Sancho .pdf

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Title: Sancho

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Sancho
Player: Dave
Metatype: Human; Male; Ethnicity: Mexican (NOT Aztlaner);
Age: 26; Height: 1.73m; Weight: 81kg; Hair: Black; Eyes:
Brown; Skin: Tan
Total Karma: 2; Current Karma: 2; Street Cred: 0; Notoriety:
-1; Public Awareness: 0

Attributes
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. ..6.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Body. . . . . . . . . . . . . . .2. . . . . . Essence

. . . . . . . . Edge
. . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. ..3.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Agility . . . . . . . . . . .5/6

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

. . . . . . . . . .. .. 9/11+3D6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Strength . . . . . . . . . . 2. . . . . . .Initiative

. . . . . . . . . .Limits
...............................................................
Willpower . . . . . . . . . 3. . . . . . . . . . . Inherent
. . . .Physical
. . . . . . . Limit
..............................................................
Logic . . . . . . . . . . . . . .2. . . . . . . . . . [5]
[4] Mental Limit

. . . . . . . . . . . [6]
. . . Social
. . . . . . Limit
................................................................
Intuition . . . . . . . . . . . 4

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

Movement
12m/24m/+2 Land Movement

Active Skills
6

[?] Armorer 4
[A] Blades 2

6
7
6

(Log)

(Agi)

(Knives +2)

9

[6] Con 5 (6)

(Cha)

[4] Local Runners 2 (Int)
[4] Night Life 3 (Int)
Security Systems 4
[4] Physical
(Log)

Language Skills

(Seduction +2)
First Impression : +2 to tests during the first
meeting

9
7

7

[5] Disguise* (Int)
[6] Etiquette 2 (Cha)

N English
[4] Spanish 3

First Impression : +2 to tests during the first
meeting

6 [5] Free Fall 4 (Bod)
11 [5] Gymnastics* (Agi)
7 [M] Hardware 5 (Log)
7 [6] Impersonation 4 (Cha)
First Impression : +2 to tests during the first
meeting

12
11
9
9

[5] Locksmith 6 (Agi)
[5] Palming* (Agi)
[4] Perception 5 (Int)
[H] Pilot Ground Craft 2

(Rea)

(Bike +2)

14

[A] Pistols 6 (8)

Defenses
Ranged attacks against you are at : +0
Ranged Defense (No Action): 11
Full Defense (-10 Interrupt, for the rest of the turn): +3
Melee attacks against you are at : +0
Melee Defense (No Action): 11
Full Defense (-10 Interrupt, for the rest of the turn): +3
Dodge (-5 Interrupt, vs. one melee attack): +5
[5]
Combat Knife Parry (-5 Interrupt, vs. one melee attack):
+4 [5]
Unarmed Strike Block (-5 Interrupt, vs. one melee attack):
+5 [5]
Sensor Defense (No Action): 11

(Agi)

[5] Running* (Str)
[5] Sneaking* (Agi)

Chameleon Suit : +2 to sneaking tests for hiding;
Chameleon Suit : [+2] to sneaking tests to hide

7

[5] Swimming* (Str)
* Athletics Group 5
* Stealth Group 5

[5]

Damage Resistances

(Revolvers +2)

7
13

Stun Damage

Knowledge Skills

(Firearms +2)

8

Physical Damage
4m/+1 Swimming

11
11
11

Armor 9
Acid Protection 9
Cold Protection 9

11

Electricity Protection 9

11
11

Falling Protection 9
Fire Protection 9

Validation Report (0 issues): Nothing identified
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.

Edge Pool

Adept Powers
Wall Running (7

Attribute-Only Tests
6
7
4
5

Composure
Judge Intentions
Lifting & Carrying
Memory

Toxin Resistances
Toxin

Contact
Ingestion
Inhalation
Injection

5
5
5
5

Disease

5
5
5
5

Positive Qualities

Identities
Ignacio Torres
Fake SIN
Lifestyles: (1 month) Low Lifestyle
Licenses & SINs : Fake License: Concealed Carry (4), Fake
License: Guns (4), Fake SIN (4)

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

Catlike
• Adepts never astrally project (p. 313).

)

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,
Mentor
Effects
ledges, or somewhere
you can Spirit
stop and then
use this power again.
If you want to run across a vertical surface instead of up it, you can
+2
dice:
Etiquette
do so by combining this power with a Sprint action (p. 162). At the
+2 dice for tests with one Social skill of choice.
end of your movement, you fall off the wall, whether you made it as
far as you wanted or not.
Reminder: You must add the skill this applies to on the Active tab
Promises
before you can choose which skill this advantage applies to.
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.

