Cyberpunk Neon
aa PPllaayyeerr''ss GGuuiiddee
ttoo CCyybbeerrppuunnkk RReedd
© 2021 WormSlayer
Cyberpunk Red Lifestyle & Housing
Set after a massive war between megacorporations—ended If you aren't an exec, then you start off living in a rented cargo
by an atomic bomb—the world of Cyberpunk is a combination container—either in the overcrowded suburbs or in a combat
of savage, sophisticated, modern, and retrograde. Fashion- zone, and living a not-so-luxurious kibble lifestyle. The first
model beautiful rockerboys rub shoulders with battle-armored month's rent and kibble are free, choomba, but you owe 1100
road warriors, all making the scene in the hottest dance clubs, eddies on the first of next month, or you’re getting evicted!
sleaziest bars, and meanest streets on this side of the post-
holocaust. Every single one of them has a role; an occupation On the other hand, if you are an exec—you start off with a
they are known by on the street, and grants them each unique conapt in a corporate zone, and living that comfortable good
abilities to help navigate the mean streets of the dark future. prepak lifestyle. You don't have to pay rent or any other fees
because you're just better than other people, but maintaining
Creating a Character your elite lifestyle will run you 600ed on the first of the month.
1. Decide on your character role, there are ten to pick from; Nomads have an additional vehicle-based housing option,
rockerboy, solo, netrunner, tech, medtech, media, exec, which is available as an upgrade through their role ability.
lawman, fixer, or nomad. You start at rank 4 in that role.
Night Markets
2. Run through your lifepath and role lifepath.
3. Determine your STATs and the other derived STATs. These markets just spring up all over the city—often without
4. Either use the suggested skills for your role, or pick some. warning—when a good shipment comes in on a transport, or
5. Take the starting outfit listed for your character role and something really useful is uncovered. Similar to the old "swap
meets" of the 20th century, they are mobile shops mounted on
500ed, or instead spend 2550ed on anything you want, trailers, vehicles, shipping containers, and whatever else has
plus an additional 800ed on just fashion and fashionware. mobility and enough spare volume to display some wares.
6. Think about selling out for more starting money.
Weapons Fashion
Multiple Roles Ammunition Cyberware
Armor Cyberdecks
You can't start with more than one role, but you can buy rank General Gear NET Architecture
1 in a new role by spending improvement points. When you Street Drugs Vehicles
switch role, you are locked from changing role again until your
new role is at least rank 4, but you can continue to increase Getting to a night market is as much about connections, as it
your rank in a previous role, and you retain all of its features. is money. Some of the best are secret affairs which require
connections just to find them. Night markets can pop up for a
Playing Execs and Lawmen few hours, then vanish forever, or they can regularly show up
at the same spot, when they can depend on enough security.
In the dark future, the corps and police have more power than Talk to your friendly neighbourhood fixer about night markets.
just about anyone else. If you're playing an exec or a lawman,
there's a good chance you aren't working for the good guys. Friday Night Firefight
Ask yourself: In a grim world where edgerunners often rail The rules for combat, skills, and interacting with the world.
against the tyranny of authority, where does your character fit
in? Are they selfishly using the rest of the group for their own Initiative and Actions Critical Injuries
gain? Are they the classic "kid made good", hanging with old Using Skills Other Ways to Get Hurt
friends and caught between two worlds? Or are they starry- Making Attacks Vehicle Combat
eyed dreamers, hoping to change the system from the inside? Martial Arts Reputation
Taking Damage Trauma Team
What if You Get Fired?
When the Music's Over
Nothing about your role changes. Think of it as an opportunity
for character development, as you and the GM work together One way or another, combat ended, what do you do next?
to figure out who wants to hire you next, and the on-boarding
process there. Your former employer? Maybe consider that an Going to the Hospital Lifestyle & Housing
opportunity, too. How much revenge do you want, choomba? Therapy and Cyberpsychosis Making a Living
Item and Vehicle Repair Character Improvement
Nomads in a City Game
The Time of the Red
Nomads control the highways, sea lanes, airspace and orbital
flightpaths. You want to move some cargo from A to B? You'll Atmospheric particles from the nuclear blast in Night City,
be contracting with nomads to do it. They're also construction debris from orbital rock strikes, conventional explosives,
experts, rebuilding what the 4th Corporate War broke. See the and the wartime burning and annihilation of entire cities
megabuilding going up in the distance? Probably hundreds of and agricultural areas, created an eerie red pall over skies
nomads working on that job. Several nomad families maintain worldwide. As well as brilliant red sunrises and sunsets,
permanent enclaves either in the city or on its outskirts. this also causes periodic "blood rains",when rainstorms
pull the crimson particulate out of the skies and deposit it
As for why you're hanging out with a bunch of statics (non- as a greasy, crimson slime—reminiscent of blood.
nomads)? Make it about a connection between your family
and one or more of the other characters. Maybe the fixer is
working to secure supplies and you've been assigned to keep
an eye out? Or maybe your pack owes the medtech a favor?
Talk to your GM. Talk to the other players. You'll figure it out.
Rockerboy Ability: Charismatic Impact
You live to rock. You're a street poet, a social conscience, and You can influence others by sheer presence of personality.
a rebel of the Time of the Red. With the advent of tiny digital You need not be a musical performer; you could use poetry,
porta-studios and garage mastering, every rockerboy with a art, dance, or simply your physical presence. Maybe you
message can take it to the street, stream it to the data pool, or livestream to the Data Pool. You could be a rocker, or a cult
bounce it off the comsats. leader. As you grow in skill, you can affect larger groups and
call on your fans for greater and greater requests of loyalty.
Sometimes, your message isn't something the corporations
or government wants to hear. Sometimes you are going to get You can ask a fan, or group of fans, for a favor that is within
right in the faces of the powerful people who run this world. your current Charismatic Impact rank. The size of the group of
fans determines the DV against which you must roll a check:
But you don't care, you know it's your place to challenge
authority, whether in straight-out protest songs that tell it like it (your charismatic impact rank) + 1d10
is, playing kick-ass rock n' roll to get the people away from the
TV sets and into the streets, firing up a crowd with speeches, If you succeed, the fan or group of fans makes their best effort
or composing fiery writing that shapes hearts and minds. to do whatever you asked. If you fail, you can't ask for the
same favor again from those fans for one week.
The rockerboy has a proud history: Dylan, Springsteen, U2,
NWA, the Who, Jett, the Stones—the hard-rock heroes who Gaining New Fans
told the truth with screaming guitars or gut-honest lyrics. You
have the power to get the people up; to lead, inspire, and You can only use Charismatic Impact on fans, and the GM
inform. Your message can give the timid courage, the weak determines who is already a fan, but if you are not in combat,
strength, and the blind vision. you can try and make people into fans (unless they are hostile
towards you) by succeeding on Charismatic Impact check.
Legends like Johnny Silverhand, Rockerboy Manson (for
whom the role is named) and Kerry Eurodyne have led armies Charismatic Impact Ranks
against corporations and governments. Rockerboys have
exposed corruption and brought down dictators. It's a lot of Venues: The types of venue you can usually hope to play in.
power for someone doing gigs in a different city every night. Single Fan: What you can influence a single fan to do for
But you can handle it, you're a Rockerboy!
you, with a DV8 check.
Groups: What you can influence up to six fans to do for you
with a DV10 check, or a larger group with a DV12 check.
Ranks 1 and 2
You don't have many fans, yet.
Venues: Small local clubs.
Single Fan: Small favors; buy you a drink or meal, or give
you a lift somewhere.
Groups of Fans: Ask for autographs and personal totems;
stop you in the streets and try to befriend you.
Ranks 3 and 4
You have a strong local following of fans who buy your
recordings and merch.
Venues: Well known clubs.
Single Fan: Major favors; go to bed with you, or put a good
word in for you.
Groups of Fans: Regularly hang out with you; provide you
with booze, drugs, and other party favors.
Ranks 5 and 6
Your fans are all over the city, often in nearby cities. They are
very loyal and will do major favors in exchange for attention.
Venues: Large, important clubs.
Single Fan: Commit a minor crime for you; shoplift, or help in
a fight.
Groups of Fans: Act as your "posse"; hang out with you, do
you favors, and provide things for your personal needs.
Rank 9 Ability: Combat Awareness
Your fans are brainwashed and cult-like; they will riot, destroy Your training gives you enhanced situational awareness of the
property, and even kill for you. battlefield. When combat begins, anytime outside of combat,
or by using an action in combat, you can divide the points you
Venues: Large concert halls, national video feeds. have in your Combat Awareness rank, between any of the
Single Fan: Commit a major crime for you; steal expensive abilities listed below. Your choices persist until you change
them. Some abilities cost more points to activate than others.
items, or beat someone up.
Groups of Fans: Commit a major crime for you; steal Damage Deflection
expensive items, or beat someone up. You can "roll with the punches" and reduce damage you take
Rank 10 from the first attack that hits on you in each round of combat.
