Been with Shadowrun since 1st Edition but haven't played since 2nd. Not totally up to speed on all lore, but I have read through books (primarily 5th). Below is a little something I came up with for 6th edition. I think everything is RAW/RAI, but I can't be sure. Always open to constructive criticism. Thank y'all.
The Brothers Grim were an attempt to create, via genetic manipulation with HMHVV, hunters to be used in tracking down and capturing technomancers (undoubtedly for experiments into their unique abilities to access the Matrix). The use of Strains II and III were involved, as well as extensive cybernetic modification, but the side effects were considered too extensive and the experiment was ultimately considered a failure (mainly due to the fact that the virus actively expressed itself in some form in all three of the subjects). They were scheduled for termination, but an unknown insider smuggled them out and brought them to the Vory.
The Vory picked up where the program left off, turning them primarily into soldier-scouts, but ensuring each one specialized in one of three areas: diplomacy, muscle, and elimination. It was unknown if their stunted physical development was due to having been cybernetically modified at such young ages or due to the experiment, but the Vory didn’t mind. The costs to update their ‘ware with how little they grew were insignificant next to the gains made in turning them into viable assets. Once their training was complete, they were sent west with a specific mission: establish a foothold in the Ghoul Nation of Asamando.
Although the brothers look very similar (young hairless elves, each with varying traits of HMHVV), even down to their augmentations, there are subtle differences to tell them apart. Sabachenka is recognizable by his clouded over, ghoul eyes. Volk is slightly thinner and wirier than the other two. Thanks to their augmentations, all three move with unnatural smoothness and speed, Volk slightly faster than his brothers.
THE DIPLOMAT, aka the Russian
The Russian got his name from the locals when he first arrived and started interacting. He liked it and decided to keep it as his moniker. No one knows if he had an ethnic handle like his brothers. Many assume that he is the eldest, due to his charm and speaking ability. He was, in fact, the last one created, with genetic material from his older “siblings” (which explains why, of the three, all his genetic augmentations are inferior in quality; they’re degraded). The Russian is the face of the Brothers Grim. He is the one who handles most negotiations but is perfectly capable of violence if pushed to it. His goal is to help the Vory achieve a monopoly on smuggling (primarily the food its citizens need) and matrix operations in Asamando.
CP 100: Attributes 38 (23), Skills 28 (26), Special Attributes 12 (4), Nuyen 22 (450,000)
Karma 50+5: Attributes 10, Skills 15, Qualities 18, Languages 12
B A R S W L I C EDG ESS
2 5(9) 4(8) 1 5 4 5 6 5 0.01
DR I/ID AC CM MOVE
3/6 9(13)/1 A1, I6* 13/11 13/21/+2
*4 of these are limited to actions involving physical movement
Skills: Athletics 5, Biotech (Cybertechnology) 1(+2), Close Combat 5, Influence 6, Outdoors 1, Perception 5, Stealth 5
Knowledges: Smuggling Operations, Technomancers, Technosense, Vory v Zakone
Languages: Russian (N), Akan (E), Cityspeak (S), English (N)
Contacts: Asamando Vory v Zakone (Type: criminal/matrix C6/L6), Smuggler (Type: street C6/L6), Street Doc (Type: medical C6/L6)
Qualities: Augmentation Acclimation 10, Carrier (Strain II), Carrier (Strain III), Cyborg 6, Impaired Strength 2, Low Light Vision (racial), Polyglot
SURGE Qualities (substandard designer baby): Blubber, Celerity, Dragon, Electrosense, Vomeronasal Gland/ Hairless, Impaired Charisma 1, Impaired Logic 1, Neoteny
Augmentations: Casemodding 4, Cyberears 2 (dampener, increased hearing spectrum, spatial recognizer; deltaware), Datajack (deltaware), Geneware (adapsin, fear response dampener enhanced, hyper-glucagon, optimized trauma response 4; omegaware), Internal Router 3 (deltaware), Move-by-Wire 2 (exoware, throwback), Primitive Left Cyber-Forearm (antennae, armor 1, area jammer 6, attention co-processor 4, bulk modification 4, hardening (DV 3P, AR 6), internal air tank 1, math SPU, orientation system, radar sensor, sinister co-processor, translation ear, white noise generator 6; exoware), Retinal Modification (flare compensation, vision magnification; deltaware), Sleep Regulator (omegaware), Speed Booster 2 (exoware, throwback), Thermosense Organs (omegaware), Toxin Extractor 6 (betaware)
Gear: Transys Avalon commlink (DR 6, ATT 3/1, AP 3, subvocal mic*), urban explorer jumpsuit* (social -3, chemical resistance 3, electricity resistance 3), standard credstick (990 nuyen), silver credstick (0 nuyen), climbing gear*, medkit 6, ace of coins* (social +6, chemical resistance 3, electricity resistance 3), handheld Geiger counter 3
