Difference between revisions of "Viktoria Novak"
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[[#Armor|Armor]]<br/> | [[#Armor|Armor]]<br/> | ||
[[#Gear|Gear]]<br/> | [[#Gear|Gear]]<br/> | ||
+ | [[#Nuyen Expenses|Nuyen Expenses]]<br/> | ||
</div></div> | </div></div> | ||
Line 42: | Line 43: | ||
|Armor=ballistic 7, impact 5 | |Armor=ballistic 7, impact 5 | ||
|CTracks=physical 9, stun 9 | |CTracks=physical 9, stun 9 | ||
− | |ASkills= Assensing 6, Con 4, Dodge 4, Etiquette 4, | + | |ASkills= Assensing 6, Con 4, Dodge 4, Etiquette 4, Leadership 4, Longarms 1, Negotiation 4, Perception 4, Pilot Ground Craft 1, Pistols 4 |
|KSkills= Area Knowledge: Seattle 4, Bars and Clubs 1, English N, Law Enforcement 6, Magical Theory 4, Magical Threats 4, News 2, Sperethiel 4, Street Racing 1, Underworld 4 | |KSkills= Area Knowledge: Seattle 4, Bars and Clubs 1, English N, Law Enforcement 6, Magical Theory 4, Magical Threats 4, News 2, Sperethiel 4, Street Racing 1, Underworld 4 | ||
|Qualities= Adept, Broad Auditory System (Ultrasound), Celerity, Changeling (Class III SURGE), Day Job (40 hrs/week), Distinctive Style, Extravagant Eyes, Geas (Combat Sense, Nature Affinity), Geas (Improved Reflexes, Nature Affinity), Glamour, Low-Light Vision, Nano Intolerance, Prejudiced (Specific, Biased) (Humanis Policlub), Records on File (Lone Star), SINner (Standard) (Viktoria X. Novak, UCAS), The Warrior's Way, Unusual Hair, Vestigial Tail, Vomeronasal Organ | |Qualities= Adept, Broad Auditory System (Ultrasound), Celerity, Changeling (Class III SURGE), Day Job (40 hrs/week), Distinctive Style, Extravagant Eyes, Geas (Combat Sense, Nature Affinity), Geas (Improved Reflexes, Nature Affinity), Glamour, Low-Light Vision, Nano Intolerance, Prejudiced (Specific, Biased) (Humanis Policlub), Records on File (Lone Star), SINner (Standard) (Viktoria X. Novak, UCAS), The Warrior's Way, Unusual Hair, Vestigial Tail, Vomeronasal Organ | ||
Line 69: | Line 70: | ||
<b>Public Awareness:</b> 0<br/> | <b>Public Awareness:</b> 0<br/> | ||
<b>Karma:</b> 0 / 0<br/> | <b>Karma:</b> 0 / 0<br/> | ||
− | <b>Nuyen:</b> | + | <b>Nuyen:</b> 500 |
</div><div style="font-family:monospace; font-size:medium; padding-right:100px;"> | </div><div style="font-family:monospace; font-size:medium; padding-right:100px;"> | ||
<b>BOD:</b> 1<br/> | <b>BOD:</b> 1<br/> | ||
Line 336: | Line 337: | ||
| Intimidation | | Intimidation | ||
| style="text-align:center;" | CHA | | style="text-align:center;" | CHA | ||
− | | style="text-align:center;" | | + | | style="text-align:center;" | |
− | | style="text-align:right;" | ''' | + | | style="text-align:right;" | '''6''' || (7-1) || Social || || |
|- | |- | ||
| Leadership | | Leadership | ||
Line 351: | Line 352: | ||
| Longarms | | Longarms | ||
| style="text-align:center;" | AGI | | style="text-align:center;" | AGI | ||
− | | style="text-align:center;" | | + | | style="text-align:center;" | 1 |
− | | style="text-align:right;" | ''' | + | | style="text-align:right;" | '''4''' || (3+1) || Combat || Firearms || |
|- | |- | ||
| Medicine | | Medicine | ||
Line 557: | Line 558: | ||
{| class="hover zebra sortable" style="width:100%;" | {| class="hover zebra sortable" style="width:100%;" | ||
|- | |- | ||
− | ! Name !! | + | ! Name !! DMG !! AP !! Mode !! Type !! Range !! Pool !! Notes |
|- | |- | ||
− | | Grenade: | + | | style="vertical-align:top;" | Grenade <br/> Flare ({{Tooltip|Text=x1|Popup=Butt Pack}}) <br/> Flash-Bang ({{Tooltip|Text=x1|Popup=Mercury Comet}}) <br/> Flash-Pak ({{Tooltip|Text=x1|Popup=Pockets}}) |
