Sonatra is a Corpo Solo who Embeds Stealthtech in a Cyberpunk world
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Might:     ______ Pool: 14 Edge: 1 Defense: Inability
Speed:     ______ Pool: 12 Edge: 0 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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Combat prowess
	You add +1 damage to one type of weapon attack of your choice: melee
	weapon attacks or ranged weapon attacks. Enabler.

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

Stealth skills
	You are trained in your choice of two of the following skills: disguise,
	deception, lockpicking, pickpocketing, seeing through deception, sleight
	of hand, or stealth. You can choose this ability multiple times, but you
	must select different skills each time. Enabler.

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.

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.

Swipe
	Costs 1 Speed point
	This is a quick, agile melee attack. Your attack inflicts 1 less point
	of damage than normal but dazes your target for one round, during which
	time all tasks it performs are hindered. Action.

Self-serving
	You're always looking out for number one—yourself. When you help another
	character, they gain no benefit from your help unless you are trained or
	specialized in that task.


Skills
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Business acumen (Trained)
	You know how megacorporations work. You're trained in bureaucracy and
	corporate business.

Cold eyes (Trained)
	You can be ruthless when it suits you. You're trained in intimidation.

Fake smile (Trained)
	You can turn on the charm in order to get what you want. You're trained
	in positive social interactions.

Office politics (Trained)
	You're aware of how others can manipulate and charm people, and you
	notice when those tactics are used on you. You are trained in resisting
	persuasion and seduction.

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Might defense tasks (Inability)
	Life in a climate-controlled corporate office has made you a little
	soft. Might defense tasks are hindered.


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

Cyphers
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Limit: 2

Gas Bomb (Level 6, Manifest)
	Thrown a short distance, this bursts in a poisonous cloud within an
	immediate area. The cloud lingers for 1d6 rounds unless conditions
	dictate otherwise. Roll a d100 to determine the effect.
	Rolled a 78. Mind-numbing gas: living creatures that breathe suffer
	Intellect damage equal to the cypher's level.

Spy (Level 7, Manifest)
	Produces a tiny spying object that resists detection as a level 8
	creature. The object moves at great speed, mapping and scanning an
	unknown area. It moves 500 feet (150 m) per level, scanning an area up
	to 50 feet (15 m) away from it. It identifies basic layout, creatures,
	and major energy sources. Its movement is blocked by any physical or
	energy barrier. At the end of its mapping run, it returns to the user
	and reports. If it discovers a predefined target during its run (such as
	"a creature of level 5 or higher," "a locked door," "a major energy
	source," and so on), it detonates instead, dealing damage equal to the
	cypher's level (half electrical damage, half shrapnel damage) to all
	creatures and objects in short range.


Equipment
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Money: 5,950

- 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.

Corpo
You have (or had) a successful career working for a megacorporation, climbing
your way up through the ranks. You've kissed ass and backstabbed as much as you
needed to in order to survive the capitalist rat race. You're smart,
manipulative, and observant. Maybe you're still employed there, with a “safe”
promotion that's giving you some time to take a breather before your next goal.
Maybe you were fired for cause, or cut loose to improve the corporation's
end-of-quarter profit. You might be a loyalist looking to get back in, or
vengeful and ready to see what other opportunities avail you.

Embeds Stealthtech
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 stealth and infiltration. You almost
certainly have synthetic materials 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 charmed or intimidated another PC into bringing you along.
• The PCs knew that someone with megacorporation knowledge and connections would
be helpful, and chose you.
• One of the PCs owed you a favor, and this is how you've decided they're
repaying it.
• You suspect that assisting the other PCs might give you a long-term advantage
toward your goals or against your enemies.

Background Connection
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You were conscripted into military service, but you deserted before long.

Focus Connection
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Pick one other PC. Their occasional clumsiness and loud behavior irritate you.

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.

Team Player
+2 to your Intellect Pool.
Granted from Corpo

Your job has allowed you to build a comfortable buffer in your savings account.
Your starting money is increased by $250.
Granted from Corpo
