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MAGNUM

NAME: Magnum
PLAYER: Frankie
METATYPE: Troll (Minotaur) AGE: 23
SEX: Male HEIGHT: 8' 9" WEIGHT: 33 Stone
HAIR: Black EYES: Silver and Blue SKIN: Dart Tan,
Blue/grey overtone
STREET CRED: 0 NOTORIETY: 0 PUBLIC 0
AWARENESS:
COMPOSURE: 9 JUDGE 6 MEMORY: 9
INTENTIONS:
LIFT/CARRY: 23 LIFT/CARRY 195 kg / 130 kg PRIMARY ARM: Right
WEIGHT:
MOVEMENT: 30/120 (1m/hit) SWIM: 7.5 (2.5m/hit)
NUYEN: -3,505¥ KARMA: 29 CAREER KARMA: 0

PHYSICAL ATTRIBUTES MENTAL ATTRIBUTES SPECIAL ATTRIBUTES INITIATIVE


BODY: 10 CHARISMA: 2 EDGE: 1 INITIATIVE: 8 +1D6

AGILITY: 1 (6) INTUITION: 4 CURRENT EDGE POINTS:

REACTION: 4 LOGIC: 2 ESSENCE: 0.33 RIGGER INITIATIVE: 8


+1D6

STRENGTH: 5 (13) WILLPOWER: 5 (7) MATRIX AR: 8 +1D6


MATRIX COLD: 4 + DP
CURRENT FORM: +3D6
MATRIX HOT: 4 + DP
+4D6

PHYSICAL LIMIT: 14 MENTAL LIMIT: 5 SOCIAL LIMIT: 4 ASTRAL LIMIT: 5


Cyberfins (Feet) [-1] (Only for making Attention Coprocessor [+1] (Only for Ballistic Mask [+1] (Only for Intimidation,
repairs, typing, dancing etc., Must be Perception) Must be visible.)
engaged) Audio Enhancement [+1] (Only for Securetech PPP: Vitals Kit [-1] (Must be
Cyberfins (Feet) [-1] (Only for making Perception (Hearing)) visible)
repairs, typing, dancing etc., Must be Audio Enhancement [+2] (Only for Voice Warper [+1] (Only for Intimidation)
engaged) Perception (Hearing))
Digigrade Legs [+1] (Only for Stealth Medkit [+4] (Only for First Aid and
group) Medicine)
Digigrade Legs [+1] (Only for Stealth Medkit [+6] (Only for First Aid and
group) Medicine)
Hydraulic Jacks [+1] (Only for Gymnastics Orientation System [+2] (Only for
(Jumping) and Running (Sprinting)) Navigation)
Hydraulic Jacks [+3] (Only for Gymnastics Spatial Recognizer [+2] (Only for
(Jumping) and Running (Sprinting)) Perception to find the source of a sound)
Raptor Foot [-1] (Only when attacking with Vision Enhancement [+4] (Only for
the legs) Perception (Visual))
Raptor Foot [-1] (Only when attacking with
the legs)
Skimmers [-2] (Only when in use)
Skimmers [-2] (Only when in use)
Thermal Damping [+3] (Only for Sneaking
against Thermographic Vision or thermal
sensors.)

