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Wetwork, Inc. [OOC]

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Bewilderbeast

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« on: <05-01-16/1845:47> »
The Roster
Robinson "Robin" Snow by Blueclaws: Human male. Magician and social infiltrator.

Harmut "Kynos" Stein by Jack_Spade: Elf male. Dead-eyed street sam.

"Chip Hernandez" by Scorchio: Human male. Ex-military weapons expert.

Sylvia "Hawkeye" Ring by Irn0rchid: Human female. Vory-affiliated sniper.

Henry "Fenris" Williams by Herr Brackhaus: Elf male. Wolf adept and budding serial killer.

Everyone please post your character sheet as your first post here for posterity. Please also go ahead and make starting nuyen rolls. IC will be up shortly.
"Dialogue"
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"Astral"
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Herr Brackhaus

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« Reply #1 on: <05-01-16/1858:27> »
Sweet!

Starting ¥: 3d6*60 660 [4, 4, 3]

DESCRIPTION
Just under 2 meters tall and weighing in at a little under 90 kg, Fenris is a lithe, graceful young man. He walks with a certain confidence that speaks volumes of his physicality, and carries himself with an obvious lethality. He wears his hair short and has few distinguishing marks apart from his obviously Elven features, and his tan skin hints at a South American heritage. While he can usually be seen wearing an armored motorcycle racing suit and helmet, he prefers not to be seen at all and remains in the periphery more often than not.

INFO
Street Name: Fenris
Names/Aliases: Ryan Connor (Tir Tairngire; birth name, identity lost in Crash 2.0), Henry Williams (UCAS; fake SIN)
Movement: 14/28
Current Karma/TKE: 0/20
Street Cred: 2
Notoriety: 2
Public Awareness: 0
Elf male, age 19, 1.92m, 86kg, green eyes, brown hair
Composure: 8
Judge Intentions: 8
Lift/Carry: 8 (60 kg/40 kg)
Memory: 8
Nuyen: 0¥ + 660¥

PRIORITITES
Metatype: D (Elf 0)
Attributes: A (24)
Magic: B (Adept 6, Rating 4 Active Skill (Lockpicking))
Skills: C (28/2)
Resources: E (6,000¥)

KARMA EXPENDITURES
+25 from Negative Qualities
-25 for Positive Qualities
-5 for Contacts
-10 for skills (Arcana 1, Artisan 1, Automatics 1, Norse Mythology 1, Psychology 1, Throwing Weapons 1)
-10 for nuyen (20,000¥)

+20 awarded by GM
-20 for The Invisible Way

ATTRIBUTES
BOD 4, AGI 7, REA 4 (7), STR 4, WIL 5, LOG 3, INT 5, CHA 3, EDG 1, ESS 6

INITIATIVE
Physical/AR: 12 + 4d6

CONDITION MONITORS
Physical: 10
Stun: 11

LIMITS
Physical 8, Mental 6, Social 6

QUALITIES
Catlike, Code of Honor (Assassin's Creed), Indomitable (Physical), Jack of All Trades Master of None, Low-Light Vision (Racial), Sense of Direction, Signature

ACTIVE SKILLS
Arcana 1, Artisan 1, Athletics Skill Group 1, Automatics 1, Locksmith (Maglocks) 4 (+2), Outdoors skill group 1, Palming (Pickpocket) 5 (+2), Perception (Visual) 5 (+2), Pilot Ground Craft (Bike) 1 (+2), Sneaking (Urban) 5 (+2), Throwing Weapons 1, Unarmed Combat (Nerve Strike) 6 (+2)

KNOWLEDGE SKILLS
Area Knowledge: Seattle 1, Forensics (Cleaning) 1 (+2), Norse Mythology 1, Psychology 1, Security Design (Physical) 1 (+2), Security Tactics (VIP) 1 (+2), Shadow Community (Safehouses) 1 (+2), Small Unit Tactics (Urban) 1 (+2), Underworld (Wetwork) 1 (+2)

LANGUAGE SKILLS
English N, Sperethiel 3

ADEPT INITIATIONS, POWERS, & WAYS
Uninitiated follower of the Invisible Way
Attribute Boost (AGI) Level 2, Combat Sense Level 3, Improved Reflexes Level 3, Nerve Strike, Nimble Fingers Level 1, Traceless Walk

ARMOR: 5,390¥
Bike Racing Armor (AV8, 500¥, Avail 6, R&G p68), Bike Racing Helmet (AV+2, 200¥, Avail 6, R&G p68)

Ballistic Mask [150¥, Avail 6, R&G p74, AV2], Chameleon Suit [1,700¥, AV9, w/Shock Weave (+1,000¥, Avail 8, R&G p84), Thermal Damping (+1,000¥, Rating 2), Ultrasonic Noise Generator (+240¥, Avail 8, HT p187, Rating 4), Ultrasound Sensor (+300¥, Rating 3)], Forearm Guards [300¥, Avail 6, R&G p73, AV1]

WEAPONS: 2,975¥
Ceramic Knife (75¥, Avail 4, HT p179, Blades, Acc 5, DV (STR+2)P, AP-1, Reach 0]

Remington Suppressor [700¥, Avail 6R, GH3 p9, Machine Pistol, Acc 6, DV 7P, AP-1, SA/BF, RC -, 15(c), w/Chameleon Coating (+1,000¥, Avail 10R, HT p180),  Concealed Quick-Draw Holster (+275¥, Avail 6, R&G p51), Laser Sight (+125¥, Top), Sound Suppressor (Integral), 100 Regular rounds (200¥, Hand Loads +1DV (+50¥, Avail 4R, HT p189)]

Shock Gloves [550¥, Unarmed, Acc 7, DV 8S(e), AP-5, Reach 0, 10 charges]

Unarmed Attack [Unarmed, Acc 7, DV 3S, AP0, Reach 0]

