Appearance: An Ogre from the Russian Federation, the only things that set Leshi apart from any other portly old Russian are his pointy ears and big Ogre jaw. However, those are things he's learned to hide over the years to avoid the stigmas that come from being an especially rare meta. Besides that he often grows out a thick beard and dresses in plain clothes fitting for a man of his girth, though often he chooses to forgo a shirt entirely. He's a little older for an Ork and so is balding a bit on top, his face similarly weathered and etched with the first signs of wrinkles.
Personality: Leshi is a proud Russian, often stoic and silent, possessed of a peaceful self-surety. Others might call him dim-witted and stubborn. Either way, he knows what he believes is right and is both confident and decisive in following his internal guidance. Though usually at peace with the world around him, as a follower of Bear he can at times fly into a rage. But ultimately he is driven by respect and reverence for nature, life, and the spirit world, and feels a sense of kinship with all beings that respect the same. As this often puts him at odds with megacorps he finds good company in the Shadows.
"I ain't afraid of some fat old Shaman." The ork pushed past the younger human, wearing the same gang colors. He hugged a big barrel marked with faded "toxic" symbols and dragged it towards the edge of the dock. "We got a job to do. Easy cred." The young man continued with a worried look on his face. "You don't get it man. He's everywhere. Every bird, every rat, every stray dog, it's him." The ork tipped the barrel onto its side and it began to drain its sickly green contents into the river. "Ah you're just being paranoid."
The man pleaded further. "He's got spirits, man. The animals. And they say he can turn into anything. I heard he turned into a bear, and that's what ate Collins!" At this the ork stood upright and raised an eyebrow. He looked left and right quickly, then narrowed his eyes. "Bah..." he said dismissively, "I'll be fine." He patted the heavy pistol under his coat and went back to work. "You gotta listen to me," the human started again, "He doesn't care about your gun. He's not just some backwoods mojo slinger. He'll eat that gun before he eats you!"
The ork scoffed as he wrestled another barrel to the edge of the dock. "Alright smart guy, if he's so scary, why don't you just clear out? I got this. I'll take your cut and you can just stay at home with your mamma, crying about the scary magic man. That sound good to you?" He stood and put his foot up on the barrel as it drained. But the man didn't answer. He looked around. "Uh... hey. I was just kidding man." He stared down the dim-lit dock and saw something moving. "Is... s'that you?" But from the shadows sprung a snarling wolf instead, poised to pounce and barking ferociously. The ork fumbled for his gun and pointed it clumsily at the wolf, but before he found the trigger a huge weight fell on his back, flashes of claws and teeth obscured by shadows and brown fur. The last thing he saw was the open maw of a great brown bear.
Short Biography: Though he's originally from the Russian Federation, Iev mostly grew up in the Allied German States. He was born in an obscure farming village in Western Russia his family was driven to the Ork and Ogre communities of the AGS by extreme poverty and mounting fears of oppression. When Iev manifested as Awakened it was the final straw; they had to escape or lose him to the Red Army. It was in the AGS he got his first fake SIN and started work as a warehouse laborer near Leipzig under the name of Iev Sokolov. Over time he worked his way up to security at a wildlife preserve a dozen klicks from the city, a position that suited his talents and interests quite well. For years he lived happily in the AGS. But that was before he was found out.
It all started with pollution. It was always pollution. Corporate drones trashing the natural world to cut costs. It was the cold reality of the sixth world, but it always left a bitter taste in Iev's mouth. He never thought to do anything until he caught a toxic shaman practicing his sickly magic in the preserve. He didn't try to scare him off or arrest him, he just killed him on the spot. From that point on he started moonlighting as a vigilante purifier. He went after toxic shamans, sure, but also poachers, corporate lackeys, and even processing and manufacturing facilities. But one night he was almost caught and nearly got himself killed. He wasn't identified, but amidst a cloud of suspicion he fled west to Vienna. Short on cash and needing to lay low for a while, he started looking for work in the local scene.
Contacts:
Ork, Middle Aged, Male, Rasputins Capo - C3/L3
Cannis grew up in a poor part of Vienna and, although he was awakened, his magic didn't get him far. He spent his youth protecting gang turf and being a trog rights radical. At some point he mellowed out and settled down in Föhrenberg. He has a cabin with a big yard where he raises a mixed pack of dogs for illegal dog fights. Besdies that he likes to spend his time drinking with the other Rasputin members and clubbing a few heads if someone does something stupid.
Though he can create a few elemental effects, Cannis can't actually call strong magic. In fights he mostly relies on an armored cyber forearm and an old metal baseball bat.
