Hijr
Name: A series of unpronounceable clucks, squawks, and head-waggles as "Hijr"
Player: Bleu
Metatype: Shapeshifter: Falconine (Minotaur)Age: 18
Gender: MaleHeight: 8'0''Weight: 190kg
Hair: FuzzyEyes: YellowSkin: Slightly swarthy, with mottled fur
Street Cred: 9Notoriety: 1Public Awareness: 0
Composure: 7Judge Intentions: 9Memory: 8
Lift/Carry: 3Lift/Carry Weight: 15 kg / 10 kg Primary Arm: Right
Movement: 2/4; 0.5m / hitSwim: 1.5/1.5; 1m / hitFly: 4/12; 2m / hit
Nuyen: 105,769.52¥Karma: 0Career Karma: 95
Personal DataShow: YesPage Break: No
PortraitShow: YesPage Break: No
Physical AttributesMental AttributesSpecial AttributesInitiative

Body: 2

Charisma: 2

Edge: 4

Initiative: 10 + 2d6

Agility: 2

Intuition: 7

Current Edge Points: 4

Astral Initiative: 14 + 3d6

Reaction: 3

Logic: 3

Essence: 6.00

Rigger Initiative: 10 + 2d6

Strength: 1

Willpower: 5

Magic: 6

Matrix AR: 10 + 2d6
Matrix Cold: 9 + 3d6
Matrix Hot: 9 + 4d6

Current Form: Shapeshifter: Falconine

AttributesShow: YesPage Break: No
Physical Limit: 3Mental Limit: 6Social Limit: 5Astral Limit: 6
LimitsShow: YesPage Break: No
Active Skills
SkillRtgPool
Alchemy MAG +5

(Command +2)

617
Arcana LOG

(Initiation +2)

69
Artificing MAG +3615
Assensing INT

(Aura Reading +2)

613
Astral Combat WIL

(Monofilament Whip Weapon Foci +2)

611
Binding MAG +3

(Spirits of Fire +2)

615
Counterspelling* MAG +3615
Ritual Spellcasting* MAG +3615
Sneaking AGI

(Astral +2)

68
Spellcasting* MAG +3615
Active Skills
SkillRtgPool
Summoning MAG +3

(Spirits of Fire +2)

615
Navigation* INT411
Survival* WIL49
Tracking* INT411
Banishing MAG +3312
Disenchanting MAG +3312
Perception INT +1

(Visual +2)

19
* Sorcery6
* Outdoors4
Knowledge Skills
SkillRtgPool
Arabic INTNative
Arcanoarchaeology LOG47
Geomancy LOG47
Magic Traditions LOG47
Magical Groups LOG47
Magical History LOG47
Magical Theory (Academic) LOG47
Magical Threats LOG47
Parabotany LOG47
Parazoology LOG47
Spirits LOG47
Religion LOG

(Islam +2)

36
English INT29
Shadow Community INT29
Zoology INT29
Area Knowledge: Seattle INT18
Biotechnology INT18
Corporation: Aztechnology INT18
Corporation: NeoNET INT18
Corporation: SpinGlobal INT18
Drugs INT18
Gangs INT18
SkillsShow: YesPage Break: No
Quality
Alchemical Bomb MakerFA 31
ALCHEMICAL BOMB MAKER
10 KARMA
Minimum Requirements:
Alchemy 4 (with Combat Spell specialization) and advanced alchemy metamagic A character with this quality can increase the radius or base DV of alchemical preparations that have their range listed as LOS(A). For every 2DV increase in damage or 10m increase in radius (rounded up), the Drain Value is increased by 1.
A character with this quality may also reduce the drain from one type trigger of her choice by one, down to a minimum of zero.

Drain code reduced for Command preps.




ArchivistFA 32
Ammo'u is a bit strict, but I got to spend a lot of time reading over shoulders. Or just over people! Ho ho ho.




Chosen FollowerFA 35
The sun shines a little brighter when you're on a run with a talking bird-goblin.




