Post by Xenomarch on Oct 9, 2006 12:17:35 GMT -5
Member Name: Crimson D
Edition : 3rd
Name: Charles Beams
Street Name: Shade
Race: Human
Sex: Male
Age: 26
Class: Full Mage
STATS
Body: 4
Quickness: 6
Strength: 3
Charisma: 4
Intelligence: 6
Willpower: 6
Essence: 6.0
Magic: 8
Reaction: 6
Initiative: 1d6
Good Karma: 13
T.K.E 94
POOLS
Kama: 9 Used: 5
Combat: 9
Spell: 6
Astral Combat: 8
Astral Pool: 1
SKILLS
Aura Reading: 6
Sorcery: 5 (+1Wlflet)
-Spellcasting: 7 (+1wlflt)
Conjuring: 5
-Summoning: 7
Etiquette 5 +1
Negociation: 6 (+1Wlflet)
Computer: 2
Car: 3
Leadership: 1 (wlflt)
Edged Weapons: 2
-Katana: 4
Biotech: 1
Athletics/Swimming 0/1
Ninjutsu: 1 (Zoning)
KNOWLEDGE SKILLS
Seattle Lo-cals 5
-Mage Hangouts 7
Magic Background 1
Magic Theory 6
Spell I.D. 6
Spell Design 6
Magic Resource's 3
-Matrix 5
Music Background 2
Paracritters 6
-HMHVV infected 8
Security procedures 2
Tailslinging 2
Wilderness Survival 1
LANGUAGES
English 3 R/W 1
Sperethiel 3 R/W 1
Arcana 3 R/W 1
SPELLS
Stabilize F4 Type • M Target • 4 + mins Dur • P Drain • +1(M)
Heal F5 Type • M Target • 10 - Essence Dur • p Drain (wound level)
Imp Invis F5 Type • P Target • 4 Dur • S Drain • +1(M)
Stealth F4 Type • P Target • 4 Dur • S Drain • +1(M)
Ice Sheet F5 Type • P Target • 4 Dur • I Drain • +1 (S)
Lightning Bolt F4 Type • P Target • 4 Dur • I Drain • +1 (Damage Level +1)
Fireball F3 Type • P Target • 4 Dur • I Drain • +1 (Damage Level +2)
Compel Truth F3 Type • M Target • W Dur • S Drain • +1(M)
-Threshold half targets willpower.
Shape Earth F1 Type • P Target • 4 Duration • S Drain • +2(M)
Magic Fingers F1 Type: P • Target: 6 • Duration: S • Drain: +2(M)
--Use the caster's successes for Strength or Quickness if necessary. Use of skills receives +2.
Levitate F2 Type: P • Target: 4 • Duration: S • Drain: +2(M)
-The target number of the Sorcery Test is increased by +1 for
every full 100 kilograms of mass of the object. Objects flung into
other things are considered to hit with a Damage Code of
(Movement Rate ÷ 10)M Stun.
Animate F1 Type: P • Target: OR • Duration: S • Drain: +1 (M)
-Use the caster's successes for Strength or Quickness if necessary
Spiritbolt F4 Type: M • Target: F • Duration: I • Drain: -1 (Damage Level)
Catalog F1 Type: P • Target: 6 • Duration: S • Drain: +1(M)
An area-sense spell, Catalog allows the subject to compile a
comprehensive, itemized list of all the non-living items within the
area of the spell. If the Sorcery Test is successful, the subject can
write or dictate a list of the quantity of all items in range of the
sense in a manner similar to automatic writing.
Ninjutsu
Advantages: Instead of choosing a Ninjutsu maneuver, a character with this skill can choose to use a single previously learned Ninjutsu maneuver when using one of the following: the Clubs skill, Cyber-Implant Weaponry skill, Edged Weapons skill, Pole Arms/Staffs skill or Whips skill (each melee weapon skill counts as a separate maneuver).
