|Titles and Awards||0|
Metatype - E
Attributes - B
Magic/Resonance - B
Skills - A
Resources - E
Hobo mage with an AK
- Earn enough cash to have a permanent Medium lifestyle.
Peter is a paracritter hunter and paraexterminator who lost his business, house and spouse in the financial turndown following Crash 2.0. He spent the next decade barely staying afloat on freelance exterminator work and the occasional petty crime, but it wasn't enough, and he's been homeless for the past five years. Recently he decided to go from small-time crime to big-time crime and try to make decent money again. Until then, he'll stick to the streets - at least he knows them.
Narrative Significant Qualities
- Hobo With A Shotgun - Pete has come to appreciate sleeping outdoors. Or in his car. Same difference, really.
- Spirit Bane (Spirits of Fire) - As a paranormal exterminator, Pete has hunted his fair share of spirits. As he puts it, "Them fire bastards just seem to stay mad."
- Solid Rep (Seattle Homeless) - Most homeless in Seattle know Pete and the pro bono extermination work he does, clearing out devil rats, spirits and the like from places where the homeless hang out.
Pete is a mage, he does Magic and Magic accessories. Mostly in the form of spirits and spells. Therefore, you should definitely be familiar with rules for Summoning (Core p300) and Spellcasting (Core p281). Since one of the main things spirits do is kill things on the Astral, reading the rules on p315 about Astral Combat is also useful.
Legwork and Utility
You and your spirits can go onto the Astral for reconnaissance. Most of your spirits can take the Search power (Core p400) which can be very helpful. You also have Tracking and good Perception to help with sleuthing, and decent Sneaking to get where you shouldn't be. If your team is doing a social infiltration you can make the team disguises. The Concealment power (Core 395) is also helpful for infiltration gigs. As is Improved Invisibility, but be wary of astral overwatch as they can see the sustained spell on the Astral easily.
Trid Phantasm is an excellent and versatile illusion spell - remember that it is multi-sense, meaning it can affect all senses - including touch and smell!
Physical Barrier can be used to quickly create a wall or dome to block pursuing enemies, or a ramp to access areas. It's a lot of fun to use during car chases for any or all of these purposes.
You aren't particularly sturdy, so if you against your best intentions end up in a firefight, remember Rule 1 of Shadowrunning: The Second best defense is not getting shot. The best defense is not getting shot at. Take cover and stay out of trouble. Use Ball Lightning if enemies bunch up or run out of initiative, and your AK otherwise. If there is something scary and dual natured, put a Mana Barrier around it.
Pete has three main combat strategies for spirits - astral linebacker and physical assassin, and counterspeller. Pick one based on what opposition you expect to face.
The astral linebacker's job is simple - make sure that he is the only spirit in the room. He'll stay on the Astral plane for the whole fight, with orders to Astral Combat anything on there that isn't friendly. Most spirits can do this job, though if you expect the astral opposition to be a mage with spirits you might want to make it a Plant Spirit so they can be a counterspeller once the astral is clear.
The physical assassin is a bit different - his job is to find a high-value target on the physical, teleport behind them, and Nothing Personnel Kid them off the field. High-value targets include enemy mages, snipers, drivers and pilots (astral movement speeds are absurdly fast, so your spirit should have no trouble catching up), and any VIP you are contracted to extract. They will float behind the given target on the Astral Plane (you probably need to spend some actions commanding them to point out a target, as individual humans can be hard to tell apart on the Astral if you don't know their aura), then materialize and fuck 'em up. Air and Water spirits are particularly good at this due to having access to Engulf and Energy Aura (core 396). Note that you probably don't want energy aura on the spirit that is going to extract a VIP.
The counterspeller is a plant spirit on spell defense. Since they have the Counterspelling skill, a plant spirit can use Spell Defense (Core 294) to help protect against enemy mages. Since the spirit needs to do something with its other turns here, I recommend spirit powers like Confusion (core 395), Fear (core 397), or Noxious Breath (core 399) to help out.
|Name||GM||Metaplot||Date of Run|
|Three Packs a Day||OrionsRequiem||2 June 2082|
|Murder at the Theatre||PatGriffin||Shadowhaven Shutdown||1 June 2082|
|Auntie Amelia||4||3||Fixer(N,K,G,A)||Elderly Troll||Gossiper, Old Adept, Tea Horse Road, Shadow Networker, Seattle Streetwise||Even|
In Character Information
Symbols and Signatures
His cool hat! It has teeth from big paracritters around the brim!
Matrix Search Table
1: He lives on the street
3: A lot of Seattle's homeless respect him a lot.
6: There used to be a pest control business called Pete's Paranormal Pest Control before Crash 2.0 run by a guy matching his description.
Shadow Community Table
Peter Townley, UCAS, R3
A grumpy old man, frequently fairly unwashed due to showers not being that common on the streets. His voice is gruff, and he will often complain about young people today having no respect for their elders.
Well-worn armored jacket and a cool hat.