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1 Introduction: Dr. Mizer is the hottest commodity on the market, and WPI isn’t going to let him be hoarded by those filthy New Yorkers. They’re looking for shadowrunners to extract him from RPI, and bring him back to where his skills can be put to good use. System: Shadowrun 5th Edition Players: 3-5 Difficulty: Medium Pre-generated sample characters attached separately Overview: The module opens with the players being contacted by a representative from WPI, looking to poach one of RPI’s best and brightest. Dr. Mizer would provide a sizable leg up to the school’s thaumaturgy department; not to mention many of the professors just want to try out one of his legendary D&D sessions. The players will be expected to do their own research and reconnaissance as they deem necessary, although if asked, their employers can provide basic information like the location of his home or key buildings on campus. Once Mizer has been obtained, the players can take him to a relay point near the state border. If their extraction was less than silent however, they can forget all about any help transporting him, and they will have to manage bringing him back to WPI themselves.

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Introduction: Dr. Mizer is the hottest commodity on the market, and WPI isn’t going to let him be hoarded by those filthy New Yorkers. They’re looking for shadowrunners to extract him from RPI, and bring him back to where his skills can be put to good use.

System: Shadowrun 5th Edition Players: 3-5 Difficulty: Medium Pre-generated sample characters attached separately Overview: The module opens with the players being contacted by a representative from WPI, looking to poach one of RPI’s best and brightest. Dr. Mizer would provide a sizable leg up to the school’s thaumaturgy department; not to mention many of the professors just want to try out one of his legendary D&D sessions. The players will be expected to do their own research and reconnaissance as they deem necessary, although if asked, their employers can provide basic information like the location of his home or key buildings on campus.

Once Mizer has been obtained, the players can take him to a relay point near the state border. If their extraction was less than silent however, they can forget all about any help transporting him, and they will have to manage bringing him back to WPI themselves.

2

Locations:

Teal is magic, red is housing, green is research, yellow is central campus area, pink is housing, grey is

athletics, purple is mixed athletics and housing, orange is russell sage, blue is new academic buildings, and dark purple is EMPAC 1 and 2, with 2 above 1.

Housing - Luxury buildings, well-secured, and next to or directly on campus. Dr. Mizer’s house is at the north-western corner of the housing area for his convenience of researching and teaching. As one of the head professors at the School of Magic, his 3-level house is secured by rating 4 cameras and locks. The backyard of the house is used for practicing and testing magic, which is protected with a rating 3 energy shield. Bio-med Building - The Biomed building is in the shape of an “L” and has a path that goes along the middle of it. The outside doors have rating 3 Maglocks that students have keys too. On either side of the building there are various rooms that connect to the main path. The building has a very open atmosphere with tall ceilings and large panels of reinforced glass that let sunlight in. On the outside corner of the L, there are administrative rooms such as offices. The remaining rooms are various classrooms. Magic Building - The Magic building is an “O” shape building with a playground for testing in the middle. The outside ring of the buildings are all the classrooms and offices. There are four entrances to the building from north, south, east, and west with a rating 3 Maglock that students have keys too. The professor's office also has a rating 3 Maglock with only the professor having the key. The wall around the central playground is magic-protectioned, and 2 Pubsafe officers will always be there.

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Engineering Building - The building is a typical rectangle building with rating 3 maglock that can be accessed by students and staff. The underground floor is “The Forage”, where students can do some engineering. Computer Science Building - The building is relatively plain and does not have many decorations, but it is well maintained and clean. It is empty except for a help desk that has two people sitting at it. Next to the desk there are a set of double doors that leads into a large room that is filled with cyberdecks. There are two pubsafe officers guarding the doors which also have a rating 4 Maglock on it. Behind the doors the room is filled with cyberdecks and has pubsafe patrolling around the cyberdecks. There are also 4 auto-turrets in each corner of the room on the ceiling. Generally, the building is mostly empty except for the guards and staff, students do not have much need to be there in person. At any given time there may be only a couple of students using the cyberdecks. PubSafe - The building has been expanded to have four glorious floors, as well as a panopticon covering the campus with a few dedicated spiders keeping tabs on things. They have also expanded their ranks to include their own SWAT team, as well as two or three snipers on hand. Empac 2 - Identical in every way to the original, a large class structure enclosing an acoustic wooden chamber with a stage, along with a few smaller rooms with space for racks of instruments. Students are banned from entering, and the building is technically owned by the city and only rented to the school, meaning local authorities may also get involved in any altercations. Gym - a boarded up room underneath an administration building, filled with twisted machinery seemingly made to fit and warp humanoid limbs. A foul stench lingers in the corners. Nobody on campus knows what this is for, or why it’s there. There are rumors that the area is haunted, and the room appears to have remained undisturbed for years.

4

Non Player-Characters: All magical characters are assumed to have any applicable generic rituals. This is just an overview of characters, of course there will be others that the players might interact with. This document just describes 3 of the students who would be spending the most time around Dr. Mizer, as well as the professor who spends the most time around him. Depending on how well the players research things beforehand, they will be able to better circumvent other characters, ideally getting to a point where they can find Dr. Mizer entirely on his own in a relatively unsecured place. As for how difficult it is to find this, that is up to the GM to gauge based on how difficult they want it to be. Additionally, the NPCs are people with a sense of self preservation, so they will surrender when they are placed in mortal danger, so they won’t fight to the last. Mr. Johnson

Mr. Johnson (real name Fred Fisch) is the players’ employer. He’s a bit too talkative, and seems to think he’s being more helpful than he really is. If the players stick around to hear it, he’ll try and provide them with plenty of “useful” information (things that are so blatantly obvious they’re irrelevant (RPI is in New York, New York is on the East coast, etc.)), and if you aren’t careful with where you meet him he isn’t very good at keeping his voice down either. He’ll offer the players 8k each for a successful extraction of Dr. Mizer.

