When I was running a game on the Microsoft Shadowrun forum(now deceased, both game and board), one character asked for a Bourne character named Richard Roe, who was an expert rigger and assassin. One of the players in my other game is a wiz at making characters, truly amazing (she said "I'm going to be a troll rigger decker sam adept". I laughed...) So I handed the challenge off to him/her. The response:
CHARACTER CONCEPT:
"I was going to, in fact have made, a former government agent/rigger character.
He is kind of a Jason Bourne like character heavy on the driving side who calls
himself Richard Roe. But if it's not too much for you could you work him up with
total amnesia and work him into the story some how. Even if he just woke up in
a hospital or morgue a week ago and is now been forces to take on a shadowruns
because he has no where else to turn for money or some fixer who is 'helping' him
learn his past is giving him runs to help pay for the services.
What ever you think is best and isn't too much on your full plate."
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Real Name: Unknown Street Name: Richard Roe
Gender: Male Race: Human Primary Archetype: Covert Ops Specialist
Height: 171cm Weight: 75Kg Hair: Brown Eyes: Green
Appearance: tanned skin, muscular build, ruggedly handsome face
Birthdate: 13 September 2028 Birthplace: Nixa, Missouri
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Lifestyle: Squatter Monthly Cost: 100NY
Residence: Seattle LTG #: (no residence telephone)
Description: Spends 100% of "monthly cost" on food and other necessities
Notes: No actual residence (street living), but doesn't dig in trash for food
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Credstick Funds: 0 + 3d6*100 (also contains the 100NY for lifestyle expenses)
(spent 400,000 Nuyen during character creation)
(Race = priority E, Money = priority B, Magic = priority A,
Attributes = priority C, Skills = priority D)
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CHARACTER EDGES: (6 points)
2-Bonus Attribute Point: +1 to Intelligence
3-Daredevil: 1 free Karma Pool Point to spend each game session
(can only be used at GM discretion, for heroically risky actions)
1-Natural Immunity: Immune to the natural (and very expensive) toxin, Fugu
(This is because character was an assassin trained to use this toxin to kill)
CHARACTER FLAWS: (6 points)
1-Combat Monster: Cannot flee combat until 3 turns pass (or all enemies down)
(Willpower(6) test, 1 success reduces to 2 turns, 2+ successes reduce to 1 turn)
5-Amnesia: no knowledge of past; player NEVER sees the character sheet
(rediscovering past causes infrequent Flashbacks; not enough for Flashback flaw)
(as character rediscovers past, slowly change to Amnesia-2 and Bad Reputation-3)
(it's possible his Bad Reputation is due to another assassin with the same ID)
(if Amnesia-2 is cured, replace with "Hunted-2: add 1 rating to existing enemy")
NOTES ON ENEMY:
Has Enemy Rating: 4 at character start, but is not yet "hunted" by them
(this is due to Resources priority B) (Enemy is the character's Covert Agency)
NOTES ON PAST:
-Awakened character chosen to be transformed into the perfect assassin
-Memories and Charisma stripped away through torture/drugs/magic by the Agency
-Real-life experience replaced with exact, top-notch training in a few skills
-Cyberware added to augment assassin abilities, Geasa used to retain magic
-Feared for using poisons, especially varieties of Fugu
-One-man assault team combining rigger/decker/mage/stealth/combat abilities
-Codename identity may have been taken from a deceased, ruthlessly evil agent
(Character was very successful assassin, until something happened...)
