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Kingbrendarr

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« Reply #120 on: <04-12-13/0954:20> »
I am itching to play my gunslinger if you have room for more violence.  (home now so here goes )

The Basic backstory is something like this,

It seems almost cliche to point out that a person with authority issues and a tendency to quickly escalate to violence would wind up spending time with gangs. Aliah is not the exception to this rule having made money as an enforcer and bodyguard for a number of gangs, runners, and even local punk bands. Lately she has been working for a place to sleep at a commune of punk artists and musicians that share common values and faith or lack their of. With this commune steering her distinct style and her natural habits of gun related violence she has grown a bit of a reputation on the street opening doors to working for Johnsons that want to make a statement or just want someone to be shot with a lot of bullets to be sure the job is done. Aliah is an adept but she credits her religious belief for her mystical side and not an awakened nature. 

if that is sufficiently interesting I will work on getting her stats posted. 
« Last Edit: <04-12-13/1128:58> by Kingbrendarr »

Ren

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« Reply #121 on: <04-12-13/1058:37> »
OK, here's an outline for the background. Character is an ork weapons expert with military and mercenary background. Will finish statistics at the weekend and post the sheet in Black Book.

Brian comes from a family in Auburn where tradition expects all male members to pursue a military carrier. He and his two brothers enlisted at 16 in the UCAS military. After training and 3 years of service Brian wasn't satisfied. He wanted more action and less drills, parades and catastrophe-containment. So he quit. Luckily Ares Arms was in the process of forming a mercenary company headed for the Yucatan-Aztlan conflict. The following year has seen Brian fighting in the jungle. His unit was good, and they were very good friends.
When returning from a mission the unit got on a minefield by accident. Brian lost his best buddy there, along with 3 other from the unit. He also stepped on a mine but survived, however he lost multiple limbs there. Ares Arms deemed him an asset not to be lost so they performed surgery, installing cybernetic replacements, including the right arm of his buddy. Brian spent the next five years in the mercenary company, paying back what he owed by fighting in wars and in the shadows. When his contract ended he felt he had enough of wars for the rest of his life and he retired back to Auburn, back to the family.
From then on, he did the occasional job in the shadows, as well as sometimes a perfectly legal guard job. He helps his family wherever he can.
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Kingbrendarr

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« Reply #122 on: <04-12-13/1138:01> »
lots more than the fighting but she like to live in the stereotype that she is that shallow 

I edited the previous post with some background

Sichr

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« Reply #123 on: <04-12-13/1458:00> »
The mechanic isn't a "gang mechanic", he's getting paid to discourage some gang (I didn't want to use a major one since one person couldn't really discourage the big ones from anything) from stealing from the guy--basically still kind of in the security business.

I was thinking that one of those few kind souls "took pity" and set him up with the "fixer" to get him out of town. He's since basically done a few favors to get further onto the guy's good side.

LOL
last kind people around I can remember were from Universal Brotherhood. IF fixer made contact with you, it was because of professional interrest. It is possible, that after learning of your condition he gave find the place for you to stay low and recover your strenghts, well he did so with purpose on mind. You are notjing but the tool he has in the reserve. Would this be acceptable for you?

Any runner is just a tool for the big-wigs in the shadows. :P

Just keep in mind also that I wasn't saying the Fixer was the "kind soul". There are still good people in the world who will help someone if they (or someone they know) can. :)

I admire such belief, and I keep it in me IRL also, but in shadowrun, such faith will be your fall. BUT. You made me currious. Who are those kind souls? (BTW that Mechanic is free contact from now on). Also...Any Gang knowledge?

Kouryuu

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« Reply #124 on: <04-12-13/1827:27> »
Will be leaving for germany tomorow morning,not sure i will have internet on the trip, so expect my full char up on thuesday.

as i have to redo it in the new system - basic 750 build + 250 karma after creation rules.
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« Reply #125 on: <04-12-13/1930:32> »
Having this much karma to spend is fun. 8D Buy all the drones! Should have a final-ish version up tonight. Here are the 20 questions if you still need them, Sichr.

