Name- Jasper (Silver) Regos
Race- Drake (Elf) Astral
Elf / Drake Elf / Drake
Body- 5 / 9 6 / 6 (Will) Karma pool- 4
Quick- 5 / 5 5 /5 (Int) Good karma- 6
Str- 5 / 9 5 / 3 (Cha) Combat pool - 8
Cha- 5 / 3 Spell Pool - 5
Int- 5 / 5
Will- 6 / 6 Astral Pool - 8
Ess- 6
Magic- 6
Reaction- 5
Initiative- 2d6 (5d6) (imp reflexes +3)
Astral initiative 26 (2d6)
Day Job security officer -1
Allergy Com & Moderate pollen -4
Night Blind -2
Sensitivity System 0
True believer draco found -3
Poor Link 2
Dragon Patron 6
Focused Concentration 2
Unarmed Combat (str) - 4
Etiquette (Cha) - 3
Enchanting (Will) - 1
Aura reading (int) - 5
Sorcery (wil) - 5
Conjuring (Will) - 5
Intimidating (cha) - 4
Computer (int) - 2
Drive bikes (Rea) - 1
St: Gang Id - 3
BK: Talismonger - 5
SW: Corporate Procedures - 3
SW: Sraco foundation -1
SW: Corp Security - 3
SW: Dragons - 5
SW: Elves - 4
Sw: Magic - 3
Sw: Spirits -1
Lang: English -3
Read -2
Lang:Sperethiel -3
Read -1
Stun bolt F5 Mana Drain -1 (damage level)
Mind probe F3 mana Duration S Drain Serious
Armor F5 Phy Target 6 Drain +2(m)
Nutrition F3 Mana Target 4 Duration perm Drain: +1 (M) pg mits 142
Live off of mana for (force + success) X12 hours
imp Invisible F5 phy Target 4 Drain +1(m)
Imp reflex +1 F5
Fast F5 Mana Target 4 Duration perm Drain: -2 (M)
Ignore Hunger and thrust for (force + success) X12
Heal F3 Mana target 10-target essence Drain wound Lev
Treat F6 Mana target 10-target essence Drain -1(wound L)
Imp reflexes +3 F1 Mana Target Drain +3(D))
Items (Legal stuff, Held)
140 000
Armored vest with plates B4 I3
Enchanting kit
Sustaining focus (imp reflexes +3) F1 (Crystal globe in a dragon claw Pendant)
Power foccus F2 (skill with bones)
Pocket Secretary
Started search on june 3 for magical group
Fake id R9 will be ready some time by the 12th
Things at home
Shamen Lodge F6
5 talisma plant units (hand gathered)
14 metalic units (Hand gathered)
Spell Formula Stealth F5
Spell Formula ??
Fake ID R3 (name????)
Suit New 300 dollars
Vehicles
Yamaha Rapier 3/6 handling 195 speed 10 accel 2 body 2 Sig auto 1 cargo 1 load 40
Things to Sell
Spell formula Imp reflexes F1 500 3/ 24 sr 1
Armor Street clothes B2 I1 500 si 1 2/ 36 hours
Contacts
Mrs Ivry stump Draco foundation Handle Level 1 troll
Professor Oak Tusk Collage magic teacher Level 1 elf
Richard Fine berg Accountant Level 2 orc
Greg mciver weapon seller group L2 human (jamaican)
Fred O'connell Talas monger L1 human (rastafari)
ENV: Anywhere on land
DESC: Fox is the essence of sly wit and cunning. He is a master thief and trickster. Fox often uses human bounty to sustain him. He does not care for battle, preferring to outwit or trick his opponents. When forced into battle Fox always fights to kill, not stun or capture.
ADVAN: +2 dice fo illusion spells, +2 dice for any Spirit of Man
DISADVAN: -1 dice for combat spells. A Fox shaman must make a Willpower (6) Test to spare a fallen enemy.
Life style 2920
Area c-street Difficult Access
Entertainment Low Living by committee
Security High Middle of no where
Space Mid
Furniture Low
BRED DRAKES
Bred drakes are born and not made. At some point in the distant past, dragons discovered a means of breeding a race of dragons that could reproduce on their own. The resultant drakes were somewhat less powerful than true drakes, but considerably easier to create, though they had to be allowed to grow and mature to adulthood on their own. In the Sixth World, some people possess a sufficient heritage from a drake ancestor that they awaken as drakes when exposed to the right levels of mana. Drake transformations have been triggered in recent years by events like the appearance of Halley’s Comet (see the Year of the Comet and Threats 2 sourcebooks) and exposure to powerful magical sites.