-Character was targetted for termination; instead, was just critically wounded
-Character was brought to a cheap public "hospital" clinic, poor facilities
-Hospital reports he was found outside the ER doors, holding a typed paper
-Cameras and staff saw nothing before he appeared; paper had "Bill To: number"
-Hospital bill paid (in advance) from the account number; paper has no clues
-If checked, the account number no longer exists (and never existed)
-Hospital did not test for any cyberware or magic, and labeled him a "John Doe"
-Hospital treated him for eardrum damage, air embolism (asphyxiation),
Oxygen toxicity, decompression sickness, hypothermia, and High Pressure Nervous
Syndrome--none of these required surgery or invasive treatment
(Indicative of a long-period deep underwater dive followed by quick resurfacing)
-Prior mission was fake, used to lure him into a trap
-Only clues to his fake mission orders are his Skillsofts, Clothing, and Foci
-Probably was a mission to kill someone on a boat out in the ocean near Seattle
-Wakes up in hospital--no memory, reduced Body, and vastly reduced Strength
(he doesn't know they're reduced...but he is definitely weaker than he looks)
-Agency believes he is dead, and may now give a new agent the same cover ID
-"Mysterious Benefactor" contact has an unknown reason for keeping him alive
-After waking up, is told that the paid hospital stay of 14 days has just ended
-He has no equipment except the clothing/jewelry he is wearing, and a credstick
-In his pocket is a paper with three typed words: "Talk to Gornoph"
(none of the hospital staff knows him; patients might, or other street people)
(Gornoph knows nothing about the character, and is nothing more than a Contact)
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(24 Attribute Points: 4+6+1+1+6+6 = 24)
(note that Intelligence has +1 due to Character Edge)
ATTRIBUTES: base magic total Max
Body - BDY - 4 +0 4 9 (6 racial limit)
Quickness - QCK - 6 +0 6 9 (6 racial limit)
Strength - STR - 1 +1 2 9 (6 racial limit)
Charisma - CHA - 1 +0 1 9 (6 racial limit)
Intelligence - INT - 7 +0 7 9 (6 racial limit)
Willpower - WIL - 6 +0 6 9 (6 racial limit)
base phys geasa total
Essence: 6 -3.99 +0 2.01
Magic: 6 -3.99 +4 6
base magic total
Reaction: 6 +0 6 (Unjacked Reality)
Initiative: 1 +3 4 (Unjacked Reality)
Reaction: 6 +0 6 (Virtual Reality, Decking)
Initiative: 1 +0 1 (Virtual Reality, Decking)
Reaction: 6 +2 8 (Virtual Reality, Rigging)
Initiative: 1 +1 2 (Virtual Reality, Rigging)
DICE POOLS: base magic cyber total
Combat: 9 +2 +0 11 (= (INT+QCK+WIL)/2)
Control: 6 +0 +2 8 (= reaction modified by VCR)
Hacking: 3 +0 +3 6 (= (INT+MPCP)/3)
Spell: 6 +0 +0 6 (= (INT+WIL+MAG)/3)
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(30 Skill Points: 6+6+6+6+6 = 30)
(10 Language Skill Points: 4+6 = 10)
(35 Knowledge Skill Points: 6+5+6+6+6+6 = 35)
SKILLS: SPECIALIZATIONS:
Combat Skills:
(INT)Gunnery: 6 (No Specialization)
Technical Skills:
(INT)Computer 6 (No Specialization)
Magical Skills:
(WIL)Sorcery: 6 (No Specialization)
(WIL)Conjuring: 6 (No Specialization)
Vehicle Skills:
(REA)Car 6 (No Specialization)
Language Skills:
(INT)English: 4 (No Specialization)
(INT)Read and Write English: 2
(INT)Chinese: 6 (No Specialization)
(INT)Read and Write Chinese: 3
Knowledge Skills:
(INT)Vehicle Knowledge: 6 (No Specialization)
(INT)Drone Knowledge: 5 (No Specialization)
(INT)Electronics Gear Knowledge: 6 (No Specialization)
(INT)Arms & Armor Knowledge: 6 (No Specialization)
(INT)Cyberware Knowledge: 6 (No Specialization)
(INT)Combat Techniques Knowledge: 6 (No Specialization)
Note:
+6 dice for all math-related skill tests (due to Math SPU Cyberware)
Note:
Check chipped Activesofts, Knowsofts, and Linguasofts for further skills
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MAGICIAN ADEPT POWERS cost
Astral Perception 2 (character can perceive astrally)
Quick Strike 3 (automatic 1st strike in one phase each combat round)
Magical Power(1) 1 (all Magical Skills use Magic Attribute = 1)
(warning: if ever lose a point of magic, it comes off Magical Power first!)
(warning: if Magical Power is ever reduced to 0, it is permanently nullified!)
(note: Can take Geasa rather than lose Magical Power, if it happens)
MAGICAL TRADITION and PATH: Hermetic Water Elementalist
(+2 dice Water Elementals & Illusions, -1 Die Fire Elementals & Combat Spells)
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GEASA (maximum geasa is WIL: 6)
Gesture Geas: Hands or arms must be used to gesture when using magic
Talisman Geas: Must have a black-branded red leather armband to use magic
Condition Geas: Must do 30 minutes exercise every 24 hours (yoga, tai-chi, etc)
Condition Geas: Must eat no vegetables or fruits (including bread) for 24 hours
(Since character has amnesia, it is very likely he'll break one or all of these,
so the character will probably have no idea he's Awakened unless someone
Assenses him. Learning his Geasa will be part of the challenge...)