You fans are a worldwide following with strong, cult-like Points Assigned 2 4 6 8 10
attributes. They will do almost anything for you; they are a
private army based on your charisma. Damage Reduction 1234 5
Venues: Huge stadiums and international video feeds. Fumble Recovery
Single Fan: Sacrifice themself for you without question.
Groups of Fans: Risk their lives for you and act as personal You can take your time with every shot. If you assign 4 points
to this ability, you can ignore any critical failures (1's) you roll
protection. while attacking. Those rolls are still counted as 1's though.
Rockerboy Starting Outfit Initiative Reaction
Cyberware (9 Humanity Loss) Your reflexes allow you to respond instantly, without thinking
in a firefight. Each point assigned, adds +1 your Initiative rolls.
Audio Recorder, Chemskin, Cyberaudio Suite, Tech Hair
Precision Attack
Weapons & Armor
You can precisely aim your attacks, increasing your accuracy.
Very Heavy Pistol, Basic VH Pistol Ammunition x50, Heavy
Melee Weapon or Flashbang Grenade, Teargas Grenade x2, Points Assigned 369
Light Armorjack Body Armor, Light Armorjack Head Armor
Attack Bonus +1 +2 +3
Gear
Spot Weakness
Agent, Computer, Musical Instrument or Bug Detector, Glow
Paint x5, Pocket Amp, Radio Scanner/Music Player, Video You are trained to look for weak spots, and can damage even
Camera heavily armored targets. Each point you assign adds +1 to the
damage (before armor) of your first attack that hits, every turn.
Fashion
Threat Detection
Generic Chic: Jacket, Jewelry x3, Top x4, Leisurewear:
Jewelry, Mirrorshades, Footwear, Urbanflash: Bottoms, Top You have enhanced situational awareness. Each point you
assigned, adds +1 to your Perception checks.
Solo
You were reborn with a gun in your hand—the flesh and blood
hand, not the metallic weapons factory that covers most of
your other arm. Whether as a freelance guard and killer-for-
hire, or as a Corporate cybersoldier who enforce business
deals and "black operations", you're an elite fighting machine.
Most solos put in military time with a corporate army during
the war, or in one of the government's current "police actions"
around the country.
As the battle damage piles up, you rely more and more
upon tech—cyberlimbs for weapons and armor, bio-chips to
increase your reflexes and awareness, combat drugs to give
you that edge over your opponents.
When you're the best of the best, you might even leave the
ranks of corporate samurai and go ronin—freelancing your
lethal talents as a killer, bodyguard, or enforcer to whoever
can pay your very high fees.
Sounds good? There's a heavy price. You've lost so much
of your original meat body that you're almost a machine, and
your reflexes are so jacked up, you have to restrain yourself
from going berserk at any moment.
Years of combat drugs taken to keep the edge, have left
you with terrifying addictions, and there are few people you
can trust anymore. One night you might sleep in a penthouse
condo in the city, the next in a filthy alley on the street. But
that's the price of being the best. And you're willing to pay it.
Solo Starting Outfit Netwatch eventually gave up and just shut down the whole
infrastructure. Now computers are air-gapped and only linked
Cyberware (14 Humanity Loss) through dedicated land lines and direct laser connections. But
there are still places to netrun, you just have to go there and
Biomonitor, Neural Link, Sandevistan, Speedware or Wolvers jack in. You traded sitting on the sofa for a bodyweight combat
suit and virtuality goggles to mesh the NET with Meatspace.
Weapons & Armor
The systems you crack are smaller, but even deadlier. Now,
Assault Rifle, Very Heavy Pistol, Heavy Melee Weapon or you're really part of a team, with solos to cover your back,
Bulletproof Shield, Basic VH Pistol Ammunition x30, Basic medtechs to restart your heart if the ICE gets you, and techs
Rifle Ammunition x70, Light Armorjack Body Armor, Light to help you hot-wire your cyberdeck for more speed and
Armorjack Head Armor software deployment. Now, nothing can stop you.
Gear As an electronic wraith, you slip into the hardest mainframe
systems: stealing, trading, and selling their deepest secrets at
Agent will. The Black ICE may kill you in the end, but until the ride
runs out, you'll be bare-brained and headfirst in the new NET.
Fashion
Ability: Interface
Leisurewear: Bottoms x2, Footwear x2, Jacket x3,
Mirrorshades, Top x2 Interface is what allows a Netrunner to Netrun—to interface
with electronic mind-modems (cyberdecks) and control NET
Netrunner architecture—computers, electronics, and their associated
programs. It gives you special NET Actions you can take on
You're a brain-burning computer hacker and a master of the your turn, as well as access to a suite of Interface Abilities.
post-NET cyberverse. At the age of three, your parents first
bought you an old Kirama LPD-12 cyberdeck with Zetatech Hardware Requirements
526 optical goggles, and your life was changed. By ten, you
were already using meta-programming to crack into the All netrunners have at least a little cyberware. To even use a
school district's system and change your grades. cyberdeck, you must already have interface plugs fitted in
your wrist or head, and wired to a neural link artificial nervous
When you were thirteen, you shifted enough funds out of system. You can only plug into any one cyberdeck at a time.
unprotected Trans United Bank accounts to finance your first Switching to another cyberdeck requires a meat action.
neural interface plugs. You couldn't wait to run high and fast
with the other gods of the NET: Bartmoss, Magnificent Curtis, If you ever forget your virtuality goggles, you'll be unable to
and the rest. Then the 4th Corp War blew everything apart. overlay cyberspace imagery onto the real world, and have to
do things the old fashioned way—which effectively renders
The NET infrastructure was wrecked, and what remains is your body unconscious while you are netrunning.
just a terrifying wilderness of corrupted data, psychic booby
traps, and rogue demon programs lurking in wait for anyone
foolhardy (or desperate) enough to venture into cyberspace.
NET Actions
Netrunners have access to two kinds of actions: Meat actions
(actions which take place in reality, or "meatspace") and NET
actions (which take place purely inside the NET architecture).
On your turn, you can take either one meat action or as many
NET actions as your interface rank allows. No matter which
actions you choose, you still get to take your move action.
Your Interface Rank 1-3 4-6 7-9 10
Your NET Actions per turn 2 3 4 5
Jack In/Out
Enter or safely leave a NET architecture via an access point
within 6m. A wall between you and the access point blocks
this action. If you leave a NET architecture without first jacking
out, you suffer the effects of all Black ICE you encountered
inside, but haven't derezzed. Moving out of an access point's
range automatically jacks you out. Jacking out without first
leaving behind a virus, resets the whole NET architecture—
you'll have to start your run over from the very beginning.
Use Interface Ability
Use any one of your interface abilities, except for Scanner.
Activate / Deactivate Program
Activate or deactivate one of your programs.
Miscellaneous Slide
Anything not covered by other NET actions. A virus lets you Attempt to flee from a single non-demon black ICE program. If
do almost anything to a NET architecture once you reach the you succeed on a check against (it's perception + 1d10), you
lowest floor, but these actions sometimes cover edge cases. can escape to an adjacent floor—if the way is not blocked by
a password or other obstruction. The black ICE instantly stops
What Isnt a NET Action? following you, and lays in wait right where it is. You can only
Copying Files attempt to slide once per turn, and can't slide preemptively.
Whenever you find a file inside a NET architecture, you can Virus
just download a copy to your cyberdeck. Without an action.
Once you reach the lowest level of a NET Architecture you
Moving in a NET Architecture can leave a virus there which performs up to 2 NET actions or
changes, within reason. This is the only way you can make
On your turn, you can just move as much as you want inside changes to a NET architecture that persist after you jack out.
a NET architecture, but you can't skip over floors, or move
past any obstructions like passwords. Describe to the GM what you want the virus to do. They will
assign a DV and a number of NET actions (#) to install the
Interface Abilities virus. The DV to destroy it, is equal to your check to make it.
Netrunners need to know more than just how to activate some Virus Example DV #
programs. Mastery of the interface abilities is what separates
weefle runners from the professionals they pretend to be. Alter the icon of all Black ICE in the NET architecture from 6 1
a fierce serpent, into a cute little snek wearing a party hat
To resolve using any interface ability (except Zap) roll:
Deactivate a particular Black ICE installed in the 10 2
(your interface rank) + 1d10 NET architecture until the virus is destroyed
Scanner Cause a control node to malfunction in a specific 10 2
way until the virus is destroyed
Use a meat action to find the location of any access points to
NET architectures in an area. The higher the check, the more Permanently delete all Black ICE installed 12 10
you spot from further away, but always at the GM's discretion. in the NET architecture
Cause lasting damage to the NET architecture itself, 12 10
permanently halving the number of available floors
Backdoor Zap
Attempt to break through a password in the NET architecture. Attack a program or netrunner in a NET architecture with you.
On a hit, you deal 1d6 damage to either the program's REZ or
Cloak directly to the enemy netrunner's brain.
