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Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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W A R N I N G B I O M E T R I C R E C O N S T R U C T I O N R E Q U I R E D

Please post sheets to the OOC or PM them to me for approval.
C H A R A C T E R S H E E T


Image goes here
Name | Age | Species:
A telling quote


Alias:

Most shadowrunners don't use their real name for various reasons. So what do people call them?


Appearance:

An optional category. If you want to extrapolate on the image above.


Background:

Where they come from and how they got here. I'm not a fine of making a personality section because we should be able to get a good feel of what a character is like from their background.


Skills:

Every shadowrunner has skills that they bring to the table. Some are good at magic. Some are novahot deckers. Others are really good at making things explode. Tell us about those skills.


Equipment:

The tools of the trade that they carry on them. This includes armor, weapons, and the like. You can look at this for reference. This section can be done in a list format if you prefer.


General Nonsense:

Anything else of importance you would like to note.


Hidden 7 yrs ago 7 yrs ago Post by HeySeuss
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C H A R A C T E R S H E E T


Gordon Chen Good-Crow | 33 | Human (Amerind/Chinese)
"No artificial additives, omae!"


Alias:

Chopsticks


Appearance:

Average height, average build, indeterminate ethnic-mix of a few different things. He blends in well enough in Seattle and can pass for Asian or Amerindian pretty easily either way. His clothing tends toward jeans and brown leather work boots, and a fringed brown leather jacket. As Amerindian chic is a look that draws little comment in Seattle, he manages to pass off as a Salish-Shidhe native among those that aren't astute enough to tell the difference, and those who are tend to be other natives who aren't going to tell others the difference. He wears his head in a messy shag that can easily be combed down into corporate respectability, and that's the thing with Chen Good-Crow; he likes to blend in.


Background:

A mixed-race physical adept born to a pair of Berkeley grad students who were both in the engineering and computer programming field, George was raised primarily by his mother in the Free State, who worked for Ares, one of the few non-Japanese Corps in the region. During his teenage years, his mother was fried by Black IC (it was wired matrix back then) and he moved in with his uncle Jiang. During this time, he managed to get into trouble, as a teenager, with the JIS occupation forces, spraypainting grafitti or something of that nature, and he was duly shipped off to his father, a Sioux government-employed programming and security expert in Cheyenne.

Despite being surrounded by very techy parents all his life, he was identified in Sioux nation as having awakened capabilities and he was raised in the ways of the Sioux, which embraced magic to a much greater degree than Japanese-Occupied Frisco ever would. As he grew older, as was the case with any Sioux citizen upon turning 18, he was inducted into the Sioux Defense Force. As a physical adept, once his capabilities were assessed and tested, he volunteered to serve in the Wildcats, the Sioux Nation's special operations unit and border patrol, a unit highly different from its peers in that it integrated shamanistic magic into its arsenal and concentrated on asymmetric warfare methods, particularly as the Native American Nations, which the Sioux were a part of, was surrounded by larger, dangerous neighbors with more developed economies. Platoons of Wildcats operated in a variety of places doing a variety of jobs, particularly during the events surrounding Crash 2.0 in 2064. He doesn't discuss this. It's not common knowledge in the runner community. Braggers tend to be floaters.

Years later, Chen Good-Crow returned to Frisco, after serving his stint, and became involved in the runner world when he hooked up with some of his old buddies from Chinatown. He went SINless and he was part of a team, working for, largely, the Triads. Their last run was a setup; they were being paid to extract a specific person by another corp, but that specific person turned out to be a plant that Mitsuhama was trying to put into Telestrian Industries, whom the team was employed by. While the run was successful, the Mitsuhama agent made things very uncomfortable for Chopsticks' team as they were suspected as complicit in the plot that was primarily the doing of the Johnson, whose family was held by Mitsuhama, and the Telestrian exec that the Johnson conned, who was trying to tie up the loose ends. The team was put into a position of having to bring down JIS heat on them while clearing themselves of the setup; the upshot of it was that they were a little too high-profile to keep working in the Bay Area as they were on the radar.

