"Oracle", 450 GP, 30 Karma
Precognative Adept (Seer, Psychic, Psychometrist)
BBB, Street Magic, Augmentation
(Unwired for lifestyle, but could easily downgrade to "high" for a given mission if it is a dealbreaker)
(Might use Arsenal for armor, which could also be easily removed/downgraded if it became a dealbreaker)
Background (draft):
[ Spoiler ]
The boy who would one day be known as Oracle led a horrific childhood full of sleepless nights, uncontrollable visions, headaches, operations, genetic treatments, brain surgery, hospitalization, needles, and tests. Countless tests. Days filled with questions he couldn't possibly know the answers to. Tests that he never discovered if he had passed, or not. It was also a lonely childhood, although there were people around. Psychologists, doctors, and other scientists, spent hours studying him, questioning him, and probing him, but rarely did they treat him like a person. Somehow, he understood that it was going to be alright, that the people at the Paranormal Science Institute were going to be able to help him, and that confidence helped get him through it.
He felt most connected to the instructors, who he could please by quickly absorbing information or solving the puzzles they presented to him. It wasn't until his teens that Oracle's magical abilities fully manifested, and his schooling shifted directions to orient on the nature of his gifts. At first, he demonstrated the ability to see into the astral plane, and sense the auras and lingering psychic impressions left by others. He saw an immediate shift in the way he was treated. His instructors were no longer asking him to move objects without touching them, or describe the contents of closed containers. Instead, their questions revolved around the things he could decipher from the psychic impressions he felt about something or someone.
With effort, he learned to concentrate, meditate, and with a clear mind, he was able to answer questions he couldn't possibly know: people's emotional state, health and illnesses, and who among his instructors were like him - who shared his psychic gifts. Under the instruction of these individuals, Oracle formed a bond - a psychic connection that would aid in the development of his powers. With practice and years of tests and experiments, he became aware of connections between things that most people overlooked, and found himself subconsciously aware of immediate dangers.
By the time he reached adulthood, he was able to control his visions, and block them out most of the time. His premonitions extended much further into the future, and he was able to pick up impressions left from much farther in the past. It was also at this time that he was subjected to a series of painful invasive cybernetic procedures. He could see his aura was obviously weakened afterward, and knew his benefactors could sense this, as well. Still, they assured him that the procedures would help unlock unused portions of his mind, making his visions clearer, and easier to control. The operations made him less human, but as the nanites altered the interactions of his neurons and the way he looked at the world, including his interpretations of his visions, he began to see the logic in the decision that was forced upon him.
It was around the age of twenty that he was first called upon to use his special gift to change the course of history, but it would not be his last.
....
Today, Oracle puts his abilities to use for the Agency, as both a strategy consultant, and, occasionally, as a operative who can help gather information or make real-time decisions based on material links available only on-site. He has been crucial to the allocation of Agency resources, both metahuman and financial, and is consulted before most major missions - even if unofficially. Oracle tries to introduce himself to new members, and oversee meetings with clients, when he is available, and offer his guidance to those within the Agency willing to consult with him. He is still young, being in his mid-twenties, but his rare abilities afford him a (perhaps, undeserved) position of status within the Agency.
Not everyone in the Agency is thrilled with Oracle or his "psychic impressions," however. More than once, major decisions have been made that were believed to be heavily influenced by information obtained through various Agency members' private consultations with Oracle. Others question the accuracy of his visions, pointing out that it is often impossible to verify that, had the Agency not acted on this information, things would have played out the way Oracle predicted. Moreover, the fact that the Agency has been able to act on his intelligence in order to avoid a situation Oracle foresaw seems to be the most damning evidence that Oracle is not, in fact, glimpsing the future. What he does see, is the subject of some debate.
Rather than defend himself, or his abilities, Oracle seems to encourage logical and philosophical debate regarding the nature of his gift, and the appropriate and inappropriate times to act upon such information. He is personally quite interested in causality, paradox, and quantum entanglement - and, when his abilities are not needed for higher priority tasks, has begun performing psionic experiments in these areas.