Disadvantages: To take this skill, a character must either have sworn an oath of loyalty to a ninja clan or learned the art from a renegade. To represent this, the character must either take a 2-point Day Job Flaw (p. 26, SRComp) that pays no nuyen to represent time spent working for the ninja clan or a 2-point Hunted Flaw (p. 30, SRComp) to represent a betrayal of the clan. Neither of these Flaws actually provide the character with any extra points, but do count as one of the five Flaws a character may take during character creation.
Maneuvers: Blind Fighting, Close Combat, Disorient, Evasion, Ground Fighting, Herding, Kick Attack, Sweep, Zoning
Maneuvers
Zoning
The zoning maneuver allows you to move to a position where your target is more vulnerable. If successful, you do no damage with this attack, but receive the bonus for superior position (-1) the next time you engage that opponent, whether on attack or defense.
Zoning may be used with the full defense option.
SPIRITS pg 266 SR3
Jack Daniels: Air: 2 services
Southern Comfort: Water: 3 services
Yagermister: Earth: 4 services
EDGES
Focused Concentration (2 pts) Only +1 TN when sustaining spells, sustain a number of spells = Int. + 1
Photographic Memory (3 pts) "I don't forget a thing."
Friendly Face (1 pt) -1 TN to Social test involving intergrating into new groups, places, jobs, cities and contact hunting.
Speed Reading (10 karma) A character with Speed Reading can tear through a full page of written text (about 800 words) in about 5 seconds.
FLAWS
Bio-Rjection (-2 pts ) No cyberware/bioware. Replacements must be cloned.
Simseanse Veritgo (-2 pts) Using Simseanse gives +1 TN and -1 Int.
Vindictive (-2 pts) "Insult me, I'll threaten you. Hurt me and your a dead man."
Hunted (2pts (0)) Death Shroud learned Ninjutsu from a renegade who was caught and forced to give the names of his students. Luckily Shroud hid his ID well and they have no real clue who their looking for.
METAMAGIC
Channeling
Using channeling requires an Exclusive Complex Action. The initiate must have a spirit that owes him services present in astral space and have it come into contact with his aura. The initiate makes a Conjuring Test with a target number equal to the spirits Force x 2, minus the initiate's Grade. If successful, the magician channels the spirit for 10 minutes times the number of successes on the Conjuring Test. If the test fails, nothing happens. On a roll of all Is, the spirit immediately goes free, either departing to the metaplanes or becoming a free spirit.
The initiate's Physical attributes are increased by an amount equal to the spirit's Force, and the initiate can use any of the spirit's powers as if he were the spirit, at the spirit's Force rating. Using the spirit's powers does not cost any additional services. The only spirit powers not available to the initiate are Engulf and Materialization. If the initiate channels a great form spirit he gains Immunity (Normal Weapons) at the spirit's Force in addition to its other powers. The initiate also gains the spirit's vulnerabilities. The channeled spirit may not be attacked in astral combat, nor may another magician contest control of it. It may be banished, but the channeling magician adds his Charisma dice to the spirit's Force Tests against banishing.
Unlike Possession the initiate remains in full control of his body while channeling. It is the mind of the spirit that is suppressed. The initiate can also use all of his normal abilities. The initiate must remain embodied to maintain the channeling; if the initiate astrally projects the channeling ends immediately, with the usual effects. Damage affects only the initiate: if he is rendered unconscious the channeling ends immediately.
Once the time of the channeling is up, or the initiate voluntarily chooses to end it, the spirit departs back to the meta-planes, its service to the initiate concluded (regardless of how many services the initiate had left when he channeled it). The initiate must immediately resist Drain of (Spirit's Force)D Stun with Charisma. If the spirit's Force exceeds the initiate's Magic rating, the Drain is Physical damage.
NOTE: Channeling is rare, especially among mages.
Masking
Initiates using this ability can change their aura to that of a mundane, or at least a non-initiate. Masking can also hide a character’s dual nature so that they look magical but not astrally present. Masking can also hide emotions (hatred, love, jealousy and so forth) that are reflected within an aura so that another mage cannot assense the emotional state of the masking magician. Other initiates may penetrate this disguise. Initiates may also penetrate the masking of creatures able to hide their true auras, such as certain free spirits.
