View Full Version : ShadowZero: Characters
Wesforce
04-24-2004, 06:48 PM
(Note: Be bloody thankful I didn't name this something stupid like 'From zero to hero' or 'Zeroes and anti-heroes, etc :|)
Here is where we post our character profiles. Be sure to distinguish between PCs and NPCs - The difference being that you post from a PCs point of view.
There follows a brief explanation of each of the categories:
Character Owner: Your name. You.
Name: The character's real name.
Street name: Character's nick or handle. The 'business name' they go by when they need to be secretive. Shadowrunners will generally have had all trace of their original identities deleted anyway, so they can;t be traced to a legal entity. In effect, the streetname becomes your 'real name'.
Archetype: The general role of the character, as explained elsewhere. Far from being restrictive, let it be a general guide for what you see your character doing. Detectives are good at investigating, Street Samurais are cybered-up urban warriors, Mercs are military men, Deckers are good with computers and Riggers are good with vehicles. All of those are shadowrunners, though. You can be 'civilian' characters... But I may need to work somethings out with your first.
Race: Human, Elf, Dwarf, Troll, Ork.
Elves are consisdered tall here, unless you're a pixie derivative Elf, in which case you;re more around 4feet tall. Trolls are about 9 feet/3 metres tall, and about 4 feet wide...
Age
Appearance: How the character looks. Some pointers:
*Age: Young or old? Young or old for their age?
(Orks generally look aduly by 15 and Old man by 22. Elves are fraggers so always look quite young, I suppose)
*Physical Attitude and bearing: How do they stand? Upright and proud? Slouching, depressed, half hearted? Are they tall, thin, fat, skinny? (This goes for all races - Fat elves and tall dwarves, etc.
*Facial: How do they look generally? Happy? Sad? Blank-faced? Sadistic smile whenever they see someone run over?
Are there any other facial characteristics: Scars, gold teeth, jewellery?
*Clothing style: Well-dressed? Filthy, grease-ridden slobs? Do they wear trendy silver jumpsuits, Corp-style business suits, gang member colours, PVC, etc etc.
Remember that this is in the future, and lots of people go around in silver suits with flashy hair, cosmetically enhanced eyes, bits of metal poking out of their heads etc.
There is also a 'Neo-Tolkien' look among some members of the meta_human community, trying to identify themselves culturally.
*Note: Think of what your character is wearing or carrying: If your character is in a well-off area, they'll want to keep guns or armour concealed. If in a sklum area, they'll generally need them visible.
Include a pic, if you want ;) *Cough*Shadowtrash sprites*cough*plug*cough*
Personality: What is the character generally like?
*What do they like or dislike?
*Who do they like or dislike? Hate corporate lackeys? Like women in silver jumpsuits?
*What is their motivation for doing what they're doing? The money? The feeling of self-importance? The jy of getting small animals and roasting them over a small flame while laughing madly and chewing fingernails?
*Any quirks or character flaws? Do they fear Spiders, take drugs/BTL chips? Do they go mad at the sight of people using magic?
Background: Where did your character come from, and how/why did they end up where they are now, doing what thay are doing? Think of
*Where they learned to use weapons, if they have any/l33t decking skills/magic. If Magical, rememebrto say if you are Mage or Shamanic.
*Where they got those weapons, if they have anything out of the ordinary.
*Where they were educated, if anywhere
*How they got the idea to do what they do now, and what gave them their world view.
MagicWhat kind of Magic does your character use, if any?
Firstly: Are you a hernmetic mage or a Shaman?
Secondly, do you specilaise in casting spells, or summoning Spirits/Elementals?
Gear / Weapons: What does your character own, and what do they carry with them on a normal day?
Clothing is covered under appearance, but armour needs to be detailed.
Weapons-wise: Choose weapons appropriate to your character. You won't carry rifles and machineguns with you if you're trying to remain unnoticed etc, but a street samurai isn't going to carry a peashooter.
A simple Matrix-capable computer capable of sending amd receiving Matrix-mails is pretty easy to come by.
Everyone gets to have a simple car (think 3-wheeler bubble car that runs on Scalextric tracks :D).
Only well-off corp scum would generally be able to afford anything better.
Accomodation: Whereabouts do you live? The story is set in Geneva: A large, cosmopolitan city with many Corporations. The nmain thong to consider is the kind of area you live in. Corporate compounds are tightly-controlled with regards to weaponry and equipment. Middle-class areas are patrolled by Rent-a-cops, and anyone carrying guns openly will be stopped.
Low-class areas mean anything goes... And if you look like easy meat, you are!
Cyberwear: What kind of cyberware do you have?
Contacts: Who does your character hang around with, and who do they rely on in hard times? These could be buddies who do the same thing as you, part-rivals, old school friends, your old boss, etc. You may only inculde other characters if you agree with that character's owner.
Otherwise these characters count as NPCs.
Detectives and people who do a lot of talking can have many NPCs, Gang Members have a whole gang to rely on. Everyone else... Choose your friends carefully...
(NPCs need a less-detailed profile than ordinary characters.)
So, to summarise (so you can quote and paste...)
Owner
Name
Streetname
Archetype
Race
Age
Appearance
Personality
Background
Gear/Weapons
Magic
Accommodation
Cyberware
Contacts
Artificial Idiot
04-24-2004, 07:43 PM
wewt wewt! :D
Well, here is one I have been bombarding Wes with questions about and planning for several weeks. Hoprefully I can have a better experiance with her then some of my past chars :\
Character Owner: Artificial Idiot
Name: Emily June Wrightman
Age: 34
Race: Human
Gender: Female
Streetname: Wrightman/Black Eyes (this is more of a nickname used by friends)
Archetype: Detective
Appearance: A slightly taller then average human, how generally stands upstraight and proud when in the eyes of clients, but is known to hold a relaxed posture otherwise. She has long, dark green hair and pale blue-grey eyes, which always seem to have pale, black rings under them (the kind you get when you lack sleep). Her face generally holds a thoughtful expression, although her other facial expressions seem to go though extremes. For example, When she is slightly annoyed, she looks furious. She has a very light frame (affording food has become somewhat of a problem recently) and has two styles of dress. Both with her light, armoured vest underneath.
Professional (I.E, corporate jobs): Black, short sleeved, buttoned shirt with top pocket, over-worn, grey suit trousers, half-hearted polished black shoes.
Casual: While her trench coat covers most of her clothes, she generally wears slightly loose (although not over the top loose, as that would make her look like a fool) fitting, pale blue trousers, a pair of steel toed boots (better for kicking the fragging gangers in the privates with) and a plain blue shirt with Daisaka security embroidered on it, as she hasn't got around to buying anything new yet.
Background: Emily had an uneventful childhood. Daughter to an average, corp employed perants, average education, nice, stable income, however, her perants always expected more of her. To be better then average, to forge a career on the top rung of the ladder with the corps. While her brother "John Winter", who was five years older then her, lazed about and watched 3DTV all day. As he was "Mamma's special boy". By the time she was 14, she had had enough! She had met up with an older, dashing, elf ganger and fallen madly in love. She used to sneak out at night to be with him, and when she was 16 and he 25, they run away togeather. it was like a romantic dream come true! The world seemed to swirl around young Wrightman's eyes, as the rose tinted glasses fell into place. Eight months later, Wrightman came home to their small apartment to find her lover making love to a young, Orkish girl about three years younger then Wrightman herself. She cursed him and burned down the apartment soon afterwards.
After a few, shameful years working at the nearest "Pizza Slut", She joined Daisaka security as a rent-a-cop, and a very good friend of Jean Major, a rising star of the security forces. While not as adequate as Jean, she was still in store for a respectable future and a very good corp-paid pension. However, soon after Jean was dishonourably discharged, it wasn't long before she herself bowed out. Something about "those uptight corp fraggers have their head shoved too far up their fragging ..." Soon afterwards she set up her own private offices in her apartment in Geneva, and while not as glamorous or well-paid as her corp job, she gets by.
Personality: Wrightman is a fast talking woman who likes to get things done. Even if they are not done correctly, or morally. She is a bit of a rough diamond, and is generally hired at the employers own risk. Sometimes she does a good job, others she just convinces the employer that this is the case, presenting dodgy evidence and a convincing story. If she is offered more money by somebody else, this is more likely to happen.
She likes her drink, often seen around the bars in Geneva having a quick one before going back to work and also dislikes rent-a-cops in general, for reasons she keeps to herself. While she has no problem with cross-dressers, she get's nervous around men openly dressing as women, brings back too many unpleasant memories.
She also has a dire fear of heights. Although she'd be loathe to admit it.
While the money is always a good motive for her, she will feel even more motivated to do something if she can stick two fingers up at the corps in the process.
Hates being called Emma, Emmie or "Em".
Legality: Wrightman used to exist, however after she was struck off Daisaka payroll, she left her legality behind. Being a detective, she values invisiblity and confusion, so she has a few fake ID's that she uses for different things (House, car, etc.) which she gets for doing "favours" for Jasper. She mainly deals in unmarked credsticks, and tries to make herself as untracable as humanly possible, just in case. She also has her old Daisaka security pass, which is very much out of date and would only be useful to flash at somebody who doesn't know her.
Gear:
Trenchcoat
Light armoured vest (as let's face it, in her line of work you are bound to be shot sooner or later)
voice recorder for taking statements
e-pad for taking notes
Small matrix-capable computer to store notes and picture, map etc. evidence on, and do simple searches. Prone to break down.
"Air Tazer" - Is targeted for short distances as opposed to on touch. (Generally for angry clients/other people she can't kill without somebody kicking up a fuss and putting a bounty on her head)
Heavy Pistol (For picking off the gangers and street scum)
Transport: An old, banged up Volkswagen Electro 2030.
Accommodation: Small two room office/apartment (well, it's really just one room split into two by some dull grey drapes) in Geneva. One section contains her "office", with a single desk in the centre and many other useful things for her work lying around. The other section is a lot smaller, housing two blankets, a small refrigeration unit and a small 3DTV. (Toilet facilities are shared.)
Magic: None.
Cyberwear: None
Associates:
Jimmy Cleave - One of her old friends in the Daisaka Rent-a-Cop force, who can generally tell her details about recent crime and lower-corp related matters. He is a balding, middle aged man in a Daisaka uniform.
Mad Rovel - Mad Rovel is the leader of one of the several biker gangs in Geneva. Mad Rovel is Wrightmans authority on the situation within the many rival gangs activity. Mad Rovel and her go way back to school, and Wrightman seems to have some unforgotten debt hanging over the gang leader. Mad Rovel Generally dresses in leathers and chains, he has neon orange hair and is rarely seen off his bike.
Weasel - A sneaky little Goblin who knows too much for his own good. He shares Wrightmans hatred for the Corps, and will only be too happy to dig up information on them. His sources are unknown, and he wishes to keep it that way. Weasel is a strange, brown skinned, grey furred Goblin who hides under a black robe and doesn't like to be seen. He is also never far from a radio.
Helen Grant - Miss Grand is an academic. A scientist stuck in a dead-end job due to her poor circumstances. She is used by Wrightman to get further examination of evidence (as she is a detective, not a scientist!) but her services come at a price!
Thurg Stone-Hammer - Not his real name, but the name of an Ork Barbarian in an obscure 3DTV flick. Thurg is a hired heavy, although not a very confidential one. Soften him up with a few drinks, and he'll tell you anything. Even so, he is hired quite often, which is good news for Wrightman. Thurg is a brute, they say bullets can not penetrate his skin. Which is rubbish, but Thurg is still built like a rock, and punches like one too.
Jasper - A man of many names and faces, Although known to Wrightman simply as "Jasper". But god knows what his real name is. Jasper is a shifty elfish man, who owns a small cash&carry outlet in the semi-decent areas of Geneva. While it may look like a respectable business on the outside, run by his loving old mother, if you look in the basement, it's an entirely different matter. Jasper is a dealer of illegal arms, armour and drugs to the gangs and crime bosses of Geneva. He also has no loyalties, and for "a favour or two" he'd be more then willing to share his expertise. Although, he'd be just as willing to tell the other party that people are on their back. He also has a slight insight into the black market.
Elizabeth Anne Williams - A pompous, arrogant and yet somewhat important contact. She is the wife of an eldery corp executive who was once marked for assassination by a local upstart gang. Wrightman was sent to protect the home of this executive in her rent-a-cop days, and she and his wife have been friendly ever since. Elizabeth likes a good gossip, and is often too loose lipped for her own good. She may give Wrightman some vital corporate leads without even realising she has done anything. She is also, as stated, a good friend, and serves as a constant reminder to Wrightman that even honest people can make their fortunes.
Gary Harris - Gary is a young, skinny, pale skinned and rather short for a Troll. Standing just a foot taller then Wrightman herself. Gary is a passionate believer in breaking the "Greenskin stereotype" and has gone down the path of becoming a decker. And he is quite good at it. While he has a comfortable, corporate decking job, he is always looking to make a bit on the side with not so legitimate work. He has been known to hack medium security ICE, and boasts that he has even managed to get inside the Grexxon Mainframe. Although, nobody believes that for a second. Wrightman uses him mainly for more detailed searches, but will ask him to do the odd bit of illegal decking if need be.
Vincent "Grease Bucket" Hloran - Vincent is a stout, black bearded (nobody knows if this is natural or a result of working conditions), blue overalled dwarf, who owns a small, dirty garage and is generally a decent mechanic. He is skilled at repeairing cars, bikes and to a much lesser degree, weapons. He often makes quick repair jobs on Wrightman's busted up Electro 2030, and is constantly presuring her to replace it. He is also able to identify tire tracks, registration numbers and any spare car parts left at a crime scene.
He is also a lover of Dogs, and a breeder. His pride and joy are definatly Molly and Cruncher. Molly is his prized breeding bitch, who actually gave birth to his own personal guard dog, Cruncher. Rumours of this dog spread like wildfire around the local bars and clubs, it is even said he ripped a mans throat out for looking at him incorectly. This however, is nonsense. Cruncher has taken a liking to Wrightman, and can usually be found moping around her if she ever pays Vincent a visit.
Of course, this is but the tip of the iceburg as far as Wrightman's contacts go. She knows people from all walks of life and most of the patrons of her local bars. Along with her contacts, she also has close, personel friends, such as ex-Daisaka security posted in the same time span as her, her drinking friends, ex-clients and of course, the afore mentioned Jean Major (aka, BadJimmy).
landry38
04-24-2004, 10:08 PM
Character owner- landry38
Name: Laura Canterby
Age: 16
Race: Human
Gender: Female (transgendered)
Streetname:
Archetype: Physical adept
Appearance: Short for male, average for female, 5'6, and only 120 lbs. Has found hormones to treat herself from the black market. Her bright pink hair flows loosely just above her shoulders, and seems to clash with her dark tanned complexion. Her facial expressions are generally reserved and yield little emotion, unless sparked by extreme rage. Her emrald pupils have been known to pierce the soul of anyone she stares into. She has a toned body, shaped from years of practice in martial arts, that, while perfectly capable of strength, is slender and allows for great speed.
Her casual clothing is like that of "normal" teenage girls, consisting of comfortable tank tops and shorts. While what she wears doesn't cover a lot of her body, her body is covered in all the right places.
Martial arts: Likes to wear a black gi with a white belt, and traditionally fights barefoot.
Background: Her parents were assassinated when she was 10 by people who saw them as a threat to the government. Orphaned, she was taken in by a local sensei who tried channeling her anger into the martial arts. She is now a master of many various martial arts, and her code is a unique mix of Bushido and that of Roman Empire gladiators. Yet she vows no honor will come to those who organized the assassination of her parents, and when it comes to catching them, will leave everything open on the table. Her way of income is managing a grocery delivery service, but provides little financial comfort.
Personality: Laura keeps to herself. Although martial arts helped her channel her anger, she still has scars from the assassination of her parents six years ago. This anger mixes with the psychology of being transgendered to produce a person that is oft untouched by emotion on the outside, but poisoned on the inside, with daily thoughts of suicide. Her conscious is recklessly unstable, yet holds dear value to those who befriend her. This leads her to fight with little to no regard of her own life, but is inspired to fight for the truth and ideals she represents and recognizes in her choice few friends.
Music: She likes to listens to the old rock, usually Evanescence, Linkin Park, and the like. She loves to collect old CD's and DVD's and has a refurbished player for both of them. She likes a new band called 5th Quarter, which likes to remake old rock songs, often remaking Laura's old favorites.
Battle: While she fights with honor against non-guilty opponents (those who have nothing to do with the murder of her parents) she probably would not be able to realize when she is in over her head, partly because she has rarely been in that position herself, but also because she has little regard to her own life.
Magic: Rage: Her general use magical spell. Using this grants her boosted speed, strength, and agility, and produces a red aura. While not too physically demanding, one inexperienced in using it or one using it for vastly extended periods of time will be worn out.
Overload: The motherload, vastly increasing her attributes all around, awareness, speed, everything, and produces a fierce, bright red aura. Currently she can only stay in Overload for 15 seconds, but using it for any period of time at all will put her body under extreme stress and when lost, would leave her body greatly weakened and vulnerable should she fail to get her business done in 15 seconds. Overload robs her of most emotion, and replaces it with rage while in use, and the rage lingers afterwards, perhaps Laura's only saving grace after using it.
(To others: Overload would be her ultimate move, the one use per chapter then fragged)
Gear: Carries a short dagger, and a longer katana in combat. Thought about having a pistol, but realized it would be impractical to conceal and fumble to reach in battle.
Transport: When wanting to travel relatively far, uses an old bicycle. But she will use any means necessary if it means finding those who kill her parents.
Accomodation: Lives in the do-jo where her sensei took her in. It has basic ammenities like running water, stove in a back room, and heat, but is far from luxurious. It has one 10x12 bedroom with a single bed. The dojo was converted from a drafty grocery store, and blends in with the local environment. She runs a grocery delivery service for income, and it generally pays pretty well.
Cyberware: None
Associates:
Akira Yamagachi: Is the sensei that took Laura in. He is an immigrant from Japan, and he is an expert with the katana, and passed his knowledge to Laura. He is elderly, and has weakened drastically within the last year, and so, his role in Laura's life has been reduced to mentor. He also taught Laura to harness the Rage spirit,and Overload, although is concerned about how Overload might be having an effect on her mental and physiological health. He can use the Rage spirit, however it is possible that he could pass away from the stress of using it for any length of time. He definitely would die attempting to use Overload.
There are fellow martial artists, totaling 5 friends of Laura's, but the only effect those will have with Laura is to serve as inspiration, as none are as battle capable as she is.
Legality: Does not legally exist.
General Rodall Juhziz
04-24-2004, 10:11 PM
Character owner: General Rodall Juhziz
Character name:Revan Nightscream
Age:25
Race:Troll
Gender:Male
Streetname:none
Archetype:bad*** merc
Appearance:A bit taller than normal trolls, stands streight up, very muscular, eyes the color of the flames of hell, crimson hair in a mohawk, gold tusk on the left and right side of his mouth, long razor sharp fingernails, black skin, scar on right eye, eyes look like those of a viper, sharp fang like teeth, and jet black skin
Atire: Shredderish Heavy minacing body armor with a real skull and cross bones in the middle, longe purple cape with hood, heavy leg armor, and heavy arm armor with a inbeded grappling hook
Personality:Ruthless, relentless, fearless, He hates being double crossed, and being riped off by clients. Loves to listen to classical music,likes poetry, painting, fine dinning, and rarely shows affection for anything
Background:born in Chicago a city engulfed in criminal violance and gang warfare he was the second oldest of 2 brothers. His dad was killed by one of the gangs and his mother worked constantly to provide food and shelter for them but she was very weak. Revan was brilliant but was constantly picked on for not looking like other trolls which caused anger built up in his heart but his brother always sttod up for him. One day his mother fell ill, Grom and his oldest brother took her to the hospital but they nor any other would take her so she enventually sucome to her illness making more anger build up. Revan's older brother dropped out of middle school and got a job as a hitman for one of the gangs so they could have food and water. During Middle school Revan fell in love with a girl by the name of Shina Hollowfang she loved him as well they seemed like the perfect couple until one day after they had graduated High school she was killed by robbers in her house. When he heard what happened he became full of anger and sorrow. at 18 he went to collage but dropped out two years later when he heard that his 2 brothers died in a drive-by shooting on the way home by the same gang that killed his father and more anger built up in him. Two years after the funeral he became a hitman for a gang for two years while in the gang he met Kranix & Marrik and they became good friends. One assignment given to Revan (which would be his last) was to eliminate the leader of the rival gang, although successfull he did not come out unscaved he got a scar on his right eye (not the eyeball). Because of his success the gang quickly became a mafia the boss was soo greatful that he let him have three favors. Revan's first request was to have a limo & a modified Yamaha FJR1300. His second request was for just enough money to buy and renavate a warehouse of his liking. The last request was to quit the mafia along with Marrikl and Kranix and all ties to it erased. Although he was no longer a hitman he longed for the thrill of killing and wanted to be the best so he became a merc.
Weapons: sword with a slightly curved blade, colt 98 (better looking and better firepower) , Shurikens ( two types armor piercing and explosive), 2 daggers,
Magic: None
cyberware:cybernetic implants in eyes that allows him to have thermo/nightvision
transport:black limosine, Yamaha FJR1300 Modified for street use and for 1 extra person (also has a small tracking computer to track tracers bullet proof glass, titanium steel armor,and 2 attractable/retractable front mounted machine guns
accomodations: minacing abandoned warehouse
Associates:
Marrik Darksword-His partner and best friend he is a middle aged troll he is also cunning and ruthless
Morgana-Although shes a human she was abandond for having Elf ears (seen as a deformaty since both of her parents were human) and found and raised by trolls she is Nightscreams new love and soon bide to be she shares many characteristics with Nightscream although she is only 20 she is very intellegent and cunning and also very beautiful
Kranix-The rigger of the group acts as a vehicle modifier and mechanic
Legalality-fake ID/papers
Motive-To be the greatest killer for hire (merc) but not all of his motives are known
Master Chris
04-24-2004, 10:32 PM
Owner: Master Chris
Name: Robert Smith
Streetname: Kelvin-Zero (A.K.A. Kelvin, Zero-Kelvin, Zero)
Archetype: Mage-for-hire
Race: Human
Age: 32 years
Appearance: A slight man of middling height and weight, Robert isn't particulary remarkable in those respects. However, as a man of the times Robert has dyed his hair a very, very light blue. His hair reaches down to his shoulders and matches his steely blue eyes. He wears a silver jumpsuit (there you go Wes :D) with dark blue and white trimmings.
The appearance of Kelvin-Zero: He wears the 'Janus' (two faced mask) that is affiliated with the almost forgotten Opera. Accompanying that is a black jumpsuit with a theatrical flowing cape.
Personality: Robert is a quiet man, preferring to listen rather than talk. He rarely gets angry, allowing his partner-in-crime to do the wet work. Robert has a particular affinity for orcs, trolls, and goblins but is fairly ambiguous towards elves. Robert has, by the current standard, an odd taste in music, he prefers classical music and the Opera (all stored on his reconditioned MP3.5-player). He is a neat-freak, his slum apartment is kept spotless. He has adopted a balance between spending nuyen and saving it for a rainy day. Robert is at his happiest with a feather duster in his hand, cleaning his apartment while daydreaming about the amount if nuyen he has stashed away. On 'shadow-runs' Robert Smith indulges himself in the drama of a hidden identity: Kelvin-Zero. His shadow run 'calling card' is a silvery-blue rose wrapped in a pink hankerchief (with the initials: K-0 stenographed upon it, most people mistake the zero for an 'Oh'.) and is left at scene of the crime.
Background: Always seen as an oddball by his human and elven peers, a young Robert found himself in the adoring company of those meta-humans most discriminated against: Orks, Trolls, and Goblins. Though never as strong as his Ork or Troll childhood comrades his respect for them and their weaker goblin kin granted him a sort of celebrity status amoung the 'green-skins' of his old neighbourhood. One such childhood friend, Shotgun Suzy, grew attached to Robert Smith and became his closest friend and partner in crime. Together they accept minor jobs and earn a living on the streets as shadow runners. Always obsessed with the drama of the Opera, Robert decided to create an alter-ego of himself: Kelvin-Zero. This dashing, masked hero is known to leave a silvery-blue rose wrapped in a pink hankerchief at the scene of his crimes.
Gear/Weapons: Silenced 9mm pistol, Mage Staff, silver jumpsuit, duffel bag containing his *costume*, and car.
Magic: Works with Ice elementals, also has very basic 'telepathy' (mind reading, or more accurately: mood reading).
Accommodation: Slum apartment, not the cheapest but far from the top. It is kept in immaculate condition, with furniture at exact angles, socks folded properly, and so forth.
Cyberware: Nil.
Associates: Shotgun Suzy. A burly lady Ork who follows Robert around like a love-sick puppy yet is fierce in combat.
Legality: Legal but wanted by the authorities on several minor counts. Note: His 'calling card' remains unconnected to his identity but if the connection is ever made Kelvin would be in quite the pickle.
YOU BASTARD! WHERE ARE MY GOBLINS? I KILL YOU!!!!!!1111
btw, I notice someone's character is a *cough* warcraft 3 ripoff *cough*
Artificial Idiot
04-25-2004, 03:47 AM
YOU BASTARD! WHERE ARE MY GOBLINS? I KILL YOU!!!!!!1111
btw, I notice someone's character is a *cough* warcraft 3 ripoff *cough*Not only that, but has no motive for being a Shadow Runner anyway :rolleyes:
And Landry, I think you completely missed the meaning of "Street Samurai" :p
Street Samurai
An Urban Commando. The street samurai has found cyberware somewhere and is cybered to the hilt and specialized in cutting people up, mowing down crowds, etc for cash. Subtlety is not his specialty (but he would do better if he used it more). Normally wears combat gear and an armoured vest on the job.
As can be found on Nyer's site
http://www.freewebs.com/cnc2sw/rpg/info/archetypes.html
However, if Wes is ok with it, then fine by me, just be prepared to get shot up in any fire fights. :)
Probably going to be edited, and full of contradictions. But heck, I need to do a WOC post more than I need to do this :p
Btw, these are goblins..... fragger. :p
Name(s) : “Bonnie” Hanrahan, “Clyde” Hanrahan
Streetname(s) : Bonnie and Clyde
Archetype(s) : Tech-specialist / Mercenary
Race(s) : Goblin Male / Goblin Male
Age(s) : Mid-twenties (goblins are notoriously difficult to age)
Appearances(s) : Clyde is a blue-skinned Goblinoid, approximately 4 feet tall, and a goblin of average build. His brother, Bonnie, is slightly shorter at 3”10”, and physically slightly weaker as well, although his has similar skin pigment. Clyde is normally dressed in standardised work overalls, over a black t-shirt, with goggles pulled up over his head – these have built in glare-suppression and night vision, as well as protecting his eyes physically when worn. Bonnie is attired the same way, although his goggles have many more scratch marks on them than those of his brother. Both of the Hanrahans have red hair, and are generally clean shaven (when have you ever seen a goblin with a beard?)
Background : The Hanrahan twins were born and brought up on the rough streets of Geneva, second generation goblins and members of the lower social class of the time. Both suffered at the hands of their peers, and it was only their comradeship that held them together – combined with Bonnie’s natural skill with machinery and Clyde’s leadership of the duo and fighting spirit – until, at last, they made their big break as shadowrunners. Although they’re both goblins – and come attached to the usual racial stigmas and physical weakness, they have one major advantage which makes them essential to the team ; they have a huge gun, and know how to use it.
How they came upon their unique weapon is somewhat of a mystery – it appears to have once been a prototype AET battle laser, although it’s now so customised and altered by Bonnie’s able hands that it barely resembles the original article. (Neither of the pair will admit as to this being the base for their weapon, however.)
The laser, so large and clunky that it requires both goblins to use effectively, is carried in battle in a position slung under Clyde’s left arm and fired via a lever on top with his other hand. Bonnie wears a large backpack containing the batteries that power the device, repairs it if necessary to the best of his ability, and generally stays as far away from the action as possible (despite the fact that, when in use, Clyde’s weapon is connected by several large power cables to him). The laser is capable of melting plastic-based armours, severely damaging metal ones, literally cooking flesh, and on one occasion, when fired on full power (a very rare occurrence due to the inherent dangers of using it like this), has been seen to literally rip through the armour of an armoured rent-a-cop van, and out the other side.
Personality : Both of the Hanrahan brothers are reasonably quiet normally, with Clyde being the more forgoing twin and making the pay negotiations and generally dealing with the outside world. Bonnie is far more obsessed with machinery, and, while a reasonably fluent talker, would rather be murmouring lovingly to his chugging devices than talking to another runner. In combat, however, the two goblins have been known to whip each other up into a frenzy of destruction and general rude name calling.
The Hanrahans also have a facet to their personalities that many other characters will not know about – they are keen followers of the goblin resistance movement, and generally quite anti-corporation (although their profession inevitably involves them working for the corps, they tend to cause as much collateral damage as they can get away with)
Virtues :
Loyalty : Both of the Hanrahan brothers will stop at nothing to defend the other – their careers pretty much depend on each other.
Tech Adept (Bonnie only) : Bonnie has since a young age been obsessed with machines, allowing him to make quick field repairs to machinery and weapons, as long as it isn’t incredibly complex.
Weapon Specialisation : Lasers : Both Bonnie and Clyde are able to operate laser-based weaponry to high efficiency.
Small size : Both the brothers are smaller than average targets – although this may not help when they open up with their own weapon.
Flaws :
Physically Weak – both goblins are, well, goblins
Obvious Target – Once they open up with their gun, it’s pretty much going to be the number one priority for anyone fighting back.
Goblins – as goblins, the brothers are likely to be treated with less respect than other characters.
Magic : None
Transport / Accomodation : A nondescript truck with no mounted weapons, and little armour plating. This is converted to allow both of the goblins to live in, and also to conceal any illegal weaponry such as their laser. This can only transport a maximum of three other characters (due to the amount of stuff the goblins keep inside it), and cannot be driven by anyone who is over 4 and a half feet tall (as the controls are modified to allow the goblins to reach the pedals).
Gear :
Modified AET Prototype Battle Laser
Rigger and Cyber Jacks (Bonnie) – this allows Bonnie to interface with the matrix and his vehicle, BUT not in a way comparable to a dedicated rigger or decker.
Standard IWS manufactured pistols (for when it’s too conspicuous to be lugging around their main weapon)
Backpacks : these are worn by both gobbos when on a run, and allow the Laser to be carried in one, and a large amount of power cells in the other.
Clothing
Glare Supression and Night-Vision goggles.
Small matrix-capable computer.
Cyberwear
Cyber-enhanced left arm (Clyde) – this serves to lock Clyde’s arm in a position to support the laser, NOT enhance his strength.
Cyber-enhanced leg ligaments (Clyde)- allow Clyde's legs to support the laser.
Right Cybereye (Clyde) - replacement for a wound, night-vision and "binocular" functionality. Coloured white.
Legality : Both of the goblins are, suprisingly, equipped with Identification that proves they are employees of IWS - this, however, is a couple of years out of date, and won't stand up to anything more than a spot check by someone who doesn't know much about the corporation. This pretty much covers anything minor with the police forces as well.
Acquaintances :
Paul-Henri LePen : French-born and a heavy drinker, Paul is the foremost underworld expert on lasers in Geneva. Paul is an elf, but not a particularly good example of one, being more interested in vodka and machinery than wine and magic.
"Tank" Bonekurk : Large, armoured Ork runner. Vaguely friendly with the Hanrahans for unknown reasons. For more details, see http://www.freewebs.com/cnc2swscreen/profiles/ch1/tank.html
“Fingers”: A goblin friend of Bonnie and Clyde, officially a minor clerk at the Aztechnology Pyramid in Geneva, but considering stealing something important, and selling it to the highest bidder, before running away to somewhere where whoever the ‘techs send after him can’t find him.
“Honest” Jon Fullman : Goblin café owner, and retired street-scum. Reasonably, although rusty combat skills, and strangely is also a fairly good cook. Has some contacts in various goblin revolutionary groups.#
The Lieman Twins - Little is known about these enigmatic, rainbow-haired figures, apart from that they're young women, and somehow involved with the big guys who run Geneva's underworld. They've hired Bonnie and Clyde for a job or two in the past, probably because they know that twins can get the job done far better than two unrelated runners, and currently owe the other pair a favour. J_t
Jules "Bossman" Cordaton - A heavy-set dwarf/ork hybrid and head of the Undertakers, a loose organisation of runners that basically take outsourced murders from corporations and deal with them. An old friend of the Hanrahans, although no longer due to a dispute over collateral damage caused on a run. Both Bonnie and Clyde also think the undertakers are becoming too much like a mini-corporation, which runs against their ideals.
X-lvver-X : online associate of Bonnie. Believed to be a teenage girl in the UCAS, probably much older and more male.
Bobbie "Nuyen" : Hardcore BTL junkie, samurai sword obsessive, and occasional support runner for the Hanrahans. Despite being an elf, "Nuyen" is lethal in dirty close-quarter fighting, and a useful backup for the long-range firepower of the goblins.
Wesforce
04-25-2004, 06:15 AM
Comments:
Landry's character: I was IMing with Landry, and we worked out that Laura (needs a street handle, Landers ;) ) wiuld be a Physical Adept - Someone who uses innate magic to strengthen themselves, move with extreme speed, jump high, master the martial arts, etc. A PhysAd is not quite superhuman: Just very good. Think Bruce Lee and the like.
If there's anything I think you might need... Well, a more defined motivation for Running. She wants to track down the bastards who killed her parents, right?
General: First of all: Yeah, please dispense with the WC3 lifting. Doesn't mean you can;t use the character, just modify him so he's more unique, okay?
Having your own Evil Empire is *slightly* overpowered. I suggest toning it down to become a smaller gang leader operating out of a warehouse somewhere. If he already has all the money and power, why is he risking his neck for any more?
Master Chris: Great name and dress sense :D, Could use a bit more detail though. Does he have any family, love life, opinions on the world?
Vo: Oh yes, teh Goblinz. Well, all seems in order and good. :color1: .
Landry - what exactly do you mean by "the style of Roman empire gladiators"? There were several types, and you don't have the gear to be any of them... (their style of fighting would also be quite useless :P)
landry38
04-25-2004, 09:04 AM
hey, I'm a work in progress, this is my first RPG!!!! What I was thinking of the code of Roman emperors is kinda like the honor in death system, something like that. Not really gear. Except she'd give no honor to those who organized and perpetraited the assassination of her parents.
I know I'm rough around the edges, but I think I did rather well in creating an original character. And yes, Physical Adept would be more like it.
And to further explain that Rage spirit, yes, like Wes said. It wouldn't be like transform and she instantly pwnz her enemies but it just kicks her body into overdrive for a short time.
hey, I'm a work in progress, this is my first RPG!!!! What I was thinking of the code of Roman emperors is kinda like the honor in death system, something like that. Not really gear. Except she'd give no honor to those who organized and perpetraited the assassination of her parents.
I know I'm rough around the edges, but I think I did rather well in creating an original character. And yes, Physical Adept would be more like it.
