My Dwarf's name is John Deckard, he goes by Deckard on the street.
Deckard is a ex-mercenary who became a Private investigator/Bounty hunter.
[ Spoiler ]
Skills: A
Attributes: B
Race: C(Dwarf)
Resources: D(50,000)
Magic: E(None)
Attributes:
Body: 5
Agility: 4
Reaction: 3
Strength: 3
Charisma: 4
Intuition: 5
Logic: 4
Willpower: 5
Edge: 2
Essence: 6
Initiative: 8+1d6
Limits:
Physical: 5
Mental: 6
Social: 6
Condition Monitors:
Physical: 11
Stun: 11
Positive Qualities: Analytical Mind(5), Bilingual(5)
Negative Qualities: Addiction(Mild, Alcohol, +4), Code of Honor(Warrior’s Code(woman & children), +15)
Total: +9, for 34 total Bonus Karma
Active Skills:
Influence Skill Group: 6
Etiquette: 6 (10)
Leadership: 6 (10)
Negotiation: 6 (10)
Electronics Skill Group: 3
Computer: 3 (7)
Hardware: 3 (7)
Software: 3 (7)
Pistols: 4 (

Longarms(Shotguns): 2(+2) (

Clubs: 3 (7)
Unarmed Combat: 3 (7)
Tracking(Urban): 3(+2) (10)
Sneaking(Urban): 4(+2) (10)
Palming: 3 (7)
Pilot Ground Craft: 2 (5)
Perception(Visual): 4(+2) (11)
First Aid: 2 (6)
Con: 4 (

Medicine: 2 (6)
Intimidation(Interrogation): 3(+2) (9)
Locksmith: 2 (6)
Forgery: 2 (6)
Running: 2 (5)
Gymnastics: 2 (6)
Swimming: 1 (4)
Bonus Karma:
Running +1(4 Karma), Gymnastics +1(4 Karma), Forgery 2(6 Karma)-14 of 34 spent
Knowledge/Language Skills:
Seattle Area Knowledge: 3 (

Police Procedures: 3 (7)
Organized Crime (Seattle): 3 (

Street Gangs (Seattle): 2 (7)
Infiltration Techniques 2 (6)
Runner Hangouts 1 (6)
Safe Houses 1 (6)
English: N
German: N
Japanese: 3 (

