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Bright, H2 Medic (Approved)

IZ 3.0 (8/8 Players)
GM: Koshnek
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Bright
Posts: 23
Joined: Sun Apr 12, 2020 9:13 pm

Bright, H2 Medic (Approved)

Post by Bright »

Kenji "Bright" Barova
Player Name: Jon

Rank: Novice 1 Advances Left: 0
Race: Human 2.0
Origin: Clinic Doc
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6 (d8)
Pace: 6; Parry: 5; Strain: 6/6; Street Cred: d8
Toughness (ED Guardian): 13 (5); Toughness (ED Boardroom Jacket): 12 (4)

Skills
  • • Athletics d4
    • Common Knowledge d4
    • Driving (Cycles) d4
    • Fighting (Bladed Weapons) d6
    • Gambling d4
    • Healing (Pathology & Analysis) d8
    • Intimidation d4
    • Notice d8
    • Persuasion d6
    • Research d4
    • Science (Biology) d6
    • Shooting (Pistols) d6
    • Stealth d6
Languages
  • • English
    • Japanese
    • Russian
    • German
Hindrances
  • • Hindrance (Racial, Major): Overconfident
    • Hindrance (Major): Giri: Owes 30,000 crypto (spend this as extra starting cash) to the Bratva, owes 1000 per week.
    • Hindrance (Minor): Driven: Wants to be the best at what he does.
    • Hindrance (Minor): Shamed: Quitting his hospital gig eats at him more than he admits.
    • Hindrance (Minor): All Thumbs (tweaked) - Automatically bought off after completing the next mission. That shot could have been nasty, but you talked Emi through patching it up. Unfortunately, her skilled hands weren't a doctor's hands, and the wound is slowing you down. Any task involving that limb is at -2.
Edges and Racial Abilities
  • • Ability: +1 Vigor
    • Ability: +1 Smarts
    • Edge: Luck: Draw one extra benny.
    • Edge: Reputation: Street Cred die type is increased by 1.
    • Edge: Charismatic: Free reroll on Persuasion tests.
    • Edge: Connections: Can contact one per session.
    • Edge: Common Bond: Can transfer bennies to other team members.
Last edited by Bright on Mon May 11, 2020 7:36 am, edited 15 times in total.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
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Bright
Posts: 23
Joined: Sun Apr 12, 2020 9:13 pm

Augmentation

Post by Bright »

• TAP: Tier 3 Tendril Access Processor • Kenta Cyber Dynamics Dreadnaught
Kenta Cyber Dynamics has created the ultimate in unassailable, unstoppable, unbelievable combat defense Cybertech systems. Introducing the Dreadnought!™ The recipient’s bones are sheathed in titanium, a subdermal layer of nano-weave material is inserted and the respiratory system is augmented and improved with increased performance as well as filtration for airborne contaminants.
  • • Grade: Customware
    • Base/Total Cost: $4200; $16800
    • Base/Final Strain: 7/6
    • Abilities: Increase current and maximum Vigor one die type, gain +2 Armor (stacks with worn armors), increase Toughness by 2, and filters (+4 to resist airborne toxins, diseases and poisons).
    • Quirks: This system is hackable and can be deactivated using the Disable Device command. Deactivation turns off the filtration system and the increased Vigor die but does not remove the Toughness or armor.
Last edited by Bright on Mon Apr 27, 2020 8:05 pm, edited 7 times in total.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
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User avatar
Bright
Posts: 23
Joined: Sun Apr 12, 2020 9:13 pm

Gear

Post by Bright »

