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The London Game, pre-read and rules **recruitment closed**, check 1st post

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Csjarrat

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« on: <06-13-13/1002:44> »
London Campaign

The format:
A team of 4-5 players will begin working in the London shadows, initially as a solo mission before joining up with the other members of the team for a series of bigger runs.
These runs will take place initially in Britain and then expand across the continent as the stories unfurl.

Chargen:
No changelings/surge AT ALL. Nothing from WAR! (I don’t own it)
No TM’s: unless an experienced player who knows it inside out, hackers are totally fine though and matrix will be played as an important function of the game.

Firearms are heavily regulated and restricted in Britain and always have been.
Sports rifles and shotguns are available to those with a SiN and must be licensed (background checks taking several days). There are no concealed carry permits at all in Britain. These types of weapons tend to be seen on hunts, at rifle clubs and in the country. A small select group of freelancers also have permits for para-critter population control for the various desolation zones around the old nuclear plants from the early 2000’s, though these groups are vetted and monitored at the governmental level.
All firearms are automatically +4 avail, anything with the burst fire/full auto mode is at +8. As mentioned, rifles and shotguns are restricted. all firearm-type ranged weaponry outside this is F. all BF/FA is rated F. Heavy weapons and Laser weaponry are unavailable to purchase, no matter how good your contacts are.
Archery kit is popular amongst re-enacters and the nuvo-green movement who have taken to living from the land, these are legal to own and available through retail, though open carry in urban areas is a criminal offence and heavy crossbows are rated R.

Non-lethal weaponry such as tasers/pain inducers are legal and available for personal carry.
Rating 12 is the highest avail allowed. Restricted gear allowed on GM approval (things like response 6 for matrix specialist are cool, minigun for a troll not so much).
(GM note, I don’t want to discourage weapons specialists, I just want to reflect how difficult they are to get hold of and carry in a civilised area that doesn’t have a gun history. A gun will swing a combat at a crucial time but will draw you national headline attention should an official bite a bullet or a raging gun-battle erupt with the ‘Met Police.  Due to low occurrence rate of firearms based crime, all opposition are tooled to deal with more melee based threats than firearms. London Metropolitan police retain a Firearms response unit however. Police in other capitals (eg Paris) may carry light pistols, but most forces in Britain are armed with tasers and stun batons.)
Melee combat is alive and well and it would serve you well to be able to at least defend yourself in this manner.

Interesting characters are more likely to be picked for this campaign and a healthy group with a diverse skillset is my goal with this campaign. As much as everyone loves playing mages, I’m not going to pick 5 mages for the team, so please don’t moan that a relatively unoptimized smuggler/face with scuba diving skills gets picked over your MAG 6 super-tuned augmented spell slinger. Ideally the team will have a mage, a face, a matrix specialist and the rest with interesting skills (demo, diving, climbing, electronic warfare, forgery, B&E etc etc)

Vehicles would definitely make your life in the shadows easier, London employs a version of gridguide, but much like it’s counterparts in other countries, the poorer areas tend not to work too well. London is a coastal city, split in half by the river Thames. Many commuters use the ferry up the river and private boat travel is not uncommon amongst those with cash and influence. Air travel is available cheaply throughout the country and to/from the continent. Most European capital cities can be reached in less than 2hours, even on the slowest of services, and international + suborbital  services from London Heathrow International can get you to almost any population centre on the planet within a matter of hours. As well as this, a high speed Maglev rail service connects Glasgow, Manchester, Birmingham and London through the Channel Tunnel to Paris, Brussels and beyond, allowing travel times of one hour between London and Paris. A freight service also runs on these lines and a relative laxity of security on this route means it is the premier entry/exit point for asylum seekers and people traffickers and also gives smugglers a high speed option if taking the boat to France is too slow/dangerous.

