Thomas Connely

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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
Connely on the job

Description

Thomas's personality is best described as friendly and outgoing, and family is what motivates him the most. His features show him as hailing from North American stock, and prefers to dress comfortably in leisurewear while keeping his hair short and neat (the last vestiges of the Academy). He is also rarely seen without wearing his trademark mirrored sunglasses.

Background

Growing up was chaotic for young Thomas, given that his parents were professional mercenaries (Edgerunners to use local parlance). His home was always changing based on his parents' current "job." One day it could be a luxury apartment, an urban conapt, or a dumpster if they were on the run. Food and shelter ran the gamut from gourmet to kibble. Mostly it was in a city-controlled megastructure. One day, his family was hired to protect someone, who sadly went cyberpsycho in the middle of the job. Thomas was a firsthand witness to watching the apex predators of Night City, MaxTac, fly in and execute just about everyone involved. Thomas survived only because he was young and had chosen to hide as best as he could, clutching his grandfather's journal to his chest. From there, he saw where the real power lay in the mess that was Night City, and took the oath for the badge years later. But the naivete quickly wore off his first year on the streets, as he fell into the trap most NCPD officers do when he went "on the take". He never stooped as low as to become "owned" by anybody, preferring to simply be a bribe-happy cop. But the money just wasn't quite enough, as bribes and kickbacks echoed through the department that left him with barely much to show for his efforts. He did, however, not let up on the actual street crime that happened in front of his view, slapping cuffs on many different gangoons. He also protected a great deal of people on the streets, but just preferred others over the common rabble. But the Police Accountability Group was always watching, ready to snap up any officer careless enough to trip up.

Connely also has a few friends through Night City; mostly his favorite noodle stall, an up and coming rookie that he feels protective over, and a former cop turned security consultant. But he also made an enemy, another dirty cop who took the heat when the PAG caught onto a particular scheme that Connely managed to weasel himself out of (being fairly good at resisting interrogation). And now, he's out for revenge.

But as anything else in Night City, to be anyone takes money. And Thomas Connely will take what is owed to him.

Statistics

Characteristics

Intellect 6   Reflexes 7   Dexterity 5
Technique 5   Cool 6   Willpower 6
Luck 8   Move 5   Body 10
Empathy 4/6
Class Lawman   Total XP 50/170

(130 XP)

Attributes

Hit Points 46/50   Humanity 46   Luck Points 8
Soak 7

Skills

Awareness Skills

Skill Att Skill Bonus Total
Concentration (WILL) 6 2 0 +8
Conceal/Reveal (INT) 6 2 0 +8
Lip Reading (INT) 6 0 0 +6
Perception (INT) 6 4 0 +10
Tracking (INT) 6 2 0 +8

Body Skills

Skill Att Skill Bonus Total
Athletics (DEX) 5 2 0 +7
Contortionist (DEX) 5 0 0 +5
Dance (DEX) 5 0 0 +5
Endurance (WILL) 6 2 0 +8
Resist Torture/Drugs (WILL) 6 6 0 +12
Stealth (DEX) 5 4 0 +9

Control Skills

Skill Att Skill Bonus Total
Drive Land (REF) 7 4 0 +11
Pilot Air Vehicle (x2) (REF) 7 0 0 +7
Pilot Sea Vehicle (REF) 7 0 0 +7
Riding (REF) 7 0 0 +7

Education Skills

Skill Att Skill Bonus Total
Accounting (INT) 6 2 0 +8
Animal Handling (INT) 6 0 0 +6
Bureaucracy (INT) 6 2 0 +8
Business (INT) 6 0 0 +6
Composition (INT) 6 2 0 +8
Criminology (INT) 6 2 0 +8
Cryptography (INT) 6 0 0 +6
Deduction (INT) 6 2 0 +8
Education (INT) 6 2 0 +8
Gamble (INT) 6 0 0 +6
Language (English) (INT) 6 4 0 +10
Language (Streetslang) (INT) 6 2 0 +8
Library Search (INT) 6 0 0 +6
Local Expert (Night City) (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) 5 2 0 +7
Evasion (DEX) 5 2 0 +7
Martial Arts (DEX) 5 0 0 +5
Melee Weapon (DEX) 5 2 0 +7

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) 7 0 0 +7
Autofire (x2) (REF) 7 2 0 +9
Handgun (REF) 7 4 0 +11
Heavy Weapons (x2) (REF) 7 0 0 +7
Shoulder Arms (REF) 7 4 0 +11

Social Skills

Skill Att Skill Bonus Total
Bribery (COOL) 6 2 0 +8
Conversation (EMP) 4 4 0 +8
Human Perception (EMP) 4 2 0 +6
Interrogation (COOL) 6 4 0 +10
Persuasion (COOL) 6 2 0 +8
Personal Grooming (COOL) 6 2 0 +8
Streetwise (COOL) 6 4 0 +10
Trading (COOL) 6 0 0 +6
Wardrobe & Style (COOL) 6 0 0 +6

Technique Skills

Skill Att Skill Bonus Total
Air Vehicle Tech (TECH) 5 0 0 +5
Basic Tech (TECH) 5 2 0 +7
Cybertech (TECH) 5 0 0 +5
Demolitions (x2) (TECH) 5 0 0 +5
Electronics / Security (TECH) 5 0 0 +5
First Aid (TECH) 5 3 0 +8
Forgery (TECH) 5 2 0 +7
Land Vehicle Tech (TECH) 5 0 0 +5
Paint/Draw/Sculpt (TECH) 5 0 0 +5
Paramedic (x2) (TECH) 5 0 0 +5
Photography/Film (TECH) 5 0 0 +5
Pick Lock (TECH) 5 0 0 +5
Pick Pocket (TECH) 5 0 0 +5
Sea Vehicle Tech (TECH) 5 0 0 +5
Weaponstech (TECH) 5 0 0 +5

Special Ability

Backup (4)

With this ability, Lawmen can call upon the help of a group of fellow officers, based on the Lawman's Rank and the conditions under which they make the call. This backup is armed and armored based on their Rank.

