Professional Documents
Culture Documents
Starting Build Points: 400: Shadowrun 4Th Edition
Starting Build Points: 400: Shadowrun 4Th Edition
Starting Mod TOTAL RACIAL MAX Cost AUG MAX AUG TOTAL
Body 1 +2 3 6 20 9 3
Agility 1 +2 3 6 20 9 3 Initiative 7
Reaction 1 +2 3 6 20 9 3 Condition (Stun) 10
Strength 1 +1 2 6 10 9 2 Condition (Physical) 10
Charisma 1 +3 4 6 30 9 4
Intuition 1 +3 4 6 30 9 4
Logic 1 +3 4 6 30 9 4
Willpower 1 +3 4 6 30 9 4
Edge 2 +1 3 7 10
Magic 1 +3 4 6 30 4
NOTES 0 0 0 6 0
Total Cost: 230
ACTIVE SKILLS
Total Cost: -5
Interests
Total Cost: 12
Languages
English N
Salish 2 4
Total Cost: 0
GEAR
BP Spent Available Cash RESOURCES LEFT
Starting Gear 4 20,000 nuyen
WEAPON STATS
PROJECTILE Cost Avail Ammo Type Type Damage AP Mode Capacity RC
Colt America L36 150 4R Regular Rounds Light Pistol 4P 0 SA 11(c)
#N/A #N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A #N/A
WEAPON ACCESSORIES Top Mount Avail Barrel Mount Avail Underbarrel Mount Avail Cost
Colt America L36 Laser Sight 2 100
CYBERWARE Cost Essence Avail Implant Grade BIOWARE Cost Ess Ava Implant Grade
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Standard Standard
Total Cost: 0 0.00 Total Cost: 0 0.00
MAGIC
SPELLS Cost Properties Type RangeDamageDuration Drain Value
Improved Invisibility 3 Realistic, Single-Sense P LOS Sustained 3
Influence 3 Mental M LOS Permanent 3
Ignite 3 Physical P LOS 4P Permanent 2
Magic Fingers 3 Physical P LOS Sustained 3
Mind Probe 3 Active, Directional M Touch Sustained 4
Stunbolt 3 Direct P LOS 4S Instant 1
Total Cost: 18
BOUND SPIRITS Favors Cost FOCI Force Cost Avail Bound BP Cost
No
No
No
No
No
No
Total Cost: Total Cost: Total BP Cost:
Force Cost
MAGICAL LODGE 3 1,500
HACKER/RIGGER/TECHNOMANCER
COMMLINK Response Signal STOCK OS Firewall System
Sony Emperor 2 3 Renraku Ichi 2 2
VR Initiative: 6
VR Initiative (Hot-Sim): 7
Matrix Defense: 2
PROGRAMS
Commlink Upgrade Rating Cost NOTES
System
Firewall
Common Use
Analyze
Browse
Command
Edit
Encrypt
Reality Filter
Scan
Hacking
Armor
Attack
Biofeedback Filter
Black Hammer
Blackout
Data Bomb
Decrypt
Defuse
ECCM
Exploit
Medic
Sniffer
Spoof
Stealth
Track
Autosoft
Clearsight
Defense
Electronic Warfare
Maneuver (Aerospace)
Maneuver (Aircraft)
Maneuver (Anthroform)
Maneuver (Exotic Vehicle)
Maneuver (Ground Craft)
Maneuver (Watercraft)
Targeting (Automatics)
argeting (Exotic Ranged Weapons)
Targeting (Heavy Weapons)
Targeting (Longarms)
Targeting (Pistols)
Total Cost:
METAHUMANS BP BOD AGI REA STR
Human 0 1 6 9 1 6 9 1 6 9 1 6
Ork 20 4 9 13 1 6 9 1 6 9 3 8
Dwarf 25 2 7 10 1 6 9 1 5 7 3 8
Elf 30 1 6 9 2 7 10 1 6 9 1 6
Troll 40 5 10 15 1 5 7 1 6 9 5 10
Magic: 4
Calculator F 5
SKILL GROUPS
Athletics Skill Group
Biotech Skill Group
Close Combat Skill Group
Conjuring Skill Group
Cracking Skill Group
Electronics Skill Group
Firearms Skill Group
Influence Skill Group
Mechanic Skill Group
Outdoors Skill Group
Sorcery Skill Group
Stealth Skill Group
Tasking Skill Group
LIFESTYLE
Street 1D6 10 3 0
Squatter 2D6 20 6 500
Low 3D6 50 9 2000
Middle 4D6 100 12 5000
High 4D6 500 12 10000
Luxury 4D6 1000 12 100000
1,425 Low 9
(3D6+9) x 50 ¥
Reach: 0
STR 2
Unarmed: 1 0 S 1S
MELEE WEAPONS Reach Damage AP Availability Cost
Combat Axe 2 5P -1 8R ###
Forearm Snap Blades 0 3P 6R ###
Katana 1 4P -1 4R ###
Knife 0 2P 20
Monofilament Sword 1 4P -1 8R ###
Survival Knife 0 2P -1 50
Sword 1 4P 4R ###
Club 1 2P 30
Extendable Baton 1 2P 50
Sap 0 2S 30
Staff 2 3P 50
Stun Baton 1 6S(e) -hal 4R ###
Polearm 2 3P -2 4R ###
Monofilament Chainsaw 1 5P -2 4 ###
Monofilament Whip 2 8P -4 12F ###
Shock Glove 0 5S(e) -hal 3R ###
Riot Shield 1S 2
