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> The Dunkelzahn Institute of Magical Research
Ol' Scratch
post Nov 22 2004, 03:53 PM
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The Dunkelzahn Institute of Magical Research


The Premise: You will be playing the role of a troubleshooter in the employ of the Dunkelzahn Institute of Magical Research (DIMR). Hand-picked from the cream of the crop in your field, you were approached for recruitment due to some phenomenal experience with the paranormal in your past, and especially for the way in which you handled and/or reported that experience. The psych evaluation that judged you to be one of those precious few who could be trusted to do the right thing even if doing so required bending your moral values or breaking a few laws from time to time certainly didn't hurt either.

Officially, you are labeled as a "freelance consultant" in the books (at least as far as your regular salary is concerned), but your true occupation for the organization calls upon your talents in order to attend to matters that are of a rather questionable legal status. The acquisition and smuggling of exotic flora and fauna specimens, theft of magical goods from "private collectors," the investigation of paranormal events or weird happenings, and the oversight and protection of archaeological digs deemed important by the DIMR are all examples of the things you may be called upon to do for the outfit.

In exchange for your services, the DIMR pays you a six-figure salary and grants you access to most of their world-famous resources when you're not out performing a task for them. Fat wallets, a copious amount of free time, access to state of the art toys, and your every need catered to -- it's the dream job for any thrillseeking professional. In fact, the only real drawback is that you can't tell anyone what you actually do for a living...



Character Submissions


At this stage of the game, I do not want to see any character sheets. None whatsoever. Not a single attribute score or skill rating. If you throw any stats my way, you will be cruely mocked and taunted for not reading this paragraph. If you do it again, we shall taunt you a second time. Do it a third time and I'm pulling out the elderberries, bitch.

Okay, with that out of the way, what I do want to see are character concepts. "What the frag is a character concept" you ask? A character concept is a brief outline of your character's history and what lead up to him or her being recruited by the DIMR. What a character concept is NOT is a detailed account of the character's life since birth, or any other superfluous aspects of his life beyond the requested information.

Here are a few things that you should include in your character concept submission:
  • Character's Name
  • Character's Profession (Race and General Archetype)
  • Background Summary: A brief synopsis of who and what the character is.
  • Reason for Recruitment: Why did the DIMR recruit him or her?
  • Background Flaw: Any flaw of your choosing that's directly related to the character's professional or social life.
  • Random Flaw: Any single flaw chosen at random that has NO bearing on the character's professional or social life in any way whatsoever. It should just be some weird quirk the character has.
To give you some idea of what I'm looking for, I'll throw up a hastily-written and remarkably craptacular example.

QUOTE (SAMPLE CHARACTER CONCEPT)
OLIVER SINCLAIR
Former Secret Service Agent (Dwarf Bodyguard)

Quick Background:  Born and raised near the barrens of the DeeCee sprawl, Oliver Sinclair's dreams of becoming a Secret Service agent like his fabled grandfather seemed hopeless.  His grim determination to change his lot in life allowed him to resist the temptation of joining the thrill gangs of his neighborhood, and all of his hard work eventually paid off.  By 2049, after earning a masters degree in Criminal Justice thanks to a track-and-field scholarship to Radford University, Oliver Sinclair was one of the first metahumans recruited into the ranks of the UCAS Secret Service.

In the few years that followed, Sinclair proved himself several times over.  Thus it was no surprise that when Dunkelzahn declared his intentions to run for president, Sinclair was one of the first agents assigned to the high-profile candidate.  When the President-Elect was assassinated in 2057, Sinclair was the only agent on duty that night who survived the blast.  His failure to protect the First Wyrm really hit the dwarf hard, and when he was finally released from the hospital six months later, he submitted his resignation to his superiors.  He worked a few years as a freelance bodyguard for the rich and famous until the DIMR came sniffing around looking to put together their team of troubleshooters.

Reason for Recruitment:  Beyond his first-hand experiences with all kinds of weird drek he encountered while protecting Dunkelzahn, Oliver somehow (no one knows exactly how or why) survived the blast of the tactical nuclear device that claimed the First Wyrm's life in addition to witnessing the creation the DeeCee Rift.  His Secret Service training and professionalism are top notch and have been of immense value to the team since his recruitment.  In Sinclair's mind, he rationalized his acceptance of the job as a means to redeem his failure to protect the President-Elect by helping, even in some small way, to see his legacy unfold the way the ancient wyrm intended it to.

