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Asclepion

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[HEADING=1]SHADOWRUN: DEATH VALLEY[/HEADING]

[img/]http://i870.photobucket.com/albums/ab265/Heroesworld/sr_cover_hurri.jpg[/img]​
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[h2/]Game Information:[/HEADING]

Set in the near future, Shadowrun is a world filled with advanced technology and arcane magics, corporate control and political scheming, subtle maneuvering and blazing gun barrels. Most of this comes from Hiei82's ongoing Shadowrun game:
http://www.escapistmagazine.com/forums/read/540.375766-The-Limit-of-Infinity-A-Shadowrun-RP-Sign-up-Thread-Closed

[spoiler="Summary"/][b/]Summary: "Shadowrun is a role-playing game set in the dystopian near-future of 2074, a world where cyberpunk meets magic, where criminal subcultures rub shoulders with corporate elites, and where advanced technology competes with the power of spells and spirits. It is an age of high-tech lowlifes, shrouded in danger and mystery and driven by intrigue and adrenaline. Those who play in it stand on the edge, always on the cusp of adventure."[/b] - [i/]Shadowrun, 20th Anniversary Edition, pg. 15[/i]

This game will take place primarily in the UCAS (explained below) city of Seattle. You, the player(s) will play Shadowrunners - criminals who work in the shadows cast by immense mega-corporations, powerful governments, secret organizations, and monsters of legend. The story will take place as a conflict between two powerful organizations, both seeking to lay claim to a world changing secret of biblical proportions - with the runners caught in the middle.

This game will be working off the setting of the 4th edition books for the tabletop game, but will not use any of the mechanics and be a purely RP game. To those that know the rules, some of these rules will be expressed within the setting information below (e.g. Magic vs. Technomancy vs. Augmentation)[/spoiler]

[spoiler="Seattle, UCAS"/][b/]Seattle, UCAS[/b]: The game starts in Seattle [http://shadowrun.wikia.com/wiki/Seattle], a city in the United Canadian-American States [http://shadowrun.wikia.com/wiki/United_Canadian_and_American_States] (UCAS) on the Pacific rim. The city is the only UCAS Pacific city and is isolated from the rest of the UCAS by several other nations. The city is the meeting ground of many corporate agendas and, as a result, is home to a thriving Shadowrunner community and is home to 6 million people (only 4 million of them registered citizens) The UCAS is the remnants of the battered United States and Canada, who merged for economic convenience following several devastating civil wars, Native American uprisings, and political assassinations.[/spoiler]

[spoiler="North American History"/][b/]North American History[/b]: North America has had the worst of the last 60 years. From 2012 to 2018, Native American states, suddenly empowered by the return of magic, revolted against the U.S. and Canada, reclaiming great swaths of land. Only the treaty of Denver stopped the fighting, leaving the continent divided. In 2029, the first Internet came crashing down, driving the American Economy into the ground with untold speed. This caused many groups to break away from the beaten U.S., forming several new nations including the Free Republic of Texas, the Free State of California, and the Confederate States of America (CAS).

Canada and the United States, having been pushed to the breaking point, chose to merge into the United Canadian-American States. (UCAS) - using the old American Constitution as a model and incorporating the social programs of Canada. Until 2064, this nation was on the fast track for recovery. Then, the second matrix crash occurred, caused by a rogue A.I., a terrorist organization tied to the worshipers of the Nordic pantheon, and the public offering of a AAA. Once again, UCAS found itself in an upheaval. Fortuitously for the UCAS, no one was spared the difficulties of the second matrix crash, allowing them time to rebuild.

On the other side of the continent, most of Central America - fueled by the correct prediction of the Mayans - reformed into Aztlan, a modern day Aztec nation. The country is easily one of the most powerful, producing more magical goods than anyone else.[/spoiler]
[HEADING=2][b/]World:[/b][/HEADING]

Disclaimer: The world of Shadowrun has more elements than I can possibly explain in such a limited space, so I will explain only the most basic and important elements for ease of understanding. If you have any specific questions, PM me or check the Shadowrun Wikia (link below).

[spoiler="Meta-Humanity"/][b/]Meta-Humanity[/b]: When magic returned to the world, it brought with it many changes. Powerful dragons crossed the skies, claiming vast swaths of land. Dragons, thankfully, are the rarest of entities. The more common races became what is known as Meta-humanity. Some humans were born deformed or mutated into forms resembling those of mythological creatures. Uncommon people became Ghouls and Vampires, Sasquatches and Naga, Pixies and Drakes. Even some animals "awoke" to sentience. The most common expressions however were Elves, Dwarves, Orcs, and Trolls. These 4 races, combined with humans, make up the bulk of the world's population, with less than .5% of all sapient creatures falling into a different species.

The reaction to these different sapient creatures have been many, but most states recognize the equal rights of at least the 5 most common species, with many recognizing the rights of the less common creatures. Only independent nations that were formed for the expression of a specific species do not recognize the rights of other creatures. On the individual level, many organizations have formed to advocate for the rights (or segregation) of the different meta-human groups. [/spoiler]

[spoiler="Governments"/][b/]Governments[/b]: The political landscape of the world has changed dramatically. Government's still have power, controlling the laws of any given land. Organized military's still have far more firepower than the corps, and the many government services and agencies still exist in one form or another. Many services have become privatized such as emergency services to groups like DocWagon (Medical) and LoneStar (Police).[/spoiler]

[spoiler="Corporations"/][b/]Corporations[/b]: In this world, corporations are the most powerful forces on the planet. These corporations are divided into classes - ranging from D Class to AAA Class with AAA being the most powerful. There are only 10 AAA's; each is more powerful than a nation, maintains extra-territoriality and corporate-national dual-citizenship, and produces every good you will ever see. The AAA Mega-Corps are the most powerful organizations on the planet and they will never let you forget it. These ten are referred to as "The Big Ten". Shadowrunners have a love-hate relationship with the corps. On the one hand, the corps and their endless supply of troops are the most likely cause of death for any shadowrunner. On the other, Shadowrunners can only exist because of the covert jobs the corps offer. The Big Ten are (in order of most powerful to least):

1) [b/]Saeder-Krupp [http://shadowrun.wikia.com/wiki/Saeder-Krupp][/b]
2) [b/]NeoNET [http://shadowrun.wikia.com/wiki/NeoNET][/b]
3) [b/]Mitsuhama [http://shadowrun.wikia.com/wiki/Mitsuhama][/b]
4) [b/]Aztechnology [http://shadowrun.wikia.com/wiki/Aztechnology][/b]
5) [b/]Renraku [http://shadowrun.wikia.com/wiki/Renraku_Computer_Systems][/b]
6) [b/]Ares Macrotechnology [http://shadowrun.wikia.com/wiki/Ares_Macrotechnology][/b]
7) [b/]EVO [http://shadowrun.wikia.com/wiki/Evo][/b]
8) [b/]Shiawase [http://shadowrun.wikia.com/wiki/Shiawase][/b]
9) [b/]Wuxing [http://shadowrun.wikia.com/wiki/Wuxing][/b]
10) [b/]Horizon [http://shadowrun.wikia.com/wiki/Horizon][/b][/spoiler]

[spoiler="Religion"/] [b/]Religion[/b]: With the return of magic, religion has taken a turn for the strange. Most faiths have adapted to the presence of magic, changing their views - accepting it when used for good or fighting back against it by declaring it heretical . Some religions, such as Wicca, have grown in popularity as a result. Other religions have reformed, such as the worship of the ancient greco-roman and Egyptian pantheons. Even new religions, inspired by questions of the origin of spirits, have formed. As a rule, nearly every religion (old and new) exists with multiple denominations and views on the source and value of magic.[/spoiler]

[spoiler="Crime"/] [b/]Crime[/b]: Organized crime is one of the few elements of the world that has changed little in the last 60 years. The big players all still exist (The Mafia, the Triads, the Cartel, Yakuza, the Vory V Zakone (Russian mafia), etc) and mostly remain strong where they were before. The only major changes are the Yakuza have expanded aggressively, backed by connections to the Japanese big 3, and the cartel has embraced new designer drugs, better-than-life (BTL) SIMS, and magical drugs.

On the smaller scale however, new gangs form daily. Some form by breaking off from other gangs, some by merging with others, and some grow in power by destroying others and claiming their territories. Most of these gangs form or join alliances and play to the powerful Organized crime lords for protection.

Of course, the most important kind of crime as far as you are concerned are the shadowrunners. Shadowrunners are individuals who hire out their impressive skill set to someone (referred to on the street as a "Mr. Johnson") who needs a less-than legal goal checked off. They get payed to do the dirty work for big companies, big governments, or any one with big-bucks. The advantage they offer is their deniable existence - there is never any proof to link a runner or his group back to the entity that hired them. [/spoiler]

[spoiler="Entertainment"/][b/]Entertainment[/b]: Entertainment comes in many forms in 2074 - if it can be done and someone is willing to pay, there is a buyer somewhere. Entertainment includes:

1) [b/]Nightclubs[/b]: 2074 doesn't sleep much. Clubs run 24/7/365. They range from the traditional techno blasting music clubs to nitche clubs that cater to specific tastes. Some clubs even exist on the Matrix, with exclusive backrooms you need to hack to get into. There are clubs that are private, public, and everything in between - and all of them have backrooms for similarly named deals.

2) [b/]Music[/b]: With so much interconnection across the world, and the low cost to get an instrument, a cultural renascence of music is underfoot. Music of every variety imaginable (and several unimaginable) exist if you know where to look

3) [b/]Sports[/b]: All the classics still exist - baseball, basketball, football, FOOTBALL - each with all the money and fanaticism behind them they always had. New sports, taking advantage of the existence of magic, have also taken root including Urban Brawl, Combat Biking, and Court Ball (Aztec sport like basketball where the losing teams captain is sacrificed)

4) [b/]Simsense[/b]: Simsense has become the future of television and video-gaming. It is completely immersive story telling. You are a part of the story, directing it's actions at the viewers discretion. It affects all 5 senses by plugging directly into the viewers head - with filters available for the less desirable senses like pain.

5) [b/]Trideo[/b]: Simsense is great, but most people don't want to experience the 6 PM news in it. For the average day-to-day, people use Trideo - a digital high-definition 3 dimensional holographic television. It works much like good-o'l TV, providing a simple viewing port to the outside world affecting only sight and sound.

6) [b/]Radio[/b]: Even in the far flung future, radio has it's place. Most of the news, talk, and music is corp sponsored, but independent broadcasters exist, catering to every market.

7) [b/]Advertising[/b]: No discussion of entertainment is complete without advertising. Thanks to Augmented Reality, Advertisements cover the landscape, catering to the specific desires of the user. Traditional forms of advertising still exist, but they are becoming more and more outdated each year.

8) [b/]Fashion[/b]: Fashion has expanded into new ground. With cheap cosmetic augmentations, self-altering clothing, and AR technology to cover yourself in whatever you want - a person can change their entire look with a thought.

9) [b/]Sex[/b]: Nuff said

10) [b/]The Deep End[/b]: Even in the open socially progressive world of 2074, there are illegal activities. The drug trade is stronger than ever - powered by all the classics and dozens of designer drugs all produced with the greatest ease and sold for the highest profit. Simsense has it's dark side: Better-than-Life's (BTL's) - Simsense with all the limiters removed. Why settle for real life when the VR world is so much better. Underground gladiator matches are common enough, and the dark side of the sex trade has only gotten darker.[/spoiler]
[h2/][b/]Technology:[/b][/HEADING]

Technology has advanced dramatically in the last 60+ years. The most notable of these innovations fall into one of two groups: The Matrix or Meta-Human Augmentation
[spoiler="The Matrix"/][b/]The Matrix[/b]: Every device from cars and airplanes to toasters and soy-cafe makers is powered by computers. With a thought, people can start their car, get the latest news, make a hot cup of coffee, or experience the latest SIM (virtual reality movie/game). With a comm-link or augmented eye, information about the world around you is placed before your eyes using Augmented Reality. All of this is possible thanks to "The Matrix" - a wireless computer network that connects people and machines the world over.

There are those that exploit this network for their own gain. These people are called hackers. They come in many varieties, from those that have mastered some specific type of matrix skill (such as stealing data) to those that are jacks-of-all-trades who do a little of everything to alter the matrix world around them. Some specialize in the control and modification of drones - automated workers, soldiers, and vehicles - to do their bidding and those that have mastered the art of cyber-combat, who break into parts of the matrix using programs and avatars of their own design, displaying the matrix world like a complex video game. Beware however, as many a matrix code can affect not just your avatar, but your mind as well. Many people have been found dead, having gone face to face with programs they were ill-prepared for.

Perhaps the most interesting of all things in the matrix is something known as the "Deep Resonance". No one is quiet sure what it is or if it even exists, but there are those that believe it is the matrix made aware - a sapient network. There are many pieces of evidence to support it's existence. Many an A.I. has reported it's presence, and sprites (tiny semi-sentient programs) appear from somewhere. The most compelling of the evidences however is the Technomancer - a person who can access the matrix without a computer. These rare individuals are, for some unknown reason, living, sentient, bio-organic computers, who can create code at will and interact with the matrix on a level that no other person is capable of.

