Who said running the shadows was easy? Dodging bullets, swords, spirits, and spells just to name a few. Elves, Dwarves, Trolls, even the occasional Dragon can make any Shadowrun go bad. |
| | Character Sheets - Twinkle Twinkle Little Star | |
| | Author | Message |
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Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Character Sheets - Twinkle Twinkle Little Star Sun Nov 06, 2011 8:30 pm | |
| Just to keep the sheets together for the group I will be posting accepted characters into the game below. | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: Character Sheets - Twinkle Twinkle Little Star Mon Nov 21, 2011 11:39 am | |
| Sha'hGrim (played by Gala)Female Human Mystic Adept/Magician Attributes:Body:5 | Agility:4 | Reaction:6 | Strength:2 | Charisma:7 | Intuition:6 | Logic:3 | Willpower:5Edge:6 | Essence:6 | Initiative:12 3 | Astral Initiative:12 3 | Magic: 9 (7 for Magician Purposes)Description:Sha'hGrim is of normal hieght for an Elven woman. She walks with grace and poise, rarely hurrying unless the situation calls for it. She keeps her head up, and does not check her email or messages while walking, preferring to treat those around her with respect, and stepping out of the way before reviewing her electronic communications out of the flow of traffic (or view of "Big Brother's" eye...). Sha'hGrim's appearance carries a very strange Metalic Silver hue to everything she is near. Her hair is bright, shining silver, even slightly reflective in the sunlight. Her irises are similarly slightly reflective Metalic Silver. Even her skin, though it takes a moment of careful scrutiny to notice beyond the eyes and hair, has a slight Metalic Silver hue. While this is not terribly strange in this day and age, especially in a club or nightlife, it is most definitely surprising. All told, the effect is likely striking, and very easilly located during the day. Sha'hGrim generally wears very nice clothing, most often favoring the Steampunk line by Vashon Island while she is out and about. She occasionally wears a pant-suit, but most often is seen wearing a skirt and blouse underneath her overcoat. Because of her skin pigmentation, and the coordinated hair and eye colors, Sha'hGrim NEVER wears makeup. She also seems to near wear any head-wear. She displays her Elven ears with gusto and pride. Sha'hGrim is quiet, shy, and unlikely to show any personality similar to her appearance. It is almost as though "The Gods" knew that her personality would be so withdrawn, and gave her the appearance she now has to remind the world that she is there. If a stranger were to approach Sha'hGrim, she will react in a highly withdrawn but cordial manner. She will answer questions, generally, to the best of her ability, but will not volunteer further information, nor will she intentionally carry on a conversation. Beyond her shy exterior, Sha'hGrim is warm and considerate. She makes a fine friend, as she is very easy to get along with and up for nearly any kind of Social interactions. - Karma and Improvements:
Karma Total Karma: 0 Current Karma: 0 Improvements None Yet Qualities:Positive: Mystic Adept, Genetic Heritage (Phenotypic Alteration - Elf), SURGE III Negative: Gremlins IV, Dependent II, Elf Poser - SURGE Qualities:
Surge Qualities Metagenetic Improvement - Intuition Arcane Arrester Unusual Hair - Bright Silver Extravagant Eyes - Liquid Silver Striking Skin Pigmentation - Silver Hue Skills: ( u= Skill; b/i/u= Skill Group; /i= Specialization) Spellcasting: 5 Counterspelling: 5 Conjuring: 5 Assensing: 4 Perception: 4 Enchanting: 3 Animal Husbandry: 3 Shadowing: 2 Infiltration: 2 Outdoors: 1 Arcana: 1 Pilot: Groundcraft: 1 Blades: 1 Gymnastics / Gymnastics Dodge: 1 / 2 Knowledge Skills & Languages:Paranormal Critters: 4 Mundane Critters: 3 Animal GeneTech / BioTech: 3 Seattle Animal Societies: 2 NAN Magical Practices: 2 Aztlan Magical Practices: 2 Magical Groups: 2 Sperethial: 4 Japanese: 3 German: 3 English: Native Weapons:Combat Axe Personalized Grip Victorinox Memory Blade Spells:Ball Lightning Mana Bolt Heal Improved Invisibility Levitation Improved Reflexes Orgasm Improved Attribute - Willpower Bound Spirits:None Yet Adept Powers:Mind Over Matter (Willpower) w/Geas - Talisman Geas - Must wear specific Pendand at all times. Astral Sight w/Geas - Geas: Command Words to activate "Activate The Sight" Initiations and Metamagic Techniques:Adept Magic = 2 Magician Magic = 7 Total Magic = 9 / 10 - First Initiation: Oath, Centering:
Oath to be written.
- Second Initiation: Talisman, Masking:
Talisman Description to be completed
- Third Initiation: Thesis, Extended Masking:
Thesis Description to be completed
- Fourth Initiation: Geas: Talisman, Channeling:
Talisman Description to be completed
- Magical Tradition:
Combat: Fire Detection: Guidance Health: Earth Illusion: Man Manipulation: Task
Drain: Charisma Willpower
Tradition Description Sha'hGrim awakened when she was very young, learning to deal with her magic nearly entirely on her own. Her parents were not particularly well off, by the time she was old enough to start working with her magic, and as a result were unable to afford to school her. As Sha'hGrim grew, she learned to work with her magical abilities almost entirely intuitively, incorporating the world around her, as she saw it, in to her Magical interactions and capacity. Eventually, Sha'hGrim was old enough to start to interact with other Magicians, and started to understand that the way in which she had developed her tradition was both beneficial in it's own way, and extremely limiting in others. Sha'hGrim leanred that other Magicians were able to interact directly with the Astral Plane, and were even capable of leaving their bodies for short periods of time. She learned also that there were some, but precious few, magicians like her, who were limited in their magical capacity. Some of them had accepted their limitations voluntarilly, while others, like Sha'hGrim, had simply ended up that way. Once she was old enough to start to really understand how to grow in her magical capacity, Sha'hGrim was able to search out like-Magical Magicians. Magicians who were "limited" in the same was that she was. She had come to understand that they were referred to as "Mystic Adepts" by the magical community at large, as they were neither True Magicians, nor did they focus all of their magic inward, like an Adept typically did. Despite that the Mystic Adept community was generally withdrawn, she has never had any trouble finding a like-minded group to work with in order to advance her magical abilities. Sha'hGrim has always, in kind, supported other Mystic Adepts in their advancements.
The group requires an Oath on the Member's first Initiation. Following that, the group requires a Talisman or Thesis. Beyond that, the Member is free to contribute to the Group as the member so chooses until their 5th Initiation (if they should arrive there). At that point, another Talisman or Thesis will be required by the group, and at every third Initiation thereafter. In the case that a member chooses to complete Talisman and Thesi before their alotted 5th, and every 3rd Initiation, the Thesi and Talisman already completed will satisfy these requirements. The Member may then choose an Initiatory Ordeal which is suited to the Member's needs. In addition to the above: A Member must donate to the group at least one Material Link for each Initiatory Ordeal which requires Group Members to partake in the Member's Metaplanar Quests.
The group maintains a Medium Lifestyle, and thus requires it's members to donate to the group enough to support that lifestyle, each month. There are currently 10 members of the group (All NPCs); Sha'hGrim's cost, thus, is 500/Month. Gear/Lifestyle:- High Lifestyle, Purchased:
Sha'hGrim lives outside the City in a house with no neighbors and a large yard, including 3 outbuildings. - The first Outbuilding would resemble a small Barn from the outside. Indoors it is divided in to two sections: The first section houses a large, completely enclosed training area. The second section contains a stall-like arrangement, each stall is also completely enclosed. - The second Outbuilding is a "Dog House" of sorts. It is entirely fenced in, with a large living space for the animals who live within it. The doghouse itself is actually several small dwellings. - The third Outbuilding is an Aviary, where Sha'hGrim maintains and trains her birds.
Advanced Lifestyle (20 - High): Comforts: Middle (3) Entertainment: Low (2) Necessities: High (4) Neighborhood: Low (2) Security: Low (2) Rural Home ( 2) Outbuildings ( 2) Reinforced Housing ( 3)
Animal Food Upkeep: 1500 In addition to the above, Sha'hGrim needs to provide the following amount for food upkeep for her animals. Barn Owl - 100x2 = 200 Ferret - 25x2 = 50 Raccoon - 25x2 = 50 Bandit - 100x2 = 200 Great Cat - 500x2 = 1000
Magical Group Upkeep: 500
Note: The following are Advanced Lifestyle qualities found on Page 40 of Running Wild. Rural Home 2 You live outside the city in a rural neighborhood where lot sizes are at least ten acres or larger. You may have a well and a large garden area for fresh, organic foods. Your neighbors keep to themselves, and privacy is ensured by fences, wooded areas, and hedges. On the downside, roads are poorly maintained, police and emergency services have a response time of twenty minutes or longer, and utilities can suffer outages in bad weather. This quality is incompatible with the Neighbors qualities (except No Neighbors). If taken, this allows a character to have an animal with a Necessities category two levels lower than required on the Animal Costs and Availability Table (to a minimum of Squatter). Outbuildings 1/ 2 Your home has one or more outbuildings. At the first level, this may be a small aviary, dog kennel, or small animal house. At the second level, it may be a multi-stall barn, large kennel, or even indoor riding arena. Reinforced Housing 1/ 3 Your home and furnishings have been designed to withstand the destructive forces of animals and small children. From sealed tile floors to heavy fireproofing on the walls and ceilings, your home can survive the worst a pet can dish out. Your home may also have enhanced soundproofing, so your neighbors aren’t bothered by the various vocal performances of your pets. If taken in combination with Outbuildings, the outbuildings share the same reinforced construction. At 1 LP, this quality is suitable for normal animals and less dangerous Paranormals. At 3 LP, this quality is suitable for more dangerous Paranormals, augmented critters, or technocritters, and it includes measures designed for a particular animal (soundproofing for barghests, fireproofing for hell hounds, appliances with increased firewalls for technocritters, etc.).
