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NPC Roster IInitiates of the Hidden Fire
The Initiates of the Hidden Fire are a small, Seattle basedmagical group led by a magician called
Flame. There is an associated company with the group called theAlchemical Securities Group (ASG).
This company supplies magical services to a wide range ofclients both corporate and private. When
the players work over a small corporation or a rich person'shouse, they may find that these are the
people behind the wards. Equally, if the players are looking forinformation, foci or even to hire an
enchanting shop or hermetic circle, the Initiates of the HiddenFire can provide.
Initiates of the Hidden Fire
Strictures: Limited Membership (Hermetics), Fraternity, Dues(300 p/m)
Members: 4
Resources: Medium
Patron: Alchemical Securities Group (ASG)
Flame, Hermetic MagicianHuman, Initiate 2
Image: Tall, broad shouldered man in early thirties, with ashock of unnatural red hair and an
alchemical nano tattoo that curves lazily around one of thispiercing blue eyes. He is dressed in
decorated robes that would be clich except for their obviouscost red sweeping things embroidered
with gold and emerald threads. The nanimated material pulsesslowly in a hypnotic fashion, like hot
coals.
Role Playing: Confident, slightly arrogant, and irritatinglymysterious. Of course he makes a good
living being all three of these things, but still. Arrogancedoes not always accompany stupidity,
however and Flame is both a very competent magician and a notbad combatant. He also takes great
pride in his ally spirit. He also has quite a quick temper if hethinks he has the edge over some one.
Background: Flame, akaJonathan Cane, was born to a corporatefamily and expressed his gifts in
his early teens. Consequently, he has been well educated and hisparents were savvy enough to fund
his arcane education without binding him to any corporateapprenticeship schemes. He was also
brought up to be a winner and deals very badly with not beingthe top dog. Consequently, now in
his thirties, he is running a successful business and living thegood life and quite happy about it, thank
you very much. The hermetic circle which he founded substitutesfor any really close friends.
Work: In addition to the common money spinner of ward work,Flame is licensed for court and police
work, interrogating defendents and suspects with mind probes. Heis also a very accomplished
summoner.
Crucible, Ally SpiritImage: The word monster was never moreappropriate. It seems to partly be, or once have been, a
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wolf. Now whatever the coal dark, smoldering thing is, it's nonatural animal. Lava like seams of heat
crack their way through its charcoal fur and its eyes burn withorange fire, as the thing crouches
toward you.
Role Playing: Guarded and dangerous. Crucible is not afraid ofanything and has the predatory
instincts of the wolf it once was. But though animal like inpersonality and behaviour, it is nonetheless
intelligent and will apply that intelligence well when it ishunting.Background: Once a natural wolf, puchased by Flame at greatexpense, it is now the inhabited form
of his ally fire elemental. It is intelligent, but fierce, andutterly loyal to its master. For sport, its master
sometimes takes it out to a reservation in the NAAN where, for afee, he is allowed to set Crucible
hunting, which it loves.
Haze, Hermetic MagicianHuman, Initiate 1
Image: A young woman of not quite determinable age with perfect,purchased beauty and cybered,
amber eyes. She dresses in an soft, claret suit, perfectlytailored and which shimmers different shades
from time to time.
Role Playing: Mercurial and takes pleasure in keeping people offbalance. Incredibly intelligent and
able to keep a straight face through even the most outrageouslies. Ostensibly friendly, however.
Background: Haze, akaJane Dupont, has always been too clever forher own good. The arcane
complexities of hermetic magic are her bread and butter, andalthough she has developed her power to
only a limited degree, her grasp of theory and is superb. Shegraduated from MIT&T with a first class
honours and has now moved to Seattle to pursue a career in thelucrative security market, there. Her
life so far has been fairly studious and though she's wellcapable of being sociable, even pretty wild,
the sad truth is that there are so very few people who canactually understand her.
Work: In addition to the routine work of setting up wards forvarious corporations and wealthy home
owners, Haze runs a very successful line in designing formulas,whether for spells, enchantments or
very occasionally spirits. She also works part time as a tutorin spell craft and magical theory.
Isaac Oded, Hermetic MagicianDwarf
Image: An immaculate little dwarf who looks like he's justrolled off the assembly line. From his
shiney black shoes to his precisely back combed, grey hair andhis perfectly pressed blue suit inbetween he couldn't be morespruce. Hypothetically, if there were dirt on him, it would beclean. A
small AR monocle is clipped to his breast pocket, fitted with aflip down jeweller's magnifier, no less.
Probably for checking everything is straight.
Role Playing: By the book. Can't hurry him. Can't distract him.He's methodical, precise, and when he
makes a joke it's usually so subtle it's a day before anybodynotices. His favourite saying is: You rush
a miracle man, you get rotten miracles.
Background: Isaac was born. He found he was a mage. So hestudied and learnt how to be one. Then
he worked as one. It all seems fairly straight forward to Isaacand he's never really understood why
other people find life so complicated. They're probably just notvery clear thinkers.
Work: Isaac is an enchanter, and though capable of small magics,primarily focuses on producing
formula, preparing telesma, refining orichalcum, etc. He isperfectly competent at creating wards,
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however.
Leo Mills, Hermetic MagicianHuman, Initiate 1
Image: An unprepossessing, rather skinny, nebbishy man withlittle round AR spectacles and wholooks ill at ease in his smart,grey suit. From stooped posture to the slightly pleading expressionon his
face, he looks like a walking apology. A commlink dangles on achain around his neck and blips his
social networking profile to others. It indicates that his nameis Leo, he is coincidentally a Leo and is
interested in magical theory, goblin rock concerts, ork cultureand making new friends.
Role Playing: Leo is awkward, bright and actually one of thenicest people you could hope to meet.
He's well liked by his friends and frequently goes out of hisway to help people. He's also quite bright
and earning a good living as a mage. He's rather daunted byFlame and over awed by Haze, but once
he's comfortable in a group he can actually be quitetalkative.
Background: Leo comes from a Puyullup barrens family thatscrimped together just enough money
to pay for their child to undergo magical testing. Their extremegood fortune that little Leo had
magical potential got him a life he would never have hadotherwise. Sadly his parents were killed
when caught up in gang warfare in Leo's seventeenth year. He hasvowed never to forget his origins,
and a good portion of his income goes to various barrens socialprograms.
He is married to Catherine Mills, his childhood friend andsweetheart.
Work: Leo seems to have a natural gift for Cleansing and is thecircle's specialist in dealing with
harmful background counts.
Catherine Mills, SamuraiOrk
Image: A petite ork woman, about 5'10 (1.52m), with a strong,muscular build, light skin and soft
dark hair, perhaps Japanese origin. She typically wears avaguely military ensemble, including an
armoured jacket and carries an SMG on her hip. She looksconfident in her ability to use it, too.
Role Playing: An honourable woman, but slow to trust. Until thatpoint, she remains quite remote and
intimidating. She doesn't take kindly to threats orviolence.
Background: Catherine spent the early part of her life in thePuyallup barrens. It wasn't nice. To this
day, she remains untrusting and suspicious of people. And shesees that as a good thing. It was only
Leo's care and affection for her that gave her a bridge out ofthe barrens, though ironically she and
Leo both see her as the strong protector of the couple. They'rean odd couple, not least because of the
gender reversed roles of their physical power, but they owe eachother a lot over the years and love
each other deeply.
Work: Cathering works for the group as a physical security andbodyguard. In addition to being a
skilled combatant, she makes use of various knowsofts in orderto oversee some of the circles
mundane security such as drones.
