Aquila (PDF)




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Title: Aquila

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Aquila
Player: Dave
Metatype: Human; Male; Ethnicity: Latino; Age: 25; Height: 1.75
1.75m; Weight: 78kg
Total Karma: 0; Current Karma: 0; Street Cred: 0; Notoriety: 0;
Public Awareness: 0

Attributes
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. ..6.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Body. . . . . . . . . . . . . . .3. . . . . . Essence

. . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. ..3.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Agility . . . . . . . . . . . . .6. . . . . . Edge

. . . . . . . . .Magic
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. ..6.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Reaction . . . . . . . . 5/7

. . . . . . . . . ..10/12+3D6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Strength . . . . . . . . . . 3. . . . . . .Initiative

. . . . . . . . . .Limits
...............................................................
Willpower . . . . . . . . . 4. . . . . . . . . . . Inherent
. . . .Physical
. . . . . . .Limit
..............................................................
Logic . . . . . . . . . . . . . .3. . . . . . . . . . [6]
[5] Mental Limit

. . . . . . . . . . . [6]
. . . Social
. . . . . .Limit
................................................................
Intuition . . . . . . . . . . . 5

Charisma . . . . . . . . . . 3. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Active Skills
8
7
7
6
13
5
8
9
9
15
10
10

[A]
[6]
[6]
[6]
[6]
[6]
16
[12]
[6]
[5]
[H]
[A]
[6]
[6]

Knowledge Skills

Blades 2
Con 2 (Cha)
Disguise* (Int)
Free Fall 3 (Bod)
Gymnastics 5 (Agi)
Impersonation 2 (Cha)
Locksmith 4 (Agi)
Palming* (Agi)
Perception 4 (Int)
(Agi)

Pilot Ground Craft 2

6
7
7
6

Composure
Judge Intentions
Lifting & Carrying
Memory

Armor 9
Acid Protection 9
Cold Protection 9
Electricity Protection 9

Stun Damage

[5] Classic Hip-Hop 2 (Int)
[5] Gunfighter Trids 2 (Int)
[5] Security Systems 3 (Log)

Language Skills
9
6

[5] Aztlaner Spanish 4
N English
[5] Japanese 1

Defenses
Ranged Defense (No Action): 14
Full Defense (-10 Interrupt, for the rest of the turn): +4

Toxin Resistances
Toxin

Contact
Ingestion
Inhalation
Injection

3
3
3
3

Damage Resistances
12
12
12
12

Physical Damage

(Locks +2)

Attribute-Only Tests
7
8
6
7

(Log)

(Denver +2)

(Rea)

Pistols 6 (9) (Agi)
Running 5 (Str)
Sneaking* (Agi)
* Stealth Group 2

[5] Border Security 3

Disease

3
3
3
3

Melee Defense (No Action): 14
Full Defense (-10 Interrupt, for the rest of the turn): +4
Dodge (-5 Interrupt, vs. one melee attack): +5
[6]
Combat Knife Parry (-5 Interrupt, vs. one melee attack): +2
+2 [6]
Unarmed Strike Block (-5 Interrupt, vs. one melee attack):
+5 [6]
Sensor Defense (No Action): 8

Positive Qualities
12
12

Falling Protection 9
Fire Protection 9

Adept
• Adepts channel mana into their own bodies to enhance
their natural abilities, making their talents and skills much
more potent.

Ambidexterous

The
Ambidextrous
character
• Adepts
never astrally
projectcan
(p. handle
313). objects equally well
with either hand. Without this quality, any action performed
solely
with
theperceive
off - hand
(i.e.,space
firing abygun)
suffers athe
-2 Astral
dice
• Adepts
only
astral
purchasing
Catlike
pool
modifier
(see (p.Attacker
Using Off-Hand Weapon , p.
Perception
power
312).
A
character with the Catlike quality is gifted with an uncanny
178).
elegance, a stealthy gait, and an almost preternatural ability
• Adepts
can learn
the Assensing
skill only
they have
the
to
move without
making
a sound. They
alsoifclaim
they land
Astral
Perception
on
their
feet whenpower.
dropped, though they tend not to let
people test this. This quality adds a +2 dice pool modifier to
Validation Report (0 issues): Nothing identified
•Sneaking
Adepts cannot
use skills from any magic-related skill groups
skill tests.
(Sorcery,
or Enchanting).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology,
Inc. FreeConjuring,
download at http://www.wolflair.com

