The Package: A Shadowrun RP (interest thread)

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Asclepion

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[HEADING=1]The Package: A Shadowrun RP[/HEADING]
[img/]http://gorillaartfare.com/wp-content/uploads/2009/10/sr_cover_hurri.jpg[/img]​
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(Thanks to hiei82 for his opening post)

[h2/]Game Information:[/HEADING]
The world of Shadowrun is easily one of my favorite settings. Set in the near future, it is a world filled with advanced technology and arcane magics, corporate control and political scheming, subtle maneuvering and blazing gun barrels. In celebration of the upcoming "Shadowrun Returns" video game that was successfully kisk-started recently, I have decided to make an RP as a bit of a primer. Beside that, this little plot bunny has been growing in my head for months.

[spoiler="Summary"/][b/]Summary: "Shadowrun is a role-playing game set in the dystopian near-future of 2074, a world where cyberpunk meets magic, where criminal subcultures rub shoulders with corporate elites, and where advanced technology competes with the power of spells and spirits. It is an age of high-tech lowlifes, shrouded in danger and mystery and driven by intrigue and adrenaline. Those who play in it stand on the edge, always on the cusp of adventure."[/b] - [i/]Shadowrun, 20th Anniversary Edition, pg. 15[/i]

This game will take place primarily in the UCAS (explained below) city of Seattle. You, the player(s) will play Shadowrunners - criminals who work in the shadows cast by immense mega-corporations, powerful governments, secret organizations, and monsters of legend. The story will take place as a conflict between two powerful organizations, both seeking to lay claim to a world changing secret of biblical proportions - with the runners caught in the middle.

This game will be working off the setting of the 4th edition books for the tabletop game, but will not use any of the mechanics and be a purely RP game. To those that know the rules, some of these rules will be expressed within the setting information below (e.g. Magic vs. Technomancy vs. Augmentation)[/spoiler]

[spoiler="Seattle, UCAS"/][b/]Seattle, UCAS[/b]: The game starts in Seattle [http://shadowrun.wikia.com/wiki/Seattle], a city in the United Canadian-American States [http://shadowrun.wikia.com/wiki/United_Canadian_and_American_States] (UCAS) on the Pacific rim. The city is the only UCAS Pacific city and is isolated from the rest of the UCAS by several other nations. The city is the meeting ground of many corporate agendas and, as a result, is home to a thriving Shadowrunner community and is home to 6 million people (only 4 million of them registered citizens) The UCAS is the remnants of the battered United States and Canada, who merged for economic convenience following several devastating civil wars, Native American uprisings, and political assassinations.[/spoiler]

[spoiler="North American History"/][b/]North American History[/b]: North America has had the worst of the last 60 years. From 2012 to 2018, Native American states, suddenly empowered by the return of magic, revolted against the U.S. and Canada, reclaiming great swaths of land. Only the treaty of Denver stopped the fighting, leaving the continent divided. In 2029, the first Internet came crashing down, driving the American Economy into the ground with untold speed. This caused many groups to break away from the beaten U.S., forming several new nations including the Free Republic of Texas, the Free State of California, and the Confederate States of America (CAS).

Canada and the United States, having been pushed to the breaking point, chose to merge into the United Canadian-American States. (UCAS) - using the old American Constitution as a model and incorporating the social programs of Canada. Until 2064, this nation was on the fast track for recovery. Then, the second matrix crash occurred, caused by a rogue A.I., a terrorist organization tied to the worshipers of the Nordic pantheon, and the public offering of a AAA. Once again, UCAS found itself in an upheaval. Fortuitously for the UCAS, no one was spared the difficulties of the second matrix crash, allowing them time to rebuild.

On the other side of the continent, most of Central America - fueled by the correct prediction of the Mayans - reformed into Aztlan, a modern day Aztec nation. The country is easily one of the most powerful, producing more magical goods than anyone else.[/spoiler]
[HEADING=2][b/]World:[/b][/HEADING]

Disclaimer: The world of Shadowrun has more elements than I can possibly explain in such a limited space, so I will explain only the most basic and important elements for ease of understanding. If you have any specific questions, PM me or check the Shadowrun Wikia (link below).

[spoiler="Meta-Humanity"/][b/]Meta-Humanity[/b]: When magic returned to the world, it brought with it many changes. Powerful dragons crossed the skies, claiming vast swaths of land. Dragons, thankfully, are the rarest of entities. The more common races became what is known as Meta-humanity. Some humans were born deformed or mutated into forms resembling those of mythological creatures. Uncommon people became Ghouls and Vampires, Sasquatches and Naga, Pixies and Drakes. Even some animals "awoke" to sentience. The most common expressions however were Elves, Dwarves, Orcs, and Trolls. These 4 races, combined with humans, make up the bulk of the world's population, with less than .5% of all sapient creatures falling into a different species.

