Deckard
Deckard
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gender:
male
role:
investigator / fixer
alignment:
street-neutral
class:
Operative
level:
47
species:
augmented-human
home:
affiliation:
Deckard is a cyberpunk operative who works the underlevels of the Neon Causeway as a contract investigator and fixer. He navigates the rain-lit corridors of the Hightide District, pulling threads across the Glasswell Sprawl and the Arcjet Docks. Known for surgical restraint, he favors quiet resolutions, clean exits, and deniable footprints.
Description
A lean, long-limbed man with taut posture and a low center of gravity. He speaks in clipped bursts, conserving words. Micro-scars map his jawline; subdermal luster shows around the temples from cranial ports. A muted charcoal coat blends with the sodium haze of Hightide District. He frequents the back rooms of the Kestrel Clinic for tune-ups and data detox after runs set up by Seraphine Vale and scouted with Mako.
Class
- Archetype: Operative (urban recon / counter-intrusion)
- Combat Profile: mid-range precision, suppression via gadgets, decisive close-in finishes
- Field Kit Bias: stealth, signal intelligence, mobility
Quotes
- "If it pings, it leaves a trail. If it leaves a trail, it talks."
- "Exit first, heroics never."
- "Pay clears faster than apologies."
Image Gallery
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Deckard crossing the Neon Causeway after a quiet pickup
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Deckard negotiating in a shuttered stall off Hightide District
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Deckard awaiting a drop at the Arcjet Docks
Has
Abilities
- Quietline Tap: short-range interception of unsecured comms for rapid intel.
- Ghostwalk: brief sound-dampening and footprint masking while moving.
- Ocular Sweep: thermal and micro-LiDAR overlay for target acquisition.
- Sandglass: time-stamped recall of last 30s visual/audio to reconstruct scenes.
- Deadhand: weapon stability assist that removes trigger sway under stress.
Limit Break
- Shard Overclock: temporarily overclocks neural shards, chaining Ghostwalk, Ocular Sweep, and Deadhand with reduced cooldowns; causes post-burn tremor and light sensitivity, usually treated at the Kestrel Clinic.
Biography
- Early Work: Took small retrievals in the Hightide District, moving between night markets and shuttered arcades.
- First Crew-Up: Partnered with Mako for sensor overwatch on pier-side jobs along the Arcjet Docks.
- Turning Point: Brokered a no-blood handoff for Seraphine Vale that de-escalated a multi-party standoff in the Glasswell Sprawl.
- Present: Operates out of a rotating bolt-hole near the Neon Causeway, occasionally comparing notes with Iris Wren on cold cases involving vanished couriers.
Appearance
- Height: slightly above average; wiry build.
- Hair: close-cropped, black with steel at the temples.
- Eyes: smoke-gray with subtle retinal sheen from aug optics.
- Wear: Monofoil Trenchcoat, matte boots, muted weave shirt, Smartglass Visor folded into the collar.
- Augments: cranial I/O, ulnar feedback rig, subdermal comms node.
Personality
- Tactical, skeptical, and punctual.
- Values clean contracts and quieter streets.
- Keeps favors short and ledgers balanced.
Homespace / Base / Habitat
- Primary Staging: a compact capsule off the Neon Causeway, shielded against casual scans.
- Services: maintenance and med-pass at the Kestrel Clinic.
- Transit: service stairs and maintenance trams under the Hightide District.
Relationships
- Seraphine Vale: client-contact; trusts her timelines, not her optimism.
- Mako: overwatch tech; syncs well on silent runs.
- Iris Wren: information broker; shares dead-letter intel on missing messengers.
Trivia
- Refuses visible branding on gear; tapes over all indicators.
- Keeps exact change in a sealed sleeve to avoid RFID bleed.
- Has never filed a formal complaint at the Kestrel Clinic; pays in advance and leaves before sunrise.
