way to prove eligibility to work
- If arrested, you have limited rights, as an illegal immigrant.
- It may be hard to get medical treatment at a hospital
- It may be difficult to get a medium or higher lifestyle- how can you rent a house or buy a mansion with no identity?
- No bank account either- hope you're fine with cash!
- Terrorist. When the police do start to trace you, by evidence left at crime scenes, they're not looking for a citizen, they're looking for a foreign terrorist. Depending on where you are, this may not afford you certain legal protections. (Hopefully the UCAS has no patriot act!)
- You can get pulled over for a minor thing and put in major trouble
- Anyone who doesn't like you can report you and get you arrested or deported.

Skill Tricks

Skill tricks are like bonus perks you can try to do with high enough skill ranks or by making other sacrifices to your skill. Learning a skill trick costs 1 point of good karma or build point, and each may (or may not) have a prerequisite to use. Blue skills are sustained.

Focused Skill
This skill trick is learned for a specific skill (though you may buy it multiple times for multiple skills). Before rolling and OPEN skill roll with the skill, you may sacrifice any number of available dice. (If these dice come from a pool, like spell pool or something, they are considered "used" during this check). For every 2 dice you sacrifice, gain +1 to the total of your open check. It's a gamble, but you might end up getting better this way than you would have otherwise.

Helpful Shout (Requires 6 ranks of leadership)
At the beginning of your turn, as a free action, you may make a leadership (4) test. Every 2 successes allows you to grant a bonus combat pool die to any one ally (not yourself) for the rest of the turn.

Aid Another (Requiers 6 ranks of relevant skill)
Purchased for various skills. This allows you to, when using an active skill, to divide dice. Any dice you don't use for yourself may be used towards an ally's use of the same skill, as a suppliment. So if you have 12 ranks of stealth with aid another: stealth, you can remove 4 ranks (for example), and use those 4 dice to suppliment an ally's stealth roll. You can use dice from specalizations as long as the trick is learned as the specialization (so you can get aid another: stealth or aid another: stealth(sneaking)).

Explosive Expert (requires 6 ranks of B/R structural)
You can roll a B/R structural(6) test. Every 2 successes adds +2 power to an explosive's blast against that structure (but not to other things in the blast radius). Alternately you can use 4 successes to increase the damage code by 1 step. Choose how you're using the trick before rolling.

Sexy Chatter (requires charisma of 6)
You may use your charisma as a suppliment to any social skill roll if the target and you are sexually compatable.

Sprinter (requires athletics of 6)
You may use your body rating as a suppliment to any athletics test. For every success your body test grants you, you must resist 1 box of stun damage (resist the total at once) as you stress yourself.

Angry Roar (requires intimate of 6 and an ork or troll race, or metatype thereof).
As a complex action you may bellow an insane roar. Roll intimidate, and use the bigger of your body or strength as a suppliment. Add +1 to bonus to your rolls if you have some intimidating form of equipment (hardened body armor, a light machine gun in your hands, etc) and +1 if you are large (-1 if you are small). Compare this result to the willpower of the people in the room. Every success gives the people within 20 meters of you a penalty to all combat skills equal to your successes against them (and may cause them to flee). This penalty lasts for 1 round per rank of intimidate, but resets every time YOU kill someone. The penalty ends immediately if you are dropped due to physical or stun damage. This encuorages everyone to shoot at you, of course.

Rally the Troops (requires 6 ranks of leadership)
As a complex action you can roll a leadership roll to allow your allies to overcome fear due to phobias, combat fear, or the angry roar ability (above). Each success on a leadership (4) test decreases the number of successes of the roar by 1, or grants them +1 die to resist their phobias or combat fear.

Trick Shot (requires 6 ranks of a specific firearm skill)
Buy this trick seperately for each weapon skill. You may sacrifice a number of dice before making a shot. Every 2 dice you sacrifice either allows you to ignore 1 point of the target's armor rating, or removes 1 success from the target's dodge roll (not damage resistance).

Explode Vehicle (requires 6 ranks from a specific firearm skill)
Buy this seperately for each weapon skill. When making a called shot against a vehicle's fuel tank, you may sacrifice a number of dice. The vehicle, upon taking damage, must make a body check against your net successes on your damage roll, the TN being the number of dice you sacrificed. If it generates no successes, it immediately explodes. If it generates less successes than the net successes on your shot, it is disabled and smoking, and will explode in a number of rounds equal to the the number of dice you sacrificed. Wound modifiers apply to this resistance test.

