Surflux is a Intuitive Solo who Packs Chromed Heat in a Cyberpunk world
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Might:     ______ Pool: 12 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 14 Edge: 1 Defense: Practiced
Intellect: ______ Pool: 12 Edge: 0 Defense: Practiced
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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Gunner
	You inflict 1 additional point of damage with guns. Enabler.

Shooter chrome
	Your machine parts grant you +1 to Armor and +2 to your Speed Pool.
	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.

Optical hack
	Costs 1+ Intellect point
	You reboot the technological optical sensors of a target within short
	range (such as a robot, surveillance camera, or person with cybernetic
	optics). If your Intellect-based attack against them succeeds, the
	target is blinded for one round. In addition to the normal options for
	using Effort, you can choose to use Effort to increase the range (long
	for one level of Effort, very long for two, or 1,000 feet [300 m] for
	three). Action.

Hacker
	Costs 2 Intellect points
	You gain quick access to a desired bit of information in a computer or
	similar device, or you access one of its primary functions. Action.

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.

Know what to do
	You can act immediately, even if it's not your turn. Afterward, on your
	next regular turn, any action you take is hindered. You can do this one
	time, although the ability is renewed each time you make a recovery
	roll.


Skills
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Perception tasks (Trained)
	You are trained in perception tasks.

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons


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

Cyphers
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Limit: 2

Repel (Level 3, Subtle)
	One NPC within immediate range who is of a level lower than the cypher
	decides to leave, using their next five rounds to move away quickly.

X Ray Viewer (Level 6, Manifest)
	Allows the user to see through up to 2 feet (60 cm) of material of a
	level lower than the cypher. The effect lasts for one minute per cypher
	level.


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.

Intuitive
You are often tickled by a sense of knowing what someone will say, how they will
react, or how events might unfold. Maybe you have a mutant sense, maybe you can
see just a few moments ahead through time, or maybe you're just good at reading
people and extrapolating a situation. Whatever the case, many who look into your
eyes immediately glance away, as if afraid of what you might see in their
expression.

Packs Chromed Heat
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 they assist you with ranged combat. 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 just knew you had to come along.
• You convinced one of the other PCs that your intuition is invaluable.
• You felt that something terrible would happen if you didn't go.
• You're confident the reason you arrived at this point will soon become clear.

Background Connection
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Your uncle runs a theater in town. You know all the actors and watch all the
shows for free.

Focus Connection
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Pick one other PC. That character knows you have suffered at the hands of
robotic entities in the past. Whether you hate robots now is up to you, which
may affect your relationship with the character if they are friendly with robots
or have robotic parts.

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.

Innate
+2 to your Intellect Pool.
Granted from Intuitive
