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Group_Characters.xml
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Group_Characters.xml
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<?xml version="1.0" encoding="UTF-8"?>
<!-- edited with XMLSpy v2013 (x64) (http://www.altova.com) by Steven M Altsman (private) -->
<!DOCTYPE document SYSTEM "customoutput.dtd">
<?xml-stylesheet type="text/xsl" href="Matrix_Actions.xslt"?>
<document>
<public>
<program name="Hero Lab" url="http://www.wolflair.com">
<programinfo>Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Shadowrun © 2005-2017 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc.</programinfo>
<version version="8.0c" primary="8" secondary="0" tertiary="c" build="666"/>
</program>
<localization language="eng" units="metric"/>
<character nature="normal" role="npc" relationship="ally" type="Hero" name="Black Eagle" playername="">
<race name="Eagle"/>
<heritage name=""/>
<creation>
<bp total="25" left="25"/>
</creation>
<karma total="7" left="7"/>
<cash total="1000"/>
<personal gender="Male" age="25" hair="" eyes="" skin="">
<description/>
<charheight text="1.75m" value="175"/>
<charweight text="78kg" value="78"/>
</personal>
<defenses>
<defense name="Ranged Defense" normal="9"/>
<defense name="Melee Defense" normal="9"/>
</defenses>
<armorratings>
<armorrating name="Armor" rating="0" stacking="0" nonstacking="0" dicepool="4"/>
<armorrating name="Acid Protection" rating="0" stacking="0" nonstacking="0" dicepool="4"/>
<armorrating name="Cold Protection" rating="0" stacking="0" nonstacking="0" dicepool="4"/>
<armorrating name="Electricity Protection" rating="0" stacking="0" nonstacking="0" dicepool="4"/>
<armorrating name="Fire Protection" rating="0" stacking="0" nonstacking="0" dicepool="4"/>
<armorrating name="Falling Protection" rating="0" stacking="0" nonstacking="0" dicepool="4"/>
<armorrating name="Fatigue Resistance" rating="0" stacking="0" nonstacking="0" dicepool="9"/>
</armorratings>
<attributes>
<attribute name="Body" text="4" base="4" modified="4" naturalmaximum="6" augmentedmaximum="9" minimum="0" category="Physical">
<description>Body measures your physical health and resiliency.
It affects how much damage you can take and stay on your feet, how well you resist damage coming your way, your ability to recover from poisons and diseases, and things of that nature.</description>
<traitcost bp="4"/>
</attribute>
<attribute name="Agility" text="3" base="3" modified="3" naturalmaximum="8" augmentedmaximum="12" minimum="2" category="Physical">
<description>Agility measures things like hand-eye coordination, flexibility, nimbleness, and balance. Agility is the most important attribute when it comes to scoring hits during combat, as you need to be coordinated to land your blows, whether you're swinging a sword or carefully aiming a rifle. It also is critical in non-combat situations, such as sneaking quietly past security guards or smoothly lifting a keycard from its secured position.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Reaction" text="3" base="3" modified="3" naturalmaximum="7" augmentedmaximum="10" minimum="1" category="Physical">
<description>Reaction is about reflexes, awareness, and your character's ability to respond to events happening around them. Reaction plays an important role in deciding how soon characters act in combat and how skilled they are in avoiding attacks from others. It also helps you make that quick turn down a narrow alley on your cycle to avoid the howling gangers on your tail</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Strength" text="4" base="4" modified="4" naturalmaximum="5" augmentedmaximum="7" minimum="0" category="Physical">
<description>Strength is an indicator of, well, how strong your character is. The higher your strength, the more damage you'll do when you're raining blows down on an opponent, and the more you'll be able to move or carry when there's stuff that needs to be moved. Or carried.
Strength is also important with athletic tasks such as climbing, running, and swimming.</description>
<traitcost bp="4"/>
</attribute>
<attribute name="Willpower" text="5" base="5" modified="5" naturalmaximum="6" augmentedmaximum="9" minimum="0" category="Mental">
<description>Willpower is your character's desire to push through adversity, to resist the weariness of spellcasting, and to stay upright after being nailed in the head with a sap.
Whether you're testing yourself against a toxic wilderness or a pack of leather-clad orks with crowbars, Willpower will help you make it through.</description>
<traitcost bp="5"/>
</attribute>
<attribute name="Logic" text="3" base="3" modified="3" naturalmaximum="4" augmentedmaximum="6" minimum="0" category="Mental">
<description>The Logic attribute measures the cold, calculating power of your rational mind. Whether you are attempting to repair complicated machinery or patch up an injured teammate, Logic helps you get things right. Logic is also the attribute hermetic mages use to resist Drain from the spells they rain down on their hapless foes.
Deckers also find Logic extremely useful, as it helps them develop the attacks and counterattacks that are part of their online battles.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Intuition" text="6" base="6" modified="6" naturalmaximum="7" augmentedmaximum="10" minimum="1" category="Mental">
<description>Intuition is the voice of your gut, the instinct that tells you things before your logical brain can figure them out. Intuition helps you anticipate ambushes, notice that something is amiss or out of place, and stay on the trail of someone you're pursuing.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Charisma" text="3" base="3" modified="3" naturalmaximum="6" augmentedmaximum="9" minimum="0" category="Mental">
<description>Charisma is your force of personality, the persuasiveness and charm you can call on to get people to do what you want without having to go to the trouble of pulling a gun on them. It's not entirely about your appearance, but it's also not entirely not about your appearance. What it's mostly about is how you use what you have - your voice, your face, your words, and all the tools at your disposal - to charm and/or intimidate the people you encounter. Additionally, Charisma is an important attribute for shamanic mages, as it helps them resist the damaging Drain from spells they cast.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Essence" text="6" base="6" modified="6" naturalmaximum="0" augmentedmaximum="6" minimum="0" category="Derived">
<description>Essence is your metahumanity encapsulated in a number. In Shadowrun, you have ample opportunities to alter your body or push it beyond its normal limits. Such actions often have a cost, and they can result in a loss of a portion of your metahumanity, which means a loss of Essence points. Each character starts with an Essence rating of 6, and it acts as a cap on the amount of alterations you can adopt. When it's gone, it doesn't come back. It also affects the Magic and Resonance attributes, as losses in Essence are reflected by losses in Magic and Resonance.
