name: Adam Banjie street name:Sam Harkness
karma: total karma:61 karma pool:7(1)
Body:(6)7 combat pool:11
quickness:5(9)11 control pool:
strength:5 task pool:
charisma:4 memory tests:
Intelligence:6 language tests:
willpower:4 knowledge:
essence:0.44 BioLevel 2.8
reaction:13 init +3d6
active skills
Assault Rifles: 5
Shotguns: 5
Rifles: 4
SMG: 3
Pistols: 1
Edged Weapons: 3
Etiquette: 5
Demolitions: 5
Electronics: 3
Stealth: 4
Athletics: 3
Launch Weapons:3
Computers: 2
B/R Computers: 1
Electronics 3
Electronics B/R 3
Demolitions B/R 4
SMG B/R 4
Shotgun B/R 4
Heavy Weapons B/R 4
AR B/R 4
Pistol B/R 4
Pilot Car 2
Pilot Motorboat 1
Pilot Rotor Aircraft 1
Athletics 2
knowledge skills
Classical Battles: 2
Computers: 3
Exercise Techniques: 1
Local Knoweldge Seattle: 4
Police Procedures - Street: 4
Smuggling Routes: 4
Firearms Design 4
languages
English: S 6/RW 3
Military Jargon English: 1
Cityspeak: 2
edges
Friendly Face SC PDF27
Connected Weapons 5 - Greg McIver
flaws
Spirit Bane - City - SC PDF29
Choker - SC PDF29
Codeblock - SC PDF29
Scorched - SC PDF30
cyberware
Move by Wire +2 Dice on Athletics and Stealth
Cybereyes Alphaware Cosmetic to Look normal
Image Link Alpha
Low Light Vision Alpha
Thermographic Vision Alpha
Electronic Vision Magnification Rating 3
Cyberears Alphaware Cosmetic to look normal
Dampener Alpha
Hearing Amplification alpha
High frequency
Low Frequency
Select Sound Filter lvl 5
Smartgun Link 2 Alpha
Dermal Plating Alpha Rating 1
bioware
lvl 3 mnemonic enhancer
lvl 3 Damage Compensator
lvl 4 Muscle Toner
contacts
Lvl 1 Fence - Jin Wu
Lvl 2 Fixer - Horace Takagama
Lvl 2 Gun Dealer - Greg McIver - Gun Connected
Weapons Concealability/Reach/Mode/Ammo/Short/Medium/Long/Extreme/Damage
Edged WeaponsConcealReachDamageWeightAvailCostSILegality
Cougar Fineblade, Short80dikote
(Str)S
.55/72 h80038-A
Ares Alpha
Designed for use by special forces operatives, the Ares Alpha combat gun features an integral Smartlink-2 and an underbarrel grenade launcher. A special chamber design gives the weapon 2 points of recoil compensation. The Alpha can accommodate barrel and top-mounted accessories. The grenade launcher prevents the mounting of underbarrel accessories.
Mounts Available: Barrel, Top
Ultrasound Sight, Sound Suppressor, Shockpad, Personalized Grip
ConAmmoModeDamageWeightAvailCostSILegalRC
Ares Alpha242(c)SA/BF/FA8M5.258/48h2,00041-G4
+- Grenade Launcher-8(m)SSAs Grenade----1-K-
Assault Rifle0-5051-150151-350351-550
Grenade Launcher5–50*51–100101–150**151–300Franchi SPAS-22A thoroughly dangerous weapon, the SPAS-22 comes equipped with an integral smartlink-2 system and a folding stock that provides 1 point of recoil compensation when in use, reducing the weapon's Concealability by 2.
Mounts Available: Barrel, Top, Underbarrel
Barrel Vent 3, Smartgun 2, Shockpad, Personalized Grip
ConAmmoModeDamageWeightAvailCostSILegalRC
Franchi SPAS-222(4)10(m)SA/BF10S4.006/8d1,0002.05-F5(6)
Shotgun0–1011–2021–5051–100Ingram SuperMach 100Classified as a high-velocity "super machine gun", the SuperMach has an impressive autofire speed. The weapon's unique recoil reduction design provides 3 points of recoil compensation. Both a standard 40 round clip and an expanded 60 round clip are available. Empty 60 round clips cost 25 nuyen.
In burst-fire mode, the SuperMach fires 6 round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts: a single burst incurs a recoil of +6 (+3 with compensation), and a second burst in the same Combat Phase would suffer +12 (+9)
In full-auto mode, the SuperMach fires at at maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst.
The SuperMach 100 cannot accommodate barrel-mount accessories.
