Shadows of Denver--Character Creation

Discussion in 'RPG Information' started by AnonYMooseBoG, Jul 30, 2023.

  1. AnonYMooseBoG

    AnonYMooseBoG CHYOA Guru

    (Credit to Arachna for a proofread.)

    This is a lot of stuff. I hope it isn't too overwhelming. If anyone has any questions or wants help, please message me. I'm happy to assist. I'll get an information thread with some key players in the FRFZ up soon. Probably.

    Point Pools:

    • Attributes: 20 points
    • Magic: Magic 2 & 4 Spells (can be set to Magic 0 & 0 Spells to gain +6 Skill points)
    • Skills: 20 points
    • For all Attributes and Skills, each point in the Attribute or Skill grants 1 die on rolls involving that Attribute or Skill.

    Character Sheet:

    Personal Data:
    Name/Primary Alias:
    Metatype:
    (The most common Metatypes are Humans, Elves, Dwarves, Orks, and Trolls, but your character can be almost anything.)
    Ethnicity:
    Age:
    Gender:
    Orientation:
    Appearance:
    (Picture is not required but is nice to have for reference.)
    Background/Biography: (Who is the character? What are their goals? Where are they from? How did they become the way that they are? Are they a rich corporate executive, a poor laborer, or maybe even a veteran shadowrunner?)
    Contacts: (Does your character know anyone in the FRFZ? Maybe an older shadowrunner who mentors them? Maybe a Johnson who gives them steady work? Maybe a spouse and kids who they support and protect from the dangers of the violent streets? Maybe a rival shadowrunner who seems to always get the better of them? Maybe a corporate goon who just hates their guts? You can create them, describe your character's relationship to them, etc. They'll be NPCs in the world who can help or hurt your character. Make no more than two positive Contacts, and make no more than one negative Contact. You can also go without any established Contacts if you prefer.)

    Qualities: (spend/gain extra points for Attribute and/or Skill pools. Each Quality can change a Point Pool of your choice by +1 or -1 depending on if the Quality is negative or positive, respectively. You may start with a maximum of up to 4 Qualities. Examples include things like addictions, allergies, ambidexterity, bad luck, good luck, bad reputation, good reputation, code of honor, trauma, disorders, prejudices, quick healing, natural athleticism, etc.)

    Attributes: (All Attributes start at 0, excepting Magic which must be at 2 unless you forego it entirely. Each point spent on an Attribute raises that Attribute by 1.)
    • Body (health, constitution, stamina—used for Normal HP)
    • Agility (dexterity, precision, aim)
    • Reaction (reaction time—used for Dodging)
    • Strength (physical strength and power)
    • Charisma (presence, charm, likability, intimidation)
    • Intuition (instincts, gut feelings, quick thinking—used for Dodging)
    • Logic (problem solving, complex equations, long thinking)
    • Willpower (mental health, emotional stability, fortitude—used for Stun HP)
    • Edge (luck—each point in Edge can be spent to re-roll a single die, rolled by your character, of your choice. Spent re-rolls are recharged after important events.)
    • Magic (spells, astral projection, etc.)

    Skills: (Groups are for convenience. All skills start at a rank of 0. Each point spent on a Skill raises that Skill's rank by 1. If you have 3+ ranks in a skill, then you can create a subskill to specialize in. e.g., Archery (Crossbow), Chemistry (Toxins), or Con (Seduction). This will give you a bonus when the specialty applies.)
    • Acting
      • Con
      • Intimidation
      • Performance
    • Athletics
      • Archery/Throwing
      • Limberness
      • Cardio
      • Power
    • Biotech
      • Chemistry
      • Cyberware
      • Medicine
    • Close Combat
      • Blades
      • Clubs
      • Unarmed
    • Conjuring
      • Banishing
      • Binding
      • Summoning
    • Cracking
      • Cybercombat
      • Jamming
      • Hacking
    • Electronics
      • Computers
      • Hardware
      • Software
    • Enchanting
      • Alchemy
      • Artificing
      • Disenchanting
    • Engineering (and piloting)
      • Aeronautics
      • Automotive
      • Demolitions
      • Industrial
      • Nautical
    • Firearms
      • Automatics
      • Heavy Weapons
      • Longarms
      • Pistols
    • Influence
      • Animal Handling
      • Leadership
      • Negotiation
    • Knowledge (When you put points in Knowledge, you can make whatever Knowledge skill you want. anything from languages and cultures, to gangs, to inside information on a megacorp, to being a huge gamer, to being an economist, etc.)
    • Outdoors
      • Navigation
      • Perception
      • Survival
    • Sorcery
      • Arcana
      • Rituals
      • Spellcasting
    • Stealth
      • Forgery
      • Palming
      • Sneaking

    Spells: (Skip this if you have a Magic Attribute of 0! Choose if the character is a Shamanistic, Hermetic, or Naturally Adept caster. The type of caster chosen determines which Attribute is used when determining their Mana. Exhausting, or surpassing, all their available Mana damages their health. Shamans cast magic via pacts with spirits, and they use Charisma as their drain/fatigue stat. Hermetics cast magic via arcane spells and rote incantations, and they use Logic as their drain/fatigue stat. Natural Adepts cast magic by feel—they make it up as they go along—and they use Intuition as their drain/fatigue stat. Create up to 4 spells for your character to know. The damage, drain, and other effects of your spells depend on your intent when casting the spell and your roll. All Spells fall under the listed categories below.)
    • Direct Combat (e.g., fireballs, arcane bolts, magic missiles)
    • Detection (e.g., clairvoyance, detecting enemies, psychic stuff that isn’t damage)
    • Health (e.g., healing, curing poisons, changing pain thresholds)
    • Illusion (e.g., camouflage, confusion, prestidigitation)
    • Elemental Manipulation (e.g., telekinesis, pyrokinesis, cryokinesis, psychic stuff that is damage)
    • Rituals (e.g., divination, casting spells too powerful for you to survive the drain from)
    • Conjuration (You can create a spirit bound to your character instead of taking a spell. You can only do this for 1 of your 4 known spell slots.)

