Wheelman (PDF)




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Title: Wheelman

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Wheelman
Player: Dave
Metatype: Human; Male; Age: 25; Height: 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 . . . . . . . . . . . . .5. . . . . . Edge

. . . . . . . . .Magic
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. ..6.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Reaction . . . . . . . . 6/9

. . . . . . . . . ..10/13+4D6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Strength . . . . . . . . . . 3. . . . . . .Initiative

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

. . . . . . . . . . . [7]
. . . Social
. . . . . .Limit
................................................................
Intuition . . . . . . . . . . . 4

Charisma . . . . . . . . . . 5. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Active Skills
7
8
8

[?] Automotive Mechanic
[A] Clubs 3 (Agi)
[7] Con 1 (Cha)

Knowledge Skills
4 (Log)

(Seduction +2)

7
10
18

[6] Gymnastics*
[5] Perception 4
[H] Pilot Ground Craft
[A] Pistols 4
[6]
[6]
[6]
[A]

6 (9) (Rea)

(Agi)

6
7

N English
[5] Italian 2
[5] Japanese 3

Running* (Str)
Sneaking 3 (Agi)
Swimming* (Str)
Unarmed Combat 4

Defenses

(Agi)

Ranged Defense (No Action): 13
Full Defense (-10 Interrupt, for the rest of the turn): +3

Attribute-Only Tests
Composure
Judge Intentions
Lifting & Carrying
Memory

Toxin Resistances
Toxin

Contact
Ingestion
Inhalation
Injection

3
3
3
3

Damage Resistances
12
12
12
12

Stun Damage

Language Skills

(Int)

* Athletics Group 2

8
9
6
6

Physical Damage

(Back Alleys +2)

(Semi-Automatics +2)

5
8
5
9

Racecar Drivers
[5] Professional
2 (Int)
[5] Smugling Routes 3 (Int)
[5] Street Layout 3 (Int)

(Agi)

(Wheeled +2)

9

6
7
7

Armor 9
Acid Protection 9
Cold Protection 9
Electricity Protection 9

Disease

3
3
3
3

Melee Defense (No Action): 13
Full Defense (-10 Interrupt, for the rest of the turn): +3
Dodge (-5 Interrupt, vs. one melee attack): +2
[6]
Extendable Baton Parry (-5 Interrupt, vs. one melee attack):
+3 [6]
Shock Glove Block (-5 Interrupt, vs. one melee attack): +4
[6]
Unarmed Strike Block (-5 Interrupt, vs. one melee attack):
+4 [6]
Sensor Defense (No Action): 8

12
12

Falling Protection 9
Fire Protection 9

Edge Pool

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

Gearhead

The
Gearhead
who you
look(p.
for313).
when it's time to stomp
• Adepts
never is
astrally
project
on the gas and move. She's a natural-born driver or pilot.
When
she's
the wheel/stick/controls
of a vehicle the
or drone,
• Adepts
onlyatperceive
astral space by purchasing
Astral
she
has an power
intuitive
of its limitations and its
Perception
(p.understanding
312).
capabilities and is able to coax whatever machine she's
controlling
to learn
perform
its best. During
vehicle
orhave
chase
• Adepts can
theatAssensing
skill only
if they
the
combat,
a Gearhead
can increase the Speed of her vehicle
Validation Report (0 issues): Nothing identified
Astral Perception
power.
or
drone
by
20
percent
or
increase
the
Handling
modifier
by
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
+1
(player's
choice).
She
receives
a Inc.
+2 dice pool
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is
a registered
trademark
Thealso
Topps
Company,
• Adepts
cannot
use of
skills
from
any
magic-related
skill groups
modifier
attempting
difficult maneuvers or stunts in the
(Sorcery,when
Conjuring,
or Enchanting).
vehicle. This bonus lasts for 1D6 minutes. The player can
choose
make
thismentor
bonus spirits
last up(p.
to 320).
an additional 1D6
• Adeptstocan
follow
minutes
ifgain
she
wants.
Doing
so
pushes
the
vehicle
or
drone
• Adepts
Points.
their
well
For
initial
of
Note:
"Gearhead"
so
acceleration
stress
that
each
beyond
Magic
bonus
To
you
Adepts
damage
minute
apply
rating.
can
adjustments
its
period,
bonus
Adept
receive
design
the
choose
the
(unresisted)
effects
or
the
Powers
character
the
limits
avehicle
whether
number
on
handling
ofthe
and
that
this
pushes
automatically
Adjust
you
risks
are
of
quality,
bonus.
Power
are
purchased
catastrophic
the
tab
currently
you
vehicle
of
Points
your
takes
canwith
add
equal
adding
past
vehicle,
damage.
one
Power
its
point
tothe

