Who said running the shadows was easy? Dodging bullets, swords, spirits, and spells just to name a few. Elves, Dwarves, Trolls, even the occasional Dragon can make any Shadowrun go bad. |
| | Gala's Characters | |
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Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Gala's Characters Sun Jan 31, 2010 7:55 am | |
| A little background on me first. Gala is short for Galanodel, which was the name of my first character ever played. She was a female Elf Wizard in a D&D 2.0 game, during a D&D 2.0 New Release Party; a very very long time ago. With that character, and that night, I earned myself some new friends for a table-top session on Sunday evenings in Brooklyn, NY. Galanodel survived that evening, and many subsequent adventures, gaining levels and power, until she had maxed out so to speak at level 20. Several years later, the "High Level Campaign" rules were released for D&D, and the group as a unit opted to break out the retired characters, write a short backstory on what they had been doing, and how their survival had fared. We continued the campaign through level 30, when the DM at the time decided that he was willing and interested in expanding beyond the written rules. We took Galanodel and her team (it was her team by this time) through higher levels, until at some point the DM ruled that Galanodel was powerful enough, with the help of her team, and her prodigious following, to attempt to ascend to Demi-God status. During the process, Galanodel's long lost brother showed up and interfered (yes, he was well represented in their backstory, and he had always been as black as night). The battle for the good of the world that followed was epic by every meaning. The completion of that battle, between Galanodel, her brother, her followers and his, was only concluded when Galanodel committed herself to a suicide mission, she ended her life and in the process ended his. Interestingly, the DM ruled that the success of the mission was enough to complete her ascendancy, and Galanodel arose to take her place among the gods of the world. Thus ended a 5-year long campaign. "Gala" was the short name that her close friends and family called her.
Since the beginning with Galanodel I have tried out nearly every table top game ever invented. My two favorites are Shadowrun and D&D, in that order. In general, I prefer not to bother with any of the other table top games, as they seem to me to be poor replicas of the real thing, at best. Just my opinion, you are all welcome to formulate your own as well. Further, I have played every imaginable character concept in nearly every possible setting. I even once played in an 8-player campaign where we rotated characters each game session (which was an interesting thing to do, getting in to character). I have also played with props, and with DMs who are more than willing to simulate the goings on of the in-game. You may actually have to duck when an arrow flies at your character! That being said, my favorite character concepts usually end up looking like that first Elven Wizard, in whatever game I play. However, I thoroughly enjoy playing, and am capable and willing to put together nearly any character concept, and play it to it's logical conclusions. Enjoy looking over the characters that I have put together for this PBP Forum! | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Ashe Galanodel Sun Jan 31, 2010 8:20 am | |
| Female Elf Shaman Attributes: Body:2 | Agility:2 | Reaction:4 | Strength:1 | Charisma:7 | Intuition:5 | Logic:2 | Willpower:5 Edge:5 | Essence:6 | Initiative:6 | Astral Initiative:10 | Magic: 6
Description: Ashe is always impeccably dressed. She likes her clothing, takes care of it, and it shows. Among friends, her "dressed down" look is frequently somewhat over dressed for the occasion. But she is quite satisfied with that. Ashe has dark green eyes. On any human, or most Metahumans, the colors would denote colored contacts, and would look out of place. Among Elves, however, the color can be found naturally, if rarely. Her hair is a light brown, otherwise known as a nut-brown. She is a stunning woman, very well put together. Her mannerisms, and dress, generally add to, rather than detracting from, that impressive natural beauty. She is kind, thoughtful, and careful with what she says, and does the best she can at matching her spoken word and style to her surroundings and companions.
Karma and Improvements: Karma Total Karma: 63 Current Karma: 22 Improvements New Contact: Talismonger (1/3) (Free) Magic 5 to 6 (30) Initiation - Centering (Solo/Meditation)
Qualities: Positive: Magician, Focused Concentration II Negative: Gremlins IV, Low Pain Tolerance
Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Sorcery: 4 Conjuring: 4 Dodge / Ranged: 1/3 Assensing: 6 Perception: 2 Influence: 4 Pistols: 1
Knowledge Skills & Languages: Aztlan Magical Practices: 3 Magic Theory: 4 Magical Groups: 2 Architecture: 2 Literature: 2 Seattle Street Gangs: 1 Sperethial: 3 Japanese: 2 Mandarin: 2 Cantonese: 1 English: Native
Weapons: Ruger
Spells: Analyze Truth Influence Control Emotions Physical Mask Levitate Makeover Heal Increased Reflexes Lightning Bolt
Spirits: Fire (4) Air (3) Guidance (5)
Metamagic Techniques: 1. Centering
Gear/Lifestyle: Medium Lifestyle, 4 Months Paid Form Fitting Full Body Armor Chic Clothes Armored Jacket Ruger Real Credsticks: 2 Fake License: Rating 3, Rating 5 Fake SIN: Rating 2, Rating 5 Commlink: Transys Avalon OS: Novatech Navi Magical Gear: Sustaining focus 5 Sustaining focus 2
Contacts: (L/C) Talismonger (1/3) - Lou. Human Talismonger, owns a very small shop in one of the C districts of Seattle. The "Back Room" has all the good stuff... Bartender (2/2) - Barney. Ashe's favorite bar, requires a membership - or guest of member, "Unsung Glories" in downtown, high class. Ashe earns her continued membership by inviting Janette to occasional events, and Janette brings along her friends. Fixer (2/5) - Sherri Miani. Retired runner, human, now fixer. Usually has time to meet up with Ashe, as they have earned money together in the past. Simsense Star (3/4) - Janette Sutanto. Has known Ashe for a long time, human, partier, they love to gossip together.
Background: Temperament - Ashe is a genuinely friendly person. She enjoys other people's company, and loves it when she is able to assist someone completing a goal of theirs. She will go out of the way to help a friend, or even a trusted acquaintance. In that respect, she is exceedingly loyal. When meeting people, Ashe often comes off as being overly polite. She is hyper-aware of her etiquette at all times, and strives to make certain than every situation is as comfortable as possible for all parties. To this end, she understands but dislikes necessary conflicts, and tries to avoid them when possible.
Ashe started out in the Corporate World, just like any "self-respecting" person, or that is what "They" would have you believe. Due to her general distaste for conflict, she was able to "rise in the ranks" quite quickly. She was a competent worker, and more than capable at doing most jobs, but her capacity to excel in the corporate environment stemmed from her true strengths: Politics. Or, not Politics, per say, but making people feel good about themselves, and about her. After a fairly successful, but short by elven standards, career, Ashe was faced with a major "Crossroads." She was forced to make an uncomfortable decision. Her employer, at the time, had managed to put himself in a position of deniability, and was attempting to use his short-lived power to press Ashe into accepting his -physical- advances. Needless to say, she was repulsed, and her choice, clearly, was to take her leave from the company. Interestingly, that resulted in an unofficial “Blacklisting” for a short time, during which she was unable to seek employment from any of the other game in town. Of course, as luck would have it, she had not exactly planned ahead for unemployment, and found herself in a position without income, but with a standard of living which required upkeep. Ashe found herself becoming involved in “The Shadows” in an attempt to pay her bills. By the time her “Blacklisting” had ended, she was quite satisfied with the much more glamorous, much more free, life which she had discovered entirely by accident.
These days, Ashe lives a much more quiet life than the one she led in The Corporate World, but it is her life. She loves it, and will fight to keep it.
Last edited by Gala on Thu Nov 22, 2012 5:30 am; edited 24 times in total | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Shan Jah - "I can get anywhere!" Tue Feb 02, 2010 8:25 am | |
| Female Eagle Shapeshifter Adept Updated for "Into Shadow" campaign Description:Shan is remeniscent of a teenager. She seems to be perfectly comfortable in nearly any situation in her tight fitting sweat pants and a black tee shirt. When she is carrying her "special briefcase" (which is almost always) she is also, usually, wearing her armored trench. Her voice is smooth and sweet, but her mannerisms are quite out of sorts. She clearly has had little to no training in any sort of etiquette. This is evidenced by her strange interpretations of every-day idioms. Sometimes it seems like she just gets them wrong on purpose, but after you get to know her, it becomes clear that she simply mis-translated them. She is pretty, in a "girl next door" kind of way. Her hair matches the plumage coloring of a Golden Eagle; mostly brown (perhaps "Mousy") but streaked with motes of gold and red. Likely there is more gold than red - not that anyone would care... Her eyes are equally astounding: There is no "white" so to speak. The "whites" of her eyes are brown, like her hair, while the Irises stand out even more than they would have otherwise as mostly gold, but like her hair, flecked with green and red streaks. They almost appear to be golden discs, suspended from the trunk of a tree. And just as astonishing as her eyes and hair, her skin has the slightest sheen of gold about it; it almost glints in the sunlight with the metallic sheen. The entire effect is as though her Eagle heritage has carried over in to her Metahuman body. Attributes:Body:3 | Agility:7 | Reaction:3 [6] | Strength:1 [9] | Charisma:9 | Intuition:5 | Logic:1 | Willpower:1Edge:1 | Essence:6 | Initiative:11 | Magic: 5Qualities:Positive : Adept, Krav Maga II, SURGE III, Exceptional Attribute - Charisma, Way Of The Warrior Negative : Uneducated, Momorable, Signature (Leaves Owl Feather at each CS) - "SURGE III":
Metagenetic Improvement - Charisma Metagenetic Improvement - Agility Celerity Balance Receptor Unusual Hair - Bark brown with gold, red and green "highlights" Extravagant Eyes - Forest Green "whites" with Golden Irises Striking Skin Pigmentation - Metallic Gold; with the Shine
- "Krav Maga":
Martial Arts Benefits: - Take Aim as Free Action - Ready Weapon as Free Action
Maneuvers: None Yet Skills: ( u= Skill; b/i/u= Skill Group; /i= Specialization) Throwing Weapons: 6 Perception: 4 Athletics: 1 Outdoors: 1 Infiltration: 3 Shadowing: 3 Knowledge Skills & Languages:Architecture: 5 Spanish: 3 Japanese: 3 English: 4 Salish: Native Weapons:Pouch with Throwing Knives Deck of Cards Powers:*Improved Reflexes 3 (2.25) - Geas: must eat fresh meat daily Mind Over Matter (Charisma -> Strength) (1.5) *Missile Mastery (.75) Power Throw II (.5) * Way Of The Warrior = Cost reduced by 25% Gear/Lifestyle:Street Lifestyle Form Fitting Full Body Armor Armored Jacket Commlink: Transys Avalon OS: Novatech Navi PDA Contacts: (L/C)Fixer (1/3) - Jimmy; A "youngling" fixer who is an active runner, but looking to retire into the life of a fixer. He is a Face, and is more than capable of keeping up his contacts. Background:Temperament - Shan Jah enjoys the finer things in life. There are few things out there that are more joyous to her than sitting on a branch at the top of the rockies, and watching the sun come up on a winter day. A close second would be a fresh field mouse from one of the mountain valleys. It is particularly enjoyable after soaring, effortlessly for miles, waiting for just the right moment, and just the right mouse, to swoop down and pounce. Even more exciting is those times when the mouse has no idea she's coming, the silence of her wings keeping her approach completely outside the mouse's capacity to respond. Beyond that, Shan's human temperament is somewhat beyond her capacity to describe it. The humanity that she feels while in her human body is strange, and uncomfortable - and as such, she often chooses to spend her time among her own kind, only venturing in to the metahuman society when she must. Shan keeps her contact with Jimmy up, just to make certain that she, and her kind, always have a steady flow of metahuman money to use for whatever it is that they need. Shan does not entirely understand human society. She is not enamored on the idea of "Clothes," although is starting to appreciate the "accessorizing" capacity that clothing provides. There are a multitude of opportunities for self expression that are just so foreign, and delightful, even if they are extremely non-functional. Along with that, she has never really come to understand the difference between "Personal Space" and territory. She understands territory, but "Personal Space" is a very strange idea. Shan maintains her clothing and equipment in high-up spaces in abandoned buildings and warehouses. She spends very little time actually in metahuman society, preferring to return to her native lands when she is not working. She carries with her only her commlink, allowing her communication when necessary. While she is here, among the metahumans, her mission is to raise money, and awareness, for the protection of her native lands. She has come to understand that a goal like that is most easilly achieved through wealth. If she can manage to get rich, she should be able to purchase, or bribe, her way into protection for her native lands. She is a runner, because that is the simplest way for her to earn money, and be accepted, so that her home lands will stay as near pristine as they are now.