And to further explain that Rage spirit, yes, like Wes said. It wouldn't be like transform and she instantly pwnz her enemies but it just kicks her body into overdrive for a short time.
whoa there, my comment wasn't meant to be offensive. :p
OwnerCKW
Name: Pierre Steiner
Street Name: Oddman
Archetype:Detective, Mercenary.
Race: Dark Elf
Age: Late twenties.
Legalty:Both. Pierre has a "legal" ID (well, it is not legal completely. Old one was erased. This is a fake ID) and an illegal one.
Appearance: Tall, pointy ears, what else? How a male elf should be, but... with dark skin, and white hair. A dark Elf. His complexity is strong and he's fit, providing he has been an ex High Response team member. He usually wears the detective's long coat, the brim hat, and the usual stuff to not get advertised. When in work, depending on the situations, he may switch to a para-militar attire and equipment. He usually walks silently, and full of caution.
Background: Born from a German and a French dark elf who had met up in the matrix, the now unexistant mid-class elf soon found out what the hell was he doing in this world. To protect and serve. Hence, after reaching the legal age for recruitment, he joined the Daisaka Cops. His obvious talents didn´t go unadvertised, and he succeed into joining the top elite cop team, the High Response team, who was the Daisaka SWAT. Firstly assigned to the sniper team, Oddman found out that he could also develop fine as a man-of-action, and hence, he joined assault teams.
His career was brilliant, and everyone had managed to put up with Pierre's oddities (doing the idiot almost full time, when not in combat, and womaniser attitude)... until the new management arrived.
There are two versions of Pierre's departure from the security forces. One involves trying to shag a superior officer, and other is a formal refusal to the newly imposed cyberwared. Needless to say, both are true. Pierre never liked cyberware too much. He was only conviced to get a smartlink in order to become a top gunner.
Untill the end of today, pierre survives doing bounty hunts as associate of his old pals, the Daisaka police, mid-level shadowruns, and miscellaneous stuff. His prices are not cheap, but women always get a discount...
Personality: Indescriptible. He is a womaniser most of the time, and capable of the most unexpected idiotic moves. When in critical situations,everything changes, and he shows a cunning and wise mind, along with a superior accuracy than the standard gunner. Some people says the former is just a good disguise to keep potential enemies out of his back, but with Oddman, who knows!?
Virtues:
Harmless disguise: No one, but the people who know truly pierre, consider him as a treat rather than a screwed fool.
Proffesional Training: He is a profesional in combat situations. His sniper skills also pay off. He keeps cool even in the hottest situations.
Weapons Knowledge: Ditto. Able to use sniper rifle, assault weapons, and even knows how to defuse (and use) explosives.
Cunning Mind:He's a fast thinker.
Flaws:
Women- Pierre is a womaniser. Something that is fairly cute and has boobs might mess up his mind, even if he tries to keep cool.
Magic Ignorant- No magic for u!
Lack of Cyberware- He has no cyberware more than a smartlink, so he is unable to take down on close combat a cybered guy. But hey, Oddman is an sniper too.
Magic: None
Transport/accomodation: Pierre still owns a fairly comfortable flat on the good side of the town, a memory of happier days ammong the police.A minibar... kitchen... nice and comfortable coaches... etc ... etc...
Oddman also owns a Harley Davison electrical motorbike, his main mean of transport.
Pierre also owns a dirty haven on the slums where he hides... He usually carries the .50 gun with him, because of the rats.
Gear:
Normal
Gloves
Blazer .50 gun with Smartlink.Self defence purposes.
Handgun Weapons permit.
Trenchcoat.
E-Pad.
.50 Ammo.
Tactical HRT kit (like a swiss knife. Has a wide array of gadgets to do minor
stuff like defusal, lockpicking...)
Combat
Gloves:
Blazer .50 gun with SmartLink.
Urban Camo suit.
Body Armor.
Tactical HRT kit.
Flashbang Grenade.
High Explosive Grenade.
Either a .337 sniper rifle, or a Daisaka assault riffle, with additional ammo.
Tactical NV/thermal googles.
Cyberware Smartlink
(GM: did you forget something, CKW?)
(yes i did.)
Associaties/Contacts/Friends/Misc:
Ellie Steiner:A teenage dark elven student who is Oddman's little sister, and is living with him since their parents died. She sleeps and eats, and does nothing. She is a promising mage, but still an apprentice, and only handles cure spells for now.
Badjimmy:When these two mix,you can expect anything.
Policemen: Oddman knows half of the policemen in Geneva.
landry38
04-25-2004, 10:45 AM
whoa there, my comment wasn't meant to be offensive. :p
-smack- I know, j00 f00 :p
Wesforce
04-25-2004, 11:40 AM
Oh let me just add:
You should state whether your character legally exists in the eyes of the 'law'.
This is important because legally existant people have rights in case they are arrested as such, but an be tracked down easier (their retina scans, DNA etc and fingerpronts are registered on some big database somewhere). This information is alss
o stored on your Credstick - Your bank balance, passport, ID card and keyring all in one.
Non-legally existing people are harder to track down - Their details just register as 'blank'. However it also means they don;t exist, and have no rights... So if caught... Well HEH HEH HEH :|
If it doesn't say on your profile, I'll assume anyone from a 'good' area has an ID, and anyone from a low place doesn't.
landry38
04-25-2004, 11:46 AM
My character doesn't legally exist, so, yeah. :shifty:
Edit : added a Legality section.
Apache_Longbow
04-25-2004, 12:04 PM
Owner: Apache_Longbow
Name: Darren Bingum
Streetname: Dee, Bing
Archetype: Mercenary
Race: Human
Age: 21
Legality: Dee does not legaly exist, making it hard for anyone to track him down. However, there are still fragments of his identity left over from his stay in the army, which would allow him to still have rights of a legal person as long as he can prove he is that person.
Appearance: Standing a tall 6'5", and only weighing 190 pounds, Dee is a lanky figure, althouh his skinny disposition makes people falsley believe he is weak. He is mostly muscle, his body fat disappearing over the years through heavy workouts (because, after all, he needs to be fit in this business). He doesn't allow many people to get a good look at him, and prefers to sit in the dark. He moves around in a stealthy and cautious way nearly all of the time, as it has become almost second nature to him. His hair is short, but long enough that he can change it into different styles to help with concealment of his identity. He also uses a special dye on it so that he can change colors at will, once again more to protect himself than for cosmetic reasons. He has steel-gray, piercing eyes that stand out when you look at him. His chin and jawline is periodically strewn with stubble, as he is busy and rarely finds the time to shave. He has a long, skinny nose, defined cheekbones, and small sized lips. He wears comfortable, dark colored clothes. Black cargo pants, black t-shirts, dark gray jacket, and brown boots that are not very bulky, so he can move around better. He occasionally will wear a trenchcoat or something else that will cover him up so he can conceal weapons, but he prefers not to. He is also often found carrying around a bag, slung over both shoulders and resting on his back.
Personality: A loner. He has very few friends, but the ones that he has he is fiercly loyal to and will stop at nothing to help and protect them. He doesn't open up and talk about himself and his feelings alot, but occasionaly someone will be able to coax him to talk about it, mostly Amanda (I'll explain her later). He rarely finds time to relax, but when he does he simply likes to sit back and watch TV, or (more commonly now, since the TV playing recently is complete rubbish) play video games. Over all, he is a person shrowded in mystery, and some of his closest friends don't even know who he truley is. The only person who really knows Bing is Amanda.
Background: Bing was orphaned at an early age. His father was involved in a gang which tryed to destroy one of the corps. He fled like a coward after the gang failed and the corp got pissed. Dee's dad never told any of his family any of this, and when he left, the thing nobody was expecting happened. Not able to find his father, the corp sent their rent-a-cops to hunt down the rest of his family. Dee and his brother were able to escape, and he had no idea what happened to his mother. He assumed that they had killed her, but he never had found out the truth.
After the incedent (Dee was 13 at the time), he and his brother decided to join the Army and try to get back at the corp. Dee's brother was already 18 and had finished most of his education, and was accepted. Dee, though, wasn't deemed smart enough and after a few preliminary bootcamps and a few months of service, he was dicharged, dishonarably. A few months later, Dee's brother was killed on a raid of the corp that had killed his mother, along with a few other friends of Dee's that he had made during his short stay.
Dee was now a stupid teenager with no hope. He lived on the streets for a few years, scrounging up enough money to buy books and get himself an education, while stealing clothes and food. Eventually, he took up mercenary work as a way to get by, and by now he is bringing in a steady, although not massive, paycheck. He is much smarter now, well above the average brainpower. And he's very pissed at a lot of things. The corp, the Army, the death of his friends and family. And he is in a good position to get revenge.
Gear/Weapons: Small is big for Dee. He prefers a simple handgun most of the time, but for more important jobs he'll carry around a small submachinegun. He has access to an assault rifle and grenade launcher, but very, very rarely uses it.
Magic: None
Accommodation: A small apartment he shares with Amanda. sparse furniture, a kitchen littered with dirty pots and pans, a small refrigerator, an old, beat up TV, and a brand new PS24 with a few select games. There is only one bedroom, and Dee did the gentlemanly thing and let Amanda have it. He sleeps on the only couch, and they share a single bathroom. Not a bad apartment, but not very good either.
Cyberware: None
Associates: Amanda Jersey. Known to her friends as Mandy, she is Dee's best friend. They are very close, and Mandy is the one person who knows Dee deep down, although the vice versa doesn't apply since Mandy is a very open person. Mandy works as a rigger, so she helps Dee on jobs my providing transportation, and she is also somewhat proficient in firearms (I think I'll post more about her later, possibly as another character).
There will also be a few reappearing friends of Dee's, but they won't be too important, and if they become important I'll update this.
CKW, I didn't know we had dark elves, and how can you expect to be a really good sniper with no cyberwear? Surely he'd need something to maintain a steady aim and stuff to make him really good... :p
Wesforce
04-25-2004, 02:10 PM
We agreed that A HRT Sniper would have at the bare minimum a Smartlink. Of course, you could always have it removed afterwards. But what is it with you and the constant lack of Cyberware anyway?
VO: I just assume Dark Elves and Black Orks etc are considered derivatives of Elves and Orks - There are no real bonuses to them.
Of course Elves and Orks etc can be dark-skinned normally...
Artificial Idiot
04-25-2004, 03:32 PM
transport:black limosine
accomodations:large minacing castle at the top of a spiral mountain
Think about these, Why would somebody who could afford a limo and a castle be Shadow Running? And where would you put a Castle and mountain in INDUSTRIAL GENEVA? He sounds more like a multi-millionaire crime boss then a gang leader.
Wesforce
04-25-2004, 04:33 PM
I was thinking more along the lines of 'abandoned warehouse', that maybe he'd have a small drug/BTL chip production operation. You can keep the limo, but it isn't exactly subtle...
And CKW you say you have a 'legal' ID which is fake and an 'illegal ID'... Well doesn't that make them both pointless since Fake IDs are illegal? Might as well just say he has two fake IDs.
And trying to pretend to be someone else isn't much good when half the rent-a-cops recognise you.
Apache_Longbow
04-25-2004, 04:40 PM
Hey Wes, was something else on your mind when you wrote that first post?
...The nmain thong to consider...
:p
Anyways, is my profile alright? I'm new to this so I probably won't do everything right, just tell me if I screw up ;)
And is it alright if I make Amanda into another character?
Wesforce
04-25-2004, 04:45 PM
Yep, sure.
Hmm, all well and good, but I am wary about people who want to be great at combat AND something else like decking... So I count these secondary skills as pretty poor quality. Be ye warned :squint:
AL, I always have something else on my breasts.
Um, mind.
Wesforce
04-25-2004, 04:56 PM
Stop saying Syndicate, will you? Why do you want to start all the way at the top? There's nothing to work up to!
Wesforce
04-25-2004, 05:21 PM
We're not picky, we've just had our fill of Megalomaniacal dictators who constantly want to pwn and own everything... I mean if you knew what happened to Geneva in the first one...
*Never again... NEVER!*
landry38
04-25-2004, 05:48 PM
Is it everyone's first time?
Master Chris
04-26-2004, 03:05 AM
Character Owner: Master Chris.
Name:Susan Wellington.
Street name: Shotgun Suzy.
Archetype: Mercenary.
Race: Ork.
Appearance: Susan is an ork, and thusly is taller than the average man, weighs more than the average man and has tusks, unlike the average man. With a long mane of bright red hair tied into pigtails, green eyes with long lashes, and surprisingly (for an ork no less!) tastefully applied cosmetics you would be forgiven into thinking that this young lady was a call-girl for those wealthy corp-fraggers with a taste for..umm..less than dainty morsels. But No! The ever-present shotgun and multiple bandoliers of ammunition say otherwise! Generally, Susan tries to keep up with the latest fashions. At the moment Susan favours jeans with a short skirt, a blouse and a long jacket. Around her neck lies a locket with a picture of Robert within it, he doesn't know it's him.
Personality: Shotgun Suzy is in love. Her affections are towards her partner-in-crime, Robert Smith (AKA Kelvin-Zero). Unfortunately, her love is unrequeited at this point in time. Suzy will follow Robert anywhere and will protect him with her own life. She follows the current fashions in the hope that she can make herself more attractive to Robert. As opposed to Robert, Suzy has a lot of tolerance for mess (as her humble abode would testify). She likes techno-trance music, collecting shotguns (hence the name), and keeping up with the latest trends. Also note, Suzy is a self-proclaimed shotgun historian and can identify and utilize most shotguns upon sight.
Background: Suzy spent her childhood growing up with Robert Smith, the odd-ball human who made frieds with the 'green-skins'. Always tolerating his eccentricities, Suzy followed Smith into the shadow-running business. During their 'runs' Robert will disguise himself as 'Kelvin-Zero' while Suzy prefers to wear less conspicuous disguises like sunglasses, wigs, and so forth.
Gear/Weapons: Suzy always has at least one shotgun on her person at ALL times. This is usually her double barrelled sawn-off shotty she calls 'Little Biter'. During shadow runs Suzy will also carry other shot-guns, ranging from standard pump-action shotties to automatic shotguns. Each has it's name and is lovingly maintained. Suzy also has: Mono-bike (single wheeled motorbike that runs on electricity), Cosmetics case+mirror, and self-disguise-kit (sunglasses, wig, and other items). Also note: Suzy is trying to design a 'super-shotgun' which essentially means she is attempting to glue/weld/strap several shotguns together and amalgamate them into a single whole.
Cyber-wear: Nil.
Magic: Nil.
Accomodation: Similar to Robert Smith's in location and rent. However, her apartment is messy, with clothes strewn everywhere, shotguns lying on the floor, holes in the walls, ceiling, and door where the aforementioned shotguns have gone off (both by accident and on purpose, Suzy likes the sound of a shotgun going off and will sometimes compare her shotguns in this manner).
Legality: Both a legal identification as well as false one. The false ID is linked to several severe crimes.
Artificial Idiot
04-26-2004, 06:32 AM
Hmm, RD (or is it MC now? :p), does she wear the short skirt AND jeans at the same time, or are those just her favoured options? :p
And huzzah for the super shotgun! :color1:
Anyway, added a few more Associates, as it seemed fitting for a detective to know a shady arms dealer, upper class toff, decker and rigger :p
Nyerguds
04-26-2004, 10:03 AM
You ever seen Blade Runner? This is pretty much that kind of world. There are a small number of people employing everyone else in the world, either legally or illegally. But there's always a third class besides the employers and the employed. They're called 'street scum'.
And that's exactly what we are in this RPG :p
Juhziz, maybe it would be a good idea if you read some other people's profiles and see how different your character is from theirs?
Nyerguds
04-26-2004, 10:28 AM
The old RPG Compilation (http://www.freewebs.com/cnc2sw/rpg/) might be interesting study material too. I mean, just read Chapter 0. It's only one page, and it gives a good impression of what you can expect of this RPG.
btw... the 'trolls' in this world are more like what Ogres are in WC. Like Orks, but less smart, and you can crash a car in them without them being seriously hurt.
And dammit, stop ripping off more WC3 names.
---------------------
Owner: Nyerguds
Name: Dominic Mayfare
Streetname: Bunny
Archetype: rigger
Race: elf
Age: 32
Appearance: Dominic is a rather thin Elf with a big black mohawk. He usually wears his old Winged Arrows pilot uniform, and sunglasses.
[Picture!] (http://www.planetcnc.com/cnc2sw/stuff/drawings/bunny.jpg)
Personality: Despite what you'd expect from an ex-fighter pilot, Dominic isn't really cut out to be a shadowrunner. Even though he's usually the one person that doesn't panic when everyone else does, he's easy to scare, and has no fighter spirit left at all from his time as a pilot.
Background:
Dominic was born in England. After he finished school he fulfilled his dream of becoming a pilot. He was trained and employed by Zaibatsu's Winged Arrows squad. After a few years of employment, a technical failure in Dominic's cockpit caused a metal splinter to scratch the retina of his right eye. Even though the damage was easily repaired, the eye began to deteriorate again after a few years. Refusing to replace his eyes by cyber-replacements, Dominic was dismissed from the Winged Arrows.
Refusing these cyber-eyes turned out to be a fatal mistake. A few bad deals later, he found himself with a huge debt for a crime boss in Geneva, and started to do dirty work for him. He quickly learned the skills of a rigger, and got sent out to steal cars. The crime boss had nicknamed him "Bunny", because he found Dominic "too soft to be a 'runner". Luckily, this saved Dominic from getting any assassination assignments.
After a few months, the crime boss was killed by a rival, and Dominic found himself free again. However, with little money and only one skill besides piloting fighter planes, he started working as a freelance 'runner, getting paid for stealing cars, acting as getaway driver in gang wars and robberies and for escorting 'special guests' to shady meetings.
Gear/Weapons: A small gun, but many doubt he even has ammunition for it. Even though he's had basic gun training as a fighter pilot, Bunny has never killed anyone in his life.
Magic: None
Accommodation: He has a small, cheap appartment in the Ork district of Geneva.
Transport: A small grey van in the appartment block's underground car park. Someone he once did a job for paid him by 'fixing' the (stolen) van's legal status, so he legally owns the car.
The car is fitted with a pretty decent onboard computer, and a security system that cattle prods anyone that touches it.
Legal status: Has been arrested for Grand Theft three times now, but the two last times they allowed him to 'compensate' for his crime by doing a 'job' for them. Whoever 'them' might have been.
Cyberware: Rigger jack. He doesn't really like cyberware though.
Associates:
-the crime boss only known as 'Trevor': he's the guy that 'released' Bunny of his debt, and even though Trevor doesn't know anything about that, Bunny likes working for him for that reason.
-Bunny is a good friend of Trevor's bodyguard, a dwarf that used to be known as the Cat Killer. After he met Bunny, this was somehow changed to "Kitty". Kitty himself doesn't seem to care much about the change.
-Bunny distinctly remembers two goblins with a huge fragging laser cannon he met on one of his jobs.
-Sheila is Bunny's cat. She's about half a meter (20 inch) long (without the tail), she has blue fur, bright green eyes and a nasty set of Claws 'n Fangs. Unlike Bunny, she did kill some people during her life. She usually wanders around in the streets around Bunny's appartment, but she has a habit of showing up where Bunny is at the oddest places and moments.
Artificial Idiot
04-26-2004, 02:37 PM
Weeee! The "Bunny Van"! :p
Added a bit more to the background :shifty:
Nyerguds
04-26-2004, 03:01 PM
Hey, at least it's not a Pussy Wagon :p
Ok but I want to keep the WC3 type look I mean come on im the evil head of a gang its more suiting same with the names.
You can "look" like a warcraft troll if you really want to, although I fail to see what link you're making between this and warcraft apart from the fact you CAN be a troll in both.
The main problems I have with your character are it's abundance of weapondry, godmodding abilities, and names lifted straight from Warcraft. :rolleyes:
Nyerguds
04-26-2004, 03:53 PM
Ok but I want to keep the WC3 type look I mean come on im the evil head of a gang its more suiting same with the names.
Sheesh, haven't you read anything I typed? We're NOT 'evil heads of gangs' in this RPG, we're all common street scum.
Besides... define 'evil'. In case you hadn't noticed, this isn't a fantasy RPG. There's no Good or Evil, only Chaotic Grey. Everyone is grey. No WC3 kil'jaedens to go and curse people and make them eeeeeeevil and stuff. Just a bunch of nobodies with specialized skills trying to survive.
About the WC3 type troll thing...
Races:
Orks and Trolls don't have to have green skin, they can range from all the human skin tones too.
Elves can short or tall.
Trolls are bigger than Orks (about 3m tall or so, but with relatively stumpy legs).
The rules are set. Sorry. Trolls are trolls, check the main rules thread.
Wesforce
04-26-2004, 03:54 PM
General, this isn;t just about fightiing all the time. I have a story in waiting. Not a fixed story by any means: What the characters do will influence the outcome, but a story nonetheless. There will be fighting, yes, there's just more to it.
Meaning your character will have to work together with the others.
The characters should be roughly equal. If he's the head of some vast criminal organisation, he just won't fit into the story.
By the way. 'associates' aren't meant to be mindless henchmen - The action is meant to take place around the main character, with the associates only popping up occasionally, to add character.
General Rodall Juhziz
04-26-2004, 03:56 PM
1) he only carries certain ones at certain times. 2) he only knews 4 spells and 4 summons and 3) what other sinister names can fit trolls? well actually its more of the size of the average street gang and will take on jobs if neccecary also I just want a bad*** and evil character.
Wesforce
04-26-2004, 04:00 PM
Who says Trolls have to have sinister names?
3) what other sinister names can fit trolls?
He'd probably have a normal name - seing as the trolls in this world were humans only two or three generations ago.
Nyerguds
04-26-2004, 04:03 PM
General... this is not a "I Can Carry 5 Items and I Can Do 4 Spells" kind of RPG. This is going to be like real life, real people fighting for their survival using everything they can get their hands on.
Names can be anything. You can have a goblin called Jerry Reynolds or something, heck, it doesn't matter. They all originally came from humans, so they won't have that odd names.
Apache_Longbow
04-26-2004, 04:09 PM
Using an old character probably won't work, seeing as it has to fit into the storyline of this RPG.
Wesforce
04-26-2004, 04:49 PM
Well, can you check it against all the points I laid out in the first post this thread? I didn;t write all that just for the hell of it, you know :p
Artificial Idiot
04-26-2004, 05:20 PM
No, his goblin slaves did it for him :p
Master Chris
04-26-2004, 11:50 PM
AI: With respect to Shotgun Suzy. Yes, she wears the short skirt OVER her jeans, thanks for paying attention pal. :D
LeFire
04-27-2004, 07:47 AM
Character Owner: LeFire
Name: Lendon Lei
Street name: Shatter
Archetype: Merc (Spellbreaker)
Race: Human
Age: 23
Appearance:
Shatter gives the impression of a young man, but has a look far beyond his years in his eyes. He typically stands in a manner that appears tense and alert, with an expression of guarded interest in other people. Usually dressed in blue, he favours long-sleeved military jackets worn over a semi-concealed armoured vest. A closer look reveals boots of MUNDI standard issue worn with robust utility pants. Shatter has blue-tinted hair, dyed in memory of the MUNDI colours that he used to wear.
Personality:
Shatter has a love-hate relationship with MUNDI for personal reasons (see Background). His guarded and quiet personality has resulted both from years of indoctrination during his training and from the secret fear of betrayal. It takes a lot for him to learn to trust someone.
Background:
Lendon was once part of the MUNDI Special Forces, recruited as a NPCS (Non-Physical Countermeasures Specialist), otherwise known as a Combat Mage. However, unknown to him, there was an abnormally high level of magic resistance innate in the young man. Magic resistance was present in every human being, much in the same way that any object has mass. However, in Lendon's case, it had been magnified many times. Initally, his resistance to magic was deemed as low talent and he was nearly drummed out of service. However, superiors soon noticed that his counterspelling ability was far superior to any of his peers.
Interested in the phenomena, similiar magic-resistant people were recruited into the ranks of the MUNDI Special Forces... thus forming the so-called Spellbreakers. These mages trained only in the arts of counter-magic, and are totally unable to cast any form of offensive or defensive spells. They were planned to function as less well-armed MUNDI SF, while still being able support their team Combat Mages by countering offensive spells fired at themselves and their teams.
Unfortunately, MUNDI had to cut costs and the Spellbreaker program was eliminated, with Shatter was cast out into the streets with only the clothes on his back. A veteran quartermaster took pity on the young man and with some hashing of official records, secretly provided the young man with three essential tools to survive in the new world of shadowrunning. His personal Spellbreaker sword, an advanced prototype forearm gun, and his MUNDI SF full battle armour.
But other than that, Shatter was on his own.
Skills:
Weapons: Spellbreakers are skilled with ONLY two weapons, their Spellbreaker blades and Forearm guns. Unlike normal MUNDI SF, they are untrained in other weapons and have only basic knowledge of explosives. Shatter is no different.
Flaws:
Mage distrust: Spell casters (mages and shamans) do not trust Spellbreakers for obvious reasons. Shatter might find them being less than cordial towards him if they find out his abilities.
Magic:
Strictly Counterspells ONLY
Currently known spells (upgradable)
Basic spell: Spell Break (harmlessly dissipates a spell of caster's choosing)
Power spell: Spell Silence (prevents all spells cast in area from working for approximately 5 minutes. Does nothing to any spells already active.)
*Special: Shatter's counterspells have a GM-modified chance to fail, in order to allow GM-decided magical attacks/events to take place.
Gear / Weapons:
Spellbreaker Sword
In low-level Spellbreakers like Shatter, the art of spell breaking requires a "focus-point" in contact with the caster's skin. If contact is made with the manifestation of the spell with this "focus-point", spell breaking is greatly facilitated. The Spellbreaker Sword is a non-magical, high-quality blade with a nano-machined edge made in Imperial Japan. A drop of the caster's blood is mixed into the metal used to make the blade, forming a magical link to the body of the Spellbreaker via the hilt of the sword.
Forearm Gun
Forearm guns are experimental models designed specifically for MUNDI Spellbreakers. As a (low-level) Spellbreaker in combat without his sword in hand is highly ineffective, and pistols were ineffectual against most body armour, Forearm guns were initally created as one-handed submachine guns strapped to the left forearm.
Shatter owns the last and latest model off the line, the FG-18. Strapped inconspiciously to the left forearm, the combat black weapon is fired via a simple neural smartlink. A conventional drop-down trigger is provided in case of smartlink jammers being employed, at the cost of slower reaction time. Twin barrels form up the business end of the weapon. One is fitted with a silencer and is capable of semi-automatic fire of low-powered rounds. The other has a much higher fire rate and harder-hitting bullets, but is extremely noisy. Both barrels can be fired together in an emergency. The FG-18 is fed by high-capacity box magazines loaded behind the left elbow.
With a neural command, the FG-18 can extend a fan-shaped array of deflective metal plates from the side of the weapon, forming a small bullet-deflective shield mounted on the Spellbreaker's forearm. Note that the weapon can still be fired in this configuration.
*Also note that Shatter's left sleeve of his military jacket is extensively zippered to allow his forearm gun to eject cases/be reloaded.
MUNDI SF Full Battle Armour
Standard issue jet-black modern plate armour designed to be worn by MUNDI SF personnel. Non-powered, but light enough for the wearer to move normally in combat. Wearing it is extremely obvious, and would immediately mark Shatter as an ex-MUNDI SF, effectively giving away his past identity to everyone. Besides, the armour was illegally acquired by his quartermaster and would raise ugly questions with any (non-corrupt) MUNDI personnel.
Vehicle
3-wheeled UrbanKar, a cheap "peoples' car" manufactured by low-cost orc labour.
Accomodation: Low-class slums
Cyberwear: Simple neural smartlink for forearm gun.
Associates:
Master Sergeant Lee
The quartermaster that provided Shatter with his equipment.
Legality:
Officially laid off from MUNDI, although the organisation still owes him severance pay (and conveniently buries it under red tape). Currently legal. However, if seen in his MUNDI SF Full Battle Armour, would be wanted on charges of theft.
Hijack Permission:
GM - All
Other players - All except use of Power Spell. I should be able to bring him back on track from most situations you guys get him into.
Sorry guys, will be AWOL for a few days, for work reasons.
About the cyberware: I don't like to be a half robot, thank you. If i need more than a smartlink to make a good char i'll put it, but not more than the strictly neccesary.
(note to self: Log conversations with wes)
About the ID's: Could Oddman retain his old ID, but "somehow" certain parts of such ID were lost, like the fingerprints, and such?
Edit: Silly me, forgot to type the cyberware line. Updated contacts list.
Artificial Idiot
04-27-2004, 12:33 PM
Lefire, just one point, you do realise this is pre-ALOS don't you? As Geneva is still standing :p
And CKW, I don't really see how he can have parts of his legal id erased. What wou;d be the point of him legally existing? Not to mention it kind of takes the weakness out of having a legal ID.
Phyre
04-27-2004, 12:59 PM
Owner: Phyre
Name: Raiken Naiku
Street Name: Raiken
Archetype: Driver
Age: 26
Appearance: Raiken, a 26 year old human, has blue eyes, blue hair and cocation skin. He looks about 18, which really reflects his attitude to life, live fast, die young. Generally trying to be inconspicuous, he moves quietly and seldom talks to people he doesn't know or trust. Of an average height, he is slightly less muscular than most people he deals with, but his expertise at the wheel of a car gets him respect far beyond that from winning an arm wrestle. A happy face isn't something you'll see on Raiken, generally keeping his expressions neutral.
Raiken won't be seen without jeans and a white t-shirt on. He usually wears a black hoodie proudly sporting the motto "Scarred on the Inside". This is only since his last runaway. He is quite comfortable in a business suit or any uniform nessicary.
Personality: Raiken is a loner by nature, not seeking friendship or help, he lives the life of singularity. However, when he DOES socialize, Raiken is a quiet, good natured person to have around. He doesn't generally like dwarves or orks, but won't let it get in the way of work(or he'll try not to...) Extremely against magic, Raiken will look for a physical way out of every situation, usually involving guns and a quick getaway. Raiken knows exaclty what he is capable of, he's very unlikely to get into anything he can't get out of if there's any choice in the matter. His knowledge of fixing things make him a valuable asset to many people. Being an ex mobste, Raiken is extremely charismatic and has no problem talking his way around things. He is also an excellent driver.
Raiken has had much training with small arms, but give him a rifle or a machine gun and he might aswell be holding a large, heavy stick. He easily trusts people and will do anything for a friend in need, this makes Raiken easy to bribe and/or trap. Being an excellent driver, Raiken doesn't walk or run much, though this hasn't affected his fitness a great deal, he is still rather clumsy on his feet. Joining the mob at such a young age means Raiken never really dated, therefore he is still very nervous around girls.
Background: Raiken had a pretty uneventful childhood, with no major happenings until he was seventeen. A new family moved next door to him. Raiken befriended the families son, an elf called Cerbae. Raiken immediately took a liking to Cerbae's father, Carrik. Raiken was doing small jobs for Carrik at the age of eighteen, and found out the nature of Carrik's career soon after. Raiken was now like family to Carrik, the most influential member of the mob to grace the city of Rendale (California). From then on, Raiken worked his way up the ladder, learning to drive at twenty, he started to drive getaway cars from assassinations, bank jobs and drive-bys. As a matter of course, Raiken learned to shoot a pistol. For the next few years of his life, Raiken was dedicated to his work, perfecting his skills in driving, car mechanics and shooting. Never being a killer, Raiken never handled anything larger than a pistol, but was envied by most people around him for his skills with the weaponry he could handle. At the age of 26, Raiken came back from a drive-by to find Carrik dead, his throat slit by a rival family. Raiken decided then and there to disappear from Rendale forever. He packed his bags with clothes, food, money and his twin EGE12's and drove away, never to return.
With nowhere to go, no friendly faces, Raiken looked in the local bars for work, something to once again give him reason to live, it was there that he met Keth, a ShadowRunner. Keth showed Raiken the ropes, but in a fight with some half-ork assassins, Keth was butchered. Once again, Raiken fled, this time with contacts, with purpose.
Magic: Nothing...
Gear: Pistols: EGE12 - Automatic rapid fire pistols x 2
*Money: Being a former mobster, Raiken is never short on cash, infact, he's got a small fortune stashed away
*Wheels: His most prized possession, a GeoZoom sports car, fully tricked up make the perfect transport for Raiken
*Other: Raiken always keeps a set of tools in case he needs to fix his car, and has all the gear to repair his weaponry, should he need to.
Accomodation: Raiken has a small place in the slums, easy to get to, hard to find if you don't know exactly where it is. Nothing special.
Cyberwear: None
Associates: Raiken has a lot of contacts in faraway places, but fleeing away has lost most of, if not all contact with these shady people.
Nyerguds
04-27-2004, 01:23 PM
*sigh*
Same remark all over again...
'runners DO NOT HAVE A SMALL FORTUNE STASHED AWAY.
If they'd have that, they'd be living happily ever after with a decent, easy part-time desk job.
People with a lot of money have no reason to be 'runners.
Oh, and you do realize deckers are hackers, right? None of his skills seem even slightly connected to computers.
Sniper, you'e a decker, yet your background seems to point you towards being a rigger, but you don't even have riggerjacks for that or datajacks for being a decker.
What is it with everyone and "RAWR I HATE CYBERWEAR? most 'runners, except if they're mages or shamans, should at least have something... :|
Nyerguds
04-27-2004, 03:02 PM
Bunny is just scared, that's all :p
Apache_Longbow
04-27-2004, 05:19 PM
Owner: Apache_Longbow
Name: Amanda Jersey
Streetname: Mandy (by her friends), Dodger (by her employers, and every once and a while Dee).
Archetype: Rigger
Race: Human
Age: 24
Legality: Mandy is fully legal.
Appearance: Short and skinny, Mandy has a slightly aged look on her face from the stress she undtertakes constantly. Despite this monor blemish, Mandy is extremely good looking. Often seen wearing tight camo pants (any colors) and a t-shirt that is small for her and causes her large chest and lean, muscular stomach show. She has long, flowing, blonde hair (although she dyes it with regularity for business as well as cosmetic purposes) and jet-black eyes. Her frame is considered small, even petite, but through the years she has built up a very respectable amount of muscle. She often dresses up differently in order to work jobs in more secrecy, and is able to pull any look off.
Personality: They say opposites attract, and it shows truth here. Unlike her best friend Darren, Mandy is very outgoing and friendly, and makes conversation as easily as she makes new friends. Despite this, she prefers to keep a more closely-knit group of people instead of hanging around with a few hundred people intermittenly. She performs her job extremely well, and her skill of making friends (who can turn into informants or helpers of other sorts) works well with her considerable beauty. She toys with men regularly, and has no problem using her looks to get men do help her (although she would never, EVER go farther than an innocent kiss, physicaly-wise). She is a ver caring and kind person in normal social life, but is ruthless and cold blooded when a job comes around. When this happens, she will stop at nothing to finish the mission. The only thing more important to her is Dee.
Background: Mandy was raised in a strict, well-to-do upper-class family for most of her life. She had a great relationship with her sister, 2 years her senior, but a not so good comradery with her parents. She struggled to grasp the reasons they were so strict about everything, but luckily she never got in major trouble because her sister was there for her to calm her down and talk her through it.
