Difference between revisions of "Tomb Breaker"

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{{Infobox
{{Infobox
|title = Waspkeeper
|title = Tomb Breaker
|image= [[File:Placeholder.png]]
|image= [[File:Tomb_Breaker_sm.jpg|200px]]
|header1= Ex-Firewatch Support Staff Technician
|header1= Apep Consortium Arcano-Archaeologist
|header2= Known Ex-Ares Bug Research Staff
|header2= Treasure Hunter and Street Samurai
|header3=  
|header3=  
|header4=  
|header4=  
|label6= Metatype
|label6= Metatype
|data6 = Ork
|data6 = Human
|label7 = Street Cred
|label7 = Street Cred
|data7= 0
|data7= 0
|label8 = Notoriety
|label8 = Notoriety
|data8 = 3
|data8 = 0
|label9 = Public Awareness
|label9 = Public Awareness
|data9= 0
|data9= 0
Line 17: Line 17:
|data10 = 0
|data10 = 0
|label13 = D.O.B.
|label13 = D.O.B.
|data13 = September 11, 2053
|data13 = April 14, 2052
|label14 = Drive Link
|label14 = Drive Link
|data14 = https://drive.google.com/open?id=1yIq47W4R3WQ2pv9VzN-nrpMO1kKvASCj
|data14 = https://drive.google.com/open?id=1Id1zlIzt_O5eFzmbahqxvtBULrfqGdI8
|label15 = Approved?
|data15 = [[Has CharGen Approval::No]]
|label16 = Priority  
|label16 = Priority  
|data16 = Metatype - B <br /> Attributes - E <br /> Magic/Resonance - E <br /> Skills - B <br /> Resources - A
|data16 = Metatype - E <br /> Attributes - A <br /> Magic/Resonance - E <br /> Skills - B <br /> Resources - B
}}
}}
{| class="plainlinks" align="center" cellpadding="5" cellspacing="0" style="border: gray 2px solid; width: 60%; -moz-border-radius: 15px; -webkit-border-radius: 15px; border-radius: 15px; background-color:black; color:orange"
|-
| <center>This pregen submission is not approved and has been archived for documentation purposes.</center>
|}


=Character Information=
=Character Information=
Line 28: Line 35:
===Summary===
===Summary===


Ex-Firewatch support staff technician rescued from Ares. Known Ex-Ares bug research staff who regrets her experiments.
A daring treasure hunter and mercenary, with surprisingly deep knowledge in several academic fields. Tomb Breaker is the kind of person who would be equally at home drinking in a seedy bar, navigating his way through an uninhabited jungle or giving a lecture at a University.


===Goals===
===Goals===
* Make enough money to live out the rest of his life in a luxurious retirement.
* Recover every ancient artifact he can get his hands on.
* Visit every continent on Earth.
* Find out what the Apep Consortium is doing with all those artifacts, anyway.


===Personality===
===Personality===


Shy, soft-spoken person but still have the discipline and drive of someone with a military background. She gets excited by new technology, even if she doesn't fully understand it.
Roguish thrill-seeker. While he is interested in history and other academic pursuits, his work entails high personal risk and he accordingly prioritizes his financial enrichment over concerns about cultural heritage and ethical responsibility.  


===In Play Example===
===In Play Example===
Line 40: Line 55:
====Legwork====
====Legwork====


Wasp was hired to break into an old Ares research facility, given her past, this should have been simple. Good pay, good intel, couldn't have been better. Wasp takes a minute to think about anything specific to this building (Roll Corporate Structure(Ares) 14 dice [Limited to 7 hits due to the Mental Limit]). With 6 hits, she recalls that the on site management tends to take a long time to get issues fixed, and rumor has it that the staff entrance, while looking functional, actually has no working security measures beyond metahuman eyes due to the security funding priority at this site.
Tomb Breaker and several other treasure hunters are hired by the Apep Consortium to excavate a recently discovered ruin, unearthed in Egypt's Valley of Kings. The arcaheologists responsible for the discovery have gone radio-silent, and so the corporation has decided to send in a team of highly capable professionals to find out why and reclaim any valuables inside the ruins. The team takes a flight to Cairo and begin making preparations for the job.


Wasp takes another minute to recall how security should work (Roll Security Design(?) [X] dice [Limited to 7 hits due to the Mental Limit]). With 3 hits, she recalls that security looks stronger then it actually is, until you hit the more secure areas of the facility, relying on high end maglocks (Rating 4+) and cameras (Also rating 4+)
Tomb Breaker makes an Ancient History test to recall information on Egypt and the Valley of Kings. He rolls 13 dice, getting a total of 4 hits. He recalls that the Valley of Kings is an area on the west bank of the Nile river, near the city of Thebes, where a large number of tombs were built for the nobility of Ancient Egypt. It is a hot site in the archaelogical business, with many tombs already found but potentially still many waiting to be discovered. He also recalls that, since the Awakening, most tombs discovered in the Valley of Kings have been magically protected against grave robbers.


