jonathan wolf
aka john barrymore dixson
Current Name jonathan wolf Street Name jb dix Street Name john phoenix Street Name john wolf Real Name john barrymore dixson |
Vitals Race: Human Height 5'6" Sex: Male Weight: 220 lbs Eyes: grey Hair: bald Age 31 years old, looks and feels older. |
Karma: 112
total karma:2700
karma pool: 135 (35)
Public Karma:1000
Cash for karma:hundreds at a minimum over 2 years just helping people's out for no financial gain. So 1 karma a week. (124)
total karma:2700
karma pool: 135 (35)
Public Karma:1000
Cash for karma:hundreds at a minimum over 2 years just helping people's out for no financial gain. So 1 karma a week. (124)
Body 10(12) Quickness 12 Strength 12 (RC+2) Charisma 6(10) Intelligence 10 Willpower 9 Essence 1.05 Bio. Idex 3.75 Run Mult. 3 Magic 21 (15) Reaction 11(1d6) Initiative 12(3d6) Rigger 13 (2d6) Astral 50(1d6) Decking 17(4d6) |
combat pool:15 Hacking pool: 8 (11) Spell pool:11 Control pool:13 Astral pool: 20 Astral combat: 12 task pool: 0 memory tests: 13 language tests: +3d Knowledge: +1d |
ARMOR
Type Conc Ball Imp
X:Real Leather Jacket - 0 2
X:Armor Jacket 6 5 3
Military Helmet - +2 +3
Heavy Military Armor - 9 8
Cyber:Bone Lace - 1 1
auctioneer
Item Con B/I Weight Avail Cost SI Legal
Suit Jacket 13 1.5/1.0 1.00 5/48h 500 0.75 Legal
Slacks 14 1.0/0.5 1.00 5/48h 350 0.75 Legal
Hi-collar shirt 14 1.5/0.5 0.75 5/48h 300 0.75 Legal
Long Coat 13 2.0/2.0 2.00 5/48h 1,500 0.75 Legal
When the successful tweed-based retro-Houndstooth and Hunt Ball lines died out in the late 2050s, Vashon Island released the groundbreaking Actioneer Line, appealing to the on-the-go powerbrokers of the modern corporate world. With high collars and necklines, no lapels and hidden fasteners instead of buttons, these business outfits have a flat, smooth and sharp no-frills style. Most Actioneer outfits also incorporate tasteful and stylized corporate logos into the texture and coloring.
As with previous lines, integrated Kevlar fibers and custom-shaped carbon-ceramic plates provide adequate protection. The Actioneer long coat designs are specially tailored for bodyguards and feature built-in concealed holsters and ammo clip pockets. The long coat adds 50% to the Concealability of any item beneath it and does not count as a separate item for layering armor.
Type Conc Ball Imp
X:Real Leather Jacket - 0 2
X:Armor Jacket 6 5 3
Military Helmet - +2 +3
Heavy Military Armor - 9 8
Cyber:Bone Lace - 1 1
auctioneer
Item Con B/I Weight Avail Cost SI Legal
Suit Jacket 13 1.5/1.0 1.00 5/48h 500 0.75 Legal
Slacks 14 1.0/0.5 1.00 5/48h 350 0.75 Legal
Hi-collar shirt 14 1.5/0.5 0.75 5/48h 300 0.75 Legal
Long Coat 13 2.0/2.0 2.00 5/48h 1,500 0.75 Legal
When the successful tweed-based retro-Houndstooth and Hunt Ball lines died out in the late 2050s, Vashon Island released the groundbreaking Actioneer Line, appealing to the on-the-go powerbrokers of the modern corporate world. With high collars and necklines, no lapels and hidden fasteners instead of buttons, these business outfits have a flat, smooth and sharp no-frills style. Most Actioneer outfits also incorporate tasteful and stylized corporate logos into the texture and coloring.
As with previous lines, integrated Kevlar fibers and custom-shaped carbon-ceramic plates provide adequate protection. The Actioneer long coat designs are specially tailored for bodyguards and feature built-in concealed holsters and ammo clip pockets. The long coat adds 50% to the Concealability of any item beneath it and does not count as a separate item for layering armor.
ACTIVE
Pistols 12(13) Rifles 10(11) Assault Rifles 6(7) Clubs 5(6) Edged Weapons 10(11) Gunnery 5(6) Heavy Weapons 5(6) Laser Weapons 5(6) Launch Weapons 5(6) Pole Arms:Staffs 5(6) Projectile Weapons 6(7) /Pull Bows 10(11) Shotguns 8(9) Submachine Guns 8(9) Throwing Weapons 8(9) Underwater Combat 6(7) Whips 5(6) Unarmed combat: 6(7) Taekwon-do:10(11) Aikido: 10(11) Athletics 9(10) Stealth 9(10) Diving 3(4) Parachuting 3(4) |
Sorcery 12 Centering 10 Conjuring 10 Enchanting 6 Divination : 4 Etiquette/Street 4/6 Leadership 3 Negotiation 5 Wilderness Survival 6 Biotech 5(6) Computer 10 Demolitions 6(7) Electronics 8 Small Unit Tactics 4 Dancing 5(6) Singing 10 Acting 5 electric guitar 2(3) bass guitar 5(6) mimicry 5 Dowsing: 4 |
Bike 6(7) Car 5(6) Rotor Aircraft 5(6) Fixed-Wing Aircraft 5(6) Suborbital 4(5) Walkers 3(4) Vector Thrust Aircraft 5(6) Equestrian 3(4) Computer B/R 5(6) Electronics B/R 5(6) Pistols B/R 4(5) Rifles B/R 4(5) Shotguns B/R 4(5) Submachine Guns B/R 4(5) Throwing Weapons B/R 3(4) Bike B/R 3(4) Car B/R 3(4) Fixed Wing Aircraft B/R 3(4) Rotor Aircraft B/R 3(4) |
Knowledge
Archeology(KNO) 3(4) Botany(KNO) 4(5) Biology(KNO) 4(5) Chemistry(KNO) 5(6) Cybertech.(KNO) 4(5) Gunsmithing(KNO) 4(5) History(KNO) 4(5) Medicine(KNO) 6(7) Engineering(KNO)5(6) Military Theory(KNO) 4(5) Mythos:Folklore(KNO)4(5) Physics(KNO)5(6) Psychology(KNO) 6(7) Spell Design(KNO)5(6) Ballistics(KNO)4(5) forensics(KNO) 4(5) |
Corporate Proc.(KNO) 4(5) Cyberterminal Design(KNO)5(6) Databases(KNO) 5(6) Data Havens(KNO) 5(6) Magic(KNO)4(5) Conspiracy Theories(KNO)4(5) Gamb.Card Games(KNO) 7(8) Meditation(KNO) 5(6) cyber clinic(KNO) 1(2) security procedures(KNO) 5(6) military procedures(KNO) 4(5) matix procedures(KNO) 4(5) smuggling proc.(KNO)4(5) pirate proc(KNO)4(5) firearms design(KNO) 5(6) metalworking(KNO) 4(5) song writing(KNO) 4(5) fake id creation(KNO) 6(7) vehicle design(KNO) 4(5) astrophysics(KNO) 4(5) |
languages English(LAN) 8(11) English(LAN) (RW) 2(4) Japanese(LAN) 4(7) Japanese(LAN) (RW) 2(4) sign lang(LAN) 4(7) dwarven(LAN) 4(7) orkish(LAN) 4(7) ancient sperithial(LAN)4(7) troll(LAN) 4(7) Arabic(LAN) 4(7) French(LAN) 4(7) German(LAN)4(7) Spanish(LAN) 4(7) Amharic(LAN) 4(7) Sanskrit(LAN) 4(7) |
edges (8)Ambidexterity-8 (2)Quick Healer (2)Focused Concentration (2)Vehicle Empathy (2)Exceptional Attribute(BOD) (2)Exceptional Attribute(QCK) (2)Exceptional Attribute(INT) (2)Exceptional Attribute(STR) |
flaws (-5)Bad Karma (-6)Hunted Lev 3->many corps (-2)Impulsive (-1)Distinctive Style (5’6” olympic weightlifter) |
Cyberware |
Bioware |
D&D(4) Titanium BL E:1.125 sr3.302|Unarmed = (STR+4)M Stun, +2BOD, +1IMP, +1BAL DELTA AND DOC(4) ear CYBER EAR REPLACEMENT, .15 (Holds .5 Essence of ear mods free of Essence cost), BALANCE AUG. .2 (-2 Balance and Knockdown TNs, WIL(4) test to fall), COSMETIC MODIFICATION, DAMPENER .05 (Protect against loud/damaging sound), AMPLIFICATION (Similar to shotgun microphone), HIGH FREQ, LOW FREQ, SOUND FILTER (+5 die to sound Perception, 10x against white noise), SPATIAL RECOG (-2 TNs on sound Perception tests), RECORDER.15 EYE CYBER REPLACEMENT, .1 (Holds .5 Essence of eye mods free of Essence cost) COSMETIC MOD, IMAGE LINK (Display text and images in field of vision), FLARE COMP, ULTRASOUND .2 (hf hearing) , MicROSCOPIC, .05 OPT. MAG(3), LOW LIGHT, THERMAL RETNAL DUPLICATION(5), .05 OPTICAM, .25 math spu (3) .1 (+3 Hacking Pool, Complementary Math Skill (6), stopwatch, alarm clock, chronometer), knowsoft link .05 (Access headwear/ datajack knowsofts) vcr1 data jack .1 data jack.1 vocal modulator, .1 inc. volume, secondary pattern (6), tonal shift, internal voice mask .05 High freq. low freq. commlink (8) .075 (Monitor 16 radio or telephone frequencies), radio (8) .375 (16 programmed frequencies), telephone .25 (Receive faxes, make phone calls), transducer .05 ( turns thoughts into data) , battletac cyberlink .1 (BattleTac receiver unit), internal gps .05 (Same as NavDAT GPS), orientation sys .125 (Mapping unit, display/ use/ record map data) smart link2 .25 inducetion pad .05-2 to TNs for firing a Smartlink-II weapon, +2 Called Shot modifier cem. analyzer, gas spec. with prog(6) .1 (Chemistry Skill of 8), olfactory booster(6) .1 (+6 die smell Perception, +2 die taste Perception) router 10 channel .1 connects all his cyberware groups together PROCEDURAL LIST cyber implant 0 failure 1 Succeeds, with Sensitive (Implant, Transimplant) 2 Succeeds, with Obvious (Implant) 3 Succeeds, with 0 Negative Options 4 Succeeds, with Essence Slot (Implant, +2 Threshold) |
CHEMICAL GLAND .45 Mm.064| anticoagulants ENHANCED ART. BI: .45 mm.066|+1 RCT, 1 addt'l die to Combat, Physical, Technical,& B/R skill tests Platelet Fact BI:.3 mm.068|-1 box for any higher than M wound, anticoagulants needed PAIN EDITOR BI: .6 mm.073|While engaged, +1WIL, -1INT, ignore Stun Damage penalties, +4 TN tactile Perception, does not feel MNEM ENH[3] BI:.2 mm.072|+3 die Memory and Language tests, +1 die Knowledge Skills, -3 Karma cost to learn/improve skills, +3 default to INT for Knowledge Skills SLEEP REG BI: .3 mm.074|Only require 3 hours of sleep, 48 hours of wakefulness before TN modifiers occur TAIL PHARMON [2] BI: .45 mm.070| +4CHA,+4 Die Social Test Synaptic Accelerator Lvl 2 Bi 1 +2d6ini Genetech Phenotypic Alteration major +1 quickness .5 bio index Phenotypic Alteration major +1 strength .5 bio index PROCEDURAL LIST tranimplant 0 failure 1 Succeeds, with Sensitive (Implant, Transimplant) 2 Succeeds, with 1 Surgical Stress (Therapeutic, Transimplant) 3 Succeeds, with 0 Negative Options 4 Succeeds, with Bio Index Slot (Transimplant, +2 Threshold) Lesser Immunity +2 -0D Because bioware tends to throw the body’s physiology out of whack, users become more susceptible to diseases, compounds and toxins. For every 2 points of Bio Index (or part thereof), add 1 to the Power of any disease, drug, toxin or other compound the character is resisting (2) characters with excessive bioware lose 1 die on Resistance Tests for every 2 points (or part thereof) (0) their Bio Index exceeds their Essence Index. Longer Healing Periods +2 -0D The presence of bioware disrupts the body’s capacity to repair itself, dragging out the healing process. Half of the character’s Bio Index (round up) is applied as target number modifiers for any healing tests (2) , including magical healing tests. Excessive bioware lose 1 die on Healing Tests for every 2 points (or part thereof)(0) their Bio Index exceeds their Essence Index. Easier to Die -0 overflow A character with excessive implants must reduce his Physical Overflow by 1 for every point (or portion thereof) his Bio Index exceeds his Essence Index. (0) |
CONTACTS
geezer Street Shaman ork street shaman denver /1
Oconall Freelance Sec. Decker human combat decker, 6'3" tall and fit but smart short blond hair and a southern drawl, icon cartoon cowboy. Denver /1
casper Fixer Elven female tall beautiful, classy, and has a interest in the opera very pale skinned, has contacts internationally lots of them everett /1
gorgan Fixer dwarf gay beardless, always dressed foppish denver / 1
ol'Bones Street doc, old human palliup
equipment
DECK: maxed out deck (MPCP 14)
Reaction 14(20)
Initiative (D6) 1(4)
Hacking Pool 8(11)
MPCP 14 Hardening 7 BOD Rating 9 Evasion Rating 9 Masking Rating 14 Sensor Rating 10
I/O Speed 1200 Response Increase 3 Utilities (MEM) Active Memory:5000
Storage Memory:10000 programs all at rating 10, sleaze at rating 14
Carried Gear Wt
Gel Packs (See Rules) @cc.53 25
Power Focus 5 wolf head madalion
Power Focus Celtic Ring
Shamanic Lodge Mat. 10
Centering Focus Lev 6 native style choker
(5)F10 Expendable health spell foci
WEAPONS
Cougar Blades
Using state-of-the-art molecular binding and edging technology, this double-edged knife is a favorite of mercenaries everywhere. Available in both short- and long-bladed versions, the long blade inflicts greater damage but is harder to conceal. The short-bladed version can give the attacker the advantage of surprise
Cougar Fineblade, Short con 8 reach 0 (12)M .5KG 5/72 h 800=Y= SI3 8-A
Tomahawk
This hand axe has become popular in the Native American Nations, used by many who consider it a symbol of their cultural heritage. The blade of an authentic tomahawk is still chiseled from stone.
Tomahawk con 6 reach +1 (12)M .5KG 4/48 h 200=Y= SI1 5-A bonded weapon foci force 5
Ninja-to
The two-handed “Ninja” sword favored by those with a taste for the romantic and old-fashioned.
Ninja-to con 3 reach 1 (15)M 1KG 4/48 h 1,000=Y= SI 2 5-B force 10 bonded weapon foci.
Ranger-X Bow
The result of computer-aided design and state-of-the-art materials, this compound bow can propel arrows farther and faster than any other bow in its weight class.
Ranger-X Bow con 2 str min 12+ 16M 1.60 kg 5/36 h 1920 =Y= SI 2 5P-D
Bow accessory mount, smart-2
Ranger-X Precision Arrows
Constructed of a lightweight polymer that allows less flex when the arrow leaves the bow.
40 Ranger-X con 2 0.08 kg 4/36 h 18 =Y= Si 1 10P-D
EX-Explosive Ranger-X Precision Arrows
Explosive arrowheads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds and are also available in EX versions
30 EX Explosive con 2 +2 Power 0.8kg 8/14 d 78=Y= SI 2 6P-D
Hammerhead Ranger-X Precision Arrows
These blunt, solid arrowheads are composed of a thick gel that flattens upon impact, spreading the kinetic energy of the attack over a wider area. Specifically designed to stun and knock down the target, these heads function in the same way as firearm gel rounds. Their oddly shaped tips make hammerheads less aerodynamic than regular arrowheads; reduce the range of the firing bow's STR min -1
10 Hammerhead con 2 Stun as Gel Round 0.8kg 5/36 h 28=Y= SI1 10P-D
Throwing Knife
Any of a variety of slim knives or spikes
Throwing Knife con 9 (12)L .25 kg 2/24 h 20=Y= SI 1 8-D
Thrown Knife 0–12 13-24 25-36 37-60
Slingshot
Modern version of the slingshot include a wrist brace that reduces the movement of the arm (the weapon's "recoil") to allow more accurate firing. These can be used to fire small projectiles such as ball bearings or marbles. The slingshot uses the same range as the shuriken. This pesky weapon is favored by snot-nosed brats and adults who are still punks at heart.
Slingshot con 8 strmin 12+ 14L Stun 0.50 kg 2/12 h 80=Y= SI 1 8-D
Ammo 50 pellets
slingshot 0–12 13-36 37-60 61-84
Ruger Super Warhawk
This heavy revolver accepts all standard accessories except a silencer.
Mounts Available: Top
Ruger Super Warhawk con 4 6(cy) SS 10M 2.50kg 3/24h 300=Y= SI 1.0 6P-E
Smartlink-2,
Heavy Pistol 0–5 6–20 21–40 41–60
Savalette Guardian
Inside the chrome-steel finish of this popular heavy pistol is a plethora of extras. The Guardian can fire a single three-round burst by using a Complex Action. Its design provides the equivalent for 1 point of recoil compensation and it comes with a built-in Smartgun system.
Mounts Available: Barrel, Top
Savalette Guardian con 5 12(c) SA/BF 9M 3.25 kg 6/36h 900=Y= SI 2.5 6P-E RC1
Smartlink-2, silencer,
3 clips (APDS) con 8, 3.15 kg
Heavy Pistol 0–5 6–20 21–40 41–60 Barrett Model 121A heavy sniper rifle useful against both armored and unarmored targets, the Model 121 can use only its own special ammunition. Equipped with both an integral barrel-mounted silencer and Smartgun system, this gun is well balanced, silent and deadly. Its heavy caliber gives the Model 121 a +2 recoil on each shot (including the first). This recoil can be partially offset by the weapon's folding bipod, which provides two points of recoil compensation.
