Bail Bonder “Anabell”
Comments from a GM
It started out with the old story about how the decker was always bored when the run happened, while everyone else was bored while the decker romped, so no one ever wanted to run a decker and miss the shooting. A GM I played with also made it a point to require everyone to have a Ms. Johnson, a fixer, and a fence, which left little room for us to have creative contacts, such as the Korean Deli owner down on the corner (you ever try to locate a Seoulpa ring by yourself?). When I took over, I decided that it would make things faster by giving everyone on the team a particular contact that could cover a number of holes.
Anabell is a former runner who retired when the new technology got to be to fast for her old ‘ware. She now works as a Bail Bondsman (woman, person, sentient, whatever is most PC (gag)). She formerly was a Private Detective, so she has contacts and friends all over, as well as being a fairly hot decker. In her current role she works for the corps needing to hire semi-legit runners or investigators, she finds data for runners and corps alike, and can serve as a fixer and fence for the team as well. We run in New Orleans, which is a much more friendly place than edgy, gray Seattle. It is the land of Cajuns, Jazz, and hoodoo (voodoo to anglos). The people are spicy and so is the food, and most of the natives (Cajun, Creole, and blacks) resent the anglos (mostly from Texas) who make up the bulk of the corporations in the Big Easy.
All in all, however, I find that such a contact as Anabell allows the players to make interesting contacts at creation (such as cousin Maurice who is the Sheriff of Donaldsonville up the river), rather than having to cover the fixer/fence/Johnson/ decker slots with the freebies and nuyen, so y’all enjoy, cher!
Attributes
Age 41 Race Human female Body 2 Quickness 6 Strength 2 Charisma 4 Intelligence 4(8) Willpower 6 Essence 6 Magic none Reaction 7 Initiative 7 + 2d6
Pools
Combat 10 Hacking 16 Task 3
Skills
Computer 6 Decking 9 Electronics 3 Maglocks 6 Et—Street 6 Et—Corp 4 Negotiation 6 Stealth 5 Urban 7 Biotech 4 Car 2 Passenger 4 Firearms 5
Cyberware
Wired Reflexes 1 Smartgun One Cybereyes Elec mag 2 Flare comp lowlight 4 Datajacks Encephalon 4
Gear
Berretta 200ST internal smart Palmprint ID 4, ex. ammo Walther PB120 internal smart Secure Ultravest 4/3 Secure Long Coat 4/2 Fuchi Cyber 7, maxed, with all the programs a decker needs
Contacts
whoever I need as GM for the runners to access
NAGEE 6, The Rolodex - [a--oo--o] at [clark.net]