Simone Yang
Jump to navigation
Jump to search
Cyberpunk Red: Night City Stories | |
---|---|
GM | |
Erik | |
Date | |
2045 A.D. | |
Advancement | |
170 IP | |
Reputation | |
2 | |
Characters | |
Galen "Doc" Sank Kia "Spruce" Simone (Sy) "Mover" Yang Thomas "Cabbie" Connely Tovera "Drakka" Vash Zaahira "Lemon Drop" Idrissi | |
NPCs | |
Saiya Nakajima, Fixer | |
Resources | |
Cheat Sheet |
Description
<<Text>>
Background
<<Test>>
Statistics
Characteristics
Intellect | 6 | Reflexes | 8 | Dexterity | 8 | ||
Technique | 6 | Cool | 6 | Willpower | 5 | ||
Luck | 5 | Move | 8 | Body | 5 | ||
Empathy | 5 | ||||||
Class | Rockerboy | Total XP | 0 |
Attributes
Hit Points | 38/40 | Humanity | 50 | Luck Points | 5 |
Skills
Awareness Skills
Skill | Att | Skill | Bonus | Total |
Concentration (WILL) | 5 | 4 | 0 | +9 |
Conceal/Reveal (INT) | 6 | 4 | 0 | +10 |
Lip Reading (INT) | 6 | 0 | 0 | +6 |
Perception (INT) | 6 | 6 | 0 | +12 |
Tracking (INT) | 6 | 0 | 0 | +6 |
Body Skills
Skill | Att | Skill | Bonus | Total |
Athletics (DEX) | 8 | 6 | 0 | +14 |
Contortionist (DEX) | 8 | 4 | 0 | +12 |
Dance (DEX) | 8 | 4 | 0 | +12 |
Endurance (WILL) | 5 | 0 | 0 | +5 |
Resist Torture/Drugs (WILL) | 5 | 0 | 0 | +5 |
Stealth (DEX) | 8 | 6 | 0 | +14 |
Control Skills
Skill | Att | Skill | Bonus | Total |
Drive Land (REF) | 8 | 0 | 0 | +8 |
Pilot Air Vehicle (x2) (REF) | 8 | 0 | 0 | +8 |
Pilot Sea Vehicle (REF) | 8 | 0 | 0 | +8 |
Riding (REF) | 8 | 0 | 0 | +8 |
Education Skills
Skill | Att | Skill | Bonus | Total |
Accounting (INT) | 6 | 0 | 0 | +6 |
Animal Handling (INT) | 6 | 0 | 0 | +6 |
Bureaucracy (INT) | 6 | 0 | 0 | +6 |
Business (INT) | 6 | 0 | 0 | +6 |
Composition (INT) | 6 | 0 | 0 | +6 |
Criminology (INT) | 6 | 0 | 0 | +6 |
Cryptography (INT) | 6 | 0 | 0 | +6 |
Deduction (INT) | 6 | 0 | 0 | +6 |
Education (INT) | 6 | 2 | 0 | +8 |
Gamble (INT) | 6 | 0 | 0 | +6 |
Language (English) (INT) | 6 | 4 | 0 | +10 |
Language (Korean) (INT) | 6 | 2 | 0 | +8 |
Language (Streetslang) (INT) | 6 | 1 | 0 | +7 |
Library Search (INT) | 6 | 0 | 0 | +6 |
Local Expert (Downtown) (INT) | 6 | 2 | 0 | +8 |
Local Expert (Warehouse) (INT) | 6 | 0 | 0 | +6 |
Science (INT) | 6 | 0 | 0 | +6 |
Tactics (INT) | 6 | 0 | 0 | +6 |
Wilderness Survival (INT) | 6 | 0 | 0 | +6 |
Fighting Skills
Skill | Att | Skill | Bonus | Total |
Brawling (DEX) | 8 | 6 | 0 | +14 |
Evasion (DEX) | 8 | 6 | 0 | +14 |
Melee Weapon (DEX) | 8 | 0 | 0 | +8 |
Performance Skills
Skill | Att | Skill | Bonus | Total |
Acting (COOL) | 6 | 0 | 0 | +6 |
Play Instrument (TECH) | 6 | 0 | 0 | +6 |
Ranged Skills
Skill | Att | Skill | Bonus | Total |
Archery (REF) | 8 | 0 | 0 | +8 |
Autofire (x2) (REF) | 8 | 0 | 0 | +8 |
Handgun (DEX) | 8 | 0 | 0 | +8 |
Heavy Weapons (x2) (DEX) | 8 | 0 | 0 | +0 |
