Ixian Astbiliancoatl, a.k.a. “Claws” (SR II).

   Ixian was what he was designed to be – a virtually unstoppable physical juggernaut. Unfortunately for Aztechnologies plans, once the shock of being loaded with a massive array of military programs wore off, he reverted to well-trained pet, guardian, and protector. If you wanted to stop Ixian, a machine gun was fairly useless. Shouting “Bad Kitty! Sit!” was a much better bet. Handcuffs, heavy chains, and cyberware restraints? Hopeless. Leash? Perfect.

   Hurting people was BAD. Rescuing people was GOOD.

General Description

   Ixian was originally a Neo-Jaguar; a great cat genetically engineered for compatibility with humans (making them smarter, longer-lived, cleaner, and more attractive). While sapient, Neo-Jaguars are usually a bit thick, instinct-driven, and have no hands – and so are generally regarded as property. They’re usually kept as pets, companions, and backup bodyguards; while no match for a Street Samurai or armored guard, a 200-300 pound cat with strong protective instincts puts off a lot of minor annoyances.

   Ixian, of course, has had much of his body replaced with cyberware, and is a physical match for almost anything else which walks.

   Without his fursuit (which he does tend to think of as his skin), Ixian looks like a metallic cat or cat-person sculpted out of golden cyberware and covered with tiny, iridescent diamond scales. Unless he intentionally unseals some of the vents (throat, urogenital, anal, or one-way pheromonal) he is an entirely sealed system – and oddly beautiful, in a somewhat serpentine way. With it, he usually looks a lot like a normal jaguar, but can change his fur color and pattern around pretty much at will, often to a relevant camouflage pattern – unless he’s playing with the luminous functions.

   Thanks to the marvels of carbon microtubes and modern alloys, Ixian isn’t much heavier than a normal Jaguar – although that’s still some 125 (Mexican subspecies) to 330 (Brazilian subspecies) pounds. He weighs 360 pounds, has a body about 6 feet long, a 2’6 tail, and stands about 2 feet tall in animal form. As an anthromorph he stands about 6’4. While their natural coloration ranges from solid black through various combinations of spotted and tawny to near-solid tawny, Ixian likes to play with outre’ combinations.

   Neo-Jaguar: Breeding; non-seasonal, Gestation 160 days, 1-4 cubs, first solid food at about 3 months, weaned at 8 months, adult coloration 1 year, full growth 3-5 years, sexual maturity 6 years, expected lifespan 60-80 years. Normally weigh 185-265 pounds, with females usually on the lower end. Common jaguars have been known to drag around 800 pound bulls, to pulverize bones, and to put deep dents into bowling balls when they’re given them to chew on. They also like to swim.

Ixian Astbiliancoatl, a.k.a. “Claws” (SR II).

Basic Expenditures

Resources

30

3,000,000 NY

Skills

0

27

Attributes

30

33 Points

Magic

12

“Talented” (Spirit Channel)

Race

-6

Experimental Animal (Jaguar)

   Jaguar Racial Modifiers: +2 Body and Strength, +1 Charisma, Quickness and Reaction. -1 Intelligence, -2 Will, +2d6 Initiative, Claw and Bite for (Str)M damage, x5 Running. Legal Problems (no rights), Dice Penalties (-2d6 on manipulation in animal form), Freakish (augmented animal), and Physical Limitation (most armor and gear must be special-ordered).

Basic Attributes :

Body

8 (18)

 

Willpower

5

Quickness

7 (12)

 

Intelligence

4 (6)

Strength

8 (20)

 

Charisma

4 (8)

         

Essence

2.585

 

Move

96

Reaction

14

 

Matrix R.

14

Initiative

14+4d6

 

Matrix Initiative

14+4d6

Magic

6

 

Armor 17/17 Hard

 

   Ixian normally wore 5/5 Fursuit Armor (suit and helmet), had 5/5 built-in cyberarmor, had it dikoted (+1/+1), and had a 6/6 Hardened Armor-Enhancing Spell. This was ludicrous. Of course, in the original game, it generally wasn’t enough.

