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Index
Page 3 4 8 11 12 14 16 18 22 24 26 28 32 36 40 42 43 46 47 48 Contents The Spirit of Shadow Wars Setting the Scene The Big 8 Character Creation Agent Junker Neorunner Psionicists Soldier Specialist Tech Equipment Skills Psionics Running the Neonet Combat and Recovery Calls Recovery Advancing Your Character Guide to Costume and Equipment

Acknowledgements All the people who play tested and proof read the rules Everyone who got involved on the forums Everyone who helped and encouraged us to do this Everyone else who's on the ride with us, remember its just a ride

The Spirit of Shadow Wars


Why shouldnt we? Thats the question we as False Utopia ask ourselves about you guys, the players. Why shouldnt we allow you to have the freedom to conceptualise new cyberpunk careers or write crazy nano-tech programmes, build fantastic suits of powered armour or devastating weapons? The answer is really simple, we should! False Utopia believe strongly that its players and monster crews are its greatest resource and so far they have embraced the spirit of the game and taken it to new levels through their ingenuity and sometimes crazy ideas. We thank them, genuinely, and cant wait for more people to help us take Shadow Wars further still. The spirit of Shadow Wars is about respect, the respect we have for you guys runs deep, and we expect our players to have that approach with their fellow LARPers. We know that in LRP sometimes we get carried away, but remember, if you pwn the monsters, they wont come back next time. Shadow Wars promotes immersive, post apocalyptic cyberpunk roleplay underpinned by what we call Cinematic Airsoft combat. Simply put, we have several conventions we expect all players and crew to follow; we do this because it makes a better and safer game for everyone, not to ruin your fun. So, here are the conventions in laymans terms: 1. No full auto fire within 30ft, single shot only. Oh, and no m203s and the like at point blank. Be sensible. 2. When you are hit, Say HIT loud enough for the other guy to hear you and roleplay the kinetic force of the bullet. If you are lucky enough to not be knocked down, add GYRO to your call. This stops the theyre not taking their hits gripe, so please respect this one. 3. While your enemy is role-playing the kinetic force, keep aiming but only fire again when they are looking like they are about to recover. You keep the upper hand but neither of you get hosed by 4 million bbs. 4. There is no reason to spray someone to death, the rules dont have a I emptied my magazine in to you, so you are dead call. So try to use 3 round bursts, or better yet single shot. You will be amazed at how much more ammo you save over the day and see very little drop in your effectiveness. 5. If you are outside of 30ft and start firing on full auto, keep it to 3 seconds bursts. If you havent hit them after that, then aim and try again. If you have hit someone and keep firing into them, a Marshall or Ref will be politely you why. My last note is that Shadow Wars is not a skirmish; it is a roleplay game that uses airsoft weapons alongside classic foam latex LRP weapons to represent its combat. If you like to just get your gun off and put 1000s of bbs in the air then most likely this is not the system for you. Our players are a mixture of experienced airsofters and LARPers some with no previous experience of airsoft and they like the way we run combat, you will too if you give it a go, we hope. If you do want to Skirmish, then our good friends at Gunman Airsoft run very professional skirmishes at several locations, we wholeheartedly endorse a days shooting with them and maybe we can hook up one Saturday or Sunday for a shoot. Anyway, we hope you enjoy this version 3 of the rules and the prospect of coming to the next Shadow Wars with a new team and an awesome concept. Many Thanks False Utopia

Setting the scene


It is 20 years in the future and the face of the world has changed. The population has exploded and there is an international scramble for resources. The earth groans under the sheer weight of humanity, and many predict that it will not be long before need outstrips supply. As technology reaches new heights, the rich become richer still. In a perfect counterbalance, the poorest reach new levels of destitution and despair. It is a world of extremes. Natural disasters vie with technological miracles, making the horror stories of twenty years ago into just another daily news bulletin. And it would appear the no one knows nor cares if the human race has advanced itself, or simply set its path to ultimate self-destruction. Your average inhabitant of the planet earth carries on much as always. As long as the latest hi tech equipment improves their quality of life, and the latest disaster has happened far enough away to be no more than some abstract pictures on the news, they pay little attention to the way their world is changing. They carry on turning the cogs in the machines that have become our society, having become desensitised and almost dehumanised. Yet there are still those that seek the truth, and those that see the World for what it has become, along with those that see an opportunity In the shadows, greed thrives.

History
Society began to mutate a decade and a half ago. The relative political stability of the late 1990s collapsed, altering both the earth and its inhabitants.

The Middle East


The decline began with the disastrous invasion of Iraq by the United States of America. This created an environment that supported the development of strong religious and social beliefs, causing rifts between groups that, in early years, had lived in relative peace and harmony. No longer were those driven by a strict religious ethos willing to tolerate those who worshipped false idols. As the situation escalated, the inevitable happened, and the entire Middle East was stricken by war between the fundamentalist nations and those supported by the West. Disaster loomed, culminating in a short nuclear exchange between Israel and Iran. In the present day, an ominous silence shrouds the Middle East, laced with fear and foreboding.

America
The Americans sat at home and watched the war on the television sets, feeling secure and safe from such violence. They were plagued by the odd terrorist attack, but no nation in its right mind would take a war to America. Yet they had not figured into their calculations the awesome power of Nature. First came a year of record-breaking hurricanes. The damage too many coastal regions was so bad that some areas were simply abandoned. Global warming was blamed and more pressure was put on the US to sign up to international agreements to lower its CO2 emissions. The president declared that it had just been an unusually bad hurricane season, and that by the time it came around the following year, most of the damage would be repaired. The following year saw tropical storms reaching new heights. A new system of rating was introduced as more and more storms topped the category 5 scale. Hurricanes battered the entire East coast of America, causing a wave of refugees to seek sanctuary on the west coast. In the ruins of the towns, slums appear to house those that are either unwilling or unable to move. Disease breaks out, and swathes of America begin to bear more resemblance to the third world than to the prosperous west. Gang warfare becomes rife and the government call in the army to regain control. The shoot to kill policy is labelled as inhumane and racist, but no one puts a stop to it. The death toll from both the natural disasters, and the authorised murders, is staggering. The rest of the world looks on in shocked horror. America is a vast country, and whilst the East and South coast spiralled down into a dark culture of deprivation, those on the west coast counted their blessings. From San Diego to Vancouver, huge relief efforts were set up to help those less fortunate, but to the inhabitants of the West coast, it was still no more real than any other story depicted on the news. Then the unthinkable happened. The Super Volcano in Yellowstone Park became active. For a few days it rumbled, and the scientists came up with all sorts of theories as to why this would happen. The obvious answer needed to be avoided at all costs, as the disaster resources were already stretched to their limit, and a mass evacuation was simply impossible. The public were soothed with long words and meaningless jargon. The volcano finally blew in earnest 23 days after the first warning signs, and the population was completely unsuspecting. Thousands died in the initial eruption. Hotter than 1,000 degree pyroclastic flows descended on them at hundreds of miles per hour, extending out to 600 plus km. The 600 km radius around the caldera experienced total devastation. The next 600 km out received as much as 5-10 feet of ash. The thickness of ash decreased away from the super-volcano, but still reached the crop belt in the Midwest (Missouri, Iowa, Kansas, Nebraska, etc.), destroying most of the fertile crop lands of the United States. California was hit

hard by falling ash, with its central wine valley severely damaged. In northern Idaho the population had to contend with several feet of ash and isolation. Power and phone lines were devastated. Communication depended on Ham radios and local stations that had generators. Some areas never even got to see rescue teams. Rivers of molten lava wiped out entire towns, and the acrid smoke suffocated those that did not burn to death. The volcano continued to blow for nearly a month, and when it finally settled back down, the North West of America was shrouded in a perpetual cloud of Ash. The death toll reached millions, and was made all the worse by the large numbers of refugees that had fled the hurricanes and sought sanctuary in the West. Huge areas of the once rich and fertile country became uninhabitable. The worlds greatest superpower was brought low. Embroiled in disaster and despair, it withdrew from the global forum to tend to its wounds.

Asia
On the 20th anniversary of the protests in Tiananmen Square, a revolution movement made its voice heard in China. President Hu Jintao was assassinated and the government thrown into chaos. In a country known for violence and oppression, civil war raged. With so much trouble afflicting the rest of the world, the United Nations were suddenly reduced in strength. Little could be done for a country that was being torn apart by its own people. Some reporters and aid workers made it into China, but few ever made it back out. The larger impact on the rest of Asia was disastrous. Economies crumbled as trade ceased. Militant groups saw the overthrowing of the Chinese government as a sign, and began to proactively press their own issues. Civil unrest and economic failure spread like a cancer out from China to all her neighbours. As all news coming out of the country began to dry up, Japan closed its borders, only allowing trade through Okinawa. No word has come out of China for a decade. The country has gone dark, and those that enter it are never seen or heard of again. Meanwhile, Japan becomes increasingly xenophobic. Obsessed with staying ahead of their perceived rivals, they plough financial resources into technology. In 2012, they perfect the development of Nanites. These microscopic machines formed part of the Utopia project, and in order to gain maximum dispersal, the government authorises the release of them into the water supply. Project Utopia worked on a simple theory. As the Nanites were self-replicating, each Japanese citizen would only need to be infected by one for colonisation to be complete. Once colonised, the Nanites would irrevocably assign their host with a unique utopian code, allowing the identification and monitoring of all individuals. The Nanite cluster would also store and transmit biometric data back to the Japanese government, acting as a perfect big brother surveillance system. The Japanese government became victims of their own success. The Nanites replicates at a phenomenal rate, and soon began to spread outside of Japan and throughout the rest of the world. They adapted to any measure introduced to stop them, and by 2014 every human on earth was colonised with utopian Nanites. This accident was nearly enough to unite the shattered fragments of the old superpowers. Russia began to make threatening political noises towards Japan, and in an effort to avert its own destruction; the government placed all the information on Project Utopia into the public domain. After the initial fury had subsided, the major powers in the world began to realise that the Nanites provided every citizen with an infallible form of identification. By the year 2018, all governments and large corporations had moved their systems over to encompass the Utopia code. To access any financial service, health support, social support benefit required, or even take a book out of the library, an individual had to submit to a scan of their Nanites. Without a utopia code, an individual had to rely on the black market, although that was rapidly declining as Project Utopia removed the need to carry any form of currency. One adaptation of the code was introduced in the interests of public safety. The Nanites would infest any projectile weapon purchased by their host, and encode the weapon with the same unique identification. Once encoded, the weapon would only fire when the codes in the weapon and the user matched. If another individual tried to fire a weapon that had not received their code, the weapon would disable itself until the correct user willingly fired it. The Nanites were not adapted to replicate inside machines, therefore if any weapon was out of contact with its host for more than one week, the weapon became permanently disabled.

Europe
The Europe Union has seen relative peace compared to the rest of the world. However, with the addition of less wealthy nations to the EU, such as Poland and Czechoslovakia, all the EU member states have found themselves embroiled in budget arguments. This has had knock on effects throughout the continent, such as the UK losing its rebate resulting in increased taxes. In turn, this initiated a period of lack of faith in the government, and Prime ministers began to have a very short career lifespan as their parties rapidly cycled into and out of favour.

This political unease resulted in Europe being left behind in terms of technological advancements. Up until 2010, the odd collaboration with Japan saw countries such as the UK and Germany making desperate attempts not to be left behind. But once Japan closed its borders, the collaborations ceased. Likewise, social progress was stunted. With the promotion of a University education for everyone, the old establishments ceased to be a seat of learning, and became simply another tier in the schooling system. It became harder for top class research facilities to find new talent, as sorting the wheat from the chaff became a time consuming and expensive process. Government funded institutions began to lose status and could no longer compete with their industrial counterparts. In 2012, Russia began to reap the benefits of the EUs decline. For decades Europe had been a haven for Russian scientists, who were employed for their quick brains and willingness to work for little money. As the European institutions began to fail, many of the Russian scientists returned home to their families, causing an influx of intellectual wealth. Separated from the EU, unconcerned by the plight of America, China or Africa, Russia was free to grow. By 2013, backed by several large corporations, Russia had established the first research base on the moon.

Africa
Africa is a continent long known for civil strife. In the early 2010s, President Robert Mugabe has reached his mid 90s. There is international confusion as to how the ageing dictator retains his health, but those waiting for him to die have been sadly disappointed. Zimbabwe has become ostracised by the rest of the international community, but after the disastrous invasion of Iraq, no other nation has the courage or resources to interfere. By 2012, guerrilla warfare has spread throughout the continent. Rumours are rife as to where the funding is coming from to support these extreme groups, but those that voice their opinions tend to end up being silenced. Europe condemns the entire continent when a web site is unearthed advertising the sale and purchase of human slaves. Whilst most of the Western cultures turn away from such commerce with abject horror, the trade in human flesh continues to grow, unaffected by sanctions imposed by a now nearly redundant UN. As 2012 becomes 2013, Africa has become a continent governed by a minority of extremely wealthy despots. The populace are either embroiled in civil war, dying of starvation or disease, or sold off to make the wealthy even richer still.