5

PubSafe

The standard patrol is equipped with SCK model 100 Submachine Guns, modified with dual magazines, one firing Stick N Shock, and the other standard munitions. From time to time, they have been known to “use the wrong rounds” under suspicious circumstances. The campus also has a private SWAT team, which quickly responds to any potential espionage or things of that nature, with top of the line customized SWAT gear and some standard cybernetic augmentations. Also, all SWAT operatives are given Jazz which they are expected to use. The standard operators as well as the mage carry Ares Alpha’s, Ares Predator Vs, as well as an Ares S-III Super Squirt loaded with Narcojet. All operatives have APDS and gel magazines, as well as a spare Narcojet magazine. While unusual, the Super Squirt is particularly applicable because of the frequent usage of mental manipulation spells, so an extremely effective nonlethal option is key. The underbarrel grenade launcher of the Ares Alpha is loaded with either flashbangs or gas grenades with neuro-stun or nausea gas. Any SWAT operations on campus are done with at least 2 supporting snipers, as well as the resident security mage. The mage is shamanic, which puts her at odds with a lot of the academic mages who think they are better than her. She is still a consummate professional though, so turning her on them would still be difficult. But given good leverage, she could potentially be convinced to let things trickle through the cracks or not have a spirit answer her call.

Patrol Officer

Gear: Armor 12 custom security harness, Rating 4 Commlinks

Skills: Running 3, Perception 4, Automatics 5, Unarmed Combat 4

SWAT Operator

Gear: Armor 16 + 3 Custom SWAT with helmet, Rating 5 Commlinks, Jazz

Skills: Running 4, Perception 4, Automatics 6. Super Squirt 6, Pistols 6, Unarmed Combat 4

BOD AGI REA STR WIL LOG INT CHA ESS

3 4 3 4 2 3 4 2 6

Initiative Movement Physical limit Mental limit Social limit 7+1d6 8/16/+2 5 4 4

Weapons Acc DV AP Modes RC Ammo Range

SCK Model 100 5 (7) 8P – SA/BF – (1) 30x2 (c) Submachine gun

BOD AGI REA STR WIL LOG INT CHA ESS

4 6 4 3 2 3 4 2 5

Initiative Movement Physical limit Mental limit Social limit 8+1d6 12/24/+2 5 4 4

Weapons Acc DV AP Modes RC Ammo Range

Ares Alpha 5 (7) 11P -2 SA/BF/FA 2 42 (c) Rifle

Ares Predator V 5 (7) 8P -1 SA – 15 (c) Heavy Pistol

Ares S-III Super Squirt 3 P15 – SA – 20(c) Light Pistol

6

SWAT Mage

Gear: Armor 16 + 3 Custom SWAT with helmet, Rating 5 Commlinks, Jazz

Skills: Running 4, Perception 4, Automatics 5. Super Squirt 4, Pistols 4, Unarmed Combat 3, Spellcasting 6, Conjuring 6, Banishing 6, Counterspelling 6

SWAT Sniper

Gear: Armor 12 Custom lightweight SWAT, Rating 6 Commlink, Jazz

Skills: Running 4, Perception 4, Automatics 6. Pistols 6, Longarms 6 (Specialization, sniper rifles), Unarmed Combat 6, Gymnastics 4

Narcojet is resisted with Body + Willpower vs its power of 15, any contact or generic toxin protection measures add to this value like armor. After subtracting the hits from 15, that much damage is dealt as stun damage.

BOD AGI REA STR WIL LOG INT CHA ESS

3 4 4 2 5 3 4 5 6

Initiative Movement Physical limit Mental limit Social limit Astral limit 8+1d6 12/24/+2 5 5 4 5

Weapons Acc DV AP Modes RC Ammo Range

Ares Alpha 5 (7) 11P -2 SA/BF/FA 2 42 (c) Rifle

Ares Predator V 5 (7) 8P -1 SA – 15 (c) Heavy Pistol

Ares S-III Super Squirt 3 P15 – SA – 20(c) Light Pistol

BOD AGI REA STR WIL LOG INT CHA ESS

3 6(7) 4 2 4 3 5 3 4

Initiative Movement Physical limit Mental limit Social limit 9+2d6 12/24/+2 5 4 4

Weapon Acc DV AP Modes RC Ammo Range

Ares Desert Strike 7 13P -4 SA – (1) 14 (c) Sniper RIfle

Ares Predator V 5 (7) 8P -1 SA – 15 (c) Heavy Pistol

7

Dr. Nicholas Mizer

Chaos mage, PhD. in Anthropology as well as a ThD. in Thaumaturgical Studies, valued professor. Born 2035 in Seattle, Mizer grew up in the political climate following the Nights of Rage from an early age. Frustrated with and confused by the anti-metahuman movements, Mizer was fixated on Anthropology for as long as he can remember. But, upon his awakening, it immediately became clear that he would be expected to study magic instead. He was granted a visa to study at Texas A&M as a mage, but took on Anthropology as a second major despite the intense workload. He justified his anthropological studies by specializing in researching Spirits of Man, both in studying the impact of people on the local wild spirits of cities, as well as making use of those spirits to better gather data about the people living in the city. He got his ThD. in Thaumaturgical studies in 2060, and PhD. in Anthropology in 2064. He began working as a lecturer, and later brought on as a professor at Rensselaer Polytechnic Institute, teaching classes in Anthropology, Arcanoarchaeology, Manipulation Spellcasting, Assensing 101, as well as managing grad students. He also hosts weekly D&D for two of his grad students, another professor from the department, and a junior who is preparing for Grad School as well. Attributes

Skills

Instruction 9, Assensing 8, Arcana 8, Ritual spellcasting 8, Spellcasting 7, Perception 5, Binding 4, Summoning 4, Banishing 4, Astral combat 4, Artificing 4, Leadership 3, Etiquette 3, Negotiation 3, Performance 2, Impersonation 2, Artisan 2, Computer 2, Con 2, Alchemy 2, Disenchanting 2, Pilot Groundcraft 1, Longarms 1, Pistols 1, Automatics 1, Swimming 1 Metamagics

Centering: Grants a +2 to drain resistance rolls when Dr. Mizer is verbalizing ethnographic observations regarding the topic of the spell or the spell’s implications (SR5:325).

Greater Ritual: Dr. Mizer can mystically amplify rituals (SG:153). Spells

● Detection ○ Mindnet Extended - Dr. Mizer uses this for practical purposes as a teacher,

broadcasting messages directly into peoples minds. ● Illusion

BOD AGI REA STR WIL LOG INT CHA EDGE ESS MAGIC

3 3 3 3 4 4 6 4 3 6 7

Initiative Movement Physical limit Mental limit Social limit Astral Limit

9+1d6 6/12/+2 4 6 6 6

8

○ Sound Barrier - Following classes, Dr. Mizer casts sound barrier to form an isolating wall between him and the rest of the class, fitting directly onto a circle inscribed on the ground, to provide privacy.

○ Trid Entertainment - Dr. Mizer uses this in place of a standard classroom display, allowing him to broadcast exactly what he wants, instantaneously.

