CHARACTERS FOR
DO ANDROIDS DREAM OF
ELECTRIC SHEEP?
TRIBUTE

PLAYER CHARACTER NUMBER 1: WILLIAM GARETH

ATTRIBUTES:
BODY: 4(5)
QUICKNESS: 5(6)
STRENGTH: 4(5)
CHARISMA: 2
INTELLIGENCE: 4(5)
WILLPOWER: 4
ESSENCE: 5.5
MAGIC: -
REACTION: 4(6)

SKILLS:
Unarmed Combat: 5
Armed Combat: 5
Firearms: 4
Stealth: 4
Athletics: 4
Etiquette (Street): 4
Interrogation (Machine-Aided): 3(5)
Car: 3
Psychology (Deviant Behavior): 2(3)
English: 6
Japanese: 3
City Speak: 3

CYBERWARE AND BIOWARE:
Synthcardium Level 2
Cerebral Booster Level 1
Synaptic Accelerator Level 1
Suprathyroid
Mnemonic Enhancer Level 4
Smartlink II

WEAPONS:
Ares MP Laser VII (see the Tech Page)
Ruger Thunderbolt II
AZ-150 Stun Baton

ARMOR AND GEAR:
Secure Long Coat 4/2
Concealable Holster
Mountebank Apollo Lead Codpiece (see the Tech Page)
Fellini-Med Breather
Renraku Voigt-Kampff Testing Kit (see the Tech Page)
2 Clips APEX Heavy Pistol Rounds (see the Tech Page)
Plastic Restraints
Radio

NOTES:
William Gareth believes himself to be a bounty hunter with the SFPD, which is true. He also believes himself to be a 28 year old human, which is false. William Gareth is a 5 year old Shiawase TL-20 Combat Synth with very good memory implants. He is completely unaware of the fact that he is a synth. He is even unaware of most of his cybernetics and bionetics. He knows about the smartlink, but that's about it.

Gareth's nature makes things a little tricky for the gamemaster. If you choose, you can make up two copies of his character sheet--one that reflects his modified attributes only and leaves off most of the bioware and one that contains the accurate information displayed above. If you go this route you will not tell the player that his character is a synth, and you will leave him or her to figure it out along with the rest of the players. Alternatively you can give the player an accurate character sheet, and call the player aside to inform him or her of the character's nature in secret, so that the player will know from the beginning.

Each strategy has its advantages and disadvantages. In the first scenario you'll get genuine surprise when the V-K test shows that Gareth is a synth, and realistic protests ("But guys, I KNOW I'm not a synth!"). On the other hand you'll probably also have a player character murdered outright by another player character in short order. If your players can handle it, I recommend this route. In the second scenario you'll be able to inform the player ahead of time that his or her character is probably going to get his brains blown out by another character before the game has gone very far, but you'll lose that delicious sense of genuine confusion among the players. It's up to you.

PLAYER CHARACTER NUMBER 2: STEVE HARLECH

ATTRIBUTES:
BODY: 4
QUICKNESS: 5
STRENGTH: 4
CHARISMA: 5
INTELLIGENCE: 6
WILLPOWER: 6
ESSENCE: 5.1
MAGIC: -
REACTION: 5

SKILLS:
Unarmed Combat: 4
Armed Combat: 4
Firearms: 4
Stealth: 3
Computer: 2
Etiquette (Street): 7
Etiquette (Police): 4
Interrogation (Machine-Aided): 4(6)
Car: 3
Psychology (Deviant Behavior): 2(3)
English: 7
Japanese: 4
City Speak: 3
Music History (Opera): 3(4)

CYBERWARE AND BIOWARE:
Trauma Damper
Datajack IV
SPU (I/O) Level 2
Smartlink II

WEAPONS:
Ares MP Laser VII (see the Tech Page)
Ruger Thunderbolt II

ARMOR AND GEAR:
Secure Long Coat 4/2
Concealable Holster
Mountebank Apollo Lead Codpiece (see the Tech Page)
Fellini-Med Breather
Renraku Voigt-Kampff Testing Kit (see the Tech Page)
2 Clips APEX Heavy Pistol Rounds (see the Tech Page)
Plastic Restraints
Radio

NOTES:
Steve Harlech is the Rick Deckard of this scenario. He's the oldest (32) and most experienced of the hunters in the SFPD. He's been retiring synths for so long that it has become mere routine to him. Still, the thought of eight renegade Nexus-6's in San Francisco is enough to rattle even him.

Harlech should be shaken the hardest by the question of the validity of the V-K test, because he's retired more synths than any of the other hunters. What if he's killed real people by mistake?

