GURPS Shadowrun [OOC] Re-launch

name: Daniel Doherty
Runner name: Beowulf
Attributes: ST +3 [30], IQ -1 [-20], HT +1 [10]
Secondary: Hit Point +2 [4]
Advantages: Damage Resistance (Thick Skin -40%) 1 [3], Night Vision 6 [6]
Disadvantages: Social Stigma (Minority group) [-5], Unattractive [-4], Unnatural Feature (Ork; facial features, ears) [-4], Weakness (1d damage per 5 minutes of exposer to silver) [-5]

===

TL: 9, Western Cultural Familiarity, Native Tongue – Citispeak (English); Other – Or'zet (Accented)
Archetype: Shaman; Background: Street; Race: Orc (Irish-American); Age: ??; Sex: ??

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

Damage: th/sw 1d/2d-1, BL: 34lbs, HP: 15 [4], Will: 12, Per 12, FP 12, Base Speed 6.00, Move 6

Advantages: Contact (Tailsmonger; Effective Skill 15, Usually Reliable) [4], Contact (Fixer, Effective Skill 15, Somewhat Reliable) [2], Contact (Street Shaman; Effective Skill 15, Somewhat Reliable) [2], Damage Resistance 1 (thick skin) [3], Language (Or'zet, Accented) [4], Magery 4 [60], Mentor Spirit: Dragonslayer [15], Night Vision 6 [6]

Disadvantages: Code of Honor (Professional) [-5], Discipline of Faith (Mentor Spirit’s) [-5], Frighten Animals [-5], Impulsiveness (15) [-5], Overconfidence (12) [-5], Sense of Duty (fellow runners, friends, etc.) [-5], Social Stigma (Minority Group: Orc) [-5], Truthfulness [-5], Unattractive [-4], Unnatural Featurs (Orc; facial features, ears, etc) [-4], Weakness (1d damage per 5 minute exposer to silver) [-5] and one set of the following…
For Dragonslayer Shaman: Bloodlust (15) [-5], Stubborn [-5] and Vow (never refuse a just request for aid) [-10]

Quirks (-5 points worth):

Combat Skills: Brawling (E) [2]-13, Axe (A) [4]-13, Shotgun (E) [4]-14, Taser (E) [2]-13

Skills: Area Knowledge (Seattle) (E) [2]-13, Current Events (Regional) (E) [2]-13, Esoteric Medicine (H) [2]-11, Exorcism (H) [2]-11, Hidden Lore (Magical Conspiracies) (A) [2]-12, Hidden Lore (Spirit Lore) [4]-13, Mind Block (H) [2]-11, Occultism (A) [4]-13, Ritual Magic (VH) [8]-12, Scourging (E) [2]-13, Stealth (A) [2]-12, Thaumaturgy (VH) [8]-12, Urban Survival (A) [2]-12

Plus one of the following sets of Skills
Carousing (E)-15 [2], Gambling (A) [2]-14

For Spells Bear shamans should go move Survivalist and Healer while the Dragonslayer might focus more on Warrior…
Warrior: you magic helps you or hurts your foes – Dull (Senses; each sense must be learned as a separate spell), Glue, Grease, Haste, Hinder, Itch, Scryguard, and Weaken.

Spells (all +4 for Magery, except those marked with a † at +2): Banish (VH) [4]-15 (17 with Mentor Spirits choice), Recover Energy (VH) [4]-15, Summon Spirits† (VH) [4]-13 (15 with Mentor Spirits choice). Then 7 more spells [56 total] from among the following. All are (VH) [8]-16 each, except those marked with a † (VH) [8]-14 each
Warrior: you magic helps you or hurts your foes – Acid Ball, Acid Jet, Armor, Ball Lightning, Bravery, Breath Fire, Burning Touch, Choke, Concussion, Deathtouch, Explosive Fireball, Explosive Lightning, Fireball, Flame Jet, Ice Dagger, Ice Sphere, Icy Breath, Icy Touch, Lightning, Lightning Stare, Lightning Whip, Shocking Touch, Snow Jet, Spit Acid, Steal Energy, Steal Vitality, Steam Jet, Stone Missile, Sunbolt, Total Paralysis, Water Jet and Windstorm. Also Burning Death†.

Attributes 130 +4 secondary +96 advantages -68 disadvantages -5 quirks +56 +8 petty spells and +68 spells =289.