Contacts are very very important, they will get you work, information and kit. They are human though and you will be required to treat them as such, if you have a rating 5 contact for example, you will be expected to hit the pubs and shoot some pool with them on a regular basis. Every favour you call in, they will expect you to repay. Contacts will scale with use, and can level to the point where they can assist in runs as an NPC.  You will receive 2 contact points free at chargen, you may do as you wish with these, either boost your bought contacts or get a free 1,1 contact.
Anyone not picked for the main campaign will have their character sheets added to the local Fixer’s net. These people can be called on as hired help for one-off runs as I’m more than aware of how many people want to play a game on here but miss the opportunity.

The setting:
The dark and dirty east end of London. The years have not been kind to the old east end. The early 2000’s saw massive regeneration of the area, with new buildings, trade zones and swanky high rises built, but after the Matrix crashes of the mid 21st century, the trade zones went bust and the affluent residents took the brunt of the unrest and upheavals. The area is now analogous to the slums and barrens found in many large cities across the world.
Official security is fairly scarce and pays a minimum of attention except when trouble spills out of the east end into more “civilised” areas. Occasionally the Serious Organised Crime unit moves in to disrupt smuggling lines and high value honcho’s, but usually the peace is kept internally by a conglomerate of “old firms”; London based crime families with hands in many pies across the capital. These tend to make their money utilising the relatively un-policed east end docks to bring in illicit goods, BTL’s and all manner of chems, as well as the usual protection rackets and running illegal factories and sweatshops.
As for the political scene, that’s run by the new druidic movement, set up in the wake of the nuclear explosions that levelled much of the country during the awakening. They woefully betrayed their core philosophies by maintaining the status quo and many radical groups have splintered off to oppose their political sway.  The NDM holds the vast majority of the seats in Parliament and has tendrils throughout the financial world and the security services run by the Lord Protectors office. A considerable grass-roots movement maintains contact with the working classes however, so be careful who you discuss politics with….
The royalists are still around, and the monarchy is as healthy as it is influential with a new King at the helm and enjoys considerable public support. The crown still owns much of the British countryside and all of its international waters, and has its tendrils embedded throughout the political and financial elite throughout the country, as well as close ties to the royal families throughout Europe.
The Vory, the old Russian mob, have a large stake in the running of the docklands and combined with the eastern European gangers; mainly from the old Slavic nations, make up the bulk of the people traffickers present in the city. The Vory have the taste for all things expensive, and most of the high-end car crime and sporting event fixing is directly traceable to these boys. They hit hard, drink hard and don’t play nice with the “old firms” so watch your back if you have ties to a family.                   
The Yakuza and Triads have minimal street influence outside of London’s Chinatown and Soho districts, though have some financial influence through their connections to the Japana-Corps present in the “square mile” Financial district. If you do seem them down on the docklands, it’s in the markets, shifting high-end electronics that “fell off the boat” on the way in to harbour.
The night markets in the old docklands pulse with life after midnight, no matter the weather (which tends to be terrible). Any kind of goods can be procured, and with the right street cred and cash, I mean any goods.
The countryside tends to be more fraught. A growing Druidic movement post-awakening has seen a large swathe of meta’s move out of urban areas and set up enclaves and homesteads throughout the land. The re-emergence of the leylines has expressed the magical talents of many, though there are several radiation-laden desolation zones inhabited only by hardened paracritters that remain largely unexplored in recent times. Rumours of organised bands of raiders emerging from these zones are increasing, with raids focussing mainly on or around these leylines. A reliable description of these “raiders” has yet to be agreed on, but the druids are worried and are forming loose political organisations and militias to protect themselves.

Legitimate work is hard to come by for those born into this society, and many fall into the shadow employment markets, slaving their lives away for a pittance in the docklands, illegal factories and sweat shops that spring up wherever cheap labour abounds. Many turn to the “old firms” for employment, and still others choose to carve themselves a different path….