Clothing and Equipment:Sha'hGrim travels nearly everywhere with the following items in her purse: Victorinox Memory Blade - as the strap on her Purse Primary Commlink - ALWAYS in "Hidden" mode Secondary Commlink - Weak model, contains various "public" pieces of data; enough to be believable Earbuds - With sound enhancements, suppressors, and spatial recognizers Goggles - With Flare Comp, Vision Enhancements, Thermovision, Smartlink, Image Link and Vision Magnification Contacts - With Flare Comp, Vision Enhancements, and Image Link Magesight Goggles Various Foci The below Clothing sets include a description of when/why she would be wearing them, and their armor values. - Standard Street Wear:
This is intended to be the clothing that she would most likely be seen in during the "day to day". She is mildly paranoid, with good reason, considering her past, and has grown quite comfortable wearing the partial Form Fitting Body Suit underneath her "Street Clothes". She might be seen wearing these clothes in A or B districts. She would "downgrade" her outfit for anything below a B district. Sha'hGrim would NOT have her Combat Axe with her. Outdoors - Vashon Island Steampunk Line + FFHB + Contacts + Earbuds = 13/10 6/3 = 19/13 Indoors - Vashon Island (w/out Overcoat) + FFHB + Contacts + Earbuds = 10/7 6/3 = 16/10 "Sub-B" District - Armor Jacket + FFHB + Contacts + Earbuds = 15/10 6/3 = 21/13
- "Professional" Street Wear:
Sha'hGrim might be seen wearing clothing like these if she were going to a Professional Meeting. If the meeting is being held outdoors, or for the outdoor portion of her travels, see the "Outdoors" section below. For the occasions where Sha'hGrim may be interacting in good light, or in close proximity with someone, see the "Truly" addendum for her modified outfit. Sha'hGrim would NOT have her Combat Axe with her. Outdoors - Vashon Island (Skirt Blouse) + Steampunk + Line Second Skin + Contacts + Earbuds = 13/10 4/1 = 17/11 - "Truly" Professional Outdoors - Synergist Business Suit (Longcoat) + Contacts + Earbuds = 12/6 Indoors - Vashon Island (Skirt Blouse w/out Overcoat) + Contacts + Earbuds = 10/7 = 10/7 - "Truly" Professional Outdoors - Synergist Business Suit (Suit Jacket) + Contacts + Earbuds = 10/6
- "Formal Wear:
In this section, Sha'hGrim details the clothing she is likely to wear to a Formal event, where her outfit will be an integral part of the "success" of her mission. Like the "Professional" section, below you will see the clothing that she would be wearing while she is not under intense scrutiny, and a subset where she knows that she will be scrutinized heavilly. Sha'hGrim would NOT have her Combat Axe with her. In addition, Sha'hGrim would remove from her purse the Goggles, Magesight Goggles, and her Primary Commlink; and she would take a purse that does not have the Victorinox Memory Blade as the handle. If possible, she will look elsewhere to stow it on her person, but she would not be surprised or dismayed if she could not manage to bring it along. Outdoors - Moonsilver Evening Gown + Second Skin + Vashon Island Overcoat + Contacts + Earbuds = 10/4 4/1 3/3 = 17/9 - "Truly Formal": Moonsilver Evening Gown Vashon Island Overcoat = 10/4 3/3 = 13/7 Indoors - Moonsilver Evening Gown + Second Skin + Contacts + Earbuds = 10/4 4/1 = 14/5 - "Truly Formal": Moonsilver Evening Gown = 10/4 = 10/4
- Adventure Wear:
These are the outfits that Sha'hGrim might be expected to wear when she knows that she will be facing battle; and that a personal public appearance is unlikely. These are the most rugged and protective sets of armor Sha'hGrim has available to her, and she will use them in any and all situations where she is likely to catch a stray bullet. Sha'hGrim would most definitely have her Combat Axe with her. In addition, she would have attached her Goggles to the Helmet of the armor suit, providing their benefits while wearing the helmet. Sha'hGrim would include BOTH her Primary and Secondary Commlinks in the Armor Suit, keeping the Primary 'Link in "Hidden" mode as usual. Alternatively, for "Mobility" Sha'hGrim may instead choose to wear a slightly reduced version of the Full Body Armor Suit. Immobile - FFFB (w/out PPP Helmet ( 0/ 2)) + Full Body Armor Helmet + Goggles + Earbuds = 9/7 10/8 2/2 = 21/17 Mobile - FFFB w/Full PPP + Helmet + Armor Jacket + Goggles + Earbuds = 9/9 8/6 = 17/15 Vehicles: - GMC MPUV:
MPUV hand accel speed pilot body armor sensor avail cost 20 slots -1 15/30 120 1 14 6 1 8 16,000 18/36 144 / 20
(Slots) Smoke Projector (1) Engine Customization - Speed (2) Engine Customization - Accel (2) Manual Control Override Drive-by-Wire (1) Nitrous Injection (1) Anti-Theft (2) Morphing License Plate (0) Oil Slick Sprayer (1) Signature Masking Rating 3 (3) 13/20 Slots
- Yamaha Growler:
Yamaha Growler hand accel speed pilot body armor sensor avail cost 6 slots 1 15/40 150 1 6 6 1 — 5500 2 / 20 180 1/ 5
(Slots) Engine Customization - Speed (2) Nitrous Injection (1) 2 x Off-road Tires (0) Morphing License Plate (0) Motorcycle Gyro Stabilization (1) Off -Road Suspension (0) 4/6 Slots
- Suzuki Mirage:
Suzuki Mirage hand accel speed pilot body armor sensor avail cost 6 slots 2 20/50 200 1 6 4 1 — 6500 0 22/55 260 2 / 20
(Slots) Engine Customization - Speed (2) Nitrous Injection (1) 2 x Racing Tires (0) Morphing License Plate (0) Motorcycle Gyro Stabilization (1) 4/6 Slots
Magical Gear: Force 5 Sustaining Focus (Normally containing F5 Improved Reflexes) Force 7 Magical Lodge Magesight Goggles Enchanting Reagents: - Refined Reagents - Radical Reagents - Bound Spirit Services:
Combat: Fire Detection: Guidance Health: Earth Illusion: Man Manipulation: Task
Type | Force | Services Owed Earth | Force 7 | 3
Enchanted Animals: - Barn Owl x2 (Mundane):
Eagle Owl (Using "Barn Owl" from below) B A R S C I L W EDG ESS Init IP 1 4 3 1 2 4 2 2 0 6 7 1 Frequency: Common Movement: 20/60 (flight) Skills: Flight 3, Perception 3, Tracking 2, Unarmed Combat 2 Powers: Natural Weapon (Bite/Claw: DV 2P, AP 0), Enhanced Senses (Low-Light) Similar Animals: Horned Owl. Hawk, Kite, Vulture Barn Owl (Snow Owl): Fragile 1, Infiltration 2 Falcon (Secretary Bird): Fragile 1 Kestrel: Fragile 2
Augmentations - None Yet
Note: - From Running Wild, page 99; Using the "Barn Owl" version, in Bold below - For Cost, used "Hawk (Redtail)" from Running Wild, page 34 - 500 Nuyen; Availability: 6
- Ferret x2 (Mundane):
Ferret B A R S C I L W EDG ESS Init IP 1 2 2 0 1 2 2 1 1 6 4 1 Frequency: Common Movement: 10/30 Skills: Infiltration 2, Perception 2, Tracking 2, Unarmed Combat 2 Powers: Natural Weapon (Bite: DV 2P, AP 0, –1 reach) Weaknesses: Fragile 1 Similar Animals: Meerkat, Weasel Mongoose: Unarmed Combat 3, Immunity (Snake Venom) River Otter: Swimming 2
Augmentations - None Yet
Note: - From Running Wild, page 96 - For Cost, used "Ferret" from Running Wild, page 34 - 250 Nuyen; Availability: -
- Raccoon x2 (Mundane):
Raccoon B A R S C I L W EDG ESS Init IP 1 4 3 1 3 3 3 2 2 6 6 1 Frequency: Uncommon Movement: 8/20 Skills: Climbing 2, Infiltration 2, Perception 3, Unarmed Combat 1 Powers: Enhanced Senses (Touch) Weaknesses: Fragile 1 Note: –1 Reach Similar Animals: Red Panda
Augmentations - None Yet
Note: - From Running Wild, page 96 - For Cost, used "Pig" from Running Wild, page 34 - 250 Nuyen; Availability: 4
- Bandit x2 (Awakened):
B A R S C I L W EDG ESS Init IP 2 4 3 2 3 5 3 3 2 6 8 1 Movement: 3/20 Skills: Infiltration 3, Locksmith 2, Perception 4, Unarmed Combat 1 Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell)
Augmentations - None Yet
Note: - From Running Wild, page 152 - For Cost, used "Bandit" from Running Wild, page 34 - 2000 Nuyen; Availability: 8
- Cougar x2 (Mundane):
Great Cat The term “great cat” refers to any large wild cat around the world, including lions, tigers, panthers, and pumas. B A R S C I L W Edg Ess Init IP 6 5 4 5 3 3 2 3 4 6 7 2 Movement: 10/60 Skills: Infiltration 3, Perception 2, Tracking 3, Unarmed Combat 4 Powers: Natural Weapon (Claws/Bite: DV 5P, AP 0)
Augmentations - None Yet
Note: - From SR4A, page 299 - For Cost, used "Great Cat" from Running Wild, page 34 - 5000 Nuyen; Availability: 12
Contacts: (L/C) - Names and Descriptions TBA Talismonger (4/3) Veterinarian (4/2) Beat Cop (1/3) Bartender (1/3) Background:- Spoiler:
Sha’hGrim’s childhood could have been the same as every other UGE child. She could have been sent to Elven pre-schools, as her parents (at that time) were fairly well-off. She could have been entered in to the exclusive Elven Elementary Schools, to be educated in the Ways of the Elves. She could have entered society as an adult with an education comprising of Elven Culture – and persued that culture, like so many other UGE babies. But, she didn’t. Because Sha’hGrim wasn’t born during the UGE years (though, it does still happen, albeit less often). Sha’hGrim was born to Human parents, but during the years of the Technology Revolution, in the 20s. Her parents were well paid middle-class people, living in a decent neighborhood in Chicago at the time. Sha’hGrim’s mother chose to take part in a Drug Trial, early on in the Genetic Modifications phase of drugs, long before they were public marketable products. This particular drug didn’t work well, and Sha’hGrim’s mother suffered ill effects of the drug, as the Genetic Modification portion of the drug coding was not mature enough to be able to affect mature adults. Little did Sha’hGrim’s mother know, at the time, but she was pregnant with a baby girl. A baby Elf girl, to be more precise. And this was an Elf girl, to human parents, who wasn’t UGE. Sha’hGrim may very well have been the very first successful recipient of the Genetic Modification drugs, now widely (though still quite expensively) available on the market.
