Final Character Development

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Genghis Pecan

Genghis gains three new mutations. At least one mutation must be selected from the Blood Bowl mutations she does not currently have (listed below). At least one mutation must be selected from a list of random mutations rolled from Metamorphica (also listed below). The third mutation may be selected from either list.

In addition, Genghis gains a magic item, selected from the three options below.

Blood Bowl Mutations

  • Big Hand
  • Claw / Claws
  • Disturbing Presence
  • Foul Appearance
  • Horns
  • Prehensile Tail
  • Tentacles
  • Two Heads

Metamorphica Mutations

  • Pouched Cheeks
    • This mutant’s cheeks are elastic and its mouth may be used to carry a great deal of food or other objects.
  • Excretion (hallucinogenic)
    • This mutant excretes a substance on its skin.
  • Armor (hard bone plates)
    • This mutant is protected by an armored exterior.
  • Long Neck
    • This mutant’s neck is at least three times as long as is normal for its species.
  • Prehensile Feet
    • This mutant’s feet are as dextrous as hands, with toes and possibly a thumb that are capable of fine manipulation and grasping.
  • Leaves (deciduous)
    • This mutant is covered in leaves.
  • Telescopic Vision
    •  This mutant can see clearly for up to two miles (3km) and still distinguish individuals.
  • Heightened Sense of Touch
    • This mutant’s somatosensory system is so acute it can pinpoint the sources of faint vibrations, sense minute changes in temperature, and obtain more information about objects by touch than other members of its species.

Magic Items

  • Ring of X-Ray Vision
    • On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
  • Ring of Invisibility
    • By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
    • The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
    • Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
    • Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
  • Deck of Illusions
    • This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table.
    • The possible creatures may be found in the SRD here.
    • If this choice is selected, remove 2d6 random cards from the deck to reflect cards already used.

Grabit Beardpuller

Grabit uses Baleful Polymorph to capture Boss Wetnose. In addition, give a description of how one other Finger of Chaos of the player's choice was used. Of Grabit's three scrolls and potion (Leaf Rustler, Mesmerism, Hurricane, Foresee the Future), the player describes how two were used, at least one of which must be selected from the latter two. Of the nine other pieces of equipment, Grabit loses three, picking one from the first or second group and two more from the second:

  • Hostess Cards and Viewing Gem
  • Tinkerer’s Bird, Mind Imager, Rope of Climbing, Belt of Sure Seating, Amplifying Band, Ring of Luck, Uncursed Dagger

Grabit possesses a set of (5d2, 3d8, or 1d50) immovable rods.

  • This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.

Grabit possesses a traveling emergency kit. He may use it four times in the course of a trip spread among the various options. Selections may be repeated.

Emergency Kit

  • Sovereign Glue
    • This pale amber substance is thick and viscous. It can be used to glue two surfaces together, taking 10-20 seconds to set, in a way that requires dedicated magical effort to overcome.
  • Universal Solvent
    • This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags.
  • Salve of Slipperiness
    • This substance provides a significant competence bonus on all escape artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).
    • Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue.
  • Unguent of Timelessness
    • When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a minor resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight medium or smaller objects. A large object counts as two medium objects, and a huge object counts as two large objects.
  • Dust of Dryness
    • This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
  • Dust of Tracelessness
    • This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
    • A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust are much more difficult than normal.
  • Bottle of Obscuring Mist
    • A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet.
  • Bottle of Air
    • This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around.

Grabit gains two medium magic items.

Medium Magic Items

  • Studded Leather Armor, Shadow, Silent Moves, Glamered
    • +1 to max HP (Strike)
    • This armor is jet black and blurs the wearer whenever he tries to hide, granting advantage on relevant checks.
    • This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it, granting advantage on relevant checks.
    • Upon command, this armor changes shape and form to assume the appearance of a normal set of clothing (which may be selected by the wearer from their actually-available outfits). The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
  • Idol of the Bronze Griffon
    • When animated, a bronze griffin—sized appropriately to its master—appears, saddled and ready to ride, obedient to the command of the bearer of the idol. The summoned griffin can fly for up to six hours per week. Minor injuries may be reversed by re-summoning, though grievous or deadly injury causes the griffin to vanish and be unavailable for summoning for a period of one week.
  • Cloak of the Bat
    • Fashioned of dark brown or black cloth, this cloak bestows advantage on checks to hide. The wearer is also able to hang upside down from the ceiling, like a bat.
    • By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
  • Glove of Storing
    • This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
  • Bag of Holding (Type IV)
    • This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type.
    • Type IV: Bag Weight 60 lb.; Contents Weight Limit 1500 lb.; Contents Volume Limit 250 cu. ft.
  • Cape of the Mountebank
    • On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
  • Bracelet of Friends
    • This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless.

Grabit gains one major magic item.

