Shadowrun (open - accepting players)

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[HEADING=1]SHADOWRUN[/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 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]
 

Anti-American Eagle

HAPPENING IMMINENT
Legacy
May 2, 2011
3,772
8
13
Country
Canada
Gender
Male
Cool, it's back. Apologies for fading out last time, there were some problems at home...

Name: Andrew Muldoon
Alias: Geist
Age: 27
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, a black suede duster, and seems to always be wearing his AR gear. 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. All of his clothing has had feedback tech incorporated to some degree.

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 running 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 commlinks 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. After coming in contact with other technomancers he began to submerse himself on a regular basis in an attempt to make up for the fact that he was augmenting himself and straining his gift.

Reason to be here/things to do: Andrew became a runner 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 running, 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 has several contacts from several different hacker circles. The bulk of his jobs come from Mitsuhama, and he has stayed on beyond good terms with them. And he has joined an otaku like cabal of technomancers that's members support eachother to keep their gift alive. Andrew believes that bill has helped him a few times, however he is unsure.

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.

Implants - Cerebral Booster
- Cerebral Superhighway
- 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 Datajack
- Language SDU
- Mathematics SDU
- Mnemonic Enhancer
- Resonance Trodes
- Response Enhancer
- SIMrig
- SIMsense Accelerator
- SIMsense Booster
- Skinlink
- Sleep Regulator
- Subvocal Mic
- Synaptic Accelerator
- Transducer

Traits - Biocompatability
- Deep Resonance Connection
- Submerged Technomancer
Equipment - 10 Feet Of Rope
- Bracer Mounted PC - Incorporated Chipjack
-- Incorporated Commlink
-- Incorporated Cyberdeck
-- Incorporated Remote Control Deck
--- Counter-Countermeasures Module
--- Encryption Module
-- Incorporated Credstick (Certified)
-- Incorporated Holoprojector
-- Incorporated Sequencer
-- Incorporated Trideo Feed
- AR Glasses
- AR Gloves
- AR Headphones
- Biometric Scanner
- Concealed Carry Permit (Custom E-Paper that is tied to the active SIN, and modifies itself accordingly)
- Electronic Paper
- Keycard Copier
- Medkit
- Modified BTL chips loaded with Black Ice (Custom Psychotropic)
- 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, and has a biometric trigger lock)
- Stun Gun

Armour - Ballistic Vest
- Suede Duster (modified with a ballistic mesh and feedback technology)
Andrew's PAN connections and ID's
PAN One - SIN One - True Identity - Andrew Muldoon - Unemployed
- Implants

PAN Two - SIN Two - ID Two - Martin Johnstone - Mitsuhama Consultant
- SIN Three - ID Three - William Booker - Mercenary
- SIN Four - (This ID is produced just before use.)
- SIN Five - ID Four - Marlowe Drakana - Lonestar Bounty Hunter
- Bracer PC
- Smartlinked Gauss Pistol
- AR glasses
- AR gloves
- AR headphones
[hr]
PAN settings and ID purposes
PAN One is always set to Hidden.
PAN Two is Public when Required, Private when in Public or doing Business, and Hidden while on a Mission.
SIN One is always Off.
SIN Two is used when in Public, and is Off Otherwise.
SIN Three is used when doing Business, and is Off Otherwise
SIN Four is used when on Missions, and is Off Otherwise.
SIN Five is intended to be used as a bugout ID and is always off.

Ok, This is my character from the previous one, but with a few changes, due to me rethinking some things.
 

Asclepion

New member
Aug 16, 2011
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Terratina. said:
Mind if I bring Ziggy back?
Of course not! I loved that guy

You can use your previous character, but do not have to. You do not have to have been in the last game to play. This is stand alone and everything will be explained.

---

By the way Terratina, I've wondered what the heck your avatar is.
 

Terratina.

