Shadowrun Party Quest

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Jhessail

Panzervixen
Grandmaster Knight
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So since my attempts at running a play-by-post SR game have always failed and the communal RP attempts seem doomed to fail as well, I'm trying out a Quest-based approach this time. Fingers crossed that it will fare better. I've been on a SR binge for a while now, playing some excellent fan-made modules for SR:grin:F Director's Cut and SR:HK, plus re-reading the lore books, so I'm positive that this will not fizzle out immediately. I hope. Maybe. Who knows?

This will similar but not identical to the Strike Witches Quest. Instead of a single protagonist, there will be a party of Shadowrunners that forumites get to guide. Once the decision on the theme of the quest has been made, I'll open the floor for suggestions on character archetypes to incorporate. I'll create them in Chummer and actually use SR 4th Edition rules to play things out.

Without further ado, you dear readers need to decide the theme. Options are:
-White hat & pink mohawk
-Black hat & pink mohawk
-White hat & mirrorshades
-Black hat & mirrorshades
-White hat & black trenchcoat
-Black hat & black trenchcoat

White and black hat determine whether the party is good-aligned or evil-aligned. White hat Runners are akin to Robin Hood and while they will undoubtedly break the law, use violence and personally benefit, they do have a moral compass to follow and they won't take any job. Black hat Runners gladly accept wet work if the price is right, don't care about collateral damage and are more nihilistic and selfish about their methods and goals.

Pink Mohawk, Mirrorshades and Black Trenchcoat determine the "wackiness" level of the world. Shadowrun supports different playstyles. Games in Pink Mohawk style focus more on the punk side of things and the world is more fantastic - think of Mad Max. Black Trenchcoat is more "realistic" and gritty style - think of Ocean's Eleven. Mirrorshades is the middle compromise - think of Matrix.

These choices will determine the sort of Runners the party will be made up of and what type of jobs they will undertake. Note that Black Trenchcoat doesn't mean that magic and dragons do not exist - it just means that they are more rare.
 
If you're doing all the heavy lifting, I don't mind throwing things at you. Go for white hat, anything else is fine.

We should have a pair of grunts. Not necessarily traditional heavies, but dudes that'll bang, frag, then kill everything inside with no moral qualms if called upon. Let the rest of the party deal with moral issues, in fact it increases the importance of moral decision making if we have someone that will do indiscriminate violence on our behalf. I've found that morality is more valuable when part of the party is deliberately amoral and requires moral babysitting. 
 
Not a bad idea at all. I'll give the poll few more days. Spread the word since it seems that just few people have voted. Where is our Norwegian berserker?
 
Now we need to build the team.

Humans (Homo sapiens sapiens) are the first metatype - the one that was around for some thousand years before the awakening. Each new subspecies of metatypes who appeared after the awakening, via UGE in 2011 (Elves, Dwarfs) and Goblinization (Orks, Trolls) in 2021 are classified "Metahumans". In most countries in the 2070s, humans are still the majority population, leading to the new colloquial term "Norm", a term also potentially used as an insult or slur.

Adult elves are on the average slightly taller than humans (≈190cm), and they are usually somewhat more lightly built (i. e. thinner with an average weight of 72kg), but equally strong. Their most remarkable characteristic are their pointed ears. Their skin color varies, similarly as with humans, from white to black. Body hair is sparse but head hair is full and fine. Elven eyes are almond-shaped. Thanks to metabolic testing, it has been shown that Elves have a potential lifespan of several hundred years or more, with certain unexplained genes (usually found in powerfully magical elves) giving some an even longer lifespan. Like Orks, Elves are endowed with more, and more sensitive, rod cells in their eyes, giving them natural lowlight vision. For that they are believed to be naturally nocturnal, and a lot of elves - but not all of them - are vegetarian.

Elves have created their own countries: Tir Tairngire in western North America, Tír na nÓg (the former Ireland), the Zulu Nation in the Azanian Confederation (former South African Republic) and Pomorya in the North East of the Allied German States.

The dryad is an uncommon elven metavariant that does not seem to be geographically native to any one region, but rather a genetic “quirk” of the elven genome. Members have been en-countered within all populations on all continents, with a slightly higher expression registered in non-urban environments.Although they resemble normal nobilis in most physical regards (albeit shorter in build), dryads seem to possess a preternatural quality that effects all those around them. Though studies have failed to identify a physiological origin to this effect (ie. no enhanced pheromone signatures, no active paranatural ability) or even record any evidence of the ability, individuals who come into contact with dryads seem enthralled by their “obvious charisma,” “radiant beauty,” “fey-like grace,” and “innocence”—even when, objectively, the dryad is aesthetically unremarkable. Another peculiar somatic trait unique to dryads—like the mythological entities that inspired their name—is a form of attunement with their environment. Their biorhythms and even health seem bound to and respond to environmental changes in their immediate area. The nature of this enhanced sensitivity is not fully understood, but is being studied by several institutes, however, the particular rarity of this metavariant restricts the study of such a phenomenon outside “controlled” environments.

A night one is a Northern-European nobilis metavariant which shares all the common physiognomic traits of the basic metatype with one notable difference. night ones are characterized by a layer of vellus hair (a type of very fine, short fur, not unlike a jaguar’s). This downy fur is indistinguishable from skin at a distance, but makes this metavariant quite striking at close range, given the vivid colors of the vellum—ranging from black to violet to blue, with some rare examples of green and very deep orange. Their hair and eyes are often a tint of their skin colors, though individuals with silvery or white hair have been observed.Additionally,  night  ones  follow  a  nocturnal  biorhythm (sleeping at day and being active at night) and are hypersensitive to sunlight. Their apparent adaptation to a life in darkness (dark fur tones, night vision, and a sharp sense of hearing) has earned them the derogatory designation of “Night” or “Dark Elf ” in some areas.