She then takes a moment to consider the astral threats ([6] dice [Limited to 7 hits due to Mental Limit]) surrounding the place. With 1 hit, she knows that Ares facilities often use barriers to keep out threats on the astral plane, although it is unknown if this is the case for this particular building. A good tip to keep an eye out for in the field.
The team arranges transport to the Valley. The group's Face glitches his negotiation test to obtain a guide, resulting in a prohibitive cost to find one. In order to avoid the cost, Tomb Breaker decides he'll do the job himself; he rolls Navigation with his pool of 9 base dice, but his team assists him by adding another two dice (reaching the maximum he can add) to his own, for a total of 11. He gets an impressive 4 hits, and the group have no trouble finding their way.
 
Arriving by jeep, they discover that the archeologists' campsite appears to have been abandoned. While the team's mage scans the area in astral space and the others keep a lookout, Tomb Breaker makes a Perception test to search for clues as to where or why they have gone, rolling his pool of 9 dice and getting 3 hits back. While the sand and wind haven't left any trace of the archaeologists, he's able to find some bloodstains in the bedding and on the grip of a discarded Ares Predator; they were attacked, and were either killed or forced to flee for their lives. The group are unable to find any bodies or further clues, but realise that the only shelter the research team could have fled to is the nearby temple ruins.


====Pre-Alarm====
====Pre-Alarm====


Waspkeeper is packing her gear together as she mulls over her plan of attack to get her team inside.  She knows they will have at least three minutes between guard patrols, but only 30 seconds between camera sweeps at the security door and decides to use a Maglock Passkey (see SR5 359 and 448) to open the door quickly. The passkey is a modern-day skeleton key that slips into the cardreader and fools the maglock into thinking that you have the legit credentials to open the door. They’re expensive and illegal as all hell, but the real problem for Waspkeeper is you can’t make or buy one higher than a Rating 4 and she already knows that Ares likes to use high end maglocks from her legwork.
The team investigates the ruins of the ancient temple. They make their way inside, finding a number of hieroglyphics and paintings that hint as to the temple's nature. He rolls ancient history again, getting 3 hits on his test, which is enough for him to decode that this temple was originally dedicated to Khepri, the Egyptian beetle goddess of the Sun. After they make their way a little further into the temple, they hear a noise; another member of the group passes the perception test and warns the others to hide. They all take cover behind a large section of rubble, and witness as a shambling figure - which the mage identifies while trembling as an inhabited Beetle spirit. Miraculously, none of them are spotted, and the spirit ambles along the corridor on what seems like a random patrol.
 
But Waspkeeper is just getting started with her own brand of mojo.  She can connect the passkey to her PAN to add more processing power and a +1 wireless bonus. And with her Juryrigger quality Waspkeeper can get more out of a piece of equipment than it was designed for, if only for a short period of time.  She wants to get creative and add a little more processing power by sacrificing a standard credstick for parts. The Gamemaster believes the Juryrigger quality allows for such a modification, that it is of Very Hard difficulty and can be done in an Average time.  The GM sets an Extended Test with a Threshold of 24 and an Time Interval of 30 minutes (see SR5 48). Waspkeeper needs to roll her Hardware skill of 17 (Skill 6 plus Logic 9 and Security Devices specialization of 2) with an extra bonus of 2 dice from the Juryrigger quality and within her Mental Limit of 11 every thirty minutes of game time until she generates enough successes to reach the Threshold of 23 (because the Juryrigger quality also reduces her target Threshold by one).  Since Waspkeeper is still getting ready for the run, she has the time to do this.