Growing up was harder for Sha’hGrim than it might have been for other UGE kids. Sha’hGrim’s parents slowly deteriorated their wealth, dealing with Sha’hGrim’s mother’s medical issues, as a result of the Drug Trial. Her expenses were covered from a medical perspective: Doctors, etc. But she was so uncomfortable all the time that her father spent his savings building her increased comfort. It started with a day-bed. Then he built her a green-house with a day-bed. The list goes on, but Sha’hGrim’s mother wanted for nothing, right up until they couldn’t pay the mortgage. Sha’hGrim was on her own, and on the streets, not long after she reached physical maturity – 17 years old. She had been awakened for some time, and was not defenseless; thought she was nowhere near dangerous! Survival is a challenge for anyone on the margins, the Verges, and any other place where the majority of the area’s Denizens slept on their jacket each night, as they didn’t have a bed. It didn’t take her long to discover ShadowRunning; as ‘Runner’s frequently used her neighborhood for their “Hot“ houses. The places where they went when they were trying to lose some heat. When they were sleeping off the ‘Run Hangover. Everyone on the Streets knows about ShadowRunners. And most of them know where to find a few. Sha’hGrim was no exception.
Her first job was a “Smash-n-Grab“ job; typical at that time. She and her team had been tasked with breaking in to an underpatrolled C-Corp, owned by Ares, to steal a cache of weapons being shipped out the next day. It had been a cake walk, and when Sha’hGrim got paid at the end of the run, it was more money than she even knew what to do with! Although, it’s safe to say that she found ways to spend it. 2500 Nuyen doesn’t sound like a lot of money to a ‘Runner; even for a cake walk. But for a homeless girl, lucky enough to be Gifted, it’s a windfall. It might be like winning a freak bet at the Craps table! She set herself up in a Low lifestyle, paying the first two months rent. And worked her way up from there, steadilly earning the right to call her Fixer for jobs. Slowly earning a slight reputation amongst the ’Runner’s she had worked with at being effective. And surviving. Most importantly, surviving. Sha’hGrim was a survivor; thanks in part to her Gift, and the particular manifestation that it took on. Her gift played a larger and more prominent role in her life as she worked her way off the streets from a Low to a Middle lifestyle; taking an apartment in one of the B districts just outside of Downtown. By this time, Sha’hGrim had built up a relatively comfortable number of contacts, varied enough in their utility as to provide her with tips and jobs whenever she needed them. Her personal nest-egg was actually growing, albeit slowly, along with her life style. She was relatively comfortable, in a good way. That was just about the time she was introduced to the idea of using her particular Tradition (as they call her style of magic in the Magic world) to augment her value to her teammates. Sha’hGrim had never really considered herself to be terribly different from any other Magician, except for the obvios: They could “Project“, while she could not. She started to study Magic Theory, learning to differentiate between her Tradition, and what most people considered a “Magician“. Sha’hGrim was stunned to find the vast, and growing, wealth of theoretical knowledge available for Magicians, both guiding them through their traditions, and informing Mundanes of the difference between one and the next. Sha’hGrim decided it was time for her to start to expand her mind in the ways of Magic – and sought out her first Magical Group, with the intention of Joining. For story purposes, let’s pretend that it was easy, and that she had no trouble joining at all. In fact, this couldn’t be further from the truth, but Sha’hGrim isn’t terribly concerned with those difficulties, and from her perspective, they bear a footnote in her history, at best. What was most important about that time was that she did, eventually, find a group to join. Once in, Sha’hGrim was suddenly immersed in the incredible, and incredibly deep magical knowledge, and applications, available. Sha’hGrim could not have been happier! She continued to work for two reasons: to pay her magical dues, and to test her theories in action! Shortly after her first Initiation, Sha’hGrim started to really come to understand what it meant to her teammates that she was a “Possession“ tradition. It meant fear, and reticense in working with her. But it also meant that she could start to use the world around her as a tool. A tool for her Spirits to enhance, and work with, and work from. Sha’hGrim discovered the wonders of using an Enchanted and Possessed vehicle in an attempt to flee from the Fuzz. She discovered the joys of working with the Animals she was so enamored with more directly. An attack dog, for instance, with a higher intellectual capacity than she herself had, was an incredible tool! A Raccoon, whose body is almost tailor-made for Tactical Perception, enhanced by a spirit who’s previous life must have been as a Locksmith. An Owl with an Air Spirit gifting it with Concealment and Movement. The combinations and possibilities were as endless as they were exciting, and Sha’hGrim’s value to her teammates grew in direct proportion to her knowledge of her capacities. And, as she expanded those capacities, she also came to understand further what could be done with them!
Then came the big job. Psychology:- Spoiler:
Sha'hGrim spends nearly all of her free time with her Animals. She trains them carefully, giving them tremendous amounts of love, attention, and care. Anyone who spends any amount of time with her has run in to scheduling issues with her, as her priorities are immediate and obvious: Her pets. Despite her obvious, and major need to spend significant amounts of time with her pets, Sha'hGrim can be a social person, when the time and place is right. She enjoys spending time with people she knows well, and is quite outgoing when her pets are not immediately on her mind. Costs:- Attributes:
200
Bod 5 30 Agi 4 20 Rea 6 0 Str 2 10 Cha 7 40 Int 6 40 Log 3 20 Wil 5 40
Note: Reaction = Intuition - Per "Mind Over Matter" Adept power from WAR. Description below: Mind Over Matter Cost: 1.5 (may only be taken once) The adept is truly a master of mind over matter and may use one Mental attribute in place of one Physical attribute for any tests. The attributes used must correspond per the Astral Attributes table (p. 192, SR4A); for example, only Charisma may be used in place of Strength, only Logic for Agility, etc. Once the attribute substitution is chosen for this power, it cannot be changed.
- Special Attributes:
120
Edg 6 40 Mag 9 80
- Positive Qualities:
35
Genetic Heritage - Phenotypic Alteration - Elf (10) Mystic Adept (10) Surge III (15)
Genetic Heritage: P. 20, Augmentation Phenotypic Alteration: P.89, Augmentation
- Negative Qualities:
35
Gremlins IV - 20 Dependent II - 10 (Animals) Elf Poser - 5
- SURGE:
15
Metagenetic Improvement - Intuition (20) Arcane Arrester (25) Unusual Hair - Bright Silver (-5) Extravagant Eyes - Liquid Silver (-5) Striking Skin Pigmentation - Silver Hue (-5)
- Skills:
198
Spellcasting 5 (20) Counterspelling 5 (20) Conjuring 5 (50) Perception 4 (16) Assensing 4 (16) Enchanting 3 (12) Animal Husbandry 3 (30) Shadowing 2 ( 8 ) Infiltration 2 ( 8 ) Outdoors 1 (10) Arcana 1 (4) Blades 1 (4) Gymnastics / Gymnastics Dodge 1 / 2 (6)
- Contacts:
0
(3/3) (2/2) (1/3) (1/3) = Cha(6)x3 = 18
- Initiation:
28
Group Initiations, NOT a PC Group (5 7 8 9)x.8=23.2=24 4=28
- Spells:
24 8x3=24
- Gear:
67450; 4
Victorinox Memory Blade (1250) Combat Axe (600) Personalized Grip (100) Armor Jacket (15/10) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 2090 Chameleon Suit (6/4) = 7/5 Gel Packs ( 1/ 1) (1500) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 11550 Full Body Armor Helmet 12/10 Nonconductivity R5 (1000) - Total Cost: 8000 Vashon Island Steampunk Line (Skirt Blouse Overcoat) (7/7) = 13/10 - Custom Fitted Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 4070 Synergist Business Line (Slacks Blouse Jacket Longcoat) (4/3) OR (6/3) = 10/6 OR (12/6) - Custom Fitted Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 3850 Moonsilver Evening Gown (4/1) = 10/4 - Custom Fitted Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 9020 FF Full Body Suit (6/2) = 9/9 SecureTech PPP System ( 2/ 6) (900) Gel Packs ( 1/ 1) (1500) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 5500 FF Half Body Suit (4/1) = 6/3 Gel Packs ( 1/ 1) (1500) Securetech Vitals Protector ( 1/ 1) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 3960 Second Skin Line Bodysuit 10/4 Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 6270 Contact Lenses R3 (150) Flare Comp (50) Image Link (50) Vision Enhancement R3 (300) Goggles R6 (300) Flare Comp (50) Image Link (50) Thermographic (100) Smartlink (500) Vision Enhancement R3 (300) Vision Magnification (100) Earbuds R3 Audio Enhancement R3 (300) Select Sound Filter R3 (300) Spatial Recognizer (100) Magesight Goggles (2000) Commlink - Transys Avalon (5000) - Novatech Navi (1500) AR Gloves (250) Satellite Link (500) skinlink (50)
- Magical Gear:
16
Force 5 Sustaining Focus (Normally containing F5 Improved Reflexes) (10 5) Force 7 Magical Lodge (1/2) Enchanting Reagents (1/2)
- Vehicle Budget:
99675 / 100000
Barn Owl - 500x2 = 1000 Ferret - 250x2 = 500 Raccoon - 250x2 = 500 Bandit - 2000x2 = 4000 Great Cat - 5000x2 = 10000 GMC MPUV (16,000) Smoke Projector (700) Engine Customization (Speed) (6000) Engine Customization (Accel) (6000) Manual Control Override Drive-by-Wire (500) Nitrous Injection (2500) Anti-Theft (3200) Morphing License Plate (1000) Oil Slick Sprayer (500) Signature Masking Rating 3 (6000) Cosmetic "Street" Modifications (1000) Cages / Animal Quartering (High quality) (3000) Total: 42,400 Yamaha Growler (5500) Engine Customization (Speed) (6000) Nitrous Injection (2500) 2 x Off-road Tires (800) Morphing License Plate (1000) Motorcycle Gyro Stabilization (1800) Off -Road Suspension (1375) Total Cost: 18,975 Suzuki Mirage (6500) Engine Customization (Speed) (6000) Nitrous Injection (2500) 2 x Racing Tires (500) Morphing License Plate (1000) Motorcycle Gyro Stabilization (1800) Total Cost: 18,300
