Difference between revisions of "Inferno"

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* '''The Spiritual Way:''' ''Ever since he began walking the dual path of the mystic adept, Inferno's heard the still, small voice of Raven in a quiet place beyond the flames; an island of serenity in an ocean of madness. So far the old bird hasn't led him astray... yet.''
 
* '''The Spiritual Way:''' ''Ever since he began walking the dual path of the mystic adept, Inferno's heard the still, small voice of Raven in a quiet place beyond the flames; an island of serenity in an ocean of madness. So far the old bird hasn't led him astray... yet.''
 
** Followers of the Spiritual Way gain all the benefits and drawbacks or following a mentor spirit. In addition, they gain +1 dice when conjuring spirits, and +2 dice when making Social tests with other followers of their mentor spirit. Finally, they apply a 0.5x point discount to (Magic/2) of the following powers: Astral Perception, Elemental Strike, Elemental Weapon, Enhanced Perception, Killing Hands, Magic Sense, Mystic Armor. In addition, Spiritual Way adepts may choose one power from another Way’s list for the discount.
 
** Followers of the Spiritual Way gain all the benefits and drawbacks or following a mentor spirit. In addition, they gain +1 dice when conjuring spirits, and +2 dice when making Social tests with other followers of their mentor spirit. Finally, they apply a 0.5x point discount to (Magic/2) of the following powers: Astral Perception, Elemental Strike, Elemental Weapon, Enhanced Perception, Killing Hands, Magic Sense, Mystic Armor. In addition, Spiritual Way adepts may choose one power from another Way’s list for the discount.
* '''Jack of All Trades:''' ''Picking up new skills has always come easily to Inferno, but it's a testament to his willpower that he's been willing to stick with improving them even when his interest and motivation falls off.''
 
**
 
  
* '''Code of Honor (Kids):'''
+
* '''Code of Honor (Children):''' ''For all that Inferno styles himself as a dark lord, he still has a conscience, and he doesn't believe in hurting people who don't deserve it.''
**  
+
** Anytime anyone tries to kill a kid, Inferno must make a Charisma+Willpower (4) test; failure means he must immediately put a stop to the violence against them. He will always choose nonlethal means if he has to take action against kids. He loses 1 point of Karma if he lets a kid die.
* '''Dependent (Mum):'''
+
* '''Dependent (Mum):''' ''Yeah, it's inconvenient having to deal with Mum bugging you about getting a job and a girlfriend and tossing your stuff out. But she's dear old Mum. What can you do?''
**  
+
** Inferno's mother is a (sometimes annoying) part of his life. He also pays her part of his take to make sure she has enough to get on by.
* '''Distinctive Style:'''
+
* '''Distinctive Style:''' ''Inferno isn't at all shy about taking to the streets in an electrochromic longcoat that displays roaring violet flames. After all, why should a dark lord cower before the masses?''
**  
+
** Anyone who attempts to identify, trace, or physically locate Inferno gains a +2 die modifier for relevant tests, and NPCs making Memory Tests to recall him reduce the Difficulty Threshold for those tests by 1, to a minimum of 1.
 
* '''Emotional Attachment (monowhip):'''
 
* '''Emotional Attachment (monowhip):'''
 
**  
 
**  

Revision as of 02:26, 29 January 2015

Back to the main runners page.
Back to the campaign's main page.

Records

Citizen Profile: William Butcher

Name: William Francis Butcher
Known Aliases: "Inferno", "Mama Butcher's Little Boy", "Lord of the Gehennal Pyre", "Billy",
Metatype: Elf
Ethnicity: White/Caucasian
Age: 24 years
Sex: Male
Height: 1.88m
Weight: 69.2 kg
Skin: Light
Hair: Black, straight, shoulder-length
Eyes: Brown
SIN Prefix Tag: UKBL28711D2F25DDD5E6

Journal, Entry 776

Priorities: Magic A
Skills B
Attributes C
Metatype D
Resources E

Mechanics

Attributes

Inferno is a skinny weakling (which contributed to a lot of teasing while growing up) with little impulse control or the superhuman charisma that characterizes elves. However, ever since he embraced the runner's life, he's worked to make himself the fastest thing on the streets, going by sheer determination and gut instinct.

Body Agility Reaction Strength Willpower Logic Intuition Charisma Essence Edge Magic
1 10 9 1 6 1 6 3 6 1 6

Condition Monitor: 9/11/1
Physical Initiative: 15+4d6
Matrix (VR) Initiative: 13+3d6
Matrix (VR) Initiative: 13+4d6
Limits: Physical 5, Mental 5, Social 6(8)
Notoriety: (Public Awareness + Street Cred)
Current Edge Points: 1/1