Waspkeeper rolls her pool of 19 dice for her first thirty minute interval of work as she cracks open the credstick to pull out the necessary pieces and achieves 7 successes, well within her Mental Limit of 11 but she still needs 16 more successes to make her modification.  She rolls her pool again for her second interval but she loses one die because it’s her second attempt and only has 18 dice. She has trouble handling the small pieces and she has her eye on the clock, generating only 4 more successes for a total of 11 successes. It’s been an hour and she can see Meatwad trying to call her repeatedly, but she dismisses the AR notification and keeps soldering the components together, rolling her pool of 17 for the third interval netting 6 more successes for her and bringing her total to 17. She smiles wickedly as she realizes her modifications are almost complete.  Waspkeeper again rolls as she starts the fourth interval and excitedly watches her fingers fly and snap all the components together as if they had a mind of their own.  With her pool of 16 dice, she generates 8 more successes which is more than enough to reach the Very Hard difficulty set by the GM.  After two hours of sweat and mechanical ingenuity, she has a passkey with a damn good chance to breach the security door.  That boost won’t even last a minute once she powers it up, but that’s all she needs.  She finally answers Meatwad’s repeated calls and tells them to pick her up.
Once the Insect spirit has disappeared, the group have a quick but furious argument. Though their first inclination is to run, they eventually conclude that if they go home empty handed, they will most likely do so without payment and at their own expense. They decide instead to push on. Eventually they come to the entrance of a large chamber, beyond which they can hear distant cries for help; they seem to have found the missing archaeologists. The mage casts Improved Invisibility on Tomb Breaker, and he carefully creeps into the chamber to scout the situation. He rolls his Sneaking pool of 11, getting 4 hits, and with the benefit of the Illusion spell he easily manages to avoid the attentions of two Insect worker spirits that are on guard. Tied up in the corner are four gagged survivors of the archaeological team, while off to the side of the room the Insect shaman that is apparently responsible for the attack is examining the artwork of Khepri on the wall and apparently talking to himself.


Later that night, the team skulks their way across the grounds of the Ares facility. With the meatier and stealthier members of the team flanking her, Waspkeeper quickly scuttles over to the security door and pulls her modified passkey out of her B&E kit, powers it up and slots it inside the Ares maglock.  Her modified passkey is basically a Rating 6 and it turns out Ares put a Rating 5 maglock on this security door, setting up an Opposed Test between the two devices. Both devices roll pools of twice their rating in dice with the modified passkey generating six successes over the maglock’s three.  With a net of three successes by her passkey, Waspkeeper opens the security door for her team quickly and quietly. She smiles at the wondering murmurs from the team and winks at Meatwad as they whisk her inside.  They never seem to comprehend all the prep time that goes with her little feats of magic.
Tomb Breaker notices a jeweled scarab artifact, prominently displayed on a dais in the middle of the room. Reasoning that its retrieval would probably mollify their employers, he makes an opposed Palming test against the two spirits on guard to stealthily retrieve it. He beats the opposing rolls and manages to retrieve the artifact, but on his attempt to sneak past them one of the spirits snaps around and leaps in his direction. It seems to have identified him by his aura!


====Post-Alarm/Combat====
====Post-Alarm/Combat====


The run was going smoothly, but, unknown to the team, an Aztechnology spy was in the facility as well and noted that the team stole the prototype. It being free of Ares hands would be the perfect time for the big A to swoop in and grab it. As the team carefully loads the prototype into their car, they notice Halloweeners round a nearby corner. Tension builds, combat begins. Waspkeeper's player rolls 7+1d6 to get 11 initiative. They also Reaction + Intuition, 7 dice, with a threshold of 3 to check for surprise. Luckily, they aren't. On Wasp's first pass, they take a hit of Jazz. The Jazz will kick in on their next combat turn, but they instantly make a Body+Willpower+(11 - Jazz's Effective Addiction Rating of 8), 10 dice, threshold 3 test to avoid getting addicted. Luckily, she avoids addiction, this time.  
The team rushes in to help engage the enemies, but first Tomb Breaker is on his own. He rolls initiative (11 + 2d6) along with the alerted Insect spirit (8 + 2d6), and gets a higher result (18 vs 13), going first. He rolls his 7 dice Magical Threats knowledge pool as a Free action and, with 3 hits, is able to recall that declassified Ares combat reports have indicated that melee attacks are generally better able to penetrate the extensive armouring that insect spirits have. He quick-draws his Monofilament whip and attacks, rolling 5 hits out of his 14 dice pool on his attack. The Insect spirit rolls only 2 hits of its 8 dice defense pool, and fails to get any hits on its damage resistance test, resulting in a grievous 15 points of physical damage for the spirit. It dies.


On her next pass, with 1 initiative remaining, she takes a simple action to grab and ready her Thunderstruck from the car's smuggling compartment. She then simple action fires her weapon at a Halloweener ganger, she rolls her 12[10] dice and the ganger attempts to dodge with his reaction+intution but only gets 2 hits. With 2 net hits, Waspkeeper applies a flesh-rending 18P AP-8 to the ganger. The ganger attempts to soak the damage with their body+armor minus AP, but with only 7 dice getting 4 hits, they go down.  
The others join battle, and are able to overwhelm the Insect shaman and only other present Insect spirit in short order, killing them both over the next combat turn. Worried there may be more spirits and/or shamans on the way however, the group grabs the survivors and runs for the exit. They manage to escape the temple without being accosted by any other opponents, and hastily contact their employers via commlink, filling them in on the nature of the disturbance. With the testimony of the survivors, the information is quickly passed up the chain, and the Egyptian government launches a military attack on the budding Insect nest.


