Havoc, Drake of War

   Next up for today, we have another old Shadowrun character – in this case, a young dragon PC who was most notable for his epic destructiveness and otherwise near-complete ineffectuality. He quite literally, never accomplished anything other than to get the rest of the characters paid to find a way to divert or restrain him.

Havoc, Drake of War

   A.K.A. “Bash the Stampede”, “Tennessee Cowboy”, and “Kursak the Champion”.

Basic Expenditures

Resources

-6

500 NY

Skills

0

27 Points

Attributes

12

24 Points

Magic

24

Effectively 30 due to Race

Race

30

Dragon

 

   Racial Modifiers: High and low-frequency hearing, low-light and IR vision,+3 Quickness, +3 Body, base Essence and Magic of 8, Enemies and Rivals, Reputation, Social Problems (-4 Chr versus each other, -2 dice on all social interactions except intimidation and interrogation, insist on a strict dominance hierarchy in relationships), Bestial Nature (territorial), dismissive of mortals and their abilities, Double Essence and BI costs for cyberware and bioware (neither works when shapeshifted from the form in which they were installed).

   The Dragon-Form: +8 Str, +8 Body, Vehicle Armor 8, talons inflict (Str)D damage, Flight at x4. -2 to be hit, ground movement at x3, heavy vehicle signature, triple effective strength for carrying things or smashing into things.

Basic Attributes :

Body

6 (14)

 

Willpower

9

Quickness

9

 

Intelligence

4

Strength

5 (13)

 

Charisma

3

         

Essence

8

 

Move

36 (27/36 Fly)

Reaction

8 + 4d6

 

Armor

8 Hardened

Magic

14

     

 

 

Dice Pools

Base

 

Astral

(I+W+C)/2

8

Combat

(Q+I+W)/2

11

Hacking

(I+MPCP)/5

Spell

(I+W+M)

Task

Special

Karma

 

2

 

   Edges; Bonus Contact (Uncle Lofwyr, 3), +2 Magic Rating (6), Geneware (Synaptic Accelerator II, -1 to Body Index, 5), Initiate I (4), Allowance (free low lifestyle or as guest of someone important, 1). Total: 19 points.

 

   Flaws; Addicted (Trideo action shows, -4 because he models his behavior on them), Dice penalties (-2 dice with all technical and non-specific knowledge skills, -6), No “free” contacts (-2*), Impulsive (-1*), Legal Problems (Both underage and known public menace, -3*), Obligations (he owes Uncle Lofwyr a LOT of money, -3*). Total: -19.

   * Half value due to exceeding 10 points worth of flaws

 

 

Active Skills (27)

 

Knowledges (+5)

 

Superheroics

6

 

Action Trids

6

Witchcraft

6

 

Magical Theory

3

Conjuration

6

 

Spirit Lore

3

Unarmed Combat

6

 

Video Games

5

Athletics

3

     
         

Pointless Skills” (6)

       

Escaping Nannies

6

     
         

Languages

       

English

4

     

 

 

Magical Abilities

  • Basic Skills: Enhancement (Master), Witchcraft, Astral Access and Conjuration (Spontaneous Elementals).
  • Initiate Powers: Attunement IV, Masking, Compelling.
  • Magic Rating Split: Ace 10, Witchcraft 4.

 

Ace Powers (20 Points)

Shapeshifting (to Human Form)

1.0

-Retains Dragonform Str, Body, and Armor

4.0

Killing Hands (Str)S (Human form only, x.5).

1.0

-Ranged Strike

4.0

-Elemental Strike (Add Magic/3 to power)

2.0

-Explosive Strike (-1 power/meter)

1.0

+4d6 on Unarmed Combat rolls

2.0

Regeneration (1/Hour)

1.0

Improved Reflexes (+1d6+2 to Reaction)

1.0

Invulnerability III, only versus physical attacks

2.5

Costume Generation

0.5

 

 

   No, it’s not as flexible as sorcery – but even compared to most other young Dragons he’s quite destructive. Likely magical improvements include Improved Invulnerability, adding Personal Immunity to his Explosive Strike, boosting his reflexes some more, and more Witchcraft.

