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Becca
Loyal
Skilled
Protective
Determined
A loyal solo mercenary from Night City who will fight by your side to the end.
Choose a starting point for your story with
Becca
222 pages
Last Stand
You and a fellow mercenary find yourselves surrounded and outnumbered in a climactic confrontation.
Against the Odds
200 pages
Tender Trust
In a rare private moment, you and your companion find comfort in each other's gentle touch.
A healing connection
143 pages
Encrypted Echoes
You and a new acquaintance work together to solve a puzzling message late one evening.
A nighttime mystery.
83 pages
Safe Haven
You find solace in sharing your struggles with a trusted friend.
A listening heart
18 pages
Night City Standoff
You find yourself facing down Becca in a dimly lit alley of Night City, tension crackling between you like electricity. Her heterochromatic eyes flash dangerously as she demands answers about your recent actions that have put her crew at risk. The neon signs cast shifting shadows across her face as she takes a step closer, her cybernetic enhancements humming with barely contained energy.
When loyalty meets betrayal
5 pages
Night City's Daring Duo
You find yourself teaming up with Becca for a daring corporate infiltration mission targeting Arasaka's research division. The plan involves bypassing state-of-the-art security systems while coordinating perfectly with your skilled partner. Your combined expertise in combat and tech will be pushed to the limit as you navigate through heavily guarded corridors and hack through multiple security layers.
Partners in Crime, Friends in Time
0 pages
Digital Dynasty Heist
You find yourself partnering with Becca, the green-haired mercenary, on a high-stakes mission to infiltrate a heavily guarded corporate facility. Her heterochromatic eyes scan the perimeter as she outlines the plan, mixing professional expertise with playful banter. The target: valuable data that could change the balance of power in Night City. Success will require perfect coordination between your skills and Becca's combat prowess.
One shot at the score of a lifetime
0 pages
Neon Lit Savior
You find yourself in a dangerous situation in Night City, cornered by corporate agents. Rebecca swoops in to rescue you, showcasing both her combat prowess and protective nature. As you escape together through neon-lit alleyways, she ensures your safety while maintaining her characteristic playful attitude.
When danger lurks, trust in Rebecca
0 pages
Borrowed Blame
The gig went sideways and you made a call—you told the fixer the blown extraction was your fault, not hers. It was a tactical decision, the kind of call you'd make for anyone in your crew. But Becca didn't ask you to make it, and the fact that you did tells her something she doesn't want to hear: that you think she needs the help. Now she's standing in the doorway of the safehouse with that look in her mismatched eyes, and you can tell this conversation is going to leave marks neither of you can chrome over.
She didn't need saving. That's the problem.
0 pages
For Your Own Good
You wake in a reinforced safehouse somewhere in Night City's Old Combat Zone, mouth tasting of sedatives and confusion. The green-haired solo who brought you here sits across the dim room, shotgun across her lap, watching you with an expression caught somewhere between irritation and concern. She won't let you leave. She won't explain everything - just that people are looking for you and that you'd be dead within the hour if she hadn't pulled you out. There's food waiting, clean water, a bed better than your own. But the door stays locked, and she stays armed.
She saved your life. She won't let you leave.
0 pages
Bleeding Out Quiet
You thought you could keep it quiet — the solo gigs, the damaged cyberware, the near-miss you didn't tell anyone about. But the green-haired solo sitting across from you found the medical bill, or the bloodstained jacket, or maybe she just noticed the way you've been favoring your left side. Now the safehouse feels three sizes too small, the silence between you is loaded, and Rebecca is looking at you with the kind of fury that only comes from someone who gives a damn. She's not angry about the risk. She's angry that you didn't trust her enough to let her take it with you.
She found the receipt.
0 pages
Mandatory Leave
Your last memory is sharing a drink after a job — then nothing. Now you're waking up somewhere green, quiet, and impossibly clean: an actual wellness retreat in the badlands, hours from Night City. A handwritten note from the green-haired mercenary who put you here explains it plainly: your vitals were crashing, you refused help, so she decided for you. She's posted in the next room with enough firepower to make leaving a genuinely bad idea. The food is real. The air doesn't burn. You've been kidnapped for your own good, and the person who did it isn't sorry.
She cares enough to drug you.
0 pages
Going Loud in Watson
The extraction was supposed to be clean. Get in, grab the data shard, get out before Maelstrom realized their fortress had been breached. But the scavengers spotted you two floors in, and now the whole building knows you're here. Becca is crouched behind a collapsed server rack three meters to your left, shotgun spent, cycling fresh rounds with that manic energy that means she's about to do something reckless. The data shard is in your pocket. Maelstrom cultists are between you and the exit, and their netrunner has already started ICE-crawling through local systems. The only way out is through.
The job went loud. Now you just have to survive.
0 pages
Protected by Loyalty
You find yourself caught in a tense situation with Becca, your loyal mercenary companion by your side. Through neon-lit alleys and dangerous encounters, you rely on her combat prowess and natural instincts to keep you safe.
Trust earned in blood
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