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Post by Deleted on Aug 29, 2015 1:01:45 GMT
Watch your back Shoot straight Conserve ammo And never, ever, cut a deal with a dragon
The world has changed, some say, awakened… Magic is no longer just for fairy tales. It’s real. While technology has merged with flesh to challenge the strength of old world sorcery. Now people are more than just people; after an unexplained genetic event, some of them have developed traits that have left them labeled as elves, dwarfs, orks, and trolls. And dragons aren’t just in picture books–they’re very real, and they’re running nations and some of the biggest corporations in the world. People call it the Sixth World, and it’s not a friendly place. Mega corporations have ruthlessly consolidated power, and they make everyone, from the lowliest wage slave to the most powerful government leader, dance to their tune. Many people sell their lives to these megacorps, believing they have no choice. But there are a few who have the skills, the guts and the nerve to stay independent, finding a way to live in the gray areas of a world not built for them. They can survive–and if they’re real lucky–thrive in the corners and shadows of the world. They’re outlaws, but they’re tolerated by the powers of the world because they’re useful. They are called shadowrunners. And you're one of them now, so come on Chummer, grab your gear and get a move on, we've got a job to do.
Metahuman Races; Humans; In 2064 Humans are still the most populace race in the world, they were here many thousands of years before the rest of Metahumanity emerged, largely considered to be the "normal" type of Metahuman. Dwarfs; A Metahuman race that first appeared during the Awakening of 2011, shorter and stockier than other Metahumans, upper body is proportionally larger than their lower half compared to baseline Humans allowing them to match or exceed the other races in strength, thermographic vision, average height -120 centimeters. Elves; Metahuman race that appeared during the 2011 Awakening, slightly taller and thinner than Humans, low-light vision. Orcs; Metahumans that first appeared as part of the Goblinization of 2021, ages much faster than other Metahumans, reaches maturity at age 12, average lifespan 35-40 years, taller and heavier than Humans. Trolls; The largest and rarest of Metahumans, Trolls arrived during the 2021 Goblinization event, average height 2.8 meters, average weight 225 kilograms, partially infrared vision, calcified dermal deposits.
Archetypes; Street Samurai; Specialization: Weapons Soldiers, Paramilitary, Corp Security, Street Gangers, Street Sams come from all walks of life, anywhere where violence reigns and where your skill with gun and blade determines your lifespan is a breeding ground for the muscle of the underworld. Cyberware and Bioware are as common as rain, as are the codes of honor many take to. Adept; Specialization: Magic, Melee. The magic wielding version of a Street Samurai, they channel their powers to heighten their capabilities and push their bodies and minds further than any normal Metahuman could, breaking steel with their bare fists and cutting straight through milspec body armor. Decker; Specialization: Computer hacking. Computer specialists able to interface with the Virtual-Reality Matrix through the use of a Cyberdeck and Datajack, skilled at hacking security systems to unlock doors, disable alarms, reprogram turrets and finding valuable information hidden deep within corporate data stores. Rigger; Specialization: Drone control. Riggers are runners who use a Datajack to interface with drones and other forms of machinery, able to use a wide variety of drones to perform a wide variety of tasks to aid the team, they are also able to take control of enemy turrets or other machinery and use them to assist the team. Mage; Specialization: Spell casting. Magic wielders are a rare commodity in the shadows, able to bring the energies of the sixth world to bear, either to buff their allies or to strike down their foes. Shaman; Specialization: Conjuring. A special kind of mage, Shamans specialize on summon dead spirits from the environment, to gather information or allies. Another thing that sets them apart from other mages is their totem, each Shaman has a great magical spirit that guides them, advises them and grants them their power.
