TEXT: N.E.R.P.S
  .
  ShadowLore
  
  Edited By:
  Robert A. Hayden
  
  NERPS :  ShadowLore was assembled and published in the bowels of Mankato State
  University.  I’m Robert Hayden.   My permanent address is P.O. Box 4041, Mankato,
  MN  56002-4041.  Via email, I can be found at hayden@krypton.mankato.msus.edu.
  Note that the above addresses are subject to change, especially email, as I am bound
  to enter the real world someday.
  NERPS:  ShadowLore was released on April 15th, 1994.  Down with I.R.S. thieves.
  This updated version with a few minor changes was released on May 2, 1994.
  You are free to pass on this document to your friends or enemies, at no cost to the
  user or profit for yourself, in either electronic or hardcopy format.  If you distribute
  via hardcopy, you may charge to cover printing and materials, but not for profit.
  
  Shadowrun is a registered trademark of FASA, Inc. They actually make money off of the game.
  The copyrights of each article are held by the original authors.
  This compilation is copyright © 1994 Robert A. Hayden
  
  ABOUT THE EDITOR
  Robert A. Hayden is a senior at Mankato State University, a campus of 15,000 located in southern
  Minnesota, United States.  He’s majoring in experiential education, with an emphasis on
  computer administration.  He is also the administrator of the four ShadowRun Internet mailing
  lists, as well as serving the Mankato State Student Senate as a member of the Academic
  Computing Committee.
  In addition to ShadowRun, computer and education related activities, Hayden spends his free
  time involved with various aspects of political activism.  A staunch supporter of civil and privacy
  rights, and a member of the Electronic Freedom Foundation, Computer Professionals for Social
  Responsibility, and the American Civil Liberties Union, Hayden can often be found wandering
  the nets or the real world, passing out opinions to anyone who will listen on issues of
  constitutional, civil and electronic rights.  In addition, he is part of the south-central Minnesota
  gay/lesbian/bisexual civil rights movement and is an active voice at Mankato State on the same
  subject.
  When I was in the military,
  They gave me a medal for killing two
  men and a discharge for loving one
  -- Leonard Matlovich
  LEAVE OUR PRIVATES ALONE
  End the ban on gays in the U.S. military
  This book is dedicated to the poets, the storytellers, the lovers, the imaginers, the
  creators, the inventors, and the dreamers.  Without them it would have
  never seen the light of day, and without them humankind would
  still be living in caves freezing to death.
  Never let the creative spirit die, for its death takes
  with it our very reason for existing.
  STOP CLIPPER
  STOP TELEPHONY
  KEEP CYBERSPACE FREE
  Join the E.F.F.
  eMail to info@eff.org
  for information
  
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  Table of Contents
  RACES                                                                                                                       05
  Halfling  
  06
  Minotaur      
  06
  Ogre  
  07
  MAGIC                                                                                                                      08
  Spells       
  08
  Physical Adept Skills
  12
  Totems
  14
  Health Adept
  18
  Null Adept 
  19
  Blood Magic
  20
  Waking the Dead
  22
  Gathering Magic
  24
  Ragaining Essence
  24
  Gradual Initiation
  26
  Dead Zones
  29
  CYBERWARE                                                                                                          32
  Brand Name CyberWare
  32
  BIOWARE                                                                                                                37
  Optional Rules for BioWare and Magic
  37
  BioSculpting
  38
  ShadowFurry
  39
  Enzomatic Reinforcer Treatment 
  44
  MATRIX                                                                                                                    45
  Programming Languages
  45
  Matrix Combat (version 2.1)
  48
  MultiTasking
  53
  CPU Controllers
  56
  TECH                                                                                                             57
  Consolidated Ammo
  57
  Clustered Datajacks
  59
  Expert Systems
  61
  Signal Router
  62
  Low-Altitude Vectored Thrust Vehicles
  63
  Gadgets
  68
  BEHIND THE SCENES                                                                                         76
  Matador Files
  76
  Toxin Exposure
  77
  Two-Weapon Combat
  79
  Unarmed Combat
  80
  Contacts / Archtypes
  81
  
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  RACES
  BACKGROUND
  In 2048 an intensive classification project of
  paranormal 
  races 
  was 
  undertaken 
  by
  researchers at the London Institute of
  Paranormal 
  Studies. 
  Doctor 
  Henry
  McAllister, Associate Professor and Project
  Leader 
  for 
  the 
  classification 
  project,
  published a paper in February of 2054 that
  has been a topic of debate ever since.  His
  revolutionary results showed that not all
  standard races of Dwarves, Orks, and others
  are the same.  Some subjects, showed vastly
  different physical attributes.
  Contrary to the opinion of the majority of
  the scientific community, there is substantial
  evidence that there are more than the five
  commonly 
  accepted 
  metahuman 
  races.
  Through sophisticated and detailed studies
  of 
  the 
  physical, 
  mental, 
  and 
  genetic
  attributes of humanity, this scientist has
  been able to confirm the existence of eight
  distinct metahuman races.   The first five are
  the commonly accepted ones dwarves (homo
  sapiens 
  pumilionis), 
  elves 
  (homo 
  sapiens
  nobilis), humans (homo sapiens sapiens), orks
  (homo sapiens robustus), and trolls (homo
  sapiens ingentis).  The other three are ogres
  (homo sapiens humongous) and minotaurs
  (homo sapiens taurus), which are often
  considered to be orks and trolls that "look
  different" by most scientist, and halflings
  (homo sapiens waerlous) which are often
  confused with dwarves.
  Overview of new forms of metahumanity:
  Halflings were generally considered to be
  unusual dwarfs.  However the testing
  process proved them to have very different
  attributes than generally associated with
  dwarves.  Halfling physical and mental
  endurance are the same as humans.  Physical
  dexterity is much faster than human,
  making them the quickest of the metahuman
  races.  Physical strength is lower than that of
  humans.  Intelligence and socialization tests
  on halflings yield higher than human scores.
  They also show a strong
  tendency towards communication skills.
  The most startling difference between
  dwarfs and halflings is the fact that halfling
  possess low light vision, not thermographic
  vision like dwarfs.
  Ogres are physically similar to orks.  Their
  physical endurance and dexterity are equal,
  but they are much stronger.  In fact their
  strength, caused by much denser muscle
  tissue than orks, is equal to that of trolls.
  Mental 
  capabilities 
  are 
  similar 
  with
  intelligence 
  and 
  willpower 
  being
  significantly 
  lower 
  than 
  human.
  Socialization skills are equal to those of orks.
  Ogres have low light vision, just like orks.
  Table of Attributes
          
  Human
  Halfling Minotaur 
  Ogre
  BODY     
  6        
  6       
  10(+4)   9 (+3)
  QUICK   
  6        
  8 (+2)   
  6        
  6
  STR      6        
  5 (-1)   
  9 (+3)  
  10 (+4)
  CHAR    
  6        
  7 (+1)  
   
  4 (-2)   
  5 (-1)
  INT      
  6        
  7 (+1)   
  5 (-1)   
  4 (-2)
  WILL     6        
  6  
          
  5 (-1)     
  5 (-1)
  ESS      
  6        
  6        
  6        
  6
  REACT    
  6        
  7        
  5        
  5
  EYES    
  ---      
  Low Lt 
  Thermo   
  Low Lt
  SPEC 1  ---      
  *1      
  *2      
  --
  SPEC 2  ---      
  --       
  *3       
  --
  RUN     x4       
   x3      
   x3      
   x4
  *1 ==  
  Halflings receive a +1 die bonus when using Social Skills.
  *2==  
  Trolls and Minotaurs have a +1 Reach for Armed/Unarmed Combat.
  *3==  
  Minotaurs have a pair of horns that will do (Str)M physical damage.
         
  This attack does not benefit from the +1 reach, though.
  
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  Minotaur attributes fall between those of
  orks 
  and 
  trolls. 
   
  Physcial 
  strength,
  endurance, and quickness fall right between
  those of orks and trolls. Intelligence is equal
  to orks while mental endurance and
  socialization skills are equal to those of
  trolls.  Minotaurs have the same long arms
  as trolls, but instead of body-wide dermal
  growths, minotaurs possess long pointed
  horns on their heads which are strong
  enough to function as weapons.  Minotaurs
  possess the same thermographic vision of
  trolls.
  HALFLINGS
  Homo Sapiens Waerlous
  Todd Montgomery (Quiktek)
  <tmont@cerc.wvu.edu>
  MODIFIERS
  +2 Quick, +1 Char , +1 Int,
  -1 Str
  Low-Light Eyes
  +1 die when using Social Skills
  ALSO KNOWN AS:
  Warrows
  Wee Folk
  Appearance:
  Average Height: 1.1 m,
  Average Weight: 50 kg.
  Identification:  Warrows appear to be
  human children of ages 8-10 yrs.  Hair and
  eye color vary as it does in humans.  The
  childish facial features of this race disarm
  most people.  Most individuals have
  displayed the most uncanny ability to
  persuade adults of all races with their
  charm.
  Young:  Gestation period is 8 months.
  Newborns are typically 16 inches long and 5
  lbs. in weight, but  are very healthy.  Unlike
  other races, any individual who changes into
  a Warrow does so between the ages of 6 and
  8.  Warrows also seem to develop quicker
  mentally than their other racial counterparts.
  The reasons for this are not understood at
  the present.
  Notes: Legally in UCAS and North America,
  Warrows are termed Dwarves.  The general
  population sees them as Dwarves or small
  human 
  children 
  even 
   
  though 
  their
  appearance and mannerisms can be vastly
  different.
  MINOTAUR
  Homo Sapiens Taurus
  Manny Suarez
  <aa2498@freenet.lorain.oberlin.edu>
  Robert A. Hayden
  <hayden@krypton.mankato.msus.edu>
  MODIFIERS:
  +4 Body, +3 Str,
  -2 Char  -1 Int, -1 Wil
  Thermographic Vision
  +1 Reach
  Str(M) Attack with Horns
  Identification: 
  Minotaurs 
  measure
  approximately 2.4 meters and weigh 225
  kilograms.  They have short fur covering
  their massive muscles.  Fur color  ranges
  from red-brown to almost black.  Minotaurs
  have faces reminiscent of bulls.  They have
  short horns growing from the edges of their
  foreheads to a length of 15cm to  30cm for
  females and 30cm to 60cm for the males.
  Minotaur females have two mammae and all
  minotaurs have 34 teeth, including four
  enlarged canines.   Minotaurs are very
  heavily built.  They have long legs, making
  them good  runners, but their massive size
  slows them down.
  Habitat: In urban areas, minotaurs tend to
  live in standard human houses.
  Habits: Minotaurs can be active day or
  night.  Their diet is omnivorous.   Since they
  have just recently awakened, they tend to be
  rare,  so they live relatively isolated.  (which
  may very well be due to the fact  hat they
  aren’t yet accepted yet by more than 90% of
  the population.)    Metabolic studies show
  that 
  the 
  minotaur 
  tends 
  to 
  live
  approximately 60 years.  Their breeding
  season is unrestricted.  Gestation is 250 days.
  
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  Young:  Usually one.  Birth weight is 2.5% of
  the mother’s weight.  Suckling time is about
  10 months.
  Commentary: 
   
  Minotaur 
  are 
  usually
  associated 
  into 
  troll 
  society 
  without
  difficulty, although a growing socio-political
  movement towards separatism has become
  evident.
  OGRE
  Homo Sapiens Humongous
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  MODIFIERS
  +3 Body, +4 Str
  -1 Char, -2 Int, -1 Wil
  Low Light Eyes
  Identification: Ogres measure 2.6 meters tall
  and weigh 230 kilograms. Skin color varies
  between 
  pinkish-white 
  to 
  ebony, 
  and
  usually darkens slightly after expression.
  Ogre’s body proportions differ from Sapiens
  in both arm-to-leg ratios and girth-to-height
  ratios, both are generally 30% more than in
  Sapiens.  Ogres are very heavily built and
  generally have both denser skin and bony
  deposits on or under skin. Body hair is more
  developed than in Sapiens, but less than
  Ingentis. Ears are normally rounded, and do
  not come to points as in other metatypes.
  The sloped skull has 34 teeth, prominent
  lower canines.  Females have two mammae.
  Habitat: Ogres prefer caves or large above
  ground dwellings in the wild.  In urban
  areas they prefer large, above ground, but
  enclosed spaces.
  Habits: Ogres are diurnal. Their diet is
  omnivorous, although a strong tendency
  toward carnivorous behavior has been
  observed. Usually ogres are found in single
  or pairs, not in communal groups. Life
  expectancy is 70 years. Breeding season is
  unrestricted. Gestation is 300 days.
  Young: Only one. Birth weight is 3.0% of
  mother’s weight. Sucking time is 11 months.
  Commentary: 
  Ogre’s 
  eyes 
  are 
  heavily
  endowed with rod structures, this allows
  them to see in dim light far better than
  Sapiens.
  
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  MAGIC
  Spells
  >>>>>[Heyo once again chummers!  None other
  than your fuzzy ear-to-the-pavement here to tell
  you about something YOU need to know about.
  Trust me.  As usual, it’s open for your
  comments, remarks, and crack-shots.  Sorry
  about the cut & dry tone of it, but I pirated this
  off of API.  (Dry & monotone defined.)  The text
  was verbatim, I spliced in the sound bites
  where applicable.  Share & Enjoy!]<<<<<
          -Tyger <Any Time / Any When>
  API:Seattle
  Tuesday night there was a shooting incident
  near Dante’s Inferno involving two rival gangs.
  Police are still sketchy on the incident.
  Eyewitness accounts claim that some of the
  combatants had taken several shots without any
  signs of injury.
  (Voice, male.)  "Dis guy, no foolin’, he took ten,
  twenty shots to da chest.  Dinnt even flinch!
  An’ he wasn’t wearin no jacket, Check it
  chummer?"
  The police have determined that at least one of
  the gang members was under the influence of a
  spell, if not more.  A Lone Star official press
  release states that they have no comment.
  >>>>>[No kidding!  I just wanna see the body-
  bag sheets on this one!  Lead all over the place,
  and one of the walking corpses took a burst
  without 
  wincing! 
   
  He 
  was 
  actually
  smiling!]<<<<<
          -Jander <16:34:44 / 07-23-54>
  >>>>>[Seriously? 
   
  We 
  can 
  get 
  that 
  for
  you...]<<<<<
          -Da Goon Skwad <18:23:14 / 07-23-54>
  >>>>>[Errr, no thanks.]<<<<<
          -Jander <18:30:35 / 07-23-54>
  >>>5 Mp Deleted by Sysop
  >>>>>[Sorry.  Tyger kinda garbled the last part.
  Something about the wire tap being ’violated’,
  and a ’system corruption’  It was deleted to save
  the 
  collective 
  tails 
  of 
  the 
  (very, 
  very)
  guilty.]<<<<<
          -Shadowland <13:23:42 / 07-23-54>
  >>>>>[We all have our off days...  Seriously.
  Any word from ’yall about what the frag those
  guys were on?]<<<<<
          -Tyger <Any Time / Any When>
  >>>>>[The Almighty Tyger hasn’t heard yet?
  I’m simply amazed.  New trip called "Buzz".
  First trip on us.  Come on down to the ’barrens,
  if you want a try.]<<<<<
  
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  >>>>>[I’ll take a no-go.  But thanks for the
  offer.]<<<<<
          -Tyger <Any Time / Any When>
  Buzz
  Rob Rubin / Winona RPSIG
  <Tyger@vax2.winona.msus.edu>
  Type: 
  Physical
  Range: Touch
  Target: 12 - Essence
  Drain: (force) S
  Duration: 
  "Permanent"
  This spell needs a willing target.  Upon
  successful casting, the subject has an
  adrenaline surge, and an endorphin rush
  simultaneously.  It also affects the mind such
  that it feels nothing but pleasure.
  If the target has blood filters, symbiotes,
  pathogenic defenses, or any other filtration /
  purification systems, each level adds one to
  the target number of the caster.
  The spell lasts for 5 - 15 minutes (2d6 + 3).
  Effectively, the spell works to add a +1 to
  strength, 
  +2 
  to 
  willpower 
  (to 
  racial
  maximum), +1 to reaction and -2 to
  intelligence. (Minimum of 1.)  All damage
  modifiers are halved (round down.)
  NOTE:  The loss of intelligence DOES NOT
  effect reaction.
  At the time of casting, the mage can use his
  extra successes to either bounce up the
  numbers or extend the time.  The stats
  increase by a 3-1 margin.  Meaning for every
  3 extra successes, the target can have a stat
  boosted +1.  Or the mage can increase the
  time by 1d6 per 2 successes.  The caster must
  make this clear before the spell is cast what
  successes are going where.
  The down side to all this, is that the spell is
  addictive.  Every time the spell is cast on a
  target, the target must roll a willpower test.
  The target number is the force of the spell.
  However, they must overcome a threshold
  equal 
  to 
  their 
  UNMODIFIED
  (charisma+body / 2) - 8.  If they succeed,
  they remain ’normal’ after exposure to the
  spell.  If they fail, they are addicted to the
  spell’s effects.  (Detoxing them is the GM’s
  problem, sorry.)
  Again, if the target has any filtration /
  purification system, they may use them as
  normal.
  Example : Bob the Samurai needs an edge.
  He asks Cyan, the resident mage, to cast
  ’buzz’ on him.  Cyan casts the spell, target of
  11 (Bob is a samurai, remember....)  Cyan
  then rolls 2d6, getting a 7.  Meaning the spell
  will last ten minutes.
  After the ten minutes are up, Bob then rolls
  his willpower (Surprisingly, he has 5 dice)
  with a target of 3 (The spell force) and a
  threshold of 4 (a High body and decent
  charisma.)  Bob rolls a 6, 5, 5, 3, 1.  Bob is
  now addicted.  Had Bob made one more
  success, he would have been OK.
  Karma can be used as usual.
  If the target has any bioware designed to
  boost 
  the 
  body’s 
  natural 
  systems
  (synthacardium, 
  adrenal 
  pump,
  suprathyroid gland, and so on) they must
  make another body roll (Cyberware doesn’t
  count), with a target number equal to the
  number of minutes the spell was in effect,
  and a threshold of the spell’s force.  If it fails,
  the target has overworked a system, and
  ’burned it out’.  It will not work until
  repaired.
  Example : Bob has an adrenal pump.  When
  the spell wears off, he rolls his body again.
  His target number is 10, and he needs 3 of
  them.  Bob rolls 11, 10, 4, 4, 3 & 1.  He’s now
  not only addicted, but his adrenal pump has
  overextended itself and will not refill again.
  Not like he cares, he wants another hit from
  Cyan...
  Other systems are up to the discretion of the
  GM.  Likely system failures happen in any
  reflex / brain based systems.  (Wired,
  boosted reflexes, Headware memory, and so
  forth.)
  
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  Telepathic "Chat"
  Stephen Wilcoxon
  <wilcoxon@eecis.udel.edu>
  Type: 
  Detection
  Range: Extended
  Target: 4
  Duration: 
  sustained
  Drain: see below
  Note: 
  requires voluntary target
  Allows the caster to "chat" with the target
  (must be human or metahuman).  If the
  target is unwilling to communicate, then no
  link 
  is 
  established. 
   
  Like 
  a 
  normal
  conversation, the other person in the link
  only knows what the "speaker" wants to tell
  him.
  There are two ways to calculate the drain code
  for this spell
  1) From scratch
       
  new sense         
  D
       
  superficial mind  +1
       
  sustained         
  +1
       
  detection spell   
   -1
       
  restricted tgt.   
   -1 
  voluntary subject  
    1
       
  extended range     -1
       
  specific target   
   -1
  total:  [(F/2)-2]S
  2) Based on MindLink
  new sense            D
  deep mind        
  +2  +1
  sustained        
  +1
  detection spell  
   -1
  restricted tgt.  
   -1
  voluntary subj.      
   -1
  extended range    -1
  total:  [F/2]D
  
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  MeteorStrike
  David Altman
  <Izzyux2@mvs.oac.ucla.edu>
  Type: 
  Physical
  Range: 
  LOS
  Target: 
  Body (R)
  Damage: 
  D
  Duration: 
  Instant
  Drain:   
  [(F/2) + 6]D
  This spell was created and copyrighted by Lord Jefferey
  Farnsworth, U.C.L.A. Occult Studies. First Published in
  International Magick, Metaphysical, & Paranormal Association
  Journal, 2053. Magic Copyright code: Zurich Orbital Proprietary
  Knowledge Office #MS16642-SL
  Upon casting of this spell, a comet will fall
  from the sky and hit any location within the
  line of sight of the caster. A tremendous
  explosion will accompany impact, as well as
  secondary and collateral effects. These are
  resultant from the blast.
  This is an area-affect spell that causes
  physical damage, and has a Blast Elemental
  affect. Also, TN# will be +1 because of the
  disorientation on the impact.
  FireFlies
  David Altman
  <Izzyux2@mvs.oac.ucla.edu>
  Type: 
  Physical
  Range: 
  LOS
  Target: 
  4
  Damage: 
  M
  Duration: 
  Sustained
  Drain: 
  [(F/2) + 2]D
  This spell was created and copyrighted by Maxximillian
  "Warlock" St. Cyr, in 2054. Zurich Orbital Proprietary
  Knowledge Office #CFF99131-YX. Submitted to International
  Journal of Hermetic Magickal Science. The classification level of
  this spell has been established by the IAAT to be Entrant Master
  level or higher.
  DT     
  DL
  +1     
  Physical spell
  +1     
  Sustained spell
  +1
  Elemental (fire) Effect
             
  Damaging manipulation
  +1  
  Creates specific (Willpower) test at 
  x1 successes
  This spell creates a "swarm" of fiery stars
  that will attack any one person that the mage
  designates, they will do this for a number of
  turns equal to the mages Sorcery rating. The
  mage does not have to consecutively inflict
  damage, but  can order the Fireflies to
  attack, then stop, then attack again, until the
  spell ends. The fireflies can also set fire to
  anything flammable.
  Note: This spell is horrible to witness and
  feel. The fireflies attack the person by flying
  by him at a close distance, thus creating
  jagged  burns marks, and essentially flaying
  him at the same time. This is an intimidation
  tool as well as a combat spell, Thus any
  spectator or the victim himself must make a
  Willpower versus the spell in order to keep
  from breaking down mentally.
  Rain Spells
  Chris Ryan
  <chrisr@FIT.QUT.EDU.AU>
  These area-effect spells cause a downpour
  (of water) in an area.  Against certain targets
  elemental effects can occur, see GrimII p.112.
  This is the ONLY form of damage that
  occurs with these spells.  If the area-effect
  has no targets to be affected by elemental
  effects (e.g. a garden bed or a human), then
  the spell will just wet the area affected for
  the sustained duration.
  Type: 
  Physical
  Range: LOS
  Target: 4
  Damage (For Elemental Effects only):
  Drizzle 
  L
  Steady 
  M
  Heavy 
  S
  Tropical Downpour 
  D
  Duration: 
  Sustained
  Drain:
  Drizzle           
  (F/2)L
  Steady            
  (F/2)M
  Heavy             
  (F/2)S
  Tropical Downpour 
  (F/2)D
  
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  Teleportation
  Doctor Doom
  <jch8169@rigel.tamu.edu>
  Class:  Manipulation
  Drain:  (F/2)S
  Type:   Physical
  Duration:  
  Instant
  Target: The base Target Number is 
  4, modified by distance.
  Max. Range:  
  Magic Attribute in km.
  Research and Development by:
  Doom Technologies     &    Dark Thought Publications
  >> Working on solutions best left in the dark. <<
  The threat of teleporting into a solid object is
  almost non-existent, applying Einstein’s
  postulate that no matter, of any from, can
  occupy the space occupied by other matter.
  This also coincides with the precept in the
  Grimoire that no two auras can exist in the
  same space.
  Target location to which the magician shall
  teleport must be in Line of Sight.  The target
  number may be modified by distance
  traveled...(the modifications presented here
  are "borrowed" from the optional rules
  regarding target number modification for
  LOS spells, Grimoire II, page 111)
  DISTANCE (meters)
  TARGET MOD.
  0-150                         
  None
  151-300                                        
  +2
  301-600                                        
  +4
  601-1250                                       
  +6
  1251-2500                                    
  +8
  2501-5000                                   
  +10
  5001+                                 Target not visible
  Also, this spell is not entirely accurate in
  terms of targeting the destination.  This
  translates into game terms to "scatter"
  (borrowed from the rules concerning hand
  grenades, SRII, page 97).  Once the mage
  has successfully teleported, roll 2D6 for the
  distance in meters from the target point.
  Roll 1D6 for direction, as per the illustration
  on page 97.
  However, all is not lost for the hapless mage
  who MIGHT appear as far as 12 meters
  away...  After the scatter roll is made, the
  magician may reduce the distance by 4
  meters per success made.
  Passengers:
  The magician may, if he so chooses, take
  passengers with him.  The maximum
  number that may accompany him equals his
  Magic Attribute divided by 3.  The target
  number increases by +2 per passenger.
  Upon successful teleporting, each passenger
  must make an attribute test:
  Willpower:      (meters/200)D Stun damage
  [The minimum being 2D.]
  This is due to the extremely unpleasant (one
  might almost say "mind pummeling") effects
  that teleportation has on the nervous system.
  Stipulations:
  The spell cannot be cast on someone to
  teleport them AWAY from the caster.
  Passengers must be willing subjects, and be
  within physical contact (either directly or
  indirectly through a human chain) with the
  caster.
  The caster cannot be forced to teleport
  someone with him.  Just because someone is
  in physical contact with him (e.g. he is
  grappling or being physically bound by
  someone) and the magician decided to
  teleport, his assailant is NOT transported
  with him.
  The inertia of the magician is NOT negated
  by teleportation.  For example, a mage has
  fallen off a twenty-story building, and after
  plummeting past the tenth story, he decides
  to teleport to a location six feet off the
  ground.  Once there, he will still impact the
  pavement with the same force he had before
  he 
  teleported, 
  i.e. 
  SPLAT, 
  and 
  the
  unfortunate mage will most likely expire
  from a combination of deceleration trauma
  and cement poisoning.
  
  Net Enhancements for Role-Playing Shadowrun
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  Physical Adept Skills
  Mark Mohan
  <MCM@bton.uk.ac>
  Heat/Cold Endurance
  COST:
  (.25/per die)
  When the adept is faced with a temperature
  challenge he overcomes his  physical
  feeling/reactions by mental fortitude.
  The character rolls versus a Target Number
  (TN) of what the GM feels appropriate. A
  good guide to the numbers is the success
  table in SR book (i.e. 2 being slight nippy,
  whereas 12+ is your sitting in an ice block
  etc. 2 being a hot day, 12+ they are cooking
  you in an oven.)  Each success give the adept
  5 minutes of activity or 15 mins of sitting
  around  being totally Inactive.
  Deep Breathing
  COST:
  (.25)
  The Adept has practiced breathing exercises
  and can use his lungs to a greater extent.
  Each .25 of a magic point spent gives him an
  extra 30 seconds of holding his breath
  Jump
  COST:
  (.25)
  The adept uses his entire body to propel
  himself forward/upward. For every .25 he
  spent in jumping he gets and extra upward
  lift of 25cm and an extra 50cm forward.
  This would be added the (meta)human
  average distance after an athletics test. Two
  good reasons why the Olympic Games
  became such a farce.
  Alertness
  COST:
  (.5/per die)
  The adept has trained all his senses to
  noticed the unnoticed, see the unseeable and
  smell the unsmellable.  He no longer relies
  on just one set of his sense and thus become
  more aware of his surroundings.  He adds
  the Alertness dice to his perception Rolls.
  Shattering Blow
  COST:
  (.5/per die)
  MODERATE
  +2 TN,  -1 Reaction
  SERIOUS
  +3 TN,  -2 Reaction
  DEADLY
  +5 TN, -3 Reaction
  The adept summons all of his focus into a
  dramatic move which can destroy the
  hardest stone!
  The adept makes an Unresisted test with
  number of dice in SB vs. the Barrier Rating
  of the object of his attack.
  One or more successes breaks the 
  object (5+ successes would be 
  incredibly impressive and flashy)
  0 successes - nothing happens - bit 
  of a sore limb.
  Roll of Ones - Oh dear.  The limb is
  broken. Do not pass GO, go directly
  to The Doc.
  If used against living things. The combat
  attack - treat as Aimed Blow. If the attack
  succeeds then area broken. The recipient of
  the blow can’t move the limb, ’cos it hurts.
  Note: You could say the character 
  with the broken limb can not use
  that limb at all no shooting wielding
  a swor, etc.)
  Level 
  To Break         
  Moderate
  Hands/Feet
  Serious Limbs/Ribs
  Deadly Necks/Skulls
  
  Net Enhancements for Role-Playing Shadowrun
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  Nerve Strike
  COST:
  Light (.5)
  Moderate (1)
  Serious (1.5)
  After careful study of the Human Anatomy,
  (or lots of beating up people) the adept has
  perceived certain nerve clusters in the body.
  He has toughen his fingers to penetrate
  these zones. Today’s Martial Artist has
  adapted to the Street Environment and as
  such knows the strengths and weaknesses of
  modern protection, but can still strike home
  his blows !
  Three level of pain can be inflicted :
  Light 
  +1
  Moderate 
  +2
  Serious +3
  The "damage" is put on the Mental Track and
  is remove as normal.
  These blows can penetrate up to 4 points
  worth of Impact Armor.
  Use:
  Unarmed attack-same as killing hands
  although it doesn’t cause physical damage
  and will only do the damage level it is
  bought at. These blows penetrate most
  armor types up to 4 points of impact armor.
  Note : people with this skill can 
  develop body protection which will 
  lower the Stun inflicted by one 
  damage Level.
  Steel Fingers
  COST:
  (.5/per die)
  Armor Penetration:
  RATING
  The adept has practiced thrusting his fingers
  into soil and sand to obtain this discipline
  and can penetrate through most forms of
  body armor, why even plate mail is said to
  be useless against the Master of Steel
  Fingers.
  Each .5 spent negates 1 point of impact
  armor.
  Power Blow
  COST:
  (.5 per +1 power)
  This ability allow the adept to focus his
  power (chi) into any blow !
  Can be used with any hand to hand attack
  (hand or weapon). Each .5 adds +1 to the
  power (Str) of the attack.
  Breaking Blow
  COST:
  (.5/per die)
  This ability allow the adept to break and
  destroy barriers with his bare hands. For
  each level add one to the power of the attack
  and reduce one from the Barrier Rating. This
  can be used in conjunction with Power Blow,
  but can only attack objects with Barrier
  Ratings (this includes vehicles).
  
  Net Enhancements for Role-Playing Shadowrun
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  Totems
  Ant Eater
  David J. Altman
  <izzyux2@mvs.oac.ucla.edu>
  Characteristics:
  Ant Eater, or Snout Tongue, is the 
  great ravager of the insect world.  
  He is also one of the most 
  purposeful totems of the Sixth 
  World.  He is naturally inquisitive, 
  and can often sniff out trouble, or 
  those in trouble, with little 
  difficulty.
  Environment:
  Any Land
  Advantages
  +2 Dice to Detection spells
  +2 Dice to Manipulation spells
  +2 Dice to Conjuring Spirits of Land 
  (not desert)
  Disadvantages:
  Ant Eater is often slow to thinking 
  and often times very stubborn.  A 
  Shaman of this totem requires a 
  willpower test with a target of 4 to 
  break off from his current action, be 
  it attacking reading a book, 
  swimming, etc.  It is an unresisted 
  test however, making it a little more 
  "merciful" on the Shaman in 
  question.  He also is always looking 
  for a meal, and will VERY rarely 
  turn down an offer to eat of any 
  kind (same willpower test above to 
  avoid or turn down the offer).
  [GM’s Note- Ant Eater has an additional set
  of advantages as well.  He is a MAJOR
  opponent of Insect Spirits of all kinds.  He
  gains an additional +1 modifier to his die
  rolls in ALL actions against any insect form,
  as well as against Spider and her related
  machinations.  This includes resistance tests
  against ALL attacks, as well as ALL attacks
  made against an "insect form."  This number
  however is NOT cumulative with the effects
  of Initiate Grade.]
  
  Net Enhancements for Role-Playing Shadowrun
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  Dingo
  The Wyrm Ouroboros
  <aalberdk@UCUNIX.SAN.UC.EDU>
  Characteristics:
  Dingo is the one of the great plains 
  wanderers.  He is similar to the 
  western worlds "coyote" in many 
  ways, though he is not as transient 
  in his nature.  Dingo is protective of 
  his own, and will defend his kin, but
  not necessarily to the point of death.
  He also is not bound to anything, 
  except perhaps his word.
  Environment:
  Plains and/or Prairie
  Advantages:
  +2 Dice to Detection Spells
  +2 Dice to Health Spells.
  +2 Dice for Conjuring Prairie Spirits.
  Disadvantages:
  Dingo is often considered to be a 
  coward by others around him.  If 
  given the opportunity, he will opt 
  for retreat, so as to deal with the 
  situation from a better vantage 
  point.  He is not a coward in the true
  sense of the word, but is often 
  misunderstood by others.  A Dingo 
  Shaman must make a willpower test
  with a target of 4 to remain in a 
  given position/situation, or else he 
  pull back to get a potentially better 
  advantage.  Dingo is also easily 
  tricked and/or manipulated by 
  others.  He suffers a -2 to all his 
  negotiation attempts, IF the other 
  party is attempting to "pull the 
  wool" over him.
  
