Dmitri: Character Sheet
Name: Dmitri
Race: Elf
Sex: Male
Height: 5'2"
Weight: 130 lbs
Age: 16
Eyes: Blue
Hair: White
Dmitri: Background
Attributes
Physical
- Body 2
- Agility 3
- Reaction 3
- Strength 2
Mental
- Charisma 3
- Intuition 5
- Logic 5 (7)
- Mathematics +2 (Math SPU)
- Willpower 5
Other
- Edge 4
- Essence 5.2275
- From Cyberware: 0.205 (only half applies)
- From Bioware: 0.67
- Magic 0
- Resonance 5
- Submersion Grade 1
- Initiative 8
- Initiative Passes 1
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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Tasking group (RES)
Common Use Complex Forms
Hacking Complex Forms
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Knowledge Skills
|
Languages
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Living Persona
- Firewall: 5 (WIL capped at RES)
- Response: 5 (INT capped at RES; +1 in full-VR)
- Signal: 3 (RES/2, round up)
- System: 5 (LOG capped at RES)
- Biofeedback Filter: 3 (CHA capped at RES)
- VR Matrix Initiative: 11 (INT * 2 + 1)
- VR Matrix Initiative Passes: 3
- Technomancers receive +2 to Matrix Perception Tests
- Technomancers receive +2 to all full-VR Matrix tests
Registered Sprites
Crack Sprite (Pilot 3, Response 4, Firewall 3, Initiative 9, IP 3)
- Skills: Cybercombat, Electronic Warfare, Hacking
- Complex Forms: Analyze, Exploit, Stealth, Spoof
- Powers: Suppression
- Tasks Remaining: 3
Data Sprite (Pilot 3, Response 3, Firewall 1, Initiative 6, IP 3)
- Skills: Computer, Data Search, Decrypt
- Complex Forms: Browse, Edit, Transfer, Sniffer
- Powers: Steganography, Watermark
- Tasks Remaining: 2
Echoes
- Flexible Touch
- This echo allows a technomancer to forge his Matrix signature, making it look like someone else’s. Apply a modifier to the threshold for Matrix Perception Tests equal to the technomancer’s submersion grade to determine the technomancer’s real signature. Flexible Touch also allows a technomancer to reduce the amount of time his Matrix signatures last by 1 hour per point of submersion grade. If reduced to zero, no signature is left at all.
Qualities
- Technomancer
- Uncouth
- Cost of learning social skills is twice normal
- May never learn any social skill groups
- "Unaware" in any social skills that are not Rating 1 or higher
- Scorched
- -2 dice pool modifier to any Willpower-related tests made when facing Black IC or BTLs (excludes Damage Resistance Tests)
- Lowlight Vision
- Guts
- +2 dice pool modifier on all tests to resist fear and intimidation, including magically induced fear from spells or critter powers.
- Paragon - Cryptome
- Advantage: +2 dice to all Encryption and Decryption Tests, +1 die for Data sprites
- Disadvantage: Technomancers who follow Cryptome don’t surrender secrets easily and never to unreliable sources. The technomancer must make a Willpower + Logic (3) Test to share a secret or important information with someone he does not completely trust... and such trust is rare.
Contacts
- None
Gear & Lifestyle
Lifestyle
- Comforts: Low class (2 LP)
- Entertainment: Low class (2 LP)
- Necessities: Low class (2 LP)
- Neighborhood: Middle class (3 LP)
- Security: Middle class (3 LP)
- Perfect Roommate (2 LP) (Housekeeper)
- Total cost: 4,400¥/month
Contracts & Identities
- Basic Docwagon Contract
- Expires November 2073
Armor
- Armor Clothing (4 Ballistic/0 Impact)
- Armor Jacket (8 Ballistic/6 Impact)
- Nonconductivity (Rating 4)
Items
- Handheld Sensor Package (Capacity 3, Sensor 3)
- Camera
- Directional Microphone
- Motion Sensor
- Electronic Paper
- Holo Projector
- Headphones
- Biomonitor
- Glasses
- Thermographic
- Vision Enhancement (Rating 3)
- Vision Magnification
- Micro-Transceiver with earbuds and subvocal microphone (Rating 6) Government Issued
Commlink
- 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
Cyberware
- Datajack
- Betaware Math SPU
- Functions as a stopwatch, alarm clock, and extremely accurate chronometer
- +2 dice pool modifier to all tests focused on mathematical abilities and to any Electronic Warfare tests involving encoding or decoding
Bioware
- Sleep Regulator
- 3 hours of sleep per night, can stay awake 48 hours before negative modifiers
- Mnemonic Enhancer (Rating 2)
- +2 dice pool modifier to all Knowledge, Language, and Memory related tests
- +1 dice pool modifier to Instruction Tests where the user is the subject of instruction
- Alphaware Cerebral Booster (Rating 2)
Weapons
- Survival Knife (Damage STR/2+1P, AP -1)
Vehicles
- None
Nuyen
- 7,000¥ starting cash
- +5,000¥ Session 1: The Missing Scientist
- +7,500¥ December paycheck
- +600¥ November stipend
- +7,000¥ Session 2: Golden Gate Heist
- +2,000¥ Session 4: Bite the Hand That Feeds
- +9,000¥ Session 5: The Grinch Who Stole Mana
- +7,500¥ December paycheck
- -5,000¥ January Medium Lifestyle
- +7,500¥ Session 7: Happy New Year!
- +7,500¥ February paycheck
- -4,400¥ February Lifestyle
- +5,000¥ Session 10: Calling Vincent White
- +7,000¥ Session 12: Shifting Sands, Part II
- +7,500¥ March paycheck
- -4,400¥ March Lifestyle
- +10,000¥ Session 15: Reactor No. 1
- +7,500¥ April paycheck
- -4,400¥ April Lifestyle
- -38,000¥ Alphaware Cerebral Boosters (Rating 2)
- -17,100¥ Betaware Math SPU
- +7,500¥ Session 19: Out of Their League
- +5,000¥ Session 21: Beyond Reality
- Current Balance: 26,800¥
Typical Armament
- None
Condition Monitors
- Stun:
- 8 + (Augmented Willpower/2) round up
- Physical:
- 8 + (Augmented Body/2) + (number of cyberlimbs) round up
Karma
- Total Karma: 157
- 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
- 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 - 12 Karma
- Karma Spent: 157
- [4 Karma] Exploit 4
- [4 Karma] Stealth 4
- [5 Karma] Stealth 5
- [8 Karma] Etiquette 1
- [10 Karma] Athletics skill group 1
- [10 Karma] Stealth skill group 1
- [4 Karma] Pistols 1
- [9 Karma] Reaction 3
- [9 Karma] Edge 3
- [8 Karma] Con 1
- [12 Karma] Edge 4
- [4 Karma] First Aid 1
- [2 Karma] Spoof 1
- [2 Karma] Sniffer 1
- [13 Karma] Submersion Grade 1 (Flexible Touch Echo)
- [4 Karma] Dodge 1
- [2 Karma] Track 1
- [2 Karma] Command 1
- [2 Karma] Spoof 2
- [2 Karma] Sniffer 2
- [2 Karma] Track 2
- [2 Karma] Command 2
- [3 Karma] Spoof 3
- [3 Karma] Sniffer 3
- [3 Karma] Track 3
- [3 Karma] Command 3
- [4 Karma] Spoof 4
- [4 Karma] Sniffer 4
- [8 Karma] Negotiation 1
- [9 Karma] Agility 3
- Karma Left: 0