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Game StatisticsFlame, Hermetic Magician
Human, Initiate 2
B A R S C I L W M E ESS Init IP CM3 3 3 3 5 3 4 5 5 2 6 6 110
Movement: 10/25
Skills: Assensing 3, Astral Combat 4, Blades 2, Counterspelling4, Conjuring Skill Group 4, Dodge 2,
Etiquette (Corporate) 3, Leadership 4, Negotiation 2, Perception1, Spellcasting 3, Unarmed Combat 5
Metamagic Techniques: Quickening, Ally Conjuration
Spells: Analyze Magic, Armour, Astral Armour, Compel Truth,Detect Magic (Extended), Fireball,
Flamethrower, Ignite, Mind Link, Mindprobe, Offensive ManaBarrier, Stunball, Stunbolt.
Gear: Weapon Focus (Katana) 3, Sustaining Focus 5, ArmourClothing (4/0), Commlink (Transys
Avalon, Iris Orb O/S), Image Link Contacts, EurocarWestwind.
Language: English, Latin, Greek.
Crucible
Force 3 Ally Spirit, Inhabited Hybrid Merge Wolf
B A R S C I L W M E ESS Init IP CM
5(7) 6 6 5 3 3 3 3 3 4 3 9 2 11(12)
Movement: 10/50
Skills: Assensing 3, Astral Combat 3, Counterspelling 3, Dodge3, Infiltration 3, Perception 3,
Shadowing 3, Spellcasting 3, Tracking 3, Unarmed Combat 3
Powers: Banishing Resistance, Concealment, Dual Nature,Elemental Attack (Fire), Energy Aura
(Fire), Immunity to Normal Weapons, Magician, Natural Weapon(Claws/Bite: 4P, AP0), Sapience,
Sense Link.
Spells: Astral Armour, Detect Life, Magic Fingers, Mind Link,Ram (Door), Shadow, Stabilize.
Quickened Spells: Increase Body (Force 7)
Haze, Hermetic Magician
Human, Initiate 1
B A R S C I L W M E ESS Init IP CM
2 2 3 1 3 3 5(7) 4 3 3 5.6 6 1 9Movement: 10/25
Skills: Arcana 6, Assensing 3, Athletics 1, Counterspelling 5,Con 4, Conjuring Skill Group 2, Dodge
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1, Enchanting 2, Etiquette (Street) 3, Leadership 3, Negotiation3, Perception 3, Spellcasting 4.
Metamagic Techniques: Quickening
Spells: Alter Memory, Analyze Device, Analyze Magic, ChaoticWorld, Confusion, Deflection, Fast,
Heal, Influence, Invisibility, Levitate, Mask, Mob Mood, org*sm,Phantasm, Physical Camouflage,
Translate, Stunbolt.
Bioware: Betaware Cerebral Booster 2, Betaware Cybereyes (ImageLink, Vision Enhancement 2,
Vision Magnification)
Gear: Armour Clothing (4/0), Spellcasting Focus (Manipulation)2, Commlink (Erika Elite, Iris Orb),
Honda Spirit.
Language: English, Latin, Greek, Japanese, Hebrew.
Isaac Omed, Hermetic Magician
Dwarf
B A R S C I L W M E ESS Init IP CM
3 2 1 3 3 2 5 6 4 2 6 3 1 9
Movement: 8/20
Skills: Arcana 4, Assensing 3, Counterspelling 2, Enchanting 4,Etiquette 2, Negotiation 3, Perception
3, Spellcasting 3.
Negative Qualities: Enchanter Aspect ( 4 dice conjuring,sorcery, assensing, astral combat).
Spells: Analyze Magic, Detect Magic.
Gear: Commlink (Transys Avalon, Iris Orb), Honda Civic
Language: English, Latin, Greek, Hebrew
Leo Mills, Hermetic Magician
Human, Initiate 1
B A R S C I L W M E ESS Init IP CM
1 1 2 1 4 4 5 5 3 6 6 5 1 9
Movement: 10/25
Skills: Arcana 3, Assensing 4, Astral Combat 4, Counterspelling3, Conjuring Skill Group 3, Etiquette
(Street) 3, Perception 4, Sorcery Skill Group 3.
Metamagic Techniques: Cleansing
Spells: Confusion, Cure Disease, Deflection, Heal, Healthy Glow,Invisibility, Shapechange, Stunbolt,
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Gear: Armour Clothing That Wife Makes Him Wear (4/0), Commlink(Erika Elite, Iris Orb), Honda
Spirit, Harley Scorpion
Language: English, Latin.
Catherine Mills, Samurai
Ork
B A R S C I L W E ESS Init IP CM
6 4(5) 4(7) 5(6) 2 3 2 2 2 0.68 7(10) 4 11
Movement: 10/25
Skills: Athletics Skill Group 3, Automatics 3, Blades 3, CyberImplant Weaponry 3, Dodge 3,
Etiquette (Street) 3, Infiltration 1, Negotiation 1, Pistols 3,Longarms 3, Unarmed Combat 3.
Qualities: High Pain Tolerance
Cyberware: Alpha Wired Reflexes 3, Alpha Muscle Replacement 1,Alpha Cybereyes (Imagelink,
Smartlink, Vision Enhancement 2, Thermographic Vision), AlphaDatajack, Alpha Hand Razors
Gear: Ares Predator IV, Ingram Smartgun X, Armour Jacket,Knowsofts (Home and Small Office
Security Procedures and Tactics 4), Knife. 2x Doberman Drones w/Ingram White Knight LMG,
Bulldog Step Van.
Language: English.
All work copyright ofK. Nasser, 2007 except where stated.
WizKids, Inc. has sole ownership of the names, logo, artwork,marks, photographs, sounds, audio, video
and/or any proprietary material used in connection with the gameShadowrun. WizKids, Inc. has granted
permission to knasser.me.uk to use such names, logos, artwork,marks and/or any proprietary materials for
promotional and informational purposes on its website but doesnot endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
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NPC Ro ster IIInformants
The below is a selection of informants and contacts for theShadowrun game. They are not intended to
be connected in any way other than thematically. When a GM needsto feed some information to the
players following some successful Charisma + Etiquette rolls, ora new characters wants to purchase
a couple of low influence contacts, the following should be ableto be dropped into most games.
Eden, the dancerHuman, Snake Shaman
Image: A petite, snake hipped femme with long curling dark hair,curves like a goddess, smile like agenie. She wears snake skin(real?) pants and a black leather waistcoat that shows a softslight belly
and buttons tight across her chest. A small painting of an appletree adorns the base of her spine.
Quote:'I don't know all that fancy philosophy and theology andschool stuff, but I figure if something
feels right, then it must be... don't you think? Ain't nothin'complex 'bout that.'
Role Playing: Young, fun and possessed of a profoundly practicalsort of wisdom. Kind and
supportive, but sometimes a little difficult to prise away from(or off) the bar.
Background: Born and raised in Chicago at first, but since movedto Seattle for a better life, Eden
knows one thing and one thing well how to live and to party.Making her nuyen in the bars and strip
See AlsoThe Burning of the Library - Chapter 2 - leeemur - Harry PotterBateson Mind and Nature - [PDF Document]Virtual Identity And New Consumer Behavior – The Role Of Mobile MarketingDownload Психология Способностей: Современное Состояние И Перспективы Исследований. Материалы Научной Конференции, Посвященной Памяти В.н. Дружинина (Москва, 19 20 Сентября 2005 Г.) 2005clubs from Downtown to Tacoma to Bellevue, Eden has two thingsthat set her apart from the other
dancers... hips that move like a Latin American Dance Queen andthe ability to cast spells. Eden first
heard the call of Snake when she was sixteen, surviving inChicago. Snake is Eden's dark side... not
evil, just hedonistic. Snake is also a healer and a wisecounsellor to her. Eden is not afraid to work her
magic into her performances, and in exclusive showings,transforms herself into a snake and back as
well as using her charmed pets in some of the shows. Eden has noproblem with her sexuality and
wouldn't do the job she did if she felt it was wrong. Sheattracts both men and women to watch her.
