Contrarian
Name: Mina Talutah as "Contrarian"
Player: Bleu
Metatype: DwarfAge: 27
Gender: FemaleHeight: 4'1''Weight: 99lb
Hair: Brown, with copper highlightsEyes: HazelSkin: Warm Olive
Street Cred: 7Notoriety: -1Public Awareness: 0
Composure: 10Judge Intentions: 10Memory: 7
Lift/Carry: 15Lift/Carry Weight: 120 kg / 80 kg Primary Arm: Left
Movement: 10/20; 1m / hitSwim: 6.5; 1m / hit
Nuyen: 30,064¥Karma: 6Career Karma: 72
Personal DataShow: YesPage Break: No
PortraitShow: YesPage Break: No
Physical AttributesMental AttributesSpecial AttributesInitiative

Body: 7

Charisma: 5

Edge: 2

Initiative: 7 + 1d6

Agility: 5

Intuition: 5

Current Edge Points: 2

Astral Initiative: 10 + 3d6

Reaction: 2

Logic: 2

Essence: 5.14

Rigger Initiative: 7 + 1d6

Strength: 8

Willpower: 5

Magic: 5

Matrix AR: 7 + 1d6
Matrix Cold: 7 + 3d6
Matrix Hot: 7 + 4d6

AttributesShow: YesPage Break: No
Physical Limit: 9Mental Limit: 5Social Limit: 7Astral Limit: 7
Autopicker
Ballistic Shield
Audio Enhancement
Spatial Recognizer
Vision Enhancement
Mortimer of London: Argentum Coat
Mortimer of London: Berwick Suit
Voice Warper
LimitsShow: YesPage Break: No
Active Skills
SkillRtgPool
Assensing INT

(Aura Reading +2)

611
Blades AGI +3

(Knives +2)

614
Etiquette CHA +2613
Perception INT611
Pilot Ground Craft REA68
Sneaking AGI +2613
Spellcasting MAG +3

(Manipulation +2)

614
Active Skills
SkillRtgPool
Summoning MAG +3

(Spirits of Air +2)

614
Arcana LOG35
Astral Combat WIL38
Banishing MAG +3311
Counterspelling MAG +3311
Ritual Spellcasting MAG +3311
Knowledge Skills
SkillRtgPool
English INTNative
Lakota INTNative
Magical Threats INT49
Metaplanes INT49
Parabotany INT49
Parazoology INT49
Business INT

(Finance +2)

38
Magic Traditions INT

(Shamanic +2)

38
Magical Theory (Street) INT

(Shamanic +2)

38
Politics INT

(Native American Nations +2)

38
Security Procedures INT

(Executive Protection +2)

38
Shadow Community INT

(Government Assets +2)

38
Spirits INT

(Wild Spirits +2)

38
Syndicates INT27
Corporation: Monobe INT16
French INT16
Matrix INT16
Myths INT16
Radical Groups INT16
SkillsShow: YesPage Break: No
Quality
BilingualSR5 72

Biocompatibility (Cyberware): BladesCF 54

Chain Breaker: Task Spirit, Guidance SpiritFA 33
CHAIN BREAKER
[SHAMAN]
10 KARMA
(ASPECTED MAGE: 5 KARMA)
Minimum Requirements: See description A character with this quality refuses to bind spirits and takes umbrage with any magician who does. A chain breaker is known to the astral world as an ally, which means that spirits are more willing to forgive them at first, but less forgiving if they develop a bad Astral Reputation. Characters with this quality double the amount of Spirit Index required to reach their first point of Astral Reputation, but require only 10 Spirit Index to gain subsequent points of Astral Reputation. As a reward for their devotion, a character with this quality may choose two additional spirit types to summon in addition to the spirit types allowed by their tradition. The character must forfeit the use of the Binding skill as an active skill, but they may still use any previously acquired ranks as a Knowledge skill. Additionally, the character must succeed in a Composure (2) test to avoid verbally or physically lashing out at any nearby mage currently binding a spirit, including teammates.
If the Astral Reputation of a chain breaker ever reaches 3 or higher, the character loses the ability to summon the extra two spirit types, and this quality is considered a negative quality until it is




Chosen FollowerFA 35
CHOSEN FOLLOWER
10 KARMA
Minimum Requirements: Mentor Spirit quality Characters with this quality have earned the right to receive magical instruction from their mentor spirits by showing ceaseless devotion to their ideals. The wisdom bestowed by a mentor spirit is granted instantaneously as a potent vision delivered via the shared connection between the character and their mentor. This instruction can only be received once every three months during an equinox or a solstice event, and each type of instruction can only be received once per year. A character with this quality may ask their mentor spirit to aid them in one of the following ways:
• Learn two spells or rituals.
• Improve a magical active skill from rank 1 to rank 3.
• Reduce the training time for improving a magical active skill, skill group, or specialization by fifty percent.
• Reduce the training time for improving their Magic attribute by fifty percent.
• Improve an Academic knowledge skill related to Magic from rank 1 to rank 4.
• Ignore glitches or reduce critical glitches during Step 5 (Craft the Focus, p. 307, SR5) when crafting a single focus.
• Ignore glitches or reduce critical glitches during Step 7 (Seal the Ritual, p. 296, SR5) when performing a single ritual.
• Reduce the threshold for the Arcana + Logic Extended Test to create an ally spirit formula to (Force x 3); see p. 201, Street Grimoire.




Code of Honor: Shaman's CodeSR5 79
* May only Bind spirits after agreeing to a fair exchange of services (see below)
* Must always treat spirits with respect.
* Must honor deals made with spirits.




