Deltis is a Addicted Hotshot who Hacks The Network in a Cyberpunk world
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Might:     ______ Pool: 14 Edge: 0 Defense: Practiced
Speed:     ______ Pool: 10 Edge: 0 Defense: Practiced
Intellect: ______ Pool: 10 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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Endurance
	Any duration dealing with physical actions is either doubled or halved,
	whichever is better for you. For example, if the typical person can hold
	their breath for thirty seconds, you can hold it for one minute. If the
	typical person can march for four hours without stopping, you can do so
	for eight hours. In terms of harmful effects, if a poison paralyzes its
	victims for one minute, you are paralyzed for thirty seconds. The
	minimum duration is always one round. Enabler.

Computer programming
	You are trained in using (and exploiting) computer software, you know
	one or more computer languages well enough to write basic programs, and
	you are fluent in internet protocol. 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.

Overheat hack
	Costs 1 Intellect point
	You overheat the electrical system of a creature (such as a robot or
	cyberware-equipped person) or electronic object (such as a computer or
	technological vehicle) within short range that you can see. If your
	Intellect-based attack succeeds against the creature, you inflict 3
	points of fire damage. If the target is an object rather than a creature
	(such as a computer or vehicle), this attack is eased. Action.

Muscles of iron
	Costs 2 Might points
	For the next ten minutes, all Might-based actions other than attack
	rolls that you attempt are eased. If you already have this ability from
	another source, the effect of this ability lasts for one hour instead of
	ten minutes. Enabler.

Danger sense
	Costs 1 Speed point
	Your initiative task is eased. You pay the cost each time the ability is
	used. Enabler.

All for me
	When the GM gives you 2 XP for a GM intrusion, you keep both instead of
	giving one to another player. You can use this once, and it renews each
	time you make a ten-hour recovery roll.


Skills
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Unusual skills (Trained)
	You become trained in your choice of two of the following skills:
	biology, chemistry, climbing, identifying, pickpocketing, running,
	seduction, sensing motive, or sneaking.

Light firearms (Practiced)
	Light Firearms

Light weapons (Practiced)
	Light Weapons

Medium firearms (Practiced)
	Medium Firearms

Medium weapons (Practiced)
	Medium Weapons

Heavy weapons (Inability)
	Heavy Weapons

Might and intellect tasks to resist addiction, drugs, and chemical attacks (Inability)
	Chemicals of any kind are hard for you to resist. Might and Intellect
	tasks to resist addiction, drugs, and chemical attacks 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

Information Sensor (Level 4, Manifest)
	Over the course of one day, the user can activate the cypher a total
	number of times equal to its level. Each time, they can select a living
	creature within long range and learn the following about it: level,
	origin, species, name, and possibly other facts (such as an individual's
	credit score, home address, phone number, and related information).

Perfect Memory (Level 6, Subtle)
	Allows the user to mentally record everything they see for thirty
	seconds per cypher level and store the recording permanently in their
	long-term memory. This cypher is useful for watching someone pick a
	specific lock, enter a complex code, or do something else that happens
	quickly.


Equipment
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Money: 5,300

- You have two doses of one of the following drugs: Calcichloride®, Clickbait®,
crunch, Pixel®, or rampage.  Granted from Addicted.
- Appropriate clothing, a communicator implant, and $5,300. 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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Hotshot
The Hotshot type is a cyberpunk variant of the Explorer with a knack for using
technology. Burglars, drivers, and scouts are usually Hotshots, as are some
hackers and soldiers. You are a person of action and physical ability,
fearlessly facing the unknown. You travel to strange, exotic, and dangerous
places, and discover new things. This means you're physical but also probably
knowledgeable. Although Hotshots can be academics or well studied, they are
first and foremost interested in action. They face grave dangers and terrible
obstacles as a routine part of life.

Addicted
You are addicted to a drug, probably something illegal, expensive, or both. You
are usually in control enough to be a functional adult, holding down a job and
maintaining some personal relationships, but the hunger is always there,
threatening to fuck up your life. You have a unique insight about crime, or at
least how to interface with the criminal world so you can get your next score.
You know you have your addiction under control—your drug of choice helps you
cope with your illness, or the crapsack world you live in. Or you're looking for
help. Or you need to hit rock bottom before you realize how serious your problem
is. Or maybe you're too stubborn to realize this'll kill you sooner rather than
later. People who know about your addiction might pity you, want to save you, or
dismiss you as a junkie.

Hacks The Network
AI and the countless networks integrated into every part of life are as
ubiquitous as air and, to most people, about as noticeable. Not you. From the
moment you first realized that networks ran on an underlying “Ur” tongue, a code
of mathematics and logical symbols, you were hooked. It wasn't your goal to
learn everything you could about hacking computers so much as there was nothing
else for you. As a thrown stone follows its trajectory, you learned to hack the
network.

 As long as you have access to a computer, hand terminal, or other connection,
you accomplish your goals by working the code. You might have a few extra
pockets for high-energy snacks and spare storage devices, as well.

Choose how you became involved in the adventure:
• You think one of the PCs is or knows a cheap source for your drug of choice.
• You sobered up to discover that you had agreed to work with the other PCs.
• Another PC saved your life (perhaps from an overdose or a hostile encounter
with a dealer), and now you're trying to repay them.
• One PC has been your friend since before you became an addict, and you want to
keep them around.

Background Connection
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You received assistance from a secretive organization, which paid for your
schooling. Now they seem to want a lot more from you.

Focus Connection
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Pick one other PC. That character's face is so intriguing to you in a way you
don't understand that you sometimes find yourself sketching their likeness in
the dirt or using some other medium you have access to.

Notes
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Possible player intrusions based on your character type:
Fortuitous Malfunction
A trap or a dangerous device malfunctions before it can affect you.

Serendipitous Landmark
Just when it seems like the path is lost (or you are), a trail marker, a
landmark, or simply the way the terrain or corridor bends, rises, or falls away
suggests to you the best path forward, at least from this point.

Weak Strain
The poison or disease turns out not to be as debilitating or deadly as it first
seemed, and inflicts only half the damage that it would have otherwise.

Cue the AI
You activate an app or device that has a fast-acting helpful AI with broad
knowledge on a lot of topics. This grants you four “floating” assets that you
have to use in the next few rounds. You choose which of your tasks gain the
assets and how many to use on any particular task. The normal limit of two
assets per task still applies. For example, you could use two assets on a
hacking roll, one on a Speed defense task, and one on an attack; two on a Speed
defense task and two on an attack; or one each on four separate tasks. Once the
time expires, any unused assets are lost.

Instant ICE
Your emergency countermeasures against hacks take effect, easing your defense
tasks against them for one minute, reducing their damage by half for one minute,
or throwing the hacker off your trail (forcing them to start over from scratch
against you).

Magic Touch
You manipulate a device in an unexpected way to quickly get the result you want.
This might be a secret override code, pressing too many keys at once in just the
right configuration, activating a digital child's toy to emit confusing wireless
signals, or punching the interface panel from a certain angle to briefly unlock
its admin mode. Generally this gives you one round of access before the device
reverts to its default behavior, allowing you to treat any task appropriate to
that device as routine (difficulty 0). For example, you could use this time to
unlock an electronic door, activate or deactivate a security system, or patch in
to a surveillance camera, so long as doing so would normally take one round or
less. If the task requires multiple successful rolls, this player intrusion
counts as one success toward that goal.

Addiction
You are addicted to one drug from the list on page 61.
Granted from Addicted

Survivor
You get 2 additional points to divide among your Might and Speed Pools.
Granted from Addicted