GEAR: 10,385¥
Certified Credstick (20¥, Silver), Certified Credstick (5¥, Standard), C-Squared (90¥, Avail 2, HT p187, Rating 6), Endoscope (250¥), Fake SIN [7,500¥, Rating 3, w/2 Fake Licenses (+1,200¥, Rating 3, Registered Adept, Drivers License)], Gecko Tape Gloves (250¥), Grenade (Flash-bang, 100¥), Grenade (Smoke, 40¥), Grenade (Thermal Smoke, 60¥), Micro-Transceiver (100¥), Miniwelder (250¥), Sony Emperor (700¥), Trodes (70¥)

VEHICLE: 5,000¥
Yamaha Growler [5,000¥, Handling 4/5, Speed 3, Accel 1, Body 5, Armor 5, Pilot 1, Sensor 1, Seats 1]

LIFESTYLE: 2,000¥
Low [1 month, Comforts & Necessities 2, Security 2, Neighborhood 2, w/Private Room]

CONTACTS
Good Friend Piatek [Fixer, Connection 4, Loyalty 2]

Alex Richter [Connection 6, Loyalty 1, Mr. Johnson/Government Agent, SR5 p391]
Notes: Alex is a human male in his late-50s, though he has likely undergone leonization treatment as he seems to have amassed skills and knowledge far beyond what his age would allow. Of African American heritage, he always wears a black suit with a white shirt and a black tie as well as the stereotypical dark sunglasses common to government agents. His past is as much of a mystery as his present and he has an annoying habit of of appearing out of nowhere for physical meets, but his information is always rock solid.

Ryan was first contacted by Alex after accepting a contract on a prominent city official; he paid handsomely to obtain a hard copy document located in a secure safe in the targets office. The two are strictly business associates, though both have benefited from each others skill sets and knowledge on various occasions.

Maria Wescott [Connection 5, Loyalty 2, Fixer, SR5 p389]
Notes: Maria is an Elven woman in her early 30s with former ties to the Rinelle ke'Tesrae movement. She deals in merchandise as much as she does information, and can usually be found in her Tacoma warehouse conveniently located near both Fort Lewis, the port of Seattle, and Sea-Tac airport. She often wears the latest in both high-fashion outfits and military equipment, as she claims to only sell gear that she can personally vouch for.

Ryan overheard Maria's name while he was still with the Rinelle ke'Tesrae in Cara'Sir, and looked her up when he made it to Seattle given the similarity of their history. The two aren't close, but they have a solid working relationship and Maria has provided several exotic materials and pieces of equipment when a contract has called for it.

[spoiler=Character background]
BACKGOUND
Ryan grew up in the city of Cara'Sir, formerly known as Portland, located on the nothern border between Tir Tairngire and the Salish-Shidhe Council. His parents were moderately well to do and worked for Telestrian Industries until the Crash of '64; they were both online when the Jormungand virus was released upon the world, and neither of them returned to their 8 year old son who was waiting patiently at home that day.

The combined ravages of the Crash virus, three AI duking it out in cyberspace, and the agents of GOD fervently trying to contain the chaos on all fronts all conspired to erase the entire lives of millions of people from various databases around the world. Ryan soon found himself thrown out of the corporate home he had known all his life, a victim of the ruthless efficiency of megacorporate bureaucracy. While he was not used to having to fend for himself, never mind surviving on his own on the mean streets of Cara'Sir, he quickly discovered that he had a knack for remaining unseen and became a deft pickpocket in a very short amount of time. After several months living by his wits and natural abilities alone he had settled into a routine of sorts, and then he Awakened; alone, afraid, and with no concept of what magic was and how it affected him beyond what he'd seen on the trids, it was during this trying time that Wolf reached out to the young boy for the very first time.

In Wolf, Ryan found a kinship he had never known in the strict, corporate family unit, and his new-found mentor helped the boy understand his Awakened abilities. In short order Ryan discovered that his magic was inwardly focused and could tremendously enhance his already remarkable physical abilities, and over the next several years he formed a strong bond with his mentor spirit. Wolf taught him how to hunt by stalking his prey for days, searching for weaknesses and patiently waiting for the right opportuniy to strike, as well as how to use the conditions of his environment to his advantage. With magic coursing through his veins and ancient knowledge in his head, Ryan began moving up the food chain of Portland's underworld.

By age 18, Ryan had assumed the street name of Fenris, partly in honor of his mentor and partly due to a fascination with Norse mythology.No longer a petty thief, he had became involved with the underground resistance movement Rinelle ke'Tesrae both as a physical infiltrator and a competent combatant. While he believed in their cause at first, having seen the oppression the Council of Princes imposed on its people first hand, the fascination faded as time went on and the activities of his cell became more and more vicious. Fenris was not one to shy away from violence given that Wolf had taught him how to kill, but slaughtering people indiscriminately was a different story. After witnessing the results of a particularly bloody bombing that left hundreds of civilians killed or wounded, all just to kill one man, Ryan decided to leave the movement and CaraSir all together.

With most of his savings spent on a forged SIN and a reliable coyote, he set out for new hunting grounds where he could make his mark on the world on his own terms. Within a few months he had found a new home in Seattle, the city of Shadows, where a man of his particular set of skills is always in demand. As an infiltrator and contract killer, Fenris has begun building a reputation as a precision operator who leaves no collateral damage behind, and in honor of his mentor spirit Fenris always leaves a hand carved wolf's fang on his targets.
[/spoiler]

[spoiler=Rules and dice pool references]
For the record, I am more than happy for the GM to make rolls on my behalf if necessary; with only one point of Edge I will be saving it for a Hand of God use if that should ever become necessary.

