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Catalog - Shadow Amps
Catalog - Shadow Amps
Catalog - Shadow Amps
Base Drones
Custom Drones
BIOWARE AMPS Custom Vehicles
Bioware has a standard cost of -0.5 Essence. Remote Control Console
Headware
Bodyware OTHER AMPS
Biolimbs Gear Amps have a base cost of zero.
Gear Amps
CYBERWARE AMPS Other Amps
Cyberware has a standard cost of -1 Essence.
Headware
Bodyware
Cyberlimbs
MAGICAL AMPS
Magical Amps may be taken only by Awakened characters.
Adept Powers
Combat Spells
Detection Spells
Health Spells
Illusion Spells
Manipulation Spells
Initiation
Other
MATRIX AMPS
Maximum of one base cyberdeck per character.
Base Cyberdecks
Custom Cyberdecks
Attack Programs
Data Programs
Firewall Programs
By Gingivitis
Stealth Programs Updated 11/23/2018
www.surprisethreat.com
BIOWARE AMPS CYBERWARE AMPS
BIOWARE (Headware) CYBERWARE (Headware)
• Bioware Eyes (Amp Level 3/4/5): Bioware. Ignore • Audio Analyzer, Olfactory, or Taste Booster (Amp
vision modifiers. Reroll 1/2/3 on Perception. Level 1)
• Cerebral Booster (Amp Level 3/4/5): Bioware. • Control Rig (Amp Level 2/3/4): Cyberware. Control
+1/+2/+3 to mathematics-based Logic Skills. vehicles by VR (+1). Reroll 1/2/3 on Pilot and Gunnery.
• Mnemonic Enhancer (Amp Level 2) • Cybereyes (Amp Level 2/3/4): Cyberware. Ignore
• Synaptic Booster (Amp Level 3/4/5): Bioware. vision modifiers. Reroll 1/2/3 on Perception.
Reaction Enhancement Level 1/2/3. • Datajack and Headware (Amp Level 1): Cyberware.
Access Matrix by VR (+1).
BIOWARE (Bodyware) • Smartlink (Amp Level 2/3/4): Cyberware. +1/+2/+3
• Bone Density Augmentation (Amp Level 3/4/5): to Firearms or Heavy Weapons.
Bioware. Damage Reduction 1/2/3.
• Dynamic Hair/Prints/Tattoos (Amp Level 2) CYBERWARE (Bodyware)
• Muscle Augmentation (Amp Level 3/4/5): Bioware. • Bone Lacing (Amp Level 2/3/4): Cyberware. Damage
+1/+2/+3 to Close Combat damage. Reduction 1/2/3.
• Muscle Toner (Amp Level 3/4/5): Bioware. Reroll • Dermal Plating (Amp Level 2): Cyberware. Armor +3.
1/2/3 on Close Combat. • Pain Inhibitor (Amp Level 2): Cyberware. Ignore
• Orthoskin (Amp Level 3): Bioware. Armor +3. injury modifiers.
• Synthacardium (Amp Level 3/4/5): Bioware. • Reaction Enhancers (Amp Level 2): Cyberware. +1
+1/+2/+3 to Athletics. Plot Point at beginning of Scene.
• Tailored Pheromones (Amp Level 3/4/5): Bioware. • Skill Wires (Amp Level 2/3/4): Cyberware. +1/+2/+3
Reroll 1/2/3 on in-person Charisma Skills. to [Skill].
• Wired Reflexes (Amp Level 2/3/4): Cyberware.
BIOWARE (Biolimbs) Reaction Enhancement Level 1/2/3.
• Bioware Arms (Amp Level 3/4/5): Bioware. Reroll
1/2/3 on Agility-based attacks. CYBERWARE (Cyberlimbs)
• Bioware Legs (Amp Level 3/4/5): Bioware. Reroll • Cyberarms (Amp Level 2/3/4): Cyberware. Reroll
1/2/3 on Athletics. 1/2/3 on Agility-based attacks.
• Bioware Tail (Amp Level 3/4/5): Bioware. Reroll • Cyberlegs (Amp Level 2/3/4): Cyberware. Reroll
1/2/3 on Acrobatics. 1/2/3 on Athletics.
• Natural Claws (Amp Level 2): Bioware. Unarmed may • Cybertail (Amp Level 2/3/4): Cyberware. Reroll 1/2/3
do Stun or Physical. Weapon. on Acrobatics.
• Cyberlimb Armor (Amp Level 2/3/4): Cyberware.
Damage Reduction 1/2/3.
• Cyberspurs (Amp Level 1): Cyberware. Unarmed may
do Stun or Physical. Weapon.
• Cyberlimb Compartment/Slide/Holster (Amp Level
1)
MAGICAL AMPS MAGICAL AMPS (Detection Spells)
• Analyze Truth (Amp Level 1)
MAGICAL AMPS (Adept Powers) • Clairvoyance (Amp Level 1)
• [Attribute] Boost (Amp Level 2/3/4): +1/+2/+3 to • Combat Sense (Amp Level 2/3/4): Effect. +1/+2/+3 to
[Attribute]. Cooldown 1. Agility-based defense.
