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contents
Viktoria X. Novak (Viks, Vixen) Rookie SURGE'd Lone Star detective.
Magic: 5 Essence: 6 Initiative / IP: 10(13) / 1(4) Matrix Initiative / IP: 5 / 1 Astral Initiative / IP: 10 / 3 Lift / Carry: 15kg / 10kg Movement: walk 15/37, swim 6 Armor: ballistic 0, impact 0 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, In Debt (15,000¥), Lost Loved One (Alex Novak, Father), 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 |
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- ~ 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 0, impact 0
Physical Condition Track: 0 / 9
Stun Condition Track: 0 / 9
Description
A young redheaded elf girl of European ancestry, she bears the unmistakable traits of SURGE — vulpine ears, slit-pupiled golden eyes, and long, fluffy tail — all of which gives her an almost kitsune-like appearance, reminiscent of old-world popular media. This striking and exotic appearance is further complimented by paranatural charm and allure usually attributed to mythical fox spirits of East Asia. Charismatic and agile, she moves with a predator’s grace — but beneath the surface, lingering trauma from a magical explosion has left 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 | 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 | Ammo | Type | Range / Reach | Pool | Notes |
|---|---|---|---|---|---|---|---|---|
| Grenade Flare (x1Butt Pack) Flash-Bang (x1Mercury Comet) Flash-Pak (x1Belt) Gas (x1Mercury 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) Regular Ammo (x25Mercury Comet) Shock Lock Rounds (x10Mercury Comet) Subsonic Rounds (x25Mercury Comet) Suppression Rounds (x10Mercury Comet) Tracker Rounds, Stealth Tag (x3Mercury Comet) |
7P -2 +1 +0 +0 |
-1 +2 +0 +2 +1 |
SA/BF | 13(m) | Ranged | 0-11 / 12-44 / 45-88 / 89-165 | 9 | |
| Lone Star Ruger Thunderbolt Gel Rounds (x25Belt) |
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 | 6 | ||
| Unarmed Attack | (STR/2)S | - | - | Melee | 0 | 5 |
Qualities
- Adept (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.
(RC 111)
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
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.
(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) (RC 103)
Lone Star Detective, 5000¥/mo
- Distinctive Style
Any 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) Kitsune-like changeling with innate glamour and foxy features like tail, ears, eyes and long reddish-orange hair.
- Extravagant Eyes
The 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)
- Geas
When 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.
(Combat Sense, Nature Affinity) (SM 27)
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. Character's adept powers are limited or even completely disabled in heavy polluted locations (gamemaster's discretion).
- Geas
When 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.
(Improved Reflexes, Nature Affinity) (SM 27)
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. Character's adept powers are limited or even completely disabled in heavy polluted locations (gamemaster's discretion).
- Glamour
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.
(RC 113)
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).
- 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 One
The 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)
- Low-Light Vision
The 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 Intolerance
Some 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.
(Humanis Policlub) (RC 108)
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).
- Records on File
One 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.
(Lone Star) (RC 109)
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.
- SINner (Standard) (Viktoria X. Novak, UCAS) (SR4 95)
- The Warrior's Way
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.
(WA 14)
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
The 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.
(RC 119)
Unusual Hair is incompatible with other natural or artificial hair modifications.
- Vestigial Tail
A 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.
(RC 119)
The Vestigial Tail quality is incompatible with the Functional Tail (RC 113), cybernetic or bioware tails.
- Vomeronasal Organ
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.
(RC 116)
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
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.
(SR4 195)
- Combat Sense
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.
3 (SR4 195)
- Commanding Voice
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).
(SM 176)
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
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.
(SM 176)
- Improved Reflexes 3
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.
(SR4 196)
- Magic Sense
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.
(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) , GridLink, Obsolescent, Pimped Ride Level 1, Racing Tires (Rating 4), Reduced Economy.
Used.
Lifestyles
- Lone Star Apartment Complex (7 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).
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 3)
Lone Star Seattle. Head of Homicide Department, Captain.
Father's friend and former rookie under his command.
Male human, 42.
- Lee, June (Contact, Connection 1, Loyalty 4)
Lone Star Seattle. Junior Crime Scene Investigator. Techie and geek.
Roommate and friend since Lone Star Academy.
Female human, 24.
- Thorn, Keira (Contact, Connection 1, Loyalty 3)
Lone Star Seattle. Animal Control / K9 Officer. Originally from the Cascade Orks tribe.
Younger sister of Elan Thorn.
Female troll, 28.
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 5.
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 5], Vehicle Identification Software (Rating 3).
Stored Software: Datasoft (Lone Star Databases) (Rating 3), Lie Detection Software (Rating 3), Lip Reader (Rating 6) [Copy Protection (Rating 6), Optimization (Rating 3), Registration], Mapsoft (Seattle) (Rating 3), 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).
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, Biomonitor, Holo Projector, RFID Sensor [Atmosphere Sensor (Rating 1)], RFID Sensor [Olfactory Sensor (Rating 1)], RFID Sensor [Geiger Counter].
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 | |
| Grenade: Gas (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 |
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: Flare Rounds
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 (SR4 155) but receive a +2 dice pool modifier to their damage resistance test. (Shotguns) x5 (AR 35) |
Ammunition | Mercury Comet | ✓ |
| Ammo: Gel Rounds
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 (SR4 161). (Heavy Pistols) x25 (SR4 323) |
Ammunition | Belt | ✓ |
| Ammo: Gel Rounds
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 (Knockdown, SR4 161). (Shotguns) x25 (SR4 323) |
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 Rounds
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 (Destroying Barriers, SR4 157). Against other targets, treat shock lock rounds as standard explosive rounds. (Shotguns) x10 (AR 35) |
Ammunition | Mercury Comet | ✓ |
| Ammo: Subsonic Rounds (Shotguns) x25 (AR 35)
|
Ammunition | Mercury Comet | ✓ |
| Ammo: Suppression Rounds
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. (Shotguns) x10 (WAR 156) |
Ammunition | Mercury Comet | ✓ |
| Ammo: Tracker Rounds, Stealth Tag
These 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 fi re, and any other possibilities for using tags. (Shotguns) x3 (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 | ✓ |
| Contact Lenses (Rating 3) (SR4 332)
|
Vision Enhancers | Character | ✓ |
| Datachip x2 (SR4 330)
|
Storage Media | Pockets | ✓ |
| Dopadrine
Duration: 10 x 1D6 minutes. |
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
Duration: (15 – Body) hours, minimum 1 hour. |
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 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 1) (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 | ✓ |
| Slab
Duration: (10 – Body) hours, minimum 1 hour. |
Drugs | Pockets | ✓ |
| Spare Clip (Ruger Thunderbolt w/ Smartgun) x4 (SR4 332)
|
Ammunition | Belt | ✓ |
| Stealth Tags x3 (SR4 329)
|
RFID Tags | Pockets | ✓ |
| Stimulant Patch
This 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) x2 (SR4 338) |
Slap Patches | Pockets | ✓ |
| Subvocal Microphone (SR4 328)
|
Commlink Accessories | Character | ✓ |
| Water Purification Tablet x3 (AR 53)
|
Toxic Environment Gear | Pockets | ✓ |
| Wire Clippers (SR4 335)
|
B&E Gear | Butt Pack, Survival Knife | ✓ |
Nuyen Expenses
| Date | Amount | Reason | Result |
|---|---|---|---|
| 11.05.2025 17:12:01 | 500 | Starting Nuyen | 500 |