College EducationRF 145
Cairo was beautiful, ammo'u! The sheikhs didn't seem to mind that I was a bird at all! Too bad I could only take courses as electives, though. Time to update the inclusivity policy, right? Ho ho.




Computer IlliterateRF 153
I think I'll stick to books. And book some sticks! Ho ho ho! I'm talking about hitting people with a stick.




Durable PreparationsFA 36
DURABLE PREPARATIONS
5 KARMA
Minimum Requirements: Alchemy 6 The character’s intimate knowledge of the materials and skills used in alchemy gives them insight to reinforce the magical bonds of the preparation. Increase the time before the preparation starts to lose potency to (potency x 3) hours, instead of potency x 2.




Goring Horns: Metahuman Form OnlyRF 115

Hawk EyeRF 147
They told me I have a keen eye for detail. I'm pretty sure I have a keen eye to spot bugs. Ho!




MagicianSR5 69
RADIAAAAAAAAAAAAAAAAAAAAAAAAAAAAANCE




Mentor Spirit: Fire-BringerSR5 76
Hijr envisions his ruling deity to be a syncretic combination of Ra and Allah, who he worships in a curious combination of modern Islamic practices and Egyptian trappings.




Poor Self Control (Compulsive IV, Personal): Mimics novel movements and gesturesRF 158
What? No, I'm not copying you. I'm just...just...stretching.




Practiced AlchemistFA 39
They say I have a keen eye for detail, but I say-oh, I already told you that one, didn't I? Guess I should...mix it up! OHOHOHOHOHOHO




Thermographic Vision: Metahuman Form OnlySR5 66

UncouthSR5 85
I personally don't understand the objection to insect proteins. Crickets, grubs, wasps, hornets - ah, Ptah's balls, I could go for some hornet larva right now. Do you have any? Let me just put in an order with Fisherman's Friend here. No, wait, my commlink's battery drained again. Guess I just have an electric personality! Ho ho.




Witness My HateRF 151
QualitiesShow: YesPage Break: No
Physical Damage TrackStun Damage Track
  -1
  -2
  Down
OVR OVR Dead

Natural Recovery Pool (1 day): 4
  -1
  -2
  -3
 Down 

Natural Recovery Pool (1 hour): 7
Condition MonitorShow: YesPage Break: No
ResistancePool
Radiation7
Judge Intentions7
Resistance - SpellsPool
Combat SpellsDirect, Mana5
Direct, Physical2
Indirect, Defense10
Detection Spells8
Health SpellsDecrease Attribute - Body7
Decrease Attribute - Agility7
Decrease Attribute - Reaction8
Decrease Attribute - Strength6
Decrease Attribute - Charisma7
Decrease Attribute - Intuition12
Decrease Attribute - Logic8
Decrease Attribute - Willpower10
Illusion SpellsMana8
Physical10
Manipulation SpellsMental8
Physical3
Resistance - Damage TypeStunPhysical
Damage2121
Fire2727
Cold2121
Electricity2727
Acid2121
Falling2121
Fatigue7
Sonic5
Resistance - Toxins and PathogensContactIngestionInhalationInjection
ToxinImmune7Immune7
PathogenImmune7Immune7
Resistance - AddictionNot Addicted YetAlready Addicted
Physiological77
Psychological88
ResistancesShow: YesPage Break: No
ArmorValue
Equipped
Forearm Guards+1RG 73

Full Body Armor18SR5 437
Attachable Gear Access; Drag Handle; Electrochromic Clothing; Fire Resistance 6; Full Body Armor: Chemical Seal; Full Body Armor: Helmet; Nonconductivity 6; YNT Softweave Armor;
Full body armor: Impossible to conceal, this armor is worn by military and security personnel around the world for heavy ops duty. It is styled for intimidation as well as ease of movement, with a full array of tactical holsters, pouches, and webbing, and is certain to draw attention. The suit can be modified for environmental adaptation (hot or cold environments) or chemically sealed to completely protect the wearer from toxic environments and attacks. The suit’s helmet has a Capacity of 6 for the purpose of being equipped with vision or audio enhancements.
Total of equipped single highest armor and accessories19


