< td width="10%" />
NAME/ALIAS: Geist Wander (Geist Wander) PLAYER: Jason MOVEMENT: 10/25, Swim: 5
METATYPE: Human AGE: SEX:NUYEN: 0
HEIGHT: WEIGHT: HAIR: EYES: SKIN:
KARMA: 10 TOTAL KARMA: 10 STREET CRED: 1 NOTORIETY: 0 PUBLIC AWARE: 0
COMPOSURE: 8 JUDGE INTENTIONS: 7 LIFT/CARRY: 5 LIFT/CARRY WEIGHT: 30 kg/20 kg MEMORY: 6
PERSONAL DATA Show: YES Page Break: NO
PHYSICAL ATTRIBUTES MENTAL ATTRIBUTES SPECIAL ATTRIBUTES SPECIAL ATTRIBUTES

BODY: 3

CHARISMA: 4

EDGE: 2

CURRENT EDGE POINTS:

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

INIT PASSES: 1    MATRIX: 1    ASTRAL: 3

ATTRIBUTES Show: YES Page Break: NO
ACTIVE SKILLS
SKILL NAME POOL RTG. ATT. R. MOD. P. MOD.
Combat Active Skills
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
Magical Active Skills
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
Physical Active Skills
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
ACTIVE SKILLS
SKILL NAME POOL RTG. ATT. R. MOD. P. MOD.
Physical Active Skills
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
Social Active Skills
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
Technical Active Skills
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
Vehicle Active Skills
Pilot Ground Craft 5 2 3 0 0
Gunnery 3 0 4 0 0
Pilot Watercraft 2 0 3 0 0
KNOWLEDGE SKILLS
SKILL NAME POOL RTG. ATT. R. MOD. P. MOD.
Language: English N N N N N
Language: Japanese41300
Celtic Mythology53200
Fairy Tales42200
Firearms Design64200
Irish Gaelic53200
Safehouses523 0 0
Spirits 5 3 2 0 0
SKILLS Show: YESPage Break: NO
CONTACT NAME TYPE CONNECTION LOYALTY/INCIDENCE
CONTACTS & ENEMIES
QUALITY NAME
Changeling (Class I SURGE) RC 73
FREAKS
While body modification has come a long way, the extreme modifications changelings often express are
shocking and disturbing to many. Consequently, some particularly glaring Metagenics qualities, both positive and negative, provide social penalties. Such qualities 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.
Distinctive Style RC 103
A character that takes this negative quality possesses at least one distinctive physical feature or unique mannerism (note that what qualifies as a Distinctive Style may vary from group to group; see the What is a Distinctive Style? Sidebar, p. 104). The quality may represent a unique look, a peculiar fashion sense, a trans- or non-metahuman modification, a unique speech pattern—anything that makes the character inconveniently attention-grabbing and memorable. Whatever type of flair the character selects, it must enable other individuals to easily remember him. 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.
All the advanced character options in this book automatically suffer the effects of Distinctive Style and do not get a BP bonus.
Extravagant Eyes RC 117
Will match color of mood hair
Geas (Gestures) SM 27
Need to make the hand signals to cast any spells. Name signs in celtic Sign Language.
Goring Horns RC 114
A single horn or horns express on the character's head. If a character already has horns, these grow even bigger. This can be anything from ram horns to deer-like antlers to devil horns or even jagged crests of bone around the skull. Unlike most metatype horns, which cannot be used to attack, the character may 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 RC 114
The character possesses eyes that provide natural low-light vision and enable her to see normally in light levels as low as starlight.
Magician SR4 91
Grants astral sight and Astral projection.
Mentor Spirit (Dark Goddess) SR4 92
+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)
Mood Hair RC 117
Mood hair changes colors according to the character's emotional state (for example, it may turn deep red when the character is agitated). Because the character's emotional state is clearly visible and cannot be hidden, 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 Hair is incompatible with any hair modification and
the Feathers and Scales qualities.

Mood Chart:
**needs colors**
QUALITIES
ARMOR BALLISTIC/IMPACT
TOTAL 8/6
Armor Clothing 4/0 SR4 326
Armor Jacket 8/6 SR4 326
ARMOR Show: YES Page Break: NO
  
PHYSICAL DAMAGE TRACK STUN DAMAGE TRACK
-1
-2
-3
OVR OVR
OVR DEAD
           
-1
-2
-3
Down
CONDITION MONITOR
WEAPON POOL DAMAGE AP MODE RC AMMO
Ares Viper Slivergun 10 8P(f) +5 SA/BF 0 30(c) SR4 317
Sound Suppressor
S: 0-5 M: 6-20 L: 21-40 E: 41-60
Cavalier Deputy 10 5P -1 SA 0 7(cy) AR 22
S: 0-5 M: 6-20 L: 21-40 E: 41-60
Grenade: Thermal Smoke 3 (10m Radius) - 0 0 SR4 325
S: 0-4 M: 5-8 L: 9-12 E: 13-20
RANGED WEAPONS Show: YES Page Break: NO
  
WEAPON POOL DAMAGE AP REACH
Goring Horns 0 2P - -1 RC 114
Unarmed Attack 6 1S - 0 SR4 159
MELEE WEAPONS
IMPLANT ESSENCE GRADE
Commlink0.2 Standard SR4 338
CYBERWARE/BIOWARE Show: YES Page Break: NO
SPELL TYPE RANGE DAMAGE DURATION DV
Tradition: Grim Reaper    Resist Drain with WIL + CHA (8)
Combat Spells
Knockout M T S I (F÷2)-3 SR4 205
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. Stunbolt affects a single target. Stunball is an area spell. Knockout requires the caster to touch the target.


Knockout is the first level of this spell.
Detection Spells
Enhance Aim P T S (F÷2)-1 SM 167
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.
Health Spells
Heal M T P (Damage Value)-2 SR4 208
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.
Illusion Spells
Invisibility M LOS S (F÷2) SR4 209
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. Invisibility affects the minds of viewers. Improved invisibility creates an actual warping of light around the subject that affects technological sensors as well.

This is the first level of this spell.
Manipulation Spells
Bind P LOS S (F÷2)+1 SM 172
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. Bind works on single targets, 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. Mana Bind only works on a single living or magical target, Mana Net is area-effect against living/magical targets.

This is the first level of this spell.
Net P LOS (A) S (F÷2)+3 SM 172
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. Bind works on single targets, 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. Mana Bind only works on a single living or magical target, Mana Net is area-effect against living/magical targets.

This is the second level of this spell.
SPELLS Show: YESPage Break: NO
COMMLINKRESPONSESYSTEMFIREWALLSIGNAL
COMMLINK/PROGRAMS Show: YESPage Break: NO
LIFESTYLEMONTHS
Low1SR4 268
LIFESTYLE Show: YESPage Break: NO
NAMERTG.QTY.
Ammo: Regular Ammo (Heavy Pistols)-63SR4 324
Grenade: Thermal Smoke-4SR4 325
Medkit11SR4 337
NAMERTG.QTY.
Medkit Supplies-3SR4 337
Quick-Draw Holster-2SR4 322
Radio Signal Scanner11SR4 333
NAMERTG.QTY.
Respirator31SR4 336
Standard RFID Tags - 20 SR4 329
Summoning Focus (Gardian) 3 1 SR4 199
White Noise Generator 1 1 SR4 330
GEAR Show: YES Page Break: NO