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Jul 26th, 2017
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  1. Backstory for both characters
  2.  
  3. Birth:
  4.  
  5. Born effectively at the same time, Harper and Faleen Hoffman were born to a middle-class wageslave named Adrian and a Lone Star agent named Valorie in Seattle.
  6.  
  7. Early years:
  8.  
  9. From a young age they had a strong sense of justice ingrained into their psychology, mostly thanks to their mother. This manifested itself in their morality as they aged, often leaking into their hobbies. The two acted as Lawful Good characters every time they played D&D VR, as well as always pursuing all that was "good."
  10.  
  11. Then they suddenly had another sibling, a younger one named Liam. The family dynamic shifted a tad, with Liam not getting the same degree of attention as the twins.
  12.  
  13. As they grew older they got incensed from the lack of actual effort shown by private security teams in the Barrens of Seattle. Showing up hours late to crimes long since committed, then arresting random individuals belonging to gangs rather than actively trying to solve the problem.
  14.  
  15. The two were eventually perfectly fit for security service, but turned it down when they finally reached adulthood.
  16.  
  17. Adulthood:
  18.  
  19. As soon as they were old enough, they left the house and moved into the Redmond Barrens, having heard about a gang called the Redmond Militia. The gang acted like both vigilantes and an actual police force, equally policing districts and engaging in gang wars to "clean up the streets." The gang was almost militaristic in it's actions, code, and belief, but still acted outside of the law. The gang prioritized open warfare and turf wars, profiting off the loot and salvage taken from the gangs they fought. The Militia did have some merits, though, such as granting free Protection to locals and prioritizing the defence of civilians.
  20.  
  21. Phalanx and Hoplite applied what they had done in D&D VR to these combat situations. Hoplite would "tank" by holding the front line with heavy Armour and a shield while Phalanx would target key opponents with her rifle, her modern day equivalent to a pike. There were difficulties to this, of course, such as the many times Hoplite learned that bullets hurt way more than virtual arrows, but they persisted and perfected their craft.
  22.  
  23. Seattle's End:
  24.  
  25. One day they were called in for a favour from their brother Liam, now using the alias Long Haul as a Seattle Smuggler, to act as watchdogs for a gun smuggling operation. They did exactly that, hopping into his van as he drove out of Seattle. Scarcely an hour or two after they left Seattle's borders, a nuke went off behind them and completely levelled the city. Though they were far enough to avoid the fallout and shielded enough to avoid being blinded, they were struck with the realization that their home, parents, and faction had all instantly been wiped off the map. All they had left was what they had packed with them for this "mission," Long Haul had given them.
  26.  
  27. After a bit of consoling, and a bit of drinking, Long Haul offered to help them get their footing in Detroit. He happened to know a fixer for some shadowrunning groups in that city. Only aware of what shadowrunning was from the trids, they figured it was their best option with their current skill set.
  28.  
  29. Early Running Career:
  30.  
  31. They were a little wrong in that regard. Turns out most runner teams prefer keeping things quiet, or only devote one person to the role of enforcer (usually a troll or orc, as Phalanx callously observed), and even those jobs requiring murder were more often wet work jobs than raids.
  32.  
  33. Current:
  34.  
  35. After gaining a little experience in the shadows, they managed to afford a middle-class home in Detroit. Still fairly new to the shadows of course, they're offering services to runner groups as enforcers and muscle.
  36.  
  37. Hoplite
  38.  
  39. Ra: D
  40. Att: A
  41. Mag: E
  42. Sk: A
  43. Re: D
  44.  
  45. Name: Harper Hoffman
  46. Height: 6' 2"
  47. Weight: 210 lbs
  48. Build: Mesomorphic
  49. Eye Colour: Brown
  50. Hair: Dyed Silvery White Ponytail (The unofficial sign of being a member of the Redmond Militia)
  51. Other: Red Swirl tattoos similar to war paint on face and limbs, Earrings
  52.  
  53. B: 6/6 A: 3/6 R: 3/6 S: 5/6 W: 5/6 L: 2/6 I: 4/6 C: 4/6 E: 5/7 M: 0 R: 0
  54. Karma: 0
  55.  
  56. - Out of the three siblings, he was the one focused more on his body than anything else. During his off hours in the militia he would spend most of the day at the gym, moreso than Phalanx at least. On the plus side, he's very good physically. Issue being he spent less time studying things, delegating that task to Phalanx
  57. - At the gym he also spent a fair bit of time socializing with the other locals, in the process discovering a way with words. He often used this to cover for Phalanx, who was still baffled that her brother would have this unusual charm to him. She consistently blames his muscles for his unusual charisma.
  58.  
  59. Positive Qualities 23
  60. Toughness 9
  61. - Result of years spent at the gym, as well as from taking bullets on a near-daily basis
  62. High Pain Tolerance (1) 7
  63. - Result of being shot so often
  64. Quick Healer 3
  65. - In part due to his healthy body, in part due to his body being fairly accustomed to the foreign objects used in first aid
  66. Ambidextrous 4
  67. - A trait he was born with that he enhanced through years of practice regarding his "Spray And Stay" combat style
  68.  
