Aeon
Aeon.jpg
Name Elise Aeona
AKA Aeon
Nationality UCAS
Metatype Dwarf
Archetype Shaman
Birthdate Oct 13 2048
rating: +2+x

"When you guys are done being macho, we have work to do."

Appearance

A gnome woman with shoulder length blonde hair that is often worn in a ponytail. She has large bright green eyes that shine bright with a calculating intelligence. Her nose is narrow and long, like the rest of her features, a bit angular. Sharp-angled cheekbones, full, pink lips, and a pointed chin give her face a predatory cast.

Distinguishing Features

A small red heart tattoo.

Mannerisms and Habits

Quick witted and sharp tongued, she's fast to react to situations as well as inspiring others to try to keep up.

Associations

New to the Denver shadows, Aeon is making her own way.
Former leader of a go-gang called the Loonies, which were disbanded approx. 4 years ago due to most members being killed or jailed.

Capabilities

Skilled in illusion spells and conjuration, Aeon is a well rounded shaman. More so than a lot of others as she is talented in mundane techniques as well. Comfortable with edged weapons and submachine guns she can hold her own in a stand up firefight. She is quite stealthy and very athletic, so there is very little that will get in the way of her finishing a job.

Background

Born in the Warrens, she considers it her home despite it's general awfulness. Ex gang-leader of a small time biker gang.

Comments

@@»»> [Damn, these SINless are hard to catch up with sometimes. There's a long string of about 500 petty crimes she could be linked to, and a dozen or so serious ones. From shoplifting to murder one. Of course, no hard proof exists to solidly link her to the scenes, and even if there was, you'd have to go into the warrens with a fucking army to extract her. Thanks but no thanks, pal. - TrlCop 6-22-70 10:40a]«««

House Rules

I use a few rule variants when running plots. Before you snap at me and say 'That's not how it is!' make sure it's not something I've decided to handle differently

1- Deadlier Over-Damage: The rules themselves state that it's hard to kill someone in one shot. That's good in theory, keeps Shadowrun from being too deadly, and a lot of character remaking. However, it mostly hurts the players, and makes very high combat skills more or less redundant after 5 dice or so. The SR3rule for overdamage still has problems with this, mostly involving the Power level needing to be higher than the target's Body score (really, how often do you see weapons with power over 15? A Troll with Dermal Sheathing can make that, and higher) Instead of the usual 'Maxes out at D' or '+2 power per success' that some people do, I follow this; For every two successes past D damage, continue to stage up, just move it into overflow. For example, an unarmed blow (normally Moderate base damage) with 6 successes. 4 to get up to D stun, then 2 more to make an additional light. This would be called Light over Deadly or L/D in shorthand. That means, even with your bare hands, if you roll exceptional amounts of dice, you have the potential to kill someone in one hit. The same goes for Lethal damage, light over deadly in the Physical condition monitor means you get a Deadly wound, plus 1 extra box into physical overflow, making you that much closer to death.

2- Grenade Targeting: As an indirect-fire weapon (ha! I used some jargon!) you really ought to be able to arc shots or bank throws how you want to given a little skill. Characters may fire or throw at any building feature or even a spot on the floor as if a person were standing there. Range, cover, etc. apply. That is to say, to throw a grenade into a window (even though you can't see the person hiding in the room on the other side) give the TN penalties for a person standing in partial cover - as though the target were a person standing in the window. Scatter applies from that location on, so for some unlucky scatter, said grenade might bounce right back out the window. To get bank shots with thrown grenades to bounce around corners, apply the Blind Fire penalty of +8 unless you can see the target (for example in a mirror) in which case I add a +4. This may be done for each rebound - if you want to bounce a grenade down a zigzag hallway of mirrors, that is two direction changes and thus a +8 TN. If you also can't see your target, then it's a staggering +16TN. It's easy enough to calculate which rebound the grenade failed to make, in which case calculate scatter from there.

3- Modifier Changes: Stationary Targets are +0 TN, walking targets are +1, Running targets are +3. Why is shooting something stationary normally a -1 instead of the same baseline as EVERY OTHER ROLL in the game?

4-Burst Fire: As it stands, Two Bursts are harder to hit with than a single full-auto fullisade. Why? +3 TN for burst fire, minus 1 for every bullet that is compensated by your gun. That means it's a total of +6 TN for recoil for two bursts. Full auto and two shots in semi-automatic have no such thing. The first bullet in SA does not apply recoil, neither does the first in FA meaning six shots not only moves the damage up to +6 power, +2TN to dodge, and +2 damage levels, and only has +5TN for recoil. Each burst or autofire gets a 'free' bullet, making the first burst-fire TN (due to recoil) only a +2.

Addendum - Autofire: You may fire in FA mode at more than one target sort of like supressing fire mode. 1 bullet out of the burst is required to 'walk' the fire 1m into the next target. You may choose to fire three rounds at one target, and three rounds at the next target so long as they are less than 4m apart, and each will effectively be being shot at with the power of a burst fire. However, just because you walked your fire between targets doesn't mean you get away without using the multiple targets penalty (+2 TN) nor are you safe from recoil mods. It effectively creates TN penalties for both hits with one attack roll

5- Supressing Fire: Easy. Any firearm can be used for supressing fire. Use the exact same rules for supressing as you would, except a semiauto weapon can only cover a 2m wide line, or doubly cover a 1m wide one, a burst-fire weapon can cover 6m, etc.