Harlech's love of opera can be another tool the gamemaster can use to elicit empathy for the synths from the players. If the players reach the San Francisco Opera House during a rehearsal to interrogate the entertainment model that's performing there, Harlech will get to hear her sing. He should be given a roll on his Special Skill to notice what a particularly beautiful and passionate performance she is giving. The trouble is, if synths have no empathy, she shouldn't be able to create art like that. Maybe they're more human than he's always been told . . .

PLAYER CHARACTER NUMBER 3: ASHITO SUMITOMO

ATTRIBUTES:
BODY: 4
QUICKNESS: 6(8)
STRENGTH: 4
CHARISMA: 6
INTELLIGENCE: 5(6)
WILLPOWER: 5
ESSENCE: 2.04
MAGIC: -
REACTION: 6(7)

SKILLS:
Armed Combat: 3
Firearms: 4
Stealth: 3
Computer: 6
Computer Theory: 6
Computer (B/R): 6
Electronics: 6
Etiquette (Street): 6
Etiquette (Police): 4
Interrogation (Machine-Aided): 4(6)
Car: 3
Psychology (Deviant Behavior): 2(3)
English: 7
Japanese: 4
City Speak: 3
Cybertechnology: 5

CYBERWARE AND BIOWARE:
Optical Scanning Datajack
Cranial Cyberdeck
Encephalon Level 2
Cybereyes (Low Light, Flare Compensation, Retinal Clock)
Tracheal Filter Level 3
Damage Compensator Level 2
Orthoskin Level 1
Enhanced Articulation
Fingertip Compartment
SPU (I/O) Level 3
Smartlink II

WEAPONS:
Ares MP Laser VII (see the Tech Page)
Ruger Thunderbolt II
Eichiro Kanaga (see the Tech Page)

ARMOR AND GEAR:
Secure Long Coat 4/2
Concealable Holster
Mountebank Diana Lead Codpiece (see the Tech Page)
Renraku Voigt-Kampff Testing Kit (see the Tech Page)
2 Clips APEX Heavy Pistol Rounds (see the Tech Page)
2 Clips Gauss Needle Rounds (see the Tech Page)
Plastic Restraints
Radio
Offline Storage Unit (1,000 Mp)
Optical Scanning Datajack Emitter
Optical Chip Encoder Rating 4
Table Top Computer (1,000 Mp)
Microtronics Workshop
Microtronics Toolkit

CYBERDECK:
MPCP: 8
Hardening: 4
Memory: 400 Mp
Storage: 400 Mp
Load: 40/80
I/O: 80
Response: +2
Bod: 6
Evasion: 6
Masking: 6
Sensors: 6
Attack: 6
Analyze: 6
Deception: 6
Mirrors: 6

NOTES:
This character is a female elven bounty hunter who is also a decker. Odds are good that she will not need her cyberdeck at all throughout this adventure. If the characters do want to do some electronic legwork, I would recommend that you pare this down to a few dice rolls rather than a formal Matrix run. This adventure is not about decking, and it's plenty long enough without adding in a Matrix run.

This character should experience some prejudice along the way because she is of Japanese heritage. In this scenario the Imperial Marines have not been gone from San Francisco for long, and old wounds heal slowly.

PLAYER CHARACTER NUMBER 4: RICK GREGORY

ATTRIBUTES:
BODY: 4
QUICKNESS: 5
STRENGTH: 5
CHARISMA: 4
INTELLIGENCE: 4(5)
WILLPOWER: 4
ESSENCE: 3.85
MAGIC: -
REACTION: 4(5)

SKILLS:
Unarmed Combat: 3
Firearms: 4
Stealth: 4
Biotech: 4
Cybertechnology: 4
Etiquette (Street): 5
Interrogation (Machine-Aided): 4(5)
Car: 3
Psychology (Deviant Behavior): 2(3)
English: 6
Japanese: 3
City Speak: 3

CYBERWARE AND BIOWARE:
Cyberarm (Right, +2 Strength)
Cybereyes (Low Light, Flare Compensation)
Encephalon Level 1
Softlink Level 2
Cyberarm Taser
Smartlink II

WEAPONS:
Ares MP Laser VII (see the Tech Page)
Ruger Thunderbolt II
Cyberarm Taser

ARMOR AND GEAR:
Cybertechnology Toolkit
Medkit
Skillsoft: Computer Theory 4
Skillsoft: Biology 3
Secure Long Coat 4/2
Concealable Holster
Mountebank Apollo Lead Codpiece (see the Tech Page)
Fellini-Med Breather
Renraku Voigt-Kampff Testing Kit (see the Tech Page)
2 Clips APEX Heavy Pistol Rounds (see the Tech Page)
Plastic Restraints
Radio

NOTES:
Gregory is a useful character to have around, because he's the only one of the hunters with knowledge of and equipment for first aid. He is a 27 year old African American male, with an obviously cybernetic right arm. His real one was lost when a Shiawase TL-18 combat model ripped it out of its socket two years ago. He tends to be the most rabid synth-hater in the group.

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