Then the crap hit the fan. When Mandy was 17, her sister was killed in a car accident. Mandy was absolutely crushed emotionally, and not being able to talk to her parents about it, turned to drugs. Her father found out, and in his anger kicked her out of the house. Mandy pleaded to be let back, saying she would turn her life around. Her father wouldn't reconsider.
She lived on the streets, staying alive by stealing anything she could. At one point, she stole a car from someone and sold it, and the owner of the car found out who she was. Instead of pressing charges, the owner (a criminal himself) was so impressed she was able to steal the heavily guarded car and escape, he hired her to work as a rigger. Mandy worked for him for a few years, but one of the corps shut him down, and she was caused to go to work as a freelance rigger. This is where she stands at the present day.
Gear/Weapons: Her one truly valuable possesion is an old, modified military hummer. Over the years Mandy has rebuilt the engine, added nitrous oxide boosters, better steering and tires, as well as armor and a hidden grenade launcher. She also has an assault rifle with a grenade launcher attachment that she keeps in the hummer, which she uses if she ever needs a close(r) combat weapon.
Magic: None
Accommodation: Same as Dee's.
Cyberware: Rigger Jack, brand new.
Boosted reflexes to help her drive better. She has had them for a couple of years, so they are slightly outdated, but still very effective.
Associates: Darren Bingum - See his profile :p
There will also be a few reappearing friends of hers, but they won't be too important, and if they become important I'll update this.
Wesforce
04-27-2004, 06:29 PM
Apache, to be a rigger you must have the vehicle control rig cyberware that lets you control a vehicle as if it were your own body. Anyone else is just a plain 'driver'. There's a world of difference between :o
Completely agreed with VO: We seem to have quite a few neo-luddites around. Still, your choice.
And now to totally contradict myself: What happens when Cyberware goes wrong ;)
Character Owner: Wesforce
Name: Edvard Schisehände
Street name: Deadwood
Archetype: Ex-Shaman
Race: Human
Age: 35
Appearance: A tall, tired-looking but well-built man, wearing sunglasses. His physical presence is more down to his Cyberware than natural build, and he looks older than he is: Stubbled, brown haired, scarred down the left side of the face. The clothes he wears have seen better days, and only contribute to the rough-around-the-edges effect. Smiles sadly to himself often, maybe remembering better times, but generally aoppears relaxed.
Commonly wears a tarnished real leather longcoat over combat trousers and a simple black vest criss-crossed with webbing belts. The coat still carries the pendants, fetishes and other shamanic items he has no use for anymore.
Personality: Deadwood is in his Autumn years, but is coping in his own way. Deprived of his friends, he's carrying on the only way he knows how: Running, fighting, maybe to pass on what he's learned to the younger generation, assuming anyone will listen to an old-timer. He is pragmatic and stoic, and doesn't let much affect him. He likes living his own way, and being back in the action - Its definitely better than sitting around waiting for death, which he senses soon - He's starting to lose touch with his body, slowly dying spiritually first, then physically. He's also starting top see non-cybered (meta)humans as soft targets...
He had love once, and a good group of friends. They're gone now, long gone, and he knows he'll never see their like again. He likes 'runners who act professionally, and will try to coach them. He has no time for the unprofessional.
Background: Deadwood didn't always carry that depressing name. Long ago he was a promising young Technical student at Frankfurt University from a well-to-do family. A plush job with his pick of the Corps beckoned.
That was when he heard the calling of his Totem - Dog. Destined to become a shaman, he was compelled to abandon his path and take one more pleasing to the spirits of nature. He fled to Geneva with a small group of friends. The band they formed bonded closely, and young Edvard, learning his first spells, became the guardian of that group, loyally following and protecting them wherever they went: Such is the way of the Dog Totem.
Those were better days. The group no longer exists, and the break-up was so traumatic his spirit guide forbade him to use his Shamanic abilities. To compensate, and to stay ahead of his game, he became Deadwood - Using the money he'd earned from successful runs to augment his body to make up for the lost magic - The magic he could now never regain.
Magic: A shaman of the Dog totem: Loyal to the end, with a strong code of honour and bond to his comrades.
The only abilties he retains are the use of Astral Sight and limited Astral Projection.
Gear / Weapons: IWS Bountyman heavy Pistol with smartlink, and explosive ammuntion.
HK MP22 Heavy Submachinegun with smartlink, drum magazines and explosive ammunition.
Daisaka Sh17 Short-barrel semi-auto shotgun with buckshot and explosive rounds. snartlinked.
(Normally only carries the pistol)
Armour-Lined Longcoat
Heavy bladed knife
Boots, clothes
A simple Matrix-capable computer capable of sending and receiving Matrix-mails is pretty easy to come by.
General Metro 3-Wheeler Bubblecar - Well past its prime.
Accommodation: The abandoned office of a condemned warehouse out in the bad zones - Away from the public, rent-a-cops, and just about anything. The industrial wasteland is Home to ghouls and Paranormal animals that leave him alone... He;s too unappetizing for them.
Cyberwear: Wired Reflexes, smartgun link, one cyberarm (left) with flesh-appearance covering, dermal plating, augmented hearing, muscle replacement, thermographic modification to eyes (not full replacement), retractable hand-blades, datajack, skillchip ports.
Associates:
‘Doctor’ Thibalt Martinez: A small-time street Doc who is one of the only people who knew Deadwood before he went in decline. He maintains Deadwood’s Cyberware in return for regular unregistered credstick payments.
Legality: One fake ID – With no way to cover all the guns and cyberware…
In other words, highly Illegal, and with a rep to match.
LeFire
04-27-2004, 08:15 PM
Plenty of characters have had thermo eye implants before, General. BadJimmy for example. Crystal, Chance and a few others also had night-vision goggles.
Edited Shatter's profile to pre-Geneva.
Apache_Longbow
04-27-2004, 09:39 PM
Sorry Wes, I'm still trying to sort out everything in this storyline/world. Could you give me a bit more background on the rigger jack (I didn't see much about it on Nyer's sight)?
Also, I edited out Dee's cyberdeck and datajack.
Artificial Idiot
04-28-2004, 09:45 AM
AL, she still needs rigger-jacks, which should be somewhere in the cyberwear part on Nyer's site. They basically allow the driver to hook up to the vehicle, sort of like a plug.
And Wes, it's nice to see you decided to use Deadwood! :D
And as for being a neo-luddite. Basically Wrightman can't afford it (nor does she have urgent need of it anyway), but she doesn't object to it at all :p
Wesforce
04-28-2004, 03:15 PM
Okay. Basically Rigger Jacks are plugs that connect to a device installed at the stem of your brain: Basically electronic reproductions of motor neurones, designed to let your brain interface with and control a vehicle like it was your own body.
In short: You become your vehicle when plugged in.
Edit: Btw I'm seeing lots of additional characters. Please make sure its clear which one is your main character: Your PC. This character will become your viewpoint char, at least for this chapter. The others are relegated to 'helpers' :p
If you don;t specify, I'll assume the first char of yours is the main one
(VO's case is already sorted out as the two act as a pair all the time, and are small :p )
And General:
1) Change the names of all your people - Take out ALL references to WC3. He can LOOK the way he does, but thats about it.
2) Lose half the Associates
3) Change the 'large industrial complex' to 'abandoned warehouse', and take out all the crap about arms making, R&D etc.
4) Either take off the magic, or make yourself less tough
5) You get 1 pistol and one SMG or rifle-sized weapon.
6) Read through my first post and rewrite your profile, answering all those questions. We want something better than 'he hates everyone and wants to take the world over.'
Unless you do all these things, we won;t let you in the RPG. Thats the way it has to be.
Artificial Idiot
04-28-2004, 03:21 PM
Before you root out my profile as having more contacts then yours, please bare in mind my char is a detective, and thus has a TON of informants.
Apache_Longbow
04-28-2004, 04:20 PM
Okay, I added the rigger jack. Also, Dee is my PC.
Artificial Idiot
04-28-2004, 04:31 PM
I can do that. But what do you guys want or suggest for the 2nd part of 6? also can I keep the magic if I remove some weapons or are you talking about the muscle thing?
You can't be a good mage and a good fighter at the same time. You've either devoted a main protion of your life to one or the other. So either make him a dominante fighter with a slight magical ability, or a mage who can hold his own in combat.
I'd just suggest you look at the profiles of Nyer, Wes, VO, RD, Lefire and if you like, Myself. (no offence to the rest of you, but these are the people with the experiance), you should get a basic idea of what we are after by looking at all of them. Or go to Nyergud's site (see the main Shadow Zero thread for links) and check out some of the stuff there (I only recomend chapter's 0 and 1, it went a bit pear shaped after the buking of Geneva).
Wesforce
04-28-2004, 04:49 PM
Character Owner: Wesforce
Name: Willemina W Williams
Street name: Chromed Orchid
Archetype: Street Samurai
Race: Ork
Age: 17
Appearance: A young Ork woman, around as tall as a young human adult female. Green skin, free of the roughness and warts of the usual ork-kind. In fact, she could be mistaken for a green-skinned Elf were it not for her musculature, but there’s a reason for that. She walks gracefully and quietly – but can make herself well-noticed when the time comes.
Small trimmed tusks give her well-kept face a cute quirk to her smile. She keeps them quite clean too, but can’t quite avoid the rotting-flesh smell of Ork breath.
A tight-black t-shirt accentuates her well-toned, well-rounded, firm upper body figure, while a tartan skirt, black fishnets and knee-high boots cling to her long, powerful legs.
Lightly-Armoired: Makes use of speed, acrobatics and chipped martial-arts to deal death and destruction.
See pic.
Personality: Orchid isn’t as serious about life as someone in her position should be. By rights, she should be a businesslike, cold-hearted bitch. She isn’t: Rather she has a good sense of fun and the finer things in life, though she does have a cool, pragmatic streak. She appears quite trusting and likable, but she is much more calculating beneath the exterior.
Orchid doesn’t really hate anyone: Anyone who gets in her way or tries to stop her doing what needs to be done, however, is an enemy. She’s killed for less in the past. She’s a fan if the Band ‘Sharper than Light’ and judges people on their music taste a lot: Like them and she’ll like you.
Now she ‘runs to maintain her good lifestyle, and hopes to eventually find what happened to her family.
Note: Gets very depressed/neurotic or psychopathic after going more than 24hours without listening to her music.
Fascinated by Centaurs.
Looked down on by most orks as an 'Oomie wannabe'.
Background: Willemina Goblinized at age 12/. From a wealthy corporate family, her parent’s first decision was to try and reverse the ‘horrible aberration’ that had turned their lovely young daughter into a mythical creature from the past. Their method: Throwing money at the problem. Gene-therapy and cosmetic surgery gave her softer, smoother skin than most Orks, and gave her a more humanlike figure. The treatments were, however, extremely painful, and had a less than perfect effect for the money her parents spent on them. As a result they turned all their anger onto her: She fled home, equally angry, determined to make her own way in the world. Perhaps she;d be able to find a ‘cure’ for being an Ork – And then get bloody revenge on her parents.
The hate she felt for her family led her to join a gang of like-minded teens. They started small – Muggings here and there, pointless vandalism, hanging around in clubs. One lucky mugging off a wayward corporate left her with enough money for her first cyberware: Skillwires and a Skillchip port. She managed to get a bootleg martial-arts skillchip – Not much, but it gave her the skill to rise to the top of the gang.
Around this time, Chromed Orchid and her gang were at a Sharper Than Light gig on the tour that was about to become infamous for its use of mind-altering subliminals in the stage display. As a result she is dependant on her music, and suffers neuroses when she can’t listen to it for long periods. The upshot was: She’d lost her overriding hate for the world that had spawned her, and became happy with what she was. She’d even forgive her parents, if she knew where they were…
The gang all became ‘runners, one after another, and eventually broke up. Chromed Orchid – Now a full-fledged Street Samurai, took to hanging around with Crystal and Cylinder Head
Gear / Weapons: IWS Austin Light Submachinegun – Side-loading, small concealable weapon with armour piercing ammo.
Light Armour plated clothes.
Two frag grenades.
‘101 Assorted Martial-Arts’ skillchip.
‘Better shooting in 7 days’ skillchip.
‘Monobike riding for professionals’ skillchip.
‘Frag ‘em High –Grenade Champ’ skillchip
Triumph ‘Unicorn’ 500 Monocycle. Purple with black camo-stripes)
Accommodation: A medium-plush condo in a building in downtown Geneva, registered to her fake ID.
Cyberwear: Wired Reflexes, skillchip ports, skillwires, balance augmentator (aids acrobatics), Retractavle forarm sword-type blades (slip back into the arms when not used. Think more Bloodrayne than Wolverine).
Associates:
‘Doctor’ Thibalt Martinez: A small-time street Doc, purveyor of finest-quality knock-off Cyberware.
Crystal – Demolitions Expert.
Cylinder Head – Rigger
Legality: One fake ID – With no way to cover all the guns and cyberware…
In other words, highly Illegal, and with a rep to match.
Master Chris
04-28-2004, 06:20 PM
Yes, I'd be surprised if a dedicated mage could pull off slinking into the floor, if you ask Wes really nice he might let you have it as your *Frag 'em all* move that you can only cast once per chapter and leaves you exhausted afterwards. Concentrated beams of energy, however, is a variant of the standard ranged magic attack and you *could* probably get away with that as your basic mage skill.
Phyre
04-29-2004, 01:51 AM
I got decker and rigger mixed up - so sue me.
Revised to driver, only changed to rigger originally because Wes said something about being kicked the phukk out of, but whatever.
And a shadowrunner CAN'T have money stashed away? Right... because needing money is the ONLY reason you'd risk your life as a 'runner... there's nothing like the need to proove yourself or the thrill of living on the edge of life.... ah I understand o.O
How about summoning deamons and ordering them into my enemies to drive them mad, shape-shifting, or making statues come to life?
Basically mages in shadowrun are a cheap way to be decent in combat if you suck at it - throwing fireballs, zapping people with electricity, basic telekinesis, etc. Some mages can also read minds/emotions, and might have a few other 'party tricks' up their sleeves. A mage on his own shouldn't be able to take out an army, as your character seems like he can.
You can't be a good mage and a good fighter at the same time. You've either devoted a main protion of your life to one or the other. So either make him a dominante fighter with a slight magical ability, or a mage who can hold his own in combat.
I'd just suggest you look at the profiles of Nyer, Wes, VO, RD, Lefire and if you like, Myself. (no offence to the rest of you, but these are the people with the experiance), you should get a basic idea of what we are after by looking at all of them. Or go to Nyergud's site (see the main Shadow Zero thread for links) and check out some of the stuff there (I only recomend chapter's 0 and 1, it went a bit pear shaped after the buking of Geneva).
*grumbles*
Artificial Idiot
04-29-2004, 09:49 AM
bah, sorry CKW, forgot about you :p
And General, if you want such extreme powers, you will probably have to drop a great deal of strength/weapon skill as a sacrfice. Combat would become a secondary skill.
Nyerguds
04-29-2004, 02:33 PM
How about summoning deamons and ordering them into my enemies to drive them mad, shape-shifting, or making statues come to life?
Die. Just, die.
And before you ask me why, read Chapter 3 of the compilation (http://www.freewebs.com/cnc2sw/rpg/). Shadow Zero was created to get rid of the whole daemon mess. There's no way in hell you're gonna do ANYTHING like that.
Besides, it leans dangerously close to WC3 AGAIN.
We're all street scum, including your char. The lowest of the lowest. That's one simple rule. Follow it, or leave. I've had enough of this pointless arguing :mad:
Wesforce
04-29-2004, 04:31 PM
Yes, this is the character thread, not the pointless arguing thread. No daemon summoning, General. Modified your profile yet?
Wesforce
04-29-2004, 05:13 PM
Read the ShadowZero thread, then the Magic page on Nyer's site. You get one minor combat spell, one major one, the ability to summon elementals plus the use of astral projection/perception.
Wesforce
04-29-2004, 06:04 PM
Totems are only for Shamans: Dog is loyal and protective, Cat is sneaky and spiteful, rat is clever and good at hiding, shark is vengeful and a good hunter etc. Basically any animal has its own 'character' that influences a shaman's actions.
Unfortunately almost none of them lend themsekves well to being a megalomaniac gang leader
Wesforce
04-30-2004, 01:21 PM
Look, I don't want to sound rude, but you don't seem to get the point of the game. You haven't put in any motivations, anything like that, and still want to be some huge Death-dealer magic type guy/Gang boss. The point is that people hire you: You do jobs. Who's going to hire some guy who just wants to kill everyone and tale over everything?
Now: We're going to start when Krazy and/or Deso have posted characters... Haven't heard from Deso though.
Phyre
04-30-2004, 01:32 PM
Wes, just to clarify, my character is OK yeah?
I got decker and rigger mixed up - so sue me.
Revised to driver, only changed to rigger originally because Wes said something about being kicked the phukk out of, but whatever.
And a shadowrunner CAN'T have money stashed away? Right... because needing money is the ONLY reason you'd risk your life as a 'runner... there's nothing like the need to proove yourself or the thrill of living on the edge of life.... ah I understand o.O
prepare to the completely skooshed by anyone with riggerjacks then.
Wesforce
04-30-2004, 01:46 PM
/\Yep. I take it he has no legal identity either (which is good - Far too many goody two shoes' legal people with targets on their heads right now :D
Nyerguds
04-30-2004, 03:10 PM
That can still change, in the RPG :p
Apache_Longbow
04-30-2004, 11:20 PM
It's still the same basic person, just that he is in a marc gang instead of a normal one and he has a ****load more weapons.
Artificial Idiot
05-01-2004, 09:24 AM
And General:
1) Change the names of all your people - Take out ALL references to WC3. He can LOOK the way he does, but thats about it.
2) Lose half the Associates
3) Change the 'large industrial complex' to 'abandoned warehouse', and take out all the crap about arms making, R&D etc.
4) Either take off the magic, or make yourself less tough
5) You get 1 pistol and one SMG or rifle-sized weapon.
6) Read through my first post and rewrite your profile, answering all those questions. We want something better than 'he hates everyone and wants to take the world over.'
Unless you do all these things, we won;t let you in the RPG. Thats the way it has to be.
I feel I need to post this again, as you MAY actually take some notice of it this time around :|
LeFire
05-01-2004, 08:12 PM
Hijack/bunnyhop permissions posted for Shatter.
Wesforce
05-02-2004, 08:58 PM
There now I have 2 weapons and a magic staff now am I acceptable?
It's not so much a question of weapons and magic, but your character's reason for existing. Well at least you posted that 'he wants to be the best', but its hardly descriptive.
And have you read all the background threads yet?
KrasnyOktyabr
05-02-2004, 10:58 PM
I should have my charactor up tommrow... sorry it has taken so long I just havnt had time.
Wesforce
05-03-2004, 05:51 AM
Hey, it's fine.
And I'll try and start it today, but I can bring you in at any time. Goes for Deso too, if he still wants in.
KrasnyOktyabr
05-03-2004, 08:37 PM
Character Owner: KrasnyOktyabr
Name: Nikita Milashek Oktyabr
Street Name: Krasny
Archetype: Contract Killer
Race: Human
Age: 31
Appearance: Nikita looks old for his age, appearing 40 years or so but only having been around for 31. But then the military does that to a man. His aged appearance coupled with his deep brown eyes, dark brown hair, a scar on his chin (from slipping on ice, but he doesn’t tell the story that way), a rigid facial structure, and impressive stature (Nikita stands at around 6’3” ) give him a naturally aggressive look. But then for him that is a good thing, and his attire is only an attempt at enhancing this image. His black combat boots are shined daily, in an almost compulsive and ritualistic manner. Above those sit a worn pair of black “wrinkle-free” (yeah… right) trousers. Hanging loose above the pants, a light gray dress shirt with a silver cigarette case in the breast pocket. Hiding most of the afore mention articles of clothing is an old style brown Soviet trench coat with a myriad of hidden pockets. To top it off a badge-less black beret covers the stubs of Nikita’s shaved head and brown leather gloves coat his hands.
Personality: Nikita’s personality holds many sides, and what side you see depends on who you are. Towards most, this including his clientele, Nikita appears cold and distant; unreachable. He does all in his power to appear more physically threatening than he is; he considers it to be part of his job. To the others though, to his “divine” friends, he reveals his true self. Nikita is for the most part a calm and rational person, with a love of history and politics. Often he is able to talk circles around others. Even to those closest to him though, he still covers up his past and his hatred. He has a sense of nationalism, something missing from many in this corporate world, and it deeply hurts him to hear people criticize Russia. Of course, he would never show it. He doesn’t care much for the advanced technology available to him, but grudgingly uses what he sees as a must to get around in this world. As previously mentioned Nikita knows he has only average physical ability and tries to make up for that in looks. Overall that has worked well, but it has also landed him into some pretty rough spots. He has an over-all disdain for non-humans, and though he makes a strong attempt to not to let it get around he relishes in taking down Elves.
Background: Born in Krylatskoe, a suburb of Moscow, Nikita was surrounded by his countries culture from the start. On the whole it had survived the fires and shootings of the EuroWars, and provided a suitable place for the young lad. The schools taught him math and reading, his parents taught him to value life, his job at the mill taught him hard work. As he grew older though, Moscow seemed confined and yet overpopulated. The boy urged for something more. In a decision he would never regret Nikita, a strapping fellow of 18, joined the Red Army. Assigned as a guard to a prison camp outside of Irkutsk the boy became a man. There he first set eyes on Orks, nasty creatures they are. There he further developed his propaganda driven hatred for all non-humans. Before Irkutsk Nikita had never seen a Meta up close, now he had, and loathed them even more. At Irkutsk he also became aware of how little life meant outside of his old community, that it could end at another’s whim. This amused him. After serving for 8 years at the camp, Nikita now tired and once again disenchanted, faked his death. How he managed it he still doesn’t understand. It was a foolish and reckless scheme, transferring his identity to a specially prepared prisoner, but it did work. With that settled, and with no identity, he knew he had to leave his beloved Russia. Nikita headed westward for Geneva, deciding to make a new life. Though determined to live “legal,” he began to despise the world outside of Russia and the thoughts of camp caught up to him. He ached for the control, though not a sadist he did feel that power over others lives brought him a sense of joy. Distrusting of many around him, Nikita set up his own shop as a contract killer. Nikita found the job easy enough both physically and mentally. Explosives became his specialty, though initially he found just enough jobs to keep from starving. But then things change…
Legality: In the eyes of the law Nikita Milashek Oktyabr suffered from blunt force trauma to the skull and froze to death on a cold Siberian night. In reality Nikita is very much alive and gets around using forged ID’s and the knowledge of security systems he gained as a guard at the Irkutsk camp.
Weapons/Gear:
Beretta 92F light pistol with four spare clips.
AK97 AR with folding stock, 6x IR scope, and 2 spare clips.
The afore mentioned Soviet trench coat, with a light armour lining.
A small assortment of home made light explosive sticky charges, used only for business.
A pad of paper.
A large silver pen, a gift from his father.
A small screwdriver/pliers set.
A 1980’s Soviet-issue pocket watch.
A “silver” cigarette case filled with Geneva’s cheapest.
An old style metal lighter.
A “silver” flask full of vodka.
Mints.
Transportation: An old rusted-out Rover pickup. Green/Bondo exterior, black/gray torn up interior, it seats three but the passenger side has a spring tearing through the seat. The old Rover is far from pretty but it runs, most of the time…
When on the job though, Nikita prefers walking.
Magic: None.
Accommodations: Nikita lives in a lower-middle class area, housed in an apartment complex, renting out a studio type setup. One room, a bathroom, no windows, it is all he really needs. Trying to avoid others in the complex he is not well known (or liked) by his neighbors. His apartment houses a bed, cooking facilities, an old desk/chair set, and a 3DTV. Quite sparse in setup and decoration, his living quarters are based almost completely on functionality. There are few decorations. A plant sits next to the 3DTV and a few paintings line his walls to remind him of Russia.
Cyberware:
A Datajack is used in combination with a Smartgun Link to his AK and Beretta, and Nikita has recently acquired Hand Razors that he is slowly adjusting to.
Associates:
Ivancha “Kaleka” Vladek: The only other actual Russian that Nikita personally knows is a short, thin, often sickly looking man in his mid 30’s. This man is his best friend Ivancha. Although he is often referred to as Kaleka, or dirt, because of his scruffy appearance he is almost compulsively organized. Everything in this world has a place to him. Often times Ivancha is able to find personal information for Nikita on “contracts” but refuses to go any further into the underworld than that, though in the end that is all Nikita wants him to do, as his compulsiveness would get him killed.
Josef Katleth: The owner of a small automotive parts shop, Josef Katleth frequently comes in contact with Nikita when the Russian needs parts for his Rover… or his AK.
Natalia: A Ukrainian national living in Geneva Natalia takes a shine to Nikita, though he tries not to notice. All he really wants is the information she can get him through her use of The Matrix.
Glenn: Nikita knows little of Glenn, he isn’t even sure if that is the bald suits name, but he does know that when Glenn comes around he will have work. Glenn is Nikita’s biggest, and highest paying, employer. This man maintains a disturbing shadow around him
Any and all comments would be greatly appreciated.
Nyerguds
05-04-2004, 02:35 AM
I thought Nikita was a female name :wtf:
KrasnyOktyabr
05-04-2004, 05:28 AM
Nope, it is unisex... eg. Nikita Kruschev(sp).
Artificial Idiot
05-04-2004, 12:17 PM
Sounds pretty good KO. It gets the AIES seal of approval :)
Wesforce
05-04-2004, 12:41 PM
Winner of 'Best New Character' posted on 4th May 2004 :color1:
Btw if anyone else is making characters: No more humans!!!! (Except nasty racist anti-metahuman bastards)
No more fragging blondes either :|
Winner of 'Best New Character' posted on 4th May 2004 :color1:
Btw if anyone else is making characters: No more humans!!!! (Except nasty racist anti-metahuman bastards)
No more fragging blondes either :|
*Oddman's scope zeroes on Wesforce*
*Oddman's scope zeroes on Wesforce*
*Bonnie and Clyde fry the metahater up real good!*
*Bonnie and Clyde fry the metahater up real good!*
I was meaning the blondes.
Wesforce
05-04-2004, 03:32 PM
Blondes are outdated. Get with the future of hair :color1:
Artificial Idiot
05-04-2004, 03:33 PM
Aye! Glow in the dark, light up, flashing, rainbow coloured hair for all! :color3:
Artificial Idiot
05-04-2004, 05:27 PM
I don't think you get t yet. There is NO good or evil, only shades of grey. In my opinion, your char has no reason to be running still. He's already well set up, he can kill pretty much anyone he likes in downtown Geneva, he has no need for money, he might as well just operate alone.
Also, you seem to have misunderstood the whole Shaman aspect. It's not just a totem, you actually have a spirt guide as well (and I doubt a dead ram is a good spirt guide) and take on the characterisitcs of your spirt guide (once again, dead ram is not good for this).
Wesforce
05-05-2004, 04:44 AM
I think its better if we just take your magic off altogether :|
Nyerguds
05-05-2004, 07:45 AM
Added Sheila (Bunny's cat) and the Cattle Prod Security System (:p) to Bunny's profile.
Nyerguds
05-06-2004, 10:49 AM
General... there's only one way to say this...
this RPG requires a writing skill you obviously don't posses. What you posted in the RPG thread wasn't only absolutely awful in spelling, it also didn't make any sense. The point of this RPG is to write a STORY. Not some "AARGH" and, seriousy, "thunder and lightning"?!?
You, sir, are a stain on our RPG. Come back after you learn to write.
Artificial Idiot
05-06-2004, 10:53 AM
'Very well.' Said Mr Johnson, smiling slightly to himself. Slightly smugly. 'That just leaves our friends Dee and Kelvin Zero here.' He waited expectantly, but patiently.
Mr Johnson deleted two names off his list - The Troll gang leader and the Rigger known as Raiken.
Unfortunate, but to be expected. Still, these 'runners seem eager enough. I'm confident of success...
His face, of course, cybernetically deadened of emotion, betrayed none of this.
What part of that post DIDN'T you understand? Sorry, you were too slow off the mark, and your char is OUT. And looking at your post, thank goodness for that!
KrasnyOktyabr
05-06-2004, 12:00 PM
Whoops, I'm sorry, I commented on his post in the RPG thread... :\
Could it be moved or deleted?
Artificial Idiot
05-06-2004, 12:11 PM
I'm pretty sure Wes can sort it for you ;)
We shouldn't really be having this discussion here either though :|
Wesforce
05-06-2004, 12:38 PM
Damn right we shouldn't :|. But meh. I'll prune this thread a bit one of these days, when I don't have more important stuff to do.
KrasnyOktyabr
05-06-2004, 03:37 PM
I tend to post mine late evening/early morning... thats not an excuse. Maybe if you would have actually read the fragging chapter you'd of seen what material we were looking for. It isn't that hard.
Wesforce
05-06-2004, 03:38 PM
You could have seen what kind of material we were after by reading something. You've had enough chances ,and your character has been written out because you didn't post in time.
Maybe we could give him another chance a little later? I mean, it is his first go after all...
Deja VU?
Reminds me when i got banned at SDS because of fragging the RPG. They let me back in, though.
But by that time SDS was bye bye.
Yeah, why not give the boy a chance?
Nyerguds
05-06-2004, 05:41 PM
Yeah, why not give the boy a chance?
Very well... but make that a chance in Fan Fiction. A test.
***
Write a decent story. That's all I ask. Original storyline, original characters, original character names, and decent spelling. Doesn't have to be long; just decent. If you can manage that, General, I'm OK with letting you in.
Artificial Idiot
05-06-2004, 06:06 PM
I don't think Nyer has the authority to make such promises. Wes' decision at the end of the day. Sorry mate, but you've got nobody to impress or beg to but him.
No offence Nyer :p
Besides, could we like... move this elsewhere or something?
Nyerguds
05-07-2004, 02:13 AM
I only said that only then I'm OK with letting him in. Nothing more. The decision isn't mine at all, it was just a suggestion. A possibility.
From what I've seen there's no way he can write something decent anyway.
auugh... we shouldn't be discussing this in the chars thread :squint:
Wesforce
05-07-2004, 01:10 PM
For the record I wouldn't have agreed to the test anyway. Now please...
THIS IS THE CHARACTER THREAD!!!!!! :|
Desolator12
05-07-2004, 09:09 PM
Hey, at least it's not a Pussy Wagon :phas somebody been reading "One for the Money" by Janet Evanovitch?
Yah, I'm working on a character right now... I'll try to get any wrinkles ironed out with wes eventually...
Here he is... I'm gonna PM wes to ask if there is anything I should change/add/remove...
-----------------------------------
Character Owner: (Desolator12)
Name: Irving Draknevov
Street name: Dragon
Archetype: Assassin-for-hire
Race: Goblin
Age 22
Appearance:
*Age: He looks strangely young for his age, although he is still ugly
*Physical Attitude and bearing: Dragon stands in a wary, half upright half slouching position. He is muscular.
*Facial: Evil Hatred and Sadistic Bloodlust. Has a scar just above his right eyebrow and a char mark on his left foot.
*Clothing style: When on a job, Dragon wears dark, assassin-like clothing. When not, he usually wears a pair of dark sunglasses, black jeans and a flame-red shirt.
Personality: Dragon likes whoever has the most money. He hates anybody who either gets in his way or finishes the job he is on before he does. He loathes common people, and sometimes, in the Low-Class areas, backs people into dark alleyways just to hear their blood-curdling scream as he slices their jugular. Anybody who knows him usually has an “accident” and so does anybody who rats on him. He does have a small fondness of women, however. Dragon dislikes magik users, except for his fire-conjuring race, as they can find his true motive and or who he’s going after.
Background: Irving Draknevov was born in a middle-class city. Around the age of 6, though, his father was assassinated by a large corporation because he “knew too much” about what they were really doing. His mother and himself managed to escape through a ventilation shaft and quickly made it to the Slums, where problems just got worse. After living in hell for about 10 years, just getting by, his mother succumbed to a viral infection, slowly and painfully dying. Alone on the street, Irving Draknevov decided that here it was kill or be killed. He managed to track down a trainer that got Draknevov physically fit. However, unbeknownst to Draknevov’s trainer, Irving started killing people on the street so that he could get enough money to get by on, bludgeoning them to death. In one occasion, Irving got rid of some “Incriminating evidence” by setting fire to him, earning him the street name of “Dragon”. 9 years later, he dubbed himself in peak physical stature, and proceeded to murder his trainer. Afterwards he took his money and got himself weapons which he liked to call “Dragon’s Claws” since the jagged edges rended flash just as a Dragon’s Claw did. Today, he offers his services to anybody who offers the best price. However, he is always drawn back to his home Slums to defend his rep. He has never forgotten his family, and is trying to track down the company his father worked for, so he can hear the CEO scream as he drowns in a pool of his own blood.
Gear / Weapons:
1 “Sword Sparker”, a device that puts an electric current though any metal sword, allowing it to do electrical damage.
Weapons: His twin “Dragon’s Claw” swords http://www.bestpricebusters.org/images/KT-2004.jpg
Matrix-capable handheld, usually off on missions
Simple car, black paintjob, tinted windows.
Accomodation: To keep somewhat of a low profile, Dragon lives in a Low-Class area.
Cyberwear: Dragon has cyber eyes and enhanced reflexes.
Associates: Dragon associates with nobody unless it has to do with his life or a pile of money.
Strengths: Years of Training have put him in peak physical fitness. He can wield 2 weapons; one on each hand; can handle fire; stealthy when need be; psycho
Weaknesses: Sometimes will go into a berzerk-like rage if he sees anybody that looks like his father's killer; overly-confident; psycho
Quote: When do you want to die? Any time is fine with me.
Artificial Idiot
05-08-2004, 01:10 AM
Dragon eh? Now all you'd need to do is call him Mac! :p :lol:
I'll look over it properly when I get back, but nice to see you Deso! ;)
Nyerguds
05-08-2004, 02:24 AM
has somebody been reading "One for the Money" by Janet Evanovitch?
Eh? That's from Kill Bill! :wtf:
Desolator12
05-08-2004, 04:29 AM
hmm... two things with the same thing... in One for the Money, the main character's car gets grafittied and has the word "pussy" written on it... luckily, she eventually is able to ditch it :p
Wesforce
05-08-2004, 08:00 AM
Ah, yeah... another 'Dragon'? Well I suppose its possible to have two characters with the same name... Even one as infamous as that :p
Some weird idea of a wolf werewolf wolf shaman.
Owner: CKW
Name: Lucia Lycan(made up name).
StatusIllegal, she's a wolf.
Streetname:Jewel.
Archetype: Werewolf Shaman
Race:Shapeshifter
Age:19
Appearance: Black fur, short tail, Black deep eyes. Size of an average wolf.
(What, you wanted metahuman aspect? OK, then)
Metahuman form:An really pretty woman with black deep eyes, raven hair, of average stature.She dresses with what she has at hand, so it can vary from Goth, Detective, to slut. However, she does have a preference for as less clothes as possible. She only seems to tolerate organic materials like wool, silk, leather and cotton.She dresses to look enough human, or metahuman. Her most common gear is an armless leather jacket, with a cotton tanktop (no bra), REALLY short trousers (think of tomb raider), and boots.
