MAGIC TALENTS

A runner must assign ROLE d10 to MAGIC to take any magic talents.

There are four magical talents in Shadow Hack and each must be taken before it can be used in a dice pool.  Just having the Talent is normally not enough, you will also need SFX to do something tangible with it.

SORCERY

Sorcery is the ability to use magic to create spells and ritual spell-casting.

There are no specific spells in SHADOW HACK and Sorcery can be made to make attacks as well as create assets and complications.  Spell categories are represented by SFX so if you want to use Sorcery to Heal you need to have the Healer SFX – see SFX below.

Sorcery can also be used to perform ritual spell-casting to cast spells at targets that are outside visual range.  This takes a number of hours to complete equal 12 minus the team leaders trait die (minimum 1 hour). Additionally an astral ‘spotter’ is needed to help target the spell.

If a group of sorcerers are using Ritual spell-casting then all supporters make their Support action, can create a ritual Asset that the team leader can use in his roll.

There are many types of SFX available using Sorcery and are typically used to perform more advanced actions.

Healing Magic: Add Sorcery to your dice pool when helping others recover stress or step back a complication related to health during a non combat scene. Spend 1 Edge to recover your own or another’s physical stress or step back your own or another’s physical trauma.

Combat Magic: Add Sorcery to your dice pool when dealing Physical or Mental Stress

Illusion Magic: Add Sorcery to your dice pool when creating complications based on magical visual/audio effects.

Manipulation Magic: Add Sorcery to your dice pool when creating physical Assets.

Detection Magic: Add Sorcery to your dice pool when creating assets based on detection.

Area Attack: Against multiple opponents, for every additional target add a d6 and keep an additional effect die.

Bear Mentor Aspect: Spend 1 Edge. Shutdown this SFX to add Sorcery Talent to dice pool for Detection spells and tests related to tracking. Recover this SFX by activating an opportunity or  activating a totem distinction for a d4 (no Edge is gained for this usage).

Dog Mentor Aspect: Spend 1 Edge. Shutdown this SFX to add Sorcery Talent to dice pool to resist damage and for Healing. Recover this SFX by activating an opportunity or  activating a totem distinction for a d4 (no Edge is gained for this usage).

Power Focus: Shutdown this SFX to step up or double a magic Trait for one action. Recover by activating an opportunity or entering a new scene.

Reactive Counter-defense: Spend 1 Edge. Add Sorcery to another characters dice pool before they roll a reaction against a spell attack.

Ritual Magic: Add Sorcery talent to dice pool when performing ritual sorcery.

Powered up spell: Add any size die to a pool that includes Sorcery. At the end of the action take mental stress equal to that die type.

LIMITS

Sorcery has one Mandatory Limit that is automatically added when the Talent is first taken:

Drain: Shutdown a magical power being used to gain 1 Edge. Recover power trait by stepping up your emotional stress by 1 level or entering a transition scene.

Other Limit examples:

Fetish: Shutdown a magical power being used to gain 1 Edge. Recover power trait by activating an opportunity, or entering a transition scene.

Bear Aspect: You Berserk! After taking Stress, add a Threat die to your next attack action.  After your action, step up the Threat die and return it to the Threat pool.

Dog Aspect: Stubborn.  Add the highest Threat die as a complication to your next action.  Return it to the Threat pool after.

CONJURING

Conjuring, the ability to summon, control and banish spirits and elementals.  These are Assets with the Effect Die force which can be added to the Conjurers pool or given to another runner as appropriate.

Every time the summoned creature performs a service, the Force die is stepped back.  When it reaches d4 the creature will become unbound and will typically return to where it was summoned from.

Spirits/Elementals be used for a variety of purposes; adding their dice any many different pools – including as Complications.

SFX

Binding. A successful binding roll steps up the creatures Force if it is under your control.

LIMITS

Conjuring has two mandatory limits which is automatically added when the talent is first taken:

Drain: Shutdown a magical power being used to gain 1 Edge. Recover power trait by stepping up your emotional stress by 1 or entering a transition scene.

Conscious Activation: If stressed out, or unconscious, the elemental/spirit becomes unbound unless you spend 1 Edge to extend the binding into the next transition scene.

Other Limits:

Wild Spirit: Free a spirit and gain 1PP. The spirit is uncontrolled and will act on its own.  Make a binding action, or activate an opportunity, to return the spirit to your control.

ASTRAL POWER

Astral Power is the ability to see and project into the astral plane.  This is the ability to project into Astral Space.  See Astral Space for more information.

SFX

Aura Reading: Remove two dice of equal value and add one die stepped-up when assensing to determine the  emotional or physical health of a living being, or to determine the cybernetic traits of a person.

Astral Combat: Step up or double the talent die when in Astral Combat

Astral Speed:  Step up Astral power when determining movement speed.

LIMITS

There is no mandatory Limit for Astral Power.

Examples of possible limits are:

Grounding:  Gain 1 Edge point and add talent die to opponents pool as a complication when reacting to magical attack.

PHYSICAL ADEPT

This Talent is for those awakened that use magic invested into physical ability. Like the Augmentation Talent, the actual use of adept powers are represented with individual SFX.

SFX

Attribute Boost: Spend 1 Edge and shutdown this SFX to step up or doubt Agility, Strength, or Body Attribute until the end of the scene. Reactivate SFX with an opportunity or stepping up Mental Stress.

Critical Strike: Double or step up Adept for one attack action. If the action fails spend 1 Edge point or step up mental stress.

Pain Resistance:  Shutdown SFX to ignore effects of physical stress (cannot be used as COMPLICATION dice against you) until the end of the scene.

Improved Reflexes: Spent 1 Edge point and shutdown SFX to add 1 action each Combat Round until the end of the scene.

Rapid Healing: Spend 1 Edge point to recover physical stress.  Use this in a Transition scene to step back physical trauma.

Killing Hands: Add Adept to dice pool for unarmed attacks.

Combat Sense: Add Adept to dice pool for Defence pool.

Enhanced Accuracy: Step up the highest dice in pool when using a weapon.

LIMITS

There is no mandatory limit to Physical Adept.

Other limits include:

Exhausted: Shutdown any Physical Adept SFX to gain 1 Edge point.  Recover by activating an opportunity or in during a Transition Scene.

Drain: Shutdown Physical Adept being used to gain 1 Edge. Recover power trait by stepping up your emotional stress by 1 or entering a transition scene.