Shadowrun 5: The Grinman (Toxic Shinto Shaman)

The grinning japanesese man, toxic shaman

Okay, so I was thinking about writing some villain. And this idea came to my mind. Toxic Shinto Shaman. I never wrote toxic magicians, so this is my firs one, bear with me.

Urban legend of The Grinman

Nobody know his original name, in bustling Neo-Tokyo is very easy to lose your name, even your face. Legends say, that he used to be Shinto shaman, taking care one of the many shrines in Neo-Tokyo.

He was kind-hearted, humble and gods favored him. But, darkness was circling around his wife, and he wasn’t able to stop it. He failed to notice change in her behavior. One day, when he came to their humble home, he had strange feeling something terrible happened.

His beloved wife, haunted by dark thoughts jumped under the train. Crushed by sorrow, humble priest descended into the the madness.

It is said that he now wanders the city’s forgotten stations, maintenance shafts and flooded tunnels. He summons vile spirits, sends them to haunt people. Other say, that with different faces he waits on Railway stations porches and with power of suggestion, lures poor souls to jump under the trains. Where he appears accident happens, and most likely tragic.

Many claim, that his most favorite spirit are The Hands. Haunting stories tell tales, those hands are hands of his deceased wife. That he corrupted her innocent spirit and now calls her hands to do his biding and torment people.

Rumors

  • “If a smiling man asks whether you hear the train, don’t answer.”
  • “People who see wet handprints near the tunnel walls should leave immediately.”
  • “Construction deaths spike whenever someone reports laughter in sealed shafts.”
  • “The Hands don’t kill first. They herd.”
  • “He can’t make you jump if you never meet his eyes.”
  • “He stands where no train stops anymore.”

Stats

The Grinman

The grinning japanesese man, toxic shaman

Substats

  • Initiative: 9 + 1D6 (Physical); 10 + 2D6 (Astral)
  • Condition Monitor (P/S): 10 / 11
  • Limits: Physical 4, Mental 6, Social 8
  • Armor: 9 (Lined Coat or armored clothing)

Active Skills

  • Sorcery Group: 6 (Spellcasting, Counterspelling, Ritual Spellcasting)
  • Conjuring Group: 6 (Summoning, Binding, Banishing)
  • Influence Group: 5 (Con, Etiquette, Negotiation)
  • Perception: 5
  • Sneaking (Urban): 4
  • Assensing: 5Astral Combat: 4

Qualities

  • Mentor Spirit (Doom): Provides bonuses to destruction-based magic; embodies the desire to end life and hastening an “apocalypse” for those he targets.
  • Bad Rep: Known as a malevolent urban myth inhabiting the city’s tunnels.
  • Guts: +2 to resist fear and intimidation.
  • Focused Concentration 3: Allows him to sustain mental suggestions without penalty

Spells

  • Influence: Used for his “whispered suggestions,” implanting post-hypnotic commands that victims carry out as their own ideas.
  • Control Thoughts: Nudges people toward fatal movements or losing their grip.
  • Chaotic World: Induces hesitation and confusion, causing victims to falter at critical moments.
  • Pollutant Stream: A specialized toxic spell that blasts targets with a concentrated stream of filth.
  • Physical Mask: Maintains his calm, polite appearance to hide his true, warped nature.Silence: Used to move through maintenance shafts and tunnels without sound

The Hands

The hands crawling through tunnels
  • Initiative: 15 + 2D6 (Physical); 13 + 3D6 (Astral)
  • Skills: Assensing, Astral Combat, Con, Gymnastics, Intimidation, Perception, Unarmed Combat

Powers

  • Energy Drain (Karma): Feeds on the negative emotional energy and disrupted fate of his victims.
  • Compulsion (Sorrow): Deepens loss and loneliness, nudging victims toward suicide.
  • Shadow Cloak: Allows the Hands to reach out from deep, supernatural shadows.
  • Silence: Ensures the Hands can grasp victims without a sound.
  • Materialization: Used to manifest as enormous gray hands in the physical world.
  • Fear: Living creatures are struck by unreasoning terror when the Hands appear