Mover — Solo

“I don’t negotiate. I solve problems.”
Step 1 — 🎭 Identity
| Field | Value |
|---|
| Handle | Mover |
| Role | Solo |
| Role Ability | Combat Awareness (Rank 4) |
| Age | — |
| Home | Night City |
Step 2 — 📊 STATs
| INT | REF | DEX | TECH | COOL | WILL | LUCK | MOVE | BODY | EMP |
|---|
| 7 | 7 | 6 | 5 | 7 | 6 | 6 | 7 | 7 | 5 |
Step 3 — 💊 Derived Stats
| Max HP | Current HP | Seriously Wounded | Death Save |
|---|
| 45 | 45 | 23 | 7 |
| Max LUCK | Current LUCK | Max Humanity | Current Humanity | Current EMP |
|---|
| 6 | 6 | 50 | 36 | 3 |
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 |
|---|
| Shoulder Arms | 6 | REF 7 | 13 | Assault Rifle primary |
| Autofire | 6 | REF 7 | 13 | Full-auto spray |
| Handgun | 6 | REF 7 | 13 | Sidearm |
| Melee Weapon | 6 | DEX 6 | 12 | |
| Brawling | 2 | DEX 6 | 8 | |
| Evasion | 6 | DEX 6 | 12 | |
Awareness & Social
| Skill | LVL | STAT | BASE | Notes |
|---|
| Perception | 6 | INT 7 | 13 | |
| Tactics | 6 | INT 7 | 13 | Combat strategist |
| Interrogation | 6 | COOL 7 | 13 | |
| Human Perception | 2 | EMP 3 | 5 | |
| Conversation | 2 | EMP 3 | 5 | |
| Persuasion | 2 | COOL 7 | 9 | |
| Concentration | 2 | WILL 6 | 8 | |
Other Skills
| Skill | LVL | STAT | BASE | Notes |
|---|
| Athletics | 2 | DEX 6 | 8 | |
| Education | 2 | INT 7 | 9 | |
| First Aid | 6 | TECH 5 | 11 | Field medic |
| Language (Streetslang) | 2 | INT 7 | 9 | |
| Local Expert (Home) | 2 | INT 7 | 9 | |
| Resist Torture/Drugs | 6 | WILL 6 | 12 | Iron will |
| Stealth | 2 | DEX 6 | 8 | |
Step 6 — ⚔️ Weapons & Armor
Weapons
| Weapon | Type | DMG | Ammo | ROF | Hands | Notes |
|---|
| Assault Rifle | Shoulder Arms | 5d6 | 25 | 1 | 2 | Autofire capable. 3 spare mags |
| Very Heavy Pistol | Handgun | 4d6 | 8 | 1 | 1 | Not concealable. 8 spare mags |
| Heavy Melee Weapon | Melee | 3d6 | — | 2 | 2 | Not concealable |
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 |
|---|
| Biomonitor | Bodyware | 7 | Readout of vitals; link to Agent |
| Neural Link | Neuralware | 7 | Foundation for neuralware options |
| Sandevistan | Speedware | — | Activate as Action: +3 Initiative for 1 min. 1 hr cooldown |
Humanity Summary
| Total HL | Max Humanity | Current Humanity | Current EMP | Status |
|---|
| 14 | 50 | 36 | 3 | ⚠️ Low EMP |
🎒 Gear & Economy
Gear
- Agent — AI smartphone, +2 Library Search
Fashion
Leisurewear: Footwear ×2, Jacket ×3, Mirrorshades, Pants ×2, Tops ×2
Cash
⚔️ 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
| Ability | Cost | What It Does |
|---|
| Initiative Reaction | 1 per pt | +1 to Initiative per point spent |
| Threat Detection | 1 per pt | +1 to Perception checks per point spent |
| Spot Weakness | 1 per pt | +1 damage on your first hit each round per point (before armor) |
| Precision Attack | 3 pts | +1 to all attack rolls |
| Damage Deflection | 2 pts → -1 dmg | Reduce first damage taken this round by 1 (or 4 pts → -2) |
| Fumble Recovery | 4 pts | Ignore 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