Bastion

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Bastion Fox
BastionTroll.jpg
Legal Name: Sebastion Creed
Metatype: Troll, Ethnicity: Caucasian
Age: 45, Sex: Male, Height: 9'3", Weight: 320 lb
Street Cred: 5, Notoriety: 0, Public Awareness: 0
Karma: 6, Total Karma: 50
Lifestyle
Primary Lifestyle: Medium for 2
Nuyen: ¥2657
Licenses: Sebastian:Cybernetics Permit(r), Firearms Permit(R), CCW Permit(R)
Bastion:Cybernetics Permit 4, Firearms Permit 4, CCW permit 4
Other Identities: Cat Dugen (Fake SIN Rating 3)
Combat Info
Armor: Ceramic Bone Lacing(2), Ulysses Longcoat (10)(Chem 4, -2to Conceal), Actioneer Business Clothing (9) (Concealed Holster), Formfitting Bodyarmor (8), Gel Packs ((+1))x2
Ranged: Ares Predator V (8P): Acc 7(9), Smartlink +2(+4), -1AP, SA, 15c
Ares Alpha w/Grenade Launcher (11P), Acc 7(9), Smartlink +2(+4), -2AP, SA/BF/FA, RC2, 42c
Flashbang:10S, 10m, -4AP
HE Grenade:16P, -2/m, -2AP
Incindeary Grenade:4P, 10m, for 10min
Thermal Smoke:4 turns+
Ares Desert Strike w/imaging scope [3] (13P), Acc 7, AP-4, SA, RC2, 14c
Foregrip 1 RC, Collapsable Stock 1 RC
Smart Firing Platform:Pilot (Device Rating 3), Targeting Autosoft (Rating 3) Recoil Compensation 5, Initiative = Pilotx2 4D6, Wireless:fire remotely through Smartlink
Collapsable Strength Bow (24 Normal Arrows(Rating+2P), Acc 6, -(Rating/4)AP, 3 Explosive Arrows(16)P -2/m, -2AP
Melee: Cougar Long Fineblade Knife ((str/2+2)P) -1AP, Nodachi ((Str/2+4)P) -2AP 2 Reach,
Fangs:(Str/2)P, Horns:(Str/2+1)P, H2H:(Str/2+2)P
Condition Monitors Physical: 10 Stun: 9 Overflow: 2
Attributes
Body: 9, Agility: 6 (L)6, Reaction: 4 (L)6, Strength: 7 (L)6
Willpower: 2, Logic: 1, Intuition: 2, Charisma: 1
Edge: 2, Essence: 3.975, Magic: {{{Magic}}}, Resonance: {{{Resonance}}}
Initiative: 6+3d6, Matrix Initiative: {{{MatrixInitiative}}}, Astral Initiative: {{{AstralInitiative}}}
Composure: 11, Judge Intentions: 13, Memory: 6, Lift/Carry: 2 (15kg+15kg/hit), Movement: Walk 6, Run 12, Sprint +2m/hit
Physical Limit: 9, MentalLimit: 2, SocialLimit: 3
Skills
Active Skills: Groups:
Agility: Pistols 3, Automatics 3, Longarms 2, Archery 2, Heavy Weapons 2, Throwing Weapons 2
Reaction: Pilot Ground Craft 2
Close Combat: Blades 2, Unarmed 2
Charisma: Intimidation 2
Intuition Perception 1
Logic Demolitions 2

Knowledge Skills:
Academic (Log):
Street (Int): Corp (Security) 1, Criminal Orginizations 1, Bodyguard Tactics 1, Seattle Streets 1, Seattle Shadows 1

Languages: English (N), Sperenthiel 1
Qualities
Positive: Type O System (30)
Negative Qualities: Corp SIN (15), Mild Allergy to Silver (5), Distinctive Style 'Well-Dressed' Troll (5),
Augmentations
Skillwire(3), Ceramic Bone Lacing, Modular Full Left Arm [15]:Hardening(6), Cyber Holster [5], Auto-Injector [2], Agility [3], Strength [3], GRAPPLE HAND, CRAWLER HAND
Contacts
{{{Contacts}}}
Commlink or Cyberdeck
{{{Cyberdeck}}}
Vehicle
GMC Bulldog


History

Poor Little Rich Girl

Catharwren2.jpg


Catharwren grew up in a life of privilege that many did not even dream existed. Born into one of the Danaan families, Catharwren’s father was an executive of the Wuxing Inc. As his only child Catharwren learned at a young age how to bat her eyelashes and get what she wanted. When she was 10 Catharwren was tested as part of her birthday celebration and showed as awakened. Her father sent her off to the best school to develop her skills. It was at school that Catharwren learned that all she had known about her father and her background was a lie. As Catharwren began to improve her skill at working with spirits she started to be harassed by one in particular. The spirit kept telling her she was only half of what she was before. Messages and visions from the spirit haunted Catharwrens dreams, she would wake up in the middle of the night screaming that she was being ripped in half. Then one day she met (Chris' PC) and almost immediately it all came together. Immediately she could sense there was something different about him, a kinship that she did not feel with any other she had met before. The spirits shoved the two together.

