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klinktastic
post Dec 20 2007, 11:36 PM
Post #1


Running Target
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Occult Investigator

"Peek-a-boo, I see you."


[ Spoiler ]


The occult investigator is a support character at heart. Modifications can be made to specialize this character into more of a summoner, a caster, or a counterspeller. Contacts and knowledge skills can be customized to fill a niche role to allow the occult investigator to be a optimium legwork character for the team.
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Kyoto Kid
post Dec 21 2007, 02:09 AM
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Bushido Cowgirl
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Gunslinger Adept

"... the name's Shelleen...Kid Shelleen...and that's the last name you ever need to hear. *Blam*"

[ Spoiler ]


The Gunslinger adept is the 21st century cowgirl patterned after the classic wild west gunfighter. Though not a quick as the original she is more resilient, versatile, and more deadly. She is a character that would most likely take advantage of the adept Metamagic technique of Attunement: Item described in the Street Magic supplement to literally be come "one" with her guns. As she has the Firearms Group, she can be outfitted with whatever "shootin' irons" one would prefer although the revolvers are central to her concept. Though not as much a combat monster as the Street Samurai, she is no slacker when the lead needs to start a flyin'.
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ElFenrir
post Dec 21 2007, 02:18 AM
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Combat Mage

''Where does the guy with the brains, the brawn, the swords, guns, and spells sit, anyway?''

''Any $^%&ing where he wants.''

[ Spoiler ]


This Combat Mage likes it loud...he likes his music loud, his magic loud, and his jobs loud. But yeah, he makes sure to take that Invisibility spell along, too...he's not stupid, after all. He's the guy you bring in when you need a big threat. He's got the spells to melt their minds(and yeah, to knock em out, too), the spells to melt those drones, and he's got a big sword and pistol on him, too, for when the spells don't cut it for some reason. Take THOSE away and you have a guy with a coupla big fists. He might not be the guy who talks to the Johnson, but he knows where he came from. Don't even think about asking him to 'watch the rear'. Though he could probably watch FROM the rear...over everyone's head.
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Ryu
post Dec 22 2007, 01:32 PM
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Sprawl Ganger

pic

"The boss says you owe 20k¥"
"I´m not paid to care"

[ Spoiler ]


This urban predator can take care of most gangers in a one-on-one fight, but "This is my turf, sammie" would still end up as famous last words. Mod skill groups around to prepare him for other roles than combat duty.
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Glyph
post Dec 28 2007, 06:50 AM
Post #5


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Former Mr. Johnson

"Let me talk with him. I know how the game is played."

[ Spoiler ]



He's the guy with the cold, dead eyes and the wintry smile, the corporate insider with the jobs and the connections. Who knows what convoluted corporate maneuvers led to him getting tossed to the curb? Now he has to swim with the same sharks he used to toss bloody pieces of meat to. But he can handle that. He may not be on the inside any longer, but he still has people who owe him favors. He is still a trained negotiator with icewater in his veins and eyes that miss nothing. He knows all about security holes, and black projects, and the unwritten rules of corporate infighting. And now he's sitting on your side of the table.
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FrankTrollman
post Dec 28 2007, 02:48 PM
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The basic Bounty Hunter archetype description implies that he is supposed to be good at finding things. He's supposed to be a go-to man for tracking down escaped convicts, vicious paracritters, and missing persons. The presented archetype is none of these things. Rolling 5 dice when looking for clues, 6 dice when following a trail, only 2 dice when following a target, just 1 die for asking around, and literally zero dice for legwork on the Matrix, this character is essentially incapable of doing his job. So yeah, let's make one that works better.

Goal: Be halfway competent at a broad spectrum of non-magical legwork while still being able to stand up in a fight. Be able to run down anyone who isn't jacked up on the Movement power.
Secondary Goal: This character is supposed to be good at his job, but he is not supposed to overshadow a party face or hacker if there is a specialist in the group.