First ImpressionSR5 74
FIRST IMPRESSION
COST: 11 KARMA
The First Impression quality enables a character to slide easily into new environments, situations, groups, and jobs. Whether infiltrating a gang, making contacts in a new city, or wrangling an invite to a private meet, the character gains a temporary +2 dice pool modifier for relevant Social Tests such as Negotiation and Con during the first meeting. This modifier does not apply to second and subsequent encounters




Focused ConcentrationSR5 74
FOCUSED CONCENTRATION
COST: 4 KARMA PER
RATING (MAX 6)
A technomancer or magic user with the Focused Concentration quality has the discipline to manipulate mana or Resonance more precisely than otherwise possible. This precision reduces stress to the magic user’s or technomancer’s body. She is able to sustain one spell/complex form with a force/level equal to her Focused Concentration rating without suffering any penalties. For example, a magic user with Focused Concentration rating 3 may sustain a Force 3 Armor spell without taking the negative dice pool modifier for sustaining a spell. Sustaining any additional spells or complex forms incurs the standard –2 dice pool modifier per spell or complex form sustained. This quality may only be taken by magic user characters that are able to cast spells and technomancers.




Illusionist: PhysicalFA 37

Lack of FocusCF 58
When making any Extended Test with an interval greater than five minutes and shorter than one day, or if repeated simple tests are made within a period of time (such as Perception Tests during surveillance), the character must make a Composure (3) Test each interval after the first. The character’s Composure dice pool is cumulatively reduced by 1 for each of these tests, like any other Extended Test.
Failing the Composure Test indicates the character can no longer focus and must take a break for a minimum of 1 interval, plus any other consequences that result. After the break, the character’s Composure dice pool is refreshed, and the process starts over again.




Mentor Spirit: Spider (Alt)SR5 76
Iktomi, the old trickster, seems interested in her life. That's bound to end well.




Mystic AdeptSR5 69
MYSTIC ADEPTS
• Mystic adepts are a combination of magicians and adepts.
• Mystic adepts never astrally project.
• Mystic adepts can astrally perceive if they purchase the Astral Perception adept power.
• Mystic adepts purchase their spells/rituals/preparations in the same way as magicians.
• Mystic adepts must purchase their Power Points with Karma (5 Karma each at character creation for a full Power Point, with a maximum number of points equal to their Magic attribute rating).
• Mystic adepts can have any skills from the Enchanting, Sorcery, or Conjuring skill groups.




Perfect TimeRF 148
PERFECT TIME
COST: 5 KARMA
Who needs a watch when you’re around? The character with this quality always knows the time, down to the minute, and has a perfect sense of rhythm and timing. This perfect sense can only be obstructed through prolonged isolation, unconsciousness, or distortion of temporal perception through drugs, chips, or an extended period in the Matrix. This quality provides two game benefits: a +1 dice pool modifier for Performance Tests involving timing and rhythm, along with an additional Free Action during every Action Phase.




Poor Self Control (Thrill Seeker)RF 158
The character will always take the most dangerous and risky option in any situation if they don’t succeed at a Composure (2) Test. There is a slight payoff, as the adrenaline rush provides a +1 to their Initiative Score for 5 Combat Turns (meaning that is how long the bonus lasts, not that the character gets an additional bonus each turn).




Resistance to Pathogens/ToxinsSR5 77
RESISTANCE TO PATHOGENS/TOXINS
COST: 4 OR 8 KARMA
A character with Resistance to Pathogens/Toxins can fight off diseases and drugs more easily than other characters and receives a +1 dice pool modifier to Resistance Tests. This quality comes at two levels: at 4 Karma the character is resistant to either pathogens or toxins, not both. If the character purchases this quality at 8 Karma, she receives the +1 modifier for resisting both.




School of Hard KnocksRF 149
The streets were this character’s classroom. Thanks to all the time spent trying to stay one step ahead of the next guy, and knowing that knowledge is power on the streets, the character can buy Street Knowledge skills at a rate of 2 for 1 during character creation. After character creation, Street Knowledge skill ranks of 3 or higher receive a 1 Karma cost reduction for each rank.




SharpshooterRG 127

Shoot First, Don't AskBTB 161

Thermographic VisionSR5 66
QualitiesShow: YesPage Break: No
Physical Damage TrackStun Damage Track
  -1
  -2
  -3
  Down
OVR OVR OVR 
OVR OVR OVR 
OVR Dead 

Natural Recovery Pool (1 day): 14
  -1
  -2
  -3
 Down 

Natural Recovery Pool (1 hour): 12
Condition MonitorShow: YesPage Break: No
PowerRatingPoints (Total)
Astral Perception1 (1) SR5 309
ASTRAL PERCEPTION
Cost: 1 PP Activation: Simple Action This power allows you to bridge the gap between the physical and astral realms and see into the astral plane.
Since you’re dual-natured while you’re using astral perception, you can attack astral forms when you use this power.
Follow all the normal rules for astral perception (p. 3 12).




Combat Sense 40.5 (2.0) SR5 309
COMBAT SENSE
Cost: 0.5 PP per level Combat Sense provides an instinctive sense of any potential threats nearby. In defending against ranged and melee attacks, you get a +1 dice pool bonus to defense tests per level of this power. Adepts with this power are always allowed a Perception Test before a possible surprise situation, gaining the benefit of being alerted if the test is successful.




Critical Strike (Blades)0.5 (0.5) SR5 309
CRITICAL STRIKE
(SKILL)
Cost: 0.5 PP This power improves a specific melee skill: either Unarmed Combat, Clubs, Blades, Astral Combat, or a particular Exotic Melee weapon skill. The specific skill is chosen when you buy the power. Increase the DV of your attacks with the selected skill by 1. Critical Strike is compatible with weapons and other adept powers.
The power may be selected multiple times, each time for a different melee skill.