11 points into cash for points
19000 nuyen
- 1009
17991
- 7300
10691


Lined Coat, Medium Tailored Armor DR 12/4
Ritual Space T128
15pt FP Power Focus (SR Convers/Magic)

Mossberg AM-CMDT
1x 18 round clip [Shotgun]
2x 18 round clips [LBV]
55x shotgun shells
Patrol sling


I don't really know what else to do here, but that's at least a start
 

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GreenKarl

First Post
I don't really know what else to do here, but that's at least a start

He looks good but you have to pick your spells. If you look at the write up I did above you see my choices but you can change those...

You also probably want some additional gear. See my write up above for some additional things you might want (including a knife and comlink/smart phone)...
 




GreenKarl

First Post
I re-posted the IC... hope that works. We will pick up where Jaeger and the Johnson were negotiating but I would like everyone to re-introduce their characters.
 


GreenKarl

First Post
Checking in quickly. I have a plane trip I have to catch, but I'm still up for this. Lost my character though.

On the first page I tried to recreate everyone from Memory but I think I changed something on your character, which we can change back... giving him Extra Attack instead of Weapon Master. Up to you which way you want to go (more damage with one strike or hitting people twice without penalties)
 

name: Daniel Doherty
Runner name: Beowulf
Attributes: ST +3 [30], IQ -1 [-20], HT +1 [10]
Secondary: Hit Point +2 [4]
Advantages: Damage Resistance (Thick Skin -40%) 1 [3], Night Vision 6 [6]
Disadvantages: Social Stigma (Minority group) [-5], Unattractive [-4], Unnatural Feature (Ork; facial features, ears) [-4], Weakness (1d damage per 5 minutes of exposer to silver) [-5]

===

TL: 9, Western Cultural Familiarity, Native Tongue – Citispeak (English); Other – Or'zet (Accented)
Archetype: Shaman; Background: Street; Race: Orc (Irish-American); Age: ??; Sex: ??

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

Damage: th/sw 1d/2d-1, BL: 34lbs, HP: 15 [4], Will: 12, Per 12, FP 12, Base Speed 6.00, Move 6

Advantages: Contact (Tailsmonger; Effective Skill 15, Usually Reliable) [4], Contact (Fixer, Effective Skill 15, Somewhat Reliable) [2], Contact (Street Shaman; Effective Skill 15, Somewhat Reliable) [2], Damage Resistance 1 (thick skin) [3], Language (Or'zet, Accented) [4], Magery 4 [60], Mentor Spirit: Dragonslayer [15], Night Vision 6 [6]

Disadvantages: Code of Honor (Professional) [-5], Discipline of Faith (Mentor Spirit’s) [-5], Frighten Animals [-5], Impulsiveness (15) [-5], Overconfidence (12) [-5], Sense of Duty (fellow runners, friends, etc.) [-5], Social Stigma (Minority Group: Orc) [-5], Truthfulness [-5], Unattractive [-4], Unnatural Featurs (Orc; facial features, ears, etc) [-4], Weakness (1d damage per 5 minute exposer to silver) [-5] and one set of the following…
For Dragonslayer Shaman: Bloodlust (15) [-5], Stubborn [-5] and Vow (never refuse a just request for aid) [-10]

Quirks (-5 points worth):

Combat Skills: Brawling (E) [2]-13, Axe (A) [4]-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

For Spells Bear shamans should go move Survivalist and Healer while the Dragonslayer might focus more on Warrior…
Warrior: you magic helps you or hurts your foes – Dull (Senses; each sense must be learned as a separate spell), Glue, Grease, Haste, Hinder, Itch, Scryguard, and Weaken.


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

Attributes 130 +4 secondary +96 advantages -68 disadvantages -5 quirks +56 +8 petty spells and +68 spells =289.


Cash on Hand: 2,025.20¥


Lined Coat, Medium Tailored Armor DR 12/4
Ritual Space T128
15pt FP Power Focus (SR Convers/Magic)

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


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¥

Mossberg AM-CMDT
1x 18 round clip [Shotgun]
2x 18 round clips [LBV]
55x shotgun shells
Patrol sling


How's that?
 
Last edited:

GreenKarl

First Post
I caught some bug this weekend and have been pretty sick but hopefully [MENTION=6855130]Jago[/MENTION] and [MENTION=34958]Deuce Traveler[/MENTION] can post over in the IC soon and we will get this party started :)

Deuce if you need help with you character PM me again and we can hammer him out. But look at the first page for my notes on him... (I think its the 3rd or 4th post on this thread)
 

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