God "By the way, normal physics as you know them dont exist, the world runs on the systems rules. So if your weapon says it has a 10Km range with high accuracy, then it does baring something like eviromental conditions, such as a storm or fog."
XXXXXX "Hmm, that could make things really interesting. So with the right modifications, i could literally snipe with a handgun?"
God "Yes. Oh, and the average adult human has a two across the board for stats. Now, nobody can actually see thier stats other than you, they just know about how strong they are, how agile, ect. And as for dice rolls used for the system, thats literally just like normal, you take a shot, and you might miss. You try to hack a computer, and you might screw up, or succede beyond your expectations."
XXXXXX "Ok. Well, time to get to work on making my new life."
Hmm, let's go with a shapeshifter. I plan to be a physical adept so eagle, fox, jaguar, leopard, seal, and wolf shifters are out. That leaves bear, lion, or tiger. Let's go with Bear, they are have the highest body and strength limits. Now, what should my metavariant form be, I think I'm going to pick human. Ok so now time to get into the meat of things.
Name: Lucian Nialo Race: Bear Shapeshifter (Human) Karma:0 Nuyen:N/A Body:13 Agility:9 Reaction:7 Charisma:5 Strength:20 Intuition:4 Logic:4 Willpower:4 Magic:6 Edge:7 Physical Damage:18
Stun Damage:10
Body The Body attribute determines a being's resistance to outside forces. It represents their cardiovascular fitness and endurance, immune system, how well they heal, their tolerance for drugs and alcohol, and, to some extent, their muscle and bone structure and weight. Low Body could mean they are skinny and frail-boned or have bad eating and health habits. High Body means they are better fed, tough as nails, have strong bones with some spring to them, and an immune system that won’t quit. Body does not necessarily correlate with physical size—a fat, out of shape being likely has a low Body, but a small being who is wiry and athletic may have a high Body.
Agility Agility represents fine motor control—manual dexterity, flexibility, balance, and coordination. A being with a low Agility may have an inner-ear problem, one leg that is shorter than the other, or is a simple klutz. Higher Agility ratings may belong to beings that are “natural” athletes.
Reaction A being's Reaction is, quite simply, their physical reflexes—how quickly they can react to a changing situation, and how well they can dodge the physical slings and arrows that living in the world brings. A being with a high Reaction is more likely to be on top of a situation and will be in a better position to react to danger, while low-Reaction beings will lag behind.
Strength Strength denotes what a beings muscles can do, including things such as raw lifting power and running speed. Strength is somewhat dependent on a beings size and metatype. If a being is a 5’3” tall, 115-pound human girl, she’s unlikely to possess an unaugmented Strength attribute of 6. On the other hand, dwarfs have a muscle density that rivals that of reptiles. Beings with low Strength may be small, skinny, or slight, or simply too busy to work out. A high Strength being may be tough and wiry, know how to use their body to their best advantage, work out every day, or simply be fraggin’ BIG.
Charisma Charisma is a nebulous attribute. More than just looks, Charisma represents a beings personal aura, self-image, ego, willingness to find out what people want and give it to them, and ability to recognize what they can and can’t get out of people. A whiny demeanor, a me-first attitude, or an inability to read body language or subtle hints are just a few traits that can give a being low Charisma. A being with high Charisma might simply enjoy entertaining others, may excel at making friends and/or manipulating people, or may be all flash and fun with whomever it is today. A high-Charisma being might deliver jokes at the right moment, have a sexy way of carrying themselves, or command respect because their timing is always impeccable.
Intuition Intuition covers “mental alertness”—the ability to take in and process information, to read a crowd, to assess a situation for danger or opportunity. A being with little Intuition may be unobservant, may rarely think things fully through, or could simply be “slow.” A being with a high Intuition is adept at making the best of a bad situation, knowing when to leave before an encounter escalates, noticing small clues, and working from instinct.
Logic Logic represents a beings memorizing ability and raw brainpower. It denotes how fast a being learns, how much they can remember, and how well they can execute pre-planned sequences. A Logic-lacking being might get overwhelmed when confronted with a lot of details and may have a poor memory—especially for facts and figures. beings with a high Logic rating will likely be excellent book-learners, able to deal with computer and magic theory with ease, and capable of building (and tearing down!) machinery and electronics.
