*yoinks* various stuff, adds to homebrew page on wiki. And here's some of my contributions:
New Qualities:
[ Spoiler ]
Athletic Body
Cost: 20 BP
The Athletic Body quality indicates that an unaugmented character is physically fit, possibly even beyond the norm for his metatype. This quality grants the character a +2 Body attribute modifier, with is not cumulative with any other Body or Damage Resistance enhancement (obviously excluding armor), be it technological or magical.
Supple Form
Cost: 20 BP
The Supple Form quality indicates that an unaugmented character is highly dextrous, possibly even beyond the norm for his metatype. This quality grants the character a +2 Agility attribute modifier, with is not cumulative with any other Agility enhancement, be it technological or magical.
Strong Back
Cost: 15 BP
The Strong Back quality allows an unaugmented character to execute feats of tremendous strength. This quality grants the character a +2 Strength attribute modifier, with is not cumulative with any other Strength enhancement, be it technological or magical.
New Augmentations
[ Spoiler ]
Evo Discerning Senses Cyberware Suite Recognizing that cybereyes and cyberears are the most common cybernetics, Evo has created a cyberware suite designed for the metahuman off the street featuring these two fundamental cybernetic systems
. Also, in line with Evo's transhumanist viewpoints, both the cybereyes and cyberears feature additional capacity for further optimization and customization (see retailer for details)
. - Rating 3 Cybereyes with eye recording unit, image link, thermographic vision, low light vision, vision enhancement (rating 2), and vision magnification (has four points of capacity remaining).
- Rating 3 Cyberears with ear recording unit, sound link, datajack (pair, one by each ear), audio enhancement (rating 2), increased sensitivity, select sound filter (rating 3), and spacial recognizer (has three points of capacity remaining)
Grade
Essence
Avail
Cost
Standard
0.72
6
14,625
Alphaware
0.576
8
29,250
Betaware
0.504
10
58,500
The
Deluxe Five Discerning Senses cyberware suite adds the following:
- Olfactory Booster (rating 2)
- Taste Booster (rating 2)
- Touch Link
Grade
Essence
Availability
Cost
Standard
1.17
8
20,025
Alphaware
0.936
10
40,050
Betaware
0.819
12
80,100
Swimmer Suite While very much a niche item, there are those whose lives or livelihoods seem to have them in the water more than out of it, and there are enough of them to make having researched this cyberware suite a profitable option.
- OXSYS Cybergill
- Cyberfins
- Orientation System
- Ultrasound Sensor
- Internal Air Tank
- Cybereyes with Low Light, Vision Enhancement 2 and Eye Light System
Grade
Essence
Availability
Cost
Standard
1.44
10
19,260
Alphaware
0.12
12
38,520
Betaware
0.96
14
77,040
New Gear
[ Spoiler ]
High Speed Camera: Most video cameras, including the digital cameras included in all but the cheapest commlinks, typically have a framerate of less than 100 frames per second and even professional video cameras are rarely capable of speeds of over a few hundred frames per second, being designed for more general use than true high speed photography, although quite capable of the more common half-speed "slow mo" popularized by instant replays. Even most cybereyes rarely have framerates over 45 frames per second, due to the speed of nerve impulses and the natural "refresh rate" of metahuman vision (although this is typically a software limitation that is adapted to higher speeds when an individual is implanted with cybernetics or bioware that grants additional initiative passes).
True high speed video cameras are specialty items, found either as dedicated units or as hardware/software upgrades to traditional video cameras, such as those found in drones, commlinks, cybereyes. They are popular with scientists, naturalists, sports analysts, martial arts instructors and soldiers.
High Speed Cameras (HSC) are rated from Rating 1 (500 frames per second) to Rating 6 (500,000,000 frames per second), with each increase in rating increasing the maximum framerate by one order of magnitude. Due to the area requirements of the light sensitive surfaces and the reality that "jitter compensation" for the biological platform's movement is required, high speed cybereyes are built and rated differently (500 fps per rating point) and are not available as retinal modifications.
High speed cameras give a bonus equal to their rating to Perception tests to notice high speed events, although, due to the limits of the metahuman attention span, this is typically for after-the-fact analysis of recorded footage. Additionally, high speed cybereyes give a +1 to Perception checks when the character possesses additional initiative passes, as the higher framerate can "keep up" with the character and grants higher fidelity. This bonus only applies when the heightened reflexes are active (although, in the case of Wired Reflexes, the trigger to activate the wires is typically also set to trigger the high speed cameras as well). Additionally, due to the required sensitivity of the photoreceptors, a high speed camera or cybereye effectively has low light vision when being used at "normal" (i.e. not heightened) speeds. To have Low Light vision at heightened speeds, the cybereye must have a rating equal to or exceeding the number of Initiative Passes of the character.
A high speed camera paired with a gun smartlink reduces range penalties by 1 for second shots at targets in the same range bracket, as the camera allows the smartlink to watch the fired bullet with tremendous accuracy and then further compensate.
