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© 2014-16 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in the USA. Under License From ® www.catalystgamelabs.com Magic can burn your brain and sear your soul. It can inject power into every millimeter of your veins, or leave you a lump of ashes at the end of a dark alley. It’s dangerous, but to spellslingers in the Sixth World, it’s worth it. Because magic is power, and power in the Sixth World needs to be grabbed with both hands. Spells, rituals, alchemical preparations, adept powers, metamagics—all of those elements and more can be used to help an Awakened shadowrunner move off the streets and get a taste of the high life. Street Grimoire has more options for Shadowrun players, along with information on magical traditions, magic societies, and the dangers and benefits of living as a spellcaster in a world where “geek the mage first” is a common adage. With more options, deeper rules, deadlier threats, and dozens of way to have fun with magic, Street Grimoire is an essential book for anyone playing Shadowrun, Fifth Edition. FIFTH EDITION Sample file

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© 2014-16 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States

and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. Printed in the USA.

Under License From

®

www.catalystgamelabs.com

CA

T27003

Magic can burn your brain and sear your soul.

It can inject power into every millimeter

of your veins, or leave you a lump of ashes

at the end of a dark alley. It’s dangerous,

but to spellslingers in the Sixth World, it’s

worth it. Because magic is power, and

power in the Sixth World needs to be

grabbed with both hands.

Spells, rituals, alchemical preparations,

adept powers, metamagics—all of those

elements and more can be used to

help an Awakened shadowrunner

move off the streets and get

a taste of the high life. Street

Grimoire has more options for

Shadowrun players, along with

information on magical traditions,

magic societies, and the dangers and

benefits of living as a spellcaster in a

world where “geek the mage first” is a

common adage. With more options, deeper

rules, deadlier threats, and dozens of way

to have fun with magic, Street Grimoire

is an essential book for anyone playing

Shadowrun, Fifth Edition.

F I F T H E D I T I O N

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INTRODUCTION 5

WHERE FEW DARE TO TREAD 6

SURVIVING MAGIC 10

BORN AWAKENED 11

Magic in Popular Culture 12Magic in Ethnic Cultures 13Magic in the K-12 System 15College Life 16Working for the Man 17Working for the Church 19Magic in the Shadows 21

MAGIC IN THE WORLD 24

LAWS OF MAGIC 25

The Rules We Impose 26

ASTRAL TOPOGRAPHY 28

Astral Rifts 28Astral Shallow 28Alchera 29

BACKGROUND COUNT 30

ASTRAL PHENOMENA 32

Mana Ebbs 32Mana Voids 32Mana Warps 33Mana Lines 35Sha and Sheng Effects 35Mana Storms 36

MAGICAL TRADITIONS 38

THE BONES OF WHAT YOU BELIEVE 39

TRADITIONS OF THE SIXTH WORLD 41

Aztec 41Black Magic 41Buddhism 43Chaos Magic 44Christian Theurgy 44Druid 45Hinduism 46Islam 46Path of the Wheel 47Qabbalism 48Shinto 48Sioux 49Vodou 50Wicca 50Wuxing 51Zoroastrianism 52

MAGICAL SOCIETIES 54

WHY WE GATHER 55

Public Groups 57Corporate Societies 60Secret Societies 65Hysterical Societies 67Religious Organizations 71Local Groups 74The Periphery 77

DARK MAGIC 78

THE DARK ARTS 79

Falling Into Darkness 79The Dark Twin 80Tainted Spirits 80Paths of Damnation 80

THE UNKNOWN 81

TOXIC MAGIC 84

The Twisted Way 84Toxic Adepts 85Toxic Mentor Spirits 85Sites of Corruption 87Twisted Arts 87Toxic Spirits 87

BLOOD MAGIC 89

The Path of Blood 89Metamagic 90Foci 90Blood Spirits 91Blood Rituals 91

SHADOW SPIRITS 91

Types of Shadow Spirits 92

SHEDIM 93

INSECT SPIRITS 93

Summoning Insect Spirits 93Insect Shamans 94Queen and Mother Spirits 94Hive Insect Spirits 95Solitary Insect Spirits 96Insect Spirit Types 98