+ | | style="vertical-align:top;" | <br/>0 <br/>6S (10m Radius) <br/>Special | ||
+ | | style="vertical-align:top;" | <br/>- <br/>-3 <br/>- | ||
+ | | style="vertical-align:top;" | - | ||
+ | | style="vertical-align:top;" | Ranged | ||
+ | | style="vertical-align:top;" | Range 0-2 / 3-4 / 5-6 / 7-10 | ||
+ | | style="vertical-align:top;" | 2 || | ||
|- | |- | ||
− | | | + | | style="vertical-align:top;" | Lone Star Franchi SPAS-22 <br/> APDS ({{Tooltip|Text=x30|Popup=Mercury Comet}}) <br/> Flare Rounds ({{Tooltip|Text=x10|Popup=Mercury Comet}}) <br/> Shock Lock Rounds ({{Tooltip|Text=x10|Popup=Mercury Comet}}) <br/> Stick-n-Shock ({{Tooltip|Text=x30|Popup=Mercury Comet}}) <br/> Subsonic Rounds ({{Tooltip|Text=x30|Popup=Mercury Comet}}) <br/> Suppression Rounds ({{Tooltip|Text=x10|Popup=Mercury Comet}}) <br/> Tracker Rounds, Stealth Tag ({{Tooltip|Text=x10|Popup=Mercury Comet}}) |
+ | | style="vertical-align:top;" | 7P <br/>+0 <br/>-2 <br/>+1 <br/>6S(e) <br/>+0 <br/>+0 <br/> | ||
+ | | style="vertical-align:top;" | -1 <br/>-4 <br/>+2 <br/>+0 <br/>-half <br/>+2 <br/>+1 <br/> | ||
+ | | style="vertical-align:top;" | SA/BF | ||
+ | | style="vertical-align:top;" | Ranged | ||
+ | | style="vertical-align:top;" | Range 0-11 / 12-44 / 45-88 / 89-165 | ||
+ | | style="vertical-align:top;" | 6 || | ||
|- | |- | ||
− | | | + | | style="vertical-align:top;" | Lone Star Ruger Thunderbolt <br/> Gel Rounds ({{Tooltip|Text=x25|Popup=Belt}}) <br/> Regular Ammo ({{Tooltip|Text=x25|Popup=Belt}}) |
+ | | style="vertical-align:top;" | 5P <br/>-1S <br/> | ||
+ | | style="vertical-align:top;" | -1 <br/>+2 <br/> | ||
+ | | style="vertical-align:top;" | SA/BF | ||
+ | | style="vertical-align:top;" | Ranged | ||
+ | | style="vertical-align:top;" | Range 0-5 / 6-20 / 21-40 / 41-60 | ||
+ | | style="vertical-align:top;" | 9 || | ||
|- | |- | ||
− | | | + | | style="vertical-align:top;" | Pistol |
+ | | style="vertical-align:top;" | (STR/2)P | ||
+ | | style="vertical-align:top;" | - | ||
+ | | style="vertical-align:top;" | | ||
+ | | style="vertical-align:top;" | Melee | ||
+ | | style="vertical-align:top;" | Reach 0 | ||
+ | | style="vertical-align:top;" | 2 || | ||
|- | |- | ||
− | | | + | | style="vertical-align:top;" | Rifle Butt |
+ | | style="vertical-align:top;" | (STR/2+1)P | ||
+ | | style="vertical-align:top;" | - | ||
+ | | style="vertical-align:top;" | | ||
+ | | style="vertical-align:top;" | Melee | ||
+ | | style="vertical-align:top;" | Reach 1 | ||
+ | | style="vertical-align:top;" | 2 || | ||
|- | |- | ||
− | | | + | | style="vertical-align:top;" | Survival Knife |
+ | | style="vertical-align:top;" | (STR/2+1)P | ||
+ | | style="vertical-align:top;" | -1 | ||
+ | | style="vertical-align:top;" | | ||
+ | | style="vertical-align:top;" | Melee | ||
+ | | style="vertical-align:top;" | Reach 0 | ||
+ | | style="vertical-align:top;" | 3 || | ||
|- | |- | ||
− | | | + | | style="vertical-align:top;" | Unarmed Attack |
− | |- | + | | style="vertical-align:top;" | (STR/2)S |
− | | | + | | style="vertical-align:top;" | - |
− | |- | + | | style="vertical-align:top;" | |
− | | | + | | style="vertical-align:top;" | Melee |
+ | | style="vertical-align:top;" | Reach 0 | ||
+ | | style="vertical-align:top;" | 2 || | ||
|} | |} | ||
<br/> | <br/> | ||
Line 584: | Line 623: | ||