Contact Potential: Eden's skills and profession get her into theoddest of places. Her friendlydemeanour and openness, lead a lot ofpeople to confide in her. Potentially, Eden could have a lineof
access to anyone from the topmost politicians to the lowest ofmafia bosses. Getting her to divulge the
information to the players however, could be a whole differentgame, however.
Human, Magician (Shaman)
B A R S C I L W M E ESS Init IP CM
3 3 2 2 5 5 3 4 1 5 6 6 1 10
Movement: 10/25
Skills: Assensing 3, Con 2, Conjuring Skill Group 3,Counterspelling 3, Dance 4, Dodge 2, Escape
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Artist 2, Etiquette (Street) 5, First Aid 1, Leadership 1,Negotiation 1, Perception 5, Spellcasting 3,
Knowledge (Seattle Clubs and Bars) 3, Knowledge (Seattle Gangs)2, Knowledge (Insect Spirits) 2,
Knowledge (Popular Music) 3.
Language: English
Spells: Detect Magic, Critter Form (Snake), Borrow Sense, MindLink, Mind Probe, Alleviate
Addiction, Increase Charisma, Healthy Glow, Double Image,Control Animal
Gear: Metalink Comm (Vector Xim OS), Sustaining Focus (Force1)
Si x-Face Shihab, th e S pir itFree Spirit, Force 2
Image: An over large head, about a foot wide with a face onevery side. some moustached, some
smooth, some fierce browed, some fat jowled. The apparition bobsalong, rotating sometimes as each
face peers to look at whatever catches it's interest. A low bubbub of muttering filters through the air
as the various faces constantly argue, complain or complimenteach other.
Quote:'Look at that... what? It's gone now. What was it? There'sa rat over there. Is that what you
saw? No. You keep out of it. You keep out of it. Let's eat therat. It's not your turn. I don't mind. What
did you see? But it's not his turn. No really it's okay. Whatdid you see? He doesn't mind. I'm going to
eat the rat. You're not going to eat the rat. WHAT DID YOU SEE?Hey, there's an ork over there
looking at us. I just said that. No you didn't. I did I saidlook at that! You're always letting him bossyou around. I'm nothungry. He's not hungry! He's just saying that. Do we know the ork?No, no, no,
don't think so, not seen him before myself, no. Oh, the rat'sgone now. Let's go look at the ork.
Role Playing: Nosy, curious, sometimes playful, often rude.Imagine six slightly senile men glued
together for all eternity. Which is not to say that Shihab iseither slow or stupid, merely short on focus
and sometimes difficult to talk to.
Background: As with many free spirits, nobody quite knows wherethis one came from. He seems to
have emerged sometime in the last three years to float about thecity, spying on people through
windows or from the astral and to give the occasional child afright of truly epic proportions. Eachface can talk and observeindependently, though he seems to have no problem deciding what hewants
to do. If indeed it is a 'he' and not a 'they.' Incidentally,Shihabs faces are mainly middle eastern in
appearance, and though they vary widely in appearance, they areall male and all just a little too big
on his larger than human great cubic head. Aside from spying andnosing on people, Shihab's other
two joys seem to be carrying on endlessly inane conversationswith itself, like two old ladies in a
nursing home, and secondly, eating rats whenever it can catchone. The sight of the spirit gleefully
descending on a rat and chomping up the morsel (only to have thebones be spat out by a different
face) is one that can disturb even the most hardened ofshadowrunners.
Contact Potential: Shihab has few needs as a spirit and zerointerest in money. If the players wish to
bargain with the spirit for knowledge (and the spirit can takegreat, mean spirited delight in being
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suddenly cagey when it wants to be), they are going to have topay it in kind. Fortunately, Shihab has
some different ideas about what value to place on knowledge andmay happily exchange valuable
black mail material on the local Yakuza boss in exchange forjuicy gossip about a neighbour he's
become interested in.
Free Spirit, Force 2
(Materialised)
B A R S C I L W M E ESS Init IP CM
3 3 2 3 2 2 2 2 2 2 2 4 2 10
Movement: 15/40 (flight)
Skills: Assensing 3, Con 2, Counterspelling 2, Dodge 2, Flight2, Infiltration 3, Negotiation 2,
Perception 4, Spellcasting 2, Knowledge (Seattle Geography) 4,Knowledge (Seattle Gangs) 2,
Knowledge (Seattle Criminal Organisations) 2.
Language: Arabic, English, Japanese, Cantonese, Sioux,Spanish.
Powers: Astral Form, Concealment, Materialisation, Search,Enhanced Senses (Low Light), Sapience,
Confusion, Magician.
Spells: Detect Individual, Analyse Truth
Hurtle Harry, the taxi-driver.Dwarf, rigger.
Image: A fat little Chinese dwarf, with a range of nano tattoos,black hair receding at the front, long
and pony tailed at the back, he's typically dressed in a grubbyjumpsuit and boots. He looks a little
shy of middle age so for a dwarf, he must be hitting thelifestyle pretty hard.
Quote:'If you go fast enough, nothing else will hit you... seetotally missed that drone it's just
common sense. What's easier to catch? A ball or a bullet? Thefaster you go, the safer you are....
What ifI hit something? No sir, if you go fast enough, everyonewill get out of your way. Take my
advice and never drop below 100kph. It's the magic number.'
Role Playing: Friendly, gregarious, but nobody's fool. He's gotthe gift of the gab and can talk
extensively on urban brawl, combat biking, politics, crime andracial equality. But he knows how to
listen to the interesting fares, too, and Hurtle Harry certainlypicks up some interesting people from
time to time.
Background: A Seattle native, Harry Hong loves the city likenobody else ever could. He knows the
high points and the low points (okay, maybe the low points) andcares passionately about the life of
the regular Seattlite. Making his money racing people around thecity, he works long hours to provide
for his wife and kid, and if he can top up his kid's school fundby selling a little information on the
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side, then that's all to the good.
Contact Potential: Quite naturally, Harry (the Hurtle to hisfriends) can provide good information
on things that are going down in Seattle. If you need to knowwho's muscling in on who's turf and
which politico was secretly ferried back from a bunraku parlourin the early hours of the morning, ask
Harry. Just be prepared to feed his meter a little extra inreturn.
Dwarf
B A R S C I L W E ESS Init IP CM
3 2 3 3 3 3 2 3 3 5.1 6 1 10
Movement: 8/20
Skills: Pilot Aircraft (Air Taxi) 3, Pilot Groundcraft 3,Etiquette (Street) 3, Con 1, Negotiation 3,
Pistols 1, Unarmed Combat 1, Knowledge (Seattle Geography) 3,Knowledge (Seattle Criminal
Activity) 3, Knowledge (Seattle Politics) 3, Knowledge (UrbanBrawl) 2, Knowledge (Combat Biking)
2,
Language: English
Gear: Air Taxi (awaiting Arsenal), Colt American Lt. Pistol.Mapsoft (rating 5), Fake Licences (rating
2 4), Fake SIMs (ratings 2 5). Commlink (Renraku Sensei, RenrakuIchi). IC loaded in Air Taxi
node.
Cyberware: Datajack, SIM Module (Hot SIM Modified), Control Rig,Image Link,
All work copyright ofK. Nasser, 2007 except where stated.
WizKids, Inc. has sole ownership of the names, logo, artwork,marks, photographs, sounds, audio, video
and/or any proprietary material used in connection with the gameShadowrun. WizKids, Inc. has granted
permission to knasser.me.uk to use such names, logos, artwork,marks and/or any proprietary materials for
promotional and informational purposes on its website but doesnot endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
mailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnival8/6/2019 Npc Roster
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NP C Rost er I IIPrime Runners
This collects a selection of advanced opposition for Shadowrun4th
edition. All of these characters are
intended to be elite rivals, resistance or assassins for the PCparty. They vary in power, and as always
in Shadowrun, what one does is typically more important thanwhat one is capable of. However, all of
them, most especially Lucia, have the potential to seriouslythreaten the PCs.