The rise of the corporations


Out of the ashes of the 2010s, 8 mega corporations rose like parasite feeding off the failing earth, gorging themselves on the shattered ideals of both democracy and capitalism. Between them they snapped the globe, filling every market niche and service outlet. Disasters only served to strengthen them, be it the natural disasters that ravaged America, or the manmade disasters that plagued Africa. Wherever there was a problem, they could offer a solution, but always at a price. The rapid rise of the 8 corporations, aided by the worldwide infestation of Utopia Nanites, meant that no single nation had the financial power to match them. Whilst officially the mega corps were prevented from supporting their own armies, they all invested substantial quantities of money in employing mercenaries to take care of matters. Whilst in most countries governments were still elected, the wealth of the mega corps meant that they had the power to manipulate elections. Nothing underhand was ever seen to be done, but if your party currently curried favour with the mega corps, you could be sure of an extremely substantial financial boost to your election campaign. All the corporations excel at production, but each also has its own specialisation. For example Psion UK Ltd hold the patents on the Psi-Implants that activate dormant areas of the human brain. Parasol Inc. are the forerunners of biotechnology, and offer services such as the regrowth of limbs and organs, genetically enhancing embryos, and cures for just about every disease ever recorded. Competition between the mega corps is fierce, with each determined to steal the others secrets and gain dominance over the rest. Initially this resulted in open warfare, but the corporations had failed to predict that, in 2016, there would be one last unification of the worlds governments against them. This event became fondly known as the Ultimatum. Whilst the leadership of many countries were in decline, there were still some nations that could pose a serious threat to their profit margins, so the war between the big 6 was taken underground. A shadow war commenced, hidden behind the smiling face of consumerism. To the public the mega corps were a lifeline, providing them with everything they needed to survive in an unstable world. Behind this benevolent exterior lurked monstrous beasts shot through with greed and inscrutability. This only served to make any mercenaries willing to contract into their service all the more wealthy. If you were ruthless enough, and knew how to keep other peoples secrets, you could become a rich man overnight.

Present day
In many ways, life for those few who were not affected by natural or man-made disasters has improved. In 2020, security and surveillance in urban areas has had a fortune invested in it, and is constantly adapted to take in the latest Nanite technology. The law enforces of each city have access to personalised records detailing each individuals history. At any point they can enter a Utopia code and discover who someone is, where they have been since entering the city limits, what purchases they have made, and so on. The added ability to send a security drone to any part of the big cities in as little as 30 seconds has resulted in most urban archeologies becoming virtually crime free zones. The mega corps have been the main sponsors of this outbreak of law and order. Commerce is never conducted in the now utterly lawless rural areas, and therefore they have a vested interest in promoting a safe environment within the cities. A happy population is far more likely to plough its hard earned money into the corporations and the savages that live outside the consumer utopia's don't have any money to spend so theyre not worth any investment. Of course, the irony is that most salaries are supported by industry, creating a nice closed loop on those who live the corporate city dream. The one downside for the mega corps is that they have had to move all their black ops, research and illicit activities out of urban archeologies and into the countryside where anarchy and desolation rule. Much of the turbulence of the 2010s has now run its course. Countries economics and politics are carefully shaped, guided and nurtured by the mega corps. America is no longer a superpower, although the investment opportunity offered by the devastated land has seen an influx of corporation funding. Little is heard from Israel, Iran or China, which many consider to be for the best. Africa is still a country that few people want to visit, but it provides useful resources and has established its place in the international market. Europe is the base of operations for several of the mega corps, and despite being somewhat left behind in the 2010s, the universities and ancient seats of learning have had new funding pumped into them until they have eventually become assimilated by one corporation or another. If you wish to be a good citizen, and then find a job in the city, look after your Nanites and live in peace. If you wish for wealth, power, respect, truth or anything else beyond average, you will find a place waiting for you as a ShadowNet mercenary no matter where youre from.

Who are the big 8 companies that rule the world from their corporate cities, and what do they stand for?

The Big 8

Psion UK Ltd
This UK based firm built its power on the altar of learning, it is estimated they now control 98% of world wide education trusts and up to 75% of the collected written works of humanity. They are the creators of the Psiimplant.

Eagle Systems
This Corporation also started out in the shattered, beleaguered USA. They are the worlds for Neorunner in military technology and are constantly developing weapon and armour technologies, they are the sole patent holder for the adaptive ceramics used in military grade armour.

New Horizon Media


This European media giant controls a massive chunk of the worlds media from the Virtual realm: The Neo Net to the vast plethora of television junk thats pumped out as an apenthane to the masses. They specialise in hyper violent shock reality TV shows like their hit Man Stoppers which follows a bunch of mercenaries tracking down and apprehending suspects that just as often as not ends in a fatal shooting.

Parasol Inc US
This Corporation is originally from the wreckage of the United States. They are the worlds foremost runners in medical research and Biotechnology.

(Robot Man)
This Corporation is the New Guy in the big 8; they started as a coalition of many different splinter semi terrorist organisations. Quite how they all came under one corporate banner isnt fully understood nor is how they made their home in Neo Russia, what is known is that some of the worlds leading minds are a part of this rebellious organisation and some of the most profound advancements in Cyber technology have come from there laboratories

Hei an Xing
This corporation is the king of worldwide textiles from their HQ in China they completely dominate the worlds textile production market aggressively taking over any competition, rumours abound of underworld involvement at its highest levels and some voices say that they are a front for the biggest drug ring of all time however these voices are normally silenced as quickly as they pipe up.

Trans Cont Inc


These are the world leaders in logistics, no matter what it is Trans Cont Inc can move it to where it needs to go. They are the worlds largest vehicle maker accounting for 80% of all the worlds production. They recently announced the perfection of quantum teleportation technology but so far they have been unable to teleport anything living.

Mitsu Nano Technologies


This Japanese corporation is the worlds leading manufacturer of Nanotechnology and were in fact the original creators of the Utopia Nanite Cluster and the technology behind it. As such they have had several ups and downs in their corporations life.

ShadowNet
After the Ultimatum, a new corporation began to grow. Specialising in big brother surveillance, ShadowNet supplies support, equipment and logistics to the mercenaries engaged in the shadow war. Within a year ShadowNet was turning over enough in the way of profits to fund and support several satellites and mobile support facilities. The mega corps find the ShadowNet services convenient and therefore protect its identity and ensure its survival. Each of the major 8 players has endless contracts with ShadowNet, most of which are focussed on hiring mercenaries to further their own goals. Once a mercenaries registers with ShadowNet, they are assigned a shadow name and security clearance, allowing them to take part in the shadow war. The mega corps refuse to hire unregistered mercenaries to prevent the risk of independent betrayal.

Character Creation
Characters in Shadow Wars are much like a character in a novel or film, except that the player controls his or her actions. Statistically a character is a collection of skills, equipment and implants, it is the player who injects a personality into it and makes it into someone alive and memorable. In order to create a character all you need to do is follow the steps below.

Step 1: Choose a concept


Who is your mercenary? What motivates it to take part in the Shadow War? What did you do before you stepped into the shadows? What kind of person are you? Choosing the right background is essential in creating a character that your will enjoy playing, it also lends itself to a style of game play that will make your skill and equipment choices easier. Here are some sample backgrounds ideas:

Thrill Seeking Academic


Your degree education has equipped you to be on the cutting edge of field research but life in the cities was just too tame

Avenger
Someone or something has wronged you and now you single mindedly seek revenge on those responsible. The Shadow War will prepare you for your big showdown.

Ex-Corporate Wage Slave


You worked for one of the Mega corps and one day you were caught up in events that led to your dismissal. Do you seek retribution or redemption in the eyes of your former employers?

Ex-Soldier
Trained in the deadly arts of war some are emotionless killing machines others are torn apart by the horrors they have seen.

Fanatic
You believe!! Be it god, Technology or the mighty credit, you believe.

Fugitive
They're after you and they wont stop hunting you until your dead. So you've got to take them out first.

Haunted Combat Medic


You have seen the young blown to pieces all over battle fields of various wars and all for what?

Road Warrior
You have given up a life of comfort in the cities, for the smell of gasoline and open road. Your dog and your shotgun are your two best friends. Please feel free to create your own background and submit it to False Utopia via email. As a well written story enhances the game and gives the plot team ideas to personalise the game for your character.

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Step 2: Choose a character class, skills and equipment


Now that you have your background concept, you need to choose the character class that you feel is most suited to how you want to roleplay your character. Think very carefully about this and choose the class with the skills represented in your background. If your background goes in to detail about the 7 years you spent in university, studying Chemistry, the soldier class will not in any way reflect that. The available starting character classes are:

Agent
Recruited from the ranks of private and government secret services, Agents are the masters of espionage in the shadow war. They can use misdirection and deceit to gain access to facilities or participate in lightning hit and run attacks. They have access to learn sophisticated Interrogation techniques to extract information out of even the most close lipped of people, it is said no one in an interrogation chair can withstand a master agent for long.

Junker
Life outside the corporate cities is harsh, brutal gangs often hold sway over large areas of the lawless wastelands. Growing up in that environment makes Junkers tough all rounders, whilst they may not be as specialised as others, they have access to some unique skills, which can only be learned through a life time of hard knocks. Some Junkers have a near mythic ability to repair things with completely inappropriate tools and equipment. Some have also learned to harvest and utilise the mutated plants of the wasteland, confounding conventional science with their effects.

Neorunner
In 2030 a global terrorist organisation destroyed the Internet as it was known and from its ashes rose the NeoNet; a three dimensional virtual world seamlessly overlain with the real one. Foremost runners are the elite few who can perceive both worlds at once, using a piece of state of the art cyber technology known as an ARweb they can manipulate this digital realm and penetrate deep into secured information files and systems for cold hard credits.

Psionicist
Psionicists are people whose latent psychic abilities have been enhanced through cutting edge technology and training techniques. In the mid 2010's psychic ability was scientifically proven and the four abilities documented. Psionicists can be devastating for a short period of time but the strain of using these abilities exhausts them quickly, many have tried to push themselves beyond their limits with fatal results.

Soldier
Soldiers are the undisputed muscle of the Shadow War, recruited from government armies or corporate militia these men and women are experts in destruction. Utilising the most up-to-date weapons, armours and physical training regimes, a single soldier is a force to be reckoned with.

Specialist
Specialist fill two essential roles on the front lines, Theoretical Scientists and Surgeons. In their role as surgeons they are an invaluable resource patching up the wounded. In their role as Theoretical Scientists they can conceptualise new genetic enhancements and cutting edge pharmacology. Without Specialists the Shadow War would be over quickly with nothing left but a pile of corpses.

Tech
Techs build the weapons, armour and implants that the Shadow War needs to continue, they are masters of applied engineering with many patents for new technologies being held by these innovative people.

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Each class has its own set of skills which are available to learn, some of which are free and some which must be purchased. An important thing thing to bear in mind is that once you have chosen a character class you are locked in to the relevant career path (I.e. Soldier, Specialist, Junker, Agent, Tech or Psionicists), and the skills in the other career paths are unavailable to you. Other skills may become available to you as your character advances in to an elite career. Teams are constructed from people whose skills complement one another, speak to the people you will be going with and try to fill all of the gaps. Being a gun totting, cybered up mercenary wont be a lot of use to you if your mission is to hack a computer or repair a broken facility, and by the same token if the hacker gets blown to bits on the way in to the facility he isnt going to be much use. Each class starts with 5000 credits with which to purchase their starting skills listed under their class and equipment under Step 4: Choosing your starting equipment...