:<p align="justify">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. <br/> </p><p align="justify"> 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.</p> | :<p align="justify">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. <br/> </p><p align="justify"> 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.</p> | ||
;<span id="Celerity"> Celerity </span> <span style="font-weight:normal; font-style:italic;"> (RC 112)</span> | ;<span id="Celerity"> Celerity </span> <span style="font-weight:normal; font-style:italic;"> (RC 112)</span> | ||
− | :<p align="justify">Characters with this quality benefit from strengthening of the | + | :<p align="justify">Characters 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 <i>(Movement, SR4 138)</i> by one-half (round down) its current value.</p> |
;<span id="Changeling (Class III SURGE)"> Changeling (Class III SURGE) </span> <span style="font-weight:normal; font-style:italic;"> (RC 73)</span> | ;<span id="Changeling (Class III SURGE)"> Changeling (Class III SURGE) </span> <span style="font-weight:normal; font-style:italic;"> (RC 73)</span> | ||
:<p align="justify">"Foxgirl" [+35/-15]: <br/> [+5] Broad Auditory System (Ultrasound) <br/> [0] Distinctive Style <br/> [+5] Celerity <br/> [-5] Extravagant Eyes <br/> [+15] Glamour <br/> [-5] Unusual Hair <br/> [-5] Vestigial Tail <br/> [+10] Vomeronasal Organ</p> | :<p align="justify">"Foxgirl" [+35/-15]: <br/> [+5] Broad Auditory System (Ultrasound) <br/> [0] Distinctive Style <br/> [+5] Celerity <br/> [-5] Extravagant Eyes <br/> [+15] Glamour <br/> [-5] Unusual Hair <br/> [-5] Vestigial Tail <br/> [+10] Vomeronasal Organ</p> | ||
Line 628: | Line 667: | ||
:<p align="justify"> Sports Car: Handling -1, Acceleration 20/50, Speed 160, Body 10, Armor 5.</p> | :<p align="justify"> Sports Car: Handling -1, Acceleration 20/50, Speed 160, Body 10, Armor 5.</p> | ||
:<p align="justify"> Dogbrain: Pilot 1, Device 2, Response 3, System 3, Signal 3, Firewall 3.</p> | :<p align="justify"> Dogbrain: Pilot 1, Device 2, Response 3, System 3, Signal 3, Firewall 3.</p> | ||
− | :<p align="justify"> Sensor Array: Sensor 1, Signal 5.</p> | + | :<p align="justify"> Sensor Array: Sensor 1, Signal 5, Atmosphere Sensor (Rating 1), 4x Camera (Rating 1), 2x Laser Range Finder, Radar (Rating 1).</p> |
:<p align="justify"> Modifications: Amenities (Middle) , GridLink, Obsolescent, Pimped Ride Level 1, Racing Tires (Rating 4), Reduced Economy.</p> | :<p align="justify"> Modifications: Amenities (Middle) , GridLink, Obsolescent, Pimped Ride Level 1, Racing Tires (Rating 4), Reduced Economy.</p> | ||
:<p align="justify">Used.</p> | :<p align="justify">Used.</p> | ||
Line 689: | Line 728: | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Gear</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Gear</span> | ||
− | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"></span> | + | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;">Mercury Comet</span> |
| style="vertical-align:top;" | | | style="vertical-align:top;" | | ||
|- | |- | ||
Line 802: | Line 841: | ||
|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Flare Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Flare Rounds (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Flare Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Flare Rounds (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | ||
+ | :<p align="justify">Flare 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 <i>(SR4 155)</i> but receive a +2 dice pool modifier to their damage resistance test.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