We are shaped by our heritage. Facial features, skin tone, height, build, metatype, even aptitudes are influenced by the genes passed from parent to child. Attitude, too, is taught by parents, informed by their own lives and their cultural heritage. Where does your character come from, what is her lineage, who were her parents, and what did she inherit from them?


Parents can be proud of their children or regret ever bringing them into the world. Some are loving, and some are indifferent. All of them are only metahuman and have their own opinions of their children. Assuming they could speak, what would each of your character's parents say about her?


Many people remember certain historical events for the rest of their lives. For those alive in the first decade of the 21st century, it could be the assassination of John F. Kennedy, or the Tiananmen Square protests, or the fall of the Berlin Wall, or the attack of 11 September 2001. People remember where they were, and what they were doing when they first heard of these events. Shadowrun history has significant events as well, such as the assassination of President Dunkelzahn, the Crash 2.0, and the emergence of technomancers and artificial intelligences. Pick a few events from recent Shadowrun history and ask where the character was at the time, what does he remember about the event, and what was he doing at the time?


Very few people choose to become shadowrunners. More likely, they are thrown into the life by a chaotic and uncaring world. Even if she made a conscious decision to enter the shadows, her decision is influenced by the world around her. How did your character get into shadowrunning, and why did she take that path?


People have control over their own living arrangements. From the child young enough to use crayons and tape all the way up to the elderly shut-in who plasters her walls with family photos and cat pictures, everyone makes their living spaces more personally pleasing. What is your character's living space like, and what has he added or changed to make it his own?


Everyone has beliefs, and many beliefs strong enough to be convictions. Some are religious, some are political, some are social, and some are just about why people are here. What does your character believe in, what are her convictions (if any), and why does she hold them?


Everyone has aspects of their personality that grate on someone. Even the best of friends annoy one another from time to time. The flaws in a person’s character are as important as the qualities. What do you dislike most about your character’s personality?


The Sixth World is considered by many to be spinning out of control. If anyone could exert control over it, it would be the “Big Ten” triple-A mega corps. These transnationals exert a lot of influence on everyday life in the 2070s. Which of the Big Ten does your character hold in the highest (or least low) regard, which does he like the least, and why?


People make acquaintances and friends; we’re hardwired for it. Humans are social animals. This is especially true in the shadows, where often it is not the power you have, but the power you can borrow, and not who you, are but who you know. There’s a story behind each and every one of these relationships. What is the story with your character and her contacts?


It’s Sunday morning, and your character has no commitments until tomorrow afternoon. What does she do for the day?



Your character has a specific skill set, a list of Active and Knowledge skills that define what she knows and her areas of expertise. How did she come to learn those skills, and how did she develop them to those levels?


Everyone has their limits. People can be dark, but most people’s instinct is to draw the line at certain actions and thoughts, and they keep to their own moral convictions. Is there a moral limit that your character enforces on the jobs she takes, and in what shadow work would she refuse to engage?


If you have an Awakened or technomancer character, consider your character’s tradition and streams. Even within the major established magical traditions and the recently emerged technomantic streams, there is room for personalization. Ask yourself what drew her to that particular paradigm, how does it effect the way she views the world and her magic, how does it translate into choice of mentor spirit or paragon, and how does it affect the appearance of the spirits or sprites you conjure or compile?


While acceptance and bias vary from place to place, augmentations— be they bio-, cyber-, gene-, or nanoware—are increasingly common and available in the Sixth World. However, personal technological enhancement is rarely cheap, and many implants that runners possess are restricted. How did your character come to have the enhancements she has, how were they paid for, and what motivated the choices she made (if she did make the choices)?