General Combat
Initiative: Reaction 7 + Intuition 5 = 12+4d6
Damage Resistance (Infiltration): Body 4 + Chameleon Suit 9 + Ballistic Mask 2 + Forearm Guards 1 = (16-AP)d6
Damage Resistance (Street): Body 4 + Bike Racing Armor 8 + Bike Racing Helmet 2 + Forearm Guards 1 = (15-AP)d6
Surprise: Reaction 7 + Intuition 5 (+ Perception 3/+ Ambush 6) = 12d6 (15/18d6)
     Note: Character always gets perception test against surprise due to Combat Sense, threshold set by GM

Attack
Grenades: Throwing Weapons 1 + Agility 7 = 8d6 (threshold 3 to avoid scatter, 1d6 - Hits otherwise)
Remington Suppressor: Automatics 1 + Agility 7 (+ Take Aim 1 + Laser Sight 1) = 8d6 (10d6)
Unarmed Attack (Nerve Strike): Unarmed Attack 6 + Nerve Strike 2 + Agility 7 (+ Charge 2) = 15d6 (17d6)
Unarmed Attack (Shock Gloves) Unarmed Attack 6 + Agility 7 + Touch-Only Attack 2 (+ Charge 2) = 15d6 (17d6)

Defense
Melee: Reaction 7 + Intuition 5 + Combat Sense 3 (+ Unarmed Combat 6) = 15d6 (21d6 [Physical 8])
     Note: When blocking in Chameleon Suit, Shock Weave takes effect if 2 hits (not net hits) are rolled; damage is 8S(e), no AP is given but is presumed to be -5 as per other gear-based electrical attacks
Ranged: Reaction 7 + Intuition 5 + Combat Sense 3 (+ Willpower 5) = 15d6 (20d6)

Non-Combat
Concealment (SR5 p136, 419-420): Palming 5 + Agility 7 + Nimble Fingers 1 = 13d6
Climbing (SR5 p134): Gymnastics 1 + Strength 4 (+ Gecko Tape Gloves 2) = 5d6 (7d6), +1/2m/1m/2m per hit depending on method
Detection (SR5 p135-136): Perception 5 (+ Visual 2) + Intuition 5 = 10d6 (12d6)
     Note: Character has a Rating 3 Ultrasound Sensor set to passive mode to detect potential motion sensors in order to sneak past them (SR5 p361)
Jumping (SR5 p134-135): Gymnastics 1 + Agility 7 = 8d6
Infiltration (SR5 p136): Sneaking 5 (+Urban 2) + Agility 7 + Catlike 2 (+ Chameleon Suit 2) = 14d6 (16/18d6)
     Note: With Wireless enabled, Chameleon Suit, Thermal Dampening, and Ultrasonic Noise Generator all provide +2 dice against normal detection, thermal sensors/vision, and ultrasound sensors/motion detectors, respectively. Also note that due to Traceless Walk opponents are at -4 to hear character and -2 to track the character via scent; additionally, the character does not trip ground-vibration or pressure sensors
Lockpicking (SR5 p359-360): Locksmith 4 (+ Maglocks 2) + Agility 7 + Nimble Fingers 1 = 12d6 (14d6)
Navigation: Navigation 1 + Intuition 5 + Sense of Direction 1 = 7d6
     Note: Sense of Direction means that character always knows true north and can perfectly retrace his steps
Pickpocketing (SR5 p136): Palming 5 + Pickpocket 2 + Agility 7 + Nimble Fingers 1 = 15d6
Sprinting (SR5 p162): Running 1 + Strength 4 = 5d6, +2m per hit
Tracking: Tracking 1 + Intuition 5 + Mentor Spirit (Wolf) 2 = 8d6
     Note: Because of the Signature negative quality, opponents attempting to track the character gets a positive dice pool modifier of (Street Cred + Public Awareness)

Modifiers
General Attack (SR5 p176-178/186-188 unless specified)
Attacker using off-hand: -2
Attacker/Defender wounded: -Wound modifier
Blind Fire/Fighting: -6
Called Shot (SR5 p195): -4

Melee Attack (SR5 p186-188 unless specified)
Attacker making charging attack: +2
Attacker prone: -1
Attacker has superior position: +2
Friends in melee: +1 (or teamwork tests as per p188)
Target prone: +1
Touch-Only Attack: +2

Ranged Attack (SR5 p176-177 unless specified)
Attacker is running : -2
Attacker firing from a moving vehicle: -2
Attacker in melee combat: -3
Previously used Take Aim: +1 Dice Pool OR Accuracy (both if using wireless Smartgun, SR5 p178)
Target is running/sprinting (SR5p 164): -2/-4

Defense (SR5 p188-190 unless specified)
Attacker has longer reach: - net Reach difference
Defender has longer reach: + net Reach difference
Defender has defended against previous attack: cumulative -1 per prior defense roll
Defender has partial/good cover: +2/+4
Defender in melee targeted by ranged attack: -3 (can result in "Shooting into melee" special rules, p190)
Defender inside moving vehicle: +3
Defender prone: -2
Defender running: +2
Defender unaware: No defense possible (see Surprise p192)
[/spoiler]

ETA:
Added a bunch of general rules references and character-specific dice pools for ease of reference.

Also, this looks like a great team; a little light on Matrix support, but we've got two close to medium range shooters, a social infiltrator and mage, a physical infiltrator and close combat specialist, and a sniper. Should be able to take on some seriously hard targets :D
« Last Edit: <05-02-16/0728:11> by Herr Brackhaus »

Irn0rchid

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« Reply #2 on: <05-01-16/1949:13> »
http://irn0rchid.com/Shadowrun/sylvia.htm (Added the starting money already, so over 5k)

Starting Nuyen: 4d6*100 2000
« Last Edit: <05-01-16/1953:58> by Irn0rchid »

Irn0rchid

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« Reply #3 on: <05-01-16/2059:27> »
Any further visual clues on the J and who/what he might be/represent? Checking out the J: 14d6t5 5

Bewilderbeast

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« Reply #4 on: <05-01-16/2104:30> »
That perception check is good enough (threshold 3 for anybody else that wants to try) to detect a tattoo of a human brain, all neon pink and gooey Halloween green, on the guy's wrist. His general attitude (confident yet kind of sketchy) suggests either private citizen or ganger, as opposed to government or corporate interests. Maybe a fellow shadowrunner, even?

