NPC Roster I: Initiates of The Hidden Fire
NPC Roster I: Initiates of The Hidden Fire
NPC Roster I: Initiates of The Hidden Fire
Crucible, Ally Spirit
Image: The word monster was never more appropriate. It seems to partly be, or once have been, a
wolf. Now whatever the coal dark, smoldering thing is, it's no natural animal. Lavalike seams of heat
crack their way through its charcoal fur and its eyes burn with orange fire, as the thing crouches
toward you.
RolePlaying: Guarded and dangerous. Crucible is not afraid of anything and has the predatory
instincts of the wolf it once was. But though animallike in personality and behaviour, it is nonetheless
intelligent and will apply that intelligence well when it is hunting.
Background: Once a natural wolf, puchased by Flame at great expense, it is now the inhabited form
of his ally fire elemental. It is intelligent, but fierce, and utterly loyal to its master. For sport, its master
sometimes takes it out to a reservation in the NAAN where, for a fee, he is allowed to set Crucible
hunting, which it loves.
Flame, Hermetic Magician
Human, Initiate 2
B A R S C I L W M E ESS Init IP CM
3 3 3 3 5 3 4 5 5 2 6 6 1 10
Movement: 10/25
Skills: Assensing 3, Astral Combat 4, Blades 2, Counterspelling 4, Conjuring Skill Group 4, Dodge 2,
Etiquette (Corporate) 3, Leadership 4, Negotiation 2, Perception 1, 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 Mana Barrier, Stunball, Stunbolt.
Gear: Weapon Focus (Katana) 3, Sustaining Focus 5, Armour Clothing (4/0), Commlink (Transys
Avalon, Iris Orb O/S), Image Link Contacts, Eurocar Westwind.
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, Dodge 3, 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 9
Movement: 10/25
Skills: Arcana 6, Assensing 3, Athletics 1, Counterspelling 5, Con 4, Conjuring Skill Group 2, Dodge
1, Enchanting 2, Etiquette (Street) 3, Leadership 3, Negotiation 3, Perception 3, Spellcasting 4.
Metamagic Techniques: Quickening
Spells: Alter Memory, Analyze Device, Analyze Magic, Chaotic World, Confusion, Deflection, Fast,
Heal, Influence, Invisibility, Levitate, Mask, Mob Mood, Orgasm, Phantasm, Physical Camouflage,
Translate, Stunbolt.
Bioware: Betaware Cerebral Booster 2, Betaware Cybereyes (Image Link, 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, Counterspelling 3, 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,
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, Cyber Implant 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), Alpha Datajack, 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 of K. 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 game Shadowrun. 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 does not endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
NPC Ro ster II
Info rm an ts
The below is a selection of informants and contacts for the Shadowrun game. They are not intended to
be connected in any way other than thematically. When a GM needs to feed some information to the
players following some successful Charisma + Etiquette rolls, or a new characters wants to purchase
a couple of lowinfluence contacts, the following should be able to be dropped into most games.
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
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, Mind Link, Mind Probe, Alleviate
Addiction, Increase Charisma, Healthy Glow, Double Image, Control Animal
Gear: Metalink Comm (Vector Xim OS), Sustaining Focus (Force 1)
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, Flight 2, 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 (LowLight), Sapience,
Confusion, Magician.
Spells: Detect Individual, Analyse Truth
Language: English
Gear: Air Taxi (awaiting Arsenal), Colt American Lt. Pistol. Mapsoft (rating 5), Fake Licences (rating
24), Fake SIMs (ratings 2 – 5). Commlink (Renraku Sensei, Renraku Ichi). IC loaded in Air Taxi
node.
Cyberware: Datajack, SIM Module (Hot SIM Modified), Control Rig, Image Link,
All work copyright of K. 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 game Shadowrun. 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 does not endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
NP C Rost er I II
Prim e Runner s
This collects a selection of advanced opposition for Shadowrun 4th edition. All of these characters are
intended to be elite rivals, resistance or assassins for the PC party. They vary in power, and as always
in Shadowrun, what one does is typically more important than what one is capable of. However, all of
them, most especially Lucia, have the potential to seriously threaten the PCs.
Du la c, th e S pec ia l Fo rc es .
Elf, Samurai
Image: A little short for an elf, around 5'10” but slimly muscular and with a lean, Caucasian face,
framed by simple dark hair. Nothing immediately stands out, except the somewhat pallid cast to his
skin and his dark, slightly redrimmed eyes. On a mission, he will likely be kitted out in a camoflage
suit, mask and goggles.
