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[5e OOC] Kindred Bond

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Ryo

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« on: <09-22-14/2104:41> »
Players

1. Ravensoracle as Detective - Special Agent
2. Koshnek as Thorn - Chaos Mystic Adept
3. Zweiblumen as Waffe - Engineer
4. Scawire as Stix - Mage/Decker
5. Malevolence as Skynet - Technomancer Rigger

Operation Lost Call

At 0400 hours, November 4th, 2075, Firewatch Team Three was sent into a top secret Ares research facility located in the Salish-Shidhe Council, responding to an imminent threat to incredibly important corporate research. The place technically didn't exist, and you were told the scientists there were working on cutting edge communications technology, technology that absolutely could not fall into the hands of a competitor. Shadowrunners were in the building, they had already accessed the host archive, and Ares had every intention of bringing the hammer down. Team Three were called in from their station in Seattle to make sure nothing escaped the facility.

Detective and Thorn went in as part of the team. The runners put up a fight, but they were completely outgunned. The runners were splitting up, and while the rest of the team was laying down fire on the group heading for the exits, Detective and Thorn had cornered the decker in one of the labs. He was taking cover behind one of the prototypes, something the brass was telling you absolutely could not under any circumstances be damaged, and making threats to hack it or smash it unless you let him walk. One of you made a call. You don't remember which.

Your memory of what happened next is hazy. There was an explosion like nothing you had ever seen. A searing agony that felt impossible, seemed to eat at you from the inside out, like psychotropic black IC trying to cook your brain. And after that, nothing.

The Mindlink

Johnathan Aresco and Christopher Thorndyke are declared KIA, posthumously awarded medals for their achievements and given funerals befitting heroes. Firewatch Team Three moves on without them. Their loved ones move on without them. As far as the public is aware, they both died in the line of duty.

In reality, they woke up in the medical labs of a secret ares base they would later come to know as Cygnus, located somewhere within the 1000 square miles of Ares extraterritorial land in the California Free State. Though they were kept in separate rooms, they quickly came to realize that the lab accident changed them, bonded them mentally in a way the world had never seen. They have been subjected to a great number of tests ever since, trying to discover as much about this link as possible.

You know from all the tests they've been running that the nature of your connection doesn't seem to be Magical or based on Resonance. They've stuck you in background counts, they've stuck you in two separate Faraday cages, they've launched one of you into space while the other stayed in the lab, and numerous other tests to see whether there was any actual weakness to the link.

Everyone has so far refused to explain anything about the lab you were in when the accident occurred, or what the machine that exploded was, or how it worked. You have no idea what you were exposed to, or how it resulted in this mindlink. And if the scientists have any idea how this happened, they haven't let you in on it.

From all the testing, you know the following facts about the link. (so far)

The link has two states: Passive and Active.
In both states, the link is unaffected by background count, noise, or range. Whether on opposite sides of the planet or in space, contact has remained constant and instantaneous. The furthest distance they've tested has been 15,000 kilometers, putting one of you into orbit while the other remained on Earth. Even when the entire Earth was between you, your connection experienced no degradation, latency or interference of any kind. Your connection to each other easily outperformed every other means of communication the ground forces had with the spacecraft at the time. The scientists were thrilled with the results of this test.

Passive Link:
  • While the link is passive, you have an automatic, uncontrollable empathic link to each other. Whether you want to or not, you are constantly aware of the other's emotional state and mood. At this level you get no specifics, just general feelings. Happy, sad, stressed, afraid, in pain, in danger, etc. It is extremely hard for you to lie to each other as a result, and you get a +4 bonus to Judge Intentions or an opposed Con when dealing with each other.
  • You are constantly aware of the general location of the other person in the link. This gives you both direction and distance. This is a vague sense of location; you don't know anything specific about orientation, position or anything like that. So A will know that B is about 30 meters behind him; he won't know if he's facing towards him or away, whether he's standing or laying down, or anything like that.
  • As a Free Action, you can project your thoughts at each other, allowing telepathic communication. This is as easy for you as talking, possibly even easier.
  • Due to having your minds connected, you resist Mental manipulation spells better. You both get +1 to defend against such spells.

With a little effort, you can focus on each other and increase the connection between you to an Active link. This requires both of you to spend a Free Action. If only one of you is trying to forge the connection, it is a Simple Action. If, for whatever reason, one of you does not want to switch to an Active Link, it becomes an opposed Charisma + Willpower roll. The one who initiates uses a Simple Action, and the one resisting uses a Free Action.

Active Link:
  • While the link is active, you have an automatic, uncontrollable telepathic link to each other. Beyond the emotional state of a passive link, you are now constantly aware of the other's surface thoughts, communicating telepathically even if you don't want to. Because it is so easy to communicate like this, you are able to have entire conversations in fractions of a second, and make complex plans in very little time. It is even harder for you to lie to each other in this state, granting +8 dice to the opposed roll.
  • You are constantly aware of the exact location of the other person in the link, down to precise positioning. A is not only aware that B is 10 meters up on the balcony above, but that B is in a crouching position facing east with his sniper rifle at the ready.
  • As a Free Action, you can project your senses at each other, allowing you to share senses like you had a Sim Rig. You can see through each other's eyes, hear what the other hears, taste what they taste, and so on. This includes senses only one of you may have that the other does not, such as Astral Perception.
  • Since your minds are more strongly connected, you resist Mental manipulation spells even better. This is treated as a Teamwork test, where one of you rolls your own resistance dice, and you add your hits to the target's dice pool to resist the spell. Even if both of you are being targeted by the same spell at the same time, you roll teamwork for each other, then roll your resistance.
  • You are able to read each other's minds to a degree that you can partially borrow the skills of your partner to enhance your own. This works like a Teamwork Test on virtually any roll. Even if one of you does not have the skill, if the other does, you can borrow his knowledge to help you on your roll. So if A doesn't know how to pick locks but B does, B rolls Agility+Lockpicking, and then A rolls Agility-1+B's hits.
  • After spending a Free Action to share senses, a spellcaster with an active link can target spells through the senses of his partner.
  • As a side effect of this more intimate link, some feedback occurs whenever one of you suffers an injury. If the damage was Stun, the partner resists half the damage (round down) as well. If the damage was Physical, the partner resists the full damage as Stun. This includes drain, especially when casting through your partner's senses.

While it is fairly easy to establish an Active Link, it is difficult to sever it again and return to a Passive Link. It requires both of you to spend a Simple Action to return to a Passive Link. If only one of you is trying to sever the link, it's a Complex Action. If, for whatever reason, one of you does not want to sever the link, it becomes an opposed Charisma + Willpower roll. the one who initiates uses a Complex Action, and the one resisting uses a Free Action.

You do not know if there is a deeper connection above Active, as you haven't attempted to forge one.

Cygnus

The Facility Thorn and Detective woke up in, and have been living in for the past several months, officially does not exist. Internally within Ares and in all documents and budget reports that exist relating to it, it is referred to as the Inyokern Waste Facility, and is claimed to be part of the Inyokern Testing Site. Unofficially, it is an underground structure with 5 levels built beneath a mountain somewhere within the 1000 square miles of Ares extraterritorial land in the California Free State. It is codenamed 'Cygnus.'

Cygnus Map
This is a cross section map from the side, with a scale of 1 pixel = 10 cm, and each dot is exactly 10 pixels. So each dot is 1 meter. This is just to get a general idea of the layout of the facility, as I made entire departments single boxes (like Research and Engineering) when they would be multiple floors in and of themselves. They're also fairly wide in the direction this map doesn't showcase.

The central shaft connecting each of the B levels consists of two personnel elevators, a service elevator, two flights of stairs and also maintenance tunnels. Here's a quick diagram of how that looks.

| Stairwell | Elevator | Service Elevator | Elevator | Stairwell |

The service elevator is large enough to move tank sized vehicles, while the two elevators on either side can fit between 2 to 6 people, depending on how many of them are trolls. This central pillar is located in the middle of the facility and is the only place where the separate B levels connect, as it is designed to be a choke point that is easily defensible should anyone attempt to breach the facility. The only exception to this is another service elevator that connects the Workshops and Manufacturing facilities on B2 directly to the Engineering department on B1.

Cygnus is designed to be extremely self sufficient, requiring minimal resources from the outside. As such it has its own power generation, water filtration and food production on the B3 level. The only shipments it receives are raw materials for research and development, which are regularly scheduled once a month.

You all live in the Barracks, which is divided into 5 levels. Each living quarters is divided into two rooms, making up the living area and bathroom. The living area has a bed, a closet and a desk, and the bathroom has a toilet, a standing shower and a sink. The total space of the living quarters is a 3m x 3m x 3m cube, divided between these two rooms. It's somewhat cramped, but everything is designed to fold up or tuck away to save space when not in use.

The Barracks are laid out in a 10 x 5 grid, with space in-between for hallways, making 50 rooms per level, and a total of 250 rooms for all of the staff in the facility.

None of you are aware of what's on B4 or B5, not even Waffe or Stix.