Choose your starting skills, Implants & equipment

AGENT
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Free Equipment Pistol Small Melee Body Armour You may now purchase any of these skills. Skill Name First Aid Cost 1000

A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows a character whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery. Melee 1000 A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches or greater in length. Firearms A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns. Loadout: Medium (Pre-requisite Loadout: Light) 1000 This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds for their weapons per day. Grenades 1000 A character with this skill has been trained in the use of grenades. If you have this skill you may use 3 grenades a day from the following list. CHOKE, FLASH, FRAG. Combat Armour A character with this skill has been trained in the correct way to wear combat grade armour 1000 1000

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Assault Armour A character with this skill has been trained in the correct way to wear assault armour Interrogation 1

2000 2000

An character with this skill has been trained to interrogate and resist interrogation. This skill is available in several levels giving the character increasing competency. The skill level is used to determine how long an interrogator will take to break the will of the person they are interrogating. The minimum duration for level 1 is 20 minutes, level 2 is 15 minutes and level 3 is 10 minutes, however if the person being interrogated also has the interrogation skill of equal to or higher level, they can resist indefinitely (call no effect) as they know which methods the interrogator is using. Interrogation 2 (Pre-requisite Interrogation 1) As above Interrogation 3 (Pre-requisite Interrogation 2) As above Negotiations 2000 An character with this skill has been trained in the art of negotiation and may request an additional payment of 10% for any mission they undertake. Surveillance 2000 A character with this skill has been trained in how to use surveillance devices such as CCTV, phone taps, etc. To do so requires a surveillance tool kit and a phys rep. It also grants the knowledge of these systems to allow counter surveillance to disable, bypass or remove enemy devices. All Surveillance devices must have an operating lammie. This skill grants a toolkit and a Skilldex. Fence 4000 A character with this skill has been trained in how to fence items into the black market. This skill allows the character to sell the unsellable and to get better prices for valuable goods and information. A character can state on their Downtime submission form that they wish to have fenced an item that is in their character pack at the end of the last game, they will receive an amount of credits in return. Forgery 3000 A character with this skill has been trained in how to forge documents with the correct materials and adequate time. However they must have the required knowledge of the real documents to be able to make forgeries. An Agent with this skill can also effectively copy documents and make them look genuine. A character with this skill will be issued with 3 forgery laminates per game; they may then attach them to any document that will then count as a forgery. This can only be recognised by someone with the forgery skill. MOE 2000 A character with this skill has been trained in methods of entry; this skill covers how to bypass physical and electrical anti intrusion systems and if all else fails how to use breaching charges for explosive entry. This skill grants a MOE toolkit that can be used as directed by any lock lammie that states it requires MOE to use. Knowledge:Corp 4000 An character with this skill knows the ins and outs of the shadow war, he knows all the main players who are fighting who and which Corporation wants what from whom. This skill may give an agent specific knowledge before a mission as to how its outcome will affect the Shadow War. Also the agent will have a network of corporate informers from which they may be able to obtain information regarding hidden aspect on missions offered, as well as potentially tracking down specific information or items not necessarily related to missions i.e. fenced items. This skill must be bought for each corporation. Advanced Melee (Pre-requisite Melee) 2000 A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat call SILENT KILL under the appropriate circumstances (see combat section). Mono-bladed (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained to use melee weapons that have a mono filament edge, with which can bypass armour and call THROUGH. Spycraft 1000 A character with this skill has been trained in the art of espionage they know the basics of things like secret codes, infiltration and clandestine operations, as such before each mission they may receive additional information. 4000 3000

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Junker
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Free Equipment Pistol Small Melee Body Armour You may now purchase any of these skills. Skill Name First Aid Cost 1000

A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows a character whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery. Melee 1000 A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches or greater in length. Firearms A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns. Load out Medium 1000 This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds for their weapons per day. Grenades 1000 A character with this skill has been trained in the use of grenades. If you have this skill you may use 3 grenades a day from the following list. CHOKE, FLASH, FRAG Traps 2000 A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps and pressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill must supply their own trap phys reps. Barter 2000 A character with this skill has been trained in how to trade items in the waste lands. This skill allows the character to trade all goods potentially even the un-sellable in the wastelands and sometimes to get a better price in caps, goods and/or information. A character can state on their booking form that they wish to have bartered for a new item by trading in an item whose laminate was in there character pack at the end of the last game. Results may vary. Endurance 1 2000 A character with this skill is at the peak of physical fitness honing his body either with hard core exercise programs or extensive application of pharmaceuticals, this represents their ability to both absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal wound into a glancing blow. A character with this skill has a number of additional hits before he is considered wounded equal to his level of this skill. 1000

14

Tracking

2000

A character with this skill has been trained to analyse tracks and signs to follow trails of humans and animals. In game you can either follow trails of Tracking boxes (Tupperware boxes with Tracking Laminates on) or request a ref to track a specific thing. Jury Rig 2000 A character with this skill has the ability to attempt to alter the properties of any mechanical device and make a seemingly broken device work for a short time; they can often do this with entirely inappropriate tools. Alchemy 2000 A character with this skill has been trained to utilise the plant moulds and fungi of the wastelands for minor medicinal purposes, these sometimes work perfectly and other times don't do what was intended and have side effects. Characters with this skill will receive a Skilldex at the start of each event. Witch Doctor (Pre-requisite Alchemy) 3000 A character with this skill has been trained by a local tribal Witch Doctor to fully utilise the plans moulds and fungi of the wastelands for medicinal purposes, these sometimes work perfectly defying medicinal doctrine and other times don't do what was intended and have severe side effects. Characters with this skill will receive a Skilldex at the start of each event. Combat Armour A character with this skill has been trained in the correct way to wear combat grade armour. Advanced Melee (Pre-requisite Melee) 2000 A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat call SILENT KILL under the appropriate circumstances (see combat section). Chain (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained to use melee chain weapons, with which they can call REND. Chain weapons are unwieldy and dangerous to use as such need to be wielded two handed. Knowledge: Wastelands A character with this skill has been trained to have in depth knowledge about the wastelands, its people and oddities. Knowledge: Basic Engineering 1000 A character with this skill has been trained in the basics of all engineering concepts and with this skill can also identify engineering parts and repair mechanical devices as dictated by lammies. A player with this skill gains an engineering toolkit per event. 2000 1000

15

Neorunner
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Program Use This allows the Neorunner to use any device which has no encryption Free Equipment Pistol Small Melee Body Armour Implant AR Web Gateway Platform You may now purchase any of these skills. Skill Name Program Firewall level 1 This protects the Neorunner from harm by armouring them in a code wall that grants 1AV in the Neo-Net Program Firewall level 2 (Pre-requisite Firewall 1) This protects the Neorunner from harm by armouring them in a code wall that grants 2AV in the Neo-Net Program Firewall level 3 (Pre-requisite Firewall 3) This protects the Neorunner from harm by armouring them in a code wall that grants 3AV in the Neo-Net Program Attack level 1 This allows a Neorunner to cause damage directly to a Sprite or IC using a digital weapon. Program Attack level 2 (Pre-requisite Attack 1) 2000 This allows a Neorunner to cause THROUGH damage directly to a Sprite or IC using a digital melee weapon. A digital pistol may be charged for 10 seconds in order for its next attack to strike for THROUGH Program Attack level 3 (Pre-requisite Attack 2) 4000 This allows a Neorunner to cause SHOCK or THROUGH damage directly to a Sprite or IC using a digital melee weapon. A digital pistol may be charged for 10 seconds in order for its next attack to strike for SHOCK or THROUGH Program Crash level 1 This will instantly reduce any Sprite that it targets to 0 Hits and make them enter their grace period. Program Crash level 2 (Pre-requisite Crash 1) This will instantly reduce any level 1 or 2 Sprite that it targets to 0 Hits and make them enter their grace period.. Program Crash level 3 (Pre-requisite Crash 2) This will instantly reduce any level 1, 2 or 3 Sprite that it targets to 0 Hits and make them enter their grace period.. Program Sleaze level 1 This renders the Neorunner invisible to a level 1 Sprite or IC it is used against. 2000 4000 3000 2000 1000 4000 3000 Cost 2000

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Program Sleaze level 2 (Pre-requisite Sleaze 1) This renders the Neorunner invisible to a level 1 or 2 Sprite or IC it is used against. Program Sleaze level 3 (Pre-requisite Sleaze 2) This renders the Neorunner invisible to a level 1, 2 or 3 Sprite or IC it is used against. Program Encrypt level 1 This allows the Neorunner to place a level 1 encryption on any device Program Encrypt level 2 (Pre-requisite Sleaze 1) This allows the Neorunner to place a level 2 encryption on any device Program Encrypt level 3 (Pre-requisite Sleaze 2) This allows the Neorunner to place a level 3 encryption on any device Program Decrypt level 1 This allows the Neorunner to remove a level 1 encryption from a device Program Decrypt level 2 (Pre-requisite Decrypt 1) This allows the Neorunner to remove a level 2 encryption from a device Program Decrypt level 3 (Pre-requisite Decrypt 2) This allows the Neorunner to remove a level 3 encryption from a device Program NeoJack level 1 This allows a Neorunners to take control of other Neorunners level 1 Sprites for a short time Program NeoJack level 2 (Pre-requisite NeoJack 1) This allows a Neorunners to take control of other Neorunners level 1 or 2 Sprites for a short time Program NeoJack level 3 (Pre-requisite NeoJack 2) This allows a Neorunners to take control of other Neorunners level 1, 2 or 3 Sprites for a short time Program Analyse This allows a Neorunner to gain some information on an IC or Sprite it is used on Programming

3000 4000 2000 3000 4000 2000 3000 4000 2000 3000 4000 1000 2000

A character with this skill has been trained to create basic programmes for use in the Neo-Net. Characters with this skill will receive a Skilldex at the start of each event. Advanced Programming (Pre-requisite Programming) 3000 A character with this skill has had advanced training to improve or even write new Neo-Net programmes. Characters with this skill will receive a Skilldex at the start of each event.

17

Psionicists
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Power Level 0 A character with this skill has 4 psionic power points Free Equipment Pistol Small Melee Body Armour Psi Implant You may now purchase any of these skills. Skill Name First Aid Cost 1000

A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows a character whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery. Melee 1000 A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches or greater in length. Power Level 1 (Pre-requisite power level 0) A character with this skill has 4 extra psionic power points Power Level 2 (Pre-requisite power level 1) A character with this skill has 4 extra psionic power points Power Level 3 (Pre-requisite power level 2) A character with this skill has 4 extra psionic power points Meditate 1 1000 A character with this skill can restore lost power points at the rate of 1 every 5 minutes, during this time the character is in a meditative state and cannot move or interact with anyone else. This may be done once for every power level the character has per day. Meditate 2 (Pre-requisite Meditate 1) 3000 This skill upgrades Meditate 1 allowing the character to restore lost power points at the rate of 1 every 5 minutes, during this time the character can move and interact with others but may not engage in combat. This may be done once for every power level the character has per day. Counter Psychic Ability 1000 A character can completely cancel the effect of any Psionic power used directly against them, this power has a Psi rating of 1 4000 3000 2000

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Ability:Telekinesis A character with this skill can purchase and utilise the Telekinesis powers Power: Manipulate (Pre-requisite Ability:Telekinesis)

1000* 1000

A character with this skill can utilise the Telekinesis power Manipulate, this has a psi rating of 1 and allows the Psychic to move or manipulate an inanimate object that a ref can manipulate with one hand and is within 10 metres of the Psychic. This is a concentration power and cannot be used to operate any object that is gene-coded. Power: Knockdown (Pre-requisite Telekinesis - Manipulate) 2000 A character with this skill can utilise the Telekinesis power Knockdown, this has a psi rating 2 and allows the psychic to call PSIONIC KNOCKDOWN to a single target within 10 metres. This is a combat power. Power: Smash (Pre-requisite Telekinesis- Knockdown) 3000 A character with this skill can utilise the Telekinesis power Smash, this has a psi rating 3 and allows the psychic to effectively smash open a window or door that the player can safely OOC traverse. Once used, the players must allow the barricade, door etc to be moved safely before continuing. This is a combat power. Power: Telekinetic Shield (Pre-requisite Telekinesis Smash) 4000 A character with this skill can utilise the Telekinesis power Telekinetic Shield, this has a psi rating of 4 and allows the psychic to call NO EFFECT for 5 minutes from all ranged damage as long as the Psionic has their hands empty, also they cannot use any other skill or power or attack anyone or anything whilst protected by this ability. This is a combat power. Power: Telekinetic Barrier (Pre-requisite Telekinesis Telekinetic shield) 5000 A character with this skill can utilise the Telekinesis power Telekinetic Barrier, this has a psi rating of 5 and allows the psychic to generate a barrier that will allow you to make the combat call shielded up to three times, this barrier will last until all three shielded calls have been made. This is a combat power. Ability: Psychometry A character with this skill can purchase and utilise the Psychometry powers Power: Read Object (Pre-requisite Ability: Psychometry) 1000 A character with this skill can utilise the Psychometry Power: Read Object, this has a psi rating of 1 and allows the Psychic to pick up an object, enter trance for 10 seconds and read its aura to get a vision of the objects last most significant event. This is a concentration power and requires a referee. Power: Read Room (Pre-requisite Psychometry Read Object) 2000 A character with this skill can utilise the Psychometry power Read Room, this has a psi rating 2 and allows the psychic to enter a trance for 10 seconds and read the aura of a room to get a vision of the last significant event that took place in that room. This is a concentration power and requires a referee. Power: Sense Life (Pre-requisite Psychometry- Read Room) 3000 A character with this skill can utilise the Psychometry power Sense Life, this has a psi rating 3 and allows the psychic to sense life within a building; effectively telling the Psionicist how many people are inside a specific building. This is a combat power and requires a referee. Power: Ghost blade (Pre-requisite Psychometry Sense life) 4000 A character with this skill can utilise the Psychometry power Ghost Blade, this has a psi rating of 4 and allows the psychic to use the call THROUGH with a melee weapon for 10 minutes. This is a combat power. Power: Far Sight (Pre-requisite Psychometry Ghost Blade) 5000 A character with this skill can utilise the Psychometry power Farsight, this has a psi rating of 5 and allows the psychic to link with a Psi Focus and traverse the world in a immaterial state, in this state they can see and hear the world around them but cannot be effected or affect it. The Psi Focus once linked cannot be moved but can be damaged, if broken the link lost and the character will dissipate and die. This is a concentration power and extended use will be draining and may lead to life threatening situation. This power requires a referee. Ability: Telepathy A character with this skill can purchase and utilise the Telepathy powers Power:Read surface thought (Pre-requisite Ability:Telepathy) 1000 A character with this skill can utilise the Telepathy power Read Surface Thoughts, this has a psi rating of 1 and allows the Psionic to read the thoughts of the target is thinking at the time. The Psionicist is able to make the call Psionic Read Thoughts and ask the 1000* 1000*