While denizens of the Sixth World are accustomed to seeing a variety of augmentations and alterations to the metahuman form, the "uncanny valley" still exists. The uncanny valley is the disconcerting effect that happens when people see something that is almost, but not quite, metahuman. An animated cartoon with exaggerated features looks fine to metahuman eyes, but a computer program that closely, but not exactly, replicates human appearance is a troubling and unpleasant sight to most viewers. This is what happens when people see others with augmentations - on some level, people notice there is something less (or more) human about that, and they respond to it negatively. The change may not be exactly visible, but it is in some way noticeable - in one way or another, a person has become less human, and on some level other people notice this. This is why a character's Essence is included in the calculation of their Social limit.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Edge" text="3" base="3" modified="3" naturalmaximum="7" augmentedmaximum="10" minimum="1" category="Special">
<description>Edge is the ultimate intangible, that certain something that provides a boost when you need it, that gets you out of a tough spot when the chips are down. It's not used to calculate dice pools; instead, you spend a point of Edge to acquire a certain effect. Every character has at least one point of Edge, more if they want to take more frequent advantage of the boosts it offers. The possible effects of and more details about Edge are on p. 56.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Initiative" text="9+1D6" base="9" modified="9" naturalmaximum="14" augmentedmaximum="21" minimum="2" category="Derived">
<description>Initiative governs how quickly a character responds in a combat situation. A character's Initiative attribute is their Reaction plus their Intuition.</description>
<traitcost bp="0"/>
</attribute>
</attributes>
<movementtypes>
<movementtype name="Land Movement" sprintpool="3dicepool">
<walking text="6m" value="6"/>
<running text="12m" value="12"/>
</movementtype>
<movementtype name="Flying" sprintpool="7dicepool [5]">
<walking text="9m" value="9"/>
<running text="21m" value="21"/>
</movementtype>
</movementtypes>
<reputations>
<reputation name="Street Cred" value="0"/>
<reputation name="Honor" value="0"/>
<reputation name="Notoriety" value="0"/>
<reputation name="Court Notoriety" value="0"/>
<reputation name="Public Awareness" value="0"/>
<reputation name="Astral Reputation" value="0"/>
</reputations>
<qualities>
<positive/>
<negative/>
</qualities>
<skills>
<groups>
<skill name="Outdoors Group" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3">
<addsskill name="Navigation"/>
<addsskill name="Survival"/>
<addsskill name="Tracking"/>
<addsskill name="Tracking"/>
<description/>
<traitcost bp="0"/>
</skill>
</groups>
<active>
<skill name="Flight" text="4" base="4" modified="4" naturalmaximum="12" augmentedmaximum="6" dicepool="7" group="">
<description>Critters capable of flight possess a special skill, Flight, which is linked to Agility. This skill measures how well the creature can fly and is used the same way as the Running or Swimming skills.</description>
<traitcost bp="0"/>
</skill>
<skill name="Navigation" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="8" group="Outdoors Group" fromgroup="yes">
<description>Navigation governs the use of technology and natural instinct to navigate through territory. This skill enables characters to read maps, use GPS devices, follow AR nav points, or follow a course by landmarks or general direction sense. Navigation applies to both AR and non-AR-enhanced environments.</description>
<traitcost bp="0"/>
</skill>
<skill name="Perception" text="4" base="4" modified="4" naturalmaximum="12" augmentedmaximum="6" dicepool="10" group="">
<description>Perception refers to the ability to spot anomalies in everyday situations, making it one of the key skills a shadowrunner needs. See Using Perception, p. 135.</description>
<traitcost bp="0"/>
</skill>
<skill name="Sneaking" text="3" base="3" modified="3" naturalmaximum="12" augmentedmaximum="5" dicepool="6" group="Stealth Group">
<description>Need to get where you're not supposed to be? This skill allows you to remain inconspicuous in various situations. See Using Stealth Skills, p. 136.</description>
<traitcost bp="0"/>
</skill>
<skill name="Survival" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="7" group="Outdoors Group" fromgroup="yes">
<description>In the desert with nothing more than a tin cup, a poncho, and an iron rod? You'll need this skill to help you get out alive. Survival is the ability to stay alive in extreme environmental conditions for extended periods of time. The skill governs a character's ability to perform vital outdoor tasks such as start a fire, build a shelter, scrounge for food, etc. in hostile environments. See Using Survival, p. 136.</description>
<traitcost bp="0"/>
</skill>
<skill name="Tracking" text="4" base="4" modified="4" naturalmaximum="12" augmentedmaximum="6" dicepool="10" group="Outdoors Group" fromgroup="yes">
<description>This skill confers the ability to detect the passage of metahumans and other game through terrain and use those clues to follow that individual. This skill also allows you to identify unmarked trails and common game paths is various environments. See Using Tracking, p. 137.</description>
<traitcost bp="0"/>
</skill>
<skill name="Tracking" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="8" group="Outdoors Group" fromgroup="yes">
<description>This skill confers the ability to detect the passage of metahumans and other game through terrain and use those clues to follow that individual. This skill also allows you to identify unmarked trails and common game paths is various environments. See Using Tracking, p. 137.</description>
<traitcost bp="0"/>
</skill>
<skill name="Unarmed Combat" text="5" base="5" modified="5" naturalmaximum="12" augmentedmaximum="8" dicepool="8" group="Close Combat Group">
<description>Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants.</description>
<traitcost bp="0"/>
</skill>
</active>
<knowledge/>
<language/>
</skills>
<gear>
<augmentations>
<cyberware/>
<bioware/>
</augmentations>
<weapons>
<item name="Bite/Claw" useradded="no" quantity="1" natural="yes">
<description>Claws. Sharp, pointy teeth. A spiked tail. Whatever form it takes, the critter possesses some means of inflicting Physical damage. The description of this power describes the nature of the attack, as well as its Damage Value and Armor Penetration modifiers where applicable. Natural weapons may be either melee or ranged attacks, and critters follow standard combat rules when using them. Critters use the Unarmed Combat skill to attack with natural melee weapons, and the Exotic Ranged Weapon skill to attack with natural ranged weapons. Most natural weapons are considered normal weapons for purposes of the Immunity to Normal Weapons power; exceptions are noted in individual critter descriptions.
A dual-natured critter with a melee Natural Weapon can use this power against astral targets that are within its reach. Use the critter's normal Unarmed Combat skill and physical Damage Value for this attack. Ranged Natural Weapons, like other ranged combat, do not work on the astral plane. Critters without a Natural Weapon may still make an unarmed attack. As with regular characters, the Damage Value is (STR)S.</description>
<gearcost text="0¥" value="0"/>
<availability text="" value="0" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<weaponinfo grouptext="Unarmed" dicepool="8dicepool [5]" damagetext="6P" damagevalue="6" damagetype="Physical" ap="0" modestext="" isammunition="0" reach="" equipped="Main Hand">
<defense name="Bite/Claw Parry" normal="5"/>
</weaponinfo>
</item>
</weapons>
<armor/>
<equipment/>
</gear>
<identities/>
<contacts/>
<ammotrackers/>
<trackers>
<tracker name="Cumulative Recoil" text="0" used="0" left="0" min="0" max="0"/>
<tracker name="Edge Pool" text="0/3" used="0" left="3" min="0" max="3"/>
<tracker name="Movement This Turn (Currently: Stationary)" text="0m" used="0" left="0" min="0" max="0"/>
</trackers>
<conditionmonitors totalpenalty="0">
<conditionmonitor name="Physical Damage Track" boxes="10" penalty="0"/>
<conditionmonitor name="Stun Damage Track" boxes="11" penalty="0"/>
</conditionmonitors>
<journals>
<journal name="Title" gamedate="0" realdate="20170127" karma="0" cash="0" streetcred="0" notoriety="0" awareness="0">
<description/>
</journal>
</journals>
<images/>
<validation>
<report/>
</validation>
<settings summary="Character Creation Systems: Established Runners; Core Rulebooks: Chrome Flesh, Data Trails, Howling Shadows, Rigger 5.0, Run & Gun, Run Faster, Street Grimoire; Supplements: Bloody Business, Court of Shadows, Hard Targets, Lockdown, Stolen Souls; E-books: Aetherology, Assassin's Primer, Bullets & Bandages, Gun Heaven 3, Shadow Spells, Shadows in Focus: Butte, Shadows in Focus: Sioux Nation; Enhanced Fiction: Nothing Personal, Sail Away, Sweet Sister, The Vladivostok Gauntlet; Optional Rules: Allow Adepts to Choose a Tradition; Optional Rules -> Chrome Flesh Optional Rules: Gamma-Grade Cyberware, Omega-Grade Cyberware, Orks & Trolls get natural weapons, Use Essence Holes; Optional Rules -> Stret Grimoire Optional Rules: Reputation in the Spirit World; Output Options: Include Vehicle Statblocks on Sheet"/>
<npc>
<basics/>
<tactics/>
<ecology/>
<additional/>
</npc>
<minions/>
</character>
<character active="yes" nature="normal" role="pc" relationship="ally" type="Hero" name="Celius Sine (Argent Flame)" playername="Timothy Till">
<race name="Human"/>
<heritage name="Hermetic Magician"/>
<creation>
<bp total="25" left="2"/>
</creation>
<karma total="17" left="0"/>
<cash total="9750"/>
<personal gender="Male" age="20" hair="Brown" eyes="Blue" skin="Pale">
<description>5th born son of the Sine family, a prominent family of elven high mages, Celeus was an immediate dissapointment due to the fact he was born... human. A dark family secret, Celeus (meaning: without elven nature), was kept away from the peers of the family. He spent most of his life sequestered in the attic, where he read old books, and studied the world before through his limited astral travel. He might have been a gifted mage if his family had fostered his skills.
Only his little sister would keep him company, frequenting his attic loft, and doing her best to tutor his raw and unfocused abilities.
Celeus suffers from deep bouts of depression. In moments of high stress he is known to "shut down." His sister says his brain sometimes breaks.