The reaction to these different sapient creatures have been many, but most states recognize the equal rights of at least the 5 most common species, with many recognizing the rights of the less common creatures. Only independent nations that were formed for the expression of a specific species do not recognize the rights of other creatures. On the individual level, many organizations have formed to advocate for the rights (or segregation) of the different meta-human groups. [/spoiler]

[spoiler="Governments"/][b/]Governments[/b]: The political landscape of the world has changed dramatically. Government's still have power, controlling the laws of any given land. Organized military's still have far more firepower than the corps, and the many government services and agencies still exist in one form or another. Many services have become privatized such as emergency services to groups like DocWagon (Medical) and LoneStar (Police).[/spoiler]

[spoiler="Corporations"/][b/]Corporations[/b]: In this world, corporations are the most powerful forces on the planet. These corporations are divided into classes - ranging from D Class to AAA Class with AAA being the most powerful. There are only 10 AAA's; each is more powerful than a nation, maintains extra-territoriality and corporate-national dual-citizenship, and produces every good you will ever see. The AAA Mega-Corps are the most powerful organizations on the planet and they will never let you forget it. These ten are referred to as "The Big Ten". Shadowrunners have a love-hate relationship with the corps. On the one hand, the corps and their endless supply of troops are the most likely cause of death for any shadowrunner. On the other, Shadowrunners can only exist because of the covert jobs the corps offer. The Big Ten are (in order of most powerful to least):

1) [b/]Saeder-Krupp [http://shadowrun.wikia.com/wiki/Saeder-Krupp][/b]
2) [b/]NeoNET [http://shadowrun.wikia.com/wiki/NeoNET][/b]
3) [b/]Mitsuhama [http://shadowrun.wikia.com/wiki/Mitsuhama][/b]
4) [b/]Aztechnology [http://shadowrun.wikia.com/wiki/Aztechnology][/b]
5) [b/]Renraku [http://shadowrun.wikia.com/wiki/Renraku_Computer_Systems][/b]
6) [b/]Ares Macrotechnology [http://shadowrun.wikia.com/wiki/Ares_Macrotechnology][/b]
7) [b/]EVO [http://shadowrun.wikia.com/wiki/Evo][/b]
8) [b/]Shiawase [http://shadowrun.wikia.com/wiki/Shiawase][/b]
9) [b/]Wuxing [http://shadowrun.wikia.com/wiki/Wuxing][/b]
10) [b/]Horizon [http://shadowrun.wikia.com/wiki/Horizon][/b][/spoiler]

[spoiler="Religion"/] [b/]Religion[/b]: With the return of magic, religion has taken a turn for the strange. Most faiths have adapted to the presence of magic, changing their views - accepting it when used for good or fighting back against it by declaring it heretical . Some religions, such as Wicca, have grown in popularity as a result. Other religions have reformed, such as the worship of the ancient greco-roman and Egyptian pantheons. Even new religions, inspired by questions of the origin of spirits, have formed. As a rule, nearly every religion (old and new) exists with multiple denominations and views on the source and value of magic.[/spoiler]

[spoiler="Crime"/] [b/]Crime[/b]: Organized crime is one of the few elements of the world that has changed little in the last 60 years. The big players all still exist (The Mafia, the Triads, the Cartel, Yakuza, the Vory V Zakone (Russian mafia), etc) and mostly remain strong where they were before. The only major changes are the Yakuza have expanded aggressively, backed by connections to the Japanese big 3, and the cartel has embraced new designer drugs, better-than-life (BTL) SIMS, and magical drugs.

On the smaller scale however, new gangs form daily. Some form by breaking off from other gangs, some by merging with others, and some grow in power by destroying others and claiming their territories. Most of these gangs form or join alliances and play to the powerful Organized crime lords for protection.

Of course, the most important kind of crime as far as you are concerned are the shadowrunners. Shadowrunners are individuals who hire out their impressive skill set to someone (referred to on the street as a "Mr. Johnson") who needs a less-than legal goal checked off. They get payed to do the dirty work for big companies, big governments, or any one with big-bucks. The advantage they offer is their deniable existence - there is never any proof to link a runner or his group back to the entity that hired them. [/spoiler]

[spoiler="Entertainment"/][b/]Entertainment[/b]: Entertainment comes in many forms in 2074 - if it can be done and someone is willing to pay, there is a buyer somewhere. Entertainment includes:

1) [b/]Nightclubs[/b]: 2074 doesn't sleep much. Clubs run 24/7/365. They range from the traditional techno blasting music clubs to nitche clubs that cater to specific tastes. Some clubs even exist on the Matrix, with exclusive backrooms you need to hack to get into. There are clubs that are private, public, and everything in between - and all of them have backrooms for similarly named deals.

2) [b/]Music[/b]: With so much interconnection across the world, and the low cost to get an instrument, a cultural renascence of music is underfoot. Music of every variety imaginable (and several unimaginable) exist if you know where to look

3) [b/]Sports[/b]: All the classics still exist - baseball, basketball, football, FOOTBALL - each with all the money and fanaticism behind them they always had. New sports, taking advantage of the existence of magic, have also taken root including Urban Brawl, Combat Biking, and Court Ball (Aztec sport like basketball where the losing teams captain is sacrificed)

4) [b/]Simsense[/b]: Simsense has become the future of television and video-gaming. It is completely immersive story telling. You are a part of the story, directing it's actions at the viewers discretion. It affects all 5 senses by plugging directly into the viewers head - with filters available for the less desirable senses like pain.

5) [b/]Trideo[/b]: Simsense is great, but most people don't want to experience the 6 PM news in it. For the average day-to-day, people use Trideo - a digital high-definition 3 dimensional holographic television. It works much like good-o'l TV, providing a simple viewing port to the outside world affecting only sight and sound.

6) [b/]Radio[/b]: Even in the far flung future, radio has it's place. Most of the news, talk, and music is corp sponsored, but independent broadcasters exist, catering to every market.

7) [b/]Advertising[/b]: No discussion of entertainment is complete without advertising. Thanks to Augmented Reality, Advertisements cover the landscape, catering to the specific desires of the user. Traditional forms of advertising still exist, but they are becoming more and more outdated each year.

8) [b/]Fashion[/b]: Fashion has expanded into new ground. With cheap cosmetic augmentations, self-altering clothing, and AR technology to cover yourself in whatever you want - a person can change their entire look with a thought.