Last edited by Gala on Mon Jul 09, 2012 1:38 pm; edited 26 times in total | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Auburn Sat Feb 06, 2010 11:14 pm | |
| Female Elf Shaman New Character; 400 BP (Standard) Description:Auburn is confident and rash, bordering on arrogant. Her comments are always tongue in cheek, and her sarcasm is deeply dry. She is quite playful, in a serious sort of way, and appreciates the return insults. Looking at Auburn, she is quite attractive. Above average for an Elf, and quite beautiful by human standards. She is somewhat... off... however, and even more so when you get to know her. She always dresses in BDUs (Battle Dress Uniform, or Army Camouflage), except when required otherwise. She slouches in her chair, and is far more likely to share a bottle of beer with a grizzled old soldier in a smokey bar off the strip as she is to be seated at a proper restaurant in polite company. Current Game(s):http://www.shadowrunonlinepbp.com/t1029p15-mean-streets#30464Attributes:Body:2 | Agility:5 | Reaction:3 | Strength:1 | Charisma:6 | Intuition:4 | Logic:2 | Willpower:5Edge:4 | Essence:6 | Initiative:7 | Magic: 5Qualities:Positive: Magician, Focused Concentration II Negative: Sensitive System, SINner (Criminal) Skills: ( u= Skill; b/i/u= Skill Group; /i= Specialization) Spellcasting: 5 Counterspelling: 4 Conjuring: 4 Blades: 5 Dodge: 1 Perception: 2 Knowledge Skills & Languages:Magic Theory: 3 Wild Magic: 3 Conjuring Theory: 3 Perkins-Athabaskan: 1 Amerind Hand Talk: 2 Siuox: 3 Salish: 3 Hopi: 3 English: 4 Sperethial: Native Weapons:Combat Axe Victorinox Memory Blade Spells:Ice Sheet (P_LOS-A_I_F/2+3) Ball Lightning (P_LOS-A_I_F/2+5) Increased Reflexes (P_T_S_F/2+2) Levitate (P_LOS_S_F/2+1) Lightning Bolt (P_LOS_I_F/2+3) Shapechange (P_LOS-A_S_F/2+2) Gear/Lifestyle:Mid-Level Lifestyle - 1 Month Combat Axe Victorinox Memory Blade Armored Jacket Urban Explorer Jumpsuit Commlink: Transys Avalon OS: Novatech Navi Contacts: (L/C)Fixer (2/3) - Marie. The quintessential "Heavy Hitter" of a Fixer. She knows the contacts needed to get jobs, and keep her people busy. She is enough "under the radar" to keep herself and her people off the hit lists of the major Johnsons. She is a good business contact, and utterly uninterested in a personal relationship with her people. Simsense Star (3/4) - Jamie. The basic BFF... The girl-friend that every modern girl needs to have. Auburn has lost contact with ALL of her former life, except with Jamie. Jamie doesn't, entirely, approve of Auburn's recent life, but they are close enough for Jamie to forgive, as the law does not, the indescretions of her recent past. Background:Auburn is very familiar with the benefits, and the negatives, of being a Metahuman. Auburn was born just before the first Goblinization, and understands just exactly how deeply the need to racially judge other beings runs in humanity. She was in Chicago during the burning of the loop, and watched while the UCAS military isolated, and then nuked, the Bug Spirits. These experiences were traumatizing to Auburn, and led her to a period of self-question, and self-discovery. During this period, she was estranged from her former colleagues, her job, and her previous family. Following her self-discovery, Auburn left her former life as an upstanding citizen, where her magical capacity was left nearly dormant in her attempt to "blend in". She headed north into the Native American Nations, and attempted to start to understand the magical side of her existence. She soon discovered that she had been living only a partial life, ignoring the natural, and the magical, sides of her existence. She was somewhat ashamed, and channeled that shame into anger. Anger at the governments and corporations who had sponsored, and perpetuated, the metahuman racial divides. More importantly even, than that, Auburn realized how much the "technologisation" of the world was damaging the spirit of Earth, of life. She became consumed with her belief that Corporations, and the Governments who allowed them to become as they are, were the representation of evil in this world. She pursued this to it's logical conclusion, as an "Eco-Terrorist" of sorts, causing unnecessary strife and pain in the lives of relatively innocent people. After several years of this, during which she was "made" by the UCAS Military, and put on the watch-list, Auburn was confronted by a tribal leader, and shaman of some repute and power, and shown the error in her ways. She was asked to re-enter the world, and earn a position in the world as it is today. "You cannot change the past, Auburn, and only by becoming a part of the future can you hope to have any affect on it." He said to her, pointing out to her that the true path to harmonious life is not by senseless and needless destruction, but by assimilation, and guidance. Auburn "repented" her eco-terrorism, and realized that the shaman had been correct. She returned to Chicago, now a criminal, and nearly without a friend, and decided to begin to lead a life of relative honesty. Shadowrunning, now, provides for Auburn the capacity to interact with humanity at large, and to attempt to assimilate herself back into society. She has realized that the path to an assimilated natural world, is by bringing nature to her colleagues, and encouraging them to live a natural life. Thanks to Jamie, Auburn's best friend, she was able to meet up, and build a business relationship, with Marie. Marie, taking somewhat better care of Auburn than is strictly necessary, has helped her get a few start-up jobs, and helped her get settled in Chicago. After the first few jobs, Marie was well satisfied with Auburn's effectiveness, and has elected to keep her on her "short list" of 'runners to call. Auburn maintains contact with her Native American Nations contacts, but has resolved never to call upon them for anything other than personal contact. As a result, Auburn's sole contact with them is direct, and never using technology.
Last edited by Gala on Tue Jun 04, 2013 6:55 am; edited 12 times in total | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Jack Tue Feb 16, 2010 3:49 pm | |
| Street Name: Jack Female Ork Ninja New Character; 400 BP (Standard)
Description: Jack is slightly short for an orc, and slim, rather than the standard "stocky" look that Orks seem to have settled in to. She would be quite good looking, for an Ork, except for the heavy scarring she has on her face, arms, and hands. She is clearly "worse for the wear" of her years as an assassin; although there is definitely something to be said for surviving at all. She has brown eyes and brown hair. Both mostly a non-descript, unexciting shade. She wears her hair short-cropped, and it almost looks as though she cuts it herself. Usually it is spiked up with gel, making her look unobtrusively "punkish".
Attributes: Body:6 | Agility:5 | Reaction:5 | Strength:3 | Charisma:2 | Intuition:5 | Logic:2 | Willpower:4 Edge:1 | Essence:6 | Initiative:10 | Magic: 5
Qualities: Positive: Mystic Adept, Focused Concentration II, Aptitude: Unarmed, Ninjitsu (+1 for Surprise Tests) Negative: Unlucky, Hung Out To Dry, Enemy: Old Clan
Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Spellcasting: 4 Counterspelling: 3 Banishing: 3 Summoning: 2 Unarmed / Ninjitsu: 6/+2 Perception: 4 Infiltration: 4 Shadowing: 4 Escape Artist: 3 Locksmith: 1
Knowledge Skills & Languages: Japanese: N English: 3 Italian: 2 French: 1
Street Tactics: 5 Magic: 4 Oldschool "Bruce Lee" Flatvids: 3 Mythical Mystic Adepts: 2 Politics: 1
Spells: Improved Invis (P_LOS_S_F/2+1) Stealth (P_LOS_S_F/2+1) Levitate (P_LOS_S_F/2+1) Increased Reflexes (P_T_S_F/2+2) Death Touch (M_T_I_F/2-2) Heal (M_T_P_DV-2)
Powers (1pt): Eidetic Sense Memory (.5) Sustenance (.25) Thermo Vision (.25)
Gear/Lifestyle: Low-Level Lifestyle - 2 Months Armor Jacket Chameleon Suit Wire Clippers Lock Picks Novatech Airaware (Iris Orb OS) Contact Lenses (R3; W/: Flare Comp, Image Link) Ear Buds (R3; W/: Audio Enhancement, Selective Sound Dampening (R2)) AR gloves
Contacts: (L/C) -NONE-
Background: Jack is short for Jacqueline.
Temperance: Jack is an extremely quiet person. She does not exude the "dangerous" feel, as would be expected from an escaped ninja. She is instead self-assured, careful, and thoughtful. She seems to pay close attention to the people with whom she is working. She treats them like there is no one else in the room, at all times.
