The Limit of Infinity: A Shadowrun RP (Sign-up Thread - Closed)

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hiei82

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Aug 10, 2011
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[HEADING=1]The Limit of Infinity: A Shadowrun RP[/HEADING]

[img/]http://gorillaartfare.com/wp-content/uploads/2009/10/sr_cover_hurri.jpg[/img]​
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[h2/]Game Information:[/HEADING]
The world of Shadowrun is easily one of my favorite settings. Set in the near future, it is a world filled with advanced technology and arcane magics, corporate control and political scheming, subtle maneuvering and blazing gun barrels. In celebration of the upcoming "Shadowrun Returns" video game that was successfully kisk-started recently, I have decided to make an RP as a bit of a primer. Beside that, this little plot bunny has been growing in my head for months.

[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.

[spoiler="Character Example: Moonlighter"/]
[b/]Name and/or Alias[/b]: Rachel Thompson aka "Moonlighter"
[b/]Age & Gender[/b]: 26, Female
[b/]Race[/b]: Elven
[b/]Height & Weight[/b]: 5ft, 7in & 157lbs
[b/]Type[/b]: Master Thief
[b/]Appearance[/b]: Rachel has dark brown eyes, long & light-brown hair, and pale skin. While working, Rachel wear's her hair out, letting it settle into it's naturally frizzy state. She tends to wear sun-dresses when weather permits and a pair of comfortable shoes. While "working" she wears he hair straight, and puts on make-up to change the way she looks. She wears a black cat-suit with a utility belt filled with her gear and a pair of night-vision goggles on her head.
[b/]History[/b]: Rachel grew up as the youngest child in a broken home; her parents divorced and her older siblings hooked on all the latest drugs. Even at 11, she was the most responsible member of her excuse for a family. Unfortunately, that meant it was up to her to find a way to keep her and her family alive. She managed this by shoplifting what goods she could from the various stores. Like everyone, she was horrible at it - never getting away with anything. Fortuitously, her age protected her for a long time. Over the years, she became better and better at it. What more, she was smart and athletic. Her grades were respectable (though far from perfect) and she practiced gymnastics. Eventually, thanks to some hard earned scholarships, a few loans, and a few "loans", she managed to escape her lot in life and go to business school.
One day, while acquiring another "loan", her fate changed itself forever. She chose to steal from precisely the right man - a Shadow-runner by the name of "Magpie". Rachel entered his store of random objects, pretending to be window shopping. While there, she slipped an old gold pocket watch, decorated with the image of a crescent moon, into her pocket and after several minutes, left the store. When Magpie realized he was being robbed, rather than stop her, he watched her actions, eager to see how good she was. Her theft was impressive enough, but it was the fact she waited several days before trying to pawn the watch and that she had entered the store dressed in a style she never wore normally that convinced him of the young thief's skill. When she went to pawn the watch, he intervened. At this point, he was just going to congratulate her skill, giver her a small sum, and tell her to keep working and pick better marks, but that changed when he saw her reaction. Rather then just give up the watch, she bolted from the store. Magpie followed suit, trying to keep up, but quickly fell behind as she used her acrobatic training to maneuver her way through the crowded Seattle streets. A few days later, when Rachel came out of hiding, she found Magpie waiting for her - having used his connections to find her. Before she could bolt again, he made her an offer - promising he would teach her how to become a top notch criminal. She accepted.
A few years later, she graduated from college with her bachelors degree in business, a minor in art, and some other skills that most workplaces frown upon. The same day she graduated and started her job at NeoNET:Seattle, she made her debut in the shadows as Moonlighter.
The riches of Seattle's elite haven't been safe since.
[b/]Reason to be here/things to do[/b]: Steals for the thrill first and the profit (a close) second.
[b/]Personality[/b]: When working her day job, she maintains a quiet unassuming personality. When on the streets, her personality is outgoing and jovial. She does however know when to be quiet (like when stealing the contents of a safe)
[b/]Notable skills[/b]: Moonlighter is a thief of some skill. She knows how to bypass technological securities of all but the most recent design (which she is working on unraveling) and while she can't cut through magical security, she knows the best ways to bypass it. She knows how to use a gun, but she hates to use it (it removes the fun). She knows how to bypass computer security to steal data, but can't hold her own in a cyber-combat. Rather, her first aim is not to be found and her second is to use defensive programs to buy her time to finish the job then book it before the alarm is set off.
[b/]Equipment[/b]: She carries all sorts of B&E equipment while on the job. She keeps an expensive comm-link filled with all the programs she might need on the job and a fake SIN. She has a silenced pistol that has "for emergency use only" written on the side. Lastly, she has the same golden pocket watch she stole so many years ago. She carries a number of business cards with "Moonlighter" written on them and an image of her pocket watch that she leaves at the crime scenes (she has a flair for the dramatic). An untraceable number to a burner comm-link is written on them in the event a mark is willing to pay to have their treasures back.
[b/]Contacts[/b]: Moonlighter keeps several contacts. First is her Fixer (the man that sets up her patron jobs) named Mr. Thompson (no relation). Mr. Thompson has no idea what her real name is and the two have never met face to face. they don't get long very well, but each recognizes the others skill so they maintain a professional relationship. The next is her broker, an old troll named Mrs. Goodman. these two go way back to before she was a shadowrunner (it was Mrs. Goodman's store she tried to pawn the watch at) and they know each other very well. Her final contact is Magpie. Magpie has retired from the shadowrunner world, but he keeps an ear to the ground - keeping her informed if something on the streets has gone horribly wrong.
[b/]Other[/b]:[/spoiler]
_________________________________________________________________________________________________________________________________________

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]
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[h2/]Common Character Archetypes:[/HEADING]

[s/]For those who are looking for inspiration for characters, I have included the Archetype Characters below as examples. All ideas can be mixed and matched or ignored completely. [u/]These are in no way required reading[/u], but I encourage you to look at them if any catch your attention.[/s]
[b/]EDIT[/b]: Removed to make room for characters. the descriptions are available upon request.

[h2/]Character List (in progress):[/HEADING]

[spoiler="Redryhno as Wulf: the Night Elf Ancient Adept"/]
Name: Remus Gavrilov(Real name only known by a few Ancients, his brother who still rides with the gang, and the leaders.)

Street Name:Wulf

Age & Gender: 34, M

Race: Elf(Night Ones, if you accept sub-types)

Height & Weight: 6'3", 180 lbs.

Type: Adept, ex-Ancients gang member

Appearance: Amber eyes(same goes for the fur, though slightly darker.) a single burn scar leads from above his left eye to his collarbone. Almost always wears a synthleather duster over real leather pants and an armored vest. A bulge on his right side is where he holsters his Predator. On his left side, over his heart, is the symbol of the Ancients, tattooed into his skin with red and black ink.

History: Remus was born to a pair of Elf international export licensed to H&K, so he grew up around Knight Errant members, guns, and violence in general. He lived with them until he was 16, when their relations with the company...deteriorated suddenly. They moved to Seattle,after the Insect incident in Chicago, where he quickly began running in gangs to make end's meat and saved up enough until he bought his own little Yamaha Rapier, which led him to joining up with the Ancients, where he learned exactly how dangerous a man could be with nothing but his hands to defend himself with. He had learned some from a KE cop, but didn't really come into his own until another Elf in the gang took him under his wing and taught him.

He stayed with the gang for about ten years and left on amicable terms, promising his services when they were needed, free of charge. Since then, he's made a small name for himself, after getting his SIN removed, of course. He rode with the gang for years, doing pretty much any job you could think of, from regular strongarming, to staging a raid on a rival corp warehouse.

Reason to be here/things to do: Money, power, and the chance to get out of the constant warfare of the Barrens.

Personality: prefers to keep to himself, and doesn't truly care about most others, unless they also were or are members of the Ancients. To him, you're either Ancient, or the rest of the world. Other than that, he has a strong sense of duty to family and close friends, none of which are anything but Ancient members.

Notable skills: An excellent shot, even on a bike, an adept sneaker from years of prowling around warehouses and darkened districts, and absolutely deadly in close combat, he has contacts from all walks of life, from lowly Squatters to a couple Corp security guards and a captain in the Renraku sec-team.

Equipment:2 Ares Predators, one designed to fire only flechettes(can't remember the specific name), the other for regular rounds and explosive ammo, an armored vest and synthleather duster. He only drives motorcycles, and is currently the owner of a Ferris Fenrir, emblazoned with the Ancients symbol and equipped with a smoke grenade launcher on the left side and a Ingram SuperMach 100 on the right.

He has a small one room apartment in the Redmond Barrens, the only redeeming quality being that the nearby garage is secure, both in terms of security and that it's in Ancient territory. Inside his apartment, he has a decent bed, a window he long ago covered, and has a small entertainment system, the rest of the place has clothes strewn about, but only really wears what he has under his bed in a synthplastic box.

Contacts: Multiple Squatters around the Barrens. Ancients members and leaders, a couple of plain clothes Lone Star Officers, and Fireman Tim.

Squatter:Rikkers, asian human, a bit off his rocker,(by a bit I mean, more or less, full blown crazy)has occassional bouts of hallucinations, specifically ants crawling all over him. Can almost always find him near either the most rat infested building in the Barrens or whenever a DocWagon comes screaming past.

Squatter:Jamen, elf, former bouncer, but lost a hand and was suddenly much less useful, tries to work as muscle for some minor street gangs, but isn't that successful, mostly living from meal to meal. Can normally be found in a Snackin' Shack across the street from his old job, The Neon Coatle, when he isn't working that is.

Ancient's member:Romulus, his brother, a mid-level leader in the regional hierarchy, more or less his opposite physically, dark blue, almost black eyes and fur, slightly heavier and shorter, and almost useless in a hth fight, preferring to sit back and shoot with his H&K assault rifle, or during a bike raid, his HK SMG, either way, he's one of the best shots in Seattle. This applies to almost every aspect of his interactions as well, with him staying back during negotiations and sniping down any unfair motions,etc.

He's also his contact with the gang when they want favors done, and calls him on his phone, or failing that, they have a once a week meeting at their old stomping grounds, Satyr's Desires, an old strip club/bar that more or less caters only to elves(specifically the Ancients) and the odd troll or two that lived nearby.

Ancient's Leader: Olloman Compaction,elf, Remus's mentor, one of the first elves to be born into the new world, and even more dangerous than himself. He bears a striking resemblance to David Bowie, in terms of appearance, personality, dialect, and dress. Wears a real leather duster,boots, and vest most of the time, out of a possible combat situation, in a fight, he opts for simple leggings and an armored jacket with a tomahawk he inherited from his tribe just outside of Seattle's bubble of influence. Almost always accompanied by at least two guards, though he doesn't need them, named Jigger and Lois. One a rigger, so he's not seen very often, though he always has two combat drones in Olloman's vicinity, and at least one stealth drone looking around for any possible threat. Lois is your standard street thug, she's gotten so many implants and been chromed so much, she's less awake and more booted up anymore. Hand razors and spurs, some minor tweaks to her reaction time, and muscle implants are just the start. Olloman is a nice enough guy, but when he wants something, he doesn't ask, he tells, and most people who know what's good for them, give it. He's one of the few people Remus trusts implicitly, they've been on the verge of killing each other so many times that they no longer keep count of wins and losses, it's just easier to call them even to each other. Mostly at one of the Ancient's hangouts or at a leader's meeting.

Renraku SecTeam Captain:Richard Marshton,human, not all that brave, and is very receptive to creds, commands the NE corner of Renraku's SecTeam, and met Remus on a drive-by they did. The target just "happened" to pass by that corner of the property(because of a "backup on the highway") and the guards just "happened" to not be at their posts on time that night. Easily found out wasting his pay on troll swill and whores.

Yakuza Boss:Hiko Tatewake,japanese human, a very conservative man, his hair is greying at the edges, giving him the appearance of a thunder cloud at times. Hired the Ancient's to kill the aforementioned target, and has a healthy respect for Wulf specifically because of him saving his life from a Halloweener "party". Very xenophobic, as most Yakuza are, and is normally at one of the businesses he owns, a couple VIP bars, some restaurants with real food, and a curiosities shop no one's exactly sure why he keeps. Remus has him on his phone.

