This section applies to both Shaman and Hermetic Mages.

        When I began playing Shadowrun, I found the rules for spellcasting and conjuring to be very confusing, especially the lack of examples.  So I created this section and the conjuring section in an attempt to clarify spellcasting and conjuring for myself and my gaming groups. 
        Spells may be found on page 191 in Shadowrun 3rd Edition #7001; page 140 in  Magic In The Shadows, Shadowrun 3rd Edition #7907; page 126 in The Grimoire Shadowrun 2nd Edition #7903; and on page 112 in The Grimoire, Shadowrun 1st Edition #7106.

This section is broken down into:









Spell Pool: Intelligence, Willpower and Magic Attribute, divided by 3, rounded down.
(INT + WILL + MAGIC)/ 3

Combat Pool: Quickness, Intelligence and Willpower, divided by 2 rounded down.
(QUI + INT + WILL)/ 2

Astral Combat Pool: Intelligence, Charisma and Willpower, divided by 2 rounded down.
(INT + CHA + WILL)/ 2

Astral Initiative:  Intelligence + 20 + 1d6





1. Choose the number of dice from your Spell Pool that you wish to save for Spell Defense (defense against spells cast against you or allies) or for Drain Resistance. Your Spell Pool will refresh at the beginning of the next round.

2. Choose the Force of the spell, up to the Force of the spell you have learned. You may choose to cast at a lower Force, but cannot go higher. Also, a higher Force means a higher Drain Target for you and a higher Resistance Target for the enemy to resist. The Force you choose will become the Victim's spell resistance Target number.

NOTE: You must be able to see your target in order for spells to take affect. This is true for all spells except Elemental spells. So for example, if you try to cast an area of effect spell like Powerball at a car with tinted windows or a person hiding behind a overturned table, you will possibly harm the car and the table, but you will not affect the people in the car or behind the table.  

3. If casting a combat spell, select the Damage Level that you wish to inflict (Light, Moderate, Serious, or Deadly).  This directly impacts how much Drain you will have to resist. For example, if you decide you want Manabolt to do Deadly Damage, you will have to make a Drain test to resist  Deadly Stun Drain damage. This is true whether the spell succeeds or not.

4. Cast the spell using Sorcery Dice (Sorcery is listed in your "Active Skills") plus any dice you choose from your Spell Pool up to the number of your Sorcery Dice. Casting Target number is determined by each individual spell. Each die equal to or higher than the Target number counts as a success.

5.  Victim makes a resistance test (or saving throw).  Victim rolls dice equal to the targeted attribute with a target number equal to the force of the spell cast, plus any damage modifiers.  If the victim gets the same number of successes or more successes than the caster, the victim successfully resists the spell.  For combat spells, every two caster successes left after the victim resists stages the damage up one level, from light to moderate, moderate to serious, serious to deadly.  The damage cannot stage past Deadly. Whether the caster is successful or not, the caster must now resist Drain Stun Damage.

6. Resist Drain: Roll Willpower Dice, plus any reserved Spell Pool dice. The Drain Target number equals half of the spell's Force, rounded down, plus any Drain modifiers. Every two successes stages the Drain Damage down by one level (Deadly to Serious, Serious to Moderate, Moderate to Light, Light to none.

Drain Damage is determined by each individual spell. Drain Damage is considered Stun Damage. However, if the Force of the spell is greater than the caster's magic attribute, or the caster is casting from the astral plane, the Drain Damage will be physical.
_______________________

Drain Table

Drain Damage Level           Number of Successes Caster          New Damage Modifier
                                               Must Roll In Order To Resist Drain      Applied If Caster Fails      

         Light Damage (1 box)                                                                                   
         Medium Damage (3 boxes)                                                                         
         Serious Damage (6 boxes)                                                                          
         Deadly Damage (10 boxes)                                                                         


Drain Modifiers Include:
:
(1) The specific spell's Drain modifier, if any. For example: A spell with "+1(Damage Level)" would add +1 to the Drain Target number.
(2) Caster injury: +1 for Light, +2 for Moderate, +3 for Serious, + 4 for Deadly.
(3) Stun from failed Drain tests: +1 for Light, +2 for Moderate, +3 for Serious, + 4 for Deadly.
(4) +2 for each spell you sustain while casting another spell.
(5) +2 to Drain Target Number if Sorcery Test result is all ones.
_______________________


        Wraith, a  Cat Shaman, and her comrades, are under heavy attack. Wraith decides to cast Manaball (an area spell) at two enemy Street Samurai.

        Wraith has Willpower 6, Sorcery 6, Charisma 5, and Spell Pool of 5 ((INT 5 + WILL 6 + CHA 5) / 3 and round down.))
Wraith has an initiative of 18 this combat round, so she will take an action on 18 and on 8.

Manaball 5:........Target: Willpower........ Drain: +1(Damage Level).

        She decides to cast the Manaball at the maximum force she can, Force 5, at the two Street Samurai, Ed and Jax, thus requiring them to roll 5's or higher on their Willpower test to resist her spell. She also decides she wants the spell to do Damage Level Serious (6 boxes of damage). She decides to use three of her Spell Pool dice for the spell and to save two for the Drain Test. She rolls 9 dice to cast the spell. She gets: 5, 3, 4, 4,10 (6 rolled again), 2, 3, 2, 3.

        Ed has a Will of 3 and Jax has a will of 5. Thus, Wraith has 7 successes against Ed and 2 successes against Jax.

        Ed rolls his Will (3 dice) to resist, his Resistance Target Number is 5, the Force of the spell. He gets 2, 5, 5. He takes away two successes from the damage, leaving only 5 successes. However, every two successes that Wraith achieved stages the Damage up one level. So Ed's Damage is staged up from Serious to Deadly and it stays at Deadly (10 boxes) since Damage cannot be staged past Deadly. So Ed will now take the chosen Damage level of the spell, Serious at 6 boxes, staged up two levels to Deadly (a total of 10 boxes of damage. Ed now has a +4 penalty for all tests due to Deadly Damage if he is still conscious.) Note again that damage cannot be staged past Deadly, no matter how many successes are roled by the spellcaster.

        Jax rolls his Will to resist, Target number of 5. He gets 4, 5, 3, 3, 4. He takes away one success from the damage, leaving only one success for Wraith, not enough to stage up the damage. So Jax will take the chosen Damage level of the spell, Serious Damage at 6 boxes. He now has a penalty of +3 for all tests due to Serious Damage.

        Now Wraith gets to make her Drain Test. The spells drain code says "+1(Damage Level)".  Because she chose to cast at Damage Level Serious, she must now resist Serious Stun Damage.  She cast the spell at Force 5, so half of 5 rounded down is a Target of 2. However, the spell's Drain Code adds +1 to the Target, so her Target number is 3. She rolls her Will (6 dice) plus the dice she saved from her Spell Pool (2 dice) for a total of 8 dice. She gets: 5, 3, 2, 5, 1, 2, 4, 3 resulting in 5 successes. Every two successes takes away one level of Drain, so she stages the damage down 2 levels from Serious to Moderate, and Moderate to Light.  She now has Light Stun Damage (one box), and all success tests will now have a penalty of +1.

