TEXT: ENZO PLACIDO GIANELLI
  MAFIA CAPO (MALE HUMAN)
  Enzo Gianelli is the sort of mook that has no idea how easy he’s got it, or how lucky 
  he’s been along the way.  Born into the prominent Gianelli Mafia family and spoon-
  fed opportunity after opportunity, he’s never really capitalized on any of them, but has 
  still blundered—graceless and angry as a bull in a china shop—from one mediocre 
  success to another. Enzo, to his credit, worked his way up the ranks as a soldato, as 
  thuggish and violent as his family needed him to be (and with the combat augmenta-
  tions and penchant for bloodshed to prove it). Because he grew up in Puyallup while 
  his father did some easy time in the McMillin Correctional Facility, eventually Enzo’s 
  uncle, Don Joseph, gave him the district to oversee in the family business. It has not 
  been an unmitigated success.
  Puyallup has long been a hotly contested territory between crime syndicates, 
  and the Gianellis are currently knee-deep in their long-simmering feud with the Ken-
  ran-Kai, their Yakuza counterpart. Enzo may not exactly be winning that war—of bot-
  tom lines as much as bullets, vices as much as violence—but he’s not exactly losing 
  it, either.  The slow grind continues and has petered into an uncomfortable truce for 
  the last few years, with both sides fighting a shadow war through shadowrunner 
  or corrupt police proxies, never quite willing to entirely start up the violence again.
  Enzo, for his part, would likely be a sotto capo by now if either the violence was 
  more overt or he was a little brighter. Suited for blunt trauma rather than subtlety, he 
  flounders in peacetime, the victim of his own (moderate) success. Sliding into middle 
  age, his hair beginning to thin, his handsome features running fleshy, his powerful 
  body going to seed due to hard drinking and carb-heavy eating habits, Enzo finds 
  himself growing increasingly frustrated, bored, and confused by the day-to-day op-
  erations of managing things.  
  Whiling away hour after hour in Sunny Salvo’s (a neighborhood favorite full of 
  child’s arcade games, animatronic and augmented reality cartoon creatures, and 
  pizza as terrible as it is overpriced), Enzo has turned to novacoke to keep himself 
  amused.  He eagerly leaps at any chance to get back onto the streets, gun in hand, 
  and feel young again.
  “You come into my place, you sit down and eat 
  my food, and then you talk to me like that? Me? A 
  Capo?  Who do you think you are!? Boys, take ‘em 
  outside.  Teach them a little rispetto!”
  
  ENZO PLACIDO GIANELLI
  Condition Monitor (P/S): 11/10
  Armor: 10
  Limits: Physical 9, Mental 5, Social 7
  Physical Initiative: 10 + 1D6
  Skills: Automatics 3, Blades 3, Clubs 5 (Bats +2), Con 
  4, Etiquette 5 (Mafia +2), Intimidation 4, Longarms 
  4 (Shotguns +2), Negotiation 3, Perception 5, Pilot 
  Ground Craft 4 (Wheeled +2), Pistols 6 (Revolvers 
  +2), Running 2, Sneaking 3, Unarmed Combat 4
  Knowledge Skills: Business 4, History 2 (Organized 
  Crime +2), Police Procedures 4, Seattle Street 
  Gangs 3, Seattle Syndicates 6, Sports 1, Street 
  Drugs 4 (Novacoke +2)
  Languages: English N, Italian N
  Qualities: Addiction (Moderate, Novacoke), Bilingual, 
  Home Ground (Seattle Syndicate Politics), 
  Prejudiced (Common, Biased, vs. non-Italians), 
  Revels in Murder, SINner (National SIN)
  Augmentations: Muscle augmentation 2 (alphaware), 
  muscle toner 2 (alphaware), plastic bone lacing 
  (alphaware), reaction enhancers 2 (alphaware), 
  smartlink retinal modification (alphaware)
  Vehicles: Rover Model 2072 [Handling 5/5, Speed 4, 
  Accel 2, Body 12, Armor 12, Pilot 2, Sensor 4, 
  Seats 6]
  Gear: Armor vest [9] (w/ chemical protection 1, fire 
  protection 4, non-conductivity 4), certified 
  credstick (sliver), certified credstick (gold), Doc 
  Wagon contract (gold), earbuds [Rating 2, w/ 
  audio enhancement 2], goggles [Rating 6, w/ low-
  light vision, flare compensation, thermographic, 
  vision enhancement 2, vision magnification 
  (electronic)], Hermes Ikon commlink (DR 5), high 
  lifestyle (permanent), novacoke (10 hits), 10 plastic 
  restraints, respirator (Rating 4), 2d6 Thugs (p. 381, 
  SR5) a commlink call away.
  Weapons: 
  Ruger Super Warhawk [Pistols, Acc 5(7), 9P,  
  AP –2, SS, 6(cy), w/ smartlink]
  Enfield AS-7 [Longarms, Acc 4(6), 13P, AP –1, 
  SA/BF, 10(c), w/ smartlink]
  Aluminium baseball bat [Clubs, Acc 4,  
  Reach 1, 10P]
  Contacts
  Catholic Priest [Connection 4/Loyalty 3]
  Combat Mage [Connection 3/Loyalty 5]
  Dirty Beat Cop(s) [Connection 3/Loyalty 2]
  Dirty Detective(s) [Connection 4/Loyalty 2]
  Mafia Thug(s) [Connection 2/Loyalty 5]
  Mafia Don [Connection 6/Loyalty 4]
  Paranormal Investigator [Connection 5/Loyalty 1]
  Restaurant Owner [Connection 3/Loyalty 3]
   
   
  Starting Nuyen: 10,000 + (5D6 x 500)
  B
  A
  R
  S
  W
  L
  I
  C
  EDG
  ESS
  5 (6)
  4 (6)
  4 (6)
  5 (7)
  4
  3
  4
  5
  4.32
  6
  CONDITION MONITORS
  PHYSICAL  
  DAMAGE
  STUN 
  DAMAGE
  -1
  -1
  -2
  -2
  -3
  -3
  -4
  -4
  
  DANNY ‘THE SHARK’ FINN
  UNDERGROUND FIGHTER/ADEPT (MALE DWARF)
  Danny grew up in the CalFree in a solid working-class home. He learned how to take a 
  punch early on; he had to. His father was a hard worker, a hard drinker, and a single par-
  ent who took out all of life’s frustrations on his children. Danny did what he could to keep 
  the brute off his little sister, Gem, but protecting her just meant taking more hits himself.  
  He Awakened as an adept during a piece of unremarkable teenage shoving and 
  posturing, and in a red rage he nearly killed someone. Fearing that he’d murder his own 
  father if he ever went home again, terrified that the man’s same ugliness was hidden 
  away inside of him waiting to lash out at Gem, he ran away. Hitching rides when he 
  could, scavenging when he had to, odd-jobbing it until he had the money for transpor-
  tation, he left behind everything he knew and traveled to what popular media told him 
  was the center of the universe.
  Seattle was a long trip, but he made it. Accosted fresh off the bus—and fresh out 
  of nuyen—he laughed in his would-be mugger’s face, then dove in and started kicking 
  ass. Fancy Derek, an orkish dealer, pimp, and all-around street hustler, noticed the bru-
  tal display and swiftly took the angry teen under his nattily dressed wing.  
  Derek started offering him up as a sparring partner at the Ork Underground’s premier 
  “boxing gym and mixed martial arts academy,” a brutal pit called Sticks and Stones, then 
  moved on to the illegal bare-knuckle circuits.  Though he’s seemingly got no mentor spirit 
  to speak of, Danny is promoted as a fierce Shark adept, with Pacific Islander tattoos and 
  garish “shark fin” hairstyles to match. Fancy Derek’s made a killing off Danny Finn … bet-
  ting against him, almost every match. Danny’s ability to take a punch, the bloodiness of his 
  matches, and his willingness to do so again after very little rest has all added up to “The 
  Shark” being used as a stepping stone for other fighters.  His job now is to be consistently 
  outclassed in most of his matches, to win just enough to keep the long con unclear, and to 
  keep it real by taking beatings that would kill most fighters.  
  Fancy Derek gives Danny money any time he asks, but he doesn’t ask for much. Dan-
  ny gets by bouncing from squat to squat, crashing on the couch of whatever up-and-com-
  er he’s currently letting beat on him, and falling into drunken stupors to relax every night.  
  Danny’s not as dumb as he sometimes acts, but there are three things he just 
  doesn’t know: his potential, the fact abuse isn’t always physical, and the fact his kid 
  sister, Gem, is desperately looking for him here in Seattle.
  “Life’s about taking hits, that’s all. Let the world see 
  you bleed, but never let it see you flinch.”
  
  DANNY ‘THE SHARK’ FINN
  Condition Monitor (P/S): 12/11
  Armor: 18
  Limits: Physical 9, Mental 4, Social 6
  Initiative: 7 + 1D6
  Skills: Etiquette 2 (Street +2), First Aid 2, 
  Intimidation 5 (Physical +2), Navigation 
  1, Palming 3 (Pickpocket +2), Perception 
  3, Pistols 3, Running 3 (Distance +2), 
  Sneaking 2, Survival 3 (Urban +2), 
  Unarmed Combat 7 (Blocking +2)   
  Knowledge Skills: Scrounging 4, Seattle 
  Dealers 4, Seattle Gambling Houses 4, 
  Seattle Gangs 2, Seattle Geography 3, 
  Seattle Squatting 3, Underground Fighting 
  Rings 5
  Languages: English N, Cityspeak 3
  Qualities: Bad Luck, Distinctive Style (shark 
  motif), High Pain Tolerance (3), Quick 
  Healer
  Adept Powers: Attribute Boost (Body, 2), 
  Combat Sense (2), Improved Ability 
  (Unarmed Combat, 2), Killing Hands, 
  Mystic Armor (6) 
  Gear: Armor Jacket [12] (with chemical 
  protection 3, fire resistance 3, insulation 
  3, nonconductivity 3), bliss (1d6 slap 
  patches), certified credstick (standard), 
  crowbar, fake SIN (4), 10 rounds regular 
  ammo (Heavy Pistol), respirator (2), Sony 
  Emperor commlink (DR 2), survival kit
  Weapons: 
  Browning Ultra-Power [Pistols, Acc 5(6), 
  8P, AP –1, SA, 10(c)]
  Contacts: 
  Boxer [Connection 2/Loyalty 2]
  Drug Dealer [Connection 3/Loyalty 3]
  Gym Owner/Trainer [Connection 3/Loyalty 2]
  Mixed Martial Artist [Connection 2/Loyalty 2]
  Ork Underground Squatter [Connection 1/
  Loyalty 4]
  Underground Fight Promoter [Connection 5/
  Loyalty 2]
  Starting Nuyen: (2D6 x 40)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  8
  5
  4
  7
  5
  2
  3
  3
  6
  6
  2
  CONDITION MONITORS
  PHYSICAL  
  DAMAGE
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  
  REI BLUESTONE
  STREET COOK (FEMALE HUMAN CHANGELING, SURGE CLASS II)
  Seattle is known for a lot of things, especially its inherent weirdness. But even 
  in that environment, Rei Bluestone stands out. In mid-2062, Rei was preparing 
  to graduate with top honors from culinary school when she SURGE’d. Unable 
  to take final exams because of anti-SURGE bigotry, Rei hit the road. Using her 
  remaining savings to buy and stock her Ares Chuck Wagon, she traveled North 
  America and made her way to Seattle in 2071. It took a while, but eventually 
  she found her niche. 
  Lunch at Rei’s lunch-wagon, the Blue Streak Express, has become a Down-
  town touchstone. People from all walks of life come for the exceptional food 
  (she makes soy taste better than real meat) and stay for the show. With her 
  glowing blue skin, four arms, and dexterity that makes people think she’s an ad-
  ept, Rei puts the greatest hibachi chefs to shame in terms of performance. Trav-
  eling to different locations every day, serving people from lowly corporate/civil 
  servants—she’s extremely popular with both Knight Errant and Doc Wagon—to 
  corporate bigshots, and everyone in-between monitor Rei’s P2.0 feed, eagerly 
  awaiting her next visit to their area. And when she’s done for the day, you can 
  find her giving leftovers to the SINless in nearby districts. Rei caters to everyone 
  and hates seeing anyone go hungry, especially if she can help it. 
  But admiration for her food isn’t Rei’s only strength. Like with bartenders, 
  people often open up when enjoying a succulent sandwich, loaded soy-dog, 
  or a cup of hot miso soup. With her photographic memory and keen percep-
  tion, she remembers exactly who her customers are and what they like, but 
  also everything they just happen to say about their jobs. And yes, quite a few 
  professionals, fixers, Mr. Johnsons, and shadow-folk are among some of her 
  very best clients. 
  There’s nothing like a nice burger with a side of paydata. 
  “Sometimes, all you need is a good meal and some 
  perspective to get through life.”
  
  REI BLUESTONE
  Condition Monitor (P/S): 10/10
  Armor: 9
  Limits: Physical 5, Mental 6, Social 7
  Physical Initiative: 12 + 1D6
  Skills: Artisan 9 (Cooking +2), Automotive Mechanic 3, 
  Blades 6 (Knives +2), Clubs 4, Computer 3, Con 3, 
  Etiquette 6, First Aid 3, Instruction 5 (Cooking +2), 
  Intimidation 3, Negotiation 5, Palming 3, Perception 
  5, Performance 6 (Food Preparation +2), Pilot 
  Ground Craft 4 (Wheeled +2), Pistols 3, Throwing 
  Weapons 5 (Blades +2) 
  Knowledge Skills: Baking 5, Culinary Arts 9, Short Order 
  Cooking 8, Small Business Management 5 
  Languages: Aztlaner Spanish 2, Chinese 2, English N, 
  French 1, German 2, Hebrew 1, Japanese 3, Salish 1
  Qualities: Ambidextrous, Bicardiac, Bioluminescence, 
  Common Sense, Distinctive Style (Ultra-Fast 
  Cooking), Emotional Attachment (Chuck Wagon), 
  First Impression, Pacifist 1, Photographic Memory, 
  Shiva Arms, SINner (UCAS)
  Augmentations: Attention co-processor, datajack, 
  reception enhancer, sleep regulator, taste booster 
  1, striking skin pigmentation (neon blue), unusual 
  hair (stands straight up/out)
  Vehicles: Ares Chuck Wagon, “Blue Streak Express” 
  [Handling 2/2, Speed 3, Accel 1, Body 18, Armor 6, 
  Pilot 3, Sensor 3, Seats 2] 
  Gear: AR gloves, Ares Getting network (silver, 12 
  months), armor vest [9] (w/ cooking utensils kit, 
  fire resistance 3), certified credstick (gold), 2 
  certified credsticks (silver), 5 certified credsticks 
  (standard), cooking kit, commercial lifestyle (6 
  months), 2 concealable holsters, DocWagon 
  contract (gold), gas mask, glasses [Rating 4, w/ 
  flare compensation, low light vision, image link, 
  smartlink], glue solvent, glue sprayer, license 
  (business), license (Savalette Guardian), medkit 
  (Rating 6), middle lifestyle (6 months), Novatech 
  NetNinja commlink, 5 trauma patches
  Weapons:
  Savalette Guardian [Heavy Pistol, Acc 5 (7), DV 
  6S(e), AP –5, SA, RC 3, 12 (c), w/ 60 rounds 
  Stick-n-Shock ammo, 4 spare clips]
  Defiance EX Shocker [Taser, Acc 4, DV 9S(e), AP 
  –5, SA, 4 (m) w/ 10 taser darts]
  4 Fork [Blade, Reach 1, Acc 4, DV 2P, AP –1]
  Frying Pan [Clubs, Reach —, Acc 3, DV 4P, AP —]
  10 Knifes [Blade, Reach —, Acc 5, DV 4P, AP –1]
  Contacts: 
  Beat Cop(s) [Connection 4/Loyalty 4]
  Corporate Wage Slave(s) [Connection 2/Loyalty 5]
  DocWagon Medic(s) [Connection 2/Loyalty 4]
  Dock Worker(s) [Connection 2/Loyalty 4]
  Firefighter(s) [Connection 2/Loyalty 4]
  Gang Boss [Connection 5/Loyalty 3]
  Government Official [Connection 4/Loyalty 2]
  MeFeed Personality [Connection 4/Loyalty 3]
  Store Owner [Connection 1/Loyalty 5]
  Street Kids [Connection 2/Loyalty 4]
  Starting Nuyen: 8,255 + (4D6 x 100)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  3
  5
  6
  3
  3
  4
  6
  5
  5.1
  4
  CONDITION MONITORS
  PHYSICAL  
  DAMAGE
  STUN 
  DAMAGE
  -1
  -1
  -2
  -2
  -3
  -3
  -4
  -4
  
  BERNARD ‘BERNIE’ CARTER
  CAB DRIVER (MALE HUMAN)
  In 2071, First Sergeant Bernard Carter cashed out of the UCAS Army after a 
  decade of service and decided to take on the warzone of Seattle traffic. Us-
  ing his pension to buy (and modify) an Old Ford Americar, Bernie began nav-
  igating the sprawl’s unique traffic patterns for a living. Tired of dealing with 
  go-gangers and the occasional shadowrunner, Bernie figured if you can’t 
  beat, ’em, join ’em. While still maintaining his day job, Bernie also took on 
  more high-risk fares, such as transporting people in and out of semi-hostile 
  environments/situations.
  It’s only cost him a few cars. 
  Easy-going, Bernie has had a hard time adjusting to civilian life. As a tank 
  driver with the Third Armored Cavalry, Joint Task Force: Seattle, Bernie saw 
  extensive action in DeeCee when the New Revolution attempted their coup. 
  His unit suffered heavy losses as they spearheaded over the Potomac; he was 
  the only survivor when his tank’s drive systems took a hit and then plunged 
  into the river. But he earned a battlefield promotion to tank commander and 
  continued the fight. Bernie excelled at his new position, but the memories of 
  what happened never quite left him. 
  Several years later, he couldn’t handle military life anymore and separated 
  from the army before he got into any real trouble. While still troubled, deep 
  down he still misses combat, which is why he keeps taking on such dangerous 
  fares—because he feels at home. 
  “It’ll cost ya, but sure, I’ll give ya a ride into the 
  Barrens … it’s just another warzone.”
  