CREATURES OF THE UNKNOWN 100

Manananggal 100Engkanto 100Evanescence (Weakness) 101

EXPANDED GRIMOIRE 102

INTRODUCTION 102

COMBAT SPELLS 102

Corrode [Object] 102Melt [Object] 102Sludge [Object] 102Disrupt [Focus] 102Destroy [Free Spirit] 103Destroy [Vehicle] 103Firewater 103Napalm 103Insecticide [Insect spirit] 103Ice Spear 103Ice Storm 103One Less [Metatype/Species] 104Slay [Metatype/Species] 104Slaughter [Metatype/Species] 104Ram [Object] 104Wreck [Object] 105Demolish [Object] 105Radiation Beam 105Radiation Burst 105Pollutant Stream 106Pollutant Wave 106Shattershield 106

DETECTION SPELLS 106

Astral Message 106Astral Clairvoyance 106Borrow Sense 106Animal Sense 106Eyes of the Pack 106Catalog 107Diagnose 107Dragon Astral Signature 107Enhance Aim 107Hawkeye 107Mana Window 107Astral Window 107Mindnet 108Mindnet Extended 108Night Vision 108[Sense] Cryptesthesia 108Spatial Sense 108Spatial Sense, Extended 108Thought Recognition 108Area Thought Recognition 108Translate 109

HEALTH SPELLS 109

Ambidexterity 109Alleviate Addiction 109Alleviate [Allergy] 109Awaken 109Crank 109Decrease Reflexes 110Enabler 110Fast 110Forced Defense 110

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Increase Inherent Limits 110Decrease Inherent Limits 110

ILLUSION SPELLS 111

Camouflage Check 111Physical Camouflage 111Decoy 111Chaff 111Double Image 111Dream 111Euphoria 111Opium Den 111Foreboding 112Hot Potato 112[Sense] Removal 112Mass [Sense] Removal 112Stink 113Stench 113Sound Barrier 113Switch Vehicle Signature 113Vehicle Mask 113

MANIPULATION SPELLS 113

Bind 113Net 113Mana Bind 114Mana Net 114Bug Zapper 114Calm Animal 114Calm Pack 114Catfall 114Clean [Element] 114Compel Truth 114Control Animal 115Control Pack 115Deflection 115[Element] Aura 115[Element] Wall 115Fashion 115Fix 116Gecko Crawl 116Glue 116Glue Strip 116Increase Noise 116Decrease Noise 116Increase Gear Limits 116Decrease Gear Limits 116Interference 117Lock 117Mana Static 117Makeover 117Mist 117Offensive Mana Barrier 117Preserve 117Protect Vehicle 117Pulse 118

Reinforce 118Slow Vehicle 118Shape [Material] 118Shapechange 118(Critter) Form 118Spirit Barrier 119Spirit Zapper 119Sterilize 119Turn to Goo 119

SHADOW RITUALS 120Introduction 121Rituals 122Individual Strictures 130

SECRETS OF THE INITIATES 138

INTRODUCTION 139

The Initiation Rite 139Initiatory Ordeals 140

HIGH ARTS 143

Geomancy 143Necromancy 143Psychometry 144Divination 147

SPIRITUAL ARTS 147

Invocation 147Channeling 148Exorcism 148

UNSEEN ARTS 149

Masking 149Flexible Signature 149

DEFENSIVE ARTS 150

Apotropaic Magic 150Quickening 152

THAUMATURGICAL ARTS 152

Advanced Alchemy/ Ritual/Spellcasting 152Advanced Alchemy 153Advanced Ritual Spellcasting 153Advanced Spellcasting 153Centering 154Cleansing 154Sensing 155

PHYSICAL ARTS 156

The Undecided Way 156The Athlete’s Way 156The Artist’s Way 156The Beast’s Way 157The Burnout Way 157The Invisible Way 158

The Magician’s Way 158The Spiritual Way 158The Speaker’s Way 158The Warrior’s Way 159

BUTCHER’S BILL 160

PHYSICAL MAGIC 164

ADEPTS IN THE SIXTH WORLD 165

Public Perceptions 165Walking the Path 165Mystic Adepts: Blurring Magical Lines 166Adepts In The Shadows 166