Example: You fire at a car's gas tank with a pistol. You sacrifice 4 dice. You damage the car. You rolled 4 successes against the car, it's damage resistance check generated 2 successes, giving you 2 net successes. It then makes a body check against a TN 4 (the number of dice you sacrificed). If it generates no successes, it immediately explodes. If it generates 1 success, it will explode in 4 rounds, but is disabled and smoking. If it generates 2 successes, it does not explode and just takes damage from the shot. The damage done to the car may apply wound penalties to its resistance check.

Buying Successes:
Buy this trick for a specific skill. In lieu of rolling, you may buy successes by sacrificing a number of dice equal to the TN. (So on a TN 4 test, you may sacrifice 4 dice to generate 1 success). On an open test, your roll is equal to the number of dice you sacrifice (Sacrificing 12 dice grants you a roll of 12).

Taking 20: (Requires buying successes)
Buy this trick for the same skill you have buying successes for. If you're taking 20x the normal amount of time to complete the task, you can spend 1 less die per success. (So at TN 4, every 3 dice takes 1 success, or for TN 2, every die is a success!). Only skills with no penalty for failure can utilize this. For open skill tests, you can take 1/3 of the dice you would normally roll (round down) and roll them. Add the biggest one as a result of the open test. (So if you have 12 dice for searching, you can "take 20" and roll 4 dice. Add 12 to the result of the largest die for your take 20 result).

Sexually Incompatable (Requires Cha 6)
You can use charisma as a suppliment to bluff and disguise checks when you're in a sexually incompatable situation. By careful flirting you can make someone feel socially awkward and uncomfortable and more willing to accept your story just to get you out of there.

I remember everything (Requires eiditic memory and/or mnomenic enhancer)
You can remember almost everything. You now can take ranks in knowledge: all kinds of stuff. This knowledge roll can be used to remember things, make logical conclusions from things you know, and act as a general bardic knowledge skill, though it doesn't provide very technical information, and the TN is generally 1 higher for this skill than for some other, better suited, skill. You can use intellignce as a suppliment to this skill to remember events you were present for.

Read it Later (requires eiditic memory and/or mnomenic enhancer and I remember everything)
You can glance through books and get a page worth of info in 1 simple action. You don't understand any of the info until you go back and "think about it", but you can get a clear enough mental image of a piece of paper that you can read your mental image at some later time. You may store a number of pages equal to your intelligence score. Using cyberware image storage can greatly increase the number of pages.

Sweeper (requires intellgence 6+ and perceptive edge and electronics 6)
You can sustain "sweeping" as if it were a spell. While sweeping, you can automatically attempt perception tests to notice cameras and other security equipment before you trigger them, even if concealed or out of view (like around a corner or on the other side of a door frame) The TN is 1 higher than normal, which is counteracted by your perception edge. You must be able to perceive the security device to detect it, so an invisible camera can't be spotted unless you have ultrasound vision or something.

Too Quiet (requires int 6+ and know: secruity procedures 6+)
You can sustain "too quiet" as if it were a spell. While sustaining, you can automatically attempt hearing perception tests to discover people or animals in your vincinity, either waiting in ambush or just regular guards. You gain penalties on other rolls (due to sustaining), but if you detect someone you will know their approximate number, position, and movement.

Ready for Anything (requires intelligence 4+)
You can sustain a "ready" state, which means that you can make a dodge check on any attack, even ones you are not aware of, and you can act in a "surprise" round of combat. Any checks outside of combat, including perception checks, suffer the TN penalty for sustaining this.

Just like a spell, an ability can be Sustained, meaning you're effectively entering a special character "mode". While sustaining an ability, you gain special perks for that ability, but take a TN penalty to any other action, much like sustaining a spell. Not being a spell, you cannot link sustained abilities to a focus.

Healing Stim (requires a healing spell and Biotech 4+)
You can throw a stim patch on someone to remove some stun damage, then use a healing spell on them to restore the rest of the damage. If you restore them to no damage, then the damage removed by the stim patch is permanent. You still suffer drain from the total number of damage boxes. This does not decrease the number of actions it takes to accomplish this.