He has a particular taste for Russian liquor and thus gets along well with Leshi.
Ork, Female, Fixer - C3/L2
Roulette is a Fixer operating mostly out of the Badner Megacasino, but which also has her finger in many pies in mödling and laxenburg. She's a young ork with a sidecut, her black roots showing within the bright red dyed hair she has left, and cybernetic mirror-lense eye replacements. For her metatype she is built relatively thin but well curved in the right spots, a fact that is clearly visible, since she generally forgoes bulky armour in favour of bright dresses and outfits. Her skin is covered with a plethora of tattoos, most of which thematically revolve around gambling, luck and related imagery. The majority of it lights up under blacklight, which is not the only thing that flashes on her, since she has her eye implants programmed to display various gaudy neon patterns on occasion. Her personality generally goes with the appearance - fun and over the top - unless she is talking business. Because with all of this showmanship she is still a hard worker, well connected and fairly intuitive about who to drop her runs and info onto.
The armor covers her stomach and the pistol she's carrying looks quite similar to the Altmayr SPX2 shotgun, minus the clip :)
Name: Mako Chen
Handle:Germin for mancer(turns out it means Thin)Dünn (her old Handle was Manderin for ThunderLéi)
Appearance:
Her first name comes from her Japanese heritage, and her last name comes from her Chinese heritage, and if that didn't tell anyone her nationality, Mako looks classically Asian. She keeps her long black hair in a loose ponytail and it is her main vanity in life right now. While she likes following Retro and Cyberpunk trends to fit in with her friends, being on the run has Mako dressing in the same common everyday brands of clothing that the working-class locals of Ottakring in Vienna wear. Only time will tell if she will be able to keep that fashion for long. She loved her Hong Kong Cyberpunk look, but it's too distinctive. At 5' 2" she is short with a lithe build. Mako's jade green eyes are a genetic gift from her mother, and she has no qualms about using her exotic looks to get what she wants. Her only weapon in meatspace is an Altmayr SPX2 shotgun pistol. Though she prefers to use an HK DMR 11D sniper rifle whenever she can, which she keeps broken down in her backpack with several other pieces of tech scrap. The farther away from the action Mako can get, the happier she is. Thanks to her past, Mako also prefers commlink's that can clip to her coat collar and be detached and put into her coats Faraday Pocket at need. Her look is finished off with a pair of jade green
Personality:
So contrary to how this is often done do not describe your contacts in great detail right out the gate, but tell me what kind of contacts you would want for the character when you are getting to that stage. < Note: I am quite bad at getting a character's personality typed out and then playing the character accordingly. It's my one weakness when it comes to roleplaying pbp style. >
To keep her mother safe, Mako has to stay away no matter how much her heart aches to see her mother again.
To survive and find a purpose.
Mako wants to be liked, though her fear usually controls Mako more than her wants.
Desires:
To be accepted for who and what she is and to fit into normal society even though she is SINless and a runner that works on the edges of society. So yea, Mako's desires are imposable except in certain circles.
Habits:
Mako has a habit of tweaking how her Matrix Persona looks, never satisfied with the result. The tweaks are minor though, over time, it will add up to something that looks only vaguely like the original.
Mako likes sucking on suckers while she's hacking. It's not an oral fixation or anything, and she will kick anyone in the shin who hints otherwise. There is a reason Mako wears steel-toed boots with the steel on the clechie, I know, but when I started thinking about habits for Mako, this popped in my head, and I went with it outside.
Mako derides most Deckers when they complain about the cost of upkeep on their Decks. She still remembers when the price of a cheap deck could feed her and her mother for years.
Mannerisms:
Mako has a haughty attitude with those she meets on the street. It's a defense mechanism on her part. If she doesn't let anyone close she won't get hurt.
With friends, she's more down to earth and surprisingly shy.
On the job, Mako gets quiet and focused. She speaks with only enough words to get the job done. With a group that she does not know, this mannerism is even more pronounced. It's all an act to hide and manage her fear.
Capabilities: "What am I good for?!? While I may not look like it, I can hack as good as any up and coming decker out there. And I can do it without any of the standard dreck a decker has to lug around to boot." Pulling the wicked little shotgun up from her side where it hung on a strap, the Chameleon Coating trying to adapt to its new surrounding's making the weapon look more intimidating caused the Johnson to take a step back, "This here is the second most expensive piece of tech I got besides my sniper rifle. Deckers are expensive because their expensive toys get damaged and they whine about a bonus to replace them. If my sniper rifle gets damaged I'll whine about it in private and eat the cost." Letting the weapon slide back on its strap under her coat, Mako crosses her arms and leaned back against the wall. "I'm your girl if you got the nuyen. And I'll even do the job without complaining about needing a bonus like a Decker will when his expensive toy gets shot."