This combat turns ends and Waspkeeper's player reroll initiative as 8+3d6 and gets 21 initiative. Sadly, her teammate mage is about to get roasted by a Halloweener "cook" with a flamethrower. She stops this by taking the interrupt action ''I Am the Firewall'' (KC, 38)(See Houserules). Their player rolls computer+intuition with the limit of data processing for 11 dice and gets 6 hits but these are limited to 5. This grants her teammates 5 bonus defense dice which quickly turns the tide of battle. Leaving behind the Halloweener bodies, they finish loading the prototype and take off into the night.
The team travels back to Cairo by jeep to meet with the Johnson. As far as they are concerned, the job is completed. The Johnson agrees, and promptly pays them the reward.


==Background==
==Background==


Waspkeeper was born to a working class family as an ork in Detroit. Her parents worked in Ares factories, using their Ares SIN status to boost their daughter's education quality. In turn, her parents were very expecting of her to excel in her studies, micromanaging aspects of her life such as friends and entertainment so she would not fall behind. However, once out of high school and out on her own, she was turned down from attending an Ares owned university, which her parents lorded over her while she struggled on her own as a mechanist, saving up for a logic augmentation so she could finally attend school.
Growing up as a kid, the one thing Matt Harrison wanted more than anything else was to be a Mage. He spent huge amounts of time watching trid shows and blockbusters starring Awakened heroes, such as Suki Redflower or Karl the Kombat Mage, as well as reading up on magical theory and legends. He was so passionate about it that he had already decided what kind of thaumaturgical degree he would study at University and what kind of job he'd like to get after he graduated.
Once she graduated, she immediately began to work for Ares as a technician and a prototype machinist for almost a year. She felt that she needed to help further Ares' mission to help metahumanity thrive by doing something more progressive for the company; this came in the form of the Research team "Firewatch." She was one of the top picks for the team as a research engineer, fine tuning Ares weapons, bioware and cyberware, as well as modifying the specs and quality on their vehicles and bunkers.


As their work continued, Ares would feed them updates on the war with the bugs, often relaying that they were losing the war. This prompted a "last ditch effort" from corporate for a new project, code named: Hive. The project involved merging metahuman DNA with bug technology to create a superior hybrid to tackle the threat. Being without test subjects, Firewatch were expected to experiment on themselves for results. Waspkeeper was hesitant, but agreed for the greater good of metahumanity... Luckily enough, she did not draw the initial short straws to be a test subject, but this did not ease her nerves for what they had to do to the friends she had made and the people she looked up to.  
Once it became clear that he wasn't going to Awaken he was devastated, but refused to let it stop him from doing what he was passionate about. He studied history and archaelogy at Seattle University, and after graduation he landed a job as an Arcano-archaelogist, doing work mainly for MCT subsidiaries like Pentacle Press and Ambrosius Publications, as well as the occasional job for research groups such as the Dunkelzahn Institute for Magical Research (DIMR) and the Atlantean Foundation. Most of all however, he has begun taking steady work for the Apep Consortium; another MCT subsidiary that has brought him on as a member of their Global Acquisitions division.


After several horrific scenerios of experimentation, with morale low and mortality rates high, researchers began to complain to the higher ups, most would devolve into arguments, some drawn to acts of violence. Self defense manslaughter claims only kept getting more frequent. After several weeks, most of the researchers had had enough, trying to escape, few did, while others were captured and forced to undergo experimentation. The Ares officials wanted to make an example out of these would be deserters, subjecting them to the most unethical treatments they could perform, creating the most grotesque monsters yet, a show of what a lack of loyalty would get you.
His last archaelogical job wasn't particularly pleasant. It involved a trip to Egypt in which he broke into a recently excavated temple of the Scarab Goddess, Khepri. The temple had become infested (so to speak) with Insect Shamans and spirits, all of whom had attempted to kill Harrison. The incident has given him no small number of nightmares, and a lingering discomfort with insects.