  BERNARD ‘BERNIE’ CARTER
  Condition Monitor (P/S): 10/10
  Armor: 12
  Limits: Physical 5, Mental 6, Social 5
  Physical Initiative: 8 + 1D6 
  Matrix Initiative: 9 + 3D6 (hot sim 9 + 4D6)
  Skills: Armorer 2, Automotive Mechanic 5, 
  Close Combat skill group 4, Computer 3, 
  Con 3, Electronic Warfare 6, Etiquette 
  3, Firearms Group 5, First Aid 2, 
  Gunnery 6, Gymnastics 2, Hardware 
  2, Heavy Weapons 3, Instruction 3, 
  Intimidation 2, Leadership 4, Navigation 
  5, Negotiation 4, Perception 4, Pilot 
  Aircraft 6, Pilot Ground Craft 6, Running 
  2, Sneaking 2, Survival 3, Swimming 2, 
  Tracking 3 
  Knowledge Skills: Go-Gangs 2, Military 
  Operations 3, Seattle Criminal 
  Organizations 2, Seattle Geography 6, 
  Seattle Popular Locations 4.  
  Languages: English N 
  Qualities: Day Job 2, Dependents (Son) 1, 
  Flashbacks (PTSD) 1, Gearhead, Sense 
  of Direction, SINner (UCAS), Solid Rep 
  (UCAS Army), Steely Eyed Wheelman, 
  Vehicle Empathy
  Augmentations: Control rig 2, cybereyes 
  [Rating 2, w/ flare compensation, 
  image link, low-light vision, smartlink, 
  vision magnification, damage 
  compensators 3]
  Vehicles: Mercury Comet (modified) 
  [Handling 4/4, Speed 4, Accel 3, Body 
  11, Armor 8, Pilot 4, Sensor 4, Seats 4, 
  w/ ammo bin, anti-theft system (Rating 
  3, life-support (Rating 3), morphing 
  license plate, manual control override, 
  PPS system (Rating 4), road strip 
  ejector, run flat tires, smoke projector 
  (thermal), smuggling compartment, 
  weapon mount (standard, turret, 
  remote control)
  Mercury Comet 
  Ares Apha [Assault Rifle, Acc 5(7), DV 
  11P, AP –2 (vehicle –5), SA/BF/FA, 
  RC 11, 200 (belt) w/ anti-vehicle 
  ammo]
  Grenade Launcher [Heavy Weapon, 
  Acc 6, DV 16P, AP –2, RC 2, SS, 6 
  (c), w/ high explosive grenades]
  Zapper Strip [Taser (vehicle), Acc — , 
  DV 10S(e), AP —, RC —, SS, 6 (c)]
  Gear: AR gloves, area jammer 3, armor 
  jacket [12] (w/ chemical protection 
  3, drag handle, fire resistance 3, 
  insulation 2, nonconductivity 3], 
  armorer shop, automotive mechanic 
  shop, armorer kit, automotive 
  mechanic toolkit, bug scanner 3, 
  certified credstick (gold), ear buds 
  [Rating 2, w/ audio enhancement 1, 
  select sound filter 1], Doc Wagon 
  contract (basic), flashlight (low light), 
  Hermes Ikon commlink, license 
  (driving), license (machine pistol), 
  license (shotgun), 3 long haul doses, 
  low lifestyle (6 months), medkit (Rating 
  5), mini-welder, mini-welder fuel 
  canister, respirator (Rating 2), satellite 
  link, survival kit, tag eraser
  Weapons: 
  Ares Crusader II [Machine Pistol, Acc 
  7, DV 7P, AP —, SA, RC 4, 40 (c), 
  w/ 160 rounds regular ammo, 3 
  spare clips]
  Mossberg AM-CMDT [Shotgun, Acc 7, 
  DV 12P, AP –1, SA/BF/FA, RC 5, 10 
  (c) w/ 100 rounds regular ammo, 
  gas-vent 2, foregrip, sling]
  Combat Knife [Blade, Reach —, Acc 6, 
  DV 5P, AP –3]
  Sap [Club, Reach —, Acc 5, DV 5P, 
  AP —]
  Contacts: 
  Bartender [Connection 3/Loyalty 4]
  Beat Cop [Connection 3/Loyalty 4]
  Chop Shop Mechanic [Connection 3/
  Loyalty 3]
  Knight Errant Dispatcher [Connection 
  3/Loyalty 3]
  Mechanic [Connection 1/Loyalty 5]
  Used Car Salesman [Connection 2/
  Loyalty 5]
  Starting Nuyen: 7,855 + (3D6 x 100)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  4
  5
  3
  3
  5
  4
  4
  3.4
  5
  CONDITION 
  MONITORS
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  LINCOLN ‘REVEREND LINK’ DIGGS
  STREET PREACHER (MALE TROLL)
  From 2066-2071, the Seattle Seahawks dominated their division thanks to their 
  defensive line known as the “Emerald Wall,” anchored by a pair of troll de-
  fensive linemen: Mackenzie “Mac-Truck” Donaldson and Lincoln “Big Link” 
  Diggs. Together they destroyed offensive lines and crushed quarterbacks. 
  While Mac basked in the limelight, Link quietly invested his money and worked 
  on philanthropic endeavors. 
  In 2071, Link’s body gave out after too many brutal games. Addicted to 
  painkillers, Link was put on the injured roster to heal and clean up. Things slid 
  further downhill when Mac and several other ’Hawks were caught point-shav-
  ing in 2072. With Link guilty by association, his body not one hundred percent, 
  and his addictions still raging, his contract with Seattle wasn’t extended. Link’s 
  football career was over. He cashed out several of his stocks, liquidated his 
  extraneous possessions, and bought himself a modest apartment in Down-
  town Seattle. He then began working on his true passions: humanitarian aid 
  and God.  
  A devout Christian, Link avoided the sprawl traps like gangs, drugs, 
  and beetles during his youth thanks to his mentor, Reverend James Howe. 
  In Howe’s honor, Link (now Reverend Link) created The Howe Foundation, a 
  non-profit that helps the poor (and SINless) in the Seattle Sprawl. 
  While the Foundation is a force for good in the sprawl, the organization 
  faces many obstacles, including  various criminal organizations, gangs, sprawl 
  politics, and general apathy. Link and the Foundation know they’re fighting 
  an uphill battle, but Reverend Link is a true believer and doesn’t give up. His 
  body may be battered and his hands may occasionally shake, but his spirit is 
  strong. In areas such as the Barrens, the people know that if they need help, 
  Reverend Link is someone to turn to. No matter what, he’ll be at the forefront 
  of the good fight.
  And it doesn’t hurt that Link has enough connections to call in extra help 
  when needed.
  “I know I can’t save the world, but  
  maybe—God willing—I can make it a  
  bit better, one person at a time.”
  
  LINCOLN ‘REVEREND LINK’ DIGGS
  Condition Monitor (P/S): 13/11
  Armor: 12
  Limits: Physical 12, Mental 4, Social 5
  Physical Initiative: 7(9) + 3D6
  Skills: Clubs 4, Computer 3, Con 5, Etiquette 5, 
  Firearms skill group 3, First Aid 3, Gymnastics 
  6 (Balancing +2), Intimidation 7, Leadership 
  5, Negotiation 5, Palming 3, Perception 5, 
  Performance 6 (Preaching/Sermons +2), Pilot 
  Ground Craft 3, Running 5 (Sprinting +2), Unarmed 
  Combat 8 (Charging +2)
  Knowledge Skills: Barrens Geography 3, Bible Quotes 
  4, Bible Scholar 5, Football 6, Football History 3, 
  Outreach Programs 3, Social Work 5, Sociology 4
  Languages: English N
  Qualities: Distinctive Style (“Troll of God”), Driven 
  (help poor/SINless), Dry Addict (Moderate, pain 
  meds), High Pain Tolerance 2, SINner (UCAS), 
  Tough as Nails (Physical) 1, Tough as Nails (Stun) 
  1, Unsteady Hands
  Augmentations: Aluminum bone lacing (betaware), 
  balance augmenter, datajack, muscle toner 2 
  (alphaware), synaptic booster 2 (alphaware)
  Vehicles: Harley-Davidson Scorpion [Handling 4/3, 
  Speed 3, Accel 2, Body 8, Armor 9, Pilot 1, Sensor 
  2, Seats 1]
  Gear: 3 Antidote patches (Rating 4), AR gloves, 2 
  certified credsticks (sliver), chisel/crowbar, 
  Doc Wagon contract (basic), earbuds [Rating 2, 
  w/ audio enhancement 2], flashlight, flashlight 
  (low-light), glasses [Rating 3, w/ low-light vision, 
  vision enhancement 1, vision magnification 
  (electronic)], 3 light sticks, lined coat [9] (w/ 
  chemical protection 3, fire protection3, non-
  conductivity 3), license (shotgun), license (SMG), 
  medkit (Rating 3), 3 medkit supplies, middle 
  lifestyle (permanent), 10 plastic restraints, 
  Renraku Sensei commlink, respirator (Rating 2), 
  telescoping mirror on a stick, 3 trauma patches 
  Weapons: 
  Krime Boss [Shotgun, Acc 4, DV 13P, AP –1, SA, 
  RC 6, 15 (d), w/ 100 regular rounds, 100 gel 
  rounds, laser sight, sling]
  Krime Spree [SMG, Acc 5, DV 7P, AP —, FA, RC 7, 
  30 (c), w/ 60 regular rounds, 200 gel rounds 
  foregrip, laser sight, sling, spare clip]
  Stun Baton [Club, Reach 2, Acc 4, DV 9S(e), AP –5]
  Contacts
  Church Pastor [Connection 3/Loyalty 5]
  Fixer [Connection 4/Loyalty 2]
  Beat Cop [Connection 2/Loyalty 4]
  Grocery Store Owner [Connection 3/Loyalty 4]
  Metahuman Right Activist [Connection 4/Loyalty 4]
  News Reporter [Connection 4/Loyalty 2]
  Pawn Broker [Connection 3/Loyalty 3]
  Social Worker [Connection 2/Loyalty 5]
  Smuggler [Connection 6/Loyalty 2]
  Street Doc [Connection 3/Loyalty 4]
  Street Kid(s) [Connection 1/Loyalty 6]
  Starting Nuyen: 5,500 + (4D6 x 100)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  10
  4 (6)
  4 (6)
  10
  3
  3
  3
  4
  3.98
  3
  CONDITION MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -5
  
  CHARLIE GAGE
  ANIMAL CONTROL SPECIALIST (MALE ORK)
  Problem with devil rats in your basement? The neighborhood hell hounds keep 
  mauling your bratty kids? Is that damn blackberry cat howling again? To deal 
  with mundane and paracritter problems, Seattle’s public works division usual-
  ly turns to Charlie Gage. 
  Despite his rough appearance, distaste of anything too technological, and 
  propensity to growl or mark his territory (don’t ask), Gage is the sprawl’s lead-
  ing expert in animal control. An adept following the Beast’s Way under the 
  mentorship of Dog, Gage uses his abilities to deal with critters that’ve become 
  a problem. A lover of animals, he tries to find humane solutions to critter prob-
  lems first and isn’t afraid to go mano-a-critter when it’s called for. And when 
  that doesn’t work, he’s handy with a dart gun or net.
  Gage isn’t the most social of orks (even by their standards). He hates 
  most technology and prefers a more simple life of dealing with critters, fre-
  quenting dive bars, and eating at diners. While he’s hard to warm up to ini-
  tially, Gage is a loyal friend to the bitter end. The only people he truly hates 
  are animal abusers. More than once, KE has saved an abuser from Gage’s 
  bulldogged wrath.
  “So tough-guy here likes beating helpless puppies 
  huh? Well, I ain’t helpless …”
  
  CHARLIE GAGE
  Condition Monitor (P/S): 12/11
  Armor: 15
  Limits: Physical 8(9), Mental 5, Social 5, 
  Astral 5
  Physical Initiative: 9(10) + 2D6
  Skills: Animal Handling 7, Blades 4, Clubs 
  4, Escape Artist 4, Exotic Range 
  Weapon (Net) 4, Exotic Ranged 
  Weapon (Parashield Dart Pistol) 4, 
  Exotic Ranged Weapon (Parashield 
  Dart Rifle) 4, First Aid 3, Gymnastics 4, 
  Intimidation 6, Longarms 3 (Shotgun 
  +2), Outdoors skill group 5, Palming 3, 
  Perception 5 (Scent +2), Pilot Ground 
  Craft 2, Pistols 3, Running 5 (Urban +2), 
  Sneaking 5, Swimming 2, Unarmed 
  Combat 5  
  Knowledge Skills: Biology 4, Dive Bars 
  4, Government Bureaucracies 
  3, Parazoology 5, Seattle Diners 
  5, Seattle Dive Bars 4, Seattle 
  Geography 5, Seattle Vets 5, Urban 
  Fauna 4
  Languages: English N
  Qualities: Adrenaline Surge, Agile 
  Defender, Animal Empathy, Distinctive 
  Style (dog-like behavior), Driven (help 
  animals), Guts, Poor Self Control 
  (combat monster), Prejudiced 3 
  (specific, Animal Abusers), School of 
  Hard Knocks, Simsense Vertigo, Way 
  of the Beast (Dog)
  Vehicles: Ford Econovan [Handling 3/2, 
  Accel 1, Speed 4, Body 14, Armor 8, 
  Pilot 2, Sensors 2, Seats 10]
  Adept Powers: Animal Empathy 2, 
  Danger Sense 1, Improved Reflexes 
  1, Indomitable Will 2, Light Body 1, 
  Motion Sense, Natural Immunity 2, 
  Piercing Senses 2, Rapid Healing 2, 
  Stillness, Temperature Tolerance 2 
  Gear: Armor jacket [12] (w/ chemical 
  protection 4, drag handle, fire 
  protection 3, insulation 4), Doc 
  Wagon contract (basic), Erika Elite 
  commlink, binoculars [Rating 1, w/ 
  low-light vision, vision magnification 
  (electronic)], body bag, certified 
  credstick (silver), chisel/crowbar, 
  flashlight, flashlight (low-light), 
  forearm guards, glue solvent, glue 
  sprayer, 3 light sticks, low lifestyle (6 
  months), 3 magnesium torch, medkit 
  (Rating 6), metal restraints, micro-
  transceiver, 10 plastic restraints, 
  respirator (Rating 3), survival kit, 10 
  trauma patches
  Weapons: 
  Cavalier Deputy [Heavy Pistol, Acc 7, 
  DV 6P, AP +3, SA, RC 3, 7 (cy), w/ 
  50 rounds frangable ammo, 50 
  rounds regular ammo, laser sight, 
  2 spare speed loaders]
  Parashield Dart Pistol [Heavy Pistol, 
  Acc 5, DV by Chem, AP —, SA, 
  RC 3, 5 (c), w/ 10 narcoject darts]
  Parashield Dart Rifle [Heavy Pistol, 
  Acc 6, DV by Chem, AP —, SA, 
  RC —, 8 (c), w/ 10 narcoject 
  darts]
  Remington 990 [Shotgun, Acc 5, DV 
  10P, AP +3, SA, RC 4, 8 (c), w/ 
  50 rounds frangable ammo, 50 
  rounds regular ammo, foregrip, 
  laser sight]
  SA Retiarius Net Gun [Heavy Pistol, 
  Acc 5, DV Entanglement, AP —, 
  SS, RC 3, 4 (b), w/ 4 regular net, 4 
  shock net]
  SA Retiarius XL Net Gun [Heavy Pistol, 
  Acc 5, DV Entanglement, AP —, 
  SA, RC 3, 2 (c), w/ regular net, 
  shock net]
  Club [Club, Reach 1, Acc 4, DV 9P, 
  AP —]
  Stun Baton [Club, Reach 1, Acc 4, DV 
  9S(e), AP –5]
  Survival Knife [Blade, Reach —, Acc 
  5, DV 8P, AP –1]
  Contacts: 
  Bartender [Connection 3/Loyalty 4]
  City Official [Connection 4, Loyalty 3]
  Diner Cook [Connection 2/Loyalty 5]
  Fixer [Connection 4, Loyalty 2]
  Sanitation Worker [Connection 2/
  Loyalty 3]
  Squatter [Connection 1/Loyalty 4]
  Street Kid [Connection 2/Loyalty 5]
  Street Shaman [Connection 3/Loyalty 4]
  Veterinarian [Connection 3/Loyalty 4]
  Starting Nuyen: 3,225 + (3D6 x 60)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  7
  5
  5 (6)
  6
  5
  3
  4
  2
  6
  6
  4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  
  SGT. KATHY GUNDERSON
  KNIGHT ERRANT COMMAND OFFICER (FEMALE HUMAN)
  There’re law enforcement officers who play loose with the rules, and there are 
  those who go by the book. Sgt. Gunderson is the kind of officer who’ll beat you 
  senseless with that book, take you back to the station for seconds, and feel 
  completely justified as she does it. 
  A fifteen-year veteran, Gunderson came to Seattle via Boston when Knight 
  Errant usurped the contract from Lone Star. Quickly she made her presence 
  known, and within six months she had the most arrests in her sector. Despite a 
  reputation as a “put ’em down hard and fast” kind of officer, Gunderson man-
  aged to stay within the confines of regulations. This, combined with her almost 
  fanatical loyalty to KE (and Ares), helped her quickly earn sergeant stripes. 
  Gunderson acts professional to the public but doesn’t give two frags about 
  little things such as societal pleasantries. Simply put, the job (and company) 
  comes first. Gunderson’s subordinates who can’t get with that are quickly out 
  of a job. Those in her command consider it a good day when they’ve stayed 
  under her radar. The only time officers want Gunderson around is when the 
  drek hits the fan, which is when she truly shines. 
  The only people who hate Gunderson more than people beneath her are 
  Seattle’s criminals. They know they’ll get zero slack from her, and she utterly 
  despises them. And because she’s so fanatically loyal to her company, it’s im-
  possible to bribe her. The last person who tried needed facial reconstruction.
  “I don’t give a DAMN what you think. The regs say 
  we do it this way, NOW MOVE IT!”
  