Edge Pool

Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

• Adepts can follow mentor spirits (p. 320).
• Adepts gain Adept Powers that are purchased with Power
Points.
Adepts
receive a number of Power Points equal to
their
Magic
rating.

Positive Qualities

Firearms & Heavy Weapons
Colt America L36

Mentor Spirit: Dragonslayer
Everyone needs some help in life, even if it comes from someone
relatively filmy and insubstantial. Mentor Spirit means the character
follows a patron spirit (see Mentor Spirits , p. 320) that guides him
Natural
Athlete
in his practice of magic and provides certain advantages and
A
character withtothis
an innate
combination
of physical
disadvantages
his quality
naturalhas
abilities.
A character
may change
fitness,
spatial but
awareness,
and natural
athletic
or spirit
gymnastic
talent.
mentor spirits,
he may have
only one
mentor
at a time.
To
While
the
character
may
be a world-class
change
mentor
spirits,
thenot
character
must firstathlete
buy offand
the may
current
require
training
performance,
is in
prime
physical
mentor spirit
as to
if itachieve
were
a peak
Negative
quality. Hehecan
then
purchase
Negative
shape
for his
sizetoand
weight
class. Qualities
The
Natural
Athlete
adds a +2
the quality
again
follow
a different
mentor
spirit.
This cost
dice
pool modifier
Running and
Gymnastics
represents
the toll for
of divorcing
from
one mentor skill
spirit
andvs.
bonding
Code
of Honor:
Innocent
Bystanders
(7tests.
4)
with
a
new
one.
The character has a binding Code of Honor when it comes to killing
members of a specific group; it's a matter of unwavering principle.
Eachcharacter
tradition has
different
name
forquality
a mentor
spirit. Hermetic
The
with athe
Code of
Honor
chooses
a specific
mages
prefer
the
spirit,"
while
use the
word
group that
they
willterm
not "mentor
kill or allow
others
to shamans
kill. Examples
of this
"totem"
for the
spirit women,
thatAdept
theychildren,
follow.Powers
While
the names
may vary,
group could
include
innocent
bystanders,
or a
the way metatype.
the mentorAworks
is consistent.
specific
character
can choose to protect specific
Combat
Sense (2)
paracritters, but only if the specified paracritter possesses the
Combat
Sense
provides
an
instinctive
sense
any potential
threats
This
quality
is only available to characters
thatofpossess
a Magic
Sapience
power.
nearby.
defending against ranged and melee attacks, you get a
attributeIn
rating.
+1 dice pool bonus to defense tests per level of this power. Adepts
The gamemaster
must
the group that the character
Danger
Sense
(1) approve
with
this
power
arespirit
always
allowed on
a Perception
Test once
before
a
Note:
The
mentor
selected
the Magic
designates
as being
"offislimits."
the group
(suchtab,
asand
children)
You are
instinctively
sensitive
ofIfyour
of youis
possible
surprise
situation,
gaining
thesurroundings
benefit of being
alerted
if the
have
selected
this
quality.
not regularly
encountered
campaigns,
the gamemaster
impending
threats
that mayinnot
be immediately
visible. It'scan
the reject
bad
test is successful.
the choice.
thecharacter
player feels
about his
choice,
feeling
that Ifthe
getsstrongly
before walking
into
a trap,the
the gut
Enhanced
Accuracy:
Pistols
gamemaster
may
allow
player
to takebefore
two groups
they
will
not
instinct
that makes
themthe
jump
an instant
trouble
hits.
For
A
weapon
your
hands
becomes
andie
extension
of your
body. to
When
harm,
(i.e.,in
women
and children),
one
ofon
which
must
be likely
be
each
level
of
this power,
you
get +1
Surprise
Tests.
you
buy this power,
choose a Combat
Skillcan
(Pistols,
Clubs, choose
Heavy to
encountered
in the campaign.
A magician
legitimately
Weapons,
When
you
thewhich
skill, add
to the Accuracy
of
not destroyetc.).
any
type
of(3):
spirituse
from
their1Mentor
Spirit bestows
Improved
Ability
Pistols
the
weapon
you're using.This
ThisCode
powerofcannot
be
used with
Unarmed
a
bonus
for
summoning.
Honor
respects
their
Mentor
This
power
increases
the
Rating of
a specific
Combat,
Physical,skill
Combat,
but
it can be
purchased
multiple
times
withpick
a different