They did not immediately understand why, and they spent some time arguing and sniping at each other, there was the occasional trip to the Head Magicians office for playing cruel practical jokes on each other. It was during one punishment that they were locked in a room together to read excerpts of long boring magical texts when they finally put together, with the aide of a helpful spirit, that not only were they related, but they were twins.
Through the combined abilities of their awakened skills, and some mundane sleuthing, they discovered that (Chris's PC) mother and Catharwren's father were married through an arranged marriage of their two families. Chris's PC's mother was still completing her collegiate studies in Magical research, and Catharwren's father had just completed his business degrees and was starting work with Wuxing, Inc.

After their mother finished college she went on to work for Wuxing also as a magical researcher. When she become pregnant with the twins the two started fighting a great deal, she wished to continue her working and following her research. Their father felt that it was her obligation to support him in his career and take care of their children. It all came to a head the day she went back to work and left the twins with a nanny. Their father erupted and went down to the research lab. That day was the last day the two ever spoke. The agreed that she would take the boy and he would keep the girl, he had pressed for the girl hoping that as she grew up she would become his female hostess to his social advancement. He did not need another male in the house and their mother seemed to prefer the boy over the girl. It was agreed, and their marriage ended.

Catharwren kept this knowledge from her father for a few years. One time she snuck away from school and went to the lab where her mother worked. She spent half the day stalking around the facility getting small glimpses of the women she had been previously told was dead. When she finally did speak with her mother the distance was palatable. Her mother quickly cut short the conversation and told Catharwren to not reach out to her again, that her father had forced her mother to agree to never communicate with Catharwren and she was afraid if she broke that agreement he would use his influence within Wuxing to ruin her career.

Since then Catharwren has started to act out against her father. Chris's PC was helpful in that regard, since their mother was often not around he grew up tending to himself, more a street kid than a privileged kid like her. He introduced her to all the wrong sort of people, and Shadowrunning. She started to enjoy the rush of living on the edge. When Catharwren did not join her father's side in Wuxing after completing school he cut her off financially. After that she has only increased her shadow activities.

Combat Gear

Armor

  • Armored Coat: AR 9
  • Armor Jacket: AR 12

Unarmed Weapons

Automatic Weapons

Pistol Weapons

Augmentations

Cyberware

Bioware

Biotech Gear

Lifestyle & Identity

Clothing

Electronics

SINs

  • Cat Dugeb: Fake SIN (3)

Spells=

  • Analyze Truth – Detection (ACTIVE, DIRECTIONAL)
    • Type: M Range: T Duration: S Drain: F – 2
    • The subject can tell whether a target’s statements are the truth (or at least if the subject honestly believes them to be true).The spell needs at least 1 net hit to determine validity of a selected statement. The spell does not work on written materials or items recorded through any sort of technological medium. The subject must hear a statement in person (with the target within range) to be able to judge its truth.
  • Detect Guns – Detection (ACTIVE, AREA)
    • Type: P Range: T Duration: S Drain: F – 2
    • The subject detects all of a specific type of object within range of the sense and knows their number and relative location. Each type of object requires a separate spell (Detect Guns, Detect Computers, Detect Explosives, and so forth). These spells must all be learned and cast separately.
  • Mindlink – Dectection (ACTIVE, PSYCHIC)
    • Type: M Range: T Duration: S Drain: F – 1
    • Mindlink allows the magician and one voluntary subject to communicate mentally, exchanging conversation, emotions, and mental images. One hit on the Spellcasting Test is enough to establish the link. The subject must remain within range of the magician for the Mindlink to work.
  • Mind Probe – Detection (ACTIVE, DIRECTIONAL)
    • Type: M Duration: S Range: T Drain: F
    • This spell allows the subject to telepathically probe the mind of a specific target within range of the sense (chosen when the spell is cast). The target is aware of the probing, though they may not know the source of the spell. The number of net hits you get on the spell determines what kind of information the subject can read, given on the table. The subject may probe for one piece of information per Complex Action while the spell is sustained. Additional uses of Mind Probe against the same target within a number of hours equal to the target’s Willpower inflict a –2 dice pool modifier on the Spellcasting attempt.
  • Heal (ESSENCE)
    • Type: M Duration: P Range: T Drain: F – 4
    • 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 (you can split hits between healing and reducing time). Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.
  • Agony - Illusion (REALISTIC, SINGLE-SENSE)
    • Type: M Duration: S Range: LOS Drain: F – 4
    • A favorite of mages going through bad break-ups, Agony inflicts an illusion of terrible pain on the target. Each net hit scored by the magician temporarily inflicts 1 box of Physical and 1 box of Stun damage on the target. It is not actual damage, only a measure of the effect of the spell. The target is affected the same as if the damage were real, with the usual injury penalties. If the target’s damage boxes are completely filled, he is racked with pain, unable to move or act. Once the spell is ended, the pain and damage boxes immediately go away. Agony affects a single target, while Mass Agony is an area spell.
  • Improved Invisibility – Illusion (REALISTIC, SINGLE-SENSE)
    • Type: P Duration: S Range: LOS Drain: F - 1
    • 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, and even taste, if it somehow comes to that). Her aura is still visible to astral perception. Anyone who might be in a position to 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 undetected if she’s good enough with her Sneaking Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the subject of the spell. Invisibility affects the minds of viewers. Improved Invisibility mimics the subject’s surroundings from all angles and affects technological sensors as well.

