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Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Thu Jan 06, 2022 6:15 pm
by Sandman
Sandman Sheet.pdf
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All done before Sandman was used
  • Dropped the Gel Pack from his helmet, spent the Nuyen on Reagents
    Changed Increase Reflexes Spell to Alchemical


Craig Steward studied at the Booth University College in Winnipeg, MB,
I am from Winnipeg, and it is one of the magic colleges for Hermetic Mages, so I had to use it.
and finished his Bachelors of Magical Studies. Not long after he finished his studies, Craig was gifted by his parents with his Trust Fund. With his newfound wealth, Craig had enough of the Winnipeg winters and moved to Seattle.

Arriving in Seattle, Craig's Trust Fund manager, Vincent Falker, set him up in a basement apartment in Renton. This apartment did not have a lot of head clearance, having barely 7 foot ceilings, but that was more than enough for the Dwarf to feel comfortable. This was due to its vicinity to the Cougar Mountains, and some of the suite was carved out of the bedrock that was starting to climb up for the mountains. With a bit of work, and the help of an Earth Elemental or three, Craig was able to set himself up a small mushroom garden, a still and vat for his brewing, as well as a space to set up the magical circles and alchemical workbench for his Magical Lodge without compromising the integrity if the low rise building he lived... under. He was also able to get a job working for, and then befriending a fellow Dwarf, George Georgeson, who ran the local Talismonger shop. George was able to get Craig work raising Wards to protect people's shops as well as other magical services such as Healing and Truth Detection at meetings.

This was fine for a while, but in order to get the nuyen to upgrade his Magical Lodge and get another couple spells, Craig made a decision that would change his life... he went to the Vory for a short term loan, for a surprisingly low interest rate. Unfortunately, not long after he took possession of the Nuyen, George and his shop had a decrease in business and Craig wasn't able to pay it off in the agreed upon
There is NO POSSIBLE WAY that the Vory would EVER manipulate the situation to get a Mage to owe them... and then let that Mage to borrow more and more until they are in debt enough that the only real way to get out of debt is to some... Shady type of work... no way at all!!! LOL
, but the Vory seemed very understanding and were willing to give him more time to pay them... accumulating more interest, but at a higher rate now. After half a year, George's business was able to recover, and Craig was able to work for him again, but he was not able to get enough income to pay off the Vory.

At this time, a very nondescript Dwarf who introduced himself as
aka Mulpa
, his new contact with the Vory. After a brief discussion with his new "friend", Mulpa informed that he would be making Preparations and doing other magical services for them in order to help pay down his debt until he was able to pay it off. Somehow he never got enough pay from this work to make much headway against his debt, but after being also introduced to a couple not so friendly looking Fomorians, Craig realized that it was in his best interest to cooperate. They even arranged to get him a couple fake SINs to use in his work for them in order to keep his own clean... though this added to his debt to them too.

A couple weeks ago, Craig was introduced to Tamara Simpson, who he was told was a "Fixer" and would arrange for more work for him of the not so legal variety. The lady told him she would be in touch when she had work for him, and that he could contact her if he needed any introductions to people.

Now Craig, now with the moniker of Sandman for his use of Stun spells, was awaiting a call that he would most likely regret answering. He knew, however, that answering the call was his best way of getting out of debt with the Vory.

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 12:49 pm
by Sandman
Name: Craig Stewart as "Sandman"
Player: Steven
  • Metatype: Dwarf (None)
    Age: 24
    Sex: Male
    Height: 110 cm
    Weight: 55 kg
    Hair: Brown
    Eyes: Brown
    Skin: Pale
Street Cred: 0
Notoriety: 0
Public Awareness: 0

Composure: 12
Judge Intentions: 9
Memory: 12

Lift/Carry: 6
Lift/Carry Weight: 45 kg / 30 kg
Primary Arm: Right

Movement: 6/12 (1m/hit)
Swim: 3 (1m/hit)

