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Biography:
Brogan is a full blown hermetic who has never taken the time to perfect the
sorcerous aspect of his trade. He has little knowledge in that area and only deals
in spellcraft that will aid him with his first love- Spirits. On the street he is
known for being a conjurer adept and his masking convinces the non-initiated
that this is so.
Brogan deals in spirits. He has carefully perfected the conjuring and banishing of spirits. He has also taken great care in learning as much as he could with regard to free spirits (in my game he has Free Spirit Etiquette- the ability to deal with free spirits basically). Brogan has also perfected the technique of selling spirits to others- that is, he pre-conjures a selection of elementals which he then 'sells' to other hermetics. When they 'buy' them, the two contest for the spirits- except that Brogan offers no resistance thereby 'turning' the spirit over. He does this under careful protection and uses heavy wards to protect himself should this go awry. He is also a close friend to several free spirits who use him as an middle man for their more mundane dealings.
Brogan runs his business through an abandoned bank which he has wards and covered in magical guards (bound elementals). The bank has the finest security he could buy- installed by a trusted shadowrunner friend.
The origins and even the knowledge of how he gained his magical abilities are completely, unknown even to Cauldron. The Ork Samurai who found him and helped him recover, Alexander Burke, eventually became his employer. His past still shrouded in mystery, Cauldron searches on, hoping to find his memories and true identity.
Description:
Cauldron, thanks to Burke's tailor, is usually found wearing oversized suits cut
in the style of a gangster from the 1930's. The ancient Thompson .50 cal. he
carries as a side arm enhances the image.
Biography:
Many people consider Morgan's survival a oddity. Born to corporate parents,
Morgan's infliction was taken care of for sometime. Morgan, as it would turn
out, was born elven from human parents. To make matters worse, he was also
born an albino. His handicap cost his parents, and their corporation a great deal
of money to maintain. It came as no surprise to his mother that they were
"discharged" when his father was killed in an accident in the lab in which he
worked. While his mother tried to keep Morgan healthy, she only worked
herself into an early grave. It was after his mother's death that Morgan took to
the streets.
Unfortunately for Morgan, he has three very attractive qualities that would cause his downfall. First, he was elven. Second, he was an albino. Third, he was also magically active. These three traits attracted the attention of a group of English (Hermetic) druids who promised him many things, including their ability to make his magic surface. What they delivered was Morgan, to a sacrificial alter. He awoke only moments before they ripped his heart from his body. Seeing his own beating heart in the hands of a garbed druid, Morgan consigned himself to the afterlife.
Luckily for Morgan, not everyone would allow the druids their sacrifice. A rogue elven shaman who followed the path of Moon received visions telling him to go to the spot of the sacrifice. Leaving the druids to the mercy of a Greater Form forest spirit, this shaman quickly departed with the practically dead boy. Through great skill, amazing magic, and force of will, the shaman willed the boy back to life (Heal Deadly Wounds, a fetish foci, and plus a serious amount of karma). He took the student under his wing and trained him for several years without knowing what path had been chosen for Morgan. Also during this time, he used magics, unknown to the boy, to raise the boys physical stature so that his infliction would not be as much a disability as it originally was. Morgan's magical path was quickly revealed to him when he could not resist the urge to watch an eclipse, a vision that would rob him of his sight forever. His link to Moon was cast, and no magic or technology could restore that which Moon has taken away.
Background:
Being a fairly high level initiate in the she sleeps by day and works her magic at
night. A protector of the land and nature in general she is quick to aid those
who work towards the protection of the land. She will not hesitate to deal with
those individuals who desecrate the land in any way with either her magic or
the absolutely HUGE Bastard Sword (a high level weapon focus) that she carries
with her at all times. Most at home in the parks of Seattle (Or virtually any other
park or 'green area' for that matter) She has a high disregard for the 'techno-
philes' though she views some technology as a necessary evil and will put up
with limited amounts of it. Her appearance in astral-space is that of a great owl
with a gold amulet around her neck (her power focus) and a sword of great size.
She has a natural distaste for Toxic Shamans and goes to enormous length to kill
them when they encroach on what she feels as the land she is guarding at that
time. She has been known to approach 'runners on occasion for assistance in her
virtual quest to destroy any 'toxic' spirits that have been unleashed by the corps
'Whole-Sale destruction of the land' she will also go out of her way to assist any
who assist her in her quest in any manner possible.