Short Biography: < Note: There is no information about the KowloonWalled City in the Almanac so I used a wiki for helping me to remember the plot of the Shadowrun: Hong Kong It's a good game if you haven't played it, though its old school.game that gave me the idea for Mako. I'll be only using it for flavor. >
Mako could still remember the nightmares she had back then. They said it was a drug lab accident that caused the mass hallucinations, but her mother maintains that it is a coverup for the truth. "You were only six years old and too young to understand, but everyone that lived in the Walled City of Kowloon back then knows better, they didn't say so, but they knew." To this day, Mako is unsure if she wants to believe her mother. For years before she was even born, the dreams and nightmares had wracked the residents of the Walled City, each year worse than the last and by 2056 even the residence of Heoi living beyond the wall are affected by the nightmares. It all came to a head during a nasty It's not in the wiki, but there was one in the gamehurricane that struck the island of Hong Kong, and people became insane as the nightmares racked people while they were awake. Mako remembers that time vividly as her mother locked her in a dark closet and ran out into the city as the whole place went insane, her mother among them.
To this day, Mako can not stand tight, dark spaces as it reminds her of that closet and the hallucinations and nightmares that wracked her mind during that terrible night. After the hurricane abated, the nightmares stopped and never came back, but Kowloon was still a Walled City. Whatever was causing the nightmares was gone, but the horror of living hand to mouth in a slum was still there. Every day was a struggle, and her mother never really recovered from that night. She tried her best to take after little Mako, but the nightmares still lived inside her head. For the most part, Mako herself was fine. She had nightmares, of course, but nightmares of the horror she experienced, not ones of a spiritual nature. Her mother looked after her and did the best to educate Mako while partially insane and impoverished. Mako was always being told to hide what she had and cover her face in grime, or they would take her too. So, after getting over a slight fever one day Mako woke up and found herself able to see the ARO of her mother's commlink without any technological aids, she kept the discovery to herself.
Like any teenager, Mako wanted to fit in and show off. With fashions being more leather cyberpunk than cloth in nature, she was able to follow the fashions by scavenging and occasionally stealing. She started hanging out with a group of kids that were full of ideals and she latched onto their cause. The little group didn't have a name or even one central cause, they just took up whatever injustice was popular at the time. To fit in, she found a crappy radio shack deck that was bricked to hell and back. It was surprisingly easy to fake being a decker amongst her friends as none of them ever met one in real life before, not in the Walled City. She was instantly popular and the center of the group's activism. For years she plied her trade with her group of friends and did actual runs as a runner named Léi occasionally. Slowly they expanded their activism to higher and higher levels. It all came to a head when they tried to sabotage the brand new Executive Council building. They were only going to destroy or block all the elevators and stairwells and then turn on all the water faucets in the building. As a prank and an act of disobedience, it was awesome. But there was supposed to be no one there, and all Mako had to do was bypass the security. It all went south shortly after Mako got into the system and activated the water systems. She was in the process of bricking the water control system when the shooting started. She didn't know what to do at first, but soon the little experience she had gained on her runs kicked in. When the Run was blown, run! So she screamed for everyone to jet and destroyed her commlink before followed her own advice. To this day, Mako does not know what went What went wrong was someone found out about her little group's plans and aided them in carrying it out. They added nerve gas to the water pipes on the executive level to kill the group of the Executive Council that was having a clandestine meeting on the top floor and then aided the security forces in the effort to capture or kill her friends.wrong.
Mako went home; it took her hours with the city on lockdown, and she knew it was stupid, but she ran back to her mom, where she collapsed into the woman's arms crying. The woman knew as there were already reports of a failed assassination attempt by a Kowloon terrorist cell, but yet she hugged her daughter and wiped away her tears. It was her mother who told Mako that she was listed as one of the ringleaders of the terrorist cell, Just her name, and description, no good picture. Mako was surprised when her mother shoved a surprising amount of nuyen into her hands and told her to go to the Star Ferries docks and get to Macao. From there, she was to find a man named Austin and pay to get smuggled far from here. She smiled down at her daughter and said, "Don't you worry about me. I'm a crazy old woman. The HKPF won't waste time on I imagine Mako's mom is smart enough to move instead of wait for the HKPF to show up me." It was an emotional journey for her as she found out nearly all her friends were killed, and she had to run away, leaving the few survivors to their fates.