The wakyambi are a rare sub-group native to Southern Africa. Wakyambi are noticeably thinner and taller than other elves—many growing to the height of a troll and a rare few even taller. Despite their height and weight, their bones show no evidence of frailty, and they reportedly move with an unexpected grace for someone that size. They invariably exhibit very dark black or brown skin and tightly curled hair typical to African phenotypes. Their pointed ears are also less pronounced, so much so they might be mistaken for a human were it not for their size.This illusive metavariant tends to congregate in isolated tribes in the savannah, and very little is known about their social and cultural habits. No significant study or genetic testing has been made of the wakyambi metavariant, and their possible origins remain shrouded in mystery. What little biological and medical information exists has been gleamed from isolated individuals and the corpses of dead wakyambi.

The xapiri thëpë (meaning “spirit people” in the dialect of the Yanomani Indians) are a nobilis subgroup native to the rainforests of the Amazonian basin. Though they rarely leave their secluded jungles (a reason why they were discovered only recently) due to their fear of urban environments and their attunement with nature. Total population is believed to be under 10,000 individuals mostly living in tribal groups. According to the studies now released by the Amazonian government, xapiri thëpë are slightly shorter than the average elf and apparently share the longevity genes and remaining metatraits associated with baseline nobilis. Peculiar to the metavariant are the irregular deep green patches on its epidermis that enable it to convert sunlight into energ y and that augment its camouflage in its native jungle environments. While the photosynthetic organelles that compose these patches (which expand with age) appear to have been endosymbiotically introduced to at some point in the metavariant’s evolution, they also seem to be the root of a serious intolerance to a variety of pollutants.

Dwarfs are on average shorter than humans; their average height is under 120cm. Remarkable features include the dwarfs' small body size, short legs and full beards. Unlike humans with dwarfism, true dwarfs have upper bodies that are proportionately larger than their lower bodies compared to humans. Their skin color varies in a similar fashion to humans, with colors ranging from white to black. It is assumed that dwarfs have an average life expectancy of well over 100 years, although proof is still forthcoming. Dwarfs see in a broader spectrum than humans, which allows them to have natural thermographic vision. In addition, dwarfs clearly have a more efficient immune system than humans do, which makes them resistant to most diseases.

Due to their resemblance to humans, dwarfs face less prejudice from humans than elves, orks or trolls. Many are recognized for their technological prowess and work ethic.

Japanese dwarfs, known as koborokuru or koro-pok-guru (lit-erally “people under the leaves of the butterbur plant”) are named after underworld dwellers of Ainu mytholog y. Koborokuru are the prevalent dwarf species on the Japanese Isles (>85%), and they stand slightly shorter than common dwarfs and possess extensive body hair. Less stout than their Western counterparts, they are quite agile, seemingly more flexible, and comfortable with their compact builds and short legs when in mo-tion. Despite the outward differences, they possess many common metatraits with common dwarfs: heat sensitive vision, short stat-ure, stocky build, slightly pointed ears and extended longevity.Tragically, though the Ainu (one of the indigenous peoples of the Japanese archipelago) respect koborokuru as embodied kamuy (spirits) of the mountains, the fact remains that this metavariant has been subject to both ethnic and anti-metahuman persecution by the dominant Japanese culture for decades. Entire generations were raised in effective exile, growing up in terrible living conditions. While huge steps have been made in the past decade to right this injustice, today’s koborokuru remain understandably clannish and self-reliant. They tend to live in familial groups and in metahuman neighborhoods, a situation fostered by persistent racism literally looking down on koborokuru as inferior and primitive beings.

Menehune (pronounced meh-ne-HOO-neh) or “Children of the Land” are named for the original “little people” of Hawai’ian mythology. They are, however, not simply native to the Hawai’i islands, but the dominant dwarf species in Transoceania (including Micronesia, Polynesia, and Melanesia). Possibly due to a strong presence of Japanese stock in Hawai’i, the second most common dwarf species is the koborokuru. Physically, Menehune are almost the same size as baseline pumillonis, but possess luxurious body hair, large blunt noses, bushy eyebrows, stringy hair, and thick, wiry muscles. As one would expect of island natives, they are well-adapted to their ocean-locked environments. Additionally, menehune boast eyes able to focus underwater, granting them perfect vision when diving. This is possible thanks to a nictitating membrane, that is vestigial in other homo sapiens species.Menehune are well-integrated and very social. As a group, they actively participated in the Hawai’ian independence movement and are afforded all the respect and privileges of a native Hawai’ian in the archipelago. Racism and bigotry among native Hawai’ian’s of any metatype is rare, though occasional problems arise with foreigners.

Gnomes originate from Central Europe and Asia Minor, though  even  in  these  areas  they  are  a  minority  among  dwarf populations. Whether this is due to gene pool dilution, or because gnomes are a relatively recent addition to the local anthrosphere is unknown. Gnomes are distinguished from other dwarfs by little body hair (no beards and pubic hair) and small, childlike physiques (heights range from 70 cm to 100 cm, with body mass typically two thirds of a common dwarf ’s). Their petite physiques mean hands and fingers are proportionately smaller which proves a significant handicap in modern urban environments designed with metahumans averages in mind. Despite this, gnomes are highly sociable and appear to take discrimination due to size in stride. Furthermore, surveys conducted post-Crash indicate that gnomes have benefited immensely from the advances in wireless networking and computing. The new technologies have empowered them by enabling greater freedom in conducting their normal lives (via commlinks, agents, and autopilot-driven vehicles). Clinical tests suggest that, while not totally immune, gnomes have proven to be more resistant to the effects of magic. Studies and testing into the root mechanism are ongoing and little is currently understood about the phenomena.