Biography:
Filthy Rich started his career as a shadowrunner but quickly retired due to his
innate cowardice. As a talismonger, he makes the quality products but sells them
slightly hire than the average talismonger. He does, however, buy magic items
(foci, etc.) with no questions asked. Rich has opened a talismonger store in
Redmond and has made "arrangements" with a local gang to provide him added
night-time security. In addition, his former runner buddies come to him for help
and as such he can call on them should things get too thick. Whether "Filthy
Rich" is an initiate or not is a mystery though he does appear as a rat shaman
when assensed.
At the age of 8, Firethorne discovered that she was magically active when her sorcerous powers were spontaneously activated while attending a religious ceremony, burning a hole through the ceiling with a flaming dart. The worshippers were not amused, and the whole incident only served to increase her father's hatred of his daughter. A year later, he was imprisoned for physically and sexually abusing her. Firethorne ran away a few days after the trial.
On the streets, Firethorne survived through an odd combination of begging, stage magic, and real magic, all the while pursuing new ways to make her life more interesting - petty theft, magical muggings, exploring the sewers, intervening in brawls, anything. For the first few years, she avoided prostitution as it brought back too many memories of her father. Eventually, though, her quest for thrills got the better of her, and she found that it was a way of getting her thrills and her cash at the same time. Before long, she developed a rep for being willing to try anything.
Firethorne's latest plan is to get into shadowrunning, though she has no intention of giving up prostitution - at least, not yet. The few spells she knows are mostly geared to assist with her 'occupation', curing diseases, heightening tactile responses, or determining another's desires. She also has some low- powered offensive spells, but they tend to focus on putting targets to sleep rather than killing them.
Note:
Firethorne was designed as a thoroughly amoral character to join up with the
PCs and stick by them through thick and thin, eventually getting beat up bad
enough to reduce her Essence a couple points, then add cyberware and turn on
the PCs for whatever reason they may have given her - the ultimate psychobitch
from hell... She's good for dealing with players who insist on running lecherous
characters...
Background:
Gargoyle is the younger brother of the leader of the Disassembles. Adopted into
the gang while he still young, Gargoyle never developed like most trolls and is
considered a "runt" by the gang. It wasn't until his magic manifested that the
gang members treated him with any respect. Even though he ganged their
respect, he lost some from his brother who has an innate fear of magic. His ties
with the gang have begun to wander as he has quested for magical knowledge.
His name is derived from his favorite pass-time. He is often found sitting with his feet dangling over the edge of large building talking to "no one" (in fact he often conjures Wind Spirits for company). Within his spell repertoire is a Flight Spell which he often uses in case of falling.
While his mental facilities were low, he has been given the blessing of a human snake shamanic adept named Nex, who is one of his closest friends.
Biography:
Hell razor is the product of a broken home and abusive father. He has grown
into something of a coward, easily dominated by woman and other men. He has
also honed his magical skill to lethal perfection. He has become a magical
surgeon in his own eyes- he has specialized his combat spells so as to strike neat,
clean, and specific target. (powerball v. each race, Urban renewal v. various
items- guns, armor, cars, etc.). Hell razor has also perfected the use of Fire
Elementals and when combined with his Combat Sorcery, has made him
extremely dangerous. Beneath his mousy manner lurks the heart of a
sadism/masochist. This extends beyond how he treat others into his bedroom.
As such, he is often seeking "professional company" to keep him busy on cold,
lonely, nights.
Biography:
The Ice Queen is a in fact a transsexual who magical aptitude was being honed
as a "New Ager" before the Awakening. When her magic manifested, she turned
to a lethal trade. As the Ice Queen, she is a mage assassin who specializes in
killing other magicians. He is also a member of the Consortium, an international
assassin group that also has a secret initiate group within its ranks. The Ice
Queen specializes in mental manipulations and it is rumor she has a spell that
kills people in their dreams.
Background:
His parents were part of an Asian warlords command staff. During a raid by a
rival warlord his parents were killed and he was taken prisoner. He worked in
the slave mines until he was 10 years old. Then he escaped. After several years
of living in the jungles of China he ascended "The Mountain of Infinite Thunder"
to seek the silver dragon who lived in a palace atop the mountain. He made it
past the many traps and patrols and got into the courtyard before being
discovered. The dragon spared his life and decided to teach the young human.
After 10 years Khan emerged. Since then he has become one of the more
menacing and respected 'runners in the Sprawl.
Word on the Street:
"I could smell the ozone as, glowing blue, he aimed a gun in my face."
Biography:
Mischief is a cat shaman. Raised on the streets, she came into her power through
her own teachings. She quickly realized she was a follower of Cat. Mischief was
also the target of an infatuation. An older man, of some wealth fell in love with
the girl who scorned him. He showered her in gifts which she refused.
