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.
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.