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Barnaby Jones

Page history last edited by Jimmy Heck 2 years, 10 months ago

 

Barnaby Jones 

Alias: Barnaby Jones Real Name:  Larry Devine Player:  adfadfadf AIM: mah_see
Metatype: Elf  Current Karma: 16  Age: 28  Eyes: Blue 
Street Cred:   Total Karma: 16  Gender: Male  Hair: Short Brown 
Notoriety: 1  ???:   Height: 5' 6"  Skin: White 
Public Awareness:   ???:   Weight: 245  Other:  

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Attributes

PHYSICAL  MENTAL  SPECIAL  INITIATIVES  DERIVED 
Body: 4 Charisma: 4 Edge: 3 Meat(Pass): 6(2) Composure (Wil+Cha): 8
Agility: 4 Intuition: 2 Essence: 6.0 Astral(Pass): 1(1) Judge Intent (Int+Cha): 6
Reaction: 3 Logic: 2 Magic: 5 Matrix(Pass): 1(1) Lift/Carry (Str+Bod): 5
Strength: 1 Willpower: 4 Resonance: n/a     Memory (Log+Wil): 4

 

Max Physical Damage: 10  Walking Rate (m/turn):   Lift Up (w/out test):  
Max Stun Damage: 10  Running Rate (m/turn):   Lift Overhead (w/out test):  
Overflow (Death): 14  Swimming Rate (m/turn):      

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Qualities

NAME TYPE DESCRIPTION
Magician  POS 

I gots the magic fingas, see? 

Mentor Spirit [Mountain] POS

+2 Counterspelling

+2 Earth Spirits

WIL+CHA (3) - Always sticks to a plan once it is made. Fail on the check means that I have to stick to the original plan even if it means going alone.

Spirit Bane [Fire] NEG

Fire spirits REALLY hate me, see?

Mild allergy to perfume NEG

When I smell perfume it makes me break out in 

a rash and start sneezing pretty bad (and probably a -2 penalty for a time, or something), see.

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Active Skills

ATT

NAME TOTAL   RANK MOD MISC
MAG
Spellcasting 10 = 5 5

 
--  Ritual Spellcasting 8 = 3 5  
-- Counterspelling 10 = 4 5 +2 Mountain

MAG

--Conjuring 8 =  3 5  
--  Conjuring  --   
--  --  +2 to Earth Spirits
--  Banishing  --   
--  --   
 -- Binding  --   
--  --   
MAG Assensing 7 = 2 5  
MAG  Astral Combat  7  =  2  5   
REA  Dodge  5 = 2 3  
--  --Ranged  7  
-- --   
LOG First Aid 4 = 2 2  
CHA Influence 6 = 2 4  
--- -- Etiquette -- =  --- --  
---- -- Con -- =  --- --  
--- -- Negotiation  -- =  --- --  
--- -- Leadership -- =  --- --  
REA Pilot Groundcraft  5 = 2  3   
INT  Perception  4 =  2  2   
AGI Pistol 9 = 3 4 +2 Smart Link
-- --Heavy Pistols 11 = -- --  
  Disguise   = 1    

 

Knowledge/Language Skills

ATT(CAT) NAME TOTAL   RANK MOD MISC
LOG(PR) Business (Sales +2) 7(+2) = 1 6  
INT(IN) Matrix Games 5 = 3 2  
INT(LANG) English Nat. = -- --  

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Meat

 

Armor

OUTFIT #1 BAL IMP NOTES   OUTFIT #2 BAL IMP NOTES
Actioneer Business Clothes 5 3 -2 Concealed Holster inside   Fine Threads  5  2  Free suits from Zoé  
Trenchcoat  0  0  Stylin           
                 
TOTAL 5 3     TOTAL 5 2  

 

Implants

C/B Name RTG ESS NOTES
 --
 Mah hot bawd, see.
 --
6.0   
         

 

 

Weapons

MELEE WEAPONS ATT SKILL DICEPOOL DMG AP REACH NOTES
Knuckle Sandwich Agi 4 Unarmed 0 (1 STR) S 0 0 Wanna piece of this?
               