    Resources: (These cost nuyen, the currency in our part of the Sixth World. I don't want to bog you down too much with tracking spending for every little item, so feel free to make whatever equipment seems reasonable, but be careful. You can have that overpowered machine gun that sends thousands of rounds downrange in a minute, but having expensive Resources like that means you owe people, and that’s a quick way to find yourself gunned down in your apartment by whatever megacorp purchased your overdue debt.)
    • Cyberware (e.g., commlinks, cyberdecks, eye implants, guns for hands, subdermal armor, etc. Magic users need to be very careful about how much cyberware they have. Having too much means you lose your connection to your font of magic, cutting you off from your ability to cast. This is a sliding scale, so there can be negative effects without being completely severed from magic, and I won't tell you exactly where you are on the scale without an in-character reason like story stuff or a roll.)
    • Clothing/Armor
    • Weapons
    • Drugs (the more common ones include Bliss, Cram, Deepweed, Jazz, Long Haul, Nitro, Novacoke, BTL chips, and Zen. Your character doesn't really know what these are unless they character have some street knowledge. There’s also things like tear gas, venoms, and medicines that go here too.)
    • Lifestyle (where you live, your general level of wealth, whether you have a normal job, etc.)
    • Vehicles/Drones (cars, motorcycles, robot dogs, etc.)
    • Gear (stuff that doesn’t fit into the other categories.)

    Plot”:
    • Kinks (Are there any fetishes, sexual acts, or situations which you want to occur within the story?):
    • Limits(Are there any fetishes, sexual acts, or situations which you absolutely do not want to occur within the story?):

    End Character Sheet

    My own limits are: scat and gratuitous descriptions of extreme sexual violence. These are subject to change.

    If, at any time, anyone feels uncomfortable with the game for any reason, please don’t hesitate to message me about it. The goal is for everyone to have fun!
     
    majus, unisol_gr44, Tjf and 1 other person like this.
  2. Tjf

    Tjf CHYOA Guru

    (Still WIP at the moment. Wanted to get the bare basics down before I did stats)

    Personal Data:
    Name/Primary Alias:
    Cyra Khwarezm/Sietch
    Metatype: (The most common Metatypes are Humans, Elves, Dwarves, Orks, and Trolls, but your character can be almost anything.)
    - Elf
    Ethnicity: Persian/Arab
    Age: 24
    Gender: F
    Orientation: Bisexual (Leans towards men)
    Appearance: (Picture is not required but is nice to have for reference.)
    upload_2023-7-30_16-29-7.png

    upload_2023-7-30_16-18-27.png

    Background/Biography: Daughter and heir to Darius Khwarezm, a high up corporate executive, Cyra had her entire life planned out for her from birth, with no tolerance for deviation on her part - living like a bird in a gilded cage. Rebelling against the intense control placed upon her from her parents, Cyra fled the corporation, and began using the combat and magic skills she'd been taught to help defend herself against rival corporations, only for herself, rather than her father. Wandering the Earth, over time the elf found her way into the Shadow Running business, and has built up a small reputation for herself.

    Contacts: (Does your character know anyone in the FRFZ? Maybe an older shadowrunner who mentors them? Maybe a Johnson who gives them steady work? Maybe a spouse and kids who they support and protect from the dangers of the violent streets? Maybe a rival shadowrunner who seems to always get the better of them? Maybe a corporate goon who just hates their guts? You can create them, describe your character's relationship to them, etc. They'll be NPCs in the world who can help or hurt your character. Make no more than two positive Contacts, and make no more than one negative Contact. You can also go without any established Contacts if you prefer.)

    Qualities: (spend/gain extra points for Attribute and/or Skill pools. Each Quality can change a Point Pool of your choice by +1 or -1 depending on if the Quality is negative or positive, respectively. You may start with a maximum of up to 4 Qualities. Examples include things like addictions, allergies, ambidexterity, bad luck, good luck, bad reputation, good reputation, code of honor, trauma, disorders, prejudices, quick healing, natural athleticism, etc.)

    Attributes: (All Attributes start at 0, excepting Magic which must be at 2 unless you forego it entirely. Each point spent on an Attribute raises that Attribute by 1.)
    • Body (health, constitution, stamina—used for Normal HP)
    • Agility (dexterity, precision, aim)
    • Reaction (reaction time—used for Dodging)
    • Strength (physical strength and power)
    • Charisma (presence, charm, likability, intimidation)
    • Intuition (instincts, gut feelings, quick thinking—used for Dodging)
    • Logic (problem solving, complex equations, long thinking)
    • Willpower (mental health, emotional stability, fortitude—used for Stun HP)
    • Edge (luck—each point in Edge can be spent to re-roll a single die, rolled by your character, of your choice. Spent re-rolls are recharged after important events.)
    • Magic (spells, astral projection, etc.)