Offers have been made for slots for the following players;
raiden, as wheelman/smuggler/face
teafo, as magical investigator
domino, as a hacker
lumen, as a gilette
scawire, as combat mage


all other players who applied for a slot can be called upon as "hired help" for individual missions. these guys will take an even cash reward for participation but wont have access to karma or story advancements.
(its an opportunity to playtest your characters and iron out any bugs as well as hit up a few one-off missions) Contact details for hired help will be available through any fixer contacts in game.

all rolls will be done through invisible castle (http://www.invisiblecastle.com) so please sign up for an account if you havent already done so.
please use the following coding to make it work properly:
10d6.hits(5)
10d6 is obviously swapped out for whatever number of dice you need to roll, hits(5) makes it count the successes on your tests.
in the comments box please state how you got to your individual dice roll total, so for example my 10d6.hits(5) was made of perception 3, intuition 3, active search bonus 3 and visual enhance 1.
OOC thread will be up soon, please post your final character sheets in there and i'll give you the details of how the first chapter will pan out

« Last Edit: <06-17-13/1038:52> by Csjarrat »
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HydroRaven

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« Reply #1 on: <06-13-13/1102:46> »
The premise sounds really interesting. I don't want to spread myself too thin (I'm already in a few games) and I want to give others who aren't in a game a chance to play so I won't apply, but I will be keeping an eye on this.
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Teafo

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« Reply #2 on: <06-13-13/1221:35> »
Setting sounds very interesting, and I would very much like to join if you'll have me. My initial concept for a character would be something similar to a face, specializing in breaking and entering, finding information that shouldn't be found and getting out undetected. Capable of fast talking or sneaking about, and generally learning all the dirty little secrets of the world that no one wants known. This may be for a mission, or possibly just to gain leverage on people so he can extort call in favors from them later.

I have designed similar in the past using magic, but seeing as this kinda goes against what you had originally wanted (a caster that is too specialized) I think I'll redesign him with mundane skills.

I do have  a question about starting with firearms though, when you say max starting availability is 12, is that counting before or after the additional +4/+8 for buying one? And as far as pistols go, semi-auto and designed to be hidden I assume would be fair game, but definitely focus a bit more on the melee skills?
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Scawire

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« Reply #3 on: <06-13-13/1228:51> »
I'm still interested in playing I have PMed you my two characters I was thinking Mantis is the one that would fit into the game the best. He is a Mystic Adept, if you find that you are getting too many mages I'll get an alternative runner started on today but will take some time.

You should have Mantis in your messages and in the "looking for a game" forum.

Please Let me know if you are swamped with mages if you are I'll get you a copy of my alternative in a day or two.

Would prefer to play Mantis
« Last Edit: <06-13-13/1415:36> by Scawire »
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Lumen

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« Reply #4 on: <06-13-13/1303:31> »
I'm also still interested in the playing the character we discussed in the checking interest thread.

"Knives" - Male Human Adept -
A B&E specialist with a pinache for knife play employed by one of the old firms.

I may have to tweek a few things but I'll look him over again later tonight and resubmit him if any changes need to be made.
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Knives Chapter 4 (5th edition) OOC: Pg 93.

Raiden

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« Reply #5 on: <06-13-13/1335:31> »
I have two characters ready, one is a matrix hacker. (one of my more favored back stories for him) and a driver/gunner/repairmen. Hax- the matrix, Hannah Rose- the smuggler/street racer turned runner. ill PM ya both character sheets and the back stories
« Last Edit: <06-13-13/1347:49> by Raiden »
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Mirikon

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« Reply #6 on: <06-13-13/1336:35> »
I have a character I haven't gotten to play before that I'd like to try. Sakura is a Mystic Adept of the Shinto tradition. She actually works as a miko at a shinto shrine in a Shiawase corporate enclave. Her patron kami/mentor spirit is Susanoo (using Shark). The only thing I'd need Restricted Gear for would be a weapon focus for her sword. Everything else falls easily under the normal limits.
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Csjarrat

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« Reply #7 on: <06-13-13/1717:05> »
Setting sounds very interesting, and I would very much like to join if you'll have me. My initial concept for a character would be something similar to a face, specializing in breaking and entering, finding information that shouldn't be found and getting out undetected. Capable of fast talking or sneaking about, and generally learning all the dirty little secrets of the world that no one wants known. This may be for a mission, or possibly just to gain leverage on people so he can extort call in favors from them later.

