Documente Academic
Documente Profesional
Documente Cultură
Low-light vision
Walk: 10m/turn Run: 25m/turn
Body 8/9
Agility 5
Reaction 5
Strength 6/8
Charisma 1
Intuition 4
Logic 1
Willpower 3
Initiative 9
Edge 1
Magic 6
Essence 6
Qualities:
Adept; -5 BP
Adept characters use their magic in a radically different way than other Awakened characters, by
channeling magic through their bodies and minds; they do not cast spells or conjure spirits, nor do they
typically have access to astral space (see the Astral Perception adept power, p. 195). Instead, adepts
develop powers that improve their physical and mental abilities.
A character with this quality is an adept and starts with a Magic attribute of 1, which can be increased
like any other attribute up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). A
character with this quality cannot take the Magician, Mystic Adept, or Technomancer qualities.
Characters with the Adept quality get a number of Power points during character creation equal to their
Magic attribute. These Power points are used to buy specific adept powers (see p. 195). Additional
Power points can be gained by increasing the characters Magic attribute through the expenditure of
Karma. Note that the Magic attribute cannot be raised above the natural maximum of 6 without
initiation (see Initiation, p. 198).
The adept is fully described on p. 195 of The Awakened World chapter; a sample adept character
appears on p. 104.
Toughness; -10 BP
Characters with the Toughness quality shrug off damage more easily than others. Such characters gain a
+1 dice pool modifier to their Body when making Damage Resistance Tests.
In Debt; +30 BP, +30,000 nuyen
The character is indebted to a third party, usually an underworld syndicate, large gang or corporation,
chosen by the player with gamemaster approval. For every 5 BP taken, the character receives an extra
5,000 at character creation; this money can be above and beyond the normal 50 BP cap for gear. The
character then owes her creditor that much plus another 50 percent. The amount owed increases 10
percent every month, as compound interest. If the character is unable to pay at least the interest amount
each month, the creditor may send someone looking for her.
Signature; +10 BP
For whatever reason, a character with the Signature quality feels compelled to announce her
involvement in a mission or run. This typically involves leaving behind some signature item or telltale
that can be identified as the characters unique trademark (ie. such as leaving a chess piece at the scene
of a crime, or using a unique weapon to perform wetwork). Typically, a Signature is enough to identify
the character among those who are aware of her Reputation. A Signature provides a dice pool modifier
equal to the characters Street Cred (p. 257, SR4) to anyone making tests to trace the person to whom
the Signature belongs (including Legwork and Data Search Tests).
Wanted; +10 BP
For some reason (defined when the quality is taken), the character is wanted by the authorities, has a
bounty on her head, or a mob contract hanging over her. Such bounties/contracts should be worth at
least 20,000 nuyen. Unlike characters with Enemies, a Wanted character is not constantly harassed by a
single opponent (though the two can be combined). Instead, she will be hunted by anyone who
becomes aware of the bounty and is interested in collecting it. It is up to the gamemaster how much this
quality impacts the game, but, as a rule of thumb, it should come up at least once every other
adventure. This quality may not be bought off, until the reason the character is wanted is resolved
through role-playing.
Bad Rep; +5 BP
A character with a Bad Rep has a dark and lasting stain on her reputation in the shadow community and
even beyond. Something she did, or was falsely accused of doing, in the past has stuck and
permanently tainted the way people perceive her. The character starts play with 3 points of Notoriety
which cannot be removed or decreased except by confronting and resolving the source of the bad
reputation. Only then may the Bad Rep quality be bought off with Karma.
Big Regret; +5 BP
The character has done something in his past that she is embarrassed about: maybe a past as a
prostitute, a leaked pr0nvideo, or a job as an Aztechnology spokesperson. It could be that she was
trapped in a well as a child or was a famous baby model. The character suffers a 3 dice pool modifier
to Social Tests against anyone who knows about the characters past. The wrong person might hold it
over the characters head as blackmail. If the secret becomes too public, the gamemaster can give the
character 1 point of Notoriety.