The journey to Macao was like a dream, but by the time she finally found Austin and paid for a boat ride half a world away, she was calm. Scared but calm. While Seattle was the obvious destination for a displaced runner, it was a little too obvious. So, taking up an old invitation from a Decker she met in the matrix several years ago, she had the boat of smugglers drop her off at a town called Trieste in Italy near the Italy-Slovenia boarder. She was pretty sure the Decker that gave her the invitation was just trying to get into her pants, but it was a place to lay low, not like he would get lucky or anything. It took a good portion of her remaining nuyen to make her way across the border into Slovenia and then north to cross into Austria. But once she arrived in the city of Vienna, Mako tried to relax. Finding out the Executive Council of Hong Kong had put a fifty thousand nuyen bounty on her head to be captured alive put a nix to that. She had already thrown the bricked radio shack deck into the ocean, but now she would have to leave her name behind. Mako Chen had to die and just become Mako, and that was easy as she was SINless. But they were looking for a Decker. To help aid in her survival, Mako decided she would embrace her abilities as a Technomancer. No more hiding what she truly was, and it was surprisingly uplifting and feeing for the young woman. Even hinting at being a Technomancer presented its own problems, but she figured it was better than being hunted for fifty thousand nuyen. Letting her hair down and tieing it at the nape of her neck letting the rest of her long hair flow free was another good switch. But Mako needed something more, a new handle and a new persona. The persona was easy, gone was the female warrior women in the scantly clad clothes, and in its place was a gender-neutral figure made up of 1's and 0's. It took her some time, but Mako settled on a name. Dünn. It meant mancer in Germin, hinting at her Technomancer nature or so she thought. Much later she discovered her commlink's translation software glitched. It actually means thin. A new identity and a burner SIN, Mako was ready to take Vienna on, not as a notorious runner, just new meat to the Shadowrun market.
A Note on Contacts:
So contrary to how this is often done do not describe your contacts in great detail right out the gate, but tell me what kind of contacts you would want for the character when you are getting to that stage.
Fixer 4/2 - "Brand" (Which as Dünn could look up means Fire, as in a building set on fire rather than the flame itself), which she's only ever seen on trid but who is a male human.
Decker 3/2 - "Houdini", local Decker/Shadowrunner with a top-hat icon.
Infobroker 3/1 - "Argos", an icon of a large eye.
Lives on the corner of Kulmgasse & Lobenhauerngasse in Ottakring. A thirty-story apartment building.
For Compiling, Decompiling, or Registering a sprite, the Fading DV equals twice the total hits (not net hits) generated by the sprite on the Opposed Test, minimum 2 DV. If the sprite's rating is greater than the Technomancer's Resonance, that damage is Physical. The Fading from Threading(all forms) is Physical if you get more hits on the Threading test than your Resonance rating. Thread Complex Form uses Software + Resonance [Level] vs. Special(as per the Complex Form).Complex Form's
Target
I = Immediate, S = Sustained, P = PermanentDuration
Illegal actions leave traces in teh Matrix, but the Resonance can erase a few of them. Make a simple Software + Resonance [Level] test. For each hit, reduce the target's Overwatch Score by 1.Cleaner
Persona
P
L-2
This complex form lowers one Matrix Attribute(Firewall) of the target device. Make an Opposed Software + Resonance[Level] vs. Willpower + Firewall test. If you win, the target's attribute(Firewall) is reduced by your net hits. You can't reduce an attribute to less than 1.Difusion of Matrix Attribute (Firewall)
Device
S
L-2
You infuse a file with Resonance long enough to manipulate its contents. Make a Software + Resonance[Level] vs. Intuition + Data Processing of the file's owner. You can make the same amount of changes to the file that you would be able to make with your net hits in Edit File actions.Editor
File
P
L-1
Resonance floods the target device, boosting the specified attribute. The Level of the complex form must equal or exceed the value of the attribute being affected. The attribute is increased by the number of hits scored, up to twice the target's normal rating (any hits that would increase the attribute beyond this maximum are ignored). Each attribute can only be affected by a single Infusion at a time. If an attribute boosted by this complex form is swapped in a Reconfigure action, this complex for ends.Infusion of Matrix Attribute (Firewall)
Device
S
L-2
When a technomancer harnesses the raw power of the Resonance, it can make any obstacle that gets in their way regret its choices. Make a Software + Resonance [Level] test. The next Matrix action you perform gains a dice pool bonus equal to the number of hits on this test.Primed Charge
Self
I
L
You push Resonance commands into a target, forcing it to perform a Matrix action. Pick a target and a Matrix action for it to perform. Make a Software + Resonance [Level] vs. Willpower + Firewall test with a threshold based on the type of action: 1 for Free Action, 2 for Simple, and 3 for Complex. If you succeed, the target performs that Matrix action as its next available action.Puppeteer
Device
I
L+1