  SGT. KATHY GUNDERSON
  Condition Monitor (P/S): 10/10
  Armor: 14
  Limits: Physical 6(7), Mental 6, Social 6
  Physical Initiative: 9(10) + 2D6
  Skills: Automatic 5, Close Combat skill group 6, Computer 2, Con 
  2, Etiquette 3, Exotic Ranged Weapon (Ares Screech) 4, First 
  Aid 2, Gunnery 2, Gymnastics 2, Instruction 4, Intimidation 6 
  (Interrogation +2), Leadership 5, Longarms 3, Navigation 3, 
  Negotiation 3, Palming 3, Perception 5, Pilot Ground Craft 4, 
  Pistols 6, Running 2, Sneaking 2, Tracking 3 (Urban +2), Thrown 
  Weapons 2 
  Knowledge Skills: Crime Scene Processing 3, Criminal 
  Organizations 5, Investigation 5, Police/KE Procedures 6, 
  Seattle Gangs 4, Small Unit Tactics 5, UCAS Criminal Law 3
  Languages: Aztlaner Spanish 2, Chinese 1, English N
  Qualities: Analytical Mind, Better To Be Feared Than Loved, 
  Legendary Rep (Knight Errant), Perceptive Defender, Poor Self 
  Control (Vindictive), Prejudiced 1 (Biased, SINless), Profiler, 
  SINner (Corporate Limited SIN)
  Augmentations: Cybereyes (Alphaware) [Rating 3, w/ image 
  link, low-light vision, smartlink, thermographic vision, vision 
  enhancement 2, vision magnification], datajack, muscle 
  replacement (alphaware) 1, wired reflexes (betaware) 1
  Vehicles: Dodge Stallion [Handling 3/4, Speed 5, Accel 3, Body 
  16, Armor 14, Pilot 3, Sensor 3, Seat 4, heavy weapon mount 
  (external, turret, manual) top, two standard weapon mounts 
  (external, fixed, remote) rear]
  Dodge Stallion
  Ares Antioch (top) [Grenade Launcher, Acc 4(6), DV Chem, AP 
  —, SS, RC 3, 8 (m), w/ CS/Tear Gas]
  2 Ares Sigma-3 (rear) [SMG, Acc 4(6), DV 10P, AP –1, SA/BF/FA, 
  RC 1, 50 (d), w/ EX-explosive ammo]
  Gear: AR gloves, armor jacket [12] (w/ drag handle, fire resistance 
  3, insulation 4, nonconductivity 4), biometric reader, Doc 
  Wagon contract (platinum), endoscope, flashlight (low-light), 
  headjammer (Rating 3), helmet [2], Hermes Ikon commlink, 4 
  Long Haul doses, magemask, medkit (Rating 6), micro-flare 
  launcher, micro-transceiver, middle lifestyle (6 months), mystic 
  restraints (Rating 3), periscope cam [Rating 3, w/ image link, 
  low-light vision, vision enhancement 1, vision magnification 
  (electronic)], 3 plasteel restraints, 10 plastic restraints, 2 quick-
  draw holsters, subvocal microphone
  Weapons: 
  Ares Light Fire 75 [Light Pistol, Acc 8, DV 8P, AP –1, SA, RC 3, 16 
  (c), w/ EX-explosive ammo]
  Ares Predator V [Heavy Pistol, Acc 8, DV 10P, AP –2, SA, RC 
  3, 15 (c), w/ 50 rounds EX-explosive ammo, 100 rounds 
  regular ammo, two spare clips]
  Ares Screech Rifle [Exotic Range Weapon, Acc 6, DV 7S, AP –, 
  SS, RC 3, 10 (c), w/ power clip]
  Ares Sigma-3 [SMG, Acc 7, DV 10P, AP –1, SA/BF/FA, RC 5, 50 
  (d), w/ EX-explosive ammo, shock pad]
  Extendable Baton [Club, Reach 1, Acc 5, DV 7P, AP —]
  Stun Baton [Club, Reach 1, Acc 4, DV 9S(e), AP –5]
  Contacts:
  City Official [Connection 3/Loyalty 3]
  Corporate Suit [Connection 3/Loyalty 4]
  Government Official [Connection 3/Loyalty 3]
  Informant [Connection 5/Loyalty 2]
  Starting Nuyen: 2,000 + (4D6 x 100)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  5 (6)
  4 (5)
  4 (5)
  4
  4
  5
  4
  3.2
  5
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  
  NYSSA HALLAS
  CLUB OWNER/RETIRED ASSASSIN (FEMALE ELF/NOCTURNA)
  The newest owner/manager of Club Penumbra in Seattle looks like she has 
  it all: stunning looks, money, and fame that’s on the rise. However, she never 
  wanted any of this.
  Ten years ago, she was known as Andela and was a music student in 
  Prague with a gift for songwriting and dream to see the world. Unfortunately, 
  people were more interested in her exotic looks than her songs. She had the 
  (mis)fortune of running into one Milo Kostas, former lead singer of the band 
  Greek Tragedy and (unknown to Andela) a professional assassin. It didn’t take 
  long for Kostas to convince Andela to become his protégé and partner. 
   Andela also discovered she was a natural shot with a long gun. After 
  years of parties and adrenaline-filled jobs, the glamor started to fade from her 
  new life. Milo’s increasing drug and BTL-infused abuse didn’t help either. But 
  things came to a head when Milo betrayed Andela during a run in Hong Kong, 
  leaving her to die at the hands of the Yellow Lotus Triad and not expecting her 
  marksmanship to win the day.  
  Two months later, she caught up with Milo, put a bullet in his head, and 
  collected the bounty posted by the Yellow Lotus. Eventually landing in Seat-
  tle, she called herself Nyssa Hallas and, with the help of some silent partners 
  bought Club Penumbra. After a few shaky months, Nyssa turned Penumbra 
  around, returning it to its days as a premier venue for upcoming bands. And 
  sometimes, the owner even gets on stage.
  “When the wanderlust ends and our journey is done, 
  do we go home, or make home?”
  
  NYSSA HALLAS
  Condition Monitor (P/S): 10/10
  Armor: 12
  Limits: Physical 4(5), Mental 5, Social 10
  Physical Initiative: 7(8) + 2D6
  Skills: Artisan 6 (Songwriting +2), 
  Automatics 3, Con 5, Gymnastics 3, 
  Influence skill group 6, Intimidation 3, 
  Longarms 6, Outdoors skill group 4, 
  Perception 5, Performance 6 (Guitar 
  +2), Pilot Ground Craft 2, Pistols 
  3, Running 5, Stealth skill group 4, 
  Swimming 2, Unarmed Combat 2
  Knowledge Skills: Ballistics 3, Club 
  Operations 5, Criminal Organizations 
  3, Music Production 4, Music Styles 
  5, Music Venues 4, Professional 
  Recording 5, Promotions/Marketing 
  5, Seattle Music Scene 5, Seattle 
  Nightlife 5
  Languages: Czech N, English 5, German 
  2, Greek 3, Italian 3, Japanese 3, 
  Russian 2
  Qualities: Allergy 1 (Common, Sunlight), Big 
  Regret, College Education, Creature of 
  Comfort, Keen Eared, Nocturnal, Too 
  Pretty to Hit, Trustworthy, Unusual Hair 
  (Colored Fur, black)
  Augmentations: Cyberears [Rating 2, w/ 
  damper, increased hearing spectrum, 
  select sound filter 2, sound link, spatial 
  recognizer], datajack, synaptic booster 
  1, tailored pheromones 2
  Vehicles: Eurocar Northstar [Handling 
  5/3, Speed 6, Acceleration 2, Body 
  12, Armor 8, Pilot 3, Sensor 5, Seat 4, 
  Standard Equip: Amenities (middle)]
  Gear: Area jammer (Rating 6), AR gloves, 
  argentum coat [12] (w/ chemical 
  protection 4, electrochromatic 
  modification, fire resistance 4, 
  insulation 3, nonconductivity 4, shock 
  weave, thermal dampening3), bug 
  scanner 5, concealed quick-draw 
  holster, contacts [Rating 3, w/ flare 
  compensation, image link, smartlink], 
  6 disposable syringe, DocWagon 
  contract (platinum), 10 electronic 
  paper sheets, fake license (light pistol), 
  fake SIN (Rating 6), 2 Forget-Me-Not 
  doses, Fairlight Caliban commlink, high 
  lifestyle (6 months), Gibson Strato-10 
  guitar, 2 long haul doses, maglock 
  passkey (Rating 5), medkit (Rating 4), 
  4 medkit re-supplies, micro camera 
  [Rating 1, w/ vision enhancement 
  1], recording studio/office (shop), 
  respirator (Rating 3), tag eraser, white 
  noise generator (Rating 6)  
  Weapons: 
  Colt L-36 [Heavy Pistol, Acc 9, DV 7P, 
  AP —, SA, RC 2, 11 (c), w/ 100 
  rounds regular ammo, 50 rounds 
  stick-n-shock ammo, internal 
  smartgun system, silencer/
  suppressor, 3 spare clips]
  Defiance EX Shocker [Taser, Acc 5, DV 
  9S(e), AP –5, SA, RC —, 4 (c), w/ 
  10 darts, 2 spare clips]
  Remington 990 [Shotgun, Acc 7, DV 
  11P, AP –1, SA, RC 3, 8 (c), w/ 100 
  rounds regular ammo, external 
  smartlink, foregrip, sling]
  Cavalier Arms Crockett EBR [Sniper 
  Rifle, Acc 8, DV 12P, AP –7, SA/BF, 
  RC 2, 20 (c), w/ 100 rounds APDS 
  ammo, 100 rounds regular ammo, 
  bipod, imaging scope (w/ image 
  link, vision enhancement 1, vision 
  magnification), internal smartgun 
  system, sling, 3 spare clips, 
  silencer/suppressor]
  Contacts:
  City Official [Connection 3/Loyalty 4]
  Band Manager [Connection 4/Loyalty 4]
  Bouncer [Connection 3/Loyalty 4]
  Fixer [Connection 7/Loyalty 4]
  ID Manufacturer [Connection 2/Loyalty 4]
  Media Mogul [Connection 6/Loyalty 2]
  Music Agent [Connection 5/Loyalty 3]
  Music Producer [Connection 4/Loyalty 4]
  Music Promoter [Connection 4/Loyalty 4]
  Rocker [Connection 3/Loyalty 6]
  Starting Nuyen: 9,000 + (5D6 x 500)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  3
  6
  3 (4)
  3
  4
  3
  4
  6
  4.7
  4
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  
  THEO ‘FLIPSIDE’ HARRISON
  FIXER (HUMAN MALE)
  In the shadows, it’s expected that you’ll eventually get screwed over. But most 
  fixers work to cultivate good working relationships in the shadows. And then 
  there’re some who’ll sell out runners at the drop of a hat for a few extra nuyen. 
  Flipside is one of the latter. 
  Most runners in Seattle know to stay far away from Flipside, but there’re 
  scores of new runners coming into the sprawl every day. And if they’re des-
  perate to make some contacts, Flipside somehow appears. It’s like he has a 
  newb-radar. His methods are simple: get the rookies to trust him, send them 
  on a few good milk runs, and then either get them in over their heads or rat 
  them out for a bounty. The only reason he’s still breathing is that while he’s a 
  scumbag of the highest order, he’s got powerful contacts who actually want 
  to keep him around. 
  A social adept and hedonist who loves ugly Hawaiian shirts, Flipside re-
  cently lost parts of his body and a good chunk of his magic when a former 
  client took a shot at him. Since then, Flipside has upgraded his arm and added 
  in some ’ware. Despite Flipside’s outward bravado, the attack left him severely 
  rattled, and he’s starting to think that he needs more ’ware to protect himself. 
  Some say that he’s only a half-step away from going full burnout.  
  “Null persp there chummer, I got your back.  
  See you on the flipside.”
  
  THEO ‘FLIPSIDE’ HARRISON
  Condition Monitor (P/S): 10/11
  Armor: 10
  Limits: Physical 4, Mental 7, Social 10
  Physical Initiative: 7(9) + 2D6
  Skills: Automatics 3, Blades 2, Chemistry 6, 
  Computer 3, Con 5, Disguise 1, Etiquette 
  5, Exotic Ranged Weapon (Ares S-III 
  Super Squirt), First Aid 3, Gymnastics 1, 
  Intimidation 5 (Mental +2), Negotiation 
  6, Palming 6, Perception 5, Pilot Ground 
  Craft 3, Pilot Watercraft 2, Pistols 3, 
  Sneaking 5
  Knowledge Skills: Black Markets 3, Gangs 
  4, Seattle Crime Organizations 4, Seattle 
  Drug Trade 5, Seattle Shadowrunners 6, 
  Smuggling Routes 3 
  Languages: English N, German 2, Italian 4, 
  Japanese 1, Or’zet 3, Salish 1
  Qualities: Bad Rep, Did You Just Call Me 
  Dumb, First Impression, Indomitable 
  (Social) 2, Jack of All Trades, Low Pain 
  Tolerance, Poor Self Control (Braggart), 
  Quick Healer  
  Adept Powers: Authoritative Tone (3, 1.5 
  PP) , Commanding Voice (1 PP), Cool 
  Resolve (1, 1PP), Indomitable Will (2, 
  0.5 PP)
  Augmentations: Cyberarm (synthetic, full) 
  [w/ Agility 5, Strength 5, smuggling 
  compartment), synaptic booster 2
  Vehicles: GMC Phoenix [Handling 4/2, Speed 
  6, Accel 3, Body 10, Armor 6, Pilot 2, 
  Sensor 3, Seats 4]
  Gear: Area jammer (Rating 2), 3 Betameth 
  doses, 3 Bliss doses, 3 certified 
  credstick (gold), certified credstick 
  (platinum), 6 certified credstick 
  (silver), 3 doses Cram, 10 datachips, 
  5 disposable syringes, Dread, Doc 
  Wagon contract (platinum), earbuds 
  [Rating 3, w/ audio enhancement 1, 
  select sound filter 2], 4 eX doses, fake 
  SIN (rating 6), fake SIN (Rating 4, “Tom 
  S. Hunterson”), Hecate’s Blessing, 
  high lifestyle (6 months), 4 Jazz 
  doses, 4 Kamikaze doses, Laes, low 
  lifestyle (three months, name: Tom S. 
  Hunterson), MD-3X auto-injection gun, 
  MD-9 auto-injection gun, medkit (rating 
  3), medkit (rating 6), 3 memory fog 
  doses, monocle [Rating 3, w/ image link, 
  low light vision, thermographic vision, 
  vision enchancement 1], 3 nitro doses, 
  5 Novacoke doses, portable chemical 
  injector (harness), rapid infuser, 3 red 
  mescaline doses, respirator (Rating 
  3), Rocuronium, Seven-7, sim module 
  (modified for hot-sim), sim rig, 3 sober 
  time doses, Steampunk [10] (w/ area 
  jammer 1, auto-injector, biomonitor, 
  chemical protection 2, concealable 
  holster, shock weave], tag eraser, tool 
  kit (chemistry), 3 tranq patches (Rating 
  5), Transys Avalon commlink, trodes, 
  white noise generator 3 
  Weapons: 
  Ares S-III Super Squirt [Light Pistol, 
  Acc 3, DV Chem, AP —, SA, 
  RC 3, 20 (c), w/ 20 DSMO gel 
  (Gamma-Scopolamine), 20 DSMO 
  gel (Narco-Ject), 20 DSMO gel 
  (Pepper Punch)]
  Ceska Black Scorpion [Machine Pistol, 
  Acc 5, DV 6P, AP —, SA/BF, RC 
  2, 35 (c), w/ 100 rounds regular 
  ammo, 50 rounds Stick-n-Shock 
  ammo, 2 spare clips]
  Colt Cobra TZ-120 [SMG, Acc 5, DV 7P, 
  AP —, SA/BF/FA, RC 6, 32 (c), w/ 
  100 rounds regular ammo, sling, 
  spare clip]
  Contacts
  Corrupt KE Detective [Connection 5/
  Loyalty 4]
  Street Gang Leader [Connection 3/
  Loyalty 4]
  ID Manufacturer [Connection 3/
  Loyalty 4]
  Mafia Capo [Connection 6/Loyalty 4]
  Mr. Johnson [Connection 5/ Loyalty 2]
  Pharmacy Tech [Connection 4/loyalty 3]
  Starting Nuyen: 7,000 + (5D6 X 500)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  3
  3
  3 (5)
  2
  6
  5
  4
  6
  4
  4
  5
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  HARD CASE
  ‘RETIRED’ STREET SAMURAI/FIXER (HUMAN MALE)
  Two years ago on his 48th birthday, Hard Case and his team made the score 
  that every runner dreams of—the one that sets them up for life. Unfortunately, 
  he was hospitalized until his forty-ninth birthday recovering from the wounds 
  received during that run (plus some upgrades). Unfortunately, after a year of 
  quiet retirement, Hard Case (a.k.a. Benjamin Case) was bored out of his mind.  
  Knowing he’s not in his prime anymore, Hard Case got back into the game 
  by becoming a fixer and professional shadow-mentor to new and up-and-
  coming runners in Seattle. But every so often he’ll back up some of his stu-
  dents and associates. 
  Before his short-lived retirement, Hard Case was adamant follower of 
  Bushido and was always ready for a fight. Now he tempers his enthusiasm 
  with what he hopes is wisdom. But if any of his friends need help, he doesn’t 
  hesitate to jump into the fray.  
  “You don’t live long in this biz if you’re stupid. Now 
  put that gun down before I have to prove my point.” 
  
