Difference between revisions of "Hound"
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==Background== | ==Background== | ||
Ivan Victorovich got his start in Russia as a hitman for hire at the age of 22, which proved to be a lucrative career in a very short amount of time. Unfortunately for Ivan he wasn't quite as good at removing any physical evidence that could easily be linked back to him just yet and was linked to a number of high profile murders within the span of about 5 years. Facing numerous life sentences Ivan fled to Seattle and laid low there for a time, working as a low level Vory enforcer. Eventually he began working his way back to the top, mostly as a Vory hitman. As his reputation grew over the years eventually just name dropping him was good enough to intimidate low level thugs into submission. In his late 30's Ivan/Grigori/Hound began moonlighting as a Shadowrunner to break up the monotony in his life. The thrill was intoxicating. Now in his | Ivan Victorovich got his start in Russia as a hitman for hire at the age of 22, which proved to be a lucrative career in a very short amount of time. Unfortunately for Ivan he wasn't quite as good at removing any physical evidence that could easily be linked back to him just yet and was linked to a number of high profile murders within the span of about 5 years. Facing numerous life sentences Ivan fled to Seattle and laid low there for a time, working as a low level Vory enforcer. Eventually he began working his way back to the top, mostly as a Vory hitman. As his reputation grew over the years eventually just name dropping him was good enough to intimidate low level thugs into submission. In his late 30's Ivan/Grigori/Hound began moonlighting as a Shadowrunner to break up the monotony in his life. The thrill was intoxicating. Now in his 50's, Shadowrunning might as well be his main job, with the Vory gimmick as more of a side gig. They aren't too happy about that, but they aren't interested in pressuring him about it at the moment, so long as he keeps serving their interests. | ||
==Narrative Significant Qualities== | ==Narrative Significant Qualities== | ||
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==In Play== | ==In Play== | ||
*The combination of Sharpshooter and Strive for Perfection reduces called shot penalties for ranged attacks drastically but requires that you make a called shot with every attack. The most universally applicable called shot in your arsenal is Called Shot: Vitals, which would normally incur a total penalty of -4 to your dicepool (but is reduced to 0 by qualities) and increases your total DV by +2. While Sharpshooter doesn't apply to melee attacks, Strive for Perfection does, meaning that you can (and must) use called shots at half of their original penalty when using melee weapons to attack (for example, Called Shot: | *The combination of Sharpshooter and Strive for Perfection reduces called shot penalties for ranged attacks drastically but requires that you make a called shot with every attack. The most universally applicable called shot in your arsenal is Called Shot: Vitals, which would normally incur a total penalty of -4 to your dicepool (but is reduced to 0 by qualities) and increases your total DV by +2. While Sharpshooter doesn't apply to melee attacks, Strive for Perfection does, meaning that you can (and must) use called shots at half of their original penalty when using melee weapons to attack (for example, Called Shot: Blast Out of Hands is a -2 dice pool penalty when using melee weapons for Hound). The exception to this is Called Shot: Vitals, which incurs no penalty when used with melee weapons thanks to Martial Arts (this still applies the +2 DV bonus). | ||
*If engaging in ranged combat with a sniper rifle, the strongest firing mode you have available to you is "complex semi auto burst". This takes a complex action rather than a simple and imposes a -2 defense penalty on the opponent. You can use this twice before you need to reset your recoil by taking a different simple or complex action (typically the Take Aim action, followed by a simple action shot). If facing a target with a large amount of armor, you might consider using the Bullseye Burst firing mode instead. For you, the normal penalties for using this firing mode are reduced all the way down to a -0 thanks to Hound's qualities, but it triples the base AP of the weapon (4*3=12) before adding the bonus of APDS (12+4=16). Do be aware that you need to have APDS loaded to use it, though. | *If engaging in ranged combat with a sniper rifle, the strongest firing mode you have available