Mato

Ork with cyberlimbs

Description:

Half Amerind / Half Aztec Ork

DOB 2055
Sex M
Height 1.85m (6’1")
Build Lean and slender for an ork, normal for a human
Nationality Sioux
Description Mato is an ork with obvious cyberlimbs. He has matte black cyberarms and cyberlegs. The cyberlegs are as sleek as a Eurocar Westwind 3000 and probably cost just as much. The arms aren’t quite as polished and show more signs of wear but are still serious tech.

Attributes

Body 5 Willpower 5 (7) Edge 6 Phys. Limit 8 core, 12 left arm, 13 right arm, 8 legs
Agility 1 (3) core, 10 for all limbs Logic 3 Magic 0 Mental Limit 6
Reaction 6 (9) Intuition 6 Essence 0.19 Social Limit 6 (5)
Strength 3 (5) core, 12 right arm, 10 left arm, 5 legs Charisma 4 Initiative 1d6+14 Astral Limit N/A

Active Skills

Skill Specialization Skill Rating Dice Pool Notes
Automatics SMGs 5 (7) 15 (17) Smartlink
Locksmith Maglocks 5 (7) 15 (17)
Perception Visual, Hearing, Smelling 5 (7) varies Contacts, Glasses, Earbuds, Sensors
Sneaking Indoors, Urban Outdoors 5 (7) 15 (17)
Thrown Weapons Blades 5 (7) 15 (17)
Unarmed Combat Cyber Implants, Okichitaw 5 (7) 15 (17)
Melee Weapons 5 15 House Rule
Etiquette Corporate 2 (4) 6 (8)
Con 2 6
Intimidation 2 6
Leadership 2 6
Negotiation 2 6
Performance 2 6
Survival 2 9
Disguise Camouflage 1 (3) 7 (9)
Gymnastics Leaping 1 (3) 11 (13) Hydraulic Jacks
Pilot Ground Craft Wheeled 1 (3) 10 (12)
Tracking Urban 1 (3) 7 (9)
Animal Handling 1 5
Armorer 1 4
Artisan 1 7
Biotechnology 1 4 Part of Biotech 1
Computer 1 4
Cybertechnology 1 4 Part of Biotech 1
First Aid 1 4 Part of Biotech 1
Industrial Mechanic 1 4
Medicine 1 4 Part of Biotech 1
Navigation 1 7
Palming 1 11
Pilot Water Craft 1 10
Running 1 6 Strength from cyberlegs, hydraulic jacks, skimmers
Swimming 1 9 Average Strength of limbs

Knowledge Skills

Skill Specialization Skill Rating Dice Pool Notes
Business Finance 5 (7) 8 (10)
Cybertechnology Cyberlimbs 4 (6) 7 (9)
Area Knowledge: Sioux Nation Butte 3 (5) 9 (11)
Area Knowledge: Seattle Redmond 3 (5) 9 (11)
Firearms Automatics, Modifications 3 (5) =6 (8)
Gardening (Greenhouse) 3 (5) 9 (11)
Security Design Home 3 (5) 6 (7)
Spanish: Aztlaner Speaking 3 (5) 9 (11)
Sioux Speaking 3 (5) 8 (10)
Sioux Sign Language 3 8
Fashion Men’s High Fashion 2 (4) 8 (10)
Or’zet Speaking 2 (4) 8 (10)
Sprawl Life Street Rumors 2 (4) 8 (10)
Classical Music 2 8
Drum Music 2 8
Hunting 2 8
Recipes 2 8
Native American Nations 2 5
Seattle Parkour 2 8
Architecture Residential 1 (3) 4 (6)
Art Western Europe 1 (3) 4 (6)
Cuisine Haute Cuisine 1 (3) 7 (9)
Parazoology Hellhounds 1 (3) 4 (6)
Smuggling Routes Seattle 1 (3) 7 (9)
Underworld Politics 1 (3) 7 (9)
British Trid Miniseries 1 7
Small Unit Tactics 1 7

Contacts

Name Profession Connection / Loyalty Location
Heather Huxley Street Doc C4 L3 Redmond (Touristville)
Tricky Nicky Identity Broker/Forger C3 L3 Redmond (Touristville)
Five Fingers Gau Talismonger, Jerk C3 L1 Redmond (Touristville)
Cheng Mu Chou (Senior) Triad Lieutenant C6 L1 Tacoma
Bau Chou (Junior) Wayward Son C3 L3 Tacoma
Katsuo “Andrew” Musai Yakuza Sergeant C4 L2 Redmond (Touristville)
Jhonney Morad Arms Dealer C3 L1 TBD
Brad Burns Security Specialist C4 L2 Snohomish
Chan Wu Wuxing heir C7 L1 Hong Kong / jet setting