Eventually, she got the picture. To avenge his wounded heart, he played the
nastiest of tricks upon her. Spending a great deal of his resources, he discovered
the talismonger whom she worked with. Once again, dropping a great deal of
money, he convinced this talismonger to design a spell that was so complex, he
hoped it would boggle her young, not too knowledgeable, mind. The spell
looked as if it was a tradition Critterform spell, in the form of a Cat. Hidden
within the complexity of its design was the fact that the spell was not sustained,
but permanent.
Mischief jumped at the chance to learn the spell. Her arrogance and desire blinded her to the truth behind the spell. After casting it upon herself, she discovered her error. Since that time, she has been unable to design a spell to reverse or counter its effects. Mischief has come to believe that Cat is punishing her, so she remains in this form until such time that Cat inspires her with the reversal of this spell.
Mischief is a typical street magician- not too interested in the dangerous life of a shadowrunner, but always curious about the latest street gossip. Very few people know of her existence- she uses a fortune teller who she has placed a mind control spell upon as a front. She has also provided herself with an illusion of her former self through which she communicates with others when she feels the need. Many people believe her to be nothing more than an Ally to the fortune teller, who is in fact mundane. (Just ask around, she is actually an initiate with Masking).
Biography:
Nex came to Seattle as the result of a vision quest. He was found by a city
shaman named Slinky who thought he was a "Cute kid." Slinky protected Nex
for several months as he slowly learned the ways of the street. He was later
initiated into a thief-based initiate group. While none of the members knew it, he
was a thief of secrets. Slowly, Nex turned more toward the healing aspect of
Snake and eventually withdrew from the initiate group to join a snake shaman
initiate group. Even though he has become quite familiar with the streets, Nex
maintains a naive front. Following his initiation into the Snake group, Nex
created IT, a force three ally bound to an Iron Cobra body. Nex is waiting for
Snake to give him a proper name for his ally and until then they refer to it
merely as IT. Unfortunately for Nex, and IT, Snake doesn't give a Rat's ass about
the ally and will never name IT.
Biography:
Nikodaemus is a gutter kid from the Ork Ghetto in the Payullup. Growing up
living in the sewers, it was no surprise when rat called to him. He has since
honed his thieving skills and augmented them with the power Rat has given
him. He has since initiated to Grade 2 (using Jason Carter's initiation rules) and
he has built for himself two very week allies. Given that Rat receives Illusion and
Detection, he specialized each ally in possessing spells from only one of these
categories. The ally that specializes in Illusion is called Hide, and the ally that
deals in Detection is called Seek. (Get it- Hide and Seek?). Nikodaemus is also a
member of an initiatory group of thieves known as the Master of Guise.
Biography:
Phantasm is an older street mage. Never one to put his life on the line, he has
only helped many shadowrunners after their missions were accomplished. He
has made his living by helping the Renton community in which he lives. He has
been known to aid those in serious trouble- the most recent being a man struck
by a car was brought back to life through ancient arcane lore, powerful magical
items, and sheer force of will. Phantasm has devoted his life to the training of
young magicians and is always willing to help a young wiz kid or wandering
shaman for the right price. This right price varies from a simple favor, to cooking
him dinner, but always includes a voluntary assensing- he always looks to the
true intentions and personality of those he could train. Phantasm has
accumulated a rather extensive library that varies in rating. In his chosen field,
Illusions, it is a respectable rating; in the field of Combat there is practically
nothing but Stun based spells and Power spells vs. non-living. He will let any of
his students use this library as long as they contribute to it somehow...
Biography:
Ringtail spends most of his time collecting items (jewelry, shells, whatever) that
he finds in various places. Occasionally this 'finding' items is outright theft, and
this has led him to be in trouble with various people over time. Only through
his quick talk and spells has he managed to live so far.
Notes:
Rorschach is a Hermetic mage, who deals almost exclusively with elemental
conjuring. He usually has at least 3 elementals on hand at all times. He is
known to be friends with at least 2 Free Spirits.
Background:
Rorschach grew up as the son of wage-slaves, and was to become a wage-mage
for Renraku. He didn't want to. He didn't like the way the corps were able to
run the world. So he ran away. He was a little lost at first, until he met Gina.
Gina was a Free Air Elemental who took pity on him. "She" helped him find
some people who were willing to teach a run-away about life on the streets and
in the shadows. He now is at least a Grade 2 Initiate who deals in and with
elemental conjuring.