to you is "complex semi auto burst". This takes a complex action rather than a simple and imposes a -2 defense penalty on the opponent. You can use this twice before you need to reset your recoil by taking a different simple or complex action (typically the Take Aim action, followed by a simple action shot). If facing a target with a large amount of armor, you might consider using the Bullseye Burst firing mode instead. For you, the normal penalties for using this firing mode are reduced all the way down to a -0 thanks to Hound's qualities, but it triples the base AP of the weapon (4*3=12) before adding the bonus of APDS (12+4=16). Do be aware that you need to have APDS loaded to use it, though. | ||
*When using melee combat consider taking advantage of charging rules. To do this you will need to use one of your two free actions to use your running speed rather than your walking speed to "charge" your opponent, giving you +2 dice for melee attacks as well as +2 dice for defense. | *When using melee combat consider taking advantage of charging rules. To do this you will need to use one of your two free actions to use your running speed rather than your walking speed to "charge" your opponent, giving you +2 dice for melee attacks as well as +2 dice for defense. Thanks to the "Jia Di: Charge" Martial art this also applies +2 DV to melee attacks, cumulative with the dice bonuses. | ||
*Additionally, in melee combat Hound can use a melee weapon in each hand to activate the bonuses from "Two-Weapon Style Attack." This provides both a +2 DV and a +2 accuracy bonus for your main hand weapon, however you must use the reach of the shorter weapon. | |||
*A tried-and-true successful tactic in Shadowrun is to use a combination of Sneaking and Locksmith to get into wherever you need to be. If you feel that you might need to infiltrate somewhere while playing Hound, familiarize yourself with the Locksmith rules (Core Rulebook, page 359) and try to incorporate this strategy into your run wherever it might be helpful. When faced with an Anti Tamper system it's likely that you'll need to use edge to beat the test consistently, so if you take this approach, have a point or two ready if tripping an alarm is not an option. | *A tried-and-true successful tactic in Shadowrun is to use a combination of Sneaking and Locksmith to get into wherever you need to be. If you feel that you might need to infiltrate somewhere while playing Hound, familiarize yourself with the Locksmith rules (Core Rulebook, page 359) and try to incorporate this strategy into your run wherever it might be helpful. When faced with an Anti Tamper system it's likely that you'll need to use edge to beat the test consistently, so if you take this approach, have a point or two ready if tripping an alarm is not an option. | ||
*Intimidation is a good way to get information when needed as well as a good way to demoralize and potentially disarm opposition when letting bullets fly is less than ideal for one reason or another. Make sure that the situations that you use this skill in are appropriate and won't negatively impact your team. | *Intimidation is a good way to get information when needed as well as a good way to demoralize and potentially disarm opposition when letting bullets fly is less than ideal for one reason or another. Make sure that the situations that you use this skill in are appropriate and won't negatively impact your team. | ||
*Hound has two armor sets. The first consists of a Sleeping Tiger suit combined with the Synergist Business Line Longcoat, forearm guards, a helmet, ballistic mask, and a Securetech PPP Legs Kit. This is his everyday "casual" armor for lack of a better descriptor and will be what he wears most of the time. The second set is his Full Body Armor, Full Body Armor Helmet, and forearm guards. This set is used on more serious occasions where legality and blending in are no longer concerns and can protect you from toxins and disease, as well as providing +6 dice to resist magic. | |||
==Character Traits== | ==Character Traits== |
Latest revision as of 04:15, 12 September 2022
Street Samurai/Vory Hitman | |
---|---|
"Subtlety cost extra" | |
Player | pregen |
Metatype | (human) |
Street Cred | 0 |
Notoriety | 0 |
Public Awareness | 0 |
Titles and Awards | 0 |
D.O.B. | November 12th 2032 |
Folder | [1] |
Approved? | Yes |
Priority | Metatype - E Attributes - A Magic/Resonance - E Skills - C Resources - A |
Character Information
Summary
Russian exile and Vory associate. Does work as a Vory boogeyman, hitman, assassin, Shadowrunner, and just about anything else if you pay him enough.
