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  #1  
Old Sep 23rd, 2024, 11:04 PM
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Cyberpunk: Neon Dreamers

Game NameCyberpunk: Neon Dreamers
Game SystemOther Roleplaying Games
ThemeFriendship, Dreams, Fate, Adventure
FlavourGritty, Neo-Futuristic Nihilism
Plot SummaryThe proliferation of chrome in the general population could be blamed for a lot, but it was always guarenteed to work. Hi-tech, Low-tech and everything in between should function with an expected baseline, meaning that no matter how threadbare your pockets are, there's something for you out there that will operate with some sort of functionality. This single promise is last remnant of honesty the Corpos ever seemed to stick to. The Sixth Force. This guarenteed that they could illegally tap the equipment, use and sell the information gathered, and even lock down every other facet of its usage barring the basic possible functionality without ever hearing a peep from the corpses running the Gov'.

This was why, when ghosts started haunting peoples dreams, the Corpos quietly began their scavenger hunts. The easy ones were the ones posting about it on the net, and soon, anyone with a bit of color in their brain matter learned that you could not talk about this anywhere within earshot of the net. Driven underground; these Neon Dreamers would seek out Rippers, paying significant prices for 3rd party software that could lock the Corporations out of their access to their chrome. The downside to this meant that if they were ever to step foot anywhere with a network with Corpo detection or equipment, they were all of a sudden back on the network.

You are one of these Neon Dreamers, someone haunted by the unintelligible voices whispering from within the circuits of your chrome. Before the net went dark of those sharing your concerns, you learned about a safe haven, whose whereabouts could not be learned by those not affected by the dreams. The pattern of occurrence, shared by all, could be deciphered, and that cypher was the secret to your safety. They call it the Graveyard, mostly due to the fact that most people arrived dead or dying thanks to the danger involved in leaving the Silent Lockdown of Night City. Knowing the Neon Dreamers would try and escape, networks had been set up around the city making it damn near impossible to pass through a checkpoint without detection.

The Dreams have not stopped since you arrived at the graveyard, but the pattern of when the dreams occur has splintered, meaning the cypher is useless, and you can't expect any more dreamers at your doorstep. You few are the last that could make it out alive with coordinates. The Nomads operating the Graveyard are nice, but not nice enough to accept all these refugees for free, and you're being put to work. On top of all that, the whispers coming from your chrome still haunt you day and night. Whatever your former life was, you might as well forget it, while you're still being hunted by the Corpos, you no longer exist.

-----------------------------------

Looking For:

4 Players
Posting rate of 2-3x a week
People who are looking for more RP than combat (But should still expect combat)

Characters:

No Cops or Corpos
- It's expected that any Cops or Corpos would have immediately been put down during the hunt. This is not because I don't like the characters, but I think it would be unfair for the characters to be unable to use their role abilities. If your character wishes to have the background as a cop or corpo who had to escape, they absolutely can.
Level 1

Name:
Role:
Ethnicity:
Personality:
Appearance: Picture and paragraph.
Backstory: What were you before the Neon Dreams, what is an example of a Dream your character would have (Can be their fears, their dreams, something from their past, etc), how did they react to finding out they are now targets of a Corpo crackdown, and how did they escape Night City and make their way to the Graveyard?
Friends: You've been in the Graveyard for a month, do you have any friends? Any enemies? What has life been like as a nomad for you? Do you have anyone significant you left behind?

------------------------------------

Last edited by Drinkslotsa; Sep 24th, 2024 at 12:18 AM.
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Old Sep 24th, 2024, 12:05 AM
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I may be tempted to join this. ^~^ Cyberpunk Red, I'm assuming?
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Old Sep 24th, 2024, 12:17 AM
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Quote:
Originally Posted by Ermine View Post
I may be tempted to join this. ^~^ Cyberpunk Red, I'm assuming?
Yep, using RED
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Old Sep 24th, 2024, 09:08 AM
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Artemis Mora - Completed
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Name: Artemis Mora
Role: Solo
Ethnicity: Mixed (European–Japanese)

Personality:
Artemis Mora is a sharp, adaptable, and pragmatic mercenary, fiercely loyal to those she trusts. She navigates life with a blend of cold calculation and dry humor, often using her wit to cope with the harsh realities of her world. While she’s careful about who she lets in, Artemis is far from a lone wolf. She’s developed a flirtatious, playful side, using charm and witty banter to bond with others and relieve the stress of her dangerous life. Though her relationships are often casual, they help her maintain a connection to those around her without opening up too much emotionally.