        Unfortunately, the fight is not over. Suddenly a helicopter flashes into view. On her initiative of 8, Wraith chooses to cast Powerball at the chopper.

Powerball 5:.......Target: Body.......Drain: +1(Damage Level +1)

        Wraith has used all of her Spell Pool, and she is at Light Stun with a +1 penalty to all tests. She chooses to cast Powerball at Force 5 at Moderate Damage (3 boxes).
Wraith chooses to roll all of her Sorcery Dice and save none for Drain. She rolls 6 dice and gets: 5, 5, 2, 4, 10 (6 rolled again), and 9 (6 rolled again.) But she is suffering from Light Stun, so the results are each reduced by one to: 4, 4, 1, 3, 9, 8.

        There are two people in the chopper, Convoy (Body Attribute of 5) and Rubber Duck (Body Attribute of 6). The chopper has an object resistance of 9.

        Wraith has two successes against Convoy and Rubber Duck and one success against the chopper.

        Convoy rolls his body attribute (5 dice) to resist the spell, his Target number is 5. He gets: 4, 4, 3, 2, 2. No successes. Because Wraith has two successes against him, she stages the Damage Level up against him by one level to Serious and does 6 boxes of damage resulting in a +3 to all of his tests.

        Rubber Duck rolls his body attribute (6 dice) to resist the spell. He gets: 2, 5, 4, 3, 2, 6. Two successes. He negates Wraith's two successes and suffers no damage.

        For a spell to have any effect on an object, the Force of the spell must be equal to or greater than half the object's resistance, rounded down. In this case, the Force of the spell is 5, and the chopper's body is 8 (for example purposes it has no armor), so the spell can affect the chopper. Non-living, non-magical targets do not get a saving throw, so the chopper suffers 4 boxes of damage. (See page 182 for more on casting against objects and vehicles.)

        Now Wraith must make her Drain Test. The spell's Force is 5. Half of the Force rounded down is two. The spell has a Drain Modifier of +1, raising the Drain Target to 3. Wraith is also suffering Light Stun Damage, adding another +1 for a final Drain Target Number of 4.

        Further, the spell Powerball's Drain Code adds +1 to the Damage Level for Drain purposes, staging her Moderate Damage (3 boxes) up to Serious Stun Damage (6 boxes) she must resist. Wraith has no dice saved from Sorcery or Spell Pool, so she rolls her straight Willpower, 6 dice. She rolls 3, 3, 2, 1, 3, 5. One success, not enough to stage the damage down.  She takes the full Stun Damage from the spell, Serious Stun Damage at 6 boxes of damage.  She had 1 box of Light Stun Damage from her earlier spell, so now she is up to 7 boxes of Damage, Serious Stun Damage (three boxes away from Deadly Stun Damage, 10 boxes), and has a +3 modifier to all tests.






         *This section applies to Shaman only. Conjuring for Hermetic Mages in Shadowrun is very different.

        This section is broken down into:







1. You may only summon a nature Spirit if you are in its domain.
        For example: A City Spirit cannot go into an apartment building even though it is in the city. Only a Hearth Spirit may be summoned into a home, office building, houseboat, etc.

2. You may only summon one Spirit per domain. If you are in an area that has multiple domains, ie: a field in a city (City, Field, Air Spirits possible), you may summon a Spirit in all three, but you must leave the previous Spirit's domain and enter the next Spirit's domain in order to do so.

3. Once you leave a domain, you may not ask for any further services from the Spirit you conjured in that domain, though it will finish the task that you set for it.

4. Spirits depart at Sunrise and Sunset, regardless of whether or not the task is completed.

5. If you succeed in summoning a Spirit, but fall unconscious or die in the Drain test, the Spirit will simply depart because you did not have time to assign it a task. If you die or fall unconscious after giving the Spirit orders, it will complete those task(s), then depart.
_______________________


1. Choose the desired Force of the Spirit. This will determine your Conjuring Test Target Number. You may not choose a Spirit with a Force greater than twice your Magic Attribute.
        Keep in mind that if you try to summon a Spirit greater than your Magic Attribute, you will suffer Physical Drain Damage instead of Stun Drain Damage.

2. Roll Conjuring dice (see Conjuring in your "Active Skills" section on your character sheet) plus any applicable totem modifier dice or foci, with a Target number equal to the desired Force of the Spirit. Each die equal to or higher than the Target number counts as a success. The number of successes equals the number of services that you can ask the Spirit to do.          
         Spell Pool dice may not be used for Conjuring.

(Note: You may choose to save some Conjuring dice to roll for the Drain test).

3. Roll Charisma dice plus any saved Conjuring dice, and totem modifier and/or foci if applicable. Drain Target number is the desired Force of the Spirit.
Every two successes removes one level of Drain Damage.
_______________________


If the Spirit's Force is:                        Drain Damage Level is:         Number of           New Damage
                                                                                                               Successes             Modifiers
                                                                                                            Caster Must Get       Applied if
                                                                                                            To Resist Drain      Caster Fails

1/2 Conjurer's Charisma or less         Light Stun Damage                     2                           +1
                                                                          (1 box)                        
Conjurer's Charisma or less           Medium Stun Damage                    4                           +2
                                                                       (3 boxes)                   
Greater than Charisma                    Serious Stun Damage                    6                           +3
                                                                        (6 boxes)                  
Greater than 1.5 x Charisma           Deadly Stun Damage                     8                           +4
                                                                      (10 boxes)                 
Magic Attibute or less (generally 6)         Stun Damage
Greater than Magic Attribute                 Physical Damage
_______________________


          Wraith, a Cat Shaman, has a Charisma of 5, active Conjuring Skill of 6 and Magic of 6. Cat Shaman have a Totem Modifier of +2 dice for City and Field Spirits.

         She chooses to summon a Force 4 City Spirit. She chooses to roll 8 dice (6 for her Conjuring Skill and 2 more for her Totem Modifier) and save none of her Conjuring Dice for the Drain Test. Her Target number is 4, the Force of the Spirit she wishes to summon.

         She rolls: 6, 2, 5, 3, 3, 1, 4, 4. Four successes. The Force 4 City Spirit now owes her up to 4 services.

         She now must roll for Drain. Her Charisma is 5, and the Force of the Spirit she summoned is 4, less than her Charisma attribute, but greater than half of her Charisma. So she is rolling to avoid Moderate Stun Damage with a Target number of 4, the Force of the Spirit. She rolls 7 dice (5 Charisma dice and two from her Totem Modifier). She did not save any of her Conjuring Dice for the Drain test, so she does not add any more dice. She rolls: 6, 5, 4, 4, 1, 3, 5.
Five successes. Every two successes stages the Stun Damage down by one level.  So Wraith stages the damage down from Moderate to Light, and from Light to none.  She suffers no stun damage.
________________________


  F = Force
A = Astral


________________________




City Spirit: Powers: (Accident, Concealment, Confusion, Fear, Guard, Materialization, Search).

