Bear Graypaw

Description:

Shaman.jpg

Attributes:
Body: 3
Quickness: 4
Strength: 3
Charisma: 5
Intelligence: 4
Willpower: 6
Essence: 6
Magic: 6
Reaction: 4

Skills:
Projectiles:2 (Concentration: Bows: 3)
Armed Combat: 3
Conjuring: 6
Enchantment: 3
Etiquette (Tribal): 4
Magical Theory: 3
Sorcery: 5
Stealth: 3

Initiative: 4 + 2D6

Dice Pools:
Combat: 6
Magic: 5

Cyberware:
None

Contacts:
Elven Mage from Tir Tairngire
Tribal Type – “Running Elk” – Chieftain
Talismonger – William McCarthy

Gear:
Ranger X Bow Str+4 M
20 Arrows
Armor Jacket (5/3)
Knife
Medicine Lodge Materials: 2
Street Lifestyle
Spell Lock: Increased Reflexes +1

Spells:

Increased Reflexes +1: 2

Heal: 6
Target Number (10-Target’s Essence)
Drain, (F / 2)Wound level
Heals 1 Box per success, or reduces time taken.

Sleep: 4
Target Number: (Willpower)®
Damage: M
Drain, (F / 2) -1(S)

Analyze Truth: 5
Roll vs Willpower (Spell Resistance)
Drain (F/2)S
Sustained

Mana Missile: 3 (Expendable Fetish – An arrow)
Target Number: (Willpower)®
Damage: M
Drain, (F/2)M

Graypaw uses the Wolf Totem.
Advantages
+2 Detection and Combat Spells
+2 Conjuring (forest or prairie spirits)
Disadvantages
Loyal to friends and family until death. Nothing can make you betray those bonds.
Will never show cowardice.
Berserk, when wounded do will-power test Target number 3.
Will Berserk for 3 rounds -1 for every success.
While Berserk you attack the closest living thing. (dissipates if you incapacitate someone or timer tuns up)

KARMA: 2
Karma Pool: 3
Good Karma:18

Starting Cash: 0
210,000 Nuyen obtained from armored car heist

Bio:

Bear Graypaw

Shadowrun Seattle 2050 99dodgeram