Line 808: | Line 848: | ||
|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Gel Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Gel Rounds (Heavy Pistols) x25 </span><span style="font-weight:normal; font-style:italic;"> (SR4 323)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Gel Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Gel Rounds (Heavy Pistols) x25 </span><span style="font-weight:normal; font-style:italic;"> (SR4 323)</span> | ||
+ | :<p align="justify">These 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 <i>(Knockdown, SR4 161)</i>.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
Line 826: | Line 867: | ||
|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Shock Lock Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Shock Lock Rounds (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Shock Lock Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Shock Lock Rounds (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | ||
+ | :<p align="justify">Shock 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 <i>(Destroying Barriers, SR4 157)</i>. Against other targets, treat shock lock rounds as standard explosive rounds.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
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|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Stick-n-Shock!" style="font-weight:bold; font-style:normal;"> Ammo: Stick-n-Shock (Shotguns) x30 </span><span style="font-weight:normal; font-style:italic;"> (SR4 324)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Stick-n-Shock!" style="font-weight:bold; font-style:normal;"> Ammo: Stick-n-Shock (Shotguns) x30 </span><span style="font-weight:normal; font-style:italic;"> (SR4 324)</span> | ||
+ | :<p align="justify">This is a special adhesive projectile that sticks to the target and incorporates a battery pack that delivers short bursts of high-voltage pulses. The Stick-n-Shock replaces the weapon’s Damage Value with its own.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
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|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Subsonic Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Subsonic Rounds (Shotguns) x30 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Subsonic Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Subsonic Rounds (Shotguns) x30 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | ||
+ | :<p align="justify">Subsonic ammunition applies a –1 dice pool modifier on all Perception Tests to notice the weapon’s use or locate the firing position. This dice pool modifier increases to –2 if a silencer <i>(SR4 311)</i> or sound suppressor <i>(SR4 312)</i> is used. Reduce the weapon’s range by 20%.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
Line 844: | Line 888: | ||
|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Suppression Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Suppression Rounds (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (WAR 156)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Suppression Rounds!" style="font-weight:bold; font-style:normal;"> Ammo: Suppression Rounds (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (WAR 156)</span> | ||
+ | :<p align="justify">These 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.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
Line 850: | Line 895: | ||