Quote: 'You mind your own business. You tell me the job, I do the job. That's where it begins and
that's where it ends. I don't need your curiosity and I certainly don't want your friendship.
RolePlaying: Intense, selfabsorbed, haunted. Driven is a word that comes easily to mind with
Dulac. Unnerving is another. For the most part, Dulac will be completely efficient and businesslike.
Sometimes he will appear very haggard and sleep deprived. Occasionally, he might break down into
tears, wail and rant. He will become very passionate and proTir if the subject of that neighbouring
country comes up. He also leans toward elf supremism.
Background: Dulac, whose real name is Francois Pitou, was born in Bordeaux in 2032, to human
parents, but in 2035, they emigrated to Tir Tairngire in hopes of a better, and prejudice free life for
their special child. To some extent, they got what they wanted. Though eternally heldback by being
human themselves, their child proved to be quite gifted and began to ascend the ranks. Raised in the
culture of Tir Taingire and further conditioned by choosing to enter the Tir Peace Force, the young
boy grew up with a deep, almost fanatical loyalty to the ideals of his country and the “elven ideal.” It
was a natural progression that he followed and by the age of thirtytwo, he had made his way into the
elite Tir Ghosts and a Paladin, swearing fealty to Prince Ehran “the Scribe.” It was to be his undoing.
Captured in a minor diplomatic indicident with the Sioux, he was held captive for eight weeks, during
which time he was brutally and repeatedly tortured. He broke under the treatment and gave up what
minor information he had. Returned in a prisoner exchange, he was 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. The confrontation with what he sees as his
own cowardice and weakness (it is not), is one he has not been able to reconcile with his selfimage.
After eight months on leave undergoing therapy and treatment in the Tir, he one day simply
dissappeared, crossing two border and winding up in the Seattle underworld. His elite training and
bioware make him a valuable resource and he knows it, hiring himself out almost indiscriminately. His
neighbours in Downtown apartment complex know him only as a quiet person who does not mix, But
by in between runs and superficial socialising, he sits at home dwelling on his betrayal and slotting the
rarest of BTL's – torture simulations from the victims, view point. Sometimes he will tie himself to a
chair, gagged, with the restraints timed to release him after a set period, and he will run the SIMs.
Each time he pushes himself until he breaks down and betrays his prince once more, and each time he
blames himself. If he endures the treatment, then next time he simply sets it to run longer, or more
intensely. The experience leaves him scarred and exhausted each time. He will, however, stop at
nothing to get back to his lost state of faith in himself.
Role: Dulac can be used as a rival runner getting to the goal minutes 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 against him in a run, however.
Usage Suggestions: Running in parallel with the team and taking the prize from under their noses;
infiltrating the players safehouse; interrogating a captive PC with 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 MA2100
Sniper 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, Low Light, Thermographic, Smartlink,
Flare Compensation). Synaptic Booster II.
RolePlaying: The classic strong, silent type on the outside, masking a quiet rage and desperation
underneath, an anger ever ready to erupt unexpectedly to the surface. Capable of acts of compassion
where able to, however.
Background: Buffalo is a citizen of SalishShidhe and native american, born a troll. He served time
in the SalishShidhe military and performed adequately. Lacking other options, he would probably
have gone all the way. But a nasty fight left him near death. It wasn't even military action – just a bar
fight that got out of hand when some of the participants turned out to be Syndicate men. Shot multiple
times on leaving the place, Buffalo lost both arms and took severe damage to his chest and a fractured
skull. Military health plan took care of the basics and pulled him through, but to pay for cyberware
suitable for his troll body, Buffalo had to get loans from the one group that would lend money to a
troll in his situation – the Yakuza. Now Buffalo's life is a spiralling nightmare of debt and repayments,
working as muscle or a hitman for his Syndicate owners. He dreams of buying his way free, but every
time he gets close, something seems to happen to make things worse. And the only collateral he has,
is expensive chrome that makes up his own body.
Usage Suggestions: Any organised crime scenario where serious muscle 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 (+1 Dodge – Move By Wire), Firearms
Group 4, Heavy Weapons 4 (Machine Guns), Etiquette 3, Leadership 2, 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 Full Arm (Str 9, Bod 9, Agi 4, Armour
4), Synthetic Cyber Torso (Str 9, Bod 9, Agi 4, Armour 2), Move By Wire I (Alpha).
