Chuck Dee

gaming

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Build

Step 1: Pushes

Begin with 3 Pushes

Step 2: Investigative Abilities

Record standard Investigator investigative abilities

Bullshit Detector, Charm, Intimidation, Notice, Reassurance, Research, Streetwise, Urban Survival, Tradecraft

Step 3: Additional Investigative Abilities

Choose 6 additional investigative abilities

Cryptography, Electronic Surveillance, Forensic Pathology, Human Terrain, Military Science, Traffic Analysis

Step 4: General Abilities

Record all General Abilities at 2 dice.

Athletics, Conceal, Cool, Cover, Driving, Evasion, Fighting, Filch, Infiltration, Mechanics, Medic, Network, Preparedness, Sense Trouble, Shooting, Surveillance

Step 5: Mastery Edges

Choose 3 Mastery Edges

Unstoppable – I figure that Rhys pushes past any difficulties because of his background

Ice Cold – Same as the above

You Never Knew Me – because of his background he doesn't trust most people, and prepares for their betrayal.

–> On To Day 3

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Name: Rhys Morales

Background

Growing up in Brixton wasn't easy for anyone, and that was doubly so for Rhys. He lived with only his mother, his father dead when he was a young boy. He barely remembered those days, other than the fact that the coast of Spain was a lot better than his life in London. Though his mother tried to shelter him, he knew that they were always skating the line between being on the streets and having a place of their head, and some nights, the eating was spare. Though his mother always made sure they had something in their bellies, she sometimes went hungry. Seeing how hard she worked, he knew it wasn't right for them to be that bad off, so he decided to do something about it.

Only a lad himself, he took to the streets to find his own hustle, settling on communication. Running for the gangs, but never in them, he sold pagers and mobiles to the dealers, and sometimes ran a package or two. It was a dangerous game he played- not wanting to join a gang, he wasn't covered by any of them. That time gave him a healthy dislike for gangs and people that preyed on the weak. When the cellular company caught wind of his source's scam and cut the lines earlier than they were supposed to, he realized he needed to get out, and decided to go for the armed forces. He couldn't get in because of his record, and didn't know what he was going to do. It turns out he didn't have to find out- the special services kept their eye out for promising candidates that had darker pasts, and he was tapped for them. Not having any other options, he accepted the offer.

Though he's been able to provide for his mom and brother, he still wonders if he was given the choice again if he'd accept...

On to Day 2

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TL;DR

Making this character made me remember the one downfall I've seen in Gumshoe- everything is based off of what the character knows, rather than who the character is. I'll follow up with one-to-one, which addresses that in small ways and see if this changes my mind about using it for the campaign. I will also say that making a character is second only to Altered Carbon in annoyances from layout.

Final Character

Name: Kira Ivanov Species: Human Ability: Dauntless Drive: Something to Prove Warpside: Strategic Coordinator Groundside: Security

Background

Kira grew up in a mixed-race household – her mother was Balla and her father Human. They seemed to have the perfect marriage, and she was raised in an environment of love and understanding, learning about both sides of her heritage. That was, until 7 years ago. Her father was called up to the local militia, dying in the conflict. After the war, mixed-race pairings became verboten, and being on a human planet, her mother suffered discrimination. She lost not just her husband, but her community. As Kira appeared for the most part human, her mother sent her off as soon as possible so she wouldn't be touched by it. Though she understood why, this still hurt her deeply, and the love and acceptance that she'd grown up with was buried underneath a hard exterior she developed as a mean of surviving the pain.

Investigative Abilities

Cop Talk: 2, Interrogation: 2, Evidence Collection: 2, Kinetics: 1, Forensic Psychology: 2, History, Combine: 1, Law: 2, Linguistics: 1, Bullshit Detector: 3, Downside: 3, Intimidation: 1, Respect: 2, Reassurance: 1, Forensic Engineering: 1, Explosive Devices: 1, Bio Signatures: 1, Bureaucracy: 1, Inspiration: 1

General Abilities

Athletics: 8, Naval Tactics: 8, Scuffling: 8, Sense Trouble: 7, Shooting: 7, Surveillance: 7, Ground Craft: 5, Health: 5, Helm Control: 3, Infiltration: 4, Medic: 2, Preparedness: 6, Battle Console: 3, Shuttle Craft: 2

Tech Enhancements

Amper Internal Headset Motobooster Mr. Gray Regenerate Disruption Pistol

Discuss...