  HARD CASE
  Condition Monitor (P/S): 14/10
  Armor: 17
  Limits: Physical 6(8), Mental 4, Social 5
  Physical Initiative: 7(8) + 2D6
  Skills: Armorer 3, Athletics skill group 5, 
  Automatics 6(7), Blades 6 (Swords 
  +2), Clubs 4, Con 3, Escape Artist 
  3, Etiquette 4, First Aid 2, Gunnery 
  3, Heavy Weapons 3, Instruction 6, 
  Intimidation 5, Leadership 6, Longarms 
  5(6), Perception 5, Pilot Ground Craft 
  3, Pistols 5, Sneaking 4, Throwing 
  Weapons 4, Tracking 3 (Urban +2), 
  Unarmed Combat 5 
  Knowledge Skills: Bushido 3, Corporate 
  Security Zones 3, Meditation 3, 
  Psychology 2, Safehouse Locations 3, 
  Seattle Gangs 3, Seattle Geography 1, 
  Small Unit Tactics 6
  Languages: American Sign Language 3, 
  English N, Japanese 5
  Qualities: Aged 1, Ambidextrous, 
  Biocompatibility (Cyberware), Code of 
  Honor (Path of the Samurai), Reduced 
  (smell), Solid Rep (Seattle streets), 
  Tough as Nails 3 (Physical), Toughness   
  Augmentations: Cyberarm [obvious, 
  w/ Agility 6, Strength 6, cyberarm 
  gyromount], cybereyes [Rating 2, w/ 
  flare compensation, low-light vision, 
  smartlink, thermographic vision], 
  cyber hand (alphaware) [obvious, 
  w/ Agility 6, Strength 6, shock hand 
  (alphaware)], cyberlegs [obvious, w/ 
  Agility 6, Strength 6], datajack, muscle 
  augmentation 2, muscle toner, 1, reflex 
  recorder (automatics), reflex recorder 
  (Longarms), wired reflexes 1 (betaware)  
  Vehicles: Yamaha Nodachi [Handling 4/3, 
  Speed 5, Accel 2, Body 8, Armor 9, Pilot 
  2, Sensor 2, Seats 2]
  Gear: Armor jacket [12] (w/ chemical 
  protection 4, drag handle, fire resistance 
  4, nonconductivity 4), area jammer 3, 
  Ares PED Mark III (w/ oxygen tank), 
  ballistic mask (custom) [2] (w/ gas mask, 
  micro transceiver), certified credstick 
  (gold), concealed quick-draw holster, 
  DocWagon contract (gold), earbuds 
  (Rating 2, w/ audio enhancement 1, 
  select sound filter 1), fake license 
  (Rating 5, security specialist), fake 
  SIN (Rating 5), flashlight (low light), 
  fluid-motion ram, medkit (Rating 3), 
  grenade cam (Rating 3, w/ low-light 
  vision, single ultrasound sensor 2, vision 
  enhancement 1], helmet [2] (w/ select 
  sound filter 3, single ultrasound sensor 
  3, spatial recognizer), middle lifestyle 
  (permanent), mystic restraint mask 
  (Rating 2), Novatech NetNinja commlink, 
  10 plastic restraints, 10 security tags, 
  Securetech PPS (legs) [1], tag eraser, 
  telescoping mirror on a stick, tool kit 
  (armorer)
  Weapons: 
  Ares Crusader II [Machine Pistol, Acc 
  8, DV 9P, AP –1, SA/BF, RC 8, 40 (c), 
  w/ 500 rounds EX-explosive ammo, 
  personalized grip, 2 spare clips]
  Auto Assault 16 [Shotgun, Acc 7, DV 
  15P, AP –2, SA/BF/FA, RC 8, 32 
  (d), w/ 500 rounds EX-explosive 
  ammo, personalized grip, lowlight 
  flashlight, side mount, smartgun 
  system, sling]
  HK-227 X [SMG, Acc 8, DV 9P, AP –1, SA/
  BF/FA, RC 7, 28 (c), w/ 500 rounds 
  EX-explosive ammo, personalized 
  grip, side mount, sling, 2 spare 
  clips]
  Yamaha Raiden [Assault Rifle, Acc 9, DV 
  11P, AP –6, BF/FA, RC 7, 60 (c), w/ 
  500 rounds APDS ammo, low-light 
  flashlight, foregrip, personalized 
  grip, 2 side mount, sling, 2 spare 
  clips]
  Ares “One” Monosword [Blade, Reach 
  1, Acc 6, DV 9P, AP –3]
  Cougar Fine Shortblade [Blade, Reach 
  —, Acc 7, DV 8P, AP –1]
  Fluid Motion Ram [Exotic Melee 
  Weapon, Reach 1, Acc 5, DV 9P, 
  AP –1]
  2 Flash-Bang Grenades [Grenade, Acc 8, 
  DV10S, AP –1, Blast 10m]
  2 High-Explosive Grenades [Grenade, 
  Acc 8, DV 16P, AP –2, Blast –2/m]
  Contacts:
  Armorer [Connection 5/Loyalty 5]
  Beat Cop (KE) [Connection 3/Loyalty 4]
  Bodyguard [Connection 4/Loyalty 3]
  Fixer [Connection 4/Loyalty 3] 
  ID Manufacturer [Connection 4/Loyalty 3]
  Street Doc [Connection 3/Loyalty 3]
  Starting Nuyen: 3,000 + (4D6 x 100) 
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  5
  4 (5)
  4 (5)
  4 (6)
  3
  3
  3
  4
  1.165
  5
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -5
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  KIMBERLY A. HIGHTOWER, ESQ.
  ATTORNEY AT LAW (FEMALE ELF)
  Once a nova-hot ADA in Seattle’s District Attorney’s office, Kim Hightower’s 
  life was changed forever when a couple of terrorists came to town and tried 
  to murder everyone in the DA’s office. She survived but lost her arm to a frag-
  mentation bomb. As a result of the attack, she developed a significant phobia 
  for explosions.
  After a brief leave of absence, Hightower abruptly quit the DA’s office, 
  much to the dismay of several officials who had her on the (very) short list 
  (it was down to her and Dana Oaks) for taking the District Attorney’s spot. 
  Once she was on her own, Hightower started a modest private practice. It was 
  mostly small-time stuff at first, such as divorces and property disputes. But as 
  part of her state-mandated pro-bono work, she took the case for one Arnold 
  “Triple-A” Andrew Andrus, a troll shadowrunner pinched for multiple felonies 
  including murder, assault, and inflicting millions of nuyen in property damage. 
  In what should have been a slam-dunk case, Hightower poked enough holes 
  in the prosecution’s evidence that the jury found Triple-A not guilty. After that 
  case, similar ones soon followed, and Hightower quickly earned a rep as “The 
  Shadowrunner’s Attorney.”
  Brilliant and utterly fearless in the courtroom, Hightower doesn’t win ev-
  ery case. But she’s enough of a nuisance that attorneys (both DA and cor-
  porate) usually try for a plea deal when they see Hightower’s name on the 
  docket. Outside of the courtroom, Hightower is still dealing with the effects of 
  having almost been killed.
  “No, you’re gonna do time, but would you  
  rather get six years for assault  
  or twenty-five-to-life for murder?”
  
  KIMBERLY A. HIGHTOWER, ESQ.
  Condition Monitor (P/S): 10/11
  Armor: 10
  Limits: Physical 4(5), Mental 7, Social 9
  Physical Initiative: 8(9) + 2D6
  Skills: Clubs 5, Computer 6, Con 6, 
  Disguise 4, Electronic Warfare 
  1, First Aid 2, Gymnastics 4, 
  Impersonation 3, Influence Group 
  7, Instruction 4, Intimidation 6, 
  Navigation 2, Palming 3, Perception 
  5, Performance 6, Pilot Ground 
  Craft 2, Pilot Watercraft 1, Pistols 4, 
  Running 4, Sneaking 3, Swimming 1, 
  Unarmed Combat 3  
  Knowledge Skills: Criminal Justice 6, 
  Court Procedure 5, Legal Scholar 5, 
  Psychology 3, Seattle Criminal Code 6, 
  Seattle Criminal Organizations 4, UCAS 
  Criminal Law 6
  Languages: Dakota 2, English N, German 2, 
  Japanese 2, Sperethiel 2
  Qualities: College Education, Combat 
  Paralysis, First Impression, Legendary 
  Rep (Seattle legal community), Phobia 
  (uncommon, ekrixiphobia/explosions), 
  Profiler, Too Pretty To Hit, SINner 
  (UCAS)
  Augmentations: Datajack, replacement limb 
  (partial arm, left), synaptic booster 1
  Vehicles: Hyundai Equus [Handling 3/3, 
  Speed 4/3, Accel 2, Body 12, Armor 10, 
  Pilot 2. Sensors 3, Seats 4, Standard 
  Equipment (Amenities: Low)]
  Gear: AR gloves, briefcase (w/ biometric 
  lock, combination lock), bug scanner 
  (Rating 6), 2 certified credstick 
  (gold), Common Denominator 
  Element commlink, 10 datachips, 
  DocWagon contract (gold), earbuds 
  [Rating 3, w/ audio enhancement 
  1, select sound filter 2], electronic 
  paper, Fairlight Caliban commlink, 
  flashlight (low-light), glasses [Rating 
  4, w/ flare compensation, image 
  link, thermographic vision, vision 
  enhancement 1], holo-projector, 
  license (heavy pistol), license (UCAS 
  Bar), 2 long haul doses, medkit 
  (Rating 3), 3 medkit re-supplies, 
  micro camera [Rating 3, w/ low-
  light vision, vision enhancement 2], 
  middle lifestyle (7 months), 10 plastic 
  restraints, printer, respirator (Rating 
  3), stimtouch hosiery, Synergist 
  Business Line [9], Synergist Business 
  long coat [10] (w/ chemical protection 
  3, concealable holster, shock weave), 
  tag eraser, white noise generator 
  (Rating 4) 
  Weapons: 
  Colt Government [Heavy Pistol, Acc 8, 
  DV 7S, AP —, SA, RC –2, 14 (c), 
  w/ 50 gel rounds, 50 rounds of 
  regular ammo, cybersafety RFID 
  detector, personalized grip, 2 
  spare clips]
  Extendable Baton [Club, Reach 1, Acc 
  5, DV 5P, AP —]
  Shock Glove [Unarmed, Reach —, Acc 
  5, DV 8S(e), AP –5]
  Stun Dongle [Club, Reach 1, Acc 4, DV 
  9S(e), AP –5]
  Contacts:
  Assistant District Attorney [Connection 
  5/Loyalty 4]
  Beat Cop [Connection 3/Loyalty 4]
  Bodyguard [Connection 3/Loyalty 5]
  City Official [Connection 5/Loyalty 2]
  City Judge [Connection 6/Loyalty 3]
  Company Suit [Connection 5/Loyalty 2]
  Corporate Attorney [Connection 5/
  Loyalty 3]
  Corporate Judge [Connection 5/
  Loyalty 2]
  Federal Attorney [Connection 4/
  Loyalty 4]
  Federal Judge [Connection 4/Loyalty 3]
  Fixer [Connection 4/Loyalty 5]
  Forensics Expert [Connection 3/
  Loyalty 5]
  Government Official [Connection 4/
  Loyalty 3]
  Informant  [Connection 4/Loyalty 2]
  KE Detective [Connection 4/Loyalty 4]
  News Reporter [Connection 4/Loyalty 3]
  Private Investigator [Connection 4/
  Loyalty 4]
  Public Defender [Connection 2/Loyalty 4]
  Starting Nuyen: 7,600 + (4D6 X 100)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  3
  4
  3 (4)
  3
  5
  5
  5
  7
  5.2
  4
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  KEVIN
  STREET DWELLER/WANNABE SHADOWRUNNER (MALE HUMAN)
  Kevin is scary. Only seventeen, he escaped from a psychiatric clinic after 
  shanking the rent-a-cop on duty with a sharpened butter knife. His reason: 
  He felt that his therapy was keeping him from his dream of becoming a real 
  shadowrunner. Killing the guard was the easiest way of getting out. 
  Kevin then set out to make his mark in the Seattle shadows. He drained his 
  parent’s bank accounts (having known the passwords for years) and set about 
  getting a proper shadow-doss and some gear. Unfortunately Kevin had no idea 
  of how to obtain the right gear. So he did what he always did—improvised, 
  stole, and killed when needed. 
  Eventually he assembled what he thought was a proper collection of run-
  ner gear and set out to join a team. But his gear was basically an eclectic 
  collection of scrounged and or improvised weapons; his favorite weapon is 
  a mono-chainsaw he named “Sally.” After a few false starts (and several dis-
  membered bodies), Kevin found a low-level fixer who was willing to send him 
  on some bottom-of-the-barrel jobs. They didn’t pay much, but were enough for 
  a few bits of ’ware. When not on runs, Kevin plays with his BTLs or “trains” 
  by capturing small animals (or the hapless SINless) and practicing the most 
  efficient ways to kill them. Kevin gets exceptionally angry when they resist, 
  because how else is he supposed to hone the necessary skills to become a 
  true prime runner? It’s not like their lives really matter anyway.
  Kevin now patrols Seattle’s shadow hangouts, looking for a team to join. 
  And despite his enthusiasm, most professional runners aren’t looking (or stu-
  pid enough) to add a socially awkward, sociopathic, chainsaw wielding, wan-
  nabe with next to no real skillsets. Of course, he doesn’t understand this and 
  vows to train harder.
  “Oh yeah, yeah, I’m solid. I can do whatever ya 
  need. Muscle, take down, whatever, I can handle it.”
  
  KEVIN
  Condition Monitor (P/S): 11/10
  Armor: 13
  Limits: Physical 7, Mental 5, Social 5
  Physical Initiative: 11(12) + 1D6
  Skills: Close Combat skill group 5, 
  Disguise 2 (Camouflage +2), Escape 
  Artist 2, Etiquette 2, Exotic Melee 
  Weapon (Chainsaw) 6, Gymnastics 
  2, Intimidation 3 (Physical +2), 
  Perception 3, Pilot Ground Craft 
  2 (Bike +2), Running 2 (Urban +2), 
  Thrown Weapons 3, Tracking 3 
  (Urban +2)
  Knowledge Skills: Anatomy 2, Fixers 
  3, Mental Institutions/Clinics 
  2, Safehouses/Bolt Holes 4, 
  Shadowrunner Hangouts 3
  Languages: English N
  Qualities: Adrenaline Surge, Bi-Polar, 
  Dead Emotion (Empathy), Hawk 
  Eye, Home Ground (On the Lam), 
  Poor Self Control (Sadistic), SINner 
  (UCAS) 
  Augmentations: Datajack, hand razors, 
  reaction enhancers 1
  Vehicles: Dodge Scoot [Handling 4/3, 
  Speed 3, Accel 1, Body 4, Armor 4, 
  Pilot 1, Sensor 1, Seats 1]
  Gear: AR gloves, Ballistic Mask [2] (w/ 
  respirator 4), Berserker BTL, 3 bi-
  polar quality stabilizer, bolt-hole 
  lifestyle (4 months), 2 certified 
  credsticks (silver), chisel/crowbar, 
  duffel bag, ear buds [Rating 2, w/ 
  audio enhancement 2], forearm 
  guards [1], goggles [Rating 4, w/ 
  flare compensation, image link, 
  low-light vision, thermographic 
  vision], 2 Guts doses, Hyper BTL, 
  Infiltrator BTL, lined coat [9] (w/ 
  chemical protection 3, insulation 
  3, shockweave], 3 Kamikaze 
  doses, magnesium torch, MD-9 
  autoinjection gun, micro camera, 10 
  plastic restraints, portable chemical 
  injector (wrist), Securetech PPP 
  legs kit [1], sim module (modified 
  for hot-sim), simrig, 3 tranq patch 
  (Rating 4)
  Weapons: 
  Ash Arms Monofilament Chainsaw 
  “Sally” [Exotic Melee Weap, 
  Reach 1, Acc 5, DV 12P, AP –8]
  Cavalier Arms Urban Tribe 
  Tomahawk [Blade/Thrown, 
  Reach 1, Acc 8, DV 6P, AP –1]
  Chain [Clubs, Reach 2, Acc 4, DV 
  5P, AP —]
  Combat Knife [Blade, Reach —, Acc 
  6, DV 6P, AP –3]
  Extendable Baton [Clubs, Reach 1, 
  Acc 5, DV 6P, AP –5]
  Hand Razor [Unarmed, Reach —, 
  Acc 7, DV 5P, AP –3]
  2 Hold Fast Adhesive Sprayers (1 
  standard/1 long lasting) [Reach 
  —, Acc 2, DV hardens, AP –1]
  Knucks [Unarmed, Reach —, Acc 7, 
  DV 5P, AP —]
  Net [Exotic Ranged Weap, Reach –, 
  Acc 5, DV entanglement, AP –]
  Stun Baton [Clubs, Reach 1, Acc 4, 
  DV 9S(e), AP –5]
  Stun Dongle [Club, Reach 1, Acc 4, 
  DV 9S(e), AP –5]
  Survival Knife [Blade, Reach 1, Acc 
  5, DV 6P, AP –1]
  3 Throwing Knives [Thrown 
  Weapon, Reach —, Acc 7, DV 
  5P, AP –1]
  Contacts:
  Fixer [Connection 2/Loyalty 2]
  ID Manufacturer [Connection 3/
  Loyalty 2]
  Safehouse Master [Connection 4/
  Loyalty 3]
  Starting Nuyen: 5,-155 + (1D6 x 20)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  5
  4
  6 (7)
  4
  4
  2
  5
  2
  5.2
  7
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  GREGORY ‘THE RED STARE’ ORLOV
  STREET DWELLER/WANNABE SHADOWRUNNER (MALE HUMAN)
  When the discerning shadowrunner needs to get a hold of some of those truly 
  hard-to-get items in Seattle, the man (or in this case dwarf) to see is Gregory 
  Ivanovich Orlov.
  Born in Vladivostok, Orlov first came to Seattle twenty-five years ago as 
  a crewmember on a Vory smuggling ship. Despite a small misunderstand-
  ing with the Seattle Mafia, Orlov decided to stay and set up shop in Everett. 
  Backed by a large network of smugglers and other muscle and utilizing sheer 
  ruthlessness, Orlov became the sprawl’s number-one black-market fence, de-
  spite the best efforts of both the Mafia and Yakuza. 
  Basically, trying to get rid of Orlov proved to be too damn expensive.
  Orlov is known for two things: his ability to get just about anything a person 
  may want, and his poker face. Tech, drugs, weapons, or even people, the old 
  dwarf can make it happen. Just expect to pay a premium for his services. And 
  if you don’t like his prices, “The Red Stare” (as he is known) will be more than 
  happy to give you a discount on whatever it is you need to buy, if you can beat 
  him at a game of poker. Just be careful. If you lose, Orlov often chooses to 
  settle these bets with something other than money.
  “You do not like my prices? Well, tovarich, no one else 
  has this item. But I will give you fair chance. Beat me 
  at friendly game of cards, and I will give you discount. 
  If you do not … well, let us just say it will cost you.”
  