Nuyen: 1,400¥

Karma: 0
Career Karma: 10

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 12:53 pm
by Sandman
Body: 3
Agility: 3
Reaction: 3
Strength: 3

Charisma: 5
Intuition: 4
Logic: 5
Willpower: 7

Edge: 2
Current Edge Points: 2
Essence: 6.00
Magic: 6

Initiative: 7 +1d6
Astral Initiative: 8 +3d6

Rigger Initiative: 7 +1d6
Matrix AR: 7 +1d6
Matrix Cold: 9 +3d6
Matrix Hot: 9 +4d6

Physical Limit: 4
Mental Limit: 7
Social Limit: 8
Astral Limit: 8

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 12:57 pm
by Sandman
Skills
Alchemy MAG (Command +2) 6 12
Counterspelling MAG 6 12
Ritual Spellcasting MAG 6 12
Spellcasting MAG(Combat +2) 6 12
Arcana LOG 1 6
Artisan INT 1 5
Assensing INT 1 5
Banishing* MAG 1 7
Binding* MAG 1 7
Negotiation CHA 1 6
Perception INT 1 5
Pistols AGI 1 4
Sneaking AGI 1 4
Summoning* MAG 1 7
  • *Conjuring Group 1

Knowledge Skills
Brewing LOG 6 11
Paramycology LOG 6 11
Parazoology LOG 6 11
Awakened Hangouts INT 4 8

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 1:01 pm
by Sandman
Qualities
For the character with this quality, the rewards of a job well done are the finer
things in life. Unfortunately, one can quickly get attached to the comforts one has acquired, making the fall seem ever so higher. At the 10 Karma level, the character is used to a Middle Lifestyle.
For every day that the character must spend “slumming” it in a lower Lifestyle category, the irritable character suffers a –1 penalty to all Social and Healing tests per Lifestyle category below his chosen level. For example, if the character takes this Quality at the High Lifestyle level and is forced to stay in a Squatter Lifestyle, he will suffer –3 to all Social and Healing tests. Life just isn’t worth living without Cognac.
Ref: RF 153

Magical Services (10 hrs per week and 1000 nuyen per month)
When running in the shadows, sometimes you need a way to fill your days, or to maintain your cover. This quality burdens a character with responsibilities and time commitments. While the regular income is nice, having a regular schedule and a boss to answer to doesn’t jibe well with the shadowrunning profession. The player and gamemaster should work together to determine the job, which is usually a pretty decent gig based on the pay rates, but the gamemaster should determine the shifts the character works. In order to establish the legitimacy of the day job, the character must possess a valid SIN (SINner quality or at least a Rating 4 fake SIN). If they have the SINner quality, the money from the Day Job quality is considered already taxed. If they are using a fake and it gets burned or connected to a crime, expect the cops to come down hard and the job is lost until the situation is cleared up.
When combined with the Fame quality, this could easily bring in enough money to support the character, so make sure they have a good reason to run the shadows.
The Day Job table provides the Karma, income, and hours breakdown for the quality.
During runs, the gamemaster should keep track of how many consecutive days are being spent on shadowrunning activity and whether the character can fulfill their day job responsibilities. If they can’t, they get a warning; if it happens again after a warning, they lose their job. Losing their job costs them 2 points of Street Cred (how can you be trusted as a runner if you can’t even hold a job as a fry cook?) and costs the character a month of salary due to purchases they made in anticipation of their pay.
Ref: RF 154
10 Hours/Week, 1000 Nuyen per Month

A technomancer or magic user with the Focused Concentration quality has the discipline to manipulate mana or Resonance more precisely than otherwise possible. This precision reduces stress to the magic user’s or technomancer’s body. She is able to sustain one spell/complex form with a force/level equal to her Focused Concentration rating without suffering any penalties. For example, a magic user with Focused Concentration rating 3 may sustain a Force 3 Armor spell without taking the negative dice pool modifier for sustaining a spell. Sustaining any additional spells or complex forms incurs the standard –2 dice pool modifier per spell or complex form sustained. This quality may only be taken by magic user characters that are able to cast spells and technomancers.
Ref: SR5 74

