SIX/Viktoria Novak
contents
- ~ Special Agent Fox Mulder
- ~ Special Agent Fox Mulder
Character
Name: Viktoria X. Novak
Alias(es): Viks, Vixen
Metatype: Elf (Changeling)
Sex: Female
Age: 25
Height: 1.8m (5′11″) +ears!
Weight: 60kg
Skin: White
Hair: Reddish
Eyes: Golden
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Karma: 0 / 0
Nuyen: 500
BOD: 1
AGI: 6
REA: 5(8)
STR: 1
CHA: 7
INT: 5
LOG: 5
WIL: 1
EDG: 1
MAG: 5
Essence: 6
Initiative / IPasses: 10(13) / 1(4)
Astral Initiative / IPasses: 10 / 3
Matrix Initiative / IPasses: 5 / 1
Memory: 6
Composure: 8
Judge Intentions: 12
Lift and Carry: 2 (15kg / 10kg)
Movement: walk 15/37, swim 6
Armor: ballistic 3, impact 3
Physical Condition Track: 0 / 9
Stun Condition Track: 0 / 9
Description
A young redheaded elf with long fiery hair pulled back in a low ponytail, she bears the unmistakable marks of SURGE: vulpine ears, slit-pupiled golden eyes, and long, fluffy tail, reminiscent of kitsunes from old-world popular media. This striking and exotic appearance is further complemented by paranatural charm and allure usually attributed to mythical fox spirits of East Asia.
Yet in Seattle’s neon-lit sprawl, even myth wears tactical gear. Dark, utilitarian cargo pants and a short jacket frame her lean form, with Lone Star badge and holstered gun prominent on her belt. A rugged smartwatch, a choker-like throat mic, and short-armed gecko-gripped mirrorshades complete the look.
Charismatic and agile, she moves with a predator’s grace, but beneath the surface, lingering trauma from a recent magical explosion leaves her physically fragile — a hidden vulnerability that haunts her every step.
Likes: action, nature.
Dislikes: being mistaken for a catgirl, K9 jokes, Humanis.
Background
Viktoria Xana Novak was born on October 10, 2044, in Renton, Seattle, to Alex Novak, a human Lone Star sergeant, and Julia Novak (née Dowell), an elven lawyer whose work often intersected with — and sometimes undermined — Alex's arrests. Despite their differences, they built a life together in central Renton, where Viktoria grew up like any ordinary girl, even as anti-metahuman tensions simmered around.
Everything changed on the night of September 9–10, 2061, when Viktoria changed. A violent SURGE-III transformation left her with vulpine ears, slit-pupiled golden eyes, long fluffy tail, and awakened magical ability, marking her as a “freak” in her Humanis-leaning neighborhood and alienating most of her former friends. Soon, amidst the riots and rising chaos in Seattle following the wave of never-before-seen SURGE transformations, her parents, fearing another Night of Rage, made the difficult decision to send her to the calmer surroundings of Cara'sir to live with her maternal grandparents, both esteemed professors at the University of Cara'sir. There she finished school in 2063 and then enrolled in the university’s Magic Studies program, fulfilling her family’s hopes for a stable magical career.
But tragedy struck again in August 2066, when her father’s Lone Star station was attacked by unknown operatives. The station was destroyed, records wiped, and many — including Captain Alex Novak — vanished without a trace, prompting her to interrupt her education and return to Seattle to support her shattered mother during searches and investigation. But when in a few months Lone Star closed the case as a terrorist act and declared the missing dead, Viktoria suspected a cover-up and refused to let it go.
Determined to uncover what really happened to her father, Viktoria remained in Seattle even as her mother, heartbroken and unable to cope, returned to Cara’sir to live with her parents. Left largely on her own, Viktoria struggled to make progress through official channels — despite maintaining a few contacts in Lone Star, including Aaron Beiler, a longtime family friend who had once served under her father. Frustrated by the lack of leads, she realized that if she wanted answers from within, she’d have to get inside. That led her to enroll in the Lone Star Academy, a decision that deeply distressed what remained of her family. Her parents had always hoped for a safer, more stable future for her — preferably far away from badges and bullets. But for Viktoria, just as stubborn as her father, it was the only path forward.
In 2067, she finally joined Lone Star’s ranks as a patrol officer during a time of carefully orchestrated public change. The megacorp was pushing a new image — one of inclusion and reform — aimed at softening its often-brutal reputation and winning back public trust, especially among metahuman communities. As a visibly changed elf with SURGE traits and undeniable charisma, Viktoria became an unintentional poster child for this rebranding effort in certain internal communications and community outreach programs. But despite the polished slogans and photo ops, she quickly learned that behind the PR gloss, the system remained deeply resistant to real change. For two years, she walked the beat, chasing minor crimes and writing reports that rarely led anywhere. All the while, she dug quietly into her father’s case, only to hit wall after wall — red tape, closed files, and colleagues who either didn’t care or knew too much to talk. With every dead end, her resolve hardened. If she wanted real access — to cases, to evidence, to truth — she needed more than a badge. She needed a detective’s shield. And so, she began preparing in earnest for the next round of detective exams, determined to move beyond patrol and into the shadows where the real answers lay.
Her chance came sooner than expected. On a quiet November night in 2069, just months before the next detective exams, Viktoria was riding shotgun with her senior partner, Elan Thorn, a seasoned troll officer known for his calm under pressure. They were dispatched to a routine call — a robbery in progress at a small convenience store attached to a gas station. The suspect, a known local addict, was threatening the owner with a knife. Initial scans showed no other threats, though Viktoria noticed something odd: an unusual aura around the man, flickering like unstable static. She reported it, but Elan, likely eager to de-escalate, left her by the patrol car to cover the exit while he entered the store.
What happened next shattered any illusion of normalcy. The situation escalated rapidly — Elan engaged the suspect in melee, and then, without warning, a magical explosion ripped through the store. Viktoria barely had time to react. She threw herself behind the patrol car just as the building disintegrated in a wave of force and fire. When she awoke, she was in the hospital, her body battered and her spirit shaken. Everyone inside the store had perished.
The official investigation concluded that the robber was a newly awakened mage, unaware of his latent abilities — an explanation Viktoria found suspicious at best. But the case was closed, just like her father’s had been. For weeks, she was bedridden, her physical recovery slow and painful. Still, she used the enforced downtime to prepare for the detective exams, pouring over case files, sharpening her investigative instincts, and leaning on Aaron Beiler for guidance. When she finally passed the tests in early 2070, it wasn’t celebration she felt — but resolve. She had seen firsthand how easily lives could be erased, how quickly truth could be buried beneath bureaucracy. And now, with a badge that carried more weight, she was ready to dig deeper.