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Name: Kira Ivanov

Step 1: Choose Species

I wanted to choose a mixed race, but decided instead of hacking together something (an option in the system), I'd just go for human dominant for simplicity's sake.

Suitable Drives: Any Non-Unique Unique Drives: None. Species-Specific Abilities: None Cybernetic Compatibilities: None Cybernetic Clashes: None Viroware Affinities: None Viroware Susceptibilities: None Special: Dauntless

Step 2: Assign Crew Packages

Warpside: Strategic Coordinator

General: Athletics: 4, Naval Tactics: 6, Scuffling: 4, Sense Trouble: 4, Shooting: 4

Groundside: Security

Investigative: Cop Talk: 1, Interrogation: 1, Evidence Collection: 1, Kinetics: 1 General: Athletics: 4, Scuffling: 4, Sense Trouble: 4, Shooting: 4, Surveillance: 4

Step 3: Choose Investigative Abilities

For all crew member figures, I'm going to go with 3 crew. This gives 28 Investigative Build Points. The crew package has 4 build points required, leaving me with 24.

Forensic Psychology: 2, Cop Talk: +1, Interrogation: +1, Evidence Collection: +1, History, Combine: 1, Law: 2, Linguistics: 1, Bullshit Detector: 3, Downside: 3, Intimidation: 1, Respect: 2, Reassurance: 1, Forensic Engineering: 1, Explosive Devices: 1, Bio Signatures: 1, Bureaucracy: 1, Inspiration: 1

Step 4: Choose General Abilities

Each player gets 75 General Build Points, and my packages account for 40, leaving 35.

Shooting: +3, Naval Tactics: +2, Ground Craft: 5, Health: 5, Helm Control: 3, Infiltration: 4, Medic: 2, Preparedness: 6, Battle Console: 3, Shuttle Craft: 2.

Step 5: Choose Drive

Though she'd deny it if questioned on the point, Kira has something to prove- that half-breeds are not a mistake.

Step 6: Choose Ship

We'll skip this portion, without a crew.

Step 7: Choose Tech Enhancements

With three players, she'd get a budget of 84/3 = 28.

Amper Internal Headset Motobooster Mr. Gray Regenerate Disruption Pistol

–> On to Day 3

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My other option for my transhuman game is Gumshoe. I'm going to have to hack a lot if I choose this option, but I figured I'd make up a character in the baseline systems that I plan to hack first. This one is using Ashen Stars. It has a lot of the sci-fi elements I'm looking for, though it couldn't really be considered transhumanist. It does, however, have uplifts, so it touches on the themes.

Name: Kira Ivanov Race: Human

Background

Kira grew up in a mixed-race household – her mother was Balla and her father Human. They seemed to have the perfect marriage, and she was raised in an environment of love and understanding, learning about both sides of her heritage. That was, until 7 years ago. Her father was called up to the local militia, dying in the conflict. After the war, mixed-race pairings became verboten, and being on a human planet, her mother suffered discrimination. She lost not just her husband, but her community. As Kira appeared for the most part human, her mother sent her off as soon as possible so she wouldn't be touched by it. Though she understood why, this still hurt her deeply, and the love and acceptance that she'd grown up with was buried underneath a hard exterior she developed as a mean of surviving the pain.

–> On to Day 2

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TL;DR

Having played GURPS for several years, I knew that it would be more than capable of making whatever I needed. I did this more as an exercise in seeing the character prospects from a different perspective, and because I'll be using material from GURPS Transhuman Space for my campaign.