Field Spirit: Powers: (Accident, Concealment, Fear, Guard, Materialization, Search).

Hearth Spirit: Powers: (Accident, Concealment, Confusion, Fear, Guard, Materialization, Search).

Spirits of Man Attributes

Body         Quickness        Strength        Charisma       Intelligence   Will      Essence      Reaction
  F+1           F+2(x3)              F-2                     F                      F              F         F(A)               F+1

Initiative Astral: F+20+1d6
Initiative Physical: F+11+1d6
Attacks: (F-2) Moderate Damage
______________________________


Desert Spirit: Powers: (Concealment, Guard, Materialization, Movement, Search).

Forest Spirit: Powers:(Accident, Concealment, Confusion, Fear, Guard, Materialization).

Mountain Spirit: Powers: (Accident, Concealment, Guard, Materialization, Movement, Search).

Prairie Spirit: Powers:(Accident, Concealment, Guard, Materialization, Movement, Search).

Spirits of Land Attributes

Body         Quickness        Strength        Charisma       Intelligence   Will      Essence      Reaction
F+4             F-2(x2)               F+4                    F                     F               F           F(A)              F-2

Initiative Astral: F+20+1d6
Initiative Physical: F+8+1d6
Attacks: (F+4) Serious Damage
________________________________


Mist Spirit: Powers:(Accident, Concealment, Confusion, Guard, Materialization, Movement).
Storm Spirit: Powers:(Concealment, Confusion, Fear, Materialization, Innate Spell: Lightning Bolt).
        For casting Lightning Bolt, Essence is used for both Sorcery Pool and Force. No Drain unless the creature sustains the attack, then Drain is Essence(S). If spell is sustained, the Spirit spreads the effects of the attack over a number of square meters equal to essence. Spell Defense may be used against this power.

Wind Spirit: Powers:(Concealment, Confusion, Guard, Materialization, Movement, Search).

Spirits of the Sky Attributes

Body         Quickness        Strength        Charisma       Intelligence   Will      Essence      Reaction
  F-2            F+3(x4)               F-3                    F                      F              F          F(A)              F+2

Initiative Astral: F+20+1d6
Initiative Physical: F+12+1d6
Attacks: (F-3) Moderate Stun (Wind Spirits may only attack with powers, not physically.)
_______________________________


Lake Spirit: Powers:(Accident, Engulf, Fear, Guard, Materialization, Movement, Search).

River Spirit: Powers:(Accident, Concealment, Engulf, Fear, Guard, Materialization, Movement, Search).

Sea Spirit: Powers:(Accident, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, Search).

Swamp Spirit: Powers:(Accident, Binding, Concealment, Confusion, Engulf, Fear, Guard, Materialization, Movement, Search).

Spirits of the Water Attributes

Body         Quickness        Strength        Charisma       Intelligence   Will      Essence      Reaction
  F+2             F(x2)                   F                     F                       F              F          F(A)               F-1

Initiative Astral: F+20+1d6
InitiativePhysical: F+9+1d6
Attacks: (F) Serious Stun Damage
________________________




Accident:  Range is Line of Sight.  Target must make a test using Quickness or Intelligence (whichever is higher) with a Target number equal to the Essence of the Spirit in order to avoid the effects of the accident. If he fails, he loses his next initiative pass and suffers the effects of the accident.
        Against vehicles, a successful use of Accident causes driver to make an immediate Crash Test (Shadowrun 3rd Edition page 147.)

Binding:  Range is Line of Sight or Touch.   Victim sticks to a surface. Binding has a Strength of twice the Spirit's Essence. Victim must succeed at a Strength Test with a Target number equal to twice the Spirit's Essence to break free.

Concealment:  Range is Line of Sight.  Concealment adds the Spirits Essence to the Target number of any perception tests. Concealment can be used on more than one Target simultaneously. Concealed subjects can see each other.

Confusion:  Range is Line of Sight.  Causes victims to lose sense of direction and wander aimlessly. Victims who attempt any Success Test while under the effects of this spell have the Spirits Essence added to their Target numbers. In addition, whenever the victim must make a decision, he must make a Willpower Test with a Target Number equal to the Spirit's Essence. If he fails, he cannot decide. Something (ie: an attack on the victim) or someone must remind him of the need for a decision. Then he may make another Willpower Test.

Engulf:  (Water Spirits Only): Range is Touch.  Engulf is a Melee attack. Spirit uses it's Quickness to hit the Target. Target must successfully counterattack to avoid engulfment. If victim is engulfed, he must resist Moderate Force Stun Damage for that action and every further engulfing action of the Spirit. The power is modified by +1 for each action that the Spirit has had since engulfing the victim. Every time it is the victim's action, he can try to escape by making an Opposed Test using the victim's Strength and the Spirit's Force.

Fear:  Range is Line of Sight.  Creates overwhelming fear of the terrain or the Spirit itself. The victim will race away in panic to the nearest point of apparent safety. Victim may make an Opposed Test using the victim's Willpower against the Spirits Essence. The Spirit's net successes determine the number of Combat Turns the terror will last.

Guard:  Range is Line of Sight.  Spirit prevents any natural and caused accidents from occurring in its domain.

Materialization:  Range is self.  The Materialized Spirit has immunity to normal weapons equal to its Essence (Force). If the power of the damage does not exceed the creature's essence, it automatically has no effect. Armor Piercing ammunitions are treated as normal.
Physical Attacks by Spirits use Reaction.

Movement:  Range is Line of Sight.  Spirit may increase or decrease the Target's movement rate within the terrain it controls by multiplying or dividing the Target's movement rate by the being's Essence.

         Spirit makes an Essence Test with a Target equal to half the vehicle's Body. Multiply the successes by the vehicles Acceleration Rating and add the result or subtract it from the vehicle's Speed in the next Combat turn. The Spirit may continue making Essence tests to increase or decrease the vehicle's speed each Combat Turn that it sustains the Movement Power. This change in speed could result in a Crash or Stress Test for the vehicle.

Search:  The Spirit must succeed in an Opposed Test between twice it's Essence and the Target's Intelligence. If the Target of the Search is an object, the Spirit must succeed in rolling twice it's Essence against a Target number equal to its Object Resistance (p.182). The Concealment power directly opposes search by adding the concealing creature's Essence to the Target number of the searching Spirit's test.

WizKids, LLC has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. WizKids, LLC has granted permission to Darcy's Shadowrun and Baldur's Gate Character Portraits Homepage to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with Darcy's Shadowrun and Baldur's Gate Character Portraits Homepage in any official capacity whatsoever.


Welcome to my Shadowrun Website and Baldur's Gate Character Portraits Homepage on the World Wide Web!