● Manipulation ○ Clean Air ○ Compel Truth ○ Fling ○ Magic Fingers ○ Mass Animate - Dr. Mizer primarily uses this to animate miniatures for tabletop

games, but having the furniture in the room respond to your command can be extremely helpful too.

○ Shape Plastic - Dr. Mizer uses this to shape miniatures to extraordinary precision. However, with the abundance of plastic components, this spell can frequently end up being useful for a number of purposes, including discreetly jamming guns.

○ Turn To Goo - As a manipulation spell, the classification and legality of Turn To Goo is questionable, though as a magical practitioner, he has been cleared to use it for self defense exclusively.

9

Alexandria Snyder

Hermetic mage also specializing in Manipulation spells, she studies Applied Thaumaturgy, more specifically architectural and engineering applications of manipulation spellcasting. Her current projects are mostly attempting to find means by which strong magically malleable materials can be made, such as finding ways to implement as little orichalcum into a steel superstructure as possible while still making it possible to manipulate, or finding natural materials which are still industrially viable. Many of her spell formulae are written by herself, generally more exotic manipulation spells, such as Shape Plasteel and Aluminium Oxynitride Wall. Years of overnight studying have led her to develop a minor addiction to Crank, treating it much like somebody else might their morning Soycaf, so she has an earring which is actually a sustaining focus. Attributes

Skills

Instruction 4, Assensing 4, Arcana 6, Ritual spellcasting 5, Spellcasting 6, Perception 3, Astral combat 2, Artificing 6, Leadership 6, Etiquette 4, Negotiation 5, Artisan 6, Computer 6, Alchemy 4, Disenchanting 3, Pilot Groundcraft 4, Longarms 4, Pistols 3 Gear

Force 4 sustaining focus, Health spellcasting. Metamagics

Quickening: By expending Karma, Alexandria can cause applicable spells to become permanent (SR5:326). Spells

● Detection ○ Extended Spatial Sense ○ Catalog

● Health ○ Crank - It started as a way to get more study time, and ended as an addiction.

Alexandria now uses it on the daily, sometimes twice to fully alleviate the need for sleep.

● Illusion ○ Trid Entertainment

BOD AGI REA STR WIL LOG INT CHA EDGE ESS MAGIC

2 3 3 3 5 6 3 4 2 6 6

Initiative Movement Physical limit Mental limit Social limit Astral limit 6+1d6 6/12/+2 4 7 7 7

10

● Manipulation ○ Levitate - For lifting building materials, herself, or even others, levitate is always

useful. ○ Fix ○ Glue Strip - Bonding two surfaces together even temporarily can be extremely

useful in construction ○ Reinforce - A temporary reinforcement while a welder gets their work done can

make things go extremely smoothly. ○ Shape Plasteel - A unique spell formula designed by Alexandria herself,

specialized towards construction grade plasteel, though she hasn’t perfected it yet. ○ Aluminium Oxynitride Wall - An extremely unusual spell medium, the formula

for this spell is exclusive to Alexandria, though she hasn’t perfected forming the crystal structure to a point where the additional cost doesn’t match the increased durability, so it's mostly the same as any other element wall spell.

11

Lucas Dawe

Elf Cosmic mage, Lucas is a Metaplanar Studies and Geomancy dual, pursuing a Masters in Metaplanar Studies, as well as a bachelors in Metaphysics. Lucas is known amongst his peers for his keen astral eye, and is frequently consulted for a second opinion on assensing. Lucas likes to hang around the dragon line following the Hudson River, and he is personally aspected to it. He has some familiarity with the Hudson River Valley metaplane, and has a boat he takes down to there, which he does fairly in official capacity as the TA for a class exploring the Hudson Valley metaplane. His strong level of familiarity with the metaplane has him on track for a teaching position at the school following his graduation. He has a licensed weapon focus for security, in case of wayward spirits during his journeys, which takes the form of a saber inscribed with the alchemical symbols for Saturn and Mercury, representing strength and swiftness. He does professional fencing too, and is well known for using both a manablade and a power focus.

Attributes

Skills

Instruction 6, Assensing 7, Arcana 7, Ritual spellcasting 4, Spellcasting 6, Perception 5, Astral combat 4, Leadership 6, Etiquette 3, Negotiation 5, Computer 2, Pilot Watercraft 4, Blades 6, Navigation 4

Gear

Force 5 Weapon focus. Metamagics

Improved Astral Form: Lucas can astrally project for longer, but requires a minute to regain consciousness when he uses this power (FA:44).

Sensing: Lucas can detect the background count and local changes in the gaiasphere (SG:155). Spells

● Combat ○ Stunbolt - Just as effective against spirits as manabolt, Lucas is legally cleared to

use Stunbolt, and is even licensed to use it against people if necessary. ○ Manablade - Lucas is licensed to use manablade on his metaplanar journeys, as

well as for self-defense.

BOD AGI REA STR WIL LOG INT CHA EDGE ESS MAGIC

2 4 3 2 4 6 4 4 1 6 6

Initiative Movement Physical limit Mental limit Social limit Astral limit 7+1d6 8/16/+2 3 7 6 7

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● Detection

○ Mindnet Extended ○ Translate - Language in the metaplanes can get weird, and having a translation

spell on hand can help. ● Health

○ Heal ● Illusion

○ Entertainment - With class occasionally not even taking place on the physical plane at all, Trid Entertainment isn’t so applicable.

● Manipulation ○ Mana Barrier ○ Mana Net ○ Mass Astral Disruption - Metaplanar denizens can be extremely dangerous, and

this spell can help to even odds in combat, especially in a group fight.

13

Erika Itzcoatl

A Chaos mage, Erika jumped the Aztland border, and it's a miracle she managed to make her way all the way to the UCAS. With her awakening, she had realized she had a chance at a life outside of the Aztland, so she begged the underground mages in her area to teach her spells she would need to successfully cross the border undetected. A natural magical prodigy, she was accepted in spite of having only an Aztland SIN of questionable legal status. A number of megacorporations have offered SINs if she signs over her service to them, but she hasn’t chosen any of them yet. She mostly wants to become a grad student to stretch the amount of time she can avoid selling out as long as possible, and secretly she has considered turning to the Shadows instead of picking a side. As such, she actually isn’t a half bad shot, and she is part of the school’s shooting club and has been pushing to join as a combat mage on their Urban Brawl team. She occasionally carries an Ares Light Fire 75, though usually considers her spellcasting prowess enough.

