Cyberware & Skills
Dec. 4th, 2022 08:44 pmHe was built for:
β High charisma - charming, a smooth talker, persuasive, apparently good at singing
β A great shot - able to land hits in high pressure situations
β Highly intelligent - able to put together stories based on evidence & deduce leads
β Researcher - built to literally doxx people, able to uncover even obscure evidence
He's a media which means he's an investigative reporter. He gets into the action to find, follow, and investigate leads to publish stories. His cybereye also is an always on video and audio recorder as well.
Fashionware
Light Tattoo x3
Subdermal patches store light and project colored tattoos under the skin. All three combine to make a star map of the stars that should be visible above Night City (but aren't thanks to light pollution), it is hard to see in bright light and during the day if its sunny but in the darkness it glows an almost white blue.
Cyberaudio
Amplified Hearing
User adds +2 to their Perception Skill for Checks which include hearing.
Voice Stress Analyzer
Provides +2 to Human Perception (insight, for D&D players) and Interrogation checks. Can activate a special lie-detecting mode.
Cybereye (L)
MicroVideo
Camera in eye that records audio and video to linked Agent.
MicroOptics
Provides up to 400x magnification.
Neuralware
Reflex Co-Processor
Assists the Neural Link in its processing duties, freeing it up to focus entierly on enhancing the user's reflexes.
Internal Body Cyberware
Subdermal Armor
User's body and head are armored at SP11. Regenerate SP1 each day you're not in combat.
Trauma Response Nanomatrix (x2)
For each Trauma Response Nanomatrix installed, fully regenerate Subdermal Armor SP once per day.
For those of you familiar with D&D or Pathfinder, please be aware that Cyberpunk RED is a d10 system that is more skill-based than dice-based. For example: with a skill score of +14, the only real feasible way to fail a regular skill check is to roll a natural 1 on the d10. The idea is to level up your character and make them VERY good at what you want them to be good at, and then use the dice for things that maybe they aren't so skilled at. In addition, 8 is the highest score you can typically pick for stats during character creation unless the GM knows what they are doing and chooses not to follow that RAW.
Role: Media, Exec
Max HP: 40
Humanity: 50/60
Role Ability: Credibility, Teamwork
The Media not only can convince an audience of what they publish, but also has a larger audience the more credible they are. They also have greater levels of access to sources and information. Media are also in the know and pick up on rumors passively.
Rumors
Twice a week the GM will secretly roll the Credibility Rank + 1d10. If the Check beats any of the DVs on the Rumor Table's Passive column, the GM will clue the Media in on the highest DV rumor which their Check beat. These are the same rumors tha a Media might find by hitting The Street. When a Media is actively looking for a rumor like this, they roll appropriate STAT + relevant Skill + 1d10 against the DV on the Active column the GM has set for the rumor based on how detailed it is.
Vague Rumor | Hazy. Bare minimum information of where to begin. | 7 Passive / 13 Active
Typical | You know the next place to be. You have an idea of the truth. | 9/15
Substantial | Contains concrete information that's useful, such as names, places, times. | 11/17
Detailed | Substatial + if info is verified becomes evidence that can be used in story. | 13/21
Publishing Stories or Scoops
Access/Sources represents those you can reasonably get in touch with/interview or otherwise gain information from.
Audience is how many people your stories or exposes can reach.
Believability is how well your story goes over with the audience. The higher your Credibility, the more likely people will believe something you have written or broadcast. You roll 1d10 based on your Believability when you publish a story and any time you wnt to find out whether an individual or group believes your story. For 1 piece of verifiable evidence, add +1; if 4+ distinct pieces of evidence then +2 (they do stack). LUCK cannot be spent on this.
Impact is how much change any individual story or revelation you publish has on your audience. Once you publish a story/scoop you cannot publish another story on the same exact topic unless you have new information to add to the conversation.
Emerick's Rank (5)
Access/Sources: Local honcho, gang lord, local neighborhood leadership
Audience: Immediate neighborhood
Believability: 5/10
Impact: Change created by a story/scoop is small, incremental. Small-time bad guys are scared and may change their ways a little.
Just like a real corporate executive, the Exec builds a team whose members help them accomplish their goals, whether legal or not, morale permitting.