Dice Pools

Astral

(I+W+C)/2

7

Combat

(Q+I+W)/2

11

Hacking

(Com+Re)

13 + 3 (Math SPU)

Skillwire

Drivers

6 (x4)

Spell

(Sor + PF)

Task

Special

1

Karma

12

(Team 4)

   Edges; Freeware (Alphaware Cyberframe, 4), Cybertolerance (3), Longevity (1), Tactician (2), Magical Talent (Thaumaturgic Cybermerge Spell, 3), Talisman (6), Geneware (Cerebral Booster II, Tailored Pheromones II, Clean Metabolism, still costs 1/2 NY [-1], -1.5 BI for net 0 at a cost of 150 KNY, 6), can Conjure Watchers (3). Total 26.

   Flaws; On File (Aztechnology, 6), Enemies (Aztech-nology, would-be owners, 6), Distinctive (1), No Identity (1*), Record Keeping (2), Bestial Nature (3*), Uneducated (-2, worth 1*), Impulsive (1*), Quirks (thinks he’s a pet, chases string/balls/small animals, doesn’t understand humans very well, wants to be petted, etc, 3*), Detailed Background (2). Total 26.

   *Half value due to exceeding 10 points worth of flaws

   Spirit Channeling is equivalent to Possession (QV), however the user remains in control at all times. While hosting a spirit the user is dual natured, does not age and gains Armor, Immunity to Pathogens, and Immunity to Toxins at a rating equal to the spirit’s force.

   As a side effect, the user cannot be taken over by insect spirits or similar entities, or be controlled through possession.

Skills (27)

 

 

Knowledges (+15)

 

Athletics

6

 

Survival

6

Unarmed Combat

6

 

Prey Species

6

Stealth

6

 

Camouflage

2

Conjuring

4

 

Spirit Lore

1

Intimidation

4

     

Etiquette/Pet

1/3

     
     

Aztechnology

5

     

Seattle

2

     

Own Cyberware

2

“Pointless Skills” (6)

       

Mythology

6

     
         

Languages

   

Language Notes

 

Feline

3

 

About all there is.

 

English

3

 

Comprehension only.

 

Check Modifiers

  • +4d6 bonus to social skill checks.
  • -2 on the target numbers for any rolls involving balance (climbing, balancing, jumping, avoiding knockdown, etc).
  • -3 on target numbers to locate sounds.
  • +10 dice to olfactory perception checks with a -4 on the target number.
  • +4 dice to taste perception checks with a -2 on the relevant target numbers.
  • Automatic gas detection check at 10d6 (instrumental).
  • Recoil Reduction III (Strength), and III (Gyromount).
  • +4 target number modifier on sensor checks to detect his internal systems.
  • -2 to Electronics, Microtronics, and other fine work target numbers.
  • 2-5 minute tactical planning break three times/session

Initial Karma: 15 points.

  • 10 Points: Initiate I (+2 Magic, Countermagic)
  • 05 Points: Raise Int to 3

Cyberware (All Alpha-Grade) :

  • Cyberframe; +6 Str, +6 Body, -3 Chr, EQ 70, Augmented, +6 Str, +5 Qui, +4 Bod and +3 Running Multiplier. 1.600 Essence.
  • Air Filtration II. .064 Essence
  • Autoinjector V (Antipathogen 5). .032 Essence.
  • Wired Reflexes II. .960 Essence.
  • Skillwires IV Mark-50 System; Total up to 8. .128 Essence.
  • Cybereyes; IR, Low Light, Flare Comp, Electronic Mag III, Microscopic, Image Link, Pro Covers. ,.118 Essence.
  • Cyberears; Dampener, Balance Augmenter and Mentor and Spatial Recognizer. .096 Essence.
  • Olfactory Booster-10. .064 Essence.
  • Datajack and 2 Sealed Chipjacks, 2500 MP chips. .096 Essence.
  • Knowsoft Link. .032 Essence.
  • Shapeshifting (to anthromorph). .450 Essence. (-.225 on skillwire essence costs).
  • Grand Total: 3.415 Essence.