May 24th, 2005:  Quick note:  This site has not been updated for a long time because both the Sunday and Monday groups ended due to real life commitments and a great evil known as Everquest *grin*  However many of the old members are playing in a new group now on different days of the week.  One of the new members, Jim, will be running a site showing the exploits of the Thursday/Friday night group.  When the link is available, I will post it. 

Baldur's Gate Character Portraits and Instructions Start on
Page11 .
Pages 1- 7 are all about Shadowrun. 

This site was last updated on May 24th, 2005.

What's new as of May 24th, 2005:  Not a whole lot actually.  I just added two links to the links section, both about Everquest 2.  One is to the official EQ2 Players page.  The other is to my guild on the Nektulos server, the Lost Coast Privateers.
I do plan on adding more to the Shadowrun section now that we are playing again.  One of our players, Jim, is going ot set up a website for the Friday group.  When the page is up and running, I will link it here.  I will also be adding things here as the whim moves me. 







What's new as of April 10th, 2003: Sunday Gaming Groups Shadowrun Journal, Job #3 courtesy of Dave Splawn; New H.A.R.M. WebSite, run by Dave Splawn. 
Be sure to check out the products that H.A.R.M. will offer.  You can buy them in the game!
Check out the link below:


Shadowrun:  Where Man Meets Magic and Machine...

The year is 2060.  The world is changed.  Some say Awakened. The ancient Mayans had said that magic would return to the world in the year 2011, and they were right.  A long lull in the mystical energies of the world has subsided. Magic is as real as the mean streets of the mega-sprawls.  Elves, dwarves, orks and trolls have assumed their true forms, and creatures of the wild have transformed as well, changing into mythical beasts of legend.  Dragons soar in the skies. 
The decades that followed the the Awakening were years of panic and turmoil, as the vast world telecommunications network collapsed under an assault by a mysterious computer virus.  Epidemics and famine ravaged the world's population.  Indian cultures that had never lost touch with their mystical pasts began to use magic against the great nations that had suppressed them for so long.  Fear and prejudice ran rampant.  All central authority crumbled, and the world began to spiral downward into the Abyss. 

But all was not lost.  Out of this devastation and chaos, a fragile new social order emerged.  Advanced simulated sensorium technology helped eradicate the last vestiges of the computer virus and replaced the old telecommunications network with the virtual reality world of the Matrix.  Amerindians, elves, orks and dwarves formed their own nations.  Awakened powers began to use incredible magics to heal the earth.  Central governments balkanized into smaller nations and city-states.  Vast metropolitan sprawls known as megaplexes covered the landscape and swallow whole regions.  Police departments, unable to contain waves of crime and civil unrest, were privatized or had their work contracted out to corporations.
Gangs rule the streets; and the forgotten masses grow lacking even a System Identification Number to give them any rights.
Megacorporations have become the new world superpowers, a law unto themselves. The megacorps play a deadly game, paying pawns in the shadows to help them get an edge on the competition. 
Flesh and machines have merged- the cybered strett samurai with his smartguns and impossibly fast reflexes, the computer decker who can plug his own brain into the worldwide computer network, the rigger who links his mind to the vehicle and takes hairpin turns at fantastic speeds.

This is your world.  You live in these shadows.  You are a shadowrunner.  You don't just survive in the shadows- you thrive there....for now....


- From ShadowrunThird Edition.

Thank you for stopping by!

         This site is broken into two main categories:  The first section is for information related to FASA and Wizkids Role Playing Game (RPG), Shadowrun, specifically Shadowrun 3rd Edition.    
         The second section contains Baldur's Gate II Character Portraits for use in Baldur's Gate 2: The Shadows of Amn and The Throne of Bhaal. 


         The
Shadowrun RPG section currently contains: 

Page One:  This page: 

Spellcasting in Shadowrun Explained

Conjuring for Shadowrun Shamans Explained

Tips for Playing a Magic User in Shadowrun

Sample Shaman Characters for Shadowrun

Page Two: 

Shadowrun Combat Explained

Page Three:

The Sunday Gaming Groups Shadowrun Game Journal

Page Four: 

The Monday Gaming Groups Shadowrun Game Journal

Page Five: 

Shadowrun Shadowlord (a.k.a. Gamemaster) Adventures  

Page Six:

Character biographies, backgrounds, and a few legendary player characters.

Page Seven:

Great player quotes from our Shadowrun games.

Pages 8, 9, and 10 do not officially exist yet.  They are being reserved for Shadowrun expansion.



         The
Baldur's Gate Character Portraits sections consists of beautiful, clear images taken from today's best fantasy artists as well as images taken from television shows and movies. 

Page 11 consists of Baldur's Gate character portraits derived from fantasy art by Jay Anacleto and Luis Royo.

Page 12 consists of Baldur's Gate character portraits from art by Julie Bell, Clyde Caldwell,
Karl Bang, Dorian Cleavenger, and other fantasy artists. 

Page 13 consists of Baldur's Gate character portraits taken from television shows such as "Xena: Warrior Princess"; and from movies such as "The Lord of the Rings: Fellowship of the Ring", "The Two Towers", and one of Stitch from "Lilo and Stitch". 

Page 14 contains links to some of my favorite Shadowrun Sites and some truly fantastic
Baldur's Gate Web Site
Links that have custom mods for Baldur's Gate 2: Shadows of Amn and The Throne of Bhaal, as well as a link to one website called "The Attic" which has amazing fanfiction based on Baldur's Gate, Planescape Torment, and other roleplaying games.  

If you have any questions, comments, or corrections, please e-mail me.
  
Feel free to browse around, and enjoy your visit!

 

This section was created to help those who want to play a Shaman not make the same mistakes that I made when I made my first Shaman character.  At that time, I really did not understand the rules of the game, how drain worked, how casting worked, how conjuring worked, nothing.  My Shaman character was not quite a disaster, but close. 
Out of this whole list, the most important tip to follow is Tip 4.  If you choose to ignore everything else in this section, don't ignore that. 

Benefit from my mistakes, make a great Shaman Character, and have fun!
Good Luck!

If you have any suggestions, corrections, comments or tips on making a great
Shadowrun Mage or Shaman (or any other player character type), please
e-mail me
Thanks!

1.  First and foremost:  Make sure that you really want to play a Shaman or Mage.
          This may sound silly, but it is amazing how many players create magic users, pile on the weapons skills, and then try to use them in melee combat on a regular basis. 
          This is not what magic users do.  In fact, this kind of behavior will get them killed.  Quickly.  Magic users simply cannot survive like a fighter will in melee combat.  The magician that survives is the one that stays on the building 300 feet away with binoculars and casts (remember, if you can see the target, you can cast at it) or in the heavily armored vehicle with the Rigger and casts spells; not the one who stands next to the Troll Mercenary shooting.  So if you want a Fighter, make a Street Samurai, Mercenary, Physical Adept, etc.  Do not create a Shaman or Mage. 

