GURPS Shadowrun [OOC] Re-launch

GreenKarl

First Post
OK well I had a few notes from the game AND the introduce but I didn't keep any of the heroes writes up it appears... even the ones I helped create (waa, waa, foolish me), but if people are willing I can re-launch. We were not far into it and can so of re-do the intro....

Some of the stuff I have...

Rogue's Gallery
IC Thread


[sblock=THE RUNNERS]
Jaeger – Elf Face/Dog Shaman (played by Jago)
Juno – Human Street Samurai (played by Shayuri)
Tharg – Troll Physical Adapt (played by)
Beowulf – Orc Dragonslayer Shaman (played by)
Master-Blaster – Human Combat Decker (NPC)
[/sblock]

[sblock=House Rules/Setting Rules]Assumptions and Expectations for this setting…
  • Arcane Magic vs. Cyberpunk Technology: In a world were both magic and cyberware exists, they don’t coexists peacefully. Those who rely on magic have a harder time with technology, especially invasive technology that they implant into the bodies. Technology also tends to not accept a lot of magic.
  • Fractured Power: The Sixth World is one of fractured power. It it’s filled with nations, sovereign corporations, criminal syndicates, powerful individuals of myriad of origins, dragons, and secret magical groups. All of them want what any powerful entity wants: more power. But of the last few years these struggles have not only been bloody and often unprofitable, but some have been very embarrassing.
  • Corporate Espionage and Conspiracies: The world of Shadowrun is not a peaceful world of the future but one fraught with hidden and obvious dangers around every corner and behind ever smile.
  • “Denialable” Accesses: In this caldron of struggling powers, espionage and conspires there is a need for access that cannot be tied back to these entity; maybe because of embarrassment, exposer, hidden dangers, public scorn, competition, etc. These access, often nonpersons (SIN-less), free-agent criminals, called Shadowrunners. They can be hired and discard with little evidence linking them back to the source.
  • Eldritch Horror: in the early editions of the game there was an idea introduced that with the rise of magic, some dark evil forces from deep in Astral Space where rising out of the darkness to threaten the world. Except some of this to come up in a lot of the adventures I run in this world.

Goggle Doc site for GURPS Shadowrun conversion.

The Game starts on December 12th, 2053 in the Seattle Metroplex.
Basic Assumptions: TL9, Western Culture Familiarity, Cityspeak (English)
Base Rules: GURPS 4th ed. (B), GURPS Marital Arts (MA), Ultra-Tech (UT), High Tech (HT), Low-Tech (LT), Magic (M), Thaumatology (TA), Powers (P) and Matrix rules from Pyramid #3/21 Cyberpunk (P/CP). Some additional items from Action! 1 & 2 (A!1 and A!2), Dungeon Fantasy 11 – Power Ups (DF11)
Fate: All character begins each game session with 2 Fate Points. Fate Points allow the character to re-roll any one Skill or Attribute roll during a game. The Advantage Luck is reworked to grant +3 Fate Points (for a total of 5), Extraordinary Luck grants another +3 (8) and Ridiculous Luck grants another +4 (12 total!!).
Initiative: for the 1st round of combat, roll 1d6 + your Base Speed for order (keep fractions, minus load, etc.)
Cinematic Rules: Extra Effort in Combat (B357), TV Action Violence (B417), some ideas from MA.
Magic: All Spells are purchases as “No Spell Requirements”. You must meet the Magery level, IQ or DX levels, etc. All spells now require Magery 1. Only Fatigue Point and Time are reduced from Magic Rituals (M8-9), one must still speak a few works and make a gesture or two no matter their level of skill. Also most ranged attack spells do not require Innate Attack. See Magic for a full explanation.
Multiplicative Modifiers (P102): for whatever reason, my brain just works with numbers better this way then standard GURPS modifying system.
Wealth (B25-6): To make Wealth matter after character creation, your Wealth level determines the ‘base’ level you can sell looted items to your contacts (Dead Broke 0%, Poor 10%, Struggling 20%, Middle 30%, Comfortable 40%, Wealthy 50%, Very Wealthy 60%).
Skill Specializations: Drive (B188), Hazardous Materials (B198 plus Magical Waste), Mechanic (B207 and Vehicle types include Drones), Melee Weapons (B208 but no Force weapons), Pilot (B214 but no counter-gravity), Shipbuilding (B220 but no Starships), Submarine (B223), Survival (B223).
  • Armoury includes Body Armor, Heavy Arms, Melee Weapons, Missiles, Small Arms, Vehicle Armor.
  • Beam Weapon includes Laser Rifle.
  • Current Affairs includes Corporations, Policlubs, Simsense, Sports, Travel, and Trid.
  • Electronic Operations includes Communication, Electronic Warfare, Scientific, Security, Simsense, Sensors, Sonar, Surveillance, and Trid.
  • Engineer includes Artillery, Biotechnology, Combat, Drone, Electrical, Cybernetics, Materials, Mircotechnology, Mining, Nanotechnology, Small Arms, and Vehicle (type-Automobile, Ships, etc.)
  • Gunner includes Assault Cannon, Cannons, Machine Gun, and Missile/Rocket Launcher.
  • Guns include Grenade Launcher, LAW, LMG, Pistol, Rifle, Shotgun, SMG and Taser.
  • Hidden Lore includes Corp Conspiracies, End-Of-The World Groups, Magical Crimes, Magical Group Conspiracies, Magical Foci, Magical Theory, Magical Writing, Matrix, Metaplanes, Paracritters, Policlub Conspiracies, and Spirits Lore
  • Savoir Fair Corporate, Dojo, Government, Mafia, Military, Police, Policlub, Tir/Elven, Triad, Yakuza
  • Weird Science includes anything you might want plus Magical.