Important Cygnus Staff

Commander Roger Ellis - Commanding Officer of the Cygnus Facility and Project Kindred Bond
Connection 10 / Loyalty 1
Commander Elis is a human in his late 60s, a veteran of UCAS Special Forces before being recruited into Ares, and has served as a high ranking officer in the corporation for longer than most of you have been alive. He's harsh and disciplined, with little humor and allowing for no argument or insubordination. He's a military man through and through, but is also an honorable man with complete devotion to the corporation. Commander Ellis has three priorities: The safety and security of Ares, the safety and security of his personnel, and the success of the mission, in that order. He is the commanding officer of Cygnus and is the one to which you all answer. He gives the orders, and everyone else complies. Due to the extremely secretive nature of Cygnus, the only person higher in the chain of command is Damien Knight himself.
Dr. Diana Adler - Chief Scientist and Head of Research
Connection 7 / Loyalty 2
Dr. Adler is quite possibly the smartest metahuman on the planet, and certainly the most important scientific asset available to Ares, with an impressive level of intelligence even before Ares started throwing every form of cognitive augmentation at her. This alone speaks volumes of the importance of the research that takes place at Cygnus, as Dr. Adler is never allowed to leave the facility and gives all of her attention to the projects that have been relegated to the Cygnus labs. She can come off as absent minded, often trying to focus her attention on dozens of things at once, and almost always lost in thought. Trying to have a conversation with her can be difficult, due both to her odd personality and her sheer intellect making it difficult to understand what she's talking about. Even so, she is unquestionably brilliant, and what little of her research you can understand would have you convinced that her name would be as famous as Einstein and Newton, were Ares not doing everything in their power to keep her existence a secret.
Captain Leonard "Lenny" Mendoza - Cygnus Requisitions Officer
Connection 8 / Loyalty 1
It's Lenny. Not Leonard, Not Cpt. Mendoza, and definitely not Cpt. Lenny. Lenny is an irritable dwarf getting on in years, possibly older than even Commander Ellis. You would not be surprised in the slightest if someone told you Lenny was one of the first dwarves ever born, and he'll often lament about how things used to be better in the good old days. The context clues of his various complaints would lead you to believe that the 'good old days' happened sometime between 1990 and 2030. Lenny is the Requisitions Officer for the Cygnus facility, and is responsible for the inventory, oversight and maintenance of all of the supplies and equipment that come and go. He also happens to be Awakened, and is one of three Security Mages on staff, and has numerous Spirits patroling the facility, especially the storage rooms. If you need to use a piece of equipment or request a piece of gear that Commander Ellis did not specifically authorize you to use, you have to ask Lenny. Best to ask nicely.
Lieutenant Jordan Stieber - Cygnus Pilot
Connection 6 / Loyalty 3
Jordan is a former Firewatch pilot and rigger with an exemplary record, top of his class throughout military training and skills in a vehicle that were second to none. Ares offered him a super secret mission to be a flyboy in one of their most secret facilities, and he eagerly agreed. Jordan is your glorified chauffeur, ferrying you from the base in the California Free State to whatever far off destination the job requires. He's always the joker and has a friendly personality, and is more than happy to have a chat whenever he's available, even in the middle of a mission. Jordan lost his legs in a crash, and due to an overactive immune system that reacts poorly with augmentations, can't get replacements. Doctors tell him that with the modifications he's already had to his nervous system, trying to attach cyberlimbs would kill him. He takes this in stride, however, as he's far happier in a vehicle than out of it. He will often joke that the crash may have taken his legs, but thanks to his Control Rig, he has wings.

Other Cygnus Staff

Major Elena Lebedeva - Chief of Security
You're only aware of the elusive Major Lebedeva due to her name appearing on personnel lists and the fact her job is pretty damn important. Despite this, you've never met her. When asked, Commander Ellis simply states that matters of Cygnus security keep the Major constantly busy, and she doesn't have time to fraternize with facility staff.

Major James Jones - Head of Magic Security
Like Lebedeva, you've never seen Major Jones, although you've probably encountered his patrolling spirits from time to time. Commander Ellis is equally vague about why you've never seen another important member of the Security team in person.

Samsonite - Vice Head of Magic Security
Another mysterious member of the security team, and the third Magician responsible for on site magic security. Again, Ellis won't tell you who he is, or what he is, or why he has such a weird name. Lenny insists you probably saw him, you just didn't realize it, and then laughs at you when you ask him to elaborate.
« Last Edit: <01-29-15/2325:55> by Ryo »

Ryo

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« Reply #1 on: <09-22-14/2105:16> »
Rules and Regulations

This post will be edited for the purpose of clarifying any rules, as well as posting any house rules that come up during play.

Rulebooks in Play

All 5th edition rulebooks, including PDF only books, should be consider valid. 4th edition content not yet available for 5th can also be consider valid on a case by case basis.

The optional rules from Bullets & Bandages will be used.

More serious damage, from permanent scars to outright dismemberment, will be possible, and may require more urgent medical care than can be provided from a simple Medkit. In general, this will occur if you Glitch or Critically Glitch on Damage Resistance tests, or if you take an exorbitant amount of Physical Damage from a single attack (7 or more boxes.)

Optional Rule RG6 from Run & Gun is in use:

Quote from: Run & Gun page 110
RG6: DAMAGE FOR NO DEFENSE
If an attack decreases a target’s Defense Test pool below 0 dice, additional penalties are added to the DV of the attack at a rate of 1 DV per two lost dice. This makes Full Auto or Burst Fire attacks against unaware or restrained foes truly deadly.

Houserules

Magic

My Street Grimoire rules modifications: http://forums.shadowruntabletop.com/index.php?topic=17178.msg303690#msg303690

The initial Damage Value of the fire created by Ignite is equal to Force.

Levitated objects have a Movement Rate of Force * Net hits in meters per turn.

Spells that create a barrier, such as Mana Barrier, Physical Barrier and [Element] Wall, create a barrier with a Structure equal to the Force of the spell, and an Armor equal to Force+hits. This is to prevent hilariously flimsy barriers and make these spells actually useful. A magical Barrier is still a Barrier, and is subject to the Penetration Weapons rule; only barriers of sufficiently high Armor will actually stop bullets.

Instead of Alchemy being opposed by Force of the preparation, it is opposed by Force - Alchemist's Skill. Therefore, an Alchemist with an Alchemy skill of 6 casting at Force 6 or lower would roll Magic + Alchemy [Force] unopposed, but if he were to overcast to Force 12, he would be opposed by 6 dice. This makes it easier to create preparations with decent Potency.

An Initiatory Ordeal gives a 20% discount to the Initiation Karma cost, and can be combined with Group Initiation and Schooling for a total discount of 40%.

Vehicles

In Handling Environments, Catch Up/Break Away is a threshold test based on the complexity of the obstacles as normal. In Speed Environments, Catch Up/Break Away is instead an opposed Vehicle Test, pitting the speed of both drivers against each other.

When crashing, a vehicle is treated as if it rammed itself, resisting with Body+Armor as normal. Half of the unresisted damage is applied to the passengers of the vehicle, resisted with Body+Armor -6 AP. If a passenger is not properly secured (wearing a safety belt/harness), then they must resist the full initial damage of the crash instead, and may be hurled from the vehicle (gamemaster discretion). This may result in further damage from impact with the terrain or other vehicles.

Drones that have their Condition track filled can still be repaired. The cost is 1% of the base cost per box of damage sustained.

So long as a Vehicle is moving, the driver defends against attacks with Reaction + Intuition. They can choose to use Full Defense, adding their Willpower for the remainder of the Combat Turn, and losing 10 initiative. They can also choose to use Evasive Driving, the equivalent of Gymnastics Dodge, and add their Pilot skill to the defense test. Doing this adds the Handling of the vehicle as a limit to the test.

A vehicle that is not moving does not get to defend against attacks.

Sensors

The signature table is nonsense. The signature of a given target is dependent on the type of sensor attempting to perceive it; Cameras are subject to vision penalties, Thermographic sensors lock on with heat, MAD sensors lock onto ferrous metal, Radio Signal Sensors lock on to Matrix Icons, etc. etc.

The Sensor Housings table should instead read Sensor Array Housings table. Single Sensors do not have their Ratings limited by the size of the Housing.

Missiles

Firing a missile is a two step process.
Step 1: Lock onto your target. This is Perception + Intuition [Sensor] vs. Reaction + Agility (People) or Reaction + Pilot Skill (Vehicles). Net hits on this test are applied as a penalty to the target's Defense test in Step 2.

Step 2: Fire the missile. This is a standard Attack Test. You get modifiers on this roll based on the type of Sensor in the missile.

Sensor Types: Motion, Heat, Laser, Radio.

Motion Sensors lock on to a moving target. You get a +2 bonus on the Attack Roll against targets moving at walking speed, and +4 against targets at running speed. You cannot lock-on to a target that is stationary.

Heat Sensors lock on to a target's heat signature. Suffers penalties the same as Thermographic vision, with bonuses against targets significantly hotter than their surroundings.