|- | |- | ||
| style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Tracker Rounds, Stealth Tag!" style="font-weight:bold; font-style:normal;"> Ammo: Tracker Rounds, Stealth Tag (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | | style="max-width:0; overflow:visible; | <div style="width:200%;"> <span id="Ammo: Tracker Rounds, Stealth Tag!" style="font-weight:bold; font-style:normal;"> Ammo: Tracker Rounds, Stealth Tag (Shotguns) x10 </span><span style="font-weight:normal; font-style:italic;"> (AR 35)</span> | ||
+ | :<p align="justify">Th ese 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 <i>(SR4 318)</i> that can be used to track the target’s movement, home in drones or artillery fi re, and any other possibilities for using tags.</p> | ||
</div> | </div> | ||
| style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | | style="vertical-align:top;" | <span style="font-weight:bold; font-style:normal;"> Ammunition</span> | ||
Line 1,080: | Line 1,126: | ||
|} | |} | ||
<br/> | <br/> | ||
+ | |||
+ | == Nuyen Expenses == | ||
+ | {| class="hover zebra" cellpadding="5px" style="width:100%;" | ||
+ | |- | ||
+ | ! width="118px" | Date | ||
+ | ! width="63px" | Amount | ||
+ | ! Reason | ||
+ | ! width="63px" | Result | ||
+ | |- | ||
+ | || 16.02.2021 08:00:07 | ||
+ | | style="text-align:right;" | 500 || Starting Nuyen | ||
+ | | style="text-align:right;" | 500 | ||
+ | |} |
Revision as of 05:04, 16 February 2021
contents
Viktoria X. Novak (VXN, Vixen) SURGE'd Elf Lone Star Detective
Magic: 5 Essence: 6 Initiative / IP: 10(13) / 1(4) Matrix Initiative / IP: 8 / 2 Astral Initiative / IP: 10 / 3 Lift / Carry: 15kg / 10kg Movement: walk 15/37, swim 6 Armor: ballistic 7, impact 5 Condition Tracks: physical 9, stun 9 Active Skills: Assensing 6, Con 4, Dodge 4, Etiquette 4, Leadership 4, Longarms 1, Negotiation 4, Perception 4, Pilot Ground Craft 1, Pistols 4 Knowledge Skills: Area Knowledge: Seattle 4, Bars and Clubs 1, English N, Law Enforcement 6, Magical Theory 4, Magical Threats 4, News 2, Sperethiel 4, Street Racing 1, Underworld 4 Qualities: Adept, Broad Auditory System (Ultrasound), Celerity, Changeling (Class III SURGE), Day Job (40 hrs/week), Distinctive Style, Extravagant Eyes, Geas (Combat Sense, Nature Affinity), Geas (Improved Reflexes, Nature Affinity), Glamour, Low-Light Vision, Nano Intolerance, Prejudiced (Specific, Biased) (Humanis Policlub), Records on File (Lone Star), SINner (Standard) (Viktoria X. Novak, UCAS), The Warrior's Way, Unusual Hair, Vestigial Tail, Vomeronasal Organ Powers: Astral Perception, Combat Sense 3, Commanding Voice, Eidetic Sense Memory, Improved Reflexes 3, Magic Sense |
|||||||||||||||||||
- ~ Special Agent Fox Mulder
- ~ Special Agent Fox Mulder
Character
Name: Viktoria X. Novak
Alias(es): VXN, Vixen
Metatype: Elf (Changeling)
Sex: Female
Age: 25
Height: 1.75m
Weight: 60kg
Skin: White
Hair: Orange
Eyes: Green
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Karma: 0 / 0
Nuyen: 500
BOD: 1
AGI: 6(3)
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: 8 / 2
Memory: 6
Composure: 8
Judge Intentions: 12
Lift and Carry: 2 (15kg / 10kg)
Movement: walk 15/37, swim 6
Armor: ballistic 7, impact 5
Physical Condition Track: 0 / 9
Stun Condition Track: 0 / 9
Description
Young surged female elf with foxy features.
Likes: action, nature.
Dislikes: being mistaken for a catgirl, K9 jokes, Humanis.
Background
Born: 20 OCT 2045 in Everett, Seattle.
Surged: 10 SEP 2061.