ACTIVE SKILLS ACTIVE SKILLS KNOWLEDGE SKILLS


SKILL RTG POOL SKILL RTG POOL SKILL RTG POOL
Archery AGI 6 12 Etiquette CHA -2 2 2 English INT Native
(Bow +2) (Street +2) Area Knowledge: Seattle INT 3 7
Intimidation CHA 6 8 Palming AGI 2 8 Security Procedures LOG 3 5
(Physical +2) Sneaking AGI 2 8 Bars and Clubs INT 2 6
Perception INT 6 10 Cybertechnology LOG 1 3
(Scent +2) Forensics LOG 2 4
Escape Artist AGI 1 7 Runner Hangouts INT 2 6
Unarmed Combat AGI +1 6 13
(Cyber Implants +2) First Aid LOG 1 3
Gymnastics AGI 3 9 * Athletics 3
Running STR 3 16 * Stealth 2
Swimming STR +1 3 17
Disguise INT 2 6
Electronic Warfare LOG 2 4
QUALITY PHYSICAL DAMAGE
Biocompatability (Cyberware) CF 54 STUN DAMAGE TRACK
TRACK
Cyber-Singularity Seeker CF 54
Distinctive Style SR5 80
DISTINCTIVE STYLE -1 -1
BONUS: 5 KARMA
A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality
that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: -2 -2
tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars,
gang or prison signs, flashy custom augmentations, or non-metahuman modifications like a tail. Note that what’s -3 -3
distinctive in one culture or location may not be in another.
Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to
identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice -4 Down
pool modifier for relevant tests. If an NPC makes a Memory Test (p. 152) to determine how much they recall
about the character, reduce the Difficulty Threshold by 1, to a minimum of 1. Natural Recovery Pool (1
This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. -5
hour): 17
This quality is incompatible with Blandness.
-6
Goring Horns RF 115
GORING HORNS
COST: 5 KARMA Down OVR OVR
A single horn or horns express on the character’s head.
If the character already had horns, these grow even bigger or more pronounced. The horns can be anything from OVR OVR OVR
ram horns to deer-like antlers to devil horns or even jagged crests of bone around the skull. Unlike most metatype
horns, the character may use these in combat with the Exotic Melee Weapon (Horns) skill.
Goring Horns have the following stats: DV (STR + 2)P, OVR OVR OVR
Reach —, AP –1.
Poor Self Control (Combat Monster) RF 158 OVR OVR Dead
Superhuman Psychosis CF 59
SUPERHUMAN PSYCHOSIS Natural Recovery Pool (1
(BONUS: 2 KARMA) day): 20
When you can run faster than a car, punch through concrete, throw fireballs with your mind, and shrug off assault
cannon rounds, you might start feeling that you’re more human than human. And if you’re more human than
human, what are they? Does a person that steps on ants feel bad? If not, then why should you feel anything
toward these lesser beings of the old human race? So slow, so weak, so dim.
Characters with superhuman strengths, such as those granted by augmentations, or Awakened powers, can start
to feel detached from the human race. They start seeing everyone else kind of like cattle. Like playing a game on
the easy mode, the challenges of life seem dim and uninteresting. Characters suffering from Superhuman
Psychosis seek out others like them, to belong but also to test themselves, to see how far they can go, how far
they can push themselves.
Superhuman Psychosis causes a few effects. The character has absolutely no moral qualms about killing people,
seeing it as his right. They won’t go out of their way to kill people, but also won’t hesitate to kill anyone,
even going up to mass murder—they just don’t value the lives of lesser beings.
In addition, the character’s general lack of concern for others (and their bullets) makes them pretty formidable in
combat. This quality grants an automatic +1 die bonus in melee combat. The character is also less perturbed
about puny mortals flinging lead at him, and so suffers only half the penalty from incoming Suppressive Fire.
This is balanced by the fact that they have difficulty disguising their contempt for others, leading to a –2 penalty
on all Etiquette and Leadership tests.
When facing opponents equivalent to Professional Rating 5 or above, however, the character gets interested. This
is a true test of their skills, and they won’t want to back down. The character must make a Composure (3) Test to
withdraw from a fight with such opponents,
regardless of the situation. If they fail the test, they must continue the combat.
Characters with Superhuman Psychosis cannot take any Code of Honor quality, as there is nobody they won’t kill.
Thermographic Vision SR5 66
Suppressed by Cybereyes Basic System
Tough and Targeted CF 60
TOUGH AND TARGETED
(BONUS: 10 KARMA)
The character is well-known as one of the biggest badasses on the streets. However, one way to make a name for
yourself on the streets is to be known as the guy who killed the top dog. At least once a month or so, the
character is randomly attacked by an up-andcoming rival looking to make a name for himself.
The Professional Rating of the guy who comes looking for him is equal to the character’s Street Cred. Should the
character with this quality be defeated by his rival,
assuming he lives (the rival will be satisfied so long at the character goes into overflow damage; death is not
necessary), then this quality is removed without Karma expenditure, but the character’s Street Cred resets to 0
and he gains 1 point of Notoriety. Nobody likes a loser,
chummer.
RESISTANCE POOL RESISTANCE - SPELLS POOL
Radiation 17 Direct, Mana 7
Judge Intentions 9 Combat Spells Direct, Physical 10
Indirect, Defense 8
RESISTANCE - DAMAGE TYPE STUN PHYSICAL
Detection Spells 9
Damage 44 44
Decrease Attribute - Body 17
Fire 50 50
Decrease Attribute - Agility 13
Cold 44 44
Decrease Attribute - Reaction 11
Electricity 46 46
Decrease Attribute - Strength 20
Acid 44 44 Health Spells
Decrease Attribute - Charisma 9
Falling 44 44
Decrease Attribute - Intuition 11
Fatigue 17
Decrease Attribute - Logic 9
Sonic 7
Decrease Attribute - Willpower 14
RESISTANCE - TOXINS AND CONTACT INGESTION INHALATION INJECTION Mana 9
PATHOGENS Illusion Spells
Physical 6
Toxin 20 17 Immune 17 Mental 9
Pathogen 20 17 Immune 17 Manipulation Spells
Physical 23
RESISTANCE - ADDICTION NOT ADDICTED YET ALREADY ADDICTED
Physiological 17 17
Psychological 9 9