Personality:She is wolf first. Human second. She tends to think like an animal, moving by instinct. She likes to eat when she's hungry, and sleep when she's tired. Money means nothing to her, but she needs it in order to get some food. She can get to attack and eat meta-humans when in dire need, but this doesn't happen as long as you can keep her hunger satisfied.
She values leadership and territory, and follows what her wolf guide spirit has to say more than other shamans (as she's a wolf too!). Due to her animal nature, she's a bit naive in some fields.
(will post the other part soon)
Background:
One of the rare werewolf shapeshifters, Lucia has made her way to the alien city for survival, since her home forest was chopped down. She firstly sought revenge, but after finding shamanistic guilds, she has somehow understood that humans have such silly attitudes most of the time, and that only a few, like the shamans, can see the truth.
Gear/Weapons: Its gear usually varies, but she always carries a vidphone and a credstick. Of course, she follows the Wolf totem.
Magic:
Her animal nature has allowed Jewel to perform a more closely link to nature, and her shamanism it's on the border line of druidic magic.
Astral perception: Pretty Obvious.
Shapeshift: Jewel can shift into a female human as desire, form is always the same. Clothes don't adapt the shift- she returns to human form naked.
Werewolf Battle form: Once in a month, when full moon reaches, Jewel is able to shift into a towering beast hybrid between wolf an man. Its strenght is considerably multiplied, so does her speed, to the point of ripping orks bare handed with the claws. However, her bloodlust rises, and she loses all abilities to cast other spells.
Regeneration: Channeling with her werewolf spirit, Jewel has won a considerable regeneration process, that has lessened the vital points to merely the skull, spine and heart. Any other point can heal over time.
Lighning Sparks: Jewel can command the lighting very well, and she often uses it as long range basic weapon.
Plant Control: Jewel can ask plants for help and do her will, unfortunately, since this is a city, such power is considerably diminished.
Skills:
As stated, Jewel can act and attack like a wolf, plus being able to command the plants, and when human she can comunicate with metahumans, having heightened senses aswell. In addition, in her human form, she can cast lightning spells. Regeneration is passive, it works in both forms.
She also can understand animals better than humans.
Weaknesses
As Jewel is a wolf, she doesn't fully understand the human world, and is prone to trouble people.
Werewolves always HATE silver. It stops its regeneration, and kills them.
In full moon, Jewel's character goes more wild and primal, even if she's not in werewolf form.
Accommodation: Rat infested hut. Rats are good when you have nothing else.
Cyberware:Null
Associates: Jewel hasn't many associates, since her strange ability. Everyone has heard of her. But no one's her friend.
Personal Quote: "I like you. You smell funny!
Nyerguds
05-08-2004, 10:17 AM
Weren't werewolves just vicious beasts using a 'human disguise' to catch their prey?
I distinctly remember seeing stuff like that in the original ALOS rules & info threads.
Desolator12
05-08-2004, 03:43 PM
Later, wes, you'll learn why he is called "Dragon"... I'll give you a hint... it involves an aerosol spray can (Or Butane, whatever he can get) and a lighter :evil:
Werewolves are monsters that, having being bitten by a werewolf, have contracted the "disease" if you will. At night, the "disease" takes over the body, turning the person into a werewolf, which is MINDLESS by the by... the only thing that a werewolf really wants is food... by any means necessary...
HOWEVER, there COULD be people who have, for lack of a better word, "Mastered" their "disease" and can controll themselves instead of going on a mindless rampage... thus it COULD be possible for a Werewolf Shaman to exist... but more likely, they'd be Shamans in Meta human form and warriors in werewolf form, as that would suit better... imagine this, if you had the power to rend flesh with your hands, would you rather cast magic?
Ok, everything with my character seems OK with wes (except the human part, as we have a kagillion of those...but eh..) but I plan on adding a Strengths-flaws area... just to show some things...
OH! I almost forgot... d'ya like the sword image I got? :p I wanted something more like the Deamons Claw sword that was being sold on Ebay, but this does well :p
BE A DWARF DESO!!! :) (or a troll)
Desolator12
05-08-2004, 04:12 PM
bloddy fraggin no! I'm not gonna be a midgit... :p
I'll stay a human... trust me, when I'm done, humans will be an endangered species :evil:
working on Str-weak now..
I have to midgits..... JOIN ME DESOLATOR!
Seriously, everyone's a fragging human. :mad:
Desolator12
05-08-2004, 04:18 PM
hmm... perhapse I'll create/use an "offbreed" or something... a Drow seems nice :p
can I be a drow wes? huh? huh? huh?!? PWEEEEEZ! *huggles*
*slaps self out of kiss-ass mode*
by the by, strengths and weakness are up now.... please look at them, as wes has said the rest of my char is good...
CKW is playing a dark elf, which is what a drow is basically, although he hasn't done anything that makes him being a dark elf significant, yet :p
Desolator12
05-08-2004, 04:25 PM
well, actually, dark elves and drow are different... dark elves are able to be out in the direct sunlight/bright light without taking the risk of blinding themselfs...drow can be blinded by the sun/bright lights... if I'm a drow, i'll add some strengths and weaknesses in later due to race....
Whatever you do, call yourself "Drizzle Mo'Dizzle". And make numerous references to your eyes.
Why not be a race that doesnt have the immediate potential to be dashingly hansome (I.e something that's not human or elf). GET WITH THE METAHUMAN SIDE, MON!
Desolator12
05-08-2004, 08:58 PM
because I don't want to and it's my character... if you want to create a metahuman assassin, fine with me... and who says Drow have to be handsom? the only reason that you always see beautiful drow is because they kill any drow that show imperfections....
Nyerguds
05-09-2004, 04:47 PM
because I don't want to and it's my character... if you want to create a metahuman assassin, fine with me... and who says Drow have to be handsom? the only reason that you always see beautiful drow is because they kill any drow that show imperfections....
Eh.. he said "Why not be a race that doesnt have the immediate potential to be dashingly hansome"
i.e. one of those that isn't known for its beauty, like Orks and Dwarves.
Desolator12
05-09-2004, 07:56 PM
Eh.. he said "Why not be a race that doesnt have the immediate potential to be dashingly hansome"
i.e. one of those that isn't known for its beauty, like Orks and Dwarves.
Eh.. I said " Because I don't want to and it's my character"
i.e. I technically have final say in what my character should be... and technically wes can't intervene... free speech is a bitch
Artificial Idiot
05-10-2004, 08:17 AM
Technically, Wes is the GM. And technically, Free Speech doesn't exist on the internet... so don't be so sure of yourself, buddy boy :p
Nyerguds
05-10-2004, 09:17 AM
Eh.. I said " Because I don't want to and it's my character"
i.e. I technically have final say in what my character should be... and technically wes can't intervene... free speech is a bitch
I was talking about the "and who says Drow have to be handsom?" part of your post :rolleyes:
IMO drow should be ugly :p
Desolator12
05-10-2004, 10:30 AM
yah... technically they ARE outcasts of the elven race....
I'm thinkin of a good, small, stealthy, ugly race.
Artificial Idiot
05-10-2004, 10:44 AM
Goblin's and dwaves are generally accepted as small, stealthy (well, in the goblins case) and some what ugly races :p
Shadowrun is not D&D. We don't have drow.
Ha. :p
Wesforce
05-10-2004, 12:31 PM
and technically wes can't intervene... free speech is a bitch
Technicalities... I eat 'em for breakfast with frag sauce and 'son of a slitch' nibbles.
NO D&D stuff!!!
Desolator12
05-10-2004, 02:07 PM
hmm... about how fast would you say goblins are? Dwarves are really meant for brute force, as their stocky build makes them a wee bit slow and sluggish...
I might take goblin...
Artificial Idiot
05-10-2004, 02:11 PM
Dwarves can be fast, they can be naturally faster then the average dwarf, and then chuck cyberwear onto that. Bingo, you have a fast, stealthy, dwarf!
hmm... about how fast would you say goblins are? Dwarves are really meant for brute force, as their stocky build makes them a wee bit slow and sluggish...
I might take goblin...
Dwarves don't have to be stocky. That's just an effect of them being shorter than normal. I'd imagine that given decent training, a dwarf can be as fast or faster than a normal human anyhow, given his (probably) denser muscles and less useless fat :p The only thing he might have trouble with is running long distances on proportionally shorter legs, but that's what we have vehicles for.
Nyerguds
05-10-2004, 05:54 PM
Take Kitty for example. He's a dwarf that got the nickname Cat Killer. That isn't for being slow and sluggish...
Desolator12
05-11-2004, 03:08 PM
Eh, I'm going for goblin... editing profile...
wait... don't goblins have the innate ability to conjure fire and, to safely handle it, have a resistance to fire? I think so... and I DIDN'T get that from D&D...
Ok, "Dragon" is in the rocket and ready to be launched into the RPG...
Last edit... i just though of something funny about my last line... Rocket-Propelled Goblin XD
Nyerguds
05-11-2004, 04:59 PM
dude, there's no such thing as race properties like that. And resistance to fire? They got fur :p
Desolator12
05-11-2004, 08:37 PM
Actually, there are... orks are known to be extremely strong, elves beautiful, ect...
fur? um... there are hairless goblins... and I read somewhere on the web that goblins have the innate ability to conjre fire and also have a resistance to it... we'll leave that up to Wes to decide... i DIDN'T get it from D&D
and if there isn't such a thing as "race properties", I think i'll go back to human... according to you, they're the same as any other race, so why bother changing?
Artificial Idiot
05-12-2004, 12:10 AM
Goblins can not conjure fire. If you want to do that, be a mage.
Race should be something to help build the personality and attributes of your character, NOT determine them.
For instance, orks are physically bigger than the other races, and dwarves physically shorter. This doesn't determine anything about your character - you can still have a short, smart ork if you really want - although you're verging into goblinlike realms. Races don't give you special powers.
Wesforce
05-12-2004, 04:17 PM
There were some basic attributes I outlined in the original threads, I think, bit nothing so extreme as firestarting.
Orks and Elves have night-vision as good as humans with NightVision Goggles
Trolls and Dwarves have the equivalent of Thermographic vision.
Desolator12
05-13-2004, 03:49 PM
ok, seriously this time... ready for the RPG.
and did you ever think about the MUD connector website? they have a shadowrun section, and yah, I know this isn't Shadowrunner anymore, but it is in a way...
Wesforce
05-15-2004, 11:50 AM
Oh, some clarifications CKW:
*You can still be killed by damage to the body, not just the skull. The spine for instance.
*If the 'super-regeneration' is your major, onece-in-a-chapter power, all the others will be minimal effectiveness.
*You DO lose your clothes and gear when you shapeshift. No 'nano clothes' or 'store spell' here, thank you. As a Wolf, you gebnerally wouldn't care too much about clothes anyway: They're silly, and just for the benefit of humans.
Nyerguds
05-15-2004, 12:27 PM
wewt. Congrats CKW, you got a female nudist as char :p
Artificial Idiot
05-15-2004, 12:44 PM
wewt. Congrats CKW, you got a female nudist as char :p
you expected any less? ;)
Master Chris
05-15-2004, 08:37 PM
Curses!
/Me is jealous of female nudist character. :D
Oh, some clarifications CKW:
*You can still be killed by damage to the body, not just the skull. The spine for instance.
*If the 'super-regeneration' is your major, onece-in-a-chapter power, all the others will be minimal effectiveness.
*You DO lose your clothes and gear when you shapeshift. No 'nano clothes' or 'store spell' here, thank you. As a Wolf, you gebnerally wouldn't care too much about clothes anyway: They're silly, and just for the benefit of humans.
The regeneration is pretty much like an starfish one. Except for some REALLY vital organs, like the Brain(i was thinking only the brain, not the liver, stomach, guts and that. In other words. A shot in the liver would only disable her, but she won't die because of it.), she can regenerate any other wound like if it were a scratch or deep cut. Needless to say that the wounds stop bleeding much faster than humans. But the regeneration speed isn't any faster, so it will take a ****load of time if she's stapled with a machinegun. Only silver can ignore this lack of critical points, by poisoning her, and preventing the wounds to stop bleeding.
What's wrong with the clothes storage? Nyer's char had such stuff.
The major spell is the Werewolf Battle form in wich she reaches strenght beyond metahumans, and the typical fast werewolf regeneration and speed.
About the critical places, these are Heart, Spine and Brain(not liver,guts,stomach and frontal part of the neck). Is that OK?
BTW, edited profile a bit, regarding her shapeshift appearance and age.
Nyerguds
05-17-2004, 02:33 PM
What's wrong with the clothes storage? Nyer's char had such stuff.
My char was a bit of a mage, your char is an animal. Animals don't know spells :rolleyes:
And perforated lungs or stomach can quite easily kill someone. First one means blood in the lungs, second means stomach acid all over the rest of your guts.
Desolator12
05-17-2004, 02:35 PM
Actually, I think that Jewel has Lycanthropy...
Wesforce
05-17-2004, 02:42 PM
Nyer, didn't you have 'nano-reactive clothes' or something at some point?
Anyway, having clothes that shapeshift with you is nubular, cheesy and takes away all the fun of suddenly appearing naked in public - I got the impression you'd like that, too :color1:
Desolator12
05-19-2004, 07:41 PM
Heh, if Jewel were actually part Wolf part human, this is what she MIIGHT look like... in a punkish Jap sorta way...
God I love furrys... not in THAT way though... anthropomorphic people are just cool :D
Edit, reread Nyur...
Nyerguds
05-20-2004, 10:08 AM
Deso... HELLSH NO! She's either woman or wolf.
Nyer, didn't you have 'nano-reactive clothes' or something at some point?
Meh. You never specified the advance of nano-tech at that point in the RPG... I thought it could be considered normal. Anyway, just having holes in her shirt is easier anyhow. You know, with velcro or something :p
Deso... HELLSH NO! She's either woman or wolf.
Actually she can turn in a wolfwoman hybrid monster in full moon, but then again, it wouldn't be a furry, it would be something you wouldn't let it get close.
Name: Ellie Steiner
Race: Dark Elf
Archetype: Mage apprentice
Streetname:---
Age:19
Appearance: Slim, well made dark elf female, perhaps a bit too much of curves of her age. Her stature is about the average, and she has the usual hair and eyes of the dark elves (white and red). Ellie usually wears comfortable dresses, however not too long ago she liked to dress with leather clothes like a biker.
Personality: Often unsure about herself, she shows many traces of her brother's way of living in her personality, like the enjoying the company of the well-looking members of the opposite Gender, and a joking temper. However, Ellie is more prone to depression and fear when under pressure: she's still too young to assume certain things.
Bio: Unlike Oddman, Ellie didn't take too well her parent's death. She abandoned herself in the slums, being an object woman, and seeking a somewhat ideal of beaty while staying in the laps of half of the gangers of Geneva. Fortunately for her, Oddman came in, rescued from the pathway that lead nowhere and put her into study her magic abilities so she could be a decent mage.
Magic:
Ellie has only mastered the healing magic so far, and she has began studying how to cast offensive spells.
(more coming soon)
Update on Jewel's char.
Owner: CKW
Name: Lucia Lycan(made up name).
StatusIllegal, she's a wolf.
Streetname:Jewel.
Archetype: Werewolf Shaman
Race:Shapeshifter
Age:19
Appearance: Black fur, short tail, Black deep eyes. Size of an average wolf.
(What, you wanted metahuman aspect? OK, then)
Metahuman form:An really pretty woman with black deep eyes, raven hair, of average stature.She dresses with what she has at hand, so it can vary from Goth, Detective, to slut. However, she does have a preference for as less clothes as possible. She only seems to tolerate organic materials like wool, silk, leather and cotton.She dresses to look enough human, or metahuman. Her most common gear is an armless leather jacket, with a cotton tanktop (no bra), REALLY short trousers (think of tomb raider), and boots.
Personality:She is wolf first. Human second. She tends to think like an animal, moving by instinct. She likes to eat when she's hungry, and sleep when she's tired. Money means nothing to her, but she needs it in order to get some food. She can get to attack and eat meta-humans when in dire need, but this doesn't happen as long as you can keep her hunger satisfied.
She values leadership and territory, and follows what her wolf guide spirit has to say more than other shamans (as she's a wolf too!). Due to her animal nature, she's a bit naive in some fields.
Update: Due to recent events, Jewel prefers to avoid feeding on meta-humans, because it's too troublesome. Too many people who want to take revenge. That made both Jewel and his spirit search for the soy-food. Less troublesome, but less tasty too. Still, nothing like fresh meat. And in a few handful ocassions, jewel would still eat metahumans.
She also is starting to value the money as a mean to obtain other things, like food and home, and now is willing to take some shadowruns. In no ocassion she would attempt to attack her buddies (she is loyal to the team).
Background:
One of the rare werewolf shapeshifters, Lucia has made her way to the alien city for survival, since her home forest was chopped down. She firstly sought revenge, but after finding shamanistic guilds, she has somehow understood that humans have such silly attitudes most of the time, and that only a few, like the shamans, can see the truth.
Update:However, in recent events, Jewel is realising that although silly, metahumans are not dumb.
Gear/Weapons: Its gear usually varies, but she always carries a vidphone and a credstick. Of course, she follows the Wolf totem.
Magic:
Her animal nature has allowed Jewel to perform a more closely link to nature, and her shamanism it's on the border line of druidic magic.
Update: Due to the lack of natural elements on the city, her spirit guide has focused more on her shamanism part.
Astral perception: Pretty Obvious.
Shapeshift: Jewel can shift into a female human as desire, form is always the same. Clothes don't adapt the shift- she returns to human form naked.
Werewolf Battle form: Once in a month, when full moon reaches, Jewel is able to shift into a towering beast hybrid between wolf an man. Its strenght is considerably multiplied, so does her speed, to the point of ripping orks bare handed with the claws. However, her bloodlust rises, and she loses all abilities to cast other spells.
Regeneration: Channeling with her werewolf spirit, Jewel has won a considerable regeneration process, that has lessened the vital points to merely the skull, spine and heart. Any other point can heal over time.
Lighning Sparks: Jewel can command the lighting very well, and she often uses it as long range basic weapon.
(Update)Enhaced Strength:Jewel has the equivalent strenght of an ork. However, she has earned it recently, and it's clumsy with it.
Skills:
As stated, Jewel can act and attack like a wolf and when human she can comunicate with metahumans, having heightened senses and strenght aswell. In addition, in her human form, she can cast lightning spells. Regeneration is passive, it works in both forms.
She also can understand animals better than humans.
Weaknesses
As Jewel is a wolf, she doesn't fully understand the human world, and is prone to trouble people.
Werewolves always HATE silver. It stops its regeneration, and kills them.
In full moon, Jewel's character goes more wild and primal, even if she's not in werewolf form.
Jewel doesn't fully controls her newfound phisical strength.
Accommodation: Rat infested hut. Rats are good when you have nothing else.
(update) According to her new more convincent disguise, with some money, courtesy of deceased Oddman, she has acquired a bed, swapping it for the coach,a kitchen and a bathroom with a shower.
Cyberware:Null
Associates: Jewel hasn't many associates, since her strange ability. Everyone has heard of her. But no one's her friend.
Update:
Lion Garou: In other words. A weirdo. He's a male werewolf, but acts and behaves like a grunt. His skill with guns and his werewolf nature makes him a funny, yet dangerous fella... that worries about the species... He's from Lyon
Charles "Patch" CopperWaters: A kind hearted human street medic. he was rumoured to be on the army. A brilliant promise, but recently thrown on the slums because his BTL addiction that recently got over.
Personal Quote: "I like you. You smell funny!
Edit: I will be off till August, see ya!
Desolator12
07-18-2004, 08:53 PM
Owner: Desolator12
Name: Irving Draknevov
Streetname: Dragon
Archetype: Assassin/Bartender
Race: Goblin
Age: 23
Appearance: Having lost a leg battling Metal Gear Johnson, Dragon now has a cybernetic leg. Also has a few more battle scars.
Personality: Irving has re-gained some of his lost sanity, and no longer senselessly murders others in the backalleys of the slums.
Background: After seeing his parents, and believing that the assassin was dead, Irving slowed down his Assassin job. He works part-time at the local pub, but does from time to time accept assassin jobs.
Gear/Weapons:
-'Dragons Claws'
-Sword Shocker
-Modified Pistol (pieces of dragon claw-like blades addorn the sides and top, for melee
-Potent Alchoholic Beverage: Dragon's own mix of various narcotic substances and alcoholic liquids. Is extremely flamable and extremely powerful.
Magic: None
Accommodation: Same Ol' Apartment in the Slums, with a little more security added
Cyberware: Robotic Left Leg
Associates: Durag the Weaponsmith, Feld the Bar Owner
Personal Quote: If it's not strong, it's not good.
I guess that... since their meeting was fairly brief... Jewel doesn't consider Dragon an associate or aquaintance... but she would recognize Dragon and not try to snack on him, wouldn't she?
Updated profile for Bonnie & Clyde.
(Updates in Blue Hair Blue)
Name(s) : “Bonnie” Hanrahan, “Clyde” Hanrahan
Streetname(s) : Bonnie and Clyde
Archetype(s) : Tech-specialist / Mercenary
Race(s) : Goblin Male / Goblin Male
Age(s) : Mid-twenties (goblins are notoriously difficult to age)
Appearances(s) : Clyde is a blue-skinned Goblinoid, approximately 4 feet tall, and a goblin of average build. His brother, Bonnie, is slightly shorter at 3”10”, and physically slightly weaker as well, although his has similar skin pigment. Clyde is normally dressed in standardised work overalls, over a black t-shirt, with goggles pulled up over his head – these have built in glare-suppression and night vision, as well as protecting his eyes physically when worn. Bonnie is attired the same way, although his goggles have many more scratch marks on them than those of his brother. Both of the Hanrahans have red hair, and are generally clean shaven (when have you ever seen a goblin with a beard?)
Background : The Hanrahan twins were born and brought up on the rough streets of Geneva, second generation goblins and members of the lower social class of the time. Both suffered at the hands of their peers, and it was only their comradeship that held them together – combined with Bonnie’s natural skill with machinery and Clyde’s leadership of the duo and fighting spirit – until, at last, they made their big break as shadowrunners. Although they’re both goblins – and come attached to the usual racial stigmas and physical weakness, they have one major advantage which makes them essential to the team ; they have a huge gun, and know how to use it.
How they came upon their unique weapon is somewhat of a mystery – it appears to have once been a prototype AET battle laser, although it’s now so customised and altered by Bonnie’s able hands that it barely resembles the original article. (Neither of the pair will admit as to this being the base for their weapon, however.)
The laser, so large and clunky that it requires both goblins to use effectively, is carried in battle in a position slung under Clyde’s left arm and fired via a lever on top with his other hand. Bonnie wears a large backpack containing the batteries that power the device, repairs it if necessary to the best of his ability, and generally stays as far away from the action as possible (despite the fact that, when in use, Clyde’s weapon is connected by several large power cables to him). The laser is capable of melting plastic-based armours, severely damaging metal ones, literally cooking flesh, and on one occasion, when fired on full power (a very rare occurrence due to the inherent dangers of using it like this), has been seen to literally rip through the armour of an armoured rent-a-cop van, and out the other side.
Personality : Both of the Hanrahan brothers are reasonably quiet normally, with Clyde being the more forgoing twin and making the pay negotiations and generally dealing with the outside world. Bonnie is far more obsessed with machinery, and, while a reasonably fluent talker, would rather be murmouring lovingly to his chugging devices than talking to another runner. In combat, however, the two goblins have been known to whip each other up into a frenzy of destruction and general rude name calling.
The Hanrahans also have a facet to their personalities that many other characters will not know about – they are keen followers of the goblin resistance movement, and generally quite anti-corporation (although their profession inevitably involves them working for the corps, they tend to cause as much collateral damage as they can get away with).
While sucessfully stopping the MGJ ritual, Bonnie and Clyde developed a deep emnity with Krazny, another runner and staunch anti-metahuman. After taking a shot at him with their laser, only to be foiled by a faulty power relay, both goblins are on their guard for a reprisal from the Russian, and ready to have another go, should the situation require it.
After having accidentally destroyed Dragon's leg, and not having seen the assassin since the last run, the pair are unsure about how their fellow goblin will react.
Virtues :
Loyalty : Both of the Hanrahan brothers will stop at nothing to defend the other – their careers pretty much depend on each other.
Tech Adept (Bonnie only) : Bonnie has since a young age been obsessed with machines, allowing him to make quick field repairs to machinery and weapons, as long as it isn’t incredibly complex.
Weapon Specialisation : Lasers : Both Bonnie and Clyde are able to operate laser-based weaponry to high efficiency.
Small size : Both the brothers are smaller than average targets – although this may not help when they open up with their own weapon.
Flaws :
Physically Weak – both goblins are, well, goblins
Obvious Target – Once they open up with their gun, it’s pretty much going to be the number one priority for anyone fighting back.
Goblins – as goblins, the brothers are likely to be treated with less respect than other characters.
Magic : None
Transport / Accomodation : A nondescript truck with no mounted weapons, and little armour plating. This is converted to allow both of the goblins to live in, and also to conceal any illegal weaponry such as their laser. This can only transport a maximum of three other characters (due to the amount of stuff the goblins keep inside it), and cannot be driven by anyone who is over 4 and a half feet tall (as the controls are modified to allow the goblins to reach the pedals).
Gear :
Modified AET Prototype Battle Laser- During the course of their last run, Bonnie and Clyde took out a tilt-wing aircraft and assisted in the destruction of the cyborg-vampire-rentacop Metal Gear Johnson, as well as initiating a feud between themselves and anti-metahuman runner Krazny after taking a shot at him with their laser. This has exposed several flaws with the weapon - namely a faulty power circuit and insufficient targeting capacity at long range - in the week between runs, Bonnie has worked to ammend these, improving the accuracy of the targeting laser, reworking the power system for the laser, and adding auto-stabilisers, scavenged from a wrecked monocycle, to the weapon, allowing Clyde to aim it more sucessfully.
Rigger and Cyber Jacks (Bonnie) – this allows Bonnie to interface with the matrix and his vehicle, BUT not in a way comparable to a dedicated rigger or decker.
Standard IWS manufactured pistols (for when it’s too conspicuous to be lugging around their main weapon)
Backpacks : these are worn by both gobbos when on a run, and allow the Laser to be carried in one, and a large amount of power cells in the other.
Clothing
Glare Supression and Night-Vision goggles.
Small matrix-capable computer.
Cyberwear
Cyber-enhanced left arm (Clyde) – this serves to lock Clyde’s arm in a position to support the laser, NOT enhance his strength.
Cyber-enhanced leg ligaments (Clyde)- allow Clyde's legs to support the laser.
Right Cybereye (Clyde) - replacement for a wound, night-vision and "binocular" functionality. Coloured white.
Legality : Both of the goblins are, suprisingly, equipped with Identification that proves they are employees of IWS - this, however, is a couple of years out of date, and won't stand up to anything more than a spot check by someone who doesn't know much about the corporation. This pretty much covers anything minor with the police forces as well.
After the tilt-wing incident, Daisaka forces are aware that there's a pair of diminutive metahumans (probably either goblins, dwarves, or leprechauns), armed with a laser in Geneva, and have issued what little information that could be retrieved from the tilt-wing's wreckage to their rent-a-cops on the street, determined to extract revenge.
Acquaintances :
Paul-Henri LePen : French-born and a heavy drinker, Paul is the foremost underworld expert on lasers in Geneva. Paul is an elf, but not a particularly good example of one, being more interested in vodka and machinery than wine and magic.
"Tank" Bonekurk : Large, armoured Ork runner. Vaguely friendly with the Hanrahans for unknown reasons. For more details, see http://www.freewebs.com/cnc2swscree...s/ch1/tank.html
“Fingers”: A goblin friend of Bonnie and Clyde, officially a minor clerk at the Aztechnology Pyramid in Geneva, but considering stealing something important, and selling it to the highest bidder, before running away to somewhere where whoever the ‘techs send after him can’t find him.
“Honest” Jon Fullman : Goblin café owner, and retired street-scum. Reasonably, although rusty combat skills, and strangely is also a fairly good cook. Has some contacts in various goblin revolutionary groups.#
The Lieman Twins - Little is known about these enigmatic, rainbow-haired figures, apart from that they're young women, and somehow involved with the big guys who run Geneva's underworld. They've hired Bonnie and Clyde for a job or two in the past, probably because they know that twins can get the job done far better than two unrelated runners, and currently owe the other pair a favour.
Jules "Bossman" Cordaton - A heavy-set dwarf/ork hybrid and head of the Undertakers, a loose organisation of runners that basically take outsourced murders from corporations and deal with them. An old friend of the Hanrahans, although no longer due to a dispute over collateral damage caused on a run. Both Bonnie and Clyde also think the undertakers are becoming too much like a mini-corporation, which runs against their ideals.
X-lvver-X : online associate of Bonnie. Believed to be a teenage girl in the UCAS, probably much older and more male.
Bobbie "Nuyen" : Hardcore BTL junkie, samurai sword obsessive, and occasional support runner for the Hanrahans. Despite being an elf, "Nuyen" is lethal in dirty close-quarter fighting, and a useful backup for the long-range firepower of the goblins.
VO: I'll probably update this a bit more, but I need to have an idea if Nyer's doing anything with Bunny so I don't steal his thunder. :)
LeFire
07-19-2004, 11:02 PM
Character Owner: LeFire
Name: Lendon Lei
Street name: Shatter
Archetype: Merc (Spellbreaker)
Race: Human
Age: 23
Appearance:
Shatter gives the impression of a young man, but has a look far beyond his years in his eyes. He typically stands in a manner that appears tense and alert, with an expression of guarded interest in other people. Usually dressed in blue, he favours long-sleeved military jackets worn over a semi-concealed armoured vest. A closer look reveals boots of MUNDI standard issue worn with robust utility pants. Shatter has blue-tinted hair, dyed in memory of the MUNDI colours that he used to wear.
Personality:
Shatter has a love-hate relationship with MUNDI for personal reasons (see Background). His guarded and quiet personality has resulted both from years of indoctrination during his training and from the secret fear of betrayal. It takes a lot for him to learn to trust someone.
Background:
Lendon was once part of the MUNDI Special Forces, recruited as a NPCS (Non-Physical Countermeasures Specialist), otherwise known as a Combat Mage. However, unknown to him, there was an abnormally high level of magic resistance innate in the young man. Magic resistance was present in every human being, much in the same way that any object has mass. However, in Lendon's case, it had been magnified many times. Initally, his resistance to magic was deemed as low talent and he was nearly drummed out of service. However, superiors soon noticed that his counterspelling ability was far superior to any of his peers.
Interested in the phenomena, similiar magic-resistant people were recruited into the ranks of the MUNDI Special Forces... thus forming the so-called Spellbreakers. These mages trained only in the arts of counter-magic, and are totally unable to cast any form of offensive or defensive spells. They were planned to function as less well-armed MUNDI SF, while still being able support their team Combat Mages by countering offensive spells fired at themselves and their teams.
Unfortunately, MUNDI had to cut costs and the Spellbreaker program was eliminated, with Shatter was cast out into the streets with only the clothes on his back. A veteran quartermaster took pity on the young man and with some hashing of official records, secretly provided the young man with three essential tools to survive in the new world of shadowrunning. His personal Spellbreaker sword, an advanced prototype forearm gun, and his MUNDI SF full battle armour.
But other than that, Shatter was on his own.
Skills:
Weapons: Spellbreakers are skilled with ONLY two weapons, their Spellbreaker blades and Forearm guns. Unlike normal MUNDI SF, they are untrained in other weapons and have only basic knowledge of explosives. Shatter is no different.
Flaws:
Mage distrust: Spell casters (mages and shamans) do not trust Spellbreakers for obvious reasons. Shatter might find them being less than cordial towards him if they find out his abilities.
Magic:
Strictly Counterspells ONLY
Currently known spells (upgradable)
Basic spell: Spell Break (harmlessly dissipates a spell of caster's choosing)
Upgraded Basic spell: Spell Redirection (allows Shatter to absorb/store a spell using Neutraliser and cast it (once) on another occasion.)
Power spell: Spell Silence (prevents all spells cast in area from working for approximately 5 minutes. Does nothing to any spells already active.)
Upgraded Power spell: Spell Crash (causes an uncontrollable collapse of a spellcaster's mana when a spell is cast, resulting in severe mental pain/shock to the caster. Damage is influenced by the power of the crashed spell).
*Special: Shatter's counterspells have a GM-modified chance to fail, in order to allow GM-decided magical attacks/events to take place.
Gear / Weapons:
Spellbreaker Sword
In low-level Spellbreakers like Shatter, the art of spell breaking requires a "focus-point" in contact with the caster's skin. If contact is made with the manifestation of the spell with this "focus-point", spell breaking is greatly facilitated. The Spellbreaker Sword is a non-magical, high-quality blade with a nano-machined edge made in Imperial Japan. A drop of the caster's blood is mixed into the metal used to make the blade, forming a magical link to the body of the Spellbreaker via the hilt of the sword.
Forearm Gun
Forearm guns are experimental models designed specifically for MUNDI Spellbreakers. As a (low-level) Spellbreaker in combat without his sword in hand is highly ineffective, and pistols were ineffectual against most body armour, Forearm guns were initally created as one-handed submachine guns strapped to the left forearm.
Shatter owns the last and latest model off the line, the FG-18. Strapped inconspiciously to the left forearm, the combat black weapon is fired via a simple neural smartlink. A conventional drop-down trigger is provided in case of smartlink jammers being employed, at the cost of slower reaction time. Twin barrels form up the business end of the weapon. One is fitted with a silencer and is capable of semi-automatic fire of low-powered rounds. The other has a much higher fire rate and harder-hitting bullets, but is extremely noisy. Both barrels can be fired together in an emergency. The FG-18 is fed by high-capacity box magazines loaded behind the left elbow.
With a neural command, the FG-18 can extend a fan-shaped array of deflective metal plates from the side of the weapon, forming a small bullet-deflective shield mounted on the Spellbreaker's forearm. Note that the weapon can still be fired in this configuration.
*Also note that Shatter's left sleeve of his military jacket is extensively zippered to allow his forearm gun to eject cases/be reloaded.
MUNDI SF Full Battle Armour
Standard issue jet-black modern plate armour designed to be worn by MUNDI SF personnel. Non-powered, but light enough for the wearer to move normally in combat. Wearing it is extremely obvious, and would immediately mark Shatter as an ex-MUNDI SF, effectively giving away his past identity to everyone. Besides, the armour was illegally acquired by his quartermaster and would raise ugly questions with any (non-corrupt) MUNDI personnel.
Repaired and ready for action after the nasty fight with MGJ.
Vehicle
3-wheeled UrbanKar, a cheap "peoples' car" manufactured by low-cost orc labour.
Accomodation: Low-class slums
Cyberwear: Simple neural smartlink for forearm gun.
Associates:
Master Sergeant Lee
The quartermaster that provided Shatter with his equipment.
Legality:
Officially laid off from MUNDI, although the organisation still owes him severance pay (and conveniently buries it under red tape). Currently legal. However, if seen in his MUNDI SF Full Battle Armour, would be wanted on charges of theft.
Hijack Permission:
GM - All
Other players - All except use of Power Spell. I should be able to bring him back on track from most situations you guys get him into.