Final Character

Background

Lena Denkova wanted to be a law enforcement officer all her life. It was her family profession, and she'd dreamed about it her entire life. Her father, uncle, and brother had filled her head with tales of their cases. When she finally got her shot, it was different than what she expected, but she adapted. She was good at her work, and very adept at identifying people by characteristics and behaviors rather than appearance. This made her a natural in the AIC (AI/Informorph Crime) Division, and she closed more cases than any other detective of her age. This obsession with her job was at the expense of her personal life, and she made few friends and more than her share of enemies. She was framed for taking money and killing a perp in her custody- a ludicrous charge that any that knew her would know was beyond the pale for her. She knew others that took money for 'favors' and took liberties with the line of the law, but it was abhorrent to her. Seeing how quickly her fellow officers believed the charges against her made her wish she'd followed her conscience when she saw the transgressions of her peers.

But it was too late for regrets- the trumped up charges would have resulted in taking her offline for centuries, if not her own RD. She needed time to figure out what happened. Though she felt like she was in a corner, she found out that she had friends that she didn't know she had, and one of them gave her the space she needed. Putting her sleeve in storage, she cast off-world to the frontiers into a clean sleeve. This would give her the chance to make her way back to the core- eventually- and solve her crime. She just had to hope her disappearance was clean enough so she wouldn't be tracked by someone as skilled as her in finding ego-jumpers. In the meantime, she had to make the money to migrate back to the core without raising an suspicions. And the only thing she knew was law- so she became an ego hunter, chasing down bounties in the badlands.

Character

Name: Lena Denkova Character Points: 300 pts Character Type: Bounty Hunter

Attributes

ST 11 (10) HP 11 (00) Speed 6.25 DX 14 (40) Per 15 (15) Move 6 IQ 12 (20) Will 12 (00) BL 24 HT 11 (10) FP 11 (00) DMG 1d-1/1d+1

Total Attributes: 95

Advantages

Combat Reflexes (15) Bioshell (41) Ghost Mind Emulation (17)

Total Advantages: 73

Disadvantages

Secret: Death (-30) Code of Honor: Police (-15) Obsession: Prove her Innocence (-10)

Total Disadvantages: -55

Quirks

Sensitive about being called a liar -1 Always inclined to help those in need -1 Stays away from drugs and drink -1

Skills

Acrobatics (DX/Hard) – 14 (4) Acting (IQ/Average) – 10 (1) Area Knowledge (Core/US/Chicago) (IQ/Easy) – 12 (1) Area Knowledge (Antliae VI) (IQ/Easy) – 12 (1) Armory/TL11 (Small Arms) (IQ/Average) – 11 (1) Beam Weapons/TL11 (Pistol/Laser) (DX/Easy) – 15 (2) Body Language (Per/Average) – 16 (4) Carousing (HT/Easy) – 11 (1) Climbing (DX/Average) – 14 (2) Computer Operations (IQ/Easy) – 12 (1) Criminology (IQ/Average) – 12 (2) Current Affairs/TL (IQ/Easy) – 12 (1) Detect Lies (Per/Hard) – 15 (4) Diplomacy (IQ/Hard) – 10 (1) Driving/TL11 (DX/Average) – 14 (2) Fast Draw (DX/Easy) – 15 (2) First Aid/TL11 (IQ/Easy) – 12 (1) Forensics/TL11 (IQ/Hard) – 11 (2) Guns/TL11 (Pistol) (DX/Easy) – 15 (2) Guns/TL11 (Shotgun) (DX/Easy) – 14 (1) Guns/TL11 (Rifle) (DX/Easy) – 15 (2) Interrogation (IQ/Average) – 12 (2) Intimidation (Will/Average) – 11 (1) Judo (DX/Hard) – 16 (12) Jumping (DX/Easy) – 14 (1) Karate (DX/Hard) – 14 (4) Knot Tying (DX/Easy) – 14 (1) Law (IQ/Hard) – 10 (1) Leadership (IQ/Average) – 12 (2) Lockpicking/TL11 (IQ/Average) – 11 (1) Melee Weapon (Knife) (DX/Easy) – 15 (2) Navigation/TL11 (IQ/Average) – 11 (1) Observation (Per/Average) – 15 (2) Research/TL11 (IQ/Average) – 12 (2) Riding (Horse) (DX/Average) – 14 (2) Running (HT/Average) – 11 (2) Search (Per/Average) – 15 (2) Shadowing (IQ/Average) – 12 (2) Stealth (DX/Average) – 14 (2) Streetwise (IQ/Average) – 12 (2) Survival (Per/Average) – 14 (1) Swimming (HT/Easy) – 12 (2) Thrown Weapons (Knife) (DX/Easy) – 14 (1) Tracking (Per/Average) – 15 (2) Urban Survival (Per/Average) – 14 (2)