Life as a shadowrunner is by definition outside the bounds of “normal” life. Shadowrunners do not truly fit into the lives of ordinary people, whether they live in slums or mansions. What does your character think of ordinary life, mainstream culture, and those who abide by it?


Everyone has nightmares. Sometimes, we forget the dream completely on waking. Sometimes, the nightmare haunts us or even recurs. If your character had a lingering nightmare or a deep-rooted fear, what would it be, and why does he find it so terrifying?


People tend to attach sentimental value to items in their possession or people they are close to. They make an effort to keep these close by and safe. What is your character’s “sacred object” or “close one,” and how did they come to be so important to him?


One of metahumanity’s greatest assets is its ability to look toward the future and imagine a better life. Even small children have dreams about what they want to be when they grow up. What did your character want to become when he was a child, and what are his goals now?


A person’s appearance can say volumes about him. From fashion sense, to the colors he prefers, to the way he walks and speaks. Sometimes, his personality determines his appearance, and, sometimes, the appearance he chooses to present the world affects his personality. What does your character look like, and what inspired his choices?

Everyone has a name, but a runner’s street name is a representation of his connection to the shadows. Sometimes runners choose their own moniker, but more often it is given to them as a nickname or earned through some (mis)adventure. How did your character come to be known by his street name?


« Last Edit: <04-12-13/1933:36> by Twitch »

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« Reply #126 on: <04-12-13/2124:45> »
Okay, here's a background and stats for my rigger. There's no knowledge skills or gear in the Chummer file yet as I'm still fiddling with them, but I mostly wanted to see if there were any glaring holes with the character.

    At 26, rigger and hacker Grey (birth name: Luka Radic) is already too old for this shit. Orks grow up fast, and she grew up faster than most; the child of mercenaries, she spent her youth bouncing around Africa and southeastern Europe with her mother’s company, Kladiva Brigade, in the chaos of the 50s and 60s. By the standards of people who end up shadowrunners, it was a pretty good childhood. Despite her mother’s best efforts, she was never much of a combatant, but she took to the company’s drones like a duck to water, and by the time she was 15 she could service a hovertank like a pro.

    She’s spent most of her career as a mercenary; her mother’s company was torn to pieces by a feral ghoul pack in Nigeria in ’66, and as a result Grey prefers to remain independent and move between organizations rather than get too attached. She took up hacking on the side to float her between merc contracts, but rigging is her first love and primary skillset.

    It was a good life, all things considered, and the bloody Emergence of 2071 turned it upside down. Grey’s technomancer abilities started to appear fairly soon after the second Crash; with a merc’s instinct for self-preservation, she was bright enough to keep her mouth shut and managed to fly under the radar for a few years. After the existence of technomancers became public knowledge, it was harder to hide; in 2072, the company she was with at the time found her out. A combination of luck and paranoia got her early warning to their plan to sell her brain to a corp, not necessarily with the rest of her attached. She found the company’s biggest enemies and told them everything she knew as revenge, and then went to ground. The payoff from delivering her former employers in a neat little gift-wrapped box was more than generous enough to get Grey and most of her gear safely to Seattle, on the other side of the planet from a very pissed-off merc captain.

    Unfortunately, to anyone who doesn’t know the whole story, which is almost everyone, it looks like Grey sold out her unit and ran for it. There’s not a mercenary company in the world that would take her now and most of her old contacts won’t return her calls, so she’s running the shadows as a way to support herself and keep life interesting.

    Contacts:
    Shady Paco is Grey’s fixer. He’s small fry, a long way from breaking into the world of big runs and bigger payoffs, but Grey’s new in town and without friends to make the right introductions Shady Paco was the best she could do. She estimates an 85% chance he’ll be dead of an overdose within 5 years.

    The London Eye are the only people Grey’s still in touch with from her mercenary days, because they’re the only ones who don’t give a damn about the code of honor she smashed into little pieces. They’re a group of hackers and riggers, based physically in Lagos, who banded together to share useful information. Grey’s not a full member, but the Eye are a good place to find work and sell off things she happens to ‘pick up’ on runs.