Other Armor
Armor Jacket12SR5 437

Helmet+2SR5 438

Securetech PPP: Arms Kit+1RG 70

Securetech PPP: Legs Kit+1RG 70
ArmorShow: YesPage Break: No
WeaponPoolAccuracyDamageAPReach
Bite (Falconine Form)13(STR+2)P-10RF 105

Goring Horns033P-10RF 115

Knife (Survival Kit)152P-10SR5 422

Monofilament Whip05 (6)12P-82SR5 423
Personalized Grip

Staff16 (7)4P-2SR5 422
Personalized Grip; Sling;

Talons (Falconine Form)13(STR+1)P-1-1RF 105

Unarmed Attack131S-0SR5 132
Melee WeaponsShow: YesPage Break: No
NameRtgQty
A Hobo Bindle? Fanny Pack? Bird-Sized Rucksack?
Animatronic Plush Toy-1RF 254
Betameth-1CF 180
Pharma-Grade;
Certified Credstick, Gold-1SR5 442
Certified Credstick, Standard-1SR5 442
Fairlight Caliban-1SR5 438
Fanny Pack-1RF 254
Ink Pen (Cheap)-1RF 255
Microtrónica Azteca Raptor-1DT 17
Neostigmine-1BB 19
Novacoke-1SR5 412
Pharma-Grade;
Ondansetron-1BB 19
Pencil-1RF 255
Plush Toy-1RF 254
A stuffed rabbit. Rather pummeled.
Plush Toy-1RF 254
A large stuffed bumblebee. Seen better days.
Pocket Notebook-1RF 255
Pocket Notebook-1RF 255
Psyche-21SR5 412
Simrig-1SR5 439
Slap Patch, Antidote Patch61SR5 451
NameRtgQty
A Hobo Bindle? Fanny Pack? Bird-Sized Rucksack?
Slap Patch, Stim Patch63SR5 451
Slap Patch, Trauma Patch-1SR5 451
Trodes-1SR5 439
Literally in a Burrow on Council Island
Alembic-1FA 193
Fake SIN (Frances Two Devils - SSC)61SR5 442
Instant Ramen (Pack)-4RF 255
Krigama Carpet61SR5 320
Krigama Carpet Formula (Rating 6)-1SR5 1
Magical Lodge Materials (Egyptian)61SR5 326
Power Focus Formula (Egyptian)31SR5 319
Wrote it himself. Elaborate notes and diagrams of an Udjat Eye in Arabic, albeit in ballpoint on lined notepad paper.
Power Focus Formula (Egyptian)61SR5 319
Spell Formula, Combat (Ball Lightning)-1SR5 326
Spell Formula, Combat (Acid Stream)-1SR5 326
Spell Formula, Detection (Detect Life, Extended)-1SR5 326
Spell Formula, Health (Heal)-1SR5 326
Spell Formula, Illusion (Trid Phantasm)-1SR5 326
Spell Formula, Manipulation (Magic Fingers)-1SR5 326
Spell Formula, Manipulation (Shape [Material])-1SR5 326
Shape Earth
Spell Formula, Manipulation (Control Thoughts)-1SR5 326
NameRtgQty
Literally in a Burrow on Council Island
Spell Formula, Manipulation (Shape Metal)-1SR5 326
SpinRadical Skateboard (Worth 2000 nuyen)-1SR5 1
Survival Kit-1SR5 449
Compass, Lighter, Lightweight Thermal Blanket, Matches, Several Days' Worth of Ration Bars, Water Purification Unit;
Tongs-1RF 255
Mystical Bird Trappings
AR Game (Battle Backgammon: Schwarzkopf's Challenge)-1DT 55
Fetish (Magic Fingers)-1SG 212
A polished amber bead worked into a leather braid.
Fetish (Acid Stream)-1SG 212
A small bit of aluminum wire threaded onto a leather jess.
Fetish (Trid Phantasm)-1SG 212
A polished quartz prism worked into a braided leather jess.
Fetish (Spatial Sense, Extended)-1SG 212
A polished cat's-eye pebble threaded onto a leather jess.
Fetish (Ball Lightning)-1SG 212
A tiny piece of lightning beach glass worked into a small starburst and woven into a braid.
Fetish (Control Thoughts)-1SG 212
A tiny chip of artificial ruby polished into a cabochon and set into a leather braid.
Fetish (Levitate)-1SG 212
Power Focus (Egyptian)31SR5 319
A wooden Udjat Eye on a leather thong, with (slightly clumsy) gilding with blue and gold paint.
Tainted Reagents (Egyptian)-83FA 187
Tainted Reagents, Radical (Egyptian)-2FA 187
Tainted Reagents, Refined (Egyptian)-141FA 187
Weapon Focus (Monofilament Whip)31SR5 320
The weapon focus itself is a carbon steel ring with the counterweight set into it as a sort of adornment. It's slightly loose on a bird's ankle and a bit tight on a minotaur's pinky.
Weapon Focus Formula (Monofilament Whip (Egyptian))31SR5 320
Wrote it himself. Appears to be a well-calligraphed manuscript of magical instruction in Arabic, though admittedly in ballpoint pen on notepad paper.
GearShow: YesPage Break: No
DeviceCategoryQtyRatingAttackSleazeData Proc.Firewall
Microtrónica Azteca RaptorCommlinks 20022DT 17
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; Receiver, Sim Module, Hot;
Programs
AR Game (Battle Backgammon: Schwarzkopf's Challenge)
Devices/ProgramsShow: YesPage Break: No
LifestyleLevelCostDuration
A seaside nest/cave on the southern shore of Council Island.)Squatter100.18¥0  MonthsSR5 369
W Zone; Household Gremlins II; Local Grid Subscription (Emerald City); Rough Neighborhood; Public Transportation (It's the bus.); Subsistance Hunting/Gathering III; Grid Subscription (Public Grid);