Willpower Willpower keeps a being going when they want to give up, or enables them to control their habits and emotions. Willpower determines whether or not a being is going to take charge of their life. A being with low Willpower might defer to other people when big decisions are being made, for example. A high-Willpower being is more assured and possesses a never-say-die streak. Such beings go down to the monowire because that’s exactly the fragging point. Willpower also represents being cool under fire, their ability to resist intimidation and manipulation, and their resolve to stick to their guns when the pressure is on.
Edge A beings Edge represents that special something that can turn the tide and save the day—a successful gut check, a moment of brilliant inspiration or creativity, or a once-in-a-lifetime physical feat. Edge is a combination of luck, timing, and the favor of the gods. Beings with low Edge are unlikely to get unexpected breaks in life, much less win the lottery. A high-Edge being, however, is graced with good fortune and has an uncanny ability to succeed despite the odds.
Magic Magic is a measure of the ability to use magic and of the body’s attunement to the mana that flows through our plane. Those with strong Magic ratings are able to handle powerful magic and mana manipulation. Those with weak Magic ratings are more sensitive and more easily drained by the use of magic. Those with no Magic rating have no magical capabilities and are tuned out from the magical realms. Serious damage to the body and invasive additions such as cyberware and Bioware reduce the Magic attribute. Magic and Resonance are mutually exclusive attributes.
Positive Qualities
Adept
Ambidextrous
Aptitude: Archery
Astral Chameleon
Biocompatibility: Bioware
Catlike
Exception Attribute: Agility
Genetic Heritage
Hawk Eye
Lightning Reflexes
Linguist
Lucky
Natural Athlete
Outdoorsman
Perceptive II
Quick Healer
Resistance to Pathogens and Toxins
Restricted Gear III
Toughness
Type 0 System
Negative Qualities
Distinctive Style
Adept
Adepts use their magic in a radically different way than other Awakened beings, by channeling magic through their bodies and minds; they do not cast spells or conjure spirits, nor do they typically have access to astral space. Instead, adepts develop powers that improve their physical and mental abilities. An adept starts with a Magic attribute of 1, which can be increased like any other attribute up to a maximum of 6 + initiation grade. Adepts cannot take become Magicians, Mystic Adepts, or Technomancers.
Adepts get a number of Power points equal to their Magic attribute. These Power points are used to buy specific adept powers. Additional Power points can be gained by increasing the adepts Magic attribute through the expenditure of Karma. Note that the Magic attribute cannot be raised above the natural maximum of 6 without initiation.
Ambidextrous
You can use and handle objects equally well with both hands.
Aptitude: Archery
A being with the Aptitude quality is a prodigy in one particular skill. Beings with this quality may improve one Active skill one point above its natural maximum to a 7. Note that this doesn’t actually increase a skill that’s currently at Rating 6; it just opens the door for further advancement. Increasing a skill level beyond 6 costs double the normal Karma Cost.
Astral Chameleon
With the Astral Chameleon quality, the beings astral signature blends into the background of astral space more quickly. All signatures left by the being last only half as long, and others assensing the signature receive a –2 dice pool modifier. Only beings with the Adept, Magician, or Mystic Adept qualities may take this quality.
Biocompatibility: Bioware
Something about the beings body is exceptionally accepting of Bioware implants. Not only are the implants not rejected, but they seamlessly fit within the body, having less impact on its holistic integrity. The Essence Cost of implants of the particular type are reduced by 10 percent. This reduction does not apply to genetech.
Catlike
A being with the Catlike quality is gifted with uncanny elegance, a stealthy gait, and the almost preternatural ability to move without making a sound. This quality modifies the beings Infiltration and Shadowing skill ratings by +1 (limited to 6); the being must still have at least rating 2 in those skills to benefit from this quality.
Exceptional Attribute: Agility
The Exceptional Attribute quality allows a being to possess a natural Physical or Mental attribute at a level above the metatype maximum. A being with this quality has one attribute with a natural maximum one point higher than their metatype would normally allow (for example, a human would have one attribute with a natural maximum of 7). This also increases the augmented maximum for that attribute as appropriate.