Improved Ability (skill) (Blades) 30.5 (1.5) SR5 309
IMPROVED ABILITY (SKILL)
Cost: 0.5 PP per level This power increases the Rating of a specific Combat, Physical, Social, Technical, or Vehicle skill per level of the power. You need to know the skill in order to buy this power for it, and you can’t buy it for skill groups. The maximum improvement possible is your current skill level x 1.5 (rounded up).
Adept PowersShow: YesPage Break: No
Martial Art
Arnis De ManoRG 128
ARNIS DE MANO
Arnis De Mano is a two-weapon fighting style that typically uses two rattan sticks, but it can also involve two daggers, or a stick and a dagger. It is less formal than the Fiore dei Liberi style, and often focuses on learning how to fight prone or using what’s available to your advantage. Arnis De Mano, Escrima, and Kali styles are from the same family of Philippine martial arts.
Available Techniques: Close-Quarter Defense Against Firearms, Multiple Opponent Combat, Opposing Force (Parry), Randori (Vitals), Two-Weapon-Style Attack, TwoWeapon-Style Defense

Two-Weapon Style AttackRG 141
TWO-WEAPON STYLE ATTACK
(CLUBS/BLADES ONLY)
Eskrima’s double baraw or double daga, Ryoto Jutto and modern fencing with sword and dagger are all examples of martial arts that train people how to fight with a weapon in each hand. Each weapon can only have a reach of 1 or 0. Two-weapon style combat treats both weapons as one. When attacking, use the lesser Reach of the two weapons, but add 1 to the Accuracy and Damage Value of the longer weapon. The character must be able and ready to use a weapon in each hand in order to perform this style of attack.




Fiore Dei LiberiRG 130
RiposteRG 125

Two-Weapon Style AttackRG 141

Pentjak-SilatRG 133
Jiao Di (Charge)RG 138

Wrestling (Professional Style)RG 134
Jiao Di (Charge)RG 138
Martial ArtsShow: YesPage Break: No
ResistancePool
Radiation12
Judge Intentions10
Resistance - SpellsPool
Combat SpellsDirect, Mana5
Direct, Physical7
Indirect, Defense11
Detection Spells7
Health SpellsDecrease Attribute - Body12
Decrease Attribute - Agility10
Decrease Attribute - Reaction7
Decrease Attribute - Strength13
Decrease Attribute - Charisma10
Decrease Attribute - Intuition10
Decrease Attribute - Logic7
Decrease Attribute - Willpower10
Illusion SpellsMana7
Physical7
Manipulation SpellsMental7
Physical15
Resistance - Damage TypeStunPhysical
Damage3232
Fire3838
Cold3838
Electricity3838
Acid3232
Falling3232
Fatigue12
Sonic5
Resistance - Toxins and PathogensContactIngestionInhalationInjection
ToxinImmune14Immune14
PathogenImmune14Immune14
Resistance - AddictionNot Addicted YetAlready Addicted
Physiological1212
Psychological77
ResistancesShow: YesPage Break: No
ImplantEssenceGrade
Datajack0.09StandardSR5 452
Universal Connector Cord Rating 1
Skilljack 60.11UsedSR5 452
Skilljack: This headware interprets knowsofts and lin- guasofts for your brain so you can use them as though they were your own. It can also run activesofts, but they only act as Knowledge Skills unless you have skillwires (p. 455). The total of all skills running on a skilljack can- not exceed its Rating x 2, and the maximum Rating for a skill is the skilljack’s Rating. Starting skills from storage and stopping skills is a Free Action. You can’t use Edge with skills you have through a skilljack. If you have more than one skilljack, only one of them can operate at a time.
Skillwires 60.66UsedSR5 455
Skillwires: Skillwires are a system of neuromuscular controllers that overlie the body’s natural nervous sys- tem; they are capable of aiding or completely overriding muscular movement, controlled by the “muscle mem- ory” played through a skilljack (p. 452). This system allows you to use activesofts with a rating up to your skillwire’s rating, but only if that activesoft is running on your implanted skilljack. Skillwires are incompatible with reflex recorder bioware.
Cyberware/BiowareShow: YesPage Break: No
ArmorValue
Equipped
Ballistic Shield+6SR5 438
Ballistic shield: This large opaque shield is used by SWAT teams and in urban combat. It features a clear plastic window and a built-in ladder frame along the in- side so that it can be used to climb over small obstacles.

Forearm Guards+1RG 73

Full Body Armor18SR5 437
Attachable Gear Access; Electrochromic Clothing; Full Body Armor: Chemical Seal; Full Body Armor: Helmet; YNT Softweave Armor;

Mortimer of London: Argentum Coat12/+4RG 58
Concealability; Custom Fit (Stack);

Mortimer of London: Berwick Suit 9RG 58
Concealability; Custom Fit;
Total of equipped single highest armor and accessories25


Other Armor
Ares Victory: Big Game Hunter14RG 64
Chemical Protection 6; Custom Fit; Electrochromic Clothing; Gear Access; Insulation 6; Liner - Fire Resistance (6); Nonconductivity 6; YNT Softweave Armor;
Holster

Ares Victory: Industrious 9RG 64
Concealed Pocket; Concealed Pocket; Electrochromic Clothing; Faraday Pocket; Faraday Pocket; Gear Access;
ARES VICTORY
NAME ARMOR RATING CAPACITY AVAIL COST
Industrious 9 6 6 1,100¥ Features: Increase Social Limit by 1 (when wearing clothing suited to a particular corporate environment), Gear Access Wireless Bonus: +1 dice pool bonus to Social Tests when worn within the appropriate corp.

Ballistic Mask+2RG 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.

Helmet+2SR5 438
Flashlight, Infrared; Gas Mask; Respirator Rating 6; Voice Warper Rating 6;

Securetech PPP: Arms Kit+1RG 70

Securetech PPP: Legs Kit+1RG 70

Securetech PPP: Vitals Kit+1RG 70
ArmorShow: YesPage Break: No
WeaponPoolAccuracyDamageAPModeRCAmmo[Loaded]
Ares Light Fire 7047 (10)6P-SA416(c) SR5 425
RangeSMLE
Light Pistols0-56-1516-3031-50
Concealed Quick-Draw Holster; Personalized Grip; Silencer, Ares Light Fire 70; Smartgun System, Internal;
Ares Light Fire 70: The Ares Light Fire 70 is one of the most common pistols on the market. A special barrel-mounted silencer developed exclusively for the Light Fire 70 is available that gives you an additional –1 dice pool modifier to the usual –4 (for a total of –5); this silencer costs 750¥.