| |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: Character Sheets - Twinkle Twinkle Little Star Mon Nov 21, 2011 11:45 am | |
| Alexia Mooie Vos (Played by Starcraft) Fox Shapeshifter Shift: Human (female) Age: -- Ratial Abilities" -1 Reach (Animal Form), Enhanced Senses(Hearing, Low Light Vision, Smell, Taste), Dual Natured Attributes: Bod: 3 Agi:6 Rea:5 Str: 3 Cha: 5 Int: 6 Log: 5 Wil: 4 Initiative: 11 Edg:4 Mag: 8 Initiation: 4 Qualities: Analytical Mind Perceptive Spirit Pact (spirit of beast formula pact) Adept Albinism Media Junkie L1 Signature In Debt Enemy Contacts: Henry Hollingsworth (Armorer) 2/3 Eve Ton (Spider) 3/2 Darren Mauffray (Pirate) 2/3 Skills: Perception: 4 [Hardware: 4] [Data Search: 4] [Computer: 4] [Software: 4]Armorer: 4 Assensing: 4 Heavy Weapons: 4 Pistols: 4 Con: 5 Infiltration: 3 Knowledge Skills: English: N Japanese: 4 Security Design (Banks): 5 Security Design (Government): 5 Surveillance: 4 Security tactics: 4 Architecture: 4 Engineering: 4 Adept Powers: Improved reflexes 3 Enhanced Perception 4 Improved ability (Armorer) 4 Eidetic Sense Memory Improved Ability (Infiltration) 2 Combat Sense 2 Metamagics: Masking Divining Sensing Psychometry Lifestyle: Permanent High R6 Sin (Kitsune) Vehicle / Drones: Conestoga Vista (Bus) - Amenities, Luxury - Armor, Concealed (Rating 9) - Extra Entry/Exit points - Morphing License Plate - Vehicle Tag Eraser - Off-Road Suspension - Off-Road Tires - Satellite Communication - Shop (Armorer) - Weapon Mount (Concealed, Fixed, Manual & Remote) -- FN MAG-5 --- Gas Vent 2 --- Smartgun System --- Sound Suppressor --- Ammo Box (1000 Ex-Explosive Rounds) MCT - Nissan Roto-Drone (medium) x2-Improved Takeoff and Landing Level 2 -Weapon Mount (Normal, Concealed, Flexible, Remote) -FN HAR -- Laser Sight -- Gas vent 2 -Medium Drone Sensor -100 Regular Assault Rifle Ammo Gear: 2 x Jammer, Area, Rating 4 1 x Jammer, Directional, Rating 4 2 x Micro-Transceivers Rating 6 2 x Tag Erasers 1 x White Noise Generator Rating 6 50 x Datachips 1 x Lockpick Set 2 x Endoscopes 2 x Periscopes 1 x Laser Microphone Rating 6 1 x Microphone Rating 6 2 x Radio Signal Scanner Rating 6 1 x Electronics Tool Kit 5 x Small Containers of Nanopaste Disguise 2 x Wire Clippers 1 x Climbing Gear set 1 x Rappelling Gloves 2 x Grappling Guns 400 meters of Stealth Rope 1 Catalyst Stick Micro Camera (Rating 6) with Low-Light Electronic Binoculars (Rating 2), with Low-light and Vision Enhancement (Rating 2) Glasses (Rating 4), with Low-Light, ermographic, and Vision Magni cation Micro Microphone (Rating 6) with Select Sound Filter (Rating 3) Microphone (Rating 6) with Audio Enhancement (Rating 3) and Select Sound Filter (Rating 3) Handheld Sensor with Directional Microphone and Laser Microphone (Rating 6) Earbuds (Rating 3) with Audio Enhancement (Rating 3) and Select Sound Filter (Rating 3) Handheld Sensor with Cyberware Scanner (Rating 5) and MAD Scanner (Rating 3) 100 x Stealth RFID tags Comlink: Transys Avalon with Novatech Navi OS (Response 4, Signal 4, Firewall 3, System 4) Sim Module ) Nanopaste Trodes AR Gloves Programs: Pro User Program Suite (Analyze 4, Browse 4, Command 2, Edit 4) Linguasoft 3 [Russian] Encrypt 4 Scan 4 Purge 3 Armor: 1 x Camouflage Suit with Thermal Dampening modification Rating 6 1 x Full Body Form Fitting 1 x Bike Racing Armor 1 x Actioneer Buisness Clothes Weapons: Ares Preditor IV -Smartgun System -Silencer -6x Spare Clips -90 Regular Ammo Pistols - Spoiler:
Many years ago, on a plain somewhere in the world a fox was stalking a rabbit. This in of itself is unimportant as what else would you see a fox doing besides worrying about where it is to get its next meal, however there was something about this fox that was different than the rest. The era in which this particular event is obscured from time, as records from that period were lost for the most part in the calamities that struck the world. Even if records were to be kept, among the beings that walked this planet at that particular time would have seen no reason to hold this event in any kind of regard, even had they known or cared about this particular creature. This day started off as any other day, the Fox woke up and hunted for its first meal of the day. Then after it sated its hunger went off to do whatever it is that foxes do until it went looking for its next meal. That’s where we see it now, hunting for its second meal of the day, this rabbit that is unaware of the fox’s presence appears as nothing more than any other brown rabbit. Once the fox is close enough to the rabbit it leaps up and lands on the rabbit, Jaws just centimeters from the rabbits head when something extraordinary happens. Just before the fox goes for the killing blow the rabbit looks the fox in the eyes and the fox receives an assortment of images in its mind that in any sapient speaking creature we would interpret as words, however this being an animal it is incapable of comprehending the spoken word, but this fox was different than most of its kin. This fox was wittier than most and possessed an intelligence that surpassed the confines of what people believed of its race. So when it received this method of communication it let off a bit from killing the rabbit and closed its jaws and stared at the rabbit contemplating its decision. The message that the fox received translates as follows, although the translation is rough as some of the images are more complex and cannot be translated into words but the overall meaning is the same “Please, Oh valiant little hunter of the red fur. Spare me this once of becoming your prey. For if you can find it within yourself to do so you will be greatly rewarded for your kindness and compassion.”
The fox spent several minutes contemplating in its mind what to do, for among foxes this particular fox was more cunning and wise than its brethren. The fox finally after long contemplation, to which the rabbit seemed most content to wait for the foxes response, the fox lifted its paws off of the rabbit and nudged it with its nose. Upon this action there was a ripple all along the rabbit’s body and appeared to start glowing with a faint white light, and it grew in size till it was at least 4 times the size of the fox. Now even more curious than before the fox sat down on its haunches and tilted its head out of curiosity at the glowing image of a nine-tailed fox in front of it. Once the nine-tailed kitsune appeared another set of images went through the foxes mind translating as “For your generosity and kindness to a simple little rabbit whom others of your kind would not have thought twice about killing I bestow upon you this gift.” At this point the image of the kitsune becomes too bright to look at directly and so the fox lowers its head and closes its eyes as the light washes over the fox. Once the light disappears the final words spoken are “Use this gift wisely young one.” However this last remark was not in images but in words. When the light disappeared what was left where the fox was, was a pure white albino fox that was three times its previous size. The gift the fox would soon fin out to be was the ability to shape shift into that of a Human female roughly around the ages of 18-20, with a superior beauty compared to most others, and sentience. Although the comprehension of the spoken work was immediate the fox was unaware of its ability to Shift into that of its Human form, and it took many years before that realization became apparent, and once it realized its ability to shift into human form it still took years for it to master that ability to shift at will. As the years went by the fox ceased to age, being frozen at the physical age it was at the time the spirit bestowed its gift upon it. The fox learned how to interact with the Human society and became quite apt at defending itself as it soon learned that its Human form also drew humans of less reputable traits to it. The fox began to assert its individuality by choosing a name that it felt suited it and started referring to itself as a “Female” by the humans standards so that it could better integrate with that society. She began working with many people and many companies she saw come to power and disappears as the years went by.
Though there were things that she never fully comprehended such as the human’s fascination about time and money, for time was irrelevant to her and money was not a necessity. The lack of understanding about money however sometime got her into trouble with the humans as she would constantly go into debt and never pay it off which at times would cause people of a less reputable nature to try and track her down to get repayment through whatever means. Though rarely did they find her, sometimes one of her enemies would find her and she would be forced to run from them and go into hiding for awhile. She always outlived her enemies and after much time they would inevitably forget about her debt to them as she would persist in the mortal realm while they had long crossed into the void. Throughout her time among the humans she became fascinated with the Media and its ability to disseminate information quickly over vast distances. As time wore on she developed many relationships with many different people watching them grow up and pass on through the void while she never aged. She had taken on many habits one of her favorites was wherever she went and did something she felt was worth remembering she would leave some mark of her presence and watch and wait for it to appear in the media. Sometimes she did it so often that it forced her into hiding until the world forgot about it and then she would change what her identifying mark was. After much time in the mortal world she picked up many skills and among those was the love of creating objects, she loved to build trinkets and other interesting things that amused her however she also saw the potential of such a skill to be useful in protecting herself and the ones she cared about. Another one of her favorite skills was people watching as mortals never left her board they always found ways to be entertaining to her, and when there were the few times that they didn’t manage to entertain her she amused herself by playing pranks on them. The pranks were always harmless for the most part and would never cause more injury than minor bruising because she believed herself to be above maliciousness, it served her no purpose. Such was and is still the life of this entity..