Shoulder Arms (DEX) | 8 | 0 | 0 | +0 |
Social Skills
Skill | Att | Skill | Bonus | Total |
Bribery (COOL) | 6 | 0 | 0 | +6 |
Conversation (EMP) | 5 | 2 | 0 | +7 |
Human Perception (EMP) | 5 | 2 | 0 | +7 |
Interrogation (COOL) | 6 | 0 | 0 | +6 |
Persuasion (COOL) | 7 | 2 | 0 | +9 |
Personal Grooming (COOL) | 6 | 0 | 0 | +6 |
Streetwise (COOL) | 6 | 2 | 0 | +8 |
Trading (COOL) | 6 | 2 | 0 | +8 |
Wardrobe & Style (COOL) | 6 | 0 | 0 | +6 |
Technique Skills
Skill | Att | Skill | Bonus | Total |
Air Vehicle Tech (TECH) | 6 | 0 | 0 | +6 |
Basic Tech (TECH) | 6 | 0 | 0 | +6 |
Cybertech (TECH) | 6 | 0 | 0 | +6 |
Demolitions (x2) (TECH) | 6 | 0 | 0 | +6 |
Electronics / Security (TECH) | 6 | 2 | 0 | +8 |
First Aid (TECH) | 6 | 2 | 0 | +8 |
Forgery (TECH) | 6 | 2 | 0 | +8 |
Land Vehicle Tech (TECH) | 6 | 0 | 0 | +6 |
Paint/Draw/Sculpt (TECH) | 6 | 0 | 0 | +6 |
Paramedic (x2) (TECH) | 6 | 0 | 0 | +6 |
Photography/Film (TECH) | 6 | 0 | 0 | +6 |
Pick Lock (TECH) | 6 | 4 | 0 | +10 |
Pick Pocket (TECH) | 6 | 4 | 0 | +10 |
Sea Vehicle Tech (TECH) | 6 | 0 | 0 | +6 |
Weaponstech (TECH) | 6 | 0 | 0 | +6 |
Special Ability
Combat Awareness
The Solo's Role Ability is Combat Awareness. With Combat Awareness, a Solo can call up their training to have an enhanced situational awareness of the battlefield. When combat begins, anytime outside of combat, or in combat with an Action, a Solo may divide the total number of points they have in their Combat Awareness Role Ability among a number of combat abilities. If a Solo chooses to not change their point assignments, their previous ones persist.
Current Selection
- Initiative Reaction: +2 Initiative
- Threat Detection: +2 Perception
Cyberware
- Biomonitor
- Subdermal implant which generates a constant LED readout of pulse, temperature, respiration, blood sugar, etc. You can link your Biomonitor to your Agent to allow it to track your wellness. Humanity Loss: 0
- Contraseptive Implant
- Implant prevents undesired pregnancy. (HL 0)
- Nural Link
- Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. System has 5 Option Slots for Neuralware options. (HL: 7)
- Kerenzikov Speedwear
- Neuralware Option. Always-on Speedware that provides consistently improved reaction time. User adds +2 to their Initiative Rolls. Only a single piece of Speedware can be installed into a user at a time. Requires Neural Link. (HL 14)
- Kerenzikov Speedwear
- Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. System has 5 Option Slots for Neuralware options. (HL: 7)
Arms & Armor
- Light ArmorJack (Stopping Power 10/11)
- Dessert Eigle (Poor Quality Very Heavy Pistol)
- Handgun, RoF 1, Mag 8/8, 4d6 damage
Equipment
Pockets
|
Messenger Bag
|
Go-Bag
|
Clothing
Bottems
|
Tops'
|
Shoes
|
Jacket
|