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 |
|
|
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. |
|