Sweet!
Starting ¥:
3d6*60 660 [4, 4, 3]
DESCRIPTIONJust under 2 meters tall and weighing in at a little under 90 kg, Fenris is a lithe, graceful young man. He walks with a certain confidence that speaks volumes of his physicality, and carries himself with an obvious lethality. He wears his hair short and has few distinguishing marks apart from his obviously Elven features, and his tan skin hints at a South American heritage. While he can usually be seen wearing an armored motorcycle racing suit and helmet, he prefers not to be seen at all and remains in the periphery more often than not.
INFOStreet Name: Fenris
Names/Aliases: Ryan Connor (Tir Tairngire; birth name, identity lost in Crash 2.0), Henry Williams (UCAS; fake SIN)
Movement: 14/28
Current Karma/TKE: 0/20
Street Cred: 2
Notoriety: 2
Public Awareness: 0
Elf male, age 19, 1.92m, 86kg, green eyes, brown hair
Composure: 8
Judge Intentions: 8
Lift/Carry: 8 (60 kg/40 kg)
Memory: 8
Nuyen: 0¥ + 660¥
PRIORITITESMetatype: D (Elf 0)
Attributes: A (24)
Magic: B (Adept 6, Rating 4 Active Skill (Lockpicking))
Skills: C (28/2)
Resources: E (6,000¥)
KARMA EXPENDITURES+25 from Negative Qualities
-25 for Positive Qualities
-5 for Contacts
-10 for skills (Arcana 1, Artisan 1, Automatics 1, Norse Mythology 1, Psychology 1, Throwing Weapons 1)
-10 for nuyen (20,000¥)
+20 awarded by GM
-20 for The Invisible Way
ATTRIBUTESBOD 4, AGI 7, REA 4 (7), STR 4, WIL 5, LOG 3, INT 5, CHA 3, EDG 1, ESS 6
INITIATIVEPhysical/AR: 12 + 4d6
CONDITION MONITORSPhysical: 10
Stun: 11
LIMITSPhysical 8, Mental 6, Social 6
QUALITIESCatlike, Code of Honor (Assassin's Creed), Indomitable (Physical), Jack of All Trades Master of None, Low-Light Vision (Racial), Sense of Direction, Signature
ACTIVE SKILLSArcana 1, Artisan 1, Athletics Skill Group 1, Automatics 1, Locksmith (Maglocks) 4 (+2), Outdoors skill group 1, Palming (Pickpocket) 5 (+2), Perception (Visual) 5 (+2), Pilot Ground Craft (Bike) 1 (+2), Sneaking (Urban) 5 (+2), Throwing Weapons 1, Unarmed Combat (Nerve Strike) 6 (+2)
KNOWLEDGE SKILLSArea Knowledge: Seattle 1, Forensics (Cleaning) 1 (+2), Norse Mythology 1, Psychology 1, Security Design (Physical) 1 (+2), Security Tactics (VIP) 1 (+2), Shadow Community (Safehouses) 1 (+2), Small Unit Tactics (Urban) 1 (+2), Underworld (Wetwork) 1 (+2)
LANGUAGE SKILLSEnglish N, Sperethiel 3
ADEPT INITIATIONS, POWERS, & WAYSUninitiated follower of the Invisible Way
Attribute Boost (AGI) Level 2, Combat Sense Level 3, Improved Reflexes Level 3, Nerve Strike, Nimble Fingers Level 1, Traceless Walk
ARMOR: 5,390¥Bike Racing Armor (AV8, 500¥, Avail 6, R&G p68), Bike Racing Helmet (AV+2, 200¥, Avail 6, R&G p68)
Ballistic Mask [150¥, Avail 6, R&G p74, AV2], Chameleon Suit [1,700¥, AV9, w/Shock Weave (+1,000¥, Avail 8, R&G p84), Thermal Damping (+1,000¥, Rating 2), Ultrasonic Noise Generator (+240¥, Avail 8, HT p187, Rating 4), Ultrasound Sensor (+300¥, Rating 3)], Forearm Guards [300¥, Avail 6, R&G p73, AV1]
WEAPONS: 2,975¥Ceramic Knife (75¥, Avail 4, HT p179, Blades, Acc 5, DV (STR+2)P, AP-1, Reach 0]
Remington Suppressor [700¥, Avail 6R, GH3 p9, Machine Pistol, Acc 6, DV 7P, AP-1, SA/BF, RC -, 15(c), w/Chameleon Coating (+1,000¥, Avail 10R, HT p180), Concealed Quick-Draw Holster (+275¥, Avail 6, R&G p51), Laser Sight (+125¥, Top), Sound Suppressor (Integral), 100 Regular rounds (200¥, Hand Loads +1DV (+50¥, Avail 4R, HT p189)]
