Anastasia: Character Sheet: Difference between revisions
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==Attributes== | ==Attributes== | ||
'''Physical''' | '''Physical''' | ||
*Body | *Body 4 | ||
*Agility 5 (7) | *Agility 5 (7) | ||
*Reaction 4 | *Reaction 4 (5) | ||
*Strength 3 (5) | *Strength 3 (5) | ||
'''Mental''' | '''Mental''' | ||
*Charisma 4 | *Charisma 4 | ||
*Intuition | *Intuition 4 | ||
*Logic | *Logic 3 | ||
*Willpower 3 | *Willpower 3 | ||
'''Other''' | '''Other''' | ||
*Edge | *Edge 3 {{Box0x1}} {{Box0x1}} {{Box0x1}} | ||
*Essence 4. | *Essence 4.55 | ||
**From Cyberware: 0.9 | **From Cyberware: 0.9 (only half applies) | ||
**From Bioware: | **From Bioware: 1 | ||
*Magic | *Magic 4 | ||
*Initiation Grade 1 | |||
*Resonance 0 | *Resonance 0 | ||
*Initiative | *Initiative 8 (9) | ||
*Initiative Passes 1 | *Initiative Passes 1 (2) | ||
==Skills== | ==Skills== | ||
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*Blades 1 | *Blades 1 | ||
*Clubs 1 | *Clubs 1 | ||
*Unarmed Combat | *Unarmed Combat 2 | ||
'''Firearms group''' (AGL) | '''Firearms group''' (AGL) | ||
*Automatics 4 | *Automatics 4 | ||
*Longarms 4 | *Longarms 4 | ||
**Shotguns +2 | |||
*Pistols 4 | *Pistols 4 | ||
**Revolvers +2 | |||
'''Agility Skills''' | '''Agility Skills''' | ||
*Archery 0 | *Archery 0 | ||
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*Locksmith 1 | *Locksmith 1 | ||
*Throwing Weapons 1 | *Throwing Weapons 1 | ||
**Lobbed +2 | |||
'''Body Skills''' | '''Body Skills''' | ||
*Diving | *Diving 1 | ||
*Parachuting 0 | *Parachuting 0 | ||
'''Reaction Skills''' | '''Reaction Skills''' | ||
*Dodge 2 | *Dodge 2 | ||
**Ranged Combat +2 | |||
*Pilot Aerospace* 0 | *Pilot Aerospace* 0 | ||
*Pilot Aircraft* 0 | *Pilot Aircraft* 0 | ||
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'''Biotech group''' (usually LOG) | '''Biotech group''' (usually LOG) | ||
*Cybertechnology* 0 | *Cybertechnology* 0 | ||
*First Aid | *First Aid 2 | ||
**Awakened +2 | |||
*Medicine* 0 | *Medicine* 0 | ||
'''Cracking group''' (LOG) | '''Cracking group''' (LOG) | ||
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*Data Search 1 | *Data Search 1 | ||
*Hardware* 1 | *Hardware* 1 | ||
**Maglocks +2 | |||
*Software* 1 | *Software* 1 | ||
'''Influence group''' (CHA) | '''Influence group''' (CHA) | ||
*Con 2 | *Con 2 | ||
**Impersonation +2 | |||
*Etiquette 2 | *Etiquette 2 | ||
**Formal +2 | |||
*Leadership 2 | *Leadership 2 | ||
*Negotiation 2 | *Negotiation 2 | ||
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'''Stealth group''' (usually INT) | '''Stealth group''' (usually INT) | ||
*Disguise 2 | *Disguise 2 | ||
*Infiltration | **Cosmetic +2 | ||
**''Facial Sculpt +1'' | |||
*Infiltration 3 | |||
*Palming 2 | *Palming 2 | ||
**''Nimble Fingers +1'' | |||
*Shadowing 2 | *Shadowing 2 | ||
'''Charisma Skills''' | '''Charisma Skills''' | ||
*Instruction 0 | *Instruction 0 | ||
*Intimidation | *Intimidation 1 | ||
'''Intuition Skills''' | '''Intuition Skills''' | ||
*Artisan 0 | *Artisan 0 | ||
*Assensing* | *Assensing* 2 | ||
*Perception 2 | *Perception 2 | ||
**''Visual +3 (cybereyes)'' | **''Visual +3 (cybereyes)'' | ||
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**''Finding Audio Source +2 (cyberears)'' | **''Finding Audio Source +2 (cyberears)'' | ||
'''Logic Skills''' | '''Logic Skills''' | ||
*Arcana 1 | |||
*Armorer 1 | *Armorer 1 | ||
**Firearms +2 | |||
*Demolitions 1 | *Demolitions 1 | ||
|} | |} | ||
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*California Free State Politics 2 | *California Free State Politics 2 | ||
*Corporate Politics 2 | *Corporate Politics 2 | ||
*Dancing 1 | |||
*Firearm Design 4 | *Firearm Design 4 | ||
*Guerrilla Tactics 4 | *Guerrilla Tactics 4 | ||
*Metahuman History 3 | *Metahuman History 3 | ||
*Metaplanes 1 | |||
|width=50% valign=top| | |width=50% valign=top| | ||
'''Languages''' | '''Languages''' | ||
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|} | |} | ||
==Adept Powers== | ==Adept Powers & Metamagic== | ||
*Astral Perception | *Astral Perception | ||