Gear: Armour Jacket (8/6), contact lenses (image link, smart link 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
Total Armour whilst wearing Armour Jacket: 20 / 18
RolePlaying: There are two sides to Lucia. In one aspect, she has 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 is less intelligent or perceptive. Both aspects
of Lucia are as competent as the other but they couldn't be more different. Both aspects understand
themselves to be part of a whole, respecting each other and sharing goals. Their methodology and
modes of expression are merely diametrically opposed.
Background: Lucia grew up poor in El Paso but her parents always taught her right from wrong and
she kept herself respectable, charitable and hardworking. Nor did she ever capitalise on her beauty or
become vain. She was an angel amidst devils. At sixteen, she met a man, a practitioner of Santeria,
who led her to a celebration on the outskirts of town. And there, she was stunned and amazed to
suddenly see the “Invisibles” for the first time, soaring around and amidst the people who partied
unaware of their astral guests. Lucia called out to them and they heard her. Her first possession was
that night.
From there, her power grew. She came to Seattle and lived amongst the poor, gathering followers and
adherents, still spreading light in a dark world. Even the local gangs pay her a certain respect,
allowing her a neutrality that they would never accept from anyone else. In return, she has helped
many who suffered injury, addictions or even just fears and doubts.
But sometimes, other methods seem appropriate. It is not a concious 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 that volunteer. And then she will unleash Hell
before returning to her other aspect without qualm or concern over what the other aspect has done.
The two aspects of Lucia regard each other as completely distinct, 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 team member by surprise than a direct attack.
She is particularly adept in astral combat and cunning enough to trick a hapless mage into exposing
himself to attack. She also has many loyal friends in her community who help to serve as eyes and
ears and even allow themselves to be possessed by her loa when she asks. Both Lucia and Lucia are
accepted as angels by those they help. Lucia should always be played intelligently. In the one aspect
she is wise and thoughtful, in the other aspect she is cunning and feral – not stupidly violent or
wanton.
Usage Suggestions: Lucia can make a terrifying adversary for the players to blunder into when they
become involved in gang politics or work for a corp or Syndicate that threatens Lucia's people or
interests. They could also run across her if they have someone or something that she wants. She is a
power unto herself, however and should be treated as such. Even the Syndicates and Lonestar avoid
crossing her or meddling on her turf. The counterbalance to her power is that she is mainly benign
unless provoked, and that she could be vulnerable to a surprise attack if well planned. Note that Lucia
normally has a few bound spirits ready to be summoned into her followers (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, Summoning 6, 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, Cure
Disease, Decrease Willpower, Detect Life, 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, Unarmed Combat, 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
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 of K. 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 game Shadowrun. 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 does not endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
NP C Rost er I V
The Bu gs
This NPC collection details a complete group of Insect Spirit possessed individuals. They have yet
to invoke a queen spirit and so are not yet a hive. There is potential however, and the group is
moderately dangerous, though unlikely to pose a threat to experienced Shadowrunners. They are
probably of most interest as components of a larger run, or even as twoedged allies for teams that
wish to take the chance.
The Setu p
In Downtown, Seattle, there's a little club called The Velvet Glove. It caters to those whose
sexual tastes are a little less straightforward 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 of living, breathing comrades who share your
fetishes. Or at least have compatible ones of their own. Behind the fairly nondescript yellow door, is
a close set of rooms, bar and dance floor, where people can dance, and play, their night away. It is
presided over, as it has been for the last two years, by an elven woman known as The Poison
Maiden. She pays her small tithe to the local Yakuza syndicate and even does a little business with
them when one of the clients wants to have the experience of being a bunraku slave. The Velvet
Glove caters to all tastes, though it's mostly consensual (admittedly the lines get a little blurred some
times) and it attracts people across the social strata.
There's only one thing wrong. A few months ago, a recently awakened shaman, besotted
with the Poison Maiden, decided she would be the perfect host for a slightly more than perfect
spirit. Once again, the bugs were rearing their ugly heads.
Image: A young, caucasian male elf, thin dark hair, a whitish pallor and intense, dark eyes. He has a
way of staring that makes it seem as though he's not quite there... and yet there is a certain presence
about him, a hint of power that suggests to people he could be dangerous if provoked. Typically, he
wears tight, black synthleathers around his lean, stickinsect body and heeled boots.
Quote: ”Better to serve in paradise than to reign in Hell.”
RolePlaying: Emotionally withdrawn, as if everything lacks intensity, much like a typical BTL
addict needing another high. Yet quite intense at the same time and highly intelligent. A little
sociopathic too and somewhat alien in his thinking, liable to come up with offthewall, highly
lateral ideas.