His magic is unfocused, raw, and amateur.
His family burned his SIN when he turned 18. His mother, Galaneth, sent him to Houston with some money, and forbade him from returning.
For the last two years he has signed on to 12 amateur Shadow Runs. He took on the melodramatic name "Argent Flame." All 12 of his runs ended in failure, with all members of the team either dying, or being critically hospitalized. Somehow, Argent Flame survived each, and did so unscathed.
This has given him a reputation among amateur Shadow Runners, since at the very least, he is now highly experienced. Though no one can attest to how good he is, or how bad.
He made a mistake early in his career by taking on a loan from Yakuze operatives to get his fake SIN and set up his connections. He just can't seem to pay it back...</description>
<charheight text="1.72m" value="172"/>
<charweight text="76kg" value="76"/>
</personal>
<defenses>
<defense name="Ranged Defense" normal="7"/>
<defense name="Melee Defense" normal="7"/>
</defenses>
<armorratings>
<armorrating name="Armor" rating="6" stacking="0" nonstacking="6" dicepool="8"/>
<armorrating name="Acid Protection" rating="6" stacking="6" nonstacking="0" dicepool="8"/>
<armorrating name="Cold Protection" rating="6" stacking="6" nonstacking="0" dicepool="8"/>
<armorrating name="Electricity Protection" rating="6" stacking="6" nonstacking="0" dicepool="8"/>
<armorrating name="Fire Protection" rating="6" stacking="6" nonstacking="0" dicepool="8"/>
<armorrating name="Falling Protection" rating="6" stacking="6" nonstacking="0" dicepool="8"/>
<armorrating name="Fatigue Resistance" rating="0" stacking="0" nonstacking="0" dicepool="6"/>
</armorratings>
<attributes>
<attribute name="Body" text="2" base="2" modified="2" naturalmaximum="6" augmentedmaximum="6" minimum="1" category="Physical">
<description>Body measures your physical health and resiliency.
It affects how much damage you can take and stay on your feet, how well you resist damage coming your way, your ability to recover from poisons and diseases, and things of that nature.</description>
<traitcost bp="1"/>
</attribute>
<attribute name="Agility" text="5" base="5" modified="5" naturalmaximum="6" augmentedmaximum="9" minimum="1" category="Physical">
<description>Agility measures things like hand-eye coordination, flexibility, nimbleness, and balance. Agility is the most important attribute when it comes to scoring hits during combat, as you need to be coordinated to land your blows, whether you're swinging a sword or carefully aiming a rifle. It also is critical in non-combat situations, such as sneaking quietly past security guards or smoothly lifting a keycard from its secured position.</description>
<traitcost bp="4"/>
</attribute>
<attribute name="Reaction" text="3" base="3" modified="3" naturalmaximum="6" augmentedmaximum="7" minimum="1" category="Physical">
<description>Reaction is about reflexes, awareness, and your character's ability to respond to events happening around them. Reaction plays an important role in deciding how soon characters act in combat and how skilled they are in avoiding attacks from others. It also helps you make that quick turn down a narrow alley on your cycle to avoid the howling gangers on your tail</description>
<traitcost bp="2"/>
</attribute>
<attribute name="Strength" text="2" base="2" modified="2" naturalmaximum="6" augmentedmaximum="6" minimum="1" category="Physical">
<description>Strength is an indicator of, well, how strong your character is. The higher your strength, the more damage you'll do when you're raining blows down on an opponent, and the more you'll be able to move or carry when there's stuff that needs to be moved. Or carried.
Strength is also important with athletic tasks such as climbing, running, and swimming.</description>
<traitcost bp="1"/>
</attribute>
<attribute name="Willpower" text="4" base="4" modified="4" naturalmaximum="6" augmentedmaximum="8" minimum="1" category="Mental">
<description>Willpower is your character's desire to push through adversity, to resist the weariness of spellcasting, and to stay upright after being nailed in the head with a sap.
Whether you're testing yourself against a toxic wilderness or a pack of leather-clad orks with crowbars, Willpower will help you make it through.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Logic" text="4" base="4" modified="4" naturalmaximum="6" augmentedmaximum="8" minimum="1" category="Mental">
<description>The Logic attribute measures the cold, calculating power of your rational mind. Whether you are attempting to repair complicated machinery or patch up an injured teammate, Logic helps you get things right. Logic is also the attribute hermetic mages use to resist Drain from the spells they rain down on their hapless foes.
Deckers also find Logic extremely useful, as it helps them develop the attacks and counterattacks that are part of their online battles.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Intuition" text="4" base="4" modified="4" naturalmaximum="6" augmentedmaximum="8" minimum="1" category="Mental">
<description>Intuition is the voice of your gut, the instinct that tells you things before your logical brain can figure them out. Intuition helps you anticipate ambushes, notice that something is amiss or out of place, and stay on the trail of someone you're pursuing.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Charisma" text="4" base="4" modified="4" naturalmaximum="6" augmentedmaximum="8" minimum="1" category="Mental">
<description>Charisma is your force of personality, the persuasiveness and charm you can call on to get people to do what you want without having to go to the trouble of pulling a gun on them. It's not entirely about your appearance, but it's also not entirely not about your appearance. What it's mostly about is how you use what you have - your voice, your face, your words, and all the tools at your disposal - to charm and/or intimidate the people you encounter. Additionally, Charisma is an important attribute for shamanic mages, as it helps them resist the damaging Drain from spells they cast.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Essence" text="6" base="6" modified="6" naturalmaximum="12" augmentedmaximum="10" minimum="0" category="Derived">
<description>Essence is your metahumanity encapsulated in a number. In Shadowrun, you have ample opportunities to alter your body or push it beyond its normal limits. Such actions often have a cost, and they can result in a loss of a portion of your metahumanity, which means a loss of Essence points. Each character starts with an Essence rating of 6, and it acts as a cap on the amount of alterations you can adopt. When it's gone, it doesn't come back. It also affects the Magic and Resonance attributes, as losses in Essence are reflected by losses in Magic and Resonance.
While denizens of the Sixth World are accustomed to seeing a variety of augmentations and alterations to the metahuman form, the "uncanny valley" still exists. The uncanny valley is the disconcerting effect that happens when people see something that is almost, but not quite, metahuman. An animated cartoon with exaggerated features looks fine to metahuman eyes, but a computer program that closely, but not exactly, replicates human appearance is a troubling and unpleasant sight to most viewers. This is what happens when people see others with augmentations - on some level, people notice there is something less (or more) human about that, and they respond to it negatively. The change may not be exactly visible, but it is in some way noticeable - in one way or another, a person has become less human, and on some level other people notice this. This is why a character's Essence is included in the calculation of their Social limit.</description>
<traitcost bp="0"/>
</attribute>
<attribute name="Edge" text="8" base="8" modified="8" naturalmaximum="8" augmentedmaximum="12" minimum="1" category="Special">
<description>Edge is the ultimate intangible, that certain something that provides a boost when you need it, that gets you out of a tough spot when the chips are down. It's not used to calculate dice pools; instead, you spend a point of Edge to acquire a certain effect. Every character has at least one point of Edge, more if they want to take more frequent advantage of the boosts it offers. The possible effects of and more details about Edge are on p. 56.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Magic" text="6" base="6" modified="6" naturalmaximum="7" augmentedmaximum="10" minimum="0" category="Heritage???Special">
<description>If you intend to cast spells or use magic in any way, your character needs to have the Magic attribute. Most individuals do not have this attribute, meaning their rating is zero. Mages, who cast spells, and adepts, who channel magic into enhanced physical and mental abilities, need this quality. Their Magic rating measures how capable they are in the arcane arts and how much power they can draw down to help them in their efforts.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Initiate Grade" text="1" base="1" modified="1" naturalmaximum="6" augmentedmaximum="11" minimum="0" category="Derived">
<description>As Awakened characters grow in power, they often find that their initial explorations into magic and the astral plane can only take them so far in understanding and increasing their abilities. In order to increase their powers, magicians and adepts will often choose to undergo initiation in the mysteries of magic, the astral world, and the metaplanes in hope of increasing their connection with the Awakened world.