High Speed Camera:
Rating 1-3: Capacity: [Rating], Avail: Rating x 4. Cost: Rating x 400
Rating 4-6: Capacity: [Rating+1], Avail: Rating x 4. Cost: Rating x 1000
High Speed Cybereye Upgrade:
Rating 1-5: Capacity: [Rating x 2], Avail: Rating x 5. Cost: Rating x 1000
New Software
Skill Group Tutorsoft, Rating 1-4, Cost: Rating x 1250¥
New MagicNew Spells[ Spoiler ]
Hive Cleaner [Insect Spirit] (direct, area)
Type: P * Range: LOS * Damage: P * Duration: I * DV: (F/2) + 1
A spell designed for those who frequently come into contact with Insect Spirits. It is is designed with the Very Restricted target option limiting it to Bugs only, which allows one to cast it around team mates and allied spirits without fear. The spell is physical and is resisted by body to get around a Queen's Hive mind power. Only affects Flesh and True forms and Manifested Spirits.
(Possible variant is to change damage to Stun, which would lower drain to DV: (F/2). It would not kill the bug spirits but it could still disrupt them taking them out of the fight all the same. Killing the Queen later should prevent them from returning)
Vertigo [Mental]
Type: M * Range: LOS * Duration: I * DV: (F/2)
Intended to take a target out of the fight without harming them, though also useful for interrogations or embarrassing someone by making them vomit all over themselves. Resistance is a straight check. If the target succeeds, there is no effect. If they fail, they are subject to the effects of nausea as described on p. 245, SR4. This is a manipulation spell rather than illusion because it actually rattles the body causing a physical effect rather than simply the illusion of one.
Variant: Area effect with DV:(F/2)+2.
Quicksand [Manipulation, Environmental]
Type: P Range: LOS (A) Duration: S DV: (F/2)+3
This spell liquefies a materially contiguous targeted area, typically a patch of the ground or a wall, turning it into a liquid approximately as viscous as warm tar. The spell's Force is the radius of the targeted area in meters and the spellcaster must make enough hits to overcome the ground's Object Resistance; additional hits increase the fluidity of the fluid by a factor of the net hits (i.e. 2 net hits makes it twice as liquid, 3 net hits equals three times as liquid and so forth).
Nature's Call (Realistic, Single-Sense)
Type: M | Range: LOS | Duration: S | DV: (F/2)-2
Halftime (Realistic, Single-Sense, Area)
Type: M | Range: LOS (A) | Duration: S | DV: (F/2)
This spell induces the strong feeling of the need to use the bathroom. While it's great for pranks at school or camp, this spell is also a great way to distract your enemies. Each net hit scored by the caster applies a -1 dice pool modifier to all of the target's actions as they contemplate a potty dance. At the gamemaster's discretion, a character who suffers a dice pool modifier higher than his Willpower is convinced of their need and may leave their post (if any).
Nature's Call affects a single target, Halftime is area effect.
New Mentor Spirits
[ Spoiler ]
Scholar:
Scholar is the repository of vast wells of knowledge and knows many things; he is the custodian of all accumulated knowledge and the patron to magical researchers. Magicians serving this mentor spirit tend to follow the Hermetic traditions. Although exceptions abound, as a group, they tend to revere the testing of logical reasoning as a form of ritual devotion in its own right, and distrust intangible resources like intuition, faith, and superstition.
Advantages: +2 for Detection spells, +1 to known Knowledge skill tests
Disadvantages: Scholar magicians are easily distracted by new and/or unusual knowledge. When faced with something he has never seen before the Scholar magician must make a Willpower + Charisma (3) Test to resist examining the information/news/tome/etc at length. The magician will not put his life in danger just to learn/study the information, but he will take the next safe opportunity to do so.
Philosopher:
Philosopher is the keeper of dreams and revealer of secrets; he is the custodian of all interpreted conceptual designs and the patron to seers, visionaries, and dreamers. Magicians serving this mentor spirit tend to follow the Shamanic traditions. Although exceptions abound, as a group, they tend to revere the interpretation of imagery and impressions as a form of ritual devotion in its own right, and as a means toward understanding the world beyond the limitations imposed by merely collecting facts, files, names, and numbers.
Advantages: +2 for Summoning spirits associated with Detection, +2 for Assenssing Tests
Disadvantages: When exposed to new and/or unusual knowledge, Philosopher magicians must seek deeper meanings and patterns, embracing the chaos beneath the order. When faced with something he has never seen before the Scholar must make a Willpower + Charisma (3) Test to resist evaluating the information/news/tome/etc at length. This evaluation can take the form of artistic expression, meditative contemplation, communion with spirits, or heated debates with other characters. The magician will not put his life in danger just to evaluate the information or express his opinions on it, but he will take the next safe opportunity to do so.
Dolphin
The popular image of the dolphin is a playful and helpful free spirit of the water, frolicking and playing through the surf, as well as coming to the aid of people in need at sea.
Pros: +2 dice for Health Spells, +2 dice for spirits of water or spirits of beasts (choose one)
Cons: Dolphin magicians are constantly playful and rarely serious; they must make a Willpower+Charisma (3) test to stop joking around and take things seriously.
Fox
There is a reason Fox is always a trickster in folklore. Because it is true. His wits are what Fox lives by; not the strongest, or fastest or toughest in nature, he compensates by being the wiliest. Things are never as they seem when a Fox is around, and false trails, false clues and false leads are what to expect when going up against a Fox. However, Fox knows that he is not the strongest or most powerful; therefore, doing battle, especially on the terms of others, is foolishness. Best to be quit of the potential for harm and damage, and come back another time to outwit ones' foes anew.
Pros: +2 dice for Illusion spells, +2 dice for tests for Stealth group skill of choice (choose one)
Cons: Must make a must make a Willpower +Charisma (3) Test to not immediately flee or seek cover whenever caught in a combat situation. If there is nowhere to flee, then she is forced to fight.