Positive Qualities

Quality Notes
Agile Defender Use AGI for Full Defense
Battle Hardened II +2 Composure in hostile situations
Biocompatability (Cyberware) -10% Essence costs
Cyber Singularity Seeker +2 Willpower
Jack of All Trades, Master of None different karma costs for advancing skills
Perfect Time Extra Free Action, always knows the time to the minute
Redliner +2 AGI, +2 STR, fewer Physical condition monitor boxes

Negative Qualities

Quality Notes
Family Curse Easier to get addicted
Impassive Lower Social Limit
Lightweight a cheap date
SINner (National) (Sioux Nation) 15% due in taxes

Martial Arts

Art Techniques
Okichitaw Counterstrike, Sweep

’Ware

Name Cost Notes Reference
Bilateral Coordination Co-processor 0.20 Ambidexterity HT 185
Damper 0.09 +2 dice pool bonus to resisting sonic attacks, including flashbangs SR5 454
Nephritic screen R5 0.25 +5 drug addiction tests, Toxin Resistance tests, and Disease Resistance tests CF 113
Olfactory Booster R4 0.18 +4 Smelling Perception SR5 452
Reaction Enhancers R3 (Used) 0.99 +3 Reaction SR5 455
Sleep Regulator 0.10 Sleep 3 hours per night SR5 460
Obvious Full Arm, Used (AGI 10, STR 10, Physical 11) (Left) 1.1 Customized Agility R6, Enhanced Agility R2, Customized Strength R8, Submachine Gun, Sound Suppressor, Armor R3 SR5 456
Obvious Full Arm, Used (AGI 10, STR 12, Physical 12) (Right) 1.1 Customized Agility R6, Enhanced Agility R2, Customized Strength R8, Enhanced Strength R2, Spurs, Shock Hand, Cyberware Scanner R5, Armor R3 SR5 456
Obvious Full Leg (AGI 10, STR 5, Physical 8) (Left) 0.9 Customized Agility R6, Enhanced Agility R2, Hydraulic Jacks R6, Skimmers, Radar Sensor R4, Smuggling Compartment, Armor R2 SR5 456, CF 81 & 88 No Capacity remaining
Obvious Full Leg (AGI 10, STR 5, Physical 8) (Right) 0.9 Customized Agility R6, Enhanced Agility R2, Hydraulic Jacks R6, Skimmers, Internal Air Tank R3, Smuggling Compartment, Armor R2 SR5 456, CF 88 One (1) Capacity remaining

Armor
Armor Jacket (armor 12)
– Chemical Resistance 4
– Fire Resistance 4
– Non-Conductivity 4

Ballistic Mask (+2 armor)
– trodes
– gas mask
– Vision Enhancement R3

AM-tailored Chasseur Field Uniform:
Sleeping Tiger (armor 13)
– without Ruthenium Polymer Coating (
– R5 Electricity Protection
– R5 Chem Protection
– Increase Social Limit by 1
Synergist Business Line Longcoat (armor 10 / +3)
– R6 Insulation (R&G p.61)
– Holster
– Increase Social Limit by 1

Chasseur Gala Uniform:
SCOUT’S TUX (armor 8)
– Gear Access
– Concealed Pocket
– Faraday Pocket
– Holster
– Increase Social Limit by 1

Weapons
AK-97
+ Gas-Vent 3 System
+ Personalized Grip
+ Shock Pad
+ Smartgun System, Internal
– Acc 5 (8), 10P, AP -2
– RC 7 (8), 38©, SA/BF/FA, Conceal +6
– Ranges: 25 / 150 / 350 / 550

Cyber Submachine Gun
+ Smartgun System, Internal
– Acc 4 (6), 7P, AP 0
– RC 4 (houserule), 18(m)/32©, SA/BF
– Ranges: 10 / 40 / 80 / 150

Ingram Smartgun X
+ Gas-Vent 2 System
+ Smartgun System, Internal
+ Sound Suppressor
– Acc 4 (7), 8P, AP 0, Conceal +2
– RC 7 (houserule), 32©, BF/FA
– Ranges: 10 / 40 / 80 / 150