Jack, a classically trained Ninja, is now an "assassin for hire" so to speak. She grew up living in a Ninja clan, being trained from her first memories, in self discipline, stealth, and warefare, including assissinations. Jack completed her adolescence among her Ninja captors before her parents were able to locate her. In a desperate attempt to "save" her from the clan, her parents were captured by the gate guards. They were brought in to the compound, and before Jack's eyes, were "sacrificed" for Jack's own good. At least, that is what she was told. She escaped that evening. It wasn't the sorrow that stole her from the camp at dusk, nor the pain that they had caused her parents. It was the horror at the willingness of the clan to butcher someone so obviously important, to someone out there, right in front of Jack's eyes in an attempt to forestall an escape from her. More than that, though, is that if they were so afraid of Jack escaping, then why give her such cause to contemplate it? Jack realized that there was a world out there to explore, and that her future did not have to be controlled by the Enclave.
Since that time, Jack has participated in the world she now calls "The Shadows", living as she was taught to live, and earning a respectable income doing just that. Since she has fled the clan, she has uncovered talents within her that would likely have lain dormant under the Clan's guidance. She is now more deadly than she could ever have hoped to be among her old brethren.
Last edited by Gala on Fri May 20, 2011 9:02 am; edited 5 times in total | |
| | | Digital Doom Admin
Number of posts : 401 Age : 50 Location : Somewhere in the Matrix Registration date : 2008-12-04
Character sheet Character Name: Digital Doom Race: Human Sex: M
| Subject: I love your characters... Wed Feb 17, 2010 7:38 am | |
| They are rich and fully rounded characters, somthing so many players forget about. I love how you write a backstory for every one as well. It makes for a fuller experiance.
I look forward to having you game with us... | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Sheila Miani Mon Jul 19, 2010 4:05 pm | |
| Street Name: Breaker Female Dryad Adept Face Attributes: Body:3 | Agility:5 | Reaction:1(5) | Strength:1 | Charisma:7 | Intuition:5 | Logic:2 | Willpower:2 Edge:5 | Essence:6 | Initiative:10 | Astral Initiative:10 | Magic: 5
Description: Breaker considers herself a "Modern" elf. She prefers to see herself on the "Hip" side of things. To that end, she will always attempt, where possible, to insert the Hip side of fashion in to her wardrobe choices. However, when "Conservative" is called for, Breaker knows better than most how to be precisely within the boundaries of fashion, and decorum. Breaker is even good looking for an Elf. From her movements and the way her voice sounds when she speaks, it would be far more appropriate to consider her one of the Elven close cousins: The Dryad. She has a strikingly similar quality about her.
Karma and Improvements: Karma None Yet Improvements None Yet
Qualities: Positive: Adept, First Impression, Astral Chameleon Negative: Gremlins IV
Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Negotiation: 6 Intimidation: 4 Gymnastics: 4+2 Assensing: 4 Perception: 4 Pistols: 3 Dodge: 2
Knowledge Skills: Seattle Bars/Clubs: 6 Fine Wines and Liquors: 4 Elven Wines: 3 Seattle High Society Trideo: 3 Seattle Bartenders: 3 Seattle Taxi Drivers: 3
Languages: English: N Sperethial: 3 Spanish: 1 Japanese: 1 Mandarin: 1
Weapons: Streetsweeper
Powers: Mind Over Matter (Intuition -> Reaction) Astral Perception (1) Enthraling Performance (.5) Voice Control (.5) Eidetic Sense Memory (.5) Multi-Tasking (.5) Improved Gymnastics (2x.25) Kinesics (3x.25) Commanding Voice (.25)
Gear/Lifestyle: High Lifestyle (3 Months Paid) Street Sweeper Long Coat Form Fitting Body Armor Novatech Airaware (Iris Orb OS) Contact Lenses (R3; W/: Flare Comp, Image Link) Ear Buds (R3; W/: Audio Enhancement, Selective Sound Dampening (R2)) AR gloves Starting Money: 10k
Contacts: (L/C) Talismonger (2/3) Bartender (2/3) Fixer (3/5) Simsense Star (4/4) Simsense Star (2/3)
Background: TBD
Last edited by Gala on Tue Mar 19, 2013 2:12 pm; edited 10 times in total | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Ashe Tue Jul 20, 2010 10:15 am | |
| This is Ashe Version 0.5, for T_Hawk's 2054 Mercurial campaign.
Female Elf Shaman Attributes: Body:2 | Agility:2 | Reaction:1 | Strength:1 | Charisma:7 | Intuition:5 | Logic:2 | Willpower:5 Edge:5 | Essence:6 | Initiative:6 | Astral Initiative:10 | Magic: 5
Description: Ashe is always impeccably dressed. She likes her clothing, takes care of it, and it shows. Among friends, her "dressed down" look is frequently somewhat over dressed for the occasion. But she is quite satisfied with that. Ashe has dark green eyes. On any human, or most Metahumans, the colors would denote colored contacts, and would look out of place. Among Elves, however, the color can be found naturally, if rarely. Her hair is a light brown, otherwise known as a nut-brown. She is a stunning woman, very well put together. Her mannerisms, and dress, generally add to, rather than detracting from, that impressive natural beauty. She is kind, thoughtful, and careful with what she says, and does the best she can at matching her spoken word and style to her surroundings and companions.
Karma and Improvements: Karma None yet! Improvements None yet!
Qualities: Positive: Magician, Focused Concentration II, Empathic (+2 Social except Interrogation), Erased Negative: Gremlins IV, Alergy: Red Meat (Severe, Uncommon), Compassionate, SINner, Records on File (Aztechnology)
Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Spellcasting: 5 Counterspelling: 1 Summoning: 5 Binding: 1 Banishing: 1 Dodge / Ranged: 1/3 Assensing: 4 Perception: 1 Influence: 4 Pistols: 1
Knowledge Skills & Languages: Aztlan Magical Practices: 3 Magic Theory: 2 Magical Groups: 2 Architecture: 2 Literature: 2 Seattle Street Gangs: 1 English: Native Sperethial: 3 Mandarin: 2 Cantonese: 1
Weapons: Ruger Thunderhawk
Spells: Analyze Truth Influence Control Emotions Physical Mask Levitate Makeover Heal Increased Reflexes Lightning Bolt
Gear/Lifestyle: Form Fitting Full Body Armor Chic Clothes Armored Jacket Ruger Real Credsticks: 2 Fake License: Rating 2 Fake SIN: Rating 2 Commlink: TBD Magical Gear: None yet
Contacts: (L/C)
Background: Temperament - Ashe is a genuinely friendly person. She enjoys other people's company, and loves it when she is able to assist someone completing a goal of theirs. She will go out of the way to help a friend, or even a trusted acquaintance. In that respect, she is exceedingly loyal. When meeting people, Ashe often comes off as being overly polite. She is hyper-aware of her etiquette at all times, and strives to make certain than every situation is as comfortable as possible for all parties. To this end, she understands but dislikes necessary conflicts, and tries to avoid them when possible.
Ashe started out in the Corporate World, just like any "self-respecting" person, or that is what "They" would have you believe. Due to her general distaste for conflict, she was able to "rise in the ranks" quite quickly. She was a competent worker, and more than capable at doing most jobs, but her capacity to excel in the corporate environment stemmed from her true strengths: Politics. Or, not Politics, per say, but making people feel good about themselves, and about her. After a fairly successful, but short by elven standards, career, Ashe was faced with a major "Crossroads." She was forced to make an uncomfortable decision. Her employer, at the time, had managed to put himself in a position of deniability, and was attempting to use his short-lived power to press Ashe into accepting his -physical- advances. Needless to say, she was repulsed, and her choice, clearly, was to take her leave from the company. Interestingly, that resulted in an unofficial “Blacklisting” for a short time, during which she was unable to seek employment from any of the other game in town. Of course, as luck would have it, she had not exactly planned ahead for unemployment, and found herself in a position without income, but with a standard of living which required upkeep. Ashe found herself becoming involved in “The Shadows” in an attempt to pay her bills. By the time her “Blacklisting” had ended, she was quite satisfied with the much more glamorous, much more free, life which she had discovered entirely by accident.
These days, Ashe lives a much more quiet life than the one she led in The Corporate World, but it is her life. She loves it, and will fight to keep it.