Initiation allows a character to wield greater magical abilities known as metamagic, access the metaplanes of astral space (p. 191), and raise her Magic attribute beyond her natural maximum of 6. Only characters with the Magician, Adept, or Mystic Adept qualities may initiate. Initiation is a serious process that requires a great deal of mental and spiritual preparation in the form of rituals or study appropriate to the character's tradition. A mage might spend months in research on a particular point of magic, writing a scholarly thesis in order to prepare, while a shaman might undergo a vision quest and seek guidance from her mentor spirit.
Initiation is measured in grades, beginning with Grade 1 and increasing. At the end of a character's first initiation, she is a Grade 1 initiate. When she completes her second initiation, she is a Grade 2 initiate, and so on. The numerical system is for tracking initiation levels in game terms: each tradition refers to grades of initiation in their own way.
The cost to initiate is equal to 10 + (Grade x 3) in Karma points. Characters who wish to initiate must pay that cost in order to achieve their new grade.
A character's initiate grade cannot exceed her Magic attribute. If a character's Magic is reduced below her initiate grade, she loses that level of initiation and the metamagic she gained with it.</description>
<traitcost bp="0"/>
</attribute>
<attribute name="Initiative" text="7+1D6" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" minimum="2" category="Derived">
<description>Initiative governs how quickly a character responds in a combat situation. A character's Initiative attribute is their Reaction plus their Intuition.</description>
<traitcost bp="0"/>
</attribute>
</attributes>
<movementtypes>
<movementtype name="Land Movement" sprintpool="1dicepool">
<walking text="10m" value="10"/>
<running text="20m" value="20"/>
</movementtype>
<movementtype name="Swimming" sprintpool="1dicepool">
<running text="4m" value="4"/>
</movementtype>
</movementtypes>
<reputations>
<reputation name="Street Cred" value="2"/>
<reputation name="Honor" value="0"/>
<reputation name="Notoriety" value="2"/>
<reputation name="Court Notoriety" value="0"/>
<reputation name="Public Awareness" value="0"/>
</reputations>
<qualities>
<positive>
<quality name="Hermetic Magician">
<description>• Magicians can astrally perceive.
• Magicians can astrally project.
• Magicians can choose freely from the magical skills or skill groups (Sorcery, Conjuring, Enchanting).
• Magicians can cast spells, conjure spirits, or enchant magical items.
• At character creation, magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).</description>
<traitcost bp="0"/>
</quality>
<quality name="Lucky">
<description>The dice roll and the coin flips this character's way more often than not, giving her the chance to drop jaws in amazement at her good fortune. Lucky allows a character to possess an Edge attribute one point higher than his metatype maximum (for example, a human character could raise her Edge to 8). Note that taking this quality does not actually increase the character's current Edge rating, it just allows her the opportunity to do so; the Karma cost for gaining the extra point must still be paid. This quality may only be taken once and must be approved by the gamemaster. The Lucky quality cannot be combined with Exceptional Attribute.</description>
<traitcost bp="12"/>
</quality>
</positive>
<negative>
<quality name="Astral Beacon">
<description>The astral signature of a character with the Astral Beacon quality is like, well, a beacon - highly visible on the astral plane. The signature also lasts twice as long as it would without the Astral Beacon quality and others assensing it receive a -1 to the threshold of their Assensing Test for gathering information about it. Only characters with a Magic rating may take this quality.</description>
<traitcost bp="-10"/>
</quality>
<quality name="Combat Paralysis">
<description>A character with Combat Paralysis freezes in combat. On the character's first Initiative Test, the character divides their Initiative Score for that round in half (rounded up). In subsequent phases, the character may roll their normal Initiative. Combat Paralysis also gives the character a -3 dice pool modifier on Surprise Tests. If the character must make a Composure Test while under fire or in a similar combat situation, the gamemaster applies a +1 threshold modifier.</description>
<traitcost bp="-12"/>
</quality>
<quality name="Dependent(s) (1): Junkie Ex-Girlfriend" rank="1">
<description>A character with the Dependents quality has one or more loved ones who depend on them for emotional support and financial aid. Dependents may include children, parents, a spouse or lover, a sibling, or an old friend. Meeting the needs of a dependent should take up a fair amount of the character's time, as well as some of the character's money. Increase the amount of time it takes to learn a new skill or improve an existing skill by fifty percent. See the Character Advancement section on p. 103 for more information on how long it takes to improve skills. Also increase the base time for any long-term projects by fifty percent. A dependent could also be a hindrance in other ways - getting underfoot, sharing living space, involving herself in the character's work, borrowing the car, calling at the most inopportune moments, etc.
For 3 Karma, the dependent is an occasional nuisance: dropping in unexpectedly (such as when the character must go to a meet), needing emotional support, favors, or other confirmations of friendship/commitment, and occasionally money. Examples of dependents at this level include: slacker sibling, long-term boyfriend/girlfriend, or a child not living with the character but for whom the character pays child support and visits regularly. Raise the character's lifestyle cost by 10 percent each month.
For 6 Karma, the dependent is a regular inconvenience: needing attention and commitment on a regular basis, getting involved in the character's affairs, sharing living space. Examples of dependents at this level include: a live-in lover/wife/husband or family member, a child for whom the character shares custody and routinely has in his home (every other weekend, etc.), or a young child or close sibling for whom the character is responsible. Increase the character's lifestyle cost by 20 percent each month.
At the 9 Karma level, the dependent is close family or a life partner and lives with the character. The dependent is a strain on the character's time and resources, and/or requires special care and attention that limits the character's availability for missions or specific actions. Examples of these dependents include large family sharing the living space, parents or grandparents with medical or physical needs, and full custody of any children. Increase the lifestyle cost for the character by 30 percent each month.</description>
<traitcost bp="-3"/>
</quality>
</negative>
</qualities>
<skills>
<groups/>
<active>
<skill name="Assensing" text="1" base="1" modified="1" naturalmaximum="12" augmentedmaximum="2" dicepool="5" group="">
<description>Assensing is a magic user's ability to read and interpret fluctuations in the astral world. This skill allows practitioners to learn information by reading astral auras. Only characters capable of astral perception may take this skill. For more information, see Astral Perception, p. 312</description>
<traitcost bp="0 +
2K"/>
</skill>
<skill name="Banishing" text="1" base="1" modified="1" naturalmaximum="12" augmentedmaximum="2" dicepool="7" group="Conjuring Group">
<description>Banishing is used to disrupt the link between spirits and the physical world. Banished spirits are forced to return to their native plane and are no longer required to complete unfulfilled services.</description>
<traitcost bp="0 +
2K"/>
</skill>
<skill name="Binding" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="8" group="Conjuring Group">
<description>Binding is used to compel a summoned spirit to perform a number of additional services. See Binding, p. 300.</description>
<traitcost bp="2"/>
</skill>
<skill name="Con" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="6" group="Acting Group">
<description>Con governs the ability to manipulate or fool an NPC during a social encounter. This skill covers a range of confidence games as well as the principles behind those cons.</description>
<traitcost bp="2"/>
</skill>
<skill name="Counterspelling" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="8" group="Sorcery Group">
<description>Counterspelling is a defensive skill used to defend against magical attacks and dispel sustained magical spells. See Counterspelling, p. 294.</description>
<traitcost bp="2"/>
</skill>