  Net Enhancements for Role-Playing Shadowrun
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  Dove
  Ethan Court
  <jek5313@zeus.tamu.edu>
  Characteristics:
  Dove is thin and austere.  She is 
  flighty; quick in motion and in 
  thought.  She seems naive and 
  inexperienced, often jumping to 
  conclusions and believing in 
  people’s better natures.  She avoids 
  combat actively, and is primarily a 
  healing totem.  She is fastidious in
  dress, though often wearing simple 
  and functional clothing.  The Dove 
  totem is the totem of those who 
  practice the healing traditions of the 
  ancient Christian sects, and in fact is 
  one of very few totems to be openly 
  espoused by the Catholic Church.
  Dove is a healer.  It is her prime 
  motivation and reason for being. 
  She will refuse healing to none, 
  oftentimes healing even her 
  enemies.
  Environment:
  Urban
  Advantages:
  +2 dice Healing
  Semi-empathy
  +2 dice for conjuring any  Spirit of 
  Man.
  Disadvantages:
  -1 die for casting any non-stun spell.
  A Dove shaman cannot refuse 
  healing to anyone who 
  requests it.  A Dove shaman 
  will not tolerate evil  or 
  noble actions.
  Dove shamans posses, almost as a side effect
  of their "choice" of totem, an heightened
  awareness of others’ feelings.  This does not
  allow 
  them 
  to 
  read 
  minds 
  or 
  to
  broadcast/receive others’ emotions in any
  real sense, it instead allows the Dove
  shaman an infallible sense of when someone
  is in pain, even being capable of use as a
  locator.  This form of empathy allows the
  Dove shaman to avoid physically damaging
  someone, as to do so is almost as painful to
  the Dove shaman as it is to the victim.  The
  Dove shaman must use Willpower to resist a
  deadly stun with a Target Number of 4 if she
  witnesses a death due to violence.
  Koala
  The Wyrm Ouroboros
  <aalberdk@UCUNIX.SAN.UC.EDU>
  Characteristics:
  Koala is not a fighter, though she is 
  quite capable of defending herself 
  and her kin.  Her affinity for nature 
  has allowed her to remain in touch 
  with the natural balance of life, and 
  indeed is the most powerful of the 
  known Totemic Healers.  If 
  cornered, she will retreat to the 
  safety of the trees, and remain there 
  until the danger has passed.
  Environment:
  Any Land
  Advantages:
  +3 Dice to all Health Spells
  +1 to all Health spell die rolls
  +2 Dice to Conjuring Spirits of Sky 
  and Waters.
  Disadvantages:
  Koala is not a fighter.  A Shaman of 
  this totem will often try and find 
  peaceable solutions to any situation.
  They also abhor violence in any 
  form, thus ALL combat related 
  actions suffer a -3 penalty to the die 
  roll (firearms, gunnery, armed or
  unarmed combat, spells, etc.).  This 
  penalty is NOT incurred when
  defending themselves or another 
  being.  In fact, if defending another
  or themselves, they get a +1 to all 
  their die rolls (mundane or not).
  [GM’s Note- An Initiate of the Koala Totem
  has all the numbers for his/her advantages
  modified by grade.  Thus, a grade 4 Koala
  Shaman would have +7 dice to all Health
  spells, and a +5 to all health spell die rolls.
  Their defense ability however is not
  modified, so no the Grade 4 does not get to
  add +5 to all their defense die rolls.]
  
  Net Enhancements for Role-Playing Shadowrun
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  Panther
  Daniel Waisley
  <Djwa@Nauvax.ucc.nau.edu>
  BACKGROUND:
  "The puma is prominent in American Indian
  mythology, with its cunning, agility, and
  strength respected and admired by many tribes.
  The animal figures in the magic and shamanism
  of nearly all ancients as their progenitor,
  protector, or as a source of power to ward of
  disease or to excel as a hunter.  Others are awed
  by the animal and consider it an omen of
  disaster."
          
  The PUMA, Legendary Lion of the
  Americas - Jim Bob Tinsley
  As to Indian myth, from which most of the
  Shadowrun totems are taken from, Panther
  is feared and respected, and in some He is
  regarded as the Protector of the universe.
  The Zuni believed that the ancient ones
  wanted the world to be guarded by those
  keen of sight and scent.  The puma (the
  greatest of them) was the sentinel of the
  north (the most important position).  The
  Miwoks believed him to be the ideal hunter,
  while the Apaches and Hualapais thought
  her wailing was the omen of death.  In
  Navajo myth a hero was wounded by witch
  objects shot into his body.  Puma extracted
  them and saved his life.  They also thought
  that the Puma benefited them by leaving the
  better part of the portion of its kill for the
  people to eat.  Conversely the Papago and
  the later white settlers considered the cougar
  a flesh eating beast.  The Inca hunted many
  animals in great round-ups where they
  would hunt the hunter.  They found it much
  easier to catch bear and deer in the rounds-
  ups then panthers.  To many Indian societies
  it was both a Totem and a source of help for
  hunting and warfare.  In fact the Hopi and
  Zuni took carved mountain lions when
  hunting deer in hopes that they would be as
  good at it as the mountain lion was.  In
  many cultures the puma was often deified
  for its ability to hunt.
  The panther is the largest lone carnivore in
  North America.  It is known for its strength
  and speed.  In fact, a Panther will often beat
  the larger Jaguar in battle.  Of all the great
  cats the panther is the one to hunt the most
  out of proportion to its size.  The tiger and
  jaguar my hunt large animals, but they only
  hunt prey up to about 2-3 times their size.
  The panther on the other hand is known to
  hunt animals up to 3-4 times its, giving
  precedence to the fact that it is one of the
  most dangerous of hunters.  Panthers are
  also very quite hunters and make little noise
  when hunting.
  Panthers are noted to purr and scream (best
  description) much like a tabby but 10 times
  as big and loud.  Panthers also have round
  not slitted eyes.  They tend to rely on
  eyesight for hunting, but have acute hearing
  and smell.
  Totem Identification:
  Panther, Mountain Lion, Cougar, 
  Puma, Catamount and assorted 
  other English and Indian names (the
  America’s)
  Characteristics:
  Panther goes by many names and 
  faces; to some He is Panther, to 
  others She is Puma and some know 
  It as Mountain Lion.   Panther likes 
  it this way, for Panther believes in 
  stealth.  His prey never hears him 
  before he strikes.  Puma is a great 
  warrior, but prefers the stealthy 
  approach, for it does not do to go off
  half cocked.  Cougar is very patient 
  and quite, he will wait for the right 
  moment to strike.  Panther tends to 
  try and protect mankind and 
  innocents from harm.  Puma is 
  mostly solitary but will sometimes 
  have close companions who she will
  defend to the death.  Cougar kills 
  quickly and will use the most 
  efficient means to do so.  He also 
  tries to leave little evidence of his 
  acts.  Mountain Lion hates Evil and 
  will try to hunt it down and slay it.
  Environment:
  Forest and Mountain
  Advantages:
  +2 dice for combat and illusion
  +2 dice for summoning either
  forest or mountain spirits 
  (choose).
  
  Net Enhancements for Role-Playing Shadowrun
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  Disadvantages:
   minimum quickness and 
  intelligence of 4, Puma believes in
  attacking prey intelligently and 
  quickly.  Panther also believes that 
  her shamans should be able to hunt 
  and kill without magic (the need to 
  take stealth and either unarmed or 
  armed combat as skills).  When in 
  the midst of a large combat the 
  shaman must make a willpower test 
  tn# 5 to stop fighting as his instincts 
  tell him to keep on lashing out.
  Quirks:
  Puma is not a coward, he will attack 
  powerful enemies if need be, but 
  will try to shift the odds in his favor 
  and will wait for the right moment
  and not charge right in.  Panther 
  shamans are know to be quiet 
  individuals, and will not get into 
  needless arguments or 
  conversations.  Cougar shamans are 
  also known for using the bare 
  minimum of words or gestures 
  when doing magic, they do not like 
  to be noticed. The shaman will use 
  the name he or she feels most 
  comfortable with in talking about 
  his totem, for the shaman realizes 
  that they all describe the totem 
  equally well.
  Note:  the use of all the different 
  names and he/she throughout the 
  text was intentional.  After all its like
  Orou said -  ’Panther believes in 
  smoke and mirrors.’
  Possum
  Chris Ryan
  <chrisr@FIT.QUT.EDU.AU>
  Characteristics:
  Possum is curious, friendly and a 
  collector by nature.  She is one who 
  prefers the night, avoiding the fierce
  light of day.  Possum fights only 
  when necessary, and tries to do it on
  her terms.
  Favored Environment:
  Any urban environment with trees 
  or in the wilderness.
  Advantages:
  +1 dice for all Health spells
  +2 dice for all Manipulation spells
  +2 dice for any conjuring by night.
  (If your campaign includes 
  spells for Low Light and 
  Thermo vision, then possum 
  shamans receive an extra +2  
  dice for these spells.)
  Disadvantages:
  A Possum shaman must eat 
  unprocessed food only and suffers a
  +1 to target numbers involving any 
  actions requiring vision in bright 
  light, including daylight.
  Tiger
  David J. Altman
  <i  zzyux2@mvs.oac.ucla.edu>
  Characteristics:
  Tiger is a stealthy hunter and 
  prowler. She is a loner who is both  
  ferocious and cunning. She is sleek 
  and beautiful, especially when 
  making her kill. Tiger often exudes a
  kind of deadly charisma. Subtlety is 
  how she prefers to deal with her 
  enemies, but she will face challenges
  directly if she has to.  She is a cold 
  and ruthless huntress who will not 
  stop until her prey is caught.
  Preferred Environment:
  Jungle
  Advantages:
  +2 Dice for Combat spells
  +2 Dice for Detection spells
  Disadvantages:
  Tiger is often unpredictable, she will
  sometimes be brutally direct, other 
  times excruciatingly subtle. One 
  constant is her loathing of leaving 
  survivors of a kill. Tiger can be cold 
  and cruel to the point of alienating 
  her comrades. Her charisma and 
  appeal can cause problems within 
  and without the party. Tiger 
  shamans must make a Willpower 
  Test during and immediately after 
  combat to avoid a frenzy in which 
  
  Net Enhancements for Role-Playing Shadowrun
  24
  they try to get to, and kill, any 
  surviving opponents, or if all 
  opponents are dead (and the Tiger 
  shaman has failed the test) they may
  turn on friends.
  Wild Dog
  The Wyrm Ouroboros
  <aalberdk@UCUNIX.SAN.UC.EDU>
  Characteristics:
  The comparison to the western 
  world’s Wolf totem has been made 
  repeatedly in the past.  Wild Dog is 
  a very pack oriented creature, and 
  will usually operate within a pack 
  like environment.  Do not 
  underestimate him however, for he 
  is capable of independence if left to 
  himself.
  Environment:
  Any Land, not inhabited by Man
  Advantages:
  +2 Dice to Combat Spells
  +2 Dice to Detection Spells
  +2 Dice to Conjuring Spirits of Land 
  (not Desert).
  Disadvantages:
   A Shaman of Wild Dog will prefer 
  to work in a group environment, 
  and in fact gains a "moral boost" 
  when doing so.  All his spellcraft 
  (Conjuring, Sorcery, and Theory) 
  gains a +1 to the die roll in question 
  (5’s are 6’s, etc.)  However, if left to 
  himself, he often flounders 
  somewhat, thus lowering his moral 
  standing with himself (lower ALL 
  target numbers, mundane or not, by 
  1).
  Health Adept
  Jason J Carter
  <Carter@UPS.EDU>
  Abilities:
  Full access to Astral Space.
  May only cast Health spells and 
  spells using the Venom 
  Elemental effect.
  May summon Watchers and
  Zombies.
  Health Adepts fall into two categories,
  Healers and Necromancers.
  Healers would never summon zombies,
  although they are known to try to gain
  control over them when they encounter
  them.  Once they gain control they banish or
  destroy them ASAP.  It is not uncommon for
  healers to have no or little conjuring skill
  since Watchers are not as useful as
  elementals.  Still Watchers can be a valuable
  tool for watching over patients.  All PC
  health adepts should be healers.
  Necromancers summon zombies and enjoy
  using them.  Necromancers tend to be
  magical threats, since summoning zombies
  is not a nice thing to do.  
  Some
  necromancers are rumored to cast spells
  using an undocumented venom elemental
  effect.  Theoretically, healers should be able
  to use these spells also, but it is not in the
  nature of most to do so.  Full mages who use
  zombies are know as necromatic mages.
  For rules on zombies, see the Waking the
  Dead article here in NERPS:  ShadowLore.
  For purposes of temporary control over
  zombies, healers have a Threat rating of 1.
  PC health adepts should be allowed to
  control zombies on for as long as they are in
  direct confrontation with a necromancer.
  Once there is no combat around the PC
  should be either required to banish/destroy
  the zombie or declare his character a NPC
  and hand it over to the GM.
  VENOM ELEMENTAL EFFECT
  Primary Damage:
  
  Net Enhancements for Role-Playing Shadowrun
  25
  Spells of this effect form a nearly acidic
  poison.   Manipulation spells of this nature
  will 
  not 
  affect 
  inorganic 
  substances,
  including all spirits.  Combat spells with this
  special effect cause damage to the aura and
  will work on inorganic targets.
  Secondary Effect:
  Living. organic targets of Venom suffer
  immense pain from the toxin. If the
  Secondary Effect roll exceeds the target’s
  body (plus EE mods) then the victim suffers
  a +2 to all target numbers for the rest of this
  and the next Combat Turn.
  Null Adept
  Michael D. Bourgon and Dark Thought Publications
  <MDB0213@RIGEL.TAMU.EDU>
  A Null is the colloquial term for a being
  possessing no astral presence, or  without a
  remarkable and individual one.  To the best
  efforts of science and magic both, they
  remain 
  unexplained, 
  and 
  no 
  causal
  relationship has been discovered for this
  strange phenomena.
  A Null is, so far as science will speculate, a
  mutation, a deviation from the standard
  genetic pattern of homo sapiens sapiens,
  perhaps an experiment by Mother Nature in
  the world of the Third Awakening.  No data
  exists to explain the null’s lack of presence
  on 
  the 
  Astral 
  Plane, 
  and 
  most
  Thaumaturgical circles deny their existence
  with a shudder.
  Nulls do not make astral "noise," having no
  astral presence to speak of.  This is not to
  suggest that they do not have one, rather,
  this means that they cast only the shadow of
  a normal astral presence, displaying only the
  disturbance normal for a living mass.
  Generally speaking, spells designed to
  interpret the aura, detect/manipulate the
  perceptions/thoughts/emotions of the null
  are unproductive.  The spells are simply
  unable to find a presence to connect to.
  However, spells which merely require a
  miscellaneous target or have physical effects
  operate normally.   Anonymous research in
  the SeaTac area suggests that combat spell
  effectiveness is unchanged, as well as
  healing spells.  Spells which augment
  existing senses also are unaffected.
  Game Notes:
  Nulls must spend priority B  on magic, and
  must be base-stock human [homo sapiens
  sapiens].  They are, however, non-magical:
  This merely represents the modification of
  their link with the Astral Plane.
  Neither 
  their 
  emotional 
  nor 
  cerebral
  characteristics may be determined from
  Astral Space.  No manipulation of these may
  occur, either, as to do so would require a
  receptive target for the spell.  For all intents
  and purposes, a null appears as a body
  without a mind - physical health may be
  evaluated, but any clues as to the nature
  and/or existence of their thoughts/feelings
  go unseen.
  Reactions to nulls vary; from merely  strange
  glance, muttered "unnatural," to acute
  digestive 
  upper 
  abdominal 
  distention
  [regurgitation]. 
   
  This 
  last 
  is 
  purely
  psychosomatic, and seems to follow hand-
  in-hand 
  with 
  some 
  of 
  the 
  more
  fundamentalist magical disciplines.
  Magical information extraction methods are
  useless on a null, so they are ideal  for
  courier or information dealer positions, and
  often found in similar positions both in and
  external to corporate hierarchies.  They are,
  of 
  course, 
  still 
  susceptible 
  to 
  more
  conventional means of coercion.
  
  Net Enhancements for Role-Playing Shadowrun
  26
  Blood Magic
  RAPHAEL LUTA
  <luta@inf.enst.fr or luta@cal.enst.fr>
  Blood has been used for magical purposes
  for hundreds of years.   The most famous
  adepts of blood sacrifice, especially human
  sacrifices,  were the Aztec and Mayan priests
  and Celtics druids. Blood is also frequently
  found in primitive Greek or Roman rituals.
  Blood is important in magic because it
  represents life force at its  most basic nature.
  By capturing the evaporating essence of a
  dying 
  body, 
  a 
  skilled 
  magician 
  can
  dramatically improve the energy of his spell
  by  linking it to the mana of the body. This
  augmented energy allows the spell to be
  more 
  powerful 
  but 
  it 
  is 
  also 
  more
  demanding on the caster because he must
  control the fabrics of the spell and tie it
  simultaneously to the mana of the dying
  spirit.
  However, for such a feat to be possible, the
  magician 
  most 
  have 
  an 
   
  inner
  comprehension of the fabrics of the astral
  space, thus  making this kind of ritual only
  available to initiates. Another important
  component of Blood Magic is faith in the
  results it can produce. The  sacrifice can’t
  carry more power that the caster thinks it
  will carry.  In Astral Space, the will and the
  emotions makes the magic happen, if you
  think sacrifices are just abject things you
  can’t get any effects  to help your magic.
  Anyway, for those who can use it, blood can
  help in several ways in the magical process :
  First, it can enhance the power of 
  any spell that can be cast in a ritual 
  manner
  Second, it can help in summoning 
  some spirits and even free spirits
  Lastly, it allows the caster to use 
  some specific ritual magic, which 
  requires blood as a component
  USE IN STANDARD SPELL CASTING
  Blood can be used plainly to enhance nearly
  any spell cast during a  ritual. Simply
  assume that the blood correctly sacrificed
  during the  casting of the spell allows the
  caster to add as many dice in its magic pool
  as the numbers indicated in the chart below
  (for 
  those 
  who 
  play 
  Vampire 
  The
  Masquerade, simply use the blood pool
  value of the sacrificed creature).
  Victim
  Dice
  Human
  10
  Cow, Pig, ...
  5
  Fox, Dog, ...
  3
  Chicken, Rabbits...
  2
  Birds...
  1
  This doesn’t require a test if the caster knows
  how to make a correct  sacrifice and has
  enough faith in the results but if you really
  want to you can make a Willpower 4
  Unresisted Test to see if the caster really
  believes in magic and manages to capture
  the mana. These dice can be used for any of
  the tests except drain resistance, in fact
  drain goes up a +2 TN because of the stress
  due to the channeling of a foreign life force.
  However the advantages granted to the
  magician cannot exceed twice the grade  of
  this initiate. For the purpose of determining
  this limit, the grades of  the magicians
  within a group add up.
  USE IN CONJURING
  Blood can also be very helpful and potent in
  conjuring spirits, because it is  the life force
  of a sentient being it has the unique ability to
  enable the  caster to summon a free spirit.
  The blood, instead of adding up to the pool
  of the magician can be used as  karma in
  order to deal with free spirits. The magician
  can promise to give the spirit the karma
  released by the sacrifice in exchange for the
  performance of a service. Allow as many
  karma as dice normally gained from the
  sacrifice,  though some individuals may give
  more 
  karma 
  points 
  (gamemaster
  appreciation).
  
  Net Enhancements for Role-Playing Shadowrun
  27
  Be careful, YOU CAN’T FORCE A FREE
  SPIRIT TO CARRY OUT AN ORDER !!
  However, a spirit will usually execute orders
  because sacrifices are for him  an easy way
  to get a lot of karma. It should be noted that
  the spirits  attracted tend to be a little toxic
  or playing the role of a god/devil. They also
  tend to be very powerful, having gained lots
  of karma through  sacrifices.
  RITUAL MAGIC
  Instead of the usual benefits granted for all
  the spells, blood can be  used in some
  specific ways, dealing with the fields
  traditionally  associated with it : purification
  and power over life or death.  These "special
  effects" are always obtained through lengthy
  rituals requiring lots of preparation and
  usually carried out during some holy season
  or  day.  They are very strongly tied with
  religion. They work a little differently from
  the traditional spells in that they have no
  force. Thus a magician wishing to use these
  can only draw dice from its  magic pool
  (that’s why it’s usually a team magic...).
  The drain is always : 4D and target number
  for the spell depends of its nature but it’s
  generally bloody hard :) (between 6 and 10).
  Note : the rituals provided here are 
  just examples, lots of effects can be 
  thought of. The results obtained can 
  be very easily toxic, depending on 
  the magician performing the ritual.
  Rituel de la Vraie Renaissance
  (Ritual of Pure Rebirth)
  Target Number : 10
  This ritual is designed to help metahumans
  get back their "purity" of  human form (the
  only acceptable form for a druid of
  Broceliande). In order for this ritual to be
  effective, 
  it 
  must 
  be 
  performed 
  at
  midsummer eve.  It requires the  "subject" of
  the purification to be bathed during the all
  night ritual in the blood freshly of sacrificed
  individuals of each major sentient species
  (human, elf, dwarf, ork, troll, sasquash, ogre,
  minotaur, etc.)
  Rituel de la Nouvelle Terre
  (Ritual of the Purer Land)
  Target Number : 8
  This ritual is used to purify a small parcel of
  land from pollution. It takes  three days to
  perform and requires blood to be spilled on
  the border of the  territory to be purified,
  during which time the magician must be
  building up the  energy of the spell, then he
  must invoke spirits to clear the land, thus
  this  is a conjuring ritual mainly.  The dice
  are drawn from Conjuring and Totem
  modifiers also apply (i.e. if a  druid/shaman
  wish to cleanse his forest from pollution and
  his totem gives  him advantages for
  conjuring Forest Spirits, he can have them)
  Rituel de la Langue Brisee de Thanatos
  (Ritual 
  of 
  the 
  Grinding 
  Tongue 
  of
  Thanatos)
  Target Number : 10
  This ritual allows the caster to contact a
  dying spirit and ask him a  few questions.
  This requires a body freshly dead (the
  essence of the body must still be present, use
  the 
  essence 
  loss 
  of 
  astral 
  traveling
  magicians).  During the course of the ritual,
  the caster must use a knife to cut open the
  heart of the corpse, then remove it, and
  invoke the spirit of the recently dead and to
  it a few questions. It was traditionally used
  by the Grand Druide de Broceliande on the
  death of his master to ask the spirit to help
  him guide  the tribe and also to prove his
  worth as a magician. It’s a conjuring ritual
  that can very easily turn toxic if the caster
  wants to abuse the spirit  (GM’s call for
  rebellion or such).
  
  Net Enhancements for Role-Playing Shadowrun
  28
  Waking The Dead
  Todd Montgomery (Quiktek)
  <tmont@cerc.wvu.edu>
  >>>>[ I know. I know this is old, but it is a good
  piece of an article and it does give us a large lead
  into a new area of magical threat.]<<<<
  -Quiktek<12:03:50/07-27-54>
  >>>>[ It is no threat Neomancer. It is defilement
  of the Earth, of the soul mother. The dead belong
  to her. The spirits of the dead must be left in
  peace. I weep for their souls. ]<<<<
  --One-Who-Knows<12:03:56/07-27-54>
  >>>>[ Those voodoun mumbos ain’t nothin’ but
  cracked. Tay ain’t got  spirit left. The ded ain’t got
  any spirit. All those voodoun priest and
  priestessez do is pop some ol’ tired spirit into the
  body. Fragged thin’ is so mad and upitty it goes
  plum loko. I seen me one when I  smaller (No
  cracks from yous Dandy). They hate everythin’
  and everyone. Only person they even ’motely
  here to is the Houngan (that is voodoun
  priest/priestessez to you northern types). And
  under that they don’t  have ah choice. ]<<<<
  -Mickey<12:04:15/07-27-54>
  >>>>[ Spirit of the deceased or just inhabited, tis
  not a difference. It is a malignant blotch on the
  human record. The bodies of the dead, as well as,
  their spirits are still part of the whole system of
  birth,life,death. Wo to anyone who defiles that
  system. ]<<<<
  --One-Who-Knows<12:04:48/07-27-54>
  Creating Zombies: VooDoo Synthesis
  Excert from AMPR Transactions on Spirits, Vol. 15, 
  No. 8, By Dr. Hansen Gerron Beker
  Association of Magical and Paranormal Researchers 
  Press, Washington, DC Posting: MagicNET and 
  AMPRnet, August 2048.
  VooDoo priest have long guarded the secret
  to reanimating dead tissue.  The practice,
  which is frowned upon both legally and
  religiously, has started to flourish in New
  Orleans of late. A VooDoo zombie is a very
  unique construct to the world of magic. The
  process of creating this construct is involved
  and can be quite costly. The first step is,
  obviously, acquiring a body. The stage of
  decay of the body is really of no great
  importance. Along with the first step is the
  gathering of necessary ritualistic items
  which are required for the conjuration
  portion of the process. After all the
  equipment has been gathered the next step
  is the preparation of the body. The body
  must be cleansed of any and all previous
  emotional trauma. This step is ultimately the
  most dangerous. Individuals who have
  undergone tremendous emotional distress
  before death can manifest strong responses
  to being turned into a host for the "Zombie"
  spirit. After the body has been cleansed it is
  an open receptacle for the VooDoo priest.
  The priest now summons a special spirit to
  inhabit the body. This conjuring, which is
  accomplished in a fashion similar to the
  summoning of Elementals, is one of the
  easiest aspects of the process. The spirit then
  inhabits the body and the process is ended
  with the priest bonding the spirit to the
  body. After a short period of time, usually
  on the order of 2-3 days, the body is fully
  mobile and under direct control by the
  VooDoo priest. The number of Zombies that
  a priest may have control over at any time
  seems to be dependent upon the magical
  capability of the priest not the charismatic
  appeal of the priest as it is with Shamanic
  spirits and Hermetic Elementals.
  Game Use:
  This should be considered another magical
  threat. But this one of a Hermetic nature.
  The people who practice this process of
  animating the dead should be given threat
  ratings as are done with Insect and Toxic
  Shamans. This is a Hermetic practice and is
  not limited just to VooDoo Houngans. Also a
  mage who traffics in Zombies may still
  summon Elementals as normal.
  Preparing the Body:
  Base Materials Cost:
  1,000Y X (Force of the spirit to 
  inhabit the body.)^2
  Hermetic Circle of Rating equal to 
  Force of spirit.
  Base Time:
  Force of spirit X 2 days
  Plus time for Hermetic Circle
  
  Net Enhancements for Role-Playing Shadowrun
  29
  Unlike any other summoning, this process
  requires 
  a 
  large 
  amount 
  of 
  advance
  preparation.  Once a body has been found it
  is prepared for inhabitation by the spirit.
  The details of the process vary, but it always
  involves some sort of immersion of the body
  into a specially prepared mixture. The body
  will soak in these fluids which will "cleanse"
  it of unwanted properties. The Base Time
  and  Cost of the preparation can be cut
  down 
  by 
  making 
  a 
  Sorcery 
  (Ritual
  Spellcasting) Unresisted Test at a Target
  Number of the force of the Spirit to inhabit
  the body. Successes divide into the time
  and/or cost however the Mage wants. If the
  test produces no successes, the mage has
  accidentally disturbed the spirit of the body
  and will be haunted by a ghost of the body’s
  owner. The body is also useless for making a
  Zombie.
  Summoning the Spirit:
  Once the body is ready, the spirit to inhabit
  the body is summoned.  This is done exactly
  as if the mage was summoning an Elemental
  of the same force.  But the main difference is
  the materials and circle have already been
  performed. Make sure to check for drain.
  Binding the Spirit:
  The spirit, once it has discovered it is to be
  put into the body, usually will try to go free.
  But the mage, by spending a Threat Rating
  point, binds the spirit to himself and the
  body for as long as the body can go without
  decaying beyond the point of usefulness.
  The spirit and the body are now one. They
  can not be separated.  Although the spirit
  may still be banished.  The zombie may also
  be destroyed if the body is destroyed.
  A mage can have as many as his Threat
  Rating times his Magic Attribute in force
  points of Zombies.
  Zombies have been known to go free. A free
  Zombie spirit can leave the body and
  automatically receives the Possession power
  in addition to other powers granted by
  going free.
  
  Net Enhancements for Role-Playing Shadowrun
  30
  Zombie
   
  (Vastly different from the Corpse 
  Cadavre of Paranormal Animals of 
  Europe)
  Identification:
  The zombie appears as a reanimated
  human or metahuman corpse in 
  varying stages of decay.
  Habitat:
  Anywhere
  Magic Capability:
  Innate
  Habits:
  The zombie can follow simple (20 
  words or less) commands from its 
  creator or complete simple tasks. It  
  will follow all instructions until it is
  destroyed. Zombies hate all living
  things and if not restrained, will try 
  to kill and mutilate without regard.
  Range:
  Worldwide
  Commentary:
  Very little is known about Zombies.
  Powers:
  Immunity to Pathogens, Immunity 
  to Poison, Pestilence, Immunity to 
  Normal Weapons.
  Weaknesses:
  Vulnerability (Fire), Decay
  BODY
  Host + F
  QUICKNESS
  (F-1)*2
  STRENGTH
  F+2
  CHARISMA
  1
  INTELLIGENCE
  1
  WISDOM
  1
  ESSENCE
  F
  REACTION
  F-2
  ATTACKS
  Humanoid
  Note: The zombie’s  Physical 
  attributes  depend  on  the force of  
  the Spirit which inhabits it. Its  
  Mental  attributes reflect its  nearly 
  mindless state and eternal hatred of 
  everything.
  
  Net Enhancements for Role-Playing Shadowrun
  31
  Decay Weakness:
  Zombies decay. But the spirit in the body
  tries to prevent this.  Every time a number of
  weeks goes by equal to the force of the spirit,
  the Zombies Physical attributes decrease by
  1. When all attributes reach 1, the spirit is
  destroyed and the body rapidly decays to
  dust.
  Gathering Magic
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  Gathering Magic - A Higher Mystery
  After 
  long 
  experimentation 
  and 
  research,
  scientists 
  at 
  U.C.L.A 
  Occult 
  Studies 
  have
  discovered a new derivative skill. The skill was
  discovered to be a related derivative power of
  Centering, but one that was seemingly available
  to only Structurally Astrally Sensitized mages of
  second rank (Read: Initiate Level 1). This power
  allows the casting mage to attune to astral space
  and "draw" astrally energy previous to casting a
  spell. The mage was able to influence, by virtue
  of his Astral Magico-Gravity, waves of raw
  Astral Energy. While more studies are needed,
  the news would be extremely exciting, even
  revolutionary to the field. More updates as they
  come in.
  Reprint from the Astral 
  Peek Column, of Magickal 
  Proceedings, August 2054
  Game Mechanics:
  Once a mage (Initiation Level 1) has decided
  to cast a spell, and specified a Force Level,
  he may try to "Gather Magic" in order to
  make it more potent. To do this he must
  relax and go into Astral Space. For every
  Complex Action he spends in astral space
  (up to a maximum equal to his Magic
  Attribute) he may try to "Gather Magic".
  Every action he may roll a number of dice
  equal to his Magic Attribute - this represents
  him using his "sensitivity" to the threads and
  currents of Astral Energy- to Gather Magical
  Force. Target Number is the Declared Force
  of the spell. For every 2 success he gathers
  one point of magical force. At the end, he
  MUST cast the spell at the declared force or
  loose the spell and the Gathered Magic.
  Benifits:
  For every point the mage gathers his
  Drain Target number goes down 1, 
  thus possibly reducing a spell that 
  would have caused physical 
  damage to stun damage.
  EXAMPLE
  Say the mage has an Magic Attribute of 7.
  He decides to cast a Force 9 fireball.  Its
  combat time, and his crew is badly
  outnumbered. He declares all this stuff and
  goes into astral space to Gather Magic. He
  spends only 2 complex actions doing this
  (he’s in a hurry) and gets 4 successes. Now
  he must cast the spell, which he does, his
  Drain Target number is now 7. In addition,
  he resists the spell as if he had cast it at
  Force 7 (Drain is stun, not physical).
  Regaining Essence
  Todd Montgomery (Quiktek)
  <tmont@cerc.wvu.edu>
  This is a touchy matter. Essence is a very
  delicate thing. It should be rare for a
  character to replace lost essence, but it
  should be available. GMs can use this to
  reward good players. Feel free to comment
  and modify it if you like.
  
  Net Enhancements for Role-Playing Shadowrun
  32
  Rules:
  Magic and Essence are different. Magic
  CAN NOT be regained once lost.  Any
  essence recovery does not recover magic.
  And further losses to regained essence will
  reduce Magic as if the essence was never
  regained in the first place.
  
