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klinktastic
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.
Kyoto Kid
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'.
ElFenrir
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.
Ryu
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.
Glyph
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.
FrankTrollman
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
FrankTrollman
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
FrankTrollman
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.
ElFenrir
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.
Kyoto Kid
...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.
Glyph
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.
FrankTrollman
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
knitnerd
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.
cndblank
Thanks!

I went looking for something like this when I started my campaign and I'm glad to see it created.
Whipstitch
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 ]
Glyph
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 ]
Kyoto Kid
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.
Synner667
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] ??
Kyoto Kid
...I'll dig our my Snoop/Adept Media Blitz & try to post her tonight or tomorrow.
Eyeless Blond
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?
Fortune
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.
bibliophile20
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)
Eyeless Blond
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.
ElFenrir
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 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.
WearzManySkins
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 ]
ElFenrir
Here we go, SR4 remake/adaptation of the SR1-2 Elf and Troll Street Sams. As i mentioned before, i took some liberties with these guys and gave some changes where i thought they needed them.

[ Spoiler ]


He's much tougher now, and his main melee is bone lacing while keeping his old high unarmed skill. Still very stealthy and deadly with guns, but with a bit more brainpower(well, street smarts, book smarts are strictly Joe Average, not bad for a sam) and social skills. No mechanical or electronics whiz, though.

[ Spoiler ]


Made him MUCH more mentally and socially acute than the last one, and also leaned more toward the tanky type, that could take those hits all day. Utilizing his good Troll strength and reach, i stuck him with heavier weapons and the combat axe. I like how he turned out, personally.

Each one still has 10 points of negative qualities free in these versions. You could nix more points to lower them further to get rid of them or to take Positive qualities, or you have room to add more for more BPs or + qualities, too.
paws2sky
From The SR1/SR2 --> SR4 Project thread.

Burned-Out Mage (400 BP Total)

[ Spoiler ]


Comments
When updating this AT to 4th edition, I decided to include a balanced mix of bioware and cyberware rather than go straight cyberware. The Essence cost of the original's wired reflexes and muscle replacement was a major concern since SR4 magicians don't just start with Magic 6 automatically. I always saw this guy needing a big "overcompensating" hand cannon instead of his girlie little fichetti, so I went with the Warhawk.
Glyph
From Updated SR Archetypes thread.

The Rocker

"This job sounds kind of shady, kind of... dangerous. I like that. What the hell, I'm in. Who can say no to a troll with a pink mohawk?"

[ Spoiler ]


The rocker is not a professional shadowrunner, but she is always looking for a new thrill. She's no spoiled corp kid out for a lark, though. She dragged herself up from the gutter to go higher than anyone else thought she would. Out there on stage, in front of her screaming fans, she's living the dream.

But stars can fall from grace, or be tumbled from their pedastals by the next idol of the fickle masses. Sometimes the bills pile up, and the gigs don't come your way, and you need to keep up your expensive tastes. Sometimes you have to leave the spotlight behind, to run in the shadows.
Edge2054
The 'Reformed' Con-Man

Before he ended up in the joint the 'Reformed' Con-Man made his living running small time scams and helping his arms dealer buddy move his merchandise. Unfortunately, he got popped for the later and did a four year stint. But the 'Reformed' Con-Man isn't a rat, he kept his mouth shut when he got busted, doing his time like a man.

The 'Reformed' Con-Man is just that, 'Reformed', at least as far as his probation officer is concerned. Truth be told his time in prison only served to solidify his criminal ways, teach him a few new tricks, and make him a couple of new contacts amongst the Russian organized crime syndicates. His cell-mate even gave him the number of a local fixer who would be able to help him out with work once he got out. Not the small time drek he was running before but decent work were he can put his skills as a con-man to good use.

"Yeah, I've had a few bad breaks chummer, but who hasn't? I've cleaned up my act sense. Living on the straight and narrow now you know what I mean?"

[ Spoiler ]


Character Make Up
The 'Reformed' Con-Man serves well as the team's Face for non-min/maxed games. He rolls 11 dice on social tests with an additional 2 dice when First Impression can make a difference. He has a pretty good sized network of contacts, some of them very loyal, so in addition to pulling Face time he has a lot of favors he can call in if need be. His combat skills are lacking pretty seriously but combat has never really been his thing. With a few karma points though he can specialize in Pistols and be rolling a couple more dice. He also has a good edge attribute for when the shit hits the fan. The character concept is pretty green to running and his gear and skills reflect that but he has plenty of room to grow.