As General Saito's regime, the California Protectorate, was collapsing, he got involved in work outside of Frisco itself that still required good 'community' connections with both ends of the pipeline. He spent much of 2068-69 doing runs on behalf of elements in the NAN moving weapons and tech from Pueblo territory into Triad hands in Cali, though he avoided the city directly. He suspected an Ares connection, but never dug too deeply -- the pay was good -- and he never asked the Triads what they were going to do with the weapons, even though he damn well knew there was a war between the Triads and the Yakuza in Frisco and LA. Occasionally, some more direct action type operations happened, as well as snatch and grabs. The pay was right and he took it, using his ratlines into the Free States to ship people out -- they were either looking to get out of the Free State or another corp was looking to take advantage of the chaos to take talent from the Japan Corps. Out of a sense of national pride, he didn't feel comfortable working with the Japanese, despite approaches.

When the dust settled, with the heat on a little too heavy for him in Cali, he decided it was time to disappear into Salish-Shidhe lands for a quiet year, letting the heat die down while taking small jobs. All the same, he was contacted there by a Johnson that wanted him to work in Seattle, and is working to put together a team of runners that can carry out this sort of work.


Skills:

As a physical adept, Chopsticks isn't easy to see coming. His reflexes aren't cybered, but he can react in the too-fast ways of some adepts. He doesn't have augments for spurs or something like a street sam, he's able to hit hard, and he is particularly good at counterattacks. His hand to hand is 'elevated' and he is a believer in the element of surprise. He can see in the Astral and engage threats there physically, but is perfectly adept with a firearm. A Street Sam with the right mods is going to be faster and stronger, but not nearly so discreet as Chopsticks can be. As he likes to put it, "No artificial additives, omae!" Unlike a samurai, people don't see him coming. He's not tottering around scanning things and singing "If I only had a heart!"

He speaks Japanese, Cantonese, Mandarin and Lakota in addition to English. Native Japanese tend to get a snotty attitude about his accent though. Too Bay-Area. Most of his experience as a runner is in courier work and extractions of corporate personnel, a sort of forced career move of researchers and other useful personnel assets.

Beyond that, not that he advertises, he was a Wildcat, he's run with some of the toughest hombres in the North American special operations community and holds his own. They're rough, they're tumble, they're not Red Samurai -- chrome out the yingyang is not the Sioux way. Push comes to shove, he's a warrior to the bone and a damn fine shot that doesn't -need- to rely on a smartlink.

Also, he is a really good snowboarder. You never know when that might come up.


Equipment:

- Ares/Colt M1911A1 reproduction with custom work done to it. It's a popular gun out West, so Ares still makes them, albeit with modern materials and modern-velocity loads.
- PDA
- Earpiece for the phone.
- Display for the PDA in his glasses.
- Pretty nondescript street wear, some very discreet body armor.
- Custom fighting knife, made to spec. Weight, grip, blade length and shape all custom.
- Shock gloves.
- Basic fake SIN for "Michael Clear-Skies" of the Salish that gets him around in the most basic fashion. It won't hold up to a deep check.
- Sig M230 (SiG License version of the M23 Colt). Includes a SOPMOD kit, along with Daniel Defense (Ares Subsidiary) RIS and modified adjustable stock. Shadowland may claim M23's are cheap ganger stuff, but what do a bunch of deckers really know about firepower? For when the shit hits the fan.
- Similarly, a multicam plate carrier with various attachments for a SHTF scenario, because it's kind of obvious tactical gear, and even if runners make it chic he avoids. Even in a high intensity situation, he still generally wears a t-shirt and jeans with the web gear.


General Nonsense:

Chen is new to New Reykjavik but has a basically good reputation in the shadows. His biography is not just out there for the reading. He doesn't take jobs with the Japan corps and stays away from wetwork and anything that smells too funny. Wildcats, current and former, tend to shut the hell up about their unit by tradition.

Notable event: While snowboarding and smoking weed near Mt. Shasta, Chopsticks and a Frisco buddy ran into Hestaby, who was very taken with the homemade snowboards. She wasn't wearing a nametag or anything in human form, but it's still a cool story. Few are the people who have snowboarded with a Great Dragon. Or at least, that's what he claims.