A second floor walk-up in a shifter-friendly lowrise on Council Island)High4,700¥1  MonthSR5 369
Grid Subscription (Global Grid); Grid Subscription (Local Grid); Grid Subscription (Public Grid); Household Gremlins II; Drone Maids/Manservants;
LifestyleShow: YesPage Break: No
TraditionDrainCombat SpiritDetection SpiritHealth SpiritIllusion SpiritManipulation Spirit
Egyptian PossessionWIL + INT (12) Spirit of FireSpirit of EarthSpirit of AirGuidance SpiritSpirit of WaterSSP 3
TraditionShow: YesPage Break: No
Initiate Grade: 3
Arts
Advanced AlchemySG 153
ADVANCED ALCHEMY
ADVANCED ALCHEMY
With advanced alchemy, the magician can prepare magical compounds (p. 218) that can imbue the user with extraordinary powers … or curse them. The magician can also tailor more specific triggers with preparations (see Advanced Alchemy, p. 218). Prerequisite:
Fixation

Advanced Ritual CastingSG 153

CenteringSG 154
CENTERING
An amusing analogy of spellcasting is that it’s like conducting electricity through a hotdog: too much juice and the magician is cooked. The act of centering lessens the strain of manipulating mana through mental training techniques that are expressed by magicians in many different ways. Thus, magicians learning centering may also take classes in singing, drama, band, or other artistic pursuits. They may even earn a BA degree just in case they burn out their magical talent someday.
As centering is a fairly straightforward technique useful in any field of magic, even schools with a tacked-on magic curriculum teach centering techniques. Classes are a bit eccentric and include activities such as singing show tunes or performing interpretive dance while casting spells. Teachers astrally watch the students cast progressively more difficult and complex spells to assess how Drain affects each student. Magicians who initiate in this art first learn the Centering metamagic. Some further their mental practice by learning other techniques for resisting or manipulating mana.
Metamagics
Advanced AlchemySG 153
ADVANCED ALCHEMY
ADVANCED ALCHEMY
With advanced alchemy, the magician can prepare magical compounds (p. 218) that can imbue the user with extraordinary powers … or curse them. The magician can also tailor more specific triggers with preparations (see Advanced Alchemy, p. 218). Prerequisite:
Fixation

CenteringSR5 325
Centering: A magician who learns to center has an easier time resisting Drain. By using a mundane activi- ty appropriate to your tradition to quiet your mind and block out distractions, you add a number of dice equal to your grade to all your Drain Resistance Tests. Cen- tering is a Free Action. The actual activity for your tech- nique is something you choose for yourself (appropriate to your tradition, of course), and could be something like chanting in Latin, playing a musical instrument, dancing, singing, making arcane gestures, screaming the names of ancient gods—just about anything that isn’t subtle. If you’re prevented from performing your centering tech- nique of choice, you can’t use it.