Less stocky and barrel-chested than the typical dwarf, harumen are far more agile and nimble than other pumillonis variants and possess slightly elongated limbs. Named for their resemblance to the ape god Hanuman, harumen also boast flattened noses, prehensile tails, and elongated feet and toes developed for climbing. While both tail and legs are profusely haired, the rest of their body (including the face) is not. Harumen enjoy a mixed reputation in the Union and neighbouring countries. While their association with the popular deity Hanuman grants them a certain respect and reverence from the common Hindu, they are just as often seen as troublemakers, thrill-seekers, and wildmen. Their peculiar metatraits have also sparked a heated debate among Hindus about the haruman’s place in the Wheel of Life and the rigid Hindu caste system. This relegates many to a social no-man’s land which they seek to escape by emigrating outside the Union.

Orks are able to interbreed with humans and fellow metahumans. Despite this, their offspring will be of the race of only one of their parents. No half-breeds exist. Their physical frames are similar to bulkier humans. On average they are larger and stronger than humans. Their mental capacities are considered slightly inferior on average to humans, though they are still not as dull as the average troll. Distinguishing features include large lower canines that protrude from their mouths. Orks have pointed ears that are smaller than those of elves.

The average size of an Ork is 1.9 meters (6'2") and 128 kilograms (282 pounds). Their average lifespan is 40 years. However, orks that were born human and gobalanized traditionally live to human life expectancy.

Many Orks speak the language of their home countries but there is increasing popularity for Or'zet. Or'zet is said to be an ancient language from the old world.

Hobgoblins Naturally slighter and shorter than most ork variants, hob-goblins have less body mass than other robustus and usually have less body hair. The greenish tint of their skin, uncommonly sharp teeth, prominent ears, tapered chins, and dark beady eyes give them a naturally fearsome appearance and are responsible in no small part for the prejudice that often singles out hobgoblins (an unfortunate name that only underscores such prejudice). The vast majority of hobgoblins are of Arabic or Central Asian descent and preserve relevant ethnic traits.

The European ogre is on average shorter and squatter than most orks and has smoother skin and less body hair. They possess pronounced jawlines and larger mouths, which early on fuelled inflammatory claims that they might be cannibalistic —accusations with no basis whatsoever in fact. Ogres do, however, possess the extraordinary ability to metabolise a greater spectrum of edibles in their stomachs to generate energy, as several studies with volunteers have shown. Since this often generates more energy than ogres actually need, ogres have the tendency to be corpulent, often displaying large bellies and a flabby build

The native ork metavariant of the Japanese archipelago— named oni  by  their  compatriots,  after  their  resemblance  to demonic creatures of Japanese folklore—possesses a fearsome appearance. Oni boast bright red, blue, or orange skin colors, slightly protuberant eyes, enlarged pointed ears, curving horns, and the large builds associated with the robustus metatype. Aside from making them highly visible, these traits are also seen as naturally intimidating by many of those who come into contact with them, especially among the Japanese, who actively avoid their company—which in turn has led to widespread social and work-place segregation in Japan. Portrayed as treacherous and hostile in Japanese folklore and modern media until very recently, oni have had to endure decades of ostracism and even exile quarantined on  the island of Yomi.

The occurrence of the satyr metavariant seems to be native to the Mediterranean region (particularly Greece, where they are the dominant ork metatype). A number of unusual traits distinguish satyrs from common orks: a slender physique, hairy lower bodies, goat-like legs with cloven hooves, and small horns which are often, though not always, curled. While they tend to appear smaller due to the shape of their legs, they can be quite impressive in stature. Their outward appearance aside, biologically satyrs share many of the metatype traits of robustus: short gestations, numerous children per gestation, light sensitive eyes, and a diminished life-expectancy.Their unique traits and the obvious similarities to mythologi-cal representations have baffled scholars for decades but seem to validate the theory that goblinization events have taken place in the past in the region. While common public belief and media coverage have fallen prey to the stereotypes of satyrs as “children of Bacchus,” rabid hedonists, and artistic freewills, actual demographic studies on satyr career paths have not shown any higher affinity for artistic professions than for any other metatypes.

Troll's average height is 2.5 meters (8' 2"), with an average weight of 300 kg (661 lbs.) but weighing upwards to 350 kg (771 pounds). In addition to this enormous body size, trolls tend to have tusks and horns (which may or may not have symmetry). Ingentis body proportions differ from sapiens, with the ratio of arm-to-leg length significantly higher in ingentis, giving them an advantage in melee combat. Trolls have calcified dermal deposits throughout their skin, which can resemble large warts, spines or an armor-plated effect. These dermal deposits make trolls more resistant to physical trauma. It is assumed that trolls have an average life expectancy of approximately fifty years, but this number varies depending on social conditions and environment. Trolls can see in a broader spectrum than humans, with their vision extending into infrared.

Expression from sapiens to ingentis often gave severe mental trauma, often resulting in psychosis and mental aberration.  Individuals born ingentis do not experience this trauma. Trolls are still the rarest of the Metahuman races.

A variant of Mediterranean trolls and native to the Aegean Sea and Islands, a cyclops is often slightly larger and even more heavily muscled than the average troll. However, evolutionary adaptation to the warm climate and seabound environment of the Mediterranean archipelago grants most cyclops a bronzed skin, little body hair, and a lack of the metatype’s usual dermal deposits.Cyclops typically possess only one horn and may have none at all. Their identifying feature is the large single eye located in the middle of their foreheads. While the bigger size of the eye allows them to make reasonably accurate depth judgments based on one-eyed (monocular) depth perception cues, cyclops lack binocular vision cues (from two eyes), such as stereopsis and parallax (and therefore have inferior hand-eye coordination). Current understanding of cyclopean neurophysiology indicates they even lack the cerebral regions and neural wiring to process binocular cues—limiting the usefulness of ocular prosthetics.