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Hidden 7 yrs ago 7 yrs ago Post by Tessaract
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Cait O'Dwyer | 64 | Elf
"If you are gonna shoot at me idiot, make sure you don't miss."


Alias:

Echtra


Appearance:

An amalgamation of flesh and steel it is hard to say what Cait O'Dwyer even looked like before she was reborn as Echtra. A reproduce brutal symmetry that while shaped like something organic, holds a cold and distinctive distance to it, The cyberware itself is mostly uniform in its coloring dark shades of gray and blacks that seamlessly seem to mold and fit together. Most flesh that is exposed when touched is revealed to be a facsimile, an artificial skin graft placed atop of metal. The most distinctively organic piece s that remain are her hair black as the night and kept short to not get in the way, and the eyes which even then flicker and spark with underlying circuitry. But the grey irises speak multitudes in their calm and collective gazes. Clothing that is worn typically matches the already present coloring scheme of greys and blacks, yet during missions all such articles are discarded serving only as a guise upon which the normal world can look without fear, when that world disappears body armor itself becomes clothing.


Background:

Cait was born in the town of Kilkeel, Ireland, to John and Mary O'Dwyer on a rain-drenched spring day in 2011. The youngest of three children brothers Cillian and Emmet, ten years and four years her senior respectively. Like many of the children of Ireland following the Awakening, Cait was one of the many children born with what was rapidly being called Unexplained Genetic Expression. Yet in other places where these UGE babies were met with hate, in Ireland there was still fear but also came a level of moderate acceptance and even pride. That and of course they had more pressing matters to deal with such as continued tensions between the IRA and Ulster Loyalists.

To their credit, John and Mary tried their best to keep their children removed from the conflict. Both Catholic by birth, John - a fisherman, and Mary - a correspondent for the Independent. Both at least feeling no patriotic pride towards what they saw as mostly senseless violence on either side of the damn conflict. Violence which had persisted even after the forming of the United Republic of Ireland in June of 2014. But despite their best efforts when Cillian turned 16, he joined up with the Provisional IRA lead by Liam O’Conner, ‘spike-baby’, an Elf that had been born years before the UGE outbreak having concealed his appearance with a glamor. When Cillian came home, he would enarmor his younger siblings with the stories that he would tell, daring deeds of danger and fought for.’r and adventure against loyalist forces that wanted only to ‘destroy the country which we lov

Tragedy would strike in 2028. Cillian O’Dwyer would be killed in a firefight not by protestants, but by members of the Official IRA, a splinter group that had formed off of the Provisional IRA after discovering Liam O’Conner’s elf heritage, who unlike their brethren held no ties with the United Republic. What was believed to be a peace talk, ended up becoming an ambush and Cillian was killed in the resulting firefight when a bullet ruptured his heart. This tragedy hit none harder in the O'Dwyer family than Cait herself, who inspired by her brother and wanting to follow in his footsteps enlisted with Liam O’Conner’s group soon after at the age of 17.

Here, Cait would prove herself a competent soldier against the Ulster Paramilitaries as Liam O’Conner and his close ally Seamus O'Kennedy were slowly making moves to take control of the Republic. The scandals which came out during this time against both the Catholic church, and the current ruling government only seemed to further instill Cait’s resolve that the decision that she made was the correct one. And on Christmas day of 2034 it seemed that everything that Cillian had sacrificed, and everything that Cait had fought for finally had reached its conclusion as Cait listened on the radio with many of her comrades O’Kennedy’s Christmas speech and the birth of Tír na nÓg.

Like many members of the Provisional IRA, following the establishment of the new government Cait easily found work joining up with the Tir Republican Corps, the so called ‘secret police’ of the new government. Cait would serve with the TRC for roughly a decade and in this time she would see things that would make her question her beliefs. This was not the dream that her brother had died for, a unified and peaceful Ireland where children could live without the fear of oppression or getting killed by an IED. Instead their targets had become the civilians that they once fought for, those that dared to speak out against the rather authoritarian policies of the Tír na nÓg.

