OK this is a collection of my posts here and on RPG forums with amendments/suggestions by Gingivitis
Riggers and Drones
Drones and Combat
A rigger may control up to 2 drones with a Control Rig and take a move and attack action with each, every Narration. If the rigger has more than 2 drones in the area additional drones (running on inbuilt programs) provide 1 Plot Point each per Scene (maximum of 2).
A rigger may swap which drones he is controlling each Narration.
Control Rig 1 (Amp Level 2): Cyberware. Control vehicles by VR, +1 die to vehicle actions, may reroll 1 die on vehicle actions. May control 1 drone at a time. -2 Essence
Control Rig 2 (Amp Level 3): Cyberware. Control vehicles by VR, +1 die to vehicle actions, may reroll 2 dice on vehicle actions. May control 1 drone at a time. -2 Essence
Control Rig 3 (Amp Level 4): Cyberware. Control vehicles by VR, +1 die to vehicle actions, may reroll 2 dice on vehicle actions. May control 2 drones at a time. -2 Essence
Control Rig 4 (Amp Level 5): Cyberware. Control vehicles by VR, +1 die to vehicle actions, may reroll 3 dice on vehicle actions. May control 2 drones at a time. -2 Essence
Drones Amps
Drones come in 3 sizes Small (S), Medium (M) and Large (L). When a drone amp is selected define the type e.g. flying, tracked, wheeled, aquatic etc.
Tiny Drones (2) (Amp Level 1): Basic drone [A3, D3]
Small Drones (Amp Level 1): Basic drone [A3, D6]
Medium Drone (Amp Level 1): Basic drone [A6, D9]
Large Drone (Amp Level 2): Basic drone [A9, D9]
Armor (Amp Level 1): Adds 3 to drone’s armor. May not be applied to Tiny Drones
Drone Weapons (Amp Level 1): Melee (M/L only), Taser/tranq pistols (S/M/L), Light Pistol (S/M/l), Heavy Pistol (M/L), SMG (M/L), Cannon/Launcher (L)
Drone Skills (Amp Level 1, 2, 3): Add 1/2/3 to a single Logic-based Skill or Test. [This is how you make the MCT Fly-Spy (+1 Perception). You could also make a Tracking drone, a repair (Engineering) drone, a medic (Biotech) drone, etc.]
Awakened
For my game I don’t like the idea of characters mixing spells and physical adept powers so I am going to have Awakened – Magical and Awakened – Physical Adept both costing 2 Amps and being mutually exclusive.
Spells
Power Bolt (Spell) (Amp Level 2): Combat. Damage of 6P. Defense = S + W.
Power Ball (Spell) (Amp Level 3): Combat. Damage 6P. Affects up to W targets. Defense A + W.
Ram (Spell) (Amp Level 3): Combat. Damage 6P. Affects inanimate only.
Combat Sense (Spell) (Amp Level 2): Provides 1 additional Plot Point per Narration the spell is sustained.
Levitate 1, 2, 3 (Spell) (Amp Level 2, 3, 4): Effect. Magically lift items/people with Strength 6, 8, 10 (GM to assign a Strength equivalent to weight where applicable). Sustained.
Magic Fingers (Spell) (Amp Level 2): Effect. Telekinetic fingers with a Strength of 1. Sustained.
Physical Barrier (Spell) (Amp Level 3): Effect. Reduce damage by 2 for the duration of attacks passing in or out. Barrier is a dome approximately WILL meters in diameter or a wall WILL meters long. Sustained.
Note: the size here is to just give an idea of how much space a barrier can ward, GMs and players should use the narrative to actually define the barrier.
Ice Sheet (Spell) (Amp Level 2): Combat. Agility + Agility vs Average (8 dice) or slip over.
Increase Reflexes 1, 2, 3 (Spell) (Amp Level 2, 3, 4): Effect: 1 = Gains +1 attack. 2 = +1 attack, 1 Plot Point per Scene. 3 = +1 attack, 2 Plot Points per Scene. Sustained.
Deckers/Hackers
A couple of ideas for speeding up deckers in the matrix.
Cerebral Booster (Cyberware) 1 (Amp Level 2): Effect: Gains +1 attack when accessing the matrix via AR or VR. –1 Essence.
Fork (program) (Amp Level 2): Gain +1 attack in cybercombat.
Weapons Range Amendments
A minor change to make SMGs worth taking:
Assault Rifles: Damage 8P, Close -2, Near OK, Far -2
Question
Should the ability of a drone to fly be based on size? e.g. only Tiny and Small can fly?