Macho Dan (PDF)




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Title: Macho Dan

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Macho Dan
Player: Dave
Metatype: Dwarf; Male; Ethnicity: Caucasian; Age: 25;
Height: 1.2m; Weight: 54kg; Hair: Brown; Eyes: Crazy;
Skin: Fake Tan
Total Karma: 1; Current Karma: 1; Street Cred: 0; Notoriety:
0; Public Awareness: 0

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

. . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. ..3.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Agility . . . . . . . . . . . . .5. . . . . . Edge

. . . . . . . . .Magic
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. ..6.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Reaction . . . . . . . . 4/6

. . . . . . . . . .. .. 8/10+3D6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Strength . . . . . . . . . . 8. . . . . . .Initiative

. . . . . . . . . .Limits
...............................................................
Willpower . . . . . . . . . 5. . . . . . . . . . . Inherent
. . . . .Physical
. . . . . . . Limit
..............................................................
Logic . . . . . . . . . . . . . .2. . . . . . . . . [10]
[5] Mental Limit

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

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

Active Skills
11
9 [10]
[5]
12
9 [10]
12 [A]

Language Skills

Composure
Judge Intentions
Lifting & Carrying
Memory

Toxin Resistances
Toxin

Contact (2 / 2)
Ingestion (2 / 2)
Inhalation (2 / 2)

Injection (2 / 2)

Disease

8
8
8
8

8
8
8
8

Damage Resistances
17
17
17
17

Stun Damage

Unarmed Combat 6 (7) (Agi)

(Wrestling
(Professional Style)
+2)
Attribute-Only
Tests

8
7
14
7

Physical Damage

N English

Gymnastics 6 (Agi)
Perception 5 (Int)
Running 4 (Str)
Sneaking 4 (Agi)

Armor 11
Acid Protection 11
17
Cold Protection 11
17
Electricity Protection 11

Falling Protection 11
Fire Protection 11

Metatype Abilities

Defenses
Ranged attacks against you are at : +0
Ranged Defense (No Action): 10
Full Defense (-10 Interrupt, for the rest of the turn): +5
Melee attacks against you are at : +0
Melee Defense (No Action): 10
Full Defense (-10 Interrupt, for the rest of the turn): +5
Dodge (-5 Interrupt, vs. one melee attack): +6
[10]
Unarmed Strike Block (-5 Interrupt, vs. one melee attack):
+9 [10]
Sensor Defense (No Action): 9

[10]

Enhanced Senses: Thermographic Vision
This power includes any improved or augmented senses beyond the
normal human range of awareness. This includes low-light and
thermographic vision, improved hearing and smell, heat-sensing organs,
Resistance:
Pathogens and Toxins +2
natural sonar, and so on. The actual enhanced senses are specified it the
critter's description. If the enhanced sense doesn't already have a specific
effect (for example, thermographic vision), this power gives a +2 dice pool
modifier to tests made using that
enhanced
sense, as well as +1 to the
Edge
Pool
appropriate limit.

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

Negative
• Adepts never astrally
project (p.Qualities
313).
Dependent(s)
(3): Junkie Wife
• Adepts only perceive astral space by purchasing the Astral