Artificial Idiot
07-23-2004, 02:39 PM
Character Owner: Le Idiote of Artificial Nature!
Name: Jessebelle Beaudoin
Street Name: Southern Belle (or just Belle)
Archetype: Demotions Expert/Hired Gun
Race: Elf
Age: 21
Apperance: Belle, like most elves, looks youthful, you'd think she was still in her late teens. And even if she didn't, the mischevous sparkle that is always in her eyes would make you believe she was. It's difficult to tell her figure, as most of it is lost in her clothing. But it's blindingly obvious she is very well off in the chest department. She generally stands tall and proud, with a tanned complexion, afterall she is from the CAS. She generally has a satisfied grin on her face, as if lifes one giant rodeo.
She has blonde hair that rolls past her shoulders, from which her slender, pointy ears poke out, bright, sparkling blue eyes and usually has a small amount of make up on, consisting of lip-stick, eye shadow, etc.
As for dress, she doesn't really do practical. She wears a denim skirt that stops just below her knees, brown leather jacket, white shirt, leather belt (with dettachable holsters), high heeled, knee high boots (with spurs) and the traditional cowboy/girl hat.
Personality: No two ways about it, Belle is unstable. Not as in, "you don't know what she's going to do next", unstable, but more of a "you know what she does next is going to be destructive" unstable. Even without a gun or explosives, Belle has such a wild and uncaring attitude that you really either love her, or you hate her. Belle misses the CAS, and likes most things to do with it. She also likes action, and this reflects in her taste in most things. It's also worth mentioning that nobody, but nobody, touches her hat but her. Nobody.
Belle has a thing for Goblins, Especially the furry ones, But she hates Orks and Trolls, especially ones that have been educated. Which in her eyes, is a waste of time and money. She has a good relationship with humans and dwaves though.
Nobody is sure why Belle left her ranch in the CAS, and why she is working as a runner. However the most likely motivation is that she is in it for the excitment of it the money isn't bad either. The sheer thrill of mowing down gangers with her gun isn't an easy tempation to resist. However, she has claustrophobic and will break down completely in confined places.
Background: Belle was brought up on a meta-cattle ranch in the heart of Texas, when she wasn't lazing about sun bathing, she was doing several chores around the ranch. Milking the cows, shooting practice, cleaning out the bull pen (which, due to sibling rivalry, often ended with her having a face full of bull dung) and generally everything a child needs to stay fit and healthy (at least, according to her father). Not to mention the general cooking, cleaning, ironing, etc duties every woman is expected to preform. And also a keen interest in explosives, but that was more of a hobby.
She also developed her distaste for Trolls and Orks on the ranch. Where they were generally used as slaves. Told what to do, given a taste of the cattle prod or the leather if they didn't do it and then sent back to their small, cramped, standing room only rooms. Nothing was thought about the children taunting these creatures, and grown men often put out their illegal cigars on their back and branded them for fun.
She learned everything she knew on the ranch, including her shooting skills. Started with shooting cans and barn doors when she was eight and then later shooting raging bulls from the small ranch buggies and mono-bikes. Even though she could mud wrestle with a wild boar and lasso in a full grown bull, guns were still her love. She stayed on the ranch until she was sixteen, when she left for undisclosed reasons. Although, it's believed to have something to do with that home made explosive she left under her brothers bed. Her father sent her away with his blessing, and would probably still be on good terms with everybody if she went back. She forged herself as a self-styled demolitions expert and hired gun. Although, her often unstable style enough to put even the most insane employeers off giving her a job twice.
When she had enough money, she decided to travel to Europe for the international steer roping contest in Geneva. She'd also heard European men were very, very sexy.
Realising she didn't have enough money to actually get back to Texas, she decided to find work around Geneva. Eventually she decided she liked it, and decided to stay on... as an illegal resident, of course ;)
Legality: She's legal in Texas, if that counts...
Magic: None.
Gear/Weapons:
Kevlar lined skirt and jacket.
Wristphone.
Two ornate pistols, with false ivory handle, in full working order.
Smith and Wesson "BullHorn56" shotgun: Smartlinked.
Chewing Tabaco
Backpack full of explostions (Should be noted that she doesn't use plastic explosives. She only opts for the old fashoned approach such as TNT and Nitro (and yes, she does carry it rather recklessly)
Transport: GM "Billy Joe" 23030 Monobike
Cyberwear:
Cyber eyes (When manual aim is requried. Also has thermo-vison and glare compensastion built in)
Smartlink
Wired Reflexes: (Good for other things too J_t)
Accomodation: A simple appartment in a moderatly decent part of Geneva (meaning she only gets her windows smashed once a week, as opposed to once a day). It has a kitchen, bathroom, living room and bed room and has a few momentos from the CAS (like the stuffed bull's head that hangs over the 3DTV). Also part of the furniture is a small Aztlan Goblin, who generally keeps himself out of the way (asleep in a corner or in bed) during the day.
Associates:
Jose Del Goblinos - A small goblin from Aztlan, he spends most of his day asleep in Belle's appartment under his gigantic sombrero. Rumour has it he doesn't get any sleep at night, so he makes up for it in the day.
Quote: YEEEEHAW! Smoked that grudd darned fragger like a pig on a spit!
KrasnyOktyabr
07-23-2004, 08:19 PM
Character Owner: KrasnyOktyabr
Name: Nikita Milashek Oktyabr
Street Name: Krasny
Archetype: Contract Killer
Race: Human
Age: 31
Appearance: Nikita looks old for his age, appearing 40 years or so but only having been around for 31. But then the military does that to a man. His aged appearance coupled with his deep brown eyes, dark brown hair shaved close to the skin, a scar on his chin (from slipping on ice, but he doesn’t tell the story that way), a rigid facial structure, and impressive stature (Nikita stands at around 6’3” ) give him a naturally aggressive look. But then for him that is a good thing, and his attire is only an attempt at enhancing this image. His black combat boots are shined daily, in an almost compulsive and ritualistic manner. Above those sit a worn pair of black “wrinkle-free” (yeah… right) trousers. Hanging loose above the pants, a light gray dress shirt with a silver cigarette case in the breast pocket. Hiding most of the afore mention articles of clothing is an old style brown Soviet trench coat with a myriad of hidden pockets. To top it off a badge-less black beret covers the stubs of Nikita’s shaved head and brown leather gloves coat his hands.
After recent engagments, that few outside of the events know of, Nikita is no longer able to run for extended periods of time. He suffered severe woulds, having been shot, beaten, and plainly just kicked around. His clothes also look a little more scruffed up, but his boots are still clean.
Personality: Nikita’s personality holds many sides, and what side you see depends on who you are. Towards most, this including his clientele, Nikita appears cold and distant; unreachable. He does all in his power to appear more physically threatening than he is; he considers it to be part of his job. To the others though, to his “divine” friends, he reveals his true self. Nikita is for the most part a calm and rational person, with a love of history and politics. Often he is able to talk circles around others. Even to those closest to him though, he still covers up his past and his hatred. He has a sense of nationalism, something missing from many in this corporate world, and it deeply hurts him to hear people criticize Russia. Of course, he would never show it. He doesn’t care much for the advanced technology available to him, but grudgingly uses what he sees as a must to get around in this world. As previously mentioned Nikita knows he has only average physical ability and tries to make up for that in looks. Overall that has worked well, but it has also landed him into some pretty rough spots. He has an over-all disdain for non-humans, and though he makes a strong attempt to not to let it get around he relishes in taking down Elves.
Nikita tends to watch his back a little more, and likes to avoid lazers.
Background: Born in Krylatskoe, a suburb of Moscow, Nikita was surrounded by his countries culture from the start. On the whole it had survived the fires and shootings of the EuroWars, and provided a suitable place for the young lad. The schools taught him math and reading, his parents taught him to value life, his job at the mill taught him hard work. As he grew older though, Moscow seemed confined and yet overpopulated. The boy urged for something more. In a decision he would never regret Nikita, a strapping fellow of 18, joined the Red Army. Assigned as a guard to a prison camp outside of Irkutsk the boy became a man. There he first set eyes on Orks, nasty creatures they are. There he further developed his propaganda driven hatred for all non-humans. Before Irkutsk Nikita had never seen a Meta up close, now he had, and loathed them even more. At Irkutsk he also became aware of how little life meant outside of his old community, that it could end at another’s whim. This amused him. After serving for 8 years at the camp, Nikita now tired and once again disenchanted, faked his death. How he managed it he still doesn’t understand. It was a foolish and reckless scheme, transferring his identity to a specially prepared prisoner, but it did work. With that settled, and with no identity, he knew he had to leave his beloved Russia. Nikita headed westward for Geneva, deciding to make a new life. Though determined to live “legal,” he began to despise the world outside of Russia and the thoughts of camp caught up to him. He ached for the control, though not a sadist he did feel that power over others lives brought him a sense of joy. Distrusting of many around him, Nikita set up his own shop as a contract killer. Nikita found the job easy enough both physically and mentally. Explosives became his specialty, though initially he found just enough jobs to keep from starving. But then things change…
Legality: In the eyes of the law Nikita Milashek Oktyabr suffered from blunt force trauma to the skull and froze to death on a cold Siberian night. In reality Nikita is very much alive and gets around using forged ID’s and the knowledge of security systems he gained as a guard at the Irkutsk camp.
Weapons/Gear:
Beretta 92F light pistol with four spare clips.
AK97 AR with folding stock, 6x IR scope, and 2 spare clips.
The afore mentioned Soviet trench coat, with a light armour lining.
A small assortment of home made light explosive sticky charges, used only for business.
A pad of paper.
A large silver pen, a gift from his father.
A small screwdriver/pliers set.
A 1980’s Soviet-issue pocket watch.
A “silver” cigar case filled with Geneva’s cheapest.
An old style metal lighter.
A “silver” flask full of vodka.
Mints.
Transportation: An old rusted-out Rover pickup. Green/Bondo exterior, black/gray torn up interior, it seats three but the passenger side has a spring tearing through the seat. The old Rover is far from pretty but it runs, most of the time…
When on the job though, Nikita prefers walking.
Magic: None.
Accommodations: Nikita lives in a lower-middle class area, housed in an apartment complex, renting out a studio type setup. One room, a bathroom, no windows, it is all he really needs. Trying to avoid others in the complex he is not well known (or liked) by his neighbors. His apartment houses a bed, cooking facilities, an old desk/chair set, and a 3DTV. Quite sparse in setup and decoration, his living quarters are based almost completely on functionality. There are few decorations. A plant sits next to the 3DTV and a few paintings line his walls to remind him of Russia.
Cyberware:
A Datajack is used in combination with a Smartgun Link to his AK and Beretta, and Nikita has recently acquired Hand Razors that he is slowly adjusting to.
Associates:
Ivancha “Kaleka” Vladek: The only other actual Russian that Nikita personally knows is a short, thin, often sickly looking man in his mid 30’s. This man is his best friend Ivancha. Although he is often referred to as Kaleka, or dirt, because of his scruffy appearance he is almost compulsively organized. Everything in this world has a place to him. Often times Ivancha is able to find personal information for Nikita on “contracts” but refuses to go any further into the underworld than that, though in the end that is all Nikita wants him to do, as his compulsiveness would get him killed.
Josef Katleth: The owner of a small automotive parts shop, Josef Katleth frequently comes in contact with Nikita when the Russian needs parts for his Rover… or his AK.
Natalia: A Ukrainian national living in Geneva Natalia takes a shine to Nikita, though he tries not to notice. All he really wants is the information she can get him through her use of The Matrix.
Glenn: Nikita knows little of Glenn, he isn’t even sure if that is the bald suits name, but he does know that when Glenn comes around he will have work. Glenn is Nikita’s biggest, and highest paying, employer. This man maintains a disturbing shadow around him
Wesforce
08-08-2004, 12:04 PM
Character pwner: Wesforce
Name: Legally changed from Helena Quantrill-Adams to Psi-Adams
Street Name: Psi-Adams
Archetype: Psyker
Race: Human
Age: 25
Appearance: A short woman with a figure slightly on the pudgy side despite all her dieting. She dresses simply: One piece white suits with high collars are the order of the day. Her hair is worn in a ponytail with bangs running down either side of her soft, cutesy round face. Hair is bleachde white, and her eyes have been cosmetically altered to make her appearance albino-like.
Personality: Psi-Adams, as her assumed name suggests, considers herself a 'Psyker': Someone able to use the power of her mind to mnipulate matter. In reality, she is a Mage. Her childhood was firmly rooted in the scientific and unimaginative however, and she never really quite understood that some things could not be explained in purely scientific terms (or at least, that scientific knowledge hadn't hadn;t caught up yet). When her magical ability became known, she deduced that she and she alone knew the truth about magic: That it is an ability of the evolved human mind, and that 'magic' was a term posed by lazy media hacks to label something they didn't understand. In Psi-Adams' mind, Metahumans and awakened animals are simply mutants caused by the long term exposure of humans to pollutants, and spirits are what she likes to call 'psycho-kinetic manifestations of human will'. She is not racist as such, but is oft-misunderstood as one, though she protests her innocence.
She is continually frustrated that no-one seems to 'see the truth' as she does, and has distanced herself from humanity as a whole - Like the way she wears her 'pure' white clothing, refers to herself as 'evolved' and others as 'unevolved'. She has turned to the shadows for several reasons: Proving that 'The Evolved' can do the job better than others, and to gain money and convince others of her cause chief among them.
In reality she is naive and inexperienced, and will probaby get a rude awakening.
Background: Raised from a well-to-do GM family in Toronto, Helena Quantrill-Adams was a top student at Leipzig University, when her magical powers manifested. Confused and in denial, she managed to train herself as a 'Psyker', using basic force-manipulation spells, and cut herself off from her parents. Since then she has set up Matrix sites, trying to promote 'psykerism' and making frequent rants about 'the fool's paradise of magic' and 'the idiots who believe in it'. Her sites have foundered, and she has been expelled from university, but Helena has made a few friends recently, and thinks she knows a way to get some cred for the cause...
Legality: Legal personality, but not licenced to use magic in public (getting a licence would be easy enough but she 'doesn't use magic')
Spells:
Force Bolt
Poweball (area efect, power spell)
Basic Levitation
Gear:
Form-fitting body armour (but not body-enhancing)
White all-in-one 'Star Trek bad guy' type suit
Leather trenchcoat
Other clothes, not worn much
IWS 'Midwinter' Machinepistol (30 round magazine, small calibre, laser sighted, bullpup config)
Triumph 'Unicorn' 500 Monocycle, White
Small bedsit outside the Volkestadt Slums
Contacts
1)Classified
2)Street Doc: Dr Thibault Martinez
3)Half a dozen followers worldwide
(you requested this, wes)
Character Owner:CKW
Real Name:Lion Garou
Street Name: Buster
Archetype: Detective.
Race: Wolf Shapeshifter.
Age: 29
Appearance: In human form, Buster is a good example of a human. Fit, stocky, slim and of average height, his frame denotes he's been trained to kill and bleed and that he has lived hard times. His rather unshaved faced, along with a Greek nose and blue eyes make him handsome, in some exotic way. His white hair, with gray-coffee tone helps into that. Unlike many others of his species, Garou seems to care a bit about clothing, and it's frequent to see him with jeans, boots, t-shirt, and either a black leather jacket. As a reminiscence of his grunt era, he also wears a red bandana.
In Wolf form, he's a white wolf.
Personality: Deeply affected by his life experience, Garou seems to look more human than most of his comrades, eventually showing concepts wich are frequent on humans like optimism and jokes. However, when the need arises, his instincts may overcome the nice emotional make up, and reveal himself as a predator. He's also fond on alcohol, and likes the taste of it.
Biography: Most shapes hate humans. However, it was only by human intervention the way Garou survived towards these days. Once mistook as a puppy wolf abandoned to his luck in Siberia, he was addopted by a humble family, until they found out his true nature. Things were painted black for him, but once again, in the form of a MUNDI secret project to tame shapeshifters as shock troopers, he saved his life. And so, under the sight of militar leaders and scientists he began his training in both forms. Needless to say, the project ended in a failure: Only Buster seemed to be capable of reasoning by human standards. And as such, the project was abandoned, and the specimens killed, with the exception of Garou, wich convinced their killers he could behave. Since then, Garou uses his unique skills to work as a paranormal detective... and also to find the whereabouts of the ones like him.
Legality: Completely Illegal.
Magic: Garou has some inherent paranormal magic abilities, like others of his species
Shapeshift: From man to wolf, from wolf to man.
Regeneration: He can heal any wound and broken limb,like if it were a cut, with the exception of the ones on heart, brain and spine. Those points are critical. His regeneration also prevents him from spilling excessive blood.
Werewolf Battle Form: Happens only in full moon, and he allows him to turn in a towering hybrid beast, multiplying all his other skills, except handling weapons. It also makes him prone to bloodlust.
Skills: Garou is skilled in one thing, basically. Combat. He has a pretty good handle of automatic weapons, and adding his innate strenght, regeneration and heightened senses, he is a person who most people won't want to come across with him in a bad day.
Skill with automatic weapons
Enhaced Strenght: Equivalent of a troll.
Enhaced Senses.
Astral overlay: As a werewolf, he can choose to see the astral plane as an overlay of the material plane. This ability can be switched on and off at will.
Weaknesses
Bloodlust: He likes to kill,and the smell of blood.
Berseker: Sometimes he falls into his bloodlust, acting really primal and attacking both friendlies and foes.
Silver: Now this one's rather obvious.
Gear
Heavy Pistol
Wristphone
Credstick
Body Armor( he has regeneration, but it still hurts when shot!)
NeedleGun: A gas feeded hybrid of a rifle and a crossbow. Very effective when inmobilizing people with regeneration.
Associates:
Lion is relatively a newcomer in Geneva, and as such, has few contacts.
Mr Reed: Many people has asked to get the number of this guy. Few actually have it. And no one knows anything about him in real life. But one thing is sure.He has lots and lots of quality info to sell, for the right price, wich usually is high.He's believed to be inside MUNDI
"Patch" Copperwaters: Once a promising field medic, clashed with justice, and now is beginning to retake his life from zero. He is very skilled with the scalpel... and almost like that with the knife and the pistol. He knows both Jewel and Buster secret.
Lazy_bastard: A novice decker in appearance, nonetheless fairly lethal when pissed off or fueled with cash. He's quite experienced... and lazy.
Tusk:Little is known about this mercenary yet well spoken troll, except of his all street-wise past wich insist into telling wether people is interested or not. Buster sometimes fights side with him. Other times he just asks about the trogg movements in the neightboorhood.
Cherry Williams: The still very charming elf ex-stripper who owns the "ChickzforCreditz" business, in direct competition with the "Pizza Slut". She seems to know a lot of recent gossip. She befriended Garou after hiring him to exterminate a devil rat plague.
Blue Aurora
08-13-2004, 05:46 AM
Wes, I want to join this RPG, but it seems very deep in detail....what should I do?
I may not be Wes, but...
Read Nyergud's site's background, but not necessarily the archived RPG in there (it all got a little crazy). Take a look at other people's characters in this thread, and perhaps read up on AT LEAST chapter two thus far, to get an idea what's going on. The Shadow world isn't particularly complex, once you read the background - although you do need to be able to read the rpg regularly and READ ALL OF THE POSTS, as if you don't, you get bogged down quickly:p
You might have to wait for the next chapter or something as well, come to think of it.
Wesforce
08-13-2004, 09:47 PM
And of course, I'll explain any questions you may have to ask with minimal fuss, but a large amount of obfuscation :/
Tolio
08-14-2004, 11:39 AM
(My first BIG RPG)
Character owner: Tolio
Name: Drew Schnov
Street Name: The Creech
Archetype: Merc
Race: Human
Age: 23
Appearance:
Young for his age
Stands upright
Shows no emotion doing a task
Wears manuvearble clothes, incase being jumped by gang members or law enforcement.
Carries around a MG450 and a sub-automatic pistol (named the IV5).
Personality:
Does not like the odds in an enemies favor.
Hates law enforcement. Gangs hate him. He hates gangs. Corporate Employees hate him. He hates Corporate employees. Law enforcement hates him...yeah, you get the picture.
He does what he does, because its a living.
Can get drugged into admitting anything.
Background:
Came from Germany, and stowed away inside a transportation vehicle.
Used to learn own weapons, and make weapons.
Stole the weapons from the Hadi Gang, which later broke away.
Was not educated, but picked up things from around him.
Became a merc after a crisis in a smuggling war, where he killed a commanding officer with his bare hands.
Magic:
none.
gear/Weapons:
MG450, and an IV5.
Wears rugged jumpsuits, dyed in color to his liking.
Transportation:
Car hijacked in low-class Geneva. Currently trying to build a motorcycle.
Accomodation:
Lives in low-class Geneva, in a condo. Has an apartment in Middle-Class Geneva for hiding.
Cyberwear: None.
Associates: None.
Artificial Idiot
08-14-2004, 11:59 AM
It's probably worth noting, that having one cyber eye is pretty much pointless. The two eyes (bioloical and cyber) don't really work togeather, resulting in a blurred image.
I just thought it was best to warn you before Wes does :)
Nyerguds
08-14-2004, 12:01 PM
Another small note, Tolio... I don't think small towns exist anymore. It's all just huge cities. Especially in western Europe, cities have grown until there wasn't any space left between the major cities.
For the rest, I hope you've read the ShadowZero Thread (http://forums.cncden.com/showthread.php?t=2420) and at least some of the RPG compilation (http://www.freewebs.com/cnc2sw/rpg/) (though keep in mind ShadowZero isn't in continuity with the RPG chapters there).
for the rest, well, enjoy yourself :)
Tolio
08-14-2004, 12:08 PM
I edited it. Thanks for the heads up. :)
Artificial Idiot
08-14-2004, 12:14 PM
You COULD have had two cybereyes you know. But none are good too.. more heathly I suppose :p
Nyerguds
08-14-2004, 12:15 PM
More healthy? Woah, what a bold statement there AI. Wes will be annoyed for at least a week for that :p
Spokesman: "We here at Wescorp GUARANTEE you that cyberware can NOT, I repeat, NOT have a bad influence on your health!"
Reporter: "What about the cyber-related tissue breakdown sicknesses we've been seeing?"
Spokesman: "No comment." *goes away*
:p
Isn't 15 a little young for a runner? :|
Tolio
08-14-2004, 12:35 PM
I'll change it to 23.
Master Chris
08-14-2004, 10:04 PM
Here's a chap some of you might remember:
Name: *Unknown* (he had his name changed to his streetname and all records of his old name deleted, it cost a fair few nuyen but he thinks it was worth it.)
Streetname: Black Jack, just Jack to his friends.
Race: Human, African descent.
Archetype: 'The Face' (see the Shadowrun text, specifically sample chars., for elaboration on this term.)
Appearance: Jack is a man of african-american descent, with a shaved head and a neatly trimmed goatee. He is reasonably tall, quite handsome, and keeps himself and his clothes quite presentable at all times. Jack is almost always smiling (be it a beaming smile or a mischevious grin), and always meets another person's stare head on. His clothes are vaguely 'pimp', with a dull black long-coat, immaculate white business shirt, deep maroon pants (held up a belt adorned with a large and shiny belt-buckle), heavy boots and a beanie for the cold weather of Brit-sprawl.
Personality: Jack is a compulsive gambler and ladies man, he can't resist either and his life ambition essentially revolve around the two. He goes on shadow-runs to fund these two 'hobbies'. As an expert gambler, Jack is able to read another persons face (to see if they are lying/bluffing) and is also able to keep his own poker face. He is, generally, very friendly and carefree and treats life like one big party. He considers style to be more important than results or effectiveness. Jack is a sucker for women, and has found himself tricked by more than one 'innocent face' before. He is also very superstitious
Background: Jack, born into a lower-middle class family, found early life to be neither overly harsh nor comfortable. In his teens he found that he had a talent for 'diplomacy' and a passion for women and nuyen. This combination lead him into the field of professional gambling. Jack usually comes out on top (he can win playing fair or cheating) but every now and then he either wins too much and attracts the anger of the wrong people or loses all his nuyen and has to move on to another neighbourhood. Which explains why a boy born in UCAS has found himself in Brit-Sprawl.
Magic: None.
Gear: An ivory handled, overly decorated, long-barrelled Ruger Warhawk (a six-shooter revolver)and suitable ammo. Two decks of cards, one marked and the other not so. No car, no nuyen to speak of.
Transport: None. A car can be traced, Jack prefers to be driven where ever he needs to go.
Accomodation: None. Jack needs to keep moving and cannot stay in place for long.
Cyberwear: None.
Associates: More like enemies! Mawrose Delori and other such gangster crimelords across the globe.
Advatages:
Gambler: Nearly unbeatable when it come to cards. With this advantage comes the ability to spot a liar or bluffer as well the ability to lie or bluff himself.
Quick fingers: Jack can rig a deck of cards without arousing suspicion, this also counts towards 'Quick Draw', the ability to draw, ****, aim, and fire his revolver rather quickly (at least, quickly compared to those without cyber reflexes.).
Marksman: Jack can put a bullet wherever he wants it to go. This includes ricochettes, and other stunts that border on impossible. However, Jack has to do everything with style, and style takes up precious time.
Disadvantages:
Gambler: Jack can't resist an exciting bet. This can be used against him.
Ladies man: Jack can't resist a damsel, this has been his downfall more than once.
Enemies everywhere: Jack has taken nuyen for people with connections, he's wanted by a lot of people.
Russian Roulette: Jack never puts more than one bullet into the cylinder of his revolver at a time and he always spins it before locking the mechanism. This essentially means that at the start of every firefight Jack only has a 1-in-6 chance of firing a bullet when he acquires a target. However, this chance decreases over time (as he keeps pulling the trigger) and due to this low rate of fire he makes every shot count. A Ruger Warhawk is a powerful gun, and in the hands of Black Jack, you've got trouble!
Massive Ego: Jack thinks he's the sexiest, coolest, and best gambler on the Earth. Jack will go out of his way to prove this to those who don't believe him.
[Some of you may remember this chap from Raven's adventures in Orkistonia. As you know, S0 is a sort of prequel for that time-frame. So, this is a sort of precognitive cameo appearance for Jack. Who can be slotted into any part of this chapter or any upcoming chapters.]
Jagged Tooth Grin
08-22-2004, 06:47 AM
Wesforce
08-22-2004, 06:59 AM
Ladies and Gentlemen, we have a pro :scared::color1:
Impressive detail there, still not sure all that gear would actually be useful, but we'll see. Good to have a decker, and someone over the age of 30 too :)
And Red, sorry for not replying: Looks great. And a 'Face' should be known to anyone who's ever seen the A-Team :D
Jagged Tooth Grin
08-26-2004, 12:33 AM
Nyerguds
09-04-2004, 01:40 PM
4-0-fragging-4 on that picture link, dude :\
Oh wait. It's merely "Linking Forbidden".
If you have a site, then why not make a 2-line html page to link to? :sleep:
[edit]
Woah. That guy look sseriously out of fashion for living in a cyberpunk world :p
Hope this time it works out fine
Character Owner: CKW
Name: Charles Patrick CopperWaters.
Street name: Patch
Race: Elf
Age: Early Thirties
Seeming: Early Twenties
Appearance: Directly baked from the street & gratinated in the army oven, Patch has more than obvious looks towards what he was in the past. A rather toned, if stocky build, with several debris scars across his whole body, wich reveal his true past. One of such scars neatly marks his left side of the face, sparing the eye. Short, machine-razored brown haircut, along with green eyes, a rather flat nose and a virile chin with stubble.He has both a WarHawk logo and a Red Cross tattooes in his shoulder. On the dressing part, he's not very picky about it, he just prefers comfortable clothes with lots of pockets, and military trousers are his preffered choice. He also wears militar boots, and, usually, a body armor, just over the shirt, and a jacket to conceal the armor and the shoulder holster for the combat knife. He also wears tipless gloves, and usually carries a heavy pistol in a leg holster, and his faithful bag, filled with all sorts of combat medic gear.
Personality: Street-wise, much more practical and less philosophical than his medic buddies, he is known to be an effective medic in tight combat situations. Most of it being it's steel nerves in these kind of situations, in wich reacts in a different way than most people. Kinda like if it's efficiency is the same in all situations. Steel nerves and practical spirit away, Patch has a hidden "flaw". He tends to be friendly and trust people, and in this world, overtrust can be fatal...
Background:Having been born and nurtured in the streets, Patch was the typical street kid, as as the typical street kid, he joined the typical street gang when he become a teen. Such gang was the WarHawks. Under the lead of Hawk, a quite cunning and carismatic ork, Charles met many buddies there, while they dared the system, the cops and the rivals, trying to achieve a safe eden of playtime and social interactions. However, it was bound to clash violently with others sooner or later, and just then, patch discovered that he wasn't the kind that cowered, nor he was the kind designed to retaliate. True, he knew how to fend off pretty well, but he lacked motivation in that. He was more of the Patching guy, hence the name patch. And thus, with street wisdom, he managed to get to know CPR and basic aid, while knowing how to throw a molotov cocktail and handle a gun properly. Things were going sweet in the Warhawks gang later then. In fact, such gang was owning the slums by that time, and even to the day of today the gang still has a name on its own in the harsh genevan streets.
But to all things come an end. And this one was bloody, big, and worth of a drama movie. After sucessfully repelling a handful of cop assaults, in a dreaded evening, the hell broke loose. Helped by a traitor confident, the cops introduced theirselves with a trojan Pizza delivery, the HRT team left almost no survivors but the few ones who, on one way on another, managed to save their heads enough time to escape by the severs. Less than ten members escaped the massacre, but in those where both Hawk and Patch.
Their dreams smashed, and sought by the entire copland, the once gangers decided to part separate ways.By now Patch was 18, and he chose to join the Red Cross, the now called terrorist organization by the corps. He, now being both a mercenary soldier and learning to be a medic, spent 10 years
realizing black ops, and learning from the traditional awesome medicine knowledge of the Red Cross. When that time passed, Patch left the Red Cross(they may have been called terrorists, but it was just a political move), and came back to Geneva. He opened a clinic, and met Shelly "Redshoes", one of the last acquisitions of the Warhawks back in its days. The joyful teen had turned out to be a charming elf in her early twenties (she looked late teens). As if it had been an irony of fate, both two engaged as lovers.
But then, the day where the truth arise: SHelly had just being manipulating Patch, and had used him to get surgery for free, in order to become a prime-class bitch to seduce a rich corp man. Patch discovered her romance with a Grexxon executive, and without thinking, he gave her the beating of her life. He went to jail, not only by the woman-beating issue, but also that Daisaka didn't forget his gang days. He spent a few years there, defending himself from sex-starved orks, while appearing to be a model jailbait. He also knew the teen soon of Hawk, nicked Hawker, and thus knew that Hawk was still alive. He had been working as a security goon this time, and now was dying from cancer. So,after the prison break, Patch started again to remake his life by opening a small infirmary.
Magic: None
Gear/Weapons:
Blazer .54 heavy pistol with SmartLink addon. (it´s back baby!)
Body Armor
Knife
Wristphone
I-Pad
Credstick
Shoulder Holster
Leg Holster
Smartlink protective gloves.
Metallic Backpack with all sorts of medical aid, from basical first aid, to basic surgery. Includes a medical scanner.
Generic Chopper Electribike: Heavy, noisy and powerful. The perfect for a rebel.
Status:Illegal. Erased it since the jail trip. Has some "unofficial" recognized identity among the Red Cross.
Accomodation: A quite large slum flat, part of it destined to a clinic. It is on the old territory of the WarHawks. He has troubles from time to time. And the Pizza Slut is just a few steps away.
Cyberware: Smartlink.
Associates:
Hawk & Hawker: Hawk, thought once cunning and charismatic, he´s dying from lung cancer. Still he's a good friend to talk with. Hawker, his son, seems to be following the Ork maffia footsteps...
Jewel: This shapeshifter bumped into him trying to kill him for food. He showed her that he wasn't the prey kind and since then she follows his orders.
Oberon 9: A Red Cross hacker, Oberon isn't well known... but that's an asset in favour of him. He's pretty good, if a bit hard to get his interest.
Kurt: This crazy troll is often known to describe irreal battles favoured by alcoholic vapours... and drinks. He usually deals with drugs, and knows the drug world, and to a second point, he's a gun smuggler. Patch wants it for the latter.
"Spring" May: An ex-Warhawk, this female dwarf mage had escaped too from the massacre. She is a small time Mr. Johnson by now, and it's not uncommon to employ Patch sometimes in her runs.
Stacey: This female pretty medic is Patch's way to smuggle the required medic material. Patch likes to keep this relation as strictly as professional as possible, having had bad experiences with pretty elves before.
Black List (people he can't put up with :
SHelly: For obvious reasons, Shelly is the picture Patch practices knife throwing with. Not only she has screwed up his life, her plans actually worked.
HRT: They massacred his buddies using a low trick, need to say more?
Grexxon: This goes as a bonus to the Shelly thing.
landry38
11-25-2004, 09:14 AM
Just to let you guys know, that I'm withdrawing from S0. I don't really have the same level of interest and dedication that you guys have. I was hoping to get into it, but my interest rather waned. You guys can do whatever you want with Laura, kill her off, have her ride off into the sunset, or keep her around as a NPC, whatever you want, but I think I should make it official.
It was fun for my first time though :)
Desolator12
11-25-2004, 11:47 AM
Damn... this is terning into a Rhunaria campaign... everybody fragging leaves!
Hey CKW, when's the next full moon? I think it'd be cool to see Jewel the Werewolf appear, not jewel the human or wolf... Kill some of those fragging gangers s'more :)
Dunno. The whole weight of it rests in Wes hands.
Desolator12
11-26-2004, 11:05 AM
Oh... ok...
wes, next battle make it a full moon :p
Dragon: *Runs the hell away*
Artificial Idiot
11-26-2004, 11:55 AM
Wouldn't the next battle be indoors? :rockbrow:
Desolator12
12-08-2004, 07:45 PM
Character Owner: Desolator12
Name: Spanz Brudnik
Street name: Valkr'y
Archetype: Assassin-for-hire
Race: Goblin
Age 23
Appearance:
*Age: Spanz looks his age.
*Physical Attitude and bearing: Spanz stands upright, isn't fat or tall- perfect for being an assassin
*Facial: Determined; He has a scar from the middle of his cheek down to his lower jaw.
*Clothing style: Wears his assassin-garb all the time pretty much. He likes secrecy.
*Note: Has a small Katana strapped to his back, as well as a few throwing stars on his belt.
Personality:
*What do they like or dislike?: Spanz likes money... that, and the sight of his rivals failing where he later suceeded. He hates it when he gets bested in anything.
*Who do they like or dislike?: There is only one person Spanz dislikes, and that's Irving 'Dragon' Draknevov- The only person who bested him as an assassin. Other than that, he doesn't like anybody without a fat wallet.
*What is their motivation for doing what they're doing?: Spanz takes assassin jobs for the money and to prove his 'worth'
*Any quirks or character flaws?: Spanz has a tick in his eye, which makes him look like he's gonna spaz out. This earned him the nickname "Spaz" in school.