Ren

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« Reply #127 on: <04-13-13/1750:17> »
OK, here's an outline for the background. Character is an ork weapons expert with military and mercenary background. Will finish statistics at the weekend and post the sheet in Black Book.

Brian comes from a family in Auburn where tradition expects all male members to pursue a military carrier. He and his two brothers enlisted at 16 in the UCAS military. After training and 3 years of service Brian wasn't satisfied. He wanted more action and less drills, parades and catastrophe-containment. So he quit. Luckily Ares Arms was in the process of forming a mercenary company headed for the Yucatan-Aztlan conflict. The following year has seen Brian fighting in the jungle. His unit was good, and they were very good friends.
When returning from a mission the unit got on a minefield by accident. Brian lost his best buddy there, along with 3 other from the unit. He also stepped on a mine but survived, however he lost multiple limbs there. Ares Arms deemed him an asset not to be lost so they performed surgery, installing cybernetic replacements, including the right arm of his buddy. Brian spent the next five years in the mercenary company, paying back what he owed by fighting in wars and in the shadows. When his contract ended he felt he had enough of wars for the rest of his life and he retired back to Auburn, back to the family.
From then on, he did the occasional job in the shadows, as well as sometimes a perfectly legal guard job. He helps his family wherever he can.
Here's the second batch.

First, for Sichr's questions/notices: of course, the mercenary group Brian was working for was on the rebel's side in the Yucatan-Aztlan conflict. Actually sometimes it was more like mercs vs. mercs and the sides there might become blurry but the objectives of the company were against Aztlan targets. Will represent that time by skills, already taken Parazoology, and thinking about Magical Background with toxic or blood specialization. As for Renraku Arcology shutdown, it was in '59, and Brian started training in '62 by my count so catastropy containment with UCAS military was during Crash 2.0

Next, contacts:
Sergeant James Henderson (C2, L4) - Henderson was Brian's commanding officer in the mercenary unit. He still has an active contract with the company. He is a very demanding officer but also very loyal. As he and his unit suffered heavy casualities in the war - not in the least thanks to the surprise minefield - he held the rest of the unit together as much as possible. Brian was the last of the original 10 soldiers under his command as he had to serve those five additional years to repay for the cybernetics. They keep weekly contact if able and come together regularly when the sergeant comes back to Seattle to remember the old friends back in the war.

Chief Warrant Officer Julia Davidson (C3, L2) - Although Julia had an official rank in the company she served more as a liaison between them and Ares Arms. In the beginning, her main role was procuring equipment and transportation. When part of the company was being used in the shadows, she also served as Mr. Johnson, giving the mission debriefing to the selected soldiers. Brian's cybernetics needed maintenance more often and he was used in shadow operations regularly so they built a good work relationship. After Brian left the company they still kept in contact. Julia sometimes still gives work to Brian and she lets him use her talents in procuring equipment.

Keisha Pallin (C2, L3) - Keisha is Brian's favourite niece, born from his 6 years older brother. He always got her some present from where he was on a mission and also supported her studies. She's a talented girl, who studied medical science and became a doctor for the City of Seattle. After practicing for the period required by law she almost immediately went to open a small street clinic in Auburn, trying to help the neighbourhood and the family. Althogh having some problems with keeping the clinic working she is determined to continue.

Liutenant Kevin Jameson (C3, L2) - Kevin is a Knight Errant officer working in Auburn precinct as an investigator. He is the kind that knows that work has to be done but sometimes it is more profitable to turn the blind eye. They know each other from a case when Brian accidentally helped catch a murder suspect (while running from KE, the suspect shot at Brian - bad idea). Brian let the officer take credit for catching the guy. After a few weeks Brian got in trouble, having trampled a bar in some fight about someone's honor. Kevin helped alleviating the charges. Since then, they are in a mutually beneficial agreement of helping each other out, with some nujen changing hands a few times.

