Each Character starts with 5BP
|Skills can only be purchased to 3 without proper training with a mentor.
Cost: 4 to 14 BP
The effects of SURGE are diverse and little understood. Some dredges suffer only minor phenotypic alterations, while others suffer full body transformations on par with goblinization. Since the genes expressed when SURGE strikes are errant, negative effects and traits such as mental disorders, physical deformities and impairments, and intolerances are common. Characters may chose only one of the SURGE classes below when this quality is taken and must add the relevant value to their total BPs spent on qualities.
- Class I SURGE (4 BP): Class I often represents minor and cosmetic changes like altered hair, skin or eye colorations, dermal and hair texture, or metahuman traits. The character must take 10 BP worth of Positive Metagenetic qualities and 5 BP worth of Negative Metagenetic qualities.
- Class II SURGE (9 BP): Class II Dredge traits are often more pronounced. This can manifest either as multiple alterations or as greater physical changes that have certain impact on the character’s appearance or how people respond to him. The character must choose 20 BP worth of Positive Metagenetic qualities and 10 BP worth of Negative Metagenetic qualities.
- Class III SURGE (14 BP): Class III includes the most severe modifications. Characters with this SURGE level have usually undergone serious and often painful transformations. The gamemaster and character should think of a certain theme (like one of the beastmen, plant-human hybrids, or Ganesha-type changelings described in the fiction) and choose appropriate Metagenetic qualities from the list or make up their own as they deem fit. The character must take at least 30 BP worth of Positive Metagenetic qualities and 15 BP worth of Negative Metagenetic qualities.
Cost: 4 BP
Night Vision provides human characters with improved night vision. This means human characters with this quality gain the advantages of low-light vision (see Visibility Table, p. 140,SR4). This quality is not cumulative with other forms of vision enhancement and is incompatible with cyber- or bioware augmentation or replacement, nor is it possible to combine with electronic sensors and vision enhancements.
Cost: 4 or 9 BP
Perceptive characters are likely to notice small details and clues that others may miss. Perceptive is available at two levels. For 4 BP, characters with this quality receive a +1 dice pool modifier on all Perception Tests, including Astral and Matrix Perception Tests. For 9 BP, the modifier rises to +2. This quality does not affect vision modifiers in combat.
Cost: 9 BP
A Quick Healer recovers from damage more quickly than other characters do. The character receives a +2 dice pool modifier to all Healing Tests made on/for/by him, including magical healing.
Cost: 4 BP
Receive access to a mentor spirit. Having a mentor spirit gives many advantages and disadvantages.
|Nuyen can be purchased at 1BP for a 1000 nuyen. Only items with availability of 8 or less can be purchased
Slingshot: Modern slingshot versions incorporate a wrist brace to aid in accurate aiming and in reducing the arm’s movement. They can be used to fire either hard projectiles, like ball bearings and marbles, or soft projectiles, such as capsules filled with contact toxins or drugs (see p. 83 and p. 244, SR4) or even RFID chips. A slingshot uses shuriken ranges. If firing hard projectiles, use the damage code listed, while capsule rounds usually do no damage but can provide other effects depending on the possible payload.
Boomerang: Boomerangs are curved, wooden throwing sticks that were used by ancient tribal hunters worldwide for hunting. In the Sixth World, Australia’s native Aborigines are the most well known users of these traditional weapons. While traditional hunting boomerangs are not designed to return to the thrower but rather to hit the target, modern boomerangs used for sports and entertainment usually are built to do so (and oft en do less or Stun damage).Boomerangs use the ranges of aerodynamic grenades. Throwing and catching a returning boomerang requires a Throwing Weapons + Agility (2) Test.
Net: Nets can be thrown to trap and subdue an opponent. Modern nets are made of durable, lightweight, and hard-to-cut hybrid weaves weighted around the edges. When thrown upon an opponent, the rules for subduing (see p. 152, SR4) apply with the following exceptions: To “maintain the grapple,” the attacker must first move to his target. To break free of the net, the subdued character rolls Agility + Unarmed Combat (rather than Strength + Unarmed Combat) against a threshold equal to the attacker’s net hits. The attacking character may not use the net to inflict Stun damage, but may get a better grip or knock the defender down as normal. Nets use half the range of throwing knives (round up).