9) [b/]Sex[/b]: Nuff said

10) [b/]The Deep End[/b]: Even in the open socially progressive world of 2074, there are illegal activities. The drug trade is stronger than ever - powered by all the classics and dozens of designer drugs all produced with the greatest ease and sold for the highest profit. Simsense has it's dark side: Better-than-Life's (BTL's) - Simsense with all the limiters removed. Why settle for real life when the VR world is so much better. Underground gladiator matches are common enough, and the dark side of the sex trade has only gotten darker.[/spoiler]
[h2/][b/]Technology:[/b][/HEADING]

Technology has advanced dramatically in the last 60+ years. The most notable of these innovations fall into one of two groups: The Matrix or Meta-Human Augmentation
[spoiler="The Matrix"/][b/]The Matrix[/b]: Every device from cars and airplanes to toasters and soy-cafe makers is powered by computers. With a thought, people can start their car, get the latest news, make a hot cup of coffee, or experience the latest SIM (virtual reality movie/game). With a comm-link or augmented eye, information about the world around you is placed before your eyes using Augmented Reality. All of this is possible thanks to "The Matrix" - a wireless computer network that connects people and machines the world over.

There are those that exploit this network for their own gain. These people are called hackers. They come in many varieties, from those that have mastered some specific type of matrix skill (such as stealing data) to those that are jacks-of-all-trades who do a little of everything to alter the matrix world around them. Some specialize in the control and modification of drones - automated workers, soldiers, and vehicles - to do their bidding and those that have mastered the art of cyber-combat, who break into parts of the matrix using programs and avatars of their own design, displaying the matrix world like a complex video game. Beware however, as many a matrix code can affect not just your avatar, but your mind as well. Many people have been found dead, having gone face to face with programs they were ill-prepared for.

Perhaps the most interesting of all things in the matrix is something known as the "Deep Resonance". No one is quiet sure what it is or if it even exists, but there are those that believe it is the matrix made aware - a sapient network. There are many pieces of evidence to support it's existence. Many an A.I. has reported it's presence, and sprites (tiny semi-sentient programs) appear from somewhere. The most compelling of the evidences however is the Technomancer - a person who can access the matrix without a computer. These rare individuals are, for some unknown reason, living, sentient, bio-organic computers, who can create code at will and interact with the matrix on a level that no other person is capable of.

But don't think you have to be born special to bypass the keyboard. with the right equipment - a hot-SIM module - it's easy to access the Matrix directly, creating an Avatar uniquely yours in the online world. Note: Inherently magical creatures (such as dragons) cannot use a hot-SIM module because their magic rejects it. Technomancers also cannot have magical abilities - the two groups of powers are inherently opposed.[/spoiler]

[spoiler="Augmentation"/][b/]Meta-Human Augmentation[/b]: After 12,000 years of human civilization, Meta-humanity has turned its tool making skills upon itself, "improving" the species. 60 years ago, the most advanced piece of augmentation was a prosthetic limb for amputees. Now, there are hundreds of ways in which people have changed themselves ranging from military grade-cyber limbs equipped with the latest weapons to hair augmentation allowing the fashion elite to change their looks at a moment's notice.

Augmentation comes in several different varieties ranging from cybernetic limbs and nano-technology to genetic modification and bioware. Because of these augments, Meta-humanity is capable of feats once thought impossible. Unfortunately, as with all advances, for something gained, something else is lost. For reasons unknown, the meta-human body has a limit to how much modification it can take before psychosis sets in. Those practitioners of the mystical arts say this is due to the loss of bits of the meta-human soul. Scientists believe it may have to do with the body being unable to function with such a limited amount of it's original material remaining. Whatever the cause, the fact remains: you play with your nature too much, and nature takes offense. Augmentations have another major side effect - they reduce your connection with the Astral-Plane and the Deep Resonance. As a result, most Technomancers and Mage's stay as far away from the body-mods as they can. [/spoiler]

[spoiler="Weapons"/] [b/]Weapons[/b]: Weapon technology hasn't changed much in the last 60 years. Guns are (mostly) still projectile based, bigger weapons are still illegal, and most people have little more than a pistol (if that). The only major change has been the resurgence of archaic weapons. With magic able to enchant simple weapons to make them as powerful as a modern gun and the rise of Japanese culture in societies around the world, it's not uncommon to see a person walking the streets with a sword - made of the highest grade advanced materials to be as strong and sharp as steel with half the weight and none of the need for repairs. The other major change is on the high tech end of the spectrum. Energy based weapons are just starting to appear - mostly in the form of laser based artillery weapons, military grade microwave guns, and even rudimentary power-armor. All of these weapons are highly illegal and either still experimental or too heavy for common use (ship mounted weapons being the most common). Electro-magnetic guns are somewhat more common, and Gauss rifles on the street are somewhat more common (though expensive) with Rail-guns the king of war. For now, the bullet still rules the battlefield - just propelled by different compounds/techniques and aided by the occasional katana.[/spoiler]

[spoiler="S.I.N."/][b/]S.I.N.[/b]: S.I.N. stands for "System Identification Number". It represents an account that all citizens (should) have to prove their identity. The SIN connects your work history, education, skill sets, and background. It's all the information a person needs to go to college, get a good job, and settle down with a spouse and 2.3 kids. It is also how the government and corp's track people. If you were, lets say, stealing a prototype weapon from Ares and they picked up your S.I.N. They could use that information to find out everything about you and "serve justice". They are a necessary evil for most shadowrunners. Fortuitously, like any good ID, they can be faked. The quality of the identity varies from maker to maker, but they all serve the function of having the benefits of a SIN, with none of the pesky "hunted down and killed on a street corner" bit. Of course, they are highly illegal. Note: Not having a S.I.N. is akin to being a second class citizen. If you are arrested without a S.I.N... well, due process becomes less important.[/spoiler]

