Corthera is a Engram Tech who Explores Cyberspace in a Cyberpunk world
----------------------------------------------------------------------

Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool:  9 Edge: 0 Defense: Trained
Intellect: ______ Pool: 18 Edge: 1 Defense: Practiced
Initiative: Practiced

Effort: 1
Armor: 0
Experience Points: 0

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

Damage Track:
	Hale > Impaired > Debilitated


Special Abilities
-----------------

Computer programming
	You are trained in using (and exploiting) computer software, you know
	one or more computer languages well enough to write basic programs, and
	you are fluent in internet protocol. Enabler.

Interaction skills
	You are trained in two skills in which you are not already trained.
	Choose two of the following: deceiving, persuading, public speaking,
	seeing through deception, or intimidation. You can select this ability
	multiple times. Each time you select it, you must choose two different
	skills. Enabler.

Knowledge skills
	You are trained in two skills in which you are not already trained.
	Choose two areas of knowledge such as history, geography, archeology,
	and so on. You can select this ability multiple times. Each time you
	select it, you must choose two different skills. Enabler.

Datajack
	Costs 1 Intellect point
	With computer access, you jack in instantly and learn a bit more about
	something you can see. You get an asset on a task involving that person
	or object. Action.

Machine interface
	Costs 2 Intellect points
	For one minute you gain an asset on tasks to discern the level,
	function, and activation of technological devices that you touch.
	Enabler.

Scramble machine
	Costs 2 Intellect points
	You render one machine within short range unable to function for one
	round. Alternatively, you can hinder any action by the machine (or by
	someone attempting to use the machine) for one minute. Action.

Inorganic components
	Attacks based on poison, disease, or infection have no effect on you.
	Conversely, attacks that normally disrupt machines (such as an
	electromagnetic pulse) can affect you.


Skills
------

Computer memory (Trained)
	You're observant and good at making inferences based on what's around
	you. You are trained in tasks related to figuring out how to solve
	problems with multiple solutions (like the best way to pack a truck, or
	the fastest route through the city). Enabler.

Machine reflexes (Trained)
	You are trained in Speed defense.

Light firearms (Practiced)
	Light Firearms

Light weapons (Practiced)
	Light Weapons

Medium firearms (Practiced)
	Medium Firearms

Heavy weapons (Inability)
	Heavy Weapons

Medium weapons (Inability)
	Medium Weapons

Pleasant social interaction (Inability)
	In the process of copying and transferring your consciousness, a few
	things got muddled—including your social skills. All tasks relating to
	pleasant social interaction are hindered.


Attacks
-------

Punch
	A light might attack doing 2 damage.
	A right jab.

Cyphers
-------
Limit: 3

Analeptic (Level 3, Subtle)
	Restores a number of points equal to the cypher's level to the user's
	Speed Pool.

Disarm (Level 2, Subtle)
	One NPC within immediate range whose level is lower than the cypher
	level drops whatever they are holding.

Tissue Regeneration (Level 10, Subtle)
	For the next hour, the user regains 1 point lost to damage per round, up
	to a total number of points equal to twice the cypher's level. As each
	point is regained, they choose which Pool to add it to. If all their
	Pools are at maximum, the regeneration pauses until they take more
	damage, at which point it begins again (if any time remains in the hour)
	until the duration expires. (A tissue regeneration cypher can be used to
	regenerate a lost appendage (an arm, a foot, a leg, and so on) or to
	repair scar tissue from burns and other tissue-related disfigurements.
	If the cypher is used in this fashion, it restores only 1d6 points over
	the hour duration.)


Equipment
---------
Money: 5,200

- Appropriate clothing, a communicator implant, and $5,200. Granted from
Starting Equipment.

Advancements
------------
Tier: 1

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


Background
----------
Tech
The Tech type is a cyberpunk variant of the Adept without any overtly
supernatural abilities. Hackers, medics, netrunners, choppers, and mechanics are
usually Techs.

Engram
'But I thought I was human this whole time!'