Attributes

Skills

Assensing 5, Arcana 5, Ritual spellcasting 4, Spellcasting 6, Perception 6, Astral combat 3, Leadership 3, Etiquette 2, Computer 4, Blades 6, Navigation 3, Automatics 4, Longarms 6, Pistols 4, Sneaking 4, Unarmed Combat 4 Spells

● Combat ○ Powerblade - Erika isn’t licensed to use powerblade, and she isn’t even registered

as knowing it. ○ Wreck Wall - While it is known that Erika has this spell, she isn’t licensed to use

it, though the school doesn’t want to potentially upset her legal status so she might be able to get away with using it under reasonable circumstances.

● Detection ○ Detect Enemies - Detecting people who want you gone is extremely helpful for

border hopping. ● Health

○ Heal ○ Increase Reflexes - Erika is licensed to cast this on herself under any

circumstances, as well as others under extreme circumstances.

BOD AGI REA STR WIL LOG INT CHA EDGE ESS MAGIC

2 3 3 2 5 5 6 3 3 6 6

Initiative Movement Physical limit Mental limit Social limit Astral limit

9+1d6 6/12/+2 3 7 6 7

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● Illusion ○ Improved Invisibility - Another one essential for crossing the border, and yet

another one Erika isn’t legally registered as knowing. ● Manipulation

○ Animate ○ Light ○ Magic Fingers

15

Dr. Horace Chadwick

Cosmic mage, professor of forensic magic with a flare for the dramatic. About 56, Dr. Chadwick likes to style himself after the classic idea of mages, generally wearing a long robe and sometimes even a pointed hat. Dr. Chadwick also carries a large staff, which is actually an extremely potent power focus, with astrological symbols inscribed all over. He also has a handful of talismans with alchemical and astrological symbols, with one sustaining and one casting focus for Detection. Dr. Chadwick is frequently consulted for investigations when things are puzzling, although his services don’t come cheap. He teaches courses on high sensitivity detection magic, Assensing, Necromancy, and Divination.

Attributes

Skills

Instruction 8, Assensing 9, Arcana 10, Ritual spellcasting 6, Spellcasting 6, Perception 6, Binding 4, Summoning 4, Banishing 4, Astral combat 4, Artificing 6, Etiquette 2, Negotiation 2, Artisan 5, Con 4, Alchemy 6, Disenchanting 6

Gear

Force 6 Power Focus, Force 6 Detection spellcasting focus, Force 4 Detection sustaining focus. Metamagics

Psychometry Dr. Chadwick can psychically sense recent events surrounding objects or connections people have with them (SG:145).

Sensing: Like Lucas, Dr. Chadwick can detect local gaiasphere changes (SG:155). Sympathetic Linking: Dr. Chadwick can more effectively use sympathetic links for ritual

casting (SG:145). Extra Enchantments & Rituals

Augury and Sortilege: Dr. Chadwick can ritualistically gain limited precognition (SG:124).

Mortis Optigram: Dr. Chadwick can use the eye of a corpse to develop a manafilm photograph of the last thing the eyes saw before death (SG:214).

BOD AGI REA STR WIL LOG INT CHA EDGE ESS MAGIC

2 2 3 2 6 6 5 3 2 6 8

Initiative Movement Physical limit Mental limit Social limit Astral limit 8+1d6 4/8/+2 3 8 6 8

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Spells ● Combat

○ Lightning Bolt - Dr. Chadwick is licensed to cast lightning bolt against anybody who comes back to a crime scene to clean up their mess if a stunbolt isn’t enough. Also, he loves the aesthetic of slinging lightning.

○ Stunbolt - Because of how quickly Death Replay needs to be cast on somebody with notable cyberware, sometimes Dr. Chadwick has been known to help clearing a building when it isn’t certain if the perpetrators have left yet or not.

● Detection ○ Analyze Device ○ Analyze Truth ○ Catalog - An absolutely fantastic spell for taking notes on a crime scene. ○ Death Replay - A key spell for forensic necromancy, and Dr. Chadwick is an

expert on it. ○ Spatial Sense

● Illusion ○ Trid Entertainment

● Manipulation ○ Levitate ○ Fashion - Dr. Chadwick likes to change up his look, but there's not a lot of people

who tailor robes. ○ Preserve - Keeping a corpse fresh is a classic forensic necromancer’s task.

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Glossary

Spell mechanics Spells likely to be used frequently have gameplay data included, and all spells have a

book code indicating what page of which rulebook they can be found at. ● Combat

○ Direct: Spellcasting + Magic [Force] vs Body (M) or Willpower (P), Net hits are unresisted damage of the given type.

○ Indirect: Spellcasting + Magic [Force] vs Reaction + Intuition, has a damage value of Force+Net Hits with an AP of -(Force) resisted by Body + Armor.

○ Elemental: Lightning Bolt deals electrical damage, which is physical in this case and if any damage gets through, the target takes a -1 to all actions for the remainder of the combat turn and an immediate -5 initiative score reduction. More electrical attacks do not stack these effects, although they extend the duration of the dice pool penalty for another combat turn, and if the character already had an initiative score of 0, the penalty comes in the next round instead.

○ Stunbolt (Direct) (Type: M | Range: LOS | Damage: S | Duration: I | Drain: F – 3) (SR5:284) ○ Manablade & Powerblade (Type: M & P | Range: Special | Duration: S | Drain: F – 2) (HT:192) ○ Lightning Bolt (Indirect, Elemental) (Type: P | Range: LOS | Damage: P | Duration: I | Drain: F – 3) (SR5:284) ○ Wreck Wall (Direct) (Type: P Range: LOS Damage: P Duration: I Drain: F – 3) (SG:105)

● Detection ○ Active: Spellcasting + Magic [Force] vs Willpower + Logic + Allocated

counterspelling dice [Mental] (Living beings), Force * 2 (Magical items), or Object Resistance (Mundane items).