Drake form
B +4 Q +1 S +4 C I W E 6 R
INIT: + 2D6. Astral INIT: + 2D6
Attacks: (str)M. +1 Reach
DRAKE ABILITIES
As Awakened creatures, drakes have certain innate magical abilities, which generally work as given in Shadowrun. Third Edition and Critters. A few drake abilities require further explanation.
Magical Skills
Drakes often—but not always—have the ability to learn and use Magical skills like full or aspected magicians or adepts. Their initial Magic rating is based on their Essence, and drakes can become initiates according to the normal rules from Magic in the Shadows. Drakes can cast spells, conjure and/or use their adept powers (and all other magical skills and abilities) while in dracoform. Drakes with ability to astrally project can do so in either form. Note that the Astral Initiative. Astral Combat Pool and Spell Pool statistics listed above only apply for drakes with the appropriate Magical skills.
Metahuman Form
Drakes can transform from their dracoform into a single human or metahuman form. The transformation requires an Exclusive Complex Action to perform. Any clothing or equipment worn or carried by the drake is not transformed and may in fact be ripped or destroyed by the transformation Process.
Drakes in dracoform are dual beings, existing on the astral and physical planes simultaneously. Drakes in humanoid form are capable of astral perception, but can turn the ability on and off with a Simple Action. Drakes with Magical skills can also astrally project like magicians in either humanoid or dragon form. It is possible, though difficult, to detect a drake s true nature using astral perception. It requires at least 3 successes on an Astral Perception Test to detect a drake’s true nature in humanoid form. 5 successes if the drake is not yet "awakened’’ and hasn’t experienced its first change. Initiated drakes may. of course, know the Masking metamagic technique, allowing them to further disguise their auras.
Drakes in metahuman form can have any of the skills or abilities of normal metahumans, but they suffer double the normal Essence loss or Bio Index from implants due to their highly magical nature. Any implants a drake has do not function (effectively do not even exist) while it is in dragon form. Naturally, drakes tend to shun implants, but many drakes are adepts or magician adepts in humanoid form, giving them access to other powers.
Astral Armor
The Astral Armor power toughens the creature’s astral form, providing it with armor equal to its Essence. Astral Armor does not protect the creature in any way from physical attacks. Dual creatures must be astrally projecting to receive any benefit from this power.
Enhanced Sense
Enhanced senses include low-light and thermographic vision, improved hearing and smell, heat-sensing organs, sonar, motion detection (ability to sense electrical field disturbances), and so on.
This power encompasses any of the sensory augmentations, and they operate much as the adept power, bioware, or cyberware of the same name.
Innate Spell
The Innate Spell power gives a critter the ability to create an effect roughly similar to a spell, frostbolt. The creature is not actually using Sorcery to cast a spell, but is manipulating mana in a manner that roughly approximates a spell being cast. Most creatures can only mimic one spell effect.
When a creature uses this power, treat the action as if the critter were casting the spell using its Essence for both Sorcery and Force. Most attacks made with this power inflict (Essence)M damage, though the Damage Level may vary. An elemental effect cannot be dodged with combat pool, but you can reduce it back to its base damage by negating successes, then soak with body.
The Innate Spell power functions in a fashion similar enough to spellcasting that Awakened characters can use spell defense to protect themselves and others against the effects of this power. Note that spell defense does not work against any other critter power (except for creatures with the Magical Skill power using Sorcery for spellcasting).
Because this is an innate power, critters using it do not normally suffer the effects of Drain. If a critter sustains an attack using the Innate Spell power, however, it will suffer Drain of (Essence ÷ 2)S according to the standard rules. The effect of a sustained Innate Spell attack covers a number of square meters equal to the critter’s Essence. Sustained innate spells can be dispelled.
Ice
Primary Damage: Ice increases its Damage Level against fire and water elementals and salamanders and undines by one level. Anyone in heated armor or clothes takes no damage. The area affected by ice is treacherous ground until the end of the turn.
Secondary Effects: Any moving vehicles must immediately make a Crash Test. They may also stall. Liquids may freeze solid. Normal plants wither and die instantly.