Artemis knows that survival often depends on teamwork. She respects strength and skill in others and values loyalty earned through action. Beneath her mysterious and sometimes detached exterior, she’s a reliable and protective ally to those who prove themselves. Her tough exterior softens in the presence of people she respects, revealing a witty, confident presence who thrives on camaraderie and keeps things interesting with her flirtatious quips.

Appearance:
Artemis Mora strikes an unforgettable figure with her slender, lithe, athletic frame optimized for agility and endurance. Standing at 5’7", she moves with a fluid, silent grace, her presence exuding strength and readiness. Her sharp, angular features, prominent cheekbones, and strong jawline give her a commanding appearance, softened slightly by her flawless, pale skin. The most arresting feature is her intense, bright red eyes, giving her a piercing, otherworldly stare. Her crimson red hair, cut in a stylish, slightly tousled bob, frames her angular face perfectly, adding to her cool, rebellious vibe. Her arms and legs are toned, her fingers nimble. Artemis favors practical, military-style clothing with a street warrior’s flair, mixing dark, tactical outfits with neon elements and a subtle, provocative, alluring edge to her attire—strategic cuts and exposed sections of skin that both distract and entice, whether it’s a glimpse of her midriff through a cropped combat jacket or thigh-high slits in her form-fitting tactical pants.

Backstory:
Early Life: Artemis Mora was born into a family with a deep military tradition. Her father, a decorated USMC special forces sniper, was killed in action during a classified mission when she was very young. Her mother, a brilliant but emotionally distant technical engineer, struggled to maintain a stable home life, cycling through a series of unstable relationships. Disillusioned and rebellious, Artemis found herself spending more time on the streets of Night City, learning the art of survival. From an early age, she mastered the skills of thievery, gang infiltration, and street combat, shaping her into a hardened survivor.

Military Career with Lazarus Corporation: Desperate for a way out of her chaotic life and seeking a sense of purpose, Artemis joined the Lazarus Corporation as a corporate soldier. Her natural talent with a sniper rifle soon earned her a reputation as a lethal sharpshooter. Over the years, she participated in numerous high-stakes missions, becoming one of Lazarus’ proven operatives. Ambitious and eager to prove herself, she volunteered for several unsanctioned black operations, knowing these covert missions would earn her greater influence and freedom, leading to a career with the elite unit.

Hunting Neon Dreamers: One of these black ops missions took a dark turn. Artemis was tasked with hunting down a group of so-called "Neon Dreamers"—a subversive movement rumored to be spreading among those equipped with chrome implants. Her orders were simple: eliminate the targets and retrieve data regarding their illegal use of third-party tech. As the units she belong to tracked them down, Artemis uncovered a conspiracy that ran deeper than she ever imagined. She began noticing the strange patterns in the Dreamers' behavior, particularly the dreams they all claimed to share, accompanied by faint whispers. Intrigued, she dug deeper, breaking protocol to examine their tech, connecting the whispers to something more sinister beneath the surface.

Unbeknownst to her, the corpos had been monitoring her every move. When her curiosity led her to uncover classified information about the Sixth Force and the Corpos' use of chrome for surveillance and control, her superiors turned on her. Artemis became a liability. Soon, the whispers from the Dreamers—voices she once dismissed—warned her of incoming assassins. With only moments to spare, she evaded the Lazarus wet team sent to silence her.

Capture and Escape: On the run, Artemis was eventually captured by rebel forces in South Africa, where she spent two grueling years in captivity, tortured and interrogated for information she no longer possessed, eventually enslaved. To the Corpos, she was presumed dead—out of their reach. But the whispers never stopped. The voices continued to haunt her, giving her glimpses of hidden knowledge and strategies for survival. These whispers weren’t just her burden anymore; they became her guiding force, helping her stay one step ahead of her captors. When the opportunity arose, she managed a daring escape.

Return to Night City: By the time she returned to Night City, armed with a new identity, Artemis discovered that her mother had been brutally tortured and murdered by corpo agents looking to get to her. Her old life was gone, destroyed by the same system she had once served. Now, Artemis was a ghost in the city, surviving on her skills and driven by revenge. She had no one left to fight for—except herself and the Neon Dreamers who had saved her life through the whispers.