Greater RitualSG 153
InitiationShow: YesPage Break: No
SpellTypeRangeDamageDurationDrainDV

Combat Spells
Acid Stream (Limited)PLine of Sight0PInstantaneousF-5IndirectSR5 283

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

Clout (Limited)PLine of Sight0SInstantaneousF-5IndirectSR5 284

Fireball (Alchemical)PLine of Sight (Area) 0PInstantaneousF-1IndirectSR5 284

Manabolt (Limited)MLine of Sight2PInstantaneousF-3DirectSR5 284


Detection Spells
Analyze Device (Alchemical)PTouch-SustainedF-3ActiveSR5 285

ClairvoyanceMTouch-SustainedF-3PassiveSR5 286

Combat Sense (Alchemical)MTouch-SustainedF+0PassiveSR5 286

Detect Individual (Limited)MTouch-SustainedF-5ActiveSR5 286

Detect Life, Extended (Alchemical)MTouch-SustainedF-1ActiveSR5 286

Mind ProbeMTouch-SustainedF+0ActiveSR5 287

Mindnet ExtendedMTouch (Area) -SustainedF+1ActiveSG 108

Spatial Sense, Extended (Limited)PTouch (Area) -SustainedF-3PassiveSG 108


Health Spells
HealMTouch-PermanentF-4EssenceSR5 288

Increase [Attribute] (LOG) (Alchemical)PTouch-SustainedF-3EssenceSR5 288

Increase Reflexes (Alchemical)PTouch-SustainedF+0EssenceSR5 288


Illusion Spells
Chaotic World (Alchemical)PLine of Sight (Area) -SustainedF+0RealisticSR5 290

Improved Invisibility (Alchemical)PLine of Sight-SustainedF-1RealisticSR5 291

Physical MaskPTouch-SustainedF-1RealisticSR5 291

Trid Phantasm (Limited)PLine of Sight (Area) -SustainedF-2RealisticSR5 291


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

[Element] Wall (Fire) (Alchemical)PLine of Sight (Area) -SustainedF+2EnvironmentalSG 115

Control Thoughts (Limited)MLine of Sight-SustainedF-3MentalSR5 293

Glue Strip (Alchemical)PLine of Sight (Area) -PermanentF-1PhysicalSG 116

Levitate (Limited)PLine of Sight-SustainedF-4PhysicalSR5 293

Magic Fingers (Limited)PLine of Sight-SustainedF-4PhysicalSR5 294

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

Mana Static (Alchemical)MLine of Sight (Area) -PermanentF-1EnvironmentalSG 117

Shape [Material] (Earth) (Alchemical)PLine of Sight (Area) -SustainedF-2EnvironmentalSG 118

Shape [Material] (Metal) (Alchemical)PLine of Sight (Area) -SustainedF-2EnvironmentalSG 118

Shape [Material] (Air) (Alchemical)PLine of Sight (Area) -SustainedF-2EnvironmentalSG 118