Last edited by Gala on Thu Nov 22, 2012 5:29 am; edited 3 times in total | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Yakuri Jansen Tue Jul 20, 2010 1:15 pm | |
| Street Name: Jazz Female Orc Adept Attributes:Body:8 | Agility:5 | Reaction:1(5)/8 | Strength:5 | Charisma:2 | Intuition:5 | Logic:2 | Willpower:3Edge:5 | Essence:6 | Initiative:10/13 | Astral Initiative:- | Magic: 6Description:Jazz is small, even for an Orc. Despite her relative size, she packs a punch that would surprise most people. Although, her punches tend to be directed from the end of her Pistols. That being said, Jazz lacks all sense of proper public decorum, including dress, behaviour, etc. You name it, and she will mess it up. If you want someone shot, she is your Gal. If your interested in discussing Strategy and Tactics, Jazz is an adept strategist, and knows her way around the Neo Tokyo Streets like the best of them. Karma and Improvements:Karma12 Karma Spent0 ImprovementsNone Yet Qualities:Positive: Adept, Ambidexterous, Aptitude, Way of the Adept: Warrior's Way Negative: None Skills: ( u= Skill; b/i/u= Skill Group; /i= Specialization) Pistols: 6 / Dual Wield (+2)Close Combat: 2 Dodge: 4 Perception: 4 Athletics: 2 Stealth: 2 Survival: 2 Armorer: 1 Knowledge Skills & Languages:Japanese: N English: 3 Seattle Street Gangs: 2 Corporate Guard Tactics: 4 Neo Tokyo "Safe Houses": 3 Neo Tokyo Corporate "Safe Houses": 3 Neo Tokyo "For Hire" Runner Hangouts: 2 Weapons: (24125/5 BP) Guns: (7200) 2x Ares Viper Slivergun (8P, +5, SA/BF, 30(c), 500) - Concealable Holster (75) - Quickdraw Holster (100) - Gas Vent 2 (200) - External Smartlink (500) Savalette Guardian (5P, -1, SA/BF, 12(c), 800) - Concealable Holster (75) - Quickdraw Holster (100) - Gas Vent 2 (200) - External Smartlink (800) Baretta 200-ST (4P, -1, SA/BF, 20(c), 550) - Concealable Holster (75) - Quickdraw Holster (100) - Gas Vent 2 (200) - External Smartlink (550) Parashield Dart Pistol (__, -2, SA, 600) - Concealable Holster (75) - Quickdraw Holster (100) - External Smartlink (600) Ammo: (12500) Flachette Rounds 60 (6000) Regular 100 (2000) APDS 50 (3500) Injection Darts 10 (750) Powers:Improved Reflexes (3) Mind Over Matter (Intuition -> Reaction) Eidetic Sense Memory (.5) Magic Sense (.5) Motion Sense (.5) Gear/Lifestyle: (24125/5) Guns: (7200) 2x Ares Viper Slivergun (8P, +5, SA/BF, 30(c), 500) - Concealable Holster (75) - Quickdraw Holster (100) - Gas Vent 2 (200) - Internal Smartlink (500) Savalette Guardian (5P, -1, SA/BF, 12(c), 800) - Concealable Holster (75) - Quickdraw Holster (100) - Gas Vent 2 (200) - Internal Smartlink (800) Baretta 200-ST (4P, -1, SA/BF, 20(c), 550) - Concealable Holster (75) - Quickdraw Holster (100) - Gas Vent 2 (200) - Internal Smartlink (550) Parashield Dart Pistol (__, -2, SA, 600) - Concealable Holster (75) - Quickdraw Holster (100) - Internal Smartlink (600) [Key: (Carried/Owned)] Ammo: Flachette Rounds 20/60 Regular 20/100 APDS 10/50 Injection Darts 10/10 Commlink: (3775) Novatech Airware (1250) - OS: Novatech Navi (1500) - AR Gloves (250) - Skinlink (50) Contacts (150) - Smartlink (500) - Image Link (25) - Flare Compensation (50) Armor: (3900) Armor Jacket (9/7, 2640) + Gel Packs +1/+1 (1500) + YNT Softweave Armor Mod (Cost +10%) Form Fitting Full Body Armor (9/9, 4510) + SecureTech PPP System (total: +2/+6, 1,000) - Forearm Guards +0/+1 (200) - Helmet +0/+2 (100) - Leg and Arm Casings +1/+1 (350) - Shin Guards +0/+1 (150) - Vitals Protector +1/+1 (200) + Gel Packs +1/+1 (1,500) + YNT SoftWeave Armor Mod (Cost +10%) Contacts: (L/C)Fixer (2/3) - "Jason" - An older, well cybered, Japanese man. Most likely "Jason" is a long-since retired 'Runner, having decided to "throw in the towel" so to speak and lend his well earned experience, and contacts, to others. For a price, of course. Background:Jazz grew up on the streets. That should be considered a mostly literal statement, being an Orc in the Neo Tokyo sprawl was nothing, if not difficult. And Jazz can attest to this. Jazz was the result of an unfortunate situation between a well respected Corp man, she never found out who, and her mother. Jazz's mother was, shall we say, a "User Experience" professional. As a result of her, umm, profession, she was not permitted children, and Jazz was no less than an unwanted surprise. The key to that statement, of course, was unwanted. Jazz's mother spent her first year with Jazz attempting to find contacts in the Orc Underground, which she didn't have, so that she could pass off this unfortunate youngster to someone would would take good care of her. Interestingly, the Orc Underground is not easy to locate in Neo Tokyo, and did not see fit to reciprocate Jazz's mother's attempts. Following that failure, Jazz was literally tossed (and yes, she bounced) out the front door of her mother's home, nearly on her first birthday. This would have been a tragic story, if it ended here. But "tragic" doesn't begin to describe it. Jazz was "rescued from the street that day by a gang, mostly men, who thought it would be "fun" to keep alive their very own metahuman pet. For the sanity of the listeners, I will skip the early years of her life. They don't need to be remembered. Long-story short, Jazz managed to escape the captivity of the gang when her magic manifested. Background:Courtesy of Surreal
Last edited by Gala on Wed Nov 30, 2011 6:43 am; edited 13 times in total | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Shasta Tue Mar 22, 2011 2:43 pm | |
| Shasta
Female Free Spirit Druid Attributes: Body:2 | Agility:2 | Reaction:2 | Strength:2 | Charisma:2 | Intuition:4 | Logic:2 | Willpower:4 Edge:5 | Essence:N/A | Initiative:7 | Astral Initiative:10 | Magic/Force: 5
Description: Shasta normally appears to be an entirely forgettable woman, of moderate height, moderate build, moderately fit, brown eyes and brown shoulder-length hair, wearing earth-tone forgettable clothing. Shasta generally spends her time on the back-streets of Manhattan, watching the "strange" behaviors of metahumanity in it's various versions. She particularly enjoys watching the behavior of gangs, and gang-related activity.
In the Astral, Shasta is obviously an Air Spirit.
Karma and Improvements: Karma Total Karma: 0 Current Karma: 0 Improvements None
Qualities: Positive: None Negative: Extreme Aversion: Magicians with a history of mistreating Spirits.
Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Spellcasting: 3 Counterspelling: 4 Astral Combat: 2 Assensing: 2 Perception: 2 Stealth: 1
Knowledge Skills & Languages: English: Native
Spells: Heal Mana Bolt
Metamagic Techniques: None
Spirit Powers: Concealment (2) Movement (1) Mutable Form (1) Realistic Form (.5) Phsychokinesis (.5)
Gear/Lifestyle: 1000Y Starting Cash
Contacts: (L/C) Fixer (3/4) - Jim - Jim fancies himself a little bit "old fashioned" in that he prefers to work with a finite list of clients, and give them personalized attention. He often grumbles that the "lost art" of, what did he call it? Oh, right, the "lost art of being an Agent" was worth the extra trouble; whatever an "agent" is, anyway... Jim took a liking to Shasta the instant he met her. She is "plucky" and playful, and he likes that "naive" quality, enjoying her fresh perspective on the world. That childlike capacity to look at the world around him with the freedom to see things as they are, rather than as "experience" has taught you they might be. For that reason, Jim has chosen Shasta as one of his "few" 'Runners.
Background: Temperament - Being a relatively new Free Spirit, Shasta still hasn't fully gotten her bearings on this world. At the moment, she treats everything with a considerable amount of skepticism, including Materialization. Some of the time, this leads to some very interesting circumstances... And some times it can cause some fairly significantly absurd situations.
Shasta, unlike many Free Spirits, actually knows and actively pursues her relationship with the Magicians who summoned her. She generally keeps her professional life separate from these Magicians, but there is a certain "kinship" amongst them. It is entirely possible, and in fact probable, that these feelings have some thing to do with the circumstances surrounding her summoning, so let me take a moment and step back, telling this story as it really should be told. A small group of Druids got together and came up with a specific way in which they were interested in "focusing" their magical abilities. They were under the impression that if they pooled their magical resources, it would make it easier for them to increase their magical power over the course of their magical careers. Of course, this impression is somewhat well documented, so their thoughts were not unlikely from being correct, but you never really know until you attempt it, correct? Well, this small group got together over Soycaf one morning and began a brainstorming session. It was a somewhat detailed brainstorming session, involving life, and love, and the metaplanes, the meaning of life, religion, and this old dude named Plato. After several hours, and an uncomfortably large Soycaf bill, the Druids had finally settled on a detailed intuitive understanding regarding the way in which they would manage their new magical "religion". Part of this religion required them to have a focus, similar to the "Foci" which Magicians so frequently use to boost the power of their various magical tasks, in order to boost their magical ascension. This focus, however, needed to be a "living focus"; not unlike the way that some special "Adepts" are able to take on, and sustain a spell. The Druids then retired from the expensive Soycaf of the Cafe (where in the world did the name "Cafe" come from, anyway?) and back to the apartment of one of the group. They started to gather together some of the physical magical foci that they would use to anchor their magic in a physical sense. But there needed to be two parts to this as well; there are always two parts to Magic. Once they had a suitably well considered physical focus gathered and carefully aligned, the small group of friends sat down together and began the process of Summoning their "Magical Focus". You see, they had decided that they were going to summon, and then set free, a Spirit. These very strange Magicians didn't come to the realization that they should ask the Spirit before they set it "Free" whether or not it would be interested in holding that role until after the first summoning turned in to a drastic disaster. They were, however, intuitive enough to understand that this particular task should be set upon the spirit only after it had been Freed, lest the Spirit "Yes" them in order to escape servitude.
To make a long story slightly less long: Shasta was the third try, according to them. And she was only too happy to have been given an opportunity too become a part of the "Material Plane" here.