Goals
- Build his reputation and legend
- Get enough nuyen to retire on
Background
Ivan Victorovich got his start in Russia as a hitman for hire at the age of 22, which proved to be a lucrative career in a very short amount of time. Unfortunately for Ivan he wasn't quite as good at removing any physical evidence that could easily be linked back to him just yet and was linked to a number of high profile murders within the span of about 5 years. Facing numerous life sentences Ivan fled to Seattle and laid low there for a time, working as a low level Vory enforcer. Eventually he began working his way back to the top, mostly as a Vory hitman. As his reputation grew over the years eventually just name dropping him was good enough to intimidate low level thugs into submission. In his late 30's Ivan/Grigori/Hound began moonlighting as a Shadowrunner to break up the monotony in his life. The thrill was intoxicating. Now in his 50's, Shadowrunning might as well be his main job, with the Vory gimmick as more of a side gig. They aren't too happy about that, but they aren't interested in pressuring him about it at the moment, so long as he keeps serving their interests.
Narrative Significant Qualities
- Signature (Silver Bullet): Ivan/Hound has been working in Seattle for 19 years and takes great pride in his work. He leaves a single miniature silver .50 cal bullet at the site of every job he takes part in.
- National Sinner (Russia - Ivan Victorovich): Despite being a legal citizen of Mother Russia, Ivan is currently living in exile in the UCAS. The alternative was facing a trial that assuredly would have resulted in multiple life sentences.
In Play
- The combination of Sharpshooter and Strive for Perfection reduces called shot penalties for ranged attacks drastically but requires that you make a called shot with every attack. The most universally applicable called shot in your arsenal is Called Shot: Vitals, which would normally incur a total penalty of -4 to your dicepool (but is reduced to 0 by qualities) and increases your total DV by +2. While Sharpshooter doesn't apply to melee attacks, Strive for Perfection does, meaning that you can (and must) use called shots at half of their original penalty when using melee weapons to attack (for example, Called Shot: Blast Out of Hands is a -2 dice pool penalty when using melee weapons for Hound). The exception to this is Called Shot: Vitals, which incurs no penalty when used with melee weapons thanks to Martial Arts (this still applies the +2 DV bonus).
- If engaging in ranged combat with a sniper rifle, the strongest firing mode you have available to you is "complex semi auto burst". This takes a complex action rather than a simple and imposes a -2 defense penalty on the opponent. You can use this twice before you need to reset your recoil by taking a different simple or complex action (typically the Take Aim action, followed by a simple action shot). If facing a target with a large amount of armor, you might consider using the Bullseye Burst firing mode instead. For you, the normal penalties for using this firing mode are reduced all the way down to a -0 thanks to Hound's qualities, but it triples the base AP of the weapon (4*3=12) before adding the bonus of APDS (12+4=16). Do be aware that you need to have APDS loaded to use it, though.
- When using melee combat consider taking advantage of charging rules. To do this you will need to use one of your two free actions to use your running speed rather than your walking speed to "charge" your opponent, giving you +2 dice for melee attacks as well as +2 dice for defense. Thanks to the "Jia Di: Charge" Martial art this also applies +2 DV to melee attacks, cumulative with the dice bonuses.
- Additionally, in melee combat Hound can use a melee weapon in each hand to activate the bonuses from "Two-Weapon Style Attack." This provides both a +2 DV and a +2 accuracy bonus for your main hand weapon, however you must use the reach of the shorter weapon.
- A tried-and-true successful tactic in Shadowrun is to use a combination of Sneaking and Locksmith to get into wherever you need to be. If you feel that you might need to infiltrate somewhere while playing Hound, familiarize yourself with the Locksmith rules (Core Rulebook, page 359) and try to incorporate this strategy into your run wherever it might be helpful. When faced with an Anti Tamper system it's likely that you'll need to use edge to beat the test consistently, so if you take this approach, have a point or two ready if tripping an alarm is not an option.
- Intimidation is a good way to get information when needed as well as a good way to demoralize and potentially disarm opposition when letting bullets fly is less than ideal for one reason or another. Make sure that the situations that you use this skill in are appropriate and won't negatively impact your team.
- Hound has two armor sets. The first consists of a Sleeping Tiger suit combined with the Synergist Business Line Longcoat, forearm guards, a helmet, ballistic mask, and a Securetech PPP Legs Kit. This is his everyday "casual" armor for lack of a better descriptor and will be what he wears most of the time. The second set is his Full Body Armor, Full Body Armor Helmet, and forearm guards. This set is used on more serious occasions where legality and blending in are no longer concerns and can protect you from toxins and disease, as well as providing +6 dice to resist magic.