Armor
Armor Clothing
Chameleon Suit
Respirator (6)

6
9
+0

A character with the Catlike quality is gifted with an uncanny
elegance,
a stealthy
gait,
andspace
an almost
preternatural
• Adepts only
perceive
astral
by purchasing
the ability
Astral to
move
without
making
a sound. They also claim they land on their
Perception
power
(p.
312).
First
Impression
feet when dropped, though they tend not to let people test this.
Firearms & Heavy Weapons
The
First
Impression
enables
a character
to slide
easily
into
This
quality
+2quality
dice
pool
modifier
to ifSneaking
tests.
• Adepts
canadds
learna the
Assensing
skill only
theyWhether
haveskill
theinfiltrating
Astral
new
environments,
situations,
groups,
and jobs.
Ares Light Fire 70
6S v +1
15 [10]
5/15/30/50
Perception
power.
a
gang, making
contacts in a new city, or wrangling an invite to a
Ammo
Usage
:
16
(c):
Mentor
Spirit: Dragonslayer
private meet, the character gains a temporary +2 dice pool modifier
Semi-Auto (1, simple action): 15
, 6S Damage
Everyone
needs
some
help
in as
life,
even
if it comes
fromgroups
someone
• Adepts
cannot
use
skills
from
any
magic-related
skill
for
relevant
Social
Tests
such
Negotiation
and Con
during
the
Double-Tap
(2,
complex
action):
15
, 7S Damage
relatively
filmy
and
insubstantial.
Mentor
Spirit
means
the
character
(Sorcery,
Conjuring,
or Enchanting).
first
meeting.
This modifier
does not apply to second and
follows
a patron
spirit (see Mentor Spirits , p. 320) that guides him
Semi-Automatic Burst (3, complex action): 15
vs. -2 Def, 6S
subsequent
encounters
in
his practice
of magic
andspirits
provides
certain
Damage
• Adepts
can follow
mentor
(p.Qualities
320). advantages and
Negative
disadvantages to his natural abilities. A character may change
Recoil Compensation : 2
mentor
but hePowers
may have
one
mentorwith
spiritPower
at a time.
To
Modifications: Smartgun System, Internal
• Adeptsspirits,
gain
Adept
thatonly
are
purchased
Points.
Code
of
Honor:
Warrior's
Code
(6
vs.
4)
change
mentor aspirits,
theofcharacter
must first
buy
off
theMagic
current
Accessories : Ares Light Fire Silencer, (3) Spare Clips
Adepts
receive
number
Power
Points
equal
to
their
The
character
binding
Code ofquality.
Honor when
it comes
to killing
mentor
spirit ashas
if itawere
a Negative
He can
then purchase
Gel Rounds : +0S v +1, _____/54
rating.
members
of
a
specific
group;
it's
a
matter
of
unwavering
principle.
the quality again to follow a different mentor spirit. This cost
Ruger Super Warhawk
9P v -6
17 [8]
5/20/40/60
The
character
with
the
Code
of
Honor
quality
chooses
a
specific
represents
the toll ofLatina
divorcing
from one mentor spirit and bonding
Social
Stress:
elves
Ammo Usage : 6 (cy):
group
that
they
will not kill or allow others to kill. Examples of this
with
a
new
one.
Whether
as ainclude
result of
loss orchildren,
trauma or
due to bystanders,
innate
group could
women,
innocent
or a
Single Action (1, simple action): 17
, 9P Damage
psychological
makeup,
the Social
Stress
quality
burdens
the
specific
metatype.
A
character
can
choose
to
protect
specific
Recoil Compensation : 2
Each tradition
has
a different
name forwith
a mentor
spirit.
Hermetic
character
with
emotions
that
interfere
his
ability
to
interact
with
paracritters,
but
if the specified
paracritter
possesses
the word
Modifications: Smartgun System, Internal
mages
prefer
theonly
term
spirit,"
shamans
usemust
the
others.
A specific
cause"mentor
and trigger
forwhile
the Social
Stress
be
Sapience
power.
APDS: – v -4, _____/30
Adept
Powers
"totem"
for
the
spirit
that
they
follow.
While
the
names
may
vary,
established. For example, if his Social Stress is caused by survivor's
the way
the
mentor
works
is consistent.
guilt
after
the