Background Flaw (Compulsion):  Even to this day, Oliver is devestated by the fact that he was unable to do anything to save Dunkelzahn from his assassination.  He has sworn on the frosted breath of his forefathers that he will not allow another person under his watch to come to harm.  He will risk life and limb to see that oath carried out.

Random Flaw (Mild Coulrophobia):  On Sinclair's sixth birthday, his parents hired a clown for the celebration.  Unfortunately, that was also the day the clown spontaneously goblinzed into a troll, traumatizing little Oliver and his friends.  Ever since then, he gets the creeps whenever he encounters one.

I would like to see all character concepts posted here (not in PM's, not in IMs, and not in email). I will only be accepting four characters for this game, though if I see one or two other concepts that really jump out at me, I might consider stretching that to six. Six will, however, be the absolute maximum but four is the max limit by default.

As a personal favor, I ask that everyone stick to their own gender when putting your concepts together. Thanks.



Other Things To Keep In Mind...


Just so you're not completely left out in the cold as far as what to expect, here's a few tidbits to help guide you in crafting your concept. If you have any specific questions, please feel free to ask them here.
  • Dateline & Base of Operations: The game will begin near the end of 2064 and will be based out of the Boston metroplex in the UCAS. Expect a lot of globehopping, however.
  • Character Creation Rules: Don't worry about build points, priority assignments, or any of that other rubbish, and don't let them interfer with your character concept decisions. Everyone will get to play exactly what they want to play if accepted, and no one will feel cheated because they couldn't make their concept work by the numbers. Trust me on this one.
  • Background Setting: Consider all canon material (at least as far as storylines and the metaplot goes) regarding the Sixth World to be little more than conspiracy theories or Matrix rumors, even aspects that are known to be rock-solid facts. If you want to use something as part of your character's concept, go for it. If I like it and that character is accepted, chances are I'll incorporate it as "fact" into the game — at least as far as your character's perception of it is concerned. ;)
  • Recruitment: You and your fellow freelancers will be recruited from all walks of life and from all over the Sixth World. Don't feel obligated to be from the UCAS or even North America, and feel free to incorporate any metahuman or metahuman variant race into your concept; racism is much more tame in this setting than the canonical one. Just keep in mind that you were all legitimate or semi-legimate professionals before your recruitment into the organization. Shadowrunners and street thugs aren't exactly the caliber of people the DIMR is looking for.
  • Salary: You will receive the equivalence of a free High Lifestyle plus 5,000¥ per month. The High Lifestyle includes a platinum Nightingale medical contract, though you will be expected to leave it behind when you're on the clock. If you wish to specify the details of your lifestyle via the rules in the Sprawl Survival Guide, anything over 10,000¥/month will have to be paid out of your pocket. Downgrading your lifestyle isn't an option (or more correctly, your salary won't be increased to compensate for it). Don't worry about these details for now, though. I'm only including them here so that you'll have some idea of what to expect.
  • Resources: Cutting-edge technology and magic are readily available through the DIMR and their professional relationship with MIT&T. Any supplies relating to these two fields will be available at significant discounts, and you will have access to the equivalence of a beta clinic. Expendable supplies such as ritual and conjuring materials, target ammunition (Avail 4 or lower), and red host or satellite access will be free of charge in most cases (though there may be time contraints in the case of the latter two). The same goes for mission-specific equipment including fake SINs and passports, standard vehicles, airline tickets, communications and spy gear, and (usually) a hefty expense account via certified credsticks or local currency on top of all of that. If getting the equipment across borders is risky, you will instead be supplied with a name or two and some additional cash so that you can get the gear after you arrive.
Oh, one final note! If you are accepted into the game, you need to have a good sense of humor and you must be able to take friendly abuse and insults not only from me, but from the other players. Likewise, you must be able to dish it out as good as you get it. I hate playing with people with whom I have to be all skittish and reserved around, so I'm going to try and avoid that in this game. Any kissing up to the GM will be met with a swift kick to the groin as well, you pansy-ass brownnoser.