Cyberframe Built-In Equipment

EC

Cost

Location;

CyberHolster

4.0

5.0

Right Leg

4x Retractable Spurs

2.0

20

Limbs

-Dikoted

—-

4.0

 

Venom Supply(4Dose)

0.5

2.0

Left Arm

Grenade Launcher(12)

2.5

4.0

Left Arm

-External Clip Port

.25

.10

 

Grapple Gun

3.0

2.0

Left Arm

Monofilament Garrot Reel

.25

3.0

Left Arm

Shotgun(6)

3.5

1.2

Right Arm

-External Clip Port

.25

.10

 

Smartgun Induction Pad

.25

.20

Right Arm

CyberTaser

1.0

2.0

Right Arm

CyberarmGyromount

4.0

40

Right Arm

Fingertip Hypo (Narcoject)

1.0

2.0

Right Hand

3x Optronic Decks:

     

Kraftwerk-8 Cyberdeck

2.0

400

Left Hip

Utilities Deck

2.0

 

Right Hip

Skills Deck

2.0

 

Torso

Jammer 10

3.0

6.0

Torso

White Noise Generator 10

1.0

9.0

Torso

Gas Detection System 10

1.0

6.0

Skull

Voice Mask 10

.25

15

Skull

Micro-Camcorder

.50

2.5

Skull

Direct Neural Interface

.25

4.5

Skull

Autoinjector System

2.0

1.0

Torso

-Antitoxin PackageR8

     

-Nutrient Pack

     

Subvocal Microphone

—-

.20

Skull

Sub”dermal” Speakers

—-

.20

Skull

Medical Monitors/Readouts

1.0

2.0

Torso

Oxygen Tank (12Hour)

2.5

1.2

Torso

Chemical Seal10

1.0

1.2

Overall

Compartment (Plastique etc)

3.0

.50

Left Leg

Built-In Armor Rating 5/5

25

325

Overall

Mini-lamp

.50

Skull

4x Cyberfins

1.0

5.0

Limbs

Total Built-In Equipment;

70

800

 

Optronic Decks (Total 540K)

   The physical architecture of a `deck is simple; The main board contains the power supply (A rechargeable battery, with a charger socket), a standard plug-n-play bus, clock and support circuitry, mini-CD drive, mini-speaker (not worth much), microphone, and an I/O chip running an array of eight standard sockets. The upper surface mounts twelve chipjacks (these determine what a `deck does – and are what costs NY). The cover opens to reveal a tiny (6 x 4 CM) vidscreen and a keypad for adjusting the system settings, running tests, rebooting, and so on. Overall, they run about 2x8x12 CM and weigh in at less then half a kilogram.

  • Cyberdeck: MPCP-8, Hard-4, 1000/2000 MP, IO 360, RI 2. Hacker program package; All but Trace, Black Hammer, and Killjoy at Rating 4. 250 MP, 25KNY
  • Utilities Deck: GPS (.5), Frequency Scanner 10, Radio Transceiver, Orientation System, Smartlink Processor I, ECCM 10, Signal Locator 10, Bug Scanner 10, Sensory Recorder, Transducer, Cellular Phone, Dataline Scanner 12
  • Skills Deck: 4x Chipjack Expert Driver 6, Skill Libraries: Activesofts (46 x R4 + 5x R4 Concentrations = 2368 MP), Knowsofts (8x R4 = 432 MP), Linguasofts (16 x R4 = 256 MP), and Datasofts (270 MP).
  • Loaded Skills:
    • Combat-4 (x7): Armed Combat, Unarmed Combat, Demolition, Firearms, Gunnery, Projectile Weapons, and Throwing Weapons.
    • Technical-4 (x6): Biotech, Computer, Electronics, Art, Mechanics, and Security.
    • Physical-4 (x4): Athletics, Stealth, Animal Handler, and Homesteader.
    • Social-4 (x6 + 5 Concentrations): Etiquette (Corporate, Matrix, Media, Street and Tribal concentrations), Interrogation, Leadership, Negotiation, Finance, Scrounging and Investigation.
    • Vehicle-4 (x12): Bike, Car, Fixed-Wing Air, Hovercraft, LTA Air, Motorboat, Rotor Air, Sailboat, Ship, Submarine, Vectored Thrust, and Spacecraft.
    • Build/Repair-4 (x11): Firearms, Gunnery, Projectile, Throwing, Armed Combat, Computer, Electronics, Biotech, Ground Vehicles, Boats, and Aircraft.
    • Knowledge-4 (x9): Biology, Cybertechnology, Computer Theory, Magical Theory, Military Theory, Physical Sciences, Psychology, Sociology, and Religion.
    • Linguasofts-4 (x16): English, Latin, Japanese, Spanish, German, Korean, Chinese, French, Russian, Arabic, Greek, Inuit, Algonkian, Mayan, Salish, and Sperethiel.
  • Datasofts: Encyclopedia Britannica (18), Atlas (2), Handbook Of Chemistry and Physics (2), Mechanicians Handbook (1), Pixauds Practical Grimoire (400 Assorted Common or “Utility” spells, 20 MP), Hermetic “Libraries” (Conjuring 4, Enchanting 4, and Sorcery 6 (225 MP), and Computer Game Packs (Free), Lots of “Napster”-style CD Sound (Free), and Reading Library (20,000 great works of literature, Free), Annotated Seattle City Street Maps (Water/Sewer/Power and available floorplans, 6)

