Difference between revisions of "Mojo"
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==In Play== | ==In Play== | ||
=== Legwork: === | ===Legwork:=== | ||
Mojo isn't the brightest nor prettiest man alive however despite all this he has general knowledge of most gangs and organizations in Seattle, growing up in the Barrens required him to know whose who pay the right man for protection. | Mojo isn't the brightest nor prettiest man alive however despite all this he has general knowledge of most gangs and organizations in Seattle, growing up in the Barrens required him to know whose who and to pay the right man for protection. | ||
=== The Job: === | ===The Job:=== | ||
Despite what it looks Mojo is more than a simple meathead, he may not be a man of words but he is quite capable of stealth and isn't a stranger to opening locks. Should drek hit the fan though he has many combat abilities. | Despite what it looks Mojo is more than a simple meathead, he may not be a man of words but he is quite capable of stealth and isn't a stranger to opening locks. Should drek hit the fan though he has many combat abilities. | ||
=== In Combat: === | ===In Combat:=== | ||
Mojo has a lot he can do in combat thanks to his '''Improved Reflexes''' giving him an initiative of 3d6+11. When in combat he prefers prefers fighting at range using his '''Automatics''' if outnumbered or being suppressed, however should he see any form of spirit or deem an enemy particularly dangerous he'll close the distance into '''Unarmed Combat''' where he shines. Using '''Nerve Strike''' to paralyze his enemies primarily but should he go into a rage either from damage or '''Berserk''' he will fight until no one is left or he pulls himself from the rage. | Mojo has a lot he can do in combat thanks to his '''Improved Reflexes''' giving him an initiative of 3d6+11. When in combat he prefers prefers fighting at range using his '''Automatics''' if outnumbered or being suppressed, however should he see any form of spirit or deem an enemy particularly dangerous he'll close the distance into '''Unarmed Combat''' where he shines. Using '''Nerve Strike''' to paralyze his enemies primarily but should he go into a rage either from damage or '''Berserk''' he will fight until no one is left or he pulls himself from the rage. | ||
Latest revision as of 04:19, 1 April 2020
Archetype | |
---|---|
(Combat Adept) | |
Player | [1] |
Metatype | Human |
Street Cred | 0 |
Notoriety | 0 |
Public Awareness | 0 |
Titles and Awards | 0 |
CDP | 0 |
D.O.B. | 02/24/2058 |
Age | 27 |
Folder | [2] |
Priority | Metatype - E Attributes - A Magic/Resonance - B Skills - B Resources - E |
Character Information
Summary:
A combat adept with a short temper, who would rather be within harms way than those around him.
Goals:
Continue improving both his physical and magical capabilities, and maintain peace in the small community he defends in the barrens.
Personality:
Kind and soft-hearted, but tends to lose himself in combat as he rarely backs down from a fight. When making a promise he tries his best to uphold his word and genuinely cares about those around him.
Appearance:
Mojo has spent his entire life in the barrens and knows what it is like to go through clothes despite this he always tries to keep a clean and maintained outfit that hides most of his appearance, though years of physical training has left his body toned and durable.
In Play
Legwork:
Mojo isn't the brightest nor prettiest man alive however despite all this he has general knowledge of most gangs and organizations in Seattle, growing up in the Barrens required him to know whose who and to pay the right man for protection.
The Job:
Despite what it looks Mojo is more than a simple meathead, he may not be a man of words but he is quite capable of stealth and isn't a stranger to opening locks. Should drek hit the fan though he has many combat abilities.
In Combat:
Mojo has a lot he can do in combat thanks to his Improved Reflexes giving him an initiative of 3d6+11. When in combat he prefers prefers fighting at range using his Automatics if outnumbered or being suppressed, however should he see any form of spirit or deem an enemy particularly dangerous he'll close the distance into Unarmed Combat where he shines. Using Nerve Strike to paralyze his enemies primarily but should he go into a rage either from damage or Berserk he will fight until no one is left or he pulls himself from the rage.
Background
Seattle born and raised, he was brought up by loving parents in the barrens and despite being poor he lived a happy life until one of the many gangs slaughtered them in front of him causing him to awaken at the age of 12. For about a year he was in a bad spot becoming just as bad as the gangers that pushed him there had been joining other gangs or organizations and forcing them to bow to him.
Until at least he was beaten taken in by Auntie Amelia where she trained him and taught him how to be a shadowrunner and temper his anger, maybe not setting him on the right track but certainly pointing him in the right direction since then he hasn't really kept touch outside of work while he defends what home he has now.
Narrative Significant Qualities
Mentor Spirit (Shark): "Through shark I am able to channel my anger for the defense of myself and those around me, pray I stay in control."
Signature (Burned Handprint): "It's both warning and prayer to those who may never have to encounter me again as an enemy"
Run History
No runs yet. This list will auto-populate when this character is tagged in a run AAR.
Affiliations
Contacts
Contact | Connection | Loyalty | Archetype | Profession | Aspects | Chips |
---|---|---|---|---|---|---|
Auntie Amelia | 4 | 2 | Fixer(N,K,G,A) | Elderly Troll | Gossiper, Old Adept, Tea Horse Road, Shadow Networker, Seattle Streetwise | Even |