Cultural Familiarities (of the World):
  • Western (covers Jewish, Christian, and post-Christian cultures of Europe, Israel, and Western Europe)
  • Native American (First American cultures like Sioux, Navajo, etc., as well as the reinvented Aztlan)
  • Elven (covers the newly-"discovered" elven culture)
  • Middle Eastern (covers the Muslim world in Africa, Middle East and Asia)
  • African (sub-Saharan Africa, Central Africa and South Africa)
  • East Asian (covers "oriental" cultures such as China, Japan, Korea, etc.)
  • South-East Asian (India, Bangladesh, Thailand, etc.)
  • Pacific Islander (Philippines, Fiji, Hawaii, etc.)
  • Australian (Aborigines)
  • Arctic (Inuit, Siberian, etc.)
  • Papuan (New Guinea)
  • Central Asian ("Steppe" cultures like Mongolians)
  • Amazonian (Native peoples living in the Amazon Basin)

Most Common Cultural Familiarity (of Seattle):
Western (covers Jewish, Christian, and post-Christian cultures of Europe, Israel, and Western Europe)
Native American (First American cultures like Sioux, Navajo, etc., as well as the reinvented Aztlan)
East Asian (covers "oriental" cultures such as China, Japan, Korea, Philippines, etc.)
Elven (covers the newly-"discovered" elven culture)

Languages: all most common of human languages are still spoken somewhere by someone, plus add Sperethiel (Elven), Or'zet (Orkish), and Aztlaner Spanish (a mix of modern Spanish and Aztec ‘lingo’).

Lingos: these specialized jargons and sub-languages are treated as Perks; one point conveys the same level of fluency as the speaker's Spoken level in the source language. Note that lingos are offshoots of their source languages and should be noted as such: for example, Cityspeak (Japanese) is not the same thing as Cityspeak (English). Someone who could only speak English trying to converse with someone whom only spoke Cityspeak (English) would suffer a -1 to 2 Comprehension levels between them (a Native speaker would be considered Accented at best and probably broken when speaking to each other).

SESSIONS/FATE POINTS/XP
  • For a PBP game we can’t really use the regular rules for Luck, etc. about every hour so a ‘session’ is generally going to run on average 1 month of real-time. A session might end early but I will try not to run them more than 1 month long.
  • Fate points (luck) reset at the end of each session.
  • XP awards will be at the end of each session generally 2-4 points each session end. Players can spend these points as soon as they gain them.
  • At the end of each adventure I will also award some additional XP (not sure how much yet, let’s see how the game goes).
[/sblock]