RIP Escapist RP Board
May 24, 2012
2,105
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0
Asclepion said:
Of course not! I loved that guy
Guess what? I loved that guy too. :)


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 right 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:

- Arterial Pumps,
- 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 - 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, (get on him the straight and narrow and whatnot.) whether Zidane likes it or not...

Asclepion said:
By the way Terratina, I've wondered what the heck your avatar is.
Just the person I got my username from. It's Terra [http://finalfantasy.wikia.com/wiki/Terra_Branford] from FF6 changing to Esper Form and back while looking cute. :D
 

RandomMan01

New member
Sep 18, 2012
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I kinda want to make a character. Problem is...I have no prior knowledge of Shadowrun (I read a bit of the Wiki, but that's about it). Is that alright, or should I give this a pass?
 

Asclepion

New member
Aug 16, 2011
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RandomMan01 said:
I kinda want to make a character. Problem is...I have no prior knowledge of Shadowrun (I read a bit of the Wiki, but that's about it). Is that alright, or should I give this a pass?
I'm still kind of learning myself. Really, a good way to get familiar with the setting is to play it, so it wouldn't be a problem.

Do whatever you want. I'd be happy to answer any questions you may have.
 

RandomMan01

New member
Sep 18, 2012
110
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0
Asclepion said:
RandomMan01 said:
I kinda want to make a character. Problem is...I have no prior knowledge of Shadowrun (I read a bit of the Wiki, but that's about it). Is that alright, or should I give this a pass?
I'm still kind of learning myself. Really, a good way to get familiar with the setting is to play it, so it wouldn't be a problem.

Do whatever you want. I'd be happy to answer any questions you may have.
Neat. I might as well try then. I'll get to work on a character sheet.
 

EmperorZuma

New member
Jul 16, 2009
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Name and/or Alias: Jacob Maren/"Mechanist"

Age & Gender: 21/Male

Race: Human

Height & Weight: 6' 5"/188 lbs.

Type: Technomancer

Appearance: Tall and slender, Jacob tries to cover his physical frailness with a long, worn, grey cloak. Doesn't bother with the hood, allowing everyone to see his black hair and brown eyes. Jacob's face is only blemished by a small scar that runs a short distance in the middle of his cheek. As for clothes under his cloak, he wears some loose khaki cargo pants and a baggy, sleeveless red shirt

History: A life of meager materials, Jacob grew up as a child of two parents strapped by corporate slave wages. With only enough money to keep food on the table and the power running, Jacob was always envious of the kids he saw in the brighter-lit streets, playing with toys he didn't even know the names of. The desire for more money, both to make his life better and that of his parents, seemed to manifest when he walked home one day to find his parents celebrating. Apparently, several people had donated money to their accounts for no reason. Suspicious, but his parents weren't ones to look a gift horse in the mouth.

Speaking of "Gifts", Jacob's displayed itself once more when a boy who mocked him was playing with an automated toy, only for the toy to attack the boy when he turned it on. Curious now, Jacob began to research what he seemed to be able to do, and that when he came across the stories of the otaku, able to connect to the wireless Matrix without assistance. Jacob found the prospects of this very appealing, and he began to use his intangible connection to the Matrix as a form of escapism.

After a long period of submersion after submersion, Jacob "woke up" to find he...craved. His want for something to happen in his life, which now appeared incredibly dull after his experience in the Matrix, drove him to thrill seeking. He used his technomancy for everything from simple burglary to stealing expensive hardware, mainly drones, which seemed to come to him with nothing more than a request. The theft of their equipment, and tampering with their networks, caused several less-than-reputable elements to sick their dogs on Jacob, who was now driven for more dangerous experiences.