Cash
  • • Starting Cash: 50,000 Cryptodollars
    • Current Cash: 0
Items Worn/Carried
  • • Glasses, 2500, Low Light Vision, Flare Protection +2
    • Tactical Radio, Rating 5, 2500, Range 15km, Weight 0.5
    • Tactical Radio Headset, 50, Weight 0.25
    • Tactical Whisper Microphone, 200, 0.25
    • 12-shot clip of Large Caliber Ammo
    • 6-shot clip of Small Caliber Ammo
    • 6-shot clip with Gel Rounds
    • 6-shot clip with Entangling Rounds
• ED Guardian Armor
  • • ED The Guardian, +3 armor, covers torso, arms & legs. Compartment: Conceal +2 or smaller. -2 to the conceal value of stored items.
    • Weight: 9 (Min. Str. d6)
    • Cost: 675
• AGA Rino-10 Heavy Pistol (.50)
  • • Range: 12/24/48
    • Dmg: 2d8, AP: 2
    • ROF: 1
    • Shots: 12
    • Weight: 4.75 lbs. (Min Str: d6)
    • Mods: Laser Sight: 150, +1 to Shooting at Short and Med. range
    • Conceal: +1
    • Cost: 575
• Ravenlocke Securities 007 Whisper Palm Pistol
  • • Range: 12/24/48
    • Dmg: 2d4
    • ROF: 1
    • Shots: 6
    • Weight: 1.75 lbs.
    • Mods: Laser Sight: 150, +1 to Shooting at Short and Med. range
    • Conceal: -1/-3 when Collapsed
    • Cost: 325
    Collapsible; Non-ferrous Construction, Sound Suppressor
• Monofilament Katana
  • • Dmg: Str+d6+3, AP: 2
    • Weight: 3 lbs. (Min Str: d6)
    • Conceal: +3
    • Cost: 1645
• Knives (2)
  • • Dmg: Str+d4
    • Weight: 1 lbs.
    • Conceal: -2
    • Cost: 200
• Shock Truncheon
The Shock Truncheon is the standard in nonlethal response and is designed to parry attacks and deliver the maximum shock allowed under international treaties.
  • • Dmg: Str+d6, AP: 0
    • Weight: 2 lbs. (Min Str: d4)
    • Concealability: +2
    • Notes: Stun, Requires Battery.
    • Cost: 350
Items In Backpack
  • • Medical Kit (background item, +1 to Healing rolls, 3 uses)
    • Medical Diagnostic Band, 500, needs 10 minutes to fully sync. Negates one point of circumstantial Healing penalties.
    • (2) Stimulant Inhalers, 50
    • Trauma Stabilizer, 1500
    • (2) TRIAGE Patch, 100
    • (2) 6-shot clips of Small Caliber Ammo
    • (2) 12-shot clips of Large Caliber Ammo
    • (10) Glow Sticks, 5
    • Squealer, 50
    • Multi-Tool, 50
    • (2) Batteries, Medium, 40
    • Pony Bottle, 50, Contains 5 minutes worth of air
Items In Home (Apartment in Medical District)
  • • Armored Hoodie (from background, +1 armor on arms, head, torso)
    • Large Caliber Ammo, 550, 550 rounds (36 rounds carried, 514 remaining at home.)
    • Small Caliber Ammo, 130, 650 rounds, 30 lbs. (18 rounds carried, 632 remaining at home.)
    • Large Caliber Ammo (Entangling), 400, 100 rounds (6 rounds carried, 94 remaining at home.)
    • Large Caliber Ammo (Gel Rounds), 150, 100 rounds (6 rounds carried, 94 remaining at home.)
    • (10) TRIAGE Patch, 500
    • (8) Stimulant Inhalers, 200
    • (10) Glow Sticks, 5
• ED Boardroom Jacket
  • • +2 armor, covers torso & arms. Add +2 to Persuasion to members of the corporate sector.
    • Weight: 5 (Min. Str. d4)
    • Cost: 900
• Bombs on Broadway Formal Suit
Looking for the perfect combination of style and protection? Look no further! Bombs on Broadway is the industry leader in bulletproof elegance.
  • • Armor: 4 (Arms, legs, torso)
    • Min Str: d4
    • Weight: 3lbs
    • Cost: 1,500 cryptodollars
• Weapon - Heavy Pistol
  • • Range: 12/24/48
    • Dmg: 2d6+2, AP: 2
    • ROF: 1
    • Shots: 15
    • Weight: 3 lbs. (Min Str: d6)
    • Mods: Laser Sight: 150, +1 to Shooting at Short and Med. range
    • Cost: n/a, background item
Transportation

• Basic Motorcycle
Used for transportation when not on a job.