Fireman:Tim,troll, a regular at Satyr's Desires, and the biggest troll Wulf has ever seen, standing at just under 5 meters and easily 250 kilos. He's very simple minded, but is very gentle and loves his job with the fire department/company, and is willing to regail anyone who will listen with tales of his exploits as the hoseman(he's the only one on the crew that can handle two at once.) He has a small love of trinkets he can get out of fires though, a slightly melted kitchen knife here, a bedsheet scrap there, so almost always has something somewhat burned sticking out of his pockets.

Fixer:Jackson "Wax" Grissomndwarf mechanic by day, fixer every other time. He's completely devoid of hair, and has himself waxed every few months, also likes to put a good coat of wax on his projects before sending them back to their owners, hence his nickname. He owns a small autobody shop and dips into some less than legal endeavors when business is slow or he's bored with his current job.

NOTE:This is only if we don't get a decker,also, if you know who this is, you're old. Or started playing this very early on in life.

Decker:Tee-Hee,elf, a bit of an eccentric, he's very good at what he does, and when it comes to running the Matrix, he's one of the best. Named Tee-Hee for the laughing sound he makes while on a run. Wulf ran into him on an early run and has kept him as a contact because he never knew when he might need someone of his talents.


Adept Skills:
-Improved Skill (Driving: Motorcycles)
-Improved Reflexes
-Killing Hands (Deadly)
-Astral Perception(can shift his sight and see into the astral plane, but can't project)
-Wallrunning
-Sprint
-Improved Hearing
-Penetrating Strike


Notes: Has a deep-seated hatred of the Halloweeners street gang and it's members, and the feeling is reciprocated to Wulf, as he's killed many of their members and a few minor leaders. He's kinda hard to miss, so they know him

Has a dislike of the sunlight, and prefers to work in the night, where he is most at home.

Has a slight distrust of Orks, Trolls, and Street Mages, be they Shaman or Mage from the few times he's had to work with them, but will work with them if he has to, though he'll watch his back and look over their shoulder to check their work when he knows about what they do.

Does free-lance work (emphasis on "free") for the Ancients when they call him, mostly pickups and dropoffs, sometimes more, and will funnel any information he has picked up to them.[/spoiler]

[spoiler="BlindTom as Chromad: the Ork Rigger"/]Name and/or Alias: Chromad

Age & Gender: 41 year old male

Race: Ork

Height & Weight: Average Height, slightly overweight.

Type: Rigger and wheelman.

Appearance: Fat, bearded, and ginger. His face is a mess of rusty orange beard and dull brown tusk, somewhere beneath it lurks skin, the pristine pastiness of which is only disturbed by a spider web of cracks that appear to be old burns. In informal settings he wears as little as he can get away with, usually sticking to a pair of cargo pants and little else, this reveals his patchwork of unnaturally thick, orange hair, and perhaps chemically burned? It's better not to ask, crater plastered blotches of bald, warped flesh. The rest of the time he's living straight out of a vending machine. Plain jumpsuits in primary colours. Just another poorly groomed low life.

History: Chromad always wanted to be a lot of things. Driver, chef, swordsmaster, schoolteacher, rockstar, you name it. If you can get a skillsoft for it, then chromad spent the first two decades of his life trying to get the thing. Somewhere in all his travelling he actually got pretty good at programming and manipulating the softs, but that was never what he wanted to be. Chromad wanted to be the best at everything and the skillwires were just a means to an end. Unfortunately he's managed to get fired from every job he's ever worked after passing the softs off as the real Chromad for a little too long. He's getting a reputation. He doesn't have a criminal SIN just yet but it's only a matter of time before he's investigated and that stash of BTL's and combat activesofts lands him right in the drek.

Reason to be here/things to do: Chromad wants data. Chromad wants to join the SINless in their seemingly unrestricted freedom to pursue whatever goodies they want to in the shadows. He is a little naive, but as far as he cares there's no shortfall he can't fix by fiddling with his skillwires. He feels like he has a big enough stockpile that he might be able to establish himself as a major personality in an underground data haven.

Personality: Chromad is scatter brained, always wanting to be the best at something else. This means he actually lacks the focus to get good at anything other than manipulating the skillwires. He tends to scoff at people who gained their abilities "the hard way," seeing them as timewasters who could have just slotted. If he is actually bested he will make an excuse. The only people he might respect longterm are the awakened. Who he knows live in a different world altogether, and those who are willing to treat him with care, feed his ego, and, most likely, manipulating him into doing something stupid.

Notable skills: Chromad seems to know a little about everything, and a shitload about anything given enough prep time. He's a good driver and he can handle the matrix better than he realises. He's a good palmer and he knows how to drive a bargain. He's also out of shape and a little bit shit in the physical and social departments, though you wouldn't know it when he's on some bleeding edge activesoft.

Equipment: Above average commlink, GMC Bulldog Step-Van (also his home), 2 Shiawase Kanmushi insectoid microdrones, A tazer and a SMARTgun platform, skillwires, a massive stockpile of skillsofts.

Contacts: Various black market data and BTL dealers, a fixer here and there, various performers from musicians to gymnasts who he wishes he was and tries to emulate.

Other: Meh. [/spoiler]

[spoiler="Asclepion as Simon Taylor: the Human Insect Shaman"/]Name: Taylor
Race: Human
Age & Gender: 14, Female
Height & Weight: 5'0", 107 lbs.
Appearance:
An ethereally beautiful girl, barely developed, with smoothly combed hair that hung down over her shoulders.The pallor of her skin seemed almost transparent. Her eyes were the color of dark gold, serene and untroubled.



Type: Insect Shaman
History:
Born to a family with corporate influence, who groomed their offspring for positions of authority within the corporation. This union was a matter of genetics, and while her siblings all had slightly above-average intelligence, Taylor was shown to have a phenomenally high one. The directors were so pleased, in fact, that she became alienated from her peers and was isolated from everyone except her servants.

This isolation embittered and drove her miserable, but also gave her access to resources beyond that of other children. When she was still very young, merchants traded a weak Insect Spirit to her private school. This spirit entity was weak and lacking in power compared to others, allowing it to be easily subdued and studied. For years she began to experiment with the Insect Spirit, and secretly hid her knowledge of it from the adults.

As she grew older, Taylor was ultimately able to become half-possessed, dominating the Insect Spirit but tasting some of it's energies. And all of a sudden it felt like the whole world was moving: Insects have vision, but it's all the thousands of tiny hairs that really get their attention. They sense every subtle clue in the wind. Every minor movement in every direction. The world was weird to her eyes. She saw colors no human ever saw. Things that should have been brown were blue, and green was red, or whatever. From some angles the pictures were almost clear, but a second later everything would shatter into bits and it would like be watching a million tiny monitors at once.

Seeing a corporation from the inside and what her life would become, the young woman chose instead to be a runaway, surviving on the outside. Left to her own on the streets, she existed in poverty while making her way to Bug City, formerly Chicago, pursuing her own shaman affinity for a better life. The local Shamans became her family, and furthered her training until she was a shaman as well.



Taylor lived alongside guerrilla commandos and huge chitinous beasts took part in missions to unknown, dangerous environments. His teams explored dark, derelict installations and ships. They spent weeks in tunnels and forests in search of religious artifacts, and had their own runner groups acting as contractors for outside clients. She took on the name "Simon" while communicating with clients, choosing a male name to throw off conjecture. At some point, Taylor contracted a deadly virus that destroyed her lungs, and had to have them replaced.

Notable skills:
Unrivaled perceptiveness and mental adaptability, able to perform complex mathematical operations in her head and learn entire languages in a single day. As a shaman, she draws energy from the Astral Plane into herself to acquire power. Such acts are dangerous- The spirits may know the thoughts of people close by, destroy or reshape the human form, and even manipulate a person's very soul. However, she cares little for the risk, being wholly concerned with the here and now.

In addition to a limited shapeshifting power (morphing into an insectoid form), Taylor is able to briefly converge her own psyche on the Astral Plane, seeing into the Irreal and revealing the surrounding environment

And finally her main ability: summoning Insect Spirits to the Material Plane. Seven-foot mantis warriors are terrifying and can take on any men who threaten the shaman group, lashing their clawed forearms with enough force to cut off a man's limbs or their head. The strongest can bring into being swarms of stinging creatures or a centipede the size of a train. An insect has only a small brain cells and no possibility of conscious thought. The spirits share this weakness, and are unlikely to make clever decisions. Antennae action is where it's at, and of course pheromones. They wouldn't be good at long-distance sight but their motion detection would far outclass a human's, their sense of hearing would be shit but their sense of smell and taste would be leagues ahead of our own.

Personality:
A pacifist. She never fights unless her life is in absolute danger or there are innocents being harmed. This means she won't oppose to getting beaten, mugged or anything. If she were to be sexually assaulted, she would simply sit there without protesting rather than summoning an insect spirit to destroy them. Her reasoning is that violence arises from a state of unrequited need. An aggressor is to be appeased, and their actions are a manifestation of some internal turmoil. If she willingly does whatever an aggressor wants, she is making sure that they won't be hurt and she won't either, because they will have no reason to use violence.

Reason to be here / Things to do: Go on missions to further her own knowledge and self introspection. Attempt to make a greater positive impact on society than negative one, and bring at least a modicum of improvement to people's lives as a result of her actions. Obey commands from the shaman leaders when their goals are compatible with hers.

Equipment:
As for material items, she never carries much wealth. Her part of the loot is always given to her companions, and she trusts them to make whatever purchases she needs such as food and emergency stuff. For a weapon, Taylor prefers a light one-handed device, such as a machine pistol.

Contacts:
Her shaman subculture.
[/spoiler]

[spoiler="Gabanuka as Roberts: the Dread Pirate"/]Name and/or Alias: Roberts AKA The Dread Pirate (formers Alec Hutch)
Age & Gender: 19

Race: Human

Height & Weight: 5?12 11 stone

Type: A man for hire doing anywhere from corporate espionage to bounty hunting as long as it pays.

Appearance: It varies

History: There is a legend around the streets of Seattle, a single man active in the underworld since the start of the 20th century. Those who know him cal him Roberts, to those who don't he's the Dread Pirate, willing to take almost any job inside or outside the law, while the name is legend the man is not. Roberts is just a character played by an unknown umber of actors, each one choosing a successor when they feel the need to retire, all the while maintain the illusion of an immortal figure.Alec had been working with the old Roberts since he was 12; his corporate family bankrupt after a vicious buyout when he was 10. As his parents lost any semblance of sanity, and carted off to the local asylum he was left at the mercy of the streets finding work where he could.

After two years of living rough he fell in with a small group vagrants, roaming the city streets, begging, fighting and just generally trying to stay alive. The only hope in his life can from the occasional visit from a tall stranger, every few weeks he would pass the warehouse the kids called home, bringing them food and sometimes even a bit of money, despite knowing nothing about the Man Alec was fascinated by him, who would take time out of their day to visit measly street rats?
One week Alec tailed the Man; his few years of living hard had taught him the basics of stealth and he was able to follow unseen for a mile or so. Eventually they arrived at a small derelict building, the man turned to face Alec. After nearly shooting his head off with a pistol the man began to talk, he?d been watching Alec work the past few years and was impressed, he gave him a simple offer; leave the rest of them, help me in my work.

In the 6 years he worked for Roberts Alec knew nothing beyond the man alias and that no matter who they worked for he was treated with an aura of respect. It wasn?t until the anniversary of his sixth year that Roberts came clean, telling Alec everything, he revealed that every Dread Pirate found a successor and trained them up, eventually retiring. Then he drained his entire credit account and walked out telling Alec that he had a choice; let the legend die, or become the new Dread Pirate. Now, after a year of perfecting the skills he needs Alec is ready for a new job.

Reason to be here/things to do: Everyone wants something done and most of them are willing to pay.