Since that time, Shasta has spent several of what you humans call "Months" building up her "professional resume". It turns out that a newly freed spirit is not quite the same as a summoned spirit. The differences can be significant, significantly beneficial, and also significantly disappointing. Shasta has become all too aware of the response from the Magicians in this world to working with her. Most of them are under the strangely mistaken impression that it is not only possible, but reasonable, to expect that they can simply summon a spirit who can do what they are asking her to do better. Unfortunately, as the tasks she is asked to accomplish become increasingly specific, they are correct. On the personal angle: Shasta has had some unfortunate experiences over the past several months. She has come to understand, in deep, dark, and quite uncomfortably gory detail, that Metahumanity is a complex organism, made up of many constructive parts, and a few drastically destructive parts. Unfortunately, they balance. Being a Spirit, and without the need for sleep, or even normal bodily responses, Shasta has made a careful study of the underbelly of the beast (as it were) over the past several months. She is somewhat familiar, at this point, with how the "Black Market" works. She knows how the "Crime Syndicates" operate, and why they are allowed to. She is also familiar with the ignorance that the "regular" citizens hold to the dark and deep (meant both literally and figuratively) goings-on in the city. Shasta is impressed by the tenacity of the metahuman creature, and it's unwillingness to cease to survive. "Homeless" people are perfect examples. They find themselves surrounded on all sides with crime, war, and poverty; yet they sleep on the streets, and beg for scraps all day. One of the few things that Shasta has come to appreciate in the Metahuman creatures is their general compassion. Since she was summoned for the sole purpose of being set free, Shasta has a somewhat lofty impression of what Metahumanity should want from their colleagues. Shasta, so far, has not been terribly disappointed. It turned out, to her observation, that most people in most situations actually do want their fellows, be them Orc, Troll, etc. to survive, comfortably. Most of the homeless people manage to survive. They get warm clothing given to them in the winter. They are handed food and water in the day time. And they aren't kicked, most of the time, from where they sleep. Shasta has come to understand that People generally care. That said, she has absolutely no forgiveness in this world for Magicians who choose to misuse their spirits. It is bad enough that Corporations can create a slavery in numbers out of their lower-class denizens. But Spirits are so often treated as slaves, without the number barrier, right to their faces! Shasta has come to understand, through her observation of poorly treated spirits, what it means to have "Hatred" here among the Metahumanity. Interestingly, in that circumstance, she also learned what it means to die. Or, at least as closely as she can to the Metahuman definition. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Re: Gala's Characters Thu May 19, 2011 7:05 am | |
| Full Name: Ginseng Deeproot MacCann Street Name: "Ginny" (Pronounced "Jinny")
Female Orc Magician Attributes: Body:4 | Agility:2 | Reaction:3 | Strength:3 | Charisma:1 | Intuition:5 | Logic:2 | Willpower:5 Edge:2 | Magic/Force: 7 | Essence:N/A | Initiative:8 | Astral Initiative:10
Description: Ginny is a stout Orc. From the top of her head, she manages to reach all the way to the ground. Most of the time. And when she is touching the ground, she generally stands somewhere in the neighborhood of 1.3 meters tall. This, of course, is dependent on the company she is presently keeping. If she is with her team, of course, she is likely to take up all of those 1.3 meters. If the Captain is in the room, or even someone more superior, she may be taking up somewhat less of that 1.3 meters. And, she is likely to reach all the way to the ground under those circumstances. Ginny is well traveled on the streets, and has done more than her fair share of time on the Beat. In that time, Ginny has seen both ends of most combat weaponry, and bears the scars to prove it. Her face is pocked and puckered from years of close combat fighting. Most of the time she ended up coming out on top, but that's probably only because Beat criminals are not the top of the totem pole, if you know what I mean. She generally dresses in some semblance of uniform, even when at home. She has many years worth of Blues stored up, and doesn't mind dipping in to older, more worn versions for her leisure time. At work, she is well pressed and crisp.
Karma and Improvements: Karma Total Karma: 0 Current Karma: 0 Improvements None
Qualities: Positive: Mystic Adept Negative: SINner (As required), Alergy - Platinum (Uncommon/Mild) Debt (Level 5 Option; Per "Character Creation Rules")
Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Spellcasting: 5 Summoning: 5 Enchanting: 2 Counterspelling: 2 Banishing: 2 Assigned Skills: (u=Skill; b/i/u=Skill Group; /i=Specialization) Firearms: 3 Athletics: 3 Perception: 3 Dodge: 3 Infiltration: 3 Pilot: Ground Craft: 3 Unarmed Combat: 3 First Aid: 3 Etiquette / Corporate: 3(5) Armourer / Firearms: 1(3)
Knowledge Skills & Languages: English: Native Or'Zet: 4
Spells: Improved Invisibility Levitate Mana Bolt Mana Ball Improved Reflexes
Metamagic Techniques: Adept Centering
Adept Powers: Astral Perception (1)
Gear/Lifestyle: Chameleon Suit 8000 Armor Jacket 900+2000=2900 - Thermal Damping 4 (2000) Goggles 300+500+25+100+100+100+50=1175 - Smartlink 500 - Image Link 25 - Lowlight 100 - Thermographic Vision 100 - Vision Magnification 100 - Flare Compensation 50 Contact Lenses 150+300=450 - Vision Enhancement 3 300 Ear Buds 30+300=330 - Audio Enhancement 3 300
Magical Gear: Force 7 Magical Lodge Materials 3500
Contacts: (L/C) Combat Magician (2/3) - MJ - The first Combat Magician Ginny has had any chance to work with, Ginny has begun to build a relationship with MJ. MJ has been with KE for a long time now, and seems to appreciate Ginny's work ethic, and willingness to do what it takes to enforce law and order on the unruly streets of Seattle. Ginny expects that, if her time at KE lasts, she will likely build a strong relationship with MJ over time.
Background: You may have guessed it from the name, but Ginseng Deeproot, as her parents refer to her, was not born in the city. In fact, if she still had any contact with her parents at all, they probably wouldn't be particularly pleased to learn that she was living in the city either. Ginny was born to her parents, both direct descendants of the MacCann Clan of Scotland, in what used to be called the southern Shnohomish. Now, of course, this is part and parcel of Salish Sidhe, and her parents have "relocated" since the solidification of the NAN. Ginny is not entirely certain where her parents ended up, but since she had always wanted to be in the business of Law Enforcement, she hasn't spent a great deal of effort attempting to track down her burned out hippy parents, and whatever commune they are currently smoking their way through. Ginny started at Lone Star when she was 13, having just reached physical maturity for an Orc. She was immediately assigned to a grizzled old human as a partner on his Beat. The two of them fought a losing battle against street crime for more than 2 years before her partner did not manage to make it out of one situation alive. Ginny, 15 at the time and already bearing the scars of the Beat, requested a new partner. Her request was denied, and her superior informed her that she was to continue to work that Beat. More than a year later, Ginny was still working the Beat, "by hook or by crook" attempting to keep some semblance of law and order. She was by and large unsuccessful, and fed up with her job when her life took a curious turn for the worse. Or, so she thought. Ginny, in a particularly stressful encounter, discovered that she had magical abilities. She immediately became the target of discrimination at work, and within a few months (now only 16 years old), had been laid off with an anything-but-generous severance package to help her stay on her feet while she attempted to find other employment. Ginny, the honest, hard working woman that she was, returned to her Beat to find that there was no replacement. She spent the next several weeks organizing a community fund to keep her in her apartment, and took over law enforcement on her Beat.
This was how Knight Errant found Ginny in 2070, when they managed to win the Law Enforcement contract from Lone Star for Seattle. Ginny had had little time to develop her magical abilities, but the little she had done with it had helped her tremendously in keeping the peace. She found that she was able to "enchant" simple creatures and machines to behave in an intelligent way and help her work her Beat. Knight Errant, of course, saw the potential in someone as hard working and honest as Ginny appeared to be, and immediately recruited her to be a team-member of one of their strike teams. Ginny agreed on one condition: That her Beat be given proper attention. KE was delighted to have such an easy bargaining session, and took Ginny on and to training immediately. In the few months since then, Ginny has had a chance to develop her magical abilities to a much higher degree under the tutelage of the Knight Errant Combat Magicians.
Magical Tradition: Ginny, having built her Tradition herself, over the years working the Beat, has a strange amalgamation of the Cities, and the nature, from which she came. It is simply an extension of herself, and her life. She was born and raised in the wild, working and living with some of the "true hippies" of '20s and '30s. When she was old enough, and self assured enough, to seek out her own life, Ginny made her way to civilization and took a job working the Law. Her magic is informed by the combination of those two things, and has come from within her in a very intuitively interesting way. The intersection of man and nature shows clearly in the way that her magic works. Ginny interacts with two very different sets of magical entities in her life. On the "Man" side, Ginny is comfortable working with, and through, "Spirits of Man" and "Task Spirits", as those are the magical representations of the world of Man that Ginny is most comfortable, and familiar, with. However, she comes from the woods, literally. And her Magical nature has taken pieces of that with her. Most clearly, Ginny works with Spirits of Fire, Earth, and Plant, those having been the most common themes in her young life with her parents. Combat: Fire Detection: Earth Health: Plant Illusion: Man Manipulation: Task
