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I am a sad tengu right now


i correct myself, i forgot the max crit damage part


fretgod99 wrote:
Sindalla wrote:
That's a good question. I'm pretty sure it would stack with spirited charge. Why would it include the increase from Spirited Charge if you don't pick up Spirited Charge?

A Gendarme has to have Spirited Charge once it is 20th level (they get 7 bonus feats to pick from a list of 7 feats). The language stating that it already includes the increase from spirited charge and attacking with a lance means it doesn't stack because then you'd be adding spirited charge in twice.

It's already been included in the 3x (4x with lance) damage.

then this is pretty bad ability compared to a normal cavalier supreme charge


next question

Transfixing Charge (Ex)

At 20th level, a gendarme represents the epitome of Mounted Combat. Whenever he makes a charge attack while mounted, he deals triple the normal damage (quadruple if using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance. In addition, if the gendarme confirms a critical hit on a charge attack while mounted, the attack deals maximum damage for the weapon wielded. Additional damage from weapon properties, magic effects, precision-based bonuses, or other increases are rolled normally.

This ability replaces supreme charge.

is this saying that it already factors in the spirited charge or it stacks with spirited charge?


StreamOfTheSky wrote:

Yes, they stack. Pathfinder has rules for stacking multipliers. Basically, for all multipliers after the first one, you subtract 1 from the multiplier and add it to the base one. No matter what order you do it in, it will come out the same, as long as all multipliers are greater than 1, as they should be....

Example: Multipliers of 1.5x, 2x, and 3x all apply to your damage roll.

1.5 +1 (2-1) +2 (3-1) = 4.5x
0.5 (1.5-1) +2 + 2 (3-1) = 4.5x
0.5 (1.5-1) +1 (2-1) + 3 = 4.5x

No matter how you do it, it comes out to 4.5x damage.

thank you. it seems i may be a cavalier in Wrath of the Righteous


Supreme Charge (Ex)

At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

Spirited Charge (Combat)

Your mounted charge attacks deal a tremendous amount of damage.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

do these stack or no?


is it ok to cry?? i have waited so long (pretty much since i started playin PF) to play an AP in Numeria. pretty sure im going human (kellid) titan mauler barbarian for this.


while he answer is not what i had hoped for i do thank you all for your help


alot of sorcerer abilities say d4+1 per every 2 sorcerer levels. does that mean the entire d4+1 goes up or just the +1??


sweeeeeeeeeeet.


what book is the wolfshifter in?? i would looooove to see it


wanting to add a werewolf template to a person but not make them evil. kinda like the underworld where its controllable. is it possible??


i may do a human ranger now.....not sure


Evil Paul wrote:

No probs. I'm working on handouts for the remaining three modules as well (My PCs are half way through Wake of the Watcher). I'll post em here once I have more.

using ur item sheets really added a lv of excitement for my players in book 1. we r starting book 2 in 2 weeks so i will be printing out those as well. how are you comming on the later books? look foreward to them


wish there was an IM feature here where i could talk in real time with people


i was invited by the GM, and was wondering what yall would prefer. in mind i am thinkin a halfling bard, or or if i can (GM willing) maybe a halfling ninja? would that be ok with the current crew?


just wondering if anyone is about to start a PbP and has any more room. if so sent me a message


Ross Byers wrote:
Enlight_Bystand wrote:
If you try to add a case bundle and the rune giant, it doesn't think that you've added a standard case so won't let you complete the order. I was just checking to see the shipping costs, but I'm concerned that as the bundle is what subscribers are going to give it might cause problems when the orders go through...
This bug is being fixed right now. Buying a case bundle or getting one through a subscription qualifies you to buy a Rune Giant.

will a brick or the reg minis qualify us for the rune giant??


this may have been asked before, but can someone tell me the point system the pregens were done on? are they the normal 15pts the APs are??


yeah, but besides that, not sure who else is very helpful. they have a fighter, sorcerer, inquisitor (who i just remembered about.....could use CLW), ranger, and the paladin.....so maybe they r not too bad off.....but i will prolly allow the holy water damage


i was refering to his spells


Biobeast wrote:
I allowed it, I'm not sure if its in the rules or not though, I figured without it the party had no chance.

i need to read the Haunt rules, to see if their sorcerer will be of any use. a friend ran it for a group i was in, he alowed the monk to soak his wraps on his hand in the holy water to be able to deal damage. of course this group im running it for is much more skilled than the group i played it in


my crew will be getting to Harrowstone soonish......they have a paladin with them. my question is "would holy water harm the haunts inside the prison??" if not they may be doomed....


something that may stray from the "evil" is he has a violent hatred for slavers....but being he grew up as one and was also made to witness many vile things, like the murder of his parents, bot sure if his coldness could count either way. but i agree with the fact that he can kill any thing living with out batting an eye, can give a evil alignment. i just dont want the GM im playing under to view me playing a LN guy wrong cuz his inability to care for any he kills for any reason.