Cyberware and Bioware; Cybernetic and genetic modifications are common sights in the shadows, ranging from simple replacement limbs or organs to military grade skin weaves to pheromone enhancements and cybernetic weapons. These modifications cost Essence, a poorly understood magical energy inherent to Metahuman bodies. Replacing limbs and organs incur a loss of essence, limiting the amount of modifications one can have. Essence is also tied to magical abilities, the more modifications one has the weaker your magic becomes. Base Essence: 6.0 Ware slots; -Head -Brain -Eyes -Body -Skin -Right Arm -Left Arm -Cyberweapon(Requires Cyber Arm) -Right Leg -Left Leg
A four player, narrative game set in the cyberpunk world of the Shadowrun universe. Players will form a team of mercenary operatives collectively referred to as Shadowrunners, the team of players will undertake a series of "runs" for their client and attempt to stay alive long enough to get paid. So if crime, magic and advanced technology is your thing then this little romp may be right up your alley. More information about the Shadowrun universe may be found here; www.shadowrun.com/shadowrun.wikia.com/wiki/Main_PageOr you can send any questions you may have to me, I will also be happy to assist with character development. Character Sheet; Player name: Runner name: Race: Gender: Age: Appearance: Personality: Archetype: Equipment: Cyberware/Bioware: Spells: History:
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Post by Lord Harrab on Aug 29, 2015 2:16:36 GMT
interesting. My only exposure to the Shadowrun universe is the recent batch of PC games. But as i've played the shit out of them, plus the chance for elfs, i'll be keeping an eye on this.
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Post by Deleted on Aug 30, 2015 18:34:44 GMT
Equipment and material lists to aid in character creation, please not that these are not comprehensive lists, these are just some of the most common weapons and items to give new players some help, if a weapon, spell or piece of ware you'd like to use is not listed here feel free to ask about it. Guns; Smartlink: A smartlink is a weapon interface that allows a user to jack directly into their weapon, does not provide the same level of cybernetic immersion as a cyberdeck or rigger interface but still greatly increases the users accuracy. Requires a datajack cyberware augment to use. Pistols; Ares Predator; The most popular heavy pistol on the streets. Capacity: Fifteen rounds Browning Max-Power; The primary competitor of the Ares Predator, smaller magazines but high stopping power. Capacity: Ten rounds Ruger Super Warhawk; A powerful revolver, sacrifices versatility for extreme stopping power. Capacity: Six rounds Salavette Guardian; A French competitor to the Ares Predator, comparable performance with a small magazine and a three round burst mode. Capacity: Twelve rounds Fire mode: Semiautomatic or three round burst. Remington Roomsweeper; A rare but powerful side arm, features shotgun spread and punch in a pistol sized package. Capacity: Four shells Fires shotgun rounds. Not smartlink compatible Submachine Guns; Uzi III; The most common submachine gun in the world, popular with gangers, triads and shadowrunners alike. Capacity: Twenty four rounds Ingram Smartgun; Weapon of choice for any street samurai who can afford it. Higher magazine capacity than competitors. Capacity: Thirty rounds Colt Cobra TZ-110 A milspec submachine gun, found on the streets in large numbers. Higher stopping power than comparable guns. Capacity: Twenty four rounds Shotguns; Sawed Off; A pump action shotgun with the barrel sawed off, a popular street modification. Capacity: Four shells Not smartlink compatible Mossberg CMDT; A semiautomatic shotgun, used by both corporate security and shadowrunners. Capacity: Eight shells. Enfield AS-7; A milspec combat shotgun, high capacity and a burst fire mode make it popular with any runner willing to risk being caught with it. Capacity: Ten rounds Fire mode: Semiautomatic or two round burst. Rifles; AK-97; The most popular assault rifle in the world, found on the streets by the dozens in the aftermath of the Eurowars. Capacity: Thirty rounds Fire mode: Semiautomatic or full auto. FN HAR; A popular assault rifle, built for use by CorpSec teams. Capacity: Thirty six rounds Fire mode: Semiautomatic or three round burst. Colt M23; A milspec assault rifle used by both the UCAS and the CSA, popular with runners for its high stopping power and ammo capacity. Capacity: Thirty rounds. Fire mode: Semiautomatic, three round burst or full auto. Melee Weapons; Baseball Bat; A popular weapon among thrill gangers and the Yakuze, even shadowrunners have been known to resort to these classic bludgeons. Machete; Even in a world of magic, cyberware and corporate corruption, few things kill as reliably as piece of sharpened steel. Sword; Katana, dao, scimitar or saber, swords and blades are everywhere in the shadows, from the yakuza and triads, to Buddhist and Taoist monks, even in the 2060s blades are popular with street samurai and adepts alike. Throwing knife; Popular among any group that doesn't wish to carry a gun, in the shadows these blades are most commonly carried by adepts as a stand in for a ranged weapon. Brass Knuckles; They come in many forms but they all serve the same purpose. Popular among street gangers and adepts specializing in unarmed combat. Drugs and Stimulants; Jazz: Originally developed by Lone Star this combat stimulant is popular among runners and thrill gangers alike, taken from a single dose inhaler Jazz greatly stimulates the users adrenal glands, driving them into periods of hyperactivity. When the dosage wears off users generally fall into a period of lethargy, suffering a depressive energy crash. Long term side effects include paranoia, depression, high blood pressure, anxiety and adrenal gland damage.