   Initial Funds: 77K: Yamaha Rapier (Bod/Sig/Pilot 1, Hand 3, 65/195, 10 KNY), Complete Rampage The Mage Vid collection (.5 KNY), Exotic Animal License with Security Modifications License (5 KNY). No lifestyle required: is a guest of the boss.

   Internal Upgrades: Raise Bug Scanner, ECCM, Signal Locator, White Noise Generator, Voice Mask, Jammer, Gas Detection System, Olfactory Booster, Chemseal, and Frequency Scanner to Level 10. Net Cost: 24 KNY

Initiate Powers:

  • Attunement IV: +4 to Magic Rating
  • Countermagic: May subtract his Magic Rating from a mages MR or the force of a spirit of spell within LOS. This is, however, an exclusive magical function.
  • Warding Aura: Armor-piercing (laser, anti-vehicle, etc) effects do not halve his armor and astral effects do not ignore it.
  • Facilitating Aura: Halves the base time required for the use of Build/Repair and Technical skills. The conditions are always considered good and the available tools work as if one level better (None = Kit, Kit = Shop, Shop = Facility, and Facility = -2 on target numbers).
  • Cyberbond: His cyberware becomes even more a part of his body. It “heals” naturally or with magic and can be improved with Karma. Upgrading costs a base of 1/2/3 to upgrade from Basic to Alpha/Alpha to Beta/Beta to Delta times 1/2/3 for Minor/Major/Primary systems. Increasing its level costs 1x the grade being purchased, just like attributes do – but the essence cost must be paid as well.
  • Craftsman: The second level of Facilitating Aura. 1/4’th the base time, no tools = shop. Complimentary skill dice are rolled at 1-to-1 rather than halved.
  • Artificer: The third level of Facilitating Aura. 1/8’th the base time, no tools = facility, is always considered to have common components to hand.
  • Biointegration: The next level of Cyberbond. His cyber-ware is almost undetectable (+4 to sensor targets, no longer takes a Cha penalty for Cyberframe)
  • Mastercrafter. The fourth level of Facilitating Aura. 1/16’th the base time, no tools = -2 on target numbers, only needs the rarest or most unusual components (no base costs for ordinary gear – not that any are ever specified anyway).
  • Compact. User gains a permanent spell enhancement. In his case, Hardened Armor, Rating 6.
  • Engineering. The fifth level of Facilitating Aura. 1/32’nd the base time, no tools = -2 on target numbers, needs only raw materials – iron, copper, silicon, etc – to work with.
  • On the Factory Floor. The sixth level of Facilitating Aura. 1/64’th the base time, no tools = -4 on target numbers, may multiply work output by the number of assistants employed up to a maximum of (Magic x Charisma).
  • Automation. Multiplies the amount of work you can get done when working in a Shop or Facility by (Int + 2) times.

Karma Awards

  • Session 01: 6. Spent (5) Upgrading Willpower to 5.
  • Session 02: 8. 1 point goes to Karma Pool.
  • Session 03: 6. 1 point goes to Karma Pool
  • Session 04: 5.
  • Session 05: 3. 3 Points to Initiatory Group (Works) 10 to buy Initiate II.
  • Session 06: 7. 1 point goes to karma pool. Upgrade to betaware skillwire 6 (11)
  • Session 07: 4.
  • Session 08: 3. 1 point goes to karma pool.
  • Session 09: 4.
  • Session 10: 6. 1 point goes to karma pool, 12 to Buy Initiate III.
  • Session 11: 8. 1 point goes to karma pool
  • Session 12: 6. Buy Initiate IV for 14
  • Session 13: 6. 1 point goes to karma pool
  • Session 14: 5.
  • Session 15: 5. 1 point goes to karma pool. Buy Initiate V for 16, +1 Int (4)
  • Session 16: 6. Start Initiate VI (First Power), 6

The Renaissance Project

   Here we have part I of the background for the current Shadowrun campaign, now available since the players have managed to obtain a fair portion of the good professor’s personal notes.  Suffice to say for the moment that some parts of his ideas worked out, others didn’t, and at least one of his assumptions was catastrophically wrong. Hopefully they will eventually locate his personal journals and research notes, as well as the material that was available at the ritual site.