On one occasion, after an agent went suddenly missing, a rumor began to circulate that Oracle had recently had a vision involving that agent. Some agents believed that Oracle saw some act of betrayal, and the Agency acted upon his information - preventing it before it could occur. The rumor was further fueled by the discovery of evidence suggesting the missing agent might have had ties to a rival Agency. The Agency denied the use of such tactics, of course, and took steps to reduce the (perceived) dependence on Oracle's guidance. However, the damage was done - whoever had started the rumor had successfully sown the seeds of distrust.
Many agents began to keep their distance from Oracle. Few disbelieved his ability, but many distrusted his motivations. They thought that if he were so inclined, he could point his finger at any one of them, and that many would believe his word, over theirs, if he said that they would be guilty of some terrible crime in the future. Even those with faith in his sound judgment understood that, even if they didn't think they would commit any crime against the Agency at this moment, they had no way of knowing what the future would bring.
In addition, most people, particularly mercenary Shadowrunners, have secrets they would prefer remain hidden. Needless to say, Oracle doesn't currently have a lot of friends. Many still come to him with questions, but most prefer to interact with him through VR.
Description (draft):
[ Spoiler ]
Oracle's unnaturally pale skin, baldness, and bright blue eyes make him stand out in most crowds. His simultaniously insightful and cryptic way of speech adds to his eery demeanor. He has a mixed reputation within the Agency, painted by some as a miracle-worker who has saved the lives of dozens of agents, and by others as a charlatan or false-prophet who is secretly controlling the Agency, and using it to create the future of his liking. Most who work with him see that both representations grossly exaggerate his capabilities. Oracle spends a lot of of his time immersed in virtual reality, in a sort of astral sensory deprevation tank, and often has difficulty relating to other people. However, when he is needed, either for a mission or just a consultation, he is often the first one there, and usually the first one to know about it.
Character Sheet (draft):
[ Spoiler ]
Metatype (0)
Human (0)
Attr (225)
STR 2 (10)
BOD 2 (10)
AGI 2 (10)
REA 3 (20)
CHA 3 (20)
INT 5 (40)
LOG 8 (85) (11)
WIL 4 (30)
Essence 4.05
Magic 6 (65) (4)
Qualities (5)
- Exceptional Attribute, Logic(20)
- Aptitude, Arcana (10)
- Adept (5)
- Combat Paralysis (-20) (Strong violent emotional situations tend to distract and overwhelm Oracle)
- Biosystem Overstress (-10)
Skills (98)
- Arcana 7 (32)
- Assensing 4 (Psychometry 6) (18)
- Perception 4 (16)
- Dodge 4 (Ranged 6) (18)
- Computer 1 (4)
- Data Search 1 (4)
- Negotiation 1 (Sense Motive 3) (6)
Knowledge (13x3=39)
Street
- Ares Macrotechnology 1
- Aztechnology 1
- Evo Corporation 1
- Horizon 1
- Mitsuhama Computer Technologies 1
- NeoNet 1
- Renraku Computer Systems 1
- Saeder-Krupp Heavy Industries 1
- Shiwase Corporation 1
- Wuxing, Incorporated 1
Academic:
- Parapsychology 6 (Precognition

(7)
- Psionic Background 4
- Law 1
- History 1
- Economics 4
Professional:
- Business 1
- Corporate Politics 1
- Espionage 1
- Forensics 1
Interests:
- Gambling 3
- Philosophy 4 (Determinism 6) 5
Adept Powers
- Analytics 4 (1)
- Astral Perception (1)
- Enhanced Perception 4 (1)
- Combat Reflexes 2 (1)