Goals: To do everything he can to preserve the secrecy of his true calling and his insect spirits,
whilst gathering the power to invoke Simone into a true Queen that he can serve.
Background: Louis Levitt comes from a uppermiddle class corporate family in Bellevue. He's had a
good education and a financial start in life, but his parents have more or less given up on him by this
point. He has not talked to them or his younger sister in several 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 powerful women. Nothing really seemed to
satisfy his need for complete submission of the self, until one night, the whispering began. Now he
is a fully fledged insect shaman, in willing thrall to an alien mistress. Daily, he becomes more
removed from his own humanity and his most desperate desire is to bring his mistress through to the
real world. For now he slates his fantasies in mock servitude to the Nymph spirit that he summoned,
but in his heart he knows she is bound to him and not the other way around. Soon though, he hopes
to set her free of such restraint, so that she can rule him completely.
Bo sto n Jo hn.
Wasp Soldier Spirit, Hybrid Troll
Image: A true monster from a horror SIM, eight or nine feet of mutated insecthumanoid. The
heavy, longarmed frame of a troll, but chitinous plates of armour adorn its body, antennae project
from its head and it's eyes are bulging, segmented things, like compound eyes but gristly, with little
tiny pupils. Stubby, useless wings buzz and whine furiously as it lumbers forwards.
Quote: “...”
RolePlaying: Smash, kill, rend.
Background:Boston John was one of the bouncers at The Velvet Glove before it became something
more than a 2bit fetish club. In fact, he worked a number of clubs and bars around the area but has
now vanished. The reality is that the attempted inhabitation of his body by a wasp spirit did not go
as well as hoped and he's now unable to pass in public for anything other than what he is. Louis and
Simone keep him hidden in the club most of the time and plan to use him as an emergency
rearguard if they need to make a fast retreat. He has (or had) two children and a wife (all trolls) who
believe that he is now probably dead. The most accepted story is that he had unsuspected debts with
a syndicate and has made the ultimate repayment.
Do nn a Levi tt , ak a St in g.
Wasp Scout Spirit, True Form Human
Image: It's a wasp. But it's a wasp that's over three long. The magnification of its segmented body
and compound eyes show the insect hideousness of the thing in a way that couldn't be guessed at on
a naturally sized creature. It's plated thorax swells and collapses as it breathes and is tipped with a
curving, injecting stinger. And it's fast.
Quote:”Buzz, buzz.”
RolePlaying: Spy, seek, sneak. If there's a need to kill, do some from a careful ambush.
Background: Donna is, or was, Louis's illegitimate eightyear old daughter. She sometimes lived
with him, sometimes with her exganger mother. Life wasn't great in either case, choosing between
onelevel above a squat or seeing the lifestyle of her degenerate father. It would have been difficult
for life to get much harder, but it managed it anyway. Donna was Louis' first attempt to impregnate
someone with a wasp spirit. If it's any consolation, Donna's transition was a peaceful one. The
inhabitation was an outstanding success and she now exists as a loyal scout for the group.
Sa lma n, ak a Ca nni ba l
Wasp Soldier Spirit, Flesh Form Ork
Image:An athletic looking ork of Indian origin. He has a serious look to him, wearing simple
clothing and no ornamentation. Even his head is clean shaven and lacking 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.”
RolePlaying: Dispassionate in any circumstance but violence or its anticipation. Only then does his
face light up in real emotion. Show as little empathy for common human affection or need to
socialise as possible.
Background: Salman was an average ork ganger, pulling in a bit of legit security work on the side. A
little bigger and stronger and more skilled than most, but nothing truly exceptional. That changed
when he took a job working security for The Velvet Glove nightclub. The story he's told his old
gang mates is that he has discovered his adept powers. It's a good cover story for his newfound
abilities. As far as his former friends are concerned, it also accounts for his recent aloofness, as they
see him as thinking himself too good to associate with his old gangers. 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 that he has gone too far, however. His
inhumanity has severed a lot of useful ties to his former community and those threatened by him
now see their only hope to be striking back with lethal force.
Language: English
Spells: Alter Memory, Armour, Bugs, Heal, Invisibility, Mana bolt, Powerbolt,
Gear: Eurocar Westwind, Colt American Light Pistol, Erika Elite w/ Mangadyne Deva (Response 3,
Signal 4, Firewall 2, System 3), Contacts w/ Image Link, Armour Clothing (4/0), Assorted cred
sticks and suchlike.
