Shikome

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Shikome.jpg

Metatype: Human • Ethnicity: Japanese • Gender: Cis Female • Height: 1.6m (5'6") • Weight: 54 kg (120lb) • Lifestyle: Luxury (Permanent)

Background

Born: x

Attributes

  • BP Spent: 255 • Karma Spent: 30

Body 2 • Agility 3 • Reaction 5 • Strength 1
Charisma 5 (9) • Intuition 3 • Logic 3 • Willpower 6 (9)
Essence 6 • Magic 6 • Initiative 8 (11, 4 passes) • Edge 2

Skills

Shikome2.jpg
  • BP Spent: 172 • Karma Spent: 141

Groups: Conjuring 6, Influence 5, Sorcery 5
Skills: Arcana (Log) 2, Artisan (Int) 1, Astral Combat (Will) 3, Dodge (Rctn) 3, Enchanting (Log) 2, Gymnastics (Agl) 1, Infiltration (Agl) 1, Instruction (Cha) 2, Intimidation (Cha) 1, Perception (Int) 3, Pilot Ground Craft (Rctn) 1, Unarmed Combat (Agl) 2
Knowledge: Criminal Organizations 4, Magical Theory 6, Business 3
Languages: Japanese (N), English 5

Qualities

  • BP Spent: 35 • Karma Spent: 0

Positive

  • Focused Concentration (2 • 20 BP): A magician character with Focused Concentration has a naturally strong ability to concentrate. Th is allows him to channel mana more efficiently, making him less susceptible to Drain. A character with this quality gains a +1 dice pool modifier per rating point for all Drain Tests. Only characters with the Magician or Mystic Adept qualities may take Focused Concentration.
  • Magician (15 BP): A character with this quality is a magician and starts with a Magic attribute of 1. This may be increased like any other attribute, up to a maximum of 6 + initiation grade (see Purchase Attributes, p. 82). Magicians also have astral perception and the ability to astrally project.
  • Mentor Spirit: Dragon (15 BP): Dragon is a sly ruler, slow to act and slightly cruel, but un- deniably powerful. His regal demeanor hides a scheming mind and his dark lair hides endless riches. In China he is the Dragon Emperor, one of the pair of creatures that represents the balance of yin and yang. In North America, the actions of Dunkelzahn and Ghostwalker have revitalized the worship of this mighty creature. Wherever they are found, Dragon’s followers are confident individuals striving for power and influence.
    • Advantages: +2 dice for Manipulation spells, +2 dice for Negotiation Tests.
    • Disadvantages: Dragon magicians are single-minded and con dent to a fault, as well as sore losers. A Dragon magician must make a Willpower + Charisma (3) Test to follow advice or orders that are not their own, or to accept a defeat gracefully.

Negative

  • Sensitive Neural Structure (5BP): A character with a Sensitive Neural Structure has a particularly delicate nervous system, making him more vulnerable to neural damage from BTLs, Black IC, dumpshock, and other damaging forms of simsense. When resisting damage from Simsense, the character receives a -2 dice pool modifier.
  • Spirit Bane: Air (10BP): A character with the Spirit Bane quality really torques o a certain type of spirit. These affected spirits are likely to harass the character when he is in their presence and they may be reluctant to obey or perform favors for the character or his friends. If ordered to attack a party that includes the character, these spirits will single the character out first in an attempt to destroy him. This quality may be taken by any characters, not just magicians, and magicians may possess this quality for a type of spirit that is not part of their magical tradition.

