6
® © 2004 WizKids Inc. All Rights Reserved. Shadowrun, State of the Art: 2064, Nerps and WK Games are registered trademarks and/or trademarks of WizKids Inc. in the United States and/or other countries. © 2004 WizKids Inc. All Rights Reserved. Shadowrun, State of the Art: 2064, Nerps and WK Games are registered trademarks and/or trademarks of WizKids Inc. in the United States and/or other countries. “New toys hit the street every week, omae. Wiz new tech to exploit security holes, rapid- assembly weapons disguised as Nerps™ to sneak past the scanners, wicked new adept fu to kick some major hoop. To keep up with the Johnsons, ya gotta scan what’s coming down the pipe, otherwise you’ll end up as the unfortunate example in a field-test report.” State of the Art: 2064 examines the latest groundbreaking developments in five aspects of the Shadowrun world. It explores the current state of police organization, technology and prisons and details the murky world of spycraft and political espionage. It also delves into both adept characters, discussing new paths, powers and metamagic, and European-specific magical traditions such as street witches. Finally, it provides briefs on the latest trends in mainstream and underground culture, sports and entertainment, with an eye towards shadowrunning opportunities. These sections include a selection of new gear, techniques and rules for both players and gamemasters. For use with Shadowrun, Third Edition ® . “New toys hit the street every week, omae. Wiz new tech to exploit security holes, rapid- assembly weapons disguised as Nerps™ to sneak past the scanners, wicked new adept fu to kick some major hoop. To keep up with the Johnsons, ya gotta scan what’s coming down the pipe, otherwise you’ll end up as the unfortunate example in a field-test report.” State of the Art: 2064 examines the latest groundbreaking developments in five aspects of the Shadowrun world. It explores the current state of police organization, technology and prisons and details the murky world of spycraft and political espionage. It also delves into both adept characters, discussing new paths, powers and metamagic, and European-specific magical traditions such as street witches. Finally, it provides briefs on the latest trends in mainstream and underground culture, sports and entertainment, with an eye towards shadowrunning opportunities. These sections include a selection of new gear, techniques and rules for both players and gamemasters. For use with Shadowrun, Third Edition ® . Sample file

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Page 1: State of the Art: 2064 - DriveThruRPG.com · 2018. 4. 28. · For use with Shadowrun, ... ond-edition sourcebook Awakenings). A slew of new adept powers and metamagic techniques are

®

© 2004 WizKids Inc. All Rights Reserved. Shadowrun, State of the Art: 2064,Nerps and WK Games are registered trademarks and/or trademarks ofWizKids Inc. in the United States and/or other countries.

© 2004 WizKids Inc. All Rights Reserved. Shadowrun, State of the Art: 2064,Nerps and WK Games are registered trademarks and/or trademarks ofWizKids Inc. in the United States and/or other countries.

“New toys hit the street every week, omae.Wiz new tech to exploit security holes, rapid-assembly weapons disguised as Nerps™ tosneak past the scanners, wicked new adeptfu to kick some major hoop. To keep up withthe Johnsons, ya gotta scan what’s comingdown the pipe, otherwise you’ll end up as theunfortunate example in a field-test report.”

State of the Art: 2064™

examines the latest groundbreaking developments in five aspectsof the Shadowrun world. It explores the current state of policeorganization, technology and prisons and details the murkyworld of spycraft and political espionage. It also delves into bothadept characters, discussing new paths, powers and metamagic,and European-specific magical traditions such as street witches.Finally, it provides briefs on the latest trends in mainstream andunderground culture, sports and entertainment, with an eyetowards shadowrunning opportunities. These sections include aselection of new gear, techniques and rules for both players andgamemasters. For use with Shadowrun, Third Edition®.

“New toys hit the street every week, omae.Wiz new tech to exploit security holes, rapid-assembly weapons disguised as Nerps™ tosneak past the scanners, wicked new adeptfu to kick some major hoop. To keep up withthe Johnsons, ya gotta scan what’s comingdown the pipe, otherwise you’ll end up as theunfortunate example in a field-test report.”

