- Dinheiro Inicial:
X60 +5000
Nimaru Souske efetuou 3 lançamento(s) de dados (d6.) :- 6 , 2 , 5
E Finalmente WE HAVE FIRE
- FICHA DE KANINA RAUTT:
Nome:(Nina) Kanina Rautt
Raça: Orc
Idade: 10 Anos
Altura: 1,60
karma: 2- Priority:
Metatype C Ork (0)
Atributes D 14
Magic or resonance E Nenhum
Skills A 46/10
Resources B 275,000¥
Atributos (Limites) Physical(5) Mental(5) Social(5)
BODY 4/9
AGI 4/6
REA 3/6
STR 4/8
WIL 3/6
LOG 5/5
INT 1/6
CHA 3/5
EDG 1/6
ESS 5
INI: REA + INT = 4
Hability: Low-Light Vision
Qualities:
Positive
AMBIDEXTROUS
COST: 4 KARMA
The Ambidextrous character can handle objects equally well with either hand. Without this quality, any action performed solely with the off–hand (i.e., firing a gun) suffers a –2 dice pool modifier (see Attacker Using Off-Hand Weapon, p. 178).
GUTS
COST: 10 KARMA
When a bug spirit with dripping mandibles comes calling, the character with Guts is the one most likely to stand and fight instead of freaking the hell out. Guts gives a character a +2 dice pool modifier on tests to resist fear and intimidation, including magically induced fear from spells or critter powers.
HUMAN-LOOKING
COST: 6 KARMA
A metahuman character with the Human-Looking quality can pass for human in most circumstances. Human NPCs respond with neutral attitudes toward such characters when making Social skill tests (p. 82), even those humans who are particularly biased against metahumans. The character may suffer increased animosity from metahuman NPCs who are prejudiced against humans and who either mistake him for human or distrust his motives for trying to look human. Only elves, dwarfs, and orks can take the Human-Looking quality.
JURYRIGGER
COST: 10 KARMA
Juryrigger gives a character an intuitive grasp of the inner workings and underlying principles of mechanical and electronic devices. She knows how to repair the broken, rejuvenate the worn, improve a device’s efficiency, or coax it into doing things it’s designers hadn’t intended. Characters with the Juryrigger quality receive a +2 dice pool modifier for Mechanical Tests when juryrigging gear. If the gamemaster decides what the character wants to accomplish is in fact possible, he determines the threshold for her success using the Build/ Repair Table (p. 146) as a guideline, then reduces the threshold for the test by 1. While a successful Mechanics Skill Test enables the Juryrigger to perform amazing technical feats, everything she devises is temporary.
Negative
(Lollipop) ADDICTION
BONUS: 4 KARMA
(Bunny armor) DISTINCTIVE STYLE
BONUS: 5 KARMA
A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes him inconveniently memorable. Choices for Distinctive Style include, but are by no means limited to: tattoos that cannot be easily concealed, an accent or atypical manner of speaking, bizarre fashion choices, scars, gang or prison signs, flashy custom augmentations, or non-metahuman modifications like a tail. Note that what’s distinctive in one culture or location may not be in another. Whatever Distinctive Style the player selects makes her character easy to remember. Anyone who attempts to identify, trace, or physically locate this character (or gain information about him via legwork) receives a +2 dice pool modifier for relevant tests. If an NPC makes a Memory Test (p. 152) to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1. >> CREATING A SHADOWRUNNER << 80 NEGATIVE QUALITIES >> This quality is physical in nature and does not apply to astral searches. This quality may only be taken once. This quality is incompatible with Blandness.
