Since I mentioned you guys have access to SR4 gear and stuff if you run it by me I should mention that your opposition also has access to homebrew and SR4 stuff. Mostly it will be simple stuff like a Romanian AK knockoff or something like that, but there is a Euro War book so, heh.
Also, having difficulty acquiring the Rulebooks for the 5th Ed. I've only got the Quick Start Rules so far but you've said that I'll need the Core Rulebook to really make a character, nevermind the extras that you can get from the supplementaries.
Emily Scarbrough is, it is fair to say, something of an unpleasant person. Aside from her political views, which do not endear her to many, she is violent and a drunk. Both are true enough of a great many Shadowrunners, though her particular political views are less common. She was born in Melbourne to parents that might charitably be described as wannabe terrorists, and soon after her birth they joined a radical Elven terrorist organisation. As low level flunkies, they mostly acted as minor criminals to support the group, and Emily was brought up into the 'family' business.
As soon as she Awakened, however, she was trained by the "elite" of the group - a relative term, but her ability to channel mana into her body made her a fearsome fighter at a young age. She was used as a part of the organisation's "shock troops", though it would be more accurate to refer to them as a hit squad.
They started to deal drugs and contraband in human neighbourhoods, claiming that they were attempting to destabilize human society. That may have been true, in part, and the rabid fanaticism and psuedomillitary training of the Elves gave them an advantage over the disparate gangs whose territory they pushed into. During this time, Emily raided other groups' drug warehouses and production sites as well as participating in several hits, using her agility to scout out enemy positions for heavier forces.
Soon they came up against a criminal organisation that could fight back, and in the ensuing battle between Russian mobsters and Elven terrorists the vast majority of both sides were killed in a single day of absurdly bloody conflict. Emily emerged from the conflict wounded, but alive. Her wounds were not only physical, however - she had seen her entire organisation, her entire family, gunned down over the rights to push drugs to humans. Her cause had become degenerate - simply another criminal organisation. Vowing to one day rejoin the fight, she fled to Europe and managed, over the course of years, to become something of a respected shadowrunner.
Her political views - a brand of radical elf supremacy crossed with hardcore socialism (for elves only, of course) - are something she keeps relatively hidden, as she gleefully aides the rest of metahumanity destroy itself. Her main fake identity is Madeline Clements, a perfectly ordinary elf with no criminal record, and no suspicious ties to much of anything. She has other, less well put together fake SINs for quick use, and prefers not to involve Madeline in her illegal activities.
Her current outfit for runs has two main variations, both of which include the same coat. From Mortimer's of London, her custom fit Argentium Coat holds a concealed holster for her submachinegun - the classic Uzi. Her first, 'less obviously a shadowrunner' outfit includes a subtly armoured suit and tricked out glasses. She also has a variety of other suitable normal clothing for infiltrations, but will procure a specific - and armoured - outfit for a specific job if needed. If she does not need to fool people who see her, only to sneak past them or engage in open combat, she will add a ballistic mask and forearm guards.
Her hair is roughly shoulder length, dirty blonde and tied back into a pony tail. Her facial features are typically Elven, as is her height. Her build is that of a life long martial artist, and she has a series of Qi Focus tattoos going down her spine and arms, ending at her palms.
Emily Scarbrough== Info ==
Street Name: Rabbit
Name: Emily Scarbrough
Movement: 18/36
Karma: 0
Street Cred: 0
Notoriety: 0
Public Awareness: 0
Elf Female Age 22
Height 192cm
Composure: 8
Judge Intentions: 9
Lift/Carry: 9 (75 kg/50 kg)
Memory: 6
Nuyen: 739
== Priorities ==
Metatype: D - Human or Elf
Attributes: A - 24 Attributes
Special: B - Adept, Magician, or Technomancer
Skills: C - 28 Skills/2 Skill Groups
Resources: E - 100,000¥
Thinking it over, I do want to keep that Code of Honor- apart from honestly not being sure what I'd cut to get those points back, IMO it does fit Firehair's characterisation to refuse to kill bystanders.
Thinking it over, I do want to keep that Code of Honor- apart from honestly not being sure what I'd cut to get those points back, IMO it does fit Firehair's characterisation to refuse to kill bystanders.