[sblock=News and Rumors in Seattle]At present Seattle is in the middle of cold rainy storm that blew out of the north a few days ago.
A string of murders has been happening over the last week or so in Touristville (the 'safe' part of the downtown Redmond Barrens where a number of wage-slaves like to go to pretend they are 'street' and tough, but don't really want to be in danger). At present four corp middle management drones have had their throats cut and different vital organs removed from their bodies. Lone Star has made no official comment other than they are investigation but the rumors (that the news is more than happy to reports) is an Organ Donner racket.
There was a fire in the Azetechnology Downtown building. While a company spokesmen confirmed the first he said that it was minor and cause no significate damage. Magically aware witness say that they saw something huge and black rise up out of the skyscraper but the company has denied this as burn-out chip user ravings and completely false.
The Governor's Race next year is really heating up between Marilyn Schultz and a new comer Mitchel Brackhaven. Experts think it is going to get ugly. One of the major issues is Brackhaven's promise to replace the Lone Star police contract with Knight Errant.
A new dragon by the name of Geyswain who recently purchased a business by the name of Lachlann Reality in Tacoma and is busy purchasing land on the cheap in the Puyallup Barrens.
In celebrity news, the singer Euphoria is set to releasing and a new album (the first in 3 years) and Marla Mercurial is singing at a sold out concert in the King Dome II next week[/sblock]
 
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GreenKarl

First Post
OK I probably made LOTS of mistakes here but from memory this is what I thinkI did for the basics of the 3 characters I helped with. It could be wrong and you are of course totally allowed to re-work and re-write anything and everything I did... sorry guys just the best I can remember....

[sblock=Elf Template][37pts]
Racial Attributes Adjustments: DX +1 [20]
Racial Secondary Attributes: Perception +1 [5], Move +1 [5]
Racial Advantages: Attractive Appearance [4], Charismatic 1 [5], Extended Lifespan [2], Longevity [2], Night Vision 6 [6]
Racial Disadvantages: Dread (Salt Water) [-10], Unnatural Features (Elf, ears) [-2][/sblock]

[sblock=Dog]Dog is a loyal friend. He fights ferociously to defend his home and those under his protection.
Spirit Bonus: Spirits of Man
Casting Bonus: any five of Knowledge spells (player’s choice, can't be changed later).
Disadvantages: must take Sense of Duty (companions) [-5].[/sblock]

Jaeger
Real Name:
TL: 9, Western Cultural Familiarity, Native Tongue XX. Other XX

Archetype: Face (Shaman); Background: Corp; Race: Elf (Caucasian); Age: 30; Sex: Male

ST: 11 [10], DX 13 [60], IQ 14 [80], HT 11 [10]

BL: 24lbs., Sw/Th: 1d+1/1d-1, HP: 11, FP: 11, Will: 14, Per: 15 [5], Base Speed: 6.0, Move: 7 [5]

Advantages: Attractive Appearance [4], Charisma 2 [10], Contact (former co-worker; Effective Skill 15-, Somewhat Reliable) [2], Contact (Fixer, Effective Skill 15-, Somewhat Reliable) [2], Craftiness 2 [10], Extended Lifespan [2], Honest Face [1], Languages (XX, Accented) [4], Languages (XX, Broken) [2], Longevity [2], Magery 2 [30], Magical Focus (Power Focus 6FP) [2], Mentor Spirit (Dog) [15], Night Vision 6 [6], Smooth Operator 1 [15]

Disadvantages: Additional (smoker) [-5], Chummy [-5], Code of Honor (Professional) [-5], Curious (12) [-5], Discipline of Faith (Dog Rituals) [-5], Dread (Salt Water) [-10], Sense of Duty (friends, companions) [-5], SINer [-10], Social Stigma (Well Known) [-5], Stubborn [-5], Unnatural Features (Elf) [-2]

Quirks (-5):

Petty Spells: Alarm (A) [1]-15, Apportation (A) [1]-15, Counterspell (A) [1]-15, Detect Magic (A) [1]-15, Mage Sight (A) [1]-15, Persuasion (A) [1]-15,

Spells: Banishing (VH) [1]-13 (15 with Spirits of Man), Deathtouch (VH) [4]-15, Divination* (X) (VH) [4]-17, Glass Wall* (VH) [1]-15, History* (VH) [1]-15, Invisibility (VH) [4]-15, See Invisible* (VH) [1]-15, Watchdog (VH) [1]-13, Wizards Eye* (VH) [1]-15, Summon Spirits† (VH) [2]-13 (15 with Spirits of Man)

*+2 from Mentor Spirit

Combat Skills: Brawling (E) [4]-14, Knife (E) [4]-14, Pistol (E) [8]-15, Shotgun (E) [2]-13, SMG (E) [2]-13

