"Marmot" is an infiltration-specialist mage who follows the hermetic school of magical thinking. Short and slightly built, Marmot takes his nickname from his rodent-like appearance and tendency to "squirrel away" caches of weapons and money in various slum hidey-holes. Marmot rarely homes in one area, but he carries a cheap commlink via which he can be reached.
Marmot is a highly-skilled character who should only be introduced in elite campaigns. With the given stats, he is in his late thirties.
Marmot favors summoning elementals to help him out; he almost always has a watcher spirit handy, and when actively "at work" he tends to keep some elementals around. He treats the elementals sort of like intelligent pets; he is generally nice to them, but he commands rather than asks favors.
Human male, age 38
5'5", 111 lb.
Short, disheveled brown hair
|Active Skills||Score||Knowledge Skills||Score||Language Skills||Score|
|Ritual Spellcasting||5||Security Design||5|
|Pilot Ground Craft (Wheeled)||1|
Magician: Can use Sorcery and Conjuring; can Assense
Focused Concentration 2: +2 die pool to resist drain
Criminal SIN: picked up on a couple of occasions for unlicensed magic usage (misdemeanors only - non-combat spells)
Sensitive System: 2x essence loss from cyberware
Sensitive Neural Structure: -2 dice pool to resist IC, BTLs, dumpshock, etc.
|Manaball||Mana||Opposed - Wil||LOS (Area)||Physical||Instant||(F/2) + 2||SR4 Core|
|Wreck (Gun)||Physical||Success (Object Resistance)||LOS||Physical||Instant||(F/2)||Street Magic|
|Detect Enemies, Extended||Mana||Opposed - Wil||Touch/Extended Area||N/A||Sustained||(F/2) + 3||SR4 Core|
|Heal||Mana||Success||Touch||N/A||Permanent||Damage Value - 2||SR4 Core|
|Physical Camouflage||Mana||Opposed - Wil||LOS||N/A||Sustained||(F/2) - 1||Street Magic|
|Chaotic World||Physical||Opposed - Int||LOS/Area||N/A||Sustained||(F/2) + 3||SR4 Core|
|Silence||Physical||Opposed - Int||LOS/Area||N/A||Sustained||(F/2) + 3||SR4 Core|
|Vehicle Mask||Physical||Opposed - Int||Touch||N/A||Sustained||(F/2) - 2||Street Magic|
|Mana Barrier||Mana||Success||LOS/Area||N/A||Sustained||(F/2) + 1||SR4 Core|
|Physical Barrier||Physical||Success||LOS/Area||N/A||Sustained||(F/2) + 3||SR4 Core|
|Improved Invisibility||Physical||Opposed - Wil||LOS||N/A||Sustained||(F/2) + 1||SR4 Core|
|Gecko Crawl||Physical||Success||Touch||N/A||Sustained||(F/2) - 1||Street Magic|
Area spells have a radius of effect equal to their Force, in meters.
Extended Area spells have a radius of effect equal to 10 * Force, in meters.
Survival Knife: 2P, -1 AP
Ares Viper Slivergun: 8P(f), +2 AP, SA/BF, 30(c); built-in supressor
Custom Ares Predator IV: 5P, -1 AP, SA, 15(c); smartgun system replaced with a supressor
Armor Clothing: 4 Ballistic, 0 Impact
Chameleon Suit: 6 Ballistic, 4 Impact; -4 to Perception tests to see wearer
CMT Clip commlink with Redcap Nix OS and basic applications: Response 1, Signal 3, Firewall 1, System 2; subvocal microphone
Contact lenses with thermographic, lowlight, flare compensation, and vision enhancement
Earbuds with audio enhancement R3
Laser Microphone, R3
Laser Range Finder
Plastic restraints x20
Maglock Passkey R3
Mini-toolkit (screwdrivers and wrenches)
Spirit Binding Materials: usually 2-6 elemental materials for F2, 1-4 elemental materials for F4, 1-2 elemental materials for F6
Has one "safe house" location where he has constructed a hermetic circle
Usually has 2-3 spirits (favors Air Elementals, but never more than 1 of the same type) summoned and in reserve
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