               

 

RANGED WEAPONS ATT SKILL DICEPOOL DMG AP MODE(S) RC AMMO CONCEAL RANGE(S/M/L/E) NOTES
Colt Govt. 2066 4 AGI
5 Pistol 11 5P -1 SA/BF
 1
 14
 
 5/20/40/60  
Franchi SPAS-22  4 AGI  (Default)  5  7P  -1  SA  1  10       
                       

S = Smartlink, L = Lasersight, G# = Gas Vent (Rating), $ = Shock Pads, D = Detachable Folding Stock, ss = Sound Suppressor, ...

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Magic

 

  • Drain Test: Will + Charisma = 8

 

Spells

NAME CATEGORY TYPE RANGE DURATION DRAIN NOTES
Combat Spells 5MAG+5SPLC=10 Force limits hits      
Clout Indirect, Touch
P 
LOS Instantaneous
DV: (F/2)

pg. 204

(Spellcasting + Magic vs Reaction  Then Body + 1/2 Impact)

Manabolt Direct M LOS Instantaneous DV: (F/2)

pg. 204

(Spellcasting + Magic vs. Willpower (+ Counterspelling))

Detection Spells 5MAG+5SPLC=10 Force limits hits      
Mind Probe Active, Directional M T Sustain DV: (F/2)+2

pg. 207

 

Health Spells MAG+5SPLC=10 Force limits hits
Heal   M T Permanent (In 2 x Drain DV Combat Turns) DV: (Damage Value)-2

pg. 208

Heals Phys dmg=#hits.

Hits can be used to make permanent faster

Increase Reflexes   P T Sustain DV: (F/2)+2

pg. 208

Threshold 2: +1 Init +1 IP

Threshold 3: +2 Init +2 IP

Threshold 4: +3 Init +3 IP

 

Always sustained on 2x force 2 focus, on myself and Dante

Increase [Reaction] Attribute P T Sustain DV: (F/2)-2 Force must equal or exceed (augmented) value of the attribute. Attribute is increased by hits scored, up to augmented max.

Illusion Spells 5MAG+5SPLC=10 Force limits hits

-Mana Illusions resisted by Will+Counterspelling

-Physical Illusions resisted by Inuition+Counterspelling

Physical Mask Realistic, Multi-Sense P T Sustain DV: (F/2)+1

The subject assumes a different physical appearance (of the same basic size and shape) chosen by the caster. This alters the subject’s voice, scent, and other physical characteristics as well. Anyone who might see through the disguise 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.

Manipulation Spells 5MAG+5SPLC=10 Force limits hits
Magic Fingers Physical  P  LOS  Sustain  DV: (F/2)+1

Magic Fingers creates a psychokinetic effect like “invisible hands” that can hold or manipulate items. The hits on the Spellcasting + Magic Test become the spell’s effective Strength and Agility. The caster can use skills remotely with Magic Fingers, but all tests receive a –2 dice pool modifier due to problems of fine control. Even simple actions like picking up a coin may require an Agility Test, at the gamemaster’s discretion. The caster can fight, pick a lock, or perform any other action, using the magic fingers as if they were real hands. The spell can reach any point the caster can see, and Clairvoyance or remote-viewing technology can be used to get a close-up of the scene as long as it is within the caster’s normal line of sight. This spell comes in very handy for disarming bombs and handling other hazardous work from a safe distance. 

Control Emotions Mental  M  LOS  Sustain  DV: (F/2) 

The target feels an overwhelming emotion chosen by the spellcaster. The target believes the emotion wholeheartedly, but not mindlessly. A target who acts in accordance with the emotion suffers no penalty. If the target takes action not relevant to the emotion, she suffers a –2 dice pool modifier for the distraction. The caster may switch emotions with a Simple Action.