Du lac, th e S pec ia l Forc es .Elf, Samurai
Image: A little short for an elf, around 5'10 but slimlymuscular and with a lean, Caucasian face,framed by simple darkhair. Nothing immediately stands out, except the somewhat pallidcast to his
skin and his dark, slightly red rimmed eyes. On a mission, hewill likely be kitted out in a camoflage
suit, mask and goggles.
Quote:'You mind your own business. You tell me the job, I do thejob. That's where it begins and
that's where it ends. I don't need your curiosity and Icertainly don't want your friendship.
Role Playing: Intense, self absorbed, haunted. Driven is a wordthat comes easily to mind with
Dulac. Unnerving is another. For the most part, Dulac will becompletely efficient and businesslike.
Sometimes he will appear very haggard and sleep deprived.Occasionally, he might break down intotears, wail and rant. He willbecome very passionate and pro Tir if the subject of thatneighbouring
country comes up. He also leans toward elf supremism.
Background: Dulac, whose real name is Francois Pitou, was bornin Bordeaux in 2032, to human
parents, but in 2035, they emigrated to Tir Tairngire in hopesof a better, and prejudice free life for
their special child. To some extent, they got what they wanted.Though eternally held back by being
human themselves, their child proved to be quite gifted andbegan to ascend the ranks. Raised in the
culture of Tir Taingire and further conditioned by choosing toenter the Tir Peace Force, the young
boy grew up with a deep, almost fanatical loyalty to the idealsof his country and the elven ideal. It
was a natural progression that he followed and by the age ofthirty two, he had made his way into the
elite Tir Ghosts and a Paladin, swearing fealty to Prince Ehranthe Scribe. It was to be his undoing.
Captured in a minor diplomatic indicident with the Sioux, he washeld captive for eight weeks, during
which time he was brutally and repeatedly tortured. He brokeunder the treatment and gave up what
minor information he had. Returned in a prisoner exchange, hewas accepted back into the Tir without
charges. Perhaps had he been in better shape on his return,there might have been further disciplinaries
carried out, but he never recovered from what he endured. Theconfrontation with what he sees as his
own cowardice and weakness (it is not), is one he has not beenable to reconcile with his self image.
After eight months on leave undergoing therapy and treatment inthe Tir, he one day simply
dissappeared, crossing two border and winding up in the Seattleunderworld. His elite training and
bioware make him a valuable resource and he knows it, hiringhimself out almost indiscriminately. His
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neighbours in Downtown apartment complex know him only as aquiet person who does not mix, But
by in between runs and superficial socialising, he sits at homedwelling on his betrayal and slotting the
rarest of BTL's torture simulations from the victims, viewpoint. Sometimes he will tie himself to a
chair, gagged, with the restraints timed to release him after aset period, and he will run the SIMs.
Each time he pushes himself until he breaks down and betrays hisprince once more, and each time he
blames himself. If he endures the treatment, then next time hesimply sets it to run longer, or moreintensely. The experienceleaves him scarred and exhausted each time. He will, however, stopat
nothing to get back to his lost state of faith in himself.
Role: Dulac can be used as a rival runner getting to the goalminutes before the players, an assassin
targeting someone the PCs are guarding or a pawn of their enemy.Best is if he can be introduced as a
character in his own right, before the players come up againsthim in a run, however.
Usage Suggestions: Running in parallel with the team and takingthe prize from under their noses;
infiltrating the players safe house; interrogating a captive PCwith the use of drugs and BTL torture
simulations.
Elf, Samurai
B A R S C I L W M E ESS Init IP CM
4 5 (8) 5(7) 3 3 4 2 6 0 3 3.75 9(11) 1(3) 10
Movement: 10/25
Skills: Automatics 4, Blades 3, Climbing 4 (Buildings), Con 2,Dodge 4, Electronic Warfare 1,
Etiquette 2, Infiltration 5 (urban), Intimidation 3 (Torture),Hardware 2 (Security Devices). Perception
4, Pistols 4, Longarms 4, Pilot Groundcraft 2, Running 3,Swimming 2, Negotiation 1, Disguise 2,
Navigation 1, Shadowing 3 (Tailing), Unarmed Combat 3,
Languages: English, French, Speretheriel
Qualities: Guts, High Pain Tolerance III.
Gear: Commlink (Transys Avalon, Response Upgrade 6, Sim Module,Firewall 6, System 5, IC w/
Pilot 5, Black Hammer 5, Armour 5, Attack 5, Analyse 5), Trodes,Tag Eraser, Chameleon Suit, (Non
conductivity 5, Thermal Damping 5), Fake Licence 6, Fake SIN 5,Torture BTLs, Walther MA 2100Sniper Rifle, w/ APDS (7P, 8AP, 10(m),smartlink), Uzi IV (smartlink), Gecko Tape Gloves,
Hardware tools,
Cyber / Bioware (all betaware): Orthoskin III, Muscle Toner III,Bone Density Augmentation III,
Synthacardium III, Cybereyes II (Image Link, Recording Unit, LowLight, Thermographic, Smartlink,
Flare Compensation). Synaptic Booster II.
Buffalo, the Warrior.Troll Samurai.
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Image: A serious looking amerind troll, standing a fractionunder eight feet, with a squat, powerful
frame, His straight black hair falls around two ebony polishedhorns and frames a thick boned,
powerful face.
Quote:'I wish you to understand that this is not personal. Weall do what we have to do.'
Role Playing: The classic strong, silent type on the outside,masking a quiet rage and desperationunderneath, an anger ever readyto erupt unexpectedly to the surface. Capable of acts ofcompassion
where able to, however.
Background: Buffalo is a citizen of Salish Shidhe and nativeamerican, born a troll. He served time
in the Salish Shidhe military and performed adequately. Lackingother options, he would probably
have gone all the way. But a nasty fight left him near death. Itwasn't even military action just a bar
fight that got out of hand when some of the participants turnedout to be Syndicate men. Shot multiple
times on leaving the place, Buffalo lost both arms and tooksevere damage to his chest and a fractured
skull. Military health plan took care of the basics and pulledhim through, but to pay for cyberware
suitable for his troll body, Buffalo had to get loans from theone group that would lend money to a
troll in his situation the Yakuza. Now Buffalo's life is aspiralling nightmare of debt and repayments,
working as muscle or a hitman for his Syndicate owners. Hedreams of buying his way free, but every
time he gets close, something seems to happen to make thingsworse. And the only collateral he has,
is expensive chrome that makes up his own body.
Usage Suggestions: Any organised crime scenario where seriousmuscle needs to be deployed or they
don't want to risk their own men.
Troll, Street Samurai.
B S A R C I L W E ESS Init IP CM
9 9 4 4 (6) 2 3 2 3 2 0.25 7 (9) 1 (2) 13 (17)
Movement: 25/40.
Skills: Athletics Group 3, Close Combat Group 3, Dodge 2 (+1Dodge Move By Wire), Firearms
Group 4, Heavy Weapons 4 (Machine Guns), Etiquette 3, Leadership2, Automotive Mechanic 2,
Outdoors Group 2, Infiltration 2, Shadowing 2, Archery 1,Parachuting 1, Perception 3,
Cybertechnology 1, First Aid 1
Language: English, Makah
Cyberware: Synthetic Cyber Skull (Armour 1), 2x Synthetic FullArm (Str 9, Bod 9, Agi 4, Armour
4), Synthetic Cyber Torso (Str 9, Bod 9, Agi 4, Armour 2), MoveBy Wire I (Alpha).
