Oswald's role with the crew was magical support, able to both exploit a vulnerability while preventing magical attacks on him and his team. The Mage Detective archetype matched up with the idea I had of Oz's background, a former NYPD Inc. detective. There is more to his story than revealed, like why he left the force and why he's in Seattle, but that's for another work. Oz's name came to me as I tried getting the crew worked out, and it kinda stuck. Since most street names in Shadowrun work that way, why not keep "Oswald"?
Alias: OswaldThe attributes are straight from the archetype. Physically average, above average mentally, Oz also gets the Magic attribute, which limits how powerful a spell he can cast. Each time a spell's force rating would push him to physical damage, I had him check for a nose bleed. Magic takes a toll.
Metatype: Human
Age: 33
Sex: M
Nuyen:
Total Karma:
Street Cred:
Notoriety: 2
Public Awareness: 0
Attributes:Like the attributes above, I took the skills from the archetype. The skills reflect an investigator, no light on combat skills, heavier on skills that root out data. Assensing is the ability to look into the astral and recognize what's there, astral perception, if you will.
Body 3
Agility 3
Reaction 3
Strength 2
Charisma 4
Intuition 4
Logic 4
Willpower 4
Edge 4
Essence 6
Magic 4
Initiative 7
Astral Init 8
Init Passes 1
Astral 3
Physical Damage Track 10
Stun Damage Track 10
Active SkillsAgain, from the archetype. Oz should have some knowledge of New York City, but, in game terms, he's in Seattle so he gets the Seattle knowledge. The Underworld Politics skill is why Oz knew DeClerry's was a Mafia safehouse.
Assensing 3
Conjuring Skill Gp 3
Data Search 3
Dodge 2
Influence Skill Gp 2
Locksmith 1
Perception 4
Visual +2 (6)
Pistols 1
Shadowing 2
Sorcery Skill Gp 3
Knowledge SkillsI did change up the language skills, adding in Yiddish and its specialty. I figured there would still be, even in 2072, areas of New York where speaking Yiddish got a detective further than speaking English. Plus, I was considering Oswald's background, though no decision has been made there.
Chemistry 3
Seattle Area 4
Magic Theory 4
Underworld Politics 4
Language SkillsAgain, straight from the archetype. Magician is a needed quality, but it is expensive to get during character creation. The quality opens up new ways to mess people up, from bolts that do damage to mind probes. To offset the cost, Oz is a functional alcoholic, which never really came out in the story, and he isn't lucky.
English N
Japanese 2
Latin 3
Yiddish 3
Cityspeak +2 (5)
QualityThe spells I did change. Oz learned Ignite as a smooth way to impress women while lighting their cigarette. Magic Fingers isn't related; it's a way to pick up small items from a distance, not massage someone's back - or other body part - while facing them. Mind Probe was used, off screen, and led to a bloody nose because of strain. Only Magic Fingers wasn't used in the story; no time for it. The equations after the spells are how to calculate the drain, where F is the force of the spell. The P after Improved Invisibility means the spell is physical, affecting the real world including cameras.
Magician
Addiction (Mild, Alcohol)
Bad Luck
SpellsOnly two of Oz's contacts appeared in the story. Elsa appeared because of her ties to the magical community in Seattle. Tina appeared later to provide the background on the Knight Errant team at the big meeting. The others weren't needed, but could be used in a later installment. Instead, Nabi and Sun-Jung turned into contacts after the meeting. Went to show two things; first, how important it is to keep up with one's contacts; and, second, how to expand one's network. Who a character knows is as important was what he or she knows.
Ignite (F/2)
Improved Invisibility (F/2 +1, P)
Magic Fingers (F/2 +1)
Mind Probe (F/2 +2)
Stun Bolt (F/2 -1)
Contacts (Loyalty/Rating)To no big surprise, Oswald has no cybernetic implants. Cyberware and bioware impact the body's integrity, reducing the contact it has with the natural world. Most people. like Charles and Treehugger, don't notice or don't care if they do notice. Oz, though, needs that connection; magic in Shadowrun is for the living, not the machine.
Bartender (1/2)
Fixer (1/2)
Sergeant Tina Miles - KE Beat Cop (1/2)
Street Snitch (1/1)
Elsa - Talismonger (1/2)
ImplantsFinally, the gear. Again, taken from the archetype, to make things easy during the writing process. What I appreciate here is that the mage has a number of useful bits of electronics, putting to lie that magic and electronics can't mix. Very little of it came into play in the story; By the Numbers wasn't the type of shadowrun that involved a lengthy surveillance of a target.
None
Gear
Lifestyle: Low, 2 months prepaid
Colt Manhunter w/Concealable Holster, 10 clips Regular Ammo, 5P, AP -1
Radio Signal Scanner (Rating 3)
Security Tags (20)
Micro Directional Microphone
3 Micro Microphones
Lockpick Set
4 Micro Cameras
Autopicker (Rating 3)
Lined Coat (6/4)
Magical Lodge Materials (Rating 4)
Fake Press License (Rating 4)
Fake SIN (Rating 3)
Sony Emperor Commlink w/Renraku Ichi OS
Programs
Analyse 3
Browse 3
Command 1
Edit 3
Glasses (Rating 3 w/Image Link, Flare Comp, Low-Light, Thermographic)
Earbuds (Rating 3 w/Audio Enhancement 2, Select Sound Filter 1)
AR Gloves
Again, if you play him, let me know, though Oz was based on the archetype in the book.
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