State of the Art: 2064™

examines the latest groundbreaking developments in five aspectsof the Shadowrun world. It explores the current state of policeorganization, technology and prisons and details the murkyworld of spycraft and political espionage. It also delves into bothadept characters, discussing new paths, powers and metamagic,and European-specific magical traditions such as street witches.Finally, it provides briefs on the latest trends in mainstream andunderground culture, sports and entertainment, with an eyetowards shadowrunning opportunities. These sections include aselection of new gear, techniques and rules for both players andgamemasters. For use with Shadowrun, Third Edition®.

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FANPROFANPRO

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TABLE OF CONTENTS

2 State of the Art: 2064

Division of ParanormalInvestigations 80

Division of Drug and ChipEnforcement 80

Division of Special Tactics 80Division of Investigation 82Non-Enforcement Divisions 83

Dealing with the Law 84Bribes 84Cop Contacts 85

Operations 86Stops and Searches 86Patrols and Arrests 87

We Know Who YouAre: Forensics 88

The Big Leagues: Cops and Shadowrunners 90Sting Operations 90

Busted: Detention, Trial, Prison 90In the Joint 91

Modern Prisons: Dueling Philosophies 91

Prison Culture 93Friends In Low Places:

Prison Gangs and Organized Crime 94

Prison Tech 94Working For The Man:

Prison Industry 95

Brothers in Arms 53Experimental Troupe Six 53Gladio 54Jamil Islamyah Monastery 55The Sisters of Eglantine 56The Alexa Group’s Songbirds 57

Evolution in Fast Forward 57Focusing Your Center 57Adept Artwork 59Technoadepts 59

Game Information 60Running Ways 60New Ordeals 60New Metamagic 61New Powers 64New Foci 68

BEHIND THE BADGE 69Modern Private Police Groups 70

The Power Players 72Legal Issues 73

Lethal Force 73Cyberware 74Magic and Paranimals 74Surveillance and Interrogation 74Jurisdiction 75

Policing Functions 77Division of Patrol 77Division of Matrix Security

(aka “GridSec”) 79

INTRODUCTION 4IT’S THAT TIME AGAIN … 5GAMES OF STATE 6

Rules of the Game 6SIGINT 8IMINT 9HUMINT 10

Patriot Games 12The Prize Purse 12The Playing Pieces 17The Gameboard 26

Game Information 29Running an

Espionage Campaign 29New Edges & Flaws 32New Spells 33New Equipment 33

THE PATH OF THE ADEPT 40Walking the Ways 42

The Spirit Way 43The Warrior’s Way 44The Artists’s Way 45The Athlete’s Way 46The Invisible Way 47The Speaker’s Way 48The Shamanic Way 49The Magician’s Way 51The Whale Riders 52

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3State of the Art: 2064

ARTArt Direction

Rob BoyleCover Art

Fred HooperCover Design

Jason VargasLayout

Jason VargasIllustration

Steven Bagatzky, Shane Coppage,Johan Egerkrans, Marcio Fiorito, KlausScherwinski, and Kevin Wasden

SHADOWRUN LINE DEVELOPERRob Boyle

PROPSThanks to Mikael Brodu, Elissa Carey,

Nathanael Jouen, Drew Littel, ChristianLonsing and Costan Sequiros for yourinput.

Thanks also to the Origins and GenContournament crews, past and present,and especially Brett Roberts and ShawnRiggins for taking on so much work.

Thanks also go out to Adam Jury for allhis help over the years, and a specialthanks to his sister Ada Jury for being sodamn cool.

Copyright© 2004 WizKids Inc. All RightsReserved. State of the Art: 2064, Shadowrunand WK Games are registered trademarksand/or trademarks of WizKids, Inc. in theUnited States and/or other countries. No partof this work may be reproduced, stored in aretrieval system, or transmitted in any formor by any means, without the prior permis-sion in writing of the Copyright Owner, norbe otherwise circulated in any form otherthan that in which it is published.

Version 1.0 (December 2005) Based on FirstPrinting with corrections by FanPro LLC,Chicago, Illinois, USA.

