Shadowrunners:
# Position Cost ma st ag av Skills Skills Available
0-12 Wage Slave 50,000 6 3 3 7 None General
0-2 Shaman 70,000 6 3 3 8 Sure Hands, Shadowing General, Passing
0-2 Decker 80,000 6 3 3 8 Dodge, Shadowing General, Agility
0-2 Street Samurai 90,000 6 3 3 8 Block, Shadowing General, Strength
0-1 Dwarf Shaman 100,000 5 3 3 8 Pass, Thick Skull, Shadowing General, Passing, *
0-1 Elf Decker 120,000 7 2 4 8 Dodge, Side Step, Shadowing General, Agility, *
0-1 Orc Street Sam 110,000 4 4 2 8 Block, Double Blitz, Shadowing General, Strength, *
0-1 Troll Street Sam 130,000 4 5 1 8 Mighty Blow, Regenerate, Shadowing General, Strength, *
--
* player needs double SPPs to gain skills and count as allies.
Re-Rolls: 60,000
--
On Pitch Spellcaster:
Only a Wage Slave may become Wage Mage:
The starting spell for a Shadowrunner Wage Mage is Dazzle.
Successful Result: Roll a D6. The result + the Wage Mage's level is the number of players that can be effected by this spell. Roll a 2D6 for each player effected. If you roll higher than their strength + agility then they are Dazzled and they lose their TZ for the remainder of the current turn.
Failure Result: Roll 2D6 if the result is equal to or higher than the Mage's st + ag then the mage loses his TZ for the remainder of the half.
Range: Each player to be effected must be within 7 squares of the Mage.
Succeeds on: 4+
<font size=-1>[ This Message was edited by: p1n3_b0x on 2001-10-25 18:15 ]</font>
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