IMPLANT ESSENCE GRADE


Cybereyes Basic System 5 0.66 Used SR5 453
Camera (2050), Flare Compensation, Image Link, Image Link, Image Link, Low-Light Vision, Smartlink, Thermographic Vision, Vision Enhancement 4, Vision Magnification;
Datajack 0.11 Used SR5 452
Universal Connector Cord (Meter)
Liminal Body, Centaur (AGI 5, STR 13, Physical 14) 2.70 Standard CF 87
Centaur Front Leg (AGI 8, STR 13, Physical 14) with Armor 2, Attention Coprocessor, Bulk Modification (Full Arm/Full Leg) 4, Customized Agility 5, Customized Strength 10,
Digigrade Legs, Enhanced Agility 3, Enhanced Strength 3, Raptor Foot, Skimmers; Centaur Front Leg (AGI 8, STR 13, Physical 14) with Armor 2, Bulk Modification (Full Arm/Full
Leg) 4, Customized Agility 5, Customized Strength 10, Digigrade Legs, Enhanced Agility 3, Enhanced Strength 3, Orientation System, Raptor Foot, Skimmers, Smuggling
Compartment; Centaur Rear Leg (AGI 3, STR 13, Physical 14) with Armor 2, Bulk Modification (Full Arm/Full Leg) 4, Customized Strength 10, Cyberfins (Feet), Digigrade Legs,
Enhanced Strength 3, Hydraulic Jacks 1, Skimmers, Water Jet; Centaur Rear Leg (AGI 3, STR 13, Physical 14) with Sensor Array 5 with Cyberware Scanner, Geiger Counter,
Laser Microphone 5 ×5 with Audio Enhancement 1 ×2, Select Sound Filter 2; Nanoscanner, Olfactory Scanner, Omni-directional Microphone 5 with Audio Enhancement 2, Select
Sound Filter 1, Spatial Recognizer; Radar Sensor 1, Radio Signal Scanner; with Armor 2, Bulk Modification (Full Arm/Full Leg) 4, Customized Strength 10, Cyberfins (Feet),
Digigrade Legs, Enhanced Strength 3, Hydraulic Jacks 3, Skimmers;
Obvious Full Arm (AGI 8, STR 13, Physical 14) (Left) 1.10 Used SR5 456
Armor 2, Bulk Modification (Full Arm/Full Leg) 3, Customized Agility 5, Customized Strength 10, Cyberfinger (Fingerlight), Enhanced Agility 3, Enhanced Strength 3, Shock Hand,
Spurs;
Obvious Full Arm (AGI 8, STR 13, Physical 14) (Right) 1.10 Used SR5 456
Armor 2, Bulk Modification (Full Arm/Full Leg) 3, Customized Agility 5, Customized Strength 10, Cyberfinger (Injector) with Laés ×3; , Enhanced Agility 3, Enhanced Strength 3,
Shock Hand, Spurs;
ARMOR VALUE EQUIPPED
Ares FlaShield +6 ** RG 72
Grenade: Flash-Pak
ARES FLASHIELD
I was excited when I saw the Ares FlaShield hit the market. It’s a standard riot shield with the added bonus of a flashpak built onto the front. Defense and offense in one
intimidating package!
> Not exactly a necessity, but it’s good to be aware of these pieces when you’re looking at the sec-team stomping in to break up your latest frag up. Just keep an eye out for
the ocular device, usually located in the middle of the shield,
that sets off the flashing. Identifying it is the first step to stopping it or avoiding it.
> DangerSensei > Every time I stop in to see Sparks, a ganger pal of mine with the T esla Armageddon, I get a chuckle at these things leaned all over the place. And gang
scuffles are quite the sight as those guys turn it into a strobe rave and zap everything in sight.
Armor Jacket 12 ** SR5 437
Chemical Protection 3; Electrochromic Clothing; Fire Resistance 3; Grey Mana Integration 3; Thermal Damping 3;
Armor jacket: The most popular armor solution on the streets comes in all styles imaginable. It offers good protection without catching too much attention. But don’t think of
wearing one to a dinner party.
Ballistic Mask +2 ** RG 74
BALLISTIC MASK
By far my best seller, especially the basic model. They come in a variety of custom moldings and paint jobs to get almost any look imaginable, but matte black classic sells the
best. They have limits when they’re basic models to keep them functional, but once electronic vision systems are added, the possibilities are endless.