In a moment of extreme hot-headedness, he realized he wanted a heist to rule them all: he wanted to rip off a corp. He spent months planning the job, putting the right pieces in place and seeding the network with his own, digital agents. Then, when the day of the heist arrived, he got to the second floor of the building before a hired merc saw him. The fight didn't last long, the merc, whom turned out to be a mage, was too much for a technomancer who had little clue what he was actually doing and high on adrenaline. About a minute after the "epic battle" (what Jacob has always called the fight, regardless to notions of the contrary) Jacob was kneeling, on the floor, was an enchanted blade to his neck. It was at that point he passed out, and woke up to find himself in front of a much older technomage who...wasn't very impressed. They stayed together for years before Jacob emerged as a true user of technomacy, which he employed in his new profession of Shadowrunning, thanks to an unlikely source.

Reason to be here/things to do: Previous antics pissed off plenty of powerful people, works in the shadows to hide from the few he can't pay off with his job's income.

Personality: A bit immature, Jacob usually has a simple worldview that dislikes being challenged, but he responds positively as long as the conversation is polite. His eagerness is only tempered by his past, and there still are a few cases where he becomes easily excited. Distracted just as easily, the only thing Jacob can seemingly focus on for an extended period is the Matrix, where he can just stare at data for hours on end, still gripped tightly by his desire for information.

Notable skills: With technology being in his blood, Jacob finds himself to be a natural at rigging, with drone control being as easy as controlling his own limbs. Hacking is also easy, especially with the help of his Sprites. In VR, his inner berserker comes out, and he has to rely heavily on his Sprites for a proper defense.

Equipment: Carries only a single sidearm, but also has a metal backpack that contains various small drones for his use. Also keeps a holoprojector on-hand for various purposes. Does own a "personal carrier" in the form of a modified van, where he keeps his unused drones and maintenance supplies. The van also carries an "Ajax" (his own name) Heavy Defense Drone, which, when not tucked away in a dormant, large cube-shape, walks like a quadruped and is armed with two machine-guns and even a personal short-range mortar.

The Guru: Older technomancer that counseled Jacob after his crazed spree got him caught. Lives in solitude and almost always submersed in the Matrix. This has him a good informer, and the odd "kinship" the man has with his budding apprentice has made him a reliable informer.

Anton Nix: An Elf conjuring mage, Anton is private bodyguard, and was actually the one who caught Jacob. However, for reasons he has yet to explain, even to the boy he saved, he didn't kill him. In fact, he's the one who brought Jacob to Guru, and helped the kid get in contact with the "right" people to go into the shadowrunning business. As Jacob was starting out, Anton even helped him on a few jobs, pro bono. It was clear a bond formed between the two. They have stayed in contact, sharing information when it's available, or even when they just want to have some face-time.

Big Bad Boro: An Ork club owner/bouncer, he and Jacob met by complete accident. It was just after finishing a job, and Jacob let his guard down as he walked the streets, looking for a place to spend some extra cash. Moving down an alley, he was assailed by three goons from the joint he just planted bugs in. His drones were spent in the run, and his skill with his weapon was poor. That's where Boro came in, for the alley was just adjacent to his club, and he didn't want no firefight next to his establishment. As compensation, Jacob fixed a few faults in his entertainment systems, and the two had a mutual bond since then: Jacob would keep Boro's club up to snuff on the cheap, and Boro would share any information regarding his patrons.

Other: Even though his days of "Madness" are behind him, Jacob still has a lust for the majesty of grand heists. No matter the danger, and no matter the pay, Jacob loves the aspects that come with an elaborate scheme.

EDIT: If there turns out to be too little variety, I can change characters from this guy to a mage.
 

Mr.Ivebeenframed

New member
Jan 6, 2011
1,483
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Glad to be back :)


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.

Reasoning: Living in the shadows is way better than being some lab rat or being thrown in a battlefield that you had no talk into being in. Mostly it's the freedom and maybe the women.