In the end it was when issue arose at home that finally caused her to break away. Emmet who unlike Cillian or Cait, stayed at home helping John on his fishing boat and eventually taking it over when he was too old himself to continue, followed the words of his parents and cared very little about politics. This was up until new permit laws enforced by the Tír na nÓg, constricted the rights and livelihoods of local fishing communities including Kilkeel. Emmet ended up organising strikes and protests within the community to secure their rights once more. The TRC was sent in to break these strikes. Cait rather than fighting against her brother and her community, refused to follow a superior's orders. Emmet managed to escape and following the operation Cait was summarily discharged for ‘conduct unbecoming of an officer’.

It would be Emmet himself then that would put Cait in contact with some friends in London, who were able to arrange her for transport to mainland Europe. And so in December of 2044, Cait would leave the country of her birth aboard a cargo freighter, never to return. Cait would find that her skills were in high demand in the vast and deadly world of shadows. A small lifetime of urban warfare being channeled into her new life as a street sam. Typically these were enforcement jobs, times where subtlety wasn’t exactly as valued as no survivors. To keep up with the competition, and in a world where many had distinctive magical edges flesh would be turned to steel and overtime it would be hard to tell where the machine began and Cait ended. Over the next 33 years life would continue, and the jobs would take her all over the world, smattered between small periods of retirement which evidently ended when she got too bored of sitting on her laurels. Throughout it all the name Echtra slowly gaining a legend that expanded way beyond her own control.

An old contact from the Republic of Québec, expanding their business into the greater arctic got word of the Brockengespenst heist, and knew a certain elf that may of be interested. And the rest they say is history.


Skills:

A street samurai and a good one at that Echtra, is a walking avatar of death with enough guns on her person to take down a small army. Good at killing things, protecting people and intimidating folks and not much else. Can't cast a spell, doesn't know much about the Matrix beyond the basics, and your probably better off getting somebody that doesn't look like a death cyborg to seduce your mark. Like many Street Samurai, Echtra plays the line close and hot between having enough Cyberware to beat the other guy, and having her soul be destroyed. Though even from a first glance, it is rather safe to say that what fleshly bits Echtra does still have are for the majority located on the inside. From increased speed, precision, strength, durability and more, the elf seems to have a piece of cyberware for every occasion. The quality of the gear she’s packing is not of inconsequential value either, years of working in the Shadows having providing a diverse and well stocked span of contacts.

Besides basically being the Shadowrun equivalent of a Terminator, Cait history in Tír na nÓg and the skills she learned there often come into play. Feeling much more in home in busy streets and cramped corridors that come from a small lifetime spent learning the ways of urban combat. The tools of the trade of the Provisional IRA are still easily called upon from jury rigging bombs, to integration and intimidation tactics. Time spent, constantly being outgunned and outmanned where your best mate’s mum could just as easily point a gun at you serves well in establishing the high-keyed sense of paranoia needed to live as long as she has as a runner.

Having worked for some time at this point Echtra’s range of associates and circles is rather wide in their berth especially in the Runner world. Out of choice, she doesn't make a habit of relying too heavily on these associations or the weight of a name, - in fact she seems to detest being recognized half the time-, but when push comes to shove and doors need to be opened she is more than willing to squeeze them for what they are worth. Also in her social playbook she can speak fluent English, Sperethiel, and Gaeilge, and for everything else she has a translator built into her cyberware suite.

In summary if you need somebody killed, no matter the why, no matter the reason, Echtra might just be your girl.


Equipment:

  • A metric drek-load of Cyberware
  • Ares "One" Monosword
  • Shiawase Arms Incinerator
  • Onotari Arms Equalizer
  • Remington 990
  • HK XM30
  • Credsticks
  • Form Fitting Body Armor
  • Fake SIN for one Julie McDonald, a private contractor from the United Kingdom.


