Galen Sank

From The Z-Team Wiki
Jump to navigation Jump to search
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

About

Personality

Personality: Intellectual and detached

Motivation: Knowledge

General Cultural Region: North American

Clothing Style: Businesswear (Leadership, Presence, Authority)

Hairstyle: Neat and short

Affectation You Are Never Without: Strange contacts

Background

Languages: English, Street Slang

Your Original Family Background: Corporate Technicians. Middle-middle class, with comfortable conapts or Beaverville suburban homes, minivans and corporate-run technical schools. Kind of like living 1950s America crossed with 1984.

Childhood Environment: In a huge "megastructure" building controlled by a Corp or the City.

Your Family Crisis: Your family vanished. You are the only remaining member.

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

Most Valued Person in Your Life?: Yourself

Most Valued Possession You Own?: A piece of jewelry

Your Life Goals: Save, if possible, anyone else involved in your background, like a lover, or family member.

What Kind of Medtech are You?: General Practitioner

Got a Partner, or Do You Work Alone?: Work Alone

What's Your Workspace Like?: Meticulously organized, sharpened, and sterilized.

Who are Your Main Clients?: Local Nomads and Fixers who bring you wounded clients.

Where Do You Get Your Supplies?: You have a backdoor into a few Corporate or Hospital warehouses.

Statistics

Characteristics

INT  REF  DEX  TECH COOL WILL LUCK MOVE BODY EMP 
8 6 6 7 5 5 7 5 7 4(6)
CLASS IP Earned IP Spent HUMANITY
Medtech 70 0 46/60

Combat

Health Helmet Body Shield Luck
40 11 11 10 7

Ranged Weapons

Linked Attribute: Reflex (6)

Weapon Type Damage Conceal Skill Hands RoF Quality Ammo Magazine
H&K P5000 Med. Pistol 2d6 Yes Handgun (+9) 1 2 Excellent Med. Pistol 12
Federated Arms X-9mm Med. Pistol 2d6 Yes Handgun (+8) 1 2 Standard Med. Pistol 12
Midnight Arms PDW SMG 2d6 Yes Handgun (+8) 1 1 Standard Med. Pistol 30
↳ Alt. Firing Modes & Special Features: Suppressive Fire, Autofire (3)

Range Charts

Weapon 0-6 7-12 13-25 26-50 51-100 101-200 201-400 401-800
Medium Pistol 13 15 20 25 30 30 N/A N/A
SMG 15 13 15 20 25 25 30 N/A

Grenades

Linked Attribute: Dexterity (6)

Weapon Skill Special
Smoke Grenade Athletics (+10) Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4.
Teargas Grenade Athletics (+10) When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injury.

Melee Weapons

Linked Attribute: Dexterity (6)

Weapon Type Damage Conceal Skill Hands RoF Quality
Collapsible Baton Light Melee 1d6 Yes Melee (+11) 1 2 Excellent
Machete Medium Melee 2d6 No Melee (+10) 1 2 Standard
Unarmed Combat Brawling 3d6 N/A Brawling (+10) 2 1 N/A

Inventory

Eurobucks

See Discussion Page for transaction history

€776

Cyberware

Fashionware

  • Biomonitor (HL 0)
    • 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.

Cybereye

  • Cybereye, one (HL 7)
Foundational cyberware. Each cybereye has 3 Option slots for upgrades.
  • TeleOptics (HL 3)
Cybereye Option. User can see detail up to 800m/yds away. When attacking a target 51m/yds or further away with either a weapon's single shot firing mode or an Aimed Shot, you can add a +1 to your Check. Multiple installations of this option provide user no additional benefit. Does not stack with Sniping Scope Weapon Attachment.
  • Chyron (HL 2)
Cybereye Option. Projects a tiny subscreen into user's normal field of vision for messages, video, etc. from a user's other cyberware or electronics. Picture in a picture for real life.

Internal Body Cyberware

  • Nasal Filters (HL 2)
User is immune to the effects of toxic gasses, fumes, and all similar dangers that must be inhaled to affect the user.
User can deactivate nasal filters, if desired, without an Action.