Final batch will be about qualities and stats but i need to work on the latter for a bit.
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Ren

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« Reply #128 on: <04-13-13/1902:11> »
L6 might be a little too much but you're right about L3 being too low, will modify to L5 (and think about L6). Also need to think about the Sergeant going up to L5.
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Ren

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« Reply #129 on: <04-13-13/1922:24> »
L6 might be a little too much but you're right about L3 being too low, will modify to L5 (and think about L6). Also need to think about the Sergeant going up to L5.

I just think that if anyone is going to be Loyalty 6, it's going to be a close family member or a significant other (though, personally, I wouldn't make someone pay points for family).
Usually family doesn't consist of overly useful contacts. In this case, the niece is also a street doc contact which may play a significant part in the game. So if Sichr doesn't say she comes free i think i should buy her as normal. Thats what i would say as a GM too.
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farothel

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« Reply #130 on: <04-14-13/1111:13> »
Here's mine, Sylvia Collindres.  Numbers come in a PM to you, Sichr.

background:

Sylvia was born in Havana, Caribbean League, as daughter of a wage mage and an adept officer in the Caribbean army.  As both her parents were awakened, she and later her two younger brothers were tested as well.  As it turned out only she was awakened, which meant even more tests to see how exactly.  This was not exactly the kind of thing an inquisitive 6 year old wanted to do and it became an almost continuous battle between Sylvia and the mages of both her mother’s company and the army.  She was placed in a special school program for awakened in order to improve on their talents and she did very well there.  In fact, the teachers only needed to explain things once and she could retain them perfectly.  She was also very good with languages, mastering them with ease.

When she hit puberty, she started to think she was ugly and it was at this point she discovered she could change some of her facial features, hair and skin colour and even her voice.  With some of her girlfriends she started using these powers to play tricks on boys.  Halfway through an evening, she would switch with her friend and try to keep the conversation going, even though she didn’t know what was said before.  It was mostly harmless fun, but she got caught a couple of times and due to this a new player entered: the intelligence service of the Caribbean League.  People who could change their appearance and who could retain anything they had seen or heard were not all that common and very useful, so they wanted to recruit her.  Another change she had when she hit puberty was a mild allergy to soy food.  Mostly this was not a problem, but later in life when on mission sometimes it was difficult to get real food.

At first she resisted as she wanted to go to the army like her father, but it became quickly clear that she wasn’t a soldier.  After she became the only one in the history of the military who managed to shoot a fellow cadet standing behind her with a heavy machine gun (luckily with paintball rounds), they made it clear to her that she wouldn’t graduate and maybe to accept the intelligence offer.  This she did and she has never regretted it.  With the intelligence service she blossomed and started to develop her powers in a more structured way.  She also learned unarmed combat to be able to defend herself in a spot where she couldn’t take weapons.  It quickly became clear she was better unarmed than with guns and she even learned a power to dispose of people quickly in a way that reminded one of her teachers, an old man who was born right before the awakening in 2012, of the Vulcan nerve pinch he had seen in some old movies.

In 2061, the now 19-year old Sylvia went on her first mission, getting into the offices of a smaller Japanese corporation to get a couple of chips.  After a stake-out of the corporation, she was able to impersonate one of the employees and get in that way.  This would become her modus operandi for most other missions, only breaking in if there was no other way.

Three years later, in 2064, she was in the UCAS for an operation on foreign soil, when the crash hit.  While she was lucky enough to retain her SIN information, the Caribbean Information Agency (CIA) was hit hard and lost almost all personal data.  Having no other options at that moment, she struck out on her own (taking with her all the equipment they had given her for this mission), using her skills to operate in the shadows all over North America and from time to time abroad.  This was a tough time and at one point she was tempted to try a BTL (with trodes of course, as she never had a DNI implant).  She didn’t know how it was programmed or if there was something with her brain that reacted with the chip, but luckily she had her docwagen contract as she spent the following two weeks in hospital.  When she got out, her first order of business was to track the gang that had sold her the thing and make them pay.  Also also made a pact with herself to never try drugs or BTLs anymore.