A character with the Dependents quality has one or more
Perception power (p. 312).
loved ones who depend on them for emotional support and
financial aid. Dependents may include children, parents, a
• Adepts can learn the Assensing skill only if they have the
spouse or lover, a sibling, or an old friend. Meeting the
Astral Perception power.
needs of a&dependent
should
take
up a fair amount
of the
Language
Skills:
Resource
unspent;
Validation Report (2 issues): Contact Points: Resource unspent; Free Knowledge
character's time, as well as some of the character's money.
Active: Killing Hands
• Adepts cannot use skills from any magic-related skill groups
Increase the amount of time it takes to learn a new skill or
(Sorcery,
or Enchanting).
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology,
Inc. FreeConjuring,
download at http://www.wolflair.com
improve an existing skill by fifty percent. See the
Character
Shadowrun © 2005-2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Advancement section on p. 103 for more information on
• Adepts can follow mentor spirits (p. 320).
how long it takes to improve skills. Also increase the base
time for any long-term projects by fifty percent. A dependent
• Adepts gain Adept Powers that are purchased with Power
could
also
be
a
hindrance
in
other
ways
-character's
getting
underfoot,
Points.
their
sharing
work,
moments,
dropping
go
confirmations
money.
sibling,
the
and
percent
For
needing
involved
Examples
lover/wife/husband
character
(every
for
character's
At
partner
strain
special
availability
these
space,
needs,
cost
the
to
whom
character
3visits
6
for
Magic
aKarma,
borrowing
on
dependents
9other
parents
and
Adepts
meet),
long-term
care
and
living
Examples
the
each
Karma
attention
in
the
in
the
shares
regularly.
etc.
of
for
the
lifestyle
rating.
unexpectedly
character
full
lives
weekend,
and
dependents
character's
character
month.
the
space,
but
of
missions
needing
character's
receive
custody
or
level,
the
friendship/commitment,
attention
with
custody
dependent
for
boyfriend/girlfriend,
and
grandparents
of
include
or
cost
Raise
car,
whom
involving
dependents
the
by
the
family
commitment
etc.),
aemotional
or
is
ofby
time
calling
30
number
dependent
at
character.
(such
and
responsible.
any
specific
the
that
large
affairs,
the
20
percent
this
member,
or
isand
character's
routinely
herself
children.
percent
limits
an
a
character
at
as
with
family
level
regular
young
of
at
support,
resources,
sharing
the
occasional
actions.
when
on
Power
this
each
The
the
medical
isinclude:
or
in
most
aa
sharing
Increase
each
close
has
Increase
child
level
a
the
regular
and
inconvenience:
dependent
the
pays
month.
lifestyle
living
child
favors,
Points
Examples
inopportune
in
character's
month.
character
family
occasionally
or
and/or
for
include:
nuisance:
ahis
the
child
not
physical
live-in
close
space.
basis,
the
whom
the
home
equal
or
cost
living
living
or
support
requires
is
other
lifestyle
of
sibling
slacker
agetting
aby
must
the
towith
life
10

Martial Arts

Matrix Devices
Renraku Sensei Commlink

Wrestling (Professional Style)

Device Rating : 3
Data Processing : 3, Firewall: 3
Matrix Initiative : 7
Matrix DR : 6
(8 vs. Black IC)

Professional Wrestling is a mix of wrestling and theatrics loosely
based on the sporting style rules of wrestling. Make no mistake,
though—whether the outcomes are pre-determined or not, the style
•requires
Clinchsignificant
(11 [10]
vs. Reaction + Intuition)
strength, coordination, and athleticism.
A
Clinch is aingrappling
a stand-up
where the
Originating
the early position
twentiethincentury,
the fight,
Professional
style
opponent’s
Reach
has been neutralized.
A Clinch
is in
includes theeffective
basic classic
techniques,
which are then
enhanced
included
in several
martial
arts and
can in
beprofessional
used as a medium
to is a
spectacular
displays.
A
sacrificial
throw
wrestling
•move
Karmic
Response
from
a stand-up
fight
to a is
ground
fight
through
throws and
suplex,
while
a sacrificial
move
called
athis
spear.
Professional
What
goes
around,
comes
around.
With
technique,
the
knock
down
actions. With
a successful
opposed
Gymnastics
wrestling
has
cultural
andbreaking
dramatic
flavors.
Someoneor+may
character
has various
practiced
not only
out
of
a character
subduing
Agility
[Physical]
vs. aReaction
+ Intuition
Test,
the
has
think
that
this
is
not
style
of
martial
arts—until
they
ahold.
flying
clinch
attack,
but
doing itThis
in such
a way
to character
reverseget
the
clinched
their
opponent.
means
thatasthe
has
a hold
•elbow
Sacrifice
Throw
to
the
face.
With
technique,
apossibly
character
may
perform
a Reversal
Action
of thethis
opponent
(and
visa
versa),
so they
can’t move
away
Interrupt
Action
(–10
Initiative
Score)
(either
Called
Shot
or difference
Interrupt)
instead
Escape
from each
other.
The
betweenofaan
Clinch
andAction.
a Grapple