Walther P118 (machine pistol)
+ Advanced Safety System, Basic
+ Electronic Firing
+ Extended Clip
+ Gas-Vent 2 System
+ Safe Target System, Base
+ Smartgun System, Internal
+ Trigger Removal
– Acc 5 (8), 7P, AP 0, Conceal +1
– RC 7, 24©, SA/BF/FA
– Ranges: 5 / 15 / 30 / 50

Ammo: Gel (Machine Pistol) x24
Ammo: Explosive (Machine Pistol) x48

Ammo: APDS (Submachine Guns) ×80
Ammo: APDS (Assault Rifles) ×80
Ammo: Explosive Rounds (Submachine Guns) ×80
Ammo: Explosive Rounds (Assault Rifles) ×80
Ammo: Gel Rounds (Submachine Guns) ×80
Ammo: Gel Rounds (Assault Rifles) ×80
Ammo: Stick-n-Shock (Submachine Guns) ×80
Ammo: Stick-n-Shock (Assault Rifles) ×80

Grenade: Flash-Bang x5
– 10S, AP -4, 10m radius
Grenade: Fragmentation x5
– 18P(f), AP +5, -1P/meter
Grenade: Gas (Pepper Punch) x5
– 18P(f), AP +5, -1P/meter
Grenade: High Explosive x5
– 16P, AP -2, -2P/meter
– Ranges: 24 / 48 / 96 / 180

Shuriken x5
– Acc 12, 13P, AP -1
– Ranges: 12 / 24 / 60 / 84

Throwing Knives x5
– Acc 12, 13P, AP -1
– Ranges: 12 / 24 / 36 / 60

Shock Hand
– Acc 12, 9S(e), AP -5

Spurs
– Acc 12, 15P, AP -2

Commlink
Transys Avalon R6
+ Subvocal Mic
+ Trodes
Meta Link

Identities
Fake SIN (“Dirk Magnum”, UCAS National) R4
+ Fake License (Blades)
+ Fake License (SMG)
+ Fake License (Assault Rifles)
+ Fake License (Optical & Imaging Devices (contacts w/ smartlink))
+ Fake License (B&E Gear)
+ Fake License (Driver’s License)
+ Fake License (Private Investigator License)

Fake SIN (“Ignacio Severo”, PCC National) R4

Fake SIN (“Tex Shaft”, UCAS National) R1

Gear
Autopicker R6
Bug Scanner R6
Chemsniffer Ring R6 (Cutting Aces p.140)
Contacts R3
+ Image Link
+ Smartlink
+ Flare Compensation
C-Squared Rating 6 ×5
Earbuds R3
+ Sound Link
+ Audio Enhancement R2
Flashlight, Low-light
Gecko Tape Gloves
Glasses R4
+ Vision Enhancement R3
+ Thermographic Vision
Jammer, Area R4
Lockpick Set
Medkit R6
Medkit Supplies
Micro-Transceiver
Miniwelder
Restraint, Plasteel ×5
Sequencer R4
Slap Patch, Stim Patch R6 ×2
Slap Patch, Tranq Patch R6 ×2
Slap Patch, Trauma Patch ×1
Survival Kit
Tag Eraser
Tool Kit (Hardware) for maglocks

Lifestyle & Team Assets: https://stormy-waters-2075.obsidianportal.com/wikis/seattle-investigative-services
Neighborhood: https://stormy-waters-2075.obsidianportal.com/wikis/touristville

Current Status
6 of 6 Edge remaining

Nuyen
¥27,157

Nuyen Log
11/19/18 – Added ¥6,800 (¥8,000 minus taxes)
4/23/19 – Added ¥8,500 (¥10,000 minus taxes)
5/31/19 – Spent ¥3,200 on Lifestyle and subscriptions for October 2078
5/31/19 – Spent ¥12,500 on debt payments
10/25/19 – Added ¥6,800 (¥8000 minus taxes)
11/27/19 – Spent ¥0 on November 2078 rent, because it was covered with a Commercial Lifestyles roll (Charisma + Etiquette), spent ¥1,350 on subscriptions and ¥2,100 on debt payments (¥1,100 for monthly interest and ¥1,000 to pay down the debt)
2/17/20 – Added ¥12,112 (¥14,250 minus 15% in taxes)
2/17/20 – Spent ¥100 on bribes and tips
2/17/20 – Spent ¥10,000 paying off the remainder of his debt
8/6/20 – Earned ¥8,380 (¥9,859 minus taxes) after Chapter 5
8/10/20 – Subtracted ¥2,150 for lifestyle + subscription costs
6/5/21 – Earned ¥15,000 after Chapter 6 plus ¥400 from SIS for good December rolls (which cover lifestyle and more), minus ¥2,310 in taxes and ¥1,350 for subscriptions, so net is +¥11,740
11/23/21 – Earned ¥5,000 after Chapter 7 minus taxes nets ¥3,500 for now (plus ¥10K/month ÷ 4 – taxes = ¥2,125 per month for 10 months)

