.>>>>CHARACTER ROSTER
COMING SOON!
>>>ATTRIBUTES Rnk Aug>BODY: 3 >AGILITY: 3 >REACTION: 3 >STRENGTH: 2 >WILLPOWER: 3 >LOGIC: 3 >INTUITION: 4 >CHARISMA: 8 >MAGIC: 3 >EDGE: 2 >>DERIVED ATTRIBUTES >ESSENCE: 6 >INITIATIVE: 7+1d6 >DEFENSE RATING: 5 >COMPOSURE: 11 >JUDGE INTENTIONS: 7 >MEMORY: 7 >LIFT/CARRY: 6 >UNARMED DV: 2S >UNARMED AR: 5 >SOCIAL RATING: 10 >>CONDITION MONITORS >PHYSICAL: 0 / 10 >STUN: 0 / 10 >TOTAL WOUNDS MODIFIER: 0 | >>>SKILLS Rnk Aug>ATHLETICS: 3 >BIOTECH: 2 >CON [Disguise]: 6 >ELECTRONICS: 2 >FIREARMS [Light Pistols]: 3 >INFLUENCE [Etiquette]: 5 >PERCEPTION: 3 >SORCERY [Spellcasting]: 3 >STEALTH [Palming]: 2 >CLOSE COMBAT [Unarmed]: 1 >>KNOWLEDGE >[Language] English Native >Fashion >Security Systems >Social Trends & Fads >High Society Etiquette >Corporate Current Events | >>>QUALITIES >[RACIAL] Low-Light Vision Src: pg. 72 [SR6] You can see clearly in any light level that is not total darkness. >Astral Chameleon Src: pg. 70 [SR6] Characters receive –2 dice on tests to recognize your aura or astral signature. Your astral signature fades in half the normal time (see p. 159). >Blandness Src: pg. 70 [SR6] Characters take a –2 penalty on Memory tests (p. 67) to remember if they have seen you before, and the threshold on tests to notice if you are following or observing them is increased by 1. If the character acquires something permanent and distinctive—obvious, unusual cyberware, a unique tattoo, that sort of thing -they lose this quality. If they acquire something temporarily distinctive, such as an extreme hairdo, the effects are negated until those changes are reversed. >Poker Face Src: pg. 164 [SO] You may add your ranks in Con to your dice pool on a Composure test—if you do, the cost of Edge actions or boosts to affect your Composure test are increased by one. >Teflon Coated Src: pg. 135 [SWC] If you choose, after the gamemaster rolls to determine Heat at the end of a run, you may force the gamemaster to re-roll the dice. The new result only affects your personal Heat. If multiple runners have this quality, there is only one re-roll allowed that affects all of them. >Corp Flash Src: pg. 85 [EC] You gain one bonus edge on Con and Etiquette checks when attempting to blend in to corporate culture. If this bonus edge is not used on the check, it is lost. In addition, you gain the Fashion knowledge skill. >Impaired (Strength) 2 Src: pg. 76 [SR6] -2 Strength Attribute Maximum. |
>>>SPELLS >Trid Phantasm Src: pg. 138 [SR6] RANGE TYPE DURATION DRAIN LOS(A) P S 4 With this spell, the caster projects a particular image into the area of effect (along with accompanying sounds and smells). Maybe it’s the image of an attacking dragon, or a peaceful garden, or of a specific individual—whatever it is, it has to be something the caster has seen before, and the phantasm must stay in their line of sight. The spellcaster rolls Sorcery + Magic; the net hits form the threshold of any Willpower + Intuition tests viewers must make to see through the illusion. Phantasm affects every living being that sees the effect; Trid Phantasm affects cameras, microphones, and other technology. >Blackout Src: pg.108 [SO] RANGE TYPE DURATION DRAIN Touch M L 5 Blackout renders a target unable to remember anything while the spell is in effect. Roll Sorcery + Magic vs. Willpower + Logic; net hits give the maximum duration of the spell in minutes. Targets of the spell behave normally during the duration, but afterward may be left with feelings of being manipulated, especially if they end up in a situation that is different from when the blackout starts, because they can’t remember the last few minutes. When the spell ends, the target gains the Suckered(#) status (pg. 44 [SO]), with the duration of the spell in minutes determining the level of the status effect. | .>>>ADEPT POWERS >Facial Sculpt Src: pg. 111 [SO] ACTIVATION Major This power allows an adept to change their appearance by shifting the muscles, bone structure, and cartilage in their face. Each level purchased gives the adept a +1 dice pool modifier for Stealth (Disguise) Tests. The effect can be sustained for (Magic) hours. Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening hair, and so on. Adepts can even change their face to another metatype if they wish, but they can’t change their body shape or size. However, if combined with Cosmetic Control level 1 (p. 78, Street Wyrd), the adept could impersonate specific people of a similar metatype, or nearly any metatype with level 2. >Traceless Walk Src: pg. 158 [SR6] ACTIVATION Passive You don’t disturb the dust, dirt, snow, water, or anything else under your feet as you move, so there is no evidence of your passing. You don’t trigger tripwires, pressure pads, or other traps based on leg movement. Hearing tests to listen for your passage and Outdoors tests to perceive your tracks cannot gain or spend Edge. >Linguistics Src: pg. 81 [SW] ACTIVATION Passive An adept with Linguistics is able to focus their superhuman perception, memorization, mimicry, and empathic powers in order to learn languages after only a minimal amount of exposure, and without spending Karma. Adepts must be exposed to a new language for a minimum of one hour, at which time they gain the new Language Skill at the basic level (see