Signing Bonus
At Teamwork Rank 1, as a gift, the Exec is given a suit comprised of a Businesswear Jacket, Top, Bottom, and Footwear that identify them as a member of the business elite. The Exec cannot resell these without raising suspicion.
Corporate Housing
At Teamwork Rank 2, the Exec is given access to one of their Company's Corporate Conapts. As long as they remain a member of that Corporation, they can stay there without paying any Rent or any other fees. The Exec must still buy their own Lifestyle separately every month. If the Exec leaves to join another Corporation, they will extend to them the same offer, and even pay to move all of their stuff to their new apartment.
At Teamwork Rank 7, the Exec's corporate housing is improved to a Beaverville House in the Executive Zone.
At Teamwork Rank 10, the Exec's corporate housing is improved dramatically to a Beaverville McMansion in the Executive Zone or a Luxury Penthouse in the Corporate Zone.
Corporate Health Insurance
At Teamwork Rank 6, the Exec is given Trauma Team Silver coveraeg, paid for monthly by their Corporation. If the Exec leaves to join another Corporation, they will extend to them the same offer.
At Teamwork Rank 8, the Corporation upgrades their coverage to Trauma Team Executive.
Team Members
At Teamwork Rank 3, Teamwork give the Exec a Team Member. Ranks 5 and 9 of Teamwork give the Exec an additional Team Member, capping out at a maximum of 3 total Team Members at Rank 9.
Team Members are rolled from a special chart for each of their jobs. The Exec chooses which class of Team Members theyw ant, but their roll ont he chart determines the STATs of the Team Member HR hires for them.
While constructed like Player Characters, they vary in several distinct ways.
β They do not improve their Skills. They determine and heal their HP like Player Characters do.
β They are controlled by the GM, and their ability to follow an order depends on their Loyalty and ability to make a Loyalty Check.
βThey cannot wear Armor other than Light Armorjack. Company Policy.
Losing Team Members: If a Team member is lost, HR will repossess their equipment and replace them during the next game session. This "new hire" has new STATs, but their starting Loyalty is reduced to 1 (they heard about what happened). In addition, this will cost the Exec an additional 200eb in "hiring fees" (bribes) to HR.
Loyalty: While Team Members work for the Exec, they are not mindless drones. They do the tasks given to them by the Exec based on their Loyalty to their boss (or the paycheck they sign for them). Loyalty is a shifting value; an Exec must (during every game session) do things to promote Loyalty and not lose it. Loyalty caps at maximum of 10 between game sessions, but during an individual game session, Loyalty has no limit.
Loyalty Save: When a task is given to a Team Member by the Exec, the GM must roll 1d6 under the Team member's current Loyalty. If the Save is failed, the Team Member may refuse or botch the assignment or otherwise turn on the Exec. If Loyalty drops to 0 or lower, the Team Member will actively attempt to betray the Exec to their enemies. If at the end of a session a Team Member has less than 0 Loyalty, they will complain to HR and either receive a transfer or quit upon having one refused, depending on HR's whims. Either way, they are gone. See Losing Team Members, just above.
Emerick's Rank (2)
β Businesswear suit
β Corporate Conapt
Intelligence: 8
Reflex: 7
Dexterity: 7
Technique: 4
Cool: 8
Will: 6
Luck: 4
Move: 6
Body: 6
Empathy: 6
Concentration (WILL): 8
Conceal/Reveal Object (INT): 8
Lip Reading (INT): 13
Perception (INT): 14 (16 for hearing-based checks)