Fomori  are  a  troll  subspecies  native  to  the  British  Isles. Several  studies  have  established  a  tentative  link  between Fomorian expression and Celtic family ancestry. If this is indeed the case, it is likely that formori are not in fact native to the British Isles but rather the result of historical migration. While perhaps once dominant, today the population seems to have diluted to the point where fomori are on par with baseline trolls in demo-graphics, with larger concentrations in Wales, Tir na nÓg and the Southeast of Britain.Fomori are smaller than typical trolls and lack the extensive dermal bone deposits—this has earned them a misleading reputa-tion as the “frail” cousins of the ingentis species when in fact they tend to be physically more powerful. In fact, fomori benefit from being  less  intimidating  and  comparatively  more  attractive  to other metatypes and are statistically less likely to be targeted by racial prejudice. Both these factors facilitate social insertion and integration, leading to much lower numbers of disenfranchised and maladjusted individuals.

Nordic or Germanic trolls, also called giants, are slender and taller than the standard metatype. The average giant stands three meters tall and lacks both the horns and dermal bone deposits common to ingentis. They share the trolls heavy-set physique and musculature, but possess luxurious facial hair and a leathery skin (almost bark-like in texture) unique to the variant.Native to the Scandinavian Union, the Allied German States, and Northeastern Europe, giants have even more issues than base-line trolls with fitting into normal society due to their size. Surveys have proven that the acceptance of this metavariant is extremely low compared to baseline trolls even within the populations of the countries where they occur naturally. Despite institutional and corporate attempts, such as the initiatives sponsored by Evo corporation’s  Metaergonomics  subsidiary,  which  attempt  to facilitate integration and improve quality of life by size-adapting clothing, vehicles, housing, and consumer products, giants are all too often faced with unemployment and forced to live among the fringes of society or in the drop-out communities not uncommon in Scandinavia.

Minotaurs are an unusual variant (or mutation) of the troll metatype  prevalent  in  the  Mediterranean  (especially  Greece and Turkey) and Asia Minor, though smaller populations exist throughout  Southern  Europe  (i.e.  Spain,  Portugal,  southern France, the Italian Confederation) and beyond.The minotaur phenotype is characterized by slightly shorter, stockier builds; pronounced, flaring nostrils; wide-set eyes; long, symmetrical horns; and extensive body hair. Genetic fingerprint-ing and biochemical mapping have debunked any similarity to animal bovinae—shooting downseveral urban myths and racially-motivated claims. Although horns are not uncommon among the ingentis species, minotaurs can actually use theirs to attack.

Changeling is the common use term for metahumans afflicted by SURGE (Sudden Recessive Genetic Expression). Per definitionem, changelings are metahumans that have inherited one or more aberrant metagenetic traits from their genetic lineage. No matter how strange and different their appearance might be at first glance, genetically they are very close to normal metahumans. Changelings are neither a race nor a metavariant. Each is, in a sense, literally “a freak of nature,” a metagenetic mutation produced by molecular abnormalities in both the mundane genome and metagenome. Unlike metatypes, whose functional metagenome leads to a correct alignment of the astral shadows that govern the expression of defined metatraits characteristic to all the known metatypes (and their metavariants), changelings possess aberrant metagenes that are partly dysfunctional, mutated, or damaged (or all of the above).

Class  One  changelings  are  essentially  metahumans  with only a partial or incomplete phenotype, or who have acquired metatraits that don’t belong to their metatype. Typical metatraits include pointed ears, horns, and tusks, but also low-light or ther-mographic vision. Inexplicably, some metagenetic traits have been detected that do not possess a known analog in contemporary metatypes or metavariants. This has fueled speculation that they might belong to metatypes that have become extinct or have yet to emerge.

Class Two SURGE is believed to be caused by residual gene sequences that are present in most metahuman genomes (so called pseudogenes), but that are re-activated due to a glitch or cross-reaction with aberrant metagenes. Other hypotheses speculate that these traits are expressed by actual metagenes that mutated or that have been incorporated into the metahuman genome (for instance by a virus) but originate from an animal. The latter hypothesis is supported by the fact that many Class Two traits are associated with animals that have distinct evolutionary paths from mankind.It is currently unclear whether certain sapient critters, such as shapeshifters, are able to produce offspring with metahumans that may have transferred certain genes to metahuman ancestors and lineages.Typical Class Two metagenetic expressions include mam-malian,  fish,  amphibian,  reptilian,  and  other  animal  or  even saurischian and ornithischian traits (such as fur, scales, tails, or even functional organs such as gills and eyes).

Class  Three  changelings  tend  to  combine  a  number  of non-human physiognomic and biological traits into a functional gestalt: leading to “animal people” (or “furries” as they sometimes derogatorily called), human-plant hybrids, and other phenomena inexplicable by current science. Strangely, while the random expression of such potentially radical traits should result in a non-viable entity, an unidentified mechanism seems to harmonize Class Three metagenetics and reorganizing physiolog y as necessary. This may indicate SURGE metagenetics are not as random as originally believed.

