Attribute Description..... | Value.... | Attribute Description..... | Value |
Body | 6 | Essence | 6.00 |
Agility | 4 | Magic | 6 |
Reaction | 4 | Initiative | 7 + 1d6 |
Strength | 6 | Matrix Initiative | 4 + 2d6 (Cold) |
Willpower | 5 | Astral Initiative | 8 + 2d6 |
Logic | 5 | Composure | 8 |
Intuition | 3 | Judge Intentions | 8 |
Charisma | 3 | Memory | 10 |
Edge | 2 | Lift/Carry | 360 kg |
Surprise | Movement | 10 m | |
Damage Resist | 0 | Defense Rating | 9 (Actioneer) |
Active Skill Name ..... | Specialization ..... | Rating ..... | Dice Pool |
Astral | 2 | 8 | |
Athletics | 0 | 5 | |
Biotech | 1 | 6 | |
Close Combat | 2 | 8 | |
Con | 0 | 2 | |
Electronics | 0 | 4 | |
Engineering | 0 | 4 | |
Firearms | 0 | 3 | |
Influence | 3 | 6 | |
Outdoors | 0 | 2 | |
Perception | 3 | 6 | |
Piloting | 0 | 3 | |
Sorcery | 6 | 12 | |
Stealth | 0 | 3 |
Contact's Name .. | Contact Type .... | Connection ...... | Loyalty ......... |
Andrew York | Fixer | 4 | 2 |
Ed Wessex | Talismonger | 4 | 2 |
Anne Phillips | Corporate Secretary | 2 | 4 |
I'm not sure why, from a "makes sense" point of view, that a character with Simsense Vertigo would bother to use AR gear: gloves, image link, sound link. It's just asking for trouble to even have them.Simsense Vertigo only affects VR, not AR. And not having AR is (at least under some GMs, like me) a moderate-to-severe pain in the ass for the character to live a normal life (at least in areas of Low or better lifestyle, where even things like street signs and business signage is predominantly AR based.)
Neat, but why race A?