Hide traces of your presence and any virus you left inside the Net Combat
NET architecture. Roll a check to set the DV for anyone who
tries to overcome the cloak and discover your actions. If you To resolve combat inside the NET architecture, you roll:
do not use the cloak ability before jacking out, any netrunner
who uses pathfinder, automatically discovers all your actions. (your interface rank + program ATK) + 1d10
or
Control
(black ice ATK) + 1d10
Control devices attached to a node in the NET architecture, vs.
like cameras, drones, turrets, laser grids, elevators, sprinklers,
etc. Each node has a DV required to take control of it. (target's interface rank) + 1d10
or
Operating each individual thing attached to the control node
takes a separate NET action, but can be done from anywhere (program's DEF) + 1d10
in the architecture—so long as you are still in control of the
node. Each control node can only be activated once per turn. Programs which specify a type of target (like anti-personnel
programs) are only effective against their intended target.
The DV to wrest control of a node currently held by another
netrunner or program, is equal to the check they made to take Programs
control of it. You lose control of all nodes when you jack out.
Software tools which a netrunner uses to fight, protect, and
Eye-Dee explore the electronic realm. Each program loaded on your
cyberdeck can only be activated once per round.
Determine what a piece of data you found (like a file) actually
is, and any value it might have. Some files will have a DV that Programs which are currently active ("rezzed") can't be
you must first beat, before you can learn anything about them. activated again until they are first deactivated ("derezzed").
You can run multiple copies of a program to get around this
Pathfinder limitation, and the effects stack, unless mentioned otherwise.
Partially reveal the "map" of the NET architecture, but not the You can obtain new programs from the contact in your role
DV of anything. You can see into the architecture a number of lifepath, and sometimes other netrunners or night markets.
"floors" equal to your check, or up to any obstruction (usually
a password) with a DV higher than your pathfinder check. Every program has a default icon, which defines how it is
percieved inside the NET. You can customize how your own
programs look, but this does not affect their functionality. It
takes one hour to install or uninstall cyberdeck programs.
Defeating a Program Tech
A program is derezzed when it is reduced to 0 REZ (it's Hit You're addicted to technology in all its forms. You can't leave
Points), but is not removed from your cyberdeck or from the anything alone—if it sits near you for more than five minutes,
NET architecture—it is still running, just hobbled and useless. you've already disassembled it and made something else.
To restore it to full REZ and operating condition, you have to
spend 2 NET actions to deactivate it, then activate it again. If You always have at least two screwdrivers and a wrench in
a program is ever destroyed by something, it is 100% erased. your pockets. Computer down? Hydrogen burner out in your
metrocar? Video wont run? Your interface is glitching out?
Black ICE
No problem! You make your living from building, fixing, and
Intrusion Countermeasure Electronics programs able to kill an modifying; a crucial occupation in a highly technological world
intruder. Once triggered, they hunt down other programs and that is still recovering from a war that broke the back of the
netrunners across a NET architecture. They are larger than global manufacturing and supply chain.
other programs, and each takes up 2 program slots in your
'deck. If you encounter Black ICE lying in wait for you, roll: You can make a living fixing everyday stuff, but for serious
money you need to tackle the big jobs: Illegal and/or stolen
(your interface rank + SPEED bonus) + 1d10 weapons and cybertech. Corporate espionage and counter-
vs. espionage gear for black operations. If you're any good, then
you're making a lot of money that goes straight back into
(black ice's SPEED) + 1d10 buying new gadgets, hardware, and information.
If the Black ICE beats your check, you (or one of your active Your black market work isn't just making you friends—it's
programs in the case of anti-program ICE) suffers its effect. It also racking you up an impressive number of new enemies as
is then placed at the top of the initiative queue. On each of its well—so you also invest a lot in defense systems and, if really
turns, the Black ICE will attack you (or one of your programs) pushed, you call in markers on a solo or two.
once, and will chase you until it is either derezzed or eluded.
You've fixed up tech for everybody from black ops corporate
Anti-program Black ICE will continue to follow you until it is samurai, to Ms. Zepada down the block. No one's ever come
derezzed or you slide away from it—even if you don't have back to you with a complaint but that might be because of the
any programs rezzed—it views you as a program source. turrets guarding your front door.
You can activate your own Black ICE in two ways: Either set Ability: Maker
it to lie in wait on the current floor of the NET architecture
(which can't be done in combat), or deploy it against a valid You fix, improve, modify, make, and invent things. Every time
target. To assign a new target to your Black ICE, you must you increase your maker rank by one point, you also gain one
spend two NET actions to deactivate, and then reactivate it. level in any two maker specialties, each of your choice.
Demons
Specific types Black ICE programs that are intelligent, but not
the true AIs of the pre-war period, which were restricted after
the destruction they wrought during the 4th Corporate War.
They are designed to attack targets in meatspace—such as
your body and your support team—by using control nodes
that are linked to external hardware—like drones and turrets.
Demons can only use two NET actions: Zap and Control,
but they are totally aware of their whole architecture, including
any netrunner's presence. They ignore any passwords, and
automatically beat programs in any speed contest. You cant
slide away from a demon, but they can't lie in wait for you.
A demon enters the initiative queue at the top if it detects an
intruder on camera, or a netrunner enters its architecture. On
its turn, a demon prioritizes using control nodes, and only
Zaps enemies with any spare NET actions remaining to it.
Netrunner Starting Outfit
Cyberware (14 Humanity Loss)
Interface Plugs, Neural Link, Shift Tacts
Weapons & Armor
Very Heavy Pistol, Basic VH Pistol Ammunition x30, Light
Armorjack Body Armor, Light Armorjack Head Armor
Gear
Agent, Cyberdeck (Standard), Virtuality Goggles, Program:
Armor, Program: Sword, Program: See Ya or Eraser,
Program: Sword or Vrizzbolt, Program: Worm or Sword
Fashion
Generic Chic: Top x10, Leisurewear: Footwear x2, Jewelry,
Bottoms x2, Urban Flash: Jacket
Maker Specialty Checks Specialty: Invention
When you need to resolve a maker specialty check, the DV You can invent an upgrade to an existing item or an entirely
and time it takes, are based on the price category of the item: new item. To invent something, you'll need to describe the
desired function as precisely as you can, in the language of
(TECH + item repair skill + specialty rank) + 1d10 existing technologies in the setting. You could draw a simple
schematic, the GM and other players will appreciate it.
Price Category DV Time
If the GM is satisfied with your item and okay with it in their
Cheap/Everyday 9 1 hour game, they will decide how the invention will function rules-
Costly 13 6 hours wise. The GM will also decide DV you have to beat, the time it
Premium 17 1 day takes to make, and a price category, based on it's value if it
Expensive 21 1 week were to be sold on the open market. The lowest possible price
Very Expensive 24 2 weeks category is expensive. On a failed check, halfway through the
Luxury 29 1 month process, you realize that you have to to go back to the
Super Luxury 29 1 month per 10,000ed drawing board and start over.
Specialty: Field Service Once invented, you (or another tech who you show the
blueprints to) can make the item using Fabrication or Upgrade
Your familiarity with technology makes you a valuable asset Expertise. Nobody will give your invention a second thought
on any job, especially when something breaks down in the before you have a working prototype. Of course, that's when
field. You add your rank in this specialty to Basic Tech, Cyber- they'll try to steal it. Don't bother with the courts.
tech, Electronics/Security Tech, Weaponstech, Land, Sea, or
Air Vehicle Tech checks not covered by another specialty. This ability can result in more game imbalance than any
other. The GM might need to retroactively change the way
Instead of attempting a lengthy full repair, you can opt to your invention operates several times before finding a version
temporarily repair an item to perfect condition as an action that works and doesn't negatively impact game balance.
(with full SP and HP, if applicable). You add your rank in this
specialty to the check. This jury-rigging holds for 10 minutes Tech Starting Outfit
for each rank you have in this specialty, after which the item
returns to its previous state, and must then be fully repaired. Cyberware (12 Humanity Loss)
Specialty: Upgrades Cybereye, MicroOptics, Skinwatch, Tool Hand
You can improve an item in one of the following ways. An item Weapons & Armor
can only benefit from one upgrade granted by this specialty.
Shotgun or Assault Rifle, Basic Shotgun Shell, Ammunition
Lower the humanity loss of non-borgware cyberware by 1d6, x100 or Basic, Rifle Ammunition x100, Flashbang Grenade,
if its typical humanity loss would be 2d6 or greater. Light Armorjack Body Armor, Light Armorjack Head Armor
Increase the number slots of a type an item already has for
options, attachments, programs/hardware, etc. by one. Gear
Simplify an item, halving the time it takes to fully repair.
Grant a typically non-concealable one-handed weapon, the Agent, Anti-Smog Breathing Mask, Disposable Cell Phone,
ability to be concealed. Duct Tape x5, Flashlight, Road Flare x6, Tech Bag
Increase an Average quality weapon to Excellent quality.