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OOC question are you lying to me? The person who is being questioned must answer the Psionicist truthfully. Power:Remove memory (Pre-requisite Telepathy Read Surface Thoughts) 2000 A character with this skill can utilise the Telepathy power Remove Memory, this has a psi rating of 2 and allows the Psionic to remove any memory the Psionic knows the target has. This is a concentration power and takes 5 minutes of role-played interaction between the Psionicist and one other person. This power can remove Psionic Conditioning if the Psioniocist determines the correct trigger used when having the conditioning placed upon them. Power:Create false memory (Pre-requisite Telepathy- Remove Memory) 3000 A character with this skill can utilise the Telepathy power Create False Memory, this has a psi rating of 3 and allows the Psionic to fabricate a memory and implant it in to a persons mind. The targets subconscious will fill in any gaps and orientate the memory to their point of view. This is a concentration power and requires 5 minutes of role-played interaction between the Psionicist and their intended victim. Once this power has been effective, the player must assign a trigger and inform a referee. Power:Command (Pre-requisite Telepathy Create False Memory) 4000 A character with this skill can utilise the Telepathy power Command, this has a psi rating of 4 and allows the Psionic to use one of the commands Psionic Sleep, Stop, Attack, Defend or Fear. This is a combat power. Power: Implant Command (Pre-requisite Telepathy - Command) 5000 A character with this skill can utilise the Telepathy power Implant Command, this has a psi rating of 5 and allows the Psionic to implant one of the commands Psionic Sleep, Stop, Attack, Defend or Fear. This can be set to trigger at a specified time or with a specified event. This is a concentration power. Ability:Electrokinesis A character with this skill can purchase and utilise the Electrokinesis powers Power: Short Circuit (Pre-requisite Ability:Electrokinesis) 1000 A character with this skill can utilise the Electrokinesis power Short Circuit, this has a psi rating of 1 and allows the Psychic to make the combat call EMP to any device that they are in direct contact with. Power:Electromagnetic shield (Pre-requisite Electrokinesis Short Circuit) 2000 A character with this skill can utilise the Electrokinesis power Electromagnetic Shield, this has a psi rating of 2 and allows the Psychic to call NO EFFECT to the combat calls SHOCK, ENERGY and EMP for five minutes, during which time they may not attack anyone or anything in any way, whilst the shield is in place the Psionic is also immune to the effects of electrocution and radiation. Any other person or object the Psionic places a hand on (maximum of 2 obviously) is also covered by the Electromagnetic Shield whilst this contact is maintained. This is a combat power. Power:Shock (Pre-requisite Electrokinesis Electromagnetic Shield) 3000 A character with this skill can utilise the Electrokinesis power Shock, this has a psi rating of 3 and allows the Psychic to make the combat call SHOCK with any melee weapon they have equipped for 5 minutes This is a combat power. Power:Shocking Discharge (Pre-requisite Electrokinesis Shocking Discharge) 4000 A character with this skill can utilise the Electrokinesis power Shocking discharge, this has a psi rating of 4 and allows the Psychic to make the combat call MASS SHOCK. This is a combat power. Power:EMP (Pre-requisite shocking discharge) 5000 A character with this skill can utilise the Electrokinesis power EMP Blast, this has a psi rating of 5 and allows the Psychic to make the combat call MASS EMP. This is a combat power. * Each subsequent ability after the 1st costs doubles the price (e.g. 1000, 2000, 4000 then 8000) 1000*

20

Soldier
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Loadout: Medium This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds for their weapons per day. Free Equipment Pistol Small Melee Body Armour You may now purchase any of these skills. Skill Name Melee Cost 1000

A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches or greater in length. First Aid 1000 A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows a character whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery. Firearms A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns. Loadout: Heavy (Pre-requisite Loadout: Medium) 1000 This skill upgrades and replaces the Loadout: Medium skill, meaning a character with this skill now has a maximum of 2000 rounds for their weapons per day. Grenades 1000 A character with this skill has been trained in the use of grenades. If you have this skill you may use 3 grenades a day from the following list. CHOKE, FLASH, FRAG. Heavy Weapons 2000 A character with this skill has been trained in how to prepare and use heavy weapons. This skill also increases the daily allocation of ammunition for use in the heavy weapon only by 2000 rounds. Combat Armour (Pre-requisite Body Armour) A character with this skill has been trained in the correct way to wear combat armour. Assault Armour (Pre-requisite Combat Armour) A character with this skill has been trained in the correct way to wear assault armour. Tactical Armour (Pre-requisite Assault Armour ) A character with this skill has been trained in the correct way to wear tactical armour. 3000 2000 1000 1000

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Military armour (Pre-requisite Tactical Armour) A character with this skill has been trained in the correct way to wear and maintain military armour. Advanced Melee (Pre-requisite Melee)

4000 2000

A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat call SILENT KILL under the appropriate circumstances (see combat section). Mono-bladed (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained to use melee weapons that have a mono filament edge, with which can bypass armour and call THROUGH. Shock weapons (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained in use of shocking melee weapons, with which can call SHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike. Chain (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained to use melee chain weapons, with which they can call REND. Chain weapons are unwieldy and dangerous to use as such need to be wielded two handed. Demolitions 3000 A character with this skill has been trained to safely prepare and use explosives to demolish structure and cause extensive damage. This skill also grants the ability to disarm explosives, and to properly identify everything from a fire work to a nuclear warhead. A referee will determine the amount of stickers required to demolish a building or object. Endurance Levels 1 2000 A character with this skill is at the peak of physical fitness honing his body either with hard core exercise programs or extensive application of pharmaceuticals, this represents their ability to both absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal wound into a glancing blow. A character with this skill has a number of additional hits before he is considered wounded equal to his level of this skill. Endurance Levels 2 (Pre-requisite Endurance 1) As above Endurance Levels 3 (Pre-requisite Endurance 2) As above Sniper 2000 A character with this skill has been trained in use sniper rifles. This skill grants the ability to use sniper rifles and make the combat call SILENT KILL under the appropriate circumstances. This requires a referee (see combat section). Traps 2000 A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps and pressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill must supply their own trap phys reps. 4000 3000

22

Specialist
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Free Equipment Pistol Small Melee Body Armour You may now purchase any of these skills. Skill Name Surgery Cost 2000

A character with this skill has been trained to heal wounds on a victim. The surgeon will carry a bead bag to diagnose the injury and will role play according to heal the wound. Surgeons must also purchase surgical supplies and possess the phys reps so perform surgery and may benefit from a bonus for good costume/props. A surgeon can also be assisted by up to one other surgeon to aid the recovery of wounds. For more information check the recovery section. Advance Surgery (Pre-requisite Surgery) 3000 A character with this skill has been trained extensively in advanced surgery; this makes the surgeon far more skilled and allows them to perform major procedures, such as transplants. Cyber Surgery (Pre-requisite Advanced Surgery) 2000 A character with this skill is a specialist in surgery involving cybernetic implants, allowing them to install Cybernetic implants and repair hits granted by Dermal Plating and Bone Lacing or repair faulty Cyber-Ware. Cyber-ware lammies will state the required surgery and recovery time on them. Bio Surgery (Pre-requisite Advanced Surgery) 2000 A character with this skill is a specialist in surgery involving Bio-Ware implants, allowing them to install Bio-Ware implants and repair any malfunctioning implants. Bio-Ware lammies will state the required surgery and recovery time on them. Chemist 2000 A character with this skill has been trained in chemistry and is able to combine various chemicals with different properties to a beneficial and sometimes lethal effect. Characters with this skill will receive a Skilldex at the start of each event. Advanced Chemist (Pre-requisite Chemist) 3000 A character with this skill has had advanced training and as such can combine a greater quantity of chemicals components and improve on current combinations as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Geneticist 2000 A character with this skill has been trained in genetics and can identify genetic codes of characters and perform simple genetic restructures. Characters with this skill will receive a Skilldex at the start of each event. Advanced Geneticist (Pre-requisite Geneticist) 3000 A character with this skill has had advanced training in genetics and as such can perform more complex genetic restructures. Characters with this skill will receive a Skilldex at the start of each event.

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Forensics

2000

A character with this skill has been trained in forensic pathology. The character can examine scenes and specimens to try to gain additional situational information with regard to their current circumstances. Characters with this skill will receive a Skilldex at the start of each event. First Aid 1000 A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows a character whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery. Knowledge: Basic Science 1000 A character with this skill has been trained in the basics of all scientific research concepts and with this skill can also identify basic science samples as dictated by lammies. A player with this skill gains a science toolkit per event. Firearms A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns. Melee 1000 A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches or greater in length. Advanced Melee (Pre-requisite Melee) 2000 A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat call SILENT KILL under the appropriate circumstances (see combat section). Shock Weapons (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained in use of shocking melee weapons, with which can call SHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike. Combat Armour (Pre-requisite Body Armour) A character with this skill has been trained in the correct way to wear combat grade armour. 1000 1000

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Tech
Free Skills Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of Archaic projectiles such as bows and crossbows. Small Melee A character with this skill has been trained in the use of small melee weapons of 18 inches or less. Body Armour A character with this skill has been trained in the correct way to wear body armour. Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Free Equipment Pistol Small Melee Body Armour You may now purchase any of these skills. Skill Name Combat armour A character with this skill has been trained in the correct way to wear combat grade armour. Firearms A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shot guns. Loadout: Medium (Pre-requisite Loadout: Light) 1000 This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds for their weapons per day. Advanced Melee (Pre-requisite Melee) 2000 A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat call SILENT KILL under the appropriate circumstances (see combat section). Shock (Pre-requisite Advanced Melee) 3000 A character with this skill has been trained in use of shocking melee weapons, with which can call SHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike. Traps 2000 A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps and pressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill must supply their own trap phys reps. M.O.E 2000 A character with this skill has been trained in methods of entry. This skill covers how to bypass physical and electrical anti-intrusion systems and if all else fails how to use breaching charges for explosive entry. Electronics 2000 A character with this skill has been trained to use and repair complex electronic equipment and have knowledge of circuits and components. Characters with this skill will receive a Skilldex at the start of each event. Advanced Electronics (Pre-requisite Electronics) 3000 A character with this skill has been trained in the ability to conceptualise and build custom made specific items of electronics, often being able to make functional equipment from shoddy, damaged or outdated parts. Characters with this skill will receive a Skilldex at the start of each event. 1000 Cost 2000

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Weapontech

2000

A character with this skill has been trained to build and repair basic weapons. Characters with this skill will receive a Skilldex at the start of each event. Advanced Weapontech (Pre-requisite Weapontech) 3000 A character with this skill has had advanced training to build, repair and improve basic and advanced weaponry, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Armourtech 2000 A character with this skill has been trained to build and repair up to assault armour. Characters with this skill will receive a Skilldex at the start of each event. Advanced Armourtech (Pre-requisite Armourtech) 3000 A character with this skill has had advanced training to build, repair and improve military armour, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Nanotech 2000 A character with this skill has been trained to programme basic Nanite clusters. Characters with this skill will receive a Skilldex at the start of each event. Advanced Nanotech (Pre-requisite Nanotech) 3000 A character with this skill has had advanced training to programme basic and advanced Nanite clusters, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Cybertech 2000 A character with this skill has been trained to create and repair basic cyberware. Characters with this skill will receive a Skilldex at the start of each event. Advanced Cybertech (Pre-requisite Cybertech) 3000 A character with this skill has had advanced training to build, repair and improve Cyber technology, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Biotech 2000 A character with this skill has been trained to create and repair basic bioware. Characters with this skill will receive a Skilldex at the start of each event. Advanced Biotech (Pre-requisite Biotech) 3000 A character with this skill has had advanced training to build, repair and improve Biological technology, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Knowledge: Basic Engineering 1000

A character with this skill has been trained in the basics of all engineering concepts and with this skill can also identify engineering parts and repair mechanical devices as dictated by lammies. A player with this skill gains an engineering toolkit per event.