But don't think you have to be born special to bypass the keyboard. with the right equipment - a hot-SIM module - it's easy to access the Matrix directly, creating an Avatar uniquely yours in the online world. Note: Inherently magical creatures (such as dragons) cannot use a hot-SIM module because their magic rejects it. Technomancers also cannot have magical abilities - the two groups of powers are inherently opposed.[/spoiler]

[spoiler="Augmentation"/][b/]Meta-Human Augmentation[/b]: After 12,000 years of human civilization, Meta-humanity has turned its tool making skills upon itself, "improving" the species. 60 years ago, the most advanced piece of augmentation was a prosthetic limb for amputees. Now, there are hundreds of ways in which people have changed themselves ranging from military grade-cyber limbs equipped with the latest weapons to hair augmentation allowing the fashion elite to change their looks at a moment's notice.

Augmentation comes in several different varieties ranging from cybernetic limbs and nano-technology to genetic modification and bioware. Because of these augments, Meta-humanity is capable of feats once thought impossible. Unfortunately, as with all advances, for something gained, something else is lost. For reasons unknown, the meta-human body has a limit to how much modification it can take before psychosis sets in. Those practitioners of the mystical arts say this is due to the loss of bits of the meta-human soul. Scientists believe it may have to do with the body being unable to function with such a limited amount of it's original material remaining. Whatever the cause, the fact remains: you play with your nature too much, and nature takes offense. Augmentations have another major side effect - they reduce your connection with the Astral-Plane and the Deep Resonance. As a result, most Technomancers and Mage's stay as far away from the body-mods as they can. [/spoiler]

[spoiler="Weapons"/] [b/]Weapons[/b]: Weapon technology hasn't changed much in the last 60 years. Guns are (mostly) still projectile based, bigger weapons are still illegal, and most people have little more than a pistol (if that). The only major change has been the resurgence of archaic weapons. With magic able to enchant simple weapons to make them as powerful as a modern gun and the rise of Japanese culture in societies around the world, it's not uncommon to see a person walking the streets with a sword - made of the highest grade advanced materials to be as strong and sharp as steel with half the weight and none of the need for repairs. The other major change is on the high tech end of the spectrum. Energy based weapons are just starting to appear - mostly in the form of laser based artillery weapons, military grade microwave guns, and even rudimentary power-armor. All of these weapons are highly illegal and either still experimental or too heavy for common use (ship mounted weapons being the most common). Electro-magnetic guns are somewhat more common, and Gauss rifles on the street are somewhat more common (though expensive) with Rail-guns the king of war. For now, the bullet still rules the battlefield - just propelled by different compounds/techniques and aided by the occasional katana.[/spoiler]

[spoiler="S.I.N."/][b/]S.I.N.[/b]: S.I.N. stands for "System Identification Number". It represents an account that all citizens (should) have to prove their identity. The SIN connects your work history, education, skill sets, and background. It's all the information a person needs to go to college, get a good job, and settle down with a spouse and 2.3 kids. It is also how the government and corp's track people. If you were, lets say, stealing a prototype weapon from Ares and they picked up your S.I.N. They could use that information to find out everything about you and "serve justice". They are a necessary evil for most shadowrunners. Fortuitously, like any good ID, they can be faked. The quality of the identity varies from maker to maker, but they all serve the function of having the benefits of a SIN, with none of the pesky "hunted down and killed on a street corner" bit. Of course, they are highly illegal. Note: Not having a S.I.N. is akin to being a second class citizen. If you are arrested without a S.I.N... well, due process becomes less important.[/spoiler]

[spoiler="Miscellaneous"/][b/]Miscellaneous[/b]: Many other technologies exist. Drones - robotic servants, workers, and soldiers - help in all manner of task. Cars/trucks are as common as ever. Chemicals and drugs of a million varieties exist - from illegal substances to get you high, to combat enhancement drugs that make you faster, stronger, and deadlier than ever before. If you can think of it, Someone somewhere has it. They only technologies that have truly defied creation are FTL and Cornucopia technologies.[/spoiler]
[h2/][b/]Magic:[/b][/HEADING]

On December 21, 2012, magic returned to the world of man. It, like so many changes, came quickly and without warning. At midnight, the world shook - volcano's the world over erupted, earthquakes, tsunamis and storms appeared, as if to reckon the end of times. And, from around the world, Dragons flew to reclaim their lairs. The Mayan's fifth world had ended, and the Sixth had begun. People with magic are rare and few people can ever claim to have met a truly awakened person. Magic itself however, flows through the world, and people can see its effects everyday - from the images of dragons flying over their lairs to the devil-rats that infest every city.

[spoiler="Sorcery"/][b/]Sorcery[/b]: The most common form of magic is sorcery. Like the wizards of Arthurian legend, Sorcerers use magic by casting spells. These spells can be classified into several groups: Combat Spells, Detection Spells, Health Spells. Illusion Spells, and Manipulation Spells. Combat spells are any type of magic spell that can harm another. Detection Spells, as the name suggests, are spells that use magic to gather information. Health Spells are any spells that repair a living thing. Illusion Spells either manipulate the mind of their target or bend light and sound to create tricks. Manipulation Spells use magic to transform the world around them like the alchemists of old.

One final branch of sorcery is ritual spell-casting. In these arts, magic users work together to control a more powerful spell. with enough spell-casters of enough skill and with sufficient time, a group could destroy an entire city - though the number of mage's required and the amount of draining that would occur would be prohibitively expensive.

Learning to cast requires enormous time, and developing a spell can take years. Most people can never know more than eight different spells from the different schools combined.[/spoiler]

[spoiler="Conjuring"/][b/]Conjuring[/b]: Conjuring is a type of magic where the caster summons a magical spirit to do his bidding from the Astral-Plane. These Spirits take many forms from dragons and phoenixes to lines and tigers and bears (oh my) to kittens; the form subconsciously chosen by the caster. Like spells, spirits have been classified into several forms. Elemental spirits (those of Fire, Water, Earth, and Wind) are the most commonly used varieties, but others (such as Guardian - who defend their summoner, Beast - Spirits of the wild, Man - a spirit of meta-humnaity, and Watcher - spirits who can only watch what happens around them and report to the caster)

Summoning is the most dangerous type of magic as it has the same disadvantages as sorcery, in that it drains the caster, but in that it calls a sentient creature to the Sixth World. Without great care taken when doing the summoning (and a bit of luck), the spirits are uncontrollable, nigh indestructible monsters that hold no love for their caller or those around them.

The advantage of conjuring is obvious: the power. Of all the forms of magic, summoning offers more potential then any. Whether summoning a watcher spirit who will rarely miss a beat or a fire spirit with destructive skills rivaling a tank, spirits are the nigh unstoppable force of the magical world.

Spirits are difficult to control and more difficult to work with. The most powerful conjures rarely know more then five spirits they can call and few can summon more then once before they need to rest. As a result, even the most dedicated conjurers learn some rudimentary sorcery to protect themselves.[/spoiler]

[spoiler="Adept"/][b/]Adept[/b]: The final branch of common magic is the adept. Rather than casting spells or summoning spirits, these individuals internalize their magic and use it to enhance themselves. This type of magic is the most stable, having little chance of draining the life-force of the caster, but have the most limited effects - primarily related to enhancing the persons physical and mental self. A powerful enough and well trained adept can actually rival an augmented super-soldier. The closest historical examples of this type of magic are the holy warriors of ancient Europe, the shaolin monks of China, or the Japanese ninja.

Adept Magic falls into three main groupings - Physical Enhancement, Mental Enhancement, and Over-boost. Physical enhancement primarily deals with enhancing the body. They are used to make a person physically stronger, faster, more enduring. Mental Enhancement is similar to the age old adage "mind over matter". They enhance the senses of the user - giving abilities to see in the dark or dull the sense of pain. The final type is Over-boot. With this form of magic, the adept can push his powers beyond their normal limits - allowing for feats of incredible strength and skill. This form is the most draining and the most risky. it is not uncommon for an adept to kill himself by pushing his limits too much or too far.

Most Adepts have no more then eight abilities, drawn from the three schools.[/spoiler]

[spoiler="Enchanting"/][b/]Enchanting[/b]: It is possible for a mage of any variety to enchant an item to aid them in magical use. these items are called Foci and come in many varieties and forms. Some people use religious symbols while others use weapons. They can be used to increase the strength or duration of a spell, maintain a spell, summon or banish a spirit, or even empower a weapon in the hands of an adept.

Unfortunately, the more complex an item is technologically, the more it resists magical enhancement. A sword or cross is easy to enchant but a gun or cyber limb is all but impossible. What more, to enchant an item requires rare ingredients, making Foci hard to produce on the best of days.[/spoiler]

[spoiler="Drain"/][b/]Drain[/b]: Magic is exceedingly powerful, but it comes with a cost. Whether you're the sorcerer drawing magic from the either, the conjurer calling forth powerful spirits, or the adept internalizing his own magic, the caster risks harming himself with the flow of magic. The only sure-fire way to avoid the draining effect of magic is to not cast. Magic is so unpredictable that even the simplest spells can go awry and knock a caster out. As a result, even the most powerful casters cannot cast more then a few times per day. An adept has it the easiest - avoiding significant risk as long they avoid boosting themselves, but extended periods of magical use fatigues them quickly. Conjurers have the greatest risk. Like sorcerers, they risk drain with every summoning, but should they fail to control the summon and drain themselves too much, they find themselves in the warpath of a living, magical tank with no weapon to defend themselves.

Moral of the story: Don't over do the magic.[/spoiler]

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Character Creation
[b/]Name and/or Alias[/b]: What your character's name? What is he/she called on the streets?
[b/]Age & Gender[/b]: Quite clear I hope
[b/]Race[/b]: Races include Elves, Dwarves, Humans, Orcs, and Trolls. If you wish to be something more exotic (From A.I. to Pixie), PM me for approval.
[b/]Height & Weight[/b]: More simple questions.
[b/]Type[/b]: Just a general description of what your character does (e.g. Adept Warrior, Technomancer Rigger, Street-Samurai, etc)
[b/]Appearance[/b]: What your character looks like.
[b/]History[/b]: What your character has done until now? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
[b/]Reason to be here/things to do[/b]: Why, against all odds, do you want to live in the Shadows?
[b/]Personality[/b]: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
[b/]Notable skills[/b]: Both in combat and outside of it. Do you swing a sword, cast spells, silently sneak around, use big guns and cyber-ware, etc? What do you know - are you a conspiracy theorist, are you a Lovecraft buff? etc.
[b/]Equipment[/b]: Note anything worth mentioning on your character. What weapons you have, what armor, B&E equipment? chemicals? drugs? etc
[b/]Contacts[/b]: In the shadows, its often more about who you know than what you know.
[b/]Other[/b]: Anything else that makes an impact on your character? Character hooks you would like me to try and work in. etc.


[b/]Name and/or Alias[/b]: Terran Nozami / 'Aurora'
[b/]Age & Gender[/b]: 27, Female
[b/]Race[/b]: Human
[b/]Height & Weight[/b]: 6'0"
[b/]Type[/b]: Street-Samurai
[b/]Appearance[/b]: A tall, sleek woman with violet hair and seductive red lips. Her breasts are covered by a nylon-like black material that comes up to a metal-ringed brace around her neck. Her lower body is clad in fitted cargo pants and boots. Along her arms are mechanical sheaths.



[b/]History[/b]:
It's rough growing up in the sprawl. Terran Nozami was forced to fight and adapt, becoming a shrewd and intelligent outlier in the criminal gangs, and as an adult woman freelancing as a corporate mercenary. These skills were further honed by cybernetic augmentation.

[b/]Personality[/b]:
Solemn and mysterious. She tends to be one of those people that scare away other humans. She is strong-willed and determined, yet cold and dispassionate, and follows commands. She is unmerciful like most mercenaries, and held little regard for rank or status. Conversely, Terran also has a conscience. Even though she enjoyed the profit, the woman finds no pleasure in the kills themselves- who, in her opinion, probably deserved their fates in any case. Nevertheless, her motives are clear. She is driven by self-interest and does not care which side she fought for as long as her client was willing to pay well.

[b/]Notable skills[/b]: Fast and deadly, able to move stealthily and quickly dispatch regular humans in close quarters. She has received the following augmentations:
-Night Vision
-Shock: Her arms are bound with sheaths, with the ability to charge and give out taser-like doses of electrical energy.
-Enhanced Reflexes: Generally amplified physical performance, with shortened reaction times and the ability to run and leap great distances.

[b/]Equipment[/b]:
Prefers sidearms as weapons. Equipment is light and focused on being easily carried, and includes cutting tools, an empty case, communicator/handheld computer, and a supply of currency.

[b/]Contacts[/b]: Corporate executives, mainly.

_________________________________________________________________________________________________________________________________________

If you have any questions, I encourage you to PM me or leave a post below and I will do my best to answer it.

If you need help making a character concept work, please feel free to ask - I'm always open to try to help someone make a great character.