Robespierre wrote:
He sounds like he's playing a robot. Neutral.

DOES NOT COMPUTE

ERROR
ERROR


of course the player himself is usually the paladin of the crew. he does not like evil characters. i honestly would like to try one


i agree. he said he will want nothing to do with me if he find out i kill kids and such.......guess if i do he will just never need to find out. it may never come up either. :))


i am a cleric of Cayden Cailean, my buddy a "paladin" of cayden (caviler), we were fighting some demonic creature. i used tough of good on the "paladin" and said "cayden says to smite him", so he threw his shield and double handed his sword and cleaved his head in twain (crit strike!!!) not big in actual combat, but in theatrics.....maaaaaaaaaan


Deadmanwalking wrote:
Why is he doing this? And would he ever disobey, under any circumstances (such as being asked to murder children)? The answers to these questions go a long way towards answering which Alignment he should be.

never disobey, he was originally a slave on a pirates ship and was freed by the leaders late father. he was never able to pay back the man who set him free, so he made an oath to protect the mans son no matter what the cost.. hes cold and calculating. only care is leaders life, even over his own. children are just another target to him. i also believe a death order will never come from the leaders mouth, but more from his "first mate" who is the one who bosses around the crew, like the xo Saul Tigh to the captain Adama in Battlestar Galactia. so i believe that the hits would be from the XO's mouth.


GeraintElberion wrote:
Talon3585 wrote:
im playing a Tengu ranger, who is the leader of the group's "sword"
What does this mean?

i kill for the leader so he does not bloody his hands and can remain in the good graces of others.


ok, so we will be starting a new campaign soon. im playing a Tengu ranger, who is the leader of the group's "sword" he points a finger, they r dead. no questions asked, no tears shed for men, women or children. would this classify as LE or LN?? or any of them. if you need more info on personality/ background story. i be happy to add


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evil is as annoying to me as some peoples ideas of paladins. my friend thought that if anything had evil in the align he had to destroy it right away, no questions asked. not reasoning either. i tried to explain to him that all paladins dont have to be that zealous. but same token, most people ( that i have played with) put evil in their align and automatically act like demonic devils. so as a DM i banned evil. its all according to ur players. look at captain hook. he was evil. but he did it in a more stylish way. a fun evil CAN be done. just depends on whos playing it


also on the headband do the int and cha boost, and with the int part focus it on diplomace yo add another 20.


Kthulhu wrote:
Touch the Starstone, become a god, and invent kender.

thats not even funny man. those little @#%@%#$^#$!!!!!


also i think ill add tiefling beause the whole fiendish element would go well with horror


Erik Freund wrote:
Talon3585 wrote:


ross, would u recommend any other races due to proximity of the start of the quest. any player races in the bestiaries?

Why do you emphasize "proximity to quest-start"? The plot-hook specifically mentions that the PCs could have traveled from extremely far away. This isn't like Curse of the Crimson Throne, Council of Thieves, or Kingmaker where the PCs are supposed to be locals. Proximity is explictly called out to be irrelevant by the Player's Guide.

And, to explicitly answer your question about bestiaries: I would not allow any of them, with the possible exception of Aasimar.

The mood of Carrion Crown is a xenophobic Gothic Horror (read the chapter on Ravengro in book 1, or the mob-justice parts of book 2 for clear examples of this). You are of course allowed to do whatever you want with your homegame, but in my opinion, you ruin the module if you allow "weird" player characters.

u have a strong point sir. i will just go with races in the players guide


Ross Byers wrote:
Talon3585 wrote:


what books are these in?

They're human ethnicities. You can find details in the Inner Sea Primer or the Inner Sea World Guide.

Taldans make up the population of most of the big nations of Avistan (or, at least, the nations that like to think of themselves as important). Taldor, Cheliax, Andoran, and the like.

The Sczarni are the Varisian mafia, basically. (And Varisians are the natives are Varisia - basically Roma/Wanderers/Gypsies.)

Kellids are barbarians, in the mold of Conan.

ross, would u recommend any other races due to proximity of the start of the quest. any player races in the bestiaries?


Erik Freund wrote:


- Taldan
- Sczarni
- Kellid

what books are these in?


well i always allow any core race. im more curious about the ones in the bestiaries


does ur GM have a good sense of humor?? or u looking to derail the campaign?


i have never though of this stuff......but this thread has inspired me to do great things as this......


James Jacobs wrote:
Play a summoner, whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a really loud and opinionated monk with vow of poverty who refuses to adventure with anyone who doesn't also take a vow of poverty.

holy crud........i did not know that was possible. thats an amazing idea


Dave the Barbarian wrote:

I think those were it. Playing a full blood orc may be difficult given their history in the area. We have a Paladin from Lastwall in our group who has a hatred of orcs so that would have been difficult. The other two would be interesting but none of our players seemed interested in them so we ended up with one Elf, three Humans, and one Halfling. A good mix.