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Equipment
Melee Small Melee Small Mono Small Shock Large Melee Large Mono Large Chain Large Shock Projectile Archaic Shotgun Pistol SMG Assault Rifle Sniper Rifle Heavy Weapon Grenades EMP Energy Armour Helmet Gas Mask Flare Goggles Body Armour Combat Armour Assault Armour Tactical Armour Descriptions Melee weapon, max length 18' Melee weapon, max length 18', may call THROUGH with appropriate skill Melee weapon, max length 18', may call SHOCK with appropriate skill Melee weapon, max length 60' Melee weapon, max length 60', may call THROUGH with appropriate skill Melee weapon, max length 60', may call REND with the Chain skill Melee weapon, max length 60', may call SHOCK with appropriate skill Descriptions Crossbow, bow, catapult max pull poundage 30 Short range scatter shot firearm Standard sidearm Rapid firing short range firearm Rapid firing medium range firearm Single shot long range firearm This covers a range of tactical support weapons Descriptions Mk5 pyro only, may call EMP with appropriate skill Mk5 pyro only, may call ENGERY with appropriate skill Descriptions Renders the wearer immune to STUN Phys rep required rigid helmet Renders the wearer immune to CHOKE Phys rep required Gas Mask Renders the wearer immune to FLASH Phys rep required Goggles Grants 1 Armour hit, Physrep required plate carrier or tac vest Grants 2 Armour hits, Physrep required heavy plate carrier Grants 3 Armour hits, Physrep required heavy plate carrier with leg and arm plates Cost 100 500 500 200 1000 1000 1000 Cost 200 500 500 1000 1000 1000 2000 Cost 500 5000 Cost 100 500 1000 500 1000 5000

Grants 4 Armour hits (Converts THROUGH and SHOCK to one hit on armour only) 10000 Physrep required heavy looking plate type armour with leg and arm plates (e.g. motocross armour) Grants 5 Armour hits (Converts all damage to one hit on the armour only with the exception of ENERGY which will have its full effect) Physrep required all enclosing very heavy looking plate type armour with leg and arm plates (e.g. heavily modified motocross armour) 50000

Military Armour

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Tool Kits
At the start of each event you will receive for free one tool kit for each appropriate skill you have. You can buy more in game from ShadowNet but any unused charges will not carry over to the next event. Each tool kit has ten uses, each use will deplete one charge once the kit is exhausted it is no longer usable. Tool kit Descriptions Cost First aid Surgical Engineering Science Trap MOE Interrogation Surveillance Demolitions Provides all equipments for the use of the First aid skill. Provides all equipments for the use of the Surgery skill Provides all equipments for the use of the Tech skills Provides all equipments for the use of the Specialist skills (Non Surgical ones only) Provides all equipments for the use of the Traps skill Provides all equipments for the use of the MOE skill Provides all equipments for the use of the Interrogation skill Provides all equipments for the use of the Surveillance skill Provides all equipments for the use of the Demolitions skill 500 1000 1000 1000 500 1000 1000 1000 1000

IMPLANT TECHNOLOGY
There are three forms of Implant Technology that have been successfully developed and implemented. These developments are intended to augment the human host to boost or stimulate the bodys natural abilities, or add additional abilities to the subject. Implant Technology is widely known about however rare in the general community.

Cyberware
This is considered hard tech and consists of physical installations of technology into the human hosts. These can be modifications such as visual filters, internal computers, gyroscopes etc. Subjects of Cyberware go under extensive surgery to install the equipment Cyberware Descriptions Cost Internal Camera Internal Data store Flare Compensator Tracial Filters Dermal Plating Internal Gyro Bone Lacing Retina Duplication Vocal Duplication Implanted camera (camera required) A false Utopia referee will give you an OOC 1000 lammie to attach to your device. Implanted Hard Drive (2 stackable Memory Slots) Grants immunity to stun effects caused by flash bangs Grants immunity to choking effects Implanted combat armour (not compatible with any other type of worn armour) Grants immunity to the KNOCHDOWN effect. Bones are implanted with titanium making them almost unbreakable giving the character +1 body hit. Designed to fool retinal scanners Designed to fool vocal scanners 1000 1500 1500 3000 2000 3000 3000 3000

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Bioware
This technology augments natural functions and works to enhance the body itself. Examples of Bioware are genetically modified blood cells which can break up toxins quickly before they can affect the host, or the surgical installation of cloned organs which remain redundant unless the original organs are damaged. Bioware Descriptions Cost Toxin Resist Viral Resist Psionic Resist Interrogation Resist Advanced Platelets Pain Filters Cell Regeneration Redundant Organs Grants Immunity to basic toxins Grants Immunity to basic viral agents Grants Counter Psionic Ability twice per day Character is considered to have one level higher of Interrogation than they actually have for the purposes of resting interrogation Doubles grace period Target may continue to act normally when in grace period, this does not stop a character from falling unconscious if hit again (I.e. taken to -1 hits) Regenerates 1 hit per hour 1500 1500 2000 2000 3000 3000 5000

During surgery if the character has suffered a lethal wound that cannot be treated 5000 the redundant organs will activate, reducing the wound to a serious wound. This only works once.

Nanoware
These augmentations work on Nanite Clusters increasing their functionality and features, allowing the user to generate their own tool kits for any given task they have been programmed to. Nanoware Descriptions Cost Nanite Tool Augmentation These toolkits use self replicating Nanite clusters to keep the toolkit self replicating. 5000 A layer with this upgrade may ask a referee to refill toolkits at an event if they are running low. It is the refs discretion as too how much they refill the toolkit by.

Cyber Deck Components


A Cyberdeck consists of four part; the deck itself, its CPU, Its modem and its memory CPU Processing Time 20G 100G 200G Modem 1G 2G 4G 6G 8G Memory 1 Memory Slot Avatar has 1 HV Avatar has 2 HV Avatar has 3 HV Processing Time Avatar 1 Min to Down/Upload Avatar 30 Seconds to Down/Upload Avatar 10 Seconds to Down/Upload Avatar 5 Seconds to Down/Upload Avatar 1 Seconds to Down/Upload Storage Size Can hold up to 1 Memory Slot worth of programs Cost 500 1000 3000 Cost 250 500 1000 1500 2000 Cost 500

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Cyberdecks
Here is a list of purchasable hacking decks. Name Can support up to Gateway Platform 20G CPU 4 Memory Slots 1G Modem Name Virtuanet R-Type Can support up to 20G CPU 6 Memory Slots 2G Modem Name Mitsu 860 Can support up to 100G CPU 8 Memory Slots 4G Modem Name Zion Super ST Can support up to 100G CPU 10 Memory Slots 6G Modem Name Trinity Platform XP Can support up to 200G CPU 12 Memory slot 8G Modem Cost 10000 Cost 4000 Cost 2500 Cost 1500 Cost 500

Step 3: Finishing touches


By now your character will have its concept, skills, equipment and how much damage it can dish out and take in combat. Think about what you want your costume and equipment (also called Phyreps) to look like, for some guidance on this turn to page 47.. The only thing left to do is submit your character either via email or booking form to the Shadow Wars team, turn up, grab your character pack and start playing!

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In this section you will find the detailed descriptions of the skills listed in this core rule book with the exception of the Psionicist and Hacking skills which have their own sections. for ease of reference we have broken them down in two categories. You will find the skills in the following categories:

SKILLS

Melee Skills
Advanced Melee (Pre-requisite Melee) A character with this skill has trained extensively in the art of melee combat and grants the ability to make the combat call SILENT KILL under the appropriate circumstances (see combat section). Chain (Pre-requisite Advanced Melee) A character with this skill has been trained to use melee chain weapons, with which they can call REND. Chain weapons are unwieldy and dangerous to use as such need to be wielded two handed. Melee A character with this skill has been trained in the art of melee combat; they can use nearly all hand to hand weapons of 18 inches or greater in length. Small Melee A character with this skill has been trained in use of small melee weapons of 18 inches or less. Shock (Pre-requisite Advanced Melee) A character with this skill has been trained in use of shocking melee weapons, with which can call SHOCK which will do 1 point of damage and stun an opponent for 5 seconds for each strike. Mono Bladed (Pre-requisite Advanced Melee) A character with this skill has been trained to use melee weapons that have a mono filament edge, with which can bypass armour and call THROUGH.

Ranged Weapon skills


Pistol A character with this skill has been trained in how to prepare and use pistols. This skill also grants the use of archaic projectiles such as bows and crossbows. Firearms A character with this skill has been trained in how to prepare, maintain and use SMGs, assault rifles and shotguns. Grenades A character with this may use 3 grenades a day from the following list. CHOKE, FLASH, FRAG. Grenades not used do not carry over from day to day. Heavy Weapons A character with this skill has been trained in how to prepare and use heavy weapons. This skill also increases the daily allocation of ammunition for use in the heavy weapon only by 2000 rounds. Sniper A character with this skill has been trained in use sniper rifles. This skill grants the ability to use sniper rifles and make the combat call SILENT KILL under the appropriate circumstances. This requires a referee (see combat section).

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Loadouts
Loadout: Light A character with this skill has a maximum of 500 rounds for their weapons per day. Loadout: Medium (Pre-requisite Loadout: Light) This skill upgrades and replaces the Loadout: Light skill, meaning a character with this skill now has a maximum of 1000 rounds for their weapons per day. Loadout: Heavy (Pre-requisite Loadout: Medium) This skill upgrades and replaces the Loadout Medium skill, meaning a character with this skill now has a maximum of 2000 rounds for their weapons per day.

Armour and Endurance Skills


Assault Armour (Pre-requisite Combat Armour ) A character with this skill has been trained in the correct way to wear assault armour. Body Armour A character with this skill has been trained in the correct way to wear body armour. Combat Armour (Pre-requisite Body Armour ) A character with this skill has been trained in the correct way to wear combat grade armour. Military Armour (Pre-requisite Tactical Armour ) A character with this skill has been trained in the correct way to wear and maintain military armour. Tactical Armour (Pre-requisite Assault Armour ) A character with this skill has been trained in the correct way to wear tactical armour. Endurance 1,2,3 (Pre-requisite Previous level of Endurance) A character with this skill is at the peak of physical fitness honing his body either with hard core exercise programs or extensive application of pharmaceuticals, this represents their ability to both absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal wound into a glancing blow. A character with this skill has a number of additional hits before he is considered wounded equal to his level of this skill.

Creation Skills
Advanced Armourtech (Pre-requisite Armourtech) A character with this skill has had advanced training to build, repair and improve military armour, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Advanced Biotech (Pre-requisite Biotech) A character with this skill has had advanced training to build, repair and improve Biological technology, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Advanced Chemist (Pre-requisite Chemist) A character with this skill has had advance training and as such can combine a greater quantity of chemicals components and improve on current combinations as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Advanced Cybertech (Pre-requisite Cybertech) A character with this skill has had advanced training to build, repair and improve Cyber technology, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Advanced Electronics (Pre-requisite Electronics) A character with this skill has been trained in the ability to conceptualise and build custom made specific items of electronics, often being able to make functional equipment from shoddy, damaged or outdated parts. Characters with this skill will receive a Skilldex at the start of each event.

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Advanced Geneticist (Pre-requisite Geneticist) A character with this skill has had advanced training in genetics and as such can perform more complex genetic restructures. Characters with this skill will receive a Skilldex at the start of each event. Armourtech A character with this skill has been trained to build and repair up to assault armour. Characters with this skill will receive a Skilldex at the start of each event. Alchemy A character with this skill has been trained to utilise the plant moulds and fungi of the wastelands for minor medicinal purposes, these sometimes work perfectly and other times don't do what was intended and have side effects. Characters with this skill will receive a Skilldex at the start of each event. Biotech A character with this skill has been trained to create and repair basic bioware. Characters with this skill will receive a Skilldex at the start of each event. Advanced Biotech (pre-requisite Biotech) A character with this skill has had advanced training to build, repair and improve Biological technology, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Cybertech A character with this skill has been trained to create and repair basic cyberware. Characters with this skill will receive a Skilldex at the start of each event. Advanced Cybertech (Pre-requisite Cybertech) A character with this skill has had advanced training to build, repair and improve Cyber technology, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Nanotech A character with this skill has been trained to programme basic Nanite clusters. Characters with this skill will receive a Skilldex at the start of each event. Advanced Nanotech (Pre-requisite Nanotech) A character with this skill has had advanced training to programme basic and advanced Nanite clusters, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Weapontech A character with this skill has been trained to build and repair basic weapons. Characters with this skill will receive a Skilldex at the start of each event. Advanced Weapontech (Pre-requisite Weapontech) A character with this skill has had advanced training to build, repair and improve basic and advanced weaponry, as well as conceptualise new ideas and specifications. Characters with this skill will receive a Skilldex at the start of each event. Electronics A character with this skill has been trained to use and repair complex electronic equipment and have knowledge of circuits and components. Characters with this skill will receive a Skilldex at the start of each event. Chemistry A character with this skill has been trained in chemistry and is able to combine various chemicals with different properties to a beneficial and sometimes lethal effect. Characters with this skill will receive a Skilldex at the start of each event. Geneticist A character with this skill has been trained in genetics and can identify genetic codes of characters and perform simple genetic restructures. Characters with this skill will receive a Skilldex at the start of each event. Witch Doctor (Pre-requisite Alchemy) A character with this skill has been trained by a local tribal Witch Doctor to fully utilise the plans moulds and fungi of the wastelands for medicinal purposes, these sometimes work perfectly defying medicinal doctrine and other times don't do what was intended and have severe side effects. Characters with this skill will receive a Skilldex at the start of each event.