  Net Enhancements for Role-Playing Shadowrun
  33
  Example:
  Sting gets back 1.0 points of essence
  after receiving homeopathic medical
  treatments from Joseph-Black-Bear 
  at the Seattle Rehabilitation clinic. 
  Sting’s Magic rating is a 4 and total 
  essence of 5.5 (was 4.5 but 1 point is 
  gained back).  Sting decides to get 
  some cyberware installed. The total 
  essence cost is 1.0. This drops Stings 
  essence back to 4.5 but drops his 
  Magic to 3.
  Cyberware actively keeps essence from
  regenerating. While cyberware is installed
  the essence it is taking up can not be
  regenerated. Essence not being actively
  taking up by cyberware can occur as the
  result of upgrading of cyberware. This "free"
  essence may be regained.
  The regaining of essence happens very
  VERY 
  slowly. 
  Without 
  any 
  treatment
  essence returns at a rate of 0.01 per month.
  The fastest rate at which essence can return
  is 0.1 per month.  The maximum essence that
  can be regained is 90% of what was lost. This
  is regardless of natural rate or combination
  of treatments.
  How to regain essence:
  People who have lost essence through
  paranormal Essence Drain, Drug Abuse, and
  severe trauma may regain essence. Also
  persons 
  who 
  have 
  had 
  cyberware
  REMOVED and NOT replaced may regain
  essence, BUT they do so at a slower rate
  (natural rate is 0.01 per 6 months).
  The natural rate of essence return, 0.01 per
  month or 6 months for cyberware removed,
  is 
  the 
  base 
  rate. 
  Factors 
  such 
  as
  Rehabilitation, Natural and Homeopathic
  treatments, Meditation, etc. can increase this
  rate. If no treatment is used the base rate is
  regained in essence each month.
  Each treatment has a maximum regain. This
  is the amount that the treatment ALONE can
  regain. Once a treatment has been used for
  enough 
  time 
  to 
  have 
  contributed 
  its
  maximum regain it is ineffective.
  At the end of a month of treatment a
  willpower roll is made. This is done for each
  different treatment if more than one is being
  used.  The target number is given with the
  treatments. One success is required to regain
  the essence for that month. Zero successes
  regain no essence.
  Each treatment has an availability. This
  availability assumes the character is going to
  great lengths to remain unnoticed. If the
  character can legally attain the necessary
  chemicals or substances and convince a
  professional to lend them help, then ignore
  the availability. Characters with skills that
  seem appropriate to the treatment may try
  using their skill to determine the correct
  administration of  compounds, etc.
  Treatments and Practices:
  Rehabilitation:
  Drug, Clinical,
              Cost: 5,000Y/month
            
  Availability: 4/48 hrs.
          
  Effects loss through: Drug Abuse, 
  Severe Trauma, Paranormal
  Essence Drain
  Increase of Base Rate: +0.03 per 
  month
          
  Maximum Regain: 90% of essence 
  lost
  Target: 5+(Essence Lost (round up))-
  1 per month of treatment 
  limit is Target Number of 4.
  Cyberpsychotic Rehabilitation:
  Psychiatric readjustment to physical
  (and mental) addictions
  encountered with 
  cyberware usage.
                  Cost: 3,000Y/month
                  Availability: 6/72 hrs.
                  Effects loss through:  Cyberware
                  Increase of Base Rate: +0.06 per 6 
  months
                  Maximum Regain: 50 % essence 
  lost
                  Target: 6+(Essence Lost (round
  up)) 
  -1 per month of treatment 
  limit is Target Number of 4.
  
  Net Enhancements for Role-Playing Shadowrun
  34
  Homeopathic Treatment:
  Dietary control and use of natural 
  chemical agents to stimulate
  tissue and nerve regrowth
                  Cost: 1,000Y/month
                  Availability: 6/72 hrs.
                  Effects loss through:   Severe
  Trauma, Paranormal
  Essence Drain, Cyberware
                  Increase of Base Rate: +0.02 per
  month (or +0.1 per 6 months
  for Cyberware)
  Maximum Regain: 50% of essence 
  lost
  Target: 4+(Essence Lost (round up)) 
  -1 per month of treatment 
  limit is Target Number of 2.
  Note: Incompatible with 
  Naturpathic Treatment
  Naturpathic Treatment:
  Dietary control with Natural
  Substitutes to stimulate
  natural regrowth. Only
  natural ol’ time home
  remedial substances used
  Back to nature.
  Cost: 2,000Y/month
  Availability: 6/72 hrs.
  Effects loss through: Severe Trauma,
  Paranormal Essence Drain,
  Cyberware
  Increase of Base Rate: +0.03 per
  month (or +0.12 per 6
  months for Cyberware)
  Maximum Regain: 60% of essence 
  lost Target: 4+(Essence Lost
  (round up)) - 1 per month of
  treatment limit is Target 
  Number of 2.
  Note: Incompatible with
  Homeopathic Treatment
  Chemical Nerve Regeneration:
  Chemical stimulus used to
  reconstruct and treat
  damaged nerves when
  cyberware is used.
  Cost: 8,000Y/month for first 6
  months, 1,000Y/month for 
  remainder.
  Availability: 8/4 days
  Effects loss through: Cyberware,
  Paranormal Essence Drain,
  Severe Trauma
  Increase of Base Rate: +0.05 per
  month (+0.03 per month for
  Cyberware)
  Maximum Regain: 70%
  (Cyberware), 50% otherwise
  Target: 7+(Essence Lost (round up)) 
  -1 per month of treatment 
  (first 6 months only) limit is
  Target Number of 2.
  Meditation:
  Includes Yoga, Tai Chi, etc. Mind 
  over body.
  Cost: 0 (Requires skill)
  Availability: -/- (Instructor: 4/48 
  hrs.)
  Effects loss through: Cyberware,
  Paranormal Essence Drain,
  Severe Trauma, Drug Abuse
  Increase of Base Rate: +0.01 per
  month
  Maximum Regain: 60% of essence 
  lost
  Target: 4+(Essence Lost (round up)).
  Note: Test uses Meditation skill (Tai 
  Chi, Yoga, etc.) instead of 
  willpower.
  Gradual Initiation
  Jason J Carter
  <Carter@UPS.EDU>
  The purpose of these rules is to reduce the
  drastic 
  increase 
  in 
  power 
  gained 
  by
  magicians upon their first initiation.  Under
  the normal rules the character gains six
  metamagic powers and access to the
  metaplanes.  This is quite a bit of magic for
  just 9, 12, 15, or even 18 Karma points.
  However instead of increasing the cost of
  initiation to an outrageous level or ignoring
  it, we will make the gain of powers more
  
  Net Enhancements for Role-Playing Shadowrun
  35
  gradual.  These rules also include quasi-
  metamagic powers that make initiation for
  Conjurer and Sorcerer Adepts just as useful
  as it is for full magicians and Shamanic and
  Elemental Adepts.
  Initiation & Metamagic
  All 
  magicians 
  begin 
  life 
  as 
  what 
  is
  considered to be a Grade 0 Initiate.  This is
  to say that a Grade 0 Initiate is any character
  who is magically active, not that they have
  access 
  to 
  metamagic 
  powers 
  or 
  the
  metaplanes of astral space.  An easy way to
  look at it is to say the Grade of the Initiate is
  the number of times he has undergone
  Initiation Ceremonies.
  Each 
  time 
  a 
  magician 
  undergoes 
  an
  Initiation Ceremony he gains several things.
  First of all his grade increases by one.  He
  also adds a point to his Magic Attribute
  Rating.  He may also attempt to remove a
  Geas.  Lastly he gets a Metamagic Power.
  There are also several abilities that all
  magicians have, but which are not felt until
  the first initiation.  All magicians have a
  bonus to their Astral Initiative equal to their
  Grade.  They also have an Astral Pool with a
  number of dice equal to their Grade.  This
  Astral Pool can be used augment either the
  Astral Combat Pool or Magic Pool which the
  character is in Astral Space.
  Cost of Initiation
  The cost of Initiation is equal to (5 + Grade
  being gained) x Initiation Multiple.  The
  Initiation multiple has a base of 3, but is
  reduced by the following modifiers.
  Magician is a member of a Magical Group:      -0.5
  Magician undergoes an Initiation Ordeal:  
   -0.5
  Magician is guided by a magician who has
               the Metamagic power he is gaining:     -0.5
  (This applies for Physical Adepts whenever they
  are guided by a higher Grade Physical Adept.)
  Mages, Shamans, Elemental Adepts, and 
  Shamanic Adepts
  Since mages, shamans, elemental adepts and
  shamanic adepts have access to all the magic
  skills and astral projection and thereby all
  the Metamagic Powers, they follow the same
  rules for gaining new Metapowers.
  Grade 1: Metaplaner projection, Choice of 
   Standard Six Metapowers
  Grade 2: Choice of Five Remaining
    Metapowers
  Grade 3: Choice of Four Remaining 
    Metapowers
  Grade 4: Choice of Three Remaining
    Metapowers
  Grade 5: Choice of Two Remaining
    Metapowers
  Grade 6: The Remaining Metapower
  Grade 7+: Unknown
  Conjurer Adepts
  Several new Metamagic Powers have been
  added for use by Conjurer Adepts.  The GM
  needs to consider them closely since they
  reduce and eventually remove the
  limitation that Conjurer Adepts may not
  enter Astral Space.
  Grade 1: Spirit Centering
  Grade 2: Spirit Quest
  Grade 3: Spirit Vision
  Grade 4: Masking
  Grade 5: Spiritual Travel
  Grade 6+: Unknown
  Sorcery Adepts
  The number of Metamagic powers available
  to Sorcerer Adepts is increased by the
  addition of a new Metamagic Power.
  Sorcerer Adepts also eventually overcome
  the limitation that they cannot enter Astral
  Space, although not to the degree that
  Conjurer Adepts do.
  Grade 1: Choice of Shielding or Centering
  Grade 2: Power not chosen at Grade 1 and 
    Spell Sight
  Grade 3: Choice of Dispelling or Quickening
  Grade 4: Power not chosen at Grade 3
  Grade 5: Spirit Vision
  Grade 6: Masking
  Grade 7+: Unknown
  Physical Adepts
  Only two of the Metamagic powers can be
  gained by Physical Adepts, although they
  are allowed to purchase Astral Perception.
  
  Net Enhancements for Role-Playing Shadowrun
  36
  Upon gaining Grade 1, Physical Adepts with
  Astral Perception may gain either Centering
  or Masking.  The second power is gained at
  Grade 2.  If Astral Perception is not a power
  that adept possesses, then he gets Centering
  at Grade 1 and Masking when he purchases
  Astral Perception.  Some would say that
  Initiation is not as effective for Physical
  Adepts, but the ability to buy additional
  Physical Adept power with the new point of
  magic makes up for the lack of additional
  Metapowers.
  NEW METAMAGIC POWERS
  Spell Sight
  Spell Sight is a very limited form or astral
  perception gained by Sorcery Adepts due to
  their close association with manipulation
  astral energy.  An Adept  with Spell Sight
  can "see" the astral energy created with the
  Sorcery Skill.  This means the adept can
  center to improve spellcasting and detect
  both Wards and The Sending of a ritual
  sorcery spell.
  Spirit Centering
  Spirit Centering is a slight modification to
  standard Centering which only Conjurer
  Adepts can use.  Besides being able to use
  Centering to Reduce Drain or Reduce
  Penalties, 
  Conjurer 
  Adepts 
  may 
  use
  Centering to Gain Additional Services.  The
  target number is the Force of the Spirit.  For
  every 2 successes on the Centering Test, the
  Conjurer gains one Service, assuming he
  gets at least one on the Conjuring test.
  Spirit Quest
  Spirit Quest is a Metamagic power unique to
  Conjurer adepts.  Due to their close relations
  to the Metaplanes of Astral Space, Conjurer
  adepts gain the ability to Astrally Project to
  the Metaplanes dispite their inability to use
  normal Astral Projection.  Spirit Quest can
  only be used for the Astral Quest types of
  Great Summoning, Spirit Battle, and True
  Name.
  Spirit Vision
  Spirit Vision is an power gained by Conjurer
  and Sorcery Adepts.  It allows them to see
  fully into Astral Space.  Spirit Vision is
  Astral Perception by a different name.
  
  Net Enhancements for Role-Playing Shadowrun
  37
  Spiritual Travel
  Spiritual Travel is an power gained by
  Conjurer adepts only.  It allows them to
  travel through Astral Space in a manner
  very similar to that used by spirits. Spiritual
  Travel is Astral Projection by a different
  name.
  Suggested Rules Modifications
  The following three rules modifications are
  intended to put the Magic Attribute Rating
  into Conjuring.  As rules stand it makes no
  difference if your Magic Attribute is 10 or 1
  when summoning or controlling spirits,
  although you had better have a good Magic
  Attribute if you plan on Banishing.
  1)  Replace the description of Spirit Focus 
  with the following.
  Spirit foci increase a magician’s ability to
  conjure spirits.  The magician must declare
  the specific spirit type for which he will use
  the focus (e.g., water elemental, hearth
  spirit, desert spirit, an so on) at the time of
  bonding. A spirit focus only works for the
  type of spirit for which it was specifically
  bonded.
  A spirit focus provides a number of
  additional dice equal to its rating, and these
  can be used to summon, banish, or control a
  spirit of that specific type. The magician can
  also use the dice for the Drain Resistance
  Test.  The rating is also added to the
  magician’s magic rating to determine drain
  codes and target numbers for these tests.
  The rating of the focus is the total number of
  dice for all the various test associated with
  summoning a single spirit.
  2)  The increase to the Magic Attribute 
  Rating of Power Foci does not count 
  on any successes test involving the 
  Conjuring Skill.  That is to say when 
  the magician is Summoning, 
  Controlling, or Banishing spirits.
  3)  Change the Conjuring Drain Table on 
  SRII page 140 to the following:
  
  Net Enhancements for Role-Playing Shadowrun
  38
  Spirits Force Rating             
  Drain Level
  Less than 1/2
  (L) Stun
  Equal to or Less
  (M) Stun
  Greater 
  (S)  Stun
  Greater the 2x
  (D) Stun
  Note:  This change will result in more
  powerful spirits, but will make magicians of
  all types, especially Conjurer Adepts, think
  again about reducing their Magic Rating by
  installing Cyberware or Bioware.
  Dead Zones
  J Roberson
  <RJR96326@vax1.utulsa.edu>
  MANN-TELLER THEORY OF DEAD
  ZONES:  ORIGIN AND EXISTENCE
  There have been many reports of areas
  referred 
  to 
  as 
  "Dead 
  Zones", 
  where
  technology purportedly does not work.
  Their existence have been theorized since
  shortly after the Awakening (Lowe, 2025)
  and an abundance of theorists, ranging from
  respected Mage-scientists to vociferous neo-
  mages have contributed to the information,
  both true and false, collected on these areas.
  We have endeavored to field-test all the data
  used in the support of our theory, to
  eliminate 
  ignorance 
  and 
  shed 
  an
  authoritative light on the subject.
  BACKGROUND
  There have been many conflicting reports on
  just what does and does not work in a dead
  zone (DZ). In some cases, no piece of
  technology invented after c. 1300 would
  operate: 
  gunpowder, 
  electricity, 
  or
  cyberware. The "rule of thumb" was that
  only 
  nature’s 
  rules 
  prevailed; 
  any
  manipulation thereof would fail. But these
  reports 
  contain 
  contradictions 
   
  in
  themselves; electricity is a force of nature,
  not humanity; and gunpowder, while an
  invention of the human race, is a natural
  reaction between natural chemicals.
  The problem is that almost every theory is
  based on some arbitrary cut-off point:
  nothing invented after 1800, 1200, 2000
  would work. This means that devices used
  the same or similar natural processes would
  not work even if invented within 10 years of
  each other. Furthermore, all technology is
  based on a manipulation of a natural force;
  even the Matrix is generated on the
  manipulation of the flow of photons and
  electrons; cyberware is simply the control of
  electricity and mechanical parts.
  We ask that you cast aside the urban myths
  of "no-cyberware" zones, or regions where
  the telegraph will operate but not the trid.
  Forget the myth that steam engines are used
  in the northern NAN because maglev and
  internal combustion don’t work. We believe
  we have put  together a solid theory on the
  origin 
  of 
  Dead 
  Zones 
  and 
  their
  consequences.
  THEORY
  Much of today’s magic and its effects are
  echoes of our myths and legends. Trolls,
  Orks, Elves, and Dwarves, Halflings, Ogres,
  and 
  Minotaur 
  all 
  have 
  neo-historical
  counterparts in folk tales and popular
  fiction. Tales of wizards scouring the
  countryside, of mystic shamans and priests
  battling spirits; all of these modern realities
  have a basis in the myriad cultures of the
  world.
  One myth that has not been explored by any
  but 
  a 
  few 
  dedicated 
  magicians 
  and
  theologians is the Atlantis myth and similar
  tales of a pre-historical advanced society.
  These 
  "Ancients" 
  have 
  the 
  following
  elements in common, whether mentioned in
  Homerian epics or legends of the Zuni:
  Large populations with a high leisure rate;
  exotic powers and abilities; the manipulation
  of vast amounts of power. Putting these into
  modern terms, we can find analogs in:
  
  Net Enhancements for Role-Playing Shadowrun
  39
  The Corporate Middle Class
  Cybernetic Modification and Mages
  Fusion, Fission, and the Energy 
  Infrastructure
  This is not to say that this pre-historical
  society was exactly like ours. As we have yet
  to find solid evidence of their existence, we
  freely admit this hypothesis could be wrong.
  But it does fit the facts at hand and help
  explain the DZs. For those interested in
  more details about this hypothetical society,
  we suggest Pembroke’s EarthDawn: the
  Fourth World.  It is by far the most scientific
  of the texts we  discovered regarding the
  subject.
  Another theory which corroborates ours is
  the Rising Mana theory. The stipulation is
  that 
  the 
  Awakening 
  was 
  merely 
  the
  beginning, and that the level of magical
  energy in the world is rising and has yet to
  peak. Like a person who awakens, it takes a
  little while for an alert and aware status to
  be attained; it will be some time before Mana
  reaches its full potential. If this pre-historical
  society had existed for some time prior to
  the emergence of the 5th world, then it is
  safe to assume that the Mana level had
  peaked and was higher than ours currently
  is.
  If the magical level was higher, then mages
  would have been capable of instigating
  proportionately higher manifestations of
  magical power.  Completely new and
  different types of wards, sustained and
  quickened area effect spells, and magical
  effects of a not-yet imagined nature may
  very well have been as normal as Heal and
  Treat are in today’s hospitals.
  We postulate that the Dead Zones are
  leftovers of this archaic age, areas which
  were affected by ancient wizards with
  powerful spells that have now Awakened as
  the Mana level rises. The Zones may have
  been so affected to deny or discourage entry
  of certain types of people, to  prevent the use
  or operation of certain device, or as a whim
  on the part of the mage. The power of the
  magic used to create the DZs is strong
  enough to have survived the low Mana
  levels of the 5th world, and is now bringing
  the effects back into the existence with the
  Awakening of magic.
  This easily accounts for the variety in type
  and magnitude of effect found from zone to
  zone. Different magicians would have found
  different needs for their areas and so would
  have used different effects to discourage
  visitors. It may also account for the rather
  specific nature of certain zones, as well as
  the general nature of others. Depending on
  the reason for a zone’s existence, a magician
  could have been as specific or general as
  desired in the formation of a Dead Zone.
  Dead Zones are likely to appear more often
  and more frequently as the Mana level
  continues to rise.  Existing Zones will likely
  see their effects increase. We will continue to
  study them in order to understand them and
  make adapting to their existence easier for
  society.
  CASE STUDIES
  HERBERT’S GROVE, NOVA SCOTIA
  A small zone in the northern part of Nova
  Scotia, UCAS, this zone is approximately
  5000 square meters on the surface. It is
  perpetually summer there; it never snows,
  nor does the temperature drop below the
  June mean temperature for the area. This is
  apparently the only direct effect of the DZ.
  The 
  indirect 
  effects 
  are 
  numerous.
  Obviously, the trees can’t be in summer
  mode all the time, or their annual life cycle
  would be disrupted. They still grow new
  leaves, but at a rate that they quickly assume
  summer coloration. Birds flock around the
  area, their biological clocks apparently not
  telling them to fly south, though they do
  reproduce. Animals that stumble into this
  zone find good hunting relative to winter
  conditions, but they may or may not stay,
  depending on the real season outside the
  Zone.
  EDEN FIELD, MONTANA
  A large pasture in the NAN, this 50,000
  square 
  foot 
  area 
  apparently 
  extends
  
  Net Enhancements for Role-Playing Shadowrun
  40
  upwards in a hemisphere centered on the
  field. Apparently, nothing can  fly here
  except vehicles using direct thrust. Planes
  and birds will not fly.  Rockets work because
  their thrust is applied directly against
  gravity, constantly.  Birds can fly only if they
  maintain their thrust by  beating their wings.
  The result is: no gliding, and no lift is
  provided by  wings, no matter what speed a
  vehicle is at.
  The focus seems to be air pressure. A
  balloon rises because the  air within is
  lighter than the air without. Wings function
  by lowering the pressure above, allowing
  the pressure below to push the plane up.
  Birds can fly by constantly beating their
  wings to provide thrust; they are pushing
  against the air, rather than getting the air to
  push them up. Rockets work because they
  push the rocket up, not just as a reaction
  against the air.
  SHAO LA, MONGOLIA
  Interesting because this single building does
  not allow Illusion spells to work. That is the
  only effect. We include it as an example that
  DZs can alter paranatural laws as well as
  others.
  It is interesting because the temple is said to
  be a place of truth and beauty, where one
  can go to see reality in meditation.
  FINAL NOTES
  This brief case-studies list is by no means
  inclusive. 
  There 
  are 
  zones 
  where 
  no
  vegetation will grow, where people can
  walk on walls, and where smokeless powder
  will not function (though Black Powder
  will). Zones are very complicated and have
  physicists struggling to discover just which
  laws are being broken (the Montana site is
  one such area, where they are still deciding
  which rules are affected). But Zones are not
  easily defined in the clear-cut sense that
  urban myth allows (no cyberware, no guns,
  etc.)
  
  Net Enhancements for Role-Playing Shadowrun
  41
  CyberWare
  Brand Name CyberWare
  Todd Montgomery [aka Quiktek]
  <tmont@cerc.wvu.edu>
  Not every piece of cyberware is the same.
  Below is how I handle cyberware in my
  campaigns.  I have found it adds a lot of
  variety and options for the Street Samurai
  and the other cybered characters.  It is also a
  nice device that a GM can use to construct
  unique opponents.
  One central idea pervades this article. That
  idea is that cyberware can and is modular in
  design. By modular I
  mean 
  that 
  each
  cybernetic 
  item 
  is
  made 
  first 
  as 
  a
  standard 
  item. 
  This
  item is then modified
  by the Street Doc (Who
  may acquire the item
  in a myriad of ways) to
  interface with the user
  of 
  the 
  item. 
  This
  modularization 
  leads
  well to production and
  use of cyberware and
  allows brand names to
  differ in appearance and/or function.
  Cyberware Brand Names and Effects
  These brand names are used for adding
  variety to the standard  fair of cyberware
  options.  Below also appears some more
  options  to make any cybered character even
  more unique.
  A note on surgery: To get the most out of
  these options, I suggest that the cost of
  surgery to implant cybernetic (and bioware)
  implants be included in the items cost. The
  cost of recovery is, however, separate and
  must be paid in full.
  Maintenance:
  Frequency in months / Percentage of cost to
  be paid in maintenance per year. (Does not
  include Street Index)
  These are, by far, not the only brands
  available. Feel free to make up special
  brands for Shadowclinics, Street Docs,
  and/or major players in campaigns. Variety
  is the spice of life!
  NOTE: Not all Brands carry every type of
  cyberware. 
  GM 
  discretion. 
  But 
  some
  suggestions appear below.
  Used 
  Cyberware’s
  modifiers 
  are 
  in
  addition 
  to 
  existing
  modifiers.
  Shadow 
  Clinic
  Availability 
  means
  that if  the character
  manages 
  to 
  find 
  a
  Shadow Clinic he can
  purchase 
  the
  Cyberware. 
  Each
  Shadow Clinic has a
  rating AlphaI, BetaII,
  etc. These are CUSTOM pieces and ARE
  specific to the Doctor, Clinic, and patient.
  The item must be constructed for each
  patient.
  Damage 
  to 
  cyberware 
  is 
  handled 
  as
  mentioned in Shadowtech, pages 39-40.
  Damage Resistance operates as detailed in
  Street Samurai Catalog (SSC) Page 98. The
  first number is the Target Number for a
  Serious Wound and the second number is
  the Target Number for a Deadly Wound.
  When a character is injured and Cyberware
  has been damaged roll 5 dice. For every one
  success 
  generated 
  for 
  the 
  piece 
  of
  cyberware, the piece’s damage level is
  reduced 
  by 
  one. 
  Damaged 
  cyberware
  Levels of Essence Effect:
  Level           Effect on Essence
                               Cost
     1                        +10%
     2                          +5%
     3                            0%
     4                           -5%
     5                         -10%
  Alpha and Beta Grade cyberware has the percent
  reduction to essence in parentheses.
  
  Net Enhancements for Role-Playing Shadowrun
  42
  functions in the same way as described in
  Shadowtech, page 40.
  
  Net Enhancements for Role-Playing Shadowrun
  43
                                                        
  Street
  Damage
  Brand Name
  Level
  Cost 
  Availability 
  Maintenance  
  Index   
  Resist.
  CUSTOM   
  BetaIII(-50%)  
  x13.0   
  Shadow Clinic   
  6/10%    +.3     
  3/4
  CUSTOM   
  BetaII(-45%)   
  x9.0    
  Shadow Clinic   
  4/10%    +.2     
  4/5
  CUSTOM   
  BetaI(-40%)    
  x7.0    
  Shadow Clinic   
  4/10%    +.2     
  4/5
  CUSTOM   
  AlphaIII(-30%) 
  x5.0    
  Shadow Clinic   
  3/10%    +.1     
  5/6
  CUSTOM   
  AlphaII(-25%)  
  x4.0    
  Shadow Clinic   
  3/10%    +.1      
  5/6
  CUSTOM   
  AlphaI(-20%)   
  x3.0    
  Shadow Clinic   
  3/10%    +.1     
  5/6
  ChibaWare       
  5       
  x2.5    
  +4/x2           
  2/15%    +.3     
  6/8
  Ares-Custom     
  5       
  x2.25  
  +5/x3           
  2/20%    +.3     
  8/10
  Fuchi-SeriesII  
  5       
  x2.25   
  +4/x2           
  1/15%    +.3     
  8/10
  Ares-Gold       
  5       
  x2.5    
  +3/x1.75        
  3/12%    +.3     
  8/9
  Ares-Silver     
  4       
  x2.0    
  +2/x1.5         
  3/11%    +.3     
  10/12
  Fuchi-SeriesI   
  4       
  x2.0    
  +3/x1.5         
  4/15%    +.2     
  9/12
  BorgWare        
  4       
  x1.75   
  +4/x1.5         
  1/20%    +.1     
  10/12
  Ares-Turbo     
  3       
  x1.75   
  +1/x1.5         
  6/12%    +.3     
  10/12
  Ares-Milea      
  3       
  x1.5    
  +1/x1.25        
  3/11%    +.1     
  12/14
  Fuchi-Synth     
  3       
  x1.0    
  +0/x1           
  3/10%    +.1     
  12/15
  Ares-MarkV      
  3       
  x1.0    
  +0/x1           
  2/10%    +0     
  12/15
  StreetLethal    
  3       
  x.9     
  +1/x1.5         
  1/15%    +0     
  14/18
  Vindicator(Ares) 3       
  x.8     
  +2/x2           
  3/12%    +.1     
  15/18
  Leme’           
  2       
  x.8     
  +0/x.5          
  1/20%    +0     
  --
  Vigilante(Fuchi)
  2       
  x.75    
  +0/x.75         
  2/10%    +.1  
  --
  NAO-AFFS        
  2       
  x.8     
  +1/x1           
  4/10%    +.1       
  --
  CaTsClaW        
  1       
  x.7     
  +0/x.75         
  1/20%     -.1       
  --
  Warrant         
  1       
  x.6     
   -1/x.5          
  1/30%     -.1       
  --
  MCT-Samurai 
  4       
  x2.0    
  +3/x2.25        
  3/10%    +.1      
  8/9
  MCT-Kama        
  3       
  x1.5    
  +2/x2.0         
  5/8%      +.2      
  10/12
  MCT-Ninjitsu    
  3       
  x1.25  
  +1/x1.5         
  3/8%      +.1      
  12/15
  DuroWare        
  3       
  x1.5    
  +4/x4.0         
  12/2%    +0      
  8/9
  Boss-V5         
  3       
  x1.0    
  +0/x1.0         
  2/8%      +0       
  12/15
  Euro-MarkII     
  2       
  x.75    
  +0/x.75         
  2/15%    +0       
  --
  Shiawase-Torg    
  4       
  x2.0    
  +3/x1.5     
  3/11%    +.2      
  9/12
  Shiawase-Custom
  5       
  x2.5    
  +4/x2.0         
  2/15%    +.3      
  6/8
  Shiawase-Alpha   
  AlphaI(-20%)    
  x3.0    
  +6/x3.0         
  3/10%    +.1      
  5/6
  Used        
  As brand   As brand+ As brand+    
  As brand+ 
  As brand+
  Cyberware    
  x.5     
  -1/x.5
  -1/+5%   -.1       
  Yeah, Right
  Some other brands:
  Zeiss carries only cybereyes and eye options. The brand has the following brand name stats:
  Level: 3                
  Cost: x1.0              
  Availability: +1/x1.25
  Maintenance: 4/7.5%     
  Street Index: +.1       
  Damage Resistance: 10/12
  Nikkon carries only cybereyes and eye options. The brand has the following brand name stats:
  Level: 3                
  Cost: x1.0              
  Availability: +0/x1.0
  Maintenance: 3/10%      
  Street Index: +.0       
  Damage Resistance: 12/15
  RCA carries only cybereys, cyberears, and there options. The brand has the following brand name stats:
  Level: 3                
  Cost: x1.0              
  Availability: +0/x1.0
  Maintenance: 2/10%      
  Street Index: +.0       
  Damage Resistance: 12/15
  Repair is the same as in Shadowtech page
  40. All brand names are normal cyberware
  for target number determination. Use the
  modified cost of the cyberware for repair
  cost determination. Labor prices vary with
  the brand name, use level of brand -3 as a
  cost multiplier. Alpha levels all count as
  Alpha, and Beta levels all count as Beta.
  Used Cyberware also has the disadvantages
  mentioned in SSC page100 as well as the
  modifiers above.
  