Near the end of 2065 she got news that her parents had been killed in a plane crash.  It was the first time since the crash that she was back in the Caribbean League and she was amazed on how much rebuilding there still was to do.  After the funeral she had to complete all the paperwork for the insurance and pension funds.  This left her with the care of her two younger brothers (12 and 15 at the time).  As she was starting to become a name in the shadows in the UCAS, she decided to move there, renting a house in a nicer neighbourhood of Auburn.

There she continued running the shadows and in 2066 she did her first AAA-corp job.  To get in using her impersonation trick, she needed good documents which could withstand any scrutiny.  One of the team members knew someone who could do document forgeries and indeed, the run went without a problem.  Since that time Sylvia always went to her for any document forgery she needed and while she always paid, they got to know each other a bit better.   And if she manages to get her hands on some types of documents (like ID badges and such) she provides her with them or a copy so she can make her forgeries better.

A couple of months later Sylvia and her group needed to get into a building.  Since one of the electric companies was working in front of the building, she put on the charm on the work supervisor there and she managed to get the group in by a hole they had made.  As it turned out, she and this supervisor both liked classical music and they went together to some concerts a couple of times.  They even had a short relationship and while it has ended, they still remain friends.

In 2069, Christine Baynard brought her into contact with a mafia lieutenant who had lost some of the mob’s property to a Yakuza raid.  Not wanting to alert his superiors, he hired her to get the property back, a small but valuable case.  She managed to get the case and the only guard she had to take out she did with her nerve strike and a shot of Lael.  The lieutenant was glad he got the valuables back discreetly and hired her a couple of times, while she managed to get some hard to get items (like replacements for the gear she had taken from the CIA) and modifications to her car through him and his contacts.

Life was going good until early 2070 when her oldest brother, now 20 and a student at the university, went missing.  One night he didn’t come back home and all commcalls went unanswered.  Sylvia went to Lone Star to make a missing persons report but it was clear that Lone Star wouldn’t do much.  She tried to find him herself, even hiring other runners to try to get him back, but to no avail.  From all the clues she had gathered, an incomplete picture started to form.  She now thinks he had become a technomancer and was taken by a corporation.  Now the only thing she needs to find is which one and then turn their research facilities upside down.  For now she keeps a close eye on her other brother who has just started at the university (on a scholarship), making him living with her as she doesn’t want him to live on campus.

During the tempo scare, Diego brought her in contact with James Anderson, the director of the Seattle opera house.  His son had disappeared and he wanted to find him back.  She and two other runners took the job and they managed to find the boy in a tempo house.  They took out the dealers before they brought the boy back to his father.    James also got Sylvia a pass for all concerts in the opera house and they stayed in contact ever since.  She did another run for him when some visiting orchestra members got themselves into trouble, to cover things up.


contacts:

Vincent Williams (35, human male): technical supervisor for one of Seattle’s electric companies.  She met him on a job, but they discovered mutual interests (classical music) and became involved for a short while.  They are still friends.  He can get most building blueprints with all the power lines on it and even the lines of the old wired matrix which are still in a lot of buildings.

 Christine Baynard (27 human female): A good document and ID forger, part of a group of such people.  Sylvia always goes to her for forgeries and if she finds ID badges, tags or things like that during runs she sends them Christine’s way.  Christine (and her group) has contacts mostly in hacker circles, some criminal syndicates who use her group’s services and also with the people in charge of the databases she creates forgeries of (like SIN data).

Diego Nicolo (31 orc male): a mafia lieutenant working for the Finnigan family (one of Jimmy Mac Finnigan’s direct underlings).  She managed to get some stuff back from the Yaks for him and now she works for him from time to time and also gets most of her gear through mafia controlled smuggling operations.  He has contacts within the mafia, some gangs and the smugglers, as he oversees most of the mafia operations in Auburn.

