Shadowrun: Sins are not Forgotten

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.
 
That likely would work well with Shadowrun then since people can drop in doing runs or keeping low.
Mhm. Glad to hear.

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¥

== Attributes ==
BOD: 4
AGI: 7 (9)
REA: 4 (7)
STR: 5
CHA: 5
INT: 4
LOG: 3
WIL: 3
EDG: 2
MAG: 6

== Derived Attributes ==
Essence: 6
Initiative: 8 (11) + 4d6
Rigger Initiative: 11 + 4d6
Astral Initiative: 8 + 2d6
Matrix AR Initiative: 11 + 4d6
Matrix Cold Initiative: 4 + DP + 3d6
Matrix Hot Initiative: 4 + DP + 4d6
Physical Damage Track: 10
Stun Damage Track: 10

== Limits ==
Physical: 7
Mental: 5
Social: 7
Ballistic Mask [+1] (Only for intimidation, Must be visible)
Mortimer of London: Argentum Coat [+1] (Must be visible)
Mortimer of London: Berwick Suit [+1] (Must be visible)
Astral: 7

== Active Skills ==
Animal Handling : 0 Pool: 4
Archery : 0 Pool: 8
Armorer : 0 Pool: 2
Automatics : 1 Pool: 10
Blades : 6 [Swords] Pool: 17 (19)
Clubs : 1 Pool: 10
Computer : 1 Pool: 4
Con : 2 Pool: 7
Cybercombat : 0 Pool: 2
Demolitions : 2 [Improvised Explosives] Pool: 5 (7)
Disguise : 0 Pool: 3
Diving : 0 Pool: 3
Escape Artist : 1 Pool: 10
Etiquette : 0 Pool: 4
First Aid : 2 Pool: 5
Forgery : 0 Pool: 2
Free-Fall : 2 Pool: 6
Gunnery : 0 Pool: 8
Gymnastics : 6 Pool: 15
Hacking : 0 Pool: 2
Heavy Weapons : 0 Pool: 8
Impersonation : 2 Pool: 7
Instruction : 0 Pool: 4
Intimidation : 1 Pool: 6
Leadership : 0 Pool: 4
Locksmith : 3 Pool: 12
Longarms : 0 Pool: 8
Navigation : 0 Pool: 3
Negotiation : 0 Pool: 4
Palming : 1 Pool: 10
Perception : 2 Pool: 6
Performance : 2 Pool: 7
Pilot Ground Craft : 2 Pool: 9
Pilot Watercraft : 0 Pool: 6
Pistols : 0 Pool: 8
Running : 0 Pool: 4
Sneaking : 0 Pool: 8
Survival : 0 Pool: 2
Swimming : 0 Pool: 4
Throwing Weapons : 0 Pool: 8
Tracking : 0 Pool: 3
Unarmed Combat : 0 Pool: 8

== Knowledge Skills ==
Alcohol : 2 Pool: 6
English : N Pool: 0
German : 4 Pool: 8
Shadow Community : 6 Pool: 10
Small Unit Tactics : 4 Pool: 7
Sperethiel : N Pool: 0

== Contacts ==
Adam; Street Doc (2, 1)
Jen; Bartender (2, 4)
Sven; Fixer (3, 3)

== Qualities ==
Addiction (Mild) (Alchol)
Adept
Agile Defender
Code of Honor (Will not kill elves)
Distinctive Style
Low-Light Vision
Mentor Spirit (Wolf)
Poor Self Control (Vindictive)
Prejudiced (Common, Biased) (Non Elves)
The Warrior's Way

== Powers ==
Attribute Boost (AGI) Rating: 2
Combat Sense Rating: 1
Critical Strike (Blades)
Enhanced Accuracy (skill) (Blades)
Improved Ability (skill) (Blades) Rating: 2
Improved Physical Attribute (AGI) Rating: 2
Improved Reflexes 3 (REA)
Rapid Draw
Wall Running

== Lifestyles ==
Medium 2 months

== Armor ==
Ballistic Mask 2
+Flare Compensation
+Micro-Transceiver
+Thermographic Vision
+Vision Enhancement Rating 1
Ballistic Mask 2
+Flare Compensation
+Micro-Transceiver
+Thermographic Vision
+Vision Enhancement Rating 1
Mortimer of London: Argentum Coat 4
+Concealability
+Custom Fit (Stack)
+Nonconductivity 5
+Biomonitor
+Concealable Holster
Mortimer of London: Berwick Suit 9
+Custom Fit