Roll gangs knowledge, shadow community knowledge, drek like that for more or better educated guesses.
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Irn0rchid

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« Reply #5 on: <05-01-16/2109:54> »
If it's not a Vory tattoo then Hawkeye is out. :P Not corporate/gov is good info though. I'll spread the brain info once I post IC. We're an established group, right?

Bewilderbeast

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« Reply #6 on: <05-01-16/2115:07> »
Yes, you've all worked with one another before. Piatek will make vague references to past jobs and stuff, but don't sweat the details too much. You're all familiar with each other and have a pretty good job of each other's capabilities.
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Herr Brackhaus

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« Reply #7 on: <05-01-16/2318:04> »
I've got both Shadow Communities and Underworld knowledge, though I don't think the respective specializations of Safehouses or Wetwork apply.
Shadow Community 1 + Intuition 5 [Mental 6]: 6d6t5 1  [2, 4, 5, 3, 4, 1]
Underworld 1 + Intuition 5 [Mental 6]: 6d6t5 3 [1, 6, 5, 1, 3, 6]

In case either specialization does apply:
Specialization 2: 2d6t5 0 [1, 2]
And wiff.

So 3 hits on Underworld, 1 on Shadow Community.

Rolling to see what Fenris sees on his own when checking out the Johnson for clues about his identity, i.e. distinguishing marks and mannerisms.
Perception (Visual) 5 (+2)  + Intuition 5 + Specifically Looking 3 [Mental 6]: 13d6t5 5 [5, 2, 6, 3, 1, 4, 1, 5, 5, 3, 4, 5, 2]

Irn0rchid

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« Reply #8 on: <05-01-16/2322:18> »
Heh, I forgot about specifically looking as well as her contacts. Didn't matter, but still! :P

Bewilderbeast

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« Reply #9 on: <05-01-16/2339:50> »
Fenris spots the same tattoo, but he also recognizes it as a variation of the Brain Eaters tag. The Brain Eaters are a Matrix gang out of Touristville. They used to be just corp kiddies trying to "live dangerously" but as of late they've become an actual presence. Rumor has it they got their name from either knowingly working with ghouls, or by orchestrating Matrix attacks that left its biofeedback-fried targets brain-dead.

While initially founded by slumming corp kids, they've expanded their influence and include a lot of self-taught hackers and deckers from Redmond. BTLs are a major source of income for them, and they also peddle Matrix services to other gangs and even bigger syndicates.
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Blueclaws

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« Reply #10 on: <05-02-16/0158:42> »
Just wanted to put this up for now. I'll try to get something up tomorrow. Cheers

Starting ¥: 4d6 16 [4d6=5, 5, 1, 5]*100 = 1600

[spoiler]
== Info ==
Street Name: Robin
Name: Robinson Snow
Movement: 8/16
Karma: 21
Street Cred: 2
Notoriety: 2
Public Awareness: 0
Human Male Age 27
Height 6.0 Weight 175
Composure: 11
Judge Intentions: 10
Lift/Carry: 5 (30 kg/20 kg)
Memory: 8
Nuyen: 2244

== Priorities ==
Metatype: E - Human
Attributes: B - 20 Attributes
Special: A - Magician or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: D - 50,000¥

== Attributes ==
BOD: 3
AGI: 4
REA: 3
STR: 2
CHA: 6
INT: 4
LOG: 3
WIL: 5
EDG: 3
MAG: 6

== Derived Attributes ==
Essence:                   6
Initiative:                7 + 1d6
Rigger Initiative:         7 + 1d6
Astral Initiative:         8 + 2d6
Matrix AR Initiative:      7 + 1d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         11

== Limits ==
Physical:                  4
Mental:                    5
Social:                    8
Astral:                    8

== Active Skills ==
Animal Handling            : 0                      Pool: 5
Archery                    : 0                      Pool: 3
Armorer                    : 0                      Pool: 2
Assensing                  : 3                      Pool: 7
Automatics                 : 0                      Pool: 3
Blades                     : 0                      Pool: 3
Clubs                      : 0                      Pool: 3
Computer                   : 0                      Pool: 2
Con                        : 5 [Fast Talk]          Pool: 13 (15)
Counterspelling            : 1                      Pool: 7
Cybercombat                : 0                      Pool: 2
Demolitions                : 0                      Pool: 2
Disguise                   : 2                      Pool: 6
Diving                     : 0                      Pool: 2
Escape Artist              : 0                      Pool: 3
Etiquette                  : 4                      Pool: 10
First Aid                  : 1                      Pool: 4
Forgery                    : 0                      Pool: 2
Free-Fall                  : 0                      Pool: 2
Gunnery                    : 0                      Pool: 3
Gymnastics                 : 1                      Pool: 5
Hacking                    : 0                      Pool: 2
Heavy Weapons              : 0                      Pool: 3
Impersonation              : 0                      Pool: 5
Instruction                : 0                      Pool: 5
Intimidation               : 0                      Pool: 5
Leadership                 : 0                      Pool: 5
Longarms                   : 0                      Pool: 3
Navigation                 : 0                      Pool: 3
Negotiation                : 1                      Pool: 7
Palming                    : 2                      Pool: 6
Perception                 : 6                      Pool: 10
Performance                : 0                      Pool: 5
Pilot Ground Craft         : 0                      Pool: 2
Pilot Watercraft           : 0                      Pool: 2
Pistols                    : 6 [Revolvers]          Pool: 10 (12)
Running                    : 1                      Pool: 3
Sneaking                   : 2                      Pool: 6
Spellcasting               : 6 [Manipulation]       Pool: 12 (14)
Summoning                  : 5                      Pool: 11
Survival                   : 0                      Pool: 4
Swimming                   : 0                      Pool: 1
Throwing Weapons           : 0                      Pool: 3
Tracking                   : 0                      Pool: 3
Unarmed Combat             : 0                      Pool: 3