Masking may be used by dual-natured characters to make their astral forms appear as mere auras. In this way, an astrally perceiving, dual-natured character who is masking himself will not appear to be astrally perceiving at all, except to those who can pierce the masking.
If the character makes a deliberate attempt to mask his aura, roll a number of dice equal to twice the character’s grade against a target number equal to his
Magic. Every 2 successes counter 1 success a viewer may generate to penetrate the mask. If, for example, the masking initiate rolls 4 successes, a viewing initiate must roll at least 3 successes to penetrate the mask. Deliberate masking is an Exclusive Simple Action, which means an initiate cannot perform any other magical activities while maintaining it. An initiate can drop deliberate masking at
any time as a Free Action.
The masking described above covers the initiate and a number of Force Points of foci and/or sustained or quickened spells on the initiate’s person equal to his grade.To hide additional foci and spells, the character must make a deliberate masking attempt. The target number equals the total Force in foci and spells. If the test is successful, the character’s foci and spells are masked along with his aura, and the successes from the test offset a viewer’s ability to penetrate the mask.
VEHICLES
Vehicle Name: Jackrabbit
Model: Meth.
Type:Car
Handling: 3/8
Speed: 90
Max speed:
Acceleration: 6
Body: 3
Armor: 0
Signature: 4
Seating: 2 bucket
Fuel: Meth
Economy:
Cost: 16,300Y
CONTACTS
Taz Rainstim: Lvl1
Taz is a mage runner now retired. He runs a small shop in Tacoma. He can get anything magical and knows alot about the hermtic style of magic. He and Shade go back, but biz is biz.
Don "Safe Cracker" Talli: Lvl1
Don is a decker who quickly gained a rep. A little too quickly. Shade pulled Don's butt oudda the fire so to speak, a bar bet gone bad. Don in turn has promised his services to shade when need be. That is when he isn't laying low.
LIFESTYLE
Low 1 month prepaid. (1 grand)
WEAPONS
Monoedge Katana Conceal:3 Reach: 1 Damage: (STR+4)S Gold, silver and jade. 3 telsma.
Repeater Crossbow Conceal:2 Range: Medium Crossbow Damage: 6M
-Access Mnt: Conceal: -1 Ext. Smartlink with Range Finder Conceal: -2
-Collapsible.
AMMO
Clip 1 (5 rounds) Barbed Bolts: Plus one extra box of damage when removed.
Clip 1 (5 rounds) Ex-Explosive Bolts: +2 weapon power.
Clip 1 (5 rounds) Incendiary Bolts: Burns for 5 combat turns. Does 5L damage at end of round.
Bolts: 36 Barbed Bolts
GEAR
Sunglass's: Low light + Image link
Mostly fingerless black leather VR gloves
Secure Long Coat: Conceal: 10 B4 I2 Weight 2
Full Form Fitting Body Armor: Conceal 12 B4 I1
handset cellphone
L. Flashlight
P. Flashlight
Knife
Fake I.D. rating 2
-P.I. Mage
Swiss Army Knife
Duffel Bag
Conjuring Library lvl 3 (on chip)
Simrig
Comm Link: Rating 4, encryption 3
Comm Link: Rating 1
1x Frag Grenades
3x Tranq Patch R5
4x Tranq Patch R6
1x Stim Patch R3
Spiritbolt Force 6 Formula
Medkit R6
Respirator - A full face model, provides several hours of air.
Pressure Regulator - A pressure regulator allows the wearer to use the respirator underwater. Against damaging gasses, respirators reduce the Power of the attack by 2, and reduce the Damage Level by one.
CYBER TERMINAL
Sony Abacus
MPCP 3
Bod 5
Sensor 4
Active Mem 200
Storage Mem 300
I/O speed 100
Radio Link 3
Radio Link Utility 3 (9 MP)
Browse 3 (9 MP)
Radio Link
Access Modifier: +2
Trace Modifier: -2
I/O Speed: 200
Base Bandwidth: 2 x radio's rating
NUYEN(¥)
100 Script
138 credstick
1000 credstick (hidden in boot)
62,215 On-line shadow bank account
0 Legal Stick (Gold) Mage, Drivers license, Spell permits, Spirit Permits (1 for each element, F3), P.I., Hunting (Paracritters), Weapon Permits, Ammo Permits.