The technomancer pushes a single IC into a stream of Resonance that isolates it, effectively locking it away. Make a Software + Resonance [Level] vs. Host Rating x2 opposed test. On a successful test, the IC is locked in a Resonance fold for a number of combat turns equal to the complex form's level.Resonance Cache
IC
I
L-2
You send a spike of raw destructive Resonance into the target, causing errors and mayhem. Make a Software + Resonance [Level] vs. Willpower + Firewall test. Your target takes 1 box of Matrix damage per net hit, with no chance to resist.Resonance Spike
Device
I
L-3
You broaden your connection to the Matrix and connect to all grids at once. You take no penalty for acting across grids(because you're on all of them), but neither do others targeting you. You also don't take a penalty for the public grid. Make a Simple Software + Resonance[Level] test. The effect persists for one minute for every hit you get. When you run out of hits, the complex form ends.Transcendent Grid
Use the Machine Sprite power called Diagnostics. Until you tell it to stop, it will perform Diagnostics on the device(choose). Benifits: It grants +1 to the device's Limit, and +(hits) to any roll for Repairing or Using the device. Example: Have your Sprite run on the Street Sam's Smartgun and you roll 4 hits for the Sprite. Untell you tell the Sprite otherwise, it will keep running Diagnostics on the gun giving it a +1 Limit(Accuracy) and +4 to Attack with the gun.
When this quality is selected, the player selects a Matrix attribute(Sleaze). They gain a +2 bonus to that attribute.Better on the Net (Sleaze), You gain +2 dice when resisting Fading from any source.Otaku to Technomancer, As a Free Action, you can spend 1 point of Edge to remove all Mark's a single opponent has on you. Targets sharing Mark's with the opponent, as IC does with Host's, also loose there Mark's.Ninja Vanish
Negative
Any time you are in a vehicle that is effectively accelerating at a rate of 3 or higher (that is, moving across three or more range categories) or moving at a speed of 4 or higher, you experience Nausea (p-409, SR5) until the vehicle's Speed or Acceleration drops, the Nausea disappears in (12 - body) minutes.Motion Sickness, A character with this quality has a visceral fear of some kind that shakes them whenever they are exposed to enclosed spaces. Moderate Claustrophobia causes a -3 dice pool modifier to all actions while in an enclosed space , and the character must succeed on a Composure (2) Test or feel a strong need to get away from the source of their fear.Phobia(Common, Mod.): Claustrophobia, The character should have to frequently deal with someone coming for them or finding out about the bounty and using it against them. If for some reason the bounty ever goes away, like the character is turned in or they clear their name, the quality must be bought off with Karma.Wanted(50,000; Hong Kong Executive Council)
Notes:+2 RC(not figured in), deploying is a Simple Action. Wireless: deploying is a Free ActionBipod, Takes two Complex ActionsEasy Breakdown(powered), Micro Camera, Vision Magnification(Zoom function digitally magnifies vision by up to fifty times. Need to make the Take Aim Action to benefit of the system with a -3 penelty)Imaging Scope, +1 RCShock Pad, Applies a -4 dice pool modifier on all Perception tests to notice the weapon's use or locate the weapon's fire. Wireless: Features a Rating 2 microphone with Rating 2 Select Sound Filter and simple software that alerts you via AR if your silencer detets the sound of someone nearby reacting to the sound of the silened weapon.Silencer/Suppressor, Slide Mount, Can shoot around corners without exposing self with a -3 penalty. Wireless: +1 Accuracy and ejecting a clip and changing fire modes are Free ActionsSmartgun System(External), +1 Accuracy(does not stack with anything other than Smartgun) and requires Wireless to be turned on.Trigger Removal, Spare Clip x2.
Unarmed Attack
Unarmed
2
2
1S
--
--
--
0 reach
--
--
Notes:
Gear: Backpack(cheap), Clothes, x2 Standard Certified Credstick, Glasses[R4](Allows you to see normally in light levels as low as starlight. It does not help in total darkness, though.Low Light & Work with a Smartgun System to give you the full benefit of the system. The smartgun will tell you the range of targets, as well as ammunition level(and type), heat buildup, mechanical stress and so on.Smartlink), x3 Medkit Supplies, Datahost Subscription, Wireless Bonus: The user gains +2 dice to all Navigation test.Mapping System Subscription, Shopsoft Network Subscription, Grid Subscription(Public), Fits over the mouth and nose and protects against inhalation-vector toxins. The respirator adds its rating to toxin resistance tests.Respirator[R6], x2 Slap Patch(Removes a number of boxes of Stun damage equal to its Rating. This effect lasts for (Rating x 10) minutes—afterwards, the patient takes (Rating + 1) unresisted Stun damage. While in effect, the character is unable to rest.Stim), creates a strong electromagnetic field perfect for burning out RFID tags and other unshielded electronics(like commlinks). When you bring the eraser within 5 millimeters of an electronic device and push the button, the device takes 10 boxes of Matrix damage (resisted normally). The tag eraser has one charge but can be fully recharged at a power point in 10 seconds. Wireless: The tag eraser recharges fully in an hour by induction.Tag Eraser,
* Sephiroth: old boyfriends hacker name from Hong Kong.