Ambidextrous; -5 BP
The character can use and handle objects equally well with both hands. The character does not suffer
any modifiers for using an offhand weapon (see p. 150). When using two weapons at once, however,
the character must still split his dice pool.
Restricted Gear; -5 BP
The character knows just the right person to get ahold of that one elusive piece of restricted gear or
miltech weaponry she really needed. Every time the character takes this quality at character creation
(max 3 times), she may exceptionally buy a piece of gear with an Availability of up to 20. The character
may also save the quality to buy one such item during play.
Erased; -10BP
Better than SINlessthe character with this quality officially doesnt exist and never did; someone or
something actively works to remove her traces from the system. Maybe its an elite hacker who owes
her a favor or an AI she befriended, but the end result is that her data trail and records vanish from all
but the most secure systems shortly after being entered. For 5 BP, criminal SINs and unwanted data
disappear within a week. For 10 BP, any SIN, undesirable credit history, or personal information on the
Matrix that she wishes is burnt after 24 hours. Obviously, the eraser will preserve any data the character
wishes preserved and that is vital for her to function in society. Note that vanishing data may prove an
unwanted complication if the character is in custody or doing prison time (the Man may forget she is
there).
Martial Styles:
Boxing (Musti Yudha, Rince an Bhata Uisce Bheatha), Two Ranks, -10 BP
Boxing remains a popular international sport with three separate federations each offering titles in
eleven Olympic-based weight classes. Whether bare-knuckle brawling or dueling with gloves, boxing
stresses footwork, fortitude, stamina, and punching power. Boxers, or pugilists, are skilled one-on-one
strategists taught to use their own strengths against their opponents disadvantages.
Advantages: +2 DV on Unarmed Combat attacks.
Ninjutsu, 1 Rank, -5 BP
The martial art used by the legendary ninja, Ninjutsu focuses on stealth and the use of all types of
weapons. Unarmed forms of the art, however, are just as deadly as the weapon-wielding forms.
Ninjutsu developed in Japan approximately five hundred years ago and has been maintained by secret
organizations ever since. These organizations, or ninja clans, are jealous guardians of their knowledge,
and students must swear loyalty to the clan before they will be taught this art. It is fairly rare in Japan,
and even more so in the rest of the world.
Advantages: Reduce Visibility modifiers in melee combat by 1.
Disarm
Disarming an opponent is an effective way to end many fights. Characters with the Disarm maneuver
may choose to go on Full Parry with a 4 dice pool modifi er. If they successfully defend against the
attack (i.e., they score more hits than their opponent), they knock the weapon out of their opponents
hand. This maneuver does no damage to the opponent.
Finishing Move
A character with this maneuver who has succeeded in striking an opponent (whether damage is
inflicted or not) may immediately follow that attack up with a move designed to finish the opponent
off . Th is allows the character to make an immediate follow-up melee attack in the same Action Phase.
Finishing Move counts as an interrupt action and uses up the characters next available action.
Focus Will
By taking a Complex Action to focus their chi, characters gain a +2 dice pool modifier to any
Willpower Tests they must make by the end of their next Action Phase. If not used by the time the
characters next Action Phase is over, the modifier is lost.
Ground Fighting
Some styles teach their students to fight from the ground. Characters employing the Ground Fighting
maneuver do not suffer the negative dice pool modifier for defending while prone.
Herding
With clever use of feints and attacks, a martial artist can force her opponent into a bad positionon top
of a pile of used syringes, up against an open elevator shaft , and so on. On a successful attack, the
character deals no damage to her opponent, but the opponent is forced to move 1 meter per net hit in a
direction of the attackers choosing. A character with this maneuver may attempt to herd multiple
opponents, splitting her dice pool as normal (see Multiple Targets, p. 148, SR4).
Kick Attack
A staple of many martial arts, kicking has a greater range and power than punching. The attacker
receives +1 Reach on Unarmed Combat Tests when using a Kick Attack.