Skills
Individual:
AUTOMATICS 6
The Automatics skill covers a specific subset of firearms larger than handheld pistols but smaller than rifles. This category includes submachine guns and other fully automatic carbines. Skill Group: Firearms
Specializations: Assault Rifles, Cyber-Implant, Machine Pistols, Submachine Guns
EXOTIC RANGED WEAPON (flamethrowers) 6
Sometimes a regular gun or blade won’t do the job and you need something fancier. Or weirder. This skill must be taken once for each unusual ranged weapon you want to use. Some examples include blowguns, gyrojet pistols, flamethrowers, and lasers. Default: No Skill Group:
None Specializations: None
HEAVY WEAPONS 6
The term heavy weapon is designated for all projectile weaponry larger than an assault rifle, such as grenade launchers, machine guns, and assault cannons. This skill is exclusive to handheld and non-vehicle-mounted weaponry—if you’ve got a gun mounted on or in a vehicle, use Gunnery. Default: Yes Skill Group: None Specializations: Assault Cannons, Grenade Launchers, Guided Missiles, Machine Guns, Rocket Launchers
INTIMIDATION (CHARISMA) 6
Intimidation is about creating the impression that you are more menacing than another person in order to get them to do what you want. The skill may be applied multiple ways, from negotiation to interrogation. Intimidation is an Opposed Intimidation + Charisma [Social] Test against the target’s Charisma + Willpower, modified by the appropriate entries on the Social Modifiers Table (p. 140). Default: Yes Skill Group: None Specializations: Interrogation, Mental, Physical, Torture
ARMORER (LOGIC) 6
Armorer encompasses the broad array of skills required to build and maintain weapons and armor. As with all mechanics-based skills, the proper tools and equipment are required to perform any repair or build operation. For thresholds and information on determining success results, see Building & Repairing, p. 145. Default: Yes Skill Group: None Specializations: Armor, Artillery, Explosives, Firearms, Melee Weapons, Heavy Weapons, Weapon Accessories
CYBERTECHNOLOGY (LOGIC) 6
Cybertechnology is the ability to create, maintain, and repair cybernetic parts. A character with the proper tools and parts may repair or even build new cybernetics. Cybertechnology is not a surgical skill. Characters cannot attach or re-attach cybernetics to organic material with this skill. This skill may be used to modify or upgrade cybernetics within cyberlimbs. See Building and Repairing, p. 145. Default: No Skill Group: Biotech Specializations: Bodyware, Cyberlimbs, Headware, Repair
GUNNERY (AGILITY) 6
Gunnery is used when firing any vehicle-mounted weapon, regardless of how or where the weapon is mounted. This skill extends to manual and sensor-enhanced gunnery. Default: Yes Skill Group: None Specializations: Artillery, Ballistic, Energy, Guided Missile, Rocket
PILOT GROUND CRAFT 4
This skill is used to pilot any ground-based vehicle, excluding legged vehicles. This skill applies whether the pilot is in the vehicle or controlling the vehicle via remote access.
Default: Yes
Skill Group: None
Specializations: Bike, Hovercraft, Remote Operation,
Tracked, Wheeled
Group skills:
ENGINEERING 6
Aeronautics Mechanic
Automotive Mechanic
Industrial Mechanic
Nautical Mechanic
OUTDOORS 4
Navigation
Survival
Tracking
KNOWLEDGE:
Engineering 6
LANGUAGE:
English(N)
Street 6
Dinheiro: 5,000 que sobrou depois de fazer o personagem
Dinheiro inicial: 3d6 x 60 + 5.000(do que sobrou)
Equipament:
Ammunition: Regular X75 = 1500¥
APDS X100= 12000¥
Grenade : Fragmentation X100=10000¥
Gas Cylinder X100= 15000¥
Full body armor AR= 15 / 2,000¥
Full helmet +3 / +500¥ (Smartlink 2000¥) (Thermographic vision 500¥ ) (Vision Magnification -zoom- 250¥)