| |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: Character Sheets - Twinkle Twinkle Little Star Mon Nov 21, 2011 12:01 pm | |
| Darkon Male Elf Age : 91 Height: 1.85m Weight: 98kg Hair: Dark brown Eyes: Dark brown <a href="http://www.flickr.com/photos/54329272@N02/5455932005/" title="Darkon Shadowrun 1 by DarkonTaDra, on Flickr"><img src="http://farm6.static.flickr.com/5294/5455932005_846a3ff16c_z.jpg" width="453" height="640" alt="Darkon Shadowrun 1" /></a> Here are some more pictures of him.AttributesBody 4 Agility 2 Reaction 4 Strength 2 Charisma 7 Intuition 5 Logic 2 Willpower 6 Edge 2 Magic 7 Action SkillsSorcery (Group) 5 Conjuring (Group) 4 Assensing 4 Astral Combat 2 Clubs (Staff) 4(6) Influence (Group)4 Pistols (Heavy Pistols) 2(4) Unarmed Combat (Tai Chi) 3(5) Perception 2 Pilot Ground Craft 1 Knowledge SkillsGerman N English 4 Sperethiel 4 Japanese 2 French 1 Or’Zet 1 AK:Psychology 2 IN:Occult Knowledge 2 SW:Magic 4 SW:Places to Stay 2 QualitiesPositive QualitiesMentor Spirit Human-Looking Martial Arts (1) (Tai Chi) Astral Chameleon Erased (24 hours) Negative Qualities Sensitive System Dependent (medium) Prejudiced (Specific, Biased: Shiawase ) Compulsive - Mild (Talks to his Staff) Distinctive Style (carries the staff) Contacts:Name L C Barnabas (Shaman) 3 3 Frank Miller (Streetdoc) 3 3 Nekosune (Hacker) 3 3 Beeper (Talismonger) 3 3 MagicSpellsManabolt (Direct) (F÷2) Influence (Mental) (F÷2)+1 Alter Memory (Mental) (sm) (F÷2)+2 Mind Probe (Active, Directional) (F÷2)+2 Control Emotions (Mental) (F÷2) Levitate (Physical) (F÷2)+1 Mob Control (Mental) (F÷2)+2 Orgy (Realistic, Single) (sm) (F÷2) Physical Mask (Realistic, Multi) (F/2)+1 Heal (DmgDV)-2 Bound Foci Power Focus Type Power: 2 Spellcasting Power: 2 Weapon (Reach 2) Is included in: A wooden staff, shoulder height. Has a raven head carved into the top. Has been tinkered with to be very stable and resilient. Is in Darkons possession for about 70 years by now. - Spoiler:
Mentor spirit: Dragon Dragon is a sly ruler, slow to act and slightly cruel, but undeniably powerful. His regal demeanor hides a scheming mind and his dark lair hides endless riches. In China he is the Dragon Emperor, one of the pair of creatures that represents the balance of yin and yang. In North America, the actions of Dunkelzahn and Ghostwalker have revitalized the worship of this mighty creature. Wherever they are found, Dragon’s followers are confident individuals striving for power and influence.
Advantages: +2 dice for Manipulation spells, +2 dice for Negotiation Tests.
Disadvantages: Dragon magicians are single-minded and confident to a fault, as well as sore losers. A Dragon magician must make a Willpower + Charisma (3) Test to follow advice or orders that are not their own, or to accept a defeat gracefully. InitiationGrade Group Ordeal Metamagic Grade: 1 Group, Ordeal: Oath Masking Grade: 2 Group, Ordeal: Thesis, Sensing GearArmor Regular Clothing Bal: 0 Imp: 0 Form-Fitting Body Armor Full-Body Suit Bal: 6 Imp: 2 Lined Coat Bal: 6 Imp: 4 Weapon: HK Urban fighter: Heavy pistol; DV 5p; AV –1; Ammo type 10c; RC 0, Fireing mode SA; Cost 1400; Notes: Nonmetallic, ammo is hermatically sealed, costs double, +8 avail. Ceramic silencer for 500¥ Staff: DV 3p; AP0; Reach 2. Weapon focus force 2. Comlink: Novatech Airware. Base response 3; Base Signal 3. OS: Iris Orb. Base Firewall 3; Base System 3; Cost 2250 Always in hidden mode, reserved for special ‘friends’. Novatech Airware. Base response 3; Base Signal 3. OS: Iris Orb. Base Firewall 3; Base System 3; Cost 2250 ‘Public’ comlink. Category QTY Gear Ammunition QTY: 10 Gel Rounds Ammunition QTY: 10 Regular Ammo Magical Supplies Magical Lodge Materials R6 DocWagon Contract Gold Vision Wear Contact lenses R3 +Vision Wear Enhancement : Flare Compensation For contact lenses +Vision Wear Enhancement : Image Link For contact lenses +Vision Wear Enhancement: Smartlink for contact lenses Vision Wear Binocular Vehicle]Rover 2068 (ar) SUV Body 13, Handling 1, Accel 20/35, Speed 140, Base Pilot 2, Base Sensor 2, Base Targeting 0, Base Maneuver 0 Armor 10, Upgraded Armor, 3 Equipment: Run Flat Tires, Anti Theft System, Extreme Enviroment (Toxic), Gun Port, Life Support 2, Microphone, Amphibious Op. Upgrade 1, Additional Fuel Tank, Lifestyle:High lifestyle permanent. A house in Downtown Seattle, in the elven district. Negative Quality: Network Bottleneck –1, This isn’t Big Bob’s Autos –1 2 permanent ‘Guests’: Increase of 20% 42 Questions:- Spoiler:
Darkon is a spike baby, born long before the awakening. He does not look like an Elf much, but inherits the longevity of the race, and a certain charismatic vibe.
1.Where was the character born (City, State, Hospital Name) In a hospital in Bad Neuenahr, back then BRD (Germany) 2. What is the character's date of birth? Feb 12th 1980
3. What was the character's family life like? His family life was protected and loving. Growing up long before the desolation of the sixth world, childhood was almost cliché like pleasant.
4. Has the character begun his/her own family? He has had girlfriends every now and then. Never married. And has no children because he feels too young for kids yet. At least he knows of none. But in the recent years, he has taken in a few girls in his home. The last one of which is Brighid, the daughter of a friend of his, who died on a run.
5. Where or how was the character educated? Public school in Germany. When magic awoke in 2012 he soon learned his true calling.
6. Has the character ever done anything else for a living? Darkon worked in many places. In his youth, he jobbed around in his hometown. Later, he worked for private security in the magical department. But he soon went to make his own business, also working in the shadows. Lately, he came to Seattle to work in the shadows there.
7. What are the character's spiritual and philosophical beliefs? (Religion, political views, etc.) Everyone in ones own fashion. That describes him quite well. He practiced paganism before it became hip. Darkon believes in people, not organisations. Be it cons, political parties or governments.
8. Describe the character's moral code. Include how mercenary he/she is, whether or not he’ll/she'll kill innocents, etc. Do as you want as long as it does not harm others. He lives this credo. Although he can be flexible at times about what harm means. He wouldn’t kill innocents. And is more at home helping people than hurting them. But he has been around long enough to know that sometimes you can’t help the people without hurting others. As well as that law doesn’t equal justice. Laws are more guidelines that should make you think before you break them.
9. What are the character's goals? Protecting his loved ones, having fun, building up a harem of mind controlled happy slavegirls.
10. Why does the character run the shadows? (Why does he/she run the shadows still, rather than getting a "real" job?) It’s more fun and less restrictive.
11. What kind of personality does your character have? This should not necessarily be obviously stated in the background, as it is more important for actually playing the character, but it may color or add mood to the history. Charming, quirky, with a fable for bad puns. Darkon loves life and girls, but also can be serious. Though that’s a lot less fun.
12. What special qualities does the character possess? This does not refer to skills, but rather to other things, such as how he/she gets along with people, whether he/she plans ahead, etc. He gets along with most people just fine. Darkons long life has given him a certain patience with others. He also has an empathy that makes people open up to him with their problems and fears. All in all, he usually can get people to do what he wants them to do.
13. Are there certain things that the character can't or won't do? Why? Darkon doesn’t kill. Not if he can avoid it anyway. Also, he’d never harm a child.
14. What things, people, or ideas does the character hate? There is nobody he really hates. But he has a dislike for the big cons. Shiawase especially. They sold out his team on a run once.
15. What things people, or ideas does the character love? He loves magic, music and pretty girls. Also he loves his family, the descendants of his siblings. Although he is very careful not to get in touch with them the last few years, in order to protect them.
16. What is the character's name? Give both full birth name, as well as nicknames, street names, etc. Darius Grey; Darkon; Dan Grau; Ben;
17. Determine what your character used to do, before becoming a shadowrunner (very important, and not really the same question as #6.) Working this and that, as a magical advisor, security personnel, high school counsellor, tarot reader.
18. Decide why your character left his/her old job, if he/she had one. (Also important) Regular jobs become too boring too quickly.
19. Come up with a reason for why the character became a shadowrunner. (This very often will tie in with #22. This is not the same as #10, but rather why he/she started running the shadows originally. What led him/her to it?) It came naturally with his abilities, never trusting big cons in the first place and working a regular job being way too boring.
20. How did your character come to know his/her contacts? Contacts are an important part of Shadowrun; decide how and why you know them. Contacts:
Beeper is a talismonger/fixer specialized in magical goods and deeds. Darkon knows him through a friend of his, Morrigan. When she died, he came over to the UCAS to take care of her daughter Brighid. Beeper provided him with magical supplies.
Barnabas is a Dragon shaman Darkon met on the Galapagos islands, where they both participated in a few rituals. He lives near the Yellowstone park and they correspond regularly.
Frank Miller is a streetdoc. About a year ago, when some punks got the better of Darkon after he had a really bad day, Frank sowed him together and patched him up.
Nekosune is a hacker, and Darkon suspects something more. He took her in after he found her living as a squatter. She is SURGEd and looks almost like a half turned werecat. They have become quite close recently, but at the moment Nekosune is off on a run.
Dependents:
Robyn is a runaway. Darkon has taken a liking of her when he met her in Los Angeles. Sensing a budding magical talent in the teenager, he invited her to accompany him. With the alternative of living on the street, the girl agreed. And he trained her as good as he could. She seems on her way to become a mystical adept.