I have designed similar in the past using magic, but seeing as this kinda goes against what you had originally wanted (a caster that is too specialized) I think I'll redesign him with mundane skills.

I do have  a question about starting with firearms though, when you say max starting availability is 12, is that counting before or after the additional +4/+8 for buying one? And as far as pistols go, semi-auto and designed to be hidden I assume would be fair game, but definitely focus a bit more on the melee skills?

after all mods for the firearms. light pistols and such will be no problems to get hold of, just dont get caught with them! stuff like FA assault rifles are nearly impossible to get hold of unless you know exactly the right people, whilst heavy weaps are a total no-no and would bring the whole of the london met police down on you if caught
i dont mind specialized, if you wanna be a detection mage for example, be one by all means. i just dont want a team of cybered 20+ casting, 30+drain resist (OTT but you get the jist) as i got a lot of this when i first mooted the game on the "looking for game" section.

thanks for all the interest guys, this should be fun
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« Reply #8 on: <06-13-13/1800:49> »
If there is space I wouldn't mind joining in, I noticed you have 5-6 currently so didn't know if room was actually still available.

Thanks,
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Mirikon

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« Reply #9 on: <06-13-13/1907:58> »
Here's what I worked up for my character. As far as advancement goes, the first 18 karma I get will go towards getting Martial Arts, and then off-hand training (blades) and two-weapon style. After that, I'll probably look for initiatory groups, increasing attributes, or learning new spells.

Sakura
Real Name: Fujushima Saeko
Metatype: Human (+1 Edge)
Nuyen: (2d6+6)x20
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Karma: 0 total/0 spent

Attributes (170 BP)
Body: 3
Agility: 4
Reaction: 4
Strength: 3
Charisma: 4
Intuition: 2
Logic: 2
Willpower: 3

Edge: 2
Magic: 6 (75 BP)
Essence: 6.00
Initiative: 6
Initiative Passes: 1

Physical Wounds: 0/10 (-0 mod)
Stun Wounds: 0/10 (-0 mod)
Armor: 8B/8I

Qualities (+5 BP)
Mystic Adept (10 BP) - Magic 1. Adept powers and spellcasting. 3 Magic for Adept powers, 3 for Spellcasting/Summoning. Shinto Traditon.
Magician's Way (10 BP) - May purchase up to Magic/2 powers from Warrior's Way at 25% discount. +1 to Initiate grade for Centering (non-adept) metamagic
Mentor Spirit (5 BP) - Susanoo (Shark). +2 Combat Spells, +2 Water Spirits. When wounded or wound another in combat, must make Will+CHA(3) test or go into frenzy
Restricted Gear (5 BP) - Purchase one item up to Availability 20
Geas (+10 BP) - Ritual Geas. Must spend 1 hour in meditation every 24 hours to fulfill Geas.
In Debt (+5 BP) - Borrowed 5K from Yakuza, owe 7.5K
Distinctive Style (+5 BP) - Always wears miko outfit. +3 to track her down.
SINner (+5 BP) - Shiawase SIN. She is the licensed Miko for the Shinto shrine in a Shiawase corporate enclave.
Day Job (+10 BP) - 20 hrs/week, 2500 nuyen/month. Licensed Miko at a Shinto shrine.


Active Skills (108 BP)
Gymnastics (Dancing) 3(+2)
Blades (Swords) 5(+2)
Spellcasting (Combat Spells) 5(+2)
Counterspelling 3
Summoning 2
Pistols (Semi-automatics) 1(+2)
Ritual Spellcasting 2
Infiltration (Urban) 2(+2)
Etiquette (Corporate) 1(+2)


Knowledge/Language Skills (12 free skill points)
Shinto traditions 3
Magic Background 3
Shiawase Politics 3

Languages
Japanese N
English 3


Magic Resources
Adept Powers (3 PP total)
Combat Sense (1.5 PP) - Rating 3. +3 to Reaction for Surprise tests, and to defend against melee or ranged attacks.
Mystic Armor (0.75 PP) - Rating 2. +2B/+2I Armor. 25% discount from Way.
Freefall (0.75 PP) - Rating 3. Treat falls as being 6m shorter than they are.

