Sie sind auf Seite 1von 20

ShadowNet Mercenary

Catalogue

A guide to
Elite equipment and training
through ShadowNet
How to use this Catalogue

This catalogue has been created to allow


Mercenaries in the employ of ShadowNet to access
further training without having to contract to a
corporation.
Be aware that ShadowNet have none of the
resources of the Big 8 and as such cannot grant the
level of equipment and resources that one of them
can. The Equipment and training on offer within this
catalogue are meant for mercenaries who want to
remain neutral in the Shadow War. Therefore, any
mercenary with corporate affiliation must gain
explicit permission from there corporation
representative before making a purchase from this
book.

Following a normal operations debrief, you are free


to place an order from this catalogue with
ShadowNet. Items will be delivered to you in time for
the next operational window and training will
happen between windows.

2
Weapons
Firearms
Description Cost
Upgrade a Pistol or Shotgun with a Shock Core 6000
If the firearm is charged for 10 seconds, it may supercharge its next round; causing “Shock”
Upgrade a firearm with a Mid-Range Energy Core 5000
Mid-Range energy cores grant an additional 500 rounds to the Loadout skill of the mercenary as the
weapon has an energy core capable of 500 rounds
Upgrade a firearm with a Hi-Range Energy Core 10000
Hi-Range energy cores grant an additional 1000 rounds to the Loadout skill of the mercenary as the
weapon has an energy core capable of 1000 rounds
Upgrade Sniper Rifle with a Tox-Core 5000
Sniper rifle now causes “Toxic” damage in addition to any other effects. May be loaded with other
Toxins.
Upgrade Bow/ X-Bow with a with a Mid-Range Shock 2500
Core
Arrows shot from this Bow/X-Bow cause “Shock Through”

Melee
Description Cost
Upgrade Mono-Blade with a Mid-Range Shock Core 5000
If the Mono-Blade is charged for 10 seconds, it may supercharge its next attack; causing “Shock
Through”
Upgrade Chain Weapon with a Mid-Range Shock Core 10000
If the Chain weapon is charged for 10 seconds, it may supercharge its next attack; causing “Shocking
Rend”
Upgrade Shock Baton with a Mid-Range Energy Core 10000
If the Shock Baton is charged for 10 seconds, it may supercharge its next attack; causing “Shocking
Rend”

3
Armour
Description Cost
Nano-Patch 1000
A Nano-Patch lasts for 72 hours but increases the effectiveness of any unmodified armour by +1 AV
X1 Energy Shield 5000
The Wearer is able to call “Shielded” once per combat.
X2 Energy Shield 7500
The Wearer is able to call “Shielded” Twice per combat.
X3 Energy Shield 10000
The Wearer is able to call “Shielded” Three times per combat.
Ionising Field 5000
The Field grants the wearer resistance to radiation poisoning for up to 1 hour

Implant Tech
Description Cost
Upgrade Toxin Resist to Advanced Toxin Resist 5000
Resists Advanced Toxins
Upgrade Viral Resist to Advanced Viral resist 5000
Resists advanced diseases
Upgrade Cell regeneration Stimulants to Advanced 10000
Cell regeneration Stimulants
Character regenerates 1 hit per 30 minutes
Upgrade Dermal Plating to Advanced Dermal Plating 5000
Implanted Assault armour (not compatible with any other type of worn armour).
Upgrade Bone Lacing to Advanced Bone Lacing 5000
Bones are implanted with a Nano-Titanium alloy making them almost unbreakable giving
the character +2 body hits.

4
Chemicals
Per Dose
Description Cost
Epinephrine 500
May act normally in grace period. This chemical does not stop the grace period.
Penicillin PI 500
Cures a basic disease over 24 hours.
Arsenic 500
Basic Toxin. Can be fatal if ingested.
Fentnayl 500
Basic Toxin, If administered, this causes the sleep effect within 10 seconds.

Electronics
Description Cost
Neo-Star Platform Running Deck 15000
Can support up to 300G CPU, 12 Memory Slots, 8G Modem

5
Unaligned Elite class
Training
In this section, ShadowNet has laid out training that is available to mercenaries through our extensive
facilities and virtual training systems. To access an unaligned elite class will cost you 10000 credits,
and further training is detailed below with a cost over and above that initial outlay.

Once you have paid the initial outlay, a Skilldex will be sent to you in your booking pack for the next
Shadow Wars event.