== Knowledge Skills ==
Area Knowledge: San Francisco : 2                      Pool: 6
Combat Tactics             : 3                      Pool: 6
Data Havens                : 1                      Pool: 5
Magical Theory             : 2                      Pool: 5
Shadow Community           : 3 [Safe Houses]        Pool: 7 (9)
Underworld                 : 3                      Pool: 7

== Contacts ==
Lucian; Downtown; Fixer (4, 2)
Piatek; Seattle; Fixer (4, 1)
Tachi ArikHamoru; Tacoma; Smuggler (2, 5)
Uncrushable; Vashon Island; Talismonger (2, 3)

== Qualities ==
Brand Loyalty (Product) (Cavalier Deputy)
Consummate Professional
Distinctive Style
Focused Concentration (Rating 4)
Magician
Mentor Spirit (Chaos)
Signature
Spirit Bane (Fire)

== Spells ==
(Tradition: Shamanic, Resist Drain with WIL + CHA (11))
Ball Lightning             DV: F-1
Foreboding                 DV: F-3
Heal                       DV: F-4
Improved Invisibility      DV: F-1
Increase Reflexes          DV: F
Influence                  DV: F-1
Levitate                   DV: F-2
Mind Probe                 DV: F
Physical Mask              DV: F-1
Stunbolt                   DV: F-3
Trid Phantasm              DV: F

== Lifestyles ==
Flat  2 months

== Armor ==
Armor Clothing                      6
Armor Jacket                        12
Helmet                              2

== Weapons ==
Cavalier Deputy
   +Personalized Grip
   Pool: 10 (12)   Accuracy: 7   DV: 7P   AP: -1   RC: 2
Streetline Special
   +Personalized Grip
   Pool: 10   Accuracy: 5   DV: 6P   AP: -   RC: 2
Unarmed Attack
   Pool: 3   Accuracy: 4   DV: 2S   AP: -   RC: 2

== Commlink ==
Renraku Sensei (ATT: 0, SLZ: 0, DP: 3, FWL: 3)
   +Mapsoft (Seattle Metro-Plex)

== Gear ==
Ammo: APDS (Heavy Pistols) x40
Ammo: Gel Rounds (Heavy Pistols) x40
Ammo: Gel Rounds (Holdouts) x20
Ammo: Regular Ammo (Heavy Pistols) x40
Ammo: Regular Ammo (Holdouts) x20
Ammo: Stick-n-Shock (Heavy Pistols) x40
Ammo: Stick-n-Shock (Holdouts) x20
Certified Credstick, Silver Rating 1
Concealable Holster
Contacts Rating 2
   +Low Light
   +Vision Magnification
Earbuds Rating 3
   +Audio Enhancement Rating 1
   +Select Sound Filter Rating 2
Fake License (Driver's License) Rating 3
Fake License (Firearms License) Rating 3
Fake License (Mage License) Rating 3
Fake License (Summoner License) Rating 2
Fake License (Concealed Carry Permit) Rating 2
Fake SIN (Thomas Aliari) Rating 4
Fake SIN (Jack Johnson) Rating 2
Glasses Rating 3
   +Thermographic Vision
   +Vision Enhancement Rating 2
Medkit Rating 3
Quick-Draw Holster
Spare Clip (Streetline Special) x2
Speed Loader (Cavalier Deputy) x5

== Vehicles ==
Harley-Davidson Scorpion (Chopper)
   +Sensor Array Rating 2

== Description ==
-Distinctive Style: Blue Tattoo Covering Right Eye.
-Signature: Always leaves a gloss white business card with the image of a running Red Fox on it at the scene of a completed job.
-Consummate Professional: While always remaining professional, things eventually end up catching up with him. Having fled San Francisco due to the local authorities starting to get close to discovering who was placing cards on scene.
-Black Cargo Pants, Beige Shirt, Black Armor Jacket, Aviators.