These small humanoids resemble miniature elves with wings. They bear ethnic traits from around the world, usually similar to the local metahuman population. Pixies stand under a half-meter tall, though their feet are rarely on the ground to measure them. Their wingspan measures approximately one meter across. The average pixie’s wings resemble iridescent dragonfly wings, but other variations have been noted, including those mimicking the wing profiles of bats, birds of prey, butterflies, and grasshoppers, and pixies claim an even wider spectrum of wings is possible. Regardless of their wings’ appearance, pixies use an innate manipulation of mana for flight instead of actual aerodynamics. They also possess the innate magical ability to conceal themselves; this seems to be their natural state, as they immediately disappear at the moment of death, which makes postmortem study and taxonomical classification of the species a challenge. Unsavory elements have attempted living autopsies, but pixies are tricky and tough catch, and those who claim to have information from such procedures are not necessarily to be trusted.

Pixies tend to live in forested areas away from cities. They group themselves by family and develop treehouse villages. On rare occasions, pixies have been known to try out life in urban sprawls. Their size is usually the most limiting factor, though variations in mana levels also affect their ability to fly and magically conceal themselves.

A centaur is a mammal of the equine family, and one of the few that breaks the usual rule on number of limbs. Its lower body resembles that of a horse, with four legs ending in a four-toed foot (three of the toes are vestigial, only present in the leg, while the fourth toe forms a hoof like a modern horse), while its upper body—where the head and neck would be on a horse—resembles that of a primate, with long arms ending in three digits and an opposable thumb, and a vaguely equine head with an extended cranium perched on an long neck. They typically stand 2.5–3 meters tall at the shoulder and mass 300–600 kilograms.

Centaurs have slightly longer gestation terms than humans (9–12 months), and rarely birth more than one foal. Long thought to be primitive and incapable of using advanced technologies, this perception has been fostered by the centaurs  own  desire  for  a  simple  communal  lifestyle  in  their natural habitats. However, it has become clear through the few representatives of the species that have opted to explore metahuman society (such as Milo Czerda, Nobel Literature laureate), that centaurs are indeed capable of understanding and using human language, sophisticated technology, and tools. In fact, anecdotal evidence suggests centaurs possess sharp and curious minds able to quickly pick up complex concepts and ideas. Magical talent has been identified in centaur populations, and centaur magicians are accorded special importance in their societies. Centaur traditions and  beliefs  are  predominantly  shamanistic. 

Xenosociologists studying the species draw parallels in several respects with Native American Indian cultures during the early colonial period. Centaurs are omnivorous, and in the wild use an innate magical tracking sense to locate prey animals. This ability has made them highly valued as scouts and “dowsers.” While their builds are ill-suited for most urban environments, centaurs sometimes find metahuman employment in rural areas or as part of mercenary units (particularly in Europe and Asia). Increasing numbers of young centaurs worldwide seek metahuman civilization and education and a few do wander into metahuman cities looking for work, alcohol, and drugs.

Genetic studies show these three-meter tall hominids are distant relations to metahumanity. They are omnivorous, though most prefer a strictly vegetarian diet. Hair color is typically brown or black, but some members are known to have a pale, tawny yellow or ruddy coat, and older members develop silver tips. Native to the mountainous evergreen forests of North America and Asia, the sasquatch is the most popular and well-integrated sapient critter in the Sixth World. Sasquatches find employment in many areas of the entertainment industry and as ambassadors to other sapient critters. Sasquatches possess an unusual paranatural mimicry ability which serves as an extremely expressive form of communication among themselves and a tool when hunting or herding in the wild.  Unfortunately, they appear to lack the ability to comprehend metahuman speech as a form of communication, preventing them from learning spoken metahuman language; interspecies communication is usually accomplished with sign languages.

Shapeshifters are sapient Awakened paranimals of metahu-man intelligence with the magical ability to assume a human form. Besides being vastly more intelligent than the other non-Awak-ened critters of their species, they are typically larger and more physically impressive specimens of their native species. Aside from size and intelligence, a shapeshifter is practically indistinguishable from a non-Awakened member of its species—genetic studies of shapeshifters are practically identical to normal animals of the same type. Shapeshifters also appear to be much longer-lived than their equivalent parent species; initial studies suggest a lifespan comparable to orks, though this takes into account the generally violent lives led by shapeshifters and their lack of access to regular medical care. Shapeshifters are uncommon but not rare, and many chose to mingle with metahuman society particularly in Awakened nations. A few shapeshifters are even employed by megacorps in various functions.

Drakes are metahumans that can change into the form of a human-sized dragon-like creature. They are in many ways similar to shapeshifters, though there are some obvious differences. Outside of the obvious fact that a dragon is not a mundane animal, drakes also differ from other shapeshifting races by being born metahuman. Drakes draw their appearance from one of the four dracoforms: Western, Eastern, Feathered Serpent or Leviathan.

Bandersnatchii (Pesevastus pilosis monerus) These are sasquatch infected with a species of HMHVV II; individuals develop teeth suitable for rending and tearing prey, tatty-looking pelts, longer limbs, and a form of adaptive coloration. They are much more aggressive than sasquatch, but prefer to attack from stealth. Bandersnatchii are carnivorous and cannibalistic.

Banshees (Homo sapiens nobilis vrykolakas) Elves infected with a species of HMHVV I become banshees. Aside from an exaggerated gauntness and more prominent incisors, they are virtually identical to other elves. They gain a number of paranormal powers. Some noble elven families in the British Isles consider Infected relatives as cursed for some karmic debt, an area of ongoing anthropological research. Banshees are hemovores and, like vampires, cannot hold down normal food.