Invisibility affects the minds of viewers. Improved Invisibility mimics the subject’s surroundings from all angles and affects technological sensors as well.

  • Silence – Illusion (REALISTIC, SINGLE-SENSE, AREA)
    • Type: P Duration: S Range: LOS (A) Drain: F - 1
    • These spells create an area that dampens sound.
    • Sonic attacks into or out of the field, as well as critter powers using a sonic medium (such as Paralyzing Howl), are reduced by –1 per hit on the Spellcasting Test. Anyone attempting to hear a sound from within or across the silenced area must successfully resist the spell.

Hush is a mana spell and so only affects living beings and magic sonic attacks. Silence affects technological devices and is useful for jamming alarms, detection devices, sonar, and tactical communications, as well as technological sonic weapons.

  • Influence – Manipulation (MENTAL)
    • Type: M Duration: P Range: LOS Drain: F – 1
    • You implant a single suggestion in the victim’s mind, like a powerful post-hypnotic command. For example, you might have your target think that FizzyFluid is the best drink on the market, or that he can’t remember his best friend’s name, or that he should let you past a locked door. The target carries out this suggestion as if it were his own idea. If confronted with the wrongness of the suggestion (like when the reality of the flavor of FizzyFluid in his mouth contrasts with his belief that it’s good), the subject can attempt to overcome it using the rules for overcoming mental manipulations (p. 292). In any case, the suggestion fades naturally after a number of minutes equal to your net hits.
  • Lightning Bolt – Combat (INDIRECT, ELEMENTAL)
    • Type: P Range: LOS Damage: P Duration: I Drain: F – 3
    • These spells create and direct vicious strikes of electricity that cause Electricity damage (p. 170). Lightning Bolt is a single target spell. Ball Lightning is an area spell.
      • ELECTRICITY DAMAGE

A wide variety of nonlethal weapons are designed to incapacitate targets with electrical shock attacks, including stun batons, tasers, cyberware shock hands, and similar electrically charged weapons. These weapons rely on a contact discharge of electricity rather than kinetic energy. Spells and critter powers such as Lightning Bolt and Energy Aura cause similar effects. Electrical damage is treated as Stun or Physical damage depending on the source and/or target. The Non-conductivity armor upgrade (p. 438) adds its full rating to the Armor value. The gamemaster can also decide which (if any) other factors may modify the target’s damage, such as extra conductivity for a character covered in water.
An Electricity attack that does damage can stun and incapacitate the target as well, though if there is no damage, there is no secondary effect at all. Secondary effects for characters injured by Electricity damage include a –1 dice pool penalty on all actions and Defense Tests, but not Damage Resistance Tests, for 1 Combat Turn and an immediate Initiative Score reduction of 5. The dice pool penalty and Initiative Score reduction do not accumulate with multiple attacks, but the length of the penalty is extended by 1 Combat Turn for each successful damaging attack while a character is affected. If the character’s Initiative Score is reduced to 0 or below, they lose their last action. If they have no Initiative Score left the reduction comes on the start of the next Combat Turn.
Electronic equipment and drones can also be affected by Electricity damage. They never suffer Stun damage so Electricity damage is Physical when used against electronics and drones. They resist damage as usual and suffer a secondary effect if they take even a single box of damage.
The secondary effect for electronics and drones damaged by Electricity damage is shorting out or overloading. In game terms this is reflected as secondary Matrix damage equal to half the Physical damage rounded down.
Vehicles can be damaged by Electricity attacks but do not suffer any secondary effects. Specific systems of vehicles can be targeted by a Called Shots (p. 195).