Hitman
In the shadow War, there are often times when unruly or uncooperative mercenaries cause undue
concern to a corporation, ShadowNet or government. In these case Agents who have received training
in killing people through Sniping, toxins or the good old knife in the wind pipe are highly sort after. You
will be a killing machine from the shadows, a weapon to deploy for the right price.
Sniper 4000
A character with this skill has been trained in use sniper rifles. This skill grants the ability to use sniper
rifles and make the combat call SILENT KILL under the appropriate circumstances (see combat
section).
Endurance 1 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Chemist 4000
A character with this skill has been trained in chemistry and is able to combine various chemicals with
different properties to a beneficial and sometimes lethal effect. Characters with this skill will receive a
Skilldex at the start of each event.
Advanced Chemist (Requires Chemist) 5000
A character with this skill has had advanced training and as such can combine a greater quantity of
chemicals components and improve on current combinations as well as conceptualise new ideas and
specifications. Characters with this skill will receive a Skilldex at the start of each event.

6
Intelligence Officer
In the search for information, some mercenaries are able to hold out longer in the chair than people
need. In these cases, Intelligence officers are given basic training in chemistry, the ability to keep your
subject alive long after they wish they were not and access to advanced interrogation techniques.
Choosing this career means that someone in your chair is spilling the information quickly, and you are
getting paid.
Interrogation 4 (requires Interrogation 3) 5000
A character with this skill has been trained to interrogate and resist interrogation. This skill is available
in several levels giving the character increasing competency. The skill level is used to determine how
long an interrogator will take to “break” the will of the person they are interrogating. The minimum
duration for level 1 is 20 minutes, level 2 is 15 minutes, level 3 is 10 minutes, and level 4 is 5 minutes. If
the person being interrogated also has the interrogation skill of equal to or higher level, they can resist
indefinitely (call no effect) as they know which methods the interrogator is using.
Interrogation 5 (requires Interrogation 4) 6000
A character with this skill has been trained to interrogate and resist interrogation. This skill is available
in several levels giving the character increasing competency. The skill level is used to determine how
long an interrogator will take to “break” the will of the person they are interrogating. The minimum
duration for level 1 is 20 minutes, level 2 is 15 minutes, level 3 is 10 minutes, level 4 is 5 minutes and
level 5 is 2 minutes. If the person being interrogated also has the interrogation skill of equal to or higher
level, they can resist indefinitely (call no effect) as they know which methods the interrogator is using.
Chemist 4000
A character with this skill has been trained in chemistry and is able to combine various chemicals with
different properties to a beneficial and sometimes lethal effect. Characters with this skill will receive a
Skilldex at the start of each event.
Surgery 4000
A character with this skill has been trained to heal wounds on a victim. The surgeon will carry a bead
bag to diagnose the injury and will role play according to heal the wound. Surgeons must also purchase
surgical supplies and possess the phys reps so perform surgery and may benefit from a bonus for good
costume/props. A surgeon can also be assisted by up to one other surgeon to aid the recovery of
wounds. For more information check the recovery section.

7
Neo-Spy
The emergence of the Neo-Net has created several interesting possibilities for the collation of
information and the gain of cold hard credits. To this end, you will be given the AR Web implant and
given access to the Neo-Net with the purpose of gaining valuable intelligence. Although you will never
be as proficient as a runner, your agent abilities will more than compensate.
Implant AR Web Free
Allows the Agent to interact with the Neo-Net as per the Runner class. Agents with this implant may
only buy from the programme list below and their programme levels may never rise higher than 3.
Program Decrypt level 1 2000
This allows the Agent to remove a level 1 encryption from a device
Program Encrypt level 1 2000
This allows the Agent to place a level 1 encryption on any device
Program Sleaze level 1 2000
This renders the Agent invisible to a level 1 Sprite or IC it is used against.
Program Firewall level 1 2000
This protects the Agent from harm by armouring them in a code wall that grants 1AV in the Neo-Net
Program Attack level 1 1000
This allows a Agent to cause damage directly to a Sprite or IC using a digital weapon.
Program Use Free
This allows the Agent to use any device which has no encryption