Tracking (INT): 8
Athletics (DEX): 9
Contortionist (DEX): 7
Dance (DEX): 7
Endurance (WILL): 6
Resist Torture/Drugs (WILL): 6
Stealth (DEX): 9
Drive Land Vehicle: (REF): 7
Pilot Air Vehicle (x2) (REF): 7
Pilot Sea Vehicle (REF): 7
Riding (REF): 7
Accounting (INT): 8
Animal Handling (INT): 8
Bueraucracy (INT): 8
Business (INT): 8
Composition (INT): 14
Criminology (INT): 8
Cryptography (INT): 8
Deduction (INT): 14
Education (INT): 10
Gamble (INT): 8
Language (Streetslang) (INT): 11
Language (Spanish) (INT): 12
Language (Russian) (INT): 9
Library Search (INT): 18
Local Expert (Your Home) (INT): 12
Tactics (INT): 8
Tracking (INT): 8
Wilderness Survival (INT): 8
** He has no science training so there is nothing to list for that skill.
Brawling (DEX): 9
Evasion (DEX): 13
Martial Arts (x2) (DEX): 7
Melee Weapon (DEX): 7
Acting (COOL): 8
Play Instrument (None) (TECH): 4
Archery (REF): 7
Autofire (x2) (REF): 7
Handgun (REF): 17
Heavy Weapons (x2) (REF): 7
Shoulder Weapons (REF): 11
Bribery (COOL): 14
Conversation (EMP): 11
Human Perception (EMP): 13
Interrogation (COOL): 10
Persuasion (COOL): 14
Personal Grooming (COOL): 8
Streetwise (COOL): 8
Trading (COOL): 8
Wardrobe & Style (COOL): 12
Air Vehicle Tech (TECH): 4
Basic Tech (TECH): 4
Cybertech (TECH): 4
Demolitions (x2) (TECH): 4
Electronics/Security Tech (x2) (TECH): 4
First Aid (TECH): 6
Forgery (TECH): 4
Land Vehicle Tech (TECH): 4
Paint/Draw/Sculpt (TECH): 4
Paramedic (x2) (TECH): 4
Photography/Film (TECH): 9
Pick Lock (TECH): 4
Pick Pocket (TECH): 4
Sea Vehicle Tech (TECH): 4
Weaponstech (TECH): 4
Armor: Light Armorjack, SP 11 (Head & Body)
Weapons:
Heavy Pistol: DMG 3d6, ROF 2; 1 Hand; Yes Concealment; Mag 8 (x50 Basic Ammo, x50 Armor Piercing Ammo)
Militech Perseus: Excellent Very Heavy Pistol. +1 Attack Modifier. DMG 4d6. ROF 1 and then 2 if fired previous round; 1 hand; No Concealment, Mag 11; Amor Piercing (x100 Basic Ammo)
Queen: Very Heavy Pistol. DMG 4d6. ROF 1; 1 Hand; No Concealment; Mag 8 (x100 Basic Ammo). Previous Owner: Garf, may she rest in peace.
Abby: Shotgun. DMG 5d6. 2 Hands; No Concealment, Mag 4 (x4 Amor Piercing Slugs, x14 Basic Slugs). Previous Owner: Garf, may she rest in peace.
EMP Grenades: 2. No damage. DV15 Cybertech check. On fail, 2 random pieces of cyberware are disabled 1 minute (20 rounds).
Armor-Piercing Grenades: 3. DMG 6d6. Double ablation to armor.
Gear:
Clothes - very worn, has some holes
Agent - cracked to hell
Wallet
β Night City ID
β Trauma Team Executive membership card
β Credit Chip (229,405 Eurodollars)
β 20 Eurodollars
β A few hairties
β A few bobby pins
Carryall Bag
β Audio recorder
β Binoculars
β Box of Hello Kitty Band-aids
β Bug Detector
β Businesswear Suit
β Computer (Laptop)
β Flashlight
β Grapple Gun
β Misc. Ammunition for Guns
β Mr. Steele's Agent
β Radio Communicator
β Radio Scanner / Music Player
β Scrambler/Descrambler
β Tracer Button
β Video Camera
Miscellaneous
β Compact Groundcar
β Apartment (Garf & Omen's previous apartment, paid off)
Cyberware:
Cyberaudio Suite: Cyberaudio Suite is installed invisibly in the inner skull. System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed.
Amplified Hearling: Cyberaudio Option. User adds +2 to their Perception Skill for Checks which include hearing. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit.
Voice Stress Analyzer: Cyberaudio option. The user adds +2 to their Human Perception and Interrogation Checks. Can activate a special lie-detecting mode.
Cybereye (L): A artificial eye that replaces a meat one. Each Cybereye has 3 Option Slots for Cybereye options.
MicroVideo: Cybereye option. Camera in eye records video and audio to a standard Memory Chip or a linked Agent. Requires a Cybereye and takes 2 Option Slots.