Good luck with CC! It has been enjoyable so far.

i had a friend try to run it in another group. we made it to book 3 and quit. not sure if he ran it properly. im giving it a shot for my new crew. i hope to do better than my other buddy. of course it was his first anything in PF. and he chose to DM. lol


Helaman wrote:
I didnt see Orc added, just Changeling and Dhampir

in the players CC players guide, page 6 under "other races"

Changeling: When hags trick members of other races
into child-bearing unions, changelings are the result.
Always female and often sporting different colored eyes,
changelings are usually raised by unwitting parents
of their father’s race, most unaware of the unnatural
circumstances of their daughters’ birth. Details on this
new race can be found in Pathfinder Adventure Path #43.

Dhampir: Resulting from the unlikely union of a
vampire and a living human, dhampirs are graced with
long life, an elegant appearance, and unnatural ref lexes,
but are cursed with an aversion to bright light and an
aff inity to negative energy. In Ustalav, dhampirs are
more common than nearly anywhere else in the Inner
Sea region, but they are nevertheless seen and treated as
monsters. Dhampir stats can be found on page 89 of the
Bestiary 2.

Orc: While half-orcs are a standard option for PCs,
Ustalav’s proximity to Belkzen opens up full-blooded
orcs as legitimate possibilities for player characters. Of
the non-standard races presented in this section, orcs face
perhaps the largest and most widespread social stigma in
Ustalav and will present serious obstacles for a player of
this race, in both rural and urban environments


ok. last group didnt work out. so i joined a new crew and im running Carrion Crown....i know the players manual adds dhampir, orc and changeling......any others? i promis this is the one i will run. i just really like this these threads. and am assuming responses from at least 2 people who ususaly help me


Purple Fluffy CatBunnyGnome wrote:
Talon3585 wrote:
Daniel Luckett wrote:
Talon3585 wrote:
well i made a thread and no one answered it, then i saw this thread and another one. this not what its for?? if not im sorry.
I think you're fine. If you think that adding Bestiary 3 familiars would help PFS. Then this is the place for that comment, or at least one of the places.
i would defiantly like for the familiars in book 3 to be legal. since i didnt see it on the legal list i assume its not. unless its an accidental over-site. i just want a Faerie Dragon as a familiar. if not Pesudodragon is fine. lol
I'm guessing that as the B3 was just recently released that the legal list hasn't been updated yet with the information. I would give Paizo a bit more time to update if you're willing to be patient and wait for the familar that you really want

makes sense. i forgot that that book hasn't been out very long. thank u


Daniel Luckett wrote:
Talon3585 wrote:
well i made a thread and no one answered it, then i saw this thread and another one. this not what its for?? if not im sorry.
I think you're fine. If you think that adding Bestiary 3 familiars would help PFS. Then this is the place for that comment, or at least one of the places.

i would defiantly like for the familiars in book 3 to be legal. since i didnt see it on the legal list i assume its not. unless its an accidental over-site. i just want a Faerie Dragon as a familiar. if not Pesudodragon is fine. lol


well i made a thread and no one answered it, then i saw this thread and another one. this not what its for?? if not im sorry.


Improved familiar

I see that familiars from bestiaries 1 & 2 are allowed.....but not 3......was this an accidental over site?? I'm looking to have a Faerie Dragon. Any creators please chime in for me.


1 person marked this as a favorite.

Improved familiar

I see that familiars from bestiaries 1 & 2 are allowed.....but not 3......was this an accidental over site?? I'm looking to have a Faerie Dragon. Any creators please chime in for me.

Full Name

Cynthia Redfield

Race

HP 10/10 Stun 10/10|Initiative 15 (3)|Ballistic Impact|Defence 14 Gymnastic Dodge 24|Composure 6 Judge 6 Lift/Carry 7 Memory 8|Perception 4 +3 Sight

About 'Redline'

Skill pools of note:
Active Skills
Armourer 6
Climbing 12
Computer 6
Data Search 6
Demolition 6
*Rig grenade 11
Disguise 4
First Aid 3
*With medkit 11
Gymnastics 19
*Dodging 24
Hardware 6
Heavy Weapons 17
Infiltration 11
Locksmith 8
*With picker 16
Palming 11
Perception 4
*Visual 7
Pilot (Ground) 13
Pistols 11
Running 12
Shadowing 4
Software 6
*Programming 9
Swimming 12
Throwing Weapons 11
Unarmed Combat 11
Exotic Melee 0
*Oral Slasher 11

Knowledge Skills
Architecture 6
Area Knowledge: Seattle 6
Bars and Clubs 4
English N
Firearms 10
Gaming 4
Music 4
Security Companies 6
Security Design 6
Security Tactics 6
Shadow Community 6
Underworld 4

Description:
Cynthia always had a slight frame. She is thin and short but, no small thanks to modern technology, surprisingly strong for her size. Her greatest traits is lightning fast reflexes and a talent to propel things to high velocities - either herself trough quick jumps and dashes, objects unfortunate enough to be targeted by her explosive talents or her car around a tight corner in the downtowns. Her weaknesses is her slight build disallowing her from packing a punch in close quarters as well as receiving them. Etiquette and other face-to-face interaction isn't a strong side either. She is well aware of how easily she get agitated by arguing and prefers to stay out of important negotiations, save perhaps offering snarky comments on private com-nets.

