John Doe: Unknowing Clone (Face)

Personal Information
Name:
John Doe
Aliases:
"JD", Andrew Roberts (Fake SIN 4)
DOB:
04.22.2054
Age:
18
POB:
Seattle, UCAS
Height:
1.75 meters
Weight:
86 kg
Race:
Homo Sapiens Sapiens
Eyes:
Brown
Hair:
Black
Languages:
English (Native)
Sex:
Male
Appearance:
Dark haired, light skinned Caucasian human male. Wears his hair short, sports a light goatee. His left forearm is an obvious, old-model cybernetic replacement. Athletic, youthful build.

His fashion is typical grunge fare: ragged armored t-shirts, discarded milspec, and yesteryear's castoffs. Often wears a dark tan leather (armored) duster longcoat.
Body:
4
Charisma:
6
Edge:
3
Condition Monitors
Agility:
3
Intuition:
6
Essence:
3.93
P
P
P
P
P
P
P
P
P
P
S
S
S
S
S
S
S
S
S

Overflow:3
-1 Wound modifier per 2 boxes damage
Reaction:
3
Logic:
2
Initiative:
9
Strength:
2
Willpower:
2
Passes:
1
Public Awareness:
0
Street Cred:
0
Notoriety:
1
Current Karma:
0
Total Karma:
0
Memory:
4
Composure:
8
Lift/Carry:
6 (9)
Judge Intent:
12
Left Lower Arm: Bod 4 Agi 5 Str 5, +2 Fatigue Tests (OxyRush), +1 Max Intuition (Optimization), +1 Max Charisma (Optimization), +3 Charisma tests (Tailored Pheromones)
Combat Active Skills
Physical Active Skills
Interests Knowledge Skills Intuition
Firearms
3
Stealth
1
Seattle Indie Bands
4
--Pistols Agility
--Infiltration Agility
Street Knowledge Skills Intuition
--Longarms Agility
--Disguise Intuition
(3)
Seattle Gang Signs
5
--Automatics Agility
--Palming Agility
Seattle Gang Turfs
4
Heavy Weapons Agility
1
--Shadowing Intuition
(3)
Seattle Chop Shops
4
Social Active Skills
Athletics
1
Seattle Drug Dealers
4
Influence
4
--Gymnastics Agility
Places to Eat in the Barrens
3
--Etiquette Charisma
--Climbing Strength
--Leadership Charisma
--Running Strength
--Negotiation Charisma
--Swimming Strength
--Con Charisma
Perception Intuition
2 (4)
Intimidate (Mental) Charisma
3
Technical Active Skills
Electronics
1
--Computer Logic
--Data Search Logic
--Software Logic
--Hardware Logic
Artisan Intuition
2 (6)
+2 Artisan (Inspired), +1 Intuition skills (Qualia), +1 Intuition skills (Dynomitan), +3 Social skills (Tailored Pheromones), +3 Social skills (Empathy software)
Qualities
Dormant Metagenetics (+5)
Unbeknownst to JD, his genetic structure is metagenetically unstable. He is liable to suffer the consequences of delayed-onset goblinization, or SURGE.
Low Pain Tolerance (-10)
JD has never had a high threshold for resisting pain, despite his life on the streets.

-1 Wound modifier per 2 boxes damage.
Escaped Clone (+5)
John Doe is not who he thinks he is. As a baby, he was removed from a secure cloning facility, and given to adoptive parents. His natural double - Kyle White - lives in Denver and is also unaware of JD's existence.
Amnesia (-10)
John Doe is unaware of the circumstances of his existence, including the facts that he is, in fact, the clone of another person, and the original's continued life in another city.
Inspired (+5)
John Doe is a gifted artist, something he has so far not capitalized on.

+2 Artisan skill, +2 Street Cred amongst artists
Wanted (-10)
The benefactors (Horizon Group) that had JD's original - i.e. Kyle White - cloned are always on the lookout for him. They know he disappeared many years ago, and have so far presumed him dead. If John surfaces, they may quickly investigate.
Genetic Heritage (+10)
As a clone, JD's genetic makeup was heavily altered and enhanced. He does not know that he is, in fact, a modified, genengineered human.

