Anastasia: Character Sheet

From The Whereabouts

Name: Anastasia Ellison
Race: Human
Sex: Female
Height: 5'10"
Weight: 150 lbs
Age: 27
Eyes: Green
Hair: Black
Anastasia Ellison: Background

Attributes

Physical

  • Body 4
  • Agility 5 (7)
  • Reaction 4 (5)
  • Strength 3 (5)

Mental

  • Charisma 4
  • Intuition 4
  • Logic 3
  • Willpower 3

Other

  • Edge 3
  • Essence 4.55
    • From Cyberware: 0.9 (only half applies)
    • From Bioware: 1
  • Magic 4
  • Initiation Grade 1
  • Resonance 0
  • Initiative 8 (9)
  • Initiative Passes 1 (2)

Skills

Athletics group (usually STR)

  • Climbing 1
    • Balance +1 (cyberears)
  • Gymnastics 1
    • Balance +1 (cyberears)
  • Running 1
    • Balance +1 (cyberears)
  • Swimming 1

Close Combat group (AGL)

  • Blades 1
  • Clubs 1
  • Unarmed Combat 2

Firearms group (AGL)

  • Automatics 4
  • Longarms 4
    • Shotguns +2
  • Pistols 4
    • Revolvers +2

Agility Skills

  • Archery 0
  • Escape Artist 0
  • Exotic Melee Weapon (specific) 0
  • Exotic Ranged Weapon (specific) 0
  • Forgery 1
  • Gunnery 1
  • Heavy Weapons 2
  • Locksmith 1
  • Throwing Weapons 1
    • Lobbed +2

Body Skills

  • Diving 1
  • Parachuting 0

Reaction Skills

  • Dodge 2
    • Ranged Combat +2
  • Pilot Aerospace* 0
  • Pilot Aircraft* 0
  • Pilot Anthroform* 0
  • Pilot Exotic Vehicle (specific)* 0
  • Pilot Ground Craft 2
  • Pilot Watercraft 0

Biotech group (usually LOG)

  • Cybertechnology* 0
  • First Aid 2
    • Awakened +2
  • Medicine* 0

Cracking group (LOG)

  • Cybercombat 0
  • Electronic Warfare* 0
  • Hacking 0

Electronics group (LOG)

  • Computer 1
  • Data Search 1
  • Hardware* 1
    • Maglocks +2
  • Software* 1

Influence group (CHA)

  • Con 2
    • Impersonation +2
  • Etiquette 2
    • Formal +2
  • Leadership 2
  • Negotiation 2

Mechanic group (LOG)

  • Aeronautics Mechanic* 0
  • Automotive Mechanic* 0
  • Industrial Mechanic* 0
  • Nautical Mechanic* 0

Outdoors group (usually INT)

  • Navigation 0
  • Survival 0
  • Tracking 0

Stealth group (usually INT)

  • Disguise 2
    • Cosmetic +2
    • Facial Sculpt +1
  • Infiltration 3
  • Palming 2
    • Nimble Fingers +1
  • Shadowing 2

Charisma Skills

  • Instruction 0
  • Intimidation 1

Intuition Skills

  • Artisan 0
  • Assensing* 2
  • Perception 2
    • Visual +3 (cybereyes)
    • Listening +3 (cyberears)
    • Finding Audio Source +2 (cyberears)

Logic Skills

  • Arcana 1
  • Armorer 1
    • Firearms +2
  • Demolitions 1

Knowledge Skills

  • California Free State Politics 2
  • Corporate Politics 2
  • Dancing 1
  • Firearm Design 4
  • Guerrilla Tactics 4
  • Metahuman History 3
  • Metaplanes 1