Major Magic Items

  • Crystal Ball with Detect Thoughts
    • This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see a target creature over virtually any distance, as with the spell scrying (the will of the creature being targeted passively resists).
    • This crystal ball can detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of thoughts (from conscious creatures). 2nd Round: Number of thinking minds and the general intelligence of each. If the highest intelligence is much higher than your own, you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting. 3rd Round: Surface thoughts of any mind in the area. A target’s will resists you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence have simple, instinctual thoughts that you can pick up. Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    • Focusing the crystal ball requires one hour, which provides up to seven minutes of remote viewing of the target.
  • Chain Shirt, Etherealness
    • +2 to max HP (Strike)
    • On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.
  • Ring of Freedom of Movement
    • This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell:
    • This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
    • The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
  • Ring Gates
    • These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a "entry side" and an "exit side," both marked with appropriate symbols.
  • Instant Fortress
    • This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.
    • The adamantine walls of instant fortress are resilient and highly difficult to damage. The fortress cannot be repaired except by a wish or a miracle.
    • The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught risks serious injury.
    • The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.
  • Cube of Force
    • This device is about ¾ inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table at the link above. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table.

Karnhage Fleethoof

Kharnage loses one of the remaining rings from the three-ringed necklace (Protection from Chaos or Hypnotism). The player may decide which and describe how it was used.

Kharnage gets two pieces of equipment that provide blood bowl skills he’s capable of equipping and two magic items selected from the list below.

Magic Items

  • Studded Leather Armor, Shadow, Silent Moves, Glamered
    • +1 to max HP (Strike)
    • This armor is jet black and blurs the wearer whenever he tries to hide, granting advantage on relevant checks.
    • This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it, granting advantage on relevant checks.
    • Upon command, this armor changes shape and form to assume the appearance of a normal set of clothing (which may be selected by the wearer from their actually-available outfits). The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
  • Ring of Mind Shielding
    •  This ring is of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern their alignment.
  • Periapt of Health
    • The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.
  • Dwarven Plate Armor, Spell Resistance and Ghost Touch
    • +3 to max HP (Strike)
    • Spell Resistance
      • This property grants the armor’s wearer spell resistance while the armor is worn.
      • Magic users attempting to apply unwanted effects must make a spell-casting check to bypass the armor’s defenses in addition to any other checks required.
      • When a mortal magic user attempts to apply an unwanted effect to the wearer, the wearer may make a skilled check with disadvantage. On success, they ignore the magical effect.
    • Ghost Touch
      • This armor seems almost translucent. The wearer is protected against incorporeal creatures and other dangers and the armor may be used to interact with incorporeal creatures and other objects. If worn by an incorporeal creature, they gain its benefits against both corporeal and incorporeal dangers and can still pass freely through solid objects.
  • Rod of Security
    • This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.
    • In this pocket paradise, creatures don’t age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
    • Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod.
    • When the rod’s effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.
  • Set of Potions
    • Locate Creature
      • The drinker senses when they are facing in the direction of the creature to be located, provided it is within range. They also know in which direction the creature is moving, if any. The drinker can locate a creature of a specific kind or a specific creature known to them. It cannot find a creature of a certain type. To find a kind of creature, the drinker must have seen such a creature up close (within 30 feet) at least once.
      • 600 ft range, 2 hour duration
    • Glibness
      • Your speech becomes fluent and more believable. You gain a massive bonus on bluff checks made to convince another of the truth of your words. (This bonus doesn’t apply to other uses of bluffing, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
    • Telekinesis
      • You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
      • 1000 ft range, 250 lb, 100 ft/s, 2 minute duration
    • Tongues
      • This spell grants the drinker the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
      • 30 minute duration

Smash Mogwuht

Smash can spend 10 points in improving his knowledge of primacy.

As before, buying a particular rank has a cost equal to that rank (e.g., improving from Initiate (rank 1) to Apprentice (rank 2) costs 2 points). Each rank must be individually purchased. Smash is limited in the maximum rank he can reach in each arcana due to the training he has available to him, as indicated on the table below.

Arcanum Current Rank Maximum Rank
Death
Fate Initiate (●)
Forces Adept (●●●●)
Life Apprentice (●●) Adept (●●●●)
Matter Apprentice (●●) Disciple (●●●)
Mind Initiate (●) Apprentice (●●)
Prime Initiate (●) Apprentice (●●)
Space Initiate (●)
Spirit Initiate (●) Apprentice (●●)
Time Adept (●●●●)

Smash can also buy 10 points in enhancements for Gort.

As before, the cost in enhancement points of a snotling enhancement is equal to the highest rank of the practices used in the construct, plus any additional costs from prepaying for factors, plus one if the construct is covert instead of sensory. Snotling enhancements cannot allow for the performance of vulgar spells. Snotling enhancements must be selected from the primacy ranks Smash has (or is in the process of purchasing).