-20% cost to Geneware, 1 Free Geneware (Genetic Optimization)
Mild Addiction: Hallucinogens (-5)
As a side effect of the genengineering, JD is susceptible - and mildly addicted to - hallucinogenic compounds of all types.
Fame (+5)
JD's genetic double - Kyle White - is a relatively well-known musician-turned-politician in Denver. As Kyle's clone, JD may be able to use some of that renown for himself if he ever ends up in Denver. JD is, so far, unaware of this fame.

+2 Social skills in Denver
Modifications
Cyberware Implant
Grade
Essence
Description
NeoDyne Cyber Forearm 2069
Custom Second-Hand Obvious Cybernetic Lower Arm
Body: 4 Agility: 5 Strength 5
2nd Hand
0.54
Modifications (9/10): Enhanced Body (1), Enhanced Strength (2), Enhanced Agility (2), Reusable Autoinjector (2 doses), Biomonitor, Nanohive (1), Datajack

JD's left hand was badly mangled after a gang tussle. He was able to get a second hand cyber replacement from a street doc, and it came with a few nifty modifications. He keeps the autoinjector loaded with a one dose each of Jazz and Cram, for emergencies.
Nanoware (NanoHive 1)
Grade
Essence
Description
DocWagon BreathRite OxyRush (2)
--
--
John acquired these nanites with his cyberarm. They've proven handy in the rough world of the streets.

+2 Fatigue Tests, can hold breath for up to 1 hour
Bioware Implant
Grade
Essence
Description
Genetic Optimization: Intuition
Gene
0.2
JD's genetic profile has been highly tweaked to improve his artistic talents. He has yet to fully make use of his potential, though.

+1 Max Intuition, Free from Genetic Heritage
Genetic Optimization: Charisma
Gene
0.2
Not only were his artistic talents improved, but genes governing his overall 'presence' and stagecraft were also tweaked.

+1 Max Charisma
Dynomitan
Gene
0.2
The goal of JD's genetic manipulation was the production of a soulful mega-artist. There are still some unfortunate side-effects, such as that he has a very short attention span, and is easily distracted.

+1 Intuition-linked skills, prone to distraction (Will+Logic [3] to avoid)
Qualia
Gene
0.4
Those that created John spliced in some dormant reptilian DNA, in the hopes he'd have a deeper, more intuitive feel for his artistry.

+1 Intuition-linked skills.
Shuffle
Gene
0.2
Horizon genengineers made an effort to cover their tracks by shuffling John's genetic code up, making it more difficult for gene tests to detect that he's been genetically modified.

+1 Threshold for tests to detect genetic modifications
Tailored Pheromones (3)
Gene
0.6
Instead of simply implanting artificial pheromone producing organs, John Doe was genetically altered to produce them himself, likely in an effort to make him more appealing as a superstar.

+3 Social Skills and Charisma tests
Med Tech
Grade
Essence
Description
None
--
--
Known Contacts
"Armando", Fixer
Loyalty 2, Connections 4
Armando's a local fixer on the Seattle scene who JD's only recently started doing small jobs for. He's hoping the fixer will find something big(ger) for him soon; JD's tired of the street-life.
"Suck", Troll Bouncer
Loyalty 4, Connections 2
Suck's the heavy down at the watering hole JD and his crew frequent. They've got a friendly rapport going on, with Suck keeping his eyes open for any opportunities available for JD and his mates.
Barrens 86'ers, Street Gang (16 Members)
Loyalty 6, Connections 2, Area of Influence: District, Active Matrix Resources
JD's crew consists of a few misfits that live down near E 86th street, in the barrens. Their turf mostly consists of the three blocks from East E Street to McKinnley, which ain't much. They're far from big time, and mostly avoid the real players. They're really just local kids with nothing better to do. JD's the only one with real ambitions, the only one that wants to get away from that block and do something else. Still, it's nice to know the boys have his back.