Whether it came betting the ponies or buying that new pony, the character owes money to an unsavory third party. The player and gamemaster must work out the details, but the happy thing is, for every point of Karma (up to 15) spent to be In Debt, the character gets 5,000 nuyen to spend during character creation. These points are spent in place of the normal Karma for extra cash and extend the possible additional funds to 75,000¥.
Now it’s time for the bad news. The character now owes some nasty people the amount they borrowed, plus another fifty percent, and the amount increases by ten percent every month until it’s paid off. If the character misses a monthly payment, which has to be at least the interest for the month, they take 1 box of Physical damage for every 20,000 nuyen they owe. This can’t be resisted and can’t be healed until they pay their minimum as their friendly neighborhood lender sent the appropriate message and then leans on them until they get their money. They can also expect to be asked to do some discount work and maybe even a few favors while they have the debt hanging over their head.
The quality can be bought off if the character has both enough Karma and cash to pay the debt. If they only have the cash but not the Karma, they can trade for another negative quality of equal Karma. If they don’t want to do that, then the lenders suddenly become scarce, and the character is unable to make the payment until interest compounds again, leaving them deeper in debt.
Ref: RF 156
Debt: 37,500 Nuyen

• Magicians can astrally perceive.
• Magicians can astrally project.
• Magicians can choose freely from the magical skills or skill groups (Sorcery, Conjuring, Enchanting).
• Magicians can cast spells, conjure spirits, or enchant magical items.
• At character creation, magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).
Ref: SR5 69

A character with Resistance to Pathogens/Toxins can fight off diseases and drugs more easily than other characters and receives a +2 dice pool modifier to Resistance Tests
Ref: SR5 77

UCAS NATIONAL SIN
At the 5 Karma level, the character has what is called a National SIN. The character’s parents were legal citizens of a nation (such as the UCAS or CAS) and he has been a citizen of that nation from birth. He has the right to vote, qualify for passports issued by his nation, enlist in the national military, or work in the national government. A National SIN is required for any national security clearance or any form of national military career. A character with a National SIN pays fifteen percent of their gross income in taxes. He is also in no way connected to any of the megacorporations. The main drawback to having a legal National SIN is the character is in the system. The nation in the player character’s background has the character’s biometric data (DNA, fingerprints, retinal scans) on file, and that biometric data is shared with law enforcement agencies through the Global SIN Registry. This makes it much easier to track a character should a job go sideways. Also, nations typically sell the personal information tied to the character’s SIN to corporations. Those with a legal SIN get nearly three times as much spam as those who don’t have a SIN or rely on fake SINs, and the spam messages they receive are disturbingly tailored to their preferences (based on their buying and browsing habits).
Ref: SR5 84

This enhancement enables vision in the infrared spectrum, enabling you to see heat patterns. It’s a very practical way to spot living beings in areas of total darkness, to check if a motor or machine has been running lately, and so on.
Ref: SR5 66

Everyone knows you’re in the shadows for the rush or to fulfill some kind of Batman wannabe fantasy. Every month your trust fund spills out enough to live off, but just living is boring. A character with this quality possesses a lifelong trust fund or inheritance that is managed by another party (a trustee). The quality has four versions depending on just how rich and shady a runner is willing to be. For 5 Karma, the trust fund income covers a Middle lifestyle with 500 nuyen left over each month.
The character must also possess the SINner (National or Corporate) quality; additionally, the lifestyle they pay for cannot be paid for through other sources and is part of the records connected to the SIN. None of these lifestyles can be shared on a long-term basis, as the landlords are leery of anyone staying at the place and possibly ruining their deal. Note that there is a chance that if the character is caught breaking the law, the trustee may suspend benefits at the gamemaster’s
discretion.
Ref: RF 151
Middle Lifestyle Plus 500 Nuyen per Month