A common refrain within this uncommon demographic. You've got some chrome—who
doesn't?—but you thought you were human at the core. As it turns out, you're not
a mammalian body with machine augmentations. You're a machine intelligence
housed in a body constructed from biological components. You're an engram—an AI
personality based on someone else's consciousness.

Short of an x-ray, invasive medical procedure, or catastrophic injury, you seem
normal enough. You may have recently found out you're an engram, harbor
suspicions that something isn't quite right, or begin the adventure oblivious to
your own android nature.

Explores Cyberspace
You've always been fascinated by cyberspace, its architecture, and the wealth of
data it contains. You may have started out as a hacker, programmer, or data
administrator, but viewing the internet on a screen was never enough for you.
You're driven by the urge to transcend your body, to enter a complete simulation
of that nonsensical nonspace. You're a netrunner, hooked on the thrill of
jacking into the matrix, where you interact with physical manifestations of AI,
software, and viruses.

 You might enter the matrix for legitimate reasons, such as for your job or
education—or maybe you make a point of going where you're not welcome, stealing
and selling proprietary data. With access to a computer or terminal, you plug
yourself in and you're off to the races.

Choose how you became involved in the adventure:
• You're looking for others like yourself; you believe (perhaps incorrectly)
that another PC is also an engram.
• Another PC was present when you discovered that you're an engram; they may
have realized even before you did.
• You're looking for whoever made you; you may desire revenge, closure, or to
express gratitude.
• You overheard the PCs discussing something interesting and warned them of a
potential flaw in their plan.

Background Connection
---------------------
You owe money to a number of people and don't have the funds to pay your debts.

Focus Connection
----------------
Pick one other PC. They commissioned you to do a job for them. You've already
been paid but haven't yet completed the job.

Notes
-----

Possible player intrusions based on your character type:
Advantageous Malfunction
A device being used against you malfunctions. It might harm the user or one of
their allies for a round, or activate a dramatic and distracting side effect for
a few rounds.

Convenient Idea
A flash of insight provides you with a clear answer or suggests a course of
action with regard to an urgent question, problem, or obstacle you're facing.

Inexplicably Unbroken
An inactive, ruined, or presumed-destroyed device temporarily activates and
performs a useful function relevant to the situation. This is enough to buy you
some time for a better solution, alleviate a complication that was interfering
with your abilities, or just get you one more use out of a depleted cypher or
artifact.

Clever Exploit
You recognize a device that someone is using (typically a weapon, implant,
cypher, or vehicle) and take advantage of a known flaw in that device. For
example, you can make a holocall to a MuxCom gorilla arm from a specific fake
number to put the implant into self-diagnostic mode for several rounds, jam a
piece of metal (such as a coin) into the trigger of an inhaler cypher to prevent
it from being activated, or activate a moving Kaisha SUV's emergency braking
assistant by standing in front of it with your arms crossed in an “X” shape. If
your intrusion is a reaction to another person's action (such as a foe using an
inhaler or trying to ram you with an SUV), you can do it even if it's not your
turn.

Know the Code
You studied the software you're trying to hack (perhaps you even wrote part of
it in an old freelancing gig) and know there's a backdoor you can use to bypass
its normal authentication and encryption barriers. For the next minute or so,
your tasks to interact with that system are eased by two steps, after which the
system closes the backdoor and you no longer have an advantage against it (but
by that time, you're probably already in and can keep working).

Unorthodox Modification
You make an improvised quick modification to a mechanical or electronic object
using whatever materials you have on hand (perhaps including taking bits from
your equipment or one of your implants). For example, you could reload a pistol
with a kit-bashed cartridge and slug when you're out of bullets, use some clips
and wires to make an adapter that connects your data cable to a proprietary data
port on a computer, or expose the electrical contacts on your cybernetic finger
so it works as a key to a car you're trying to steal. Generally, this
modification only works once—one shot from a pistol, one connection to the data
port, one ignition for the car, and so on—but it succeeds automatically.

Refined Consciousness
+4 to your Intellect Pool.
Granted from Engram