Dzoo-Noo-Qua (Homo sapiens ingentis vrykolakas) Dzoo-Noo-Qua are trolls infected with a species of HMHVV I. Their transformation increases their dense dermal bone depos-its (in the form of plates, nodules, horns, and spines), commonly giving dzoo-noo-qua a deformed and asymmetrical appearance, and increases the vascular system in their eyes, giving them a constant bloodshot look. The powerful paranatural abilities they develop make them some of the most physically intimidating of the Infected. Dzoo-noo-qua are omnivorous, but prefer raw meat, and are cannibalistic.

Fomóraig (Homo sapiens ingentis monerus) Trolls infected with a species of HMHVV II become Fomóraig. Like their cousins the dzoo-noo-qua, they develop heavy calcifications and dermal deposits in their skin, particularly subcutaneous “chestnuts” of bone, around which form sebaceous gland complexes that constantly secrete a corrosive, acidic fluid. Other changes include rudimentary gills along the neck and six prominent incisors. A shagg y and irregular mane of dark brown or black hair is common. Fomóraig are considered native to Tír na nÓg, and are omnivorous, but prefer raw meat; like ghouls, cooked meat makes them sick.

Ghouls (Homo sapiens wichtus) Metahumans afflicted by a species of HMHVV III become ghouls. The most common traits to all those afflicted with this virus are a loss of all body hair, the development of a scabrous hide, the development of filmy cataracts and lesions in the eyes, a pallid complexion (dead-white to ashen grey, depending on the ghoul’s original ethnic group), and slightly enlarged jaws and hands, with the nails typically hardened into claws. Ghouls are exclusively carnivorous and cannibalistic.

Goblins (Homo sapiens pumilionis vrykolakas) Dwarfs infected with a species of HMHVV I. Transformation consumes all body fat and causes the loss of all body hair, leaving an extremely emaciated appearance, with the skeleton clearly vis-ible and the skin often taking on a sickly, almost glossy sheen. Their ears become longer, larger, and slightly pointed, while the salivary glands increase output, typically causing goblins to drool uncon-trollably. Goblins are omnivorous with cannibalistic tendencies.

Loup Garou (Homo sapiens sapiens monerus) Humans infected with a species of HMHVV II transform into loup-garou. The loup-garou’s most common characteristics are a covering of short grey-black hair; lips drawn back from their teeth and receding gums, giving the illusion of elongated fangs; and bloodshot eyes. They often appear to be in considerable pain. Loup-garou are keyed to an internal 28-day cycle (not, as popularly stated, tied to the moon), during the four-to-six-day peak of which they become extremely aggressive. The cycles of individual loup-garou who meet are rarely aligned, but prolonged cohabitation between mates or in a pack will cause their cycles to synchronize. Loup-garou are carnivorous and cannibalistic.

Nosferatu (Homo sapiens sapiens sanguisuga) Nosferatu are humans infected with a very rare species of HMHVV I; they represent the least populous of the Infected. Aside from the loss of all or most hair on the head and body, pale complexion, and slightly prominent canines, they are nearly iden-tical to regular humans. Nosferatu are much more likely than other Infected to develop schizoid, paranoid personalities after trans-formation (if they did not already possess them), and have been the instigators of the worst vampiric cabals uncovered to date. To a one, they all seem to be fanatically convinced of their superiority. Nosferatu are omnivores, and can eat or drink whatever they please without ill effect, but must consume a certain amount of metahuman blood.

Vampires (Homo sapiens sapiens vrykolakas) Humans infected with a species of HMHVV I are one of the  most  common  forms  of  vampiric  Infected.  Aside  from  a pale complexion and slightly prominent canines, they are nearly identical to regular humans. The large body of myth and popular culture surrounding vampires, combined with their impressive paranormal powers, make them relatively popular—to would-be Infected and hunters alike. Vampires are hemovores and cannot hold down other food.

Wendigo (Homo sapiens robustus vrykolakas) Wendigo are orks infected with a species of HMHVV I. At first glance, a wendigo resembles a slightly shorter, squatter sasquatch with white fur. Wendigo engage in the most extensive ritual cannibalism of all the Infected documented to date, and their transformation very often results in the triggering of latent magical talents. Wendigo are omnivorous, but cannibalistic and prefer raw meat.

Metasapients represent only about one fifth of the known synthetic intelligence population. They are the only kind that have been recognized as eligible for citizenship by any authority, government, or corporation (three other Corporate Court rulings have followed the initial decision). These entities are, for all intents and purposes, people, and it is incumbent on the world’s governments to come to terms with the ramifications. As a non-biological life-form, the metasapient has different needs than the metahuman. Obviously, it does not need to eat or drink. It does need shelter, although not in the same manner as biological life would. They need no actual bodies, although many use drones to interact with the physical world. Metasapients are in the process of integrating into modern society. Though the process is not without its obstacles, some have already applied for citizenship in various nations and transnationals. Discreetly, metasapients are finding roles for themselves in the world, assuming the functions of security hackers, librarians, service personnel, drivers, nannies, and programmers, either acting autonomously or under the employ of some other party.[/quote]

If synthetic intelligences are newcomers to our world, free spirits have visited our world for decades. While thaumaturgic theory has advanced significantly in the years since the Awakening, the fact is that researching this report we were forced to conclude that very little is actually known about them, their otherworldly origins, and why some seem to wish to immerse themselves in metahuman society. Free spirits that exhibit human-like character traits and behavior are usually called anima. These exhibit a strong desire to remain on the physical plane and interact  with  humanity.  Some  theories suggest that a free spirit seeks energies that the magically active may share with it or simply to revel in the vibrant emotional output of metahumanity. Competing theories postulate that the desire to remain is merely an echo of its bond to its original conjuror, or a parallel to human-ity’s own curiosity about the metaplanes and their inhabitants. Whatever the reason, free spirits have been joining the rest of modern civilization for many years and have even taken on important political roles in some countries (e.g. Amazonia and Manchuria). They choose their own identities and usually assign themselves a gender. Those whose forms allow some times register for a SIN with a government or corporate entity, maintaining their secret nature. Others simply settle for living on the fringes of mainstream society in a variety of roles. Key issues surrounding spirit citizenship and rights include such difficult questions as: whether spirits should be allowed to marry or own property (a serious issue given the prospect of accumulated property and wealth and spirit’s apparent immunity to age), what constitutes cruel and unusual punishment for a spirit, and what kind of sanction might apply for law-breaking spirits.
 
