Shadowrun RPG Character - Rakash

This is the character "Rakash" who started as an Dwarf Primalist who specialised as a Drudic spellcaster. He was fired from the corporate world for doing something against the interests of his company.

Overview of Characters for Shadowrun

Character Rules Overview

    Rakash the Fired (PC - Martin)
  • Br 2 (Brawn) - Ag 1 (Agility) - Int 2 (Intellect) - Cun 4 (Cunning) - Will 3 (Willpower) - Pr 2 (Presence) -
  • Soak 3 - WT 11 (Wound Threshold) - ST 14 (Strain Threshold) - Defence 0 - BM 6 (Base Move)
  • Range Bands - Engaged 1 / Short 6 / Medium 12 / Long 24 / Extreme 48 (Running, Notice)
  • Range Bands - Engaged 1 / Short 3 / Medium 6 / Long 12 / Extreme 24 (Shooting)
  • Range Bands - Engaged 1 / Short 12 / Medium 24 / Long 48 / Extreme 96 (Spells)
  • Skills -
    • General Skills - Discipline 1 (Will), Medicine 1 (INt),
    • Combat Skills - Brawl 1 (Br), Gunnery 1 (Ag), Melee 3 (Br), Ranged - Heavy 1 (Ag), Ranged - Light 1 (Ag),
    • Social Skills - Negotiation 1 (Pr),
    • Knowledge Skills (Int) - Lore 2 ,
    • Magic Skills - Primal 2 (Cun),
  • Abilities - Magic Rating - 2. Can add magic rating in force dice to magic checks. Note: Sustaining or Astral perceiving characters must roll the force dice when using magic. Stubborn - When opposing social skills, dwarves add two Setback (Black) dice to all social skills targeting them. Tough as Nails - Once per session can spend a story point after suffering a critical injury to make the result as if 01 was rolled.
  • Talents - Sustain (Passive, Rank 1) As a manoeuvre you can sustain up to your rank in spells each round without paying strain to keep them up. Or you can spend an action with the difficulty equal to current sustained spells. On a success you sustain them for hour, plus an hour for each net success until force to make a concentration check, loose conciousness or try and sustain more spells.
  • Spells - Attack Easy, This spell is used to attack another target. Make a tradition roll vs Target within Close but not Engaged range, difficulty of Easy (one purple). This spell can only crit on a Triumph. It deals damage equal to the Attribute of the skill. A caster can use any number of upgrades they have learnt. (Blast (+1), Fire (+1), Range 1 (+1)). Augment Average, This spell is used to enhance the target. Casting this spell requires a Average (two purple) check and targets one character they are engaged with. If successful provides an extra ability point to the targets checks until the end of the casters next turn. (Additional Targets (+2), Primal Fury (+1)) Utility Simple, This spell does mundane things not covered in other spells. Levitating a book or small object, making special effects of sound, sight or smell, or anything else you might imagine. Casting this spell is an Simple (no purple) or Easy (one purple) check, with upgrades depending on the complexity of the effects desired.
  • Main Equipment (Enc 2/7) - Magic Staff (Spell Dam +4, Enc 2), Durable Clothing (+1 soak), Smartphone, slap-patch,
  • Weapons - Staff Spell Attack Medium (Primal (Easy), Dam 8, Crit Triumph, Range Medium), Staff Spell Attack Medium with Blast (Primal (Average), Dam 8, Crit Triumph, Range Medium, Blast 2), Staff Spell Attack Medium with Fire (Primal (Average), Dam 8, Crit Triumph, Range Medium, Burn 2), Staff Spell Attack Medium with Fiery Blast (Primal (Hard), Dam 8, Crit Triumph, Range Medium, Blast 2, Burn 2), Note - Staff damage and range reduction cost included.
  • Advancement - The Steps taken to advance a Character.
  • Creating a Character - The Steps to Building a Character.
  • Specialisation - Specialisation Tree's associated with the character.
  • GM Section - Secrets associated with the character.

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