Background: Spanz was born in an area just outside of the Slums. He had a minor education, but was kicked out of school when he put a few small blades on a hated classmate's seat- blade up. Afterwards, he ran away to persue other fantacies. When he learned that the world wasn't all nice-ness and safe, he became cold, hard, and to a point, desensitized to all that was good in his life. All he could think about was revenge and death. Afterwards, he found some training in the art of using a close-combat weapon. He chose the katana as his main study. He then took to the streets, doing minor 'jobs' until he worked up a small profit, some skill, and a reputation.
Later in life, he had become a person many companies asked to 'get rid of someone' for. On the streets, he has bested many 'assassins' in contests of stealth and slaughter. However, one job turned that all around.
The Vir-Kon Industries had hired Spanz to remove the CEO of a rival company. The pay was great, benefits good, and it seemed like an easy job. However, the CEO had heard of an assassination attempt on himself, so he himself hired an assassin to defend him: Irving Draknevov. The two met, clashed, and in the end Irving had won. He took his weapon and carved a nice scar into Spanz's cheek, and then threw him out onto the street. Vir-Kon stopped hiring him, and eventually, he lost almost everything. The only things he didn't lose were his weapons, himself, and the lust for revenge.
Gear / Weapons:
-Assassin cloth armor
-Small Katana
-20 throwing stars
- neurostim syringes
Accomodation: Slums- Apartment about 15 blocks from Dragon's
Cyberwear: Cyber-Eyes with flashbang filter.
Associates: Nobody.
Wesforce
07-31-2005, 07:25 AM
Reopen for business: Come and post Shadow-Scum here :color3:
SW Freak
07-31-2005, 07:36 AM
DGNF: Where the scum is proud. Or, at least, more willing to admit it...
EDITED: Gear, cyberware and associates
Owner: SW Freak
Name: Jackson, Thirsty, Indigo, Ms. Holmes and Jackal
Streetname: The Cyber Skitzo, Crowd
Archetype: Street Samurai
Race: Human, human, human, human, unknown (Presumed human.)
Gender: Male, Male, Female, Female, Male
Age: Presumed to be 4 all round (Technically. Most of him has the mentality and looks of a 20 year old, though. Even Jackal acts like an adult, if you're counting adult dogs. In other words, he likes to hump things and mark his territory. And fight.)
Appearance: Jackson, as we will call him for the sake of simplicity, stands around 6'. He never leaves home without his overcoat, a black double brested military style jacket. He has an assortment of clothes to put on underneath, most of them black, depending on who he is when he's getting dressed, but he always wears a pair of scuffed black army boots, steel toe-capped. Electro impulses, different for each different brainwave that comes to the fore, make his hair change with each personality switch. No matter who he is, his body is crossed with scars, old and new. He seems to get a new one each week, but the crown piece is the long line that runs from his left temple, down along his cheek. Somehow, someone managed to skim a bullet just across that part without doing any noticable permanent damage, bar the scar.
Jackson prefers a black muscle shirt and cargo pants. He's content to stand up straight when he's nothing to lean against. He generally looks rather good natured. His hair is short, black and spiked up, with the tips of the spikes dyed red.
Thirsty, however, usualy puts on a somber shirt and slacks, like he was attending a funeral. He slouchs a lot, as though the weight of the world rests on his shoulder, and he always has a look on his face like a puppy who just got a ****-kicking. He's bald with a horseshoe shape of greying brown hair around his crown which just refuses to cover the front of his head.
Indigo, in deference to her male 'roomates,' will generally put on an indigo belly top that doesn't look too girly, and tight unisex jeans. She's much like Jackson in most respects. Her hair is shoulder lenght, and a light purple colour. (No prizes for guessing the exact shade...)
Ms Holmes is a step in the other direction; she'll generally put on a light coloured blouse and a big frilly skirt, ignoring the pleas, and howls in Jackal's case, of the other occupants of the place. She's not allowed dress too often. Her hair curls up in a tight bun of whitish-blonde. She stands ramrod straight, and walks as though she's got a pole shoved up her, uh, dress. She looks as though she should have a lifetime of wrinkles to prove how much being a teacher sucks; instead, she's more like a forty year old trapped in a 20 year old's body.
Jackal...well, he'd be just as happy sauntering out of the place nude, but can generally be persuaded to put on something belonging to one of the others. He's got a mess of greasy green hair and a light covering of the same colour stubble. He just kinda hunches, unless he's fighting. Then he attacks in such a way that he's been likened to a kung-fu monkey.
Personality: Jackson is just your average guy born in the slums. He's tough, but a nice enough person when you get to know him, and when he doesn't have a reason to stick a knife between your ribs.
Thirsty is one of those forty something year old peons who drowns his sorrows in beer, along with everything else. He often wishes he had a beer gut, just so he could whine about it.
Indigo is basically Jackson in female form. That is to say she's your average Genevian, born and raised in the slums (Despite the fact she was never raised, and only technically born.) She's the gun slinger of the group, paralleling the graceful knife dance of Jackson, who prefers to be up close and personal with a blade in his hand.
Ms. Holmes is pretty much the amalgamation of all the teachers you had when you were younger. Kind, cheerful (Terminally so) and wet as a kid's shoe when he can't make it to the bathroom. She hates having to resort to physical violence, but when she must she's got a couple of solid six inch hairpins keeping that bun in place. She's the smarter one of the band, and solves most of their thinky problems.
Jackal is an animal. He'd be the sort to go to a rock concert, throw the horns, headbang and break bones in the mosh. That is, if he wasn't almost permanently locked away. He occasionally gets a say in matters that mortally, like, really mortally, endanger them all, but Thirsty seems to be the only one who can understand him. They let him out when they have no other option than to beat guys randomly around the head with fists, feet and anything else that comes to hand.
As a whole, the Jackson Collective dislikes authority figures like Rent-A-Cops, mostly 'cause they operate on the wrong side of the law most of the time. They run because it keeps them sharp, keeps them moving, keeps them deadly. For the Jackson Collective, to stop too long would be like putting their own gun to their collective head and blowing their collective brains out. They've made a lot of enemies during their lifetime, and not many friends. They like their liqour; Jackson and Indigo generally go for straight up pints. Thirsty hits the shots with depressing determination. Ms. Holmes occasionaly partakes of a gin and tonic. Jackal gets the others to carry around a flask of his home made concotion, something that smells like gasoline and appears to be twice a intoxicating.
It should be noted that each different personality isn't just a different personality, but almost a whole different person of their own accord. They can fall asleep inside their own head, hold conversations between themselves, the works. If one gets drunk, and then there's a personality switch, the new one will be perfectly sober, though the drunken one may butt in every once in a while or, at least, try to offer advice. Someone can be 'locked out' for a while, if it's for the best.
Background: Not much is known about the Jackson Collective. It's common knowledge that he grew up in the slums, but which one is the 'real' him is unknown, even to Jackson. He's known as Jackson when people talk about him casualy since that's the personality that seems to take presidence. Jackson, all of him, is a garish meld of metal and man, woman and animal, presumably brought about from his troubled, yet profitable, youth. No one knows for sure, but the rumours surrounding his multiple personalities are many. It's a fact that they only began four years ago, but wheter it was from a botched cyberware operation or from taking too many bullets to the skull is uncertain. What is certain is that he's not mad. He's just pretty weird.
Gear: A multitude of knives hidden about the body for Jackson.
A Barret Light .75 is slung across the back most of the time ("Robin hood style": Left shoulder to right hip) for Indigo as well as a .50 Cal Desert Eagle on her top left forearm, under the jacket. An extended clip uzi rests on her left thigh, underneath the jacket. Awkward to reach, not too powerful, but helpful in a pinch.
The Barret is her pride a joy, though; Gyro-stabilised to reduce kick though it is, its recoil breaks the bones of lesser men. Even Indigo, with the butt resting against her cyberarm, has to have the stand at the front down and the gun resting to fire it. The stand is telescopic, so the rifle can be used while kneeling to shoot down (Say you're on a rooftop and have to aim at someone below.), but it's much more unstable. The stand incorporates a system not unlike a nailgun to drive heavy pitons into whatever ground Indigo is standing on, pinning the weapon in place. Otherwise, the gun would jump erratically. There's no scope, and it's not smartlinked; Indigo constantly slates them as unessecary, intrusive and distracting. She relies solely on skill and the zoom function of the cybereye. Thus, she's not as efficient as a corp mercenary all the time, but a bullet a quarter of an inch in diamater and an inch and a half long more than make up for that failing.Single round capacity, bolt action, effective distance of 3 kilometers (Though it's impossible to see nearly that far), cumbersome, makes a helluva bang, a bigass flash and a large hole in people. The weapon is as large as Jackson, with the butt and barrel obviously heavily altered and lenghtened.
The overcoat is lined with an alloy designed to harmlessy absorb most of the kinetic force expended by bullets (Or anything acting upon a small enough area). AP rounds shear through it, though, due to their keener points.
Transport: They travel around on a sleek black speed bike of unknown make, with no liscene plate, that they misapropriated from one of the richer pieces of slag sliding around the streets.
Magic: None
Accommodation: The Jackson Collective have no fixed abode. They generally just hobo it for a night in one place and then move on, or stay a single night in a hotel under a fake alias.
Cyberware: Right arm, most of right side of torso: Totally mechanical, and stronger as a result. The fingers are all tipped with razor sharp claws, much to Jackal's delight. There's also a replacment lung in there, put in after a job went bad and Jackson took a pound of buckshot to the chest.
Jaw, right side of face and right eye: The eye gives thermal, night and binocular vision modes, each of which tints it a different colour. Thermal is red, night is light green and binocular is ivory white. He generally wears a wireless eyepatch over it rather than trying to compensate for the different vision modes. When he needs to use it, he'll peel the eyepatch off and slap it over his other eye. He rarely goes without the eyepatch, because of the migraines and compatibility problems. A bullet taken to the jaw once to often shattered it irreparibly, so now he has a metal one and cyberware incorporated into his voice box, giving him a rather harsh tone. Nothing too fancy about that.
Skin sheathe: Buried just under the skin of his face lies a dense weave of bullet proof armour. If any do, however, they generally end up eviscerating his cheeks and mouth. Only point blank shots or AP rounds can get through it, though. Most other rounds can't penetrate it. Doesn't mean it doesn't hurt when they try, though.
Neural implants: Jackson had a couple of reflex enhancements as well a photographic and extremely long term memory upgrade put in a while back. Along with the memory upgrade came a database, enabling Jackson to access all his memories from the past four years, as far back as he can remember. It also controls the impulses that change his hair. The downside is that were somebody to find a way into the database, they could use it to influence the release of chemicals through zapping Jackson's synapses (As well as just zap nerve endings and such). Doing so could, in theory, be used to control him. Hit the right part, and you could get him to stand on his head. Or shoot someone. Your choice.
Associates:
"Play it again" Sam: The human keyboard player of the neo-Jazz band "I Could Be Mad" or ICBM for short. Real powerful band. Outta this world. Exploded onto the scene just recently. Sam also owns That Shadey Place, a bar just bordering on being on the nicer side of town. It's a quiet enough place, until ICBM starts playing, anyway, but frequented by a lot of cybered-up punks. Needless to say, rent-a-cops arn't welcome. Sam's a good source of information and help. She knows everything that goes on in the bad side, and some of more important, yet confidential, happenings in the prettier parts. As a bartender, she's got plenty of connections, and can generally hook you up with who or what you need, wheter they want to be hooked up or not. She's a good friend of Indigo and Jackson, whom she met through Thirsty, a regular customer of hers. She and Jackson flirt unmercifully on every occasion. Come to think of it, so do she and Indigo...
Vinne Jones: Vinnie provides guns for a large number of 'runners. The jittery Elf's real name is unknown, and general consensus is that he choose his alias after watching too many gangster vids on 3DTV. There's not too much to say about Vinnie; he wears old suits and fedoras and can be counted on to have an inordinate amount of weaponry on him at any one time. He can generally be found at That Shadey Place and, if not, is reachable by vidphone. He's paranoid, so only a select few have the number. Sam was one of those few who knew it, and told it to Jackson. Only because he asked nicely. Vinnie hooks Indigo up with all her boomsticks, for a price. He even gave her most the parts necessary to mod her rifle.
Mad Doc Schlock: A big, grumpy Ork. His name often reflects on his work when he operates on those he doesn't like; slipshod, inferior, shoddy. Fortunatly, The Jackson Collective, and Ms. Holmes especially, are people he likes. He's done all the cyberwork for them, and will probably do much more before Jackson kicks it. Can be contacted through Sam easily. Unlike many of his brethren, Schlock isn't too stupid.
Nyerguds
07-31-2005, 12:32 PM
omfg this toootally owns :D
We'll get some morphine doses... just in case.
A very very rough profile. I'll smooth the edges and add background when I have time.
If golems are actual metahumans as Nyer tells me now I'll change this.
Name : Edward Chan
Streetname : Clay
Race : Human
Age : 34
Archetype : Mage (Golemist)
Appearance : A big man, Clay’s titanic frame is strung with coppery skin and etched with cracks and lines that betray his youth. Although he has barely entered his fourth decade, Clay bears the scars of a much older man, his body worn and rugged. He lost all of his hair many years ago, aside from the five-o’clock shadow that haunts his face, and nowadays the scalp above his piercing blue eyes is completely bald – often covered up by a wide-brimmed hat.
On jobs, Clay usually wears a rust red longcoat over a pair of jeans and a shirt of thick vest. His pockets will be stuffed with trinkets and charms. Casually he may drop the coat, but will not lose his guard so easily. Although his large build could indicate manual work, his hands are even more callused and scarred than the rest of his body, chipped nails and blackened fingers indicating the detail of his work. When idle, Clay may take a large lump of putty from his pocket and charm it to life.
Background :
Personality : Clay is a hard-bitten veteran runner, the unique nature of his powers making him somewhat of a celebrity (albeit a reluctant one) among Geneva’s illicit communities and a figure of notoriety among the thin corp line that tries to stop them. He is aware of this, and knows it is more of a burden than a blessing – being famous doesn’t mean you get shot at less. Indeed, Clay’s personality has adapted to this status with a kind of wary cynicism – he couldn’t care less what the other runners think of him but may attempt to impart some of his knowledge to any he strikes a rapport with. He has a dislike both of the megacorps and their lackeys and of the ‘cults’ (Cybergoths and the like).
Legality : None. Clay is so far under there is no way that he could ever return to a normal, reputable lifestyle. This is the reason that he has continued running. Clay has a couple of fake IDs he’s acquired over the years but nothing that would last under intensive scrutiny.
Cyberwear : None
Magic : Clay is a very specialist mage. He doesn’t throw fireballs or conjure ice or anything like that. Instead he can create golems.
Golems – golems are animate matter – things that would not normally be alive given startling and sudden purpose. To create a golem, Clay must touch the subject matter and give it a purpose – i.e to shield the team from a Daisaka machine gun post, break open a door, or provide a distraction. The golem will perform this task and this task alone unless it is given a new instruction. Golems usually take a humanoid form where possible. If Clay needs a golem to do a complex task (like manipulate a door handle or perform anything other than basic “smash them!” fighting, he will need to take control of the golem in a ‘puppet’ master kind of way, as the creation mimics his actions. When a golem is destroyed by anything other than natural enthalpy, Clay will feel physical pain – the creation of larger, more powerful golems will also cause exertion.
Clay can also do some BASIC mage stuff – like tracing people via their astral signature or recognising other mages, but not as much as a regular mage. Clay is very specialist.
Gear :
Longcoat, pockets filled with charms and wards. These offer a limited degree of defence and concealment from magical attacks.
The rest of his clothes so no-one can post "he has no trousers!"
Reading glasses – an antique treatment for longsightedness, but as a mage and a wanted man he doesn’t really have much choice.
Large lump of well-used putty.
Daisaka ‘Longarm’ light pistol that has seen better days.
Pocket Vidphone
Transport : A battered electric Ford Virago in need of a new coat of paint.
Accommodation : A grim apartment on the wrong side of town, not the worst thing money can buy but it comes pretty close, and is in the kind of place the rent-a-cops don’t come very often.
Quote : “Are you done yet? We have a run to get on with.”
Contacts :
"Leg" Lumbrey - Clay's main supplier of magical gubbins, Leg (short for Legolas) is an elf who runs a small business in supply of the more illicit items a mage may need - dragon claws, dessicated hearts, hardcore psycodelic drugs. Leg sells the latter both to magic users and mundanes. Slippery and untrustworthy, Leg isn't good for much apart from a quick fix.
Mariella - Little more than a common prostitute, Clay has known Mariella for many years. As well as a professional relationship, Clay does hold genuine affection for the spanish streetwalker, especially due to the shelter she provided him given the corp crackdown in '59.
Gragnuts Gnasher - Gragnuts is an ork runner, another veteran of the trade for many years who has teamed up with Clay on many occasions. Brutal and professional the greenskin specialises in laying down expert covering fire and wading into a melee only when things get critical. Despite his outward appearance, there is some honour amoung thieves - it is this and the multitude of times that the pair have saved each other's lives that keeps a tenuous thread of friendship between the runners.
Leeroy Bergsson - The ice-cool scandinavian origianally taught Clay the art of golemism as when Clay was a trainee WESforce mage. However, before Clay became a full-fledged WESforcer, Bergsson let Clay take the fall for a major collapse of the WESforce security as a large shipment of artwork, destined from Western Etherspace's Geneva HQ was stolen. This caused Clay to be expulsed from Western Etherspace and legal action brought against him - causing him to flee underground. Later he was to learn that Bergsson himself allowed the capture of the artwork while in the pay of a rival corp which he seen defected to. This is less of a contact than an arch-enemy for Clay.
"Gasoline" Jim - Large, Dwarven owner of the "Geneva Multiflex" gym.
Wesforce
08-29-2005, 09:09 PM
Seems good. Its about time we had a 'Summoner' type too, and this seems like a good use of it. If he dislikes Corps so much, how does he feel about doing their dirty work for them?
Also... Contacts?
Also... Contacts?
I don't think they'd really be necessary... After all he wears glasses. :p
*badum-tish*
Hey Wes, do you want an uber-updated Wrightman profile or can I leave it be?
Wesforce
08-30-2005, 02:29 AM
Upto you really. Has anything really changed (but the obvious)? I take it she still does tricks for cash :p
Seems good. Its about time we had a 'Summoner' type too, and this seems like a good use of it. If he dislikes Corps so much, how does he feel about doing their dirty work for them?
Also... Contacts?
Well, he doesn't really like anyone. The corp dislike is part of the backstory which I'll write up when I have time. Sometimes you don't have a choice.
Yeah, I realised about the contacts last night. That will be added too.
tagbert
08-30-2005, 10:38 PM
[Obligatory pre-profile comment]
Name: Kennedy
Gender: Female (I put this in so you don’t mistake her name to be a man’s name *shakes fist menacingly)
Race: Elf
Streetname: JFK
Age: Early-twenties
Legal Status: None
Archetype: Thief, murderer, low-end assassin (If you want a corp exec or national ruler dead, you won’t call her. If your mailman is ticking you off, you might give her a call. If she had a phone that is), general street scum.
Background: The only child of a wealthy corporate executive, Kennedy was a spoiled brat for her childhood and most of her teenagehood. When she was 17, her father was killed by rivals in an explosion that also crippled her. With her father’s death, most of the family’s holdings were lost or stolen by rivals, the remainder being used to clone new limbs and buy some essential cybergear to start a new life. The only reminders she carries of her old life are several bracelets and rings, a knife engraved with her family heirloom, and the scars of the explosion. The old house was taken and she fled into the underground to escape any business rivals who believed she carried her father’s secrets. With some basic cybergear to aid her, she took to petty crime (and some not-so-petty-crimes). Cut to present times.
Personality: Though used to living in squalor, Kennedy still is fairly vain. She keeps her few valuables close and tends to consider herself superior to her peers. She prefers working alone in most cases, but doesn’t mind teamwork, so long as her teammates aren’t incompetent. Thanks to a fairly large explosion and subsequent near-death experience she also has a cautious side that occasionally borders on paranoia, and this is what had kept her alive for as long as she’s lived.
Appearance: Kennedy is a short female elf. Her hair hangs loose above her shoulders, the colour varying depending on what dyes she has available at the time. She is of a slight build and wears unassuming clothes, often stolen or removed from people she has killed. Her eyes are a vivid and yes, unnatural, purple.
Cyberware: Cyber eyes, smartgun link, wired reflexes, augmented hearing, skillchip ports, muscle augmentation, breast augmenta – er, I’ll just stop here
Magickal Powars: Zip
Weapons: A pair of light handguns and a knife with her family crest engraved on the hilt.
Gear: While she carries only her weapons and jewelry with her, Kennedy has a few personal belongings stashed away in hidden locations. These include a few money stashes, some food, and some other things (I leave this vague so that if need be, she can pull a car or nuclear bomb out of her pocket when needed).
Transport: Elven legs of +5 speed
Associates:
Soren – Warehouse manager for some corp or the other. He lets her takes things from the warehouses on occasion (explaining it as some of the ever-abundant thievery to his superiors) and in return she does odd jobs for him; fetching things, killing people every now and then.
Ramon – Provides maintenance for her cyberware and supplies any supplies she might need – ammunition, occasional weapons or information.
Quote: Don’t pray for an easy life. Pray to be a stronger man.
Desolator12
09-01-2005, 11:41 PM
Character Owner: (Desolator12)
Name: Irving Draknevov
Street name: Dragon
Archetype: Assassin / Bartender
Race: Goblin
Age 23
Appearance:
*Age: He looks strangely young for his age, although he is still ugly
*Physical Attitude and bearing: Dragon stands in a wary, half upright half slouching position. He is muscular.
*Facial: With a few scars, his face only looks ugly. However, Dragon doesn't really give a sleg. Normally he's cold, calculating, and enjoying every minute of it.
*Clothing style: When on a job, Dragon wears dark, assassin-like clothing. When not, he usually wears a pair of dark sunglasses, black jeans and a flame-red shirt.
Having lost a leg battling Metal Gear Johnson, Dragon now has a cybernetic leg. Also has a few more battle scars.
Personality: Dragon likes whoever has the most money. He hates anybody who either gets in his way or finishes the job he is on before he does. He loathes common people, and sometimes, in the Low-Class areas, backs people into dark alleyways just to hear their blood-curdling scream as he slices their jugular. Anybody who knows him usually has an “accident” and so does anybody who rats on him. He does have a small fondness of women, however. Dragon dislikes magik users, except for his fire-conjuring race, as they can find his true motive and or who he’s going after.
Even though he dislikes magik-users, he has grown quite fond of the shapeshifter 'Jewel'.
Irving has re-gained some of his lost sanity, and no longer senselessly murders others in the backalleys of the slums.
Background: Irving Draknevov was born in a middle-class city. Around the age of 6, though, his father was assassinated by a large corporation because he “knew too much” about what they were really doing. His mother and himself managed to escape through a ventilation shaft and quickly made it to the Slums, where problems just got worse. After living in hell for about 10 years, just getting by, his mother succumbed to a viral infection, slowly and painfully dying. Alone on the street, Irving Draknevov decided that here it was kill or be killed. He managed to track down a trainer that got Draknevov physically fit. However, unbeknownst to Draknevov’s trainer, Irving started killing people on the street so that he could get enough money to get by on, bludgeoning them to death. In one occasion, Irving got rid of some “Incriminating evidence” by setting fire to him, earning him the street name of “Dragon”. 9 years later, he dubbed himself in peak physical stature, and proceeded to murder his trainer. Afterwards he took his money and got himself weapons which he liked to call “Dragon’s Claws” since the jagged edges rended flash just as a Dragon’s Claw did. Today, he offers his services to anybody who offers the best price. However, he is always drawn back to his home Slums to defend his rep. He has never forgotten his family, and is trying to track down the company his father worked for, so he can hear the CEO scream as he drowns in a pool of his own blood.
After seeing his parents, and believing that the assassin was dead, Irving slowed down his Assassin job. He works part-time at the local pub, but does from time to time accept assassin jobs.
Gear / Weapons:
“Sword Sparker”, a device that puts an electric current though any metal sword, allowing it to do electrical damage.
Weapons: His twin “Dragon’s Claw” swords
Flask of Vladgrav: Dragon's own mix of various narcotic substances and alcoholic liquids. Is extremely flamable and extremely powerful.
Matrix-capable handheld, usually off on missions
Colt-45 American with several pieces of metal that look like they came from his 'claws.
Accomodation: Same Ol' Apartment in the Slums, with a little more security added
Cyberwear: Dragon has cyber eyes, enhanced reflexes, and a cyber-leg to replace the one fried off.
Bioware: Toxin Extractor:The toxin extractor is a Bioware unit that is implanted into the Liverr to improve the efficiency and to expand the spectrumof catabolic activity. Potential toxins are that are introduced to the bloodstream will eventually reach the liver, where they are filtered out and, with the aid of the toxin extractor, are broken down into harmless fragments and then expelled. This also includes alcohol.
Associates: Durag the Weaponsmith, Feld the Bar Owner, Jewel (though it seems the association is not mutual), Wrightman (Hasn't heard from her in a while)
Strengths: Years of Training have put him in peak physical fitness.
He can wield 2 weapons, one on each hand;
can handle fire
stealthy when need be
can handle pistol-weapons, and use them in melee combat almost as well as his 'claws.
Can handle drinks better than most Gobbos
Weaknesses:
Can't stand to see one of his allies in a dire peril
Supressed Memmory: Thinks his family's killers are dead
Can't resist a challenge in stealth
Valk'ry... nuff said.
Quote: Don't light up 'round the 'grav!
LeFire
09-05-2005, 11:32 PM
Hey there!
Haven't seen any of you in a long time. :) Been busy at univeristy (3rd year now), thus haven't been around. Real glad to see Shadow is up again... and using the pre-ShadowZero characters no less (eg. Wrightman & Dragon)!
Anyway, has Geneva gone through the daemon attack in this storyline? I was thinking of posting a cameo appearance or something by Chance and Ash, and don't want to screw up the storyline.
Wesforce
09-06-2005, 03:14 AM
Hi! Yeah it has been a while, hasn't it?
And nope, Geneva FEZ Hasn't suffered the Earth-Shattering events it has in Shadow... yet. Post away :color1:
Will you be joining us this chapter then, and if so, who with?
Heya Lefire :D
(Wes : I stickied NewShadow and unstickied ShadowZero 2. Ok?)
Wesforce
09-06-2005, 03:23 AM
Ah thanks... I knew there was something I was meant to do...
LeFire
09-06-2005, 10:23 PM
Ah ok... Slight pity though. Would have been interesting to see a repaired Geneva with the legendary exploits of the runners of old upon the lips of the young ones. :D Anyway, I just noticed that Dragon was the one from ShadowZero 1 (with Metalgear Johnson), while vampiric Wrightmann was from the original Shadow. Hmmm... timeline's a little bit screwy there. :gnarly:
I would come in with pre-mutant Chance and Ash (no Lupus, still unlinked to MUNDI) this weekend.
Character Owner: LeFire
Name: Chance Vei
Street name: Chance
Archetype: Mercenary (Recon/Weapons expert)
Race: Human
Appearance: 20-plus Human. Approximately five foot ten. Usually dressed in civilian casual when not on jobs. Has a preference for sharp black and white. Wears black leather half-gloves both for style and practicality.
After Geneva: Urban-black military fatigues. Wears military style armoured vest with rigid chest, shoulders and back ceramic plates. (removed during stealth missions) Patterned green or urban-black jungle scarf usually wrapped around the neck and shoulder armour, ends tucked into D-rings on the webbing, used both for fast camoflauge and insect barrier (and a certain degree of style). Black leather half-gloves with fingertips left exposed to handle guns and equipment. Asian-mixed blood. Black eyes, black hair. Zero body ornaments and tattoos (finds them offensive and ill-disciplined).
Personality: Obvious restraint and tactical judgement due to military training in recon skills (he will be the last guy to run amok in a battlefield). Outspoken and would not hesitate from counterpointing an idea if it has obvious flaws. Sarcastic at times, but apologises afterwards if he has found himself in error. Generally easy-going and hard to anger but can be ruthless in battle. Enjoys being alone with his thoughts during his jobs, but works very well in small teams.
Being military-trained, he is disciplined and responds well to authority. Defers to better leaders and prefers to work in second-in-command roles. However, his previous job required and gave him a high degree of independence, and he is trained and capable of taking command in a desperate situation.
Virtues:
* Disciplined. (He is more likely to follow orders and is very reliable in combat, a trait which makes him popular among his employers)
* Recon skills. (Can track an enemy's movement and derive info from their tracks. Basic quiet movement and covert observation skills. Can detect booby traps)
* Basic Soldier skills. (Capable of basic-only antitank/explosives/demolitions/sabotage/sharpshooting/lock-picking. Full-scale assault/gunbattle. However, not expert in any particular field... cannot match skills of dedicated specialists)
* Soldier Brotherhood. (Being an ex-soldier, he knows the gripes and speech mannerisms of a professional military man. This means that he can get better/more truthful info while undercover from talking to uniformed personnel)
Flaws:
* Magic Phobia. Chance discriminates (not openly though) against magic users.
* Guilt. Deaths of both friends and enemies have been slowly weighing upon him.
* Biased and unfriendly towards tattooed characters.
* Emotional attachment to Ash.
Background: Chance was a recon trooper from the city-state of Singapore. A veteran of the asian wars between Japan and other South East Asian countries, he was cut off from his forces during a particularly heavy attack. During a week of escape and evasion alone in the jungles of Malaysia, he met up with a downed flyer of the then OCU Enterprises/IWS PLC alliance and buddied up with him. After being evacuated by allied corporate Search and Rescue (the helo took heavy fire: the downed pilot was killed and and Chance knocked unconscious during the wild escape), he accidentally ended up in the UCAS during the confused evacuation of the SEA regions. He attempted to get back to his country, but it fell before he managed to return, giving him a silent guilt complex that still bothers him. Chance drifted into the mercenary trade reluctantly, driven by the need to earn a living in dangerous times.
Gear / Weapons:
* CIS SAR-125 silencer-capable assault rifle with sharpshooter scope, laser-sighting and underslung grenade launcher. (10 mags of 50 depleted uranium-tipped caseless rounds, 5 explosive grenades, 5 shotgun-type shells. *Unique out-of-production weapon*)
* Five Frag grenades with booby-trap ability
* Silenced pistol. (5 magazines of 20 DU-tipped rounds)
* Bayonet (No frills)
* Armoured vest with optional ceramic chest, shoulder and back plates (camo patterned and non-reflective)
* Load-bearing gear with rain poncho, rope, Swiss knife, Maglite.
* Wearable Night-vision goggles/binoculars.
* (bulky) Advanced Thermal/Ultrasonic Imager (with limited see-thru wall technology when placed against a wall).
* Conventional (non-electronic) lockpick set
* Camoflagued combat fatigues
* Urban-black combat fatigues
Transport: Scrambler motobike
Accomodation: Lives with Ash in a one-room apartment. District rates at a reasonable 2.3-deaths-per-night*
*excluding ganger 'incidents'.
Cyberwear: None.
Character Owner: LeFire
Name: Lovett Ash
Street name: Ash
Archetype: Mercenary (Flame specialist)
Race: half Human, half Fire Elf
Appearance: Elf/Human redhead with long straight hair. Intense ice-blue irises. Dresses in fireproof black neo-leather gear. Hands are always covered with black nomex/kevlar gloves. Extremely attractive.
Personality:
(note. I lost Ash's original and have to use and edited post-buclear Geneva's Ash profile)
Ash used to be naive, but now her nature has hardened and she has grown both wiser and less temperamental. Her pryokenetic powers have also been stablised, with her being capable of controlling herself even without the presence of Chance. She still causes the occasional fire, but they are few and far between.
Virtues:
* Ash is totally immune against all forms of fire and heat attacks.
* Through the years, she has learn to channel the energies of her lethal gifts through (and only through) physical contact with her (ungloved) fingertips. Ash's touch can weld steel and sear flesh to the bone.
* Ash can set her hands on fire... A trick she often pulls to intimidate aggressors.
* Since her gifts protect her against flame damage, her usual non-covert weapon is a backpack-mounted flamethrower.
* Experience with runners has given her lethal hand-to-hand combat ability with one or two katanas. She can use the swords with flaming edges, inflicting extra heat damage that give the ability to slice through armour plate.
Flaws:
* She suffers from an extreme genetic disorder that has given her uncontrollable pryokenetic powers... Depending on her moods and state of mind, random fires will occasionally flare up in an area approximately a hundred meters around Ash. This flaw has been reduced, but is still present.
* Ash cannot wear cloth-type armour (she has to wear non-stealthy plate armour or chainmail) nor carry bandages, paper notes, maps, and other flammable objects as they tend to catch fire sooner or later. Despite being fireproof, she is subject to normal blast and fragmentation damage... The last place you want her to be is in a oil refinery or fireworks factory. This flaw has also been reduced, but is still present.
Background: Ash was born in the UCAS to a union between a Human and a Fire Elf. At the age of puberty, her latent and terrible gifts suddenly became active during a visit to her sick mother in the town hospital, resulting in a fire that caused many fatalities. Her parents were dragged out by fundamentalist Neo-Christians, accused of witchcraft and stoned to death by a mob, and she was next on the line. However, her grief upon seeing them die in front of her eyes resulted in a immense firestorm that wiped the entire town out of existence.
Only Ash emerged alive from the ashes...
Ash has been and will remain a constant companion to Chance.
Gear / Weapons:
* Flamethrower (Bulky and noisy. Can splash flame to deny areas and shoot around corners. Uses binary fuels to remove risk of accidental explosions. Backpack mounted)
* Fire-touch (Requires Ash to remove her gloves and be capable of conscious thought. Certain degree of random fire side-effects on surroundings)
* Portable fire extinguisher (Helps Ash maintain the few precarious friendships she has)
* Black fireproof neo-leather/Nomex clothing. She prefers red. But black doesn't show scorch marks.
* Nomex/Kevlar gloves with quick-release catches.
* Black light chainmail/light plate composite armour.
* Dual katanas mounted on thighs.
Transport: See Chance
Accomodation: See Chance
Cyberwear: None
Actually, you were right the first time LeFire. Wrightman (one N! :p) was from ShadowZero chapter 1 as well.
And welcome back man! :D
Added stuff goes in red.
Character Owner: CKW
Name: Charles Patrick CopperWaters.
Street name: Patch
Race: Elf
Archetype: Field medic/ Mercenary(if you can convince him)
Age: Early Thirties
Seeming: Early Twenties
Appearance: Directly baked from the street & gratinated in the army oven, Patch has more than obvious looks towards what he was in the past. A rather toned build, with several debris scars across his whole body, wich reveal his true past. One of such scars neatly marks his left side of the face, sparing the eye. Short, machine-razored brown haircut, along with green eyes, a rather flat nose and a virile chin with stubble.He has both a WarHawk logo and a Red Cross tattooes in his shoulder. On the dressing part, he's not very picky about it, he just prefers comfortable clothes with lots of pockets, and military trousers are his preffered choice. He also wears militar boots, and, usually, a body armor, just over the shirt, and a jacket to conceal the armor and the shoulder holster for the combat knife. He also wears tipless gloves, and usually carries a heavy pistol in a leg holster, and his faithful bag, filled with all sorts of combat medic gear.
