You always loved discovering how things worked. Those moments, hunched over a piece of machinery or a circuit board, were the only times you felt truly alive. It was simple, almost meditative. Take something apart, figure out its components, and understand the precision needed to make it function. Then put it back together, better, stronger, faster. Something special. Something uniquely yours.
That was how you learned. Not from school, with its drudgery of rote memorization, outdated textbooks, and a failing public education system that seemed more interested in churning out obedient workers than fostering creativity. Math, literature, reading comprehension—it all felt like static noise compared to the hum of a soldering iron or the satisfying click of components snapping into place.
It wasn't the theory of things that called to you; it was the making. Building useful gadgets out of scrap or hacking together toys that shouldn't have worked but somehow did. That was when you knew: this wasn't just a hobby. It was your calling.
In Night City, people like you were called Techies. Depending on who you asked, it was either an affectionate term for those who made life bearable in this chrome-and-neon jungle, or a dismissive label for the gearheads who tinkered in dark corners, forgotten by the rest of the world. Either way, you made things work.
Techies kept the Megabuildings running, those sprawling vertical cities within cities that housed everything from corporate elites to the poorest gutter rats. They ensured the lights stayed on, the water flowed, and the trash didn't pile up too high. And all the other things
Techies kept the mercs alive too. Whether it was fixing their cyberware, tuning their weapons, or crafting armor that might just let them survive a firefight, you were the one they turned to. In your case, you weren't just patching up gear, you were arming them, outfitting them to stand toe-to-toe with nightmares like Adam Smasher himself.
Of course, you also gave them the illusion that they might actually walk away afterward. That was the cruel beauty of Night City:
Hope was the most dangerous drug, and you were its dealer.
But dreams don't come cheap in Night City. Every choice carried a price, and you were still figuring out how much you were willing to pay. For now, you just kept building. Kept dreaming. Kept surviving. Because here, that's all anyone could do.
Who are you?:
[]Write in name here
------------------------------ What Are You:
[] A Lonely Rich Kid
Your parents are mid-to-high-level corporate climbers in Arasaka, laser-focused on their careers and the endless pursuit of power. They decided long ago that parenting was an unnecessary inconvenience. Instead of nurturing you, they handed you over to nannies and robot caretakers, leaving you to grow up in the cold, sterile halls of a luxurious megabuilding apartment.
They rarely visit, and when they do, it's out of obligation rather than affection. You've learned to cope with the emptiness by immersing yourself in your surroundings. The bots that raised you were programmed for basic upkeep, but you quickly realized they weren't perfect. Their quirks fascinated you, and so did the broken gadgets and discarded tech piling up in the building's maintenance tunnels and trash chutes.
With access to the local net, guides like The Anarchist's Cookbook, and a treasure trove of street-level techie manuals, you taught yourself to dismantle, rebuild, and innovate. Before long, you weren't just fixing things, you were crafting firearms, ballistic armor, and strange little gadgets. It wasn't just a hobby; it was an escape and a purpose.
But living in the shadow of Arasaka has its perks, and its pitfalls.
Pros:
Resource Rich: Your parents' corporate accounts and logistical networks are a treasure trove that are yours for the pilfering. While you can't outright plunder their wealth, subtle pilfering has become an art form you have created. With so much equipment moving through their systems, one or two missing boxes won't raise suspicion. You have the ability to acquire rare resources, components, or even prototype-grade weapons that are normally inaccessible to most. (Gain one rare resource, or component per turn.)
A Safe Place Called Home
Your megabuilding apartment is a fortress of luxury and security, a rare sanctuary in Night City. Your workshop bedroom, tucked away in the safety of this high-end corporate housing, is virtually impenetrable without a coordinated and dedicated assault. Or a very crafty Merc who decided you need to get iced. (Your home base is a secure, safe zone that requires significant effort for enemies to breach.)
Corporate Connections
You've grown up rubbing shoulders with the next generation of Arasaka's elite. These future corporate sharks have the resources and hunger to snap up anything that promises an edge, and your custom creations excite them. (Start with near-max Corporate Relation: Arasaka. Members of the corporation will pay top dollar for your gear.)
Cons
Maintenance Monkey
Your tinkering hasn't gone unnoticed at school. The faculty and student body see you as the go-to person for fixing what the school board deems beneath them. From repairing ancient plumbing to rebooting the school's decrepit holo-projectors, you're constantly being roped into thankless maintenance tasks. (Must dedicate one action per turn to maintenance requests for the school.)
Parental Disapproval
Your parents have no idea what you're up to. They expect you to follow their carefully laid-out plan: graduate, enter middle management, and climb the corporate ladder like they have. If they ever found out about your extracurricular activities, especially the unsanctioned kind that have you do something crazy like leave the apartment for more then a burger and fries, they'd ship you off to a soulless engineering school that churns out corporate drones. And not the kind that would have you tinker and make them better (You are limited to 3 safe actions per turn. Taking additional actions triggers a Security Roll. Failing three Security Rolls results in severe consequences, such as losing all but one action or being forced into a major narrative event.)
