You are on page 1of 7

Major Solo / Netrunner

BODY 5 COOL 7 LUCK 3 ROLES


DEX 7 REF 8 MOVE 6 Solo - Combat Awareness 4
INT 6 TECH 7 WILL 8 You may split your Combat Awareness between
EMP 3 HM 30 MXHM 40 six different areas, described below. You may
change how points are allocated at anytime when
not in comba, when combat begins, or as an ac-
SKILL LVL MOD TL tion in combat.
Athletics (DX) 06 13 • Damage Deflection: The first time you suffer
Autofire (RF) 06 14 damage each round you may reduce it by one
Basic Tech (TH) 06 13 point for every two points you have in damage
Brawling (DX) 02 09 deflection.
Concentration (WL) 02 10 • Fumble Recovery: If you put 4 points in Fumble
Conversation (EM) 02 05 Recovery you may ignore critical failures.
Education (IN) 02 08 • Initative Reaction: Add your points in Initative
Reaction to your initative roll.
Electronics/Security Tech (TH) 06 13
• Precision Attack: For every 3 points in Precision
Evasion (DX) 06 13 Attack you may add 1 to your to hit rolls.
First Aid (TH) 02 09 • Spot Weakness: Add your points in Spot Weak-
Handgun (RF) 03 11 ness to the damage the first time you hit in a
Human Perception (EM) 04 07 round.
Language: Japanese (IN) 04 10 • Threat Detection: Add your points in Threat De-
Language: Streetslang (IN) 02 08 tection to any perception checks you make. Obvious Cyberware: Techhair
Local expert: Pacifica (IN) 02 08 Wearing: Generic Chic Top, Generic Chic
Martial arts: Karate (DX) 06 13 Bottoms, Generic Chic Footwear, Generic
Melee Weapon (DX) 02 09 Chic Jacket, Generic Chic Mirrorshades,
Perception (IN) 06 12 Generic Chic Jewelry
Persuasion (CL) 04 11
Shoulder Arms (RF) 02 10 Visible Weapons: Katana, Sternmeyer SMG-
Stealth (DX) 02 09 21
Netrunner - Interface 2
You may take 2 net actions each turn, instead of
taking a meat space action.

Availble IP: 60

Punk Journal is unofficial content provided un-


der the Homebrew Content Policy of R. Talsorian
Games and is not approved or endorsed by R. Tal-
sorian Games. This content references materials
that are the property of R. Talsorian Games and its
licensees.
CYBERWARE GEAR
Neuralware Right Arm Cash: 3780.00eb
Neural Link Subdermal Grip Carried: 16.24 kg
Interface plugs - Chipware # Item kg
neck Skill Chip: Hand guns 375 11mm bullets 2.25
Subdermal Grip 1 Katana 4.00
Chipware Socket Fashionware
1 Sternmeyer SMG-21 4.30
Skill Chip: Hand Biomonitor
Smartgun Link
guns Skinwatch
1 Bodyweight Suit 3.00
Techhair
Raven Microcyb Condor
2 hardware mods
Cyberware Notes 5 programs

Closet
# Item kg
4 Leisurewear Top 1.20
2 Leisurewear Bottoms 0.70
1 Leisurewear Footwear 1.00
1 Leisurewear Hat 0.10
1 Light Armorjack 4.00
1 Light Armorjack Helmet 1.00