Effects: Increases movement speed, hyper stimulates the user. Duration: Thirty minutes Aftereffects: Energy crash, user becomes depressive and lethargic.
Kamikaze: A premier combat drug issued in single dose inhalers, Kamikaze closes off the user's pain receptors, leaving them near impervious to pain while also driving them into a crazed frenzy, users show nearly no concern for their own well being, believing themselves to be invincible, shrugging off hits that would kill unmodified Metahumans. In larger doses excitement, tremors, momentary euphoria, and dilation of pupils are all common. Doses bordering on overdose levels can cause anxiety, hallucinations, and uncontrolled muscular movements. Even higher dosages lead to death within minutes. Repeated usage can lead to sever metabolic damage.
Effects: Increases pain resistance, user becomes unconcerned for their own safety. Duration: Thirty minutes
Bliss: A narcotic tranquilizer, Bliss is easily found on the streets both in an inhaled powdery form and in liquid injectors. Generates a sensation of weightless euphoria, numbs the user to pain.
Effects: Increases pain resistance, users become irrationally happy and euphoric. Duration: One hour
Cram: A designer amphetamine, provides user with an energy boost. Generates hyperactivity in the user, reduces accurate risk assessment in the user. Users becoming irrational, paranoid, prone to emotional overreactions, uncontrolled muscle movements and spasms are all common. Severe side effects related to amphetamine abuse are common.
Effects: Increases movement speed, user becomes reckless and prone to irrational behavior. Duration: One hour Aftereffects: Energy crash upon dosage wearing off, user becomes melancholic and drowsy.
Mage Spells; Powerbolt: The basic spell that every mage knows, comparable to a Heavy Pistol in stopping power. Does not effect drones. Uses a weapon slot.
Lightening Bolt: A simple electrical spell, can damage more than one target, stuns. Can overload electrical systems.
Lightening Ball: Explosive electrical spell, stuns. Can overload electrical systems. Area of effect: Two meters.
Manabolt: Powerful magical attack, significantly more powerful than Powerbolt. Does not effect drones. Ignores armor.
Manaball: Explosive magic spell. Does not effect drones. Ignores armor. Area of effect: Two meters.
Flamethrower: Magical stream of fire, ignites flammable material.
Fireball: Explosive fire spell, ignites flammable materials. Area of effect: Two meters.
Acid Stream: Blast of magical acid, erodes armor.
Dispel Magic: Removes magical effects.
Stunbolt: Stuns target. Does not effect drones.
Stunball: Stuns targets. Does not effect drones. Area of effect: Two meters.
Distraction: Distracts target. Does not effect drones.
Blindness: Temporarily blinds target.
Heal Wound: Heals target.
Glue: Temporarily roots target to the spot.
Petrify: Temporarily freezes target in place.
Aim: Magically boosts friendly target's aim.
Strip Armor: Erodes target's armor.
Shaman Spells; Acidbolt: Basic conjuration spell, damages target over time. Uses a weapon slot.
Slow: Temporarily slows target's movement speed.
Armor: Temporarily reinforces friendly target's armor.
Haste: Temporarily increases friendly target's movement speed.
Air Barrier: Simple barrier spell, slows down anyone attempting to pass through it.
Fog: Are of effect spell obscures line of sight. Area of effect: Three meters.
Mana Charge: Draws magically energy to user, boosts power of all spells used while standing in that spot.
Fire Barrier: Barrier spell, damages anyone attempting to pass through it, ignites flammable materials.
Shadow: Creates zone of shadow, nothing inside can interact with anything outside. Area of effect: Three meters.
Mana Static: Scatters magical energy, reduces power of spells used in targeted area. Area of effect: Three meters.
Adept Spells; Killing Hands: Focuses the users Qi into his hands. Passively increases unarmed damage.
Magic Resistance: Focuses the users Qi to repel incoming magic spells. Passively reduces damage from magical attacks.
Mana Fist: Focuses the users Qi into a powerful punching attack.
Stride: Focuses the users Qi into his legs. Passively increases movement speed.