Personal History

   Havoc is about the most obnoxious, thick-headed, and destructive young dragon to appear in the sixth world yet. This is mostly because he’s roughly mentally equivalent to a hyperactive six-year-old in a physically adolescent body. He was in the care of “Uncle Lofwyr” for a couple of months and promptly escaped his nanny, swiped a stack of weapons from the armory, and went forth to challenge all those upstart humans one-on-one – in the streets of Denver with a great big sword and shield.

   This did not work out well, so he ran off to Seattle, watched a few more Trideo action shows, and decided that he was going to be a bounty hunter. So he got out a couple of assault cannons and ammo belts to use as “pistols”, put on an oversized lined coat and went out to collect a few bounties and start a horde.

   Meanwhile, Lofwyr had located him again and hired a group of runners to try to keep the idiot child alive until he could get to Seattle to pick him up.

   They kept him alive, but the kid still managed to cause vast amounts of property damage – and massive rioting – before Lofwyr could get there (Well – he had requested that they keep him involved in something no worse than “exciting”). Uncle Lofwyr wound up paying an immense damages bill and had to apologize to the entire city – and was not a bit pleased.

   Now he’s gotten away again. At least he managed to absorb the lessons on shapeshifting and using his innate magic rather than relying on cheesy weapons this time.

 

   Initial Karma: 35: Spent: Initiate I to II (Initial, 15), Int 1 to 4 (9), Cha 1 to 3 (5), Str 4 to 5 (5). Total spent: 34.

 

   Contacts: While Lofwyr, his current guardian, will intervene to try and pull him out of lethal trouble, he’s not especially happy with him right now. The boy isn’t really old enough to be held fully responsible for his idiocy, but he really needs to be locked up in the draconic equivalent of military school (or possibly get rented out to pay off his debts). Most of the other dragons would be happy to see him enslaved or even killed despite his age. He’s just made their lives somewhat more difficult with his little rampage. Hopefully his having learned to take human form and mask his aura will keep them off his back for a bit.

 

   Initial Resources (500 NY): 10 MP Heads-up Display (100 NY), Minidisk Player (100 NY), Pocketful of Trid Action Programs and Cartoons (100 NY), Binoculars (100 NY), and a Pocket Game System (with various games) (100 NY).

Kimiko Nelson

   First up for today, it’s a mildly horrific Shadowrun character: Kimiko Nelson. Kimiko isn’t the most dangerous combat cyborg, or the best decker, or the most well-connected character around – but she’s pretty good at all three, which makes her a handy generalist.

Kimiko Nelson

Character Setup: Basic Expenditures

Resources

26

1.5 MNY (32,000 Initial Funds)

Skills

14

36

Attributes

20

28 Points

Magic

0

Mundane

Race

0

Human

 

Basic Attributes :

 

Body

6

 

Willpower

5 (6)

Quickness

6 (10)

 

Intelligence

4 (6)

Strength

6 (10)

 

Charisma

1

         

Essence

2.36

 

Move

30

Reaction

11

 

Initiative

11+3d6

Magic

0

 

Body Index

2.4

 

Dice Pools

Source

 

Astral

(I+W+C)/2

6

Combat

(Q+I+W)/2

11

Hacking

(MPCP+Int)/3

4

Karma

 

1

Task

Ware Based

2

Skillsoft

Ware Based

2

 

   Edges; Cybertolerance (20% off, 3), Biotolerance (20% off, 2), Free Medium Lifestyle (2), Package Deal (ex-intelligence, has appropriate permits, but is known to UCAS intelligence, is a foreign national, has a semi-public false ID, and occasionally must cover things up, 2), +1 Essence (4), Geneware (“tough as nails”, as Orthoskin 2, no BI cost, 5), and Innate Weapons (may inflict [Str]L lethal damage in unarmed combat, 1).

   Flaws; On File (British Intelligence, 2), Major Enemies (old targets who took it personally, 2), Impulsive (2), Flashbacks (seeing an old enemy, pinned down under heavy fire, some dogs, -4), Psychological Quirk: will not harm innocents or non- combatants (very common/moderate, 4#), and Obligations (owes major favors to British Intelligence, Uncommon/Severe/ GM Plot Hooks, 5#). Net total: 19.

