Anybody interested in playing Shadowrun?

No problem, Tory is a really great person and I don't mind doing things to help her, or anyone thats in the game. So your quite welcome.
 

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Here's the ex-assassin, trying to make his way in the world outside of the corp...
_________________________
Vitals
Street Name: unknown
Real Name: Inue Chu (In-you-ay Choo)
Archetype: Physical Adept
Race: Human
Sex: Male
Height: 5’10”
Weight: 175 lbs
Hair: Black
Eyes: Black

Attributes
Body 6
Quickness 6 (8 when boosted)
Strength 4
Charisma 2
Intelligence 6
Willpower 6
Essence 5
Magic 5
Reaction 6 (Augmented 10, 11 when boosted)
Initiative 1d6 (Augmented 3d6)

Pools
Karma Pool 2
Combat Pool 9 (10 when boosted)

Cyberware
Monofilament Whip
smartlink 2
Cyber Eye replacement with Low-light, Thermo, Flare Comp, and electronic vision mag 3
Cyber ear replacement with hearing amp, Damp, and Sound filter 5

?.?? Essence used ??

Abilities
Improved Reflexes Level 2 Cost 3 (+4 Reaction, +2 initiative dice)
Improved Ability Level 5 Cost 1.25 (+5 to Stealth)
Attribute Boost (Quickness) Level 2 Cost .5
Improved Scent Cost .25

Skills
Athletics 6
Stealth 6 (11) (-1 to all Stealth roll difficulties from Aptitude edge)
Etiquette (corporate) 2
Firearms (rifles) 2 (4) 5 with Inue's rifle
Throwing Weapons 1 (3) shuriken
Unarmed Combat 2 (4) shock gloves
Whips (monofilament) 5 (7)
Electronics 2

Knowledges
Pressure Points 6
Psychology 4
Ventriloquism 5
Corporate Security Tactics 5
Magical Threats 4
Magic Background 4
Japanese Art (gardening) 1 (3)

Languages
Japanese 6
English 3

Edges and Flaws
Aptitude (Stealth) +4
Blandness +2
Phobia -2
Hunted -2
Allergy -2

Armor
Lined Coat (Bllstc 4) (Impct 2)
Security Helmet +1 +2

Weapons
Monofilament Whip (in fingertip compartment, conceal 10) Reach 2 Damage 10S
Shock Gloves (pair) conceal 9, reach 0 Damage 7S Stun
Shuriken (15, dikote-coated - pg 91, Man & Machine) Damage STR+1
Remington 950 Rifle Damage 9S (customized for Inue, with cutter bullets)

Smoke/Flash Grenade (pg 283) with thermo cloud, some with spore cloud
Gas Grenades (some Hyper, some Cyanide, some Neuro-Stun X - pg 250) 10 m radius

Equipment owned
Smartgun
Silencer
Pocket Secretary
Flashlight
Pack
Grapple Gun (stealth)
Micro Flares
Spare Magazines
Improved Magazines (pg 34)

Gear
Security Helmet (Infrared, external transducer)
Retinal Tailors? (pg 94, Man & Machine) re-maps retinal patterns
Breakable Tooth (pair, with Kamikaze drug, or P4MO (pg 113, M&M), or CRAM (4M))
Fingertip Compartment 3,000 cost

Ruthenium Polymer-treated Lined Coat (+5 on attempts to see Inue')
Holographic Projector (with retrieval line and speaker with 7 stored 'shows')
(suction) Gripper Gloves & Boots
__________________________
 

Reap, I have a few quick comments so that we are all using the same rule set.

Everyone starts off with a karma pool of 1, to raise your karma pool up you as a human put every 10th karma point into your pool. The rest of us being metas besides bowie only put every 20th in.

As far as skill: firearms... it doesn't exist in Shadowrun 3rd edition. What does exist is the different types of fire arms skills that must be bought by their class.
Here is the list:

-Pistols: this covers Hold-out, Light, Machine, and Heavy pistols
-Assault rifles
-Heavy Weapons
-Launch Weapons
-Laser Weapons
-Rifles: this includes sniper rifles as well as hunting rifles
-Shotguns
-submachine guns

I noticed you had Etequitte (Corporate) 2. Adding a specialization does not drop the base skill to 0 so the lowest it could be is Etequitte (Corporate) 1/3 costing 2 skill points.