Nerve Strike: Disrupts target's nervous system, reduces movement speed and accuracy.
Pain Resistance: Focuses the user Qi to ignore pain. Passively increases pain resistance.
Mystic Armor: Focuses the users Qi to armor him against incoming attacks.
Decker Gear; Cyberdecks; Renraku Kraftwerk-1: Renraku's best deck, highly popular with runners for being easily modified. Supports four programs and two ESPs. 225 IP.
Fuchi VirtuaX: One of the dominate models in the mid-range cyberdeck market, the VirtuaX is known for offering dependable performance in a solid casing. Supports five programs and two ESPs. 275 IP.
Novatech Slimcase-10: A relatively new model on the market, the Slimcase is tailored to support highly aggressive decking. Supports six programs and three ESPs. 225 IP. Increased Matrix attack strength.
Programs; Shield: Reduces incoming IP damage.
Medic: Heals self or friendly target for 75 IP.
Sniffer: Increases attack accuracy.
Killjoy: Stuns target.
Killer: Powerful matrix attack, inflicts 100 IP damage.
Firewall: Creates Matrix barriers, inflicts 25 IP damage on anything that passes through.
Erosion: Damages integrity points over time.
Degrade: Increases incoming IP damage against target.
Blaster: Area of effect Matrix attack, does 75 IP damage. Area of effect: Two meters.
Decrypt: Background codebreaker program, passively increases hacking speed.
Boost: Background program, passively increases Matrix movement speed. Expert System Programs; Attacker ESP: ESP geared for general combat. Tarpit program: does 75 IP damage across two meters, roots in place.
Assassin ESP: ESP programmed for priority target removal. Killer program: inflicts 100 IP damage to target.
Shield ESP: ESP designed to support decker. Shield program: reduces incoming IP damage.
Exploder ESP: Self destructive ESP. Detonate program: causes 200 IP damage across three meters, destroys ESP.
Rigger Drones; Attack Drones; Strato-9: An old model hoverdrone developed by Lone Star, armed with a semiautomatic turret.
Strato-9 Assault: A Strato-9 with an assault upgrade package, heavier armor and an automatic weapon.
Strato-9 Sniper: A Strato-9 upgrade package designed for long range fire support, armed with a highly accurate magnification turret.
Steel lynx: A popular combat drone boasting impressive ground based firepower, armed with a semiautomatic rifle.
Steel Lynx Roomsweeper: A short range firepower upgrade package, heavier armor than standard variant, armed with a shotgun.
Support Drones; RoboDoc: A common support drone, built in medical programs allow for emergency medical care even while under fire. Manufacturer's warning: This unit is not a replacement for a professional doctor, and should not be relied upon for more than basic medical care.
DrugMule: A modification of the basic RoboDoc chassis, carries drug dispensers and a tranquilizer dart launcher.
Sundowner: An aging hoverdrone that nonetheless still has a large following, equipped with basic medical supplies and a concussion grenade launcher.
Sundowner Assist: A Sundowner variant, carried medical supplies, smoke grenades and a laser designator.
Cyberware; Head Slot; Datajack: An electronic interface system wired into the user's skull, a must have for Deckers, Riggers and anyone who wants to use a Smartlink system.
Essence Cost: 0.5
Brain Slot; Ecephalon: A cybernetic processing unit, greatly improves users ability to process and retain information.
Essence Cost: 1
Eyes Slot; Vision Magnification Eyes: A basic pair of cybereyes, increases both range and clarity of vision. Comes in a variety of colors.
Essence Cost: 1
Laser Designator: A simple cybereye, when activated it paints a target with a laser marker.
Essence Cost: 0.5
BrightLight System: High energy LCD flashbulbs hidden inside a cybereye, when activated it releases a blinding flash of light.
Essence Cost: 0.5
Eye Datajack: A datajack concealed inside a cybereye.
Essence Cost: 0.5
Body Slot; Bone Lacing, Plastic: The bone lacing process(Property of Shiawase Corporation)sheaths the user's skeletal system in a layer of anti-ballistic plastic. Increasing fracture resistance.
Essence Cost: 1.5
Bone Lacing, Kevlar: A more advanced version of the basic Shiawase bone lacing process, sheaths the user's skeletal structure in a kevlar coating for improved protection.
Essence Cost: 1
Reflex Trigger: An electric stimulation system wired into the user's reflexive muscle system. Passively increases movement speed, when triggered allows sudden bursts of inhuman speed.
