CHARACTER Wilma F. Darcy

Junkie, both literally and literally.
Eddies
7,212

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Theme — "Beautiful is Boring" by Bones (UK)


░░░░▌▫ Wilma F. Darcy ▫▐░░░░


  • ▫ D E T A I L S ▫
    Outline: Wilma is a skilled mechanic who specialises in modifying and weaponising drones for combat and survival. Her goal is to broaden her knowledge in robotics and succeed in the making of her mech.

    Profile:
    LOADING USER PROFILE…
    Name: Wilma Franco Darcy
    Age: 11/17/2061; ((or 19 y/o))
    Role: Techie;
    Occupation: self-employed;
    Residency: Watson;
    Citizen of Night City.

    LOADING BIOMETRICS…

    Sex: Female
    Height: 5'6";
    Weight: 52 kg.;
    Build: Gaunt, Toned, Lithe.
    Eye Colour: Grey
    Hairstyle: Aubergine Wolfcut

    Likes:

    ⇾ Spending time working on robots.
    ⇾ Erratic neon lights.
    ⇾ Riding her bicycle.
    ⇾ Drugs. ㋡
    ⇾ Explosions. The grander the better.
    ⇾ Loud music. Beauty in the
    deafening noises.
    Dislikes:

    ⇾ Megacorporations. Self explanatory.
    ⇾ Idle chatter. Drives her mad.
    ⇾ Slow thinkers.
    ⇾ Being told what to do.
    ⇾ Being ignored.
    ⇾ Hugs. So awkward

    Psychological Profile

    Wilma thrives in high-energy environments. She is adaptive, action-oriented, and impatient. Her wit makes her engaging, but her no-nonsense demeanour often keeps people at a distance and thus she prefers to keep relationships at a surface level. She is not one for abstract theorising or long-term planning. Her impulsivity often blurs with recklessness, but Wilma's not stupid—she is highly intuitive when it comes to her gadgets.


  • ▫ S T A T S ⋰ S K I L L S ▫

    Stats:
    [7] Intelligence
    [10] Reflexes
    [6] Cool
    [10] Technical Ability
    [5] Attractiveness
    [6] Movement
    [3] Body
    [6] Empathy
    [17] Humanity /60-43/

    Skills:
    Maker. (Special Skill) Expertise in repairing, crafting, and upgrading gear, weapons, and cyberware.
    Awareness/Notice. Paranoia makes you this way.
    Robotics. This is Wilma's bread and butter. She can make a robot out of a soda can if provided with the necessary materials.
    Programming. It goes hand in hand with Robotics. When you want to make your robot dog roll over, you have to know how to specify which side it rolls on.
    Tech & Electronics. Wilma has dedicated her life to technology. It's safe to say she knows a little more than the 'Basics.' She can easily make and repair car engines, television sets, computers, electronic security systems, cameras and monitors. She's pretty chill about it too.
    CyberTech. A skill often handy when it comes to repairing and maintaining cyberware. While Wilma can tweak a thing or two on her own, she is no Ripperdoc. She utilises this skill in her drones more than on people.
    Physics. If you dump a body out the seventh-story window, how long till it hits the ground? Wilma will tell you all about it. She can even take wind resistance into account.
    Mathematics. Any Techie worth their salt has to know their way around a 2+2. In Wilma's case, it's a little more complex.
    Dodge & Escape. Wilma is not cut out for hand-to-hand combat, so she had to hone her skills in dodging any threat hurling her way. Being agile and fast are good skills when scaling a wall is the deciding factor whether you're making it out alive or not.
    Demolitions. Kaboom.



  • ▫ C Y B E R N E T I C S ▫

    Fashionware:
    Light Tattoo. Subdermal patches store light and project coloured tattoos under the skin.

    Neuralware:

    Interface Plug. Plugs in the wrists or head that allow the user to interface with all manner of technology.
    Technical Chip. Provides technical data on a specific topic. Works with Cybereyes to allow scanning of objects as well as contextual information. You are good enough to pass basic tests of skill.
    Mechatronic Core. A module that rapidly deciphers machine language, allowing for instant comprehension.
    Militech Mk. 3 Drone-Master Cyberdeck. 4 Nodes | Standard-Grade Drone Cyberdeck. Can affect 4 targets per turn when quickhacking.