Total Skills: 90

Cybernetics

Accelerated Reflexes: 1 (85) Damage Control: Hard to Kill (5) Optic Readout (5) Neural HUD (5)

Total Cybernetics: 100

Discuss...

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Being familiar with GURPS, this should be more straightforward than the others. I figure to start with cinematic levels – 300 points should do.

Attributes

Given her predilection for Ego Hunting, I want her Perception to be high, and her Dexterity. IQ will come next, with HT and ST a bit above average.

ST 11 (10) HP 11 (00) Speed 6.25 DX 14 (40) Per 15 (15) Move 6 IQ 12 (20) Will 12 (00) BL 24 HT 11 (10) FP 11 (00) DMG 1d-1/1d+1

Total Attributes: 95

Advantages

Combat Reflexes (15) is always nice, and going along with the idea to make this a bit closer to the idea of Stacks and Shells, give her a Bioshell (41) and Ghost Mind Emulation (17)

Total Advantages: 73

Disadvantages

Her secret might mean death and might not- but the extra points could be made up with reputation if she wasn't put to death. (-30). At heart, she still carries herself as if she was on the force (-15), and she's obsessed with proving her innocence (-10)

Total Disadvantages: -55

Quirks

She values her word, so is sensitive about being called a liar. She's always inclined to help those in need, and she stays away from drugs and drink, as she finds that they fog up her capabilities.

Total Quirks: -3

Skills

Picking skills, I keep in mind that she can handle herself on the frontier, and is skilled at picking up on minute body language and detecting lies.

Acrobatics (DX/Hard) – 14 (4) Acting (IQ/Average) – 10 (1) Area Knowledge (Core/US/Chicago) (IQ/Easy) – 12 (1) Area Knowledge (Antliae VI) (IQ/Easy) – 12 (1) Armory/TL11 (Small Arms) (IQ/Average) – 11 (1) Beam Weapons/TL11 (Pistol/Laser) (DX/Easy) – 15 (2) Body Language (Per/Average) – 16 (4) Carousing (HT/Easy) – 11 (1) Climbing (DX/Average) – 14 (2) Computer Operations (IQ/Easy) – 12 (1) Criminology (IQ/Average) – 12 (2) Current Affairs/TL (IQ/Easy) – 12 (1) Detect Lies (Per/Hard) – 15 (4) Diplomacy (IQ/Hard) – 10 (1) Driving/TL11 (DX/Average) – 14 (2) Fast Draw (DX/Easy) – 15 (2) First Aid/TL11 (IQ/Easy) – 12 (1) Forensics/TL11 (IQ/Hard) – 11 (2) Guns/TL11 (Pistol) (DX/Easy) – 15 (2) Guns/TL11 (Shotgun) (DX/Easy) – 14 (1) Guns/TL11 (Rifle) (DX/Easy) – 15 (2) Interrogation (IQ/Average) – 12 (2) Intimidation (Will/Average) – 11 (1) Judo (DX/Hard) – 16 (12) Jumping (DX/Easy) – 14 (1) Karate (DX/Hard) – 14 (4) Knot Tying (DX/Easy) – 14 (1) Law (IQ/Hard) – 10 (1) Leadership (IQ/Average) – 12 (2) Lockpicking/TL11 (IQ/Average) – 11 (1) Melee Weapon (Knife) (DX/Easy) – 15 (2) Navigation/TL11 (IQ/Average) – 11 (1) Observation (Per/Average) – 15 (2) Research/TL11 (IQ/Average) – 12 (2) Riding (Horse) (DX/Average) – 14 (2) Running (HT/Average) – 11 (2) Search (Per/Average) – 15 (2) Shadowing (IQ/Average) – 12 (2) Stealth (DX/Average) – 14 (2) Streetwise (IQ/Average) – 12 (2) Survival (Per/Average) – 14 (1) Swimming (HT/Easy) – 12 (2) Thrown Weapons (Knife) (DX/Easy) – 14 (1) Tracking (Per/Average) – 15 (2) Urban Survival (Per/Average) – 14 (2)

