Zaahira "Lemon Drop" Idrissi

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Cyberpunk Red: Night City Stories
Cyberpunk-red-banner.jpg
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

Personality Silly and fluff-headed

Motivation: Love

Your (General) Cultural Region: Middle Eastern/North African

Clothing Style: Urban Flash (Flashy, Technological, Streetwear)

Hairstyle: Long and straight

Affectation You Are Never Without: Protective Berber Tattoos

Most Valued Possession You Own? Always wears mother's strings of Berber beads and coins

Languages: Arabic, Street Slang

Background

Your Original Family Background: Corporate Execs. Wealthy, powerful, with servants, luxury homes, and the best of everything. Private security made sure you were always safe. You definitely went to a big-name private school.

Childhood Environment: In a Corporate luxury "starscraper," high above the rest of the teeming rabble. Afro-futurist city.

Your Family Crisis: Your family was exiled or otherwise driven from their original home/nation/Corporation. The family went down to ground.

How Do You Feel About Most People? I stay neutral.

Most Valued Person in Your Life? A personal hero


Your Life Goals: Become feared and respected.


What Kind of Media are You? Investigative Reporter

How Does Your Work Reach the Public? Blog

How Ethical are You? Willing to bend any rules to get the bad guys. But only the bad guys.

What Types of Stories Do You Want to Tell? Corporate Takedowns

Contacts

  • Ether Saner - friend - like a younger sibling to you
  • Jerald Menon - Friend - an old enemy
  • Milan Buerger - Romance - Your lover died in an accident.
  • Simeon Burket - Romance - Your lover died in an accident.

Statistics

Characteristics

Intellect 7   Reflexes 5   Dexterity 5
Technique 4   Cool 8   Willpower 7
Luck 6   Move 7   Body 5
Empathy 7
Class Media   Total XP 0

Attributes

Hit Points 40   Humanity 70   Luck Points 6
Soak x
  • Light Armorjack Helmet 11, Light Armorjack Armor Body 11
  • Facedown + 1d10 cool + Reputation (+8)
  • 1d10 + ref (+5)
  • Evasion Dexterity (+7)
  • Eddies: 500


Skills (Abridged)

  • ✓ denotes class/specialization skill
Accounting Intellect 0
Acting Cool 0
Air Vehicle Tech Technique 0
Animal Handling Intellect 0
Archery Reflexes 0
Athletics Dexterity 2
Autofire Reflexes 0
Basic Tech Technique 0
Brawling Dexterity 6
Bribery Cool 0
Bureaucracy Intelligence 0
Business Intelligence 0
Composition Intelligence 6
Conceal/Reveal Object Intelligence 0
Concentration Willpower 2
Contortionist Dexterity 0
Conversation Empathy 6
Criminology Intellect 0
Cryptography Intellect 0
Cybertech Intellect 0
Dance Dexterity 0
Deduction Intellect 6
Demolitions Technique 0
Drive Land Vehicle Reflexes 0
Education Intellect 2
Electronics/Security Tech Technique 0
Endurance Willpower 0
Evasion Dexterity 2
First Aid Technique 2
Forgery Technique 0
Gamble Intellect 0
Handgun Reflexes 6
Heavy Weapons Reflexes 0
Human Perception Empathy 6
Interrogation Cool 0
Land Vehicle Tech Technique 0
Language (English) Intellect 4
Language (Streetslang) Intellect 2
Library Search Intellect 4
Lip Reading Intellect 4
Local Expert (Your Home XXX) Intellect 6
Martial Arts Dexterity 0
Melee Weapon Dexterity 0
Paint, Draw, Sculpt Technique 0
Paramedic Technique 0
Perception Intellect 6
Personal Grooming Cool 0
Persuasion Cool 6
Photography/Film Technique 4
Pick Lock Technique 0
Pick Pocket Technique 0
Pilot Air Vehicle Reflexes 0
Pilot Water Vehicle Reflexes 0
Play Instrument Technique 0
Resist Torture and Drugs Willpower 0
Riding Reflexes 0
Science Intellect 0
Water Vehicle Tech Technique 0
Shoulder Arms Reflexes 0
Stealth Dexterity 2
Streetwise Cool 0
Tactics Intellect 0
Tracking Intellect 0
Trading Cool 0
Wardrobe and Style Cool 0
Weapons Tech Technique 0
Wilderness Survival Intellect 0

(10 XP)

Special Ability

Credibility

Credibility Rank 4

  • Access/Sources: City gang honcho, minor politician, Corp Exec, well-known person in the neighborhood
  • Audience: You're well known as a contributor on the local screamsheet or Data Pool.
  • Believability: 3 out of 10 chance the audience buys it.
  • Impact: Change created by a story/scoop has a direct effect; local small-time bad guys get arrested or thrown out of power, justice gets served.