Language Skills, p. 99, SR6). Linguistics also provides one bonus die to Perception tests to understand a language in which the character is trained (either via this skill or through traditional means). >Vocal Control Src: pg. 158 [SR6] ACTIVATION Passive You can control the pitch and modulation of your voice to make it sound the way you want— loud, quiet, resonant, or like some person you want to imitate. Gain Edge when attempting a Con or Influence test that somehow involves your voice. Only one point of Edge may be earned per encounter with this power. >Stillness Src: pg. 172 [DA] ACTIVATION Minor Adepts with this power are able to slow down and control their body functions to such a degree that they can not only stay completely still but can remain so for extended periods of time. This ability is coveted by adepts who act as scouts, snipers, sharpshooters, or observers. In game terms, when an adept with this ability remains completely still, they are immune from any motion detectors, bio-sensors, or noise detection systems. Those looking to find adepts with this power have an automatic –2 dice to their Perception + Intuition tests. Spellcasters using detection spells suffer an automatic –1 die when casting. Adepts can hold this stillness for (their Magic rating x 2) hours before having to re-activate it again with a Minor Action. Any movement will automatically deactivate this ability. Combined with a disguise or a ghillie suit, these adepts are almost invisible to detection. Note: this ability does not prevent detection via astral means. |
[hider='ALIAS HERE']
[color=gray]
[center]
[img]IMAGE LINK HERE[/img]
[color=white][b][u][h2]ALIAS HERE[/h2][/u][/b][/color]
[/center]
[center][color=gold][b][i]::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[/i][/b][/color][/center]
[hider=PERSONAL INFORMATION]
[color=gold][b] >>>BIRTHNAME:[/b][/color] Self-Explanatory
[color=gold][b] >>ALIAS:[/b][/color] Self-Explanatory
[color=gold][b] >>>AGE:[/b][/color] ##
[color=gold][b] >>PLACE OF BIRTH:[/b][/color] City and/or Additional Information
[color=gold][b] >>LIFESTYLE:[/b][/color] Lifestyle Type here (###¥/mo)
[hider=Identification]
[color=gold] >>SIN Name[/color] <-- Also note if fake or not
[hider=Information][sub][color=white]Src: 273 [SR6][/color][/sub]
[sub][color=gold]RATING[/color][/sub]
#
[color=gold] >Licenses[/color]
List of license tied to this SIN, including Rating
[/hider]
List of other SINs as per copyable format above.
[/hider]
[color=gold][b] >>>METATYPE:[/b][/color] Your character's race
[color=gold][b] >>POWER STATUS:[/b][/color] Munade/Awakened/Emerged
[color=gold][b] >>ARCHETYPE:[/b][/color] Effectively your character's class/role
[color=gold][b] >TRADITION:[/b][/color] If Awakened, your character's magical tradition
[color=gold][b] >INITIATION/SUBMERSION/TRANSHUMANISM:[/b][/color] # (if any, remove types that aren't relevant)
[color=gold][b] >>>NUYEN:[/b][/color] ####¥
[hider=Financials]
[color=gold] >>Credit Accounts[/color]
[hider=Information][sub][color=white]Src: pg. 272 [SR6][/color][/sub]
[sub][color=gold]SIN BALANCE[/color][/sub]
Which SIN is this account tied to? ####¥
[/hider]
[color=gold] >>Credsticks[/color]
[hider=Information][sub][color=white]Src: pg. 272-273 [SR6][/color][/sub]
[color=gold]Credstick type here:[/color] ###,###¥ / ###,###¥ <-- Nuyen balance on this credstick
List more credsticks if you have them, differentiate credsticks of same types to track their individual balances.
[/hider]
[/hider]
[color=gold][b] >>>KARMA:[/b][/color] The total amount of karma this character has, spent or unspent.
[color=gold][b] >>SPENT:[/b][/color] How much Karma has been invested into the character, not including character creation karma.
[color=gold][b] >>UNSPENT:[/b][/color] How much Karma the character has available to them.
[color=gold][b] >>>PERSONALITY[/b][/color]
[hider=Information]
This section is very self-explanatory.
[/hider]
[color=gold][b] >>>BACKGROUND[/b][/color]
[hider=Information]
This section is very self-explanatory.
[/hider]
[/hider]
[center][color=gold][b][i]::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[/i][/b][/color][/center]
[hider=ATTRIBUTES | SKILLS | QUALITIES][table=bordered][row][cell][color=gold][b][h3]>>>ATTRIBUTES[/h3][/b][/color][sub][color=gold] Rnk Aug[/color][/sub]
[color=gold] >BODY:[/color] #
[color=gold] >AGILITY:[/color] #
[color=gold] >REACTION:[/color] #
[color=gold] >STRENGTH:[/color] #
[color=gold] >WILLPOWER:[/color] #
[color=gold] >LOGIC:[/color] #
[color=gold] >INTUITION:[/color] #
[color=gold] >CHARISMA:[/color] #
[color=gold] >MAGIC:[/color] #
[color=gold] >EDGE:[/color] #
[color=gold][b] >>DERIVED ATTRIBUTES[/b][/color]
[color=gold] >ESSENCE:[/color] 6 - Aug Ess Costs
[color=gold] >INITIATIVE:[/color] REA+INT (include how many initiative dice your character also has)
[color=gold] >DEFENSE RATING:[/color] BOD+Armor (include bonuses from other sources too)
[color=gold] >COMPOSURE:[/color] WIL+CHA
[color=gold] >JUDGE INTENTIONS:[/color] WIL+INT
[color=gold] >MEMORY:[/color] LOG+INT
[color=gold] >LIFT/CARRY:[/color] BOD+WIL
[color=gold] >UNARMED DV:[/color] 2S (modified by certain augmentations/powers)
[color=gold] >UNARMED AR:[/color] AGI+STR
[color=gold] >SOCIAL RATING:[/color] CHA+Social Ratings from items.