Shock Gloves [550¥, Unarmed, Acc 7, DV 8S(e), AP-5, Reach 0, 10 charges]
Unarmed Attack [Unarmed, Acc 7, DV 3S, AP0, Reach 0]
GEAR: 10,385¥Certified Credstick (20¥, Silver), Certified Credstick (5¥, Standard), C-Squared (90¥, Avail 2, HT p187, Rating 6), Endoscope (250¥), Fake SIN [7,500¥, Rating 3, w/2 Fake Licenses (+1,200¥, Rating 3, Registered Adept, Drivers License)], Gecko Tape Gloves (250¥), Grenade (Flash-bang, 100¥), Grenade (Smoke, 40¥), Grenade (Thermal Smoke, 60¥), Micro-Transceiver (100¥), Miniwelder (250¥), Sony Emperor (700¥), Trodes (70¥)
VEHICLE: 5,000¥Yamaha Growler [5,000¥, Handling 4/5, Speed 3, Accel 1, Body 5, Armor 5, Pilot 1, Sensor 1, Seats 1]
LIFESTYLE: 2,000¥Low [1 month, Comforts & Necessities 2, Security 2, Neighborhood 2, w/Private Room]
CONTACTSGood Friend Piatek [Fixer, Connection 4, Loyalty 2]
Alex Richter [Connection 6, Loyalty 1, Mr. Johnson/Government Agent, SR5 p391]
Notes: Alex is a human male in his late-50s, though he has likely undergone leonization treatment as he seems to have amassed skills and knowledge far beyond what his age would allow. Of African American heritage, he always wears a black suit with a white shirt and a black tie as well as the stereotypical dark sunglasses common to government agents. His past is as much of a mystery as his present and he has an annoying habit of of appearing out of nowhere for physical meets, but his information is always rock solid.
Ryan was first contacted by Alex after accepting a contract on a prominent city official; he paid handsomely to obtain a hard copy document located in a secure safe in the targets office. The two are strictly business associates, though both have benefited from each others skill sets and knowledge on various occasions.
Maria Wescott [Connection 5, Loyalty 2, Fixer, SR5 p389]
Notes: Maria is an Elven woman in her early 30s with former ties to the Rinelle ke'Tesrae movement. She deals in merchandise as much as she does information, and can usually be found in her Tacoma warehouse conveniently located near both Fort Lewis, the port of Seattle, and Sea-Tac airport. She often wears the latest in both high-fashion outfits and military equipment, as she claims to only sell gear that she can personally vouch for.
Ryan overheard Maria's name while he was still with the Rinelle ke'Tesrae in Cara'Sir, and looked her up when he made it to Seattle given the similarity of their history. The two aren't close, but they have a solid working relationship and Maria has provided several exotic materials and pieces of equipment when a contract has called for it.
[spoiler=Character background]
BACKGOUNDRyan grew up in the city of Cara'Sir, formerly known as Portland, located on the nothern border between Tir Tairngire and the Salish-Shidhe Council. His parents were moderately well to do and worked for Telestrian Industries until the Crash of '64; they were both online when the Jormungand virus was released upon the world, and neither of them returned to their 8 year old son who was waiting patiently at home that day.