Active Skills
Skill | ATTR | Rtg | Pool | Math | Category | Group | Notes |
---|---|---|---|---|---|---|---|
Aeronautics Mechanic | LOG | 0 | (5-1) | Technical | Mechanic | ||
Animal Handling | INT | 4 | (5-1) | Physical | Animal Husbandry | ||
Animal Training | INT | 4 | (5-1) | Physical | Animal Husbandry | ||
Arcana | LOG | 0 | (5-1) | Magical | |||
Archery | AGI | 5 | (6-1) | Combat | |||
Armorer | LOG | 4 | (5-1) | Technical | |||
Artisan | INT | 4 | (5-1) | Technical | |||
Assensing | INT | 6 | 11 | (5+6) | Magical | ||
Astral Combat | WIL | 0 | (1-1) | Magical | |||
Automatics | AGI | 5 | (6-1) | Combat | Firearms | ||
Automotive Mechanic | LOG | 0 | (5-1) | Technical | Mechanic | ||
Banishing | MAG | 0 | (5-1) | Magical | Conjuring | ||
Binding | MAG | 0 | (5-1) | Magical | Conjuring | ||
Blades | AGI | 5 | (6-1) | Combat | Close Combat | ||
Chemistry | LOG | 0 | (5-1) | Technical | |||
Climbing | STR | 0 | (1-1) | Physical | Athletics | ||
Clubs | AGI | 5 | (6-1) | Combat | Close Combat | ||
Compiling | RES | 0 | (1-1) | Resonance | Tasking | ||
Computer | LOG | 4 | (5-1) | Technical | Electronics | ||
Con | CHA | 4 | 14 | (7+4+3) | Social | Influence | |
Counterspelling | MAG | 0 | (5-1) | Magical | Sorcery | ||
Cybercombat | LOG | 4 | (5-1) | Technical | Cracking | ||
Cybertechnology | LOG | 0 | (5-1) | Technical | Biotech | ||
Data Search | LOG | 4 | (5-1) | Technical | Electronics | ||
Decompiling | RES | 0 | (1-1) | Resonance | Tasking | ||
Demolitions | LOG | 4 | (5-1) | Technical | |||
Disguise | INT | 4 | (5-1) | Physical | Stealth | ||
Diving | BOD | 0 | (1-1) | Physical | |||
Dodge | REA | 4 | 12 | (8+4) | Combat | ||
Electronic Warfare | LOG | 0 | (5-1) | Technical | Cracking | ||
Enchanting | MAG | 0 | (5-1) | Magical | |||
Escape Artist | AGI | 5 | (6-1) | Physical | |||
Etiquette | CHA | 4 | 14 | (7+4+3) | Social | Influence | |
First Aid | LOG | 4 | (5-1) | Technical | Biotech | ||
Flight | STR | 0 | (1-1) | Physical | Athletics | ||
Forgery | AGI | 5 | (6-1) | Technical | |||
Gunnery | AGI | 5 | (6-1) | Vehicle | |||
Gymnastics | AGI | 5 | (6-1) | Physical | Athletics | ||
Hacking | LOG | 4 | (5-1) | Technical | Cracking | ||
Hardware | LOG | 0 | (5-1) | Technical | Electronics | ||
Heavy Weapons | AGI | 5 | (6-1) | Combat | |||
Industrial Mechanic | LOG | 0 | (5-1) | Technical | Mechanic | ||
Infiltration | AGI | 5 | (6-1) | Physical | Stealth | ||
Instruction | CHA | 6 | (7-1+3) | Social | |||
Intimidation | CHA | 6 | (7-1) | Social | |||
Leadership | CHA | 4 | 14 | (7+4+3) | Social | Influence | |
Locksmith | AGI | 5 | (6-1) | Technical | |||
Longarms | AGI | 1 | 7 | (6+1) | Combat | Firearms | |
Medicine | LOG | 0 | (5-1) | Technical | Biotech | ||
Nautical Mechanic | LOG | 0 | (5-1) | Technical | Mechanic | ||
Navigation | INT | 4 | (5-1) | Physical | Outdoors | ||
Negotiation | CHA | 4 | 14 | (7+4+3) | Social | Influence | |
Palming | AGI | 5 | (6-1) | Physical | Stealth | ||
Parachuting | BOD | 0 | (1-1) | Physical | |||
Perception | INT | 4 | 9 | (5+4) | Physical | +3 hearing, smell, vision | |
Pilot Aerospace | REA | 0 | (8-1) | Vehicle | |||
Pilot Aircraft | REA | 0 | (8-1) | Vehicle | |||
Pilot Anthroform | REA | 0 | (8-1) | Vehicle | |||
Pilot Ground Craft | REA | 1 | 9 | (8+1) | Vehicle | ||
Pilot Watercraft | REA | 7 | (8-1) | Vehicle | |||
Pistols | AGI | 4 | 10 | (6+4) | Combat | Firearms | |
Registering | RES | 0 | (1-1) | Resonance | Tasking | ||
Riding | REA | 7 | (8-1) | Physical | Animal Husbandry | ||
Ritual Spellcasting | MAG | 0 | (5-1) | Magical | Sorcery | ||
Running | STR | 0 | (1-1) | Physical | Athletics | ||
Shadowing | INT | 4 | (5-1) | Physical | Stealth | ||
Software | LOG | 0 | (5-1) | Technical | Electronics | ||
Spellcasting | MAG | 0 | (5-1) | Magical | Sorcery | ||
Summoning | MAG | 0 | (5-1) | Magical | Conjuring | ||
Survival | WIL | 0 | (1-1) | Physical | Outdoors | ||
Swimming | STR | 0 | (1-1) | Physical | Athletics | ||
Throwing Weapons | AGI | 5 | (6-1) | Combat | |||
Tracking | INT | 4 | (5-1) | Physical | Outdoors | ||
Unarmed Combat | AGI | 5 | (6-1) | Combat | Close Combat | ||
VetTech | LOG | 0 | (5-1) | Technical | Animal Husbandry |
Knowledge Skills
Skill | ATTR | Rtg | Pool | Math | Category | Notes |
---|---|---|---|---|---|---|
Area Knowledge: Seattle | INT | 4 | 9 | (5+4) | Street | |
Bars and Clubs | INT | 1 | 6 | (5+1) | Street | |
English | INT | 0 | N | Language | ||
Forensics | LOG | 1 | 6 | (5+1) | Professional | |
Law Enforcement | LOG | 6 | 11 | (5+6) | Professional | |
Magical Theory | LOG | 4 | 9 | (5+4) | Academic | |
Magical Threats | LOG | 4 | 9 | (5+4) | Academic | |
News | INT | 1 | 6 | (5+1) | Interest | |
Sperethiel | INT | 4 | 9 | (5+4) | Language | |
Street Racing | INT | 1 | 6 | (5+1) | Street | |
Underworld | INT | 4 | 9 | (5+4) | Street |
Attacks
Name | DMG | AP | Mode | Ammo | Type | Range / Reach | Pool | Notes |
---|---|---|---|---|---|---|---|---|
Grenade Flare (x1Butt Pack) Flash-Bang (x1Mercury Comet) Flash-Pak (x1Belt) Gas (x2Mercury Comet) |
0 6S (10m Radius) Special Chemical (10m Radius) |
- -3 - - |
— | — | Ranged | 0-2 / 3-4 / 5-6 / 7-10 | 5 | |
Lone Star Franchi SPAS-22 Flare Rounds (x5Mercury Comet) Gel Rounds (x25Mercury Comet) Regular Ammo (x25Mercury Comet) Shock Lock Rounds (x5Mercury Comet) Suppression Rounds (x10Mercury Comet) Tracker Rounds, Stealth Tag (x2Mercury Comet) |
7P -2 -1S +1 +0 |
-1 +2 +2 +0 +1 |
SA/BF | 13(m) | Ranged | 0-11 / 12-44 / 45-88 / 89-165 | 9 | |
Lone Star Ruger Thunderbolt Gel Rounds (x25Belt, x25Mercury Comet) Regular Ammo (x25Belt, x25Mercury Comet) |
5P -1S |
-1 +2 |
SA/BF | 12(c) | Ranged | 0-5 / 6-20 / 21-40 / 41-60 | 12 | |
Pistol | (STR/2)P | - | — | — | Melee | 0 | 5 | |
Rifle Butt | (STR/2+1)P | - | — | — | Melee | 1 | 5 | |
Survival Knife | (STR/2+1)P | -1 | — | — | Melee | 0 | 5 | |
Unarmed Attack | (STR/2)S | - | — | — | Melee | 0 | 5 |
Qualities
- AdeptAdept characters use their magic in a radically different way than other Awakened characters, by channeling magic through their bodies and minds; they do not cast spells or conjure spirits, nor do they typically have access to astral space. Instead, adepts develop powers that improve their physical and mental abilities.
A character with this quality is an adept and starts with a Magic attribute of 1, which can be increased like any other attribute up to a maximum of 6 + initiation grade. A character with this quality cannot take the Magician, Mystic Adept, or Technomancer qualities.