== Weapons ==
Ares Executioner
+Flashlight, Low Light
+Folding Stock
+Laser Sight
+Sound Suppressor
Pool: 10 Accuracy: 7 DV: 7P AP: - RC: 4
Combat Knife
+Concealed Quick-Draw Holster
+Personalized Grip
Pool: 17 Accuracy: 8 DV: 8P AP: -3 RC: 3
Katana
+Personalized Grip
+Quick-Draw Holster
Pool: 17 (19) Accuracy: 9 DV: 9P AP: -3 RC: 3
Stun Baton
+Personalized Grip
Pool: 10 Accuracy: 5 DV: 9S(e) AP: -5 RC: 3
Unarmed Attack
Pool: 8 Accuracy: 7 DV: 5S AP: - RC: 3

== Martial Arts ==
Kenjutsu
+Bending of the Reed

== Commlink ==
Fairlight Caliban (ATT: 0, SLZ: 0, DP: 7, FWL: 7)
Meta Link (ATT: 0, SLZ: 0, DP: 1, FWL: 1) x4

== Gear ==
Ammo: APDS (Submachine Guns) x50
Ammo: EX-Explosive Rounds (Submachine Guns) x30
Ammo: Stick-n-Shock (Submachine Guns) x60
Autopicker Rating 6
Bug Scanner Rating 6
Datachip x10
Earbuds Rating 3
+Select Sound Filter Rating 2
+Audio Enhancement Rating 1
Fake SIN (Madison Clements) Rating 5
+Fake License (Adept License) Rating 5
+Fake License (Large Blades License) Rating 5
+Fake License (Automatic Weapons License) Rating 5
Flashlight, Low-light
Glasses Rating 4
+Thermographic Vision
+Flare Compensation
+Vision Enhancement Rating 1
+Vision Magnification
Maglock Passkey Rating 4
Medkit Rating 6
Micro-Transceiver
Microwire (100m) x2
Qi Focus (Bonded Foci) (Improved Reflexes 3) Rating 4
Qi Focus (Bonded Foci) (Improved Physical Attribute) Rating 4
Rapelling Gloves
Restraint, Plasteel
Restraint, Plastic x10
Security Tags x10
Sensor Tags x10
Slap Patch, Antidote Patch Rating 4 x2
Slap Patch, Stim Patch Rating 4 x4
Slap Patch, Trauma Patch x2
Standard Tags x10
Stealth Tags x10
Tag Eraser
Telescoping Mirror on a Stick
Trodes
White Noise Generator Rating 6

== Vehicles ==
Suzuki Mirage (Racing Bike)
+Chameleon Coating
+Morphing License Plate
+Sensor Array Rating 2

Character sheet isn't fully done, and it's my first time building a character for 5E Shadowrun so it's probably pretty bad, but here it is.
 
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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 up backstory and stuff now.
 
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 up backstory and stuff now.

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.
 
*nods* I'll have a look and see what else I can put in instead of Code of Honor if it'll be too much of a problem.
 
it is not too much of a problem for me I just want you to be aware that it is supposed to be a firm restriction.

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...' :p

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...' :p

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.
 
I'm just going to have a look at the Tir na Nog book and work out my character's backstory.

Also, wonder how much hinting to do. :p
 
Egh. I might work out my Street Sam's stats first before I move on to the Backstory. Still gotta learn how Char Creation in Shadowrun works. :confused:

EDIT: How fitting would "Code of Wuxia" be for an ex-Police Cadet who has a bone to pick with crooked Politicians?
 
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Nearly done on my sheet. Having to work out the costs of all this fucking gear is just about all I'm left to do.
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.

I am not about to let these books of guns, gun mods, cybernetics, and drones go to waste.
 
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.
 
I still like Chummer better, for shadowrun. Lots of ease of use stuff, does the math bits for you. There's a note section with a calander.
 
Well, yeah. And Chummer's free, which is always a plus. I've used them both, though, and I just prefer Hero Lab a bit more.

Personal choice. *shrugs*
 
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