Shadowrun Wikia [http://shadowrun.wikia.com/wiki/Main_Page]
 

Asclepion

New member
Aug 16, 2011
1,425
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[h2/]Character List:[/HEADING]

hiei82:
[spoiler="Moonlighter"/]
[b/]Name and/or Alias[/b]: Rachel Thompson aka "Moonlighter"
[b/]Age & Gender[/b]: 26, Female
[b/]Race[/b]: Elven
[b/]Height & Weight[/b]: 5ft, 7in & 157lbs
[b/]Type[/b]: Master Thief
[b/]Appearance[/b]: Rachel has dark brown eyes, long & light-brown hair, and pale skin. While working, Rachel wear's her hair out, letting it settle into it's naturally frizzy state. She tends to wear sun-dresses when weather permits and a pair of comfortable shoes. While "working" she wears he hair straight, and puts on make-up to change the way she looks. She wears a black cat-suit with a utility belt filled with her gear and a pair of night-vision goggles on her head. A pistol hangs from her belt.



[b/]History[/b]: Rachel grew up as the youngest child in a broken home; her parents divorced and her older siblings hooked on all the latest drugs. Even at 11, she was the most responsible member of her excuse for a family. Unfortunately, that meant it was up to her to find a way to keep her and her family alive. She managed this by shoplifting what goods she could from the various stores. Like everyone, she was horrible at it - never getting away with anything. Fortuitously, her age protected her for a long time. Over the years, she became better and better at it. What more, she was smart and athletic. Her grades were respectable (though far from perfect) and she practiced gymnastics. Eventually, thanks to some hard earned scholarships, a few loans, and a few "loans", she managed to escape her lot in life and go to business school.
One day, while acquiring another "loan", her fate changed itself forever. She chose to steal from precisely the right man - a Shadow-runner by the name of "Magpie". Rachel entered his store of random objects, pretending to be window shopping. While there, she slipped an old gold pocket watch, decorated with the image of a crescent moon, into her pocket and after several minutes, left the store. When Magpie realized he was being robbed, rather than stop her, he watched her actions, eager to see how good she was. Her theft was impressive enough, but it was the fact she waited several days before trying to pawn the watch and that she had entered the store dressed in a style she never wore normally that convinced him of the young thief's skill. When she went to pawn the watch, he intervened. At this point, he was just going to congratulate her skill, giver her a small sum, and tell her to keep working and pick better marks, but that changed when he saw her reaction. Rather then just give up the watch, she bolted from the store. Magpie followed suit, trying to keep up, but quickly fell behind as she used her acrobatic training to maneuver her way through the crowded Seattle streets. A few days later, when Rachel came out of hiding, she found Magpie waiting for her - having used his connections to find her. Before she could bolt again, he made her an offer - promising he would teach her how to become a top notch criminal. She accepted.
A few years later, she graduated from college with her bachelors degree in business, a minor in art, and some other skills that most workplaces frown upon. The same day she graduated and started her job at NeoNET:Seattle, she made her debut in the shadows as Moonlighter.
The riches of Seattle's elite haven't been safe since.
[b/]Reason to be here/things to do[/b]: Steals for the thrill first and the profit (a close) second.
[b/]Personality[/b]: When working her day job, she maintains a quiet unassuming personality. When on the streets, her personality is outgoing and jovial. She does however know when to be quiet (like when stealing the contents of a safe)
[b/]Notable skills[/b]: Moonlighter is a thief of some skill. She knows how to bypass technological securities of all but the most recent design (which she is working on unraveling) and while she can't cut through magical security, she knows the best ways to bypass it. She knows how to use a gun, but she hates to use it (it removes the fun). She knows how to bypass computer security to steal data, but can't hold her own in a cyber-combat. Rather, her first aim is not to be found and her second is to use defensive programs to buy her time to finish the job then book it before the alarm is set off.
[b/]Equipment[/b]: She carries all sorts of B&E equipment while on the job. She keeps an expensive comm-link filled with all the programs she might need on the job and a fake SIN. She has a silenced pistol that has "for emergency use only" written on the side. Lastly, she has the same golden pocket watch she stole so many years ago. She carries a number of business cards with "Moonlighter" written on them and an image of her pocket watch that she leaves at the crime scenes (she has a flair for the dramatic). An untraceable number to a burner comm-link is written on them in the event a mark is willing to pay to have their treasures back.
[b/]Contacts[/b]: Moonlighter keeps several contacts. First is her Fixer (the man that sets up her patron jobs) named Mr. Thompson (no relation). Mr. Thompson has no idea what her real name is and the two have never met face to face. they don't get long very well, but each recognizes the others skill so they maintain a professional relationship. The next is her broker, an old troll named Mrs. Goodman. these two go way back to before she was a shadowrunner (it was Mrs. Goodman's store she tried to pawn the watch at) and they know each other very well. Her final contact is Magpie. Magpie has retired from the shadowrunner world, but he keeps an ear to the ground - keeping her informed if something on the streets has gone horribly wrong.
[b/]Other[/b]:[/spoiler]


Shadowstar38:
Alias: Grey Wolf

Age & Gender: 25, Male

Race: Human

Height & Weight: 5?11, 180 lbs

Type: Mystic Centurion

Appearance: Wolf is a muscular man with black hair and purple eyes.He commonly wears an ice blue training gi, with black boots and dark blue jacket that flows below his waist. both of his arms are covered with runic tattoos, and the sign of pluto is marked on his forehead.

History: Growing up in one of the roughest parts of Seattle, Wolf assosiated with common gangsters in his youth. He relied on them merely for protection and though nothing else of the men he worked for. His primary method of defense was a large knife that he used with expert skill.

When Wolf was 14, he got caught up in a brawl just outside of town. His gang looked to be on the winning side until a man pulled a pistol and started taken down his mates. With a bullet now firmly in his gut, Wolf?s magical ability awaken inside of him. At this stage, all it managed to form was raw energy that burned his burned his attacker to death and nearly drained all of his life energy. A nearby spirit, having felt the magic surge, informed it?s master, and Wolf was taken to the Temple of Hades to be restored.

Taking note of the potential in the young man, the Bishop of the temple trained Wolf in both swordplay and spellcasting. After 3 years the temple began sending on missions they received from C level corperations as a way of letting Wolf earn his keep. He made the temple prosperous and became one of their best warriors.

Wolf became dissatisfied with the lowly people he was sent to kill, and look for another way to satisfy his battle craving.He left the temple abruptly to persue a career as shadowrunner, where he would no doubt find some dangerous targets as part of the job.

Reason to be here/things to do: Expand on his skills through working in the criminal trades.

Personality: Wolf is, on the surface, very friendly and good natured. He receives everyone with a grin and a handshake. Wolf is what most people would call one of the more honorable men of his profession; sparring those who are not on his list of targets and don?t put up a fight. He sees death not as a means to an end but to gain power, and feels a mix of both thrill and pride with each person he defeats. He can become quite callus and ruthless if someone stands in the way of his objective. He is very devout in his faith and is usually seen praying after a victory.

Notable skills: A highly trained sword fighter, and equally skilled in smaller blade weapons. Wolf has trained in 3 combat spells and one illusion spell.
Hidden Edge- pours magic into his sickle to make it?s range longer than what it appears.
Chilling wind- Throws a blast of ice at his enemy that lowers their body temperature and makes their movements slower.
Aether Rain- Forms magic into a group of knives that can be launched at foes
Face of the Night Hoard- An illusion that distorts Wolf?s features into that of a hideous abomination, manipulating his opponent?s fear level and throwing him off his game.

Equipment: Uses a carbon steel gladius for sword battles. Uses both a normal steel sickle in one hand, and an enchanted steel sickle in the other when casting spells. Also carries a simple communicator, a carrying case full of currency, and a SIN.

Contacts: A select few members of the Western Pantheon. Namely his former partner Thane, and an information broker named Medusa.

drmigit2:
Name and/or Alias: Mondaine Toria

Age & Gender: Male, 17

Race: Human

Height & Weight: 5 ft 10

Type: Conjurer of the elements. Scholar of the magics.

Appearance: Mondaine wears a black robe with blue symbols marked all around it. A mixture of moons, stars and the like. His hair is blonde and spiked up in the back. The robe itself actually has a large collar that juts out in the back going above the back of his head. He wears red John Lennon's and has pale skin. He is always seen with an array of books or scrolls on hand and is always reading, seemingly looking for something.

History: From conception, Mondaine has always had an affinity with the elements and the creatures bound to it. Despite their uncontrollable nature, he always was fascinated with them and wondered why people feared them. It was when he summoned his first one based on a few scrolls he had picked up at age ten, that he figured out why. It was a frost elemental and it froze about half of the city he was in before authorities quelled it. His parents covered for him but instead of being horrified by it, Mondaine embraced everything about it. The uncontrollablity of it all conflicted with his orderly life and he loved every bit of it. This left him studying and learning all he could about Conjuration before leaving his home at age fifteen. The robes he had picked out were based on literature he had read a few years before leaving. His favorite of all however, are dragons. He has gotten it in his head that if anyone could free the elementals, it would be dragons. He has decided that he is going to free one and ensure that every single elemental gets the chance he feels it deserves.

Reason to be here/things to do: Mondaine's overall goal is to summon a dragon to destroy the world. He obviously can't do it alone and is attempting to gather other conjurers together to bring about the end of life as we know it. Though he would never let you know that.

Personality: Mondaine is very orderly in conduct. He is secretive about his reading but always willing to share the knowledge of magic he has gathered over his time. In fact, for someone so young he knows an insane amount about all fields of magic which he loves sharing. His real personality that he hides behind it all is a psychotic mastermind destined to bring about the end of all life. Though his meticulous and careful nature keep him in the shadows.

Notable skills: Mondaine has no qualms about killing and has done so in the past. He has about five spirits bound to him at this moment, including three destruction based elementals, a guardian and a tracker watcher designed to track magic to it's source user. He can only bring out one or two at a time, but despite wanting to free them, is a master at keeping them under control most of the time. Seemingly having a mutual respect for his conjures instead of a master pawn mentality. He also is highly knowledgeable in every field of magic, though his knowledge outside of magic is highly highly lacking.

Equipment: Mondaine has a series of scrolls with details on summoning and binding every creature known to man...that he could gather anyway. He also has books and an encyclopedic knowledge on magic, though he hates looking stupid and if he does not know, he is also really good at bullshitting a fake answer.

Contacts: Through constant contact with libraries, Mondaine has the ability to gather any book on anything anyone could think of. He has also been gathering a couple other Conjurers though he would be more than hesitant to even mention their existence.

Other: His parents are looking for him. He is also under an assumed name. His real name is Trandic Moalinth.

Birdfalcon:
Name and/or Alias:Kristoff Jameson (The revrend, The Heir to the name, The Black Knight)
Age & Gender: mid 30s male
Race:Human
Height & Weight: More simple questions.
Type: Adept Bounty hunter/Vigilante Revrend
Appearance: Black hair and blue eyes, caucasian and martial artist's build
History: Kristoff is the decendat of a marshal of the legendary wild west town tombstone. And followed in his namesake's carrer choice. becoming a lonestar opertive in new pheonix. He was selcted to lead the elite SWAT division of the lonestar branch known as the Ranger Squad and become Ranger 1. after a failed mission setup by crooked members of his precient Kris was arrested and charged with the crimes the crooked members were accused of and charged with the murder of his squadmates. Kris later escaped custody and travelled to what was once new york city and became a vigiante shadowrunner protecting those who the corps could not or would not in 2065 he was taken in by a local undercity curch and became thier leader using his security team as a non lethal vigilante gang and destroying the corp office that ran his city. nearly 20 years later in 2080 Kris has come to gomorrah a city of sin much like his old city with the same message of peace and hope "Justice is coming...Justice is done"

Reason to be here/things to do: To Bring justice to those who lonestar cant or wont
Notable skills: Black belt level Martial artist, firearms and CQC expert Oylpmic level athlete adept spell caster
Equipment: :Taser sheiild full body armor jump suit shock gloves colt m1991 pistol m4 rifle spas shotgun and survial knife

General Gear: ammounition for guns 100 count, taser dart 200 count, flash bang gernades 20 count
Contacts:Strippers,Lonestar opertives and forensnic scientists
Other: Quiet and often reserved, Miltary minded and dsiplinced, wont take a bounty job unless theres a good moral reason behind it (in his words "runners that take a job no questions ask are a dime a dozen....I actually have something called "ehtics")

3quency:
Name and/or Alias: Jacelyn Warwick/ Crazy Jade

Age & Gender: 30, Female

Race: Elf

Height & Weight: 5' 10'', I suck at figuring weights out.

Type: Rigger

Appearance: Jade is always seen with a heavy, black leather jacket with Fuck Everything and become a Pirate stencilled on the back in red. She has her hair cut into Chelsea Mohawk, dyed in metallic greens and blues. She wears a pair of wrap-around polarised shades and most of her body is covered in animated tattoos of stylised snakes that coil around her. She has a nose stud that doubles as an RFID "key" to her Rigged vehicle.

However, contrasting with this, her build and facial structure are typically Elven. Her features are slender, narrow and fae. Were it not for he get-up and general demeanour she'd look practically fragile.

History: Jade was born in Scotland to a middle-class couple of Elf supremacists. Growing up in Glasgow she quickly got into the punk scene, and from her associations there developed a deep dislike of both Governmental and Corporate control. After school she spent a lot of time hanging around a local Garage, getting to know how to work with vehicles.
She was fairly impressionable and after a few years built up the nerve to join some of her more dubious friends in the art of Joy-Riding. She was only arrested once, for attempting to boost a car that's anti-theft system was a bit beyond her understanding. Her father was a lawyer and managed to get her out of serving any jail time at the expense of having one of her friends put away for a good ten years. She was grounded and forbidden to spend time with those friends. When she did so anyway, her parents finally decided to make good on their plans to move to Tir Na N'Og, dragging Jade along kicking and screaming.