Gear (Cash: 1,000¥)
Dropped to Ground
Glasses (1)

action
that a Grapple
a lockstanding,
or chokeusing
hold on
thehip, leg,
A throwisnormally
keeps involves
the character
their
opponent
toto
immobilize
him,opponent
while a Clinch
doesn’t
immobilize
or
shoulder
leverage the
into being
thrown.
The an
Adept
opponentThrow
and allows
both
the
character
and
opponentbody
to make
Sacrifice
technique
uses
thePowers
whole
character’s
as
actions other than
those
involving
counterweight
for the
throw.
At thethe
endClinch.
both the character and
Critical
Strike
(2):
Unarmed
Combat
opponent are Prone. Add the character’s Strength and Body to the
This
power improves
a specific
skill:
Unarmed
Combat,
Thehits
character
who initiated
thetomelee
Clinch
gets either
the
Position
net
of the unarmed
attack
determine
if it Superior
exceeds the
Clubs,
Blades, Astral
Combat, or
a particularcontrol
ExoticofMelee
weapon
bonus modifier
to actions
maintaining
the
opponent’s
Physical
Limit.while
If successful,
the opponent
canClinch.
then be
skill.
The
specific skill
chosen when
you bonus
buy theare
power.
Increase
Both
theupcharacter
andis(1):
opponent’s
Reach
negated,
thrown
to aAbility
number
of
meters
equal
toCombat
1 plus the
net
hits and
Improved
Unarmed
the
DV of
your
attacks
with the
selected
skill byequal
1. Critical
Strike
is
attacks
with
melee
weapons
receive
a
penalty
to
their
Reach
scored
on the
test. The
maximum
that
a character
can
This
power
increases
the
Rating
ofdistance
aadept
specific
Combat,
compatible
with
weapons
and
other
powers.
ThePhysical,
power
may
bonus.an
Firearm
use
both
the
character
opponent
are need
throw
opponent
isby
the
difference
inlevel
the and
character’s
Strength
Social,
Technical,
or
Vehicle
skill
per
of
the
power.
You
be
selected
multiple
times,
eachof
time for
a different
melee
skill.
penalized
by
the in
net
successes
Clinch.
Unless
the
opponent
minus
the
opponent’s
Body
in meters.
If this
value
is less
to
know
the
skill
order
to buy
thisthe
power
fordistance
it,
and you
can't
buy
Improved
Reflexes
(2)
escapes
from
the
Clinch,
neither
opponent
nor
character
can
move
than
0,
then
the
maximum
distance
is
0,
meaning
less
than
one
it for skill groups. The maximum improvement possible is your
This
increases
the
speed
athowever,
which
you
react,
wired
away
from
They
can,The
move
upjust
todamage
2like
meters
on
meterpower
away
fromother.
opponent
suffers
equal
current
skilleach
level
xthe
1.5character.
(rounded
up).
reflexes.
For
each level,
youtest,
receive
+1 distance
to Reaction
(thisposition
also
each
their
actions
together.
A not
character
in the inferior
to
theofnet
successes
of the
the
thrown.
If the an
affects
Initiative)
+1D6
Initiative
Die
(to a to
maximum
ofexceed
5D6). A
attempt
toHands
anand
Escape
(see
below)
break
the
Clinch.
initial
test
isuse
successful
butAction
the
throwing
character
did not
Killing
The
maximum
rating
of Improved
Reflexes
isof3,the
andClinch
the on
increase
character
in
the
Superior
Position
can
let
go
as
a
the
opponent’s
Physical
Limit,
then
both
characters
are
the
This
power
lets you inflict
lethal technological
damage with or
your
unarmed
attacks.
cannot
be
withdone
other
magical
increases
Free
Action;
at damage
this
point
the
character
in
an
inferior
position
can
ground
withcombined
no
damage
totarget
either.
Ifan
the
attack
is
unsuccessful,
When
inflicting
on
the
of
unarmed
attack,
you
to
Initiative.
choose
to use
an Interrupt
Action
(–5
Initiative
Score)
to attempt
the
throwing
character
Prone
and
takes
damage
equal
to the to
may
choose
whether
toiscause
Stun
or
Physical
damage.
Killing
Mystic
Armor
(2)
maintain
Clinch
and gain
Superior
Position.
This
requires
a new
number
ofthe
net
hits
scored
by the
opponent
minus
the
throwing
Hands may
be
combined
with
other
adept
powers
that
increase
This
power
protects
you
from
physical
attacks.
For
every
this
Gymnastics
+ Agility
[Physical]
by
thebeplayer
inare
themagical,
inferior
position,
character’s
Physical
Limit.
This
may
no damage
if the level,
character
unarmed
damage.
Your
Killing
Hands
attacks
so they
power
gives
point
of
Armor
(cumulative
with
other
but
and
they
receive
+1 dice
pool
thanks
toopponent’s
the
fact armor,
that
they
succeeded
in
the1aattack,
but
did bonus
not
exceed
the
can
bypass
ayou
creature's
magical
defenses
against
attack,
such
as
not
to
encumbrance)
that
also
protects
against
damage
you
are adding
already
into
contact
with
the
other
character;
the be
character
in the
Physical
Limit.
Note
that
use
of
this
action
requires
Martial
Art
the
Immunity
Normal
Weapons
power,
and
may
used
by
Wall
Running
(12 not) get the Superior Position bonus in this
take
in astral
combat.
Superior
Position
does
training.
adepts
Perception
astral combat.
You
canwith
runAstral
up sheer
walls orduring
other vertical
surfaces a limited
instance.
distance. Make a Running + Strength [Magic] Test, with hits
indicating
theClinch
number
of meters
you to
may
climb up Called
in an action
A successful
Action
can lead
a Subdual,
Shot:
phase.
If youor
want
to runNote
up longer
distances,
you'll requires
need steps,
Knockdown,
Throw.
that
use
of
this
action
Martial
Identities
ledges,
or
somewhere
you
can
stop
and
then
use
this
power
again.
Art training.
IfIdentity:
you want to
run
across
a
vertical
surface
instead
of
up
it,
you
can
Specify Name
doLifestyles:
so by combining
this
power
with
a
Sprint
action
(p.
162).
At
the
(1 month) Low Lifestyle
end of your movement, you fall off the wall, whether you made it as
far as you wanted or not.