Magic

  • BP Spent: 33 • Karma Spent: 80

Spells

  • Combat:
    • Demolish Guns: Physical • Success Test (Object Resist) • Line of Sight (Area) • Dam Physical • Instant • (F/2) +2 • Direct
    • Lightning Bolt: Physical • Opposed (Reaction) • LOS • Dam P • Instant • (F/2) +3 • Indirect, Elemental (Lightning)
    • Powerball: Physical • Opposed (Bod) • LOS • Dam P • Instant • (F/2) +3 • Direct
  • Detection:
    • Catalog: Physical • Success Test (Object Resist) • Touch/Area • Sustained • (F/2) +2 • Active
    • Detect Enemies, Extended: Mana • Opposed (Will) • Touch/ExArea • Sustained • (F/2) +3 • Active
    • Enhance Aim: Physical • Success Test • Touch/Directional (Voluntary) • Sustained • (F/2) -1 • Passive
    • Mindnet, Extended: Mana • Success Test • Touch/Extended Area (Voluntary) • Sustained • (F/2) +5 • Active, Psychic
  • Health:
    • Antidote: Mana • Success Test • Touch • Permanent • (Toxin DV) -2
    • Heal: Mana • Success Test • Touch • Permanent • (Damage Value) -2
    • Increase Charisma: Physical • Success Text • Touch (Voluntary) • Sustained • (F/2) -2
    • Increase Willpower: Physical • Success Text • Touch (Voluntary) • Sustained • (F/2) -2
    • Increase Reflexes: Physical • Success Text • Touch (Voluntary) • Sustained • (F/2) +2
  • Illusion:
    • Improved Invisibility: Physical • Opposed (Intuition) • Line of Sight • Sustained • (F/2) +1 • Realistic, Single-Sense
    • Physical Mask: Physical • Opposed (Intuition) • Touch • Sustained • (F/2) +1 • Realistic, Multi-Sense
    • Trid Entertainment: Physical • Opposed (Intuition) • Line of Sight (Area) • Sustained • (F/2) +2 • Obvious, Multi-Sense
    • Vehicle Mask: Physical • Opposed (Intuition) • Touch • Sustained • (F/2) -2 • Realistic, Multi-Sense
  • Manipulation: +2 dice to Spellcasting and Drain Resistance
    • Armor: Physical, Success Test • Line of Sight • Sustained • (F/2) +3 • Physical
    • Control Actions: Mana • Opposed (Will) • Line of Sight • Sustained • (F/2) • Mental
    • Deflection: Physical • Success Test • Line of Sight • Sustained • (F/2) +1 • Physical
    • Fashion: Physical • Success Test • Touch • Permanent • (F/2) • Physical
    • Influence: Mana • Opposed (Will) • Line of Sight • Permanent • (F/2) +1 • Mental
    • Magic Fingers: Physical • Success Test • Line of Sight • Sustained • (F/2) +1 • Physical
    • Makeover: Physical • Success Test • Touch (Voluntary) • Permanent • (F/2) • Physical
    • Mindprobe: Mana • Opposed (Will) • Touch • Sustained • (F/2) +2 • Active, Directional
    • Orgy: Mana • Opposed (Will) • Line of Sight (Area) • Sustained • (F/2) • Realistic, Single-Sense
    • Physical Barrier: Physical • Success Test • Line of Sight (Area) • Sustained • (F/2) +3 • Environmental
    • Shape Plascrete: Physical • Success Test (Object Resist) • Line of Sight (Area) • Sustained • (F/2) +1 • Environmental
    • Sterilize: Physical • Success Test • Line of Sight (Area) • Instant • (F/2) +2 • Physical

Initiation & Metamagic

  • BP Spent: 0 • Karma Spent: 85

Grade: 4 (8 + 10 + 12 + 14)

Wuxing Tradition

  • Combat: Fire
  • Detection: Earth
  • Health: Plant
  • Illusion: Water
  • Manipulation: Guidance
  • Drain: Willpower + Logic