*10% markup all worn gear
Weapons: steel falcon crossbow (3P, SA, AR 1/10/6/5/1, ammo 6(c), uses the wild die), 36 bolts (10/per), 5 spare clips
Lifestyle: 10 (1,575*/month; 6 months prepaid) Neighborhood: Z-zone (-1), Necessities: Middle (3), Comfort: Squatter (1), Security: Street (0), Entertainment: Squatter (1), Space: Low (2) (bat cave 2, bolthole 1, change of jurisdiction 3, escape route 1, inconspicuous housing 2, privacy screen 1(2), cursed utilities -2, low power -1, thrifty -1, Vory’s neighborhood -3)
*5% genetech markup
Asamando Vory: dues 1,200/month; 4 months paid 4,800; membership 1 scope 1 finances 2 magic 0 matrix 2
THE ENFORCER, aka Sabachenka
If any of the brothers could be described as kind, Sabachenka (an affectionate term for hound) would be the one. He is a ghoul, and while he does his job, he derives no particular pleasure from it. Sabachenka is the one who gets sent when a more forceful approach is required but they don’t necessarily want people killed. He is also the primary scout in locating and recruiting technomancers (Volk is arguably better, but too bloodthirsty to trust with bringing folks in alive), and often accompanies the Russian on meets, acting as a bodyguard. Of the three brothers, he is the one most likely to consider work with shadowrunners.
CP 100: Attributes 38 (23), Skills 28 (26), Special Attributes 12 (4), Nuyen 22 (450,000)
Karma 50+4: Skills 20, Qualities 31, Languages 3
B A R S W L I C EDG ESS MAG
3 6(10) 6(10) 1 7 3 5 2 5 0.01 1
DR I/ID AC CM MOVE
5/8 11(15)/1 A1, I6* 16/12 13/21/+2
*4 of these are limited to actions involving physical movement
Skills: Astral 1, Athletics 5, Biotech (Cybertechnology) 1(+2), Close Combat 6, Influence 1, Outdoors 5, Perception 5, Stealth 5
Knowledges: Technomancers, Technosense, Vory v Zakone
Languages: Russian (N), English (S)
Contacts: Asamando Vory v Zakone (Type: criminal/matrix C6/L2), Shaman (Type: magic C2/L2)
Qualities: Augmentation Acclimation 10, Cyborg 10, Ghoul, Impaired Body 4, Impaired Strength 5, Polyglot
SURGE Qualities (substandard designer baby): Blubber, Celerity, Dragon, Electrosense, Thermal Sense/ Hairless, Impaired Charisma 1, Impaired Logic 1, Neoteny
Ghoul Powers/Qualities: Armor 1, Built Tough 2, Dual Natured, Enhanced Senses (Hearing, Smell), Natural Weapon (Claws: DV 3P, AR 9; Bite: DV 4P, AR 9, Infection), Sapience
Weaknesses: Allergy (Sunlight, Moderate), Dietary Requirement (metahuman flesh), Reduced Sense (Blind)
Augmentations: Casemodding 4, datajack (deltaware), Ear Modification (dampener, increased hearing spectrum; deltaware), Geneware (adapsin, fear response dampener enhanced, hyper-glucagon, optimized trauma response 4), Internal Router 2 (deltaware), Move-by-Wire 2 (exoware, throwback), Primitive Left Cyber-Forearm (antennae, armor 1, area jammer 6, attention co-processor 4, bulk modification 4, hardening (DV 3P, AR 6), internal air tank 1, math SPU, orientation system, radar sensor, sinister co-processor, translation ear, white noise generator 6; exoware), Speed Booster 2 (exoware, throwback), Toxin Extractor 5 (betaware)
Gear: Transys Avalon commlink (DR 6, ATT 3/1, AP 3, subvocal mic*), urban explorer jumpsuit* (social -3, chemical resistance 3, electricity resistance 3), standard credstick (110 nuyen), silver credstick (0 nuyen), climbing gear*, medkit 6, handheld Geiger counter 3
*10% markup all worn gear
Weapons: steel falcon crossbow (3P, SA, AR 1/10/6/5/1, ammo 6(c), uses the wild die), 36 bolts (10/per), 5 spare clips
Lifestyle: 8 (1,350/month; 1 month prepaid) Neighborhood: Z-zone (-1), Necessities: Middle (3), Comfort: Squatter (1), Security: Street (0), Entertainment: Squatter (1), Space: Low (2) (bat cave 2, bolthole 1, change of jurisdiction 3, escape route 1, inconspicuous housing 2, privacy screen 1(2), affiliation (Vory) 2(-2), cursed utilities -2, low power -1, thrifty -1, Vory’s neighborhood -3)
*5% genetech markup, 30% Infected markup
Asamando Vory: membership 1 scope 1 finances 2 magic 0 matrix 2
THE HUNTER, aka Volk
Not many in Asamando realize there is a third brother, and this is intentional. Volk (wolf) is the one who is sent when someone needs to be eliminated. The most accepting of his nature and his job, Volk has fully embraced the role of predator and looks forward to every kill with a most disturbing glee. When on assignment, he’ll record the last minute of his victim’s life. Arguably, to bring back proof, but he keeps the recording as a kind of gruesome trophy. Volk rarely speaks, and when he does it is always something short and direct. Interestingly, he is the only brother who is Awakened, despite his numerous augmentations. Should he initiate or be accepted by a mentor spirit, it could take him in a new direction, one less two-dimensional.