REVENGE LIST
Rice ((Death))
Four-Eye's ((Dispell quickened spells.))
Bishop ((Melted coat to skin.))
HISTORY
Born to a elven mother and human father he grew up in a multilingual home. He learned English from his farther and mother, but his mother taught him sperethiel from a early age. She would sing to him in it and they would talk to one another in it. This of course often made his father feel left out. So son taught farther. Life was good growing up.
He dreamed of being a decker one day. Slicing ice and getting the big paydata. His dream to run the net was shattered when on his 9th birthday his parents got him a trodenet. He quickly learned that simseanse made him ill for hours on end. His parents couldn't believe it. In a near panic they took him to a doctor. To all their delight the dcotor found out he was a full mage. A rare thing it seemed. As a young man his dreams easily changed. Now his dream was that of a powerful magi. Burning all who stood before him.
He now spent his time behind the computer reading up on magic. Learning was slow and painful since he couldn't "be there" to see and feel the data. He kept up with his studies. Another surprise would soon visit him. Months after his 11th birthday his magic woke up violently. A ork boy at his school was picking on him. One of his friends it was all good ribbing. Something his friend said hit a nerve. Charles didn't understand the new feeling that overcame him as the ork boy slipped and fell on the ground, cracking his head open. Everyone in the hall for that manner went slipping and sliding all over the place. Charles had cast his first spell, ice sheet.
His parents pull him from public school and sent him to a school for mages. There he would learn the true extent of his powers. As years stretched on his powers made him a little touchy. Jokes became grounds for threats and accidents became justification for frying them in place. He also discovered years of reading and listening to lectures gave him a infallible memory. He put it to good use relearning all the basics his studied as a child. His luck was about to change once more, only this time not for the better.
Charles parents died in a plane crash, the lawyers took almost everything since his parents had not planned very well for their deaths. He wound up with next to nothing. With just enough to finish school Charles graduated at the age of 18. A chance encounter with a decker who made the mistake of winning a bet against trolls in a bad neighborhood would change his final course of action. As repayment for bailing his ass oudda trouble Safe Cracker removed all of Charles legal data forever erasing him from the system.
Charles soon found himself at the bottom rung of life. His young age made him something of a idealist. He joined a small of wetwork specialists. ((IE assassins)) Charles didn't need over whelming power to impress his new friends. He found unique ways to use his existing powers instead. Charles vindictive nature made it easy for him to kill. He did so with no remorse, pause or regret. This group didn't take "jobs" they killed those they considered corrupt. Killing them and stealing their money. Six months after joining the group they dubbed him "Death Shroud" for his cold methodical killing ability. They even gave him a custom made sword. Shroud became quite good with his sword. Untold hundreds of men, women and children would die by it's cold blade. Five years of this life and Shroud had, had enough. He parked somewhere at settale docks. Throwing his sword into the harbor he vowed never to kill another living being again.
Now 23 Shroud left his group. He had S.C. change his false data yet again and took a new street name. One that reflected his ghostly manner of stalking prey and as a reminder of the misdeeds of his past. Shade was born. He has spent two years as a private investigator. Working for people who can't sneak around. Shade doesn't take runs he takes cases. Cases don't always pay the bills. It was time to take drastic measures.
Shade couldn't know that one run in particular would bring his dark past a calling... and would reunite him with a old "friend."
Shade reunited with his old tools of the trade. It wasn't the return of Death Shroud as a few had hoped. Now Shade must train to return to his old level skill. He now worked as slayer of the undead and other nasty para-parasites. There was one more item, he did not look forward to collecting it.
Shade rather then seeking the inner mysteries of magic sought new spells. He learned healing since no one on the team was a medic. He also learned others frowned on his method of intergeneration and turned to mind bending magic.
Months later and after the slaying of a vampire wielding cyberware Shade and Shroud both agree it's time to go their own ways. Shade uses the one peace of blood magic he knows to cross the gate and Shroud moves on to the kingdom of the Fae. Left with questions Shade must return to find the answers to his questions but first he will experience the fallout of having the skills of a killer unleashed into his own mind.
