Final Character Development

From Shadowrun
Jump to navigation Jump to search

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 medium 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.

Medium 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

Karnhage Fleethoof

Smash Mogwuht