General Nonsense:

Echtra isn't a stranger to New Reykjavik, but she hasn't visited the city itself in what would be about ten years, the last time she was there having taken a job from S-K to deal with a White Vory smuggling operation that was threatening to destabilize their own business there.

She isn't that hush hush about her past and if you ask nice enough she will tell you about her time in the TRC or the many jobs she's taken on in the years since. Though she tends to have a policy of living in the moment rather than being stuck up on things in the past.

May have a little bit of a death wish. Just a little one.

Hidden 7 yrs ago 7 yrs ago Post by TheUnknowable
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Kyle Sanders | 34 | Elf
"I'm not a hero, I'm not the saviour, forget what you know
I'm just a man whose circumstances went beyond his control"
-Styx


Alias:

Mr. Johnson Mr. Roboto


Appearance:

Almost always wears his comm glasses, which look like mirrored shades with earpieces on a cord coming out of them.


Background:

At one point he was a simple electrical engineer who worked for Renraku. After impressing his superiors with one of the circuits he designed,
They put him in charge of the lab and, in time, an entire research branch. While in that position, he got word that a minor company had created a new quantum decryption circuit that was superior to anything Renraku could produce. He was ordered to acquire the patent through any means necessary and, when the company refused to sell them the patent or the company, he contacted a Shadowrunner that had worked for him before and sent them after the CEO of the company, as he was the one who was most against the buyout. The runner failed and the next night Kyle returned to his office after supper to find a Runner with a gun waiting for him, having made it past security without alerting them.
Kyle thankfully had enough drones in the area to buy himself enough time to get to a safe house. Unsure if Renraku or the smaller company had sent the Runner after him,
he decided to investigate the issue from the other side. He made contact with a fixer he'd worked with before and started his career as a Shadowrunner, providing drone and hacking skills to whoever could pay him.


Skills:

He has a knack for controlling drones, and some programming and hacking skills. He is surprisingly well versed in the way megacorps function, almost as if he used to work for one. He also knows many languages.


Equipment:

  • Ares Redline laser
  • 2 SINS, one Intercontinental for himself, another basic for "Mark Hamill" (because who cares about old scifi movies anymore)
  • Credstick
  • Mortimer of London, Berwick Suit w/ Electrochromic Modification
  • Armor vest
  • Comm glasses
  • 5x "Shiawase Kanmushi" Drones (insect sized spy drones)
  • 2x MCT-Nissan Roto-Drone
  • Steel Lynx Combat Drone
  • Aztechnology Emissary Deck


General Nonsense:

You don't need to know about my past. So don't ask.
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Hidden 7 yrs ago Post by Lasrever
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Alexandra Douglas | 22 | Species: Human
"There's two sides to everything, if you're willing to look."


Alias:

Icarus


Appearance:

At 5'5" and 112 pounds, there's not that much of Alex - She obviously isn't much for throwing punches or lifting heavy objects, anyway. Delicate features and a slight build contribute to the kind of person that perhaps would have been seen as pretty, though not refined enough to be classically beautiful - If it wasn't for the long, pinkish-white scars that mar her face and neck, stretching right down to her shoulder. As it is, she tries to embrace the situation, her asymmetrical hairstyle another reflection of the fact that her two sides don't quite match up. If she can't blend in, then she might as well try standing out.

She carries herself with the the confidence of someone that knows you might be looking at her, and just doesn't quite care. Not actively looking to draw attention, but not too bothered if you'd rather just stare at her than look her in the eye. If anything, she seems to appreciate it - There are advantages to be had in knowing exactly where you stand.


Background:

Born by the name of 'Katherine Peters' to a fairly low-ranking executive at Horizon, Alex's initial upbringing left her fairly well taken care of. An average school, average friends, and boring, average life - At least if you ignored the shamanic traditions her family practised, anyway. The girl had a gift for talk, perhaps thanks to both her media-saturated environment and the shamanic tradition's focus on charisma.

Her mentor spirit, Monkey, only encouraged her in embracing the joy to be found in spinning things around on others.