    Skills: (Groups are for convenience. All skills start at a rank of 0. Each point spent on a Skill raises that Skill's rank by 1. If you have 3+ ranks in a skill, then you can create a subskill to specialize in. e.g., Archery (Crossbow), Chemistry (Toxins), or Con (Seduction). This will give you a bonus when the specialty applies.)
    • Acting
      • Con
      • Intimidation
      • Performance
    • Athletics
      • Archery/Throwing
      • Limberness
      • Cardio
      • Power
    • Biotech
      • Chemistry
      • Cyberware
      • Medicine
    • Close Combat
      • Blades
      • Clubs
      • Unarmed
    • Conjuring
      • Banishing
      • Binding
      • Summoning
    • Cracking
      • Cybercombat
      • Jamming
      • Hacking
    • Electronics
      • Computers
      • Hardware
      • Software
    • Enchanting
      • Alchemy
      • Artificing
      • Disenchanting
    • Engineering (and piloting)
      • Aeronautics
      • Automotive
      • Demolitions
      • Industrial
      • Nautical
    • Firearms
      • Automatics
      • Heavy Weapons
      • Longarms
      • Pistols
    • Influence
      • Animal Handling
      • Leadership
      • Negotiation
    • Knowledge (When you put points in Knowledge, you can make whatever Knowledge skill you want. anything from languages and cultures, to gangs, to inside information on a megacorp, to being a huge gamer, to being an economist, etc.)
    • Outdoors
      • Navigation
      • Perception
      • Survival
    • Sorcery
      • Arcana
      • Rituals
      • Spellcasting
    • Stealth
      • Forgery
      • Palming
      • Sneaking

    Spells: (Skip this if you have a Magic Attribute of 0! Choose if the character is a Shamanistic, Hermetic, or Naturally Adept caster. The type of caster chosen determines which Attribute is used when determining their Mana. Exhausting, or surpassing, all their available Mana damages their health. Shamans cast magic via pacts with spirits, and they use Charisma as their drain/fatigue stat. Hermetics cast magic via arcane spells and rote incantations, and they use Logic as their drain/fatigue stat. Natural Adepts cast magic by feel—they make it up as they go along—and they use Intuition as their drain/fatigue stat. Create up to 4 spells for your character to know. The damage, drain, and other effects of your spells depend on your intent when casting the spell and your roll. All Spells fall under the listed categories below.)
    • Direct Combat (e.g., fireballs, arcane bolts, magic missiles)
    • Detection (e.g., clairvoyance, detecting enemies, psychic stuff that isn’t damage)
    • Health (e.g., healing, curing poisons, changing pain thresholds)
    • Illusion (e.g., camouflage, confusion, prestidigitation)
    • Elemental Manipulation (e.g., telekinesis, pyrokinesis, cryokinesis, psychic stuff that is damage)
    • Rituals (e.g., divination, casting spells too powerful for you to survive the drain from)
    • Conjuration (You can create a spirit bound to your character instead of taking a spell. You can only do this for 1 of your 4 known spell slots.)

    Resources: (These cost nuyen, the currency in our part of the Sixth World. I don't want to bog you down too much with tracking spending for every little item, so feel free to make whatever equipment seems reasonable, but be careful. You can have that overpowered machine gun that sends thousands of rounds downrange in a minute, but having expensive Resources like that means you owe people, and that’s a quick way to find yourself gunned down in your apartment by whatever megacorp purchased your overdue debt.)
    • Cyberware (e.g., commlinks, cyberdecks, eye implants, guns for hands, subdermal armor, etc. Magic users need to be very careful about how much cyberware they have. Having too much means you lose your connection to your font of magic, cutting you off from your ability to cast. This is a sliding scale, so there can be negative effects without being completely severed from magic, and I won't tell you exactly where you are on the scale without an in-character reason like story stuff or a roll.)
    • Clothing/Armor
    • Weapons
    • Drugs (the more common ones include Bliss, Cram, Deepweed, Jazz, Long Haul, Nitro, Novacoke, BTL chips, and Zen. Your character doesn't really know what these are unless they character have some street knowledge. There’s also things like tear gas, venoms, and medicines that go here too.)
    • Lifestyle (where you live, your general level of wealth, whether you have a normal job, etc.)
    • Vehicles/Drones (cars, motorcycles, robot dogs, etc.)
    • Gear (stuff that doesn’t fit into the other categories.)

    Plot”:
    • Kinks (Are there any fetishes, sexual acts, or situations which you want to occur within the story?):
    • Limits(Are there any fetishes, sexual acts, or situations which you absolutely do not want to occur within the story?):

    End Character Sheet
     
  3. Arachna

    Arachna CHYOA Guru

    (I went through a lot of things and am still debating a bi t if this is what I'll do. Being the obssessive I am, I'll probably still make that prison warden character sheet anyway to compare and delete the one that I don't use. Also not sure I like this exact background either if I'm going with her.)
    Character Sheet:

    Personal Data:
    Name/Primary Alias:
    Bành Anh Mai/Zen
    Metatype: Elf
    Age: 42
    Gender: Female
    Ethnicity: Vietnamese
    Orientation: Bi(Leaning towards men)
    [​IMG]
    [​IMG]
    For all the technology and advancements the modern world has, it cannot answer the big questions that anyone has. Why were here. What is our purpose. And how to achieve a life that anyone can be proud of. Supposedly, she was raised as part of an ancient order founded by humans to achieve inner spirituality. While a dubious claim at best, the group is a believer that all species should be allowed to achieve enlightenment. This puts them at odds with much of the world they live in.

