Gilon 3010

Shadowrun game in an alternate, homebrew universe.


    Sun Dashou

    RafV
    RafV

    Posts : 509
    Join date : 2018-07-06

    Runner Dossier
    Name/Alias: Sun Dashou
    Physical Track: 0/12
    Stun Track: 10/14

    Sun Dashou Empty Sun Dashou

    Post by RafV on Sat Jul 07, 2018 1:45 pm

    At an early age, Sun Dashou joined the monastery in the mountains of Xiao. Just like so many kids, the fighting prowess and flashy acrobatics of the monks living there put a twinkle in his eye. The spiritual part was something he just had to take with it, but slept through those classes most of the time. Soon, Dashou's inherent talents became clear. He quickly jumped higher and further than any of the other students, could defeat four senior students at once in hand-to-hand combat and could take a punch like no other. By the time he came of age, he was the best student the monastery had ever had. Dashou felt he still didn't reach his full potential yet. Looking at the martial artists of legends, he saw how they fight alongside angels and fought demons. After discussing it with his grandmaster, he was sent to a place where spirits were prevalent: the Desu Islands. The grandmaster knows a famous martial artist who teaches there. He'd ask to let Dashou rent a room there, in return for helping out in the dojo.

    This was the first time Dashou went outside the monastery. When he arrived at the airport, a man in the corner beckoned him. This man explained people require SINs if they want to get around. He just so happened to be a government official on vacation, and didn't feel like doing work while on vacation, but as Dashou seemed like such a good person, he wanted to help out. For a small fee, he hooked him up with a SIN.

    After he settled in his room at the dojo, he looked for work. A friendly guy offered him a bodyguard job from time to time, protecting a group of people who'd take corporate tours. It surprised him how agressive corporate security could be towards innocent visitors, but at least it paid the bills. He did make sure none of the visitors would shoot unarmed guards. His grandmaster always taught him not to hit with more force than strictly necessary. Never bring a gun to a knife fight. It only creates trouble.

    Dashou has exceptionally big hands, which helps with fighting and climbing, but it makes using any electronics a nightmare. His previous commlink broke just by pushing the buttons, so he now has a sturdy one with extra big buttons.
    Fuchou Gou
    Fuchou Gou

    Posts : 556
    Join date : 2018-05-04
    Age : 37
    Location : Reno, Nevada

    Runner Dossier
    Name/Alias: Chougou
    Physical Track: 0/10
    Stun Track: /9

    Sun Dashou Empty Re: Sun Dashou

    Post by Fuchou Gou on Sat Jul 07, 2018 5:25 pm

    Awesome, I'm sure he and Chougou will get along famously. Smile
    GameMaster
    GameMaster
    Admin

    Posts : 2107
    Join date : 2018-04-30
    Age : 36
    Location : Florida

    Runner Dossier
    Name/Alias: Tester "Blankman" Runner
    Physical Track: 10/10
    Stun Track: 10/10

    Sun Dashou Empty Re: Sun Dashou

    Post by GameMaster on Sat Jul 07, 2018 6:40 pm

    For your background, you gain the following:

    Tough as nails (3) - add 3 boxes to your stun track

    Your sensei at the monastery also gave you a quarterstaff as a going away gift. He said that it was "very special", though he did not give any more details than that, insisting that you must discover its secrets on your own.
    GameMaster
    GameMaster
    Admin

    Posts : 2107
    Join date : 2018-04-30
    Age : 36
    Location : Florida

    Runner Dossier
    Name/Alias: Tester "Blankman" Runner
    Physical Track: 10/10
    Stun Track: 10/10

    Sun Dashou Empty Re: Sun Dashou

    Post by GameMaster on Sun Jul 08, 2018 9:58 am

    We'll introduce you to IC when everyone gets to the noodle shop.
    RafV
    RafV

    Posts : 509
    Join date : 2018-07-06

    Runner Dossier
    Name/Alias: Sun Dashou
    Physical Track: 0/12
    Stun Track: 10/14

    Sun Dashou Empty Re: Sun Dashou

    Post by RafV on Mon Jul 09, 2018 1:29 am

    Alright, looking forward to it!
    RafV
    RafV

    Posts : 509
    Join date : 2018-07-06

    Runner Dossier
    Name/Alias: Sun Dashou
    Physical Track: 0/12
    Stun Track: 10/14

    Sun Dashou Empty Re: Sun Dashou

    Post by RafV on Tue Jul 10, 2018 1:41 am

    Crap, forgot starting nuyen. Let's see... 3D6 x 60
    RafV carried out 3 launched of one d6 (Image not informed.) :
    Sun Dashou 5 , Sun Dashou 3 , Sun Dashou 2
    x 60
    GameMaster
    GameMaster
    Admin

    Posts : 2107
    Join date : 2018-04-30
    Age : 36
    Location : Florida

    Runner Dossier
    Name/Alias: Tester "Blankman" Runner
    Physical Track: 10/10
    Stun Track: 10/10

    Sun Dashou Empty Re: Sun Dashou

    Post by GameMaster on Wed May 08, 2019 11:53 am

    Rather than put it in the IC thread, I'm putting your armor here, so it's easy to find later.