*Quick Draw | *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. | **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 | *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. | **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. | **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. | ||
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**+1 dice pool modifier to Palming and other slight-of-hand tests involving manual dexterity. | **+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. | **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== | ==Qualities== | ||
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==Gear & Lifestyle== | ==Gear & Lifestyle== | ||
===Lifestyle, Contracts | ===Lifestyle=== | ||
*Medium Lifestyle (5, | *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 | *Basic Docwagon Contract | ||
**Contract expires November 2073 | **Contract expires November 2073 | ||
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===Items=== | ===Items=== | ||
*Flashlight | *Flashlight | ||
*Survival Kit | *Survival Kit | ||
*100m Microwire | *100m Microwire | ||
*Rappeling Gloves | *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=== | ===Cyberware=== | ||
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*Muscle Augmentation (Rating 2) | *Muscle Augmentation (Rating 2) | ||
*Muscle Toner (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=== | ===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)) | *Mossberg AM-CMDT Shotgun (Dmg 9P(f), AP +5, Mode SA/BF/FA, Ammo 10(c)) | ||
**External smartgun system | **External smartgun system | ||
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**Assembling/disassembling takes 3 complex actions | **Assembling/disassembling takes 3 complex actions | ||
**External smartgun system | **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) | *Survival Knife (Damage STR/2+1P, AP -1) | ||
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*-1,000¥ Thermal Dampening (Rating 2) for Chameleon Suit | *-1,000¥ Thermal Dampening (Rating 2) for Chameleon Suit | ||
*+2,000¥ [[Session 4: Bite the Hand That Feeds]] | *+2,000¥ [[Session 4: Bite the Hand That Feeds]] | ||
*+9,000¥ [[Session 5: The Grinch Who Stole Mana]] | |||
*'''Current Balance: | *+743¥ December stipend | ||
*+7,500¥ January paycheck | |||
*-5,000¥ January Medium Lifestyle | |||
*-350¥ Walther Palm Pistol with internal smartgun system | |||
*+7,500¥ [[Session 7: Happy New Year!]] | |||
*+5,000¥ [[Session 9: Pandemonium At The Harvest, Part II]] | |||
*+7,500¥ February paycheck | |||
*-5,000¥ February Medium Lifestyle | |||
*-23,750¥ Platelet Factories | |||
*-100¥ 10 hits of Cram | |||
*+998¥ January stipend | |||
*+5,000¥ [[Session 10: Calling Vincent White]] | |||
*-2,400¥ HK Urban Combat | |||
*+7,000¥ [[Session 12: Shifting Sands, Part II]] | |||
*-500¥ 100 Explosive rounds | |||
*-1,000¥ 100 EX-Explosive rounds | |||
*-700¥ 100 APDS rounds | |||
*-160¥ 20 Stick-n-Shock rounds | |||
*-150¥ 20 Tracer rounds | |||
*+7,500¥ March paycheck | |||
*-5,000¥ March Medium Lifestyle | |||
*+6,000¥ [[Session 13: Pirates!?]] | |||
*+10,000¥ [[Session 15: Reactor No. 1]] | |||
*-900¥ Morrissey Elan | |||
*-75¥ Concealable holster | |||
*+7,500¥ April paycheck | |||
*-5,000¥ April Medium Lifestyle | |||
*+7,500¥ [[Session 19: Out of Their League]] | |||
*+7,500¥ [[Session 21: Beyond Reality]] | |||
*'''Current Balance: 51,136¥''' | |||
===Typical Armament=== | ===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 | *10 Spare clips | ||
*1 Grenade clip | *1 Grenade clip | ||
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*2 Fragmentation grenades | *2 Fragmentation grenades | ||
*1 Smoke grenade | *1 Smoke grenade | ||
*1 Medkit (Rating 6) | |||
**1 Antidote Patch (Rating 6) | |||
**1 Stimulant Patch (Rating 6) | |||
**1 Trauma Patch (Rating 6) | |||
==Condition Monitors== | ==Condition Monitors== | ||
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==Karma== | ==Karma== | ||
*'''Total Karma:''' | *'''Total Karma:''' 163 | ||