  Net Enhancements for Role-Playing Shadowrun
  44
  Maintenance Cost
  Maintenance Costs can be paid monthly or
  every so many months equal to the
  Maintenance Frequency as long as the cost
  per year is equal to the brands maintenance
  cost percentage X the cost of the cyber item
  (not including street index).
  Failing to pay maintenance:
  Every time a number of months goes by
  equal to the Frequency of Maintenance of
  the cyber brand name, the GM rolls 2D6.
  The Target number is equal to the Damage
  Resistance (Serious) of the Brand Name. If
  one success is generated, the cyber item is
  fine. If no successes are generated, then the
  item suffers a Light wound and must be
  repaired. See Shadowtech pg. 39-40 for
  damage levels and repair.
  Financing Cyberware:
  Level 3, 4, and 5 cyberware can be financed
  by some corporations and agencies. The
  deals usually include some legal matters like
  contracts of business. The endorsers also
  usually require some DNA sample for
  purely medicinal use (Ritual Sorcery for
  delinquents).
  The financing usually involves a 20+%
  increase in price but the entire amount may
  be divided over 12, 24, even 36 month plans.
  Most financers require at least 20% of base
  cost down, up front.
  Failure to provide payments is VERY BAD.
  One month can slide but some fast talking
  MUST be done. And a gratuity will be
  expected. Two months might require some
  customer "retraining" to make him more
  responsible. Past two months you better
  leave the country and fast. Of course, a corp
  will probable follow if the customer was a
  substantial investment.
  Even some street organizations (read Loan
  Sharks, Mob, Yak, etc...) offer the above.
  Only payments are usually higher and
  retribution even less friendly.
  Hypoallergenics
  The current lines of cyberware of levels 2-5
  offer a full compliment of hypoallergenic
  options for there brands. The cost of such
  comfort is an increase of 50% in cost and a
  maintenance cost increase of 25%.
  Example of Maintenance Cost:
  The Street Samurai Archetype has the following Cyberware.
  Cybereyes with Low-Light
  Dermal Plating: 2
  Muscle Replacement: 1
  Retractable Hand Razors
  Smartlink
  Wired Reflexes: 2
  Assuming all this to be Ares-MarkV Brand you have the following.
  Cyberware Type        
  Essence Cost
  Maintenance Cost
  Cybereyes with Low Light         
    .2              
      8,000                     800 per year
  Dermal Plating:2       
  1.0              
    15,000             
    1,500 per year
  Muscle Replacement.:1          
  1.0              
    20,000             
    2,000 per year
  Ret. Hand Razors       
    .2              
      9,000                     900 per year
  Smartlink             
    .5              
      2,500                     250 per year
  Wired Ref.:2           
  3.0               
  165,000           
  16,500 per year
  TOTAL:                
  5.9      
  219,500
  21,950 per year
  Monthly Maintenance Cost = 21,950/12 = 1,829 Nuyen
  
  Net Enhancements for Role-Playing Shadowrun
  45
  Warranties and Cyber Insurance
  Many companies carry plans for cyberware
  insurance and warranties.  Unfortunately for
  the shadow community most of these
  services are just not accessible safely. But as
  always there are a few exceptions to every
  rule. The options that follow represent the
  more stable, less NOSY, organizations that
  will set up convenient insurance and
  warranty plans for the cybered individual.
  Sorry, no one legally will set up plans for
  Alpha or Beta cyberware.
  >>>[Insurance is always risky. Some times you
  make 
  out 
  with 
  a 
  killing 
  on 
  your 
  new
  replacement. And then sometimes you get ripped
  over the long run.  For the sam who thinks he is
  in for one rough two years the Total Coverage is
  the way to go. Especially with repairs being
  typically upwards of 20% of the item’s cost.]<<<<
  -Quiktek<11:48:37/01-19-53>
  EXAMPLES OF CYBER INSURANCE
  Allied State Cyberware Coverage
  This cheap organization will take very little in the way of personal identification to set up an
  account. They have been known to take payment failure pretty personally. The same goes for
  people who start to really cost the company money. The plans they offer are detailed below.
  Basic Coverage                                                                                                                     Cost: Varies
  This plan is just a basic coverage plan that will cover up to a certain fixed amount in repairs and
  maintenance for one year. Typical plans are in the range of 1,000Y/yr to 50,000Y/yr. Any amount can be
  specified in this range. The cost is just the amount covered divided by 13. This is a monthly rate and it is
  recommended that it be paid promptly. Allied State will not accept any applicants who sign up for a plan
  that is not equal to there normal maintenance cost X 12. To register an applicant must have all his cyberware
  registered and agree to a background check. This check is like using a false cred stick vs. a rating 6
  identifier.
  Basic Warranty                                                                                                                                    Cost: Varies
  This plan is useful for financing that oh so unexpected mishap with the local thrill gang. This plan covers all
  repairs and replacement of cyber systems (no medical costs) for the duration of the warranty. Any duration
  may be set up but the minimum is the six month plan. The cost of the plan is the cyberware item’s
  maintenance cost + 5% divided by 12. This is a monthly rate. Each cyberware item must be covered under a
  different warranty. The longest  warranty offered is three years (or 126 Million Heartbeats). As with the
  Basic Coverage, registration and a background check are required. This plan does not cover routine
  maintenance.
  Total Coverage and Warranty                                                                                                           Cost: Varies
  This plan offers to the "street professional" the option of putting all his chrome into a big safe coverage plan.
  The plan works as follows. The cost is all the maintenance costs per year for each item added together then
  taking that amount and adding 35% to that. Divide that total by 12. This is your low monthly payment. This
  plan covers all maintenance, cyber system replacement, and repair. The minimum duration on this plan is 2
  years and the maximum is four years.  Registration is required and a rating 8 background check is
  performed on all applicants.
  DocWagon™
  Yes the leader in Medical Insurance and Active Retrieval has now begun to enter the growing
  cyberware insurance market. These plans are totally separate from the usual DocWagon contracts.
  DocWagon™ offers plans almost identical to Allied State.  Except there checks are much lower in
  rating, usually 4 except total coverage is 6.
  
  Net Enhancements for Role-Playing Shadowrun
  46
  Information about other brands:
  MCT:
  The MCT line of cyberware has  been
  especially designed for low impact on  the
  body, and it’s  appearance  is stealthy.  The
  MCT stuff  that filters down to the streets is
  among  the most  highly demanded in the
  shadows. All MCT cyberware has a +1 to
  concealability.
  DuroWare:
  This little known line  of cyberware is  made
  by  only ONE Street Doc.  His name is
  Mickey. He operates out of the Redmond
  Barrens in Seattle. Mickey owns and
  operates the "Mad  House",  a  local ripper
  shop that specializes in the bazaar,  exotic,
  and/or the militant.   Mickey will only
  install  DuroWare into SPECIAL friends, or
  a person with  a HUGE credstick. DuroWare
  is the toughest stuff next to Teflon™ when it
  comes to  damage. And maintenance is
  nothing. Several people have tried  to get
  Mickey's secrets but all have met the
  unhappy end of "Creeps" and "Gripes", two
  of the largest and heaviest   cybered Trolls
  you would ever want  to  meet.    Mickey's
  common line  of cyberware  is termed
  StreetLethal.
  >>>>[ Mickey is  one  tough Dwarf. He
  personally  outfitted the Troll twins, Creeps and
  Gripes. They are the closest thing  I have ever
  seen to real CyBorgs. ]<<<<
  --Quiktek<11:44:26/03-02-54>
  Shiawase:
  The leader in cyberware has just released
  news of its upcoming line of cyberware.
  Initially termed  Shiawase-Alpha,    this  line
  emphasizes 
  Ultra-Low 
  Impact 
  (ULI)
  technology.    (Officially  termed  ULICII
  (Ultra-Low  Impact  Cyber  Interface
  integration)) This    is what Mr. Yamaguchi,
  president of Shiawase  Cyberware  Division
  had to  say: "We (Shiawase International) are
  very proud of our  new Alpha Line. We are
  scheduled to release the initial batch of
  "Field Tested" 'ware around Easter. Only the
  FINEST clinics are to  be  authorized for
  retail. Any other questions I direct  to Mrs.
  Hanover, our UCAS Representative." For
  more 
   
  information 
  about 
  Shiawase's
  upcoming line of  cyberware, please contact
  a  licensed  Shiawase Dealer or Shiawase
  directly  via matrix link or voice.
  >>>>[ Oh Pease! We all know that the Alpha
  Grade Stuff was out there.  Mass Production,
  even if by Shiawase, well do nothing but make
  the 
  general 
  public 
  know 
  that 
  the 
  tech
  exists.]<<<<
  --Quiktek<12:43:30/03-02-54>
  These brands above carry most cyberware
  types.  GM Discretion.
  
  Net Enhancements for Role-Playing Shadowrun
  47
  BioWare
  Optional Rules for BioWare and Magic
  Robert A. Hayden
  <hayden@krypton.mankato.msus.edu>
  These are optional rules to more realistically
  determine magic loss for magic users who
  have 
  had 
  bioware 
  installed. 
   
  Please
  remember, though, that the maximum
  amount of bioware you can install is equal to
  you unaltered Body score.
  Type         
  Compatibility Mag. Loss
  Cultured         
  100%                 10%
  Clonal           
  100%              
  20%
  Base Type O    90%                 
  30%
  Type G            
  75%                 
  45%
  Second Hand 
  3d6 x 5%           See Below
  Magic Loss refers to the percentage of the
  Body Cost of the item that is also subtracted
  from total Magic.
  Forced Growth bioware has its magic loss
  determined in the following manner:
  Subtract the compatibility of the 
  grown part from 100% and then add
  25%.  Multiply the body cost by this
  percentage to determine the magic 
  loss.
  Second Hand magic loss is determined as
  follows:
  Subtract the combatibility rating 
  from 100%, add 35%.  Multiply the 
  body cost by this number to 
  determine the magic lost (yes, this 
  number can exceed the original 
  body cost).
  Example A:
  Merlin wants to get an Adrenal Pump (level
  2) installed.  He checks his wallet and
  determines he has enough Nuyen to get a
  cloned unit.  The total body cost will be 2.50,
  and his magic cost will be .50 (2.50 x 20%).
  He also has to shell 200,000 nuyen out to
  some street doc.
  Example B:
  Merlin has come into a second hand
  Suprathyroid Gland (I don’t think you want
  to know how).  He finds a street doc to
  install it.  The GM rolls a 5 for compatibility
  (25%) compatible.  Thus, the total magic cost
  will be 1.54 (1.4 x 110%).
  Do not forget that rolls must be made when
  the surgery is performed to determine if
  there is any additional essence loss.  Also
  remember that the total magic loss for both
  cyberware and bioware by result from
  adding both together.
  
  Net Enhancements for Role-Playing Shadowrun
  48
  BioSculpting
  Rob Rubin
  <TYGER@vax1.winona.msus.edu>
  From Snazzy Magazine  (Neo-Anarchists Guide
  (TRL!)), Circa 2054.
  Dr. Hamilton also let us in on other things that
  AnthroCo. is doing to improve society.  "Using
  the exotica technique, we can alter what
  metahumanity looks like to an extent, she says.  It
  has lessened the impact of goblinization on
  several of our clientele and their siblings."
  >>>"Don’t believe the hype.  A troll is a troll, and
  the best troll is a dead one."<<<
  -Straiff  (13:43:59  \  3/23/54)
  >>>"Bite me."<<<
  -Grinder  (17:22:38  \  3/23/54)
  "The 
  whole 
  surgery 
  is 
  not 
  unlike 
  our
  biosculpting technique." He went on to say.
  "And, as with the exotica lines, the patient is in
  and out within a week."
  >>>>103 Mp deleted<<<<
  >>>"Should I ask?"<<<
  -Jander (03:42:10  \  3/10/54)
  >>>"No, but since you did, I deleted what wasn’t
  necessary, because I left the real research to the
  boys who know the ropes, and the files, of
  Aztech.  Oh boys?  Play dat fuhnky moozic!"<<<
  -Tyger (Any Time  \  Any Where)
  >>>"Thank you, Tyger.  And greetings once
  again  We hope to clear the air.  So, on with
  tonight’s entertainment!<<<
  So, what can they do?  Well, the answer
  depends on who and what you are.  Let’s
  start with a good percentage of the
  population, Humans.  Now, they can easily
  make you look like a dwarf, elf, or ork.  This
  is done with some frame alteration from the
  last installment.
  So what is a frame alteration, you ask.  Well,
  it can increase or decrease a persons height
  and/or mass by about %25.  This means if,
  for example, you’re a human and you’d
  rather be an ork, you’d get a frame
  alteration, add some mass on, and you’d
  look like a humanish-ork.
  Not to say that those surgeons aren’t miracle
  workers.  I’ve seen pics of some nice lookin
  jobs.  But, it just ain’t the real thing!  It
  shows too.
  Below is what can and cannot be done.  But
  the impossible is just around the corner,
  neh?
  From Human To: 
  Dwarf:  Must be a short human
  Elf : 
  BOD no higher than 5
  STR no higher than 5
  Ork : 
  BOD no lower than 4
  STR no less than 3
  QUICKNESS max of 5
  From Dwarf To:
  Human: 
  BOD max of 6
  From Elf To:
  Human: 
  QUICKNESS max of 5
  BOD no less than 4
  Ork : 
  BOD no less than 6
  STR no less than 5
  From Ork  To:
  Human : 
  BOD no higher than 6
  STR no higher than 7
  Troll : 
  BOD no less than 5
  STR no less than 5
  QUICKNESS max of 5
  Elf : 
  BOD no more than 3
  STR no more than 4
  QUICKNESS at least 4
  From Troll  To:
  Human: 
  BOD no more than 2
  STR no more than 3
  QUICKNESS at least 4
  Ork : 
  BOD no more than 3
  STR no more than 5
  QUICKNESS at least 3
  >>>This is before racial modifiers! <<< 
  -Tyger
  
  Net Enhancements for Role-Playing Shadowrun
  49
  >>>Mind you, if you get this done to you, you
  can lose not only your body index, but your body
  as well.  Trolls tend to lose the toughened hide
  when they become another race.  But elves hold
  onto their eyes (unless, natch, they’re cybered.)
  And, hey mage-boys!  Wanna see something
  wiz?  Find a troll who now looks human, and get
  a load of what they look like astraly!  WOW!
  Ever seen a more confused image?  Neither did
  our rezi mage, he’s still confused
  Remember, it’s your life!  Do what you like."<<<
  -da goon skwad  (09:23:11\3/10/54)
  >>>"So there you have it, the tawdry details.
  Trust me, it’s easier to tell it this way then to
  spend 103  on drivel."
     
  -Tyger  (Any Time  \  Any Where)
  Next bit, about if you can ’sculpt someone
  into another persona.  If a player wants to do
  this, remind them it’s a semi-permanent
  procedure.  Once they commit, it’s hard to
  turn back.
  If they REALLY WANT IT, let them have it.
  A good street doc can get the materials.  It
  has a base availability of about 10, with the
  normal modifiers.  Street index is 2.0 and up.
  Find a trustworthy one, chummers.
  The next step is the surgery.  Once they go
  under the scalpel, roll an unresisted test
  using the surgeons skill.  The target number
  is directly related to the difficulty number to
  detect the ’sculpt.
  EXAMPLE:
  Bob the samurai wants to look like the head
  man at Renraku Arcology.  He goes to a
  really good street doc (Biotech skill of 8).  He
  wants to be virtually perfect in appearance,
  so the GM decides this counts as a 15. The
  doc (who is smart...) asks for payment up
  front.
  The doc goes to work.  He rolls his Biotech
  skill with a target of 15.  The doc rolls (total)
  2,5,7,9,13,15,16,22.  With a grand total of
  three successes.  Bob the samurai now looks
  like ’the man’.
  Anybody else who sees him must roll
  perception.  Target of 15.  If the viewer can
  get 3 or more successes, they notice the small
  flaws that give it away, like the fact that Mr.
  Renraku Arcology has a cleft chin, and this
  guy doesn’t.  If they don’t he can pass for the
  real McCoy (Or whatever...)
  The difficulty also multiplies the cost
  exponentially.  A good street doc (or
  "sculptors" as they call themselves) can start
  the cost at a base of 8,000 to 10,000 Nuyen.
  Multiply the cost of the ’sculpt by the
  ultimate difficulty.  Let them haggle from
  there.
  Pricey, no?
  Keep in mind this is also going to ultimately
  try and fool electronic gadgets, guards, and
  so on.  Magical security, however, remains
  totally unaffected by this charade.  As such,
  the mages don’t get any penalty to notice
  something is wrong.
  ShadowFurry
  Rob Rubin
  <TYGER@vax1.winona.msus.edu>
  2054 Fashion Guide, dateline Seattle
  Those who are fashion conscious have, for
  ages, been looking for the ’look’ which will
  bring them the attention that they know they
  deserve.  In the past, one might have gone to
  a plastic surgeon to make you more
  attractive and younger looking.  But this is a
  new, awakened world.  And people of all
  races and creeds are looking to a new
  direction.
  The direction of genetics
  As we move full-steam into the second half
  of the twenty-first century, we must keep in
  
  Net Enhancements for Role-Playing Shadowrun
  50
  mind that the tremendous breakthoroughs
  in genetic engineering...
  
  Net Enhancements for Role-Playing Shadowrun
  51
  >>> 35 Mp deleted
  >>>>>[What?!?]<<<<<
          -- Jander  (12:30:33/03-15-54)
  >>>>>[Relax, you’ve seen it all before.  Look
  back into the ’Shadowtech’ stuff and it explains
  all the gene-tech and grafting.  I figured it would
  save space that you all need to add your own
  comments.  Share and enjoy.]<<<<<
          -- Tyger  (Any Time / Any When)
  This year, the big hoopla was centered on
  Seattle.
  >>>>>[You expected differently?]<<<<<
          -- Ursia  (12:45:32/03-15-54)
  A new company, AnthroCo., a subsidiary of
  Aztechnology, 
  has 
  announced 
  a
  breakthrough in genetics.  The ability to alter
  any human, or metahuman to specific styles.
  If you thought a Mortimer Greatcoat was
  style 
  defined, 
  you 
  should 
  see 
  what
  AnthroCo. has in store for you!
  >>>50 Mp deleted
  >>>>>[Ok, keep your pants on.  If you really
  want to see this background stuff, download a
  copy of ’Snazzy’ magazine.  It’s all in there.  But
  keep in mind that ’Snazzy’ is also a subsid of
  Aztech.  So you can expect a lot of flag waiving
  and general grandstanding.
  The gist is talking to the scientists and letting
  them rave on about the process.  All it is grafting
  animal DNA to human (& metahuman) genes
  through a process that they really don’t explain,
  and I could really care less.  All I know is it
  works. I figured that I could cut to the chase and
  let you folks cruise over the actual meat &
  potato(e)s of this article. If you want to read
  useless junk, go right on ahead...]<<<<<
          >>>Tyger  (Any time / Any when)
  The processes:
  "The actual process is broken down into
  individual parts." explains Dr. J Hamilton of
  AntrhroCo.  "For each individual case, we sit
  down with the prospective patient and ask
  them what they want done, we work over
  the details, and work out a plan.  Within a
  week of the first incision, the patient can
  walk out the door." He says.
  >>>>>[Don’t even think of walking in the door
  unless you have a LOT of Nuyen to spare.  It aint
  cheap, and the permit can be murder.  More on
  that later. I’ll let the boys talk about that.]<<<<<
          -- Abigail  (06:34:25/03-19-54)
  "We work one on one with each patient, so
  they are pleased with the end result." Says
  Dr. Hamilton.  With this work ethic, it’s no
  wonder the list is growing the rate it is.
  "We have some ready made package deals
  available," Dr. Hamilton says.   "Because we
  expect requests for some of the more
  common animals. However, we can do
  custom work, and anything is possible in
  our laboratories."
  >>>>70 Mp Deleted
  >>>>>[We interrupt this bit of flag waiving to
  bring you.... the TRUTH! What they don’t tell
  you ANYWHERE in the article is how much it
  costs.  So me and a few of the boys went into
  Aztech to bring you what it costs THEM to give
  all you people the ’look’ you always wanted and
  never needed.]<<<<<
   >>>Tyger  (Any time / Any when)
  Process                                   B.I.          Cost
  Min. Facial Alterations 
  .1
  1,500
  Maj. Facial Alterations
  .5
  3,000
  This covers moving ears around, modifying
  cheekbones, rounding out the head, and the
  like.  Minor alteration still leaves you
  looking vaguely like who you started as.
  Major is a real trip to the wildside.
  Muzzle (Short) 
  .3
  6,000
  Muzzle (Long) 
  .7  
  8,000
  A bit more drastic than the facial alterations,
  but a must for the full fuzz features.  Mind
  you, this cost is on top of the facials!  Ouch!
  Natural Fangs 
  .3  
  1,500
  Natural Claws 
  .4  
  3,500
  Retractable Claws 
  .5  
  4,500
  Horns (Small) 
  .1  
  3,500
  Horns (Large) 
  .4  
  6,000
  
  Net Enhancements for Role-Playing Shadowrun
  52
  Hooves
  .5   
  6,000
  What animal would be complete without
  claws?  These are self explanatory. The claws
  do the same damage as a set of hand razors.
  They remove your old nails to put in the
  claws.  And they do grow back.
  The horns do (Str)L1 for small, and (Str)S4
  for large.  (For the Shadowrun 2 people out
  there, this roughly translates into (Str)L for
  the small, and (Str+2)S for large, These are
  BIG HORNS!!!)  The small horns are like
  devil horns, the large ones are like bulls and
  big-horn rams.
  NOTE:  This is all dependent on the animal
  type!  If you get rams horns, the large horn
  damage is "STUN" only seeing the it’s only
  impact.  If you get a bull type of large horns,
  it is ’physical’ slash / puncture damage.  It’s
  a GM’s discretion and final call
  Hooves is a weird one, they reconstruct your
  hands to be something like a club, leaving
  you with two fingers and an opposable
  thumb.  This can screw your life over a bit
  (-4 on all skills dependent on finger
  manipulation, like all B/R skills, firearms,
  any instrument skill (Except, arguably,
  drumming...), bike, car, throwing, and so
  on).  So why bother?  Well, it acts as a
  natural club, but it hurts a lot more!
  <(STR)S2 in 1st ed, (Str)S in 2nd>  And,
  wow.  Oh yah, there’s rumors of a
  weaponsmith who’ll custom fit a gun for
  your ’hands’, if you got the cash.
  Extended Mandibles 
  .9  
  10,000
  Very insect like.  See the ’Mantis’ package
  notes for more info.
  Tail 
  .3  
  3,000
  Combat Tail 
  .6  
  4,500
  A normal tail is just that, a tail.  The normal
  model (if you can call it that) is decorative,
  and only enhances the look.  It can, however,
  be made to act like a real tail in all aspects of
  the term, mainly that of balance.
  This costs the surgical team an extra
  thousand Nuyen <and adds a +1 die to all
  balance-related skills like athletics, stealth,
  bike (yes bike!), gunnery, and so forth.>.
  But it screws your posture but good.  Don’t
  worry chummers, they make sure it all
  works fine in the end product (Pardon the
  pun), and there isn’t any fatigue.  (But it’s
  funnier than drek watchin’ a ’morph walking
  with their butts sticking out...)
  The combat tail is weighted, and can have a
  poison injector inside it (And that’s not only
  illegal, but it costs ESSENCE to install the
  ’stinger’ injector <.2 for the injector, and it’s
  retractable too!>  But since when did that
  ever stop us?)  The injector holds four doses
  of anything you put into it. (4 human doses.
  You adjust accordingly per race.)  Either
  way, either tail is sturdy enough to use as a
  hand (at about 1/2 Quickness) and it can be
  used to hold onto large objects.  But believe
  you/me.  It can’t hold a troll...
  Digitigrade Legs 1.75 
  10,000
  Quadruped System
  2.9*
  50,000
  Fur / Scales 
    .75 
  20,000
  Skinchange 
    .2  
    5,000
  Heavy Scales 
  1.0  
  25,000
  Full Exo-Skeleton 
  2.0  
  50,000
  Frame Alterations 
  1.5  
  20,000
  *The Quadroped system takes 2.9
    Essence
  Digitigrade legs move your feet so you walk
  on the tips, a lot like a dog. Trust me, this
  really screws you up for a week or so.  (+7 to
  all action-oriented target numbers.  This
  number goes down one per day, as you get
  used to it.)  But the advantage is it can make
  you move like a banshee in heat once you
  get into it.  (+2 to reaction, and it adds +3 to
  quickness for movement purposes only.)
  The ’quadroped system’ is a fun one.  They
  rip out your skeleton, and replace it with a
  plasteel one.  Now, it’s not like the OTHER
  ’steel skeleton’ the sammies know and love.
  It’s not armored.  But, once you activate it, it
  runs through pistons and wires and makes
  you a 4 legged version of the animal you’re
  sculpted to be.
  The bad part.  You have to have the
  digitigrade legs, starter.  You get the most
  realistic sculpt you can (read, the most
  expensive), and then you go under the knife.
  
  Net Enhancements for Role-Playing Shadowrun
  53
  Once you get it, it takes about five minutes
  for the full change over.  When it’s done, you
  look like either a really small bear, a really
  big doggie, or an average size lion.
  What’s so bad?  From what we hear, the
  process is painful the first few times you use
  it, and you have to get used to walking on
  all 4’s, and all your cyberware may not fit
  you anymore, and your armor won’t fit, and
  so on and so forth.  You can get ’customised’
  armor made up, if you’d like, if you can find
  someone to make it for you.
  There is a brighter side, tho’.  Because your
  using all 4 limbs for movement only, it tends
  to make you faster and more agile.  **<+2
  dice athletics, +3 quickness, and a +1 to
  reaction when in full form>**  It also tends
  to make a Johnson a bit more lucrative in the
  cash department, soka?
  A skinchange just pigments the dermis to a
  color pattern of your choice. This can
  simulate anything from a white rabbit to a
  orange and black striped tiger to a black &
  white zebra.  Once you choose it, it doesn’t
  change, it’s permanent, kids.  That is, until
  you go in for a different style. It’s like a
  tattoo with an attitude, really.
  The fur and scales are pretty much self
  explanatory.  There is a chance of getting
  cancer from this process.  **<roll body,
  target of 7 minus body. Dermal plating does
  NOT help.  If you have two successes, you
  are cancer free.  If not, the cost to cure it is
  double the initial surgery, and it removes
  the fur / scales.>**
  Heavy scales give the person actual armor!
  (1 ballistic, 2 impact)  The full Exo-skeleton
  is even more so! (4 Ballistic, 4 Impact) but it
  munches your speed **<+1 to all active skills
  for heavy scales, and +2 to all active skills
  for the exo-skeleton, including firearms!
  Also, a -1 to quickness for heavy scales, -2
  for exo-skeleton>**.  All in the quest to
  be a walking panzer, I guess.
  Frame 
  alterations 
  basically 
  make 
  you
  smaller or bigger.  Our figures guess
  somewhere around the 15-35% mark each
  way.  This is covered in the other posting of
  ’biosculpting’, but it’s included in here so
  you can look more like a beast of your
  choice.  I mean, who’d be intimidated by a
  scrawny little bear?  (I know some guys
  who’d hug you instead a shooting you!)
  Keep in mind that all those prices was the
  factory cost!  The cost at the Seattle
  AnthroCo. Clinic is about x1.5 that cost, and
  a ripperdoc’s cost can be higher still.
  And, before you forget, remember you need
  permits for implanted weapons! AnthroCo.
  is generous enough to register you as an
  armed ’anthropomorph’ in Lone-Star files.
  But, a ripperdoc doesn’t ask questions
  (usually).  The cost of the permit is equal to a
  weapon of like.  (For example, a small blade
  weapon will cover fangs and claws.  And a
  large bladed weapon will cover the larger
  horns.)
  Package deals:
  "Because of the high demand on certain
  types of changeovers," Dr. Kass says  "We
  have package deals that cover all the basics
  of a certain animal type.  In the past, we
  have gotten some rather obscure requests,
  but we can do virtually anything that a
  customer can think up."
  >>>>>[Sorry to interrupt again, but I feel I have
  to apologize.  See, the rest of this is all color
  adverts.  And, seeing the medium I’m using, I
  can’t show the photos.  Now, granted, they look
  real nice.  But the words are as effective. Oh
  yeah, remember that this is the cost to the
  consumer if you go to AnthroCo. Buyer beware?
  Neh? 
   
  So, 
  again, 
  Sorry 
  about 
  the 
  no-
  photos.]<<<<<
          -- Tyger (Any Time / Any When)
  >>>>>[Sure, he can blot out a time-date stamp,
  but he can’t zap a simple picture. Ha.]<<<<<
          -- Jander  (00:49:23/03-23:54)
  Felines:
  This package has a few incarnations.   The
  first is a slight modification, only changing
  the facial features slightly and adding a tail.
  (Minor facial, Short muzzle, a tail and
  skinchange.
  Body: 
  .9
  
  Net Enhancements for Role-Playing Shadowrun
  54
  Cost : 
  23,250
  The second is a more striking cat, stronger
  features, and a stronger appearance. (Major
  facial, short muzzle, natch fangs, retractable
  claws, tail, fur[you specify pattern]
  Body: 
  2.65
  Cost : 
  57,000
  >>>>>[Expensive, 
  yes.. 
  But 
  worth 
  every
  nuYen.]<<<<<
          >>>Tyger  (Any Time / Any When)
  >>>>>[Says you, you mangy furball.]<<<<<
          -- Rascal  (17:38:46/04:10:54)
  K-9
  Again, this comes in stages.  Dependent on
  your needs.  For example, the pit-bull, a
  popular option for the back-alley types, is
  easily done. (Major facial, muzzle (short),
  natural fangs, (tail is negligible), digitigrade
  legs, fur.
  Body: 
  3.6
  Cost: 
  60,750
  *<Note : Stub tails cannot be used 
  for the ’balance tail’ as above>*
  This package also covers many other types
  of species such as wolves, foxes, and the
  like.
  >>>>>[Mix and match the price list above, I
  know an elf who had a fox conversion.  Neat
  guy, too bad about the choice, however...]<<<<<
          >>>Tyger  (Any Time / Any When)
  >>>>>[Yah, right.]<<<<<
          >>>Kit  (14:14:14/03-21-54)
  Mantis
  We offer this mainly because we have had
  several requests for it in the Seattle area.  It
  consists of replacing the body with the full
  exoskeleton and adding the mandibles.  The
  effect is disturbing, if the user wants it to be.
  (Frame 
  alteration, 
  mandibles, 
  and 
  the
  exoskeleton).
  Body: 
  4.4
  Cost:
  120,000
  We have also done one conversion to a
  scorpion-type humanoid for an up and
  coming urbanbrawler.  Be watching the vids
  for him!
  >>>>>[I 
  wouldn’t 
  go 
  for 
  this 
  one,
  chummers.]<<<<<
          -- Rascal  (13:23:55/03-20-54)
  >>>>>[Why not?]<<<<<
          -- Wolfman  (13:24:10/03-20-54)
  >>>>>[I don’t know the details, but it seems
  there was this guy who likened himself to an
  insect, something about the perfect predator and
  his connections.  Well, he saved up the money
  and got himself a conversion.  On the way out of
  the ripperdoc, he was geeked by about thirty
  ’runners all yelling it was a bug and it should be
  killed.  Personally, I was on the other end of the
  sprawl when it happened...]<<<<<
          -- Rascal  (13:25:12/04-02-54)
  Minotaur
  Again, this was by special request, but it was
  so interesting that we have added it to the
  line.  This was made for ’Minotaur’, a no-
  holds combat fighter on the Tri-vids.  It has
  caused quite a stir, and it’s now available to
  the public.  (Major facial, Long muzzle,
  digitigrade legs, skinchange, and large
  horns.  The tail is negligible.
  Body:  
  3.55
  Cost:
  48,000
  >>>>>[Obviously, not for the carnivore in your
  life...]<<<<<
          >>>Jander  (23:30:43/03-29-54)
  Dracoforms
  This style had long been popular.  The fact
  that the Tri-vid show "Dinosaurs" has done
  so well is a tribute to this.  So we offer this
  for the true beasts that roam the streets.
  (Minor facial, Short muzzle (or long, but this
  one is for short), natch fangs, retract claws,
  combat tail, digitigrade legs and scales).
  Body:
  4.0
  Cost: 
  60,000
  >>>>>[Keep in mind they will add whatever you
  want to add.  A chummer of mine had this done,
  and he got the heavy scales and got an injector on
  the tail.  WOW!  This guy can rock with the best
  of them!  Oh yeah, this is a fun convert if you like
  to slam in the local mosh pit!]<<<<<
  
  Net Enhancements for Role-Playing Shadowrun
  55
          -- Predator  (10:32:52/04-01-54)
  >>>>>[Dunkelzahn won’t be amused.]<<<<<
          -- Highwayman  (17:33:54/04-08-54)
  >>>>>[Really?]<<<<<
          -- Dunkelzahn  (--:--:--/--:--:--)
  >>>>>[HUH?!?]<<<<<
          -- Jander (13:23:11/04-10-54)
  Bears
  Some people are naturally drawn to bears of
  all kinds, so we include this with our stock
  exotica forms. (Minor facial, Short muzzle,
  natch fangs, natch claws, tail (negligible in
  costs) and fur).
  Body: 
  1.95
  Cost : 
  48,750
  >>>>>[There’s a troll out there somewhere with
  this.  I had the honor to work with  him once.
  Awesome doesn’t even begin to describe this
  guy.  Honest to ghost, this guy picked up three
  Lone Star’s and threw them across the street!
  Simultaneously!  One mean bear.  I’d like to work
  with this guy again
  sometime...]<<<<<
          -- Flynn  (06:23:54/03-22-54)
  >>>>>[Thanks.]<<<<<
          -- Ursia  (23:55:23/03-25-54)
  
  Net Enhancements for Role-Playing Shadowrun
  56
  Equines
  Horses have often been signs of strength,
  loyalty, and bravery.  So it seemed natural to
  include this into the package lists of
  AnthroCo.  Any coat pattern can be made.
  (Major facial, long muzzle, hooves, fur
  skinchange, tail, and frame
  alteration).
  Body: 
  3.5
  Cost:  
  53,250
  
  Net Enhancements for Role-Playing Shadowrun
  57
  >>>>>[I’ve heard a rumor that there’s a
  ripperdoc somewhere in Chicago that’s willing to
  do one of these with a twist.  Seems he’s found a
  way to make ’Joe Public’ into a Pegasus furry or a
  unicorn! Again, I dunno the validity of this, but I
  can tell you that a chummer To mine said one of
  the ’houses of pleasurable delights’ over there has
  a uni- morph as a "paid employee".  Then again,
  he’s one to over-use a BTL, ya
  know...]<<<<<
          -- Zappy  (19:58:33/04-9-54)
  >>>>>[NO RUMOR!!!  It’s fact!  He also knows a
  way to make a Pegasus furry FLY!  An eagle
  shaman friend of mine said it was some
  quickened thing, but it was spooky.  Whoever he
  was got shot down by UCAS as a UFO and was
  taken in for questioning...  ’just hope they don’t
  ask ’bout me.]<<<<<
          -- Tyger  (Any Time / Any When)
  Enzymatic Reinforcer Treatment
  Todd Montgomery [aka Quiktek]
  <tmont@cerc.wvu.edu>
  This chemical treatment injects a complex,
  non-harmful enzyme into the body.  The
  enzyme is  totally   self-replicating and
  attaches  to  the human-cyberware interface
  units.  The benefits  of this are two-fold:
  1)  The enzyme produces a membrane over
  the  cyber unit - nerve interface, in effect
  reducing the items impact on the body. Thus
  reducing essence loss if the enzyme is used
  before cyberware implantation. This effect
  has been termed the  "HALO"  Effect after
  the Treatments creator, Dr. John Halos
  Carpenter  Marcus.
  2) The  enzyme  acts   as a sort  of caretaker
  for the delicate interface.  This reduces
  maintenance cost of cyber  items and
  reduces  the need for regular  check-ups.
  The only disadvantage the treatment has is
  the  fact that the enzyme lowers the bodies
  immune system to lower  levels.  This in
  effect means that the user has 1 point less
  body when dealing with diseases and toxins.
  The lowering of the maintenance cost works
  with diagnostic systems as well.
  Cost: 
  95,000Y
  Body Cost: 
  0.2
  Availability: 
  12/60dys.
  Legality: 
  Legal
  Street Index: 
  1.1
  Effects: Maintenance cost is cut 
  down to a fourth.
  All cyberware implanted 
  after the treatment (except 
  Alpha and Beta
  Grade, which uses a similar 
  treatment) has a reduction 
  in Essence Cost of 10% 
  (Essence Cost = Essence 
  Cost x 0.9).
  
