Difference between revisions of "John Galt"

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===Negative===
===Negative===
Bad Luck: Sometimes, the bad luck we experience is simply because we make bad, Orkstaff's induced, decisions.
Distinctive Style: John never quite fits in anywhere. He's too well dressed for the Redmond area with his tie, vest, and coat, and too underdressed for Downtown and Bellevue. His vaguely dark academic sheik, accented with synth-cigs or a flask, stands out as much from the look as from the way he carries it. With no basis in reality whatsoever, John carries himself as if there is no problem he couldn't talk, magic, or drive his way out of; as a result, he carries himself with a level of straight backed poise which stands out amid the skulking nature of the shadows.
No Man Left Behind: Despite not realizing it, there is the core of what might be a good man underneath the booze, smokes, speed, and self destruction. While he would never ''say so'' out loud, the idea of leaving a man behind is abhorrent to him.


==Run History==
==Run History==

Revision as of 14:24, 13 June 2024

John Galt
Placeholder.png
Hermetic Mind Mage
Fast Talking Wheelman
Bisexual Disaster Wizard
Discord@robintan
Reddit[1]
MetatypeHuman
Street Cred0
Notoriety1
Public Awareness0
CDP30
D.O.B.6/29/2050
Age35
Folder[2]
PriorityMetatype - E
Attributes - B
Magic/Resonance - A
Skills - C
Resources - D
#Max IGs/Ascension1
# Optional Infected powers allowed0
Essence(Current/Max):3/12
# Optional Drake powers availableMajor Powers:0 or Minor Powers:0



Character Information

Summary

"Don't drink kids, it's bad for you," he said, tossing back a shot of Orkstaff's. There is something in John that clearly hates himself, based purely on how he drinks, let alone the fact that "too fast" is his general approach to life, the universe, and everything; and doubly so when it involves something with an engine and wheels. While not a pacifist by any means, Galt believes in the power of his mind and skills over the powers of a bullet in his case. He certainly understands that the right bullet from the right person and into the right person can make a difference - that's just not him.

Hw is, however, not stupid. While he owns a gun, his general preference would be for it to never leave the concealed holster under his custom tailored Ace of Wands coat.

Goals

Short term: Earn enough scratch for a better place - maybe not somewhere fancy like Bellevue, but at least out of the cramped one room flat over his friend Greta's garage. Save up for a GMC Phoenix, the King of All Cars.

Long term: Long term planning is for people who are kinder to his liver than he is.

Background

John was born in the Barrens and raised in the Barrens; his first crimes were in the Barrens between stealing bikes from Go-Gangers and racing them to eventually aiming for larger and larger automotive prey. During one such crime, most notably that went poorly, his magic manifested into his first mind control spell.

Thankfully, perhaps, the person whose car he was trying to steal was a Hermetic Mage named Edward Faraday who took the newly magically aware kid under his wing and began to teach him how to control his magic.

He is only recently "out" in the Shadows, having no street cred of note, but determined to put a good face on it - dressing in clothes that are too expensive for him with a car that cost most of the Nuyen he'd saved for years; and hiding the small, cramped apartment over his friend Greta's autoshop where he endlessly tinkers with his car.

Narrative Significant Qualities

Positive

Driving:

Speed Demon, Steely Eyed Wheelman, Stunt Driver: Since as long as he could drive, John has driven too fast, too often, and too hard, earning himself a number of burnt out engines, a few injuries, and a number of speeding citations on a SIN which he's long since discarded.

Magican:

Tough as Nails (Stun) 3: John's mentor in the Hermetic orders was incredibly tough and strict in the matter of practical applications of magic. As a result, John's ability to withstand Drain is significantly above average.

Negative

Bad Luck: Sometimes, the bad luck we experience is simply because we make bad, Orkstaff's induced, decisions.

Distinctive Style: John never quite fits in anywhere. He's too well dressed for the Redmond area with his tie, vest, and coat, and too underdressed for Downtown and Bellevue. His vaguely dark academic sheik, accented with synth-cigs or a flask, stands out as much from the look as from the way he carries it. With no basis in reality whatsoever, John carries himself as if there is no problem he couldn't talk, magic, or drive his way out of; as a result, he carries himself with a level of straight backed poise which stands out amid the skulking nature of the shadows.

No Man Left Behind: Despite not realizing it, there is the core of what might be a good man underneath the booze, smokes, speed, and self destruction. While he would never say so out loud, the idea of leaving a man behind is abhorrent to him.

Run History

NameGMMetaplotThreatDate of Run
Fighting FiresSarcarianMedium31 October 2085
Monster Mashing At The DazeDawnfireMilkrun 🍼28 October 2085
Barrens Boys: Toy HuntingEvaHigh12 October 2085
The Frankfurt FurloughFangblade_Low24 September 2085
The Baser SerpentsFangblade_Medium15 September 2085
The Barons of the BarrensSarcarianHigh2 September 2085
WrestlemalfunctionEvaLow1 September 2085
Gangsters full of liceDexcaliberLow19 August 2085
Barrens Boys: HangoverTidanshockDeadly11 August 2085
Hell on WheelsdiscogoblinMedium29 July 2085
Bird on a WireJ.R.Medium23 July 2085
Underhaven Grotto Prep 1: Quiet CleanoutJ.R.Or'zet UndergroundHard13 July 2085
/clean up that Rat's nest!J.R.High24 June 2085
HeartacheOrionRequiemDeadly22 June 2085
Mixed MessagesDexcaliberLow17 June 2085

Affiliations

Contacts

Contact Connection Loyalty Archetype Profession Aspects Chips


Organizations

Allies

Enemies

In Character Information

Symbols and Signatures

Matrix Search Table

Threshold Result
1
3
6

Shadow Community Table

Threshold Result
1
3
5

Assensing Table

Threshold Result
1
2
3
4
5


SINs

Appearance

Clothing

Matrix Persona

Character Plot Hooks

Here are characteristics of the character that GMs may take advantage of to add complications to runs, or to otherwise use when in use. If you want to use them in unrelated to runs, please ask first.

Aspect Information Related Run(s)
Aspect 1
Aspect 2
Aspect 3
Aspect 4
Aspect 5

Media Mentions

ShadowGrid Profile Comments