Galen Sank
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 |
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
|
Tops
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Shoes
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Jacket
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Other
|
Gear
|
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Inventory Location
Absent any special preparation, the following is Galen's standard carry
Italicized items are generally carried on missions only
On Person
|
Messenger Bag
|
Go-Bag
|
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