    Having not known much of life outside of Vietnam, much of her social interactions were only carrying out missions, though she always enjoyed what interactions she did get. Forced to do questionable things necessary to keep the temple running by keeping the right people happy, to keep the order safe and it's rules upheld, she has to break all of them first. While she is aware that the odds of ever fully legitimizing in the eyes of the legal authorities around the world is just about impossible, she does aim to popularize the practice. Though getting paid nicely for a change is a good enough reason too.
    [​IMG]
    Cao Như Khang was to put it mildly, a mean old bastard even in his youth. Angry, crass, rude, the only thing he's truly mastered at the temple is magic and fighting. Gambler, alcoholic, and other things, his days of being an urban legend in the sinosphere as an assassin are done, but even as he's rusted and with his own failing body, he's forgotten more about fighting than most will ever learn in their lives.
    [​IMG]
    American immigrant whose family was forced to flee the U.S. for reasons she doesn't want to share. Having joined the temple in her pre-teens, she surprisingly took it more seriously than Mai ever did without nearly as much of the rule bending. Mai being some kind of older sister figure or something of the other and as many would agree, an undoubtedly bad influence on her. However, it was thanks to Mai that she honed her abilities in magic and fighting and her youth still gets the better of her. Notably, she's adopted the use of cybernetics mostly frowned upon by the temple if not necessary to sustain life despite her mostly more deferent behavior. She believes if the technology was built by humans and other species, then it is ultimately their own strength whatever the form. While not seriously considered ready to be called down her training just yet, she's coming close, and torn between her youth urging to be out and eager to have something to prove and her measured response telling her they will graduate her when she's ready.
    [​IMG]
    One of the few elves Mai ever met that came close to having the same kind of...tools at her disposal. Other than that, Fiona Kristen is a useful friend to have in the German and European markets. While she dresses modernly, and she would never publicly admit to being a follower, she is one of the primary reasons the group can secure funding from out of the country. Of course, that doesn't wholly prevent her from giving them the run around or trying to personally benefit from doing it, but she's only a little corrupt. And only a little is still a massive step up from the other alternatives as experience has taught them.
    Exotic: Dark skinned. Elf. And with an actual body. The combination doesn't exactly blend in too well in a lot of places, but being more rare than the average kind of elf, leaves there a number of people pretty susceptible to suggestion in the hopes of claiming her as a trophy.

    Attunement: The body and mind are one and the same and she's trained her way of spellcasting to make full use of both.

    Fatalist: There's no changing the outcome of events as they unfold. Chaos is a natural part of the balance, for better or worse. Lower Edge(I already had the base state of edge at zero, so not sure where that goes or if I need to remap points or what or how to do it)
    • Body-3
    • Agility-2
    • Reaction-3
    • Strength-2
    • Charisma-3
    • Intuition-1
    • Logic-0
    • Willpower-3
    • Edge-0(1-flaw)
    • Magic-2
    Athletics:
    Power-1

    Acting:
    Performance-1

    Biotech:
    Medicine-1

    Close Combat:
    Unarmed-3

    Conjuring:
    Banishing-2
    Binding-1
    Summoning-2

    Enchanting:
    Alchemy-1

    Firearms:
    Automatics-1

    Knowledge:

    Outdoors:
    Perception-1
    Survival-1

    Sorcery:
    Arcana-2
    Rituals-1
    Spellcasting-3
    Direct Combat:
    Explosive Fist:
    A powerful close contact spell that's meant for hitting through opponent's armor, or anyone unlucky enough to not be wearing way.

    Health:
    Channel Armor:
    Adds temporary armor to the caster for the duration of the spell.

    Illusion:
    Shadow Double:
    Creates a illusionary clone of the caster to confuse opponents. This clone cannot attack.

    Elemental Manipulation:
    Telekinesis:

    Hardliner Monk Gloves- Despite the elegant silk appearance, it hides the fact that they borrow from an old underworld trick in the past of lining clothing with metal plating along the knuckles to make them harder to grip and much deadlier on impact without risking breaking your own hand, with enough plating to guard the wrist. Simple, yet when used by the right person, dangerously effective.
    Combat Priestess Dress- Robes woven into a careful ballistic weave, also outfitted with some modern combat plating woven into the fabric to protect the body without sacrificing too much flexibility or mobility.

    Plot”:
    • Kink: I really can’t name all the stuff I do or don’t like off the top of my head but it’s a long list. Not everything is always a sell though and sometimes it depends on the scene and the context whether or not I would want to do it. A few things: Milking, non-con, gangbangs, prostitution, and definitely more that I'm not thinking of right now, though none of those are really needed either.
    • Limits: Gore, Death, Feet, Scat
     
    Last edited: Aug 8, 2023
    AnonYMooseBoG and unisol_gr44 like this.
  4. asddas193

    asddas193 CHYOA Guru

    Personal Data:
    Name/Primary Alias: Sweeney "Swiney" Duncan
    Metatype:
    Ork/Dwarf Hybrid
    Ethnicity: European
    Age: 40
    Gender: Male
    Orientation: Straight
    Appearance:
    [​IMG]

    Background/Biography:
    Sweeney hailed from the land of glorious Britain. Or at least what's left of it after multiple wars. He was orphaned at a young age thanks to said wars, with the only thing he knew about his parents were their metatypes. With one being an ork, while the other a dwarf. Thanks to this Sweeney gained the green skin, and brutish appearance of an Ork, while having the short, stocky body of a dwarf. Something that has been a boon, thanks to his stronger than normal body. And a curse with his appearance making him seem like some thug. However, that didn't deter Sweeney, or "Swiney" as his peers called him due to his pudgy appearance and the fact that he'd wade through mud just to find a diamond, from pursuing a business career. With next to no morals as he grew up in a dog eat dog environment. He'd buy low, and sell high anything he could get his hands on, even resort to drugs he's brewed himself to be more convincing. But as business became stagnant in his home country, he decided to pack up and move to the FRFZ where things seem to be volatile enough that he might just make it big.

    Once in the FRFZ Sweeney opens up a general goods store, dealing in daily necessities from food, beverages, toiletries and what not. At least that's what it seems from the front. Underneath the general goods store, Sweeney runs his more shadowy business. Ranging from buying, and selling stolen goods. Working as a middleman for shadowrunners. And even producing, and selling his own drugs. As long as it'll make him a fine profit, Sweeney has no qualms in dipping his fingers in whatever business one has.