Modifications: Flare Compensation

Meta Link Commlink
Renraku Sensei Commlink

Background & Personal Details
OOOOOOHH YEAHHH!!!

Armor

Ace of Cups

9

Modifications: Increase Social Limit by 1

Mystic Armor

+2

Melee & Other Weapons
Unarmed Strike

10P

14

[10]

Reach: –

Matrix Devices
Meta Link Commlink
Device Rating : 1
Data Processing : 1, Firewall: 1
Matrix Initiative : 5
Matrix DR : 2
(6 vs. Black IC)

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.

Negative Qualities
Dependent(s) (3): Junkie Wife
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.

Martial Arts
Wrestling (Professional Style)
Professional Wrestling is a mix of wrestling and theatrics loosely
based on the sporting style rules of wrestling. Make no mistake,
though—whether the outcomes are pre-determined or not, the style
requires significant strength, coordination, and athleticism.
Originating in the early twentieth century, the Professional style
includes the basic classic techniques, which are then enhanced in
spectacular displays. A sacrificial throw in professional wrestling is a
suplex, while a sacrificial move is called a spear. Professional
wrestling has various cultural and dramatic flavors. Someone may
think that this is not a style of martial arts—until they get a flying
elbow to the face.

• Clinch (11 [10] vs. Reaction + Intuition)
A Clinch is a grappling position in a stand-up fight, where the
opponent’s effective Reach has been neutralized. A Clinch is
included in several martial arts and can be used as a medium to
move from a stand-up fight to a ground fight through throws and
knock down actions. With a successful opposed Gymnastics +
Agility [Physical] vs. Reaction + Intuition Test, the character has
clinched their opponent. This means that the character has a hold
of the opponent (and possibly visa versa), so they can’t move away
from each other. The difference between a Clinch and a Grapple
action is that a Grapple involves a lock or choke hold on the
opponent to immobilize him, while a Clinch doesn’t immobilize an
opponent and allows both the character and opponent to make
actions other than those involving the Clinch.
The character who initiated the Clinch gets the Superior Position
bonus modifier to actions while maintaining control of the Clinch.
Both the character and opponent’s Reach bonus are negated, and
attacks with melee weapons receive a penalty equal to their Reach
bonus. Firearm use by both the character and opponent are
penalized by the net successes of the Clinch. Unless the opponent
escapes from the Clinch, neither opponent nor character can move
away from each other. They can, however, move up to 2 meters on
each of their actions together. A character in the inferior position an
attempt to use an Escape Action (see below) to break the Clinch. A
character in the Superior Position can let go of the Clinch as a
Free Action; at this point the character in an inferior position can
choose to use an Interrupt Action (–5 Initiative Score) to attempt to
maintain the Clinch and gain Superior Position. This requires a new
Gymnastics + Agility [Physical] by the player in the inferior position,
and they receive a +1 dice pool bonus thanks to the fact that they
are already in contact with the other character; the character in the
Superior Position does not get the Superior Position bonus in this
instance.
A successful Clinch Action can lead to a Subdual, Called Shot:
Knockdown, or Throw. Note that use of this action requires Martial
Art training.