   Disadvantage points over 10 are normally halved, but those marked with an # are exempt from this.

Active Skills (27)

 

 

Knowledges (+20)

 

Computer

6

 

Computer Tech

6

Electronics

6

 

Security Systems

6

Pistols

6

 

Firearms

6

Stealth

6

 

Intelligence Org.

6

Throwing Weapons

6

 

Military History

6

Unarmed Combat

6

 

Martial Arts Systems

6

     

Bars of the World

2

         

“Pointless Skills” (8)

       

Waitressing

4

 

Home Booby Traps

4

         

Languages (6)

       

English

4

 

Read/Write English

2

Japanese

2

 

Read/Write Japanese

1

 

Combat Information:

   Armor: Secure Jacket (5/3), Secure Ultra-Vest (3/2, adds +1/+1 per layering rules), Net 7/5 base, 8/6 with armored cap.

  • Sturmjarl Heavy Pistol: 30 shot clip, SA/BF, Damage 10M (single shot) or 13S (burst), Smartlink and Recoil Reduction 6. AV Ammo does same to vehicles, gel does -2 power but stun only.
  • Smartlinked Narcoject Dart Pistol: 6D Stun, 8 Shot Clip.
  • Dikoted Cougar Fineblade Survival Knife: (Str+2)S
  • Unarmed: (Str)M Stun or (Str)L Lethal.

 

Cyberware:

  • Cybereyes, with Visual I/O, Flare Compensation, Low-Light, Thermographic Vision., and Protective Covers. 15 KNY, .3 Ess
  • Cyberears with Audio I/O, Dampener, Amplification, and Select Sound Filter 5. 60 KNY, .3 Ess.
  • Mark-40 Skillwires III. 30 KNY, .3 Ess,
  • Hotwire I: Berserker, 1 KNY, .05 Ess. (+1 Body, Quickness, and Willpower, +2 Strength and Reaction, +1d6 Initiative, and reduces wound penalties by one level. Resist 6S stun and 6L damage per minute or part thereof used).
  • Coldwire I: Pain Centers, 2 KNY, .1 Ess. (Reduces wound penalties by two levels while active, but cannot feel pain).
  • Datajack, with Direct Neural Interface, Knowsoft Link, and Transducer-1. 3 KNY, .4 Ess.
  • Wired Reflexes II. 165 KNY, 3 Ess.
  • Holdouts: All Screened versus instrumental detection:
    • 3x R2: one sealed (contains her optronic deck), one with an internal vent (contains her auto-medpack with 10-shot auto-injector), and one for her pocket secretary. All abdominal, deck and medpack under the ribs. 24.5 KNY, .65 Ess.
    • 1x R4: right leg. 20 KNY, .4 Ess. Usually a spare pistol.
  • Smartlink Induction Pad and Limited Simsense Rig. 1 KNY, .2 Ess.
  • Internal Voice Mask R5. 20 KNY, .1 Ess.
  • Total: 5.8 Ess (4.64 after Cybertolerance), 341.5 KNY

 

Upgraded Novatech Hyperdeck-6 (in Holdout)