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(6 points available to spend on magic: all 6 spent on foci)
(90000NY spent on Foci)
MAGICIAN ADEPT SPELLS
- ALL spells at Force 2 as Exclusive spells (Point cost: 0)
- ALL spells at Force 2 as Exclusive spells (Point cost: 0) + Fetish (-1 Drain)
- ALL spells at Force 1 as Fetish spells (Point cost: 0)
- ALL spells at Force 1 as Fetish spells (Point cost: 0) + Exclusive (-2 Drain)
MAGICIAN ADEPT FOCI (maximum active at any time is INT: 7)
Sustaining Focus, Force 1: Increase Reflexes +3 (Point cost 1, 15000NY)
- Force 2: Combat Sense, +2 Combat Pool (Point cost 2, 30000NY)
- Force 1: Increase Strength +1 (Point cost 1, 15000NY)
- Force 2: Enhance Aim, -1TN to hit (Point cost 2, 30000NY)
(Descriptions: Red Leather Armband with Black Branded Pattern on left bicep,
16" Platinum Chainlink Necklace, Sunburst-pattern Bronze Locket on Necklace
(contains no picture), Black-Iron Dragon Ring on left middle finger)
(Note that Foci will continue to work even if Geasa have been broken--unless
they are taken off, dispelled, turned off, etc...)
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(265500NY spent on Cyberware)
CYBERWARE: essence price legality street conceal
Standard Tooth Compartment 0.00 1500 10P-Q 0 ?
Standard Multi-Slot Chipjack(4) 0.35 4000 legal 0.9 ?
+ Standard Chipjack Expert Driver(
0.80 40000 legal 1 ?
(8 Dice Pool to use on activesofts, knowsofts, and linguasofts)
(activesofts cannot but knowsofts/linguasofts CAN be used while rigging/decking)
Standard Skillwires(3, 108 Mp max) 0.60 162000 legal 1 ?
Alphaware Induction Datajack 0.24 6000 legal 0 10
Alphaware Induction Datajack 0.24 6000 legal 0 10
Alphaware Vehicle Control Rig(2) 1.60 24000 6P-N 0 ?
Alphaware Math SPU(3) 0.16 22000 legal 0 ?
(+3 Hacking Pool, +6 dice math-type skill tests; stopwatch, alarm, chronometer)
INTERCONNECTIVITY:
Chipjack(behind left ear) - Datajack(left temple) - Skillwires
(with Expert Driver) |
|
Vehicle Control Rig - Datajack(behind right ear) - Math SPU
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(44400NY spent on gear)
GEAR WEIGHT LIMIT: 10 Kg (unencumbered), 20 Kg (L), 30 Kg (M), 40 Kg (S)
HEADWARE GEAR: price weight conceal legality
Knowsoft(7): Decker Career Knowledge(147 Mp)22050 0 12 legal
Activesoft(3): Stealth(27 Mp) 2700 0 12 legal
Activesoft(3): Rifles(27 Mp) 2700 0 12 legal
Activesoft(3): Unarmed(Pentjak-Silat)(27 Mp) 2700 0 12 legal
(+1 die to called shots, -3 dice to subdual attacks; maneuvers: close combat)
(the above are all slotted into the Chipjack, granting +8 dice pool)
Activesoft(3): Athletics(27 Mp) 2700 0 12 legal
(the above is slotted into the Datajack behind the right ear, no dice pool)
Optical Memory Chip(150 Mp) 750 0 12 legal
(the above is slotted into the Datajack at the left temple)
Linguasoft(
: Japanese(192 Mp) 9600 0 12 legal
(the above is concealed in the tooth compartment)
TOTAL: 0
PERSONAL CLOTHING: price weight conceal ballist impact
Ordinary Clothing 50 1 0 0 0
Secure Jacket (under clothing) 850 3 9 5 3
Victory Rapid-Transit Lt. Jumpsuit 250 1 8 1 2
Victory Rapid-Transit Helmet 50 0.5 - +0 +2
(The Rapid-Transit clothing is professional all-climate athletic wear)
(Has color-changing capability, 10 pre-set designs or design your own)
TOTAL: 5.5 TOTAL: 5 6
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SIN: none
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CONTACTS:
rating price description
1 free Mr. Johnson, "Mysterious Benefactor"
Sends helpful messages in various ways sometimes; never meets
1 free Gornoph the Teller
Dirty gutter-rat Ork, knows every rumour and what's going down
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KARMA POOL: 1 (equals 1 + TOTAL_KARMA/10)
GOOD KARMA: 0
KARMA SPENT: 0
TOTAL KARMA: 0 (equals GOOD_KARMA + KARMA_SPENT)
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