Background:
Growing up

Born SINless Cynthia always had to trust herself over the system to bring food and shelter to herself and her family. She watched her parents struggle with low-end jobs to provide even the meagrest of supplies to the family and she swore she wouldn't live in poverty when she had the chance! From an early age she learned that cooperation was the way to survive on the fringe of society - stand together and fall divided and ect. That was always what her father liked to say anyways. He had a keen interest in philosophy that she really couldn't understand. Why spend so much time thinking about something instead of just doing it? Action, in her mind, always spoke louder then words ! (Another of her fathers philosophers sayings? Maybe something did rub off after all ...)

And a girl of action she was! When not spending her time doing chores she would spend her time playing around with her friends. They were a mischievous bunch - playing tricks on anyone whom had the misfortune of crossing their path. Or playing sports. Even if their neighbours would claim otherwise - most of their actual spare time was spent playing soccer and tag, and not raising hell (but the occasional broken window did certainly not help their reputation). Cynthia found that goalkeeping was her thing. Even hampered by her slight frame her quick reflexes and elven agility would let her block most shots and the match would often finish with her proud but bruised.

As she grew closer to adulthood another interest surfaced. The city proper became an object of obsession for her - it was always visible in the distance, taunting her with its wealth and opportunities but always out of reach for a SiNless nobody like herself. She tried several times to sneak away from her home and visit - but the guards at the checkpoints just laughed and turned her away. But soon enough she realized there where other ways in. Ways unbarred by gates or guards - dark alleys, stinking drainpipes and sewers and - her favourite way - high above the ground on the rooftops. A quick jump here, a little climbing there, and one could easily make the trip! It was probably a safer environment for a girl of her age (any age really) then the other two aswell. There she found herself spending more and more nights perching atop some huge building - looking down at the lights and traffic of the city, dreaming. It was her favourite moments - filled with tranquillity and hope. Maybe those philosophers of father's were on to something after all!

Trouble!

As she and her friend matured their tricks and games evolved took a more dangerous turn. Their childish playfulnesses turned into an adolescents frustration at their situation. Instead of prank calling or drawing crude phalluses on peoples cars they instead started to trash city property and throw rocks at police cars. In their minds - they did all they could to fight of 'the man' and try to get society to take notice ! Obviously, this was not the proudest moments of her life, but she picked up valuable skills for her later occupation. She learned how to blend the perfect Molotov, how to rig it to ignite at set times or just when they had gotten to safety. She learned how to break into cars and houses - granted, not in a subtle way. She learned how to hide and how loud the cops sirens had to be before they needed to run - she learned how the sharp sting of a taser or the blunt impact of a baton felt when one didn't run fast enough.

She doesn't really know how she managed to keep all this from her parents. Maybe they were to overworked to notice the bruises and soot. Maybe they though it was just harmless signs of child's play. Perhaps they always knew - and just didn't care, only happy that someone fought back against the society that shunned them. Time went on - the groups activities spiralled down the rabbit hole towards more balance acts of Neo-Anarchism and Eco-Terrorism. During this time several of her friends went in and out of jail - only fueling their hatred. Luckily for her - her quick foot and lightning reflexes usually got her out of the worst messes. And perhaps her life would have continued down this path - her dreams drowned in fury and helplessness. But something happened. At the time - it was terror, but now she is only thankful. She developed terrible mood swings between darkest depression and lunatic mania. Her parents exhausted their meagre savings and dragged her to psycologists and doctors. The diagnosis was clear - but harsh. She had Bi-Polar disorder and would need expensive medication or gene-therapy. Her poor parents couldn't really afford either - but by working double or even triple shifts they could scrape together enough for some off-brand pills to ease the symptoms.

For the first time in years she felt like she could see and think clearly. Her parents were working themselves to death for her sake - and she was just throwing it away on stupid vandalism? There was no future in that! No way to get out of this ... swamp of s&+~tyness and poverty. She realized what she had to do - she had to stand on her own legs - pull her own weight - like she done when she was younger. Except it was alot more weight this time around - her medication wasn't cheap and she didn't fancy living without her. Quickly she started digging around - even if nothing of physical value had come from her destructive time, the contacts she had acquired and the skillset had some use.