Add a weapon attachment slot to an exotic weapon. Fashion
Modify an exotic weapon to fire one variety of non-basic
ammunition of its type. Generic Chic: Bottoms x8, Tops x10
Increase an item's SP by 1, but only if it already had an SP. Leisurewear: Footwear x2
Install a vehicle upgrade that requires a nomad rank of 1.
Install an upgrade created using the invention specialty. This Medtech
requires materials of a value and price category assigned by
the GM when it was invented, which are consumed when You're an artist, and the human body is your canvas. You've
installing the upgrade. On a failed check, you realize halfway got the best tools and know how to use them. If you're lucky,
through the process that you'll have to start over again from you attended one of the real med schools scattered around
scratch, but the materials and item are both undamaged. the wreck of the old USA. After the war, military hospitals
everywhere needed helping hands to hold down screaming
Specialty: Fabrication patients and splice their cyberware back together. Maybe you
learned that way.
You can fabricate an existing item, or one designed using the
invention specialty. This requires materials one price category And there's always an old ripperdoc or two out there who
lower than the item being fabricated—except for super luxury hearkens back to that old science fiction story called "The
items, which require materials equal to half their price. Bladerunner"—not the flatscreen vid—the even older book
about renegade doctors who performed illegal street surgery.
On a failed check, you realize halfway through the process Maybe one of those guys trained you.
that you will have to start over again from scratch, but the
materials are undamaged and can be reused. Maybe that's where you are right now, patching up the
wounded, mending the sick, and keeping the locals alive. For
love, commitment, or maybe a just a fat payday on the side.
Rank 2
You become a registered cryo-technician and gain unlimited
24/7 access to one cryotank at a time, at any cryotank facility
operated by certified corporations and government agencies.
This more advanced cryosystem can keep a person in stasis
indefinitely, and also accellerates the natural healing process.
Rank 3
You gain one cryotank, installed in a room of your choosing.
Rank 4
You gain two more cryotanks, installed in the same room as
the first cryotank. Your cryopump also now has two charges,
and its capacity is increased to two people.
Rank 5
You gain three more cryotanks, installed in the same room as
the first three cryotanks. Your cryopump also now has three
charges, and its capacity is increased to three people.
If you're real lucky, you've scored a berth in a Trauma Team Specialty: Pharmaceuticals
franchise—groups of licensed paramedicals who patrol the
city looking for patients. You operate from an AV-4 Urban You can only put a maximum of 5 points into this specialty.
Assault Vehicle, repurposed into an ambulance configuration, For each point you put into this specialty, you also gain one
and armed with a belly-mounted minigun. It's the best of the point in the Medical Tech skill (up to a maximum of 10), and
best—Trauma Team charges preem subscription fees to save access to a template for one of the drugs listed below, which
its clients, and that translates into new medical toys, faster AV you can try and synthesize with a DV13 Medical Tech check.
ambulances, and hefty salaries for the best surgeons around. This takes 1 hour, and if you are successful, you turn 200ed
worth of raw materials into a number of doses equal to your
It doesn't matter how you got there. What matters is you're Medical Tech skill. If you fail, the materials are all wasted.
on the street, doing the job.
You can't synthesize street drugs with this specialty, and
unlike using street drugs, only a specialist medtech is able to
calculate the precise dosages to use pharmaceuticals safely.
Antibiotic
Targets who have already started the natural healing process,
regain an extra 2 hit points every day, for seven days. Only a
single dose is effective at a time.
Rapidetox
Targets who are affected by drugs, poison, or intoxicants, are
immediately purged of all the effects of those substances.
Ability: Medicine Speedheal
You can keep people alive who should be dead—using your Targets who are not mortally wounded, immediately heal for a
knowledge, tools, and training. You are as much mechanic as number of hit points equal to their combined BODY and WILL.
doctor, often caring for people who are more machine than Only a single dose is effective per day.
human. Each time you increase your medicine rank by one
point, you also gain one point in a specialty of your choice. Stim
Specialty: Cryosystem Operation Targets ignore all the penalties from being seriously wounded,
for one hour. Only a single dose is effective at a time.
You can only put a maximum of 5 points into this specialty.
For each point you put into this specialty, you also gain one Surge
point in the Medical Tech skill (up to a maximum of 10). Each
rank in this speciality also grants you an additional benefit. Targets can function without sleep, unimpaired, for 24 hours.
Only a single dose is effective per week.
Rank 1
Specialty: Surgery
You gain one cryopump, which you can use to place people
into metabolic stasis. They remain in this state for up to one For each point you put into this specialty, you gain two points
week, during which time they do not make death saves. in the Surgery skill (up to a maximum of 10), which is used to
treat severe critical injuries, and to implant some cyberware.
Medtech Starting Outfit Rumor Information PA
Cyberware (12 Humanity Loss) Vague The bare minimum required to start hunting 7 13
Rumor down the supposed truth at the core of it.
Biomonitor, Cybereye, Nasal Filters or Toxin Binders,
TeleOptics Typical Enough to know where to investigate next. A 9 15
Rumor passing glimpse at the supposed truth.
Weapons & Armor
Substantial Something concrete that is directly beneficial, 11 17
Shotgun or Assault Rifle, Basic Shotgun Shell, Ammunition Rumor like names, places, and times.
x100 or Basic Rifle Ammunition x100, Incendiary Shotgun
Shell, Ammunition x10 or Incendiary Rifle Ammunition x10, Detailed If verified, evidence you can use in a story 13 21
Smoke Grenade x2, Light Armorjack, Body Armor, Light Rumor about the supposed truth at the core of it.
Armorjack Head Armor, Bulletproof Shield
You can uncover the same rumors by hitting the street and
Gear using your information gathering skills (like Library Search,
Conversation, or Interrogation). When actively searching for a
Agent, Airhypo, Handcuffs, Flashlight, Glow Paint, Medtech rumor like this, you roll against the DV on the (A)ctive column:
Bag
(appropriate STAT + relevant skill) + 1d10
Fashion
Rumors, by definition, are often untrue, and are never the full
Generic Chic: Jacket x3, Leisurewear: Footwear, Bottoms x3, story. Finding out the is your job, but remember; some threads
Top x5 are dangerous to pull.
Media Publishing Stories or Scoops
They're bending the truth out there, and you're going to stop Access/Sources: People you can reasonably get in touch
them—someone has to do it! The corporations used to rule with/interview or otherwise gain information from.
the world. They dumped toxics, destabilized economies, and
committed murder with impunity. The governments back then Audience: How many people you can reach.
couldn't even stop them—hell, they owned the governments. Believability: How well your story or exposé goes over with
But then the war came and stripped away the facade, let
everyone know exactly what had been going on. And it was your audience. You need to beat this DV when you publish
the medias who made sure we all knew the score. a story, or any time you want to find out if someone believes
your story. If the story contains even one piece of verifiable
That's you. You've got a vidlink and press pass, and you're evidence that is easily understood by the masses, you have
not afraid to use them. You're a city-wide figure, seen nightly +1. If it contains more than 4 such bits of evidence, you
all over the data pool. It's not like the old days, when you had have +3. LUCK can't be spent on a credibility check.
a major mediacorp behind you; this time, you've gotta depend Impact: How much change any individual story or revelation
on your fans, your contacts, and your own reputation. you publish can bring about. For example, a story about an
unfair economic practice at Rank 1 might only get a few
But it's harder for these new corps to make you disappear. local bosses to change their practices. But at higher ranks,
So when you dig down for the dirt and slime corrupt officials your exposé may cause entire Megacorps to fall. Your GM
and corporate lapdogs try to cover up, you can dig deep. The will handle this. Once you publish you cannot publish on the
next morning, you put the details of their crimes all over the same topic again, until you uncover new information.
screamsheets and vidscreens.
The bad guys have tried to flatline you three or four times—
that's why your backup's a crack solo, and you have one of
the top ‘runners in the city digging through NET architectures
to back your stories. You have to be good, or else.
Your ‘runner's just phoned in with a hot lead. You grab your
gear and flag your backup. You're going to nail the bastards.
This time, for sure.
Ability: Credibility
You can not only convince an audience of the truth of what
you publish, but also gain a larger audience the more credible
you are. You also have greater levels of access to sources
and information; you are always in the know with your ear to
the ground, to pick up on rumors and information passively.
Rumors
Assuming you aren't entirely off-grid, at least twice per week
the GM will secretly roll (your credibility rank) + 1d10. If the
check beats any of the DVs on the rumor table's (P)assive
column, the GM will clue you in on what rumour you hear.
Rank 1 and 2 Rank 9
Access/Sources: Local neighborhood leaders, bosses, and Access/Sources: Divisional corp heads, state politicos, well
gang lords. known celebrities
Audience: You are known to the local neighborhood. Audience: You are known across the country, but not by
Believability: 2 everyone. If they've seen you, chances are it was on a
Impact: Small, incremental change. Small-time bad guys are national newsfeed.
scared and may change their ways a little. Believability: 6
Impact: Things change over a major area like a whole nation.