<skill name="Etiquette" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="6" group="Influence Group">
<description>Etiquette represents the level of understanding and awareness of proper social rituals. The skill works as a sort of social version of Sneak, allowing you to move unimpeded through various social situations. Etiquette also serves as a social safety net in case a player botches a social situation in a way a skilled character would not. See Using Etiquette, p. 141.</description>
<traitcost bp="2"/>
</skill>
<skill name="Negotiation" text="1" base="1" modified="1" naturalmaximum="12" augmentedmaximum="2" dicepool="5" group="Influence Group">
<description>Negotiation governs a character's ability to apply their charisma, tactics, and knowledge of situational psychology in order to create a better position when making deals.</description>
<traitcost bp="0 +
2K"/>
</skill>
<skill name="Perception" text="1" base="1" modified="1" naturalmaximum="12" augmentedmaximum="2" dicepool="5" group="">
<description>Perception refers to the ability to spot anomalies in everyday situations, making it one of the key skills a shadowrunner needs. See Using Perception, p. 135.</description>
<traitcost bp="0 +
2K"/>
</skill>
<skill name="Pistols" text="6" base="6" modified="6" naturalmaximum="12" augmentedmaximum="9" dicepool="11" group="Firearms Group">
<specialization bonustext="Revolvers +2"/>
<description>This skill category includes all types of handheld pistols, including tasers, single-shots, semi-automatics, and revolvers.</description>
<traitcost bp="7"/>
</skill>
<skill name="Ritual Spellcasting" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="8" group="Sorcery Group">
<description>Ritual spellcasting is a spellcasting skill used to cast ritual spells. See Ritual Spellcasting, p. 295.</description>
<traitcost bp="2"/>
</skill>
<skill name="Spellcasting" text="3" base="3" modified="3" naturalmaximum="12" augmentedmaximum="5" dicepool="9" group="Sorcery Group">
<description>The Spellcasting skill permits the character to channel mana into effects known as spells. See Spellcasting, p. 281.</description>
<traitcost bp="3"/>
</skill>
<skill name="Summoning" text="2" base="2" modified="2" naturalmaximum="12" augmentedmaximum="3" dicepool="8" group="Conjuring Group">
<description>This skill is used to summon spirits. See Summoning, p. 300).</description>
<traitcost bp="2"/>
</skill>
</active>
<knowledge>
<skill name="4th World History" text="4" base="4" modified="4" naturalmaximum="12" augmentedmaximum="6" dicepool="8" group="">
<description/>
<traitcost bp="4"/>
</skill>
<skill name="Legendary Runners" text="3" base="3" modified="3" naturalmaximum="12" augmentedmaximum="5" dicepool="7" group="">
<description/>
<traitcost bp="3"/>
</skill>
</knowledge>
<language>
<skill name="English" text="6" base="6" modified="6" naturalmaximum="12" augmentedmaximum="9" dicepool="10" group="">
<description/>
<traitcost bp="6"/>
</skill>
<skill name="Japanese" text="3" base="3" modified="3" naturalmaximum="12" augmentedmaximum="5" dicepool="7" group="">
<description/>
<traitcost bp="3"/>
</skill>
<skill name="Sperethiel" text="N" base="1" modified="1" naturalmaximum="12" augmentedmaximum="2" dicepool="5" group="">
<description>The complex and tonal language of elves.</description>
<traitcost bp="0"/>
</skill>
</language>
</skills>
<magic>
<tradition name="Hermetic" drain="8" combatspirits="Spirit of Fire" detectspirits="Spirit of Air" healthspirits="Spirit of Man" illusionspirits="Spirit of Water" manipulationspirits="Spirit of Earth"/>
<spells>
<spell name="Armor" casting="9" drain="8" draintext="F-2" drainvalue="-2" duration="Sustained" type="Physical" range="Line-of-Sight" category="Manipulation" subcat="Physical Manipulation Spell">
<description>This spell creates a glowing field of magical energy around the subject that protects against Physical Damage. It provides Armor equal to the hits scored and is cumulative with other armor. It is not included in any calculations to determine armor encumbrance (see Armor and Encumbrance, p. 169).</description>
<traitcost bp="0 +
5K"/>
</spell>
<spell name="Heal" casting="9" drain="8" draintext="F-4" drainvalue="-4" duration="Permanent" type="Mana" range="Touch" category="Health" subcat="Essence-Dependant Health Spell">
<description>Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell's hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).
Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.</description>
<traitcost bp="0 +
5K"/>
</spell>
<spell name="Improved Invisibility (limited)" casting="9" drain="8" draintext="F-3" drainvalue="-3" duration="Sustained" type="Physical" range="Line-of-Sight" category="Illusion" subcat="Realistic Illusion Spell,Single-Sense Illusion Spell">
<description>This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, and even taste, if it somehow comes to that). Her aura is still visible to astral perception.
Anyone who might be in a position to perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain undetected if she's good enough with her Sneaking Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the subject of the spell.
Invisibility affects the minds of viewers. Improved Invisibility mimics the subject's surroundings from all angles and affects technological sensors as well.</description>
<traitcost bp="1"/>
</spell>
<spell name="Manabolt" casting="9" drain="8" draintext="F-3" drainvalue="-3" duration="Instant" type="Mana" range="Line-of-Sight" category="Combat" subcat="Direct Combat Spell">
<description>Death Touch, Manabolt, and Manaball all channel destructive magical power into the target, doing Physical damage. The damage inflicted is similar to massive cellular die off from radiation or necrotizing fasciitis, but without the continuing effects. But still, ick. Since they are mana spells, spells in this group only affect living and magical targets and are resisted with Willpower. Death Touch requires the magician to touch the target. Manabolt affects a single target, Manaball is an area-effect spell.</description>
<traitcost bp="1"/>
</spell>
<spell name="Mindnet (limited)" casting="9" drain="8" draintext="F-2" drainvalue="-2" duration="Sustained" type="Mana" range="Touch" category="Detection" subcat="Active Detection Spell,Area,Psychic Detection Spell">
<description>Mindnet is a variation of the Mindlink spell (p. 287, SR5) designed to allow telepathic communication between a group of voluntary people. Everyone in the group can freely talk, exchange images, and emote as long as they remain within range of the target of the spell (the person touched when the spell is cast). The number of people participating in the group (excluding the target) serves as the threshold for the Spellcasting Test. Once any participants have left the range of the spell, it must be recast for them to once again to gain the benefits of Mindnet, though the other participants may continue to participate in the link as long as they remain in range and the spell is sustained.
Mindnet is an area spell, while Mindlink Extended is an extended area spell.</description>
<traitcost bp="1"/>
</spell>
</spells>
<adeptpowers/>
<metamagics>
<metamagic name="Greater Ritual">
<description>Greater ritual allows the magician to participate in a ritual without adding dice to it. Instead, the magician amplifies the ritual by adding her Magic rating to the ritual's Force for determining its limit, size, and effect. This addition is not included in the completion step of the ritual (p. 296, SR5). The magician takes Drain as if she actively participated in the ritual. The magician can be the leader of the ritual and still use greater ritual metamagic, but this adds +2 to the Drain Value when the ritual completes.</description>
</metamagic>
</metamagics>
</magic>
<gear>
<augmentations>
<cyberware/>
<bioware/>
</augmentations>
<weapons>
<item name="Ruger Super Warhawk" quantity="1" size="Human/Elf/Ork Size" wireless="Present">
<description>This revolver is as loud as a jet liner and twice as shiny. It's also one of the scariest handguns in the world. The cased ammo variant is popular for the sheer thrill of swinging open the cylinder gate one handed and dumping spent brass.</description>
<gearcost text="527¥" value="527"/>
<availability text="4R" value="4" class="Restricted"/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<weaponinfo grouptext="Pistols" dicepool="13dicepool [5]" damagetext="9P" damagevalue="9" damagetype="Physical" ap="-2" modestext="SS" isammunition="0" recoilcomp="2" equipped="Main Hand">
<ammunitionused text="6 (cy)" count="6" bins="1" type="Cylinder"/>
<mode>Single Shot</mode>
<ranges text="5/20/40/60">
<range name="Minimum" text="0m" value="0"/>
<range name="Short" text="5m" value="5"/>
<range name="Medium" text="20m" value="20"/>