Gear: Armour Jacket (8/6), contact lenses (image link, smartlink and flare comp.), Fake Licence 4,
(Firearms), Ares Predator (w/ APDS ammo), FN HAR (w/ Smart link,assorted regular, APDS and
Ex Ammo), Stoner Ares M202 MMG (w/ Smart Link, gyrostabalisation, gas vent II). Respirator,
combat knife, combat axe (not normally carried).
Total Natural Armour, incl. troll bonus: 12 / 12
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Total Armour whilst wearing Armour Jacket: 20 / 18
Lucia, the Santera.Elf, Voodoo Tradition.
Image: A disarmingly pretty young woman, supple limbed andgraceful. Long curling black hair
doesn't conceal the delicate tip of an elven ear and the darklatin eyes and full lips are merely
accentuated by the slim proportions of the elven face. Shetypically dresses simply, in a white dress
and gold bangles that complement her dark skin.
Quotes:'When the loa ride me, I warn you I will bedifferent.'
Role Playing: There are two sides to Lucia. In one aspect, shehas a light, warm personality, sweet
and strong. When ridden by her loa, however, she becomes wild,savage and revels in unleashing her
her primal instincts. That is not to say that the latter side isless intelligent or perceptive. Both aspects
of Lucia are as competent as the other but they couldn't be moredifferent. Both aspects understand
themselves to be part of a whole, respecting each other andsharing goals. Their methodology and
modes of expression are merely diametrically opposed.
Background: Lucia grew up poor in El Paso but her parents alwaystaught her right from wrong and
she kept herself respectable, charitable and hard working. Nordid she ever capitalise on her beauty or
become vain. She was an angel amidst devils. At sixteen, she meta man, a practitioner of Santeria,
who led her to a celebration on the outskirts of town. Andthere, she was stunned and amazed to
suddenly see the Invisibles for the first time, soaring aroundand amidst the people who partied
unaware of their astral guests. Lucia called out to them andthey heard her. Her first possession wasthat night.
From there, her power grew. She came to Seattle and livedamongst the poor, gathering followers and
adherents, still spreading light in a dark world. Even the localgangs pay her a certain respect,
allowing her a neutrality that they would never accept fromanyone else. In return, she has helped
many who suffered injury, addictions or even just fears anddoubts.
But sometimes, other methods seem appropriate. It is not aconcious decision on Lucia's part
without thinking through the implications of what she is doing,she performs the rituals and invites
her loa into her body or into the bodies of her adherents thatvolunteer. And then she will unleash Hellbefore returning to herother aspect without qualm or concern over what the other aspecthas done.
The two aspects of Lucia regard each other as completelydistinct, accept no responsibility for each
other, yet work together perfectly.
Role: Lucia is capable in combat, though is reasonably stealthy(particularly making use of levitation
or wall crawling) and more likely to spring upon a lone teammember by surprise than a direct attack.
She is particularly adept in astral combat and cunning enough totrick a hapless mage into exposing
himself to attack. She also has many loyal friends in hercommunity who help to serve as eyes and
ears and even allow themselves to be possessed by her loa whenshe asks. Both Lucia and Lucia are
accepted as angels by those they help. Lucia should always beplayed intelligently. In the one aspectshe is wise and thoughtful,in the other aspect she is cunning and feral not stupidly violentor
wanton.
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Usage Suggestions: Lucia can make a terrifying adversary for theplayers to blunder into when they
become involved in gang politics or work for a corp or Syndicatethat threatens Lucia's people or
interests. They could also run across her if they have someoneor something that she wants. She is a
power unto herself, however and should be treated as such. Eventhe Syndicates and Lonestar avoid
crossing her or meddling on her turf. The counterbalance to herpower is that she is mainly benign
unless provoked, and that she could be vulnerable to a surpriseattack if well planned. Note that Lucia
normally has a few bound spirits ready to be summoned into herfollowers (mostly gangers) or to
sustain spells for short periods.
Elf, Magician (Voodoo), Initiate 4
B A R S C I L W M E ESS Init IP CM
2 5 5 1 8 3 3 5 7 4 6 8 1 10
Movement: 10/25
Skills: Assensing 4, Astral Combat 6, Banishing 4, Binding 4,Blades 1, Dodge 5, First Aid 2,Perception 4, Shadowing 2, Summoning6, Infiltration 1, Influence Group 4, Counterspelling 4,
Ritual Spellcasting 4, Spellcasting 6.
Languages: Spanish (N), English
Drain Attribute: Charisma + Willpower.
Qualities: Spirit Pact (Formula).
Spells: Alleviate Addiction, Antidote, Area Thought Recognition,Deflection, Astral Armour, CureDisease, Decrease Willpower, DetectLife, Detox, Heal, Increase Willpower, Manaball, Manabolt,
Orgy, Mass Sense (Sight) Removal, Slay Spirit.
Metamagic: Ally Conjuration, Channelling, Centering (Dancing),Sympathetic Linking
Gear: Medicine Lodge 9.
Dark Lucia, Free Spirit, Former Ally
Force 7
Powers: Astral Form, Banishing Resistance, Realistic Form,Sapience, Sense Link, Fear, Magician,
Elemental Attack (Air), Spirit Pact (Formula), Movement
Metamagics: Shielding, Absorption
Skills: Assensing, Astral Combat, Dodge, Perception, UnarmedCombat, Spell Casting, Exotic
Weapon, Counterspelling.
Spells: Levitate, Magic Fingers, Fling, Elemental (Blast) Aura,Interference, Blast Ball (Ball
Lightning w/ Blast Elemental Effect Substituted), Death Touch,Blast, Poltergeist
Possessed Lucia Statistics
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B A R S C I L W M E ESS Init IP CM
9 12 12 8 7 3 3 5 7 7 7 15 2 12
Movement: 10/25
Immunity to Normal Weapons (14).
All work copyright ofK. Nasser, 2007 except where stated.
WizKids, Inc. has sole ownership of the names, logo, artwork,marks, photographs, sounds, audio, video
and/or any proprietary material used in connection with the gameShadowrun. WizKids, Inc. has granted
permission to knasser.me.uk to use such names, logos, artwork,marks and/or any proprietary materials for
promotional and informational purposes on its website but doesnot endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
mailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnival8/6/2019 Npc Roster
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NP C Rost er I VThe Bu gs
This NPC collection details a complete group of Insect Spiritpossessed individuals. They have yet
to invoke a queen spirit and so are not yet a hive. There ispotential however, and the group is
moderately dangerous, though unlikely to pose a threat toexperienced Shadowrunners. They are
probably of most interest as components of a larger run, or evenas two edged allies for teams that
wish to take the chance.
The Setu pIn Downtown, Seattle, there's a little club called TheVelvet Glove. It caters to those whose
sexual tastes are a little less straight forward than most.Sure, you can get a SIM chip and live out
your fantasies, but it's not the same as being in a club ofliving, breathing comrades who share your
fetishes. Or at least have compatible ones of their own. Behindthe fairly nondescript yellow door, is
a close set of rooms, bar and dance floor, where people candance, and play, their night away. It is
presided over, as it has been for the last two years, by anelven woman known as The Poison
Maiden. She pays her small tithe to the local Yakuza syndicateand even does a little business with
them when one of the clients wants to have the experience ofbeing a bunraku slave. The Velvet
Glove caters to all tastes, though it's mostly consensual(admittedly the lines get a little blurred sometimes) and itattracts people across the social strata.
There's only one thing wrong. A few months ago, a recentlyawakened shaman, besotted
with the Poison Maiden, decided she would be the perfect hostfor a slightly more than perfect
spirit. Once again, the bugs were rearing their ugly heads.
Louis Levitt, aka Gimp.Elf, Insect Shaman (Wasp)
Image: A young, caucasian male elf, thin dark hair, a whitishpallor and intense, dark eyes. He has a
way of staring that makes it seem as though he's not quitethere... and yet there is a certain presence
about him, a hint of power that suggests to people he could bedangerous if provoked. Typically, he
wears tight, black synthleathers around his lean, stick insectbody and heeled boots.