That was almost three years ago. Now she’s 16 and seems to have fallen in love with him quite a bit. Something Darkon doesn’t mind at all, although he approaches carefully given her age. But then, for a 91 year old man, all the women today seem young.
Brighid is Morrigans daughter. He moved to Seattle to take care of her. About three months ago. A typical girl of 14, she is stubborn, headstrong and impulsive. But she also can be caring and kind. Slowly, she has started to accept Darkon as some kind of father figure, well more as an older brother actually. She and Robyn get along alright, aside of occasional bitching from Brighids side.
21. How long has your character been in shadows? On and off. Longer than you are alive, bub.
22. Does the character have a SIN? Does the character actually use it? Or is the character one of the SINless masses? This may be affected by the character's previous employment. He does have an original SIN, but isn’t using it anymore. He does have an excellent fake SIN though. And a hacker friend who keeps erasing the things he doesn’t want to be out there. (Erased quality 24hours)
23. Is the character a full-time shadowrunner? Or does the character lead a Batman-like double existence? During his whole life, on and off. But lately the tendency goes to full.
24. Which person(s) or group(s) does your character love the most (this may refer to ideologies rather than individuals or groups. This applies to the next questions through #28 as well). His family and friends, relatives and descendants of his siblings. ‘His’ girls Nekosune, Robyn and Brighid. The youth. “They’re our future.”
25. Which person(s) or group(s) does your character hate the most? Brutes, Humanis, Con employees that see people only as numbers and potential monetary gain. Shiawase especially. Treacherous lot.
26. Which person(s) or group(s) does your character respect the most? People who protect. Yes, even cops and con guards. But unfortunately, they are on the wrong side.
27. Which person(s) or group(s) does your character fear the most? Only fear itself.
28. To which person(s) or group(s) is your character most loyal? To his family and friends.
29. What is your character's greatest goal? Protecting his loved ones, having fun, building up a harem of mind controlled happy slavegirls.
30. What do you think is your characters best quality? His insight into people.
31. What do you think is your characters worst quality? Darkon can be very lazy at times.
32. What is the most important thing your character has ever done? Developing true magical abilities, back when the magic awoke.
33. Which religion (if any) does your follow? Why? Neopaganism. It gives him strength and trust since he was a young man.
[color=blue]34. What is your character's most treasured possession (and why)? His staff. He owns it for almost 70 years now. And in this time, it has become a focus.
35. What is the Character's current relationship with his family? There is none. He has not approached them in recent years to protect them from harm.
36. If the character's family is still alive, what do they do, and where do they live? His brothers children and grandchildren live in germany. At least three of them are cooks. One is working in the shadows as a streetsam, one is married to a conslave for Saeder Krupp.
37. Where did the character learn his/her Skills? Be as complete as possible. Most of what he knows and can do, he learned by himself. From books, experimentation, practice. Dragon helped along the way, being a mentor and friend.
38. List any past serious relationships that your character has had, and give a brief overview of the relationship. Too many over the years to count them. Most brief, others lasted a few years. One notable in the situation might be Morrigan. They dated for a while when she was in Europe. That was a few years before she had born her daughter though.
39. Beyond your character's relationship with family or lovers, how would you describe his/her social life? He’s someone to befriend easily. Darkon has a few very good friends and quite a few casual friends. But the most of them live in Europe, Asia and in the UCAS. In Seattle he has only a few casual friends. But enough to get by.
40. Where does your character live? Why does he/she live there? (I'd like a physical address, including Neighborhood, City & State. Google maps is a good way to get this.) Darkon just moved into a nice comfy house with room enough for his lodge and a small harem. It’s in the elven colony in downtown Seattle. A good neighbourhood, high security, nice food, and even street performances from time to time.
41. Does your character have any quirks or idiosyncrasies? He has a faible for bad puns. Also Darkon talks to his staff. A shoulder high, wooden Staff that has a raven head carved on top. Some people claim to have heard it caw a reply sometimes.
42. Does your character have any enemies? (Include anything from an arch nemesis who's sworn to kill you and all you hold dear to a bartender who holds a grudge for that time you slipped out on the tab.) Darkon has kept a low profile enough as to not make any serious enemies lately.
Last edited by Kesslan on Fri Dec 02, 2011 2:21 pm; edited 1 time in total | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: Character Sheets - Twinkle Twinkle Little Star Wed Jun 20, 2012 6:19 pm | |
| Name: Billy Gibson Handle: Neuro Race: Human Essence: 3.95/6 Initiative (Matrix): 10 (12)(13AR) Initiative Passes (Matrix): 1 (4)
Body 5 Agility 4 Reaction 5 Strength 4 Charisma 5 Intuition 5 Logic 5 Willpower 5 Edge 2
Skills: Athletics Group 1 Electronics Group 4 Blades (Knives) 2 Dodge 3 Pistols 3 Navigation 3 Perception 3 Survival 2 Con 2 Etiquette 2 Cyber Combat 6 Electronic Warfare 4 First Aid 3 Forgery 4 Hacking 6 Gunnery 3 Pilot Aircraft 3 Pilot Ground Craft 3
Knowledge Skills: Security Companies 4 Security Procedures 4 Security Design 6 Military 2 Paranormal Critters 2
Language Skills: English (N) Mandarin 3 Japanese 3 German 3 Sperethiel 3
Qualities: Enemy -20 SINner -5 Partial Amnesia -10 Analytical Mind 5 (+2 dice pool to most Logic Test, +2 dice pool to any Data Search and Software Tests Born Rich 10
Contacts: The Exchange Connection 4 Loyalty 1 Fixxer Connection 3 Loyalty 2 Mechanic Connection 2 Loyalty 2
Enemies: Cranodyne Innovations Conn: 4 Incidence: 2 Membership: 6 Area 6: Magic: 1 Matrix: 1
Cyberware: Fairlight Caliban Commlink Beta Response:4 Signal:5 -Novatech Navi OS Firewall:3 System:4 Datajack Beta Control Rig Beta Orientation System Beta (+2 Dice Pool to Navigation Tests) Smartlink Beta Sim Module Alpha (Hot-Sim) Encephalon Rating 1 Alpha (+1 Dice Pool Mod for Active Logic Tests) Math SPU Alpha (+2 Dice Pool Mod for Math & EWAR Encoding/Decoding) Simsense Booster Alpha (Extra Initiative Pass in VR) Skinlink Beta
Gear: High Lifestyle Permanent Fake SIN R6 Singularity Battle Buddy Commlink R7 Response:7 Signal:6 -Custom OS Firewall:6 System:6 -Biometric Lock (standard issue on milspec comms) -Hardening R5 (standard issue on milspec comms) -Armor R5 (standard issue on milspec comms) Subvocal Mic Contact Lenses R3 -Smartlink -Image Link -Flare Compensation Glasses R4 -Vision Magnification -Low-Light Vision Enhancement -Thermographic Vision Enhancement -Ultrasound Vision Enhancement Earbuds R3 -Audio Enhancement R3 -Select Sound Filter R3 Smart Jammer:Area R4 Rugged Clothing Feedback Clothing Form Fitting Full Body Suit Greatcoat Lined Combat Load Vest -Smart Pouch System Ammunition x2 -Smart Pouch System Ration -Smart Canteen Secure Tech PPP Forearm Guards Secure Tech PPP Leg & Arm Casings Secure Tech PPP Shin Guards Secure Tech PPP Vitals Protectors Respirator R6 Hardware Tool Kit Tag Eraser Survival Kit 4 water purification tablets AR Gloves Flashlight
Vehicle: Nordkapp Zugsmaschine Handling:-1 Accel:15/30 Speed:110 Pilot:2 Armor:8 Sensor:1 -Vehicle Sensor (included) -Rigger Adaption -Ram Plate -Amenities Middle -Run Flat Tires R2 MCT Fly-Spy Minidrone -Improved Take off & Landing Level 2 -Minidrone Sensor -Maneuver R2 self -Gecko Tips CYberspace Designs Dragonfly Anti-Vehicle *2 -Improved Take off & Landing Level 2 -Minidrone Sensor -Targting R4 (Close Combat)
Weapons: Ceramic Knife DV:(STR/2+1)P Conceal(Greatcoat): -2(-4) -Personalized Grip (+1 melee combat) Ruger Thunderbolt Smartgun DV:5P Conceal(Greatcoat): -1(-3) -RC:3 AP:-1 Range:5/20/40/60 Mode:BF Ammo: 12(c) -Concealable Holster -Guncam -Smartgun -Extreme Environment Mod 1 -Electronic Firing -Gecko Grip -Spare Clips x4
Ammo: EX-Explosive Rounds x240 AP:-2 DV:+2
Programs: -analyze 6 -armor 6 -attack 6 -black hammer 6 -blackout 6 -bio-feedback filter 6 -browse 6 -command 6 -corrupt 6 -data bomb 6 -decrypt 6 -defuse 6 -disarm 6 -eccm 6 -edit 6 -encrypt 6 -exploit 6 -medic 6 -nuke 6 -purge 6 -reality filter 6 -scan 6 -sniffer 6 -spoof 6 -stealth 6 -track 6 -tactical sattelite mapping software r4 -tacsoft r2 *6
Last edited by Kesslan on Wed Jul 25, 2012 6:59 pm; edited 1 time in total | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: Character Sheets - Twinkle Twinkle Little Star Wed Jun 20, 2012 6:25 pm | |
| Gash Ork 20 BP Karma 5 Nuyen: 1500
ATTRIBUTES 300 BP Body 8 Agility 5 (9) Reaction 5 (Cool Strength 7 (11) Charisma 4 Intuition 5 Logic 4 Willpower 5 Edge 5 Essence 2.4 Initiative 10 (13), Passes 1 (4) Condition Monitors: Physical 12, Stun 10