Skills: Acting (A) [1]-15, Computer Operation (E) [1]-14, Diplomacy (H) [4]-15, Disguise (A) [1]-15, Fast-Talk (A) [4]-16, Hidden Lore (Spirit Lore) (A) [2]-12, Intimidate (A) [2]-15, Leadership (A) [1]-17, Merchant (A) [2]-14, Public Speaking (A) [2]-14, Propaganda (A) [2]-14, Psychology (H) [2]-13, Ritual Magic (VH) [2]-12, Savior-Faire (Corporate) (E) [2]-16, Savior-Faire (Mob) (E) [2]-16, Shadowing (A) [1]-15, Stealth (A) [1]-13, Streetwise (A) [2]-15, Thaumaturgy (VH) [8]-13

Dodge: 9, Parry: Brawling, Knife 10

Weapons: Colt Manhunter – Damage 3d pi+, Acc 2, ½D/Max 180/2,000, Wt. 2.5/0.7, ROF 3, Ammo 20+1 (3), Bulk -2, Recoil 3, LC3 (with HUD, laser sight +1 to hit out to ½D range)
Long Knife - Damage 1d+1 cut/1d imp, Reach C or 1, Parry 0, Wt. 1.5

Cash on Hand: 50.82¥

Breakdown: 160 Stats +10 Secondary +107 advantages -67 disadvantages and quirks +20 combat skills +42 skills +28 spells = Total 300

Total Base Cost: ¥7,949.08; Total Weight: 19.6lbs (no encumbrance)
Average-cut, Lower-Class Armored Clothing [Clothing; torso, groin, limbs, both feet], Light Reflex Tailored Armor (UT174), DR 9/3, Cost 650¥, Wt. 4lbs
Wicking Undergarment (HT64) [Torso], +1 to avoid FP loss due to heat, Cost 30¥, Wt. neg.
Load-Bearing Vest (HT54) [Torso], Cost 30¥, Wt. 2lbs
Belt (HT68) [Torso], Cost 10¥, Wt. neg.
Undercover Holster (HT154) [Torso], -1 to Fast-Draw but +1 to Hold-Out, Cost 125¥, Wt. 1lb.
Leather Gloves (B284) [Hands], DR 2*, Cost 30¥, Wt. neg.
Personal Basics (B288) [Clothing], Cost 5¥, Wt. 1lb
Multi-Tool (HT26) [Belt], Cost 50¥, Wt. 0.5lbs
Waist Pack (HT54) [Sling], Carries 10lbs, Cost 10¥, Wt. 0.5lbs.
Night Shade Video Glasses (UT60) [Head], Night Vision 8, up to x2 magnification, Cost 250¥, Wt. 0.1lb
Basic Communicator [Wrist]: Tiny computer (comp 3), 2A/20 hours, LC4 (UT22), Tiny radio communicator (1-mile), 2A/10hours, LC4, includes GPS Receiver (UT74), Video Glass (with HUD) and light VR Glove (UT24&54). Base Cost 150¥, Wt. 0.2lbs. Updated with Secure Encryption 500¥, LC2
First-Aid Kit (UT198) with Bandage Spray Can (UT197), heals 1 HP and +2 to First Aid, Cost 65¥, Wt. 2.5lbs
Mini Flashlight (UT74) [can be attached to a Firearm or Helmet, or carried], Cost 10¥, Wt. 0.25lbs, B/24hr.
5x A Batteries (UT19) [LBV], Cost 5¥, Wt. 0.0005lbs each (0.0025lbs)
2x B Batteries (UT19) [LBV], Cost 6¥, Wt. 0.05lbs each (0.1lbs)
10x Glow Sticks (UT74) [LBV], last 1 day, available in different colors, Cost 20¥, Wt. 0.1lbs each (1lb)
2x Thimble Flare Grenades (UT146- Flare UT153) [LBV], Cost 10¥, Wt. 0.06lbs each (0.12lbs)
Nasal Filter Plugs (UT188) [LBV], four hour filters vs. inhaled toxins, Cost 100¥, Wt. neg.
Colt Manhunter (SR Sheets) [Undercover Holster], Cost 540¥, Wt. 2.5lbs. with Accessory Rails (UT150), Cost +100¥, Wt. +0.2lbs
20-round Magazine [Pistol], free, Wt. 0.7lbs with ammo
2x 20-round Magazines [LBV], Cost 60¥, Wt. 1.4lbs with ammo
61x 10mCLP heavy pistol Rounds [Magazines], Cost 17.08¥
Fine Long Knife (LT67, but TL9) [LBV], Damage sw cut, thr+1 imp, Cost 120¥, Wt. 1.5lbs
Power Focus (SR) [Wrist], Wt. 1lb, Cost 3,000¥