    Contacts:
    [​IMG]
    Sabrina Alister
    Sweeney's first employee in the FRFZ. She comes from a struggling family, with seemingly no parents to speak of. Or rather, a deadbeat dad, and a drug addicted mother, along with two younger siblings to support. Sabrina was desperate enough to come to Sweeney's new store to ask for a job. With the half-ork grinning as he accepts her "application" on the terms that she'd agree to his dress code... and some after hours "training" to sharpen up her customer service skills.

    [​IMG]
    Isabel Belmont
    Sweeney's second employee, and the "muscle" within the company. Isabel was a former shadowrunner herself, but after a botched job which led to her losing her right eye. She decided to take a more "cushioned" career. And with Sweeney's offer, and the fact that all she had to do was keep the store safe, and the half-ork alive. Isabel accepts her position as his bodyguard/chief of security for Sweeney's company. She's also gotten along quite well with Sabrina. Something Sweeney was using to his advantage as he hasn't yet bedded Isabel. He's made sure his bodyguard could hear her friend's lustful cries during her daily training session. All in the hopes of whittling away Isabel's mental resistance to his advances.

    [​IMG]
    Alyssa Hemmingway
    Sweeney's complete opposite, and business rival. Alyssa was born to a wealthy family with everything seemingly being handed to her. She too sought to build her own business, with great success thanks to her familial connections. She's come to buttheads with Sweeney, someone she sees far below her, multiple times in various business dealings. With the half-ork sometimes coming out on top, due to his underhanded dealings, and sometimes blackmail. She's come to hate his guts, and moved to the FRFZ long before he did, even getting married to a simple man in the process. However, as she's heard news of a certain swine's store. Their rivalry was once again ignited.

    Qualities:
    Good Luck: Thankfully, due to Sweeney's own backhanded dealings, and having leverage on the right people. Luck just always seems to be on his side.
    Greedy: As long as there's money to be had, Sweeney will be there.
    Silver Tongue: A merchant, and a pervert's best skill. Whether it be through words, or more passionate acts. Sweeney can be quite convincing.
    Out of shape: Though he has a stocky body, what he has in endurance he lacks in stamina. At least stamina used for physical labor. As the half-ork can "run a marathon" when it comes to acts inside the bedroom.



    Attributes: (All Attributes start at 0, excepting Magic which must be at 2 unless you forego it entirely. Each point spent on an Attribute raises that Attribute by 1.)
    • Body (health, constitution, stamina—used for Normal HP): 2
    • Agility (dexterity, precision, aim): 0
    • Reaction (reaction time—used for Dodging): 0
    • Strength (physical strength and power): 3
    • Charisma (presence, charm, likability, intimidation): 5
    • Intuition (instincts, gut feelings, quick thinking—used for Dodging): 3 (More on dodging bad deals)
    • Logic (problem solving, complex equations, long thinking): 3
    • Willpower (mental health, emotional stability, fortitude—used for Stun HP): 2 (Unless making money is involved)
    • Edge (luck—each point in Edge can be spent to re-roll a single die, rolled by your character, of your choice. Spent re-rolls are recharged after important events.): 2
    • Magic (spells, astral projection, etc.): 2

    Skills: (Groups are for convenience. All skills start at a rank of 0. Each point spent on a Skill raises that Skill's rank by 1. If you have 3+ ranks in a skill, then you can create a subskill to specialize in. e.g., Archery (Crossbow), Chemistry (Toxins), or Con (Seduction). This will give you a bonus when the specialty applies.)
    • Acting
      • Con: 1
      • Intimidation: 1
      • Performance: 1
    • Athletics
      • Archery/Throwing: 0
      • Limberness: 0
      • Cardio: 0
      • Power: 0
    • Biotech
      • Chemistry: 0
      • Cyberware: 0
      • Medicine: 1
    • Close Combat
      • Blades: 0
      • Clubs: 0
      • Unarmed: 1
    • Conjuring
      • Banishing: 1
      • Binding: 1
      • Summoning: 1
    • Cracking
      • Cybercombat: 0
      • Jamming: 0
      • Hacking: 0
    • Electronics
      • Computers: 0
      • Hardware: 0
      • Software: 0
    • Enchanting
      • Alchemy: 1
      • Artificing: 1
      • Disenchanting: 1
    • Engineering (and piloting)
      • Aeronautics: 0
      • Automotive: 0
      • Demolitions: 0
      • Industrial: 0
      • Nautical: 0
    • Firearms
      • Automatics: 0
      • Heavy Weapons: 0
      • Longarms: 0
      • Pistols: 1
    • Influence
      • Animal Handling: 0
      • Leadership: 2
      • Negotiation: 2
    • Knowledge (When you put points in Knowledge, you can make whatever Knowledge skill you want. anything from languages and cultures, to gangs, to inside information on a megacorp, to being a huge gamer, to being an economist, etc.): 2 (Economy, and gang movements)
    • Outdoors
      • Navigation: 0
      • Perception: 0
      • Survival: 0
    • Sorcery
      • Arcana: 0
      • Rituals: 0
      • Spellcasting: 0
    • Stealth
      • Forgery: 0
      • Palming: 0
      • Sneaking: 0

    Spells: Shamanistic caster
    • Direct Combat (e.g., fireballs, arcane bolts, magic missiles): None
    • Detection (e.g., clairvoyance, detecting enemies, psychic stuff that isn’t damage): Mind's eye (A spell than enhances Sweeney's ability to detect forgeries, or lies)
    • Health (e.g., healing, curing poisons, changing pain thresholds) Enhance Salves (A spell that increase a medicine's effectiveness. Has to be something Sweeney brewed himself) Control Pleasure (A spell that lets the half-ork determine just how good his target feels)
    • Illusion (e.g., camouflage, confusion, prestidigitation): None
    • Elemental Manipulation (e.g., telekinesis, pyrokinesis, cryokinesis, psychic stuff that is damage): None
    • Rituals (e.g., divination, casting spells too powerful for you to survive the drain from): None
    • Conjuration (You can create a spirit bound to your character instead of taking a spell. You can only do this for 1 of your 4 known spell slots.) Lustful Aspect of a Succubus (By chance, Sweeney was able to call upon a lust demoness' aspect. Something he can then bestow upon others, which in turn would give them some of a succubus' abilities. Mostly their sex drive, and hypersensitivity to pleasure.)