Debt Log
+ ¥15,000 borrowed
+ ¥7,500 extra half
- ¥12,500 debt payment
= ¥10,000
+ ¥1,000 monthly 10% (October)
+ ¥1,100 monthly 10% (November)
- ¥2,100 payment
- ¥10,000 payment (Mid-November 2078)
= ¥0 current balance!

Karma Log
Chapter 1: 25 karma
Chapter 2: 30 karma
First Interlude: 2 karma
Chapter 3: 25 karma
Second Interlude: 2 karma
Chapter 4: 20 karma
Third Interlude: 2 karma
Chapter 5: 42 karma, 21 knowledge karma
Fourth Interlude: Free specialization in lieu of 5 karma
Chapter 6: 80 karma, 30 knowledge karma
Fifth Interlude: Free Unarmed Combat specialization, free Okichitaw martial art
Chaper 7: 35 karma, free point in an Outdoors skill
Sixth Interlude: 12 karma, 6 knowledge karma

Current: 15 current karma, 6 current knowledge karma

11/16/18 – Spent 6 karma (Jack of All Trades) on Intimidation 1, Armorer 1, Running 1, Swimming 1, Palming 1, Survival 1
11/16/18 – Spent 14 karma on Thrown Weapons (Blades) and Unarmed Combat (Cyber Implants) specializations
11/25/18 – Spent 1 (Jack of All Trades) karma on Artisan 1
4/23/19 – Spent 24 karma on Cyber Singularity Seeker (12 karma * 2 post-chargen)
4/23/19 – Spent 14 karma on Perception (Hearing, Smelling) specializations
5/31/19 – Spent 2 karma reducing In Debt III to II
5/31/19 – Spent 3 free knowledge skill points on Business 5 (from 3), plus Redmond specialization for Area Knowledge Skill: Seattle
10/25/19 – Spent 15 karma on Charisma 3, 3 karma on Leadership, Negotiation, and Performance all at rank 1, and 0 karma on Small Unit Tactics 1
10/30/19 – Spent 4 karma on Biotech 1
11/26/19 – Spent 2 karma (special price) on Battle Hardened I
11/26/19 – Spent free knowledge skill points on Cybertechnology 4 (from 3), Sioux Sign Language 2 (from 1), Drum Music 1, and Gardening 1
2/17/20 – Spent 15 karma on Logic 3, spent 4 karma to remove In Debt II
3/3/20 – Spent free knowledge skill points on Underworld (Politics) 1 (3), Recipes 1, and took Battle Hardened II (+1 rank) instead of 2 karma
8/2/20 – Spent 20 karma on Charisma 4, 25 karma on Body 5, 7 knowledge karma on Sioux 3, Sioux Sign Language 3, Spanish 1, 6 knowledge karma on Drum Music 2, Gardening 2, Recipes 2
8/7/20 – Spent 1 knowledge karma (Interests) on British Trid Miniseries
8/10/20 – Spent 7 knowledge karma (Academic/Professional) on Connection 4 for Street Doc, Security Design 2
5/11/21 – Spent 10 knowledge karma (Academic/Professional) on Firearms (Modification), Architecture (Residential), Art (Western Europe), Parazoology (Hellhounds), Security Design (Home) (2 points each, already had Firearms and Security Design)
5/11/21 – Spent 10 knowledge karma (Interests) on Classical Music 2, Cuisine (Haute Cuisine) 1 (3), Fashion (Men’s High Fashion) 2 (4), Gardening (Greenhouse) +1 (3), Hunting 2 (already had Gardening)
5/11/21 – Spent 10 knowledge karma (Street/Language) on Seattle Parkour 2, Smuggling Routes (Seattle) 1 (3), Spanish (Spoken) +2, Sprawl Life (Street Rumors) 2 (4)
6/1/21 – Spent 30 karma on Edge 6, 25 karma on Willpower 5, 18 karma on six Charisma linked skills (moving from rating 1 to 2, 3 karma each due to Jack of All Trades, 5 karma on Okichitaw (Counterstrike, Sweep) (one free due to Fifth Interlude), 0 karma on Unarmed Combat (Okichitaw) specialization (free from Fifth Interlude), 2 karma on Animal Handling 1 and Industrial Mechanic 1 (discounted by Jack of All Trades)
11/23/21 – Spent 30 karma on Reaction 6, 2 karma on Pilot Water Craft 1 and Navigation 1 (discounted by Jack of All Trades)