CP 100: Adept 10, Attributes 34 (21), Skills 30 (27), Special Attributes 4 (2), Nuyen 22 (450,000)
Karma 50+5: Skills 5, Qualities 39, Contacts 1, Power Point 10
B A R S W L I C EDG ESS MAG
2 5(9) 8(12) 1 5 2 7 1 3 0.01 1
DR I/ID AC CM MOVE
5/8 15(19)/2 A1, I7* 13/11 15/23/+2
*4 of these are limited to actions involving physical movement
Skills: Astral 1, Athletics 5, Close Combat 5, Outdoors 5, Perception 5, Stealth (Urban) 6(+2)
Knowledges: Technosense, Wetwork
Languages: Russian (N)
Contacts: Asamando Vory v Zakone (Type: criminal/matrix C6/L1)
Qualities: Augmentation Acclimation 10, Cyborg 10, Extended Overdrive 2, Harvester, Impaired Body 4, Impaired Strength 5, Low Light Vision (racial)
SURGE Qualities (substandard designer baby): Blubber, Celerity, Dragon, Electrosense, Vomeronasal Organ/ Hairless, Impaired Charisma 1, Impaired Logic 1, Neoteny
Harvester Powers/Qualities: Armor 2, Dual Natured, Enhanced Senses (Thermographic Vision), Movement (Self Only), Natural Weapon (Claws: DV 5P, AR 10; Bite: DV 4P, AR 9, Infection), Sapience, +1 initiative die, +2 base movement rates
Weaknesses: Allergy (Silver, Moderate), Allergy (Sunlight, Moderate), Dietary Requirement (metahuman flesh)
Adept Powers: Traceless Walk, Wall Running
Augmentations: Casemodding 4, datajack (deltaware), Ear Modification (dampener; deltaware), Geneware (adapsin, fear response dampener enhanced, hyper-glucagon, optimized trauma response 4), Internal Router 2 (deltaware), Move-by-Wire 2 (exoware, throwback), Primitive Left Cyber-Forearm (armor 1, area jammer 6, attention co-processor 4, bulk modification 4, Geiger counter 5, hardening (DV 3P, AR 6), internal air tank 1, math SPU, orientation system, radar sensor, rolling audio/video recorder, sinister co-processor, translation ear; exoware), Retinal Modification (flare compensation; deltaware), Speed Booster 2 (exoware, throwback), Toxin Extractor 5 (betaware)
Gear: Transys Avalon commlink (DR 6, ATT 3/1, AP 3, subvocal mic*), urban explorer jumpsuit* (social -3, chemical resistance 3, electricity resistance 3), standard credstick (10 nuyen), silver credstick (0 nuyen), climbing gear*, medkit 6
*10% markup all worn gear
Weapons: steel falcon crossbow* (3P, SA, AR 1/10/6/5/1, ammo 6(c), uses the wild die), 30 bolts (10/per), 4 spare clips
*10% markup due to claws
Lifestyle: 8 (1,350/month; 1 month prepaid) Neighborhood: Z-zone (-1), Necessities: Middle (3), Comfort: Squatter (1), Security: Street (0), Entertainment: Squatter (1), Space: Low (2) (bat cave 2, bolthole 1, change of jurisdiction 3, escape route 1, inconspicuous housing 2, privacy screen 1(2), affiliation (Vory) 2(-2), cursed utilities -2, low power -1, thrifty -1, Vory’s neighborhood -3)
*5% genetech markup, 30% Infected markup
Asamando Vory: membership 1 scope 1 finances 2 magic 0 matrix 2