Sunteți pe pagina 1din 9

500 BP

Orc (-20 BP)

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:

Bad Luck; +20 BP


This character is cursedhis own luck often turns against him. Whenever this character uses Edge, roll
1D6. On a result of 1, the Edge is spent, but it has the exact opposite effect intended. For example, if a
character hopes to gain additional dice, instead he loses that many dice from his dice pool. If a
character spends Edge to go first in an Initiative Pass, he ends up going last. If a character spent Edge
to negate a glitch, Bad Luck turns it into a critical glitch.

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.

Enemy; +(max. 25)


The character possesses an Enemy (or more than one). Enemies are described on p. 132 and are a
constant foil and threat to the characters activities and plans. The BP cost of an Enemy is equal to the
sum of its (modified) Connection Rating and its Incidence Rating. The nature and depth of the bad
blood between the two characters should be defined together with the gamemaster when the Enemy
quality is chosen. The Enemy may even be a group or organization, rather than a single antagonist or
rival (for more details on this option, refer to Enemies, p. 132). Enemy can easily be paired with a
number of Negative qualities like Wanted and Vendetta.

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.

The Warriors Way; -10 BP


Warrior adepts are the elite combatants of the Sixth World; accomplishing through will and talent what
others do through expensive augmentation. Characters with this quality may purchase the following
powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points:
Combat Sense, Counterstrike, Critical Strike, Improved Ability (Combat Skills), Improved Physical
Attribute (Any), Improved Reflexes, Killing Hands, Missile Mastery, Mystic Armor, Quick Draw. In
addition, they receive a +1 to effective Initiate grade for the Adept Centering technique (for Combat
Active skills only, not Physical Active Skills), and for the Attunement (Item) Metamagic. Also, subtract
one from the Karma cost to Attune to any weapon via the Attunement (Item) Metamagic.

Poor Self Control


Vindictive (10 BP): Vindictive characters are especially vengeful and go out of their way to correct any
slight against them, no matter how small. The retribution varies according to the slight. A simple insult
might call for a coldly delivered threat or a punch in the face, while an injury almost always calls for
the blood of the offending individual. Vindictive characters will carry grudges for a long time; cross
them once and you are on their hit list forever. To resist the urge to pay back a slight, a successful
Composure (2) Test is required.
Combat Monster (10 BP): A character with the Combat Monster quality becomes irrationally vicious in
combat situations. The character is unlikely to willingly turn his back on an ongoing fight after the first
blow has been deliveredeven if outnumbered and losing. The character must make a Composure (2)
Test to break away. Otherwise, the character can only break away if he kills or disables all his
opponents. Combat Monster is incompatible with the Combat Paralysis quality.

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).

Day Job; +10 BP (20 hrs/week, 2500 nuyen/month)


A Day Job burdens a character with responsibilities and time constraints. While there are some
advantages, such as stable income, a Day Job is a hindrance with the shadowrunning profession. The
table below offers guidelines for salary and hours. The gamemaster and player can work out actual
restrictions and hours of the characters profession. The character must be a SINner or possess a fake
SIN.

Martial Styles:

Arnis De Mano (Escrima, Kali), One Rank, -5 BP


Arnis de Mano is a Filipino art more than a thousand years old. It emphasizes the use of rattan clubs
and knives, but also includes a variety of kicking techniques, throws, and sweeps. Arnis de Mano is
practiced mainly in the Philippines, though the Japanese occupation forbade its use and actively hunted
down and prosecuted those who taught it before the islands were liberated. Despite this repression of
the art, it is taught across North America, Europe, and Asia. Arnis de Mano emphasizes the use of clubs
and knives, especially to disarm the opponentpreferably by breaking the weapon (or the hand that
holds the weapon).
Advantage: Arnisadors may inflict damage to their opponent when making a Called Shot to disarm (see
p. 149150, SR4, or the Disarm maneuver on p. 159), +1 die on Called Shots to disarm.

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.

Karate (Kenpo, Soo Bahk Do), One Rank, -5 BP


Karate, meaning empty hand, is composed of a large number of different styles and schools, most of
which have their roots in Okinawan fighting arts developed to circumvent a no weapons law.
Focusing mainly on punching, kicking, and blocking instead of grappling, karate is the most widely
practiced martial art in the world.
Advantages: +1 DV on Unarmed Combat attacks.

Krav Maga (Hasidut, ROSS), One Rank, -5 BP


The official self defense system of the Israeli Defense Force, Krav Maga was also one of the first
martial arts developed to deal with modern weapons. Krav Magas strength lies in its adaptability and
focus on dealing with opponents armed with pistols or other firearms, both when the Krav Maga
practitioner is armed and when he is unarmed. The greatest living practitioners of Krav Maga are the
qabbalistic mystic adepts who train the agents of MOSSAD in self defense.
Advantages: +1 die on Called Shots to disarm.

Kung Fu (Hwarang-do, Wushu), 1 Rank, -5 BP


Kung fu means skill or ability and is a general term used to describe Chinese martial art styles.
Most are generally focused on linear attacks and rely on strength and speed, while others are designed
to be used in limited or enclosed spaces. The various styles of kung fu are practiced throughout
Europe, Asia, and North America, but are still most popular in the nations and splinter states that
emerged from the fall of China.
Advantages: +1 DV on Unarmed Combat attacks.

Muay Thai (Kickboxing, Savate), 2 Ranks, -10 BP


This Thai martial art is often referred to as Thai Boxing because of how closely Muay Thai
tournaments are styled after professional boxing matches. Muay Thai began as part of the Thai
militarys standard training regimen. As time progressed, it flowered into a national pastime. Since the
early 2030s, Thai Boxing has been an international sport on par with traditional boxing. Unlike boxing,
Muay Thai uses legs, knees, and elbows as weapons, emphasizing swift, brutal kicks and knee strikes.
The martial art is well known for its brutality, and is a staple of illegal pit fights.
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.