[color=gold][b] >>CONDITION MONITORS[/b][/color]
[color=gold] >PHYSICAL:[/color] 8 + (BOD/2) + Other sources (refer to example character)
[color=gold] >STUN:[/color] 8 + (WIL/2) + Other sources (refer to example character)
[color=gold] >TOTAL WOUNDS MODIFIER:[/color] For every 3 boxes filled in the physical monitor, or stun monitor, apply a -1 dice pool penalty.[/cell]
[cell][color=gold][b][h3]>>>SKILLS[/h3][/b][/color][sub][color=gold] Rnk Aug[/color][/sub]
[color=gold] >EXAMPLE SKILL [Specialization]:[/color] #
List of skills and their ranks, include specializations
[color=gold][b] >>KNOWLEDGE[/b][/color]
[color=gold] >[Language] Type here[/color] Native
List of other knowledge skills here
[/cell]
[cell][color=gold][b][h3]>>>QUALITIES[/h3][/b][/color]
[color=gold] >[RACIAL] Quality Name[/color]
[hider=Information][sup][color=white]Src: pg. ## [tag][/color][/sup]
Quality description here.
[/hider]
List of other qualities as per copyable format above. Be sure to label if the quality is racial or not.
[/cell][/row][/table]
[/hider]
[center][color=gold][b][i]::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[/i][/b][/color][/center]
[hider=MAGIC/RESONANCE][table=bordered][row][cell][color=gold][b][h3] >>>SPELLS/COMPLEX FORMS[/h3][/b][/color]
[color=gold] >Spell/Complex Form Name[/color]
[hider=Information][sup][color=white]Src: pg. ### [tag][/color][/sup]
[sub][color=gold]RANGE TYPE DURATION DRAIN/FADE DAMAGE[/color][/sub]
Range Type M/P Duration Type ## Damage Type
[i]Spell description here.[/i]
[/hider]
List of spells or complex forms using above template as copyable format. Remove headers as needed.
[/cell]
[cell][color=gold][b][h3][color=#2e2c2c].[/color]>>>ADEPT POWERS/RITUALS/SPRITES[/h3][/b][/color]
[color=gold] >Power/Ritual/Sprite Name[/color]
[hider=Information][sup][color=white]Src: pg. ### [tag][/color][/sup]
[sub][color=gold]THRESHOLD[/color][/sub]
# (only if Ritual)
[sub][color=gold]ATTACK SLEAZE DATA PROC FIREWALL INIT RES[/color][/sub]
L+# L+# L+# L+# L+# L+#+#d6 #
(only if Sprite)
[i]Description of Power/Ritual/Sprite here.[/i]
[/hider]
List of other Powers/Rituals/Sprites as per copyable format above. Remove sections that do not apply.
[/cell][/row][/table]
[/hider]
[hider=MATRIX]
[color=gold][b][h3][color=#2e2c2c].[/color]>>>MATRIX ATTRIBUTES[/h3][/b][/color]
[sub][color=gold]ATTACK SLEAZE DATA PROC FIREWALL[/color][/sub]
# # # #
[color=gold] >>AR INITIATIVE:[/color] REA+INT
[color=gold] >>VR Cold-Sim Initiative:[/color] INT+DATA PROC+1d6
[color=gold] >>VR Hot-Sim Initiative:[/color] INT+DATA PROC+2d6
[color=gold][b][h3][color=#2e2c2c].[/color]>>>COMMLINKS[/h3][/b][/color]
[color=gold] >>Commlink Name[/color]
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[sub][color=gold]DEVICE RATING ATTACK SLEAZE DATA PROCESSING FIREWALL PROGRAM SLOTS[/color][/sub]
# # # # # #
[color=gold] >DEVICE CONDITION MONITOR:[/color] 8+(Device Rating/2) (refer to example character)
[color=gold] >Active Programs[/color]
List of any programs loaded on this device.
[i]Commlinks are universal communication devices used by virtually
everyone all the time. They come in a variety of shapes and styles,
with some included in augmentations and articles of clothing. Even
the most basic of them include AR Matrix browsing capability, telephone,
vidphone, text, music players, micro trid-projectors, touchscreen
displays, high-resolution video and still-image cameras, image/text
and RFID tag scanners, builtin GPS guidance systems, chip players,
credstick readers, retractable earbuds, voice access, and textto-speech
and speech-to-text technologies. They also offer plenty of other add-on
features.[/i]
[/hider]
List of other commlinks as per copyable format above.
[color=gold][b][h3][color=#2e2c2c].[/color]>>>CYBERDECKS[/h3][/b][/color]
[color=gold] >>Cyberdeck Name[/color]
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[sub][color=gold]DEVICE RATING ATTACK SLEAZE DATA PROCESSING FIREWALL PROGRAM SLOTS[/color][/sub]
# # # # # #
[color=gold] >DEVICE CONDITION MONITOR:[/color] 8+(Device Rating/2) (refer to example character)
[color=gold] >Active Programs[/color]
List of any programs loaded on this device.
