---
title: "Mover — Solo"
tags:
  - character
  - pregen
  - example
type: character
source: "Interface RED Volume 1 — Single Shot Pack"
---

# Mover — Solo

![[pregen_mover.png|300]]

> *"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 [[03 Lifepath|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

| 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

| 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