Language: English, Sperethiel.
Powers: Animal Control (Wasp), Compulsion (Mating), Enhanced Senses (Smell, Thermographic),
Hive Mind, Immunity to Normal Weapons, Realistic Form, Aura Masking, Innate Spell
(Invisibility), Sapience, Venom
Weaknesses: Allergy (Insecticides, Severe).
Gear: Datajack, FormFitting Body Armour (5/1), FIchetti Pain Inducer, 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, Dodge 4, Perception 4, Unarmed Combat
4.
Language: English
Powers: Animal Control (Wasp), Fear,, Hive Mind, Immunity to Normal Weapons, Magical Guard,
Natural Weapon (6P, 1AP), Sapience.
Weaknesses: Allergy (Insecticides, Severe).
Gear: Dermal Plating III (+3/+3), Troll natural armour (+1/+1).
Do nn a Levi tt
Wasp 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).
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 s
The group as written are low in power. Most particularly, the two main players are quite vulnerable
to physical assault. However, this is true of most NPCs in Shadowrun when players have sufficient
time to plot and plan. The critical thing is to keep information from the players so that they are
unaware that these characters actually are ones that they may choose 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 is that 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 become considerably more powerful, even as a
flesh form, and will be able to start building a powerbase in earnest.
All work copyright of K. 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 game Shadowrun. 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 does not endorse, and is not affiliated with
knasser.me.uk in any official capacity whatsoever.
NPC Roster VI
The Free
This roster contains a list of Free or Wild spirits. They range in 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.
RolePlaying: Lurk in the shadows and the dark waters, be secret, be silent, watch, listen and
occasionally play little tricks.
Background: Slink dwells under the City, swimming through the sewers and sometimes the outlets
in the harbour and the Puget Sound. She listens and she lurks and finds a lot of things that people
think they've flushed away. She has never been known to appear on the surface, though it's possible
that she has wriggled up people's wastepipes from time to time – as 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, Korean 3, Merrow 3, Sperethiel 3
Spells: Oxygenate.
Spells: Hibernate, Magic Fingers, Oxygenate, Stabilise.
Notes: The Elemental Aura (Metal) represents the unusual composition of the spirit, this power adds
+6 DV to the spirits unarmed strikes and changes the damage type to Physical (7P total), but gains
+2 to half impact armour resistance. On any successful Melee attack, the attacker must also resist 7P
damage but gains +2 to half impact armour resistance.
The Elemental Strike (Metal) represents the ability of the spirit to project parts of its body at
opponents (like a Slinky, but less fun), and is treated as a ranged attack using Agility + Exotic
Weapon, inflicting a base 7P damage, but +2 to resist with half impact armour.
Plot Ideas: #1. A number of models and minor Trid and SIM actresses disappeared over the last
year. Some, but not all, of the bodies were later found, each of which was hideously disfigured to
some degree, their bodies partially or wholly petrified into stone. Some of these bodies, naturally,
remain preserved, their faces displaying expressions of terrible anguish. Now it's been over two
months since the last disappearance but the husband of one of the victims suspects that a rapidly
rising media executive and formermodel, a friend of his late wife, may have some involvement.
With noone willing to investigate the popular executive, he has to turn to Shadowrunners to help
him.
#2. A local hermetic mage of considerable power has had a slowburning rivalry with a
western dragon for some time now. His spies have recently witnessed the dragon meeting with the
head of a fashion agency late at night, and he suspects that this woman is serving the dragon in
some way. In fact, it is the other way around. Shadowrunners are hired to remove another of the
dragon's allies and get in over their heads.
#3. Karl Brackhaven has acquired a new endorsement to his campaign. The mayorial
candidate's chances seem to be inexplicably rising through the agency of a talented and very
beautiful young sculptress who doubles as one of Seattle's newest and most dazzling socialites.
Skills: Artisan (Sculpture) 9, Assensing 9, Astral Combat 9, Con 9, Counterspelling 9, Disguise 9,
Dodge 9, Etiquette 9, Gymnastics 9, Intimidation 9, Leadership 9, 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, Death Touch, Decrease Reflexes,
Detect Life (Extended), Earth Wall, Fashion, Fix, Healthy Glow, Increase Willpower, Influence,
Knockout, Makeover, Mana Barrier, Mass Animate, Mob Mind, Mind Probe, Orgasm, Petrify,
Shatter
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 proprietary materials for promotional and informational purposes on its
website but does not endorse, and is not affiliated with knasser.me.uk in any official capacity whatsoever.