Hawk Eye
Hawk Eye grants a being exceptionally keen natural vision. They can spot a sniper on a rooftop without binoculars or a chip on the ground at twenty feet. Beings with the Hawk Eye quality gain a + 1 dice pool modifier to Perception Tests to spot something at a distance and see their unaugmented Weapon Range Modifiers reduced by 1 step (for instance, Long Range becomes Medium Range). This quality is not cumulative with other forms of vision magnification and is incompatible with cyber or bioware augmentation or replacement.
Linguist
A being with this quality has a natural gift for learning and understanding languages, grasping vocabulary and grammar much more quickly than others would. This quality halves the basic learning time for a language and modifies the rating of any Language skill the being possesses by +2.
Lucky
This quality allows a being to possess an Edge attribute one point higher than their metatype maximum. (For example, a human could raise his Edge to 8.) Note that this does not actually increase the beings Edge, it just allows them to do so; the Karma cost for improvement must still be paid.
Perceptive II
Perceptive characters are likely to notice small details and clues that others may miss. Perceptive is available at two levels. For level 1, beings with this quality receive a +1 dice pool modifier on all Perception Tests, including Astral and Matrix Perception Tests. For level 2, the modifier rises to +2. This quality does not effect vision modifiers in combat.
Quick Healer
A Quick Healer recovers from damage more quickly than other beings. The being receives a +2 dice pool modifier to all Healing Tests made on/for/by them, including magical healing.
Resistance to Pathogens and Toxins
A being with Resistance to Pathogens/Toxins can fight off toxins and drugs more easily than other beings and receives a +1 dice pool modifier to Resistance Tests. This quality comes at two levels; at level 1 the being is resistant to either pathogens or toxins, not both. If the being acquires this quality at level 2, they are resistant to both.
Tough as Nails III
A being with this power has formidable physical endurance and can take much more punishment than one would expect from someone of their size. Each level in this quality adds an additional box to the beings Physical Condition monitor. This quality may be acquired up to 3 times.
Toughness
Beings with the Toughness quality shrug off damage more easily than others. Such beings gain a +1 dice pool modifier to their Body when making Damage Resistance Tests.
Type 0 System
Though exceptionally rare, a few lucky people in the world have completely non-allergenic “type O” cells, meaning that they can give organ transplants to just about anyone with little chance of rejection. While the being cannot accept second-hand bioware at all, their essential cell line is already cultivated as the generic standard throughout the world. Off the rack, basic Bioware is considered delta grade for purposes of interacting with a type O body (i.e., reduce Essence Costs by half, though nuyen prices remain the same). Their bodies are also filled with universally transplantable organs, so maybe they shouldn’t brag too much about this talent.
Distinctive Style
You are easy to recognize. Makes it easier for other beings to find you.
Ok, now on to skills, lets set them all to skilled. I can't master them all due to the programs limits. Now on to adept powers.
Gliding
This power allows an adept to run up to (Magic) meters across a tangible surface that would normally be unable to hold his weight, such as a fragile tree branch, thin ice, or water. Any attempts to run longer distances require breaking points or landings between uses of Gliding. Any attempt to use this power for acrobatic maneuvers (such as jumping from the surface or performing a Gymnastics dodge) is considered a difficult maneuver, and subtracts 3 dice from the relevant dice pool. Secondary effects of the adept’s motion, such as sound or vibrations, are still noticeable (leaves shake and water ripples) unless the adept also uses the Traceless Walk power.
Great Leap
Adepts with Great Leap are able to make incredible jumps into the air and over long distances. Each level of Great Leap adds a die for Jumping Tests. Each level is also added to the character’s Agility for determining the maximum distance a character can jump.
Improved Attribute: Strength II
With this power, you can raise a Physical attribute (Agility, Body, Reaction, or Strength). Each level increases the attribute by one. If you later want to increase the attribute using Karma, the cost is based on the total attribute, including the magical improvements. Increasing Reaction with this power also affects Initiative. This power allows you to exceed your natural attribute maximum up to the augmented maximum, but each point over the maximum costs double (1.5 Power points per level).
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Mystic Armor This power magically toughens your skin to resist the effects of damage. Each level provides you with 1 point of armor (that counts as both Ballistic and Impact) that is cumulative with any worn armor. Mystic Armor also protects against damage done in astral combat.