Gear Notes
Friday Night Firefight
LUCK O O O Armor Breaking Combination - When you hit a
Initiative 8+d10 target with both a melee attack and a martial arts
Dodge Bullets 13+d10 vs shooters to hit roll. attack in the same term you may attempt a DV15
Athletics 13 Brawling 9 Karate skill check to ablate all of the targets armor
Evasion 13 Resist T/D 8 by an additional 2 points.
Endurance 13 Concentration 10 Bone Breaking Strike - Instead of 2 attacks, make
a single attack. If that attack hits, in addition to the
usual damage the target suffers the Broken Ribs
Max Hitpoints: 45 critical injury. Alternatively, make a called shot at
OOOOO a -8 penalty and inflict the Cracked Skull critical
OOOOO injury.
Lightly Stabilize
OOOOO No
Wounded DV 10 Melee Weapons
OOOOO Penalty
OOO Katana
OOOOO Heavy Melee Weapon +10/3d6, ROF 2
OOOOO Ignores half the defender’s armor.
Seriously -2 to Stabilize
OOOOO
Wounded actions DV 13 Ranged Weapons
OOOOO
OO Sternmeyer SMG-21
-4 to actions SMG +12/3d6 or +15/AF3
Mortally -6 to MOVE 11mm bullets, 40/MAG
Wounded Death Save at end of turn Smartgun Link
Stabalize DV 15
Ammunition
Deathsave: Less than 5 on a d10
+ 1 per round after the first 375 11mm bullets

Head SP: 11
OOOOOOO
Bodyweight Suit
OOOO
Body SP: 11
OOOOOOO
Bodyweight Suit
OOOO

Unarmed Combat
Brawling +09/2d6, ROF 2

Karate +13/2d6, ROF 2


Ignores half the defender’s armor.
Recovery - When you use the Get up action you
may attempt a DV13 martial arts check. If success-
ful, you do not spend the action.
Net Running Crib Sheet CYBERDECKS
Scanner allows a runner to search for an access Raven Microcyb Condor
point. The better the interface check, the further KRASH Barrier: You may not be forcibly jacked
away an access point can be spotted. Requires a out when running with this cybedeck.
Meat Action. Range Upgrade: Connect from up to 8m away.
Jack In allows a runner to enter a net architecture. Sword (Attacker)
Jack Out allows a runner to safely exit the archi- Attack 1 - Defense 0 - Rez 0
tecture. Function: Do 2d6 REZ damage, plus 1d6 if the pro-
gram is Black ICE.
Activate/Deactivate Program runs/terminates a
Speedy Gonzalvez (Booster)
program in the runners cyberdeck. No programs
Attack 0 - Defense 0 - Rez 7
are running when the runner first jacks in. Attack
Function: Add +2 to speed.
programs deactivate after use. Each program may
be activated once per meat round. Armor (Defender)
Attack 0 - Defense 0 - Rez 7
Movement through the architecture does not re- Function: Reduce brain damage by 4. Only 1 copy
quire an action. The runner may go as far as they at once, use once per run.
dare until they are blocked.
Banhammer (Anti-program Attacker)
Back Door attempts to crack passwords prevent- Attack 1 - Defense 0 - Rez 0
ing further progress through the architecture. Function: Do 2d6 REZ damage, plus 1d6 if the pro-
Copying Files that have been encountered in the gram is Non-Black ICE.
architecture does not require an action. Worm (Booster)
Attack 0 - Defense 0 - Rez 7
Eye Dee attempts to identify the contents of a
Function: Add +2 to backdoor checks.
found file. May require beating a certain DV to de-
termine file contents.
Pathfinder reveals a number of floors up to the
check result. Blocked by an obstruction with a
higher DV. Automatically reveals activity of previ-
ous runners, unless they took the Cloak action.
Cloak hides activity in an architecture. The check
for Pathfinder must beat the Cloak check or the
activity remains hidden.
Zap a program or runner in the architecture. Make
an opposed check against the runners Interface
ability or the programs defense. If successful, deal
1d6 damage as appropriate.
Slide to an adjacent floor to flee Black-ICE. If the
runner beats the ICE’s perception, the ICE stays
does not follow. Runner may Slide once per turn,
but not past obstructions.
Virus is used to leave up to two permanent
changes in the architecture. Usable at the lowest
level of the architecture.
Notes
Character portrait generated by Artflow.AI.
Major is based on Motoko Kusanagi from
Ghost in the Shell, a Cyberpunk classic.
Bank Statement
Available Balance: 3780.00