**[[Session 1: The Missing Scientist]] - 7 Karma | **[[Session 1: The Missing Scientist]] - 7 Karma | ||
**[[Session 2: Golden Gate Heist]] - 7 Karma | **[[Session 2: Golden Gate Heist]] - 7 Karma | ||
**[[Session 3: Even Secrets Can't Escape]] - 7 Karma | **[[Session 3: Even Secrets Can't Escape]] - 7 Karma | ||
**[[Session 4: Bite the Hand That Feeds]] - 7 Karma | **[[Session 4: Bite the Hand That Feeds]] - 7 Karma | ||
*'''Karma Spent:''' | **[[Session 5: The Grinch Who Stole Mana]] - 8 Karma | ||
**[[Session 6: Ellison's New Year's Ball]] - 7 Karma | |||
**[[Session 7: Happy New Year!]] - 7 Karma | |||
**[[Session 8: Pandemonium At The Harvest]] - 7 Karma | |||
**[[Session 9: Pandemonium At The Harvest, Part II]] - 7 Karma | |||
**[[Session 10: Calling Vincent White]] - 7 Karma | |||
**[[Light Sleeper]] - 3 Karma | |||
**[[Session 11: Shifting Sands]] - 7 Karma | |||
**[[Session 12: Shifting Sands, Part II]] - 7 Karma | |||
**[[Session 13: Pirates!?]] - 7 Karma | |||
**[[Session 14: Behind the Dagger]] - 7 Karma | |||
**[[Session 15: Reactor No. 1]] - 11 Karma | |||
**[[Session 16: Reactor No. 2]] - 7 Karma | |||
**[[Session 17: April Fools]] - 7 Karma | |||
**[[Session 18: The Honeypot]] - 7 Karma | |||
**[[Session 19: Out of Their League]] - 7 Karma | |||
**[[Session 20: Paranormal Phenomena]] - 7 Karma | |||
**[[Session 21: Beyond Reality]] - 15 Karma | |||
*'''Karma Spent:''' 159 | |||
**[9 Karma] Magic 3 | **[9 Karma] Magic 3 | ||
**[4 Karma] Dodge 2 | **[4 Karma] Dodge 2 | ||
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**[4 Karma] Heavy Weapons 2 | **[4 Karma] Heavy Weapons 2 | ||
**[4 Karma] Locksmith 1 | **[4 Karma] Locksmith 1 | ||
* | **[2 Karma] Etiquette: Formal Specialization | ||
* | **[12 Karma] Body 4 | ||
** | **[2 Karma] Dancing 1 | ||
** | **[6 Karma] Infiltration 3 | ||
* | **[2 Karma] Disguise: Cosmetic Specialization | ||
* | **[9 Karma] Edge 3 | ||
** | **[2 Karma] Dodge: Ranged Combat Specialization | ||
** | **[2 Karma] Throwing Weapons: Lobbed Specialization | ||
**[5 Karma] Joining F.A.T.E. Magic Group | |||
**[4 Karma] Arcana 1 | |||
**[4 Karma] Diving 1 | |||
**[2 Karma] Longarms: Shotgun Specialization | |||
**[4 Karma] Assensing 2 | |||
**[2 Karma] First Aid: Awakened Specialization | |||
**[4 Karma] First Aid | |||
**[8 Karma] Initiation Grade 1 (Adept Centering Metamagic) | |||
**[9 Karma] Logic 3 | |||
**[2 Karma] Armorer: Firearms Specialization | |||
**[4 Karma] Unarmed Combat 2 | |||
**[4 Karma] Intimidation 1 | |||
**[2 Karma] Pistols: Revolvers Specialization | |||
**[12 Karma] Magic 4 | |||
**[2 Karma] Hardware: Maglocks Specialization | |||
**[2 Karma] Con: Impersonation Specialization | |||
**[15 Karma] Magic 5 | |||
**[12 Karma] Intuition 4 | |||
*'''Karma Left:''' 4 |
Latest revision as of 21:44, 27 April 2011
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)
Close Combat group (AGL)
Firearms group (AGL)
Agility Skills
Body Skills
Reaction Skills
|
Biotech group (usually LOG)
Cracking group (LOG)
Electronics group (LOG)
Influence group (CHA)
Mechanic group (LOG)
Outdoors group (usually INT)
Stealth group (usually INT)
Charisma Skills
Intuition Skills
Logic Skills
|
Knowledge Skills
|
Languages
|
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
- Eye Light System
- 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
- Audio Enhancement (Rating 3)
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
- 350¥ starting cash
- +5,000¥ Session 1: The Missing Scientist
- +7,500¥ December paycheck
- +7,000¥ Session 2: Golden Gate Heist
- +600¥ November stipend
- -6,600¥ Ranger Arms SM-4 with external smartgun system
- -1,400¥ Aztechnology Striker with external smartgun system
- -8,000¥ Chameleon Suit
- -70¥ Rappelling gloves
- -3,000¥ Upgrade to Medium Lifestyle
- +2,600¥ Session 3: Even Secrets Can't Escape
- -1,000¥ Thermal Dampening (Rating 2) for Chameleon Suit
- +2,000¥ Session 4: Bite the Hand That Feeds
- +9,000¥ Session 5: The Grinch Who Stole Mana
- +743¥ December stipend
- +7,500¥ January paycheck
- -5,000¥ January Medium Lifestyle
- -350¥ Walther Palm Pistol with internal smartgun system
- +7,500¥ Session 7: Happy New Year!