Ballistic masks can take vision enhancements as well as any modification a helmet can take.
Custom jobs are, naturally, more expensive.
Forearm Guards +1 ** RG 73
Concealed Pocket
FOREARM GUARDS
Simple and rarely stylish, forearm guards are dermaplast (or, rarely, metallic) bracers fitted to a wearer.
Their use is simple—use them to block melee attacks,
especially blades, turning blows away without actually cutting into you.
> Despite what you see in old trideo footage, don’t try to block bullets with these. It ends badly.
> Butch > Personal experience or after-surgery reports from the clinic?
> Sounder > Yes.
> Butch > The basic models are sparkly, but keep in mind that they have some room for modification. Pop-out blades,
holdout guns, or, a personal favorite, a place to keep your commlink.
> /dev/grrl > You mean cyberdeck.
> Bull > No, I mean commlink. I keep my ‘deck in my new bag.
See? <PIC_LINK> > /dev/grrl > A pink cyberdeck holster with unicorns and sparkles? Kill me now.
> Bull
Full Face Mask 0 ** RG 79
Chemical Protection 1; Nonconductivity 2;
Gas Mask; Voice Warper Rating 6;
FULL FACE MASK
The shallow-dive little brother of the breathing helmet,
this piece of gear offers accessory plugs for communication systems, voice microphones, or other add-ons in addition to the dual hoses for air from a tank. Though unwieldy,
the full face mask also doubles as protection against gas attacks.
Securetech PPP: Vitals Kit +1 ** RG 70
SECURETECH PPP
Not a suit in itself, this innovative little AAS, or Armor Augmentation System, is hot for those who like to be able to add a little extra protection to almost anything.
Arm, Leg, and Vitals kits are each sold separately, and they augment the protective measures already in place on those areas. The pieces are designed to be taken on and off
quickly and worn over existing clothing.
> These pieces are great for a little added protection that can be pulled from a duffel or even a backpack. Runners can avoid drawing attention to their excess of armor, then
when trouble comes, pull a few added pieces from the bag and get into the scrape.
> Frosty > I prefer keeping a few kits tucked into a vent before the real action starts. I’ve actually left more of these things behind than used. I consider it a point of my
success to know there are 64 sets of this tucked into bathroom and storage closet vents around the world.
> Ma’fan
Total of equipped single highest armor and accessories 34
Other Armor
Form-Fitting Body Armor 8 RG 65
Concealability; Custom Fit; Fire Resistance 6;
FORM-FITTING BODY ARMOR
While armored clothing is effective enough, and armored vests are fairly well hidden, it takes truly advanced craftsmanship to produce form-fitting body armor. Each suit is
tailor-made to its wearer, leaving neither gaps nor folds while still allowing the body to breathe. The basic piece of armor is a shirt, covering the body from collarbone to groin,
protecting the vital organs, while the full suit adds protection for the limbs. In either case, the hands, feet, and head are left exposed, as covering them gives away the fact
that armor is being worn.
Form-fitting body armor can be worn under armor,
but doing so won’t change your protection much. The primary benefit of FFBA is its highly concealable.
> I had a really nice set of this stored from my last female turn, but I have to get it adjusted. You wouldn’t think a few millimeters of fur would make a difference, but it does.
> Plan 9 > So you’re back to male again?
> Turbo Bunny > Yep. Still adjusting to all the itchiness from the hair.
> Plan 9 > And the chorus of voices in your head?