Character Traits
Hound is about as stereotypical of a Russian hit man as they come. He speaks with a thick accent in nearly fluent English and has an affection for good vodka and cheap cigarettes. He has a propensity for violence and seems to relish in it when given an opportunity to go all out, on the other hand though, fights that are resolved too quickly are nothing but a disappointment. Hound also takes great pride in his work, going the extra mile to make sure a job is completed to the Johnson's satisfaction. He has no qualms with killing for the right price, but he still has his limits as to how far he's willing to go, notably having a soft spot for kids and being unwilling to expose them to violence, let alone harm them in any way. If faced with a particularly tough opponent Hound will often quickly develop a fair amount of respect for them and tends to regret killing them if put into a situation where he must.
Run History
Name | GM | Metaplot | Threat | Date of Run |
---|---|---|---|---|
Harbor Freight | Fangblade_ | Deadly | 31 March 2085 | |
Chunko Pops, Fuck Yeag | Fangblade_ | Low | 1 February 2085 | |
Humiliation and Subterfuge | Fangblade_ | High | 8 December 2084 | |
Trouble at Squatters Gym | Kaigen87 | Medium | 18 January 2084 | |
A Billion Different Pieces | xGugulu#9963 Intrusion Countermeasure | High | 30 April 2083 | |
Stay Frosty | Asmodeus | High | 27 April 2083 | |
Falling Forests | Archtmag | Medium | 22 January 2083 | |
Certified Testing | Asmodeus | Hail to the Pumpking | Medium | 20 September 2082 |
Data gambling | Doc Mnc | Low | 19 September 2082 | |
One Hell of a Wedding Anniversary | Draknic | Medium | 5 September 2082 | |
Expedited Extradition | Dejapes | Flight of the White Owl | Medium | 4 September 2082 |
White And Red And No Blue | Aurora | High | 11 August 2082 | |
Ghouls in my Ork Underground | Sleevey | Medium | 9 August 2082 | |
Just Your Standard Gender Reveal Party | Aurora | High | 2 August 2082 | |
Very (Un)Serious Business | Isaac | Milk | 31 January 2082 | |
This Isn't Your Grandmother's Juggernaught | Aurora | Medium | 31 January 2082 | |
Lifting People Up | Isaac | Low | 24 January 2082 | |
Smoke on the water | Lavander42 | 13 May 2081 | ||
You're Gonna Go Far, Kid | Video Teksura | 1 May 2081 | ||
A Shadowrun Based on The Hustle by A Night in the Box | DrBurst | 18 April 2081 | ||
Wave Racers | mudge | 15 December 2080 |
Affiliations
Contacts
Contact | Connection | Loyalty | Archetype | Profession | Aspects | Chips |
---|---|---|---|---|---|---|
Alexey Dorosov | 5 | 1 | Fixer | Vory Fixer | Vory Networker, More Machine Than Ork, Armed To The Tusks, Cybork, Trog Networker, Prototype Collector | Even |
Organizations
- The Vory
Allies
Enemies
In Character Information
Symbols and Signatures
Hound's calling card is a silver replica of a .50 cal bullet.
Matrix Search Table
Shadow Community Table
SINs
- Ivan Victorovich (National, Russia) - Wanted for questioning related to the deaths of multiple businessman & politicians in the mid to late 2050's
- Grigori Petrovich (National, UCAS) - First generation Russian immigrant and bounty hunter collecting bounties for the UCAS government and Seattle's primary security provider (currently Knight Errant). Has the following licenses: Bounty Hunter, Firearms, Restricted Augmentations, Small Blades.
Appearance
A well built Russian man standing just over six feet tall (1.86 meters). The years are beginning to wear on him and his dark brown hair is beginning to gray.
Clothing
Hound tends to wear relatively nice suits, though rarely ever tucks in his shirt or puts on a tie.
Matrix Persona
Hound exclusively uses the default matrix persona for whichever device he's currently using. He has no interest in creating a virtual visage of his own.