Vital Statistics
Full Name: Daniel Stark
(AKA: Danthrall, Flying Stone)
Metatype: Homo Sapiens Sapiens (Caucasian/Amerind)
Vitals: 2.17 m, 88 kgs, Dark Brown Hair, Hazil Eyes (Brown/Green Mix)
DOB: August 11, 2042 (Indianapolis Sprawl, Indiana, UCAS)
Nationality: United Canadian and American States
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+ Notes
Distinguishing Features: Part Amerind and broad shouldered. He's large in general, actually, but only in frame, not in bulk. He has a habit of quietly looking at people, sometimes almost seeming to look through them.
Mannerisms and Habits: Daniel has a rather odd approach to magic. While spiritual, he also uses symbolism from cultures all over the world, including things that are typically viewed as hermetic. His dress leans towards Urban-Tribal, also with trappings that could easily be confused with that of a hermetic. He is typically quiet, watchful of his surroundings, and almost always reflects a great deal on things before committing himself to any given choice of action.
Associations: At this time, Daniel is just a free agent, working where the pay is. While he prefers to run with those he's worked with in the past, he is open to working with new people.
Capabilities: A low initiate Shaman, Daniel deals with the spirits regularly, and has a rather odd selection of spells at his disposal. He is knowledgeable on several subjects concerning the spirit world, and fairly skilled at designing Shamanic spells.
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"I'm Crazy Awesome, don't ya know?"
- Daniel Stark, 2066
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Other information
Amber is a human Adept, her magic focused towards vocal performance. A positive side effect of this is that she is also more outgoing, and some of her abilities cross over to assist her in bar tending.
She moved to Denver from the CAS in late '63, when SURGE was beginning to die down. She began to work at the Lunar Nocturne, and works on the side performing at other locations.
Description: Around 1.72m tall, Amber can be seen at work dressed in a retro, future-space outfit that used to be worn by people on trid-flicks back in the 2030's, with her short blonde hair spiked up. When she's not at work, she dresses in simple armored clothes, nothing expensive.
Places to Meet: Cottonwood Apartments, Lunar Nocturne
Andrea is an elven shaman, following Bacchus. She moved to Denver in 2066, and opened a small shop in the Ute sector called Vini, Feminae, et Carmen (Wine, Women, and Song) with an apartment above it. Few people frequent it, save for the many wannabes, and a few people who actually have the gift.
The shop where the shaman works is very… spartan in decoration. When holidays roll around, the shop is generally closed, as Andrea is out partying, though she can still be contacted if the nuyen is good. When not in her shop, especially in places with works of art, she is ver—OOH, SHINEY!
Description: 1.79m tall, Andrea is a thin, wispy elf, who changes the color of her hair and clothing weekly. She has sparkling emerald eyes, and typically dresses in faux-hermatic clothing.
Places to Meet: The Abyss, Melodrama, Vini Feminae et Carmen
Juli evolved from the commanding expert system in the Juliet. She is currently locked into the Juliet's system due to some vital program routines of her being hard-coded into the ships hardware, not allowing her to leave the confines of the ship.
Description: Juli appears as a slim, black haired woman, possibly a previous commander of the tracked submersible that she resides in. This seems likely, given that her apparel mimics standard ares submersible vehicle personnel.
Places to Meet: Abort the Juliet, or on the Matrix if a connection to it can be made.
Max Hartmen is a relatively new manager within Wuxing. Evidence of his illegal activities was starting to surface, putting his job at risk. Daniel and others took care of that evidence, and Hartmen may use them for future missions.
Nathan Jackson is the head of the Shamanic portion of security for McAffrey Towers. A Human Dog Shaman, Nathan is an excellent choice for providing magical security for the Tower's residents.
Robert 'Skip' Henson is the current captain of the 'Juliet' an submarine that currently is actively pirating the Pacific. Daniel had been helping to liberate the ship.
Description:
These are a collection of the House Rules that will be used in my plots. They are different (mostly) from the rules in the books/on the wiki. If you don't like them, you can just not be in my plots.