Find us online:[email protected]

(Shadowrun questions; please check thewebsite FAQ first!)http://www.shadowrunrpg.com

(official Shadowrun website)http://www.fanprogames.com

(FanPro website)http://www.wizkidsgames.com

(WizKids website)http://studio2publishing.com

(online FanPro/Shadowrun orders)http://del.ico.us/shadowrun

(cool links)

Top 10 Most Wanted Suits/Scientists 151

Top 10 Runner Haunts 154Top 10 Paranormal Incidents 156Top 10 Shadow News

Stories of 2063 159The Road to Amazonia: 2064 162

For the Nuyen of the Game 163Meet the Contestants 163

Five Rings, Five Sectors: Denver 2072 164

The 2063 Sports Recap 165Baseball 165Basketball 165Chess 165Combat Biker 166Football 166Formula 1 166Hockey 166Horseracing 167Tennis 167Track & Field 167Turf 167Urban Brawl 167

Game Information 167Orxploitation 167Corp Vogue 168

STATE OF THE ART: 2064CREDITS

WRITINGGames of State:

Jon SzetoThe Path of the Adept

Joshua Howell, James Nugent andPeter Taylor

Behind The BadgeRobyn King-Nitschke and Malik Toms

European MagicAudun Bergwitz and Peter Taylor

Culture ShockJong-Won Kim and Malik Toms with

Rob Boyle, Brian Cross, DrewCurtis, Robert Derie, PatrickGoodman, Joshua Howell, StephanMeijerhof, James Nugent, RichOsterhout, Antonio Pucci, SergioPulido, Jon Szeto and Peter Taylor

PRODUCT DEVELOPMENTRob Boyle

EDITINGRob Boyle, Davidson Cole, Brian

Cross, Diane Piron-Gelman

Rehabilitation Methods 95Offers You Can’t Refuse 96

Game Information 96Playing with the Police 96Resolving Arrests 97Running in the Joint 97New Gear 98New IC 98New Vehicles 98

OLD WORLD MAGIC 99Neo-Pagan Undercurrents 100

Witchcraft Reloaded 102Druids 105Norse Pagans 109Roman-Hellenistic Pagans 110Ethnic Magic 111

A Question of Paradigm 112Roots of Conflict 112Rules of the Game 113The Classic Schools 114Modern Schools 117Minor Schools 120

Magic & Christianity 120Catholic Order of

St. Sylvester 122Westphalian Theurgists 122Orthodox Exarchs 122

Game Information 122Neo-Pagan Magic 122Wicca 123Witches 125Druids 125Nordic Pagans 126Hermetic Paradigms

and Schools 127CULTURE SHOCK 128

Orxploitation 128Power to the People,

Chummer 128Tonedeaf Ujnort 132Tuskadelic 133Saturday Night War 134

Corp Vogue 135Children of the Corporation 136Buying Your Loyalty 137Other Leashes 138

Link Clubs 138Gene Art 139Gambling 141

Gambling and the Law 141Illegal Gambling 141Do You Know Where

Your Bookie Is? 142Gambling Hot Spots 143

Top 10 Shadowruns of 2063 144

Top 10 Most Wanted Criminals 147

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State of the Art: 2064 takes a look at some of the latestdevelopments in the world of Shadowrun. Like the previousyear’s sourcebook, State of the Art: 2063, this book focuses onfive areas of particular interest to shadowrunners. This timearound, however, the focus is on the spy business, adeptmagic, police ops, European magic and the latest develop-ments in culture. It’s important for shadowrunners to keepabreast of the latest advancements in magic, technology andsociety so that they can adapt and take advantage of them.

State of the Art: 2064 is present-ed as a series of electronic docu-ments posted by Captain Chaos,sysop of the vast Shadowland archiveand data haven—the number onesource for shadowrunners on what’sgoing on in the world of Shadowrun.The documents come from a varietyof sources, underground and main-stream, but are directed towards anaudience of shadowrunners. Thesesources are each unique in outlookand perspective, influenced by theirown particular prejudices and inter-ests. Each article is marked up with arunning commentary by shadowdenizens who add to, revise and con-tradict the original post. These insert-ed comments add innuendo, allega-tions, opinions, rumors, misconcep-tions, misinformation, lies and some-times even the truth to the informa-tion presented. It is left up to thegamemaster to decide what informa-tion is correct and which is just filling,as appropriate to his or her game.

The first chapter, Games of State,provides an overview of modern spycraft and how it haschanged in the aftermath of the Awakening, global balkaniza-tion and rise of the megacorps. In addition to detailing intelli-gence (and counter-intelligence) methods, it also covers majorplayers, hot spots and new spy gear.