She hated it there. She refused to attend school, vandalised the house on a regular basis and narrowly avoided several run-ins with the law. That was, until she saw a T-Bird for the first time.

The vehicle fascinated her, she loved how it looked and moved. She loved the freedom it implied. Suddenly Jade... stopped. She behaved. Became studious. Excelled in her subjects, even. She told her tutors that she wanted to become a pilot and most of them recognised she could easily do it, and encouraged her enthusiastically, excited at this new personality.

And she finally qualified for pilot academy. Passed with flying colours. But once she had...
Well, she flipped her superiors off, got the tattoos and ran laughing. Not long after, thanks to the assistance of a hacker she knew she disappeared completely, never to see her parents again.

Reason to be here/things to do: Jade is one of the rare few 'Runners that slip through the Shadows for no other reason than she wants to. She loathes the corporate lifestyle and the mindless conformity of ordinary life. She would rather do anything than fall into place with the world at large and would sooner put a gun to her head than rejoin society.

Personality: Jade is a total adrenalin junky. She lives for thrills and isn't ashamed to admit it. When given a series of options she will always take the most challenging one, feeling that otherwise there's just no point. Life is a risk she loves taking.
In terms of socialisation, she is outwardly extremely friendly and will happily talk/drink for hours on end with people she barely even knows. You get a very strong feeling that if you get on Jade's good side, she's got your back for life. On the flip side of course, she is very easily angered. It doesn't take much to rile Jade up and when she gets pissed off she'll damn well let you know. In this sort of context she will almost always resort to violence.

Notable skills: In terms of combat, Jade is pretty unskilled. She can't fire a gun for shit and prefers to stay out of fire fights. Whilst she's perfectly happy to engage in unarmed combat, she's never had formal training, and resorts to loutish street thug violence, breaking bottles and head-butting her way out of situations.

But her skills only really come into her own when she's driving. Jade was already an expert pilot and wheel-woman, and getting the Cyber Rig has only made her better. She can pilot a number of vehicles; cars, trucks, bikes and planes to a varying degree of skill but she truly excels at piloting T-Birds.
Unfortunately she also drives like a lunatic.

Okay, this isn't totally true. Due to the effects of the Cyber Rig Jade can make precision calculations in terms of spacing and movement, and as such really enjoys taking risks when driving, missing collisions by inches and smashing over, under and through traffic at hundreds of miles an hour, screaming and whooping the whole way. For the most part all of this is carefully calculated and her vehicle is rarely in real danger, but she can push her boundaries a little most of the time.

Languages Spoken: English, Sperethiel

Equipment: Jade doesn't carry any weapons. She thinks of it as cheating. A real pro should be able to get by without using 'em. Her most prized piece of kit is her GMC Banshee Thunderbird VTOL (Nicknamed Lillian). It's a battered old thing and is clearly mostly composed of other T-Birds but has been lovingly cared for and is her main vehicle. She also has a bike she regularly ?borrows? from a friend that she keeps tuned up for movement on a more localised scale.
She has with her all the tools she needs to care for and maintain her vehicles, and lives just above an Auto Shop, with enough space to house her Bird. She also has a cranial Commlink fitted with a control rig and a datajack port stamped into her skull. She usually carries a datajack with her, just on the off-chance.

She has with her an anonymous cred stick, for managing payment for 'Runs.

Contacts:
Dylan Hodder - Mechanic
Dylan is an Irish expat that quit the country not long after it became Tir Na N'Og. Largely due to his newly found Orcdom. Originally a member of the Royal Mechanics Corps for the British army, he opened up his Auto Shop in Seattle as soon as he could after moving there. To get the money he did a few jobs for 'Runners and time and experience have made him a minor, if indispensable figure in the Seattle underworld. He knows enough that he can stay in the game, but too little to be considered a threat by the various criminal syndicates and Fixer rackets.
He and Jade met in a bar out in the Barrens and became firm friends quickly. When she revealed that she didn't have a place to stay, he didn't think twice about putting her up, in the rooms above his shop.

Max Headroom - Hacker
Max manages Jade's IT problems. They've known each other on and off since she was studying for her pilot exams, where they met in a secret chat-room she'd stumbled upon. He's based himself of an obscure character from 20th century popular culture, and his avatar is a spot-on replica. Jade is entirely sure where he lives exactly, but he's usually available to help her fix her crap when her firewall's insufficient or corporate Cyber-sniffers come a-calling.

Jodee Valance - Biker, Ancients member
Jade's ex. The two of them are still on vaguely amiable terms, and if Jade ever needs a favour from the gang then Jodee will generally at least try to run it past the boss man. Given he's not feeling nostalgic or his latest beau has dumped him.
Sometimes the old sparks fly but Jade usually tries to keep Jodee at an arm's length, preferring her business life not to get compromised. Not that she always succeeds but you can't have everything. It's Jodee who unwittingly donated Jade's bike. He's still under the naive impression that one day she'll give it back.

Hisato Thomas - Troll Bouncer
The most regular bouncer to Hade's favourite club. After things went spare one night they got to talking before Lone Star arrived and realised they had more than a few things in common. Occasionally they meet up for drinks and Jade more or less has a free ticket into the club if Hisato is on the door. Whilst Hisato has very little in terms of power or influence, she's extremely trustworthy and considers Jade to be a true friend.

Other: Jade's dying. She's dying at an incredibly slow rate, but when compared to going out via old age it's still something to worry about. A couple of years back somebody fucked up an operation involving repairing her cranial rig, and now some scars and other nasties are coalescing into a rust-clot in her brain. She's yet to feel the effects but it's only a matter of time. She'd love to get it fixed but hasn't been able to find or afford a doctor willing to try. Currently she's trying to amend the ?afford? part.

Ryans Solution:
Name: Andrew Muldoon
Alias: Geist
Age: 26
Gender: Male
Race: Elf
Height: 6'4"
Weight: Thin
Type: Technomancer Spider

Appearance: A tall thin man with short dark brown hair and piercing green eyes. He wears a black long sleeved shirt, black cargo pants, black steel toed boots, and a black suede trenchcoat. His icon is essentially him but his hair is black, his eyes are glowing viridian, all of his clothes are white except his trenchcoat which is blood red, and his face is a featureless steel mask with a slot for his eyes.

History: Andrew was born to a racist human couple who beat him mercilessly, he was eventually left at an orphanage where he was adopted by Bill Muldoon, a decker who was set on grooming him to be his partner. Which he would have been happy to do, except Bill had been plugged in during the crash, leaving him trapped and a probable E-ghost as his body died. This left Andrew alone, which eventually forced him to turn to shadowrunning after the most basic matrix functions began coming back online. When the matrix went wireless however he discovered he didn't need one of the new sims to jack in, which troubled him at first but he eventually remembered stories of otaku doing similar. Being empowered by his new ability he continued his runner career as a sort of training. He eventually met another technomancer (Shade) during a job and they began gathering any technomancers they could find and organizing them into a cabal which models itself off of the Otaku. Due to contact with another group of technomancers he underwent his first Submersion five years ago. He has been a runner for ten years now, and has been married to Shade for three.

Reason to be here/things to do: David became a shadowrunner for two reasons, it pays the bills, and he can use the jobs to test and train his abilities.

Personality: Quiet and usually concise in conversation. He is empathic and merciful, however he does believe that some people need to suffer and die for their crimes or association and is quite willing to torture and kill in the name of justice. While on the job he follows commands but if he finds something questionable (he won't kill innocents and children) even for shadowrunning, he will question it, and he has turned down jobs because he was refused an answer. Hides his technomancy, both privately and professionally.

Contacts: He's a part of an Otaku like cabal of technomancers which support eachother constantly and in any endeavour. The bulk of his jobs come from Mitsuhama.

Notable skills: He's become an expert hacker over the course of his career due to his technomancy. He is most adept at working in sims, however he is an expert in Cyber Warfare (especially VR), and has become an expert with drones and the manipulation/ control of security systems. He's an above average shot and is pretty quiet when he needs to be.

Deltaware - Cerebral Booster Implant
- Cranial Cyberdeck
- Cryptosense Module
- Cyber Ears
- Cyber Eyes
- Direct Neural Interface
- HotSIM Module
- Implanted Commlink (For Dedicated Matrix Access)
- Implanted Personal Credstick
- Implanted Voice Mask
- Induction Cyberjack
- Resonance Trodes
- SIMrig
- SIMsense Accelerator
- SIMsense Booster
- Skinlink
- Subvocal Mic

Traits - Biocompatability (Cyberware)
- Deep Resonance Connection
Equipment - 10 Feet Of Rope
- Bracer Mounted PC - Incorporated Modified Chipjack
-- Incorporated Commlink
-- Incorporated Cyberdeck
-- Certified Credstick
-- Holoprojector
-- Trideo Feed
- AR Glasses
- AR Gloves
- Biometric Scanner
- Electronic Paper
- Keycard Copier
- Medkit
- Modified BTL chips loaded with Black Ice (Custom Psychotropic based on Orgasm Spell)
- Quadrotor UAV [with Mid Range Taser Gun and Biometric Lock]
- Respirator
- Survival Kit
- Survival Knife
- Tag Eraser
- Toolkit (Electronics and Mechanics)

Weapons- Unchipped Semi Automatic Shotgun (loaded with flechette cluster shells)
- Smartlinked Gauss Pistol (loaded with hollowpoint rounds)
- Stun Gun

Armour - Ballistic Vest
- Suede Trenchcoat (modified with a ballistic mesh and feedback technology)
Name: Serene Muldoon
Alias: Shade
Age: 25
Gender: Female
Race: Elf
Type: Technomancer Hacker

Appearance: Tall, thin, and beautiful, with long hair and icy blue eyes (entirety of eyes are a solid light blue colour), she wears smart clothes which usually take the form of a dark blue long sleeve shirt, black cargo pants, and black running shoes. Her icon is essentially her but her hair is black, her eyes are blue flames, she's wearing a black dress that radiates shadows, and her face is a featureless steel mask with a slot for her eyes.

Relevant Skills: Expert in VR craft and Cyber Warfare.
Metagenics: Deep Resonance Connection, Extravagant Eyes, and Mood Hair.


FalloutJack:
[b/]Name and/or Alias[/b]: Jonesy (AKA Jonesy The Jonesarian, Jonesy The Handler, and Shadow Moors)
[b/]Age & Gender[/b]: 28, Male
[b/]Race[/b]: Human
[b/]Height & Weight[/b]: More simple questions.
[b/]Type[/b]: Bogie [http://i107.photobucket.com/albums/m315/MagnusReaper/Bogie.jpg] Shaman (Shaman of Dog focused on Canis Auspicii.)

[b/]Appearance[/b]: Jonesy makes it a point to deceive, to not look like much. In this way, he may be overlooked by the authorities as their Runner at first glance, long enough to take some sort of action. Thus, he is a man about 5'8" that hunches sometimes, tending to wear a dark longcoat over normally a sleeveless shirt/vest and long pants with leather hiking boots, as well as a wide-brim hat to match his coat. His coat, hat, and hunching makes him appear a bit insignificent, but he is at least physically fit - on average - insofar as humans go. He is Caucasian and of Irish/German descent primarily, with very short black hair under that hat. Beyond that, he has a rather interesting detail about him, his tattoos. On his arms and back, he wears shamatic and even Amerindian tattoos like a badge of honor, markings signifying his acceptance of nature and the world in the pursuit of Dog's way of life. As a man, he seems jovial and not bad to look at, but uhhh...he has an anger which can lead to a cold fury. Do not test the patience of the hound too greatly, for they have limits.

[b/]History[/b]: The Sixth World is a strange place to live in, both in and out of the Shadows. One day, you could be sipping tea when suddenly a man comes bursting through your window and shooting before looking 'round and going "Whoops. Wrong room.". Nothing so intrusive ever happened to him quite like that in Downtown Seattle, but it all sort of started when he was a child. Runners have been around for a while, right? Right. Well, it was a funny thing. He and his father were walking out of the shop where he worked just as an elven woman with white hair stepped in. A few minutes later and two blocks away, there was an eruption of gunfire and an explosion that blew out the windows. That's the Shadows for ya. Never know what'll happen next. But unfortunately, it turned out that the shop had been a smuggling operation that'd been shortchanging his family for like a YEAR. That kind of betrayal runs on many levels.

Life became a little more stable for the family after that, but there were...whisperings, subtle ones. He couldn't determine what, but it was like it was everywhere. In college, Jonesy turned to books and articles to explain the unknown. Sometihng seemed to be beckoning him to some action. He was just foolish enough to think that it might be an awakening. That was when the messanger appeared, a levitating man sitting Gandhi style with lights around him and his head on fire. It said to him "Marks-The-Way wishes to speak to you. Come." and began to move. Between forever wondering and following the thing, Jonesy chose to get some answers. The wandering spirit led him to an overpass, where a man of darker skin and deepish stare was watching a bonfire intensely. To the passerby, he looked like the homeless seeking warmth. To the better trained eye, he was a Shaman wishing for others to see what he wanted them to see.