Bounty Hunter
“I'm gonna get you, sucka!�
[ Spoiler ]


So how did we do? Well, our Bounty Hunter rolls 14 dice to find clues, 8 dice to find things through the Matrix or face to face, and has an Intimidation pool which is probably bigger than anyone elses (8 dice base and he is a big scary Ork). In combat he has a rifle and a stun baton, both of which he handles with moderate skill (10 Dice). He gets three initiative passes, and rolls 12 dice dodging bullets when on full defense. He also has a built in abusive tactic, where he can drop nausea gas and switch to internal air while moving to full cover. Then he can wait opponents out.

Weaknesses: At just 7 dice for sneaking, he's no super all star on the stealth squad. His Tracking and Shadowing Dicepools are only 6 – no better than the original archetype.

-Frank
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FrankTrollman
post Dec 28 2007, 02:52 PM
Post #7


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The Smuggler archetype suffers from not being good at, well, smuggling, She can drive, she can fix a car, and she can fight. Can she bluff her way past a check point? Not really (2 dice for Con). Can she sleaze under observation through traffic? Not really (4 Dice for Shadowing). Can she hide contraband from investigating authorities? Again no (4 ice for Palming tests). Basically there's nothing she can do as far as smuggling goes except put a tool box on the accelerator and hope that the fuzz doesn't show. That's unfortunate. Hell, she has metal in her bones and she can't even personally walk through a checkpoint without having alarms go off.

Goal: This character should be able to be more than the wheels of the team. She should be able to get people, places, and things into and out of Seattle with a minimum of fuss.

Smuggler
“This baby can make the Kessel Run in 20 furlongs.�
[ Spoiler ]


So how did we do? In extreme mortal kombat she is a terror. Minigrenades and machine guns blaze at 13 dice (Command 5 + Gunnery 6 + Control Rig 2), and she can get 3 IP by going limp. She drives her car, motorbike, or Steel Lynx with a not inconsiderable 11 dice. She can talk her way past most check points with her 8 dice at Etiquette or Con and a passable usage of every language in use on such check points from here to Hong Kong, Europort, and Caracas. Her 8 die shadowing pool is decent, very decent when she's stalking people with recon drones.

Weaknesses: The obvious limitations are her low Palming skill (6 dice), which is only slightly better than the 4 dice that the original archetype rolled with. Also, she's complete shit in combat unless she has a drone on hand. That's the price she pays for being able to successfully pass herself off as harmless – she actually is harmless.

Problems I had making this archetype:
Once you extensively house rule a section, it is amazing how much you forget is fucked up in the original document. Like, you can't actually purchase a sensor rating for vehicles. And there's really no reason to even have an Electronic Warfare skill because every one of your drones has the same dice pool for the skill that you do (even better if you don't max out your EW at chargen). Argh, god damnit those rules are incomprehensible.

-Frank
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FrankTrollman
post Dec 28 2007, 11:43 PM
Post #8


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Back in the day there was a Mercenary and an Ork Mercenary. The concept in either case was a professional warrior who had seen genuine war. They used heavy weapons are weren't afraid to shoot things with big guns. But however cool the idea of someone running around with a rusty LMG and jungle cammo fatigues was, there was the basic fact that being a mundane joker with little or no speed enhancement on made you so much meat. By third edition it had been cut down to just a single Mercenary (who happened to be an Ork), and it still suffered from the fact that it was basically a Street Samurai who would get his ass royally handed to him by a Street Samurai. The Mercenary archetype didn't make it past third edition in any form, and it was not particularly missed.

Background: The Ork Mercenary used to work in a conflict zone such as sub-Saharan Africa, Trollish Myanmar, the Balkan Disputed Region, or the South American Freefire Zone. And he wasn't a mechanic or a bricklayer out there – he shot people in the face for money. He may have worked for a nation (which may or may not still exist), a corporation, an ideology, or an ethnic group. He may even have fought in the same conflict on different sides at different times. War is the only thing he has ever really known, and now that he has escaped to the civilized world he finds that the indiscriminate destruction he was used to on a daily basis is something that The Man will pay money for. Good money as it happens.

Goal: This character should be able to fight and make an impression on the battlefield level. However, while it is certainly impressive to carry a White Knight into the fray, the character should be able to do more. The character should be capable of handling himself in the jungles he supposedly fought in, and he should be able to do any leg work at all.