[spoiler="Miscellaneous"/][b/]Miscellaneous[/b]: Many other technologies exist. Drones - robotic servants, workers, and soldiers - help in all manner of task. Cars/trucks are as common as ever. Chemicals and drugs of a million varieties exist - from illegal substances to get you high, to combat enhancement drugs that make you faster, stronger, and deadlier than ever before. If you can think of it, Someone somewhere has it. They only technologies that have truly defied creation are FTL and Cornucopia technologies.[/spoiler]
[h2/][b/]Magic:[/b][/HEADING]

On December 21, 2012, magic returned to the world of man. It, like so many changes, came quickly and without warning. At midnight, the world shook - volcano's the world over erupted, earthquakes, tsunamis and storms appeared, as if to reckon the end of times. And, from around the world, Dragons flew to reclaim their lairs. The Mayan's fifth world had ended, and the Sixth had begun. People with magic are rare and few people can ever claim to have met a truly awakened person. Magic itself however, flows through the world, and people can see its effects everyday - from the images of dragons flying over their lairs to the devil-rats that infest every city.

[spoiler="Sorcery"/][b/]Sorcery[/b]: The most common form of magic is sorcery. Like the wizards of Arthurian legend, Sorcerers use magic by casting spells. These spells can be classified into several groups: Combat Spells, Detection Spells, Health Spells. Illusion Spells, and Manipulation Spells. Combat spells are any type of magic spell that can harm another. Detection Spells, as the name suggests, are spells that use magic to gather information. Health Spells are any spells that repair a living thing. Illusion Spells either manipulate the mind of their target or bend light and sound to create tricks. Manipulation Spells use magic to transform the world around them like the alchemists of old.

One final branch of sorcery is ritual spell-casting. In these arts, magic users work together to control a more powerful spell. with enough spell-casters of enough skill and with sufficient time, a group could destroy an entire city - though the number of mage's required and the amount of draining that would occur would be prohibitively expensive.

Learning to cast requires enormous time, and developing a spell can take years. Most people can never know more than eight different spells from the different schools combined.[/spoiler]

[spoiler="Conjuring"/][b/]Conjuring[/b]: Conjuring is a type of magic where the caster summons a magical spirit to do his bidding from the Astral-Plane. These Spirits take many forms from dragons and phoenixes to lines and tigers and bears (oh my) to kittens; the form subconsciously chosen by the caster. Like spells, spirits have been classified into several forms. Elemental spirits (those of Fire, Water, Earth, and Wind) are the most commonly used varieties, but others (such as Guardian - who defend their summoner, Beast - Spirits of the wild, Man - a spirit of meta-humnaity, and Watcher - spirits who can only watch what happens around them and report to the caster)

Summoning is the most dangerous type of magic as it has the same disadvantages as sorcery, in that it drains the caster, but in that it calls a sentient creature to the Sixth World. Without great care taken when doing the summoning (and a bit of luck), the spirits are uncontrollable, nigh indestructible monsters that hold no love for their caller or those around them.

The advantage of conjuring is obvious: the power. Of all the forms of magic, summoning offers more potential then any. Whether summoning a watcher spirit who will rarely miss a beat or a fire spirit with destructive skills rivaling a tank, spirits are the nigh unstoppable force of the magical world.

Spirits are difficult to control and more difficult to work with. The most powerful conjures rarely know more then five spirits they can call and few can summon more then once before they need to rest. As a result, even the most dedicated conjurers learn some rudimentary sorcery to protect themselves.[/spoiler]

[spoiler="Adept"/][b/]Adept[/b]: The final branch of common magic is the adept. Rather than casting spells or summoning spirits, these individuals internalize their magic and use it to enhance themselves. This type of magic is the most stable, having little chance of draining the life-force of the caster, but have the most limited effects - primarily related to enhancing the persons physical and mental self. A powerful enough and well trained adept can actually rival an augmented super-soldier. The closest historical examples of this type of magic are the holy warriors of ancient Europe, the shaolin monks of China, or the Japanese ninja.

Adept Magic falls into three main groupings - Physical Enhancement, Mental Enhancement, and Over-boost. Physical enhancement primarily deals with enhancing the body. They are used to make a person physically stronger, faster, more enduring. Mental Enhancement is similar to the age old adage "mind over matter". They enhance the senses of the user - giving abilities to see in the dark or dull the sense of pain. The final type is Over-boot. With this form of magic, the adept can push his powers beyond their normal limits - allowing for feats of incredible strength and skill. This form is the most draining and the most risky. it is not uncommon for an adept to kill himself by pushing his limits too much or too far.

Most Adepts have no more then eight abilities, drawn from the three schools.[/spoiler]

[spoiler="Enchanting"/][b/]Enchanting[/b]: It is possible for a mage of any variety to enchant an item to aid them in magical use. these items are called Foci and come in many varieties and forms. Some people use religious symbols while others use weapons. They can be used to increase the strength or duration of a spell, maintain a spell, summon or banish a spirit, or even empower a weapon in the hands of an adept.