8
Trader
In the wasteland, there are many pieces of archeotech and old technologies waiting to be accessed.
Where there is old and forgotten tech, there are credits to be made! ShadowNet will give you training in
how to make the best out of your bartering in the wasteland and your ability to talk to city bound
corporate types, boosting your credit account accordingly.
Endurance Levels 2 (Requires Endurance 1) 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Good Reputation (Tribes of the wasteland) 4000
When using the Barter skill, the Junker will gain additional information or increased value on his/her
trading.
Interrogate 1 2000
A character with this skill has been trained to interrogate and resist interrogation. This skill is available
in several levels giving the character increasing competency. The skill level is used to determine how
long an interrogator will take to “break” the will of the person they are interrogating. The minimum
duration for level 1 is 20 minutes. However if the person being interrogated also has the interrogation
skill of equal to or higher level, they can resist indefinitely (call no effect) as they know which methods
the interrogator is using.
Negotiation 1 2000
A character with this skill has been trained in the art of negotiation and may request an additional
payment of 10% for any mission they undertake.

9
Shaman
With the addition of cutting edge Psi-Implants, you will be trained to develop your latent Tele-Kinetic
abilities. Making you a versatile and frightening foe to any but the stupidest of wastelanders. Your ability
to shield yourself, smash roadblocks and to send your trusty knife into someone’s throat using only the
power of your mind will make you god in the eyes of the wastelanders.
Psi-Implant Free
A Junker with this implant is able to access Psionic abilities from the list below.
Power 0 Free
The Junker gains 4 power points with which to use Psionics.
Power 1 3000
The Junker gains +4 power points with which to use Psionics.
Power 2 (requires Power 1) 4000
The Junker gains +4 power points with which to use Psionics.
Meditate 1 2000
A character with this skill can restore lost power points at the rate of 1 every 5 minutes, during this
time the character is in a meditative state and cannot move or interact with anyone else. This may be
done once for every power level the character has per day.
Power: Manipulate 2000
A character with this skill can utilise the Telekinesis power Manipulate, this has a psi rating of 1 and
allows the Psychic to move or manipulate an inanimate object that a ref can manipulate with one hand
and is within 10 metres of the Psychic. This is a concentration power and cannot be used to operate
any object that is gene-coded.
Power: Knockdown (requires Power: Manipulate) 3000
A character with this skill can utilise the Telekinesis power Knockdown, this has a psi rating 2 and
allows the psychic to call the knockdown to a single target within 10 metres. This is a combat power.
Power: Smash (requires Power: Knockdown) 4000
A character with this skill can utilise the Telekinesis power Smash, this has a psi rating 3 and allows
the psychic to effectively smash open a window or door that the player can safely OOC traverse. This
is a combat power.
Power: Telekinetic Shield (requires Power: Smash) 5000
A character with this skill can utilise the Telekinesis power Telekinetic Shield, this has a psi rating of 4
and allows the psychic to call NO EFFECT for 5 minutes from all ranged damage as long as the
Psionic has their hands empty, also they cannot use any other skill or power or attack anyone or
anything whilst protected by this ability. This is a combat power.

10
Road Warrior
Sometimes it is necessary to use force to push a point, With this training we will give you increased
resistance to damage and radiation effects and will make you extremely hard to put down. People
venturing into the wastelands will seek you out as their guide and bodyguard.
Endurance Levels 2 (Requires Endurance 1) 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance Levels 3 (Requires Endurance 3) 4000
As above.
Resistance 5000
A Junker with this skill is enhanced to resist radiation effects. When affected by radiation, the Junker
may choose to ignore the harmful effects, delaying them for a further 10 minutes.
Assault Armour 5000
A Junker with this skill has been trained in the correct way to wear assault armour

Magos
With this specialised training package, you will be taught to push your Psionics beyond the normal. You
will become a master of Electrokenesis, able to cause devastation with your new found power. People
will want you due to your ability to shock large groups easily and frequently and cause devastation with
your EMP powers.
Power level 4 (Requires Power level 3) 5000
The Psionicist gains +4 power points with which to use Psionics.
Power Level 5 (Requires Power level 4) 6000
The Psionicist gains +4 power points with which to use Psionics.
Meditate 3 (Requires Meditate 2) 5000
This skill upgrades Meditate 2 allowing the character to restore lost power points at the rate of 1 every 5
minutes, during this time the character can move and interact with others and may engage in combat.
This may be done once for every power level the character has per day.
Mastery: Electrokinesis (Requires Power: EMP) 5000
Mastery: Electrokinesis reduces the cost of Electrokinesis powers by 1 to a minimum of 1