She started to spend less and less time with her companions and more time with the unsavoury contacts they had. She looked for work wherever she could find it - the shady businessman that sold fertilizer for explosives earlier needed a favour here, the local devil rat population might need some culling. All in all, she had soon made enough sweet nuyen to move out and take care of herself. But still, the city called to her - and the crappy apartment in the suburbs didn't quite match her dream. So she dug deeper in Settles shadows and finally manages to land herself a spot in a run. The team was mostly new recruits - only a few had more then a handful runs under their belt - and she was the greenest of them all. She was relegated to some legwork and, on the night of the run, a combined role of lookout and driver for the secondary getaway car. Anyways, the run went of without a hitch - and the rest is history.

Shadowrunning

As a Shadowrunner Cynthia quickly advanced past simple lookout roles and into more daring B&E and demolition work, where her background once more showed itself. It didn't take long for her to realize that watching things explode was more then some childish joy from her younger days - it was the reason she lived and breathed. And it was not always possible to get right up next to whatever that needed a good kaboom, thus the path of progression was obvious. She bought her first RPG from an old Russian running a military surplus store for gun-nuts and never looked back. A grenade or two quickly became several rocketlaunchers and other hardware - far to hot to have laying about in her apartment (now located on the top floor in Seattle proper). To remedy this she rented a storage container in a high security compound with the 'no questions asked' optional plan. A Swiss bank account for equipment if you will, but with a worse view.

Her life continued on this route for several years - doing mostly shorter smaller runs - until about a month ago. Then she was contacted by someone willing to pay good nuyen for her expertise and was drafted into this new team of runners...

Latest episode

[brief description of our previous run?]

Sheet:
== Info ==
Street Name: 'Redline'
Name: Cynthia Redfield
Movement: 10/25, Swim: 6
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Female Age 25
Height 174 cm Weight 62 kg
Composure: 6
Judge Intentions: 6
Lift/Carry: 7 (60 kg/40 kg)
Memory: 8
Nuyen: 3300

== Attributes ==
BOD: 3
AGI: 7 (10)
REA: 7 (12)
STR: 1 (4)
CHA: 3
INT: 3
LOG: 5
WIL: 3
EDG: 2

== Derived Attributes ==
Essence: 1,26
Initiative: 10 (15)
IP: 1 (3)
Matrix Initiative: 6
Matrix IP: 2
Physical Damage Track: 10
Stun Damage Track: 10

== Active Skills ==
Animal Handling : 0 Pool: 2
Animal Training : 0 Pool: 2
Archery : 0 Pool: 9
Armorer : 1 Pool: 6
Artisan : 0 Pool: 2
Automatics : 0 Pool: 9
Blades : 0 Pool: 9
Climbing : 4 Pool: 12
Clubs : 0 Pool: 9
Computer : 1 Pool: 6
Con : 0 Pool: 2
Cybercombat : 0 Pool: 4
Data Search : 1 Pool: 6
Demolitions : 1 Pool: 6
Disguise : 1 Pool: 4
Diving : 0 Pool: 2
Dodge : 0 Pool: 11
Escape Artist : 0 Pool: 9
Etiquette : 0 Pool: 2
Exotic Melee Weapon : 1 [Oral Slasher] Pool: 11
First Aid : 0 Pool: 4
Flight : 4 Pool: 12
Forgery : 0 Pool: 9
Gunnery : 0 Pool: 9
Gymnastics : 4 Pool: 19
Hacking : 0 Pool: 4
Hardware : 1 Pool: 6
Heavy Weapons : 6 Pool: 17
Infiltration : 1 Pool: 11
Instruction : 0 Pool: 2
Intimidation : 0 Pool: 2
Leadership : 0 Pool: 2
Locksmith : 0 Pool: 9
Longarms : 0 Pool: 9
Navigation : 0 Pool: 2
Negotiation : 0 Pool: 2
Palming : 1 Pool: 11
Parachuting : 0 Pool: 2
Perception : 1 Pool: 4
Pilot Ground Craft : 1 Pool: 13
Pilot Watercraft : 0 Pool: 11
Pistols : 1 Pool: 11
Riding : 0 Pool: 11
Running : 4 Pool: 12
Shadowing : 1 Pool: 4
Software : 1 Pool: 6
Survival : 0 Pool: 2
Swimming : 4 Pool: 12
Throwing Weapons : 1 Pool: 11
Tracking : 0 Pool: 2
Unarmed Combat : 1 Pool: 11

== Knowledge Skills ==
Architecture : 1 Pool: 6
Area Knowledge: Seattle : 3 Pool: 6
Bars and Clubs : 1 Pool: 4
English : N Pool: 0
Firearms : 5 Pool: 10
Gaming : 1 Pool: 4
Music : 1 Pool: 4
Security Companies : 1 Pool: 6
Security Design : 3 Pool: 6
Security Tactics : 1 Pool: 6
Shadow Community : 3 Pool: 6
Trids : 3 Pool: 6
Underworld : 1 Pool: 4