Contacts (9 free points)
- Paranormal Science Institute (Psionic Initiation Group) (6/3)
Gear (50=342,750/350,000)
-Alphaware Encephelon 1 (60,000) [0.75x0.8=0.6]
-Alphaware Nanohive 2 (40,000) [1.0x0.8=0.8]
- - Alphaware Neocortical 3 (30,000) [-]
- - Alphaware Limbic 3 (30,000) [-]
-Alphaware Cerebral Booster 3 (60,000) [0.6x0.5x0.8=0.24] * 15 availability item
-Skin Pigmentation (white) + BioTatoos (1,500) [-]
-Genetic Optimization (Logic) (45,000) [0.2x0.5=0.1]
-Pushed (15,000) [0.1x0.5=0.05]
-Qualia (25,000) [0.4x0.5=0.2]
-Emersion Lifestyle (30,000)
-Fake SIN 4 (4,000)
-Extra Starting Cash +12 (1,200)
-Trodes (50)
-SimModule (100)
-Disposable Commlink (300)
-Armor
- - Armored Clothing (4/0) (500)
or
- - Form Fitting Body Armor, Half Suit (4/1) (900)
- - + SecureTech PPP Helmet (0/+2) (100)
Karma Expenditures (7 karma remaining)
- Magical Group (5)
- Grade 2 Initiation (8+10)
- - Metamagic Techniques
- - - Divining (Meditation Ordeal)
- - - Psychometry (Deed Ordeal)
"Piece", 450 BP, 30 Karma
Gunslinging Martial Artist
BBB, Arsenal
Description (draft):
[ Spoiler ]
Piece usually dresses corporate-chic - smooth and elegant armored business attire, usually black, with a stylish and similarly expensive longcoat. However, rather than coming off as a cunning and successful corporate shark, his toned and muscular frame, and somewhat dull wit, give the impression of a high-paid bodyguard, or corporate goon, at best. Piece prefers to pack as much heat as the situation allows. Within his longcoat, it is not uncommon for him to have a half-dozen firearms concealed, but within easy reach. He always keeps at least two taser-guns on himself, except when circumstances forbid it.
He is a skilled in both close-combat and ranged, and has blended the two together in a flashy-theatrical style heavily influenced by Ares Firefighting techniques, and the swift efficient maneuvers borrowed from various Armed Forces. His style is very cinematic, perhaps deceptively so. He dances, rolls, and flips through combat, using broad sweeping kicks as well as whatever weapons he has on him (or can improvise from items laying around, nearby). In typical Firefight form, he usually fights with a pistol in each hand, but unlike many Firefight artists, he is as likely to pistol-whip an opponent as kick them. His firearms have all been modified and hardened, such that they could be used to deflect away an incoming blade, or strike with the barrel, without risking damage to the internal firing mechanisms. He prides his style on its adaptability in combat, and has trained in a wide range of hand-to-hand weapons as well as one-handed firearms. He considers himself a jack-of-all-blades and master-of-none - though what he lacks in experience he has made up for, in cyberware.
Like any good street-samurai, there isn't much of him left, anymore. He looks human, and unaugmented, from the outside, but, inside, he has been made stronger, faster, tougher, and all-around deadlier than any normal human - which is to say, that he meets the minimum requirements of any street-sam hoping to make it in Seattle's shadows.
Character Sheet (draft):
[ Spoiler ]
Attributes (225 BP)
STR 6/9 (40) + (18 karma)
BOD 4 (20) + (12 karma)
AGI 6/9 (65)
REA 5/7 (30)
INT 3 (20)
WIL 3 (20)
LOG 2 (10)
CHA 2 (10)
Advantages (35 BP)
Firefight (10) Reduce Attacker in Melee penalties by 2
Krav Maga (15) Draw Weapon as Free Action, Take Aim as Free Action, Reduce Attacker in Melee penalties by 1
Capoeira (5) +1 Gymnasic Dodge