Laser Sensors lock onto a designating laser pointed at the target. Allows for separate characters to lock onto the target and fire the missile. Takes double penalties for smoke/fog.

Radio Sensors lock onto radio signals and specific frequencies, most commonly Matrix devices. Locking onto a Matrix Device is a Perception + Intuition [Sensor] (2) test. If the Device is Running Silent, the test is instead opposed by Logic + Sleaze. Noise is applied as a penalty on the Sensor Test and the Attack roll. Radio Sensors count as wirelessly active and can be hacked.

Rockets/Grenades

Grenades have three different settings: Timer, Impact Trigger and Wireless Link. Rockets have either Impact Trigger, or Wireless Link if using Airburst. You can choose to either aim at a specific location or a specific target. Aiming for a location is a simple Weapon Skill + Agility [Accuracy] (3) test. If you succeed, the explosive lands exactly where you wanted. If not, it scatters. Note that when aiming for a location, any targets in the danger zone can use an Interrupt Action to flee, if they have the Initiative necessary to do so, and may be able to escape the blast even if you succeed. If you aim at a specific target, you roll your Weapon Skill + Agility [Accuracy] against their Reaction + Intuition, and roll scatter if you fail. The target you aimed at cannot take an interrupt action to flee, even if you miss.

Timer: The explosive is set to go off on a timer. The default time is 3 seconds, and so will detonate on the next Combat Turn on the same Initiative Score on which it was activated. The timer can be modified with an Armorer + Logic [Mental] (3) test, allowing it to explode on a specific initiative score relative to when it was thrown. If you fail this test, you set the timer incorrectly, and the grenade will explode either sooner or later than you intended (Gamemaster discretion).

Impact Trigger: Once armed, the projectile will detonate after any sudden stop or change in direction, such as if it hits something. A failed attack roll still scatters, but immediately explodes wherever it ends up landing. On a glitch, the trigger malfunctions and the explosive bounces, doubling scatter distance. On a critical glitch, the explosive arms before being fired or thrown, and detonates in the attacker's hands.

Wireless Link: A wirelessly active explosive only detonates when it is given the command to do so. This is either a Free Action with a DNI, or a Simple Action without one. The explosive can be detonated by anyone who has a mark on it. On a hit, the explosive lands exactly where it was aimed, and can be detonated at the first opportunity. On a miss, the explosive scatters as normal. If the attacker (or anyone else who has a mark) has the action necessary to do so, a wireless explosive can be detonated as soon as it misses, halving total scatter distance. A grenade launcher or rocket launcher with an Airburst link will automatically detonate the explosive as close to the target as possible, functioning like an Impact Trigger on a direct hit and halving total scatter distance on a miss.

Technomancers

http://forums.shadowruntabletop.com/index.php?topic=19440.0

Run & Gun Changes

The Ares "One" Monosword has an AP of -6.

The Cougar Fineblades have Accuracy 7 and AP -3.

The Thunderstruck Gauss Rifle has an AP of Half - 6. In other words, it treats the target as having half its armor rating, and then reduces it by 6. It uses Assault Cannon ammo. It's Availability is 24 F.

Laser Weapons can be Defaulted to Pistols (Redline), Longarms (Lancer), or Heavy Weapons (Archon) at a -3 penalty.

Flamethrowers can be Defaulted to Heavy Weapons at a -4 penalty.

Personalized Grip is available as an accessory for the stock slot. It costs 100 nuyen and adds +1 Accuracy. Has to be custom made to your hand. If you use a weapon personalized to someone else, it instead imposes -1 Accuracy.

Remove a 0 from the price of each of the Tactical Networks, and change their Availabilities to 12R, 16F and 20F for Level 1, 2 and 3 respectively.

Bulls-Eye Double-Tap/Burst has a Modifier of -(4+bullets fired), and eliminates the defense penalty you would normally get from firing a burst. The base AP is the AP of the gun, not counting bonuses from ammo.
« Last Edit: <01-28-15/0118:35> by Ryo »

Ryo

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« Reply #2 on: <09-22-14/2105:42> »
Custom Build/Repair rules

I'm just gonna link to my google docs for this, because these things are long.

Weapon Creation

Other types of gear to follow.
« Last Edit: <09-24-14/0709:00> by Ryo »

Ravensoracle

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« Reply #3 on: <09-22-14/2116:02> »


== Info ==
Street Name: The Detective
Name: John Aresco
Movement: 14/28
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Metatupe: Ork
Sex: Male
Age: 35
Height: 6' 4" 
Weight: 200lbs
Composure: 7
Judge Intentions: 8
Lift/Carry: 10 (90 kg/60 kg)
Memory: 14
Nuyen: 900

== Priorities ==
Metatype: B -  Ork
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: A - 500,000¥

== Attributes ==
BOD: 4
AGI: 5 (7)
REA: 4 (6)
STR: 4 (6)
CHA: 4
INT: 4
LOG: 5 (8 )
WIL: 3
EDG: 5

== Derived Attributes ==
Essence:                   0.51
Initiative:                10 + 3d6
Rigger Initiative:         10 + 3d6
Astral Initiative:         
Matrix AR Initiative:      10 + 3d6
Matrix Cold Initiative:    4 + DP + 3d6
Matrix Hot Initiative:     4 + DP + 4d6
Physical Damage Track:     10
Stun Damage Track:         10

== Limits ==
Physical:                  8
Mental:                    8
Social:                    4
   Custom Ballistic Mask [+1] (Only for intimidation, Must be visible)
   Zoé: Executive Suite [+2] (Must be visible)
Astral:                    8

== Active Skills ==
Aeronautics Mechanic           : 2                      Pool: 10
Animal Handling                    : 0                      Pool: 3
Archery                                  : 0                      Pool: 6
Armorer                                 : 1                      Pool: 9
Automatics                             : 6                      Pool: 13
Automotive Mechanic            : 2                      Pool: 10
Biotechnology                        : 4                      Pool: 12
Blades                                   : 1                      Pool: 8
Chemistry                              : 1                      Pool: 9
Clubs                                     : 1                      Pool: 8
Computer                              : 3                      Pool: 11
Con                                       : 2                      Pool: 6
Cybercombat                        : 1                      Pool: 9
Cybertechnology                   : 4                      Pool: 12
Demolitions                           : 8 [Plastic Explosives] Pool: 16 (18)
Disguise                                : 0                      Pool: 3
Diving                                    : 0                      Pool: 3
Electronic Warfare                : 1                      Pool: 9
Escape Artist                         : 1                      Pool: 8
Etiquette                               : 4                      Pool: 8
First Aid                                : 4                      Pool: 12
Forgery                                 : 2                      Pool: 10
Free-Fall                               : 1                      Pool: 5
Gunnery                                : 6                      Pool: 13
Gymnastics                           : 2                      Pool: 9
Hacking                                 : 1                      Pool: 9
Hardware                              : 3                      Pool: 11
Heavy Weapons                   : 4                      Pool: 11
Impersonation                       : 2                      Pool: 6
Industrial Mechanic               : 2                      Pool: 10
Instruction                             : 1                      Pool: 5
Intimidation                           : 4                      Pool: 8
Leadership                            : 4                      Pool: 8
Locksmith                             : 6                      Pool: 13
Longarms                             : 6                      Pool: 13
Medicine                               : 4                      Pool: 12
Nautical Mechanic                : 2                      Pool: 10
Navigation                            : 0                      Pool: 3
Negotiation                           : 4                      Pool: 8
Palming  [Pickpocket]           : 1                      Pool: 8 (10)
Perception                            : 6                      Pool: 10
Performance                         : 2                      Pool: 6
Pilot Aircraft                          : 3                      Pool: 9
Pilot Ground Craft                 : 4                      Pool: 10
Pilot Walker                           : 2                      Pool: 8
Pilot Watercraft                     : 1                      Pool: 7
Pistols                                   : 6                      Pool: 13
Running                                : 2                      Pool: 8
Sneaking [Urban]                  : 6                     Pool: 13 (15)
Software                               : 3                      Pool: 11
Survival  [Urban]                   : 2                     Pool: 5 (7)
Swimming                             : 2                      Pool: 8
Throwing Weapons               : 1                      Pool: 8
Tracking                                : 1                      Pool: 5
Unarmed Combat                 : 5                      Pool: 12

== Knowledge Skills ==
Area Knowledge: Seattle    : 1                      Pool: 8
Bars and Clubs                   : 3                      Pool: 10
Engineering                        : 1                      Pool: 12
Explosives                          : 1                      Pool: 12
Fashion                              : 1                      Pool: 8
Firearms                             : 1                      Pool: 12
Forensics                            : 4                      Pool: 15
Literature                            : 3                      Pool: 14
Music                                  : 3                      Pool: 10
Security Design                  : 2                      Pool: 9
Shadow Community           : 1                      Pool: 8
Small Unit Tactics               : 3                      Pool: 10
Sports                                 : 3                      Pool: 10
Tradecraft                           : 4                      Pool: 15
Trids                                   : 2                      Pool: 9

== Contacts ==
"Dice" (1, 1)
Not really known to the Detective. Dice is a low-level bookie that he met during his undercover work. One well placed bribe to Dice got him the intro he needed to Jax.