== Contacts ==
Hanz, Cyber Doc (4, 4)
Jess, Data broker (4, 6)
Todd, Fence (2, 2)
Travis, Black Market Salesman (6, 2)

== Qualities ==
Biocompatability (Cyberware)
Bi-Polar
Drug Tolerant
Exceptional Attribute (REA)
Genetic Heritage
In Debt (25,000¥)
Low-Light Vision
Mania/Phobia (Uncommon, Moderate) (Keraunofobi)
Prejudiced (Specific, Biased) (Officers of the Law)

== Lifestyles ==
Appartment in the barrens 1 months
Comforts: Low
Entertainment: Low
Necessities: Low
Neighborhood: Low
Security: Low
Qualities: Alternate Energy [1LP]
Green Plan [-1LP]
Under A Rock [-3LP]
Attic appartment 1 months
Comforts: Middle
Entertainment: Middle
Necessities: Middle
Neighborhood: Low
Security: Middle
Qualities: Rough Neighborhood [-1LP]
Storage container in secure compound 1 months
Comforts: Street
Entertainment: Street
Necessities: Street
Neighborhood: Low
Security: High
Qualities: Not a Home [-2LP]
Trigger-Happy Landlord [-1LP]

== Cyberware/Bioware ==
Auto-Injector (Reusable) Rating 6
Enhanced Protein Exchange, Neo-EPO
Enhanced Protein Exchange, Reakt (REA)
Gecko Hands
Genetic Optimization (REA)
Genetic Optimization (AGI)
Muscle Augmentation Rating 3
Muscle Toner Rating 3
Oral Slasher
Protective Covers
Reaction Enhancers Rating 3
Reflex Recorder (Skill) (Gymnastics)
Reflex Recorder (Skill) (Heavy Weapons)
Skillwires Rating 1
Synthacardium Rating 3
Wired Reflexes Rating 2

== Armor ==
Camouflage Suit 8/6
+Chemical Protection 3
+Fire Resistance 2
+Nonconductivity 6
+Ruthenium Polymer Coating
Form-Fitting Full-Body Suit6/2
+Biomonitor
+Thermal Damping 6
+Skinlink
Holo Gloves 0/0
Lined Coat 6/4
+Color Changing
+Nonconductivity 6
SecureTech Forearm Guards 0/1
SecureTech Helmet 0/2
SecureTech Leg and Arm Casings1/1
SecureTech Vitals Protector1/1

== Weapons ==
Arbelast II MAW
+Airburst Link
+Imaging Scope
+Laser Designator Rating 6
+Sling
+Skinlink
+Smartgun System
Pool: 19 DV: Rocket AP: Rocket RC: 1
ArmTech MGL-12
+Airburst Link
+Foregrip
+Sling
+Smartgun System, External
+Skinlink
Pool: 19 DV: Grenade AP: - RC: 2
Ceramic Knife
Pool: 9 DV: 3P AP: - RC: 0
Fichetti Security 600
+Quick-Draw Holster
+Stock
+Laser Sight
+Personalized Grip
Pool: 12 DV: 4P AP: - RC: 1
Grenade: Flare
Pool: 11 DV: 0 AP: - RC: 0
Grenade: Flash
Pool: 11 DV: Special AP: - RC: 0
Grenade: Flash-Bang
Pool: 11 DV: 6S (10m Radius) AP: -3 RC: 0
Grenade: Gas
Pool: 11 DV: Chemical (10m Radius) AP: - RC: 0
Grenade: Gas
Pool: 11 DV: Chemical (10m Radius) AP: - RC: 0
Grenade: High Explosive
Pool: 11 DV: 10P (-2/m) AP: -2 RC: 0
Grenade: Incendiary
Pool: 11 DV: Special AP: - RC: 0
Grenade: Smoke
Pool: 11 DV: (10m Radius) AP: - RC: 0
Grenade: Splash
Pool: 11 DV: Chemical (10m Radius) AP: - RC: 0
Grenade: Splash
Pool: 11 DV: Chemical (10m Radius) AP: - RC: 0
Grenade: Thermal Smoke
Pool: 11 DV: (10m Radius) AP: - RC: 0
Grenade: White Phosphorus
Pool: 11 DV: 2P (-1/m) AP: -half RC: 0
Ingram White Knight
+Foregrip
+Shock Pad
+Sling
+Smartgun System, External
+Stock
+High Velocity
+Personalized Grip
+Skinlink
Pool: 19 DV: 6P AP: -1 RC: 9
M79B1 LAW
+Airburst Link
+Sling
+Laser Sight
Pool: 18 DV: 12P AP: -2/-6 RC: 1
M79B1 LAW
Pool: 17 DV: 12P AP: -2/-6 RC: 0
M79B1 LAW
Pool: 17 DV: 12P AP: -2/-6 RC: 0
M79B1 LAW
Pool: 17 DV: 12P AP: -2/-6 RC: 0
Minigrenade: High Explosive
Pool: 11 DV: 10P (-2/m) AP: -2 RC: 0
Minigrenade: White Phosphorus
Pool: 17 DV: 2P (-1/m) AP: -half RC: 0
Monofilament Chainsaw Rating 2
+DP Penalty
Pool: -2 DV: 5P AP: -2 RC: 0
Morrissey Élan
+Concealable Holster
+Personalized Grip
+Sound Suppressor
Pool: 11 DV: 4P AP: - RC: 1
Oral Slasher
Pool: 11 DV: 4P AP: -2 RC: 0
Rocket: Dagger Anti-Tank
Pool: 11 DV: 14P (-4/m) AP: -9 RC: 0
Rocket: Zapper
Pool: 11 DV: 1S(e) (0/-4/m) AP: 0/-half RC: 0
Stoner-Ares M107
+Ammo Drum/Box
+Smartgun System, External
+Tripod
+Firing Selection Change, Small Mod (SA)
+Gas Vent 3
+Laser Sight
+Skinlink
+Underbarrel Weight, Auto-Adjusting
Pool: 20 DV: 7P AP: -3 RC: 9
Unarmed Attack
Pool: 11 DV: 2S AP: - RC: 0