Arnis de Mano (5) Deals Damage with Called shot to Disarm, or the Disarm Maneuver
Maneuvers (24 BP)
- Blind Fighting
- Break Weapon
- Disarm
- Groundifghting
- Ialjutsu (Weapon+Reaction (3))
- Kick
- Multistrike
- Off Hand Training
- Reposte
- Sweep
- Two Weapon Style
- Watchful Guard
Skills (100 BP)
- Close Combat 4 (40)
- Pistols 6 (Heavy Pistols

(26)
- Automatics 2 (

- Longarms 1 (4)
- Gymnastics 4 (16)
- Armorer 1 (4)
- Intimidate 1 (Physical 3) (6)
Knowledge Skills (15 free)
- Interests: Martial Arts 5
- Interests: Firearms 5
- Professional: Military 3
- Language: Japanese 2
Contacts (8 BP)
- Arms Dealer (2/2)
- StreetDoc (2/2)
Gear (50 BP = 349,660 / 350,000)
Cyberware (110,000, total)
- Alphaware Muscle Replacement 3 [2.4] (30,000)
- Alphaware Titanium Bone Lacing [2.4] (80,000) (*Avail > 12)
Bioware (160,000 total)
- Synaptic Booster 2 [1] (160,000)
- Contacts [6] (50) (700, total)
- - Smartlink [4] (500)
- - VisionMag [2] (100)
- - Skinlink (50)
Forearm Snap Blades +Skinlink x2 (400)
Throwing Knife x10 (200)
Fake Cyberware License 4 [Muscle Replacement, Bone Lacing, Synaptic Booster] (400x3=1,200)
Fake Firearms Licenses 4 [Elanx2, Predatorx2, Slivergunx2, Warhawkx4] (400x10=4000)
Fake Weapons Licenses 4 [Forearm Snap Bladesx2] (400x2=800)
Fake SIN 4 (4,000) "Anthony Marks" (Ares Firefight-Trained Security)
High Lifestyle (10,000)
Leftover Money (1200) [+12 to starting cash roll]
Novatech Airware (3/3) (1250) (6,200 total)
- Iris Orb (3/3) (1000)
- Firewall 6 (3,000)
- SkinLink (50)
- Rating 3 Common Use Programs (6@150=900)
- - Analyze, Browse, Command, Edit, Encrypt, Scan
Vashoon Island Synergist Business Line (Longcoat, Slacks, High Collar Shirt) (6/3) (2,000)
Quick-Draw Holster (Bandoleer) x6 (600)
Defiance EX Shocker x6 (870x6=5220)
- 8S(e) -half SA - 4(m) (150)
- - Personalized Grip (100)
- - Melee Hardening (300)
- - Firing Selection Change (300)
- 4 Taser Darts (20)
Concealed Holsters (Boot Left/Right) x2 (150)
Morrissey Elan, Holdout Pistol x2 (450x2=1050)
- 4P/3P AP- SA RC0 5© (450)
- Plasteel Components 3 (Undetectable by MAD scanners)
4 Clips of 5 Hi-C Plastic Rounds (75x4=300) (Undetectable by MAD scanners)
Hidden Gun Arm Slide x2 (700)
Ares Predator IV x2 (1150x2=2300)
- 5P +1 SA - 15© (350)
- (1) Internal Smartgun System (-)
- (1) Personalized Grip (100)
- (1) Melee Hardening (300)
- (2) Silencer (400)
4 Clips of 15 Subsonic Ammo (60x4=240)
Concealed Holsters x2 (Lower Back Left/Right) x2 (150)
Ares Viper Slivergun , Heavy Pistol (1800x2=3600)
- 8P(f) +2AP, SA/BF, RC-4, 30©, 5R (500)
- (1) Personalized Grip (100)
- (1) Internal Smartgun System (500)
- (1) Melee Hardening (300)
- (2) Gas Vent 3 (400)
4 Clips of 30 Flechette rounds (1200)
Concealed Holsters x2 (Armpits Left/Right) x2 (150)
Rugar Super Warhawk, Heavy Pistol (1700x2=3400)
- 7P -3 SA - 8(cy) (250)
- (1) Personalized Grip (100)
- (1) Internal Smartgun System (250)
- (1) Melee Hardening (300)
- (1) Increased Cylinder (500)
- (1) Firing Selection Change (300)
80 Rounds of ExEx Ammo (800)
Hyundai Shin-Hyung (29,250)
- (17,000)
- Handling +2
- Accel 20/45
- Speed 160
- Pilot 1
- Body 10
- Armor 5
- Sensors 1 (STOCK)
- -Atmosphere Sensor 1
- -2 Cameras, Vision Enhance 1 (front and back)
- -2 Laser Range Finders (front and back)
- -2 Motion Sensors (front and back)
- -Radar 1
- Equipment
- Morphing License Plate (1,000)
- SpoofChip (500)
- Modifications (14)
- 1 - GridLink (750)
- 1 - GridLink Override (2,000)
- 2 - AntiTheft (2,000)
- 2 - Shielded Smuggling Compartment (ChemSniffer, MAD Scanner) (6,000)