Joaquin "Loco" Castillo

Street Hitman

A Character for Shadowrun (tm)
As you read the following page, keep in mind that I also have pages containing definitions of game terms.
   

Gaming - Some of My Characters - Loco - Creating

Creating Loco

Concept

Gun-toting Hispanic ganger. Perhaps a little trigger happy.

Picking Priorities

The following house rules are in effect:

  • Elf Priority Value : changed to “D” from the listed “C”.
  • Bonus Skill Points: Because of the introduction of new skills, every character receives +4 Active Skills Points and +4 Knowledge Skill Points regardless of priority level and INT.
  • New Skills: There are several news skills that will be used. They include: Acting, Disguise, Perception, and Vocation
  • Knowledge. Details can be found below. Also note that the active skill, Small Unit Tactics, is being used.
  • Starting Karma Pool: Human characters start with a Karma Pool of 2. Metahumans start with the standard Karma Pool of 1. The rate of Karma Pool improvement is unchanged (+1/10 for humans, +1/20 for metahumans).

Priorities system (applying the above)

Priority
Race Magic
Attributes
Skills
Resources
A
  Mage
30
50+4
1000 k¥
B
  Adept or Asp. Mage
27
40+4
400 k¥
C
Troll  
24
34+4
90 k¥
D
Elf, Ork, Dwarf  
21
30+4
20 k¥
E
Human  
18
27+4
5 k¥

Starting Stats

Attributes (30), Figured Characteristics, & Pools
Body
6
Quickness
6
Strength
3
Charisma
3
Intelligence 
6
Willpower
6
 
Reaction
10
Initiative
3d6+10
Essence
5.6
Magic
6*
Combat Pool
9
Karma Pool
2
Good Karma
0/0
* - w/ Geasa

Rationales
Body - Nietzsche would be proud. Loco's regular beatings growing up left him tougher instead of crippled, probably due to his magical abilities. Regular exercise and job-related workouts chasing down targets maintain his fitness, and simple evolution pressures made sure that children of the Barrens started with a tough immune system.
Quickness & Intelligence - He's gifted with a naturally superior nervous system. Whether it's chemical formulae or mumblety pegs, he's naturally wired for it and blessed with a high Quickness and Intelligence.
Strength - His nutrition was good for his barrio, but that's not saying much, and he grew up very lean and lightly muscled. Frankly, as of late, he's not had to do much heavy work; triggers aren't that hard to pull.
Charisma - Loco generally has a me-first attitude and can be somewhat callous at times, but his presence balances this out slightly. The entire package is nothing amazing, but his skills at Intimidation can take him far in many situations.
Willpower - Loco has faced a lot of drek in his life and looked it in the eye. When faced with oppression and defeat, he gritted his teeth and pushed that much harder. He plans to carve his happiness out of Seattle one bullet at a time.

Adept Powers

Power
Rating
Cost
Improved Ability - Pistols
2
1.0
Improved Reflexes
2
3
Improved Senses - Thermographic
0.25
Improved Senses - Flare Compensation
0.25
Improved Senses - Vision Magnification
0.25
Improved Senses - Improved Taste
0.25
Mystic Armor*
1
0.5
Pain Resistance*
1
0.5

* - Geas (Involuntary, to offset 1 Magic lost due to cyberware): cord necklace w/ wooden ziggurat (flat) medallion stained with the blood of a fallen enemy
Rationales
When Joaquin was a boy, Q helped him find the medallion that he now wears. It was an emotional placebo meant to help catalyze the growth of the man Loco became. When Loco lost his magic point getting his Smartlink installed, the medallion became necessary for his protective powers of Mystic Armor and Pain Resistance.