  GREGORY ‘THE RED STARE’ ORLOV
  Condition Monitor (P/S): 11/11
  Armor: 14
  Limits: Physical 7(8), Mental 6, Social 8
  Physical Initiative: 9(10) + 2D6
  Skills: Automatics 4, Blades 5, Clubs 4, Con 
  5, Electronic Warfare 2, Escape Artist 
  3, Gunnery 2,
  Gymnastics 4, Influence skill group 6, 
  Intimidation 6, Longarms 4 (Shotguns 
  +2), Perception 5, Pilot Ground
  Craft 3, Pilot Watercraft 4, Pistols 6, 
  Running 4, Stealth Group 4, Throwing 
  Weapons 4 (Blades +2),
  Unarmed Combat 4
  Knowledge Skills: Black Markets 5, 
  Criminal Organizations 3, Gambling 
  Establishments 4, Games of
  Chance 5, Smuggling Operations 4
  Languages: Chinese 2, English 4, Italian 2, 
  Japanese 3, Russian N
  Qualities: Aged (50-59), Distinctive Style: 
  Gambler, Guts, Made Man, Perceptive 
  (1), Perceptive Defender,
  Tough and Targeted
  Augmentations: Bone density 
  augmentation 2, datajack, enhanced 
  articulation, muscle augmentation 1, 
  muscle toner 2, orthoskin 2, platelet 
  factories, reception enhancer, 
  synaptic booster 1
  Vehicles: Eurocar Westwind 3000 [Handling 
  6/4, Speed 7, Accel 3, Body 10, Armor 
  8, Pilot 3, Sensor 5, Seats 2]
  Mitsubishi Nightsky [Handling 4/3, 
  Speed 4, Accel 2, Body 15, Armor 
  15, Pilot 3, Sensor 5, Seats 8]
  Gear: “Lucky” playing cards, AR Gloves, area 
  jammer (Rating 5), 2 body bags, bug 
  scanner (Rating 5), certified credstick 
  (ebony), 2 certified credsticks (gold), 2 
  certified credsticks (silver), 5 certified 
  credsticks (standard), concealed quick-
  draw holster, 10 datachips, DocWagon 
  Contract (Platinum), earbuds [Rating 
  3, w/ select sound filter 1, spatial 
  recognizer], Executive Suite [12] (w/ 
  Custom Fit, Increase Social Limit by 2), 
  Fairlight Caliban commlink, flashlight, 
  flashlight (Low-Light), gas mask, glasses 
  [Rating 4, w/ image link, low light 
  vision, smartlink, vision magnification, 
  electronic], high lifestyle (permanent), 
  maglock passkey (Rating 5), micro-
  transceiver, 10 security tags, 10 sensor 
  tags, 10 standard tags, 10 stealth tags, 
  tag eraser, white noise generator 
  (Rating 4)
  Weapons: 
  AK-97 [Assault Rifle, Acc 7, DV 12P, 
  AP –3, SA/BF/FA, RC 7, 38 (c), 
  w/ 500 rounds EX-Explosive 
  ammo, foregrip, gas-vent 3, sling, 
  smartgun system, 3 spare clips]
  Mossberg AM-CMDT [Shotgun, Acc 7, 
  DV 14P, AP –2, SA/BF/FA, RC 4, 10 
  (c), w/ 200x rounds EX-explosive 
  ammo, 200 rounds regular ammo, 
  foregrip, sling, smartgun system, 
  3 spare clips]
  Savalette Guardian [Heavy Pistol, Acc 
  7, DV 8P, AP –1, SA/BF, RC 4, 12 
  (c), w/ 200 rounds regular ammo, 
  smartgun system, 2 spare clips]
  Cougar Fineblade Knife, Short Blade 
  [Blade, Acc 7, DV 8P, AP –1]
  Knucks [Unarmed, Acc 9, DV 7P, AP —]
  2 Throwing Knifes [Throwing Weapon, 
  Acc 9, DV 7P, AP –1]
  Contacts:
  Black Market Fence [Connection 3/
  Loyalty 5]
  Casino Owner [Connection 2/Loyalty 2]
  City Official [Connection 5/Loyalty 2]
  Crime Syndicate [Connection 6/
  Loyalty 3]
  Gang Boss [Connection 3/Loyalty 2]
  Government Official [Connection 5/
  Loyalty 2]
  Mafia Consigliere [Connection 3/
  Loyalty 2]
  News Reporter [Connection 2/Loyalty 2]
  Smuggler [Connection 4/Loyalty 4]
  Starting Nuyen: 10,000 (5D6 x 500)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  6
  4 (6)
  4 (6)
  5 (6)
  5
  3
  5
  5
  3
  4
  PHYSICAL  
  DAMAGE
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  
  LANCER
  T-BIRD PILOT/RIGGER/SMUGGLER (FEMALE ORK)
  Lancer came to Seattle from Cal Free a year ago, and that’s about all any-
  one really knows about her—that, and the fact that she never takes her flight 
  helmet off. Rumors say she got all of her sweet gear and hot-rodded aircraft 
  after backstabbing her mentor. Other rumors say that she’ll sell out her team/
  clients to save her own skin. True or not, she has plenty of skills and is one of 
  the sprawl’s best pilots. 
  “Don’t believe the fragging rumors.  
  I am a professional”
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  3
  6
  4
  3
  4 (5)
  4
  2
  2.4
  2
  Condition Monitor (P/S): 10/10
  Armor: 14
  Limits: Physical 6, Mental 6, Social 4
  Physical Initiative: 10 + 1D10
  Matrix Initiative: 9 + 3D6
  Skills: Aeronautics Mechanic 5, Armorer 2, Automatics 2, Automotive Mechanic 4, 
  Electronic Warfare 5, Etiquette 2, Free Fall 3 (Parachute +2), Gunnery 6, Hardware 3, 
  Heavy Weapons 2, Longarms 2, Navigation 5, Negotiation 3, Perception 5, Pilot Aircraft 
  6 (Vectored Thrust +2), Pilot Ground Craft 5, Pilot Watercraft 2, Pistols 4, Survival 3, 
  Swimming 3, Unarmed Combat 3
  Knowledge Skills: Aerial Combat Maneuvering 4, Aerodynamics 3, Border Patrol Operations: 
  North America 3, Close Air Support Tactics 4, Private Airfield Locations 3, Smuggler 
  Hideouts 3, Smugler Routes 3
  Languages: English N, German 1, Japanese 1, Russian 1
  Qualities: Bad Rep, Big Regret, Distinctive Style (Scars, always wears helmet), Gearhead, 
  In Debt (Borrowed 10,000¥, Owes 15,000¥) 2, Juryrigger, SINner (Cal Free State), Speed 
  Reading, Steely Eyed Wheelman
  Augmentations: Cerebral Booster 1, Control Rig 3, Damage Compensators 2, Smartlink
  RCC: Maser Industrial Electronics [DR 5, data processing 5, firewall 5, noise reduction 3, w/ 
  armor, biofeedback filter]
  Vehicles 
  GMC Banshee (modified) [Handling 7, Speed 9, Accel 5, Body 20, Armor 20, Pilot 6, Sensors 
  
  LANCER
  10, Seats 12, w/ ammo bin, anti-
  theft system 3, ECM 6, life support 
  2, manual control override, 
  metahuman adjustment (one seat, 
  troll), missile defense system, PPS 
  (Rating 5), rigger cocoon, rigger 
  interface, searchlight, secondary 
  manual control, signature mask 
  6, smuggling compartment 3 
  (shielded), weapon mount (heavy, 
  fixed flexibility, internal visibility, 
  remote control), weapon mount 
  (heavy, turret flexibility, conceal 
  visibility), valkyrie module, vehicle 
  tag eraser, winch (basic), winch 
  (enhanced)
  Hughes Stallion WK-4 (modified) [Handle 
  5, Speed 6, Accel 5, Body 16, 
  Armor 16, Pilot 4, Sensor 6, Seats 
  8, w/ ammo bin, anti-theft system 
  3, chameleon coating, drone rack 
  (medium, landing), ECCM 4, 2 
  gun ports, life support 1, manual 
  control override, PPS (Rating 4), 
  retrains unit, rigger cocoon, rigger 
  interface, searchlight, signature 
  masking 4, smuggling compartment 
  (shielded), valkyrie module, vehicle 
  tag eraser, weapon mount (heavy, 
  turret flexibility, concealed), winch 
  (enhanced)
  GMC Banshee
  Ruhrmetall SF-20 (turret: chin) [HMG, 
  Acc 5 (7), DV 12P, AP –4, FA, RC 
  –24, 200 (bin), w/ anti-vehicle 
  rounds, smartgun system]
  Ruhrmetall SF-20 (fixed: nose) [HMG, 
  Acc 5 (7), DV 12P, AP –4, FA, RC 
  –24, 100 (belt), w/ anti-vehicle 
  rounds, smartgun system]
  Hughes Stallion WK-4 
  FN MAG-5 (turret: chin) [MMG, Acc 
  6, DV 11P, AP –7, FA, RC –16, 200 
  (bin), w/ APDS rounds, smartgun 
  system]
  Drones: Lockheed Optic X-2 [Handling, 
  4, Speed 4, Accel 3, Body 2, Armor 
  2, Pilot 3, Sensor 2, w/ clearsight 5, 
  evasion 3, stealth 3] 
  Gear: AR gloves, area jammer, Armor 
  Jacket [12] (w/ chemical protection 
  4, fire resistance 4, insulation 4) 
  binoculars (Rating 3, w/ image 
  link, vision enhancement 2, vision 
  magnification: electronic), bug scanner 
  (Rating1), certified credstick (platinum), 
  concealed quick-draw holster, data 
  tap, Doc Wagon contract (gold), 10x 
  electronic parts, facility (aeronautics 
  mechanic), flashlight, helmet [2] (w/ 
  flare compensation, gas mask, image 
  link, low light vision, micro-transceiver, 
  3 light sticks, 4 magnesium torches, 
  Maser Industrial Electronics RCC (w/ 
  Armor, Biofeedback Filter), medkit 
  (Rating 5), middle lifestyle (one month), 
  satellite link, shop (armorer, hardware), 
  sim module (modified for hot sim), 
  survival kit, tool kit (aeronautics 
  mechanic), tool kit (armorer, hardware), 
  Transys Avalon commlink
  Weapons: 
  Ceska Black Scorpion [Machine Pistol, 
  Acc 6, DV 5P, AP +4, SA/BF, RC 4, 
  35 (c) w/ 100 frangible rounds, 100 
  rounds regular ammo, smartgun 
  system, 2x spare slips]
  Colt Cobra TZ-120 [SMG, Acc 5, DV 
  7P, AP —, SA/BF/FA, RC 3, 32 
  (c), w/100 rounds regular ammo, 
  external smartlink, sling, 3 spare 
  clips]
  Shock Glove [Unarmed, Acc 6, DV 
  8S(e), AP –5, w/ internal battery]
  Contacts:
  Arms Dealer [Connection 4/Loyalty 2]
  Border Patrol Agent [Connection 2/
  Loyalty 2]
  Coyote [Connection 3/Loyalty 2]
  Fixer [Connection 2/Loyalty 2]
  ID Manufacturer [Connection 5/
  Loyalty 2]
  Mechanic [Connection 2/Loyalty 2]
  Starting Nuyen: 1,500 + (4D6 x 100)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  3
  6
  4
  3
  4 (5)
  4
  2
  2.4
  2
  
  DOROTHY ‘MOMMA DOT’ SIMMS
  ARMORER/EX-MERCENARY (FEMALE TROLL)
  Ten years ago, Sergeant Dorothy Simms thought her mercenary days were done. 
  She had a nice armory shop in Tacoma, and business was good. But four years 
  ago, her former CO (Nathan McCord of Bravo Company) called. Within forty-
  eight hours she was in a South American jungle, expertly blasting Azzies with her 
  Panther Cannon. When she returned home, she was missing some body parts and 
  had no regrets, but decided that her merc days were well and truly done.
  Called “Momma Dot” because she mothers everyone in her “family” 
  (which can be anyone at any time), Simms is as caring as she is ferocious in 
  combat. Equally skilled at consoling children as she is laying down murderous 
  suppression fire, Simms will drop everything to help one of her kids in need, 
  whatever that need is. And few people want to risk the wrath of a slotted-off 
  troll merc with access to heavy weaponry. 
  “Oh, don’t you worry none child, you’re part of 
  Momma’s family. And Momma always takes  
  care of her children. Now be good and hand me  
  those high-explosive grenades.”
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  9
  4 (6)
  4 (5)
  8 (10)
  4
  5
  4
  3
  1.61
  4
  Condition Monitor (P/S): 13/10
  Armor: 18
  Limits: Physical 10(12), Mental 6, Social 4
  Physical Initiative: 8(9) + 2D6
  Skills: Armorer 7, Athletics skill group 4, Blades 4, Chemistry 3, Computer 2, Demolitions 5, 
  Etiquette 4, Exotic Range Weapons (Grapple Gun) 4, Firearms skill group 6, First Aid 
  3, Free Fall 2 (Parachute +2), Gunnery 6, Hardware 4, Heavy Weapons 8, Instruction 
  4, Leadership 4, Negotiation 4, Outdoors Group 4, Perception 4, Pilot Ground Craft 3, 
  Throwing Weapons 4, Unarmed Combat 6
  Knowledge Skills: Ballistics 4, Black Market Operations 2, Gunrunning Rings 3, Military 
  Operations 5, Psychology 5, Small Business Operations 3, Small Unit Tactics 5
  Languages: Aztlaner Spanish 3, English N
  Qualities: Code of Honor: The Soldier’s Code, Day Job 1, Guts, Hawk Eye, SINner (UCAS), 
  Solid Rep (Mercenaries), Toughness
  
  DOROTHY ‘MOMMA DOT’ SIMMS
  Augmentations: Bone lacing (titanium, 
  alphaware), cyber lower arm [obvious, 
  off hand, w/ built-in toolkit: Armorer, 
  Agility 5, Strength 10], datajack, 
  muscle replacement (alphaware) 2, 
  replacement limb (left leg), smartlink 
  (betaware), synaptic booster 1
  Vehicles: Ares Roadmaster [Handling 3/3, 
  Speed 3, Accel 1, Body 18, Armor 
  18, Pilot 3, Sensors 3, Seats 8 w/ 
  metahuman customization: troll (driver, 
  two passenger)]
  Gear: AR gloves, armor jacket [12] (w/ 
  Chemical Protection 5, drag handle, 
  nonconductivity 3, thermal dampening 
  3), ballistic mask (customized) w/ gas 
  mask), binoculars [Rating 3, w/ low light 
  vision, vision enhancement 1, vision 
  magnification (electronic)], certified 
  credstick (gold), DocWagon contract 
  (gold), Erika Elite commlink, facility 
  (armorer), flashlight (thermographic), 
  goggles [Rating 5, w/ flare compensation, 
  image link, low light vision, smartlink, 
  vision magnification: electronic], 
  headphones [Rating 3, w/ audio 
  enhancement 1, spatial recognizer], 3 
  light sticks, medkit (Rating 3), 2 medkit 
  re-supplies x2, middle lifestyle (10 
  months), 3 licenses (business, heavy 
  pistol, mercenary), periscope cam (Rating 
  3, w/ image link, low light vision, vision 
  enhancement 1, vision magnification: 
  electronic), subvocal microphone, 
  survival kit, tag eraser, tool kit (armorer), 
  4 trauma patches, white noise generator 
  (Rating 4)
  Weapons: 
  Nissan Optimum II [Assault Rifle, Acc 
  8, DV 9P, AP –6, SA/BF/FA, RC 8, 
  30 (c), w/ 200 APDS rounds, gas-
  vent system 2, personalized grip, 
  sling, 2 spare clips]
  Nissan Optimum II Shotgun [Shotgun, 
  Acc 7, DV 10P, AP –5, SA, RC (1), 5 
  (m), w/ 100 APDS rounds]
  Onotari Arms Violator [Heavy Pistol, 
  Acc 8, DV 5S(e), AP –5, SA, RC 1, 
  10 (c), w/ 50 stick-n-shock ammo, 
  personalized grip, 3 spare clips]
  Panther XXL [Assault Cannon, Acc 7, 
  DV 17P, AP –6, SS, RC 6, 15 (c)] 
  w/ 100 assault cannon rounds, 
  hip-pad bracing system, improved 
  range finder, 2 slide mounts, sling, 
  smartgun system]
  Underbarrel Grenade Launcher 
  [Grenade Launcher, Acc 4, 
  DV 16P, Blast –2/m, AP –2, 
  SS, 6 (c), w/ 20 high-explosive 
  minigrenades, airburst link]
  SA Nemesis LMG [LMG, Acc 8, DV 9P, 
  AP –6, BF/FA, RC 9, 50 (c), w/ 500 
  APDS rounds, bipod, foregrip, 
  gas-vent system 2, personalized 
  grip, 2 spare clips]
  Combat Axe [Blade, Reach 3, Acc 4, 
  DV 15P, AP –4]
  Cougar Fineblade Knife, Long Blade 
  [Blade, Reach 1, Acc 7, DV 13P, 
  AP –1]
  Knucks [Unarmed, Reach 1, Acc 12, 
  DV 11P, AP –]
  Contacts:
  Arms Dealer [Connection 4/Loyalty 3]
  Bounty Hunter [Connection 4/Loyalty 4]
  Coyote [Connection 4/Loyalty 3]
  Fixer [Connection 3/Loyalty 2]
  Mercenary Commander [Connection 
  10/Loyalty 6]
  Mercenary NCO [Connection 3/
  Loyalty 5]
  Pawn Broker [Connection 3/Loyalty 2]
  Starting Nuyen: 5,000 + (4D6 x 100)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  9
  4 (6)
  4 (5)
  8 (10)
  4
  5
  4
  3
  1.61
  4
  CONDITION 
  MONITORS
  STUN DAMAGE
  -1
  -2
  -3
  -4
  PHYSICAL DAMAGE
  -1
  -2
  -3
  -4
  -5
  