Characters with the Adept quality get a number of Power points during character creation equal to their Magic attribute. These Power points are used to buy specific adept powers. Additional Power points can be gained by increasing the character’s Magic attribute through the expenditure of Karma. Note that the Magic attribute cannot be raised above the natural maximum of 6 without initiation (Initiation, SR4 198). (SR4 90)
- Broad Auditory System (Ultrasound)This natural increased auditory spectrum enables the character to hear outside the range of normal metahuman hearing. The user can either hear ultrasonic, high-frequency sound (including ultrasound emitters) or infrasonic, low-frequency noises. He cannot choose or control a certain frequency of this increased spectrum. In game terms, the character may make a Perception Test to detect communication or sounds within his chosen frequency band.
As this kind of hearing can be considered “always on,” the character may sometimes be distracted or deafened by noises inaudible to others. This expression results in visible changes to the size and structure of the outer ear. (RC 111)
- CelerityCharacters with this quality benefit from strengthening of the musculature involved in running. Leg muscles become ropy and more prominent. Increase the character’s Walking and Running rates (Movement, SR4 138) by one-half (round down) its current value. (RC 112)
- Changeling (Class III SURGE) (RC 73)
-
"Kitsune" [+35/-20]:
[+5] Broad Auditory System (Ultrasound)
[0] Distinctive Style
[+5] Celerity
[-5] Extravagant Eyes
[+15] Glamour
[-5] Nano Intolerance
[-5] Unusual Hair
[-5] Vestigial Tail
[+10] Vomeronasal Organ
- Day Job (40 hrs/week)A Day Job burdens a character with responsibilities and time constraints. While there are some advantages, such as stable income, a Day Job is a hindrance with the shadowrunning profession. The table below offers guidelines for salary and hours. The gamemaster and player can work out actual restrictions and hours of the character’s profession. The character must be a SINner or possess a fake SIN. (RC 103)
-
Lone Star Detective, 5000¥/mo.
- Distinctive StyleAny individual who attempts to identify, trace or physically locate the character (or gain information about him via Legwork) receives a +3 dice pool modifier on all tests made during such attempts (including Perception Tests). The modifier does not apply to astral or Matrix searches. This quality may be taken multiple times by characters that possess multiple distinctive features, with cumulative modifiers. However, the maximum cumulative modifier is +6 dice. (RC 103)
-
SURGE'd changeling with innate glamour, long reddish-orange hair and vulpine features: tail, ears and eyes.
- Extravagant EyesThe character’s irises, whites, or possibly even entire eyes take on an unusual color. For example, a character may develop bright green irises, both eyes may turn light silver, or one eye may turn white and one black. Many onlookers will simply assume the character has cybereyes. Altered eye color has no effect on the character’s vision. This effect is incompatible with cybereyes or bioware eyes. (RC 117)
-
Vulpine slit-pupiled eyes.
- GeasWhen the character takes this quality, he must declare what type of restriction his geas imposes. A geas must be something that affects all of an Awakened character’s magical abilities and should not duplicate an existing limitation. If the geas consists of a special action, the character must have performed it within the past 24 hours to fulfill the geas. Likewise, if the geas consists of avoiding an action, then it is broken for 24 hours after the character performs the act. (This type of action must be ordinary and normally necessary in the character’s life; avoiding a special circumstance that occurs infrequently with no hardship to the character isn’t much of a limitation.) A character may take the Geas quality multiple times, each time specifying a different condition.
If a character breaks the terms of his geas, then his Magic attribute is effectively reduced by 1 point until the geas is again fulfilled. If a character has taken multiple geasa, breaking one geas breaks all of them, and the Magic loss is equal to the total of all geasa taken. If breaking geasa reduces the character’s Magic to zero or less, the character temporarily loses the ability to use any magic and effectively becomes mundane. An adept whose Magic is reduced by not fulfilling a geas must choose 1 full Power Point worth of adept powers per geas; these powers will not function if any of the geasa are not fulfilled and the adept’s Magic is reduced. Mystic adepts must also specify if Magic loss from breaking a geas affects their magic skills or adept powers.
For a more adept-driven game, gamemasters may allow adepts to voluntarily take a geas for a specific adept power; in return, the Power Point cost for that power is reduced by 25 percent (round normally). In this case, breaking the geasa only affects that power; the adepts remaining geasa-limited powers are unaffected. (Combat Sense, Nature Affinity) (SM 27) -
Character's adept powers are limited or even completely disabled in heavy polluted locations (gamemaster's discretion).
- GeasWhen the character takes this quality, he must declare what type of restriction his geas imposes. A geas must be something that affects all of an Awakened character’s magical abilities and should not duplicate an existing limitation. If the geas consists of a special action, the character must have performed it within the past 24 hours to fulfill the geas. Likewise, if the geas consists of avoiding an action, then it is broken for 24 hours after the character performs the act. (This type of action must be ordinary and normally necessary in the character’s life; avoiding a special circumstance that occurs infrequently with no hardship to the character isn’t much of a limitation.) A character may take the Geas quality multiple times, each time specifying a different condition.
If a character breaks the terms of his geas, then his Magic attribute is effectively reduced by 1 point until the geas is again fulfilled. If a character has taken multiple geasa, breaking one geas breaks all of them, and the Magic loss is equal to the total of all geasa taken. If breaking geasa reduces the character’s Magic to zero or less, the character temporarily loses the ability to use any magic and effectively becomes mundane. An adept whose Magic is reduced by not fulfilling a geas must choose 1 full Power Point worth of adept powers per geas; these powers will not function if any of the geasa are not fulfilled and the adept’s Magic is reduced. Mystic adepts must also specify if Magic loss from breaking a geas affects their magic skills or adept powers.
For a more adept-driven game, gamemasters may allow adepts to voluntarily take a geas for a specific adept power; in return, the Power Point cost for that power is reduced by 25 percent (round normally). In this case, breaking the geasa only affects that power; the adepts remaining geasa-limited powers are unaffected. (Improved Reflexes, Nature Affinity) (SM 27) -
Character's adept powers are limited or even completely disabled in heavy polluted locations (gamemaster's discretion).
- GlamourA character with Glamour is paranaturally gifted so that all sapient beings perceive her as moving with unearthly grace, her countenance as always radiant, and her voice as soul-wrenching and laden with emotion. People may describe her as angelic or fairylike, and everyone she speaks to cannot help but feel moved and inspired.
Sapient beings will always respond with awe, deference, and kindness to the character as long as she does not act hostile. The character gains a +3 dice pool modifier to all Social Skill Tests except Intimidation.
This quality renders the character particularly memorable and she suffers from the effects of Distinctive Style (RC 103). (RC 113)
- In Debt (15,000¥)The character is indebted to a third party, usually an underworld syndicate, large gang or corporation, chosen by the player with gamemaster approval. For every 5 BP taken, the character receives an extra 5,000¥ at character creation; this money can be above and beyond the normal 50 BP cap for gear. The character then owes her creditor that much plus another 50 percent. The amount owed increases 10 percent every month, as compound interest. If the character is unable to pay at least the interest amount each month, the creditor may send someone looking for her. (RC 105)
- Lost Loved OneThe character is obsessed with the unexplained disappearance of someone near and dear. The person (defined when the quality is taken) vanished in mysterious circumstances and hasn’t been seen or heard of since. The character with this quality feels compelled to find the missing person at any cost. She must succeed in a Willpower + Logic Test (2) to resist following any lead the gamemaster may wish to throw in her direction (be it a solid lead or a red herring). The effects of this quality are intended to be resolved through roleplaying. If desired, the resolution of this quality can even become the subject of an entire subplot. (Alex Novak, Father) (RC 105)
-
Viktoria's father is missing and declared dead after an attack on his Lone Star station.