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 1:07 pm
by Sandman
Armor 16
Armor Jacket 14
  • SR5 437
    Gel Packs
Helmet +2
  • SR5 438
    Camera, Micro with Thermographic Vision; ; Flare Compensation; Flashlight; Flashlight, Infrared; Flashlight, Low-light
    • Looks like vintage miner's helmet with camera and flashlights from the lamp area

Weapons
Browning Ultra-Power 4 5 (6) 8P -1 SA 2 10(c) SR5 426
  • Range S M L E
    Heavy Pistols 0-5 6-20 21-40 41-60
    Laser Sight

Gear
10 Ammo: Regular Ammo (Heavy Pistols)
  • SR5 434
Backpack (Good)
  • RF 254
Binoculars, Optical
  • SR5 443
    Vision Magnification
Biomonitor
  • SR5 450
Certified Credstick, Silver
  • SR5 442
Earbuds Rating 3
  • SR5 445
    Select Sound Filter Rating 3
Fake SIN (Kurt Greuber) Rating 1
  • SR5 442
Fake SIN (Paul Tzikolas) Rating 4
  • SR5 442
    Fake License Rating 4 (Mage License)
Gas Mask
  • SR5 449
Magical Lodge Materials (Hermetic) Rating 6
  • SR5 326
Medkit Rating 6
  • SR5 450
    Used 1 Time
    Medkit Supplies
Monocle Rating 4
  • SR5 444
    Image Link, Low Light, Vision Enhancement rating 2
91
Here’s a quick rundown of the many uses of reagents.
  • Alchemical Preparations: You can spend reagents to set the limit for Alchemy when making a preparation. Rather than the spell’s Force, the limit becomes the number of drams spent on the limit.
    Artificing: You need to spend reagents to create foci.
    Banishing: You can spend reagents to set the limit for Banishing. Rather than your Astral limit, the limit becomes the number of drams of reagents spent. You can spend reagents to change the limit for Banishing.
    Binding: You have to spend reagents in order to bind a spirit.
    Counterspelling: You can spend reagents to set the limit for Counterspelling. Rather than your Astral limit, the limit becomes the number of drams of reagents spent.
    Disjoining: You can spend reagents to set the limit for disjoining. Rather than your Astral limit, the limit becomes the number of drams of reagents spent.
    Ritual Spellcasting: As part of the offering step, you can spend reagents to offset Drain in Ritual Spellcasting (see Ritual Spellcasting, p. 295).
    Spellcasting: In a pinch, you can spend reagents to set the limit for Spellcasting. Rather than using the spell’s Force as the limit, use the number of drams of reagents spent.
    Summoning: You can spend reagents to set the limit for Summoning. Rather than the spirit’s Force, the limit becomes the number of drams of reagents spent.
    Temporary Magical Lodge: You can create a temporary magical lodge by spending a number of drams of reagents equal to Force of the lodge. The lodge takes one hour per point of Force to create and thereafter lasts until sunrise or sunset, whichever comes first.
, per dram (Hermetic)
  • SR5 317
Restraint, Plasteel
  • SR5 447
Subvocal Mic
  • SR5 439
Hermes Ikon
  • SR5 438
    • Rating: 5
      Attack: 0
      Sleaze: 0
      Data Proc: 5
      Firewall: 5
    Commlink Functionality with Camera, Micro, Chip Player, Credstick Reader, Earbuds 1, GPS Guidance System, Micro Trid-Projector, Music Player, RFID Tag Scanner, Shock- and Water-Resistant Case, Touchscreen Display; Mapsoft (Seattle)
Answers
  • 2) Sandman takes everything except his Lodge along with him on any runs, carrying it in his backpack, a hangover from his university days
  • 3) Sandman's wireless gear are (Usual mode on runs or other questionable activities). All are routed through his commlink:
    • Biomonitor (Silent)
    • Earbuds (Silent)
    • Medkit (Silent)
    • Monocle (Silent)
    • Subvocal Mic (Silent)
    • Commlink - Hermes Ikon (Silent)
  • 4) Last ate a meal replacement bar and drank a bottle of water while watching the target site not long before everyone showed up
  • 5) Epileptic Seizures? No
  • 6) Owes money to the Vory