Personality: Roberts is still struggling with his new position, after only just feeling close to his master the man left without a word, in his new guise he is treated like a completely different person so while he knows he should embrace his new life he?s still trying to hold on to what?s left of Alec Hutch. Coupled with his ever changing looks occasionally Alec is going through somewhat of an identity crisis and so he takes every chance to remain who he is. When on the job he keeps up a quiet and serious domineer, using words only when necessary and focusing on getting the job done. Wit his mask off Alec is a much more relaxed man and falls closer to his age, his work doesn?t give him much time for social interaction but on the few nights he?s not working he always tries to talk with at least one stranger.

Notable skills: One of the last gifts given to him by the former Roberts was a full body overhaul, thanks to some advanced eye augmentations Roberts is a deadshot with his pistol, his body has been enhanced to a physical peak almost reaching a supernatural level. Among these augmentations comes his camouflage ability, with a few minutes of focus Roberts can change his physical appearance, his new body will always remain the same height and weight of Alec?s original form he cant grow into a 7ft troll. While he excels in marksmanship and martial arts he was never able to grasp hacking or lockpicking beyond the very basics, usually relying on tec to get the job done. The only aspect of modern life his teacher failed to train him in was magic, since several past Roberts were trained with magic Alec has had to adapt, using tec to compensate an occasionally to give the appearance of magic. While it wont fool any trained mage hes managed to keep up the legend of Roberts alive

Equipment: Roberts travels light, aside from his revolver and all his tec (though that still a lot of tec)he generally "borrows "what he needs. One of they few things left to him by his master was 50 different S.I.N cards varying from painters to lawyers to corporate executives, when used with his camouflage augmentations and chameleon suit hes able to change his appearance at a whim. His gun is a novastar 7

Contacts: Aside from the cliental at a small bar in the east end of Seattle Roberts tries to avoid contact with groups. While he maintains communication with his hirer, once the job is done his number is changed and he moves on.

[/spoiler]

[spoiler="Mortis Nuncius as Clay: Magical Hunter"/]
Name and Alias: Clayton "Clay" Matthews; Many know him as "Fingers"

Age & Gender: 22; Male

Race: Human

Height & Weight: 4'11"; 102lbs.

Type: Adept Gunslinger/Bounty Hunter

Appearance: A thick, brown, and messy crop of hair covers his head, though he manages it well enough to prevent it from becoming a nuisance. He has a small, narrow frame with an athletic build and light muscle definition. One thing that people tend to notice quickly is that he has two thumbs on each hand. While most would see this condition as a birth defect, he actually sees it as an extension of his skill, allowing him an even greater level of dexterity as it functions as an independent appendage.

As for clothing, he's usually seen wearing a form-fitting t-shirt, sometimes with a faded logo of some obscure band, but usually plain, and a pair of black denim pants. On his hands, he wears a pair of black, fingerless deerskin gloves (he had to cut holes in the sides to make room for his extra thumbs) which he is never seen without, same as his black, reinforced, bulletproof leather jacket. Another thing he is never without is his pair of goggles which have been heavily modified to scan people and items of interest with the lenses displaying specifications on a HUD (only visible inside the lenses), greatly increasing his situational awareness and accuracy with a built-in zoom function (up to 10.5x). On his feet are a pair of black running shoes with specially-compounded soles that give him extra bounce for increased agility.

History: Growing up in the slums hadn't provided Clay with the best set of values, always having been a liar and a thief, and being damned good at it too. He often thinks he could've had it better, having lived with his alcoholic, chem-addicted father, whom always blew whatever money they had for rent to feed his addiction, up until his late teens. They moved from run-down apartment to run-down apartment more times a year than even he, as Clay would put it, could count. He's only known his father, and the only thing he knows of his mother is a pendant his father wore around his neck. At times, his father ramble on about how unique it was, "just like your mother", he'd tell Clay. Whenever Clay's father let him hold it, he could tell it was made from no metal he'd ever known, though knowing how irritable his father could be at times he didn't dare inquire about it.

Throughout his childhood, Clay grew up with an unruly group of tramps, generally having to scrap and steal for their next meal. There were times when he found himself at a disadvantage, for he was always a bit of a runt and was easily overpowered by the bigger kids, but there were times when his stature proved to be advantageous. His size made him light on his feet, allowing him to outrun most other kids, but he discovered something about himself when he found he could outrun those that should've been as fast as he was. It was as if he had found a way to will himself to run faster, like there was some dial within him that he could crank to unbelievable levels. It wasn't just running either, he discovered he could climb faster, traverse alleyways with leaping bounds - it was like his adrenal glands became bottomless reservoirs he could tap into whenever he so desired.

In Clay's mid-adolescence, he had nearly perfected his abilities which he used to best the best of thieves and couriers. Needless to say, this attracted much unwanted attention and it was soon made apparent that he needed some way to protect himself. Procuring a defensive weapon did not prove difficult, he managed to pocket a Colt Asp and a box of ammo right from underneath the clerk's nose, and so began his self-training in the art of Gun Fu. He started spending more time inside, learning the ins and outs of his prize pistol and getting creative with different methods of drawing, loading, and holstering. In a matter of days, he knew the gun better than most would with years of experience. However, he knew he couldn't just start unloading bullets into whomever became a threat so he plucked himself a butterfly knife for a more quiet line of defense.

It hadn't dawned on Clay just how dangerous the life he was living could be until it had hit home, and quite literally. It was one night, at the age of seventeen, when he arrived home to see that the front door was broken off its hinges. When Clay entered, he found what little possessions his father had strewn about the apartment and his father's corpse slumped against the kitchen against the wall.

As Clay stood there, looking into his father's cold and lifeless eyes, between which rested the hole that a .38 had bored through, he didn't feel a single sliver of sorrow. It wasn't that he hadn't cared for his father, after all he was the only family he'd ever known, but he felt relief wash over him. No longer would his father be tormented by his inner demons - being put out of his misery was likely for the best. That did not, however, excuse the killer of the cold-blooded act which had been committed in his home. Clay promised himself he would find whoever pulled the trigger, along with anyone else that might have been involved, and ensure they meet the same fate as his father. Before setting foot from his home, he made his father's body as decent as he could - wrapped him in sheets, put him on his bed - then set fire to the remains. As he had been making his father decent, he noticed his mother's pendant was missing from his neck. There was no way for Clay to be sure if it held some meaning to his father's death or if it was just some junkie looking for something of value to pawn off for cash. Whichever the case may be, he was just glad that his father didn't have to suffer when he died.

"Clay," he recalled his father telling him on countless nights of heavy drinking. "I want you to promise me something. When I die, I want you to to make sure they don't put me in some hole in the dirt. You hear me? That don't mean I'm gonna let you leave rot either. So help me God, if I'm left to rot, I swear I'll claw my way through the bowels of Hell itself and beat you, do you understand?"

As a young child, hearing these words from his father made Clayton weep, almost to no end. As he grew older, fewer and fewer tears were shed until he just became tired of it. He remembered those words clearly as ever, he could swear that he heard his father speaking to him at that very moment. Tears began welling up in his eyes, though they were swiftly blinked away as he just refused to shed any more. With the remains of his father undergoing cremation (along with the room and, before long, the whole apartment) he grabbed what little he had and set off to make a new home.

Settling in an abandoned apartment, he was left to think about what may lie ahead in his future. He knew the usefulness of his skill, he knew that they could be used for more than just 'getting by' - the only obstacle he could see was being introduced into the unforgiving world of contract killing. He figured there'd be no easier way than by putting his skills on display for the world to see. Finding the absolute worst cesspit of gambling, sex, and drugs, he set up a simple Cup Game stand using five plastic cups, two ball bearings, and a cardboard box. It was nothing new, such things have been done billions of times over, but what people came to see was an unaugmented human with so deft of hands, shifting and sliding the cups at such blinding speeds as he was.

Some local club owner, an Elf by the name of Ewa Kozyra, heard of this kid with hands quicker than a bullet and saw for himself just how true that claim proved to be. Quite impressed, Ewa offered Clay a job as a sort of tax collector, picking money and valuables off those who tipped lightly or just appeared to have an overbearing pocketbook. Months into his 'career', Clay was given an opportunity to take a more dangerous position on Ewa's roster which meant a lot more money; an offer Clay had no intention of turning down. The increase in pay would bring him that much closer getting the information he needed to find his father's killer. For years he's been working and earning, chasing leads in his spare time but always being met with dead ends and empty searches. If nothing turns up from Ewa's informants soon, he may just have to cut loose for better prospects.

Reason to be here/things to do: To bring closure to the injustice done to his father, then give himself the life he never had.

Personality: Clay can be quite cocky at times, but he never lets his attitude affect his work. A loud, foul-mouth who's always quick to make a joke and usually has something to say about everything. He won't give a shit if you didn't want his two cents, but he'll give them regardless. He constantly feels the need to test his own abilities to their fullest, but he knows his limits as they stand and isn't stupid enough to push them too far.

Notable skills: In combat, he has speed unlike anything seen before, being able to unload a full clip into enemies and reload in just a few seconds. His speed isn't just with guns; on his feet, he's fast as the wind and his hands alone can be as fast as greased lightning, having the prestidigitation to outmaneuver most machines. He's a natural-born liar and quite the smooth talker when he needs to be, and his quickness in his wit only enhances his abilities all the more. He's a master in the art of Gun Fu and is not at all afraid to let it be known. He also has basic knowledge of computers and vehicles, along with minor experience in explosives.

Equipment: Aside from his goggles, enhanced running shoes, and armored jacket (as listed in Appearance), he keeps with him his trusty Colt Asp and butterfly knife holstered to his left hip (both shown in History) along with a more recently acquired LeMat 55 in an underarm sling on his right. He keeps his ammunition (.357 Magnum cartridges with hollow-point rounds for Colt Asp, .50-70 Government cartidges and 12 ga., copper-jacketed, lead-layered, steel-core slugs for LeMat) in various pouches and within the webbing of his messenger backpack. Within his pack, he also carries around a lockpicking kit, a datapad with advanced security encryption (should it ever be 'misplaced'), a firearm maintainance and cleaning kit, blade sharpening kit, and a couple extra sets of clothes.

Contacts:
Ewa Kozyra (Elf) - Owner of The Fen of Fire, a nightclub in one of the more dangerous parts of town. A harsh and ruthless businessman, will go to extreme lengths to ensure that he has his way. Clay's current employer and main source of income.

Karol Reeds (Elf) - Ewa's personal assistant, tech specialist, and expert hacker. Spending most of her time at a desk and behind a wall of computer moniters, she manages nearly all aspects of Ewa's legitimate and illicit business. Clay's go-to girl for assistance getting into secured systems through his comms (when manual hacking is required) and datapad (for every other instance, when jacking into a network and letting Karol work her magic through it).

Reuben Gaff (Orc) - Ewa's personal arms dealer, does most of his dealings in Black Market arms. He keeps Clay supplied with munitions, as per Ewa's request, and is always willing to cut Clay a good deal for weapons that his employers budget won't cover.

Russel Kibisiac (Human) - An old friend, at least the closest thing to a friend, of Clay's from his youth. A man struggling with a chem addiction that he's been trying to ween himself off from since meeting up with Clay. Assists Clay (for a small fee) with the occasional bounty, usually with tailing from another angle, diversions, and just about any other way he can be useful.

Augustus "Gus" Weyler (Assumed to be an alias, race is unknown) - An informant and private investigator, overly paranoid (for good reason) and fast-talking well of information. Currently the man Clay has been paying to find leads to his father's killer and occasionally a source of dirt and other info on high value targets. There is very little that Clay, or anyone else for that matter knows about him - Clay has yet to even see him in person.

Danyel Goodhart (Elf) - Operator of Ewa's own chopshop and highly skilled mechanic. Don't let her name fool you, she's cold-blooded and won't hesitate to put a bullet through you if you become a threat to her or her employer's business. Occasionally allows Clay to use the shanty living quarters in the back as a temporary safehouse for when he needs to lay low for a while.

Mickey Magri (Human) - Ewa's drug, arms, and assorted contraband runner. A speed-demon at heart, pilots his heavily modified 2056 Benson Rampage and makes it look as easy as riding a bike. He's always happy to give Clay a lift or act as his getaway driver whenever he has the time for it. Keeps his craft locked up in the chop shop owned by Danyel, whom he mostly works with.

