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Shadowrun: Street Legends Supplemental - Title

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COULROPHOBIA<br />

If you believed his account of it, Harlequin first designed<br />

the formula for, conjured, and bound this particular ally after he<br />

was maimed by Ehran in the 18th century. He powered the spirit<br />

with all of his rage and pain, somehow fueling it into existence in<br />

the down-cycle of mana immediately preceding the Fifth World.<br />

After the Awakening, the spirit gained an increasing amount<br />

of power but remained within his control. He had long ago<br />

recognized that the spirit was too dangerous to use in any but the<br />

most dire of situations—it had absorbed all of the worst parts of<br />

Harlequin’s character, and none of his more noble qualities. He<br />

kept it around only because there was no other alternative besides<br />

releasing it, which was too dangerous to the world at large.<br />

Of course, Gwynplaine—for lack of any other name he’s<br />

willing to divulge—would probably tell a very different version<br />

of this story.<br />

In any case, when struck by the magical backlash of the<br />

closing Watergate Rift, Harlequin inconveniently “forgot”<br />

Gwynplaine’s true name and lost control of the spirit.<br />

Gwynplaine then became uncontrolled and free. Its long-term<br />

goals and motivations are unknown and unknowable for the<br />

immediate present, but its short-term aims are plain—causing<br />

as much damage and suffering as possible, for the fun of it.<br />

The spirit harbors a particular hatred of elves and Awakened<br />

individuals, which perhaps is a reflection of Harlequin’s own<br />

buried self-loathing. It also tends to gravitate towards places of<br />

technology in decay. For the most part, the spirit is a sadistic<br />

prankster. Gwynplaine is statted below as a Force 12 harrow<br />

(toxic spirit of man, p. 145, <strong>Street</strong> Magic) using some of the<br />

special rules for Ally Spirits, but some of its motivations might<br />

be more comparable to a shadow spirit. Its Force should be<br />

increased as necessary for it to be a serious threat to most parties;<br />

it is an extraordinarily dangerous if not insurmountable foe.<br />

Needless to say, regaining control of (or if necessary,<br />

permanently destroying) Gwynplaine is just one of Harlequin’s<br />

short-term goals.<br />

GWyNPLAINE<br />

B A R S C I L W M Edg Ess Init IP<br />

12 14 15 10 12 12 12 12 12 12 12 27 2<br />

Condition Monitor Boxes (P/S): 12/12<br />

Skills: Assensing 12, Astral Combat 12, Counterspelling 12, Dodge<br />

12, Perception 12, Pistols 6, Spellcasting 12, Unarmed Combat 12,<br />

Influence Skill group 6.<br />

Metamagics: Masking, quickening.<br />

Spells: Acid Stream, Agony, Alter Memory, Analyze Device, Animate,<br />

Chaotic World, Control Actions, Death Touch, Decrease Body,<br />

Manaball, Mass Agony, Mass Animate, Mass Confusion, Mind<br />

Probe, Mob Mood, One Less Elf, One Less Human, Shattershield,<br />

Spirit Barrier, Spirit Zapper, Swarm<br />

Powers: Accident, Astral Form, Concealment, Confusion, Desire<br />

Reflection, Enhanced Senses (Low-Light, Thermographic Vision),<br />

Fear, Hidden Life, Immunity To Normal Weapons, Innate Spell<br />

(Toxic Wave), Influence, Materialization, Movement, Mutable<br />

Form, Personal Domain (Off ), Psychokinesis, Sapience, Search,<br />

Spirit Pact<br />

“Ha! fraGGin’ Ha!”<br />

47

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