Grapple Gun03 (5)7S-2SS41(ml) SR5 449
RangeSMLE
Light Crossbows0-67-2425-6061-120
Smartgun System, Internal
GRAPPLE GUN
This gun can shoot a grappling hook and attached rope, using Light Crossbow ranges. It comes equipped with an internal winch to pull back the grapple (or pull up small loads). Use the Exotic Ranged Weapon skill to shoot it. Micro rope can support a weight of up to 100 kilograms; standard and stealth ropes can support a weight of up to 400 kilograms.
Microwire: This micro rope is made of an extremely thin (nearly monofilament) and resilient fiber; a great length of it can be stored in a very small compartment, and it is very difficult to see. The downside is that it can only be grabbed with special protective rappelling gloves without slicing straight through the climber’s hands, inflicting 8P damage with an AP of –8.
Myomeric rope: Made of a special myomeric fiber, this rope’s movement can be controlled remotely (over a maximum length of thirty meters). For example, the controller can wind it like a snake to reach around an obstacle or tie to a ledge. The rope moves at a rate of two meters per Combat Turn.
Stealth rope & catalyst stick: When stealth rope is touched with the catalyst stick, the chemical reaction that is triggered crumbles the rope to dust within seconds, leaving almost no trace. The catalyst stick is reusable.

Grenade: Flash-Pak49Special-4Qty: 5SR5 435
RangeSMLE
Standard Grenade0-1617-3233-4849-80

Grenade: Fragmentation4918P(f) (-1/m)+54Qty: 5SR5 435
RangeSMLE
Standard Grenade0-1617-3233-4849-80

Grenade: Gas49Chemical (10m Radius)-4Qty: 5SR5 435
RangeSMLE
Standard Grenade0-1617-3233-4849-80

Grenade: High Explosive4916P (-2/m)-24Qty: 5SR5 435
RangeSMLE
Standard Grenade0-1617-3233-4849-80

Grenade: Paint49 (10m Radius)-4Qty: 10RG 102
RangeSMLE
Standard Grenade0-1617-3233-4849-80

Grenade: Paint49 (10m Radius)-4Qty: 10RG 102
RangeSMLE
Standard Grenade0-1617-3233-4849-80

Grenade: Thermal Smoke49 (10m Radius)-4Qty: 5SR5 435
RangeSMLE
Standard Grenade0-1617-3233-4849-80
Ranged WeaponsShow: YesPage Break: No
WeaponPoolAccuracyDamageAPReach
Ballistic Shield0410S-0SR5 438

Knife (Survival Kit)16510P-10SR5 422

Sapphire Knife175 (6)11P-30HT 179
Concealed Quick-Draw Holster; Personalized Grip;

