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MS. MYTH
(BACKGROUND)
MS. MYTH
MS. MYTH
(PREFERRED TACTICS)
Ms. Myth is not, primarily, the sort of troll who wants to dive while working out a deal, so she’s a natural salesperson. Her
headfirst into combat. She’s slender for her metaspecies, book- logic, reason, and rationality are all backed by the subtle (and
ish instead of brawny, and statuesque instead of massive and sometimes less-than-subtle) threat of her trollish bulk, as well,
looming. Myth is a meticulous planner, and when personally and the increasingly dangerous reputation of her shadowrun-
confronted with sudden violence, she sometimes locks up for ning crew. Mr. Johnson is likely to listen to reason and give
a split-second while trying to plan instead of act, wondering Myth’s team good terms of employment, and also likely to re-
how a situation went wrong instead of just dealing with it. This member the firmness of her handshake and stick to the terms
moment of hesitation, coupled with her not being particularly once they’re agreed upon.
quick and light on her feet to begin with, puts her at a major
disadvantage in a fight. Her response is to avoid fights when
she can, and have someone else do most of the heavy lifting
IN A SKIRMISH
when she can’t. Sometimes, despite careful planning, combat is still called for.
For all that, though, she’s far from helpless. Once she makes In those situations, Myth isn’t exactly a crew’s heavy hitter.
the mental shift from talking (or sneaking) to fighting, she can She’s trained herself to be a reasonable shot, and her troll-
hold her own in a fight. To that end, she’s seldom without her broad shoulders make her more than a match for most humans
slender Fichetti light pistol (which fits rather nicely in the built-in in a casual brawl, but she’s just not wired for hardcore combat.
holster in her Actioneer outfit), and she’s a reasonable shot with Dedicated combatants will shoot faster than her, be more ac-
it. For nighttime jobs where she’s able to dress in a more shad- curate than her, and take a hit as good as her; Myth knows this
owrunner-like fashion, her chameleon suit (and bulkier smart- about herself, so she isn’t likely to be on the front lines if she
goggles) pairs nicely with her sleek Ingram Smartguns, giving can help it. From behind cover, she’s capable of helping tilt a
her increased firepower, accuracy, and capacity for stealth, all in fight in her team’s favor by adding firepower to theirs, taking a
one outfit. She’s not the sort to go two-gunning it; she only car- shot at an opponent who’s overlooked her for more immedi-
ries two Ingrams to keep from clumsy-fingering a reload when ate threats, or laying down suppressive fire to keep the other
bullets are flying … and because it never hurts to have a spare of sides’ heads down.
a type gun the team leans on so heavily. She’s considered getting some subtle combat augmenta-
tions—which might have the nice side effect of keeping her toned
POLITE AS CAN BE and fit—but she hasn’t taken the leap yet. She knows that heavy
augmentation leads to a dehumanizing effect, and she hasn’t yet
Ms. Myth’s primary role, of course, is simply fitting in, and
made up her mind if that’s a road she wants to go down.
she’s excellent at it. She can swim in shark-filled corporate wa-
ters, discussing hiring and firings with middle-managers out
to get an edge on their peers, or she can roll up her sleeves STEALTH
and crack open a beer with rat-eating Underground tuskers, For her size and mild clumsiness, Ms. Myth is startlingly good
laughing and belching louder than anyone else in the room.
at not being noticed. Most of the time this is done through
The secret to Myth’s success is her malleability, her willingness
social means, blending into a corporate crowd, fitting in on a
to fit in with dock workers and Yakuza as smoothly as she does
busy Seattle street, and being overlooked through a dozen lit-
executives and elven diplomats. She adopts the social cus-
tle changes in posture and stance. For truly clandestine jobs,
toms of whatever group she’s around, which means she can
however, she’s also surprisingly light on her feet and able to
be sweet as fine wine or sharp as a knife in the belly—whatever
hide pretty well given her trollish bulk. She’ll never be an ex-
circumstances require.
pert at breaking and entering, but she’s not likely to stumble
around and give the team away, either.