Rank 3 and 4
Large corporations or local governments may be toppled.
Access/Sources: City gang bosses, minor politicians, corp Laws may be passed that affect people at a national level.
execs, well known neighborhood personalities.
Rank 10
Audience: You're well known as a contributor on the local
screamsheet or Data Pool. Access/Sources: Major world leaders, major corporation
heads, world-famous celebrities.
Believability: 3
Impact: Direct effect; local small-time bad guys get arrested Audience: You are known worldwide. People stop you for
autographs and people in high places use you to leak
or thrown out of power, justice gets served. important stuff.
Rank 5 and 6 Believability: 7
Impact: Major changes sweep the world. Megacorps and
Access/Sources: Major city players, city politicos, local
celebrities. powerful governments may fall or be overthrown. Global
laws may be established. Millions will be affected.
Audience: Your stuff goes Citywide. You're a regular
columnist or contributor to local screamsheets or TV. Media Starting Outfit
Believability: 4 Cyberware (10 Humanity Loss)
Impact: Things change all over the City. Higher-level bad
Amplified Hearing or Voice Stress Analyzer, Cyberaudio Suite,
guys may be jailed or thrown out of power. Local laws may Light Tattoo
even get passed.
Equipment
Rank 7 and 8
Heavy Pistol or Very Heavy Pistol, Basic H Pistol Ammunition
Access/Sources: Local corp presidents, mayor or city x50 or Basic VH Pistol Ammunition x50, Light Armorjack Body
managers, city celebrities. Armor, Light Armorjack Head Armor
Audience: You are a minor statewide celeb in your own right. Gear
Believability: 5
Impact: Things change over several cities. Mid-level Agent, Audio Recorder, Binoculars, Disposable Cellphone x2
or Grapple Gun, Flashlight, Computer, Radio Scanner/Music
corporations or governments may be thrown out of power. Player, Scrambler/Descrambler, Video Camera
Laws may be passed that affect people in several cities.
Fashion
Generic Chic: Footwear, Bottoms, Top, Leisurewear: Jacket,
Urbanflash: Mirrorshades
Exec
In the old days, you would have been a hard-driven, fast-track
MBA on your way up the corporate ladder. Sure, it was selling
your soul to the company, but face it: the corporations ruled
the world. They controlled governments, markets, nations,
armies, you name it. And you knew that whoever controlled
the corporations controlled the world.
But things changed when the largest megacorps got into a
war that was the equal of anything the national governments
could have thrown down. Your life as a junior executive is
anything but easy. There are those underneath you who'd kill
for a shot at your job. Literally. Just as there are those over
you who'd kill to keep you out of their jobs. Literally.
And they're really not kidding about the killing. Every up-
and-comer in the corporation has their own team of solos and
netrunners to cover important pet projects. Last week, you led
a team of solos, netrunners, and techs on a headhunting run
to "extract" a researcher from a rival company.
You told yourself you joined the corporation to make it a better If their loyalty drops to 0, they might even betray you to
place—"work from the inside", you said—just until you could your enemies. Team members with a loyalty of 0 or lower at
start your own corporation that would be a little more honest. the end of a game session, will always complain to HR and
But now you're not so sure. Your ideals are getting tarnished receive a transfer, or just quit, depending on HR's whims.
and things are looking pretty bleak...
Obviously, you want to try and inspire loyalty in your team.
But you can't worry about ethics now. You've got a report Loyalty caps at a maximum of 10 between game sessions,
due in an hour, and it looks like that gonk in sales is planning but during a game session, there is no loyalty limit.
to ice your database for good. You're gonna ice him first!
Ways to Increase Loyalty Gain
Ability: Teamwork +1
Example +4
You can build a team whose members help you accomplish Compliment their work +4
your goals—legal or not and morale permitting. Members of Give them a bonus or other perk of at least 200ed +6
your team will have a public job description (like secretary or Support them against management +6
driver) but also covert roles (such as netrunner, bodyguard, or Give them a 20% cut of your earnings for a job +8
assassin). Plus you get free housing and nice set of clothes! Give them paid time off for an entire game session
Risk physical harm for them
Signing Bonus
Ways to Lose Loyalty Loss
At rank 1, you are given a businesswear suit, comprising of a
jacket, top, bottom, and footwear. It identifies you as an active Example
member of the corporate elite.
Gain no loyalty with them during an entire game session -1
Corporate Housing
Berate or them or their work -2
At rank 2, you get access to one of your company's Corporate
Conapts. At rank 7, your housing is upgraded to a Beaverville Ignore their contribution to a job -4
House in the executive zone. Then, ultimately, at rank 10, it is
dramatically improved to a Beaverville McMansion in the Forget their birthday -5
executive zone, or a Luxury Penthouse in the corporate zone.
Fail to come through with a promised bonus or perk -6
While you remain employed by the corporation, you can live
in your corporate housing without paying any rent or fees, but Throw them under the bus to management -6
still have to pay for your own lifestyle expenses each month. If
you join another corporation, your new employer will usually Abandon them under fire -8
offer the same level of housing, and even cover the cost of
moving all your stuff to the new property. Losing Team Members
Corporate Health Insurance If you lose a team member, HR will automatically repossess
their equipment and send you a replacement in the next game
At rank 6, you are given Trauma Team Silver coverage, paid session. This costs 200ed in "hiring fees" (bribes) to HR.
for monthly by your company. At rank 8, your corporation will
upgrade you to the Trauma Team Executive package. If you New Team Members
join another corporation, your new employer will usually offer Job Descriptions
to pay for the same level of health insurance coverage.
You decide their role on the team, and can also pick a "cover
Team Members job" for them. You might not want everyone to know you've
got a covert ops specialist or netrunner on your payroll.
At rank 3, your company assigns one junior employee to work
for you, as a member of your team. At rank 5, and then again Generating STATs
at rank 9, you are assigned another additional team member.
Roll 1d6 and read across the corresponding row, recording
You tell company HR which job position you need filled, each STAT, and then derive their HP, Mortally Wounded, and
then roll on the table below, to determine the STATs of the Death Save values. You do not need to lower their EMP due
person that HR sends over to you. While constructed like to Humanity Loss from any cyberware. It's already factored in.
player characters, your team members differ in a few ways:
Skills, Cyberware, and Gear
Their skills are linked to your exec rank, and do not improve.
They are controlled by the GM, and their willingness to follow Their skills, cyberware, and gear. These standard packages
your orders depends on their current loyalty to you. are provided by the company, and the skills and equipment
They can only wear light armorjack armor. Company policy! they are willing to allocate, are based on your Exec rank.
Loyalty Starting Loyalty
While you are their boss, team members are not just mindless If they are a replacement for a lost team member, their loyalty
drones. Whenever you give a questionable order to member is always 1. They heard about what happened to the last guy!
of your team, the GM must roll under their current loyalty on Otherwise roll 1d6+1 to determine their initial loyalty to you.
1d6. On failure, they could refuse, or botch the assignment.
Company Bodyguard Skills at +4: Brawling, Endurance, Evasion, Land Vehicle
Tech, Pilot Air Vehicle, Pilot Sea Vehicle, Sea Vehicle Tech,
# INT REF DEX TECH COOL WILL MOVE BODY EMP Stealth, Tracking
13 7 7 4 7 6 4 8 4 Skills at +6: Drive Land Vehicle, Handgun
25 8 6 2 7 8 4 8 2 Cyberware: Radar/Sonar Implant, Cyberaudio Suite, Internal
34 8 5 3 7 8 6 6 3
44 7 8 4 7 7 4 7 2 Agent, Homing Tracer, Radar Detector
53 8 5 2 8 7 4 6 7 Gear: Light Armorjack Body Armor, Very Heavy Pistol,
65 7 7 2 7 6 5 7 4
Compact Groundcar with Seating Upgrade, Basic VH Pistol
Cover Jobs: Escort, Personal Trainer Ammo x50
True Job: To protect you in dangerous situations.
Skills at +2: Concentration, Conversation, Education, First Company Netrunner
Aid, Human Perception, Language (Streetslang), Local # INT REF DEX TECH COOL WILL MOVE BODY EMP
Expert (Your Home), Persuasion, Stealth
Skills at +4: Athletics, Evasion, Interrogation, Perception, 16 7 8 7 5 4 5 5 3
Resist Torture/Drugs, Tactics 27 8 4 6 8 3 4 6 4
Skills at +6: Handgun, Brawling 35 6 8 8 6 6 4 4 3
Cyberware: Enhanced Antibodies, Subdermal Armor, 47 8 5 6 4 4 6 5 5
Cyberaudio Suite, Internal Agent, Homing Tracer 55 8 8 5 5 3 6 4 6
Gear: Agent, Light Armorjack Body Armor, Very Heavy Pistol, 68 7 6 6 4 7 4 4 4
Basic VH Pistol Ammo x50
Cover Jobs: I.T. Engineer, Research Specialist
Company Covert Operative True Job: Netrunning and information gathering.