MicroOptics: Cybereye option. Assists the Neural Link in its processing duties, freeing it up to focus entierly on enhancing the user's reflexes. A user with a Reflex Co-Processor can dodge bullets regardless of their REF.
Neural Link: A synthetic system that provides access to the neural system.
Reflex Co-rocessor: Assists the Neural Link in its processing duties, freeing it up to focus entirely on enhancing the user's reflexes. (Allows user to dodge bullets regardless of their REF.)
Light Tattoos: Subdermal patches store light and project colored tattoos under the skin. All three combine to make a star map of the stars that should be visible above Night City (but aren't thanks to light pollution), it is hard to see in bright light but in the darkness it glows a darker blue that matches his hair.
Biomonitor: Provides an LED showing vitals readouts. Can be linked to your agent. (When paired with Trauma Team membership + Agent link, can automatically call TT on losing consciousness.)
Subdermal Armor: User's body and head are armored at SP11. Whenever the user successfully completes a day of natural healing, nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP.
Trauma Response Nanomatrix: Internal Body Cyberware. Once per day, as an Action, activate to repair your Skinweave or Subdermal Armor to full SP. Requires Skinweave or Subdermal Armor. Each additional installation increases daily uses by 1.
Cultural Origins: Western European
Personality: Friendly and outgoing
Clothing Style: Bag lady chic/leisurewwear
Hairstyle: Long, kept in a messy bun
Value Most: Friendship
Most Valued Person: His sister, Emily
Family Background: Megastructure Warren Rats
Feelings About People: They're generally good folk
Most Valued Possession: A book
Childhood Environment: Abusive parents, tight quarters
Family Crisis: None, they're just abusive assholes
Life Goals: Be a successful news reporter & leave his past behind
No friends, enemies, or tragic love affairs worth mentioning.
β High charisma - charming, a smooth talker, persuasive, apparently good at singing
β A great shot - able to land hits in high pressure situations
β Highly intelligent - able to put together stories based on evidence & deduce leads
β Researcher - built to literally doxx people, able to uncover even obscure evidence
He's a media which means he's an investigative reporter. He gets into the action to find, follow, and investigate leads to publish stories. His cybereye also is an always on video and audio recorder as well.
Fashionware
Light Tattoo x3
Subdermal patches store light and project colored tattoos under the skin. All three combine to make a star map of the stars that should be visible above Night City (but aren't thanks to light pollution), it is hard to see in bright light and during the day if its sunny but in the darkness it glows an almost white blue.
Cyberaudio
Amplified Hearing
User adds +2 to their Perception Skill for Checks which include hearing.
Voice Stress Analyzer
Provides +2 to Human Perception (insight, for D&D players) and Interrogation checks. Can activate a special lie-detecting mode.
Cybereye (L)
MicroVideo
Camera in eye that records audio and video to linked Agent.
MicroOptics
Provides up to 400x magnification.
Neuralware
Reflex Co-Processor
Assists the Neural Link in its processing duties, freeing it up to focus entierly on enhancing the user's reflexes.
Internal Body Cyberware
Subdermal Armor
User's body and head are armored at SP11. Regenerate SP1 each day you're not in combat.
Trauma Response Nanomatrix (x2)
For each Trauma Response Nanomatrix installed, fully regenerate Subdermal Armor SP once per day.
For those of you familiar with D&D or Pathfinder, please be aware that Cyberpunk RED is a d10 system that is more skill-based than dice-based. For example: with a skill score of +14, the only real feasible way to fail a regular skill check is to roll a natural 1 on the d10. The idea is to level up your character and make them VERY good at what you want them to be good at, and then use the dice for things that maybe they aren't so skilled at. In addition, 8 is the highest score you can typically pick for stats during character creation unless the GM knows what they are doing and chooses not to follow that RAW.
Cyberpunk RED Build
Role: Media, Exec
Max HP: 40
Humanity: 50/60
Role Ability: Credibility, Teamwork
Role Ability: Credibility
The Media not only can convince an audience of what they publish, but also has a larger audience the more credible they are. They also have greater levels of access to sources and information. Media are also in the know and pick up on rumors passively.
