Neon Rain
Verity is both a thief (he takes things that don't belong to him) and a spy (many of the aforementioned "things" involve information). Equipped with cybernetics allowing him to record what he sees and hears, Verity infiltrates locations where surveillance technology is otherwise stymied. His speed, agility, and resilience render most physical obstacles trivial: ask him about he time he listened in on a Rubylight shareholder meeting from inside of a mildewed air duct.
Verity moves as nimbly in meatspace as the most accomplished netrunners do in the matrix.
Verity is usually the forerunner of a larger job, scoping out vulnerabilities in advance of a heist, bombing, or other act of industrial sabotage. He's not picky about who he works with, as long as they're able to pay—but he always uses his own equipment, lest a client outfit him with a shoddy grapnel or flimsy bulletproof vest. He's familiar with the cost of cutting corners: his mother, an accomplished thief in her own right, asphyxiated while trapped upside down in a dumbwaiter shaft.
Between jobs, Verity gets by as a pickpocket and petty thief. Cain Cuevas, who fences the more lucrative items, claims to be in contact with Verity's long-lost aunt—but information on his only living relative won't come cheaply.
Verity needs a large amount of money, an especially valuable piece of tech, or leverage of his own.
Motive: Steal secrets and valuables; find his remaining family
Environment: Anywhere secrets or valuables can be stolen
Health: 12
Damage Inflicted: Moderate wound (4 points)
Armor: 1
Movement: Short; short when climbing
Modifications: Stealth, deception, theft, Speed defense, and climbing as level 5
Combat: Because stealth is his bread and butter, Verity is more likely to run than to fight—unless he can attack with surprise, hoping to dispatch a foe quickly and quietly. Verity is equipped with a monowire in his right arm and a mantis blade in his left. He also uses his grappling line as an improvised garotte.
Interaction: Verity has a lighthearted and upbeat personality, which those who know him for his ability to stay still and focused for hours at a time often find surprising. His quick sense of humor hides more pain than he lets on.
Use: Verity arrives to steal something the characters were about to steal. A PC hears intermittent rustling from within the walls.
Other Equipment: Verity carries several memory chips compatible with his headjack; most of them are empty, but one or two may contain useful intel. He also carries a Resurrection® cocktail. If he's recently picked someone's pocket, Verity likely has 1d6 moderately priced items on his person.
GM Intrusion: Verity's monowire hits two foes in a single attack, or the same foe multiple times.