○ Passive: Hits serve as a limit to perception tests made using the spell. ○ Range: Force * Magic, or Force * Magic * 10 for Extended ○ Detect Enemies (Active, Area) (Type: M | Range: T | Duration: S | Drain: F – 2) (SR5:286) ○ Mindnet Extended (Active, Psychic, Extended Area) (Type: M | Range: T (A) | Duration: S | Drain: F + 1) (SG:108) ○ Analyze Truth (Active, Directional) (Type: M | Range: T | Duration: S | Drain: F – 2) (SR5:286) ○ Spatial Sense & Extended Spatial Sense (SG:108) ○ Catalog (SG:107) ○ Translate (SG:109) ○ Analyze Device (SR5:285) ○ Death Replay (BB:21)

● Health ○ Essence: Take a dice pool penalty equal to 6-Essence rounded up ○ Heal (Essence) (Type: M | Range: T | Duration: P | Drain: F – 4) (SR5:288) ○ Increase Reflexes (Essence) (Type: P | Range: T | Duration: S | Drain: F) (SR5:288) ○ Crank (SG:212)

● Illusion ○ Mana: Spellcasting + Magic [Force] vs Willpower + Logic, Ineffective against

technology, but can be cast on the astral plane, although illusions on the astral plane are obvious if the target gets even a single hit on an assensing test.

○ Physical: Spellcasting + Magic [Force] vs Intuition + Logic or Object Resistance. ○ Improved Invisibility (Realistic, Single-Sense) (Type: P | Range: LOS | Duration: S | Drain: F - 1) (SR5:291) ○ Sound Barrier (SG:113) ○ Entertainment & Trid Entertainment (SR5:290)

● Manipulation ○ Damaging: Deals damage equal to force, no AP, resisted with Body + Armor ○ Mental: Spellcasting + Magic [Force] vs Willpower + Logic, net hits can be

reduced by the target by them taking a voluntary (regardless of your control)

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complex action to attempt to resist, in which they roll Willpower + Logic - Force test, with any hits reducing the total net hits, and when this is reduced to 0 or less, the spell ends.

○ Environmental: Not resisted in the usual sense, just affect an area, spells vary dramatically.

○ Physical: Spellcasting + Magic [Force] vs Strength + Body or Object Resistance. ○ Fling (Physical, Damaging) (Type: P | Range: LOS | Duration: I | Drain: F – 2) (SR5:293) ○ Magic Fingers (Physical) (Type: P | Range: LOS | Duration: S | Drain: F – 2) (SR5:294) ○ Levitate (Physical) (Type: P | Range: LOS | Duration: S | Drain: F – 2) (SR5:293) ○ Animate & Mass Animate (Physical) (Type: P | Range: LOS & LOS(A) | Duration: S | Drain: F - 1 & F + 1) (SR5:292) ○ Shape Plastic & Plasteel (Environmental, Area) (Type: P | Range: LOS (A) | Duration: S | Drain: F – 2) (SG:118) ○ Turn To Goo (Physical) (Type: P | Range: LOS | Duration: S | Drain: F + 1) (SG:119) ○ Aluminium Oxynitride Wall (Environmental, Area) (Type: P | Range: LOS (A) | Duration: S | Drain: F + 2) (SG:115) ○ Mana Barrier (Environmental, Area) (Type: M | Range: LOS | (A) | Duration: S | Drain: F – 2) (SR5:294) ○ Mana Net (Mana, Area) (Type: M | Range: LOS (A) | Duration: S | Drain: F – 1) (SG:114) ○ Glue Strip (Physical, Area) (Type: P | Range: LOS (A) | Duration: P | Drain: F – 1) (SG:116) ○ Clean Air (Environmental, Area) (Type: P | Range: LOS (A) | Duration: P | Drain: F – 3) (SG:114) ○ Reinforce (Physical) (Type: P Range: LOS Duration: S Drain: F – 1) (SG:118) ○ Mass Astral Disruption (Mana, Area) (Type: M | Range: LOS (A) | Duration: S | Drain: F) (BTB:158) ○ Compel Truth (Mental) (Type: M | Range: LOS | Duration: Special | Drain: F – 1) (SG:114) ○ Fix (SG:116) ○ Light (SR5:293) ○ Fashion (SG:115) ○ Preserve (SG:117)

Assensing Assensing + Intuition, hits grant information as explained by this table:

HITS INFORMATION GAINED

0 None 1 The general state of the subject’s health (healthy, injured, ill, etc.). The subject’s general emotional state

or impression (happy, sad, angry, etc.). Whether the subject is mundane or Awakened. 2 The presence and location of cyberware implants. The class of a magical subject (fire elemental,

manipulation spell, power focus, curse ritual, and so on). If you have seen the subject’s aura before, you may recognize it, regardless of physical disguises or alterations

3 The presence and location of alphaware cyber implants. Whether the subject’s Essence and Magic are higher, lower, or equal to your own. Whether the subject’s Force is higher, lower, or equal to your Magic.

A general diagnosis for any maladies (diseases or toxins) the subject suffers. Any astral signatures present on the subject.

4 The presence and location of bioware implants and betaware cyber implants. The exact Essence, Magic, and Force of the subject. The general cause of any astral signature (combat spell, alchemical combat

spell, air spirit, and so on). 5+ The presence and location of deltaware implants, gene treatments, and nanotech. An accurate diagnosis

of any disease or toxins which afflict the subject. The fact that a subject is a technomancer.

19

Conclusion Discoverable Information:

● Dr. Mizer runs weekly D&D sessions (they’re the stuff of legends) at his home, with other members of the RPI faculty and student body. The players may run into this if they try to break into Mizer’s home.

● The routes of PubSafe patrols can be easily observed with enough effort ● Times and locations of campus parties (for possible PubSafe diversions)

Possible Methods of Extraction

● Confront Mizer directly and convince him that his prospects will be better at WPI, and attempt to get him to come willingly (this may still result in pushback from RPI leadership)

● Set a trap for Mizer in one of the locations he frequents ● Attack and attempt to subdue Mizer during his daily routine

Likely Outcomes:

● Mizer is taken unwillingly, and PubSafe attempts (possibly successfully) to retrieve/defend him

● Mizer is taken willingly, convinced that he will be in a better position at WPI if he goes (or, in a worse position at RPI should he stay)

● Mizer is taken unknowingly (unconscious, tricked, etc.) ● Mizer dies (sorry), either in an accident or at the hands of a rogue player

The extraction carries heavy risk of being discovered by the campus security, and even Mizer himself (and his students and colleagues) themselves can potentially pose a sizable threat to the players if they aren’t careful enough. Mizer has the home field advantage here, particularly if the players choose to attempt to extract him from his home or classroom, or when he is surrounded by other powerful people on campus.

20

Credits: (Everyone made a pre-generated sample character) Owen McGee

General writing and document formatting/editing, introduction and conclusion writing. Hilarious jokes.

Jacky Xu Some location descriptions.

Brass Perkins

Writing character descriptions, stat-blocks, and general guidance. Alex Akopyan

General writing for the document, mostly location descriptions. Thomas Casale

Creative ideas for the concept, writing revisions on document.