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 | 2 | (3-1) | 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 | 2 | (3-1) | 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 | 2 | (3-1) | Combat | Close Combat | ||
Chemistry | LOG | 0 | (5-1) | Technical | |||
Climbing | STR | 0 | (1-1) | Physical | Athletics | ||
Clubs | AGI | 2 | (3-1) | 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 | 2 | (3-1) | 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 | 2 | (3-1) | Technical | |||
Gunnery | AGI | 2 | (3-1) | Vehicle | |||
Gymnastics | AGI | 2 | (3-1) | Physical | Athletics | ||
Hacking | LOG | 4 | (5-1) | Technical | Cracking | ||
Hardware | LOG | 0 | (5-1) | Technical | Electronics | ||
Heavy Weapons | AGI | 2 | (3-1) | Combat | |||
Industrial Mechanic | LOG | 0 | (5-1) | Technical | Mechanic | ||
Infiltration | AGI | 2 | (3-1) | 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 | 2 | (3-1) | Technical | |||
Longarms | AGI | 1 | 4 | (3+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 | 2 | (3-1) | Physical | Stealth | ||
Parachuting | BOD | 0 | (1-1) | Physical | |||
Perception | INT | 4 | 9 | (5+4) | Physical | +3 smell, hearing | |
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 | 7 | (3+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 | 2 | (3-1) | Combat | |||
Tracking | INT | 4 | (5-1) | Physical | Outdoors | ||
Unarmed Combat | AGI | 2 | (3-1) | 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 | 0 | (5+0) | Language | |
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 | 2 | 7 | (5+2) | 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 | Type | Range | Pool | Notes |
---|---|---|---|---|---|---|---|
Grenade Flare (x1Butt Pack) Flash-Bang (x1Mercury Comet) Flash-Pak (x1Pockets) |
0 6S (10m Radius) Special |
- -3 - |
- | Ranged | Range 0-2 / 3-4 / 5-6 / 7-10 | 2 | |
Lone Star Franchi SPAS-22 APDS (x30Mercury Comet) Flare Rounds (x10Mercury Comet) Shock Lock Rounds (x10Mercury Comet) Stick-n-Shock (x30Mercury Comet) Subsonic Rounds (x30Mercury Comet) Suppression Rounds (x10Mercury Comet) Tracker Rounds, Stealth Tag (x10Mercury Comet) |
7P +0 -2 +1 6S(e) +0 +0 |
-1 -4 +2 +0 -half +2 +1 |
SA/BF | Ranged | Range 0-11 / 12-44 / 45-88 / 89-165 | 6 | |
Lone Star Ruger Thunderbolt Gel Rounds (x25Belt) Regular Ammo (x25Belt) |
5P -1S |
-1 +2 |
SA/BF | Ranged | Range 0-5 / 6-20 / 21-40 / 41-60 | 9 | |
Pistol | (STR/2)P | - | Melee | Reach 0 | 2 | ||
Rifle Butt | (STR/2+1)P | - | Melee | Reach 1 | 2 | ||
Survival Knife | (STR/2+1)P | -1 | Melee | Reach 0 | 3 | ||
Unarmed Attack | (STR/2)S | - | Melee | Reach 0 | 2 |
Qualities
- Adept (SR4 90)
- Broad Auditory System (Ultrasound) (RC 111)
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.
- Celerity (RC 112)
Characters 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.
- Changeling (Class III SURGE) (RC 73)
"Foxgirl" [+35/-15]:
[+5] Broad Auditory System (Ultrasound)
[0] Distinctive Style
[+5] Celerity
[-5] Extravagant Eyes
[+15] Glamour
[-5] Unusual Hair
[-5] Vestigial Tail
[+10] Vomeronasal Organ- Day Job (40 hrs/week) (RC 103)
Lone Star Detective, 5000¥/mo
- Distinctive Style (RC 103)
Fox tail, ears and eyes, long orange hair.
- Extravagant Eyes (RC 117)
- Geas (Improved Reflexes, Nature Affinity) (SM 27)
- Geas (Combat Sense, Nature Affinity) (SM 27)
- Glamour (RC 113)
A 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).