Personality: Street-wise, much more practical and less philosophical than his medic buddies, he is known to be an effective medic in tight combat situations. Most of it being it's steel nerves in these kind of situations, in wich reacts in a different way than most people. Kinda like if it's efficiency is the same in all situations. Steel nerves and practical spirit away, Patch has a hidden "flaw". He tends to be friendly and trust people, and in this world, overtrust can be fatal...
Background:Having been born and nurtured in the streets, Patch was the typical street kid, as as the typical street kid, he joined the typical street gang when he become a teen. Such gang was the WarHawks. Under the lead of Hawk, a quite cunning and carismatic ork, Charles met many buddies there, while they dared the system, the cops and the rivals, trying to achieve a safe eden of playtime and social interactions. However, it was bound to clash violently with others sooner or later, and just then, patch discovered that he wasn't the kind that cowered, nor he was the kind designed to retaliate. True, he knew how to fend off pretty well, but he lacked motivation in that. He was more of the Patching guy, hence the name patch. And thus, with street wisdom, he managed to get to know CPR and basic aid, while knowing how to throw a molotov cocktail and handle a gun properly. Things were going sweet in the Warhawks gang later then. In fact, such gang was owning the slums by that time, and even to the day of today the gang still has a name on its own in the harsh genevan streets.
But to all things come an end. And this one was bloody, big, and worth of a drama movie. After sucessfully repelling a handful of cop assaults, in a dreaded evening, the hell broke loose. Helped by a traitor confident, the cops introduced theirselves with a trojan Pizza delivery, the HRT team left almost no survivors but the few ones who, on one way on another, managed to save their heads enough time to escape by the severs. Less than ten members escaped the massacre, but in those where both Hawk and Patch.
Their dreams smashed, and sought by the entire copland, the once gangers decided to part separate ways.By now Patch was 18, and he chose to join the Red Cross, the now called terrorist organization by the corps. He, now being both a mercenary soldier and learning to be a medic, spent 10 years
realizing black ops, and learning from the traditional awesome medicine knowledge of the Red Cross. When that time passed, Patch left the Red Cross(they may have been called terrorists, but it was just a political move), and came back to Geneva. He opened a clinic, and met Shelly "Redshoes", one of the last acquisitions of the Warhawks back in its days. The joyful teen had turned out to be a charming elf in her early twenties (she looked late teens). As if it had been an irony of fate, both two engaged as lovers.
But then, the day where the truth arise: SHelly had just being manipulating Patch, and had used him to get surgery for free, in order to become a prime-class bitch to seduce a rich corp man. Patch discovered her romance with a Grexxon executive, and without thinking, he gave her the beating of her life. He went to jail, not only by the woman-beating issue, but also that Daisaka didn't forget his gang days. He spent a few years there, defending himself from sex-starved orks, while appearing to be a model jailbait. He also knew the teen soon of Hawk, nicked Hawker, and thus knew that Hawk was still alive. He had been working as a security goon this time, and now was dying from cancer. So,after the prison break, Patch started again to remake his life by opening a small infirmary.
After the Discount suture incident, Patch has somewhat been dragged again in an action life, and thus, he'll be more willing to cooperate, or even do shadowruns.
Magic: None
Gear/Weapons:
Blazer .54 heavy pistol with SmartLink addon. (it´s back baby!)
Body Armor
Knife
Wristphone
I-Pad
Flask of Booze
Credstick
Shoulder Holster
Leg Holster
Smartlink protective gloves.
Metallic Backpack with all sorts of medical aid, from basical first aid, to basic surgery. Includes a medical scanner.
Generic Chopper Electribike: Heavy, noisy and powerful. The perfect for a rebel.
Status:Illegal. Erased it since the jail trip. Has some "unofficial" recognized identity among the Red Cross, and therefore antiterrorist groups will have a vague knowledge of him.
Accomodation: A quite large slum flat, part of it destined to a clinic. It is on the old territory of the WarHawks. He has troubles from time to time. And the Pizza Slut is just a few steps away.
Cyberware: Smartlink.
Associates:
Hawk & Hawker: Hawk, thought once cunning and charismatic, he´s dying from lung cancer. Still he's a good friend to talk with. Hawker, his son, seems to be following the Ork maffia footsteps...
Jewel: This shapeshifter bumped into him trying to kill him for food. He showed her that he wasn't the prey kind and since then she follows his orders.
Oberon 9: A Red Cross hacker, Oberon isn't well known... but that's an asset in favour of him. He's pretty good, if a bit hard to get his interest.
Kurt: This crazy troll is often known to describe irreal battles favoured by alcoholic vapours... and drinks. He usually deals with drugs, and knows the drug world, and to a second point, he's a gun smuggler. Patch wants it for the latter.
"Spring" May: An ex-Warhawk, this female dwarf mage had escaped too from the massacre. She is a small time Mr. Johnson by now, and it's not uncommon to employ Patch sometimes in her runs.
(deceased)Stacey: This female pretty medic is Patch's way to smuggle the required medic material. Patch likes to keep this relation as strictly as professional as possible, having had bad experiences with pretty elves before.
Bunny: Ever since he met him during a critical situation in wich one of Bunny's fellow runners was badly injuried Patch has befriended him, most likely due to the fact that he's more good-intended than the average runner.
Hellen Gallagher: A newbie nurse Patch has hired to cover his absence in the clinic. She's an appealing dark elf, arrogant and imposing, but in the end pretty much like a lost, spoiled kid wich has too much to learn about life in the streets.
Black List (people he can't put up with :
SHelly: For obvious reasons, Shelly is the picture Patch practices knife throwing with. Not only she has screwed up his life, her plans actually worked.
HRT: They massacred his buddies using a low trick, need to say more?
Grexxon: This goes as a bonus to the Shelly thing.
LeFire
09-07-2005, 06:05 AM
Ah! So its the Shadowzero universe instead of the Shadow one. Sorry, I'm so mixed up. In that case, I will have to use Shatter instead. Chance and Ash may make a cameo though. :color3:
Character Owner: LeFire
Character Owner: LeFire
Name: Lendon Lei
Street name: Shatter
Archetype: Merc (Spellbreaker)
Race: Human
Age: 23
Appearance:
Shatter gives the impression of a young man, but has a look far beyond his years in his eyes. He typically stands in a manner that appears tense and alert, with an expression of guarded interest in other people. Usually dressed in blue, he favours long-sleeved military jackets worn over a semi-concealed armoured vest. A closer look reveals boots of MUNDI standard issue worn with robust utility pants. Shatter has blue-tinted hair, dyed in memory of the MUNDI colours that he used to wear.
Personality:
Shatter has a love-hate relationship with MUNDI for personal reasons (see Background). His guarded and quiet personality has resulted both from years of indoctrination during his training and from the secret fear of betrayal. It takes a lot for him to learn to trust someone.
Background:
Lendon was once part of the MUNDI Special Forces, recruited as a NPCS (Non-Physical Countermeasures Specialist), otherwise known as a Combat Mage. However, unknown to him, there was an abnormally high level of magic resistance innate in the young man. Magic resistance was present in every human being, much in the same way that any object has mass. However, in Lendon's case, it had been magnified many times. Initally, his resistance to magic was deemed as low talent and he was nearly drummed out of service. However, superiors soon noticed that his counterspelling ability was far superior to any of his peers.
Interested in the phenomena, similiar magic-resistant people were recruited into the ranks of the MUNDI Special Forces... thus forming the so-called Spellbreakers. These mages trained only in the arts of counter-magic, and are totally unable to cast any form of offensive or defensive spells. They were planned to function as less well-armed MUNDI SF, while still being able support their team Combat Mages by countering offensive spells fired at themselves and their teams.
Unfortunately, MUNDI had to cut costs and the Spellbreaker program was eliminated, with Shatter was cast out into the streets with only the clothes on his back. A veteran quartermaster took pity on the young man and with some hashing of official records, secretly provided the young man with three essential tools to survive in the new world of shadowrunning. His personal Spellbreaker sword, an advanced prototype forearm gun, and his MUNDI SF full battle armour.
But other than that, Shatter was on his own.
Skills:
Weapons: Spellbreakers are skilled with ONLY two weapons, their Spellbreaker blades and Forearm guns. Unlike normal MUNDI SF, they are untrained in other weapons and have only basic knowledge of explosives. Shatter is no different.
Upgraded Weapons: Now capable of using Heavy Rifle
Flaws:
Mage distrust: Spell casters (mages and shamans) do not trust Spellbreakers for obvious reasons. Shatter might find them being less than cordial towards him if they find out his abilities.
Magic:
Strictly Counterspells ONLY
Currently known spells (upgradable)
Basic spell: Spell Break (harmlessly dissipates a spell of caster's choosing)
Upgraded Basic spell: Spell Redirection (allows Shatter to absorb/store a spell using Neutraliser and cast it (once) on another occasion.)
Power spell: Spell Silence (prevents all spells cast in area from working for approximately 5 minutes. Does nothing to any spells already active.)
Upgraded Power spell: Spell Crash (causes an uncontrollable collapse of a spellcaster's mana when a spell is cast, resulting in severe mental pain/shock to the caster. Damage is influenced by the power of the crashed spell).
*Special: Shatter's counterspells have a GM-modified chance to fail, in order to allow GM-decided magical attacks/events to take place.
Gear / Weapons:
Spellbreaker Sword
In low-level Spellbreakers like Shatter, the art of spell breaking requires a "focus-point" in contact with the caster's skin. If contact is made with the manifestation of the spell with this "focus-point", spell breaking is greatly facilitated. The Spellbreaker Sword is a non-magical, high-quality blade with a nano-machined edge made in Imperial Japan. A drop of the caster's blood is mixed into the metal used to make the blade, forming a magical link to the body of the Spellbreaker via the hilt of the sword.
Forearm Gun
Forearm guns are experimental models designed specifically for MUNDI Spellbreakers. As a (low-level) Spellbreaker in combat without his sword in hand is highly ineffective, and pistols were ineffectual against most body armour, Forearm guns were initally created as one-handed submachine guns strapped to the left forearm.
Shatter owns the last and latest model off the line, the FG-18. Strapped inconspiciously to the left forearm, the combat black weapon is fired via a simple neural smartlink. A conventional drop-down trigger is provided in case of smartlink jammers being employed, at the cost of slower reaction time. Twin barrels form up the business end of the weapon. One is fitted with a silencer and is capable of semi-automatic fire of low-powered rounds. The other has a much higher fire rate and harder-hitting bullets, but is extremely noisy. Both barrels can be fired together in an emergency. The FG-18 is fed by high-capacity box magazines loaded behind the left elbow.
With a neural command, the FG-18 can extend a fan-shaped array of deflective metal plates from the side of the weapon, forming a small bullet-deflective shield mounted on the Spellbreaker's forearm. Note that the weapon can still be fired in this configuration.
*Also note that Shatter's left sleeve of his military jacket is extensively zippered to allow his forearm gun to eject cases/be reloaded.
MUNDI SF Full Battle Armour
Standard issue jet-black modern plate armour designed to be worn by MUNDI SF personnel. Non-powered, but light enough for the wearer to move normally in combat. Wearing it is extremely obvious, and would immediately mark Shatter as an ex-MUNDI SF, effectively giving away his past identity to everyone. Besides, the armour was illegally acquired by his quartermaster and would raise ugly questions with any (non-corrupt) MUNDI personnel.
Repaired and ready for action after the nasty fight with MGJ.
Vehicle
3-wheeled UrbanKar, a cheap "peoples' car" manufactured by low-cost orc labour.
Accomodation: Low-class slums
Cyberwear: Simple neural smartlink for forearm gun.
Associates:
Master Sergeant Lee
The quartermaster that provided Shatter with his equipment.
Legality:
Officially laid off from MUNDI, although the organisation still owes him severance pay (and conveniently buries it under red tape). Currently legal. However, if seen in his MUNDI SF Full Battle Armour, would be wanted on charges of theft.
Hijack Permission:
GM - All
Other players - All except use of Power Spell. I should be able to bring him back on track from most situations you guys get him into.
CKW - is Patch's clinic completely above the board? It seems a bit odd that he needs to do Shadowruns to buy equipment rather than just relying on donations or making people pay for it.
Wesforce
09-10-2005, 01:07 AM
Its my understanding that its an underground 'Shadow Clinic' in the Volkestadt slums somwhere - Somewhere you come to get stitched up when you don't want the rent-a-cops poking their stun batons into your bulletholes, etc. Shadowruns are a good way not just to get paid, but to get access to stuff thats not readily available on the street. Maybe discount cyber, or prototype stuff the Corps may be willing to let out for 'field testing'... I think thats what we worked out, anyway.
Like Wes said, it is sort of an illegal "Shadow clinic", since Patch's past would make him unable to work in a legal institution without any kind of trouble(his medical knowledge would led people to his Red Cross past sooner or later, not to mention his Prison past). And thus, he needs to rely on smuggling to get his equipment. A regular smuggler was Stacey of Discount Suture, wich got killed, and thus Patch needs new contacts to get supplies.
LeFire
09-23-2005, 05:20 AM
Btw, I found the last version of Shatter's (leveled-up) profile and have posted it. The changes are in red.
Anonomuss
03-14-2007, 12:21 PM
Here's a character for the next chapter.
Owner: Anon
Name: Mortimer Azrael
Streetname: ‘Mister Magician’ or ‘The Cleaner’
Archetype: Sniper
Race: Elf
Age: 25
Appearance: The exact reports of his appearance tend to be vague and differing. His height is anything from 5’10” to 6’5”, and tends to be dressed in a sharp suit with a black tie and white shirt, usually accompanied by a pair of mirrored sunglasses, covering his bionic eyes. One report from a crazed and drunken mercenary reported seeing him on the rooftops of a building near him, and reports seeing him wearing a skin-tight black bodysuit, with a black cloak billowing around him. His face is thin and almost all the bones in his face are visible.
Personality: To those working with him, Mort is a cool efficient contract killer with a tongue as sharp as his aim. To the few who know him outside of his work, he is a quiet reserved person, with intelligent conversation and a likeable personality.
Background: Orphaned at an early age, because of the killing of both his parents in gang-battles. Mortimer was taken in at an early age by a gang who found him. He was named him Mortimer because of death-like appearance. They took care of him and when he was old enough they trained him in the ways of the city, and he quickly became adept at scaling buildings and getting places other people couldn’t. He became proficient with ranged weapons, and became a valuable asset to the gang before they were killed by a misfiring grenade launcher they had acquired, the whole gang gathering around to see the first test fire. Mortimer was slow to get there, taking a long way round from setting up the target. When he arrived the deformed barrel of the launcher was lodged in the head of the gang leader, and the rest of the gang were nowhere to be seen, gone in an acridic explosion.
He then learned to make a living on his own sniping out targets, for a price. His reputation grew, and in time he was able to move up in the world and owned a small apartment of his own in the middle-class part of town. On a particularly messy job, he took a piece of shrapnel to his eye and went and got both replaced with a set of bionic eyes. He integrated a smart-link, thermal and night vision. However while he was getting them installed, it awoke a dormant psychological instability within his psyche. His doctor managed to find a temporary cure that removes the effects of the instability. If he goes for too long without the cure, he sees all his dead friends, relatives and gang members. Occasionally they give him an odd insight into people in his life. During this time he often spasms, rendering him helpless. Other times, it simply manifests itself as an increased level of aggression. It usually serves Mortimer well if he prevents this from happening, as he loses almost all rational thought.
The cost of the cure is such that he needs to remain working as a shaodow runner.
Gear/Wepons:
-A modified PGM Ultima Ratio Hecate I Sniper Rifle, which fires 12.7 x 99 mm calliber, and has been given an attachable lenghtened barrel and a more powerful firing mechanism, and including a smartlink. It has an adjustable stand, should it be necessary. The recoil is compensated for by an improved muzzle brake, which incorporates a silencer and flash supressor, and the whole gun has been adapted to be as light as possible.
-A Browning 9mm
-A knife, for desperate close in fighting
-Grappling hooks and abseiling equipment.
Magic: None
Accommodation: A small apartment which isn’t on the right or wrong sides of town, with plenty of gun-managing equipment and technical equiptment.
Cyberware: Mortimer has two bionic eyes, and a smart-link on his Sniper rifle.
Transport: A modified Arasaka-Mitsubishi UM-7076GT Wild Oni, with it's weapons removed. It cost a fortune and a half on the black market, but with a maximum speed of 335kmph and body armour, it's well worth it.
Associates:
-Johnny ‘Substantial Fromage’ Murphy
A Human gang leader of no insubstantial disrepute. Indebted to Mortimer after he assassinated the previous leader ‘Obese Feline’, on his behalf. He often supplies Mortimer with information, jobs, money or man-power.
-Murky Joe
A shady, if not pitch black, goblin sales-person. Murky Joe always has lots of interesting/useful items on his person, which he is usually willing to part with in exchange for nuyen. He has at any point in time cyberwares, ammunition and arms on his person. And occasionally he has some weapons too. He is more than willing to deal with Mortimer and has often offered him ‘fresh’ cyber-ware.
-‘Mad’ Doc McGuire
A surgeon/doctor, who came up with the cure for Mort’s problem. He is willing to install cyber-ware onto Mort’s person, and treat any injuries he may receive. In exchange for his services Mort often help him stave off desperate gangs. McGuire is known as Mad because he has taken a vow of celibacy, and often delights in the occasional glass of alcohol-related beverages.
-T.D.S.(Troll Diversion Suppliers)
A gang of goblins, Oi, Girrof’, Bugger, Maggot, Dweezle and it, who employ several trolls to provide diversions for any who need them. They have often staged a troll bar-fight(simply place two trolls sitting next to one another with enough alcohol nearby) to help Mort to get out of a tight spot, or to get into an even tighter one. The bizarre bunch also employ Orcs for the same purpose. They also run a party planners as a cover.
Rumours: It is rumoured that Mortimer has an estranged brother, a street samaurai, but no confirmation of this fact can be found. Noone has had the nerve to ask either Mort.
Wesforce
03-14-2007, 03:24 PM
Woah... First post for two years...
Cool. But about this sniper rifle? What calibre is it? And what's a magnetic damper? :dead: Especially as ammunition is normally non-ferrous metals. Does it fire custom, steel rounds or something?
Also, any relatives? Characters rarely have any relatives.
This goes for everyone, by the way. I'd like to get into the next chapter ASAP, so anyone taking a new character, now's the time to post :color1:
And Aies next chapter character is GO!
Owner: Doktor Aies
Name: N/A
Streetname: Steel Rose
Archetype: Rigger
Race: Human
Age: N/A
Appearance: Perfectly sculpted, literally. Has the cold, dead cyber-eyes of a killer, wiry silvery-grey hair and very obviously cybered hands. Has something a plastic sheen to her face, which can be slightly unsettling. Wears a variety of clothes that are usually durable and rigger-proof, but favours fingerless gloves and is only ever seen without her rather bulky armoured jacket when tinkering with her drones.
Personality: Prefers her drones to the vast majority of people and generally sees them as far more reliable, which is rich coming from her - As she has very little sense of loyalty herself. Prefers to remain distant, impersonal and professional - Will abandon the others if it means saving her own skin, or using them as human shields if they're caught in a tight space. Is also paranoid, so very, very paranoid - If she believes that you're 'onto her' or 'one of them', she'll be watching you. Also, hates being called 'Rose'.
Background: Steel Rose, in her former life, was a building rigger responsible for the control and maintenance of the security network of one of IWS' larger compounds, where she acted as head of security. Unbeknownst to them, however, she was also on her former employer Zaibatsu's playroll, leaking classified information and allowing Zaibatsu affiliated teams of 'runners to pretty much just walk into the compound with minimal resistance. Eventually she was discovered, and escaped from the compound by turning the security drones against the corpsec whilst she made good her escape. After this she fled into the Shadows, selling secrets from both Zaibatsu and IWS to the highest bidder to gain a significant enough windfall of Nuyen to last her the rest of her life. In theory. Unfortunately, both corps were understandably very, very angry and were keen to tie up loose ends - So most of the money from the 'big sale' was put towards erasing everything she once was, and creating something new. Extensive cosmetic surgery and the addition of various pieces of cyberware removed any physical evidence of who she had been, and vast amounts of Nuyen were spent cleansing databanks of anything that even suggested her former self might have existed - Only to be replaced by a new identity, Rose Steel. The Steel Rose. She took to running, using the rest of her money to setting herself up as a droid rigger. On the face of it, she does what she does to survive - But she's always waiting for the big one. The one that'll put her back on top, and back where she belongs in the normal world - Where she can live her life without having to look over her shoulder.
Gear/Weapons:
Control Deck
IWS Trueshot 10mm Semi-Automatic Pistol
Armoured Jacket
Tool Bag - Containing a variety of tools, including wrenches, spanners, screwdrivers and spare drone parts. Usually keeps this in her van.
Drones.
Two rotor-drones (the spotter and the shooter): The spotter operates solely for air surveillance , able to give detailed building lay outs, map enemy positions, etc. Giving runners a basic idea of what they're getting into. This drone also has a variety of modes, including thermographic and night-vision. The shooter can work with the spotter to defend it if they are discovered or be used on it's own to provide an aerial assault that can act as a diversion for the runners or pick off lone enemies. Assult rifle - 500 metre range.
Two wheeled drones: Fast an nippy enough to tail moving vehicles or for simply scouting ahead, the two are also armed with light weaponry so they can take out car tires or provide small, hit and run attacks. Submachine guns
Mr Traxx: Mr. Traxx is a track drone with the heaviest armour, and also more heavily armed than any of the other drones. He exists for a single purpose, to protect Steel Rose when in danger. Essentially a mobile gun platform. IMG
Magic: N/A
Accommodation: Simple but secure one bedroom, ground level flat with nearby (and equally secure) garage for her van.
Transport: A metallic blue van with two doors up front and a single back entrance, no windows aside from those at the front which are tinted. In the back of her van is her workshop, where she keeps and repairs her drones. Spends more time here than anywhere else, so the area is often strewn with clothes. Contains a small monitor in the back for relaying drone footage, and footage recorded by her eyes.
Legal status: A new ID that she bought with the money gained from the big sale, Rose Steel.
Cyberware:
Rigger jack
Cyber eyes
Headware Memory (for recording footage from her cyber eyes)
Cyber hands, with various built in features including a toolkit in the fingers (tool laser, electric screw-driver, etc.) and a taser.
Data-jack (pending instalation)
Associates:
Fast Eddie - Fixer, gets her good deals on equipment and hooks her up with Mr. Johnsons. Has spent some time inside, where he made some rather dubious connections. Does most of her deals through him.
Vincent Hloran - A stout old Dwarf with two dogs, Molly and Cruncher. Moved to Britsprawl from Geneva, and set up shop as a mechanic. Also operates a small junkyard, and is prone to set aside anything that Steel Rose may find useful. Has good connections with other gear-heads in the area, so is also good for cluing her in to where some quality droid parts may be found. One of her only real friends, and the only person allowed to call her by a nickname (Steelie).
(Deceased)Leo Last - A blonde haired, elf pretty boy whom she met on a run, currently her boyfriend. A fellow rigger, formerly into heavy vehicles, including trucks and aircraft he's recently became involved in an enviromentalist group and has 'gone green'. She's seriously considering making him an ex. In light of his new world view, she's nicknamed him Greenpeace. Murdered by some hired heavies after her body.
Mr. Smith - A contract killer. For those 'just in case' moments.
‘Mad’ Doc McGuire - Installed a datajack into her, maybe come in handy in the future...
Her family and friends from her former life are still out there somewhere. She believes the corps killed them all. They don't know what to believe.
Anonomuss
03-15-2007, 11:24 AM
My character sheet has been altered. His rifle has been changed, the magnetic dampner is gone, after the conclusion that the idea wouldn't work, and the calllibre is included. It is also mentioned in 'Rumours:' that he might have a brother, but he himself dosn't know himself as they were seperated early in life.
I think that should cover it. (Hopefully)
Desolator12
03-16-2007, 02:24 AM
Owner: DesoWuff
Name: Daniel Crux
Streetname: Rush
Archetype: Rigger
Race: Human
Age: 22
Appearance: Rush has dark, brown, mussed-up, short-cut hair. His eyes have deep blue irises, and his facial hair is virtually nonexistant. His skin is a pale tan color. On his right arm is tatooed 'Qui audet adipiscitur', or 'He who dares, wins'. His clothing ranges from flashy in his shows, to dark yet loose clothing, with shades tailored to hide his identity.
Personality: He's a daredevil tried and true. He lives for danger - for attempting things that 'an orc wouldn't drink'. Having said that, he's generally too much of a free spirit for his own damn good, or health.
Background: Daniel Crux was born in poverty, his family not being able to afford much: They ate and that was about it. In his youth, he would hang around various vehicle shops, observing the work of several workers, and learning how to work on, and modify, vehicles. When he went to get a job, he did a demonstration of his skills, and was hired on the spot. Half of his income went back to his family, allowing them a bit more financial leeway, and the ability to get new clothing.
In the middle of his teen years, he managed to snag the slightly rusted body of a monocycle from the local scrapyard, then the motor, and the other internals. It needed tons of work, so he rarely spent time at home, using the shop's garage to clean up the bike, apply a new coat of paint, and other bodywork. He shoved the motor in - which was a bit too big for the bike's housing. This was fixed in about 10 minutes. -, hooked up the internals - which were a few years older than the latest and greatest on the market -, and started the bike up. Most people remember the loud roar that ensued (Daniel conveniently 'forgot' the muffler) as the roar that started Daniel 'The Daer-Daemon' Crux's career.
He started off with the simple stuff, dubbed 'Slum-Running' by the racers. His all-black monobike seemed unlikely to win, which got him a ton of creds from the win and a small following of fans - who liked him because they bet on the underdog and won. His racing style was unheard of even in kamikaze groups: He would take extreme risks to get past an opponent, occasionally swapping paint with a girder, brick wall, or the opponent himself. This wasn't all that legal, but then again there wasn't that big of a police force in the slums. Hell, even a few less-than-moral 'Officers of the Law' participated in the betting pool. Daniel took his prize cred and put the majority of it into his bike, saving up for the parts, the equipment to fine-tune it, and even some datachips on how 'the pros' modify their engines to get peak output-to-weight ratio. During what would be his last illegal race, at least that others knew of, Daniel was approached by a corporate man. "You seem to be a man who enjoys his thrills..."
The next weekend, General Metro announced that they would be presenting 'the newest thing in thrill entertainment.' Daniel appeared on the staging grounds. His first act was near suicide for a novice showman who had less than a week to prepare. In the end, Daniel suffered a bruise to his rump and had an adrenaline high for the next 24 hours. It was bliss, for both 'The Daer-Daemon' and the corp, who was oggling the creds that the young upstart stuntman was bringing in for them.
Daniel loved the thrill, but it wasn't enough. He never had an adrenal high like he did that first day, and he missed it. On the side, he decided to go back to the thrill of less-than-legal activities, adopting a new guise as 'Rush' on the streets. During the days, he was the daredevil people loved. During the nights, he rode in the shadows.
Gear/Weapons:
Knife Pistol Type 89 (http://cyberpunk.liber-mundi.org/images/Knife_Pistol_Type_89.jpg)
Machine-Pistol (http://i36.photobucket.com/albums/e15/Immortal_Vanguard/s0-weapon-machinepistol.png)
Fire-retardant Long-Jacket
Leggings with steel plates interwoven, in case of contact with ground at high speeds.
Dark shades with Rigger HUD
Magic: None
Accommodation: A smallish flat on the boarder between corpsville and the Slums, with a garage.
Cyberware: Vehicle Conttol Rig (Neck - can't connect to your spine through your palm ;))
Neuro-Glasses Interface (Temple)
Associates:
Roy Gladistant - The General Metro corpy that got Daniel his cushy little stunt gig at the local 'rena. Really only sees Daniel as his ticket to a higher, and more lucrative position in the company.
Mac 'Greaser' Weston - Daniel's first and only employer before his stunt gig. Daniel keeps in contact with him, frequenting his garage to tune up his bike, re-detail it, and other stuff.
Willard MacAusser - The head of the 'Daer-Daemon' fanclub. Daniel really doesn't like the kid, but keeps tabs on him to make sure he doesn't do something stupid, like try a stunt himself. So far, the 'attempts' count is 12.
Wesforce
03-16-2007, 04:07 AM
Nice looking weapon, Deso. Similiarly, good stuff, Aies and Anonomuss.
Okay, seems we have a decent chunk of riggers (3 at the last count... I was thinking of fielding one too...As well as a shaman). That's good. Expect a lot of the next chapter to be vehicular then ;)
I want to get the next chapter started by this weekend. Anyone else want to join/update characters? If you're busy we can wait a couple of days...
I don't know if I'll have time today, but I'll have someone up over the next day or two.
Serenla
03-16-2007, 07:04 AM
Yay post.
Character Owner: Serenla
Name: Rachel Armistead
Street name: Shotgun
Archetype: Street Samurai
Race: Elf
Age: 27
Appearance: Appearing a few years younger than her 27 years, Rachel has typical elf height and stands at 6”1. Not quite pretty, she none-the-less manages a deceptively pleasant appearance and often smiles or laughs at hidden jokes. She has a confident air about her and stands straight with nothing to hide. A small scar runs from mid-neck down to her collarbone and gives her voice a slight rasping sound, though not enough to seriously alter her voice. Clothes tend to be on the torn side, usually browns or blacks, and rarely betray any sense of class. Her typical get-up is formed of trousers, a camisole and vest. Vivid purple eyes are her most prominent feature, a remnant of her Pizza Slut days. Her right arm is primarily mechanical, though she usually takes pains to hide it by wrapping cloth around it.
Personality: Although she is confident of her own abilities, the rest of Rachel’s appearance is at odds with her personality. Underneath her somewhat-pleasant exterior, she doesn’t really care for people as a whole, and certainly doesn’t trust them. She has a deep-seated hatred of men that stems from a childhood incident and tends to be blunt in her opinions and observations. Between working as a street samurai and previous gigs at a Pizza Slut, Rachel also has an extremely limited sense of morals that is more of a personal code than anything else. Often she is amused, but her amusement is often directed at people rather than humorous situations, though she is willing to let people believe she likes them. Preferring to work alone, Rachel will work with others, and she will never turn on her employers or partners while a job is undone. However, these loyalties end with the job and she typically severs all ties after being paid.
Background: Rachel never knew her parents or what happened to them. From an early age, she lived at an orphanage run by people whose apathy was exceeded only by their penchant for maintaining kind appearances. When she was 18, she was assaulted by several orphan boys and in the process had her neck cut open with a poker. The owners of the orphanage planned to leave her in an alley somewhere, but when Rachel inadvertently learned of their plans, she stole a fair amount of money and high-tailed it to the streets. Most of the money was blown on a cheap operation to heal her throat; a half-assed job that gave birth to her faint rasp. To make ends meet, Rachel began work at a local Pizza Slut where her relative innocence, slim build and distinctive voice made her appealing to a variety of patrons. The remainder of the money went to buy her purple eyes as an investment in her new job. After three years of working at the Pizza Slut, she sustained a major wound to her arm in a robbery. Although cybernetic enhancements repaired her arm to beyond its original strength, she lost her job at the Pizza Slut. With her new arm, Rachel found a new calling as a street samurai. The advantages of her cyberarm propelled her into a series of cybernetic upgrades over the next few years that began with leg enhancements and progressed to a smartgun link, augmented hearing, skillchip ports, wired reflexes and further muscle augmentation. For the past six years she has worked as a freelance samurai who will take nearly any job offered to her, usually acting as a bodyguard or added muscle.
Magic: None.
Gear / Weapons: Wooo, pictures. Should I change the names of them from real names to more Shadow-ish names?
Colt Alpha-Omega 10mm Medium Handgun
http://cyberpunk.liber-mundi.org/images/Colt_Alpha-Omega_10_mm.jpg
Remington Sodom Shotgun
http://cyberpunk.liber-mundi.org/images/Remington_Sodom.jpg
Colt Mantora Heavy Assault Rifle
http://cyberpunk.liber-mundi.org/images/Colt_Mantora.jpg
Beretta Modele 48 Medium Submachinegun
http://cyberpunk.liber-mundi.org/images/Beretta_Modele_48.jpg
Transport: An old slate grey Daisaka motorcycle from the 2040s.
Accomodation: A run down apartment somewhere between the middle and low class areas of the city. Not particularly secure, but there is little of value in it. She also rents a small garage for her motorcycle, which is much more secure than her apartment. Her weapons are also stored in the garage when she’s not using them.
Cyberwear:
Cybereyes
Cyberarm
Augmented hearing
Wired reflexes
Muscle augmentation (primarily in legs and arms)
Smart-gun link.
Associates: None as of yet. Rachel doesn’t have many contacts, fewer friends and even less people she can tolerate to be around for any length of time. I may add some here later if Wes would like me to.
SW Freak
03-16-2007, 08:14 AM
Edits in red.
Owner: SW Freak
Name: Jackson, Indigo, Ms. Holmes and Jackal
Streetname: The Cyber Skitzo,
Archetype: Street Samurai
Race: Human, human, human, unknown (Presumed human.)
Gender: Male, Female, Female, Male
Age: 27
Appearance: Jackson, as we will call him for the sake of simplicity, stands around 6'. He never leaves home without his overcoat, a black double brested military style jacket. He has an assortment of clothes to put on underneath, most of them black, depending on who he is when he's getting dressed, but he always wears a pair of scuffed black army boots, steel toe-capped. Electro impulses, different for each different brainwave that comes to the fore, make his hair change with each personality switch. No matter who he is, his body is crossed with scars, old and new. He seems to get a new one each week, but the crown piece is the long line that runs from his left temple, down along his cheek. Somehow, someone managed to skim a bullet just across that part without doing any noticable permanent damage, bar the scar.
Jackson prefers a black muscle shirt and cargo pants. He's content to stand up straight when he's nothing to lean against. He generally looks rather good natured. His hair is short, black and spiked up, with the tips of the spikes dyed red.
Indigo, in deference to her male 'roomates,' will generally put on an indigo belly top that doesn't look too girly, and tight unisex jeans. She's much like Jackson in most respects. Her hair is shoulder lenght, and a light purple colour. (No prizes for guessing the exact shade...)
Ms Holmes is a step in the other direction; she'll generally put on a light coloured blouse and a big frilly skirt, ignoring the pleas, and howls in Jackal's case, of the other occupants of the place. She's not allowed dress too often. Her hair curls up in a tight bun of whitish-blonde. She stands ramrod straight, and walks as though she's got a pole shoved up her, uh, dress. She looks as though she should have a lifetime of wrinkles to prove how much being a teacher sucks; instead, she's more like a forty year old trapped in a 20 year old's body.
Jackal...well, he'd be just as happy sauntering out of the place nude, but can generally be persuaded to put on something belonging to one of the others. He's got a mess of greasy green hair and a light covering of the same colour stubble. He just kinda hunches, unless he's fighting. Then he attacks in such a way that he's been likened to a kung-fu monkey.
Personality: Jackson is an out-and-out ruthless motherfragger. He tried to help people once, and as a result lost all his freedom. Now he just watches out for himself. The others don't much like him now, but they have to admit that they are more effective. Jackson took up guns shortly after the Charlie Foxtrot that was the Ocean City run, and now his skills rival Indigo's. He's all but taken over the collective.