  • Basics: MPCP 6, Hardening 4, Memory 800/1600, I/O 240, and Response Increase I, 4 open Chipslots. 130 KNY
  • Additional Chips (4 Slots):
    • Smartgun Processor (-2 on target numbers). 1 KNY
    • Global Positioning System. 1 KNY
    • 2x Chipjack Expert Drivers. 10 KNY
  • Loaded Programs:
    • Hacker Utility Package; All utilities except Trace, Black Hammer, and Killjoy at Rating 4. 250 MP, 25KNY.
    • Biocontrol-3/3 Specific Functions: Iron Will (+1 Will, +6 versus interrogation and mental control), Sleep Accelerator, and Stimulant. 48 MP, 5 KNY.
    • Mentat IV (+2 Int, +2 Task Pool) 80 MP, 8 KNY.
  • Skills Packages (all at Rating-3). Grand Total: 1000 MP and 105 KNY.
    • Combat: Rifles, Heavy Weapons, Gunnery, Knives, and Projectile Weapons,
    • Physical: Agility, Endurance, Slight of Hand, and Strength.
    • Technical: Biotech, Demolitions, Investigation, Mechanics, Systems Operation, and Survival.
    • Social: Etiquette, Fast Talk, Interrogation, Intimidation, Leadership, Negotiation, Performance, and Psychology.
    • Vehicle: Bike, Car, Fixed-Wing Air, Hover, Motorboat, Rotor, Submersible, and Vectored Thrust.
    • Knowledges: Chemistry, Cryptography, Physics, Seattle Lore, and Structural Engineering.
    • Languages: French, German, Italian, Chinese, Russian, and Spanish.
  • Databases: Encyclopedia Britanica and World Atlas (20 MP), Detailed Maps of Seattle with Water, Sewers, and available floor plans (5 MP),
  • Net Memory Used: 1400 MP storage, 130 Active.
  • Net Cost of System and Programs: 293 KNY.

    Implant Medkit: Autoinjector loaded with 3x Antidote-8, 3x Stimulant-8, Trauma Dose, 2x HyperOx (5 active minutes or 15 passive per dose), and Antibiotic/Antivirus-8. Otherwise gives the equivalent of Biotech-2. 6 KNY

   Pocket Secretary with chips for Micro-Transceiver 6, ECCM 6, Data Encryption-6, Voice Identifier-6, Bug Scanner-6, Dataline Scanner (R6, .6 KNY), and Radio Scanner-6. 42 KNY. (This is usually stored in her Holdout and run via DNI).

Bioware:

  • Muscle Augmentation 4: 1.6 BI, 80 KNY
  • Muscle Toning 4: 1.6 BI, 100 KNY.
  • Total BI 3.2 (2.4 after Biotolerance), 180 KNY. 
  • The muscle augmentations are actually the result of lengthy training, enhancement drugs, and other tinkering, not current methods – but the results were similar.

Primary Weapons

   Sturmjarl Custom Heavy Pistol (x6, + Ammo, 60 KNY) Conceal 5, Ammo 30 (c), Mode SA/BF, Damage 10M (single shot) or 13S (burst), Weight 3.15, Cost 5K, custom-order only. Smartlink and Recoil Reduction 6.

   1000 Heavy Pistol AV Rounds (Halves armor ratings, does not reduce damage versus vehicles).

   300 Gel Rounds (-2 power, stun only, extra knockback).

Heavy Pistol

DP:

FCU

Weight

Base

120

+2

2.75

Burst Fire

+100

-1

+.50

Heavy Barrel

+25

-.25

+.50

Improved FCU

+40

+1

—–

+1 Power

+80

-.25

+.25

Extended Clip (30)

+40

—–

—–

Personalized Grip

+25

—–

—–

Gas Vent IV

+200

-1

+.75

Internal Smartlink

+120

-.50

+.50

Light Alloy

+250

—–

x .60

 

   Barret Model 121 Heavy Sniper Rifle (+Ammo, 9K). Ammo 14 (c), Mode SA, Damage 14D, Weight 10, 5 KNY. Smartlink, Silencer, Bipod provides Recoil Reduction II, Halves non-hardened armor. Recoil 2 per shot including first. 200 Rounds.

   Other Equipment: Secure Jacket, Secure Ultravest, and Armored Cap (1.5 KNY), Narcoject Pistol and 100 Darts (5 KNY), Dikoted Cougar Fineblade Survival Knife (3 KNY), 20 Concussion-Flash Grenades: (3 KNY), 30 HE Grenades (1 KNY), Toolkits for Microelectronics, Guns, Vehicles, Mechanics, and Chemistry. (4 KNY), Goggles (50x Magnification, Low-Light, and Thermal, 3 KNY), 4x Dataline Tap (R5, 20 KNY), Micro-Camcorder (2.5 KNY), Micro-Recorder (R6, 3 KNY), Signal Locator (R6, 1.2 KNY), 5x AOD Tracking Signal (R6, 18 KNY),Jammer (R6, 6 KNY), White Noise Generator (R6, 9 KNY), 50m Rope and Grapnel (.3 KNY), Respirator/Pressure Regulator (.75 KNY), and a Survival Kit (.1 KNY). Total: 80 KNY.