[i]When the corps cracked down on the Matrix, working hard to prevent illicit use of their pretty new system, the cyberdeck re-emerged as the tool for messing with innards of the Matrix. They are powerful devices in the hands of a skilled decker. The newest models look something like medieval bracers, only less bulky. They’re worn on the wrist and can project keyboards (or whatever interface the user prefers) onto the user’s arm, a nearby surface, or just the air around them. Some models have screens; most don’t. They tend to look like a block with a series of ports, though many deckers connect to their deck wirelessly. For more information about them, see Devices, p. 174. All cyberdecks include hot-sim modules.[/i]
[/hider]
List of other cyberdecks as per copyable format above.
[/hider]
[center][color=gold][b][i]::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[/i][/b][/color][/center]
[hider=CONTACTS]
[color=gold][b][h3]>>>CONTACTS[/h3][/b][/color]
[color=gold][sub]NAME TYPE LOYALTY CONNECTION[/sub][/color]
[color=gold] >[/color][color=white]Contact Name Contact Type # #[/color]
[i]"In character blurb of who this contact is your character."[/i]
List of additional contacts as per copyable template above.
[/hider]
[center][color=gold][b][i]::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::[/i][/b][/color][/center]
[hider=WEAPONS, ARMOR, GEAR, AND VEHICLES]
[hider=WEAPONS]
[color=gold][b][h3][color=#2e2c2c].[/color]>>>RANGED[/h3][/b][/color]
[color=gold] >>Weapon Name[/color]
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[color=gold][sub]TYPE DV MODES ATTACK RATINGS AMMO[/sub][/color]
Weapon Type Damage SA?/BF? ##/##/##/##/## ##(type)
[color=gold] >Ammunition[/color]
##x Ammo Type
[color=gold] >Mods[/color]
Mod Name [sub][color=white](Src: pg. ### [tag])[/color][/sub]
[i]Weapon description here.[/i]
[/hider]
List of additional ranged weapons here as per copyable format above.
[color=gold][b][h3][color=#2e2c2c].[/color]>>>MELEE[/h3][/b][/color]
[color=gold] >>Weapon Name[/color]
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[color=gold][sub]TYPE DV ATTACK RATINGS[/sub][/color]
Weapon Type Damage ##/##/##/##/##
[color=gold] >Mods[/color]
Mod Name [sub][color=white](Src: pg. ### [tag])[/color][/sub]
[i]Weapon description here.[/i]
[/hider]
List of additional melee weapons here as per copyable format above.
[/hider]
[hider=ARMOR AND CLOTHING]
[color=gold][b][h3][color=#2e2c2c].[/color]>>>ARMOR[/h3][/b][/color]
[color=gold] >>Armor Name[/color]
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[color=gold][sub]DR SOCIAL CAPACITY[/sub][/color]
+# +# #
[color=gold]>Mods[/color]
Mod name [sub][color=white](Src: pg. ### [tag])[/color][/sub]
[i]Armor description here.[/i]
[/hider]
List of additional armors here using copyable format above.
[color=gold][b][h3][color=#2e2c2c].[/color]>>>CLOTHING[/h3][/b][/color]
[color=gold] >>Clothing Name[/color] (Rating #) <-- If applicable
[hider=Information][sub][color=white]Src: ### [tag][/color][/sub]
[color=gold] >Mods[/color]
Mod Name [sub][color=white](Src: pg. ### [tag])[/color][/sub]
[i]Clothing description here.[/i]
[/hider]
List of additional clothes here using copyable format above.
[/hider]
[hider=GEAR]
[color=gold][b][h3][color=#2e2c2c].[/color]>>>CATEGORY[/h3][/b][/color] <-- Organize your items under their categories for easy organization.
[color=gold] >>Item Name[/color]
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[sub][color=gold]DEVICE RATING QUANTITY[/color][/sub]
# (use - if no rating) #
[i]Item description here.[/i]
[/hider]
List of additional items here using copyable format above. Be sure to organize items by their categories (Accessories, Breaking and Entering, Biotech, etc.)
[/hider]
[hider=VEHICLES/DRONES]
[color=gold][b][h3]>>>VEHICLE CATEGORY[/h3][/b][/color]
[color=gold]>>Vehicle Name[/color] (Sub-type) <-- If the car is a sub-type (Coupe, Heavy, ATV, etc)
[hider=Information][sub][color=white]Src: pg. ### [tag][/color][/sub]
[color=gold][sub]HAND ACC SPD INT TOP SPD BODY ARMOR PILOT SENSOR SEAT[/sub][/color]
#/# ## ## ### # # # # #
[color=gold]>Mods[/color]
Mod name [sub][color=white]Src: pg. ### [tag][/color][/sub]
[i]Vehicle description here.[/i]
[/hider]
List of additional vehicles as per copyable format above. Be sure to organize vehicles by their categories (Bikes, Cars, Aircraft, Drones, etc.)