    Resources: (These cost nuyen, the currency in our part of the Sixth World. I don't want to bog you down too much with tracking spending for every little item, so feel free to make whatever equipment seems reasonable, but be careful. You can have that overpowered machine gun that sends thousands of rounds downrange in a minute, but having expensive Resources like that means you owe people, and that’s a quick way to find yourself gunned down in your apartment by whatever megacorp purchased your overdue debt.)
    • Cyberware (e.g., commlinks, cyberdecks, eye implants, guns for hands, subdermal armor, etc. Magic users need to be very careful about how much cyberware they have. Having too much means you lose your connection to your font of magic, cutting you off from your ability to cast. This is a sliding scale, so there can be negative effects without being completely severed from magic, and I won't tell you exactly where you are on the scale without an in-character reason like story stuff or a roll.): Commlinks: To stay in touch with his employees, and various contacts at all times.
    • Clothing/Armor: Various cheap suits, a few expensive ones for special occasions
    • Weapons: 9mm Pistol
    • Drugs (the more common ones include Bliss, Cram, Deepweed, Jazz, Long Haul, Nitro, Novacoke, BTL chips, and Zen. Your character doesn't really know what these are unless they character have some street knowledge. There’s also things like tear gas, venoms, and medicines that go here too.): None at the moment
    • Lifestyle (where you live, your general level of wealth, whether you have a normal job, etc.): Lives in a middle-class apartment complex as he used most of his wealth to buy a property and set up his shop.
    • Vehicles/Drones (cars, motorcycles, robot dogs, etc.): Simple sedan to get him around
    • Gear (stuff that doesn’t fit into the other categories.)

    Plot”:
    • Kinks (Are there any fetishes, sexual acts, or situations which you want to occur within the story?): Clothed sex, rough sex, discreet public groping, sex toys underneath clothes, maybe some NTR down the line.
    • Limits(Are there any fetishes, sexual acts, or situations which you absolutely do not want to occur within the story?): Scat, diapers, permanent physical transformation.
    (Alrighty, what do you think? Anything I need to change/flesh out?)
     
    Last edited: Aug 1, 2023
  5. unisol_gr44

    unisol_gr44 CHYOA Guru

    [personal data]
    name/alias { Aleksandra Ivanovna Vinogradova / 'Aurora' }
    metatype { human }
    ethnicity { russian }
    age { 23 }
    gender { female }
    orientation { bisexual }

    [appearance]
    [​IMG]
    [background/biography]

    Aleksandra grew up on the streets of Vladivostok. Despite most of her family working for the Vory, the Russian mafia, Aleksandra happened to fall in with a local street gang instead. She quickly learned the trade of breaking and entering, some minor computer hacking as well as sneaking, stealing small valuables and data for her gang and her own use. An extremely limber and flexible girl, nearly no access point was too cramped for Aleksandra.

    But every teenager overestimates herself at one point or another, Aleksandra was no different. Leading to her being caught by corp security and, after some lemgthy interrogating, handed over to the authorities. While in prison, she trained herself further as much as she could. While she had planned to use her skills to escape her confinement, she was released early due to her father's influence, as most Russian prisons were run by the Vory.

    Free again, she found her old gang dissolved and with herself in debt to the mob, Aleksandra started to work for her new employer for a while. With the mafia, she learned how to handle firearms and received some cyberware upgrades.

    Disaster struck when a deal with the Chinese Triad went awry and her father was killed in the gunfight. Falling into a deep depression of guilt and loss, Aleksandra turned to drugs to numb her pain. Deciding that Vladivostok held nothing for her anymore, she followed her uncle and cousin across the Pacific, who had moved to Denver when the Vory had established themselves there.

    Aleksandra had to start from scratch in Denver, renting a dingy, tiny flat owned by the mafia and resorting to taking a job as a dancer at a nightclub. She still chose to do jobs for the Vory from time to time, though recently she has tried to break into shadowrunning.

    [contacts]
    Boris Nikolaevich 'Invincible' Vinogradov [human; fixer/drug dealer]​
    Aleksandra's cousin Boris was a computer wizard, adept at all aspects of electronics. Working for his father Nikolai, Boris became a valued member of the Povryejhda Syndicate, getting them in and out of any computer system. Living in one of the better flats in the same building as Aleksandra, Boris helped her find some jobs with his extensive network and matrix search skills and manage her addiction with a steady flow of Bliss.

    Paul Winston [elf; street doc]​
    Paul was a med school drop-out plying his illicit trade for anyone with enough nuyen. He had a knack for cyberware and bioware, garnering him a steady stream of Shadowrunners knocking on his street clinic's door. Paul met Aleksandra shortly after she had arrived in Denver, when her datalink implant started glitching and had to be fixed. Unfortunately, she was broke but she could 'convine' him to do it for free. Since then, he has liked her a bit better than his usual customers.