Quick Draw
Increase the speed at which you draw and ready your weapon to fire.
Rapid Healing
You recover more quickly from all forms of injury, using magical energy to boost the normal healing process. Each level adds 1 die to your Body for Healing Tests. The power does not increase resistance to injury, toxins or pathogens, but does allow you to recover from their effects more quickly.
Sustenance
This power allows an adept to replenishes the same amount of energy and health from three hours of sleep and one solid meal a day, as a normal person would with eight hours of sleep and three meals. Additionally, Sustenance enhances digestive and metabolizing processes, and therefore the adept requires only one trip to the restroom each day.
Traceless Walk
The adept with this power may move over surfaces, including soft or brittle surfaces such as snow, sand, or thin paper, without leaving visible traces. He makes no noise through contact with the floor (though movement may still cause other sounds), and any hearing-based Perception Tests to detect him suffer a –4 dice pool penalty. The adept will not trip ground-based motion or pressure sensors. The adept cannot walk across liquid surfaces (but can walk across deep snow without sinking) and can still be tracked by non-visual cues such as scent and sound.
Wall Running This power allows the adept to run up sheer walls or other vertical surfaces. The adept makes a Strength + Running Test, with hits indicating the number of meters they may climb. Attempts to run up longer distances requires stops or landings and additional uses of Wall Running. Any move that requires a Gymnastics Test (such as jumping from one wall to another) performed while using this power suffers a –2 dice pool modifier. Secondary effects of the adept’s motion still occur, such as resulting sound or tracks, unless combined with the Traceless Walk power.
Ok, adept powers are set. Now on to my Powers from the shapeshifter side. Wait, wait, wait. YES! I can give myself the essence drain ability. This is gonna be soo broken.
Regeneration
A being with Regeneration rapidly heals any Physical damage. At the end of a Combat Turn, make a Magic + Body Test. Each hit regenerates 1 point of Physical or Stun damage. If a being has already taken enough damage to enter into Physical damage overflow, the being is not considered dead until it has had a chance to make a Regeneration Test. After a being has made a Regeneration Test, if the damage overflow is still greater than the beings Body attribute, then the being is dead.
Certain types of damage cannot be regenerated from this power. Damage to the brain or spinal cord (for example, from a called shot to the head) cannot be healed this way. Likewise, magical damage from weapon foci, combat spells, critter/adept powers, or other magic may not be healed through Regeneration. If the being has an Allergy, the being cannot regenerate damage until the allergen’s presence is removed.
Essence Drain
The Essence Drain power allows a being to drain the Essence from another being, adding drained Essence to the beings own. Essence Drain can only target physical sentient beings (metatypes and non-astral critters with the Sentience power). The being cannot drain from a resisting victim; the victim must either participate willingly, or be subdued into helplessness (restrained, paralyzed, knocked unconscious, mentally controlled, etc). Essence transfer only occurs in the presence of strong emotion. This can be a lover’s passion, the terror of an unwilling victim, or the rage of a defeated enemy, for example. The emotions must be strong, and they must be focused personally on the being using the power. Sometimes the transfer of a token amount of physical material takes place, such as blood for a vampire or flesh for a wendigo, though this usually serves to enhance the passion or terror of the moment.
Draining a point of Essence takes a Charisma + Magic (10 – target’s Essence, 1 minute) Extended Test. If the being is disturbed or interrupted before this test ends, the Essence point is not drained. The being may drain as many points of Essence as it currently possesses, with a minimum of 1 point. A being can only increase its Essence to twice its natural maximum. Lost Essence will affect a beings Magic or Resonance rating. If beings Essence is drained to 0, the being dies.
The psychic stimulus of the act of draining has a side effect of creating ecstasy in the victim. A victim being drained must make a Willpower (2) Test. Failure indicates addiction, causing the subject to seek out the being for another “rush.” This will, of course, lead to a rapid loss of Essence and eventual death if the being is not restrained or does not “kick the habit.”