    (H.Loss: 3 + 7 + 5 + 7 = 21)

    Cyberoptics:
    Standard Cybereye.
    MicroOptics. Used for precision work on tech.
    Chyron. Projects a subscreen in the user's FOV.
    Virtuality. Projects cyberspace and its infrastructure.

    (H.Loss: 3 + 2 + 2 + 2 = 9)

    Cyberarms:
    Standard Cyberarm.
    Standard Cyberhand.
    Techscanner. Runs technical diagnostics.
    Tool Hand. A hand with fingers containing screwdrivers, wrenches, drills, etc.

    (H.Loss: 7 + 3 + 3 = 13)

    Total H.Loss: 43

  • ▫ E Q U I P M E N T ▫


    Weapons
    Shock Bat. A baseball bat embedded with a small battery pack and electrodes into the bat's barrel, allowing it to deliver a high-voltage shock upon contact.
    The Unity. Power Pistol. A compact, .45 calibre, semi-automatic, magazine-fed handgun with a relatively high fire-rate and a 12-round magazine. It has a simplistic design and is made out of inexpensive materials.
    The Satara. Tech Shotgun. Equipped with an electromagnetic barrel that can charge shots, which then can penetrate objects and walls. It can hold two shells at a time, one for each barrel. Each shell contains 14 projectiles. The Satara can be charged while fired from the hip.
    Bicycle. While it's not widely considered a weapon, it doesn't stop Wilma from using it as one. Don't tell anyone, but it's kinetically powered, meaning that the more you pedal—the faster and easier it is to operate. Besides, its wheels are neon and it has a foldable bike frame! Sure, it's also handy as a quick getaway, but more importantly—you can totally nail someone with a Tailwhip!

    Drones

    S.W.A.T. (Surveillance, Warning, Alarm, and Tactics). A basketball-sized drone swarm, usually consisting of four drones and a maximum of six. They are Wilma's go-to drones, as they are equally fragile as they are easy to build once you have the blueprint. However, they have a limited range and specified skills—if one falls during the fray, Wilma is at a disadvantage. Skipper—Surveillance, Winston—Worker, Armstrong—Assault, Terrance—Tactics. Each variant has a few specialised skills under its belt. All four variants are capable of lifting up to 40 kg. / 90 lbs. of weight.
    [Small Drone: Ambush, Stealth.]

    E.Y.E. (Enhanced Yaw Explorer). Comparable to a tennis ball. A smooth orb with a single glowing "eye" at its centre that rotates and zooms for precise vision. It hovers using three compact thrusters spaced around its frame. Offers a 360-degree real-time video feed with facial and object recognition. Capable of scanning for electronic signals like hidden cameras, comms, or tripwires. Emits dazzling strobe lights to blind opponents temporarily. Projects loud, distorted audio to mask footsteps or mimic a crowd. Emergency self-detonation to release EMP for disabling electronics in a radius.
    [Small Drone: Recon, Diversion.]

    T.A.L.O.N. (Tactical Armored Logistics and Operations Node). A medium-sized, no-frills combat support drone designed for durability and straightforward functionality. Built with scavenged construction equipment and surplus tech, it stands about 5 feet tall and moves on sturdy, tracked treads. Wilma designed it as a reliable workhorse—capable of carrying heavier loads, providing suppressive fire, and enduring punishment in battle. Tracks repurposed from an old construction bot, granting it stable movement over uneven terrain. Can climb low obstacles using hydraulic struts attached to its undercarriage. A simple dome-shaped head housing basic optics (infrared and standard vision). Limited swivelling capability for situational awareness. It lacks advanced tactical intelligence and can be outmanoeuvred by skilled opponents. T.A.L.O.N. isn't built for fast-paced combat or pursuit scenarios.
    [Medium Drone: Defence, Meatshield.]

    C.A.T.A.P.U.L.T. (Compact Autonomous Tactical Assault Platform Utilising Lethal Targeting). A robust, boxy frame standing 5 feet tall with reinforced plating to withstand moderate incoming fire. Four articulated legs with magnetic pads for stability on uneven terrain or vertical surfaces. A single, glowing red mono-eye sensor mounted on its turret, with built-in targeting systems and infrared vision for low-visibility environments. Motion trackers for detecting and locking onto moving targets quickly. Tracks hidden in its legs for high-speed movement on flat surfaces. Limited jump boosters for clearing obstacles or gaining a height advantage. Shock absorbers for a stable firing platform even while in motion. C.A.T.A.P.U.L.T. is loud and attention-grabbing, making it easy for enemies to target.
    [Medium Drone: Offence, Speed.]