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Jury Rig A character with this skill has the ability to attempt to alter the properties of any mechanical device and make a seemingly broken device work for a short time; they can often do this with entirely inappropriate tools. Programming A character with this skill has been trained to create basic programmes for use in the Neo-Net. Characters with this skill will receive a Skilldex at the start of each event. Advanced Programming A character with this skill has had advanced training to improve or even write new Neo-Net programmes. Characters with this skill will receive a Skilldex at the start of each event.

Medical Skills
Advanced Surgery (Pre-requisite Surgery) A character with this skill has been trained extensively in advanced surgery this makes the surgeon far more skilled and allows them to perform major procedures, such as transplants. Bio Surgery (Pre-requisite Advanced Surgery) A character with this skill is a specialist in surgery involving Bio-Ware implants, allowing them to install Bio-Ware implants and repair any malfunctioning implants. Bio-Ware lammies will state the required surgery and recovery time on them. Cyber Surgery (Pre-requisite Advanced Surgery) A character with this skill is a specialist in surgery involving cybernetic implants, allowing them to install Cybernetic implants and repair hits granted by Dermal Plating and Bone Lacing or repair faulty Cyber-Ware. Cyber-ware lammies will state the required surgery and recovery time on them. First Aid A character with this skill has been trained to apply first aid medical care to an injured party. This skill doubles the grace period of an injured character but does not heal the wound. First Aid can also be used to implement CPR on a character this allows a character whose grace period who is expiring to be held on the point of death for as long as this procedure is constantly performed on the victim, this holds them a second before death, allowing surgeons to attempt a recovery. Forensics A character with this skill has been trained in forensic pathology. The character can examine scenes and specimens to try to gain additional situational information with regard to their current circumstances. Characters with this skill will receive a Skilldex at the start of each event. Surgery A character with this skill has been trained to heal wounds on a victim. The surgeon will carry a bead bag to diagnose the injury and will role play according to heal the wound. Surgeons must also purchase surgical supplies and possess the phys reps so perform surgery and may benefit from a bonus for good costume/props. A surgeon can also be assisted by up to one other surgeon to aid the recovery of wounds. For more information check the recovery section.

Espionage and Sabotage Skills


Interrogation Level 1, 2, 3 An character with this skill has been trained to interrogate and resist interrogation. This skill is available in several levels giving the character increasing competency. The skill level is used to determine how long an interrogator will take to break the will of the person they are interrogating. The minimum duration for level 1 is 20 minutes, level 2 is 15 minutes and level 3 is 10 minutes, however if the person being interrogated also has the interrogation skill of equal to or higher level, they can resist indefinitely (call no effect) as they know which methods the interrogator is using. Negotiations An character with this skill has been trained in the art of negotiation and may request an additional payment of 10% for any mission they undertake. Surveillance A character with this skill has been trained in how to use surveillance devices such as CCTV, phone taps, etc. To do so requires a surveillance tool kit and a phys rep. It also grants the knowledge of these systems to allow counter surveillance to disable, bypass

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or remove enemy devices. All Surveillance devices must have an operating lammie. This skill grants 2 Operating Lammies. Fence A character with this skill has been trained in how to fence items into the black market. This skill allows the character to sell the unsellable and to get better prices for valuable goods and information. A character can state on their Downtime submission form that they wish to have fenced an item that is in their character pack at the end of the last game, they will receive an amount of credits in return. Forgery A character with this skill has been trained in how to forge documents with the correct materials and adequate time. However they must have the required knowledge of the real documents to be able to make forgeries. An Agent with this skill can also effectively copy documents and make them look genuine. A character with this skill will be issued with 3 forgery laminates per game; they may then attach them to any document that will then count as a forgery. This can only be recognised by someone with the forgery skill. M.O.E A character with this skill has been trained in methods of entry. This skill covers how to bypass physical and electrical anti intrusion systems and if all else fails how to use breaching charges for explosive entry. Spycraft A character with this skill has been trained in the art of espionage and know the basics of secret codes, infiltration and clandestine operations. As such before each mission they may receive additional information. Barter A character with this skill has been trained in how to trade items in the waste lands. This skill allows the character to trade all goods potentially even the un-sellable in the wastelands and sometimes to get a better price in caps, goods and/or information. A character can state on their booking form that they wish to have bartered for a new item by trading in an item whose laminate was in there character pack at the end of the last game. Results may vary. Tracking A character with this skill has been trained to analyse tracks and signs to follow trails of humans and animals. In game you can either follow trails of Tracking boxes (Tupperware boxes with Tracking Laminates on) or request a ref to track a specific thing. Traps A character with this skill has been trained to set and dismantle physical traps such as wired and laser trips, mechanised traps and pressure traps. It also grants the character knowledge of traps and their methods and applications. Players with this skill must supply their own trap phys reps. Demolitions A character with this skill has been trained to safely prepare and use explosives to demolish structure and cause extensive damage. This skill also grants the ability to disarm explosives, and to properly identify everything from a fire work to a nuclear warhead. A referee will determine the amount of stickers required to demolish a building or object.

Knowledge Skills
Knowledge: Basic Science A character with this skill has been trained in the basics of all scientific research concepts and with this skill can also identify basic science samples as dictated by lammies. A player with this skill gains a science toolkit per event. Knowledge: Basic Engineering A character with this skill has been trained in the basics of all engineering concepts and with this skill can also identify engineering parts and repair mechanical devices as dictated by lammies. A player with this skill gains an engineering toolkit per event. Knowledge: Select Corporation An character with this skill knows the ins and outs of the shadow war, he knows all the main players who are fighting who and which Corporation wants what from whom. This skill may give an agent specific knowledge before a mission as to how its outcome will affect the shadow war. Also the agent will have a network of corporate informers from which they may be able to obtain information regarding hidden aspect on missions offered, as well as potentially tracking down specific info or items not necessarily related to missions Knowledge: Wastelands A character with this skill has been trained to have in depth knowledge about the wastelands, its people and oddities.

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All humans have some psionic potential, a privileged few are power full enough to have their mental abilities awoken by a Psi implant, this implant is one of the few which crosses the boundary between Cyber, Bio and Nano ware. This allows the character access to the four paths of Psionics. Some psionic powers are instantaneous and can be manifested even in the thick of combat; these tend to be the ones that are driven by instinctual responses. Others require total peace and calm in order for the Psionicist to call upon them. Any power noted as a Combat means that their effects are instantaneous and as such can be used in combat. Any power noted as Concentration cannot be used in a combat situation. Telekinesis With this power you can exert kinetic force on objects by application of mental will. Psychometry- The sixth sense, this ability allows you to perceive previous events and sense remotely Telepathy This power allows a character access to other peoples thoughts and minds Electrokinesis This power allows a character to manipulate electromagnetic fields. A characters power rating denotes how many power points they have to safely use their abilities; once these have been used it is very dangerous to try to cast any additional powers. Each power has its power cost listed in its description below. A character can risk harm by using their powers more times than the power rating would normally allow, when the attempt this the draw a bead from there strain bag for every power point they are short taking the worst result. A Green bead means the power has worked. A Yellow mean the power has worked but inflicted a painful headache on the psionic which will last for an hour, during this time a psionic cannot use any other powers or use a skill which would require concentration. A Red is bad news, the power fails the psionic is afflicted with a killer headache with the same effect as above and the character gains a psionic derangement. See Shadow Wars game team. A Black is deadly; the character suffers all of the effects of a red but has also suffered from an embolism. The character is reduced to 0 wounds is unconscious and in their grace period. A Psionic derangement will surface every time the character uses that powers from the point they are gained onwards. The sort of derangements you may get are, claustrophobia, amnesia, depression, irrational hatred, introversion, kleptomania, megalomania or schizophrenia.

Psionics

Powers and Skills


Meditate 1 A character with this skill can restore lost power points at the rate of 1 every 5 minutes, during this time the character is in a meditative state and cannot move or interact with anyone else. This may be done once for every power level the character has per day. Meditate 2 (Pre-requisite Meditate 1) This skill upgrades Meditate 1 allowing the character to restore lost power points at the rate of 1 every 5 minutes, during this time the character can move and interact with others but may not engage in combat. This may be done once for every power level the character has per day. Power level 0 A character with this skill has 4 psionic power points Power level 1 (Pre-requisite power level 0) A character with this skill has 4 extra psionic power points Power level 2 (Pre-requisite power level 1) A character with this skill has 4 extra psionic power points Power level 3 (Pre-requisite power level 2) A character with this skill has 4 extra psionic power points Psionic Ability Telekinesis A character with this skill can purchase and utilise the Telekinesis powers

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Psionic Ability Psychometry A character with this skill can purchase and utilise the Psychometry powers Psionic Ability Telepathy A character with this skill can purchase and utilise the Telepathy powers Psionic Ability Electrokinesis A character with this skill can purchase and utilise the Electrokinesis powers Psionic Power Manipulate (Pre-requisite Ability:Telekinesis) A character with this skill can utilise the Telekinesis power Manipulate, this has a psi rating of 1 and allows the Psychic to move or manipulate an inanimate object that a ref can manipulate with one hand and is within 30 feet of the Psychic. This is a concentration power and cannot be used to operate any object that is gene-coded. Psionic Power Knockdown (Pre-requisite Telekinesis - Manipulate) A character with this skill can utilise the Telekinesis power Knockdown, this has a psi rating 2 and allows the psychic to call the knockdown to a single target within 10 metres. This is a combat power. Psionic Power Smash (Pre-requisite Telekinesis- Knockdown) A character with this skill can utilise the Telekinesis power Smash, this has a psi rating 3 and allows the psychic to effectively smash open a window or door that the player can safely OOC traverse. Once used, the players must allow the barricade, door etc to be moved safely before continuing. This is a combat power. Psionic Power Telekinetic Shield (Pre-requisite Telekinesis Smash) A character with this skill can utilise the Telekinesis power Telekinetic Shield, this has a psi rating of 4 and allows the psychic to call NO EFFECT for 5 minutes from all ranged damage as long as the Psionic has their hands empty, also they cannot use any other skill or power or attack anyone or anything whilst protected by this ability. This is a combat power. Psionic Power Telekinetic Barrier (Pre-requisite Telekinesis Telekinetic shield) A character with this skill can utilise the Telekinesis power Telekinetic Barrier, this has a psi rating of 5 and allows the psychic to generate a barrier that will allow you to make the combat call shielded up to three times, this barrier will last until all three shielded calls have been made. This is a combat power. Psionic Power Read Object (Pre-requisite Ability: Psychometry) A character with this skill can utilise the Psychometry Power: Read Object, this has a psi rating of 1 and allows the Psychic to pick up an object, enter trance for 10 seconds and read its aura to get a vision of the objects last most significant event. This is a concentration power and requires a referee. Psionic Power Read Room (Pre-requisite Psychometry Read Object) A character with this skill can utilise the Psychometry power Read Room, this has a psi rating 2 and allows the psychic to enter a trance for 10 seconds and read the aura of a room to get a vision of the last significant event that took place in that room. This is a concentration power and requires a referee. Psionic Power Sense Life (Pre-requisite Psychometry- Read Room) A character with this skill can utilise the Psychometry power Sense Life, this has a psi rating 3 and allows the psychic to sense life within a building; effectively telling the Psionicist how many people are inside a specific building. This is a combat power and requires a referee. Psionic Power Ghost Blade (Pre-requisite Psychometry Sense life) A character with this skill can utilise the Psychometry power Ghost Blade, this has a psi rating of 4 and allows the psychic to use the call THROUGH with a melee weapon for 10 minutes. This is a combat power. Psionic Power Farsight (Pre-requisite Psychometry Ghost Blade) A character with this skill can utilise the Psychometry power Farsight, this has a psi rating of 5 and allows the psychic to link with a Psi Focus and traverse the world in a immaterial state, in this state they can see and hear the world around them but cannot be effected or affect it. The Psi Focus once linked cannot be moved but can be damaged, if broken the link lost and the character will dissipate and die. This is a concentration power and extended use will be draining and may lead to life threatening situation. This power requires a referee. Psionic Power Read Surface Thoughts (Pre-requisite Ability:Telepathy) A character with this skill can utilise the Telepathy power Read Surface Thoughts, this has a psi rating of 1 and allows the Psionic to read the thoughts of the target is thinking at the time. The Psionicist is able to make the call Psionic Read Thoughts and ask the