If the player doesn't want to go the Vory route simply change the contact descriptions around on the two Vory contacts and swap Russian to another suitable language. Spanish can also be changed if desired. Initial character concept assumed his childhood friends (the smuggler and arms dealer) both spoke fluent Spanish and that the character learned this from them. This is the character I'm currently playing so tweak it to fit your own needs.
HentaiZonga
Felicity (Phys Ad / Distraction)

"You want me to do what? Okay!!!"

Felicity can't help but get into trouble; it's what she's best at. Cute as a button, dumb as a post, and completely useless in a fight, Felicity excels at getting people to pay attention to her - a knack the local Shadowrun team has learned to exploit to its utmost.

[ Spoiler ]


Background
[ Spoiler ]
HentaiZonga
Edward G. Polaski, MoM policlub footman (Human)

Eddie's always been the kind of guy other guys envy. He's not sure why, really; he's not particularly bright, or skilled, or good-looking. But somehow, things just seem to always go Eddie's way. Eddie gets noticed when he needs to be, ignored when he needs to be, and always finds himself in the right place, at the right time. Any trouble Eddie gets himself into, he miraculously manages to get himself back out of. As a result, Eddie's done a lot of wild and crazy things in his short life, and has a mild proficiency in just about any subject you could image. Eddie has an intense passion for learning and trivia - he actively seeks out any opportunity to talk to people, pick their brains, and learn something new. He can also talk your ear off about anything. Right now, Eddie is working for MOM, distributing flyers and informing down-on-their-luck orks and trolls about the local soup kitchens and charity programs.

[ Spoiler ]

Kyoto Kid
QUOTE (HentaiZonga @ Apr 13 2008, 10:32 PM) *
Felicity (Phys Ad / Distraction)

"You want me to do what? Okay!!!"

Felicity can't help but get into trouble; it's what she's best at. Cute as a button, dumb as a post, and completely useless in a fight, Felicity excels at getting people to pay attention to her - a knack the local Shadowrun team has learned to exploit to its utmost.

...hey that's supposed to be Short One's line and description (well I think I actually "said smart as a brick" but all the same y'know). grinbig.gif

...at least KK can carry her weight in a fight which is one of the reasons someone else on the team doesn't shoot her. grinbig.gif

Interesting character though. Could be amusing to see them team up, together they may create background count that adversely affects all logic and reason in a 20 metre radius.
HentaiZonga
QUOTE (Kyoto Kid @ Apr 22 2008, 02:39 AM) *
...hey that's supposed to be Short One's line and description (well I think I actually "said smart as a brick" but all the same y'know). grinbig.gif

...at least KK can carry her weight in a fight which is one of the reasons someone else on the team doesn't shoot her. grinbig.gif

Interesting character though. Could be amusing to see them team up, together they may create background count that adversely affects all logic and reason in a 20 metre radius.


Short One?
Kyoto Kid
...the character KK's nickname as she is only 4' 10" tall. grinbig.gif
CanRay
Nas the Texan Elf Wheelman

From my story "A Night To Never Remember".

I got bored yesterday morning, realized I haven't made a character since I bought my main rulebook well over a year ago, and whipped him up.
cndblank
Enjoyed your stories and seeing Nas written up.
CanRay
Thanks. "A Night To Never Remember" is almost done. See where I go from there.
CanRay
OK, "A Night to Never Remember" is done, and I updated Nas' character sheet concerning his latest adventure. biggrin.gif
HentaiZonga
Tim the Enchanter, CEO "Orichalcum Out the Wazoo LLC"
Sex: M
Age: 21
Height: 1.9m
Weight: 74kg

Character Data:
[ Spoiler ]

Background
Tim Alejandro is a bright, friendly young man fresh out of college. He Awakened at age 13 as a Mystical Adept, and was admitted to Berkeley on a Magical Studies scholarship immediately after High School. Tim showed incredible promise in the areas of enchanting, focus design, and magical theory. Unfortunately for the rest of the Awakened world, Tim got fed up with his studies around his third semester and dropped out to start his own business, taking several of his friends and fellow students with him.

Tim's business, "Orichalcum Out the Wazoo", focuses almost entirely on Orichalcum production, a talent Tim has a particular knack for. They produce, on average, approximately 0.7 kilograms of the substance per month - an impressive feat that threatens to saturate the local market. The company ships all over the world, and Tim's custom enchanting and design services are in high demand.