Drain: Intuition + Willpower This is an Inhabitation/Possession tradition, manifesting most clearly in Ginny's ability to "enchant" critters and/or homunculi to work with her and her team to accomplish their ends. On very rare occasions, Ginny will call upon the aid of a Task spirit to complete specific tasks. Other than that, generally Ginny's spirit assistants are of the form of a Flying critter, who works to keep the group informed and prepared for threats, and a ground-bound critter, who often assists in combat situations. They function no differently than a Drone-based Rigger. | |
| | | Gala Corprate CEO
Number of posts : 3061 Age : 42 Location : Manhattan Registration date : 2010-01-27
Character sheet Character Name: Gala Race: Human Sex: Female
| Subject: Sha'hGrim Fri Nov 11, 2011 11:18 am | |
| Female Human Mystic Adept/Magician Attributes:Body:5 | Agility:4 | Reaction:6 | Strength:2 | Charisma:7 | Intuition:6 | Logic:3 | Willpower:5Edge:6 | Essence:6 | Initiative:15/4 | Astral Initiative:15/4 | Magic: 9 (7 for Magician Purposes)Description:Sha'hGrim is of normal hieght for an Elven woman. She walks with grace and poise, rarely hurrying unless the situation calls for it. She keeps her head up, and does not check her email or messages while walking, preferring to treat those around her with respect, and stepping out of the way before reviewing her electronic communications out of the flow of traffic (or view of "Big Brother's" eye...). Sha'hGrim's appearance carries a very strange Metalic Silver hue to everything she is near. Her hair is bright, shining silver, even slightly reflective in the sunlight. Her irises are similarly slightly reflective Metalic Silver. Even her skin, though it takes a moment of careful scrutiny to notice beyond the eyes and hair, has a slight Metalic Silver hue. While this is not terribly strange in this day and age, especially in a club or nightlife, it is most definitely surprising. All told, the effect is likely striking, and very easilly located during the day. Sha'hGrim generally wears very nice clothing, most often favoring the Steampunk line by Vashon Island while she is out and about. She occasionally wears a pant-suit, but most often is seen wearing a skirt and blouse underneath her overcoat. Because of her skin pigmentation, and the coordinated hair and eye colors, Sha'hGrim NEVER wears makeup. She also seems to near wear any head-wear. She displays her Elven ears with gusto and pride. Sha'hGrim is quiet, shy, and unlikely to show any personality similar to her appearance. It is almost as though "The Gods" knew that her personality would be so withdrawn, and gave her the appearance she now has to remind the world that she is there. If a stranger were to approach Sha'hGrim, she will react in a highly withdrawn but cordial manner. She will answer questions, generally, to the best of her ability, but will not volunteer further information, nor will she intentionally carry on a conversation. Beyond her shy exterior, Sha'hGrim is warm and considerate. She makes a fine friend, as she is very easy to get along with and up for nearly any kind of Social interactions. - Karma and Improvements:
KarmaTotal Karma: 55 Current Karma: 24 ImprovementsOutdoors 1 -> 2 (-10) Metamagic Technique: Animal Attunement (-15) + Jenny (Puma) (-6) Karma Tracker: CG Bonus: +5 +30+10+10 Qualities:Positive: Mystic Adept, Genetic Heritage (Phenotypic Alteration - Elf), SURGE III Negative: Gremlins IV, Dependent II, Elf Poser - SURGE Qualities:
Surge Qualities Metagenetic Improvement - Intuition Arcane Arrester Unusual Hair - Bright Silver Extravagant Eyes - Liquid Silver Striking Skin Pigmentation - Silver Hue Skills: ( u= Skill; b/i/u= Skill Group; /i= Specialization) Spellcasting: 5 Counterspelling: 5 Conjuring: 5 Assensing: 4 Perception: 4 Enchanting: 3 Animal Husbandry: 3 Shadowing: 2 Infiltration: 2 Outdoors: 2 Arcana: 1 Pilot: Groundcraft: 1 Blades: 1 Gymnastics / Gymnastics Dodge: 1 / +2 Knowledge Skills & Languages:Paranormal Critters: 4 Mundane Critters: 3 Animal GeneTech / BioTech: 3 Seattle Animal Societies: 2 NAN Magical Practices: 2 Aztlan Magical Practices: 2 Magical Groups: 2 Sperethial: 4 Japanese: 3 German: 3 English: Native Weapons:Combat Axe Personalized Grip Victorinox Memory Blade Spells:Ball Lightning Mana Bolt Heal Improved Invisibility Levitation Improved Reflexes Orgasm Improved Attribute - Willpower - Bound Spirit Services:
Combat: Fire Detection: Guidance Health: Plant Illusion: Man Manipulation: Task Type | Force | Services OwedPlant | Force 7 | 2 - Services Used: First Service: Possession Adept Powers:Mind Over Matter (Intuition) w/Geas - Talisman Geas - Must wear specific Pendant at all times. Astral Sight w/Geas - Geas: Command Words to activate "Activate The Sight" Initiations and Metamagic Techniques:Adept Magic = 2 Magician Magic = 7 Total Magic = 9 / 10 - Initiations and Metamagics:
Initiate Grade: Four Metamagic Techniques known: 5 - Magician Centering - Masking - Extended Masking - Channeling - Attunment (Puma)
First Initiation: Oath Metamagic Technique: Magician Centering
Second Initiation: Talisman Metamagic Technique: Masking
Third Initiation: Thesis Metmagic Technique: Extended Masking
Fourth Initiation: Geas: Talisman Metamagic Technique: Channeling
- Magical Tradition:
Combat: Fire Detection: Guidance Health: Plant Illusion: Man Manipulation: Task
Drain: Charisma Willpower
Tradition Description Sha'hGrim awakened when she was very young, learning to deal with her magic nearly entirely on her own. Her parents were not particularly well off, by the time she was old enough to start working with her magic, and as a result were unable to afford to school her. As Sha'hGrim grew, she learned to work with her magical abilities almost entirely intuitively, incorporating the world around her, as she saw it, in to her Magical interactions and capacity. Eventually, Sha'hGrim was old enough to start to interact with other Magicians, and started to understand that the way in which she had developed her tradition was both beneficial in it's own way, and extremely limiting in others. Sha'hGrim leanred that other Magicians were able to interact directly with the Astral Plane, and were even capable of leaving their bodies for short periods of time. She learned also that there were some, but precious few, magicians like her, who were limited in their magical capacity. Some of them had accepted their limitations voluntarilly, while others, like Sha'hGrim, had simply ended up that way. Once she was old enough to start to really understand how to grow in her magical capacity, Sha'hGrim was able to search out like-Magical Magicians. Magicians who were "limited" in the same was that she was. She had come to understand that they were referred to as "Mystic Adepts" by the magical community at large, as they were neither True Magicians, nor did they focus all of their magic inward, like an Adept typically did. Despite that the Mystic Adept community was generally withdrawn, she has never had any trouble finding a like-minded group to work with in order to advance her magical abilities. Sha'hGrim has always, in kind, supported other Mystic Adepts in their advancements.
The group requires an Oath on the Member's first Initiation. Following that, the group requires a Talisman or Thesis. Beyond that, the Member is free to contribute to the Group as the member so chooses until their 5th Initiation (if they should arrive there). At that point, another Talisman or Thesis will be required by the group, and at every third Initiation thereafter. In the case that a member chooses to complete Talisman and Thesi before their alotted 5th, and every 3rd Initiation, the Thesi and Talisman already completed will satisfy these requirements. The Member may then choose an Initiatory Ordeal which is suited to the Member's needs. In addition to the above: A Member must donate to the group at least one Material Link for each Initiatory Ordeal which requires Group Members to partake in the Member's Metaplanar Quests.
The group maintains a Medium Lifestyle, and thus requires it's members to donate to the group enough to support that lifestyle, each month. There are currently 10 members of the group (All NPCs); Sha'hGrim's cost, thus, is 500/Month. Gear/Lifestyle:- High Lifestyle, Purchased:
Sha'hGrim lives outside the City in a house with no neighbors and a large yard, including 3 outbuildings. - The first Outbuilding would resemble a small Barn from the outside. Indoors it is divided in to two sections: The first section houses a large, completely enclosed training area. The second section contains a stall-like arrangement, each stall is also completely enclosed. - The second Outbuilding is a "Dog House" of sorts. It is entirely fenced in, with a large living space for the animals who live within it. The doghouse itself is actually several small dwellings. - The third Outbuilding is an Aviary, where Sha'hGrim maintains and trains her birds.
Advanced Lifestyle (20 - High): Comforts: Middle (3) Entertainment: Low (2) Necessities: High (4) Neighborhood: Low (2) Security: Low (2) Rural Home ( 2) Outbuildings ( 2) Reinforced Housing ( 3)
Animal Food Upkeep: 1500 In addition to the above, Sha'hGrim needs to provide the following amount for food upkeep for her animals. Barn Owl - 100x2 = 200 Ferret - 25x2 = 50 Raccoon - 25x2 = 50 Bandit - 100x2 = 200 Great Cat - 500x2 = 1000
Magical Group Upkeep: 500
Note: The following are Advanced Lifestyle qualities found on Page 40 of Running Wild. Rural Home 2 You live outside the city in a rural neighborhood where lot sizes are at least ten acres or larger. You may have a well and a large garden area for fresh, organic foods. Your neighbors keep to themselves, and privacy is ensured by fences, wooded areas, and hedges. On the downside, roads are poorly maintained, police and emergency services have a response time of twenty minutes or longer, and utilities can suffer outages in bad weather. This quality is incompatible with the Neighbors qualities (except No Neighbors). If taken, this allows a character to have an animal with a Necessities category two levels lower than required on the Animal Costs and Availability Table (to a minimum of Squatter). Outbuildings 1/ 2 Your home has one or more outbuildings. At the first level, this may be a small aviary, dog kennel, or small animal house. At the second level, it may be a multi-stall barn, large kennel, or even indoor riding arena. Reinforced Housing 1/ 3 Your home and furnishings have been designed to withstand the destructive forces of animals and small children. From sealed tile floors to heavy fireproofing on the walls and ceilings, your home can survive the worst a pet can dish out. Your home may also have enhanced soundproofing, so your neighbors aren’t bothered by the various vocal performances of your pets. If taken in combination with Outbuildings, the outbuildings share the same reinforced construction. At 1 LP, this quality is suitable for normal animals and less dangerous Paranormals. At 3 LP, this quality is suitable for more dangerous Paranormals, augmented critters, or technocritters, and it includes measures designed for a particular animal (soundproofing for barghests, fireproofing for hell hounds, appliances with increased firewalls for technocritters, etc.).
