Why A on Resources? Wired Reflexes alone is 55,000¥; full chrome demands six figures.
Without A here Razor is unarmed.
Why B on Attributes? Samurai live and die by Body (soak) and Willpower (resist).
24 points still buys that Body 5 / Quickness 5 spread with a Willpower 6 spike. Skills C covers core combat skills
without overspending. Race D & Magic E are dump slots — both produce Human/—, identical for a mundane.
// BACKGROUND
Ex–Lone Star patrol, cashiered in '52 after refusing a frame job his sergeant set up.
Half a year of bar fights and freelance bodyguard work later, a fixer called Hatchet
put him on his first run. He's been running ever since. Hates Knight Errant, loves vintage
motorcycles, still sends anonymous cash to a younger sister adopted out during the Crash.
Twenty Questions: see SR2 p. 47–48.
SMOKE
Eliza Penbrook · b. 2025 · Tacoma · Hermetic tradition
CLASSIFICATIONHUMAN / FULL MAGICIAN / HERMETIC MAGE
AMagicFull Magician
BResources400,000¥ · 35 FP
CAttributes20 pts
DSkills20 pts
ERaceHuman
// ATTRIBUTES
Body
2
Quickness
3
Strength
2
Charisma
2
Intelligence
6
Willpower
5
Essence
6.0 (no chrome)
Magic
6
Reaction
4
// SKILLS · 20 pts
Sorcery
5
Conjuring
4
Etiquette
3
Stealth
3
Firearms (Pistols only)
3
Computer
2
Language (English)
8
free, Int + 2
Sorcery & Conjuring are locked to characters with a Magic Rating. (p. 45)
// SPELLS · 35 FP
Manabolt
F5
5 FP
Stunbolt
F4
4 FP
Powerball
F4
4 FP
Heal
F4
4 FP
Detect Enemies
F4
4 FP
Mana Barrier
F4
4 FP
Improved Invisibility
F4
4 FP
Levitate
F3
3 FP
Force Points spent
32 / 35 FP
Force ≤ 6 at chargen. Exact drain codes and ranges: see Spell Directory, p. 161.
// RESOURCES · 400,000¥
Hermetic library (Sorcery)
~50,000¥
Hermetic library (Conjuring)
~50,000¥
Light pistol + ammo + light armor
~5,000¥
Commlink, datapad, comm gear
~3,000¥
Middle lifestyle × 3 mo
15,000¥
2 extra Contacts (talismonger, fixer)
10,000¥
Unspent → starting cash (÷10)
~267,000¥ → 26,700¥
+ Rolled at session start
3D6 × 1,000¥
Library costs per Magical Supplies table, p. 263 — verify exact rating × cost when buying.
// DECISION LOG
Why A on Magic? Smoke is human — Full Magician requires Magic A.
Why B on Resources, not Attributes? Force Points buy spells. A mage with no spells is just a guy in a coat. 35 FP gives her a real combat + utility loadout.
Why C on Attributes? 20 points still spikes Intelligence 6 (drives Sorcery dice) and Willpower 5 (drain resistance) — lean, but enough.
Skills D covers Sorcery + Conjuring + a few utilities. Race E is the dump slot.
// BACKGROUND
Awakened during her PhD in mathematical logic at the U-Dub; the dissertation never finished.
Mentored by an old Mitsuhama wage-mage who got out alive. She runs the shadows
to keep the corporate boards from reclaiming her — and because the work pays
the bills on a Middle Bellevue condo full of grimoires.
Bear shamans get +2 dice on Health spells and +2 dice when conjuring Forest spirits.
Disadvantage: Berserker rage when wounded — must make a Willpower test (TN 3) to break off attacking the nearest enemy.
(SR2 p. 120) See the Magic Traditions page for the full totem catalogue.
// SKILLS · 20 pts
Sorcery
5
Conjuring
4
Stealth
3
Firearms
3
Etiquette (Street)
2
Athletics
3
Language (Or'zet)
7
free
// SPELLS · 5 FP
Heal
F3
3 FP
Stunbolt
F2
2 FP
Force Points spent
5 / 5 FP
Brick is broke. He'll buy more spells with Karma after the first job.
// RESOURCES · 500¥
Light pistol + ammo
~300¥
Squatter lifestyle × 2 mo
200¥
Unspent → starting cash
~0¥
+ Rolled at session start
3D6 × 1,000¥
// DECISION LOG
Why A on Race? Ork is the only way to play one — Race B–E lock you to human.
Why B on Magic? Full Mage for a metahuman requiresB. C would only get him Adept.
That puzzle eats his top two slots and forces poverty: Resources E. He'll be cash-poor at the table — that's the trade. Attributes C and Skills D split what's left; the Ork bonus to Body and Strength bails him out.
// BACKGROUND
Goblinized at five during the Goblinization wave of '21 — too young to remember being a smaller boy. Raised by his
grandmother on a Salish-Shidhe reservation; she taught him to listen to Bear. Came south to Seattle's
Redmond Barrens at sixteen looking for work and didn't find any honest. Bear told him these corp
suits were the kind of thieves that needed eating.
TALON
Ciarán Doyle · b. 2031 · Tír na nÓg expat · Physical adept
Adept power list and exact costs: SR2 p. 126–128. Power Points = Magic Rating; if Magic drops, powers drop with it.
// SKILLS · 20 pts
Unarmed Combat
6
Stealth
5
Firearms
4
Athletics
4
Etiquette
1
Language (Sperethiel)
7
free
// RESOURCES · 500¥
Monofilament whip or sword
~200¥
Light armor (forearm guards)
~100¥
Squatter lifestyle × 2 mo
200¥
+ Rolled at session start
3D6 × 1,000¥
// DECISION LOG
Why A on Race? Elf only at A.
Why C on Magic, not B? Adepts get more bang per priority than full mages — Magic C for a metahuman buys the entire Adept package, and frees B for Attributes (which feed power-point-based attribute boosts).
Why B on Attributes? Adepts are their attributes — Quickness, Body, and Willpower drive every dice pool that matters.
Resources E hurts but Talon's body is his gear.
// BACKGROUND
Born in Tír na nÓg to a family that never quite fit the new Sinn Féin elite.
Trained in martial arts almost from infancy; awakened to his adept gifts at fourteen.
Left the Tír at twenty-two after a job that ended with a Danann Family dragon
putting a bounty on his name. Currently in Seattle, freelance, off-grid.