If pressed, a being that has drained Essence within the past hour can siphon the stolen life force into other attributes, including (and often especially) Magic. Every 2 points of drained Essence temporarily boosts one Physical or Mental attribute, or Magic, by +1. Only one attribute may be boosted at any time. This attribute boost wears off after 12 hours, and half the Essence points used to fuel the boost are lost.
Ok, now for bioware.
Bone Density Augmentation IIII
In a long and painful process, the molecular matrix of the subject’s bones is altered for density and strength. The procedure also strengthens ligaments, but as a side effect increases the beings weight. Increase the recipient’s Body by the bone density rating for damage resistance tests. Beings with bone density augmentation deal Physical damage in unarmed combat. Bone Density Augmentation is incompatible with the Bone Lacing implant.
Changes unarmed combat to Str/2+3 physical damage
Digestive Expansion
This treatment expands the range of substances a metahuman can safely digest—including roots, grass, peat, and a number of plants that are normally considered inedible. It also includes a modification of the taste buds and olfactory senses to make it easier to “stomach” unusual foods. The beings lifestyle costs are reduced by 20 percent and they receives a +2 dice pool modifier on tests to resist ingestion-vector toxins
Echolocation
The metahuman body has a natural ability to analyze sound waves reflected from nearby objects to build a composite “image” of their surroundings in a manner similar to, if significantly weaker than, a bat’s. In most people, this ability is underdeveloped because they rely primarily on their eyes. This bioware enhances the nerve strands required for echolocation; recipients typically train to use their advanced sense in a two-week-long speed-learning course.
The echolocation augmentation provides the user with a simple form of acoustic sensing that, contingent on the volume of the noise the character uses for detection and background noise volume, allows the character to make out general shapes, sizes, and distances to objects, building a “low resolution” image of his surroundings. The range of the spatial perception is also limited; in a quiet warehouse, a tapping cane is loud enough to sound out most of the warehouse, but on a crowded street, the same tapping cane might be good only for a 5-meter perception radius. Echolocation can pick up things otherwise invisible to the naked eye, such as glass walls or opponents cloaked with Invisibility spells. Ultrasound is not necessary for the use of this implant, simple clicking noises with the tongue or the sound of hard heels on the floor will suffice. Ultrasound, however, increases the range and quality of perception.
If combined with the vocal range enhancer and hearing enhancement implants (or their cyberware equivalents), with a little training this augmentation functions like a true ultrasound system.
Enchanced Articulation
A number of procedures like joint-surface coating, relubrication, and tendon and ligament augmentation lead to more fluid muscle and joint action. Enhanced articulation provides its user with a +1 dice pool modifier on any test involving Physical skills that are linked to Physical attributes.
Extended Volume III
An average adult’s lungs contain approximately 2.5 liters of air. The actual tidal volume, however, the amount of air that enters and leaves the lungs with each breath, is only 0.5 liters. By augmenting the amount of flex in the diaphragm, it is possible to increase the tidal volume, thus increasing the efficiency of gas exchange and enhancing stamina.
Extended volume is available in a rating from 1 to 3. An average adult can hold his breath for approximately 48 seconds. Each rating point of extended volume increases that amount of time by an additional 48 seconds before having to take a Swimming + Willpower Test. The character may also add the extended volume rating in dice to any dice pools for resisting fatigue, such as from running, swimming, or treading water.
Genetic Optimization: Agility
Genetic optimization permanently increases physical and mental potential by tweaking the genes responsible for the development of a given attribute. This is considered a major genetic change. Each time a character undergoes gene optimization, he may raise his maximum natural attribute rating (and consequently his maximum augmented attribute rating) in a Physical or Mental attribute of his choice by one point. Each attribute can only be perfected in this manner once.
Genetic Optimization: Strength
Genetic optimization permanently increases physical and mental potential by tweaking the genes responsible for the development of a given attribute. This is considered a major genetic change. Each time a character undergoes gene optimization, he may raise his maximum natural attribute rating (and consequently his maximum augmented attribute rating) in a Physical or Mental attribute of his choice by one point. Each attribute can only be perfected in this manner once.
Hearing Enhancement
By replacing the eardrum with a higher-performance organic membrane and increasing the nerve density and bandwidth, the range of frequencies that the recipient can hear is increased to include both very low (infrasonic) and very high (ultrasonic) frequencies. Overall hearing sensitivity is slightly enhanced as well.