    Home

    The maintenance tunnel isn't marked on any map, and the average passerby wouldn't give it a second glance. The walls are lined with corroded metal panels, some bent or missing, exposing dark recesses that watch as you pass. Graffiti marks a few patches, faded tags left by long-forgotten intruders.

    An entrance is hidden behind a grimy, rust-streaked door with a fading sign: "Restricted Access: Hazardous Materials Storage." A chemical tang lingers in the air, enough to discourage anyone curious enough to look closer. At the end of the corridor is a freight elevator with battered steel doors from the years of neglect. A dim overhead bulb sways faintly with the motion. Then the acrid odour—half oil, half decay—drifts up from below. Through the grating a faint light would creep up the shoes, then knees, all the way to the guest's face, emerging from an opening in the wall. It was an airy room that appeared to have been repurposed into a workshop.

    When the elevator grinds to a halt, the doors shudder open and lead into Wilma's living space. A lightwell is the only source of natural light—a vertical ventilation shaft high above diffusing a pale, bluish hue that illuminates the dust motes drifting in its beam. Two concrete pillars support the tall ceiling from which rebars poke out like little skeletal fingers. The room itself is cramped but efficient and every square metre is put to use. A massive frame that represents Brick's charging station occupies the entirety of one corner. The cables used to power it, along with all the other cables in the room, creep like vines along the walls and floor towards one big power generator that resides in the opposite corner. In the middle stretches a big workbench littered with various tools and half-finished projects unevenly lit by a string of mismatched buzzing lamps. A nook fits snuggly a mattress and a few crates that are used both as furniture and storage. A third corner is dedicated to barebones sanitation.

    Note: Yes, technically Wilma lives in an abandoned basement. It's not inviting, but it's alive. She used to live in Gunner's upscale conapt, but with her projects requiring more space and the increasingly suspicious looks she got dragging scrap into a nice building, pushed her to move out.



  • ▫ B . R . I . C . K . ▫
    B.R.I.C.K: Bipedal Reinforced Infantry Combat Kinetic

    Outline: Having a mecha of her own has always been Wilma's dream. B.R.I.C.K. is a project spanning over a few years that is evolving from many prototypes and upgrades. His current kit is constituent of an emptied dumpster body, a second-hand power fist intended as cyberware, and a light machine gun snatched from Wilma's first gig with him. Many of his parts are missing and he's still in the process of development, so for now he just hangs lifelessly on his frame at Wilma's hideout.

    [The following parts are to be further developed as Brick is not yet functional. Currently, most of his parts are missing, he cannot hold his own and needs a lot more work before he's fully operational. Consider this a To-Do list.]

    Abilities
    Auto Mode. Following attack and defence protocols. Brick can make easy decisions and hold his own battle.
    Security protocol. The machine only permits Wilma to operate it. While Brick is not immune to quickhacks, it takes a bit of time to decommission him. He also has an anti-hostage protocol that is a pain to override and is mostly composed of witty comebacks, aiming to misguide his interrogators. While it's hardly foolproof, it can buy him time until Wilma bails him.
    Return to Pilot. If Wilma is suddenly disconnected with no further instructions during remote control, Brick will return to her last known location and attempt to rescue her if she is in trouble.
    Evacuation. Brick will go into ape mode, fuck all the shit up and leave the premises. He can also prioritise rescuing allies by either shielding them to safety or picking them up to the best of his ability.
    Idle. When Brick has no ongoing tasks, he goes into Idle Mode. He observes, tags along, looks around, helps lift heavy stuff, and occasionally gets in Wilma's way. He can read the room; if a situation starts to escalate, he might insert himself to intimidate possible assailants.
    Scanner. Scanning environment and enemy, followed by an AI assessment.