Unarmed Attack498S-0SR5 132
Melee WeaponsShow: YesPage Break: No
NameRtgQty
(Counter)-Surveillance
Binoculars, Optical-1SR5 443
Vision Magnification;
Bug Promotional Pen21CA 140
Single Sensor rating 2 with Camera 2; Single Sensor rating 2 with Omni-directional Microphone 2;
Bug Scanner61SR5 440
Concealable Surveillance Gear21CA 140
Single Sensor rating 2 with Omni-directional Microphone 2;
Concealed as a hairpin.
Endoscope-1SR5 444
Jammer, Area61SR5 441
Jammer, Directional61SR5 441
Sensor Tags-2SR5 440
Single Sensor rating 2 with Camera 2;
Sensor Tags-1SR5 440
Single Sensor rating 2 with Olfactory Scanner;
Sensor Tags-2SR5 440
Single Sensor rating 2 with Omni-directional Microphone 2;
Sensor tags: A sensor RFID tag can be equipped with a single sensor (sold separately) of up to Rating 2 (Sensors, p. 445). It then records everything it can, to a maximum of 24 hours of time, at which point you can program it to either shut off or overwrite data older than 24 hours. Sensor tags are often used for diagnostic pur- poses in various devices, including cyberware.
Telescoping Mirror on a Stick-1RG 102
Ultrasonic Noise Generator41HT 187
White Noise Generator61SR5 441
Ammo - Lightfire
Spare Clip (Ares Light Fire 70)-1SR5 433
16x Ammo: Looper rating 6 (Light Pistols) ×16;
Spare Clip (Ares Light Fire 70)-1SR5 433
16x Ammo: Capsule Rounds (Light Pistols) ×16 with DMSO (Capsule), Laes (Capsule Round);
Audiovisual
Contacts31SR5 443
Flare Compensation, Polychromic Lens, Vision Magnification;
Glasses41SR5 443
Single Sensor rating 2 with Ultrasound; Vision Enhancement rating 3;
Headphones61SR5 445
Audio Enhancement rating 3, Select Sound Filter rating 1, Spatial Recognizer;
Breaking Into Stuff
Aqua Regia-1SG 211
Autopicker61SR5 447
Chisel-1SR5 447
Crowbar-1SR5 447
Enchanting Gloves-1HT 187
Grapple Gun-1SR5 449
Lockpick Set-1SR5 448
Miniwelder-1SR5 448
Carrying Around
Backpack (Cheap)-1RF 254
Hard-Shell Briefcase121RG 196
Reactive Myomer Pack-1HT 187
Chemicals
C-Squared65HT 187
Glue Solvent-1SR5 448
Glue Sprayer-1SR5 448
Paint Gun-1RF 254
Roll of Duct Tape-1RF 254
Universal Sealant-1CF 154
Comms
Fairlight Caliban-1SR5 438
Micro-Transceiver-1SR5 441
Prepaid Commlink (Cheap)-1RF 253
Sony Emperor-1SR5 438
Disguise Gear
Smart Wig-1HT 188
Synthskin Face Mask61HT 188
SYNTHSKIN FACE MASK
With the popular nanopaste disguise kit falling in popularity due to CFD concerns, the synthskin facemask has taken its market share. It is composed of a programmable electropolymer commonly used in the skin covering of synthetic cyberware and humanoid mimic drones. It produces a lifelike replica of an individual’s face. A person’s face can be duplicated if you have a scan from a biometric reader (with the dice bonus on the Disguise Test equal to the biometric reader’s Rating). A Software + Logic Test (with the dice bonus on the Disguise Test equal to the successes) can replicate a speciic individual’s face or create a completely unique appearance. In either case, the limit on the test is equal to the Rating of the mask. The mask is reusable in the sense that it can be worn multiple times, but once an appearance has been set in either fashion described above, it cannot be altered.
NameRtgQty
Disguise Gear
Tool Kit (Disguise)-1SR5 443
Drugs
Betameth-1CF 180
Bliss-1SR5 411
Cram-1SR5 411
Guts-1CF 181
Infiltrator-1CF 193
Jazz-1SR5 411
Kamikaze-1SR5 412
Neostigmine-1BB 19
Novacoke-1SR5 412
Ondansetron-1BB 19
Psyche-2SR5 412
Sober Time-1CF 183
Woad-1CF 184
Zen-1SR5 412
Zero-1CF 184
Electronics
Biometric Reader-1SR5 439
Data Tap-1SR5 440
Datachip-10SR5 440
Faceless - Specific Face (Pleasant-looking Sioux dwarf. Matches her fake SIN.)101KC 57
Ghost Box-1CA 141
Holo Bracelet31CA 141
Long Range Acoustic Device-1CA 142
Simrig-1SR5 439
Stealth Tags-10SR5 440
Trodes-1SR5 439
G'nades
Grenade: Flash-Pak-5SR5 435
Grenade: Fragmentation-5SR5 435
Grenade: Gas-5SR5 435
Neuro-Stun X;
Grenade: High Explosive-5SR5 435
Grenade: Paint-5RG 102
C-Squared rating 6;
Grenade: Paint-5RG 102
Ultra-Glide Industrial Lubricant (liter);
Grenade: Thermal Smoke-5SR5 435
ID
Certified Credstick, Gold-1SR5 442
Certified Credstick, Silver-1SR5 442
Certified Credstick, Standard-1SR5 442
Certified Credstick, Standard-1SR5 442
Fake SIN (Dante Deboys - SFC)61SR5 442
Fake License rating 6 (Magic License) ;
Magical Stuff
Aqua Fortis-1SG 211
Fetish (Lightning Bolt)-1SG 212
Fetish ([Element] Wall)-1SG 212
NameRtgQty
Magical Stuff
Fetish (Ball Lightning)-1SG 212
Magical Lodge Materials (Shamanic)51SR5 326
Mana-Sensitive Film Plate-4SG 214
Mortis Optigram-1SG 214
Power Focus, Individualized, Complete (Sioux)31SG 230
A woven hairband made out of an unknown silk, studded with polished ivory. Jeet-An-Kir delivered it to her from the Web, a far, far journey into the metaplanes. It marks a debt she still has to repay.
Quicksilver Camera-1SG 215
Reagents, per dram (Shamanic)-20SR5 317
Weapon Focus, Individualized, Complete (Sapphire Knife)11SG 230
An inky black knife carved entirely out of a tsuchigumo warrior's fang.
Medicine
Black Panther-1CA 143
Savior Medkit-1CF 154
Slap Patch, Antidote Patch63SR5 451
Slap Patch, Stim Patch62SR5 451
Slap Patch, Trauma Patch-1SR5 451
STATscan-1BB 22
Vasotech MD-3X Autoinjection Gun-1BB 22
3x Gamma-Scopolamine ×3, Narcoject, 2x Narcojet ×2, 3x Reaper ×3;
Miscellany
Bullhorn-1RF 254
Can of Spray Paint (Hot pink)-1RF 254
Can of Spray Paint (Matte black)-1RF 254
Can of Spray Paint (Hot red)-1RF 254
Chemsniffer Ring61CA 140
CHEMSNIFFER RING
This ring contains a microsensor capable of identifying a wide range of chemical substances. Tests on liquids for toxins or drugs are made with a dice pool equal to the Rating x 2 and have a threshold of 2. The ring can also act as an olfactory sensor for inhaled vector drugs and toxins with an effective range of 1 meter. Olfactory tests are made with a dice pool equal to the Rating and have a threshold of 2.
Lighter (Good)-1RF 254
Pack of Cigarettes-1RF 254
Bought as a novelty. She thinks commercial cigarettes taste horrible.
Restraints
Magecuff-1SG 215
Magemask-1SG 215
Restraint, Containment Manacles-1SR5 447
Restraint, Metal-1SR5 447
Restraint, Plasteel-1SR5 447
Restraint, Plastic-10SR5 447
Skillsofts
Activesoft (Etiquette)61SR5 442
Activesoft (Perception)61SR5 442
Activesoft (Pilot Ground Craft)61SR5 442
Activesoft (Sneaking)61SR5 442
Survival Gear
Climbing Gear-1SR5 448
Flashlight-1SR5 449
Flashlight, Infrared-1SR5 449
Gecko Tape Gloves-1SR5 449
Light Stick-5SR5 449
Rappelling Gloves-1SR5 449
Survival Kit-1SR5 449
Compass, Lighter, Lightweight Thermal Blanket, Matches, Several Days' Worth of Ration Bars, Water Purification Unit;
Toxins
Disposable Syringe-1SR5 450
Narcojet;
Disposable Syringe-1SR5 450
Gamma-Scopolamine;
Pacifier-1CF 193
GearShow: YesPage Break: No
DeviceCategoryQtyRatingAttackSleazeData Proc.Firewall
Sony EmperorCommlinks 20022SR5 438
Commlink Functionality with Camera, Micro, Chip Player, Credstick Reader, Earbuds 1, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display;
Prepaid Commlink (Cheap)Entertainment 10011RF 253
Commlink Functionality with Camera, Micro, Chip Player, Credstick Reader, Earbuds 1, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display;
Fairlight CalibanCommlinks 70077SR5 438
Commlink Functionality with Camera, Micro, Chip Player, Credstick Reader, Earbuds 1, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display; Diagnostics, Receiver;
Programs
Activesoft 6 (Etiquette); Activesoft 6 (Perception); Activesoft 6 (Pilot Ground Craft); Activesoft 6 (Sneaking); Diagnostics;
Devices/ProgramsShow: YesPage Break: No
VehicleHandlingAccelSpeedPilotBodyArmorSensorCMSeatsDevice
Harley-Davidson Scorpion (Chopper)4/32418921611SR5 462
GridLink Override; Metahuman Adjustment Rating 1; Morphing License Plate; Spoof Chips;
Sensor Array Rating 2
Vehicle/DroneShow: YesPage Break: No
VehicleHandlingAccelSpeedPilotBodyArmorSensorCMSeatsDevice
Horizon Noizquito (Microdrone)4233103703R5 128
Sensor Array Rating 3 with Camera 3, Geiger Counter, Laser Microphone 3, Olfactory Scanner, Omni-directional Microphone 3, Radio Signal Scanner, Ultrasound, Vision Magnification;
Vehicle/DroneShow: YesPage Break: No
VehicleHandlingAccelSpeedPilotBodyArmorSensorCMSeatsDevice
Sikorsky-Bell Microskimmer (Microdrone)3133003603SR5 465
Sensor Array Rating 3 with Atmosphere Sensor, Camera 3 with Vision Magnification; Cyberware Scanner, Laser Microphone 3, MAD Scanner, Motion Sensor, Nanoscanner, Olfactory Scanner, Omni-directional Microphone 3;
Vehicle/DroneShow: YesPage Break: No
LifestyleLevelCostDuration
A subletted condo on the University of Washington campus. Plus some additions.
(Central, Downtown, Seattle)
High8,120¥0  MonthsSR5 369
Grid Subscription (Global Grid); Grid Subscription (Local Grid); Grid Subscription (Public Grid); Drone Maids/Manservants; Cleaning Service (Mage Sensitive); Panic Room; Patron of the Arts (Private Club) (Dante's Inferno); Patron of the Arts (Private Club) (Club Penumbra); Vocal Tension Lie Detection; Thermal Mood Reading; Skillsoft Network, Basic;
LifestyleShow: YesPage Break: No
TraditionDrainCombat SpiritDetection SpiritHealth SpiritIllusion SpiritManipulation Spirit
Sioux MaterializationWIL + INT (10) Spirit of BeastsPlant SpiritSpirit of FireSpirit of AirGuardian SpiritSG 49
TraditionShow: YesPage Break: No
Initiate Grade: 2
Arts
ChannelingSG 148
CHANNELING
Channeling was first understood by traditions that conjure spirits with the ability to possess people and objects. Instead of exploring what can be summoned, these magicians explore the bond between spirit and conjurer. They learn to expand this bond and allow the spirit to share the magician’s body while on the physical plane. This metamagic can be learned by any tradition.
While the vodou traditions are most commonly associated with magicians being possessed by spirits (in this case loa), many other traditions explore this concept, including the shamans of Bali who bring hyangs (helpful spirits) into themselves to battle evil influences over people and places.
While MIT&T is the leading school for learning all things spiritual, many choose Loyola University for the atmosphere (Ghede is known to be a party spirit and gets introverts out of the dorm). Being able to share one’s body with a spirit’s mind is a challenging concept to embrace, as many have difficulty with the psychological therapy and discipline needed to prevent being overwhelmed by the spirit’s consciousness.