Rumors
Twice a week the GM will secretly roll the Credibility Rank + 1d10. If the Check beats any of the DVs on the Rumor Table's Passive column, the GM will clue the Media in on the highest DV rumor which their Check beat. These are the same rumors tha a Media might find by hitting The Street. When a Media is actively looking for a rumor like this, they roll appropriate STAT + relevant Skill + 1d10 against the DV on the Active column the GM has set for the rumor based on how detailed it is.
Vague Rumor | Hazy. Bare minimum information of where to begin. | 7 Passive / 13 Active
Typical | You know the next place to be. You have an idea of the truth. | 9/15
Substantial | Contains concrete information that's useful, such as names, places, times. | 11/17
Detailed | Substatial + if info is verified becomes evidence that can be used in story. | 13/21
Publishing Stories or Scoops
Access/Sources represents those you can reasonably get in touch with/interview or otherwise gain information from.
Audience is how many people your stories or exposes can reach.
Believability is how well your story goes over with the audience. The higher your Credibility, the more likely people will believe something you have written or broadcast. You roll 1d10 based on your Believability when you publish a story and any time you wnt to find out whether an individual or group believes your story. For 1 piece of verifiable evidence, add +1; if 4+ distinct pieces of evidence then +2 (they do stack). LUCK cannot be spent on this.
Impact is how much change any individual story or revelation you publish has on your audience. Once you publish a story/scoop you cannot publish another story on the same exact topic unless you have new information to add to the conversation.
Emerick's Rank (5)
Access/Sources: Local honcho, gang lord, local neighborhood leadership
Audience: Immediate neighborhood
Believability: 5/10
Impact: Change created by a story/scoop is small, incremental. Small-time bad guys are scared and may change their ways a little.
Role Ability: Teamwork
Just like a real corporate executive, the Exec builds a team whose members help them accomplish their goals, whether legal or not, morale permitting.
Signing Bonus
At Teamwork Rank 1, as a gift, the Exec is given a suit comprised of a Businesswear Jacket, Top, Bottom, and Footwear that identify them as a member of the business elite. The Exec cannot resell these without raising suspicion.
Corporate Housing
At Teamwork Rank 2, the Exec is given access to one of their Company's Corporate Conapts. As long as they remain a member of that Corporation, they can stay there without paying any Rent or any other fees. The Exec must still buy their own Lifestyle separately every month. If the Exec leaves to join another Corporation, they will extend to them the same offer, and even pay to move all of their stuff to their new apartment.
At Teamwork Rank 7, the Exec's corporate housing is improved to a Beaverville House in the Executive Zone.
At Teamwork Rank 10, the Exec's corporate housing is improved dramatically to a Beaverville McMansion in the Executive Zone or a Luxury Penthouse in the Corporate Zone.
Corporate Health Insurance
At Teamwork Rank 6, the Exec is given Trauma Team Silver coveraeg, paid for monthly by their Corporation. If the Exec leaves to join another Corporation, they will extend to them the same offer.
At Teamwork Rank 8, the Corporation upgrades their coverage to Trauma Team Executive.
Team Members
At Teamwork Rank 3, Teamwork give the Exec a Team Member. Ranks 5 and 9 of Teamwork give the Exec an additional Team Member, capping out at a maximum of 3 total Team Members at Rank 9.
Team Members are rolled from a special chart for each of their jobs. The Exec chooses which class of Team Members theyw ant, but their roll ont he chart determines the STATs of the Team Member HR hires for them.
While constructed like Player Characters, they vary in several distinct ways.
β They do not improve their Skills. They determine and heal their HP like Player Characters do.
β They are controlled by the GM, and their ability to follow an order depends on their Loyalty and ability to make a Loyalty Check.
βThey cannot wear Armor other than Light Armorjack. Company Policy.
Losing Team Members: If a Team member is lost, HR will repossess their equipment and replace them during the next game session. This "new hire" has new STATs, but their starting Loyalty is reduced to 1 (they heard about what happened). In addition, this will cost the Exec an additional 200eb in "hiring fees" (bribes) to HR.