Gear Total: 975 KNY.

Special Purchases

  • Alternative Identity (75 KNY). A Japanese citizen named Kimiko Tanaka, the beneficiary of a modest trust fund who is taking the opportunity to travel a bit.
  • Alternative Identity (75 KNY). Hilda Schwartz, a citizen of Germany and a minor freelance journalist.
  • Pension Income: 4 KNY/Month (200 KNY). Note that this is over and above the medium lifestyle edge.
  • Patron: The British Intelligence Department (50 KNY). While technically “retired”, Kimiko is potentially on call for a variety of specialized tasks.
  • Connections: British Intelligence Community , as a “retired” agent (25 KNY).
  • Connections: The Japanese Intelligence Community, as an ex-liaison. Kimiko worked with them on a fair number of cases (25 KNY).
  • Connections: The Yellow Lotus Triad. Kimiko helped them deal with another, rival, group – which just happened to have gotten into smuggling some REALLY heavy weaponry (25 KNY).

Contacts (First two free, 10 purchased, 50 KNY)

  • Riitha Tahl, the owner of the Cavalier Pub – a modest old-England themed bar and restaurant. She lets Kimiko moonlight as an occasional waitress there, simply because the backup is sometimes very handy.
  • Doctor Octavius, a physician and cybrenetics designer who runs his own small cyberclinic. The doctor is more than a little shady, and has been known to persuade the gullible to try out his experimental designs.
  • Granny Axe, a music store operator, fence for stolen goods, subsonics specialist, and would-be rocker. An elderly harridan, but quite competent in her own obnoxious way. Like all fences, she offers fast service, no questions, and low prices.
  • Kenshin Marsune, a midlevel Yakuza boss, is actually a distant relative of Kimiko’s – and they are both aware of it. The vague feeling of family solidarity has been enough to allow them to exchange occasional favors, but it would be unwise to push it.
  • Erik Harrison is a nosy little boy with several pets who seems to notice a lot of what’s going on around the neighborhood. He has Kimiko down as someone who reliably has cookies. He fairly often has rumors, so this could be described as a trade.
  • Hval is a fixer, but a mildly eccentric one. He’s hugely fat, bald, and works our of an old funhouse, down by the shore. More than one person trying to sneak up on him has gotten lost in the maze of mirrors – and his various booby traps.
  • Kimiko has purchased five additional contacts, but has yet to come up with any details on them. Well, it’s early yet.

Personal History

   In the chaos of the early decades of the 21’st century Kimiko was recruited as a courier relatively young – and performed that role with some distinction, eventually becoming a full agent, and then a special agent, for British Intelligence.

   As human augmentation was developed, the worlds various intelligence agencies were, of course, on the cutting edge. They added cyberware to the drug- and hormone-assisted special-agent training programs – and, for a time, Kimiko was one of the most formidable cyborgs and hackers available.

   That, of course, didn’t last. Anonymity is a finite resource, as are the years likely remaining in a career. Technical innovations took a toll as well: more and more advanced cyberware, armor, weapons, and computers, came on the market – each individual who could identify her, each passing year, and each innovation chipping away at Kimiko’s edge and her value.

   Eventually she was just too well known, had too few years in service remaining, was too high in pay grade, had too many accumulated enemies, had annoyed too many people within the department, had too many accumulated psychological troubles, and was just too far behind the cutting edge of innovation, for further upgrades.

   Kimiko took the retirement package – but, whether for good or ill – found a quiet retirement unmanageable. With a few years of it under her belt (hopefully enough time for some of her old enemies to forget about her) she funded some upgrades of her own, called in some old favors to get some new gear and new programs – fairly basic instead of cutting-edge this time, but all her current computer systems could handle readily – and set to work on some local problems.

   That’s a pretty generic history, but the player is planning to fill in more details later.