Byron "The Troll" Menan (3, 2)
Need a place to stay in the slums of Seattle? Talk to Byron. He's actually a trol but got the nickname by his slimy attitude and creapy dealings. But he has control of a large number of slums spread throughout the Barrens of Seattle.

Eddy "Drinks" ... (3, 2)
A bartender at Dantes Inferno. Eddy aka "Drinks" He puts on a hell of a show when he tends bar. His specialty is flaming drinks and juggling bottles. He also has a rep as a good source of shadow info.


Jax (8, 4)
Jax is a well to do fixer well-known in the Seattle Metroplex. He knows the Detective as a runner that goes by the name of Jester. An alias that the Detective spent using in an undercover operation for Firewatch that lasted about 6 months and ended just a couple of months before the accident.

== Qualities ==
Agile Defender
Analytical Mind
Insomnia (Basic)
Low-Light Vision
SINner (Corporate) (Ares)

== Lifestyles ==
Ares Corp Apartment  1 months
Jack Jeffries' Office & Shop  1 months
Safe House  1 months

== Cyberware/Bioware ==
Bone Density Augmentation Rating 2
Cerebral Booster Rating 3
Control Rig Rating 1
Datajack
Mnemonic Enhancer Rating 3
Muscle Augmentation Rating 2
Muscle Toner Rating 2
Sleep Regulator
Synaptic Booster Rating 2

== Armor ==
Armor Jacket                        12
   +Electrochromic Clothing
Custom Ballistic Mask               2
   +Respirator Rating 6
Form-Fitting Body Armor             8
   +Concealability
   +Custom Fit
   +Electrochromic Clothing
Full Body Armor                     15
   +Drag Handle
Full Body Armor: Helmet             3
   +Respirator Rating 6
Zoé: Executive Suite                12
   +Custom Fit
   +Electrochromic Clothing
   +Newest Model

== Weapons ==
Ares Alpha
   +Sling
   +Smartgun System, Internal
   Pool: 13   Accuracy: 7   DV: 11P   AP: -2   RC: 4
Ares Predator V
   +Concealed Quick-Draw Holster
   +Smartgun System, Internal
   Pool: 13   Accuracy: 7   DV: 8P   AP: -1   RC: 2
Combat Knife
   Pool: 8   Accuracy: 6   DV: 8P   AP: -3   RC: 2
Extendable Baton
   Pool: 8   Accuracy: 5   DV: 8P   AP: -   RC: 2
Forearm Snap-Blades
   Pool: 8   Accuracy: 4   DV: 8P   AP: -2   RC: 2
Knife
   Pool: 8   Accuracy: 5   DV: 7P   AP: -1   RC: 2
Krime Wave
   +Bipod
   +Smart Firing Platform
   Pool: 11   Accuracy: 5   DV: 10P   AP: -2   RC: 4
Shock Gloves
   Pool: 12   Accuracy: 8   DV: 8S(e)   AP: -5   RC: 2
Shuriken
   Pool: 8   Accuracy: 8   DV: 7P   AP: -1   RC: 2
Unarmed Attack
   Pool: 12   Accuracy: 8   DV: 7P   AP: -   RC: 2

== Martial Arts ==
52 Blocks
   +Called Shot (Disarm)

== Commlink ==
Maersk Spider (ATT: 0, SLZ: 0, DP: 4, FWL: 5)
   +Signal Scrub
   +Browse
   +Toolbox
   +Encryption
   +Virtual Machine
   +Armor
   +Shell
   +Biofeedback Filter
Sony Emperor (ATT: 0, SLZ: 0, DP: 2, FWL: 2) x2

== Gear ==
Ammo: APDS (Assault Rifles) x100
Ammo: Explosive Rounds (Heavy Pistols) x30
Ammo: Regular Ammo (Light Machine Guns) x300
Ammo: Regular Ammo (Heavy Pistols) x100
Ammo: Stick-n-Shock (Assault Rifles) x100
Biomonitor
Certified Credstick, Silver
Chisel
Contacts Rating 3
   +Smartlink
   +Image Link
   +Vision Enhancement Rating 1
Crowbar
Earbuds Rating 3
   +Select Sound Filter Rating 1
   +Audio Enhancement Rating 2
Fake SIN (Jack Jeffires) Rating 4
   +Fake License (Concealed Carry Permit) Rating 4
   +Fake License (Restricted Bioware License) Rating 4
   +Fake License (Bodyguard License) Rating 4
   +Fake License (Firearms License) Rating 4
   +Fake License (Private Investigator License) Rating 4
Lockpick Set
Medkit Rating 6
   +Medkit Supplies
Miniwelder
   +Miniwelder Fuel Canister
Satellite Link
Sensor Array Rating 6
   +Ultrasound
   +Atmosphere Sensor
   +Geiger Counter
   +Cyberware Scanner
   +Olfactory Sensor
   +Radio Signal Scanner
   +MAD Scanner
   +Motion Sensor
Shuriken x10
Subvocal Mic
Tool Kit (Hardware)
Tool Kit (Armorer)
Trid Projector

== Vehicles ==
Ford Americar (Sedan)
   +Morphing License Plate
   +Rigger Interface
   +Spoof Chips
   +Sensor Array Rating 2
Horizon Flying Eye (Minidrone)
   +Sensor Array Rating 3
Horizon Flying Eye (Minidrone)
   +Sensor Array Rating 3

== Karma Expenses ==

== Nuyen Expenses ==


== Background ==
See Attachment
« Last Edit: <09-23-14/2120:53> by Ravensoracle »
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Koshnek

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« Reply #4 on: <09-23-14/0118:50> »
Link to PDF, Txt, and Chummer5 versions of Thorn


== Info ==
Street Name: Thorn
Name: Christopher Thorndyke
Movement: 8/16
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Male Age 29
Height 5'5" Weight 159 lbs
Composure: 9
Judge Intentions: 10
Lift/Carry: 6 (45 kg/30 kg)
Memory: 9
Nuyen: 139

== Priorities ==
Skills: A - 46 Skills/10 Skill Groups
Special: A - Mystic Adept 6 Mag/10 Spells/2 R5 Magic Skills
Attributes: B - 20 Attributes
Metatype: C - Elf (3)
Resources: C - 210,000¥

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

== Derived Attributes ==
Essence:6
Initiative:10 + 3d6
Rigger Initiative:10 + 3d6
Astral Initiative:12 + 2d6
Matrix AR Initiative:10 + 3d6
Matrix Cold Initiative:6 + DP + 3d6
Matrix Hot Initiative:6 + DP + 4d6
Physical Damage Track:10
Stun Damage Track:11

== Limits ==
Physical:5
Mental:7
Social:7
Astral:7

== Active Skills ==
Arcana:6 [Spell Design]Pool: 10 (12)
Armorer:2Pool: 6
Artisan:7 [Drawing]Pool: 13 (15)
Assensing:9 [Aura Reading]Pool: 19 (21)
Automatics:1Pool: 5
Computer:3 [Matrix Search]Pool: 7 (9)
Con:4Pool: 13
Counterspelling:9 [Combat]Pool: 16 (18)
Disguise:7Pool: 14
Etiquette:4 [Corporate]Pool: 11 (13)
Exotic Ranged Weapon:7 [Lasers]Pool: 11
Gymnastics:5Pool: 9
Impersonation:4Pool: 11
Instruction:1Pool: 8
Intimidation:1Pool: 8
Leadership:0Pool: 6
Longarms:7 [Long-Range Shots]Pool: 11 (13)
Navigation:1Pool: 7
Negotiation:2 [Bargaining]Pool: 9 (11)
Palming:7Pool: 12
Perception:2 [Visual]Pool: 12 (14)
Performance:4Pool: 11
Pistols:1Pool: 5
Running:1Pool: 4
Sneaking:7Pool: 11
Spellcasting:6 [Manipulation]Pool: 13 (15)
Survival:1Pool: 6
Tracking:1Pool: 7
Unarmed Combat:1Pool: 5

== Knowledge Skills ==
Art:1 [Van Gogh]Pool: 7 (9)
English:NPool: N
Japanese:3Pool: 9
Latin:1Pool: 7
Magic Traditions:3 [Magic Adepts]Pool: 7 (9)
Magical Theory:6 [Sorcery]Pool: 10 (12)
Music:1 [Classical]Pool: 7 (9)
Or'zet:1Pool: 7
Religion:3 [Christianity]Pool: 7 (9)
Security Tactics:3 [Corporate]Pool: 7 (9)
Small Unit Tactics:3Pool: 9
Sperethiel:1Pool: 7

== Contacts ==
Commander Roger Ellis (10, 1)
Dr. Diana Adler (7, 3)
Captain Leonard "Lenny" Mendoza (8, 4)
Lieutenant Jordan Stieber (6, 3)
Li Fong (4, 3)
Reuben Patel (5, 1)
Samson (5, 2)