SKILLS 152 BP Dodge: Ranged 5 (7) 22 Gymnastics: Parkour 2 (4) Infiltration: Urban 5 (7) 22 Longarms: Shotguns 5 (7) 22 Perception: Visual 4 (6) 18 Pilot Groundcraft: Bikes 4 (6) 18 Running: Sprinting 4 (6) 18 Martial Arts: Savate 5 (7) 22
KNOWLEDGE 24 Free Ork Underground 4 Savate 4 Seattle Area Knowledge 4 Combat Bike Circuit 4 Urban Combat 4 English N Japanese 1 Or'Zet 3
QUALITIES 30 BP Ambidextrous 5 BP Restricted Gear: Titanium Bone Lacing 5 BP Restricted Gear: R4 Muscle Augmentation 5 BP Restricted Gear: R4 Muscle Toner 5 BP Savate 10 BP; +2 DV on Unarmed Combat attacks
Maneuvers 8 BP Evasion Finishing Move Kick Attack Riposte
GEAR (500,000¥) 50 BP (+50 BP Budget) Bike Racing Armor (Black) Form-Fit Half-Body Armor SecureTech PPP Forearm & Shin Guards and Vitals Protector 2 Smart Butt Packs (each holding 3 clips) R6 Fake SIN R6 Micro-Transceiver 12 1,200¥ Novatech Airware 3 3 1,250¥ (Hidden mode) +Iris Orb 3 3 1,000¥ CMT Clip 1 3 300¥ (Active mode) +Vector Xim 1 1 200¥
AUGMENTATIONS Biomonitor 0.3 [1] 4 1,000¥ Beta Bone Lacing: Titanium 1.05 16F 80,000¥ R4 Cybereyes 0.5 16 8 1,500¥ +Flare Compensation [1] 4 750¥ +Low-Light Vision [2] 4 1,000¥ +Smartlink [3] 8R 1,000¥ +Thermographic Vision [2] 4 1,000¥ +R3 Vision Enhancement [3] 9 3,500¥ +Vision Magnification [2] 4 1,000¥ Inner Ear Modification: Sound Damper 0.1 4 750¥ R4 Beta Muscle Augmentation 0.56 20R 56,000¥ R4 Beta Muscle Toner 0.56 20R 64,000¥ R3 Alpha Synaptic Booster 18R 240,000¥ Spur (Retractable) 0.3 12F 1,800¥
VEHICLES Harley-Davidson Scorpion (Chopper) +2 15/30 120 2 8 4 1 — 12,000¥ Yamaha Growler (Off -Road Bike) +1 15/40 150 1 6 6 1 — 5,500¥ Suzuki Mirage (Racing Bike) +2 20/50 200 1 6 4 1 — 6,500¥
WEAPONS Boyd & Richards Desperado (Repeating Shotgun); DV 7P, AP -1, SA/BF, 5/mag, 10R, 1,700 +Foregrip mod +Pistol Grip mod +Concealable Holster +6 mags Slug Rounds Spur 7P (9P) Titanium Bone Lacing 7P (9P)
CONTACTS 0 BP Jasper Crag Ork (Fixer C4/L2)
NOTES Advanced Permanent Lifestyle: Middle+ Comforts Middle (3 LP) Your home has enough comfortable furniture to fill it. It’s probably mass-produced, but it won’t break when someone sits on it. You probably have three or more household drones and a multi-function soy processing unit. Your walls are fully covered with AR paint or wallpaper. You may even have a collection of knick-knacks. Your CHN is secure enough that you could telecommute. This is the lifestyle of typical wageslaves. Examples: You have a full bedroom set, a matching living room set, and a full subscription to a virtual wallspace program with virtual weather and virtual windows. You have three or four useful drones, such as the BusyBuddy, including drone or virtual pets. Entertainment Middle (3 LP) Your home is well equipped, and you can afford subscriptions to multiple entertainment sites. Date nights are more frequent, and you can go to the occasional large event. At this level, you can keep up pampering treatments and can budget for a modest vacation annually. Examples: You have an assortment of shows to watch at home, either on the trid or in AR. You eat out regularly at a popular chain restaurant and have season tickets to a sporting event or occasional tickets to a rock concert (nose-bleed seats.) People know your name at a neighborhood bar or club. You can take a five day cruise ship vacation or spend a week camping in the NAN territories. You can afford occasional minor cosmetic surgery (tummy tuck, nose-job.) Necessities Middle (3 LP) Your home is comfortable and cozy. You have stable utilities, although the occasional peak-usage brownout still occurs. Your home has room for a small family, with perhaps an extra guest room. Examples: You have a 90-100 square meter home with a small yard or an apartment with patio/porch. It comes with a designated parking space in an underground garage or a garage attached to the home. Soy is prepared on a multi-function soy processor and is almost indistinguishable from the real thing, and you can occasionally splurge on real food like coffee on Sundays. You can afford bottled water, you have centrally controlled appliances that work, such as a laundry machine and dishwasher, and you have mid-priced new clothing, or items you bought on sale from Mortimer of London or Vashon Island. Neighborhood Middle (3 LP) The Middle lifestyle neighborhood is a pleasant, well-kept community. It may be a mix of high-density housing and shops, or it could be a suburban neighborhood. The public utilities, such as electricity and water, are reliable, the wireless coverage is up 24/7, and the neighborhood has a standing contract with a reputable police corporation or well-respected criminal syndicate (response times of less than five minutes.) Drones patrol the streets, and you can go out at night without body armor. There are probably several popular chain restaurants to choose from, the grocery delivery services are well-stocked, and there might even be a park or green space. Your neighbors are middle management, white-collar wage slaves, entrepreneurs, and successful criminals. Neighborhood watches are common, and street crime is not. On the down side, most Middle neighborhoods will require all metahumans to broadcast a SIN and ID at all times. Examples: Fort Lewis (Seattle), Tarislar (Seattle), Mid-Levels (Hong Kong), Orange County (LA) Security High (4 LP) Your home has excellent security, which deters all but the most determined and well-equipped thieves. You have a private security contract with a reputable firm, and either drones or trained metahumans patrol your property at all times. Your windows and doors have superior locks. Your Matrix system is well protected, too, with IC running at all times. Your neighbors are likely to call police if they notice anything suspicious, and the neighbors’ security teams will likely come as backup for your own if there are any problems. You enjoy considerable safety and privacy in your home. Device Rating: 4 Professional Rating: 4 Examples: Metahuman security team, spirit (Rating 4) patrol, electrified fence, security cameras, armed patrol drones, wards on one room, remote spider to monitor the Matrix. +Escape Tunnel +3 +No Neighbors +1
Skraacha Turf: Ork Underground Colors: Brown and Gray The Skraacha (means something like “Scorchers” in Or’zet) is a new gang that’s cropped up in the Ork Underground following the Crash. Formed initially from a group of young orks who banded together to help defend the Underground when everything went to hell all over Seattle, the gang has since evolved into a kind of combination neighborhood watch group (think of the old-style Guardian Angels) and vigilante squad with the aim of taking down anti-metahumans whenever possible. They often skirmish with anti-meta groups like the Humanis Policlub, and they pick up extra cash providing security to pro-meta rallies put on by folks like the Ork Nation. > This makes ‘em sound like they’re choirboys, but they’re not. They’ve also got their meaty arms into quite a few strong-arm and smuggling schemes around the Underground. If you’re not an ork, they don’t have much use for you. > Sticks
Last edited by Kesslan on Sun Aug 12, 2012 5:28 pm; edited 1 time in total | |
| | | Kesslan Fixer
Number of posts : 2140 Age : 43 Registration date : 2009-07-26
Character sheet Character Name: Kesslan Race: GM Sex:
| Subject: Re: Character Sheets - Twinkle Twinkle Little Star Thu Jul 19, 2012 3:11 pm | |
| Scarlet Cred spent: 299,906 Elf 30 BP Karma Earned: 0 Nuyen: 7000
ATTRIBUTES (295 bp) Special Attributes (40) Body: 5 (6) Agility: 5 (10) Reaction: 2 (9) Strength : 4 (7) Charisma: 8 Intuition: 5 Logic: 5 (7) Willpower: 5 Edge: 5 Essence: 1.145 Initiative7(14) , Passes 1 (3) Condition Monitors: Physical 11, Stun 11
SKILLS (190) Armorer: 1 Athletics Group: 1 +Climbing +Flight +Gymnastics +Running +Swimming Automatics: 6 ( 8 ( Assault Rifles) Computer: 1 Dodge: 1 First Aid: 1 Hardware: 4 (6) (Maglocks) Heavy Weapons: 1 Industrial Mechanic: 1 Influence Group: 5 +Con +Etiquette +Leadership +Negotiation Infiltration: 4 (6) (Urban) Intimidation: 1 Locksmith: 1 Palming: 1 Perception: 4 Pilot Ground Craft: 1 Pistols: 1(3) (Semi-Auto) Unarmed Combat: 1 (3) (Martial Arts)
KNOWLEDGE: 30 points free (LOG + INT x3) Architecture: 1 Area Knowledge: Seattle: 2 Business: 2 Combat Tactics: 4 Crime Syndicates: 2 Gangs: 2 News: 1 Security Tactics: 4 Trids: 2 English: N Japanese: 4 Sperethiel: 4 Or’zet (speak): 1(3)
QUALITIES: -5 Biocompatability (Cyberware) Low-Light Vision Restricted Gear (Rating 2) First Impression llergy (Common, Mild) (Cats) Media Junkie (Mild) Records on File (Renraku) SINner (Standard) (UCAS) Weak Immune System
Martial Art: (5) Krav Marga +Ready Weapon as a Free Action