Spirit
and
is worthy
the Karma.
Characters
can't
obscure
Social,
Technical,
orofVehicle
skill per
level of the
power.an
You
need
each
time.
or know
non-existent
to acquire
thispower
qualityfor
- you
can't
acquire
to
the skillgroup
in order
to buy this
it, and
you
can't buy
Improved
Reflexes
(2)
bygroups.
vowing The
to never
kill sapient
hamsters,
for example.
itKarma
for skill
maximum
improvement
possible
is your
This
power
speed up).
at which you react, just like wired
current
skill increases
level x 1.5the
(rounded
reflexes.
eachattempts
level, you
+1 to Reaction
(this also
Any time For
anyone
to receive
kill a member
of the character's
affects
Initiative)
and
+1D6 Initiative
Diea(to
a maximum
of 5D6). (4)
protected
list, the
character
must make
Charisma
+ Willpower
Light
Body
(2)
The
maximum
rating
of Improved
Reflexes
isimmediately
3, and the increase
Test.
A
failed
roll
means
the
character
must
put a stop
Light
Body
is used towith
make
incredible
jumps over
long distances.
cannot
be combined
other
technological
or magical
increases
the
violence
against
the
member
of their
protected
group.
If the
Add
the
power's
level
to
your
Agility
before
calculating
maximum
to
Initiative.
situation
the
character
to take
action
against
any of
his
distance forces
you can
jump.
Also, add
1 die
per level
to your
Gymnastics
Wall
Running
) jump.choose
protected
he(8will
always
non-lethal
methods.
Test
whengroup,
you make
your
If you should
happen
to fall,Killing a
member
of
the
he
hasorsworn
protect
is a in
line
willwhen
not
You
canthe
runeffective
upgroup
sheer
walls
vertical
ahe
limited
reduce
distance
ofother
a fallto
by
the surfaces
level
meters
cross
for any
reason.
distance.
Make
afalling
Running
+ Strength {Magic} Test, with hits
calculating
your
damage.
indicating the number of meters you may climb up in an action
There are
drawbacks
to having
a Code
of Honor.
Forneed
example,
phase.
If you
want to run
up longer
distances,
you'll
steps,it
Mentor
Spirit
Effects
can leave
behind.
For
each
person
in the
protected
ledges,
or witnesses
somewhere
you can
stop
and
then
use
this
power again.
group
the character
leaves
alive and
who isinstead
in a position
to you can
If
you want
to run across
a vertical
surface
of up it,
+2
dice:
Con
remember
them, increase
the character's
Public
Awareness
bythe
1.
do
so by combining
this power
with a Sprint
action
(p. 162). At
+2
for tests job
withoptions
one Social
skill limited
of choice.
Thedice
character's
also
he will not
a job
end
of
your movement,
you are
fall off
the wall, -whether
youtake
made
it as
if the
is the
death of a member of his protected group
far
asobjective
you wanted
or not.
Reminder:
You
must add the
skilltaking
this applies
on the Active
and will have
reservations
about
part in to
a mission
with atab
Promises
before
you
can
choose
which
skill this
advantage
applies
to.
high
probability
of
causing
collateral
harm
to
members
of
If you break a promise, whether by choice or by accident, his
you take
protected
group.
a
-1 dice pool
modifier to all actions until you make good on your
promise.
There is always a chance things will go wrong whenever non-lethal
force is used. A person may Identities
have a life-threatening allergic reaction
to a usually harmless knockout drug, or a heart condition that
Johnny Gonzales
makes a taser shock deadly. For this reason, each time the
Fake SIN
character takes a violent action or allows others to take violent
Lifestyles: (3 months) Low Lifestyle
action against a member of his chosen group, the gamemaster
Licenses & SINs : Fake License: Concealed Carry (4), Fake
makes a secret roll of 1D6. On a roll of 1, there is an unforeseen
License: Guns (4), Fake SIN (4)
complication from the use of non-lethal force. With a metahuman it
could be a life-threatening medical condition; with a spirit, an
attempt to banish rather than destroy
may in fact set the spirit free.
Armor
When a complication arises, the gamemaster makes a secret
Chameleon
Perception
(4) TestSuit
for the character to notice if anything has gone
Modifications:
Thermal Dampening (6)
wrong.