<range name="Long" text="40m" value="40"/>
<range name="Extreme" text="60m" value="60"/>
</ranges>
</weaponinfo>
<modifications/>
<accessories>
<item name="Speed Loader" quantity="1">
<description>The speed loader is a simple device that holds a ring of bullets for fast insertion into a revolver's cylinder. Each speed loader is specific to the weapon it was designed for. It lets you fully reload a revolver as a Complex Action instead of having to load rounds one at a time (Reloading Weapons table, p. 163).</description>
<gearcost text="25¥" value="25"/>
<availability text="2" value="2" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
</item>
</accessories>
<ammunition>
<item name="Gel Rounds" quantity="12">
<description>These less-lethal rounds use a hard, jelly-like substance that is a safer alternative to rubber bullets. They are often employed for riot control. Their usually semi-rigid slugs flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds inflict Stun damage (AP +1). Gel rounds reduce the target's Physical limit by 2 when checking for knockdown (Knockdown, p. 194).</description>
<gearcost text="2.5¥" value="2.5"/>
<availability text="2R" value="2" class="Restricted"/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<weaponinfo grouptext="" dicepool="" damagetext="" damagevalue="0" damagetype="Stun" ap="1" modestext="" isammunition="1" recoilcomp="2" equipped="Main Hand">
<ranges text="0">
<range name="Minimum" text="0m" value="0"/>
<range name="Short" text="0m" value="0"/>
<range name="Medium" text="0m" value="0"/>
<range name="Long" text="0m" value="0"/>
<range name="Extreme" text="0m" value="0"/>
</ranges>
</weaponinfo>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
<item name="Regular Ammo" quantity="36">
<description>Also called ball or full metal jacket rounds, these solid slugs are useful for numerous applications (mainly killing things).</description>
<gearcost text="2¥" value="2"/>
<availability text="2R" value="2" class="Restricted"/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<weaponinfo grouptext="" dicepool="" damagetext="" damagevalue="0" damagetype="" ap="0" modestext="" isammunition="1" recoilcomp="2" equipped="Main Hand">
<ranges text="0">
<range name="Minimum" text="0m" value="0"/>
<range name="Short" text="0m" value="0"/>
<range name="Medium" text="0m" value="0"/>
<range name="Long" text="0m" value="0"/>
<range name="Extreme" text="0m" value="0"/>
</ranges>
</weaponinfo>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
</ammunition>
<programs/>
<othergear/>
</item>
<item name="Unarmed Strike" useradded="no" quantity="1" natural="yes">
<description/>
<gearcost text="0¥" value="0"/>
<availability text="" value="0" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<weaponinfo grouptext="Unarmed" dicepool="4dicepool [3]" damagetext="2S" damagevalue="2" damagetype="Stun" ap="0" modestext="" isammunition="0" reach="" equipped="Main Hand">
<defense name="Unarmed Strike Parry" normal="4"/>
</weaponinfo>
</item>
</weapons>
<armor>
<item name="Armor Clothing" quantity="1" wireless="Present">
<description>Lightweight ballistic fiber weave makes these garments almost impossible to detect as armor. It doesn't provide as much protection as real armor, but it's available in a wide variety of styles.</description>
<gearcost text="450¥" value="450"/>
<availability text="2" value="2" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<armorinfo rating="6" acid="0" cold="0" electricity="0" falling="0" fire="0" radiation="0" laser="0" equipped="yes"/>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
</armor>
<equipment>
<item name="Certified Credstick, Gold" quantity="1" size="Human/Elf/Ork Size" wireless="Present">
<description>Max Value: 100,000¥
Cash for the late 21st century. A certified credstick is not registered to any specific person - the electronic funds encoded on it belong to the holder, requiring no special ID or authorization to use. The bad news is that you can be physically mugged, any money you have on your credstick jacked and rolled. The good news is that certified credsticks are completely untraceable. They're not even wireless - you have to slot them into a universal data connector to transfer cash onto or off of them. This makes them enduringly popular with shadowrunners and the Mr. Johnsons who love to hire them.
Each type of credstick can only hold up to a certain amount of money, listed on the table. This is the maximum amount it can carry, not the amount it always has on it - so don't get excited when you see a gold credstick until you've slotted it and checked its balance.</description>
<gearcost text="100¥" value="100"/>
<availability text="" value="0" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="5" base="5" modified="5"/>
<matrixattribute name="Firewall" text="5" base="5" modified="5"/>
</matrix>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
<item name="Fetish" quantity="1" size="Human/Elf/Ork Size" wireless="Present">
<description>An alchemist can create a magical device that reduces Drain when cast with a spell suited to fetishes (p. 212, SG). Such spells have to be learned specifically with the fetish, meaning that a character would have to learn a spell twice if he wants to cast it both with and without a fetish. An alchemist needs 1 dram of radical reagents to make the fetish functional for magical use. A magician casting a fetish spell either through Spellcasting or Ritual Spellcasting can reduce the Drain Value by 2 (to a minimum of 2).
Skill: Artificing
Threshold: 2
Base Time: 1 day
Material Cost: 1,700¥</description>
<gearcost text="2,000¥" value="2000"/>
<availability text="4" value="4" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
<item name="Fetish" quantity="1" size="Human/Elf/Ork Size" wireless="Present">
<description>An alchemist can create a magical device that reduces Drain when cast with a spell suited to fetishes (p. 212, SG). Such spells have to be learned specifically with the fetish, meaning that a character would have to learn a spell twice if he wants to cast it both with and without a fetish. An alchemist needs 1 dram of radical reagents to make the fetish functional for magical use. A magician casting a fetish spell either through Spellcasting or Ritual Spellcasting can reduce the Drain Value by 2 (to a minimum of 2).
Skill: Artificing
Threshold: 2
Base Time: 1 day
Material Cost: 1,700¥</description>
<gearcost text="2,000¥" value="2000"/>
<availability text="4" value="4" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
<item name="Hermes Ikon" size="Human/Elf/Ork Size" wireless="Present">
<description>Basic Persona: Business person
Base Theme: Office
Device Icon: Office building
Commlinks are universal communication devices; they're used by everyone all the time. Commlinks are essentially the digital Swiss army knives of the modern world. Even the most basic of them includes AR Matrix browsing capability, multiple telephone and radio modes of real-time talk and text, music players, micro trid-projectors, touchscreen displays, built in high-resolution digital video and still image cameras, image/text and RFID tag scanners, built-in GPS guidance systems, chip players, credstick readers, retractable earbuds, voice-access dialing, text-to-speech and speech-to-text technologies, and a shock and water resistant case. And all of this at an inexpensive price that a few decades ago would have seemed absurd.</description>
<gearcost text="3,100¥" value="3100"/>
<availability text="10" value="10" class=""/>
<matrix initiative="9" dr="10">
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="5" base="5" modified="5"/>
<matrixattribute name="Firewall" text="5" base="5" modified="5"/>
</matrix>
<conditionmonitor name="Hermes Ikon" boxes="11" penalty="0"/>
<modifications>
<item name="Sim Module" quantity="1">
<description>This commlink upgrade gives you the simsense experience, translating computer data into neural signals that allow you to directly experience simsense programs and augmented reality. A sim module must be accessed via a direct neural interface (trodes, datajack, or implanted commlink). Sim modules are a must-have for virtual reality of sorts, including VR clubs, VR games, simsense, and darker virtual pleasures. Sim modules can be modified for hot-sim, which opens up the full (and dangerous) range of VR experiences.</description>
<gearcost text="100¥" value="100"/>
<availability text="" value="0" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
</item>
</modifications>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
<item name="Sustaining Focus" rating="1" quantity="1" size="Human/Elf/Ork Size" wireless="Present">
