Difference between revisions of "Waspkeeper"

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===Summary===
 
===Summary===
  
Ex-Firewatch support staff technician rescued from Ares. Known Ex-Ares bug research staff who regrets her part in Ares' experiments. What stands out about her are her shiny chrome arms, highly dexterous, and bulked up with built in tools and medical gear, and the Ares Thunderstruck she slugs around when the situation calls for the really big guns.
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Ex-Firewatch support staff technician & combat engineer rescued from Ares. Known Ex-Ares bug research staff who regrets her part in Ares' experiments.
  
 
===Goals===
 
===Goals===
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Shy, soft-spoken person with the discipline and drive instilled by her military background. She gets excited by new technology, even if she doesn't fully understand it. Has a sweet tooth. Won't say what happened to her flesh arms.
 
Shy, soft-spoken person with the discipline and drive instilled by her military background. She gets excited by new technology, even if she doesn't fully understand it. Has a sweet tooth. Won't say what happened to her flesh arms.
  
===In Play Example===
+
===Appearance===
This section can give you some ideas of what Wasp can do to get the job done and help her team.
+
Prominently visible are her shiny chrome arms, highly dexterous, and bulked up with built in tools and medical gear, and the Ares Thunderstruck she slugs around when the situation calls for the really big guns. As an orc with obvious, somewhat bulky cyber, some might underestimate her technical expertise and astounding logical faculties.  
  
====Legwork====
+
====Clothing====
 +
Camo patterned armored coveralls and kneepads. Not quite the right fit for a high society party.
  
The runners are hired to break into an old Ares research facility, and given Wasp's familiarity with such facilities, this should be simple. Good pay, good intel, couldn't be better.
+
====Matrix Persona====
 +
Runs an Ares Firewatch avatar with stripped insignia. Her icons are themed on modern, realistic objects.
  
Wasp takes a minute to think about anything specific to this building. She rolls "Corporation: Ares Macrotechnology" with 15 dice [Limited to 11+1 hits due to the Mental Limit and her nanite boost]. 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 priorities at this site.
+
==In Play==
  
Wasp takes another minute to anticipate some challenges they'll face when trying to infiltrate the place. (Roll Security Procedures (Ares) 17(+2) dice [Limited to 12 again]). With 3 hits, she can tell that security looks stronger than it actually is, until you hit the more critical areas of the facility, which rely on high end maglocks (Rating 4+) and cameras (Also rating 4+).
+
===Legwork: Knowledge Skills & Matrix===
 +
Her knowledge about Ares, Biotech and Bugs seems quite specific, but her Skilljack and Skillsoft subscription let her download many conceiveable knowledge skills straight into her brain, and roll 13 dice for any professional and academic skills and 8 dice for any interest skills, as long as she can find them in the database.
  
She then takes a moment to consider the astral (Magical Threats, 16 dice [12]) surrounding the place. With an unlucky 1 hit, she only 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, and still a solid reminder to pass to the team's awakened characters.
+
She can also scour the matrix for information, rolling 18 (20 if she's feeling like risking hot-sim) dice for '''Matrix Search''' and cutting search times in half or quartering them with her programs.
  
Using her skilljack and skillsoft subscription, she could also roll 13 dice on any logic-based knowledge skills she can find in the databases, or 8 for intuition-based ones. That does not seem neccessary for this job.
+
===Locksmith & Hardware===
 +
Waspkeeper can open a lot of physical barriers nondestructively with these two skills. Her Maglock Passkey lets her attempt to do it even faster, while almost looking like she belongs.
  
====Pre-Alarm====
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===Juryrigger===
 +
(TODO)
  
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 bigger issue is that Waspkeeper only has a Rating 4 one, and she already knows that Ares likes to use high end maglocks from her legwork.  
+
===RCC===
 +
Comlinks are for casuals. Waspkeeper runs with an RCC, closer in size to a laptop than to a smartphone. It controls her drones, and provides access to the matrix. Her datajack+ lets her use a direct neural interface. Where that (or the drones, or a hilariously illegal gauss rifle) may draw unwanted attention, she can use the '''Wrapper''' program to disguise the matrix icons as something innocuous.
  
But Waspkeeper is just getting started with her own brand of mojo. For a start, she can connect the passkey to her PAN to add more processing power and a +1 wireless bonus.
+
The RCC and datajack together can run 7 programs, 8 while running '''Virtual Machine'''. Quick descriptions of their functionality are given on the sheet, check the books for full details. Programs marked with "Always" are a good idea to always have running, while those marked as "Situational" can be swapped in when appropriate.
  