== Martial Arts ==
Ninjutsu
++1 die for Gymnastics Dodge
Evasion
Iaijutsu

== Commlink ==
Disposable Commlink (1, 2, 1, 3) x3
+Disposable Commlink OS
Novatech Airware (3, 3, 6, 3)
+Custom Commlink OS
+Hardening Rating 6
+Armor Case Rating 6
+Biometric Lock
+Sim Module (Cold)
+Agent Rating 3 [Copy Protection 3, Registration]
+Analyze Rating 6 [Copy Protection 6, Ergonomic, Optimization 3, Registration]
+Browse Rating 6 [Copy Protection 6, Ergonomic, Optimization 3, Registration]
+Optimization (Browse)
+Spoof Rating 3 [Copy Protection 3, Registration]
+Edit Rating 3 [Copy Protection 3, Registration]
+Scan Rating 3 [Copy Protection 3, Registration]
+Command Rating 3 [Copy Protection 3, Registration]
+Subvocal Microphone
+Mapsoft (Seattle) Rating 6
+Satellite Link
+Nonstandard Wireless Link Rating 3
+Cryptosense Module
+Software Programming Suite Rating 3

== Gear ==
AEXD x4
Ammo: Capsule Rounds (Light Pistols) x30
+Molotov Cocktail
+DMSO
Ammo: Capsule Rounds (Light Pistols) x30
+Narcoject
+DMSO
Ammo: EX-Explosive Rounds (Light Machine Guns) x50
Ammo: Gel Rounds (Light Pistols) x30
Ammo: Gel Rounds (Light Machine Guns) x100
Ammo: Hi-C Plastic Rounds (Holdouts) x20
Ammo: Regular Ammo (Light Machine Guns) x300
Ammo: Regular Ammo (Heavy Machine Guns) x400
Ammo: Stick-n-Shock (Light Pistols) x60
Ammo: Stick-n-Shock (Light Pistols) x20
Ammo: Subsonic Rounds (Holdouts) x30
Ammo: Tracer (Heavy Machine Guns) x200
ANFO Rating 3 x2
Antibiotics Rating 6 x3
Antiparasitics Rating 6
Anti-Removal Device Rating 6 x3
Antivirals Rating 6
Ares Low Intensity Laser
Autopicker Rating 6
Backpack
Blasting Cap x10
Blister Pack
Butt Pack
Catalyst Stick
Certified Credstick, Platinum
Certified Credstick, Silver
Certified Credstick, Standard
Certified Credstick, Standard
Certified Credstick, Standard
Chemical Heater x3
CleenTac x5
Concertina Wire (10m) x3
Contact Lenses Rating 3
+Flare Compensation
+Vision Magnification
+Cryptochromic
Cram x10
C-Squared Rating 6 x5
C-Squared Rating 1 x10
Datachip x5
Detonating Cord Rating 8 x5
Dopadrine x3
Fake License (Prescription (Bi-Polar Medication)) Rating 4
Fake License (Drivers Licence) Rating 4
Fake License (Concealed Carry) Rating 4
Fake SIN (Cynthia Redfield) Rating 4
Fake SIN (Throwaway SINs) Rating 1 x3
Faraday Cage (1m)
Flashlight x2
+Security Lighting, Active Infrared
Foam Explosive Rating 15 x3
Freeze Foam Rating 6 x5
G3 x20
Ghillie Suit
Glasscutter
Glue Sprayer
Goggles Rating 6
+Smartlink
+Image Link
+Vision Enhancement Rating 3
+Thermographic
GPS
Grapple Gun
Grenade: Flare x3
Grenade: Flash x3
Grenade: Flash-Bang x3
Grenade: Gas x3
+CS/Tear Gas
Grenade: Gas x3
+Breathtaker
Grenade: High Explosive x5
Grenade: Incendiary x2
Grenade: Smoke x3
Grenade: Splash x3
+KE IV
Grenade: Splash x3
+Woad
+DMSO
Grenade: Thermal Smoke x5
Grenade: White Phosphorus x2
Holo Projector
Inoculation Rating 6
Jammer, Hand Held Rating 2
Kamikaze x6
Leäl x5
Light Stick x15
Long Haul x3
Magnesium Torch x5
MDS Sheathing Rating 3
Medkit Rating 6
Micro Flare Launcher
Micro Flares x4
Microwire (100 m)
Minigrenade: High Explosive x24
Minigrenade: White Phosphorus x36
Miniwelder
Molotov Cocktail x5
Monofilament Chainsaw
NanoCleansers
Nanopaste Disguise (Small Container)
Plastic Restraints x10
Pull Detonator x3
Radio Detonator x3
Rappelling Gloves
Rations x100
Respirator Rating 6
Rocket: Dagger Anti-Tank x5
Rocket: Zapper x2
Safety Fuse x20
Scent-masking Cigarette x5
Security Tags x10
Slab
Slap Patch x30
Smart Pack
Smart Pouch System, Combat Load Vest
+Skinlink
+Smart Pouch System, Smart Canteen
+Smart Pouch System, Ration Pouch
+Smart Pouch System, Ammunition Pouch
Spare Clip (Fichetti Security 600) x3
Spare Clip (Morrissey Élan) x3
Spare Clip (Ingram White Knight) x3
Spare Clip (ArmTech MGL-12) x3
Spare Clip (Stoner-Ares M107) x2
Standard RFID Tags x20
Standard Rope (100 m)
Stealth Rope (100 m)
Stealth Tags x20
Survival Kit
Tag Eraser
Timer Detonator x3
TNT Rating 4 x3
Tool Kit (Demolitions)
Tool Kit (Hardware)
Tool Kit (Armourer)
Vacuum Seal Rating 6 x3
Water Purification Tablet x5
Wire Clippers
Zignature x10

