The Rogues Ventures

Geist Wander

  • Balistic A.:
  • 12
  • Mod
  • Impact A.:
  • 6
  • Mod
  • Modifiers
  • ----
  • Overall:
  • Visual:
  • Audio:
  • Smell:
  • Composure:
  • 8
  • Judge Int.:
  • 7
  • Memory:
  • 6
  • Lift/Cary:
  • 5
  • Lift Weight:
  • 30 kg
  • Cary Weight:
  • 20 kg
  • NAME/(ALIAS):
  • Geist Wander (Geist)
  • PLAYER:
  • Jason
  • METATYPE:
  • Human
  • KARMA:
  • 10
  • MOVEMENT:
  • 10/25
  • Swim:
  • 5
  • AGE:
  • -
  • SEX:
  • -
  • NUYEN:
  • 0 ¥
  • HEIGHT:
  • -
  • WEIGHT:
  • -
  • HAIR:
  • -
  • EYES:
  • -
  • SKIN:
  • -
  • TOTAL KARMA:
  • 10
  • STREET CRED:
  • 1
  • NOTORIETY:
  • 0
  • PUBLIC AWARE:
  • 0
PHYSICAL ATTRIBUTES MENTAL ATTRIBUTES SPECIAL ATTRIBUTES SPECIAL ATTRIBUTES
BODY: 3 CHARISMA: 4 EDGE: 2 EDGE LEFT:
AGILITY: 4 INTUITION: 3 ESSENCE: 5.8 ASTRAL INIT: 6
REACTION: 3 LOGIC: 2 INITIATIVE: 6 MATRIX INIT: 3
STRENGTH: 2 Willpower: 4 Magic: 5
Turns --> ACTION: 1 MATRIX: 1 ASTRAL: 3
Lifestyle: Low Months paid: 1 Cost/ Month: 1000 ¥
  • Distinctive Style
  • Curent:+4 /max +6

    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.

  • Changeling (Class I SURGE)
  • -3 dp social

    Inflict a –3 dice pool modifier on most Social Skill Tests not performed over the Matrix, but offer a +2 dice pool modifier to Intimidation Tests. The effects of social modifiers from multiple Metagenics qualities are not cumulative.

  • Mood Hair
  • Changes Colours

    Mood hair changes colors according to the character's emotional state. Add a +2 dice pool modifier for all Judge Intentions Tests (p. 130, SR4) against the character if the person is aware of this fact.

    mood colors

  • Extravagant Eyes
  • Matches Hair

    Will match color of mood hair

  • Geas (Gestures)
  • Celtic SL

    Need to make the hand signals to cast any spells. Name signs of spells in Celtic Sign Language.

  • Goring Horns
  • DV (STR/2+1)P

    Use these in combat with the Exotic Melee Weapon: Horns skill, though horn attacks suffer a -1 Reach penalty. Horn attacks possess a Damage Value of (STR/2+1)P

  • Low-Light Vision
  • 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.

  • Magician
  • Magics!

    Grants astral sight and Astral projection.

  • Mentor Spirit (Dark Goddess)
  • will+Char >3

    +2 Dice for Combat and Health Spells . Willpower + Charisma roll Difficulty 3 to avoid escalating conflict no matter how small into a major conflict. (physical, mental, social)