Essence Cost: 1
Wired Reflexes: A network of neural boosters and adrenal stimulators that greatly boosts the users reflex system. Passively increases movement speed.
Essence Cost: 1.5
Skin Slot; Dermal Plating: A subdermal armor system developed by Renraku, weaves kevlar and ceramic plates under the skin to protect against small arms fire.
Essence Cost: 1.3
Arm Slot; Silver Tech Cyberarm: A civilian-grade cybernetic arm replacement, mimics the form and function of a biological arm. Stronger than a normal arm.
Essence Cost: 1.3
Induction Datajack: Induction pads installed in the hand, functions identically to a standard datajack.
Essence Cost: 0.3
JoltAlert Cyberarm: A cyberarm with a built in electrical stimulation system, if the user is rendered unconscious the system will shock them back into wakefulness.
Essence Cost: 1.3
Skillwires: A variety of readily available programs designed to give the user years of experience performing specific tasks.
-Saeder-Krupp: Passively increases users skill with guns. -Transys Neuronet: Passively increases users skill with thrown objects. -Renraku: Passively increases users reaction times and movement speed.
Essence Cost: 0.3
Cyberweapon Slot: Hand Razors: Modification for a cyberarm, replaces fingers with extremely sharp razor blades.
Essence Cost: 0.5
Wrist Spur: A large blade mounted on the wrist of a cyberarm.
Essence Cost: 0.3
Shock Hand: A reinforced fist for a cyberarm, equipped with a potent electrical system capable of delivering a powerful shock when activated.
Essence Cost: 0.5
Leg Slot; Cyberleg: An Aztechnology cyberleg, popular among athletes for improved movement speeds.
Essence Cost: 1
Hydraulic Jack: An industrial lifting system redesigned to provided sudden bursts of movement. When activated allows a brief moment of high movement speed.
Essence Cost: 1
Bioware; Head Slot; Toxin Inhaler: A genetically engineered poison sack implanted above the larynx, allows the user to spit a potent poison.
Essence Cost: 0.5
Brain Slot; Pain Editor: Genetically modifies nervous cluster to filter out pain signals, popular among professional boxers.
Essence Cost: 0.5
Cerebral Booster: Genetically modifies frontal lobe, causing additional Gyrification. Increases users brain functions.
Essence Cost: 0.5
Body Slot; Synthacardium: Artificially enhances cardiac muscles, enables user to perform strenuous activities for prolonged periods.
Essence Cost: 0.5
Platelet Factory: Stimulates thrombocyte production, speeding blood clotting when injured.
Essence Cost: 0.5
Supathyroid: Artificial thyroid gland, greatly improves metabolic functions.
Essence Cost: 0.5
Skin Slot; Tailored Pheromones: Genetically altered sweat glands passively release artificial pheromones. Subconsciously influencing others in near proximity.
Essence Cost: 0.3
Orthoskin: Weave grafts of sythagen, an organic competitor to kevlar, into the user's dermal structure. Mitigating incoming trauma.
Essence Cost: 0.3
Arm Slot; Muscle Augmentation: Modifies muscle structure to improve physical strength.
Essence Cost: 0.3
Leg Slot; Enhanced Articulation: Lubricates joint surfaces to provide extreme fluidity of motion.
Essence Cost: 0.5
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Post by Deleted on Sept 4, 2015 1:58:01 GMT
Alright the lists are all done, if anyone needs help with character creation feel free to contact me.
I would ask that people stick to the following guidelines for characters;
-No more than one runner of a particular archetype -One to three weapons(includes Powerbolt and Acidbolt spells) -Five spells for magic users -Two drones max for riggers -You can not drop below 1 Essence
Other than that, pretty much anything goes.
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Post by melissia on Sept 5, 2015 20:12:08 GMT
Might be interested in playing a Technomancer if this thing gets off the ground. tl;dr: Technomancers are basically Deckers whose mind is their cyberdeck, a "ghost in the machine" if you will. They draw power from their Essence, and thus can't heavily augment themselves without crippling their power.
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Post by Deleted on Sept 5, 2015 20:23:49 GMT
Upon further discussion, disregard this.
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Post by melissia on Sept 5, 2015 20:29:48 GMT
I'd love to have you aboard Melissa. Unfortunately Technomancers don't start to appear for almost a year after this game's starting point. As the Second Matrix Crash occurs in November and this is taking place in February. Deckers fulfill the role that a Technomancer would however. Hmm. I'll think about it. Really getting stuck on the technomancer idea I had though lol.