Skills at +2: Interface (Netrunner Role Ability), Athletics,
# INT REF DEX TECH COOL WILL MOVE BODY EMP
Brawling, Concentration, Conversation, Evasion, First Aid,
14 8 5 4 6 8 5 7 3 Human Perception, Language (Streetslang), Local Expert
23 8 6 2 8 6 6 6 5 (Your Home), Perception, Persuasion
36 7 5 5 7 6 3 7 4 Skills at +4: Basic Tech, Cryptography, Cybertech,
45 6 5 3 6 8 7 6 4 Education, Electronics/Security Tech, Forgery, Library
53 8 4 4 8 7 4 8 4 Search, Handgun, Stealth
65 8 3 7 7 8 3 6 3 Cyberware: Neural Link, Chipware Socket, Pain Editor,
Interface Plugs, Cybereyes with Virtuality
Cover Jobs: Personal Assistant, Stylist Gear: Agent, Light Armorjack Body Armor, Cyberdeck (7
True Job: Keeping you from getting your hands dirty. slots: Sword, Sword, Killer, Worm, Worm, Armor), Very
Skills at +2: Athletics, Brawling, Concentration, Heavy Pistol, Basic VH Pistol Ammo x50
Conversation, Education, First Aid, Language (Streetslang), Company Technician
Local Expert (Your Home), Perception, Persuasion
Skills at +4: Bribery, Bureaucracy, Business, Evasion, # INT REF DEX TECH COOL WILL MOVE BODY EMP
Human Perception, Pick Lock, Streetwise, Trading,
Wardrobe & Style 18 8 5 7 3 4 4 5 6
Skills at +6: Handgun, Stealth 28 7 6 8 3 5 5 4 4
Cyberware: Cybereyes with paired Low Light/Infrared/UV, 38 6 5 8 4 3 3 7 6
Color Shift, Cyberarm with Grapple Hand, Popup Ranged 48 8 5 7 4 4 4 5 5
Weapon (Very Heavy Pistol), Realskinn™ Covering 57 7 3 7 5 3 6 6 3
Gear: Agent, Light Armorjack Body Armor, Very Heavy Pistol, 67 8 5 8 6 3 3 5 5
Basic VH Pistol Ammo x50
Cover Jobs: I.T. Engineer, Intern
Company Driver True Job: Repairs your team's gear and weapons.
Skills at +2: Athletics, Brawling, Concentration,
# INT REF DEX TECH COOL WILL MOVE BODY EMP
Conversation, Evasion, First Aid, Human Perception,
15 8 6 4 6 5 6 5 5 Language (Streetslang), Local Expert (Your Home),
25 7 7 5 5 7 4 7 3 Perception, Persuasion, Stealth
36 8 8 4 7 4 5 6 2 Skills at +4: Education, Handgun, Weaponstech
48 7 4 5 4 7 5 6 4 Skills at +6: Basic Tech, Cybertech, Electronics/Security
57 8 3 5 7 6 4 6 4 Tech
66 8 6 6 8 5 3 5 3 Cyberware: Tool Hand, Cyberaudio Suite, Internal Agent,
Bug Detector, Audio Recorder
Cover Jobs: Valet, Personal Driver Gear: Light Armorjack Body Armor, Very Heavy Pistol, Basic
True Job: Drives, pilots, and maintains your team's vehicles. VH Pistol Ammo x50
Skills at +2: Athletics, Concentration, Conversation,
Education, First Aid, Human Perception, Language
(Streetslang), Local Expert (Your Home), Perception,
Persuasion
Exec Starting Outfit When in danger, you can call on backup from a group of
your rank or lower. As an action, you can attempt to roll your
Cyberware (12 Humanity Loss) rank or lower on a d10, to get someone to respond to your
call. If you abuse this, your boss will throw you off the force or
Biomonitor or Tech Hair, Cyberaudio Suite, Internal Agent, fine you as they see fit.
Toxin Binders or Nasal Filters
If someone responds to your call, roll a d6 to find out how
Equipment many rounds it takes for your backup to arrive on the scene. If
you roll a 6, instead of your typical backup, the backup that
Assault Rifle or Shotgun, Heavy Pistol, Basic Rifle arrives will be of the next highest level of backup—unless you
Ammunition, x100 or Basic Shotgun Shell, Ammunition x100 are Rank 10, in which case two separate backup groups will
or Basic Slug Ammunition x100, Basic H Pistol Ammunition arrive. If nobody responds to your call, you can always try and
x30, Bulletproof Shield or Smoke, Grenade x2, Light call for backup again next turn.
Armorjack Body Armor, Light Armorjack Head Armor
Gear Backup Ranks
Radio Communicator x4, Scrambler/Descrambler Combat Number: Add a d10 roll to this value when they
make attacks, use skills, etc. Backup cannot dodge bullets.
Fashion
SP: The stopping power of their body and head armor.
Businesswear: Footwear, Jacket, Bottoms, Mirrorshades, Top, HP: The number of Hit Points they each have.
Jewelry x2 MOVE & BODY: For anything that references their MOVE or
BODY (like movement and death saves).
Lawman Rank 1 and 2
Before the war, people used to just shoot at cops. Now you're Corporate Security: Four local renta-cops arrive on foot.
lucky if you only take a slug. The street is mean these days,
filled with new drugs, new gangs, and new weapons which Each one is carrying a heavy pistol and wearing kevlar.
make a Minami-10 look like a kid's toy. But even so, you're out
there doing what you can to protect and serve. Combat Number SP HP MOVE & BODY
There used to be a large city force, but most of the NCPD 8 7 20 4
old guard have been thrown out to keep what peace they can
on their own. Those who remain still take the badge seriously;
they work to keep people safe and make some kind of stand
against chaos. Even if you'd rather just walk a beat, you're
carrying high-caliber weapons and wearing a kevlar vest—
and often you're still outgunned and outflanked.
Half the gangs were cybered up with super speed, amped
reflexes, darkvision, carried weapons in their arms... and that
was before the war and the fall of Arasaka dropped a ton of
milspec cybertech into the night markets.
The other half of the players on the street are the freelance
corporate mercs; recruited for corpo armies during the war,
then disbanded by the New United States. Now they're goon
squads you're trying to keep under control too. Every night is
a new firefight and another opportunity for a messy death.
Maybe you draw a Psycho Squad berth and get the job of
hunting down heavily armed and armored cyborgs who've
flipped out. A cyberpsycho can walk through machine gun fire
and not even feel it, so a lot of the Psycho Squad become a
bit crazy themselves; they load up with boosted reflexes, get
some monstrously huge guns, and go hunt the cyborgs solo.
But you're not that crazy. Yet.
Ability: Backup
You can call upon the help of a group of fellow officers, based
on your rank and the conditions under which you make the
call. The backup is armed and armored based on your rank.
As you increase in rank, you are likely to be promoted
within your law enforcement organization, or recruited by law
enforcement agencies that you can call on for backup from.
Rank 3 and 4 Gear
Local Beat Cops: Four local cops arrive in a pair of compact Agent, Flashlight, Handcuffs x2, Radio Communicator, Road
groundcars. They each have a heavy pistol and wear kevlar. Flare x10
Combat Number SP HP MOVE & BODY Fashion
10 7 25 5
Generic Chic: Jacket, Bottoms, x2, Top x3, Leisurewear:
Rank 5 to 7 Footwear x2, Jacket x2, Bottoms x2, Mirrorshades, Top x2
Sheriff's Department: Two "County Mounties" arrive in a Fixer
high performance groundcar. They both have heavy pistols You realized fast that you weren't going to get a corporate job
or be a solo, but you always had a knack for figuring out what
and assault rifles, and are wearing heavy armorjack. other people wanted and how to get it for them. For a price.
Now your deals have moved past the nickel-and-dime stuff
Combat Number SP HP MOVE & BODY into the big time.
14 13 35 4 Maybe you move illegal weapons over the border. Or resell
stolen medical supplies. Perhaps you're a skill broker acting
Rank 8 as an agent for solos and runners, or even hiring a whole
nomad pack to back a client's contracts.
Recovery Zone Marshal: Like marshals of the Old West,
You buy and sell favors like an old-style mafia godfather.
these lone lawmen patrol the recovery zones and new cities. You have connections into all kinds of businesses, deals, and
political groups. You use your contacts and allies as part of a
One arrives on a superbike, carrying a very heavy pistol, an vast web of intrigue and coercion.
assault rifle, a grenade launcher, and wearing flak armor. If there's a hot new nightclub in the city, you've bought into
it. If there are military weapons on the street, you smuggled
Combat Number SP HP MOVE & BODY ‘em in. If there's a faction war going down, you're negotiating
between sides with an eye on the main chance.
16 15 50 6
But you're not all about the eddies. If someone needs to get
Rank 9 the heat off, you'll hide them. You find housing when there
isn't any, and bring in food when the streets are blockaded.