The combined ravages of the Crash virus, three AI duking it out in cyberspace, and the agents of GOD fervently trying to contain the chaos on all fronts all conspired to erase the entire lives of millions of people from various databases around the world. Ryan soon found himself thrown out of the corporate home he had known all his life, a victim of the ruthless efficiency of megacorporate bureaucracy. While he was not used to having to fend for himself, never mind surviving on his own on the mean streets of Cara'Sir, he quickly discovered that he had a knack for remaining unseen and became a deft pickpocket in a very short amount of time. After several months living by his wits and natural abilities alone he had settled into a routine of sorts, and then he Awakened; alone, afraid, and with no concept of what magic was and how it affected him beyond what he'd seen on the trids, it was during this trying time that Wolf reached out to the young boy for the very first time.
In Wolf, Ryan found a kinship he had never known in the strict, corporate family unit, and his new-found mentor helped the boy understand his Awakened abilities. In short order Ryan discovered that his magic was inwardly focused and could tremendously enhance his already remarkable physical abilities, and over the next several years he formed a strong bond with his mentor spirit. Wolf taught him how to hunt by stalking his prey for days, searching for weaknesses and patiently waiting for the right opportuniy to strike, as well as how to use the conditions of his environment to his advantage. With magic coursing through his veins and ancient knowledge in his head, Ryan began moving up the food chain of Portland's underworld.
By age 18, Ryan had assumed the street name of Fenris, partly in honor of his mentor and partly due to a fascination with Norse mythology.No longer a petty thief, he had became involved with the underground resistance movement Rinelle ke'Tesrae both as a physical infiltrator and a competent combatant. While he believed in their cause at first, having seen the oppression the Council of Princes imposed on its people first hand, the fascination faded as time went on and the activities of his cell became more and more vicious. Fenris was not one to shy away from violence given that Wolf had taught him how to kill, but slaughtering people indiscriminately was a different story. After witnessing the results of a particularly bloody bombing that left hundreds of civilians killed or wounded, all just to kill one man, Ryan decided to leave the movement and CaraSir all together.
With most of his savings spent on a forged SIN and a reliable coyote, he set out for new hunting grounds where he could make his mark on the world on his own terms. Within a few months he had found a new home in Seattle, the city of Shadows, where a man of his particular set of skills is always in demand. As an infiltrator and contract killer, Fenris has begun building a reputation as a precision operator who leaves no collateral damage behind, and in honor of his mentor spirit Fenris always leaves a hand carved wolf's fang on his targets.
[/spoiler]
[spoiler=Rules and dice pool references]
For the record, I am more than happy for the GM to make rolls on my behalf if necessary; with only one point of Edge I will be saving it for a Hand of God use if that should ever become necessary.
General CombatInitiative: Reaction 7 + Intuition 5 = 12+4d6
Damage Resistance (Infiltration): Body 4 + Chameleon Suit 9 + Ballistic Mask 2 + Forearm Guards 1 = (16-AP)d6
Damage Resistance (Street): Body 4 + Bike Racing Armor 8 + Bike Racing Helmet 2 + Forearm Guards 1 = (15-AP)d6
Surprise: Reaction 7 + Intuition 5 (+ Perception 3/+ Ambush 6) = 12d6 (15/18d6)
Note: Character always gets perception test against surprise due to Combat Sense, threshold set by GM
AttackGrenades: Throwing Weapons 1 + Agility 7 = 8d6 (threshold 3 to avoid scatter, 1d6 - Hits otherwise)
