Difference between revisions of "MRV"

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(Created page with "==Background== Tariel West, more commonly known as MRV, is an elven decker with a mean right cross. He was born into poverty in a Detroit slum and raised by a single mother. H...")
 
 
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**5 Karma
**5 Karma
**A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes them 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 their character easy to remember. Anyone who attempts to identify, trace, or physically locate their character (or gain information about them via legwork) receives a <b>+2 dice pool modifer for relevant tests. If an NPC makes a Memory Test to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.</b>
**A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes them 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 their character easy to remember. Anyone who attempts to identify, trace, or physically locate their character (or gain information about them via legwork) receives a <b>+2 dice pool modifer for relevant tests. If an NPC makes a Memory Test to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.</b>
[[Category:Shadowbuns]]

Latest revision as of 22:14, 29 January 2017

Background

Tariel West, more commonly known as MRV, is an elven decker with a mean right cross. He was born into poverty in a Detroit slum and raised by a single mother. He resorted to hacking at a young age in an effort to raise his station. This quest has been largely unsuccessful. He fell in with an Ork named Hammer (or Hammah, to hear him say it) at a young age and took well to a life stealing cars. At the age of 22, he set out on his own to make a dishonest living with his technical skills.

Appearance

MRV is an Elf, and his build follows in line with most of his kind. At 5'3" he stands most of a foot shorter than the average human male. His wiry frame is layered in muscle, making him bulky for someone of his metatype. He has platinum blonde hair that falls almost to his shoulders. His hair is frequently pulled back into a tight ponytail. A generous person would describe his looks as "sharp," thought "rodent-like" would be a more common descriptor. Combined with the full sleeve tattoo, patterned after a circuit board, down his right arm, his distinctive face makes him stand out from a crowd.

Skills

Decking

MRV's hacking skills are broad, though perhaps less deep than a more focused decker's might be. His deck is a Microdeck Summit model, equipped with an Exploit program to make placing marks a little easier. He interfaces via a datajack implanted in his head, where he also has an implanted Simrig to record his experience.

Social

A life spent more or less alone on the streets has equipped MRV for weaseling his way out of situations he might get himself into. He can ingratiate himself well with most people, and he's used that affability to gain a certain degree of awareness. He knows his world- the gangs, the authorities, the law, and the local black market. He is also a linguistic dabbler, and can speak Mandarin, Japanese, Sperethiel, and Or'zet, in addition to English.

Combat

What MRV lacks in size, he makes up for in technique. He is a lifetime student of Krav Maga, which he augments with a pair of shock gloves. While he prefers to handle things in a non-lethal form, he understands that some situations call for a specialized tool. As such, he carries a Colt L36. His long, black trench coat doubles as armor, thanks to the defensive lining built into its fabric.

Contacts

Hammah

MRV and Hammah used to roll in The Takers together. They were friendly acquaintances during their time together, until MRV uncovered information about a pending ambush by a rival gang. This information effectively saved Hammah's life, and contributed to the growth of the gang. MRV parted ways with The Takers after their leader was killed in action and Hammah ascended to the position.

Officer Grimm

Officer Daniel Grimm is a beat-cop from MRV's neighborhood, with all the moral backbone of a sea cucumber. Anyone with enough credits can buy a blind eye, but he took a special liking to MRV after the decker dug up some dirt on his ex-wife during their messy divorce. Without MRV, his wife would have gotten the house.

Slapdash

A former member of The Takers, Slapdash was a sort of father figure for MRV as he came up in the streets. He's a rigger and served as a mechanic and weapons modder until a disagreement over what to do with a witness caused a rift between him and the former leadership. He was able to leave the gang without trouble because he had some kind of dirt on the (now deceased) head of The Takers.

Amina

Dynamite

Qualities

Positive

  • Analytical Mind
    • 5 Karma
    • Analytical Mind describes the uncanny ability to logically analyze information, deduce solutions to problems, or separate vital information from distractions and noise. It’s useful in cracking cyphers, solving puzzles, figuring out traps, and sifting through data. This quality gives the character a +2 dice pool modifier to any Logic Tests involving pattern recognition, evidence analysis, clue hunting, or solving puzzles. This quality also reduces the time it takes the character to solve a problem by half.
  • Lucky
    • 12 Karma
    • The dice roll and the coin flips this character's way more often than not, giving them the chance to drop jaws in amazement at her good fortune. Lucky allows a character to possess an Edge attribute one point higher than their metatype maximum (For example, a human character could raise their Edge to 8). Note that taking this quality does not actually increase the character's current edge rating, it just allows them the opportunity to do so; the Karma cost for gaining the extra point must still be paid. This quality can only be taken once and must be approved by the gamemaster. The Lucky quality cannot be combined with Exceptional Attribute.
  • Photographic Memory
    • 6 Karma
    • A character with Photographic Memory can instantly recall facts, dates, numbers, or anything else they have seen or heard. The character gains a +2 dice pool modifier to all Memory Tests.

Negative

  • Allergy: Moderate, Nickel
    • 10 Karma
    • A character with the Allergy quality is allergic to a substance or condition found in their environment. The value of this quality depends on two factors. The first is whether the substance or condition is Uncommon (2 Karma) or Common (7 Karma). Next, determine the severity of the symptoms: Mild (3 Karma), Moderate (8 Karma), Severe (13 Karma), or Extreme (18 Karma). Add the appropriate point values together to find the final value. For example, the value of an Uncommon Moderate Allergy (Silver) is 10 Karma (2+8 Karma). If a character is attacked with a substance to which they are allergic, they lose 1 die from their Resistance Test for each stage of severity of the Allergy (e.g., 1 die for a Mild allergy, 2 dice for a Moderate allergy, etc.).
      • Uncommon: The substance or condition is rare for the local environment. Examples: silver, gold, antibiotics, grass
      • Moderate: Contact with the allergen produces intense pain. Apply a -4 dice pool modifier to all Physical Tests made while a character experiences the symptoms.
  • Distinctive Style
    • 5 Karma
    • A character with the Distinctive Style quality has at least one aspect of his appearance, mannerism, or personality that makes them 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 their character easy to remember. Anyone who attempts to identify, trace, or physically locate their character (or gain information about them via legwork) receives a +2 dice pool modifer for relevant tests. If an NPC makes a Memory Test to determine how much they recall about the character, reduce the Difficulty Threshold by 1, to a minimum of 1.