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

PERSONAL DATA

IDs / LIFESTYLES / CURRENCY

ATTRIBUTES

CORE COMBAT INFO

QUALITIES

CONDITION MONITOR

NAME/PRIMARy ALIAS

Quality Notes Type

Physical Damage Track Stun Damage TrackBody Essence

Characters have 8 + (Body ÷ 2, round up) boxes on the physical damage track; black out extra boxes.

Characters have 8 + (Will ÷ 2, round up) boxes on the stun damage track; black out extra boxes.

Agility Magic/Resonance

Reaction Initiative

Strength Matrix Initiative

Willpower Astral Initiative

Logic Composure

Intuition

Edge

Judge Intentions

Lift/Carry

Charisma

Edge Points

Physical Limit: Mental Limit: Social Limit:

Memory

Movement

Primary Lifestyle

Primary Armor

Primary Ranged Weapon

Primary Melee Weapon

Rating

Metatype

Nuyen

Age

Fake IDs / Related Lifestyles / Funds / Licenses

Street Cred

Karma Total Karma Misc

Notoriety Public Awareness

Sex Height Weight

Ethnicity

Licenses

Dam Acc AP Mode RC Ammo

Reach Dam Acc AP

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

SKILLS

Skill RTG Type Skill RTG Type

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

-1

-2

-3

-4

-5

-6

-1

-2

-3

-4

CONTACTS

Name Loyalty Connection Favor

OverflowFor every 3 boxes of damage on any

one damage track, the character takes a –1 Dice Pool modifier on

tests; these modifiers are cumulative within and across damage tracks,

see Wound Modifiers, p. 169.

d6

d6

d6

+

+

+

Elf

0 0

4

7

4

3

5

4

3

52

6

0

7

3

6

10

8

9

7

2/4/+2

5 6 7

Etiquette 2

Leadership 2

Longarms 6

Negotiation 2

Perception 2

Performance 2

Running 2

Sneaing 2

Swimming 2

Tracking 4

Armorer 2

Automatics 4

Blades 2

Physical 4

Criminal Law 4

Satellite Networks 2

Poetry 2

Government 2

Medium

4,710

Certified Credstick, Gold

5 Certified Credstick, Standard

Fake SIN Rating 4, 2 Fake Sin rating 2

4

Low Light Vision

0

0

0

0

0 0 0

0

10

0

11

0

1

3

2

4

7

4

3

5

4

3

5

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

MELEE WEAPONS

ADEPT POWERS OR OTHER ABILITIES

SPELLS / PREPARATIONSRITUALS / COMPLEX FORMS

Weapon Dam Acc AP Mode RC Ammo Weapon Reach Dam Acc AP

Name Rating Notes

S/P/R/CF Type/Target Range Duration Drain

vEHICLE

vehicle Handling

Acceleration Speed

Pilot Body

SensorArmor

Notes

AUGMENTATIONS

GEAR

Augmentation Rating Notes Essence

Item Rating

RANGED WEAPONS

ARMOR

Armor Rating Notes

CYBERDECK

Model Attack Sleaze

Device Rating Data Processing Firewall

Programs

Matrix Condition Monitor 1 2 3 4 5 6 7 8 9 10 11 12

This sheet made form­fillable by Kyle "SquireNed" Willey.

Franchi SPAS-24 12p 4(6) -1 SA/BF 3(4) 20(c)

Ares SIGMA 3 8p 4(6) - SA/BF/FA 3(4) 50(d)

Ares Desert Strike 13p 7(11) -4 SA 2(3) 14(c)

Defiance EX Shocker 9S(e) 4 -5 SS 2 4(m)

Ballistic Mask +2

Berwick Suit 9

Cloak 0

Armor Jacket 12

Chameleon Suit 9

Helmet +2

0

0

0

0

0

0

0

Subvocal Mic -

Hermes lkon -Fashion Gasmask -

Fashion Respirator 16 Meta Link -

Tag Eraser -2 Stealth Rope -

Catalyst Stick -3 Micro-Trabsceiver -

Data Tap -50 Stealth Tags -

10 Datachip -

DocWagon Contract, Gold -

5 Jazz -3 Laes -Flashlight -

Various Slap Patches 12 Restraints -

Lots of Variuos Ammo types -

Katana 1 6p 7 -3

Knife 0 4p 5 -1

Ford Americar (sedan) 4/3

2 3

1 11

6 2

4 seats, Gridlink Override

Cybereys Basic System 3

Datajack

Obvious Full Leg (Left) Customized agility 7 digigrade legs

enhanced agility 3

Obvious Full Leg (Right) Customized agility 7

enhanced agility 3

Radar Sensor 3

Shock Hand

7 61 20 0 0 0 33 0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

4

7

4

3

5

4

3

5

0

0

0

0

0

0

0

0

0

0

0

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

PERSONAL DATA

IDs / LIFESTYLES / CURRENCY

ATTRIBUTES

CORE COMBAT INFO

QUALITIES

CONDITION MONITOR

NAME/PRIMARy ALIAS

Quality Notes Type

Physical Damage Track Stun Damage TrackBody Essence

Characters have 8 + (Body ÷ 2, round up) boxes on the physical damage track; black out extra boxes.

Characters have 8 + (Will ÷ 2, round up) boxes on the stun damage track; black out extra boxes.

Agility Magic/Resonance

Reaction Initiative

Strength Matrix Initiative

Willpower Astral Initiative

Logic Composure

Intuition

Edge

Judge Intentions

Lift/Carry

Charisma

Edge Points

Physical Limit: Mental Limit: Social Limit:

Memory

Movement

Primary Lifestyle

Primary Armor

Primary Ranged Weapon

Primary Melee Weapon

Rating

Metatype

Nuyen

Age

Fake IDs / Related Lifestyles / Funds / Licenses

Street Cred

Karma Total Karma Misc

Notoriety Public Awareness

Sex Height Weight

Ethnicity

Licenses

Dam Acc AP Mode RC Ammo

Reach Dam Acc AP

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

SKILLS

Skill RTG Type Skill RTG Type

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

-1

-2

-3

-4

-5

-6

-1

-2

-3

-4

CONTACTS

Name Loyalty Connection Favor

OverflowFor every 3 boxes of damage on any

one damage track, the character takes a –1 Dice Pool modifier on

tests; these modifiers are cumulative within and across damage tracks,

see Wound Modifiers, p. 169.