Edition : 3rd
Name: Charles Beams
Street Name: Shade
Race: Human
Sex: Male
Age: 26
Class: Full Mage
STATS
Body: 4
Quickness: 6
Strength: 3
Charisma: 4
Intelligence: 6
Willpower: 6
Essence: 6.0
Magic: 8
Reaction: 6
Initiative: 1d6
Good Karma: 13
T.K.E 94
POOLS
Kama: 9 Used: 5
Combat: 9
Spell: 6
Astral Combat: 8
Astral Pool: 1
SKILLS
Aura Reading: 6
Sorcery: 5 (+1Wlflet)
-Spellcasting: 7 (+1wlflt)
Conjuring: 5
-Summoning: 7
Etiquette 5 +1
Negociation: 6 (+1Wlflet)
Computer: 2
Car: 3
Leadership: 1 (wlflt)
Edged Weapons: 2
-Katana: 4
Biotech: 1
Athletics/Swimming 0/1
Ninjutsu: 1 (Zoning)
KNOWLEDGE SKILLS
Seattle Lo-cals 5
-Mage Hangouts 7
Magic Background 1
Magic Theory 6
Spell I.D. 6
Spell Design 6
Magic Resource's 3
-Matrix 5
Music Background 2
Paracritters 6
-HMHVV infected 8
Security procedures 2
Tailslinging 2
Wilderness Survival 1
LANGUAGES
English 3 R/W 1
Sperethiel 3 R/W 1
Arcana 3 R/W 1
SPELLS
Stabilize F4 Type • M Target • 4 + mins Dur • P Drain • +1(M)
Heal F5 Type • M Target • 10 - Essence Dur • p Drain (wound level)
Imp Invis F5 Type • P Target • 4 Dur • S Drain • +1(M)
Stealth F4 Type • P Target • 4 Dur • S Drain • +1(M)
Ice Sheet F5 Type • P Target • 4 Dur • I Drain • +1 (S)
Lightning Bolt F4 Type • P Target • 4 Dur • I Drain • +1 (Damage Level +1)
Fireball F3 Type • P Target • 4 Dur • I Drain • +1 (Damage Level +2)
Compel Truth F3 Type • M Target • W Dur • S Drain • +1(M)
-Threshold half targets willpower.
Shape Earth F1 Type • P Target • 4 Duration • S Drain • +2(M)
Magic Fingers F1 Type: P • Target: 6 • Duration: S • Drain: +2(M)
--Use the caster's successes for Strength or Quickness if necessary. Use of skills receives +2.
Levitate F2 Type: P • Target: 4 • Duration: S • Drain: +2(M)
-The target number of the Sorcery Test is increased by +1 for
every full 100 kilograms of mass of the object. Objects flung into
other things are considered to hit with a Damage Code of
(Movement Rate ÷ 10)M Stun.
Animate F1 Type: P • Target: OR • Duration: S • Drain: +1 (M)
-Use the caster's successes for Strength or Quickness if necessary
Spiritbolt F4 Type: M • Target: F • Duration: I • Drain: -1 (Damage Level)
Catalog F1 Type: P • Target: 6 • Duration: S • Drain: +1(M)
An area-sense spell, Catalog allows the subject to compile a
comprehensive, itemized list of all the non-living items within the
area of the spell. If the Sorcery Test is successful, the subject can
write or dictate a list of the quantity of all items in range of the
sense in a manner similar to automatic writing.
Ninjutsu
Advantages: Instead of choosing a Ninjutsu maneuver, a character with this skill can choose to use a single previously learned Ninjutsu maneuver when using one of the following: the Clubs skill, Cyber-Implant Weaponry skill, Edged Weapons skill, Pole Arms/Staffs skill or Whips skill (each melee weapon skill counts as a separate maneuver).
Disadvantages: To take this skill, a character must either have sworn an oath of loyalty to a ninja clan or learned the art from a renegade. To represent this, the character must either take a 2-point Day Job Flaw (p. 26, SRComp) that pays no nuyen to represent time spent working for the ninja clan or a 2-point Hunted Flaw (p. 30, SRComp) to represent a betrayal of the clan. Neither of these Flaws actually provide the character with any extra points, but do count as one of the five Flaws a character may take during character creation.