  Net Enhancements for Role-Playing Shadowrun
  58
  Matrix
  Programming Languages
  Todd Montgomery [aka Quiktek]
  <tmont@cerc.wvu.edu>
  Languages used to program utilities. These
  include suites of tools to automate some of
  the programming, and compilers to actually
  produce 
  cyberdeck 
  executables. 
   
  The
  languages  come in two different styles, PC
  based and Matrix based.  A programmer can
  not use a Language which has a level greater
  than  his Computer Skill. All these programs
  are Legal to Licensed Matrix Corporations.
  These programs carry the same Legality of
  all other Matrix Programs (Highly Illegal
  most everywhere).
  Personal Computer (PC) based languages:
  These languages use a PC to program the
  code.
  These languages give additional dice to
  making programs (Add  level of language to
  number of  dice to roll).
  Required Equipment:
  Personal Computer
  (Mp equal to program being worked
  on + Size of language tool)
  CGI
  (C Graphic Interface):   Level 0
  This basic compiler takes high level 
  code and  creates cyberdeck 
  executable files. This is the standard
  tool used by 90% of the freelance
  programmers.
  Cost: 
  500Y
  Size: 
  0 Mp,
  Tool is usually integrated into most 
  PCs
  Availability: 
  4/48 hrs.
  Street Index: 
  0.5
  OCGI
  (Object C Graphic Interface): Level 1
  This tool includes a compiler as well
  as a collection of very good limited 
  expert systems to do most of the
  actual coding.
  Cost: 
  1,200Y
  Size: 
  32 Mp
  Availability: 
  6/72 hrs.
  Street Index: 
  0.8
  MEDI
  (Matrix Elementwise Design Interface): Level 2
  This tool includes a high 
  performance compiler, suite
  of resource tools for graphics, and 
  an extended group of limited expert 
  systems to perform most of the 
  coding.
  Cost: 
  4,050Y
  Size: 
  108 Mp
  Availability: 
  10/14 days
  Street Index: 
  1.5
  MPDT
  (Multi-Persona Design Tool): Level 3
  This tool includes three separate 
  compilers, dedicated to producing 
  high quality code, a suite of resource
  tools, and a vast collection of limited
  expert systems to perform most of 
  the actual coding.
  Cost: 
  10,400Y
  Size: 
  256 Mp
  Availability: 
  12/24 days
  Street Index: 
  3.0
  Matrix based languages
  These programming languages require a
  connection to the Matrix to use.  The link is
  necessary because the programs are highly
  dependent  on Matrix utilities to help in
  Object visualization. This high dependency
  on 
  Virtual 
  Reality 
  Construction 
  and
  
  Net Enhancements for Role-Playing Shadowrun
  59
  Mainframe 
  system 
  abilities 
  allow 
  the
  developer to full take advantage of the tool.
  These languages are the kind used by most
  corporations and as such are very difficult
  to LEGALLY get a hold of without getting
  permits.
  These languages lower the Target Number
  of the programming success test by their
  level. They do not add additional dice. The
  reduction of the Target Number is only used
  for the actual Programming Success Test,
  not for figuring the program size, ability
  limits, etc.
  Required Equipment:
  Matrix connection to a Mainframe 
  system.  Cyberdeck with Active 
  memory equal to size of program 
  being constructed + 1/5 size of tool 
  being used.
  XMEDI
  (eXtended 
  Matrix 
  Elementwise 
  Design
  Interface):   Level 1
  This tool provides a large array of 
  expert systems, compilers, and 
  resource handlers that can 
  drastically affect the Software 
  development process. The use of 
  Matrix simsense allows the 
  developer the ability to tailor 
  graphics to taste while not 
  sacrificing program requirements.
  Tool Size: 
  64 Mp
  Cost: 
  24,450Y
  Availability: 
  12/24 days
  Street Index: 
  2.0
  LBT
  (Library Born Technology): Level 2
  This tool is the best on the market. It
  has all the  capabilities of the 
  XMEDI plus adds in a very limited  
  expert control system which can 
  actually code while the developer is 
  spending all their energies on the 
  "Big Software Picture".
  Tool Size: 
  324 Mp
  Cost: 
  48,650Y
  Availability: 
  24/60 days
  Street Index: 
  3.0
  
  Net Enhancements for Role-Playing Shadowrun
  60
  OTHER USEFUL LANGUAGES
  OMPDT
  (Object Multi-Persona Design Tool): Level 2
  This tool is a small utility which 
  allows the Matrix  user to develop 
  short one-shots with a minimum of 
  stress.
  Tool Size: 
  32 Mp
  Cost: 
  3,750Y
  Availability: 
  8/14 days
  Use:
  This tool gives the decker 2 extra 
  dice to design programs on the fly. 
  Must be running to give the benefit.
  Programming Languages:
  Most deckers make their own suite of tools,
  and resources for their own use. This
  procedure, while being different from usual
  programming, is not extremely difficult.
  Two Kinds of Languages can be made: PC
  based, and Matrix Based. PC based adds its
  level in Dice to the success test, while Matrix
  based lowers the Target Number by its level.
  Base Time: Size X 2 days
  Size:
  PC based: (Level+1)^3 x 4 Mp
  Matrix based: (Level+1)^4 x 4 Mp
  Skill used: Computer
  Skill Target:
  PC based: (Level+1)*2
  Matrix based: (Level+1)^2
  Required Equipment:
  PC based: PC (Mp equal to Size of
  Language + Size of any 
  tools being used.)
  Matrix based: Matrix connection to a
  Mainframe system. 
  Cyberdeck with Active
  Memory equal to 1/5 size of
  tool being constructed.
  Limit:
  PC based: Level = Computer 
  Theory/3 (round off)
  Matrix based: Level = Computer 
  Theory/4 (round off)
  Programming Library Options:
  When, in the early days of the computer
  revolution, programmers needed routines to
  put output to the screen or read from a
  keyboard port, they  were required to write
  these low level routines themselves, thus
  adding more time to an already laborious
  task. Early in the 1980’s, the issues of
  software reuse were discussed. But as we all
  know 
  it 
  took 
  several 
  generations 
  of
  computing experience to see that software
  reuse really  could be useful. Today, most
  software 
  developers 
  look 
  to 
  premade
  libraries to provide them with needed code
  to meet tough program requirements. Speed,
  Memory size, Load Ratings, etc. are all
  tough requirements to fill. And it is libraries
  which make these requirements reachable.
  All the languages above and many other
  undiscussed languages have GigaPulses and
  GigaPulses of support libraries. Any of these
  specialized libraries can be incorporated into
  a programming project. The legalities of
  using libraries are covered under the World
  Trade Act of 2036. Corporations may use
  libraries for development as long as the
  library is licensed under their Matrix
  Licensing Permit.
  Libraries, like most other programs, have
  ratings. But unlike most other programs,
  libraries are only used when a developer is
  designing/coding a project. These libraries
  contain a large amount of alternatives to the
  same problem. So that is why the actual size
  of these libraries varies so widely. These
  libraries also have a drastic effect on various
  aspects of a program performance.  The
  trade off is will known in the software
  community.
  Using these libraries:
  The effects of each library are discussed
  below.  Each library also has a size. This size
  has no effect on the programming. All it is
  used for is figuring time to develop libraries
  and how much memory such libraries take
  up.
  Size Optimizing Libraries:
  These libraries allow programmers to use
  specially made 
  subroutines 
  which 
  are
  optimized to take up as little space as
  
  Net Enhancements for Role-Playing Shadowrun
  61
  possible. The trade off is these libraries are
  difficult to use and require careful planning.
  Ratings: 
  1-10
  Size: 
  (Rating^2) x 5 Mp
  Cost: 
  As program of same rating.
  Availability: 
  As program of same rating.
  Effect: 
  Reduce size of finished 
  program by (Rating x 
  Programmer Computer 
  Theory Skill/2 (Round 
  off))%.  Increase Target 
  Number for determining 
  Program Success Test by 
  Rating/2 (Round up).
  Load Rating Optimizing Libraries:
  These Libraries are optimized to take
  advantage of system  characteristics to lessen
  the Load Rating imparted by a cyberdeck.
  But the tradeoff is increased program size.
  This is the result of the use of limited AI
  routines to decide how to load the system.
  Ratings: 
  1-10
  Size: 
  (Rating^2) x 4 Mp
  Cost: 
  As program of same rating.
  Availability: 
  As program of same rating.
  Effect: 
  Reduce Size of Program,
  when determining
  contribution to Load Rating
  only, by (Rating x
  Programmers Computer
  Theory Skill)%.  Increase
  Size of Program by (Rating
  x 2.0)%
  Non-Corruptive Libraries:
  These libraries provide a level of bullet-
  proofing to utilties. This bullet-proofing
  allows the program more resistance to data
  corruption from viruses and arrant Tar class
  IC. The trade off is that the size of programs
  is slightly increased.
  Ratings: 
  1-10
  Size: 
  (Rating^2) x 5 Mp
  Cost: 
  As program of same 
  rating/2.
  Availability: 
  As program of same rating 
  -2.
  Effect: 
  Tar Baby and Tar Pit IC 
  have their Ratings reduced 
  by the Rating of the 
  Library/2 when 
  determining if they corrupt
  a utility.  Increase Program 
  size by (Rating)%
  A specific library is made for a certain
  Language. So self made  Languages can
  ONLY use self-made Libraries. And a
  library written for XMEDI will not work
  with CGI or MPDT. Several libraries may be
  combined, but each library added adds 1 to
  the Target Number of  the Programming
  Success Test. Each effect uses the Base
  program  statistics before any modifications.
  And then all effects are added. Percentages
  are added before computing there actual
  value.
  Example:
  Joey (Computer Theory Skill 6) is using
  Load Rating (4)  and Size Optimizing (5)
  Libraries. The final program will size will
  be ((4 x 2)-(6/2 x 5)) = -7%. The Target
  Number for determining Program  Success
  is +2, and The Program acts as if it were -(6 x
  5)% to size when determining Load Rating.
  Programming Libraries:
  Libraries are programmed exactly like
  normal programs. But  languages provide no
  additional dice OR reductions to Target
  Number.
  Matrix Combat (version 2.1)
  Jason J Carter
  <carter@ups.edu>
  The purpose of these rule modifications are
  to remove some of the problems with the
  decking rules as presented in Shadowrun.
  These problems include, but are not limited
  
  Net Enhancements for Role-Playing Shadowrun
  62
  to the ineffectiveness of attacks in the
  Matrix, the size and power of the Hacking
  Pool, and the "Search for Sixes".  The
  greatest flaw to this set of rule modifications
  is that you will need to own a large number
  of dice to use them quickly.
  Note:  Whenever Computer Skill is 
  used in this text, the decker may 
  replace Computer Skill with his 
  Software Concentration or his 
  Decking Specialization.
  Hacking Pool Modification
  The immense size of the Hacking Pool in
  proportion to the number of dice rolled
  made the pool all to effective.  In this system
  two things have been done to reduce the
  effectiveness of the Hacking Pool.  First the
  number of dice rolled have been increased.
  Secondly, the Hacking Pool has been
  divided into two dice pools, the new
  Hacking Pool and a Matrix Combat Pool.
  Hacking Pool
  The Hacking Pool reflects the decker’s ability
  to modify and fine-tune programs while
  they are in use, suppress IC messages, and
  write programs on the fly. The number of in
  the Hacking Pool is equal to the decker’s
  Computer Skill (or Software Concentration
  or Decking Specialization) multiplied by 1.5
  (rounded  up).  The Hacking Pool may be
  used to affect the success of Sensor and
  Masking utilities, but not Combat Utilities.
  The maximum number of dice that can be
  used to affect a program is the Rating of the
  program.
  Matrix Combat Pool
  The Matrix Combat Pool reflects the decker’s
  ability to react to combat situations in the
  Matrix.  It can be used to increase the effect
  of Combat Utilities, and for Damage
  Resistance Test.  The number of dice in the
  Matrix Combat Pool is equal to the deckers
  Reaction.  The maximum number of dice
  usable to augment a Combat Utility is equal
  to that utilities rating, but there is no limit to
  the number of dice that can be used on a
  Damage Resistance Test.
  Matrix Initiative
  There 
  are 
  three 
  levels 
  of 
  cyberdeck
  command, each with their own advantages
  and disadvantages.  They are full cybernetic
  interface, standard interface, and manual
  interface.
  Deckers using a full cybernetic interface
  receive all bonuses from increased response
  on their deck and gain an additional 1d6 on
  their initiative rolls. While in full cybernetic
  interface, the decker is unaware of his
  surroundings and suffers from a +8 penalty
  to notice direct physical stimuli that does not
  include pain.  Pain is always noticed.
  Deckers using a standard interface often
  utilize keyboards along with their datajacks,
  but this is not required.  All increase
  response bonuses are received while using
  standard interface.
  A manual interface includes 
  using 
  a
  cyberdeck with an electrode net or by
  keyboard alone (turtling).  While using
  manual interface the deckers reaction is
  halved and he gains no additional reaction
  points from increased response.  Additional
  initiative dice are still gained.
  System Operations
  To perform a system operation the decker
  must receive more successes than the node.
  The decker rolls Computer Skill plus
  hacking Pool dice while the system rolls its
  Security 
  Rating 
  and 
  adds 
  Node
  Autosuccesses 
  (See 
  program 
  execution
  below).  Both are rolling against a target
  number of 4 + Mods.
  Program Execution
  Program execution test and effect test have
  been unified into just one die roll. Executing
  all but defense utilities is a complex action.
  Executing a defense utility is a simple action.
  When the target number of a roll is indicated
  to be something plus "Mods" this refers to
  modifiers to the program execution test.
  This include, but are not necessary limited,
  to Persona Condition, node overload, and
  the presence of a Smoke program.  The
  target number penalties for overloaded
  
  Net Enhancements for Role-Playing Shadowrun
  63
  nodes, loading programs into memory, or
  uploading programs from the matrix is only
  +1 under these rules.
  Node Autosuccesses is not a dice a number
  of dice to be rolled, but a number of
  successes that a node/IC automatically
  recieves on any defensive test.  The amount
  of autosucceses is determined by the node
  color.  Blue nodes receive one autosuccess,
  Green nodes receive two autosuccesses,
  Orange nodes receive three autosuccesses,
  while Red nodes receive four autosuccesses.
  Combat Utility Execution Test
  Target #:  
  4 + Mods
  Dice:  
  Computer Skill + Program 
  Rating + Matrix Combat 
  Pool Dice
  Damage Resistance Test
  Target #:  
  Power - Hardening
  Dice:  
  (Persona) Bod/Evasion 
  Rating + MPCP Rating + 
  Matrix Combat Pool Dice
  (IC) Node Autosuccesses + 
  Node Security Rating + IC 
  Rating
  Sensor Utility Execution Test
  Target #:  
  4 + Mods
  Dice:  
  Sensor Rating + Program 
  Rating + Hacking Pool Dice
  Sensor Resistance Test
  Target #:  
  4 + Mods
  Dice:  
  (Node) Node Autosuccesses
  + Node Security Rating (IC) 
  Node Autosuccesses + 
  Node Security Rating + IC 
  Rating (Persona’s running 
  Sleaze use Sleaze execution 
  test)
  Masking Execution Test
  Target #:  
  4 + Mods
  Dice:  
  Masking Rating + Program 
  Rating + Hacking Pool Dice
  Masking Resistance Test
  Target #:  
  4 + Mods
  Dice:  
  (IC) Node Autosuccesses + 
  Node Security Rating + IC 
  Rating
  
  Net Enhancements for Role-Playing Shadowrun
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  Grey IC Execution Test
  Target #:  
  4 + Mods
  Dice:  
  Node Autosuccesses + 
  Node Security Rating + IC 
  Rating
  IC Modifications
  IC Defenses
  IC has three different types of defense;
  Standard, Shifting, and Hardened.  Only one
  form of defense may be on any piece of IC.
  Standard Defense is the default defense,
  which most IC uses.  It gives the IC
  Hardening equal to one-half of it’s Rating
  (rounding up).
  Shifting Defense utilizes a variety of
  different defensive routines to  increase the
  IC’s ability of defend itself.  Increase it’s
  Rating to 1.5 times normal for defending
  against any Combat Utility that does not
  have 
  the 
  Area 
   
  Effect 
  Modification.
  Hardening is 1/2 Rating (round up).
  Hardened Defense increases the tightness of
  the IC code making it more difficult for
  Combat Utilities to affect the IC.  It’s
  Hardening Rating is 3/4 it’s Rating (round
  up) unless the attacking Utility has the
  Penetration Modification, in which case
  Hardening is 1/2 Rating (round up).
  IC using Shifting or Hardened Defense
  increase their Rating by one for purposes of
  determining Load.
  WHITE IC
  Access IC
  No modifications.  Load: 1/2 Rating (round
  down)
  Barrier IC
  No modifications.  Load: 1/2 Rating (round
  down)
  Probe IC
  Probe IC (including Black IC) double their
  rating when rolling to defeat the
  sleaze program.  Load: Rating
  Scramble IC
  When attempting to download a scrambled
  file, the system rolls a number of dice equal
  to the scramble rating verses target number
  4.  Add the number of successes to the
  node’s successes on the system operation
  test. Load: 1/2 Rating (round down)
  GREY IC
  Acid IC
  Use Evasion to resist this IC.  Every net
  success reduces the cyberdeck’s Bod by one,
  to a minimum of one.  Power is the IC
  rating.  Load: Rating
  Binder IC
  Use Evasion to resist this IC.  Every net
  success reduces the cyberdeck’s Evasion by
  one, to a minimum of one.  Power is the IC
  rating.  Load: Rating
  Blaster IC
  Blaster IC performs exactly like Killer IC
  Moderate until it crashes a persona.  When
  the persona crashes the Blaster IC rolls dice
  equal to its Rating versus Target Number 4 +
  Mods.  The cyberdeck rolls dice equal to its
  MPCP rating versus a Target number of
  Blaster Rating minus Hardening.  Calculate
  the damage starting at Moderate and staging
  up or down for net successes.  The number
  of boxes of damage done is the number of
  MPCP Rating points permanently lost.
  Load: 1.5x Rating
  Jammer IC
  Use Evasion to resist this IC.  Every net
  success reduces the cyberdeck’s Sensor by
  one, to a minimum of one.  Power is the IC
  rating.  Load: Rating
  Killer IC
  The damage of Killer IC is calcuated just like
  an attack in melee combat.  The power is
  equal to the IC rating and the base damage
  is determined by the IC itself.  Killer IC
  comes in Light, Moderate, Serious, and
  Deadly varieties, each with their own Load
  Ratings.  Use the Bod rating of the deck to
  
  Net Enhancements for Role-Playing Shadowrun
  65
  resist  damage.  Load: 1/2 Rating (L), Rating
  (M), 1.5x Rating (S), 2x Rating (D)
  Marker IC
  Use Evasion to resist this IC.  Every net
  success reduces the cyberdeck’s Masking by
  one, to a minimum of one.  Power is the IC
  rating.  Load: Rating
  Tar Baby IC
  No modifications.  Load: Rating
  Tar Pit IC
  No modifications.  Load: 1.5x Rating
  Trace IC
  The Trace IC makes a Grey IC Execution test
  will the decker rolls dice equal to deck
  Masking Rating + Computer Skill versus
  target number 4.  If the Trace gets positive
  net successes, divide the successes into 10 to
  determine the number of turns the Trace
  will take.
  Trace and Report
  No other modifications.  Load: 1/2 Rating
  (round down)
  Trace and Dump
  No other Modifications.  Load: Rating
  Trace and Burn
  The decker may not use Matrix Combat Pool
  dice to defend himself from the Blaster part
  of this program.  Load: 1.5x Rating
  Black IC
  No general modifications.  Load: 2x Rating
  Hanging Tough
  The black IC rolls dice equal to its Rating
  while the decker makes a Computer Skill
  test, both versus a target number of 4 +
  Mods.  If the black IC receives positive net
  successes, it delivers damage to the decker
  as if it were Killer IC of the same rating.  The
  decker may resist the damage with his Body
  (or Willpower if the black IC was set to
  stun).  Hardening still protects the decker,
  but the Shield Utility does not.
  Jacking Out
  The decker rolls Computer Skill plus
  Willpower Rating dice while the black IC
  rolls Rating dice, both versus a target
  number of 4 + Mods.  If the decker rolls
  more successes than the black IC he jacks
  out and must resist 4M Stun Damage.  If the
  black IC receives more successes, it prevents
  the decker from jacking out.  The attack
  preceeds as under Hanging Tough, but the
  decker does not get to make a Computer
  Skill test.  Say ouch!
  Expert IC
  Expert IC comes in three levels.  Each level
  increases the IC’s effective Rating by one,
  adds 1d6 to it’s initiative, and increases Load
  by the Expert level minus one.
  UTILITIES
  Combat Utilities
  Attack Program
  Deckers use Bod to defend themselves from
  this program.  The power of this program is
  the program Rating.  Base damage level is
  determined by the program design.  Light
  damage increases the program Rating by 1
  for determining size. Moderate damage
  increases by 2, Serious by 3, and Deadly by
  5.
  Blind Program
  Deckers use Evasion to defend themselves
  from this program.  The power of this
  program is the decker’s Computer Skill.
  Every two net successes reduces the target’s
  Sensor Rating by 1, to a minimum of 1.
  Hog Program
  Deckers use Evasion to defend themselves
  from this program.  The power of this
  program is the decker’s Computer Skill.  To
  determine if a hog program stays hidden in
  the deck, roll the program rating dice and
  the deck’s MPCP Rating in dice, both versus
  target number 4.  If the hog receives one net
  success it stays hidden.  The decker may run
  a check with a simple action, in which case
  he may add Hacking Pool dice to the MPCP
  roll.
  
  Net Enhancements for Role-Playing Shadowrun
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  Poison Program
  Deckers use Evasion to defend themselves
  from this program.  The power of this
  program is the decker’s Computer Skill.
  Every two net successes reduces the target’s
  Bod Rating by 1, to a minimum of 1.
  Restrict Program
  Deckers use Evasion to defend themselves
  from this program.  The power of this
  program is the decker’s Computer Skill.
  Every two net successes reduces the target’s
  Evasion Rating by 1, to a minimum of 1.
  Reveal Program
  Deckers use Evasion to defend themselves
  from this program.  The power of this
  program is the decker’s Computer Skill.
  Every two net successes reduces the
  target’s Masking Rating by 1, to a minimum
  of 1.
  Slow Program
  Power is the program rating.
  Defense Utilities
  Armor Program
  No modifications.
  Cloak Program
  No modifications.
  Medic Program
  No modifications.
  Mirrors Program
  No modifications.
  Restore Program
  To restore the rating of a persona program,
  roll Rating Dice plus Hacking Pool versus
  target number 4 + Mods.  Then roll dice
  equal to the program or IC rating that did
  the damage, also versus target number 4.
  Each net success restores one rating point to
  the reduced persona program.
  Shield Program
  The rating of the shield program is added to
  the deck’s hardening Rating.
  Smoke Program
  No modifications.
  
  Net Enhancements for Role-Playing Shadowrun
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  Sensor Utilities
  Analyze Program
  No Modifications.
  Browse Program
  No modifications.
  Decrypt Program
  No modifications.
  Evaluate Program
  No modifications.
  Scanner Program
  No modifications.
  Shift Program
  No modifications.
  Masking Utilities
  Deception Program
  Once a Deception program defeats a
  particular piece of IC, the decker will not be
  bothered by that piece of IC until the alarm
  level changes.  Once the alarm level changes
  (from standard to passive or passive to
  active) it will be necessary to redefeat every
  piece of IC in the system.
  Relocate Program
  No modifications.
  Sleaze Program
  Sleaze is a sustained program.  When
  activated the decker makes the execution
  test and records the number of successes.
  From then until the decker drops the sleaze,
  whenever the decker encounters a piece of
  IC, it makes its detection test.  If it receives
  more successes than the sleaze did when it
  was activated, it detects the decker.  While
  using a sleaze program the decker may not
  perform system operations, use combat
  utilities, or use sensor utilities other than
  Analyze or Scanner.  Doing any of these
  voids the program and renders the persona
  visible to all IC and personas in the node.
  
  Net Enhancements for Role-Playing Shadowrun
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  PROGRAM OPTIONS
  Area-Effect
  Area Effect negates the bonus of Shifting IC,
  but causes IC with Hardened Defense to roll
  1.5 times Rating Dice in their damage
  resistance test.  The ability to attack multiple
  targets is the same as in Virtual Realities.
  Link
  No change.
  Mobility
  No change.
  One-Shot
  No change.
  Penetration
  Penetration negates the extra Hardening
  received by IC with hardened defense, but
  increases the Hardening of IC with Shifting
  Defense to 3/4 Rating.
  Staging
  Staging 
  has 
  been 
  incorporated 
  as 
  a
  mandatory part of the Attack Utility.
  Flygrams
  The number of Hacking Pool dice required
  for a flygram is equal to the sum from 1 to
  the desired program rating.  Flygrams may
  not benefit from Hacking Pool dice, but they
  may benefit from Matrix Combat Pool dice.
  The following chart is provided for your
  use.
  Program Rating     Hacking Dice
  1
  1
  2                 
  3
  3                 
  6
  4                
  10
  5                
  15
  MultiTasking
  Robert A. Hayden
  <hayden@krypton.mankato.msus.edu>
  Vincent Esposito
  <VESPOSIT@CCVM.sunysb.edu>
  INTRODUCTION
  With the advent of the Encephalon as a
  cognitive multi-tasking control unit, a team
  of industrious cyber-engineers have been
  developing 
  methods 
  for 
  multi-tasking
  several datajacks, allowing many interesting
  possibilities.  Now you can run multiple
  cyberdecks, 
  rigs, 
  communication 
  jobs,
  computers, synthesizers, etc. in nearly any
  combination, as long as you have enough
  datajacks.
  HOW MULTI-TASKING WORKS
  Multi-tasking is accomplished by switching
  attention between tasks at an incredibly fast
  rate utilizing the cognitive multi-tasking of
  the encephalon.  A person using this system
  to run 2 decks (and thus having 2 Matrix
  personas doing different things) or someone
  rigging a vehicle and using two remote
  control decks, for example, never actually
  executes two commands simultaneously.
  The encephalon allows the user to have his
  attention on one task for a few nanoseconds,
  and then switches attention to another task
  for a few nanoseconds.  This switching is
  fast, but not instantaneous, so there is some
  degradation in response time.
  Also, the encephalon was not designed to
  handle multiple datastreams, so the FIFO
  (First In/First Out) buffer is required. The
  buffer stores outgoing commands, and
  incoming segments of data, so that the
  encephalon only has to deal with one device.
  The encephalon simply looks up the region
  of the buffer that is associated with the
  
  Net Enhancements for Role-Playing Shadowrun
  69
  datajack it is currently giving attention to,
  and writes output to that datajack in another
  partition of that region.
  The I/O SPU associated with a datajack
  looks in it’s assigned region of memory for
  data that is to be sent through the datajack,
  and places any incoming data in that region
  also.
  Furthermore, a Math SPU added to the
  encephalon acts as a floating point math
  coprocessor of the 20th century, speeding up
  response time so reaction penalties are
  reduced.
  TECHNICAL SPECIFICATIONS
  AND RULES
  The Basic system:
  To multitask several datajacks you need a
  few things:
  1) 
  An encephalon of appropriate level
  2) 
  A number of datajacks
  3) 
  an equal number of I/O SPU’s of the
  same rating as the datajacks
  4) 
  A FIFO (First-In/First-Out) buffer of
  headware memory
  5) 
  (optional) A math SPU whose rating
  is at least that of the encephalon to 
  decrease system overhead.
  The number of datajacks that can be
  controlled by an encephalon is equal to the
  rating of the encephalon + 1. (i.e. an
  encephalon-3 can multitask a maximum of 4
  datajacks)
  Buffer Memory Requirements:
  This is internal memory utilized by the
  encephalon to buffer commands and data.
  To determine the amount of buffer memory
  that must be installed, consult the table
  below.
  Reaction Penalties:
  Multi-tasking does cause some loss of
  response time due to data clash and
  processing time spent switching between
  datajacks.   Basically, this results in a
  reaction penalty depending on how many
  datajacks are being used at any given time.
  This is determined by the following table.
  
  Net Enhancements for Role-Playing Shadowrun
  70
  # of active datajacks
  Encephalon Level    
  1      2      3       4      5
  1           0     -1      --      --     --
  2           0     -1      -2     --     --
  3           0     -1      -2     -3    --
  4           0     -1      -2     -3    -4
  This penalty applies to each "Task" being
  done.
  For example:
  OddBall is running 3 datajacks, one is a
  remote vehicle rig, and the others are
  cyberdecks.  This means that OddBall has a -
  2 to his reaction for each "task".
  NOTE: The addition of a Math SPU 
  whose level is equal or greater than 
  the level of the encephalon will 
  speed up response time somewhat.  
  Adding this extra hardware will 
  reduce all reaction penalties by one 
  point. (Suppose OddBall has a Math 
  SPU, each of his "tasks" will now 
  only have a -1 reaction penalty).  A 
  MATH SPU will not bestow a bonus
  for running only one datajack.
  OPTIONAL RULE
  PRIORITIZED MULTI-TASKING
  Optionally, a GM can allow multitasking
  players (and NPC’s) to use the following
  "priority system" for reaction penalties.
  Instead of having an across the board
  reaction penalty to all processes, the multi-
  tasking user can distribute his reaction
  penalties in any fashion.  This means that the
  user can rank the importance of each task by
  it’s reaction penalty (hence the name
  "priority system".)
  The following table shows the total penalty
  for running a given number of datajacks.
  The user may distribute these "penalty
  points" among his active datajacks in any
  fashion.  The penalties assigned must add
  up to the total given by the table.
  