  REX SIMMONS
  FORMER COMPANY MAN/FIXER (MALE ELF)
  Rex Simmons’s name is well known in Seattle’s shadows, but good luck getting 
  anyone to remember what he looks like; usually all they can say definitively is 
  that “he’s an elf.”
  Simmons has been working the shadows for over twenty years, suppos-
  edly as a freelance infiltration specialist. What most don’t know is that “Rex 
  Simmons” was a member of the Seraphim, Cross Applied Technologies’ elite 
  cadre of shadow operators. When CATCo was dismantled (mostly by Ares) 
  in 2064, most of the Seraphim scattered into the wind, took new corporate 
  masters, or disappeared (supposedly following secret contingency plans). 
  Simmons, however, stayed in Seattle. 
  Simmons continues to operate in the sprawl, but his activities indicate that 
  he’s still working some kind of long-term operation. Unfortunately no one, not 
  even the runners he hires to occasionally assist him, have any idea of what 
  his true goals really are. 
  “Just to be crystal clear, I’m in charge of this run.  
  You don’t like it? There’s the door.”
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  7
  5 (6)
  4 (5)
  4
  4
  4 (5)
  6
  4.12
  4
  Condition Monitor (P/S): 10/10
  Armor: 18
  Limits: Physical 6(7), Mental 6, Social 7
  Physical Initiative: 9(11) + 2D6
  Skills: Acting skill group 6, Armorer 2, Athletics skill group 3, Automatics 5, Close Combat 
  skill group 5, Demolitions 4, Electronic Warfare 2, Escape Artist 3, Etiquette 3, Exotic 
  Melee Weapon (Garrote) 5, Exotic Ranged Weapon (Parashield Dart Pistol) 3, First Aid 2, 
  Free Fall 3, Gunnery 2, Heavy Weapons 2, Intimidation 3 (Interrogation +2), Leadership 4, 
  Longarms 6, Navigation 3, Negotiation 5, Perception 5, Pilot Aircraft 3, Pilot Ground Craft 
  4, Pilot Watercraft 3, Pistols 5, Stealth skill group 4, Survival 3, Throwing Weapons 3, 
  Tracking 4, Unarmed Combat 5
  
  REX SIMMONS
  Knowledge Skills: Counter-intelligence 6, 
  Deep Cover Operations 6, Psychology 
  3, Security Procedures 5, Small Unit 
  Tactics 4, Surveillance Tactics 4
  Languages: Aztlaner Spanish 3, English 
  6, French N, German 3, Japanese 3, 
  Sperethiel 3
  Qualities: Agile Defender, Analytical Mind, 
  Big Regret, Consummate Professional, 
  First Impression, Loss Of Confidence 
  (Longarms), Paranoia, Photographic 
  Memory
  Augmentations: Attention co-processor 
  (alphaware), cerebellum booster 
  1, datajack (alphaware), false face 
  (alphaware), muscle augmentation 1, 
  sleep regulator, smartlink (alphaware), 
  synaptic booster 1
  Vehicles: Toyota Talon [Handling 4/3, Speed 
  4, Accel 2, Body 12, Armor 6, Pilot 2, 
  Sensors 2, Seats 5]
  Gear: Actioneer business clothes [8], AR 
  gloves, area jammer (Rating 3), Ares 
  Executioner briefcase, bug scanner 
  (Rating 4), certified credstick (gold), 
  certified credstick (silver), 3 certified 
  credsticks (standard), chameleon suit 
  [9] (w/ drag handle, fire resistance 3, 
  nonconductivity 3, thermal dampening 
  2), 3 concealed quick-draw holsters, 
  10 datachips, 3 disposable syringes, 2 
  units explosive foam (8 kg), 3 fake SINs 
  (Ratings 4, 5, 7), 3 gamma-scopolamine 
  doses, medkit (Rating 3), 2 Meta 
  Link commlinks, micro-transceiver, 2 
  units plastic explosive (8 kg), 2 radio 
  detonators (Rating 3), Renraku Aguchi 
  commlink, satellite link, 10 security 
  tags, 10 sensor tags, 10 stealth tags, 
  subvocal microphone, SWAT armor 
  [13] (w/ drag handle, fire resistance 
  4, flashlight (low-light), gear access, 
  nonconductivity 4, quick-draw holster), 
  SWAT armor helmet [3], tag eraser, 2 
  timer detonators (Rating 3), 5 trauma 
  patches, traveler lifestyle (6 months)
  Weapons: 
  Ares Executioner [SMG, Acc 6, DV 7P, 
  AP –4, SA/BF/FA, RC 4, 30 (c), w/ 
  100 rounds APDS ammo, 3 spare 
  clips]
  Parashield Dart Pistol [Exotic Ranged 
  Weapon, Acc 7, DV by chem., AP 
  —, SA, 5 (c), w/ 10 injection darts 
  (Narco-Ject Power 15), smartgun 
  system, 1 spare clip]
  PSK-3 Collapsible Pistol [Heavy Pistol, 
  Acc 4, DV 8P, AP –5, SA, RC 3, 10 
  (c), w/ 50 rounds APDS ammo, 2 
  spare clips]
  Ranger Arms SM-5 [Sniper Rifle, Acc 
  8, DV 14P, AP –9, SA, RC 6, 15 
  (c), w/ 15x APDS rounds, bipod, 
  imaging scope (w/ smartlink, 
  vision magnification: electronic), 
  shock pad, silencer/suppressor]
  Savalette Guardian [Heavy Pistol, Acc 
  7, DV 8P, AP –5, SA/BF, RC 4, 12 
  (c), w/ 200 rounds APDS ammo, 
  silencer/suppressor, 2 spare clips]
  Yamaha Raiden [Assault Rifle, Acc 8, 
  DV 11P, AP –6, BF/FA, RC 6, 60 
  (c), w/ 500 rounds APDS ammo, 
  foregrip, shock pad, silencer/
  suppressor, sling, 3 spare clips]
  Ares “Queen of Hearts” Monofilament 
  Garrote [Exotic Melee Weapon, 
  Acc 5, DV 11P, AP –8]
  Victorinox Memory Blade Sword 
  [Blade, Reach 1, Acc 5, DV 7P, 
  AP –2]
  Contacts:
  Arms Dealer [Connection 5/Loyalty 3]
  Company Suit [Connection 7/Loyalty 3]
  Fixer [Connection 6/Loyalty 2]
  ID Manufacturer [Connection 5, 
  Loyalty 2]
  International Courier [Connection 4, 
  Loyalty 3]
  Safehouse Master [Connection 6/
  Loyalty 6]
  Street Doc [Connection 3/Loyalty 3]
  Starting Nuyen: 20,000 + (3D6 x 60)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  7
  5 (6)
  4 (5)
  4
  4
  4 (5)
  6
  4.12
  4
  
  HERMES SMITH
  PROFESSIONAL GRAFFITI ARTIST/COURIER (MALE HUMAN)
  Since he was ten years old, Hermes Smith has considered himself a modern 
  Michelangelo. But instead except of painting on ceilings, he tags any building 
  he can get to, and he’s gotten to a lot of buildings in the sprawl. He considers 
  Seattle his canvas and is always itching to leave his mark and brighten things 
  up. And if the government, the corps, the gangs, or anyone else has a problem 
  with that—well, they just don’t recognize true artistic brilliance.
  Using a combination of parkour maneuvers and adept abilities, Hermes 
  has gotten into places no one thought were possible. Be it the outside of a 
  high-level bridge, the side of a corporate office, or the back door of a gang 
  safehouse, Hermes has tagged them all. This hasn’t made him too many 
  friends in normal society and more than one ganger would love to pull his guts 
  out through his nose. But so far, no one’s been able to catch him. 
  Still, an up-and-coming nineteen-year-old urban artist has to eat and get 
  the latest in nano-paint colors. So when he’s not creating his latest “master-
  piece,” he’s usually roof-hopping on some courier job or ducking through back 
  alleys. But always staying one step ahead of everyone.
  “Yeah I can get the package there; I tagged that 
  neighborhood a few days ago. Don’t believe me? Then 
  who, pray tell, put up that sa-weet mini-mural in the 
  Halloweeners’ back yard, right under their noses?”
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  3
  6
  5 (7)
  3
  4
  3
  3
  4
  6
  5
  5
  Condition Monitor (P/S): 10/10
  Armor: 12
  Limits: Physical 5(6), Mental 5, Social 6
  Physical Initiative: 8(10) + 3D6
  Skills: Artisan 5 (Street Art +2), Close Combat skill group 3, Con 2, Disguise 4, Escape 
  Artist 3, Exotic Ranged Weapon (Hold-Fast Adhesive Sprayer) 3, First Aid 1, Free 
  Fall 4, Gymnastics 5, Influence skill group 2, Palming 3, Perception 5, Pistols 2, 
  Running 5, Sneaking 5, Survival 2 (Urban +2), Swimming 2, Throwing Weapons 5
  Knowledge Skills: Art History 3, Art Styles 5, Gang Turf 3, Gang Hang-Outs 3, Gang 
  Politics 2, Industrial Areas 3, KE Patrol Procedures 3, Seattle Geography 4
  
  HERMES SMITH
  Languages: Chinese 1, Dakota 1, English 
  N, Or’zet 3
  Qualities: Agile Defender, Catlike, 
  Daredevil, Natural Athlete, Poor 
  Self Control (Attention-Seeking), 
  Poor Self Control (Thrill-Seeker), 
  Prejudiced (Biased, Law 
  Enforcement), Signature (Street 
  Art), Speed Reading
  Adept Powers: Freefall (2, 0.5 PP), Hang 
  Time (2, 0.5 PP), Improved Reflexes 
  (2, 2.5 PP), Nimble Fingers (0.25 PP), 
  Skate (1 PP), Stillness (1, 0.25 PP)
  Gear: AR gloves, area jammer (Rating 
  4), backpack, ballistic mask [2] 
  (customized w/ gas mask, micro-
  tranceiver), bolt-hole lifestyle 
  (3 months), certified credstick 
  (gold), certified credstick (silver), 
  2 certified credsticks (standard), 
  climbing gear, concealed quick-
  draw holster, ear buds (Rating 
  2, w/ spatial recognizer), Erika 
  Elite commlink, fake SIN (Rating 
  4, “Jackson Warhol”), flashlight, 
  flashlight (low-light), forearm guards 
  [1], gecko tape gloves, goggles 
  (Rating 4, w/ flare compensation, 
  image link, low light vision, 
  thermographic vision), medkit 
  (Rating 3), nano-paint sprayers 
  (multiple colors), periscope cam 
  (Rating 3, w/ image link, low light 
  vision, vision enhancement 1, 
  Vision Magnification: Electronic), 10 
  plastic restraints, rappelling gloves, 
  tag eraser, telescoping mirror on 
  a stick, 2 trauma patches, Urban 
  Explorer Jumpsuit [9] (w/ chemical 
  protection 3, insulation 3, thermal 
  dampening 3)
  Maneuvers: Parkour (Leaping Mantis, 
  Monkey Climb)
  Weapons: 
  Colt America L36 [Light Pistol, Acc 
  8, DV 7S, AP +1, SA, RC 2, 11 (c), 
  w/ 100 gel rounds, 100 regular 
  rounds, 100 Stick-n-Shock 
  rounds, laser sight, silencer/
  suppressor, 2 spare clips]
  Hold-Fast Adhesive Sprayer [Exotic 
  Ranged Weapon, Acc 2, DV 
  Hardens, AP —, SS, w/ Hold 
  Fast Adhesive Spray (Long 
  Lasting)]
  Extendable Baton [Club, Reach 1, 
  Acc 5, DV 5P, AP —]
  3 Throwing Knives [Throwing 
  Weapon, Acc 6, DV 4P, AP –1]
  Gas Grenade, Nausea Gas 
  [Grenade, non-aerodynamic, 
  Acc 6, DV By Chem., 10m R, AP 
  –, w/ nausea gas
  Gas Grenade, Ultra-Glide Industrial 
  Lubricant (l) x2 [Grenade, 
  non-aerodynamic, Acc 6, DV 
  by chem, 10m, AP —, w/ Ultra-
  Glide Industrial Lubricant]
  Paint Grenade, Radioactive 
  Tracking Dye x2 [Grenade, non-
  aerodynamic, Acc 6, DV Paint, 
  10m, AP —] w/ Radioactive 
  Tracking Dye]
  Thermal Smoke Grenade x2 
  [Grenade, non-aerodynamic, 
  Acc 6, DV Thermal Smoke, 10m, 
  AP —]
  Contacts:
  Fixer [Connection 4/Loyalty 2]
  ID Manufacturer [Connection 5/
  Loyalty 2]
  News Reporter [Connection 4/
  Loyalty 3]
  Recicladore [Connection 1/Loyalty 4]
  Sprawl Ganger [Connection 3/
  Loyalty 3]
  Street Doc [Connection 2/Loyalty 5]
  Taxi Driver [Connection 2/Loyalty 4]
  Starting Nuyen: 4,500 + (1D6 x 20)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  3
  6
  5 (7)
  3
  4
  3
  3
  4
  6
  5
  5
  
  KATSU TAKASHIMA
  YAKUZA ENFORCER (HUMAN MALE)
  Known as “Raijin no Musuko” (or loosely: Son of the Storm God), Takashima is 
  the one the Yakuza send in to deal with people who have seriously displeased 
  the Oyabun. A powerful mystic adept initiate, Takashima is as subtle as a rag-
  ing storm. When he’s going after a target, they know it. 
  Born in Osaka, Yakashima is large for a Japanese man, standing at 1.9 
  meters. He was found on the streets as young boy and was quickly appren-
  ticed to a Yakuza fighting master when his powers manifested. In combat 
  Yakashima is completely ruthless, preferring to use his combat spells at dis-
  tance to soften up his opponents before closing and finishing them off with 
  his an electrified katana. 
  Normally very stoic, what truly angers Yakashima are so-called “street 
  samurai.” Those who dare describe themselves with such a honorific without 
  earning it (and worse, hire themselves out as cheap mercenaries) dishonor 
  everything he stands for. When confronted by such scum, Yahashima takes 
  true pleasure killing them. 
  Yakashima lives for two things: serving his master and honing his combat 
  skills. And the fact that he still has all of his fingers answers all questions 
  about his capabilities.
  “You have angered the Oyabun, and for that 
  alone you will die. But to dare call yourself 
  ‘samurai’? I will consider it a personal pleasure 
  to end your miserable existence.”
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  4
  5 (6)
  5 (7)
  5
  5
  3
  3
  4
  6
  8
  4
  Condition Monitor (P/S): 10/11
  Armor: 14
  Limits: Physical 7, Mental 5, Social 7, Astral 7
  Physical Initiative: 8(10) + 3D6
  Skills: Arcana 3, Assensing 3, Astral Combat 5, Athletics skill group 4, Binding 3, Blades 7, 
  Clubs 3, Computer 2, Counterspelling 4, Etiquette 2, Firearms skill group 3, Intimidation 
  5, Leadership 3, Perception 5, Pilot Ground Craft 3 (Bike +2), Sneaking 3, Spellcasting 5, 
  Summoning 4, Throwing Weapons 4, Unarmed Combat 5
  
