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

Simone Yang, better known by her nickname of Sy or her runner game of Mover is a young Street Runner and Biodance artist from the streets of Knight City. Her above-board Eurobucks come mostly from highly athletic free-run braindances, a career which she supplements into a living by acting as a courier and runner-for-hire as opportunity calls.

Background

<<Test>>

Hooks and Biography Notes

Statistics

Characteristics

Intellect 5   Reflexes 8   Dexterity 8
Technique 6   Cool 6   Willpower 5
Luck 5   Move 8   Body 5
Empathy 3 (6)
Class Rockerboy   Total XP 0

Attributes

Hit Points 38/40   Humanity 32/54   Luck Points 5

Skills

Braindance Promotional Photo

Awareness Skills

Skill Att Skill Bonus Total
Concentration (WILL) 5 4 0 +9
Conceal/Reveal (INT) 5 4 0 +9
Lip Reading (INT) 5 0 0 +5
Perception (INT) 5 6 0 +11
Tracking (INT) 5 0 0 +5

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) 5 0 0 +5
Animal Handling (INT) 5 0 0 +5
Bureaucracy (INT) 5 0 0 +5
Business (INT) 5 0 0 +5
Composition (INT) 5 0 0 +5
Criminology (INT) 5 0 0 +5
Cryptography (INT) 5 0 0 +5
Deduction (INT) 5 0 0 +5
Education (INT) 5 2 0 +7
Gamble (INT) 5 0 0 +5
Language (English) (INT) 5 4 0 +9
Language (Korean) (INT) 5 2 0 +7
Language (Streetslang) (INT) 5 1 0 +6
Library Search (INT) 5 0 0 +5
Local Expert (Downtown) (INT) 5 2 0 +7
Local Expert (Warehouse) (INT) 5 0 0 +5
Science (INT) 5 0 0 +5
Tactics (INT) 5 0 0 +5
Wilderness Survival (INT) 5 0 0 +5

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) 3 2 0 +5
Human Perception (EMP) 3 2 0 +5
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 the sheer presence of personality. 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 discriptions 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: Convince a Large group for personal interest. (Local/Small Following, fans buy their recordings and merch.)

Expenses, Posessions & Gear

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
  • Lighttatto:
    • Subdermal patches store light and project colored tattoos under the skin. +2 to Wardrobe and Style if user has three or more tattoos.

(200€$)

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.

(1520€S)

Arms & Armor

Simone in 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
  • €$20

Messenger Bag

  • Disposable Cellphone (2)
  • Lockpicking Set
  • Techtool
  • Memory Chip
  • €$714

Go-Bag

  • Inflatable Bed & Sleeping Bag
  • Personal Care Kit
  • 50% of Food (See Below)
  • Extra Clothes (See Below)
  • €$20

Value: 420€$ (Excludes Currancy)

Clothing

Bottems

  • Urban Flash
  • Leasure

Tops

  • Asian Pop
  • Bohemian
  • Leasure

Shoes

  • Leasure

Jacket

  • Asian Pop
  • Nomad Leather

Jewelery

  • Leasure (Glove, Agent Band)

(Value: 610€‎$)

Lifestyle

Elise's Backpack

  • Agent
  • Computer
  • Chic Outfit
  • 5€‎$

Elise's Go-Bag

  • Inflatable Bed & Sleep-Bag
  • Personal Care Pack
  • 50% of Food (See Aside)
  • Chic Shirts (2), Bottems (1)
  • 15€‎$

Housing & Food

  • Lifestyle: 0 Months
  • Housing: 0 Months
  • MRE's: 2
  • Kibble: 2

Value (Elise's): 480€‎$
Value (Life): 40€‎