== Qualities ==
Addiction (Mild) (Cram)
Allergy (Uncommon, Mild) (Cats)
Exceptional Attribute (MAG)
Illness (Rating 1)
Low-Light Vision
Mentor Spirit (Raven)
Mystic Adept
SINner (Corporate) (Ares)
The Magician's Way

== Spells ==
(Tradition: Chaos Magic, Resist Drain with WIL + INT (11))
[Element] Wall (Fire)DV: F+2
Ball LightningDV: F-1
CatfallDV: F-3
Chaotic WorldDV: F
FlamethrowerDV: F-3
FlingDV: F-2
LevitateDV: F-2
Mana StaticDV: F-1
ManaboltDV: F-3
Shape [Material] (Fire)DV: F-2

== Powers ==
Astral Perception
Cool Resolve Rating: 3
Enhanced Perception Rating: 4
Facial Sculpt Rating: 1
Improved Reflexes 2
Keratin Control
Magic Sense
Motion Sense
Nimble Fingers
Sustenance
Traceless Walk
Voice Control Rating: 1

== Lifestyles ==
Street  1 months

== Armor ==
Ares Victory: Big Game Hunter       14
   +Custom Fit
   +Gear Access
   +Liner - Chemical Protection (6)
   +Nonconductivity 6
   +Pulse Weave
   +Radiation Shielding 3
   +Holster
Ares Victory: Industrious           9
   +Gear Access
   +Tool Kit (Disguise)
Clothing ("Street Clothes")                             0
Forearm Guards                      1
   +YNT Softweave Armor
   +Single Sensor Rating 8
      +Ultrasound
   +Transys Avalon
   +Trid Projector
Helmet                              2
   +YNT Softweave Armor
   +Microphone, Laser Rating 4
      +Audio Enhancement Rating 3
      +Select Sound Filter Rating 1
   +Microphone, Omni-Directional Rating 5
      +Audio Enhancement Rating 3
      +Spatial Recognizer
   +Trodes
   +Vision Enhancement Rating 3
Murder Armor                        13
   +Custom Fit
   +YNT Softweave Armor
   +Biomonitor
   +Holster
   +Tool Kit (Armorer)
Padded Leather                      7
   +Custom Fit
   +Padded
Snake Mesh Socks                    0
Vashon Island: Ace of Cups          9
   +Electrochromic Clothing

== Weapons ==
Ares Desert Strike
   +Guncam
   +Imaging Scope
   +Shock Pad
   +Silencer
   +Smartgun System, External
   +Spare Clip
   +Spare Clip
   +Stock
   +Tracker
   Pool: 11   Accuracy: 9   DV: 13P   AP: -4   RC: 2
Ares Lancer MP Laser
   +Imaging Scope
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Satchel Power Pack
   +Sling
   +Smartgun System, External
   +Tracker
   Pool: 11   Accuracy: 9   DV: 7P   AP: -10   RC: 1
Ares Redline
   +Improved Range Finder
   +Peak-Discharge Battery Pack, Power Clip
   +Peak-Discharge Battery Pack, Power Clip
   +Smartgun System, External
   Pool: 11   Accuracy: 11   DV: 5P   AP: -10   RC: 1
Grenade: Flash-Bang
   Pool: 3   Accuracy: 5   DV: 10S (10m Radius)   AP: -4   RC: 1
Grenade: Flash-Pak
   Pool: 3   Accuracy: 5   DV: Special   AP: -   RC: 1
Grenade: Fragmentation
   Pool: 3   Accuracy: 5   DV: 18P(f) (-1/m)   AP: +5   RC: 1
Grenade: Gas
   Pool: 3   Accuracy: 5   DV: Chemical (10m Radius)   AP: -   RC: 1
Grenade: High Explosive
   Pool: 3   Accuracy: 5   DV: 16P (-2/m)   AP: -2   RC: 1
Grenade: Smoke
   Pool: 3   Accuracy: 5   DV: (10m Radius)   AP: -   RC: 1
Grenade: Thermal Smoke
   Pool: 3   Accuracy: 5   DV: (10m Radius)   AP: -   RC: 1
Mossberg AM-CMDT ("Ares Phalanx III")
   +Flashlight, Low Light
   +Gas-Vent 3 System
   +Improved Range Finder
   +Shock Pad
   +Smartgun System, Internal
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Spare Clip
   +Tracker
   +Underbarrel Weight
   Pool: 11   Accuracy: 7   DV: 12P   AP: -1   RC: 6
Shock Gloves
   Pool: 5   Accuracy: 5   DV: 8S(e)   AP: -5   RC: 1
Unarmed Attack
   Pool: 5   Accuracy: 5   DV: 3S   AP: -   RC: 1

== Commlink ==
Transys Avalon (ATT: 0, SLZ: 0, DP: 6, FWL: 6)

== Gear ==
Ammo: APDS (Sniper Rifles) x70
Ammo: APDS (Shotguns) x60
Ammo: EX-Explosive Rounds (Sniper Rifles) x70
Ammo: Flechette Rounds (Shotguns) x60
Ammo: Stick-n-Shock (Sniper Rifles) x70
AR Gloves
Biometric Reader
Biomonitor
Certified Credstick, Gold
Certified Credstick, Silver
Certified Credstick, Standard Rating 1
Chisel
Climbing Gear
Contacts Rating 3
   +Flare Compensation
   +Image Link
   +Smartlink
Cram x10
Fake SIN (Johnathan Jones) Rating 5
   +Fake License (Adept License) Rating 1
   +Fake License (Mage License) Rating 1
   +Fake License (Military Ammunition License) Rating 1
   +Fake License (Military Weapons License) Rating 1
   +Fake License (Private Investigator License) Rating 1
   +Fake License (Restricted Armor License) Rating 1
   +Fake License (Concealed Carry Permit) Rating 1
Flashlight, Low-light
Gas Mask
Gecko Tape Gloves
Glue Solvent x2
Glue Sprayer x5
Gorepack
Grenade: Flash-Bang x5
Grenade: Flash-Pak x2
Grenade: Fragmentation x5
Grenade: Gas x5
   +Neuro-Stun X
Grenade: High Explosive
Grenade: Smoke x2
Grenade: Thermal Smoke x3
Jazz x2
Kamikaze
Long Haul x2
Magical Lodge Materials Rating 7
Micro-Transceiver
Miniwelder
Miniwelder Fuel Canister x2
Mystic Cuff Rating 1
Mystic Jacket Rating 1
Mystic Mask Rating 1
Power Focus (Bonded Foci) Rating 1
Psyche x2
Qi Focus Rating 1
Qi Focus Rating 1
Rapelling Gloves
Reagents, per dram x250
Restraint, Plasteel x2
Restraint, Plastic x20
Satellite Link
Sim Module
Slap Patch, Stim Patch Rating 6 x2
Slap Patch, Trauma Patch
Spellcasting Focus, Combat Rating 5
Subvocal Mic
Survival Kit
Sustaining Focus, Manipulation Rating 5
Telescoping Mirror on a Stick
Tool Shop (Disguise)
Tool Shop (Artisan)
White Noise Generator Rating 6

== Description ==
Thorn is shorter than most, but he commands the area around him. You can't help but smile at his big grin. Perhaps his antics annoy you. The chances are he might just walk by you without you ever noticing his passage.

He has a kind face which he controls with ease. His grey eyes usually shine bright with kindness, but when necessary they can darken into an angry glare with ease. Only the most intuitive individual could discern the true feelings behind those eyes. Anyone who knows anything about Firewatch and HTR Corpsec knows that Chris has to have seen some drek, but the bad never shines through. Not if he doesn't need it to.

Thorn wears his dark hair buzzed. He doesn't wear facial hair, but he usually goes several days between clean shaves.

He has several different outfits should he need them, but he normally lounges about in an old Ares tee and jeans with a pair of broken in combat boots.

His go-to combat outfit is a tricked out Big Game Hunter. It may look a little out of place, but it's got protection from practically everything but fire. If he's ever lit on fire he can manage that himself. Plus, it looks snazzy combined with his helmet.

Finally, no one expects the mage to be the one wearing cammo armor with a full loadout of weaponry. Thorn often tells his buddies that one nice thing about being an awakened sniper is landing a manabolt from 1500m out with no one ever finding out. If that's not enough, he'll tell them that a bullet between the eyes works almost as well.


== Background ==
See attachments or follow the link for PDF + Txt file.

== Concept ==
Ares-born Elven Combat MysAd Firewatch member of the Chaos tradition specializing in magical detection and protection.

== Notes ==
Regarding the picture, Thorn doesn't have any glowy tattoo's (yet). I like the feel of the picture otherwise: Chris under fire launching a lightning bolt while walking through fire. If you'll forgive the tattoo and the armor, I think this is a pretty good representation of Thorn if he were in combat.