Mounts Available: Top
Barret Model 121 (Snip) Folding Bipod(2RC), Silencer, Smartlink, +2 Recoil/Rnd, Use ONLY
+ [28]Barret Model 121 Rnds 1/2 Ballistic & Barrier Ratings 6 2.1X
Sniper Rifle 0-150 151-300 301-700 701-1,000
SPELLS
Name Lev Typ Target Dur Range Drain Notes
Manabolt 9 M W(R) I LOS (DL) sr3.191
Powerbolt 9 P B(R) I LOS +1(DL) sr3.191
Ram-> 6 P OR I LOS +1(DL-2) mits.140
Detect Enemies 5 M DT(R) S T/A (M) sr3.192
Enhance Aim 8 M 6(R) S T/D (M) mits.141
Wreck->building 5 P OR I LOS +1(DL-1) mits.140
Wreck->vehicle 5 P OR I LOS +1(DL-1) mits.140
Powerball 9 P B(R) I LOS(A)+1(DL+1) sr3.191
Analyze Magic 5 M F(R) S T/D (L) mits.140
Catalog 7 P 6 S T/A +1(M) mits.141
Clairaudience 7 M 6(R) S T/D (M) sr3.192
Clairvoyance 7 M 6(R) S T/D (M) sr3.192
Combat Sense 8 M 4 S T (S) sr3.192
Detect Magic 5 M 6(4) S T/A (L) sr3.193
Diagnose 5 M W(R) S T/D -1(L) mits.141
Mindlink 6 M 4(V) S LOS/D (S) sr3.193
Mindprobe 7 M W(R) S T/D (S) sr3.193
Translate 5 M 4(V) S T/D (M) mits.141
Detect Individual 5 M DT(R) S T/A (L) sr3.192
Detect Life 7 M DT(R) S T/A (L) sr3.192
Awaken 3 M 4(V) I T -2(SDL) mits.141
Fast 3 M 4(V) P T -2(M) mits.142
Nutrition 3 P 4(V) P T +1(M) mits.142
Oxygenate 5 P 4(V) S T +2(L) sr3.194
Heal 8 M 10-E(V) P T (DL) sr3.193
Preserve 3 P 4 P T +1(M) mits.142
Antidote (TOX LEV) 7 M TOX(V) P T (TOX DL) sr3.193
Detox 5 M TOX(V) P T -2(TOX DL) sr3.193
Stabilize 5 M 4+MIN V P T +1(M) sr3.194
Increased Cyber Attribute willpower
6 P Att(V) S T +2(M) sr3.194
Increased Cyber Attribute (charisma)
6 P Att(V) S T +2(M) sr3.194
Trid Entertainment 5 P I(V) S LOS(A)+1(L) sr3.195
Invisibility 5 M 4(R) S LOS (M) sr3.195
Improved Invisibility 5 P 4(R) S LOS +1(M) sr3.195
Physical Mask 5 P 4(R) S LOS +1(M) sr3.195
Stealth 7 P 4(R) S LOS +1(M) sr3.196
Silence 8 P 4(R) S LOS(A)+1(S) sr3.196
Trid Phantasm 7 P 4(R) S LOS(A)+1(D) sr3.195
Physical Double Image
5 P 4(R) S T +1(S) mits.143
Alter Memory 5 M W(T) P LOS (D) mits.144
Influence 5 M W(T) P LOS (S) sr3.196
Ball Lightning 8 P 4(RC) I LOS(A)+1(DL+2) sr3.197
Fireball 7 P 4(RC) I LOS(A)+1(DL+2) sr3.197
Lightning Bolt 11 P 4(RC) I LOS +1(DL+1) sr3.197
Catfall 5 P 4 S LOS +1(M) mits.145
Clout 5 P 4(RC) I LOS (DL) sr3.197
Deflect 6 P 4 S LOS +2(M) mits.145
Gecko Crawl 5 P 4 S LOS +2(M) mits.146
Levitate 10 P 4(R) S LOS +2(M) sr3.197
Magic Fingers 5 P 6 S LOS +2(M) sr3.197
Shape Earth 8 P 4 S LOS(A)+2(M) mits.146
Create Food 3 P 4 P LOS +1(S) mits.147
Fashion 5 P 6 P T +1(L) mits.147
Limited Armor 9 P 6 S LOS +2(L) mits.147
Makeover 5 P 6(V) P LOS +1(M) mits.147
Spell Shield 7 M 6 S LOS (M) mits.148
Mage Info
Type: Wolf Shaman
Init:20 Gaesa: 7 Spent: 0 Total= 19
Totem Bonuses/Penalties:
Can use Sorcery, Conjuring, enchanting skills, access the astral plane, and use foci. Plus the benefits and disadvantages of their totem/tradition.
ENV: Forest, prairie or mountains
DESC: Wolf is recognized as a hunter and warrior worldwide. He is fiercely loyal to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one, and that one, he dies. Wolf shamans are loyal to friends and family unto death. They do not show cowardice in battle and their word is their bond.
ADVAN: +2 dice for combat and detection spells, +2 dice for forest spirits
DISADVAN: Wolf shamans can go berserk in combat similar to Bear shamans Berserk:. Whenever shaman takes physical damage in combat, the player makes a Willpower (4) Test. The shaman goes berserk for 3 turns, minus 1 turn per success. Three or more successes avert the berserk rage entirely. A berserk shaman will attack the closest living thing, friend or foe, using the most powerful weapons available (mundane or magical). If the shaman incapacitates a target before the time is up, the berserk fury dissipates.
Initiation lvl 20 463 karma
Initiation 1 : Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:9
Initiation 2 : Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:10
Initiation 3 :Group Initiation(shamans): w/Ord:(Astral Quest) IBenefit: Shed a geas Cost:12
Initiation 4 :Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:13
Initiation 5 :Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:15
Initiation 6 :Group Initiation(shamans): w/Ord:(Meditation) Benefit: MM(Anchoring) Cost:16
Initiation 7 :Group Initiation(shamans): w/Ord:(Meditation) Benefit: Init(Centering) Cost:18
Initiation 8 :Group Initiation(shamans): w/Ord:(Familiar) Benefit: MM(Channeling) Cost:19
Initiation 9 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Cleansing) Cost:21
Initiation 10 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Invoking) Cost:22
Initiation 11 :Group Initiation(shamans): w/Ord:(Way) IBenefit: MM(Masking) Cost:24
Initiation 12:Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Quickening) Cost:25
Initiation 13 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM Shed a geas Cost:27
Initiation 14 :Group Initiation(shamans): w/Ord:(Way) Benefit: Shed a geas Cost:28
Initiation 15:Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Shielding) Cost:30
Initiation 16 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Filtering) Cost:31
Initiation 17 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM( PSYCHOMETRY) Cost:33
Initiation 18 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM( Symbolic Linking ) Cost:34
Initiation 19:Group Initiation(shamans): w/Ord:(Way) Benefit: MM( Severing ) Cost:36
Initiation 20:Group Initiation(shamans): w/Ord:(Way) Benefit: MM( Divination) Cost:37
Gaesa:
Groups: shamans
equipment
Harley-Davidson Electroglide
Type of Vehicle: Choppers
Handling 3/4 Speed 225 Accel 13 Body 2 Armor 2 Signature 1 Autonav 1 Pilot - Sensor 0
Cargo 2cf Load 140 Seating 1m
Features:
Electronics Port w/Radio(Rating 3)
External Fixed Firmpoint(1 CF Ammo Bin)
Turbocharging 3(factored in)
Weapons:
Rigger Adaptation, Datajack Port(Motorcycles), Sensors [3], ECM [3], ECCM [3], ED [3],
ANCHORING
Anchoring allows an initiate to place a “live” spell inside an anchoring focus and set certain conditions, called triggers, by which the spell may be set off. Anchoring is quite useful for creating a range of magical tools, traps and weapons but has a number of drawbacks, including high Karma cost, astral vulnerability and Drain backlash. The technique of anchoring is used to create and use anchoring foci (p. 45). Only an initiate who knows this technique can create an anchoring focus or link a spell to it, though any character (even a mundane) can use an already prepared anchor if they know how to trigger it. For more information on the creation of foci, see Enchanting, p. 39.
Choosing the Spell and Triggers
Before bonding an anchoring focus, the owner first decides what spell to attach to it. This can be any spell the owner is capable of casting, up to a maximum Force equal to the Force of the anchor. Only one spell may be linked to an anchoring focus at a time.
The owner of an anchoring focus can always trigger or turn off an anchored spell as a Simple Action while in physical contact with it. However, the owner must also specify any additional trigger conditions that will trigger or stop the spell. These triggers can be an action or key word from anyone touching the focus. Anyone who touches the anchor and performs the trigger activates the spell (for good or ill). All such triggers require the person to be in physical contact with the anchoring focus. If the owner wants a more specific trigger, or one that will work at a distance, a detection spell can be linked to the anchor along with the other spell. This requires an anchor with a Force at least equal to the total Force of both spells. The detection spell works solely to tell the anchor when to turn the spell on or off; it does not provide information to the owner or the holder of the anchor. It has a standard range (Force x Magic) from the anchor. For example, an initiate could take a Force 6 spell anchor and link a Force 4 Barrier spell to it, along with a Force 2 Detect Bullet spell. The Barrier spell is set to activate whenever the detection spell senses an incoming shot, then deactivate when the danger is no longer present.
Bonding the Anchor
Before using an anchor (either expendable or reusable), the character must bond it like any other focus (p. 190, SR3). The owner specifies the spell and trigger(s) that will be anchored in the focus when it is bonded. Only that spell and trigger(s) may be linked to the anchor; the choices can be changed by rebonding the focus. A bonded anchoring focus contains its owner’s astral signature and an astral link to its owner, like any other focus. See Anchoring Foci (p. 45) for bonding costs.
Linking the Spell
To “charge” the bonded anchoring focus, the owner must link the spell and trigger(s) to the focus. This requires the owner to cast the spell and then make a Linking Test to link it to the focus. This entire process is considered a single Exclusive magical activity; the character may not use Exclusive limited spells during this time, and Sorcery and Spell Pool do not refresh until the entire process is over. Spell Pool, totem modifiers, foci and the Aid Sorcery power of elementals may be used.
Spellcasting: The initiate casts the spell being linked to the focus at this time, per standard spellcasting rules. You do not actually make the test at this time—you merely note the number of dice to be rolled for the Sorcery Test. When the anchor is activated later, that is the number of dice used for the anchor’s “spellcasting.” The Drain Test is also made later. If a detection spell is being used as a trigger, that spell must also be cast at this time. The detection spell is cast immediately after the anchored spell but is considered part of the same spellcasting action, so Sorcery and Spell Pool do not refresh. Again, note the number of dice rolled; use this to determine if the detection spell later detects anything that would trigger the spell. Again, the Drain Test is made later. Linking Test: To link the spell and triggers, the initiate takes a Complex Action and makes a Sorcery Test against a target number equal to the Force of the spell. Only Sorcery and Spell Pool dice that were not used for spellcasting may be used. If the test is successful, the spell is linked to the anchor. If it fails, the caster must immediately try again, using any remaining Spell Pool/Sorcery dice, at +2 to the target number. If he fails again, the spell is not linked and he must immediately resist Drain for the spell, as well as Drain for the Linking Test (described below). A result of all 1s on this test destroys the spell anchor.
Drain: Once the spell is linked, the initiate takes Drain for both the Linking Test and any detection spells used as triggers, using Willpower and any allocated Sorcery or Spell Pool dice. If a detection spell trigger was included, use its Drain Code, but add half the anchor’s Force (round down) to the Drain Power and +2 Drain Levels. If no detection spell trigger was used, the Drain Power is the anchor’s Force divided by 2 (round down), with a Drain Level of (M). Note that the initiate does not take Drain for the anchored spell at this time; instead, he suffers Drain when the anchor is triggered.
Using an Anchoring Focus
Once the spell is linked to the anchor, the anchor is active and can be triggered as described above. The owner of an anchor can “override” any trigger while touching the anchor, turning the spell on and off at will. Other users must use the anchor’s trigger to activate or deactivate the spell. When an anchoring focus is triggered, it “casts” its spell using the number of dice determined when the spell was linked. Consider the anchor to be the “spellcaster” for the purposes of targeting. Unless the anchor has a linked detection spell, it can only target itself or the holder of the anchor. If the anchor has a linked detection spell as a trigger, it can aim its linked spell at any valid target it can detect within range. An activated anchoring focus is present in astral space, so it can target both physical and astral beings (see Spell Targeting, p. 181, SR3). Whenever the anchor is triggered, the owner must make a Drain Test for the spell that is “cast.” This occurs no matter where the initiate is or what he is doing. If the initiate is no longer alive, then the bonding is broken and the focus is useless. If an anchor is deactivated or destroyed before the spell is triggered, the owner must still take Drain.
Effects of Anchored Spells
Anchors are normally used for sustained spells, as are sustaining foci. The spell, once cast, is sustained by the anchor until it is turned off. Instant and permanent spells can be anchored as well, but the spell goes off only when the anchor is triggered. Permanent spells are sustained until they become permanent, then the anchor deactivates and the spell must be re-linked (if it’s a reusable anchor). So an anchored Manaball will be cast once when the anchor is triggered but will not activate again until the spell is re-linked to the anchor. Expendable anchors are triggered once and then burn out. As soon as the anchor is deactivated, it is used up. Expendable anchors are used for one-shot effects, such as alchemical elixirs containing health or manipulation spells, which trigger when they are consumed, or combat or manipulation spells that activate when the anchor is shaken, lit on fire and so on, creating magical “bombs.” Expendable anchors leave behind no connection to their owner except an astral signature (p. 172, SR3). Reusable anchors are more durable items that can be used over and over, such as a ring linked to an Invisibility spell that can be turned on and off, a hood that casts a Mask spell, or a sword with a Flame Aura spell that allows it to burst into flames. Reusable anchors last until destroyed in astral combat or by some other damage. All spells, including sustained spells, linked to reusable anchors must be re-linked after each use.
Anchored Spells and Astral Space
An anchor with a linked spell is considered active, even though the spell itself is not active until triggered. This means the anchor is dual-natured and vulnerable to astral attack. Astral perception can easily detect the anchor’s magical aura and determine the spell(s) linked to it. An active anchor can be attacked in astral combat (the spell itself may not be). If defeated, any instant linked spells are triggered; non-instant spells are lost. If “killed,” it loses its enchantment permanently. A sustained spell cast by an anchor can also be dispelled (see Dispelling, p. 184, SR3). If the anchor is reusable, the dispelled spell must be re-linked before it can be triggered again. The focus itself must be destroyed to permanently disable the spell.
Using Anchoring
Anchoring can be used to create a wide range of different magical items for a variety of uses. The Karma cost, uncertainty of when the caster will suffer Drain and the fact that anchoring foci can be used as a material link for ritual sorcery (see p. 37) generally keep anchored spells fairly rare. Anchored spells offered for purchase are generally very expensive. See Magical Gear, p. 169, for prices on spell anchors. Players and game masters can use the following examples as a basis for creating their own anchors.
Executive Protection: A piece of jewelry (such as a ring or lapel pin) that is a Force 10 anchoring focus, with a Force 5 Bullet Armor spell and Force 5 Detect Bullet spell. The detection spell rolls its dice to detect any bullets moving toward the wearer and triggers the armor if it detects any, dropping the armor spell when the danger is past. The anchor is reusable and costs 30 Karma (Force 10 x 3 for a reusable anchor). Such items are found in the possession of corporate execs, syndicate bosses and other big noises who can afford serious magical protection.
Healing Elixir: A potion (Force 4 expendable anchor) with a Force 4 Treat spell. The spell triggers when the elixir is consumed, rolling its dice to heal the drinker and sustaining itself until the healing becomes permanent. It costs 4 Karma (Force 4 x 1 for an expendable anchor) to create. A ring or other talisman may also be linked with a Heal spell; the item casts the spell at a command from the wearer and sustains it until the effect becomes permanent. The spell must then be re-linked to the item. Such an item costs 12 Karma (Force 4 x 3 for a reusable anchor) to create.
Magic Bomb: A Force 8 expendable anchor with a linked Force 5 spell such as Fireball. The trigger is a Force 3 detection spell such as Detect Orks, Detect Elves, or even Detect Individual for a specific hit. When a valid target comes within range and is detected (using the detection spell’s dice), the spell goes off in a radius centered on the anchor. Such an item costs 8 Karma (Force 8 x 1 for an expendable anchor) to create.
CENTERING
For centuries, magicians studied skills like singing, dancing, playing musical instruments, speaking ancient languages, and so on. Since the Awakening, initiates have discovered the reason behind the practice. The mental and physical discipline of performing such skills helps center them, putting them in harmony with the center of their being, the well from which all magical power springs. Centering can reduce Drain or reduce penalties affecting magical target numbers. It can also focus concentration for greater success with Magical Skills.
Centering Skill
To use the technique of centering, an initiate must use two skills: Centering Skill and another skill that represents the initiate’s method of centering, referred to here as the creative skill. Centering Skill is an Active Magical Skill (p. 85, SR3) that is linked to Willpower. Centering Skill represents a character’s ability to use the creative skill to center. Centering Skill can never be raised higher than the rating of the creative skill. The creative skill can be Active or Knowledge, though it is usually an artistic or intellectual ability. It may even be one the initiate already possesses. Only one skill may be considered the character’s creative skill. The following examples are generally applicable.
Dancing: The character dances as he performs magic. Dancing is more common among shamans, but it is not exclusive to that tradition. When using dancing for centering, an initiate usually chooses a dance style from his or her culture or magical tradition.
Singing: The character sings as she performs magic. Singing can range from chant to nova-hot rock. Magical lore speaks of bards who can make magic with their music, and shamans of many cultures and tribes (like the Navajo or the Finns) are notable singers.
Playing Musical Instruments: The character plays an instrument to center himself. In the past, magicians have used drums, harps, pipes, horns and violins. In the Sixth World, they also use electric guitars, ultra-synths, and even synthlink rigs if they decide to get the cyber. The use of drumming is well known in various shamanic traditions. Asian magicians often favor chimes and bamboo flutes.
Arcane Languages: The character speaks incantations in an ancient language. Mages often use Latin, Greek and Hebrew. There are also purely magical languages, such as Enochian, first documented in the sixteenth century by the Elizabethan mage Dr. John Dee. Many traditions use the ancient language of their originating culture. Magicians in northern Europe chant runes, the alphabet in which the epic eddas of their ancestors are written. Some modern initiates use combinations of different languages or even create their own for performing magic.
Meditation: The character composes his mind in meditation. This may be a form of moving meditation, like Chinese tai chi or martial arts katas, or one performed at rest, such as yoga or Japanese zazen. Some players may want to invent a new creative skill. The Awakening made magicians understand the value of the old ways, but it also set off a wave of experimentation to find new and better ways of performing magic. For purposes of the game, however, creative skills should not be particularly useful in non-magical areas. For example, consider the possibilities of shooting a gun as a Centering Skill. A case could be made for using that or other Combat Skills, based on the Zen like qualities of marksmanship. This would, however, give the character the advantage of being able to attack an opponent while preparing to
cast a devastating spell, and get bonuses for doing it. Generally speaking, the meditative aspects of arts such as Zen archery should be considered a separate Meditation Skill rather than combined with the practical aspects of a Combat Skill. The potential for such crossover between skills is less problematic if an initiate’s creative skill also helps them earn a living, as in the case of a rocker-mage who uses music to center. Shamans traditionally use performance skills such as dancing, singing or playing an instrument. Mages tend to choose more intellectual skills such as chanting or arcane languages. These are, however, stereotypes, and characters should make individual choices based on what they are interested in or comfortable playing. A creative skill can never be chip-based. The initiate must know the skill personally and learn it the old-fashioned way.
Using Centering
An initiate can center when using any Magical Skill except for astral projection. The initiate must be able to perform the creative skill freely. They cannot use dance to center if tied up or unable to walk, for example, or use singing or spoken words if gagged. The Centering Skill is used for any Centering Tests required. Centering requires a Free Action. The character gains only one of the benefits of centering (increased success, resist Drain, or reduce penalties) during any phase. The centering Free Action must be taken in the same phase as the operation the centering is intended to augment. Make a Centering Test before making any other tests to perform magic. Exclusive Actions: Centering can be used for magical actions that are considered Exclusive because the centering helps the character perform that activity. Geasa: Use of an appropriate creative skill can also fulfill a geas. If an initiate has the incantation geas and centers by singing, chanting, or speaking spells in an ancient language, the geas is fulfilled as well.
Centering for Success
When centering to improve the success of a Magical Skill Test, the initiate must use astral perception (p. 171, SR3). This leaves the initiate vulnerable to attack from astral space. The initiate declares the skill use (Sorcery, Conjuring, and so on) in the standard fashion and then declares the use of a Centering Test to enhance it. The target number for the Centering Test is the same as that for the Magical Skill Test. Any modifiers to the Magical Skill Test also apply to the Centering Test. Every 2 successes generated on the Centering Test count as an additional success on the Magical Skill Test. If the Magical Skill Test yields no successes, the initiate cannot use any of the successes generated in the Centering Test.