11
Psi-Soldier
For some, the draw of Psionics is a way to enhance themselves mentally. With this training you will also
push yourself physically. You will be a scourge upon your enemies, combining soldier training with your
already fearsome Psionic abilities.
Endurance 1 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance Levels 2 (Requires Endurance 1) 5000
As above.
Firearms 3000
A character with this skill has been trained in how to prepare, maintain and use SMG’s, assault rifles
and shot guns.
Combat Armour 4000
A Psionicist with this skill has been trained in the correct way to wear Combat armour

Psi-Medic
Psychometry lends itself to the medical world really well. With this unique training package we will teach
you to be a surgeon and tio use your Psionics to enhance that surgery skill. Your potential future
employers will be fighting each other to gain control of your skills, making you a rich mercenary in
control of the jobs you take.
Surgery 4000
A character with this skill has been trained to heal wounds on a victim. The surgeon will carry a bead
bag to diagnose the injury and will role play according to heal the wound. Surgeons must also
purchase surgical supplies and possess the phys reps so perform surgery and may benefit from a
bonus for good costume/props. A surgeon can also be assisted by up to one other surgeon to aid the
recovery of wounds. For more information check the recovery section.
Advanced Surgery (requires Surgery) 5000
A character with this skill has been trained extensively in advanced surgery, this makes the surgeon
far more skilled and allows them to perform major procedures, such as transplants.
Power: Psi-Medic (requires Power: Sense Life) 4000
This is a Psi-Rating 4 Psychometery power that allows the Psi-Medic to utilise the first aid skill without
the need for physical contact and within a range of 10 meters
Power: Psi-Surgeon (requires power: Psi-Medic) 5000
This Psi-Rating 5 Psychometery power allows the Psionicist to reduce the severity of a surgery bead
drawn by 1 degree. I.e. A Black bead can be made to be a Red Bead. If the Psi-Surgeon wishes to
stack this power to change the degree by 2 or more degrees, you must spend an additional 5 Psi-
Points per degree you wish to change and this act always classes as pushing. (see main rulebook page
36) You are required to draw a bead fort every degree you want to change above the 1 st.

12
Neo-Stalker
The Neo-Net has many dangers within, Rogue Sprites, A.I’s and runners who have overstepped the
mark. This is where you could step in and make credits as a bounty hunter of the Neo-Net. Your elite
training will allow you to combat Sprites and A.I’s much more effectively.
Firewall 4 (requires Firewall 3) 5000
This protects the Neorunner from harm by armouring them in a code wall that grants 4AV and reduces
the Through call to a point of damage taken on the armour and immunity to shock effect in the Neo-Net
Firewall 5 (requires Firewall 4) 6000
This protects the Neorunner from harm by armouring them in a code wall that grants 5AV and reduces
the Through and Rend call to a point of damage taken on the armour and immunity to Stun and Shock
effect in the Neo-Net.
Attack 4 5000
If a digital weapon is charged for 10 seconds, it may now strike for rend, shock or through.
Attack 5 6000
If a digital weapon is charged for 10 seconds, it may now strike for rend, shock, through or Crash 5

Master programmer
Programmes are the doorway to credits in and out of the Neo-Net. With this elite training package, you
will be given access to the best training possible outside of the corporations, you will be able to write
programmes that will be the envy of all your peers. Ever wanted to make a Neo-Dragon? We can make
it happen!
Master Programmer 7000
The Neo-Runner is able to write Elite level programmes that break normal paradigms. The Master
Programmer is able to write programmes over level 5.
Electronics 4000
A character with this skill has been trained to use and repair complex electronic equipment and have
knowledge of circuits and components. Characters with this skill will receive a Skilldex at the start of
each event.
Advanced Electronics (requires Electronics) 5000
A character with this skill has been trained in the ability to conceptualise and build custom made
specific items of electronics, often being able to make functional equipment from shoddy, damaged or
outdated parts. Characters with this skill will receive a Skilldex at the start of each event.
Neo-Tech (require advanced electronics) 5000
A character with this skill has been trained in the ability to conceptualise and build custom made
advanced and elite level Running Decks such as the Neo-Star. Characters with this skill will receive a
Skilldex at the start of each event.