Clothing and Equipment:Sha'hGrim travels nearly everywhere with the following items in her purse: Victorinox Memory Blade - as the strap on her Purse Primary Commlink - ALWAYS in "Hidden" mode Secondary Commlink - Weak model, contains various "public" pieces of data; enough to be believable Earbuds - With sound enhancements, suppressors, and spatial recognizers Goggles - With Flare Comp, Vision Enhancements, Thermovision, Smartlink, Image Link and Vision Magnification Contacts - With Flare Comp, Vision Enhancements, and Image Link Magesight Goggles Various Foci The below Clothing sets include a description of when/why she would be wearing them, and their armor values. - Standard Street Wear:
This is intended to be the clothing that she would most likely be seen in during the "day to day". She is mildly paranoid, with good reason, considering her past, and has grown quite comfortable wearing the partial Form Fitting Body Suit underneath her "Street Clothes". She might be seen wearing these clothes in A or B districts. She would "downgrade" her outfit for anything below a B district. Sha'hGrim would NOT have her Combat Axe with her. Outdoors - Vashon Island Steampunk Line + FFHB + Contacts + Earbuds = 13/10 6/3 = 19/13 Indoors - Vashon Island (w/out Overcoat) + FFHB + Contacts + Earbuds = 10/7 6/3 = 16/10 "Sub-B" District - Armor Jacket + FFHB + Contacts + Earbuds = 15/10 6/3 = 21/13
- "Professional" Street Wear:
Sha'hGrim might be seen wearing clothing like these if she were going to a Professional Meeting. If the meeting is being held outdoors, or for the outdoor portion of her travels, see the "Outdoors" section below. For the occasions where Sha'hGrim may be interacting in good light, or in close proximity with someone, see the "Truly" addendum for her modified outfit. Sha'hGrim would NOT have her Combat Axe with her. Outdoors - Vashon Island (Skirt Blouse) + Steampunk + Line Second Skin + Contacts + Earbuds = 13/10 4/1 = 17/11 - "Truly" Professional Outdoors - Synergist Business Suit (Longcoat) + Contacts + Earbuds = 12/6 Indoors - Vashon Island (Skirt Blouse w/out Overcoat) + Contacts + Earbuds = 10/7 = 10/7 - "Truly" Professional Outdoors - Synergist Business Suit (Suit Jacket) + Contacts + Earbuds = 10/6
- "Formal Wear:
In this section, Sha'hGrim details the clothing she is likely to wear to a Formal event, where her outfit will be an integral part of the "success" of her mission. Like the "Professional" section, below you will see the clothing that she would be wearing while she is not under intense scrutiny, and a subset where she knows that she will be scrutinized heavilly. Sha'hGrim would NOT have her Combat Axe with her. In addition, Sha'hGrim would remove from her purse the Goggles, Magesight Goggles, and her Primary Commlink; and she would take a purse that does not have the Victorinox Memory Blade as the handle. If possible, she will look elsewhere to stow it on her person, but she would not be surprised or dismayed if she could not manage to bring it along. Outdoors - Moonsilver Evening Gown + Second Skin + Vashon Island Overcoat + Contacts + Earbuds = 10/4 4/1 3/3 = 17/9 - "Truly Formal": Moonsilver Evening Gown Vashon Island Overcoat = 10/4 3/3 = 13/7 Indoors - Moonsilver Evening Gown + Second Skin + Contacts + Earbuds = 10/4 4/1 = 14/5 - "Truly Formal": Moonsilver Evening Gown = 10/4 = 10/4
- Adventure Wear:
These are the outfits that Sha'hGrim might be expected to wear when she knows that she will be facing battle; and that a personal public appearance is unlikely. These are the most rugged and protective sets of armor Sha'hGrim has available to her, and she will use them in any and all situations where she is likely to catch a stray bullet. Sha'hGrim would most definitely have her Combat Axe with her. In addition, she would have attached her Goggles to the Helmet of the armor suit, providing their benefits while wearing the helmet. Sha'hGrim would include BOTH her Primary and Secondary Commlinks in the Armor Suit, keeping the Primary 'Link in "Hidden" mode as usual. Alternatively, for "Mobility" Sha'hGrim may instead choose to wear a slightly reduced version of the Full Body Armor Suit. Immobile - FFFB (w/out PPP Helmet ( 0/ 2)) + Full Body Armor Helmet + Goggles + Earbuds = 9/7 10/8 2/2 = 21/17 Mobile - FFFB w/Full PPP + Helmet + Armor Jacket + Goggles + Earbuds = 9/9 8/6 = 17/15 Vehicles: - GMC MPUV:
MPUV hand accel speed pilot body armor sensor avail cost 20 slots -1 15/30 120 1 14 6 1 8 16,000 18/36 144 / 20
(Slots) Smoke Projector (1) Engine Customization - Speed (2) Engine Customization - Accel (2) Manual Control Override Drive-by-Wire (1) Nitrous Injection (1) Anti-Theft (2) Morphing License Plate (0) Oil Slick Sprayer (1) Signature Masking Rating 3 (3) 13/20 Slots
- Yamaha Growler:
Yamaha Growler hand accel speed pilot body armor sensor avail cost 6 slots 1 15/40 150 1 6 6 1 — 5500 2 / 20 180 1/ 5
(Slots) Engine Customization - Speed (2) Nitrous Injection (1) 2 x Off-road Tires (0) Morphing License Plate (0) Motorcycle Gyro Stabilization (1) Off -Road Suspension (0) 4/6 Slots
- Suzuki Mirage:
Suzuki Mirage hand accel speed pilot body armor sensor avail cost 6 slots 2 20/50 200 1 6 4 1 — 6500 0 22/55 260 2 / 20
(Slots) Engine Customization - Speed (2) Nitrous Injection (1) 2 x Racing Tires (0) Morphing License Plate (0) Motorcycle Gyro Stabilization (1) 4/6 Slots
Magical Gear: Force 5 Sustaining Focus (Normally containing F5 Improved Reflexes) Force 7 Magical Lodge Magesight Goggles Enchanting Reagents: - Refined Reagents - Radical Reagents Enchanted Animals: - Barn Owl x2 (Mundane):
Eagle Owl (Using "Barn Owl" from below) B A R S C I L W EDG ESS Init IP 1 4 3 1 2 4 2 2 0 6 7 1 Frequency: Common Movement: 20/60 (flight) Skills: Flight 3, Perception 3, Tracking 2, Unarmed Combat 2 Powers: Natural Weapon (Bite/Claw: DV 2P, AP 0), Enhanced Senses (Low-Light) Similar Animals: Horned Owl. Hawk, Kite, Vulture Barn Owl (Snow Owl): Fragile 1, Infiltration 2 Falcon (Secretary Bird): Fragile 1 Kestrel: Fragile 2
Augmentations - None Yet
Note: - From Running Wild, page 99; Using the "Barn Owl" version, in Bold below - For Cost, used "Hawk (Redtail)" from Running Wild, page 34 - 500 Nuyen; Availability: 6
- Ferret x2 (Mundane):
Ferret B A R S C I L W EDG ESS Init IP 1 2 2 0 1 2 2 1 1 6 4 1 Frequency: Common Movement: 10/30 Skills: Infiltration 2, Perception 2, Tracking 2, Unarmed Combat 2 Powers: Natural Weapon (Bite: DV 2P, AP 0, –1 reach) Weaknesses: Fragile 1 Similar Animals: Meerkat, Weasel Mongoose: Unarmed Combat 3, Immunity (Snake Venom) River Otter: Swimming 2
Augmentations - None Yet
Note: - From Running Wild, page 96 - For Cost, used "Ferret" from Running Wild, page 34 - 250 Nuyen; Availability: -
- Raccoon x2 (Mundane):
Raccoon B A R S C I L W EDG ESS Init IP 1 4 3 1 3 3 3 2 2 6 6 1 Frequency: Uncommon Movement: 8/20 Skills: Climbing 2, Infiltration 2, Perception 3, Unarmed Combat 1 Powers: Enhanced Senses (Touch) Weaknesses: Fragile 1 Note: –1 Reach Similar Animals: Red Panda
Augmentations - None Yet
Note: - From Running Wild, page 96 - For Cost, used "Pig" from Running Wild, page 34 - 250 Nuyen; Availability: 4
- Bandit x2 (Awakened):
B A R S C I L W EDG ESS Init IP 2 4 3 2 3 5 3 3 2 6 8 1 Movement: 3/20 Skills: Infiltration 3, Locksmith 2, Perception 4, Unarmed Combat 1 Powers: Enhanced Senses (Hearing, Low-Light Vision, Smell)
Augmentations - None Yet
Note: - From Running Wild, page 152 - For Cost, used "Bandit" from Running Wild, page 34 - 2000 Nuyen; Availability: 8
- Chasky (Enchanted):
Great Cat The term “great cat” refers to any large wild cat around the world, including lions, tigers, panthers, and pumas. B A R S C I L W Edg Ess Init IP 6 5 4 5 3 3 2 3 4 6 7 2 Movement: 10/60 Skills: Infiltration 3, Perception 2, Tracking 3, Unarmed Combat 4 Powers: Natural Weapon (Claws/Bite: DV 5P, AP 0)
Augmentations - None Yet
Note: - From SR4A, page 299 - For Cost, used "Great Cat" from Running Wild, page 34 - 5000 Nuyen; Availability: 12
- Jenny (Attuned):
Great Cat The term “great cat” refers to any large wild cat around the world, including lions, tigers, panthers, and pumas. B A R S C I L W Edg Ess Init IP 6 5 4 5 3 3 2 3 4 6 7 2 Movement: 10/60 Skills: Infiltration 3, Perception 2, Tracking 3, Unarmed Combat 4 Powers: Natural Weapon (Claws/Bite: DV 5P, AP 0)
Augmentations - None Yet
Note: - From SR4A, page 299 - For Cost, used "Great Cat" from Running Wild, page 34 - 5000 Nuyen; Availability: 12
Contacts: (L/C) - Names and Descriptions TBA - Janice the Talismonger (4/3):
Janice and Sha'hGrim have known each other for a long time. Janice is one of Sha'hGrim's closest metahuman friends. The two of them have worked over Magical Theory problems in their heads together since they were kids. Their paths diverged only slightly when they learned that Sha'hGrim's magical talent was not as "unrestricted" as Janice's, as Janice is a full Magician. But despite the slight differences in their talents, they have remained quite close. Janice is the go-to for nearly any of Sha'hGrim's many magical needs.
- Steven Jackson, Veterinarian (4/2):
Steve has been seeing to Sha'hGrim's various Animal needs for the past 6 years. The two of them have grown very close over the years, seeing to Sha'hGrims innumerable questions, concerns, and occasional surgical/healing needs. Thankfully, Steve is awakened as well, and is quite capable of bringing his considerable healing talent to bear, as needed, on his patients. Though, obviously, that costs extra...
- Ginny - KE Beat Cop (1/3):
Ginny and Sha'hGrim started to get to know each other several years ago. They have remained more or less in contact, though Ginny is quite devoted to her job. Sha'hGrim is happy, particularly now, with the change to KE in Seattle, as that means that Ginny's position carries slightly more influence. Sha'hGrim and Ginny have shared a few beers, and passed a few nuyen between them on "favors" over the past few years. Ginny, like Sha'hGrim, is a Mystic Adept; hence their willingness to get to know each other. In addition, they also share the Possession tradition.
- Murphy (Murph) Doyle - Bartender (1/3):
Murph is Sha'hGrim's main and most reliable source of Information. At least, the non-magical variety. Sha'hGrim has landed more than a few jobs, and dodge more than a few bullets, because she is more than willing to "overpay" for her drinks. Sha'hGrim and Murph go back many years, though they've never really taken their relationship beyond that of a casual business relationship. A strong one, but casual business nonetheless. Background:- Spoiler:
Sha’hGrim’s childhood could have been the same as every other UGE child. She could have been sent to Elven pre-schools, as her parents (at that time) were fairly well-off. She could have been entered in to the exclusive Elven Elementary Schools, to be educated in the Ways of the Elves. She could have entered society as an adult with an education comprising of Elven Culture – and persued that culture, like so many other UGE babies. But, she didn’t. Because Sha’hGrim wasn’t born during the UGE years (though, it does still happen, albeit less often). Sha’hGrim was born to Human parents, but during the years of the Technology Revolution, in the 20s. Her parents were well paid middle-class people, living in a decent neighborhood in Chicago at the time. Sha’hGrim’s mother chose to take part in a Drug Trial, early on in the Genetic Modifications phase of drugs, long before they were public marketable products. This particular drug didn’t work well, and Sha’hGrim’s mother suffered ill effects of the drug, as the Genetic Modification portion of the drug coding was not mature enough to be able to affect mature adults. Little did Sha’hGrim’s mother know, at the time, but she was pregnant with a baby girl. A baby Elf girl, to be more precise. And this was an Elf girl, to human parents, who wasn’t UGE. Sha’hGrim may very well have been the very first successful recipient of the Genetic Modification drugs, now widely (though still quite expensively) available on the market.