Most people refuse to kill bystanders, Code of Honor is about taking it a step further. If you have Run Faster I think that book has more examples of codes to give you a feel of what is expected.
It is one of those qualities that I know some GMs refuse and I think is still banned by the reddit community because it is something up to interpretation and your code affects the entire team. I still allow it but just want you to know it is more than just not killing bystanders.
Well, my first impression on reading that section you mentioned (I literally just got Run Faster) was 'wait, Paladin's code would make sense for a runner from a Tir...'
I'm not particuarly bothered by it being a firm restriction, to be honest- it fits my growing mental image of Firehair that she'd want to avoid innocents being killed, to the point of making it her Code.
Also, I can't find anything to cut or change to free up those 15 points.
*is currently reading up on the Tir na Nog sourcebook as well*
Well, my first impression on reading that section you mentioned (I literally just got Run Faster) was 'wait, Paladin's code would make sense for a runner from a Tir...'
I'm not particuarly bothered by it being a firm restriction, to be honest- it fits my growing mental image of Firehair that she'd want to avoid innocents being killed, to the point of making it her Code.
Also, I can't find anything to cut or change to free up those 15 points.
*is currently reading up on the Tir na Nog sourcebook as well*
You do not need to remove the code if you do not want to and if you are fine with it that works for me. Worst case scenario is you decide it is not worth it later on and you buy it off.
Oh, i almost forgot this, this is mot important for you people newer to Shadowrun, on page 145 off Run Faster is a trait that is worth every karma point.
3 Karma
"Common sense is not so common" as they say. It's nothing supernatural, just a keen sense of knowing when something is just a bad idea. Any time a character with this quality is about to do something the gamemaster deems foolish, the gamemaster must act as their proverbial inner voice of reason and issue a little warning. The gamemaster can only give a number of warnings per session equal to or less than the character's Edge rating. After that, they're on their own.
In pure newbie groups I hand this out for free but here there are some people who appear competent so far and have a good grasp on Shadowrun lore to help you out.
There are some "gear packs" in Run Faster that can be useful to beginners.
I'll also happily mod out some weapons, armor, cyberdecks or whatever else you need for you.
Oh, and 4E stuff is allowed!
That allows a whole bunch of fancy things. Especially in the Cyberware-Department - Articulated Weapon Mounts actually make Cybertorsos worthwhile! (they effectively give you a gun that can fire all on its own, mounted on your back - and by gun we mean "light machine gun".) Or External mounts for your arm, which can only contain up to submachine guns - but that has the advantage that it can be a modular arm.
[/SPOILER]
Oh, and 4E stuff is allowed!
That allows a whole bunch of fancy things. Especially in the Cyberware-Department - Articulated Weapon Mounts actually make Cybertorsos worthwhile! (they effectively give you a gun that can fire all on its own, mounted on your back - and by gun we mean "light machine gun".) Or External mounts for your arm, which can only contain up to submachine guns - but that has the advantage that it can be a modular arm.
There are some "gear packs" in Run Faster that can be useful to beginners.
I'll also happily mod out some weapons, armor, cyberdecks or whatever else you need for you.
Oh, and 4E stuff is allowed!
That allows a whole bunch of fancy things. Especially in the Cyberware-Department - Articulated Weapon Mounts actually make Cybertorsos worthwhile! (they effectively give you a gun that can fire all on its own, mounted on your back - and by gun we mean "light machine gun".) Or External mounts for your arm, which can only contain up to submachine guns - but that has the advantage that it can be a modular arm.
[/SPOILER]
I'm playing a Mage who's going out of his way to never do anything that might reduce his Essence level. My main priorities are weapons, a vehicle, miscellanous professional gear (commlinks, etc). Budget is 100,000, which despite being the lowest priority will still probably provide me everything I need and then some.
I'll take a look at those gear packs, because Jesus, adding all this shit up is already driving me nuts.
I'm partially a bit bugged at the fact that there's gear which has stats (sort of) but doesn't actually have a purchase cost (namely, straitjackets- there's a difficulty given to escape from them, but no cost or anything)
I'll admit I used Hero Lab to work out my character, which gave me a definite advantage when adding stuff up- Hero Lab is incredibly easy to use for modifying gear in particular.