James Anderson (52 human male): The director of the Seattle opera house.  Since the opera house has individual boxes in its main concert hall and those are often used for discrete talks, he knows a lot of the movers and shakers, like politicians, corporate managers, organised crime leaders.  He also knows a lot of people in the classical music business.
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« Reply #131 on: <04-15-13/1017:40> »
Hope your hangover wasn't too bad, Sichr. xD

Ren

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« Reply #132 on: <04-15-13/1237:54> »
Ren
Rigger
Brian
Background = Done
Stats = Pending
??? Err... street sam
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Ren

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« Reply #133 on: <04-15-13/1411:20> »
OK, here's an outline for the background. Character is an ork weapons expert with military and mercenary background. Will finish statistics at the weekend and post the sheet in Black Book.

Brian comes from a family in Auburn where tradition expects all male members to pursue a military carrier. He and his two brothers enlisted at 16 in the UCAS military. After training and 3 years of service Brian wasn't satisfied. He wanted more action and less drills, parades and catastrophe-containment. So he quit. Luckily Ares Arms was in the process of forming a mercenary company headed for the Yucatan-Aztlan conflict. The following year has seen Brian fighting in the jungle. His unit was good, and they were very good friends.
When returning from a mission the unit got on a minefield by accident. Brian lost his best buddy there, along with 3 other from the unit. He also stepped on a mine but survived, however he lost multiple limbs there. Ares Arms deemed him an asset not to be lost so they performed surgery, installing cybernetic replacements, including the right arm of his buddy. Brian spent the next five years in the mercenary company, paying back what he owed by fighting in wars and in the shadows. When his contract ended he felt he had enough of wars for the rest of his life and he retired back to Auburn, back to the family.
From then on, he did the occasional job in the shadows, as well as sometimes a perfectly legal guard job. He helps his family wherever he can.
Here's the second batch.

First, for Sichr's questions/notices: of course, the mercenary group Brian was working for was on the rebel's side in the Yucatan-Aztlan conflict. Actually sometimes it was more like mercs vs. mercs and the sides there might become blurry but the objectives of the company were against Aztlan targets. Will represent that time by skills, already taken Parazoology, and thinking about Magical Background with toxic or blood specialization. As for Renraku Arcology shutdown, it was in '59, and Brian started training in '62 by my count so catastropy containment with UCAS military was during Crash 2.0

Next, contacts:
Sergeant James Henderson (C2, L4) - Henderson was Brian's commanding officer in the mercenary unit. He still has an active contract with the company. He is a very demanding officer but also very loyal. As he and his unit suffered heavy casualities in the war - not in the least thanks to the surprise minefield - he held the rest of the unit together as much as possible. Brian was the last of the original 10 soldiers under his command as he had to serve those five additional years to repay for the cybernetics. They keep weekly contact if able and come together regularly when the sergeant comes back to Seattle to remember the old friends back in the war.

Chief Warrant Officer Julia Davidson (C4, L2) - Although Julia had an official rank in the company she served more as a liaison between them and Ares Arms. In the beginning, her main role was procuring equipment and transportation. When part of the company was being used in the shadows, she also served as Mr. Johnson, giving the mission debriefing to the selected soldiers. Brian's cybernetics needed maintenance more often and he was used in shadow operations regularly so they built a good work relationship. After Brian left the company they still kept in contact. Julia sometimes still gives work to Brian and she lets him use her talents in procuring equipment.

Keisha Pallin (C2, L5) - Keisha is Brian's favourite niece, born from his 6 years older brother. He always got her some present from where he was on a mission and also supported her studies. She's a talented girl, who studied medical science and became a doctor for the City of Seattle. After practicing for the period required by law she almost immediately went to open a small street clinic in Auburn, trying to help the neighbourhood and the family. Althogh having some problems with keeping the clinic working she is determined to continue.