Talon is throwing a Fireball spell and wants to get some extra bang out of it. His base target number for the spell is 4. He is Lightly wounded (+1) for a total Target Number of 5. He speaks the spell in Latin (Latin 5) as he gathers the ball of fire in his hands. Talon rolls his Centering Skill of 5 for the Centering Test against the Target Number of 5, scoring 3 successes. He then makes his Sorcery Test, generating 4 successes. Two successes from the Centering Test increase the successes on the Spell Success Test to 5 (the extra success has no effect). If Talon blew his Sorcery Test and got no successes, the 3 successes from his Centering Test would not have applied and the spell would have failed.
Centering Against Drain
Centering against Drain allows an initiate to attempt to reduce, in advance, the Drain of using magic. The target number for the Centering Test is the Drain Power of the magic intended. Every 2 successes from this test count as 1 success in the Drain Resistance Test. If the Drain Resistance Test generates no successes, the player cannot apply any successes from the Centering Test.
Man-of-Many-Names uses singing as his creative skill while summoning a Force 8 nature spirit. He has Centering 5, Charisma 8 and Magic 8. The Drain for the summoning is 8M Stun (p. 187, SR3). The player rolls Many-Names’ 5 Centering dice against a Target Number of 8. The player rolls 2 successes, which he may now apply as a single success to resist Drain after the conjuring. He must still make a Drain Resistance Test against the full Drain Code of 8M. If that test does not result in at least 1 success, he loses the successes generated from the Centering Test.
Centering Against Penalties
Centering can also counteract penalties affecting an initiate’s Magical Skill Tests, such as modifiers for partial cover, injury, atmospheric conditions and so on. Use the same target number for the Centering Test as for the Magical Skill Test, adding all applicable modifiers and subtracting the initiate’s grade. Every 2 successes cancel out 1 point of modifiers to the Magical Skill Test target number; centering cannot reduce the base target number. Casting a Manabolt spell at a target with Willpower 5 has a minimum Target Number of 5, for example, no matter how many centering successes the initiate scores. Beaumains, a Grade 4 initiate, is tossing a Powerbolt spell. The target has Body 4 and partial cover (+2), and the lighting is poor (+2). Beaumains also has Light Stun damage from a previous spellcasting (+1). These modifiers add up to a Target Number of 9. While his teammates keep the target pinned down with rifle fire, Beaumains centers himself, wailing out chords on his portable Kashawa Pow-RKey synthesizer (Keyboards 6). Rolling his 5 dice in Centering against a Target Number of 5 (the actual target number of 9, minus his grade), he scores 2 successes. He now makes a Sorcery Test against a Target Number of 8 (9 – 1) to see if he fries the unfortunate goon.
CLEANSING
Cleansing is used to clear away temporary background count (see Background Count, p. 83). For cleansing to be effective, the cause of the background count must first be removed. For example, attempting to cleanse the background count from a poisoned river will have no effect until the waters are cleaned of the physical pollution. Cleansing cannot affect lasting, long term background counts such as those found in sites like the Great Pyramids or Auschwitz. The gamemaster has final say on whether a particular background count can be cleansed. Cleansing background count also erases any other astral traces and signatures associated with the background count. If a character wishes to assense an area for information, it must be done before any cleansing is performed. An initiate may only affect a background count that is less than or equal to their grade. Make a Sorcery Test against a target number of (background count level x 2). The background count is reduced by 1 for every 2 successes. The initiate then must resist (background count level)D Drain using Willpower. Cleansing takes a number of Complex Actions equal to twice the background count level and requires the initiate to use astral perception or projection
MASKING
Masking hides the true nature of an initiate’s aura, presenting a less powerful astral presence to astral observers (see Astral Perception, p. 171, SR3). Initiates using this ability can change their aura to that of a mundane, or at least a non-initiate. Masking can also hide a character’s dual nature so that they look magical but not astrally present. Masking can also hide emotions (hatred, love, jealousy and so forth) that are reflected within an aura so that another mage cannot assense the emotional state of the masking magician. Other initiates may penetrate this disguise. Initiates may also penetrate the masking of creatures able to hide their true auras, such as certain free spirits.
For ease of play, gamemasters may wish to use the following guidelines.
• An initiate’s aura is always masked unless he deliberately shows his “true colors.”
• An initiate must deliberately try to assense a masked aura if studying a crowd. If only two initiates are present, the gamemaster can make a secret roll to see if they “notice” each other.
When an initiate assenses a masked aura, the gamemaster makes a secret Magic Test, with a target number equal to the Magic, Force, or Essence of the target, as appropriate. A number of successes equal to the target’s grade minus the viewer’s grade is needed to succeed. If the target’s grade is less than or equal to the viewer’s, it only requires 1 success to see through the masking. For example, a Grade 2 initiate with Magic 7 is assensing the aura of a Grade 4 initiate with Magic 6. The viewer rolls 7 dice against Target Number 6 and needs 2 successes (target Grade 4 – viewer Grade 2 = 2) to see through the subject’s masking. If the test succeeds, the subject’s true aura is visible and may be assensed normally. The results of success may differ for creatures possessing the power of aura masking (see Powers of Free Spirits, p. 116). If the initial test to penetrate a masking fails, the initiate may try only once more, adding +2 to the target number for additional attempts. If this test also fails, the initiate simply cannot pierce the masking. There is no discernible difference between a masked aura and the real thing, unless the Masking Test is successful.
Masking an Astral Form
Masking may be used by dual-natured characters to make their astral forms appear as mere auras. In this way, an astrally perceiving, dual-natured character who is masking himself will not appear to be astrally perceiving at all, except to those who can pierce the masking. The masking character’s astral form is still present, just camouflaged, so it will interact with other astral forms (barriers, projecting magicians and so on) normally. Characters who are astrally projecting can mask their astral forms to appear as mere auras, but any astrally perceiving or projecting character who gives the aura more than a quick look will see through the effect because there is no visible physical body to match the aura.
Deliberate Masking
The standard rules for masking assume no special effort on the part of the initiate. If the character makes a deliberate attempt to mask his aura, roll a number of dice equal to twice the character’s grade against a target number equal to his Magic. Every 2 successes counter 1 success a viewer may generate to penetrate the mask. If, for example, the masking initiate rolls 4 successes, a viewing initiate must roll at least 3 successes to penetrate the mask. Deliberate masking is an Exclusive Simple Action, which means an initiate cannot perform any other magical activities while maintaining it. An initiate can drop deliberate masking at any time as a Free Action.
Masking Foci and Spells
The masking described above covers the initiate and a number of Force Points of foci and/or sustained or quickened spells on the initiate’s person equal to his grade. For example, a Grade 4 initiate can mask up to 4 points of foci or spells without any extra effort. Beyond that, however, the presence of foci or spells can be seen on the astral plane. To hide additional foci and spells, the character must make a deliberate masking attempt, as described in Deliberate Masking. The target number equals the total Force in foci and spells. If the test is successful, the character’s foci and spells are masked along with his aura, and the successes from the test offset a viewer’s ability to penetrate the mask.
QUICKENING
Quickening can make any sustained spell permanent without need for a sustaining focus. The spell continues operating without any attention from the caster until it is dispelled (p. 184, SR3). To quicken a spell, the character must cast the spell and then sustain it for a period of time and pay Karma. In addition, they must use astral perception to keep the spell “in view” while sustaining it. Feeding Karma into the spell to make it permanent requires close astral observation. The character casts the sustained spell in the standard way and makes a Drain Resistance Test. Centering may be used to offset the Drain.
To determine the base time for quickening a spell, use the Permanent Spell Base Time Table on p. 178, SR3. Make a Sorcery Test to reduce the time, adding dice equal to the initiate’s grade. The target number is the total number of dice used to cast the spell. This includes dice from the Spell Pool, totem advantages, elemental aid, foci, or any other bonus. Divide the base time by the number of successes and round down. The minimum time is 1 Combat Turn. If there are no successes, the initiate must sustain the spell for double the base time. A result of all 1s ends the spell.
Quickening is considered an Exclusive activity, so no other magical actions may be taken while performing this technique. This means that Exclusive-limited spells may not be quickened. At the end of the last turn required, the initiate pays Karma equal to the spell’s Force. The spell is now quickened and self-sustaining. The character may pay additional Karma (up to twice the spell’s actual Force) to make the spell more difficult to dispel. The spell’s Force for purposes of dispelling is equal to the total Karma spent to quicken it. After spending the Karma, make a second Drain Resistance Test against the spell’s Drain Code. Successes from a Centering Test against Drain made when first casting the spell may instead be applied to this Drain Resistance Test. The character may not make a new Centering Test at this time. The character may end the attempt to quicken a spell if the time requirement seems too long but must make the second Drain Resistance Test regardless.
SHIELDING
Shielding is an initiated version of spell defense (p. 183, SR3). Whereas spell defense allows a magician to counter an incoming spell, shielding provides a magical layer of spell protection over subjects the initiate wishes to protect. This protection extends to the initiate’s line of sight. An initiate can shield a total number of subjects equal to his or her grade. Initiates can use shielding and spell defense simultaneously, but the dice must be allocated separately, and only one technique can be used to protect a person at a time. The initiate allocates Sorcery and Spell Pool dice to shielding. Each protected subject gains that many additional dice for all Spell Resistance Tests made until the initiate’s next Action, when the dice may be re-allocated, if desired. This works against all spells, including elemental manipulation spells. Additionally, the shielding increases the target number of any spell against that subject by +1 per die allocated, up to a maximum equal to the initiate’s grade. Initiates can “stack” their shielding to give extra protection to an individual or group.
INVOKING
Invoking allows initiates to summon particularly powerful spirits known as great form spirits (p. 106). Only initiates able to conjure spirits can use this technique, and some spirits (such as watchers, allies and ancestor spirits) have no great form.
The initiate must declare his intention to summon a great form spirit before making the initial Conjuring Test. The initiate must also state what great form bonuses (see p. 107) will apply to the spirit before making the test.
The summoning of the spirit takes place as normal. Once the spirit appears, the initiate makes an additional Conjuring Test and an additional Drain Resistance Test. These additional tests require no actions on the part of the summoner because they take place instantly as part of the summoning. The additional Conjuring Test is made against the spirit’s Force x 2, minus the initiate’s grade. If it is successful, the spirit grows into its great form. If it fails, the spirit becomes uncontrolled (but remains in its normal form).
The second Drain Resistance Test is made as if the spirit were of a Force equal to (Force x 2) minus the initiate’s grade. The spirit’s normal Force determines whether the Drain is physical (see p. 187, SR3). Any successes scored on a Centering Test to summon the spirit also apply to this test; the character
may not make a new Centering Test at this time. If the Drain kills or knocks out the summoner, the great form spirit becomes uncontrolled.
Channeling
This technique allows an initiate to channel the powers of a bound spirit through his body, effectively gaining the spirit’s powers for a time. It is a difficult and exhausting technique, but grants the initiate considerable power while it lasts. Using channeling requires an Exclusive Complex Action. The initiate must have a spirit that owes him services present in astral space and have it come into contact with his aura. The initiate makes a Conjuring Test with a target number equal to the spirit’s Force x 2, minus the initiate’s Grade. If successful, the magician channels the spirit for 10 minutes times the number of successes on the Conjuring Test. If the test fails, nothing happens. On a roll of all Is, the spirit immediately goes free, either departing to the metaplanes or becoming a free spirit (p. 113. MRS). When an initiate channels a spirit, the spirit’s astral form is drawn into the initiate’s body, vanishing within his own astral body. The initiate’s Physical attributes are increased by an amount equal to the spirit’s Force, and the initiate can use any of the spirit’s powers as if he were the spirit, at the spirit’s Force rating. Using the spirit’s powers does not cost any additional services (but see below). The only spirit powers not available to the initiate are Engulf and Materialization. If the initiate channels a great form spirit (p. 107, M/75) he gains Immunity (Normal Weapons) at the spirit’s Force in addition to its other powers. The initiate also gains the spirit’s vulnerabilities (if any). For example, an initiate channeling a fire elemental is vulnerable to water attacks. The channeled spirit may not be attacked in astral combat, nor may another magician contest control of it. It may be banished, but the channeling magician adds his Charisma dice to the spirit’s Force Tests against banishing. Unlike Possession (p. 99, MITS) the initiate remains in full control of his body while channeling—it is the mind of the spirit that is suppressed. The initiate can also use all of his normal abilities. The initiate must remain embodied to maintain the channeling; if the initiate astrally projects the channeling ends immediately, with the usual effects (see below). Damage affects only the initiate; if he is rendered unconscious the channeling ends immediately. Once the time of the channeling is up, or the initiate voluntarily chooses to end it, the spirit departs back to the metaplanes, its service to the initiate concluded (regardless of how many services the initiate had left when he channeled it). The initiate must immediately resist Drain of (Spirit’s Force)D Stun with Charisma. If the spirit’s Force exceeds the initiate’s Magic rating, the Drain is Physical damage. Channeling is common among shamans, notably Voodoo houngans and Aborigine koradji, but mages and wujen know the technique as well.
Filtering Metamagic
Filtering is a metamagical technique that can be learned by an initiate that knows cleansing metamagic (p. 74, MITS). Cleansing metamagic can clear up temporary background count and allow a character to cast spells without that penalty, but as yet there is no way to clear up a permanent background count (pp. 83-86, MfTS). This is where the filtering metamagic technique can help instead: filtering does not cleanse, but constructs a temporary “matrix" that allows the initiate to access “clean" mana despite mana static and warping. Much like panning for gold, filtering can sort through the dross that is the background count and get to the useful mana, reducing or negating all the penalties imposed. This metamagical technique can be used for both temporary and permanent background counts, and can even apply towards aspected power sites and mana warps (pp. 84-86, MfTS).
To use the filtering metamagic, an initiate must attune herself to the area and create a “filter" for her magic; the initiate takes an exclusive Complex Action and makes a Magic Test against a target number equal to the background count. Every 2 successes temporarily reduce the effective background count against the initiate by 1. This will remain in effect for a number of Combat Turns equaling initiate grade x (10 - background count), after which the filter becomes “dogged" and the initiate must filter again in order to continue to benefit.
Note that filtering only temporarily reduces the effects of ihe background count for the initiate using these techniques; the background count remains at the same level, along with penalties. for everyone else in that area.
PSYCHOMETRY
Psychometry is the ancient art of sensing the history of objects and of the people associated with them. It is similar to divination in that both seek to discover information using objects, but differs in its focus. While divination is concerned with the future, psychometry deals with the past. The word “psychometry" means “soul measuring." In its simplest form, it merely involves handling an object and opening the mind to the psychic and emotional energies associated with the object. Prior to the Awakening, psychometry was most often practiced by psychics and mediums and sometimes provided useful insights. Even bastions of skepticism such as big-city police departments occasionally employed practitioners to aid them (unofficially, of course) in some of their cases, particularly those involving missing persons or high-profile unsolved murders. After the return of magic changed everything, a technique that many regarded as a mere parlor trick took its legitimate place as a valuable tool. Psychometry has proven useful not just for law enforcement or for its original “fortune-telling" applications, but also for the study of history, psychology, archaeology and many other disciplines.
Magical theorists differ on the origin of psychometry's power; some claim that the visions come from spirits who then pass them on to the initiate, while others believe that they are a result of the energies that surround everything in the world—energies that, similar to magical background counts, become more powerful in the presence of strong emotions. This property in particular makes psychometry useful in criminal investigations, particularly in the area of violent crime.
Psychic Impressions
Psychometry is not an exact art; the way in which it manifests depends on the particular practitioner’s sensitivity, magical tradition and beliefs, and can even vary depending on the nature of the individual session. Common ways in which psychometric visions might manifest include:
• Emotional: The magician might feel emotions similar to those felt by people connected to the psychic impression.
• Sensory: The magician might get vivid visual, auditory, olfactory, tactile and/or taste-related sensations based on the impression.
• Somatic: The magician’s body might react to the energies. For example, if the subject of an impression experienced an illness, the magician might manifest symptoms of the same illness. Irregular heartbeat and increased body temperature can also occur.
Regardless of their manifestation, the “visions" a practitioner of psychometry receives from an object are rarely straightforward. She might see a rapid series of disconnected events, suffer a quick flash of pain or nausea, feel a sudden overwhelming sadness or receive a brief impression of an odor or a taste. Standard procedure calls for the magician to record the session in some way if possible, either using an electronic device or employing another person to write down the impressions before they are lost. Psychometry can be a physically and emotionally harrowing experience.
Backlash
Sometimes, the “visions” manifested during psychometry can bring about violent reactions such as fainting, severe headache, nausea, exhaustion or emotional distress. This is especially true if the magician is highly sensitive to psychic energies or if the object was connected with a particularly intense physical or emotional event. Rare cases have been recorded where magicians suffered “psychic wounds." similar to those inflicted on an astrally projecting magician’s physical body when his astral form is wounded. It is occasionally possible that a magician will be unable even to hold an object associated with a violent past—any attempt to touch the object causes physical and emotional discomfort that persists until contact is broken. It is still possible to read such objects, but the discomfort adds significantly to the difficulty. In such cases the decision regarding whether to proceed is left to the magician—if another psychometrist is available, the magician is urged to call him or her in for consultation.
Countering Psychometry
Be aware in the course of your investigations that psychometry is not a perfect tool—as with most magical techniques, there are ways to counter it. Initiated magidans can use cleansing metamagic to remove traces from objects, making them useless to a psychometric examination. Even techniques for erasing astral signatures can make psychometry on those objects more difficult or impossible. In cases where you expect to find psychometric impressions and none are forthcoming, consider examining other objects in the area. As any forensics specialist is aware, it is very difficult to eliminate all evidence from a crime scene.
PSYCHOMETRY TABLE
Psychometry Target Number
Time Since impressions Formed: Base Target Number
Less than 1 day 6
Less than 1 month 8
Less than 1 year 10
1 year or more 12
10 years or more 14
Each additional 10 years +2
Target Number Modifiers:Modifiers
Subject Is a place +1
Subject is a metal object (ring, watch, pendant, etc.) +1
Subject is a bonded focus -(Force rating)*
Subject has a strong connection to others depicted in the impression (wedding ring, beloved toy. etc.) -2
Initiate has a strong connection to others depicted in the impression (friend, relative, childhood home, etc.) -2
Impression of violence or strong emotions -2
Impression of violent death -3
Chaotic or noisy surroundings (difficult to concentrate) +1
Subject carries more than one significant impression + 1 for each
Astra) signature^) relating to impression has been erased +1
Cleansing metamagic has been used to remove impressions +6
Each subsequent attempt after the first to read the same object +2
* Modifier only applies to impressions related to the person whom the focus is bonded to.
Stacked foci give only the highest rating as a bonus to Psychometry
Successes
0 No information received
1 Brief flashes of insight, disjointed impressions, very superficial results
2 longer sequences and deeper insights, though visions are still disjointed
3 Greater detail, multiple sensory types, dearer vision, more coherence
4+ Lengthy sequences, multiple senses, coherent visions, significant information
Symbolic Linking Metamagic
An initiate who learns this metamagic has the option of using symbolic links rather them material links when it comes to the Linking Test (p. 36-37, MfTS) for ritual sorcery. Only initiates capable of wielding Sorcery can learn this metamagic technique. When the location of the target cannot be seen, either physically or with astral perception, and there are no material links available for use, a symbolic representation of the target or an item handled by the target can be used instead. The more closely the object is tied to the target, the better it will work. Symbolic links are not quite as effective as material links, how- ever, and so even a beloved childhood toy will not work as well as having a lock of the target s hair. Consult the Symbolic Links Table (p. 47) for the appropriate modifier to use in conjunction with the Linking Test Table (p. 37. M/75;.