Loyalty: While Team Members work for the Exec, they are not mindless drones. They do the tasks given to them by the Exec based on their Loyalty to their boss (or the paycheck they sign for them). Loyalty is a shifting value; an Exec must (during every game session) do things to promote Loyalty and not lose it. Loyalty caps at maximum of 10 between game sessions, but during an individual game session, Loyalty has no limit.
Loyalty Save: When a task is given to a Team Member by the Exec, the GM must roll 1d6 under the Team member's current Loyalty. If the Save is failed, the Team Member may refuse or botch the assignment or otherwise turn on the Exec. If Loyalty drops to 0 or lower, the Team Member will actively attempt to betray the Exec to their enemies. If at the end of a session a Team Member has less than 0 Loyalty, they will complain to HR and either receive a transfer or quit upon having one refused, depending on HR's whims. Either way, they are gone. See Losing Team Members, just above.
Emerick's Rank (2)
β Businesswear suit
β Corporate Conapt
Stats
Intelligence: 8
Reflex: 7
Dexterity: 7
Technique: 4
Cool: 8
Will: 6
Luck: 4
Move: 6
Body: 6
Empathy: 6
Awareness Skills
Concentration (WILL): 8
Conceal/Reveal Object (INT): 8
Lip Reading (INT): 13
Perception (INT): 14 (16 for hearing-based checks)
Tracking (INT): 8
Body Skills
Athletics (DEX): 9
Contortionist (DEX): 7
Dance (DEX): 7
Endurance (WILL): 6
Resist Torture/Drugs (WILL): 6
Stealth (DEX): 9
Control Skills
Drive Land Vehicle: (REF): 7
Pilot Air Vehicle (x2) (REF): 7
Pilot Sea Vehicle (REF): 7
Riding (REF): 7
Education Skills
Accounting (INT): 8
Animal Handling (INT): 8
Bueraucracy (INT): 8
Business (INT): 8
Composition (INT): 14
Criminology (INT): 8
Cryptography (INT): 8
Deduction (INT): 14
Education (INT): 10
Gamble (INT): 8
Language (Streetslang) (INT): 11
Language (Spanish) (INT): 12
Language (Russian) (INT): 9
Library Search (INT): 18
Local Expert (Your Home) (INT): 12
Tactics (INT): 8
Tracking (INT): 8
Wilderness Survival (INT): 8
** He has no science training so there is nothing to list for that skill.
Fighting Skills
Brawling (DEX): 9
Evasion (DEX): 13
Martial Arts (x2) (DEX): 7
Melee Weapon (DEX): 7
Performance Skills
Acting (COOL): 8
Play Instrument (None) (TECH): 4
Ranged Weapon Skills
Archery (REF): 7
Autofire (x2) (REF): 7
Handgun (REF): 17
Heavy Weapons (x2) (REF): 7
Shoulder Weapons (REF): 11
Social Skills
Bribery (COOL): 14
Conversation (EMP): 11
Human Perception (EMP): 13
Interrogation (COOL): 10
Persuasion (COOL): 14
Personal Grooming (COOL): 8
Streetwise (COOL): 8
Trading (COOL): 8
Wardrobe & Style (COOL): 12
Technique Skills
Air Vehicle Tech (TECH): 4
Basic Tech (TECH): 4
Cybertech (TECH): 4
Demolitions (x2) (TECH): 4
Electronics/Security Tech (x2) (TECH): 4
First Aid (TECH): 6
Forgery (TECH): 4
Land Vehicle Tech (TECH): 4
Paint/Draw/Sculpt (TECH): 4
Paramedic (x2) (TECH): 4
Photography/Film (TECH): 9
Pick Lock (TECH): 4
Pick Pocket (TECH): 4
Sea Vehicle Tech (TECH): 4
Weaponstech (TECH): 4
Weapons, Armor, Cyberware, and Gear
Armor: Light Armorjack, SP 11 (Head & Body)
Weapons:
Heavy Pistol: DMG 3d6, ROF 2; 1 Hand; Yes Concealment; Mag 8 (x50 Basic Ammo, x50 Armor Piercing Ammo)
Militech Perseus: Excellent Very Heavy Pistol. +1 Attack Modifier. DMG 4d6. ROF 1 and then 2 if fired previous round; 1 hand; No Concealment, Mag 11; Amor Piercing (x100 Basic Ammo)
Queen: Very Heavy Pistol. DMG 4d6. ROF 1; 1 Hand; No Concealment; Mag 8 (x100 Basic Ammo). Previous Owner: Garf, may she rest in peace.