<description>When you cast a spell through a sustaining focus, it sustains the spell for you, letting you avoid the dice pool penalty for sustaining a spell. A spell sustained by a sustaining focus cannot have a Force greater than that of the focus, and the spell's category must match the focus's category. If a spell sustained by a focus is disrupted, it ends, but the focus is still active (and still bound to its owner), it's just not sustaining a spell at the moment. A sustaining focus can't be used to sustain a spell ritual.</description>
<gearcost text="4,000¥" value="4000"/>
<availability text="3R" value="3" class="Restricted"/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<modifications/>
<accessories/>
<ammunition/>
<programs/>
<othergear/>
</item>
</equipment>
</gear>
<identities>
<identity name="Jason Kroft">
<lifestyle name="Low Lifestyle" months="1">
<gearcost text="2,200¥/m" value="2200"/>
</lifestyle>
<license name="Fake SIN" rating="2">
<gearcost text="5,000¥" value="5000"/>
</license>
<description/>
</identity>
<identity name="Milton Sorrowson">
<license name="Fake SIN" rating="2">
<gearcost text="5,000¥" value="5000"/>
</license>
<description/>
</identity>
</identities>
<contacts>
<contact name="Farnell Twins" type="Fixer" connection="3" loyalty="3">
<description>Metatype: Human
Sex: Female
Age: 30's
Preferred Payment Method: Cash(Credstick)
Hobbies/Vice: Nothing of Interest
Personal Life: Single
Type: Personal Favor</description>
</contact>
<contact name="Moto (Yakuza)" type="Mafia Consigliere" connection="3" loyalty="2">
<description>Metatype: Human
Sex: Male
Age: Young
Preferred Payment Method: Service (drek job)
Hobbies/Vice: Nothing of Interest
Personal Life: Single
Type: Personal Favor</description>
</contact>
<contact name="Mr. Hat and Clogs" type="Talismonger" connection="3" loyalty="4">
<description>Metatype: Human
Sex: Male
Age: Middle-aged
Preferred Payment Method: Cash (credstick)
Hobbies/Vice: Personal Grooming (clothes)
Personal Life: Family
Type: Swag</description>
</contact>
</contacts>
<ammotrackers>
<ammotracker name="Ruger Super Warhawk" text="Regular Ammo x6"/>
</ammotrackers>
<trackers>
<tracker name="Cumulative Recoil" text="0" used="0" left="0" min="0" max="0"/>
<tracker name="Edge Pool" text="0/8" used="0" left="8" min="0" max="8"/>
<tracker name="Movement This Turn (Currently: Stationary)" text="0m" used="0" left="0" min="0" max="0"/>
</trackers>
<conditionmonitors totalpenalty="0">
<conditionmonitor name="Physical Damage Track" boxes="9" penalty="0"/>
<conditionmonitor name="Stun Damage Track" boxes="10" penalty="0"/>
</conditionmonitors>
<journals>
<journal name="Game 1" gamedate="20740211" realdate="20170204" karma="7" cash="1500" streetcred="0" notoriety="2" awareness="0">
<description>Killed members of the Highway 90 Cobras and recovered BTL's for the Yakuza.</description>
</journal>
<journal name="Game 2" gamedate="20740301" realdate="20170211" karma="8" cash="8650" streetcred="1" notoriety="0" awareness="0">
<description>Killed Devil Rats, Nuclear Spirit, Banshees. Yakuza fucked us on payment.</description>
</journal>
<journal name="Monthly Expenses Through March" gamedate="20740301" realdate="20170211" karma="0" cash="-1400" streetcred="0" notoriety="0" awareness="0">
<description>Monthly Expenses Applied:
(1 month) Low Lifestyle: -1 month</description>
</journal>
</journals>
<images>
<image filename="Group_Characters-image001.jpg"/>
</images>
<validation>
<report/>
</validation>
<settings summary="Character Creation Systems: Established Runners; Core Rulebooks: Chrome Flesh, Data Trails, Howling Shadows, Rigger 5.0, Run & Gun, Run Faster, Street Grimoire; Supplements: Bloody Business, Court of Shadows, Hard Targets, Lockdown, Stolen Souls; E-books: Aetherology, Assassin's Primer, Bullets & Bandages, Gun Heaven 3, Shadow Spells, Shadows in Focus: Butte, Shadows in Focus: Sioux Nation; Enhanced Fiction: Nothing Personal, Sail Away, Sweet Sister, The Vladivostok Gauntlet; Optional Rules -> Chrome Flesh Optional Rules: Use Essence Holes; Output Options: Include Vehicle Statblocks on Sheet"/>
<minions>
<minion name="Spirit of Air" type="Spirit">
<spirit force="7" services="3" bound="yes"/>
<character nature="normal" role="npc" relationship="ally" type="Spirit of Air" name="Spirit of Air" playername="Timothy Till">
<race name="Spirit of Air"/>
<heritage name=""/>
<creation>
<bp total="25" left="25"/>
</creation>
<karma total="0" left="0"/>
<cash total="9750"/>
<personal gender="Male" age="25" hair="" eyes="" skin="">
<description/>
<charheight text="1.75m" value="175"/>
<charweight text="78kg" value="78"/>
</personal>
<defenses>
<defense name="Ranged Defense" normal="18"/>
<defense name="Melee Defense" normal="18"/>
</defenses>
<armorratings>
<armorrating name="Armor" rating="14" stacking="14" nonstacking="0" dicepool="19"/>
<armorrating name="Acid Protection" rating="14" stacking="14" nonstacking="0" dicepool="19"/>
<armorrating name="Cold Protection" rating="14" stacking="14" nonstacking="0" dicepool="19"/>
<armorrating name="Electricity Protection" rating="14" stacking="14" nonstacking="0" dicepool="19"/>
<armorrating name="Fire Protection" rating="14" stacking="14" nonstacking="0" dicepool="19"/>
<armorrating name="Falling Protection" rating="14" stacking="14" nonstacking="0" dicepool="19"/>
<armorrating name="Fatigue Resistance" rating="0" stacking="0" nonstacking="0" dicepool="12"/>
</armorratings>
<attributes>
<attribute name="Force" text="7" base="7" modified="7" naturalmaximum="99" augmentedmaximum="11" minimum="-1" category="Defining">
<description>Spells, spirits, and magic items (foci) have an attribute known as Force. This measures the magical power of the object, spell, or being. Force is measured on the same scale as metahuman attributes (natural 1 to 6). For spells and foci, this is often their only attribute.</description>
<traitcost bp="0"/>
</attribute>
<attribute name="Body" text="5" base="5" modified="5" naturalmaximum="5" augmentedmaximum="16" minimum="1" category="Physical">
<description>Body measures your physical health and resiliency.
It affects how much damage you can take and stay on your feet, how well you resist damage coming your way, your ability to recover from poisons and diseases, and things of that nature.</description>
<traitcost bp="4"/>
</attribute>
<attribute name="Agility" text="10" base="10" modified="10" naturalmaximum="10" augmentedmaximum="29" minimum="1" category="Physical">
<description>Agility measures things like hand-eye coordination, flexibility, nimbleness, and balance. Agility is the most important attribute when it comes to scoring hits during combat, as you need to be coordinated to land your blows, whether you're swinging a sword or carefully aiming a rifle. It also is critical in non-combat situations, such as sneaking quietly past security guards or smoothly lifting a keycard from its secured position.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Reaction" text="11" base="11" modified="11" naturalmaximum="11" augmentedmaximum="31" minimum="1" category="Physical">
<description>Reaction is about reflexes, awareness, and your character's ability to respond to events happening around them. Reaction plays an important role in deciding how soon characters act in combat and how skilled they are in avoiding attacks from others. It also helps you make that quick turn down a narrow alley on your cycle to avoid the howling gangers on your tail</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Strength" text="4" base="4" modified="4" naturalmaximum="4" augmentedmaximum="14" minimum="1" category="Physical">
<description>Strength is an indicator of, well, how strong your character is. The higher your strength, the more damage you'll do when you're raining blows down on an opponent, and the more you'll be able to move or carry when there's stuff that needs to be moved. Or carried.
Strength is also important with athletic tasks such as climbing, running, and swimming.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Willpower" text="7" base="7" modified="7" naturalmaximum="7" augmentedmaximum="21" minimum="1" category="Mental">
<description>Willpower is your character's desire to push through adversity, to resist the weariness of spellcasting, and to stay upright after being nailed in the head with a sap.
Whether you're testing yourself against a toxic wilderness or a pack of leather-clad orks with crowbars, Willpower will help you make it through.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Logic" text="7" base="7" modified="7" naturalmaximum="7" augmentedmaximum="21" minimum="1" category="Mental">
<description>The Logic attribute measures the cold, calculating power of your rational mind. Whether you are attempting to repair complicated machinery or patch up an injured teammate, Logic helps you get things right. Logic is also the attribute hermetic mages use to resist Drain from the spells they rain down on their hapless foes.