Symbolic Links Table Key
Favored Objects denote items—clothing, jewelry, toys, mementos—which the target frequently wears or carries on his person and have significant emotional value to him. A dead lover s locket, a scrap of a childhood security blanket tucked into a pocket and similar objects fit into this category.
Often-Handled Objects include frequently worn clothing (a lucky shirt, a daily-worn company uniform), a familiar weapon (a trusty Predator, a katana used since training days), a favorite pen and other such objects. These items tend not to have as deep an emotional attachment to the target as a Favored Object, but are used often and have been in his or her possession for some time.
Recently Handled Objects have the least amount of attachment to a target. A coffee cup used at breakfast, a telephone receiver, an office toy or a fast-food wrapper—items which have been in the target's possession for a minimum of five minutes—all fit under this category. These objects have limited effectiveness, however; they can only be used for a number of minutes equal to twice the target s Essence. If the ritual begins before this amount of time runs out, the link remains effective for the duration of the ritual, after which the link is gone. If the ritual is interrupted, the link is similarly lost. Also, the object in question may not be a Favored or Often-Handled Object for someone other than the target; not only will the Linking Test fail for the intended target, but the gamemaster may decide that the ritual group inadvertently succeeds in targeting someone else!
Symbolic Representations are drawings, sculptures, dolls and other media that resemble the target. The character creating the representation must make a Success Test with an appropriate skill (Sketching, Painting, etc.) against a target number of 4 using the modifiers from the Representation Modifiers Table. The character must achieve at least 3 successes for the symbolic representation to be adequate as a symbolic link. If the character achieved only 2 successes, apply a +2 Linking Test modifier; if the character achieved I success, apply a +4 modifier; if 0 successes were achieved, the representation is unusable (which the character will not know until the Linking Test fails). It is not necessary for the magician using the representation in ritual magic to be the representation s creator, although a +2 modifier is applied to the Linking Test in such a case.
REPRESENTATION MODIFIERS TABLE
Condition Modifier
Creator is familiar with the target +0
Creator has met the target +2
Creator has only seen the target +4
Creator last saw target more than 1 month ago +6
Creator has assensed the target -2
Target is in view during the creator's efforts -1
Symbolic Link Foci
To make a more potent representation, such as the voodoo dolls used by some houngans, a character may enchant the representation into a symbolic link focus. To do this, the character must craft the representation as above and then use Enchanting (Artifidng) skill to create a focus from it (see Artifidng, p. 42, M/75). The focus formula for a symbolic link focus has a base time of 10 days. The Enchanting target number for symbolic link foci is 4, and the representation counts as handmade telesma (-1 Enchanting Test modifier). The Force of a symbolic link focus is used as modifier to the Linking Test. No symbolic link can ever have a Force higher than 6, nor can the Force exceed the number of successes achieved on the artistic Skill Test to create the symbolic representation.
Severing Metamaglc
Severing is a form of metamagic that can be learned by any initiate capable of astral perception. Despite his best intentions, a character can become the target of ritual sorcery or ritual tracking. Usually, the best way to defend against attacks from such is to hide in a warded area or under another type of astral barrier; this can, however, severely hamper a character's mobility while the threat exists. The severing metamagical technique is an active defense against ritual sorcery, allowing an initiate to break the connection between him and the ritual team. Severing can only be used after the ritual team has successfully completed the Targeting and begun the Sending stage. The initiate can only sever the link if he knows it exists (in other words, he noticed the Sending, or someone else has alerted him). Severing metamagic only works in cases where a ritual link rather them a spotter is used. When the ritual link is established, the gamemaster must keep track of how many successes the ritual team achieves on the Linking Test. The initiate attempting to sever the ritual link makes a Severing Test, rolling his Magic rating versus the ritual leader's Magic rating +1 for every additional magician participating in the ritual sorcery. If the severing initiate does not know the specific nature of the material or symbolic link used against him, he suffers an additional +2 modifier. If the severing initiate rolls more successes on the Severing Test than the ritual team achieved on the Linking Test, the ritual link is broken. The ritual ends immediately and the ritual team must make an immediate Drain Resistance Test. The material or symbolic link they were using cannot be used for the same purpose until another (severing initiate grade) hours have passed. If the severing initiate rolls equal or less successes on the Severing Test, the ritual continues unhindered.
Severing takes time equal to (10 - initiate grade) x 10 minutes. with every grade level including and above 10 reducing the time by 1 minute further. The amount of time may not be reduced to less than 1 minute. Thus a Grade 3 initiate would need to spend 70 minutes to successfully sever the link between himself and a ritual link, while a grade 11 initiate would need only 8 minutes. If the initiate does not spend the full amount of time, the link is not severed. Also, should the sending (or the tracking) complete before the initiate is able to complete the severing. the sending wins through.
An initiate can also use severing metamagic to break ritual finks established on objects and people other than himself, though he suffers a +2 target number modifier to the Severing Test. The severing initiate must be able to astrally perceive the target during the foil time it takes to sever the link. If the initiate stops perceiving astrally during the time it takes to sever the target from the ritual link, the severing fails.
It is important to note that when severing a ritual link that was established by using a focus as the material link, the bond to the focus itself is not broken. Rather, the ability to use the focus as a ritual link is temporarily negated for (severing initiate grade) hours—and the focus is also temporarily useless to the bonder for the same amount of time. If the ritual team chooses, they may try to use it as a ritual link again in another ritual after that time has passed; the focus is not consumed or “used up." Characters will not have to re-bond with fod in this circumstance. This metamagic can be used versus a ritual link more than once, and more than one person can attempt the severing also. In both cases, however, each Severing Test is treated separately; the successes are not cumulative. Count only the highest number of successes.
Ritual Magic In Reverse
Magicians are familiar with the concept of using a material fink to target someone with ritual sorcery, but in reality the mystic link between the material link and whatever it came from can be exploited from both directions. There are many ways in which initiated and non-initiated magicians can put this to use. Ritual magic in reverse is an expansion upon existing rules for ritual magic. Using a person (even himself) as a material link in ritual sorcery, a magician can attempt to create a ritual link to any tissue samples, locks of hair or other “parts” of that person (anything that could be used as a material link against that person, in other words). Likewise, a magician can use a whole object as a material link to any components that were once an integral part of that object. A magician can also use this same process to conduct ritual tracking “in reverse.” Only components that are still viable as material links can be targeted with this reverse ritual magic. It is more difficult to mystically track down a component of a larger thing than the reverse, so the magician or ritual team suffers a +2 target number modifier to the Linking Test. Additionally, the specific material link item that is being targeted must be known to the magician/ritual team; it is impossible to target a potential material link item without knowing what it is. An initiate who knows symbolic linking metamagic can perform reverse ritual magic against symbolic links, though the same +2 Linking Test modifier applies as do the modifiers from the Symbolic Links Table (p. 47).
SEVERING TEST MODIFIERS TABLE
Condition
Per magician in the ritual group other than the ritual leader +1
Initiate does not know the nature of the ritual link +2
Initiate is severing for someone or something other than self +2
DIVINING
Divining allows an initiate to gain insight into future events concerning a specific subject. To do so, the initiate must assense the subject of the divination or possess some kind of magical link to the subject, which may be anything suitable as a material link for ritual sorcery (p. 34). The initiate must also have two skills: Divining Skill and another skill that represents the character’s method of divination, referred to here as the prediction skill. Divining Skill (see p. 30) is an Active Magical Skill linked to Willpower. It represents the character’s ability to use the prediction skill to foretell the future. Divining Skill can never have a rating higher than the prediction skill.
The prediction skill can be Active or Knowledge, though it typically is an intellectual ability and may be a skill the character already possesses. Only one skill may be considered the character’s prediction skill. A few of the more popular prediction skills are listed here.
Astrology: The diviner reads information from the positions of the stars and their influence on people determined at the time of their birth. The diviner must know the birth date of the subject and have access to the necessary charts and formulas to use this skill properly.
Dowsing: The diviner uses a pendulum or similar instrument over a map or symbolic representation of the subject. The movement of the pendulum provides information, generally in the form of simple yes/no answers.
Omens: The diviner gains information from natural phenomena like the flight of birds, the movement of light on water, the growth patterns of plants and similar things. This skill generally only works in an outdoor or wilderness setting, though some applications of it can work within a city.
Dreaming: The diviner must sleep or go into a trance and dreams or sees visions about the subject of the divination. Information is often couched in dream symbolism and metaphor.
Sortilage: The diviner uses some system of randomly drawn symbols to gain information, such as the Norse Futhark runes, the Chinese I Ching, Tarot cards, or similar tools (each is considered a separate skill). The combination of the different symbols provides clues about the subject of the Divination.
The Divination Test
Once the initiate has a link to the subject of the divination, he asks a question about a future event and makes a Divination Test. The gamemaster rolls dice equal to the initiate’s Divining Skill against a target number based on the complexity of the question asked, as shown on the Divination Table. Divination is only useful in answering questions about events. The number of successes indicates how useful the answer is, to be adjusted at the gamemaster’s discretion. No successes means the answer isn’t useful. A roll of all 1s results in completely misleading information. One or two successes result in a cryptic answer containing an underlying truth. With three or four successes, the answer is mildly helpful. Five or more successes achieve approximately the level of detail the diviner wanted. Regardless of the number of successes achieved, however, the gamemaster should make the answer as specific or vague as suits the story, allowing the player characters to extrapolate what they think the answer might mean. An initiate can perform a number of Divination Tests per week equal to his grade. Further Divination Tests on the same subject increase their target number by +2 per attempt until the gamemaster judges that something significant about the subject or the situation has changed. Divination can be used by gamemasters to provide cryptic clues about plots in the game. The gamemaster can enhance the flavor of this power by having characters with divination experience “visions” and “omens” at unexpected, and perhaps inappropriate, times. Gamemasters should try to keep divining from becoming a “quick fix” solution for the players by providing them with occasional misleading or contradictory information.
2054
I am John Barrymore Dixson and this is my story born october 20 2031
I Classify myself as a professional killer. Killing is easy for me I am a loner I do not like to work with others because If they make a mistake we all pay for it. If I am alone only I have to pay for my mistakes.
One thing I will not stand for is the killing of children especially young girls. I have been know to become vidotent with any who have.
I despise being made fun of or being degraded in any possible
One of the reasons that I enjoy shadow running is the fact that I get to travel which is something I love to do.
I Like to listen to music especially old offspring tapes.
I was the son of a small shareholder of ares macrotech. my father and mother where killed when I was 19, I then sold off everything my father owned using the money to install cyberware and bioware then started to take revenge, against the people that killed my father and killed and raped my mother, they done this in an attempt to make my father to sell his shares to their boss I was forced at gunpoint to watch my fathers torture and murder well my mother was raped then murdered in the next room. I have | since that time killed 8 of the 10 people responsible for their murders. I have not as of yet found the other 2 people involved nor have I found the person who payed them, when I do nothing will stop me from killing them.
I do not like killing but it is one of the few things that I am good at. I was a smart child but there was nothing that I excelled at, my father often said that I was good for nothing after I joined the military academy I found that I was a natural born sniper. I don't like to kill but we each to what we are good at. I have been working as a freelance assassin for that!
I came to the attention of a corporate man when I shot By way through 8 of his heavily armed guards to kill his bodyguard. I told him that it was a personal grudge, and that his bodyguard was one of the people that killed my parents. his name was danian sharx he told that backup security to let me o as I dropped a sharp shooter Metal on his chest then walked Away
I have a tendency to do things for people that may kill me but it is just one of the ways that I can clear my conscience
I feel that women can do anything a man can but that the shouldn't I think that we man should look like women not butch and masculine, I also have a tendency to be overprotective of the wesan I am with if they need it or not.
I am short of build but very quick and Strong was born in belview I had very few friends when growing up
Mother was 25 when I was born she was 44 when she died her name was sara dixson. My father was 30 when I was born he was 49 when he died his name was matthew dixson.
I would like someday have kids but only after I have had y revenge and have enough money to give them a comfortable lifestyle.
I attended southern belleview high school then moved on to the university of berkley when I took one year of the military specialist course. I have never worked at anything other than shadow running though in the future I would like to buy some corporate shares.
I have never taken an interest in politics or religion I believe both become corrupted with time.
2056 I have over the last several months done quite a few runs with shade who promote a non lethal Strategy. I have decided that she is correct and that I should stop being an angry young man and start acting like I have been trained a professional.
I will still kill but I do it only as a last resort.
I realize that I have become as evil as those that killed my parents and that I have wasted the last seven years on revenge after I make some big money I think I shall retire and open up a bar where shadow runners can go and feel at least a little more secure than they usually do.
almost a year ago I was arrested after a big time run went bad shade, bones, Jimny & eclips broke me out of jail. thanks to for me. shade ny record has been erased and the cops are not looking
shade at the time had gone a little off the deep end and had started kill. this shook me up badly but things have Since turned out ok
2057 I have stopped using non-lethal tactics, but I am not so quick to k111 as I once was I have also been getting fed up with the type of work that I have been doing, because it usually places me in a situation where I have to kill some poor innocent Guard
I have no mercy for what I had once been a indiscriminate killing machine I feel it is now my responsibility to stop these people from killing innocents. from this point on when I fire I shall try to make it a cleansing fire that destroys evil and allows good to rebuild the only type ol language the thues that quite well! and killers understand is that of violence and I can speak
teammates have for the last couple month us benevenced to been volunteering My spare time teaching martial art to the street Kids at the martial arts school for underprivileged kids, owned and Run by Damien Shark who also teaches there he was the one Who got me to joinin in helping. I have recently asked Jade and Jimmy if you would be interested in helping some of the kids in finding jobs and getting the grades in school. I myself and tutoring several different kids. The main dojo is in Redmond because it is the most central area in Seattle. I have in my spare time been doing free PI work. Like trying to find missing people using the matrix. I do this mainly for people who cannot afford to hire a true PI. I have in the last several months discovered the wonder of the matrix in that time I have become quite a good decker. I have had custom deck made for me at cost by a couple of friends at shark security. In the matrix I am known as Col. John Phoenix I am as we speak recovering from having more cyberware installed and as soon as I recover I should also be a rigger not a great one what a rigger nonetheless so I will be a street Sam Decker rigger there so much I have to learn to become as proficient at each of these as I like. But that takes time, while the later chummers.
Col. John Phoenix
J. B. dix
John Denver
John Barrymore Dixon
January 2058
I stand 5'6" and a very muscular. I am now 26 over the last year many things have happened. Shade and Jimmy have both been helping me with the kids at the dojo. I am now an accomplished actor. But I seem to be losing my enjoyment of decking it used to be an escape but even here life and the real world intrudes. On a run I had I had a very close call and have it not been for shade me and voo. What has been dead I won't get into any details but being blown out into space has seriously affected one thing I have to say is very beautiful out there floating amongst the stars. I've also been on several astral runs. Which seriously messes with your head. Me and shade have accomplished one bequeath in the dunkilzan's will. We are now co-owners of the galamis Castle. I started living the life of John Denver VIP of special security at shark security since that time I've become 1% owner in shark security. This was accomplished by shade, Cindy, Foxfire, and myself by saving Damien's daughter this all preceded the small court war between shark and Aztec. Which currently seems.. Over the last little while me and shade have become quite close. You are living together a galamis being who I am I wanted love companionship and shade seems so lonely that I read more into it than I should before I realized I was in love with. And then everything went to hell in a handbasket
2058 January page 2
It really started or at least I noticed it. When on a run I destroyed a battleship with all hands on board lost over 3000 it because of me it was not intentional it was a misjudgment on my half. She informed me that my hands were too bloody for her liking she also told me that I feel like her brother no one knows how much that hurts. She is right my hands are too bloody. I do not intentionally kill I am just placed in situations where I must.
Shade has as of late been finding companionship in the form of lofwier. Have dated several times. I cannot compete with someone like him. In the last few months I found myself withdrawing from shaped. I've been hardening my heart to her she just hurts me too often the Christmas gift of the murderers Who's Who with me pasted in and circled in the back hurt to no end.
I am losing my respect for human life. After all I should be dead nothing looks over us watches over us or protects us. If they are to die it might as well be me instead of some drunk bus driver who just in the running them over. All better off dead as a mind.
Whoever I am supposed to be
2058 March once again I have made a mistake I pair dropped in the shark security headquarters unannounced and got my ass blown off. Causing the death of 30 people and put both Jimmy and shade at risk of death and then one without their knowledge to the eye of the needle to help them were once again I proved ineffective. I once again upgraded my cyberware. I've discovered the wonderful world of undersea life everything is so simple me and kzinty. Having undersea base that we can get away from it all at.
April 3
I have finally gotten close to Shade again. As a friend after the last three months of staying as far away from each other as possible. In March I went under the knife again. I have added Aqua equipment implanted. Shortly after my disastrous parachute landing at shark security,saeder krupp, and Aries macrotechnology. After the dust settled I did very little work and instead I started planning my bar I have found a location it is in Fort Lewis me and Jimmy evicted the previous tenants sepoula ring. I expect future problems from the. The name of the Bartleby the haven I was then dragged on an astral quest. As near as I can figure it was the old West where I was forced to reconcile my differences with shade. After I returned I called the others and we decided to go on vacation in Tahiti. Where we are renting a condo and where I bought a Jeep TJ rent I might buy a condo and keep this is my retirement home.
April 4-10 we through party, a large part with Kyle Morgan, parnorweir and the entire Boulder shoulder clan. She, Jimmy, bones, and myself played for the enjoyment of the crowd we did quite well.
She decided to let loose and drink around midnight she decided to take a swim out to the reef as she was drunk I decided to tag along we sat on the reef and talked. Shade Being drunk as was I we started necking. Realizing that what we were doing might be a mistake we decided to cool off when we got back to shore after our cool off swim. We decided to have another drink and then she took my hand and led me off the bed it was wonderful it is been way too long. If they were sober neither us would have done it. I bought her roses to make up for the fact that I should have had enough willpower to stop. We have talked and seemed to have got on with our friendship. If more comes from it it is for time to tell
April 5
Responding to a S.O.S. we were captured by pirates. We wake up five days later in the aunt Arctic Ocean the cruiseship we were helping strikes iceberg and six. I tried to help save as many people as possible but yet again I don't do as well as planned but I didn't see the baby. As we traveled in the lifeboats to land cracking attacks and destroys several of the lifeboats
Most of the lifeboats we we managed to steer the rocks. As we keep traveling a strange magical effect creates a vortex that swallows me, shade, Jimmy, and bones. It then takes us at unimaginable speeds across the galaxy. To appear at some kind of space station the trip was scary to me but once again I experienced the feeling of how beautiful space is. I also hope to see the day when my children can travel out amongst the stars and see their wondrous beauty.
April 10-22 my bar the haven is now open, we also have a music CD on the market apparently the guy in Tahiti bootlegged copy of the concert and started distributing it.
Me, shade, Jimmy, Michael and bones played assassin at the grand opening of the haven. The rest of the night was Felicia death and the phantoms shade is talking about getting everyone together to record a CD in her studio.
I finally returned to Galamis Castle what shade is done with the place makes it rock, I plan to spend more time there
..