Corporate Kid Stigma
Outside the corporate bubble, you're just another spoiled corpo brat in the eyes of Night City. Gangs, mercs, and street-level fixers dismiss you as someone who didn't earn their skills or tech, assuming you just bought it with mommy and daddy's money. (Start with zero reputation among all Night City factions. Gaining their trust will require significant effort and proof of your abilities.)
You didn't grow up in the safety of a cushy corporate apartment or a clean megabuilding hallway. No, your world was the chaotic sprawl of Night City's streets, a labyrinth of neon, grime, and danger. You learned early on that survival wasn't about having the best—it was about making the best out of whatever you could find.
While others scrambled for creds or cyberware, you scoured the back alleys, landfills, and scrapyards for tech scraps, broken bots, and discarded gear. You have a gift for seeing potential where others see as trash. A broken drone becomes a reconnaissance scout; shattered plating from amored cars turns into makeshift armor. You've built your reputation among the street gangs and small-time mercs as the one who can fix anything, or make something deadly from nothing. Pros:
Junkyard Genius
While others buy shiny new components, you turn scraps into treasure. You can craft effective weapons, armor, and gadgets using materials that most people would throw away. (Reduces crafting costs when using common or salvaged components. Grants a unique ability to "MacGyver" useful tools out of minimal resources or even nothing.)
Gutter Network
Living in the streets has given you connections everywhere. Fixers, gang runners, and small-time hustlers owe you favors, and you can always trade your skills for information or supplies. (Start with a moderate reputation among Night City gangs and certain junk dealers, access to black-market supplies at discounted rates.)
Survival Instincts
Your rough upbringing has honed your instincts. You're hard to surprise and even harder to kill, knowing how to handle ambushes, bad deals, and sudden fights. (Gain bonuses for surviving raids on your workshop.) Cons
Patchwork Gear
Your creations work, barely. They're effective in a pinch but prone to breaking or malfunctioning without regular maintenance. (Items crafted from salvaged materials have reduced durability and require frequent repairs. And if they fail during missions for contract work, reputation loss is more noticeable)
Distrust of Corporations
Growing up in the shadows of the corporate towers, you've seen the destruction they bring firsthand. That's left you with a chip on your shoulder—and corporate clients don't trust you either. (Begin with a severe reputation penalty among corporate factions, making it difficult to gain their business or access their resources.)
No Safe Haven
Unlike the corpo kids or lucky few with fortified apartments or even a roof over their heads, you have no permanent base. Your workshop is wherever you can find space, constantly shifting to stay ahead of rival gangs or local authorities. (Your base/workshop will be constantly raided, not only by corpos and gangsters, or just random people. Every turn you will have to stealth-check if anyone finds your space, and attacks you.)
In a city where life is cheap, loyalty is rare, and every relationship feels transactional, you're an anomaly to anyone who has given up hope. Your world revolves around protecting and providing for the people you love. You didn't set out to become a gunsmith or armor maker, it was just something you had to do to survive.
It started small: repairing old appliances, jury-rigging the decrepit systems in your tenement, or modifying a scavenged gun to protect your family or a neighbor. But as the dangers of the city grew, so did your determination. Now, you've turned your home into a fortress and your skills into a business, arming others who need to defend themselves against the horrors lurking just outside their doors.
You're not here to get rich or famous. You're here to make sure the people you care about can live another day.
Pros
Community Ally
You've earned the trust and respect of your neighbors. Whether it's fixing their broken tech or arming them against gang threats, they know you've got their backs. (Start with max reputation the local borough you live in, which is randomly chosen.)
Domestic Engineering
Necessity has made you resourceful. You're an expert at turning household items into deadly tools and reliable defenses. (Reduce crafting costs for improvised weapons and defensive equipment.)
Fortress of Solitude
Your home isn't just a place to sleep; it's a fortress. Reinforced walls, automated turrets, and hidden escape routes ensure it's a safe haven in even the worst circumstances. (Your base is highly secure and provides defensive bonuses if attacked.) Cons
Family First
Your loved ones are both your strength and your weakness. Their safety takes priority over everything else, limiting your ability to take risks or leave Night City behind. (Certain actions may require you to forgo opportunities to protect your family)
Limited Reach
You're focused on your local community, which means your reputation doesn't extend far beyond your neighborhood. (Start with zero reputation among major factions or corporate clients.)
Overburdened Caregiver
Between running a business, managing your home, and protecting your family, your time and energy are constantly stretched thin. (You have one fewer action per turn than other characters.)
AN: Well a bunch of people wanted me to do this, and someone even paid for the privilege for me to do it.
Craftsmanship: 12 (You have begun making things since you first moved to Night City, and really, you have become quite skilled and capable at just making things.)
