Myth-Weavers Sheet

Spells Known


Combat Force: 5
Type: M Range: LOS Damage: P Duration: I DV: 2 (F ÷ 2)
Manabolt channels destructive magical power into the target, doing Physical damage. As a mana spell, it only affect living and magical targets and are resisted by Willpower. Manabolt affects a single target SR4A pg, 204

Analyze Truth

Detection (Active, Directional) Force: 5
Type: M Range: T (25m) Duration: S DV: 2 (F ÷ 2)
The subject can tell whether a target’s statements are the truth. Halftruths or falsehoods the target believes to be true are not detected by this spell. The spell needs at least 1 net hit to determine validity. The spell does not work on written materials or through any sort of technological medium. The subject must hear a statement in person (with the target within range) to know whether it is true. SR4A pg, 206


Detection (Passive, Directional) Force: 5
Type: M Range: T (25m) Duration: S DV: 1 (F ÷ 2)-1
The subject can see distant scenes as if physically present at a chosen point within the sensory range of the spell. The “visual point” may be moved to any other point within range of the spell. The subject cannot use normal vision or astral perception while using it. This spell does not translate sound, only vision. Any augmented vision possessed by the subject does not function through this spell, nor does astral perception. Magicians cannot use clairvoyance to target others with spells. SR4A pg, 206


Manipulation (Physical, Area) Force: 5
Type: P Range: LOS (A) Duration: I DV: 4 (F ÷ 2)+2
This area-effect spell kills bacteria and other microorganisms and destroys material such as skin flakes, stray hairs, and spilled blood. Organic material affected by this spell cannot be used as a material link (see p. 28). Because the spell does not affect biomaterial attached to a living being, it does not kill the various helpful and harmful microorganisms living inside a creature. Each hit scored by the caster inflicts a –1 dice pool modifier to any skill tests made to collect and use sterilized biomaterial for forensics or material link purposes. Shadowrunners often employ this spell to eliminate incriminating trace evidence, especially if blood has been spilled. Street Magic pg, 174


Health Force: 5
Type: M Range: T Duration: P DV: (Damage Value)-2
Heal repairs physical injuries. It heals a number of boxes of Physical damage equal to the spell’s hits from the Spellcasting Test. Hits can also be used to reduce the base time for the spell to become permanent; each hit spent this way shaves off 1 Combat Turn (hits can be split between healing and reducing time as the caster desires). A character can only be magically healed once for any single set of injuries. SR4A pg, 208

Resist Pain

Health Force: 5
Type: M Range: T Duration: P DV: (Damage Value)-4
Resist Pain allows the subject to ignore the pain of injuries, reducing the penalties from Physical or Stun damage. Each hit on the Spellcasting Test removes the effect of one box of damage from each of the subject’s Condition Monitor tracks. It does not remove the damage itself, only eliminates the modifiers. Resist Pain can only be used once on any given set of injuries. If all of the boxes on the track are filled, the character still falls unconscious. The spell is “permanent” in that the boost to the patient’s endorphin levels does not wear off. If the subject’s damage rises above the level at which the patient is resisting pain or if the existing injuries heal, the spell dissipates. SR4A pg, 208


Manipulation (Physical) Force: 5
Type: P Range: LOS Duration: S DV: 5 (F÷2)+3
This spell creates a glowing field of magical energy around the subject that protects against Physical damage. It provides both Ballistic and Impact armor (cumulative with worn armor) to the subject equal to the hits scored. SR4A pg, 210


Manipulation (Mental) Force: 5
Type: M Range: LOS Duration: P DV: 3 (F÷2)+1
This spell implants a single suggestion in the victim’s mind, like a powerful post-hypnotic command. The subject will carry out this suggestion as if it were her own idea and it will then fade. If confronted with the wrongness of the suggestion, the subject can make a Willpower Test to overcome it as described under Mental Manipulations, p. 210. The caster can also withdraw the suggestion at any time. SR4A pg, 210


Manipulation (Physical) Force: 5
Type: P Range: LOS Duration: S DV: 3 (F÷2)+1
Levitate allows the caster to telekinetically lift a person or object and move it around. The caster must achieve a threshold on the Spellcasting Test equal to 1 per 200 kg of the subject’s mass. The subject of the spell can be moved anywhere in the caster’s line of sight at a Movement rate equal to the spell’s Force x net Spellcasting hits in meters per turn. Objects flung into other things should be handled as a Ranged Attack Test (see Fling), inflicting a number of boxes of Stun damage as decided by the gamemaster (especially sharp or dangerous objects may do Physical damage at the gamemaster’s discretion). SR4A pg, 210

Physical Barrier

Manipulation (Environmental, Area) Force: 5
Type: P Range: LOS (5m radius) Duration: S DV: 5 (F÷2)+3
Barrier spells create glowing, translucent force-fields with both 1 point of Armor and Structure rating per hit (see Barriers, p. 194). The caster can form the barrier as a dome with a radius and height equal to the spell’s normal radius. The caster can also form a wall with a height and length equal to the spell’s Force. The caster can adjust size of the barrier the same as the radius of an area spell (p. 183). Physical Barrier creates a physical wall. Anything the size of a molecule (or less) can pass through the barrier, including air or other gases. Anything bigger treats the barrier as a normal physical wall. Attacks directed through a barrier have a –1 dice pool visibility penalty. The barrier does not impede spells. The barrier can be brought down by physical attacks, but as long as it is sustained it regenerates damage quickly—any reductions in Structure Rating are restored at the beginning of the next Combat Turn. If the barrier is penetrated, however, it collapses and the spell ends. Physical Barrier cannot be used on the astral plane. SR4A pg, 211

20 Questions Background

What is the character’s name?