Okay, with that said... show me what you got! And please, take your time putting your ideas together. There's no rush. I'll be accepting character concepts in this thread until around December 1st (though this time may be drastically reduced if I get swamped with a ton of fantastic concepts before that deadline) and feel free to submit more than one character concept in the meantime.
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Sphynx
post Nov 22 2004, 03:58 PM
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Jesus Cortez
Intrusion and Military Specialist (Human - Jaguar Rebel)

Quick Background: (Please forgive any discrepencies, I never really got to read the Canon sources on this subject) Jesus was born in Atzlan, a prodigy child who was born to a wealthy land owner. Always top of his class in every aspect, he was quickly signed up to join the Jaguar Guards as an officer in his early years. His military skills led him to many victories over the rebels who sought to overthrow the benevolent leadership of the country. But his greatest victory, according to how he tells it anyhows, was his greatest defeat.

Captured by Rebel forces, he was shown the atrocities his "Benevolent" leaders performed, and it wasn't long before he rallied to the Rebel cause. Now, the greatest of hunters was the most hunted and this only made him even more determined. He personally led multiple raids against the Teocallis of the areas. However, eventually the pressure was too high, and he was forced to flee to Amazonia, it is here that he made deals with the Dunkelzahn Institute, and joined their services. He's worked as an undercover specialist in the field, continueing raids into Aztlan defensive positions.

Reason for Recruitment: Jesus was recruited into the Institute primarily for his in-depth knowledge of the Aztlan tactical methods, Jaguar Training, and his highly efficient methods. Above all though, Jesus has had intimiate workings with the Shamans, both on the Aztlan and Rebel side, and has already spent several years with the Shamans in Amazonia. He's even captured 2 Blood Mages and brought them back to the Institute alive.

Background Flaw (Hunted): Aztlan would love little more than to put the head of Jesus on a plate. He's a highly trained, huge investment that has used the training to aide the Rebels, and then joined with, of all beings, Dunkelzahn in fighting the Aztlan government.

Random Flaw (Pacifist): Oddly enough, although having led many people into battle, and engaging in battle himself many times, Jesus has never killed anyone at all. He always aims to wound, never kill. It's not that he is against hurting people, but to take a life from someone, to take absolutely everything they have or will be with one small act, is more than his morality can handle.
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HeySparky
post Nov 22 2004, 04:00 PM
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Cool! Wow - this is such a great idea Doc - you're a genius and I *kick* OW! What the hell was that for?

(reads)

Oh.

Well, uh. Consider me interested.
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Chance359
post Nov 22 2004, 05:18 PM
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I'd also be interested in playing. Any room for someone with a less than legal background?
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Ol' Scratch
post Nov 22 2004, 05:20 PM
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Doubtful, but it depends on the circumstances. Submit whatever you'd like to play.
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Kagetenshi
post Nov 22 2004, 05:30 PM
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QUOTE (Doctor Funkenstein)
theft

I think you meant to say "liberation" :)

~J
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Ol' Scratch
post Nov 22 2004, 05:35 PM
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You say tomato...
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Tanka
post Nov 22 2004, 05:38 PM
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Hmm... Hmm... I'll have a good bit of thinking time while I'm away on Thursday/Friday... Maybe I'll come up with something good.
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HMHVV Hunter
post Nov 22 2004, 05:41 PM
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QUOTE (Doctor Funkenstein)
[
[*]Background Setting: Consider all canon material (at least as far as storylines and the metaplot goes) regarding the Sixth World to be little more than conspiracy theories or Matrix rumors, even aspects that are known to be rock-solid facts. If you want to use something as part of your character's concept, go for it. If I like it and that character is accepted, chances are I'll incorporate it as "fact" into the game — at least as far as your character's perception of it is concerned. ;)

I'm not quite sure what you mean by this. Could you please clear up what events of Shadowrun are going to be left intact and which aren't?
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Ol' Scratch
post Nov 22 2004, 05:42 PM
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Nope. That's the entire point of the quote -- you have no idea what's accurate and what isn't. :)
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Whizbang
post Nov 22 2004, 06:22 PM
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Name: Leslie Carmon
Occupation: Field Scientist (human mage)

Background: Leslie was born in the middle of a native village deep in the heart of the African jungles. Her parents, both scientists, saw to it that she got a broad education as she traveled with them as they investigated the wonders of the Awakened world. However, as she reached her teenage years, evidence of her magical powers emerged. She was sent to Boston to stay with her aunt, a teacher at MIT&T, who was to see to it that she was well educated in her new powers.