Skill Name Dice POOL Rating Attribute Rating mod.. Pool Mod.
Language: English N N N N N
Language: Japanese 4 1 3 0 0
Celtic Mythology 5 3 2 0 0
Fairy Tales 4 2 2 0 0
Firearms Design 6 4 2 0 0
Irish Gaelic 5 3 2 0 0
Safehouses 5 2 3 0 0
Spirits 5 3 2 0 0
Person's NAME Type Connection Loyalty/Incidence
n/a 0 0 0
Item Equipped Balistic Impact Elemental Source
Armor Clothing yes no 4 0 n/a SR4 326
Armor Jacket yes no 8 6 n/a SR4 326
IMPLANT ESSENCE GRADE Restricted Source
Commlink 0.2 Standard No SR4 338
WEAPON POOL DAMAGE AP REACH Source
Unarmed Attack 6 1S - 0 SR4 159
Goring Horns 0 2P - -1 RC 114
Weapon POOL Damage AP Mode RC Ammo Source
Ares Viper Slivergun 10 8P(f) +5 SA/BF 0 30(c) SR4 317
(Attached) Sound Suppressor
Short: 0-5m Medium: 6-20m Long: 21-40m Extreme: 41-60m
Cavalier Deputy 10 5P -1 SA 0 7(cy) AR 22
Short: 0-5m Medium: 6-20m Long: 21-40m Extreme: 41-60m
Grenade: Thermal Smoke 3 (10m Radius) - - 0 0 SR4 325
Short: 0-4m Medium: 5-8m Long: 9-12m Extreme: 13-20m

Active Skills

Skill Name POOL Rating Attribute Rating Mod.. Pool MOD.
Pistols (Revolvers) 10 (12) 6 4 0 0
Unarmed Combat 6 2 4 0 0
Archery 3 0 4 0 0
Automatics 3 0 4 0 0
Blades 3 0 4 0 0
Clubs 3 0 4 0 0
Dodge 2 0 3 0 0
Heavy Weapons 3 0 4 0 0
Longarms 3 0 4 0 0
Throwing Weapons 3 0 4 0 0
Skill Name POOL Rating Attribute Rating Mod.. Pool MOD.
Banishing 9 4 5 0 0
Binding 9 4 5 0 0
Counterspelling 9 4 5 0 0
Ritual Spellcasting 9 4 5 0 0
Spellcasting 9 4 5 0 0
Summoning 9 4 5 0 0
Arcana 4 2 2 0 0
Enchanting 7 2 5 0 0
Arcana, Metamagic 5 2 3 0 0
Arcana, Artificing 7 2 5 0 0
Skill Name POOL Rating Attribute Rating Mod.. Pool MOD.
Perception 6 3 3 0 0
Escape Artist 6 2 4 0 0
Animal Handling 2 0 3 0 0
Animal Training 2 0 3 0 0
Climbing 1 0 2 0 0
Disguise 2 0 3 0 0
Diving 2 0 3 0 0
Flight 1 0 2 0 0
Gymnastics 3 0 4 0 0
Infiltration 3 0 4 0 0
Navigation 2 0 3 0 0
Palming 3 0 4 0 0
Parachuting 2 0 3 0 0
Riding 2 0 3 0 0
Running 1 0 2 0 0
Shadowing 2 0 3 0 0
Survival 3 0 4 0 0
Swimming 1 0 2 0 0
Tracking 2 0 3 0 0
Skill Name POOL Rating Attribute Rating Mod.. Pool MOD.
Con 3 0 4 0 0
Etiquette 3 0 4 0 0
Instruction 3 0 4 0 0
Intimidation 3 0 4 0 0
Leadership 3 0 4 0 0
Negotiation 3 0 4 0 0
Leadership,Command 1 0 2 0 0
Leadership, Direct Fire 2 0 3 0 0
Skill Name POOL Rating Attribute Rating Mod.. Pool MOD.
Artisan 5 2 3 0 0
Armorer 1 0 2 0 0
Computer 1 0 2 0 0
Cybercombat 1 0 2 0 0
Data Search 1 0 2 0 0
Demolitions 1 0 2 0 0
First Aid 1 0 2 0 0
Forgery 3 0 4 0 0
Hacking 1 0 2 0 0
Locksmith 3 0 4 0 0
Skill Name POOL Rating Attribute Rating Mod.. Pool MOD.
Pilot Ground Craft 5 2 3 0 0
Gunnery 3 0 4 0 0
Pilot Watercraft 2 0 3 0 0

