Anastasia: Character Sheet: Difference between revisions

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==Attributes==
==Attributes==
'''Physical'''
'''Physical'''
*Body 3
*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 3
*Intuition 4
*Logic 2
*Logic 3
*Willpower 3
*Willpower 3
'''Other'''
'''Other'''
*Edge 2
*Edge 3 {{Box0x1}} {{Box0x1}} {{Box0x1}}
*Essence 4.7
*Essence 4.55
**From Cyberware: 0.9
**From Cyberware: 0.9 (only half applies)
**From Bioware: 0.8 (only half applies)
**From Bioware: 1
*Magic 3
*Magic 4
*Initiation Grade 1
*Resonance 0
*Resonance 0
*Initiative 7
*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 1
*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 0
*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 1
*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 2
**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 0
*Intimidation 1
'''Intuition Skills'''
'''Intuition Skills'''
*Artisan 0
*Artisan 0
*Assensing* 1
*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==
Power Points remaining: 0
*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 3)
*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, Identities===
===Lifestyle===
*Medium Lifestyle (5,000/month)
*Comforts: Middle class (3 LP)
**December 2072 purchased
*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===
*CMT Clip (1 Response/3 Signal)
**Vector Xim (1 Firewall/1 System)
**Subvocal Microphone (Rating 3)
*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: 4,980¥'''
*+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===
*4 Flechette round clips
*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:''' 36
*'''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
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**[[Session 4: Bite the Hand That Feeds]] - 7 Karma
**[[Session 4: Bite the Hand That Feeds]] - 7 Karma
**[[Session 5: The Grinch Who Stole Mana]] - 8 Karma
**[[Session 5: The Grinch Who Stole Mana]] - 8 Karma
*'''Karma Spent:''' 25
**[[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
*'''Karma Left:''' 11
**[2 Karma] Etiquette: Formal Specialization
*'''Street Cred:''' 5
**[12 Karma] Body 4
**(Total Karma / 10 rounded normally) = 4
**[2 Karma] Dancing 1
**+1 Yakuza Street Racing
**[6 Karma] Infiltration 3
*'''Notoriety:''' 0
**[2 Karma] Disguise: Cosmetic Specialization
*'''Public Awareness:''' 8
**[9 Karma] Edge 3
**([Street Cred + Notoriety] / 3 rounded down) = 1
**[2 Karma] Dodge: Ranged Combat Specialization
**+7 modifier for being President's daughter
**[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)

  • 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