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

# Torch — Tech

![[pregen_torch.png|300]]

> *"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 [[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** | 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.*