WAYS OF THE OLD MEET THE NEW 166

NEW ADEPT POWERS 169

Analytics 169Animal Empathy 169Authoritative Tone 169Berserk 169Berserker’s Rage 169Blind Fighting 169Cloak 169Cool Resolve 170Counterstrike 170Elemental Body 170Elemental Strike 170Elemental Weapon 170Empathic Healing 171Facial Sculpt 171Flexibility 171Freefall 171Hang Time 171Inertia Strike 171Kinesics Mastery 172Linguistics 172Magic Sense 172Melanin Control 172Metabolic Control 172Missile Mastery 172Motion Sense 172Nerve Strike 173Nimble Fingers 173Pain Relief 173Penetrating Strike 173Plague Cloud 173Rapid Draw 173Riposte 174Skate 174Smashing Blow 174Spirit Claw 174Spirit Ram 174

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Stillness 174Sustenance 174Temperature Tolerance 175Three-Dimensional Memory 175Toxic Strike 176

NEW ADEPT QUALITIES: WAYS 176

The Artisan’s Way 176The Artist’s Way 176The Athlete’s Way 176The Beast’s Way 176The Burnout’s Way 177The Invisible Way 177The Magician’s Way 178The Speaker’s Way 178The Spiritual Way 178The Warrior’s Way 178

THE IMMATERIAL TOUCH 180

THE NATURE OF SPIRITS 181

What Spirits Are 182Where Spirits Come From 182How Spirits Behave 183What Spirits Want 185

ASTRAL DENIZENS 186

Great Form Spirits 187Mentor Spirits 187Avatar Spirits 188Free Spirits 188Ally Spirits 190Other Spirit Phenomena 190

SELLING ONE’S SOUL 191

Karmic Exchange 191Spirit Pacts 191Balancing the Scales 191

GAME INFORMATION 191

New Spirit Rules 191Astral Movement 191Disruption 192Spirits and Vessels 192

NEW SPIRIT OPTIONS 192

Long-Term Binding 192Fettering 192

Reckless Conjuring 192

NEW SPIRIT TYPES 193

Guardian Spirits 193Guidance Spirits 193Plant Spirits 193Task Spirits 193

NEW SPIRIT POWERS 193

Anaphylaxis 193Astral Gateway 194Aura Masking 194Banishing Resistance 194Desire Reflection 194Deathly Aura 194Devouring 194Divining 194Elemental Attack (Pollutant) 195Elemental Attack (Radiation) 195Endowment 195Energy Drain 195Hive Mind 195Inhabitation 195Magical Guard 196Mind Link 196Mutagen 196Pestilence 197Possession 197Quake 197Realistic Form 198Reinforcement 198Sense Link 198Shadow Cloak 198Silence 199Sonic Projection 199Storm 199

NEW QUALITIES 199

Restless 199Servile 199Spirit Champion 199Spirit Pariah 199

NEW MENTOR SPIRITS 199

Berserker 199Chaos 200Peacemaker 200Oracle 200

ALLY SPIRITS 200

Ally Spirit Formula 200Creating an Ally Spirit Formula 201Conjuring an Ally 201Ally Spirit Abilities 201Enhancing an Ally 202Losing an Ally 202

AVATAR SPIRITS 202

FREE SPIRITS 202

Born Free 202True Names 203Free Spirits and Karma 203Binding a Free Spirit 204Banishing a Free Spirit 204Free Spirit Powers 204Greater Powers 205

GREAT FORM SPIRITS 205

REPUTATION IN THE SPIRIT WORLD 206

Accruing Spirit Index 206Astral Reputation 207Ally Spirit Loyalty 207Setting Things Right 207

TURNING LEAD INTO NUYEN 208

INTRODUCTION 209

ALCHEMY BASICS: THE PREPARATION 209

Orichalcum, The Standard of Reagents 209Creating Refined and Radical Reagents 210Talismonger Shop (All Sales Final!) 211

ADVANCED ALCHEMY 218

Magical Compounds 218

THE LIFE OF A TALISMONGER 222

TALISMONGERS AND REAGENTS 227

The Business Side of Talismongering 231

>> STREET GRIMOIRE <<

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© 2014-16 The Topps Company, Inc. All Rights Reserved. Shadowrun, Matrix, and Street Grimoire are registered trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.