Leslie still got to spend the summers on expedition with her parents, aiding her parents in the study of the paranormal. She never questioned the fact that she would follow in their footsteps when she was grown. When in class, she threw herself into her studies, hungry for the knowledge that was there to be gleaned.

She went through her schooling with flying colors. Her highest achievement, her doctorate, was overshadowed, however, by the fact that her parents weren't there to share it with her. She had gotten notice two weeks before that her parents had not returned from their expedition to the rainforests of Amazonia. Having read the excitement in their letters over her achievement and expectaton of returning to be with her, she knew that they had not stayed willingly.

Her parents' disappearance only further encouraged her on the path she had chosen. She accepted a position on the staff of MIT&T, using the resources provided to further her studies when she wasn't sharing her knowledge with her students. Perhaps one day she would discover what had happened to her parents.

Reason for Recruitment: Leslie is considered to be an expert in the area of parabotany and parazoology. Though she is a scientist rather than a fighter, she is still capable of defending herself.

Background Flaw (Focused Obliviousness): When engrossed in her studies, a fire fight could break out behind her, and she wouldn't notice.

Random Flaw (Compulsive: Shopping): My name is Leslie Carmon, and I am a shopaholic...
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HeySparky
post Nov 22 2004, 06:31 PM
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Sparky: Hi Leslie.
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HeySparky
post Nov 22 2004, 06:31 PM
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Hey... Whizbang's a girl?
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Ol' Scratch
post Nov 22 2004, 06:44 PM
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We can't get anything past you, can we? ;)
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Whizbang
post Nov 22 2004, 06:48 PM
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Yep. Real name, incase anyone is wondering, is Melissa. *wonders why so many people tend to assume I'm a guy*
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Nikoli
post Nov 22 2004, 06:49 PM
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Harry Lonsdale
Infiltration specialist and Face (Social/Physical Adept)

Quick background
Growing up in the mean streets of Tokyo, Harry had to learn how to either talk his way out of a bad situation or failing that, get the hell out of there quick, fast, and in a hurry. When his student Visa went through to attend the premere psycology school in the DeeCee sprawl, he immediately packed and left; at least there he wouldn't be singled out as a gaigin. He was half right, he was no longer a gaijin, but instead he was merely different, technically a Japanese citizen (though his parents were British) and that made him just as much of an outsider as he ever was in Japan. Suplimenting his measily stipend by working in a shelter secretly funded by the Big "D", his talents for working with people to get what was needed came to the attention of Dunklezahn's under-under-under-underlings and he was earmarked as a potential asset.

Recruitment
With the foundation of DIMR, those that watched Harry develop made sure his dossier was examined and he was recruited as a people person, under the guise of field negotiator, an important role for gaining and garnering access to restricted dig sites and maintining status quo with local pontiffs.

Background Flaw
Hunted
A tthe age of 13, Harry was unfortunate to make the aquaintence of one Hideo Tohan, who would grow up one day to head up a Yakuza family. Hiedeo especialy enjoyed singling out Harry at the secondary school where they both attended. Hideo would pick fight after fight knowing that as the son of a major player in a Yakuza family, anyone that struck him would be harshly dealt with, especially if they were white. His bodyguards however saw things differently, they had reported the constant issues the biy was cauing to his father and were instructed to allow Hideo to learn one of life's more painful lessons, that of humility.
The next day Hideo again goaded, cajoled, and punched Harry into another confrontation. When Harry swung back, and connnected Hideo as expected ordered the guards to do something they simply walked away to watch from a short distance. Hideo was able to win the fight, but not before gettign his eye cut pretty badly in the scuffle. He still nurses a grudge for being embarrassed in front of his friends. When he becamce old enough, Hideo gained control of the clan through murdering his own father and the guards that witnessed his embarrassment. He has a standing bounty of :nuyen: 15,000 for bringing Harry before him, alive.