- Low-Light VisionThe character possesses eyes that provide natural low-light vision and enable her to see normally in light levels as low as starlight. These can be normal eyes resulting from the character’s metagenetic background (elf or ork eyes), or feline eyes that are slit, reflective, and glow in the dark. (RC 114)
- Nano IntoleranceSome immune systems react more strongly than others to nanoware. This may be because of some DNA quirk that makes protein-matching imperfect or simply the immune system’s hypersensitivity. Regardless, the character’s natural immune system and metabolism rid themselves of free-floating nanoware much faster than usual. Nanoware systems in nano-intolerant characters degrade 1 rating point every 4 days (instead of a week). This quality may not be taken at character creation by characters who possess nanohives. If the character has a nanohive implanted, the quality must be bought off at the cost of 10 Karma (SR4 265). (AU 22)
- Prejudiced (Specific, Biased)The character is (unjustifiably) prejudiced against members of a specific group of people: metahumans, an ethnicity, artists, gays, or some other group. He not is not only intolerant, but may actually be outspoken about his beliefs and may actively work against the group. Depending upon the degree of prejudice, this quality may get the character into trouble for expressing his views or when forced to confront the targets of his prejudice.
The BP bonus granted by this quality varies depending upon the “commonness” of the hated group and the degree to which the character is openly antagonistic to that group. Refer to the Prejudice Negative Quality Table as a guideline when choosing the prevalence of the hated group and the degree of prejudice for purposes of calculating the BP value of the quality.
Prejudiced character must succeed in a Willpower + Intuition Test to back down from a confrontation (verbal, physical, or professional) with a representative of the hated group. The Threshold of this Test varies by the degree of prejudice; see Confrontation Threshold on the Prejudice Quality Table (RC 108). (Humanis Policlub) (RC 108)
- Records on FileOne or more megacorps (chosen when the quality is taken) possesses a relatively up-to-date record of the character’s SIN, biometrics, personal, and possibly medical data. This may be the result of some prior encounter, professional relationship, or previous affiliation. This quality provides agents of the corporation with a +6 dice pool modifier to any tests to identify the character through SIN, biometrics, facial or biometric recognition, or medical data. It also provides a +2 dice pool bonus to Legwork attempts to track her down.
Fortunately for the character, corporations cherish their intelligence and do not usually share information willingly with their competitors, or even other organizations. However, this quality may also provide the corp with leverage or blackmail material against her in the future. (Lone Star) (RC 109)
- SINner (Standard)The character was born with or somehow acquired a legal System Identification Number, or SIN (SR4 266). This means the character’s real identity, personal history, biometric data, credit records, medical history, travel history, etc. are stored and accessible in numerous databanks. This does not mean the character is required to use that SIN, merely that a legal record of him does exist (and may serve as a detriment some day).
At 5BP, the character has a standard SIN and is a bona fide citizen of the nation or extraterritorial megacorp of his choice. At 10BP, the character has a criminal SIN, meaning that the character also has a verifiable criminal record on file, and likely served prison time in the past. As many law enforcement agencies share their data, this means that character is more likely to be identified if linked to a crime. (Viktoria X. Novak, UCAS) (SR4 95)
- The Warrior's WayCharacters with this quality may purchase the following powers at a 25 percent discount (rounding as normal), selecting one power for every two Magic points: Combat Sense, Counterstrike, Critical Strike, Improved Ability (Combat Skills), Improved Physical Attribute (Any), Improved Reflexes, Killing Hands, Missile Mastery, Mystic Armor, Quick Draw.
In addition, they receive a +1 to effective Initiate grade for the Adept Centering technique (for Combat Active skills only, not Physical Active Skills), and for the Attunement (Item) Metamagic. Also, subtract one from the Karma cost to Attune to any weapon via the Attunement (Item) Metamagic. (WA 14)
- Unusual HairThe character’s hair changes to an unusual color or texture, or grows from her body in unusual patterns or areas. For example, a character’s hair may be naturally violet, or she may sport a luxurious lion-like mane from her head down her shoulders and back, or she may be entirely covered in a soft, downy fur like the Night One elven metavariant or the monkey-like Haruman.
Unusual Hair is incompatible with other natural or artificial hair modifications. (RC 119)
- Vestigial TailA normal or stumpy tail grows from the base of the character’s spine. This tail may be scaly (like a lizard), hairy (like a dog or cat) or hairless (like a rat). The tail may be wagged slightly with effort, but has no other function.
The Vestigial Tail quality is incompatible with the Functional Tail (RC 113), cybernetic or bioware tails. (RC 119)
- Vomeronasal OrganThe character’s nose contains additional olfactory organelles that augment her sense of smell, granting a higher sensitivity and contrast (sending neural signals not only to the accessory olfactory bulb, but to the amygdala and hypothalamus as well). This enhances a metahuman’s innate ability to discern and react to individuals by scent, as well as detecting basic emotional cues (fear, anger, lust) from smells. A character with this quality can also identify individual people and animals by their smell and can recognize clues to a person’s emotional state based on body odors. Add a +3 dice pool modifier to any Perception Tests based on smell and a +2 modifier to any Test involving social interaction.
Strong odors and intense background smells (ie. garbage, spicy foods, etc) may diminish this ability or even confuse it, and the character may experience extreme discomfort when confronted with overwhelming odors (i.e. large crowds or offensive smells). To reflect distraction or discomfort, add a -2 dice pool modifier to all tests (though a respirator can reduce these penalties by its rating). Thanks to the neural connections between vomeronasal organs and the behavioral centers of the brain, tailored pheromones provide twice their normal bonus against characters with this quality. If the character also possesses an adrenaline pump (SR4 338), the pump may be set off by other people’s smells of fear, anger, and lust. In these cases, the character should make a Composure (1) Test. (RC 116)
Powers
- Astral PerceptionThis power allows the adept to bridge the gap between the physical and astral realms and “see” into the astral plane. Adepts with this power follow all the normal rules for astral perception. (SR4 195)
- Combat SenseCombat Sense provides an instinctive sense about an area and any potential threats nearby. The character gains one die per level for Reaction on Surprise Tests and when defending against ranged and melee attacks. 3 (SR4 195)
- Commanding VoiceThis power channels the adept’s magic into his voice to enhance the modulation and pitch, subliminally influencing the actions of any listeners. The adept takes a Complex Action to give a simple but forceful command (five words or less) to the target, making an Opposed Test with Leadership + Charisma against the target(s) Willpower + Leadership. If the adept succeeds in the test, the target uses his next action to either carry out the command or stands confused (gamemaster’s choice, but the more net hits achieved the more likely he will obey the adept’s command). Such commands carry no weight beyond the immediate impetus, and the affected characters will quickly reassert their wits, returning to their original course of action. If multiple individuals are targeted, use the largest dice pool among the defenders and add +1 dice per additional target (max. +5).
Commanding voice may only be used on metahumans who can directly hear and understand the adept’s words. It has no effect when the voice is amplified or broadcast via technological means (eg. wireless transmission, loudspeaker, etc). It is also less effective on subsequent uses against the same target. Apply a cumulative -2 dice pool penalty for each use within the preceding 24 hours. (SM 176)
- Eidetic Sense MemoryAn adept with this power has the ability to memorize all types of sensory input. Besides perfect photographic visual memory, the adept can recollect sounds, textures, tastes, and smells — and any combination thereof. The adept can recall these sensory impressions at will, and will remember who or what they have memorized in future encounters. The adept can also photo-read, greatly increasing their reading speed. (SM 176)
- Improved Reflexes 3This power increases the speed at which you react, just like wired reflexes. For each level, you receive +1 die to Reaction (this also affects Initiative) and 1 extra Initiative Pass. The maximum rating of Improved Reflexes is 3, and the increase cannot be combined with technological or other magical increases to Initiative. (SR4 196)
- Magic SenseThis power grants the adept extra sensitivity to the ebbs and flows of mana in his vicinity. The adept can sense magical activity on the same plane within (Magic x 10) meters of his person. This power will detect active foci, spells, mana barriers, dual-natured beings, and mana anomalies; on the astral it will also detect astral forms. Treat this power as the Detect Magic spell (SR4 199), with a Force equal to the adept’s Magic. (SM 178)
Vehicles and Drones
- Ford Mustang 2060 (Sports Car) (Honda-GM 3220 (Sports Car), UCL 18)
Sports Car: Handling -1, Acceleration 20/50, Speed 160, Body 10, Armor 5.