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,a screw for his ring finger, and a lighter on his thumb. 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. Blue is also on the lookout for his "Old Man".
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
Character complete; enjoy

Name and/or Alias: Julia Weinberg aka Arsenal

Age & Gender: 25, Female

Race: Ork

Height & Weight: 6ft, 5in, 203lbs

Type: Weapon Specialist

Appearance: Arsenal is a an imposing figure. She's tall, even by Ork standards, and looks as menacing as most people expect orks to be. She wears her hair in a short crew cut, a remnant from her UCAS Navy days. What can be seen of her hair is dirty blond. Her eyes are the electronic blue of military issue cyber-eyes. Likewise, her dark tan skin show the obvious signs of dermal implantation, with circuity lines running up and down her arms, legs, torso, and half her face. She wears a set of urban-camouflaged plati-steel armor , hidden underneath a long black trench-coat and military fatigues. More obvious than the armor however, is the small blackmarket worth of weapons she has either on hand or at the ready at her "HQ" (Read: apartment)

History: Arsenal's a second generation Ork, her father having been alive for the original case of Goblinization so long ago. Arsenal grew up in a military family in what was once New York City ("the rotten apple"), with her father, her father's mother, and her great-grandfather all having proudly served the UCAS Navy and the U.S. Navy before it. she grew up knowing she'd eventually join the navy and never wanting anything more. She intended to rise further than any of her fore-bearers, shooting for nothing less than fleet-admiral.

This dream of hers wasn't farfetched either. Even on her first day, thanks to her life-long training, she was a shoe in for the Navy, being fast tracked into the officer program. It wasn't long before she made rank, her determination driving her through every obstacle she encountered with a ferocity that pushed Ork limits. This drive eventually pushed her into the fastest of all tracks; the UCAS Seals Program. By the time she was 23 she'd been assigned to Seal Team 2, and was ready to show the enemies of the UCAS just what she was capable of.

Unfortunately, as with all things, once they go up, they must come down. On her second mission - a VIP rescue op in Tir Na Nog (OOC: elf controlled Ireland) - something went wrong. Halfway through, mere minutes after they'd rescued the target, the elven commandos struck, systematically destroying the team one-by-one, until only she and the target were left. Even under that pressure, she kept moving, using grenades and C4 to cover her escape with the target. She'd almost made it to the escape point, when the elves finally caught up. She never knew what hit her, but the last thing she saw that night was a splash of blood as the target's chest exploded; courtesy of a high powered sniper rifle she never saw.
She awoke in a helicopter en route to the allied U.K. just passed dawn.

What followed were weeks of medical care, visits from commanding officers she'd never met, and politicians commending her loyalty and commitment and bravery. At the end of it all, all she had was an honorable discharge and a scar the length of her middle finger down the back of her neck. Somehow, the wound - combined with her "instability" served enough to make her more a liability than an asset. They somehow expected her to just walk back into civilian life - apparently believing her ability to field-strip a gun in 10 seconds applied itself to desk work at some military contractor. It was infuriating, humiliating, and world shattering. So, she did what any good Ork Seal would do: she took her severance package - her armor and a small armory of things the police dislike - and disappeared into the shadows.

Thus, Arsenal was born.

Notable skills: First and most notably, it it hurts, maims, kills, shocks, pommels, explodes or otherwise makes someone else's day worse, she had more man hours using it than most people alive. While she isn't as skilled with a blade as the average street-samurai or as sharp a shot with sniper rifle as someone who's dedicated their life to the weapon, she's a second best with just about every weapon ever made. She knows her way around explosives and has a fair bit of of experience with vehicles, though with the later of these she is far from perfect (let's just say she's better riding shotgun if you catch my drift). Despite her size, she knows how to be subtle; the seals were never the kind to burst in guns-a-blazing after all.
When it comes to computers, she can work an interface and maybe even plug in a link, but that's about it. If the door's locked, she's more likely to make a C4 key than plug numbers into a screen and see what happens. That said, she respects the computer-savy people and usually gives them the benefit of the doubt - it's better to remain unseen and unheard in the end.