Freelance Career: As a freelance assassin and infiltrator, Artemis used her extensive military training and street-hardened instincts to carry out high-risk jobs. Now operating under the radar, she worked for anyone willing to pay for her services, though always wary of the corporate eyes that might still be on her. The whispers from her chrome implants grew stronger with every passing day, pushing her to move constantly, leading her to safe zones, helping her avoid corpo hunters. In return, Artemis carried out their silent requests, killing and stealing for them as payment for her continued survival.

Though she resented the control they had over her, she had little choice but to obey. She eventually had to move and reached the Graveyard. The Nomads who ran the Graveyard gave her temporary refuge, but nothing came for free. The cypher that once promised safety no longer worked and the dreams stopped making sense...

Friends: (subject to GM approval, and meant really as a general feel adding up top the above to enhance Artemis as a character)
After a month in the Graveyard, Artemis has started to find her footing, though trust doesn’t come easily. Her sharp wit and flirtatious nature have helped her make some connections—she’s built a rapport with "Sparks," the mechanic who keeps her chrome in working order, and shares the occasional drink with Diaz, a smuggler with plenty of stories. While she keeps people at arm's length emotionally, these bonds keep her from feeling completely isolated. In a place where everyone’s looking out for themselves, loyalty is earned over time, and Artemis is willing to give it—when the right people prove themselves.

Still, not everyone’s convinced she belongs. "Breaker", a Nomad leader, sees her charm as a cover for something darker and hasn’t been shy about his suspicions. He’s a problem she knows could escalate, but she’s used to having enemies. Outside the Graveyard, the corpos that once tried to erase her are still hunting, and Artemis knows that anyone with the right intel or bounty could become an enemy overnight. She stays on edge, always aware of the risks, but her time among the Nomads has taught her the value of keeping a few allies close, even in a world full of danger.

Life as a Nomad has been tough but liberating. There’s freedom in the lack of structure, and while she’s still adjusting to their rough-and-tumble way of living, she respects their resourcefulness. Artemis finds release in banter, flirtation, and the occasional fleeting relationship, though she avoids deeper emotional ties. With her mother gone, killed by the Corpos trying to reach her, there’s no one left to miss or mourn. She’s learned to live in the moment, relying on her skills and wit to survive, with no attachments to hold her back.


Last edited by A7ice; Sep 25th, 2024 at 04:49 PM.
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Old Sep 24th, 2024, 02:44 PM
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Cazual
Name: Cazual
Role: Tech
Ethnicity: North American
Personality: Calm, mellow, detached. Part of Cazual’s reserve is because he has cultivated that side of his personality for work, part is because he is naturally introverted. What some may find hard to believe is that Caz is actually a social butterfly, able to interact with people accordingly in almost any situation. He also has a passion for his work. Few things excite him as much as a really juicy piece of tech. He is also extremely loyal to his friends once someone manages to reach that level with him.
Appearance:
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Cazual is of North American descent. In his early twenties, he is in fairly good shape if a little lean at times. He is of average height with dark hair and smoke colored eyes. He often wears his tech goggles, even in public and clothing that allows him to slip into repair mode at a moment’s notice.



Backstory: Cazual or Caz was an up-and-coming young tech in Night City. Competition was fierce but he was beginning to make a name for himself. Then the dreams came. A giant cyber dragon ripping tech from his body. His hands melting away. Just enough digging let him to find out about the corpo conspiracy. He paid a ripoerdoc for info about the Graveyard and smuggled out in a Nomad rig just before the hammer came down.


Friends: Caz has made sure not to make any enemies since he has been here at the Graveyard, but he wouldn’t exactly say that he has made any friends. Acquaintances would be a better word. Caz has tried to be a sympathetic ear and a diligent set of hands to help out with any task possible, especially concerning his technical abilities. He wonders what happened to a few people he knew in Night City, but his guess is that they are a lost cause. Cazual does wonder whatever became of Gen Chrome, a small group of young gangers that swapped favors with him from time to time. The one person he has grown somewhat close to is an old Solo named Shotgun. When you have lived through as much as that old timer, Caz figures he should listen to the solo’s advice.




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Old Sep 24th, 2024, 09:43 PM
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Preacher | Rocker
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Name: Jelijah "Preacher" Cage

Role: Rockerboy

Ethnicity: Mixed

Personality: Intense and empathetic, like if Nick Cage played Mr. Rogers
Jelijah has come a long way in a short time. Just two years ago he was the front for the street-death-metal group Morgchestra. He used his powers of empathy to compose fiery lyrics and incite reactions from crowds. The band was doing ok, and might have been on the brink of a break when a certain old man opened Jelijah's eyes to more than beating on an ax while watching the world burn. Now the young man listens. When people first meet him they feel like they've known him for years. He pulls information from people through silence and giving them the space to speak.
And when he figures out how he can help, he takes action. Whether it's sitting with the person in their loss, finding their family food, or kicking in a door to end an abuser's reign of terror.

