Shadowrun

I have a character.

Mio (they)

  • Human
  • Magician
  • Bad Luck
  • Phobia (Bugs)
Money: ¥800
Karma: 4
Essence: 6

PHYSICAL DAMAGE

STUN DAMAGE

INITIATIVE PASSES

EEEEEEDGE

ATTRIBUTES

Agility Body React Strength
3 3 3 2
  • Locksmith +1
  • Weapons
    • Pistols +1
  • Automatics
  • Escape Artist
  • Forgery
  • Gymnastics
  • Infiltration
  • Palming
  • Unarmed Combat
  • Diving
  • Parachuting
  • Dodge +2
  • Piloting
  • Climbing
  • Running
  • Swimming
Charisma Intuit Logic Will Magic
4 4 4 4 4
  • Con +2
  • Etiquette +2
  • Leadership +2
  • Negotiation +2
  • Instruction
  • Intimidation
  • Assensing +3
  • Perception +4
    • Visual +2
  • Shadowing +2
  • Interests Knowledge
  • Street Knowledge
  • Artisan
  • Disguise
  • Language
  • Navigation
  • Tracking
  • Chemistry +3
  • Data Search +3
  • Academic Knowledge
    • Magic Theory +4
  • Professional Knowledge
  • Mechanic
  • Arcana
  • Armorer
  • Demolitions
  • Electronics
  • Enchanting
  • First Aid
  • Hardware
  • Medicine
  • Astral Combat
  • Survival
  • Banishing +3
  • Binding +3
  • Counterspell +3
  • Ritual Spell +3
  • Spellcasting +3
  • Summoning +3

SPELLS

Ignite
Physical | Line of Sight | Permanent | Force/2
The spellcaster must achieve enough net hits to beat a threshold equal to the target’s Object Resistance (p. 183). Once the target ignites, it burns normally until it is consumed or extinguished. Against living targets, treat Ignite as an Opposed Test pitting Spellcasting + Magic vs. Body (+ Counterspelling). If successful, Ignite wraps a living target in heat and flames once it has been made permanent, causing (Force) boxes of Fire damage (p. 164) on the first Combat Turn, and increasing by one box of damage each additional turn. Resolve the damage at the end of each Combat Turn by making a Damage Resistance Test using the victim’s Body + half Impact armor. Ammo or explosives carried by a victim may go off. The gamemaster should reduce the Force of the fire accordingly for extinguishing efforts.
Improved Invisibility
Physical | Line of Sight | Sustained | (Force/2) + 1
This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Anyone who might perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain unnoticed if she wins a Shadowing or Infiltration Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Target Hidden modifier (p. 150) if the attacker is unable to see or otherwise sense the subject of the spell. Invisibility affects the minds of viewers. Improved invisibility creates an actual warping of light around the subject that affects techno logical sensors as well
Influence
Mental | Line of Sight | Permanent | (Force/2) + 1
This spell implants a single suggestion in the victim’s mind, like a pow erful post-hypnotic command. The subject will carry out this sugges tion as if it were her own idea and it will then fade. If confronted with the wrongness of the suggestion, the subject can make a Willpower Test to overcome it as described under Mental Manipulations, p. 210. The caster can also withdraw the suggestion at any time.
Mind Probe
Mental | Touch | Sustained | (Force/2) + 2
This spell allows the subject to telepathically probe the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell. If the caster gains one or more net hits, consult the Mind Probe Results table for the information gained. The subject may probe for one piece of information per Complex Action. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Willpower are at a –2 dice pool modifier per previous Spellcasting attempt
Net Hits Results
1–2 The subject can read the target’s surface thoughts only.
3–4 The subject can find out anything the target consciously knows and view the target's memories.
5+ The subject can probe the target’s subconscious, gaining infor mation the target may not even be consciously aware of, like psychological quirks, deep fears, or hidden memories.

Stun Bolt
Mental | Line of Sight | Sustained | (Force/2) - 2
This spell allows the subject to telepathically probe the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell. If the caster gains one or more net hits, consult the Mind Probe Results table for the information gained. The subject may probe for one piece of information per Complex Action. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Willpower are at a –2 dice pool modifier per previous Spellcasting attempt

ACTIVE SKILLS

  • Initiative (Astral): 7 (8)

KNOWLEDGE SKILLS

  • Local Area Knowledge: 4
  • Underworld Politics: 4

LANGUAGE SKILLS

  • English: N (Cityspeak +2)
  • Japanese: 3
  • French: 3
  • Latin: 2

GEAR & LIFESTYLE

25,000¥
  • Radio Signal Scanner (Rating 3);
  • 20 Security Tags;
  • Micro Directional Microphone;
  • 3 Micro Microphones;
  • Lockpick Set;
  • 4 Micro Cameras;
  • Autopicker (Rating 3);
  • Lined Coat;
  • Magical Lodge Materials (Force 3);
  • Mage Sight Goggles;
  • Maglock Passkey (Rating 4);
  • Fake Press License (Rating 4);
  • Fake SIN (Rating 3);
  • Low Lifestyle (2 Months)

MATRIX GEAR

  • Sony Emperor Commlink [w/Renraku Ichi OS]
  • Programs [Analyse 3, Browse 3, Command 1, Edit 3]
  • Glasses [Rating 4, w/Image Link, Low-Light, Flare Compensation, and Thermographic Vision]
  • Earbuds [Rating 3, w/Audio Enhancement (Rating 2) and Select Sound Filter (Rating 1)]
  • AR Gloves

WEAPONS

  • Colt Manhunter [w/Concealable Holster and 10 clips of Regular Ammo]

CONTACTS

  • Bartender (Connection 2/Loyalty 1)
  • Fixer (Connection 3/Loyalty 1)
  • Blogger (Connection 2/Loyalty 1)
  • Talismonger (Connection 2/Loyalty 2)

NOTES

From Denver