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 1:23 pm
by Sandman
Lifestyle
Basement Appartment in Renton under Craig Stewart
  • Medium
    Permanent and Free due Trust Fund
    SR5 369
    Grid Subscription (Local Grid); Grid Subscription (Public Grid);

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 1:27 pm
by Sandman
Magic
  • Tradition
    • The hermetic mage relies on logic, practice, and execution of a planned formula rather than intuition and improvisation to effectively cast spells. They have learned to control magic and believe that the universe (both the magical parts and the mundane) follows patterns of energy that can be manipulated through complex symbols, formulae, and arcane knowledge of its components. This tradition was widely practiced (if not effective) even before the Awakening, and this form appealed early on to corporations and governments due to its intellectual, formalized nature. In hermetic thinking, casting magic involves imposing the magician’s will on the universe—so you can imagine some of the egos that emerge when mages get together. Mages are scholars and often have libraries of magical information from which they design spells. Any mage worth his reagents has at least a digital copy of one of the founding texts on hermeticism (rich mages have a fancy hard copy written and bound by hand in a very fancy ceremony). Hermetic trappings also include deluxe, well-crafted equipment in archaic laboratories where mages can create preparations and carry out their research.
      Mages create circles of power (they’re really just magical lodges, just with a hermetic twist, but don’t try to tell a mage that). Hermetic reagents include minerals, ores, and other elements—a knowledge of geology, parageology, and chemistry help them find where to gather such reagents. In urban areas, items found in the esoteric, antique, and forgotten corners of the cities can be used by mages. Older buildings, graveyards, and antique shops may have pieces of brick, pottery, glass, wrought iron, and jewelry that have been imbued with magical properties of the elements. Knowledge of architecture and antiques help in the search for these reagents.
      Mages, unsurprisingly, take a somewhat arrogant view on conjuring. The mage tends to believe that spirits are intelligent but inferior beings predestined for servitude. With that mindset, mages tend to be more comfortable binding spirits than are spellcasters of other traditions.
      • Materialization
      Drain: WIL + LOG (12)
      Combat Spirit: Spirit of Fire
      Detection Spirit: Spirit of Air
      Health Spirit: Spirit of Man
      Illusion Spirit: Spirit of Water
      Manipulation Spirit: Spirit of Earth
      • SR5 279

Spells, Alchemical, and Rituals

Combat Spells
Type: Mana, Direct
Range: Line of Sight (Area)
Damage: 0S
Duration: Instantaneous
Drain: F
Ref: SR5 284

Type: Mana, Direct
Range: Line of Sight
Damage: 0S
Duration: Instantaneous
Drain: F-3
Ref: SR5 284

Detection Spells
Type: Mana, Active, Directional
Range: Touch
Duration: Sustained
Drain: F-2
Ref: SR5 286
  • The subject can tell whether a target’s statements are the truth (or at least if the subject honestly believes them to be true).The spell needs at least 1 net hit to determine validity of a selected statement. The spell does not work on written materials or items recorded through any sort of technological medium. The subject must hear a statement in person (with the target within range) to be able to judge its truth.

Health Spells
Type: Mana, Essence
Range: Touch
Duration: Permanent
Drain: F-4
Ref: SR5 288
  • Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).
    Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.

Type: Mana, Essence, Preparation, Command Only
Range: Touch
Duration: Permanent
Drain: F-4
Ref: SR5 288
  • Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (you can split hits between healing and reducing time).
    Any boxes of Physical damage your target still has after any boxes are healed magically can only be healed by time and rest.