Ork Mercenary
“We have a saying about people who won't eat their soup because the fly has landed in it. We say that they have not been in Africa for very long.�
[ Spoiler ]


So how did we do? In extreme mortal kombat he will totally schoolzor you. 14 dice to train a White Knight on your punk ass. 8 dice for Tracking and 9 dice for Infiltration mean that he can actually Rambo you pretty well.

Weaknesses: This character uses crappy old cybertech by design. Eventually when some ¥ are thrown his way he'll want to strip that crap out and replace it with Muscle Aug, Toner, and Synaptic Boosters. Similarly, not having a Synthacardium on a merc or street sam is an insult, those things are completely absurd in how totally awesome they make you (recall that Full Defense is Reaction + Gymnastics, which makes it an Athletics test). The lack of technical skills is going to hurt, especially on high end runs, meaning that he'll end up being the guy who machetes people long after that stops being super important. The lack of palming is also a problem. If he can't sneak in, he probably can't sneak decent weaponry in either. And while it is possible for him to kill you with a survival knife or his holstered Hamerli, he is at a serious disadvantage if it comes to either of those.
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ElFenrir
post Dec 29 2007, 01:52 AM
Post #9


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The Bouncer/Bodyguard

[ Spoiler ]


I had played almost this exact character for awhile, with a few changes in skills. I found it was pretty badass for a bouncer or bodyguard type. Strengths are basically the ability to seriously own anyone in a melee bout; even though its a base 11(less than an Agility twinked sam), his Critical Strike and good Strength will sort of slim down the difference. It can always be increased with Karma. Agility Boost can help in those necessary moments when he has to defend against someone heavily cybered. The bit in Astral Combat can even help against those people trying to sneak through.

he's also no joke when it comes to social skills. A good Negotation, amazing Intimidiation and a decent Etiquette skill can probably see him diffusing situations(usually by intimidation) before a fight breaks out. He still throws a respectable 7 dice for Negotating, and a cool 13 for Intimidating, before Social modifiers. With a base 10 Perception dice, he'll be noticing whats going on, too.

On the downside, he's got no reflexes. His line of work doesn't really require you to be the fastest thing on two legs, Bouncer/wise. a Bodyguard might want speed; but this is where the beauty of adjustable adept powers are. A player can go ahead and tweak them up, purchasing a level of Reflexes for a tradeoff of 2 points worth. He's also not too good in the Con department. This guy works mostly more in scare tactics or plain old talking things over. His ranged weapons ability is also pretty low; a Bodyguard type, again, might want to tweak this up, trading a couple of points from elsewhere. And lastly, he's not stealthy. He's a more specialized character; his job doesn't need him to be stealthy(especially a bouncer), so there's no character reason for him to have it.

Ive played him to great success before though; so i know he's far from useless. He's just pretty narrow.
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Kyoto Kid
post Dec 29 2007, 09:58 AM
Post #10


Bushido Cowgirl
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...The Matrix Specialist (OK I find "hacker" a bit droll sounding).

"...you want in there boyo? Then I'm your key..."

[ Spoiler ]


As can be seen the Matrix Specialist is also a good B&E and EW specialist as well. She also isn't inept in a gunfight and packs a little surprise up her sleeve with her Shock Hand implant, which can also affect technological items as well. There is room left for additions from Augmentation Cyber (such as Microscopic Vision which would be a real boon to her tech skills) and Bio/Gene ware. Her concept was partially influenced by the film Sneakers but she can't drive the Winnebego.
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Glyph
post Jan 1 2008, 07:54 AM
Post #11


Great Dragon
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Enforcer

[ Spoiler ]


Fairly straightforward muscle, oriented towards stalking people, intimidating them, and beating them up if he has to. Although he prefers to use his bare fists, he is more than capable of escalating to higher levels of violence.
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FrankTrollman
post Jan 1 2008, 09:40 AM
Post #12


Prime Runner
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The Former Company Man archetype didn't make it past second edition. And no wonder, it lacked the combat efficiency of the street samurai or even the mercenary, and in return it got... well pretty much nothing. Sort of a lame jack of all trades, hampered by profound weaknesses and glaring limitations. While this was supposed to be the archetype of most of the original fiction characters, it never lived up to that promise and people forgot it existed.