Spells (18 BP)
Manabolt (Direct Combat Spell) - Type: M, Range: LOS, Duration: I, Damage: P, Drain: (F/2)
Lightning Bolt (Indirect Combat Spell) - Type: P, Range: LOS, Duration: I, Damage: P, Drain: (F/2)+3
Increase Reflexes (Health Spell) - Type: P, Range: LOS, Duration: I, Drain: (F/2) (Self Only)
**This Spell is written in a restricted form that can only be cast on herself.
Heal (Health Spell) - Type: M, Range: T, Duration: P, Drain: (Damage Value - 2)
Levitate (Manipulation Spell) - Type: P, Range: LOS, Duration: S, Drain: (F/2)+1
Electric Aura (Manipulation Spell) - Type: P, Range: LOS, Duration: S, Drain: (F/2)+1 (Self Only)
**This Spell is written in a restricted form that can only be cast on herself. It takes the form of lightning wrapping around her.

Bound Foci: 7 BP


Resources (20 BP) <105000 nuyen>
Ama no Murakumo no Tsurugi (Katana) (42100 nuyen) - (F/2+3)P, -1 AP, Reach 1
**Personalized Grip - +1 to melee tests. 1 Slot.
**Custom Look - Level 2. +2 to tests involving reputation or intimidation. 1 Slot.
**Weapon Focus - Force 4. Add Force to tests. Weapon does appropriate damage on astral.
<16 dice to attack. 5P, -1 AP, Reach 1>
Named after the sword of the legendary hero god Susanoo, Sakura's Ama no Murakumo features a jet black blade with an orichalcum inlay describing the sword's lineage.

Sustaining Focus (30000 nuyen) - Force 3. Health Spells
Magical Lodge (3000 nuyen) - Force 6.
Combat Fetish (200 nuyen) - +2 to resist Drain (Manabolt)
Combat Fetish (200 nuyen) - +2 to resist Drain (Lightning Bolt)
Healing Fetish (500 nuyen) - +2 to resist Drain (Heal)
Healing Fetish (500 nuyen) - +2 to resist Drain (Increase Reflexes)
Manipulation Fetish (300 nuyen) - +2 to resist Drain (Lightning Aura)
Manipulation Fetish (300 nuyen) - +2 to resist Drain (Levitate)

Heritage Line (11350 nuyen) - 6B/4I. Miko outfit
**Fire Resistance - Rating 3.
**Insulation - Rating 3.
**Nonconductivity - Rating 3.
SecureTech PPP Forearm Guards (200 nuyen) - +0B/+1I Armor
SecureTech PPP Shin Guards (150 nuyen) - +0B/+1I Armor

Spectrum Permanent Polish (120 nuyen) - Fingernails change color at command

Wakizashi (Sword) (450 nuyen) - (STR/2+3)P, Reach 1
**Personalized Grip - +1 to melee tests. 1 slot.
<12 dice to attack. 5P, Reach 1>

Ares Predator IV (900 nuyen) - 5P, -1 AP, SA, 15(c) ammo. Smartgun.
**Personalized Grip - +1 RC. 1 Slot.
**Silencer - -6 to find source of shot. 2 Slots.
**Skinlink - Can default to skinlink. 1 Slot.
60 rounds EXEX ammo (600 nuyen) - +1 DV, -1 AP
Hidden Gun Arm Slide (350 nuyen) - Bring weapon to hand as free action
Spare Clips x3 (15 nuyen)
<9 dice to attack. 6P, -2 AP, SA, 1 RC, 15(c) ammo.>