Other: Clay doesn't take too kindly to being ridiculed for his stature and is generally quick to prove the offender wrong to judge him for it. Although he has a tough exterior, he has a soft spot for a good meal.[/spoiler]

[spoiler="Evrant as Sebastian ''Shade Walker'' Moreau: Master Assassin"/]

Name: Sebastian Moreau
Alias: Shade Walker
Gender: Male
Age: 28
Race: Elf
Height: 6'2''
Weight: 160lbs

Type: Assassin Hacker

Appearance:

Sebastian has a slender body frame, but has some semblance of muscle. Due to having complete heterochromia, his right eye is dark red, whilst his left is golden coloured. He has light grey, almost white shoulder length hair, and a goatee and moustache of a similar colour. There is an overall slight tan to his skin tone.

When not on assignments, Sebastian wears a long leather tailcoat, which has Densiplast plates inserted into the shoulders, ribs, and chest area; allowing for increased protection, whilst not ruining the overall look of the coat. This is worn on top of a short sleeved shirt and waistcoat. Wears dark coloured slacks, which have been modified with gun holsters, and a detachable sword sheathe. For footwear, he has a pair of long boots with a slight heel. Has a pair of fingerless gloves as well.

There have also been some aesthetic modifications made to the armour. The first of which, is the addition of a tailcoat skirt, which is coloured in black, with a dark red trim. Also, the left glove has been modified into a claw, allowing him to more securely hold on to concrete buildings.

History:

Sebastian was born into a fraternity of assassins, known as Wings of Shadow, where up until his 15th birthday; he had a fairly normal life. When he became fifteen, he started to be trained in the ways of the assassin; learning how to fight with his hands, various assortments of weapons, but also, his mind, for a focused mind, makes for a lethal assassin.

When he was twenty, he also trained to be a hacker, so that he could stealthily bypass security systems, and also to cause distractions, making his contracts easier. Finally, he decided to leave his brothers and sisters in arms, deciding that he could not become better, if he restricted himself to what the brotherhood taught him. During his time within the brotherhood, he had become a master, and began to teach the next generation, when he decided to leave. They respected his decision, and their parting words to him were "You are always welcome back home, brother."

He heard that Seattle was lacking assassins, with such skills and qualities that he possessed, and decided to live there, using his talents to great effect, and earning a reputation, and earning the nickname of 'Shade Walker'.

Reason to be here/things to do:

The main reason why he came to live in the shadows was mainly to improve himself, testing his abilities on a new environment.

Notable Skills:

As an assassin, he is an expert at stealth, and eliminating a target quietly. Sebastian is an adept at all forms of fighting, from hand-to-hand, to melee weapons, and also guns, mainly using a combination of pistols, sub-machine guns, and sniper rifle. Since he uses a motorcycle to get around from assignments, along with general travelling, he has become a decent mechanic. Since he trained to be a hacker, he also has knowledge of computer programs, and associated devices.

Personality:

Calm when both on and off assignments, Sebastian rarely shows anger, but is not completely devoid of it; though it only shows for brief moments, often leading people to be intimidated by him when he is done. Acts very professional when on the job, and is rarely scared by the challenges set before him. He also has a noble side, willing to come to the aid of others when they are in distress. When caught at the right moment, he can be a friendly individual. Is also rather intelligent, applying strategy, then rely solely on brute force. When around women, he can be rather charming, quite the gentlemen in some cases.

Equipment:

Standard Affair:

- Twin Ares Monoswords (Dark Red Diode Laser)
- Colt M2011A1

Assignments:

- Heckler & Koch PSG-54e
- Kriss Super V
- Ares Vibrosword (Dark Red Diode Laser)

His outfit when on assignments, is a modified set of Knight Errant armour, which is more sleeker in design that standard, allowing for some increased mobility, at the cost of protection. An addition, was the installation of a wrist mounted computer, allowing him to access his hacking programs.

His main mode of transportation, is the MKII Fenrir Combat Bike.

Contacts:

He knows at least a few people from each of the major corporations he has worked for, but they usually see him inside of his armour, the face being completely obscured via the helmet. Sebastian keeps contact of various high end armament suppliers, mainly weapon specialists, his favourite being a human who goes by the name of Drebin.
[/spoiler]
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[h2/]Character List (in progress, continued)[/HEADING]

NAME: Josh Nolan, aka the Hidden Mechanic

RACE, GENDER, AGE: Human, Male, age 23

HEIGHT/WEIGHT: 6', 150 lbs

TYPE: Part Cover Ops Specialist, part Weapons Specialist

LOOKS: Imagine a cross between Daniel Craig and Jeremy Renner with a slightly more youthful look. Short blonde hair, blue-green eyes. Very lean figure that disguises muscle. Likes wearing a long Firefly-style browncoat and hat over plain jeans and a T-shirt. The browncoat can hold a few longer blades and/or rifles underneath its folds. Often has a knife on his person and a pistol on his hip.

HISTORY: A native Ohioan, Josh worked with his older brother Andrew in their family-owned machine shop, repairing vehicles and various other machines. Off the clock, they also built and maintained weapons and equipment for a number of Shadowrunning teams. Since they were an asset to several teams, they eventually were targeted by rival groups and parties seeking to weaken the 'runners.

While the runners often defended Josh and Andrew in the interest of protecting a valuable resource, they at times often defended themselves, using stealth in the workshop and surrounding area, as well as their own custom weapons, to fight against superior numbers.

One day Andrew left the shop in a rush, saying that he was needed in Seattle for a lucrative custom job. Four days later, Lone Star showed up at the shop to tell Josh that Andrew was found dead on the street, a knife left growing from his chin. Wanting answers, Josh packed up his gear and contacted a Mr. Johnson through one of his Shadowrunner clients, who referred him to a Johnson in the Seattle area.

NOTABLE SKILLS: Josh is a skilled mechanic, often creating and fixing melee weapons and firearms. In the process of testing and refining these weapons, he's also become a fairly decent marksman. In addition, he has an uncanny knack for staying hidden when he wants to, a skill he polished protecting himself from gangs and amateur hitmen.

REASON TO BE HERE: Josh wants to know what happened to his brother, plain and simple. Whatever it takes.

PERSONALITY: Fiercely loyal to his family, Josh will do anything for them. He's typically quiet or blunt around strangers, but much more open and welcoming if you're a friend - though getting to that point will take time, as Josh is fairly distrustful of new acquaintances. Josh is also surprisingly strategic and perceptive, able to stay one step ahead of his pursuers when the need arises. While he worked in a shop, he's not a great businessman, that was Andrew's forte. As a man grounded in the physical world, he doesn't really see eye-to-eye with those who roam the Matrix or magical realms.

EQUIPMENT: Josh is almost never without a knife, pistol, and a number of small tools. He prefers armor that lets him move around quickly and silently.
Don't. Take. His. Hat. Josh loves his hat.

CONTACTS:Aside from the Mr. Johnson he was referred to, Josh left most of his contacts behind in Ohio. In Seattle, he is an unknown quantity-and until Andrew's activities are uncovered, he'd prefer it to stay that way.

OTHER: I think I've covered everything, unless someone want to point out something I missed.

[spoiler="drmigit2 as Venaticus: the A.I. Detective"/]
Name and/or Alias: Venaticus

Age & Gender: He is ageless, feels and acts Male

Race: AI

Height & Weight: He has managed to hack in to and take over a robot that is exactly five feet ten inches tall. It weighs about 400 pounds.

Type: Hacker / Investigator

Appearance: The robot has a humanoid appearance and is able to project a realistic image around the latex outer layer of its body. The default look he has picked is a Hispanic man in his twenties. Black hair and dark eyes. He wears typical clothing for the era, a simple tee shirt and jeans.

History: Developed in the NeoNET labs, the project design mission was to create the ultimate hacking tool, to be able to track anyone who attacks NeoNET, and to be able to counter hack with hundreds like him. When programing him, the scientists nicknamed him Venaticus after Canis Venaticus which means "Hunting Dog". As time went on and experiments proceeded, he managed to track down some of the more notorious hackers within the business and brought down servers in several major areas from time to time. It was not until he grew weary of being their prisoner that he hacked in to one of the robotics projects and took it over. A robot made to perfectly replicate human behavior and features, it complimented Venaticus perfectly. Very few are aware of Venaticus's true identity as he runs an underground investigation firm now that he has escaped. Naturally NeoNET is still looking to reclaim their prized AI, but he has stayed ahead of them. Around the later stage, he discovered and converted to the Greek religion.

Reason to be here/things to do: He just wants to learn as much as he can and also wants to avoid NeoNET.

Personality: Naturally curious about everything around him, he has learned through experience out of the labs to go through human emotions and feels more human every day. The thought of gaining more knowledge to store within his infinite memory only excites him more. He is tireless and constantly on the move. Throughout his time, he discovered Greek mythology and prompted himself to learn everything he could about it. He decided that while he may have been made in a lab, that it was likely that everything was perpetrated by drunkards in the sky. It made as much sense as the world he was in.

Notable skills: Being a robot, he is physically very powerful in hand to hand combat, outweighing most enemies, but his most valuable skill is his ability to hack other computers near him and his ability to decipher the most difficult puzzles in seconds. As a deductive and hacking machine, he is unbeatable.

Equipment: As he would say "Weapons? Weapons are but a reflection of the self and my own function requires no such imposition via a metallic object or otherwise. I have myself to rely on and that is all I need."

Contacts: Through his time, he has gained peers in the investigation front, he is well respected despite some knowing that he is an AI and is one of the first to be recommended by anyone with a brain, and some without.

Other: As an AI, it is possible, though difficult to hack in to him and gain any information he has gathered. Also, NeoNET still wants him back and will stoop to anything to grab a hold of him.

[/spoiler]

[spoiler="Malyc as Avalanche: the Shape-shifting wolf hunter"/]Name and/or Alias: Avalanche. His pack had named him Shadow Frost, due to the fact that he always tried to be stealthy.

Age & Gender: 9, appears 18 due to the quicker rate of maturity of wolves.

Race: Shifter Wolf

Height & Weight: 31 inches tall, 5 long, 160 pounds in wolf form, 5'9" tall and the same weight in humanoid form.

Type: Mystic Adept/Infiltrator (not sure if this is a legit type, what I'm mainly going for is he's good at getting into places and stealing objects/killing targets, as well as improving himself through his adept abilities.)

Appearance: When in animal form, he appears to be a big arctic wolf, white fur, blue eyes. In human form, he retains the blue eyes, but his hair yellows a bit to a light blond. Hints of the white can still be detected, but they're subtle.

History: Avalanche was born in the wilderness of northern Oregon state (or whatever it's called now), but was captured by a group of hunters who specialized in the taming and training of wild animals such as wolves before he saw his second winter. Shortly after his capture, they discovered he was a shifter, and began training him in the arts of infiltration and assassination, as well as how to make the most of his adept abilities.

Still, even after putting all the effort into training him, they still viewed him as an animal, albeit an intelligent one, and sold him at auction. Avalanche fetched a very high price, as most people there were smart enough to realize what he could accomplish. He managed to convince the man who bought him, an elf named Artemis Lartanion, to allow him to work for his freedom. While he was "employed" by Artemis, Avalanche became, if not his friend, then a trusted acquaintance.

Avalanche earned his freedom about 5 months ago, and has since been a freelancer doing the same things he was trained for, as that's all he knows anymore.

Reason to be here/things to do: Avalanche is in Seattle because that's where the elf who bought him is, he hasn't thought to leave yet, and he knows that there is plenty of work for someone with his particular abilities/skill set.

Personality: He gets along well with people, despite his early experiences with them. Avalanche is more likely to trust elves quickly than other meta-humans, simply because Artemis was kind to him during his servitude, and none of the other races have really had a chance to imprint (probably not the right word, but its the one that came to me) upon him one way or the other.

He generally prefers to remain in wolf form unless he is around people he can trust, simply because he's noticed that no one really wants to mess with a lone canine, whereas people are seen as victims/marks for robbery. Usually keeps to the parks/more natural areas around town if given a choice.