Positive Qualities

Matrix Devices
Transys Avalon Commlink

Mentor Spirit: Dragonslayer

Device Rating : 6
Data Processing : 6, Firewall: 6
Matrix Initiative : 10
Matrix DR : 12
(9 vs. Black IC)
Modifications: Sim Module

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
Will
to Live (3)
in his practice of magic and provides certain advantages and
For
each ratingto
point
in Will toabilities.
Live, the
1
disadvantages
his natural
A character
character gains
may change
additional
Damage
These
mentor spirits,
but heOverflow
may haveBox
only (p.
one101).
mentor
spiritadditional
at a time.boxes
To
only
allow
the character
to character
sustain additional
dying;
change
mentor
spirits, the
must firstdamage
buy off before
the current
they
do spirit
not raise
threshold
at which
the character
becomes
mentor
as if the
it were
a Negative
quality.
He can then
purchase
Negative
unconscious
or incapacitated,
nor doQualities
they affect
modifiers
the quality again
to follow a different
mentor
spirit.
This costfrom the
damage
the
character
has
taken.
represents the toll of
divorcing
from one
mentor
Dependent(s)
(1):
girlfriend
and
her spirit
childand bonding
with
a new one.
A character
with the Dependents quality has one or more loved
ones who depend on them for emotional support and financial aid.
Each traditionmay
hasinclude
a different
nameparents,
for a mentor
spirit.orHermetic
Dependents
children,
a spouse
lover, a
mages prefer
thefriend.
term "mentor
whileof
shamans
use the
word
sibling,
or an old
Meetingspirit,"
the needs
a dependent
should
"totem"
theamount
spirit that
theycharacter's
follow.Powers
While
theasnames
vary,
take up for
a fair
of Adept
the
time,
well asmay
some
of
way the mentor
works
is consistent.
the character's
money.
Increase
the amount of time it takes to learn
Danger
Sense
(1)
a new skill or improve an existing skill by fifty percent. See the
You
instinctively
sensitivetoofcharacters
your surroundings
and aofMagic
This are
quality
is only available
thatfor
possess
Character
Advancement
section on p. 103
more information
on
impending
threats that may not be immediately visible. It's the bad
attribute
rating.
how long it takes to improve skills. Also increase the base time for
feeling that the character gets before walking into a trap, the gut
any long-term Accuracy:
projects by fiftyPistols
percent. A dependent could also be a
Enhanced
instinct
thatmentor
makesspirit
them jump
an instant
trouble
hits.you
For
Note:
The
selected
on extension
thebefore
Magic
tab,
once
hindrance
in other
waysis-becomes
getting
underfoot,
sharing
living
space,
A
weapon
your
hands
of
your
body.
When
each
level
of
this
power,
you
get
+1andie
on Surprise
Tests.
have
selected
this
quality.
involving
herself
in
the
character's
work,
borrowing
the
car,
calling
you buy this power, choose a Combat Skill (Pistols, Clubs, Heavy
at the mostetc.).
inopportune
moments,
Weapons,
When you
use the etc.
Enhanced
Perception
(2) skill, add 1 to the Accuracy of
