赤 影 - Magical Roles"I have a ... unique ... set of skills." - Vex, a WhizBreaking down the magical (and techno-magical) abilities into roles allows for the flexibility to mix and match with other roles, while still giving the special abilities needed for the setting. The four roles are
Ace - those that empower their bodies with the magic surrounding them;
R3Z0N3T0R - a mixture of science and magic, these netrunners can hack the grid using just their minds;
Shade - summoning shades from the magic around them, they're literally one-person armies; and
Whiz - conjurers that bend and break the laws of physics.
AceAces are like sponges, soaking up the magic around them to do things most pay hundreds of thousands of eurodollars to do. They gain the Solo's
Combat Awareness ability, progressing the same as the Solo when ranking up. Their biggest advantage, however, is their ability to channel the natural magic of the world back into themselves. Listed below are some of the abilities as an example, and their cost. The amount of points the Ace has to spend on abilities is equal to their Empathy score + their Rank in Ace.
- Raise Init (Cost: 4 per rank, max 4) - Like Kerenzikov speedware, this adds a permanent bonus to Initiative Rolls equal to the number of ranks purchased. Cannot be combined with Boost Init (below)
- Boost Init (Cost: 2 per rank, max 4) - Like Sandevistan speedware, this adds a boost to Initiative Rolls (+1 for each rank purchase) for a full minute after activation with an Action. Cannot be combined with Raise Init (above)
- Scent (Cost: 2) - Ace can use track scents when using the Tracking Skill.
- Pain Editor (Cost: 4) - Ace can ignore the effects Seriously Wounded Wound State.
- Skill Boost (Normal Skills Cost: 2 per rank, max 4; x2 Skills Cost: 4 per rank, max 4) - Ace gains a boost to the chosen skill (+1 for each rank purchased) for a full minute after activation with an Action.
- Tactile Boost (Cost: 2) - Enhances the Ace's sense of touch, allowing them to sense motion within 20m/yds, as long a part of their body is touching a surface directly (nothing in between).
- Anti-Dazzle (Cost: 0.5) - Immune to blindness or other effects caused by dangerous flashes of light.
- Image Enhance (Cost: 1) - Ace gains a permanent +2 bonus to Perception, Lip Reading, and Conceal/Reveal Object Skills for checks including sight.
- Low Light/Infrared/UV (Cost: 1 per sense) - Reduces penalties imposed by darkness and other obscuring factors. Can distinguish hot from cold, but cannot see through anything providing cover.
- Targeting Scope (Cost: 1) - Ace gains +1 bonus to Checks when making an Aimed Shot.
- View Astral (Cost: 0.5) - Ace is able to view and interact with the Astral Plane, but cannot leave their body.
- Amplified Hearing (Cost: 1) - Ace gains a permanent +2 bonus to Perception Skill checks including hearing.
- Level Damper (Cost: 0.5) - Ace is immune to deafness or other effects caused by dangerously loud noises.
- Voice Stress Analyzer (Cost: 1) - Ace can detect lies for a minute with an Action, during which time the GM rolls all your Character's Human Perception and Interrogation Checks privately, beeping once whenever it detects a lie, or whenever they desire after a failed roll. Beware of false positives and negatives.
- AudioVox (Cost: 1) - Ace adds +2 to their Acting skill and +2 to their Play Instrument skill while singing.
- Enhanced Autobodies (Cost: 0.5) - After stabilization, the Ace heals a number of Hit Points equal to twice their BODY for each day they spend resting, doing only light activity.
- Enhanced Body (Cost: 4 per rank, max 4) - Ace permanently increases their BODY by each rank purchased.
- Boost INT/REF/DEX/TECH/COOL/WILL/MOVE/BODY (Cost: 2 per rank, max 4) - Ace can boost the attribute (+1 per rank purchased, attribute chosen when selecting this ability) for one minute.
- Toxin Binders (Cost: 0.5) - Ace adds a +2 to Resist Torture/Drugs Skill checks.
- Magic Armor 1 (Cost: 2) - Ace has SP7 natural armor. Cannot combine with Magic Armor 2.
- Magic Armor 2 (Cost: 4) - Ace has SP11 natural armor. Cannot combine with Magic Armor 1.
- Deadly Force (Cost: 1) - When fighting using the Brawling Skill, the Ace ignores half of the target's armor. When using a Martial Arts Skill, they ignore all of the target's armor.
- Jump Booster (Cost: 1) - Ace ignores movement penalty when jumping.
R3Z0N3T0RR3Z0N3T0R is identical to the Netrunner role, gaining the same Role abilities, including the Interface abilities. The only difference is R3Z0N3T0R does not need a cyberdeck, to run programs and hardware, instead using their EMP attribute to determine how many slots they have available for programs.
ShadeShade characters lie by summoning shades (or spirits) to fight with them. The
Summoning ability for Shades is similar to the Lawman Role's
Backup ability.
When using Summoning to call spirits, a Shade must roll equal to or lower than their Summoning Rank on a d10. If you abuse this power, spirits will not be pleased and may stop responding or even attacking the Shade.
After a spirit responds to the Shade's call (successfully rolled lower than your Summoning Rank), a Shade rolls a d6 to find out how many Rounds until the spirit arrives. If a 6 is rolled, the spirit that arrives will be from the next higher rank, unless the Shade is rank 10, in which case two spirits of the same Rank arrive.
Shades can also banish spirits (ones summoned by another Shade, or free spirits) using rolling 1d10 + their Summoning Rank against 1d10 + the Rank of the Spirit.
Summoning RanksCombat Number: A Skill Base used for both offense and defense. This number combines both STAT and Skill for them. You will add a d10 roll to this value whenever attacking with their carried weapons or equipment or defending. Backup cannot dodge bullets.
SP: The stopping power of the armor on both their Body and Head location.
HP: The amount of Hit Points that each member of the backup has.
MOVE & BODY: The backup's MOVE and BODY STAT, important for movement and for some effects that reference the target's MOVE or BODY (like Death Saves).
- Summoning Rank 1 & 2:
Combat Number: 8•SP: 7•HP: 20•MOVE & BODY: 4
Imps, homunculus, and small elementals - Summoning Rank 3 & 4:
Combat Number: 10•SP: 7•HP: 25•MOVE & BODY: 5
Medium-sized animal spirits and elementals
- Summoning Rank 5 thru 7:
Combat Number: 14•SP: 13•HP: 35•MOVE & BODY: 4
Small gang of devilish creatures, animated objects
- Summoning Rank 8:
Combat Number: 16•SP: 15•HP: 50•MOVE & BODY: 6
Large elemental or ancestral spirit
- Summoning Rank 9:
Combat Number: 15•SP: 18•HP: 35•MOVE & BODY: 4
Murder of crows, pride of lions, team of demons
- Summoning Rank 10:
Combat Number: 14•SP: 11•HP: 35•MOVE & BODY: 6
Balrog, giant eagles, Danny the Street
WhizWhizzes gain the Casting Role Ability, allowing them to cast Spells (See post below) by rolling 1d10 + Casting to determine the success of the spell. When Casting a Spell, the Whiz will make a Drain check, rolling 1d10 + WILL attribute against 1d10 + the Force of the spell, taking Fd6 damage (F = Force of the spell). If the Force of the spell is less than the Whiz's rank, this damage cannot mortally wound, and they go unconscious at 1 HP.