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Each Character starts with 5BP

Skills[]

Skills can only be purchased to 3 without proper training with a mentor.


Active skills 4BP
Knowledge skills 2BP
Language Skills 2BP

  • Languages in Pangoria has developed into a conglomerate of all earth languages. Most people speak the universal language of Pan-tang. All of the earth languages still exist , they are just are considered dead languages except for the language of Tir Nargin the language of the mages.

Positive Qualities[]

Dredge DNA
Cost: 4 to 14 BP
The effects of SURGE are diverse and little understood. Some dredges suffer only minor phenotypic alterations, while others suffer full body transformations on par with goblinization. Since the genes expressed when SURGE strikes are errant, negative effects and traits such as mental disorders, physical deformities and impairments, and intolerances are common. Characters may chose only one of the SURGE classes below when this quality is taken and must add the relevant value to their total BPs spent on qualities.

  • Class I SURGE (4 BP): Class I often represents minor and cosmetic changes like altered hair, skin or eye colorations, dermal and hair texture, or metahuman traits. The character must take 10 BP worth of Positive Metagenetic qualities and 5 BP worth of Negative Metagenetic qualities.
  • Class II SURGE (9 BP): Class II Dredge traits are often more pronounced. This can manifest either as multiple alterations or as greater physical changes that have certain impact on the character’s appearance or how people respond to him. The character must choose 20 BP worth of Positive Metagenetic qualities and 10 BP worth of Negative Metagenetic qualities.
  • Class III SURGE (14 BP): Class III includes the most severe modifications. Characters with this SURGE level have usually undergone serious and often painful transformations. The gamemaster and character should think of a certain theme (like one of the beastmen, plant-human hybrids, or Ganesha-type changelings described in the fiction) and choose appropriate Metagenetic qualities from the list or make up their own as they deem fit. The character must take at least 30 BP worth of Positive Metagenetic qualities and 15 BP worth of Negative Metagenetic qualities.


Night Vision
Cost: 4 BP
Night Vision provides human characters with improved night vision. This means human characters with this quality gain the advantages of low-light vision (see Visibility Table, p. 140,SR4). This quality is not cumulative with other forms of vision enhancement and is incompatible with cyber- or bioware augmentation or replacement, nor is it possible to combine with electronic sensors and vision enhancements.
Perceptive
Cost: 4 or 9 BP
Perceptive characters are likely to notice small details and clues that others may miss. Perceptive is available at two levels. For 4 BP, characters with this quality receive a +1 dice pool modifier on all Perception Tests, including Astral and Matrix Perception Tests. For 9 BP, the modifier rises to +2. This quality does not affect vision modifiers in combat.
Quick Healer
Cost: 9 BP
A Quick Healer recovers from damage more quickly than other characters do. The character receives a +2 dice pool modifier to all Healing Tests made on/for/by him, including magical healing.
Mentor
Cost: 4 BP
Receive access to a mentor spirit. Having a mentor spirit gives many advantages and disadvantages.
Available Spirits:

  • Mayline- Priestess of Donblas
  • Narontin - Necormancer of the Fifth order

Negative Qualities[]

Asthma
Bonus: 16 BP
Due to genetic predisposition, viral illness, or constant exposure to pollutants, the character has developed chronic asthma—leading to troubles with his respiratory system due to narrowing airways. Typical symptoms include wheezing, shortness of breath, chest tightness, and coughing. The character may face strong episodes of asthma when exposed to an environmental stimulant, allergen, exertion, or even stress. For rules purposes, treat Asthma as a Mild Common Allergy (p. 80, SR4) against multiple “allergens.” In addition, due to troubles with the respiratory system, the Body Rating is halved to determine the number of turns before the character starts taking Fatigue damage (p.155, SR4).

Albinism
Bonus: 11 BP
Albinism is a genetic disorder, characterized by partial or complete lack of pigmentation in the eyes, skin, or hair, resulting in white hair or skin as well as pink and blue irises with bright red pupils. Due to the lack of melanin pigmentation and subsequent ultraviolet light protection, albino characters are photosensitive and prone to sunburn. All elasticities, metatypes, and metavariants can manifest albinism. Treat albinism as a Light Allergy against sunlight (p. 80, SR4). In addition, albinos that don’t possess cyber eyes are more vulnerable to flashing or glare effects—increase any appropriate dice pool modifier by one-half of the normal modifier. If using flare compensation, subtract the –2 modifier before calculating (i.e. an albino character would face a –6 modifier from a flash-pak and a –3 modifier when using flare compensation goggles).


