Glaciera is a Luddite Tech who Knows Everything in a Cyberpunk world
--------------------------------------------------------------------

Might:     ______ Pool: 10 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 11 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 13 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
-----------------

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.

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.

Distortion
	Costs 2 Intellect points
	You modify how a willing creature within short range reflects light for
	one minute. The target rapidly shifts between its normal appearance and
	a blot of darkness. The target has an asset on Speed defense rolls until
	the effect wears off. Action to initiate.

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.

Erase memories
	Costs 3 Intellect points
	You reach into the mind of a creature within immediate range and make an
	Intellect roll. On a success, you erase up to the last five minutes of
	its memory. Action.


Skills
------

Resourceful (Trained)
	A lifetime of exploring non-cybernetic options has let you acquire
	skills in many areas. You're trained in two areas of knowledge (such as
	computers, geography, or history).

Resourceful (Trained)
	A lifetime of exploring non-cybernetic options has let you acquire
	skills in many areas. You're trained in two physical skills (such as
	climbing, jumping, or swimming).

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

Social interaction tasks to influence people with extensive cybernetics (Inability)
	At best, your aversion to cyberware makes it hard for people to take you
	seriously; at worst, they think you're weak or a fool. Social
	interaction tasks to influence people with extensive cybernetics are
	hindered.


Attacks
-------

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

Cyphers
-------
Limit: 3

Detonation (Sonic) (Level 3, Manifest)
	Projects a small physical explosive up to a long distance away that
	explodes with terrifying sound, deafening all in an immediate radius for
	ten minutes per cypher level.

Speed Boost (Level 4, Subtle)
	Adds 1 to the user's Speed Edge for one hour (adds 2 if the cypher is
	level 5 or higher).

Stim (Level 1, Subtle)
	Eases the user's next action taken by three steps.


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

- You have a smartphone. If another aspect of your character would grant
cyberware (such as a communicator implant), you instead gain money equal to
the value of that implant.  Granted from Luddite.
- 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.

Luddite
You've made it this far without having any cybernetic implants—an extreme
outlier in a world where they're as common as eyeglasses. You should decide the
reason why you don't have any—religious objection, allergic to synthetic
materials, poverty, or simply lucky (or talented) enough to never have needed
them. You might be open and obvious about this, or try to keep it a secret
(perhaps using scars or tattoos to make it look like you aren't a luddite).

Knows Everything
You're a know-it-all. You've always been curious, likely to be found with your
nose in a book and several wiki articles pulled up on your computer. In your
school days, you were probably a good student and skilled researcher. In the
present, your primary hobby is gathering knowledge. You know what questions to
ask and where to look for the answers.

Your mental cybernetics have improved your memory and given you nigh-unlimited
access to information. You're a mental powerhouse—and eager to keep learning.

Choose how you became involved in the adventure:
• Another PC took pity on you when they realized you don't have any cybernetics.
(They probably assumed you're poor or stupid, even if they don't feel that way
now.)
• One of the PCs invited you, and you're not sure why, but you've decided you
don't want to let them down.
• Another PC recruited you before they realized you don't even have any basic
chrome.
• A chromed PC helped you overcome a bad situation; now you're trying to make it
up to them.

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. You are pretty sure you are related in some fashion.

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.

Natural Fitness
You've had to rely on your own natural organic abilities instead of
technological implants. You get 4 additional points to divide among your Might
and Speed Pools.
Granted from Luddite

Unchromed
You have no cybernetics. If you ever do gain cybernetics (even unwillingly), you
lose this descriptor and all of its characteristics. You can regain this
descriptor after having all cybernetics removed and completing an appropriate
character arc, as determined by the GM.
