Pillars of Faith


Dwarf Mage
Dwarf Mage
    "So I take the beer down and I tell the slag, 'That's not a coffee table.  That's my head!'
    "What's the matter, you don't think that's funny?  Culturally insensitive to Dwarves?  Are you kidding me?  Hello, look down below your belt line, I am a Dwarf.  And it isn't even a short joke, you idiot.  It's a sexist joke.  Beer...  On my head?  OK so maybe it's both a short joke and a sexist joke.
    "You still haven't told me how much you're going to be paying me to get those rare materials out in the NAN territory.  Ooh, that much?  Well keep the drinks coming and maybe I'll show you about 'adequate sizing' up close and personal."
Commentary:  The Dwarf Mage got tired of working 16 hour days to make foci for wagemages who couldn't enchant a candlestick to light itself.  She left the slavery of her old job with little more than the clothes on her back.  But with a little money and some experince she can blossom into a real magical powerhouse.  Being her own Talismonger doesn't hurt either.  And once she gets the money and Karma to start making her own Foci, then watch out!  In the meantime her skills are what make her a hot commodity.  Look to get her a Talismongering Kit as soon as possible.  From there she can make more money supplying grey market magical supplies in a month than most Shadowrunners ever see in a year.  Of course if all she wanted was to make magical doo-dads for other people then she wouldn't have left the Corp.
Attributes
    Body
    Quickness
    Strength
    Charisma
    Intelligence
    Willpower
    Essence
    Magic
    Reaction

   2
   2
   3
   2
   6
   5
   6
   6
   4
   Skills
      Armed Combat
      Conjuring
      Enchanting
      Etiquette (Street)
      Magical Theory
      Sorcery

   3
   3
   6
   2
   6
   4
Initiative  4 +1d6
Dice Pools
    Astral   6
    Combat   6
    Magic   4
Contacts
   Choose (2) Contacts
Gear
    Armor Vest with Plates [2/1]
    Expendable Manipulation Fetishes (9)
    Knife
Spells
    Acid Bomb:  2 (4)
    Armor:  2 (4)
    Fix:  1 (3)
Starting Cash:  3d6 x1000¥
Notes:  Has natural Thermografic vision.  Resistance (+2 Body) to Disease.