Armor Physical  P  LOS  Sustain  DV: (F/2)+3

Provides both Ballistic and Impact

armor (cumulative with worn armor) to the subject equal to the hits scored. 

 

Spirits

NAME NOTES

Scruff McGruff - Force 4 - Spirit of Beast

3 Services Owed 

B      A      R      S      C      I      L      W      Edg      Ess      M      Init        IP

6      5      6       4      4      4     4      4          4        4        4        10        2

 

 

Astral INIT/IP: F x 2, 3                                                     Movement: 10/45

 

Skills: Assensing, Astral Combat, Dodge, Perception, Unarmed Combat

 
Powers: Animal Control, Astral Form, Enhanced Senses (Hearing, Low-Light Vision, Smell), Fear, Materialization, Movement, Sapience  
Optional Powers: Confusion  

 

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Matrix

 

Commlink

NAME OS RES SYS FIR SIG NOTES
 
 
3 3 3 3  
             

 

Programs

NAME RTG
   

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Rigging

 

Vehicles/Drones

NAME (CLASS/TYPE) HAND ACCEL SPD PIL BOD ARM SEN NOTES
Mercury Comet  0 15/30 110 2 10 6 1  

 

MOUNTED WEAPONS ATT SKILL DICEPOOL DMG AP MODE(S) RC AMMO CONCEAL RANGE(S/M/L/E) NOTES
 
 
 
 
 
 
 
 
 
 
 
 
                       
                       

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Possessions

 

CARRIED NOTES
Chocolate Fritters Yum.
   
   
   
   

 

STASHED (Home) NOTES
   

 

STASHED (Van) NOTES
   

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Social

 

Contacts

NAME LOY CON NOTES
Rosa  2  2  Bus riding Data Miner 
G.T (Giz Tinker 2 3 Gadget fixer and aquisitor
Ernie Pinkston  3  2  Comic book store owning nerd. Also he is my magic teacher. 
Jasper Jay 1 2 Part of the Mini-Bosses
Scrappy 2 3 Ghoulie, scary man-eater, but I like the cut of his jib 
Havannah 2 2 Shady character, also a magic man, summons up dem spirits.

 

Identities & Licenses

SIN NAME RTG NUYEN   LICENSE TYPE RTG
Barnaby Jones  4     Pistol/Shotgun  4 
           

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Notes

 

Rotten Apple Game Notes

 

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Questionnaire (optional)

  • Describe your character's personality.
    • (())
  • What does your character like?
    • (())
  • What does your character dislike?
    • (())
  • During leisure time, what kind of clothes does your character bring? Equipment? Weapons?
    • (())
  • When meeting Mr. Johnson, what kind of clothes does your character bring? Equipment? Weapons?
    • (())
  • On the run, what kind of clothes does your character bring? Equipment? Weapons?
    • (())
  • Where was your character born, or where did your character grow up? Family? Background?
    • (())
  • Is there any element of Shadowrun history that has had a profound impact on your character?
    • (())
  • Does your character have any close friends? Dreaded enemies?
    • (())
  • How did your character fall into the shadows?
    • (())
  • Does your character have any long-term goals?
    • (())
  • What are your character's personal political or religious convictions, if any? Moral codes, taboos, reservations?
    • (())
  • Describe your character's lifestyle and home.
    • (()) 
  • Describe a few quotes your character might use in various situations. Example situations: when rushing into battle, when a puzzle is figured out, or when the drek's just hit the fan.
    • (()) 
    • (( ))
    • ((Capicolla....maaah....sandwiches...seeeee?)) 

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Comments (4)

Tlasco said

at 6:59 am on Sep 4, 2010

AHA! The whole time we played, I most definitely visioned your character looking exactly like Shelby from Heavy Rain :P

Jimmy Heck said

at 4:34 pm on Sep 13, 2010

Magical Healing Permanency
"The time required to make a spell’s effects permanent is equal to twice the Drain Value in Combat Turns."

Primo said

at 6:24 pm on Nov 26, 2010

herpa derp derp derp derp

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