Name: William "Billy" Bennett<br/>Age: 24<br/>Race: Human<br/>Height: 5’11<br/>Physical Description:  Billy is the kind of guy that seems to just draw the girls with his crooked, rogueish smile, bright blue eyes and thick, slightly curly dark hair. A well muscled form that stops short of looking like he actually works at it. A fair skinned complexion tells of his European blood while his accent is pure Seattle. Although he appears to be a good natured and easy going guy, there is always an air of contained energy just under the surface; a spring begging to be released with a dangerous, violent eruption.<br/><br/>Attributes:<br/>4(6)   Agility<br/>4   Body<br/>5(8)   Reaction<br/>4(6)   Strength<br/><br/>3   Charisma<br/>2   Logic<br/>3   Intuition<br/>3   Willpower<br/><br/>6   Edge<br/>1.7   Essence<br/><br/>11(3)   Initiative (Passes)<br/>7(3)   Matrix Initiative (Passes)<br/><br/>Negative Qualities:<br/>-5   Incompetent: Survival<br/>-5   Mild Addiction: Stimulants<br/>-5   Poor Self Control I, Compulsive Weapons Cleaning<br/>-5   Poor Self Control I, Thrillseeker<br/>-10    Records on File (Aztechnowlegy)<br/>-5   SINer<br/><br/>Positive Qualities:<br/>5  Restricted Gear (Rank II Move BY Wire System)<br/><br/>Contacts:<br/>3/3   Fixer<br/>2/2   Street Doc<br/>2/2   Streetcop<br/><br/>Skills:  36<br/>2   Armorer<br/>1   Data Search<br/>2(+2)   Dodge<br/>2   First Aid<br/>2(+2)   Perception<br/>1   Pilot Ground Craft<br/><br/>Skill Groups: 90<br/>1   Athletics:  Climbing, Gymnastics, Running, Swimming<br/>3   Close combat:  Blades, Clubs, Unarmed Combat<br/>4   Firearms:  Pistols, Rifles, Submachine guns.<br/>1   Influence: Con, Etiquette, Leadership, Negotiations<br/>1   Stealth:  Disguise, Infiltration, Palming, Shadowing<br/><br/>Knowledge Skills:<br/>3   Aztechnowlegy<br/>3   Language: Japanese<br/>3   Language: Sioux<br/>3   Language: Spanish<br/>3   Security Procedures<br/><br/>Remaining NY for Equipment: 875<br/><br/><br/>Bioware Augmentations (.8 Essence Cost/2):<br/>--Muscle Augmentation II<br/>--Muscle Toner II<br/><br/>Cyberware Augmentations:<br/>Move-by-Wire System II (3): Move-by-wire-systems are the cutting-edge in motion control and reaction augmentation.  They operate by putting the user's body in a constant state of seizure, so that it wishes to move in all directions simultaneously.  An implanted expert system monitors the seizure and counteracts its effects until the user wishes to act.  At that point, it channels the effects of the seizure along the desired path of motion, enabling the user to act with amazing speed and move with unnatural smoothness.  The move-by-wire-system is based on similar systems used in aircraft, drone, and vehicle control and has proven to be highly effective-if sometimes debilitating to biological subjects.  Move-by-wire users frequently suffer from slight, but uncontrollable, muscle tremors in certain muscle groups when they are at rest, mostly due to errors in the system's seizure compensation.<br/>The move-by-wire II system confers a bonus of +4 to the character's Reaction attribute, +2 to the character's Dodge skill rating, and +2 Initiative Passes.  It also functions as skillwires IV.<br/>Move-by-wire cannot be combined with any other form of Initiative enhancement except for reaction enhancers.<br/><br/>Skillwire Expert System (.1): This modification package boosts the performance of a skillwire system, improving the integration of skillsoft simsense data with the user's own neurotransmitters and neuromuscular junctions.  This implant allows a character with a skillwire system (p. 335, SR4) to use Edge to re-roll a failed test when using skillsofts; Edge may not be used in any other way to boost tests with skillsofts (see?p.?320,?SR4).<br/><br/>Commlink (.4): An implanted version of the commlink (p. 327), popular with hackers and salarymen on the go. A Sim Module (modified for hot sim or not) may be implanted at additional cost.<br/>Sim Module: An implanted version of the external sim module (p. 328), popular with sim lovers and BTL users.<br/>Com Link:  Transys Avalon with Novatech Navi<br/>4   Response<br/>4   Signal<br/>3   Firewall<br/>4   System<br/>Common Use Program Suite: Pro User (Analyze, Browse, Edit: 4, Command: 2)<br/><br/>Cybereyes III (.4): This system offers 20/20 vision for both eyes and includes an image link and an eye recording unit (for no extra cost), as well as capacity for various enhancement systems.<br/>Eye Recording Unit: The eye recording unit connects to the user's optical nerves and records all data directly into attached storage (accessible by the user's PAN). To prevent data theft, the user can opt to make this storage only accessible by special means (sim module, datajack, etc.).