Type: Physical, Essence, Preparation, Command Only
Range: Touch
Duration: Sustained
Drain: F
Ref: SR5 288
  • This spell increases the initiative of a subject. Each hit rolled on the Spellcasting Test adds +1 to the target’s Initiative, and every two hits adds one Initiative Die. A character can only be affected by a single Increase Reflexes spell at a time, and the maximum Initiative Dice anyone can have is +5D6.

Illusion Spells
Type: Physical, Realistic
Range: Line of Sight
Duration: Sustained
Drain: F-1
Ref: SR5 291
This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, and even taste, if it somehow comes to that). Her aura is still visible to astral perception.
Anyone who might be in a position to perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain undetected if she’s good enough with her Sneaking Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the subject of the spell.
Improved Invisibility mimics the subject’s surroundings from all angles and affects technological sensors as well.[/list]


Type: Physical, Realistic, Preparation
Range: Line of Sight
Duration: Sustained
Drain: F-1
Ref: SR5 291
  • This spell makes the subject more difficult to detect by normal visual senses (including low-light, thermographic, and other senses that rely on the visual spectrum). The subject is completely tangible and detectable by the other senses (hearing, smell, touch, and even taste, if it somehow comes to that). Her aura is still visible to astral perception.
    Anyone who might be in a position to perceive the subject must first successfully resist the spell. Simply make one Spellcasting Test and use the hits scored as the threshold for anyone that resists at a later point. Even if the spell is resisted, the subject might remain undetected if she’s good enough with her Sneaking Test. An invisible character may still be detected by non-visual means, such as hearing or smell. Attacks against invisible targets suffer the Blind Fire modifier if the attacker is unable to see or otherwise sense the subject of the spell.
    Improved Invisibility mimics the subject’s surroundings from all angles and affects technological sensors as well.

Manipulation Spells
Type: Mana, Mental
Range: Line of Sight
Duration: Sustained
Drain: F-3
Ref: SG 115
  • This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys.
    Control Animal affects a single creature.

Type: Mana, Mental, AoE
Range: Line of Sight
Duration: Sustained
Drain: F-1
Ref: SG 115
  • This set of spells is a variant of Control Thoughts and Mob Mind (p. 293, SR5) designed to work on non-sapient animals (both normal and paranormal). The spellcaster first seizes control of the animals’ minds and actions and then may issue verbal commands that must be obeyed with a Simple Action. Gamemasters should consider the intelligence of the targeted animal and the complexity of the command when determining how effectively the targeted animal obeys.
    Control Pack is an area spell.

Type: Physical
Range: Line of Sight
Duration: Sustained
Drain: F-2
Ref: SR5 293
  • Levitate allows you to telekinetically lift a person or object and move it around. You have to beat a threshold equal to the subject’s mass divided by 200 kilograms, rounded up. The subject of the spell can be moved anywhere in your line of sight at a movement rate equal to the spell’s Force in meters per Combat Turn.
    If you’re trying to levitate an item held by a living being, or levitate an unwilling living being, that being can defend against the Spellcasting Test with Strength + Body. You can use this spell to levitate yourself, if you need a view from a higher perspective or desire some parachute-free sky diving.