Tim is also an accomplished sketch artist, sculptor, metalworker, fashion designer and gourmet chef, and is a talented tutor for magical and non-magical theories. His charm, good looks and well-known talent all keep him extremely busy "tutoring" impressionable young co-eds in magic theory and public speaking - the fact that they learn anything at all from him is a testament to his teaching skills and his enthusiasm.

Tim typically takes the months of June and December off, when he and Alyssa focus on their connections to the local fetish and BDSM community. Both are well-known, and something of local "starlets"Â? in the greater San Fransisco area.
HentaiZonga
Alyssa, VP Sales "Orichalcum Out the Wazoo LLC"
Sex: F
Age: 19
Height: 1.8m
Weight: 61kg

Character Data:
[ Spoiler ]

Background
Alyssandra von Diesse is Tim's on-again, off-again girlfriend. She's incredibly attractive and nearly impossible to resist, thanks both to the pre-natal genetic pheremonal augmentations that her parents decided to give their daughter, and her own Adept abilities. Unfortunately, she's a spoiled brat and has an almost neurotic obsession to sleep with anything that catches her eye, both of which grate on Tim's patience to no end.

Due to her eerie social skills and her ability to get absolutely anything she wants from nearly anyone, male or female, Tim hired her as his salesperson. She took to the job incredibly well, although Tim has long given up trying to control what she does on her "sales trips" with some of their higher-paying customers.

Unfortunately, Alyssandra sees her life as an incredible disappointment. She was an incredibly talented rhythmic gymnast as a child, and was well on her way to becoming an Olympic competitor - until it was discovered, at age 11, that she was an Awakened adept and her "powers" were deemed an unfair and unnatural advantage, barring her forever from competing. She still loves to perform, but she has never forgiven herself for her loss, and has a deep self-loathing that she takes out on herself by constantly putting herself into sexually dangerous and abusive situations.

These behaviors came to a head when she was 15, and seduced a prominent local judge into a three-week long affair. When they were caught, the magical nature of her seduction was used to argue pre-meditation, and she was tried as an adult for sexual assault - serving a 1 year sentence before being released, at which time her parents disowned her and kicked her out onto the street. She has sworn an oath to never use her powers to coerce anyone to sleep with her, but uses various mental gymnastics to get around that - and anyone who approaches her is still considered "fair game" during moments of weakness.
HentaiZonga
Bob the Angry Drunken Dwarf, CTO "Orichalcum Out the Wazoo LLC"
Sex: M
Age: 22
Height: 1.2m
Weight: 67kg

Character Data:
[ Spoiler ]

Background
Robert Benjamin Schellinger is an amazing technician, roboticist and hacker. He is also an insufferable know-it-all, an obnoxious, sexist prick, and a complete drunk. Still, much to the regret of everyone around him, he manages to keep Tim's business and equipment running in tip-top shape, while still finding ample free time to tinker with his hobbies.

Bob writes violent, controversial video games and releases them for free on the Matrix. His last game, "Cop Killer 2: Bubba Troll's Anal Revenge" has earned him the ire and notoriety of most of the Pacific Northwest, who found the game "reprehensible and lacking in all artistic merit", particularly the main character's signature "finishing moves" and the extensive and graphic prison scenes.

Bob also creates mecha. It is very, very wise not to call his creations "robots" or "anthroform drones" around him; Bob is an ardent anime fan and will do horrible things to your Commlink if you do not show his creations the respect he feels they are due. Bob is part of several local "Robot Wars" groups, and often wins prizes for ingenuity and combat ability in the local arenas. Of course, he is just as often kicked out of such groups for poor manners and sportsmanship (or for completely ignoring a given group's rules on robot safety and maximum performance specifications), but his skills are so well-renowned that it is only a matter of months before other teams begin seeking him out for "design help".
HentaiZonga
Johnny, VP Security "Orichalcum Out the Wazoo LLC"
Sex: M
Age: 21
Height: 1.8m
Weight: 131kg

Character Data:
[ Spoiler ]

Background
Johan Pitrsberg has been Tim and Bobby's friend since 3rd grade. While Tim was always the social one and Bobby was the genius, Johnny felt like a complete waste of meat next to the two of them. Still, they liked him, and involved him in most of their pranks and schemes (mostly to his detriment). When Tim started his business, Johnny was naturally hired as Tim's personal bodyguard and "Security Expert". Johnny loves it - it's given him a chance to indulge in his lifelong love of guns and gunfighter mystique - but he still feels indebted to Tim and a little bit like a tag-along.