Notes on 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 exposés can reach.
  • Believability is how well your story or exposé goes over with your 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 want to find out whether an individual or group of individuals believe your story. If your story contains even a single piece of verifiable evidence that is easily understood by the masses, the chance your audience will believe it is 1 higher. If it contains more than 4 distinct verifiable pieces of hard evidence, the chance your audience will believe it is 2 higher. These two bonuses stack with each other. LUCK can never be spent on a Believability Check.
  • Impact is how much change any individual story or revelation you publish has on your audience. For example, a story about an unfair economic practice at the incremental level might just get a few local bosses to change their practices. But at higher levels of Credibility, your exposé may cause entire Megacorps to fall. Your GM will handle this. 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.

Rumors

Medias are deeply plugged into information networks. Assuming you aren't entirely off-grid, at least twice per week the GM will secretly roll Your 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 that a Media might find by hitting The Street during gameplay using their relevant information gathering skills like Library Search, Conversation, or Interrogation. 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.

Cyberware

  • Amplified Hearing - +2 to Perception Checks involving hearing, requires cyberaudio suite (Cost 100, humanity loss 3)
  • Cyberaudio Suite - Has 3 option slots, cannot install more than 1 (500, 7)
  • Light tattoo - subdermal patches store light and project colored tattoos under the skin. +2 to Wardrobe and Style if user has three or more tattoos (100, humanity loss 0)

Weapons

  • Heavy Pistol 3d6 handgun basic ammo
  • Brawling 2d6 melee


Equipment

  • Agent -
  • Audio Recorder
  • Binoculars
  • Computer
  • Disposable Cell Phone x2
  • Flashlight
  • Radio Scanner / Music Player
  • Scrambler/Descrambler
  • Video Camera
  • Light Armorjack Helmet and armor

Clothing

  • Generic Chic Bottoms
  • Generic Chic Footwear
  • Generic Chic Tops
  • Leisurewear Jacket
  • Urban Flash Mirrorshades

Notes on the state of Africa and the Highriders

The African states have now established solid footholds in space; nearly one third of all space construction workers are African, and the majority of spaceport facilities and construction areas are on African soil. The resulting population has evolved into a "national" group called the Highriders; a space-based, high-tech society linked by Pan- African roots and a determination never to be victims of colonial oppression again. Declaring their independence during the War (and enforcing it with commandeered orbital weapons), the Highrider Assembly is carefully neutral in the Time of the Red, ready to deal with all sides as long as their sovereignty (and control of space) is respected. The War barely touched the rising new cities of Africa, who were well protected by the killsats and deltas of their Highrider relatives. Several cities in Africa count among the most futuristic and advanced habitations on the planet, with their star-scraping buildings shaped from Orbital titanium and open parks sweeping around the busy streets.

Pg 261


Mid-war, the Highriders made the choice to not become involved in the harsh Corporate conflict below Low Earth Orbit. In the Seven-Hour War, the Low Earth Orbit colonies and the Highriders at O'Neill Two declared independence, using commandeered deltas and mass drivers to drop lunar rocks and other "ortillery" at key sites all over the planet. Given no choice, the EuroTheatre, the remnant U.S., and Japan officially recognized the new government, ceding control of Earth Space to the Confederation. The "L" (or La Grange Stationary) Points are now home to literally hundreds of long-duration, self-contained bases, factories, and construction sites. At the L points also orbit the largest space constructions in existence: the roughly toroidal Crystal Palace space station (L-1), the mammoth O'Neill One Habitat (L-5) Paradise Station (L-4), and the smaller Galileo Cylinder (L-3). Behind the Moon sits the L-2 point, home of the ESA's test-bed cylinder and deep space explorer dock. And since the early 2000s, ESA and its allied nations have

also maintained permanent bases on Luna; networks of subsurface tunnels with water provided through mining Lunar ice and air from hydroponic gardens (lit by rolling back huge shutters on the surface). There are two permanent cities on Luna, both now controlled by the Highriders. Tycho/Luna Colony, the largest, main- tains two massdrivers, used to boost Lunar rock and ore out to the L-5 constructions. The second colony, at Copernicus, supports a single mass driver, and a pop- ulation of around 12,000. Even ignoring the fledgling colonies on Mars, the Highrider Confederation is one of the most powerful forces on (or around) the planet, easily dominating the ground-side governments. The "groundpounders" know this and are constantly trying to undermine and regain control of space. The outcome is still in dispute and will probably remain so for some time.