Shapechange (Alchemical)PLine of Sight-SustainedF-3PhysicalSG 118


Rituals
HomunculusMSpecial-SpecialSpecial(Special)SR5 298

Krigama CarpetMSpecial-SpecialSpecial(Special)SR5 69

Prodigal SpellMSpecial-SpecialSpecial(Special)SR5 297

Remote SensingMSpecial-SpecialSpecial(Special)SR5 297

Watcher (Watcher)MSpecial-SpecialSpecial(Special)SR5 298
SpellsShow: YesPage Break: No
SpiritForceServicesBound/Unbound
Spirit of Fire: Rabbit11Bound
Chungus is an Earth spirit who Hijr keeps at his burrow/den to keep an eye on things and to occasionally sustain Guard while he artifices.
SpiritsShow: YesPage Break: No
Critter PowerCategoryTypeActionRangeRatingDuration
Shift (Metahuman Form)ShapeshifterMComplexSelfSpecialRF 123
Critter PowersShow: YesPage Break: No
ContactLocationArchetypeConnectionLoyalty
Ibrahim Abu'HijrBellevueFixer46
Metatype: Human
Gender: Male
Age: Middle-Aged
Preferred Payment Method: Barter (Profession Items)
Hobbies/Vice: Falconry
Personal Life: Single
Type: Shadow Services
A researcher and shadow contact for the Apep Consortium, just establishing himself in Seattle as part of their cold war with the AF and the DIMR for the legacy of the Fourth World. Born Sunni in Iran, he was very active in the Islamic Renaissance Movement there due to his minority beliefs, talents as an enchanter, and preference for partners of his own gender.

Eventually, he received a scholarship to Al-Azhar University, and is now familiar with the traditions of Islamic, Egyptian, and classical hermetic magic (though he himself practices as an Islamic alchemist). While in school, he worked for the Apep Consortium as a dowser and historian while keeping an eye on the political situation through the Bedouin, leading to his chance encounter with a naked bird-goblin digging through his notes.

The relationship continued through graduation, with Ibrahim taking Hijr through classes with him as a sort of familiar-surrogate when the religiously freewheeling minotaur would have been something of a faux pas if he was allowed to talk. The Bedouin eventually started calling him 'abu'Hijr' as a gentle jab at the young alchemist's increasingly complicated life as a bird babysitter.

His work for the AC stepped up after graduation, as did his political activism. In turn, the NIJ stepped up their surveillance of Ibrahim, and he suspects they were after a hit on his surveying team in Crete. He's taking some time working the shadows of Seattle on behalf of the AC while he waits for the heat to die down, with Hijr in tow.

Ibrahim is a younger Persian man with chin-length brown hair, stubble, and the slightly-mystical suits and overcoats favored by the corporate wagemage. Relaxed, witty, and with a talent for languages, Ibrahim is starting his new career in a quiet corner office in Bellevue overlooking a Weapons World, working as a freelance geomancer and translator for the more magically inclined members of the shadow community. Set up with a fixer's verification to the Hub by the AC, he focuses mostly on the jobs of talisleggers, geomancers, and other mystical miscreants. He still has bills to pay and a cover to maintain, of course, so he lets Hijr out to work on the other jobs, too.




Peter “Stinky Pete” O’HareRentonDrug Cook13

Peter “Stinky Pete” O’Hare
BBQ Restaurant Owner / Drug Dealer 1/3
A past his prime, obese ork with serious body odor problems and yellow stained teeth who owns a little BBQ place in south Renton called “Pete’s Good A** BBQ and Foot Massage.” His legit business is barely kept afloat by his niece’s drug cooking business in the basement. He dreams of one day getting her to quit being a drug cook, but, until he turns his business around, he is the face of her business as well as his. He used to be a bodybuilder back in the day when he lived in the CAS (at least that is what he said.) He left the CAS to get away from meta-racists. He shouldn’t have moved to Renton. Because his food isn’t very good, he has tried a lot of gimmicks to get customers in the door. Including, and most recently, discounted foot massages. (Those aren’t very good either.) Not a very good businessman, or cook, or foot massager, or anything really, but Pete is one thing: loyal to his customers.

High Specialization: Sprawl Life, Seattle Restaurants, Meta-Racist Groups

Middle Specialization: Underworld Rumors, Seattle Street Gangs, Street Drugs

Low Specialization: Foot Massages, Bodybuilding, BBQ

Stinky Pete has the Drug Cook (Drug Specialist) HUB Contact Powers.
ContactsShow: YesPage Break: No
Notes

حجر - Hijr means stone - as in, one stone catching two birds (or a bird and a minotaur in this case).  A small pun by the Bedouin, as the word is synonymous with 'understanding' or 'perceptivity'.