His runner name is Kratkost (Russian for short) a nickname given to him by a fixer in New York (and one that is quite common among Russian dwarves). His real name is Mikahil Kozlov.

What is the character’s race, nationality, age, sex, height, weight, hair color, eye color, and skin color/tone, and build?

He is a 30 year old male Russian dwarf. He is slightly taller than the average dwarf, coming in at 1.3 meters (about 4’ 3”) and about average weight for a dwarf, 55kg (121lbs). He appears a little slim thanks to his extra height, although he does posses the normal dwarven boxy build. He is a dusky color, with closely cropped brown hair and a perpetual 5 o’clock shadow. His vibrant green eyes stand out on his pock-marked face.

What is the characters general appearance?

Kratkost is slim (for a dwarf). He favors rugged black and tan clothes and often smokes cheap Eastern European cigarettes. He has a rough and tumble look about him, which generally keeps the petty street thugs in his neighborhood from messing with him.

He has several tattoos from his days in the Vory
  • a large weeping Virgin Mary on his back (representing his time in prison)
  • half stars on his elbows (representing his nature as a thief in training)
  • the phrase “Водой не разольёшь” (“Vodoj ne razol’josh” or “thick as thieves”, representing commitment to Vory code) on the top of his chest (visible if he were to pull down the collar of his shirt)
  • tattoo of a triangle inside of circle with the character ‘Г’ inside the triangle on the palm of his left hand (representing the hermetic tradition).

He tries as hard as possible to keep his tattoos hidden from others, going so far as to always wear fingerless leather gloves. He refuses to get them removed however.

Where did your character learn his/her skills?

Kratkost learned almost off of his skills either from his formal magical education or through his experiences working for the Vory. He also spent some time in detention centers as a youth, which is both where his magical skills manifested and the Vory found him. His subtler magic skills became honed inside of a Russian gulag.

What did your character do before becoming a runner?

Kratkost was a thief-in-training for the Vory v Zakone (Russian Mafia) for close to 15 years (starting at age 13). If things had not gone so badly for him, he would have become a full thief-in-law in 7 to 10 years.

Does your character have any family?

He has a large extended family in Russia, but he lost touch with most of them when he became involved in the Vory at the age of 13. The only family member who he has regular contact with (and is the reason he came to Denver) is his younger brother Gregory Kozlov. Gregory is a Bliss addict and small time criminal. He came to the PCC area of Denver as part of an Armenian smuggling operation but was kicked out when his Bliss habit became unmanageable. Gregory promised Kratkost a safe place to stay in Denver but in reality has only ever crashed on his couch and asked for money. Kratkost resents his brother’s constant pestering and worries that he will someday give him up to the Vory but he remains his only link to his pre-Vory past and will put up with a lot from him.

What are your characters dreams/goals/aspirations?

Owl whispers to him of the hidden secrets out in the world that are begging to be found out. Owl also tempts Kratkost with the power that these secrets will bring him. Kratkost himself is interested in furthering his magical study as both a path to protection and power. He someday hopes to rid himself of the Vory for once and all. He also hopes to somehow get Gregory off Bliss and start him working for Kratkost.

Why did they choose to be a shadow-runner?

Kratkost had a promising career ahead of him in the Vory. Magicians in the syndicate, like in many corps, are a rare and valuable commodity and they went to great lengths to get him training. After spending several years with them however, his cell was raided by Russian security forces. Almost everyone involved in his cell, all the way up to his pakhan (boss), was either killed or captured by the police. Kratkost was able to escape capture along with a few other thieves. Kratkost saw the writing on the wall when rumors began to spread in the underworld that he and his companions had sold out the Vory. He fled shortly after he discovered his companions killed and mutilated in a Moscow squat. Once he arrived in Denver, he turned to running as a way to support himself and continue his magical training, as well as hopefully stay under the radar from the Vory. His reluctance to completely abandon the Vory code also kept him from doing legal work (as did the lack of a valid SIN).

What is the characters personality?

