
“The truth doesn’t set you free. Broadcasting it does.”
Step 1 — 🎭 Identity
| Field | Value |
|---|
| Handle | 24/7 |
| Role | Media |
| Role Ability | Credibility (Rank 4) |
| Age | — |
| Home | Night City |
Step 2 — 📊 STATs
| INT | REF | DEX | TECH | COOL | WILL | LUCK | MOVE | BODY | EMP |
|---|
| 7 | 5 | 5 | 4 | 8 | 7 | 6 | 7 | 5 | 8 |
Step 3 — 💊 Derived Stats
| Max HP | Current HP | Seriously Wounded | Death Save |
|---|
| 40 | 40 | 20 | 5 |
| Max LUCK | Current LUCK | Max Humanity | Current Humanity | Current EMP |
|---|
| 6 | 6 | 80 | 70 | 7 |
Step 4 — 📜 Lifepath
Lifepath not included — roll your own using the Lifepath tables!
Step 5 — 🛠️ Skills
Skill Check: STAT + Level + 1d10 vs. DV — BASE = STAT + Level
Combat Skills
| Skill | LVL | STAT | BASE | Notes |
|---|
| Handgun | 6 | REF 5 | 11 | |
| Evasion | 6 | DEX 5 | 11 | |
| Brawling | 2 | DEX 5 | 7 | |
Awareness & Social (Primary)
| Skill | LVL | STAT | BASE | Notes |
|---|
| Perception | 6 | INT 7 | 13 | Always watching |
| Deduction | 6 | INT 7 | 13 | Connects the dots |
| Human Perception | 6 | EMP 7 | 13 | Reads everyone |
| Conversation | 6 | EMP 7 | 13 | Gets people talking |
| Persuasion | 6 | COOL 8 | 14 | Silver tongue |
| Bribery | 6 | COOL 8 | 14 | Greases palms |
| Lip Reading | 4 | INT 7 | 11 | |
| Concentration | 2 | WILL 7 | 9 | |
Other Skills
| Skill | LVL | STAT | BASE | Notes |
|---|
| Athletics | 2 | DEX 5 | 7 | |
| Composition | 6 | INT 7 | 13 | Writes the stories |
| Education | 2 | INT 7 | 9 | |
| First Aid | 2 | TECH 4 | 6 | |
| Language (Streetslang) | 2 | INT 7 | 9 | |
| Library Search | 4 | INT 7 | 11 | Data mining |
| Local Expert (Home) | 6 | INT 7 | 13 | |
| Photography/Film | 4 | TECH 4 | 8 | |
| Stealth | 2 | DEX 5 | 7 | |
Step 6 — ⚔️ Weapons & Armor
Weapons
| Weapon | Type | DMG | Ammo | ROF | Hands | Notes |
|---|
| Heavy Pistol | Handgun | 3d6 | 8 | 2 | 1 | Concealable. 7 spare mags |
Armor
| Location | Type | SP (Current/Max) | Penalty |
|---|
| Head | Light Armorjack | 11/11 | 0 |
| Body | Light Armorjack | 11/11 | 0 |
Step 7 — 🦾 Cyberware
Installed
| Cyberware | Type | HL | Effect |
|---|
| Cyberaudio Suite | Cyberaudio | 7 | 3 option slots |
| Amplified Hearing | Cyberaudio Option | — | +2 Perception Checks involving hearing |
| Light Tattoo | Fashionware | 0 | Subdermal glowing tattoo |
Humanity Summary
| Total HL | Max Humanity | Current Humanity | Current EMP | Status |
|---|
| 10 | 80 | 70 | 7 | Healthy |
🎒 Gear & Economy
Gear
- Agent — AI smartphone, +2 Library Search
- Audio Recorder (24 hrs on Memory Chip)
- Binoculars (×2 magnification)
- Grapple Gun (30m range, negates MOVE climb penalty)
- Radio Scanner/Music Player
- Scrambler/Descrambler
- Video Camera (12 hrs on Memory Chip)
Fashion
Generic Chic: Footwear, Pants, Top | Leisurewear: Jacket | Urban Flash: Mirrorshades
Cash
📰 Role Ability: Credibility (Rank 4)
Your role ability makes you a journalist who fights with information. You gather rumors, investigate stories, and publish exposés.
📡 Rumors (Passive)
At least twice per week, the GM secretly rolls your Credibility (4) + 1d10 and feeds you rumors based on the result. Higher rolls = juicier intel.
You can also actively investigate using Library Search, Conversation, or Interrogation.
📝 Publishing Stories
When you have enough info, you can publish a story. Your Credibility Rank determines everything:
| What | At Rank 4 |
|---|
| Who you can access | Local honchos, gang-lords, neighborhood leaders, city gang bosses, minor politicians, Corp Execs |
| Your audience | Well-known contributor for a local Screamsheet or Data Pool |
| Believability | 3 in 10 chance audience buys it |
| Impact | Direct local effect — bad guys get arrested, justice gets served |
📈 Making People Believe
Roll 1d10. If you roll ≤ your Believability (3), they buy it.
Bonuses:
- +1 if you have at least 1 piece of verifiable evidence
- +2 if you have 4+ pieces of hard evidence
- These stack — with strong evidence you can reach 6 in 10!
⚠️ Rules
- You can’t publish two stories on the exact same topic unless you have new info
- Stories have real consequences — the GM decides the impact