[/hider]
[/hider]
[/color]
[/hider]
>>>ATTRIBUTES Rnk Aug>BODY: 1 >AGILITY: 2 >REACTION: 2 >STRENGTH: 1 >WILLPOWER: 6 >LOGIC: 7 >INTUITION: 6 >CHARISMA: 7 >Resonance: 6 >EDGE: 2 >>DERIVED ATTRIBUTES >ESSENCE: 6 >INITIATIVE: 8+1d6 >COMPOSURE: 13 >JUDGE INTENTIONS: 12 >MEMORY: 13 >LIFT/CARRY: 7 >UNARMED DV: 2S >UNARMED AR: 3 >SOCIAL RATING: 10 | >>>SKILLS Rnk Aug>BIOTECH: 1 >CON: 2 >CRACKING: 5 >ELECTRONICS:[C. Forms] 5 >FIREARMS: 1 >INFLUENCE: 1 >PERCEPTION: 1 >PILOTING: 1 >STEALTH: 1 >TASKING: 1 >>KNOWLEDGE >[Language] English Native >[Language] Sperethiel Expert >Security Systems >Hacker Groups >Virtual Nightclubs >Tech Companies | >>>QUALITIES >[RACIAL] Low-Light Vision Src: pg. 72 [SR6] You can see clearly in any light level that is not total darkness. >Focused Concentration 2 Src: pg. 71 [SR6] You can sustain multiple spells or complex forms without penalty. For each level, you can sustain 1 additional spell or complex form without suffering the associated penalty. >[RACIAL] Allergy Src: pg. 74 [SR6] Common, Moderate, Spices (See text for details) >Low Pain Tolerance Src: pg. 78 [SR6] All wound modifiers are doubled >Incompetent (close combat) Src: pg. 76 [SR6] You are unable to gain ranks in the selected skill... |
>>>FORMS >Cleaner Src: pg. 190 [SR6] FADE VALUE DURATION 2 P Make an Electronics + Resonance test. Each hit reduces your Overwatch Score by 1. >Pulse Storm Src: pg.190 [SO] FADE VALUE DURATION 3 I Make an Electronics + Resonance vs. Logic + Data Processing test. Each net hit increases the target’s noise rating by 1. >Puppeteer Src: pg. 190 [SR6] FADE VALUE DURATION 5 S You may take the Control Device action on a device even if you do not have the proper access level. You must still be able to detect the device. >Resonance Channel Src: pg. 190 [SR6] FADE VALUE DURATION 2 S Make an Electronics + Resonance test. Each hit reduces your noise level by 1. >Resonance Spike Src: pg. 190 [SR6] FADE VALUE DURATION 4 S Make a Cracking + Resonance vs. Willpower + Firewall test; each net hit causes 1 box of unresisted Matrix damage. >Static Veil Src: pg. 191 [SR6] FADE VALUE DURATION 3 S Make an Electronics + Resonance vs. Willpower/Firewall + Firewall test. While this form is sustained, the target will not accumulate Overwatch Score from maintaining illegal access to a host on a sprite. OS will still increase due to illegal actions, though. | .>>>SPRITES > Src: pg. 111 [SO] PLACE HOLDER |

>>>ATTRIBUTES Rnk Aug>BODY: 9 >AGILITY: 5 >REACTION: 5 >STRENGTH: 7 >WILLPOWER: 3 >LOGIC: 3 >INTUITION: 5 >CHARISMA: 2 >MAGIC: 0 >EDGE: 4 >>DERIVED ATTRIBUTES >ESSENCE: 2.65 >INITIATIVE: 10+2d6 >COMPOSURE: 5 >JUDGE INTENTIONS: 8 >MEMORY: 8 >LIFT/CARRY: 12 >UNARMED DV: 4P >UNARMED AR: 15 >SOCIAL RATING: -3 >>CONDITION MONITORS >PHYSICAL: 15 >STUN: 10 >TOTAL WOUNDS MODIFIER: For every 3 boxes filled in the physical monitor, or stun monitor, apply a -1 dice pool penalty. (High Pain tolerance: reduce penalty by 1) | >>>SKILLS Rnk Aug>Firearms [Rifles]: 6 >Close Combat: 3 >Athletics: 3 >Biotech: 3 >Perception: 2 >>KNOWLEDGE >[Language] English Native >[Language] Cantonese Basic >UCAS Military Traditions >Weapons Manufacturers | >>>QUALITIES >[RACIAL] Built Tough (2) Src: SR6 pg. 70 [tag] You’re built like a brick drekhouse. You’re pretty good at taking a few extra hits before the lights go out. You have a number of additional boxes on your Physical Condition Monitor equal to the rank of this quality. >[RACIAL] Magic Resistance (1) Src: SR6 pg. 72 [tag] You could have been born under a blood moon, filled your body with foreign substances, or had bits of your soul sucked out by a spirit or vampire. For good or ill, mana just doesn’t seem to want to connect with you. Whether it’s a manabolt trying to melt your brain, a fireball trying to cook you alive, or a healing spell trying to mend your wounds, it’s just harder to get magic to work on you. You gain a bonus Edge for use on any Magic Resistance test; if you do not use it on that test, that point goes away. When a Health spell is cast on you, treat your Essence as if it were 2 points lower than it actually is. > High Pain Tolerance Src: SR6 pg. 72 [tag] Pain is but an illusion of the mind. Either that, or you were born with congenital analgesia. Either way, you don’t suffer the ill effects of injury and pain like others. When wounded, reduce your wound penalty by one (to a minimum of 0). > Toughness Src: pg. ## [tag] Whether it’s mental training, a physical regimen of self-inflicted injury, or you’re just one tough bastard, you can take a bit more of a beating and shrug off the injuries better than most. You gain a bonus point of Edge when making Damage Resistance tests. If you do not use it on the test, it goes away. > Muscles Src: SR6 Companion pg. 135 [tag] You know how to use your impressive physique to your advantage in social situations. You may substitute Strength for Charisma on a social skill test, but only when you are able to use your imposing physique to your advantage. > Addiction (5) - Nicotine Src: SR6 pg. 74 [tag] Some habits just can’t be kicked. It might be as simple as a need for a drag off that nic-stick to cool your nerves, or as life-twisting as a need for something better-than-life, but whatever it is, it’s got a firm grip on you. You cannot earn Edge or spend Edge in any form while suffering withdrawal. Withdrawal times (the time that passes before you need your next hit) and requirements are based on the level of addiction (Every 6 hours). When in withdrawal, take a -2 dice pool penalty on all tests; increase that penalty by 1 each time you pass another Withdrawal time period. > Dependents Src: SR6 pg. 75 [tag] Children, lovers, or something other, you have people relying on you for financial support. They live in your doss, eat your food, use your trid account, and generally cost you enough nuyen to keep you looking for that next score. Viki Lau: 10% of every score |