Background: The Former Company Man used to work as on behalf of a corporation's shadow activities in house. Part killer, part handyman, he once did “stuff� that the corps would prefer to not talk about.

Goal: This character should be able to cover his tracks. He should be able to blend into a crowd, follow a man, and do it all without leaving footprints. This is a man who managed to escape a non-competition clause – he should be able to get things done without drawing attention to himself. At the same time, he should be able to fall in for whatever it is that the team needs getting done. He's not a face, he probably tries to avoid getting filmed, but he should say “Fine, I'll do it.� as often as possible.

Former Company Man
“There are things you can see that will make your silence worth more than your life insurance policy. It's best to notice that before other people do.�
[ Spoiler ]


So how did we do? Our Former Company Man is not that terrifying in combat. Sure, he has a sub machine gun, 3 initiative passes, and rolls 10 dice to shoot you in the face. But he is running himself at only 5 dice to dodge, 6 on a full defense (whatever). So he'd best take cover at the start of any engagement, because he isn't liable to survive getting shot at much. However, he has a huge list of knowledges, and rolls 10 dice on most of them, so he'll be interjecting weird background information constantly. He rolls 14 dice on first aid or lockpicking. 8 Dice on Demolitions, Infiltration, and Forgery. Plus, he can drive a boat (6 dice). So he's going to be contributing something all the time. That and a 6 Edge will let him bluff himself through most situations.

Weaknesses: He rolls only 4 dice on most Social Skills. Even though he can muddle through in Russian or German, he is seriously muddling through. Also, because of the horrible exspense sink that Skills are in SR4, he's going to have a hard time bootstrapping himself into competency if it turns out that he needs to be a full time Doctor or Explosives man.

-Frank
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knitnerd
post Jan 8 2008, 12:11 AM
Post #13


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Former Company Woman

Nana was a computer wiz back in the days when you used a keyboard to access the matrix. She ran computer security for some of the biggest corporations.Her only child goblinized into a troll but was still her child. When the child and spouse died in one of the plagues,she was left with three troll grandchildren to raise. About that time she was forced into early retirement by the corp on the grounds that her skills were obsolete(she was inventing the new techniques and equipment).When her pension did not stretdcfh far enough(can you imagine how much a teenage troll eats?),she began hacking data to sell. She knows all the big names of hacking and has the support of her grandchildren and their friends.
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cndblank
post Jan 8 2008, 01:39 AM
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Thanks!

I went looking for something like this when I started my campaign and I'm glad to see it created.
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Whipstitch
post Jan 8 2008, 06:41 AM
Post #15


Runner
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The Covert Ops specialist

Design Goal: Quite simply, this character is intended to bypass dangers entirely, and does so by combining the impersonation abilities of a good Face with the stealth and unmatched athleticism of a street samurai. The character lacks the initiative passes to fight on even terms with hardened combat professionals, but has the Gymnastics pool to take advantage of full defense long enough to attempt an escape as well as the raw skill and agility needed to launch successful ambushes. The primary weakness of the character is that it is quite lacking in some of the skills necessary to bypass electronic security measures much more complicated than midrange maglocks, but frankly, it's unrealistic to expect any such character to be able to do so without rampant Agent abuse or the skills of a Hacker or Hacker ally anyway.

[ Spoiler ]
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Glyph
post Jan 13 2008, 10:01 PM
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Elven Hitman:

This is the archetypical action movie hitman, focused on sneaking and killing (it was hard to resist the urge to add some B&E to him - autopicker: 6, sequencer: 4, and maglock passkey: 4 are only 2 build points!):

[ Spoiler ]
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Kyoto Kid
post Jan 14 2008, 03:58 AM
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Bushido Cowgirl
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The Street Kid Trickster (Adept)

"nothin' up mah sleeve home, cept maybe this big ol' nasty Predator."