Contacts: 12+10 more Bonus Karma(22 total)
"Gaff", Lone Star Detective: C3 L2
"Bryant", Fixer: C4 L2
Roy Batty, Bartender: C2 L3
"Rachael", Prostitute/Blogger: C2 L4
Gear and Lifestyle: 50,000(+20,000 nuyen for 10 Karma, 70,000 Total)
Middle Lifestyle(1 Month)
Stun Baton
Yamaha Pulsar(Taser) (w/20 Taser Darts & hidden arm slide)
Defiance T-250(w/30 rounds, 30 gel rounds, 30 APDS rounds and shock pad)
Browning Ultra-Power(w/100 rounds, 100 gel rounds, 50 APDS rounds and concealable holster)
Flash-Pak
Lined Coat(Armor: 9, with Non-Conductivity 4, Chem 2 and Fire Resist 2)
Transys Avalon Commlink(w/Sim Mod and Subvocal Mic)
20 RFID Tags
10 Stealth Tags
20 Datachips
Bug Scanner(Rating 6)
Data Tap
Area Jammer(Rating 4)
Micro-Tranceiver
Tag Eraser
White Noise Generator(Rating 6)
Fake Sin(Rating 4)
Fake Licenses(Private investigator/Bounty hunter, Firearms, Concealed Carry all at Rating 4)
4 Certified Credsticks(Standard)
Binoculars(Capacity 2, Vision Magnification, Low-Light)
Contacts(Capacity 3, w/ Vision Enhancement 1, Image Link and Flare Compensation)
Earbuds(Capacity 3, Audio Enhancement 2)
Handheld Sensor(Capacity 3)w/Laser Microphone
Plasteel Restraints(4 pair)
Autopicker(Rating 6)
Lockpick Set
Maglock Passkey(Rating 4)
Sequencer(Rating 4)
Climbing Gear
Flashlight
Chemsuit(Rating 4)
Respirator(Rating 4)
Survival Kit
Micro Flare Launcher/4 Flares
Trauma Patch(2)
Medkit(Rating 4), w/ 2 refills
Antidote Patches(2 at rating 4)
Ford Americar
Total: 69,125(795+(3d6x60) left)
Starting Nuyen: 795+(3d6x60) = 1335
http://invisiblecastle.com/roller/view/4254212/Description
[ Spoiler ]
DOB: 04.01.2043
Short, exceptionally burly, and fine featured, Deckard is a fairly non-descript male Dwarf. His chestnut brown hair is short and parted to the side, often appearing unkempt as if he had recently gotten out of bed. His skin is fair, and his appearance is young. Deckard has green eyes and stands 5' tall and weighs 172lbs and always has a five o'clock shadow or roughly shaven beard.
Deckard dresses conservatively in solid, dark colors, usually wrapped in a dark tan leather (armored) duster longcoat even on the warmer days. He is a casual drinker.
The Detective might be a throwback, but he knows what’s what on the streets. A fellow who never did get the touch of magic(though he knows a bit of it and has worked cases involving it), he has chosen to not go under the knife to augment his body, leaving him with what some might think is a disadvantage against the heavier-chromed members of the underworld. But the Detective’s style isn’t dealing with people toe to toe; he’s the type who tracks down leads, works his contacts, and uses his impressive swath of knowledge and broad skill set to get the job done. He knows what’s what in the underworld, and woe to the person who gets on the wrong side of him; while he’s not the type that would take you out for looking at him wrong, he has the know how and the connections to make someone’s life very, very hard. His old-fashioned ways may seem out of place at first glance, but that’s almost why they’re so valuable-it’s tough to find this kind of person anymore, and his rarity alone could be a valuable asset to those in the shadows.
Background
[ Spoiler ]
Personality:
Deckard is a simple guy. He likes guns, and he likes his booze. Beyond that, he doesn't have a lot of interest. He doesn't trust a lot of technology, he's wary of anything that might "muck with his head". His fears are born mostly from willful ignorance.
To those that Deckard considers a friend, or even an acquaintance, Deckard can be fiercely loyal. He is also steadfast and cool under pressure, especially combat. He thrives on stressful situations, even, and areas where he knows what he's doing. In other situations, he's restless, and often distracted. Deckard has an unhealthy obsession with alcohol, and often resorts to drinking - when he's bored or not engaged. It is his escapist release valve.
Background:
John Deckard was the youngest of four children, and the only metahuman in the family. His father was an abusive, alcoholic man, while his mother made what little money the family had by selling the only thing she could: herself. Deckard learned quickly to spend as little time at home as possible, and spent most of his childhood hanging around the brothel where his mother worked. His life there was, for the most part, enjoyable. Unfortunately, when he was 10, his father went on a drunken rampage and killed his entire family. Deckard was not at home, and so was spared. The authorities found him sitting amidst the blood-stained walls holding his mother's cold hand. He fled before he could be remanded to child services.
Deckard grew up in the slums of Puyallup Barrens. He was strong, and tough, and stole what he needed, or begged for what he could. Life was hard. Fortunately his dwarven toughness served him well. When he was fifteen, Deckard managed to be noticed by a newly formed merc outfit known as the Hidalgo Dragoons. Led by the cyberwarrior Leadfoot, he started out as a simple aide-de-camp, but soon was learning all there was to know about weaponry and merc life. Deckard enjoyed the masculine comradery.
Deckard served with the outfit for 8 long years, moving up from a simple errand boy, to gun runner, to a soldier. He found he had a special knack for fire support and shotguns. Their contracts took them all over the west coast, and as far east as Denver. They spent a good amount of time involved in the border skirmishes with Aztlan and the Council, and up in Tir Taingire and the Free States. Deckard had become a seasoned veteran, most of the mercenaries knew of his reputation as a solid team member. Unfortunately, Leadfoot would lead them to disaster, and betrayal.
It was supposed to be a standard assault on another merc's position, south of LA. They'd march in, throw some lead, and send the Aztlaners scurrying back to Tijuana or wherever they'd come from. Leadfoot, though, wanted to retire. It was pretty common knowledge amongst the crew that this was likely his last mission. What the crew didn't know was that he had a gambling problem, and needed a lot of money to effect his retirement. So he sold the team out.
Deckard's crew had no chance. The Aztlaners knew everything about their approach, and they walked right into the trap. A few of the crew - including Deckard - managed to escape. And they learned later that Leadfoot was himself double crossed by the Aztlaners, and executed once he was no longer useful. But it was cold comfort, the Hidalgo's were no more, and the few survivors went their separate ways. Deckard stayed in touch with the survivors, but he wasn't close to any of them.
After what happen with his unit, Deckard took what money he had saved up, while running with the Hidalgo Dragoons and bought a nice ranch style house and became a Private investigator/Bounty hunter. It's been many long years now and in this time Deckard has settled in with his new career choice and spends his time drinking at the local bars when not on a case or doing a run.
Current Activities:
With his merc outfit disbanding, Deckard finds himself at loose ends. Not wanting to join a new merc group, Deckard has spent the last few years working as a Private investigator/Bounty hunter with hopes to find some semblance of a life in the shadows, offering his services to the highest bidder.
Deckard owns a small, single family ranch home in Renton. It's in a quiet cul-de-sac with real trees and regular utilities, only a few blocks from a bus station. His neighbors - an elderly couple who've lived there for over 20 years - are distrustful and demanding. Deckard swears their hobby is to spy on him.
Contacts:
"Rachael", Prostitute/Blogger
Loyalty 4, Connections 2
Part joygirl, part shrink, Rachael's almost always there to take care of Deckard. He considers her his girl, despite the fact that it's always all biz. Nonetheless, it's sometimes a useful companionship, as they trade secrets for muscle, cash for, well, other things. Rachel is is a self-espoused blogger on the gossip, news, and general doings of the various AAA- and AA-rated corporations when not employing her trade.
Roy Batty, Bartender
Loyalty 3, Connections 2
Roy is one of the bartender's at the local watering hole Deckard frequents. He's a good source of street gossip, and even the occasional lead on a job. They're relationship's all biz.
"Bryant", Fixer
Loyalty 2, Connections 4
Bryant's a local fixer on the Seattle scene who Deckard's only recently started doing small jobs for. He's hoping the fixer will find something bigger for him soon.
"Gaff", Lone Star Detective
Loyalty 2, Connections 3
Gaff is Deckard's - Point-of-Contact with Lone Star. His connections within Lone Star enables him access to equipment and gear that could be quite useful.