== Background ==
Robinson grew up in San Francisco, California Free State. His mother was SINless who also happened to also be awakened, his father was a SINer who worked for Renraku's American Headquarters as a low level employee. His parents met and quickly their relationship grew, however soon Robin's mother became pregnant and when the question of marriage and using the corporate medical services came up, her SINless status was revealed. Robinson's father left soon after and severed all ties with the mother of his child.
Robinson grew up in a relatively poor neighborhood but it wasn’t until he was older that his magical nature manifested itself. There were several incidents around the neighborhood of his magic manifesting itself involuntarily that had brought fear and prejudice to his door. Several years pass and Robinson, slowly but surely, learns to harness some aspects of his magical ability on his own. It is at this point that he takes it upon himself to take out his aggression on the corporation that his father worked for; seeing it as the reason for his farther departing all those years ago. There was a small distribution facility located nearby that would be his target. Somehow he had managed to summon a spirit of fire to him, through his reckless abandon, anger and frustration somehow kept the fire spirit in the physical plane. All was not as it should be though, for some reason, he was able to hold the spirit here while it suffered the constant attacks of the local guard force. This only further enraged the spirit, shortly after his control over this being was lost, but it did not return to its meta-plane as it should but lingered. For some reason after this fire spirits held a deep loathing for Robinson.
Shortly after this was when Fox finally appeared to him. Fox taught him how to harness his innate magical abilities, and showed him a better path, teaching him that out right violence is not the answer that you must use your cunning and your wits can get you more in the long run than an all-out fist fight.
Robinson had met Tachi after he got himself stranded in San Francisco Bay while attempting to reach the mainland from Treasure Island with a less than steller boat, the two becoming close friends quickly thereafter. Growing up Tachi, had grown accustomed to working on a ship. When he was older while trying to establish himself and make a living Tachi discovered he has a knack for smuggling. With Robinson's work in the shadows and Tachi making smuggling runs to Seattle, they were both in a position to help one another at various points in their careers. Once Robinson decided that it was getting to risky to stay in San Francisco, Tachi offered up his services once again and his small freighter to his friend to take him to Seattle and the promise of a new life.
Since arriving in Seattle Robinson doesn't have much in the way of personal transportation, only his trusty Harley and the living space Tachi was able to provide due to the need to leave San Francisco in somewhat of a rush. Presently his current accommodations are living in nothing more than an old office space above one of the warehouses Tachi uses to store goods in Seattle. About the size of a studio apartment, it is not much, but there is power and it isn’t the streets. He is even able to use the small showers on Tachi’s ship when he is in port. Food isn’t too much of a concern, Nutisoy may not taste that great but that is the price you pay for living above a warehouse. Good thing food on the ship is better, with an auto-cook, real fruit some times and there the food is hot!
To help offset the lack of funds and contacts, Tachi hires on Robinson now and then for smuggling runs, this usually occurs in the form of Tachi banging on the door to Robinson’s small living space at odd hours asking for help, after all having someone who can talk their way out of most situations and who has magical ability is always a plus when dealing with a unfamiliar Loadmaster at the docks. The smuggling runs can run anywhere from 2 days to 2 weeks depending on the schedule, destination, cargo, and if they are waiting on late delivery of goods to the harbor, San Francisco runs 2-3 days, San Diego runs about 4-5 days, Anchorage 6-7 days, Honolulu 10-11 days. Robinson’s berthing on the ship is merely two coffin racks stacked atop one another with a small wall locker and sink, just enough room for two people to move about a tiny room, not much more. With Robinson’s skill set on the ship, he often times has lots of spare time on runs as his skills are usually only needed at the start or the end of a trip.
Studying and becoming better with the magical arts takes time, and that is what Robinson tends to do in his spare time, either aboard the Orca on smuggling runs, or speaking with Uncrushable. Always trying to perfect his craft and keep his abilities as low key as possible when the situation warrants takes practice. Besides that trolling the local data haven for key bits of information is always useful, having an obscure bit of information at the right time can be a great boon when trying to leverage someone into doing things. On top of that it helps keep Robinson up to date on the local happenings in the Shadow community as well as allows him to cause a little bit of chaos now and then by dropping bits of info onto ShadowSEA. Being new to Seattle and not having the most secure means of electronic communications means that most of the time, if his contacts need to reach him, it is merely a message to set up a meet.

== Concept ==
Shaman who has some sneaking, and ability with a pistol; mostly uses his charismatic personality to get what he wants. On other occasions uses his magical abilities to out manuever his adversaries. Due in large part to the prejudice that was faced as a child, he can have some trust issues and so tried to keep his awakened status hidden at times, choosing to use his abilities in secret to influence those around him in more subtle ways.

== Notes ==
Mentor Spirit - Chaos(Seen as a Fox): +2 to Con Tests, +2 to Illusion Spells; You are an inveterate gossip trying to stir up trouble, especially between friends, and thus cannot keep damaging secrets to yourself. Also, anytime you encounter a public situation deemed too quiet or stable (gamemaster’s discretion), make a Willpower + Intuition (3) Test. Failure means that you are compelled to stir the pot in any way you desire, be it attacking, telling lies, or throwing a drink on someone nearby.
Consummate Professional: +2 to social interactions when dealing with employers/ Divide total karma by 20 vice 10, round down to determine street cred.
Signature: For those who know the character and their signature, the signature is easily identified. Anyone performing a test to identify the character’s handiwork or track the character is given a dice pool modifier equal to the character’s Street Cred
and Public Awareness combined.
Distintive Style: Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.
Product Loyalty:+1 dice pool bonus on every roll involving gear made by their manufacturer. At the Product level the bonus is only conveyed on a single item, i.e. Predator IV, S-K-Bentley Concordat, Krime Kannon, HK227, Novatech Airware, etc. On the downside, due to this narrow focus the character suffers a –1 dice pool penalty whenever working with a piece of gear not made by their preferred Manufacturer. At the Product level the –1 dice pool penalty is applied to all products of the same type, i.e., heavy pistols, cars, SMGs, assault cannons, commlinks, etc.

Tachi ArikHamoru, Human; Captain of the Freighter "Orca" based out of the Port of Tacoma, smuggles goods between Seattle and San Francisco.

Uncrushable, Orc; Talismonger who Robinson has was put into contact with through Tachi. Tachi has been known to smuggle more exotic goods from time to time for Uncrushable to San Francisco. Through some of Uncrushable's contacts Robinson was put into contact with Lucian. Uncrushable has his shop set up in a fairly rural area of Vason Island in the Puget Sound due to the stigma sometimes associated to the awakened and magic users he prefers to keep himself out of the public eye.

Lucian, Elf: Fixer who lives in the downtown area. Robinson was put into contact with him through an associate of Uncrushable. He has done a few small jobs for Lucian, enough to be considered trustworthy.
[/spoiler]
« Last Edit: <05-03-16/1258:37> by Blueclaws »

Jack_Spade

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« Reply #11 on: <05-02-16/0237:16> »
Lifestyle Money: 4d6 15 x100= 1500

== Info ==
Street Name:
Name: Hartmut "Kynos" Stein
Movement: 14/28
Karma: 27
Street Cred: 1
Notoriety: 2
Public Awareness: 0
Elf male Age 41
Height 1.91 Weight 90
Composure: 9
Judge Intentions: 10
Lift/Carry: 9 (60 kg/40 kg)
Memory: 8
Nuyen: 1495

== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: E - Mundane
Skills: B - 36 Skills/5 Skill Groups
Resources: C - 140,000¥