* Owes Houdini a favor for trying to connect Nomad with Isidor Schuhart before "Run #2: A fight at the opera"
* Miss Magdalena Baumgartner, aka Mag is a nosy neighbor that I made up in this post here.
Quote:
Originally Posted by Phettberg
A technomancer is always mundane, as "awakened" only references being magically active or not.
Resonance is not magic, in fact the two have zero relation. Resonance is a word that is used to describe the particular energy a technomancer can sense as being resonated by the matrix. Like with magic the setting does not make definite statements as to where resonance comes from, but the digital world (and technology) and resonance are closely related, as one would guess.
So no, sprites are not magical either - they are "resonance-ical" or whatever you want to call it. Actually their components are not supernatural at all, they exist as strange snippets of code that shouldn't fit together but do. Any normal decker (or other kind of user) could spot one with a matrix perception check. They don't exist in a separate layer of the matrix, like with mundane versus astral space, but then again they also don't have to "manifest" into the normal matrix. Given the nomenclature it's implied that a technomancer sees a reflection of the matrix (i.e. a resonance of it) rather than the thing itself, but in this case the two are identical.
So the danger of having spirits hover around you is actually a lot more acute, given that any old schmoe could theoretically spot a sprite using a run of the mill commlink. It's not all in the spotting though, as they appear as really odd code on casual inspection and not everybody would know that this is a sprite. It's more that if you have them right next to you it's not hard to trace them back.
Anyway, all of this is why it takes a lot of analysis for a mage to realise that there is something "off" about the aura of a technomancer, but it is not because they are awakened. They are different though.
* Have information on the Sacra Corona Unita - this information is worthless to Dünn but can be traded to a faction for reputation.
Description: A tiny gnome, standing only 2'8" and weighing 55 lbs., with a tirelessly cheerful expression and demeanor, her hair dyed purple, she always has a ready smile and a joke, regardless of the direness of the circumstances. She takes in her surroundings with almost childlike wonder, until one notices the keenness with which she observes things. With an almost unnatural ability to read people and convince them of nearly anything, she makes friends quickly and seems to consider life to be a party thrown in her honor. Too bad that things always tend to go a little wierd when she's around, but that just makes things more fun!
October 4 Birthday Horoscope
October 4 Zodiac Sign - Libra
As a Libra born on October 4th, your considerate and self-less nature are amongst your most well-known qualities. You are a social creature and greatly enjoy the company of others. When you see someone experiencing a problem, it seems you cannot help put to put their needs before your own. Your understanding and thoughtfulness are greatly appreciated by your friends and loved ones. Whether they have told you or not, some would describe you as the "perfect friend".
October 4 Birthday Element - Air
Air is your sign’s paired element and out of all 12 zodiac signs, you have the only cardinal connection with air. You may feel air’s influence in the form of curiosity that stirs within you as if pushed by gentle winds. It is air’s influence that makes you an active pursuer of knowledge and understanding in whatever topic peaks your interest. Embracing these qualities of air will play a key role in future successes, but avoid the negative influence of stagnant air, which causes feelings of aloofness to arise.
October 4 Ruling Planet - Venus
The Libra’s planetary ruler is Venus, but as you were born in the Second Decan, or part, of the sign, you also receive planetary influence from Saturn and ...hee hee hee! XDUranus. Being the planet of harmony, beauty and sociability, Venus ties to the presence of these qualities in your personality. Similarly, Uranus and Saturn are linked to your perseverance, humanitarianism and patience. Your unique combination of planetary influence makes you far more selfless and serious than the other Libra Decans. In fact, there is little that you would not do for another human being and you apply this same determination into your own goals and pursuits. If you had one difficulty, it would be allowing others to help you in the same way you help them. While you are very quick to assist others that are in need, you often find yourself incapable of asking for assistance. In times of true difficulty, try to embrace those that attempt to reciprocate your support.