MaskingSG 149
MASKING
Masking is an art that changes one’s astral appearance to be non-magical (mundane) or to adjust one’s observed magical strength. For some this may be secondary to hiding bonded foci from other magicians. This art is not taught in any traditional school. More often an individual or a magical group wishes to learn to hide. Example magical orders include the Brothers of Darkness and the rumored Gates of Ishtar. Some clandestine corporate and government schools teach members to disguise themselves and their talents. Those who initiate into masking first learn the Masking metamagic.
Masking can be further extended to hide a magician’s quickened or anchored spells and alchemical preparations. Other masking techniques can hide works within wards or produce fake magical items that appear real.
Metamagics
ChannelingSG 148
CHANNELING
Channeling was first understood by traditions that conjure spirits with the ability to possess people and objects. Instead of exploring what can be summoned, these magicians explore the bond between spirit and conjurer. They learn to expand this bond and allow the spirit to share the magician’s body while on the physical plane. This metamagic can be learned by any tradition.
While the vodou traditions are most commonly associated with magicians being possessed by spirits (in this case loa), many other traditions explore this concept, including the shamans of Bali who bring hyangs (helpful spirits) into themselves to battle evil influences over people and places.
While MIT&T is the leading school for learning all things spiritual, many choose Loyola University for the atmosphere (Ghede is known to be a party spirit and gets introverts out of the dorm). Being able to share one’s body with a spirit’s mind is a challenging concept to embrace, as many have difficulty with the psychological therapy and discipline needed to prevent being overwhelmed by the spirit’s consciousness.