Meanwhile in UCAS, a plan was being hatched against the facility by Aztechnology to send in a group of highly skilled runners to eliminate the scientists and the prototype she had been tasked to work on. Waspkeeper surrendered quickly, having little loyalty left for Ares, pleading to take her with them. They agreed, fighting their way out of the facility, killing the head researcher along the way. She watched as the place where she had spent the worst years of her life be destroyed in a pillar smoke. She shuddered, beginning to cry as her nightmare finally came to an end. The Aztechnology Johnson praised the runner team for their accomplishments, but condemned them for wanting to keep her from harm. This kindness opened her eyes, lighting the spark in what she would become after joining Ex-Firewatch.
In the past year, work has been scarce and Tomb Breaker has had to find other ways to pay the bills. Being no stranger to violence, breaking and entering and acquiring precious items, he's recently taken to Shadowrunning. As far as he's concerned, the two trades aren't so different when you get down to it.


Once she was in Seattle, she set her sights on Ares, taking up a shadow runner lifestyle, taking any bit of work that could harm Ares in any way. Rumors began to spread of her involvement with the Firewatch project, landing her a rather harsh nickname that she reluctantly embraced.
== Narrative Significant Qualities ==
===Positive===


== Narrative Significant Qualities ==
* ''Legendary Rep (Apep Consortium)'': On a job in Egypt, Tomb Breaker managed to recover a jewelled scarab, sacred to the followers of the Egyptian sun goddess Khepri, from a ruined temple that had only recently been unearthed. MCT magicians later analysed the artifact and found it to be an exceptionally potent magical focus. As Khepri was a beetle goddess, the artifact had been coveted by a small hive of Insect shamans and spirits whom had intended to co-opt it as the telesma for a powerful magical focus. It is difficult to say just how much destruction the dark cult could have caused if Tomb Breaker had not foiled their plans and reported their activities to the Egyptian authorities.


'''Bad Rep''' - I helped convert some of the Firewatch into bugs. I can't wash my hands of that.
===Negative===


'''Favored (Specific Target, Biased): Ex-Firewatch''' - The ex-Firewatch are the true heroes of Ares, they have given up so much and are truly good people.  
* ''Phobia (Common, Mild) - Insects'': After narrowly avoiding death at the hands of a collection of Insect spirits and shamans in a ruined temple in Egypt, Tomb Breaker has developed a discomfort with insects of all kinds, which remind him of the terrifying encounter.


'''Flashbacks II: Bugs''' - How did Ares think that merging bug spirit biology into the metahuman form would give us any advantage. I remember the larvae...the squirming...the screaming...the suffering...it is too much.
* ''SINner (Corporate Limited) - MCT'': Having worked for numerous MCT subsidiaries in the past, his relationship with the mega was formalised in 2078 when, after the Apep Consortium was taken over by MCT, management brought him on to become a employee of their Global Acquisitions division; most likely to keep him from working for their competitors.


==Run History==
==Run History==
 
{{RunHistory}}
==Affiliations==
==Affiliations==


===Contacts===
===Contacts===
{{Template:ContactTable|
{{HasContact|
|Name=Jinx
|Loyalty=1
|Chips=Even
|}}
{{HasContact|
|Name=Dr. Gotham
|Loyalty=1
|Chips=Even
|}}
}}


===Organizations===
===Organizations===
<!-- Do not remove the below text. It's super important for the contact table. -->
{{GroupContactTable|
<!-- Do not remove the above code. It's super important. You can add new group contacts below using the GroupContact template you see below. It works exactly like the other templates you saw above. -->


===Allies===


Ex-Firewatch
{{GroupContact|
|Group=Apep Consortium
|RepBonus=0
|RepExpense=0
|Position=Arcano-Archaeologist
|}}
 
<!-- Do not remove the below characters. It's super important The GroupContact template should be used above this point. -->
}}
<!-- Do not remove the above code. It's super important. This is what ends the GroupContactTable template. -->


Project Pyro Detractors in Ares
===Allies===


===Enemies===
===Enemies===
Project Pyro Supporters in Ares


=In Character Information=
=In Character Information=
Line 109: Line 147:


==Matrix Search Table==
==Matrix Search Table==
{| class="wikitable"
|-
! Threshold
! Result
|-
| ''1 hit''
| Several academic articles criticizing modern trends in the field of archaeology, decrying it as corporate-sponsored treasure hunting.
|-
| ''2 hits''
| An old video game franchise with a similar name and several lackluster film adaptions.
|-
<!--| ''3 hits''
| -->
|-
| ''4+ hits''
| An Apep Consortium employee, Matthew Harrison, nicknamed 'the Tomb Breaker' by colleagues; extensive record in arcanoarchaeology.
|}


==Shadow Community Table==
==Shadow Community Table==
{| class="wikitable"
|-
! Threshold
! Result
|-
| ''1 hit''
| New Shadowrunner on the Seattle scene.
|-
| ''2 hits''
| Arcanoarchaeologist and street samurai. Linked to Jinx.
|-
| ''3 hits''
| Corporate citizen of MCT, works for the [[Apep Consortium]] as a treasure hunter.
|}


==SINs==
==SINs==
Matthew Harrison ''(Corporate Limited; Mitsuhama Computer Technologies)''. Legal.
James McGrath ''(National; UCAS)'' '''R4 Fake'''. Concealed Carry Permit, Military Weapons License, Firearms License, Private Investigator License, Restricted Bioware License, Restricted Cyberware License.