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 intends to gut a credstick for spare parts and increase the processing power of the Passkey. The Gamemaster agrees that the Juryrigger quality allows for such a modification, and decides that it is of Very Hard difficulty and can be done in Average time. This sets an Extended Test with a Threshold of 24 and an Time Interval of 30 minutes (see SR5 48). Waspkeeper would roll Hardware (Security Devices) with 16+2 dice and add an extra bonus of 2 dice from the Juryrigger quality and accumulate successes up to her her Limit of 12 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 the team is still getting ready for the run, she has the time to do this. To speed it up, she also commands her two EVO Proletarian drones help her with part holding, tool calibration and other supportive tasks, acting as teamwork tests with 6 Dice (Pilot rating 2 + Hardware Autosoft 4). The GM decides that the drones can buy hits (1 hit for 4 dice) to save on time spent rolling, so they each get 1 success, adding +1 dice and +1 to the limit each.
+
Check out Core p267, "Noise Reduction & Sharing". Basically you get extra Noise Reduction to the tune of 5 - [# of Autosofts you run]. The Swarm program does not count against this number.
  
Waspkeeper rolls her pool of 22 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 adjusted Limit of 14, 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 21 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, rolling her pool of 20 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 19 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.
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===GMC Bulldog===
 +
A sturdy truck for heavy loads. Equipped with an improved pilot software and all the mods you need to change identity on the fly and shake off tracking and pursuit. Doesn't have a nail strip ejector yet, though.
  
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.
+
===Drones===
 +
'''Evo Proletarian''': Two handy helpers that can teamwork a hardware test with 6 dice each. They also help to pass yourself off as maintenance worker.
  
====Post-Alarm/Combat====
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'''MCT Fly-Spy''': Eleven sneaky little drones that can scout out buildings, watch exits and provide all sorts of other intel. Use the Swarm software for maximum effect.
  
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.  
+
'''Telestrian Shamus''': This special sensor drone uses a quicksilver camera to document magic phenomena invisible to the mundane eye, and sees through solid matter using X-Ray, among other sensor functions. This could also be used to back up a cover story for why you are where you are. May require support from a teammate with a good Con skill.
  
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.  
+
===Combat Options===
 +
Her '''Thunderstruck''' is an electric railgun, aka a gauss rifle; the bleeding edge of Ares weapons tech. It's a serious piece of hardware for making uncomfortably large holes in things and people. She wields it well, rolling 19 dice (agi 9, skill 6, specialization, smartlink) before she even takes aim.
  
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.
+
When the situation calls for it, '''Frag''' and '''HE grenades''' can deal with more targets than the slow firing Thunderstruck, or blow away minor obstacles. '''Flashbangs''' and '''Neurostun VII''' provide a non-lethal option and ('''Thermal''') '''Smoke''' can shield a retreat or provide a misdirection. Her 12 dice are enough to throw reasonably well.
 +
 
 +
For self defense, should she find herself facing a low level threat unarmed, she can discharge electricity from her shock hand up to ten times before she has to recharge it. The 12 dice can be increased by charging (+1 die) and by declaring a touch attack (+2 dice, hits on a tie, but no bonus damage from net hits).
 +
 
 +
Waspkeeper can also take a support role boost her teammates with through the matrix using '''Target Device''' and '''Tag''' for offense, '''I Am The Firewall''' for defense, and '''Calibrate''' for initiative.
 +
 
 +
==== Further Reading ====
 +
For those who want to delve further, we have an extensive [[Waspkeeper In Depth In Play Example|Waspkeeper In Play Example]], which explores some mechanics in excruciating detail. It is by no means required reading.
  
 
==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.
+
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.
 
   
 
   
 
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.
 
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.
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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.
 
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==
+
==Narratively Significant Qualities==
  
 
'''Bad Rep''' - I helped convert some of the Firewatch into bugs. I can't wash my hands of that.  
 
'''Bad Rep''' - I helped convert some of the Firewatch into bugs. I can't wash my hands of that.  
Line 121: Line 137:
  
 
==SINs==
 
==SINs==
 
==Appearance==
 
 
===Clothing===
 
 
===Matrix Persona===
 
  
 
==Media Mentions==
 
==Media Mentions==

Revision as of 17:59, 11 October 2019

Waspkeeper
Placeholder.png
Ex-Firewatch Support Staff Technician
Known Ex-Ares Bug Research Staff
Metatype Ork
Street Cred 0
Notoriety 3
Public Awareness 0
Titles and Awards 0
D.O.B. September 11, 2053
Drive Link https://drive.google.com/open?id=1yIq47W4R3WQ2pv9VzN-nrpMO1kKvASCj
Priority Metatype - B
Attributes - E
Magic/Resonance - E
Skills - B
Resources - A

Character Information

Summary

Ex-Firewatch support staff technician & combat engineer rescued from Ares. Known Ex-Ares bug research staff who regrets her part in Ares' experiments.