Maneuvers: Blind Fighting, Close Combat, Disorient, Evasion, Ground Fighting, Herding, Kick Attack, Sweep, Zoning
Maneuvers
Zoning
The zoning maneuver allows you to move to a position where your target is more vulnerable. If successful, you do no damage with this attack, but receive the bonus for superior position (-1) the next time you engage that opponent, whether on attack or defense.
Zoning may be used with the full defense option.
SPIRITS pg 266 SR3
Jack Daniels: Air: 2 services
Southern Comfort: Water: 3 services
Yagermister: Earth: 4 services
EDGES
Focused Concentration (2 pts) Only +1 TN when sustaining spells, sustain a number of spells = Int. + 1
Photographic Memory (3 pts) "I don't forget a thing."
Friendly Face (1 pt) -1 TN to Social test involving intergrating into new groups, places, jobs, cities and contact hunting.
Speed Reading (10 karma) A character with Speed Reading can tear through a full page of written text (about 800 words) in about 5 seconds.
FLAWS
Bio-Rjection (-2 pts ) No cyberware/bioware. Replacements must be cloned.
Simseanse Veritgo (-2 pts) Using Simseanse gives +1 TN and -1 Int.
Vindictive (-2 pts) "Insult me, I'll threaten you. Hurt me and your a dead man."
Hunted (2pts (0)) Death Shroud learned Ninjutsu from a renegade who was caught and forced to give the names of his students. Luckily Shroud hid his ID well and they have no real clue who their looking for.
METAMAGIC
Channeling
Using channeling requires an Exclusive Complex Action. The initiate must have a spirit that owes him services present in astral space and have it come into contact with his aura. The initiate makes a Conjuring Test with a target number equal to the spirits Force x 2, minus the initiate's Grade. If successful, the magician channels the spirit for 10 minutes times the number of successes on the Conjuring Test. If the test fails, nothing happens. On a roll of all Is, the spirit immediately goes free, either departing to the metaplanes or becoming a free spirit.
The initiate's Physical attributes are increased by an amount equal to the spirit's Force, and the initiate can use any of the spirit's powers as if he were the spirit, at the spirit's Force rating. Using the spirit's powers does not cost any additional services. The only spirit powers not available to the initiate are Engulf and Materialization. If the initiate channels a great form spirit he gains Immunity (Normal Weapons) at the spirit's Force in addition to its other powers. The initiate also gains the spirit's vulnerabilities. The channeled spirit may not be attacked in astral combat, nor may another magician contest control of it. It may be banished, but the channeling magician adds his Charisma dice to the spirit's Force Tests against banishing.
Unlike Possession the initiate remains in full control of his body while channeling. It is the mind of the spirit that is suppressed. The initiate can also use all of his normal abilities. The initiate must remain embodied to maintain the channeling; if the initiate astrally projects the channeling ends immediately, with the usual effects. Damage affects only the initiate: if he is rendered unconscious the channeling ends immediately.
Once the time of the channeling is up, or the initiate voluntarily chooses to end it, the spirit departs back to the meta-planes, its service to the initiate concluded (regardless of how many services the initiate had left when he channeled it). The initiate must immediately resist Drain of (Spirit's Force)D Stun with Charisma. If the spirit's Force exceeds the initiate's Magic rating, the Drain is Physical damage.
NOTE: Channeling is rare, especially among mages.
Masking
Initiates using this ability can change their aura to that of a mundane, or at least a non-initiate. Masking can also hide a character’s dual nature so that they look magical but not astrally present. Masking can also hide emotions (hatred, love, jealousy and so forth) that are reflected within an aura so that another mage cannot assense the emotional state of the masking magician. Other initiates may penetrate this disguise. Initiates may also penetrate the masking of creatures able to hide their true auras, such as certain free spirits.
Masking may be used by dual-natured characters to make their astral forms appear as mere auras. In this way, an astrally perceiving, dual-natured character who is masking himself will not appear to be astrally perceiving at all, except to those who can pierce the masking.