==Appearance==
==Appearance==


=== Clothing ===
=== Clothing ===
Tomb Breaker doesn't have especially great taste in clothing. He normally wears a t-shirt and jeans, over which he'll throw a jacket if he feels the need. When he's working, he'll usually throw an armored camouflage jacket of some kind, such as his Wild Hunt suit (in Urban terrain) or his Globetrotter jacket (in Jungle or Tropical terrain).


===Matrix Persona===
===Matrix Persona===
Himself, dressed as a modern wizard. He wears a Vashon Island ''Ace of Wands'' suit, and any devices on his person resemble various foci; wands, amulets, etc.


==Media Mentions==
==Media Mentions==
Line 124: Line 203:
==ShadowGrid Profile Comments==
==ShadowGrid Profile Comments==


{{#set:Has Personality=Shy}}
{{#set:Has Personality=Adventurous}}
{{#set:Has Personality=Disiplined}}
{{#set:Has Personality=Curious}}
{{#set:Has Personality=Driven}}
{{#set:Has Personality=Driven}}
{{#set:Has Personality=Nerd}}
{{#set:Has Personality=Nerd}}
{{#set:Has Personality=Loyal}}
{{#set:Has Personality=Selfish}}


{{#set:Has Sex=Female}}
{{#set:Has Sex=Male}}


{{#set:Has Role=Technician}}
{{#set:Has Role=Archaeologist}}


{{#set:Metatype=Ork}}
{{#set:Metatype=Human}}


{{#set:Has Expertise=Gadgeteer}}
{{#set:Has Expertise=Academic Skills}}


{{#set:Has Expertise=B&E Expert}}
{{#set:Has Expertise=Automatics User}}
 
{{#set:Has Expertise=Outdoors Expert}}


{{#set:Has Expertise=Heavy Weapon User}}
{{#set:Has Expertise=Heavy Weapon User}}


 
[[Category:Player Characters]]
[[Category:Pregen Runners]]

Latest revision as of 18:09, 28 August 2023

Tomb Breaker
Error creating thumbnail: File missing
Apep Consortium Arcano-Archaeologist
Treasure Hunter and Street Samurai
MetatypeHuman
Street Cred0
Notoriety0
Public Awareness0
Titles and Awards0
D.O.B.April 14, 2052
Drive Linkhttps://drive.google.com/open?id=1Id1zlIzt_O5eFzmbahqxvtBULrfqGdI8
Approved?No
PriorityMetatype - E
Attributes - A
Magic/Resonance - E
Skills - B
Resources - B

Character Information

Summary

A daring treasure hunter and mercenary, with surprisingly deep knowledge in several academic fields. Tomb Breaker is the kind of person who would be equally at home drinking in a seedy bar, navigating his way through an uninhabited jungle or giving a lecture at a University.

Goals

  • Make enough money to live out the rest of his life in a luxurious retirement.
  • Recover every ancient artifact he can get his hands on.
  • Visit every continent on Earth.
  • Find out what the Apep Consortium is doing with all those artifacts, anyway.

Personality

Roguish thrill-seeker. While he is interested in history and other academic pursuits, his work entails high personal risk and he accordingly prioritizes his financial enrichment over concerns about cultural heritage and ethical responsibility.

In Play Example

Legwork

Tomb Breaker and several other treasure hunters are hired by the Apep Consortium to excavate a recently discovered ruin, unearthed in Egypt's Valley of Kings. The arcaheologists responsible for the discovery have gone radio-silent, and so the corporation has decided to send in a team of highly capable professionals to find out why and reclaim any valuables inside the ruins. The team takes a flight to Cairo and begin making preparations for the job.

Tomb Breaker makes an Ancient History test to recall information on Egypt and the Valley of Kings. He rolls 13 dice, getting a total of 4 hits. He recalls that the Valley of Kings is an area on the west bank of the Nile river, near the city of Thebes, where a large number of tombs were built for the nobility of Ancient Egypt. It is a hot site in the archaelogical business, with many tombs already found but potentially still many waiting to be discovered. He also recalls that, since the Awakening, most tombs discovered in the Valley of Kings have been magically protected against grave robbers.