>>>ATTRIBUTES Rnk Aug>BODY: 2 >AGILITY: 6 >REACTION: 4 >STRENGTH: 2 >WILLPOWER: 4 >LOGIC: 5 >INTUITION: 4 >CHARISMA: 8 >MAGIC: 7 >EDGE: 4 >>DERIVED ATTRIBUTES >ESSENCE: 6 - Aug Ess Costs >INITIATIVE: 8 + 1d6 >COMPOSURE: 12 >JUDGE INTENTIONS: 8 >MEMORY: 9 >LIFT/CARRY: 6 >UNARMED DV: 2S (modified by certain augmentations/powers) >UNARMED AR: 6 >SOCIAL RATING: CHA+Social Ratings from items | >>>SKILLS Rnk Aug>Astral: 2 >Con [Disguise]: 6 >Firearms: 1 >Influence [Ettiquette]: 4 >Sorcery: 3 >>KNOWLEDGE >[Language] English Native *Megacorp Knowledge (Spinrad Global) *High Society *Fashion *Grifting *Rumor Collecting | >>>QUALITIES >[RACIAL] Low-Light Vision Src: pg. ## [tag] You can see clearly in any light level that is not total darkness >Damage Control Src: pg. ## [tag] If your team fails a shadowrun, you still get paid half of the nuyen you would have been paid had you succeeded—just your own share, not counting any potential bonuses. This might represent your client’s willingness to pay a partial amount based on your good faith effort, or perhaps it represents taking advantage of an opportunity to make some money despite the failure (such as selling paydata, swiping some items to sell, blackmailing someone you found some dirt on, etc.). When you gain Heat, you may immediately spend 2,000 nuyen or one Karma to reduce the Heat gained by 1—to a minimum of zero. When you make a test to heal a character or repair an item, you restore an extra box of damage. >Zero Sum Mentality Src: pg. ## [tag] Whenever you lose an Opposed test of any kind, you lose a point of Edge and your opponent gains one point of Edge. If there are multiple opponents involved, only one of them gains a point of Edge. Per the GM’s discretion, this only applies on tests that have some impact on your character. Just playing rock, paper, scissors with another member of your team so you can transfer a point of Edge to them is not going to work. >Flirt Src: pg. ## [tag] Gain a point of Edge on social skill tests that involve romance, including (but not limited to) seduction. If this Edge isn’t spent on that test, it is lost. >Fashion Influencer Src: pg. ## [tag] When buying fashion clothing (anything that’s part of a named line, like Armanté or Zoé), you receive a fifty-percent discount, as designers and merchants want you to show off their wares. >Air of Superiority Src: pg. ## [tag] When you compare Social Ratings against a target, you always compare the positive values—even for tests when a lower Social Rating would gain an advantage, such as Intimidation tests. >Pokerface Src: pg. ## [tag] You may add your ranks in Con to your dice pool on a Composure test—if you do, the cost of Edge actions or boosts to affect your Composure test are increased by one. |
>>>SPELLS/COMPLEX FORMS >Five Elements Blast Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS P I 9 P, Special Calling forth multiple elemental powers into a single spell is just the sort of “go big or go home” effect that we think of with all-powerful magi. This spell funnels air, earth, fire, and water into the casting. Additionally, the spell applies a Burning status equal to net hits, and the target gains Corrosive and Zapped status equal to the net hits as well. Hermetic, Shinto, Wu Traditions: Reduce the drain of the spell by 1. >Mind Probe Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE Touch P S 5 The subject of this spell can dig into a target’s mind, seeing how many of their thoughts they can discern—while also attempting to sort what is true from the lies they tell themselves. Roll Sorcery + Magic vs. Willpower + Logic; net hits determine how much information the subject pulls out of the target’s head. The Mind Probe Results table shows the type of information this spell delivers. >Chaos Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS P S 4 Confusion hits the target with a swirl of images and emotions that leave them disoriented and, well, confused. Roll Sorcery + Magic vs. Willpower + Logic; the target gains the Confused (#) status, with the number equaling the net hits on the test. The target experiences a dice pool penalty equal to that number on all tests besides Damage Resistance tests. Chaos has the same effect, except it also affects cameras, microphones, and other forms of technology. The base spell affects only an individual, but the Increase Area effect can be applied to make it an area spell (starting with a 2m radius). When it is an area spell, the Shift Area effect can be used. >Control Thoughts Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS M L 4 Similar to Control Actions but more insidious, this puts the spellcaster inside the head of the target, making them think what the spellcaster wants them to. Roll Sorcery + Magic vs. Willpower + Logic; net hits give the maximum duration of the spell in minutes. Unlike Control Actions, the target’s awareness of Control Thoughts being used on them is uncertain. The closer the thoughts are to the target’s normal thoughts, the less likely they are to notice the intrusion. At the gamemaster’s discretion, they can have the target make a Logic + Intuition test after the spell wears off to recognize the spell’s effect on them with a threshold based on how different from normal their thoughts were made to be. While the spellcaster plays a powerful role in shaping the individual’s thoughts, certain instincts are very difficult to override. Thoughts like “I should jump off this building” or “I should attack my best friend/spouse/partner” are generally going to be resisted. With thoughts such as these, the gamemaster can have the target roll