October 4 Libra Personality
Although Libra rebels are rare, October 4 Libras fall into this category. In the tradition of their sign, they are well-bred and polite rebels. At times they can even get away with shocking behavior because they possess a likable personality and exquisite manners. October 4 people have respect for tradition, yet they enjoy deflating pomposity.
Background: Theda Morgenstern was born in Kreuzberg, Berlin, in 2052, to dwarven parents who met as members of the Anarchist Movement Berlin (AMB) and fought in the civil war after the Night of Rage in 2023. When Theda was two, the family was forced to move to Lichtenberg in East Berlin when joint coprorate forces invaded and occupied West Berlin. When Theda, active in the local Anarchist movement, was 20, the Surtr nanoweapon allowed the corporations to invade and occupy East Berlin. Most Anarchists were killed or driven out, but Theda, operating under the code name "Quatsch", stayed under the direction, guidance, and protection of her mentor spirit, Chaos, to harass, weaken, and undermine the corp establishment. Unfortunately, she was eventually captured and arrested. Before she could be shipped off for experimentation on her gnomish magic resistance, a team of shadowrunners invaded the detention facility and freed her, introducing her to the world of professional shadowrunning. She fled Berlin, heading south to Czechia. Taking jobs where she could, she eventually migrated further south to Vienna, Austria.
Contacts: R1 L2Fixer - "Dachs", male querx in Neu-Wien.
R4, L3Talismonger - "Die Chefin", female human in Innenstadt (Owner of "die Spielerei")
Knowledge Skills: English 6, French 7, German (Native), Literature 8, Magical Theory (Street) 8, Philosophy 8, Politics 8, Radical Groups 7, Russian 8, Sociology 8, Spirits 9
Weapon
Pool
Accuracy
Damage
AP
Mode
RC
Ruger Super Warhawk
5
5
9P
-2
SS
2
Unarmed Attack
2
2
1S
-
2
Combat Skill
Dice Pool
Archery
2
Automatics
2
Blades
2
Clubs
2
Heavy Weapons
2
Longarms
2
Pistols
5
Throwing Weapons
2
Unarmed Combat
2
Armor
(12)
Armor Clothing
6
Armor Jacket
12
Spells: Agony(M, LOS, None, S, F-4), Chaos(P, LOS, None, S, F-2), Chaotic World(P, LOS (A), None, S, F), Foreboding(M, LOS (A), None, S, F-3), Hot Potato(M, LOS (A), None, S, F-3), Improved Invisibility(P, LOS, None, S, F-1), Mass Agony(M, LOS (A), None, S, F-2), Phantasm(M, LOS (A), None, S, F-1), Physical Mask(P, T, None, S, F-1), Sound Barrier(P, LOS (A), None, S, F-3)
Gear: Ammo: Hollow Points (Heavy Pistols) ×30, Reagents, per dram (Chaos Magic) ×100, Xiao Technologies XT-2G[Commlink Functionality[Camera, Micro; Chip Player; Credstick Reader; Earbuds 1; GPS Guidance System; Micro Trid-Projector; Music Player; RFID Tag Scanner; Shock- and Water-Resistant Case; Touchscreen Display]]
Nuyen: 1,240¥
Notes: Born Sunday, November 24, 2052 in Kreuzberg, Berlin.
Lived at Geschlossener Standort apartments, Archenholdstraße 30, 10315 Berlin, Germany. Bakery across the corner. Local gang: "The Royal Woves" - dwarf gang.
Arrested by Saeder-Krupp in 2073. Freed and fled.
Dresden, Prague, Vienna
Lives at Klebindergraben 87, Simmering.
__________________
Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Feb 23rd, 2021 at 08:37 PM.
Name:Fenya Harkevich Handle:Russian: phoenixFeniks Appearance: At six feet tall, Fenix is just a touch taller than the average for her sex, meta-type and origin. The young woman - she appears to be about twenty years of age - is extremely athletic, though some of it can surely be attributed to a good helping of cyber- and bioware. None of that is readily visible, though.
She has a relatively non-descript face with fair skin and a nose that betrays that it must have been broken once. Her hair is kept short and usually colored a fiery red, though sometimes she shows her original black. In accordance with her name she keeps it styled to resemble flickering flames and when she feels like it the theme is continued in the nano-tattoos on her arms and her back.
While she knows how to dress up, she usually tends to wear comfortable clothes, with or without a dark-brown, worn looking armored, leather jacket, depending on the occasion. It is a rare day when Fenix does not carry some kind of weapon with her, even if seldom openly.
