Simone Yang
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 | 2 | 0 | +8 |
Streetwise (COOL) | 6 | 4 | 0 | +8 |
Trading (COOL) | 6 | 2 | 0 | +8 |
Wardrobe & Style (COOL) | 6 | 1 | 0 | +7 |
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 | 0 | 0 | +6 |
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 | 4 | 0 | +10 |
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
Charasmatic Impact
The Rockerboy has the Role ability Charismatic Impact. They can influence others by sheer presence of person- ality. They need not be a musical performer; they can influence others through poetry, art, dance, or simply their physical presence. They could be a rocker—or a cult leader. A Rockerboy can only use their Charismatic Impact Role Ability on Fans. Assuming you aren't in combat, you can make people who aren't currently fans into fans (unless they actively dislike you) by rolling Charismatic Impact + 1d10 vs. a DV8 for a Single Person, DV10 for a Small Group of up to 6, or DV12 for a Huge Group. The GM determines whenever someone you meet is already a Fan. When a Rockerboy wants to make use of their Charismatic Impact on a fan or group of fans, the GM uses the table below to determine if the favor is something within the powers of their Charismatic Impact given their current Role Ability Rank. If it isn't, the Rockerboy automatically fails. If it is, the group size determines the DV against which the Rockerboy must roll Charismatic Impact + 1d10. If they succeed, the fan or group of fans puts their best effort toward the favor the Rockerboy asked for. If they fail, the Rockerboy can't ask for the same favor again from those fans for a week.
Fan Favors
- Single Fan: Convince a fan to do a major favor for you. (Sleep with you, Put in a good word for you, etc.)
- Small Group: Convince a group of up to 6 fans to do a minor favor for you. (regularly hang out; provide booze, drugs, or other party favors.)
- Huge Group: Sy has a strong local following; fans buy their recordings and merch.
Cyberware
Fashionware
- 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
- Lighttatoo:
- Subdermal patches store light and project colored tattoos under the skin. +2 to Wardrobe and Style if user has three or more tattoos.
(110€$)
Internal
- Contraseptive Implant
- Implant prevents undesired pregnancy. (HL 0)
(10€S)
Neural
- Nural Link
- Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. The system has 5 Option Slots for Neuralware options. (HL: 7)
- Kerenzikov Speedwear
- Neuralware Option. Always-on Speedware that provides consistently improved reaction time. The user adds +2 to their Initiative Rolls. Only a single piece of Speedware can be installed into a user at a time. Requires Neural Link. (HL 14)
- Braindance Recorder
- Records user's experiences to memory chip or external device. (HL 7)
- Biodance Memory Chip (2)
- Data storage. User's cyberware can store or access data on it.
- Kerenzikov Speedwear
- Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. The system has 5 Option Slots for Neuralware options. (HL: 7)
(1520€S)
Arms & Armor
- Light ArmorJack (Stopping Power 10/11)
- Dessert Eigle (Poor Quality Very Heavy Pistol)
- Handgun, RoF 1, Mag 8/8, 4d6 damage
Equipment
Pockets
|
Messenger Bag
|
Go-Bag
|
(Value: 210€$)
Clothing
Bottems
|
Tops
|
Shoes
|
Jacket
|
Jewelery
|
(Value: 680€$)
Lifestyle
Elise's Backpack
|
Elise's Go-Bag
|
Housing & Food. |