Unfortunately, the more complex an item is technologically, the more it resists magical enhancement. A sword or cross is easy to enchant but a gun or cyber limb is all but impossible. What more, to enchant an item requires rare ingredients, making Foci hard to produce on the best of days.[/spoiler]

[spoiler="Drain"/][b/]Drain[/b]: Magic is exceedingly powerful, but it comes with a cost. Whether you're the sorcerer drawing magic from the either, the conjurer calling forth powerful spirits, or the adept internalizing his own magic, the caster risks harming himself with the flow of magic. The only sure-fire way to avoid the draining effect of magic is to not cast. Magic is so unpredictable that even the simplest spells can go awry and knock a caster out. As a result, even the most powerful casters cannot cast more then a few times per day. An adept has it the easiest - avoiding significant risk as long they avoid boosting themselves, but extended periods of magical use fatigues them quickly. Conjurers have the greatest risk. Like sorcerers, they risk drain with every summoning, but should they fail to control the summon and drain themselves too much, they find themselves in the warpath of a living, magical tank with no weapon to defend themselves.

Moral of the story: Don't over do the magic.[/spoiler]

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Character Creation
[b/]Name and/or Alias[/b]: What your character's name? What is he/she called on the streets?
[b/]Age & Gender[/b]: Quite clear I hope
[b/]Race[/b]: Races include Elves, Dwarves, Humans, Orcs, and Trolls. If you wish to be something more exotic (From A.I. to Pixie), PM me for approval.
[b/]Height & Weight[/b]: More simple questions.
[b/]Type[/b]: Just a general description of what your character does (e.g. Adept Warrior, Technomancer Rigger, Street-Samurai, etc)
[b/]Appearance[/b]: What your character looks like.
[b/]History[/b]: What your character has done until now? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
[b/]Reason to be here/things to do[/b]: Why, against all odds, do you want to live in the Shadows?
[b/]Personality[/b]: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
[b/]Notable skills[/b]: Both in combat and outside of it. Do you swing a sword, cast spells, silently sneak around, use big guns and cyber-ware, etc? What do you know - are you a conspiracy theorist, are you a Lovecraft buff? etc.
[b/]Equipment[/b]: Note anything worth mentioning on your character. What weapons you have, what armor, B&E equipment? chemicals? drugs? etc
[b/]Contacts[/b]: In the shadows, its often more about who you know than what you know.
[b/]Other[/b]: Anything else that makes an impact on your character? Character hooks you would like me to try and work in. etc.

_________________________________________________________________________________________________________________________________________

If you have any questions, I encourage you to PM me or leave a post below and I will do my best to answer it.

If you need help making a character concept work, please feel free to ask - I'm always open to try to help someone make a great character.

Shadowrun Wikia [http://shadowrun.wikia.com/wiki/Main_Page]
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
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Asclepion said:
(Thanks to hiei82 for his opening post)
You're welcome!

Also; neat. I'll start working on a character. Any details about the game we should know?
 

Asclepion

New member
Aug 16, 2011
1,423
0
0
hiei82 said:
You're welcome!

Also; neat. I'll start working on a character.
I look forward to reading it.

hiei82 said:
Any details about the game we should know?
The runners have to obtain a package being transported by a convoy of NeoNET trucks. It's much like The Limit of Infinity, with the added complication that the targets of the run are mobile.
 

Tortilla the Hun

Decidedly on the Fence
May 7, 2011
2,244
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0
This looks interesting. It's unfortunate that the previous Shadowrun RPs I was in went south (one in particular went before I could make an introductory post), but with any luck and plenty of effort, hopefully this will be a success (regardless of whether or not I'll be in it).
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[b/]Name and/or Alias[/b]: Scarlet Fever

[b/]Age & Gender[/b]: Mid-Twenties (exact age unknown) and Female

[b/]Race[/b]: Elf

[b/]Height & Weight[/b]: 5ft, 9in and 145 lbs

[b/]Type[/b]: Mystic Adept Huntress

[b/]Appearance[/b]: Scarlet takes great pride in her appearance; both her virtual one and her physical one. While few see real appearance very often, she maintains herself with pride. Her hair is long and golden blood kept straight and in good shape at all times. Her eyes are blue-green and just the right size for her face. She dresses with the latest fashions whenever possible, though wears her "armor" when running. Her skin is slightly tanned.

When running, she maintains an phantasmal illusion spell around her at all times to change her appearance to her stage face. There, her eyes are emerald green and her hair is scarlet. The illusion makes her skin appear unblemished white as though she were a walking Photoshopped model. She wears a custom set of green armor meant to look like what most meta-humans think elves wear; offering moderate protection and maximum maneuverability.

[b/]History[/b]: WIP

[b/]Reason to be here/things to do[/b]: Scarlet lives in the shadows for the glory more than the money (though the money is certainly nice)

[b/]Personality[/b]: Scarlet's stage personality is extremely bubbly; playing to her character to the best of her ability. In reality, she's one of the more intelligent people you'll encounter at least as far as cunning and people skills go. A master actor, she knows just how to twist the way people think to give her an edge. While she's not particularly book-smart, she's as intelligent as any runner when it comes to street knowledge though, as said before, she rarely shows it. She tends to be somewhat conceited with an overlarge ego, but, when it counts, her heart's in the right place.

[b/]Notable skills[/b]: Scarlet's skills fall into one of three categories: her elven survivalist training, her people skills, and her mystic training.

Scarlet's trained for years in the art of survival. She knows how to be stealthy in the extreme in any environment, track nearly any prey over long distances, physically search areas with a glance, and - most importantly - shoot an arrow through a man's chest from 50 yards; and that's before the magic.