If the character makes a deliberate attempt to mask his aura, roll a number of dice equal to twice the character’s grade against a target number equal to his
Magic. Every 2 successes counter 1 success a viewer may generate to penetrate the mask. If, for example, the masking initiate rolls 4 successes, a viewing initiate must roll at least 3 successes to penetrate the mask. Deliberate masking is an Exclusive Simple Action, which means an initiate cannot perform any other magical activities while maintaining it. An initiate can drop deliberate masking at
any time as a Free Action.
The masking described above covers the initiate and a number of Force Points of foci and/or sustained or quickened spells on the initiate’s person equal to his grade.To hide additional foci and spells, the character must make a deliberate masking attempt. The target number equals the total Force in foci and spells. If the test is successful, the character’s foci and spells are masked along with his aura, and the successes from the test offset a viewer’s ability to penetrate the mask.
VEHICLES
Vehicle Name: Jackrabbit
Model: Meth.
Type:Car
Handling: 3/8
Speed: 90
Max speed:
Acceleration: 6
Body: 3
Armor: 0
Signature: 4
Seating: 2 bucket
Fuel: Meth
Economy:
Cost: 16,300Y
CONTACTS
Taz Rainstim: Lvl1
Taz is a mage runner now retired. He runs a small shop in Tacoma. He can get anything magical and knows alot about the hermtic style of magic. He and Shade go back, but biz is biz.
Don "Safe Cracker" Talli: Lvl1
Don is a decker who quickly gained a rep. A little too quickly. Shade pulled Don's butt oudda the fire so to speak, a bar bet gone bad. Don in turn has promised his services to shade when need be. That is when he isn't laying low.
LIFESTYLE
Low 1 month prepaid. (1 grand)
WEAPONS
Monoedge Katana Conceal:3 Reach: 1 Damage: (STR+4)S Gold, silver and jade. 3 telsma.
Repeater Crossbow Conceal:2 Range: Medium Crossbow Damage: 6M
-Access Mnt: Conceal: -1 Ext. Smartlink with Range Finder Conceal: -2
-Collapsible.
AMMO
Clip 1 (5 rounds) Barbed Bolts: Plus one extra box of damage when removed.
Clip 1 (5 rounds) Ex-Explosive Bolts: +2 weapon power.
Clip 1 (5 rounds) Incendiary Bolts: Burns for 5 combat turns. Does 5L damage at end of round.
Bolts: 36 Barbed Bolts
GEAR
Sunglass's: Low light + Image link
Mostly fingerless black leather VR gloves
Secure Long Coat: Conceal: 10 B4 I2 Weight 2
Full Form Fitting Body Armor: Conceal 12 B4 I1
handset cellphone
L. Flashlight
P. Flashlight
Knife
Fake I.D. rating 2
-P.I. Mage
Swiss Army Knife
Duffel Bag
Conjuring Library lvl 3 (on chip)
Simrig
Comm Link: Rating 4, encryption 3
Comm Link: Rating 1
1x Frag Grenades
3x Tranq Patch R5
4x Tranq Patch R6
1x Stim Patch R3
Spiritbolt Force 6 Formula
Medkit R6
Respirator - A full face model, provides several hours of air.
Pressure Regulator - A pressure regulator allows the wearer to use the respirator underwater. Against damaging gasses, respirators reduce the Power of the attack by 2, and reduce the Damage Level by one.
CYBER TERMINAL
Sony Abacus
MPCP 3
Bod 5
Sensor 4
Active Mem 200
Storage Mem 300
I/O speed 100
Radio Link 3
Radio Link Utility 3 (9 MP)
Browse 3 (9 MP)
Radio Link
Access Modifier: +2
Trace Modifier: -2
I/O Speed: 200
Base Bandwidth: 2 x radio's rating
NUYEN(¥)
100 Script
138 credstick
1000 credstick (hidden in boot)
62,215 On-line shadow bank account
0 Legal Stick (Gold) Mage, Drivers license, Spell permits, Spirit Permits (1 for each element, F3), P.I., Hunting (Paracritters), Weapon Permits, Ammo Permits.