Marks-The-Way had sought guidance from his totam, and found that he was to seek Jonesy out and show him the way. "You are a harsh-but-fair man, giving others your due even when sometimes they have not earned it themselves. Moreover, you will defend what is right and keep your friends safe when harm is introduced, and harm HAS been introduced before. Dog has read your aura and found you to be of his calling." You can guess exactly how Jonesy took this. He was skeptical, needing to be convinced. The prospect of magic intrigued him, though. In people, it usually did. In the end, Jonesy conceded to a higher calling on grounds of "What the hell. Life's no fun anyhow.", thus starting the training process. He found a friend in Marks-The-Way as he began to both follow his totem and get into the shadows. The reason for that was twofold and...to be discussed in Reason.

A number of years ago, he saw something else that was surprising. During his rise into the Shamatic life, he found himself face-to-face with...that same woman. A Runner, definitely, but such a high-profile one that she was able to contract others to work for or with her. She went by the unlikely name of Sarah Lynnser, or Saren, and was looking to contract him as well because "Marks doesn't really scream 'city' if you follow my meaning, and he doesn't really like it here that much. I asked him why he remained and he simply stated 'Because someone must'. And indeed, someone should.". Here and there, Jonesy worked either for or alongside Saren. She was a Mage with a little Street-Sam wrapped around her. Tended to favor using sudden destructive bursts to put an enemy off-balance. It was good work. She was in for reasons she swore were decent enough and turned out to be against certain corporations for their practices.

On one mission...not even that long ago...Dog had spoken in his dreams beforehand. He said to seek the mournful, terrifying cry. It didn't make sense until his mission: A solo into an awakened animal suggling operation, transferring dangerous animals to buildings and bases to be worked into the security system. Animal export and inportation was still a harmful thing, moreso today. So, while some shit people wanted some exotic security or even pets, they were also shipping out Critters to be used in other countries. Away from all the others, all wearing muzzles and looking badly beaten, were creatures hard to manage but ultimately terrifying. They were Bogies, full-grown. After the battling was over, he arranged transport to take the three Baskerville hounds to a safehouse, just a small spot out of the way...and soundproof. He explained to Saren that they were his now, no arguments. He received none. Dog had shown him the path to improve himself by empathizing with these abused Critters. Still canines by all rights, though. It was in his care for them that they soon saw fit to 'adopt' him. They have followed his lead since...keeping their mouths shut until otherwise necessary.

[b/]Reason to be here/things to do[/b]: Dog follows loyalty, perseverence, and a fierce unwavering determination. Jonesy had the lastone without even trying. He found the others in his training and in that...his purpose. Neither the shadows nor the corporations were havens of decent thinking or justice or anything like that. But his motivations are aimed in a more altruistic manner. While some Runners are basically shitbag terrorists, he'll covet the overage of corps and put it in the hands of those who need it more, only some of the time himself. In Jonesy's line of thinking, you have to choose someone who needs you to support them and do it, straight to the hilt. He decided to believe in a better life than the ones being lived, and would find that way somehow through wherever the runs took him. Besides, some of them were actually fun!

[b/]Personality[/b]: Jonesy is a man of certain convictions. He decided to believe in Dog and the things that followed, like honor and loyalty and doing things for a certain greater good. Yes, the shadows and many people in them were shit, but they were doing it because the people they run against were shittier, right? To that effect, he sees through most jadedness towards a higher goal and believes that the world is not spinning out of control but wading in water 'till a ship arrives, so to speak. He's ammiable enough, even fun and joking, but you don't want to cross him on sensitive topics like...his beliefs or certain moral values or kicking someone who oughtn't to be kicked. necessary roughness, sure. Keep pushing it to far? Not so sure.

[b/]Notable skills[/b]: Basics first.

Firearms - Any good Runner, even a magic user, generally packs heat in case of emergencies.
Deception - Jonesy's a man who makes his appearance and speech give off the impression that he's a harmless nutcase sometimes. Loves to pontificate.
Magic - Shamanism, allowing him a foothold into the world of spells and such.
Animal Training/Care - He's keeping a trio of unorthodox canines around.
Streetwise - Jonesy's been a low-man in the business world for a while, so he's street, yo.
Foreign Languages - As per heritage, Jonesy can speak German and Gaelic in addition to English.

Now, the more complex part. Through his efforts, he's been able to get three awakened animals (the Bogies) to follow his commands or even instinctively look after him via the value the horrible hounds have for him. Their skills are now his skills, by proxy. They are trackers, predators, and intimidating guard hounds with innate powers enhancing physique, senses, and delivering such effects as Fear (by howl) and Accident (by inclination).

Additionally, the markings on his body would be acceptable enough to most Amerindian people as an acknowledgement of their likewise callings. More devout or stubborn Amerindians would not be so understanding. The markings are indication of holding a second name, Shadow Moors, after one of the lands of his own ancestry.

[b/]Equipment[/b]: Aside from all of the NORMAL things a man should have (such as credstick, normal clothing, entertainment, etc.), we have...

ARES Predator IV with Smartlink and Smartlink Goggles.
Armored clothing, similar longcoat, snazzy hat and a combat vest.
Spell compenents/fetishes (No Black Mage jokes, please.)
A few flashpacks and smoke bombs.
Actual frag grenades.
Three SINs (for all three aliases)
Ammunition.
Horseradish.
Doggy Treats.

Spells: This is kind of important.

Fireball - You know the drill. It's an orb of flame that fwooshes and booms.
Stink - Your olfactory's worst nightmare given form. An area is hit with a bad stench that clings to those affected for a short while, highly distracting and detrimental to the senses.
Summon/Command Animal (Canine) - A Shaman with an animal totem calls influence over creatures of its chosen path. Dogs and dog-like creatures are more naturally-inclined to follow Jonesy's whims.
Heal - Medic by magic. What needs to be explained?
Mana Bolt - Effectively, a bolt of lightning that's more accurate and less flammable than the Fireball.
Mana Storm - A lightning storm of magic origin over a given area to lash out at multiple targets fiercely.

[b/]Contacts[/b]: Thusly...

Sarah Lynnser (Saren) - A well-to-do Shadowrunner (Elven Mage-Samurai) who is one-part playing around with those she deals with (client, partner, OR victim) and one-part apparently trying to steer whatever she has influence on into a world that ain't so crapsack. High resources, gives runs, connected to other runners, elves, and...apparently a host of snipers. Specializes in guns and combat spells. Do not mess with her.

Marks-The-Way - Amerindian Dog Shaman, very connected to nature but willing to shoulder the harshness of more city-like life. Not much older than Jonesy, but speaks in a wizen fashion. Contacts spirits, offers guidance, holds magic-related supplies, and is connected to other Amerindian people of his ilk. Also communes with Dog and shares some of Jonesy's shamatic traits and powers.

[b/]Other[/b]: Little details like Jonesy living in a middle-class house that he's been uhhh...sound-proofing, owning a truck with reinforced axle and tires that'll keep rolling after popped, and having a trio of Bogies (Shatsy, Matsy, and Tatsy) working with him...MIGHT be important.
 

Asclepion

New member
Aug 16, 2011
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[h2/]Character List II (If needed):[/HEADING]



Terratina:
Name and/or Alias: Zidane "Ziggy" O'Toole

Age & Gender: 24, Male

Race: Elf

Height & Weight: 6'4", 135 lbs

Type:The Face

Appearance: Androgynous, tall, lithe and skinny, plus the facial sculpting makes him a sight to behold. Not to mention the long ginger backcombed deathhawk that stands so upright that you would suspect that he uses some sort of hair cement. The clean-shaved sections of the hairstyle accent the sharp facial structure common to elves. His almond-shaped eyes are deep blue, apart from the few freckles that dot his face, many would think that perfection had been attained. He often wears tight-fitting, outrageously loud, rainbow coloured jumpsuits, though one that is pure white with only a red lightning bolt holds a special place in his heart. A winning smile is always found on his lips, even in the most inappropriate moments, who some find off-putting.

History: Born to one of the most powerful families in the Tir na nOg, his childhood was idyllic and privileged, with the best private tutors educating him in the wonders of the Sixth World, not to mention the many lessons he had, teaching him all the skills a upper-class gentlemen should know. However he was always considered the runt of the litter and the black sheep of the family, as he was born without the gift of magic while his brothers and sisters Awakened. As well as harbouring dreams of escape to the wondrous places his tutors had told him about. Being the youngest out of four (two brothers, two sisters.) didn?t help matters either. A trait seen through his childhood and even more through his adolescence was that he would always do the most outlandish thing to attract his aloof parents? attention as they doted on his siblings with gifts of spell tomes and magic lessons. It was clear to see that Ziggy wasn?t made for the subtle political schemings of the all-elven Tirs and as soon as he reached sixteen, he was given heavy-handed hints to leave before he caused yet another scandal with his antics.

Ziggy apparently didn?t get the memo and managed to perform one last stunt before he was kicked out for good. He managed to arrange for the Council chambers to be filled with copies of the Roman Catholic Bible and announced his conversion to the Catholic faith. This didn?t go down well, to say the least and he was shipped by private jet to the other side of the world, where Ziggy was free to rush to Seattle, into the Shadows, which he held in high regard. He quickly established himself in the nightclub scene, enthralled by the flashing lights, the music; with its thumping, hypnotic beats and, of course, the drugs. He dreamt of starting his own nightclub and took up shadowrunning in order to fuel that dream, finding his niche in knowing the real people and speaking the right words. It was a happy day when his club, Stardust, opened and over the years it has become a successful nightclub, as well as a meeting ground for the shadier citizens of Seattle. This was only one step in hundreds to prove himself to his family, that he can actually do something productive and that he has the qualities expected of a Steward, even if his family just regards him as the crazy exile - a goronagit.

Reason to be here/things to do: Here for the money, simple as.

Personality: On the outside, Ziggy is warm, friendly and flamboyant, playing the gracious host in his nightclub or the honoured guest in other situations. However all that he has done, including the numerous and scandalous pranks, is to advance his own agenda. He wanted to be free from his family, but he also wants their respect as well. Though, some of the time, he takes advantage of the perception of others to get away with some major pranks. To tell the truth, he enjoys playing the fool and the carefree, devil-may-care lifestyle it brings.

Notable skills: As well as his honeyed words and eloquent speech, he is skilled with acrobatics and the elven martial art of Carromeleg, though not at the level of the Great Elves. He also packs some bioware such as:

- Tailored Pheromones
- Enhanced Pheromone Receptors
- Vocal Range Enhancer, etc.

Additionally, he can speak the elven language of Sperethiel, as well as English and Japanese.

Equipment: For weapons, he only carries some shock gloves and some flash pak grenades. Other things he carries includes:

- A fair amount of nuyen,
- Fake SIN,
- Communicator,
- Custom-made armoured jumpsuit (the one with the red lightning bolt motif.),
- Fake Concealed Carry Permit.

Contacts: As a Face is only as good as his contacts, here they are:

Ieuan Jones, Troll Bouncer - a fomori bouncer who works at Stardust, Ziggy?s club. He escaped Tir na nOg to escape from the snobbery of the Tir elves. There from the start of club, him and Ziggy are close friends. He used to work for the Mafia before he found work in Ziggy?s club and has helped turn the club into a neutral meeting ground for negotiations to take place. Whenever Ziggy needs some muscle on the job and a few laughs, he turns to Ieuan to provide them.

Isamu Kyou, Yakuza Informant - a member of the Yakuza and a regular at Stardust. Additionally, he is a massive gossip and claims to know everything about anyone or anything about the Yakuza and their business. Don?t expect to give the information cheapy or concisely though. As a man that is between middle age and old age, with wrinkled Yakuza tattoos, he took up informing to build up his retirement nest egg and considers himself ?too old for this drek.?

Cosmo, Hacker - An immigrant from Russia, hiding from the Vory V Zakone as one ?run when bad, sparks flew and the hornets? nest was truly shaken. As well as the side effects of trying to downloading nearly all of the Russian Mafia?s data into her mind - a partially melted brain and extreme paranoia, not to mention the coma. But she claims she can recall most of the information she stole. She doubles as the accountant for the club as well as being a codeslinger. She is also addicted to alcohol and Ziggy is happy to pay her in vodka as long as she does her job.

Riley Hermanson, Corrupt Lone Star Cop - A Lone Star officer and an ork, she has fallen upon hard times and is known to take bribes to add to her income or dish out the dirty on Lone Star, provided sufficient payment is guaranteed. One day she decided to blow off some steam in Ziggy?s club, knocking off several other patrons and damaging some furniture, including a very expensive print of the 20th Century superstar David Bowie, so she owes Ziggy some favours.


Other: One of his brothers, recently, has had a change of heart and is trying to reconcile with Zidane, (In order to get on him the straight and narrow and whatnot...) whether Zidane likes it or not... And he hates being called by his real name, Finn.

Mr.Ivebeenframed:
Name and/or Alias: Clint Leone aka "Blue"

Age & Gender: 34 and male
Race: Human

Height & Weight: 6'4, 210 lbs "unarmed",

Type: Techno Cowboy

Appearance: Blue's a tall, well-built man and all around a strong looking man. He has a wide chest and narrow waist with tanned skin. His blonde hair is slightly grown out along his face in the form of his side burns but the hair on his head his kept relatively short due to his hat. His wide-brimmed, high-crowned, and leather made hat is something that fits neatly with his other cowboy attire like his chaps, his distinguishable cowboy boots, and his belt. Another distinguishable feature of Blue is his radiant blue eyes, and his cybernetic arm which is actually connected to his mostly artificial spine that leads into his brain. He has a holster for his large revolver on his left leg with a knee pad on the other.