(Mão esquerda)Shiawase Arms Incinerator(acc 4/Dam 12/ap -6/Mode- SS/ammo 6(c)/10,000¥)(com Shock pad 50¥)(Smartgun system,external- 200¥)
(Mão direita) ArmTech MGL-12 /ACC-4 /Damage- Grenade/ SA/ ammunition- 12(c)/ 5,000¥ (com Shock pad 50¥) (Smartgun system, external- 200¥)
(Escondida no implante) Ruger Super Warhawk /ACC-5/Damage- 9P/Ap –2/Mode-SS/ Ammuniton 6 (cy)/ 400¥ (Smartgun system, external- 200¥)
(Montada no carro) Stoner-Ares M202 /ACC- 5 /Damage-10P /AP–3 /Mode- FA /100(belt)/7,000¥(com Shock pad 50¥)(Smartgun system,external- 200¥)
Augmentation:
Full arm (Esquerdo) ES- 1 /15,000¥
Enhance AGI 6/STR 4 / 35.000 ¥
Gyromount /6000¥
Cyber holster / 2,000¥
Life style: Low (3d6x60) + 5000
Facility: Mecanic and repairs 50,000¥
Vehicle: Ares Roadmaster / 52,000¥
Contats:
Armory dealer (C:3 L:4)
Lollipop Seller (C:2 L:2)
Licenses: Fake SIN Rating 4 10000¥
Fake License (Armor) Rating 4 800¥
Fake License ( Ruger Super Warhawk ) Rating 4 800¥
Commlinks: Transys Avalon 5,000¥
Condition Monitor Boxes:
Phisical: 10
Stun: 9,5
Overflow: 7- BG:
Kanina rautt, nome que fora dado por seus pais biológicos, nasceu em uma família pobre de orcs e por sua aparência humana foi vendida para o mercado negro em troca de alimento para seus pais e irmãos que ela não lembra bem. Foi comprada por um casal de humanos que, ao observar seu crescimento acelerado e o crescimento avantajado de suas presas, viram que foram enganados e decidiram devolver a garota. Já muito velha para o mercado de bebês, foi criada pelo homem que negociava essas vendas e assim entrou para o trabalho ilegal tão nova e lá ganhou o apelido de “Nina” como abreviação de seu nome. Lá aprendeu a negociar na compra e venda de peças variadas, onde treinara o idioma local, e se atraiu especialmente pela mecânica, graças a um dos velhos sócios do seu novo “pai” que era um dos maiores mecânicos que trabalhavam no mercado negro. Por ter um corpo maior que os demais da sua idade e não ter uma alimentação que suprisse, viciou-se em açúcar, especialmente os pirulitos vendidos nas ruelas sujas perto do barraco onde morava, o que lhe saciava um pouco da energia que um orc em crescimento estaria precisando. Quando fez seus 8 anos, insistiu para que participasse de uma das negociações que seu pai adotivo fazia para ganhar dinheiro e sustentar os dois, já que tinha aprendido muito sobre muitos tipos de armas e aparelhos metálicos, e ele, depois de muita insistência, permitiu. Mas não fora como o esperado.
Foram pegos por uma armadilha feita pela polícia que quase os prendeu, mas que por sorte conseguiram escapar, não podendo dizer o mesmo dos contatos de seu pai, que foram presos. Como sequela dessa emboscada, a garota perdeu um dos braços e ficou apática bom alguns meses. Mas ela não esperava que, um dia, o homem que lhe ensinara tudo sobre mecânica viria com uma grande surpresa: um braço mecânico para substituir a ausência do que ela perdera aquele dia e a um projeto de uma armadura especial para a garota. Nesse tempo, passaram trabalhando juntos na melhoria e treino do domínio da garota dentro daquela armadura que com o tempo já parecia que tinha nascido junto a ela.
Nesse tempo, o dinheiro acabou, pois, os contatos de seu pai foram sendo presos um por um pela polícia e não tinha muito mais pessoas com quem negociar. Foi então que ele tomou uma medida drástica, indo atrás de um trabalho de escolta para que pudessem ter ao menos o sustento de mais alguns meses e, para fazer o trabalho, alistou sua filha, que na verdade não era nada além de um meio de ganhar dinheiro.
Nina aceitou participar da missão e, vestindo o presente dado por seu mestre, adentrou na casa de seu alvo para pegar o pacote junto a um grupo de desconhecidos... mas parece que novamente os negócios não deram certo.