Skills

  • Acting Skill Group 5: Inferno has always had a flair for the dramatic; if he weren't already a shadowrunner, he might even have made a decent living as an actor or a musician. But what kind of career would that be for a badass? Still, it helps pass the time and it's actually pretty decent as a cover.
    • Con
    • Impersonation
    • Performance
  • Assensing 6 (Aura Reading +2): Being a magician himself, Inferno is always on the lookout for other Gifted individuals. It's not that he considers mundanes a non-threat, but he knows that magic hits hard and is easy to hide; best to know when it's around.
  • Disguise 6 (Cosmetic +2): Inferno mainly uses this to make sure he looks the part when dressing to impress. Of course, to challenge himself, sometimes he deigns to make himself look like the mortals surrounding him. After all, just portraying his majesty all the time gets boring after a while. The costumes he can mock up from even basic materials are quite impressive.
  • Exotic Melee Weapon (Monowhip) 6 (Anjali +2): Monofilament whips are dangerous, both to the victim and the wielder, but they're also incredibly cool, which is why Inferno's elected to specialize with this weapon to the exclusion of all others (in melee). His monowhip is very nearly part of him and will be detailed below.
  • Perception 6 (Visual +2): A true overlord knows the worth of his subjects, and of course, he is always watchful for danger, opportunities and dangerous opportunities. His Tyrant's Eye sees the mundane and mystic world alike, laying bare the truth of reality before him!
  • Automatics 1 (Assault Rifles +2): Karl Kombatmage makes carrying an Ares Alpha cool; which is why Inferno wields one. However, firing ranges are virtually nonexistent in Inner London and activesofts require skilljacks and tons of nuyen, so he doesn't know much about wielding a gun beyond the basics. Fortunately the highly illegal training soft he downloaded gave him that much.
  • Heavy Weapons 1 (Grenade Launchers +2): It would be a shame to have a gun with a grenade launcher and not know how to use it, no? However, that same highly illegal training soft he downloaded also covered many other kinds of heavy weapons, from machine guns to missile launchers. Sadly, flamethrowers are beyond his reach for now...

Qualities

  • Spirit Whisperer: For some reason, Inferno is able to summon more powerful spirits than normal; maybe his unfettered imagination attracts them? He has some difficulty with it, though... the same qualities which draw these spirits to him also makes it less likely that they'll actually listen to him.
    • Spirits gains +1 dice to resist Summoning Tests by Inferno; but if he succeeds in summoning them, they show up with 1 more Force than normal. They will also be inquisitive about him and ask questions that even he may not be able to answer. At the GM's option this can be expanded into a seed for an entire campaign.
  • The Spiritual Way: Ever since he began walking the dual path of the mystic adept, Inferno's heard the still, small voice of Raven in a quiet place beyond the flames; an island of serenity in an ocean of madness. So far the old bird hasn't led him astray... yet.
    • Followers of the Spiritual Way gain all the benefits and drawbacks or following a mentor spirit. In addition, they gain +1 dice when conjuring spirits, and +2 dice when making Social tests with other followers of their mentor spirit. Finally, they apply a 0.5x point discount to (Magic/2) of the following powers: Astral Perception, Elemental Strike, Elemental Weapon, Enhanced Perception, Killing Hands, Magic Sense, Mystic Armor. In addition, Spiritual Way adepts may choose one power from another Way’s list for the discount.
  • Code of Honor (Children): For all that Inferno styles himself as a dark lord, he still has a conscience, and he doesn't believe in hurting people who don't deserve it.
    • Anytime anyone tries to kill a kid, Inferno must make a Charisma+Willpower (4) test; failure means he must immediately put a stop to the violence against them. He will always choose nonlethal means if he has to take action against kids. He loses 1 point of Karma if he lets a kid die.
  • Dependent (Mum): Yeah, it's inconvenient having to deal with Mum bugging you about getting a job and a girlfriend and tossing your stuff out. But she's dear old Mum. What can you do?
    • Inferno's mother is a (sometimes annoying) part of his life. He also pays her part of his take to make sure she has enough to get on by.
  • Distinctive Style: Inferno isn't at all shy about taking to the streets in an electrochromic longcoat that displays roaring violet flames. After all, why should a dark lord cower before the masses?
    • Anyone who attempts to identify, trace, or physically locate Inferno gains a +2 die modifier for relevant tests, and NPCs making Memory Tests to recall him reduce the Difficulty Threshold for those tests by 1, to a minimum of 1.
  • Emotional Attachment (monowhip):
  • SINner (National; William Butcher):

Magic and Adept Powers

Gear

  • Weapons: Get out of bed without a weapon? Might as well ask me to walk around naked.
    • Melee
      • Stun Baton (Accuracy 4, Reach 1, Damage 9S(e), AP -5, Avail 6R, Cost 750)
        • recharges by induction (one charge per hour of wireless)
      • Survival Knife (Accuracy 5, Reach -, Damage (Str+2)P, AP -1, Avail -, Cost 100)
        • serrated back, GPS monitor, mini-multitool, micro-lighter, hidden compartment, can make commcalls, display ARO of local maps
    • Pistols
      • Ares Light Fire 70 (Accuracy 7, Damage 6P, AP -, Mode SA, Recoil -, Ammo 16(c), Avail 3R, Cost 200)
        • built-in custom silencer (-5 dice pool to notice the pistol being used or locate the firer)
  • Worn Gear: What? You want me to go naked? You some kind of deviant, chummer?
    • Armor
      • Armor Vest (Armor Rating 9, Avail 2, Cost 500)
    • Peripherals
      • Wrap-around Sunglasses (Capacity 2, Cost 200+500+250)
        • Low Light Vision, Vision Magnification
  • Tools
    • Toolkits and Facilities Th' tools of the trade, darlin'. Now if you want that ID to look right, you'll be wanting to shut up and sit back down.
      • Kit - Electronics/Hardware Skill (Cost 500)
      • Kit - Other/Forgery Skill (Cost 500)
    • Electronics
      • Meta Link Commlink (Device Rating 1, Avail 2, Cost 100)
      • Empty Datachip (Cost 5)
      • Silver Certified Credstick (Capacity 20000 Nuyen, Cost 20)

Current Funds: 5,700 nuyen

Contacts