Speaking of magic, Scarlet's a shamanistic mystic adept of decent skill. Unlike most of her brood, she knows mostly detection and illusion spells. Specifically, spells to enhance her vision and hearing and illusions powerful enough to bend light. Her Adept talents are similar - focusing on enhancing her vision, hearing and skill set (particularly her bow). Finally, she's made a pact with a single, small summon; a Nature Spirit named "Pigeon". Pigeon takes the form of a number of different birds and acts as the "comic relief" in her broadcasts; often calling out terrible jokes and insults to "lighten the mood" when necessary. His combat skills are understandably minimal and his maximum range is little further than that of her bow. (100 yards with magic)

On her personal skills; Scarlet is an actress at heart. She knows how to read people, bluff her way out of odd situations, intimidate with the best of them, and smooth talk with the best of them. She's quick to use what people want against them; promising them the moon to get what she wants then leaving them with the bag. She also has a talent for coming up with the names of her "next big hit." They are, universally, rejected as exceedingly stupid.

She speaks English, the Elven tongue, Japanese, and the local Native American dialects. She can drive a vehicle, though no better than the average Joe (She could get a license if she wanted)

[b/]Equipment[/b]: In terms of personal equipment, Scarlet owns a black Mirage motorcycle (OOC: think a Kawasaki Ninja) which she's fairly skilled with. She has a high end comm-link, though she has little skill with it aside from speaking through it with others and running her camera drones. Speaking of said drones, she has 5 Eye-Spy micro-drones which hover around and the battlefields/mission areas capturing footage for her trideos.

She owns a large selection of fashionable clothes, though on missions she uses custom armor designed to appear "sexy-elven" while offering not insubstantial protection and mobility. While hardly full armor, it's usually enough to catch a few rounds in a pinch. She carries a high end recurve compound bow; matched to her strength. She also carries a pair of hard knives in the even people get too close.

Off her person, she has a high end apartment in the north of Seattle.

[b/]Contacts[/b]:
Mr. Thompson - "Talent" Agent Extraordinaire: Scarlet's first contact is as much a talent agent as he is a competent fixer. He knows better than most how to get people to act the way he wants them to and always keeps an ear to the ground. Always on the look out for new "faces" for his company, Mr. Thompson knows who to contact for the interesting jobs. Since his boys and girls (and everything in-between) all have a running contract with Horizon, they can do certain jobs cheaper than other runners would. It of course comes with some unwanted press, but since all Johnsons are assured no unaltered footage of them exist, it's yet to become a problem.

Larry Wilcox - Editor: Larry Wilcox may not be a master hacker or technomancer, but he's loyal to a fault and knows his way around the legal side of the Matrix. Larry acts as the prime editor for all of Scarlet's footage and takes a cut from all of Mr. Thompson's clients. Though he remains a freelancer, he only takes jobs from Mr. Thompson these days and therefore may as well. A hopeless romantic, he's always looking to "score" with one of the many trideo stars he edits for; thus far with significantly less success than he'd like.

[b/]Other[/b]:

Here's what I've got so far; I'll finish the rest tomorrow. Basically, she's gonna be a "trideo action star" with her own Matrix series staring her (and the rotating cast of other criminal elements) as they Shadowrun in Seattle.

I'm thinking the series would be called "Shadow Fever" but I'm not sure yet. Basically, she runs to be a TV star for Horizon and, as such, plays to all the tropes for the success of the show. She even does her own stunts (by which I mean shoot people dead with arrows from obscene distances).

Hope you enjoyed!
 

hiei82

Dire DM (+2 HD and a rend attack
Aug 10, 2011
2,463
0
0
[b/]Name and/or Alias[/b]: Scarlet Fever (Real name: Alatariel Coamenel)

[b/]Age & Gender[/b]: Mid-Twenties (exact age unknown) and Female

[b/]Race[/b]: Elf

[b/]Height & Weight[/b]: 5ft, 9in and 145 lbs

[b/]Type[/b]: Mystic Adept Huntress

[b/]Appearance[/b]: Scarlet takes great pride in her appearance; both her virtual one and her physical one. While few see real appearance very often, she maintains herself with pride. Her hair is long and golden blood kept straight and in good shape at all times. Her eyes are blue-green and just the right size for her face. She dresses with the latest fashions whenever possible, though wears her "armor" when running. Her skin is slightly tanned.

When running, she maintains an phantasmal illusion spell around her at all times to change her appearance to her stage face. There, her eyes are emerald green and her hair is scarlet. The illusion makes her skin appear unblemished white as though she were a walking Photoshopped model. She wears a custom set of green armor meant to look like what most meta-humans think elves wear; offering moderate protection and maximum maneuverability.

[b/]History[/b]: Scarlet was born Alatariel Coamenel to a couple living in the city of Cara'Sir (formerly Portland, Oregon) following the rise of the elven state. Her parents were political dissidents, dumped into the walled city following their release from incarceration. They met at her fathers "diet restaurant" (a special kind of restaurant in the city which serves illusionary food - all the taste with none of the calories or guilt). Her mother was an illusion mage of little skill, but she worked the kitchens. Her father ran the business side; knowing how to keep people entertained and busy. The two had little in their lives save each other. In the end, they had a single child which was more than they expected.

Alatariel grew up helping her parents in the restaurant; learning what few illusions and detection magics her mother knew and learning the art of socializing with people from her father. They expected she would one day take over the restaurant since proper schooling was beyond their means. Unfortunately, Alatariel had her head in the clouds from a young age. She didn't want to own some restaurant; she wanted to make it big and star in the trids and sims. She wanted fame and fortune.

