Ganger Mage

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Ganger Mage
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Base MetatypeAny
Threat Level1
Typical FactionGeneric Unit
PDFNone
Generation FileNone
Thematics Approval
Mechanics Approval

Description

Street mages may not have quite the same magical potential as shadowrunners, but they have less restraint. Looking as big and scary as possible is important to them. When they gather in groups, they often see who can summon the most powerful spirits or create the biggest fireballs.

Standard Operating Procedure/Rules of Engagement

Drain will go physical if a spirit of a Force greater than the conjurer's Magic is summoned, or if a spellcasting test gets more hits than the sorcerer's Magic. As long as the drain value is low enough, this is manageable, as the street mage has a pool of 8 to soak. If they take a little physical damage, then meh. Worth it to summon a Force 4 fire spirit or make a big Manaball that could take out an entire enemy squad. They tend to rely more on the spirit, which will be more powerful than them.

Stay behind the spirits and the big guys with guns, sling mana or take opportunistic shots when needed.

Mecahnical Information

Human

Key Information

Stat Block

BOD AGI REA STR CHA INT LOG WIL MAG
3 3 4 2 2 4 4 4 2 (Hermetic)
Initiative 8 + 1D6
Armor 15
Condition Monitors Grunt 10
Limits Physical 4
Mental 5 (Also Astral limit)
Social 5
Skills Active
  • Summoning - 4
  • Intimidation - 4
  • Sneaking - 4
  • Spellcasting - 3
  • Firearms Group - 2
Knowledge
  • Gangs - 3
  • English [N]
Equipment Weapons
  • Ares Predator V
  • F2 Fire Summoning Focus
  • Jazz
Armor
  • Armor Jacket
Matrix Equipment
  • Meta Link
Magic stuff
  • Heal
  • Powerbolt
  • Acid Stream
  • Manabolt
  • Manaball
  • Opium Den
  • F2 lodge
  • Reagents x24
Ware Bioware
  • None
Cyberware
  • None

Acknowledgement

Created by mudge