Multi-Strike
A character with this maneuver has trained in attacking multiple targets or with two weapons at once.
Apply a +1 dice pool modifier to the total dice pool (not the split dice pools) whenever the character
attacks more than one opponent in the same action (see Multiple Targets, p. 148, SR4) or attacks with
two melee weapons at once (see p. 163).
Throw
A character using Full Defense who successfully blocks or parries a melee combat attack may choose
to throw her opponent as part of the defense. Th e character using the Th row maneuver must beat her
attacker in a Strength + Unarmed Combat Opposed Test. If successful, the attacker is thrown a number
of meters equal to the net hits scored on the test. The attacker suffers damage as if he had fallen an
equal distance (see Falling Damage, p. 154, SR4), and is considered prone. This maneuver may also
cause secondary damage if the opponent is thrown into something dangerous (such as a dumpster full
of broken glass, the edge of a cliff ); this additional damage is assigned at the gamemasters discretion.
The Throw maneuver is considered an interrupt action and uses up the characters next available action.
Watchful Guard
Characters using the Watchful Guard maneuver reduce the penalty for defender has defended against
previous attacks (see p. 150, SR4) by 1 (meaning they can defend against two attacks between actions
without penalty).
Adept Powers
Mystic Armor, 8 levels; Cost: (.5 per level) -25% (Warrior's Way) = (3)
This power magically toughens your skin to resist the effects of damage. Each level provides you with
1 point of armor (that counts as both Ballistic and Impact) that is cumulative with any worn armor.
Mystic Armor also protects against damage done in astral combat (p. 193).
Critical Strike, 8 levels; Cost: (.25 per level) -25% (Warrior's Way) = (1.5)
This power uses magic to increase the Damage Value of your unarmed attacks, as you strike with more
proficiency and power. Each level of Critical Strike increases the characters Damage Value in unarmed
combat by +1. Critical Strike may be used with Killing Hands (p. 196), and may also be used in astral
combat. The use of Critical Strike must be declared with the Unarmed Combat attack.
Skills:
Knowledge
Languages
Contacts:
Lifestyles:
Gear:
SWAT Armor: This armor is an example of the protection gear used by most specialized police or
security forces that have to deal with dangerous operations against heavily armed gangs, mobsters,
shadowrunners, terrorists, and whatever other savage nightmares roam the streets of the Sixth World.
The armor consists of a KevFlex(tm) armor suit with integrated polymer composite plates offering
additional protection to vital body parts and an uppermost layer of fire resistant fabric (giving the armor
a Fire Resistance rating of 4, see p. 317, SR4). This suit also comes with several equipment pouches,
giving the wearer easily accessible storage room for half a dozen ammo clips, grenades, flashlight,
restraints, and an emergency medkit. The integrated biomonitor (see p. 329, SR4) is usually subscribed
to the users PAN and informs the officers superiors constantly about his actual health status. Several
built-in security RFID tags also can be used to track the officer should he go missing. The matching
helmet features a gas mask (see p. 327, SR4), enabling the SWAT team to use certain toxins like nausea
gas, and a nontransparent visor with image link display, low-light vision, smart link, and flare
compensation.
Tag Eraser
Avail: 6F / Cost: 150
Tag Eraser: This handheld device creates a strong electromagnetic field that burns out RFID tags. The
eraser must be brought within 1 centimeter of the target, but will automatically burn any non-hardened
tag out, no test required. The erasers electromagnetic field is also capable of erasing/scrambling other
non-optical electronic circuit systems at the gamemasters discretion. The eraser cannot burn out
security RFID chips (p. 329).
Binoculars, Optical
Cost: 50
Binoculars: Typically handheld, these come with built-in vision magnification.
Vision Magnification: This zoom function magnifies vision by up to 50 times, allowing distant targets
to be seen clearly. It is available as both an optical or electronic enhancement. For rules on using vision
magnification in ranged combat, see p. 150.