EXTRAS
3 months of Low-Lifestyle rent paid, Cost 2,100¥
200x Rounds of heavy pistol ammo stored at home, Cost 56¥

=======


[sblock=Troll Template][45pts]
Racial Attributes Adjustments: ST +7 [Size mod -10%, 63], DX -1 [-20], IQ -1 [-20], HT +1 [10]
Racial Secondary Attributes: Hit Points +6 [Size mod -10%, 11], Size +1 [0]
Racial Advantages: Damage Resistance (Thick Skin, -40%) 3 [9], Infravision [10], Reach +1 [5]
Racial Disadvantages: Gigantism [0], Social Stigma (Minority Group) [-5], Ugly [-8], Unnatural Feature (Troll; size, horns, facial features) [-5], Weakness (Cooper, 1d per 5 minutes of exposure) [-5]
Additional Notes on Size +1: Firearms need to be specially made for you, costing 20% more. Armor costs and weights are 50% more. Lifestyle also costs 25% more in space and food required.[/sblock]

Thorg
Real Name:
TL: 9, Western Cultural Familiarity, Native Tongue Citispek (English). Other -

Archetype: Physical Adapt; Background: Military; Race: Troll (Caucasian); Age: 28; Sex: Male

ST: 20 [90*], DX 11 [20], IQ 10 [0], HT 13 [30]

BL: 80lbs., Sw/Th: 2d-1/3d+2 (Striker ST/Unarmed 3d-1 thrust), HP: 26 [11*], FP: 13, Will: 13 [15], Per: 10, Base Speed: 6.0 [0], Move: 7*

*Size Modifier

Advantages: Combat Reflexes [12**], Contact (Fixer, Effective Skill 15-, Somewhat Reliable) [2], Contract (Old-War Buddy; Effective Skill 15-, Unusually Reliable) [4], Damage Resistance (Thick Skin, -40%) 3 [9], Damage Resistance +3 (Thick Skin -40%) [6**], Extra Attack 1 [20**], High Pain Threshold [10], Infravision [10], Physical Adapt Talent 2 [30], Reach +1 [5], Striker ST +7 (Unarmed Attacks only -40%) [14**]
**Adapt Special Abilities (Ritual Adapt/Magic discount -20%)

Disadvantages: Bad Temper (12) [-10], Code of Honor (Mercenary) [-10], Discipline of Faith (Adapt Rituals) [-5], Gigantism [0], Nightmares (12) [-5], Obsession (Perfect my Art) [-10], Overconfidence (12) [-5], Sense of Duty (companions, fellow runners, etc.) [-5], Social Stigma (Minority Group) [-5], Ugly [-8], Unnatural Feature (Troll; size, horns, facial features) [-5], Weakness (Cooper, 1d per 5 minutes of exposure) [-5]

Quirks (-5):

Special Skills: Breaking Blows (H) [4]-12, Immovable Stance (H) [4]-13, Kiai (H) [4]-14, Mind Block (A) [4]-16, Power Blows (H) [4]-15, Throwing Art (H) [4]-13

Combat Skills: Axe/Mace (A) [4]-12, Bow (A) [4]-12, Judo (H) [4]-11, Karate (H) [16]-14, Knife (E) [4]-13, Pistol (E) [4]-13

Skills: Acrobatics (H) [8]-12, Area Knowledge (Seattle) (E) [1]-10, Gesture (E) [2]-11, Jump (E) [4]-13, Intimidate (A) [1]-13, Meditation (H) [2]-12, NBC Suit (A) [2]-10, Parachuting (E) [2]-12, Savoir-Faire (Military) (E) [2]-11, Soldier (A) [2]-10, Stealth (A) [2]-10, Tactics (H) [2]-10

Dodge: 10, Parry: Karate 11, Axe 10

Weapons: Ruger Super Warhawk – Damage 4d+3 pi++, Acc 2, ½D/Max 250/2,400, Wt. 4/0.4, ROF 2, Shots 6 (3i or 3), Bulk -3, Recoil 4, LC3). Note that with HUD/Laser sight add +1 to attack rolls out to ½D range.
Oversized Combat Axe – Damage 3d+6 cutting, Parry 0U, Reach 1 or 2.
Unarmed Strike (with Striker ST) – Damage 3d+3 crushing