Mounts Available: Top, Underbarrel
ConAmmoModeDamageWeightAvailCostSILegalRC
Ingram Supermach 100540(c)SA/BF/FA6L3.009/2d8503.04-G3
SMG0–1011–4041–8081–150
M79B1 Law Rocket Launcher
The most common light anti-armor weapon, the LAW is a single-shot disposable shoulder mounted system. The tube, when opened, reduces the weapons concealability to 0. The LAWs exhaust blast zone is only 1 meter by 10 meters, with a base Damage Code of 10M, reduced by -1 per meter.
WeaponConcealAmmoModeDamageWeightAvailCostSILegal
M79B14/-1SS10M/-1m2.506/36 h70021-K
Missile Launcher20–150*151–450451–1,2001,201–3,000Equipment
Everyday Suit - 8 Ballistic Effective 3 Impact Effective -2 to all Chemical or cold based attack. +50% Concealability to anything under the coat.
Fake SIN Rando Pearson Rating 8
1997 Regular Ammo AR
988 APDS AR
500 Regular Ammo Shotgun
20 Shotgun Shot Lock Rounds
100 Shotgun Gel rounds
GrenadeConcealDamageBlastWeightAvailCostSILegal100 HE Offensive Mini Grenades
Mini-Grenade8by grenby gren0.1+2/by grenx2+1by gren
Offensive (HE or AP)610S-1/m0.254/4 d30Y23-J100 HE Defensive Mini Grenades
Mini-Grenade8by grenby gren0.1+2/by grenx2+1by gren
Defensive (HE or AP)610S-1/0.5m0.254/4 d30Y23-J100 Concussion Mini Grenades
Mini-Grenade8by grenby gren0.1+2/by grenx2+1by gren
Concussion612M*-1/M0.255/4 d30Y23-J76KG Plastic Explosives IV
8 Radio Detonators
5 Extra Clips SMG
5 Extra Clips AR
New Lifestyle Listed below.
Area -2
Comforts -2
Entertainment -2
Furnishings -2
Security -2
Space -5
Reliable Utilities .1
The building is kept in good condition and the owner has invested in technologies and services that ensure life can go on at even the worst of times. This may mean that there is a back-up generator on site or that the plumbing is of superior quality, Even in the most extreme circumstances, the basic services of electricity and hot/cold water still function.
No More Neighbors .15
Through luck or the character's exasperated actions, the homes next door(and above and below) are empty. While this means no immediate help, it also means no distractions and no one to disturb.
Inconspicuous Housing .1
The character lives in a place that people just can't seem to find on the map or even easily on foot. It may be a nondescript warehouse with no address or that corner apartment that can't be seen from the street and isn't listed on the directory. This makes it harder for people to find the character, both friendly and otherwise. Increase the difficulty of all tests made to find or acquire information about the tenants by +1.
Escape Tunnel .1
Whether by design or accident, the home features a concealed portal that can be used to secretly enter and exit without any external observers being the wiser. This might be a basement door leading to the sewers, a secret stairway hidden behind a bookshelf or easy access to the neighbor's roof and out-of-sight fire escape.
Defensive Setup .1
The home with this Edge was either designed with architectural defense in mind or acquired that aspect by pure accident. It features corners and layout characteristics perfect for use as cover or advantageous positions in battle. When fighting indoors, characters familiar with the home(namely the character with the lifestyle and any regular visitors) can always move to gain the Partial Cover defensive bonus in ranged combat or the Superior Position bonus in melee combat.
Cacophonous Neighborhood .05
The home is unfortunately placed near a highway, railway, motor factory, foghorn plant or other noisy feature of urban life. This causes the character to have trouble sleeping and relaxing due to constant audio bombardment unless of course he or she happens to be deaf. Guests and visitors will mind all the same.
Middle of Nowhere .05
The home is as far from the local services as is metahumanly possible. Due to traffic and bad city planning, all travel between the home and specialty services is doubled in length.
Portal in the Closet .1
Hidden somewhere in the home is a feature best left undisturbed, a secret passage into an old (or still active) underground shortcut or hidden area. Unlike the escape tunnel edge though, this portal is well concealed and leaks or spews out something bad or horrible, depending on the value of the flaw.
Haunted .2
Apparitions, closet rumbling, cupboards shaking, doors slamming shut... something's going on at the character's home, it's a Force 1 Specter unable to be banished until this flaw is bought off. For this to happen the reason for the Specter's presence will also need to be unearthed and resolved.
Gnomes in the floorboards .1
Keycards, credsticks, magazines, chips and many assortments of single socks; if it's small and shiny, the character keeps losing it. Whether the home is a breeding ground for trinket snatchers or greater forces are at work., small(and often important) things keep getting lost around the home. When gear of Concealability 8 or more is left in the home, there's a 1 in 6 chance that it will be impossible to locate when the character searches for it later. At level 1 the item will eventually show up later 1d6*1d6 days.