- Low-Light Vision (RC 114)
- Nano Intolerance (AU 22)
- Prejudiced (Specific, Biased) (Humanis Policlub) (RC 108)
- Records on File (Lone Star) (RC 109)
- SINner (Standard) (Viktoria X. Novak, UCAS) (SR4 95)
- The Warrior's Way (WA 14)
Characters 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.
- Unusual Hair (RC 119)
- Vestigial Tail (RC 119)
- Vomeronasal Organ (RC 116)
The 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.
Powers
- Astral Perception (SR4 195)
This 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.
- Combat Sense 3 (SR4 195)
Combat 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.
- Commanding Voice (SM 176)
This 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.
- Eidetic Sense Memory (SM 176)
An 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.
- Improved Reflexes 3 (SR4 196)
This 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.
- Magic Sense (SM 178)
This 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.
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) , GridLink, Obsolescent, Pimped Ride Level 1, Racing Tires (Rating 4), Reduced Economy.
Used.
Lifestyles
- Lone Star Apartment Complex (1 month)
- 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).
Concerned Neighbors [+2]: 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]: 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 (p. 103).
Donut Shop [-4]: 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]: 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]: 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.
Contacts
- Lone Star Seattle (Contact, Connection 6 (10), Loyalty 2)
Employing organization
- Beiler, Aaron (Contact, Connection 5, Loyalty 5)
Lone Star Seattle. Head of Homicide Department, Captain.
Family friend.
Male human, 42.- Lee, June (Contact, Connection 1, Loyalty 4)
Lone Star Seattle. Junior Crime Scene Investigator. Techie and geek.
Roommate, friend.
Female human, 24.- Sanchez, Sofia (Contact, Connection 5, Loyalty 1)
Lone Star Seattle. Head of Supernatural Crimes Department, Captain.
Female human.
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
Commlinks
- Erika Elite (SR4 328)
Commlink: Response 3, Signal 4, System 3, Firewall 6.
Running Software: Facial Recognition Software (Rating 3), 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 6], Vehicle Identification Software (Rating 3).
Stored Software: Datasoft (Lone Star Databases) (Rating 6), Lie Detection Software (Rating 3), Lip Reader (Rating 6) [Copy Protection (Rating 6), Optimization (Rating 3), Registration], Mapsoft (Seattle) (Rating 6), Scan (Rating 6) [Copy Protection (Rating 6), Optimization (Rating 3), Registration], Suite: Pro User [Analyze (Rating 4) [Copy Protection (Rating 4), Registration], Browse (Rating 4) [Copy Protection (Rating 4), Registration], Command (Rating 2) [Copy Protection (Rating 2), Registration], Edit (Rating 4) [Copy Protection (Rating 4), Registration]].
Linked SIN(s): SIN (Standard, Viktoria X. Novak, UCAS) [License (Body Armor), License (Concealed Carry), License (Driving), License (Pistols), License (Lone Star)Job-specific.].
Modifications: Armor Case (Rating 10), Biometric Lock, Environmental Resistance, Hardening (Rating 6), Skinlink.
Accessories: Biometric Reader, Sim Module (Cold).