She remained in the restaurant, doing her part, until she turned 18. In a moment of freedom. she traveled south to the PCC and the city of lost angels in hopes of making it big in Horizon. Needless to say, she was on of thousands and she had little but her magic and people skills to rely on. This proved insufficient and she scored only the most minor of bit parts. That is, until she met Mr. Thompson. Mr. Thompson, recognizing the potential in her, took her under his wing, promising stardom - but not in the way she expected. He wanted her to become a Shadowrunner star - someone who runs with camera's on her tail, recording everything for the massive crowd of people obsessed with watching such criminal lives.

But, before he could make this happen, she needed to learn. He assigned her a trainer in the martial arts; specifically the elven sort. She was to be exactly what the people expected; a pretty elven face killing people from obscene distances with arrows and magic. Alatariel, with little else open to her, took the job.

Eventually, she made her debut as "Scarlet Fever" and has been running the Seattle streets ever since. She's accumulated a fair pool of resources due to her Horizon contract, but much of it has gone back to her parents, who don't know what she's really doing.

[b/]Reason to be here/things to do[/b]: Scarlet lives in the shadows for the glory more than the money (though the money is certainly nice)

[b/]Personality[/b]: Scarlet's stage personality is extremely bubbly; playing to her character to the best of her ability. In reality, she's one of the more intelligent people you'll encounter at least as far as cunning and people skills go. A master actor, she knows just how to twist the way people think to give her an edge. While she's not particularly book-smart, she's as intelligent as any runner when it comes to street knowledge though, as said before, she rarely shows it. She tends to be somewhat conceited with an overlarge ego, but, when it counts, her heart's in the right place.

[b/]Notable skills[/b]: Scarlet's skills fall into one of three categories: her elven survivalist training, her people skills, and her mystic training.

Scarlet's trained for years in the art of survival. She knows how to be stealthy in the extreme in any environment, track nearly any prey over long distances, physically search areas with a glance, and - most importantly - shoot an arrow through a man's chest from 50 yards; and that's before the magic.

Speaking of magic, Scarlet's a shamanistic mystic adept of decent skill. Unlike most of her brood, she knows mostly detection and illusion spells. Specifically, spells to enhance her vision and hearing and illusions powerful enough to bend light. Her Adept talents are similar - focusing on enhancing her vision, hearing and skill set (particularly her bow). Finally, she's made a pact with a single, small summon; a Nature Spirit named "Pigeon". Pigeon takes the form of a number of different birds and acts as the "comic relief" in her broadcasts; often calling out terrible jokes and insults to "lighten the mood" when necessary. His combat skills are understandably minimal and his maximum range is little further than that of her bow. (100 yards with magic)

On her personal skills; Scarlet is an actress at heart. She knows how to read people, bluff her way out of odd situations, intimidate with the best of them, and smooth talk with the best of them. She's quick to use what people want against them; promising them the moon to get what she wants then leaving them with the bag. She also has a talent for coming up with the names of her "next big hit." They are, universally, rejected as exceedingly stupid.

She speaks English, the Elven tongue, Japanese, and the local Native American dialects. She can drive a vehicle, though no better than the average Joe (She could get a license if she wanted)

[b/]Equipment[/b]: In terms of personal equipment, Scarlet owns a black Mirage motorcycle (OOC: think a Kawasaki Ninja) which she's fairly skilled with. She has a high end comm-link, though she has little skill with it aside from speaking through it with others and running her camera drones. Speaking of said drones, she has 5 Eye-Spy micro-drones which hover around and the battlefields/mission areas capturing footage for her trideos.

She owns a large selection of fashionable clothes, though on missions she uses custom armor designed to appear "sexy-elven" while offering not insubstantial protection and mobility. While hardly full armor, it's usually enough to catch a few rounds in a pinch. She carries a high end recurve compound bow; matched to her strength. She also carries a pair of hard knives in the even people get too close.

Off her person, she has a high end apartment in the north of Seattle.

[b/]Contacts[/b]:
Mr. Thompson - "Talent" Agent Extraordinaire: Scarlet's first contact is as much a talent agent as he is a competent fixer. He knows better than most how to get people to act the way he wants them to and always keeps an ear to the ground. Always on the look out for new "faces" for his company, Mr. Thompson knows who to contact for the interesting jobs. Since his boys and girls (and everything in-between) all have a running contract with Horizon, they can do certain jobs cheaper than other runners would. It of course comes with some unwanted press, but since all Johnsons are assured no unaltered footage of them exist, it's yet to become a problem.

Larry Wilcox - Editor: Larry Wilcox may not be a master hacker or technomancer, but he's loyal to a fault and knows his way around the legal side of the Matrix. Larry acts as the prime editor for all of Scarlet's footage and takes a cut from all of Mr. Thompson's clients. Though he remains a freelancer, he only takes jobs from Mr. Thompson these days and therefore may as well. A hopeless romantic, he's always looking to "score" with one of the many trideo stars he edits for; thus far with significantly less success than he'd like.

[b/]Other[/b]:

And Finished.

Comments/Criticisms/Suggestions/Questions/Requests/Shared Back-stories/etc welcome!
 

Asclepion

New member
Aug 16, 2011
1,423
0
0
avouleance2nd said:
Going to try and get a sheet together but just to ask how open are you to custom/ unique power sets?
I was thinking about trying a version of a character I haven?t used in a while.

Short version is that hurting or healing people using non magical means would charge them up with magical energy to do the opposite, so breaking one leg would give them enough magical energy to fix a broken leg. And vice versa so giving someone an antidote for a poison would allow them apply the same poison to someone else using their powers.
How exactly would that work? I'm willing to consider custom/unique power sets, but I'd want to see how you you explain it in the sheet.

avouleance2nd said:
Also I wanted to ask if you have any more information on the races, as in what makes playing one of them different to being human and what other races are available that aren?t part of the main 5.