   The theory is simple enough:

   The percentage of magically-active children has been rising steadily as the level of magic rises. Evidently, some people simply have weaker talents than others. Those who’s initial talents are too weak for the current magic level do not manifest.

   Conversely – in coming millennia – a few of the most powerful talents may be able to continue using magic long after the magic level dips below the threshold for widespread manifestation.

   An miraculously talented child might even be born able to use magic in the depths of the low-magic period, as a few reports from history might be taken to indicate.

   It is known that many infants seem to be magically active, at least on the unconscious level: the ease with which they induce powerful emotional – that is to say, astral – bonds with the people around them is a sufficient demonstration. However, as they grow, most of then lose what little innocent astral awareness they once possessed – perhaps a consequence of their increasing sense of “self”.

   It seems likely that quite a few “mundane” individuals might simply have very modest latent talents, and quite a few latents could be boosted into operation, in a high magic zone.

   Any magically-active individual – that is to say, anyone who can sense and channel some magic, no matter in how limited a fashion – can increase their power through Initiation. Mundanes cannot – although whether this is due to an inability to sense magic, an inability to channel it, or to both, is unknown.

   So: to give magic to mundanes, what you need to do is:

  1. Create and sustain an artificial high-magic zone to work in. This can be sustained if absolutely necessary, but it will be far preferable to set up an extended zone of such an environment and make it self-sustaining. This will, of course, drain magic from the surrounding area and attract magical attention unless it’s throughly protected, so some special defenses will be necessary to ensure privacy. In fact, given the dynamics of the arrangement, it may be necessary to set up some secondary feeding-spells, since a spell designed to amplify the power it is feeding on may be prone to runaway until it overloads and destroys itself.
  2. Create an Astral Overlay Zone and/or an Astral Gate within it, and make those effects self-sustaining as well. This will allow anyone to sense and experience magic. An Astral Master or Free Spirit with the Gateway power might be able to substitute, but it would be best to involve either or both simply to supplement the basic effects. If the Astral Gate can be extended into the Metaplanes, – either through the basic spell or through the combined efforts of such a spell and an Astral Master and/or a Free Spirit, it will guarantee that any necessary part of the spectrum of magical energies will be available.
  3. Attempt to set up astral contact links. Spontaneous astral links are common enough, even for mundanes, which is why ritual magic can exploit the unconscious links between a person and his or her blood, hair, or possessions. With access to astral space to observe the effects, close contact, and simple feedback, even mundanes should be able to strengthen such links. If necessary, it should be possibly to simply treat small amounts of blood with drugs or magic to strip it of the “type” protein-markers and use small transfusions to create mutual astral links. Since magical energies can be transferred over such links, this should be even more effective in a high-magic zone.
  4. Ensure that all potential students have plenty of “karma” to work with. Some may spontaneously show weak powers at this point, which will be a partial vindication of the theory. Those who do not can be guided and encouraged by mental contact with a practicing magician. A witch or psychic specialist would probably be best for this role; such individuals can sustain their energy-channeling over lengthy periods, providing a greater opportunity for the students to study the effects they produce. Such an individual can also help guide them through Initiation.
  5. Any subjects who still show no trace of magical manipulation abilities – although it is hard to see how they will be able to avoid interacting with the astral plane when projecting themselves onto it courtesy of the Astral Gate – can be temporarily imbued with magic through any of the relevant metamagical techniques, spirits, and spells, and – if necessary – be amplified by an allied spirit. Some of the Voodoo techniques may be useful here.
  6. Guide everyone – again, probably a job for a skilled mental specialist – through initiation. While those who are still unable to manipulate magical energy will be unable to expend their Karma in such a fashion – and hence will lose little except time – it is to be hoped that some small percentage of those so treated will emerge as functioning, if low-powered and untrained, magic-wielders.

   Obviously enough, the experiment will require the design of a variety of unique spells, the cooperation of a number of different magical specialists, and considerable research into the planes and into metamagic – but I believe it to be well worth the attempt.