13
Neo-Soldier
You know when the bullets are flying and you wished for more armour, more guns, more guts? Well this
training programme is for you, Giving you the basics of soldier training will give you a chance to give as
good as you get, both in the real world and the Neo-Net!
Endurance 1 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance Levels 2 (Requires Endurance 1) 5000
As above.
Firearms 3000
A character with this skill has been trained in how to prepare, maintain and use SMG’s, assault rifles
and shot guns.
Combat Armour 4000
A Neo-Runner with this skill has been trained in the correct way to wear Combat armour

14
Scout Recon
There’s always a need for intelligence and soldiers are always left behind. Well not anymore! We will
train you in the ways of Spycraft, Methods of Entry, and interrogation. A well rounded package that
gives you the edge, after all...Knowledge is power and even more powerful when that informant is in
Tactical Armour with a Heavy Machine gun!
Interrogation 1 4000

A character with this skill has been trained to interrogate and resist interrogation. This skill is available
in several levels giving the character increasing competency. The skill level is used to determine how
long an interrogator will take to “break” the will of the person they are interrogating. The minimum
duration for level 1 is 20 minutes. However if the person being interrogated also has the interrogation
skill of equal to or higher level, they can resist indefinitely (call no effect) as they know which methods
the interrogator is using.
Interrogation 2 (Pre-requisite Interrogation 1) 5000
A character with this skill has been trained to interrogate and resist interrogation. This skill is available
in several levels giving the character increasing competency. The skill level is used to determine how
long an interrogator will take to “break” the will of the person they are interrogating. The minimum
duration for level 2 is 15 minutes. However if the person being interrogated also has the interrogation
skill of equal to or higher level, they can resist indefinitely (call no effect) as they know which methods
the interrogator is using.
Interrogation 3 (Pre-requisite Interrogation 2) 6000
A character with this skill has been trained to interrogate and resist interrogation. This skill is available
in several levels giving the character increasing competency. The skill level is used to determine how
long an interrogator will take to “break” the will of the person they are interrogating. The minimum
duration for level 3 is 10 minutes. However if the person being interrogated also has the interrogation
skill of equal to or higher level, they can resist indefinitely (call no effect) as they know which methods
the interrogator is using.
M.O.E 4000
A character with this skill has been trained in methods of entry; this skill covers how to bypass
physical and electrical anti intrusion systems and if all else fails how to use breaching charges for
explosive entry
Spycraft 3000
A character with this skill has been trained in the art of espionage they know the basics of things like
secret codes, infiltration and clandestine operations, as such before each mission they may receive
additional information.

15
Grenadier
Who doesn’t like to throw grenades? Well, this package sorts the men from the boys in relation to
grenades. Advanced training in grenade tech allows you to manufacture grenades at a more cost
effective rate and start to conceptualise your own grenade designs. Want to throw a Plasma Grenade
at some Merc in military armour? Well look no further!
Grenadier (Requires Loadout: Heavy) 2000
A Soldier with this skill will lose the Loadout Heavy skill and replace it with grenadier. The Soldier may
never have a loadout larger than medium but gains twice the grenade allocation per event. In addition,
the Soldier will gain a skilldex detailing creation options for grenades.
Endurance 4 (requires endurance 3) 5000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance 5 (requires Endurance 4) 6000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Basic Engineering 3000
A character with this skill has been trained in the basics of all engineering concepts and with this skill
can also identify engineering parts and build repair mechanical devices.

Veteran
Ok, forget the fancy stuff; this training programme is about how much damage you can take and how
much you can dish out. Want bigger guns? Want more endurance? Want to be a soldier who makes
other soldiers look like day care attendants? Veteran is for you!
Endurance 4 (requires endurance 3) 5000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance 5 (requires Endurance 4) 6000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Tactics (requires Loadout: Heavy) 4000
With this skill, the soldier is able to make the best use of his loadout, This skill increases the loadout:
Heavy by an extra 500 rounds.
Repair: Armour 4000
A soldier with repair armour may repair any armour that has lost AV. In all cases it takes 1 minute to
apply special nano-polymer gel and 1 minute per point of AVto be repaired by it. A sticker must be
moved from an engineering toolkit and placed upon the armour lammie.