Simrig (1050 nuyen) - Experience/Record Simsense.
**Skinlink - Skinlinked
Subvocal Microphone (50 nuyen)
Novatech Airware Commlink (1250 nuyen) - Response 3, Signal 3
Iris Orb OS (1000 nuyen) - System 3, Firewall 3
Basic+ Suite (400 nuyen) - Analyze 3, Browse 3, Command 1, Edit 3
Tag Eraser (150 nuyen) - Erase RFIDs

Certified Credstick (25 nuyen)
Real Weapons Permit - 0 Nuyen
Real Miko License - 0 Nuyen
Fake SIN (4000 nuyen) - Rating 4. Seishuin Ena
Fake Weapons Permit (400 nuyen) - Rating 4

Dodge Scoot (3000 nuyen) - +1 Handling, 10/15 Accel, 60 Speed, 1 Pilot, 4 Body, 2 Armor, 1 Sensor. Improved Economy

Contacts (575 nuyen) - Rating 3
**Image Link - Display images from PAN
**Vision Enhancement - Rating 3
**Vision Magnification - 50x Optical zoom
Glasses (725 nuyen) - Rating 3
**Low-light - See in low light
**Flare compensation - Compensate for glare
**Smartlink - Can use smartguns

eX x4 doses (40 nuyen) - +1 CHA, -1 LOG, +1 Perception, (8-BODY) hours, min 1 hour.


Advanced Lifestyle
Comforts - Low (2 LP)
Entertainment - Low (2 LP)
Necessities - Low (2 LP)
Neighborhood - Middle (3 LP)
Security - High (4 LP)

Qualities
Aspected Domain (5 LP) - There is a domain aspected to the Shinto tradition here with a background count of 2.
Friendly Neighbors (1 LP) - Being the local shrine maiden, Sakura has good relations with the rest of the community.
Living by Committee    (-2 LP) - One must abide by the local Neighborhood Committee's rulings, and attend meetings.
Workplace (1 LP) - Training hall suitable for a dojo as part of the shrine. Space level of Necessities raised by 2.
Homegrown Farming (1 LP) - A garden provides fresh fruits and vegetables, raising food level of necessities by 2.
Ambusher's Delight    (-3 LP) - Being a shrine, there is a good deal of open space, with little in the way of cover.
No Privacy (Physical) (-3 LP) - The shrine has traditional paper walls and sliding doors, making observation easier.
No Privacy (Matrix) (-3 LP) - The shrine also has live cameras installed for use during ceremonies, so wageslaves who can't attend in person can still observe.
Green Plan (-1 LP) - Solar panels provide the majority of power for the shrine, in an eco-friendly design.
Corporate Owned (-3 LP) - The shrine is located in a Shiawase corporate residency enclave.
Network Bottleneck (-1 LP) - The shrine is next door to a Shiawase corporate school. Response is reduced by 2 when accessing the Matrix from this home.

Total   : 5 LP (500 nuyen/month) (Squatter level)

Left from Resources: 600 nuyen


Contacts (7 BP)
Karasaki Touma (2C/2L) - Fixer, Yakuza
Touma, in addition to being a fixer and member of the Yakuza, is also Sakura's "loan officer" for the loan she took out to afford her Ama no Murakamo.

Nadagawa Rukia (2C/1L) - Talismonger
A Shinto talismonger Sakura met through Touma, Rukia is the one who enchanted her Ama no Murakamo, as well as providing her Sustaining focus.
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Dragonslayer

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« Reply #10 on: <06-14-13/0701:43> »
Should I repost the sheet I sent you?

Scawire

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« Reply #11 on: <06-14-13/1153:53> »
Playing in England sounds like fun, the thing is it seems like the mage roll has a flood of people wanting to play since I'm already in a PBP game on http://www.shadowrunonlinepbp.com/forum I think the best thing for me to do is to bow out so someone who is not in a game can take the mage roll for this run. I'll keep looking in the "looking for a game" forum and get in with another one later.