Once her father figured out her ability to put a spin on things, he'd often come home looking for her take on a report, how to spin things for the best story. Searching for flaws in the narrative, unnecessary additions and possible improvements - While progress was slow at first, the two of them together became a more and more efficient pair, almost every hour of spare time spent in the makeshift media workshop that was the apartment's spare room.

This analytical prowess shone through in her educational skills too - But instead of going for a degree or anything similar, she decided to stick with Horizon and shoot for a job. After all, having a secure job at one of the world's biggest Megacorporations wasn't something to sneeze at, and when evidence of all the help she'd provided so far was presented to the interviewer, she was able to get just that.

Life was pretty good from then on, sitting with a relatively prestigious job and big-city apartment of her own at 20 years of age. Her advancement within the company had been fairly quick, and it only seemed to be getting better as time went on as far as she was concerned. But she was naive, and her aptitude for the camera left her forgetting about corporate politics. In her elation at her progress, she'd forgotten one key thing; There were reasons not to climb too fast.

Reasons that were apparent when, on a road trip out of L.A, a bomb went off in her car. Whatever you might say about shadowrunners, they got the job done. She woke from her coma four months later, with no message or visitors, just a hospital bill and an eviction notice. It was a miracle that she survived, but the wounds from the shrapnel and the crash left the scars that haunt her to this day.

But the lack of reaction from anyone made it clear - Whoever had felt threatened by her, they were either far richer, or far more powerful, enough that she had no chance of getting retribution. And no doubt once they learned of her survival, they'd try again. Luckily, Alex's skills let her convince the poor unsuspecting guy at the reception to change the records. Just one simple change that gave her a chance at a new life.

As far as the world was concerned, that day, Katherine Peterson died.

And a few months later Alex Douglas, illegal Shaman and shadowrunner extraordinaire, was born in the shadows of New Reykjavik.

Over her time as a Shadowrunner, her jobs haven't tended towards the particularly high-profile or prestigious, but she's learned a few good ways to fire a gun - And a hundred better ways not to. After all, every low-level street thug can shoot someone, and life's so much easier when someone else does the dirty work.


Skills:

An expert in everything people, Alex's primary skill set is that of what you'd call a Face. Private personal affairs and secure information are her bread and butter, whether she's protecting them for a price or blackmailing someone with the details of a few sordid affairs - If it's people you're dealing with, she's the type you want on your side.

As a result, most of her talents are directed towards trying to avoid confrontation in the first place, so she's a bit of a talker when she needs to be. Before the whole 'scarring' thing, she'd happily flirt her way to a deal, but even still she can analyse and negotiate with the best of them. Failing that, coercion, blackmail, and lying her way out of a bad situation are just as ideal as far as she's concerned. All it takes is a little persuasion. Failing that, she can always just use illusion magic to help get her way.

That's not to say she's completely useless in a fight, considering her shamanic magic. She isn't the most suited to front-line combat, however, so she'd really rather not shoot at all their problems. Still, when they inevitably get in a fight she specialises in illusion and manipulation. She can heal to an extent, but she sucks at it and nine times out of ten won't waste the energy in a fight. Afterwards, maybe.


Equipment:

  • Defiance EX Shocker x1
  • Colt America D36 light pistol x1
  • Aqua Fictus x1
  • Spellcasting Focus Ring (Illusion) x1
  • Rapid Transit Elite Clothing - Built for those on the move, this stuff is great for comfort and protection while going about all your regular day-to-day activities.
  • Standard Creditstick x1
  • Horizon I.D for 'Katherine Peters', kept hidden for safety reasons.


General Nonsense:

Visited her own grave out of a sense of morbid curiosity once, just for the novelty. Hopefully no-one thought it was too strange that she took one of the flowers that had left there as a souvenir, but she definitely got some mildly disturbed looks from the odd visiting relative.

Her scars tend to itch a lot, but for whatever reason she doesn't seem to look for a way to lessen it. Anyone that asks about it doesn't seem to get a straight answer if they don't know her - But then, at least in New Reykjavik, nobody seems to know her at all.
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Hidden 7 yrs ago Post by snake153
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Elysia Bermine | 23 | Species: Human
"In the land of the blind, the one-eyed sniper is the reaper."