Dogbrain: Pilot 1, Device 2, Response 3, System 3, Signal 3, Firewall 3.
Sensor Array: Sensor 1, Signal 5, Atmosphere Sensor (Rating 1), 4x Camera (Rating 1), 2x Laser Range Finder, Radar (Rating 1).
Modifications: Amenities (Middle)The typical vehicle has passenger amenities equivalent to a Low Lifestyle. If the passengers expect better treatment (such as cushier seats or a wet bar), then the vehicle has to be upgraded in order to provide it. In most cases, the entire vehicle shares the same amenities for all the passengers, but the gamemaster may modify it for lesser cost in cases where it does not. In addition, the Lifestyle of the vehicle can be lowered by one down to Squatter (the level usually seen in mass transit vehicles such as buses or cargo planes) in order to double the passenger capacity., GridLinkThe GridLink system is found in most inner city urban areas — the places where the sun always shines and the cops are everywhere. It provides a power supply via embedded lines in the pavement, so that as long as the vehicle is in GridLink-enabled areas, it does not use up any of its operation time (AR 103). Its downsides are that you are tracked, and that you are limited to the legal speed limit of the area., ObsolescentThe vehicle uses an older generation of software, hardware or a combination of the two, resulting in less-sophisticated computing capabilities. The vehicle’s device rating (SR4 222) is one less than what a comparable modern device’s rating would be (to a minimum of 1); e.g., a drone with the obsolescent trait would have a rating of 2 rather than 3., Pimped Ride Level 1If you are one of the flamboyant bad-asses that are so hard that they don’t care who knows who they are, the pimped ride modification is your thing. One of the vehicle modifications most common on the streets, it makes your vehicle look anything but common: chrome hubcaps, fluorescent undercarriages, convertible tops, stylized ruthenium paint designs, scrolling holo artwork, raising or lowering, custom grillwork, ear-splitting sound systems, etched crystal windows, shag carpet, and fuzzy dice are just some of the types of accessories that pimped rides have. While a pimped ride may be expensive to upkeep, no one will forget who took the loot and got away with it. For the time being, that is.
The Level 1 pimped ride gives you a +1 dice pool modifier on tests that involve intimidation and reputation in situations where the vehicle’s appearance is a factor. Level 2 gives you a +2 dice pool modifier. Showing off with a custom-looking vehicle is a sure way of raising one’s public awareness (SR4 258)., Racing Tires (Rating 4)These tires improve the vehicle’s performance on the road, raising its Acceleration and Speed by 10%; however, the vehicle’s Handling is reduced by -2 on slippery surfaces (such as rain-slick roads) and goes out of control when entering off-road terrain (the driver has to make a Vehicle Test to prevent a crash, and afterward the vehicle comes to a sliding halt — controlled movement is impossible)., Reduced EconomyThe vehicle’s operation time (AR 103) is reduced to half normal. This can be due to a variety of factors; poor fuelinjection systems, weak batteries, or some other reason. This means most vehicles can only operate for three hours before a stop at a refilling station of some sort..-
Used.
Armor
Name | Category | Location | Eq. |
---|---|---|---|
Cargo Pants and Short Jacket. (ME MetaL urban fashion(Evo), AT 161)
|
Fashion | Character | ✓ |
Full Body Armor (SR4 326)
|
Armor | Mercury Comet | |
Full Body Armor Helmet (SR4 326)
|
Helmets and Shields | Mercury Comet | |
Light Poncho with Hood (ME MetaL urban fashion(Evo), AT 161)
|
Fashion | Butt Pack | ✓ |
Lone Star Armor Vest (Armor Vest, SR4 326)
|
Armor | Mercury Comet | |
SecureTech Arm CasingsThe SecureTech PPP (Personal Protection Piecemeal) System consists of padded densiplast sections that the wearer can combine to give additional protection to several body parts. Each piece of armor is available in at least three styles: as discreet protection designed to be worn beneath other clothing, as an obvious strapped addition to other visible armor, and as sports equipment. These armor pieces do not count as separate armor for purposes of encumbrance; instead, these items modify the rating of armor worn by their rating just as helmets and shields do (Helmets and Shields, SR4 317; Armor and Encumbrance, SR4 149). (AR 49)
|
SecureTech PPP System | Character | ✓ |
SecureTech Shin GuardsThe SecureTech PPP (Personal Protection Piecemeal) System consists of padded densiplast sections that the wearer can combine to give additional protection to several body parts. Each piece of armor is available in at least three styles: as discreet protection designed to be worn beneath other clothing, as an obvious strapped addition to other visible armor, and as sports equipment. These armor pieces do not count as separate armor for purposes of encumbrance; instead, these items modify the rating of armor worn by their rating just as helmets and shields do (Helmets and Shields, SR4 317; Armor and Encumbrance, SR4 149). (AR 49)
|
SecureTech PPP System | Character | ✓ |
Weapons
Name | Type | Location | Eq. |
---|---|---|---|
Grenade: FlareFlare grenades are intended to be used as signal marker. They do not detonate, but burn with an intensely bright light for 10 minutes. The flare grenade negates any visibly modifiers for darkness in a 30-meter radius, but also imposes the Glare visibility modifier (SR4 140) to anyone looking in its direction (flare compensation eliminates the latter modifier). Flare grenades become hot to the touch but can be held safely and will not ignite any fires under normal circumstances. (AR 36)
|
Gear | Butt Pack | |
Grenade: Flash-BangUpon detonation, flash-bang grenades spread a metallic powder out over the area that ignites in contact with the oxygen in the atmosphere, creating a loud, bright, shocking blast distributed equally over a radius of 10 meters. (SR4 324)
|
Gear | Mercury Comet | |
Grenade: Flash-PakThe size of a pack of cigarettes, this unit contains four quartz-halogen micro-flashes designed to fire in random strobe sequences to disorient, distract, and blind opponents. Anyone facing a flash-pak receives a -4 dice pool modifier on attack tests due to the intense glare (flare compensation reduces this modifer to -2). The flash-pak has 10 charges; when activated, it uses up one charge per Combat Turn. When plugged in, it recharges one charge per 10 seconds. (SR4 324)
|
Gear | Pockets | |
Grenade: GasVector: Contact, Inhalation
Speed: 1 Combat Turn Penetration: 0 Power: 5 Effect: Disorientation, Nausea, Stun Damage Instead of exploding, the gas grenade releases a cloud of gas over an area with a diameter of 20 meters. This is usually riot control/CS gas, but many other chemicals can be chosen (SR4 �255). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas at the gamemaster’s discretion). Commonly referred to as tear gas, CS gas is an irritant that affects the skin, eyes, and mucus membranes, causing them to burn and water. It also stimulates a physiological panic response: increased heart rate, shortness of breath, and so forth. Washing thoroughly with soap and water can remove CS from the victim’s skin, thus ending the duration of the nausea prematurely. CS gas becomes inert after 2 minutes of contact with the air. (SR4 324)
|
Gear | Mercury Comet | |
Lone Star Franchi SPAS-22 (Franchi SPAS-22, AR 28)
|
Shotguns | Mercury Comet | |
Lone Star Ruger Thunderbolt (Ruger Thunderbolt w/ Smartgun, AR 24)
|
Heavy Pistols | Belt | |
Survival Knife (SR4 315)
|
Blades | Butt Pack |
Commlinks
- Rugged Smartwatch (Erika Elite, SR4 328)
Commlink: Response 3, Signal 4, System 3, Firewall 5.