Either way I'm going to try and make a sheet just wondering what other options are available.
Shadowrun does have various sub-races, called metavariants. Oni, Dryad, Faun, etc. I will also allow you to play as spirits or robots.
 

drmigit2

New member
Dec 25, 2008
1,195
0
0
Asclepion said:
Submissions are still open.
Making a sheet now, another paranormal investigator, but perhaps with a few more flaws and more shadowrunny.
 

drmigit2

New member
Dec 25, 2008
1,195
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0
Name and/or Alias: Unknown name, Alias: Kreug

Age & Gender: Male with a body of a 23 year old, but his actual age is much older.

Race: Banshee

Height & Weight: Seven feet tall, very skinny, but with all the Cyberware he weighs around 200 pounds.

Type: Paranormal Investigator

Appearance: Kreug is a very tall and lanky man in a black suit with a crimson trim. His body is clearly altered, with his eyes being especially strikingly monstrous in appearance, a piercing black that seems to lack any remorse. Kreug wears black leather gloves, but the gloves have incisions where his retractable climbing claws come out. He isn't above using them as weapons however. Under his suit, Kreug has cyber legs that are designed to be exceptionally limber, he can jump around at ridiculous speeds. Anyone who touches him will also notice he has high durability dermal plating. Kreug's mouth is full of sharp canines though they aren't cyber. His ears are incredibly long and seem to fit his aerodynamic style. Kreug wears a black and crimson Pork Pie hat that covers his stark white messy hair.

Kreug doesn't carry many weapons, mainly using two Colt American L36's with all the fancy decals on them, and a room sweeper shotgun designed to deal with any major problems that come up. All of which are painted a charcoal black to fit his personal image. It seems that Kreug spent a significant amount of time ensuring his appearance was up to snuff.

History: When was Kreug turned from a normal elf into a banshee? He couldn't tell you, nor would he as that could lead to problematic results. In fact, Kreug himself has likely forgot by now, but what he will tell you, is that for a hefty price and some hairs, blood, skin shavings, a wedding ring, or something precious to the person, he can track down and kill someone for you, even better if they are of the paranormal type. He has a policy of absolute discretion and is entirely trustworthy, as long as you remain trustworthy.

The truth is, Kreug was a detective in the police before being turned into a banshee by a crazed elf with a virus. He quickly went into the shadows and found the easiest way to take essence, instead of hunting civilians, was to make some nuyen on the side and hunt those people wanted dead. The best part of being a Banshee is that when one forms a link with another mortal, that person begins to fear the Banshee. It starts out as nightmares, but soon the victim sees the man with a top hat in crimson in every dark room, soon he is being followed and then, absolute horror.

Kreug's nickname came from his retractable claws that he likes using on armed and panicky people. He has been sent against high profile targets and for those he also employs his cyberware, which he gained very slowly and through a ton of hits. Now, Kreug has lost a lot of his humanity and is known to revel in his chases. He doesn't know why he does it anymore, but he doesn't want to lose anymore essence and the only way to ensure he keeps it, is to keep feeding on those who fear him.

Reason to be here/things to do: He is a Banshee, being out in the open is difficult for him because of his allergy to sunlight among many things. Even if he managed to find a way around it, eventually people would question the man who never seems to age despite having worked there for years. And that wouldn't solve the issue of essence feeding. Life is easier in the shadows, to make it simple.

Personality: Kreug on the DnD scale is probably Neutral Evil when on the hunt. Largely selfish and willing to do nearly anything for pay, he delights in his job and is almost inhuman now. That said, he doesn't mind human interaction when he is off the job and is much less serious. Assuming people can get past the fact he is a banshee, then all should be well with him. He is also known to pass on his virus to others if they wish, he won't do it to the unwilling or undeserving, but might offer it if he respects you. At this point, he considers being a Banshee a gift, rather than a curse.

Notable skills: When Kreug makes a link with a person, it's almost as if he is a magnet with an opposite polar one close by. He is drawn to the target from wherever he might be and is capable of marking out a general direction at all times. The target however, is plagued by constant nightmares and is effectively unable to sleep. This is his most powerful weapon as this can be used to take out prime targets. The drain takes a lot out of Kreug but can pay off massively in essence if he can kill the person himself. Thus, Kreug never tracks more than one or two targets at once.

Outside of this, Kreug is a sneaky bastard who likes to abuse his claws and legs to move around undetected, then once he gets a good positioning, he wreaks hell with his pistols and everyone is dead before people can react. Kreug is an expert at finding information, killing important people, and disabling others. All with a massive ability to regenerate any damage very quickly. He isn't afraid of getting shot, and is immune to poisons. After all, how can one kill what is already dead?

Equipment: Two high power pistols, one high power double barreled shotgun, both hands have retractable claws, cybernetic legs, cyber eyes(Flash/thermal, 5,10,15 times enhance, and low light), dermal plating, and a few cigarettes.

Contacts: The name Kreug is often passed around to those who might need killing. Contacting him means one must talk to Markoney, which is actually just Kreug under an alias. Markoney takes the material and money, and gives it to Kreug, which is also just himself, and that is how the transaction is made. Kreug does know one actual person, another vampire who is into illegal cyberware and can get him just about anything, though at an inflated cost.

Other: If Kreug doesn't kill someone once a month through the link affair, he will go absolutely batshit crazy and will maul someone to death just to steal their essence. It's a nasty affair and happens gradually, he isn't a fan of it and prefers to try and kill once every other week. It is also worth mentioning his terrible allergy to sunlight and his massive weakness to wooden weaponry.