Cash on Hand: 1,759.20¥

Breakdown: 140 Stats +26 Secondary +122 advantages -78 disadvantages and quirks +24 special skills +36 combat skills +30 skills = Total 300

Total Base Cost: 6,240.80¥; Total Weight: 44.0lbs (round to the nearest) No Encumbrance
Average-Cut, Low-Class Medium Armored Clothing* [Clothing; torso, groin, limbs, both feet], Medium Reflex Tailored Armor (UT174), DR 12/4 (With Natural DR 18/10), Cost 1,497¥, Wt. 14.85lbs
Wicking Undergarment (HT64) [Torso], +1 to avoid FP loss due to heat, Cost 45¥, Wt. neg.
Load-Bearing Vest (HT54) [Torso], Cost 30¥, Wt. 2lbs
Belt (HT68) [Torso], Cost 10¥, Wt. neg.
Undercover Holster (HT154) [Torso], -1 to Fast-Draw but +1 to Hold-Out, Cost 125¥, Wt. 1lb.
Leather Gloves (B284) [Hands], DR 2*, Cost 30¥, Wt. neg.
Personal Basics (B288) [Clothing], Cost 5¥, Wt. 1lb
Multi-Tool (HT26) [Belt], Cost 50¥, Wt. 0.5lbs
Waist Pack (HT54) [Sling], Carries 10lbs, Cost 10¥, Wt. 0.5lbs.
Night Shade Video Glasses (UT60) [Head], Night Vision 8, up to x2 magnification, Cost 250¥, Wt. 0.1lb
Basic Communicator [Wrist]: Tiny computer (comp 3), 2A/20 hours, LC4 (UT22), Tiny radio communicator (1-mile), 2A/10hours, LC4, includes GPS Receiver (UT74), Video Glass (with HUD) and light VR Glove (UT24&54). Cost 150¥, Wt. 0.2lbs. Upgraded with Secure Encryption 500¥, LC2
First-Aid Kit (UT198) with Bandage Spray Can (UT197), heals 1 HP and +2 to First Aid, Cost 65¥, Wt. 2.5lbs
Mini Flashlight (UT74) [can be attached to a Firearm or Helmet, or carried], Cost 10¥, Wt. 0.25lbs, B/24hr.
5x A Batteries (UT19) [LBV], Cost 5¥, Wt. 0.0005lbs each (0.0025lbs)
2x B Batteries (UT19) [LBV], Cost 6¥, Wt. 0.05lbs each (0.1lbs)
10x Glow Sticks (UT74) [LBV], last 1 day, available in different colors, Cost 20¥, Wt. 0.1lbs each (1lb)
2x Thimble Flare Grenades (UT146- Flare UT153) [LBV], Cost 10¥, Wt. 0.06lbs each (0.12lbs)
Nasal Filter Plugs (UT188) [LBV], four hour filters vs. inhaled toxins, Cost 100¥, Wt. neg.
Ruger Super Warhawk* (SR Sheets) [Undercover Holster], Cost 750¥, Wt. 4lbs. with Accessory Rails (UT150), Cost +100¥, Wt. +0.2lbs
6-rounds in cylinder [Pistol], free, Wt. 0.4lb
3x 6-round speed-loaders [LBV], Cost 90¥, Wt. 1.2lbs
36x magnum pistol Rounds [Magazines], Cost 57.60¥
Oversized Combat Axe* (LT65, Fine Axe) [Belt], Damage sw+4, Cost 75¥, Wt. 4lbs

*Large size increased costs and weight.


EXTRAS [Living Space/Home]
3 months Low-Class Lifestyle 2,100¥
200x magnum pistol Rounds, Cost 240¥

==============


[sblock=Ork Template][15pts]
Racial Attributes Adjustments: ST +3 [30], IQ -1 [-20], HT +1 [10]
Racial Secondary Attributes: Hit Point +2 [4]
Racial Advantages: Damage Resistance (Thick Skin -40%) 1 [3], Night Vision 6 [6]
Racial Disadvantages: Social Stigma (Minority group) [-5], Unattractive [-4], Unnatural Feature (Ork; facial features, ears) [-4], Weakness (Silver, 1d per 5 minutes of exposure) [-5][/sblock]