My bar the "Haven" is doing awesome and I have my condo in Tahiti I have also acquired a cabin 2 miles up the shore into the Salish shahied from the Seattle border. It has about 10 acres of land with it and this is where I placed my medicine Lodge. When I finished the job I am currently on I think I will go on a vacation for my birthday.
October 2058
Got back from my vacation on the 12th on the 18th shark security was blocked I was attacked as was most of the others. Shark security Main building and the special situation building and a few others were totally leveled. Damien, I later found out was killed, his daughter decided to buy our shares back for 20 million each I've also sold my bar the Haven because it was attacked I sold some stock and property I had and copies of all the programs I have in my death I also did some decking to get some pay data. I did all this so I could have some of my cyberware and bioware replace an upgraded. I no longer had the underwater abilities I did. but my magic makes up for it. I'm now rigger again and an added some tech enhance my Decking abilities.
Edit: it seems when i wrote this down i left out a fair amount of information. It seems the main villain was a former VIP, they had worked for shark security. That we had pissed off. He got hired on with Aztec. And it was him that pushed them to take out shark security. He is now dead me and the others made sure that.
Before I took off for Tokyo to upgrade I landed at SeaTac airport and the sharks security hanger and took most of what I could which was a couple of choppers I sold One. I also emptied a couple of corporate accounts knew about to give me some more Capital.
January 2059 I've gotten back from a surgery and recovery time needed to lay low for a while so I wrote up some orders and grabbed my colonel Barry Morgan fake ID and dropped in on a ucas military base. For a month did some refresher training and stock up on supplies get some air time and learn how to pilot drones very interesting devices and I've been thinking of a new identity when I start working shadows again. I think I might use my matrixed Col. John Phoenix I think it's appropriate otherwise known as Phoenix.
That's all for now
Col. John Phoenix
Phoenix
Mid – late January did a run with a new team with Germany it was a cluster fark from the word go. But it made me realize something that the tactile computer and move by wire too much. Way too easy to use be spotted by customs which caused a lot of problems so I went back under the knife. And had both of them removed I now have a low-level vehicle control rig. And a lot of sensory enhancements. Through a lot of meditation and spiritual training I regained my lost essence. Then went on a run to the Amazon jungle with spider zombie aerial and Orion it was interesting.
If I remember correctly, it was in Brazil we ended up out in the deep Amazon, facing off against a small paramilitary organization. All we had was what we carry with us, and they had UAV drones one which appeared to have had a cockpit seat added so that it was a mini tank. It was a totally black site with military hardware and paranormal assets. Oddly enough, if I remember correctly I had a really fun time. I remember having to climb to the top of the canopy to set up my satellite uplink so I could access the matrix. So there I am top of this tree 300 feet in the air, trying to position this uplink so won't move then trying to what myself into a position where I will follow the tree when I start decking. It was fun as hell! I also remember executing really good use of my ranger x combat bow. Those poor guys never even knew what hit them.
February 2059
after a couple days of rest we got a run to capture a sub with sniper "Jimmy", zombie "voo", aerial and Orion "shadow", and in the city they discovered who I am and I also figured out who each of them were. It’s strange that we took new identities and still ended up working together.
On this run ahead when the most amusing things happen, as were on board alarms started going off, it seems the computers thought it was being attacked by a slow-moving torpedo. It was actually kzinty he was swimming fast enough and has enough metal in him the computer miss read him, as an actual torpedo. I know his explosive temper. But he's not that bad!
2060 january
I am Jonathan Wolf I have had other means in the past all the others in the future. I spent the last nine months in hiding. I liquidated everything as they were closing in assassins hired by I know not to so my past died. aircraft explosion over the ocean presumed dead with a new face in new gear I started over/
spent the last six months traveling across the continent last month bought a brownstone in Seattle's pallyup, barren. To everyone I am now Jonathan Wolf Street Shaman.
2061
What can I say has, happened. I'd like to say that nothing has happened and truth be told in comparison to what has happened to me in the past nothing major has happened. Over the last year I found myself living in the barrens, being Jonathan Wolf. I was trying to lay low but me being who I am. Have to get involved in some way. It's a little effort to teach the gangs where I draw the line. I had to send a few of them to the street doc. and then there is a little set to with one of the local criminal organizations. It had something to do with abducting young ladies to work in one of the parlors. Maybe I have just helped people too long either through the shark security dojo or just through my own my own private works. I ended up setting up a quazai school. Well not really a school I just teach some local kids. I teach them schoolwork as well as how to fight. I regularly work with the local street Dr. and generally have tried become a all-around pillar for the community.
2062
If you would've told me, that 10 years ago when I started running, that I become one of the best shadow runners in the world. And that I end up doing jobs for small donations of food and just pure gratitude. I would not have believed you. But now I find myself using my abilities to cause the background camp from different sites where people are trying to live. Drawing on city spirits to help cleanse the land. Using my ritual abilities and ritual magic to track down missing street kids. Using my several meta-magic to help local gutter shadow runners to avoid capture. Using my divination abilities because people come to me looking for sage advice. I find myself talismongering garbage piles. The more I live a magical lifestyle, the more I find it infused into everything. I'm really happy, its been a long time since I felt this way. But I'm worried things and relatively quiet. And when everything is happening in the corporate world. I can't believe that it will be that long before our peaceful little neighborhood comes to the attention of someone who want to disrupt. For whatever reasons they have.
2063 June
Well my misgivings were not false. Since the beginning of the year. There's been a lot happened. Not a lot of overt action or hostility towards the locals yet. But everyone can feel the tension building. Both the yakuza and the Mafia are building up their forces to make a play. I'm not entirely sure but I think the triads are going to make a play as well. At least five different gangs. With affiliation to one of the previously mentioned. Have all started beefing up their presence in the neighborhood. If that wasn't bad enough. At least several corporations have started projects in the barrens. One of which is set up for free clinic, but knowing what I know I'm skeptical so far as they seem above board but it will takes looking into. Another corporation has basically just taken over city block forced everyone and and set up what I would guess the shadow site. All the corporate security are dressed in street clothes. They're definitely doing something they don't want others to know about. Which means I should probably look into it. The other corporate presence has me even more concerned, I'm not quite sure why but I get the feeling it's a front, they've been all nice and cozy with some of the locals. Making donations to one of the local street docs. I'm not sure what it is about them that bothers me. But I just don't trust them.
geezer Street Shaman ork street shaman denver /1
Oconall Freelance Sec. Decker human combat decker, 6'3" tall and fit but smart short blond hair and a southern drawl, icon cartoon cowboy. Denver /1
casper Fixer Elven female tall beautiful, classy, and has a interest in the opera very pale skinned, has contacts internationally lots of them everett /1
gorgan Fixer dwarf gay beardless, always dressed foppish denver / 1
ol'Bones Street doc, old human palliup
equipment
DECK: maxed out deck (MPCP 14)
Reaction 14(20)
Initiative (D6) 1(4)
Hacking Pool 8(11)
MPCP 14 Hardening 7 BOD Rating 9 Evasion Rating 9 Masking Rating 14 Sensor Rating 10
I/O Speed 1200 Response Increase 3 Utilities (MEM) Active Memory:5000
Storage Memory:10000 programs all at rating 10, sleaze at rating 14
Carried Gear Wt
Gel Packs (See Rules) @cc.53 25
Power Focus 5 wolf head madalion
Power Focus Celtic Ring
Shamanic Lodge Mat. 10
Centering Focus Lev 6 native style choker
(5)F10 Expendable health spell foci
WEAPONS
Cougar Blades
Using state-of-the-art molecular binding and edging technology, this double-edged knife is a favorite of mercenaries everywhere. Available in both short- and long-bladed versions, the long blade inflicts greater damage but is harder to conceal. The short-bladed version can give the attacker the advantage of surprise
Cougar Fineblade, Short con 8 reach 0 (12)M .5KG 5/72 h 800=Y= SI3 8-A
Tomahawk
This hand axe has become popular in the Native American Nations, used by many who consider it a symbol of their cultural heritage. The blade of an authentic tomahawk is still chiseled from stone.
Tomahawk con 6 reach +1 (12)M .5KG 4/48 h 200=Y= SI1 5-A bonded weapon foci force 5
Ninja-to
The two-handed “Ninja” sword favored by those with a taste for the romantic and old-fashioned.
Ninja-to con 3 reach 1 (15)M 1KG 4/48 h 1,000=Y= SI 2 5-B force 10 bonded weapon foci.
Ranger-X Bow
The result of computer-aided design and state-of-the-art materials, this compound bow can propel arrows farther and faster than any other bow in its weight class.
Ranger-X Bow con 2 str min 12+ 16M 1.60 kg 5/36 h 1920 =Y= SI 2 5P-D
Bow accessory mount, smart-2
Ranger-X Precision Arrows
Constructed of a lightweight polymer that allows less flex when the arrow leaves the bow.
40 Ranger-X con 2 0.08 kg 4/36 h 18 =Y= Si 1 10P-D
EX-Explosive Ranger-X Precision Arrows
Explosive arrowheads carry small charges in their tips that detonate on impact, fragmenting the head. They function in the same way as explosive firearm rounds and are also available in EX versions
30 EX Explosive con 2 +2 Power 0.8kg 8/14 d 78=Y= SI 2 6P-D
Hammerhead Ranger-X Precision Arrows
These blunt, solid arrowheads are composed of a thick gel that flattens upon impact, spreading the kinetic energy of the attack over a wider area. Specifically designed to stun and knock down the target, these heads function in the same way as firearm gel rounds. Their oddly shaped tips make hammerheads less aerodynamic than regular arrowheads; reduce the range of the firing bow's STR min -1
10 Hammerhead con 2 Stun as Gel Round 0.8kg 5/36 h 28=Y= SI1 10P-D
Throwing Knife
Any of a variety of slim knives or spikes
Throwing Knife con 9 (12)L .25 kg 2/24 h 20=Y= SI 1 8-D
Thrown Knife 0–12 13-24 25-36 37-60
Slingshot
Modern version of the slingshot include a wrist brace that reduces the movement of the arm (the weapon's "recoil") to allow more accurate firing. These can be used to fire small projectiles such as ball bearings or marbles. The slingshot uses the same range as the shuriken. This pesky weapon is favored by snot-nosed brats and adults who are still punks at heart.
Slingshot con 8 strmin 12+ 14L Stun 0.50 kg 2/12 h 80=Y= SI 1 8-D
Ammo 50 pellets
slingshot 0–12 13-36 37-60 61-84
Ruger Super Warhawk
This heavy revolver accepts all standard accessories except a silencer.
Mounts Available: Top
Ruger Super Warhawk con 4 6(cy) SS 10M 2.50kg 3/24h 300=Y= SI 1.0 6P-E
Smartlink-2,
Heavy Pistol 0–5 6–20 21–40 41–60
Savalette Guardian
Inside the chrome-steel finish of this popular heavy pistol is a plethora of extras. The Guardian can fire a single three-round burst by using a Complex Action. Its design provides the equivalent for 1 point of recoil compensation and it comes with a built-in Smartgun system.
Mounts Available: Barrel, Top
Savalette Guardian con 5 12(c) SA/BF 9M 3.25 kg 6/36h 900=Y= SI 2.5 6P-E RC1
Smartlink-2, silencer,
3 clips (APDS) con 8, 3.15 kg
Heavy Pistol 0–5 6–20 21–40 41–60 Barrett Model 121A heavy sniper rifle useful against both armored and unarmored targets, the Model 121 can use only its own special ammunition. Equipped with both an integral barrel-mounted silencer and Smartgun system, this gun is well balanced, silent and deadly. Its heavy caliber gives the Model 121 a +2 recoil on each shot (including the first). This recoil can be partially offset by the weapon's folding bipod, which provides two points of recoil compensation.
Mounts Available: Top
Barret Model 121 (Snip) Folding Bipod(2RC), Silencer, Smartlink, +2 Recoil/Rnd, Use ONLY
+ [28]Barret Model 121 Rnds 1/2 Ballistic & Barrier Ratings 6 2.1X
Sniper Rifle 0-150 151-300 301-700 701-1,000
SPELLS
Name Lev Typ Target Dur Range Drain Notes
Manabolt 9 M W(R) I LOS (DL) sr3.191
Powerbolt 9 P B(R) I LOS +1(DL) sr3.191
Ram-> 6 P OR I LOS +1(DL-2) mits.140
Detect Enemies 5 M DT(R) S T/A (M) sr3.192
Enhance Aim 8 M 6(R) S T/D (M) mits.141
Wreck->building 5 P OR I LOS +1(DL-1) mits.140
Wreck->vehicle 5 P OR I LOS +1(DL-1) mits.140
Powerball 9 P B(R) I LOS(A)+1(DL+1) sr3.191
Analyze Magic 5 M F(R) S T/D (L) mits.140
Catalog 7 P 6 S T/A +1(M) mits.141
Clairaudience 7 M 6(R) S T/D (M) sr3.192
Clairvoyance 7 M 6(R) S T/D (M) sr3.192
Combat Sense 8 M 4 S T (S) sr3.192
Detect Magic 5 M 6(4) S T/A (L) sr3.193
Diagnose 5 M W(R) S T/D -1(L) mits.141
Mindlink 6 M 4(V) S LOS/D (S) sr3.193
Mindprobe 7 M W(R) S T/D (S) sr3.193
Translate 5 M 4(V) S T/D (M) mits.141
Detect Individual 5 M DT(R) S T/A (L) sr3.192
Detect Life 7 M DT(R) S T/A (L) sr3.192
Awaken 3 M 4(V) I T -2(SDL) mits.141
Fast 3 M 4(V) P T -2(M) mits.142
Nutrition 3 P 4(V) P T +1(M) mits.142
Oxygenate 5 P 4(V) S T +2(L) sr3.194
Heal 8 M 10-E(V) P T (DL) sr3.193
Preserve 3 P 4 P T +1(M) mits.142
Antidote (TOX LEV) 7 M TOX(V) P T (TOX DL) sr3.193
Detox 5 M TOX(V) P T -2(TOX DL) sr3.193
Stabilize 5 M 4+MIN V P T +1(M) sr3.194
Increased Cyber Attribute willpower
6 P Att(V) S T +2(M) sr3.194
Increased Cyber Attribute (charisma)
6 P Att(V) S T +2(M) sr3.194
Trid Entertainment 5 P I(V) S LOS(A)+1(L) sr3.195
Invisibility 5 M 4(R) S LOS (M) sr3.195
Improved Invisibility 5 P 4(R) S LOS +1(M) sr3.195
Physical Mask 5 P 4(R) S LOS +1(M) sr3.195
Stealth 7 P 4(R) S LOS +1(M) sr3.196
Silence 8 P 4(R) S LOS(A)+1(S) sr3.196
Trid Phantasm 7 P 4(R) S LOS(A)+1(D) sr3.195
Physical Double Image
5 P 4(R) S T +1(S) mits.143
Alter Memory 5 M W(T) P LOS (D) mits.144
Influence 5 M W(T) P LOS (S) sr3.196
Ball Lightning 8 P 4(RC) I LOS(A)+1(DL+2) sr3.197
Fireball 7 P 4(RC) I LOS(A)+1(DL+2) sr3.197
Lightning Bolt 11 P 4(RC) I LOS +1(DL+1) sr3.197
Catfall 5 P 4 S LOS +1(M) mits.145
Clout 5 P 4(RC) I LOS (DL) sr3.197
Deflect 6 P 4 S LOS +2(M) mits.145
Gecko Crawl 5 P 4 S LOS +2(M) mits.146
Levitate 10 P 4(R) S LOS +2(M) sr3.197
Magic Fingers 5 P 6 S LOS +2(M) sr3.197
Shape Earth 8 P 4 S LOS(A)+2(M) mits.146
Create Food 3 P 4 P LOS +1(S) mits.147
Fashion 5 P 6 P T +1(L) mits.147
Limited Armor 9 P 6 S LOS +2(L) mits.147
Makeover 5 P 6(V) P LOS +1(M) mits.147
Spell Shield 7 M 6 S LOS (M) mits.148
Mage Info
Type: Wolf Shaman
Init:20 Gaesa: 7 Spent: 0 Total= 19
Totem Bonuses/Penalties:
Can use Sorcery, Conjuring, enchanting skills, access the astral plane, and use foci. Plus the benefits and disadvantages of their totem/tradition.
ENV: Forest, prairie or mountains
DESC: Wolf is recognized as a hunter and warrior worldwide. He is fiercely loyal to the other members of his pack. As the ancient saying goes, Wolf wins every fight but one, and that one, he dies. Wolf shamans are loyal to friends and family unto death. They do not show cowardice in battle and their word is their bond.
ADVAN: +2 dice for combat and detection spells, +2 dice for forest spirits
DISADVAN: Wolf shamans can go berserk in combat similar to Bear shamans Berserk:. Whenever shaman takes physical damage in combat, the player makes a Willpower (4) Test. The shaman goes berserk for 3 turns, minus 1 turn per success. Three or more successes avert the berserk rage entirely. A berserk shaman will attack the closest living thing, friend or foe, using the most powerful weapons available (mundane or magical). If the shaman incapacitates a target before the time is up, the berserk fury dissipates.
Initiation lvl 20 463 karma
Initiation 1 : Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:9
Initiation 2 : Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:10
Initiation 3 :Group Initiation(shamans): w/Ord:(Astral Quest) IBenefit: Shed a geas Cost:12
Initiation 4 :Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:13
Initiation 5 :Group Initiation(shamans): w/Ord:(Astral Quest) Benefit: Shed a geas Cost:15
Initiation 6 :Group Initiation(shamans): w/Ord:(Meditation) Benefit: MM(Anchoring) Cost:16
Initiation 7 :Group Initiation(shamans): w/Ord:(Meditation) Benefit: Init(Centering) Cost:18
Initiation 8 :Group Initiation(shamans): w/Ord:(Familiar) Benefit: MM(Channeling) Cost:19
Initiation 9 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Cleansing) Cost:21
Initiation 10 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Invoking) Cost:22
Initiation 11 :Group Initiation(shamans): w/Ord:(Way) IBenefit: MM(Masking) Cost:24
Initiation 12:Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Quickening) Cost:25
Initiation 13 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM Shed a geas Cost:27
Initiation 14 :Group Initiation(shamans): w/Ord:(Way) Benefit: Shed a geas Cost:28
Initiation 15:Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Shielding) Cost:30
Initiation 16 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM(Filtering) Cost:31
Initiation 17 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM( PSYCHOMETRY) Cost:33
Initiation 18 :Group Initiation(shamans): w/Ord:(Way) Benefit: MM( Symbolic Linking ) Cost:34
Initiation 19:Group Initiation(shamans): w/Ord:(Way) Benefit: MM( Severing ) Cost:36
Initiation 20:Group Initiation(shamans): w/Ord:(Way) Benefit: MM( Divination) Cost:37
Gaesa:
Groups: shamans
equipment
Harley-Davidson Electroglide
Type of Vehicle: Choppers
Handling 3/4 Speed 225 Accel 13 Body 2 Armor 2 Signature 1 Autonav 1 Pilot - Sensor 0
Cargo 2cf Load 140 Seating 1m
Features:
Electronics Port w/Radio(Rating 3)
External Fixed Firmpoint(1 CF Ammo Bin)
Turbocharging 3(factored in)
Weapons:
Rigger Adaptation, Datajack Port(Motorcycles), Sensors [3], ECM [3], ECCM [3], ED [3],
ANCHORING
Anchoring allows an initiate to place a “live” spell inside an anchoring focus and set certain conditions, called triggers, by which the spell may be set off. Anchoring is quite useful for creating a range of magical tools, traps and weapons but has a number of drawbacks, including high Karma cost, astral vulnerability and Drain backlash. The technique of anchoring is used to create and use anchoring foci (p. 45). Only an initiate who knows this technique can create an anchoring focus or link a spell to it, though any character (even a mundane) can use an already prepared anchor if they know how to trigger it. For more information on the creation of foci, see Enchanting, p. 39.
