Blast gets the same 750 Karma that Flint did. Being a dwarf will cost 50 Karma right off, leaving 700 for Life Modules. Blast isn't as strong as Flint, but he does share the troll's thermographic version, plus gets bonus dice against poisons and diseases. Blast also has to pay 20% more for Lifestyle costs. To be a magician, Blast spends 30 more Karma, leaving him with 670.
Attributes:For a change of pace, Blast isn't from Seattle originally. Instead, he's from the Confederation of American States, specifically, Atlanta. English becomes his native language, and he picks up Yiddish, because why not? Whatever the choice, the module costs 15 Karma, leaving 655 left. The bump to Charisma may help Blast as a mage.
Body 3
Agility 1
Reaction 1
Strength 3
Willpower 2
Logic 1
Intuition 1
Charisma 1
Edge 1
Magic 1
Essence 6.0
Attributes:Blast's early years see him in much better circumstances than the ones Flint grew up in. The future mage had parents who had white collar jobs; middle-to-upper management. The choice is to let Blast and his magical ability get noticed and trained early. I'll fill in the interest skill by the end; for now, there's a place holder. Blast is also getting good with Yiddish. The module costs 40 Karma, leaving 615.
Charisma 2
Active Skills
Computer 2
Etiquette 1
Knowledge Skills
CAS 1
History 1
Language Skills
English N
Yiddish 1
Qualities
Sinner (5)
Attributes:Blast's teen years have the obvious module pop up - Magical Education. He now owes a corporation time as a wage mage, but he can leave after that. The skills he gets depend the type of mage he is. Blast is a full magician, capable of casting spells, conjuring spirits, and enchanting items, and paid for that above. The current module costs 50 Karma, leaving Blast 565.
Logic 2
Charisma 3
Active Skills
Etiquette (Professional) 1 (+2)
Negotiation 1
Knowledge Skills
Interest_1 3
Language Skills
Yiddish 4
Attributes:Last time, Flint skipped Further Education. Blast, though, is going through university. Specifically, he's going to Georgia State, at a cost of 65 Karma, leaving 500 for later modules. He is getting far more Knowledge skills than Flint did, but that's expected with someone going through higher education. Blast isn't a combat expert; he's an academic at this point.
Willpower 3
Charisma 4
Active Skills
Conjuring Group 1
Sorcery Group 1
Arcana 2
Knowledge Skills
Magical Theory 5
Mathematics 4
Physics 4
Psychology 3
Language Skills
Latin 2
Qualities
Corporate Limited SIN (15)
Attributes:Blast owes a corporation a life module. He takes the Corporate module with the sub-module Wage Mage. He now needs to choose which corporation, and goes with Aztechnology, to later explain why he left. Aztech does not have a shining rep in the shadows, better known for delving into magics best left alone. After that, he takes Street Magic, with the Occult Investigator sub-module. Each module costs 100 Karma, leaving Blast with 300.
Willpower 4
Logic 3
Active Skills
Sorcery Group 2
Computer 3
Knowledge Skills
Law 4
Metaplanes 5
Attributes:Time to wrap, spending the remaining Karma. Some will go for gear, and some to spells and attributes. First, attributes. Getting Agility, Reaction, and Edge to 3 each costs 75 Karma; boosting Magic to 5 is another 70 Karma, and Logic to 5 is 25 Karma, for a total of 170, leaving 130. Blast takes Stunbolt, Lightning Bolt, Analyze Truth, Stabilize, Bugs, and Shadow, for a total of 30 Karma, leaving 100. He also has skills to improve - Pistols to 3 (10 Karma), the Enchanting Group to 2 (10 Karma), and Astral Combat to 4 (14 Karma) for a total of 34 Karma, leaving 66.