another Willpower + Logic test to resist the suggestion, and they may gain Edge before the test if the thought is too far outside their normal thought process or if it violates their basic instincts. >Passenger Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE T M S 5 Literally see through the eyes of a CEO or listen in on their privileged conversations—at least, until a corp mage traces the spell back to you. >Manascape Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS(A) M S 4 Bored at a mystical society meeting? Try False Impression. Change your boss’s aura to that of an Insect, or make yours appear multiple initiate ranks higher than normal. Mess with that one guy who’s always assensing his teammates. Loads of laughs in an Awakened community. Trying to hide a magical duel from the authorities? Use Manascape to obscure all magical activity and hide the fact there are any magicians around. >Fashion Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE T P P 4 When going from combat to social event, or maybe when you forgot to send your suit to the dry cleaner, this spell is the life-saver you need. Are you wearing the same outfit as the hostess? Fashion it! Is a tie required at a formal event? Fashion it! This spell can restore fabric to a just-like-new state, removing wrinkles and stains (even blood and sweat!) and mending small rips and tears. But that’s not all. A true artist with this spell can adjust the cut, color, pattern, and fit of any outfit to suit their needs. Free up that closet space and rent it out as a small room, because one outfit and your imagination is all you’ll ever need! >Sideshow Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS M S 3 These spells tap into a target’s subconscious causing a mental diversion. The target sees something that will draw their attention away from the caster. Note that the illusion will be different for each observer in a group, so when used on a group of security guards, one guard sees a short-skirted schoolgirl, another sees a man covered in whipped cream singing opera, and another may just see a dancing bear juggling bowling pins. Roll Sorcery + Magic vs. Willpower + Logic. The target gains the Misdirected (#) status (p. 44), with the number equaling the net hits on the test for as long as the spell is sustained. If pressed later to recall the encounter, those affected by the spell will recall the illusion, not the caster. SideShow is used on one particular target, while Three Ring Circus affects everyone in the area other than the caster. >Manabolt Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS M I 4 P Essential spellcasting, shaping mana to crack skulls. Who can argue with this purity? Manabolt targets individuals, while Manaball is area effect. >Disregard Src: pg. ### [tag] RANGE TYPE DURATION DRAIN/FADE DAMAGE LOS(A) M S 5 Disregard is a fascinating yet subtle mind-affecting spell. It manipulates and redirects attention, similar to the way people get so hyper-focused on a trideo show that they aren’t aware of anything happening around them. It alters both perception and memory, making designated individuals unimportant to those affected by the spell. For example, a police officer affected by Disregard could show a picture of a suspect to the actual suspect and ask if they’d seen themselves all without recognizing them. The suspect is not invisible—they’re simply not important to the officer and not relevant to the task at hand. When the spell ends, the officer won’t remember any details of their time under its influence. | .>>>ADEPT POWERS >Astral Perception Src: pg. ### [tag] You gain the ability to astrally perceive and follow the rules involved in so doing (see p. 159). You are dual-natured while using this power and can attack astral forms. >Kinesics Src: pg. ### [tag] Your command of body language and nonverbal communication is, well, magical, and it helps you be incredibly difficult to read. When you are resisting Social tests and tests to read your emotions, judge your intentions, or gauge your truthfulness, you gain an Edge point. Only one such Edge point can be gained per encounter. >Pheremone Control (Smitten) Src: pg. ### [tag] The adept is a master at social manipulation and is able to afflict others with social statuses (p. 44). Choose one when selecting this power. Roll Charisma + Magic vs. Charisma + Willpower, with net hits determining the level of the status if necessary. This power may be purchased multiple times; each time, a specific status effect can be selected. Only one status effect can be active per attack. >Facial Sculpt (Level 4) Src: pg. ### [tag] This power allows an adept to change their appearance by shifting the muscles, bone structure, and cartilage in their face. Each level purchased gives the adept a +1 dice pool modifier for Stealth (Disguise) Tests. The effect can be sustained for (Magic) hours. Common changes include altering ear shape, changing nose shape, raising/lowering cheekbones, growing tusks, reshaping the forehead, lengthening/shortening hair, and so on. Adepts can even change their face to another metatype if they wish, but they can’t change their body shape or size. However, if combined with Cosmetic Control level 1 (p. 78, Street Wyrd), the adept could impersonate specific people of a similar metatype, or nearly any metatype with level 2. >Cosmetic Control Src: pg. ### [tag] An adept with Cosmetic Control may alter their body in order to change their physical appearance by growing or shedding hair, changing traditional gender markers, altering their skin tone, adding or removing blemishes or scars, reshaping their facial features, changing their height and weight, or increasing or decreasing other cosmetic physical attributes (bust and hip size, growing or