Commlink: Hermes Ikon w/ Novatech Navi Custom OS
Response:
4
Signal:
3
System:
4
Firewall:
4
Modifications (1/4):
Hardening (6), Biometric Lock
Matrix Initiative:
10, 2 IP
Programs
Programs
Programs
Programs
Pro User
Scan
2
Empathy
4
--Analyze
4
Encrypt Ergonomic
4
--Browse
4

--Edit
4


--Command
2

Purge
4
AR Programs:
Virtual Surround Music (100 simchips mostly Novajazz, Synth-folk, and NuRock)
Mapsofts:
Rand-McNally's SmartGuide Seattle (4), Anarchists' Guide to Puyallup (4), WhereAmI North American Atlas (4)
Datasofts:
Wikipedia Britannica Pro (4), PubCrawl Elite's Bars of Seattle (4), Ares Field Manual: Small Group Tactics (4), Making Friends and Dominating Enemies (4), Dirty Dog's Guide to Picking Up Women (4), Musicology for the Pros (4)
Knowsofts:
None
Activesofts:
None
 Encrypted (3), kept Hidden
Vehicle:
Indian Pathfinder
Pilot:
1
Sensor:
1
Handling:
+2
Mod Slots:
0/6
Body:
6
Armor:
6
Response:
3
OS:
3
Speed:
25/40
Accel:
160
Signal:
3
Firewall:
3
Modifications:
Spoof Chips, Morphing Plates, Run Flat Tires (2)
Autosofts:
None
JD loves his Pathfinder. It's tough, fast, and perfect for the streets. He just makes sure to steer clear of the NAN gangs while on it.
Gear
Weapons
Browning Ultra Power (Heavy Pistol)
5P, AP -1, Ammo 10(c), RC 1, Mode: SA
Modifications (1/6): Top-mounted Laser Site (Standard), Personalized Grip
John's side arm of choice, he chose it mostly because it was cheap and had "Ultra Power" in the name.
AK-98 (Assault Rifle)
6P, AP -1, Ammo 38(c), RC 6, Mode: SA/BF/FA
Accessories: Laser Site (Top), Foregrip (Under)
Modifications (4/6): Personalized Grip, Gas Vent (3), Sling, Standard Flashlight
For real tussles, John uses his old trusty AK-98. He's had it tricked out a bit.
AK-98 (Grenade Launcher)
Ammo 6(m), RC 6, Mode: SS, 5m Min. Range
Nothing like a little bang-bang to clear up a 'disagreement' with one of the numerous other lowlifes out there on the streets.
Ammo
Browning Ultra Power
Regular Ammo
200 Rounds
20 spare clips
JD likes to keep plenty of standard bullets.
Ex-Explosive Ammo
+1 DV, -1 AP
50 Rounds
5 spare clips
For serious drek, he uses these bangers.
Ammo
AK-98 Assault Rifle
Regular Ammo
760 Rounds
20 spare clips
Generally these standard 5.62mm rounds are all he needs. Cheap and easy to come by.
Ex-Explosive Ammo
+1 DV, -1 AP
380 Rounds
10 spare clips
JD uses this expensive ammo rarely.
Ammo
AK-98 Grenade Launcher
Frag mini-grenades
12P(f), AP +5 (Impact), Blast -1/m
12 Grenades
--
He hasn't diversified his stash, but for clearing out a pack of devil-rats, these things rawk!
Armor
Standard Armor
10/7
It's a dangerous world out there, chummer. Best be heavily armored.
FFBA (Half Body)
+4/+1
Bullet-proof underroos are a necessity in the Barrens.
Lined Coat
6/4
Modifications (9/9): Fire Resistant 3, Nonconductive 3, Insulated 3
John's standard duster keeps the rain and cold out, along with much of the flying lead.
Shin Guards
+0/+1
No reason to be banging his shin up in the dark any more.
Forearm Guards
+0/+1
These plasteel arm guards protect him from gangers' clubs and knives.
Encumbrance (8/8)
8/6
The form-fitting armor wears easily on Jonathon.
Misc. Gear
Disposable Commlink
Jazz x10
Smart Ammo Pouch
Earbuds (3) Enhancement (3)
Cram x20
Medkit (4)
Contacts (3) Flare Comp, Low Light
Asia x10
Scent Masking Cigs x15
Miniwelder
Zen x10
Glasscutter
Betel x20
Available Funds:
3d6 x 50¥
Lifestyle
Type
Rating
Cost/Month (Time Paid)
Location
Multi-Family Tenement
Low Lifestyle (8 LP)
1,400¥ (1 Month)
Puyallup Barrens, Seattle, UCAS
Categories:
Security Low, Comforts Low, Necessities Low, Neighborhood Street, Entertainment Street
Qualities:
Friendly Neighbors, Network Bottleneck, Nanohive (1) +500¥/6 months
John lives in a communal tenement building. It's not all bad: most of his neighbors are longtime friends or fellow gangers, so they all work together to make the best of it. Wireless coverage is spotty, at best, and utilities can be problematic, but it's a pretty safe roof over his head, all things considered.
Personality:
                John Doe, or JD to his friends, is an extroverted, likeable, confident young man with real ambition and desire to go someplace other than the same three blocks he grew up on. Never a real bruiser, JD's always had a knack for talking his way out of trouble, since he was but a kid. He's not afraid to fight, he just generally thinks there's a better way. He's made good use of his charm to keep his gang out of any serious turf-wars. Still, he wants to do something more.