Willpower 5
Logic 4
Intuition 2
Active Skills
Conjuring Group 3
Enchanting Group 1
Sorcery Group 5
Arcana 5
Assensing 6
Astral Combat 2
Etiquette (Professional) 4 (+2)
Leadership 1
Locksmith 1
Negotiation 2
Perception 4
Pistols 1
Tracking 2
Knowledge Skills
Aztechnology 3
Forensics 5
Magical Law 5
Seattle 4
For equipment, I'll use the Packs in Run Faster, because the Karma cost is already listed. He starts with the Basic Runner Pack (5 Karma), the Subtle Pistol Pack (1 Karma), the Stylish Suit Pack (1 Karma), the Go Anywhere Jacket Pack (2 Karma), the Success in the Shadows Pack (6 Karma, because of the extra costs for Lifestyle as a dwarf), Medic Pack (1 Karma), Infiltration Pack (1 Karma), Advanced Magician Pack (2 Karma), and the Magic Wand Pack (18 Karma cost plus 12 Karma to bond), for a total of 48 Karma. The remaining 18 Karma will be used for contacts.
The finished version of Blast Hardcheese is below. Feel free to give him a try in a game and let me know how it went.
Name/Alias: Edward Goldstein / Blast Hardcheese
Metatype: Dwarf
Age:
Sex: M
Nuyen:
Total Karma:
Street Cred:
Notoriety:
Public Awareness:
Attributes:
Body 3
Agility 3
Reaction 3
Strength 3
Willpower 5
Logic 5
Intuition 2
Charisma 4
Edge 3
Magic 5
Essence 6.0
Initiative: 5+1D6
Matrix AR Initiative: 5+1D6
Astral Initiative: 4+2D6
Inherent Limits
Mental: 6
Physical: 4
Social: 6
Physical Damage Track: 10 boxes
Stun Damage Track: 11 boxes
Overflow: 3 boxes
Active Skills
Conjuring Group 3
Enchanting Group 2
Sorcery Group 5
Arcana 5
Assensing 6
Astral Combat 2
Computer 3
Etiquette (Professional) 4 (+2)
Leadership 1
Locksmith 1
Negotiation 2
Perception 4
Pistols 3
Tracking 2
Knowledge Skills
Aztechnology 3
CAS 1
Forensics 5
History 1
Football 3
Magical Law 5
Magical Theory 5
Mathematics 4
Metaplanes 5
Physics 4
Psychology 3
Seattle 4
Language Skills
English N
Latin 2
Yiddish 4
Qualities
Corporate Limited SIN (15)
Spells:
Stunbolt, Lightning Bolt, Analyze Truth, Stabilize, Bugs, and Shadow
Contacts (Connection/Loyalty)
Aztech Mr. Johnson (3/2)
Talismonger (2/3)
Metahuman Rights Activist (3/3)
Street Kid (1/1)
Gear
Lifestyle: Middle, 2 months
Knife (Acc 5, Reach --, Dmg 4P, AP -1)
Ares Viper slivergun (Acc 4, Dmg 9P(f), AP +4, Mode SA/BF, RC --, Ammo 30(c))
w/concealable holster, spare clip
Walther Palm Pistol (Acc 4, Dmg 7P, AP --, Mode SS/BF, RC --, Ammo 2(b))
w/concealable holster
Ammo:
170 rounds heavy pistol flechette
10 rounds hold out regular
Armour Vest (AR 9)
Auctioneer Business Clothes w/ electrochromatic modification (AR 8)
Armoured jacket w/chemical protection 4, fire resistance 4, insulation 4 (AR 12)
Fake Sin (3)
Renraku Sensei commlink
Mapsoft (Seattle)
Subvocal mic
Blank datachips x20
Glasses (1) w/ image link
Contacts (2) w/ image link, low light vision
Earbuds (1) w/ sound link
Stealth tags, x10
Silver credstick
Transceiver
Microtransceiver
Camera (1)
Metal restraints
Plastic restraints x20
Backpack (20Y)
Flashlight x2
Flashlight, low light
Respirator (1)
Survival kit
Medkit (1)
Medkit 6 w/ 2 refills
Disguise kit
Lockpicks
Magical lodge materials (6)
Reagents, 50 drams
Power focus (4)
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