Orc mercenary.  Heavy muscle.  Urban warrior.  Name is Turrn.  Only speaks 1-2 words if he ever speaks.  If he speaks more than 2 words he'll start mumbling inaudibly to himself.  Some kind of shotgun and expert in close combat, urban warfare.  Grenades and a 'knife'.  Thinks nothing about shooting children and will make his own entrances as necessary. 

He ain't got time to bleed.  He might be dripping with arterial spray, his own or others but he'll not wipe it unless avoiding being tracked.  Only emotion he displays is rage and only when he has to go hand to hand.


And he's got an ugly laugh.  Only for the crudest, sick jokes, dismemberments, disfigurements, burning buildings regardless of who is in there or whether they deserve it. 

Edit:

5'11", 260lbs, wears minimal so at best

No tattoos or cybernetics.  Feels overwhelmed by the variations, updates and hassle with cybernetics.  Will consider them if something comes off but despite years of abuse, explosions and 'grazes' he hasn't lost anything worth me writing down.  Scarred though so it will be obvious unless he's asked to cover up.  Would be using body armour and that dermal plating if he can afford it.

Normally cool and quiet under fire but hand to hand excites him.  He might lose his temper or laugh in hand to hand.  Does have a loud voice but usually quiet.  Minimal hair.  Shotgun, 'knife' and lots of grenades. 

Turrn is a psychopath.  No empathy whatsoever and usually looks on scenes of carnage without emotion.  Socially inept and may irritate highly strung individuals who expect him to be more talkative or long answers. 

He is an urban fighter so hanging off ropes, making his own entrances/exits or jumping across buildings might be his thing.  Not exactly a ninja though he can sneak as necessary.  Can't recall what the rules are for orc night vision but I'd imagine they have some kind of low light vision.  He might have problems expressing complex plans but he can certainly comprehend them.


shadowrun__ork_by_levihoff-d34e2i1.jpg
 
I've never been in a contact with Shadowrun before, I hope it's not much of a problem.
I will edit this post to add a proper character concept later when I am sober after tonight.

EDIT:

Theodore - usually called Theo. He is human. He has an average figure of an athlete with a pretty face. He doesn't speak much and he reads novels. Enjoys playing with his blades and he also usually wears a pistol somewhere close to his hands. When there are no blades to play with, he starts humming and whistling.

He isn't scared of dying, he should have died a long time ago, he is just slowly waiting for the death to come - do not mistake yourself though - he will fight death until the last moment. His moral compass is a bit rusty or perhaps... broken? With that said, he isn't a coldblooded killer - usually.

He is around 6,1 feet tall, he has bright purple eyes and slightly curled hair ending somewhere around his shoulders. There are some signs of ageing in form of grey hair and beard/stubble on him... He could be in his 30s or 40s, but who knows?
Portrait:
JZwSOag.png

EDIT: Added the portrait of the char... I will add some more description when I have more time. Bit busy this week.
 
I'm adding short descriptions of various races and metatypes and variants to my post above.

EDIT: Done.

I omitted the Naga because having a team member who is 80% of time aquatic and has no hands/arms is really useless even in a pink mohawk campaign. Some of the types described above are almost as useless but hell, let's see what concepts you guys can come up with.
 
Are you sticking with any edition?  I am somewhat familiar with 1ed.  I think I got a copy of 4ed but I haven't spent more than 5 minutes skimming through it.
 
Kharille said:
Orc mercenary.  Heavy muscle.  Urban warrior.  Name is Turrn.  Only speaks 1-2 words if he ever speaks.  If he speaks more than 2 words he'll start mumbling inaudibly to himself.  Some kind of shotgun and expert in close combat, urban warfare.  Grenades and a 'knife'.  Thinks nothing about shooting children and will make his own entrances as necessary. 

He ain't got time to bleed.  He might be dripping with arterial spray, his own or others but he'll not wipe it unless avoiding being tracked.  Only emotion he displays is rage and only when he has to go hand to hand.

And he's got an ugly laugh.  Only for the crudest, sick jokes, dismemberment, disfigurements, burning buildings regardless of who is in there or whether they deserve it.
Okay, that'll work. Put your Google-Fu to action and find a suitable portrait picture for me to use. Add a little on what Turnn looks like, what "decorations" he wears and how he normally dresses - is he a hobo with a shotgun or a tacticool-operator or a skinhead with tusks? Is Turnn against human augmentation or is it a suitable tool to use?

๖Kern said:
Theodore - usually called Theo. He is human. He has an average figure of an athlete with a pretty face. He doesn't speak much and he reads novels. Enjoys playing with his blades and he also usually wears a pistol somewhere close to his hands. When there are no blades to play with, he starts humming and whistling.

He isn't scared of dying, he should have died a long time ago, he is just slowly waiting for the death to come - do not mistake yourself though - he will fight death until the last moment. His moral compass is a bit rusty or perhaps... broken? With that said, he isn't a coldblooded killer - usually.
Could Theo be a Physical Adept, ie one who channels magic through their body? Perhaps a background in martial arts, which led him to have an fascination with Oriental Mysticism, which then Awakened him? And same request as to Kharille - a portrait is mandatory, and little more description on appearance would be useful, please.