The user can hear frequencies beyond the normal hearing range of humans and can even detect the use of ultrasound equipment in his vicinity. Combined with the vocal range enhancement or voice modulator cyberware, he can communicate with other characters at frequencies too high or too low for normal people to hear, and if he adds echolocation, he will possess a complete biological ultrasound system. Additionally, the character may add 1 die to any hearing-based Perception Tests.
Unlike cyberware audio enhancement, hearing enhancement is “always on.” This means the character may sometimes be distracted or deafened by noises inaudible to other metahumans.
Muscle Augmentation IIII Using a biological weaving treatment, special vat-grown muscle cables are braided into existing muscle fibers, enhancing the muscle’s mass and performance. Muscle augmentation adds its rating to the character’s Strength. It is not compatible with muscle replacement, but can be combined with muscle toner.
Muscle Toner II This treatment incorporates vat-grown elastic muscle fibers into existing muscle tissue, increasing muscle tension and flexibility. Muscle toner adds its rating to the character’s Agility. It is not compatible with muscle replacement, but can be combined with muscle augmentation.
Nephritic Screen IIII
With the installation of a nephritic screen, the kidney is partially replaced and rebuilt to improve filtration and reclamation. Finer discrimination in the removal of waste products and harmful agents and the reclamation of useful materials causes a greater level of well-being. A side effect of this augmentation is that it becomes very difficult to get drunk or high on chemical substances.
Characters possessing a nephritic screen add the rating of the screen to their dice pool for tests to resist toxins and diseases with a speed of 1 minute or more, as well as to Addiction Tests for chemical drugs. The screen also reduces the duration of effect of any toxin or drug by 20 percent per rating point. The character’s tolerance level for any chemical drug is also increased by the nephritic screen’s rating.
Orthoskin III
Weaves an energy-diffusing material just beneath the skin providing the equivalent of personal armor, while being virtually indistinguishable from unaugmented skin. Orthoskin adds its rating to the character’s Ballistic and Impact ratings (cumulative with worn armor). It cannot be combined with dermal plating.
Pathogenic Defence IIIIII
An enhancement of the spleen, this treatment spearheads the production of more effective and aggressive leukocytes (white blood cells). Pathogenic defense adds its rating to toxin resistance tests against biological (not chemical) toxins and diseases.
Platelet Factories
Platelet factories increase the body’s ability to handle Physical damage by accelerating the production of platelets within bone marrow, thus lessening the trauma from large wounds and quickly stopping bleeding. Any time the user suffers 2 or more points of damage, the damage is instantly reduced by one point.
Suprathyroid Gland
Placed on top of an individual’s existing thyroid gland, the suprathyroid gland supersedes the metabolic functions of the thyroid, optimizing catabolism and anabolism. The altered metabolism produces more energy and effectively supercharges the recipient. Characters with a suprathyroid gland have a tendency toward hyperactivity and must ingest twice as much food and drink as a normal person to fuel the higher metabolic rate. The Suprathyroid Gland provides an attribute bonus of +1 to the user’s Body, Agility, Reaction, and Strength. Lifestyle costs rise by 10%.
Symbiotes III
These tailored microorganisms introduced into the user’s bloodstream greatly enhance its regenerative functions. To fuel the symbiote activity, the character must increase her consumption of food and drink.
Add the rating of symbiote bioware as a dice pool modifier on healing tests (both Physical and Stun). Symbiotes add 20% to the characters Lifestyle costs.
Synaptic Booster
With this bioware, the nerve cells making up the spinal cord are encouraged to replicate and lengthen, providing a wider “datapath” for the transmission of impulses and decreasing the amount of time required for the signal to traverse the distance. The booster confers a bonus of +1 Reaction and + 1 Initiative Pass per point of rating. The synaptic booster cannot be combined with any other form of Initiative enhancement.
Synthacardium III
Artificially enhanced myocardium enables the heart to perform at higher levels. The synthacardium adds its rating as a dice pool modifier on all Athletics Tests. This bonus may be combined with bonuses from other sources.
