|
Name |
Jane Daniels |
AKA |
Wraith |
Nationality |
UCAS |
Metatype |
Elf |
Archetype |
Mercenary |
Birthdate |
September 3rd 2016 |
"Guns are cheap. Bullets are cheaper. Someone who knows how to use 'em? That'll cost you."
Appearance
This woman doesn't go through much of an effort to hide her cyberware. Whilst there's no obvious prosthetics; no lopped-off limbs or bare chrome, the slightly-detached look in her bright, unnaturally red eyes, the subtle band of steel running along the inside of her pointed ears, and the slack, placid expression are all unnerving signs that there isn't much left.
She is tall, standing at just over six feet, and willowy in that traditional elvish way. It would be a strange kind of person who calls her beautiful, however. Her hair is a mop of green spikes, her nose large and her lips thin. Mostly, though, it is the not-quite-there vacancy which tends to unnerve more than anything else.
She is dressed in the traditional garb of the hired gun. A long, dark grey coat down to her feet, and tight black leather beneath, fitting tight to a frame made entirely of corded, whip-tight muscle. To those with particularly fine eyes, the subtle plating of an armored vest over her torso should eliminate any doubt - minimal as it ought to be - that she's ready for a fight.
Distinguishing Features
Wraith has unnaturally bright red eyes, and there's a slender band of steel running along the inside of her pointed ears. She also tends to wear the long coat and subtly armoured clothing which might as well scream 'Shadowrunner' to professionals.
Mannerisms and Habits
Wraith is disturbingly blank and calm. She doesn't raise her voice. She doesn't have much inflection at all, in fact. She tends to come across as pretty creepy as a result - even moreso when people are unfortunate enough to see her at work.
One thing which does come up a lot is that Wraith doesn't take jobs which would necessitate running against other runner teams. Why she has this prohibition is a matter of some debate amongst the shadow community.
Associations
None, yet.
Capabilities
Murder.
Background
Wraith was a well-known Samurai in Seattle, who had been in operation for a very long time. The exact length of her career is difficult to determine, but she's been in operation for decades, and most of the stories surrounding her exploits end with a pile of bodies.
GM Style
When I'm GMing, I usually want to try and hit some broad themes. Corruption. Moral Quandaries. Temptation. For me, Shadowrun is at its best when it is about testing the limits of the characters; how far will they go to get what they want? How will they challenge the authorities which sign their paychecks? How will they live another day? How will they live with themselves, for that matter?
My runs are rarely straightforward as a result. I usually throw in at least one twist on the initial setup, and I usually try to push that the Shadowrun world is a dark one. However! There are some caveats even to that.
My Shadowrun world is also one where hope can win out, where the Runners can choose to make the right choice and make some small corner of the world better, and where - if you are getting paid to do a job, you can usually be sure that you will at least be paid if you do the job.
Choices fail to mean much if it is always a bait and switch, or if you always go the same way. As a character, Wraith is designed to highlight the eventual end point of the cold-hearted do-anything-for-money Runner; as a GM, I am very interested in playing out both the slow decline of other characters towards that horrible fate… and the lengths they go to in order to avoid it. Just don't necessarily expect resistance to be easy; especially not as easy as taking the money and doing the job.
Oh. I'm also quite well versed in the Decking rules, Astral Quests and so forth. I know it can be tough to find GMs to run those things, so if you are interested, get in touch.
I hate Rigging in 3rd edition, though. Really hate it. I'm afraid I can't promise more than a casual nod in the vague direction of those rules.
House Rules
When GMing, I do have some house rules I use in addition to the standard set.
Firstly, I have the maximum bonus for Ruthenium cap out at +8. It makes no sense to me that a cloak can make you harder to see than if you were sneaking in total darkness which your opponent can't see through.
Secondly, with shotgun choke - every time the shot spreads, the target gets +2 to the damage resistance test if hit. This is to prevent abuse of the choke rules.
Thirdly, gel rounds work against ballistic armour not impact armour in my runs - impact armour is usually lower, and I want it to be easier to kill than to KO, so that there is some downside to being a 'white hat'. The downside to being a black hat is intrinsic.
Finally, I'll usually want everyone to let me see their sheets before I start the run so that I can get an idea of what the party can deal with.
There are also a couple of points of clarification I feel worth mentioning because they are very popular house rules used by other GMs which I don't use.
Karma Pool Caps - Nope. If you've earned your karma pool, you have the right to use it in my runs. I understand why some people cap it; I have no interest in doing so myself.
Death Consent - Nope. I have no interest in killing PCs, and I think it is stupid to ask for something I have no intent of using. If you abuse this and do stupid shit, like go on a rampage downtown murdering cops, I will end the run as soon as practicable and note what happened so that staff can handle the fallout or find another player to run the 'you dead' plot for you. However, if you play reasonably, you should expect me to play reasonably too, and I dislike the idea of a set of unfortunate dice rolls killing off a character by accident. This obviously does not apply if I'm running a plot on behalf of staff who stipulate that death must be on the table; in those cases… death's gonna be on the table.
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