Reputation: 1 (Some new gunsmith is running around and has made fucking artwork. Those iron he made… it's a fluke. No one can make a design like that twice. He's a techie who had his day in the spotlight, and no one will even remember his name.)
Innovation:12 (You have a spark of inspiration and hope. Most people don't have that anymore in this line of work… You might be The Next John Moses Browning. If you can stay alive)
Negotiation: 8 (Keep your head down. Eyes forward. Do not make eye contact. You might stay alive that way.)
Stealth: 6 (You call yourself a Corpo, you can't lie for shit.)
Combat Skills: 8 (If you got into a fight, you might be a wet tissue paper bag that could win. If they were also a wet paper bag.
Traits:
Resource Rich: Your parents' corporate accounts and logistical networks are a treasure trove that are yours for the pilfering. While you can't outright plunder their wealth, subtle pilfering has become an art form you have created. With so much equipment moving through their systems, one or two missing boxes won't raise suspicion. You have the ability to acquire rare resources, components, or even prototype-grade weapons that are normally inaccessible to most. (Gain one rare resource, or component per turn.)
Maintenance Monkey: Your tinkering hasn't gone unnoticed at school. The faculty and student body see you as the go-to person for fixing what the school board deems beneath them. From repairing ancient plumbing to rebooting the school's decrepit holo-projectors, you're constantly being roped into thankless maintenance tasks. (Must dedicate one action per turn to maintenance requests for the school.)
Parental Disapproval: Your parents have no idea what you're up to. They expect you to follow their carefully laid-out plan: graduate, enter middle management, and climb the corporate ladder like they have. If they ever found out about your extracurricular activities, especially the unsanctioned kind that have you do something crazy like leave the apartment for more than a burger and fries, they'd ship you off to a soulless engineering school that churns out corporate drones. And not the kind that would have you tinker and make them better (You are limited to 3 safe actions per turn. Taking additional actions triggers a Security Roll. Failing three Security Rolls results in severe consequences, such as losing all but one action or being forced into a major narrative event.)
The Workshop Stats: Production Capacity: 1 (You are just one person, trying to build things with tools, grit and determination) (You can only make a maximum of 5 weapons per workshop action) Tech Level: 2 (You have some modern hand tools and some instruments that you have to make weapons that won't kill you if you fire them) (Gain a +1 to quality rolls on finished products) Energy Efficiency: 2 (You are connected to the city's powergrid, and that will last forever. provided rent is paid) (Suffer no roll maluses during workshop actions) Security: 5 (It would take a legendary solo to get into your home. and even then, they would have to be better than the Best. Or Adam Smasher) (All Enemies suffer a -10 to their attack rolls. and if they roll less then a 1 with modifiers or fall into the negatives, they will instantly die. only nat 20's cancel this out.)
Economic Stats
Funds: 250,000 Eddies (Used to buy items in the Markets) Market Influence: 0 (You have no influence whatsoever. You are just a single gunsmith.) Client Satisfaction: 0 (No one has ever used your weapon) Black Market Affinity: 0 (You do not use the Black market)
Relationships:
Arasaka Corporation (10/10) The Arasaka Corporation, and those who work in it, know of your reputation as a child of one of their best, and they may listen to you. (Bonus to dealing with members of the Arasaka Corporation)
Name based on one of the more famous Japanese blacksmiths, and one of the more badass samurai of the warring states period. Specifically had his Eye knocked out of it's socket during a training spar and promptly finished the job of removing it himself. He was 14.
Resource Rich: Your parents' corporate accounts and logistical networks are a treasure trove that are yours for the pilfering. While you can't outright plunder their wealth, subtle pilfering has become an art form you have created. With so much equipment moving through their systems, one or two missing boxes won't raise suspicion. You have the ability to acquire rare resources, components, or even prototype-grade weapons that are normally inaccessible to most. (Gain one rare resource, or component per turn.)
Rare components sound like they'll be a bitch to get our hands on otherwise. I like to start with crazy shit no one else can find, please and thank you.
A Safe Place Called Home
Your megabuilding apartment is a fortress of luxury and security, a rare sanctuary in Night City. Your workshop bedroom, tucked away in the safety of this high-end corporate housing, is virtually impenetrable without a coordinated and dedicated assault. Or a very crafty Merc who decided you need to get iced. (Your home base is a secure, safe zone that requires significant effort for enemies to breach.)
Corporate Kid Stigma
Outside the corporate bubble, you're just another spoiled corpo brat in the eyes of Night City. Gangs, mercs, and street-level fixers dismiss you as someone who didn't earn their skills or tech, assuming you just bought it with mommy and daddy's money. (Start with zero reputation among all Night City factions. Gaining their trust will require significant effort and proof of your abilities.)
[X] Name: Miroslawa Markiewicz
Female, Polish
[X] The Street-Smart Scavenger
I like this one the most.
Toss the protagonist in the deep end, where they would have to dig in deep and bring out their ruthlessness and cunning to survive and thrive in Night City.