• Karmic Response
What goes around, comes around. With this technique, the
character has practiced not only breaking out of a subduing or
clinch attack, but doing it in such a way as to reverse the hold.
With this technique, a character may perform a Reversal Action
(either Called Shot or Interrupt) instead of an Escape Action.

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.

Martial Arts
• Sacrifice Throw

Adept Powers
Wall Running (12 )

Interrupt Action (–10 Initiative Score)

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.

A throw normally keeps the character standing, using their hip, leg,
or shoulder to leverage the opponent into being thrown. The
Sacrifice Throw technique uses the whole character’s body as
counterweight for the throw. At the end both the character and
opponent are Prone. Add the character’s Strength and Body to the
net hits of the unarmed attack to determine if it exceeds the
opponent’s Physical Limit. If successful, the opponent can then be
thrown up to a number of meters equal to 1 plus the net hits
scored on the test. The maximum distance that a character can
throw an opponent is the difference in the character’s Strength
minus the opponent’s Body in meters. If this distance value is less
than 0, then the maximum distance is 0, meaning less than one
meter away from the character. The opponent suffers damage equal
to the net successes of the test, not the distance thrown. If the
initial test is successful but the throwing character did not exceed
the opponent’s Physical Limit, then both characters are on the
ground with no damage done to either. If the attack is unsuccessful,
the throwing character is Prone and takes damage equal to the
number of net hits scored by the opponent minus the throwing
character’s Physical Limit. This may be no damage if the character
succeeded in the attack, but did not exceed the opponent’s
Physical Limit. Note that use of this action requires Martial Art
training.

Adept Powers
Critical Strike (2): Unarmed Combat

Metatype Abilities
Enhanced Senses: Thermographic Vision
This power includes any improved or augmented senses beyond
the normal human range of awareness. This includes low-light and
thermographic vision, improved hearing and smell, heat-sensing
organs, natural sonar, and so on. The actual enhanced senses are
specified it the critter's description. If the enhanced sense doesn't
already have a specific effect (for example, thermographic vision),
this power gives a +2 dice pool modifier to tests made using that
enhanced sense, as well as +1 to the appropriate limit.

Resistance: Pathogens and Toxins +2

Equipment
Ace of Cups

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).

Can't resist throwing on the little tag line just so we remember
who's in charge of this line. A few years back these lines were hot,
but they've been adding feature after feature since then so that the
things are getting pretty unwieldy. The rather unoriginal Aces High
line added the Ace of Cups (high-collar floor-length coat with back
shoulder flaring and flowing-but-layered lower half), Ace of Swords
(WWII Japanese pilot style, complete with wakizashi scabbard built
into the back), Ace of Wands (new-age wizard styling with lots of
little pockets for reagents), and Ace of Coins (black juggernaut hide
with platinum thread stitching and solid gold accents) this year and
have been having quite a resurgence of both the new and old lines.
And before you say anything, yes, I know there are no aces in tarot
decks. Vashon Island doesn't care.

Improved Reflexes (2)

Wireless: +1 dice pool bonus to Social Tests

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 (1): Unarmed Combat

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.

Killing Hands
This power lets you inflict lethal damage with your unarmed attacks.
When inflicting damage on the target of an unarmed attack, you
may choose whether to cause Stun or Physical damage. Killing
Hands may be combined with other adept powers that increase
unarmed damage. Your Killing Hands attacks are magical, so they
can bypass a creature's magical defenses against attack, such as
the Immunity to Normal Weapons power, and may be used by
adepts with Astral Perception during astral combat.

Meta Link 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

Mystic Armor (2)
This power protects you from physical attacks. For every level, this
power gives you 1 point of Armor (cumulative with other armor, but
not adding to encumbrance) that also protects against damage you
take in astral combat.

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
Renraku Sensei 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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