Random Flaw
Ineptitude (B/R Electronics)
In the last scuffle with Hideo, Harry's hand was broken. Ever since he was not been able to handle microtronic tools as effectively as before. He has a constant, dull ache that no amount of healing has been able to erase.
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Leowulf
post Nov 22 2004, 06:55 PM
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I like originality.

*Looks at Funkenstein's boot*

That's all I'll say. ;)

DONOVAN REESE
[i]Cryogenics Patient, Professor of Paranormal (Human - Hermetic Mage){/i}

Quick Background:
Donovan grew up in the CAS. He always loved magic tricks and used to entertain the children in his neighborhood with tricks. Donovan eventually, after much schooling, made his living as a professor of occult and paranormal phenomena at Texas A&M&M. As he became older, his physique deteriorated some, and he became terminally ill. Donovan had himself cryogenically frozen in an effort to cheat death.

After new medical research found a cure to his unfortunate medical condition, Donovan was thawed, treated, and released from the hospital. With over a decade having passed, the world had seemingly forgotten about him. Things had changed quite a bit, and Donovan found himself disassociated with his surroundings, since they seemed alien to him. After a period of adjustment, lasting several years, and trying to restart his life, with help from one of his last living relatives, Donovan was able to again become an academic scholar of noted ability, though not quite as great as before. He was regarded by many as a relic from the past, which is how he became known as 'Donovan the Sage'. A few months after rebuilding his reputation and prestige, DIMR asked him to join.

Reason for Recruitment:
Donovan was recruited for his knowledge about strange and unexplained phenomena, including magic, awakened creatures, ghosts, and spirits. Someone at DIMR also found it interesting that Donovan was one of the only patients to ever survive being rethawed after cryogenic suspension, as most patients died during the thawing process. He accepted the job, thinking that eventually, it would pay off with new fame and prestige for him to establish a new position as one of the foremost experts in the field of Magic.

Background Flaw (Pacifism):
Donovan doesn't like taking the life of a living being without having cause. He will almost never kill something unless it is a direct threat to his own survival. Generally, he is more content to try and ward off a being with mild harm than to try and seriously injure it.

Random Flaw (Elderly):
Being as old as he is, over 60, Donovan sometimes finds new technological innovations, especially cyberware, to be a bit frightening. He will often try to ignore cyberaugmentations when he sees them, going out of his way to divert the conversation away from any subject involving cyberware when talking to cybered individuals, unless talking about cyberware is absolutely necessary. He doesn't understand cyberware, and he doesn't plan to start now.
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Toptomcat
post Nov 22 2004, 07:31 PM
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QUOTE
If you throw any stats my way, you will be cruely mocked and taunted for not reading this paragraph. If you do it again, we shall taunt you a second time. Do it a third time and I'm pulling out the elderberries, bitch.

SO sigged.

And I'll be in with a hermetic mage of some stripe, just gimme a little.
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Ol' Scratch
post Nov 22 2004, 07:52 PM
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I just got a PM from someone who asked for a little inspiration. I'm not sure what she was really looking for, but I thought I'd reply to it here for everyone's benefits nonetheless. Here's a quick list of some sample professions that are along the lines of what I wouldn't mind seeing submitted:
  • Æthernaut - A daring and adventurous magician and master of spirits dedicated to exploring and mapping the Astral Plane. His published papers on the metaplanes and his theories on their origins is what lead the DIMR to his doorstep.
  • Elite Soldier - A former member of the Russian Spetsnaz special forces who was the sole survivor of a coven of Baba Yagas that his team stumbled upon on a training mission while the witches were performing some dark ritual deep in the Caucaus Mountains.
  • International Spy - A government agent who, after witnessing some seriously freaky drek -- such as uncovering the existance of immortal elves, learning of a master shedim, discovering that he himself was a drake, etc. -- was "acquired" by the DIMR through assorted different means.
  • Investigative Reporter - An up-and-coming field reporter for some random screamsheet who was caught behind the scenes in Chicago during the Bug City incident. The reports she was able to smuggle out of the zone via a trid pirate she met inside coupled with her tremendous people skills and charisma impressed the DIMR so much they simply had to have her on their side.
  • Paranormal Investigator - A former Lone Star detective who, after having an awakening late in life, began to develop some interesting divination and psychometric powers. He eventually left the force to open up a business of his own, and through his experiences therein he discovered all sorts of things most people would rather not know about. But he really captured the DIMR's attention when he was hired to track down a serial killer that turned up to be a blood mage and learned quite a bit about blood magic first hand...
  • Student of the Occult - A magician (or even a mundane) specializing in the study of magic or one particular aspect of magic itself. Like the Æthernaut, it was his published works of his theories that piqued the DIMR's interests in him.
Hope that helps. :) Basically, just have a blast and try to think outside the box a little.