  Net Enhancements for Role-Playing Shadowrun
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  Encephalon Level         
  # of active datajacks
  1      2      3     4     5
  1                        
  0     -2     --    --    --
  2                        
  0     -2     -6    --    --
  3                        
  0     -2     -6   -12    --
  4                        
  0     -2     -6   -12   -20
  NOTE: The figures in this table are 
  derived by multiplying the base 
  penalty (see previous chart) by the 
  number of datajacks.
  Math SPU:
  After assigning penalties to all datajacks,
  reduce each penalty by one if a Math SPU is
  present. (note: you cannot gain a bonus this
  way, a task running at -0 does not become
  +1 with a Math SPU)
  Changing Priorities:
  At any time, a user may change the way his
  penalties are distributed.  This takes one
  action to accomplish, and is done exactly the
  same as assigning the initial penalties.
  "Dead" Tasks:
  If a task goes inactive, whether on purpose
  or as the result of an outside force (i.e.: A
  persona gets fried by IC, a remote drone is
  destroyed, someone pulls out one of your
  cords, etc.) then the user must re-distribute
  his priorities immediately to reflect the
  change in the system.  This will take one
  action.
  If the user chooses, he can allow the
  automatic redistribution functions to take
  over.  If this happens, the penalties are
  equally divided between all of the active
  datajacks.  This takes no action as it is
  automatic.  (Example:  Static is running four
  datajacks in a prioritized system [total
  penalty is -12].  He has assigned penalties as
  0, -1, -4, -7.  Suddenly, his -7 datajack is
  disconnected.  The system reaction penalty
  is 
  now 
  -6 
  and 
  the 
  computer 
  will
  automatically assign those points as -2, -2, -2
  unless Static was to spend the next action
  assigning them differently.
  Because each process must have a minimum
  amount of CPU time, there is a maximum
  penalty that you can assign to a process.
  This penalty is based on the number of
  datajacks being used and the processing
  power (rating) of the encephalon.  Consult
  the table below to determine this maximum
  penalty.
  Maximum Penalties:
  Encephalon Level             # of Active Datajacks
          
  1      2       3     4     5
  1                  
  x     -2       --    --    --
  2                  
  x     -2      -4    --    --
  3                  
  x     -2      -5    -7    --
  4                  
  x     -2      -6    -8   -11
  Example:
  Splut is running four datajacks with a level 3
  system.  He must distribute 12 priority
  points.  The maximum number of points he
  could put into one process would be 7, and
  he would have to use the other 5 in any of
  the other three datajacks.
  >>>>>{This is a classy setup, let me tell you.  I
  once knew a rigger who had three datajacks.
  Was able to plug himself into his car and drive,
  fire the car’s guns, and control a flying drone all
  at the same time with very little apparent loss of
  control.  It’s not JUST for deckers.}<<<<<
              -- Joyride <13:18:36/10-10-52>
  >>>>>{The biggest problem I see with this
  system is the fact that it is not very essence
  friendly.  I mean, if you want a Level 4
  Encephalon, 5 level 4 datajacks, 5 level 4 I/O
  SPUs, a level 4 MATH SPU, and 200 Mp of
  memory, you are looking at 5.16 points of
  essence!!!!!!!  Who in their right mind would do
  something like that?}<<<<
              -- Splut <Look Out Below>
  >>>>>{I would.}<<<<<
              -- Datajerk <13:28:21/10-10-52>
  >>>>>{Figures.  Where this really pays off is that
  you can have one person working on five
  computer projects at once.  I’ve heard of a bunch
  of corps giving their wage-slaves level 4 systems
  in order to increase productivity.  It isn’t very
  cheap, but it really pays off in the end.
  Deckers can also make good use of this system.  I
  know a gal who usually runs with three decks.
  Each of the personas has a specialty.  One can
  fight real well, one is the master data-gatherer,
  another sleazes and scans.  Remarkable setup.
  Andeach of the personas of course use the same
  
  Net Enhancements for Role-Playing Shadowrun
  72
  memory for utilities, dramatically cutting down
  on the amount of data being moved around.
  Even Black IC have problems fighting off three
  deckers at once.  Really remarkable.}<<<<<
              -- Wolf 359 <13:41:46/10-10-52>
  >>>>>{Christ, Wolfie.  You sound like you are in
  love.}<<<<<
              --  Ramirez <>
  >>>>>{Well, just don’t tell anyone.}<<<<<
              -- Wolf 359 <13:43:04/10-10-52>
  
  Net Enhancements for Role-Playing Shadowrun
  73
  CPU Controllers
  Robert Watkins
  <bob@it.ntu.edu.au>
  One thing that people seem to overlook in
  these days of smart frames, killer ice, and
  GigaPulse program sizes is the simple art of
  convincing a computer to do something for
  you, as opposed to forcing it to.
  There are myriad advantages to this. The
  first and foremost is that it doesn’t set off
  any alarms (assuming you do it right).
  However, it does have problems, of course.
  Otherwise people will still be doing it.
  So how do you do this wonderful thing??
  1st:
  Get to the CPU
  2nd:
  You must deceive the CPU into thinking you
  are a permitted user. This isn’t easy.
  [Deceiving a node has a target number of 10,
  and is a resisted success test. The node gets
  dice equal to it’s rating times (it’s level + 1).
  An example: A Blue-2 node only gets 2 dice
  (Rating = 2, Level = 0). A Red-6 node gets 24
  dice (Rating = 6, Level = 3).] You can
  actually do this to any node, but if you do it
  to the CPU, it works for the entire system.
  >>>>>[Natch, doing it to only one node only
  works for that node. Also, until the CPU is
  fooled, the check must be made every time you
  enter the node.]<<<<<
  -- Spunk <booga booga>
  This deception will last until you leave the
  system.
  3rd:
  Having convinced the CPU that you are a
  local sysop, you can do damn near anything.
  HOWEVER: Failure to convince the CPU (or
  any node) that you are a valid user will set
  off a passive alert.
  If you’ve got in, you must think of things to
  play with. You can activate any programs
  the system has on-line. You can run batch
  scripts, remove files, in essence, anything a
  sysop could do at his terminal. Most
  importantly, you can get it to do delayed
  actions. 
  [Executing 
  a 
  command 
  is 
  a
  Computer test, vs. TN of 4. For really tricky
  stuff, the number could be bumped up.]
  Now, this would be fine if the computer was
  all there 
  was. 
  However, 
  corps 
  being
  suspicious folks, often get people to look
  over things. So, you’ve got to make your
  activity look normal. [ This is a Computer
  Theory test, TN the sysop’s Comp. Theory.
  It’s resisted by the sysop’s Comp. Theory, to
  which is added the rating of the CPU, plus
  it’s level. TN is your Comp. Theory.] If it’s
  not normal-looking, the sysop will do things
  like come and have a look, all the way up to
  logging you out. This doesn’t kick you out,
  but it will stop the computer thinking you
  belong, and probably set off an Active alert.
  It’s not easy. But if you can pull it off, you’ve
  got an in on the system. My all time favorite
  use for this is making other sysop accounts.
  Okay, this is a quick sketch of how you can
  do things like make a system think you
  REALLY belong. One other side effect of
  making the Deception test: You can ignore
  node threshold (after all, if you belong, it
  won’t resist you).
  
  Net Enhancements for Role-Playing Shadowrun
  74
  Tech
  Consolidated Ammunition
  J Roberson
  RJR96326@vax1.utulsa.edu
  >>>>>[Even the greatest pacifist in the
  modern age is aware of who manufactures
  guns in the world. Names like Ares, Colt,
  and Fichetti have become synonymous with
  Death by Kinetic Energy. Police reports, the
  news, and other media have always given
  the manufacturer with the name of the gun.
  But who can name the maker of the bullets
  themselves? Without bullets, those big
  names would be so much dead weight on
  dead meat. Today we’ve put together a
  report on Consolidated Ammo, Inc, supplier
  of small arms munitions the world over and
  considered a leader in the industry and the
  standard against which all others are
  compared.. Our guide is Wesley Neville
  Smith.
  "Call me Wes"
  Very 
  well. 
  Could 
  you 
  describe 
  your
  ammunition to us?
  "Certainly. Here’s a copy of our pamphlet,
  See Dick Die."
  Odd title.
  "It’s meant for kindergartners, to introduce
  them to the wonderful and colorful world of
  handguns. It’s quite successful."
  Armor
  Let’s talk about armor, shall we? Today’s
  armor is measured in both its ability to stop
  high-speed kinetic damage and any sort of
  edged penetration. These are the Ballistic
  and Impact ratings of armor.
  Ballistic armor is made of a high-tech
  polymer that is woven together to for a
  mesh. Imagine cloth, which consists of a
  number of strings woven together. You can’t
  poke a whole through it very easily with a
  pencil eraser, not unless you poke very hard.
  But a knife will slip through with little
  pressure. Ballistic armor is the same way;
  only very powerful bullets can smash their
  way through the weave, but sharp objects
  like knives and arrows will slip through
  with no trouble.
  That’s why they add Impact armor. This is
  hardened plates that work like traditional
  armor; they offer a solid barrier that cannot
  be penetrated easily. It’s weakness is its
  rigidity; at a certain point, it will shatter or
  fail. Bullets tend to have the speed to punch
  holes through this stuff, which is why you
  have ballistic armor to spread their energy
  out over the surface, resulting in less force
  per square inch.
  Standard round
  List Damage
  The standard round is made of lead. It can
  be cased or caseless.
  General Armor-Piercing
  -2 Ballistic
  This is different from APDS (described
  below). Instead of firing a saboted sub-
  caliber round, the bullet is made of denser
  materials (Tungsten or Depleted Uranium)
  and given a sharp point. It does not splatter
  as easy as lead bullets. resulting in less of its
  force being spread out by ballistic armor.
  Armor-Piercing Discarding Sabot (APDS)
  Goes against Impact rather than 
  Ballistic
  This is a sub-caliber round. Imagine a
  tungsten-carbide nail held in place by plastic
  that flies away in flight. It flies like a small
  high- speed arrow, thin and pointed to go
  right through ballistic armor. It is resisted
  with Impact armor. Similar to Needle
  rounds in NAGRL, but effective against up
  to 5 points of Impact. Useless vs. vehicles.
  
  Net Enhancements for Role-Playing Shadowrun
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  Flechette
  +1 wound level on unarmored 
  targets; Resist with higher of 
  Ballistic or double Impact. Exactly 
  like in the rules.
  This is a number of tiny flechettes, like
  pellets from a shotgun. Unlike APDS, they
  do not have penetrate armor efficiently
  because they have a very erratic trajectory
  and little individual mass. They shred
  unarmored people, but who doesn’t wear
  armor these days?
  Additionally, Flechettes don’t fly as far as
  normal bullets. Treat them as having a choke
  setting equal to the Power of the standard
  round. (SR2 p 95).
  AP Flechette
  +1 wound level; resist with Impact.
  These work exactly like flechettes, but are
  stabilized in flight and made of denser
  materials. They don’t lose power as easily
  and consequently don’t have as difficult a
  time with penetrating armor.
  Explosive
  -2 Power; Special
  An explosive warhead is mounted in the
  bullet. It detonates on contact, adding
  slightly to the power of the bullet. If it
  detonates in meat, woe be the casualty of
  war.
  A clean miss is a clean miss. If you can stage
  the ballistic damage to nothing with Combat
  Pool alone, you are not affected by the
  explosive at all. If you stage it to nothing
  using body dice, you take the external (4M)
  explosion using body, remaining combat
  pool, and external bioware such as dermal
  armor and orthoskin to. Impact armor
  protects. If you take damage from the
  ballistic round, you must resist the internal
  4S explosion with nothing but Body Dice;
  Bone Lacing and other internal ’ware will
  help, but not Dermal Armor, Orthoskin, or
  armor worn.
  Attacker’s successes do NOT stage explosive
  damage.
  This 
  round 
  is 
  prohibited 
  by 
  most
  conventions on modern warfare but is still in
  use by violent revolutionaries, terrorists, and
  smaller nations, as well as clandestine
  operations for more advanced nations and
  corporations.
  High-Explosive Armor Piercing (HEAP)
  Special
  The explosive is placed behind a more stable
  penetrator, negating the -2 Power for the
  initial attack. It is otherwise the same as the
  regular HE round.
  Hollow Point
  +1 wound level vs. people only, +2 
  Ballistic Armor
  There is a myth that Hollow Point is the
  standard round of our century. Given that
  they are relatively ineffective against armor,
  that is simply not the case. When they hit, air
  is compressed in the bullet tip, which then
  expands the round, increasing the surface
  and resulting in greater damage. However,
  the wider surface’s kinetic energy is more
  easily absorbed by armor.
  Tungsten/Depleted Uranium Core
  +1/+2 power
  This option is already assumed for AP and
  APDS, and would be counter- productive on
  exploding and hollow point rounds. The size
  of Flechette makes their material moot.
  However, standard bullets can be forged of
  Tungsten or DU for a general increase in
  power. Unlike AP, they are not brought to a
  point. Tungsten is +1, DUC is +2.
  Teflon coating
  Halve Ballistic, -1 wound level.
  This coating keeps the bullet from losing it’s
  shape, making ballistic armor much easier to
  penetrate. However,it also tends to continue
  traveling in a straight line, meaning it
  doesn’t tumble and spin as much, which is
  what causes so much of a bullet’s damage. It
  goes right on through. It may only be
  applied to standard, Tungsten and DUC
  rounds.
  Incendiary Rounds
  +2 Ballistic; Special
  
  Net Enhancements for Role-Playing Shadowrun
  76
  Theses contain a hot chemical that continues
  to burn, even after penetrating the body. The
  effect continues for 3 rounds. At the start of
  each round, roll Body dice (no combat pool)
  against a 6L attack.
  AP Incendiary Rounds
  Special
  As above, but  no penalty vs armor.
  Silver Bullets
  Double Ballistic; Silver Allergy
  Very popular with paranormal hunters and
  certain magical groups.
  Well, that’s certainly a good-sized array in
  your arsenal of democracy.
  "Capitalism. We defend the free market
  now, not free government."
  "Of course."]<<<<
  --Guns ’n’ Ammo Electronic Edition
     Aug 2054
  
  Net Enhancements for Role-Playing Shadowrun
  77
  LEGALITY
  All legal except:
  General AP      
  4-L
  APDS            
  3-L
  AP Flechette    
  5-L
  Explosive       
  2-L
  HEAP            
  2-L
  DUC             
  4-L
  Teflon          
  3-L
  Incendiary      
  4-L
  AP Incendiary   3-L
  Ammunition (10 rnds) Conc
  Damage 
  Wt      Avail   Cost    SI
  Standard        
  8       
  Weapon          
  .5      
  2/24h   20      
  .75
  Gen AP          
  8       
  -2 Bal          
  .75     
  4/4d    50      
  2
  APDS            
  8       
  Impact          
  .25     
  14/14d 70      
  4
  Flechette       
  8       
  See rules       
  .5      
  3/36h  100    
  .8
  AP Flech        
  8       
  Impact          
  .5      
  6/3d    150    
  3.5
  Explosive       
  8       
  Special         
  1       
  16/21d  
  150    
  4
  HEAP            
  8       
  Special         
  1       
  18/21d  
  200    
  5
  Hollow Point    8       
  +1 wound        .5      
  3/24    
  30      
  1
  Tungsten        
  8       
  +1 Power        
  .6      
  6/6d    50      
  1.5
  DUC             
  8       
  +2 Power        
  .75    
  8/12d   75      
  2
  Teflon          
  8       
  Halve Bal       
  Rnd     +2      
  +25    
  3
  Incendiary      
  8       
  +2 Bal;Special 
  .75     
  8/48h   75      
  2
  AP Incend       
  8       
  Special         
  .75     
  10/48h  
  100    
  3
  Silver          
  8       
  Allergy         
  .5      
  6/6d    50      
  2
  Clustered DataJacks
  Robert A. Hayden
  <hayden@krypton.mankato.msus.edu>
  New from Yoshida Technologies:
  CLUSTERED DATAJACKS
  Tired of the bulky and intrusive cyberware
  required to operate more than one datajack?
  Then these systems are for you.
  Clustered Datajacks are complete I/O
  subsystems 
  designed 
  specifically 
  for
  multitasking environments.  Each system
  contains two to five of our ChromeTek™
  shielded datajacks, a matching number of
  our 
  award-winning 
  Conductor™ 
  I/O
  processors to control traffic flow, and a
  liberal supply of memory to buffer your
  important data.
  Designed to be less intrusive than the old
  systems, each cluster is computer matched
  and synchronized to operate in perfect
  harmony with any one of our state-of-the-art
  Encephalons.
  Clustered Datajacks are just that, a cluster of
  matched datajacks. Installing a clustered
  system yields a savings of approximately
  33% on essence costs over the installation of
  the separate pieces alone.  The cost is
  approximately 50% more, though.
  Each system includes the datajacks, I/O
  SPUs, and memory required to multitask
  more that one datajack.
  Consult the tables below to determine nuyen
  and essence costs for these systems.  Level
  indicates the level of all components.
  Level 1:
  # Datajacks        I/O SPUs    Memory        Cost            Essence
         2               2            50       30,000        .35
         3               3          100       50,000        .60
         4               4          150       70,000        .85
  
  Net Enhancements for Role-Playing Shadowrun
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         5               5          200       90,000      1.10
  Level 2:
  # Datajacks       I/O SPUs    Memory        Cost            Essence
         2               2            50       40,000        .50
         3               3          100       65,000        .80
         4               4          150       85,000      1.10
         5               5          200     110,000      1.40
  Level 3:
  # Datajacks       I/O SPUs    Memory        Cost            Essence
         2               2            50       55,000        .65
         3               3          100       87,500      1.00
         4               4          150     120,000      1.40
         5               5          200     155,000      1.75
  Level 4:
  # Datajacks        I/O SPUs    Memory        Cost            Essence
         2               2            50       90,000        .75
         3               3          100     140,500      1.20
         4               4          150     190,000      1.65
         5               5          200     240,000      2.00
  
  Net Enhancements for Role-Playing Shadowrun
  79
  >>>>>[A little, pricey, don’t you think?]<<<<<
          --  Splut <01:48:16/10-21-52>
  >>>>>[Depends on what you need it for. Any
  person using 5 datajacks will most likely have the
  money for it, or the corporate backing.  Of
  course, for a complete level 4 system, you are
  looking at about 350k or so.]<<<<<
          --  Trog the Gnome <01:51:10/10-21-52>
  >>>>>[Don’t 
  forget 
  to 
  get 
  a 
  Math 
  SPU.
  Multitasking can slow down system response,
  which can be deadly if you are decking.  A Math
  SPU helps to alleviate some of that system
  delay.]<<<<<
          --  Fiddler <01:55:43/10-21-52>
  >>>>>[Correction.  A complete level 4 system
  will cost you about 380k.]<<<<<
          --  Trog the Gnome <01:58:58/10-21-92>
  >>>>>[Any truth to the rumors that Yoshida
  Tech is trying to match up the encephalon
  processor into the same essence friendly system?
  This would be mint because you could drop in a
  complete 
  multiport 
  setup 
  with 
  completely
  matched components.]<<<<<
          --  Slipspeed <02:03:41/10-21-52>
  >>>>>[Yes we are.  We have encountered two
  major problems though.  First, the encephalon
  base processor doesn’t like to be very friendly,
  apparently.  Computer processors don’t work
  well together unless they are synced up correctly,
  and even then it is a pretty  uneasy working
  relationship.  Our subsystems get the processors
  to "be friendly" by having a less than .00003%
  data clash rate.  Unfortunately, when we add in
  the processors for the encephalon expert system,
  it fights like hell to dominate the other
  processors, raising data clashes to .0074%.  While
  this is well below typical multitasking operation
  levels, it doesn’t meet our purposes of making it
  easy on the human mind.  Research continues
  and I think we will have a viable product on the
  market within about six to eight months.
  The other problem is in manufacturing.  Right
  now we have sixteen different clustered systems
  available.  If we offer every level of encephalon
  with every level of I/O subsystem, we will be
  looking at manufacturing 64 different products,
  which 
  would 
  probably 
  make 
  the 
  costs
  prohibitive.  But then again, that isn’t my
  department.  I just get the stuff made, it is up to
  someone else in the company to sell the damn
  things.]<<<<
          --  Lincoln Howe
              Vice President of Cybertronics and
                                             Matrix Research
              Yoshida Technologies
              <02:17:06/10-21-52>
  
  Net Enhancements for Role-Playing Shadowrun
  80
  Expert Systems
  Robert A. Hayden
  <hayden@krypton.mankato.msus.edu>
  The dream of any computer programmer is
  to 
  develop 
  an 
  artificially 
  intelligent
  computer.  Well, Yoshida technologies is
  proud to announce that it has taken the first
  step into the world of AI with its new line of
  expert systems.  Configured for use with
  present skillsofts, these systems provide
  maximum flexibility and usefulness.
  An Expert System is sometimes considered
  to be a rudimentary form of artificial
  intelligence.  Single minded in task, it is able
  to  conduct research many hundreds of
  times faster than a human could.
  An expert system is a research system and
  does just that, research.  The system uses
  current 
  information 
  to 
  make 
  logical
  "guesses" 
  and 
  extrapolations 
  about
  something unknown.  First appearing in the
  engineering 
  field 
  and 
  other 
  physical
  sciences, 
  these 
  computer 
  systems
  dramatically decreased the time required to
  take a product or idea from concept to
  execution by running simulations within
  itself, locating problems, refining the model,
  and 
  repeating 
  these 
  steps, 
  gradually
  working the "bugs" out of the system.
  WHAT IS NEEDED
  All expert systems consist of four parts.
  These parts are:
  The Expert System firmware
  A Knowsoft for the Technical, 
  Knowledge or B/R Skill
  A Datasoft for the same skill
  A personal computer to provide an 
  interface (requires memory 
  equal to the Mp of the 
  datasoft plus the Mp of the 
  knowsoft times .5)
  Expert System Firmware
  The Firmware is really just a handful of
  computer processors designed specifically to
  work with data and make decisions.  Each
  firmware is unique to the type of data it
  works with, so, for example, an Electronics
  system will not work with Physical Science
  Know- and Datasofts.
  Level   Intelligence     Price
    1         1 Int         
  18,000
    2         2 Int         
  35,000
    3         3 Int         
  70,000
    4         4 Int        
  105,000
  Knowsofts:
  A Knowsoft will be used to synthesize the
  simulations for the expert system.  These are
  the same Knowsofts utilized in a chipjack.
  Datasofts:
  These provide the raw library of information
  for the system.  Sizes and prices of this
  library can vary, but a good base is as
  follows:
  Type      Size                     
  Price
  General         
  10 times the size Mp x 20
  of the Knowsoft
  in Mp
  Concentration    7 times the size 
  Mp x  50
  of the Knowsoft
  in Mp
  Specialization   
  4 times the size 
  Mp x 100
  of the Knowsoft
  in Mp
  NOTE:  These prices are only  guidelines and can vary
  with the data.  A Hermetic library (required for spell re
  search) costs 100/Mp for example.
  Personal Computer:
  Provides the interface between the user and
  the expert system along with working
  memory and additional processing power.
  Must have memory equal to 1/2 the sum of
  the MPs of the Knowsoft and the Datasoft.
  HOW TO USE
  
  Net Enhancements for Role-Playing Shadowrun
  81
  Any time a character chooses to do
  something that can take a great deal of time,
  such as writing a program or researching a
  hermetic spell for example, a research
  oriented expert system can be given the
  tasks and will dramatically reduce the time
  involved.
  The 
  maximum 
  rating 
  of 
  that 
  being
  researched cannot exceed the level of the
  Knowsoft.
  To determine the amount of time it will take
  for the expert system to perform its task,
  multiply its rating by 50 and divide the base
  time required by this number.  A level 4
  system could perform a 200 day task in a
  mere day, for example.
  Once 
  the 
  computer 
  has 
  finished 
  its
  computations, the GM should secretly roll a
  success test.  The target number will vary
  with the complexity of the task, but usually
  the rating of that being researched is used.
  Roll the number of dice equal to the
  Intelligence of the computer.  If the check
  succeeds, the computer has produced a
  correct answer (but remember, the player
  doesn’t know this.)
  If the check fails, it must be determined if
  the computer realizes it has failed.  Subtract
  the 
  computer’s 
  intelligence 
  from 
  the
  previous target number.  Roll the computer’s
  intelligence in dice against this new target
  number.  If you succeed, the computer
  knows it fails and informs the player.  If the
  computer fails this check, it believes it has a
  working answer and gives it to the player.  If
  the computer rolls all ones, use of the
  solution 
  should 
  have 
  some 
  kind 
  of
  disastrous effect on the player.
  If a computer fails, and knows it has failed,
  it can keep working.  Allow the same
  amount of time to pass as previous and
  make the checks again, but  lower the target
  numbers by one.  A computer can continue
  on a problem a number of times equal to its
  intelligence.
  Example:
  A decker is going to utilize his expert system
  to write himself a new level 6 MPCP
  program.  He has a level 3 expert system
  with Computer Theory-6.  The base time to
  program the MPCP is 288 days, divided by
  150, yielding 1.92 days (round it to two
  days).  The decker starts the program and
  walks away.
  Two days later he comes back.  The GM rolls
  three dice with a target number of six and
  gets a 2,3 and 5.  The computer has failed.
  The GM then rolls to see if the computer
  knows it.  Subtract 3 from the target number
  of 6 and roll three dice, getting a 2,5, and 11.
  The computer knows it failed and tells the
  player, asking "Would you like me to keep
  working on it?"
  If the player says yes, he can come back in
  two days and see if it is done right.  If so, the
  program is completed and ready for
  cooking.
  Signal Router
  J Roberson
  <RJR96326@vax1.utulsa.edu>
  The signal router sends and receives signals.
  It can be plugged into any commline and
  functions as a node, of sorts. Cyberdecks,
  phones, Trid broadcasts, virtually anything
  that can be transmitted over the Matrix can
  send their signal to the LTG# of the router,
  which will then send the signal on to final
  destination. 
  In 
  the 
  case 
  of 
  two-way
  transmission, the router also routes the
  return signal back to the source (i.e., when
  decking).
  When used, the signal router serves to
  confuse the Trace. Its primary application is
  in decking.The Trace will go to the router
  before it finds the decker. The Trace will get
  past the router, but it takes time:
  
  Net Enhancements for Role-Playing Shadowrun
  82
  a number of actions equal to the 
  rating of the router, divided by the  
  number of successes determined by 
  rolling the Trace’s dice against the 
  router’s rating.
  Routers also serve to slow down any IC
  which must affect the intruder’s deck; Killer,
  Blaster, Tar Baby and similar programs
  follow the same procedure as above, unless
  another program has already succeeded in
  getting past the router.
  The advantage, obviously, is time. A decker
  can continue to operate while the IC tries to
  nail him. The disadvantage is that the router
  slows down the decker’s speed, equal to
  rating. For instance, a rating 6 router would
  subtract 6 from a decker’s Initiative.
  A number of routers may be used, but the
  effects for both IC and the decker are
  cumulative.
  BUYING A ROUTER
  These are illegal. They are used only by
  government and corporate deckers to crack
  illegal systems; the police vs. the Mafia, the
  government vs. another government, corp
  vs. whoever has the most geld. But they are
  also relatively easy to make, so a request for
  one usually won’t take more than three
  weeks.
  Cost: 
  5000xRating
  Availability: 
  4+Rating/12+Rating in days
  BUILDING A ROUTER
  The parts are available in most repair kits
  and at Radio Hut. The knowledge to build
  them is easy to figure out but not generally
  taught below the  college level. The
  expensive part of the list price is the LTG ID
  codes and numbers; these are difficult to
  obtain and make Routers expensive.
  Parts Cost: 
  1500xRating
  Note: Cost not lowered by # of 
  successes.
  Base Time: 
  6+Rating in days
  Target #: 
  2+Rating
  Notes:  You probably don’t want the
  parts cost to be lowered by # of 
  successes because either you have
  the parts or you don’t. Most of cost 
  covers the LTG hardware anyway.
  Low-Altitude Vectored Thrust Vehicles
  Todd Montgomery
  <tmont@cerc.wvu.edu>
  Direct article from Magnus BBS of Chicago
  Date: February 23, 2054
  Time: 03:23:57CST
  TSCS - Traffic Speed Control System
  The  UCAS   Traffic Speed Control  System
  (TSCS)   was  put  online on December 18th.,
  2038.  This system,  contracted to Fuchi
  Industries, controls the traffic lights and
  speed   monitors across  a city,  or district.
  With this advance the need for police
  monitoring  of traffic speed under the
  Federal Transportation Act  was eliminated.
  The speed monitors contain sensors  to
  monitor a vehicles speed and  optics to
  identify  the   vehicle  by its license plate.
  Once  a  vehicle is identified as exceeding
  the posted speed and identified by the
  optical system, the vehicle is logged in the
  police records as speeding and a ticket is
  sent to the  offenders bank and  a draft is
  taken  directly from their account.  This
  system was  further upgraded  in 2041 by
  the addition of a transmitter in all licensed
  vehicles for  the UCAS. This transmitter
  which connects  to either the  autopilot  or
  replaces the license plate  itself,  eliminates
  the  need for the  speed   monitor optical
  system. Although some systems still use the
  optical  system to pinpoint fleeing   criminals
  and  the  identify  stolen   cars.  This
  
  Net Enhancements for Role-Playing Shadowrun
  83
  contract, the largest UCAS civil contract to
  go to  Fuchi, reportedly has raised City,
  State, and Federal revenues by 500%. "The
  system more than  procures  enough funds
  to supplement itself.", said  Arthur Cronner,
  Assistant  Treasurer for   the City of   New
  York. Since the implementation of this
  system, many other  North American
  nations have adopted the system as part of
  their own highway systems.
  >>>>[ We are  certainly all familiar with  the
  TSCS.  But  what is not known very  well is   the
  fact   that the  system is as corrupt as everything
  else political. There are a lot of extra  fees  tacked
  onto these  tickets  and a  lot  of tickets  given to
  people with multiple licensed  vehicles.   Since
  this is a  Federal Highway System (FHS)
  component, a collection of   what was  seperate
  states Department   of Motor  Vehicles
  departments, all  the funds  go   directly to the
  Fed.  Nice! The cities or the security agencies that
  patrol don’t get a dime directly.  But they
  suppliment their  incomes by issuing  tickets
  from security  patrols.   The    system  really  is
  low tech in the telecommunications department.
  The  system is  drone to intrusion  and doesn’t
  really put up much of  a fight.  For unlicensed
  vehicles, this system is the great  loophole.
  Anyone with a  little skill can dump a fake ID
  connection to their license and  make some  poor
  fool take the money draft. When these system
  spot an unregistered  vehicle, they log the
  vehicle  and a  report is  sent to  the local  FHS
  department and another report is sent to  the
  regional security agency.   Needless to say with
  all the  Go-Gang  activity,  these  systems  log a
  LOT  of unregistered vehicles.  The only things to
  worry about are the systems with optics.  They
  log a scan  of all unregistered vehicles  and the
  vehicle is marked stolen.  Fortunately,  the optical
  systems are very few now because of their
  expense.  But they still  do pose a threat to the
  rigger community. Although very slight.]<<<<
  --Quiktek<03:22:47/02-23-54>
  SOME NEW FORMS OF VEHICLES
  An Excerpt from the WorldNet NewsFAX,
  February 23, 2054; 03:23:43 GMT
  Ford, Saab, and Mitsubishi Release
  LAVTs for Public Use
  LAVTs,Low-Altitude 
  Vector 
  Thrust
  vehicles,  were put  on   the public market
  today all  over  the  UCAS, CAS, and   NAN.
  Ford released  its Aerodyne™  series  of
  LAVTs  by  releasing the  Jayhawk.   Saab
  has released its Ultra'. And  Mitsubishi
  released its  Vector  and Artemis models.
  The first day sales figures are estimated  to
  be 10M,  8M, and 12M  for the three
  manufacturers  respectively.  In  accordance
  with Federal Transportation Act, FTA-4563,
  the LAVT owners are required to pass
  federal tests in order   to receive their
  license,  as well as, their  vehicles. All three
  of   the manufacturers  provide   training
  classes and practice vehicles for their
  customers. The  price of LAVTs depends
  very heavily  on the  manufacturer and
  model.  But with  all three manufacturers
  offering 36 to 60 month payment plans with
  APRs of 12.0% and less, a growing number
  of upper middle and  lower high class
  families are thinking  of LAVTs  as  their
  solution to growing traffic threats  and
  problems. Several  large corporations,
  Fuchi, Ares, MCT, etc. , are planning  to
  purchase LAVTs for  use by regional
  executives and visiting officials. And in
  accordance with FTA-4564,  Ford, Saab, and
  Mitsubishi have already provided public
  security forces [Lone Star in Seattle areas]
  with security level LAVTs.
  Direct article from Magnus BBS of Chicago
  Date: February 23, 2054
  Time: 03:25:46 CST
  Low Altitude Vectored Thrust
  (LAVT) Vehicles
  In 2051, UCAS Government and several
  other governments made provisions for laws
  to  govern the use of  Low Altitude Vectored
  Thrust vehicles (LAVTs),  STD-17-LAVT001
  through  STD-17-LAVT298.  Such vehicles
  were planned to be introduced by three of
  the major auto.  manufacturers by the year
  2055, Ford, Saab, and Mitsubishi.  These
  vehicles  were to be designed for low
  altitude (less  than 150 meters) transports of
  people and cargo.  The laws passed by
  UCAS are  very stringent with regard to
  emissions, noise level, and economy.  So
  stringent in fact that it was assumed that
  most manufacturers would abandon  the
  LAVT concept for a while.    But the
  
  Net Enhancements for Role-Playing Shadowrun
  84
  researchers pushed on  to  meet the laws and
  make civilian LAVTs a  reality to traffic
  congested metroplexes,  like  New York.
  and LA.  The research has  paid off, This
  year (2054) all four manufacturers plan to
  introduce their  lines of  LAVTs.  And in
  accord 
  with 
   
  government 
  regulations,
  security  configured LAVTs   are  to be
  distributed to  Security agencies that are  to
  enforce the government regulations.
  
