From: | Karl Low <kwil@*********.COM> |
---|---|
Subject: | Re: Fun character concepts |
Date: | Sat, 16 May 1998 09:59:47 -0600 |
>1) Former Saeder-Krupp Heavy Industry Welder
>Since SK is the world leader in heavy industry/construction, it makes
>sense that there would still be welders, or their equivalent
>(plasti-crete adherance specialsts?) This fellow got fed up working on
>crappy non-union jobs, and decided to make a dishonest buck for a
>change.
>His abilities make him a valuable asset to any team that needs someone
>who can open locked doors, crack bank vaults, or other demoltion style
>work. He probably packs a laser welder, and a fully stacked toolkit,
>as well as a pistol of some sort. However, he's more of a non-combatant.
This is my favrorite of the bunch. Even gives some decent reasoning as to why
he has the muscle-aug's and filtering system/air-supply installed (Consider
some of the gasses platic gives off now..what would plas-crete be like?) At
the same time, if the corp invested that money in him, they'd have a vested
interest in seeing he stays working with them, but not so high that they send
out the strike teams to figure out where he's gone.
I don't see why he'd have to be a non-combatant though. (other than, when
you think of it, how many people in normal life really *are* combatants?)
Sure, he wouldn't be a sharp-shooting specialist, but considering the groups
this guy generally hangs with, some skill with a fire-arm wouldn't be out of
line. "Hey Mac, paintball on the weekend. You in?" type deal.
>2) Hermetic Shaman
There's so many flavors and styles of Shamans out there, I suppose one more
can't hurt.
>3) Day Laborer gone bad
Don't neglect the contact potential this guy might have. He's knows someone
from everywhere, never high-up contacts, but he can almost always get wind of
what's going on in the streets. He's got the contacts and the know-how to get
in with the corps for at least temporary work.. it's much, but it's always
easier to get knowledge on a company from the inside than the outside, no
matter how low your position is. Plus, he knows how to survive at the bottom
rung of the ladder. Something a runner team often needs (especially when
trying to hole up).
>4) Serial Killer/Rapist
See what Jett said.
>5) Psychologist
Like the day laborer at the high end of the scale. :)
>6) Mental Case
Would take some definite arrangement with the GM, but has potential. Also
explains why the "men in white" continually show up at your runner's
hidey-hole.. "Just calling in.. they like me to do that every so often."
>7) Babysitter
See Craig's comments. Hard to specialize in. Unless your runner group happens
to specialize in young-people extractions. (Do I hear cyber-pirates anyone?)
-Karl
$0.02? You think it's worth that much?