FBA (chemsealed, YNT Softweave, Electrochromic) delivered in 24 days on July 31 2021


Spirit index: 2


Wild index: 23


Rep:

UNATCO: 3

FBI: +6


ACCRUING SPIRIT INDEX

The following actions increase a characters Spirit Index

by the listed amount:

Disrupting a normal spirit: 1

Destroying disrupted spirit in its native metaplane:5

Banishing then conjuring the same spirit: 2

Rebinding: 1 per Binding Test beyond the first

Binding a Free Spirit: 5

Permanently Banishing/Destroying a Free Spirit: 5

Long-term Binding: 10

Fettering: 20

Using Resist Drain power: 5

Using Spell Binding spirit service: 20

Exposing spirit to toxicity/corruption: 1 per hour

Exposing spirit to mana void: (Background Count) per hour

Losing an ally spirit: 20


ACCRUING WILD INDEX


Destroying disrupted toxic spirit in its native metaplane: That spirit’s Force x 2

Cleansing disrupted toxic spirit: That spirit’s Force x 3

Destroying a toxic power site: That power site’s Rating x 5

Cleansing a toxic power site: That power site’s Rating x 10

Releasing a spirit with services remaining: 1 per service lost

Banishing a spirit controlled by a mage: 2 per service lost

Temporarily awakening a slumbering wild spirit: 1

Permanently awakening a slumbering wild spirit: That spirit’s Force

Creating an ally spirit: That spirit’s Force

Willingly setting an ally spirit free: That spirit’s Force x 3

Successfully calling a wild spirit: 1

Accepting a spirit marker: (Spirit marker’s Rating)

Breaking a spirit marker: Subtract twice what was gained

Binding a spirit of any kind: Subtract that spirit’s Force

Bringing toxicity to a natural area: 1

Bringing toxicity to a power site: Subtract that power site’s Rating

Turning a spirit toxic: Subtract that spirit’s Force x 2

Destroying a power site: Subtract that power site’s Rating x 5

Turning a power site toxic: Subtract that power site’s Rating x 10


ASTRAL REPUTATION

A characters Astral Reputation begins at 0. For every 25 points of Spirit Index a character accumulates, his Astral Reputation increases by 1. When performing Summoning, Binding, or Banishing Tests or when conducting interactions with spirits that require using social skills, a character incurs a negative dice pool modifier equal to his Astral Reputation.


WILD REPUTATION

A character’s Wild Reputation begins at 0. For every 25 points of Wild Index a character accumulates, their Wild Reputation increases by 1. When calling a wild spirit or conducting interactions with wild spirits that require social skills a character gains a positive dice pool modifier equal to his Wild Reputation.  A character can reduce their Astral Reputation by permanently sacrificing 2 points of Wild Reputation for every point of Astral Reputation.

NotesShow: YesPage Break: No
Concept

A cross between a college professor, a heretic imam, and a literal bird.

ConceptShow: YesPage Break: No
Description

In his animal form, Hijr is a honey buzzard with mottled feathers with a white underbelly.  In his metahuman form, his fur has the same mottled markings, his horns are curvy but not particularly sharp, and he tends towards casual wear and the occasional tweed jacket, sometimes bringing out the old burnoose and kafiyeh if it's going to be hot outside.  He's quite fidgety, moving from foot to foot, liftings objects up to observe them, or playing with the Matrix (when it's working for him, which is only occasionally).  He enjoys the theory of magic and arcana in an earnest, almost childlike way, but his knowledge is surprisingly deep.  He enjoys hiking and backgammon.

DescriptionShow: YesPage Break: No
Background

Hijr's first memory - at least, one that can be expressed in human terms - is when he was digging a particularly stubborn wasp's nest out of under a tree stump near what he now thinks was Luxor.  Unable to get a firm grip on it with his talon, Hijr found himself clutching a hornet's nest with a very large, very firm fist.  This also coincidentally came with a loss of the well-layered and oiled feathers that usually kept the hornets from stabbing him, though, so his first memory also includes hooting in agony before jumping into the Nile.  ("You might say my reach exceeded my grasp!  Ho!  Oho!")


