The Rolodex

by Brian <[G--c--s] at [aol.com]>

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