Simone Yang
| Cyberpunk Red: Night City Stories | |
|---|---|
![]() | |
| GM | |
| Erik | |
| Date | |
| 2045 A.D. | |
| Advancement | |
| 270 IP | |
| Reputation | |
| 4 | |
| 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, better known by her nickname of Sy or her runner name 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. She has begun to gain a reputation on the streets as a Solo.
Background
Simone was born and raised in Sungan tower, where both of her parents worked as midlevel executives. As befit their corporate station, the family lived in the company-owned condominiums that made up part of the great arcology. From child's creche to elementary school, Simone was raised under the company banner. Singing their songs and proudly wearing their badge. When she reached her tenth year, her younger sister Elise joined the family. Though still in middle school herself, the pressures on her parents left Simone to spend more than a little time caring for her younger sibling.
By the time Simone transitioned to high school, she was already a rising athletic star in Sungan's development program - carrying their name proudly to youth gymnastics and track events.
However, except for each other, everything Simone and Elise had and knew was taken from them in an instant on one fateful day in 2038. On that day, a mysterious explosion on the Sungan tower, thought to be the result of enemy action, completely obliterated both the office block where their parents worked and their granted condominium. It was only by fortune that the young Elise, then in the 3rd grade, was on her way to a field trip to the Knight City Children's Museum, and Simone had been excused from her own schooling to act as chaperone. In the chaos surrounding the destruction of their arcology, the company lost track of the missing children and the Yang siblings found themselves on the streets.
Desperate and on the recommendation of a surviving (and somewhat more streetwise) friend, Simone agreed to sign a contract with the Braindance company Better then Life, who footed the bill for the initial cybernetics for commitment for two years of content. Thankfully for her, the years of athleticism gave her a natural genre to fall into, sharing athletic ability and it's intrinsic joy. Around her forth year with the company, her direct manager changed and had new ideas on what she should be experiencing and selling. Simone disagreed and left on less than amiable terms, leaving an enemy behind.
After a few sketchy months that included a deeper dive into street running, Simone connected with a new publisher Electric Sheep. Though the pay inconsistent at best, their gig model let Simone publish what and when she wanted (sometimes with a little prodding). These days, she spends most of her working hours scouting routes, editing content, or completing the occasional courier street run to keep the pre-pack on the table.
Hooks and Biography Notes
- Both of Simone's parents were killed in an attack on Sungan tower. She and Elise only survived by luck.
- Elise Yang, Simone's little sister (Age 14), is under her care after the death of their parents. Simone is trying to give her as stable a life as she can.
- Lara Neon, a content manager for Better Then Life holds a personal grudge with Simone over her departure.
- As a published creator, Simone is potentially recongizable on the street.
Week in the Life
Statistics
Characteristics
| Intellect | 4 | Reflexes | 8 | Dexterity | 8 | ||
| Technique | 6 | Cool | 6 | Willpower | 7 | ||
| Luck | 4 | Move | 8 | Body | 5 | ||
| Empathy | 3 (6) | ||||||
| Class | Solo (Rockerboy) | Spent IP | 100 |
Attributes
| Hit Points | 38/40 | Humanity | 32/54 | Luck Points | 4 |
Skills
Awareness Skills
| Skill | Att | Skill | Bonus | Total |
| Concentration (WILL) | 7 | 3 | 0 | +10 |