Running Software: Facial Recognition Software (Rating 3)This software is used to identify or verify someone’s still photo, video, or trideo image. It can be used in realtime with camera sensors to scan faces against a database of images, track a particular face as it moves through a crowd, or it can be used to scan an accessed online database for a match. In either case, use its rating for the Perception Test (the gamemaster determines the threshold). Facial recognition software excels at identifying age, metatype, and sex, and is sometimes used for tailored direct advertising., Iris Antivirus [Analyze (Rating 5) [Copy Protection (Rating 5), Optimization (Rating 2), Registration, Viral Resistance (Rating 3)], Purge (Rating 5) [Copy Protection (Rating 5), Optimization (Rating 2), Registration, Viral Resistance (Rating 3)]], Iris Orb [Firewall 5], Vehicle Identification Software (Rating 3)This program is similar to facial recognition software, except that it identifies and picks out particular vehicles and drones (or simply types of vehicles/drones). Use the software’s rating as the dice pool for visual sensor-based Perception Tests to identify, spot, or track a particular vehicle or type of vehicle. If a microphone is also being used, the software receives a +2 dice pool bonus as it can compare audio input against a library of vehicle sounds..
Stored Software: Datasoft (Lone Star Databases) (Rating 3)Datasoft encompass a wide variety of information files, from databases to textbooks to literature., Lie Detection Software (Rating 3)Similar to empathy software, lie detection programs measure a subject’s behavior for signs of falsehood. Lie detection software can be used to make a Judge Intentions Test (SR4 130) specifically to ascertain honesty using its rating as the dice pool. If employed along with a thermographic sensor, the software receives a +2 dice pool bonus as it reaps the benefits of reading the subject’s facial blood patterns., Lip Reader (Rating 6)The program and the user’s Computer skill can be used to try to understand what people are saying in a video without audio. The threshold is determined by how clearly visible the subject’s mouth is (unobscured mouth has a threshold of 2, mouth slightly angled away from camera has threshold of 3, etc.). The use of Kinesics by anyone on the recording can increase the threshold. The amount of information acquired depends on the number of net hits:
2 net hits - the general subject of the conversation, but not the specifics;
3 net hits - the subject and each participant’s attitude toward it;
5 net hits - the entire conversation for all visible subjects. [Copy Protection (Rating 6), Optimization (Rating 3), Registration], Mapsoft (Seattle) (Rating 3)Mapsoft programs feature detailed information on a particular area, from streets to business/residential listings to topographical, census, GPS, and environmental data. An interactive interface allows you to quickly determine the best routes/directions, locate the nearest spot of your choice, or create your own customized maps. The mapsoft automatically updates itself with the latest data and will retrieve correlating online data (GridGuide traffic reports, restaurant menus, etc.) as necessary., Scan (Rating 6) [Copy Protection (Rating 6), Optimization (Rating 3), Registration], Suite: Basic+ [Analyze (Rating 3) [Copy Protection (Rating 3), Registration], Browse (Rating 3) [Copy Protection (Rating 3), Registration], Command (Rating 1) [Copy Protection (Rating 1), Registration], Edit (Rating 3) [Copy Protection (Rating 3), Registration]], Voice Recognition Software (Rating 3)When coupled with a microphone, this software identifies voices or matches them against samples in an accessed database. Use the software’s rating as the dice pool for the voice recognition Perception Test..Linked SIN(s): SIN (Standard, Viktoria X. Novak, UCAS) [License (Body Armor), License (Concealed Carry), License (Driving), License (Pistols), License (Lone Star)].
Modifications: Armor Case (Rating 10)This mod encases the commlink in an armored case for protection against gunfire, physical attacks, and accidents. Each point of rating serves as 1 point of both Ballistic and Impact armor., Biometric LockThis mod incorporates a biometric lock into the device (Biometrics, SR4 255), so that only someone with an appropriate characteristic can access the device., Environmental ResistanceElectronics and sensors operate well in standard environmental conditions, but if exposed to extreme conditions (heat, cold, underwater, high pressure, intense radiation), they will be destroyed in a matter of hours. The environmental resistance option allows the device to operate indefinitely in extreme environments, but the designer must specify what condition the device is resistant to. This option is particularly useful when operating outside space stations or deepsea underwater aquacologies., Hardening (Rating 6)Hardening protects against EMP attacks (AR 58)., Skinlink.
Accessories: Biometric Reader, Biomonitor, RFID Sensor [Atmosphere Sensor (Rating 1)Weather forecasts are notoriously untrustworthy (thanks to pollution, the Awakening, and other factors), but atmospheric sensors can keep you from getting caught in the rain.], RFID Sensor [BarometricBarometric sensors detect changes in the ambient air or water pressure and are often used to detect changes in altitude or water depth.], RFID Sensor [Olfactory Sensor (Rating 1)The olfactory sensor picks up and analyzes the molecules in the air. It works in the same way as the olfactory booster (SR4 339).], RFID Sensor [Radiation (Rating 1)A radiation sensor monitors the presence and level of radioactive sources in close proximity to the sensor.], RFID Sensor [Radio Signal Scanner (Rating 1)The radio signal scanner locates and locks in on radio traffic from RFID tags, wireless networks, and other transmitters, and is especially useful at capturing signals originating from nearby. The scanner can also measure a signal’s strength and pinpoint its location. Treat the scanner as if it were a Sniffer program (SR4 234) equal to its rating.], RFID Sensor [ThermometricA thermometric sensor scans the ambient temperature of the environment around the bug.].
Gear
Name | Type | Location | Eq. |
---|---|---|---|
Ammo: Flare RoundsFlare rounds are rarely used for attack but rather are intended to be shot into the air and act as a signal or location marker. After 60 meters of flight, they explode into a large shower of burning sparks. Targets struck by a flare round may catch fire (SR4 155) but receive a +2 dice pool modifier to their damage resistance test. (Shotguns) x5 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Gel RoundsThese non-lethal rounds use a hard jelly-like substance and are often employed for riot control. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds inflict Stun damage and are resisted with Impact armor (AP +2). Gel rounds reduce the target’s Body by 2 when checking for knockdown (Knockdown, SR4 161). (Heavy Pistols) x25 (SR4 323)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Gel RoundsThese non-lethal rounds use a hard jelly-like substance and are often employed for riot control. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds inflict Stun damage and are resisted with Impact armor (AP +2). Gel rounds reduce the target’s Body by 2 when checking for knockdown (Knockdown, SR4 161). (Heavy Pistols) x25 (SR4 323)
|
Ammunition | Belt | ✓ |
Ammo: Gel RoundsThese non-lethal rounds use a hard jelly-like substance and are often employed for riot control. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds inflict Stun damage and are resisted with Impact armor (AP +2). Gel rounds reduce the target’s Body by 2 when checking for knockdown (Knockdown, SR4 161). (Shotguns) x25 (SR4 323)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Regular Ammo (Heavy Pistols) x25 (SR4 324)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Regular Ammo (Shotguns) x25 (SR4 324)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Regular Ammo (Heavy Pistols) x25 (SR4 324)
|
Ammunition | Belt | ✓ |
Ammo: Shock Lock RoundsShock lock rounds are designed to shatter a door’s lock or hinge and halve the Barrier ratings of doors or similar barriers when used to destroy them (Destroying Barriers, SR4 157). Against other targets, treat shock lock rounds as standard explosive rounds. (Shotguns) x5 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Suppression RoundsThese so-called “scary rounds” are designed to be loud and intimidating. They make a harsh buzzing sound through the air and a loud bang when they strike targets. Targets downrange take a -2 dice pool penalty to Composure Tests, and Perception Tests receive a +2 dice pool bonus to hear suppression rounds. The energy used to make all this noise takes away from the rounds’ impact on a target. (Shotguns) x10 (WAR 156)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Tracker Rounds, Stealth TagThese rounds include a special RFID tag inside the bullet designed to mark a hit target. If the target receives damage from the hit, the tracker round penetrates the target’s armor and remains within the body of the target until it is removed. Tracker rounds contain either security or stealth tags (SR4 318) that can be used to track the target’s movement, home in drones or artillery fire, and any other possibilities for using tags. (Shotguns) x2 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Butt Pack (AR 62)
|
Odds and Ends | Butt Pack | ✓ |
Certified Credstick, Gold (SR4 331)
|
ID/Credsticks | Pockets | ✓ |
ChiselThe chisel doubles the user’s effective Strength when breaking in a door or similar obstacle by force. (SR4 335)
|
B&E Gear | Survival Knife | ✓ |
Contact Lenses (Rating 3) (SR4 332)
|
Vision Enhancers | Character | ✓ |
Datachip x2 (SR4 330)
|
Storage Media | Pockets | ✓ |
DopadrineDuration: 10 x 1D6 minutes.