Total Skills: 90

Cybernetics

Some enhancements to her shell will round things out.

Accelerated Reflexes: 1 (85) Damage Control: Hard to Kill (5) Optic Readout (5) Neural HUD (5)

Total Cybernetics: 100

–> On to Day 3

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So this one is a bit different. GURPS Transhuman Space is a great treatment of Transhumanism, but it was written a bit before some of the concepts I want to use, so I'm going to have to hack it a bit. But I've never played GURPS un-hacked, so it's pretty much business as usual.

Background

For this character, I'm going with an Ego Hunter. I want her to be ex-LEO. Some scandal or her own conscience is the reason that she's no longer that. I want her on the run, so if it's her conscience, it will have to be that she was getting ready to testify and is on the run. I don't like that too much, so scandal it is.

She's not in her original sleeve (GURPS Transhuman concentrates a lot on Uplifts rather than Ego in a Sleeve, so that's the change that I'm going to have to incorporate), but in a borrowed one on the frontiers of space. She's on her own out there, and has little resources, so is trying to get enough money to get back to the core and solve her own case to restore her reputation.

–> On to Day 2

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TL;DR

Transhumanity's Fate is a great adaptation of Eclipse Phase to Fate Core; it allows you to use the concepts of Fate Core without losing the feel of Eclipse Phase.

Final Character

Name: Delia Kanzaki

Background

Delia never knew her parents, and her only sibling was a fading memory. Left to fend for herself at a young age, she had to quickly learn how to navigate the streets. She saw early on what happened to girls on the street, so she took the androgynous name 'Del', hiding her gender. She learned about the criminal underground doing odd jobs among the other young boys in the 'Bottom', the literal representation of what her neighborhood was- the place where you had fallen as far as you were able to and still be on this side of the dirt. As she grew older, she realized that she would not be able to hide for much longer as her features softened, while the boys she worked alongside grew harder, and ingratiated herself to someone that she thought would protect her, trying to manipulate herself into a place where she would have options. Less than successful, she found herself close to being sold into slavery to one of the many houses, but was instead bought by one of the other oyabun that she worked for on occassion. What he saw in her, she never found out, but he invested a lot of effort and money into seeing her trained, and her sleeve upgraded. Before he could make use of her, she witnessed his death at the hands of interlopers. She tried to intervene, but was overmatched and defeated. Instead of the death that she expected, however, this was the start of her new life. Her oyabun traded in illicit stacks, and a firewall cell had infiltrated his organization in order to bring it down. One of the agents that she'd worked alongside had vouched for her, and she was brought into the cell.

Character

Codename: Intruder Background: Underclass Faction: Criminal Motivations: Find a Tribe, Survival, Stability High Concept: Talented Infiltrator with a Troubled Past Trouble: It's Hard to let go of the Past Aspect: My Body is a Weapon Aspect: I Have Learned to Adapt Refresh: 2

Phase One: How You Got Noticed

The clan that Delia ran with dealt in black market stacks – the stacks of those abandoned during the TITAN crisis. Some of these were the source of an exigent virus, and Firewall put an agent, Kano Seiji, in place to find out the source of these stacks. Delia became close with the agent, never knowing who he was, and when Firewall extracted him, they forcibly extracted her also.