== Vehicles ==
Bust-A-Move (Minidrone)
+Anti-Theft
+Smoke Projector
+Walker Mode
+Minidrone Sensor
Bust-A-Move (Minidrone)
+Chameleon Coating
+Gecko Tips
+Improved Economy
+Improved Sensor Array
+Walker Mode
+Clearsight (Hacked) Rating 4
+Covert Ops (Hacked) Rating 4
+Maneuver (Bust-A-Move, Hacked) Rating 4
+Small Drone Sensor
+Camera Rating 6
+Microphone Rating 6
+Radio Signal Scanner Rating 6
+Laser Range Finder
+Directional Microphone
Bust-A-Move (Minidrone)
+Termination System, Self-Destruct
+Walker Mode
+Minidrone Sensor
Federated-Boeing Kull (Medium)
+Additional Fuel Tank
+Chameleon Coating
+Improved Sensor Array
+Satellite Communication
+Signature Masking Rating 1
+Spoof Chip
+Clearsight (Hacked) Rating 4
+Covert Ops (Hacked) Rating 4
+Large Drone Sensor
+Camera Rating 6
+Camera Rating 6
+Laser Range Finder
+Laser Microphone Rating 6
+Atmosphere Sensor Rating 3
+Radio Signal Scanner Rating 6
+Barometric
Hyundai Shin-Hyung (Sedan)
+Amenities, Middle
+Anti-Theft
+Armor, Concealed Rating 10
+Clean Car Coating
+Engine Customization, Speed
+Enhanced Image Screens
+Morphing License Plate
+Nitrous Injection
+Personal Armor Rating 10
+Road Strip Ejector
+Run Flat Tires Rating 4
+Smuggling Compartment, Normal
+Special Armor Mod, Nonconductivity Rating 10
+Spike Strip
+Spike Strip
+Spike Strip
+Spike Strip
+Spoof Chip
+Zapper Strip
+Zapper Strip
+Skinlink
+Vehicle Sensor
Micro-Tapper Bug (Microdrone)
+Microdrone Sensor
MicroWeave Spider (Small)
+Small Drone Sensor
+Tool Kit (Clothing Repair)

Links:
Note: Looks like google docs preview plays hell with the embeded pictures, but they should look ok if downloaded. Might be my computer ...

Complete Sheet

Dossier

Monthly Expenses:

Interest 3000¥
Medication 500¥
Rent (home) 3800¥
Rent (cont.) 300¥
Rent (plan b) 1100¥
G3 (vitamins) 150¥
AEXD 2000¥
--------------------------
Total 10850¥
--------------------------
Pils 2650¥
Rent 4600¥
Other 3000¥