![]() In this environment it's likely the cops will be more interested in closing the case than solving any crime they may try to pin crimes on the character with the Criminal SIN whether or not she had anything to do with it. Suspects are treated as guilty unless proven innocent, plausible circumstantial evidence is often sufficient for conviction, and sentencing has more to do with the judge's mood than the crime. The judicial system in 2075 is more an assembly line than institution of justice. He can expect to be brought in and held up to 48 hours for questioning anytime a crime is committed in his area. ![]() ![]() He will often be denied entry to certain locations (high-end stores, car dealerships, museums, galleries, etc.) and will have difficulty finding legal employment. With his Criminal SIN, the character will experience prejudiced views, suspicion, and/or open hostility from most people with SINs. Law-abiding citizens will, if they must, deal with a SINless character before they'd have any interaction with a known criminal. He is legally required to broadcast his Criminal SIN at all times failure to do so is a felony and can lead to re-incarceration. At some point in his life, the character was arrested and served time for a felony-level offense and was branded a criminal for the rest of his life. The character has a Criminal SIN (either Corporate or National) his Criminal SIN replaces any previous SIN. This quality is only available to characters that possess a Magic attribute rating. While the names may vary, the way the mentor works is consistent. Hermetic mages prefer the term "mentor spirit," while shamans use the word "totem" for the spirit that they follow. This cost represents the toll of divorcing from one mentor spirit and bonding with a new one.Įach tradition has a different name for a mentor spirit. He can then purchase the quality again to follow a different mentor spirit. To change mentor spirits, the character must first buy off the current mentor spirit as if it were a Negative quality. A character may change mentor spirits, but he may have only one mentor spirit at a time. 320) that guides him in his practice of magic and provides certain advantages and disadvantages to his natural abilities. Mentor Spirit means the character follows a patron spirit (see Mentor Spirits, p. Metatype Abilities: Enhanced Senses: Low-Light VisionĮveryone needs some help in life, even if it comes from someone relatively filmy and insubstantial. Languages: English 4, Japanese 4, Lakota N, Sperethiel 4 Knowledge Skills: Magical Theory 2 (Logic 7 Dice ), Shadow Community 2 (Int 7 Dice ), Small Unit Tactics 2 (Int 7 Dice ), Sprawl Life 2 (Int 7 Dice ) Counterspelling (Magic & Totem 13 dice ).Limits: Physical 4, Mental 7, Social 7, Astral 7Īctive Skills: Assensing 5 (Int 10 dice, +1 for Astral Perception), Astral Combat 5 (Wil 10 dice ), Automatics 4 (Agi 6 dice ), Computer 1 (Log 6 dice, +1 Matrix Perception), Con 6 (Cha 10 dice ), Etiquette 6 (Cha 10 dice ), Negotiation 6 (Cha 10 dice ), Perception 6 (Int & Perceptive 12 dice ), Pilot Ground Craft 2 (Rea 5 dice ), Sneaking 3 (Agi 5 dice ), Survival 2 (Wil+Totem 9 dice ) Memory (10 dice)Ĭondition Monitor: Physical: 10/10 / Stun: 10/10 Body 3, Agility 2, Reaction 3, Strength 2, Willpower 5, Logic 5, Intuition 5, Charisma 4, Essence 6, Edge 1, Magic 6
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