Viktoria Novak

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Viktoria X. Novak (VXN, Vixen)
SURGE'd Elf Lone Star Detective
BODAGIREASTRCHAINTLOGWILEDG
16(3)5(8)175511

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
Why is it that every time I think I know the answers, someone goes and changes the questions?
~ 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, 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 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 Ammo Type Range / Reach Pool Notes
Grenade
    Flare (x1Butt Pack)
    Flash-Bang (x1Mercury Comet)
    Flash-Pak (x1Belt)

0
6S (10m Radius)
Special

-
-3
-
- - Ranged 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 (x25Mercury 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 13(m) Ranged 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 12(c) Ranged 0-5 / 6-20 / 21-40 / 41-60 9
Pistol (STR/2)P - - Melee 0 2
Rifle Butt (STR/2+1)P - - Melee 1 2
Survival Knife (STR/2+1)P -1 - Melee 0 3
Unarmed Attack (STR/2)S - - Melee 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)

Ranged Weapon: Range 0-2 / 3-4 / 5-6 / 7-10, Damage 0, AP -.

Gear Butt Pack
Grenade: Flash-Bang (SR4 324)

Ranged Weapon: Range 0-2 / 3-4 / 5-6 / 7-10, Damage 6S (10m Radius), AP -3.

Gear Mercury Comet
Grenade: Flash-Pak (SR4 324)

Ranged Weapon: Range 0-2 / 3-4 / 5-6 / 7-10, Damage Special, AP -.

Gear Pockets
Lone Star Franchi SPAS-22 (Franchi SPAS-22, AR 28)

Ranged Weapon: Range 0-11 / 12-44 / 45-88 / 89-165, Damage 7P, AP -1, Mode SA/BF, Ammo 13(m).

Modifications: Advanced Safety (Basic System) , Barrel Extension, Extended Clip, Folding Stock, Improved Range Finder, Silencer, Skinlink, Smartgun System, Tracker.

Accessories: Flashlight (Standard) , Shock Pad, Sling.

Add. Weapons: Rifle Butt.

Shotguns Mercury Comet
Lone Star Ruger Thunderbolt (Ruger Thunderbolt w/ Smartgun, AR 24)

Ranged Weapon: Range 0-5 / 6-20 / 21-40 / 41-60, Damage 5P, AP -1, Mode SA/BF, Ammo 12(c).

Modifications: Advanced Safety (Basic System) , Firing Selection Change (Small Mod (SA)) , Gecko Grip, Laser Sight, Melee Hardening, Personalized Grip, Reduced Weight, Skinlink, Sling, Smartgun System, Tracker.

Accessories: Flashlight (Standard) .

Add. Weapons: Pistol.

Heavy Pistols Belt, Quick-Draw Holster
Survival Knife (SR4 315)

Melee Weapon: Reach 0, Damage 2P, AP -1.

Modifications: Personalized Grip (Melee) .

Blades Butt Pack


Armor

Name Category Location Eq.
Ballistic Mask (WAR 160)

Armor: +2 Ballistic, +1 Impact.

Modifications: Color Changing, Flare Compensation, Thermal Damping (Rating 6).

Incl.: Respirator (Rating 6).

Helmets and Shields Mercury Comet
Cargo Pants and Short Jacket (Clothing, SR4 326)

Armor: 0 Ballistic, 0 Impact, 0 Encumbrance.

Modifications: Natural Fiber.

Clothing Character
Full Body Armor (SR4 326)

Armor: 10 Ballistic, 8 Impact, 7 Encumbrance.

Armor Mercury Comet
Full Body Armor Helmet (SR4 326)

Armor: +2 Ballistic, +2 Impact.

Helmets and Shields Mercury Comet
Light Poncho (Clothing, SR4 326)

Armor: 0 Ballistic, 0 Impact, 0 Encumbrance.

Modifications: Chemical Protection (Rating 6), Color Changing, Thermal Damping (Rating 3).

Clothing Butt Pack
Lone Star Armor Vest (Armor Vest, SR4 326)

Armor: 7 Ballistic, 5 Impact, 3 Encumbrance.

Modifications: Gel Packs, YNT SoftWeave.

Incl.: Biomonitor.

Armor Character


Gear

Name Type Location Eq.
Ammo: APDS (Shotguns) x30 (SR4 323)
Ammunition Mercury Comet
Ammo: Flare Rounds (Shotguns) x10 (AR 35)

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.

Ammunition Mercury Comet
Ammo: Gel Rounds (Heavy Pistols) x25 (SR4 323)

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).

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)

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.

Ammunition Mercury Comet
Ammo: Stick-n-Shock (Shotguns) x25 (SR4 324)

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.

Ammunition Mercury Comet
Ammo: Subsonic Rounds (Shotguns) x30 (AR 35)

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 (SR4 311) or sound suppressor (SR4 312) is used. Reduce the weapon’s range by 20%.

Ammunition Mercury Comet
Ammo: Suppression Rounds (Shotguns) x10 (WAR 156)

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.

Ammunition Mercury Comet
Ammo: Tracker Rounds, Stealth Tag (Shotguns) x10 (AR 35)

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 (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.

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)

Modifications: Image Link, Skinlink, Smartlink.

Vision Enhancers Character
Datachip x2 (SR4 330)
Storage Media Pockets
Dopadrine x2 (AR 74)

Duration: 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.

Drugs Pockets
Earbuds (Rating 3) (SR4 333)

Modifications: Audio Enhancement (Rating 3), Select Sound Filter (Rating 3), Skinlink.

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)

Duration: (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.

Drugs Pockets
Glasscutter (AR 62)
Odds and Ends Butt Pack
Glasses (Rating 3) (SR4 332)

Modifications: Dynamic Polarization Lenses, Flare Compensation, Vision Enhancement (Rating 3), Vision Magnification.

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 (AR 76)

Duration: (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.

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) (SR4 338)

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.

Slap Patches Pockets
Subvocal Microphone (SR4 328)

Modifications: Skinlink.

Commlink Accessories Character
Trodes (SR4 328)
Commlink Accessories Butt Pack
Water Purification Tablet x4 (AR 53)
Toxic Environment Gear Pockets
Wire Clippers (SR4 335)
B&E Gear Butt Pack, Survival Knife


Nuyen Expenses

Date Amount Reason Result
30.05.2022 09:16:05 500 Starting Nuyen 500