Difference between revisions of "Critters"

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(Created page with "Special Abilities * Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3). * Ghost Echoes: From weird experience or occult r...")
 
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* Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
* Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
* Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Seattle that exists in the ghost field.
* Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Seattle that exists in the ghost field.
* Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
* Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
* Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
* Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.
* Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.


Crew Upgrades
Lair Upgrades
* Hidden Lair: Your lair has a secret location and is disguised to hide it from view.
* Hidden Lair: Your lair has a secret location and is disguised to hide it from view.
* Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
* Secure Lair: Your lair has locks, alarms, and traps to thwart intruders.
* Secure Lair: Your lair has locks, alarms, and traps to thwart intruders.
* Workshop: Your lair has a workshop appointed with tools for tinkering.
* Workshop: Your lair has a workshop appointed with tools for tinkering.
* Cohort: A gang or single expert NPC working for your crew. More experienced and capable than typical members of your pack.
 
** For a gang, select the gang's specialty (e.g., scholars, tinkerers, spies, scavengers, scouts, thieves, brawlers).
Cohort
** For an expert, select their profession (e.g., healer, investigator, assassin).
* A gang or single expert NPC working for your crew. More experienced and capable than typical members of your pack.
** For either, give them one or more edges:
* For a gang, select the gang's specialty (e.g., scholars, tinkerers, spies, scavengers, scouts, thieves, brawlers).
*** Fearsome: The cohort is terrifying in aspect and reputation.
* For an expert, select their profession (e.g., healer, investigator, assassin).
*** Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
* For either, give them one or more edges:
*** Loyal: The cohort can’t be bribed or turned against you.
** Fearsome: The cohort is terrifying in aspect and reputation.
*** Tenacious: The cohort won’t be deterred from a task.
** Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
** And a corresponding number of flaws:
** Loyal: The cohort can’t be bribed or turned against you.
*** Principled: The cohort has an ethic or values that it won’t betray.
** Tenacious: The cohort won’t be deterred from a task.
*** Savage: The cohort is excessively violent and cruel.
* And a corresponding number of flaws:
*** Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.
** Principled: The cohort has an ethic or values that it won’t betray.
*** Wild: The cohort is drunken, debauched, and loud-mouthed.
** Savage: The cohort is excessively violent and cruel.
** Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.
** Wild: The cohort is drunken, debauched, and loud-mouthed.

Revision as of 05:02, 12 September 2023

Special Abilities

  • Everyone Steals: Each PC may add +1 action rating to Prowl, Finesse, or Tinker (up to a max rating of 3).
  • Ghost Echoes: From weird experience or occult ritual, all crew members gain the ability to see and interact with the ghostly structures, streets, and objects within the echo of Seattle that exists in the ghost field.
  • Second Story: When you execute a clandestine infiltration, you get +1d to the engagement roll.
  • Synchronized: When you perform a group action, you may count multiple 6s from different rolls as a critical success.

Lair Upgrades

  • Hidden Lair: Your lair has a secret location and is disguised to hide it from view.
  • Pack Rats: Your lair is a jumble of stolen items. When you roll to acquire an asset, take +1d.
  • Secure Lair: Your lair has locks, alarms, and traps to thwart intruders.
  • Workshop: Your lair has a workshop appointed with tools for tinkering.

Cohort

  • A gang or single expert NPC working for your crew. More experienced and capable than typical members of your pack.
  • For a gang, select the gang's specialty (e.g., scholars, tinkerers, spies, scavengers, scouts, thieves, brawlers).
  • For an expert, select their profession (e.g., healer, investigator, assassin).
  • For either, give them one or more edges:
    • Fearsome: The cohort is terrifying in aspect and reputation.
    • Independent: The cohort can be trusted to make good decisions and act on their own initiative in the absence of direct orders.
    • Loyal: The cohort can’t be bribed or turned against you.
    • Tenacious: The cohort won’t be deterred from a task.
  • And a corresponding number of flaws:
    • Principled: The cohort has an ethic or values that it won’t betray.
    • Savage: The cohort is excessively violent and cruel.
    • Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.
    • Wild: The cohort is drunken, debauched, and loud-mouthed.