  KATSU TAKASHIMA
  Knowledge Skills: Black Markets 2, 
  Bushido 4, Magical Theory 2, Small 
  Unit Tactics 2, Torture Methodology 3
  Languages: Chinese 4, English 5, Japanese N
  Qualities: Better to Be Feared than Loved, 
  Code of Honor (loyalty to oyabun), 
  Distinctive Style (Yakuza tattoos), 
  Prejudiced (Specific, Outspoken, 
  Street Samurai), The Magician’s Way 
  (Astral Perception, Improved Physical 
  Attribute, Combat Sense, Critical 
  Strike)
  Initiate Grade: 2
  Metamagics: Adept Centering, Centering
  Adept Powers: Astral Perception (0.5 PP), 
  Attribute Boost (Strength) (0.25 PP), 
  Combat Sense (2, 0.75 PP), Critical 
  Strike (Blades) (0.25 PP), Danger 
  Sense (1, 0.25 PP), Elemental Weapon 
  (Electricity) (0.5 PP), Enhanced 
  Accuracy (Blades) (0.25 PP), Improved 
  Physical Attribute (Agility) (1, 0.5 
  PP), Improved Reflexes (2, 2.5 PP), 
  Improved Sense (Low-Light Vision) 
  (0.25 PP), Indomitable Will(2, 0.5 PP), 
  Magic Sense (0,5 PP), Motion Sense 
  (0.5 PP), Mystic Armor (2, Qi Focus), 
  Rapid Draw (0.5 PP)
  Vehicles: Suzuki Mirage [Handling 5/3, 
  Speed 6, Accel 3, Bod 5, Armor 6, Pilot 
  1, Sensor 2, Seats 1] 
  Spells: Armor, Ball Lightning, Blast, Clout, 
  Destroy Vehicle, Detect Life, Detect 
  Magic, Electricity Grenade,
  Lightning Bolt, Mass Agony, Stunbolt
  Bound Spirits: Spirit of Air (Force 6, 4 
  Services)
  Gear: AR gloves, armor jacket [12] (w/ 
  nonconductivity 5, quick-draw holster, 
  shock weave], binoculars [Rating 
  3, w/ vision enhancement 3, vision 
  magnification (electronic)], body bag, 
  certified credstick (ebony), fake SIN 
  (Rating 6, “Akira Toyama”), flashlight 
  (low-light), forearm guards [1], gas 
  mask (Rating 3), glasses [Rating 
  4, w/ flare compensation, image 
  link, smartlink, vision magnification 
  (electronic)], high lifestyle (1 month), 
  mage sight goggles, micro-tranceiver, 
  Novatech NetNinja commlink, 10 
  plastic restraints, Qi Focus (Force 4, 
  Mystic Armor 2), Securetech PPP 
  legs kit [1], subvocal microphone, tag 
  eraser 
  Maneuvers: Kenjutsu (Finishing Move, 
  Iaijutsu, Multiple Opponent Comment)
  Weapons: 
  Ares Predator V [Heavy Pistol, Acc 7, 
  DV 8P, AP –1, SA, RC 3, 15 (c), w/ 
  50 rounds regular ammo, melee 
  hardening, 2 spare clips]
  SCK Model 100 [SMG, Acc 5, DV 8P, 
  AP —, SA/BF, RC 5, 30 (c)] w/ 
  60 rounds regular ammo, sling, 
  smartgun system, 2 Spare Clips]
  Cougar Fineblade Knife, Long Blade 
  [Blade, Acc 8, DV 9P, AP –1]
  Katana weapon focus (Force 4) [Blade, 
  Reach 1, Acc 9, DV 9P, AP –3, w/ 
  personalized grip]
  Shuriken x 3 [Throwing Weapon, Acc 
  7, DV 5P, AP –1]
  Contacts:
  Armorer [Connection 5/Loyalty 4]
  Geisha [Connection 3/Loyalty 4]
  Hibachi Chef [Connection 2/Loyalty 4]
  Master Sword maker [Connection 5/
  Loyalty 3]
  Shinto Magician [Connection 5/
  Loyalty 3]
  Seattle Oyabun [Connection 9/Loyalty 3]
  Sensei (Sword Master) [Connection 8/
  Loyalty 5]
  Tattoo Artist [Connection 4/Loyalty 6]
  Yakuza Soldier [Connection 2/Loyalty 6]
  Starting Nuyen: 9,000 + (5D6 + 500)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  4
  5 (6)
  5 (7)
  5
  5
  3
  3
  4
  6
  8
  4
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  QUINN ‘CHIPPIE’ TURK
  OWNER/MANAGER, CUPPA’ JOES (FEMALE DWARF)
  When the original Cuppa’ Joes moved from Tacoma to Seattle a few years 
  ago, the original owner, a scruffy dwarf named Chip, decided to finally retire. 
  He stuck around just long enough to get the new store set up in Downtown and 
  then promptly handed it over to his daughter Quinn (a.k.a. Chippie), who had 
  just gotten her BA in business from the University of Washington.
  Having grown up in the original store, taking over the new Joes was simple 
  enough. Unfortunately, many of the regulars (who included criminal bosses of all 
  flavors and various shadow folk) weren’t sure about the new shop or owner, and 
  as such it didn’t quite receive the original protection and status it had before as 
  neutral ground. So, just like her father before her, she issued the same challenge 
  to all the Seattle criminal bigwigs, except this time she upped the ante. This time 
  she said she would serve the best donut and coffee they had ever had. 
  And she nailed it. 
  She now runs Cuppa’ Joe like her father did before her, offering it as a 
  place where just about anyone can come to get some food, kaf, and maybe 
  do some biz without worrying about random violence. Of course, some people 
  still haven’t grasped this concept and every so often someone tries something. 
  But if the regulars don’t handle it for her first, Chippie has her dad’s trusty 
  Ruger Warhawk to get her point across. 
  “Hello, welcome to Cuppa’ Joes! What can I get for ya? 
  Oh, your friend Mr. Johnson said to try the sweet rolls? 
  Well, you’re in luck! I’ve got a batch coming out, and 
  your friend is in the back.”
  Condition Monitor (P/S): 10/11
  Armor: 9
  Limits: Physical 5, Mental 7, Social 8
  Physical Initiative: 8 + 1D6
  Skills: Clubs 2, Computer 4, Con 4, First Aid 2, Gymnastics 2, Influence skill group 5, Industrial 
  Mechanic 1, Instruction 3, Intimidation 4, Longarms 3 (Shotguns +2), Perception 4, Pilot 
  Ground Craft 3, Pistols 3, Running 2, Sneaking 3, Swimming 2, Unarmed Combat 4
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  4
  3
  4
  6
  5
  5
  6
  5.3
  2
  
  QUINN ‘CHIPPIE’ TURK
  Knowledge Skills: Accounting 4, Baking 
  4, Mathematics 4, Small Business 5, 
  Local Gossip (Seattle) 3, Seattle Gangs 
  3, Seattle Small Businesses 4
  Languages: English N, Japanese 3
  Qualities: Addiction (Mild, Caffeine), 
  College Education, Common Sense, 
  Day Job 3 (5,000¥/month, 40
  hrs/week), Home Ground (Street Politics: 
  Seattle), Perceptive 1, SINner (UCAS), 
  Speed Reading
  Augmentations: Attention Co-Processor, 
  Datajack, Math SPU, Taste Booster 2
  Vehicles: GMC Bulldog [Handling 3/3, 
  Speed 3 Accel 1, Body 16, Armor 
  12, Pilot 1, Sensor 2, Seats 6 w/ 
  metahuman customization: dwarf 
  (driver seat, passenger seat)] 
  Gear: Area jammer (Rating 3), AR gloves, 
  camera, certified credstick (gold), 
  certified credstick (silver), 3 certified 
  credsticks (standard), concealed 
  quick-draw holster, Cuppa Joe’s 
  Coffee Shop and Cafe (facility), 10 
  datachips, Doc Wagon contract (gold), 
  ear buds [Rating 3, w/ select sound 
  filter 3], electronic paper, flashlight 
  (thermographic), glasses [Rating 2, 
  w/ image link, vision enhancement 
  1], Hermes Ikon commlink, holo-
  projector, Industrious [9] (w/ chemical 
  protection 3, fire resistance 3, gear 
  access, increase social limit 1), key/
  combination lock (Rating 5), 3 long 
  haul doses, maglock (Rating 5), medkit 
  (Rating 3), 2 medkit re-supplies, 
  middle lifestyle (3 months), license 
  (business), license (heavy pistol), 
  printer, respirator (Rating 3), satellite 
  link, sim module, tool kit (industrial 
  mechanic), 2 trauma patches, white 
  noise generator (Rating 4)
  Weapons: 
  Ruger Super Warhawk [Heavy Pistol, 
  Acc 7, DV 9P, AP –2, SS, RC 3, 6 
  (cy), w/ 30 rounds regular ammo, 
  laser sight, personalized grip, 4 
  Speed Loaders]
  Sap [Club, Acc 5, DV 6P, AP —]
  Contacts:
  Beat Cops (KE) [Connection 2/Loyalty 3]
  City Official [Connection 5/Loyalty 3]
  Corporate Suit [Connection 4/Loyalty 3]
  Corporate Manager [Connection 4/
  Loyalty 3]
  Corporate VP [Connection 6/Loyalty 4]
  Delivery Driver [Connection 2/Loyalty 3]
  Dockworker(s) [Connection 2/Loyalty 3]
  Face [Connection 4/Loyalty 3]
  Fixer [Connection 4/Loyalty 3]
  Gang Boss(multiple) (Mafia) 
  [Connection 6/Loyalty 3]
  Gluttonous Raven Shaman [Connection 
  3/Loyalty 4]
  Go-Ganger(s) [Connection 3/Loyalty 3
  Government Official [Connection 5, 
  Loyalty 4]
  Insomniac Street Samurai [Connection 
  3/Loyalty 5]
  Joy Boy/Girl [Connection 3/Loyalty 3]
  Over-Caffeinated Decker [Connection 
  3/Loyalty 6]
  Over-Worked KE Detective [Connection 
  4/Loyalty 3]
  Street Kid [Connection 1/Loyalty 6]
  Street Musician [Connection 3/
  Loyalty 3]
  Stressed Out Rigger [Connection 2/
  Loyalty 3]
  Taxi Driver [Connection 2/Loyalty 4]
  Unappreciated Corporate Manager 
  [Connection 2/Loyalty 3]
  Wage Slave [Connection 1/Loyalty 3]
  Weird Street Guy [Connection 1/
  Loyalty 3]
  Starting Nuyen: 5,000 + (4D6 + 100)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  4
  4
  3
  4
  6
  5
  5
  6
  5.3
  2
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  TWENTY-SIX KAY
  STREET HUSTLER/ASPECTED MAGICIAN (HUMAN FEMALE)
  There’re some people who’re easy going and roll with the punches. But Twen-
  ty-Six Kay is the kind of person who makes a hurricane look organized. Liv-
  ing in the moment takes on a whole new meaning as Kay changes her mind 
  so often on what she wants and what she is doing (sometimes changing in 
  mid-sentence), people think she has some kind of hyper-ADHD. 
  But what people don’t realize is that there’s a method to her madness. Kay 
  is a hustler and uses her chaotic nature (and magic) to her advantage, keeping 
  people off balance to get whatever she wants at the time. And even that can 
  change by the minute. She’s not evil (or particularly good, for that matter), she 
  simply is. What’s happening in the now is the most important thing to her.
  Kay was born with a heart defect that could kill her at any moment, and her 
  father took out an insurance policy on her, thinking he’d collect pretty quickly. 
  After fifteen years, he got tired of waiting and decided to try to prematurely 
  collect on said policy (a whopping twenty-six thousand nuyen). Unfortunately, 
  that was the moment when Kay Awakened, and she turned daddy into char-
  coal for his troubles. To cover it up, Kay collected what she could and then 
  torched her house, making it look like both of them were toast. She then start-
  ed walking, picking things and skills up along the way. 
  Two years ago, Kay came to Seattle when her magic eight-ball said to. 
  Since then she’s ran every petty scheme and con-job known to metahumanity. 
  And when she’s not running a scam (though she’s pretty much always running 
  a scam), she’s partying and experiencing any and everything she can. Even-
  tually, she knows that either she’ll run out of things to do and move on, or fall 
  over dead. Whichever comes first—it doesn’t really matter to her.
  “Now why would I worry about a stupid little  
  thing like tomorrow when there’s already so much 
  trouble to get into today?
  
  TWENTY-SIX KAY
  Condition Monitor (P/S): 10/11
  Armor: 10
  Limits: Physical 5, Mental 6, Social 8, 
  Astral 8
  Physical Initiative: 9 + 1D6
  Astral Initiative: 9 + 3D6
  Skills: Arcana 3, Assensing 4, Astral 
  Combat 4, Blades 2, Con 6, 
  Counterspelling 4, Disguise 2, Etiquette 
  4, First Aid 1, Impersonation 2, 
  Negotiation 4, Outdoors skill group 3, 
  Palming 6, Perception 5, Performance 
  4, Pilot Ground Craft 1, Pistols 3, 
  Running 3, Sneaking 4, Spellcasting 5, 
  Unarmed Combat 1
  Knowledge Skills: Con Games 4, Fortune 
  Telling 4, North American Roadways 
  3, Psychology 3, Tarot Cards 4, Tourist 
  Locations (North America) 3
  Languages: Aztlaner Spanish 2, Dakota 2, 
  English N, Or’zet 2
  Qualities: Chaos Aspected Magician 
  (Sorcery), Astral Chameleon, 
  Borrowed Time (Congenital Heart 
  Defect), Mentor Spirit (Chaos), 
  Perceptive Defender, Poor Self Control 
  - Braggart, Quick Healer, Sense of 
  Direction
  Spells: Clout, Control Thoughts, 
  Flamethrower, Heal, Improved 
  Invisibility, Increase Reflexes, Mass 
  Agony, Mass Confusion
  Rituals: Circle of Healing, Circle of 
  Protection, Ward
  Gear: AR gloves, backpack, certified 
  credstick (silver), 2 concealable 
  holsters, counterspelling focus 
  (combat spells, Force 2), Doc 
  Wagon contract (basic), Erika Elite 
  commlink, 2 doses eX, fake SIN 
  (Rating 5, “Kay Smith”), flashlight, 
  flashlight (low light), Greatcoat 
  Coat [10] (w/ –3 modifier for 
  concealability, chemical protection 
  4, custom fit, increase social limit 
  by 1, insulation 3, lightly worn, pulse 
  weave 3), headphones [Rating 3, 
  w/ select sound filter 1, spatial 
  recognizer], magic eight-ball, medkit 
  (Rating 3), monocle [Rating 3, w/ 
  flare compensation, image link, 
  low light vision], 3 does psyche, 
  respirator (Rating 3), sim module 
  (modified for hot sim), survival 
  kit, telescoping mirror on a stick, 
  traveler lifestyle (two months), 
  trodes 
  Weapons: 
  Ares Light Fire 70 [Light Pistol, Acc 
  7, DV 6P, AP —, SA, 16 (c), w/ 50 
  rounds regular ammo, spare clip]
  Browning Ultra-Power [Heavy Pistol, 
  Acc 7, DV 8P, AP –1, SA, RC 2, 10 
  (c), w/ 50 rounds regular ammo, 2 
  spare clips]
  Defiance EX Shocker [Taser, Acc 4, 
  DV 9S(e), AP –5, SS, 4 (m), w/ 10 
  taser darts]
  Contacts:
  Bartender [Connection 3/Loyalty 3]
  Bouncer [Connection 5/Loyalty]
  Club Kid [Connection 2/Loyalty 3]
  Club Owner [Connection 5/Loyalty 2]
  Con Man [Connection 3/Loyalty 2]
  Coyote [Connection 4/Loyalty 3]
  Drug Dealer [Connection 3/Loyalty 2]
  ID Manufacturer [Connection 4/
  Loyalty 3]
  Informant [Connection 3/Loyalty 3]
  Smuggler [Connection 3/Loyalty 2]
  Street Musician [Connection 2/Loyalty 3]
  Street Shaman [Connection 3/Loyalty 2]
  Starting Nuyen: 4,100 + (3D6 x 60)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  3
  3
  4
  3
  6
  3
  5
  5
  6
  5
  5
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  KONRAD VAN PELT, PHD
  UNIVERSITY PROFESSOR/FORMER NEO-ANARCHIST (HUMAN MALE)
  In the early 2050s, the man who would become Konrad Van Pelt was a neo-an-
  archist decker in the Allied German States known as the Red Jaeger. For years 
  he and his radical associates in Berlin rallied against anything they felt was 
  unjust (which was just about everything). That was until they “accidentally” 
  slotted off Saeder-Krupp Prime, who responded by sending in an elite shad-
  owrunner team. Van Pelt avoided the attack, but he got the message and dis-
  appeared. 
  Using his skills and contacts to reach Seattle, the newly minted Konrad 
  Van Pelt forged credentials that would allow him to attend the University of 
  Washington. Once there he tried to kickstart a more subtle neo-a movement. 
  But to his disappointment, most of the students in the UCAS were way too 
  apathetic for him. That and his worsening asthma complicated things. Years 
  went by and Van Pelt went (mostly) respectable and even became a tenured 
  professor of Matrix Sciences, teaching at U of W. He even started a family. 
  Instead of giving up on neo-anarchy completely, Van Pelt decided to start 
  anew, using his position to try to influence what he hoped would be the next 
  generation of neo-a’s. He also kept up with evolving Matrix theory over the 
  past twenty years, learning how to exploit even the newest Matrix security 
  protocols, because he helped write them.
  So when he’s not dealing with academia, Van Pelt is still trying to radical-
  izesubvert his students, and he engages in a little Matrix anarchy on the side 
  under the new handle of Wetterfrosch.
  “Despite what the myth wants us to believe, Goliath 
  is very much in charge and wins most of the time. 
  But all that means is that David must be even more 
  calculating and patient for his shot.”
  
  KONRAD VAN PELT, PHD
  Condition Monitor (P/S): 10/10
  Armor: 9
  Limits: Physical 4, Mental 7(8), Social 8
  Physical Initiative: 8 + 1D6
  Matrix Initiative: 12 + 3D6
  Skills: Automatics 2, Con 5, Cracking skill 
  group 7, Disguise 3, Electronics skill 
  group 5, Etiquette 3 (Academia +2), 
  First Aid 1, Forgery 6, Instruction 6, 
  Intimidation 3 (Mental +2), Leadership 
  3, Negotiation 3, Perception 4, 
  Performance 4, Pilot Ground Craft 3, 
  Pilot Watercraft 1, Pistols 3, Running 1, 
  Sneaking 4, Unarmed Combat 1
  Knowledge Skills: Grant Writing 2, Matrix 
  Security Procedures 7, Matrix Theory 
  8, Neo-Anarchist Groups 4, Teaching 
  5, U of Wash. Politics 3
  Languages: English 5, French 3, German N
  Qualities: Aged (50-59), Asthma, College 
  Education, Data Anomaly, Fade 
  to Black, Go Big or Go Home, 
  Ninja Vanish, Phobia (Uncommon, 
  Moderate, Germs), Prejudiced 
  (Specific, Biased, Corporations)
  Augmentations: Attention co-processor, 
  cerebral booster 1, cybereyes [Rating 
  2, w/ image link, low-light vision, 
  smartlink, vision enhancement 1, 
  vision magnification], datajack, 
  facial reconstruction, smuggling 
  compartment
  Vehicles: Ford Americar [Handling 4/3, 
  Speed 3, Accel 2, Body 11, Armor 6, 
  Pilot 1, Sensor 2, Seats 4]
  Gear: Area jammer (Rating 4), AR gloves, 
  armor vest [9] (w/ auto-injector, 
  biomonitor, concealable holster, 
  nonconductivity 2), bug scanner 
  (Rating 3), certified credstick (silver), 
  2 concealed quick-draw holsters, 
  data tap, 10 datachips , 10 disposable 
  syringes, Doc Wagon contract (gold), 
  fake SIN (Rating 6), electric paper 
  (reams), 5 doses EZBreathe, Fairlight 
  Caliban commlink, glasses [Rating 
  1, w/ Flare Compensation], 2 doses 
  Kamikaze, 2 doses Long Haul, maglock 
  passkey (Rating 5), medkit (Rating 
  3), micro-camera, micro-transceiver, 
  printer, programs (Baby Monitor, 
  Biofeedback Filter, Edit, Exploit, 
  Hammer, Lockdown, Nuke-from-Orbit, 
  Smoke-and-Mirrors, Stealth, Toolbox, 
  Wrapper), middle lifestyle (6 months), 
  10 security tags, sequencer (Rating 5), 
  Shiawase Cyber-5 cyberdeck [Device 
  Rating 5, Atts 5, 8, 8, 6, Programs 5, w/ 
  sim module (modified for hot-sim)], 
  shop (hardware), 2 doses Sober Time, 
  10 stealth tags, tag eraser, tool kit 
  (hardware), 2 trauma patches
  Weapons: 
  Browning Ultra-Power [Heavy Pistol, 
  Acc 6, DV 8P, AP –1, SA, RC 2, 10 
  (c), w/ 100 rounds regular ammo, 
  laser sight, 1 spare clip] 
  Onotari Equalizer [Machine Pistol, Acc 6, 
  DV 7P, AP —, SA/BF, RC 3, 10 (c), w/ 
  100 rounds regular ammo, folding 
  stock, laser sight, 1 spare clip]
  Yamaha Pulsar [Taser, Acc 5, DV 7S(e), 
  AP –5, SA, RC 2, 4 (m), w/ 10 taser 
  darts]
  Contacts: 
  Corporate Administrator [Connection 3/
  Loyalty 3]
  Fixer [Connection 4/Loyalty 4]
  ID Manufacturer [Connection 5/
  Loyalty 2]
  Metahuman Rights Activist [Connection 
  3/Loyalty 4]
  News Reporter [Connection 2/Loyalty 3]
  Script Kiddie [Connection 2/Loyalty 4]
  Terrafirst! Activist [Connection 4/
  Loyalty 4]
  University Administrator [Connection 4/
  Loyalty 3]
  University Professor [Connection 4/
  Loyalty 4]
  Starting Nuyen: 3,000 + (4D6 x 100)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  EDG
  3
  3
  3
  3
  4
  6 (7)
  5
  5
  4.8
  2
  
  DANNI WEST
  INVESTIGATIVE REPORTER (FEMALE HUMAN)
  Raised in a middle-class neighborhood in Renton, Danni could’ve had a life of 
  relative ease and sheltered comfort. But after witnessing her college room-
  mate being brutally beaten for simply being an ork, Danni started to question 
  everything. This led to a personal epiphany that caused her to switch her ma-
  jor from accounting to journalism. As soon as she got her degree, she took to 
  the streets on a one-person crusade to expose the wrongs of the Sixth World. 
  And it almost killed her. 
  Danni quickly made several enemies after poking her nose around where 
  it didn’t belong and almost paid for it. But she quickly learned how things 
  worked on the streets and made just enough contacts to stay alive. After two 
  rough years on the streets, Danni emerged as a technomancer. Embracing her 
  new abilities, Danni renewed her mission. 
  On the streets, Danni has a solid rep as a bulldog of a reporter when going 
  after a story, and she’s also seen as being  fair and loyal to her associates. As 
  long as they aren’t the subject, or get in the way, of her story, she’ll back them 
  to the hilt. If not, then all bets are off. 
  Not the most powerful of technomancers, Danni has learned how to com-
  bine her Resonance abilities and investigative skills into a potent combination. 
  And what she can’t find on the grids, she’s also very adept at getting it through 
  old-fashioned legwork. She still makes enemies, but she now has enough 
  friends to watch her back.
  “The truth needs to come out, even if you  
  have to play dirty to make it happen.”
  