Goals

Make things right, fight bugs, and support Ex-Firewatch. Gain allies and resources for the fight. Save or destroy Ares.

Personality

Shy, soft-spoken person with the discipline and drive instilled by her military background. She gets excited by new technology, even if she doesn't fully understand it. Has a sweet tooth. Won't say what happened to her flesh arms.

Appearance

Prominently visible are her shiny chrome arms, highly dexterous, and bulked up with built in tools and medical gear, and the Ares Thunderstruck she slugs around when the situation calls for the really big guns. As an orc with obvious, somewhat bulky cyber, some might underestimate her technical expertise and astounding logical faculties.

Clothing

Camo patterned armored coveralls and kneepads. Not quite the right fit for a high society party.

Matrix Persona

Runs an Ares Firewatch avatar with stripped insignia. Her icons are themed on modern, realistic objects.

In Play

Legwork: Knowledge Skills & Matrix

Her knowledge about Ares, Biotech and Bugs seems quite specific, but her Skilljack and Skillsoft subscription let her download many conceiveable knowledge skills straight into her brain, and roll 13 dice for any professional and academic skills and 8 dice for any interest skills, as long as she can find them in the database.

She can also scour the matrix for information, rolling 18 (20 if she's feeling like risking hot-sim) dice for Matrix Search and cutting search times in half or quartering them with her programs.

Locksmith & Hardware

Waspkeeper can open a lot of physical barriers nondestructively with these two skills. Her Maglock Passkey lets her attempt to do it even faster, while almost looking like she belongs.

Juryrigger

(TODO)

RCC

Comlinks are for casuals. Waspkeeper runs with an RCC, closer in size to a laptop than to a smartphone. It controls her drones, and provides access to the matrix. Her datajack+ lets her use a direct neural interface. Where that (or the drones, or a hilariously illegal gauss rifle) may draw unwanted attention, she can use the Wrapper program to disguise the matrix icons as something innocuous.

The RCC and datajack together can run 7 programs, 8 while running Virtual Machine. Quick descriptions of their functionality are given on the sheet, check the books for full details. Programs marked with "Always" are a good idea to always have running, while those marked as "Situational" can be swapped in when appropriate.

Check out Core p267, "Noise Reduction & Sharing". Basically you get extra Noise Reduction to the tune of 5 - [# of Autosofts you run]. The Swarm program does not count against this number.

GMC Bulldog

A sturdy truck for heavy loads. Equipped with an improved pilot software and all the mods you need to change identity on the fly and shake off tracking and pursuit. Doesn't have a nail strip ejector yet, though.

Drones

Evo Proletarian: Two handy helpers that can teamwork a hardware test with 6 dice each. They also help to pass yourself off as maintenance worker.

MCT Fly-Spy: Eleven sneaky little drones that can scout out buildings, watch exits and provide all sorts of other intel. Use the Swarm software for maximum effect.

Telestrian Shamus: This special sensor drone uses a quicksilver camera to document magic phenomena invisible to the mundane eye, and sees through solid matter using X-Ray, among other sensor functions. This could also be used to back up a cover story for why you are where you are. May require support from a teammate with a good Con skill.

Combat Options

Her Thunderstruck is an electric railgun, aka a gauss rifle; the bleeding edge of Ares weapons tech. It's a serious piece of hardware for making uncomfortably large holes in things and people. She wields it well, rolling 19 dice (agi 9, skill 6, specialization, smartlink) before she even takes aim.

When the situation calls for it, Frag and HE grenades can deal with more targets than the slow firing Thunderstruck, or blow away minor obstacles. Flashbangs and Neurostun VII provide a non-lethal option and (Thermal) Smoke can shield a retreat or provide a misdirection. Her 12 dice are enough to throw reasonably well.

For self defense, should she find herself facing a low level threat unarmed, she can discharge electricity from her shock hand up to ten times before she has to recharge it. The 12 dice can be increased by charging (+1 die) and by declaring a touch attack (+2 dice, hits on a tie, but no bonus damage from net hits).

Waspkeeper can also take a support role boost her teammates with through the matrix using Target Device and Tag for offense, I Am The Firewall for defense, and Calibrate for initiative.

Further Reading

For those who want to delve further, we have an extensive Waspkeeper In Play Example, which explores some mechanics in excruciating detail. It is by no means required reading.

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.

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.

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.

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.

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.

Narratively Significant Qualities

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

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.

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.

Run History

Affiliations

Contacts

Organizations

Allies

Ex-Firewatch

Project Pyro Detractors in Ares

Enemies

Project Pyro Supporters in Ares

In Character Information

Symbols and Signatures

Matrix Search Table

Shadow Community Table

SINs

Media Mentions

ShadowGrid Profile Comments