| Conceal/Reveal (INT) | 4 | 4 | 0 | +8 |
| Lip Reading (INT) | 4 | 0 | 0 | +4 |
| Perception (INT) | 4 | 6 | 0 | +10 |
| Tracking (INT) | 4 | 0 | 0 | +4 |
Body Skills
| Skill | Att | Skill | Bonus | Total |
| Athletics (DEX) | 8 | 6 | 0 | +14 |
| Contortionist (DEX) | 8 | 2 | 0 | +10 |
| Dance (DEX) | 8 | 2 | 0 | +10 |
| Endurance (WILL) | 7 | 5 | 0 | +12 |
| Resist Torture/Drugs (WILL) | 7 | 0 | 0 | +7 |
| 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) | 4 | 0 | 0 | +4 |
| Animal Handling (INT) | 4 | 0 | 0 | +4 |
| Bureaucracy (INT) | 4 | 0 | 0 | +4 |
| Business (INT) | 4 | 0 | 0 | +4 |
| Composition (INT) | 4 | 0 | 0 | +4 |
| Criminology (INT) | 4 | 0 | 0 | +4 |
| Cryptography (INT) | 4 | 0 | 0 | +4 |
| Deduction (INT) | 4 | 0 | 0 | +4 |
| Education (INT) | 4 | 2 | 0 | +6 |
| Gamble (INT) | 4 | 0 | 0 | +4 |
| Language (English) (INT) | 4 | 4 | 0 | +8 |
| Language (Korean) (INT) | 4 | 2 | 0 | +6 |
| Language (Streetslang) (INT) | 4 | 1 | 0 | +5 |
| Library Search (INT) | 4 | 0 | 0 | +4 |
| Local Expert (City Center / Downtown) (INT) | 4 | 4 | 0 | +8 |
| Local Expert (The Glen) (INT) | 4 | 1 | 0 | +5 |
| Science (INT) | 4 | 0 | 0 | +4 |
| Tactics (INT) | 4 | 0 | 0 | +4 |
| Wilderness Survival (INT) | 4 | 0 | 0 | +4 |
Fighting Skills
| Skill | Att | Skill | Bonus | Total |
| Brawling (DEX) | 8 | 6 | 0 | +14 |
| Martial Arts (x2) (Akiko) (DEX) | 8 | 1 | 0 | +9 |
| 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 | +8 |
| Shoulder Arms (DEX) | 8 | 0 | 0 | +8 |
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) | 6 | 2 | 0 | +8 |
| Personal Grooming (COOL) | 6 | 2 | 0 | +8 |
| Streetwise (COOL) | 6 | 2 | 0 | +8 |
| Trading (COOL) | 6 | 1 | 0 | +7 |
| 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 (x2) (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 (4)
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.)
Combat Awareness (1)
When combat begins (before Initiative is rolled), 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 the following abilities. If a Solo chooses to not change their point assignments, their previous ones persist. Activating some of these abilities will cost the Solo more points than others. Simone has one point to spend.
Options
- Initiative Reaction - Your reflexes are trained to respond instantly, without thinking, at the start of a firefight. Each point adds a +1 to Initiative rolls made.
- Spot Weakness - You have been trained to look for weak spots to damage even heavily armored targets. Each point adds a +1 to the damage (before armor) of your first successful Attack in a Round.
- Threat Detection - You have enhanced situational awareness. Each point adds a +1 to any Perception Checks made.
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
- Light Tattoo (x3)
- Sub-dermal patches store light and project colored tattoos under the skin. +2 to Wardrobe and Style if user has three or more tattoos.
(400€$)
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.
- Kerenzikov Speedwear
- Wired artificial nervous system, required to use Neuralware, and Subdermal Grips. The system has 5 Option Slots for Neuralware options. (HL: 7)
(1520€S)
Arms & Armor
- Funko Armored (Reinforced Asia Pop)
- Kevlar Jacket (Stopping Power 7)
- Gibson LiteGear (Basic Quality)
- Light ArmorJack (Stopping Power 9/11)
- Arasaka Mini-samune (Excellent Quality Knife)
- Light Melee, RoF 2, 1d6 Damage, Concealed)
- Miltek "Advenger" (Excellent Quality Medium Pistol)
- Handgun, RoF 2, Mag 12/12, 2d6 damage
- GunMart "Boomstick" (Poor Quality Shotgun)
- Shotgun, RoF 1, Mag 4/4, 5d6 damage
Equipment
|
Pockets
|
Messenger Bag
|
Go-Bag
|
Value: €$520 (Excludes Currency, Ammo)
Clothing
|
Bottems
|
Tops
|
Bodysuit
|
|
Jacket
|
Shoes
|
Accessory
|
(Value: 990€$)
Lifestyle
|
Elise's Backpack
|
Elise's Go-Bag
|
Housing & Food
|
Value (Elise's): 480€$
Value (Life): 240€