The Path of the Adept delves into the philosophy andmindsets of the various adept ways, expanding upon the infor-mation given in Magic in the Shadows (and the out of print sec-ond-edition sourcebook Awakenings). A slew of new adeptpowers and metamagic techniques are included, broadeningthe range of abilities available, especially for social adepts.

Behind the Badge explores the world of modern polic-ing, with a specific focus on privatized police groups likeLone Star and Knight Errant. Similar to the out of print LoneStar sourcebook, it defines what different police units do anddiscusses various issues related to legalities, jurisdiction,police operations and forensics. It also dives into prisons andprison culture, giving details on what a shadowrunner canexpect when he goes to the Big House. Suggestions for run-ning prison campaigns are supplied, along with some new

cop gear and drones.The section on European

Magic supplements some of thematerial originally introduced inShadows of Europe. The nature andoutlook of witchcraft and variouspagan magical paths are expandedupon, as is the academic debatebetween various hermetic schools.Magic and Christianity is alsotouched on. This information canserve as an excellent source to fleshout the philosophy and trappings ofa character’s magical tradition. Rulesare also provided for giving some ofthe traditions a unique flavor.

Culture Shock focuses on thelatest news and cultural trends, bothmainstream and underground. Itstarts off with a lively description ofthe latest phenomenon to influencemainstream culture—orkxploita-tion—and moves on to discuss themethods and consequences ofmegacorp loyalty, including corpo-rate gangs and point systems.Gambling, genetic art and a new

type of networked club are also featured. A number of top tenlists are provided that relate to numerous events that haveoccurred in the shadows over the past year, from most wantedcriminals to paranormal phenomenon. The top ten news itemsprogress a number of plotlines previously introduced in otherShadowrun books. Finally, an overview of the sports industry isgiven, including features on the 2064 World Cup in Amazoniaand the latest on the maneuverings surrounding the 2072Olympics. Overall, this chapter includes a wealth of plot hooksthat gamemasters can use to fill out the their campaigns andconstruct adventures.

4 State of the Art: 2064

INTRODUCTION

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5State of the Art: 2064

IT’S THAT TIME AGAIN

t’s hard to believe that a year has already gone by since we posted the last State of the Artfolio. We’ve seen a lot happen with various dragon maneuverings, corporate infighting, thefounding of the NEEC, a brewing mob war in Europe, and the continuation of civil warfare inPoland and the Philippines. The screamsheets have not been lacking for newsworthy material—

which means that our line of biz is doing just fine.But let’s not get cocky. With the changes our world goes through every day, it’s becoming

an increasing challenge to keep up with the latest developments. If you don’t suspect that anadept might try running across water to sneak up behind you or that a spook might have a taserconcealed in that hollowed-out credstick, then you’re not doing your job. We all know that stay-ing alive means keeping ahead of the game, being prepared so that we can laugh at our oppo-nent’s “big surprise” and tell him that was last week’s vaporware.

Once again, as roll over our calendars to the big ’64, I present you with a file collection thatcompiles some of the latest advances that you should be watching out for, some intel on the cut-ting edge. Just like last year, I’ve focused on five areas of particular interest to shadowrunners. Thistime, I’ve chosen to feature modern espionage, adept paths and magic, police operations,European magic traditions and the perennial favorite, that slop that passes as “culture” these days.

The spy game material is a friendly reminder that nation states still play in our sandbox just asmuch as corporate agents do. The material on adepts is a bit overdue, as there are many types ofadepts out there who haven’t gotten the recognition they deserve, and they have plenty of nifty newpowers up their sleeves. The material on cops just seems a necessity, as they are the number oneopposition shadowrunners need to keep an eye out for, so we should all know what they’re up to. Theexploration of Euro magic is an add-on to the Shadows of Europe folio we recently posted, since somany of you have had run-ins with magicians who didn’t fit the North American norms. And finally,the culture section should give you some ideas on where to look for work, as well give you a heads-up on world events in case you’ve had your head buried in a Matrix game node for the past year.

Remember kids, it’s not just enough to scan this information—it’s how you use it that counts.There are plenty of items here that can save your hoop in the right situation, and plenty of factsthat can lead to you cashing in on a sweet run. So quit slacking and get to work.

> Captain ChaosTransmitted: 20 December 2063 at 16:22:20 (PST)

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