Deckers also find Logic extremely useful, as it helps them develop the attacks and counterattacks that are part of their online battles.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Intuition" text="7" base="7" modified="7" naturalmaximum="7" augmentedmaximum="21" minimum="1" category="Mental">
<description>Intuition is the voice of your gut, the instinct that tells you things before your logical brain can figure them out. Intuition helps you anticipate ambushes, notice that something is amiss or out of place, and stay on the trail of someone you're pursuing.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Charisma" text="7" base="7" modified="7" naturalmaximum="7" augmentedmaximum="21" minimum="1" category="Mental">
<description>Charisma is your force of personality, the persuasiveness and charm you can call on to get people to do what you want without having to go to the trouble of pulling a gun on them. It's not entirely about your appearance, but it's also not entirely not about your appearance. What it's mostly about is how you use what you have - your voice, your face, your words, and all the tools at your disposal - to charm and/or intimidate the people you encounter. Additionally, Charisma is an important attribute for shamanic mages, as it helps them resist the damaging Drain from spells they cast.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Essence" text="7" base="7" modified="7" naturalmaximum="7" augmentedmaximum="21" minimum="1" category="Derived">
<description>Essence is your metahumanity encapsulated in a number. In Shadowrun, you have ample opportunities to alter your body or push it beyond its normal limits. Such actions often have a cost, and they can result in a loss of a portion of your metahumanity, which means a loss of Essence points. Each character starts with an Essence rating of 6, and it acts as a cap on the amount of alterations you can adopt. When it's gone, it doesn't come back. It also affects the Magic and Resonance attributes, as losses in Essence are reflected by losses in Magic and Resonance.
While denizens of the Sixth World are accustomed to seeing a variety of augmentations and alterations to the metahuman form, the "uncanny valley" still exists. The uncanny valley is the disconcerting effect that happens when people see something that is almost, but not quite, metahuman. An animated cartoon with exaggerated features looks fine to metahuman eyes, but a computer program that closely, but not exactly, replicates human appearance is a troubling and unpleasant sight to most viewers. This is what happens when people see others with augmentations - on some level, people notice there is something less (or more) human about that, and they respond to it negatively. The change may not be exactly visible, but it is in some way noticeable - in one way or another, a person has become less human, and on some level other people notice this. This is why a character's Essence is included in the calculation of their Social limit.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Edge" text="4" base="4" modified="4" naturalmaximum="4" augmentedmaximum="14" minimum="1" category="Special">
<description>Edge is the ultimate intangible, that certain something that provides a boost when you need it, that gets you out of a tough spot when the chips are down. It's not used to calculate dice pools; instead, you spend a point of Edge to acquire a certain effect. Every character has at least one point of Edge, more if they want to take more frequent advantage of the boosts it offers. The possible effects of and more details about Edge are on p. 56.</description>
<traitcost bp="3"/>
</attribute>
<attribute name="Magic" text="7" base="7" modified="7" naturalmaximum="7" augmentedmaximum="21" minimum="0" category="Heritage???Special">
<description>If you intend to cast spells or use magic in any way, your character needs to have the Magic attribute. Most individuals do not have this attribute, meaning their rating is zero. Mages, who cast spells, and adepts, who channel magic into enhanced physical and mental abilities, need this quality. Their Magic rating measures how capable they are in the arcane arts and how much power they can draw down to help them in their efforts.</description>
<traitcost bp="6"/>
</attribute>
<attribute name="Initiative" text="18+2D6" base="18" modified="18" naturalmaximum="16" augmentedmaximum="22" minimum="2" category="Derived">
<description>Initiative governs how quickly a character responds in a combat situation. A character's Initiative attribute is their Reaction plus their Intuition.</description>
<traitcost bp="0"/>
</attribute>
</attributes>
<movementtypes>
<movementtype name="Land Movement" sprintpool="11dicepool [8]">
<walking text="20m" value="20"/>
<running text="40m" value="40"/>
</movementtype>
</movementtypes>
<reputations>
<reputation name="Street Cred" value="0"/>
<reputation name="Honor" value="0"/>
<reputation name="Notoriety" value="0"/>
<reputation name="Court Notoriety" value="0"/>
<reputation name="Public Awareness" value="0"/>
</reputations>
<qualities>
<positive/>
<negative/>
</qualities>
<skills>
<groups/>
<active>
<skill name="Assensing" text="7" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" dicepool="14" group="">
<description>Assensing is a magic user's ability to read and interpret fluctuations in the astral world. This skill allows practitioners to learn information by reading astral auras. Only characters capable of astral perception may take this skill. For more information, see Astral Perception, p. 312</description>
<traitcost bp="0"/>
</skill>
<skill name="Astral Combat" text="7" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" dicepool="14" group="">
<description>Fighting in Astral Space requires the Astral Combat skill. Combat in the Astral World relies on a very different set of abilities and attributes than physical combatants. See Astral Combat, p. 315.</description>
<traitcost bp="0"/>
</skill>
<skill name="Exotic Ranged Weapon" text="7" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" dicepool="17" group="">
<description>Sometimes a regular gun or blade won't do the job and you need something fancier. Or weirder. This skill must be taken once for each unusual ranged weapon you want to use. Some examples include blowguns, gyrojet pistols, flamethrowers, and lasers.</description>
<traitcost bp="0"/>
</skill>
<skill name="Perception" text="7" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" dicepool="14" group="">
<description>Perception refers to the ability to spot anomalies in everyday situations, making it one of the key skills a shadowrunner needs. See Using Perception, p. 135.</description>
<traitcost bp="0"/>
</skill>
<skill name="Running" text="7" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" dicepool="11" group="Athletics Group">
<description>Running, as you may guess, is about how much ground you can cover quickly. For more information see Using Running, p. 136.</description>
<traitcost bp="0"/>
</skill>
<skill name="Unarmed Combat" text="7" base="7" modified="7" naturalmaximum="12" augmentedmaximum="11" dicepool="17" group="Close Combat Group">
<description>Unarmed Combat covers the various self-defense and attack moves that employ the body as a primary weapon. This includes a wide array of martial arts along with the use of cybernetic implant weaponry and the fighting styles that sprung up around those implants.</description>
<traitcost bp="0"/>
</skill>
</active>
<knowledge/>
<language/>
</skills>
<magic>
<spells/>
<adeptpowers/>
<metamagics/>
</magic>
<gear>
<augmentations>
<cyberware/>
<bioware/>
</augmentations>
<weapons>
<item name="Elemental Attack: Electricity" useradded="no" quantity="1" natural="yes">
<description>Whether it's a burst of flame or a bolt of lightning, a critter with this power can project a damaging stream of elemental energy. The power has a specific element type - for example, spirits of fire have Elemental Attack (Fire). The power is a ranged attack, with range increments of (Magic) meters, using the critter's Exotic Ranged Weapon skill + Agility [Physical] to attack. The attack's DV is (Magic x 2)P with an AP of - (critter's Magic), plus as the appropriate elemental damage (p. 170), as listed in the critter's statistics.</description>
<gearcost text="0¥" value="0"/>
<availability text="" value="0" class=""/>
<matrix>
<matrixattribute name="Attack" text="0" base="0" modified="0"/>
<matrixattribute name="Sleaze" text="0" base="0" modified="0"/>
<matrixattribute name="Data Processing" text="2" base="2" modified="2"/>
<matrixattribute name="Firewall" text="2" base="2" modified="2"/>
</matrix>
<weaponinfo grouptext="" dicepool="17dicepool [8]" damagetext="14S(e)" damagevalue="14" damagetype="Stun" ap="-7" modestext="SS" isammunition="0" recoilcomp="3" equipped="Main Hand">
<mode>Single Shot</mode>
<ranges text="LOS">
<range name="Minimum" text="0m" value="0"/>
<range name="Short" text="0m" value="0"/>
<range name="Medium" text="0m" value="0"/>
<range name="Long" text="0m" value="0"/>
<range name="Extreme" text="0m" value="0"/>
</ranges>
</weaponinfo>
</item>
<item name="Engulf: Air" useradded="no" quantity="1" natural="yes">
<description>This allows a critter to draw a target into itself or the terrain it controls, smothering or otherwise enveloping the target and causing damage. This is a melee attack. If it succeeds, it inflicts damage equal to its Magic x 2 (see below for specific effects by element), and the critter has engulfed its target in its grasp. Net hits on the melee attack increase this damage normally. The target gets a Damage Resistance Test as normal, using Body + Armor; the attack has an AP of - (critter's Magic).