Growing up was harder for Sha’hGrim than it might have been for other UGE kids. Sha’hGrim’s parents slowly deteriorated their wealth, dealing with Sha’hGrim’s mother’s medical issues, as a result of the Drug Trial. Her expenses were covered from a medical perspective: Doctors, etc. But she was so uncomfortable all the time that her father spent his savings building her increased comfort. It started with a day-bed. Then he built her a green-house with a day-bed. The list goes on, but Sha’hGrim’s mother wanted for nothing, right up until they couldn’t pay the mortgage. Sha’hGrim was on her own, and on the streets, not long after she reached physical maturity – 17 years old. She had been awakened for some time, and was not defenseless; thought she was nowhere near dangerous! Survival is a challenge for anyone on the margins, the Verges, and any other place where the majority of the area’s Denizens slept on their jacket each night, as they didn’t have a bed. It didn’t take her long to discover ShadowRunning; as ‘Runner’s frequently used her neighborhood for their “Hot“ houses. The places where they went when they were trying to lose some heat. When they were sleeping off the ‘Run Hangover. Everyone on the Streets knows about ShadowRunners. And most of them know where to find a few. Sha’hGrim was no exception.
Her first job was a “Smash-n-Grab“ job; typical at that time. She and her team had been tasked with breaking in to an underpatrolled C-Corp, owned by Ares, to steal a cache of weapons being shipped out the next day. It had been a cake walk, and when Sha’hGrim got paid at the end of the run, it was more money than she even knew what to do with! Although, it’s safe to say that she found ways to spend it. 2500 Nuyen doesn’t sound like a lot of money to a ‘Runner; even for a cake walk. But for a homeless girl, lucky enough to be Gifted, it’s a windfall. It might be like winning a freak bet at the Craps table! She set herself up in a Low lifestyle, paying the first two months rent. And worked her way up from there, steadilly earning the right to call her Fixer for jobs. Slowly earning a slight reputation amongst the ’Runner’s she had worked with at being effective. And surviving. Most importantly, surviving. Sha’hGrim was a survivor; thanks in part to her Gift, and the particular manifestation that it took on. Her gift played a larger and more prominent role in her life as she worked her way off the streets from a Low to a Middle lifestyle; taking an apartment in one of the B districts just outside of Downtown. By this time, Sha’hGrim had built up a relatively comfortable number of contacts, varied enough in their utility as to provide her with tips and jobs whenever she needed them. Her personal nest-egg was actually growing, albeit slowly, along with her life style. She was relatively comfortable, in a good way. That was just about the time she was introduced to the idea of using her particular Tradition (as they call her style of magic in the Magic world) to augment her value to her teammates. Sha’hGrim had never really considered herself to be terribly different from any other Magician, except for the obvios: They could “Project“, while she could not. She started to study Magic Theory, learning to differentiate between her Tradition, and what most people considered a “Magician“. Sha’hGrim was stunned to find the vast, and growing, wealth of theoretical knowledge available for Magicians, both guiding them through their traditions, and informing Mundanes of the difference between one and the next. Sha’hGrim decided it was time for her to start to expand her mind in the ways of Magic – and sought out her first Magical Group, with the intention of Joining. For story purposes, let’s pretend that it was easy, and that she had no trouble joining at all. In fact, this couldn’t be further from the truth, but Sha’hGrim isn’t terribly concerned with those difficulties, and from her perspective, they bear a footnote in her history, at best. What was most important about that time was that she did, eventually, find a group to join. Once in, Sha’hGrim was suddenly immersed in the incredible, and incredibly deep magical knowledge, and applications, available. Sha’hGrim could not have been happier! She continued to work for two reasons: to pay her magical dues, and to test her theories in action! Shortly after her first Initiation, Sha’hGrim started to really come to understand what it meant to her teammates that she was a “Possession“ tradition. It meant fear, and reticense in working with her. But it also meant that she could start to use the world around her as a tool. A tool for her Spirits to enhance, and work with, and work from. Sha’hGrim discovered the wonders of using an Enchanted and Possessed vehicle in an attempt to flee from the Fuzz. She discovered the joys of working with the Animals she was so enamored with more directly. An attack dog, for instance, with a higher intellectual capacity than she herself had, was an incredible tool! A Raccoon, whose body is almost tailor-made for Tactical Perception, enhanced by a spirit who’s previous life must have been as a Locksmith. An Owl with an Air Spirit gifting it with Concealment and Movement. The combinations and possibilities were as endless as they were exciting, and Sha’hGrim’s value to her teammates grew in direct proportion to her knowledge of her capacities. And, as she expanded those capacities, she also came to understand further what could be done with them!
Then came the big job. Psychology:- Spoiler:
Sha'hGrim spends nearly all of her free time with her Animals. She trains them carefully, giving them tremendous amounts of love, attention, and care. Anyone who spends any amount of time with her has run in to scheduling issues with her, as her priorities are immediate and obvious: Her pets. Despite her obvious, and major need to spend significant amounts of time with her pets, Sha'hGrim can be a social person, when the time and place is right. She enjoys spending time with people she knows well, and is quite outgoing when her pets are not immediately on her mind. Costs:- Attributes:
200
Bod 5 30 Agi 4 20 Rea 6 0 Str 2 10 Cha 7 40 Int 6 40 Log 3 20 Wil 5 40
Note: Reaction = Intuition - Per "Mind Over Matter" Adept power from WAR. Description below: Mind Over Matter Cost: 1.5 (may only be taken once) The adept is truly a master of mind over matter and may use one Mental attribute in place of one Physical attribute for any tests. The attributes used must correspond per the Astral Attributes table (p. 192, SR4A); for example, only Charisma may be used in place of Strength, only Logic for Agility, etc. Once the attribute substitution is chosen for this power, it cannot be changed.
- Special Attributes:
120
Edg 6 40 Mag 9 80
- Positive Qualities:
35
Genetic Heritage - Phenotypic Alteration - Elf (10) Mystic Adept (10) Surge III (15)
Genetic Heritage: P. 20, Augmentation Phenotypic Alteration: P.89, Augmentation
- Negative Qualities:
35
Gremlins IV - 20 Dependent II - 10 (Animals) Elf Poser - 5
- SURGE:
15
Metagenetic Improvement - Intuition (20) Arcane Arrester (25) Unusual Hair - Bright Silver (-5) Extravagant Eyes - Liquid Silver (-5) Striking Skin Pigmentation - Silver Hue (-5)
- Skills:
198
Spellcasting 5 (20) Counterspelling 5 (20) Conjuring 5 (50) Perception 4 (16) Assensing 4 (16) Enchanting 3 (12) Animal Husbandry 3 (30) Shadowing 2 ( 8 ) Infiltration 2 ( 8 ) Outdoors 1 (10) Arcana 1 (4) Blades 1 (4) Gymnastics / Gymnastics Dodge 1 / 2 (6)
- Contacts:
0
(3/3) (2/2) (1/3) (1/3) = Cha(6)x3 = 18
- Initiation:
28
Group Initiations, NOT a PC Group (5 7 8 9)x.8=23.2=24 4=28
- Spells:
24 8x3=24
- Gear:
67450; 4
Victorinox Memory Blade (1250) Combat Axe (600) Personalized Grip (100) Armor Jacket (15/10) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 2090 Chameleon Suit (6/4) = 7/5 Gel Packs ( 1/ 1) (1500) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 11550 Full Body Armor Helmet 12/10 Nonconductivity R5 (1000) - Total Cost: 8000 Vashon Island Steampunk Line (Skirt Blouse Overcoat) (7/7) = 13/10 - Custom Fitted Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 4070 Synergist Business Line (Slacks Blouse Jacket Longcoat) (4/3) OR (6/3) = 10/6 OR (12/6) - Custom Fitted Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 3850 Moonsilver Evening Gown (4/1) = 10/4 - Custom Fitted Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 9020 FF Full Body Suit (6/2) = 9/9 SecureTech PPP System ( 2/ 6) (900) Gel Packs ( 1/ 1) (1500) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 5500 FF Half Body Suit (4/1) = 6/3 Gel Packs ( 1/ 1) (1500) Securetech Vitals Protector ( 1/ 1) Nonconductivity R5 (1000) YNT SoftWeave Armor ( 10%) - Total Cost: 3960 Second Skin Line Bodysuit 10/4 Delta-Amyloid Coating ( 3/ 1) (400) Carbon-Boron Infusion ( 1/ 2) (200) Kevlar Threading ( 2/ 0) (100) YNT SoftWeave Armor ( 10%) - Total Cost: 6270 Contact Lenses R3 (150) Flare Comp (50) Image Link (50) Vision Enhancement R3 (300) Goggles R6 (300) Flare Comp (50) Image Link (50) Thermographic (100) Smartlink (500) Vision Enhancement R3 (300) Vision Magnification (100) Earbuds R3 Audio Enhancement R3 (300) Select Sound Filter R3 (300) Spatial Recognizer (100) Magesight Goggles (2000) Commlink - Transys Avalon (5000) - Novatech Navi (1500) AR Gloves (250) Satellite Link (500) skinlink (50)
- Magical Gear:
16
Force 5 Sustaining Focus (Normally containing F5 Improved Reflexes) (10 5) Force 7 Magical Lodge (1/2) Enchanting Reagents (1/2)
- Vehicle Budget:
99675 / 100000
Barn Owl - 500x2 = 1000 Ferret - 250x2 = 500 Raccoon - 250x2 = 500 Bandit - 2000x2 = 4000 Great Cat - 5000x2 = 10000 GMC MPUV (16,000) Smoke Projector (700) Engine Customization (Speed) (6000) Engine Customization (Accel) (6000) Manual Control Override Drive-by-Wire (500) Nitrous Injection (2500) Anti-Theft (3200) Morphing License Plate (1000) Oil Slick Sprayer (500) Signature Masking Rating 3 (6000) Cosmetic "Street" Modifications (1000) Cages / Animal Quartering (High quality) (3000) Total: 42,400 Yamaha Growler (5500) Engine Customization (Speed) (6000) Nitrous Injection (2500) 2 x Off-road Tires (800) Morphing License Plate (1000) Motorcycle Gyro Stabilization (1800) Off -Road Suspension (1375) Total Cost: 18,975 Suzuki Mirage (6500) Engine Customization (Speed) (6000) Nitrous Injection (2500) 2 x Racing Tires (500) Morphing License Plate (1000) Motorcycle Gyro Stabilization (1800) Total Cost: 18,300
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