Phase Two: A Recent Mission

Similar to what Kano Seiji had done, Delia was put in place in a small scavenger gang because the problem of corrupted stacks had arisen again, and they wanted to know if this was truly an xrisk, or was it just a case of bad trips by the people harvesting the Egos. It turned out to be nothing, but it did stir up memories being there.

Phase Three: Crossing Paths

Meeting Kano again brought those same memories of her life before to the forefront. This mission was an active infiltration of a corporate entity to remove data from their possession of a particular gatecrashing exploration. The mission went to spec, but the memories surfaced jeopardized that ending. Kano helped Delia work through her memories in order to get the mission accomplished, and they grew closer as a result.

Phase Four: Crossing Paths Again

Undercover in an underground fighting ring, Delia found herself outed by the hacker she'd been sent to find and silence. One of the fighters, Makov Rizova, stepped in to help her turn the tables on the hacker, finishing her mission. In return, she did what Kano had done for her- extracted Rizova from his forcible indentured servitude in the underground.

Ego

Skills

Great (+4): Fight, Infiltrate Good (+3): Athletics, Notice Fair (+2): Shoot, InfoSec, Investigate Average (+1): Deceive, Cover, Rapport, Will, Somatics

Stunts

By My Hand, Set the World in Motion: Through a combination of speed, dexterity, and uncanny timing, you always have a path forward. In a static environment, this means that you are capable of crazy parkour-like movement to get almost anywhere that could be physically accessed. In a more fluid environment you are impossible to pin down or fence in, as you’ll always find the gap. Mental Blueprint: You’re highly skilled at visualizing the whole of a target based on just a part of it. When casing a location, you receive a +2 on Infiltration rolls to create an advantage. Silent Takedown: You're skilled at taking down opponents giving them no chance to respond. When you can surprise an enemy or attack from a place of hiding, with a successful attack, you create a boost. If you succeed with style, you get to invoke that boost for free twice.

Morph

Type: Biomorph, Flat, Augmented Aspects: 100% pure old-fashioned home-grown, Black market augments Traits: Essential Biomorph Traits (Cortical Stack, Mesh Inserts) Stunts: Stealth, Reflex Boosters Durability: Good (+3) Stress Boxes: 4 Refresh Cost: 1

Muse

When her Mesh was implanted and her Muse installed, it gave her a sense of security. This was someone that would never leave her, and so she named it Kaneko – her only memory of her brother being his name.

Investigate: Average (+1) InfoSec: Fair (+2) Stress Boxes: 2

Discuss...

#rpg #gaming #writing #characteraday

I am very familiar with creating a character in Fate Core, but this seems to blend elements of Fate Core with Eclipse Phase, which is interesting. One thing to note- the references in Transhumanity's Fate are to Eclipse Phase 1st Edition, but they are easily found in the 2nd Edition books.

Name: Delia Kanzaki

Character Concept

The first step is to select a character concept from Eclipse Phase. In 2nd Edition, there's no list of Character Concepts, but I'd assume that they mean Career. For Del, I choose Covert Operator. Similarly for Background and Faction I choose Underclass and Criminal. Motivations, I have to think a bit about. She has real abandonment and trust issues, so I choose Find A Tribe and Stability. For her third, it's the one constant in her life- Survival. It's strange to see that none of these result in any mechanical teeth- they are just to flesh out the character.

Her codename is Intruder, representing the fact that she can get into places, but on another level, it represents the fact that she always feels like an outsider.

Firewall Phases

These are similar to Fate Core, except there are 4 instead of 3. The other interesting thing – no Aspects come out of this, unlike in Fate Core.

Phase One: How You Got Noticed

I already detailed this in her background.