2.  Max out your Willpower attribute and your Charisma attribute.
        These will directly affect your ability to cast, conjure and resist drain. 

3.  If you want to play a meta-human, consider playing a Dwarf for the extra plus 1 to Willpower or an Elf for the extra plus 2 to Charisma.
        Willpower will help with Drain and the Sorcery Active Skill.  High Charisma will allow you to summon bigger and more powerful spirits with less drain risk, and will help with increasing your Conjuring Active Skill later in the game. 

4.  Make sure that the first spell that you get for your character at character creation is the spell "Increase Reflexes +3" at Force 1 on page 194 of Shadowrun Third Edition.  Then buy a sustaining focus Force 1 spell lock for this spell.  Both the spell and the spell lock will cost you two magic points at character creation and $16,000 Nuyen (Magical Equipment cost is on page 305 of Shadowrun 3rd Edition). 
         This will give you THREE extra dice to roll in addition to your normal initiative die.  The quick mage is the live mage. 

5.  At character creation, get the spell, "Increase Willpower" at at least Force 2 (try for Force 4 if you have the magic points at character creation to afford it.)  (See the spell on page 194 in Shadowrun, 3rd Edition.) 
         Then buy a Sustaining Focus Force 2 spell lock for "Increase Willpower" Force 2 (or higher if you can afford it).  Both the spell and the spell lock at Force 2 will cost you 4 magic points and $30,200 Nuyen.   This will give you at least 2 more dice to roll when resisting Drain and will allow you to raise the Sorcery Active Skill past 6 later in the game when you have the Karma to spend. 
         Consider doing this for Charisma as well, especially if you are a Shaman who plans on doing lots of Spirit Conjuring. 

6.  Consider getting most of your spells at Force 5. 
          Because Drain is determined by dividing Spell Force by 2, rounding down, and adding any spell or drain modifiers, the Drain for a Force 4 spell is the same as that for a Force 5 spell, but the target number will be harder for the target to resist. If you play long enough to initiate and have access to higher force spells, try to buy them at odd force numbers: 9, 11 etc., for the same reason listed above.

7.  Get Stunball at Force 5. (Page 191 in Shadowrun Third Edition.) 
         Stunball is a great, non-lethal area combat spell that will allow you to hit a large group (36 foot radius) and knock them out, but leave them alive for questioning, Mindprobing (spell on page 193), as a hostage, for a trade, etc.  Also, if innocents get hit, at least they won't die. 
         But the best part of Stunball is that your Drain Target Number for using it at Force 5 is ONE!  Yes, ONE!
         Here's why:  Stunball has a Drain of:  -1(Damage Level +1).  If you cast it at Deadly Damage Force 5, you determine the Drain by dividing the Force 5 by two and rounding down to 2.  Then you subtract 1 from the Drain Code reducing the Drain target number to ONE.  Now the Damage Level is increased by one for Drain, but Drain cannot stage past Deadly, so you will only be resisting Drain Damage at Deadly with a Drain Target number of 1.  You will need to get 8 successes at a target number of 1.  If you followed step 4 above and have the extra two Willpower dice, you can't lose!  (Well, if you roll more than half one's, the accursed Rule of One's applies, but that's another issue.)
         Stunbolt (a single target spell) is nice for the same reason. 

8.  Always buy several stim patches at rating one (page 304 in Shadowrun 3rd Edition). 
         When you do suffer Stun Damage, you can use one of these to take away one box of stun and probably reduce your Damage Modifier by 1. 
         For example:  You suffer Serious Drain (6 boxes of Stun Damage) after casting a spell.  You presently have a +3 Damage Modifier to every success test that you make.  If you slap on a rating 1 stim patch, you will automatically remove one box of damage bringing you to 5 boxes, Moderate Damage, and only a +2 Damage Modifier.  
         You can buy a stim patch as high as rating 6, but magic users should stick with rating 1's only.  The reason for this is that every time a magician uses a stim patch, they must make a Magic Test against a target number equal to the patch's rating.  If the test fails, the magician must follow the procedure for possible Magic loss as if he had taken a Deadly Wound (page 125 in Shadowrun 3rd Edition.)

9.  Think about your spell choice carefully. 
         Always ask yourself how often you will really use this spell in a game and whether or not you will likely be able to make the Drain cost. 
         Some spells sound great, like many of the Elemental Manipulation spells, but the Drain cost will pretty much insure that you will not be casting anything else that day.                            
         Some spells, like "Heal" sound great, but the truth is that most of your team will be so cybered out that you will have to hit ridiculously high target numbers in order to heal them, and you will probably not be that successful.  (The target number for "Heal" is 10 - Essence.  Most cybered teamates will have 2 or less essence, thus making all of your "Heal" target numbers 8's and 9's.)  Further, per the rules, once you cast "Heal", you may not use first aid (Biotech Active Skill) or any further magical healing on that wound.   

Some very useful spells to consider are: 

Physical Mask:  This spell allows you to make yourself or others appear to be someone else.  Further, it completely fools electronic equipment.  So if your teammate the Ork needs to walk into a Humanis Policlub establishment without getting shot on sight, you can make him look human.  When you are going to meet with questionable characters and don't want them to know what you look like, you can completely disguise yourself.  When you want to frame someone for something you are about to do, you can change a teammate's appearance to look like the one you want to frame and do the hit.  (Note:  Machines don't get a save, so a camera, for example, will not see through your disguise.  But living beings can make a resistance test, so always wear the black ski mask just in case the disguise fails.)

Improved Invisibility:  Invisibility to both living things and machines. Note that it does not hide sound or scent.  Many great uses for this one.  Could save your bacon.  Again, wear the ski mask just in case it fails so you cannot be identified.

Mindprobe:  (Page 193 in Shadowrun 3rd Edition):  Forget torture to get information.  If you successfully cast this spell, you may get anything from surface thoughts to the victims deepest psychological fears.  Great to get the info you want, visual images of people or things you need to find, and, of course, bank account numbers, safe codes, etc. 

Magic Fingers:  A difficult spell to successfully cast, and Drain can be tough, but it can be quite interesting to pluck all the pins out of the grenades the enemy has strapped to his body and watch them go boom.  Lots of uses for this one.  Very entertaining.

Control Actions:  A difficult spell to successfully cast, and the victim gets a +4 to anything you order him to do, but it can be a lot of fun to take control of one of the enemy and turn him on his comrades. 

"Armor" and "Physical Barrier" are nice protective spells to cast, though they will probably be a last ditch spell to save your hide since Drain is so tough on these. 





         Here are some sample Shaman characters that can be used as templates for those who want to play an effective Shaman character.  These sample characters include important Active Skills and Knowledge Skills that a Shaman should have, as well as spells and some important equipment that will help keep a Shaman alive. There are two Shaman types presented here, a Human Shaman and an Elven Shaman.  The first part ("Creation of") shows how the character was created and the resources used.  The second part ("Finished Character Sheet") shows the finsished character with armor, spell target numbers and drain codes, and final attributes completed.