d6

d6

d6

+

+

+

Human

9 25

2

3

5

1

6

5

3

37

6

6

8

3

6

9

6

11

3

6/12/+2

3 7 6

Arcane 11

Astral Combat 11

Banishing 12

Binding 12

Chemistry 6

Counterspelling 8

Disguise 5

First Aid 8

Medicine 7

Palming 5

Perception 2

Ritual Spellcasting 12

Sneaking 5

Spellcasting 11Summoning 12

Tracking 4

English N

Hebrew 5

Latin 5

Magic Traditions 5

Magical Law 9

Magical Security 7

Magical Theory 11

Magical Threat 8

Squatter

3425

2

Animal EmpathyCollege EducationElementalist (Earth) Elemental, Spirit of EarthLinguistMagicialComputer IlliterateHard LuckOblivious IPoor Self Control - Compulsive I Public Board Aspect

0

0

0

0

0 0 0

0

9

0

11

0

1

3

2

2

3

5

1

6

5

3

3

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

MELEE WEAPONS

ADEPT POWERS OR OTHER ABILITIES

SPELLS / PREPARATIONSRITUALS / COMPLEX FORMS

Weapon Dam Acc AP Mode RC Ammo Weapon Reach Dam Acc AP

Name Rating Notes

S/P/R/CF Type/Target Range Duration Drain

vEHICLE

vehicle Handling

Acceleration Speed

Pilot Body

SensorArmor

Notes

AUGMENTATIONS

GEAR

Augmentation Rating Notes Essence

Item Rating

RANGED WEAPONS

ARMOR

Armor Rating Notes

CYBERDECK

Model Attack Sleaze

Device Rating Data Processing Firewall

Programs

Matrix Condition Monitor 1 2 3 4 5 6 7 8 9 10 11 12

This sheet made form­fillable by Kyle "SquireNed" Willey.

Good Pants 0

Good Shirt 0

Good Watch 0

Good Socks 0

Good Shoes 0

0

0

0

0

0

0

0

Shiawase Jishi 0

2 Certified Credstick Silver3 Certified Credstick Standard

Certified Credstick GoldTag Eraser 0

Restraint, Containment Manacles 010 Stealth Tag 0

Ball Lightning P LOS(A) I WIL+LOG

Comet P LOS I WIL+LOG

Fireball P LOS(A) I WIL+LOG

Knockout M T I WIL+LOG

Manablade M Special S WIL+LOG

Analyze Magic P T S WIL+LOG

Night Vision P T S WIL+LOG

Awaken M T S WIL+LOG

Resist Pain M T P WIL+LOG

Decoy P LOS S WIL+LOG

Net Bind P LOS(A) S WIL+LOG

Shapechange P LOS S WIL+LOG

Astral DoppelgangerM Special Special WIL+LOG

Mana Flow M Special Special WIL+LOG

Remote SensingM Special Special WIL+LOG

8 61 20 0 0 0 33 0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

2

3

5

1

6

5

3

3

0

0

0

0

0

0

0

0

0

0

0

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

PERSONAL DATA

IDs / LIFESTYLES / CURRENCY

ATTRIBUTES

CORE COMBAT INFO

QUALITIES

CONDITION MONITOR

NAME/PRIMARy ALIAS

Quality Notes Type

Physical Damage Track Stun Damage TrackBody Essence

Characters have 8 + (Body ÷ 2, round up) boxes on the physical damage track; black out extra boxes.

Characters have 8 + (Will ÷ 2, round up) boxes on the stun damage track; black out extra boxes.

Agility Magic/Resonance

Reaction Initiative

Strength Matrix Initiative

Willpower Astral Initiative

Logic Composure

Intuition

Edge

Judge Intentions

Lift/Carry

Charisma

Edge Points

Physical Limit: Mental Limit: Social Limit:

Memory

Movement

Primary Lifestyle

Primary Armor

Primary Ranged Weapon

Primary Melee Weapon

Rating

Metatype

Nuyen

Age

Fake IDs / Related Lifestyles / Funds / Licenses

Street Cred

Karma Total Karma Misc

Notoriety Public Awareness

Sex Height Weight

Ethnicity

Licenses

Dam Acc AP Mode RC Ammo

Reach Dam Acc AP

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

SKILLS

Skill RTG Type Skill RTG Type

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

-1

-2

-3

-4

-5

-6

-1

-2

-3

-4

CONTACTS

Name Loyalty Connection Favor

OverflowFor every 3 boxes of damage on any

one damage track, the character takes a –1 Dice Pool modifier on

tests; these modifiers are cumulative within and across damage tracks,

see Wound Modifiers, p. 169.

d6

d6

d6

+

+

+

3

3

3

3

3

3

5

65

6

0

8

5

10

9

11

6

6

2/4/+2

4 5 6

Etiquette 3

Gymnastics 4

Intimidation 2

Leadership 6

Navigation 2

Perception 4

Pistols 4

Running 1

Sneaking 4

Survival 2

Tracking 2

Corp Politics 3

Firearms 3

Shadow Community 2

Small Unit Tactics 6

Medium

1000

Fake SIN rating 4

Fake Cyber License rating 4

Fake Electronics License rating 4

3

Consumate ProfessionalDid You Just Call Me Dumb?AmbidexterousCommon SenseRestricted Gear: Novatech Tactition

0

0

0

0

0 0 -1

0

10

0

10

0

1

3

2

3

3

3

3

3

3

5

6

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

MELEE WEAPONS

ADEPT POWERS OR OTHER ABILITIES

SPELLS / PREPARATIONSRITUALS / COMPLEX FORMS

Weapon Dam Acc AP Mode RC Ammo Weapon Reach Dam Acc AP

Name Rating Notes

S/P/R/CF Type/Target Range Duration Drain

vEHICLE

vehicle Handling

Acceleration Speed

Pilot Body

SensorArmor

Notes

AUGMENTATIONS

GEAR

Augmentation Rating Notes Essence

Item Rating

RANGED WEAPONS

ARMOR

Armor Rating Notes

CYBERDECK

Model Attack Sleaze

Device Rating Data Processing Firewall

Programs

Matrix Condition Monitor 1 2 3 4 5 6 7 8 9 10 11 12

This sheet made form­fillable by Kyle "SquireNed" Willey.