She understands even less about magic then she does computers. She knows what it can do and a little of the theory behind it (pull energy out of the world around you to make physics take a break), but couldn't tell you the difference between a greater or lesser invisibility spell if you gave her a month and a study guide.

Her knowledge of the streets is limited as well, being new to the shadows. The only knowledge she had is related to weapons, military matters, and tactics. She's been trained to lead small groups, but it was never her specialty and she has never put them into practice. Instead, she knows how to plan assaults, using as few resources to accomplish a task as quickly, effectively, and efficiently as possible.

Equipment: In terms of implants, she has a number of standard military augmentations. Her body has been augmented to increase her physical strength and endurance, and her eyes and ears have been augmented to be more precise and powerful (as well as link with her guns). She has an internal computer drive to store important information on and power her HUD, but that's about it. In terms of other equipment, she's really a walking tank.

Her armor, when she puts the helmet on, is environmentally sealed to protect her against pathogens, poisons, and radiation. It's equipped with a number of pockets to hold all manor of tools - from first aid supplies to plastic explosives. Her armor is covered with a Ruthium Polymer to allow it's camouflage to adapt to the general surroundings (e.g. urban camo in cities, forest camo in forests, etc) The armor has a built in HUD to display communication details, status reports, emergency communiques, and such. In an emergency, her suit can flood her with a cocktail of artificial adrenaline, stimulants, and painkillers called K-10; a combat drug known to drive the user crazy for it's short duration.

In terms of weapons, integrated into her armor are a pair of shock gloves to stun enemies in close range, a pair of retractile blades for more permanent solutions, as well as a combat knife. At her belt, she carries an Ares Predator IV sidearm with standard ammunition. Her other weapons vary based on the need. She owns several automatic rifles, a dozen different handguns, a pair of SMGs, a sniper rifle, plus several archaic weapons including a pair of katanas, a viking-esk axe and warhammer, and a halberd. Her preferred weapons however is an Ares Thunderstruck Gauss Rifle and it's 250 round clip. She also carries 3 fragmentation grenades and a pair of stun grenades.

Contacts: Arsenal knows several military personnel who owe her a favor or two, but she cannot use them too overtly else she risks her exposure as a less-than legitimate civilian. Her only other contacts are a weapons dealer in the black market from whom she buys her ammo, explosives, and K-10. She also knows a Fixer who gets her jobs.

Other: She is a gruff, no non-sense person, who's become jaded and cynical. Joker types will find her hard to deal with (particularly with her hand around their throat). She's addicted to K-10, and keeps a stock of it on hand to stave off withdrawal
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
CJ1145 said:
Oh god how is this already up

I'll try and make a sheet soon
It's up because I made (most of) the opening post for my game a long time ago, and Asclepion just used the same info for his games. It was literally a copy/paste to create the new game (W00T ctrl+c/ctrl+v! - making everyone's lives easier since... keyboards I guess...)
 

Asclepion

New member
Aug 16, 2011
1,425
0
0
Mr.Ivebeenframed said:
Glad to be back :)
Glad to have you :D

By the way, you could go all out with your cyberdigits if you wanted.



Dartgun

Flashlight, Finger Bomb, Scissors/Wire Cutters, Mace Sprayer

Automatic Lockpick

Laser
 

3quency

New member
Jun 12, 2009
446
0
0
Pretty much as she was last time, with some slight amendments.

Name and/or Alias: Jacelyn Warwick/ Crazy Jade

Age & Gender: 30, Female

Race: Elf

Height & Weight: 5' 10'', I still 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.

No rigger would be complete without some engineering ability and Jade's no different in this respect. She can fix her bird up to a degree of competency and the same applies to cars and bikes, but for anything more than a tune-up or hasty repairs you'll need a proper mechanic.

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 naïve impression that one day she'll give it back.

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.
 

