Solo
Solos are elite fighting machines of the Cyberpunk world, whether working as freelance mercenaries or Corporate cybersoldiers. Most Solos have military backgrounds, serving in Corporate armies or Government "police actions." Over time, they rely more on cyberware—cyberlimbs for weapons and armor, bio-program chips for enhanced reflexes and awareness, and combat drugs for an edge in battle. The best Solos might become ronin, offering their lethal skills to the highest bidder. However, this life comes with a heavy price: a body more machine than flesh, killing reflexes that are hard to control, severe addictions, and a pervasive distrust of others. The price is steep, but for a Solo, it’s worth it.
Skill: Combat Sense
Effect: Enhances the Solo's ability to perceive danger, notice traps, and avoid harm. Combat Sense provides a bonus to both Awareness skill and Initiative equal to the Solo's level in Combat Sense.
Bonuses:
- Skill Enhancements: Gain a bonus equal to half of the Combat Sense level added to the following skills:
- Awareness
- Notice
- Combat Specialization: Choose one combat skill to receive a bonus equal to a third of Combat Sense. Options include:
- Light, Medium, Heavy, Very Heavy Handgun
- Light, Medium, Heavy SMG
- Sniper Rifle, Assault Rifle, Shotgun
- Bow, Crossbow, Brawling
- Sword, Knife, Martial Arts, Club, Improvised Weapon
- Specific Heavy Weapon (MGs, Grenades, etc.)
- Contacts: You receive Contact points equal to Combat Sense squared. These points are used to create NPC contacts, distributed across the following areas:
- Cyberware: Access to 500 eb worth of cyberware per point of Combat Sense. This cyberware is installed without surgery costs, but no compensation is provided for replaced body parts.