[ Spoiler ]

For The Street Kid Trickster, the streets and shadows are all she really knows having been orphaned at a young age. Her schooling didn't come from a TutorSoft, but instead from the hard cold realities of the streets. It has made her tough, scrappy and above all, resourceful. She can tell you who's who in the 'hood, where to go and where not to go, and where you can jam out for a while to shake the heat. The kid is a competent fighter who is not above dealing a low blow or two if it is to her advantage. She is also a slick talker and one smooth little operator who takes great pleasure in pulling one over on a mark whenever possible. One warning, keep an eye on your gear when she's around.

The Street Kid does have make use of two sourcebooks Augmented (for the Kleptomania) and Street Magic (for the nimble fingers power) because they fit her concept all too well.
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Synner667
post Feb 7 2008, 09:36 PM
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Moving Target
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This is great !!


Any chance we can get other characters - stealthers, techies, tribals, medias, rockers, thirdmen/fixers, Corpers, etc [ I know it's asking alot] ??
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Kyoto Kid
post Feb 7 2008, 11:21 PM
Post #19


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...I'll dig our my Snoop/Adept Media Blitz & try to post her tonight or tomorrow.
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Eyeless Blond
post Feb 26 2008, 07:19 AM
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Decker on the Threshold
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Any more of these?

A question: I note that most of these builds take between +25 and +35 negative qualities. Do you find this to be very common in actual play?

Also, where's this kleptomania quality? I don't see it in Augmentation; you have a page number?
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Fortune
post Feb 26 2008, 02:19 PM
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QUOTE (Eyeless Blond @ Feb 26 2008, 06:19 PM) *
Also, where's this kleptomania quality? I don't see it in Augmentation; you have a page number?


Augmentation: page 164. It lists kleptomania as common.
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bibliophile20
post Feb 26 2008, 02:29 PM
Post #22


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QUOTE (Eyeless Blond @ Feb 26 2008, 02:19 AM) *
Any more of these?

A question: I note that most of these builds take between +25 and +35 negative qualities. Do you find this to be very common in actual play?

Also, where's this kleptomania quality? I don't see it in Augmentation; you have a page number?

Short answer first: the kleptomania quality can be found on pg 164, under the Cyberzombie/Cyborg Neg. Qualities.

As for the Negative Qualities for the runners, think of it this way: the shadows are where the screwups, the square pegs, the messed-up and the hunted go. A runner is, in most cases, a pro, with skills equal or superior to trained corp company men. So why don't they have the cushy jobs those company men have? Because they're messed up in the head. Because they're insubordinate. Because they have a price on their head. And so forth. Runners and most denizens of the shadows are the sort of people who can't, or won't, function in everyday society. Hence the massive amount of Neg. Qualities in a typical runner.

(and there's also the fact that squeezing the last BPs out of a build is important, too)
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Eyeless Blond
post Feb 27 2008, 07:19 AM
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Heh, true.

Um, question: I notice the Occult Investigator has three attributes at 5. Is that legal if one of them is Magic? Also he should probably have a point or three of data search.
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ElFenrir
post Feb 27 2008, 10:34 AM
Post #24


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QUOTE (Eyeless Blond @ Feb 27 2008, 03:19 AM) *
Heh, true.

Um, question: I notice the Occult Investigator has three attributes at 5. Is that legal if one of them is Magic? Also he should probably have a point or three of data search.



Well, if you wanted to devote 200 BPs to making 5 of your stats a 5 if you don't mind leaving three at 1(ok, if you're an Ork Mage, you'd only have 1 stat at 1 (IMG:style_emoticons/default/wink.gif) ), you can do it. It's maxing it out if i recall that's limited; and some GMs i know even lift that(and i do myself...the way i look at it, if you REALLY want to spend 130 BPs on maxing out two attributes, be my guest.)

It's skills that have the one at 6/rest at 4 or less, or two at 5/rest at 4 or less.
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WearzManySkins
post Feb 27 2008, 11:08 PM
Post #25


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Braid (Stealth/2nd Story Worker)

Oh really you say you are packing some real heat eh Boy? Did you know I much prefer women?

Braid is a Stealth/second story worker. Enjoys working with teams make life hard on those that use prostitution as a black market business. She is fair at most of her skills but then her background tended to not allow such. Once her second career lifestyle began she has learned useful skills and can learn more.

[ Spoiler ]


Background
[ Spoiler ]
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