    A few days after he put in an order, a spirit arrives and delivers a package for Sun. What comes is modified murder armor (some of these mods don't exist in the books and the others are spread across a few, so I'll just put everything it does right here).

    Murder armor provides 13 points of armor and contains a gorepak that explodes when shot, providing a fairly convincing display of blood. The gorepak can be replaced and the fake blood washes out with warm water. Characters shot while wearing Murder Armor may use an Interrupt Action (–5 Initiative Score) to play dead with an opposed Charisma + Performance [Social] vs. Intuition + Perception [Mental] Test. Use of this armor imposes a –4 dice pool penalty on the observer. Success means the observer ignores the character assuming they are down, and so they get no Defense Test against the character’s next attack. Gorepak replacement requires a Logic + Armorer [Mental] (4, 1 hour) Extended Test (and costs 200 nuyen).

    Other features include:
    Biomonitor - This compact device measures life signs—heart rate, blood pressure, temperature, and so on. The biomonitor can also analyze blood, sweat, and skin samples. Used by medical services and patients who need to monitor their own health, biomonitors can be worn as an armband or wristband or integrated into clothing or commlinks.
    Wireless: The biomonitor shares information with other wireless devices you designate and can auto-alert DocWagon or another ambulance service if your life signs reach certain thresholds.

    Custom Fit - Items that are Custom Fit were measured for a specific person. They are specially designed for that person and don’t fit well on anyone else. When an item is Custom Fit, any changes to an individual’s Physical Attributes, whether through Karma advancement or augmentation (but not through magic), require the suit to be refit. The refit process requires an Armorer shop and an Armorer + Logic [Mental] (10, 1 hour) Extended Test. The owner can also use their Contacts to help them get the job done, requiring loss of the armor for one week and a payment of 25 percent of the initial armor cost.

    Holster - This piece has a holster built into the armor so smoothly it is hard to see with the metahuman eye. This item provides a –1 Concealability modifier for any tests to spot a weapon in the holster through visual means. Note that the holster is designed to fit Sun's magical staff which can reduce to about a foot in size.

    Concealed pocket - Adds a small secret pocket large enough to hold a holdout pistol, commlink, or other similarly sized object. It grants a –2 Concealability modiier to that object.

    Auto-injector - An auto-injector is a small medical injection unit built into the armor and usually linked to the user’s biomonitor. If one or more pre-programmed conditions are met (set by the character with a Simple Logic + Computer [Mental] (1) Test), or an instruction is received from the wearer, either manually or through the user’s PAN, the auto-injector dispenses a medication, drug, or chemical directly into the wearer’s bloodstream. Each auto-injector carries five doses that can hold one or more substances in any combination. Refilling the injector takes 1 minute per dose.
    Wireless Bonus: Activating a drug injection is a Free Action.
    The autoinjector currently contains the equivalent of 3 doses of rating 6 stim patches that are programmed to activate when knocked unconscious (aka stun monitor is filled). It also contains the equivalent of 2 doses of trauma patches that are programmed to activate when your body conditions fall below accepted parameters (aka physical monitor is filled).

    Porcupine defense - This mod must be turned on to function, which normally takes a simple action to do. Once activated, any time contact is made with the armor from an outside force (say from someone grappling with you or sitting in a chair) metal spines extend from the armor, piercing whatever is in the way. Anyone entering a Grapple or Clinch with someone wearing active armor must resist 8P damage. The wearer can also choose to take a Block Action when attacked and intentionally block with an active portion of their armor. This test needs to generate at least 2 hits (not 2 net hits) for it to be effective. A glitch means the character accidentally stabs themselves. This armor modification cannot be used offensively.
    Wireless Bonus: The Block Test only needs to generate 1 hit.

    Masking (2) - The armor is enchanted to mask your aura whenever the gorepak is activated, making it appear to be dead on the astral plane. When someone tries to read your masked aura, the Assensing Test becomes opposed by your Magic + the rating this enhancement (and your initiate grade if you happen to have the masking metamagic) — if they get any net hits, they see both your mask and your real aura. Though the user can dismiss this effect at any time, it slowly fades on its own at a rate of 1 die per 30 minutes until there are no dice remaining to oppose the Assensing Test with.

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      Current date/time is Fri May 24, 2019 2:18 pm