The team arranges transport to the Valley. The group's Face glitches his negotiation test to obtain a guide, resulting in a prohibitive cost to find one. In order to avoid the cost, Tomb Breaker decides he'll do the job himself; he rolls Navigation with his pool of 9 base dice, but his team assists him by adding another two dice (reaching the maximum he can add) to his own, for a total of 11. He gets an impressive 4 hits, and the group have no trouble finding their way.

Arriving by jeep, they discover that the archeologists' campsite appears to have been abandoned. While the team's mage scans the area in astral space and the others keep a lookout, Tomb Breaker makes a Perception test to search for clues as to where or why they have gone, rolling his pool of 9 dice and getting 3 hits back. While the sand and wind haven't left any trace of the archaeologists, he's able to find some bloodstains in the bedding and on the grip of a discarded Ares Predator; they were attacked, and were either killed or forced to flee for their lives. The group are unable to find any bodies or further clues, but realise that the only shelter the research team could have fled to is the nearby temple ruins.

Pre-Alarm

The team investigates the ruins of the ancient temple. They make their way inside, finding a number of hieroglyphics and paintings that hint as to the temple's nature. He rolls ancient history again, getting 3 hits on his test, which is enough for him to decode that this temple was originally dedicated to Khepri, the Egyptian beetle goddess of the Sun. After they make their way a little further into the temple, they hear a noise; another member of the group passes the perception test and warns the others to hide. They all take cover behind a large section of rubble, and witness as a shambling figure - which the mage identifies while trembling as an inhabited Beetle spirit. Miraculously, none of them are spotted, and the spirit ambles along the corridor on what seems like a random patrol.

Once the Insect spirit has disappeared, the group have a quick but furious argument. Though their first inclination is to run, they eventually conclude that if they go home empty handed, they will most likely do so without payment and at their own expense. They decide instead to push on. Eventually they come to the entrance of a large chamber, beyond which they can hear distant cries for help; they seem to have found the missing archaeologists. The mage casts Improved Invisibility on Tomb Breaker, and he carefully creeps into the chamber to scout the situation. He rolls his Sneaking pool of 11, getting 4 hits, and with the benefit of the Illusion spell he easily manages to avoid the attentions of two Insect worker spirits that are on guard. Tied up in the corner are four gagged survivors of the archaeological team, while off to the side of the room the Insect shaman that is apparently responsible for the attack is examining the artwork of Khepri on the wall and apparently talking to himself.

Tomb Breaker notices a jeweled scarab artifact, prominently displayed on a dais in the middle of the room. Reasoning that its retrieval would probably mollify their employers, he makes an opposed Palming test against the two spirits on guard to stealthily retrieve it. He beats the opposing rolls and manages to retrieve the artifact, but on his attempt to sneak past them one of the spirits snaps around and leaps in his direction. It seems to have identified him by his aura!

Post-Alarm/Combat

The team rushes in to help engage the enemies, but first Tomb Breaker is on his own. He rolls initiative (11 + 2d6) along with the alerted Insect spirit (8 + 2d6), and gets a higher result (18 vs 13), going first. He rolls his 7 dice Magical Threats knowledge pool as a Free action and, with 3 hits, is able to recall that declassified Ares combat reports have indicated that melee attacks are generally better able to penetrate the extensive armouring that insect spirits have. He quick-draws his Monofilament whip and attacks, rolling 5 hits out of his 14 dice pool on his attack. The Insect spirit rolls only 2 hits of its 8 dice defense pool, and fails to get any hits on its damage resistance test, resulting in a grievous 15 points of physical damage for the spirit. It dies.

The others join battle, and are able to overwhelm the Insect shaman and only other present Insect spirit in short order, killing them both over the next combat turn. Worried there may be more spirits and/or shamans on the way however, the group grabs the survivors and runs for the exit. They manage to escape the temple without being accosted by any other opponents, and hastily contact their employers via commlink, filling them in on the nature of the disturbance. With the testimony of the survivors, the information is quickly passed up the chain, and the Egyptian government launches a military attack on the budding Insect nest.

The team travels back to Cairo by jeep to meet with the Johnson. As far as they are concerned, the job is completed. The Johnson agrees, and promptly pays them the reward.

Background

Growing up as a kid, the one thing Matt Harrison wanted more than anything else was to be a Mage. He spent huge amounts of time watching trid shows and blockbusters starring Awakened heroes, such as Suki Redflower or Karl the Kombat Mage, as well as reading up on magical theory and legends. He was so passionate about it that he had already decided what kind of thaumaturgical degree he would study at University and what kind of job he'd like to get after he graduated.