Commlink / Programs

Commlink Response System Firewall Signal Source
n/a n/a n/a n/a n/a n/a
Program Response System Firewall Signal Source
n/a n/a n/a n/a n/a n/a

Spells

Tradition: Grim Reaper -> Resist Drain with WIL + CHA (8)
Spirit order: Guardian Spirit/Spirit of Beast/Guidance Spirit/Spirit of Man/Task Spirit

Spell Type Range Damage Duration Drain Value Source
Knockout M T S I (F÷2)-3 SR4 205
Knockout
Stun touch

These spells channel magical energy directly into the target, causing Stun damage. They are often referred to as “sleep” spells because they can render targets unconscious.

Level 1-Knockout requires the caster to touch the target.

Spell Type Range Damage Duration Drain Value Source
Enhance Aim P T - S (F÷2)-1 SM 167
Enhance Aim
Range +1dp

This spell improves a voluntary subject’s aim. Each hit on the Spellcasting Test reduces the Range category for ranged attacks by one level, thus reducing range modifiers (applies a +1 dice pool modifier to the Attack Test.). Unlike image magnification, however, the subject does not need a Take Aim action to “lock onto” a target; the spell does that auto-magically. This effect is cumulative with other targeting devices, implants, and abilities (laser sights, scopes, smartlinks, Improved Ability adept power, etc.). The caster must touch the subject of the spell.

Spell Type Range Damage Duration Drain Value Source
Heal M T - P (Damage Value)-2 SR4 208
Heal
repairs phys

Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (hits can be split between healing and reducing time as the caster desires). A character can only be magically healed once for any single set of injuries.

Spell Type Range Damage Duration Drain Value Source
Invisibility M LOS - S (F÷2) SR4 209
Invisibility
-6dp vs Attcks

This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, etc.). Her aura is still visible to astral perception. Anyone who might perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain unnoticed if she wins a Shadowing or Infiltration Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Target Hidden modifier (-6 dice pool) if the attacker is unable to see or otherwise sense the subject of the spell.

Level 1 -Invisibility affects the minds of viewers.

Spell Type Range Damage Duration Drain Value Source
Bind P LOS - S (F÷2)+1 SM 172
Net P LOS (A) - S (F÷2)+3 SM 172
Bind
x agility-1

The target of the Bind spell is constricted by invisible bands of magical energy that wrap around and impede the movement of his limbs. The target resists with Strength + Counterspelling; every net hit reduces the target’s Agility by 1. If Agility is reduced to 0, he is bound and unable to move his limbs. The target may not move or act normally, but may attempt to crawl or hop short distances (at one quarter their normal movement rate). The target may still defend and dodge against attacks, but suffers a dice pool modifier equal to the caster’s net hits. The target can attempt to break free of the bindings by making an Opposed Test, pitting Strength + Body against the spell’s Force x 2.

Level 1 -Bind works on single targets. May be used against inanimate objects such as drones to restrict moving or rotating parts

Net
Bind Level 2

Level 2 -Net is area effect. Both spells may be used against inanimate objects such as drones to restrict moving or rotating parts, though this may not stop some drones and vehicles, depending on their method of propulsion propulsion.

Gear

NAME Rating Quantity Restricted Source
Ammo: Regular Ammo (Heavy Pistols) - 63 - SR4 324
Grenade: Thermal Smoke - 4 - SR4 325
Quick-Draw Holster - 2 - SR4 322
NAME Rating Quantity Restricted Source
Medkit 1 1 - SR4 337
Medkit Supplies - 3 - SR4 337
Respirator 3 1 - SR4 336
NAME Rating Quantity Restricted Source
Radio Signal Scanner 1 1 - SR4 333
Standard RFID Tags - 20 - SR4 329
White Noise Generator 1 1 - SR4 330
NAME Rating Quantity Restricted Source
Summoning Focus (Guardian) 3 1 - SR4 199