Quote: Better to serve in paradise than to reign in Hell.
Role Playing: Emotionally withdrawn, as if everything lacksintensity, much like a typical BTL
addict needing another high. Yet quite intense at the same timeand highly intelligent. A little
sociopathic too and somewhat alien in his thinking, liable tocome up with off the wall, highly
lateral ideas.Goals: To do everything he can to preserve thesecrecy of his true calling and his insect spirits,
whilst gathering the power to invoke Simone into a true Queenthat he can serve.
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Background: Louis Levitt comes from a upper middle classcorporate family in Bellevue. He's had a
good education and a financial start in life, but his parentshave more or less given up on him by this
point. He has not talked to them or his younger sister inseveral months. He ran with small time
thrill gangs growing up and maintains a few criminal contacts.His chief driving force in young
adulthood was his sexual fetish for being dominated by powerfulwomen. Nothing really seemed to
satisfy his need for complete submission of the self, until onenight, the whispering began. Now heis a fully fledged insectshaman, in willing thrall to an alien mistress. Daily, he becomesmore
removed from his own humanity and his most desperate desire isto bring his mistress through to the
real world. For now he slates his fantasies in mock servitude tothe Nymph spirit that he summoned,
but in his heart he knows she is bound to him and not the otherway around. Soon though, he hopes
to set her free of such restraint, so that she can rule himcompletely.
Si mo ne De rringer, aka the Poi son Ma id en.Wasp Nymph Spirit,Flesh Form Elf
Image: A beautiful elven woman, full figured, wasp waist, iceblonde with cold, grey iris eyes. She
dresses in faux military gear form fitting black body armour andcarries a visible taser weapon
on her belt. Two tiny silver datajack ports on her left templeare the only thing that mar her perfect
complexion.
Quote:You can be trained.
Role playing: Ruthless, dominant, predatory. Also intelligentand socially adept. Sexuality is very
much a part of her demeanor, but so is sadism.
Background: Simone was a rich brat from an abusive family. Herteenage years were filled withBTL and drug fuelled rebellion.Testament to her strong will however, she pulled through andput
herself back together again. She still had a strong streak ofrevenge driven sadism in her sexual
make up, however, exulting in her power over others. Happily,UCAS in the 2070's provided a
lucrative market for such tastes. Simone worked first privately,then branched out into running her
own club, tailoring for more jaded tastes. Her clients rangedfrom the almost vanilla submissive
business men to those who wanted to be made (temporarily) intobunraku slaves and experience full
abuse. Life was going well for Simone until it ended.Regrettably she almost perfectly filled Louis
Levitt's fantasies... but not quite. She fought against thetransformation into a wasp spirit host with
everything she had, but the result was her emergence as a nearperfect flesh form. Now shecontinues to manage her small business,whilst the group bide their time, planning great things
when Simone can finally grow to become a true queen.
Bo sto n Jo hn.Wasp Soldier Spirit, Hybrid Troll
Image: A true monster from a horror SIM, eight or nine feet ofmutated insect humanoid. The
heavy, long armed frame of a troll, but chitinous plates ofarmour adorn its body, antennae project
from its head and it's eyes are bulging, segmented things, likecompound eyes but gristly, with little
tiny pupils. Stubby, useless wings buzz and whine furiously asit lumbers forwards.
Quote: ...
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Role Playing: Smash, kill, rend.
Background:Boston John was one of the bouncers at The VelvetGlove before it became something
more than a 2 bit fetish club. In fact, he worked a number ofclubs and bars around the area but has
now vanished. The reality is that the attempted inhabitation ofhis body by a wasp spirit did not go
as well as hoped and he's now unable to pass in public foranything other than what he is. Louis and
Simone keep him hidden in the club most of the time and plan touse him as an emergencyrearguard if they need to make a fastretreat. He has (or had) two children and a wife (all trolls)who
believe that he is now probably dead. The most accepted story isthat he had unsuspected debts with
a syndicate and has made the ultimate repayment.
Donna Levitt, aka Sting.Wasp Scout Spirit, True Form Human
Image: It's a wasp. But it's a wasp that's over three long. Themagnification of its segmented bodyand compound eyes show theinsect hideousness of the thing in a way that couldn't be guessedat on
a naturally sized creature. It's plated thorax swells andcollapses as it breathes and is tipped with a
curving, injecting stinger. And it's fast.
Quote:Buzz, buzz.
Role Playing: Spy, seek, sneak. If there's a need to kill, dosome from a careful ambush.
Background: Donna is, or was, Louis's illegitimate eight yearold daughter. She sometimes lived
with him, sometimes with her ex ganger mother. Life wasn't greatin either case, choosing between
one level above a squat or seeing the lifestyle of herdegenerate father. It would have been difficult
for life to get much harder, but it managed it anyway. Donna wasLouis' first attempt to impregnatesomeone with a wasp spirit. Ifit's any consolation, Donna's transition was a peaceful one.The
inhabitation was an outstanding success and she now exists as aloyal scout for the group.
Sa lma n, ak a Ca nni ba lWasp Soldier Spirit, Flesh FormOrk
Image:An athletic looking ork of Indian origin. He has a seriouslook to him, wearing simple
clothing and no ornamentation. Even his head is clean shaven andlacking in stylistic preference. His
sole distinguishing feature is his pronounced set of tusks,which are large even for an ork, and
appear to have been sharpened with tools.
Quote:Pay me enough and I'll do the job.
Role Playing: Dispassionate in any circ*mstance but violence orits anticipation. Only then does his
face light up in real emotion. Show as little empathy for commonhuman affection or need to
socialise as possible.
Background: Salman was an average ork ganger, pulling in a bitof legit security work on the side. A
little bigger and stronger and more skilled than most, butnothing truly exceptional. That changed
when he took a job working security for The Velvet Glovenightclub. The story he's told his old
gang mates is that he has discovered his adept powers. It's agood cover story for his new found
abilities. As far as his former friends are concerned, it alsoaccounts for his recent aloofness, as they
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see him as thinking himself too good to associate with his oldgangers. Salman now brings in money
for Louis working as a heavy hitter for local petty criminals.His ferocity and rumours that he eats
people he kills have made him hot property. There is a risk thathe has gone too far, however. His
inhumanity has severed a lot of useful ties to his formercommunity and those threatened by him
now see their only hope to be striking back with lethalforce.
Game S tati st icsLouis Levitt, aka Gimp.
Elf, Magician (Shaman)
B A R S C I L W M E ESS Init IP CM
2 3 3 1 4 3 4 4 3 2 6 6 1 9
Movement: 10/25
Skills: Arcana 2, Assensing 2, Con 3, Conjuring Skill Group 3,Counterspelling 3, Dodge 3,
Etiquette (Street) 4, Leadership 2, Negotiation 3, Perception 3,Pistols 1, Spellcasting 3, Summoning
3, Knowledge (Seattle Clubs and Bars) 3, Knowledge (SeattleGangs) 2.
Language: English
Spells: Alter Memory, Armour, Bugs, Heal, Invisibility, Manabolt, Powerbolt,
Gear: Eurocar Westwind, Colt American Light Pistol, Erika Elitew/ Mangadyne Deva (Response 3,
Signal 4, Firewall 2, System 3), Contacts w/ Image Link, ArmourClothing (4/0), Assorted cred
sticks and such like.
Simone Derringer, aka Poison Maiden.Wasp Nymph Spirit, FleshForm Elf, Force 5
B A R S C I L W M E ESS Init IP CM
2 5 3 1 4 4 2 4 5 5 5 7 2 9
Movement: 10/25
Skills: Assensing 5, Astral Combat 5, Con 3, Dodge 5,Negotiation 3, Perception 5, Spellcasting 5,
Knowledge (Seattle Business Community) 1, Knowledge (SeattleGangs) 2, Knowledge (Seattle
Criminal Organisations) 2, Unarmed Combat 5.