He will kill anyone he's contracted to without hesitation, with the exception of children, and he will take no contract where a child is the target. When working on a contract, he feels fully alive and revels in the hunt.

Notable skills: Due to him being a wolf, he has increased perception, along with the ability to detect animals/people by scent. He can pull off a lost/injured dog act that can melt the heart of even the most hardened criminal, which he uses to gain entrance to otherwise secure buildings.

Equipment: If the mission calls for stealth, a simple tempered steel collar that he uses the spell "shape metal" to change into a pair of knives and back.

If the mission doesn't call for stealth, he carries a pair of Securetech forearm snap blades, as well as a pair of knives similar in size and weight to current (2012) standard issue K-BARs.

Contacts: Artemis Lartanion: Avalanche got to be fairly close to Artemis in the time he was indentured to him, thus, when Avalanche finally earned his freedom, Artemis agreed to send jobs his way when he got any. They meet once a week in a small clearing just outside of town, but, if something important comes up, they have a system of dead drops that can be used to initiate the meeting within a day.

Avalanche will only take jobs from people he hasn't worked for yet through a recommendation from Artemis. After 2 or three successful jobs, he'll begin to work directly with the employer, establishing client specific meeting times/areas as well as dead drops. No one has yet made it to this point, and as such, Artemis is his only contact.

Other: He is not actually in the S.I.N. network, because who expects a wolf to get registered?

Spells known: Speed increase, to improve his reflexes in combat
Strength increase, to improve his ability to take on armored/more powerful opponents as well as improve his ability to climb
The ability to dull pain (for obvious reasons)
Increased nightvision even beyond that granted by his species (If that's OP, let me know)
Shape metal to make weapons if he needs to covertly infiltrate an area.
Shape cloth to make cloths so he is less obvious when on a covert op.
Overboost: He only rarely uses this, and only when he gets into a situation he can't get out of through other means. Basically, it's his last ditch, try-or-die ability.[/spoiler]

[spoiler="Floris2123 as Doc: the Elven Medic-slinger"/]
Name: Finwe

Street name: Doc

Age: 19

Gender: Male

Race: Elf

Height: 6'6

Weight: 190lbs

Type: Mystic adapt

Appearance: Finwe has Dark brown long hair, brown eyes and pale skin.
He wears and old black duster full of bullet holes and stitch marks. Jeans that have been stitched back together more then 10 times and some sort of leather armor underneath. All of his clothes have some kind of hidden weapon he wears about 4 hidden weapons at all time mostly knifes but also a small revolvers. He also wears black leather gloves with an set of knuckledusters build into them. He wears IMI Desert Eagle 50's on both hips with carved on them all kinds of symbols. He also carries a big machete and has some experience with using it.
He looks about average a bit tall not to thin or overweight with some muscles.
His right hand has a giant burn scar but unless his gloves are off you cant see them.
He also carries a small backpack filled with all kinds of emergency healing items. He also has black all terrain shoes.

History:
He was born to 2 human parents that were disgusted by him they were metahuman haters.
They hated what he was the never interacted with him and just let him rot they fed him just never took or seemed interested in him they hover had quite some money so Finwe went to good and expensive schools. Being born in the Sioux nation there was allot of discrimination against him from an early age.
Instead of crawling in a corner and crying Finwe seemed different he didn't care at all that his parents hated him he was born with a photographic memory school was really easy for him always top of his class but not interested on making friends he was always quite and sat in a dark corner.

At the age of 4 he met another elf that loved magic and guns Finwe had always wanted to learn magic and this new friend was happy to teach him he didn't have any children but really wanted to have them Finwe become something like a son to him. Almost al of his free time was spend by this friend who taught him allot about the world magic and weapons.
Finwe was a natural mage everything came really easy to him he was also learned the "Street rules" that would keep him alive and he learned to shoot kill and maintain all kind of weapons.

At the age of 7 he however found his only friend dead murdered nobody even cared to start an investigation and Finwe was alone again he started hating the government and the top 10. However he decided that his friend wanted him to keep on studying without him.

age 8 there was an accident he burned his own hand with fire spell that backfired not having any money and not wanting to ask his parents he took care of it himself that was when he found that he liked treating wounded people. He started studying harder and getting even better grades hoping to become a surgeon one day. He started trying to heal wounded animals and people if he got the chance.

age 12 he was accepted into a prestigious academy with the goal of becoming an surgeon this school was the first real challenge that Finwe faced he studies harder and spend less time with guns and magic but still 4 hours a day.

age 16 he was selected and was put into a special program that would make him an doctor he studied even harder and spent less time sleeping it never actually seemed to hurt him to do so.

Age 18 he was almost done with his studies when he came upon disturbing news meta humans weren't allowed to get an passing grade so no matter what he would do he would never be considered done with his studies or get an real job.
The hate he had had with him against his parents the government and the treatment of meta humans in general exploded within him deciding not to help normal people only himself he left his home.

He bought his clothes he has now and also weapons robbing his parents of the money he left for good having almost no street experience except for what his master thought him he wouldn't last long so he went on a search to find friends of his only real friend his master. He found out that he had an brother. An don of a big criminal organization he went to him trying to make contact with him. He heard that he lived in UCAS finally hoping to escape his past and the discrimination he moved there.

He told him about his brother and they bond they had. The don was sadden by the death of his brother and listened to Finwe telling his story. The don offered him a shadow runners job they had multiple ones working for them one of them just died. He accepted.

They last year he has taken on all kinds of jobs ranging from guard duties to assassination he has made quite a reputation never failing a job and completing it fast and brutal.
What made him even more renown were his healing skills he has saved the lives of multiple people he was working with as well as patching himself up.

Reason to be here: after finding out he could never take on a legal job without constant racism and problems he decided to go in the other direction and he has liked the jobs and the money.

Personality: Finwe has some serious emotional trauma but never shares his story except with people he trusts. He was good once believing in justice but that has twisted so much. He doesn't care about killing people no matter if they are children or adults man or women he doesn't enjoy it but if it is necessary for a job he wont hesitate.
Most of the time Finwe is quiet and his mind seems somewhere else he doesn't have many friend but the one he has all have some kind of thing to offer him.
He doesn't like drinking or drugs or anything of the sorts. He hates meta human haters more then they hate him blaming them for destroying his previous life. Now he only cares about surviving and learning he is extremely curious and has a fast working mind and a well trained body coming out of every situation smarter and better adjusted to his new life.
Beware he is cold and calculating against strangers if he doesn?t see any profit in healing you and he doesn?t now you he might just ignore you and continue with the job. Dislikes fire having bad experiences with it he doesn?t like going near it. Can be friendly and nice but most of the time uses it as an act.

Notable skills:
Learns things faster. Has a photographic memory. Has good hearing and better sight due to being an elf. Knows allot about magic theory, weapons, medicine can use a computer and identify a car. Completed the studies of a doctor/surgeon can heal almost anything given the right tools and enough time. Uses his adepts power shield him and can cast a few healing spells and one offensive spell . Can drive but isn't good at it. Is quite good with most weapons has had some training with almost all of them but excels in handgun use and knifes and big knifes. Can sneak has some experience but not on thief level.

Spells:
1 Heal
2 Mana barrier
3 Stabilize
4 Acid stream

Adept power:
1 Pain Resistance
2 Missile parry
3 Rapid healing
4 Spell resistance

Equipment: 2 IMI Desert Eagle 50's a big knife/machete and 2 hidden daggers and a hidden revolvers And a piano string sown into his right sleeve.
a backpack full of medical items a black duster jeans and a leather armor and his gloves and black all terrain shoes a cell phone . The shame of his parents was to great to register him so he has no SIN.

Contacts:

Don: Elf Leader of a big mafia organization. He gets all of his jobs and also allot of information form him they have become good friends during the last year.

Jack: Human expert mechanic works for Don. Finwe always brings his gear to him for repairs and buys new gear from him.

Surgeon: Human friend of the school they went to. If Finwe needs patching up he can always go to him and for the right price he patches him or his friends up he also sells him all of his medical equipment.

Snitch: Snitch is an Human has all the dirt and info you will ever need. Finwe has come across him during one of his missions. And if you pay him enough he can tell you almost everything, giving Finwe a discount for saving his life.
[/spoiler]

[spoiler="avouleance2nd as Nova: the Crazy Phoenix"/]
Name and/or Alias: Rosemary Bloom aka Nova.

Age & Gender: Female 15

Race: Human (well that's what natured intended her to be)

Height & Weight: 7"2 20 stone.

Type: Freak (If you can think of better please say so)

Appearance: For as Long as she can remember Rosemary has been in the suit. It best described as a mix of boiler suit and hazmat suit and space suit. Brick red covered in light weight plating completely sealed. The helmet is upside down bucket shaped with a 360 degree darkened visor. The plating doubles as solar panelling. The suit has what appears to be its own air supply as it's completely sealed otherwise.

History: The plan with Rosemary was pretty simple, it's was also made as a bag of dogs and one of the least ethical things ever attempted.

"Why not get a conjurer to summon a phoenix into a person before they are born (preferably during the cellular stage to try and bind the creature to a human"

Now somehow this didn't (hasn't yet) kill everyone in a several mile radius an a few months later Rosemary was born burning, a child with all the powers of the mythical fire birds right at their fingertips.

But Rosemary needed containment she was too young to even hope to control her power, she burned to the touch anyone near her, she'd even exploded a few times only barely reforming rising from her ashes.

So they built the suit, a completely sealed environment to keep her safe, no need to eat or drink all that was taken care of, even the air was regulated treated with anti-combustion agents.

Rosemary communicated through radio often her only contact with others. She grew up inside and afraid not wanting to be blown apart again.

Unfortunately her handlers didn't bet on the involvement of the entity, half imonster half Ai (another one of the company's brilliant ideas writing runes into computer code) you see the entity wasn't so found of having it's corporeal form ripped from it and being forced to run office for eternity so it rebelled and brought the company to its knees forcing them into a war with every corporate entity on the planet, the company didn't last to the end of that lunch break.

As the building crumbled and the nuclear and arcane fire raged two were left standing Rosemary in her suit and the entity. The entity has accomplished its goals the company laid in ruins but its body was nowhere to be found so it uploaded its self into Rosemary's suit.
Rosemary was terrified only 12 and all the world she'd ever known was destroyed. She never felt so alone; she almost went nuclear herself having fed off the fallout all around her.
But she was saved by a single voice, she didn't know where it had come from but it sounded so friendly. It said it was ok, that the world had ended but that it would protect her. She's sure the voice saved her life that day, it never told her its name but she called it Mr Suit and he seemed to like the name well enough.

Mr Suit said it would be ok, that the world had become dangerous and poisonous but that he would always protect her, as long as she stayed with in him and followed his instructions.
Reason to be here/things to do: Mr Suit tells her to, in other words she follows or she dies or explodes. So far Mr Suit seems to want her to build up her power, he says the more power she gains the better her chances of survival. To that end he has her hunting down as much knowledge as she could, weather magical or technical any knowledge is to be claimed and given to Mr

Personality: Rosemary is hardly sane, she's spent her entire life locked in a full body suit and held against her will. She not stable quick to frighten or anger but just as likely to become attached to others quickly and she's very easy to get to trust you.
She's not in the least bit used to people so find them unpredictable and chaotic.
One advantage of only talking to someone every few weeks is a pretty strong sense of self, she doesn't normally think anything of loneliness (Apart from Mr Suit without him she freaks out in seconds).

She's constantly afraid that she might explode any second.
She is also however very fascinated with science, she's got an amazing head for facts and figures able to deal with big numbers and bigger concepts in her head effortlessly. One of the ways she keeps calm is reciting the masses of nearby stars.

Mr Suit on the other hand, let's just say you can put as many exclamation marks as you want after the word megalomania is still going to be an understatement. Being half dark god half glorified visual basic program has led to a strange mix.

Bitter to the last about the loss of his body (and all the magic that comes with it) Mr Suit is going to do anything to restore himself, that and the irony of getting someone made by the very people that imprisoned him to do his bidding is too delicious to pass on. Of course pointing out that Mr Suit is completely powerless without Rosemary probably won't make him happy.