Choosing the Spell and Triggers
Before bonding an anchoring focus, the owner first decides what spell to attach to it. This can be any spell the owner is capable of casting, up to a maximum Force equal to the Force of the anchor. Only one spell may be linked to an anchoring focus at a time.
The owner of an anchoring focus can always trigger or turn off an anchored spell as a Simple Action while in physical contact with it. However, the owner must also specify any additional trigger conditions that will trigger or stop the spell. These triggers can be an action or key word from anyone touching the focus. Anyone who touches the anchor and performs the trigger activates the spell (for good or ill). All such triggers require the person to be in physical contact with the anchoring focus. If the owner wants a more specific trigger, or one that will work at a distance, a detection spell can be linked to the anchor along with the other spell. This requires an anchor with a Force at least equal to the total Force of both spells. The detection spell works solely to tell the anchor when to turn the spell on or off; it does not provide information to the owner or the holder of the anchor. It has a standard range (Force x Magic) from the anchor. For example, an initiate could take a Force 6 spell anchor and link a Force 4 Barrier spell to it, along with a Force 2 Detect Bullet spell. The Barrier spell is set to activate whenever the detection spell senses an incoming shot, then deactivate when the danger is no longer present.
Bonding the Anchor
Before using an anchor (either expendable or reusable), the character must bond it like any other focus (p. 190, SR3). The owner specifies the spell and trigger(s) that will be anchored in the focus when it is bonded. Only that spell and trigger(s) may be linked to the anchor; the choices can be changed by rebonding the focus. A bonded anchoring focus contains its owner’s astral signature and an astral link to its owner, like any other focus. See Anchoring Foci (p. 45) for bonding costs.
Linking the Spell
To “charge” the bonded anchoring focus, the owner must link the spell and trigger(s) to the focus. This requires the owner to cast the spell and then make a Linking Test to link it to the focus. This entire process is considered a single Exclusive magical activity; the character may not use Exclusive limited spells during this time, and Sorcery and Spell Pool do not refresh until the entire process is over. Spell Pool, totem modifiers, foci and the Aid Sorcery power of elementals may be used.
Spellcasting: The initiate casts the spell being linked to the focus at this time, per standard spellcasting rules. You do not actually make the test at this time—you merely note the number of dice to be rolled for the Sorcery Test. When the anchor is activated later, that is the number of dice used for the anchor’s “spellcasting.” The Drain Test is also made later. If a detection spell is being used as a trigger, that spell must also be cast at this time. The detection spell is cast immediately after the anchored spell but is considered part of the same spellcasting action, so Sorcery and Spell Pool do not refresh. Again, note the number of dice rolled; use this to determine if the detection spell later detects anything that would trigger the spell. Again, the Drain Test is made later. Linking Test: To link the spell and triggers, the initiate takes a Complex Action and makes a Sorcery Test against a target number equal to the Force of the spell. Only Sorcery and Spell Pool dice that were not used for spellcasting may be used. If the test is successful, the spell is linked to the anchor. If it fails, the caster must immediately try again, using any remaining Spell Pool/Sorcery dice, at +2 to the target number. If he fails again, the spell is not linked and he must immediately resist Drain for the spell, as well as Drain for the Linking Test (described below). A result of all 1s on this test destroys the spell anchor.
Drain: Once the spell is linked, the initiate takes Drain for both the Linking Test and any detection spells used as triggers, using Willpower and any allocated Sorcery or Spell Pool dice. If a detection spell trigger was included, use its Drain Code, but add half the anchor’s Force (round down) to the Drain Power and +2 Drain Levels. If no detection spell trigger was used, the Drain Power is the anchor’s Force divided by 2 (round down), with a Drain Level of (M). Note that the initiate does not take Drain for the anchored spell at this time; instead, he suffers Drain when the anchor is triggered.
Using an Anchoring Focus
Once the spell is linked to the anchor, the anchor is active and can be triggered as described above. The owner of an anchor can “override” any trigger while touching the anchor, turning the spell on and off at will. Other users must use the anchor’s trigger to activate or deactivate the spell. When an anchoring focus is triggered, it “casts” its spell using the number of dice determined when the spell was linked. Consider the anchor to be the “spellcaster” for the purposes of targeting. Unless the anchor has a linked detection spell, it can only target itself or the holder of the anchor. If the anchor has a linked detection spell as a trigger, it can aim its linked spell at any valid target it can detect within range. An activated anchoring focus is present in astral space, so it can target both physical and astral beings (see Spell Targeting, p. 181, SR3). Whenever the anchor is triggered, the owner must make a Drain Test for the spell that is “cast.” This occurs no matter where the initiate is or what he is doing. If the initiate is no longer alive, then the bonding is broken and the focus is useless. If an anchor is deactivated or destroyed before the spell is triggered, the owner must still take Drain.
Effects of Anchored Spells
Anchors are normally used for sustained spells, as are sustaining foci. The spell, once cast, is sustained by the anchor until it is turned off. Instant and permanent spells can be anchored as well, but the spell goes off only when the anchor is triggered. Permanent spells are sustained until they become permanent, then the anchor deactivates and the spell must be re-linked (if it’s a reusable anchor). So an anchored Manaball will be cast once when the anchor is triggered but will not activate again until the spell is re-linked to the anchor. Expendable anchors are triggered once and then burn out. As soon as the anchor is deactivated, it is used up. Expendable anchors are used for one-shot effects, such as alchemical elixirs containing health or manipulation spells, which trigger when they are consumed, or combat or manipulation spells that activate when the anchor is shaken, lit on fire and so on, creating magical “bombs.” Expendable anchors leave behind no connection to their owner except an astral signature (p. 172, SR3). Reusable anchors are more durable items that can be used over and over, such as a ring linked to an Invisibility spell that can be turned on and off, a hood that casts a Mask spell, or a sword with a Flame Aura spell that allows it to burst into flames. Reusable anchors last until destroyed in astral combat or by some other damage. All spells, including sustained spells, linked to reusable anchors must be re-linked after each use.
Anchored Spells and Astral Space
An anchor with a linked spell is considered active, even though the spell itself is not active until triggered. This means the anchor is dual-natured and vulnerable to astral attack. Astral perception can easily detect the anchor’s magical aura and determine the spell(s) linked to it. An active anchor can be attacked in astral combat (the spell itself may not be). If defeated, any instant linked spells are triggered; non-instant spells are lost. If “killed,” it loses its enchantment permanently. A sustained spell cast by an anchor can also be dispelled (see Dispelling, p. 184, SR3). If the anchor is reusable, the dispelled spell must be re-linked before it can be triggered again. The focus itself must be destroyed to permanently disable the spell.
Using Anchoring
Anchoring can be used to create a wide range of different magical items for a variety of uses. The Karma cost, uncertainty of when the caster will suffer Drain and the fact that anchoring foci can be used as a material link for ritual sorcery (see p. 37) generally keep anchored spells fairly rare. Anchored spells offered for purchase are generally very expensive. See Magical Gear, p. 169, for prices on spell anchors. Players and game masters can use the following examples as a basis for creating their own anchors.
Executive Protection: A piece of jewelry (such as a ring or lapel pin) that is a Force 10 anchoring focus, with a Force 5 Bullet Armor spell and Force 5 Detect Bullet spell. The detection spell rolls its dice to detect any bullets moving toward the wearer and triggers the armor if it detects any, dropping the armor spell when the danger is past. The anchor is reusable and costs 30 Karma (Force 10 x 3 for a reusable anchor). Such items are found in the possession of corporate execs, syndicate bosses and other big noises who can afford serious magical protection.
Healing Elixir: A potion (Force 4 expendable anchor) with a Force 4 Treat spell. The spell triggers when the elixir is consumed, rolling its dice to heal the drinker and sustaining itself until the healing becomes permanent. It costs 4 Karma (Force 4 x 1 for an expendable anchor) to create. A ring or other talisman may also be linked with a Heal spell; the item casts the spell at a command from the wearer and sustains it until the effect becomes permanent. The spell must then be re-linked to the item. Such an item costs 12 Karma (Force 4 x 3 for a reusable anchor) to create.
Magic Bomb: A Force 8 expendable anchor with a linked Force 5 spell such as Fireball. The trigger is a Force 3 detection spell such as Detect Orks, Detect Elves, or even Detect Individual for a specific hit. When a valid target comes within range and is detected (using the detection spell’s dice), the spell goes off in a radius centered on the anchor. Such an item costs 8 Karma (Force 8 x 1 for an expendable anchor) to create.
CENTERING
For centuries, magicians studied skills like singing, dancing, playing musical instruments, speaking ancient languages, and so on. Since the Awakening, initiates have discovered the reason behind the practice. The mental and physical discipline of performing such skills helps center them, putting them in harmony with the center of their being, the well from which all magical power springs. Centering can reduce Drain or reduce penalties affecting magical target numbers. It can also focus concentration for greater success with Magical Skills.
Centering Skill
To use the technique of centering, an initiate must use two skills: Centering Skill and another skill that represents the initiate’s method of centering, referred to here as the creative skill. Centering Skill is an Active Magical Skill (p. 85, SR3) that is linked to Willpower. Centering Skill represents a character’s ability to use the creative skill to center. Centering Skill can never be raised higher than the rating of the creative skill. The creative skill can be Active or Knowledge, though it is usually an artistic or intellectual ability. It may even be one the initiate already possesses. Only one skill may be considered the character’s creative skill. The following examples are generally applicable.
Dancing: The character dances as he performs magic. Dancing is more common among shamans, but it is not exclusive to that tradition. When using dancing for centering, an initiate usually chooses a dance style from his or her culture or magical tradition.
Singing: The character sings as she performs magic. Singing can range from chant to nova-hot rock. Magical lore speaks of bards who can make magic with their music, and shamans of many cultures and tribes (like the Navajo or the Finns) are notable singers.
Playing Musical Instruments: The character plays an instrument to center himself. In the past, magicians have used drums, harps, pipes, horns and violins. In the Sixth World, they also use electric guitars, ultra-synths, and even synthlink rigs if they decide to get the cyber. The use of drumming is well known in various shamanic traditions. Asian magicians often favor chimes and bamboo flutes.
Arcane Languages: The character speaks incantations in an ancient language. Mages often use Latin, Greek and Hebrew. There are also purely magical languages, such as Enochian, first documented in the sixteenth century by the Elizabethan mage Dr. John Dee. Many traditions use the ancient language of their originating culture. Magicians in northern Europe chant runes, the alphabet in which the epic eddas of their ancestors are written. Some modern initiates use combinations of different languages or even create their own for performing magic.
Meditation: The character composes his mind in meditation. This may be a form of moving meditation, like Chinese tai chi or martial arts katas, or one performed at rest, such as yoga or Japanese zazen. Some players may want to invent a new creative skill. The Awakening made magicians understand the value of the old ways, but it also set off a wave of experimentation to find new and better ways of performing magic. For purposes of the game, however, creative skills should not be particularly useful in non-magical areas. For example, consider the possibilities of shooting a gun as a Centering Skill. A case could be made for using that or other Combat Skills, based on the Zen like qualities of marksmanship. This would, however, give the character the advantage of being able to attack an opponent while preparing to
cast a devastating spell, and get bonuses for doing it. Generally speaking, the meditative aspects of arts such as Zen archery should be considered a separate Meditation Skill rather than combined with the practical aspects of a Combat Skill. The potential for such crossover between skills is less problematic if an initiate’s creative skill also helps them earn a living, as in the case of a rocker-mage who uses music to center. Shamans traditionally use performance skills such as dancing, singing or playing an instrument. Mages tend to choose more intellectual skills such as chanting or arcane languages. These are, however, stereotypes, and characters should make individual choices based on what they are interested in or comfortable playing. A creative skill can never be chip-based. The initiate must know the skill personally and learn it the old-fashioned way.
Using Centering
An initiate can center when using any Magical Skill except for astral projection. The initiate must be able to perform the creative skill freely. They cannot use dance to center if tied up or unable to walk, for example, or use singing or spoken words if gagged. The Centering Skill is used for any Centering Tests required. Centering requires a Free Action. The character gains only one of the benefits of centering (increased success, resist Drain, or reduce penalties) during any phase. The centering Free Action must be taken in the same phase as the operation the centering is intended to augment. Make a Centering Test before making any other tests to perform magic. Exclusive Actions: Centering can be used for magical actions that are considered Exclusive because the centering helps the character perform that activity. Geasa: Use of an appropriate creative skill can also fulfill a geas. If an initiate has the incantation geas and centers by singing, chanting, or speaking spells in an ancient language, the geas is fulfilled as well.
Centering for Success
When centering to improve the success of a Magical Skill Test, the initiate must use astral perception (p. 171, SR3). This leaves the initiate vulnerable to attack from astral space. The initiate declares the skill use (Sorcery, Conjuring, and so on) in the standard fashion and then declares the use of a Centering Test to enhance it. The target number for the Centering Test is the same as that for the Magical Skill Test. Any modifiers to the Magical Skill Test also apply to the Centering Test. Every 2 successes generated on the Centering Test count as an additional success on the Magical Skill Test. If the Magical Skill Test yields no successes, the initiate cannot use any of the successes generated in the Centering Test.
Talon is throwing a Fireball spell and wants to get some extra bang out of it. His base target number for the spell is 4. He is Lightly wounded (+1) for a total Target Number of 5. He speaks the spell in Latin (Latin 5) as he gathers the ball of fire in his hands. Talon rolls his Centering Skill of 5 for the Centering Test against the Target Number of 5, scoring 3 successes. He then makes his Sorcery Test, generating 4 successes. Two successes from the Centering Test increase the successes on the Spell Success Test to 5 (the extra success has no effect). If Talon blew his Sorcery Test and got no successes, the 3 successes from his Centering Test would not have applied and the spell would have failed.
Centering Against Drain
Centering against Drain allows an initiate to attempt to reduce, in advance, the Drain of using magic. The target number for the Centering Test is the Drain Power of the magic intended. Every 2 successes from this test count as 1 success in the Drain Resistance Test. If the Drain Resistance Test generates no successes, the player cannot apply any successes from the Centering Test.
Man-of-Many-Names uses singing as his creative skill while summoning a Force 8 nature spirit. He has Centering 5, Charisma 8 and Magic 8. The Drain for the summoning is 8M Stun (p. 187, SR3). The player rolls Many-Names’ 5 Centering dice against a Target Number of 8. The player rolls 2 successes, which he may now apply as a single success to resist Drain after the conjuring. He must still make a Drain Resistance Test against the full Drain Code of 8M. If that test does not result in at least 1 success, he loses the successes generated from the Centering Test.
Centering Against Penalties
Centering can also counteract penalties affecting an initiate’s Magical Skill Tests, such as modifiers for partial cover, injury, atmospheric conditions and so on. Use the same target number for the Centering Test as for the Magical Skill Test, adding all applicable modifiers and subtracting the initiate’s grade. Every 2 successes cancel out 1 point of modifiers to the Magical Skill Test target number; centering cannot reduce the base target number. Casting a Manabolt spell at a target with Willpower 5 has a minimum Target Number of 5, for example, no matter how many centering successes the initiate scores. Beaumains, a Grade 4 initiate, is tossing a Powerbolt spell. The target has Body 4 and partial cover (+2), and the lighting is poor (+2). Beaumains also has Light Stun damage from a previous spellcasting (+1). These modifiers add up to a Target Number of 9. While his teammates keep the target pinned down with rifle fire, Beaumains centers himself, wailing out chords on his portable Kashawa Pow-RKey synthesizer (Keyboards 6). Rolling his 5 dice in Centering against a Target Number of 5 (the actual target number of 9, minus his grade), he scores 2 successes. He now makes a Sorcery Test against a Target Number of 8 (9 – 1) to see if he fries the unfortunate goon.
CLEANSING
Cleansing is used to clear away temporary background count (see Background Count, p. 83). For cleansing to be effective, the cause of the background count must first be removed. For example, attempting to cleanse the background count from a poisoned river will have no effect until the waters are cleaned of the physical pollution. Cleansing cannot affect lasting, long term background counts such as those found in sites like the Great Pyramids or Auschwitz. The gamemaster has final say on whether a particular background count can be cleansed. Cleansing background count also erases any other astral traces and signatures associated with the background count. If a character wishes to assense an area for information, it must be done before any cleansing is performed. An initiate may only affect a background count that is less than or equal to their grade. Make a Sorcery Test against a target number of (background count level x 2). The background count is reduced by 1 for every 2 successes. The initiate then must resist (background count level)D Drain using Willpower. Cleansing takes a number of Complex Actions equal to twice the background count level and requires the initiate to use astral perception or projection
MASKING
Masking hides the true nature of an initiate’s aura, presenting a less powerful astral presence to astral observers (see Astral Perception, p. 171, SR3). Initiates using this ability can change their aura to that of a mundane, or at least a non-initiate. Masking can also hide a character’s dual nature so that they look magical but not astrally present. Masking can also hide emotions (hatred, love, jealousy and so forth) that are reflected within an aura so that another mage cannot assense the emotional state of the masking magician. Other initiates may penetrate this disguise. Initiates may also penetrate the masking of creatures able to hide their true auras, such as certain free spirits.
For ease of play, gamemasters may wish to use the following guidelines.
• An initiate’s aura is always masked unless he deliberately shows his “true colors.”
• An initiate must deliberately try to assense a masked aura if studying a crowd. If only two initiates are present, the gamemaster can make a secret roll to see if they “notice” each other.
When an initiate assenses a masked aura, the gamemaster makes a secret Magic Test, with a target number equal to the Magic, Force, or Essence of the target, as appropriate. A number of successes equal to the target’s grade minus the viewer’s grade is needed to succeed. If the target’s grade is less than or equal to the viewer’s, it only requires 1 success to see through the masking. For example, a Grade 2 initiate with Magic 7 is assensing the aura of a Grade 4 initiate with Magic 6. The viewer rolls 7 dice against Target Number 6 and needs 2 successes (target Grade 4 – viewer Grade 2 = 2) to see through the subject’s masking. If the test succeeds, the subject’s true aura is visible and may be assensed normally. The results of success may differ for creatures possessing the power of aura masking (see Powers of Free Spirits, p. 116). If the initial test to penetrate a masking fails, the initiate may try only once more, adding +2 to the target number for additional attempts. If this test also fails, the initiate simply cannot pierce the masking. There is no discernible difference between a masked aura and the real thing, unless the Masking Test is successful.
Masking an Astral Form
Masking may be used by dual-natured characters to make their astral forms appear as mere auras. In this way, an astrally perceiving, dual-natured character who is masking himself will not appear to be astrally perceiving at all, except to those who can pierce the masking. The masking character’s astral form is still present, just camouflaged, so it will interact with other astral forms (barriers, projecting magicians and so on) normally. Characters who are astrally projecting can mask their astral forms to appear as mere auras, but any astrally perceiving or projecting character who gives the aura more than a quick look will see through the effect because there is no visible physical body to match the aura.