Contacts
Mrs Ivrystump Draco foundation Handle Level 1 troll
Professor Oak Tusk Collage magic teacher Level 1 elf
Richard Fine berg Acountant Level 2 orc
Greg mciver weapon seller group L2 human (jamacian)
Fred O'connell Talas monger L1 human (rastafari)
ENV: Anywhere on land
DESC: Fox is the essence of sly wit and cunning. He is a master thief and trickster. Fox often uses human bounty to sustain him. He does not care for battle, preferring to outwit or trick his opponents. When forced into battle Fox always fights to kill, not stun or capture.
ADVAN: +2 dice fo illusion spells, +2 dice for any one spirit of the land or spirit of man (shaman's choice)
city spirits & ?
DISADVAN: -1 dice for combat spells. A Fox shaman must make a Willpower (6) Test to spare a fallen enemy.
Life style 2920
Area c-street Difficult Access
Entertainment Low Living by comitty
Security High Midle of no where
Space Mid
Furniture Low
game 21 kARMA
-1 Drivew bikes
-2 karma pool
Sep 15 -1 Sustaining focus imp reflex +3 f1
-1 Spell learning imp reflexes +3
-5 talasmonger to 5
-1 enchanting skill
-5 Summoning
Sep 30 10 karma
16 to spend Oct 6 10 karma
-1 to karma pool
-10 Cha to L5
Oct 12 10 karma
-1 SW Draco foundation
-10 Bond power focar F2
-1 Acidemic Spirits
oct 13 10 karma
-1 karma pool
22 left
magic group
Mystic Thunder of Justice
drake conspiratorial magic group to save other drakes based out of seattle
20 members
membership fee 250=Y=
resources middle The group owns or rents a nice space and possesses a decent set of working tools (7rating for libraries and lodges). Ritual materials are available to group members at a 10 percent discount.
Attendance & Deed (must show up and help with projects, to rescue other drakes or punish those that hunt them
Exclusive Membership, Exclusive Ritual (trust only your kind)
Limited Membership drakes only
Material Link (so they can find you if taken)
Oath ( binds you to group)
Secrecy ( to tell no one but another drake about the group)
Race- Drake (Elf) Astral
Elf / Drake Elf / Drake
Body- 5 / 9 6 / 6 (Will) Karma pool- 4
Quick- 5 / 5 5 /5 (Int) Good karma- 6
Str- 5 / 9 5 / 3 (Cha) Combat pool - 8
Cha- 5 / 3 Spell Pool - 5
Int- 5 / 5
Will- 6 / 6 Astral Pool - 8
Ess- 6
Magic- 6
Reaction- 5
Initiative- 2d6 (5d6) (imp reflexes +3)
Astral initiative 26 (2d6)
Day Job security officer -1
Allergy Com & Moderate pollen -4
Night Blind -2
Sensitivity System 0
True believer draco found -3
Poor Link 2
Dragon Patron 6
Focused Concentration 2
Unarmed Combat (str) - 4
Etiquette (Cha) - 3
Enchanting (Will) - 1
Aura reading (int) - 5
Sorcery (wil) - 5
Conjuring (Will) - 5
Intimidating (cha) - 4
Computer (int) - 2
Drive bikes (Rea) - 1
St: Gang Id - 3
BK: Talismonger - 5
SW: Corporate Procedures - 3
SW: Sraco foundation -1
SW: Corp Security - 3
SW: Dragons - 5
SW: Elves - 4
Sw: Magic - 3
Sw: Spirits -1
Lang: English -3
Read -2
Lang:Sperethiel -3
Read -1
Stun bolt F5 Mana Drain -1 (damage level)
Mind probe F3 mana Duration S Drain Serious
Armor F5 Phy Target 6 Drain +2(m)
Nutrition F3 Mana Target 4 Duration perm Drain: +1 (M) pg mits 142
Live off of mana for (force + success) X12 hours
imp Invisible F5 phy Target 4 Drain +1(m)
Imp reflex +1 F5
Fast F5 Mana Target 4 Duration perm Drain: -2 (M)
Ignore Hunger and thrust for (force + success) X12
Heal F3 Mana target 10-target essence Drain wound Lev
Treat F6 Mana target 10-target essence Drain -1(wound L)
Imp reflexes +3 F1 Mana Target Drain +3(D))
Items (Legal stuff, Held)
140 000
Armored vest with plates B4 I3
Enchanting kit
Sustaining focus (imp reflexes +3) F1 (Crystal globe in a dragon claw Pendant)
Power foccus F2 (skill with bones)
Pocket Secretary
Started search on june 3 for magical group
Fake id R9 will be ready some time by the 12th
Things at home
Shamen Lodge F6
5 talisma plant units (hand gathered)
14 metalic units (Hand gathered)
Spell Formula Stealth F5
Spell Formula ??