Language: English, Sperethiel.
Powers: Animal Control (Wasp), Compulsion (Mating), EnhancedSenses (Smell, Thermographic),
Hive Mind, Immunity to Normal Weapons, Realistic Form, AuraMasking, Innate Spell
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(Invisibility), Sapience, Venom
Weaknesses: Allergy (Insecticides, Severe).
Gear: Datajack, Form Fitting Body Armour (5/1), FIchetti PainInducer, Erika Elite w/ Mangadyne
Deva (Response 3, Signal 4, Firewall 2, System 3)
Bo sto n Jo hn.Wasp Soldier Spirit, Hybrid Troll, Force 4
B A R S C I L W M E ESS Init IP CM
12 7 7 13 4 4 4 4 4 4 4 11 2 12
Movement: 15/35
Skills: Assensing 4, Astral Combat 4, Counterspelling 4, Dodge4, Perception 4, Unarmed Combat4.
Language: English
Powers: Animal Control (Wasp), Fear,, Hive Mind, Immunity toNormal Weapons, Magical Guard,
Natural Weapon (6P, 1AP), Sapience.
Weaknesses: Allergy (Insecticides, Severe).
Gear: Dermal Plating III (+3/+3), Troll natural armour(+1/+1).
Donna LevittWasp Scout Spirit, Human True Form, Force 3
Materialised
B A R S C I L W M E ESS Init IP CM
3 5 5 3 3 3 3 3 3 3 3 8 2 9
Movement: 10/45 (Flying)
Skills: Assensing 3, Astral Combat 3, Dodge 3, Infiltration 3,Perception 3, Shadowing 3, Unarmed
Combat 3.
Powers: Animal Control (Wasp), Astral Form, Concealment,Confusion, Enhanced Senses (Smell,
Thermographic Vision), Materialisation, Hive Mind, Sapience,Venom.
Weaknesses: Allergy (Insecticides, Severe).
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Sa lma n, ak a Ca nni ba l.Wasp Soldier Spirit, Flesh Form Ork,Force 3
B A R S C I L W M E ESS Init IP CM
7 4 3 6 3 3 3 3 3 3 3 6 2 9
Movement: 10/25
Skills: Assensing 3, Astral Combat 3, Automatics 2, Blades 2,Dodge 2, Perception 2, Pistols 3,
Unarmed Combat 3.
Language: English
Powers: Animal Control (Wasp), Concealment, Fear, Hive Mind,Immunity to Normal Weapons,
Magical Guard, Natural Weapon (6P, 1AP), Sapience, Venom.
Weaknesses: Allergy (Insecticides, Severe).
Gear: Armour Jacket, AK97 Carbine SMG, Colt America L36 Lt.Pistol, Metalink w. Vector Sim
(Response 1, Signal 2, System 1, Firewall 1).
Usag e Hi nt sThe group as written are low in power. Mostparticularly, the two main players are quite vulnerable
to physical assault. However, this is true of most NPCs inShadowrun when players have sufficient
time to plot and plan. The critical thing is to keep informationfrom the players so that they are
unaware that these characters actually are ones that they maychoose to confront. Louis, and
especially Simone, can be presented as contacts and informants.She has excellent reason to know
things from a variety of clients and club frequenters. Likewise,Louis has some reasonable gang and
petty organised crime contacts. The thing that is interesting isthat the group is on the cusp of being
genuinely dangerous. Louis needs to initiate. Once he does so,his immediate aim will be to invoke
Simone into her Queen form. At this point, she will becomeconsiderably more powerful, even as a
flesh form, and will be able to start building a powerbase inearnest.
All work copyright ofK. Nasser, 2007 except where stated.
WizKids, Inc. has sole ownership of the names, logo, artwork,marks, photographs, sounds, audio, video
and/or any proprietary material used in connection with the gameShadowrun. WizKids, Inc. has granted
permission to knasser.me.uk to use such names, logos, artwork,marks and/or any proprietary materials for
promotional and informational purposes on its website but doesnot endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
mailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnival8/6/2019 Npc Roster
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NPC Roster VIThe Free
This roster contains a list ofFree or Wild spirits. They rangein power from the mediocre(Slink) to the utterly deadly (Medusa),but should all be able to add a bit of colour to a game. They
need not be treated as opponents though they can be.
Slink, Wild Spirit.Image: Crouched in the shadows, a glitteringblue form, a spirit in the shape a slender girl or young
elf. There's something aquatic about her, in the fluid way shemoves, the subtle ridges of bone that
grow from her flesh like some strange fish creature and the softlooking spines that hang from her
slender neck and arms. Mostly all you ever see are two greatlambent green eyes in the dark.
Quote:'Boo!'
Role Playing: Lurk in the shadows and the dark waters, besecret, be silent, watch, listen and
occasionally play little tricks.
Background: Slink dwells under the City, swimming through thesewers and sometimes the outlets
in the harbour and the Puget Sound. She listens and she lurksand finds a lot of things that people
think they've flushed away. She has never been known to appearon the surface, though it's possible
that she has wriggled up people's waste pipes from time to timeas a water spirit, she is inhumanly
flexible and can squeeze through incredibly small openings.
Free Spirit (Wild), Force 3, Materialised.
B S A R C I L W E ESS M Init IP CM
5 3 3 5 3 3 3 3 3 3 3 8 2
Movement: 10/25 (30/75 swimming)
Powers: Astral Form, Banishing Resistance, Concealment,Confusion, Magician, Materialisation,
Movement, Sapience, Search, Accident, Venom
Skills: Assensing 4, Astral Combat 2, Counterspelling 2, Dodge(Whilst Swimming) 3, Etiquette 2,
Exotic Weapon (Poisonous Spines) 2, Infiltration (Subterranean)4, Swimming (Underwater) 5,
Navigation (Subterranean) 1, Perception 4, Shadowing(Subterranean) 3, Spellcasting 2.
Languages: English 3, Japanese 3, Spanish 3, Cantonese 3, Korean3, Merrow 3, Sperethiel 3
Spells: Oxygenate.
Colha, Free Toxic Spirit of Man.Image: A thousand slim littlerazor blades, ten thousand, it's impossible to count. Theycoalesce
from the air to take the rough shape of a human being withdistorted, elongated proportions a man -
shaped cyclone of edges; the face is not a face, but a hollowmask of steel with nothing but gaping,serrated holes where the eyesand mouth would be. A scalpel fingered hand flicks toward you,the
arm extending across space grotesquely to cut at your eyes.
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Background: Whatever Colha once was, it is now nothing more thana spirit of murder and an
embodiment of the alienation of modern urban life at itsdarkest. Flitting from city to city across the
UCAS and CAS, Colha haunts the urban blights, sating himselfwith the murder of those he finds
alone. But Colha needs more than that. To gain energy [karma],Colha must be granted it by a living
being, typically through a ritual involving his formula, thougha spirit pact would be conceivable if a
sufficiently depraved (meta )human could ever be found. Theritual of energy transfer [karma] is
normally a two stage process. Firstly, Colha secretes a victimsomewhere he hopes the two of them
wont be disturbed and begins a process of excruciatingly carefuldisection, ensuring that the victim
is not killed. Medical technology is sometimes used for this. Atthe same time parts and fluids of the
victim's body are used to decorate the room with the pattern ofColha's formula. At this point, it is
highly unlikely that the victim will survive for much longer,but the agony is unimaginable. Colha
demands the victim cede their energy to him for the simplefavour of ending their pain. A few hardy
souls refuse him until the end, and as often, they slip awayinto unconciousness and death before
anything can be done, despite everything the spirit can do tohold them there. But when Colha finds
someone strong of body, will and soul, then he will do anythinghe can to retain them and feed from
them.
