Torch — Tech

“Broken? I can fix that. Not broken? I can improve that.”


Step 1 — 🎭 Identity

FieldValue
HandleTorch
RoleTech
Role AbilityMaker (Rank 4)
Age
HomeNight City

Step 2 — 📊 STATs

INTREFDEXTECHCOOLWILLLUCKMOVEBODYEMP
8756337667

Step 3 — 💊 Derived Stats

Max HPCurrent HPSeriously WoundedDeath Save
3535186
Max LUCKCurrent LUCKMax HumanityCurrent HumanityCurrent EMP
7770585

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 713Shotgun
Evasion6DEX 511
Brawling2DEX 57

Awareness & Social

SkillLVLSTATBASENotes
Perception2INT 810
Human Perception2EMP 57
Concentration2WILL 35
Conversation2EMP 57
Persuasion2COOL 35

Tech Skills (Primary)

SkillLVLSTATBASENotes
Basic Tech6TECH 612Core repair skill
Cybertech6TECH 612Chrome work
Electronics/Security Tech6TECH 612Alarms, locks, wiring
First Aid6TECH 612
Land Vehicle Tech6TECH 612Car mechanic
Science (Choose)6INT 814Pick a specialty
Weaponstech6TECH 612Gun maintenance

Other Skills

SkillLVLSTATBASENotes
Athletics2DEX 57
Education6INT 814
Language (Streetslang)2INT 810
Local Expert (Home)2INT 810
Stealth2DEX 57

Step 6 — ⚔️ Weapons & Armor

Weapons

WeaponTypeDMGAmmoROFHandsNotes
ShotgunShoulder Arms5d6412Not concealable. 25 spare shells
Flashbang GrenadeGrenade1DV 15 Resist Torture/Drugs or Damaged Eye + Damaged Ear for 1 min

Armor

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

Step 7 — 🦾 Cyberware

Installed

CyberwareTypeHLEffect
Cybereye (Left)Cyberoptics73 option slots
MicroOpticsCybereye OptionBuilt-in microscope, 400× magnification
Tool HandCyberlimb5Full collection of tools built into the hand
SkinwatchFashionware0Subdermal LED, shows time/date through skin

Humanity Summary

Total HLMax HumanityCurrent HumanityCurrent EMPStatus
1270585Healthy

🎒 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.