MortifiedPenguin

Not So Despicable
Jun 8, 2012
842
0
21
Name and/or Alias: Sonya ?Rogue Knight? Goddard

Age & Gender: 34, Female

Race: Human

Height & Weight: 5?9?, 145 lbs

Type: Infiltrator Sniper

Appearance: Sonya might be mistaken for beautiful from the side, as one side has heavy scarring from where a rifle backfired and took out her right eye. Said eye has been replaced with a cyber eye. For the most part she ties her black hair back to prevent it getting in the way, but also because she can?t muster the effort to style it in any other way. As well as that, her lack of effort with fashion can be seen with the way she dresses, usually wearing plain t-shirts and jeans under a plain leather jacket. When on a job, she wears more militaristic clothing like black cargo pants and light armour made for protection against surprise attacks. She is not one to present her personality through her clothing.


History: Born and bred in Seattle, in the Renton district. Sonya came from a family deeply entrenched in the Knight Errant security firm, because of this, Sonya was pressured by her parents to join the firm, they were Knight Errant so she would have to be Knight Errant, whether she liked it or not. Though rebellious in her youth, she gave in to her parents? wishes and joined Knight Errant as soon as she was able, enrolling in the nearby Knight Errant Seattle Training Academy.

Time passed and she found that she had talent, particularly with a sniper rifle; even besting those who had more experience and cyberware. Enough to gain the attention of the higher-ups who saw her as a fine asset. Soon she was sent on missions, often preventing ?runners from raiding the property of Ares Macrotechnology and other AAA megacorps who could afford Knight Errant?s services, or even prefer the more ?elite? style of Knight Errant to the ?bumblebees? of Lonestar.

Often she would find herself testing prototype weapons in the field; on one such occasion, she was testing a prototype sniper rifle designed to compete with companies such as Walther who produced the much acclaimed Walther WA2750 ?Seekershell?. However, the weapon backfired, causing the accident which took out her right eye. The people at Ares Marcotechnology blamed her, saying that she had obviously not used the weapon in the proper manner. As a result, she was given compensation to hush her up, and fired from Knight Errant. This caused a rift in her family, as her parents saw her as a disgrace to the Goddard name.

To spite her family further, instead of trying to join Lonestar or any other security firm, she became a shadowrunner embracing the freedom of finally doing something her family hadn?t pressured her into, and choosing he direction in life. With the money she had been given she got an betaware cybereye with a built in smart link and a unable to afford the Walther ?Seekershell? she bought the lower end, but still celebrated Walther MA 2100.

With talk of her skills and the scandal that got her fired, she got into ?running pretty quickly, one Johnson offered her a place in a squad of shadowrunners with the job being a simple assassination of a corporate toady. However, the toady was a very important toady, and quite rich as well. Almost of all the squad was decimated by the security there, mainly Knight Errant officers, to Sonya?s dismay. The irony was lost on her as she was too distressed at the fact that she could not have supported the group from her foxhole and suffers survivor?s guilt about the incident to this day.

Nevertheless, it didn?t dissuade her from ?running. In fact, she has become something of a workaholic in order to distract herself from the past.

Reason to be here/things to do: A job?s a job, and Sonya isn?t one to idle.

Personality: To her, first and foremost, comes the job. Those who think that shadowrunning is a party with a bit of light exercise at the end are either complete amateurs or fools. Those who don?t take their work seriously, don?t take their life seriously and deserve whatever comes to them. A bit of loner and a bit surly, she would rather remain disconnected then form bonds only to have them broken, mainly because of what happened in the past. She also comes out with lines that are blunt and brutal, like a shot to the face.

Notable skills: Some CQC training here, some small firearms training there and even some skill when it comes to hacking, mainly just bypassing defences. Most of what she knows comes from what her Knight Errant training has taught her. Her skills mainly consist of infiltration and sniping, often going for the most open target. A crack shot, she aims either for the head or the heart, whichever Is least armoured at the time. Sonya also knows a smattering of Japanese picked up off the streets.