Effect: Cancels Berserk (see below), -1 die to all physical actions. A combination of antipsychotic medications and narcotics designed to cancel the rampant drug abuse by gangers, dopadrine has become a popular narcotic as well. Dopadrine prevents characters from going berserk (Bear, SR4 192) for the duration of the drug; if a user who is already berserk is dosed with dopadrine, the berserker rage automatically ends and they cannot become berserk again until the duration ends. Dopadrine heightens the apathy of users, making them feel disconnected from their concerns. x2 (AR 74) |
Drugs | Pockets | ✓ |
Earbuds (Rating 3) (SR4 333)
|
Audio Enhancers | Character | ✓ |
Emergency Field DressingIn the field, it’s often not enough to stop the bleeding — wounded soldiers need to be stabilized so they can be moved, sometimes over a significant distance. Even better, they need to be kept in the fight if at all possible. The emergency field dressing acts as a medkit 3 while also temporarily conveying the High Pain Tolerance 2 quality to the subject. The subject should roll Body + Willpower and multiply the net successes by 10; the High Pain Tolerance effect lasts for that many minutes. The effect of the dressing stacks with the existing High Pain Tolerance quality. (WAR 164)
|
Camping and Survival Gear | Pockets | ✓ |
EndoscopeThis is a 1-meter fiberoptic cable, of which the first 20 centimeters are made up of myomeric rope (SR4 337) and an optical lens on each side. Allows the user to look around corners, through door slits, or into narrow spaces. (Rating 3) (SR4 332)
|
Vision Enhancers | Butt Pack | ✓ |
Fingerprint DustThis fine powder of fluorescent particles is attracted to the oily residue left by metahuman skin. Forensic technicians dust for prints at crime scenes, scanning and uploading any prints discovered to their database to look for potential matches. Any runner with a little forensic know-how, the right tools, and a hacker or law enforcement contact can do the same thing herself. (AR 82)
|
Compounds | Butt Pack | ✓ |
Flashlight (SR4 336)
|
Camping and Survival Gear | Butt Pack | ✓ |
Forensic Tool KitPolice crime scene investigators (CSIs) use forensic tools to acquire, secure, and analyze evidence found at the location of a crime. Forensics tools cover measurement and analysis of ballistics, biometrics, and basic chemical and biological analysis. Use of forensics tool kit adds a dice pool modifier of +2 to any Success Tests made to analyze evidence in crime-related activity. They also preserve evidence from decay or contamination. (AR 62)
|
Odds and Ends | Butt Pack | ✓ |
G3Duration: (15 - Body) hours, minimum 1 hour.
Effect: +1 Body when resisting Fatigue damage, Longevity (see below). A “gerispice” pharmaceutical believed by many to help prevent aging, G3 takes its name from the main ingredients: ginseng, guarana, and ginkgo biloba. G3 contains vitamin additives and antioxidants that help combat fatigue, making it a popular supplement for athletes, professional mercenaries, and other individuals who face regular strenuous activity. At the gamemaster’s discretion, characters who regularly take G3 on a daily basis may suffer the effects of old age somewhat less than others. x5 (AR 74) |
Drugs | Pockets | ✓ |
Glasscutter (AR 62)
|
Odds and Ends | Butt Pack | ✓ |
Glasses (Rating 3) (SR4 332)
|
Vision Enhancers | Character | ✓ |
Light Stick x3 (SR4 336)
|
Camping and Survival Gear | Pockets | ✓ |
Light Stick x10 (SR4 336)
|
Camping and Survival Gear | Butt Pack | ✓ |
Lockpick SetThese mechanical burglary devices are used to overcome key locks. They are considered necessary tools for the task. (SR4 335)
|
B&E Gear | Butt Pack | ✓ |
LSS Det Badge 5104 (Custom Placeholder, SR4 0)
|
Odds and Ends | Belt | ✓ |
LuminolA staple of forensic detectives, luminol powder is typically mixed with water and sprayed or misted over an area. Luminol causes blood and other bodily fluids to glow under the effects of UV light. In the Sixth World, luminol is an effective means for magicians to locate potential ritual samples. (AR 83)
|
Compounds | Butt Pack | ✓ |
Magemask (AR 66)
|
Manatech | Butt Pack | ✓ |
Medkit (Rating 6) (SR4 337)
|
Biotech | Butt Pack | ✓ |
Metal Restraints x2 (SR4 335)
|
Security Devices | Pockets | ✓ |
Plasteel Restraints (SR4 335)
|
Security Devices | Butt Pack | ✓ |
Plastic Restraints x10 (SR4 335)
|
Security Devices | Butt Pack | ✓ |
Respirator (Rating 6) (SR4 336)
|
Toxic Environment Gear | Pockets | ✓ |
SlabDuration: (10 - Body) hours, minimum 1 hour.
Effect: Suspended Animation (see below). Originally designed as a surgical aid, slab places the user in a state of near hibernation where breathing and heart rate are lowered to an almost imperceptible level. A Perception + Medicine (4) Test is required to determine the character is still alive without proper medical equipment (a medkit is insufficient). At the end of the duration, the user receives a -4 modifier to Reaction for a number of hours equal to half the equivalent duration of the drug (rounded down). Side effects commonly include shakes, chills, and excessive appetite. (AR 76) |
Drugs | Pockets | ✓ |
Spare Clip (Ruger Thunderbolt w/ Smartgun) x4 (SR4 332)
|
Ammunition | Belt | ✓ |
Stealth Tags x3 (SR4 329)
|
RFID Tags | Pockets | ✓ |
Stimulant PatchThis patch allows a user to ignore the injury modifiers of Stun damage; treat it as High Pain Tolerance (SR4 91) equal to patch’s rating. This effect lasts for rating x 10 minutes — after that period of time, she receives one additional point of Stun damage. While a stimulant patch is in effect, the character is unable to rest. (Rating 6) (SR4 338)
|
Slap Patches | Pockets | ✓ |
Subvocal Microphone (SR4 328)
|
Commlink Accessories | Character | ✓ |
Water Purification Tablet x4 (AR 53)
|
Toxic Environment Gear | Pockets | ✓ |
Wire ClippersWire clippers double the user’s effective Strength when cutting wire. (SR4 335)
|
B&E Gear | Survival Knife | ✓ |
SINs
- Viktoria X. Novak, UCAS (Standard)
Licenses: Body Armor, Concealed Carry, Driving, Lone StarJob-specific., Pistols.
-
Lifestyles: Lone Star Apartment Complex
Vehicles: Ford Mustang 2060
Lifestyles
- Lone Star Apartment ComplexConcerned Neighbors [+2] (RC 161): The character’s neighbors are tighter knit (or proactively paranoid) and keep an eye on each other. They will investigate unusual sounds and will either check on the character or call the police/security. Consider concerned neighbors as an additional security test. Just be sure to tell your neighbors when your weirdo friends are coming to visit.
Corporate Owned [-3] (RC 163): The home is part of corporate-built housing such as an arcology or gated wage-slave community. While the place is nice and secure, everything is monitored. Security watches inside and out. A character who takes Corporate Owned for a residence must take the quality Day Job (RC 103).
Donut Shop [-4] (SH 17): For whatever reason, cops hang around near your hiding spot. You found one of the few untarnished badges in the Sixth World, and you have to sneak past them to be safe. Nothing will help you if they catch you after you killed a “Brother In Blue.”