- +5,000¥ Session 9: Pandemonium At The Harvest, Part II
- +7,500¥ February paycheck
- -5,000¥ February Medium Lifestyle
- -23,750¥ Platelet Factories
- -100¥ 10 hits of Cram
- +998¥ January stipend
- +5,000¥ Session 10: Calling Vincent White
- -2,400¥ HK Urban Combat
- +7,000¥ Session 12: Shifting Sands, Part II
- -500¥ 100 Explosive rounds
- -1,000¥ 100 EX-Explosive rounds
- -700¥ 100 APDS rounds
- -160¥ 20 Stick-n-Shock rounds
- -150¥ 20 Tracer rounds
- +7,500¥ March paycheck
- -5,000¥ March Medium Lifestyle
- +6,000¥ Session 13: Pirates!?
- +10,000¥ Session 15: Reactor No. 1
- -900¥ Morrissey Elan
- -75¥ Concealable holster
- +7,500¥ April paycheck
- -5,000¥ April Medium Lifestyle
- +7,500¥ Session 19: Out of Their League
- +7,500¥ Session 21: Beyond Reality
- Current Balance: 51,136¥
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
- Total Karma: 163
- Session 1: The Missing Scientist - 7 Karma
- Session 2: Golden Gate Heist - 7 Karma
- Session 3: Even Secrets Can't Escape - 7 Karma
- Session 4: Bite the Hand That Feeds - 7 Karma
- Session 5: The Grinch Who Stole Mana - 8 Karma
- Session 6: Ellison's New Year's Ball - 7 Karma
- Session 7: Happy New Year! - 7 Karma
- Session 8: Pandemonium At The Harvest - 7 Karma
- Session 9: Pandemonium At The Harvest, Part II - 7 Karma
- Session 10: Calling Vincent White - 7 Karma
- Light Sleeper - 3 Karma
- Session 11: Shifting Sands - 7 Karma
- Session 12: Shifting Sands, Part II - 7 Karma
- Session 13: Pirates!? - 7 Karma
- Session 14: Behind the Dagger - 7 Karma
- Session 15: Reactor No. 1 - 11 Karma
- Session 16: Reactor No. 2 - 7 Karma
- Session 17: April Fools - 7 Karma
- Session 18: The Honeypot - 7 Karma
- Session 19: Out of Their League - 7 Karma
- Session 20: Paranormal Phenomena - 7 Karma
- Session 21: Beyond Reality - 15 Karma
- Karma Spent: 159
- [9 Karma] Magic 3
- [4 Karma] Dodge 2
- [4 Karma] Pilot: Groundcraft 2
- [4 Karma] Heavy Weapons 2
- [4 Karma] Locksmith 1
- [2 Karma] Etiquette: Formal Specialization
- [12 Karma] Body 4
- [2 Karma] Dancing 1
- [6 Karma] Infiltration 3
- [2 Karma] Disguise: Cosmetic Specialization
- [9 Karma] Edge 3
- [2 Karma] Dodge: Ranged Combat Specialization
- [2 Karma] Throwing Weapons: Lobbed Specialization
- [5 Karma] Joining F.A.T.E. Magic Group
- [4 Karma] Arcana 1
- [4 Karma] Diving 1
- [2 Karma] Longarms: Shotgun Specialization
- [4 Karma] Assensing 2
- [2 Karma] First Aid: Awakened Specialization
- [4 Karma] First Aid
- [8 Karma] Initiation Grade 1 (Adept Centering Metamagic)
- [9 Karma] Logic 3
- [2 Karma] Armorer: Firearms Specialization
- [4 Karma] Unarmed Combat 2
- [4 Karma] Intimidation 1
- [2 Karma] Pistols: Revolvers Specialization
- [12 Karma] Magic 4
- [2 Karma] Hardware: Maglocks Specialization
- [2 Karma] Con: Impersonation Specialization
- [15 Karma] Magic 5
- [12 Karma] Intuition 4
- Karma Left: 4