    [qualities 1]
    addiction { bliss } [+1 skill]

    [attributes 20]
    2 body
    4 agility
    2 reaction
    2 strength
    2 charisma
    3 intuition
    2 logic
    2 willpower
    1 edge
    0 magic [+6 skills]
    ===============
    20

    [skills 20+6+1]
    3 acting { performance 3 (dancing) }
    7 athletics { limberness 3 (climbing); cardio 2; power 2 }
    3 cracking { cybercombat 1; jamming 1; hacking 1 }
    3 electronics { computers 1; hardware 1; software 1 }
    2 firearms { automatics 1; pistols 1 }
    1 influence { negotiation 1 }
    3 knowledge { matrix 1; security systems 2 }
    5 stealth { forgery 2; sneaking 3 (lock-picking) }
    ===================================
    27

    [resources]
    cyberware { commlink; datajack }
    clothing.armour { kevlar jacket; skin-suit; casual clothes }
    weapons { stun pistol; sub-machine gun }
    lifestyle { tiny flat; low wealth; dancing job }
    vehicles { motorcycle }
    gear { AR goggles; climbing gear; grappling gun }

    [plot]
    kinks { voyeurism, exhibitionism, public sex, group sex, drugs, incest, coercion, blackmail, rape, tentacles }
    limits { scat, snuff, mind control }

    # That's what I have so far, anything you need me to change or clarify?
     
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  6. AnonYMooseBoG

    AnonYMooseBoG CHYOA Guru

    So far, so good! Feel free to let me know if you want any suggestions or if you have any questions.

    Sure, sure. I hope you find a build you're happy with!

    Do you mind having your Magic Attribute at 2? There's a specific story reason for that, but I can't go into details without spoiling things.

    Assuming you don't want to make any changes, that'll set your Edge to -1, which means I, as the GM, would be able to make you reroll a die on a roll your character makes.

    You can have one more Spell if you want, but you don't need to have all four. Up to you.


    The starting 2 points in Magic count against the 20 starting Attribute points, so 2 points need to be removed somewhere from your Attributes. That's my mistake. I worded what I meant poorly.

    Everything else looks good to me!

    Looks great! Since Aurora is tied to the Povryejhda, does she already have a preference for the Red faction over the White Vory, or does she feel neutral towards the other group?
     
    Last edited: Aug 1, 2023
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  7. asddas193

    asddas193 CHYOA Guru

    Done! Anything else I need to change?
     
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  8. Arachna

    Arachna CHYOA Guru

    dropped magic a bit to add more into edge making it a net zero then, and added to body. I really don't know shadowrun well to know what kind of stuff I would need. Things like equipment, resources, and contacts, I still really don't know about.
     
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  9. AnonYMooseBoG

    AnonYMooseBoG CHYOA Guru

    Nope! Everything else looks great!

    Well, what you need depends on the kind of character you want to have. It looks to me like you're going with a monk-like physical adept, so Magic, Intuition, Body, and Strength will probably be important Attributes, but feel free to shape them in another direction if you want.
    For Resources, try thinking of the kinds of things that Zen might need in order to perform her role in the temple. Does she have ceremonial robes and a holy symbol, as an example? Does she have an apartment, or does she live at the temple? Does she have personal transportation, or does she walk everywhere? Does she have cyberware or would she reject the idea of modifying herself with metal? And if the things the religion has her doing are dangerous, does she carry a weapon or wear armor?
    Contacts are meant to be people that your character knows and has established relationships of some kind with. They can be mentors, friends, enemies, whatever you like. For example, Zen's first contact could be a priest who serves as a mentor, her second could be a friendly acolyte, and her third could a rival from another religious order.
     
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  10. unisol_gr44

    unisol_gr44 CHYOA Guru

    Meeting white Vory individually, she'd be neutral and wouldn't antagonise them unless provoked. Should there be some stand-off between reds and whites she'd go with the reds if she had to pick a side.
     
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  11. majus

    majus CHYOA Guru

    Okay - will this be okay?

    Character Sheet:

    Personal Data:
    Name/Primary Alias: Sana Ersys
    Metatype: Dark Elf
    Ethnicity: Ancient (middle east area)
    Age: Around 8 000
    Gender: Female
    Orientation: Bisexual
    Appearance:
    [​IMG]
    Background/Biography:

    Born in ancient times to a tribe of Dark Elves, Sana's story is long, complicated and mostly forgotten. At one point, she became a Queen of her city. She ruled it for hundreds of years, building, developing and fighting in wars. She mastered the art of creating permanent golems, who could be indistinguishable from living beings – she used those as labourers, bodyguards and warriors. But, eventually, her kingdom was conquered and she herself was captured by invaders.
    [​IMG]
    In the monotony of her immortal life, she found the experience of defeat, being fucked beyond her limits, humiliation, enslavement and being dominated incredibly exhilarating. The pain mixed with pleasure, the peril and uncertainty – it was addictive to her.
    [​IMG]
    For years since, she served as a sex slave to the dynasty of the man who conquered her kingdom.
    [​IMG]
    Eventually, she irritated one of the kings who had her tied to a pole on the desert. She survived, only because she was saved by desert travellers.

    As she lived through the ages, she gathered wealth and power. Eventually, when she became bored, she either allowed or organised her own downfall to slavery.

    In recent times, Sana was a ruthless crime lord, who controlled one of the districts of the megapolis. She made a number of rivals and enemies. Yet her fall came from an unexpected place. One night she meet a black trader Sweeney "Swiney" Duncan to discuss the purchase and shipments of weapons and drugs. During the official dinner, she failed to notice her meal was poisoned. When she came to she realised she was captured by a lowly ork.
    [​IMG]
    It was later revealed to her that her second in command made a deal with her enemies and Swiney used the occasion to make a couple of bucks. She was not even angry, rather excited as the first night the man have fucked her to unconsciousness – such was his endurance during sex.
    [​IMG]
    But later Sana realised that he had his own plans. He had her interrogated, tortured and fucked daily in his dungeon. She was given little time to rest as she was put in constant stress.
    [​IMG]
    Swiney, somehow acquired information about her past as a Queen. He decided to milk any and all information from her about her hidden treasures, secret vaults and anything of value she could help him acquire. The ork hybrid was relentless in his greedy pursuit – Sana has never experienced such intense treatment before... and she loved it. Swiney had no breaks, as he had practically mind-broken former queen as he interrogated her.