  69. Negative Qualities 25
  70. SINner 5
  71. - Born legally in Seattle
  72. Emotional Attachment (Phalanx) 5
  73. - His twin pair-bond has him rely on his sister a tad too much, often lacking guidance without her
  74. Impassive 7
  75. - Working as he did in the militia numbed him to death, both on his side and for "the enemy"
  76. Social Stress 8 (Trigger: Seattle)
  77. - Considering he lost his home to a nuclear blast, it's fair to say he's a bit touchy when it comes to the subject of his home town, to say nothing of his time in the militia
  78.  
  79. Skills
  80.  
  81. Influence Group 5
  82. Acting Group 5
  83. Exotics Melee Weapon - Shields 6
  84. Automatics 6
  85. Running 5
  86. Unarmed 5
  87. Intimidate 6
  88. Perception 4
  89. Gymnastics 4
  90. Swimming 2
  91. Throwing Weapons 4
  92. Computers 1
  93. Pilot Groundcraft 2
  94.  
  95. Knowledge Skills
  96. Small Unit Tactics 4
  97. Armours 3
  98. Street Gangs 3
  99. Bolt Holes 2
  100.  
  101. Contacts: L/C
  102. Street Doc 3/3 (Patches)
  103. - A frequent visit for him, as it costed less and took less paperwork going to Patches compared to going to DocWagon
  104. Fixer 2/2 (Austin Springs)
  105. - A new contact they made in the short time they've been in Detroit
  106. Smuggler 2/3 (Long Haul)
  107. - The third and youngest sibling of their family, often called upon for family favours
  108.  
  109. Martial Arts:
  110. Bulwark
  111. - Barbed Hooks 7
  112. - Imposing Stone 5
  113. - Multiple Opponent Defence (Friends In Melee) 5
  114. - Rooted Tree 5
  115. - Oaken Stance (Defence Vs Charge) 5
  116. - Evoking the combat methods of old, and focusing purely on defence, Harper managed to create his own martial art style similar to shield users of the medieval age. It focuses primarily on shifting or outright accepting attacks, drawing attention away from the other members of his unit
  117.  
  118. Gear 49,825/50,000
  119. 1 month Middle Lifestyle - Split with Phalanx (3,000)
  120.  
  121. Steyr TMP (350)
  122. - 5(7) Acc, 7P, - AP, SA/BF/FA, - RC, 45(c), +1 Concealability Modifier
  123. - Personalized Grip (100), Gas Vent 3 (600), Internal Smartgun (350), Gecko Grip (100), Easy Breakdown - Manual (750), Rating 2 Extended Clip (35), Concealable Quick-draw holster (275), Safe Target system w/image recog (1,050)
  124. - 900 Regular Ammo (1,800)
  125. - A thoroughly customized gun that he has kept ever since his first days in the Militia, tweaked and upgraded as the years went by.
  126. Riot Control Armour (5,000)
  127. - Gel Packs (1,500), RIG (2,500)
  128. Riot Helmet (1,000)
  129. - RIG (above)
  130. - Image Link (25)
  131. - Smart link (2,000)
  132. - Flare Comp (250)
  133. - Trodes (70)
  134. - Special gear he had earned after proving himself in service with the Militia, along with the riot armour
  135. Ballistic Shield (1,200)
  136. - 4 Accuracy, - Reach, (Str+2)P, - AP
  137. - Assigned to him from the Militia in his first year of service, originally belonged to Knight Errant
  138. 400¥ of Clothes (400)
  139. - What little he had left in his car after Seattle was nuked
  140. 5 Smoke Grenades (200), 5 HE Grenades (500), 2 Flash-Paks (250)
  141. - Remnant gear from the excursion that technically saved them from Seattle's Demise
  142. Renraku Sensei (1,000), Micro-Transceiver (100), Rating 4 Area Jammer (800), Rating 4 Fake SIN (10,000), Gold Credstick (100), Biomonitor (300), Crowbar (20)
  143. Grapple Gun (500), 200m of rope (100), 4 Rating 6 Stim Patches (600)
  144. Ford Americar (16,000)
  145. - Family heirloom, given to them from Long Haul after he replaced it with a van.
  146.  
  147. Phalanx
  148.  
  149. Ra: D
  150. Att: A
  151. Mag: E
  152. Sk: A
  153. Re: D
  154.  
  155. Name: Faleen Hoffman
  156. Height: 5' 1"
  157. Weight: 135 lbs
  158. Build: Athletic
  159. Eye Colour: Brown
  160. Hair: Dyed Silvery White Ponytail (The unofficial sign of being a member of the Redmond Militia)
  161.  
  162. B: 3/6 A: 6/6 R: 4/6 S: 3/6 W: 4/6 L: 4/6 I: 5/6 C: 3/6 E: 5/7 M: 0 R: 0
  163. Karma: 0
  164.  
