Cryonix is a Resilient Solo who Is A Walking Tank in a Cyberpunk world
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Might:     ______ Pool: 14 Edge: 0 Defense: Trained
Speed:     ______ Pool: 12 Edge: 1 Defense: Practiced
Intellect: ______ Pool: 14 Edge: 1 Defense: Trained
Initiative: Practiced

Effort: 1
Armor: 1
Experience Points: 0

Recovery Roll: 1d6+1
	Rested > 1 Action > 10 Minutes > 1 Hour > 10 Hours

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
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Improved edge
	Choose one of your Edge stats that is 0. It increases to 1. Enabler.

No need for weapons
	When you make an unarmed attack (such as a punch or kick), it counts as
	a medium weapon instead of a light weapon. Enabler.

Tank chrome
	Your machine parts grant you +1 to Armor and +2 to your Might Pool.
	Enabler.

Physical skills
	You are trained in two skills in which you are not already trained.
	Choose two of the following: balancing, climbing, jumping, running, or
	swimming. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Tech skills
	You are trained in two skills in which you are not already trained.
	Choose two of the following: crafting, computers, identifying, machines,
	piloting, repairing, or vehicle driving. You can select this ability
	multiple times. Each time you select it, you must choose two different
	skills. Enabler.

Recover
	You can make an extra recovery roll each day. This roll is just one
	action. So you can make two recovery rolls that each take one action,
	one roll that takes ten minutes, a fourth roll that takes one hour, and
	a fifth roll that requires ten hours of rest.


Skills
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Intellect defense tasks (Trained)
	You are trained in Intellect defense tasks.

Might defense tasks (Trained)
	You are trained in Might defense tasks.

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Knowledge or figuring out problems or puzzles (Inability)
	You have a lot of willpower and mental fortitude, but you're not
	necessarily smart. Any task involving knowledge or figuring out problems
	or puzzles is hindered.

Moving, bending, or breaking things (Inability)
	You're hardy but not necessarily strong. Any task involving moving,
	bending, or breaking things is hindered.


Attacks
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Fast Punch
	A light speed attack doing 2 damage.
	A lightning left jab.

Cyphers
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Limit: 2

Blackout (Level 5, Manifest)
	An area within immediate range of the user becomes secure against any
	effect outside the area that sees, hears, or otherwise senses what
	occurs inside. To outside observers, the area is a "blur" to any sense
	applied. Taps, scrying sensors, and other direct surveillance methods
	are also rendered inoperative within the area for a day.

Remembering (Level 2, Subtle)
	Allows the user to recall any one experience they've ever had. The
	experience can be no longer than one minute per cypher level, but the
	recall is perfect, so (for example) if they saw someone dial a phone,
	they will remember the number.


Equipment
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Money: 5,700

- Appropriate clothing, a communicator implant, and $5,700. Granted from
Starting Equipment.

Advancements
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Tier: 1

[ ] Increase Capabilities
[ ] Move Toward Perfections
[ ] Extra Effort
[ ] Skill Training
[ ] Other


Background
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Solo
The Solo type is a cyberpunk variant of the Warrior. Mercenaries, soldiers,
security guards, assassins, brawlers, and police officers are usually Solos.
You're a good ally to have in a fight. You know how to use weapons and defend
yourself. Warriors are physical, action-oriented people. They're more likely to
overcome a challenge using force than by other means, and they often take the
most straightforward path toward their goals.

Resilient
You can take a lot of punishment, both physically and mentally, and still come
back for more. It takes a lot to put you down. Neither physical nor mental
shocks or damage have a lasting effect. You're tough to faze. Unflappable.
Unstoppable.

Is A Walking Tank
Some of your organic parts have been replaced with artificial components. Like
most people in the city, you are a cyborg, but your augmentations are extensive,
and your chrome parts are meant for defense and protecting others. You almost
certainly have metal plating and technical components visible on your skin. As
you advance, you can add to, modify, or discover new functions for your machine
parts.

Choose how you became involved in the adventure:
• You saw that the PCs clearly need someone like you to help them out.
• Someone asked you to watch over one of the PCs in particular, and you agreed.
• You are bored and desperately in need of a challenge.
• You lost a bet-unfairly, you think-and had to take someone's place on this
mission.

Background Connection
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Your mentor wrote a book on martial arts. Sometimes people seek you out to ask
about its stranger passages.

Focus Connection
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Pick one other PC. That character comes from the same place you do, and you knew
each other as children.

Notes
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Possible player intrusions based on your character type:
Perfect Setup
You're fighting at least three foes and each one is standing in exactly the
right spot for you to use a move you trained in long ago, allowing you to attack
all three as a single action. Make a separate attack roll for each foe. You
remain limited by the amount of Effort you can apply on one action.

Old Friend
A comrade in arms from your past shows up unexpectedly and provides aid in
whatever you're doing. They are on a mission of their own and can't stay longer
than it takes to help out, chat for a while after, and perhaps share a quick
meal.

Weapon Break
Your foe's weapon has a weak spot. In the course of the combat, it quickly
becomes damaged and moves two steps down the object damage track.

Catastrophic Failure
Your attack triggers an unusual failure in the foe's cyberware, such as
overheating an implant, releasing a burst of electricity, spraying a gout of
cybernetic lubricant, or spasming their trigger finger. Two foes (either the
initial foe and one other, or two foes other than the initial one) take damage
equal to the foe's level; you and the GM should work together to decide what
kind of damage is appropriate to the device failure (fire, electricity, poison,
bullet, and so on).

Chrome Break
One of your foe's cybernetics has a weak spot. In the course of the combat, the
device quickly becomes damaged and moves two steps down the object damage track.

Street Cred
A foe or bystander knows you personally or by your reputation. If you talk with
them for at least a round and don't attack them, they'll stop what they're
doing, listen to you, and provide some kind of help. Depending on the
circumstances, they might offer you some useful information, give you a cypher
or weapon, convince their allies to stop fighting, or join your team for a bit
before leaving.

Resistant
+2 to your Might Pool, and +2 to your Intellect Pool.
Granted from Resilient