Fake ID R3 (name????)
Suit New 300 dollars
Vehicles
Yamaha Rapier 3/6 handling 195 speed 10 accel 2 body 2 Sig auto 1 cargo 1 load 40
Things to Sell
Spell formula Imp reflexes F1 500 3/ 24 sr 1
Armor Street clothes B2 I1 500 si 1 2/ 36 hours
Contacts
Mrs Ivry stump Draco foundation Handle Level 1 troll
Professor Oak Tusk Collage magic teacher Level 1 elf
Richard Fine berg Accountant Level 2 orc
Greg mciver weapon seller group L2 human (jamaican)
Fred O'connell Talas monger L1 human (rastafari)
ENV: Anywhere on land
DESC: Fox is the essence of sly wit and cunning. He is a master thief and trickster. Fox often uses human bounty to sustain him. He does not care for battle, preferring to outwit or trick his opponents. When forced into battle Fox always fights to kill, not stun or capture.
ADVAN: +2 dice fo illusion spells, +2 dice for any Spirit of Man
DISADVAN: -1 dice for combat spells. A Fox shaman must make a Willpower (6) Test to spare a fallen enemy.
Life style 2920
Area c-street Difficult Access
Entertainment Low Living by committee
Security High Middle of no where
Space Mid
Furniture Low
BRED DRAKES
Bred drakes are born and not made. At some point in the distant past, dragons discovered a means of breeding a race of dragons that could reproduce on their own. The resultant drakes were somewhat less powerful than true drakes, but considerably easier to create, though they had to be allowed to grow and mature to adulthood on their own. In the Sixth World, some people possess a sufficient heritage from a drake ancestor that they awaken as drakes when exposed to the right levels of mana. Drake transformations have been triggered in recent years by events like the appearance of Halley’s Comet (see the Year of the Comet and Threats 2 sourcebooks) and exposure to powerful magical sites.
Drake form
B +4 Q +1 S +4 C I W E 6 R
INIT: + 2D6. Astral INIT: + 2D6
Attacks: (str)M. +1 Reach
DRAKE ABILITIES
As Awakened creatures, drakes have certain innate magical abilities, which generally work as given in Shadowrun. Third Edition and Critters. A few drake abilities require further explanation.
Magical Skills
Drakes often—but not always—have the ability to learn and use Magical skills like full or aspected magicians or adepts. Their initial Magic rating is based on their Essence, and drakes can become initiates according to the normal rules from Magic in the Shadows. Drakes can cast spells, conjure and/or use their adept powers (and all other magical skills and abilities) while in dracoform. Drakes with ability to astrally project can do so in either form. Note that the Astral Initiative. Astral Combat Pool and Spell Pool statistics listed above only apply for drakes with the appropriate Magical skills.
Metahuman Form
Drakes can transform from their dracoform into a single human or metahuman form. The transformation requires an Exclusive Complex Action to perform. Any clothing or equipment worn or carried by the drake is not transformed and may in fact be ripped or destroyed by the transformation Process.
Drakes in dracoform are dual beings, existing on the astral and physical planes simultaneously. Drakes in humanoid form are capable of astral perception, but can turn the ability on and off with a Simple Action. Drakes with Magical skills can also astrally project like magicians in either humanoid or dragon form. It is possible, though difficult, to detect a drake s true nature using astral perception. It requires at least 3 successes on an Astral Perception Test to detect a drake’s true nature in humanoid form. 5 successes if the drake is not yet "awakened’’ and hasn’t experienced its first change. Initiated drakes may. of course, know the Masking metamagic technique, allowing them to further disguise their auras.
Drakes in metahuman form can have any of the skills or abilities of normal metahumans, but they suffer double the normal Essence loss or Bio Index from implants due to their highly magical nature. Any implants a drake has do not function (effectively do not even exist) while it is in dragon form. Naturally, drakes tend to shun implants, but many drakes are adepts or magician adepts in humanoid form, giving them access to other powers.