                JD's a huge music buff, with a good sized collection for a street rat. When he's not tripping out to the latest mind-altering substance his gang scores, he's blasting music on his top-shelf earbuds. JD's also easily distracted, with a short attention span, which is likely the biggest reason he's not been able to dedicate himself to something more, such as a music career.
Background:
               The story of John Doe starts with the tale of Kyle White. Kyle was, in the early 2050's, a local musician of no small talent on the Denver club scene. He caught the eye of several recording execs with the then up and coming Horizon Group. Kyle was very popular in his hometown, known for his eclectic synth-folk and fusion jazz riffs on his trademark red synthaxe. Kyle, however, declined Horizon's contract offers, not wanting to 'sell-out', and instead wanted to get more into politico-rock music, and even eventually into politics. Horizon had other ideas, though, and did not want this potential mega-star to slip through their fingers because of some misplaced idealism.
                In 2052, Horizon commissioned a clandestine project, named Overture, to clone Kyle White. Genetech and cloning was still in its infancy at the time, so it took a few years to work out some of the kinks. They didn't want to just recreate Kyle White, they wanted to make him better. They poured a considerable amount of investment into Project Overture to ensure they'd have the next Madonna, the next Kanye West, the next Maria Mercurial on their hands, all thanks to some fancy gene-tweaking. Two years later, in 2054, Subject #131 was born.
                Subject #131 was the most viable of over 200 subjects cloned to be the next superstar. All of them had varying amounts of genetic engineering, and most of them never made it past initial differentiation. In comparison, Subject #131 was thriving. Subject #131's "birth" from the cloning tank was an unceremonious affair, as he was transferred to the crèche where he would be raised on a diet of propaganda and simsense. In 2053, however, his world would change drastically.
                A group of runners stumbled upon Project Overture and #131's crèche. Unsure what to do, and appalled at what the subjects were being subjected to, they opted to evacuate the children (#131 had five crèche-mates). The runners made it out of the facility, despite a hot security presence. Unable to continue transporting the children and lose the heat, they abandoned the kids on a random block in the Barrens where one of the runners happened to know one of the residents. Thus JD - or subject #131 - arrived at what would be his home for the rest of his current life. His brothers and sisters did well, but each of them died before the age of five due to unexpected genetic expression. The genetic engineering had introduced a random mutagenic variable into their genes, which was often fatal.
                JD was never told of his history or his origin, and the kindly couple that took him in took his secret to the grave (JD knew them only as pawpaw and meemaw). As far as JD was concerned, he was just another orphan on the streets.
                Growing up in the barrens, he wasn't the fastest, or smartest kid by any stretch of the imagination, but he had a certain way about him that made people like him, and he seemed to really understand them. He quickly became part of the local neighborhood gang, serving as the face and fast-talker of the group. He had a few scrapes and turf-fights (including one bad one where his arm got mangled), but for the most part he was able to deal with issues diplomatically and peaceably. Still, something gnawed away at JD. He wanted more. He had ambition, and drive, and didn't want to settle for what the gang could scrape together. He started asking around for work, and soon his old pal Suck set him up with a fixer by the name of Armando. Armando put him through his paces, and realized that JD had potential. Now JD's just waiting for a big score, something that'll get him off the streets.
Current Activities:
                JD currently resides in the Barrens, in Seattle. He's biding his time pulling small gigs that Suck throws his way, hoping to get a real job from Armando that can make good use of his talents.

Game Notes:
Build: 400 BP