Oh and I wanted to let you know about a nifty little power in MITS that just screamed Inue Chu to me. Its called nerve strike. It costs 1 powerpoint, but it allows you to temporarily drop an opponents quickness attribute, and if done well enough it can paralyze them (You have to drop their quickness to 0). I thought of this because you took knowledge pressure points 6, and this power is the way you could express that into game terms beyond simply knowing them.

I do want to throw out the fact that since you have a magic of 5 you only can have 5 power points to start with. Even so, the loss of the power point is still a bargain as it would cost you more then 1 power point ot buy the equivalent to all the cyber you had installed and even then you wouldn't be able to approximate a smartlink.
 

Hi Reaper,

here‘s a changed version of Inue, based on Shalimar‘s suggestions and the limits of money. What do you think about it?


Attributes
Body 4
Quickness 6
Strength 6
Charisma 2
Intelligence 6
Willpower 6
Essence 5
Magic 5
Reaction 6 (Augmented 10)
Initiative 1d6 (Augmented 3d6)


Pools
Karma Pool 1
Combat Pool 9


Cyberware (all alpha)
Monofilament Whip in fingertip compartment
Smartlink II
Cyber Eye replacement with Low-light, Thermo, Flare Comp, and electronic vision mag 3


Abilities
Improved Reflexes Level 2 Cost 3 (+4 Reaction, +2 initiative dice)
Improved Ability Level 3 Cost 0.75 (+3 to Stealth)
Improved Scent Cost .25
Nerve Strike Cost 1


Skills
Athletics 4
Stealth 6 (9) (-1 to all Stealth roll difficulties from Aptitude edge)
Etiquette (corporate) 1 (3)
Spec. Ranged Weapon Skill 4
Throwing Weapons 1 (3) shuriken
Unarmed Combat 6 (to make that nerve strike work)
Whips (monofilament) 5 (7)


Knowledges
Pressure Points 6
Psychology 4
Ventriloquism 5 (I‘m having some trouble here: Since I doubt that you will be using the skill just for entertainment purposes:), I am somewhat loathe to classify it as anknowledge skill.) [If I err, please correct me.]
Megacorp Security 6
Megacorp Policies 2
Megacorp Politics 2
Magic 3
Gardening (Japanese) 1 (3)

Languages
Japanese 6
English 3

Edges and Flaws
Aptitude (Stealth) +4
Blandness +2
Phobia -2 (against what?)
Hunted -2
Allergy -2 (against what?)

Armor
Secure Long Coat (B4) (I2)
Camouflage Full Suit (B5) (I3)
Form-Fitting Full Body Suit (B4) (I1)


Weapons
Monofilament Whip (in fingertip compartment, conceal 10) Reach 2 Damage 10S (Since your heart seems to be set on this:), I‘m going to allow it though normally it wouldn‘t be available. Unfortunately, it comes with a price, in this case Street index.)
Shock Gloves (pair) conceal 9, reach 0 Damage 7S Stun
Remington 950 Rifle Damage 9S (Smartgun II)


Equipment owned
Silencer
Pocket Secretary
Flashlight
Pack
Grapple Gun (stealth)
Micro Flares
Spare Magazines
Improved Magazines (pg 34)

Gear
Breakable Tooth (pair, with Kamikaze drug, or CRAM (4M))
(suction) Gripper Gloves & Boots
 
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@ Howling Coyote:

If you still want that Sniper rifle, go ahead under the same rules as in my post above, ie. factor in the Street index.


Folkert
 


Douane: Just noticed, that I miscalculated the concealibility of my Ares Predator III's. The real concealibility for those is 6, not 9.
 



I'm back! Finally got everything sorted out (well almost), and can post (and read the board) again pretty regularly.

I updated Swarts equipment, and converted his money to his starting amount. I think that's going to be the final version, unless someone has something to say about it.
 

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