So far we got 2 muscle types, which means the party could use a an infiltrator type - either a silent ninja/cat-burglar type or a smooth-talking social chameleon/geisha type, or why not both if people have ideas to spare. A shaman or a wizard would be really useful too. Hacker/decker/rigger/mechanic types we can do without if nobody has any inclination that way.
 
What about a lady dwarf mage with a taste for bad liquor and bad men, wielding a metaphorical axe to grind against the DIMR because a rival mage pulled some strings to pull her research grant, ultimately leading to her unemployment and life of crime?

9d29079170f97ffb00857a4fcf5b52e4--online-rpg-cyber-punk.jpg
 
Extended my description and added a pic above.  Wondering whether I should enter in what motivates him, apart from the thrill of killing, explosions and all.  He's a specialist urban fighter so I figure he'd be skilled and agile enough to rappel down tall buildings and conceal himself in air vents, you know, ninja type.
 
Kharille said:
Extended my description and added a pic above.  Wondering whether I should enter in what motivates him, apart from the thrill of killing, explosions and all.  He's a specialist urban fighter so I figure he'd be skilled and agile enough to rappel down tall buildings and conceal himself in air vents, you know, ninja type.
That sounds be doable. His aversion to cyberware and bioware is going to put him on a serious disadvantage but hey, challenge is good!

Moose! said:
What about a lady dwarf mage with a taste for bad liquor and bad men, wielding a metaphorical axe to grind against the DIMR because a rival mage pulled some strings to pull her research grant, ultimately leading to her unemployment and life of crime?
Are you talking about Dnyansagar Institute of Management and Research?  :???:

Good start, throw in a little more description and background stuff, flesh her out a little more. What sort of spells/magic she specializes in? Is she just "generic" hermetic mage or does she follow one of the more detailed paths of magic like Norse/Egyptian/the Wheel and so on? I can provide you a list and descriptions of them if you want.
 
Mind you, he's a fat ninja type.  So if he's hanging around in old structures you can imagine most of it coming down.  Might be half the reason he needs to create his own entrances.  If he gets killed we'll 'roll up another one'. 
 
Sofia Johanna Jeanette Munsterhjelm von Platen said:
Are you talking about Dnyansagar Institute of Management and Research?  :???:


The Dunkelzahn Institute of Magical Research? I literally know nothing about Shadowrun though, so maybe I'm making **** up.

Sofia Johanna Jeanette Munsterhjelm von Platen said:
Good start, throw in a little more description and background stuff, flesh her out a little more. What sort of spells/magic she specializes in? Is she just "generic" hermetic mage or does she follow one of the more detailed paths of magic like Norse/Egyptian/the Wheel and so on? I can provide you a list and descriptions of them if you want.

Uh, a list would be helpful, given that I literally know nothing about Shadowrun.  :oops:
 
I've been really sick for the past week and a half, so that's why there haven't been any updates. I'll try get you a list of magic traditions either tonight or tomorrow.
 
Hermetic Magic is basically method of magic that tries to marry science with magic, belief that there is a Universal Magical Theory that can be placed alongside other Laws of Physics. Emphasizes book learning and scientific method and is divided into various schools:
-Classic Hermeticism, belief in Ancients (the Greeks knew it all)
-Hermetic Druidism, leylines and stone circles enabled druid to draw magic from the land
-Teutonic Hermetics, Thule and Germanic beliefs
-Egyptian
-Qabbalah (magic comes from Yahweh, spirits are manifestations of his will)
-Christian (magic comes from God, spirits are manifestations of his will)
-Islamic (magic comes from Allah, spirits are manifestations of his will)
-Black/Satanic, not necessarily evil but combining scientific method with belief in the Adversary and quest for personal power
-Avant-Garde Thaumaturgy, magic as form of art
-Chaos Magic, magical theory based on Chaos theory and thinking that "magic" is a secret code that needs to be "hacked"
-Path of the Wheel, rigid Elven magical belief that life follows cycles, only available to elves from Tir na Nog or Tir Tairngire
-Wuxing (Ki and Celestial Bureaucracy)
-Buddhist (Tantric meditation, enlightenment)
-Hindu, karma and reincarnation, ascetism, mantras and yoga
-Wiccan, duality of nature so either Goddess Wicca or Gardner Wicca, belief in Gaia the Mother Earth,

Shamanic Magic is basically method of magic that accepts that magic is unknowable, organic, wild and only semi-controllable, stemming from life and/or the belief of sentient creatures and is divided into various groups:
-Classic Shamanism, animal totems (Fox, Bear, Wolf, Eagle, Owl, so on)
-Modern Shamanism, concept totems (Man, Dragonslayer, Seductress, Dark Lord, Trickster, so on)
-Norse (pick an Aesir to worship)
-Shinto, belief in Kami, finding harmony with them all instead of following one totem
-Aboriginal (Spiritwalking the Dreamtime)
-Aztec (Animal spirits, Aztec god, rituals and feathers)
-Voodoo, magic comes from spirit world and from the loa,


They are all correct and incorrect at the same time. The one thing that matters is that magic visualises itself differently to different people. So a Norse Shaman believes their power comes from Odin or Thor, allowing them to throw lightning bolts, whereas a Christian Hermetic believes their power comes from Jesus Christ, allowing them to throw holy bolts - but the mechanics and effects are the same. This is the same with spirits - an Egyptian Hermetic thinks they are summoning an avatar of Ra to assist them, while a Japanese Shaman thinks they are summoning a Kami of the River - but again the mechanics and effects are the same.

That should help you choose.
 
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