  DANNI WEST
  Condition Monitor (P/S): 10/10
  Armor: 12
  Limits: Physical 5, Mental 6, Social 7
  Physical Initiative: 8 + 1D6
  Matrix Initiative: 10 + 4D6
  Skills: Computer 5, Con 6, Cracking Group 
  5, Disguise 3, Gymnastics 3, Influence 
  Group 5, Intimidation 5 (Interrogation 
  +2), Perception 6, Pilot Ground Craft 
  3, Pistols 5, Sneaking 4, Software 6, 
  Tasking skill group 5, Tracking 3 (Urban 
  +2), Unarmed Combat 3
  Knowledge Skills: Investigative Reporting 6, 
  Journalism 3, Local Politics 4
  Languages: Chinese 1, English N, Hebrew 1, 
  German 2, Japanese 3, Russian 1, Salish 
  2, Sperethiel 1, 
  Qualities: Allergy (uncommon, mild, grass), 
  Analytical Mind, Code of Honor (Seek 
  the Truth), Home Ground (You Know a 
  Guy, Seattle), Natural Hardening, SINner 
  (UCAS)
  Vehicles: Ford Americar [Handling 4/3, Speed 
  3, Accel 2, Body 11, Armor 6, Pilot 1, 
  Sensor 2, Passenger 4]
  Living Persona: Attack 5, Data Processing 5, 
  Device Rating 5, Firewall 3, Sleaze 5
  Complex Forms: Puppeteer, Resonance 
  Spike, Resonance Veil
  Registered/Compiled Sprites: Courier (Level/
  Rating 5, Tasks 2), Crack Sprite (Level 
  Rating 5, Tasks 3), Crack Sprite (Level/
  Rating 5, Tasks 2), Data (Level/Rating 
  5, Tasks 3), Machine (Level/Rating 4, 
  Tasks 2)
  Gear: Area jammer (Rating 5), armor jacket 
  [12] (w/chemical protection 4, drag 
  handle, non-conductivity 4, shock 
  weave), Actioneer Business Clothes 
  [8], binoculars [Rating 3, w/ image 
  link, vision enhancement 2, vision 
  magnification (electronic)], bug scanner 
  (Rating 5), camera [Rating 6, w/ audio 
  enhancement 2, image link, vision 
  enhancement 2, vision magnification 
  (electronic)], 2 certified credsticks 
  (silver), 2 certified credsticks (standard), 
  2 concealable holsters, contacts 
  [Rating 3, w/ flare compensation, image 
  link, low light vision], 10 datachips, 
  DocWagon contract (basic), directional 
  microphone [Rating 2, w/ audio 
  enhancement 1, select sound filter 
  1), electronic paper (5x), Hermes Ikon 
  commlink, laser microphone [Rating 2, 
  w/ audio enhancement 1, select sound 
  filter 1), maglock passkey (Rating 5), 
  micro-camera, micro omni-directional 
  microphone, middle lifestyle (3 months), 
  omni-directional microphone [Rating 2, 
  w/ audio enhancement 1, select sound 
  filter 1], white noise generator (Rating 5)
  Weapons: 
  Browning Ultra-Power [Heavy Pistol, 
  Acc 5 (6), DV 8P, AP –1, SA, RC —, 
  10 (c), w/ 100 rounds regular ammo, 
  3 spare clips]
  Cavalier Safeguard [Taser, Acc 5(6), DV 
  6S(e), AP –5, SA, 6 (m) w/ laser 
  sight, 60 taser darts]
  Shock glove [Taser, DV 8S(e), AP 5]
  Contacts: 
  Beat Cop (Connection 2, Loyalty 3)
  Blogger (Connection 2, Loyalty 4)
  City Official (Connection 3, Loyalty 3)
  Coyote/Smuggler (Connection 3, 
  Loyalty 4)
  Disgraced Bodyguard (Connection 2, 
  Loyalty 5)
  Fixer (Connection 4, Loyalty 3)
  Government Official (Connection 3, 
  Loyalty 2)
  Informant (Connection 4, Loyalty 2)
  KE Mage Detective (Connection 3, 
  Loyalty 4)
  Neo-Anarchist Agitator/Shadowcaster 
  (Connection 3, Loyalty 3)
  Popular MeFeed Personality 
  (Connection 5, Loyalty 3)
  Screamsheet Editor (Connection 3, 
  Loyalty 4)
  Street Kid (Connection 1, Loyalty 5)
  Starting Nuyen: 8,255 + (4D6 x 100)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  -4
  -1
  -2
  -3
  -4
  CONDITION 
  MONITORS
  STUN 
  DAMAGE
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  RES
  EDG
  4
  3
  3
  3
  3
  5
  5
  6
  6
  5
  3
  
  LADY ZELDA
  RETIRED TALLISLEGGER/MAGICAL SHOP OWNER (FEMALE HUMAN)
  Growing up in an affluent family from Manhattan, Lady Zelda was always more 
  interested in finding love than honing her magical abilities. While attending 
  classes at NYU, she met Herbert Cogsworth, a mage from London. It was love 
  at first sight, and the two were soon married. But during the honeymoon, Zelda 
  learned that her new husband was a notorious talislegger. 
  After fighting off a few unsatisfied customers, the couple then moved to
  London and later Seattle where they continued Herbert’s work and in-
  creased their magical abilities. In 2072, they semi-retired and set up a small 
  magic shop in their home.
   A year later, however, Herbert was killed by drakes on a revenge kick; 
  they erroneously thought Herbert was trafficking in dragon regents. Zelda 
  tracked the drakes down before they left Seattle and destroyed them. 
  After that she truly retired from the business and focused on her magic shop.
  Calling herself an “old Jewish kitchen witch” (despite not being into Wic-
  ca), Lady Zelda still maintains a lot of contacts from her old talislegger days. 
  But she prefers to spend her time in her shop, making magical goods and pro-
  viding services; both at very reasonable prices. If you go to Lady Zelda’s shop, 
  expect to get quality magical goods and expect to stay for at least an hour … 
  or four. For all of her charm, Zelda is still a bit lonely and is known to chat up 
  her customers for hours on end over a nice cup of tea.
  “A free spirit trying to kill you? Oh sweetie, I’ve got just 
  the thing. Please, sit down! Tell me all about it while I 
  make some nice herbal tea and work up something.”
  
  LADY ZELDA
  Condition Monitor (P/S): 9/11
  Armor: 6
  Limits: Physical 3, Mental 7, Social 7, 
  Astral 7
  Physical Initiative: 6 + 1D6
  Astral Initiative: 8 + 3D6
  Skills: Arcana 5, Artisan 3, Assensing 
  5, Astral Combat 6, Clubs 3, Con 4, 
  Conjuring skill group 5, Enchanting 
  skill group 6, Etiquette 4, First Aid 2, 
  Instruction 3, Intimidation 3, Navigation 
  3, Negotiation 4, Pilot Ground Craft 3, 
  Pilot Watercraft 2, Pistols 4, Sneaking 3, 
  Sorcery Group 4, Swimming 2, Unarmed 
  Combat 1
  Knowledge Skills: Bingo (game) 4, Cafes/
  Delis (Seattle) 3, Geography (London) 
  4, Geography (Seattle) 4, Magical 
  Theory 6, Small Talk 12, Talislegging 4, 
  Theology (Judiasm) 3
  Languages: Chinese 3, Dakota 2, English 
  N, French 3, Hebrew 4, Japanese 2, 
  Yiddish 5
  Qualities: Aged (60-69), College Education, 
  Qabbalist Magician, Reduced (sight), 
  SINner (National SIN): UCAS, Spirit 
  Affinity: Task Spirits, Spirit Champion
  Initiate Grade: 3
  Metamagics: Centering, Efficient Ritual, 
  Quickening
  Spells: Catalog, Cure Disease, Detox, Glue, 
  Glue Strip, Heal, Healthy Glow, Mass 
  Agony, Manabolt, Manaball, Mass 
  Animate, Nutrition, Stunball, Stunbolt, 
  Translate
  Bound Spirits: Spirit of air (Force 8, Services 
  3), task spirit (Force 6, Services 4)
  Vehicles: Nissan Jackrabbit [Handling 4/3, 
  Speed 3, Accel 2, Body 8, Armor 4, Pilot 
  1, Sensors 2, Seats 2]
  Gear: Alchemical foci (Rating 4), 2 units 
  Aqua fictus, 2 units Aqua fortis,2 units 
  Aqua regia,10 units Aqua vitae, AR 
  gloves, armor clothing [6] (w/ chemical 
  protection 3, insulation 3), 2 units astral 
  powder, certified credstick (silver), 
  Doc Wagon contract (gold), earbuds 
  [Rating 3, w/ audio enhancement 
  2, select sound filter 1], Erika Elite 
  commlink, glasses [Rating 4, w/ flare 
  compensation, low-light vision, vision 
  enhancement 2], holo projector, 3 
  inanimate vessel preparations (Rating 
  4), license (magician), 2 maglocks 
  (Rating 6), 6 units magical lodge 
  materials (Rating 6), 2 mana-sensitive 
  film plates, medkit (Rating 6), middle 
  lifestyle (permanent), 2 units Mortis 
  Optigram, 4 mystic restraints (cuffs), 
  mystic restraint (jacket), 2 mystic 
  restraints (mask), quicksilver camera, 
  1 dram radical reagents (Qabbalism), 
  10 drams raw reagents (Qabbalism), 5 
  drams refined reagents (Qabbalism), 
  respirator (Rating 3), Shofar (Rating 
  5), shop (magical), 15 tool cleansers, 
  trodes, white noise generator (Rating 5)
  Weapons: 
  Nitama Sporter [Light Pistol, Acc 7, 
  DV 7P, AP –1, SA, RC 2, 18 (c), w/ 
  50 explosive rounds, laser sight, 
  spare clip]
  Tiffani-Defiance Defender [Taser, Acc 7, 
  DV 7S(e), AP –5 , SA, RC 2, 3 (c), w/ 
  10 Taser darts, laser sight] 
  Contacts:
  Church Pastor [Connection 2/Loyalty 3)
  Coyote [Connection 4, Loyalty 3]
  Deli Owner [Connection 2/Loyalty 4]
  Fixer [Connection 4/Loyalty 2]
  Geomancer [Connection 3/Loyalty3]
  Grocery Store Manager [Connection 2/
  Loyalty 5]
  Lone Star Detective [Connection 5/
  Loyalty 3]
  Occult Investigator [Connection 4/
  Loyalty 3]
  Rabbi [Connection 4/Loyalty 5]
  Smuggler [Connection 4/Loyalty 4]
  Street Mage [Connection 3/Loyalty 3]
  Street Shaman [Connection 2/Loyalty 4]
  Talismonger [Connection 3/Loyalty 3]
  Starting Nuyen: 6,845 + (4D6 x 100)
  PHYSICAL  
  DAMAGE
  -1
  -2
  -3
  CONDITION 
  MONITORS
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  2
  3
  2
  2
  5
  5
  4
  5
  6
  9
  3
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
  COVALENT
  MULTIPLANAR FIXER (FREE ALLY SPIRIT)
  Covalent was the ally spirit of a mage named Isabel Bond, who had a well-
  earned reputation as a skilled metaplanar explorer for Mitsuhama. From the 
  time Isabel summoned him, Covalent was always on the go, though he wanted 
  to stay right where he was summoned, an old abandoned mansion on Fox 
  Island. During a visit to the Seelie Court, Isabel met her untimely end. Covalent 
  doesn’t talk much about her, but he holds a grudge against the forces that took 
  her out. He decided to come back to our metaplane and work at an agenda he 
  hasn’t revealed to anyone.   
  His jobs run the gamut of operations, and he often hires runners for 
  metaplanar work, like retrieving one of the infernal machines being crafted 
  in the Black Moon over the metaplane of Shadow. He also has recently been 
  contracting for the retrieval of some kind of special tarot cards. Not an entire 
  deck mind you—just specific cards. He’s not the only one after them, which 
  leads his contractors into confrontations.
  Covalent also offers some very unique safehouse opportunities, as long as 
  you don’t mind leaving your body behind in a cave with no exit. Using his power 
  to create astral rifts, Covalent offers runners a quiet little cavern beneath his 
  mansion and a spiritual vacation to a variety of different metaplanes. It’s risky, 
  but he hasn’t lost anyone so far.
  Covalent speaks with a meandering accent when he first meets anyone 
  that gradually adopts the inflections of whoever he’s speaking with. It’s unclear 
  if this is a form of social adaptation or mockery. Covalent is also a spiritual 
  polyglot and speaks thousands of languages from hundreds of metaplanes.
  He usually takes the form of a rugged-looking human with dark hair and 
  light eyes in his late twenties with a fashion style pulled straight from the 
  2050s. He has two other rarely seen forms. He can change into a massive lynx, 
  about the same size as a tiger, and into a vrygoth, a bat-winged, horned gorilla 
  (though only in appearance—he does not have vrygoth powers).
  “There are other worlds than these.  
  What you seek may be in the next town over,  
  or in a dark alley in the City of Amphibolite. Either 
  way, I’m your best source for getting it.”
  
  COVALENT
  Force: 10
  Condition Monitor (P/S): 13/12
  Armor: 20
  Limits: Physical 16, Mental 14, Social 14
  Initiative: 23 + 2d6
  Astral Initiative: 20 + 3d6
  Skills: Arcana 10, Assensing 10, Astral Combat 10, 
  Flight 10, Navigation 10, Perception 10, Pistols 4, 
  Sneak 3, Spellcasting 10, Unarmed Combat 10   
  Knowledge Skills: Metaplanes 8, Metaplanar 
  Gateways 8, Seattle Gangs 6, Geography 
  (Seattle) 8 (+2), Magical Societies 5, Seattle 
  Fixers 5, Seattle Talismongers 5, Parazoology 4, 
  Parabotany 6, Planar Zoology 5
  Powers: Accident, Astral Form, Astral Gateway, 
  Aura Masking, Banishing Resistance, 
  Concealment, Confusion, Fear, Guard, 
  Materialization, Movement, Realistic Form, 
  Regeneration, Sapience, Search, Sense Link 
  Spells: Catalog, Demolish Commlinks, Demolish 
  Guns, Enhance Aim, Hawkeye, Heal, Ice Spear, 
  Ice Storm, Mana Barrier, Mass Sight Removal, 
  Shape Earth, Stunball 
  Gear:  Compass, 34 rounds gel ammo (Heavy Pistol), 
  Erika Elite commlink (DR 5)
  Weapons: 
  Colt Manhunter [Pistols, Acc 5(6), 8S, AP –1, SA, 
  16(c), w/ laser sight]
  Contacts: 
  Arms Dealer [Connection 3/Loyalty 3]
  Data Broker [Connection 4/Loyalty 3]
  Drug Dealer [Connection 1/Loyalty 2]
  Metaplanar Spirit [Connection 4/Loyalty 3]
  Pirate/Smuggler [Connection 3/Loyalty 3] 
  Revvin’ Injuns Gang Leader [Connection 3/
  Loyalty 3]
  Squatter [Connection 1/Loyalty 4] 
  Talismonger [Connection 2/Loyalty 5]
  Wage Mage [Connection 2/Loyalty 3]
  Starting Nuyen: 52,000 + (1,000 x 4D6)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  M
  EDG
  11
  12
  13
  12
  10
  10
  10
  10
  10
  14
  5
  CONDITION 
  MONITORS
  PHYSICAL DAMAGE
  -1
  -2
  -3
  -4
  -5
  STUN 
  DAMAGE
  -1
  -2
  -3
  -4
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Shadowrun Seattle Sprawl Digital Box/CAT27110_Character Cards.pdf