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OOC question are you lying to me? The person who is being questioned must answer the Psionicist truthfully. Psionic Power Remove Memory (Pre-requisite Telepathy Read Surface Thoughts) A character with this skill can utilise the Telepathy power Remove Memory, this has a psi rating of 2 and allows the Psionic to remove any memory the Psionic knows the target has. This is a concentration power and takes 5 minutes of role-played interaction between the Psionicist and one other person. This power can remove Psionic Conditioning if the Psioniocist determines the correct trigger used when having the conditioning placed upon them. Psionic Power Create False Memory (Pre-requisite Telepathy- Remove Memory) A character with this skill can utilise the Telepathy power Create False Memory, this has a psi rating of 3 and allows the Psionic to fabricate a memory and implant it in to a persons mind. The targets subconscious will fill in any gaps and orientate the memory to their point of view. This is a concentration power and requires 5 minutes of role-played interaction between the Psionicist and their intended victim. Once this power has been effective, the player must assign a trigger and inform a referee. Psionic Power Command (Pre-requisite Telepathy Create False Memory) A character with this skill can utilise the Telepathy power Command, this has a psi rating of 4 and allows the Psionic to use one of the commands Psionic Sleep, Stop, Attack, Defend or Fear. This is a combat power. Psionic Power Implant Command (Pre-requisite Telepathy - Command) A character with this skill can utilise the Telepathy power Implant Command, this has a psi rating of 5 and allows the Psionic to implant one of the commands Psionic Sleep, Stop, Attack, Defend or Fear. This can be set to trigger at a specified time or with a specified event. This is a concentration power Psionic Power Short Circuit (Pre-requisite Ability:Electrokinesis) A character with this skill can utilise the Electrokinesis power Short Circuit, this has a psi rating of 1 and allows the Psychic to make the combat call EMP to any device that they are in direct contact with. This is a combat power. Psionic Power Electromagnetic Shield (Pre-requisite Electrokinesis Short Circuit) A character with this skill can utilise the Electrokinesis power Electromagnetic Shield, this has a psi rating of 2 and allows the Psychic to call NO EFFECT to the combat calls SHOCK, ENERGY and EMP for five minutes, during which time they may not attack anyone or anything in any way, whilst the shield is in place the Psionic is also immune to the effects of electrocution and radiation. Any other person or object the Psionic places a hand on (maximum of 2 obviously) is also covered by the Electromagnetic Shield whilst this contact is maintained. This is a combat power. Psionic Power Shock (Pre-requisite Electrokinesis Electromagnetic Shield) A character with this skill can utilise the Electrokinesis power Shock, this has a psi rating of 3 and allows the Psychic to make the combat call SHOCK with any melee weapon they have equipped for 5 minutes This is a combat power. Psionic Power Shocking Discharge (Pre-requisite Electrokinesis Shock) A character with this skill can utilise the Electrokinesis power Shocking Discharge, this has a psi rating of 4 and allows the Psychic to make the combat call MASS SHOCK. This is a combat power. Psionic Power EMP Blast (Pre-requisite Shocking Discharge) A character with this skill can utilise the Electrokinesis power EMP Blast, this has a psi rating of 5 and allows the Psychic to make the combat call MASS EMP. This is a combat power.

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Running the Neonet


In 2031 a new internet was born. The Cascade ruined every server it got into, which was 95% of them across the world. ISP's as we knew them simply ceased to function, we were all cut off from each other in a way we hadn't been for 50 years. New Horizons Media took this opportunity to create a new digital world, and that world they called Neonet. Using satellite relays and long range hubs the entire world was blanketed in overlapping wireless networks, it was just a fundamental change in the software that used them and the Neonet sprang to life. This digital world is an Augmented Reality projection that interacts seamlessly with the real one, no longer did someone have to sit at a computer or own a deck to perceive the it, and it was all around them. At first all that was needed to see the Neonet was a pair of AR goggles or contact lenses, but then something unexpected happened, someone's Utopia Nanites adapted and suddenly they could see the Neonet unaided, and this adaptation was passed on thought the Utopia network to everyone on the planet in a matter hours. People the world over awoke to new digital vistas laid out before them. Quickly the deckers of the previous decade adapted to this new frontier, these new Runners as they called themselves found new ways to control this environment. They could overcome any obstacle in their way faster than before, and mercenary teams the world over started to realise the massive advantage that having a Runner with them could make as they opened secured areas, turned security measures against their owners and raided corporate secrets whilst their colleagues dealt with the more physical security. The majority of the projections in the Neonet are like screens, often advertising of one kind or another, restaurant menus or bulletins. Things that can be accessed from the Neonet such as data stores, systems or electronic locks are represented by a simple geometric shape that hovers near the device. Three dimensional projections are also common with all roaming programs now having a Sprite to represent them; these take myriad forms but are most commonly humanoid to avoid causing too much panic. Identifying devices in the Neo-Net Devices that a Runner can interface with are represented by a laminated geometric shape that exist solely in the Neonet; with different devices having a different shape.

Devices that control a system are represented by a circle

Devices that store information are represented by a square

Devices that such as door locks that have an open/closed function are represented by a triangle

Encryption/Decryption Devices that have a security encryption look the same but have a numerical value on them which denotes the level of the encryption. So a door with level 3 encryption would look like this:

A Neo-Runner with the decryption programme can decrypt the device if they have the programme at the same level or higher. It also takes an amount of time equal to your modem speed to break through the decryption and the same time again to use the device.

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EXAMPLE: In the case of the door example above, Hardwire has the Decrypt programme at level 3 and has a Gateway Platform with a 1G Modem. He equals the number in the triangle so can decrypt the door. He spends 1 minute breaking the decryption and a further 1 minute to open the door because of his 1G modem (1 minute/upload/download speed). Following this escapade, he upgrades his deck and gets a better modem... Data Files Once you have broken the decryption on a device that stores information, there will often be data files that can be collected by the Neo-Runner. These are represented by yellow credit card size lammies and look like this: SW10G5

Data File
100 Credit Value Tracking code Symbol

These Data Files contain generic information that has worth to someone, somewhere. These can be traded with ShadowNet for a credit value denoted in the bottom left hand corner of the front of the lammie. (As shown) Some of these files may have information relevant to the event or game, in this case the lammie will have a tear on use tag and you will find further information inside. In addition, every data-file has a unique tracking code in the upper right hand corner and can be research further if you wish to spend a proportion of your downtime doing so. You will gain further information in your next character pack at the beginning of your next Shadow Wars event. Finally, the symbol on the front of the lammie may give an indication of who originally owned the data. In the case of the SN logo (above) this means it is generic data and is most likely only worth a few credits through ShadowNet. Sprites All free roaming programs that exist in the Neo-Net are now represented by a Sprite; they are always humanoid in shape but apart from that look exactly like their creator wants them to. They can perform a function for which they have been programmed be that carrying a message or acting as a scout. Like everything else in the Neonet that can only perceive the real world not interact with it, so a closed door stops a Sprite as surely as a wall. Sprites have a number of hits depending on how well they are programmed once it is reduced to 0 hits, the sprite enters a grace period and if Neo-Surgery or similar repair is not done to it will return to the base CPU of its runner. In this instance, it takes time to rewrite the Sprites damaged base code. Sprites that have returned to the base CPU of their runner can be re-booted at the next event, requiring time between events to re-write their code ready for the next field of operations. Intrusion counter measures Also known as IC, these are Sprites that have been specifically programmed to protect an area or device. When anything enters the IC's sense horizon they activate and perform whatever function they have been programmed for be it sounding an alarm or attacking the offending Sprite or Runner. IC have a number of hits depending on how well they are programmed once it is reduced to 0 their program instantly fails and they are returned to a base CPU, they can be rebooted once per day by the relevant person with the correct programme code. As they are tied to an area or device they cannot be crashed by a Runner. All IC have a sense horizon of 30 feet above this they cannot perceive anything, if a Runner or Sprite can get more than 30 feet away from the IC they may reset to their original position regaining all damaged hits and abilities.

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Artificial Intelligence (A.I) Some sprites or hardware can become aware and in some cases, even develop individual personalities. A.Is are rare in the Neo-Net and have the potential to be extremely powerful. They are not tied to a central CPU as Sprites are; as such they are unable to be crashed. If a player is ever given the chance to play one of these, they will receive a Skilldex. These are NOT player characters that can be created through the normal character creation process. False Utopia will approach you once we have read your character backgrounds and agree that it would be appropriate. In addition, No more than 2 player characters will ever be allowed to play an A.I at the same time unless False Utopia think it would be cool. Programs Every Runner has a number of programs at their disposal that allows them to interact with the Neo-Net. Here is a list of the most common ones. Some programs have a rating, this is used when targeting a rated device, Sprite or IC, if your programs level is equal or higher that its rating, your program works if not it fails.

Firewall This protects the Runner from harm by armouring them in a code wall. This manifests itself as a point of armour value that is only useable against digital attacks within the Neo-Net. Attack This allows a Runner to cause damage directly to a Sprite or IC using a digital weapon (This is always coded over a real weapon). As the Runner gains levels in this programme, their attacks may produce additional damage effects. Crash This will instantly reduce any Sprite that it targets to 0 Hits and make them enter their grace period. Sleaze This renders the runner invisible to a Sprite or IC it is used against. The Runner clearly calls Neo-Sleaze level X and then has 10 seconds where the Sprite/IC cannot see or interact with the Runner. The runners level in sleaze must be equal or better to the Sprite or IC for this to work and any offensive gesture towards the Sprite/IC will cause this power to drop instantly. Use This allows the Runner to use any device which has no encryption. Encrypt This allows the runner to place encryption on any device. The encryption will be at the level of the Encrypt programme used by the runner. Decrypt This allows the runner to remove any encryption on a device. The Runner must use a Decryption programme of equal or higher value to the number stated on the yellow symbol. NeoJack This allows a Runner to take control of other runners Sprites for 10 minutes. The Neo-Jack programme must be equal or higher than the target Sprite and a runner may only control a number of Sprites equal to their level of Neo-Jack at any one time. Analyse This allows a runner to gain some information on an IC or Sprite it is used on. This will give the runner the Level and type of Sprite/IC.

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Combat in Shadow Wars occurs in two variants, Melee and Projectile. Melee combat is the process of close quarter fighting with weapons such as knives where physical strikes are made on the target. Projectile combat is the use of Firearms over short, medium and long range. Despite the differences in application, the damage dealt by these methods are treated the same. Each character can be hit a number of times before they are seriously injured and are in risk of dying. Please obey the following rules at all times in any ranged combat. You may only fire your weapon on full auto at targets over 30 feet away You may never fire your weapon in a continuous burst for longer than a 3 second count When you are hit you must announce loudly HIT and roleplay that you have been hit for two seconds, during which you may get into cover but not advance towards your attacker.(Use this time to remove the sticker from your armour lammie) When you hear someone say HIT please do not shoot them again for 2 seconds. It hurts, a lot. You must not shoot people on the floor or whilst they role-playing a knockdown effect. This does not cover people who have decided to lie down for a tactical advantage in a gun fight. (although we would discourage this) When a target is hit with any form of weapon, a single hit is removed from their total of hits. All wounds received from a projectile, also causes a KNOCKDOWN effect, blowing the character off their feet. Every character has base hits of 1. Some characters may have added hits through the endurance skill or through the application of armour levels or Implant technology. If the character drops to zero hits, they enter their grace period. The grace period is effectively the time it takes for the character to die either from shock, blood loss or organ failure and under most circumstances is 5 minutes. During this time they can move either stumbling very slowly or crawling along the ground. If they are hit again whilst in this state the character loses consciousness and falls to the ground where they are. If the grace period expires without medical attention the character has died. Exceptions to the above may be applied by a game referee if they deem the damage taken by the character is sufficient to have instantly killed them. See massive damage below. All hits are considered to be global not locational, the area of the injury is only to be applied in a role-play manner the effect will still be the same as will the result of the surgery.

Combat and Recovery

Immunities
If you are immune to effect you must state loudly NO EFFECT X with X being the effect. If you have the Internal Gyroscope Implant when you are hit by a raged shot or knockdown hit, you state HIT GYRO.

Ranges and durations


All duration effects are 10 seconds regardless of the source. E.g. Flash grenade, psionic etc. All ranges are 30 feet so psionic spells have a range of 30 feet; grenade radius is 30 feet etc.

Armour
Type Helmet Body Armour Combat Armour Assault Armour Tactical Armour Physrep Rigid Helmet Physrep required plate carrier or tac vest Physrep required heavy plate carrier Physrep required heavy plate carrier, with leg and arm plates Physrep required heavy looking plate type armour with leg and arm plates. (e.g. Fox motorbike armour) Physrep required all enclosing very heavy looking plate type armour with leg and arm plates (e.g. modified motocross armour) Immunities Granted Immune to STUN None None None Immune to SHOCK Immune to THROUGH Converts all the above to one hit on the armour instead Hits Granted 0 1 2 3 4

Military Armour

Immune to KNOCKDOWN, SHOCK, 5 THROUGH, REND, STUN, FLASH, CHOKE While wearing Military Armour, any damage taken (except Energy) is converted to a single point of damage on the armour until it is on 0 Av. Once all of the armour hits are spent, all of the immunities are lost until the armour is repaired.