  Net Enhancements for Role-Playing Shadowrun
  85
  >>>>[ Back in October  of ’53,  Ford presented the
  Lone Star Security Agency with the Ford LAVT
  Enforcer. This  security configured LAVT was
  put into active duty by Lone Star on December
  28th.  2053. I have also heard that  Saab and
  Mitsubishi have  provided other agencies, Knight
  Errant, NYPD Inc., etc. with their own pre-public
  releases. ]<<<<
  --Quiktek<03:27:18/02-23-54>
  The   propulsion plants used  in   these craft
  are  very  complex  for civilian vehicles.  The
  detailed design   varies from manufacturer
  and model, but the basic design is taken
  from the Rolls Royce Pegasus IIIc Micro-
  Turbofan used in some racing "Rocket Cars".
  This engine uses a basic Turbine design, but
  the intakes use a special compression system
  to compress the air as it is forced into the
  combustion chamber.  This system can
  produce incredible amounts of thrust than
  would be expected from an engine the size
  of a V12 block. The  Pegasus IIIc was just the
  start though. The economy and noise of
  these engines would  have to be adjusted  to
  the point   were they  were  feasible for
  public  use.  Currently, patents are held by
  all three LAVT manufacturers for their
  specific engine   improvements. Generally
  the support systems,  Noise Reduction,
  Emissions Control,   and  Control Service
  Control,  are slightly more  complex  than
  would  be found onboard  commercial  jet
  aircraft. These power plants were also
  required to provide electricity to the LAVT
  electric systems.
  >>>>[ The Rolls Pegasus IIIc is a great engine.
  The compression is its real selling point. And
  since it is patented  tens  ways to Sunday, it is
  one   of a kind.   The way that  the thrust  is
  channeled   to the different thrust controllers  is
  pretty T-Bird  like in function.  But the amount
  of thrust   being  channeled is   a  lot   less  than
  any
  T-Bird.]<<<<
  --Cooper<03:26:14/02-23-54>
  LAWS APPLICABLE FOR LAVTs
  LAVTs must follow the same  roadways  as
  land craft.  But  at altitude levels between 20
  meters  and 150 meters.   Speed  of LAVTs
  are not to exceed limits determined  by
  zone  descriptions.  Speeds are   to be
  enforced with specially modified TSCS
  systems.
  Zone    Description              
  Max Speed
  1       
  Suburban Areas          
  140
  2       
  Buildings < 100m        
  110
  3       
  Buildings > 100m        
    90
  No LAVT shall exceed the 150 meter ceiling.
  If a craft does so then it will be considered
  an aircraft and MUST contact air traffic
  control or be considered unidentified and be
  under investigation.
  It is permissible for a craft  to request
  permission  from air traffic control to exceed
  150 meters. But a flight plan  must be filed
  on-line and the craft must thereafter
  conform to all air traffic regulations.
  In accordance  with STD-17-LAVT003,  all
  commercial  LAVTs are to have three modes
  of operation, Hover  Vehicle (HV), Wheeled
  Vehicle  (WV), and Low Altitude Vector
  Thrust  Vehicle (LAVT).  HV Mode
  conforms  to STD-06-HOVER015,   the
  standard    in  use    for Hovercraft vehicles
  worldwide.   WV    Mode  conforms    to
  STD-03-WHEELED027,   the   new
  international standard for Wheeled Vehicles.
  LAVT Mode must conform to the standards
  below:
  * LAVT Mode is  illegal under 
  altitudes  of 4 meters from earth 
  ground unless government 
  provisions have been made.
  * LAVT Mode must conform to 
  STD-10-HELI248 and STD-10-
  HELI249 which determine location 
  for Helicopter class vehicle to land 
  and takeoff.
  * Ceilings of 1000  meters are to  be
  minimum for LAVT mode.  And 
  5000 meters are to be maximum for 
  1st. generation LAVTs.
  *  Autopilots  of civilian rating 3 are
  REQUIRED  on  all LAVTs.  The
  autopilot, in addition to performing
  
  Net Enhancements for Role-Playing Shadowrun
  86
  its  usual duties, will not allow
  the above standards to be broken.
  *  All LAVTs must be capable of
  attaining an altitude of 5 meters in
  HV Mode at 60 kph for use in 
  engaging LAVT mode.
  *  WV and HV Mode must be 
  propelled by the propulsion  system 
  at  a level that is not harmful to 
  pedestrians.
  >>>>[ The HV mode was the hardest to meet.
  WV mode  was fairly easy to engineer. Use the
  turbine at idle, connect up a small set  of electric
  generators. Power the wheels by  electric. Same
  technique used in some early planes to generate
  onboard electric. HV  mode was different. The
  feds made the restrictions so that the LAVTs had
  to be able to operate in traffic with a hover mode.
  I have heard that Saab  pulled it off by using a
  very  sophisticated  combination of micro control
  thrust ports that are used ONLY for HV mode.
  The main force to get the thing in the air is still
  the same power plant,  but  the level of thrust
  output is supposedly safe.]<<<<
  --Cooper<03:29:39/02-23-54>
  LAVT Takeoff and Landing Procedures
  LAVTs may use Helicopter Pads of Class M
  or better.
  Under the  UCAS LAVT  Transportation
  laws STD-17-LAVT049, LAVTs   are limited
  to ground use until  regional  governments
  pass  local laws to control LAVT takeoff  and
  landing  constraints. It   is   the   local
  governments responsibility to use the set
  aside government funding for LAVTs to
  determine local laws governing LAVT
  takeoff and landing.
  In Seattle: As well as Los Angeles and parts
  of Chicago. In NAN Territory this is a
  national standard.
  LAVT takeoff ramps are  to  be constructed
  on  major highways.  These ramps will be
  in their  own  special  lanes  and   will  have
  these dimensions:
  Length of Rise: greater than 100 meters
  Height of Rise: greater than 5 meters
  Length of Level Top Platform: greater than 
  50 meters
  Width of Ramp: greater than 4 meters
  Length of Descending Ramp: greater than 
  100 meters
  Each 
  ramp 
  will 
   
   
  have 
  a 
  small
  communications system   which LAVTs
  must contact before takeoff and landing.
  This ensures that no two LAVTs are to use
  the ramp at the same time.  This control is to
  be done directly by  the  autopilot   which
  will not  allow  the   LAVT to perform   a
  disastrous action.
  These LAVT ramps are to assist LAVTs in
  gaining the required altitude for activation
  of the Vector Thrust  engines.  LAVTs  can
  activate the engine upon  entering  the ramp
  section.   A  Speed of 60  kph must be
  attained before the Level Top Platform of
  the ramp is reached.  It is here  that the
  vehicle may fully  engage the vector thrust
  engine and lift off in a VSTOL manner. From
  there the LAVT  must reach 20 meters.
  Vehicles may land on the Level Top
  Platform of the ramp in either VTOL or
  VSTOL manners and use the descending
  ramp to join  with traffic in either HV or WV
  modes.
  Until these ramps are constructed, LAVTs
  may use  fast lanes to attain speeds of
  greater than 60 kph so that an  altitude of  5
  meters may be reached. Upon reaching this
  altitude an LAVT must engage LAVT mode
  and proceed to 20 meters. After the  ramps
  are constructed, LAVTs must use them for
  attaining LAVT mode.
  In New York: As well as parts of Chicago.
  Japan has adopted this as a national
  standard. And in Downtown Seattle and
  other congested areas.
  LAVT Pads  are to be constructed. These
  pads which  may be  placed in parking lots,
  top of   buildings, or placed  with special
  permission. Pads are to be of no less than 40
  feet in diameter and provide limited
  communications     to   LAVTs   Autopilots
  
  Net Enhancements for Role-Playing Shadowrun
  87
  requesting Landing/Takeoff clearance.  The
  LAVT autopilots  will  disallow any
  Landing/Takeoff which puts the LAVT in
  danger of collision.
  LAVT Pads are to allow LAVTs in HV or
  WV Mode to join traffic.
  LAVTs require a separate governmental
  license to operate. LAVT skill is another
  concentration under Vectored Thrust Skill.
  >>>>[ What a confusing bunch of drek. Basically
  it  boils down to is that LAVTs can operate  like
  cars and  hovercraft  in traffic. And can only
  takeoff or land  in specific places and ways.   I
  assume that the Hover Mode is much better
  handled  than  regular hovercraft.   If  it wasn’t
  then how did it make it to being legal  to use in
  traffic. And don’t forget that these things can  get
  up  to 5 meters in altitude at 60 kph in  Hover
  Mode.  This is a minimum  by LAW! In  order to
  get an LAVT license, a person must go through a
  lot  of  classes and testing.  Right now the LAVT
  manufacturers are making these  classes required
  before purchase of an LAVTs may be finalized.
  With the prices  of this 1st. generation batch
  being upwards of 300KY,  the likelihood of  our
  skies  becoming filled with LAVTs is small.
  Supposedly  the  UCAS is supplying  up  to 1.5
  Billion  Nuyen for   LAVT support. With  Japan
  supplying almost twice that for its cities.  It
  seems  to me that both governments want to
  make LAVTs usable by the public in a hurry.
  ]<<<<
  --Quiktek<03:43:30/02-23-54>
  >>>>[ Hey Dandy Eater, I am gonna make a term
  link so that what I says will be legible to ya non-
  Cajun terms. ]<<<<
  --Mickey<03:45:13/02-23-54>
  ***** Terminal  Link Established
  >>>>[ LAVTs are pretty sweet. I love them! I
  used to  run a  T-Bird in the  CAS  Territory. All a
  LAVT  is a  scaled  down  T-Bird  with civilian
  control systems. ... Well,  add in a  few other
  niceties and you’re really close...  I am in the
  middle of swinging a Saab deal right now.  Don’t
  believe all the hype about autopilots and laws. I
  know of a buddy who "confiscated" a NYPD Inc.
  LAVT and has done some minor mods to disable
  all the autopilot overrides and the altitude
  governors.  It may not make the security  people
  happy  when a rigger blasts  on  the Vector
  engine in traffic, but it sure do make the perfect
  getting away vehicle. Without the governers,  the
  LAVT will  be able  to VTOL  from anywhere.
  Just remember that the VTOL takeoff capability
  still burns a drek load of fuel. ]<<<<
  --Mickey<03:45:57/02-23-54>
  Price of Fuel: 1D6 x 30Y/liter, or 30Y to 180Y
  per liter.
  
  Net Enhancements for Role-Playing Shadowrun
  88
  SAMPLE VEHICLES
  Ford AeroDyne™ Jayhawk
  Price:          
  $400,000
  Handling:       
  4  (LAVT)/ 4/8 (WV)/ 4 
  (HV)
  Speed:          
  140/300  (LAVT): 30/90 
  (WV): 40/120 (HV)
  B/A:            
  2/0
  Signature:      
  2 (LAVT)/ 4 (WV)/ 3 (HV)
  Autopilot:      
  3
  Seating:        
  Twin bucket seats + bench
  Access:         
  2 standard
  Economy:        
  1 km per liter
  Fuel:           
  IC/120 liters
  Storage:        
  2 CF trunk
  Accessories:    
  APPS (tm), Rollbars, Anti-
  Theft System (3)
  Landing/Takeoff
  Protocol:  
  VTOL/VSTOL
  Availability::
  24/18 dys
  Street Index: 
  4
  Mitsubishi Vector
  Price:          
  $600,000
  Handling:       
  3 (LAVT)/ 4/10 (WV)/ 3 
  (HV)
  Speed:          
  160/320 (LAVT): 30/90 
  (WV): 60/180 (HV)
  B/A:            
  2/0
  Signature:      
  2 (LAVT)/ 4 (WV)/ 4 (HV)
  Autopilot:      
  4
  Seating:        
  Twin bucket seats
  Access:         
  2 Gull Wing
  Economy:        
  0.8 km per liter
  Fuel:           
  IC/160 liters
  Storage:        
  2 CF trunk
  Accessories:    
  APPS (tm), Rollbars, Anti-
  Theft System (4)
  Landing/Takeoff
  Protocol:  
  VTOL/VSTOL
  Availability:
  26/20 dys
  Street Index:
  4
  
  Net Enhancements for Role-Playing Shadowrun
  89
  Ford LAVT Enforcer
  Very similar in appearance to the  Ford
  Jayhawk. This Security LAVT fills a needed
  role in Helicopter support and riot control.
  Currently in use by Lone Star, NYPD Inc,
  and Knight Errant, these LAVTs will become
  even more prominent in the future.
  Price:          
  $800,000
  Handling:       
  4 (LAVT)/ 4/10 (WV)/ 
  3(HV)
  Speed:          
  160/320 (LAVT): 30/90 
  (WV): 60/180 (HV)
  B/A:            
  2/3
  Signature:      
  3 (LAVT)/ 4 (WV)/ 4 (HV)
  Autopilot:      
  3
  Seating:        
  Twin bucket seats + bench
  Access:         
  2 standard
  Economy:        
  0.8 km per liter
  Fuel:           
  IC/250 liters
  Storage:        
  2 CF trunk
  Accessories:    
  APPS (tm), Rollbars, Anti-
  Theft System (4)
  1 Firmpoint (Front), Remote
  Control Gear, Rigger 
  Control Gear
  Landing/Takeoff
  Protocol: 
  VTOL/VSTOL
  Armaments:
  Grenade Launcher or 
  Missile Launcher.  Some 
  have sacrificed trunk space 
  for ammo in of front 
  mounted LMG.
  Sensors:        
  Security I (4)
  ECM/ECCM: 
  None/Security I (1)
  Availability:
  NA
  Street Index:
  NA
  Gadgets
  Spetsdod
  Ethan Court
  <jek5313@zeus.tamu.edu>
  The spetsdod is a very sophisticated
  weapon, consisting of a semi-adhesive block
  of plastic, a 6" barrel, and a reloading port
  for magazines of various sorts. The plastic
  adheres to the flesh of the wielder when a
  chemical is added to the mixture to make it
  pliant.  The barrel is then braced in the
  material, behind the index finger on the
  hand, and a second chemical is added to the
  plastic, causing it to become firm and fixed
  in position - for the duration of its use, a part
  of the wielder.
  It is this very facility with which this
  weapon can be used that makes it so
  dangerous.  Should a person who is not fully
  proficient with the weapon attempt to wield
  it, he more often than not ends up shooting
  either himself of his comrades.  The reason
  for this are simple; to fire the spetsdod, one
  merely points.  A self-regenerating chemical
  compound exists at the very tip of the barrel
  which reacts to the fingernail of the wielder.
  This reaction causes the weapon to fire.  It is
  the very simplicity of this trigger which
  makes the weapon so deadly, either to the
  wielder or to his foes.  Until one has truly
  become proficient in the use of the spetsdod
  (i.e., specialized) one stands a good chance
  of firing unintentionally.  For game purposes
  this means that if any arm motion occurs,
  the GM has the option to ask for a
  Willpower test -target number based on the
  difficulty 
  of 
  resisting 
  consciously 
  an
  unconscious habit - to see if the wielder
  shoots himself, a comrade, Mr. Johnson, etc.
  Also, due to the fact that this is a dart
  weapon, it is ineffective when hitting impact
  armor greater than 1. To reflect the fact that
  the majority of shots are called shots, and
  that firing is no more difficult than pointing,
  the Target Number modifier for Called Shot
  is halved, making it +2.  Also reflecting the
  facility of firing the weapon is the fact that a
  specialized wielder suffers no off-hand
  penalty.
  This is a military variant of the Narcoject
  weapon, and as such is only available to
  
  Net Enhancements for Role-Playing Shadowrun
  90
  those functioning in that capacity.  This is a
  prototypical weapon, only now finding use
  in the UCAS Special Forces.  Rumors
  abound of similar devices in use by the
  security forces of Aztlan, Japan, Renraku,
  CAS, and elsewhere.  
  The 
  spetsdod,
  meaning "point death," is just now being
  touted in CFS as the "natural way," and thus
  has seen a dramatic surge in its use by CFS
  security forces.
  The spetsdod is capable of fully-automatic
  fire, though seldom necessary. Because the
  spetsdod is gas-powered, there is no
  appreciable recoil.  Each dart in the burst is
  treated as an individual shot, for purposes of
  targeting and resistance tests.  The power of
  the damage code is cumulative, however, for
  burst fire and full auto, adding +1 to the
  power for each shot fired, including the
  primary.
  Type:           
  Special
  Base Price:     
  3,600Y
  Conceal:        
  7
  Legality:       
  4P-E (w/o ammo)
  Ammo:           
  15 (clip)
  Damage:         
  As per dart
  Availability:   
  18/21 days
  Weight:         
  .25
  AMMUNITION TYPES
  Civilian Darts
  ShokTox:        
  6D Stun.  Touch sufficient.  
  No side affects if resisted.  
  200Y each.
  Stinger:        
  No damage unless dart hits
  a vulnerable area.  Treat at
  nuisance allergy otherwise.  
  100Y each
  Military Darts
  DTox:           
  Deadly venom.  3D damage.
  Eaten or injected.
  Neurotoxin.  No side effects 
  if resisted.
  SPAZM:          
  No damage.  Target resists 
  6D.  If failed, all voluntary
  muscles knot up 
  uncontrollably.  
  Approximately 6 months of
  physical therapy will be 
  required to restore use to 
  patient.
  This is a genengineered 
  virus, which mutates 
  beyond the speed
  of possible cures.
  Dart Statistics:
  Conceal:                
  8
  Legality / Availability:
  10E 
  4/48hrs   
  Stinger
  3F      
  4/48hrs.      
  ShokTox
  18L     14/14days 
  DTox
  26L     14/30days       SPAZM
  RANGE/Target # Table
  Short 
  Med.
  Long  
  Extreme
  0-5
  6-10
  11-12
  13-50
  Target # 4
  5
  6
  9
  Taser / Hand Razor Combination
  Michael Crowley
  <mcrowley@lwcnet.lwc.edu>
  This item is a new device for those
  scrupulous razorguys and gals out there
  who need to bring somebody down quick,
  and discreetly, and didn’t bring a Panther
  Cannon to do it with.  It is basically hand
  razors, modified to a shape that allows good
  aerodynamics, as well as being slightly
  detachable.  Attached to the tips of the hand
  razors, which can be installed in any or all
  fingers (excluding the thumb) of either hand
  without much room being taken up, are
  spools of very thin conductive wire that run
  back to a tiny, high-voltage battery.
  The entire setup is separately insulated.
  Due to the need for such insulation,
  however, these devices cannot be installed
  without at the very least a cybernetic hand
  replacement.  The battery is in its own small
  compartment, with an access door optional
  for quick replacement.  If more than one
  finger is set up to hold a dart, all of the wires
  run back to the same battery, but the battery
  must be of a higher grade (see table below).
  The battery can only be used once per level
  
  Net Enhancements for Role-Playing Shadowrun
  91
  before needing recharging, counting each
  separate dart as a separate use.  Smartgun
  adapters may not be used with these
  weapons.
  Upon firing the dart(s), the attacker makes a
  typical firearms success test, just as if he/she
  was firing a regular taser.  Each additional
  dart fired at one time is affected just the
  same as a shot would be affected by recoil,
  (i.e. +1 TN modifier), and is rolled for
  separately as if it was a totally different shot,
  which it is.  Regardless of whether the
  dart(s) hit or not, a charge goes down the
  wire to the tip of the dart(s) upon contact.  If
  they hit their intended target, the victim
  must defend against 10S2 (stun) damage,
  adjusted by whatever extra successes the
  attacker might have.  If the victim takes
  deadly stun damage from this weapon
  alone, he/she is paralyzed for 2D6 turns.
  After discharging, if the option is bought,
  the darts may be rolled back into place, but
  this action makes the hand inactive for 2
  turns, in order for the tiny internal motor to
  do its work.
  Due to the fact that they conceal so well, and
  have a very good take-down factor, these
  weapons are highly illegal, unless you have
  the right pieces of paper to specify that you
  are permitted to carry them.  A regular
  Cybergun permit will apply to these as well.
  Name/option
  Cost
  Taser/Razor Combo,
  one dart, no battery,
  no retractor
     
  11,000
  Each additional dart
    1,000
  Grade 1 battery
       200
  Grade 2 battery
       450
  Grade 3 battery
       750
  Grade 4 battery
    1,000
  Dart & Wire retractor
    1,500
  BRAND NAME EQUIPMENT
  Todd Montgomery
  <tmont@cerc.wvu.wvnet.edu>
  Lester Ward
  <lward@husc11.harvard.edu>
  The following equipment is created using
  the brand name rules found earlier in this
  tome.
  SMARTLINK OPTIONS
  Colt Frontline Smartlink
  This requires a datajack. A cord connects the
  gun and the users datajack. This either
  requires a special port for the gun (for
  smartgun variants of weapons) or a standard
  smartgun adapter. No other connection with
  the gun works. (No palm induction pads..)
  This is a cheap system that requires a
  Complex Action to hook up and start up.
  Colt markets this to military units, and is
  therefore popular among mercs.
  Essence: 
  0.2
  Price: 
  1,000
  Availability: 
  3/36 hrs
  Street Index: 
  1.1
  Maintenance:
  6/10%(100Y)
  Damage Resistance: 
  5/6
  Legality: 
  5P-CA
  Colt Commando Smartlink
  Like the Frontline but does not require
  datajack. Instead the gun is connected to
  small special plugs installed in the wrist.
  Again this is aimed at military units.
  Essence: 
  0.35
  Price: 
  2,000
  Availability: 
  3/36 hrs
  Street Index: 
  1.1
  Maintenance: 
  4/10%(200Y)
  Damage Resistance: 
  6/8
  Legality: 
  5P-CA
  Ares Stealth(tm) Smartlink
  Standard smartlink. But the induction pad is
  subdermal and nearly undetectable both
  visually and by scanners (double Target
  Number). This system can be used with
  average thickness gloves. This piece comes
  in the all the standard Ares lines. The base
  stats are below.
  
  Net Enhancements for Role-Playing Shadowrun
  92
  Essence: 
  0.5
  Price: 
  10,000
  Availability: 
  5/14 days
  Street Index: 
  1.25
  Maintenance: 
  As brand
  Damage Resistance: 
  As brand
  Legality: 
  4-CA
  DATAJACK OPTIONS
  Ares Stealth™ Induction Datajacks
  These function just like there standard
  counterpart. The difference is that the port is
  inductive in nature allowing the jack to be
  all but invisible to sight and scanners
  double Target Numbers). For these jacks to
  be used a special cable (20Y) must be used.
  A special gel (10 uses, 1Y) must be used to
  reduce the motion artifact of the inductive
  connection. These come in all the standard
  Ares lines.
  Level
  EssencePrice
  1  
  0.15 
    2,000
  2
  0.20
    4,000
  3 
  0.30
  16,000
  Availability: 
  Always
  Street Index: 
  1.0
  Legality: 
  Legal
  Fuchi Bodyjacks
  Standard datajacks, available in all levels,
  that can be mounted in optional places. The
  common locations are top of the shoulders,
  the wrists, and under the armpits. Fuchi
  carries these in all there lines of datajacks.
  Essence: 
  +0.05
  Price: 
  +300
  Availability: 
  Legal
  Street Index: 
  0.9
  Legality: 
  Legal
  >>>>[ The armpits are perfect for connecting
  enough storage to capture what your vid link is
  picking up without dangling cords giving you
  away.]<<<<
  -Wordman<09:48:46 GMT/02-13-53>
  MCT Permanent Softlink
  Standard softlink chip holders, available in
  all levels, that are mounted entirely within
  the head. This makes them unreachable
  except through surgery. This makes them
  undetectable 
  by 
  visible 
  searches 
  and
  scanners are all but defeated (double Target
  Numbers).
  Essence: 
  -0.05
  Price: 
  x3
  Availability: 
  3/72 hrs
  Street Index: 
  1.0
  Legality: 
  Legal
  REFLEX ENHANCERS OPTIONS
  Ares React™ System
  This 
  state-of-the 
  art 
  Wired 
  Reflex(tm)
  System offers a more Essence friendly
  package for less money than standard
  systems. The reason for the less essence cost
  is because the users reaction is set and
  consistent every time. No more quick then
  slow just because of whim of cyberware. The
  patented adrenaline release system provides
  an even flow of adrenaline to all body parts
  and heightens those areas that need it the
  most. The user still only gets the standard
  1D6 for Initiative. Ares currently offers this
  piece in all of its lines.
  These systems CAN NOT be combined with
  other reflex enhancements.
  Level
  React.
  EssencePrice
  1         
  +2    
  1.2     
    29,000
  2         
  +4    
  2.8     
    87,000
  3         
  +6    
  3.0     
  153,000
  Level
  Index
  Availability
  Legality
  1
  1.0      
  5/14 days  
  8P-CB
  2
  1.25    
  5/14 days
  5P-CB
  3
  1.5      
  8/14 days
  3-CC
  >>>>[ This piece is a mixed blessing. Typically
  the users react to this little jewel in much the
  same way as the users of a  suprathyroid gland
  (i.e. FOOD).  Except the system is always ON.
  These people generally act as if they are in fast
  mode. When someone asked Ares about this
  affect they flatly denied it. Of course that point is
  not advertised along with the product.]<<<<
  
  Net Enhancements for Role-Playing Shadowrun
  93
  -Quiktek<10:51:26 GMT/01-18-53>
  Raineer Crossman Heightened
  Reflex System
  John Modica
  This system uses a secret design to provide
  the user with that needed speed boost. These
  systems are incompatible with other reflex
  enhancement systems, including synaptic
  accelerators.
  Level
  Init.
  EssencePrice
  1         
  +1D6   1.4     
    27,000
  2         
  +2D6  2.1     
    75,000
  3         
  +3D6   3.5     
  185,000
  Level
  Index
  Availability
  Legality
  1
  1.0      
  4/3 days  
  8P-CB
  2
  1.25    
  4/6 days
  5P-CB
  3
  1.5      
  6/10 days
  3-CC
  Maintenance: 
  2/10%
  Damage Resistance: 
  8/10
  >>>>[ This chrome is rapidly getting into vogue
  with gangers of all stripes and colors. Cheaper
  than Wired Reflex™ and not as permanent as
  Boosted™. This will assure that the streets will
  stay mean.]<<<<
  -Black Chain<07:14:55/10-02-52>
  Ares Reflex Controller
  This controller attaches to existing Reflex
  Enhancement Cyberware, except Boosted,
  and provides a convenient ON/OFF Switch
  for preservation of system usage. Activation
  of the system is by mere thought and takes a
  Free Action to accomplish. While the system
  is dormant, the user does not acquire the
  systems bonuses to his reflexes. When
  activated the system does provide its
  bonuses. The long term effect of this
  controller is x6 to the maintenance frequency
  and division of maintenance cost per year by
  a remarkable factor of 4 (i.e. 10% -> 2.5%).
  Of 
  course 
  these 
  effects 
  are 
  entirely
  dependent on the reduction in usage time of
  the cyber system. This controller is carried
  by all Ares lines.
  Essence: 
  0.1
  Price: 
  500
  Availability: 
  3/36 hrs
  Street Index: 
  0.9
  Maintenance: 
  6/5%(25Y)
  Damage Resistance: 
  8/10
  Legality: 
  As Reflex System
  controlled
  
  Net Enhancements for Role-Playing Shadowrun
  94
  Shiawase Booster
  This revolutionary system relies totally on
  the bodies natural andrenal gland to
  produce some hefty results. A small "sack"
  collects adrenaline at a constant SLOW rate.
  When the user activates the system (like the
  Ares Controller above) the adrenaline is
  released at a constant proscribed level into
  the users system. The only components are
  the "sack" and the control circuitry wired as
  an interface module. The adrenal "boost"
  lasts for only a short time as the adrenaline
  supply is depleted. This jewel acts much like
  the 
  adrenal 
  pump 
  but 
  without 
  the
  spontaneous triggering from anger and
  such. The effects of overexertion with the
  heart that is common to the adrenal pump is
  still a problem. The pump can only be
  activated by the control circuitry.
  Level
  EssencePrice
  1         
  1.30     
    29,000
  2         
  2.60   
    87,000
  Level
  Index
  Availability
  Legality
  1
  3.5     
  12/70 days  
  5P-CB
  2
  4.0    
  12/70 days
  5P-CB
  Maintenance: 
  4/10%
  Damage Resistance: 
  8/10
  PACKAGE DEALS
  Sometimes manufacturers produce packages
  of cyber items especially designed to be a
  homogeneous item, such as the clustered
  datajacks earlier.  Some additional examples
  are below.
  The total, unmodified, essence and price are
  given in parenthesis.
  Optical, Audial and Other  Packages
  These 
  packages 
  were 
  provided 
  by
  Wordman. Thanx. I took his idea and
  expanded on it and included some more
  rules. The only disadvantages are that the
  packages are ONE unit and can not be
  modified or upgraded without taking the
  whole thing out.
  
  Net Enhancements for Role-Playing Shadowrun
  95
  Zeiss Full Spectrum
  Cybereyes with Thermographic, Low-Light,
  and Flare Compensation
  Essence: 
  0.2
  Cost: 
  10,000Y (13,000Y)
  Availability: 
  5/48 hrs.
  Maintenance: 
  4/7.5%
  Street Index: 
  1.1
  Damage Resistance: 
  10/12
  Colt Scout
  Cybereyes 
  with 
  Low-Light, 
  Flare
  Compensation, 
  Optical 
  Mag. 
  2, 
  and
  Rangefinder
  Essence: 
  0.25 (0.3)
  Cost: 
  12,800Y (16,000Y)
  Availability: 
  8/48 hrs
  Maintenance: 
  3/12%
  Street Index: 
  1.0
  Damage Resistance: 
  12/15
  Colt Sniper
  Cybereyes with Thermographic, Low-Light,
  Flare Compensation, Optical Mag. 3, and
  Rangefinder
  Essence: 
  0.4 (0.5)
  Cost: 
  17,500Y (21,000Y)
  Availability: 
  8/48hrs
  Maintenance: 
  3/12%
  Street Index: 
  1.0
  Damage Resistance: 
  12/15
  >>>>[ I hear that this package is STANDARD
  issue to the UCAS Armed Forces Sharp Shooting
  units. ]<<<<
  -Quiktek<10:10:54/01-19-53>
  Nikkon Tourister
  Cybereyes with Camera, Electronic Mag. 1,
  90 Mp Memory (FIFF), Recorder
  Essence: 
  0.6
  Cost: 
  22,000Y (27,500Y)
  Availability: 
  6/24hrs
  Maintenance: 
  3/10%
  Street Index: 
  1.2
  Damage Resistance: 
  12/15
  Nikkon ProSystem
  Cybereyes with Camera, Optical Mag. 3,
  Low-Light, Flare Compensation, Datajack
  Level 4, 300 Mp Memory (FIFF)
  Essence: 
  1.7 (1.85)
  Cost: 
  55,000Y (70,000Y)
  Availability: 
  6/24hr
  Maintenance: 
  3/10%
  Street Index: 
  1.2
    
  Damage Resistance: 
  12/15
  >>>>[ Used by every fashion photographer and
  news fax writer worth their salt. ]<<<<
  -Quiktek<10:18:43/01-19-53>
  RCA Vidpack
  Cybereyes with Video Link, Datajack Level
  1, 90 Mp Memory (FIFF), Recorder
  Essence: 
  0.9
  Cost: 
  38,000Y (48,000Y)
  Availability: 
  6/24hrs
  Maintenance: 
  2/10%
  Street Index: 
  1.0
  Damage Resistance: 
  12/15
  Sony XB5000
  Cybereyes with Video Link, Optical Mag. 3,
  Datajack Level 4, 90 Mp Memory (FIFF),
  Cyberears with Select Sound Filter Level 5
  Essence: 
  1.25
  Cost: 
  80,000Y (104,500Y)
  Availability: 
  6/24hrs
  Maintenance: 
  2/10%
  Street Index: 
  1.0
  Damage Resistance: 
  12/15
  Fuchi VI300
  Cybereyes with Video Link, Optical Mag. 3,
  Low-Light, 
  Flare 
  Compensation,
  Thermographic, Datajack Level 4, 90 Mp
  Memory (FIFF), Cyberears with Select
  Sound Filter Level 5, Hearing Amp.,
  Damper
  This package is part of the Fuchi-Synth line.
  