    Parts

    Control Wreath. Somewhat similar to a Braindance Wreath, the Control Wreath is a visor that emulates the surrounding environment of the mecha in real time.
    Remotebox. At first glance, the Remotebox can be easily mistaken for a briefcase. When opened, it reveals a bunch of exposed wires slithering between the control panel and screens. Operating Brick from the Remotebox is not as intuitive and efficient but is a convenient alternative when needed. It is also less dangerous for Wilma compared to directly inserting herself into the battle.
    Cockpit. Originally an emptied dumpster, the main body is made of a 5-inch thick reinforced carbon-coated exterior. Shock and blast-resistant plating, lined with kinetic dampeners that absorb impact. A valve handwheel guards the hatch entrance on the mecha's topside. The interior is very cramped to accommodate all the individual components and technology. The pilot sits in a worn leather car seat with armrests that would have a hard time containing a man of a larger build than Wilma's. A separate computer provides access to Brick's NET Architecture. The main control panel is directly in front of the pilot and multiple smaller status screens circle the main display.
    M2067 Light Machine Gun arm. The cartridges are fed into the gun through a belt container within the main body of the mecha. It provides a 180° horizontal and vertical manoeuvrability. On its underside hangs a flamethrower, coming with gas and fuel tanks that often have to be changed. Both arms are powered by servo motors.
    Power arm. A massive glove that packs a beefy, piston-powered punch. Capable of bending and tearing metal apart. Crushing skulls too. However, it heavily lacks precision.
    Legs. While able to bear the weight of the upper body and arms and provide stability, the legs are not made of the strongest materials, leaving them susceptible to enemy blows. The mecha's top speed is 40 km/h for a limited time and can jump 2 meters high. It provides medium mobility.
    Battery core. Located on the underside of the main body, in a separate casing. Battery saving mode disables Brick's fighting protocols in order to preserve energy. His battery life can last between 12 and 48 hours and, depending on his activity load, sometimes as low as 6.
    Self-ICE.

    Origin Story

    Standing at 8 feet tall, Brick (from Bipedal Reinforced Infantry Combat Kinetic) is Wilma's proudest creation to this day and her main approach to combat. He can be controlled remotely, piloted through the cockpit, or self-operated on a set of pre-programmed attack and defence patterns. While he's great for his role as a meatshield, Brick runs into a lot of wear and tear, so Wilma's always searching for his next upgrade and spends a hefty amount of time in the workshop, patching him up.
    Having a mecha of her own has always been Wilma's dream. B.R.I.C.K. is a project spanning over a few years that evolved from many prototypes and upgrades. His current kit is constituent of an emptied dumpster body, a second-hand power fist intended as cyberware, and a light machine gun snatched from Wilma's first gig with him. While he's certainly not perfect, Brick has proven his worth in many fights.

    One day during a scavenge in the junkyard, Wilma found a decommissioned Arasaka security bot—its casing badly damaged, but with its AI core still somewhat intact. Realising that the bot's programming could give her dear Brick an upgrade, she extracted the core and, after months of tedious tweaking, managed to override most of its restrictive corporate coding. However, Brick's AI core still retains some hidden subroutines from Arasaka beyond Wilma's capabilities, that trigger memory flashes of his old days. During these rare episodes, Brick becomes recalcitrant, falling into past security protocols that temporarily override his reprogramming, becoming a cold-blooded killer-robot with no ability to distinguish friend from foe. It falls to Wilma to snap him out of it and find ways to override this mode, but this back-and-forth sometimes results in Brick's sarcastic quips becoming even sharper as he comes to, irritated at his own lack of control.

    While only semi-sentient, Brick is aware of his origin and often entertains ideas of true freedom in a sarcastic fashion. At first, he was not on board with the idea of being "usurped" by Wilma, believing that she had taken him away from his rightful Arasaka family, denying even the slightest notion that they would even consider throwing him away. Over time, after his initial denial passed, he gradually warmed up to her, despite his occasional slips in conscience; his once bitter quips softened the more he became witness to Wilma's care, dedication, and integrity. If confronted, however, he will adamantly refute such statements.



  • ▫ B A C K G R O U N D ▫


    TL;DR: Wilma grew up in Kabuki and spent most of her time scavenging scrap, building contraptions, machines, and gradually robots. After she suffered abuse from her family, she was taken under the wing of Gunner, a fixer who saw potential where others saw a street rat. She learned to survive and hone her mechanical genius. Her trauma hardened her wide-eyed curiosity into cynicism. Wilma's obsession with robots evolved into a passion for building mechs, her long-lasting dream.


