Antonna and Deanna, AKA “The Twins,” are a package deal. They prefer to work as bodyguards but also handle other “issues,” if you have the euros. Two tough, merciless, and scary-competent ladies to stand between you and whoever wants to ice you this week. Previously, I introduced the elder, Antonna. Today, it’s Deanna’s turn.
The Twins, second-generation (or maybe third) Edgerunners, were about 10 when the Fourth Corporate War ended, and pretty much grew up on the Street. Even though Mom and Dad were fond of their girls, they were busy finding and carrying off netrunning gigs. Especially after the DataKrash, when netrunning couldn’t be done from the comfort of one’s home, Deanna and her hours-older sister had to fend for themselves many days or even nights.
Theoretically, they were either being homeschooled or attending whatever school might be in their current neighborhood. In paractice, like many non-Corp kids, they were running the streets much of the time. Deanna, the less obedient and more adventuresome (to the point of being reckless) was always up for exploring their current neighborhood, and anywhere else she could get to. With Antonna right behind her, trying to keep “We’re on an adventure!” from becoming “We’re in WAY over our heads!” By the time they were in their midteens, The Twins were 100% on their own, after their parents didn’t return from an ill-advised attempt to break into the Old NET.
The way they operate hasn’t changed much. Deanna is still more impulsive and quicker to anger (or any other strong emotion). She lets Antonna deal with fixers, clients, and planning. Deanna will go in where her sister and other edgerunners would just as soon not tread. Melee is her specialty and she has a very good katana she’s quite fond of, and some wicked punches and kicks. She’s no slouch with a pistol or rifle either. In addtion to freelance gigs, The Twins have a steady job as Security Officers for Trauma Team.
Growing up, neither of them cared for the Famine part of their parents’ “feast or famine” 100% freelance lifepath. Working with Trauma Team between their freelance gigs means they have enough euros for a half-decent lifestyle, some partying, and the tools and toys of their trade, even for those weeks they need to lay low or heal up.
The Twins have never outgrown the childhood game of pretending to be each other. They swap clothing, hairstyles, and makeup styles irregularly. If they don’t want you to know who is who, it’s going to be hard to tell them apart. Another “game” of theirs is pretending to be less stable mentally than they are. (As a matter of fact, Deanna and her twin aren’t anywhere near cyberpsychosis.)
With their parents dead, the only “family” Deanna has besides her sister is the Medtech Tag, whom they informally adopted as a “cute mascot” when Tag was a streetrat orphan, to everyone’s surprise. The idea was originally Deanna’s, yet another example of her more emotional and impulsive nature. The women, with good intentions but little clue how to parent, alternately avoided and repeated their parents’ mistakes, until Tag was apprenticed. Since then, they have had Tag patch them up after some jobs and recruited her for others.
Description: Deanna, at just over 6′, is just slightly shorter than Antonna, and also slightly wirier in build – but not enough most people notice. That said, both are muscular women aged 30 or so, with relatively pale skin. Deanna’s techhair is often in a mohawk or other partly-shaven style. (Unless she’s pretending to be Antonna today.)
RTG-CPR-Deanna PCDesign and Play Notes: Deanna and her twin were deliberately created with differing personalities and skillsets, but there is enough overlap (and Acting ranks) that they can carry off their switches. At least until the firefight, when their differing fighting styles are on display.
If Deanna is a PC in your game, Antonna can be a recurring NPC – who might become your player’s new PC, if Deanna dies. It’s also possible that two players might each take one of The Twins. I don’t recommend letting anyone play 2 PCs, unless running multiple PCs is the norm in your group. Either or both of The Twins can, of course, be NPCs.
Change around the clothing, bio, cyberware and anything else to make Deanna your solo. Just remember, she’s even tougher than she looks. Tag and anyone else can of course be replaced in Deanna’s lifepath with a PC or NPC from your campaign.
(Note: PDF is 3 pages; to go from page to page, hover mouse at bottom of PDF to see controls, including up and down arrows.)
Artwork: © 2021 Linda Whitson (Me)
Disclaimer: “Deanna, Cyberpunk RED Solo” is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.
Linda Whitson
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