Simone Yang

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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
Simone Yang 1.jpg

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

Simone Yang 3.jpg

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 6 0 +14
Dance (DEX) 8 2 0 +10
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 4 0 +10
Language (Streetslang) (INT) 6 2 0 +8
Library Search (INT) 6 0 0 +6
Local Expert (Downtown) (INT) 6 2 0 +8
Local Expert (Warehouse) (INT) 6 2 0 +8
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 2 0 +10
Evasion (DEX) 8 6 0 +14
Martial Arts (Aikido) (DEX) 8 2 0 +10
Martial Arts (Taekondo) (DEX) 8 2 0 +10
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

Simone Yang 2.jpg

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)

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

  • Agent
  • Music Player
  • €$

Messenger Bag

  • Disposable Cellphone (3x)
  • Lockpicking Set
  • TechBag
  • Memory Chip
  • €$

Go-Bag

  • Inflatable Bed & Sleeping Bag
  • MRE (3x)
  • Extra Clothes
  • €$

Clothing

Bottems

  • Asian Pop
  • Urban Flash
  • Leasure

Tops'

  • Asian Pop (2x)
  • Bohemian
  • Leasure

Shoes

  • Leasure (x2)

Jacket

  • Asian Pop
  • Nomad Leather