Background:
Tammy gave her inheritance to a cult group that promised they could make her
magical. Unfortunately for them, she was magical. During a routine shadowrun,
the team came across her while extracting their target. The group mage, Enigma,
fell in love with her and grabbed her. Since then he has taught her what he
could, trusting that Owl and Tammy could do the rest.
She started out her career in the shadows under the name "Butterfly", a name given her by Enigma. When Enigma was brutally murdered by a samurai during an extraction, she adopted the Japanese name Tamakuzura, which is said to mean "Angry Butterfly". Since then she has avenged Enigma's death and has severed as a magical guide for the street gang known as the Nighthunters.
Biography:
WildKat is a mixed breed American Indian. She is not sure which tribes her
parents are from- her father abandoned the family at an early age and her
mother was killed by a go gang on their journey through the NAN towards
Seattle. She was found by some members of the Ute tribe who took her in. Her
strange shamanic power did not manifest until the tribal elders, who senses she
was magical but could not find her totem, called in a specialist from Europe.
Once properly trained, WildKat left the tribe and landed in Seattle. There she
took to the street poorly, but her shamanic talents and her Indian upbringing
gave her a fighting chance. She then hooked up with the Dark Legacy. Beyond
her shamanic talents, she is a crackshot with a hunting rifle. She has since
expanded her repertoire to include Sniper rifles and now she even impresses
Guardian Angel, the team's sniper. Since joining the team she has co-founded an
initiate group dedicated to protecting orphans, and has initiated to Grade 1.
Biography:
Whisper is a raccoon shaman who came to the "Americas" to answer the calling
of his totem. Once hear, he became a superb thief and took on progressively
more challenging thefts. He finally met his match in Seattle and then returned to
England, where his path crossed with Lucas the Bounty Hunter. Lucas fed on
Whisper's life-force slightly before Whisper's allies chased Lucas away, but the
damage was done- Whisper was addicted to the essence drain effects. He has
since developed several variants of Slay Vampire and will use them on sight out
of fear that he will one day not be able to resist the urge. He has since become a
Grade 3 initiate and has retired with one of his most prized students, Slinky, a
female human raccoon shaman.
He is rarely found alone. He is usually accompanied by his ally, Solitaire (Force 3). Solitaire is composed of Onyx and is fashioned in the form of a full grown bull dog, also with a mohawk.
Wyldkarde is known on the street for being somewhat insane. He often carries several decks of cards for one simple reason- they are the expendable fetishes to almost all his spells. In addition, he also has every member of his shadowrun team, "The Misfits", carry a deck for him.
Biography:
The story of Wyldkarde begins with the Night of Rage of Berlin, Germany. On
that horrific night a City Spirit was set free. That spirit, after witnessing the
violence of the night, committed itself to the preservation of the dwarven race
(animus). So it wandered through the dwarven ghettos of Berlin protecting those
dwarves it could. It became something of a legend, and the people came to call it
Thorin, after the Tolkien dwarf king.
Stanley Abrahms was born to 2 loving parents in the dwarf ghetto of Berlin in 20**. His father a corporate data specialist, his mother, a homemaker cared for him and protected him from the evils of the city. It was after his magic talent began to manifest in the Astral Plane that he attracted the attention of Thorin.
Thorin took a liking to the boy, and escorted him to the Land of Many Dreams (metaplanes). It was in the metaplanes that he played out his childhood dreams of the story his mother often told him- "Alice in Wonderland". He often replayed the scene with the people made of playing cards. It was while playing in the Land of Dreams that Stanley found the Metaplane of Time. It was upon this plane that Stan lived an entire life, achieving great magical talent and Power. Amazingly, upon returning to his mortal coil he discovered he retained this knowledge. His parents, awakening to find their son not only magical active but fully trained, became quite concerned. Lacking guidance, they sought help from their Rabbi.
When Thorin returned the next night to take the boy, he felt something was wrong, but the boy's anticipation override this fear. Once again, he took the boy to the Metaplane of Time.
It was at this time that the rabbi arrived. Finding the boy comatose, the Rabbi began to exorcise the demon possessing the boy. Unfortunately for Stan, the Rabbi was successful at disrupting the spirit. Without the spirit's protection, Stan was left alone among the metaplanes. It was during this time that Stan wandered the metaplanes searching for the way home. While the Spirit made it back to the body, "Stan" was left behind and "Wyldkarde", the new, spirit of Stan, emerged from coma. Using deceit and trickery, the boy tricked the parents into believing he was fine. He kept up this facade until he was 13, when he left his parents and Berlin to wander Europe with a tribe of gypsies. When the entire troupe was killed by bandits, Wyldkarde took what little money he had and left for Seattle.