Mover — Solo

“I don’t negotiate. I solve problems.”


Step 1 — 🎭 Identity

FieldValue
HandleMover
RoleSolo
Role AbilityCombat Awareness (Rank 4)
Age
HomeNight City

Step 2 — 📊 STATs

INTREFDEXTECHCOOLWILLLUCKMOVEBODYEMP
7765766775

Step 3 — 💊 Derived Stats

Max HPCurrent HPSeriously WoundedDeath Save
4545237
Max LUCKCurrent LUCKMax HumanityCurrent HumanityCurrent EMP
6650363

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

SkillLVLSTATBASENotes
Shoulder Arms6REF 713Assault Rifle primary
Autofire6REF 713Full-auto spray
Handgun6REF 713Sidearm
Melee Weapon6DEX 612
Brawling2DEX 68
Evasion6DEX 612

Awareness & Social

SkillLVLSTATBASENotes
Perception6INT 713
Tactics6INT 713Combat strategist
Interrogation6COOL 713
Human Perception2EMP 35
Conversation2EMP 35
Persuasion2COOL 79
Concentration2WILL 68

Other Skills

SkillLVLSTATBASENotes
Athletics2DEX 68
Education2INT 79
First Aid6TECH 511Field medic
Language (Streetslang)2INT 79
Local Expert (Home)2INT 79
Resist Torture/Drugs6WILL 612Iron will
Stealth2DEX 68

Step 6 — ⚔️ Weapons & Armor

Weapons

WeaponTypeDMGAmmoROFHandsNotes
Assault RifleShoulder Arms5d62512Autofire capable. 3 spare mags
Very Heavy PistolHandgun4d6811Not concealable. 8 spare mags
Heavy Melee WeaponMelee3d622Not concealable

Armor

LocationTypeSP (Current/Max)Penalty
HeadLight Armorjack11/110
BodyLight Armorjack11/110

Step 7 — 🦾 Cyberware

Installed

CyberwareTypeHLEffect
BiomonitorBodyware7Readout of vitals; link to Agent
Neural LinkNeuralware7Foundation for neuralware options
SandevistanSpeedwareActivate as Action: +3 Initiative for 1 min. 1 hr cooldown

Humanity Summary

Total HLMax HumanityCurrent HumanityCurrent EMPStatus
1450363⚠️ Low EMP

🎒 Gear & Economy

Gear

  • Agent — AI smartphone, +2 Library Search

Fashion

Leisurewear: Footwear ×2, Jacket ×3, Mirrorshades, Pants ×2, Tops ×2

Cash

Eurodollars
500eb

⚔️ Role Ability: Combat Awareness (Rank 4)

You have 4 points to distribute among combat abilities. You can reassign these points:

  • At the start of combat
  • Outside of combat
  • During combat by spending an Action

Your Options

AbilityCostWhat It Does
Initiative Reaction1 per pt+1 to Initiative per point spent
Threat Detection1 per pt+1 to Perception checks per point spent
Spot Weakness1 per pt+1 damage on your first hit each round per point (before armor)
Precision Attack3 pts+1 to all attack rolls
Damage Deflection2 pts → -1 dmgReduce first damage taken this round by 1 (or 4 pts → -2)
Fumble Recovery4 ptsIgnore Critical Failures (1s) on attack rolls (still counts as 1, just no extra penalty)

Example Loadouts

  • Aggressive: Precision Attack (3) + Spot Weakness (1) = +1 attacks, +1 damage
  • Defensive: Damage Deflection (2) + Initiative Reaction (2) = -1 damage, +2 init
  • Balanced: Initiative Reaction (2) + Spot Weakness (2) = +2 init, +2 damage