== Attributes ==
BOD: 5
AGI: 6 (7)
REA: 5 (9)
STR: 3 (4)
CHA: 4
INT: 6
LOG: 3
WIL: 5
EDG: 2

== Derived Attributes ==
Essence:                   0,02
Initiative:                11 (15) + 2d6
Rigger Initiative:         15 + 2d6
Astral Initiative:         
Matrix AR Initiative:      15 + 2d6
Matrix Cold Initiative:    6 + DP + 3d6
Matrix Hot Initiative:     6 + DP + 4d6
Physical Damage Track:     11
Stun Damage Track:         11

== Limits ==
Physical:                  8
Mental:                    6
Social:                    5
   Custom Ballistic Mask [+2] (Only for intimidation, Must be visible)
Astral:                    6

== Active Skills ==
Animal Handling            : 0                      Pool: 3
Archery                    : 0                      Pool: 6
Armorer                    : 1                      Pool: 4
Automatics                 : 6 [Assault Rifles]     Pool: 13 (15)
Blades                     : 0                      Pool: 6
Clubs                      : 0                      Pool: 6
Computer                   : 1                      Pool: 4
Con                        : 0                      Pool: 3
Cybercombat                : 0                      Pool: 2
Demolitions                : 1                      Pool: 4
Disguise                   : 5                      Pool: 11
Diving                     : 1                      Pool: 6
Escape Artist              : 1                      Pool: 8
Etiquette                  : 1                      Pool: 3
First Aid                  : 0                      Pool: 2
Forgery                    : 0                      Pool: 2
Free-Fall                  : 0                      Pool: 4
Gunnery                    : 0                      Pool: 6
Gymnastics                 : 6 [Dodge]              Pool: 13 (15)
Hacking                    : 0                      Pool: 2
Hardware                   : 1                      Pool: 4
Heavy Weapons              : 1                      Pool: 8
Impersonation              : 0                      Pool: 3
Instruction                : 0                      Pool: 3
Intimidation               : 6 [Mental]             Pool: 10 (12)
Leadership                 : 1                      Pool: 3
Longarms                   : 0                      Pool: 6
Navigation                 : 0                      Pool: 5
Negotiation                : 1                      Pool: 5
Palming                    : 5                      Pool: 12
Perception                 : 2                      Pool: 8
Performance                : 0                      Pool: 3
Pilot Ground Craft         : 1                      Pool: 10
Pilot Watercraft           : 0                      Pool: 8
Pistols                    : 6 [Semi-Automatics]    Pool: 13 (15)
Running                    : 1                      Pool: 5
Sneaking                   : 5                      Pool: 12
Survival                   : 1                      Pool: 6
Swimming                   : 0                      Pool: 3
Throwing Weapons           : 0                      Pool: 6
Tracking                   : 1                      Pool: 7
Unarmed Combat             : 6 [Strikes]            Pool: 14 (16)

== Knowledge Skills ==
English                    : 3                      Pool: 9
Magical Threats            : 3                      Pool: 6
Military                   : 2                      Pool: 8
Philosophy (Academic)      : 1                      Pool: 4
Small Unit Tactics         : 6 [Urban]              Pool: 12 (14)
Underworld                 : 2                      Pool: 8

== Qualities ==
Agile Defender
Biocompatability (Cyberware)
Consummate Professional
Dead Emotion (Fear)
High Pain Tolerance (Rating 1)
In Debt IV
Jack of All Trades Master of None
Low-Light Vision
Pie Iesu Domine. Dona Eis Requiem.
Poor Self Control (Thrill Seeker)
Quick Healer
SINner (National) (Hartmut Stein)
Superhuman Psychosis
Trust Fund I

== Lifestyles ==
Street  1 months
Permanent Medium (Trust Fund I)

== Cyberware/Bioware ==
Bone Lacing (Titanium)
Datajack
Muscle Replacement Rating 1
Nephritic screen Rating 1
Reaction Enhancers Rating 3
Smartlink
Striking Callus Rating 4
Wired Reflexes Rating 1

== Contacts ==
Good Friend Piatek [Fixer, Connection 4, Loyalty 1]
Ryan Marks [Fixer, Connection 4, Loyalty 2]
Alfred Schwarz [Quartermaster/Weapons dealer/Armorer Connection 3, Loyalty 3]

== Armor ==
Ares Victory: Wild Hunt             14
   +Auto-Injector
   +Gear Access
   +Gel Packs
   +Liner - Chemical Protection (6)
   +Nonconductivity 5
   +Shock Frills
   +Holster
Custom Ballistic Mask               2
Forearm Guards                      1
Helmet                              2
Lined Coat                          9

== Weapons ==
Ares Alpha
   +Easy Breakdown (Unpowered)
   +Extended Clip
   +Extended Clip
   +Gas-Vent 3 System
   +Personalized Grip
   +Shock Pad
   +Sling
   +Smartgun System, Internal
   Pool: 13 (15)   Accuracy: 8   DV: 11P   AP: -2   RC: 9
Defiance EX Shocker
   +Laser Sight
   +Personalized Grip
   Pool: 13   Accuracy: 6   DV: 9S(e)   AP: -5   RC: 3
Minigrenade: Flash-Bang
   Pool: 8   Accuracy: 0   DV: 10S (10m Radius)   AP: -4   RC: 3
Minigrenade: Flash-Bang
   Pool: 8   Accuracy: 0   DV: 10S (10m Radius)   AP: -4   RC: 3
Minigrenade: High Explosive
   Pool: 8   Accuracy: 0   DV: 16P (-2/m)   AP: -2   RC: 3
Savalette Guardian
   +Concealed Quick-Draw Holster
   +Gas-Vent 2 System
   +Personalized Grip
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   Pool: 13 (15)   Accuracy: 8   DV: 8P   AP: -1   RC: 6
Unarmed Attack
   Pool: 14   Accuracy: 8   DV: 9P   AP: -   RC: 3