6-Shotguns: Drek, these things are gimped. A Enfield AS/7 with a choke of 1 firing shot at someone at 5m away is doing 3S Damage. Huh? Shouldn't it be doing less damage as well as having more trouble penetrating armor? Think of shot as 'reverse burst' Damage level drops by 1 for every 3 points of power it loses as the shot spreads. At long range, the damage code can drop down to nothing, so while the pellets might still hit, they won't do any real damage at all. That means having truly miniscule choke will be worse at range, rather than merely dropping your TN to hit to nothing, and having high choke will be great for still putting the hurt on someone at a distance. Under my supressing fire houserule, you may also use shotguns for supressing fire. Work shotguns just like other weapons, but rather than allocating all their effect on a single 1m x 1m target area, use the spread to figure out how big an area the shotgun's fire "covers" with suppression. When calculating the target number for a target actually hit by suppression fire, apply the same -1 per spread that you would normally. Similarly, decrease the power level (and damage code using the rule above) as normal. Note that at a spread of 1m in diameter, the shotgun is still covering the same area as normal suppressive fire - but it covers it slightly more thoroughly as the shooter gets a -1 to his suppression fire target numbers from the spreading of the pattern. He's blanketing the area with shot rather than piercing it with a comparatively small bullet hole.
Note that if the shot spreads to cover more than one 1m x 1m area, you're likely to hit more folks, albeit with less damage. Further, since it takes 1 round per meter to "walk your fire" between adjacent suppressed areas, you may be able to get "overlap" of your patterns as you walk your suppressive fire across an area

7-Called Shots: The normal thing you can do with a called shot is A) Increase damage by 1 B) On a vehicle-sized target, attack a certain subsystem. I'll allow called shots to have pretty much any effect you like that doesn't do any damage. So long as you can hack it, you may take a called shot to shoot the gun out of the bad guy's hand, cap him in the knee to reduce his movement speed (dependant on how much damage you do. A Deadly wound to the knee will cripple their leg, while a Light wound will still just graze them a bit) an gouge to the eyes will temporarily blind them…if you can imagine it, you can do it, making Called Shots generally cooler and more useful for cinematic effects. Also, as per old school SR2 rules, you may also make called shots to avoid armor (Slipping your combat knife into a chink in your enemies' armor). SR3 says you may attack an unarmored location, but it doesn't seem to notice that it doesn't list what kinds of armor cover what locations (Does a longcoat cover your legs? Neck?) so no thanks. In addition, just like vision modifiers, halve your TNs to make called shots in melee - it's easier to grab someone's head than shoot them in the head. Using Wildcat and doing a called unarmed strike means called shots are only +1. Not bad.

8- Analyzing Styles: Someone put something similar up on the Proposals board similar to this. If you are watching someone fight, you can check their style and see their weaknesses. Roll the same Martial Arts skill as they are using, and for every two successes, you get -1 TN to hit/counter them when or if you fight them. If you do not have the same martial art as they do, you may default to another as per the standard rules. (You may not default to any attribute) up to a maximum of -2. This can be done in the middle of combat as a Complex action, as you circle your opponent, sizing them up, so long as your enemy has used the skill at all (is attacking you or someone else) This doesn't take into account sizing up someone's stance, but I can't think of any good way to reflect that you can tell someone doesn't move too well to the left hand side just by looking at how they stand without it becoming unbalanced

9- Stun Damage and Bioware: It is stated that regaining stun damage is more like recovering than healing. Thus, you shake it off, take an aspirin for your headache, whatever. But as per the letter of the rules, having higher Bio-Index makes all damage recovery more difficult. Healing SHOULD be more difficult if most of your body is synthetic, but shaking off a headache? For me, if you want to recover stun, it does not take into account your bio-index.

10-Decking: This is just a headache for me. I've tried, I really have, and with the recent shift towards giving some love to the deck jockeys have been trying real hard to do some stuff for deckers. I just can't wrap my brain around it, I/O speeds, program ratings, hardening, GAH! I will only be using the quick-resolution rules for decking, in any case, though that is not to say that Deckers are unwelcome or unwanted on my runs. They will almost always be just as useful for legwork and information gathering as anyone else.

11- Cover: As it stands, it doesn't matter if you are standing behind a concrete barrier or an opaque pane of glass, the TN to hit you is +4. I understand it's meant to reflect that since you can't see someone's entire body, it's harder to hit them. But, instead of just missing, why not let the shots hit the cover? If you roll enough to hit before the cover modifier(and vision modifiers and whatever else), you may still fire through their cover, and then have to overcome the cover's barrier rating. You still need at least one success (with cover factored in) to reflect that the cover still obscured your vision. If your gun has enough Power to pass through, it is still reduced by the barrier rating of the cover. For example, if the base TN to hit someone is 4 (short range with no smartlink or anything) and they are behind partial cover, the TN is 8. You have Pistols skill 4 for your Ares Predator, and opt not to use combat pool for this shot (great idea, loser) then roll 2, 3, 5, 9, normally that's one success. Now, let's say the thing the target is standing behind is a shoji-style paper wall. Barrier rating 0. You successfully shot through the panel, since even though it provided cover to hit, it hit the cover and passed through it. Thus, the damage is staged up with successes, assuming your target doesn't get any successes on dodge or body to soak. Now imagine the target is standing behind an armored glass barrier (Barrier rating 8). You still hit, but the TN to soak for your target is only a 2 (ares pred's power is 9, minus 8 for the glass, and since this sort of thing can't be less than 2…) Now again imagine the target is behind a plasticrete wall. Barrier rating 12. You still do only base damage since your poor Predator didn't have enough punch to blast through the wall.

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