loss
of
a
close
friend,
unexpectedly
encountering
The gamemaster
must
the group that the character
Danger
Sense
(1) approve
someone
who
looks similar
to the
lostgroup
friend (such
will heighten
stress.
Melee & Other Weapons
designates
as
being
"off limits."
Ifyour
the
asand
children)
is
You
are
instinctively
sensitive
ofcharacters
surroundings
This
quality
is
only
available
to
that possess
aofreduce
Magic
When
a
character
is
using
Leadership
or
Etiquette
skills,
the
not regularly
encountered
campaigns,
the gamemaster
impending
threats
that mayinnot
be immediately
visible. It'scan
the reject
bad
attribute
rating.
4P v -3
10 [6]
Reach: –
Combat Knife
number
of 1s the
required
glitchstrongly
the testabout
by 1. his
Gamemasters
should
the choice.
playertofeels
choice,
feeling
that Ifthe
character
gets before walking
into
a trap,the
the gut
call
for more Social
Tests
forplayer
characters
with
Social
Stress
to not
Enhanced
Accuracy:
Pistols
Unarmed Strike
2S
5 [5]
Reach: –
gamemaster
may
allow
the
to
take
two
groups
they
will
instinct
that
makes
them
jump
an
instant
before
trouble
hits.
For
Note:
The how
mentor
spirit isbecomes
selected
onothers,
the Magic
tab,
once
determine
a character
reacts one
to
particularly
if ayou
situation
A
weapon
your
hands
an
extension
of
your
body.
When
harm,
(i.e.,in
women
and children),
ofon
which
must
be likely
to
be
each
level
of
this
power,
you get +1
die
Surprise
Tests.
have
selected
this
quality.
related
thepower,
of their a
stress
arises.
you
buytothis
choose
Combat
Skillcan
(Pistols,
Clubs, choose
Heavy to
encountered
incause
the campaign.
A magician
legitimately
Matrix Devices
Weapons,
When
you
thewhich
skill, add
to the Accuracy
of
not destroyetc.).
any
type
of(1):
spirituse
from
their1Mentor
Spirit bestows
Improved
Ability
Con
the
weapon
you're using.This
ThisCode
powerofcannot
be
used with
Unarmed
a
bonus
for
summoning.
Honor
respects
their
Mentor
Hermes Ikon Commlink
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
Device Rating : 5
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
Data Processing : 5, Firewall: 5
Improved
Ability
(2):
Pistols
bygroups.
vowing The
to never
kill sapient
hamsters,
for example.
itKarma
for skill
maximum
improvement
possible
is your
Matrix Initiative : 9
This
power
Rating up).
of a specific Combat, Physical,
current
skill increases
level x 1.5the
(rounded
Matrix DR : 10
(8 vs. Black IC)
Social,
Technical,
or Vehicle
level ofofthe
You need
Any time
anyone attempts
to skill
kill aper
member
thepower.
character's
Modifications: Sim Module
to
know
the
skill
in
order
to
buy
this
power
for
it,
and
you
can't
buy
protected list,Physical
the character
must make(1):
a Charisma
+ Willpower (4)
Improved
Attribute
Agility
itTest.
for skill
groups.
The maximum
improvement
possible is put
your stop
A failed
roll means
the
character
must immediately
This
power
allows
you
to
increase
a
physical
attribute
(Body, aAgility,
current
skill level
x 1.5
(rounded
up).
the
violence
against
the
member
of
their
protected
group.
the
Reaction, and Strength). This augments your attribute, so If
your
situation
forces
thealso
character
to take
against
anyrating.
of his This
Physical limit
may
increase
with action
the new
Attribute
Improved
Reflexes
(2)yourchoose
protected
group,
always
methods. Killing
power
allows
youhe
to will
exceed
naturalnon-lethal
Attribute maximum,
up to a
This
power
increases
the
speed
at which
you react,
just
member
of
the
group
he
has
to protect
is a line
helike
willwired
not
your augmented maximum. sworn
reflexes.
level, you receive +1 to Reaction (this also
cross for For
any each
reason.
affects Initiative) and +1D6 Initiative Die (to a maximum of 5D6).
Voice Control (1) (7