________________________


Using the priority system in Shadowrun 3rd Edition, page 54:
Priority A= Magic  Priority B= Attributes (27)   Priority C: Money (90,000)  Priority D: Skills (30)
Priority E= Human

Attributes: 27          Active Skills: 30                         Knowledge Skills (Intelligence x 5= 30)              
Body: 4                    *Sorcery: 6                                           *Magic Background: 6 
Quickness: 3           *Conjuring: 6                                         Talismongering:  4
Strength: 2               *Pistols
(or other weapon skill): 3             Paranormal Animals: 4
Charisma: *6           *Aura Reading: 5                                 Shaman Tribal Groups: 2
Intelligence: 6          Negotiation: 6                                       Psychology: 4
Willpower: *6           Biotech: 4  (pg. 88 in SR3)                 + 10 more, players choice
Essence: 6             
Magic: 6
Reaction: 4    
Initiative:  4+ 4d6

Note:  Starred Items (*) are must haves for Shaman.  The rest are just suggestions, though very useful.  For example, knowing Shaman Groups will help if you decide that you want to initiate into a group later or if you want to buy or sell a rare magical item or difficult to find spell.  Paranormal Animals is a useful knowledge skill because (1) it is likely that no one else in your group will have it, and (2) they show up surprisingly often in corporate security, Aztlan, etc, and it is nice if at least one person in the team knows what the critter does and how to defeat it.  Psychology will help you understand what you are seeing in someone's head when you "Mindprobe" them.  Negotiation is a skill that you will need all the time in order get better prices on equipment and better rates on jobs. Biotech allows you to apply first aid to reduce damage or help stabilize a deadly injury.  

Contacts:  You get two free contacts when starting the game.  Make sure that one of them is a Talismonger, so that you have a source for spells and magical equipment.  The other is up to you. 
Spell List

Spells:                                                       Spell Force:         Spell Point Cost:       Monetary Cost:

Increased Reflexes +3                                     1                                 1                      $1000

Increase Willpower                                           2                                 2                      $200

Stunball                                                              5                                 5                      $5000

Manabolt or Stunbolt                                        5                                 5                      $5000

Physical Mask                                                   5                                 5                      $500

Mindprobe                                                         4                                 4                      $2000

Magical Equipment:

Sustaining Focus Increased Reflexes +3:     1                                  1                     $15,000

Sustaining Focus Increase Willpower:           2                                  2                     $30,000

Total Cost for Magic:  25 Magic Points and $58,700 Nuyen. 


Regular Equipment:

Browning Max-Power        Damage:9M                                                                     $450
                with Laser Sight (- 1 to target number)                                                       $500
Concealable Holster                                                                                                     $100
Secure Jacket (Ballistic 5, Impact 3)                                                                          $850
Formfitting Body Armor (Ballistic 4, Impact 0)                                                           $2000
Secure Long Coat (Ballistic 4, Impact 2; conceals weapon by 50%)                     $650
Security Helmet (page 284 in SR3)  (Ballistic +1, Impact +2)                                 $250
                with Optical Magnification 3                                                                         $1200
                with Respirator                                                                                              $500
                with Chemical Seal                                                                                       $12,000
                with Thermographic Vision                                                                          $700
Wrist-Model Cellphone with Flip up Screen                                                               $150
Chemsuit Rating 6                                                                                                        $1200
Survival Kit                                                                                                                     $100
Ration Bars x 10                                                                                                            $30
Trauma Patch                                                                                                                $500
Medkit                                                                                                                             $200
Antidote Patch Rating 8 x 2                                                                                          $800
Stimulant Patch Rating 1 x 20                                                                                      $500
Doc Wagon Basic                                                                                                         $5000
One Month Low Lifestyle                                                                                              $1000


Total Equipment Cost:  $28,680 Nuyen

Total Overall Cost:  $87,380 Nuyen out of $90,000. 

Burn the last few hundred on ammunition and clothing, including a ski mask  or other facial covering that will completely hide your face.  Buy it and use it.  I cannot stress how this simple, cheap, ski mask can save you a world of hurt later if you just remember to use it.    

When you earn some money, you definitely want to:
(1)  Buy at least one rating 6 or above fake Credstick I.D. (Page 239 in Shadowrun 3rd Edition).  There will be times when you will need I.D. to get past checkpoints, take commercial flights, get into other countries, etc.)  When you have extra money, buy one or two more, at least one rating 10. 
(2)  Buy a Shamanic Lodge.  You need one in order to learn more spells. The lodge must have a Force of at least the Spell's Force that you want to learn.  It costs $500 x the Lodge's Force Rating.  Spend $4000, get a Force 8 Lodge, and you will not have to worry about your Lodge for a long time. 
(3)  Upgrade your DocWagon contract from Basic to Gold or Platinum. 
(4)  Buy more Trauma Patches.

You may also want to:
(1)  Buy a vehicle instead of taking the bus like you are now.  If there is a Rigger on your team, ask for help.  He or she can help you get something great and add on all sorts of toys.
(2)  Upgrade your lifestyle from low. 
(3)  Set up "safe houses", ie:  a Ford Americar parked in long term airport parking with everything you need in order to start fresh locked in the trunk (fake I.D., weapons, money, etc.)
       If a mission goes really wrong, you definitely want to have somewhere to go.
________________________
  
Attributes: 27                           Active Skills: 30                             Knowledge Skills
             
Body: 4                                     Sorcery: 6                                       Magic Background: 6 
Quickness: 3                            Conjuring: 6                                    Talismongering:  4
Strength: 2                                Pistols: 3                                        Paranormal Animals: 4
Charisma: 6                             Aura Reading: 5                            Shaman Tribal Groups: 2
Intelligence: 6                           Negotiation: 6                                Psychology: 4
Willpower: 6 (8)                       Biotech: 4  (pg. 88 in SR3)           Medicine: 4
Essence: 6                                                                                       Gang Identification: 3 
Magic: 6                                                                                            Gang Turf: 3
Reaction: 4                                Spell Pool: 6
                                                                                                           Languages Read/Write:
Initiative:  4+ 4d6                      Astral Combat Pool: 10                    English 3/1
                                                                                                                Spanish 2/1
Combat Pool: 8                        Conjure Drain: 6                                Japanese 2/1
                                                                                                                Sioux: 2/1
                                                   Magic Drain:  8
                                        
Armor:
Ballistic:  5   Impact:  3  (from Secure Jacket alone.)
Ballistic:  7   Impact:  3  (from Secure Jacket and Form Fitting Body Armor)
Ballistic:  8   Impact:  5  (from Secure Jacket, Form Fitting Body Armor, and Security Helmet.)