HOSTILE NEGOTIATIONS
Aside from her planning and network of connections, Myth’s SURVEILLANCE/
major short-term contribution to a shadowrunning team is her
ability to make sure they’re getting fair payment. She exudes
RECONAISSANCE
confidence and competence, she has impeccable manners, Ms. Myth plays an integral role in gathering information for
and she’s an expert at reading people’s subtle physical cues the team, in ways that Gentry’s hacking and Hardpoint’s recon
cility, learn the lay of the land, meet lots of people, get to know Age
Street Cred 0
Sex Female
Notoriety
Height
0
Weight
Public Awareness 0
Dam
7P
Acc
5 (7)
Primary Melee Weapon
AP
—
Mode
—
RC
—
Ammo
30 (c)
the security schedule, figure out the best entry and extraction Karma 0 Total Karma Misc Reach Dam Acc AP
ATTRIBUTES
points, and everything else. And she can do it all in broad day- Body 5 Essence 5.4 CONDITION MONITOR
Physical Damage Track Stun Damage Track
2
ity (which can be useful when it comes to paying bribes). Her Willpower
Logic
4
4 (5)
Astral Initiative
Composure
-1 -1
and track all the little details she comes across, then zap the Edge Points
X XX
Characters have 8 + (Will ÷ 2, round up) boxes on
Skill RTG Type Skill RTG Type the stun damage track; black out extra boxes.
X X X
For every 3 boxes of damage on any
Sperethiel 1 L Mandarin 1 L one damage track, the character
Automatics 4 [6] A Computers 3 [7 (8)] A takes a –1 Dice Pool modifier on
Con 6 [11] A First Aid 2 [6 (7)] A -6 tests; these modifiers are cumulative
within and across damage tracks,
Gymnastics 2 [4] A Impersonation 3 [8] A Characters have 8 + (Body ÷ 2, round up) boxes on
the physical damage track; black out extra boxes. see Wound Modifiers, p. 169.
Inf luence skill group 3 [8] A Intimidation 6 [11] A
a knack for making sure Mr. Johnson appreciates how diffi- CONTACTS
cult a job was so she can score a bonus for her people, she’s
Name Loyalty Connection Favor
The Juggler 1 4 —
(Elven f ixer)
great at smoothing over any bumps that may have come up, IDs / LIFESTYLES / CURRENCY
2
1
4
—
circumstances allow, she’s not above contacting the target of Kelly Quick
(Cutters gangbanger)
1 2
© 2014 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
—
are expected to understand that this is all just business, and PERSONAL DATA CORE COMBAT INFO
NAME/PRIMARY ALIAS Ms. Myth Primary Armor Actioneer Jacket 8
Rating
so far everyone involved has been professional enough to un- Metatype Troll
Age Sex Female
Ethnicity
Height Weight
Primary Ranged Weapon Fichetti Security 600
Dam
7P
Acc
5 (7)
AP
—
Mode
—
RC
—
Ammo
30 (c)
derstand that shadowrunners are just tools, and thus can be Street Cred
Karma 0
0 Notoriety
Total Karma
0
Misc
Public Awareness 0 Primary Melee Weapon
Reach Dam Acc AP
equipped by anyone. 5
ATTRIBUTES
5.4 CONDITION MONITOR
Body Essence
But brash as she can be, she hasn’t tried this particular tactic Agility
Reaction
2
2
Magic/Resonance
Initiative 7 + 1D6
Physical Damage Track Stun Damage Track
SKILLS
X -4 XX -4
X XX
Characters have 8 + (Will ÷ 2, round up) boxes on
Skill RTG Type Skill RTG Type the stun damage track; black out extra boxes.
X X X
For every 3 boxes of damage on any
Sperethiel 1 L Mandarin 1 L one damage track, the character
Automatics 4 [6] A Computers 3 [7 (8)] A takes a –1 Dice Pool modifier on
Con 6 [11] A First Aid 2 [6 (7)] A -6 tests; these modifiers are cumulative
within and across damage tracks,
Gymnastics 2 [4] A Impersonation 3 [8] A Characters have 8 + (Body ÷ 2, round up) boxes on
the physical damage track; black out extra boxes. see Wound Modifiers, p. 169.