C-SWAT: Two heavy hitters from the Psycho Squad arrive
Maybe you do it because you know they'll owe you later, or
from the air, in an AV-4. They both carry an assault rifle and maybe not. You're one part Robin Hood and two parts Al
Capone. In the past, they would have called you a crime lord.
rocket launcher, and are wearing metalgear. But this is the fragmented, deadly Time of the Red, and on the
street, they call you a fixer.
Combat Number SP HP MOVE & BODY
Ability: Operator
15 18 35 4
You know how to find things on the black market, and are
Rank 10 adept at navigating the complex social customs of the street,
where hundreds of cultures and economic levels collide.
National Law Enforcement / Interpol / FBI / Netwatch:
Operating under the jurisdiction of a national government or You maintain a vast web of contacts and clients who you
international law enforcement group, a pair of agents arrive in can reach out to for goods, favors, or information. You can
an AV-4. They are outfitted with very heavy pistols, assault also source desirable resources and make favorable deals.
rifles, and are wearing light armorjack.
Contacts: Who you can reach out to for goods, favors, or
Unlike other forms of backup, these two will stick around information. You still have to pay for these, of course.
after the conflict ends, and assist in investigating the scene.
They won't travel with you on a day-to-day basis, but after the Reach: The highest price category of items you can always
first time they are called, the same agents (or replacements) source, and if you can use your influence to gather other
will always respond to calls for backup which are connected to fixers into creating a night market, which makes all price
the initial call, until the "case" is closed. categories of items available to you for a short time.
Additionally, these special agents can use their combat Grease: Your ability to blend in to the many cultures on and
number for the Accounting, Acting, Conceal/Reveal Object, off the street; to know the language, social codes, and
Criminology, Cryptography, Deduction, Education, Forgery, status marks for each group.
Interrogation, Paramedic, Perception, Personal Grooming,
Resist Torture/ Drugs, Stealth, and Tracking skills. Haggle: Your ability to strike a deal. If you succeed, you can
make one deal of your rank or lower. You can only make
Combat Number SP HP MOVE & BODY one deal per transaction. Both negotiators roll:
14 11 35 6 (COOL + trading skill + fixer rank) + 1d10
Lawman Starting Outfit
Cyberware (10 Humanity Loss)
Hidden Holster, Subdermal Pocket
Equipment
Very Heavy Pistol, Basic VH Pistol Ammunition x50, Light
Armorjack Body Armor, Light Armorjack Head Armor
Ranks 1 and 2 Rank 9
Contacts & Clients: Local honchos, gang lords, local Contacts & Clients: Divisional corp heads, state or city
neighborhood leaders. zone politicos, well known celebrities.
Reach: You can always source cheap and everyday items on Reach: You can always source luxury items on a piece by
a piece by piece basis, even when otherwise unavailable. piece basis, even when otherwise unavailable. When you
set up a night market, you can also set up the "midnight
Haggle: If successful, you negotiate a 10% price difference. market"—a gathering of leaders in the criminal underworld.
Grease: You are familiar with the cultural ins-and-outs of your
Haggle: If successful, you negotiate a 20% price difference.
immediate neighborhood, including all the local gangs. Grease: You blend in perfectly with all of the many cultures in
Ranks 3 and 4 your area, and with corporate and governmental agencies.
Contacts & Clients: City gang honchos, minor politicians, Rank 10
corp execs, well known people in the neighborhood.
Contacts & Clients: Major world leaders, major Corporation
Reach: You can always source expensive items on a piece heads, world-famous celebrities.
by piece basis, even when otherwise unavailable.
Reach: You can always source super luxury items for clients
Haggle: If successful, when you buy five or more of the same piece basis, even when otherwise unavailable.
item, you can get one an extra one thrown in for free.
Haggle: If successful, you can negotiate double the pay per
Grease: You get along well in 1 other culture in your area, person for a dangerous job.
and gain 4 points in a language from that culture.
Grease: You can blend in seamlessly with almost any group,
Ranks 5 and 6 including highly specialized or "tight" groups such as secret
societies, cults, or exclusive membership groups.
Contacts & Clients: Major city players, city politicos,
neighborhood celebrities. Fixer Starting Outfit
Reach: Once each month, working with other fixers of your Cyberware (16 Humanity Loss)
rank, you can set up a night market. While at a night market
you organised, you can always source super luxury items. Cyberaudio Suite, Internal Agent, Subdermal Pocket, Voice
Stress Analyzer or Amplified Hearing
Haggle: If successful, you can negotiate an increase in the
payout for a job, by an additional 20%. Equipment
Grease: You get along perfectly in 2 more cultures (3 total) in Heavy Pistol or Very Heavy Pistol, Heavy Pistol or Very Heavy
your area, and gain 4 points in a language from each. Pistol, Light Melee Weapon, Basic H Pistol Ammunition x100
or Basic VH Pistol Ammunition x100, Light Armorjack Body
Ranks 7 and 8 Armor, Light Armorjack Head Armor
Contacts & Clients: Local corp president, mayor or city Gear
manager, local celebrities.
Agent, Bug Detector, Computer, Disposable Phone x2
Reach: You can always source very expensive items on a
piece by piece basis, even when otherwise unavailable. Fashion
Haggle: If successful, when buying a luxury or super luxury Generic Chic: Contacts, Jewelry, Leisurewear: Mirrorshades,
item, you can pay half now and half in one month. But if you Urbanflash: Footwear, Jacket, Bottoms, Top
don't pay the second half on time, your reputation is at risk.
Grease: You blend in perfectly with 3 more cultures (6 total)
in your area, and gain 4 points in a language from each.
Nomad Ability: Moto
Years ago, the corporations drove your family off their land. The difference between most people and nomads is that you
They just rolled in, took over, and put rent-a-cops all over the have better cars. Thanks to being around vehicles since birth,
place. Before the war you were loners, homeless, until you you are able to drive any type of vehicle with tremendous skill.
created a nomad pack of nearly two-hundred members.
Vehicle Familiarity
Back then, your pack was crammed into a ragtag fleet of
cars, vans, buses, and RVs roaming the freeways looking for Being part of a nomad family means spending your life in the
supplies, odd jobs, and spare parts in a fragmented world. driver's seat and under the hood, improving your driving skill
and vehicle knowledge enough to get by on familiarity alone,
The pack was your home, it had teachers, medtechs, or with training to pull off impressive feats with ease.
leaders, and mechanics—a virtual town on wheels in which
everyone was related by marriage or kinship. You add your moto rank to any skill checks you make for:
Drive Land Vehicle, Pilot Air Vehicle, Pilot Sea Vehicle, Air
But in the Time of the Red, your pack has evolved. Your Vehicle Tech, Land Vehicle Tech, or Sea Vehicle Tech.
knowledge of roadcraft—how to get between the safezones
over the savage highways—has made you the masters of Family Motorpool
transporting people, supplies, and materials to a world that
desperately needs them. Each time you increase your moto rank by one point, you can
either add a stock vehicle (with minimum specs, of your moto
Your cousins on the open seas have taken over the huge rank or lower) to the pool of vehicles you are allowed to use,
container ships and turned them into convoys that keep or instead, upgrade one of vehicles you are already allowed to
civilization running. Your deltajock famboys keep the supply use, with a single upgrade of your moto rank or lower.
lines to the orbital highriders open. If it has to get somewhere
and get there safely, nomads get the job done. Family Vehicles Vehicle
Your vehicles are well-armored and bristling with stolen Rank
weapons. Every kid knows how to use a rifle, and everyone
packs a knife. Like modern-day cowboys, you ride the hard 1 to 4 Compact Groundcar, Gyrocopter, Jetski, Roadbike
trail. You've got a gun, a bike, and your family, and that's all
you need. You're a nomad.
5 to 6 Helicopter, High Performance Groundcar, Speedboat
7 to 8 AV-4, Cabin Cruiser, Superbike
9 to 10 Aerozep, AV-9, Super Groundcar, Yacht
Repairing Vehicles
If any of your family vehicles are destroyed, the family will fully
repair them for you, but it will take one week. You will also be
expected to pay 500ed for this service—even family heads
pay—it's a way of saving face for damaging family property. It
might be waived if you are broke, but your reputation would
suffer. Daily repairs like bullet removal are your responsibility.
Family Leadership
Upon attaining rank 10, you are promoted to a leadership
position in your family, with all the responsibility that entails.
While leading by example, you can have all of your family
vehicles out at one time. Any future family vehicles you wish
to purchase are bought at market price, and all the upgrades
you desire can be bought for 1,000ed each.
Vehicle Upgrades
Unless stated otherwise, upgrades can only be installed once
per vehicle. These upgrades are also sometimes available at
a night market, at very expensive prices for rank 1 upgrades,
and at luxury prices for upgrades requiring a higher rank.
You can only have one of your family vehicles out at a time,
but you can call someone to come get your current vehicle
and swap it out with another. If your family are close by, the
vehicle can even be swapped out the following morning.
