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Conviction is the key. Without conviction, nothing you do will sit right.
Shadowrun: because I feel like it. (Sharky)
Garwin Rexson

Working Name: Sharky
Race: Human
Gender: Male
Age: 25
Karma: 1
Good Karma: 0

Attributes
Body: 7 (3 natural, .4 used)
Quickness: 10 (5 natural)
Strength: 12 (3 natural)
Charisma: 3
Intelligence: 6
Willpower: 4
Essence: 6 (5.5 used)
Magic: 0
Reaction: 7 (5 natural)
Initiative: 1d6+7

Skills
Pistols 4
Submachine Guns 3
Unarmed Combat 6
Underwater Combat 4
Athletics 4
Diving 4
Etiquette 3
Interrogation 3
Leadership 4
Computer 3
Car 2

Knowledge Skills
Police Procedure 6
Mafia Politics 3
Criminal Organizations 4
Music 6
Cybertechnology 3
Seattle Sprawl 4
Smuggling Routes 2
Prostitution Rackets 2

Languages
English 4
Read/Write English 2
French 4
Read/Write French 2
Sperethiel 1

Dice Pools
Combat Pool: 10 (7 natural)

Contacts
Officer Bleak Winter, troll cop- Level 1
The Sphinx, Fixer- Level 1

Equipment and Gear
Ares Predator (heavy pistol, concealability 5, SA, 15c, 0-5/6-20/21-40/41-60, 9M, Concealable Holster, Silencer, Laser Sights)
Heckler & Koch HK227 (submachine gun, concealability 4, SA/BF/FA, 28c, 0-10/11-40/41-80/81-150, 7M, Retractable Shock, Laser Sights, Gas Vent II)
Lined Coat (Concealment 8, Ballistic 4, Impact 2)
Security Helmet (nil concealment, Ballistic 1, Impact 2, Chemical Seal, Respirator)
Middle lifestyle (3 months)
Ordinary clothing
Wrist-model cell phone (flip-up screen)
Thermographic goggles
6 Ares Predator clips
5 Heckler & Koch HK227 clips
484,250 nuyen

Cyberware
2 Obvious Cyberarms (1 Essence each, Quickness Enhancement I for both, +2 unarmed strike Power)
2 Obvious Cyberlegs (1 Essence each, Quickness Enhancement I for both, Hydraulic Jacks III, Cyber Holster in right leg, Retractable Cyberskates)
Muscle Replacement (Rating 1, 1 Essence)
Extended Volume (Rating 3, .4 Body)
Plastic Bone Lacing (.5 Essence)

Sharky’s Story
In times past, Garwin was a cop. He graduated near the top of his class from the Seattle Police Academy and became a valuable member of the SPD. His beat in the Sprawl became a haven for people who couldn’t protect themselves, and while this earned him no small renown as a defender of the people, the force was more concerned with keeping its bribers happy. Garwin ended up being assigned to sewer duty to keep him out of the way, but even down there he found ways to make himself useful, eradicating Sprawl gangs and drug lords who had taken up residence. His unnerving skill at striking from under the water and dragging lowlifes to damp graves gained him a reputation as a man like a shark—Sharky.

A conflict involving attempts on the part of the Mafia to take over Seattle’s largest water purification plant got Sharky reassigned as the plant’s chief of security. As part of his new job, Sharky was outfitted with full rigger gear, and personally controlled all of the plant’s security systems (guns and cameras and so forth), as well as a small fleet of combat vehicles. For several long, hard months, Sharky held the Mafia at bay.

It all fell apart when the Mafia finally got a man on the inside. This individual, one Hacksaw, started by catching Sharky off-guard as he jacked into his rigging console one day, then quickly cut him off from his guns and knocked him out cold. Sharky awoke to find himself tied to a table, surrounded by Mafiosi, and things got worse from there. Hacksaw carved off both of Sharky’s arms and both of his legs, then cauterized the wounds and dumped him on the doorstep of a police station. To try to salvage Sharky’s life, the police had all of his rigger gear ripped out and paid for him to get cybernetic limbs. At Sharky’s request, they were not disguised as organic.

The whole affair understandably unbalanced Sharky somewhat. He was ejected from the force (his superiors out-and-out told him that it was out of fear for what the Mafia would do if they kept him on), which led to a string of unsatisfying warehouse jobs. Loading crates for the people he had hunted until recently, Sharky learned many things about the way the world works, and finally took up a brand of vigilantism that makes no distinction between Honest Cops and Criminal Scum: shadowrunning.

As a Shadowrunner
Sharky retains his underwater combat abilities from his time in the sewers, but without his rigger gear his taste for driving (and his ability, for that matter) is severely diminished. He usually acts as the team’s leader, and plays a large role as one of the frontline fighters. His cyberlimbs allow him to perform feats of strength and agility that even teammate Reaper’s military gen-joking is incapable of, which often means that he ends up opening stubborn doors or bashing holes in walls. Don’t let his penchant for hitting things fool you, though—he is a capable commander and strategist who cares for the safety of his team above all else.

Because Sharky doesn’t have a lot of gear (and hasn’t quite gotten the hang of using weapons with his cyberlimbs), his equipment load doesn’t change much from run to run unless there’s something special required. His favorite pieces of cyberware are his hydraulic jacks and cyberskates.

Sharky has put together his team from individuals similar to himself—Nanny and Kitch on the run from their family, Reaper the AWOL soldier, and Doorman with no further to fall. As Sharky is fond of saying, “Every shadowrunner comes from somewhere.” Nobody knows what Sharky has planned for them yet, and Sharky isn’t talking.





 
 
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