History: Clint Leone was an orphan in the lands south of Seattle and ruled by the Tir Tairngire. He was found on the side of a dirt road by a disgraced Tir Tairngire warrior who was banished out of his tribe. With no one else, the warrior took Clint under his wing and taught Clint everything he knew. He was named Clint Leone when they took refuge in a movie theater where the only movies that played were Old Westerns. Immediately, Clint was taken in by the image of the "Cowboy" and sought to become one much to the dismay of his foster father. Still, he humored the boy and agreed to teach him how to shoot, how to live life in the wild, and most importantly, to be nomadic. The "Old Man" as Clint referred to always preferred to be on the move and to never settle someplace permanently.

But soon the Old Man's past caught up with him in the form of Knight Errant mercenaries, subsidiaries of Ares Macrotechnology. They sought the Old Man and his past surfaced fully for Clint. The Old Man owed a lot to them in the form of not only selling out resource filled locations sacred to the Tir Tairnigire but telling the Council of Princes of the deal in hope of fixing his mistake. Whatever happened, the deal went awry and the Old Man barely escaped with his life. Before Clint could react, several Tir Tairnigire warriors following them to the Old Man who had eluded them for so long, attacked the Knight Errant mercenaries and Clint was caught in the middle. In the ensuing firefight, Clint was cut off from the Old Man but was caught by the Knight Errant mercenaries.

Clint was kept by the mercenaries in hopes of drawing the Old Man out from hiding but as several weeks came and went there were no signs of him. Instead of taking up space, Clint was sent to a secret facility to be used as a guinea pig. The Knights Errant was still in an ongoing war against the Insect spirits and they looked for a way to "condition" soldiers to fight against the savage beasts and Clint was one of them. He was put under the knife and his spine was replaced with something akin to an spinal exoskeleton. They couldn't risk completely losing all of Clint's "human factor" which has resulted in less than stellar performance against the Insects. They still needed the right amount of humanity like survival instincts, and emotions for their soldiers to fight. Clint and a batch of "re-conditioned" soldiers fought in a skirmish against the Insect Spirits which resulted in Clint losing most of his left arm. He still performed well beyond their expectations and was deemed "proficient" enough to be still of use.

Clint's secondary use was also to be able to not only fight in the field but also on the Matrix as well. When Clint wasn't on the field, he was on the Matrix learning more about the outside world and garnering more reasons as to why staying here is a bad idea. The Knights Errant wanted nothing more than efficient and dispensable soldiers to throw at the Insect spirits so as Clint grew more used to killing, the more he worried that he would be put in more dangerous situations. It wasn't the Cowboy way because he wasn't even being paid.

In one particularly dangerous mission, Clint and a few others was sent into a heavily infested hive which was reminiscent of Bug City. As the signals began to weaken, Clint executed his plan. He deactivated his S.I.N along with the others following suit. They did it while the Insect spirits attacked adding to the challenge. To Command, it seemed like they were lost in the struggle but in reality, they escaped the hive but not without wounds.

Clint's arm had to repaired with spare parts once the group arrived at a safe location. This worked beautifully because he feared that his arm could have some sort of tracking beacon built into his arm and rightfully so, they found one. They didn't have long and went their own separate ways to reduce the chances of the Knights Errant finding them but still remained in contact of each other so that they could alert one another if they ever in need of help.

A few years have passed and Clint is now working wherever he can as a mercenary, hacker, or just some guy to look tough and business has been good. With all the money he's been getting the only thing Clint has spent was on a new S.I.N, guns, and cowboy attire. But it wasn't until his contact, Red informed him of the presence of his Old Man in Seattle. It isn't everyday that a Tir Tairngire warrior waltzes into Seattle without raising some eyebrows and Clint is hellbent on finding him but Seattle is a big place. With contacts few and far between, Clint's only option is get to working once again.

Reason to be here/things to do: Make some new contacts to help him find his Old Man.

Personality: Clint is cool and level-headed but always reluctant to give away information about himself. He is distant but not enough to make you feel alienated but rather, a person who respects one's personal space. As a result, he doesn't prod and poke at someone's history as well. Clint is also very mellow but still cares for his fellow man. But really, Clint is paranoid and not visibly nervous when there are authority figures around because of his past and he even feels worse when he is near anyone from the Tribes. He is careful with whom he shares his information with and expects the person to do the same.

Notable skills: There's no man has yet to beat Clint in a shoot off. His cybernetics has not only given him the ability to rapidly fire and hit targets accurately but also his arm can deliver a serious blow to even the toughest orc. Clint is also able to surf the web without any trouble but hacking is somewhat of a trouble spot for him. Clint can hold his own in cyber combat but not for long or necessarily any good. Still, Clint is a flexible mercenary with a hankering for some good old physical combat.

Equipment: Clint carries around an extremely modified Smith & Wesson Model 500 with its holster that is able to hold its large rounds and even more. Besides the clothes on his back, Clint wears a duster to conceal his firearm and his firing arm which consists more of spare parts than what it originally looked like.

His arm is his personal Swiss army knife. His index finger can turn into a multi-tool, a lock pick for his middle finger, and a screw for his ring finger. His fingers are detachable although he only does it when he performing maintenance on himself or this weapons because he describes it as a pain to get it off and on. Clint's spine is also made of a tough metal and a small portion of his brain is cybernetic to allow for his entry into the Matrix.

Clint also a has fake S.I.N., fake concealed and carry permit,

Contacts: Red- Red was in Clint's squad when they left the hive and went straight to Seattle to care for what family she had left. Red is an elf and Clint's information broker along with being his fixer for the time being while he stays in Seattle.

Green- Another member of Clint's squad. He still is the main person he relies on to teach him things or show him new programs to use in the Matrix. Green is incredibly smart but suffers from PTSD. If there's a problem Clint can't fix then he relies on Green but it's only when he's online and able enough to help him with his task.

White- Clint's connection to getting weapons, gadgets, and even finding some neat cowboy stuff. White found Clint's hat and sent it to him along with his revolver. White also offers fake documents as well and Clint bought his fake conceal and carry permit.

Other: Clint speaks in a forced Texas accent to hide his original voice and for the sake of having an accent. He calls himself as his codename which is "Blue" rather than his actual name for the sake of identity protection.

eyesonflux:

Name and/or Alias: Mitch / "old guy"
Age & Gender: Early 40's, Male
Race: Human
Height & Weight: 6'0" average weight.
Type: Normal-Adept
Appearance: A tall, rugged looking man with a melancholic smile, hairline already starting to retreat. He has gray eyes, and nearly white hair, while eyebrows still have a brownish color to them. He is wearing a worn out leather trench coat, with a white guayabera shirt and a black tie, he is wearing darker denim jeans and a pair of older US military beige combat boots.

History: He had an average, and boring childhood, he was the only child in the family, and soon after Mitch started going to school, his father vanished leaving a trail of bodies behind him. Many years later Mitch finally found and confronted his father with a questions involving his past and how, and why could he do such a thing, he promised to explain everything but later that week he was run over by a teenage driver.

Mitch did not know how to react to this, was this a setup? Or was this just a freak accident.
Shortly after that an acquaintance of his father contacted Mitch and promised to tell everything he wanted to know.

The acquaintance introduced himself as Sven, and told how him and John(father) Had fought along side each when the Native american states revolted, he also told that John had been a powerful Adept, with a mind hard as steel.

Mitch asked about the murders he committed but Sven was unable or unwilling to give a full answer about that and only told that the local crime groups wanted John dead because of something he knew.

At this moment Sven game Mitch his fathers colt .22 pistol that he used in the revolt.

Before this Mitch had never fired a gun but took it because it might hold some sentimental value to him later down his life.

When Mitch turned 30 he became a private investigator for people who had lost someone and needed them found, he also was showing sings of being gifted in magic, he had acquired superhuman reflexes and an ability to sense emotions around him before he turned 40 and it was a great help for him in his line of a job.

His newest case was to find a woman named Laura who he believed was abducted by a Cartel located in Seattle, so here we are, Mitch arriving in Seattle, picture of Laura in his hand and his fathers gun hidden in his jacket.


Personality: Mitch is a man of few words, he also believes that there is good in everybody
and tries to be as helpful as he can for strangers, this has many times backfired on him and
it has turned him into a state where even though he knows that he's going to get jumped, he will give people a chance to change their ways. In short Mitch is a fool with a heart of gold.


Notable skills:
-Super human reflexes
-Ability to sense emotions around him. (small radius)
-Good at gathering info and sneaking.
-Bad luck.

Equipment:
Colt .22
Clip of ammo.
Lighter.
Pack of cigarettes.
Cheap comm-link.
100 UCAS Dollar


Contacts:None.
 

Asclepion

New member
Aug 16, 2011
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MortifiedPenguin said:
Any chance of a brief overview of the story?
Shadowrun party is hired by the Yakuza to hunt down a man. The man walked into an exclusive private school two days prior and opened fire on a classroom. The Yakuza underboss's son was in the class and is currently in a coma. The gunman was a Yakuza associate, so the Yak's want outside contractors for the job (suspecting others in their organization might be against them). The Yak contractor gives the party a personnel file containing the background of the guy (ex-military, gun smuggler, etc.) and contact info. (address's for a mother and ex-wife). Negotiate a price (50K to 100K). They want the man delivered alive.
 

drmigit2

New member
Dec 25, 2008
1,195
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Oh I am so going to be a summoner. Plan to destroy the world with a dragon ftw!
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Adept, Decker, or Technomancer... Decisions Decisions.
I'll probably have a sheet in tomorrow.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
drmigit2 said:
Oh I am so going to be a summoner. Plan to destroy the world with a dragon ftw!
Well, it's not like summoning can ever go wrong *whistles nonchalantly*

Now. I submit either:

Name and/or Alias: Archive (Real name unknown: William Reginald Marcus III)
Age & Gender: 27 years old, Male
Race: Human
Height & Weight: Archive sits at 5ft, 7in and wights just over 100lbs wet
Type: Hacker-Mage
Appearance: William is short and sickly thin. His skin is pale from lack of sun-light. His eyes are light brown, but are almost always bloodshot and his hair is brown that is altogether too light to be healthy. Archive (his matrix avatar) is an open book with arms and legs that reads "Knowledge is Power". It cycles between several different languages, but the message is always the same.


*but less buff

History: William was born to a rich and successful family in the computer business. His father was a higher up CEO and his mother was a successful computer programer with many a device to her name. As a child, William was a happy, active child - interested in everything the world had to offer. He had a deep love of science and mathematics even as a child, and would often try to put everything around him in those terms - something he picked up from his mother. Before he had graduated elementary school, his mother was teaching him all about computers at his request.

Then magic came into his life, and everything else left it. While studying one day, he caught movement from the corner of his eye. He turned to see what it was but found nothing. He would have dismissed it were it not for the fact it happened continually for weeks. He was going to ask his parents about it, but something in the back of his mind told him not to. Then, after nearly 3 weeks of this haunting, he overcame his fear and asked his parents what it was he kept seeing. They dismissed it as a trick of the mind, but took him to be checked out just in case. when the doctors said they had found nothing, they went home; satisfied. That night however, William awoke to the horrifying sound of his parents screaming. Bolting up, he ran to their room to find it all too quiet. He opened the door to his first real look at the monster in the corner of his eye. His parents blood was everywhere, and standing over them was a half invisible ghostly creature. In a rage brought on by fear and grief, he jumped at the creature only to pass through it unharmed. he stared at the creature for some time, waiting for it to kill him like it had his parents, but it never moved. It only stood their... watching. Finally, he built up the nerve to call Lonestar - though he knew it was far to late before he had entered the room.

Lonestar was unable to see the monster at all; something that bewildered him to no end - and ruled it a breaking and entering gone wrong. William was taken to be cared for by his aunt until he was old enough to care for himself. His horror followed him. Though it took no more lives, he watched it constantly; barely able to sleep for weeks. Eventually, the child he had been was gone, replaced by a creature desperate to escape the fear of his watcher. He buried himself in his studies of computers to escape. Between his fear and his less-then0-active escape, his body deteriorated into the state it is in now - sickly.

Overtime, he found that he could order his horror to do things for him; the implications of which scare him more then anything else these days. Eventually, after studying the beast for long enough and searching around on the matrix, he was able to identify the creature as a "guardian spirit" - a weak type of spirit that seeks to protect its summoner from harm. This led him to the conclusion that he must have summoned it somehow, hence why it follows his command. Further investigation and study led him to the study of magic in ways to combat the creature. His efforts have failed thus far, but he intends to find a way as soon as possible to get his revenge. Meanwhile, his "guardian" merely watches, waits, and does what its told.

Reason to be here/things to do: William has turned to the shadows in an effort to rid himself of his summon. right now, he is new to the shaodws and is trying to build up enough street-cred to find out what he wants to know.

Personality: William puts on a front of a happy, carefree demeanor to hide the truth; that he is a creature governed by fear. Parts of his old self still exist; his love of science, his snarky nature, and so on - but they have become part of the mask that he hides behind.