the weapon you're using. This power cannot be used with Unarmed
This
power
sharpens
all
your
senses.
Addtimes
+1 nuisance:
diewith
peralevel
to allskill
For 3 Karma,
is anmultiple
occasional
dropping
in
Combat,
but itthe
candependent
be purchased
different
Perception
Tests
and
Assensing
Tests.
unexpectedly
(such
as
when
the
character
must
go
to
a
meet),
each time.
needing emotional
support,
or other confirmations
of
Improved
Ability
(3): favors,
Pilot Ground
Craft
friendship/commitment,
and
occasionally
money.
Examples
of
This
power increases the
Rating
of a specific
Combat,
Physical,
dependents
at thisor
level
include:
sibling,
Social, Technical,
Vehicle
skillslacker
per level
of thelong-term
power. You need
boyfriend/girlfriend,
or a child
not
living
withfor
the
but for
to know the skill in order
to buy
this
power
it,character
and you can't
buy
Improved
Reflexes
(3) support
thegroups.
character
child
and visits
regularly.
Raise
itwhom
for skill
Thepays
maximum
improvement
possible
is your
This
power
increases
the
speed
at
which
you
react,
just
like
wired
the character's
lifestyle
cost by 10
percent each month.
current
skill level
x 1.5 (rounded
up).
reflexes. For each level, you receive +1 to Reaction (this also
affects
Initiative)
+1D6 Initiative
Die (to
a maximum of
5D6).
For 6 Karma,
theand
dependent
is a regular
inconvenience:
needing
The
maximum
rating of Improved
Reflexes
is 3,
and the
increase
attention
and commitment
on a regular
basis,
getting
involved
in the
Mentor
Spirit
Effects
cannot
be combined
with other
or magical
increasesat
character's
affairs, sharing
livingtechnological
space. Examples
of dependents
to
this
level include:
+2Initiative.
dice:
Con a live-in lover/wife/husband or family member, a
child
forfor
whom
character
shares
and routinely has in
+2 dice
teststhe
with
one Social
skill custody
of choice.
his home (every other weekend, etc.), or a young child or close
sibling
for whom
the character
is responsible.
Reminder:
You must
add the skill
this applies Increase
to on thethe
Active tab
Promises
character's
lifestyle
costwhich
by 20skill
percent
each month.
before you can
choose
this advantage
applies to.
If you break a promise, whether by choice or by accident, you take
a
dice
pool modifier
to all
actions until
you family
make good
onpartner
your
At-1the
9 Karma
level, the
dependent
is close
or a life
promise.
and lives with the character. The dependent is a strain on the
character's time and resources, and/or requires special care and
Identities
attention that limits the character's
availability for missions or
specific
actions.
Examples
of these dependents include large family
Identity:
Specify
Name
sharing
Fake the
SINliving space, parents or grandparents with medical or
physical
needs,
full custody
of any children. Increase the
Lifestyles:
(1 and
month)
Low Lifestyle
lifestyle
cost &
forSINs
the character
by 30 percent
eachCarry
month.
Licenses
: Fake License:
Concealed
(4), Fake
License: Gun (4), Fake SIN (4)