Armor

Light Armorjack Helmet

  • Stopping Power 11/11

Light Armorjack Armor

  • Stopping Power 11/11

Bulletproof Shield

  • Stopping Power 10/10

Weapons

Federated Arms X-9mm (Medium Pistol, Standard Quality)

  • Damage 2d6, Magazine Size 12, RoF 2, Concealable

H&K P5000 (Medium Pistol, Excellent Quality)

  • Damage 2d6, Magazine Size 12, RoF 2, Concealable, +1 to attacks

Midnight Arms PDW (SMG, Standard Quality)

  • Damage 2d6, Magazine Size 30, RoF 2, Concealable, Suppressive Fire, Autofire (3)

Machete (Medium Melee Weapon, Standard Quality)

  • Damage 2d6, RoF 2

Collapsible Baton (Light Melee Weapon, Excellent Quality)

  • Damage 1d6, RoF 2, Concealable, +1 to attacks

Ammo

Medium Pistol

  • Basic Rounds: 134
  • Rubber Rounds: 50

Grenades

  • Smoke Grenade (3)
    • Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4.
  • Teargas Grenade (3)
    • When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye Critical injury (see pg. 188) for the next minute. You do not take the Bonus Damage from the Critical Injury.

Clothing

Bottems

  • Generic Chic (2)
  • Leisure (3)

Tops

  • Generic Chic (2)
  • Leisure (5)

Shoes

  • Generic Chic
  • Leisure

Jacket

  • Generic Chic
  • Leisure

Other

  • Generic Chic Contact Lenses
  • Generic Chic Glasses
  • Generic Chic Hat

Gear

  • Agent
  • Airhypo loaded with one dose of Antibiotics
  • Computer (Laptop)
  • Disposable Cell Phone
  • Duct Tape
  • Flashlight
  • Food Stick (2)
  • Glow Paint
  • Handcuffs
  • Medtech Bag
  • Personal Carepak
  • Radio Scanner/Music Player

Inventory Location

Absent any special preparation, the following is Galen's standard carry

Italicized items are generally carried on missions only

On Person

  • Agent
  • Radio Scanner/Music Player
  • Concealed Collapsible Baton (Light Melee Weapon, Excellent Quality)
  • Concealed HK-5000 (Medium Pistol, Excellent Quality), 12+1 rounds, basic
  • Concealed medium pistol magazine (12 rounds, basic)
  • Concealed Midnight Arms PDW (SMG, Standard Quality), 30+1 rounds, basic
  • Concealed SMG magazine (30 rounds, basic)
  • Approximately €200

Messenger Bag

  • Disposable Cellphone
  • Duct Tape
  • Flashlight
  • Food Stick (2)
  • Glow Paint
  • Handcuffs
  • Airhypo loaded with one dose of Antibiotics
  • Machete (Medium Melee Weapon, Standard Quality)
  • Medtech Bag
  • Smoke Grenades (3)
  • Teargas Grenades (3)

Go-Bag

  • Mission items not used
  • Eurobucks not carried
  • Clothing not worn
  • Computer (Laptop)
  • Personal Carepak
  • Federated Arms X-9mm (Medium Pistol, Standard Quality), 12+1 rounds, basic
  • Medium Pistol Magazine, Rubber Bullets, 12 rounds
  • SMG Magazine, Rubber Bullets, 30 rounds
  • Medium Pistol Basic Ammo box, 35 rounds
  • Medium Pistol Rubber Ammo box, 8 rounds

Future Purchases & Wish List

  • Radio Communicator: €100
  • Cybereye Upgrade: Targeting Scope €500
  • Internal Cyberwear: Enhanced Antibodies: €500

Wish List

  • Medscanner €1,000
  • Smartglasses €500
↳ Cybereye/Optic Upgrade: Low Light/Infrared/UV €500
  • Neuralware: Neural Link: €500
↳ Neuralware Slot: Memory Chip €10
↳ Neuralware Slot: Chipware Socket €500
↳ Neuralware Slot: Skill Chip €500/€1,000
↳ Neuralware Slot: Interface Plugs €500
  • Smartgun Link (Upgrade) €500 per gun