Illness R1= ADHD. Roll is Will+Will (3). Not taking meds currently.
« Last Edit: <09-29-14/2008:38> by Koshnek »
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Zweiblumen

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« Reply #5 on: <09-23-14/0347:08> »

== Info ==
Street Name: Waffe
Name: Gunter Schwarz
Movement: 20/40/+2 (10/20/)
Karma: 0
Street Cred: 0
Notoriety: 1
Public Awareness: 0
Human Male Age 35
Height 2m Weight 95kg
Composure: 5
Judge Intentions: 8
Lift/Carry: 8 (45 kg/30 kg)
Memory: 9
Nuyen: 9,135¥

== Priorities ==
Metatype: B
Attributes: B - 20 Attributes
Special: E - Mundane
Skills: A - 46 Skills/10 Skill Groups
Resources: A - 500,000¥

== Attributes ==
BOD: 5
AGI: 6 (10)
REA: 5 (7)
STR: 3
CHA: 3
INT: 5
LOG: 7
WIL: 2
EDG: 6

== Derived Attributes ==
Essence:2.6
Initiative:10/12 + 3d6
Rigger Initiative:10/12 + 3d6
Astral Initiative:
Matrix AR Initiative:10 + 3d6
Matrix Cold Initiative:5 + DP + 3d6
Matrix Hot Initiative:5 + DP + 4d6
Physical Damage Track:11
Stun Damage Track:9

== Limits ==
Physical:6
Mental:8
Social:4

== Active Skills ==
Aeronautics Mechanic:4Pool: 11
Animal Handling:0Pool: 2
Archery:0Pool: 9
Armorer:9 [Firearms]Pool: 16 (18)
Automatics:0Pool: 9
Automotive Mechanic:4Pool: 11
Biotechnology:0Pool: 0
Blades:0Pool: 9
Chemistry:0Pool: 0
Clubs:0Pool: 9
Computer:0Pool: 6
Con:0Pool: 0
Cybercombat:0Pool: 6
Cybertechnology:0Pool: 0
Demolitions:0Pool: 6
Disguise:0Pool: 0
Diving:0Pool: 4
Electronic Warfare:4Pool: 11
Escape Artist:0Pool: 9
Etiquette:2Pool: 5
Exotic Ranged Weapon: Laser Weapons:10Pool: 20
First Aid:2Pool: 9
Forgery:0Pool: 6
Free-Fall:0Pool: 4
Gunnery:4Pool: 14
Gymnastics:5Pool: 15
Hacking:0Pool: 6
Hardware:2Pool: 9
Heavy Weapons:0Pool: 9
Impersonation:0Pool: 0
Industrial Mechanic:4Pool: 11
Instruction:0Pool: 0
Intimidation:2Pool: 5
Leadership:1Pool: 4
Locksmith:4 [Maglock]Pool: 14 (16)
Longarms:0Pool: 9
Medicine:0Pool: 0
Nautical Mechanic:4Pool: 11
Navigation:0Pool: 4
Negotiation:0Pool: 0
Palming:2Pool: 12
Perception:4Pool: 9
Performance:0Pool: 0
Pilot Aircraft:4Pool: 11
Pilot Ground Craft:4Pool: 11
Pilot Walker:0Pool: 0
Pilot Watercraft:0Pool: 0
Pistols:6 [Semi-Automatics]Pool: 11 (13)
Running:5Pool: 8
Sneaking:2Pool: 12
Software:0Pool: 0
Survival:0Pool: 1
Swimming:5Pool: 8
Throwing Weapons:0Pool: 9
Tracking:0Pool: 4
Unarmed Combat:0Pool: 9

== Knowledge Skills ==
Armor Schematics:4 [Ares]Pool: 11 (13)
Corporate Law:2 [Ares]Pool: 9 (11)
Corporate Politics:2 [Ares]Pool: 9 (11)
Gun Schematics:4 [Ares]Pool: 11 (13)
Laser Schematics:9 [Ares]Pool: 16 (18)
MMA Fighting:1Pool: 6
Police Procedure:1 [Knights Errant]Pool: 8 (11)
English:6 [Technical]Pool: 11 (13)
German:NPool: -
== Contacts ==
Captain Leonard "Lenny" MendozaAres Req Officer(8, 4)
Commander Roger EllisAres Spec Ops Commander(10, 2)
Dr. Diana AdlerAres Lead Scientist(7, 4)
Lieutenant Jordan StieberAres Pilot/Rigger(6, 3)
Nyah EgwuLab Assistant(4, 3)
Paul JonesLab Assistant(4, 3)
Serah WellsLab Assistant(4, 3)
Sgt Ralph SuarezBeat Cop(6, 6)

== Qualities ==
Agile Defender
Aptitude: Exotic Ranged Weapon: Laser Weapons
Brand Loyalty: Ares
Exceptional Attribute: Logic
SINner (Corporate) (Ares)

== Lifestyles ==
Seattle Downtown Loft (High lifestyle) 1 month

== Cyberware/Bioware ==
Control Rig Rating 1
Cybereyes Rating 3
    +Flare Compensation
    +Image Link
    +Low-LIght Vision
    +Smartlink
    +Thermographic Vision
    +Vision Enhancement 2
    +Vision Magnification
Erika Elite Commlink
Muscle Toner Rating 4
Synaptic Booster Rating 2

== Armor ==
Hardened Mil-Spec Battle Armor (Light)  15
    +Custom Fit
    +Gear Access
    +Holster
    +Restrictive
    +Shock Weave
    +Universal Mirror Material Rating 4
Hardened Mil-Spec Battle Armor Helmet   +3
    +Audio Enhancement 3
    +Gas Mask
    +Micro-Tranceiver
    +Spatial Recognizer
Rapid Transit                           9
    +Concealed Holster

== Weapons ==
Ares Lancer MP Laser
    Pool: 23   Accuracy: 10  DV: 7P      AP: -10  RC: -
    +Advanced Safety System (Immobilization)
    +Custom Grip
    +Smartgun System, Internal
    +Sling
Ares Light Fire 70
    Pool: 21   Accuracy: 10  DV: 8P(f)   AP: +5   RC: 5
    +Custom Grip
    +Gas-Vent System 3
    +Smartgun System, Internal
    +Spare Clips x3
Ares Redline
    Pool: 23   Accuracy: 12  DV: 5P      AP: -10  RC: -
    +Advanced Safety System (Immobilization)
    +Custom Grip
    +Smartgun System, Internal
    +Sling
Shock Gloves
    Pool: 8    Accuracy: 6   DV: 8S(e)   AP: -5   RC: -
Unarmed Attack
    Pool: 8    Accuracy: 6   DV: 3S      AP: -    RC: -

== Commlink ==
Erika Elite Commlink (ATT: 0, SLZ: 0, DP: 4, FWL: 4) (Gunter Schwarz SIN loaded)
Hermes Ikon Commlink (ATT: 0, SLZ: 0, DP: 5, FWL: 5) (Tommy Jones SIN loaded)

== Gear ==
Ammo: Power Clip (10 charges) x7
Ammo: Power Backpack (30 charges)
Ammo: APDS Rounds x100
Ammo: Flash-Bang Minigrenade x10
Ammo: High Explosive Minigrenade x10
Fake SIN (Tommy Jones) Rating 6
    +Fake License (Concealed Carry Permit) Rating 6
    +Fake License (Restricted Cyberware License) Rating 6
    +Fake License (Drivers License) Rating 6
    +Fake License (Firearms License) Rating 6
    +Fake License (Fireamrs Manufacturer License) Rating 6
Shop, Armorer

== Vehicles ==
Ares Cobra Roto-Drone (Medium Drones)
    +Ares Alpha
        +Smartgun System
        +Grenade Launcher
            +Smartgun System

== Background ==
Gunter was the youngest of 4 children born to an upper-middle class family in the
sprawl of Hannover Germany.  His father was a mechanical engineer at the local Ares
factory and his mother was a minor corporate exec.  They were able to live in realitve
comfort in their community and were able to send all of their children on to University.

As an infant he was very precocious and inquisitive.  By the age of 3 though, they
new something was wrong.  After testing, he was found to be somewhat autistic.
In the late 20th century they would have called it Asperger's Syndrome.  He was
fascinated with all of the tools his father would bring home from work.  By the
age of 5 he was able to tell you the entire catalog of Ares weapons, and could field
strip one as well.  While his almost exclusive interest in firearms, and to a lesser
degree general amror, was somewhat disconcerting his parents where pleased with
his marks in school.  Ares however was very interested in his particular interests.

When he was a teenager, mother was promoted and this moved the family to Detroit.
His father was able to find an engineering department to run locally, so the family
was able to move in whole.  This was very stressful on the already socially challenged
Gunter.  Ares, howerver, took this opportunity to continue to keep an eye on young
Gunter.  When it came time to go to college, it was obvious that he was going to
major in engineering and he was readilly accepted into [Whatever school Ares controls].
While there, he was able to broaden his horizons somewhat and in addition to getting
his PhD in Mechanical Engineering he also recieved his law degree.  The one thing
that kept him from becoming an complete social introvert was sports.  He was able
to just let his mind work while his body trained.  He tried a few team sports,
but those were almost completely hopless for him.  He was able to find respite
in the gym and the dojo.  He was never good enough to compete, but it kept in
him good physical form.