Languages

  • English - Native
  • Japanese 1
  • Spanish 2

Adept Powers & Metamagic

  • Astral Perception
  • Quick Draw
    • The adept may use the Quick Draw rules (p. 137, SR4) to draw any weapon, not just pistols. An adept may draw and use a single melee weapon, missile weapon, throwing weapon, or firearm in one action, and need not spend two actions to draw and ready the weapon and then attack: drawing and readying occur in the action used for the Attack Test. If attacking with the weapon requires a Complex Action, the adept may still draw and attack in a single Action Phase. If attacking with a weapon that requires only a Simple Action to use, the adept may draw and make two attacks in a single Action Phase. The adept must succeed in an appropriate weapon skill + Reaction (2) Test to Quick Draw.
  • Reaction Attribute Boost (Rating 2)
    • To gain the boost, make a Magic + (Attribute Boost) Test. Each hit on this test boosts the attribute by 1. The boost lasts for a number of Combat Turns equal to the twice the number of hits generated.
    • When the boost runs out, you must resist Drain equal to the Attribute Boost rating using Willpower + Body; each hit reduces the Drain Value by one. Attribute Boost Drain is Stun damage.
    • The attribute bonus from Attribute Boost is not compatible with any other attribute augmentations, whether from implants or spells, with the exception of the Improved Physical Attribute adept power.
  • Mystic Armor (Rating 1)
    • Gain 1 point of armor (both Ballistic and Impact) that is cumulative with any worn armor. Also protects against damage done in astral combat.
  • Nimble Fingers
    • +1 dice pool modifier to Palming and other slight-of-hand tests involving manual dexterity.
    • Insert Clip, Pick Up/Put Down Object, Remove Clip, and Use Simple Object are considered Free Actions.
  • Facial Sculpt
    • +1 dice pool modifier to any Disguise Tests. Can maintain new face for (Magic) hours.
  • Improved Reflexes (Rating 1)
    • +1 Reaction, +1 Initiative Pass

Metamagic

  • Adept Centering
    • The adept takes a free action to reduce negative dice pool modifiers on physical and combat skills by -1 per initiation grade.

Qualities

  • Adept
  • CFS SINner

Contacts

  • Mothers of Metahumans ringleader (Loyalty: 3, Connection: 4)
  • President Ellison's administrative assistant (Loyalty: 4, Connection: 4)

Gear & Lifestyle

Lifestyle

  • Comforts: Middle class (3 LP)
  • Entertainment: Low class (2 LP)
  • Necessities: Middle class (3 LP)
  • Neighborhood: Middle class (3 LP)
  • Security: High class (4 LP)
  • Total cost: 5,000¥/month

Contracts & Identities

  • Medium Lifestyle (5,000¥/month)
  • Basic Docwagon Contract
    • Contract expires November 2073
  • Fake SIN (Rating 3) [Stacy Brin]
    • Fake Concealed Carry License (Rating 5)
    • Fake Automatic Weapons License (Rating 5)
  • Fake SIN (Rating 6) [Tracy Sanford] Government Issued
    • Fake Concealed Carry License (Rating 6)
    • Fake Automatic Weapons License (Rating 6)

Armor

  • Leather Jacket (2 Ballistic/2 Impact) (3 Ballistic/3 Impact with Mystic Armor)
  • Armor Vest (6 Ballistic/4 Impact) (7 Ballistic/5 Impact with Mystic Armor)
    • Chemical Protection (Rating 3)
    • Fire Resistance (Rating 3)
    • Nonconductivity (Rating 2)
    • Insulation (Rating 1)
  • Chameleon Suit (6 Ballistic/4 Impact) (7 Ballistic/5 Impact with Mystic Armor)
    • -4 to Perception Test to detect
    • Thermal Dampening (Rating 2)

Items

  • Flashlight
  • Survival Kit
  • 100m Microwire
  • Rappeling Gloves
  • Biomonitor Government Issued
  • 8 hits of Cram
  • Micro-Transceiver with earbuds and subvocal microphone (Rating 6) Government Issued

Commlinks

  • Novatech Airwave (Response 3, Signal 3) Government Issued
    • F.A.T.E. Operating System (Firewall 5, System 5)
    • Analyze 4, Browse 4, Edit 4, Encrypt 6, Scan 4
  • CMT Clip (1 Response/3 Signal)
    • Vector Xim (1 Firewall/1 System)