When he does speak - the rocker front man frequently comes out. He'll wax eloquent and still whip a crowd into action when that's called for.

Unlike his rocker self Jelijah has little use for worldy things. He lives a more aesthetic lifestyle now, owning just what he needs to work. He's given up possessions and vices.

Except for cigarettes.

A body's gotta smoke...

Appearance: A child of the streets Jelijah could trace ancestry back to any continent. His complexion lets him mix in with a variety of cultures on a physical level, and his attractive, impeccable appearance allows it on a social level. Always dressed in the noire-chic of the streets even his liturgical collar seems cool.

Backstory: Like most things do for a teenager, it started as a gag.

Jelijah needed something to make his 'fit pop for a gig. As the band's front he needed to stand out from the black-on-black pallet they all wore. So he was rooting around in the second-hand stores of his hab-block when he came across the liturgical collared shirt. He may have skipped it, but it slid on like it was tailored for him and the synthetics were so worn they felt natural - like that shawl his Nonna swore was cotton. When the crowds at the dives they played ate it up and started calling him "Preacher" it just became what he wore all the time.

It was just his clothes, but sometimes the clothes make the man.

He doesn't speak about that night much. About the night the old as dirt chummer slid into the booth seat across from him after a show, scaring the fans away with his fire-scarred face and first gen cyberarm and its claw-like hand, not to mention his own collar, and the obvious bulge of a heavy pistol under his jacket. Jelijah doesn't like to talk about how he was told he had a Gift, and that there were some Gifts that should be used to make things Better. Yeh, Jelijah heard the capital letters as the old man spoke. And please don't ask him about the Sign he told Jelijah had been shown about how to use his Gift.

But after that night, Jelijah wasn't just called "Preacher", he became one.

Jelijah started working the streets to organize to get the hungry fed, get the homeless sheltered, and protecting the vulnerable. Sometimes all that work needed was a sympathetic ear and some convincing. Sometimes it took a little extra, let's call it "push."

Because that old man in the bar that night? He didn't only talk about Peace and Harmony. But Jelijah doesn't like to talk about that.

Example Dream:
He can't explain it, but who really CAN explain dreams?
It always starts the same, and ends the same. He is laying on a table and can see a room festively decorated for a birthday party. Not like any party he had, but the kind you might see on the tri-d. Streamers. Balloons. A birthday cake.

But Jelijah is the cake.

What changes is who is gathered around the cake. Sometimes it's children of all colors gleefully singing Happy Birthday. Sometimes it's riot-helmeted Corpo cops. Sometimes it's dead-eyed, blankly staring street people. Sometimes it's faceless, literally faceless, just blank sheets of skin across their skulls, corpos dressed in black suits.

Then the ending kicks in - a song starts to play. Not Happy Birthday. But something oddly cadenced with static for words. Something that Jelijah eventually called The Cipher.

The song plays, and the party goers begin to slice up the cake and eat it. Children delightfully stuffing a fresh confection Jelijah himself never tasted into their perfectly white-toothed mouths. Zombie-like street people mindlessly nom-nom-nomming the cake as it dribbles down their fronts.

Or the faceless Corpos smashing it against their featureless visages in ever growing desperation as if they suddenly realized they could not eat - or even breathe - and had begun to panic.

Then he wakes up.

And The Cipher is stuck in his head.

Friends:
  • Torq - friend - a street punk netrunner whose idea of a good time is losing himself in the Net for 3 days. Jelijah keeps them fed and watered so they don't die. Keeping the gender non-specific so the GM has creative license.
  • Aladis "Big Mamma" Fresk - frenemy - Jelijah seems to rub the old woman the wrong way. He's not sure why, but she rarely has anything good to say about him. She has some authority in the Nomad group so being on her bad side has implications.
  • Cage family - Jelijah was one of many members of an extended family that somehow squeezed into two small apartments. He has always been passionate - first about music, then about helping others. His is passionate about protecting his family as well, from the aged Nonna Cage, to little Ciara.
  • Morgchestra - the street-death-metal group Preacher used to front. Do they hate him for leaving? Would they welcome him back? He's not sure. It's not about the music anymore.
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Last edited by ratchett; Oct 8th, 2024 at 02:52 PM.
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Old Sep 25th, 2024, 08:17 PM
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Looking good so far, keep up the good work guys!
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Old Sep 26th, 2024, 01:00 PM
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I think Preacher is done.
Let me know if he needs work.