Once it became clear that he wasn't going to Awaken he was devastated, but refused to let it stop him from doing what he was passionate about. He studied history and archaelogy at Seattle University, and after graduation he landed a job as an Arcano-archaelogist, doing work mainly for MCT subsidiaries like Pentacle Press and Ambrosius Publications, as well as the occasional job for research groups such as the Dunkelzahn Institute for Magical Research (DIMR) and the Atlantean Foundation. Most of all however, he has begun taking steady work for the Apep Consortium; another MCT subsidiary that has brought him on as a member of their Global Acquisitions division.

His last archaelogical job wasn't particularly pleasant. It involved a trip to Egypt in which he broke into a recently excavated temple of the Scarab Goddess, Khepri. The temple had become infested (so to speak) with Insect Shamans and spirits, all of whom had attempted to kill Harrison. The incident has given him no small number of nightmares, and a lingering discomfort with insects.

In the past year, work has been scarce and Tomb Breaker has had to find other ways to pay the bills. Being no stranger to violence, breaking and entering and acquiring precious items, he's recently taken to Shadowrunning. As far as he's concerned, the two trades aren't so different when you get down to it.

Narrative Significant Qualities

Positive

  • Legendary Rep (Apep Consortium): On a job in Egypt, Tomb Breaker managed to recover a jewelled scarab, sacred to the followers of the Egyptian sun goddess Khepri, from a ruined temple that had only recently been unearthed. MCT magicians later analysed the artifact and found it to be an exceptionally potent magical focus. As Khepri was a beetle goddess, the artifact had been coveted by a small hive of Insect shamans and spirits whom had intended to co-opt it as the telesma for a powerful magical focus. It is difficult to say just how much destruction the dark cult could have caused if Tomb Breaker had not foiled their plans and reported their activities to the Egyptian authorities.

Negative

  • Phobia (Common, Mild) - Insects: After narrowly avoiding death at the hands of a collection of Insect spirits and shamans in a ruined temple in Egypt, Tomb Breaker has developed a discomfort with insects of all kinds, which remind him of the terrifying encounter.
  • SINner (Corporate Limited) - MCT: Having worked for numerous MCT subsidiaries in the past, his relationship with the mega was formalised in 2078 when, after the Apep Consortium was taken over by MCT, management brought him on to become a employee of their Global Acquisitions division; most likely to keep him from working for their competitors.

Run History

NameGMMetaplotThreatDate of Run
A mage, a decker, and a samurai walk into a barCountsfromzeroLow17 July 2084

Affiliations

Contacts

Contact Connection Loyalty Archetype Profession Aspects Chips
Jinx 5 1 Fixer(G,N,K,A) Fixer Illegal Dealings, The Rarer The Better, Look Good & Strong, Latest And Greatest, Soar Ever Higher, High Fashion Even
Dr. Gotham 4 1 Generalist Street Doc Psyche'd Up!, Cybertech, An Arm and A Leg, Torso Mods, Medical gear Even


Organizations

Contact Position Connection Faction Rep Archetype Health Location
Apep Consortium Arcano-Archaeologist 3 2 A Rated Corporation Maintaining Worldwide, based in Cairo

Allies

Enemies

In Character Information

Symbols and Signatures

Matrix Search Table

Threshold Result
1 hit Several academic articles criticizing modern trends in the field of archaeology, decrying it as corporate-sponsored treasure hunting.
2 hits An old video game franchise with a similar name and several lackluster film adaptions.
4+ hits An Apep Consortium employee, Matthew Harrison, nicknamed 'the Tomb Breaker' by colleagues; extensive record in arcanoarchaeology.

Shadow Community Table

Threshold Result
1 hit New Shadowrunner on the Seattle scene.
2 hits Arcanoarchaeologist and street samurai. Linked to Jinx.
3 hits Corporate citizen of MCT, works for the Apep Consortium as a treasure hunter.

SINs

Matthew Harrison (Corporate Limited; Mitsuhama Computer Technologies). Legal.

James McGrath (National; UCAS) R4 Fake. Concealed Carry Permit, Military Weapons License, Firearms License, Private Investigator License, Restricted Bioware License, Restricted Cyberware License.

Appearance

Clothing

Tomb Breaker doesn't have especially great taste in clothing. He normally wears a t-shirt and jeans, over which he'll throw a jacket if he feels the need. When he's working, he'll usually throw an armored camouflage jacket of some kind, such as his Wild Hunt suit (in Urban terrain) or his Globetrotter jacket (in Jungle or Tropical terrain).

Matrix Persona

Himself, dressed as a modern wizard. He wears a Vashon Island Ace of Wands suit, and any devices on his person resemble various foci; wands, amulets, etc.

Media Mentions

ShadowGrid Profile Comments