Anastasia: Character Sheet
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
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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
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Knowledge Skills
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Languages
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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