  Net Enhancements for Role-Playing Shadowrun
  96
  
  Net Enhancements for Role-Playing Shadowrun
  97
  Essence: 
  1.9 (2.05)
  Cost: 
  96,000Y (119,500Y)
  Availability: 
  8/48hrs
  Maintenance: 
  3/10%
  Street Index: 
  1.1
  Damage Resistance: 
  12/15
  RCA Tridpack
  Eyecrafters Opticam, Datajack Level 1, 90
  Mp Memory (FIFF), Recorder
  Essence: 
  0.9
  Cost: 
  36,000Y (46,000Y)
  Availability: 
  6/24hrs
  Maintenance: 
  3/10%
  Street Index: 
  1.0
  Damage Resistance: 
  12/15
  Fuchi FullTrid
  Eyecrafters Opticam with Optical Mag. 3
  instead of Electronic Mag. 1, Dr. Spott
  Smartcam 
  Implant, 
  Low-Light, 
  Flare
  Compensation, 
  Thermographic, 
  Datajack
  Level 4, 90 Mp Memory (FIFF), Cyberears
  with Select Sound Filter Level 5, Hearing
  Amp., Damper
  This package is part of the Fuchi-Synth line.
  Essence: 
  2.1 (2.25)
  Cost: 
  103,000Y (127,500Y)
  Availability: 
  10/7 days
  Maintenance: 
  3/10%
  Street Index: 
  1.2
  Damage Resistance: 
  12/15
  >>>>[ Awe... Watch out for those Cybersnoops.
  This is their deal. ]<<<<
  -Quiktek<10:36:23/01-19-53>
  Bose Voxx System
  Voice Modulator (Rating 6), Increased
  Volume, Playback, Tonal Shift
  Essence: 
  0.4
  Cost: 
  165,000Y (220,000Y)
  Availability: 
  6/24hrs
  Maintenance: 
  3/12%
  Street Index: 
  1.0
  Damage Resistance: 
  10/12
  Shiawase Filter Suite
  Air Filter 5, Blood Filters 5, Toxin Filter 5
  Essence: 
  2.3 (2.5)
  Cost: 
  140,000Y (175,000Y)
  Availability: 
  6/4 days
  Maintenance: 
  3/10%
  Street Index: 
  1.1
  Damage Resistance: 
  12/15
  Sony Skillman
  Skillwires Plus Rating 3, Softlink Rating 3
  Essence: 
  0.55
  Cost: 
  40,000Y (49,000Y)
  Availability: 
  4/10 days
  Maintenance: 
  As brand
  Street Index: 
  1.0
  Damage Resistance: 
  As brand
  Ares Skillmaster
  Skillwires Plus Rating 6, Softlink Rating 4,
  Encephalon Rating 4, SPU: I/O Rating 4
  Essence: 
  3.5
  Cost: 
  720,000Y (895,500Y)
  Availability: 
  5/10 days
  Maintenance: 
  As brand
  Street Index: 
  1.0
  Damage Resistance: 
  As brand
  >>>>[ A chummer told me that some of Ares’
  Company Men are wired with these babies.
  BURRRRRRR...... Scary thought.]<<<<
  -Quiktek<10:47:25/01-19-53>
  Ares Stealth(tm) Radio Suite
  Radio, Commlink-IV, Crypto Circuit HD
  Level 6
  Essence: 
  0.8 (0.9)
  Cost: 
  110,000Y (142,000Y)
  Availability: 
  6/36hrs
  Maintenance: 
  As brand
  Street Index: 
  1.2
  Damage Resistance: 
  As brand
  
  Net Enhancements for Role-Playing Shadowrun
  98
  Ares Securetech Headphone
  Telephone, Commlink-VIII, Crypto Circuit
  HD Level 6
  Essence: 
  0.6 (0.65)
  Cost: 
  122,000Y (163,700Y)
  Availability: 
  6/36hrs
  Maintenance: 
  As brand
  Street Index: 
  1.2
  Damage Resistance: 
  As brand
  Ares BattleLink
  Radio, Commlink-X, Crypto Circuit HD
  Level 6, Scramble Breaker HD Level 6
  Essence: 
  1.0
  Cost: 
  340,000Y (442,000Y)
  Availability: 
  6/36hrs
  Maintenance: 
  As brand
  Street Index: 
  1.2
  Damage Resistance: 
  As brand
  
  Net Enhancements for Role-Playing Shadowrun
  99
  Behind the Scenes
  Matador Files
  Steve Wilcoxon
  <wilcoxon@cis.udel.edu>
  [Based on the Matador series by Steve Perry.]
  Musashi Flex:
  A loose collection of fighters who constantly
  test themselves against one another.  It is
  usually done one on one.  The opponents
  decide on armed or unarmed (unarmed
  being more common), but sometimes resort
  to using hidden weapons in the event that
  they start to lose (the honor is in surviving).
  The fights can be to any extent - to the death,
  "blood and bones" (first blood or broken
  bone), submission, or some other basis for
  winning.
  The Musashi Flex is illegal in most areas as it
  tends to leave dead bodies around after
  encounters between "players".
  The Maze:
  One of the few legally sanctioned events for
  the Musashi Flex, it is held periodically
  [however often the GM feels like making it]
  in a large section of abandoned buildings in
  [insert city].
  There are 100 entrants and each must pay
  the 10,000Y entrance fee.  The winner gets
  500,000Y [it was 100% in the books].  The
  rules are as follows:
  1) no weapons (if a weapon is used, 
  the participant is instantly 
  disqualified - losing their entrance 
  fee)
  2) there can be only one winner 
  (alliances are allowed, but must be 
  "broken" to determine a winner)
  3) there is a one week time limit (if
  more than one entrant is left at that
  point, there is no winner).  The 
  rules, such as they are, are strictly
  enforced.
  A combatant is considered "out" when
  incapacitated 
  (unconscious, 
  severely
  wounded, or dead).  There is excellent
  medical staff standing by so it is uncommon
  for someone to die.
  One of the most dangerous parts of the
  Maze is getting food.  There are only 10
  feeding stations which make prime sites for
  ambushes.
  Fugue:
  With the advent of improved technology
  and magic to help in determining the truth
  of statements, it became harder and harder
  to lie.  Fugue is the skill of giving half-truths
  and undetectable mis-directions.
  Fugue is a social skill.  The number of dice
  used in a fugue test can not be higher than
  the language skill being used.  If the
  questioner has 2 or more levels in excess of
  the questionee, then fugue will do no good
  (the questioner knows what questions to ask
  to force a full answer, but he must still have
  a way of verifying the truth).  Otherwise, an
  opposed success test is made between the
  two with a target number of the intelligence
  of the other.
  Fugue is useful against any form of
  mechanical lie detection short of a full brain
  scan (i.e. thoughts, memories, etc) [if this
  even exists in your game] and "simple"
  spells (like Detect Lie), but not more
  thorough spells (like Mind Probe).
  Bacterial Augmentation:
  This is a military treatment which involves
  injecting a short lived culture (6 months)
  into the patient’s blood stream.  The colony
  
  Net Enhancements for Role-Playing Shadowrun
  100
  is self-replicating and will cause an extreme
  itching sensation until it is fully in place (2-3
  days).  The culture has the effect of greatly
  increasing reaction time.
  Effects: +2 Reaction
  +1D6 Initiative
  Body Cost: 
  .25 [one-time cost (i.e. when
  re-injected in 6 months no 
  further loss of Body occurs)]
  Legality: 
  1-M4 [this is highly 
  restricted - anyone caught 
  using or in possession of
  this will be fined and jailed 
  (treat as upper part of M3 
  for sentencing)]
  Availability: 
  24/30 days
  Cost: 
  variable [price is whatever 
  the fixer/doc/whatever 
  wants to charge]
  Reflex:
  This is a drug that boosts reflexes and
  heightens perceptions for short amounts of
  time (1D6 x 10 minutes).  This drug has two
  side effects: 1) it is addictive [Willpower test
  with target number of 4 + # of doses in last
  week to avoid addiction], and 2) it causes
  the user to "crash" after the effects wear off
  (8S Stun).
  Effects: +1D6 Initiative
  Legality: 
  3-M1
  Availability: 
  6/5d
  Cost: 
  200Y
  Parker Carbine:
  This is a .177 caliber assault rifle firing
  caseless high-explosive rounds mainly used
  by military units in war zones.
  Conceal: 
  3
  Ammo: 500(c) [HE only]
  Mode: 
  FA
  Damage: 
  6M (not adjusted for HE 
  mods)
  Weight: 
  3.6kg empty, 5.1kg loaded
  Availability: 
  12/7d
  Legality: 
  1-G
  Cost: 
  2,500Y
  extras: 
  gas-vent 2, recoil penalties 
  are halved due to small 
  round
  Toxin Exposure
  Hal Mangold
  <hmangold@muselab.ac.runet.edu>
  These rules were originally design to
  simulate the pollution of the cities of 2053,
  but work equally well for toxic waste, and
  radiation exposure as well.  For as much
  emphasis as the SR game puts on how
  screwed the environment is there need to be
  a few more concrete consequences of this. To
  wit, these rules
  EXPOSURE
  Toxic environments are a fairly common
  feature to the SII world, whether they be the
  East Anglian Stinkfens, or just the average
  suffocating 
  pollution 
  of 
  Seattle. 
  The
  consequences for those exposed to these
  substances can be severe, especially if a
  allergy is present.
  To simulate these effects in areas of variable
  exposure, first rate the level of toxic
  exposure from 1-4. A rating 1 area would be
  a city on an average day, while rating 4
  would be a huge chemical dumping ground,
  just oozing toxins.
  This rating is not treated as a normal rating
  for damage purposes. Instead the rating
  equals the number of dice rolled to
  determine the power number of a toxic
  attack.
  Example:
  The Austin Biotech Waste Processing and
  Disposal Facility (read "big hole in the
  ground") has a Toxic rating of 3. This means
  
  Net Enhancements for Role-Playing Shadowrun
  101
  that the Power of a toxic attack can vary
  anywhere from 3 to 18.
  This variable Powered attack represents the
  shifting winds, etc., all the factors that are
  variable around a toxic site.
  The Wound Level of a toxic attack is also
  determined by the Rating, as follows:
  Rating
  Wound Level
  1                
  L(stun)
  2                
  M(stun)
  3                
  S(stun)
  4                
  D(stun)
  "Aha!" you cry.  "Its only stun damage, and I
  have a trauma damper."
  Yeah, well then you’re safe until you hit the
  physical overflow point. After stun damage
  gets to Deadly, it starts overflowing onto the
  physical chart. Additionally this damage
  does not heal  until the person is no longer
  exposed to the toxic environment. Magical
  Healing is an exception, of course. Keep in
  mind, though, that a piece of land so
  blighted as to be toxic will probably have a
  background count, so all you mages, don’t
  get cocky.
  As a rule of thumb, make checks every two
  hours or so, although particularly deadly
  environments may require checks every
  hour, or even 1/2 hour. Another tactic for
  really toxic environments is to make the
  damage 
  physical 
  to 
  begin 
  with 
  (i.e.
  corrosives in the air etc), instead of stun.
  Now this is for areas that have a fluctuating
  toxic level. In an area of constant exposure
  things are easier. Just set the Power and
  Wound Level at fixed numbers and require
  a check every so often (see above).
  Keep in mind that any PC with a pollutant
  allergy should have to deal with that on top
  of these effects.
  PROTECTION
  Protection against toxic exposure can be
  worn, 
  but 
  the 
  protection 
  must 
  be
  appropriate for the type. Exposure can be
  divide up into inhaled, insulated and
  radioactive types.
  Proper protection for inhaled toxins is a
  filter mask or similar cyberware/bioware.
  The masks are very common on the streets
  of polluted cities like LA, New York, And
  Seattle.
  Insulasted protection comes in the form of
  sealed suits (like todays EPA workers wear).
  Radioactivity can only be screened by a
  radiation suit.
  All of these protective forms can be bought
  in varying ratings. The rating of the
  protective device is subtracted from the
  Power of the toxic attack, like armor in fire
  combat. Unlike fire combat, if the Power of
  the toxic attack is reduced to 0, no check is
  needed.
  HOW IT ALL COMES TOGETHER
  Brutus the Samurai is on the run, and
  stumbles upon a toxic dump area. The dump
  gives off airborne toxic vapors with a rating
  of 2, and Brutus is wearing a rating 5 filter
  mask. The GM rolls 2 dice and gets a result
  of 11. Since the rating for the site is 2, the
  initial Wound Level will be M(stun). The
  toxic attack will be at 11M(stun), and Brutus
  will get to treat his rating 5 mask as 5 points
  of "armor", making the final attack 6M(stun).
  Keep in mind that if the toxins had been
  insinuative instead of inhaled, Brutus’ mask
  would have been useless. Furthermore, the
  longer Brutus stays in this environment, the
  more checks he will have to make.
  
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  Two-Weapon Combat
  Jason J Carter
  <Carter@UPS.EDU>
  Using two weapons in melee combat
  increases a characters ability to attack and
  defend himself.  When fighting with two
  weapons there are two styles.  The first is the
  parry/attack method while the second is the
  dual attack method.
  When the character is using the parry/
  attack method he gains the following
  advantages.  The reach the character uses to
  determine melee combat target numbers is
  that of the longer weapon + 1.  Defensive
  Melee Combat Test are made using the
  highest Skill Rating for those two weapons.
  The character can attack with either weapon,
  but must use his Skill Rating for that
  weapon.
  Example:
  Ginsu is fighting with a katana in one hand
  and a survival knife in the other.  His skill
  ratings are Armed Combat 4, Edged
  Weapons 6, Katana 8. Ginsu’s effective reach
  is +2 (+1 for Katana +1 for two parry/attack
  style).  When making defensive melee
  combat test he rolls 8 dice (the higher of the
  6 for edged weapons and the 8 for Katana).
  If he attacks with the Katana he rolls 8 dice,
  but if he attacks with the knife he rolls 6
  dice.
  Use normal rules for attacking multiple
  targets with the increased reach.
  The dual attack style is used to attack one
  opponent with both weapons.  To attack
  with both weapons against one target apply
  +2 to the target number of both attacks with
  an additional +2 for the off-hand weapon.
  For each attack treat the weapon as if it had
  and additional +1 reach and use that
  weapons Skill Rating.  Combat Pool Dice are
  applied separately.  The character gets to use
  the increased reach of the longer weapon to
  defend, but he must use the lower of the two
  skill ratings.
  
  Net Enhancements for Role-Playing Shadowrun
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  Example:
  Ginsu is still fighting with his katana and
  survival knife.  However this action he
  decides to attack with both weapons.  For
  the katana, which is in his favored hand,
  Ginsu has a reach of +2, rolls 8 dice, and
  suffers a +2 penalty to his Skill Test.  For the
  survival knife, in his off-hand, Ginsu has a
  reach of +1, rolls 6 dice, and suffers a +4
  penalty to his Skill Test.  To defend Ginsu
  uses a reach of +2, but only rolls 6 dice.
  New Skill
  Two Weapon Style (Parry/Attack (SWs),
  Dual Attack (SWs))
  This skill is the practice of using two
  weapons in melee combat.  It can be used in
  enhance both the parry/attack style and the
  dual attack style of fighting.
  When used with the parry/attack style, the
  character can use the level of this skill
  instead of that of his weapons to defend
  only.
  When used with the dual attack style this
  skill allows the character to reduce the
  negative effects of using the dual weapon
  attack style.  To use it the character uses a
  Free Action and makes a skill test verses a
  target number equal to 4 + total length of
  weapons.  For every two successes the
  character reduces the penalty for attacking
  with two weapons by one.
  Optional Rule:
  Game masters who think that these rules
  make it too easy or too advantageous to use
  two weapon combat styles can make the
  Two Weapon Style skill mandatory and
  make all combat rolls equal to the average of
  the skill listed in the rules and the characters
  Two Weapon Style, but never greater than
  the base weapon skill rating.
  
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  Unarmed Combat
  Jason J Carter
  <Carter@UPS.EDU>
  Note:  These rules eliminate the 
  Subduing Combat Concentration of 
  Unarmed Combat, but the Cyber-
  Implant Weapons Concentration
  still exists and should be used
  normally.
  Definitions:
  Unarmed Combat - The ability to fight 
  without using weapons.  Unarmed 
  Combat Skill includes techniques 
  gained from informal and formal 
  sources that are combined to 
  produces the best possible effects.
  Martial Arts Style - Formal or informal 
  training in a particular method of
  unarmed combat that stresses 
  certain types of attacks and 
  defenses.  A student of a particular 
  Martial Arts style is more skilled in 
  the maneuvers stressed in that skill 
  by neglecting other maneuvers.
  Maneuver Specialization - Highly stressed 
  concentration one particular facet
  of a martial art style.
  These are the Maneuvers for Unarmed
  Combat and their game rules:
  OFFENSIVE MANEUVERS
  Strike:
  Strike is any attack that uses a part of the
  upper body to do damage to the target.  It
  includes punches, elbow smashes, chops,
  and even headbutts.  A Strike does
  (Strength)M Stun Damage.
  Kick:
  Kick is any attack that uses a part of the
  lower body to do damage to the target.  It
  includes all foot, leg, and knee strikes.  A
  Kick does (Strength)M Stun Damage.
  Note:  Kick and Strike do the same 
  damage, but depending upon role-
  playing circumstances, it can be 
  possible to perform one while the 
  other is impossible.  The two forms 
  of attack are also emphasized to 
  different degrees in most martial 
  arts forms.  When a physical adept 
  uses killing hands, he replaces the 
  damage for strike or kick with his 
  killing hands damage code.
  Throw:
  A throw is any attack that tries to force the
  target to the ground in a manner that causes
  damage.  If the target counterattacks but the
  attacker still receives positive net successes
  in the Opposed Unarmed Combat Skill test,
  the target is knocked Prone and takes
  (Strength)L Stun damage.  If the target
  dodges and achieves a Clean Miss, than he
  remains standing, otherwise he is knocked
  prone and takes (Strength)L Stun damage.
  Sweep:
  A Sweep is any maneuver that tries to force
  the target to the ground,   not to harm him
  but to throw off his combat rythm.  It could
  be the classic   hook the leg and push attack
  done on playgrounds everyday or more
  elaborate leg sweeps used in martial arts.  To
  avoid being thrown to the ground the target
  of a sweep must achieve a clean miss with
  the Power of the attack being the One-Half
  the 
  attacker’s 
  Strength 
  or 
  Quickness,
  whichever is higher.
  DEFENSIVE MANEUVERS
  Counterattack:
  Counterattack is the aggressive way to
  respond to an attack, to attempt hit the
  attacker while avoiding his blow.  When
  counterattacking the character can add
  Combat Pool dice to his defensive Unarmed
  Combat Skill test, but not his Damage
  Resistance test.  Note that this is the
  standard 
  melee 
  combat 
  defense 
  test.
  Damage for Counterattack is (Strength)M
  Stun.
  Dodge:
  
  Net Enhancements for Role-Playing Shadowrun
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  To attempt to avoid being hit by an attack or
  minimize the damage that attack causes.
  When dodging the character can add
  Combat Pool dice to his Damage Resistance
  test, but not his defensive Unarmed Combat
  Skill test.  This is the melee combat Full
  Defense option.
  SUBDUING COMBAT MANEUVERS
  Hold:
  A hold is an attempt to grab and subdue a
  target with the hands.  It can be just plain
  manhandling or painful but non-damaging
  joint locks.  Hold is the offensive half of
  Subduing Combat and uses those rules.
  Escape:
  Escape is the other half of Subduing
  Combat, avoiding being Subdued. It use the
  Subduing Combat rules, but only to defend.
  THE MARTIAL ARTS
  This section is a list of Martial Arts styles
  and the maneuvers that may use the Martial
  Art Style concentration level for that art.
  Aikido
  Throw, Sweep, Counterattack, 
  Dodge, Hold, Escape.
  Animal Kung Fu Strike, Kick, Sweep, 
  Counterattack.
  Boxing
  Strike, Counterattack, Dodge.
  Capeoria 
  Strike, Kick, Sweep, 
  Counterattack, Dodge.
  Choi Li Fut 
  Strike, Kick, Throw, Sweep, 
  Counterattack, Dodge.
  Judo
  Throw, Sweep, Dodge, Hold, 
  Escape.
  Karate
  Strike, Kick, Counterattack, 
  Sweep.
  Savate
  Kick, Counterattack, Dodge.
  Tae Kwon Do 
  Strike, Kick, Counterattack, 
  Dodge.
  Thai Kick Boxing  Strike, Kick, Counterattack, 
  Dodge.
  Wrestling
  Throw, Sweep, Hold, Escape.
  Contacts / Archetypes
  FORMER ESPIONAGE AGENT
  J Roberson
  <RJR96326@VAX1.UTULSA.EDU>
  "Don’t Ask. My story, my past employer, and
  the means by which I found myself here can be
  considered. ..classified. Suffice it to say that I am
  well-trained and well-equipped to obtain any
  data you desire, even that which is not found in
  the Matrix. I can also conduct surveillance,
  tracking, and other activities which involve the
  procuring of information. Data is the cash of the
  New Age, and I’m your printing press."
  The Former Espionage Agent was employed
  by 
  a 
  very 
  high-level 
  intelligence
  organization, either public or private. For
  reasons best left unknown, she has left their
  employ and taken a good amount of
  equipment with her in order to use her skills
  freelance. Highly augmented, capable of
  operating on her own and possessing the
  best equipment money can buy, she is the
  best person for obtaining information on
  anyone, anytime, anywhere.
  PRIORITIES
  A=
  Tech
  B=
  Skills
  (30)
  C=
  Attributes
  (20)
  D=
  Human
  E=
  Magic
  ATTRIBUTES
  Body:
  4
  Strength:
  3(4)
  Willpower:
  4
  Intelligence
  3(6)
  Charisma
  3
  Quickness:
  3(4)
  Reaction
  3(5)
  Magic:
  Nil
  Essence:
  .05
  SKILLS
  
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  106
  Firearms/Pistol 
  4/6
  Computer:
  5
  Stealth:
  6
  Athletics:
  4 (6)
  Interrogate:
  4
  Negotiate:
  6
  CONTACTS
  choose 5, preferably from "high levels" such
  as Johnsons, Yak bosses, and others who
  may have encountered the PC to an extent
  before running the shadows.
  BIOWARE
  Synthacardium Heart-2 (+2 dice Athletics 
  based test and to resist heart 
  disease)
  Cerebral Boost (+2 Intelligence, +2 dice to 
  Knowledge and B/R skills)
  Synaptic Accelerator (+2 Initiative dice)
  Muscle Augmentation-1 (+1 Strength, +1 
  Quickness)
  Trauma Damper (shifts damage, 1 box per 
  wound: physical->mental; mental 
  >nil)
  CYBERWARE
  Smartlink,Datajack-4,Hi-freq/lo-
  freq hearing, Audio Damper, 
  Hearingamplification, Flare Comp, 
  Camera Eyes, Display Link, Voice 
  Modulator, Tonal Shift, Second 
  Pattern, Telephone, Secure HD 
  Encrypt-6, Encephalon-2 (+1 Int; 
  allows use of skillsofts uploaded to 
  headware memory) I/O SPU-3 
  (Reduces SLD and SSLD by 4), 
  Softlink-4 (allows use of 4 skillsoft 
  simultaneously), Skillwires Plus 3 
  (allows total of 6 active skill levels to
  be used), 120 Mp headware 
  memory, Data Management SPU-4 
  (effectively doubles headware 
  memory)
  SLD 
  (for 
  Encephalon, 
  headware)
  max=240/250. If a skillsoft is run through
  the datajack, multiply its Mpx2.5 and add to
  headware memory used before calculation.
  Up to 300 Mp may thus be used via skillsoft
  through the datajack with no effect on SLD.
  SSLD (for Skillsoft) Total Loaded/100. With
  I/O port above, up to 400 Mp of non-active
  skillsofts can be loaded without suffering
  from delay.
  SKILLSOFTS
  ACTIVE (all rating 3)
  Armed Combat, Unarmed Combat, 
  Demolitions, Gunnery, Electronics,
  Electronics B/R, Computer B/R,
  Bike, Car, Motorboat, Rotorcraft,
  Winged
  KNOWSOFTS (etiquette are 4, all others are 3)
  Corp etiquette, Matrix etiquette,
  Media etiquette, Street etiquette, 
  Tribal etiquette,Biology, Computer 
  Theory, Software, Magical Theory,
  Military, Psychology, Sociology
  EQUIPMENT
  Smart Manhunter w/Silencer, Smart
  Narcojet pistol, Smart Crusader Mp 
  w/Gasvent-2 Smart Defiance T-250, 
  Form-Fitting Armor-3, Secure 
  Jacket, Secure Vest,Binoculars, 
  Codebreaker-6, Dataline Tap-6, 
  Laser Mic-6, Shotgun Mic-6, 
  5xTracking signals-6, Signal Locater-
  6, Dataline Scanner-6, Bug Scanner-
  6, Data Encrypt-6, Jammer-6, White 
  Noise Generator-6, 2 months Middle
  Lifestyle prepaid(includes feeble 
  commuter car), Retinal Scanlock-6 at
  home, 1000 Mp telecom, Pocket 
  Secretary, DocWagon Gold, Medkit
  HALFLING STREET OPERATOR
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  COMMENTARY
  Always the smallest, he attracted bullies that
  tried to prey on him.  Fights and beatings
  became as common as the chipheads in his
  neighborhood.  But it didn’t break him.
  Instead he became tough, ruthless, and
  cunning.  He came to understand the nature
  of the streets. A flying kick to the groin and
  elbow to the face of the local bully did
  wonders for his rep. Pretty soon even the
  ork bullies gave him respect. But it wasn’t
  
  Net Enhancements for Role-Playing Shadowrun
  107
  enough - he wanted power too.  Pretty soon
  he was hustling the streets, using gangs and
  lowlifes. He found out that he had a talent
  for street ops. He decided that the local
  scene was just to small, he moved on to the
  Real Action - where the major operators
  were - The Shadow-world.
  
  Net Enhancements for Role-Playing Shadowrun
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  ATTRIBUTES
  Body:
  3
  Strength:
  3
  Willpower:
  3
  Intelligence
  6
  Charisma:
  6
  Quickness:
  6
  Magic:
  Nil
  Essence:
  6
  SKILLS
  Unarmed Combat
  5
  Firearms
  5
  Stealth
  4
  Street Etiquette 4
  Negotiation
  6
  EQUIPMENT
  Secure Jacket
  Colt Manhunter
  Uzi III
  4 spare clips
  Concealibility Holster
  Ordinary Clothing
  Pocket Secretary
  Armor Clothing
  Low Lifestyle
  QUOTES:
  "Shortstuff huh, you won’t be laughin’ with your
  guts splattered across the wall."
  " I’m a pro, I got the skills and contacts you need . . .
  If I didn’t, I wouldn’t be talkin’  to you right now"
  "Hoi chummer, I gotta a sweetdeal for you. Easy
  payen for null persp"
  "My job is to know who and whats moving on the
  street"
  "Chummer, I would love to sell you the paydata, but
  you gotta be reasonable on  price . . . "
  "Money and Power, that’s the only thing the street
  respects, that’s why I take  payment in triple A scrip
  or triple A favors . . . the choice  is yours"
  OGRE ENFORCER
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  COMMENTARY
  The Ogre Enforcer was always an outsider.
  His appearance and physique made smaller
  people shy away from him, either out of fear
  or contempt - sometimes both. Even the Ork
  and Trolls derided him because of his
  differences. He learned to be a loner.The
  Ogre Enforcer was resolved to being alone,
  deeply scarred by the universal dislike he
  faced. He took odd jobs that utilized his
  great size, often working for employers that
  were abusive and thought him to be
  subhuman. Once while he was working as a
  bouncer in a club he noticed a group of suits
  coming towards him. He got ready for a
  fight. Suits always tried to make him feel
  bad, and he could never stand that. But this
  time it was different. One of the suits, an old
  guy, started talking to him. After a short
  conversation "The Boss", as the Ogre
  Enforcer came to know the old guy, offered
  him a job. He could even join "The Family".
  He’d start at the bottom, but he could work
  his way up.
  The Ogre Enforcer liked working with his
  family, they treated him nice, talked to him,
  went out with him, trained him. It was good
  to be part of the family. He rose up through
  the organization, but when "The Boss" died,
  and a new boss took over the family, his
  heart wasn’t in it anymore. He decided to go
  freelance.
  ATTRIBUTES
  Body:
  8
  Strength:
  9
  Willpower:
  3
  Intelligence
  6
  Charisma:
  1
  Quickness:
  4
  Magic:
  Nil
  Essence:
  5.5
  SKILLS
  Firearms
  6
  Unarmed Combat
  6
  Stealth
  4
  Street Etiquette 4
  Interrogation
  4
  CYBER
  Smartgun Link
  
  Net Enhancements for Role-Playing Shadowrun
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  EQUIPMENT
  Ruger Super Warhawk
  Secure Jacket
  Armor Clothing
  Colt Manhunter
  Various ammo
  ALLERGIES
  Pick your own
  QUOTES
  "Da Boss says I gotta . . . "
   "Waz dat s’pposed to hurt ?"
  "Oops, I hit im too hard"
  "Don’ fragg wid me . . youz goin’ to looze"
  OUTCAST TIR NOBLE I
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  COMMENTARY
  The Outcast Tir Noble was raised in luxury,
  trained by the most exclusive instructors in
  all the skills he would need to become a
  leader of the Elven Nation. Unfortunately,
  he associated with people that were on the
  loosing side of a internal power struggle. His
  "friends" blithely scapegoated him. Ruined
  politically and socially he had to become an
  outcast. He is disenchanted with the Tir, but
  hopes to regain his rightful place.
  ATTRIBUTES
  Body:
  3
  Strength:
  3
  Willpower:
  4
  Intelligence
  5
  Charisma:
  3
  Quickness:
  5
  Magic:
  6
  Essence:
  6
  Reaction:
  (5+3d6)
  SKILLS
  Increased Reflexes 
  2*
  Combat Sense
  1*
  Armed Combat 6
  Negotiation
  4
  Firearms
  6
  Sperethriel
  3
  Leadership
  6
  Stealth
  5
  * Physical Adept Skills
  QUOTES
  "You should not be afraid of my sword or gun, but
  rather my intellect and skills"
  "Why am I shadowrunning instead of living the life of
  a noble in Tir Tairngire?  It is better for you not to
  know . . . . but if you must, I can sum it up in one
  word - Betrayal"
  "My skills are those of warrior and general - I was
  trained by tutors mere  money could not hire. You can
  hire me, though, for an appropriately dear  price"
  OUTCAST TIR NOBLE II (Sorcerer Adept)
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  ATTRIBUTES
  Body:
  2
  Strength:
  2
  Willpower:
  4
  Intelligence
  5
  Charisma:
  3
  Quickness:
  3
  Magic:
  6
  Essence:
  6
  Reaction:
  4
  SKILLS
  Sorcery
  6
  Magical Theory 6
  Armed Combat 5
  Stealth
  4
  SPELLS
  Fireball
  6
  ManaBolt
  6
  Heal
  6
  Combat Sense
  6
  Increase Reflex (+2d6)
  6
  Improved Invisibility
  5
  GEAR
  400,000 to spend
  ALLERGIES
  Pick your own
  
  Net Enhancements for Role-Playing Shadowrun
  110
  STREET SAMURAI II
  David Altman
  <izzyux2@mvs.oac.ucla.edu>
  "The streets have only gotten worse, Mr. Johnson, and
  I and my brethren have grown tougher to
  accommodate it. I’m the hot new meat on the market:
  Quicker, tougher, and meaner than my predecessor.
  My style? I don’t just spray and pray no more neither;
  I don’t cut loose ten bullets for the price of one-keeps
  your  costs down, neh? Guns too loud? Well, I’m
  much more efficient at slicing meat too. Whatever you
  want, I can do it better than anyone you’re familiar
  with."
  COMMENTARY
  The Street Samurai II is an attempt to
  incorpoarte the advances of Shadowtech and
  the SSC into the character generation  ystem.
  Also, in reverse-engineering the original
  sam, I noticed he deserved 2 more attribute
  points.
  The Street Sam is basically a thug or punk
  who managed to keep the right ’ware
  installed to rise above the rest and earn a
  living 
  as 
  pure 
  brawn. 
  Where 
  other
  archetypes invest their Essence in skillwires,
  higher 
  intelligence, 
  and 
  other 
  exotic
  subsystems, the street samurai chooses only
  that which directly enhances his combat
  effectiveness, particularly in melee. Not a
  tactician, not a scout, the samurai is brawn,
  muscle, and power.
  FINAL NOTE:
  With Essence 2 and less than half the Body
  Index used up, the samurai has plenty of
  room for further upgrades. Also, there are
  three variations listed below; feel free to
  come up with your own.
  ATTRIBUTES
  Body:
  6(7)
  Strength:
  6(7)
  Willpower:
  5
  Intelligence
  5
  Charisma:
  2
  Quickness:
  6(7)
  Magic:
  Nil
  Essence:
  2
  Reaction:
  5(9)
  SKILLS
  Armed Combat 4
  Street Etiquette 4
  Unarmed Combat
  6
  Firearms
  4
  Bike
  2
  Stealth
  4
  CYBERWARE
  Wired Reflexes-2, Smartlink, Cybereyes
  w/Lowlight, 
  Thermo, 
  Flare 
  comp,
  Retractable Cyberspur
  BIOWARE
  Trauma Damper, Aluminum Bone Lacing
  (+1 Body vs. damage, +1 Impact armor,
  STR+2M damage), Muscle Augmentation-1
  CONTACTS & MONEY
  Choose 5
  3d6x1000 +1025
  EQUPMENT
  100 Mp Data Display, Armor Jacket (5/3),
  Platinum DocWagon, Rapier Motorcycle,
  Stun Baton, Predator w/external smartlink,
  50 Explosive rounds, Ingram Smartgun, 100
  normal 
  rounds, 
  Wristphone 
  w/flip-up
  screen
  STREET SAMURAI IIb
  As above, with the following changes:
  Drop the DocWagon from Platinum 
  to Gold.
  Add Stealth Reflex Recorder
  Add SMG Reflex Recorder
  Roll 3d6x1000 +25 for starting 
  money
  This adds .25 to Body cost
  STREET SAMURAI IIc
  Drop DocWagon from Platinum to 
  Gold
  Take only 3 contacts
  Remove Cyber spur
  Upgrade Bone Lacing to Titanium 
  B:6(8), +1 Impact, +1 Ballistic.
  Essence is now 1.2
  Roll for 3d6x1000 +175 for starting 
  cash
  
  Net Enhancements for Role-Playing Shadowrun
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  Net Enhancements for Role-Playing Shadowrun
  112
  STREET SAMURAI IId
  Drop DocWagon from Platinum to 
  Gold
  Take only 3 contacts
  Add 2 months Low Lifestyle 
  prepaid
  Upgrade Muscle Augmentation to 
  level 2 (S:6(8), Q:6(8))
  Body Cost is now 3.25
  Roll 3d6x1000 +325 for money.
  
SOURCE: textdata/thevault/Shadowrun [multi]/3rd Party/Shadowrun ShadowLore.pdf