Remington Suppressor: Automatics 1 + Agility 7 (+ Take Aim 1 + Laser Sight 1) = 8d6 (10d6)
Unarmed Attack (Nerve Strike): Unarmed Attack 6 + Nerve Strike 2 + Agility 7 (+ Charge 2) = 15d6 (17d6)
Unarmed Attack (Shock Gloves) Unarmed Attack 6 + Agility 7 + Touch-Only Attack 2 (+ Charge 2) = 15d6 (17d6)
DefenseMelee: Reaction 7 + Intuition 5 + Combat Sense 3 (+ Unarmed Combat 6) = 15d6 (21d6 [Physical 8])
Note: When blocking in Chameleon Suit, Shock Weave takes effect if 2 hits (not net hits) are rolled; damage is 8S(e), no AP is given but is presumed to be -5 as per other gear-based electrical attacks
Ranged: Reaction 7 + Intuition 5 + Combat Sense 3 (+ Willpower 5) = 15d6 (20d6)
Non-CombatConcealment (SR5 p136, 419-420): Palming 5 + Agility 7 + Nimble Fingers 1 = 13d6
Climbing (SR5 p134): Gymnastics 1 + Strength 4 (+ Gecko Tape Gloves 2) = 5d6 (7d6), +1/2m/1m/2m per hit depending on method
Detection (SR5 p135-136): Perception 5 (+ Visual 2) + Intuition 5 = 10d6 (12d6)
Note: Character has a Rating 3 Ultrasound Sensor set to passive mode to detect potential motion sensors in order to sneak past them (SR5 p361)
Jumping (SR5 p134-135): Gymnastics 1 + Agility 7 = 8d6
Infiltration (SR5 p136): Sneaking 5 (+Urban 2) + Agility 7 + Catlike 2 (+ Chameleon Suit 2) = 14d6 (16/18d6)
Note: With Wireless enabled, Chameleon Suit, Thermal Dampening, and Ultrasonic Noise Generator all provide +2 dice against normal detection, thermal sensors/vision, and ultrasound sensors/motion detectors, respectively. Also note that due to Traceless Walk opponents are at -4 to hear character and -2 to track the character via scent; additionally, the character does not trip ground-vibration or pressure sensors
Lockpicking (SR5 p359-360): Locksmith 4 (+ Maglocks 2) + Agility 7 + Nimble Fingers 1 = 12d6 (14d6)
Navigation: Navigation 1 + Intuition 5 + Sense of Direction 1 = 7d6
Note: Sense of Direction means that character always knows true north and can perfectly retrace his steps
Pickpocketing (SR5 p136): Palming 5 + Pickpocket 2 + Agility 7 + Nimble Fingers 1 = 15d6
Sprinting (SR5 p162): Running 1 + Strength 4 = 5d6, +2m per hit
Tracking: Tracking 1 + Intuition 5 + Mentor Spirit (Wolf) 2 = 8d6
Note: Because of the Signature negative quality, opponents attempting to track the character gets a positive dice pool modifier of (Street Cred + Public Awareness)
ModifiersGeneral Attack (SR5 p176-178/186-188 unless specified)Attacker using off-hand: -2
Attacker/Defender wounded: -Wound modifier
Blind Fire/Fighting: -6
Called Shot (SR5 p195): -4
Melee Attack (SR5 p186-188 unless specified)Attacker making charging attack: +2
Attacker prone: -1
Attacker has superior position: +2
Friends in melee: +1 (or teamwork tests as per p188)
Target prone: +1
Touch-Only Attack: +2
Ranged Attack (SR5 p176-177 unless specified)Attacker is running : -2
Attacker firing from a moving vehicle: -2
Attacker in melee combat: -3
Previously used Take Aim: +1 Dice Pool OR Accuracy (both if using wireless Smartgun, SR5 p178)
Target is running/sprinting (SR5p 164): -2/-4
Defense (SR5 p188-190 unless specified)Attacker has longer reach: - net Reach difference
Defender has longer reach: + net Reach difference
Defender has defended against previous attack: cumulative -1 per prior defense roll
Defender has partial/good cover: +2/+4
Defender in melee targeted by ranged attack: -3 (can result in "Shooting into melee" special rules, p190)
Defender inside moving vehicle: +3
Defender prone: -2
Defender running: +2
Defender unaware: No defense possible (see Surprise p192)
[/spoiler]
ETA:
Added a bunch of general rules references and character-specific dice pools for ease of reference.
Also, this looks like a great team; a little light on Matrix support, but we've got two close to medium range shooters, a social infiltrator and mage, a physical infiltrator and close combat specialist, and a sniper. Should be able to take on some seriously hard targets