Abby: Shotgun. DMG 5d6. 2 Hands; No Concealment, Mag 4 (x4 Amor Piercing Slugs, x14 Basic Slugs). Previous Owner: Garf, may she rest in peace.
EMP Grenades: 2. No damage. DV15 Cybertech check. On fail, 2 random pieces of cyberware are disabled 1 minute (20 rounds).
Armor-Piercing Grenades: 3. DMG 6d6. Double ablation to armor.
Gear:
Clothes - very worn, has some holes
Agent - cracked to hell
Wallet
β Night City ID
β Trauma Team Executive membership card
β Credit Chip (229,405 Eurodollars)
β 20 Eurodollars
β A few hairties
β A few bobby pins
Carryall Bag
β Audio recorder
β Binoculars
β Box of Hello Kitty Band-aids
β Bug Detector
β Businesswear Suit
β Computer (Laptop)
β Flashlight
β Grapple Gun
β Misc. Ammunition for Guns
β Mr. Steele's Agent
β Radio Communicator
β Radio Scanner / Music Player
β Scrambler/Descrambler
β Tracer Button
β Video Camera
Miscellaneous
β Compact Groundcar
β Apartment (Garf & Omen's previous apartment, paid off)
Cyberware:
Cyberaudio Suite: Cyberaudio Suite is installed invisibly in the inner skull. System has 3 Option Slots for Cyberaudio Options. User can only have one Cyberaudio Suite installed.
Amplified Hearling: Cyberaudio Option. User adds +2 to their Perception Skill for Checks which include hearing. Requires a Cyberaudio Suite. Multiple installations of this option provide user no additional benefit.
Voice Stress Analyzer: Cyberaudio option. The user adds +2 to their Human Perception and Interrogation Checks. Can activate a special lie-detecting mode.
Cybereye (L): A artificial eye that replaces a meat one. Each Cybereye has 3 Option Slots for Cybereye options.
MicroVideo: Cybereye option. Camera in eye records video and audio to a standard Memory Chip or a linked Agent. Requires a Cybereye and takes 2 Option Slots.
MicroOptics: Cybereye option. Assists the Neural Link in its processing duties, freeing it up to focus entierly on enhancing the user's reflexes. A user with a Reflex Co-Processor can dodge bullets regardless of their REF.
Neural Link: A synthetic system that provides access to the neural system.
Reflex Co-rocessor: Assists the Neural Link in its processing duties, freeing it up to focus entirely on enhancing the user's reflexes. (Allows user to dodge bullets regardless of their REF.)
Light Tattoos: Subdermal patches store light and project colored tattoos under the skin. All three combine to make a star map of the stars that should be visible above Night City (but aren't thanks to light pollution), it is hard to see in bright light but in the darkness it glows a darker blue that matches his hair.
Biomonitor: Provides an LED showing vitals readouts. Can be linked to your agent. (When paired with Trauma Team membership + Agent link, can automatically call TT on losing consciousness.)
Subdermal Armor: User's body and head are armored at SP11. Whenever the user successfully completes a day of natural healing, nanomachines present in the Subdermal Armor repair both the body and head location of the Subdermal Armor for one point of its lost SP.
Trauma Response Nanomatrix: Internal Body Cyberware. Once per day, as an Action, activate to repair your Skinweave or Subdermal Armor to full SP. Requires Skinweave or Subdermal Armor. Each additional installation increases daily uses by 1.
Lifepath
Cultural Origins: Western European
Personality: Friendly and outgoing
Clothing Style: Bag lady chic/leisurewwear
Hairstyle: Long, kept in a messy bun
Value Most: Friendship
Most Valued Person: His sister, Emily
Family Background: Megastructure Warren Rats
Feelings About People: They're generally good folk
Most Valued Possession: A book
Childhood Environment: Abusive parents, tight quarters
Family Crisis: None, they're just abusive assholes
Life Goals: Be a successful news reporter & leave his past behind
No friends, enemies, or tragic love affairs worth mentioning.