4350*1.05= 4567 per month *6mo paid*
Nuyen:104025
karma: total karma:61 karma pool:7(1)
Body:(6)7 combat pool:11
quickness:5(9)11 control pool:
strength:5 task pool:
charisma:4 memory tests:
Intelligence:6 language tests:
willpower:4 knowledge:
essence:0.44 BioLevel 2.8
reaction:13 init +3d6
active skills
Assault Rifles: 5
Shotguns: 5
Rifles: 4
SMG: 3
Pistols: 1
Edged Weapons: 3
Etiquette: 5
Demolitions: 5
Electronics: 3
Stealth: 4
Athletics: 3
Launch Weapons:3
Computers: 2
B/R Computers: 1
Electronics 3
Electronics B/R 3
Demolitions B/R 4
SMG B/R 4
Shotgun B/R 4
Heavy Weapons B/R 4
AR B/R 4
Pistol B/R 4
Pilot Car 2
Pilot Motorboat 1
Pilot Rotor Aircraft 1
Athletics 2
knowledge skills
Classical Battles: 2
Computers: 3
Exercise Techniques: 1
Local Knoweldge Seattle: 4
Police Procedures - Street: 4
Smuggling Routes: 4
Firearms Design 4
languages
English: S 6/RW 3
Military Jargon English: 1
Cityspeak: 2
edges
Friendly Face SC PDF27
Connected Weapons 5 - Greg McIver
flaws
Spirit Bane - City - SC PDF29
Choker - SC PDF29
Codeblock - SC PDF29
Scorched - SC PDF30
cyberware
Move by Wire +2 Dice on Athletics and Stealth
Cybereyes Alphaware Cosmetic to Look normal
Image Link Alpha
Low Light Vision Alpha
Thermographic Vision Alpha
Electronic Vision Magnification Rating 3
Cyberears Alphaware Cosmetic to look normal
Dampener Alpha
Hearing Amplification alpha
High frequency
Low Frequency
Select Sound Filter lvl 5
Smartgun Link 2 Alpha
Dermal Plating Alpha Rating 1
bioware
lvl 3 mnemonic enhancer
lvl 3 Damage Compensator
lvl 4 Muscle Toner
contacts
Lvl 1 Fence - Jin Wu
Lvl 2 Fixer - Horace Takagama
Lvl 2 Gun Dealer - Greg McIver - Gun Connected
Weapons Concealability/Reach/Mode/Ammo/Short/Medium/Long/Extreme/Damage
Edged WeaponsConcealReachDamageWeightAvailCostSILegality
Cougar Fineblade, Short80dikote
(Str)S
.55/72 h80038-A
Ares Alpha
Designed for use by special forces operatives, the Ares Alpha combat gun features an integral Smartlink-2 and an underbarrel grenade launcher. A special chamber design gives the weapon 2 points of recoil compensation. The Alpha can accommodate barrel and top-mounted accessories. The grenade launcher prevents the mounting of underbarrel accessories.
Mounts Available: Barrel, Top
Ultrasound Sight, Sound Suppressor, Shockpad, Personalized Grip
ConAmmoModeDamageWeightAvailCostSILegalRC
Ares Alpha242(c)SA/BF/FA8M5.258/48h2,00041-G4
+- Grenade Launcher-8(m)SSAs Grenade----1-K-
Assault Rifle0-5051-150151-350351-550
Grenade Launcher5–50*51–100101–150**151–300Franchi SPAS-22A thoroughly dangerous weapon, the SPAS-22 comes equipped with an integral smartlink-2 system and a folding stock that provides 1 point of recoil compensation when in use, reducing the weapon's Concealability by 2.
Mounts Available: Barrel, Top, Underbarrel
Barrel Vent 3, Smartgun 2, Shockpad, Personalized Grip
ConAmmoModeDamageWeightAvailCostSILegalRC
Franchi SPAS-222(4)10(m)SA/BF10S4.006/8d1,0002.05-F5(6)
Shotgun0–1011–2021–5051–100Ingram SuperMach 100Classified as a high-velocity "super machine gun", the SuperMach has an impressive autofire speed. The weapon's unique recoil reduction design provides 3 points of recoil compensation. Both a standard 40 round clip and an expanded 60 round clip are available. Empty 60 round clips cost 25 nuyen.
In burst-fire mode, the SuperMach fires 6 round bursts that inflict 12D damage. These bursts suffer recoil for each bullet in the same way as standard bursts: a single burst incurs a recoil of +6 (+3 with compensation), and a second burst in the same Combat Phase would suffer +12 (+9)
In full-auto mode, the SuperMach fires at at maximum rate of 18 rounds per phase. This autofire can be directed in bursts at more than one target, but at least 6 rounds must be fired in each autofire burst.
The SuperMach 100 cannot accommodate barrel-mount accessories.
