Shadowrun: Gar, Troll Ronin

   Here’s another old Shadowrun character. “Gar” had suffered some notable neurological trauma, resulting in severe disruption of his long-term memory. Oddly enough, he turned this into a sort of an advantage.

   In a group, Gar was simply the heavy muscle: if something needed to be shot, ripped open, or smashed, he was the one to have do it. Gar wasn’t in play long enough to accumulate any major enhancements, but a brief summary of what he did get is included at the bottom of the sheet.

Gerard / Gar

Attributes

 

 

   

Body

6/11 (15)

 

Willpower

4/4

Quickness

6/5

 

Intellect

5/3

Strength

7/11 (15)

 

Charisma

3/1

   The numbers after the slash are after racial adjustments. The numbers in brackets are the totals after cyberware, bioware, and other special adjustments.

  • Essence: 3.34
  • Body Index: 2.00
  • Reaction: 5
  • Initiative: 5+2D6
  • Magic: 0
  • Combat Pool [(Q+I+W) / 2] = 6
  • Karma Pool: 1

   Point Expenditures: Basic Abilities; Resources 12 (90K), Skills 14 (36 Pts), Attributes 26 (31 Pts), Race 12 (Troll) and Magic 0 (Mundane). Total 62 points.

 

Skills (36)

 

“Pointless” Skills (6)

 

Edged Weapons

6

Selective Amnesia

6

Biotech

4

   

Build/Repair Vehicles

1

Languages (5)

 

Intimidation

5

English/Cityspeak

4/6

Athletics

5

   

Stealth

3

   

Cyber-Implant Combat

6

   

Projectile Weapons

6

   

   “Selective Amnesia” is just that: Gar, thanks to his neural damage, can forget things pretty much at will – if necessary, simply by wiping the reminders and data out of his headware memory. After all, he needed computer assistance to remember what the current job was, who his friends were, and what city he was in. While this would normally be pretty crippling, he simply used his headware memory to track his daily routines, current mission, finances, and so on. In an odd way, he turned this into an advantage: it rapidly became apparent to anyone who tried to interrogate him that there was absolutely no use in it – and that he could readily be redirected against any convenient target in complete anonymity. As long as you paid in advance – or made him remember that you had (and possibly remember that someone else entirely had hired him) – and provided the gear, he was quite reliable until someone else got into his head. If he wanted to preserve something, he’d just put it into his concealed headware memory and have it stop responding to queries for a specified period: that way even HE wouldn’t know that the information existed until it came back online.

   Edges; Cybertolerance (3), Geneware (2 BI worth of innate Bioware, 6), Exceptional Attribute (Str, 2), Immunity to detection of his headware memory (1), and +4 to Base Ratings (4). Total = 16.

   Flaws; Addiction (Cigars, -1), Ugly (-2), Gremlins (Until banged on, -2), Uneducated and Illiterate (Total of -6), “Physical” Limitation (Neural Damage. Cannot buy knowledge skills, -4), On File (Former Employers, -2) and Psychological “Quirks” (Greedy, Curious about vehicles, and Claustrophobic, for a net total of -5). Total -10 + (-12/2) = -16.

 

Innate Bioware

B.I

Muscle Augmentation IV

1.6

Synaptic Accelerator I

.4

 

Cyberware

Ess

KNY

Dermal Plating II (+2 Body)

0.80

15

Autoinjector-5 (antidote-8)

0.08

3

Retractable Spurs (paired and Dikoted. Str *1.5 +1/S Damage +1/M versus vehicles)

0.48

25

Plastic Bone Lacing (+1 Body Str+2/M)

0.40

7

Grenade Launcher (4x 3-Shot magazines with switchable internal clips)

0.50

4

Knowsoft Link

0.08

1

Datajack (with cosmetic cover)

0.16

1

60 MP Headware Memory

0.16

9

Grand Totals

2.66

65

 

Weapons And Armor:

  • Dikoted Claymore (Str+2/D Damage). 3 KNY
  • Ranger-X Bow (Base Str+4/M Damage) with an assortment of arrows – ten each EX Explosive (+2 Damage), Standard, “Hammerhead” (Stun), and Dikoted (+5/S, +5/M versus Vehicles), all carried in a large quiver. 2 KNY
  • MiniGrenades. 10 Each; Concussion, Flare, Gas (Neuro-Stun VII), White Phosphorous, SuperFlash, and Offensive. 7 KNY
  • Armor Jacket (5/3), Motorcycle Helmet (+1/1), and Forearm Guards (+0/1). Net 6/5. 2 KNY

   Gar was quite absurdly dangerous with his sword, spurs, and bow: with his massive strength, he was capable of slashing stright through security, or even hardened military, armor with very little effort.

   Other Equipment: Four months prepaid low lifestyle (4 KNY), Basic DocWagon contract (5 KNY), Slap Patches; 2 each Stim-6, Trauma, and Tranq-10 (1 KNY), Medkit (.2 KNY), Wrist Cellphone (.1 KNY), Vehicle Toolkit (.5 KNY), Binoculars (.1 KNY), 200 meters of Rope (.1 KNY).

   Later purchases after a reasonably successful run or two included a dozen or so Rating-II knowledge skillsofts (covering the basics of the city, local area, and other useful knowledges on a single chip), two Reflex Recorders (+1 die with Cyberspurs and with Bows, .1 BI and 10 KNY Each), Vision-Enhancing Flash-Resistant Goggles, a Radio Headset, a Motorcycle (along with a bit of Motorcycle Driving Skill), an upgrade to his Build/Repair Vehicles Skill, and a couple more points in his Karma Pool. These haven’t been included in the base version of the character given above, but should be easy enough to add.

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