Difference between revisions of "Critters"

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Contacts
Contacts
* Dowler, an explorer
* '''Fitz, a bandit and collector'''
* Laroze, of the city watch
* Amancio, a deal broker
* '''Fitz, a collector'''
* Adelaide, a noble
* Rigney, a tavern owner


Special Abilities
Special Abilities
* 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.
* 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.
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Lair 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.
* '''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.
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Cohort
Cohort
* A gang or single expert NPC working for your crew. More experienced and capable than typical members of your pack.
* 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 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 an expert, select their profession (e.g., healer, investigator, assassin).
* For either a gang or expert, give them one or two edges...
* For either a gang or expert, give them one or two edges...
** Fearsome: The cohort is terrifying in aspect and reputation.
** '''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.
** 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.
** Loyal: The cohort can’t be bribed or turned against you.
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** Principled: The cohort has an ethic or values that it won’t betray.
** Principled: The cohort has an ethic or values that it won’t betray.
** Savage: The cohort is excessively violent and cruel.
** Savage: The cohort is excessively violent and cruel.
** Unreliable: The cohort isn’t always available, due to other obligations, stupefaction from their vices, etc.
** '''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.
** Wild: The cohort is drunken, debauched, and loud-mouthed.

Revision as of 01:50, 13 September 2023

Critters

Barley

Insight 2 Hunt Study 1 Survey Tinker 3
Prowess 1 Finesse 2 Prowl Skirmish Wreck
Resolve 2 Attune Command 1 Consort Sway 1

Species Abilities:

  • Dexterous Paws
  • Night Vision

Job Ability:

  • Knowing Your Enemy

Vice: Playing Gameboy

Kith and Kin:

Barley tries to be an advocate for the creatures of the Plastic Jungle. Unofficial town mayor.

Ignatius (Iggy)

Insight 2 Hunt Study 1 Survey 2 Tinker
Prowess 1 Finesse 1 Prowl Skirmish Wreck
Resolve 3 Attune Command 1 Consort 2 Sway 1

Species Ability:

  • Sharp Senses

Job Abilities:

  • Doe-Eyed Stare
  • Too Familiar

Vice: Shiny Collection

Kith and Kin:

  • Littermate with Barley

Fangs

Indoor-outdoor cat. Blackberry cat.

Insight 2 Hunt 2 Study Survey 1 Tinker
Prowess 3 Finesse 1 Prowl 1 Skirmish 1 Wreck
Resolve 1 Attune 2 Command Consort Sway

Alias: Theseus

Species Ability:

  • Hypnotic Suggestion

Job Abilities:

  • On Edge
  • Peepers Peeled

Vice: Catnip

Fly: Buzz Buzz

Air Jordan

Insight 2 Hunt Study 1 Survey 2 Tinker
Prowess 2 Finesse 2 Prowl 3 Skirmish Wreck
Resolve 0 Attune Command Consort Sway

Species Abilities:

  • Glide
  • Camouflage

Job Abilities:

  • Under Wing

Vice:

Kith and Kin:

  • Recruited by Iggy

Was a rich kid's pet, ran away after not being well taken care of. Ended up in the Plastic Jungle.

Crew

Contacts

  • Fitz, a bandit and collector

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 a gang or expert, give them one or two 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.