    Wilma is a true product of Kabuki; a product of poverty, pain, violence, and stomped dreams. Not that this should inspire any empathy or pity, almost anyone in Night City can relate to that sentiment. The trick is not letting its traps swallow you so far down the drain you're forgotten by history while you're still alive. Wilma never saw herself as a victim and maybe that's what managed to keep her head above the water. Like most kids from these parts, she had to raise herself. She had her ingenuity to save her in an otherwise abusive household with two neglectful, drug-addicted parents. They were small-time opportunistic hustlers who put loyalty second to desperation, sending Wilma to steal valuables as they sold them double their price the next day. She never objected, thinking she'd earn their pride.

    While the other kids were busy causing mayhem out in the streets, she spent her time scavenging in the scrapyards, searching for junk she could bring to her parents. Now and then, she'd stumble upon a piece of discarded electronic; parts like cooling fins, basic wiring kits, scrap heatsinks or a used battery bank that would set her imagination running wild. When she saw a ladle, she didn't perceive a kitchen utensil but pictured a catapult lever instead. Little by little she started hoarding junk for herself and turning those visions into her own reality. Eventually, empty soda cans turned from discarded aluminium to potential casings for mini-rockets or bombshells. By the age of eight, she was already making promising contraptions on her own. Instead of recognising her talent, her parents took advantage of it—they sold all her contraptions and gambled the proceeds away by the next day. Wilma didn't react the first few times it happened; she stood idly by, wanting to believe that was the way they displayed affection. But she lived a toyless childhood.

    "What do you want, twerp?" Her mother took a long drag from her cigarette and squinted at the sight of yet another of her daughter's assembled junk. She bore that look every time Wilma had looked at her expectantly. "If it doesn't make you money or keep you alive, it's just more crap you'll trip over later."

    But Wilma wouldn't endure her parent's constant exploitation forever. In secret, she started saving her own money, hoping that one day she'd get to compete in the mainstay event of Kabuki—"Apex Automata." A robot fight arena with high stakes and the birthplace of "W.F.D." (short for "Warbot From Downtown"). It was her first remote-controlled robot; a waist-high patchwork of scavenged industrial parts and home-fabricated components, a body plated with scrap steel and aluminium. Despite its modest impression, W.F.D. took down esteemed enemies, working its way up against titans like "Wreck & Roll". It seemed the odds were even, if not slightly in W.F.D.'s favour, but then Wilma lost control of it, a crucial moment that cost her the match. At the time, she didn't realise she had been sabotaged—there was no way her dinky robot was securing a victory against the local stars. But none of that mattered. She had experienced an indescribable rush.

    Hoping she might impress her parents with her achievement—the last remnant of innocent naivete left within her—she came home that night, hoping to share the prize money. Maybe I'll finally buy Mom those earrings she's always stopped to look at. And get Dad that motorbike he wanted. I hope it's enough for a twin cylinder.

    Her dad was lounging on a camping chair outside their cargo-partment when she told him the news. Drunk and furious at her perceived greed, he erupted into a violent rage, berating her for withholding money from the family. The confrontation ended with him snatching her prize money away, beating her and throwing her into a dumpster outside, punctuated by a cruel threat to never return.

    When she came to, Wilma found herself in the middle of a violent shootout between rival crews happening in the same alleyway. Inadvertently, she caused an explosion that hurled her into the chaos, leaving her battered and missing an arm, on the hood of Gunner Morson's car—the crew's leader and among the best fixers out there. At that moment he was also a very livid man. Desperate and broken, Wilma latched onto him, begging for a chance to prove herself. Something about her raw pain resonated with him, and instead of walking away, Gunner offered her the rarest thing in Night City—a second chance.

    Under Gunner's guidance, Wilma learned to channel her pain into purpose. He taught her to see the corporate world for what it was and slowly, his hatred for the megacorps became hers. Gunner's mentorship was both a gift and a curse; he sharpened her into a weapon and pushed her to take on dangerous missions that further ingrained her in the world of violence. They fed off each other's shared rage in a codependent dynamic that blurred the line between protector and manipulator. For better or worse, she became his protégé.


 
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