Mounts Available: Top, Underbarrel
ConAmmoModeDamageWeightAvailCostSILegalRC
Ingram Supermach 100540(c)SA/BF/FA6L3.009/2d8503.04-G3
SMG0–1011–4041–8081–150
M79B1 Law Rocket Launcher
The most common light anti-armor weapon, the LAW is a single-shot disposable shoulder mounted system. The tube, when opened, reduces the weapons concealability to 0. The LAWs exhaust blast zone is only 1 meter by 10 meters, with a base Damage Code of 10M, reduced by -1 per meter.
WeaponConcealAmmoModeDamageWeightAvailCostSILegal
M79B14/-1SS10M/-1m2.506/36 h70021-K
Missile Launcher20–150*151–450451–1,2001,201–3,000Equipment
Everyday Suit - 8 Ballistic Effective 3 Impact Effective -2 to all Chemical or cold based attack. +50% Concealability to anything under the coat.
Fake SIN Rando Pearson Rating 8
1997 Regular Ammo AR
988 APDS AR
500 Regular Ammo Shotgun
20 Shotgun Shot Lock Rounds
100 Shotgun Gel rounds
GrenadeConcealDamageBlastWeightAvailCostSILegal100 HE Offensive Mini Grenades
Mini-Grenade8by grenby gren0.1+2/by grenx2+1by gren
Offensive (HE or AP)610S-1/m0.254/4 d30Y23-J100 HE Defensive Mini Grenades
Mini-Grenade8by grenby gren0.1+2/by grenx2+1by gren
Defensive (HE or AP)610S-1/0.5m0.254/4 d30Y23-J100 Concussion Mini Grenades
Mini-Grenade8by grenby gren0.1+2/by grenx2+1by gren
Concussion612M*-1/M0.255/4 d30Y23-J76KG Plastic Explosives IV
8 Radio Detonators
5 Extra Clips SMG
5 Extra Clips AR
New Lifestyle Listed below.
Area -2
Comforts -2
Entertainment -2
Furnishings -2
Security -2
Space -5
Reliable Utilities .1
The building is kept in good condition and the owner has invested in technologies and services that ensure life can go on at even the worst of times. This may mean that there is a back-up generator on site or that the plumbing is of superior quality, Even in the most extreme circumstances, the basic services of electricity and hot/cold water still function.
No More Neighbors .15
Through luck or the character's exasperated actions, the homes next door(and above and below) are empty. While this means no immediate help, it also means no distractions and no one to disturb.
Inconspicuous Housing .1
The character lives in a place that people just can't seem to find on the map or even easily on foot. It may be a nondescript warehouse with no address or that corner apartment that can't be seen from the street and isn't listed on the directory. This makes it harder for people to find the character, both friendly and otherwise. Increase the difficulty of all tests made to find or acquire information about the tenants by +1.
Escape Tunnel .1
Whether by design or accident, the home features a concealed portal that can be used to secretly enter and exit without any external observers being the wiser. This might be a basement door leading to the sewers, a secret stairway hidden behind a bookshelf or easy access to the neighbor's roof and out-of-sight fire escape.
Defensive Setup .1
The home with this Edge was either designed with architectural defense in mind or acquired that aspect by pure accident. It features corners and layout characteristics perfect for use as cover or advantageous positions in battle. When fighting indoors, characters familiar with the home(namely the character with the lifestyle and any regular visitors) can always move to gain the Partial Cover defensive bonus in ranged combat or the Superior Position bonus in melee combat.
Cacophonous Neighborhood .05
The home is unfortunately placed near a highway, railway, motor factory, foghorn plant or other noisy feature of urban life. This causes the character to have trouble sleeping and relaxing due to constant audio bombardment unless of course he or she happens to be deaf. Guests and visitors will mind all the same.
Middle of Nowhere .05
The home is as far from the local services as is metahumanly possible. Due to traffic and bad city planning, all travel between the home and specialty services is doubled in length.
Portal in the Closet .1
Hidden somewhere in the home is a feature best left undisturbed, a secret passage into an old (or still active) underground shortcut or hidden area. Unlike the escape tunnel edge though, this portal is well concealed and leaks or spews out something bad or horrible, depending on the value of the flaw.
Haunted .2
Apparitions, closet rumbling, cupboards shaking, doors slamming shut... something's going on at the character's home, it's a Force 1 Specter unable to be banished until this flaw is bought off. For this to happen the reason for the Specter's presence will also need to be unearthed and resolved.
Gnomes in the floorboards .1
Keycards, credsticks, magazines, chips and many assortments of single socks; if it's small and shiny, the character keeps losing it. Whether the home is a breeding ground for trinket snatchers or greater forces are at work., small(and often important) things keep getting lost around the home. When gear of Concealability 8 or more is left in the home, there's a 1 in 6 chance that it will be impossible to locate when the character searches for it later. At level 1 the item will eventually show up later 1d6*1d6 days.
4350*1.05= 4567 per month *6mo paid*
Nuyen:104025