Rituals
Key Words: Minion
  • The magician can bind a spark of intelligence into an inanimate form, creating a homunculus. The homunculus has a physical form but isn’t very bright. It understands any language its creators (leader and participants) speak and has a modicum of a personality that reflects those of its creators.
    You need an inanimate object to animate for the ritual. Despite the fact that their name means “little man”, the homunculus doesn’t need to be humanoid in shape - animal statuettes are pretty common among shamans, and don’t underestimate the usefulness of an animated extension cord. It can be at most (Force x 10) kilograms in mass, and it gains a limited amount of flexibility (the same as the Animate spell, p. 292) for the duration of the ritual.
    Whatever you use, the object’s Object Resistance dice pool is added to the opposition for the leader’s and participants’ Ritual Spellcasting Test, which is why you don’t see many homunculus commlinks.
    The homunculus obeys the leader’s commands as much as possible within the limitations of its physical capabilities. Commanding a homunculus is not like commanding a spirit. A spirit is intuitive and intelligent; a homunculus just follows orders and becomes frustrated when the task becomes impossible. A homunculus lasts for a number of days equal to its Force times the net hits on the sealing test. A watcher’s skills are equal to half the Force of the ritual (rounded up).
    This ritual takes (Force) hours to perform.
Ref: SR5 298
A physical servant than can do mundane chores for you.
Body: *
Agility: F-2
Reaction: F-2
Strength: F
Willpower: 1
Logic: 1
Intuition: 1
Initiative: (F + 1) + 1D6
Movement: x2/x4/+1
Skills: Assensing, Astral Combat, Perception, Unarmed Combat
Powers: Sapience
  • * The body of a minion is equivalent to the Structure rating of the material used in creating it.

Key Words: Anchored
  • The ward is a basic ritual, taught to many magicians. It creates a an astral barrier (p. 315) with a Force equal to the Force of the ritual. The ward may encompass a volume of up to fifty cubic meters times the sum of the participants’ Magic ratings.
    This ritual takes (Force) hours to complete. The ward lasts for a number of weeks equal to the net hits from the sealing step of the ritual—if the leader spends an amount of karma equal to the ward’s Force, the ward is permanent.
Ref: SR5 297

Key Words: Minion
  • Watchers are like spirits, but in actuality are entities born from the ritual leader’s own mind rather than the metaplanes. They are a creation of mana, woven with the personalities of the ritual participants. A watcher can speak any language its creators (which includes the leader and participants) can speak. A watcher is bound only to the leader of the ritual and follows his orders. A watcher lasts for a number of hours equal to its Force times the net hits on the sealing test. A watcher’s skills are equal to half the Force of the ritual (rounded up).
    A leader can dismiss a watcher bound to him as a Free Action. Watchers cannot be banished or counterspelled.
    This ritual takes (Force) minutes to perform.
Ref: SR5 298
A pale reflection of the magician’s personality, summoned
to do the sorts of things at which a pale reflection might excel.
Body: *
Agility: *
Reaction: *
Strength: *
Willpower: F-2
Logic: F-2
Intuition: F-2
Charisma: F-2
Astral Initiative: (F x 2) + 1D6
Skills: Assensing, Astral Combat, Perception
Powers: Astral Form, Manifest, Search, Sapience
  • * Watchers don’t have a corporeal body.

Re: Craig "Sandman" Stewart, Dwarf Hermetic Mage

Posted: Sat Jan 08, 2022 1:34 pm
by Sandman
Contacts

George Georgeson Jr.
  • Location: Renton
    Archetype: Talismonger
    Connection/Loyalty: 3 / 4
    Metatype: Dwarf
    Sex: Male
    Age: Young
    Preferred Payment Method: Barter (Profession Items)
    Hobbies/Vice: Social Habit (Alcohol)
    Personal Life: In Relationship
    Type: Swag
Tamara Simpson
  • Location: Redmond
    Archetype: Fixer
    Connection/Loyalty: 4 / 1
    Metatype: Human
    Sex: Female
    Age: Middle-Aged
    Preferred Payment Method: Cash (Hard Currency)
    Hobbies/Vice: Personal Grooming (Clothes)
    Personal Life: None of Your Damn Business
    Type: Networking
Wall
  • Location: Redmond
    Archetype: Sprawl Ganger
    Connection/Loyalty: 1 / 2
    Metatype: Troll
    Sex: Male
    Age: Young
    Preferred Payment Method: Service (Free-Labor Jobs)
    Hobbies/Vice: Social Habit (Cigars)
    Personal Life: Single
    Type: Legwork