WEAPON POOL ACCURACY DAMAGE AP MODE RC AMMO [LOADED]


Grenade: Flash-Pak 5 14 Special - 6 1 SR5 435
RANGE S M L E
Standard Grenade 0-26 27-52 53-78 79-130
Krime Trollbow (Rating 12) 12 4 (5) 14P -3 6 1 SL 24
RANGE S M L E
Bows 0-13 14-130 131-390 391-780
Melee Hardening; Personalized Grip;
Krime Trollbow Horns 12 4 14P -5 6 - SL 24
RANGE S M L E
Bows 0-13 14-130 131-390 391-780
WEAPON POOL ACCURACY DAMAGE AP REACH
Goring Horns 0 14 15P -1 1 RF 115
Raptor Foot 13 15 15P -3 1 CF 88
Shock Hand 15 14 9S(e) -5 1 SR5 458
Spurs 15 14 16P -2 1 SR5 458
Unarmed Attack 13 14 13S - 1 SR5 132

NAME RTG QTY NAME RTG QTY NAME RTG QTY


Accelerator - 5 LCD 205 Climbing Gear - 1 SR5 448 Medkit 6 1 SR5 450
Advanced Medkit 3 3 BB 17 Cram - 5 SR5 411 Micro-Transceiver - 2 SR5 441
Arrow: Arrowlink (500m) (Bows) - 1 KC 52 Diving Gear - 1 SR5 448 Myomeric Rope (10m) - 3 SR5 449
Arrow: Hammerhead (Bows) 12 20 RG 24 Gas Mask; Reinforced Stealth Rope (100m) - 1 TCT 185
Arrow: Incendiary Head (Bows) 12 20 RG 24 Fake SIN (Lucas Hubbard) 4 1 SR5 442 Respirator 6 1 SR5 449
Arrow: Monotip Head (Bows) 12 20 HT 187 Gas Mask - 1 SR5 449 Slap Patch, Stim Patch 6 3 SR5 451
Arrow: Stick-n-Shock w/Static 12 10 RG 24 Jazz - 5 SR5 411 Slap Patch, Tranq Patch 6 6 SR5 451
Shaft (Bows) Kamikaze - 5 SR5 412

CONTACT LOCATION ARCHETYPE CONNECTION LOYALTY


Siobhann Latenda Seattle Underground Street Doc 5 3
Metatype: Ork
Sex: Male
Age: Middle-Aged
Preferred Cash (Credstick)
Payment
Method:
Hobbies/Vice: Social Habit (Cigars)
Personal Life: Divorced
Type: Networking

Notes
Note to the GM. - Player goal. The Goal of this character is less for me and more for the group. I want to showcase some of the cyberware and some things the team may
want to know about in the long run. Second goal, I plan on this being a short term play character so you dont have to figure out how to"deal" with a character like this in
the long run. In a long run character quite like this.

Concept
A max-armored, max-movement troll built to excell, if not dominate at CQC. All else is secondary.

Description
Chromed Troll

Background
Seattle Underground born and bred, being a troll meant that Magnum was never going to have an easy life. It also meant that among his greatest fiscal opportunities in life was the
world of blood sport, from back alley brawls for petty change, pit fighting in casinos, or true blood sports for unscrupulous organizations like the yakuza. Spending a great deal of his
teenage and young adult years as a fighting dog, viewed by all except his peers like an object, Magnum developed an intense love for the people of the Underground and a violent
disregard for nearly everyone else. As he continued to succeed in fighting for money, whether in a cage, a ring, or a pit, Magnum fed his winnings into making himself a better fighter,
allowing him to take on higher stakes matches, and earn greater winnings. After several years of empathic degradation brought on by his extreme body modification, Magnum began to
lose his connections with his previous friends, just in time for his pit bosses to tell him he was no longer able to be placed in fights where the odds weren't grotesquely in his favor.
Misanthropic and completely jobless, Bercilak McGilchrist saw an asset waiting to be claimed, and informed Magnum of another career path that could take advantage of his extreme
modifications. Exactly what Bercilak has in mind for Magnum that’s unknown but it was a place to go but now he’s on the law’s side, who knows what that means for the shadows.

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