  • Calling Backup

When in danger, you can call on Backup equal to your rank or lower. As an Action, you attempt to roll equal to or lower than your Backup Rank on a d10 to get someone to respond to your call. If you abuse this, your Boss will either fine you, or throw you off the force as they see fit.

After someone responds to your call, roll a d6 to find out how many Rounds it will take for your Backup to arrive on the scene. If a 6 is rolled, instead of your typical Backup, the Backup of the next Rank will arrive. Unless you are Rank 10, in which two separate Backup groups will arrive. If nobody responds to your call, then you can try your Backup roll again next turn.

Cyberware

  • Biomonitor
    • Subdermal implant which generates a readout of vitals. Can link to Agent. Humanity Loss: 0
  • Grafted Muscle and Bone Lace
    • Increases BODY by 2. The increase changes HP, Wound Threshold and Death Save. Cannot raise BODY above 10. Humanity Loss: 14

Weapons

  • Militech M-10AF Lexington
    • DMG: 2d6
    • Range: 200 yds
    • RoF: 2
    • Magazine: 18
    • Available Ammo: 46 standard
    • Mods: Extended Magazine
    • Quality: Standard
    • Hands Required: 1
    • Medium Pistol (9mm)
      • The preferred pistol among Night City cops – light, wieldy and easy on the recoil, it's perfect for taking down enemies without necessarily killing them on the spot. Thanks to its relatively small dimensions, the gun has also found a loyal following among those who prefer a concealed carry: the Lexington easily fits in a coat pocket or purse. And for design lovers, its classic 2030s frame remains stunning as ever.
  • Constitutional Arms M2038 Tactician
    • DMG: 5d6
    • Range: 200 yds
    • RoF: 1
    • Magazine: 4
    • Available Ammo: 15 buckshot shells, 10 slugs
    • Mods: None
    • Quality: Standard
    • Hands Required: 2
    • Shotgun (12g)
      • You'll meet plenty of these in Night City. Chances are even your next-door neighbor keeps one under their couch just in case. In spite of its age, it's still used by the NCPD, as well as a number of gangs. It's not hard to see why the Tactician is so widely admired. It's a cheap, simple and user-friendly weapon that can also deal an impressive amount of damage. Additional features? None. Sometimes simpler is better. Why have tagliatelle alla truffe when you can have mac 'n' cheese?
  • MetaCorp Warhammer(TM) Assault Shotgun
    • DMG: 5d6
    • Range: 200 yds
    • RoF: 1
    • Magazine: 16
    • Available Ammo: 15 buckshot shells, 10 slugs
    • Mods: Drum Magazine
    • Quality: Excellent
    • Hands Required: 2
    • Shotgun (12g)
    • Special:
      • This one's real special, choom. MetaCorp was born out of this old company called Pancor, from back in the twentieth. Pancor had their own shotgun then, the Jackhammer. This here is just the updated version, choomba. Better drum design, so it can hold more. More reliable design, less jamming. More efficient cerametal barrel, and optional smartchip. Treat this one right, it'll stop everything in front of you.
  • Militech Baton
    • DMG: 2d6
    • RoF: 2
    • Hands Required: 1
    • Medium Melee Weapon
      • Perfect for crowd control, or just one unlucky person.
  • Flashbang
    • DMG: DV15 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye and Damaged Ear Critical Injuries for one minute.
    • RoF: -
    • Hands Required: 1
    • Grenade
      • EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
  • Tear Gas Grenade
    • DMG: 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
    • RoF: 1
    • Hands Required: 1
    • Grenade
      • "I put hotter things on my tacos!" - one unlucky guy before bawling his eyes out

Equipment

  • Agent
  • Airhypo
  • Audio Recorder
  • Binoculars
  • Duct Tape
  • Flashlight
  • Glowstick x4
  • Handcuffs x2
  • Kevlar Vest - Heavy Duty Aramid Reinforced Badge Coat
  • Radio Communicator
  • Rope
  • Eurodollars: 2397

Clothing

  • Leisurewear Tops x5
  • Leisurewear Bottoms x2
  • Leisurewear Jacket
  • Leisurewear Mirrorshades
  • Leisurewear Footwear
  • Nomad Leathers Footwear
  • Nomad Leathers Jacket

Friends

  • Alverda Veazey - Noodle Stand Owner
  • Daria Keene - NCPD Rookie
  • Francisqui Deets - NCPD Sgt turned Security Consultant

Enemies

  • Lamar Naccarato - Former Partner and Dirty Cop

Musical Inspiration

  • Never Enough - Divide Music