Alias:

Ojancana


Appearance:


Young and slight, Elysia carries herself with an air of wariness. She makes no effort to hide the tattoos on her left arm, a remnant of her involvement with the Crimson Riders; however, she has no desire to speak of those times. Perhaps her most distinctive feature is her eyepatch, an antique rarely seen in a world filled with cyberware. Clothes-wise, she tends to wear muted browns and greys, though she’ll rarely be without her armored jacket, or at least, an armored vest.


Background:

Elysia was born in Chicago to Fay and Jaeger Bermine before the city was widely known as “Bug City”. In 2058, the blockade on the Containment Zone was finally lifted, giving the world a glimpse at the lawlessness and terror that would eventually consume Chicago. Her mother was one of the early casualties as the gang lords of inner Chicago sought to gain influence. Fearing for their safety, her father joined the Humanis State. As he was a skilled mechanic, they were accepted without hassle.

The loss of Fay affected Jaeger greatly and he became withdrawn, turning to his work for solace. As formal schooling all but disappeared in the wake of the chaos, Elysia grew up wild, left mostly to fend for herself. She learned to fire a pistol at a young age for self-defense and spent most days on the street. As such, it wasn’t particularly surprising that she joined the Crimson Riders, a gang associated with the Human Brigade.

Though she was initially patronized due to her young age, she slowly earned respect for her aptitude with a pistol and her calm demeanor in tough situations. After a vicious clash with the Nko-Ga, Elysia was “promoted” and given a sniper rifle, expected to replace their former sniper, one of the many who had fallen in the battle.

Life was relatively peaceful for the next several years.Though border skirmishes were common, things never escalated beyond that. The major powers in the area had established an unspoken, uneasy truce, though no one expected it to hold. Nonetheless, Elysia grew complacent. One day, she was ambushed by a rival gang and left for dead.

As her life faded away from her, she saw a vision of the Rat and felt her wounds healing. Though she was still heavily wounded she grabbed her few possessions and left Chicago, for she was well-aware of the Human Brigade’s anti-magic stance. Since then, Elysia has spent the last four years drifting from city to city, offering her skills as a shadowrunner.


Skills:

Despite her late awakening, Elysia has a knack for magic and her abilities have improved rapidly. Her main strength lies in enchanting, through the expensive reagents and the time consuming process have prevented extensive practice. Still, given time, she is able to create simple potions and enchantments. In terms of spells, she specializes in detection and health.

Though her education is lacking, she has a practical wisdom and a sixth sense for danger, which, along with her skill with both sniper rifle and pistol, have kept her alive on the streets through the years.

Finally, Elysia has a basic understanding of mechanics. Growing up, her home was basically her father's workshop and she naturally learned some skills from watching her father. A dedicated rigger would call her designs crude and hackish, but in a pinch, it is better than nothing.


Equipment:


Ares Desert Strike
Ruger Super Warhawk
Armor Jacket
Enchanting Focus (necklace)
Alchemy Kit
Credstick
Fake SIN for “Leyla Seger”


General Nonsense:

If asked about her eyepatch, Elysia will claims that she keeps it as a reminder of her past negligence. While partially true, the main reason she has not gotten cybereye replacements is that she is inherently uncomfortable with the idea of installing cyberware - not that she'd admit this.
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Arn Einarsson | 26 | Species: Half-Elf
"I would tell you to go to hell, but I do not want to see you there."


Alias:

Aeon


Appearance:

Arn is stylistically a street mage. He wears their stereotypical long coats which ward off the cold and disguise him from prying eyes. When more natural clothing is required, he wears graphic tees and jeans. Shorts are a rarity, if ever. His hair is dyed blue, but only because his hair glows blue when casting spells. It's harder to tell when Arn is using magic when his hair is always the same color. Instead, one must watch his eyes, which also glow brightly when channeling.


Background:

Arn has traveled to many places over the course of his short life. He was born to Einar, a human and Oddny, and elf, who had made their home in the then-Flux State of Berlin. He grew up running the streets of a chaotic microcosm. His friends were drug dealers, shadow-y tech salesmen, and street urchins. By all accounts, he should have ended up as an addict, selling his body, mind, and soul for another dose of Cram.