Weapons:
Browning Max Power with Laser Sight:   Target Number is 3.   Damage Level:  9 (Moderate)
  
Spells:

Spell and Force            Caster Target           Duration                 Drain                   Caster's Drain     
                                             Number                                                                            Target Number
                                                                                                                                 
          (if cast at full force)
Stunball 5                   Target's Willpower       Instant       -1(Damage Level +1)                1         
(You must declare Light, Moderate, Serious, or Deadly Damage before casting to determine Damage Level; always choose Deadly)

Manabolt 5                 Target's Willpower       Instant            Damage Level                      2        
(You must declare Light, Moderate, Serious, or Deadly Damage before casting to determine Damage Level; generally Moderate or less)

Physical Mask 5                     4                     Sustained       +1(Moderate)                         3                
                                                                                                                                     
(Need four successes)
Mindprobe 4               Target's Willpower    Sustained          Serious                                2
                                                                                                                                      
(Need six successes) Increased                      
Reflexes +3: 1                 Reaction                Sustained         +1(Deadly)                           2                 
Increase Willpower 2     Willpower               Sustained       +1(Moderate)                         2

(To resist Magic Drain, you will need two success (roll two of the number in the "Caster Drain Target Number" category ) in order to resist Light, four successes for Moderate, six successes for Moderate, and eight successes for Deadly. Damage cannot stage past Deadly.  Every two successes stages Damage down one Damage level.)     

Contacts:
Contact 1:  Talismonger
Contact 2:  Lonestar Cop

Inventory:

Sustaining Spell Lock Increased Reflexes +3 Force 1                                            $15,000
Sustaining Spell Lock Increase Willpower Force 2                                                  $30,000
Spells                                                                                                                             $13,700
Browning Max-Power        Damage:9M                                                                     $450
                with Laser Sight (- 1 to target number)                                                       $500
Concealable Holster                                                                                                     $100
Secure Jacket (Ballistic 5, Impact 3)                                                                          $850
Formfitting Body Armor (Ballistic 4, Impact 0)                                                           $2000
Secure Long Coat (Ballistic 4, Impact 2; conceals weapon by 50%)                     $650
Security Helmet (page 284 in SR3)  (Ballistic +1, Impact +2)                                 $250
                with Optical Magnification 3                                                                         $1200
                with Respirator                                                                                              $500
                with Chemical Seal                                                                                       $12,000
                with Thermographic Vision                                                                          $700
Wrist-Model Cellphone with Flip up Screen                                                               $150
Chemsuit Rating 6                                                                                                        $1200
Survival Kit                                                                                                                     $100
Ration Bars x 10                                                                                                            $30
Trauma Patch                                                                                                                $500
Medkit                                                                                                                             $200
Antidote Patch Rating 8 x 2                                                                                          $800
Stimulant Patch Rating 1 x 20                                                                                      $500
Doc Wagon Basic                                                                                                         $5000
One Month Low Lifestyle                                                                                               $1000
Ammunition and Clothing (including two ski masks)                                                 $2620

Total:  $90,000



Using the priority system in Shadowrun 3rd Edition, page 54:
Priority A= Magic  Priority B= Money (400,000)   Priority C: Race (Elf)
Priority D:  Attributes (21)  Priority E= Skills (27)

Attributes: 21                                 Active Skills: 27                                Knowledge Skills
                                                                                                                 (Intelligence x 5= 20)     
        
Body: 2                                         *Sorcery: 6                                       *Magic Background: 4 
Quickness: 3
(+1 for Race)            *Conjuring: 6                                      Talismongering:  4
Strength: 1                                    *Pistols
(or other weapon skill): 3          Paranormal Animals: 4
Charisma: *8
(+2 for Race)            *Aura Reading: 4                             Shaman Tribal Groups: 2
Intelligence: 4                                Negotiation: 6                                  Psychology: 4
Willpower: *6 (10)                        Biotech: 2  (pg. 88 in SR3)            + 2 more, players choice
Essence: 6             
Magic: 6
Reaction: 3    
Initiative:  3+ 4d6

Note:  Starred Items (*) are must haves for Shaman.  The rest are just suggestions, though very useful.  For example, knowing Shaman Groups will help if you decide that you want to initiate into a group later or if you want to buy or sell a rare magical item or difficult to find spell.  Paranormal Animals is a useful knowledge skill because (1) it is likely that no one else in your group will have it, and (2) they show up surprisingly often in corporate security, Aztlan, etc, and it is nice if at least one person in the team knows what the critter does and how to defeat it.  Psychology will help you understand what you are seeing in someone's head when you "Mindprobe" them.  Negotiation is a skill that you will need all the time in order get better prices on equipment and better rates on jobs. Biotech allows you to apply first aid to reduce damage or help stabilize a deadly injury.  

Contacts:  You get two free contacts when starting the game.  Make sure that one of them is a Talismonger, so that you have a source for spells and magical equipment.  The other is up to you. 

Now you have 25 spell points to spend at character creation, plus you may buy additional spell points at a cost of $25,000 per point.   We are going to buy 10 spell points at a cost of $250,000.

Spell List

Spells:                                                       Spell Force:         Spell Point Cost:       Monetary Cost:

Increased Reflexes +3                                       1                                 1                      $1000

Increase Willpower                                             4                                 4                      $400

Increase Charisma                                             2                                 2                      $200

Stunball                                                                5                                 5                      $5000

Manabolt or Stunbolt                                          5                                 5                      $5000

Physical Mask                                                     5                                 5                      $500

Mindprobe                                                           5                                 5                      $2000

Create Food
(Pg. 147 in Magic in the Shadows.)    1                                 1                      $500
       This is a spell that you may not use often, but when you need it, you really need it. At some point your GM will strand you in some wilderness area (or a certain infamous city) without access to food, and you will be very happy that you have this.  Also, food is very scarce in many areas, especially the Redmond Barrens, and it is actually a form of currency. 
       If "Create Food" does not ring your chimes, either increase one of the spells above that is currently at a 5 to a 6, or choose a detection spell from one of those on page 192-193 in Shadowrun 3rd Edition at Force 1.  Most of those do not involve saving throws or resistance tests, so Force 1 works fine. 
       Another alternative is to buy 9 magic points instead of 10 and use the $25,000 elsewhere.

Magical Equipment:

Sustaining Focus Increased Reflexes +3:       1                                  1                     $15,000

Sustaining Focus Increase Willpower:             4                                  4                     $60,000

Sustaining Focus Increase Charisma              2                                  2                     $30,000

Total Cost for Magic:  35 Magic Points and $369,600 Nuyen. 