vs. Voice rec. x 2 or PER + INT)
The
maximum
rating of
Reflexes
is 3, and
increase
There
are drawbacks
toImproved
having a Code
of Honor.
Forthe
example,
it
You
get
an
amazing
level
of
control
over
the properties
ofincreases
your
cannot
be witnesses
combined behind.
with other
or
can leave
Fortechnological
each
person
in magical
the protected
voice.
You
can
change
your
voice's
pitch,
modulation
and
tone
at
to
Initiative.
group
the character leaves alive and who is in a position to
will,
as wellthem,
as increase
your
YouPublic
can mask
your voice
remember
increase
thevolume.
character's
Awareness
by 1.
and
imitate
sounds
within
the
normal
range
of
metahuman
Hero
Lab
and
the
Hero
Lab
logo
are
Registered
Trademarks
of LWD Technology, Inc. Free download at http://www.wolflair.com
The character's job options are also limited - he will not take a
job
vocalization
(noisinfrasound
or2005-2014
and
theInc.
voices
of reserved. Shadowrun is a registered trademark of The Topps Company, Inc.
Shadowrun
TheofTopps
Company,
All rights
if the objective
the death ©of
aultrasound)
member
his mimic
protected
group
others.
you reservations
use this trick about
to fooltaking
a person
recognition
and willIfhave
partorinaavoice
mission
with a
system,
make an
Test using
yourtoImpersonation
+
high probability
ofOpposed
causing collateral
harm
members of his
Charisma
[Mental]
against
the
voice
recognition
system's
Rating
x 2,
protected group.
or
against
the
Perception
+the
Intuition
of
characters
the
adept
is
There
force
to
character
makes
complication
could
attempt
When
Perception
If
wrong.
intentionally
for
The
killed.
not
damage,
believe
of
and/or
•goes
maintains
means
action
attack
knowingly
(i.e.,
shot).
person
attempting
your
You
giving
Assassin's
Warrior's
aCode
a
that
person
paid
usually
Code
can
from
dice
up
is
be
The
is
a
you
against
(i.e.,
unpaid
athat
adventure
in
used.
to
complication
of
to
by
always
also
taser
secret
a
character
and
pool.
takes
a
the
take
of
banish
character
+1
Honor
life-threatening
to
kill.
in
(4)
a
1Code:
they
stray
harmless
strict
or
Honor
from
guard
for
adjust
the
fool,
Creed:
being
Assassin's
per
A
murder
aTest
an
shock
Being
inadvertently,
an
roll
aperson
amember
each
kill
character's
sense
bullet
opponent
lose
level
violent
rather
chance
the
for
action
adding
will
of
The
for
can
who
invisible
or
your
loses
deadly.
precise
arises,
each
knockout
1D6.
use
they
such
A
1
allow
not
the
to
or
may
take
of
character
point
than
character
doesn't
action
Creed.
that
of
voice
your
things
allow
of
medical
personal
1
kill
character
commit,
person
On
death.
who
his
to
Karma
have
are
the
non-lethal
other
chosen
the
For
as
destroy
could
level
of
an
Social
be
ato
chosen
drug,
or
someone
an
important
Karma
is
Characters
know
gamemaster
will
roll
character
unarmed
this
generate
killed
awho
allows
in
never
forms
unaware
condition;
of
assassin,
and
kill
per
honor.
life-threatening
go
of
to
group
their
or
reason,
limit.
may
this
the
someone
follows
1,
group,
notice
force.
wrong
unarmed
for
a
through
their
kills
as
others
there
power
heart
to
"protected
runner
in
hallmarks
person,
loses
In
every
positive
iswell.
or
who
be
fact
Public
with
anyone
each
not
2075,
killed,
With
makes
ifthe
whenever
a
unprepared
is
killed
condition
anything
to
their
as
Warrior's
who
a
take
set
For
unintentional
or
leaving
is
an
agamemaster
take
a
point
take
time
a
allergic
social
there),
Awareness
spirit,
this
defenseless
whether
metahuman
the
of
unforeseen
group"
aexample:
actions.
from
bonus
that
is
this
secret
those
violent
lethal
defenseless
the
likely
of
spirit
non-lethal
has
collateral
that
they
an
effects,
version
Code
aor
Karma
for
reaction
that
to
sniper
gone
who
free.
an
are
isit