MaskingSR5 326
Masking: You learn to change the appearance of your aura (and astral form). You can make it look mun- dane, or make your Magic Rating look higher or low- er by up to your grade. When someone tries to read your masked aura, the Assensing Test becomes op- posed by your Magic + initiate grade—if they get any net hits, they see both your mask and your real aura. If you can use astral perception, you can even make your aura look like a different type (like a spirit or a focus—great for astral costume parties). You can also use this metamagic to mask the auras of as many of your bonded foci as your initiate grade.
InitiationShow: YesPage Break: No
SpellTypeRangeDamageDurationDrainDV

Combat Spells
Ball Lightning (Limited)PLine of Sight (Area) 0PInstantaneousF-3IndirectSR5 284

Lightning Bolt (Limited)PLine of Sight0PInstantaneousF-5IndirectSR5 284


Detection Spells
Analyze DevicePTouch-SustainedF-3ActiveSR5 285

Detect Life, ExtendedMTouch-SustainedF-1ActiveSR5 286

Mind ProbeMTouch-SustainedF+0ActiveSR5 287


Health Spells
HealMTouch-PermanentF-4EssenceSR5 288

Increase ReflexesPTouch-SustainedF+0EssenceSR5 288


Illusion Spells
False ImpressionMLine of Sight-SustainedF-4NoneSSP 20

Improved InvisibilityPLine of Sight-SustainedF-1RealisticSR5 291

Physical MaskPTouch-SustainedF-1RealisticSR5 291

Trid PhantasmPLine of Sight (Area) -SustainedF+0RealisticSR5 291


Manipulation Spells
[Element] Aura (Electric)PLine of Sight-SustainedF+1EnvironmentalSG 115

[Element] Wall (Electric) (Limited)PLine of Sight (Area) -SustainedF+0EnvironmentalSG 115

Gecko CrawlPTouch-SustainedF-3PhysicalSG 116

InfluenceMLine of Sight-PermanentF-1MentalSR5 293

LevitatePLine of Sight-SustainedF-2PhysicalSR5 293

Mana BarrierMLine of Sight (Area) -SustainedF-2EnvironmentalSR5 294

RewindMLine of Sight-PermanentF+0MentalCA 153
SpellsShow: YesPage Break: No
ContactLocationArchetypeConnectionLoyalty
Blaise FranklinCheyenneFixer63
Metatype: Elf
Gender: Male
Age: Middle-Aged
Preferred Payment Method: Information
Hobbies/Vice: Vehicles (Antique Cars)
Personal Life: Divorced
Type: Networking
Blaise is a senior intelligence officer at the Office of Military Intelligence in Cheyenne and Mina's old boss. Though he more or less facilitated her eviction to Seattle, she doesn't hold it against him - after all, he's feeding her a steady stream of paying jobs that don't involve filing an incident report afterwards.

Blaise is a Metis who moved to Cheyenne for work after graduating from Lakehead University. Though he's one of the oddball hermetics who opted to study at Lakehead instead of a more prosaic institution, he enjoyed the connection to his First Nations roots. He's quite the oddity at the OMI - half Anglo, and a hermetic to boot, but he's worked there a long time and he's a skilled magician, so he's managed to work his way up a few rungs on the ladder.




Charles Blue ArmCouncil IslandSIN Forger13
Metatype: Human
Gender: Male
Age: Unknown
Preferred Payment Method: Cash (Credstick)
Hobbies/Vice: Gambling (Horses)
Personal Life: None of Your Damn Business
Type: Shadow Services
Charles is a new acquaintance of Mina - one of the Sioux embassy members to Council Island, he's quite obviously a spy (like every other staff dignitary on the island). She's been furnished with his comm number and been told he has instructions to set her up with a temporary fake SIN while she gets established in Seattle.

Charles is a taller, middle-aged man of Lakota descent, with silvering grey hair kept in a buzzcut. His day job is as a supervisor for the visa administration for Sioux nationals travelling to and from Council Island, which gives him and his team just enough access to squeeze the occasional false credentials in through their GSINR connection. Mina doesn't intend to be super-specific about her job opportunities with him, but he's used to such trickery as an OMI asset, so he's also not going to ask too many questions as long as she keeps their relationship professional.




Edward ChaminskiProgrammer31
https://runnerhub.neosynth.net/index.php?n=Contacts.EdwardChaminski




Howard "Threads" ScarletCheyenne and ElsewhereCoyote (Air)52
Metatype: Dwarf
Gender: Male
Age: Middle-Aged
Preferred Payment Method: Cash (Credstick)
Hobbies/Vice: Social Habit (Cigarettes)
Personal Life: Single
Type: Shadow Services
Howie is Mina's black sheep uncle of the family - though they politely tell others he flies recon for Eagle Security, he's really a coyote for the Lakota Mafia. An old and reliable hand, they let him keep flying the tobacco and firearms that originally made the Whiteclays their money, saving the hard stuff for the newer, greedier hands. He's always been close with Mina - two misfits, right?





Jeet-An-KirMetaplane of Man/SeattleTalismonger23
Metatype: Spirit of Man
Gender: Identifies as male.
Age: Older than he looks
Preferred Payment Method: Wealth!
Hobbies/Vice: TRADING!
Personal Life: DEALS
Type: Money!
Jeet-An-Kir, genius of TRADE, is a recently invested free spirit of man from Thalarion, City of a Thousand Wonders. Having recently been encouraged to visit the 'metaplane of metahumans' by an encounter with some shadowrunners, he's taken the advice to heart and begun trying to establish 'exclusive trade routes' from Thalarion to Seattle. Progress is...limited, since it's a bit hard to open regular portals and/or move anything of substance, he does have a mystical knack for locating magical goods while on the material plane. He's even got a rotating roster of employees! To answer the phone for him, of course. Jeet is excitable, happy go lucky, and consistently on the lookout for NEW TRADE deals. He's very sure of himself.

High: magical materials, Foci, etc. Spirit politics, metaplane of man
Medium: Elemental metaplanes
Low: Finance! 'Exotic' Metaplanes




Sagittarius AndersonTarislarLeather Barkeep42
Metatype: Satyr
Gender: Male
Age: Old
Preferred Payment Method: Cash (Credstick)
Personal Life: In Relationship
Type: Shadow Services
Sagittarius Anderson L2/C4: An aging Satyr Leatherman and retired femdom, Sagitarrius runs a small bar called the Pan-Galactic in the little Olympus neighborhood of Tarislar. He's a chosen follower of the horse mentor in the Helenistic Tradition, worshiping the pagan god hermes. He runs a small gang of his fellow Satyrs who pay tribute to the Ancients, and focus on dealing black and grey market goods out of the Pan galactic.

