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Runner's Companion.pdf - Free

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Simon Wentworth (order #1132857) 9dual natured charactersCharacters and critters with the Dual Naturedpower, such as ghouls, do not suffer the usual –2 dicepool modifier for interacting with the physical worldwhile astrally perceiving.born infectedWhile most of the Infected are transformed laterin life, the ghilani retroviruses can and do pass intothe germ line, which means that the children of theInfected can be born with the Infected quality. Such“native” Infected characters are no different mechanicallyfrom any other Infected characters. Theysimply grow up afflicted by their condition.Only bandersnatchii, fomóraig, ghouls, andloup-garou can reproduce in this manner—banshees,dzoo-noo-qua, goblins, nosferatu, vampires, andwendigo pass the virus along in the germ line, andthe fetus fails to develop properly. Characters thatare born Infected are not carriers and cannot passthe virus on to others, though their children maystill be born Infected. This can be represented by theInfertile Infected quality.to the Infected Attribute Modifiers Table (p. 79) to reflect her newpost-human limits. She may then continue on with buying her attributes,skills, equipment, and other qualities. Remember that acharacter can only have one Infected quality.The Infected qualities do not count against a character’s limitof 35 BP worth of positive qualities at character generation.Sufficiently InhumanThe Infected are still metahumans (except for bandersnatchii),and still subject to most of the things that targetmetahumans, but are sufficiently different that they can be categorizedseparately using magical theory. Thus, an Infected canbe targeted and affected by a spell that targets its metatype (SlayHuman, Slaughter Ork, etc.) as well as a spell that targets itsspecific subspecies (Slay Vampire, Slaughter Busaw, etc.). Thecharacter can also still take qualities and equipment restricted orbuilt especially to accommodate her metatype. Bandersnatchiican be targeted and affected by a spells that target sasquatches(Slay Sasquatch, etc.) as well as spells that target its specific subspecies(One Less Bandersnatch, etc.).All Infected differ somewhat from the norm for their originalspecies; some of them greatly so. At the gamemaster’s discretion, adice pool modifier of –1 or –2 can be applied to Social Skill Testswhere the Infected’s outré appearance is a factor—up to –3 or –4if the character is recognized as one of the Infected.In the case of Intimidation Tests, or dealing with an individualor group that accepts or idolizes the Infected, an equal +1or +2 modifier might apply; +3 or +4 if the character threatens/offers to transform the victim.Runner’s <strong>Companion</strong>Magic and EssenceStarting Infected characters start with Essence 5 and Magic 1during character generation. The Infected may increase their Magicattribute with BP or Karma as any other attribute to a maximumof 5 (+ initiate grade). Magic is used for any tests involving theInfected’s innate powers. If an Infected character’s Magic attributeis reduced to 0 (temporarily or permanently), it loses the use of allits powers except Natural Weapon and Enhanced Senses, if any.The Infected are Awakened, but not necessarily magicians.Dual Natured Infected may learn Assensing and Astral Combat,but otherwise they cannot learn or use Magic Skills, astrally project,initiate, or bond foci unless they take an appropriate quality grantingmagical abilities. Dzoo-noo-qua, by virtue of their MagicalGuard power, may learn Counterspelling.During the course of a game or campaign, the Essence attributeof Infected characters with the Essence Drain power andEssence Loss weakness will fluctuate; because such characters areso far removed from the natural order, special rules apply.For Infected characters with Essence Loss, Magic loss doesnot occur every time they lose or spend a point of Essence, andtheir maximum Magic attribute is equal to their current Essence+ Initiate grade. If their maximum Magic attribute is lower thantheir current Magic attribute, their current Magic rating is adjusteddown to the reduced maximum. These points are lost andmust be repurchased with Karma. Infected characters can temporarilyexceed their current Magic maximum by spending Essencepoints (see Essence Drain, p. 288, SR4). Infected characters withEssence Drain can only maintain siphoned Essence equal to twiceits natural maximum (from 6 to 12). Any Essence Drained abovethat point is simply lost.If any condition other than Essence Loss or another characteror spirit using the Essence Drain power were to cause the Infectedcharacter to lose Essence—such as receiving a cyberware implant,or a burnout addiction—the cost is subtracted from their maximumEssence instead.No Infected character can take Magic Resistance, and if acharacter with Magic Resistance becomes one of the Infected, theylose that quality.An Infected’s aura always reveals its Infected nature, thoughthis may be masked by Metamagic as normal.The Infected and AugmentationMost enhancement technologies available to metahumansare also available to the Infected at similar Essence and nuyen costs.The Infected characters, however, face several disadvantages whenconsidering augmentation: their infectious nature makes them awalking biohazard in the eyes of many facilities, not to mentionthat it interferes with gene treatment.Some Infected possess the Regeneration power, which makesimplantation very difficult. Modern science can circumvent certainof these restrictions using specially-formulated materials, drugs,and allergenic surgery—for a price. In practice, most Infectedcan accept any implant (cyberware, bioware, nanoware) withoutdifficulty, provided they can find a street doc or facility willingto perform the surgery—double the Interval for the AvailabilityTest when looking for a Medical Provider that will work on theInfected. Infected with the Regeneration power may only accept77alternative character concepts . . . . . . . . . . .

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