I use non-standard, TN (rating) resist damage for Astral Quests. I treat them like a normal plot would happen in the meat world. You gain bonus KP equal to your Astral Pool, to be used for re-rolls as you see fit. Additionally, your skills, spells, implants, and other abilities may not work as they do normally. How they are different will vary depending on the metaplane you are visiting.
AV Rounds used against People in 'soft' armor - +1 Power vs Full Armor
AV Rounds used against people in 'hard' armor - +0 Power vs Full Armor - No longer Hardened
AV Rounds used against Barriers - Treat Barrier Rating as half
AV Rounds used against Vehicles - Still being tested; somewhere between full power and armor is still hardened, and changing hardened to Immunity
Hardened Armor resistance is based on the base power of the weapon. Immunity resistance is based on the effective power of the weapon. So, an Assault Rifle (8M) firing in FA (now 18D) against a car with 4 armor (hardened, cause it's a vehicle). PING! Why? 8 power base, / 2 = 4.
Alternately, Assault Rifle (8M) firing a Single Shot at a Force 4 Spirit (Immunity to Normal Weapons rated at 8). Nothing. Same Assault Rifle firing at the spirit in BF mode (11S)? 11 power - 8 'armor' TN 3 to resist.
*NOTE* This is how the RAW rules work. Some people choose to not follow them. I'm posting them here for clarification
Your Trauma Dampener DOES NOT eat your light stun drain.
Your Pain Editor DOES NOT let you ignore damage from magical tests.
Your Damage Compensator DOES NOT Compensate for your wounds.
Cybernetics and Bioware are supposed to be a hindrance to the awakened physiology. My reasoning is that the damage messes with your Aura, in addition to your physical body. While they help you ignore damage for strictly physical or mental tasks, manipulating mana is a bit more touchy, and not as easy to ignore.
I like Deckers. You're an underrepresented group on the grid. I'll work to have things with you work out well. Just… don't expect to be able to do everything from your couch. Also, due to people saying a variety of things about how matrix rules are broken/crap/whatever, I'm in the process of working out some new potential rules for it, while tying in some old, SR1/Genesis game matrix rules, cause system maps were awesome. I'm open to getting help from anyone for this.
Validate Account: No. It is to be used for special occasions (getting free matrix access for a client, for instance), not to ass rape your way through systems with no Security Tally.
Matrix combat: Your attack program is a weapon, not the entire way to hit someone. Combat will be treated like Melee (even if your program looks like a gun). Roll Computers against IC Rating, base TN 4, with reach-esque modifiers I'm still working out. Area lets you fight multiple IC with no Friends in Melee Bonus.
Utilities
I'm working on that. One of two things will happen.
Idea 1
Program vs Skill: When making a test, program and computer skill works at the lesser of the two.
Example: You have computers 8, but only a Read/Write 5. While you have Computer 8, you are limited by an inferior program. Sucks to be you, you're limited to 5 dice.
Example 2: You have computers 6, and a Spoof 8. While you have an awesome utility, you don't know all of the tricks the utility has to offer. Treat Spoof as R6.
Idea 2
In working towards the SR1/Genesis Matrix things, You get a TN to do things. Utilities don't modify this TN, but rather, the program is what allows you to even attempt it (with the above skill/program dice limits).
Example: You want to edit a file in a Red-8 node. Your TN is 8, and you need 4 successes. You have Read/Write R5. Presuming you have 5+ hacking pool, you have, at most, 10 dice (Utility 5 + 5 hp (based on the lesser of your skill or utility)) that you need to get 4 successes at TN 8.
Now, the computer doesn't roll 8 at your DF… It has IC protecting those files. It will roll those IC at… a TN to be determined later. I'm working out all the details. Also, it's possible that the security tally and DF will be left fluttering in the wind when I'm through with it. Who knows?
I have a Rigger alt. That being said, I understand somewhere around 1/4 of the rules (and that's being generous). I have no qualms working with you. Explain things to me slowly, like you would a grade-schooler, if I ask questions or get things wrong.
Ruthenium is not invisibility, and can be easily defeated by a flashlight, or people noticing your shadow. Deal with it. That said, Astral Perception does not automatically spot people who are wearing it. Deal with that, too.
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