Lined Coat

If a person in the character's chosen group is killed, whether
Respirator
(6)
intentionally
or inadvertently,
the character loses a point of Karma
for that adventure for each person in their "protected group" that is
killed.

7S v +1
16 [10]
5/15/30/50
Ammo Usage : 11 (c):
Semi-Auto (simple action): 16 , 7S Damage
Semi-Automatic (complex action): 16
vs. -2 Def, 7S Damage
Modifications: Smartgun System, Internal
Accessories : Silencer/Suppressor, (10) Spare Clips
Gel Rounds : +0S v +1, _____/110

Ruger Super Warhawk

9P v -2
16 [8]
Ammo Usage : 6 (cy):
Single Action (simple action): 16 , 9P Damage
Modifications: Smartgun System, Internal
APDS: – v -4, _____/18
Regular Ammo : –, _____/36

5/20/40/60

Melee & Other Weapons
Combat Knife
Unarmed Strike

5P v -3

8

[6]

Reach: –

3S

5

[6]

Reach: –

Matrix Devices
Transys Avalon Commlink
Device Rating : 6
Data Processing : 6, Firewall: 6
Matrix Initiative : 11
Matrix DR : 12
(10 vs. Black IC)

Gear (Cash: 1,232¥)
Autopicker (6)
Contacts (2)
Modifications: Image Link, Smartlink

Dropped to Ground
Ear buds (2)
Modifications: Audio Enhancement (1), Select Sound Filter (1)

Gecko Tape Gloves
Glue Solvent
Glue Sprayer
Maglock Passkey (5)
Sequencer (5)
Subvocal Microphone
Transys Avalon Commlink

Vehicles
Suzuki Mirage

Contacts
Fixer
Connection: 4

Loyalty: 2

Talismonger
9

Connection: 2

Loyalty: 4

9
+0

The Code of Honor can take other forms as well. For example:
• Assassin's Creed: A character never kills anyone that they are
not paid to kill. Being precise as an assassin, not leaving collateral
damage, and being invisible are important hallmarks of those who
believe in the Assassin's Creed. Characters who take this version
Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
of Code of Honor loseHero
1 point
of Karma for every unintentional
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
and/or unpaid murder they commit, and their Public Awareness
goes up by 1 for each such death.
• Warrior's Code: The character who follows a Warrior's Code
maintains a strict sense of personal honor. In 2075, this likely
means
action
attack
knowingly
(i.e.,
shot).
person
from
The
against
(i.e.,
athat
character
atake
character
athey
stray
guard
an
ankill
bullet
opponent
action
will
who
or
loses
allow
not
ordoesn't
that
allow
1
kill
who
to
Karma
could
an
be
someone
is
know
unarmed
killed
unaware
kill
perthe
someone
unarmed
through
to
runner
person,
or
beunprepared
killed
their
who
or
istake
there),
defenseless
actions.
from
is lethal
defenseless
aor
for
sniper
an

Positive Qualities
Adept
• Adepts channel mana into their own bodies to enhance their
natural abilities, making their talents and skills much more potent.
• Adepts never astrally project (p. 313).
• Adepts only perceive astral space by purchasing the Astral
Perception power (p. 312).
• Adepts can learn the Assensing skill only if they have the Astral
Perception power.
• Adepts cannot use skills from any magic-related skill groups
(Sorcery, Conjuring, or Enchanting).
• Adepts can follow mentor spirits (p. 320).
• Adepts gain Adept Powers that are purchased with Power Points.
Adepts receive a number of Power Points equal to their Magic
rating.