Instead, his father Einar found employment as a guard working for Sternschutz Security. He was a big man, given some low-tier chrome as part of his job. Once, Arn went wandering through the streets with his father, and became separated. When Einar found a junkie trying to hook his son up on something or other, he separated the dealer's arm from his shoulder.

Nobody tried to sell to Arn after that. Instead, the streets adopted him into their fold. None of the gangs cared enough about him to go after his father, and the unaffiliated were so terrified of Einar that, more than once, Arn returned home with more money than he'd left home with.

In retrospect, Arn should have been killed, or eaten, or mutilated, but he survived through a combination of luck and the watchful eyes of his father and friends.

When the corporate forces invaded in 2055 on behalf of the German government, Einar had been informed in advance by his employers of the event. He somehow managed to leave Sternschutz amicably, choosing instead to return to their home country, partially due to the failing health of Einar's father.

Once in New Reykjavik, Arn resumed his youth, growing from boy to young man. His father cared for his grandfather, and his mother returned to work as a Saeder-Krupp employee. He saw little of his mother after that. If not for the family home passed down through generations, Arn's family would have lived in a tiny corporate-owned apartment.

Then, one day, as Arn left to travel the streets of New Reykjavik on his thirteenth birthday, he accidentally set a cabbage cart on fire. As an elf, he'd known he was likely to have magic, but he hadn't ever expected it to actually happen to him. As it turned out, that cabbage cart was part of a series of carts who frequented the city, and now they were out for his blood.

For months after that, Einar kept Arn inside, shuttered away from the outside world. Arn became more and more rowdy, until he was liable to set the house on fire as well.

On an utterly unimportant day, a small, indo-chinese man knocked on their door. Einar nearly sent the man sprawling until the man, whose name was Talc, created fire in his hand. It took only a short time for Talc to convince Einar of his legitimacy.

From then on, Talc trained Arn. They started in Einar's home, practicing spells under Einar's watchful eye. As Arn's skills grew, he and Talc hit the streets, and Arn found that the cabbage stall was much less irritated with him when he created a new stall for them, bigger and better than the old.

Arn ran the streets with Talc for a decade, learning his craft, talking with the locals, and coming to call New Reykjavik his home. During that time, he lived as a rat. His mother made little money, and Talc was destitute as well. Together, with their illusions and light hands, the pair pulled off plenty of pickpocketing and con jobs on the upper-middle class. Enough to get by.

It didn't last. When Arn was twenty-three, Talc was caught trying to get into a Saeder-Krupp vault. He'd flown too close to the sun. Arn never saw the man again, and he was left to make his own living on the New Reykjavik streets.

Luckily, he'd made friends and built bridges, and while it isn't the easiest living, he manages. He keeps his head down when he can, but is capable of biting wit when required. Recently he made the jump from street rat to shadowrunner, with the promise of a great profit overriding his self preservation.


Skills:

Arn is a well-versed mage who specializes in battlefield control and manipulation. He is primarily skilled in illusions and manipulation spells, though he is competent as a healer and a combat mage. Detection is his weakest category of spellcasting.

Due to his movement throughout various areas of the world as he grew up, Arn can speak multiple languages, including English, French, German, Icelandic, City Speak, and rudimentary Mandarin (which he learned from one of his magical instructors).

Other skills include:
-lockpicking/knot tying
-sleight of hand/pickpocketing
-climbing
-handwriting forgery
-rudimentary hacking/hotwiring
-???


Equipment:

-General Mage materials
-Commlink
-Knife for self defense and carving
-Empty Credstick
-Fake SIN under the name "Kennedy Snow"


General Nonsense:

One day, when Arn was fifteen years old, a little black cat followed him home from his instruction. He's named it Skuggi. It seems to be a fairly magical cat, as he has witnessed it disappear and reappear through doors. Also, it may or may not be immortal, as it doesn't seem to be getting any older as time goes on.
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