Indigo is less like Jackson now. She hates what he feels he had to become, and she'd just as soon put a gun to their collective head and pull the tigger. Too bad she loves Jackson like a brother and thinks he may have a chance to be a decent person someday.
Ms. Holmes is pretty much the amalgamation of all the teachers you had when you were younger. Kind but not so cheerful anymore, and wet as a kid's shoe when he can't make it to the bathroom. She hates having to resort to physical violence, but when she must she's got a couple of solid six inch hairpins keeping that bun in place. She's the smarter one of the band, and solves most of their thinky problems.
Jackal is an animal. He'd be the sort to go to a rock concert, throw the horns, headbang and break bones in the mosh. That is, if he wasn't almost permanently locked away. He occasionally gets a say in matters that mortally, like, really mortally, endanger them all, but Thirsty seems to be the only one who can understand him. Ever since Thirsty disapeared, he's been quiet and withdrawn, becoming animated once more only when let out to kill.
As a whole, the Jackson Collective dislikes authority figures like Rent-A-Cops, mostly 'cause they operate on the wrong side of the law most of the time. They run because it keeps them sharp, keeps them moving, keeps them deadly. They've made a lot of enemies during their lifetime, and not many friends. They like their liqour; Jackson and Indigo generally go for straight up pints. Ms. Holmes occasionaly partakes of a gin and tonic. Jackal drinks what they'll let him.
It should be noted that each different personality isn't just a different personality, but almost a whole different person of their own accord. They can fall asleep inside their own head, hold conversations between themselves, the works. If one gets drunk, and then there's a personality switch, the new one will be perfectly sober, though the drunken one may butt in every once in a while or, at least, try to offer advice. Someone can be 'locked out' for a while, if it's for the best.
Background: Not much is known about the Jackson Collective. It's common knowledge that he grew up in the slums, but which one is the 'real' him is unknown, even to Jackson. He's known as Jackson when people talk about him casualy since that's the personality that seems to take presidence. Jackson, all of him, is a garish meld of metal and man, woman and animal, presumably brought about from his troubled, yet profitable, youth. No one knows for sure, but the rumours surrounding his multiple personalities are many. It's a fact that they only began four years ago, but wheter it was from a botched cyberware operation or from taking too many bullets to the skull is uncertain. What is certain is that he's not mad. He's just pretty weird. Weirder now, since Thirsty faded away almost two years ago.
Gear: A multitude of knives hidden about the body for Jackson.
Remington Stormbreaker 'borg revolver
http://cyberpunk.liber-mundi.org/images/Remington_Stormbreaker.jpg
Franchi SPAS-102 shotgun
http://cyberpunk.liber-mundi.org/images/Franchi_SPAS-102.jpg
Cybertronic P1000 SMG
http://cyberpunk.liber-mundi.org/images/Cybertronic_P1000_SMG.jpg
The overcoat is lined with an alloy designed to harmlessy absorb most of the kinetic force expended by bullets (Or anything acting upon a small enough area). AP rounds shear through it, though, due to their keener points.
Transport: A Kawasaki Spartan, unarmed civilian edition (Bottom one.) Top speed of 190km/h, puncture proof tires and manouverability that makes Jackson's old bike look like a brick.
http://cyberpunk.liber-mundi.org/images/Vehicule_Kawasaki_Spartan_X.jpg
Magic: None
Accommodation: Jackson lives in a cheap apartment in Britsprawl, having been moved some time ago.
Cyberware: Right arm, most of right side of torso: Totally mechanical, and stronger as a result. The fingers are all tipped with razor sharp claws, much to Jackal's delight. There's also a replacment lung in there, put in after a job went bad and Jackson took a pound of buckshot to the chest.
Jaw, right side of face and right eye: The eye gives thermal, night and binocular vision modes, each of which tints it a different colour. Thermal is red, night is light green and binocular is ivory white. He generally wears a wireless eyepatch over it rather than trying to compensate for the different vision modes. When he needs to use it, he'll peel the eyepatch off and slap it over his other eye. He rarely goes without the eyepatch, because of the migraines and compatibility problems. A bullet taken to the jaw once to often shattered it irreparibly, so now he has a metal one and cyberware incorporated into his voice box, giving him a rather harsh tone. Nothing too fancy about that.
Skin sheathe: Buried just under the skin of his face lies a dense weave of bullet proof armour. It's enough to stop most rounds from passing through. If any do, however, the ricochets would end up eviscerating his cheeks and mouth. Usually, only point blank shots or AP rounds can get through it, though. Most other rounds can't penetrate it. Doesn't mean it doesn't hurt when they try, though, or that lucky shots never happen.
Neural implants: Jackson had a couple of reflex enhancements as well a photographic and extremely long term memory upgrade put in a while back. Along with the memory upgrade came a database, enabling Jackson to access all his memories from the past four years, as far back as he can remember. It also controls the impulses that change his hair.
Muscle augmentations: Jackson got some added augmentations put in a while back. He's an even tougher mo'fo now.
Contacts:
Sven Svenson: The young dwarven decker the Collective met not so long ago. If ever there was a steriotypical hacker, Sven is it; smart as they come and possessed of little to no social skills, self confidence, personal hygene or, come to that, girlfriends. But he's got amazing skills within the matrix. His ability to get into anything in the matrix is the one thing he's confident of.
Brett: Aka, Smokes. Indigo's boyfriend. They have an arangement concerning... certain aspects of Indigo's anatomy, helped, of course, by Brett's easy going approach to sexuality (And Indigo's too, when it comes to that.) The Collective met the young Industrialist not so long ago at a gig that Indie insisted they go to. They've been going steady for close to three months and, Jackson fears, are falling somewhat in love. The rest of the collective give Indie and Brett their own time and proper privacy in a way he doesn't quite understand, but is happy for.
Mr. X: The man Jackson wished he never met.
Wesforce
03-16-2007, 06:46 PM
TAG, you have to have at least some contacts. How does she get work, for instance? Doesn't she have any friends? Former bosses? People from the orphanage who ended up working for Corps? ;)
There are new updates in the Tech thread.
Character Owner: Wesforce H. Jonesboro
Name: Hannah Galadriel Haight-Gilbear
Street name: Snowflame (the second)
Archetype: Shaman (Arctic Fox (http://en.wikipedia.org/wiki/Arctic_fox))
Race: Elf
Age: 26
Appearance: Stark white hair worn long-ish or in bunches over a darkly-skinned, rounded face give Snowflame a youthful appearance, tempered by a somewhat haughty expression and her enlarged canines/fangs. Somewhat shorter than Elven average (5'7"), she makes up for her height disadvantage with a powerful, maybe arrogant bearing drilled into her by rigourous finishing-school training. As befits a shaman of arctic fox, she commonly wears white or grey-toned clothing - Long boots with tight arctic-camo-print trousers with a tanktop, topped with her white fur-trimmed coat for runs (with a load-bearing belt for her gear and a sash for magical paraphernalia), or elegant evening dresses and heels with the sash, while in better company.
Personality: Snowflame is careful, and also posessing of a calculating cunning. She lets others do the talking, and only steps in when is absolutely necesary for survival. As befits her totem, Snowflame likes to watch, and wait, and hide in the terrain until the storm has blown over, before making her move and finishing off her weakened prey. Her magic is mainly defensive in nature, forming a protective ball around her against enemies and the enviroment.
She carries projectile weapons mainly for last-ditch defence. She prefers the stealthy approach, and uses only highly-concealable items.
Due to her totem, she feels her best in cold environments.
An excellent knife-fighter, she regularly trains with her medicine lodge. Dedicated to the aim of furthering her magic, so she can rub it back in her father's face.
Background: Snowflame was a promiscuous, carefree child. She spent most of her life in comfort, enjoying her Father's wealth and prestige, while being groomed for a fairly decent job at IWS. She and her twin brother (also named Snowflame) were the best of friends (some have suggested more than friends, what with their aristocratic lineage, something the family has remained firmly close-lipped on), and surprisingly, for twins, both were found to have magical capabilities. Where her brother studied Hermetic magic at the Oxford Royal College of magicians, Snowflame (the second) failed to make the grade. Only later, when she met her spirit guide, did she realise this was because the college was prejudiced against shamanic magic. As 'the spare' (rather than the heir), her Father turned a blind eye as she joined a shamanic lodge to learn her craft.
During this period, (ten years ago as of 2069, Chapter 4) Snowflame (the first) left Oxford and vanished, aggravating his Father immensely. Some success as a Street Mage in the Geneva FEZ followed, until his untimely demise during a botched kidnapping. In 2064, Trying to uncover the means of his death is what led Snowflame (the second) to start her career as a shaman-for-hire. Later on, dejected at failure, she returned to Britsprawl, and 'runs mainly to 1) Further her knowledge of magic and 2) Annoy her father.
Magic:
Sleep (Works on all but the most strong-willed)
Freeze (Freezes anything within one metre of her hand)
Ice Blast (Like freeze, but ranged, and considerably draining - 3 uses a day)
Ice Wall (forms a protective dome of ice for a short time - 1 use a day)
Projectile Barrier (A short-lived man-sized protective wall 3 uses a day)
Manabarrier (As above but stops only living things)
Summon Nature Spirit (1 use a day, good for distracting the enemies, and/or hiding a group of 'runners. Hangs around from dawn 'til dusk or vice versa)
Protection Spell Lock (Partial protection against physical damage only)
Gear:
Computer
Wristphone
Credstick (Her true identity - carries a bit of clout in Britsprawl)
Assorted Magical Paraphernalia
Spell Focuses for each spell
Weapons:
http://www.ambient.ca/cpunk/images/kendachimonogun.gif
Kendachi Monogun - Custom Orichalcum blade (V.Expensive) weapon focus, which can conduct and amplify her freeze spell to deadly effect.
http://cyberpunk.liber-mundi.org/images/FN_Browning_Ultra-Power.jpg
One clip of normal ammo
One clip of armour piercing ammo
One clip of explosive-fragmenting ammo
http://cyberpunk.liber-mundi.org/images/Eagletech_20-Pipe.jpg
x3
Transport: Triumph (IWS) Deimos Sports Monocycle, arctic camo.
Accomodation: Small Middle-class flat overlooking the filthy, polluted Thames, with lots of freezers with the doors left open.
Cyberwear:
None.
Contacts:
Her Father; the Earl of Buckinghamshire, and a former member of the Board at IWS. Relationships between the two are strained, at best. For one, he's been a bit loopy ever since his son and heir went off and got himself killed in suspicious circumstances by a Vampire in the Geneva FEZ, and for another, she only contacts him when she needs money. One of the strong post-awakening circle of Elves born into British nobility, his influence has fallen considerably since the deeds of his children became known to some very well-connected contemporaries of her father.
Speaks-with-forked-Tongue; Snake shaman, and head of the local shamanic lodge. He is her mentor and supplier of magical goods. Elderly, he came to Britsprawl from the Sioux nation and hates the cold, damp environment. Wants to go home, doesn't know why he doesn't.
Konrad Thorskills; Mid-ranking IWS Security man she shagged once. Often pesters her with calls about meeting up. Dwarf.
Serenla
03-16-2007, 07:19 PM
Well she doesn't have any friends from the orphange on account of the poker incident and her sudden departure, but I'll try to rustle up a few contacts from somewhere.
Oh and...
[obligatory denial of being TAG]
Wesforce
03-18-2007, 01:45 PM
An update of Bunny for Nyer:
Owner: Nyerguds
Name: Dominic Mayfare
Streetname: Bunny
Archetype: rigger
Race: elf
Age: 37
Appearance: Dominic is a rather thin Elf with a big black mohawk. He usually wears his old Winged Arrows pilot uniform, and sunglasses.
[Picture!] (http://www.planetcnc.com/cnc2sw/stuff/drawings/bunny.jpg)
Personality: Despite what you'd expect from an ex-fighter pilot, Dominic isn't really cut out to be a shadowrunner. Even though he's usually the one person that doesn't panic when everyone else does, he's easy to scare, and has no fighter spirit left at all from his time as a pilot. Was severely shaken during the incident at the Devil's Hole arkoblock, and barely escaped with his life. He would've given up running then and there, except he met a pretty young Elven woman in Britsprawl and got married...
Background:
Dominic was born in England. After he finished school he fulfilled his dream of becoming a pilot. He was trained and employed by Zaibatsu's Winged Arrows squad. After a few years of employment, a technical failure in Dominic's cockpit caused a metal splinter to scratch the retina of his right eye. Even though the damage was easily repaired, the eye began to deteriorate again after a few years. Refusing to replace his eyes by cyber-replacements, Dominic was dismissed from the Winged Arrows.
Refusing these cyber-eyes turned out to be a fatal mistake. A few bad deals later, he found himself with a huge debt for a crime boss in Geneva, and started to do dirty work for him. He quickly learned the skills of a rigger, and got sent out to steal cars. The crime boss had nicknamed him "Bunny", because he found Dominic "too soft to be a 'runner". Luckily, this saved Dominic from getting any assassination assignments.
After a few months, the crime boss was killed by a rival, and Dominic found himself free again. However, with little money and only one skill besides piloting fighter planes, he started working as a freelance 'runner, getting paid for stealing cars, acting as getaway driver in gang wars and robberies and for escorting 'special guests' to shady meetings.
Gear/Weapons: Browning Ultra Power, with explosive ammunition. Even though he's had basic gun training as a fighter pilot, Bunny had never killed anyone in his life until two years ago - something that still gives him sleepless nights.
Magic: None
Accommodation: He has a mid-sized cheap appartment in the Ork district of sector seven (North) of Britsprawl.
Transport: A small grey van in the appartment block's underground car park. Someone he once did a job for paid him by 'fixing' the (stolen) van's legal status, so he legally owns the car.
The car is fitted with a pretty decent onboard computer, and a security system that cattle prods anyone that touches it. This is actually the second 'Bunnyvan', one that Bunny got after having to leave the original in the FEZ. Its a '65 GM H-Grub, unlike the original, but still looks like it. Rigged.
Also: AV-6 Aerodyne 'AirVan', currenrly resting on a rooftop heliport a five-minute drive away from Bunny's flat, under the guise of Grossmann.
Legal status: Has been arrested for Grand Theft three times now, but the two last times they allowed him to 'compensate' for his crime by doing a 'job' for them. Whoever 'them' might have been.
Cyberware: Vehicle control rig. He doesn't really like cyberware though.
Associates:
-the crime boss only known as 'Trevor': he's the guy that 'released' Bunny of his debt, and even though Trevor doesn't know anything about that, Bunny likes working for him for that reason. He's dead now. Life in the shadows, chum!
-Bunny is a good friend of Trevor's bodyguard, a dwarf that used to be known as the Cat Killer. After he met Bunny, this was somehow changed to "Kitty". Kitty himself doesn't seem to care much about the change.
-Bunny distinctly remembers two goblins with a huge fragging laser cannon he met on one of his jobs.
-Sheila is Bunny's cat. She's about half a meter (20 inch) long (without the tail), she has blue fur, bright green eyes and a nasty set of Claws 'n Fangs. Unlike Bunny, she did kill some people during her life. She usually wanders around in the streets around Bunny's appartment, but she has a habit of showing up where Bunny is at the oddest places and moments. Dead, in a cavern under the Devil's Hole Arkoblock
-Edelweiss, or 'Edie' is Bunny's squeeze. They've known eachother just over a year now, going steady. A career-orientated Elven woman of exquisite beauty, she works records at Imperial Agriculture and is a part-time model. Environmental activist.
Hope I can still join - had a busy weekend
Owner: VO
Name: Billiam LeStungo
Steetname: Mr Grin
Archetype: Street Samurai
Race: Minotaur (troll variant)
Age: 22
Appearance: Billiam is a minotaur. He looks like a big, hairy troll, with horns. He’s built like a house and cybered to the hilt. His eyes are red and blood-shot. He usually wears a red crash helmet, with holes cut for his horns, and a big fat grin on his face as he gleefully rips big holes in the opposition. Apart from this, he tends to dress fairly smartly for a trogg, typically in a cheap suit. Most of his protection is implanted under his skin.
Personality: Big. Violent. Unsubtle. Smiles a lot. Loves his mum.
Background: Raised on a diet of junk food, trashy reality-combat 3DTV shows, and videogames, Billiam dropped out of school and straight into the shadowrun scene. What he lacked in experience he made up for in brute force and the ability to take a beating – while not everyone can replicate the feats of extreme violence seen in the modern media, Mr Grin at least stands a chance of getting up again after going toe-to-toe with a combat walker. He lives for the thrill of the chase, and spends most of the payout from running on upgrades to his cybergear and weapons. The rest goes to his ageing mother, with whom Billiam maintains the fiction that he works for a rent-a-cop agency.
Magic: None
Weapons:
Twin titanium-edged combat axes.
IWS Dustripper Heavy Combat ‘Chaingun’. A gattling gun with a chainsaw strapped to it. Perhaps not the most refined armament. Billiam can just about handle the recoil on this weapon, due to his size. He usually keeps this in a trunk in his apartment.
IWS Smackpunch Combat Shotgun.
Cyberwear: Cyberarm with strength enhancers, Wired Reflexes, Cyberears, Balance Enhancer with Knockdown Compensators, Olfactory Boosters, Cybereyes with night vision, Infra-redvision, Binocular Vision, Targetter and Map Display, Subdermal Commphone, Subdermal Armour Plating, Hydraulic Leg Jacks, Cyberwear Self-Repair Nodule, Scan Dampers, Shock Dampers.
Gear: Credsticks, ammunition
Transport: Grexxon Econodrive Light City Automobile. Pimped out so that it’s almost unrecognisable..
Magic: None
Legality: Mr Grin has been careful to keep his cyber implants just above board. He has nothing built in with direct weapon functionality, although it’s quite obvious that most of it is used to make him kickass in combat. The Chaingun, however, is not the kind of thing you carry around normally. Mr Grin keeps it in a sealed metal chest in his apartment, and breaks it out when needed.
Accommodation: A small flat on the edge of the slums // his mum’s house.
Acquaintances :
Stella LeStungo: Billiam’s mother (troll). Lives in a quiet hab-block in the suburbs. Billiam occasionally visits.
‘Tank’ – Veteran Ork Runner. Mr Grin claims he was Tank’s finest pupil. Tank would claim otherwise.
Ocean Wavez: Billiam’s (Ork) girlfriend. Works in a strip club. Has long blue hair, and is planning to move in with Billiam as soon as he stops spending money on new cyber and gets a decent apartment.
Shaunron - Self-styled Dwarf 'Vampire' 'Warlock'. Has worked with Mr Grin on occassion, doesn't like daylight. Is actually quite good at what he does, if you ignore his drama queen personality.
'Whirlligig' Bjornriksonn - Owner of Thor's Hammer Cyberwear Repair and Replacement Yard.
Laurannabelle LeStungo - Billiam's little sister. Works for Aztechnology as a Matrix Technician. Has some decker skills.
Wesforce
03-19-2007, 06:00 AM
Excellent VO, hop right in ;) Good to see more variety in the contacts, and maybe a character that won't immediately hate everyone and try and kill the people he's supposed to work with ;)
Uh, I'm right, aren't I? :dead:
Btw: We can still fit people in, if any new/old peeps want to join :color1:
Desolator12
03-19-2007, 09:28 AM
Trying to convince a friend of mine to join... doubt he will though...
...also, only a few posts into the S0 campaign and I already can't see it at school due to the damned DANSGuardian...
Edit: Set my 'view posts' to 5... so I can handle this now...
SW Freak
03-19-2007, 02:40 PM
In regards to Mr Grin; my gun feels small now.
Wesforce
03-19-2007, 02:45 PM
Yeah, but how much can you carry, concealed, while riding a bike anyway? :p
That goes for shotgun, too, and doubly 'The Cleaner' who doesn't seem to have any wheels :dead:. I probably should have made a point about that. Feel free to add some kind of Car, Anon - or you'll need to hitch a lift.Oh, if Jackson actually called her a Druid to her face, she'd probably zap him :dead:
Anonomuss
03-20-2007, 01:26 PM
'The Cleaner' now has a car. It's quite nice if I do say so myself, it's from http://cyberpunk.liber-mundi.org/vehicules.php?cat=4&lng=us.
Wesforce
03-21-2007, 05:03 PM
Owner: The GM. He's an NPC :dead:
Name: Adverz Askwith Camber
Streetname: Hazard Stripe
Archetype: Zonerunner! (Ex Rigger)
Race: Human
Age: 40
Appearance: A man with strong Jamaican roots, who wears his hair close-cropped, with a line shaved down the centre, from front to back. He has rigger jacks, cybereyes, and is squat and muscular but starting to turn to fat. When not rigged in, his cybereyes constantly dart around, trying to emulate the 360-degree vision he enjoys when rigged in. Often to be found wearing tattered leathers with an old army jacket.
Personality: Hazard Stripe is called Hazard for a reason. This is a man who's spent so long close to the edge, he's practically over it and on the other side. He's never comfortable unless he's rigged in. He eats, sleeps and lives in his truck - when he's not running extreme-risk courier shipments between Britsprawl, Scotsprawl and Tynesprawl. Has been thinking about joining a nomad gang, but wants enough for a second truck, loaded with guns. Intense fear of magic, paranormal animals, and spirits.
Background: Adverz Camber was a soldier in the MUNDI logistics wing during the events of the night of the comet. Driving tonnes of steel and fuel and ammo through ambushes by the daemon horde finally broke his mind, and he was discharged shortly after that event, and the logistics division disbanded in favour of civilian drivers.
Gear/Weapons:
Browning Ultra-Power, Explosive ammunition.
Armour Jacket
Ballistic Helmet
3 Frag Grenades
Transport: GM/OSHKOSH 8x8 military tanker.
Magic: None.
Accommodation: His rigger tank. Occasional coffin motels.
Cyberware:
Vehicle Control Rig
Cybereyes - Themographic vision
Associates:
The Hampstead Slammers - An eccentric and largely unknown Shadowrunning team for whom Hazard stripe pulled rigger duty, before he retired and they got their own rigger - Rammer. Good friends.
Some notable members: Hammer, Jammer, Spammer, Rammer, Blammer and Lamma.
Nyerguds
03-22-2007, 06:53 AM
Umm... correct me if I'm wrong, but isn't ShadowZero WITHOUT the whole comet mess? I kinda thought that was the entire point of ShadowZero...
I mean, otherwise britsprawl would be a zombie-infested fraghole, and Geneva wouldn't exist.
Wesforce
03-22-2007, 07:53 AM
I can't just make a whole Comet vanish from existence :p
And the Comet had nothing to do with what happened to the Geneva FEZ <- If you're going to be pedantic, please use the correct terminology :p. 'Geneva' is old and out of date, where people say 'FEZ' instead, the same way 'Britsprawl' has supplanted 'London'.
Edit:
Uh oh.
You van/car drivers - You've buggered off and left poor Shotgun without a ride (she could go on the back of a bike, but not with all those unconcealed weapons). Similarily, Rush is stuck with his bike and a bloody machinegun.
Time to call any contacts you might have with a car...
Nyerguds
03-22-2007, 06:49 PM
so, wtf does FEZ mean then?
And yes you can, you're the GM :p
Wesforce
03-22-2007, 06:52 PM
Free Enterprise Zone, as I've explained a hundred million billion times.
Okay maybe I could - but I don't want to.
I like Comets - and I like space :yuck:
SW Freak
03-23-2007, 07:03 PM
I go to one production of Jesus Christ Superstar, and I get back; me legs are broken. Bally hell, boys. I dunno if I already suggested this, but should we set up a posting schedule? Like, the order in which we post? Just a thought, considering there've been times when peeples miss a lot.
Wesforce
03-23-2007, 07:04 PM
Well as it turns out, you couldn't really have helped that anyway - You were asleep, and those fraggers left you in the road where crashing lorries could find you :dead:
SW Freak
03-23-2007, 07:15 PM
That aside, I think the point still stands. Dunno, 'twas just a thought.
Wesforce
03-23-2007, 07:20 PM
We normally hold off posting a bit when someone's missing. The post-rota is a nice idea but it'd quickly be fragged to hell - what when people need to converse with eachother, or talk to NPCs.
But when we get going, we really get going :dead:
SW Freak
03-23-2007, 07:23 PM
Yah, so I see. Ah, if it become a problem, we can figure something out
Wesforce
03-23-2007, 07:52 PM
How the frag is Shotgun suddenly comatose? She has virtually no injuries at all! :dead:
Serenla
03-24-2007, 12:14 AM
OK, first off she's not comatose, just passed out.
Secondly, you mentioned that the Knockers has macickal abilities, and magic isn't exactly Shotgun's area of expertise. Nor does she really have any defense against that. So for lack of a better term, I'm allowing that they 'magic-nuked' her brain which gave her headaches and severe nosebleeding. She doesn't really have other injuries at all, except for a good number of bruises and minor burns on her arms and legs.
I suppose I went a bit overboard with the whole "being knocked unconscious" thing but I was hungry and I needed to go grocery shopping and I wanted to make sure that my post reflected the fact that I'd be taking a break :p
Cliff notes version: Her wounds are not that serious. Just temporarily incapacitating.
I gave Mr Grin a few more contacts, as he probably didn't have anyone particularly useful.
Wesforce
03-24-2007, 11:03 AM
OK, first off she's not comatose, just passed out.
Secondly, you mentioned that the Knockers has macickal abilities, and magic isn't exactly Shotgun's area of expertise. Nor does she really have any defense against that. So for lack of a better term, I'm allowing that they 'magic-nuked' her brain which gave her headaches and severe nosebleeding. She doesn't really have other injuries at all, except for a good number of bruises and minor burns on her arms and legs.
I suppose I went a bit overboard with the whole "being knocked unconscious" thing but I was hungry and I needed to go grocery shopping and I wanted to make sure that my post reflected the fact that I'd be taking a break :p
Cliff notes version: Her wounds are not that serious. Just temporarily incapacitating.
So... You Bunny-Hopped them and made them nuke Shotgun's brain? :dead:
I never said they were hostile.
Ah well, up to you I suppose... Except their 'Magical abilities' are little more than fairies or pixies, or those little buggers that live in the woods in Princess Mononoke.
SW:
Edit your post please. Jackson was left at the Hospital overnight and only gets out in the morning. If you want to keep that bit, post it at the start of the next section (but you'll have to explain to the bf where you were last night, and also you'll be in a wheelchair for at least a day. No cop-out 'good as new' here!)
SW Freak
03-24-2007, 03:06 PM
Curses...Okies, I'll voip it. I'm too tired to put in anything proper at the mo, I'll fix it tomorrow.
Serenla
03-25-2007, 02:40 AM
So... You Bunny-Hopped them and made them nuke Shotgun's brain? :dead:
I never said they were hostile.
Ah well, up to you I suppose... Except their 'Magical abilities' are little more than fairies or pixies, or those little buggers that live in the woods in Princess Mononoke.
Sorry, I was assuming that they were just miscellaneous critters and Bunny-Hopping wouldn't be an issue :\ Likwise, I thought that they were there to be hostile. I can edit my posts if you'd like.
Nyerguds
03-25-2007, 04:20 AM
I think this whole discussion should be in the Welcome to ShadowZero thread, not in the characters thread -_-
(SW Freak/Goliath! You started it! Shame on you!)
SW Freak
03-25-2007, 04:36 AM
I blame Wes...
Post edited. Bit bleh, but it's edited.
Wesforce
03-25-2007, 10:04 AM
Owner: W.M.D. Wes Force One
Name: Edward Xian-Lung
Streetname: ...Edward :dead: (Yet to choose one).
Archetype: Mage
Race: Human
Age: 24
Appearance: A slightly-built human of average height, with a thin, wonder-filled face topped by tousled black hair, Edward shows his mixed English-Indian-Chinese ancestry and appears to be happy and upbeat. The cruel would say he's more bemused and gormless. He affects a broad-brimmed fedora hat of greenish-blue colour that matches his smart greenish-blue suit. He walks casually, always with a silver-topped black cane and wingtip shoes, with a treated cape to keep the acid-rain off.
Personality: Edward was bored with life at Oxford, and saw one too many 3DTV shows about magic in the shadows. A friend of a friend spoke to a friend, and so here he is. Shockingly naive, yet always ready to help with a spell, Edward is determined to prove his worth as a magician, and prove that while any meathead can load themselves with cyber, its the magic that truly shines. Has no real prejudice towards any race or nationality, but still has various old-fashioned attitudes towards women. Generally mistrusts technology - A walking anachronism, but by no means alone in the world.
Background: On a gap year from the Oxford Royal College of magic, Edward is from a fairly well-to-do family. Really, his magical talent was a Gruddsend for his parents who wondered if Edward would ever be able to leave home and get a job. He has a nice cushy job lined up with Grexxon after he finishes his studies. Has two younger brothers who look up to him. A girlfriend who he hardly ever sees, because he's more interested in magic and blind to what she sees in him.
Gear/Weapons:
Spiffy clothes and hat
Silver Topped cane with Orichalcum core (weapon focus)
Pocket computer
Wristphone
Concealed light armour vest
Spell lock that absorbs most light weapons fire
Transport:
Nice shiny new Neuwerke Neunbrecher (civilian model)
Magic:
Manabolt
Manablast
Powerball
Powerblast
Invisibility
Illusion
Zone of Silence
Summon Elemental (Air, Earth, Water or Fire)
Accommodation:
Living out of a sponsored Grexxon-run hotel during his stay
Cyberware:
Nowt
Contacts
Professor W.H.R.Rivers of the Oxford Royal College of Magicians - His tutor, an old wisened Elf (one of the first) and a supreme authority on magic.
Stace Cambrel-Garcia: Junior Doctor at an NHS Hospital, London, and Edward's long-suffering girlfriend. Had an affair recently that he doesn't know about. She regrets that.
Mage-Sergeant Jerr Campbel: A friend of Edward's he met at Oxford who has since left and, against his parent's advice, got a job with the National British Police as a forensic mage. He's from the streets, and he's gone back to help clean them up. Idealistic and yet to be worn down by his fellow police officers' pessimist cynicism.
SW Freak
03-25-2007, 02:31 PM
Okay, so, this is my replacement for Jackson.
Owner: Sw freak again
Name: Big Brother Wildkin
Streetname: None, he's new in town.
Archetype: Physical adept
Race: Human, though he's occasionally mistaken for an elf
Age: 26
Appearance: Wears an almost random collection of clothing, his blonde hair tied back at all times. His sword and gun are always at his side. Seen here, he's carrying his former favourite gun, a belt fed heavy revolver called Stubby. He gave it to a friend of his since.
http://cyberpunk.liber-mundi.org/gallery/Unknow_-_Nomad_Cyberpunk.jpg
Personality: Big Brother isn't a bad man; he's just been forced to fight all his life to survive. He views city dwellers as intrinsically weaker, but has no real problem working with them. He isn't really comfortable in the city, though. It itches. He doesn't really care much for authority figures that haven't proven themselves worth respecting, either. He's the kind of guy who'll look out for his gang and the people close to him. Thus far, that's always been the same group of people, but who knows? Has a way with animals.
Background: Big Brother is a nomad. This is only his third trip to the city, and neither of the first two had been particularly prolonged. Just don't think he's ignorant.
A long time ago, when he was still a child, Big Brother wasn't known as Big Brother. He's since forgotten his old name. It wasn't important. What is important is that when he came of age, and it came time for him to take his own name, as is his gang's tradition, he had taken over as protector for a young girl named Rotary Engine, or Ro as she became known to her 'brother.' When asked what his new name was to be, Big Brother had been interupted when Rotary, distressed by his absence, had blurted "Big Brother!" out loudly. Brother had smiled, looked at the chief and nodded. And the rest was history.
Recently, though, Ro ran away. Brother left to look for her, and followed the trail to the city. He put in an ad at what was essentially a Shadow bar, putting in that he was looking for info on his sister in lieu of half the pro-offered pay. Fortunatly, a certain dwarf got back to him rather quickly. A dwarf who claimed to be a big man in the city.
Gear/Weapons: A Castech Twin Barrel. The top barrel fires 12mm rounds, the lower is a single shot grenade launcher. Smartlinked via his visor.
http://www.ambient.ca/cpunk/shadowguns/sr_Wp02a.gif
His sword
Hunting knife in his boot
Visor; Smartlinked to his gun, infra-red vision.
Transport: An armoured humvee with an empty weapon mount.
http://cyberpunk.liber-mundi.org/images/Vehicule_HMMWV_Hummer.jpg
Magic: His ambient powers, which essentially grant him mastery of close combat, mastery of thrown weapons and heightened agility. With sufficient focus, he can improve upon it even more, as well as enhancing his senses and strength. This takes its toll on him rather quickly, though.
Accommodation: His Humvee
Cyberware: None.
Associates:
Rotary Engine: Big Brother's little sister. Or, so they've come to see each other. She's nearing the age when she'll take her adult name, which is why it's so important that Brother sees her return. If she dies before she sees her eighteenth birthday, or isn't there for the ceremony, no one will ever know her real name, and that would be the greatest tradgety.
Butterfly Valve: The leader of the Wildkin, and a powerful Celtic Druid. Believes in the power of nature and how important it is that it be respected. The others follow him willingly, but arn't quite as adamant as he is on the whole 'destroy the infidels' thing he sometimes gets into. Fairly old, but he hasn't quite given up the ghost to senility yet.
Cornwall express: A big motherfragger, and one of the many mechanics Brother knows, vehicles being as important to the nomads as weapons and food. Both of which Cornwall can supply, of course. Think of him as a general merchant. Named after the armoured train that used run through the Cornwall countryside.
Kane lives
08-20-2008, 02:53 PM
Owner:Kane lives
Name:Johnny Red Eyes
Street Name:Guy with Laser
Archetype:A seasoned mecenarie.
Race:Human(with Cyborg parts)
Age:32
Appearance:Handsome man with a bold face(though most of it is hidden by his Red Eye infrared and NVG visor) and spiky hair,has a good body shape,wears an old torn with bullet holes military-merc uniform.Has a Robotic arm that casts spells
Personality:Likes weapons and cyber-star-wars-style-saber-with-twin-blades
likes to interrogate people and extract intel.
Background:His past remains a mystryA former-member of the special stealth attack force(SSAF).He got all his training from SSAF and then he din'nt like the pay of the organisation so he joined a PMC and started to take bounties and errands for the group.
Gear/Weapons:Carries a custom designed laser-assisted Dual automatic handguns with ammo that can pierce targets and can kill targets in one shot no matter where the person shoots,It has an internal lock which can only be unlocked by his fingerprints(there's only one pair of these in the entire galaxy.Also wears a thick body armour that covers his entire body and protects against all projectiles.
Vehicle:He has a lot of vehicles likes heavily armoured APCs with a satilite uplink to stylish and attractive fully modified Sports cars(kinda like Lambo murcielagos)
Magic:Can cast a variety of projectiles that have powerful afterattacks.
Acomadation:Lives underground in an A.I. controlled mansion(like h.e.r.b.i.e in fantastic 4)has automated defence systems,is airconditioned and a huge garage that houses all of Johnny's vehcles.
Cyberware:The cyberware he has in his suit is an A.I. that helps him from time to time(Is a male voice like cabal)
Contacts:He has no freinds only his trusty A.I named X2.
I think thats enough info for now........Right?
Signin' off it's gettin' late
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