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Post by melissia on Sept 8, 2015 1:13:57 GMT
Player name: Melissia Runner name: Alisah "Dragonfly" Yasiri Race: Human Gender: Female Age: 17 Appearance: A swarthy young woman with armpit-length brown hair, amber eyes, standing at about five foot nothing. She looks fairly typical for her age, albeit with no visible cyberware-- and in fact none at all, though whether or not she's hiding bioware in her is another question entirely, but it's doubtful at her age. She is slender and athletic, rather than buxom, physically fit enough to use either of the two stolen heavy pistols she carries, and typically dresses casually so as not to stand out, in jeans, shoes, various shirts, and a basic looking leather jacket, though she also has a set of stolen "running gear" she can wear if she thinks she might get shot at, which consists of a trenchcoat with metallo-ceramic inserts. Personality: Friendly and outgoing when in public, she nonetheless spends most of her private time cooped up surrounded by various forms of matrix-equipped technology. When pressed, she simply says she feels most comfortable around them, much like a pet owner feels around their pets. Her collection of animal-like drones are functional, as well as comforting. Archetype: Decker. Though no one has seen her Cyberdeck... Equipment: Remington Roomsweeper, with a red dot sight attached underbarrel.
Salavette Guardian, with silencer.
Renraku Yokujin: This Renraku drone is about as large and looks very similar to a dragonfly, though true insect flight is still not technically possible, so instead of wings it is equipped with vector trust propellers. It relies mainly on its ultrasound sensor to spot its prey. Once an enemy drone is in its sight, it closes in to pluck it from a wall or out of the air with its claws and shreds it to pieces with its set of vibro-blade pincers. Primarily intended to be her "pet" in-game, more than a functional combat drone, but its "beak" is modified to let it function as a datatap-- a direct link to whatever electronic equipment it's attached to for hacking purposes.
Shiawase Koneko Custom: A specialized drone the size of a small rodent, though with a feline shape. Synth-fur helps it blend in and look like a small animal, so it's far harder to notice in all but the most sterile of environments. Normally, this kind of drone is sold as a pet, but this one has been modified to also serve as a surveillance drone. The custom-made software is actually a Sprite, installed on the minidrone to give it a semblance of personality as well as to control its espionage functions.
Ford LEBO-1 Custom: A repurposed police hoverdrone, this medium-sized drone is designed to assist a police in tazing a target and handcuffing them. It's been modified to carry a submachine gun with an underbarrel tazer, allowing it more versatility. It's armament is lighter than a normal combat drone, but its tazer and manipulator arm both provide enough utility to make up for it. It carries a roll of ten plastic zip-ties that it can apply to stunned targets.
Horizon Truda Custom: A very heavily modified "Truda" brand satchel with shoulder strap. The normal brand contains wiring and batteries within its synthleather body, allowing it to charge up electronic devices contained in it, and can function as a signal booster for a commlink. This one has been specially modified to carry and conceal micro- and mini-drones.
Horizon Armorpunk Line: Sets of clothes which have basic armor woven in to them. Nearly undetectable by normal means, these clothes are fashioned after a gothic punk style, black and red with lots of belts, edgy logos, and accessories, though unlike the modern style, this one does not much lend itself to holes in its baggy black jeans. They do have lots of pockets, at least.
Saeder-Krupp Trenchwarrior V: An armored coat line made popular by a winning Urban Brawl team. Does not look armored on first glance, but does feel armored on a pat-down, it provides substantially more protection than the normal clothing. Cyberware/Bioware: None known. Spells: None known. History: According to Dragonfly, she's a slum-rat who's used her decking prowess to get a better life. However, because of this, she has a bit of police and gang heat on her, and needs the protection of being part of a competent shadowrunner team. Aside from that, she hasn't actually said anything about her past-- and it appears that her birth SIN's records were sealed by Saeder-Krupp, but she's not saying anything about it.
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Post by Deleted on Sept 8, 2015 2:10:49 GMT
Looks great Melissia.
If anyone would like some help creating characters I'd be happy to help answer questions or provide extra information.
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Post by Nepty on Sept 10, 2015 4:22:45 GMT
Dibs on Adept. Looks like Wark has street sam pinned down.
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