Colha is always careful to disturb the arcane arrangements oforgans and viscera when done, lest
some magician see it and perceive the meaning behind theintricate configurations and bind him.
Free Toxic Spirit of Man, Force 5, Materialised.
B S A R C I L W E ESS M Init IP CM
5 3 7 8 5 5 5 5 5 5 5 13 2
Movement: 10/25.
Powers: Astral Form, Banishing Resistance, Concealment,Elemental Attack (Metal), Elemental
Aura (Metal), Enhanced Senses (Low-Light), Fear, Magician,Materialisation, Sapience, Search,
Regeneration.
Skills: Assensing 5, Astral Combat 5, Climbing 5,Counterspelling 5, Dodge 5, Exotic Weapon
(Elemental Strike) 5, First Aid 5, Infiltration (Urban) 5,Knowledge (Torture) 5, Medicine (Surgery)
5, Spellcasting 5, Perception 5, Shadowing 5, Unarmed Combat5.
Spells: Hibernate, Magic Fingers, Oxygenate, Stabilise.
Notes: The Elemental Aura (Metal) represents the unusualcomposition of the spirit, this power adds+6 DV to the spiritsunarmed strikes and changes the damage type to Physical (7P total),but gains
+2 to half impact armour resistance. On any successful Meleeattack, the attacker must also resist 7P
damage but gains +2 to half impact armour resistance.
The Elemental Strike (Metal) represents the ability of thespirit to project parts of its body at
opponents (like a Slinky, but less fun), and is treated as aranged attack using Agility + Exotic
Weapon, inflicting a base 7P damage, but +2 to resist with halfimpact armour.
Medusa, Free Earth Spirit.Image:(Flesh Form) A truly beautifulwoman and not merely the fashionable pouting beauty that
can be purchased from a cosmetic surgeon, but a natural seemingface full of interest and a figure
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full of grace. She moves like a goddess, possessed of the mostextraordinary charisma a
confidence and majesty that takes the breath away.
(Hybrid) It is the woman you once knew, but changed hideously.Lumps of stone grow from
her flesh, whilst her eyes have become hard, grey orbs lackinglife of any sort. Even the hair seems
to have pertrified somehow, thin brittle lines of stone,breaking off in pieces. One hand is entirely
transformed into a heavy fingered, stone fist that flexes as iftrying to remember what it feels like to
be flesh.
(True) The astral or True form of Medusa is hideous. A creaturemade of living stone, with a
distorted visage that might once have been truly beautiful butis now twisted like clay. Feather like
patterns grace broken, calcified stubs as if the malformedcreature was once an ariel spirit. The air /
astral space around it is almost palpable with emotions of lossand desparation and a terrible,
blistering hatred.
Quote:'Tell me I'm beautiful.'
Background: Whether or not this spirit is the originalinspiration for the myths of ancient Greece,
or if those myths actually explain in some way the origins ofthis spirit... that may never be known.
But the parallels between this spirit and the myths are beyonddispute.
Medusa seems to care for one thing beauty. But she can onlyacquire this by inhabiting the bodies
of beautiful women. So powerful is the spirit however, that onlywith the most strong willed of
individuals can she achieve what she desperately wants a perfectFlesh Form merge. Most of the
time, some semblance of Medusa's true appearance breaks throughthe victim's original form,
disfiguring and destroying her hopes, or worse, the vessel isdestroyed entirely and Medusa
manifests as the fallen, mishapen creature that she so despises.In the former case, Medusa may
pitifully try to salvage the remnants of the vessel's destroyedbeauty for a time, before seeking out a
new vessel, and in the latter case will likely try to find someway to kill herself in despair more
immediately. The 21 days it takes her to recover from disruptionand return from the metaplanes is
one of her few weaknesses. As her true form is a creature ofstone itself, the partially petrified
remains of her hybrid forms after her death can be greatlypuzzling.
When Medusa does achieve a full, Flesh Form merge with a vessel,she enters a period of elation
and satisfaction with herself. Even though her spirit nature isconcealed, her charisma and will are
overpowering to those around her. In the past, she has been apowerful fashionista, a talented
sculpteress, a media executive. The role varies, but what sheinevitably wants in some form or other,
is to be the centre of influence, attention and to be adored andenvied by everyone. This, however, is
something she is able to acquire with devastating speed.
Plot Ideas: #1. A number of models and minor Trid and SIMactresses disappeared over the last
year. Some, but not all, of the bodies were later found, each ofwhich was hideously disfigured to
some degree, their bodies partially or wholly petrified intostone. Some of these bodies, naturally,
remain preserved, their faces displaying expressions of terribleanguish. Now it's been over two
months since the last disappearance but the husband of one ofthe victims suspects that a rapidly
rising media executive and former model, a friend of his latewife, may have some involvement.
With no one willing to investigate the popular executive, he hasto turn to Shadowrunners to help
him.
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#2. A local hermetic mage of considerable power has had a slowburning rivalry with a
western dragon for some time now. His spies have recentlywitnessed the dragon meeting with the
head of a fashion agency late at night, and he suspects thatthis woman is serving the dragon in
some way. In fact, it is the other way around. Shadowrunners arehired to remove another of the
dragon's allies and get in over their heads.
#3. Karl Brackhaven has acquired a new endorsem*nt to hiscampaign. The mayorialcandidate's chances seem to be inexplicablyrising through the agency of a talented and very
beautiful young sculptress who doubles as one of Seattle'snewest and most dazzling socialites.
Free Earth Spirit, Force 9, Inhabited Vessel, Human FleshForm.
B S A R C I L W E ESS M Init IP CM
1 1 3 2 9 9 9 9 9 9 9 11 1 9
Movement: 10/25
Free Earth Spirit, Force 9, Inhabited Vessel, Human HybridForm.
B S A R C I L W E ESS M Init IP CM
10 10 12 11 9 9 9 9 9 9 9 20 2 13
Movement: 10/25
Free Earth Spirit, Force 9, Inhabited Vessel, True Form.
B S A R C I L W E ESS M Init IP CM
13 13 7 11 9 9 9 9 9 9 9 20 1 8
Movement: 10/25
Powers: Astral Form, Aura Masking*, Banishing Resistance,Binding, Fear, Guard, Inhabitation,
Movement, Possession, Realistic Form*, Sapience, Search.
* With Flesh Form only
Skills: Artisan (Sculpture) 9, Assensing 9, Astral Combat 9, Con9, Counterspelling 9, Disguise 9,
Dodge 9, Etiquette 9, Gymnastics 9, Intimidation 9, Leadership9, Negotiation 9, Perception 9,
Spellcasting 9, Unarmed Combat 9,
Languages: Greek, English, Hebrew, Arabic, Perisan, Mandarin,Cantonese, Ancient Egyptian,
Japanese, Spanish, French, Russian, Italian, Sumerian.
Spells: Animate, Armour, Astral Armour, Control Emotions, DeathTouch, Decrease Reflexes,
Detect Life (Extended), Earth Wall, Fashion, Fix, Healthy Glow,Increase Willpower, Influence,Knockout, Makeover, Mana Barrier,Mass Animate, Mob Mind, Mind Probe, org*sm, Petrify,
Shatter
All work copyright ofK. Nasser, 2008 except where stated.
WizKids, Inc. has sole ownership of the names, logo, artwork,marks, photographs, sounds, audio, video and/or any
proprietary material used in connection with the game Shadowrun.WizKids, Inc. has granted permission to knasser.me.uk to
use such names, logos, artwork, marks and/or any proprietarymaterials for promotional and informational purposes on its
website but does not endorse, and is not affiliated withknasser.me.uk in any official capacity whatsoever.
mailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnivalmailto:[emailprotected]?subject=Carnival
Npc Roster - [PDF Document] (2024)
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