Liutenant Kevin Jameson (C4, L3) - Kevin is a Knight Errant officer working in Auburn precinct as an investigator. He is the kind that knows that work has to be done but sometimes it is more profitable to turn the blind eye. They know each other from a case when Brian accidentally helped catch a murder suspect (while running from KE, the suspect shot at Brian - bad idea). Brian let the officer take credit for catching the guy. After a few weeks Brian got in trouble, having trampled a bar in some fight about someone's honor. Kevin helped alleviating the charges. Since then, they are in a mutually beneficial agreement of helping each other out, with some nujen changing hands a few times.

Final batch will be about qualities and stats but i need to work on the latter for a bit.
Now for the third batch: qualities. (Also modded the contact ratings.)

Positive:
- Biocompatibility (Cyberware) - It was doubtful if Brian could function in the same manner after his accident at the minefield. He was lucky, however, as Ares Arms deemed him an asset to be kept. During the checks before the cybernetic replacement of his missing limbs, the doctors found that his body can handle stress better than others so they didn't have to replace part of his body with cloned tissue, they could concentrate on effectiveness and use cybernetics extensively.
- Restricted Gear (lvl1) - During the period of replacements, Brian requested that the right arm of his teammate, Jimmy, should be used in the process. His request was supported by his NCO, and as the company didn't have to spend resources on new hardware, they gave permission. That arm was a heavily customized 'ware, optimized for military use.

Negative:
- Addiction, Mild (Painkillers) - during the surgery that implanted several limbs in a short time, some unfortunate neural reaction made the use of bigger amounts of painkillers necessary. After surgery, they tried to treat the slight overdosage and it seemed they succeeded. For a few months there was no problem, until a sudden weather change in the jungle caused headaches. Brian needed larger amounts of painkillers than the others and from then on, any but the outside influence made him feel uncomfortable without taking the pills. Brian knew he had a condition and he consciously tries to repress the needs as much as possible. He doesn't want to be a junkie.
- Dependent, Nuisance (Family) - after returning to Seattle, Brian settled back among his family. Most of them being orks, it is a big family, and tradition makes them a tight-knit group. Helping each other is no question. As Brian still doesn't have a family of his own, he often helps out with some things for the families of his 5 siblings.
- Flashbacks, Uncommon (Detonations) - Brian couldn't forget the biggest disaster of his life, the events on the minefield. He still has nightmares where four of his unit disappear in the matter of seconds, including his best friend Jimmy. As a soldier, he knows the difference between detonations and gunshots, so the latter makes no problem. Grenades are a bit iffy though. He practiced but he found that grenades like HE or frag summon the unpleasant experiences. Other kinds are not so bad, they detonate differently. He also cannot stand the nearby use of explosives. He regularly visits a shrink as he strives to overcome this problem.
- High-Maintenance Implant (right cyberarm) - the arm previously used by Jimmy isn't the newest model, and it was also slightly damaged in the detonations. As a result, it needs to have maintenance sessions more often than other hardware Brian uses. He had to learn how to do that himself, as he cannot expect that the right expert will be at hand all the time.
- Records on File (Ares Arms) - it is not surprising, that one of the Big Ten doesn't lose sight of any asset they might use in the future. Still giving work to Brian, they keep track of his life, to be able to use him as they see fit. His regular contact with Julia also helps them in this endeavor.
- SINner (standard) - Brian Holt is a proud citizen of the UCAS. Although he did some work in the shadows, he doesn't follow the example of those that let their past go away. He has a family and he intends to be with them until the Grim Reaper takes him.
"Speech", Matrix, >>Text<<, Thoughts, Astral
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« Reply #134 on: <04-15-13/1830:42> »
Er, I'm a lady, just to clarify. :3 Sounds good! I look forward to posting.

 

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