16
Combat Medic
If trying to get to your friends while some inconsiderate bastard fires bullets at you is a pain in your
arse then consider this elite training, basic soldier skills that can help you to stay up and comlete the
mission.
Endurance 1 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance Levels 2 (Requires Endurance 1) 5000
As above.
Endurance Levels 3 (Requires Endurance 2) 6000
As above.
Assault Armour 5000
A Specialist with this skill has been trained in the correct way to wear assault armour

Gene-Seer
In the cold harsh reality of the world of genetics, there is only so far you go until your research gets
stonewalled and you grind to a halt. Well, that can change and change it will as ShadowNet gives you
the option of training in the most advanced genetic treatments inside or outside of the corporations.
Master Geneticist (requires Advanced Geneticist) 7000
This skill allows the Geneticist to research and create elite level treatments
Gene-seer (requires Master Geneticist) 8000
With this skill, the Geneticist is a marvel in the world of genetic treatments and is able to reduce the
downtime cost of a treatment by half.
Research 3000
This skill grants additional results from research requests

17
Neo-Surgeon
With the birth of the Neo-Net, there is a chance for specialists to gain the necessary implants and
training in order to not only fix runners but also their Sprites and IC. Cold harsh cash from both the real
and digital world? Hell yeah!
Implant AR Web Free
Allows the Specialist to interact with the Neo-Net as per the Runner class. Specialists with this implant
may only buy from the programme list below and may never take the programs over level 3.
Programme: Use Free
This allows the Specialist to use any device which has no encryption.
Program: Neo-Surgery 2000
Gains and may use the Surgery skill (as per core rules) in the Neo-Net to heal Sprites and other
Runners. (requires bead bag)
Program: Advanced Neo-Surgery 3000
Gains and may use the Surgery skill (as per core rules) in the Neo-Net to heal Sprites and other
Runners. (requires bead bag)
Program Firewall level 1 2000
This protects the Agent from harm by armouring them in a code wall that grants 1AV in the Neo-Net
Program Attack level 1 1000
This allows a Agent to cause damage directly to a Sprite or IC using a digital weapon.

Combat Engineer
If trying to get that uplink fixed while some inconsiderate bastard fires bullets at you is a pain in your
arse then consider this elite training, basic soldier skills that can help you to stay up and complete the
mission.
Endurance 1 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Endurance Levels 2 (Requires Endurance 1) 5000
As above.
Endurance Levels 3 (Requires Endurance 2) 6000
As above.
Assault Armour 5000
A Tech with this skill has been trained in the correct way to wear assault armour

18
Meditech
There is always a need for a jack of all trades, and ShadowNet are happy to provide their Tech’s with
the training required to fulfil a specialist and tech role all in one. You know how handy an extra surgeon
is, well an extra surgeon who can repair your armour or fix the generator is how much better?
Surgery 4000
A character with this skill has been trained to heal wounds on a victim. The surgeon will carry a bead
bag to diagnose the injury and will role play according to heal the wound. Surgeons must also purchase
surgical supplies and possess the phys reps so perform surgery and may benefit from a bonus for good
costume/props. A surgeon can also be assisted by up to one other surgeon to aid the recovery of
wounds. For more information check the recovery section.
Advanced Surgery (requires Surgery) 5000
A character with this skill has been trained extensively in advanced surgery, this makes the surgeon far
more skilled and allows them to perform major procedures, such as transplants.
Forensics 4000
A character with this skill has been trained in forensic pathology. The character can examine scenes
and specimens to try to gain additional situational information with regard to their current
circumstances. Characters with this skill will receive a Skilldex at the start of each event.
Knowledge: Basic Science 3000
A character with this skill has been trained to have a basic understanding of the fundamentals of
science, which will enable you identify chemicals and basic genetic strands i.e DNA etc.

Guntech
Guns, the great equaliser. Ever wondered what would happen if you really understood guns and
specialised in them? Well look no further Tech! Guntech is a training programme that will teach you
some of the most closely guarded secrets in the business.
Guntech (requires Advanced Weapontech) 5000
Weapontechs with the guntech skill may research firearms with mid-core repeating energy sources; this
grants an additional 500 rounds to the Loadout skill of the mercenary as the weapon has an energy
core capable of 500 rounds.
Advanced Guntech (require Guntech) 6000
Weapontechs with the advanced guntech skill may research firearms with high-core repeating energy
sources; this grants an additional 1000 rounds to the Loadout skill of the mercenary as the weapon has
an energy core capable of 1000 rounds.
Endurance 1 4000
A character with this skill is at the peak of physical fitness honing his body either with hard core
exercise programs or extensive application of pharmaceuticals, this represents their ability to both
absorb damage and there chemically induced combat reflexes that are often fast enough to turn a lethal
wound into a glancing blow. A character with this skill has a number of additional “hits” before he is
considered wounded equal to his level of this skill.
Assault Armour 5000
A Tech with this skill has been trained in the correct way to wear assault armour

19
20
March 2011

Das könnte Ihnen auch gefallen