Grapple Gun 7S 3 -2 SS 2 1(ml

Predator 3 (ivory)7P 8 -1 SA 5 15(c)

Predator 3 (ebony)7P 8 -1 BF 5 15(c)

Ballistic Mask +2

Forearm Guards +1

Globetrotter Jacket 12

Snake Mesh Socks +2

PPP Legs Kit +1

0

0

0

0

0

0

0

Certified Credstick, Silver

(4x) Certified Credstick, Standard(2x) Concealed Quick-Draw Holster

Contacts (3)Data Tap

Ear Buds (3)Geckto Tape Gloves

Grapple GunMedkit (6)

Micro-TranceiverNovatech Tactician

Rapelling Gloves

Survival Kit

Transys AvalonTrauma PatchTrodes

Smart Skin: Impact Plates (2)0 5S 2 4

Unarmed Strike 0 3S 2 4

Ares Roadmaster 3

1 3

3 18

18 3

8 101 20 0 0 0 53 0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

3

3

3

3

3

3

5

6

0

0

0

0

0

0

0

0

0

0

0

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

PERSONAL DATA

IDs / LIFESTYLES / CURRENCY

ATTRIBUTES

CORE COMBAT INFO

QUALITIES

CONDITION MONITOR

NAME/PRIMARy ALIAS

Quality Notes Type

Physical Damage Track Stun Damage TrackBody Essence

Characters have 8 + (Body ÷ 2, round up) boxes on the physical damage track; black out extra boxes.

Characters have 8 + (Will ÷ 2, round up) boxes on the stun damage track; black out extra boxes.

Agility Magic/Resonance

Reaction Initiative

Strength Matrix Initiative

Willpower Astral Initiative

Logic Composure

Intuition

Edge

Judge Intentions

Lift/Carry

Charisma

Edge Points

Physical Limit: Mental Limit: Social Limit:

Memory

Movement

Primary Lifestyle

Primary Armor

Primary Ranged Weapon

Primary Melee Weapon

Rating

Metatype

Nuyen

Age

Fake IDs / Related Lifestyles / Funds / Licenses

Street Cred

Karma Total Karma Misc

Notoriety Public Awareness

Sex Height Weight

Ethnicity

Licenses

Dam Acc AP Mode RC Ammo

Reach Dam Acc AP

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

P / N

SKILLS

Skill RTG Type Skill RTG Type

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

A / K

-1

-2

-3

-4

-5

-6

-1

-2

-3

-4

CONTACTS

Name Loyalty Connection Favor

OverflowFor every 3 boxes of damage on any

one damage track, the character takes a –1 Dice Pool modifier on

tests; these modifiers are cumulative within and across damage tracks,

see Wound Modifiers, p. 169.

d6

d6

d6

+

+

+

Blackbird

Blackbird

Dwarf(1)

16 40

Swat Armor 18

Ares Alpha

11P 5 -2 SA/BF/FA2

Combat Knife

0 (STR+2)P 6 -3

5

7

4

3

4

4

4

22

5

0

8

4

8

6

6

8

8

2/4/+2

5 6 5

Blades 2

Clubs 2

Unarmed Combat 2

Sneaking 6

Throwing Weapons 6

Automatics 6

Pistols 4

Locksmith 4

Pilot Ground Craft 2

High

10000

5

Restricted GearExceptional Attribute AgilityCode of Honor, Does not kill innocents

0

0

0

0

0 0 0

0

11

0

10

0

1

3

2

5

7

4

3

4

4

4

2

CHARACTER ________________________PLAYER ___________________________NOTES ____________________________

© 2013 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.

MELEE WEAPONS

ADEPT POWERS OR OTHER ABILITIES

SPELLS / PREPARATIONSRITUALS / COMPLEX FORMS

Weapon Dam Acc AP Mode RC Ammo Weapon Reach Dam Acc AP

Name Rating Notes

S/P/R/CF Type/Target Range Duration Drain

vEHICLE

vehicle Handling

Acceleration Speed

Pilot Body

SensorArmor

Notes

AUGMENTATIONS

GEAR

Augmentation Rating Notes Essence

Item Rating

RANGED WEAPONS

ARMOR

Armor Rating Notes

CYBERDECK

Model Attack Sleaze

Device Rating Data Processing Firewall

Programs

Matrix Condition Monitor 1 2 3 4 5 6 7 8 9 10 11 12

This sheet made form­fillable by Kyle "SquireNed" Willey.

Ares Alpha 11p 5 -2 SA/BF/FA2

Ares Light Fire 756p 6 - SA 0

Tiffani-Defiance Protector7S(e) 5 -5 SA 0

SWAT Armor 15 Armor

SWAT Helmet +3 enchancemts

on the extra

page.

Obvious Full Arm Standard 7 AGI, 8 STR 1

3x Cybergland 3 0

Smuggling Compartment 0

Cyberfinger (Injector) 0

Cyberfinger (Lockpick) 0

Hand Blade 0

0

10x Throwing Syringe, 10x Gas Grenade

Ammo: 40x Wood Pulp, 20x APDS 60x Gel,Ammo: 60x Standard(10), 20x Subsonic, 10x Taser Dart

Grenade: 0x3 Thermal Smoke, 03x Smoke, 03x Flash20x Neuro-Stun VIII, 03x Laes, 03x Slab

01x Immortal FlowerMeta Link

Certified Credstick, Standard 5000Fake SIN 4

Fake SIN 3Briefcase (Nice)

Crowbar, Lockpick Set, Keycard Copier(6)

Flashlight

Tag Eraser

Combat Knife 0 (STR+2)P 6 -3

Murcury Comet 5/5

2 4

2 11

9 2

See Extra Page for modifications

8 81 20 0 0 0 43 0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

0 0

5

7

4

3

4

4

4

2

0

0

0

0

0

0

0

0

0

0

0

Extra Information for BlackBird Car Modifications: Mercury Comet: Speed Enhancement; Manual Control Override; Handling Enhancement; Armor (Concealed); Passenger Protection System; Anti-Theft System; Standard Drone Rack (Large); Gun Port; Oil Slick Sprayer; Smoke Projector (Thermal); Road Strip Ejector; Smuggling Compartment; GridLink Override; GridLink; Signature Masking Weapon Modifications: Ares Alpha: Folding Stock; Flashlight, Low Light; Safe Target System, Base; Sound Suppressor; Holographic Sight; Underbarrel Grenade Launcher; Smartgun System, Internal Ares Light Fire 75: Silencer; Holographic Sight; Concealed Quick-Draw Holster Armor Modifications: SWAT Armor: Gear Access; Chemical Seal; Ruthenium Polymer Coating 4; Faraday Pocket; Attachable Gear Access SWAT Helmet: Ballistic Mask