[sblock=Dragonslayer]The most heroic of mentor spirits is also the most fun-loving. Though he fights to protect his own against all dangers, he loves a good party even more.
Spirit Bonus: Spirits of Land or Earth Elementals
Skill & Casting Bonus: skills of Carousing and Gambling and three combat spells (see below)
Disadvantages: Vow (never refuse a just request for aid) [-10]. Dragon parties hard and fights hard. He is a protector of the weak and his friends and can be overconfident and impulsive at times.[/sblock]

Beowulf
Real Name:
TL: 9, Western Cultural Familiarity, Native Tongue XX. Other XX

Archetype: Shaman; Background: Street; Race: Ork (Caucasian); Age: 23; Sex: Male

ST: 13 [30], DX 12 [40], IQ 12 [40], HT 12 [20]

BL: 34lbs., Sw/Th: 2d-1/d, HP: 15 [4], FP: 12, Will: 13 [5], Per: 12, Base Speed: 6.0 [0], Move: 6 [0]

Advantages: Contact (Fixer, Effective Skill 15-, Somewhat Reliable) [2], Contact (Street Doc, Effective Skill 18-, Somewhat Reliable) [3], Contact (Tailmonger, Effective Skill 15-, Usually Reliable) [4], Damage Resistance (Thick Skin -40%) 1 [3], Language (XX, Accented) [4], Magery 4 [60], Magical Focus (Power Focus FP15) [5], Mentor Spirit (Dragonslayer) [15], Night Vision 6 [6]

Disadvantages: Bloodlust (15) [-5], Discipline of Faith (Dragonslayer Rituals) [-5], Code of Honor (Professional) [-5], Frighten Animals [-5], Impulsiveness (12) [-10], Sense of Duty (companions, fellow runners, etc.) [-5], Social Stigma (Minority group) [-5], Truthfulness [-5], Unattractive [-4], Unnatural Feature (Ork; facial features, ears) [-4], Vow (never refuse a just request for aid) [-10], Weakness (Silver, 1d per 5 minutes of exposure) [-5]

Quirks (-5):

Petty Spells: Dull (Sight) (A) [1]-15, Glue (VH) (A) [1]-15, Grease (VH) [1]-15, Haste (VH) [1]-15, Hinder (VH) [1]-15, Itch (VH) [1]-15, Scryguard (VH) [1]-15, Weaken (VH) [1]-15

Spells: Banish (VH) [4]-15 (17 vs. Spirits/Elementals of the Earth), Exploding Lightning Bolt* (VH) [8]-18, Forgetfulness (VH) [8]-16, Lightning Bolt* (VH) [8]-18, Missile Shield (VH) [8]-16, Mystic Mist (VH) [8]-16, Recover Energy (VH) [4]-15, Shocking Touch* (VH) [8]-18, Summon Spirits† (VH) [4]-13 (15 with Spirits of the Land/Earth), Wizard’s Eye (VH) [8]-16

Combat Skills: Boxing [2] (A)-12, Knife (E) [2]-13, Shotgun (E) [4]-14, Taser (E) [2]-13

Skills: Area Knowledge (Seattle) (E) [2]-13, Carousing* (E) [2]-15, Current Events (Regional) (E) [2]-13, Exoteric Medicine (H) [2]-11, Exorcism (H) [2]-11, Fast Talk (A) [2]-12, Gambling* (A) [2]-14, Herb Lore (H) [2]-11, Hidden Lore (Astral Space) (A) [2]-12, Hidden Lore (Spirit Lore) (A) [4]-13, Intimidate (A) [2]-12, Occultism (A) [4]-13, Ritual Magic (VH) [8]-12, Scrounging (E) [2]-13, Streetwise (A) [2]-12, Thaumaturgy (VH) [8]-12, Urban Survival (A) [1]-11

*+2 from Mentor Spirit

Dodge: 9, Parry: Boxing or Knife 9

Weapons: Long Knife – Damage 2d cut/1d+2 impale; C or 1; Parry 0
Ruger SuperWarhawk – Damage 4d+3 pi++; Acc 2; ½D/Max 250/2,400; ROF 2; Shots 6 (3i or 3); Bulk -3; Recoil 4

Cash on Hand: 2,025.20¥

Breakdown: 130 Stats +9 Secondary +105 advantages -73 disadvantages and quirks +10 combat skills +49 skills +68 spells +2 extra cash (+6,000¥) = Total 300