Metamagic Skills

   

Active Skills (38 points)
Athletics
4
Clubs
3
Etiquette (Street)
2 (4)
Intimidation
5
Perception
6
Pistols
6+2
Stealth
6
Unarmed Combat
3

Rationales
Athletics - Joaquin does not have a vehicle. If he needs a vehicle, he generally gets a ride. When he goes out to make a hit, he usually tries to set it up so that if the target bolts, it's a foot race. This and the perpetual problems with Lonestar encourage him to stay fit and he has the self-discipline (Willpower 6) to do it.
Clubs - Nothing like a good old baseball bat or pistol for beating someone down. Loco has also discovered that a Stun Baton makes up for his lack of mass.
Etiquette (Street) - He has grown up in the streets, lived at various ranks in a gang, helped keep a houshold afloat in the Barrens, and farmed himself out for hits. He talks the talk and walks the walk, even if you sometimes can't see who he is talking to.
Intimidation - One of his major food groups growing up, Joaquin was reared on intimidation and he took extra helpings. Having Q as a friend forced him to cow or be cowed and he chose the latter. He has learned that the prospect of violence can be more effective than actual violence.
Perception - Joaquin has been observant since he knew which way was up. It's always given him an edge and he keeps it well honed. Getting ambushed when you're trying to sneak up on someone is counterproductive.
Pistols - It was never hard to get Joaquin to train with pistols. He liked them the moment he hefted one. To him, they were an ideal extension of his being. They gave his hands death to match that in his eyes.
Stealth - This skill was well developed as young Joaquin tip-toed about his childhood home, avoiding the notice of Fidel. It was finely tuned tip-toeing around the streets, trying to avoid the notice of bodyguards. Moving quietly and hanging out of sight have become natural for Loco.
Unarmed Combat - Joaquin became quite good at this up until he learned to use a pistol. In the last few years, his skill has slid a little bit. With the prospect of Shadowrunning and the variety of missions he might have to take, Loco is thinking about hitting the ring and getting back up to snuff.


Knowledge Skills (34 points)
Chemistry
3
Gang Identification
4
Gang Procedures
4
History
3
Magic
4
Police Procedures
4
Security Procedures
5
The Finer Things
3
Vocation: Hitman
4

 

Rationales
Chemistry - One of the skills it was "cool" for him to be good at because of it's utility in the drug trade. Joaquin honestly enjoyed it, but his was not the path of science. His instructor, Mr. Fulgum, would groan in despair if he knew the applications this knowledge was seeing in the drug labs of Loco's barrio. Loco hopes to make Chemistry a hobby once again, providing Shadowrunning pays enough.
Gang Identification - Loco has performed a number of gang hits and he has to know when he crosses from one gang's turf into another, how to discriminate different ranks, etc.
Gang Procedures - Loco needs to know how gangs generally operate. When they sleep, if they ride and when, how they respond to bounties, how they maintain security, how they react to strangers, etc. While he may not know exactly how the Ancients operate, but he would know how go-gangs operate in general.
History - This is a passion for Loco. His typical companions generally put up with him talking about it when he does, but he usually prefers to slip away and read, watch documentaries, stop by a Matrix chat, or talk with Q. This hobby gives him a unique sense of fulfillment and belonging, and he gets a little edgy if deprived of it for too long.
Magic - With the instruction of Chacho and Q, Loco's own awareness of his powers, and his quick mind, Loco has learned a good deal about the workings of magic.
Police Procedures - Loco has been engaged in a deadly dance with Lonestar for most of his life. He's stayed one step ahead of them by studying and learning about his foe.
Security Procedures - Bypassing and overcoming security precautions is Loco's bread and butter and he could probably make a decent living trying to stop people like himself. This skill comes in handy for just about all of his targets.
The Finer Things - Q has taught Loco much about "the finer things of life". They passed away many hours with discussions of viniculture, fine horses, mansions, gardens, fine foods, and more. Loco has begun to occasionally indulge such tastes, but still only rarely.
Vocation: Hitman - He kills people. He has a knack for it. He has a home gang, but he is a member in name more than anything else. Where he lives, you are a member of a gang or a victim of them. He has taken hits against gangs, wage slaves, private security (esp. Lonestar), and even some mob targets.
Language Skills (9 points)