Taser Armor/Shield 6S(e) ###
CYBERWEAPONS
Hand Blade 0 3P
Hand Razors 0 2P
Shock Hand 0 6S(e) -half
Spurs 1 4P
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
0
+ Laser Sight
+ Laser Sight
AMMO TYPES DV AP DamAvail Cost
APDS Rounds 0 -4 P 16F 7
Explosive Rounds 1 -1 P 8F 5
EX Explosive Rounds 2 -2 P 12F 10
Flechette Rounds 2 2 P(f) 2R 10
Gel Rounds 2 2 S 4R 3
Regular Rounds 0 0 P 2R 2
Stick 'n' Shock Rounds 6 S(e 5R 8
Assault Cannon Rounds P 16F 45
GRENADES
Flash-Bang Grenade 6 -3 S 6R 30
Flash-Pak ###
Frag Grenade 12 2 P(f) 10F 35
HE Grenade 10 -2 P 7F 45
Smoke Grenade 30
Thermal Grenade 35
ROCKETS/MISSILES
Anti-Vehicle Missile/Rocket 16 -2 P 20F
Frag Missile/Rocket 16 2 P(f) 16F
HE Missile/Rocket 14 -2 P 20F
EXPLOSIVES
1kg Commercial Explosive (Rating 3) 8R ###
1kg Foam Explosive (Rating 4) 12F ###
1kg Foam Explosive (Rating 5) 12F ###
1kg Foam Explosive (Rating 6) 12F ###
1kg Foam Explosive (Rating 7) 12F ###
1kg Foam Explosive (Rating 8) 12F ###
1kg Foam Explosive (Rating 9) 12F ###
1kg Foam Explosive (Rating 10) 12F ###
1kg Foam Explosive (Rating 11) 12F ###
1kg Foam Explosive (Rating 12) 12F ###
1kg Foam Explosive (Rating 13) 12F ###
1kg Foam Explosive (Rating 14) 12F ###
1kg Foam Explosive (Rating 15) 12F ###
1kg Plastic Explosive (Rating 4) 16F ###
1kg Plastic Explosive (Rating 5) 16F ###
1kg Plastic Explosive (Rating 6) 16F ###
1kg Plastic Explosive (Rating 7) 16F ###
1kg Plastic Explosive (Rating 8) 16F ###
1kg Plastic Explosive (Rating 9) 16F ###
1kg Plastic Explosive (Rating 10) 16F ###
1kg Plastic Explosive (Rating 11) 16F ###
1kg Plastic Explosive (Rating 12) 16F ###
1kg Plastic Explosive (Rating 13) 16F ###
1kg Plastic Explosive (Rating 14) 16F ###
1kg Plastic Explosive (Rating 15) 16F ###
Detonator Cap 8R 75
SPECIAL
Taser S(e)
AMMO GATHER
Regular Rounds 110
0 0
0 0
0 0
0 0
0 0
0 0
GEAR GATHER
Glasses
+ Low Light
+ Flare Compensation
+ Image Link
Earbuds
+ Audio Enhancement III
+ Spatial Recognizer
Lockpick Set
Maglock Passkey (Rating 4)
Fake SIN, Rating 3
Fake License, Rating 4
20 Security Tags
Micro - Capacity 1
+ Camera [1]
Micro - Capacity 1
+ Microphone [1]
Micro - Capacity 1
+ Directional Microphone [1]
Handheld - Capacity 3
+ Radio Signal Scanner (Rating 3) [1]
0
Magical Lodge Materials (Force 3)0
+ Camera [1]
Magical Lodge Materials (Force 3)
110 x Regular Rounds
110 x Regular Rounds
ADEPTPOWER GATHER Body Agi ReaStr ChaIn Log Will BodRes ArmArmInitPass
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0 0 0 0 0 0
Total: 0 0 0 0 0 0 0 0 0 0 0 0
SPIRITGATHER
0 0
0 0
0 0
0 0
0 0
0 0
SKILL GATHER
Pistols 2
Assensing 3
Perception 3 Visual
Shadowing 2
Data Search 3
Locksmith 1
Chemistry 3
Magical Theory 4
Police Procedures 2
English N
Salish 2
QUALITIES GATHER
Magician 15
Mentor Spirit 5
Addiction, Mild -5
Bad Luck -20
Total 0 0 0 0 0 0 0 0
Response 2
Signal 3
Firewall 2
System 2
OOO
Influence Skill Group 2 -2 -2
Locksmith 1
-3 -3
Perception 3 (Visual +2)
Pistols 2 -4 -4
Shadowing 2 -5 -5 DAMAGE OVERFLOW
Sorcery Skill Group 3
-6 -6 OOO
COMMLINK
Type Resp Signal OS Type FW System
Sony Emperor 2 3 Renraku Ichi 2 2
Astral Initiative: 8
Astral Initiative Passes: 3
ADEPT POWERS
Name Linked Attribute/Skill Level NOTES
MATRIX CONDITION
Hacking Pool: 0 = Hacking () + Exploit ()
NOTES
Addiction, Mild (Alcohol)
Mentor Spirit (Raven) +2 Dice for Manipulation Spells
+2 Dice for Air Spirits
A Ravin Shaman must make a Willpower + Charisma (3) Test to avoid
exploiting someone else's misfortune to her own advantage.
Attacker AGI 3 Defender Reaction 2
Attacker Skill 4
Misc. Mod. 1
Net Success 2
Normal Normal
DICE ROLLER
Successes
# of dice rolled 8
Drain DV: 3