Personality: The only time Feniks truly comes to rest is with a work of poetry in her hands. At other times she is an easygoing young woman, who is nearly always on the lookout for excitement. Such excitement can come in the form of parties or dares or bare knuckle fights or trouble she may or may not be specifically looking for. With the right level of intoxication involved, for instance, it’s pretty simple to start a bar fight. Thankfully, the general risk involved in her chosen line of work means that it is (usually) enough excitement to keep her satisfied.
The street-sam has a problem with authority, especially when it comes to someone trying to dictate her life's choices.
Capabilities: Ranged and melee combat.
“The redhead? If she never comes by again it will be too soon. Haven’t caught her starting a brawl yet, but she always is in the thick of it. Knocked out my troll bouncer last week, for crying out loud!” Frank, bar-owner
“Ah, Russian: yesda. A straight shooter with surprising depths.” Jevgenij, Weaponsdealer
“Damn, that one can’t seem to sit still. At least I haven’t seen her do it. Patience, girl, patience for crying out loud!” Findus, spell-flinger and former “co-worker”
Short Biography:
What a piece of work is a man, how noble in reason, how
infinite in faculties, in form and moving how express and
admirable, in action how like an angel, in apprehension how like
a god! the beauty of the world, the paragon of animals. Shakespeare, Hamlet
It is said that our dreams live on in our children. And boy is that true. Never mind if the children want to be their parents’ living dreams or not. I could probably write a book about the topic. Or fill a big box with the proof of my mother’s dream tried to be made manifest in me. While I have missed having a sibling, I guess I can be happy I have none, or he or she would now have to stand in the place I escaped.
As bad as this sounds, I guess there are actually worse ways to grow up. At least I have never been wanting for anything material. And I cannot claim that moving as often as I have was not educational. My parents are successful architects, always traveling from one project to the next. I have lived in Russia, England, the ADL, Japan, Bahrain, the UCAS and Austria. International schools were to be had in all the plexes, though I picked up the local languages easily enough. I've always had a knack for it. Guess, most parents would have been happy to educate their kid in that direction. But languages and their study are worth little in the military, right? And that was something I have been very well educated in.
When I was not at school or enjoying the scant few weeks of actual leisure time, I was sent to boot camps. And during the school year I got lessons in pretty much everything ranging from simple physical exercise to stealth exercises and melee and ranged combat. I guess what I hated most about it were not the lessons in and of themselves, but the discipline asked for. I can think for myself, thank you very much, and I don't care in the least for someone yelling at me to jump here, run there or quack like a duck.
And once I was old enough all that wasn't enough. Of course. Might have seen it coming, but somehow I was even then laboring under the assumption that she wouldn't go that far without my consent. But oh, was I wrong. After all, as long as someone's underage all that's really needed for operations is the ascent from the parents – and enough money for no questions asked. So, wanna know if I've got a problem with cyberware? Not so far as it's general existence is concerned, but certainly concerning the first parts being put into me without so much as the hint of a question.
It all comes down to cyberware in the end. The military expects it in its soldiers today, my mother’s body wouldn't take it. And because she thus failed to fulfill her family’s tradition of military service, I became her scapegoat. Healthy, fit, with no physical aversion to cyberware. I can likely be glad that my father actually put his foot down and did not go along with having me genecrafted. Or maybe the technology wasn't quite ready back then. Who knows. He certainly tells the former story.
In short, I don't miss either parent one bit and will be quite glad if I never see them again. My problems with authority, especially at school, have so far paid off, that I made some rather shady contacts, greatly facilitating my escape. Not that I consciously planned it, really. But enough was enough. I am of age now and was not going to let my mother continue to dictate my life. Especially if that would have meant joining the military, where I certainly wouldn't have lasted a month, before being thrown out for insubordination.
In any case, I changed my looks and got myself a nice flat to live in. Now I only need some money to keep financing my lifestyle. So I'll fight. The education I got has to be good for something. Just as long as nobody gets the idea of telling me what to do with my life.
Tho' much is taken, much abides; and though
We are not now that strength which in old days
Moved earth and heaven; that which we are, we are;
One equal temper of heroic hearts,
Made weak by time and fate, but strong in will
To strive, to seek, to find, and not to yield. Alfred Lord Tennyson, Ulysses
Contacts:
C3, L4Jevgenij Romanov: human male of Russian origins. Weapons dealer. Resides in Neo City Port. C2, L2Dr. Osu: oni female. Streetdoc. Resides in Neo City Port. C3, L2"Katastrophen"-Karl: elven male. Fixer. Resides in Ottakring C4, L2Fred König: ork male. Fight promoter. Resides in Liesing.
[b]C3, L1Flachse ork male. Shadowrunner
Last edited by Blackfyre; Sep 3rd, 2020 at 05:24 PM.
Reason: Added character sheet