Have fun you guys. 8)
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Dragonslayer

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« Reply #12 on: <06-14-13/1248:13> »
The Orc known as Dom considers himself a gentleman smuggler.  An Orc of the people, so to speak.  He's spent most of his career smuggling, thieving and occasionally breaking the kneecaps or heads of those deserving.  Deserving by the ones who pay for it, naturally.

He originally hails from the UCAS, but betrayal and drama caused him to uproot himself, and he decided to make his way to London.  He's a recent arrival, but he's fitting in nicely, it helps that he's a big fan of trids from the BBC.

Meta: Orc

Pos/Neg Qualities
First Impression
Guts
Trustworthy (+1 Etiquette)

Bad Luck
Weak Immune System

Body 6
Agility 3
Reaction 4
Strength 5
Charisma 4
Intuition 3
Logic 4
Willpower 3
Edge 2

Essence 1.6

Skills

Athletics 1
Mechanic 2
Influence 4
Pistols 3
Blades 3
Infiltration 3
Gunnery 3
Pilot: Aircraft 4
Pilot: Groundcraft 4

Knowledge/Language Skills
English N
Salish 4
Smuggling Routes 4
Security Procedures 4
Goblin Rock 3
Geography 3
Criminal Underworld 3


Cyber

Control Rig
Datajack
Reaction Enhancers R2
Wired Reflexes I [Alphaware]
Cybereyes R2 [Flare Comp, Low Light, Smartlink, Thermal]
CyberEyes R2 [Audio Enhancement R2, Damper, Spatial Recognizer]
Customized Right Obvious Cyber Arm [ Base B/A/S 6/6/6 Enhanced to 8/9/9]

Mid Lifestyle 2 month
x2 Fake SIN R4
x3 Fake Licenses R4
x2 Certified Credsticks
x2 Renraku Sensei Comm [Renraku Ichi OS]
Armor Jacket
Synergist Line {Longcoat, High Collar Shirt, Slacks]
Form Fitting Body Suit [full]
PPP Forearm Guards
PPP Shin Guards
Tag Eraser
Medkit R6
Autopicker R6
Respirator R6
Toolkit

Hyundai Shin Hyung [Rigger Adaptation, Morphing Lisence Plate, Spoof Chip, Run Flat Tires, Concealed Armor R4, Complete Skinlink, Nitros Injection, Engine Customization [Speed, Acceleration], Turbocharger R1

Aztechnology Nightrunner [Ducted Waterjets, Rigger Adaption, Spoof Chip]

Couger Fineblade Long [Personalized Grip]
Ares Predator IV [Silencer, Personalized Grip, x2 Extra Clips, 100 rounds SnS, 100 rounds Ex]
Yamaha Pular [40 Taser Darts]
x2 Concealed Holsters


Contacts

Fixer 2/3
Parts Dealer 2/1


BP Costs
Stats 190
Metatype 20
Edge 10
Positive Qualities 10
Negative Qualities 25
Skills 150
Resources 45

mozartprado

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  • Newb
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  • Posts: 6
« Reply #13 on: <06-14-13/1351:06> »
Hi, Im interested into something tuned into the Syndicates, can you tell more about the other Syndicates at London? Mafia or Ghost Cartels have any importance? I usually like the Latin Mafia Style, Im not sure how Vory works, if its the only non Asian I think gonna lean toward them before thinking of Rings or Yaks (Those would be nicer for a magic background martial artist style I suppose), but my ideia is to play with a Made Man from one Syndicate, a Hacker/Rigger, if could at least be a latent TM for me works fine, later he could develop his power or even if never launch it flavours ok.
Maybe have any Islamic Syndicate? This would be worth also.

If theres Mafia the character is already created but if they arent active I could dig into other one.

Scawire

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  • Ace Runner
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  • Posts: 1102
  • FightFightFight the endless Ninja Battle
« Reply #14 on: <06-14-13/1435:47> »
If you don't have any mages that are not in a game yet them I'm still game to play.
Words,Thoughts,Matrix,Astral

Magic uses higher laws to over come lower laws.

 

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