Perfect Roommate [+2] (RC 162): Friendly, polite, and loves to do the dishes, this roommate is perfect. In addition, your roommate has positive qualities (gamemaster discretion) that benefit you: she might be a trained martial artist or know someone well connected, like a cousin in the mafia, a sister in Lone Star’s evidence room, or a girlfriend who is a magician.
Ultramodern [+1] (SH 16): The best and brightest technology can be found in your place; the cutting edge wishes it was as sharp as what you have here! Increase the Device Rating of all the electronics by 1. (6 months) - Mid/Mid/Mid/Mid/Mid, base cost 3800/mo. Concerned Neighbors [2LP], Corporate Owned [-3LP], Donut Shop (Rating 2) [-4LP], Perfect Roommate [2LP], Ultramodern [1LP].
-
1 roommate (June Lee), total cost 4180/mo, split ~52.5/47.5 (2200/mo).
Contacts
- Lone Star Seattle (Contact, Connection 6 (10), Loyalty 2)
-
Employing corporation.
- Aaron Beiler (Contact, Connection 5, Loyalty 3)
-
Male human, 42.
Lone Star Seattle. Head of Priority Investigations Department and Viktoria's boss.
Aaron Beiler began his career as a rookie under the command of Alex Novak, Viktoria’s father, and over years of service together, he grew close to Alex and his family, becoming not just a trusted colleague but also a cherished friend. As his own career advanced, their interactions became less frequent, though their bond remained strong, and when Alex disappeared following the devastating attack on his station, it hit Aaron hard. Despite leveraging every resource at his disposal, he could find no breakthroughs in the case. With the investigation officially closed by higher-ups and constant scrutiny limiting his ability to pursue it further, he was left frustrated — but not defeated.
Recognizing Viktoria’s determination to uncover the truth about her father, Aaron quietly supported her ambitions to join Lone Star. By helping her become a detective herself, he ensured that she would have both the tools and unofficial backing needed to continue the search.
- June 'July' Lee(Contact, Connection 1, Loyalty 4)June "July" Lee
Female Human CSI SpecialistBOD AGI REA STR CHA INT LOG WIL EDG 3 4 2 2 4 5 5 3 3 Essence: 5.01
Initiative / IP: 7 / 1
Matrix Initiative / IP: 6 / 2
Lift / Carry: 30kg / 20kg
Movement: walk 10/25, swim 5
Armor: ballistic 0, impact 0
Condition Tracks: physical 10, stun 10Active Skills: Aeronautics Mechanic 2, Automotive Mechanic 2, Chemistry 4, Computer 4, Cybercombat 2, Cybertechnology 2, Data Search 4, Demolitions [Defusing] 4, Dodge 2, Electronic Warfare 2, Etiquette [Lone Star] 4, First Aid 2, Forgery 2, Hacking 2, Hardware 4, Industrial Mechanic 2, Locksmith 2, Medicine 2, Nautical Mechanic 2, Perception 6, Software 4Knowledge Skills: Area Knowledge: Seattle 1, Biology 3, Chemistry 3, Data Havens 3, Engineering 3, English N, Firearms 3, Forensics 6, Mandarin N, News 4, Trids 4Qualities: Allergy (Uncommon, Mild) (Chamomile), Analytical Mind, Bilingual, College Education, Combat Paralysis, Day Job (40 hrs/week), Media Junkie (Mild), Records on File (Lone Star), SINner (Standard) (June Lee, UCAS)Augmentations: Attention Coprocessor 3, Cybereyes Basic System 2 [Eye Recording Unit, Flare Compensation, Image Link, Low-Light Vision, Thermographic Vision, Vision Enhancement (Rating 3)], Datajack, Math SPU, Sim Module, Skinlink -
Female human, 24.
Lone Star Seattle. Junior Crime Scene Investigator.
A girl with a sharp mind and an insatiable curiosity, June Lee is the descendant of Chinese immigrants who settled in Seattle two generations ago. Growing up surrounded by tech and gadgets, she quickly developed a reputation as the family techie — a true geek at heart. Her love for trid-shows and games, particularly police procedurals like "CSI: Seattle," shaped her childhood dreams. After binge-watching the show as a kid, June became fascinated by crime scene investigations and decided to pursue it as her career. Now she often finds herself amused — and sometimes frustrated — by how different real-life investigations are from their dramatized show portrayals.
Her path crossed with Viktoria during their time at the Lone Star Academy, where Viktoria’s exotic appearance — resembling a nekomimi character straight out of popular media — piqued her interest. Intrigued by this enigmatic elf, she made it a point to get to know her better. Over time, their shared experiences turned into friendship and soon they became roommates, bonding over late-night conversations about work and life.
- Keira 'K' Thorn(Contact, Connection 1, Loyalty 3)Keira "K" Thorn
Female Fomori K9 OfficerBOD AGI REA STR CHA INT LOG WIL EDG 8 4 4 8 4 4 3 2 1 Essence: 6
Initiative / IP: 8 / 1
Matrix Initiative / IP: 7 / 1
Lift / Carry: 120kg / 80kg
Movement: walk 15/35, swim 7
Armor: ballistic 7, impact 5
Condition Tracks: physical 12, stun 9Active Skills: Animal Handling 4, Animal Training 4, Climbing 2, Dodge 1, Exotic Ranged Weapon [Parashield Dart Pistol] 4, First Aid 4, Flight 2, Gymnastics 2, Medicine [Trauma Surgery] 1, Navigation 2, Perception 4, Pilot Ground Craft [Car] 1, Pistols [Heavy Pistols] 1, Riding 4, Running 2, Survival 2, Swimming 2, Tracking 2, VetTech 4Knowledge Skills: Area Knowledge: Seattle 2, Biology 1, English N, Law Enforcement 5, News 1, Parazoology [N. America] 5, Salish 4, Sports 1, Trids 1Qualities: Animal Empathy, Arcane Arrester, Day Job (40 hrs/week), Distinctive Style, Exceptional Attribute (CHA), Incompetent (Locksmith), Metagenetic Improvement (BOD), Prejudiced (Specific, Outspoken) (Animal Abusers), Records on File (Lone Star), Sensitive System, SINner (Standard) (Keira Thorn, UCAS), Thermographic Vision -
Female fomori, 28.
Lone Star Seattle. Animal Control / K9 Officer.
Born into the Cascade Orks tribe, Keira Thorn never quite fit in with their way of life. Alongside her older brother, Elan Thorn, she left the tribe behind, seeking something more meaningful in the bustling sprawl of Seattle. Together, they joined Lone Star, finding purpose in service and structure. Athletic and short-spoken, Keira prefers the company of animals over metahumans, with her closest companions being her brother and Luna, a rescued 3-year-old fenrir wolf.Luna
Female Fenrir WolfBOD AGI REA STR CHA INT LOG WIL EDG 7 5 4 8 2 5 2 5 2 Magic: 5
Essence: 6
Initiative / IP: 9 / 1(2)
Lift / Carry: 120kg / 80kg
Movement: walk 15/60
Armor: ballistic 0, impact 0
Condition Tracks: physical 12, stun 11Active Skills: Counterspelling 3, Infiltration 2, Intimidation 2, Perception 3, Shadowing 3, Tracking 3, Unarmed Combat 4Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Magical Guard, Natural Weapon (Claws/Bite: DV 6P, AP +1)
Her bond with Viktoria Novak began through Elan, who was Viktoria’s patrol partner and mentor during her early days in Lone Star. Over time, Viktoria grew close to both siblings, often joining them for meals or downtime after shifts. Now, after Elan's death, Viktoria refuses to let the grieving troll girl retreat into isolation, persistently dragging her to bars and clubs, keeping her company, and ensuring she didn’t lose herself to despair.
Nuyen Expenses
Date | Amount | Reason | Result |
---|---|---|---|
24.05.2025 23:29:39 | 500 | Starting Nuyen | 500 |