Torch — Tech

“Broken? I can fix that. Not broken? I can improve that.”
Step 1 — 🎭 Identity
| Field | Value |
|---|---|
| Handle | Torch |
| Role | Tech |
| Role Ability | Maker (Rank 4) |
| Age | — |
| Home | Night City |
Step 2 — 📊 STATs
| INT | REF | DEX | TECH | COOL | WILL | LUCK | MOVE | BODY | EMP |
|---|---|---|---|---|---|---|---|---|---|
| 8 | 7 | 5 | 6 | 3 | 3 | 7 | 6 | 6 | 7 |
Step 3 — 💊 Derived Stats
| Max HP | Current HP | Seriously Wounded | Death Save |
|---|---|---|---|
| 35 | 35 | 18 | 6 |
| Max LUCK | Current LUCK | Max Humanity | Current Humanity | Current EMP |
|---|---|---|---|---|
| 7 | 7 | 70 | 58 | 5 |
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 | Shotgun |
| Evasion | 6 | DEX 5 | 11 | |
| Brawling | 2 | DEX 5 | 7 |
Awareness & Social
| Skill | LVL | STAT | BASE | Notes |
|---|---|---|---|---|
| Perception | 2 | INT 8 | 10 | |
| Human Perception | 2 | EMP 5 | 7 | |
| Concentration | 2 | WILL 3 | 5 | |
| Conversation | 2 | EMP 5 | 7 | |
| Persuasion | 2 | COOL 3 | 5 |
Tech Skills (Primary)
| Skill | LVL | STAT | BASE | Notes |
|---|---|---|---|---|
| Basic Tech | 6 | TECH 6 | 12 | Core repair skill |
| Cybertech | 6 | TECH 6 | 12 | Chrome work |
| Electronics/Security Tech | 6 | TECH 6 | 12 | Alarms, locks, wiring |
| First Aid | 6 | TECH 6 | 12 | |
| Land Vehicle Tech | 6 | TECH 6 | 12 | Car mechanic |
| Science (Choose) | 6 | INT 8 | 14 | Pick a specialty |
| Weaponstech | 6 | TECH 6 | 12 | Gun maintenance |
Other Skills
| Skill | LVL | STAT | BASE | Notes |
|---|---|---|---|---|
| Athletics | 2 | DEX 5 | 7 | |
| Education | 6 | INT 8 | 14 | |
| Language (Streetslang) | 2 | INT 8 | 10 | |
| Local Expert (Home) | 2 | INT 8 | 10 | |
| Stealth | 2 | DEX 5 | 7 |
Step 6 — ⚔️ Weapons & Armor
Weapons
| Weapon | Type | DMG | Ammo | ROF | Hands | Notes |
|---|---|---|---|---|---|---|
| Shotgun | Shoulder Arms | 5d6 | 4 | 1 | 2 | Not concealable. 25 spare shells |
| Flashbang Grenade | Grenade | — | — | — | 1 | DV 15 Resist Torture/Drugs or Damaged Eye + Damaged Ear for 1 min |
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 |
|---|---|---|---|
| Cybereye (Left) | Cyberoptics | 7 | 3 option slots |
| MicroOptics | Cybereye Option | — | Built-in microscope, 400× magnification |
| Tool Hand | Cyberlimb | 5 | Full collection of tools built into the hand |
| Skinwatch | Fashionware | 0 | Subdermal LED, shows time/date through skin |
Humanity Summary
| Total HL | Max Humanity | Current Humanity | Current EMP | Status |
|---|---|---|---|---|
| 12 | 70 | 58 | 5 | Healthy |
🎒 Gear & Economy
Gear
- Agent — AI smartphone, +2 Library Search
- Anti-Smog Breathing Mask
- Disposable Cellphone
- Duct Tape ×5
- Flashlight (100m beam, 10 hrs)
- Road Flare ×6 (lights 100m area, 1 hr each)
- Tech Bag (full tool kit)
Fashion
Generic Chic: Pants ×8, Tops ×10 | Leisurewear: Footwear ×2
Cash
| Eurodollars |
|---|
| 500eb |
🔧 Role Ability: Maker (Rank 4)
Your role ability makes you the team’s engineer — you fix, upgrade, and build things.
You have 4 points split across three specialties:
🛠️ Field Expertise (4 pts — your strongest skill)
What it does: Add +4 to any Basic Tech or Cybertech check.
Jury-Rig (special): Instead of a full repair (which takes hours), you can temporarily fix something to full condition as an Action in combat. It lasts 40 minutes (10 min × Rank 4). Same DV as a normal repair.
Example: Your buddy’s Light Armorjack took damage and is at SP 5. You jury-rig it back to SP 11 — but it reverts after 40 minutes.
⬆️ Upgrade Expertise (2 pts — allocated from Maker)
What it does: You can permanently improve items. Roll TECH + relevant Tech Skill + 2 + 1d10. You need materials of the same price category.
Upgrades you can make:
- Reduce cyberware Humanity Loss by 1d6
- Add an extra slot to items
- Make a weapon concealable (1-handed only)
- Upgrade weapon quality (Average → Excellent)
- Increase an item’s SP by 1
- And more!
🏭 Fabrication Expertise (2 pts — allocated from Maker)
What it does: You can build items from scratch. Roll TECH + relevant Tech Skill + 2 + 1d10. Materials cost one price category below the item’s price.
Example: Want to build a Heavy Pistol (Expensive)? You need materials worth “Costly” category.