Personality: Paternal, gay, and frequently playful.

Allies: His husband/submissive Agape is a doctor at the local hospital Deireadh An Tuartheil, they have an adult daughter herself a Satyr and transgender women called Penelope who helps run the bar and fronts a local band called the Pariahs. His two primary smugglers are a pair of Cesna pilots called Aubryn and Duncan.

Enemies: The Lease' and the Princes gang are both opposed to him, and he has a personal rivaliry with an elf called Oberon who leads a gang called The Pucks with ties to the Princes.

High Competency: Tarislar/Gang related intel, Smuggling connections, Drug Acquisition, Weapon Acquisitions, Sex Work Related Rumors

Medium Competency: Providing a secure venue for meets/shows, hookups with local musical talent, Finding other Satyrs, providing access to medical records, Coyote Services to anywhere in Tir Tairngire via Aubryn And Duncan, Sourcing BDSM Escorts
ContactsShow: YesPage Break: No
Notes

Rep:


Horizon +10

Thalarion +10


Celephais -70


Gear to still get:


better lifestyle + social software

some explosives

more sensor tags, surveillance gear



augs:

skillwires

skilljack

chipjack

smartlink

olfactory booster?

tetra?


---


mechanics of channeling:


* Ignore (F) wound modifiers

* If the spirits' Force is higher than a physical attribute, augment them by (F/2, rounded down)

* If the spirit's mental attributes are higher than a mental attribute, augment it up to the spirit's mental attribute

* Use the spirit's initiative dice

*


The magician can use her own skills and has motor

control over her body.

She may relinquish control of her body to the

spirit, but at the cost of a service.

The magician can use the powers of the spirit,

but at the cost of a service.

Because two minds inhabit this same body,

Mana spells or powers are resisted by the lowest

Mental attribute of the two. Damage from

Mana spells or powers is applied to both (no

free rides).

The spirit cannot leave the magician’s body until

either the services are up, the magician dismisses

it, or time expires as per the rules of summoned

spirits.


Rent count: 1/4

NotesShow: YesPage Break: No
Concept

Born to a middle-class Oglala family in Cheyenne, Mina's destiny as a white-collar paper pusher was interrupted when she Awakened as a shaman.  Plagued by recurring dreams, she was sent for shamanic training in the Rocky mountains, but found it boring and stultifying.  Some time into her training, after confiding her recurring dream to the chief shaman, she sought out the source in the Rockies on a vision quest - finally meeting her totem, the tricker spider-spirit Iktomi, as well as an encounter with the Wakinyan thunder spirits and their assault on a talislegger t-bird.  


Her encounter with the Wakinyan marked her as a heyoka, a sacred jester meant to expose the flaws and hypocrises of life in the Sioux by acting out the opposite of what was expected of the people there.  Finding this new designation somewhat insulting, she concluded that the opposite of the ascetic, spiritual shamans would be a crook with a healthy interest in temporal wealth.  After running borders with her Lakota Mafia uncle for a while, she applied to the OMI at his urging - and, surprising everyone, she was hired.


Working with the OMI sharpened her and got her familiar with tradecraft, but eventually her side hustle as stock-trader-who-knows-a-little-too-much got a too hot for them to ignore, and they made her an 'offer' to disappear into the shadows of Seattle as an informant and freelance agent.  Maybe she'll be back one day, or maybe she'll get enough seed capital to open her own brokerage. Who knows?


As a shadowrunner, she finds her new career fascinating, in a sort of sardonic way.  Street shamans in Seattle are a frequent sight, and they aren't held to the same ascetic standards as the Sioux.  Feeling like less of an oddball is freeing, in a sense, but the filth and despair of the Seattle underworld makes her wonder if maybe the hard-assed Lakota shamans back home were were onto something.  The tension bothers her, but she's also having a lot of fun, so she isn't thinking too hard about it.


---


A Lakota of Oglala descent, Mina is tan rather than fair, with sparkling hazel eyes and a firm brow.  She accentuates her pert nose and heart-shaped face with a small touch of cosmetic grace whenever she can - she favors metallic eyeshadow and darker lipstick, wth minimal foundation (not enough to hide her freckles).  Though she'll throw on her armored bomber jacket over almost anything, she usually favors Western outfits, often opting for business casual button-ups or blouses over Amerind styles.  She wears her hair down to her shoulderblades, pinning it into a bun when she needs to be tidy.  Though she's mostly forgotten the outdoorsmanship she learned at Capa Lodge, she's still quite fit, her limber movements subtly enhanced by her magic.


Though she doesn't have any particular respect for the ascetic shamans of the Sioux (partially due to her magical calling and partially due to being naturally contrarian), she nonetheless has grown up feeling the weight of the spirits in her life.  She often seeks wisdom from spirits in person and in her dreams, sometimes even stopping to ask a spirit for their opinion on matters before she acts or gives instruction.


She got her ink while flying with the Lakota Mafia - traditional ink-and-needle, no trips to the bioclinic.  They cover her chest and curl around back, over her shoulderblades, and down her upper arms, forming tangles of wildflowers.


She enjoys dancing (she's heard of this Club Penumbra - apparently a bit of a legacy joint?), ice sports, stickball (she thought briefly about becoming a conjuror), and cooking for herself - not really something she's doing at the moment, but she'll probably be looking to move up in the world soon-ish.  She's not much of a social media starlet, but she keeps in touch at home when she's not on the job.

ConceptShow: YesPage Break: No
Background

Longer bio in folder, if you feel like reading my terrible prose.

BackgroundShow: YesPage Break: No