Oh, and remember: Everyone can submit more than one concept if you like, but only four to six players/characters will be accepted... so please don't get your hopes up too high about getting in. It's one of the hardest parts about being a GM, sad to say.
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Tanka
post Nov 22 2004, 08:03 PM
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Any stipulation that you have to be able to handle yourself in combat? If not, I have an interesting non-combat concept brewing in my head.
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Ol' Scratch
post Nov 22 2004, 08:07 PM
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Nope, no requirements of that sort in any way, shape, or form. But you will often be asked to perform dangerous missions, so keep that in mind, too.

Also, don't worry about "balanced groups." If everyone ends up playing a decker, it just means you'll approach your missions in a different way than you would if you were all magicians, all riggers, all soldiers, or any other combination. Just have a blast cooking up your character and let the consequences be damned. ;)
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Kagetenshi
post Nov 22 2004, 08:27 PM
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Working on one concept, but a quick question: would spending time coding rather than necessarily being directly online count for the Matrix Addiction flaw? I can see how it would be abusable, so a stipulation that some or all of that time be spent working on something not relevant to the campaign (programming a mod for Quake XXVII in one's spare time, say) might be in order, and it might extend out to things like being continually scribbling code on napkins, etc. even during social situations (not rude per se, but odd).

~J
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Ol' Scratch
post Nov 22 2004, 08:33 PM
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Sure, I'd allow it in that your time spent coding would count towards satisfying your addiction. Alternatively, you could alter the flaw so that it was a coding flaw to begin with.
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Kagetenshi
post Nov 22 2004, 08:43 PM
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But that would be too sensible!

Good point.

~J
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Toptomcat
post Nov 22 2004, 08:47 PM
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Garrick Farber
Orichalcum research/JOAT Mage (Human Hermetic Mage)

Background Summary:
A graduate student in magic at MIT&T, Garrick is a pioneer in novel uses of the magical metal Orichalcum, and has introduced several startling theories about its properties- including a speculative article on the use of Orichalcum in cyberware to negate cyberware-related Magic loss, and a theoretical 'critical mass' in the one-ton range in which a sufficiently large mass of Orichalcum would theoretically release all of its magical energy at once. More practically, he has solved a knotty problem involving Orichalcum power foci interacting negatively with certain Oxygenate formulae to produce potentially lethal air bubbles in the bloodstream, and is responsible for fixing a bug in a commonly-used Force 3 Phantasm formula that made it impossible to make images of Orichalcum items, and he's done some really fantastic things with somehow making Orichalcum transparent and forming lenses with it.
After graduation, Garrick made the unusual choice to experience the practice and application of magic in as many ways as he could: working for S-K for six months, then becoming an entertainer and Phantasm artist for a year, then doing charity work for the Salvation Army for a few months...even providing magical support to a Desert Wars merc unit for a hundred days or so. As such, he has gained magical expertise in a wide variety of fields, and continues to explore his potential.

Reason for Recruitment:
Beyond the brilliant work he's done on Orichalcum, the DIMR selected Garrick because of his wide variety of magical experiences and talents- from pure research to a tour of duty as a combat mage- and also because his unfailing courtesy in Astral Space and unusual respect for the other magical traditions have caused the Loa Legba and, strangely, the totem Shark to take something of a shine to him, providing occasional aid if things look really grim, and occasionally nudging his research in the right direction.

Background Flaw:
Distinctive Style: Garrick spent a summer as the magical consultant for CBS, so his face is recognized by a good many people.

Random Flaw:
Allergy, Uncommon, Severe: If he so much as touches someone who's touched someone who's touched poison ivy, Garrick breaks out in a full-body rash. Actually coming into contact with it is potentially lethal for him.
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