Though he didn't think too much of it, the quickly kindling spark of sentience led Hijr to become an avid people-watcher; the Nile had no shortage of Bedouin tribespeople, and the traffic became more than an annoyance and something of a curiosity.  He began to venture further inland, following the tracks of various expeditions into Egypt, particularly those whose lights were particularly shiny - something he now realizes he was instinctively assensing.  ("What can I say?  I liked the pretty lights.  Like fireflies dancing.  Have you ever eaten a firefly?  They're not bad.")


Eventually, this curiosity got the better for him ("Their colours were extra-bright.  Or it might have been the kafta MRE.  I thought it was the world's biggest grub."), and he swooped into a survival tent late in the evening to study a particularly shiny aura in closer detail.  Eight feet of naked minotaur being what they were, of course, it didn't take long for the denizen, an Apep Consortium arcanoarchaeologist, to realize they had an uninvited guest in their tent, squatting uncomfortably close to his face.


However, after realizing that he was, in fact, not an assassin - and, in fact, could not read, or talk, and was also having some trouble walking on feet, and began squealing and flapping his arms in the air wildly when startled - he assensed the critter and realized the circumstances.  As it turned out, the expedition's dowser and assistant program manager, Ibrahim, was a bit of an amateur falconer; through a combination of cajoling bits of goat jerky and a Mindnet, he charmed the bird enough to spend a few days taking a crash course in society.  The bird got the nickname of "Hijr" from the Bedouin guides escorting the researchers, who were endlessly amused by the young man's attempts to explain to an illiterate minotaur that screeching for food was unnecessary and that he could just open the protein bar pack himself, with his thumbs, like so...


Ibrahim, despite not being much of a father figure, realized Hijr could be much more than a charity case.  Genuinely curious and intelligent in a way most people were not, Hijr began to rapidly assimilate language, magic, and terrestrial locomotion.  After returning from the expedition several weeks later, Hijr had managed to understand enough of the civilized world that Ibrahim was able to press for more.  Nesting in the nearby slums, Ibrahim occasionally managed to smuggle Hijr into Al-Azhar as something of a familiar-surrogate while the Apeps and IRM facilitated his apprenticeship to the shadowy underbelly of magical heresy in Egypt.


Hijr spent much of his formative years steeped in the scholarship of the Middle East - he learned quite a bit about magic, though somewhat less about how to fit into ordinary (that is, legal) secular society.  With the peculiar ease of a creative child, Hijr syncretized the mystical and philosophical teachings of Arab sheikhs, Apep hermetics, and Egyptian heka into his own personal religion, a pantheistic Islamic-Egyptian belief in Ra as the supreme creator, giver of life, the Qur'an, and the metaphorical flame of cognition - particularly to himself.  His philosophy, complicated as it is, he keeps mostly to himself at Ibrahim's urging ("He's still learning Arabic, you see.  We can't even get him to stop eating bugs.")


After Ibrahim graduated from Al-Azhar, he stepped up his partnerships with both the Apep Consortium and his political involvement the Islamic Renaissance - partnerships that began to pay healthy dividends, but also drew unwanted attention.  Whether it was fundamentalists, a rival research team, or shadowrunners is unknown, but a hit on Ibrahim's team in Crete left him with a heavy limp and a paranoid streak; the Apep Consortium agreed with his suggestion for a relocation to a more neutral city to recover and establish an alternative power base.  


Several very uncomfortable hours with a bird in a t-bird later, both Hijr and Ibrahim have touched down in Seattle under new aliases  - such as it matters for a bird nesting on Council Island ("Everything here is so fresh!").  Ibrahim has put his eccentric foster-son to work with his newly verified fixer's account on the Runnerhub.  Currently, he's billing Hijr's rather peculiar set of skills as a sort of Astral overwatch-slash-mascot for teams looking for a bit of slightly unorthodox magical support - with a special bit of instruction to keep an ear (horn?) to the ground for telesma and more exotic products moving through the Seattle Sea Run, of course.

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