Johnny never understood why Tim took an interest to him; while Tim says it's because Johnny "understands magic in his gut"Â?, Johnny refuses to believe that he could ever be that special. Tim has been working with Tommy since they were little to "Awaken his potential", but has so far been unable to surmount the fundamental blocks caused by Johnny's lack of self-esteem. Tim was understandably horrified when Johnny came back from his 2-year stint in the CFS Army with wired reflexes and cybernetic eyes, complaining that he'd "sold half his body away" for cheap power that he could have unlocked within himself. Johnny's just tired of waiting, and willing to take short-cuts to feel "worthy" to hang out with the likes of Tim, Bob and Alyssa.

In his daydreams, Johnny fancies himself as a hero out of an old western. He typically wears a long, dark-brown duster, a rickety felt fedora, and a pair of hip-holsters with his trusty Cavalier Deputy revolvers. Each revolver has been especially customized to his grip, and reinforced to use as clubbing weapons in hand-to-hand combat. Johnny enjoys affecting a western drawl, which he only drops when frightened or in intimate emotional moments.
HentaiZonga
Spaz, Assistant Security Specialist ‘Orichalcum Out the Wazoo LLC’
Sex: M
Age: 17
Height: 1.9m
Weight: 143kg

Character Data:
[ Spoiler ]

Background
Wilm Pitrsberg is Johnny’s little brother, and has always looked up to him and followed in his footsteps. So of course, when he graduated High School, he went to work with his brother “shooting guns and blowing stuff up�. He’s a bit impulsive and distractable, but ultimately he’s a good kid.

Spaz sees himself as the hero in an action sim, and is constantly mumbling a voice-over narrative to himself (or humming the imagined soundtrack). Johnny is insanely protective of Spaz, but constantly gives him shit for the amount of trouble Johnny has to bail him out of.
CanRay
OK, I have another story going (I'm a bloody machine!), and will make a character sheet for the new character just introduced, Murphy The Ork Muscle.

But that'll come later.
CanRay
Because it's a character in it's own right, Nas' Motorcycle.
CanRay
And here's someone that just showed up at my doorstep.

Tell me if I get annoying, folks.
HentaiZonga
Hi'i-Kai

Hi'i-Kai fell in love with the sea at age 14. He ran away from his Hawaiian home to join a surfer game, where he learned to surf, to dive, and to hustle with the best of them. He took on the surfer name "Hi'i-Kai", which means "embraced by the sea", and sees the Mother Ocean as his lover, mother and favorite opponent in a never-ending but always friendly game. He's exceptionally laid-back, friendly, and gregarious, and will always help out a chummer in need. Hi'i-Kai runs the shadows to pay for transportation around the world, so he can surf the waves wherever they may call him.

[ Spoiler ]
pbangarth
QUOTE (HentaiZonga @ Apr 13 2008, 10:32 PM) *
Felicity (Phys Ad / Distraction)

"You want me to do what? Okay!!!"

Felicity can't help but get into trouble; it's what she's best at. Cute as a button, dumb as a post, and completely useless in a fight, Felicity excels at getting people to pay attention to her - a knack the local Shadowrun team has learned to exploit to its utmost.


HentaiZonga, I love Felicity. (As many do, I'm sure!) I don't recognize her Pheromone Control adept power. Can you tell me where that comes from?
overcannon
Grak “Steelsinner�
400BP Ork Cyber-Ninja

[ Spoiler ]


Dice Pools
Shoot one Semi-Automatic Pistol: 15
Shoot two Semi-Automatic Pistols: 9 and 8
Shoot one Non-Semi-Automatic Pistol: 13
Shoot two Non-Semi-Automatic Pistols: 7 and 6
Foot Anchor Attack: 16; 8P, R 1

Insane and without a friend in the world. A lost soul whofills the void in his life with blood.

Should be fun in a fight to boot.
overcannon
Here is a Made man character. With a little bit of modification, he can be made up to be a Yak or Vory instead of Italian Mafia. The whole cyberware thing doesn't make him very Triad Compatible though.

Luigi
400BP Face
A stereotypical made man fortified with the addition of chrome. He can smooth talk his way through nearly any situation. When words won't cut it, his sidearms can do the talking, and they can sure talk up a storm. A word to the wise, don't cross him. He seems to know everyone worth knowing in this town, and boy can they make your life miserable.

[ Spoiler ]
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