Ultrasilent (requires electronics 6 and stealth 6)
You can attempt to sneak up on an ultrasound detector or similar device and disable it without triggering it. You roll an opposed stealth check using your stealth ranks against the rating of the device. If successful, you can get up to the device without triggering it, if you fail you set off the device. Sometimes this is the only way to get close enough to tamper with it.

He's smarter than I am (req: Int 6+, common sense edge)
Roll a number of dice equal to your intelligence against a TN set by the GM. If sucessful, the GM should tell you if something youre proposing has a chance of working or if there is some huge flaw in your plan. Surely he can't account for everything, and multiple successes can help- but if your plan is "We drive a jeep full of explosives into it" the GM might bring up the electric fence you're driving through and how it might trigger the jeep to blow early. Of course, the character must be aware of the electric fence.

Master Plan (req int 6+, knowledge: tactics 6+, leadership 6+)
Before going into a place, you can roll an Intelligence(4) test. Each success grants your entire team a bonus to stealth and perception tests for as long as you sustain this mode. The plan takes 1/2 hour to come up with and requires some basic knowledge of the facility (such as a map).

Giant Target (req intimidate 6+)
You can attempt to move in such a way as to force enemies to shoot at you (instead of your teammates). Make an intimated check opposed by targets willpower. If you succeed, they must direct attacks against you instead of your teammates, until you either drop, or they discover that (if) their attacks against you cannot be effective (such as if you have hardened armor or are channeling a greaterform spirit). You must sustain this, meaning you're taking a penalty to combat skills, but if you're a good damage soaker, it's worth it.

Distracting (requires charisma 6+ and either dance or some other performance skill 6+)
You can attempt to distract someone outside of combat situations. Maybe you're a pretty girl who just keeps dropping things, or a bumbling oaf that people can't look away from, or maybe you've got a great story to tell on the phone... regardless, make a performance check (using your performance skill) against the target's intelligence. If you succeed he takes a penalty on perception checks and any checks involving concentration while you continue doing this. If he's already engaged in a task (like filing paperwork or talking on the phone) this penalty applies to this, though he may stop what he's doing to watch. This can be useful to distract security guards also by playing it up for the camera (though you won't know if you're successful if you can't see him).

Master Cook (requires thrown weapons 4 and demolitions 4)
You can throw a grenade and have it detonate immediately (instead of end of round) if you make a Thrown Weapons (4) test. Basically you pull the pin as an earlier part of the throwing action. If you fail the thrown weapons test, the grenade explodes in your hand instead.

Bullet Deflection (requires edged weapons 6 and quickness 6)
You can use a wielded edged weapon to deflect bullets at you, using your edged weapons skill as a suppliment to your dodge. You must still be aware of the attack and have the weapon drawn. If you sustain bullet deflection as a sustained ability, you can use your full edged weapon skill as your dodge test, even if you use no combat pool towards it.

Master Teacher (requires instruction 6)
You are better at instructing people to learn discounted skills. When using instruction to decrease the karma cost of learning a skill, you automatically generate 1 extra success (as long as you've generated any).

SNAAAAKE! (requires electronics 6)
When someone goes unconscious or dies on your team, and you can't see them, but are in radio contact, you just get the strange feeling that something has happened. (You can yell their voice into the radio to confirm this). This can alert you that something is amiss. You must be on a mission and in radio contact to use this, though the communication line need not be open at the time. GM call.

Enrage (requires body 6 and intimidation 6)
The character can pump himself up into a berserker rage, spending a complex action pissing himself off. Once the rage begins he sustaines it, but does not take the sustaining penalty to combat skills (athletics and weapoon skills), he get a -1 TN bonus to damage resistance tests and may use strength to suppliment any damage resistance or melee weapon skill, and may use quickness to suppliment any ranged weapon skill. He may not benefit from scopes or aiming actions and must make a willpower(6) test to break off of combat. He also has a +1 TN penalty to any dodge tests and ignores wound penalties during this.

Blade Flurry (requires edged weapon 6, quickness>= strength)
By being fast rather than strong, the character is able to do more damage using edged weapons. If he wields a small edged weapon in each hand, he can perform a flurry, and add 1/2 his quickness to the overall power of the attack, representing more landed blows. This is a complex action against one person.