Date Memo Amount Balance


2044-12-01 Initial Deposit 2550.00 2550.00
2044-12-01 Fashion Allowance 800.00 3350.00
2044-12-01 Bought Generic Chic outfit -210.00 3140.00
2044-12-01 Bought Biomonitor -100.00 3040.00
2044-12-01 Bought Skinwatch -100.00 2940.00
2044-12-01 Bought Techhair -100.00 2840.00
2044-12-01 Bought Leisurewear closet -380.00 2460.00
2044-12-01 Bought Neural Link -500.00 1960.00
2044-12-01 Bought Interface plugs - neck -500.00 1460.00
2044-12-01 Bought Subdermal Grip -100.00 1360.00
2044-12-01 Bought Sternmeyer SMG-21 -100.00 1260.00
2044-12-01 Bought 10 11mm bullets -100.00 1160.00
2044-12-01 Bought Katana -50.00 1110.00
2044-12-01 Bought Light Armorjack -100.00 1010.00
2044-12-01 Bought Light Armorjack Helmet -100.00 910.00
2045-01-01 Payment for the apartment 2000.00 2910.00
2045-01-01 Bought Raven Microcyb Condor -1000.00 1910.00
2045-01-01 Bought Sword -50.00 1860.00
2045-01-01 Bought Speedy Gonzalvez -100.00 1760.00
2045-01-01 Bought Armor -50.00 1710.00
2045-01-01 Bought 3 11mm bullets -30.00 1680.00
2045-01-01 Payment for cargo 2000.00 3680.00
2045-01-01 Paid the rent -1100.00 2580.00
2045-01-01 Bought Smartgun Link -500.00 2080.00
2045-01-01 Bought Bodyweight Suit -1000.00 1080.00
2045-01-01 Bought KRASH Barrier -100.00 980.00
2045-01-01 Bought Range Upgrade -100.00 880.00
2045-01-01 Payment for trigger warning 5000.00 5880.00
2045-01-01 Bought Banhammer -50.00 5830.00
2045-01-01 Bought Worm -50.00 5780.00
2045-01-01 Bought Extreme Therapy -1000.00 4780.00
2045-01-01 Bought Chipware Socket -500.00 4280.00
2045-01-01 Bought Skill Chip: hand guns -500.00 3780.00
Humanity Build Log
Humanity: 30 / 40 IP Available : 60
Current Maximum
Date Event Cost HUM Cost HUM Initial Build
2044-12-01 Starting Humanity 50 50 50 50 Body 5 Cool 7
2044-12-01 Installed Neural Link -7 43 -2 48 Dexterity 7 Empathy 5
2044-12-01 Installed Interface plugs - -7 36 -2 46 Intelligence 6 Luck 3
neck Move 6 Reflexes 8
2044-12-01 Installed Subdermal Grip -3 33 -2 44 Technique 7 Willpower 8
2045-01-01 Recieved Extreme Therapy. 14 44 0 44 Athletics 6 Autofire 6
2045-01-01 Installed Chipware Socket -7 37 -2 42 Basic Tech 6 Brawling 2
2045-01-01 Installed Skill Chip: hand -7 30 -2 40 Concentration 2 Conversation 2
guns Education 2 Electronics/Security Tech 6
Evasion 6 First Aid 2
Human Perception 4 Language: Japanese 4
Language: Streetslang 2 Local expert: Pacifica 2
Martial arts: Karate 6 Melee Weapon 2
Perception 6 Persuasion 4
Stealth 2

Date Memo Amount Available


2045-01-01 Game Session: the apartment 60 60
2045-01-01 Raised Interface to 1 -60 0
2045-01-01 Game Session: red chrome cargo 60 60
part 1
2045-01-01 Game Session: red chrome cargo 60 120
part 2
2045-01-01 Raised Interface to 2 -120 0
2045-01-01 Game Session: trigger warning part 60 60
1
2045-01-01 Raised Shoulder Arms to 1 -20 40
2045-01-01 Game Session: trigger warning part 60 100
2
2045-01-01 Raised Shoulder Arms to 2 -40 60

You might also like