Inf luence skill group 3 [8] A Intimidation 6 [11] A
Negotiation 6 [11] A Perception 5 [10] A
Pistols 3 [5] A Running 2 [7] A QUALITIES
Stealth skill group 4 [6] A Unarmed Combat 4 [6] A
Business 3 K Corporate Policies 2 K Quality Notes Type
Fashion 2 K (Horizon +2) Combat Paralysis N
Organized Crime 1 K Psychology 3 K Exceptional Attribute (Charisma) P
First Impression P
SINner (Corporate Limited Horizon) N
CONTACTS
Name Loyalty Connection Favor
The Juggler 1 4 —
(Elven f ixer)
IDs / LIFESTYLES / CURRENCY Frankie 1 1 —
(Bartender)
Esmeralda Expertise 2 4 —
Primary Lifestyle Tacoma Apartment (Middle (1 month))
(Talent broker)
Nuyen 1,400 Licenses Khayyim 1 2 —
Fake IDs / Related Lifestyles / Funds / Licenses (Street doc)
Billy Shen 1 4 —
Fake SIN [4] (Triad red pole)
Fake licenses [weapons permit and concealed carry, Rating 4] Mr. Satou 2 4 —
(Renraku company man)
Kelly Quick 1 2 —
(Cutters gangbanger)
© 2014 The Topps Company, Inc. Shadowrun is a registered trademark of The Topps Company, Inc., in the United States and/or other countries. Permission given to copy for personal use.
MS. MYTH
(SOLO RUN)
Ms. Myth is at her best with a full shadowrunner team backing so she shouldn’t have much trouble fitting in right under Lum-
her up, but before that calls them in she needs to learn the lay bergh’s nose. She handles interviews with various employees,
of the land, work some contacts, and get a plan put together. takes notes on their efficiency, and feeds Lumbergh enough
She might make it all look easy when the run picks up steam, reports to keep him happy. Just roll it five times, make sure she
but that only happens because she puts a lot of work in before doesn’t glitch and he doesn’t get lucky, and she can move on to
the rest of the team does their part. the sneaky part of this kind of assignment. If she keeps up the
façade every week, move on to Scene 3. If not, make a note of
SCENE 1 what week she failed in, and then check on Scene 5.
MS. MYTH
METATYPE: TROLL
B A R S W L I C ESS EDG
5 2 2 5 4 4 (5) 5 5 5.4 1
Condition 11 / 10
Monitor (P/S)
Armor 8 (Actioneer), 9 (chameleon)
Limits Physical 6, Mental 6 (7), Social 7
Physical Init 7 + 1D6
Active Skills Automatics 4 [6], Computer 3 [7 (8)], Con 6 [11], First Aid
2 [6 (7)], Gymnastics 2 [4], Impersonation 3 [8], Influence
skill group 6 [11], Intimidation 6 [11], Negotiation 6 [11],
Perception 5 [10], Pistols 3 [5], Running 2 [7], Stealth skill
group 4 [6], Unarmed Combat 4 [6]
Knowledge Business 3, Corporate Policies 2 (Horizon +2), Fashion 2,
Skills Organized Crime 1, Psychology 3,
Languages English N, Cantonese 2, Japanese 2, Mandarin 1,
Or’zet 2, Sperethiel 1
Qualities Combat Paralysis, Exceptional Attribute (Charisma), First
Impression, SINner (Corporate Limited, Horizon)
Aug. Cerebral booster 1, commlink implant (Transys Avalon,
Device Rating 6), datajack, image link
Gear Ammunition [100 regular rounds], Actioneer Business
Clothes, chameleon suit, fake SIN (Rating 4), fake
licenses [weapons permit and concealed carry, Rating
4], goggles [Rating 1, w/ smartlink], medkit (Rating 3)
Weapons Fichetti Security 600 [Light Pistol, Acc 6(7), AP —, DV
7P, 30 (c)]
2 x Ingram Smartgun X [Submachine Gun, Acc 5(7), AP
—, DV 8P, 32 (c)]
Lifestyle Middle Lifestyle (1 month)
Contacts The Juggler (Elven fixer) [Connection 4, Loyalty 1]
Frankie (Bartender) [Connection 1, Loyalty 1]
Esmeralda Expertise (Talent broker) [Connection 4,
Loyalty 1]
Khayyim (Street doc) [Connection 2, Loyalty 1]
Billy Shen (Triad red pole) [Connection 4, Loyalty 1]
Mr. Satou (Renraku company man) [Connection 4,
Loyalty 2]
Kelly Quick (Cutters gangbanger) [Connection 2,
Loyalty 1]