Weapons
Name | Type | Location | Eq. |
---|---|---|---|
Grenade: Flare (AR 36)
|
Gear | Butt Pack | |
Grenade: Flash-Bang (SR4 324)
|
Gear | Mercury Comet | |
Grenade: Flash-Pak (SR4 324)
|
Gear | Pockets | |
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, Quick-Draw Holster | |
Survival Knife (SR4 315)
|
Blades | Butt Pack |
Armor
Name | Category | Location | Eq. |
---|---|---|---|
Ballistic Mask (WAR 160)
|
Helmets and Shields | Mercury Comet | |
Cargo Pants and Short Jacket (Clothing, SR4 326)
|
Clothing | Character | ✓ |
Full Body Armor (SR4 326)
|
Armor | Mercury Comet | |
Full Body Armor Helmet (SR4 326)
|
Helmets and Shields | Mercury Comet | |
Light Poncho (Clothing, SR4 326)
|
Clothing | Butt Pack | |
Lone Star Armor Vest (Armor Vest, SR4 326)
|
Armor | Character | ✓ |
Gear
Name | Type | Location | Eq. |
---|---|---|---|
Ammo: APDS (Shotguns) x30 (SR4 323)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Flare Rounds (Shotguns) x10 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Gel Rounds (Heavy Pistols) x25 (SR4 323)
|
Ammunition | Belt | ✓ |
Ammo: Regular Ammo (Heavy Pistols) x25 (SR4 324)
|
Ammunition | Belt | ✓ |
Ammo: Regular Ammo (Shotguns) x30 (SR4 324)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Shock Lock Rounds (Shotguns) x10 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Stick-n-Shock (Shotguns) x30 (SR4 324)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Subsonic Rounds (Shotguns) x30 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Suppression Rounds (Shotguns) x10 (WAR 156)
|
Ammunition | Mercury Comet | ✓ |
Ammo: Tracker Rounds, Stealth Tag (Shotguns) x10 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
Butt Pack (AR 62)
|
Odds and Ends | Butt Pack | ✓ |
Certified Credstick, Gold (SR4 331)
|
ID/Credsticks | Pockets | ✓ |
Chisel (SR4 335)
|
B&E Gear | Butt Pack, Survival Knife | ✓ |
Concealable Holster (SR4 322)
|
Odds and Ends | Character | ✓ |
Contact Lenses (Rating 3) (SR4 332)
|
Vision Enhancers | Character | ✓ |
Datachip x3 (SR4 330)
|
Storage Media | Pockets | ✓ |
Dopadrine x2 (AR 74)
|
Drugs | Pockets | ✓ |
Earbuds (Rating 3) (SR4 333)
|
Audio Enhancers | Character | ✓ |
Emergency Field Dressing x2 (WAR 164)
|
Camping and Survival Gear | Pockets | ✓ |
Endoscope (Rating 3) (SR4 332)
|
Vision Enhancers | Butt Pack | ✓ |
Fingerprint Dust (AR 82)
|
Compounds | Butt Pack | ✓ |
Flashlight (SR4 336)
|
Camping and Survival Gear | Butt Pack | ✓ |
Forensic Tool Kit (AR 62)
|
Odds and Ends | Butt Pack | ✓ |
G3 x10 (AR 74)
|
Drugs | Pockets | ✓ |
Glasscutter (AR 62)
|
Odds and Ends | Butt Pack | ✓ |
Glasses (Rating 2) (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 Set (SR4 335)
|
B&E Gear | Butt Pack | ✓ |
LSS Det Badge 5104 (Custom Placeholder, SR4 0)
|
Odds and Ends | Belt | ✓ |
Luminol (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 | ✓ |
Quick-Draw Holster (SR4 322)
|
Odds and Ends | Belt | ✓ |
Respirator (Rating 6) (SR4 336)
|
Toxic Environment Gear | Pockets | ✓ |
Slab x2 (AR 76)
|
Drugs | Pockets | ✓ |
Spare Clip (Ruger Thunderbolt w/ Smartgun) x4 (SR4 332)
|
Ammunition | Belt | ✓ |
Stealth Tags x3 (SR4 329)
|
RFID Tags | Pockets | ✓ |
Stimulant Patch (Rating 5) x2 (SR4 338)
|
Slap Patches | Pockets | ✓ |
Subvocal Microphone (SR4 328)
|
Commlink Accessories | Character | ✓ |
Trodes (SR4 328)
|
Commlink Accessories | Butt Pack | ✓ |
Water Purification Tablet x5 (AR 53)
|
Toxic Environment Gear | Pockets | ✓ |
Wire Clippers (SR4 335)
|
B&E Gear | Butt Pack, Survival Knife | ✓ |
Nuyen Expenses
Date | Amount | Reason | Result |
---|---|---|---|
16.02.2021 08:00:07 | 500 | Starting Nuyen | 500 |