Dependent Bonus: 16 BP
A character with the Dependent quality has a loved one who depends on her for support and aid from time to time. Dependents may include children, parents, a spouse, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character’s time, as well as some of the character’s money. The dependent should also be a hindrance in other ways—getting underfoot, sharing living space, involving herself in the character’s affairs, borrowing the car, calling at the most inappropriate moment, etc. The game master should set the Build Point value of the quality according to the needs of the dependent and the demands those needs place on the character. This quality cannot be bought off with Karma, unless the relation of dependency is first somehow resolved through roleplaying. The dependent is close family or a life partner and lives with the character. The dependent is a regular and demanding strain on the character’s time, resources, and availability, and/or requires special care and vigilance detracting from the character’s professional responsibilities.

Phobia
Bonus: 2-16BP Extra point if it is based on Rats or Snakes
The character selects a particular object, situation, or idea that she has an irrational, uncontrolled fear of. The character may fully realize that her fear is unjustified and illogical, but cannot control her reaction. Most phobic people will exhibit avoidance behavior. Point bonuses are determined by the rarity and severity of the phobia just as with allergies. More points are awarded for intense phobias that the character will encounter often than for minor phobias for things she'll never come across. The negative phobia quality can be bought off as normal, if the character seeks treatment in some manner. More examples can be found here:

State Dependency: 1bp
The state of fear invoked by the object of the phobia only occurs when the character is in a certain state of mind.Examples: Dunk, High, Sleep Deprived


Uncommon : 2bp
The object of the phobia is something is rare for the local environment the character spends most of her time in.Examples: Elephants, Sharks, Deep water ( in a land locked area )


Common: 7bp
The object of the phobia is commonly found in the local environment the character spends most if her time in.Examples: Tight spaces, Strangers, Police, Body hair, Guns, Heights, Spiders, Insects, Rodents


Mild: 3bp
When encountered the phobia causes mild discomfort and distraction. The character applies a -2 die pool penalty on all tests ( exception - soak rolls ) while in the
presence of the object of the phobia.


:Moderate: 6bp
The character experiences moderate anxiety, heart palpitations, sweats, shortness of breath, dizziness, panic attacks and other symptoms. In the presence of the object of
her phobia, apply a -4 die pool modifier on all tests.


:Severe: 9bp
The character experiences all all of the above symptoms and game effects, but must also make a Composure Test (Willpower + Charisma) against a Threshold of 3 in order to remain in the presence of the phobic object. Failing the test means fleeing from the phobic object, though the character will stop to open doors and otherwise avoid real danger. Characters restrained or otherwise prevented from fleeing suffer a -6 penalty on all tests. If reduced to 0 or less dice the character is incapable of taking any action and collapses into a blubbering, gibbering mess.

Gear[]

Nuyen can be purchased at 1BP for a 1000 nuyen. Only items with availability of 8 or less can be purchased

Slingshot: Modern slingshot versions incorporate a wrist brace to aid in accurate aiming and in reducing the arm’s movement. They can be used to fire either hard projectiles, like ball bearings and marbles, or soft projectiles, such as capsules filled with contact toxins or drugs (see p. 83 and p. 244, SR4) or even RFID chips. A slingshot uses shuriken ranges. If firing hard projectiles, use the damage code listed, while capsule rounds usually do no damage but can provide other effects depending on the possible payload.

Boomerang: Boomerangs are curved, wooden throwing sticks that were used by ancient tribal hunters worldwide for hunting. In the Sixth World, Australia’s native Aborigines are the most well known users of these traditional weapons. While traditional hunting boomerangs are not designed to return to the thrower but rather to hit the target, modern boomerangs used for sports and entertainment usually are built to do so (and oft en do less or Stun damage).Boomerangs use the ranges of aerodynamic grenades. Throwing and catching a returning boomerang requires a Throwing Weapons + Agility (2) Test.

Net: Nets can be thrown to trap and subdue an opponent. Modern nets are made of durable, lightweight, and hard-to-cut hybrid weaves weighted around the edges. When thrown upon an opponent, the rules for subduing (see p. 152, SR4) apply with the following exceptions: To “maintain the grapple,” the attacker must first move to his target. To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) against a threshold equal to the attacker’s net hits. The attacking character may not use the net to inflict Stun damage, but may get a better grip or knock the defender down as normal. Nets use half the range of throwing knives (round up).


Walther Palm Pistol:
This European over-under-barrel holdout design holds two rounds that can be shot at once with +1 DV and a –1 Recoil modifier.


 
Law Vs Chaos

Season 1
Prologue of Law Vs ChaosFailure at the Access pointThe beginningsRat TalesIndoctrinationMagic and Law don't mixForked roadsChaos Hordes
Characters
KenzieCrashEldrenCyanKenzie (Adult)Slim
Locations
PangoriaTraderberg
NPC
Peter the guardCyan SeniorMayline Benard FranklinStan LargeJason StarkeyMarcus TibusBartinKasrkin
Monsters

Pictures
Gallery of Law Vs Chaos


Copyright
© 2001-2009 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc. All Rights Reserved. Original contents of shadowrun4.com copyright © 2001-2009 The Topps Company, Inc. Permission given to reproduce contents for personal use only. More Legal Information.

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