Deliberate Masking
The standard rules for masking assume no special effort on the part of the initiate. If the character makes a deliberate attempt to mask his aura, roll a number of dice equal to twice the character’s grade against a target number equal to his Magic. Every 2 successes counter 1 success a viewer may generate to penetrate the mask. If, for example, the masking initiate rolls 4 successes, a viewing initiate must roll at least 3 successes to penetrate the mask. Deliberate masking is an Exclusive Simple Action, which means an initiate cannot perform any other magical activities while maintaining it. An initiate can drop deliberate masking at any time as a Free Action.
Masking Foci and Spells
The masking described above covers the initiate and a number of Force Points of foci and/or sustained or quickened spells on the initiate’s person equal to his grade. For example, a Grade 4 initiate can mask up to 4 points of foci or spells without any extra effort. Beyond that, however, the presence of foci or spells can be seen on the astral plane. To hide additional foci and spells, the character must make a deliberate masking attempt, as described in Deliberate Masking. The target number equals the total Force in foci and spells. If the test is successful, the character’s foci and spells are masked along with his aura, and the successes from the test offset a viewer’s ability to penetrate the mask.
QUICKENING
Quickening can make any sustained spell permanent without need for a sustaining focus. The spell continues operating without any attention from the caster until it is dispelled (p. 184, SR3). To quicken a spell, the character must cast the spell and then sustain it for a period of time and pay Karma. In addition, they must use astral perception to keep the spell “in view” while sustaining it. Feeding Karma into the spell to make it permanent requires close astral observation. The character casts the sustained spell in the standard way and makes a Drain Resistance Test. Centering may be used to offset the Drain.
To determine the base time for quickening a spell, use the Permanent Spell Base Time Table on p. 178, SR3. Make a Sorcery Test to reduce the time, adding dice equal to the initiate’s grade. The target number is the total number of dice used to cast the spell. This includes dice from the Spell Pool, totem advantages, elemental aid, foci, or any other bonus. Divide the base time by the number of successes and round down. The minimum time is 1 Combat Turn. If there are no successes, the initiate must sustain the spell for double the base time. A result of all 1s ends the spell.
Quickening is considered an Exclusive activity, so no other magical actions may be taken while performing this technique. This means that Exclusive-limited spells may not be quickened. At the end of the last turn required, the initiate pays Karma equal to the spell’s Force. The spell is now quickened and self-sustaining. The character may pay additional Karma (up to twice the spell’s actual Force) to make the spell more difficult to dispel. The spell’s Force for purposes of dispelling is equal to the total Karma spent to quicken it. After spending the Karma, make a second Drain Resistance Test against the spell’s Drain Code. Successes from a Centering Test against Drain made when first casting the spell may instead be applied to this Drain Resistance Test. The character may not make a new Centering Test at this time. The character may end the attempt to quicken a spell if the time requirement seems too long but must make the second Drain Resistance Test regardless.
SHIELDING
Shielding is an initiated version of spell defense (p. 183, SR3). Whereas spell defense allows a magician to counter an incoming spell, shielding provides a magical layer of spell protection over subjects the initiate wishes to protect. This protection extends to the initiate’s line of sight. An initiate can shield a total number of subjects equal to his or her grade. Initiates can use shielding and spell defense simultaneously, but the dice must be allocated separately, and only one technique can be used to protect a person at a time. The initiate allocates Sorcery and Spell Pool dice to shielding. Each protected subject gains that many additional dice for all Spell Resistance Tests made until the initiate’s next Action, when the dice may be re-allocated, if desired. This works against all spells, including elemental manipulation spells. Additionally, the shielding increases the target number of any spell against that subject by +1 per die allocated, up to a maximum equal to the initiate’s grade. Initiates can “stack” their shielding to give extra protection to an individual or group.
INVOKING
Invoking allows initiates to summon particularly powerful spirits known as great form spirits (p. 106). Only initiates able to conjure spirits can use this technique, and some spirits (such as watchers, allies and ancestor spirits) have no great form.
The initiate must declare his intention to summon a great form spirit before making the initial Conjuring Test. The initiate must also state what great form bonuses (see p. 107) will apply to the spirit before making the test.
The summoning of the spirit takes place as normal. Once the spirit appears, the initiate makes an additional Conjuring Test and an additional Drain Resistance Test. These additional tests require no actions on the part of the summoner because they take place instantly as part of the summoning. The additional Conjuring Test is made against the spirit’s Force x 2, minus the initiate’s grade. If it is successful, the spirit grows into its great form. If it fails, the spirit becomes uncontrolled (but remains in its normal form).
The second Drain Resistance Test is made as if the spirit were of a Force equal to (Force x 2) minus the initiate’s grade. The spirit’s normal Force determines whether the Drain is physical (see p. 187, SR3). Any successes scored on a Centering Test to summon the spirit also apply to this test; the character
may not make a new Centering Test at this time. If the Drain kills or knocks out the summoner, the great form spirit becomes uncontrolled.
Channeling
This technique allows an initiate to channel the powers of a bound spirit through his body, effectively gaining the spirit’s powers for a time. It is a difficult and exhausting technique, but grants the initiate considerable power while it lasts. Using channeling requires an Exclusive Complex Action. The initiate must have a spirit that owes him services present in astral space and have it come into contact with his aura. The initiate makes a Conjuring Test with a target number equal to the spirit’s Force x 2, minus the initiate’s Grade. If successful, the magician channels the spirit for 10 minutes times the number of successes on the Conjuring Test. If the test fails, nothing happens. On a roll of all Is, the spirit immediately goes free, either departing to the metaplanes or becoming a free spirit (p. 113. MRS). When an initiate channels a spirit, the spirit’s astral form is drawn into the initiate’s body, vanishing within his own astral body. The initiate’s Physical attributes are increased by an amount equal to the spirit’s Force, and the initiate can use any of the spirit’s powers as if he were the spirit, at the spirit’s Force rating. Using the spirit’s powers does not cost any additional services (but see below). The only spirit powers not available to the initiate are Engulf and Materialization. If the initiate channels a great form spirit (p. 107, M/75) he gains Immunity (Normal Weapons) at the spirit’s Force in addition to its other powers. The initiate also gains the spirit’s vulnerabilities (if any). For example, an initiate channeling a fire elemental is vulnerable to water attacks. The channeled spirit may not be attacked in astral combat, nor may another magician contest control of it. It may be banished, but the channeling magician adds his Charisma dice to the spirit’s Force Tests against banishing. Unlike Possession (p. 99, MITS) the initiate remains in full control of his body while channeling—it is the mind of the spirit that is suppressed. The initiate can also use all of his normal abilities. The initiate must remain embodied to maintain the channeling; if the initiate astrally projects the channeling ends immediately, with the usual effects (see below). Damage affects only the initiate; if he is rendered unconscious the channeling ends immediately. Once the time of the channeling is up, or the initiate voluntarily chooses to end it, the spirit departs back to the metaplanes, its service to the initiate concluded (regardless of how many services the initiate had left when he channeled it). The initiate must immediately resist Drain of (Spirit’s Force)D Stun with Charisma. If the spirit’s Force exceeds the initiate’s Magic rating, the Drain is Physical damage. Channeling is common among shamans, notably Voodoo houngans and Aborigine koradji, but mages and wujen know the technique as well.
Filtering Metamagic
Filtering is a metamagical technique that can be learned by an initiate that knows cleansing metamagic (p. 74, MITS). Cleansing metamagic can clear up temporary background count and allow a character to cast spells without that penalty, but as yet there is no way to clear up a permanent background count (pp. 83-86, MfTS). This is where the filtering metamagic technique can help instead: filtering does not cleanse, but constructs a temporary “matrix" that allows the initiate to access “clean" mana despite mana static and warping. Much like panning for gold, filtering can sort through the dross that is the background count and get to the useful mana, reducing or negating all the penalties imposed. This metamagical technique can be used for both temporary and permanent background counts, and can even apply towards aspected power sites and mana warps (pp. 84-86, MfTS).
To use the filtering metamagic, an initiate must attune herself to the area and create a “filter" for her magic; the initiate takes an exclusive Complex Action and makes a Magic Test against a target number equal to the background count. Every 2 successes temporarily reduce the effective background count against the initiate by 1. This will remain in effect for a number of Combat Turns equaling initiate grade x (10 - background count), after which the filter becomes “dogged" and the initiate must filter again in order to continue to benefit.
Note that filtering only temporarily reduces the effects of ihe background count for the initiate using these techniques; the background count remains at the same level, along with penalties. for everyone else in that area.
PSYCHOMETRY
Psychometry is the ancient art of sensing the history of objects and of the people associated with them. It is similar to divination in that both seek to discover information using objects, but differs in its focus. While divination is concerned with the future, psychometry deals with the past. The word “psychometry" means “soul measuring." In its simplest form, it merely involves handling an object and opening the mind to the psychic and emotional energies associated with the object. Prior to the Awakening, psychometry was most often practiced by psychics and mediums and sometimes provided useful insights. Even bastions of skepticism such as big-city police departments occasionally employed practitioners to aid them (unofficially, of course) in some of their cases, particularly those involving missing persons or high-profile unsolved murders. After the return of magic changed everything, a technique that many regarded as a mere parlor trick took its legitimate place as a valuable tool. Psychometry has proven useful not just for law enforcement or for its original “fortune-telling" applications, but also for the study of history, psychology, archaeology and many other disciplines.
Magical theorists differ on the origin of psychometry's power; some claim that the visions come from spirits who then pass them on to the initiate, while others believe that they are a result of the energies that surround everything in the world—energies that, similar to magical background counts, become more powerful in the presence of strong emotions. This property in particular makes psychometry useful in criminal investigations, particularly in the area of violent crime.
Psychic Impressions
Psychometry is not an exact art; the way in which it manifests depends on the particular practitioner’s sensitivity, magical tradition and beliefs, and can even vary depending on the nature of the individual session. Common ways in which psychometric visions might manifest include:
• Emotional: The magician might feel emotions similar to those felt by people connected to the psychic impression.
• Sensory: The magician might get vivid visual, auditory, olfactory, tactile and/or taste-related sensations based on the impression.
• Somatic: The magician’s body might react to the energies. For example, if the subject of an impression experienced an illness, the magician might manifest symptoms of the same illness. Irregular heartbeat and increased body temperature can also occur.
Regardless of their manifestation, the “visions" a practitioner of psychometry receives from an object are rarely straightforward. She might see a rapid series of disconnected events, suffer a quick flash of pain or nausea, feel a sudden overwhelming sadness or receive a brief impression of an odor or a taste. Standard procedure calls for the magician to record the session in some way if possible, either using an electronic device or employing another person to write down the impressions before they are lost. Psychometry can be a physically and emotionally harrowing experience.
Backlash
Sometimes, the “visions” manifested during psychometry can bring about violent reactions such as fainting, severe headache, nausea, exhaustion or emotional distress. This is especially true if the magician is highly sensitive to psychic energies or if the object was connected with a particularly intense physical or emotional event. Rare cases have been recorded where magicians suffered “psychic wounds." similar to those inflicted on an astrally projecting magician’s physical body when his astral form is wounded. It is occasionally possible that a magician will be unable even to hold an object associated with a violent past—any attempt to touch the object causes physical and emotional discomfort that persists until contact is broken. It is still possible to read such objects, but the discomfort adds significantly to the difficulty. In such cases the decision regarding whether to proceed is left to the magician—if another psychometrist is available, the magician is urged to call him or her in for consultation.
Countering Psychometry
Be aware in the course of your investigations that psychometry is not a perfect tool—as with most magical techniques, there are ways to counter it. Initiated magidans can use cleansing metamagic to remove traces from objects, making them useless to a psychometric examination. Even techniques for erasing astral signatures can make psychometry on those objects more difficult or impossible. In cases where you expect to find psychometric impressions and none are forthcoming, consider examining other objects in the area. As any forensics specialist is aware, it is very difficult to eliminate all evidence from a crime scene.
PSYCHOMETRY TABLE
Psychometry Target Number
Time Since impressions Formed: Base Target Number
Less than 1 day 6
Less than 1 month 8
Less than 1 year 10
1 year or more 12
10 years or more 14
Each additional 10 years +2
Target Number Modifiers:Modifiers
Subject Is a place +1
Subject is a metal object (ring, watch, pendant, etc.) +1
Subject is a bonded focus -(Force rating)*
Subject has a strong connection to others depicted in the impression (wedding ring, beloved toy. etc.) -2
Initiate has a strong connection to others depicted in the impression (friend, relative, childhood home, etc.) -2
Impression of violence or strong emotions -2
Impression of violent death -3
Chaotic or noisy surroundings (difficult to concentrate) +1
Subject carries more than one significant impression + 1 for each
Astra) signature^) relating to impression has been erased +1
Cleansing metamagic has been used to remove impressions +6
Each subsequent attempt after the first to read the same object +2
* Modifier only applies to impressions related to the person whom the focus is bonded to.
Stacked foci give only the highest rating as a bonus to Psychometry
Successes
0 No information received
1 Brief flashes of insight, disjointed impressions, very superficial results
2 longer sequences and deeper insights, though visions are still disjointed
3 Greater detail, multiple sensory types, dearer vision, more coherence
4+ Lengthy sequences, multiple senses, coherent visions, significant information
Symbolic Linking Metamagic
An initiate who learns this metamagic has the option of using symbolic links rather them material links when it comes to the Linking Test (p. 36-37, MfTS) for ritual sorcery. Only initiates capable of wielding Sorcery can learn this metamagic technique. When the location of the target cannot be seen, either physically or with astral perception, and there are no material links available for use, a symbolic representation of the target or an item handled by the target can be used instead. The more closely the object is tied to the target, the better it will work. Symbolic links are not quite as effective as material links, how- ever, and so even a beloved childhood toy will not work as well as having a lock of the target s hair. Consult the Symbolic Links Table (p. 47) for the appropriate modifier to use in conjunction with the Linking Test Table (p. 37. M/75;.
Symbolic Links Table Key
Favored Objects denote items—clothing, jewelry, toys, mementos—which the target frequently wears or carries on his person and have significant emotional value to him. A dead lover s locket, a scrap of a childhood security blanket tucked into a pocket and similar objects fit into this category.
Often-Handled Objects include frequently worn clothing (a lucky shirt, a daily-worn company uniform), a familiar weapon (a trusty Predator, a katana used since training days), a favorite pen and other such objects. These items tend not to have as deep an emotional attachment to the target as a Favored Object, but are used often and have been in his or her possession for some time.
Recently Handled Objects have the least amount of attachment to a target. A coffee cup used at breakfast, a telephone receiver, an office toy or a fast-food wrapper—items which have been in the target's possession for a minimum of five minutes—all fit under this category. These objects have limited effectiveness, however; they can only be used for a number of minutes equal to twice the target s Essence. If the ritual begins before this amount of time runs out, the link remains effective for the duration of the ritual, after which the link is gone. If the ritual is interrupted, the link is similarly lost. Also, the object in question may not be a Favored or Often-Handled Object for someone other than the target; not only will the Linking Test fail for the intended target, but the gamemaster may decide that the ritual group inadvertently succeeds in targeting someone else!
Symbolic Representations are drawings, sculptures, dolls and other media that resemble the target. The character creating the representation must make a Success Test with an appropriate skill (Sketching, Painting, etc.) against a target number of 4 using the modifiers from the Representation Modifiers Table. The character must achieve at least 3 successes for the symbolic representation to be adequate as a symbolic link. If the character achieved only 2 successes, apply a +2 Linking Test modifier; if the character achieved I success, apply a +4 modifier; if 0 successes were achieved, the representation is unusable (which the character will not know until the Linking Test fails). It is not necessary for the magician using the representation in ritual magic to be the representation s creator, although a +2 modifier is applied to the Linking Test in such a case.
REPRESENTATION MODIFIERS TABLE
Condition Modifier
Creator is familiar with the target +0
Creator has met the target +2
Creator has only seen the target +4
Creator last saw target more than 1 month ago +6
Creator has assensed the target -2
Target is in view during the creator's efforts -1
Symbolic Link Foci
To make a more potent representation, such as the voodoo dolls used by some houngans, a character may enchant the representation into a symbolic link focus. To do this, the character must craft the representation as above and then use Enchanting (Artifidng) skill to create a focus from it (see Artifidng, p. 42, M/75). The focus formula for a symbolic link focus has a base time of 10 days. The Enchanting target number for symbolic link foci is 4, and the representation counts as handmade telesma (-1 Enchanting Test modifier). The Force of a symbolic link focus is used as modifier to the Linking Test. No symbolic link can ever have a Force higher than 6, nor can the Force exceed the number of successes achieved on the artistic Skill Test to create the symbolic representation.
Severing Metamaglc
Severing is a form of metamagic that can be learned by any initiate capable of astral perception. Despite his best intentions, a character can become the target of ritual sorcery or ritual tracking. Usually, the best way to defend against attacks from such is to hide in a warded area or under another type of astral barrier; this can, however, severely hamper a character's mobility while the threat exists. The severing metamagical technique is an active defense against ritual sorcery, allowing an initiate to break the connection between him and the ritual team. Severing can only be used after the ritual team has successfully completed the Targeting and begun the Sending stage. The initiate can only sever the link if he knows it exists (in other words, he noticed the Sending, or someone else has alerted him). Severing metamagic only works in cases where a ritual link rather them a spotter is used. When the ritual link is established, the gamemaster must keep track of how many successes the ritual team achieves on the Linking Test. The initiate attempting to sever the ritual link makes a Severing Test, rolling his Magic rating versus the ritual leader's Magic rating +1 for every additional magician participating in the ritual sorcery. If the severing initiate does not know the specific nature of the material or symbolic link used against him, he suffers an additional +2 modifier. If the severing initiate rolls more successes on the Severing Test than the ritual team achieved on the Linking Test, the ritual link is broken. The ritual ends immediately and the ritual team must make an immediate Drain Resistance Test. The material or symbolic link they were using cannot be used for the same purpose until another (severing initiate grade) hours have passed. If the severing initiate rolls equal or less successes on the Severing Test, the ritual continues unhindered.
Severing takes time equal to (10 - initiate grade) x 10 minutes. with every grade level including and above 10 reducing the time by 1 minute further. The amount of time may not be reduced to less than 1 minute. Thus a Grade 3 initiate would need to spend 70 minutes to successfully sever the link between himself and a ritual link, while a grade 11 initiate would need only 8 minutes. If the initiate does not spend the full amount of time, the link is not severed. Also, should the sending (or the tracking) complete before the initiate is able to complete the severing. the sending wins through.
An initiate can also use severing metamagic to break ritual finks established on objects and people other than himself, though he suffers a +2 target number modifier to the Severing Test. The severing initiate must be able to astrally perceive the target during the foil time it takes to sever the link. If the initiate stops perceiving astrally during the time it takes to sever the target from the ritual link, the severing fails.
It is important to note that when severing a ritual link that was established by using a focus as the material link, the bond to the focus itself is not broken. Rather, the ability to use the focus as a ritual link is temporarily negated for (severing initiate grade) hours—and the focus is also temporarily useless to the bonder for the same amount of time. If the ritual team chooses, they may try to use it as a ritual link again in another ritual after that time has passed; the focus is not consumed or “used up." Characters will not have to re-bond with fod in this circumstance. This metamagic can be used versus a ritual link more than once, and more than one person can attempt the severing also. In both cases, however, each Severing Test is treated separately; the successes are not cumulative. Count only the highest number of successes.