• Harley-Davidson-Indian Cruiser
These cruisers have been in production for decades. They are sold in every country that can afford such a luxurious ride.
  • • Size: 1
    • Handling: +1
    • Top Speed: 120
    • Toughness: 8
    • Passengers: 1+1
    • Cost: 5,000
    • Notes: Exposed Crew
Contacts
  • • “Stitch,” a well-respected street doc with a practice in the Underground. Previously Bright’s mentor during his hospital residency, Stitch retired to the streets for the action and nightlife. He has state-of-the-art equipment and access to drugs and other medical gear that Bright relies on for supplies.
Last edited by Bright on Sat May 02, 2020 8:27 pm, edited 28 times in total.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
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User avatar
Bright
Posts: 23
Joined: Sun Apr 12, 2020 9:13 pm

Background

Post by Bright »

Background
Bright is a stylish Russo-Japanese street medic who knows that all problems can be solved with either brains or charisma -- and if not either of those two things, it can probably be cut with a sword. Anything he is hired to do he accomplishes with skill, confidence and flair.

Kenji Barova’s parents were a mixed-race couple, his father being Russian and his mother Japanese. They were wealthy corp-workers in Chicago, and paid for the best in gene therapy so Kenji could be born a Human 2.0; smarter, stronger, and faster than the norm. They proudly said that he was a “bright boy.” Kenji breezed through school, eschewing any friendly or romantic attachments, instead perfecting the art of finding connections by rubbing elbows with powerful hospital and corp members he met through his parents.

With intense study, he graduated with a doctorate in Clinical Pathology by the time he was twenty. His connections netted him a residency at Chicago General under one of the most respected pathologists in the city. After only two more years he was a doctor, taking over for his mentor when he retired. He had it all -- a high six-figure salary, respect from his family and peers, and more attention from the opposite sex than he could handle. But somehow, it wasn’t enough, and it gnawed at him.

Eighteen months later, Kenji spoke with his mentor and was surprised to learn that the man hadn’t actually retired, he had just moved his business to the streets. He had been making just as much (if not more) money being a street doc for cyberpunks and freelancers, and every night was full of excitement. This, Kenji thought, was the way to go, but he knew it would be at the cost of his parents' respect.

He quit his restrictive hospital career and became a “freelancer,” looking for street jobs that were as exciting as they were dangerous. This was the thrill that he needed. He sold his apartment for a more modest one, and using one of his contacts from the Russian Bratva, borrowed money to outfit himself with street gear and enough cyberware to keep him safe on the streets. The only problem being, if he didn’t pay it back, he was likely going to end up a grease stain. Using the handle “Bright,” Kenji began working as a street medic and damn-near anything else anyone needed (for those who could pay, at least).
Last edited by Bright on Sun Apr 19, 2020 9:56 pm, edited 4 times in total.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
Edit Signature
User avatar
Bright
Posts: 23
Joined: Sun Apr 12, 2020 9:13 pm

Advances

Post by Bright »

Initial Advances (Bonus from Hindrances): Reputation, Charismatic
Edge(s) and Features granted by Racial Features: +1 Smarts, +1 Vigor, Luck Edge

Cybernetic Modifications: Kenta Cyber Dynamics Dreadnaught
Novice 1 Advance: Connections Edge
Novice 2 Advance:
Novice 3 Advance:
OOC Comments
Seasoned 1 Advance:
Seasoned 2 Advance:
Seasoned 3 Advance:
Seasoned 4 Advance:
Veteran 1 Advance:
Veteran 2 Advance:
Veteran 3 Advance:
Veteran 4 Advance:
Heroic 1 Advance:
Heroic 2 Advance:
Heroic 3 Advance:
Heroic 4 Advance:
Legendary 1 Advance:
Legendary 2 Advance:
Legendary 3 Advance:
Legendary 4 Advance:
Last edited by Bright on Sun Apr 19, 2020 9:57 pm, edited 3 times in total.
Bright, H2 Medic
Pace: 6(d6); Parry: 5; Toughness: 13(5)
Combat-Relevant Edges & Abilities:
  • Luck: Draws one extra benny.
  • Common Bond: Can transfer bennies to other team members.
  • Cyberware Filters: +4 to resist airborne toxins, diseases and poisons.
  • All Thumbs (tweaked): -2 to all actions using right arm. Removed after next mission.
Wounds: 0/3; Fatigue: 0/3
Bennies: 5/4; Conviction: 0/1
Cash: 800 crypto
Character Sheet
Edit Signature
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