While at the gym, another of the students suggest they try the shooting range to
work off some steam.  With his encyclopedic knowledge of the Ares line of guns,
this seemed like a good idea to Gunter.  And this was a life changing moment for
him.  That knowledge of every aspect of the weapon made him a great shot.  He
really favored pistols.  After this, he spent inordinate amounts of time at the
range until he became an expert in hand guns.

Once he was done with school, Ares offered him a job.  It only made sense to keep
it within the family.  He'd lived his whole life in Ares after all.  He quickly
rose through the ranks and found himself working on more and more high end projects.
Finally, he found the laser department.  He was working on both the Redline and
the MP series.  His internal focus became magnified, and quickly became one of
the worlds leading experts on laser technology.

Someone doing a review of personel found his fairly unique combination of knowledge
and practical ski lls and he was recruited to run the Engineering Department for
Cygnus.  There he met Commander Ellis whom he respected and worked reasonably
well with, as long as he didn't break the tools he was making for Lenny.  Lenny,
or Leonard, was the Requisitions Officer for the project and doled out the equipement
Gunter and his team designed for the field teams.  Two of the few people he'd
actually call friends were Lenny and Diana.  Dr. Adler was an amazing person, the
way her mind could work through a problem and find the theory behind it just amazed
him.  She's the first person he's ever found that truely outclassed him in every
way when it came to theory and planning.  Many assumed that he was trying to find
his way into her bedroom, but those were only rumors.  This is about the time he
also met Stix.  He worked reasonably closely with the Spider to make sure everything
in the labs were running correctly.

After working at Cygnus for a few years, Gunter finally demanded loudly enough to
Commander Ellis that he be allowed to go test for himself how the Armor and MPs
worked in concert.  The Commander assigned him to as a temporary attachment to a
Firewatch Team and sent him into the field.  As a fairly valueable, though by no
means irreplaceable, asset the team was told to basically keep him out of any real
danger.  The op started to go south, and no one was able to keep Gunter out of
trouble.  Turns out he was more than capable of holding his own.  Lt. Stieber was
really impressed with the storied the team told him on the return trip, and he
mentioned this to Cdr. Ellis after the debrief.  Between that and the results coming
out of the labs, it was decided that Gunter would be permenantly assigned as an
Special Operations Agent in addition to running the labs.

Luckily, he has a great assistant.  5 years out of school now, Serah is almost
as good as he is.  In 10 years, she'll probably be better given she's not hampered
with Autism or getting to go and "play", as she calls it, in the field.  Along
with Serah, Paul and Nyah keep the labs running smoothly.

In the 5 years he's been in the CFS, Gunter has found few reasons to wander out
from Ares, but on the occasions he has he goes by the name Tommy Jones.  Tommy is
a very well formed false idendity that "lives" in Seattle.  There Tommy has become
exceedingly good friends with a local KE Sargent by quietly helping out on several
high profile cases.  Sgt Ralph Suarez started off as your average beat cop and
has worked his way up the department, and is one of the few people that aren't
family that would be willing to go to the wall for Tommy.

EDIT: Bought personalized grips for all guns based on Ryo's rules posted above
EDIT2: Put it in tables so it's easier to read
EDIT3: Fixed Paul's name in background
« Last Edit: <10-01-14/2035:18> by Zweiblumen »
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Scawire

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« Reply #6 on: <09-23-14/1855:30> »

Image of Stix


INFO

NOTE: PRIME RUNNER W/ AABCC for priorities

Karma
Start with 35 – 11 Contacts – 10 spells  - 12 P Q, + 35 N Q, - 25 Gear, - 12 Bonding

Priorities
Race: C (Human, 5 special Att.)
Attributes: A (24)
Magic C (Hermetic Mage, 3 magic and 5 spells)
Skills:  A (46 and 10 SG’s)
Nuyen: B (325,000 Y)

Street Name: Stix
Name: Ken Ryudo
Fake SIN Name: Ginko Sato
Movement: 8 / 16
Swim: 0
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Japanese Human Male Age 32
Height 5’9” Weight 179lbs
Composure: 8
Judge Intentions: 8
Lift/Carry: 6
Memory: 13
Nuyen:110 + 4d6 X 100
Eyes: Brown
Hair: Brown
Skin: Asian

Attributes
BOD: 3
AGI: 4
REA: 3
STR: 2
CHA: 4
INT: 5
LOG: 6 ( 8 )
WIL: 5
EDG: 4
MAG: 5 (7)

Derived Attributes
Essence: 5
Initiative: 8 + 1d6
Astral Initiative: 10 + 2d6
Matrix Initiative: 8 + 1d6 (AR), 5 +DP +3d6 (cold), 5 + DP + 4d6 (hot)
Physical Damage Track: 10
Stun Damage Track: 11
Armor: 12 + 2 (otho skin) + 2 (helmet) = 16

Limits
Physical 4
Mental 9
Social 6 (+1 with Argentum Coat)


Active Skills (180 Karma Via GM Gift Upgrades in RED)
Cracking SG 9
-Cyber Combat
-Electronic Warfare
-Hacking
Engineering SG 1
-Aeronautics Mechanic
-Automotive Mechanic
-Industrial Mechanic
-Nautical Mechanic
Computers 9
Hardware (Cyber Decks) 1(3)
Software (data Bombs) 1(3) 4(6)
Spellcasting (Combat) 9 (11)
Counter Spelling (Combat) 9(11)
Summoning (Man) 1(3) 4(6)
Binding (Man) 1(3)
Automaics (SMG) 8(10)
Sneaking (Urban) 1(3) 4(6)
 
Perception (Visual) 3 (5)
Chemistry 1
First Aid 3
Locksmith 4
Pilot Ground Craft 1
Etiquette 2
Con (Fast Talking) 3 (5)
Negotiation 1
Assensing 3
Gymnastics 3
Artisan (Flute) 1(3)
Unarmed Combat 1
Astral Combat 1
Banishing 1
Enchanting 1(SG)
-Alchemy
-Artificing
-Disenchanting



Knowledge Skills (22 free)+ (30 Karma Give from GM)
English N
Data Havens 6
Magic Theory 5
Engineering (Electrical) 4(6)
Magic Threats (Insect Spirits) 3(5)
Security Design (Matrix) 1(3)
   
Parazoology 2
Spirits 2
Police Procedures 2
Corp Procedures 1
Corp Politics 1
Matrix Gangs 2
Forensics 2
IC Identification 2
Matrix Security Procedures 2
Cannibalizing Hardware 2
Chat Rooms 1
Data Brokerage 2
 



Contacts (24 Free + 11 Karma)

Name: Akimi and Genji Ryudo
Job: Ares Wage Mages, in the field of Magical items creation
Race: Human (Both)
Age: 52 and 54
Knows Stix Via:  Mother and Father to Stix
C: 5 L:6

Name: Zack “The Hack”
Job: Works as an ARES Spider in ARES CIA Organization
Race: Elf
Age: 32
Knows Stix Via: Close Friends since they both grew up together in ARES w/ Shaun too.
C:8 L:4

Name: Shaun Johnson
Job: Works in ARES Magical R&D Department
Race: Human
Age:32
Knows Stix Via: Best friends and grew up together in ARES w/ Zack too.
C: 7 L:5



Spells (5 free + 2 (10 Karma))
Stun Bolt: Type M Range LOS Damage S Duration I DV F-3
Lightning bolt Type: P Range: LOS Damage P Duration I DV F-3
Mind Probe Type: M Range: T Duration  S DV F
Increase Reflexes Type: P Range: T Duration: S DV F
Improved Invisibility: Type: P Range: LOS Duration S DV F-1
Physical Mask: Type: P Range: T Duration S DV F-1
Influence: Type M Range LOS Duration P DV F-1

Tradition Hermetic Drain Will +Logic = 13


Qualities
 Positive ( 12 Karma)
Focused Concentration R3

Negative (35 Karma)
Insomnia (Nightmares)
Corp SIN (Ares)

Gear (325,000+ 25 Karma 50,000

Lifestyle (7,000 Y)
Middle (Linked To Fake SIN)
House In a nice Neighborhood
Cost 5,000 / Month
1 months paid for (5,000 Y)

Low (Linked To Corp SIN)
Appartment # 402
Cost 2,000 / Month
1 month paid for (2,000 Y)


Cyberware and Bioware (76,000 Y)
Bioware 0.9
Cerebral Booster R2 (63,000 Y)
Ortho Skin R2 (12,000 Y)
Cyberware: 0.1
Datajack (1,000 Y)

Armor (4,300 Y)
Mortimer of London: Argentum Coat AR 12 / +4 (3,600 Y)
-Custom Fit (Stack)
-Concealablity
-Electrochromic Clothing (500 Y)

