Abyssara is a Furious Solo who Weaponizes Chrome in a Cyberpunk world
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Might:     ______ Pool: 15 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 16 Edge: 1 Defense: Practiced
Intellect: ______ Pool:  9 Edge: 0 Defense: Practiced
Initiative: Trained

Effort: 1
Armor: 2
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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Integrated weapon
	One light or medium melee weapon of your choice (such as a mantis blade
	or monowire) is built into one of your arms. The weapon is concealed
	until you wish to use it. Enabler.

Melee chrome
	Your machine parts grant you +1 to Armor, +1 to your Might Pool, and +1
	to your Speed Pool. Enabler.

Practiced in armor
	You can wear armor for long periods of time without tiring and can
	compensate for slowed reactions from wearing armor. You reduce the Speed
	cost for wearing armor by 1. You start the game with a type of armor of
	your choice. Enabler.

Sensor scan
	Costs 2 Intellect points
	You scan an area equal in size to a 10-foot (3 m) cube, including all
	objects or creatures within that area; the results of your scan are
	compared to a database of information (facial recognition, object
	recognition, police database, and so on) to determine what it is you're
	looking at. The area must be within short range. Scanning a creature or
	object always reveals its level. You also learn whatever facts the GM
	feels are pertinent about the objects and creatures in that area. For
	example, you might learn that a device is made of metal, plastic, and
	electronics. You might learn a person's name, occupation, whether or not
	they have any standard cybernetics, and that they have several
	outstanding parking tickets. You might learn that the creature in front
	of you is an exotic mammal (such as a tapir), and that owning it
	requires an expensive permit. However, this ability doesn't tell you
	what the information means. Thus, in the first example, you don't know
	what the metal and plastic device does—it might be a radio or a land
	mine. In the second, you don't know whether the person is intent on
	harming you. In the third, you don't know if the creature is dangerous.
	The information you do get from the initial scan probably gives you
	enough of a lead to perform an internet search to find more information.
	Many materials (such as lead shielding, a Faraday cage, or concrete)
	prevent or hinder scanning. Action.

Bash
	Costs 1 Might point
	This is a pummeling 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.

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.

Time for violence
	If you don't like the result of your die roll, you can reroll it as if
	you had spent 1 XP. Regardless of success or failure, using this ability
	triggers a SHITS GM intrusion as if you had rolled a 1. You can do this
	once, but the ability is renewed each time you make a ten-hour recovery
	roll.


Skills
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Initiative (Trained)
	You quickly respond to provocation. You are trained in initiative.

Heavy weapons (Practiced)
	Heavy Weapons

Light weapons (Practiced)
	Light Weapons

Medium weapons (Practiced)
	Medium Weapons

Perception (Inability)
	Sometimes your anger overrides your senses, causing you to act before
	you've properly assessed the situation. Perception is hindered.

Positive social interactions (Inability)
	You find it hard to hold your anger back—it seeps through your skin even
	when you don't mean it to, causing others to shy away from you. Positive
	social interactions are hindered.


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

Integrated Weapon
	A light speed attack doing 2 damage.
	A light weapon of your choice. Granted from Integrated Weapon.

Cyphers
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Limit: 2

Curative (Level 5, Subtle)
	Restores a number of points equal to the cypher's level to the user's
	Might Pool.

Hunter/Seeker (Level 1, Manifest)
	With long-range movement, this intelligent missile tracks and attacks a
	specified target (target must be within sight when selected). If it
	misses, it continues to attack one additional time per cypher level
	until it hits. For example, a level 4 hunter/seeker will attack a
	maximum of five times. Roll a d100 to determine the type of attack.
	Rolled a 94. Shocks for 4 points of electricity damage, and stuns for
	one round per cypher level.


Equipment
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Money: 5,700

- Appropriate clothing, a communicator implant, and $5,700. Granted from
Starting Equipment.
- Armor of your choice.  Granted from Practiced In Armor.

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.

Furious
You always feel like you're a hair's breadth away from giving in to an
unthinking rage. You may have a mild case of SHITS, or suffer an illness or
injury that makes you prone to violent outbursts. You might do your best to hide
it or control it, or perhaps you have given up trying to tame it and you let it
run wild. Either way, it seems to cause you—and those around you—grief more
often than not.

Weaponizes Chrome
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 specialized for melee 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 are trying to get a handle on your anger, and you're hoping that being
with the other PCs will help you do so.
• You let your anger get the best of you recently, and now you're running from
the fallout.
• You believe that this adventure will provide you with a way to channel your
ire, allowing you to use it for good.
• After seeing you fight, one of the other PCs invited you to join.

Background Connection
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You trained in an isolated gang. The gang think of you as a brother, but you're
a stranger to all others.

Focus Connection
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Pick one other PC. You are pretty sure you are related in some fashion.

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.

Relentless
+2 to your Might Pool and +2 to your Speed Pool.
Granted from Furious