Pentjak-Silat (Bersilat, Gatka) 2 Ranks, -10 BP


An Indonesian martial art more than a thousand years old, Pentjak-Silat teaches the use of several
weapons as well as attacks that strike vital points of the body and channel the bodys energy. The most
well known weapon used by Pentjak-Silat students is the wavy bladed kris (see p. 14), though other
weapons of a similar size may be substituted. Though most predominantly practiced in Indonesia,
Pentjak-Silat is spreading to the rest of the world. The largest pockets of practitioners outside its
homeland exist in North America and Asia. Adepts have discovered that the ancient techniques are
especially potent when used with weapon foci.
Advantages: +1 die when using the Called Shot option to increase attack damage; +1 DV for Astral
Combat attacks (Awakened only).

Tae Kwon Do (Hapkido, Savate), 3 Ranks, -15 BP


Tae Kwon Do is an art from Korea whose origins can be traced back two thousand years. It
incorporates movements from karate and kung fu with native kicking techniques. Though dangerous at
all ranges of close combat, Tae Kwon Do is most famous for its flying kicks, which are both beautiful
and deadly.
Advantages: +1 die on Charging attacks; +1 DV on Unarmed Combat attacks; +1 die on using
Unarmed Combat when attacking multiple targets

Wildcat, 2 Ranks, -10 BP


A martial arts style developed by the Sioux Nation for use by their special forces, Wildcat combines
parts of Aikido, Muay Thai, and Karate into a single straightforward and deadly style. Over the last few
years, Wildcat has focused on disabling augmented troops by targeting vulnerable areas. Though
mainly confined to the Sioux Nation, Wildcat has spread to the surrounding Native American Nations
and the Amerind gangs of Seattle.
Advantages: +1 DV on Unarmed Combat attacks; +1 die on Called Shots to increase damage.

Maneuvers, 2BP each (10, -20 BP)

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.

Two Weapon Style


A character using this maneuver has trained to wield a second melee weapon in his off hand. In order to
use two weapons, each weapon must have a Reach of 0 or 1. The character may choose to apply the
Full Defense option using only one of these weapons, attacking with the other weapon as normal (and
without sacrificing an action). Th e defense or attack action with the off -hand weapon suffers the
standard 2 off -hand weapon modifier.

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

Kinesics, 2 levels; Cost: .5 per level (max 3 levels) = (1)


An adept with Kinesics has complete control over her bodys nonverbal and subconscious
communication and social cues, even when engaged in stressful social scenarios. This control includes
facial expressions, body movements, posture, eye movements, and internal biological stress functions
such as heartbeat, blood pressure, and sweat glands. The adept is also gifted at reading others body
language and cultural-specific affectations and mimicking their cues to her advantage. As a result, this
power boosts the characters natural presence and social charms.
Each level applies a +1 bonus for the adept when making or resisting Social skill tests. It also applies a
+1 dice pool modifier to the adept on any Opposed Tests made to gauge the adepts truthfulness or
emotional state, including Judge Intention tests (p. 139), assensing for emotional state, and other
magical and technological tests.
Two adepts with Kinesics and within sight of each other can use a Complex Action to nonverbally
communicate simple notions to each other, using body language alone. Only basic messages and
emotional states can be conveyed: yes, no, bad idea, I dont want to, Im angry, look out behind you,
and so on.

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.

Killing Hands, Cost: .5


This power uses magic to turn unarmed attacks into lethal, physical damage. When participating in
unarmed combat, you may do normal Stun damage or declare the use of Killing Hands and inflict an
equal amount of Physical damage instead. Killing Hands may be used with Critical Strike (p. 195). A
Killing Hands attack may also be used against creatures with Immunity to Normal Weapons (p. 295) to
inflict either Stun or Physical damage; their defensive bonuses do not count against Killing Hands.
Killing Hands can also be used in astral combat (see Astral Combat, p. 193).

Skills:

Athletics Skill Group: -40


Climbing 4
Gymnastics 4
Running 4
Swimming 4

Unarmed Combat 6 (-24)

Throwing Weapons 3 (-12)

Stealth Skill Group: -40


Disguise 4
Infiltration 4
Palming 4
Shadowing 4

Knowledge

Languages

Contacts:

Lifestyles:

Gear:

Alphaware: x.8 Essence, x2 Cost

Custom-fitted SWAT Armor


B/I: 12/10 (16/16) / Capacity: 8 / Avail: 16R / Cost: 8000
SWAT Helmet
B/I: +2/+2 / Capacity: 4 / Cost: 1200
SecureTech PPP System, Full set (minus helmet):
B/I: +2/+4 / Avail: 4-6 / Cost: 900

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.

Fake SIN (Rating 4)


Avail: 12F / Cost: 4000

Commlink: Novatech Airware w/ Novatech Navi OS


Response: 3 / Signal: 3 / Firewall: 3 / System: 4 / Cost: 2750

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.

Thermal Smoke Grenade, x10


Avail: 6R / Cost: 35 x 10 (350)
Smoke: Similar to the gas grenade, the smoke grenade releases a cloud of smoke over an area with a
diameter of 20 meters. The cloud obscures vision, applying visibility modifiers for smoke to relevant
tests. It lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas at the
gamemasters discretion).
Thermal Smoke: These are the same as smoke grenades, except that the smoke contains hot particles
that obscure thermographic vision; apply the visibility modifiers for thermal smoke.

Tear Gas Grenade, x10


Avail: 4 + (4R) / Cost: [20 + (20)] x 10, (400)

S-ar putea să vă placă și