Meeting With Your Johnson

So you've got a call for your mission. What do you do?

Well, first of all, if you trust your Johnson, this might not be a concern. But then, they are hiring you to commit crimes, it stands to reason they can't be completely trusted. Plus, it might not be them actually calling you, but an imposter. How can you keep your team from walking into an ambush.

Face Time: This is a great opportunity for your face to earn his pay, even if he does little else during the mission. By going in "alone", he protects the rest of the team from a trap, and has no one standing in his way when it comes to negotiating or learning mission parameters. He takes all the risk up front.

Backing up the Face: There are plenty of ways to provide back-up to the face without all walking in at once.

Sniper Support: Having a hidden sniper (or mage) watching over the face can provide him cover fire if things go bad.

Spy Tech: Having a hidden character with shotgun mics or other equipment can get you the dialogue and make sure everyone's aware of what's happening in there.

Getaway Driver: Riggers (or even normal drivers) can have a car just out of the area to pick up the face if things get hairy. (Or bring in a prepared extraction team!)

Magic: Whether sending spiritual guards, astrally projecting nearby, or even watching though his eyes with certain spells, a mage can provide actual protection, or at least tell the rest of the team what's going on in there.

Hacker: Whether doing the pre-research on the johnson, or watching through the building cameras (or controlling things in the building), a good decker can help make sure your face makes it out alive.

Leave the Troll at Home: When negotiating, it may be a good idea to leave that giant ganger with the heavy machine gun and the uncouth, attack-anything-that-pisses-me-off attitude at home- or at least in the truck in case an extraction is needed. We don't want the johnson questioning your professionalism, do we?

Cyberbomb: Who ever puts this in their own head? Well, like it or not, the big ones can provide your face with a Mutually Assured Distruction pact. If he dies, they die too. A good trigger is the death of the face, though this might cause more trouble than it's worth. If the face doesn't plan on going into combat (ever), this might be a good way to ensure that the bad guys don't take too many liberties with him. Even better if the face (or someone he really, really trusts) can deliver this payload manually, in case of capture, torture, etc.

Tracing: Having the face with (cyber) tracing beacons can be helpful if he's ever kidnapped or anything. Sure, it can be jammed, but jamming can be a pain on city streets.

You Came Alone?
Some Johnsons might ask this question, either to learn about you or out of surpise, but if they know you have a team, they might be foolish to assume you came alone. Of course, you may really have come alone, but a good bluff might lead them to believe you're being protected, even if you aren't. Faces should be good at bluffing too!

Magic Security

The corporations have really learned how to use magic to their advantage, and few things can be more advantageous to a mage than knowing his home turf. Here are some techniques you might need to be wary of when breaking into a facility with mages.

Invisible Mirrors
Mages can target optic reflections with magic- so putting a mirror in a hallway is a great way to target people with spells while avoiding gunshots. Of course, this also leaves you vulnerable to spells and gives away your position. Unless, of course, you've made the mirror invisible (or hidden it behind an illusionary wall). Having bypassed the illusion yourself, you're free to target, without being a viable target to the criminals!

Imaginary Walls:
Whether it's an illusionary wall to hide behind, or a real wall you've made invisible AND put an illusion back over, it can hide troops, or give a real wall that a mage can shoot spells through with complete privacy.

Fiber Optic Binoculars:
Sometimes it's simpler (and more cost effective) to have a mage in a control room with fiber optics connecting a variety of binoculars to each room, allowing the mage to comfortably cast magic at intruders from a control room. It may not be easy to manuver the "cameras" around, but then, they don't have time to shoot back, either. Also, being opitcal, they are not fooled automatically by physical illusions spells, which can be helpful. The logical evolution of the periscope.

This is just a small taste, to be sure, but the ability to use invisibility, optics, and/or illusions to grant them the ability to see you when you can't see them makes even the most basic of spellcasters quite a threat!

Background Counts
What better way for mage on mage action is a background count that doesn't affect you, but affects everyone else? There are at least 2 metamagic techniques that allow for this (filtering and virtuoso). By the time they can get someone in there to cleanse it, you've discovered them and are tearing them up.