Ambidexterous
The Ambidextrous character can handle objects equally well with
either hand. Without this quality, any action performed solely with
the off - hand (i.e., firing a gun) suffers a -2 dice pool modifier (see
Attacker Using Off-Hand Weapon , p. 178).

Catlike
A character with the Catlike quality is gifted with an uncanny
elegance, a stealthy gait, and an almost preternatural ability to
move without making a sound. They also claim they land on their
feet when dropped, though they tend not to let people test this.
This quality adds a +2 dice pool modifier to Sneaking skill tests.

Mentor Spirit: Dragonslayer
Everyone needs some help in life, even if it comes from someone
relatively filmy and insubstantial. Mentor Spirit means the character
follows a patron spirit (see Mentor Spirits , p. 320) that guides him
in his practice of magic and provides certain advantages and
disadvantages to his natural abilities. A character may change
mentor spirits, but he may have only one mentor spirit at a time. To
change mentor spirits, the character must first buy off the current
mentor spirit as if it were a Negative quality. He can then purchase
the quality again to follow a different mentor spirit. This cost
represents the toll of divorcing from one mentor spirit and bonding
with a new one.
Each tradition has a different name for a mentor spirit. Hermetic
mages prefer the term "mentor spirit," while shamans use the word
"totem" for the spirit that they follow. While the names may vary,
the way the mentor works is consistent.
This quality is only available to characters that possess a Magic
attribute rating.
Note: The mentor spirit is selected on the Magic tab, once you
have selected this quality.

Natural Athlete
A character with this quality has an innate combination of physical
fitness, spatial awareness, and natural athletic or gymnastic talent.
While the character may not be a world-class athlete and may
require training to achieve peak performance, he is in prime physical
shape for his size and weight class. The Natural Athlete adds a +2
dice pool modifier for Running and Gymnastics skill tests.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.

Negative Qualities
Code of Honor: Innocent Bystanders (7

vs. 4)

The character has a binding Code of Honor when it comes to killing
members of a specific group; it's a matter of unwavering principle.
The character with the Code of Honor quality chooses a specific
group that they will not kill or allow others to kill. Examples of this
group could include women, children, innocent bystanders, or a
specific metatype. A character can choose to protect specific
paracritters, but only if the specified paracritter possesses the
Sapience power.
The gamemaster must approve the group that the character
designates as being "off limits." If the group (such as children) is
not regularly encountered in campaigns, the gamemaster can reject
the choice. If the player feels strongly about his choice, the
gamemaster may allow the player to take two groups they will not
harm, (i.e., women and children), one of which must be likely to be
encountered in the campaign. A magician can legitimately choose to
not destroy any type of spirit from which their Mentor Spirit bestows
a bonus for summoning. This Code of Honor respects their Mentor
Spirit and is worthy of the Karma. Characters can't pick an obscure
or non-existent group to acquire this quality - you can't acquire
Karma by vowing to never kill sapient hamsters, for example.
Any time anyone attempts to kill a member of the character's
protected list, the character must make a Charisma + Willpower (4)
Test. A failed roll means the character must immediately put a stop
the violence against the member of their protected group. If the
situation forces the character to take action against any of his
protected group, he will always choose non-lethal methods. Killing a
member of the group he has sworn to protect is a line he will not
cross for any reason.
There are drawbacks to having a Code of Honor. For example, it
can leave witnesses behind. For each person in the protected
group the character leaves alive and who is in a position to
remember them, increase the character's Public Awareness by 1.
The character's job options are also limited - he will not take a job
if the objective is the death of a member of his protected group
and will have reservations about taking part in a mission with a
high probability of causing collateral harm to members of his
protected group.
There is always a chance things will go wrong whenever non-lethal
force is used. A person may have a life-threatening allergic reaction
to a usually harmless knockout drug, or a heart condition that
makes a taser shock deadly. For this reason, each time the
character takes a violent action or allows others to take violent
action against a member of his chosen group, the gamemaster
makes a secret roll of 1D6. On a roll of 1, there is an unforeseen
complication from the use of non-lethal force. With a metahuman it
could be a life-threatening medical condition; with a spirit, an
attempt to banish rather than destroy may in fact set the spirit free.
When a complication arises, the gamemaster makes a secret
Perception (4) Test for the character to notice if anything has gone
wrong.
If a person in the character's chosen group is killed, whether
intentionally or inadvertently, the character loses a point of Karma
for that adventure for each person in their "protected group" that is
killed.