Gear (Cash: 1,182.5¥)
Contacts (2)
Modifications: Flare Compensation, Smartlink

Dropped to Ground
Transys Avalon Commlink
Modifications: Sim Module

Trodes

Vehicles
Hyundai Shin-Hyuang

Contacts
Bartender
Connection: 3

Loyalty: 1

Fixer
Connection: 3

Loyalty: 3

Mechanic
Connection: 2

Loyalty: 4

Armor
Urban Explorer Jumpsuit

9

Firearms & Heavy Weapons
Ares Predator V

8S
12 [8]
5/20/40/60
Ammo Usage : 15 (c):
Semi-Auto (simple action): 12 , 8S Damage
Semi-Automatic (complex action): 12
vs. -2 Def, 8S Damage
Modifications: Smartgun System, Internal
Accessories : (8) Spare Clips
Gel Rounds : +0S v +1, _____/45
Regular Ammo: –, _____/75

Melee & Other Weapons
Extendable Baton
Shock Glove
Unarmed Strike

5P

8

[5]

Reach: 1

8S(e) v -5

9

[6]

Reach: –

3S

9

[6]

Reach: –

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.

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.

Gearhead
The Gearhead is who you look for when it's time to stomp on the
gas and move. She's a natural-born driver or pilot. When she's at
the wheel/stick/controls of a vehicle or drone, she has an intuitive
understanding of its limitations and its capabilities and is able to
coax whatever machine she's controlling to perform at its best.
During vehicle or chase combat, a Gearhead can increase the
Speed of her vehicle or drone by 20 percent
or increase the
Handling modifier by +1 (player's choice). She also receives a +2
dice pool modifier when attempting difficult maneuvers or stunts in
the vehicle. This bonus lasts for 1D6 minutes. The player can
choose to make this bonus last up to an additional 1D6 minutes if
she wants. Doing so pushes the vehicle or drone well beyond its
design limits and risks catastrophic damage. For each minute the
character pushes the vehicle past its initial bonus period, the vehicle
automatically takes one point of stress damage (unresisted)
Note: To apply the effects of this quality, you can add "Gearhead"
adjustments on the Adjust tab of your vehicle, so that you can
choose whether you are currently adding the acceleration bonus or
the handling bonus.

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.

Will to Live (3)
For each rating point in Will to Live, the character gains 1
additional Damage Overflow Box (p. 101). These additional boxes
only allow the character to sustain additional damage before dying;
they do not raise the threshold at which the character becomes
unconscious or incapacitated, nor do they affect modifiers from the
damage the character has taken.

Negative Qualities
Dependent(s) (1): girlfriend and her child
A character with the Dependents quality has one or more loved
ones who depend on them for emotional support and financial aid.
Dependents may include children, parents, a spouse or lover, a
sibling, or an old friend. Meeting the needs of a dependent should
take up a fair amount of the character's time, as well as some of
the character's money. Increase the amount of time it takes to learn
a new skill or improve an existing skill by fifty percent. See the
Character Advancement section on p. 103 for more information on
how long it takes to improve skills. Also increase the base time for
any long-term projects by fifty percent. A dependent could also be a
hindrance in other ways - getting underfoot, sharing living space,
involving herself in the character's work, borrowing the car, calling
at the most inopportune moments, etc.
For 3 Karma, the dependent is an occasional nuisance: dropping in
unexpectedly (such as when the character must go to a meet),
needing emotional support, favors, or other confirmations of
friendship/commitment, and occasionally money. Examples of
dependents at this level include: slacker sibling, long-term
boyfriend/girlfriend, or a child not living with the character but for
whom the character pays child support and visits regularly. Raise
the character's lifestyle cost by 10 percent each month.
For 6 Karma, the dependent is a regular inconvenience: needing
attention and commitment on a regular basis, getting involved in the
character's affairs, sharing living space. Examples of dependents at
this level include: a live-in lover/wife/husband or family member, a
child for whom the character shares custody and routinely has in
his home (every other weekend, etc.), or a young child or close
sibling for whom the character is responsible. Increase the
character's lifestyle cost by 20 percent each month.
At the 9 Karma level, the dependent is close family or a life partner
and lives with the character. The dependent is a strain on the
character's time and resources, and/or requires special care and
attention that limits the character's availability for missions or
specific actions. Examples of these dependents include large family
sharing the living space, parents or grandparents with medical or
physical needs, and full custody of any children. Increase the
lifestyle cost for the character by 30 percent each month.

Adept Powers
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.

Enhanced Perception (2)
This power sharpens all your senses. Add +1 die per level to all
Perception Tests and Assensing Tests.

Improved Ability (3): Pilot Ground Craft
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).

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.

Adept Powers
Improved Reflexes (3)
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.

Mentor Spirit Effects
+2 dice: Con
+2 dice for tests with one Social skill of choice.
Reminder: You must add the skill this applies to on the Active tab
before you can choose which skill this advantage applies to.

Promises
If you break a promise, whether by choice or by accident, you take
a -1 dice pool modifier to all actions until you make good on your
promise.