retracting nails, etc.). These changes are purely cosmetic but are not illusory, and clothing and other equipment are not affected, nor may damage be healed in this way, augmentations expelled or installed, etc. One level of Cosmetic Control allows for the adept to change within the confines of what is normally allowed for their metatype (ears remain pointed or round as appropriate, trolls maintain horns and orks tusks, height remains within the range of their metatype, and hair, eye, and skin colors are limited to the usual range of their metatype). The second level of Cosmetic Control allows an adept to reach beyond the usual limitations of their metaspecies, in both general appearance (ear shape, the addition or removal of horns or tusks, etc.) and in size, allowing a dwarf to reach human/ elven/orkish height (or reduce themselves to a smaller size, such as a pixie), allowing a troll to reduce to human/elven/orkish height, or allowing a human/elf/ork to grow or shrink to either extreme. These modifications still provide no alteration to attributes in any way, but they are enough to allow an adept to pass completely as a member of a different metatype. It also allows for a broader array of other cosmetic changes, such as hair, skin, and eye colors and patterns with a greater variety (striped blue hair, green skin, adding tattoos, slit eyes like a cat, or whatever other purely cosmetic modifications they like). Each level of Cosmetic Control, in addition to the visual modifications listed, lowers the cost of Edge Boosts by one for Con tests for Acting, Disguise, or Impersonation, as appropriate (and with the GM’s discretion may also add to Influence tests as well, particularly Intimidation as it relates to size, or metatype-related Etiquette tests). GMs and players should also remain aware of the Social Test Edge chart (SR6, p. 98) for further mechanical guidance as circumstances and appearances change. >Sharp Tongue Src: pg. ### [tag] This power allows an adept to fire off a quick barb that strikes a target so deeply that the mere words leave a mark on their aura. The adept rolls Charisma + Magic vs. Intuition + Willpower, with net hits becoming unresisted Stun damage to the target. The target must be within line of sight and able to understand what the adept is saying. Instead of inflicting damage, the adept may choose to stun the target before attempting the roll. If the adept gains net hits equal to or greater than the target’s Willpower, the target gains the Dazed status (p. 52, SR6). >Charismatic Endurance Src: pg. ### [tag] An adept possessing Charismatic Endurance is not only resistant to social manipulations, but they are also able to shake off any social status condition. The adept gains a temporary point of Edge whenever they are defending against an opposed Social test roll. In addition, they can make a Composure (2) test to shake off any unwanted social statuses (p. 44). >Empathy (Metamagic) Src: pg. ### [tag] This power gives the character an affinity for all beings, be they sentient or non. The character gets +1 Edge for all Social tests, and their Social Rating is increased by their Magic. |

>>>ATTRIBUTES Rnk Aug>BODY: 9 >AGILITY: 4 >REACTION: 4 >STRENGTH: 8 >WILLPOWER: 4 >LOGIC: 1 >INTUITION: 3 >CHARISMA: 4 >EDGE: 5 >>DERIVED ATTRIBUTES >ESSENCE: 6 >INITIATIVE: 7 + 1d6 >DEFENSE RATING: 9 >COMPOSURE: 8 >JUDGE INTENTIONS: 7 >MEMORY: 4 >LIFT/CARRY: 13 >UNARMED DV: 2P >UNARMED AR: 12 >SOCIAL RATING: 4 >>CONDITION MONITORS >PHYSICAL: 0/15 >STUN: 0/10 >TOTAL WOUNDS MODIFIER: 0 | >>>SKILLS Rnk Aug>ATHLETICS: 4 >FIREARMS [Automatics]: 4 >PERCEPTION [Ambushes]: 4 >PILOTING [Ground Craft]: 3 >CLOSE COMBAT [Clubs]: 6 >>KNOWLEDGE >[Language] English Native >Combat Biker >Piracy | >>>QUALITIES >[RACIAL] Thermographic Vision Src: pg. ## [tag] You can see the heat of objects in total darkness (assuming they are warmer or colder than the ambient temperature), allowing you to operate in such conditions. >[RACIAL] Built Tough (2) Src: pg. ## [tag] You have a number of additional boxes on your Physical Condition Monitor equal to the rank of this quality. >[RACIAL] Dermal Deposits Src: pg. ## [tag] You gain 1 level of natural Armor. Your Unarmed Melee attacks inflict Physical damage. >Ambidextrous Src: pg. ## [tag] No penalty for off-hand weapon use (see p. 110). >Guts Src: pg. ## [tag] You gain an Edge when resisting Intimidation or effects that cause the Frightened status. >High Pain Tolerance Src: pg. ## [tag] When wounded, reduce your wound penalty by one (to a minimum of 0). >Indomitable Src: pg. ## [tag] Edge Boost costs are reduced by 1 on tests involving Willpower. >Distinctive Style Src: pg. ## [tag] You cannot gain or spend Edge when you’re not rocking your distinctive look. Others get a +2 dice pool bonus when conducting a Memory test (p. 67) to recall your appearance or remember if they have seen you before. >Honorbound (Pirate Code) Src: pg. ## [tag] You cannot spend or earn Edge for twenty-four hours after you break a tenet of your code. If the same tenet is broken multiple times or broken again during the twenty-four hour period, each infraction adds another forty-eight hours onto the initial twenty-four. If a different tenet is broken, it’s twenty-four hours for that one added to any current infractions, and the same rules apply for additional violations. • All crewmen have an equal voice and receive an equal share, unless the crew has elected to appoint a captain. • Stealing and dishonesty between crewmen is forbidden. • No abandoning the ship, unless it is plainly doomed. • Calls for quarter and parley are to be respected, unless the one making the call has previously proven themselves untrustworthy. • The code is more what you'd call "guidelines" than actual rules. |