Toxin Extractor IIIIII
A specially cultivated cluster of cells implanted into the liver improves the efficiency and expands the spectrum of catabolic activity (the breakdown of complex substances). The toxin extractor adds its rating as a dice pool modifier to toxin resistance tests.
Vocal Range Enhancer
A favored augmentation among pop stars, opera singers and faces alike, this modification greatly enhances the vocal range of the recipient. The recipient can modulate her voice below and above the normal metahuman hearing range, up to the point of emitting ultrasound. Likewise, there are no tonal restrictions, resulting in a full-scale singing voice and the ability to perfectly mimic other voices or sounds.
A vocal range enhancer can act like an ultrasound emitter, and along with hearing enhancement and echolocation can be used as a biological ultrasound system. If the character is observed while emitting ultrasound, the observer will be able to tell that the character is making a noise with his mouth but won’t be able to hear it. A character with this augmentation and hearing enhancement can communicate with other characters possessing the same enhancements at low or high frequencies that are inaudible to normal humans.
A vocal range enhancer user also gains +1 die for any Social Skill Tests that involve speaking (and +2 dice for all tests involving singing) when her voice is audible. The character may also imitate noises or voices; when doing so to fool a voice recognition system, the character makes an Opposed Test between her Charisma + Con against twice the biometric system’s rating (see p. 256, SR4), or in the case of a metahuman listener, against his Perception + Intuition.
Ok, now onto gear. Gonna grab the normal stuff, and some custom gear, lets see. Sweet, god is allowing me to get bows that are scaled to any strength level, not the normal limit of 8.
Bow: Rating 20 Damage 22 Physical Short Range 0-20 Meters Medium Range 21-200 Meters Long Range 201-600 Meters Extreme Range 601-1200 Meters
And gotta grab some special arrows, 10 Explosive, 10 Barbed, 5 Hammerhead (Knockout arrows), and 5 Incindiary arrows. Now time to get a sidearm.
Ruger Super Warhawk: Modified
Barrel Extension +10% range, More difficult to conceal Endoscope Barrel mounted camera Extended Clip +25% clip Size Firing Selection Change: Semi-Automatic Is no longer single shot Additional Clip Has been modified to use two clips, -25% clip Size. Weapon Statistics Damage 6 Physical Armor Piercing 2 Firing Modes Single Shot, Semi-Automatic Ammo 2x6 Short Range 0-6 Meters Medium Range 7-22 Meters Long Range 23-44 Meters Extreme Range 45-66 Meters
Along with 6 spare clips, 120 Standard Rounds, 60 APDS, 30 Hollow Point, and 30 Ex-Explosive rounds. A grapple gun, some spare ropes. And my personal favorite.
Contact Lenses: Rating 3 Image Link The image link either displays visual information (text, pictures, movies) in the field of vision or projects it onto the user’s retina with a laser. Visual data is typically data received by the user’s Personal Network, but other input is also accepted. Vision Enhancement: Rating 3 Vision enhancement gives the character sharper vision. It adds its rating as a positive dice pool modifier to the user’s visual Perception Tests. Vision Magnification This zoom function magnifies vision by up to 50 times, allowing distant targets to be seen clearly. It is available as both an optical (ideal for spellcasting at distant targets) or electronic (with real-time image correction) enhancement.
And to top it off, a simple sportscar.
XXXXXX "I think i'm done, So is it time to start my new life?"
God "Lets see what you came up with." After reading for a few seconds you see a look that basically says What the hell!. God looks at me as says "Seriously?"
XXXXXX "What, you forgot to alter the program so i couldnt mess with the settings. I could have even made it so i dont have to follow almost any normal character generation rule, but i figured that could have some very painfull and unintended side effects."
God "Ok, well, since you brought that issue to my attention, you get to keep this. Now i know something to fix at least."
XXXXXX "So what is the setting, normal shadowrun lore?"
God "No, it is a completely new world, some companies, and other factions still exist. But the world itself is completely new and uniqe."
XXXXXX "Do i get to make a new "character" if i die?"
God "Unless your life is very entertaining, no. This is your last life, so dont ruin it too soon."
XXXXXX "Ok, i think im ready then."
God "Enjoy your new life. You will get a week in an empty void to familiarize yourself with your new body."
XXXXXX "Ok. Goodbye. And thank you."