GEAR: 50bp (250k) + 50k for gear Contact Lenses R3 (150) +Flare Comp (50) +Image Link (50) +Smartlink (500) +skinlink (50) Glasses R4 (100) +Vision Enhancement R3 (300) +Thermographic (100) +Vision Magnification (100) +skinlink (50) Earbuds R3 (30) +Audio Enhancement R3 (300) +Select Sound Filter R3 (300) +skinlink (50) Autopicker R6 (1,200) Lockpick Set (300) Maglock Sequencer R4 (800) Wire Clippers (25) Fake SIN R6 (free) (Main alias) Fake SIN R4 (4000) (Alternate alias) Fake SIN R3 (3000) (Alternate alias) Fake SIN R2 (2000) (Alternate alias) Certified Credstick, Gold (29) Certified Credstick, Standard (29) Smart Pouch System, Combat Load system (300) Smart Pouch System, Ammunition Pouch x3 (75) Stimulant Patch R6 x3 (450) Tranq Patch R6 x3 (360) Trauma Patch x2 (1000) Tacsoft R2 (6000) Tool Kit (Armorer) (500) Tool Kit (Hardware) (500) MedKit R6 (600) Medkit Supplies x2 (200) Tag Eraser (150) Smart Pack (500) Respirator R6 (150) Mapsoft R6 (Seattle) Comlink (Main comlink, runs in hidden mode) +Trans Avalon w/ Response upgrade (9000) Response: 5 Signal: 4 +Custom OS (5500) System: 5 Firewall: 6 +Biometric Lock (150) +Biometric Reader Reader (200) +Hardening R6 (150) +Sim Module (Cold) (100) +Skinlink +Subvocal Mic (50) +AR Gloves (250) +Analyze R6; Ergonomic, Optimization R1 (1000) +Browse R6; Ergonomic, Optimization R1 (1000) +Command R4 (400) +ECCM R3 (1500) +Edit R4 (400) +Encrypt R5 (500) +Stealth R5; Ergonomic (5300) Comlink x2 (Public comlink – throw away) +CMT Clip Response: 1 Signal: 3 +OS: Vector Xim System: 1 Firewall: 1 Fake License R4 x8(Security Specialist (Occupation), Concealed Carry, Armed Security Carry, Driver’s license, SMG License, Assault Rifle License, Move-by-Wire System, Reaction Enhancers)
AUGMENTATIONS: Attention Coprocessor (Rating 3); E .27; 4,500Y Alpha Move-by-Wire System (Rating2); E 2.1; 85,000Y Reaction Enhancers (Rating 2); E.54; 10,000 Cerebral Booster (Rating 2); E .2; 10,000Y Enhanced Protein Exchange, PuSHeD; E .1; 15,000Y Muscle Augmentation (Rating 2); E .2; 7,000Y Muscle Toner (Rating 4); E .4; 16,000Y Platelet Factories; E .1; 12,500 Synthacardium (Rating 2); E .1; 10,000k Suprathyroid Gland E .35; 22,500Y Tailored Pheromones (Rating 3); E .3; 22,500Y
VEHICLES: Rover 2068 (SUV) Cost: 78,350Y +Additional Fuel Tank +Amenities, High +Armor Normal (Rating 15) +Off-Road Suspension +Passenger Protection (Rating 2) +Anti-Theft +Engine Customization, Speed +Engine Customization, Acceleration +Spoof chip +Morphing License Plate +Run Flat Tires (Rating 4) +Life Support Level 1 +Smuggling Compartment, Shielded +Manual Control Override, Drive-by-Wire +Special Armor Mod, Chemical Protection (Rating 6) +Special Armor Mod, Nonconuctivity (Rating 6) +Firewall 5 +Pilot Program Rating 4 +GridLink +GridLink Override Suzuki Mirage (Racing Bike) Cost: 7,000 +Vehicle Sensor +Run flat tires (Rating 2)
WEAPONS: Defiance EX Shocker Cost 1,250Y +Smartgun System, Internal +Firing Selection Change, Small Mod (SA) +Personalized Grip +Skinlink +DV: 8S(e) AP: -half RC: 2 (With Str recoil bonus) Ares Alpha Cost 3,260Y +Ares Alpha Grenade Launcher -Air Burst Link +Smartgun System +Gas Vent 3 +Shock Pad +Chameleon Coating +Personalized Grip +Spare clips +Sling +Skinlink +DV:6P AP: -1 RC: 9 (With Str recoil bonus) HK 227-X Cost: 2, 470Y +Foregrip +Gas-Vent 3 System +Sling +Spare Clips +Stock +Chameleon Coating +Personalized Grip +Skinlink +Smartgun System +Sound Suppressor +DV: 5P AP: - RC: 9 (With Str recoil bonus) Steyr TMP Cost: 2,830Y +Concealable Holster +Gas-Vent 3 System +Smartgun System, Internal +Spare Clips +Chameleon Coating +Personalized Grip +Barrel Reduction +Skinlink +DV: 4P AP: - RC: 5 (With Str recoil bonus) Shock Glove Cost: 200Y +DV: 5S(e) AP: -half RC: 0 Cougar Fineblade Knife, Short Cost: 650 + Personalized Grip, Melee +DV: 5P AP: -1 Reach: 0
AMMUNNITION: Cost: 4590 Regular Ammo (Machine Pistols) x150 Regular Ammo (Submachine Guns) x150 Regular Ammo (Assault Rifles) x150 Stick-n-Shock (Machine Pistols) x100 Stick-n-Shock (Submachine Guns) x100 Stick-n-Shock Rounds (Assault Rifles) x100 EX-Explosive Rounds (Assault Rifles) x100 Taser Dart x20 Minigrenade: Flash-Bang x2 Minigrenade: Thermo Smoke x2 Minigrenade: Smoke x2
ARMOR: Mortimer of London: Greatcoat Line - Ballistic 6/Impact 5 Cost: 3,600Y +Chemical Protection: R2 +Insulation: R2 +YNT SoftWeave +Fire Resistance R3 Form-Fitting Full-Body Suit - Ballistic 6/Impact 2 Cost: 3,960Y +Nonconductivity R6 +Thermal Dampening R2 +YNT SoftWeave Armored Jacket – Ballistic 9/Impact 7 Cost: 3,890Y +Chemical Protection: R2 +Insulation: R2 +YNT SoftWeave +Fire Resistance R3 +Gel Packs Synergist Business Line (Slacks Blouse Jacket Longcoat) (4/3) OR (6/3) Cost: 3150Y +YNT SoftWeave +Custom Fitted Secure Tech PPP System (Ensemble - helmet) - Ballistic 2/ Impact 4 Cost: 900 +Leg and Arm Casings +Forearm Guards +Shin Guards +Vitals Protector Helmet – Ballistic 1/ Impact 2 Cost: 575 +Image Link +Thermographic +Vision Magnification +Vision Enhancement (Rating 2)
CONTACTS: 24 free Armorer (2, 2) Fixer (2, 2) Night Club Owner (2, 2) Street Doc (2, 4) The Exchange (3, 3)
LIFE STYLE: Bolt Hole (Redmond Barrons) (50 months paid) Cost: 55k +Comforts: Low +Entertainment: Squatter +Necessities: Low +Neighborhood: Low +Security: Low Qualities -Network Bottleneck [-1] -Rough Neighborhood [-1] Residence (Upscale Neighborhood) (Permanente) Cost: 900,000K +Comforts: High +Entertainment: High +Necessities: High +Neighborhood: High +Security: High Qualities -Workplace (Three ½ car garage) -Lax Security Coffin Motel Rooms x2 (Paid for 45 months each)(Different areas of Seattle) Cost: 45k +Comforts: Squatter +Entertainment: Squatter +Necessities: Squatter +Neighborhood: Squatter +Security: Low Qualities -Network Bottleneck
BP Breakdown: Metatype: 30 Attributes: 295 Special Attributes: 40 Skills: 190 Gear: 50 Qualities: -5
Back story: Thirteen years ago. Samantha was lucky, lucky enough that she was leading an elite tactical team in the employ of Renraku. Protecting its assets both living and inanimate was a privilege or so she thought. Little did she know that she was just a pawn of corporate big wigs playing a game that directed others in their attempt to work in the shadows.
Rumor had it that there was a planned hit on the corporate soil of the Renraku Arcology in Seattle. The target of interest was said to be data files on some new computer tech the eggheads had been working on for years now. For three days Renraku security was on alert and nothing happened. On the fourth night she received a message over her comlink. "Sam its Henderson. Stand down the extra teams. I think this has been a wild goose chase from the start. Probably an effort to make us focus here instead of somewhere else, send them home"
It didn't register then but in looking back there was something in the suits voice that didn't sound right. Later in the early morning hours when the extra teams had stood down and went to where ever home was the attack came. With the extra teams gone the four separate teams of runners hit hard and fast from the physical world and the matrix. When all was said and done a total of 12 runners were either dead or captured. That was the good news. The bad news was that nearly four dozen Renraku security and employees were dead.
That was when it hit the fan and the accusations started flying. Somehow the dismissal of the extra teams was pushed back on her since she gave the order sending them home. Henderson of course spoke to the fact that he never spoke with Samantha. All records of their conversation had been erased. Things spiraled quickly from there. The attack was buried and no one on the outside of the company would ever know it happened. Before she knew it she had been branded a traitor and terminated from the corporation. She was lucky and she knew it to have not been terminated in a more permanent fashion. Now she found herself on the opposite side of where she started. Living outside the corporate world in the shadows doing things that others wanted done weather it was legal or not. The city is a big place, plenty of room to just disappear from the sights of Renraku.
Twelve years nine months ago. A message appeared on her comlink. She continued driving on her way to her apartment as she played the audio file. The voice was from Jones, one of the guys on her former team. Well it was his team now. She could also tell it was a recording, probably sent from some out of the way node with little to no way to be traced back for both their safety. "Hey boss I'm going to make this quick. The hit has been traced back to someone who has ties with Ares. Not sure who and I don't want to know. Henderson also got a big promotion. It all seems a bit coincidental if you ask me. This conversation never took place. Stay safe, watch your back."
Anger welled up inside of her at the message. She had been setup big time. Used as a pawn in someone’s game. And for that she will always be known at Renraku for what she did and the lives she had supposedly forfeit. Again she was lucky for the run was never made public knowledge. Funny how corporations like to protect their image, that need for protection kept her mostly out of the news.
Twelve years six months ago. With her nuyen running low Sam delved into a new life in the shadows. Seattle was a big place and there were plenty of people who needed a person with her skills. It didn’t matter who it was either. Cred was cred no matter who was paying. She took the runner name of Scarlet, a throwback to an old cartoon/movie character from 70 to 80 years past.
Post Crash 2.0 With the Crash now in the past, and much of the information from before then gone, Sam came out of the Shadows mostly. While she was pretty sure that Renraku still had files on her, anything else on her was most likely lost in the world’s wide changing event. She started doing some legitimate work as a security specialist testing physical and matrix security. Still the allure of the shadows | |
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