In terms of group synergy I'm thinking he's either an auto-fire or shotgun guy.

I'm thinking Rocker but he's also kind of a Fixer. So he will likely be high scores for COOL, EMP and TECH if we get to use the custom build.
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Old Sep 26th, 2024, 03:43 PM
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I've never played Cyberpunk Red but the video game has recently devoured a large portion on my life and brain, so I'm definitely interested.
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Old Sep 26th, 2024, 03:58 PM
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Quote:
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I've never played Cyberpunk Red but the video game has recently devoured a large portion on my life and brain, so I'm definitely interested.
I just started a replay of 2077. Psyching up to play the sequel.
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Old Sep 26th, 2024, 04:30 PM
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I played Cyberpunk 2077 but stuck in the second play. The first person perspective was main killer for me. I am just too used to third person perspective.

Played avidly Cyberpunk 2020 - back in my youth it was the only sci-fi system available in my native language.
Cyperpunk Red seems to be improved and simplified version. I run into a nice comparison with Cyberpunk 2020, as DnD 3.5 for 2020, and DnD 5.0 for Red.
If you haven't played it, Red is very beginner friendly and easy to jump on.
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Old Sep 26th, 2024, 06:30 PM
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Agreed on CP RED - it broke the usual RPG trend of rev'ing the edition with more complexity and SIMPLIFIED things. It didn't take me 3 days to figure out my cyberware!
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Old Sep 27th, 2024, 01:05 AM
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The million dollar question for any cyberpunk/scifi system: how complicated is hacking?
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Old Sep 27th, 2024, 02:40 AM
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It's not super complicated, but netrunning is more like a dungeoncrawl in its own right, it's vertical layers you have to hack and fight your way down past daemons to get what you need. You need proximity to the network, and once you're there, you've gotta act either in meat space or in net space, so having a choom watch your back is super important. It's not quite like og cyberpunk 2020 nor is it quite like 2077.

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Old Sep 27th, 2024, 11:49 AM
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RitzName: Ritz. It's all she goes by nowadays.
Role: Netrunner (but I can go Fixer, too)
Ethnicity: Western European
Personality: Guarded (as she doesn't talk about her past), quiet (in guilt), and shy (she doesn't want to lose anyone else). After losing everyone she loved to the "law", in this case meaning decisions she took part in, it only makes sense. She values family, though the meaning has changed somewhat since she has been on the run. She wants to live down her past life and hopes to one day forget it entirely. She thinks the Graveyard is a good home, though, even if they'll probably have to move it eventually. She hopes no one finds out she was part of the reason the Neon Dreamers were hunted.

Appearance: Ritz is tall, younger than she looks, and also fitter than she looks. She has red hair, dark eyes, and skin that's much paler than it has any right to be. She is never seem without her tattoos on full display, even though it makes her much easier to recognize. Her attire tends to be along the lines of high fashion. She still has her mother's wedding ring, which she wears on a gold chain around her neck.


Backstory: Before she was a netrunner professionally, Ritz was an exec's kid, and later an exec herself. She would rather not remember that time. The things she said and did were horrid. Then she grew a conscience when it was her own family being targetted.

Not that it mattered much; she'd be the target soon, having dreams that messed with her head. Most were of her own past and present, at first. Then they got worse and more abstract. It got to the point she could hardly sleep, with voices in her dreams telling her to do things. Things that made no sense to her, usually. But she followed them nonetheless.

Following them got her out of the Corp crackdown. It also got her to the Graveyard. There, she picked up netrunning. She's not the greatest there ever was, but she's...pretty good? Better than most beginners. She is a freelancer, but also leans toward being a hacktivist. Her workspace is minimalist, clean, and organized, an unfortunate reminder of her past. She does try her best to secure things for the Graveyard, but it's not always easy.

Friends: Ritz has a few friends from the Graveyard. A ripperdoc named Penelope and another medtech named Percy count among those she's been in frequent contact with and built a rapport, and are the closest to family she's got. She knows a few others, like a fixer who gets her her net gear in exchange for hack work, but not enough to call them friends. No enemies within the Graveyard to speak of, at least not ones she considers "alive" (there is a NET Ghost, she thinks, following her), and she has no one left outside of it.

Last edited by Ermine; Sep 28th, 2024 at 10:38 AM.
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