== Commlink ==
Hermes Ikon (ATT: 0, SLZ: 0, DP: 5, FWL: 5)
 + Diagnostics App
== Gear ==
Ammo: APDS (Assault Rifles) x42
Ammo: APDS (Heavy Pistols) x12
Ammo: Gel Rounds (Assault Rifles) x42
Ammo: Gel Rounds (Heavy Pistols) x12
Ammo: Regular Ammo (Heavy Pistols) x24
Ammo: Regular Ammo (Assault Rifles) x84
Ammo: Taser Dart (Tasers) x20
Certified Credstick, Standard Rating 6
Contacts Rating 3
   +Vision Enhancement Rating 3
Duffel Bag (Good)
Fake SIN Rating 2
Glasses Rating 3
   +Flare Compensation
   +Vision Magnification
   +Thermographic Vision
Kamikaze x3
Micro-Transceiver
Microwire (100m)
Minigrenade: Flash-Bang
Minigrenade: Flash-Bang
Minigrenade: High Explosive
Miniwelder
Rapelling Gloves
Respirator Rating 6
Restraint, Metal
Restraint, Plastic x10
Survival Kit
Telescoping Mirror on a Stick

== Vehicles ==
Yamaha Growler (Off-Road Bike)
   +Spoof Chips
   +Sensor Array Rating 2

== Karma Expenses ==
27.04.2016 20:57:44       -3           Active Skill Perception 1 -> 2
27.04.2016 20:57:28       -1           Active Skill Armorer 0 -> 1
27.04.2016 20:57:01       -10          Attribute EDG 1 -> 2
27.04.2016 20:56:23       -1           Active Skill Demolitions 0 -> 1
27.04.2016 20:56:13       -1           Active Skill Diving 0 -> 1
27.04.2016 20:56:03       -1           Active Skill Escape Artist 0 -> 1
27.04.2016 20:55:48       -1           Active Skill Etiquette 0 -> 1
27.04.2016 20:55:35       -1           Active Skill Hardware 0 -> 1
27.04.2016 20:54:22       -1           Active Skill Leadership 0 -> 1
27.04.2016 20:54:16       -1           Active Skill Heavy Weapons 0 -> 1
27.04.2016 20:53:58       -1           Active Skill Running 0 -> 1
27.04.2016 20:53:50       -1           Active Skill Survival 0 -> 1
27.04.2016 20:53:44       -1           Active Skill Tracking 0 -> 1
27.04.2016 20:53:24       -1           Active Skill Negotiation 0 -> 1
27.04.2016 20:53:09       -1           Active Skill Computer 0 -> 1
27.04.2016 20:52:58       -1           Active Skill Pilot Ground Craft 0 -> 1
27.04.2016 20:52:24       20           Pre-Wetwork Start
27.04.2016 20:52:14       7            Starting Karma

== Nuyen Expenses ==
27.04.2016 20:52:14       75           Starting Nuyen

== Background ==
Meet Kynos - ex-military, ex-husband and ex-tremely dead inside. As an idealistic young idiot he went to join the armed forces to defend the fatherland (or what was left of it). 20 years later and countless invasive surgeries later he is only a shell of his former self. Between deployment in foreign countries, a failed marriage and massive injuries, at some point he stopped to care. Something broke inside him, his life and that of others stopped to be of great importance.
The only time he feels alive is when he is back on a mission, feeling the adrenaline coursing through his veins.

This is precisely the reason why he hasn't left the Barrens where he ended up a few years prior after Europe became to hot: Here is action to be had, here he can feel alive every day until he dies...
« Last Edit: <05-19-16/0254:43> by Jack_Spade »
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Herr Brackhaus

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« Reply #12 on: <05-02-16/0643:26> »
BTW, Irn0rchid; according to the Missions FAQ you can't Hand Load all types of rounds.
Quote from: SRM FAQ v0.3 p
Can hand loads be combined with specialty ammunition, e.g. APDS or Explosive rounds? ​ (​ Hard Targets​ , pg. 189)
Yes

Can you get hand loads for Subsonic rounds, Stick n' Shock or capsule perhaps? ​ (​ Hard Targets​ , pg.189)
No
Not sure where gel fits in here, but the intent is definitely clear on the latter three.

Also, I have no negotiation skill and I'm hesitant to roll teamwork with my two dice. Think of Fenris as less negotiating, and more stating the facts as he sees them.


ETA
Bewilderbeast, does Fenris (and Kynos, for that matter), know anything about the Red Wormz beyond what the Johnson is telling us?

In case you want new rolls:
Shadow Community 1 + Intuition 5 [Mental 6]: 6d6t5 1 [4, 2, 3, 2, 5, 2]
Underworld 1 + Intuition 5 [Mental 6]: 6d6t5 2 [6, 3, 2, 4, 6, 1]

And specializations, in case they count:
Specialization 2: 2d6t5 0


ETA2
Just realized I have no trodes or image and sound links, so I'm just going to sell off a ceramic knife (75¥) and buy a pair of trodes (70¥) and a standard credstick (5¥) just so I don't have to actually pull out my commlink and type the old fashioned way.
« Last Edit: <05-02-16/0712:08> by Herr Brackhaus »

Jack_Spade

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« Reply #13 on: <05-02-16/0731:23> »
Are we playing with Mission rules?  ???

Regarding negotiation: Kynos has just enough dice to support whoever needs it (Conssumate Professional and Superhuman Psychosis cancel each other out), but he can definitely put some mental pressure on our Johnson with 14 dice.
So if we do Good Cop, Bad Cop, he definitely wants to play the bad cop ;D
talk think matrix

To strive, to seek, to find and not to yield
Revenant Kynos Isaint Rex

Herr Brackhaus

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« Reply #14 on: <05-02-16/0740:56> »
Re Missions rules; nope, just mentioning the clarification made for hand loads.