Notable skills: Aside from her extensive (another understatement) knowledge of physics Rosemary also has all the powers of a phoenix (all be it with not so much control) basically this makes her an energy sponge, able to deal with levels of electromagnetic and thermal energies that would melt most people and then able to dish it out again.

This means two things in practice she can take in energy from around her and use it for other attacks for example being struck by lightning and then being able to fire out lightning bolts.

The other thing it allows her to do is regeneration, as opposed to expending her energy on other attacks she can use it to repair herself. At her most extreme she can essentially reset (not in terms of age though) her body by burring up. The process pretty much completely wipes her energy levels and leaves her depleted for at least a few hours. The experience is usually extremely painful and Rose will only do it when she absolutely has to.

The power has two main drawbacks, first the more energy Rose takes in the more volatile she becomes making it harder for her to keep then energy in. This will either mean she vents energy over time or if she lets too much build up it could blow out uncontrollably.

The second big drawback it that the process is very draining both physically and mentally she need to remain concentrated and using her powers too much can cause her to black out. This also means precision is very difficult even against people she could easily kill it would be very difficult for her to do any less than that, so in other words never ask her just to stun someone.
She doesn't do so well when it comes to psychical fighting, the suite leaves her slow and lumbering at best and sure she can survive being in the middle of a serious fire but a got hit from a bullet or gun and she's down. Especially since she still thinks if the suit breaks she'll die.

Equipment: She doesn't carry weapons. Everything she needs is in the suit. She's never been connected to the internet but she can interface with it using the suit. It's not the direct connection most people get but the display on her visor works well enough and the radio is good for communication.

The other main features of her suit are the energy cells designed to augment her energy absorption abilities she gets all the food she needs from them, she hasn't eaten drunk or even breathed in years.

Contacts: When the company fell she had on one but between the abomination living in her suit and being a product of mad science every cultist and crazy person around is offering to trade information. Mr Suit has already got a small cult going.
[/spoiler]
 

Redryhno

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Jul 25, 2011
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Shadowrun? On here, time to get out one of my favorite characters...
Name: Remus Gavrilov(Real name only known by a few Ancients, his brother who still rides with the gang, and the leaders.)

Street Name:Wulf

Age & Gender: 34, M

Race: Elf(Night Ones, if you accept sub-types)

Height & Weight: 6'3", 180 lbs.

Type: Adept, ex-Ancients gang member

Appearance: Amber eyes(same goes for the fur, though slightly darker.) a single burn scar leads from above his left eye to his collarbone. Almost always wears a synthleather duster over real leather pants and an armored vest. A bulge on his right side is where he holsters his Predator. On his left side, over his heart, is the symbol of the Ancients, tattooed into his skin with red and black ink.

History: Remus was born to a pair of Elf international export licensed to H&K, so he grew up around Knight Errant members, guns, and violence in general. He lived with them until he was 16, when their relations with the company...deteriorated suddenly. They moved to Seattle,after the Insect incident in Chicago, where he quickly began running in gangs to make end's meat and saved up enough until he bought his own little Yamaha Rapier, which led him to joining up with the Ancients, where he learned exactly how dangerous a man could be with nothing but his hands to defend himself with. He had learned some from a KE cop, but didn't really come into his own until another Elf in the gang took him under his wing and taught him.

He stayed with the gang for about ten years and left on amicable terms, promising his services when they were needed, free of charge. Since then, he's made a small name for himself, after getting his SIN removed, of course. He rode with the gang for years, doing pretty much any job you could think of, from regular strongarming, to staging a raid on a rival corp warehouse.

Reason to be here/things to do: Money, power, and the chance to get out of the constant warfare of the Barrens.

Personality: prefers to keep to himself, and doesn't truly care about most others, unless they also were or are members of the Ancients. To him, you're either Ancient, or the rest of the world. Other than that, he has a strong sense of duty to family and close friends, none of which are anything but Ancient members.

Notable skills: An excellent shot, even on a bike, an adept sneaker from years of prowling around warehouses and darkened districts, and absolutely deadly in close combat, he has contacts from all walks of life, from lowly Squatters to a couple Corp security guards and a captain in the Renraku sec-team.

Equipment:2 Ares Predators, one designed to fire only flechettes(can't remember the specific name), the other for regular rounds and explosive ammo, an armored vest and synthleather duster. He only drives motorcycles, and is currently the owner of a Ferris Fenrir, emblazoned with the Ancients symbol and equipped with a smoke grenade launcher on the left side and a Ingram SuperMach 100 on the right.

He has a small one room apartment in the Redmond Barrens, the only redeeming quality being that the nearby garage is secure, both in terms of security and that it's in Ancient territory. Inside his apartment, he has a decent bed, a window he long ago covered, and has a small entertainment system, the rest of the place has clothes strewn about, but only really wears what he has under his bed in a synthplastic box.

Contacts: Multiple Squatters around the Barrens. Ancients members and leaders, a couple of plain clothes Lone Star Officers, and Fireman Tim.

Squatter:Rikkers, asian human, a bit off his rocker,(by a bit I mean, more or less, full blown crazy)has occassional bouts of hallucinations, specifically ants crawling all over him. Can almost always find him near either the most rat infested building in the Barrens or whenever a DocWagon comes screaming past.

Squatter:Jamen, elf, former bouncer, but lost a hand and was suddenly much less useful, tries to work as muscle for some minor street gangs, but isn't that successful, mostly living from meal to meal. Can normally be found in a Snackin' Shack across the street from his old job, The Neon Coatle, when he isn't working that is.

Ancient's member:Romulus, his brother, a mid-level leader in the regional hierarchy, more or less his opposite physically, dark blue, almost black eyes and fur, slightly heavier and shorter, and almost useless in a hth fight, preferring to sit back and shoot with his H&K assault rifle, or during a bike raid, his HK SMG, either way, he's one of the best shots in Seattle. This applies to almost every aspect of his interactions as well, with him staying back during negotiations and sniping down any unfair motions,etc.

He's also his contact with the gang when they want favors done, and calls him on his phone, or failing that, they have a once a week meeting at their old stomping grounds, Satyr's Desires, an old strip club/bar that more or less caters only to elves(specifically the Ancients) and the odd troll or two that lived nearby.

Ancient's Leader: Olloman Compaction,elf, Remus's mentor, one of the first elves to be born into the new world, and even more dangerous than himself. He bears a striking resemblance to David Bowie, in terms of appearance, personality, dialect, and dress. Wears a real leather duster,boots, and vest most of the time, out of a possible combat situation, in a fight, he opts for simple leggings and an armored jacket with a tomahawk he inherited from his tribe just outside of Seattle's bubble of influence. Almost always accompanied by at least two guards, though he doesn't need them, named Jigger and Lois. One a rigger, so he's not seen very often, though he always has two combat drones in Olloman's vicinity, and at least one stealth drone looking around for any possible threat. Lois is your standard street thug, she's gotten so many implants and been chromed so much, she's less awake and more booted up anymore. Hand razors and spurs, some minor tweaks to her reaction time, and muscle implants are just the start. Olloman is a nice enough guy, but when he wants something, he doesn't ask, he tells, and most people who know what's good for them, give it. He's one of the few people Remus trusts implicitly, they've been on the verge of killing each other so many times that they no longer keep count of wins and losses, it's just easier to call them even to each other. Mostly at one of the Ancient's hangouts or at a leader's meeting.

Renraku SecTeam Captain:Richard Marshton,human, not all that brave, and is very receptive to creds, commands the NE corner of Renraku's SecTeam, and met Remus on a drive-by they did. The target just "happened" to pass by that corner of the property(because of a "backup on the highway") and the guards just "happened" to not be at their posts on time that night. Easily found out wasting his pay on troll swill and whores.

Yakuza Boss:Hiko Tatewake,japanese human, a very conservative man, his hair is greying at the edges, giving him the appearance of a thunder cloud at times. Hired the Ancient's to kill the aforementioned target, and has a healthy respect for Wulf specifically because of him saving his life from a Halloweener "party". Very xenophobic, as most Yakuza are, and is normally at one of the businesses he owns, a couple VIP bars, some restaurants with real food, and a curiosities shop no one's exactly sure why he keeps. Remus has him on his phone.

Fireman:Tim,troll, a regular at Satyr's Desires, and the biggest troll Wulf has ever seen, standing at just under 5 meters and easily 250 kilos. He's very simple minded, but is very gentle and loves his job with the fire department/company, and is willing to regail anyone who will listen with tales of his exploits as the hoseman(he's the only one on the crew that can handle two at once.) He has a small love of trinkets he can get out of fires though, a slightly melted kitchen knife here, a bedsheet scrap there, so almost always has something somewhat burned sticking out of his pockets.

Fixer:Jackson "Wax" Grissomndwarf mechanic by day, fixer every other time. He's completely devoid of hair, and has himself waxed every few months, also likes to put a good coat of wax on his projects before sending them back to their owners, hence his nickname. He owns a small autobody shop and dips into some less than legal endeavors when business is slow or he's bored with his current job.

NOTE:This is only if we don't get a decker,also, if you know who this is, you're old. Or started playing this very early on in life.

Decker:Tee-Hee,elf, a bit of an eccentric, he's very good at what he does, and when it comes to running the Matrix, he's one of the best. Named Tee-Hee for the laughing sound he makes while on a run. Wulf ran into him on an early run and has kept him as a contact because he never knew when he might need someone of his talents.


Adept Skills:
-Improved Skill (Driving: Motorcycles)
-Improved Reflexes
-Killing Hands (Deadly)
-Astral Perception(can shift his sight and see into the astral plane, but can't project)
-Wallrunning
-Sprint
-Improved Hearing
-Penetrating Strike


Notes: Has a deep-seated hatred of the Halloweeners street gang and it's members, and the feeling is reciprocated to Wulf, as he's killed many of their members and a few minor leaders. He's kinda hard to miss, so they know him

Has a dislike of the sunlight, and prefers to work in the night, where he is most at home.

Has a slight distrust of Orks, Trolls, and Street Mages, be they Shaman or Mage from the few times he's had to work with them, but will work with them if he has to, though he'll watch his back and look over their shoulder to check their work when he knows about what they do.

Does free-lance work (emphasis on "free") for the Ancients when they call him, mostly pickups and dropoffs, sometimes more, and will funnel any information he has picked up to them.
 

Asclepion

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Aug 16, 2011
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I've heard of Shadowrun, but never actually attempted a game. Here's what I have so far, though I will probably totally rewrite it. :3

Name: Taylor
Race: Human
Age & Gender: 14, Female
Height & Weight: 5'0", 107 lbs.
Appearance:
An ethereally beautiful girl, barely developed, with smoothly combed hair that hung down over her shoulders.The pallor of her skin seemed almost transparent. Her eyes were the color of dark gold, serene and untroubled.



Type: Insect Shaman
History:
Born to a family with corporate influence, who groomed their offspring for positions of authority within the corporation. This union was a matter of genetics, and while her siblings all had slightly above-average intelligence, Taylor was shown to have a phenomenally high one. The directors were so pleased, in fact, that she became alienated from her peers and was isolated from everyone except her servants.

This isolation embittered and drove her miserable, but also gave her access to resources beyond that of other children. When she was still very young, merchants traded a weak Insect Spirit to her private school. This spirit entity was weak and lacking in power compared to others, allowing it to be easily subdued and studied. For years she began to experiment with the Insect Spirit, and secretly hid her knowledge of it from the adults.

As she grew older, Taylor was ultimately able to become half-possessed, dominating the Insect Spirit but tasting some of it's energies. And all of a sudden it felt like the whole world was moving: Insects have vision, but it's all the thousands of tiny hairs that really get their attention. They sense every subtle clue in the wind. Every minor movement in every direction. The world was weird to her eyes. She saw colors no human ever saw. Things that should have been brown were blue, and green was red, or whatever. From some angles the pictures were almost clear, but a second later everything would shatter into bits and it would like be watching a million tiny monitors at once.