<br/>Flare Compensation: An implanted version of the flare compensation enhancement (p. 333).<br/>Image Link: An implanted version of the image link enhancement (p. 333).<br/>Low-Light Vision: This accessory allows the user to see normally in light levels as low as starlight. Total darkness still renders the user as blind as an unmodified person.<br/>Protective Covers: These can protect both cyber and normal eyes, and confer both Ballistic and Impact armor bonuses of +2 to the eye area. Available in transparent or one-way reflective versions.<br/>Smartlink: An implanted version of the smartlink enhancement (p. 333).<br/>Thermographic Vision: An implanted version of the thermographic vision enhancement (p. 333).<br/>Vision Enhancement: An implanted version of vision enhancement (p. 333).  +2 Dice.<br/>Vision Magnification: An implanted version of the vision magnification enhancement (p. 333)<br/><br/>Armor:<br/>Camouflage Suit: A full body suit with computer-designed environmental-pattern facsimiles. All have reversible day/night patterns. When worn in an appropriate environment, the suit inflicts a -2 Perception Test dice pool modifier to spot the wearer (if worn in an inappropriate environment, it incurs a +2 bonus instead). Also armored for additional protection.  Ballistic 8, Impact 6<br/><br/>Lined Coat: Reminiscent of the long dusters worn in the days of the Wild West, lined coats offer good protection and also provide an additional -2 Concealability modifier to items hidden underneath.  Ballistic 6, Impact 4<br/><br/>Weapons:<br/>Katana<br/>--Dice Pool 10<br/>--Reach 1<br/>--Damage (Str/2)+3P = 6P<br/>--AP -1<br/>--Modification: Custom Grip: +1 to skill roles.<br/><br/>Ceramic Knife X2: This extremely lightweight knife is entirely made of ceramic materials for use in sports like scuba or mountaineering. Because ceramic knives are undetectable by MAD scanners, they are popular with shadowrunners, corporate enforcers, federal agents, and others who prefer hidden weaponry.<br/>--Dice Pool 10<br/>--Reach -<br/>--Damage (Str/2)+1 P   =4P<br/>--AP -<br/>--Modification: Custom Grip: +1 to skill roles.<br/><br/>Elan DMG with Smartlink, undetectiable with MAG<br/>--Dice Pool: 13<br/>--Damage: 4P<br/>--AP: -1<br/>--Mod: Semi Automatic<br/>--Clip: 5<br/>--4 clips<br/>--concealable Holster<br/>--Modification: Custom Grip: +1 to skill roles.<br/><br/>Ares Predator IV: The all-time favorite sidearm among mercenaries and security services. Includes a smartgun system.<br/>--Dice Pool:  13<br/>--Damage 5P<br/>--AP -1<br/>--Mode: Semi-Automatic<br/>--Clip 15<br/>--4 Clips<br/>--Concealable Holster<br/>--Modification: Custom Grip: +1 to skill roles.<br/><br/>Ingram Smartgun X: This smartgun upgrade features gas-vent 2, a smartgun system, a sound suppressor, and a detachable folding stock.<br/>--Dice Pool 13<br/>--Damage 5P<br/>--AP   -<br/>--Mode:  Burst Fire/Fully Automatic<br/>--Recoil Compensation 2(3)<br/>--Clip 32<br/>--Restricted<br/>--Clips 4<br/>--Modification: Custom Grip: +1 to skill roles.<br/><br/>Rounds:<br/>--300 Standard<br/>--100 EX Explosive (Damage +1, Armor Piercing -1) (Forbiden)<br/>--300 Gel Rounds (damage -1 Stun, Armor Piercing +2)<br/>--21 Hi-CPlastic rounds(-1P at extreme range, undetectable with MAG)<br/><br/>Doc Wagon Contract: Gold 1 Year<br/>Fake SIN (4): Billy D. Kidd<br/>Fake SIN (2):  Jak Shite<br/>Fake SIN (2): Alexander Romanov<br/><br/>Lifestyle:<br/>Middle<br/>Squatter (Safe house)<br/><br/>Tools:<br/>Armorer Kit<br/>Med Kit V<br/>--Antidote Patch V X2<br/>--Stimulant Patch IV X5<br/>--Tranque Patch V X5<br/>--Trauma Patch X3<br/><br/>--Slap patches are adhesive DMSO-based drug dispensers that allow continual, safe administration of necessary chemicals. They are applied directly to the patient's skin. Applying a slap patch to an unwilling patient requires a successful melee attack (touch only).<br/>Antidote Patch: Add the rating of an antidote patch to any toxin resistance tests (p. 254) made within 20 minutes after it has been applied (this only applies for toxin the antidote protects against).<br/>Stimulant Patch: This patch allows a user to ignore the injury modifiers of Stun damage; treat it as High Pain Tolerance (p. 91) equal to patch's rating. This effect lasts for rating x 10 minutes-after that period of time, she receives one additional point of Stun damage. While a stimulant patch is in effect, the character is unable to rest.<br/>Tranq Patch: This patch inflicts Stun damage equal to its rating.<br/>Trauma Patch: If placed on a dying patient, it allows her to make a stabilization test<br/>(Physical Damage Overflow, p. 253) using her Body instead of First Aid/Medicine.<br/><br/>Health:<br/>O O -1 O O O -2 O O O -3 O O<br/>Stun<br/>O  O -1 O O O -2 O O O -3 O O