Cyberdoc (Gear(Ware)), Connection 5 (Public)
Common Pools: Biotech 16, Negotiation 16
The first impression you’ll get of Raymond Ortenz is a tall, powerfully-built hispanic man most in a heavy brown coat and his trademark brown Chelsea boots. Heavily cybered and with a reputation for not taking drek from anyone Raymond does not have the look of a cyberdoc, but that’s where you’d be wrong. His clinic in Everett takes all comers, long as the follow the house rules. Raymond himself is possessed of a dry, cynical nature, tinged with attempts at humor that he liberally uses even during surgery, especially with newer clients. Get to know the man a bit longer though, and he can easily prove a valuable, if somewhat volatile asset.
GM Notes: Makes dry jokes, has a temper, talks down to people
What Are Friends For: At Loyalty 4, if this contact owes you exactly one chip, they owe you one less chip.
Skills: Biotech 9, Automatics 5, Unarmed 4, Con 4, Negotiation 8, Intimidation 4
Knowledge Skills: Area Knowledge (Seattle) 4, Black Market 4, Cybertechnology 6, Sprawl Life 2
Human, 42. Located in Everret.
|Action||What the Contact Does||Cost|
|Legwork (Knowledge Skills)||Rolls their appropriate knowledge skill||Free for legwork contacts; 1 chip otherwise.|
|Legwork (Asking Around)||Extended Test: Connection + Charisma [Social + Connection]. You can substitute an appropriate knowledge skill for Charisma, at the GM's discretion||1 for legwork contacts; 2 chips otherwise.|
|Networking||Connection + Etiquette + Charisma [Social + Connection]. The threshold is the target NPC's connection rating. Even on a success, you might only meet with a subordinate.||Free for networking contacts; 2 chips otherwise.|
|Gear||Negotiation + Charisma [Social + Connection] vs. Availability. Add Gear contacts' Connection to gear in their specialty.||Free for gear contacts getting gear in their specialty; one chip otherwise.|
|Services||Rolls their appropriate active skill or uses their special ability. If the contact can assume teamwork, it will be reflected in the contact's common pools (this is common for service contacts).||1 chip for service contacts; two chips otherwise. This gets you up to eight hours of safe work.|
|Favors|| Variable. All contacts can do favors, but a contact won't do you a favor whose rating exceeds their loyalty.
|Chips equal to the favor's rating.|
(You can always pay a contact the equivalent nuyen for a service instead of chips.)
|Hours of Downtime||Loyalty|
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