
Molly, Disgraced Bodyguard, is a potential member of the mercenary squad.
Once a highly-paid asset protection specialist with Warner-Braun, <Warmachine>'s assigned VIP, Victoria Gortch, disappeared leaving her as the primary suspect. <He/She> left the Eurozone and has been hiding in the NBZ doing on and off again work for the Los Zagales.
Has a splicer connect, Vertigo, who sells illegal cyber and helped <Warmachine> remove <his/her> corporate tracking and tracing implants. During <his/her> years with WB, <Warmachine> made an enemy of WB Vice President, Daniel Brandt-Eklund, who has personally taken over the lead investigator role on the Gortch kidnapping case and is likely to eventually find <him/her>, wherever <he/she> hides.
Trivia:
The starting character Disgraced Bodyguard is a Warmachine with a default name of Molly. This is an homage to Molly Millions, a character created by William Gibson. Molly first appeared in the short story Johnny Mnemonic and later in Neuromancer and Mona Lisa Overdrive. Molly was a 'razorgirl', implanted with 4 centimeter retractable blades in her fingers.
Backstory[edit | edit source]
A disgraced personnel protection specialist whose VIP went missing by no fault of your own, you are now on the run from Warner-Braun law.
+4 Reaction, +4 Strength, +2 Tech, +25 Hit Points and +5% Crit Chance.
Source[edit | edit source]
This Warmachine can be selected for the squad during game start. The last name is randomly generated but the default first name is Molly.
Starting Attributes[edit | edit source]
These Attributes come from the character Backstory and may be modified by the Starting Traits.
- Reaction: 4
- Strength: 4
- Will: 0
- Tech: 2
Starting Traits[edit | edit source]
The Warmachine will start with the following Traits:
- Endurance Trained 1: +5 Hit Points and +8% Stress Res
- Ferocity 1: +1 Strength, +2 Melee Accuracy and +0.1 Action Points
Game start has no options for choosing further Traits.
Tags[edit | edit source]
The Warmachine will start with the following Tags:
- Faction of Origin: Warner-Braun Global
- Faction: Warner-Braun
- Scars of Betrayal: Bears the scars of betrayal and won't forget it any time soon.
- Hates NBZ: This city was not your first choice and probably not your second choice, but you've ended up here and there isn't anywhere else to go.
- MilSec Protocols: Well-informed and practiced at the rules and channels used for milsec escalations.
- Faction Insider: Due to your connections and history, you are capable of executing Legwork inside Los Zagales territory without undue attention.
- Faction Ally: Is an ally to Los Zagales.
- Faction Barred: Due to bad blood and history, you are incapable of executing Legwork inside Warner-Braun Global territory without drawing the wrong kind of attention.
- Wanted by Faction: Is hunted by Warner-Braun Global.
- Trusts: Has established a lasting trust with <Vertigo> (Street Splicer contact). <Vertigo> saved <Warmachine> from the Warner-Braun hunters that were closing in.
- Suspicious: Is suspicious of Victoria Gortch (Corporate VP contact). <Warmachine> suspects that Victoria Gortch either staged her own disappearance or was betrayed.
- Revenge: Hates and wants vengeance against Daniel Brandt-Eklund (Corporate VP contact). <Warmachine> believes the entire corporate case is a mountain of lies to hide the truth of the disappearance.
Game start has no options for choosing further Tags.
Starting Cybernetic[edit | edit source]
The Warmachine will start with the following Cybernetics:
- Delta Wire 1: grants Warmachine class
- Hand Blades 1: Attack an enemy within 2m with your Hand Blades 1 at base 65% Accuracy, causing 130 Kinetic Damage for 1 AP. Critical Hits cause +150 Critical Dmg instead of +50%. Attacks are guaranteed to at least score a Glancing Hit.
- Lumen Spear 1: Attack an enemy within 18m with your Lumen Spear 1 at base 75% Accuracy, causing 150 Ballistic Damage for 2 AP. Critical Hits cause +150% Critical Dmg instead of +50%. Attacks are guaranteed to score at least a Glancing Hit and debuff enemy with +10% Crit Vulnerabilty for the remainder of the Turn but reduce HP by 20. Can attack with final 1 AP.
Starting Appearance[edit | edit source]
To return Molly to her default appearance, copy this text to the clipboard and select "import" from her appearance tab:
---BEGIN CYBER KNIGHTS APPEARANCE---
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---END CYBER KNIGHTS APPEARANCE---