Last couple characters were pretty combat heavy, let’s roll up some support shall we?
Today’s pre-made is a Snake Shaman. I went total utility belt with this guy, and he’d be a welcome addition to any runner team. I’m also using him to showcase a couple things about making characters in my SHADOW OPS hack:
For starters, all Magicians use the same skill. Hermetics and Shamans are two sides of the same coin. I also didn’t bother writing up all of the totems/mentor spirits because, frankly, I’m lazy. Instead, characters who want to incorporate their ties to a mentor spirit into the games should just use them in a descriptor. For instance: this chummer is a Snake shaman. Snake was a healer, detector and deceiver of sorts. Snake also wasn’t keen on combat. At the basic level, the descriptor of being a snake shaman would imply similar personality characteristics in the character: he’s cautious, tends to his wounded comrades, and is hesitant about being caught up in combat. Although not written in the current draft, I feel a GM who wants more mechanics to totems/mentor spirits could get away just declaring +10 bonuses / -10 penalties for spells and actions that fall in line with the mentor’s personality.
Those used to SR magician characters will probably feel underwhelmed by the number of spells they can start off with here. The key thing is that A) There’s only 16 or so spells in BareBones Fantasy, and B) Those spells offer a range of effects compared to other systems. Take Cleanse, for example. This single spell can be used to remove poisons, diseases, toxins, conditions such as blindness, etc. At level 3, it can be used to “cleanse” death from a freshly fallen comrade. Another factor here is this character in particular also took levels in Enchanter. Enchanters under the BBF rules can practically cast any of the 16 spells. The catch is: you’re doing so either in enchanting items (foci), brewing potions (or making fetishes), or at the speediest: casting runes on a person or item (which still takes a few turns to pull off.)
Lastly, for those who’ve never played Covert Ops, I’m listing the contents of the equipment packs bought. It’s so much easier at character creation to just allow packs to be acquired. I keep listing “Runner Packs” as a replacement for the Operative Pack every character starts with, although if I was running a contracted merc unit or corporate security squad, I’d probably stick to the original.
Origin: Shamanic Lodge Member (Perks: Shaman, In-Tuned Domain)
Archetype: Street Shaman
Mentored by Snake
The rain doesn’t phase me.
Distrusts people in business suits.
STR: 50 DEX: 55
LOG: 65 WIL: 60
BP: 25 DR: 5 INIT: 2 MOV: 8
Magician Level 1 (Primary): 63%
Scout Level 1 (Secondary): 53%
Enchanter Level 1: 43%
Medic Level 1: 43%
Gear & Resources:
Runner’s Pack: PDA, encrypted credstick, commlink, etc
Medic Pack: canteen, flares, surgical instruments and tools, bandages, hypodermic needles, several doses of common pharmaceuticals, defibrillator, appropriate professional credentials, etc.
Survivalist Pack: backpack, boot knife, machete, 10 days of military-style rations, compass,
collapsible tent, compact sleeping bag, GPS system, mess kit, flares, etc.
Bullet Proof Vest, Pistol (w/ Laser Sights, 4 clips of ammo), Talismonger (Basic Contact).