The clan that Delia ran with dealt in black market stacks – the stacks of those abandoned during the TITAN crisis. Some of these were the source of an exigent virus, and Firewall put an agent, Kano Seiji, in place to find out the source of these stacks. Delia became close with the agent, never knowing who he was, and when Firewall extracted him, they forcibly extracted her also.

Phase Two: A Recent Mission

For this phase, I want to show that in a lot of her missions, there's no drama and no excitement. Just the stress of being undercover alone.

Similar to what Kano Seiji had done, Delia was put in place in a small scavenger gang because the problem of corrupted stacks had arisen again, and they wanted to know if this was truly an x-risk, or was it just a case of bad trips by the people harvesting the Egos. It turned out to be nothing, but it did stir up memories being there.

Phase Three: Crossing Paths

This is going to be a bit tricky, as I'm making Del up alone. For the first one, I make the obvious choice of meeting her first contact again.

Meeting Kano again brought those same memories of her life before to the forefront. This mission was an active infiltration of a corporate entity to remove data from their possession of a particular gatecrashing exploration. The mission went to spec, but the memories surfaced jeopardized that ending. Kano helped Delia work through her memories in order to get the mission accomplished, and they grew closer as a result.

Phase Four: Crossing Paths Again

Seeing that a lot of Del's life is patterns and repetition, I choose to lean into that.

Undercover in an underground fighting ring, Delia found herself outed by the hacker she'd been sent to find and silence. One of the fighters, Makov Rizova, stepped in to help her turn the tables on the hacker, finishing her mission. In return, she did what Kano had done for her- extracted Rizova from his forcible indentured servitude in the underground.

Making Ego Aspects

In this phase of character creation, we go through the normal High Concept and Trouble, and add two aspects instead of three.

Her high concept is that she is a Talented Infiltrator from a Troubled Background. Her trouble relates to her trust and abandonment issues, i.e. It's Hard To Let Go of the Past. Her training on the streets and under her Oyabun showed her that My Body Is A Weapon, and because of the difficult circumstances of her upbringing, I Have Learned to Adapt

Skills

There are two options for Skill Pyramids or the option to spend 25 points freely. I choose the Deep Focus Pyramid.

Great (+4): Fight, Infiltrate Good (+3): Athletics, Notice Fair (+2): Shoot, InfoSec, Investigate Average (+1): Deceive, Cover, Rapport, Will, Somatics

Morph

I want her to still be in her natal sleeve, but with upgrades to it. I take a look at the Ghost Sleeve, and take some of the upgrades for the Flat sleeve, paying the price of the Ghost.

Type: Biomorph, Flat, Augmented Aspects: 100% pure old-fashioned home-grown, Black market augments Traits: Essential Biomorph Traits (Cortical Stack, Mesh Inserts) Stunts: Stealth, Reflex Boosters Durability: Good (+3) Stress Boxes: 4 Refresh Cost: 1

Stunts

1 Refresh is spent on the Morph, leaving 5. I spend 3 on Ego Stunts, reflecting the fact that she is an agile infiltrator.

By My Hand, Set the World in Motion: Through a combination of speed, dexterity, and uncanny timing, you always have a path forward. In a static environment, this means that you are capable of crazy parkour-like movement to get almost anywhere that could be physically accessed. In a more fluid environment you are impossible to pin down or fence in, as you’ll always find the gap. Mental Blueprint: You’re highly skilled at visualizing the whole of a target based on just a part of it. When casing a location, you receive a +2 on Infiltration rolls to create an advantage. Silent Takedown: You're skilled at taking down opponents giving them no chance to respond. When you can surprise an enemy or attack from a place of hiding, with a successful attack, you create a boost. If you succeed with style, you get to invoke that boost for free twice.

This leaves her with 2 Refresh.

Muse

When her Mesh was implanted and her Muse installed, it gave her a sense of security. This was someone that would never leave her, and so she named it Kaneko – her only memory of her brother being his name.

Investigate: Average (+1) InfoSec: Fair (+2) Stress Boxes: 2

And with that, Del is done.

–> On to Day 3