Contacts
Bartender
Connection Rating : 3
Loyalty Rating : 1
Uses : Information, additional contacts, back rooms for private meets
Places to Meet : Any bar/nightclub
Similar Contacts : Bar/nightclub owner, bouncer, waitress, stripper
Bartenders serve drinks. They also serve as counselor and crying
shoulder to nearly everyone who comes into their joint. They see and
hear just about everything, which is why it's so very important to
make his acquaintance and make his tip jar a little heavier.
Bartenders know everyone, so they'll be able to let you know who
hasn't been in for a while, whose kid has run away from home this
time, whose wife is screwing some other guy - just about anything you
might need to know. He can also connect you to the local rumor mill,
and he might have something juicy that one of his clients let slip in a
haze of gin and tonic. He can guide newbies to suppliers of a variety
of goods and services. It'll all cost you, of course - sometimes straightup cred, sometimes a round for the house to keep the good will
flowing.
He's known for his discretion, however. He won't just spill to anyone
without a really good reason. Like we said, it'll cost you but it's usually
worth it to keep him (and sometimes his other customers) happy.

Contacts
Fixer
Connection Rating : 3
Loyalty Rating : 3
Uses : Jobs and cred, information, gear, additional contacts
Places to Meet : Local bars or clubs, coffee shops, street corners
where surveillance is next to impossible
Similar Contacts : Fence, loan shark, Mr. Johnson
If you know nobody else, make the acquaintance of a fixer. They are
the center of the shadowrunning universe, and they know everyone
you might need to know. Find one, get on his good side, and you'll
have a shot at prospering in the shadows. He can get you anything
you need ... for a price. After all, nothing's free in the shadows.
Fixers are only as good as their connections, which they go to great
lengths to cultivate. They're a one-man combination of employment
agency, procurement firm, and fence. They make their living on whom
and what they know, and by how well they can make deals between
interested parties looking to buy or sell goods and services. A
shadowrunner has something hot that he needs to unload pronto? The
fixer's the man he needs to see. Mr. Johnson needs a team to extract
someone from a competitor's compound? The fixer's the man who sets
up the meeting. A team needs a specialist to pull off a tricky run? You
guessed it; the fixer knows who to call.
These kinds of services don't come cheap, however. A fixer takes a
percentage from every transaction, and the better he is, the bigger
that cut is going to be. Once you've found a quality fixer, stay on his
good side. You might get a discount if he likes you, and even better,
you might get another job without having to relocate to another city
and start all over again.

Mechanic
Connection Rating : 2
Loyalty Rating : 4
Uses : Repair services, used wheels, and other vehicles
Places to Meet : Local garage, gas station, automobile chop shop,
usedcar lot, aircraft hangar
Similar Contacts : Tech Wizard
Sometimes, the only thing between a shadowruuner and disaster is a
vehicle that moves like a scalded cat. To keep your vehicles in that
category, it's good to know a mechanic. A good mechanic can fix
what's broken and improve what's not. Given sufficient time and cash,
he can make the worst junkyard refugee into a serviceable vehicle.
The more miraculous the work, of course, the more it's going to cost
you. As often as not, "hopeless case" can simply be read as "very
expensive."
He also doubles as a car salesman, or at least an agent for one. If
you need a quick, cheap set of wheels, a new drone, or that sweet
new motorcycle you've been lusting over, he knows someone who can
get it for you.

Equipment
Ares Predator V
The newest iteration of the most popular handgun in the world,
especially with mercenaries and shadowrunners. Upgraded with
improved ergonomics and handling features, the Ares Predator V
includes a smartgun system. Some say that the Ares Predator V
isn't better than other guns in its class, but no one can argue that it
has better brand recognition.
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.

Equipment
Extendable Baton
This telescoping club can be collapsed, and it can be extended with
a sharp flick of the wrist or a wireless signal. When retracted, it's
more easily concealed (Concealability Modifier 0 when retracted, +2
when extended).
Wireless: Readying the extendable baton is a Free Action instead of
a Simple Action.

Shock Glove
These electrically insulated gloves have a wire mesh that
discharges electric current with a punch or a simple touch. The
gloves deal electricity damage (p. 170) and are good for ten
charges before they need to be plugged in and recharged (at a rate
of one charge per ten seconds). Attacks with shock gloves use the
Unarmed Combat skill.
Wireless: The shock gloves recharge by induction, regaining one
charge per full hour of wireless-enabled time.

Transys Avalon Commlink
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.
Wireless: Your commlink is connected to the matrix

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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