Total Base Cost: ¥11,974.80; Total Weight: 25.7lbs (round to the nearest), No encumbrance
Average-cut, Lower-Class Armored Clothing [Clothing; torso, groin, limbs, both feet], Light Reflex Tailored Armor (UT174), DR 9/3 (with natural DR 10/4), Cost 650¥, Wt. 4lbs
Lined Coats [Clothing; torso, groin, limbs], Medium Tailored Armor DR12/4 (with natural DR 13/5), Cost 800¥, Wt. 6lbs
Wicking Undergarment (HT64) [Torso], +1 to avoid FP loss due to heat, Cost 30¥, Wt. neg.
Load-Bearing Vest (HT54) [Torso], Cost 30¥, Wt. 2lbs
Belt (HT68) [Torso], Cost 10¥, Wt. neg.
Undercover Holster (HT154) [Torso], -1 to Fast-Draw but +1 to Hold-Out, Cost 125¥, Wt. 1lb.
Leather Gloves (B284) [Hands], DR 2*, Cost 30¥, Wt. neg.
Personal Basics (B288) [Clothing], Cost 5¥, Wt. 1lb
Multi-Tool (HT26) [Belt], Cost 50¥, Wt. 0.5lbs
Waist Pack (HT54) [Sling], Carries 10lbs, Cost 10¥, Wt. 0.5lbs.
Basic Communicator [Wrist]: Tiny computer (comp 3), Cost 50¥, Wt. 0.05lbs, 2A/20 hours, LC4 (UT22), Tiny radio communicator (1-mile), Cost 50¥, Wt.0.05lbs, 2A/10hours, LC4, includes GPS Receiver (UT74), Video Glass (with HUD) and light VR Glove, Cost 50¥, Wt. 0.1lb (UT24&54). Base Cost 150¥, Wt. 0.2lbs. Updated with Secure Encryption 500¥, LC2
IR Goggles (UT61) [Head], 2x magnification, 500¥, Wt. 0.6lbs, B/10hrs.
First-Aid Kit (UT198) with Bandage Spray Can (UT197), heals 1 HP and +2 to First Aid, Cost 65¥, Wt. 2.5lbs
Mini Flashlight (UT74) [can be attached to a Firearm or Helmet, or carried], Cost 10¥, Wt. 0.25lbs, B/24hr.
5x A Batteries (UT19) [LBV], Cost 5¥, Wt. 0.0005lbs each (0.0025lbs)
3x B Batteries (UT19) [LBV], Cost 9¥, Wt. 0.05lbs each (0.15lbs)
10x Glow Sticks (UT74) [LBV], last 1 day, available in different colors, Cost 20¥, Wt. 0.1lbs each (1lb)
2x Thimble Flare Grenades (UT146- Flare UT153) [LBV], Cost 10¥, Wt. 0.06lbs each (0.12lbs)
Nasal Filter Plugs (UT188) [LBV], four hour filters vs. inhaled toxins, Cost 100¥, Wt. neg.
Ruger SuperWarhawk (SR Sheets) [Undercover Holster], Cost 600¥, Wt. 4lbs. +0.4lbs loaded, with Accessory Rails (UT150), Cost +100¥, Wt. +0.2lbs
3x Speed-loader cases [LBV], Cost 180¥, weight 0.4bls each with ammo (1.2lbs total)
24x Magnum pistol rounds [6 in Pistol, 18 in Speed-loaders]. Cost ¥28.80
Very Fine Long Knife (LT67, but TL9) [LBV], Damage sw+1 cut, thr+2 imp, Cost 240¥, Wt. 1.5lbs
Power Focus (SR Magic), FP 15, Cost 6,000¥, Wt. 1lb

EXTRAS [Living Space/Home]
3 months Low-Class Lifestyle, 2,100¥
200x Rounds of heavy pistol ammo, Cost 240¥
Materials for a Ritual Space (T128), Cost 500¥
 
Last edited:


Jago

Explorer
Yeah! Jaeger! Hunter of the Running Shadows!

That actually looks pretty up to snuff. I'll tweak it when I have time (Drop some weapon skills, increase some Being-A-Smooth-Operator, grab the extra Languages and such), but that looks pretty accurate. I'll give it the full run down tonight.

I know that our Ork also lost his entire account, like mine. I'll try and reach out to him and see if he's still in.
 




Jago

Explorer
Basically made 1 adjustment: dropped the 4 points spent on the Taser weapon skill and put them into Pistol to raise it by 1.

Conserve Ammo and Shoot Straight, after all.
 


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