Regular Equipment:

Browning Max-Power        Damage:9M                                                                     $450
                with Laser Sight (- 1 to target number)                                                       $500
Concealable Holster                                                                                                     $100
Secure Jacket (Ballistic 5, Impact 3)                                                                          $850
Formfitting Body Armor (Ballistic 4, Impact 0)                                                           $2000
Secure Long Coat (Ballistic 4, Impact 2; conceals weapon by 50%)                     $650
Security Helmet (page 284 in SR3)  (Ballistic +1, Impact +2)                                 $250
                with Optical Magnification 3                                                                         $1200
                with Respirator                                                                                              $500
                with Chemical Seal                                                                                       $12,000
                with Thermographic Vision                                                                          $700
Wrist-Model Cellphone with Flip up Screen                                                               $150
Chemsuit Rating 6                                                                                                        $1200
Survival Kit                                                                                                                     $100
Ration Bars x 10                                                                                                            $30
Trauma Patch                                                                                                                $500
Medkit                                                                                                                             $200
Antidote Patch Rating 8 x 2                                                                                          $800
Stimulant Patch Rating 1 x 20                                                                                      $500
Doc Wagon Basic                                                                                                         $5000
One Month Low Lifestyle                                                                                              $1000

Total Equipment Cost:  $28,680 Nuyen

Total Overall Cost:  $398,280 Nuyen out of $400,000. 

Burn the last few thousand on ammunition and clothing, including a ski mask  or other facial covering that will completely hide your face.  Buy it and use it.  I cannot stress how this simple, cheap, ski mask can save you a world of hurt later if you just remember to use it.    

When you earn some money, you definitely want to:
(1)  Buy at least one rating 6 or above fake Credstick I.D. (Page 239 in Shadowrun 3rd Edition).  There will be times when you will need I.D. to get past checkpoints, take commercial flights, get into other countries, etc.)  When you have extra money, buy one or two more, at least one rating 10. 
(2) Buy a Shamanic Lodge.  You need one in order to learn more spells. The lodge must have a Force of at least the Spell's Force that you want to learn.  It costs $500 x the Lodge's Force Rating.  Spend $4000, get a Force 8 Lodge, and you will not have to worry about your Lodge for a long time. 
(3) Upgrade your DocWagon contract from Basic to Gold or Platinum. 
(4) Buy more Trauma Patches.

You may also want to:
(1)  Buy a vehicle instead of taking the bus like you are now.  If there is a Rigger on your team, ask for help.  He or she can help you get something great and add on all sorts of toys.
(2)  Upgrade your lifestyle from low. 
(3)  Set up "safe houses", ie:  a Ford Americar parked in long term airport parking with everything you need in order to start fresh locked in the trunk (fake I.D., weapons, money, etc.) 
       If a mission goes really wrong, you definitely want to have somewhere to go. 
________________________


Attributes: 21                           Active Skills: 27                             Knowledge Skills
             
Body: 2                                     Sorcery: 6                                       Magic Background: 4 
Quickness: 3                            Conjuring: 6                                    Talismongering:  4
Strength: 1                                Pistols: 3                                        Paranormal Animals: 4
Charisma: 8 (10)                     Aura Reading: 4                            Shaman Tribal Groups: 2
Intelligence: 4                           Negotiation: 6                                Psychology: 4
Willpower: 6 (10)                     Biotech: 2  (pg. 88 in SR3)           Medicine: 2
Essence: 6                                                                                        
Magic: 6                                                                                           
Reaction: 3                               Spell Pool: 6                                  Languages Read/Write:
                                                                                                                Sperethiel 3/1
Initiative:  3+ 4d6                     Astral Combat: 12                              English 3/1
                                                                                                          
Combat Pool: 8                       Conjure Drain: 10                     

                                                   Magic Drain:  10

Armor:
Ballistic:  5   Impact:  3  (from Secure Jacket alone.)
Ballistic:  7   Impact:  3  (from Secure Jacket and Form Fitting Body Armor)
Ballistic:  8   Impact:  5  (from Secure Jacket, Form Fitting Body Armor, and Security Helmet.)

Weapons:
Browning Max Power with Laser Sight:   Target Number is 3.   Damage Level:  9 (Moderate)
                                        
Spells:

Spell and Force            Caster Target           Duration                 Drain                   Caster's Drain     
                                             Number                                                                            Target Number
                                                                                                                                      
  (if cast at full force)
Stunball 5                   Target's Willpower       Instant       -1(Damage Level +1)                1         
(You must declare Light, Moderate, Serious, or Deadly Damage before casting to determine Damage Level; always choose Deadly)

Manabolt 5                 Target's Willpower       Instant            Damage Level                      2        
(You must declare Light, Moderate, Serious, or Deadly Damage before casting to determine Damage Level; generally Moderate or less)

Physical Mask 5                     4                     Sustained       +1(Moderate)                          3                
                                                                                                                                     
(Need four successes)
Mindprobe 5               Target's Willpower    Sustained          Serious                                 2
                                                                                                                                      
(Need six successes)
Create Food 1                       4                     Permanent        +1(Serious)                           2
(Creates enough food for one person.  Extra successes increases the quality of the food.)                                  (Need six successes)
                                                                     
Increased                      
Reflexes +3: 1                 Reaction                Sustained         +1(Deadly)                           2                 
Increase Willpower 4     Willpower               Sustained       +1(Moderate)                         3

Increase Charisma 2      Charisma              Sustained       +1(Moderate)                         2

(To resist Drain, you will need two success (roll two of the number in the "Caster Drain Target Number" category ) in order to resist Light, four successes for Moderate, six successes for Moderate, and eight successes for Deadly. Damage cannot stage past Deadly.  Every two successes stages Damage down one Damage level.)  

Contacts:

Contact 1:  Talismonger
Contact 2:  Lonestar Cop
Inventory:

Sustaining Spell Lock Increased Reflexes +3 Force 1                                            $15,000
Sustaining Spell Lock Increase Willpower Force 4                                                  $60,000
Sustaining Spell Lock Increase Charisma Force 2                                                  $30,000
10 Spell Points                                                                                                             $250,000
Spells                                                                                                                             $14,600
Browning Max-Power        Damage:9M                                                                     $450
                with Laser Sight (- 1 to target number)                                                       $500
Concealable Holster                                                                                                     $100
Secure Jacket (Ballistic 5, Impact 3)                                                                          $850
Formfitting Body Armor (Ballistic 4, Impact 0)                                                           $2000
Secure Long Coat (Ballistic 4, Impact 2; conceals weapon by 50%)                     $650
Security Helmet (page 284 in SR3)  (Ballistic +1, Impact +2)                                 $250
                with Optical Magnification 3                                                                         $1200
                with Respirator                                                                                              $500
                with Chemical Seal                                                                                       $12,000
                with Thermographic Vision                                                                          $700
Wrist-Model Cellphone with Flip up Screen                                                               $150
Chemsuit Rating 6                                                                                                        $1200
Survival Kit                                                                                                                     $100
Ration Bars x 10                                                                                                            $30
Trauma Patch                                                                                                                $500
Medkit                                                                                                                             $200
Antidote Patch Rating 8 x 2                                                                                          $800
Stimulant Patch Rating 1 x 20                                                                                      $500
Doc Wagon Basic                                                                                                         $5000
One Month Low Lifestyle                                                                                              $1000
Ammunition and Clothing (including 2 ski masks)                                                    $1720

Total:  $400,000





Questions, comments, corrections? Please e-mail me.

This site was started on February 7th, 2003.
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