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Runner's Companion.pdf - Free

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Simon Wentworth (order #1132857) 9AI QualitiesThese are new qualities that apply to AI characters only.Piloting OriginCost: 5 or 10 BPThe AI’s origin is (or is related to) that of a drone or vehiclepilot program. With the 5 BP version of this quality, the characterwith this quality can interpret rigger signals and may “jump into”rigged vehicles as would a rigger. The 10 BP version of this qualityis the same, except that the AI may load and directly use all autosoftprograms, using the program rating in place of its own skill.Ghost in the MachineBonus: 15 BPThe AI’s origin is that of an e-ghost, a metasapient that is, forall intents and purposes, an imperfect copy of a formerly livingperson (p. 170, Unwired). Most e-ghosts are only vaguely awareof their previous life, remembering most clearly the events leadingto the death of the person in question and perhaps any unfinishedbusiness or injustices left over from that person’s previous life.Some e-ghosts are aware of their “new” life, while some believethemselves still alive and trapped in the Matrix.E-ghosts follow all the same rules as AIs, except that they donot receive any free inherent programs at character generation.CREATINGA <strong>Free</strong> Spirit CHARACTERThese rules cover the play of free spirits as player characters.A PC free spirit is somewhat different than an NPC. The PC hasa greater level of detail, because, as one of the story’s protagonists,it is more important than NPC free spirits. As such, they followsomewhat different rules. Unless otherwise specified, all referencesto free spirits in this section denote PC free spirits (NPC freespirits use the rules on p. 106, Street Magic, unless the gamemasterchooses otherwise).Born <strong>Free</strong>When a free spirit is born, it is released from its previous fettersand into the world. Sometimes it recalls its prior life, but, eventhen, it rarely remembers more than cloudy images and emotions.It starts its new life in the physical world as a sentient but somewhatnaive entity. It often takes a few years for a free spirit to getup to speed with modern society. Once it has a chance to learn theways of its new home, it can start to find its niche in life.It goes without saying that free spirits are different from thenative denizens of the physical realm. <strong>Free</strong> spirit characters arealso built slightly differently than metahuman characters. The“metatype” cost of a free spirit character is 250 BP. Other principaldifferences are as follows.<strong>Free</strong> Spirit NatureA free spirit, in its materialized form, is made of energy inthe form of a set of coherent forces. These forces effect the spacearound it, giving it the illusion of shape, mass, and appearance.The interaction of these forces with the physical world cause lightto reflect at various wavelengths, making it possible for cameras,ultrasound, radar, and other physical detection methods to perceivethe spirit. A free spirit has the “look and feel” of a physicalbeing, based on the form it took before it became free, but it isnot made of the materials that appear to make it up; “skin” willnot tan or sunburn, “iron” will not be attracted to magnets. Thespirit has no mass, but the forces in its form have all of the effectsof a body with mass, according to its Physical attributes. A result ofbeing comprised of energy is that the spirit needs no clothes, food,or shelter to survive, although, in many cases, the spirit can wearclothing, eat food (which it can later expel discreetly), and live ina home, as the social situation warrants. <strong>Free</strong> spirits may not havetechnological augmentations.Each free spirit has a home metaplane. While no longer apermanent address, the spirit still has ties to this home and maytravel from astral space to its native metaplane with a ComplexAction. It may return to astral space at any point on Earth that ithas previously visited with a Complex Action, unless it has beendisrupted (see <strong>Free</strong> Spirit Health, below) or banished. Note thatstarting this trip when materialized takes an extra Complex Actionto return to astral space (leaving any physical objects behind), andanother to materialize again after returning to Earth.A PC free spirit may be banished by the same method as forNPC free spirits (p. 109, Street Magic). They may also be barredfrom ever returning to Earth by the same method described onthat page. The permanent barring of a free spirit is analogous tothe death of a metahuman: the player must either spend a permanentpoint of Edge or make a new character.Every free spirit has a true name, a complex and intricate expressionof the magical forces that make up the Essence of the spirit.This true name is imprinted on some object, person, or place thatwas present when the spirit first became free, chosen by the playerwith the approval of the gamemaster. The magical skill Arcana canbe used to translate this imprint into a spirit formula for the freespirit (p. 107, Street Magic), which can be a great hassle.If a spirit formula is created for a free spirit, the spirit knowsinstantly where the formula is. Player character free spirits aresusceptible to the irritation of spirit formulae, as described on p.108, Street Magic.Spirits in astral form have the standard movement rate forastral bodies. Materialized spirits have a movement rate of 10 metersper Combat Turn walking, and 25 meters per Combat Turnrunning, regardless of what type of spirit it was before becomingfree. Any materialized spirit can use its movement rate in any direction,unfettered by gravity. Because of this, spirits use the Flightskill (which free spirits may learn) when sprinting, rather than theRunning skill. Spirits of possession traditions have the physicalmovement rate and movement skill of the vessel they possess, andmay only use the Flight skill if the vessel can fly.Spirits do not need food or shelter. They do not suffer fromhaving a Street lifestyle, although most free spirits like to havea place to put their stuff. Unless they wish to keep their homestocked with food and beverages for guests, spirits pay 10% lessfor basic lifestyle costs, or if the alternate lifestyle rules are used (p.149), they do not need to buy Necessities.alternative character concepts . . . . . . . . . . .Runner’s <strong>Companion</strong>91

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