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

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

Background & Personal Details
Ramon Delgado lost his family when Ghostwalker came
to Denver in 2061. He swore to one day take revenge or
die trying. Much of what he's done since, including taking
work as a shadowrunner, has been to reach that goal.
His street name, "Sancho," comes from his teenage years
spent climbing into girls' (or womens') bedroom windows
when their fathers and husbands were gone. He found
out he had a knack for climbing, and B&E. Eventually he
was caught, and on that day he discovered he had a
knack for shooting as well.
He realized he had been Awakened, and that the
Dragonslayer had been guiding him, preparing him to
eventually go against Ghostwalker.

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

Gear (Cash: 3,245¥)
Autopicker (6)
Contacts (3)
Modifications: Image Link, Smartlink, Vision Magnification,
Electronic

He had temporarily given up his womanizing ways when
he met Araceli. She was the most beautiful woman he'd
ever seen, even by elf standards. They fell in love, they
were getting ready to bring a son into the world when she
had gotten horribly addicted to bliss. She lost the child,
and left Sancho to shack up with her dealer. Although
she cost him his second family, he intended to get her
back out and off the bliss, but the dealer's compound was
too well protected, he was far outgunned. He relocated to
Seattle, preparing himself for that one last run before
going after the dragon.

Dropped to Ground
Gecko Tape Gloves
Glue Solvent
Glue Sprayer
Goggles (3)
Modifications: Flare Compensation, Low Light Vision,
Thermographic Vision

Hermes Ikon Commlink
Modifications: Sim Module

Lockpick Set
Maglock Passkey (5)
Meta Link Commlink
Meta Link Commlink
Meta Link Commlink
Sequencer (5)
Tool Kit, Armorer
Tool Kit, Disguise
Tool Kit, Hardware
Trodes
Ultra-Glide Industrial Lubricant (l)

Vehicles
Suzuki Mirage

Contacts
Basquiat (Fixer)
Connection: 4 Loyalty: 2
Basquiat's had Sancho go on a couple runs for him since he came to
Seattle,
he's done good enough to maybe get some better jobs.
Syndi and
(Bartender)
Connection: 2 Loyalty: 4
Syndi, Sancho's friend-with-occasional-benefits, is a bartender at the
Infinity night club, and is always interested in spending some alone
time with him and sharing what she's heard.

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.

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.

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

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.

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: Warrior's Code (6

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.

Negative Qualities
Social Stress: Latina elves
Whether as a result of loss or trauma or due to innate
psychological makeup, the Social Stress quality burdens the
character with emotions that interfere with his ability to interact with
others. A specific cause and trigger for the Social Stress must be
established. For example, if his Social Stress is caused by survivor's
guilt after the loss of a close friend, unexpectedly encountering
someone who looks similar to the lost friend will heighten stress.
When a character is using Leadership or Etiquette skills, reduce the
number of 1s required to glitch the test by 1. Gamemasters should
call for more Social Tests for characters with Social Stress to
determine how a character reacts to others, particularly if a situation
related to the cause of their stress arises.

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.

Improved Ability (1): Con
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 Ability (2): 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 Physical Attribute (1): Agility
This power allows you to increase a physical attribute (Body, Agility,
Reaction, and Strength). This augments your attribute, so your
Physical limit may also increase with the new Attribute rating. This
power allows you to exceed your natural Attribute maximum, up to
your augmented maximum.

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.

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
of Code of Honor lose 1 point of Karma for every unintentional
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 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.

Adept Powers
Voice Control (1) (7

vs. Voice rec. x 2 or PER + INT)

You get an amazing level of control over the properties of your
voice. You can change your voice's pitch, modulation and tone at
will, as well as increase your volume. You can mask your voice
and imitate sounds within the normal range of metahuman
vocalization (no infrasound or ultrasound) and mimic the voices of
others. If you use this trick to fool a person or a voice recognition
system, make an Opposed Test using your Impersonation +
Charisma [Mental] against the voice recognition system's Rating x 2,
or against the Perception + Intuition of characters the adept is
attempting to fool, adding the level of this power as a bonus to
your dice pool.
You can also adjust your voice to generate positive social effects,
giving you +1 per level to your Social limit.

Wall Running (7 )

Contacts
Basquiat (Fixer)
Connection Rating : 4
Loyalty Rating : 2
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
Basquiat's had Sancho go on a couple runs for him since he came to
Seattle, and he's done good enough to maybe get some better jobs.
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.

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.

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.

Mentor Spirit Effects
+2 dice: Etiquette

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.

+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.

Syndi (Bartender)
Connection Rating : 2
Loyalty Rating : 4
Uses : Information, additional contacts, back rooms for private meets
Places to Meet : Any bar/nightclub
Similar Contacts : Bar/nightclub owner, bouncer, waitress, stripper
Syndi, Sancho's friend-with-occasional-benefits, is a bartender at the
Infinity night club, and is always interested in spending some alone
time with him and sharing what she's heard.
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.

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
Ares Light Fire 70

Equipment
Meta Link Commlink

The Ares Light Fire 70 is one of the most common pistols on the
market. A special barrel-mounted silencer developed exclusively for
the Light Fire 70 is available that gives you an additional -1 dice
pool modifier to the usual -4 (for a total of -5); this silencer costs
750¥.

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: 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.

Autopicker (6)
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.
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.

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

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.

Hermes Ikon Commlink

Wireless: Your commlink is connected to the matrix

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

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

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.

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: 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.

Wireless: Your commlink is connected to the matrix

An electronic device requried to defeat keypad-maglocks. See
Maglocks, p. 363.

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.

Sequencer (5)
Wireless: The sequencer receives a +1 bonus to its Rating.

Wireless: The passkey receives a +1 bonus to its Rating.
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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