  165. - Phalanx was never well built, but was always lithe and agile. She furthered that in the Militia, using that agility and speed to reposition or generally just move faster than her opponent. It was the first edge she learned how to leverage
  166. - While Hoplite was busy at the gym, Phalanx spent more time in her studies. Reading into Tactics old and new, watching footage of RIGs used by her gang, and generally searching for any little edge she could led her to being the most coldly logical of the siblings. This was her second edge to leverage.
  167. - Thanks to her study and devotion to the cause of gathering "edges," she ended up neglecting her social life. She had innate charisma, but next to no practice. She tends to let Hoplite do the talking anyway.
  168.  
  169. Positive Qualities 25
  170. Hawk Eye 3
  171. - Naturally gifted sight, honed by years of abandoning image scopes
  172. Quick Healer 3
  173. - A gift she seems to share with Hoplite
  174. Natural Athlete 7
  175. - Self-explanatory
  176. Will To Live (1) 3
  177. - Sheer determination to not die compiled with a powerful will
  178. Sharpshooter 4
  179. - So much practice aiming for key weak points in the armour, or at vital weak points have made her fairly good at it, though now shooting at centre of mass feels wrong
  180. Analytical Mind 5
  181. - Trait given at birth honed from study
  182.  
  183. Negative Qualities 25
  184. Emotional Attachment (Hoplite) 5
  185. - Twin pairbond, compounded with seeing him nearly die a few times
  186. SINner 5
  187. - Legally born in Seattle
  188. Impassive 7
  189. - Militia service numbed her to death and loss fairly quickly, compounding with her already cold and logical way of thinking
  190. Social Stress 8 (Trigger: Seattle)
  191. - Between her home going up in nuclear smoke and the sheer number of metahumans she's killed there have made Seattle a touchy point to talk about
  192.  
  193. Skills
  194.  
  195. Athletics Group 6
  196. Electronics Group 4
  197. Long arms 6 (Sniper Rifles)
  198. Pistols 4
  199. Unarmed 4
  200. Electronic Warfare 1
  201. Pilot Groundcraft 2
  202. First Aid 3
  203. Free fall 4
  204. Palming 4
  205. Armourer 4
  206. Etiquette 3
  207. Perception 4 (Sight)
  208. Blades 2 (Polearms)
  209. Tracking 3
  210.  
  211. Knowledge Skills
  212. Small Unit Tactics 5
  213. Police Tactics 2
  214. Military Tactics 2
  215. Ganger "Tactics" 2
  216. Street Gangs 4
  217. Security Companies 3
  218.  
  219. Contacts: L/C
  220. Fixer 2/2 (Austin Springs)
  221. - A new contact they made in the short time they've been in Detroit
  222. Smuggler 2/3 (Long Haul)
  223. - The third and youngest sibling of their family, often called upon for family favours
  224.  
  225. Martial Arts:
  226. Parkour
  227. - Leaping Mantis 7
  228. - Monkey Climb 5
  229. - Rolling Clouds 5
  230. - Kip Up 5
  231. - Shadow Block 5
  232. - She picked up this art in the Redmond Barrens, leveraging her knowledge with it to aid in Militia operations
  233.  
  234. Gear: 49,175/50,000
  235.  
  236. 1 Month Middle Lifestyle - Split with Hoplite (3,000)
  237. 400¥ of Clothes (400)
  238. Ruger Super Warhawk (400)
  239. - 7(9) Acc, 9P, -2 AP, SS, - RC, 6(cy), +0 concealability modifier
  240. - concealable holster (150), Top-mounted Smartgun (200). 5 Speed Loaders (125), 80 APDS rounds (960), 60 Regular rounds (120), Personalized Grip (100), Longbarrel (Weapon cost), Rating 4 Fake License (800)
  241. - Heavily modified sidearm once given as Militia gear
  242. Ares Desert Strike (17,500)
  243. - 8(10) Acc, 13P, -4 AP, SA, 3(4) RC, 14(c), +9 Concealability modifier
  244. - Longbarrel (Weapon cost), Underbarrel Smartgun (200), Sling (15), Manual Easy Breakdown (750), Personalized Grip (100), 6 clips (30), 70 APDS Rounds (840), 70 Regular Rounds (140)
  245. - A Weapon she earned through the Militia after years of service
  246. Armour Jacket (1,000)
  247. - Gel Packs (1,500), RIG (2,500)
  248. Helmet (100)
  249. - RIG (above), Image Link (25), Smartlink (2,000), Trodes (70), Flare Comp (250)
  250. - Militia gear she was assigned after refusing a chameleon suit, as with the jacket
  251. Renraku Sensei (1,000), 5 Sensor Tags With Cameras (700), Rating 6 Directional Jammer (1,200), Rating 6 Bug Scanner (600), Tag Eraser (450), Gold Credstick (100), Rating 3 Fake SIN (7,500), Grapple Gun (500, 400 Feet of Rope (200), Biomonitor (300), Rating 3 Medkit (750), 2 Medkit Supplies (200), 2 Trauma Patches (1,000), Armourer Kit (500), 4 Rating 6 Stim Patches (500)
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