Equipment:

- Walther MA 2100 with various types of ammo like hollow point, tranq and explosive rounds,
- Tarus Hushpuppy as a sidearm,
- Combat Knife,
- Cyber Eye with Smartlink,
- Commlink,
- Some nuyen,
- Standard light military grade infiltration armour,
- And a battered old Thundercloud Contrail motorbike.
- A fake SIN
Contacts:

Sven Svenson, Weapon Specialist ? If you need a gun, a baton or even a katana, Fenris is your dwarf. He has supplied Sonya for years and offered tune-ups and repairs as well. Since they both have a penchant for discussing the latest developments in firearms, they have become fast friends. Not one for settling simply for civilian grade weapons, he stocks military grade weapons for anyone who has the nuyen.

Fenris, Knight Errant Officer ? One of her old buddies from when she was working at Knight Errant and still one of her drinking buddies. He is knowledgeable about the coming and going of Knight Errant and Sonya has often asked him about the security (if provided by Knight Errant) on the places she is assigned to hit. He does this out of pity as it saddens him to see a good officer out of a good, honest job.

Varys D?Winter, Hacker/Johnson ? Known as The Spider on the Matrix, he knows the ins and out of almost every building in Seattle. Sonya often contracts him for blueprints and security codes as well as potential nest spots for her jobs. He only does business over the Matrix and appears as his handle?s namesake. His services, however, don?t come cheap. Because of an ?understanding?, he often tell her of jobs he has a particular interest in.

Other: There may be another survivor from that run, who knows?

Eh, may as well.
 

RandomMan01

New member
Sep 18, 2012
110
0
0
Here you go:
Name and Alias: Billy Finnigan(AKA: Richard Sinclair)

Age & Gender: 29, Male

Race: Human

Height & Weight: 5'9", 130 lbs.

Type: Adept Warrior

Appearance: Billy is average-sized, thin man. He has no hair on his head, where the tell-tale signs of a failed augmentation are displayed. His legs also bear these marks, but, surprisingly, his arms hold nothing more than a few scars. His eyes are brown, and there is a small amount of stubble on his chin.

History: Born to a fairly average family in the UCAS. However, Billy was very, unusual. Not just did he show signs of magic, which he was even know to use every so often (usually to cheat on games he played with other kids), but he also seemed smarter than most of his peers, though this never really had an effect on his ability to get along with the other kids. Billy's life seemed pretty nice...until the corporations took notice of him.

When he was just 6 years old, young Billy was sitting on the sidewalk by his house when a unmarked black car pulled up. The occupants quickly ran out of the car, grabbed Billy, and drove off before he had a chance to do anything. Poor Billy had no idea what was going on, but the answer became clear. Billy had been kidnapped by a Corporation that had been hoping to do research on new augmentations to be released specifically for young, magically-gifted, children. Billy's young age, magical ability, and above-average intelligence made him a prime candidate for a test subject. The Corporation spent 4 years running tests on Billy. They forcefully implanted augmentations meant to increase everything from muscle, to intelligence on Billy. The implants, needless to say, were incredibly painful, and Billy was cut off from any of the other test subjects, depriving him of any sort of physical interaction, except for short conversations with one of his guards. These harsh conditions would cause Billy to go entirely bald, drop a few IQ points, and leave him mentally and physically scarred. Many of the augmentations never even worked, leaving painful scars and remains from where they could not be removed. The experiments nearly killed Billy. They might have, too, if it wasn't for one lucky raid.

One night when Billy was ten, the Mafia snuck into the facility Billy was being held in. Their intentions had been to make off with some of the secret technologies being researched within, and sell them on the black market for a tidy profit. The Mafioso that had been selected to do the job never did find any technology. A careless move caused him to trip a security alarm. The Corporation, unaware that the intruder was just a petty thug, began to activate their failsafe plan. The plan included destroying the facility, and all traces of evidence, including the test subjects. The Mafioso intruder happened to stumble across Billy's cell while trying to escape. His guard had not yet killed him, and the Mafioso, taking pity on Billy, decided to bust him out (a thug with a heart, who knew?). As it turns out, the facility was located only a few miles from Seattle, where the Mafioso had come from. Billy was taken there, and kept in the Mafia headquarter in the hopes that he would share whatever he saw.