• Critical Strike (Amp Level 2/3/4): +1/+2/+3 to Close • Detect Enemy (Amp Level 2): Effect. Gain 1 Plot Point
Combat damage. when Surprise Threat (enemy) is played.
• Danger Sense (Amp Level 2/3/4): Reroll 1/2/3 on • Detect Magic (Amp Level 1)
Agility-based defense.
• Enhanced Accuracy (Amp Level 2/3/4): Reroll 1/2/3
MAGICAL AMPS (Health Spells)
on Agility-based attacks.
• Antidote (Amp Level 1)
• Enhanced Movement (Amp Level 2/3/4): (Light
• Decrease [Attribute] (Amp Level 2/3/4): Effect.
Body/Traceless Walk/Wall Running).
Target -1/-2/-3 to [Attribute]. Close only.
• Enhanced Perception (Amp Level 2/3/4): Ignore
• Heal (Amp Level 2): Effect. Target character heals 1
vision modifiers. Reroll 1/2/3 on Perception.
damage per hit. Essence affected.
• Improved Reflexes (Amp Level 2/3/4): Reaction
• Increase [Attribute] (Amp Level 2/3/4): Effect. Target
Enhancement Level 1/2/3.
+1/+2/+3 to [Attribute]. Close only.
• Killing Hands (Amp Level 1): Unarmed may do Stun
• Increase Reflexes (Amp Level 2/3/4): Effect. Target
or Physical.
gains Reaction Enhancement Level 1/2/3.
• Missile Parry (Amp Level 2/3/4): Reroll 1/2/3 on
• Resist Pain (Amp Level 2/3/4): Effect. Target ignores
Projectile Weapons defense. Catch on net hit.
-1/-2/-3 wound modifiers.
• Mystic Armor (Amp Level 3/4/5): Damage Reduction
1/2/3. Works in Astral Combat.
• Pain Resistance (Amp Level 2/3/4): Ignore -1/-2/-3 MAGICAL AMPS (Illusion Spells)
Wound Modifier. • Chaotic Mind (Amp Level 2/3/4): Effect. Target
• Rapid Healing (Amp Level 2): Heal all Stun and forced reroll 1/2/3 on all actions. Drain 1.
Physical damage between Scenes. • Confusion (Amp Level 2/3/4): Effect. Target -1/-2/-3
• Spell Resistance (Amp Level 2/3/4): Reroll 1/2/3 on to all actions. Drain 1.
resisting spells and critter powers. • Invisibility (Amp Level 2/3/4): Effect. Target rerolls
• Voice Control (Amp Level 2/3/4): Reroll 1/2/3 on 1/2/3 on Stealth.
Acting. • Physical Mask (Amp Level 2/3/4): Effect. Target
rerolls 1/2/3 on Acting.
MAGICAL AMPS (Combat Spells) • Phantasm (Amp Level 1)
• Acid Stream (Amp Level 2): Combat. Damage 6P.
Defense A + L. +2 Armor damage. MAGICAL AMPS (Manipulation Spells)
• Clout (Amp Level 2): Combat. Damage 6P. Defense A • Armor (Amp Level 2/3/4): Effect. Target gains
+ L. Knockdown. +3/+6/+9 Armor.
• Fire Bolt (Amp Level 2): Combat. Damage 6P. Defense • Control Thoughts (Amp Level 2/3/4): Effect.
A + L. Fire effects. +1/+2/+3 to Intimidation or Negotiation.
• Lightning Bolt (Amp Level 3): Combat. Damage • Stealth (Amp Level 2/3/4): Effect. Target +1/+2/+3 to
6P/AA. Defense S + W. Reroll 1. Stealth.
• Mana Bolt (Amp Level 2): Combat. Damage 6P/AA. • Levitate (Amp Level 1)
Defense S + W. • Magic Fingers (Amp Level 1)
• Power Bolt (Amp Level 3): Combat. Damage 6P/AA. • Physical Barrier (Amp Level 2/3/4): Effect.
Defense S + W. May target Essence 0 targets. Translucent wall with 3/6/9 Armor.
• Stun Bolt (Amp Level 1): Combat. Damage 5S/AA. • Shadow (Amp Level 2/3/4): Effect. Increase darkness
Defense S + W. vision modifier by 1/2/3.
MAGICAL AMPS (Cont.)
MAGICAL AMPS (Initiation)
• Initiation (Amp Level 3/4/5): Reroll 1/2/3 Sorcery or
Conjuring (choose one).
o Quickening (metamagic) (Amp Level +1):
Sustain a single spell without Distraction.
o Shielding (metamagic) (Amp Level
+1/+2/+3): Spell Damage Reduction 1/2/3.
Works in Astral Combat.