Notable skills: William is a master with computers, just like his mother. He built his own Nexus with all the latest gizmos and gadgets; not to mention programs. He is a master at all the forms of digital breaking-and-entering, as well as cyber combat. Though he doesn't have the same free-form abilities as a Technomancer or an A.I., his preparation has been enough to get him through most situations.

On the other side, He has his guardian spirit. though he despises it, he grudgingly accepts it is a useful tool for when his cyber techniques fail. That said, aside from when William is in danger, it can do little in the way of affecting the physical world. He mostly uses it as an extra set of eyes on the battlefield. Because of this, he can use his spells from a distance. His spells are, like his knowledge of computers, all about communication.

Spells:
1) Mind Net - allows the user to link the minds of several people
2) Analyze Device - allows him to decipher the inner workings of a device by looking at it
3) Catalog - used in conjunction with Mind Net, it allows people to share knowledge directly.
4) Mind Probe - Can be used to break into the mind of another to gain their knowledge
5) Banishment - the spell he is trying to learn; it's currently non-functional for reasons that escape him.

Equipment: Archives family was very wealthy, but much of that wealth lies in trust funds and investments. He has enough money to survive on (even after his significant medical expenses) and get the tools he needs. He has a custom Computer he designed and built as well as a number of advanced programs. He has the magical supplies he needs for all his spells. He has a car for emergence
Contacts: Archive is new to the shadows and has few contacts. His only real contacts are his Fixer (Mr. Thompson) who he tolerates and an info-broker he uses to sell his finds and acquire magical knowledge.
Other:
1) Archive does all his work from his Nexus in his apartment in downtown Seattle.
2) His Gurdian spirit is not responsible for the murder of his parents, and actually saved his life that night. Who is responsible for the deaths is left to the GM for plot-hook purposes.


depending on what is needed. (also, I can't decide who is more fun)
 

drmigit2

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hiei82 said:
drmigit2 said:
Oh I am so going to be a summoner. Plan to destroy the world with a dragon ftw!
Well, it's not like summoning can ever go wrong *whistles nonchalantly*

Now. I submit either:

Name and/or Alias: Archive (Real name unknown: William Reginald Marcus III)
Age & Gender: 27 years old, Male
Race: Human
Height & Weight: Archive sits at 5ft, 7in and wights just over 100lbs wet
Type: Hacker-Mage
Appearance: William is short and sickly thin. His skin is pale from lack of sun-light. His eyes are light brown, but are almost always bloodshot and his hair is brown that is altogether too light to be healthy. Archive (his matrix avatar) is an open book with arms and legs that reads "Knowledge is Power". It cycles between several different languages, but the message is always the same.


*but less buff

History: William was born to a rich and successful family in the computer business. His father was a higher up CEO and his mother was a successful computer programer with many a device to her name. As a child, William was a happy, active child - interested in everything the world had to offer. He had a deep love of science and mathematics even as a child, and would often try to put everything around him in those terms - something he picked up from his mother. Before he had graduated elementary school, his mother was teaching him all about computers at his request.

Then magic came into his life, and everything else left it. While studying one day, he caught movement from the corner of his eye. He turned to see what it was but found nothing. He would have dismissed it were it not for the fact it happened continually for weeks. He was going to ask his parents about it, but something in the back of his mind told him not to. Then, after nearly 3 weeks of this haunting, he overcame his fear and asked his parents what it was he kept seeing. They dismissed it as a trick of the mind, but took him to be checked out just in case. when the doctors said they had found nothing, they went home; satisfied. That night however, William awoke to the horrifying sound of his parents screaming. Bolting up, he ran to their room to find it all too quiet. He opened the door to his first real look at the monster in the corner of his eye. His parents blood was everywhere, and standing over them was a half invisible ghostly creature. In a rage brought on by fear and grief, he jumped at the creature only to pass through it unharmed. he stared at the creature for some time, waiting for it to kill him like it had his parents, but it never moved. It only stood their... watching. Finally, he built up the nerve to call Lonestar - though he knew it was far to late before he had entered the room.

Lonestar was unable to see the monster at all; something that bewildered him to no end - and ruled it a breaking and entering gone wrong. William was taken to be cared for by his aunt until he was old enough to care for himself. His horror followed him. Though it took no more lives, he watched it constantly; barely able to sleep for weeks. Eventually, the child he had been was gone, replaced by a creature desperate to escape the fear of his watcher. He buried himself in his studies of computers to escape. Between his fear and his less-then0-active escape, his body deteriorated into the state it is in now - sickly.

Overtime, he found that he could order his horror to do things for him; the implications of which scare him more then anything else these days. Eventually, after studying the beast for long enough and searching around on the matrix, he was able to identify the creature as a "guardian spirit" - a weak type of spirit that seeks to protect its summoner from harm. This led him to the conclusion that he must have summoned it somehow, hence why it follows his command. Further investigation and study led him to the study of magic in ways to combat the creature. His efforts have failed thus far, but he intends to find a way as soon as possible to get his revenge. Meanwhile, his "guardian" merely watches, waits, and does what its told.

Reason to be here/things to do: William has turned to the shadows in an effort to rid himself of his summon. right now, he is new to the shaodws and is trying to build up enough street-cred to find out what he wants to know.

Personality: William puts on a front of a happy, carefree demeanor to hide the truth; that he is a creature governed by fear. Parts of his old self still exist; his love of science, his snarky nature, and so on - but they have become part of the mask that he hides behind.

Notable skills: William is a master with computers, just like his mother. He built his own Nexus with all the latest gizmos and gadgets; not to mention programs. He is a master at all the forms of digital breaking-and-entering, as well as cyber combat. Though he doesn't have the same free-form abilities as a Technomancer or an A.I., his preparation has been enough to get him through most situations.

On the other side, He has his guardian spirit. though he despises it, he grudgingly accepts it is a useful tool for when his cyber techniques fail. That said, aside from when William is in danger, it can do little in the way of affecting the physical world. He mostly uses it as an extra set of eyes on the battlefield. Because of this, he can use his spells from a distance. His spells are, like his knowledge of computers, all about communication.

Spells:
1) Mind Net - allows the user to link the minds of several people
2) Analyze Device - allows him to decipher the inner workings of a device by looking at it
3) Catalog - used in conjunction with Mind Net, it allows people to share knowledge directly.
4) Mind Probe - Can be used to break into the mind of another to gain their knowledge
5) Banishment - the spell he is trying to learn; it's currently non-functional for reasons that escape him.

Equipment: Archives family was very wealthy, but much of that wealth lies in trust funds and investments. He has enough money to survive on (even after his significant medical expenses) and get the tools he needs. He has a custom Computer he designed and built as well as a number of advanced programs. He has the magical supplies he needs for all his spells. He has a car for emergence
Contacts: Archive is new to the shadows and has few contacts. His only real contacts are his Fixer (Mr. Thompson) who he tolerates and an info-broker he uses to sell his finds and acquire magical knowledge.
Other:
1) Archive does all his work from his Nexus in his apartment in downtown Seattle.
2) His Gurdian spirit is not responsible for the murder of his parents, and actually saved his life that night. Who is responsible for the deaths is left to the GM for plot-hook purposes.


depending on what is needed. (also, I can't decide who is more fun)


Considering I am going to be an absolute maniac too...yeah I will be avoiding the elementals. That or summoning them far far away, then unbinding them and letting them go apeshit or something. Who says it needs to be on my side? As long as it kills everything near it and I am far the hell away, who cares?
 

Shadowstar38

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Alias: Grey Wolf

Age & Gender: 25, Male

Race: Human

Height & Weight: 5?11, 180 lbs

Type: Mystic Centurion

Appearance: Wolf is a muscular man with black hair and purple eyes.He commonly wears an ice blue training gi, with black boots and dark blue jacket that flows below his waist. both of his arms are covered with runic tattoos, and the sign of pluto is marked on his forehead.

History: Growing up in one of the roughest parts of Seattle, Wolf assosiated with common gangsters in his youth. He relied on them merely for protection and though nothing else of the men he worked for. His primary method of defense was a large knife that he used with expert skill.

When Wolf was 14, he got caught up in a brawl just outside of town. His gang looked to be on the winning side until a man pulled a pistol and started taken down his mates. With a bullet now firmly in his gut, Wolf?s magical ability awaken inside of him. At this stage, all it managed to form was raw energy that burned his burned his attacker to death and nearly drained all of his life energy. A nearby spirit, having felt the magic surge, informed it?s master, and Wolf was taken to the Temple of Hades to be restored.

Taking note of the potential in the young man, the Bishop of the temple trained Wolf in both swordplay and spellcasting. After 3 years the temple began sending on missions they received from C level corperations as a way of letting Wolf earn his keep. He made the temple prosperous and became one of their best warriors.

Wolf became dissatisfied with the lowly people he was sent to kill, and look for another way to satisfy his battle craving.He left the temple abruptly to persue a career as shadowrunner, where he would no doubt find some dangerous targets as part of the job.

Reason to be here/things to do: Expand on his skills through working in the criminal trades.

Personality: Wolf is, on the surface, very friendly and good natured. He receives everyone with a grin and a handshake. Wolf is what most people would call one of the more honorable men of his profession; sparring those who are not on his list of targets and don?t put up a fight. He sees death not as a means to an end but to gain power, and feels a mix of both thrill and pride with each person he defeats. He can become quite callus and ruthless if someone stands in the way of his objective. He is very devout in his faith and is usually seen praying after a victory.

Notable skills: A highly trained sword fighter, and equally skilled in smaller blade weapons. Wolf has trained in 3 combat spells and one illusion spell.
Hidden Edge- pours magic into his sickle to make it?s range longer than what it appears.
Chilling wind- Throws a blast of ice at his enemy that lowers their body temperature and makes their movements slower.
Aether Rain- Forms magic into a group of knives that can be launched at foes
Face of the Night Hoard- An illusion that distorts Wolf?s features into that of a hideous abomination, manipulating his opponent?s fear level and throwing him off his game.

Equipment: Uses a carbon steel gladius for sword battles. Uses both a normal steel sickle in one hand, and an enchanted steel sickle in the other when casting spells. Also carries a simple communicator, a carrying case full of currency, and a SIN.

Contacts: A select few members of the Western Pantheon. Namely his former partner Thane, and an information broker named Medusa.

Also, for hiei, I like Moonlighter a lot more.
 

drmigit2

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Name and/or Alias: Mondaine Toria

Age & Gender: Male, 17

Race: Human

Height & Weight: 5 ft 10

Type: Conjurer of the elements. Scholar of the magics.

Appearance: Mondaine wears a black robe with blue symbols marked all around it. A mixture of moons, stars and the like. His hair is blonde and spiked up in the back. The robe itself actually has a large collar that juts out in the back going above the back of his head. He wears red John Lennon's and has pale skin. He is always seen with an array of books or scrolls on hand and is always reading, seemingly looking for something.

History: From conception, Mondaine has always had an affinity with the elements and the creatures bound to it. Despite their uncontrollable nature, he always was fascinated with them and wondered why people feared them. It was when he summoned his first one based on a few scrolls he had picked up at age ten, that he figured out why. It was a frost elemental and it froze about half of the city he was in before authorities quelled it. His parents covered for him but instead of being horrified by it, Mondaine embraced everything about it. The uncontrollablity of it all conflicted with his orderly life and he loved every bit of it. This left him studying and learning all he could about Conjuration before leaving his home at age fifteen. The robes he had picked out were based on literature he had read a few years before leaving. His favorite of all however, are dragons. He has gotten it in his head that if anyone could free the elementals, it would be dragons. He has decided that he is going to free one and ensure that every single elemental gets the chance he feels it deserves.

Reason to be here/things to do: Mondaine's overall goal is to summon a dragon to destroy the world. He obviously can't do it alone and is attempting to gather other conjurers together to bring about the end of life as we know it. Though he would never let you know that.

Personality: Mondaine is very orderly in conduct. He is secretive about his reading but always willing to share the knowledge of magic he has gathered over his time. In fact, for someone so young he knows an insane amount about all fields of magic which he loves sharing. His real personality that he hides behind it all is a psychotic mastermind destined to bring about the end of all life. Though his meticulous and careful nature keep him in the shadows.

Notable skills: Mondaine has no qualms about killing and has done so in the past. He has about five spirits bound to him at this moment, including three destruction based elementals, a guardian and a tracker watcher designed to track magic to it's source user. He can only bring out one or two at a time, but despite wanting to free them, is a master at keeping them under control most of the time. Seemingly having a mutual respect for his conjures instead of a master pawn mentality. He also is highly knowledgeable in every field of magic, though his knowledge outside of magic is highly highly lacking.

Equipment: Mondaine has a series of scrolls with details on summoning and binding every creature known to man...that he could gather anyway. He also has books and an encyclopedic knowledge on magic, though he hates looking stupid and if he does not know, he is also really good at bullshitting a fake answer.

Contacts: Through constant contact with libraries, Mondaine has the ability to gather any book on anything anyone could think of. He has also been gathering a couple other Conjurers though he would be more than hesitant to even mention their existence.

Mokie Johnson: Mokie works for several high class corporations and gathers run listings for Mondaine. His finder's fee is reasonable enough for him and Mondaine to get along and Mokie is even willing to find other mages for Mondaine, though he never questions why he would need so many conjurers.