Adept Powers
Combat Sense (2)
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.

Danger Sense (1)
You are instinctively sensitive of your surroundings and of
impending threats that may not be immediately visible. It's the bad
feeling that the character gets before walking into a trap, the gut
instinct that makes them jump an instant before trouble hits. For
each level of this power, you get +1 die on Surprise Tests.

Enhanced Accuracy: Pistols
A weapon in your hands becomes an extension of your body. When
you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy
Weapons, etc.). When you use the skill, add 1 to the Accuracy of
the weapon you're using. This power cannot be used with Unarmed
Combat, but it can be purchased multiple times with a different skill
each time.

Improved Ability (3): Pistols
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).

Improved Reflexes (2)
This power increases the speed at which you react, just like wired
reflexes. For each level, you receive +1 to Reaction (this also
affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6).
The maximum rating of Improved Reflexes is 3, and the increase
cannot be combined with other technological or magical increases
to Initiative.

Light Body (2)
Light Body is used to make incredible jumps over long distances.
Add the power's level to your Agility before calculating maximum
distance you can jump. Also, add 1 die per level to your Gymnastics
Test when you make your jump. If you should happen to fall,
reduce the effective distance of a fall by the level in meters when
calculating your falling damage.

Wall Running (8 )
You can run up sheer walls or other vertical surfaces a limited
distance. Make a Running + Strength {Magic} Test, with hits
indicating the number of meters you may climb up in an action
phase. If you want to run up longer distances, you'll need steps,
ledges, or somewhere you can stop and then use this power again.
If you want to run across a vertical surface instead of up it, you can
do so by combining this power with a Sprint action (p. 162). At the
end of your movement, you fall off the wall, whether you made it as
far as you wanted or not.

Mentor Spirit Effects
+2 dice: Con

+2 dice for tests with one Social skill of choice.
The Code of Honor can take other forms as well. For example:
• Assassin's Creed: A character never kills anyone that they are
Reminder: You must add the skill this applies to on the Active tab
not paid to kill. Being precise as an assassin, not leaving collateral
before you can choose which skill this advantage applies to.
damage, and being invisible are important hallmarks of those who
believe in the Assassin's Creed. Characters who take this version
Promises
of Code of Honor lose 1 point of Karma for every unintentional
If you break a promise, whether by choice or by accident, you take
and/or unpaid murder they commit, and their Public Awareness
a -1 dice pool modifier to all actions until you make good on your
goes up by 1 for each such death.
promise.
• Warrior's Code: The character who follows a Warrior's Code
maintains a strict sense of personal honor. In 2075, this likely
means a character will not kill an unarmed person, take lethal
action against an opponent who is unaware or unprepared for an
attack (i.e., a guard who doesn't know the runner is there), or
knowingly take an action that could kill someone who is defenseless
(i.e., from a stray bullet or allow someone to be killed from a sniper
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
shot). The character
loses 1 Karma per unarmed or defenseless
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
person that they kill or allow to be killed through their actions.