Astral Armor
The Astral Armor power toughens the creature’s astral form, providing it with armor equal to its Essence. Astral Armor does not protect the creature in any way from physical attacks. Dual creatures must be astrally projecting to receive any benefit from this power.
Enhanced Sense
Enhanced senses include low-light and thermographic vision, improved hearing and smell, heat-sensing organs, sonar, motion detection (ability to sense electrical field disturbances), and so on.
This power encompasses any of the sensory augmentations, and they operate much as the adept power, bioware, or cyberware of the same name.
Innate Spell
The Innate Spell power gives a critter the ability to create an effect roughly similar to a spell, frostbolt. The creature is not actually using Sorcery to cast a spell, but is manipulating mana in a manner that roughly approximates a spell being cast. Most creatures can only mimic one spell effect.
When a creature uses this power, treat the action as if the critter were casting the spell using its Essence for both Sorcery and Force. Most attacks made with this power inflict (Essence)M damage, though the Damage Level may vary. An elemental effect cannot be dodged with combat pool, but you can reduce it back to its base damage by negating successes, then soak with body.
The Innate Spell power functions in a fashion similar enough to spellcasting that Awakened characters can use spell defense to protect themselves and others against the effects of this power. Note that spell defense does not work against any other critter power (except for creatures with the Magical Skill power using Sorcery for spellcasting).
Because this is an innate power, critters using it do not normally suffer the effects of Drain. If a critter sustains an attack using the Innate Spell power, however, it will suffer Drain of (Essence ÷ 2)S according to the standard rules. The effect of a sustained Innate Spell attack covers a number of square meters equal to the critter’s Essence. Sustained innate spells can be dispelled.
Ice
Primary Damage: Ice increases its Damage Level against fire and water elementals and salamanders and undines by one level. Anyone in heated armor or clothes takes no damage. The area affected by ice is treacherous ground until the end of the turn.
Secondary Effects: Any moving vehicles must immediately make a Crash Test. They may also stall. Liquids may freeze solid. Normal plants wither and die instantly.
Contacts
Mrs Ivrystump Draco foundation Handle Level 1 troll
Professor Oak Tusk Collage magic teacher Level 1 elf
Richard Fine berg Acountant Level 2 orc
Greg mciver weapon seller group L2 human (jamacian)
Fred O'connell Talas monger L1 human (rastafari)
ENV: Anywhere on land
DESC: Fox is the essence of sly wit and cunning. He is a master thief and trickster. Fox often uses human bounty to sustain him. He does not care for battle, preferring to outwit or trick his opponents. When forced into battle Fox always fights to kill, not stun or capture.
ADVAN: +2 dice fo illusion spells, +2 dice for any one spirit of the land or spirit of man (shaman's choice)
city spirits & ?
DISADVAN: -1 dice for combat spells. A Fox shaman must make a Willpower (6) Test to spare a fallen enemy.
Life style 2920
Area c-street Difficult Access
Entertainment Low Living by comitty
Security High Midle of no where
Space Mid
Furniture Low
game 21 kARMA
-1 Drivew bikes
-2 karma pool
Sep 15 -1 Sustaining focus imp reflex +3 f1
-1 Spell learning imp reflexes +3
-5 talasmonger to 5
-1 enchanting skill
-5 Summoning
Sep 30 10 karma
16 to spend Oct 6 10 karma
-1 to karma pool
-10 Cha to L5
Oct 12 10 karma
-1 SW Draco foundation
-10 Bond power focar F2
-1 Acidemic Spirits
oct 13 10 karma
-1 karma pool
22 left
magic group
Mystic Thunder of Justice
drake conspiratorial magic group to save other drakes based out of seattle
20 members
membership fee 250=Y=
resources middle The group owns or rents a nice space and possesses a decent set of working tools (7rating for libraries and lodges). Ritual materials are available to group members at a 10 percent discount.
Attendance & Deed (must show up and help with projects, to rescue other drakes or punish those that hunt them
Exclusive Membership, Exclusive Ritual (trust only your kind)
Limited Membership drakes only
Material Link (so they can find you if taken)
Oath ( binds you to group)
Secrecy ( to tell no one but another drake about the group)