Cyberware

  • Cybereyes Basic System (Rating 4, Capacity 15/16)
    • Eye Light System
      • Focused light with 25m range
    • Smartlink
      • +2 ranged attack when using Smartgun.
    • Thermographic Vision
    • Vision Enhancement (Rating 3)
      • +3 to Perception Tests
    • Vision Magnification
    • Low-Light Vision
    • Flare Compensation
      • Eliminates vision modifiers for glare.
    • Eye Recording Unit
    • Image Link
  • Cyberears Basic System (Rating 3, Capacity 12/12)
    • Audio Enhancement (Rating 3)
      • +3 to Listening Perception Tests
    • Balance Augmenter
      • +1 to all Balance Tests
    • Ear Recording Unit
    • Select Sound Filter (Rating 2)
      • 2 sound groups can be selected (can only be listened to one at a time)
    • Sound Link
    • Spatial Recognizer
      • +2 on all Perception Tests to find source of sound
    • Increased Sensitivity
      • Can listen to high and low frequency sounds selectively

Bioware

  • Muscle Augmentation (Rating 2)
  • Muscle Toner (Rating 2)
  • Platelet Factories
    • Any time the user suffers 2 or more points of damage, the damage is instantly reduced by one point.

Weapons

  • HK Urban Combat (Dmg 5P, Mode SA/BF/FA, RC 2, Ammo 36(c))
    • Internal smartgun system (included)
    • Fixed barrel-mounted sound suppressor (included)
  • Walther Palm Pistol (Dmg 4P, Mode SS/BF, Ammo 2(b))
    • Internal smartgun system
    • Both rounds can be shot at once with +1 DV and -1 recoil
  • Mossberg AM-CMDT Shotgun (Dmg 9P(f), AP +5, Mode SA/BF/FA, Ammo 10(c))
    • External smartgun system
  • Ruger Super Warhawk (Dmg 6P, AP -2, Mode SS, Ammo 6(cy))
    • Internal smartgun system
    • Concealable holster (-1 concealability)
  • 2 Ingram Smartgun X submachine guns (Dmg 5P, Mode BF/FA, RC 2(3), Ammo 32(c))
    • Gas-vent 2 (included)
    • Internal smartgun system (included)
    • Sound suppressor (included)
    • Detachable folding stock (included)
  • Ares Alpha assault rifle (Dmg 6P, Mode SA/BF/FA, RC 2, Ammo 42(c))
    • Underbarrel Grenade Launcher (included) (Mode SS, Ammo 6(c))
    • Internal smartgun system (included)
  • 2 Hammerli 620S light pistols (Dmg 4P, Mode SA, RC 1, Ammo 6(c))
    • Concealable holster (-1 concealability)
    • Internal smartgun system (included)
    • Silencer
  • Aztechnology Striker (Mode SS, Ammo 1 (ml))
    • External smartgun system
  • Ranger Arms SM-4 sniper rifle (Dmg 8P, AP -3, Mode SA, RC (1), Ammo 15(c))
    • Silencer
    • Imaging scope
    • Rigid stock with shock pad
    • -1 dice pool modifier if bumped
    • Assembling/disassembling takes 3 complex actions
    • External smartgun system
  • Morrissey Elan (Dmg 4P, Mode SA, Ammo 5(c))
    • Concealable holster (-1 concealability)
    • Internal smartgun system (included)
    • Cannot be detected by MAD scanners
  • Survival Knife (Damage STR/2+1P, AP -1)

Vehicles

  • Suzuki Mirage (Handling +2, Accel 20/50, Speed 200, Pilot 1, Body 6, Armor 4, Sensor 1)

Nuyen

Typical Armament

  • 100 Explosive rounds
  • 100 EX-Explosive rounds
  • 100 APDS rounds
  • 20 Stick-n-Shock rounds
  • 20 Tracer rounds
  • 40 Flechette rounds
  • 10 Spare clips
  • 1 Grenade clip
  • 2 Flashbang grenades
  • 2 Fragmentation grenades
  • 1 Smoke grenade
  • 1 Medkit (Rating 6)
    • 1 Antidote Patch (Rating 6)
    • 1 Stimulant Patch (Rating 6)
    • 1 Trauma Patch (Rating 6)

Condition Monitors

  • Stun:
    • 8 + (Augmented Willpower/2) round up
  • Physical:
    • 8 + (Augmented Body/2) + (number of cyberlimbs) round up

Karma