Ritual Magic In Reverse
Magicians are familiar with the concept of using a material fink to target someone with ritual sorcery, but in reality the mystic link between the material link and whatever it came from can be exploited from both directions. There are many ways in which initiated and non-initiated magicians can put this to use. Ritual magic in reverse is an expansion upon existing rules for ritual magic. Using a person (even himself) as a material link in ritual sorcery, a magician can attempt to create a ritual link to any tissue samples, locks of hair or other “parts” of that person (anything that could be used as a material link against that person, in other words). Likewise, a magician can use a whole object as a material link to any components that were once an integral part of that object. A magician can also use this same process to conduct ritual tracking “in reverse.” Only components that are still viable as material links can be targeted with this reverse ritual magic. It is more difficult to mystically track down a component of a larger thing than the reverse, so the magician or ritual team suffers a +2 target number modifier to the Linking Test. Additionally, the specific material link item that is being targeted must be known to the magician/ritual team; it is impossible to target a potential material link item without knowing what it is. An initiate who knows symbolic linking metamagic can perform reverse ritual magic against symbolic links, though the same +2 Linking Test modifier applies as do the modifiers from the Symbolic Links Table (p. 47).
SEVERING TEST MODIFIERS TABLE
Condition
Per magician in the ritual group other than the ritual leader +1
Initiate does not know the nature of the ritual link +2
Initiate is severing for someone or something other than self +2
DIVINING
Divining allows an initiate to gain insight into future events concerning a specific subject. To do so, the initiate must assense the subject of the divination or possess some kind of magical link to the subject, which may be anything suitable as a material link for ritual sorcery (p. 34). The initiate must also have two skills: Divining Skill and another skill that represents the character’s method of divination, referred to here as the prediction skill. Divining Skill (see p. 30) is an Active Magical Skill linked to Willpower. It represents the character’s ability to use the prediction skill to foretell the future. Divining Skill can never have a rating higher than the prediction skill.
The prediction skill can be Active or Knowledge, though it typically is an intellectual ability and may be a skill the character already possesses. Only one skill may be considered the character’s prediction skill. A few of the more popular prediction skills are listed here.
Astrology: The diviner reads information from the positions of the stars and their influence on people determined at the time of their birth. The diviner must know the birth date of the subject and have access to the necessary charts and formulas to use this skill properly.
Dowsing: The diviner uses a pendulum or similar instrument over a map or symbolic representation of the subject. The movement of the pendulum provides information, generally in the form of simple yes/no answers.
Omens: The diviner gains information from natural phenomena like the flight of birds, the movement of light on water, the growth patterns of plants and similar things. This skill generally only works in an outdoor or wilderness setting, though some applications of it can work within a city.
Dreaming: The diviner must sleep or go into a trance and dreams or sees visions about the subject of the divination. Information is often couched in dream symbolism and metaphor.
Sortilage: The diviner uses some system of randomly drawn symbols to gain information, such as the Norse Futhark runes, the Chinese I Ching, Tarot cards, or similar tools (each is considered a separate skill). The combination of the different symbols provides clues about the subject of the Divination.
The Divination Test
Once the initiate has a link to the subject of the divination, he asks a question about a future event and makes a Divination Test. The gamemaster rolls dice equal to the initiate’s Divining Skill against a target number based on the complexity of the question asked, as shown on the Divination Table. Divination is only useful in answering questions about events. The number of successes indicates how useful the answer is, to be adjusted at the gamemaster’s discretion. No successes means the answer isn’t useful. A roll of all 1s results in completely misleading information. One or two successes result in a cryptic answer containing an underlying truth. With three or four successes, the answer is mildly helpful. Five or more successes achieve approximately the level of detail the diviner wanted. Regardless of the number of successes achieved, however, the gamemaster should make the answer as specific or vague as suits the story, allowing the player characters to extrapolate what they think the answer might mean. An initiate can perform a number of Divination Tests per week equal to his grade. Further Divination Tests on the same subject increase their target number by +2 per attempt until the gamemaster judges that something significant about the subject or the situation has changed. Divination can be used by gamemasters to provide cryptic clues about plots in the game. The gamemaster can enhance the flavor of this power by having characters with divination experience “visions” and “omens” at unexpected, and perhaps inappropriate, times. Gamemasters should try to keep divining from becoming a “quick fix” solution for the players by providing them with occasional misleading or contradictory information.
2054
I am John Barrymore Dixson and this is my story born october 20 2031
I Classify myself as a professional killer. Killing is easy for me I am a loner I do not like to work with others because If they make a mistake we all pay for it. If I am alone only I have to pay for my mistakes.
One thing I will not stand for is the killing of children especially young girls. I have been know to become vidotent with any who have.
I despise being made fun of or being degraded in any possible
One of the reasons that I enjoy shadow running is the fact that I get to travel which is something I love to do.
I Like to listen to music especially old offspring tapes.
I was the son of a small shareholder of ares macrotech. my father and mother where killed when I was 19, I then sold off everything my father owned using the money to install cyberware and bioware then started to take revenge, against the people that killed my father and killed and raped my mother, they done this in an attempt to make my father to sell his shares to their boss I was forced at gunpoint to watch my fathers torture and murder well my mother was raped then murdered in the next room. I have | since that time killed 8 of the 10 people responsible for their murders. I have not as of yet found the other 2 people involved nor have I found the person who payed them, when I do nothing will stop me from killing them.
I do not like killing but it is one of the few things that I am good at. I was a smart child but there was nothing that I excelled at, my father often said that I was good for nothing after I joined the military academy I found that I was a natural born sniper. I don't like to kill but we each to what we are good at. I have been working as a freelance assassin for that!
I came to the attention of a corporate man when I shot By way through 8 of his heavily armed guards to kill his bodyguard. I told him that it was a personal grudge, and that his bodyguard was one of the people that killed my parents. his name was danian sharx he told that backup security to let me o as I dropped a sharp shooter Metal on his chest then walked Away
I have a tendency to do things for people that may kill me but it is just one of the ways that I can clear my conscience
I feel that women can do anything a man can but that the shouldn't I think that we man should look like women not butch and masculine, I also have a tendency to be overprotective of the wesan I am with if they need it or not.
I am short of build but very quick and Strong was born in belview I had very few friends when growing up
Mother was 25 when I was born she was 44 when she died her name was sara dixson. My father was 30 when I was born he was 49 when he died his name was matthew dixson.
I would like someday have kids but only after I have had y revenge and have enough money to give them a comfortable lifestyle.
I attended southern belleview high school then moved on to the university of berkley when I took one year of the military specialist course. I have never worked at anything other than shadow running though in the future I would like to buy some corporate shares.
I have never taken an interest in politics or religion I believe both become corrupted with time.
2056 I have over the last several months done quite a few runs with shade who promote a non lethal Strategy. I have decided that she is correct and that I should stop being an angry young man and start acting like I have been trained a professional.
I will still kill but I do it only as a last resort.
I realize that I have become as evil as those that killed my parents and that I have wasted the last seven years on revenge after I make some big money I think I shall retire and open up a bar where shadow runners can go and feel at least a little more secure than they usually do.
almost a year ago I was arrested after a big time run went bad shade, bones, Jimny & eclips broke me out of jail. thanks to for me. shade ny record has been erased and the cops are not looking
shade at the time had gone a little off the deep end and had started kill. this shook me up badly but things have Since turned out ok
2057 I have stopped using non-lethal tactics, but I am not so quick to k111 as I once was I have also been getting fed up with the type of work that I have been doing, because it usually places me in a situation where I have to kill some poor innocent Guard
I have no mercy for what I had once been a indiscriminate killing machine I feel it is now my responsibility to stop these people from killing innocents. from this point on when I fire I shall try to make it a cleansing fire that destroys evil and allows good to rebuild the only type ol language the thues that quite well! and killers understand is that of violence and I can speak
teammates have for the last couple month us benevenced to been volunteering My spare time teaching martial art to the street Kids at the martial arts school for underprivileged kids, owned and Run by Damien Shark who also teaches there he was the one Who got me to joinin in helping. I have recently asked Jade and Jimmy if you would be interested in helping some of the kids in finding jobs and getting the grades in school. I myself and tutoring several different kids. The main dojo is in Redmond because it is the most central area in Seattle. I have in my spare time been doing free PI work. Like trying to find missing people using the matrix. I do this mainly for people who cannot afford to hire a true PI. I have in the last several months discovered the wonder of the matrix in that time I have become quite a good decker. I have had custom deck made for me at cost by a couple of friends at shark security. In the matrix I am known as Col. John Phoenix I am as we speak recovering from having more cyberware installed and as soon as I recover I should also be a rigger not a great one what a rigger nonetheless so I will be a street Sam Decker rigger there so much I have to learn to become as proficient at each of these as I like. But that takes time, while the later chummers.
Col. John Phoenix
J. B. dix
John Denver
John Barrymore Dixon
January 2058
I stand 5'6" and a very muscular. I am now 26 over the last year many things have happened. Shade and Jimmy have both been helping me with the kids at the dojo. I am now an accomplished actor. But I seem to be losing my enjoyment of decking it used to be an escape but even here life and the real world intrudes. On a run I had I had a very close call and have it not been for shade me and voo. What has been dead I won't get into any details but being blown out into space has seriously affected one thing I have to say is very beautiful out there floating amongst the stars. I've also been on several astral runs. Which seriously messes with your head. Me and shade have accomplished one bequeath in the dunkilzan's will. We are now co-owners of the galamis Castle. I started living the life of John Denver VIP of special security at shark security since that time I've become 1% owner in shark security. This was accomplished by shade, Cindy, Foxfire, and myself by saving Damien's daughter this all preceded the small court war between shark and Aztec. Which currently seems.. Over the last little while me and shade have become quite close. You are living together a galamis being who I am I wanted love companionship and shade seems so lonely that I read more into it than I should before I realized I was in love with. And then everything went to hell in a handbasket
2058 January page 2
It really started or at least I noticed it. When on a run I destroyed a battleship with all hands on board lost over 3000 it because of me it was not intentional it was a misjudgment on my half. She informed me that my hands were too bloody for her liking she also told me that I feel like her brother no one knows how much that hurts. She is right my hands are too bloody. I do not intentionally kill I am just placed in situations where I must.
Shade has as of late been finding companionship in the form of lofwier. Have dated several times. I cannot compete with someone like him. In the last few months I found myself withdrawing from shaped. I've been hardening my heart to her she just hurts me too often the Christmas gift of the murderers Who's Who with me pasted in and circled in the back hurt to no end.
I am losing my respect for human life. After all I should be dead nothing looks over us watches over us or protects us. If they are to die it might as well be me instead of some drunk bus driver who just in the running them over. All better off dead as a mind.
Whoever I am supposed to be
2058 March once again I have made a mistake I pair dropped in the shark security headquarters unannounced and got my ass blown off. Causing the death of 30 people and put both Jimmy and shade at risk of death and then one without their knowledge to the eye of the needle to help them were once again I proved ineffective. I once again upgraded my cyberware. I've discovered the wonderful world of undersea life everything is so simple me and kzinty. Having undersea base that we can get away from it all at.
April 3
I have finally gotten close to Shade again. As a friend after the last three months of staying as far away from each other as possible. In March I went under the knife again. I have added Aqua equipment implanted. Shortly after my disastrous parachute landing at shark security,saeder krupp, and Aries macrotechnology. After the dust settled I did very little work and instead I started planning my bar I have found a location it is in Fort Lewis me and Jimmy evicted the previous tenants sepoula ring. I expect future problems from the. The name of the Bartleby the haven I was then dragged on an astral quest. As near as I can figure it was the old West where I was forced to reconcile my differences with shade. After I returned I called the others and we decided to go on vacation in Tahiti. Where we are renting a condo and where I bought a Jeep TJ rent I might buy a condo and keep this is my retirement home.
April 4-10 we through party, a large part with Kyle Morgan, parnorweir and the entire Boulder shoulder clan. She, Jimmy, bones, and myself played for the enjoyment of the crowd we did quite well.
She decided to let loose and drink around midnight she decided to take a swim out to the reef as she was drunk I decided to tag along we sat on the reef and talked. Shade Being drunk as was I we started necking. Realizing that what we were doing might be a mistake we decided to cool off when we got back to shore after our cool off swim. We decided to have another drink and then she took my hand and led me off the bed it was wonderful it is been way too long. If they were sober neither us would have done it. I bought her roses to make up for the fact that I should have had enough willpower to stop. We have talked and seemed to have got on with our friendship. If more comes from it it is for time to tell
April 5
Responding to a S.O.S. we were captured by pirates. We wake up five days later in the aunt Arctic Ocean the cruiseship we were helping strikes iceberg and six. I tried to help save as many people as possible but yet again I don't do as well as planned but I didn't see the baby. As we traveled in the lifeboats to land cracking attacks and destroys several of the lifeboats
Most of the lifeboats we we managed to steer the rocks. As we keep traveling a strange magical effect creates a vortex that swallows me, shade, Jimmy, and bones. It then takes us at unimaginable speeds across the galaxy. To appear at some kind of space station the trip was scary to me but once again I experienced the feeling of how beautiful space is. I also hope to see the day when my children can travel out amongst the stars and see their wondrous beauty.
April 10-22 my bar the haven is now open, we also have a music CD on the market apparently the guy in Tahiti bootlegged copy of the concert and started distributing it.
Me, shade, Jimmy, Michael and bones played assassin at the grand opening of the haven. The rest of the night was Felicia death and the phantoms shade is talking about getting everyone together to record a CD in her studio.
I finally returned to Galamis Castle what shade is done with the place makes it rock, I plan to spend more time there
..
My bar the "Haven" is doing awesome and I have my condo in Tahiti I have also acquired a cabin 2 miles up the shore into the Salish shahied from the Seattle border. It has about 10 acres of land with it and this is where I placed my medicine Lodge. When I finished the job I am currently on I think I will go on a vacation for my birthday.
October 2058
Got back from my vacation on the 12th on the 18th shark security was blocked I was attacked as was most of the others. Shark security Main building and the special situation building and a few others were totally leveled. Damien, I later found out was killed, his daughter decided to buy our shares back for 20 million each I've also sold my bar the Haven because it was attacked I sold some stock and property I had and copies of all the programs I have in my death I also did some decking to get some pay data. I did all this so I could have some of my cyberware and bioware replace an upgraded. I no longer had the underwater abilities I did. but my magic makes up for it. I'm now rigger again and an added some tech enhance my Decking abilities.
Edit: it seems when i wrote this down i left out a fair amount of information. It seems the main villain was a former VIP, they had worked for shark security. That we had pissed off. He got hired on with Aztec. And it was him that pushed them to take out shark security. He is now dead me and the others made sure that.
Before I took off for Tokyo to upgrade I landed at SeaTac airport and the sharks security hanger and took most of what I could which was a couple of choppers I sold One. I also emptied a couple of corporate accounts knew about to give me some more Capital.
January 2059 I've gotten back from a surgery and recovery time needed to lay low for a while so I wrote up some orders and grabbed my colonel Barry Morgan fake ID and dropped in on a ucas military base. For a month did some refresher training and stock up on supplies get some air time and learn how to pilot drones very interesting devices and I've been thinking of a new identity when I start working shadows again. I think I might use my matrixed Col. John Phoenix I think it's appropriate otherwise known as Phoenix.
That's all for now
Col. John Phoenix
Phoenix
Mid – late January did a run with a new team with Germany it was a cluster fark from the word go. But it made me realize something that the tactile computer and move by wire too much. Way too easy to use be spotted by customs which caused a lot of problems so I went back under the knife. And had both of them removed I now have a low-level vehicle control rig. And a lot of sensory enhancements. Through a lot of meditation and spiritual training I regained my lost essence. Then went on a run to the Amazon jungle with spider zombie aerial and Orion it was interesting.
If I remember correctly, it was in Brazil we ended up out in the deep Amazon, facing off against a small paramilitary organization. All we had was what we carry with us, and they had UAV drones one which appeared to have had a cockpit seat added so that it was a mini tank. It was a totally black site with military hardware and paranormal assets. Oddly enough, if I remember correctly I had a really fun time. I remember having to climb to the top of the canopy to set up my satellite uplink so I could access the matrix. So there I am top of this tree 300 feet in the air, trying to position this uplink so won't move then trying to what myself into a position where I will follow the tree when I start decking. It was fun as hell! I also remember executing really good use of my ranger x combat bow. Those poor guys never even knew what hit them.
February 2059
after a couple days of rest we got a run to capture a sub with sniper "Jimmy", zombie "voo", aerial and Orion "shadow", and in the city they discovered who I am and I also figured out who each of them were. It’s strange that we took new identities and still ended up working together.
On this run ahead when the most amusing things happen, as were on board alarms started going off, it seems the computers thought it was being attacked by a slow-moving torpedo. It was actually kzinty he was swimming fast enough and has enough metal in him the computer miss read him, as an actual torpedo. I know his explosive temper. But he's not that bad!
2060 january
I am Jonathan Wolf I have had other means in the past all the others in the future. I spent the last nine months in hiding. I liquidated everything as they were closing in assassins hired by I know not to so my past died. aircraft explosion over the ocean presumed dead with a new face in new gear I started over/
spent the last six months traveling across the continent last month bought a brownstone in Seattle's pallyup, barren. To everyone I am now Jonathan Wolf Street Shaman.
2061
What can I say has, happened. I'd like to say that nothing has happened and truth be told in comparison to what has happened to me in the past nothing major has happened. Over the last year I found myself living in the barrens, being Jonathan Wolf. I was trying to lay low but me being who I am. Have to get involved in some way. It's a little effort to teach the gangs where I draw the line. I had to send a few of them to the street doc. and then there is a little set to with one of the local criminal organizations. It had something to do with abducting young ladies to work in one of the parlors. Maybe I have just helped people too long either through the shark security dojo or just through my own my own private works. I ended up setting up a quazai school. Well not really a school I just teach some local kids. I teach them schoolwork as well as how to fight. I regularly work with the local street Dr. and generally have tried become a all-around pillar for the community.
2062
If you would've told me, that 10 years ago when I started running, that I become one of the best shadow runners in the world. And that I end up doing jobs for small donations of food and just pure gratitude. I would not have believed you. But now I find myself using my abilities to cause the background camp from different sites where people are trying to live. Drawing on city spirits to help cleanse the land. Using my ritual abilities and ritual magic to track down missing street kids. Using my several meta-magic to help local gutter shadow runners to avoid capture. Using my divination abilities because people come to me looking for sage advice. I find myself talismongering garbage piles. The more I live a magical lifestyle, the more I find it infused into everything. I'm really happy, its been a long time since I felt this way. But I'm worried things and relatively quiet. And when everything is happening in the corporate world. I can't believe that it will be that long before our peaceful little neighborhood comes to the attention of someone who want to disrupt. For whatever reasons they have.
2063 June
Well my misgivings were not false. Since the beginning of the year. There's been a lot happened. Not a lot of overt action or hostility towards the locals yet. But everyone can feel the tension building. Both the yakuza and the Mafia are building up their forces to make a play. I'm not entirely sure but I think the triads are going to make a play as well. At least five different gangs. With affiliation to one of the previously mentioned. Have all started beefing up their presence in the neighborhood. If that wasn't bad enough. At least several corporations have started projects in the barrens. One of which is set up for free clinic, but knowing what I know I'm skeptical so far as they seem above board but it will takes looking into. Another corporation has basically just taken over city block forced everyone and and set up what I would guess the shadow site. All the corporate security are dressed in street clothes. They're definitely doing something they don't want others to know about. Which means I should probably look into it. The other corporate presence has me even more concerned, I'm not quite sure why but I get the feeling it's a front, they've been all nice and cozy with some of the locals. Making donations to one of the local street docs. I'm not sure what it is about them that bothers me. But I just don't trust them.