Helmet AR +2 (100 Y)
(A Black Fedora)

Helmet AR +2 (100Y)
(Black Raiden looking Hat)

Armor AV total 16

 Weapon(4,090 Y)
Unarmed Attack 2S

HK-227 (730 Y)
Acc 5 (6) (7) DMG 7P Mode: SA/BF/FA RC 3(4)  Ammo: 28 ©
-Built in Retractable Stock
-Built in Smart Link
-Built in Sound Suppressor
-Laser Sight (125 Y)
-Gas Vent R3 (600 Y)
-Sling (15 Y)
-Spare Clips (4) (20 Y)
-Ammo APDS (30 Rounds) (360 Y)
-Ammo Stick and Shock (280 Rounds ) (2,240 Y)

Commlink (217,725 Y)
Name:
Renraku Tsurugi (214,125 Y )
Device Rating: 3
Attribute Array: 6/5/5/3
Programs: 3
Common Programs (400 Y)
-Browse
-Edit
-Encryption
-Signal Scrub
-Virtual Machine

Hacking Programs (2,250 Y)
-Armor
-Baby Monitor
-Biofeedback
-Biofeedback Filter
-Defuse
-Exploit
-Lockdown
-Stealth
-Track


AR Gloves (Black Leather) (150 Y)
Micro- Transceiver (100 Y)
Trid Projecto (200 Y)
Satellite Link (500Y)



Magic (37,000Y)
Power Foci F 2 (Bound) (36,000 Y)
Magical Lodge Materials F2 (1,000 Y)

Drugs ( 1,150 Y)
Psyche 1 (200 Y)
2 Stimulation Patches R4 (200 Y)
Medkit R3 (750 Y)

Ears and Eyes (2,325 Y)
Goggles R6 (300 Y)
-Vision Enhancement R1 (500 Y)
-Image Link (25 Y)
-Flare Compensation (250 Y)
-Vision Magnification (Optical) (250 Y)
--Low-Light (500 Y)
-Thermographic (500 Y)

ID (19,500 Y)
Fake SIN R5 (Ginko Sato) (12,500 Y)
Fake License R5 (Mage) (1,000 Y)
Fake License R5 (Cyber Deck) (1,000 Y)
Fake License R5 (Automatic Weapons) (1,000 Y)
Fake License R5 (Concealed Carry) (1,000Y)
Fake License R5 (Matrix Software) (1,000Y)
Fake License R5 (Restricted Cyber and Bioware) (1,000Y)
Fake License R5 (Private Investigator) (1,000Y)


Other (5,800Y)
Tool Shop (Electronics) (5,000 Y)
Tool Kit (Electronics) (500 Y)
Respirator R6 (300 Y)

Vehicle
I need a driver. Anyone want to volunteer?

Description

Human with short brown hair, wears a suit Long coat, Black Japanese style shirts (like a karate gi), black pants and a blue or black sash.. Loves smoking his Ares Gold Cigs likes hates not having them.

Background
Birth: Stix was born to two Ares Corp wage mages, Akimi and Genji Ryudo. The three lived in a corporate complex. This complex helps to make sure that Ares personal assets are safe and that Ares can keep an eye on them.
Age5: Stix went to a normal Ares run school.
Age 10: At the Ares ran school all the kids had to go under magical assessment regularly from age 8 forward. It was at age 10 that Stix had his magical talent spotted. Most of Ares suspected that Stix would be an awakened kid since both his parents are Full Hermetic Mages. Once his mystical abilities where spotted Stix was put into a Special Ares ran Magic based school. This is where Stix met his best friend Shaun who is also a Full Hermetic mage. The two became best friends and are still best friends to this day.
Age 12: Stix had shown get skills with computers and a keen mind for figuring out the Matrix. Since Ares wanted to bring out all the latent talents their corp kids have, Stix was put in an advanced matrix training class.
Age: 13: A new kid to the advanced Matrix class showed up, a  guy by the name Zack. Stix, Zack and Shaun started to hang out together a lot. Since all three kids where stuck in the Corp Ran housing Complex most of the time, the three would spend most of their time together both at school and at home.
Age 16: The three friends where given part time jobs in their field by Ares, Stix and Zack picked Matrix jobs, and Shaun picked up some magical work.
Age 18: Still with part time jobs the three friends went to a University ran by Ares where they honed their skill farther. Shaun and Stix spent 4 years in magic training, and Zack went into studding the matrix.
Age: 22 Zack went on to special training for the intelligence agency of Ares. Shaun went into the R&D department for magical gear. Stix went back to the University to get 4 more years in the field of the Matrix.
Age 26: Stix begins work full time at Ares. Some think this would be the year of beginners luck but not for Stix. This was the year he was on a job for Ares and him and the team he was a part of come in contact with an Insect Shaman. The sights he saw in this crazed Shaman’s layer have never left Stix to this day he will get attacked by Insect Spirits in his dreams. There is hardly ever a night that goes by without Insect Spirits trying to feast on Stix in his dreams.
Age 28: With the work Stix had done and the contacts that his friends had made, give Stix an opportunity to be added to a secret lab that Ares owned.  This is where Stix is now assigned to, but he has proved himself to the personal there to give himself a lead job in Matrix security for the sight. It seems having magic and matrix skills does help you get some cool jobs.
Age 32: Well that is now let’s see what the GM has in store for Stix.
Oh ya all his friends call Ken Ryudo Stix since he most of the time has a nic-stix in his mouth.

Concept

Brainy Mage / Decker. The Nice guy, bit of a push over at times..

NOTES
Words,Thoughts,Matrix,Astral

Magic uses higher laws to over come lower laws.

Koshnek

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« Reply #7 on: <09-24-14/1900:14> »
How's everything lookin? There anything we need to correct or anything? After reading ur house rules and making a few changes I'm pretty happy with Thorn.
« Last Edit: <09-24-14/1902:18> by Koshnek »
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Zweiblumen

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« Reply #8 on: <09-24-14/1904:28> »
I'm pretty well set, just need the results for my contact rattings for the lab assistants.
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Ryo

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« Reply #9 on: <09-24-14/1920:23> »
Your lab assistants are all Loyalty 3 / Connection 4.

And we're basically good to go, I'm just working on transcribing my Build / Repair rules to google docs for future use, and already posted the Weapon's page. (Third post in this thread, after the Rules section)

I should have the IC post up later today.

Zweiblumen

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« Reply #10 on: <09-24-14/1934:31> »
Your lab assistants are all Loyalty 3 / Connection 4.

And we're basically good to go, I'm just working on transcribing my Build / Repair rules to google docs for future use, and already posted the Weapon's page. (Third post in this thread, after the Rules section)

I should have the IC post up later today.

Ahh, thought you wanted me to choose 3 rattings that totaled 9 and you'd randomly assign them.  This is easier ;)

Amazing work you've put into the Weapons page.  Looking forward to making new weapons for these boys!
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Ryo

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« Reply #11 on: <09-24-14/2313:52> »
The IC thread is now live. By my count, the only one of you who doesn't have DNI is Thorn, so he's the only one with any chance of sleeping through this message.

As for the time stamp, its in military time format.
120437Z MAR 76
DayHourTimeZone Month Year

Zweiblumen

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« Reply #12 on: <09-25-14/0042:37> »
Gunter will wait until 0442Z to get a response, failing that he'll grab the transit and the redline then head to the briefing room.
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Ryo

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« Reply #13 on: <09-25-14/0048:20> »
Gunter will wait until 0442Z to get a response, failing that he'll grab the transit and the redline then head to the briefing room.

Ellis is in his office, which is directly to the right of the briefing room, so he's pretty prompt in his reply.

Koshnek

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« Reply #14 on: <09-26-14/0041:51> »
I just had an awesome idea while writing my IC post. Although this attack is a little too advanced for him at the moment, would you allow a combo attack of Fire Wall + Shape Fire? I feel like its within the scope of both spells. I'd weave the spells together (splitting the pool as per CRB and casting the spells simultaneously as a complex action without a reckless casting of either).

My general thought was creating a dome around the target(s?) with the Fire Wall pool (in the rules) and using Shape Element to coat the unfortunate target(s?) in flames (in the rules-ish). Multiple would be cool, but it's probably outside the scope of possibilty :p. Sustained AoE's  can be moved with a complex action, and both spells are sustained. I think it would be fair if you imposed a visibility modifier against me (boo :p) for either glare from the fire or only being able to see his shadow within the flames.

My thoughts were that if I used an action each turn the target(s?) moved, I could follow him or her (them?) with the flames. If they moved and I didn't use an action to move the flames, then they get out of the flame coat. Of course, if they can move faster than the hits allow my shape fire to move (in the rules), then they can escape anyhow. Even a low force version of this spell combination would be a powerful intimidation factor, IMO.

I'm not sure how effective this combination would be, but I think it has a cool factor of +10 :p. If you'll allow it, Ill wait a couple missions before I try it. It'll be one of those intuitive combat moments where he draws upon his past use of the combination in the facility to try a new attack.

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