Kratkost is a rough and paranoid dwarf. He has little patience with technology; often viewing his magic as superior (although he has accepted technology that benefits his paranoia, such as enhanced earbuds) He has trouble trusting new people, but is willing to make friends once he has determined that they are not working for the Vory. He is not one for direct combat, and will often try to get behind cover as soon as possible. Owl has influenced him in many subtle ways, the most obvious being that he will go out of his way to get a hold of something that is secret or hidden once he becomes aware of it, even if it is of little value. He values his time spent alone and in study and has recently become addicted to Zen as a way to achieve this.

He treats spirits as not quite equals, but is careful not to abuse them. He has no wish to anger the entire spirit world. He is more than willing to boss his spirits around but will only push them to do themselves permanent harm (such as burning their own force) if his life is in serious danger.

What skills does your character bring to this group? What makes them special?

Kratkost is a magical support specialist. His training is focused on keeping his companions safe from magical/astral threats. He also is an able healer (both magical and mundane). His main goal in a run is to keep his companions going and help them do whatever they do best. Being paranoid serves him well, as he is able to pick up visual and audible cues that his companions might miss.

What are some things your character cannot do?

Kratkost has little patience for negotiation or honeyed words. He is also loathe to resort to non-magical means when he has the chance to use magic (climbing a rope when he can use levitate for example).

What does your character hate and why?

He dislikes magicians of other traditions, seeing them as getting something fundamentally wrong. He will go out of his way to mock or insult them. He also hates when he sees dwarves (especially young dwarves) being picked on by larger metatypes. This reminds him of his pre-Awakened youth and he will attempt to stop and/or cause harm to whomever is doing this. (This has actually gained him a little bit of a reputation in the neighborhood after he chased off a young gang of trolls).

What does your character love?

He loves being alone in his study working out the intricate details of spell formulae. He loves the excitement of runs and seeing the appreciation of his companions for his help. He also enjoys reading Russian classics and contemplating the pessimistic nature of the Russian soul.

What does your character respect?

He respects hermetic magicians that are more powerful than him. He also appreciates cleverly designed magical traps/spells/rituals. He also respects larger metahumans who do not treat him differently because of his race.

How was your character educated?

He was educated in the horrible Russian public education system until he was 13. After that, the Vory found him and sent him to the exclusive Shkola volshebnyh iskusstv germetichnyh (roughly translates to “School of Hermetic Magic”), believed to have been founded Rasputin in 1910. He graduated from the Shkola with the equivalent to a university degree. He then spent 2 years inside a Russian gulag as further Vory training (he took responsibility for a theft committed by a Vory officer). His criminal SIN was removed by a Vory hacker shortly after his release.

What is your characters moral code?

Although abandoned and now hunted by the Vory, he still unconsciously follows much of their code. He will not betray an ally unless betrayed first (or truly believes they will betray him), he will never do legal work of any kind, he will offer some help to those that are also thieves (the local dwarven gangs appreciate this), he will not sell or willingly offer any information or help to “the law” (within reason, he will offer up a fake name or destination to avoid trouble), he will not gamble with money, and he will try his utmost to keep his promises. He tries to avoid killing innocents, and to prevent their death by his colleagues, but not to his own detriment.

Does your character have any political beliefs? Religious?

Religion means little to Kratkost, despite a large tattoo of the Virgin Mary on his back. He tries to stay out of politics as much as possible, seeing it as a fool’s game.

What item(s) does your character treasure?

He has a paper copy of Crime and Punishment from the 20th century that he has read almost to ruin. He also has a hand carved antler Owl figurine that he made shortly after he Awakened.

Tell me at least one thing I (as the GM) should know about your character.

Kratkost is terrified that the Vory will one day get him and actually feels guilty about leaving them. He has nightmares about being caught on a weekly basis. He is instantly suspicious of anyone with a Russian accent.

Other information

Kratkost lives in a small basement flat in the Lakewood region of the PCC. His brother squats in an abandoned building at the edge of the district.

His spirit mentor, Owl, often communicates through Kratkost’s dreams. Kratkost believes that he summoned Owl when he felt compelled to carve a small figurine out of antler shortly after he arrived at the Shkola.


Garabed Memleketian (‘Bed to his customers), Human Talismonger (3/1)

Garabed is a member of the Vorogayt (Armenian Mafia) and part of the smuggling ring that brought Kratkost’s brother to Denver. ‘Bed runs a small talismonger shop in the PCC district of Denver, often using it as a front to sell smuggled goods. He suspects Kratkost’s past ties with the Vory but cares little as long as he isn’t still associated with them. The two became fast friends after Kratkost took Gregory off ‘Bed’s hands and helped him (and some other Vorogaysi) convince a local gang that ‘Bed didn’t need “protection”.

Mr. Smith, Elven Fixer (1/3)

Mr. Smith began setting up jobs for Kratkost shortly after he arrived in Denver on recommendation of a fixer friend from New York. He apparently has some ties to a big syndicate in the area, and Kratkost trusts him just about as far as he can throw him.

Fake SINs

  • Ivan Dostev (rent paying SIN, rating 2)
  • Jeffery Hammill (running SIN, rating 4)
  • Fake License (rating 4) Ceskva (tied to Jeffery Hammill)


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