Interlude
Sensei

Tec’s chapter (55 karma)
Logic 4 (20 karma)
Special Modifications I (10 karma)
Biotech 2 (10 karma)
Trust Fund 5 (10 karma) from an unknown benefactor, upon reaching age 25
Speed Reading (2 * 2 = 4 karma)
Pistols 1 (1 karma)

Gilga’s Chapter (29 karma)
52 Blocks (Pouncing Dragon, Multiple Opponent Defense) (12 karma)
Parkour (Kip Up) (5 karma)
~4 rating 2 skills (12 karma)

Chapter 10
Special Modifications II (10 karma)
Pistols 2 (3 karma)
Pistols 3 (5 karma)
Pistols spec (7 karma)

Qualities
Analytical Mind – 5
Barrens Rat – 5
Catlike – 7
Guts – 10
Observant – 5
Sensei – 5 (Cutty)
Sense of Direction 3 (+1 Nav)
Trust Fund (5 = Middle + 500 / 10 = Low + ~3,000 / 15 = High + 1,000 / 20 = Middle + ~5,000)
Special Modifications I (10 karma) +1 DV or -1 AP for a weapon
Special Modifications II (10 karma) +1 DV or -1 AP for a weapon

Martial Arts
52 Blocks (Pouncing Dragon, Multiple Opponent Defense)
Parkour (Kip Up)

Skills
Rating 1 skills liked to:
Logic = 7 (4 are part of Biotech, so 10 karma to advance instead of 12)
Agility = 3 (attribute is maxed)
Intuition = 4 (attribute is maxed)
Strength = 1 (Running)
Reaction = 2 (attribute is maxed)
Willpower = 1 (Survival)
Charisma = 1 (Animal Handling)

Since advancing 7 Logic skills to rating 2 would cost 21 karma, it makes more sense to advance Logic to rating 4 first before advancing skills linked to those attributes.

Specializations, although at 7 karma each these could almost buy a skill up from 1 to 3 with Jack of All Trades, so they only make sense if the skill isn’t at rating 1.
Automatics (Assault Rifles)
Unarmed Combat (Grappling)

Don’t make sense until the skills have been advanced to R3:
Etiquette (Street)
Armorer (Firearms)
Artisan (Cooking)
Computer (Matrix Search)
Intimidation (Physical)
Palming (something)
Performance (Drumming)

Ware
Arms, as configured, would cost between 99k and 120k as Alphaware and would save 0.4 Essence each (or 0.5 for Beta, but would change the price from 120k and 150k, but the price-to-Essence ratio is almost identical).

Reaction Enhancers R3 (Alpha) for ¥46,800. With Biocompatability these would cost 0.65 Essence, for a savings of 0.34 from their current (Used) Essence price. This values Essence at ¥137,647 a point.

Actually, Beta for Reaction Enhancers R3 works okay. It’s only an extra ¥11,700 (¥58,500 total) and saves another 0.11 Essence (0.45 total), which does not increase the price-per-Essence-point significantly.

Greytech mana tattoos might be a good fit for the Essence Hole. R3 gives +3 dice to resist spells, for 0.3 Essence and ¥1,500. If I go Beta on the Reaction Enhancers, that leaves 0.15 hole + 0.19 Essence – 0.01 Must Survive = 0.33 Essence to play with.

Options (could do all three):
Synch 0.10 14,000¥ ( 1 Perception, +1 combat after first attack )
Tetrachromatic Vision 0.10 8,000¥ (
3 Perception)
Cyberears R2 (-0.12 Essence if they replace Dampers and if Alphaware)
I like the R2 Cyberears because they can include Dampers [ 1 ], Audio Enhancement [ 3 ], Increased Hearing Spectrum [ 1 ], and Translat-ear [ 1 ], Select Sound Filter R1 [ 1 ] and Ear Protector [ 1 ], Cost: 30K Alpha

Things that take Capacity (1 available in legs, could swap out a smuggling compartment):
Attention Coprocessor [ 1 ] 3,000 (1 Perception) 0.27 Ess
Math SPU [ 1 ] 2,000 (fluff) 0.09 Ess
Nutritional Storage System [ 1 ] 500 (1 day of food and water), 0.09 Ess
Infrasonic Generator R4 [ 2 ] 16,000 (
4 Intimidation) 0.18 Ess (flat cost)