REVENGE LIST
Rice ((Death))
Four-Eye's ((Dispell quickened spells.))
Bishop ((Melted coat to skin.))
HISTORY
Born to a elven mother and human father he grew up in a multilingual home. He learned English from his farther and mother, but his mother taught him sperethiel from a early age. She would sing to him in it and they would talk to one another in it. This of course often made his father feel left out. So son taught farther. Life was good growing up.
He dreamed of being a decker one day. Slicing ice and getting the big paydata. His dream to run the net was shattered when on his 9th birthday his parents got him a trodenet. He quickly learned that simseanse made him ill for hours on end. His parents couldn't believe it. In a near panic they took him to a doctor. To all their delight the dcotor found out he was a full mage. A rare thing it seemed. As a young man his dreams easily changed. Now his dream was that of a powerful magi. Burning all who stood before him.
He now spent his time behind the computer reading up on magic. Learning was slow and painful since he couldn't "be there" to see and feel the data. He kept up with his studies. Another surprise would soon visit him. Months after his 11th birthday his magic woke up violently. A ork boy at his school was picking on him. One of his friends it was all good ribbing. Something his friend said hit a nerve. Charles didn't understand the new feeling that overcame him as the ork boy slipped and fell on the ground, cracking his head open. Everyone in the hall for that manner went slipping and sliding all over the place. Charles had cast his first spell, ice sheet.
His parents pull him from public school and sent him to a school for mages. There he would learn the true extent of his powers. As years stretched on his powers made him a little touchy. Jokes became grounds for threats and accidents became justification for frying them in place. He also discovered years of reading and listening to lectures gave him a infallible memory. He put it to good use relearning all the basics his studied as a child. His luck was about to change once more, only this time not for the better.
Charles parents died in a plane crash, the lawyers took almost everything since his parents had not planned very well for their deaths. He wound up with next to nothing. With just enough to finish school Charles graduated at the age of 18. A chance encounter with a decker who made the mistake of winning a bet against trolls in a bad neighborhood would change his final course of action. As repayment for bailing his ass oudda trouble Safe Cracker removed all of Charles legal data forever erasing him from the system.
Charles soon found himself at the bottom rung of life. His young age made him something of a idealist. He joined a small of wetwork specialists. ((IE assassins)) Charles didn't need over whelming power to impress his new friends. He found unique ways to use his existing powers instead. Charles vindictive nature made it easy for him to kill. He did so with no remorse, pause or regret. This group didn't take "jobs" they killed those they considered corrupt. Killing them and stealing their money. Six months after joining the group they dubbed him "Death Shroud" for his cold methodical killing ability. They even gave him a custom made sword. Shroud became quite good with his sword. Untold hundreds of men, women and children would die by it's cold blade. Five years of this life and Shroud had, had enough. He parked somewhere at settale docks. Throwing his sword into the harbor he vowed never to kill another living being again.
Now 23 Shroud left his group. He had S.C. change his false data yet again and took a new street name. One that reflected his ghostly manner of stalking prey and as a reminder of the misdeeds of his past. Shade was born. He has spent two years as a private investigator. Working for people who can't sneak around. Shade doesn't take runs he takes cases. Cases don't always pay the bills. It was time to take drastic measures.
Shade couldn't know that one run in particular would bring his dark past a calling... and would reunite him with a old "friend."
Shade reunited with his old tools of the trade. It wasn't the return of Death Shroud as a few had hoped. Now Shade must train to return to his old level skill. He now worked as slayer of the undead and other nasty para-parasites. There was one more item, he did not look forward to collecting it.
Shade rather then seeking the inner mysteries of magic sought new spells. He learned healing since no one on the team was a medic. He also learned others frowned on his method of intergeneration and turned to mind bending magic.
Months later and after the slaying of a vampire wielding cyberware Shade and Shroud both agree it's time to go their own ways. Shade uses the one peace of blood magic he knows to cross the gate and Shroud moves on to the kingdom of the Fae. Left with questions Shade must return to find the answers to his questions but first he will experience the fallout of having the skills of a killer unleashed into his own mind.