The Burned Out Talismonger
by Ed Fairchild (alp13@tricon.net)
Quotes
“I see you have the item, I however have the knowledge!”
“There is no justice, except in the shadows.”
“Of course I can make it for you, at a price.”
“If I had a shoppe would I be here?!”
“AH, I haven’t seen worksmanship like this since….”
“Yeah, I did sometime upstate.”
“OF COURSE I WAS FRAMED YOU SLOTTIN’ SALARUMAN!”
“You obviously represent a corperation. That will cost you extra, VERY-MUCH-EXTRA!”
Background
The burned out Talismonger hasn’t traded his or her ability for cyberware.
They are burned out after being set up by goons from the mega corps for crimes they didn’t commit and being railroaded by a legal system hip deep in the corperate money trough.
Their reputations ruined, property seized, and stripped of ever obtaining another license to open a shop or teach, they live off their skills and wits.
With only a few cherished tools and reusable fetishes from their glory days as reputible Talismongers they have taken to the shadows seeking to build their reputations on the street, and acquire the nuyen to pursue their art.
While outwordly cynical, they are in their hearts champions of the street and will lower their standards if given a chance to defend those they beleive are being unjustly persecuted. (And if it gives them a chance to give the mega corps a black-eye or two they might even do it for grins!)
Starting Statistics
Attributes
- Body: 3
- Quickness: 4
- Strength: 3
- Charisma: 3
- Intelligence: 4
- Willpower: 3
- Essence: 6
- Magic: 6
- Reaction: 4
Primary Skills
(These skills are initially at this level due to lack of proper facilities in prison)
- Enchantment: 3
- Magic Theory: 4
- Sorcery: 3
- Negotiation: 3
- Unarmed Combat: 2
- Firearms: 2
Languages
- Primary Language: 6
- Cityspeak: 4 (this secondary language, required)
Special Skills
- Etiquette Prison: 2
- Evaluate Magical Goods: 4
- Woodworking: 3
- Metalworking: 3
Magic
Spells
- Powerbolt: 2 → Powerbolt: 2 Ring
- Manaball: 3 → Manaball: 3 Ring
- Personal Combat: 3 → Per Com SN: 2 Amulet
- Magic Fingers: 2
Equipment
- Woodworking Toolkit
- Metalworking Toolkit
- Walther Palm Pistol
- Type: Hold Out
- Concealability: 9
- Ammo: 20 (box)
- Damage: 3L1
- Break: 2
- Middle Class Lifestyle: One Month Paid
Contacts
Fixer & Street Mage (at game master’s discretion, since they have no nuyen to buy contacts with. My character had to acquire contacts through successful role playing.)
Notes
While this may look like an unplayable character the BURNED OUT TALISMONGER can create fetishes and reusable fetishes at cost (50% OF LISTED COST). Also their skills come in handy in any case requiring the identification or activation of magical paraphenalia, and their appraisal and negotiation skills come in handy AFTER THE RUN when the team is FENCING THE LOOT.
Campaign History
I have personally played this character through several runs over the last few years, and have survived the following modules:
- SHADOWRUN™ 7308 TOTAL ECLIPSE (PICKED UP 1 CONTACT)
- SHADOWRUN™ 7302 MERCURIAL (PICKED UP 2 CONTACTS)
- SHADOWRUN™ 7304 QUEEN EUPHORIA (ALMOST BIT IT MORE THAN USUAL. ONE TOUGH CAMPAIGN)(PICKED UP 2 CONTACTS AND A COUPLE OF HOSPITAL STAYS)
Reference Tables
USEFUL TABLES COPIED FROM, AND WITH GREAT THANKS TO: Paolo Marcucci
Enchanting Material Costs
| Material | Raw Form | Refined Form | Radical Form |
|---|---|---|---|
| Herbals | 50 | 100 | 200 |
| Crystals | 100 | 200 | 400 |
| Semi-precious Gems | 200 | 400 | 800 |
| Precious Gems | 500 | 1,000 | 2,000 |
| Iron | 50 | 100 | 200 |
| Copper | 100 | 200 | 400 |
| Silver | 300 | 600 | 1,200 |
| Gold | 10,000 | 20,000 | 40,000 |
| Mercury | 600 | 1,200 | 2,400 |
| Tin | 30 | 60 | 120 |
| Lead | 30 | 60 | 120 |
| Orichalcum: 88,000 per unit |
Magical Supplies
| Name | Availability | Cost | S Idx |
|---|---|---|---|
| Fetish Focus | 3/26 Hrs | Rating x 3,000 | 1 |
| Ally Conjuring Materials | (Force)/36 Hrs | 1000 per unit | 1 |
| Ward Casting Materials | (Force)/36 Hrs | 1000 per unit | 1 |
| Watcher Casting Materials | (Force)/36 Hrs | 1000 per unit | 1 |
Character Stats
Ed Fairchild “The DABBLER”
Human Male Age: 36
Karma: 1
Nuyen: 36250
Current Attributes
- Body: 5
- Quickness: 4
- Strength: 3
- Charisma: 3
- Intelligence: 4
- Willpower: 4
- Essence: 6
- Magic: 4 (DAMAGE SUCKS!)
- Reaction: 4
Current Skills
- Enchantment: 4
- Etiquette Prison: 2
- Etiquette Street: 3
- Magic Theory: 4
- Negotiation: 5
- Sorcery: 4
- Unarmed Combat: 4
- Firearms: 3
- English: 6
- City Speak: 4
- Evaluate Magic Goods: 4
- Wood Working: 3
- Metal Working: 3
Current Magic
Combat
- Powerball: 2 —1(3)
- Powerball: 4
- Powerbolt: 2 —2(3), 1 Ring (3)
- Manabolt: 4, 1 Ring (3)
- Sleep: 3 —3(3)
Detection
- Analyze Device: 2 —4(2)
- Detect Enemies: 4
- Personal Combat Sense: 3 —2(4), 1 Amulet (2)
Health
- Detox: 2 —1(4)
Manipulation
- Magic Fingers: 2
- Magic Fingers: 3 —4(4)
Power Focus: 1 Staff(2) (I DON’T HAVE ENOUGH KARMA TO USE IT YET)
Contact Information
Please mail any questions or suggestions on this archetype to:
- Email: alp13@tricon.net
- Name: Ed Fairchild
- Address:
Edward Fairchild
203 Roscoe/Fitz RD#3
Gray, TN 37615-3474