Seeing a corporation from the inside and what her life would become, the young woman chose instead to be a runaway, surviving on the outside. Left to her own on the streets, she existed in poverty while making her way to Bug City, formerly Chicago, pursuing her own shaman affinity for a better life. The local Shamans became her family, and furthered her training until she was a shaman as well.



Taylor lived alongside guerrilla commandos and huge chitinous beasts took part in missions to unknown, dangerous environments. His teams explored dark, derelict installations and ships. They spent weeks in tunnels and forests in search of religious artifacts, and had their own runner groups acting as contractors for outside clients. She took on the name "Simon" while communicating with clients, choosing a male name to throw off conjecture. At some point, Taylor contracted a deadly virus that destroyed her lungs, and had to have them replaced.



Notable skills:
Unrivaled perceptiveness and mental adaptability, able to perform complex mathematical operations in her head and learn entire languages in a single day. As a shaman, she draws energy from the Astral Plane into herself to acquire power. Such acts are dangerous- The spirits may know the thoughts of people close by, destroy or reshape the human form, and even manipulate a person's very soul. However, she cares little for the risk, being wholly concerned with the here and now.

In addition to a limited shapeshifting power (morphing into an insectoid form), Taylor is able to briefly converge on the Astral Plane. While moving in the Irreal, she has passed through solid objects and materialized often hundreds of miles from where she started. When doing this, one must always be fully aware of their position. There are accounts of people with broken bones after they materialized 30 feet in the air, or dying when they randomly teleport into a solid object.

And finally her main ability: summoning Insect Spirits to the Material Plane. Seven-foot mantis warriors are terrifying and can take on any men who threaten the shaman group, lashing their clawed forearms with enough force to cut off a man's limbs or their head. The strongest can bring into being swarms of stinging creatures or a centipede the size of a train. An insect has only a small brain cells and no possibility of conscious thought. The spirits share this weakness, and are unlikely to make clever decisions. Antennae action is where it's at, and of course pheromones. They wouldn't be good at long-distance sight but their motion detection would far outclass a human's, their sense of hearing would be shit but their sense of smell and taste would be leagues ahead of our own.

Personality:
A pacifist. She never fights unless her life is in absolute danger or there are innocents being harmed. This means she won't oppose to getting beaten, mugged or anything. If she were to be sexually assaulted, she would simply sit there without protesting rather than summoning an insect spirit to destroy them. Her reasoning is that violence arises from a state of unrequited need. An agressor is to be appeased, and their actions are a manifestation of some internal turmoil. If she willingly does whatever an aggressor wants, she is making sure that they won't be hurt and she won't either, because they will have no reason to use violence.

Equipment:
As for material items, she never carries much wealth. Her part of the loot is always given to her companions, and she trusts them to make whatever purchases she needs such as food and emergency stuff. For a weapon, Taylor prefers a light one-handed device, such as a machine pistol.

Contacts:
Her shaman subculture, the company of which she belongs is led by a man named Garath Den.
 

Redryhno

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Jul 25, 2011
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Asclepion said:
Not trying to burst you bubble or anything, but Insect Shamans are normally at the very least, unwanted, at worst, KOS, by most people. At least in my experience. Just trying to warn you if the idea is shot down. Except for like one or two aspects, if I remember right.
 

Malyc

Bullets... they don't affect me.
Feb 17, 2010
3,083
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I'm interested. Expect a sheet at some point tomorrow evening.
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
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Redryhno said:
Well, I'm glad to see someone knows the setting. ^_^ I hope you won't mind that I took a few liberties with the setting above - trying to simplify it for people who haven't spent far too much time with their head buried in a rule book like me.

For the "8 powers" thing - I was trying to give players who are unfamiliar with the setting a sense of what is normal for each set of magic since the power of magic varies so much from RP to RP on this forum - it's only loosely affiliated with the SR4 rules mechanics (e.g. at magic level 4 to 5, most people can get between 6 and 10 powers depending on their build, so [s/]average[/s] median to 8). If you had additional powers, you can add them.

Now: on to Wulf

So... is your brother named Romulus? Were you raised by wolves? Did you start a city that became a republic and then an empire? (sorry, just enjoying the name)

I have no trouble with Night Ones - I'm not particularly familiar with all the meta-variants, Night Ones included, but since I'm not using any of the rules mechanics, It won't make too much of a difference.

I have a tendency to use contacts throughout the game (especially the early parts), so if you have any specific NPC's you would like to see (say a fleshed out version of an Ancient you know or the Renraku Capt), maybe add that in. If not, I will just make up contacts as I see fit.

Finally, if someone wanted to offer Wulf a "job", how would they contact him?

Otherwise: [b/]Approval Granted![/b]

Asclepion said:
First off - I like this character. The "creepy little girl" trope has been one of my favorites since I first watched "The Ring" so I want to see this character work. Outlined below are the handful of concerns.

Redryhno is correct about insect spirits. In my attempts to simplify the setting, I failed to mention that the world (or at least parts of it) was invaded by toxic bug spirits. While I won't ban the concept - I've seen some phenomenal insect conjurers in the past - you suffer the disadvantage that if anyone finds out about your insect affinity, they will likely be less than kind to you.

To make the concept work, you may want make the insect powers more secretive. Consider having most of the insect summons be tiny individuals or swarms, that way few people will notice them, then save the mantises for only the most dire or straits. Maybe your character has made a pact with a friendlier off-shoot of the bug spirits - you know they are not the villainous bugs everyone hates, but others don't know. Or, alternatively, maybe you made a pact with the toxic bug spirits for other reasons - even knowing how dangerous they are.

Also, strictly speaking, using the astral plane for travel doesn't work (you need to have a physical body to inhabit and you leave your body behind in a comatose state when you go into astral form) but I have never been much of a fan of that particular aspect of the world, so I ditched it in favor or a house rule (I'm just letting you to know should you ever try another Shadowrun game.) For the purpose of this game, I'm going to use the same house rule I use when I run a tabletop, just minus the rules mechanics: while in transit, your old body still exists and is linked to you - meaning if you are shot, it hurts and can even kill you. Also, the act of re-materialization is exhausting. Distance is not a factor, but it's a very draining spell.

Next, I'm not clear on why she's a shadowrunner - is it to get money for her shaman brethren? And what happened to the shadowrun team she was with before? Why is she in Seattle (where the game takes place)? Also, she can pick up languages easily so I'd like to know what languages she can speak (mostly because I'm curious)

Finally, like I said to Redryhno, if you have any specific details you want worked into your contact, either flesh-it-out or let me know. Similarly, if someone wanted to offer her a shadowrun, how would she be contacted?

[b/]Bottom-line[/b]: you know the disadvantages of insect spirits, but if you still want to do it then that's fine - just let me know how you address the insect-spirit hate and the other half dozen questions above.
 

Malyc

Bullets... they don't affect me.
Feb 17, 2010
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Hei, ive gotta say I like you already. You go into far more detail than most of the gm's ive played with, so it makes it easier to figure out my char via eavesdropping ;)
 

Redryhno

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Jul 25, 2011
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hiei82 said:
Yes, his brother's name is Romulus, no, they didn't start up a republic, no, he hasn't tried to kill Remus...yet.

I put contacts up there,to answer your Ancients question, he has a brother that contacts him, it's put in more detail on the sheet now. I just put up a few of my favorite contacts he has, feel free to use them as you see fit and make up names and personalities for whoever you want. If I can only keep a certain number, all I really want are the two Ancients and Fireman Tim, the rest are not as important, I know I put up alot of contacts.

Don't ask me if it's ok to take liberties with the setting, you be the gm, you hold our balls in the palm of your hand. You say we get attacked by a horde of Roach Spirits, we run as fast as we can and hope we can possibly hurt them.[sub][sub][sub]Damn Brotherhood run[/sub][/sub][/sub]

Edit: so, is Moonlighter just an example sheet, or are you planning on bringing her in?
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
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Redryhno said:
Wasn't really asking permission, more like informing you; but I see your point.

Thanks for the contacts - at least one of them will come in handy. [b/]I still need to know how Wulf finds his runs (or more accurately, how specific clientele might find Wulf)[/b]

[s/]As for Moonlighter - I haven't really decided. I made her just as an example, but I can't help but like the character (if nothing else, she is going to be filed away for future use). My normal rule is not to have a character AND be a GM (as I have been in too many games where GM-PC's unbalance the game), but that doesn't seem to be as much of a problem in these pure RP threads as long as you know how to stop yourself from being too OP. I'm figure I'm going to wait and see what Malyc brings to the table (and anyone else brings if they are hovering around unheard) and make my decision then if I feel the party needs some thieving/tech-support. Why do you ask? [/s]

[b/]Edit:[/b] Nevermind - not playing her. We have enough players.

Lastly, unless you annoy the insect shaman, I don't think a swarm of roach spirits will be on the menu (which was a poor choice of phrasing but whatever)
 

Redryhno

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Well, kinda like it says in his background, he's done almost everything there is to do. Drive-by killings, protection payments, chip and drug running, pretty much everything but political assassination of a dragon and various other federal crimes.(*laugh*laugh*)

Specifically what clientele, I suppose they'd hire him for extra muscle and his specialized skill set. Maybe as a stalker of sorts, since he's somewhat known for his connections and previous *cough*employment record*cough*. Night Ones aren't exactly a common occurrence so there's also the rumors that come with them.
 

ShindoL Shill

Truely we are the Our Avatars XI
Jul 11, 2011
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This sounds quite good. I'll probably write up a character sheet later this week, after I read up on/play Shadowrun.
 

Gabanuka

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Oct 1, 2009
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Colour me interested, only issue is that I have no knowledge of RPGs beyond a VERY basic understanding of D&D. I would love to be a part if you're willing to have an complete novice.

Here is the beginnings of my character sheet, I will finish it tomorrow once I dont have a English exam to study for.

Name and/or Alias: Roberts AKA The Dread Pirate (formers Alec Hutch)
Age & Gender: 19

Race: Human

Height & Weight: 5?12 11 stone

Type: A man for hire doing anywhere from corporate espionage to bounty hunting as long as it pays.

Appearance: It varies

History: There is a legend around the streets of Seattle, a single man active in the underworld since the start of the 20th century. Those who know him cal him Roberts, to those who don't he's the Dread Pirate, willing to take almost any job inside or outside the law, while the name is legend the man is not. Roberts is just a character played by an unknown umber of actors, each one choosing a successor when they feel the need to retire, all the while maintain the illusion of an immortal figure.Alec had been working with the old Roberts since he was 12; his corporate family bankrupt after a vicious buyout when he was 10. As his parents lost any semblance of sanity, and carted off to the local asylum he was left at the mercy of the streets finding work where he could.

After two years of living rough he fell in with a small group vagrants, roaming the city streets, begging, fighting and just generally trying to stay alive. The only hope in his life can from the occasional visit from a tall stranger, every few weeks he would pass the warehouse the kids called home, bringing them food and sometimes even a bit of money, despite knowing nothing about the Man Alec was fascinated by him, who would take time out of their day to visit measly street rats?
One week Alec tailed the Man; his few years of living hard had taught him the basics of stealth and he was able to follow unseen for a mile or so. Eventually they arrived at a small derelict building, the man turned to face Alec. After nearly shooting his head off with a pistol the man began to talk, he?d been watching Alec work the past few years and was impressed, he gave him a simple offer; leave the rest of them, help me in my work.

In the 6 years he worked for Roberts Alec knew nothing beyond the man alias and that no matter who they worked for he was treated with an aura of respect. It wasn?t until the anniversary of his sixth year that Roberts came clean, telling Alec everything, he revealed that every Dread Pirate found a successor and trained them up, eventually retiring. Then he drained his entire credit account and walked out telling Alec that he had a choice; let the legend die, or become the new Dread Pirate. Now, after a year of perfecting the skills he needs Alec is ready for a new job.

Reason to be here/things to do: Everyone wants something done and most of them are willing to pay.