Metamagic

Invoking.jpg
  • Extended Masking: This technique allows the initiate to extend her Masking meta magic to encompass her foci and any spells she may have quickened, anchored, or may be sustaining. The masking initiate may disguise a number of auras (foci and spells), not counting her own, equal to her initiate grade. Each aura so masked must have a Force equal to or less than her Magic attribute. Masked foci and spells appear to astral observers as normal fluctuations in her magical aura. To detect auras concealed with Extended Masking, a character need only make the usual Assensing + Intuition Opposed Test against the masking initiate’s Intuition + Magic + initiate grade. As per the Masking rules, if the character gets fewer hits than the masking magician, she sees only the false aura. If she gets more, she sees not only the illusory aura and the character’s true aura, but also any masked foci or spells.
  • Invoking: Initiates with the Invoking metamagic learn to enhance their bound spirits into great form spirits. An initiate must declare she intends to use Invoking when performing a binding (or rebinding) ritual. The Drain from that binding ritual is increased by 50 percent (round up). If the ritual succeeds, the initiate immediate takes a Complex Action and makes an Invoking Test, rolling Magic + Binding. The bound spirit’s Force is added as a dice pool bonus. The hits scored on the Invoking Test determine how successfully the initiate transforms the spirit into a great form spirit and expands its natural abilities, as noted on the Invoking Test table. If the Invoking Test fails, the spirit is still bound, but is not great form. If a great form spirit is re-bound, it does not need to be invoked again, but the Drain of re-binding is increased by 50 percent (round up). Note that only bound spirits may be invoked; watcher spirits cannot be great form.
  • Masking: A character who learns masking can change the appearance of her aura/astral form to do the following: look mundane, look as though her Magic is higher or lower than it is (+/– your grade of initiation), or look as though she is a different type of astral creature. When someone attempts to assense the aura of an initiate using masking, make an Assensing + Intuition Opposed Test against the initiate’s Intuition + Magic + initiate grade. If they get fewer hits, they see only the false aura. If they get more hits, they will see both the illusory aura she provided and her true aura. To disguise her astral form to look like a spirit or other astrally active creature, the character must be capable of astral projection.
  • Quickening: A magician who has learned this power can manipulate her sustained spells so that they sustain themselves, rather than relying on the magician for power. The magician must cast the sustained spell normally. While sustaining the spell, she takes a Complex Action and spends 1 Karma point per point of Force. The spell will then sustain itself inde nitely. Spells sustained in this manner are still active and may be tracked back to the magician, but they do not inflict a dice pool modifier for sustaining. Quickened spells add extra dice equal to the Karma used to quicken them for any tests they must make, including against dispelling (an initiate may even spend extra Karma on a quickened spell—up to the Force extra—to make it harder to defeat). If a quickened spell is disrupted (such as losing to an astral barrier), the spell will end. The magician can also end the spell at any time as long as she can astrally perceive it. Regardless, when a quickened spell ends it is irrevocable and the magician’s Karma points spent to quicken it are lost. The initiate is automatically aware if a quickened spell is dispelled or otherwise ended.
  • Shielding: A character who learns shielding learns to better protect herself against hostile spells as they are cast. When using Counterspelling to protect against hostile spells, the magician adds a number of dice equal to her initiate grade to her Counterspelling dice. is bonus applies whether the magician is protecting herself or another. These additional dice are not gained for any other use of Counterspelling.

Quickened Spells

  • Mako: Increase Reflexes (10) • Enhance Aim (4)
  • Shikome: Increased Charisma (4) • Increased Willpower (4) • Increased Reflexes (4) • Detect Enemies, Extended (4)

Combat Gear

Armor (10B/5I)

  • Form Fitting (6B/2I)
  • Synergist Business Jacket (4B/3I)

Weapons

  • None

Lifestyle & Identity

  • Luxury (Permanent)

Gear

  • Carried: x
  • Stored: Magical Lodge (6), Spirit Binding Materials (0)

12000

Clothing

  • Fine Clothing

SINs

  • Insert Name Here:
    • Licenses: -
    • Credit: 0

Karma

4

Family, Friends, Allies & Contacts

Contacts

  • Draco Foundation: Group • 4/4 • Group: Members 2, Area 6, Magic 4, Matrix 1
  • Fiddler: Seattle Fixer • 4/2
  • Herr Gönner Schmidt: Saeder-Krupp Johnson • 4/3
  • Casey: First Nations Talislegger • 3/3
  • Doctor Eldon: Shadow Doc • 4/2
  • Ataiko Yomitsue: Yakuza Lieutenant • 2/2
  • Demoiselle: Fashion Maven • 3/3

Bound Spirits

500 build points • 150 (340) Karma • ¥1 million (¥950,000 converted to Karma: 190 Karma)

¥35,300