    Only after three years Swiney decided he got everything from the dark elf he wanted. And since he got most of what he wanted, he lost some interest he had in Sana.

    What he was left with was a submissive, masochistic, obedient, sluty sex slave who was happy to serve.

    Contacts:
    Sweeney "Swiney" Duncan – her captor and master.
    During her life, Sana had numerous children but lost contact with most of them.
    Sana also made even more rivals and enemies.
    Some of her ancient followers are still alive and still loyal.

    Qualities:

    Swiney's interrogation effects – during interrogation Swiney used various tools and drugs at his disposal to make Sana cooperate. The drugs made her body far more sensitive than she used to be. She also has a magical tattoo above her womb, that heightened her sensitivity several times once activated – anyone can activate it by simply touching it with a mana-coated hand or object. {+1 skill}

    Thril submissive slut junkie – a long life of an elf is boring. Only when someone takes hold of Sana's life out of her hands and enslaves her, using her as a sex slave with the danger of peril, does she truly feel alive. {+1 skill}

    Experienced – Sana lived a long life, thus she saw most tricks in the book there were. {+1 skill}

    Racist – Sana saw it all, and her opinion of other races is low. She will not respect anyone who is not a dark elf or had not fucked and dominated her. {+1 skill}

    Attributes: 20 points

    • Body (health, constitution, stamina—used for Normal HP)
      Agility (dexterity, precision, aim)+2
    • Reaction (reaction time—used for Dodging)+2
    • Strength (physical strength and power)
    • Charisma (presence, charm, likability, intimidation)+4
    • Intuition (instincts, gut feelings, quick thinking—used for Dodging)+2
    • Logic (problem solving, complex equations, long thinking) +7
    • Willpower (mental health, emotional stability, fortitude—used for Stun HP)
    • Edge (luck—each point in Edge can be spent to re-roll a single die, rolled by your character, of your choice. Spent re-rolls are recharged after important events.)+1
    • Magic (spells, astral projection, etc.) 2+2 = 4

    Skills: 24 points
    • Acting
      • Con
        Intimidation +1
      • Performance
    • Athletics
      • Archery/Throwing
        Limberness
      • Cardio+1
      • Power
    • Biotech
      • Chemistry
      • Cyberware
      • Medicine
    • Close Combat
      • Blades
      • Clubs
      • Unarmed
    • Conjuring
      • Banishing +1
      • Binding +3
      • Summoning +2
    • Cracking
      • Cybercombat
      • Jamming
      • Hacking
    • Electronics
      • Computers
      • Hardware
      • Software
    • Enchanting
      • Alchemy
      • Artificing +3
      • Artificing Golem creation +1
      • Disenchanting
    • Engineering (and piloting)
      • Aeronautics
      • Automotive
      • Demolitions
      • Industrial
      • Nautical
    • Firearms
      • Automatics
      • Heavy Weapons
      • Longarms
      • Pistols
    • Influence
      • Animal Handling
      • Leadership +3
      • Negotiation +1
    • Knowledge History +3
    • Outdoors
      • Navigation
      • Perception
      • Survival
    • Sorcery
      • Arcana
      • Rituals +3
      • Ritual of pernament Homunculus +1
      • Spellcasting +1
    • Stealth
      • Forgery
      • Palming
      • Sneaking
    Spells:
    Sana is a Hermetic Caster. She has several spells she created throughout her life:

    Conjuration of dark elf warrior – Creates a ghost-looking dark elf female warrior armed with swords and bow.
    Ritual of divination – allows gathering information on chosen mortal or subject.
    Ritual of Homunculus – allows to give life to artificially created golem
    Spell of clairvoyance – allows to use a sixth sense to perceive things without using any of the standard senses.

    Resources:

    Cloths: Thighigh high-heeled boots, corset, arm sleeves, thongs, earrings

    Plot”:
    • Kinks: bondage, rough sex, sex with thigh-highs on, domination, submission, light torture, perils

    • Limits: scat, bimbofication, babyfication, diapers, transformation
     
    Last edited: Aug 5, 2023
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  12. AnonYMooseBoG

    AnonYMooseBoG CHYOA Guru

    A couple of things. First, the 2 points in Magic do count against the 20 point pool for Attributes. That's my fault since I didn't word that very well in the original post. Second, are you okay with Sana's current Magic being at a 2? As I said to Arachna, that's for a story reason. Since she's a Hermetic caster, maybe her lesser skill in the arcane arts could be explainable by her ages of slavery? Just a suggestion. If you are okay with having Magic at 2, that gives you 6 Attribute points to put into Attributes which aren't Magic.
    While I like the idea, this would effectively be Artificing 6 (Golem Creation). Specializations don't have points assigned to them. The same applies to the Rituals Skill; it would effectively be Rituals 5 (Permanent Homunculus).

    Everything else looks good!
     
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  13. AnonYMooseBoG

    AnonYMooseBoG CHYOA Guru

    This one's for everyone. I plan on starting the game next week, probably on the 8th or the 9th. Is there anyone that doesn't work for?
     
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  14. unisol_gr44

    unisol_gr44 CHYOA Guru

    Sounds good to me, looking forward to it.
     
  15. Arachna

    Arachna CHYOA Guru

    No, hurry on it.

    I tried adding a few potential contacts and some gear, if you haven’t noticed. But I’m still not sure how much for resources I should have or what kind of things I would need.
     
  16. majus

    majus CHYOA Guru

    Age would show her power in magic, but if you prefer it lower, then I can lower it, no problem :)
    I reduced the magic to 4 - is that alright? Or do you want it lowered further to 2?

    Fixed!
     
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