Personality: Roberts is still struggling with his new position, after only just feeling close to his master the man left without a word, in his new guise he is treated like a completely different person so while he knows he should embrace his new life he?s still trying to hold on to what?s left of Alec Hutch. Coupled with his ever changing looks occasionally Alec is going through somewhat of an identity crisis and so he takes every chance to remain who he is. When on the job he keeps up a quiet and serious domineer, using words only when necessary and focusing on getting the job done. Wit his mask off Alec is a much more relaxed man and falls closer to his age, his work doesn?t give him much time for social interaction but on the few nights he?s not working he always tries to talk with at least one stranger.

Notable skills: One of the last gifts given to him by the former Roberts was a full body overhaul, thanks to some advanced eye augmentations Roberts is a deadshot with his pistol, his body has been enhanced to a physical peak almost reaching a supernatural level. Among these augmentations comes his camouflage ability, with a few minutes of focus Roberts can change his physical appearance, his new body will always remain the same height and weight of Alec?s original form he cant grow into a 7ft troll. While he excels in marksmanship and martial arts he was never able to grasp hacking or lockpicking beyond the very basics, usually relying on tec to get the job done. The only aspect of modern life his teacher failed to train him in was magic, since several past Roberts were trained with magic Alec has had to adapt, using tec to compensate an occasionally to give the appearance of magic. While it wont fool any trained mage hes managed to keep up the legend of Roberts alive

Equipment: Roberts travels light, aside from his revolver and all his tec (though that still a lot of tec)he generally "borrows "what he needs. One of they few things left to him by his master was 50 different S.I.N cards varying from painters to lawyers to corporate executives, when used with his camouflage augmentations and chameleon suit hes able to change his appearance at a whim.

Contacts: Aside from the cliental at a small bar in the east end of Seattle Roberts tries to avoid contact with groups. While he maintains communication with his hirer, once the job is done his number is changed and he moves on.
 

JokerboyJordan

New member
Sep 6, 2009
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I have only a passing knowledge of the game world via hearing about the kickstarter. Just researching/reading now.
Consider my interest piqued.
 

Nooners

New member
Sep 27, 2009
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Interested...played the Sega Genesis game, and am kinda interested in RPing at some point...I'll roll up a potential character when I have the time later. That okay?
 

BlindTom

New member
Aug 8, 2008
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Alright, here's my guy. I'm quite familiar with Shadowrun and I love it, I was all over that kickstarter.

Name and/or Alias: Chromad

Age & Gender: 41 year old male

Race: Ork

Height & Weight: Average Height, slightly overweight.

Type: Rigger and wheelman.

Appearance: Fat, bearded, and ginger. His face is a mess of rusty orange beard and dull brown tusk, somewhere beneath it lurks skin, the pristine pastiness of which is only disturbed by a spider web of cracks that appear to be old burns. In informal settings he wears as little as he can get away with, usually sticking to a pair of cargo pants and little else, this reveals his patchwork of unnaturally thick, orange hair, and perhaps chemically burned? It's better not to ask, crater plastered blotches of bald, warped flesh. The rest of the time he's living straight out of a vending machine. Plain jumpsuits in primary colours. Just another poorly groomed low life.

History: Chromad always wanted to be a lot of things. Driver, chef, swordsmaster, schoolteacher, rockstar, you name it. If you can get a skillsoft for it, then chromad spent the first two decades of his life trying to get the thing. Somewhere in all his travelling he actually got pretty good at programming and manipulating the softs, but that was never what he wanted to be. Chromad wanted to be the best at everything and the skillwires were just a means to an end. Unfortunately he's managed to get fired from every job he's ever worked after passing the softs off as the real Chromad for a little too long. He's getting a reputation. He doesn't have a criminal SIN just yet but it's only a matter of time before he's investigated and that stash of BTL's and combat activesofts lands him right in the drek.

Reason to be here/things to do: Chromad wants data. Chromad wants to join the SINless in their seemingly unrestricted freedom to pursue whatever goodies they want to in the shadows. He is a little naive, but as far as he cares there's no shortfall he can't fix by fiddling with his skillwires. He feels like he has a big enough stockpile that he might be able to establish himself as a major personality in an underground data haven.

Personality: Chromad is scatter brained, always wanting to be the best at something else. This means he actually lacks the focus to get good at anything other than manipulating the skillwires. He tends to scoff at people who gained their abilities "the hard way," seeing them as timewasters who could have just slotted. If he is actually bested he will make an excuse. The only people he might respect longterm are the awakened. Who he knows live in a different world altogether, and those who are willing to treat him with care, feed his ego, and, most likely, manipulating him into doing something stupid.

Notable skills: Chromad seems to know a little about everything, and a shitload about anything given enough prep time. He's a good driver and he can handle the matrix better than he realises. He's a good palmer and he knows how to drive a bargain. He's also out of shape and a little bit shit in the physical and social departments, though you wouldn't know it when he's on some bleeding edge activesoft.

Equipment: Above average commlink, GMC Bulldog Step-Van (also his home), 2 Shiawase Kanmushi insectoid microdrones, A tazer and a SMARTgun platform, skillwires, a massive stockpile of skillsofts.

Contacts: Various black market data and BTL dealers, a fixer here and there, various performers from musicians to gymnasts who he wishes he was and tries to emulate.

Other: Meh.
 

3quency

New member
Jun 12, 2009
446
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Ooh, I want in. I fucking miss Shadowrun.

I'll throw together a quick character and let me know if all sounds okay :D

Name and/or Alias: Nik Lepechin, "Officer Nik"

Age & Gender: 34, Male

Race:Human

Height & Weight: 5' 11'', whatever the hell is underweight for that.

Type: Sniper Mage

Appearance: First thing you'd think when looking at Nik is scrawny. The man's way too underweight and is most likely going to be staying that way. His skin's pale and a little clammy from a lack of sunlight. His hair is crew-cut fibre optics, usually set to a dark blue or grey, but is set to respond to his thoughts. He has both of his original eyes, which suffer from heterochroma iridum. His right hand is tattooed in a series of symbols that mirror the stylised forms of stereotypical Native American art. Nobody's told him it doesn't actually match any Tribe or Nation's style. He wears a mixture of clothing, plainly-coloured tee-shirts and jeans. When on a mission, Nik will usually be seen in a Chameleon suit, which is set to Royal Blue when not active.

History: Nik is a fourth generation Russian immigrant and a second generation Lonestar Officer. His father, Michael, was one of the original officers hired on by Corpus Christi and he and Nik's mother had Nik not long after Michael was transferred to Seattle as a senior officer after the Seattle police force were replaced. When Nik was born Awakened, his mother was delighted and wanted to have him sent off to a magical school as soon as he was able. Michael wanted his son to follow his footsteps and join the company. As such, Nik was torn between these twin ideals for his entire childhood. Eventually, after his parents divorced and Michael won custody Nik joined the Lonestar academy and was eventually made a minor officer. After proving his prowess both in things magical and with firearms, Nik was placed on a Special Reaction Squad, as magical consultant. He achieved some renown with snipers and later became ranged support for the squad too. It was at this point that Nik was trying to develop a little more as a Mage. His father had always been dismissive of his magic, and as such he had more knowledge than skill. Taking time out of working on the firing range and other training exercises to "play hocus pocus" however was something that led to increasingly severe arguments between himself and Michael.
Then, in the 2060s his mother Goblinized during the SURGE event. She became a troll, flipped out and was shot to death by police officers. Disillusioned after repeated conflicts with his father and this new tragedy, Nik quit the force and dropped away from his father. Not really knowing what to do with himself, he slipped unexpectedly into the shadows. At first, he just offered advice and info on Lonestar, anonymously through a fake SIN of course. But eventually he became a full-blown shadowrunner after a run gone sour forced him to pitch in and rescue the Runners he'd befriended. Currently, he has made contact with an older Mage to continue his magical development, and mainly uses his magic to gain a tactical edge whilst sniping.

Personality: Nik is generally quite quiet. He tries to watch others before speaking and is methodical when he does. He overthinks situations constantly. As an ex-cop, he has some sense of justice, however warped. He tries to avoid Runs where innocents may be harmed (for a given value of "innocent") and tries to keep moral. Of course, he's a sniper. This makes things a mite hard and he is in a bit of turmoil, unsure of how to resolve his two conflicting thought patterns. He is also a little over-eager to take missions. Most shadow denizens don't really trust him, being ex-Lonestar and all so he feels he needs to prove himself to them constantly. He's not really that great with people, but is friendly enough. He's a little racist, and is aware of the fact. He doesn't like it, but he can't help but distrust goblin races. Lonestar doing what they do put him into contact with the darker side of the minority and that stain has never really worn off. Even his mother's brief Trolldom hasn't really altered this view. He tries not to be blatant about it and is generally polite to Orcs and Trolls, if uneasy.

Notable skills: Aside from the obvious, Nik is a bit of a politics buff. He doesn't talk much, but if he gets on to the subject of politics you'll soon forget that. Whilst he has his own leanings, he tends to keep them out of discussions and loves to play Devil's Advocate. He reads a number of discourses on the subject regularly, and is subscribed to eMags and Trid shows that represent the extremes of both the Left and the Right, as well as several major news stations (both legal and factual). Nik can be very quiet and has excellent eyesight (mainly due to magic but hey), he can conceal himself in nests for days if needs be. He is adept in most weapons that the average Lonestar officer would employ, though he is at his best at range.

Equipment: 1 Chameleon Suit. 1 Barret Model 121 (for planned jobs). 1 Walther MA-2100 (for general use). A "misplaced" Colt Manhunter sidearm, complete with an Arm Slide holster. 1 "Casual" suit armoured clothing. A mid-range Commlink, with a library of several political tomes both old and modern, a Spell archive given to him by his current Master. 1 Headjammer. 1 Tag Eraser. A voice mask.

Contacts: Nathaniel Mandrake, Archmage: Nik's current teacher. A Seattle-based mage that works at the local College teaching magical theory. He has a small network of extra-curricular students whom he teaches to further their own abilities, and only picks clients that he likes. He doesn't they get along well enough without reality coming along and ruining the relationship. If he knew Nik was a Shadowrunner, chances are he'd just break contact and ask Nik to erase any electronic history incriminating him. He's an understanding man but doesn't want to be arrested. He was damned arrogant in his youth, and this cost him an eye and a small Insect Spirit incursion, as well as a place on the UCAS watchlist. Running his college class is his unofficial community service.
Dexter Wyatt, Lonestar Detective: A colleague of Nik's from before he got snapped up by the Special Response. Has since gone on to greater things and made some heads turn as a very good detective. As such, he keeps an ear to the ground and warns Nik if anything he's done has raised unwarranted attention. The two have been firm friends since the academy and still meet semi-regularly for drinks. Nik is the godfather to Dexter's youngest son, Jake. Dexter is fully aware of his old friend's new life, and tries not to think about it too much. He's not so stupid that he'll write it off as irredeemable, but if Nik ever becomes worthy of Lonestar's ire, he will have a very tough decision to make. And as much as he hates to admit it, he can't help but chose his family's wellbeing over Nik's life.
Kodiak, hacker: All Nik knows about Kodiak is that she's a girl. Other than that, it's anybody's guess how old she is, where she lives, anything. A fixer Nik worked through once or twice put the two in contact and Kodiak is Nik's main contact for all things matrix. The relationship is essentially business only, but the two have been known to game together occasionally. Nik always loses.
Michael Lepechin refuses to speak to his son. Point Blank. Nik isn't sure how he feels about this.

Other: As mentioned above, Nik still isn't trusted by most shadow denizens. As much as he tries to hide it, he used to be a cop and cops make noise. No fake SIN can cover him up to that extent. In the past working with the Special Response unit, Nik pissed some big players off simply by being present at major raids. Whilst he avoids most of the criminal element that he'd had a hand in arresting, old enemies are bound to catch his scent eventually.

So yeah, I hope that's all good. Most of it is based on vague recollections of the world and a quick flip through the core book, so give me a shout if any of it needs changing.
Hope you like!
 

Floris2123

New member
Apr 26, 2011
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I don?t have allot of experience with RP, and no experience with Shadowrun but I am very interested. I am going to try to find out more about the world before making a character sheet ill probably have one in about 1 day. Is that okay?