Notes
Redliner applies to both Natural and Cyberlimb attributes:
https://www.reddit.com/r/Shadowrun/comments/cnyykf/5e_chrome_flesh_am_i_reading_redliner_correctly/
https://forums.shadowruntabletop.com/index.php?topic=21221.msg386577#msg386577

8/23/20 – Cyberlegs are actually Standard, not Used. Updating Essence costs based on Chrome Flesh methodology: grade first (Used +25%) then Biocompatability second (-10%), rounding down to 1.1 as Chrome Flesh suggests (and as Chummer does). Also updated Essence cost for Used Reaction Enhancers R3.

Bio:

What are the two or three most important formative experiences in your life?
1. Mato was born to corporate drug addicts, who produced a baby about as small and weak as an ork can be. He’s been physically underdeveloped all his life, and thus rejected by Sioux culture. He spent his youth on the sidelines, both literally and metaphorically. This fostered his powers of observation, while simultaneously stoking his desperation to physically participate in life.

2. Mato’s parents were killed in car crash that he attributes to their drug use. He took his inheritance and his parents’ life insurance money and decided to pour it into cybernetic enhancements that would help him overcome his physical limitations. He wasn’t bright enough to put some aside to help overcome his mental limitations.

3. Mato overspent. Not having a good head for numbers, he blew through his funds to the point where he needed to borrow money from the Koshari. He’s not deeply in debt, but just enough where he needs steady employment to keep the legbreakers at bay. (Mato’s legs are made of titanium and are unlikely to be literally broken, but the debt collectors could probably do a number on ribs or his nose or somewhere else painful and fragile.) This has inspired him to pursue gainful employment in Seattle, which conveniently gets him out of the Koshari’s territory while he earns enough to pay them back.

How did they acquire their skillset?
Once he had his basic cybernetic implants, Mato threw himself at physical pursuits with the zeal of the newly converted. He wanted to learn everything he saw on the trids growing up: fighting, shooting, sneaking around like a Native ninja. The Sioux culture is militarized enough that there were plenty of opportunities to pursue these hobbies. Mato paid a lot of ex-Wildcats to be his mentors. Mato is skilled but not an expert, which is attributable to his desire to do lots of different things in an effort to make up for lost time. This robs him of the discipline to focus on any specific talent (Jack of All Trades quality).

Where did they come from and how did they get here?
Mato was born and raised in the Sioux Nation. He has come to Seattle to pursue a business venture with the investigative agency, which he believes will put food on the table, keep the Koshari at bay, and lead to greater earning opportunities.

What motivates you beyond money and survival?
Mato grew up feeling worthless and scorned by Sioux society. While he certainly wanted cyberlimbs to compensate for his physical infirmities, his subconscious motivation was a deep-seeded inferiority complex. He wants to feel valued and respected. To that end, he wants to put some of the skills he’s learned into practice in a real-world environment.

Any jobs they wont take?
Mato won’t take a job that openly involves violence against children. He would also decline work from standard antagonists, e.g. Humanis Policlub, Human Nation, Alamos 20K, insect spirits (except mantids), dragons, etc.

In pursuit of his quest for respect, Mato traded in most of his metahumanity. He is impassive about violence and death, so he is open to wetwork and distasteful protection or intimidation services. His opinions of the weak and downtrodden are complex: they remind him of everything he used to be, and he resents the memory, so in killing them he is (metaphorically) killing the part of himself that he hates. Still, he can’t help feeling lingering moments of compassion and a desire to help them better themselves, especially children with untapped potential.

What ideals would they betray an employer for?
Mato isn’t intelligent in the traditional sense but he has the right instincts to do a common sense risk/reward analysis. He’s not going to jeopardize his reputation and future earning potential unless the payoff is significant enough to negate the need for a good reputation and future earning potential.

He might also “betray” an employer if he feels like the job was significantly misrepresented and/or accepted under false pretenses. He wouldn’t consider it a betrayal but rather a renegotiation of terms.

Any personal goals?
Mato grew up in relative comfort, with two gainfully-employed corporate parents, but he also witnessed the results of this first hand: namely, stress to the point of being driven to excess in terms of drugs, BTLs, and other vices. His goal would be to obtain a similar standard of living, but without the accompanying stresses. A permanent High lifestyle would be a personal goal.

Mato

2075: Stormy Waters Tecumseh