Equipment

Equipment

Autopicker (6)

Sequencer (5)

This lockpick gun is a quick and effective way of bypassing
mechanical locks. The autopicker's rating is added to your limit
when picking a mechanical lock.

An electronic device requried to defeat keypad-maglocks. See
Maglocks, p. 363.
Wireless: The sequencer receives a +1 bonus to its Rating.

Wireless: Having access to a huge online database of mechanical
locks lets you add the autopicker's rating as a dice pool modifier to
your test when picking a mechanical lock.

Transys Avalon Commlink

Wireless: The suit uses the extra information about your
surroundings and also gives you a +2 dice pool bonus to Sneaking
Tests for hiding.

Commlinks are universal communication devices; they're used by
everyone all the time. Commlinks are essentially the digital Swiss
army knives of the modern world. Even the most basic of them
includes AR Matrix browsing capability, multiple telephone and radio
modes of real-time talk and text, music players, micro tridprojectors, touchscreen displays, built in high-resolution digital video
and still image cameras, image/text and RFID tag scanners, built-in
GPS guidance systems, chip players, credstick readers, retractable
earbuds, voice-access dialing, text-to-speech and speech-to-text
technologies, and a shock and water resistant case. And all of this
at an inexpensive price that a few decades ago would have
seemed absurd.

Colt America L36

Wireless: Your commlink is connected to the matrix

Chameleon Suit
This full-body suit has a smart ruthenium polymer coating supported
by a sensor suite; the technology allows it to scan its surroundings
and replicate the images at the proper perspectives. Add 2 to your
limit when you make Sneaking tests to hide. A chameleon suit is
also armored for the wearer's protection.

A venerable pistol with a great reputation. This basic firearm is
cheap, easily concealed, and nearly ubiquitous. A perfect throwaway
weapon.
Wireless: The weapon displays an ARO that tells you ammo levels
and ammo type loaded. If you have a DNI, you get two additional
benefits. First, ejecting a clip (for weapons that have them) is a
Free Action rather than a Simple Action. Second, changing fire
modes (on models that have more than one) is a Free Action
rather than a Simple Action.
Smartgun System, Internal : A wireless smartlink provides a dice
pool bonus to all attacks with the weapon: +1 if you're using gear
with a smartlink or +2 if you're using an augmentation for which you
paid Essence. Ejecting a clip and changing fire modes are Free
Actions.

Gecko Tape Gloves
The outer layer of these gloves is made of a special dry adhesive
that incorporates millions of fine microscopic hairs that bond to
other surfaces. Individually, these bonding forces are tiny, but
combined they're strong enough to attach a troll, upside down, to
the ceiling. Gecko tape gloves come as a set that includes gloves,
kneepads, and slip-on-soles. You get to use assisted climbing (p.
134) when you're wearing the set. Gecko tape gloves are useless
when they're wet.
Wireless: The adhesive outer layer can be temporarily neutralized
with a wireless signal, useful for getting the gloves on and off
without getting them stuck to yourself or each other.

Maglock Passkey (5)
This maglock "skeleton key" can be inserted into any cardreader's
maglock, cleverly fooling it into believing that a legitimate passkey
has been swiped. See Maglocks, p. 363.
Wireless: The passkey receives a +1 bonus to its Rating.

Ruger Super Warhawk
This revolver is as loud as a jet liner and twice as shiny. It's also
one of the scariest handguns in the world. The cased ammo
variant is popular for the sheer thrill of swinging open the cylinder
gate one handed and dumping spent brass.
Wireless: The weapon displays an ARO that tells you ammo levels
and ammo type loaded. If you have a DNI, you get two additional
benefits. First, ejecting a clip (for weapons that have them) is a
Free Action rather than a Simple Action. Second, changing fire
modes (on models that have more than one) is a Free Action
rather than a Simple Action.
Smartgun System, Internal : A wireless smartlink provides a dice
pool bonus to all attacks with the weapon: +1 if you're using gear
with a smartlink or +2 if you're using an augmentation for which you
paid Essence. Ejecting a clip and changing fire modes are Free
Actions.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.






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