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Below are calls that you may hear during combat some you may call some will only be called by a marshal, please memorise them and their effects Silent Kill Melee To carry out a silent kill a character must have the appropriate skill, a small Melee weapon and have snuck up on the target undetected. The attacker places his hand on the targets shoulder and says SILENT KILL. This instantly reduces the targets hits to zero hits through all armour, unless Immune to Through and knocks the target unconscious and begins their grace period. Silent Kill Sniper To carry out a silent kill a character must have the appropriate skill, a sniper rifle, a marshal and be unseen by the target. The attacker must draw a bead on the target for 10 seconds at which point he may fire if this shot hits the target the marshal will inform the recipient the hit is a SILENT KILL. This instantly reduces the targets hits to zero hits through all armour, unless Immune to Through and knocks the target unconscious and begins their grace period. If the target becomes aware of the attacker before the strike, or is immune to Through, the silent kill becomes a normal hit and all involved may respond appropriately. Massive Damage If you chew the business end of a grenade, stand on a land mine or other such really nasty pain is inflicted upon your person, a marshal may deem that you have received MASSIVE DAMAGE. In short this means you have been instantly killed by sheer trauma. Only a marshal may announce that a character have been MASSIVE DAMAGE, but if you know you have been MASSIVE DAMAGE do the right thing and take the MASSIVE DAMAGE effect without being told to. This can never be inflicted with any melee or projectile weapon. Through Some weapons are so advanced they are capable of entirely bypassing someone's armour, If you are struck with a melee weapon and hear the call THROUGH it means the blow bypasses any armour you are wearing and hits you directly. This only bypasses hits granted by armour e.g. It does not by pass additional hits granted by Cyberware or Bioware. Knockdown When you are stuck by a high speed projectile, your body will by a combination of transferred kinetic energy and your instinctual dodge reaction be knocked to the floor. If someone calls KNOCKDOWN on you or if you are struck by a high speed projectile (meaning when you get shot) you are knocked to the ground during which time you may not take any other action for 2 seconds whilst you recover your breath and get back to you feet. Shielded If you hear you target make the call SHIELDED it means the attack you have just performed has no effect on the target, (o.o.c. note this is not an excuse to mercilessly test the how many rounds you have in your high capacity magazine, or the pain tolerance of your hapless shielded target by shooting them in vulnerable areas, such behaviour will not be tolerated and you may be removed from the game and banned from future False Utopia games if it is deemed you are behaving in this manner) Stun Anyone with the melee skill and a blunt melee weapon my call STUN when they strike some one, this indicates the damage being inflicted is non lethal. Each STUN blow inflicts one point of temporary damage if you are reduced to 0 hits by this you will fall unconscious for 5 minutes, after 5 minutes you will wake up regaining 1 body hit per minute until back at full, armour is considered back to its full value as soon as you wake up. Execute A character may be instantly killed using the call EXECUTE. This call can only be made against a target incapable of resistance I.e. unconscious, tied up or in some other way unable to resist. In order to perform this call you must count to 5 seconds whilst holding a weapon beside the target, once you reach five you announce EXECUTE then if using a gun shoot the floor beside the target or if using a melee weapon strike the target on the shoulder. The unfortunate recipient is killed instantly no grace period. Shock Some weapons deliver an electrical charge that overloads the targets nervous system and bypasses armour, If you take a hit and hear the call SHOCK it means the blow delivers an electrical charge that leaves you stunned for 5 seconds unable to do anything but convulse.

CALLS

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Rend Some weapons are so brutal a blow from them will utterly mangle anything they hit. If you take a hit and hear the call REND it means the blow has reduced any armour you are wearing to 0 hits. If it is an unarmoured target (or whose armour has already been reduced to 0) they are taken to 0 hits and enter their grace period. Toxic Some weapons deliver a toxin or poison directly in the blood stream of a target. If you take a hit and are unarmoured (or your armour has already been reduced to 0) and hear the call TOXIC it means the blow delivers a toxin which immediately knocks you unconscious as per the PSIONIC COMMAND SLEEP effect, during which you cannot be awoken. If there are any additional effects you will be given the appropriate card. Mass Any combat call that is prefixed with the call MASS means it effects everyone within 10 feet of the caller. No Effect If for any reason you are not affected by a combat call you must call NO EFFECT this indicates that you are legitimately not taking the effect.

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Psionic Calls
If you hear the call PSIONIC and see the caller pointing at you, this will either have the same effect as a combat call as above or be one of the commands which are listed below.(e.g. If someone points at you and calls PSIONIC KNOCKDOWN you will immediately take the KNOCKDOWN effect.) Psionic Command Sleep You fall into an unnatural sleep for 10 seconds, during which you cannot be woken. Psionic Command Stop You will stand on the spot taking no actions at all for 10 seconds, this effect if cancelled if the target takes any form of damage. Psionic Command Attack You will attack the designated target or targets treating them as you would treat your enemies, this effect lasts for 10 seconds. Psionic Command Defend You will protect the designated target as if it was your close ally, this effect lasts for 10 seconds Psionic Command Fear You will flee as fast as you can from the caster for 10 seconds. Psionic Command Choke You will be under the same effect of a choke grenade for 10 seconds. Psionic Command Jam This power jams a firearm, stooping it from working.

Grenade Calls
Grenades in Shadow Wars are represented by a Mk5 thunder flash or a coloured smoke grenade which will be accompanied by a call stated clearly THREE times as the grenade is thrown. This call will denote what the grenades effect will be. When a grenade goes off if you are within 30 feet of it you must take the affect. Frag Characters within 30ft as hit as if they had been shot (I.e. they will take 1 hit and suffer from KNOCKDOWN) Choke Character may do nothing other than CHOKE coughing and spluttering whilst they are in the affected area and for 10 seconds after they have left the area. Flash Characters are blinded and deafened for 10 seconds and may do nothing but stumble or roll around. Energy Characters in the area of effect are reduced to -1 hits and are unconscious regardless of armour, shielding or any other protection or implants. EMP All electronic devices within the area of effect are disabled until repaired by someone with the appropriate skill and tool kit.

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The recovery of wounds depends entirely upon a surgeon diagnosing the victim before there grace period has ended. Diagnosis is performed by the surgeon drawing a bead from their bead bag to tell the extent of the wound. The amount of beads in the surgeons bag is dictated by their skill, equipment and quality of role play/costume/props. A surgeon or first aider may apply their skill a number of times equal the amount of uses in an available kit. Once diagnosis has been made, a surgeon may attempt to treat the wounds through a role played medical procedure. This must appropriately represent the procedure taking place and the seriousness of the wounds to be healed. For example a flesh wound could be treated through some disinfection and suture application, accompanied by appropriate banter, whereas a serious wound would need to receive extensive concentrated care. Bead Green Yellow Red Black Wound Type Minor Wound Light Wound Serious Wound Lethal Wound Treatment (mins) 1 5 10 N/A Recovery (mins) 0 15 30 N/A

RECOVERY

Lethal wounds will kill the character unless the surgeon can be assisted by another trained surgeon. To assist, the secondary surgeon must join the role played procedure appropriately. He will then draw a bead for the wound from his own bag. The wound is then re-diagnosed if a green or yellow bead is drawn as serious wound, For example a Lethal wound could be re-diagnosed as a Serious Wound with assistance, and if the assisting draws a green or yellow bead. After receiving treatment a character will then need time to recover before the their hits are increased. During the recovery time the character may only make non-strenuous movements and may not enter combat. If the character over exerts themselves, as deemed by a marshal, the treatment is negated and the wound re-opens, requiring a complete re-diagnosis and the character once again enters there grace period. A person skilled in First Aid does not have the ability to diagnose a wound; however they can help a non-diagnosed character through application of the first aid skill which will double the characters grace period this skill also allows them to perform CPR on a character as their grace period ends. CPR will keep the character effectively at 1 second before death and must be maintained or the character will die. Bead bags required for the use of surgery skill will be provided by the Shadow Wars team for your use during a mission. False Utopia has a very limited supply of bead bags for players who require them at a deposit of 1, refundable at the end of the game upon return. Therefore we would encourage anyone to bring their own bead bags wherever possible.

Hits from Bone Lacing or Dermal Armour


These hits can only be restored by a Cyber-Surgeon who must transfer a spot from his tool kit to your appropriate lammie. If you have regeneration please come and see a Ref for sticker replacement, if you don't have a sticker on your card you do not have a hit.

Bead allocation
Below is a list of the different colours of beads the diagnosis bead bag will be made up of. Depending on your skill level and the quality of the appearance of the medical equipment you bring to represent your surgical kit this may stack the odds in your patients favour. Surgery Advanced Surgery 2 Green 3 Yellow 3 Red 2 Black 5 Green 2 Yellow 2 Red 1 Black

Kit Bead Bonuses


This can only be approved by a member of the Shadow Wars game team, come find one before the game if you think you qualify for this bonus.

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Advancing your character


In the Shadow Wars campaign you can only advance your character if you pre book for an event, on the booking form is a section on which you notify us that you wish to buy additional equipment, implants and/or a skills. There are five things you can do to advance your character.

Spend Credits
When you pre book you can buy addition equipment, implants and skills. You may buy any number of these in any combination you can afford. (Skills may only be taken from your current career path)

Make Stuff
In Shadow Wars the creation system is nearly completely in the players hands. When you pre book you can notify us that since the last game you have made or started making any item which is on your Skilldex or for which you have an approved False Utopia Research Answer. See below for how to submit a research request.

Elite Advancements
There are two types of Elite Career advancement in Shadow Wars, unaligned and aligned. Unaligned careers just cost credits to access and are available through ShadowNet. More specialised aligned careers exist but they are tied to a corporation and can only be accessed through role play with the appropriate representative.

Selling Out
You can sell out to a corporation for wealth power and possible Elite Advancement, but nothing comes without a hefty price. This is only accessed through role play with the appropriate representative

Research Requests
You may submit 1 research request per event you attend, these will be reviewed and an answer will be given to you at the start of the next event that you pre-book for. Research can only be done by someone with an appropriate Skilldex.

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Guide to costume and equipment


Playing in the near future world of shadow wars allows for a wide selection of costume and equipment choices. The most important thing to remember is fitting your costume to your character. In this section of the rule book we plan to inspire some truly great costumes by providing some simple ideas that can turn basic supplies or old Larp kit or airsoft load-out in to a Shadow Wars character costume. Firstly design your kit to fit your character and their motivations experience and background. Someone with military training may look much like a modern day soldier, someone from inner city London may wear a suit or jeans and a hoodie, someone from the nuclear wastes of the Middle East could look more like a character from Fallout and a character from the battered USA would have more of a mad max look about them.

The Undercoat
Many people see the application of BB guns in Shadow Wars and think that they must get camouflage. In truth the engagement ranges involved in most of the skirmishes are so short that camouflage clothing is only rarely useful. Though some of you will (or already have) bought a full tactical vest, helmet, pads, holsters etc you can just as easily look the part with a clever use of jeans tshirt and a few belts or accessories and some face paint or an old leather jacket like some of our favourite film characters. A good source of inspiration can be found in any sci-fi film or computer game. You can even get away with a modern uniforms with some slight modifications or even normal clothing can be used with great effect when you add on a few accessories or tactical modifications. A good source for sci-fi clothing may be shops that stock Rocker/alternative clothing, though this can prove expensive. A final note on the base layer is to remember you are likely to be shot at wearing your kit. So remember whilst Jill Valentine may look great in hot pants and a t-shirt, after an airsoft shoot-out she may regret not having any protection over her bare skin.

A Note on Armour
Armour can come in many forms, for example any good army surplus will stock Tactical vests or plate carriers, these can be used for basic armour, but in order to stay within the theme of the game you should consider alternatives. For example motor cross armour is very good given a lick of paint. Likewise homemade kits can turn ordinary household items in to stunning kit. Taking things like old radio alarm clocks or CD players apart for wires and circuit boards can yield many good components for adding to armour to make it look that little bit more futuristic.

Cyber that Punk


To add to the look of your character think of things that make your kit that little bit different from the usual. For example paint some electronics style lines on your cheek and the addition of a few spikes (keep it safe) has set off a very cyber punk look. Likewise these take advantage of the creative use of hair (or wigs) to set off the futuristic look. An overall theme is to mix metal with cloth and technology. Remember drawing from the past can also be a cool look. The setting of Shadow wars is one with everything from Utopian cities to nuclear wastelands. Many of the citizens of the wastelands are not much more different from the dark ages of the past.

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