Blackjack's People #125
Quentin's Brigade
By Blackjack [Blackjack's Shadowrun Page: www.BlackjackSR.com] [BlackjackSRx@gmail.com] [@BlackjackSRx]

Posted: 2000-12-04

Quentin Iberra

Archetype: Human Response Team Captain

A outwardly cold man in his early 50s, Quentin Iberra is the captain of a police response team responsible for bailing out the normal troops when things get too heavy.  While slowing a bit because of his age, Quentin has made up for his inevitable loss of speed by removing most of his physical speed related enhancements (which were only really helping him to simply keep up) and replacing them with mental accelerators, including intelligence cyber/bioware and a targeting computer.  Now more of a coordinator than a combatant, Quentin analyzes incoming data from his own senses and his rigger's drones, and then creates split second combat decisions based on this data.  He also works as a sniper when one is required.

Dalton Krynn

Archetype: Human Weapons Specialist

Krynn began his police work in the Weapon Acquisition department of Lone Star, basically working a desk job that involved finding the best prices for the best weapons the cops could get.  Perpetually unsatisfied with the limited corporate data handed to him, Krynn began testing virtually every weapon available before finalizing his purchasing decisions.  As he tested, he also became quite knowledgeable in their operation and uniquities, as well as discovering he had a hidden talent for accurate targeting.  He was recruited by Quentin after Quentin saw him at a range, over fifteen guns laid out before him, firing them all in quick succession to see which ones were the best.

Even Quentin was surprised - and a bit frightened - at how easy it was to get Krynn to make the switch between shooting at paper and shooting at flesh.  It quickly became apparent that Krynn simply felt that shooting at people was a more accurate way to gauge a weapon's ability and it took a good bit of conditioning before Krynn was able to understand when it was and was not right to shoot someone.  (When Krynn had a number of speed enhancing cyberware installed, Quentin called in one of the best Psychological Neurosurgeons to help tweak Krynn's personality so he wouldn't be a straight out killing machine when he emerged from surgery.)  Krynn is well versed in every kind of light weapon and switches individual weapons often, appearing as if he's still searching for the ultimate gun.

Eon Fianna

Archetype: Elf Combat Mage

Having a knack for knowing which of her vast array of spells is best suited for a particular situation, Eon usually ends up confusing the hell out of her enemies who are normally expecting good old Power, Mana, or Stun combat spells when things get rough.  They never really ponder the possibility that they won't be able to see their target because Eon has tossed up a Wall Of Warm Smoking Flowers that disrupts their IR gear.

Bald and in her late 20s, Eon is missing her left arm, having voluntarily had it removed to pay off a gambling debt in her pre-profession era.  Eon will never go for a kill unless one of her team mates in mortally threatened and usually has two or three Air Elementals ready to be called in if things get rough.  Unlike most mages, she treats her elementals as virtual equals and will recall them if they get close to disruption.  The elementals are very grateful for this and often provide Eon with free services as a way of saying thanks.

The only mundane weapon Eon carries is a paint ball gun that fires rounds filled with a mixture that looks frighteningly like blood.  On more than one occasion she has caused heavily armored enemies to bug out in fear and confusion when they suddenly saw themselves get filled with holes without feeling any pain.

St. Andre

Archetype: Ork Heavy Weapons Specialist

Perhaps more accurately identified as a "Heavy Weapons Isolationist", St. Andre doesn't own any weapon lighter than a medium machine gun and doesn't get out much on non-runs because the only armor he'll wear is Heavy Military.  Ironically, St. Andre isn't as trigger happy as one might think, using his arsenal of assault cannons and missile launches in a calculated way that results in surprisingly little collateral damage.  He'll only fire when he's certain he has a target, only "cutting lose" with weapons if the combat situation has degraded to the point that such an action is the only viable alternative to getting hosed.

Sax Anderson

Archetype: Human Rigger

Formerly a combat rigger of the Quebec city police, Sax was kicked out of town after she plowed a light panzer through a statue of the city's mayor while chasing an individual wanted in a domestic assault.  Still an idealist who places crimes against people above crimes against corporations, Sax occasionally comes into conflict with the rest of the group and their philosophies.  Quentin, who would hate to lose a rigger as good as Sax, allows her to go on independent missions aimed at combating crimes against people just as long as she focuses on the job at hand while working with the rest of Quentin's Brigade.  And while Sax has kept to the deal by serving Quentin with her excellent combat rigging skills, she still gives off the odd impression that his mind is perpetually focused on a greater purpose and that she's not 100% "into" what she is currently doing.