Billy did not remember much, but he did find another way to repay the debt he owed the Mafia for saving him. The Mafia brought Billy into their family. For a whole year, they worked on acclimating Billy to the Seattle underground. They then spent two years training Billy in the arts of theft and how to use his powers effectively. Finally, when Jimmy was 13, he got his first assignment. It was simple enough, they wanted him to use his powers to break into the office of a wealthy businessman, and steal the data chip containing valuable business assets. Billy was more than capable of this. Sneaking past the receptionists at the door, he then used his powers to increase his speed. He ran into the office, jacked the chip, and was out before anyone knew what had happened.

This process went on for many years. The mafia soon began using Billy in their fight to reclaim territory from the Yakuza. One of his biggest employers was Rowena O'Malley, who used him as a sort of muscle when she was attempting to unite the Seattle Mafia families following her father's death (see the timeline on the wiki page: Year 2058). During that Year, Billy became quite close with the Finnigan Mafia family. Since he had forgotten his actual last name during the years at the testing facility, Jimmy took on the last name of Finnigan. He continued to work for Rowena and other Mafia families even after a new don had been chosen.

After years and years of service, the Corporation managed to find Billy's whereabouts. The Mafia drove the Corporation goons back, resulting in more than a few casualties for both sides. Billy, now 29, realized that he would be a liability for the Seattle Mafia if he stayed any longer, so he decided to leave. The Mafia had already considered his debt to be repaid, and he was allowed. Before leaving, however, the families did provide him with a few essentials to survival, including a new S.I.N. number and name-Richard Sinclair. After faking his death in a fight, "Richard" left the Mafia.

Reason to be here: The corporations are bound to be after him, he holds valuable technology after all. This along, with the set of skills the Mafiosi trained into him, mean his best chance at survival is in the shadows.

Personality: Billy is not a very sociable person. He is very paranoid about people he meets, and he acts very quiet and cryptic when around strangers. However, once he gets to know someone, he is very affable and friendly. He is reasonably smart, and knows when it's time to run. Billy has no problems with killing, though he tries to find ways around it. However, when to comes to Corporation, Billy does not waste words or magic, offering up lead instead.

Notable skills: While not incredibly skilled with a firearm, Billy can handle his own with a knife. He picked up several traits from his time at the mafia, including sneaking around superior forces. He is also an adept, and uses his powers constantly, usually to increase his speed or strength. Even without magic, though, Billy is quick on his feet. He is a follower, not a leader.

Equipment: Billy can usually be seen wearing a pair of black trousers, a grey jacket, and a bowler cap, covering up his scars. On the inside of the jacket, there are several pockets and holsters that can conceal small firearms and their ammo.

When he left the Mafia, Billy was given a few things to aid his survival. He carries a mini-Uzi and knife, both of which he keeps concealed under his jacket, some UCSA Dollars, a fake S.I.N. Number, and a fake concealed carry permit.

Contacts: Billy knows most of the Mafia families in Seattle, more specifically:

Rowena O'Malley- Daughter of ex-Don James O'Malley. Donna of the Finnigan family and Capa of
Seattle. Was a contender for the position of Don following her fathers death, and one of Billy's biggest employers. She sees Billy as a little brother.

Gary Fontino- The Mafioso who broke Billy out of the testing facility. He's also a adept, and taught Billy most of what he knows when it comes to magic.

Other: While his fake death threw off the Corporations long enough to allow his escape, Billy knows it's just a matter of time before they pick up on his scent again. There's also the matter of him not even knowing which corporation is responsible.

Also, while Billy officially cut all ties with the Mafia, they still know how to reach him, and can contact him if they need him for a job.