Aqualonix is a Luddite Broker who Knows Everything in a Cyberpunk world
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Might:     ______ Pool: 11 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 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
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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.

Fast talk
	Costs 1 Intellect point
	When speaking with an intelligent creature who can understand you and
	isn't hostile, you convince that creature to take one reasonable action
	in the next round. A reasonable action must be agreed upon by the GM; it
	should not put the creature or its allies in obvious danger or be wildly
	out of character. Action.

Demeanor of command
	Costs 2 Intellect points
	You project confidence, knowledge, and charisma to all who see you for
	the next hour. Your demeanor is such that those who see you
	automatically understand that you are someone important, accomplished,
	and with authority. When you speak, strangers who are not already
	attacking give you at least a round to have your say. If speaking to a
	group that can understand you, you can attempt to have them produce
	their leader or ask that they take you to their leader. You gain a free
	level of Effort that can be applied to one persuasion task you attempt
	during this period. Action to initiate.

Anecdote
	Costs 2 Intellect points
	You can lift the spirits of a group of creatures and help them bond
	together by entertaining them with an uplifting or pointed anecdote. For
	the next hour, those who pay attention to your story are trained in a
	task you choose that's related to the anecdote, as long as it's not an
	attack or defense task. Action to initiate, one minute to complete.

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

Cyphers
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Limit: 2

Effort Enhancer (Combat) (Level 7, Subtle)
	For the next hour, the user can apply one free level of Effort to any
	task (including a combat task) without spending points from a Pool. The
	free level of Effort provided by this cypher does not count toward the
	maximum amount of Effort a character can normally apply to one task.
	Once this free level of Effort is used, the effect of the cypher ends.

Secret (Level 4, Subtle)
	The user can ask the GM one question and get a general answer. The GM
	assigns a level to the question, so the more obscure the answer, the
	more difficult the task. Generally, knowledge that a PC could find by
	looking somewhere other than their current location is level 1, and
	obscure knowledge of the past is level 7. Gaining knowledge of the
	future is level 10, and such knowledge is always open to interpretation.
	The cypher cannot provide an answer to a question above its level.


Equipment
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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
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Tier: 1

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


Background
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Broker
The Broker type is a cyberpunk variant of the Speaker without the overtly
supernatural abilities. Fixers, journalists, media stars, corpos, and public
relations specialists are usually Brokers. You're good with words and good with
people. You talk your way past challenges and out of jams, and you get people to
do what you want. Brokers are smart and charismatic. They like people and, more
important, they understand them. This helps brokers get others to do what needs
to be done.

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
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You have no memory of anything that happened to you before the age of 18.

Focus Connection
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Pick one other PC. In the recent past, while escaping a threat, you accidentally
left that character to fend for themselves. They survived, but just barely. It
is up to the player of that character to decide whether they resent you or have
decided to forgive you.

Notes
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Possible player intrusions based on your character type:
Friendly NPC
An NPC you don't know, someone you don't know that well, or someone you know but
who hasn't been particularly friendly in the past chooses to help you, though
doesn't necessarily explain why. Maybe they'll ask you for a favor in return
afterward, depending on how much trouble they go to.

Perfect Suggestion
A follower or other already-friendly NPC suggests a course of action with regard
to an urgent question, problem, or obstacle you're facing.

Unexpected Gift
An NPC hands you a physical gift you were not expecting, one that helps put the
situation at ease if things seem strained, or provides you with a new insight
for understanding the context of the situation if there's something you're
failing to understand or grasp.

Blurt
A foe or indifferent NPC says something useful about your current situation,
either directly to you or within earshot. For example, as a fight starts one of
your gang member foes tells another one to go make sure their prisoner is still
tied up in the basement; at a food vendor you hear two corpos talking about how
the lock on their building's rear door isn't working; or while chatting with a
reluctant cop they accidentally let slip about a cover-up for a murder you're
investigating.

Bribe
You pay an NPC to do something for you. What you're asking for has to be
something they'd be willing to do without compromising their ethics or
endangering themself. For example, you could pay a dirty cop to look the other
way as you break into a building, but not to ignore you murdering someone in
cold blood; you could pay a gangster to retreat from a fight or restrain one of
their allies, but not to assassinate the head of their gang. The typical cost of
a bribe is $100 times the NPC's level, but might be two or three times that much
if the NPC really doesn't like you or isn't particularly desperate for money.
Usually a bribe is done with cash or a cashcard, but most NPCs will accept a
digital transfer if you succeed on a persuasion roll.

Emergency Contact
A NPC fixer, hacker, or netrunner emails, texts, or holocalls you and offers
assistance. You may or may not have ever met or spoken with this person (they
might have heard that you needed help, or know you by reputation and decided to
contact you out of the blue). They can provide any sort of help or information
that's possible through a remote connection, but no direct physical assistance.
For example, they could find information for you, assist you with a hacking
task, or remotely tap into the closed-circuit cameras where you are and show you
the footage, but they probably can't help you with attack or defense rolls or
search through a garbage bin for clues. Depending on the extent of this help,
they may ask you for a favor in return (either immediately or later, perhaps
when it's inconvenient or troublesome to you) or expect you to pay it forward on
your own.

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.