English
R/W
4
2
Spanish
R/W
4
2
Nahuatl
R/W
1
-

Rationales
English - Q is a demanding conversationalist and would scold Loco when he slipped into cityspeak and ganger lingo. Loco's lingo thrived just fine, but thanks to Q so did his proper English. If he can keep his mannerisms in check, this helps him pass as a run of the mill sarariman when necessary.
Spanish - The first language of his home and most of his Barrio, Loco owes his proficiency to Q as well, who taught him more than the simple gutter speak of his barrio.
Nahuatl - The language of the impoverished descendants of the Maya and Aztecs. Loco has picked up some of this from Q, who describes it as a language of spiritual power.

 

Lifestyle

Low lifestyle, paid for 1 month [1 k¥]

Weapons and Equipment [Total: 8.999]

Weapons [2.949 k¥]

AZ-150 Stun Baton [1.5 k¥]

Savalette Guardian [0.9 k¥]
Full clip load [0.024 ¥]
Silencer [0.5 k¥]

Extendable Baton [0.025 ¥]
Explosives
 
Clothing & Armor [0.9 k¥]
Secure Jacket (5/3) [0.9 k¥]
Electronics [0.15 k¥]
Cellphone [0.15 k¥]
(wrist model with flip up screen)
Tools
 
Surveillance and Security
 
Surveillance Measures & Countermeasures
 
Security Devices
 
Survival Gear
 
Skillsofts and Chips
 
Cyberwear/Bioware [5.0 k¥]
Smartlink (Alpha) [5.0 k¥, 0.4 E]
Biotech/Medical
 
Magical Equipment
 
Vehicles
 

Contacts [10 k¥ for two extra contacts]

Contact: "Q", Astral Entity

Quetzalcoatl, or "Q", is the Loco's imaginary friend from his childhood days. Except that he's not imaginary. He's a mysterious Astral entity that manifests as a quetzal bird, Quetalcoatl, jaguar warrior (ancient Aztec), or a spanish scholar.

Q tends to manifest only when Loco is alone. So far, Q has been a confidant, advisor, and teacher to Loco. He has demonstrated knowledge of magic, Spanish, various european and latin american languages, many fields of history, and those topics common to a wealthy lifestyle, such as viniculture, fencing, etc.

Contact: Chacho, Spider Shaman, Lieutenant in Jade Jaguars

Chacho is the closest thing to a friend that Loco has in his gang, the Jade Jaguars. Chacho can actually see Q and occasionally manages to talk with Q; Loco finds it easier to be around Chacho.

Contact: Mikos, Street Doc, Touristville, Redmond Barrens

Mikos is a caricature of a Greek man. He is loud, hairy, and jovial. He has a pungent body odor for a doctor and he often wears his shirt unbuttoned to the point that one wonders if he is going to work or heading to the disco. Mikos came to Seattle with a Greek medical degree and the intention to get licensed to practice medicine in Seattle. Complications arose and he soon found himself setting up a clinic on the edge of Touristville in the Redmond Barrens. He does his job very well and manages not to piss off anyone, which makes him a very popular street doc and mutually protected by his various and frequent customers. Mikos was the first street doc Loco visited, and it was he that installed his smart link.

Contact: Crazy Jose, Armorer/Fixer

Crazy Jose is an ugly hispanic man, in spite of his Elven heritage. He used to be a gang executioner and an unholy terror on the streets, but he fell asleep one night while smoking a cigarette and woke up in flames. There wasn't much of a Fired Department in the Barrens and it was a miracle he survived at all, but he didn't get the treatment he needed to get back on his feet. After he recovered, his body was frail and his voice garbled, but it didn't stop him from continuing to smoke. Sitting at a bench working on the guns he used to tote was the best deal he could get and it worked out well for him. He did his job well and even expanded to selling gear, primarily stuff related to guns, but branching out to commonly used street gear. People tend to come asking around for shooters to hire as well, and he's making some decent cred with that on the side too.