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Soak

A character for SR2.  Created May 1998 by P. Rogers.   

History

Soak grew up as a street kid living in the Islam part of Detroit.  He was a gang member busting heads until a shadowrun team moved in and the team mercenary "adopted" Soak as his protege.  Soak was born to be a shadowrunner and absorbed the rules and theory like a sponge absorbs water. After a bad run, what was left of his shadowrun team disbanded or retired.  Soak and his cousin Ruth Viper emigrated to Seattle in 2050 where she joined the boxing circuit and Soak fell into the Ultimate Fighting circuit.  He is currently the reigning champion in the UCAS.


Campaign Role

Soak could be used as hired muscle.  He is keeping his ear out for a new, discrete, shadowrun team since his old one disbanded.


Personality

He enjoys the action, but also sees it as a way to make money and presteige to improve life for his family back in Detroit.


Abilities

Soak is an ork with particular modifications that increase his ability to absorb punishment.  His street name - "Soak" - is a pun on that very ability.  He is also a capable tactician with years of experience as a shadowrunner and he had a chance to learn from some of the best.


Battle Tactics

The usual, be stealthy and keep his head down when the shooting starts.  He has few compunctions about using his body to protect those he likes and respects, but won't do anything particular for those he doesn't.  Because of his size, he uses the LMG like a sniper rifle.

Adventure Seed

The PCs need some extra muscle for a job they will be completing. Their fixer recommends Soak as a reliable option.


Soak

Attributes:  Body 9/12, Quickness 5, Strength 8, Charisma 3, Intelligence 5, Willpower 5, Essence 2.20, Body Index ×.××, Reaction 5 (7), Initiative 7 + 2d6, Professional Rating 4

Skills: Armed Combat 2, Athletics 3, Bike 3, Biotech 2, Electronics 2, Etiquette/Street 5, Firearms 3, Gunnery/LMG 4/6, Language (City Speak) 7, Military Theory 3, Stealth/Urban 3/5, Unarmed Combat 5

Cyberware: Air Filter 5 (alpha), Titanium Bone Lacing (alpha), Wired Reflexes 1 (alpha)

Bioware: Orthoskin 3 (cultured), Platelet Factory (cultured), Symbiotes 3 (cultured), Trauma Damper

Edges and Flaws:  Toughness, High Pain Tolerance +4

Equipment: lined coat, armor jacket, low lifestyle (six months prepaid), 2 flash paks, M107 Stoner-Ares LMG, 250 rounds LMG, Colt Manhunter heavy pistol, 80 rounds heavy pistol, concealed holster (heavy pistol), Harley motorcycle, combat knife

Contacts: Fixer (Seattle), Mr. Johnson (Seattle), Snitch (Seattle)

Notes:  "natural armor" of +3 Impact, +2 Ballistic, which is cumulative with any body armor worn; unarmed attacks can cause either 11M Stun or 6L Physical damage; does not suffer TN penalties if Condition Monitor indicates 4 damage boxes or less, full penalties apply if more than 4 boxes marked; must eat 2 times as much as normal; must take special anti-coagulant drugs daily or risk death; all touch perception rolls at +3 to TN.


Copyright © 1998-1999 by Morpheus Unbound.  All rights reserved.
Last updated 18 November 1999 by Patric L. Rogers.
Send comments and suggestions to morpheus_unbound@patric.net