Ms. Fair: She has yet to give Mondaine her real name yet, but she shares similar interests in the arts of conjuration and dragon summoning. She has been helping him gather his followers and knows a wide variety of magical incantations and spells.

Tanif Jack: Tanif is an elf who works at a library and is a close friend of Mondaine. He is not an expert at using magic, but he taught Mondaine a great deal of what he knows.

Other: His parents are looking for him. He is also under an assumed name. His real name is Trandic Moalinth.

@Hiei I did not read your sheets before making mine, but yeah Archive would overlap a bit with Mondaine. I like Moonlighter a lot too.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
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Asclepion said:
-Shadow-Snip-
I'm old hat at Shadowrun (3rd and 4th Ed experience), but frankly I always hope for a little fluidity for fun's sake. To whit: There's something I always wanted to try, but never got the chance. I wanted to work at the notion of the shockingly hinted-at idea of an awakened animal shaman. More specifically, I'm requesting permission to create and control 'Human Shaman of Dog, subsection Bogie Shaman' with at least one such a beast kept as a 'pet'.
 

Birdfalcon

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Jul 29, 2011
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Name and/or Alias:Kristoff Jameson (The revrend, The Heir to the name, The Black Knight)
Age & Gender: mid 30s male
Race:Human
Height & Weight: More simple questions.
Type: Adept Bounty hunter/Vigilante Revrend
Appearance: Black hair and blue eyes, caucasian and martial artist's build
History: Kristoff is the decendat of a marshal of the legendary wild west town tombstone. And followed in his namesake's carrer choice. becoming a lonestar opertive in new pheonix. He was selcted to lead the elite SWAT division of the lonestar branch known as the Ranger Squad and become Ranger 1. after a failed mission setup by crooked members of his precient Kris was arrested and charged with the crimes the crooked members were accused of and charged with the murder of his squadmates. Kris later escaped custody and travelled to what was once new york city and became a vigiante shadowrunner protecting those who the corps could not or would not in 2065 he was taken in by a local undercity curch and became thier leader using his security team as a non lethal vigilante gang and destroying the corp office that ran his city. nearly 20 years later in 2080 Kris has come to gomorrah a city of sin much like his old city with the same message of peace and hope "Justice is coming...Justice is done"

Reason to be here/things to do: To Bring justice to those who lonestar cant or wont
Notable skills: Black belt level Martial artist, firearms and CQC expert Oylpmic level athlete adept spell caster
Equipment: :Taser sheiild full body armor jump suit shock gloves colt m1991 pistol m4 rifle spas shotgun and survial knife

General Gear: ammounition for guns 100 count, taser dart 200 count, flash bang gernades 20 count
Contacts:Strippers,Lonestar opertives and forensnic scientists
Other: Quiet and often reserved, Miltary minded and dsiplinced, wont take a bounty job unless theres a good moral reason behind it (in his words "runners that take a job no questions ask are a dime a dozen....I actually have something called "ehtics")
 

3quency

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I really shouldn't. Just started university, I'll probably have enough taking up time as is...

But what the hell. I'd be interested, probably as a hacker or decker. Dependent on what the party needs. But I'm busy right now so no character submissions until later today.

EDIT: Unt here ve are. Hope she seems okay.

Name and/or Alias: Jacelyn Warwick/ Crazy Jade

Age & Gender: 30, Female

Race: Elf

Height & Weight: 5' 10'', I suck at figuring weights out.

Type: Rigger

Appearance: Jade is always seen with a heavy, black leather jacket with Fuck Everything and become a Pirate stencilled on the back in red. She has her hair cut into Chelsea Mohawk, dyed in metallic greens and blues. She wears a pair of wrap-around polarised shades and most of her body is covered in animated tattoos of stylised snakes that coil around her. She has a nose stud that doubles as an RFID "key" to her Rigged vehicle.

However, contrasting with this, her build and facial structure are typically Elven. Her features are slender, narrow and fae. Were it not for he get-up and general demeanour she'd look practically fragile.

History: Jade was born in Scotland to a middle-class couple of Elf supremacists. Growing up in Glasgow she quickly got into the punk scene, and from her associations there developed a deep dislike of both Governmental and Corporate control. After school she spent a lot of time hanging around a local Garage, getting to know how to work with vehicles.
She was fairly impressionable and after a few years built up the nerve to join some of her more dubious friends in the art of Joy-Riding. She was only arrested once, for attempting to boost a car that's anti-theft system was a bit beyond her understanding. Her father was a lawyer and managed to get her out of serving any jail time at the expense of having one of her friends put away for a good ten years. She was grounded and forbidden to spend time with those friends. When she did so anyway, her parents finally decided to make good on their plans to move to Tir Na N'Og, dragging Jade along kicking and screaming.

She hated it there. She refused to attend school, vandalised the house on a regular basis and narrowly avoided several run-ins with the law. That was, until she saw a T-Bird for the first time.

The vehicle fascinated her, she loved how it looked and moved. She loved the freedom it implied. Suddenly Jade... stopped. She behaved. Became studious. Excelled in her subjects, even. She told her tutors that she wanted to become a pilot and most of them recognised she could easily do it, and encouraged her enthusiastically, excited at this new personality.

And she finally qualified for pilot academy. Passed with flying colours. But once she had...
Well, she flipped her superiors off, got the tattoos and ran laughing. Not long after, thanks to the assistance of a hacker she knew she disappeared completely, never to see her parents again.

Reason to be here/things to do: Jade is one of the rare few 'Runners that slip through the Shadows for no other reason than she wants to. She loathes the corporate lifestyle and the mindless conformity of ordinary life. She would rather do anything than fall into place with the world at large and would sooner put a gun to her head than rejoin society.

Personality: Jade is a total adrenalin junky. She lives for thrills and isn't ashamed to admit it. When given a series of options she will always take the most challenging one, feeling that otherwise there's just no point. Life is a risk she loves taking.
In terms of socialisation, she is outwardly extremely friendly and will happily talk/drink for hours on end with people she barely even knows. You get a very strong feeling that if you get on Jade's good side, she's got your back for life. On the flip side of course, she is very easily angered. It doesn't take much to rile Jade up and when she gets pissed off she'll damn well let you know. In this sort of context she will almost always resort to violence.

Notable skills: In terms of combat, Jade is pretty unskilled. She can't fire a gun for shit and prefers to stay out of fire fights. Whilst she's perfectly happy to engage in unarmed combat, she's never had formal training, and resorts to loutish street thug violence, breaking bottles and head-butting her way out of situations.

But her skills only really come into her own when she's driving. Jade was already an expert pilot and wheel-woman, and getting the Cyber Rig has only made her better. She can pilot a number of vehicles; cars, trucks, bikes and planes to a varying degree of skill but she truly excels at piloting T-Birds.
Unfortunately she also drives like a lunatic.

Okay, this isn't totally true. Due to the effects of the Cyber Rig Jade can make precision calculations in terms of spacing and movement, and as such really enjoys taking risks when driving, missing collisions by inches and smashing over, under and through traffic at hundreds of miles an hour, screaming and whooping the whole way. For the most part all of this is carefully calculated and her vehicle is rarely in real danger, but she can push her boundaries a little most of the time.

Languages Spoken: English, Sperethiel

Equipment: Jade doesn't carry any weapons. She thinks of it as cheating. A real pro should be able to get by without using 'em. Her most prized piece of kit is her GMC Banshee Thunderbird VTOL (Nicknamed Lillian). It's a battered old thing and is clearly mostly composed of other T-Birds but has been lovingly cared for and is her main vehicle. And whilst it looks like a piece of junk it flies like a dream. Jade has spare no expense on her favourite vehicle, it's fitted with a protective Rigger Cocoon, fairly strong ECM, a Spoof-Chip that automatically generates a new vehicle I.D on a weekly basis (sooner if she tells it to), a couple of FlySoft programs loaded in it's main computer and a GE Vanquisher Heavy Autocannon which she dislikes using, mainly because the ammunition for it can be horrendously expensive.
She also has a bike she regularly ?borrows? from a friend that she keeps tuned up for movement on a more localised scale.
She has with her all the tools she needs to care for and maintain her vehicles, and lives just above an Auto Shop, with enough space to house her Bird. She also has a cranial Commlink fitted with a control rig and a datajack port stamped into her skull. She usually carries a datajack with her, just on the off-chance.

She has with her an anonymous cred stick, for managing payment for 'Runs.

Contacts:
Dylan Hodder - Mechanic
Dylan is an Irish expat that quit the country not long after it became Tir Na N'Og. Largely due to his newly found Orcdom. Originally a member of the Royal Mechanics Corps for the British army, he opened up his Auto Shop in Seattle as soon as he could after moving there. To get the money he did a few jobs for 'Runners and time and experience have made him a minor, if indispensable figure in the Seattle underworld. He knows enough that he can stay in the game, but too little to be considered a threat by the various criminal syndicates and Fixer rackets.
He and Jade met in a bar out in the Barrens and became firm friends quickly. When she revealed that she didn't have a place to stay, he didn't think twice about putting her up, in the rooms above his shop.

Max Headroom - Hacker
Max manages Jade's IT problems. They've known each other on and off since she was studying for her pilot exams, where they met in a secret chat-room she'd stumbled upon. He's based himself of an obscure character from 20th century popular culture, and his avatar is a spot-on replica. Jade is entirely sure where he lives exactly, but he's usually available to help her fix her crap when her firewall's insufficient or corporate Cyber-sniffers come a-calling.

Jodee Valance - Biker, Ancients member
Jade's ex. The two of them are still on vaguely amiable terms, and if Jade ever needs a favour from the gang then Jodee will generally at least try to run it past the boss man. Given he's not feeling nostalgic or his latest beau has dumped him.
Sometimes the old sparks fly but Jade usually tries to keep Jodee at an arm's length, preferring her business life not to get compromised. Not that she always succeeds but you can't have everything. It's Jodee who unwittingly donated Jade's bike. He's still under the naive impression that one day she'll give it back.

Hisato Thomas - Troll Bouncer
The most regular bouncer to Hade's favourite club. After things went spare one night they got to talking before Lone Star arrived and realised they had more than a few things in common. Occasionally they meet up for drinks and Jade more or less has a free ticket into the club if Hisato is on the door. Whilst Hisato has very little in terms of power or influence, she's extremely trustworthy and considers Jade to be a true friend.

Other: Jade's dying. She's dying at an incredibly slow rate, but when compared to going out via old age it's still something to worry about. A couple of years back somebody fucked up an operation involving repairing her cranial rig, and now some scars and other nasties are coalescing into a rust-clot in her brain. She's yet to feel the effects but it's only a matter of time. She'd love to get it fixed but hasn't been able to find or afford a doctor willing to try. Currently she's trying to amend the ?afford? part.
 

Asclepion

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Aug 16, 2011
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Of the character sheets submitted so far:

Shadowstar38
Accepted! :D

Kind of on the fence. You've done well in the last game though, I'd have to see how you play it.

Birdfalcon
Mostly good. Minor points- It's easier to read equipment lists if they're pointed, or at least have commas.
20 flashbang grenades is a lot for a single person to carry. Add 200 taser darts, clips for multiple firearms, shock gloves, body armor- he's a walking arsenal. I don't mind this, and it goes with the vigilante idea. But it's still a significant amount of weight.

Remember- you can acquire weapons and equipment as you need them. You don't have to carry everything on your back all the time. Better to have contacts with access to gear, and change your loadout in preparation for the run.



FalloutJack said:
Asclepion said:
-Shadow-Snip-
I'm old hat at Shadowrun (3rd and 4th Ed experience), but frankly I always hope for a little fluidity for fun's sake. To whit: There's something I always wanted to try, but never got the chance. I wanted to work at the notion of the shockingly hinted-at idea of an awakened animal shaman. More specifically, I'm requesting permission to create and control 'Human Shaman of Dog, subsection Bogie Shaman' with at least one such a beast kept as a 'pet'.
So it's like a magic dog handler, and the dogs are paranormal beasts? Sounds neat. There's nothing immediately wrong with that.
 

FalloutJack

Bah weep grah nah neep ninny bom
Nov 20, 2008
15,489
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Asclepion said:
Bogie is an awakened animal, a Critter, the Shadowrun equivalent of the Baskerville Hound. I have...hang on. Here. [http://i107.photobucket.com/albums/m315/MagnusReaper/Bogie.jpg]

I don't have time right NOW to work on a profile, but I believe I could work out something in the evening.
 

Birdfalcon

New member
Jul 29, 2011
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[
Birdfalcon
Mostly good. Minor points- It's easier to read equipment lists if they're pointed, or at least have commas.
20 flashbang grenades is a lot for a single person to carry. Add 200 taser darts, clips for multiple firearms, shock gloves, body armor- he's a walking arsenal. I don't mind this, and it goes with the vigilante idea. But it's still a significant amount of weight.

Remember- you can acquire weapons and equipment as you need them. You don't have carry everything on your back all the time. Better to have contacts with access to gear, and change your loadout in preparation for the run.


Yeah I figured as much the rifle, shotgun and body armor he would only really use when A tatical Miltary style strike is called for. He's Ex-lonestar and uses his old contacts to get jobs. for patrols he would rely more on his pistol maybe 5 flashbangs and his adept/martial arts skils. So that being said, am I approved?



[