Second Printing by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC

PMB 202 • 303 -91st Ave. NE, E-502Lake Stevens, WA 98258

Find us online:[email protected] (Shadowrun questions)http://www.shadowruntabletop.com (Catalyst Shadowrun website)http://www.shadowrun.com (official Shadowrun Universe website)http://www.catalystgamelabs.com (Catalyst website)http://shop.catalystgamelabs.com (Catalyst/Shadowrun orders)

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>> STREET GRIMOIRE <<

<< CONTENTS/CREDITS 5

INTRODUCTION

Awakened individuals in the Sixth World are coveted, feared, and targeted. They need to keep building their powers not just so they can make a few nuyen success-fully completing runs, but so they can stay fend off their rivals and keep themselves alive. We all love Stunballs, but if they’re the only weapon in your magical arsenal, it won’t be long before you’re over-powered, blown away, and eventually fed to one of the critters of the Sixth World that has developed a taste for Awakened blood. There is a whole spectrum of power out there; Street Grimoire is here to help you access it.

This book exists to give Awakened characters—and the Awakened NPCs the gamemaster wants to throw in their way—a full range of powers, giving them a chance to get their work done however they see fit. They can go in loud or quiet, covert or overt, or however they want to get the job done. More specifically, here’s the informa-tion and tools this book holds:

Surviving Magic talks about what it is to be Awak-ened in the Sixth World, how manifesting the Talent can be both a blessing and a curse, and what any magically talented person should know to get by.

Magic in the World talks about the various magical phenomena Sixth World residents encounter, including voids, mana storms, ley lines, and more. Knowing how to use them—or avoid them when necessary—can give Awakened characters a much-needed edge.

Magic Traditions covers the different ways of look-ing at magic talent in the world and provides guidelines for building characters who fit in those traditions.

Magical Societies covers some of the various orga-nizations that host Awakened individuals, discussing the benefits and possible difficulties that come from being a member.

Dark Magic provides some of the reasons people of the Sixth World find magic scary. Bug spirits, shedim, shadow spirits, and more—if you want to throw some-thing especially nerve-wracking into your game, or if you want to know just what kinds of threats are out there, this chapter needs to be reviewed.

Expanded Grimoire is especially for the spellslingers, as it lists dozens of additional spells with a wide range of effects, greatly expanding on how spellcasters can go out into the world and take care of business.

If the Expanded Grimoire doesn’t provide enough options, then check out Shadow Rituals, which offers several new spellcasting rituals for groups of mages looking to wreak havoc in the world.

Secrets of the Initiates talks about the ways of ex-panding your magical power and the benefits available from those who choose to walk difficult paths.

Physical Magic is there to make sure the adepts have plenty of toys to play with, including a host of new pow-ers and new qualities, which give adepts the chance to follow a certain Way, building their talents in a particular area to maximize their power.

The Immaterial Touch dives into the mysterious and wild world of spirits, including details of new types of spirits the Awakened can conjure to do their bidding.

Turning Lead into Nuyen shines the spotlight on the alchemists of the Sixth World, providing new recipes and compounds for them to cook up.

Lastly, The Life of a Talismonger is there for the en-chanters and reagent hunters, providing advanced rules addressing customizing foci and using different qualities of reagents in enchanting work.

So whatever your brand of magic may be, Street Gri-moire has resources for you. Nothing left to do now but dive in!

STREET GRIMOIRE CREDITSWriting: Jason Andrew, Peter M. Andrew, Jr., Mark

Dynna, Jason M. Hardy, Adam Large, Philip A. Lee, Scott Schletz, R.J. Thomas, Malik Toms, Michael Wich

Editing: Kevin Killiany, Philip A. Lee

Art Direction: Brent Evans

Cover Art: Victor Manuel Leza Moreno

Cover Layout: Matt Heerdt

Iconography: Nigel Sade

Interior Art: Gordon Bennetto, Joel Biske, Echo Chernik,

Daniel Comerci, Victor Perez Corbella, Peter Dora, Homeros Gilani, David Hovey, Igor Kieryluk, Miklós Ligeti, Melanie Maier, Victor Manuel Leza Moreno, Alessandra Pissano, Mark Poole, Michael Rookard, Rob Ruffolo, Andreas “AAS” Schroth, Bryan Syme, Christophe Swal, and Damon Westenhofer

Interior Layout: Matt Heerdt

Shadowrun Line Developer: Jason M. Hardy

Playtesting & Proofing: Ghislain Bonnotte, Jackson Bruntsing, Derek Dokter, Mike Gearman, Tim Gray, Lars Wagner Hansen, Mason Hart, Pete Houtekier, Kendall Jung, Matt Riley, CZ Wright, and Leland Zavadil.

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