Vehicle Upgrade Rank Deployable Spike Strip
Armored Chassis 5
The driver can deploy one spike strip as an action. When it is
Bulletproof Glass 1 deployed, any closely trailing vehicle with tires must beat a
DV17 Drive Land Vehicle check or take 4d6 damage to the
Communications Center 1 vehicle's weak point—any damage that gets through it's SP is
doubled. Replacement spike strips are 10ed (cheap).
NOS 1
Onboard Flamethrower 1 Multiple upgrades increase the number of strips that can be
deployed before the mechanism needs to be reloaded, which
Onboard Machine Gun 1 can't happen while the vehicle is moving.
Seating Upgrade 1 Enhanced Interface Plug Integration
Security Upgrade 5 When using interface plugs to ride your bike, and you or a
Smuggling Upgrade 1 passenger on your bike, are targeted by an attack that you
could dodge or otherwise avoid on foot, you can attempt to
All Vehicles Except Bikes, Jetskis, and Gyrocopters — dodge or avoid the attack, as if you were on foot, but only if
your REF is also 8 or higher.
Heavy Chassis 1
Your choice to dodge becomes the chosen defense of any
Onboard Rocket Pod 5 passenger automatically. In the case of an explosive or other
area attack, the bike moves out of its range if you dodge.
Vehicle Heavy Weapon Mount 5
All Land and Sea Vehicles — Heavy Chassis
Onboard Melee Weapon 1 Adds 20 SDP to the vehicle. This doesn't affect the vehicle's
glass. A vehicle with this upgrade can tow up to 10 tons, and
All Land Vehicles — might have a large tow cable. This is a prerequisite upgrade
for some other heavy duty vehicle upgrades.
Hover Upgrade 5
AV-4 Engine Upgrade 7 Housing Capacity
Land and Sea Vehicles, Except Bikes and Jetskies — When installed in a Groundcar or AV-4, this upgrade adds a
sleeping area with 1 bed, a toilet, a shower, and a small
Combat Plow 1 kitchen, turning it into a Kombi. When installed in a Cabin
Cruiser, Yacht, or Aerozep, the upgrade instead adds one
All Bikes — room to the vehicle. Requires either a heavy chassis on a
Enhanced Interface Plug Integration 5 compact groundcar or a high performance groundcar.
All Groundcars — Hover Upgrade
Deployable Spike Strip 1 Install a series of powerful fans onto the base of the vehicle
that allow it to travel across the surface of the water at the
Aerozep, AV-4, Cabin Cruiser, Groundcar, or Yacht — speed of a Cabin Cruiser (10 MOVE or 15 MPH).
Housing Capacity 1 NOS
AV-4 Engine Upgrade Nitrous Oxide System: A burst of power when you need it.
When used as an action, you can take one additional move
Add a vectored thrust turbofan engine to the vehicle, allowing action to drive the vehicle. The tank captures nitrogen and
oxygen from the air to synthesize nitrous oxide on its own,
flight! The vehicle is controlled with the Pilot Air Vehicle skill taking 1 day to refill. Each additional upgrade adds one tank.
and handles like an AV-4 while it is in the air. Onboard Flamethrower
Armored Chassis Mounted on the front, either side, or the back of a vehicle. The
driver can fire it as an action. It can't be reloaded while
Armor the vehicle at SP13. Doesn't affect the vehicle's glass. driving, or easily removed from the vehicle, or have weapon
attachments fitted. Multiple upgrades can be installed.
Bulletproof Glass
Onboard Machine Gun
All glass on the vehicle is replaced with thin bulletproof glass
An assault rifle with 30 rounds that is only capable of Autofire,
(15 HP). If upgraded again, it becomes thick bulletproof glass mounted on the front of a vehicle. The driver can fire it as an
action. It can't be reloaded while driving, or easily removed
(30 HP). All the vehicle windows sustain damage individually. from the vehicle, or have weapon attachments fitted. Multiple
upgrades can be installed.
Combat Plow
Onboard Melee Weapon
Whenever you slam the front of the vehicle into a piece of
A very heavy melee weapon which is mounted on the front,
cover, another vehicle, or an unlucky pedestrian, your vehicle either side, or back of a vehicle. The driver can attack with it
as an action. It can't be easily removed from the vehicle.
doesn't take any damage and nobody in your vehicle suffers Multiple upgrades can be installed.
the Whiplash critical injury. If your vehicle was boosted by
NOS, any damage dealt by the plow is increased by 2d6.
Communications Center
An easily accessible touchscreen console with onboard agent
and discreet storage space loaded with convenient removable
tech: 6 Radio Communicators, 6 Scrambler/Descramblers, a
Radio Scanner/Music Player, a Homing Tracer with 6 button-
sized linked tracers, and an Audio Recorder.
Onboard Rocket Pod Nomad Starting Outfit
Requires: Heavy Chassis Cyberware (14 Humanity Loss)
A rocket launcher with a drum of three rockets, that you can Interface Plugs or Wolvers, Neural Link
mount on the front of a vehicle. The driver can fire it as an
action. It can't be reloaded while driving, easily removed from Equipment
the vehicle, or have weapon attachments fitted. Multiple
rocket pods can be installed. Heavy Pistol or Very Heavy Pistol, Basic H Pistol Ammunition
x100 or Basic VH Pistol Ammunition x100, Heavy Melee
Seating Upgrade Weapon or Heavy Pistol, Light Armorjack Body Armor, Light
Armorjack Head Armor
Add two seats to the vehicle. The extra seats can come in a
sidecar, which can be fully enclosed with the same glass as Gear
the rest of the vehicle, with side windows optional.
Agent, Anti-Smog Breathing Mask, Duct Tape, Flashlight,
Any seats in a vehicle with this upgrade can be rigged as Grapple Gun, Inflatable Bed & Sleep-Bag, Medtech Bag,
ejector seats, firing the contents of the seat 10m into the air Radio Communicator x2, Rope, Techtool, Tent and Camping
above the vehicle, through a trapdoor in the ceiling, if needed. Equipment
Typically, ejection seats are rigged with parachutes, but they
could always be removed. An ejected passenger struck by a Fashion
helicopter blade, for example, take damage from a very heavy
melee weapon. This upgrade can be installed multiple times Bohemian: Jewelry, Nomad Leathers: Top x4, Bottom x2,
on all vehicles except Bikes, Jetskis, and Gyrocopters. Footwear x2, Jacket, Hat
Lifepath
Security Upgrade A series of plot complications, meant to give your Cyberpunk
character an authentically "dark future" background. It covers
Replace all the locks on the vehicle with smart DNA locks, their cultural origins, family, friends, enemies, personal habits,
which can be set up to accept a thumbprint, iris scan, blood and key life events. If you roll anything you don't think fits with
sample, or any other biometric method. They can only be your character, feel free to reroll, or choose a different option.
unlocked by the biometric key or a DV 17 Electronics/Security
Tech check. A person within 2m of the vehicle who presents Cultural Origin
an inaccurate biometric key, or fails a check to open one of
the locks, is effectively hit in the body by a stun baton. The world of Cyberpunk is multicultural and multinational. You
either learn to deal with all kinds of people from all over the
Additionally, the vehicle gains a cloaking feature, allowing it fractured and chaotic world of the dark future, or you die the
to hide from anything below a DV17 Perception check, while it first time you look side-eye at the wrong person.
remains still. The cloaking system takes a minute to engage,
and operates by a coating of nanomachines on the surface of Everyone speaks streetslang—the pidgin that evolved to be
the vehicle, reprojecting video of its surroundings in real time. spoken by almost everyone in the Time of the Red. You start
with two points in that skill. You also speak another language
Smuggling Upgrade that you learned as a child. After you determine the general
cultural region you grew up in, choose one language from that
Adds two onboard hidden holsters (functionaly identical to the list. You begin with four points in that language skill.
cyberware of the same name) which provide the driver and
one passenger with an easily accessible concealed weapon, If you want your character to speak a language that isn't
and one large space hidden somewhere within the vehicle for listed, you can just choose that language instead.
smuggling purposes.
# Region Languages (pick one)
They can only be discovered with a DV17 Conceal/Reveal
Object check. This upgrade can be installed multiple times on 1 North Chinese, Cree, Creole, English,
all vehicles except Bikes, Jetskis, and Gyrocopters. American French, Navajo, Spanish
Vehicle Heavy Weapon Mount 2 South / Central Creole, English, German, Guarani, Mayan,
American Portuguese, Quechua, Spanish
Requires: Heavy Chassis
3 Western Dutch, English, French, German, Italian,
Transform one passenger seat into a swiveling mount for any European Norwegian, Portuguese, Spanish
two-handed ranged weapon. It can be fired by a passenger English, Finnish, Polish, Romanian,
using an action. The passenger can reload the weapon while 4 Eastern Russian, Ukrainian
the vehicle is in motion. The weapon can be easily removed European Arabic, Berber, English, Farsi,
or reinstalled as an action. French, Hebrew, Turkish
5 Middle Eastern /
The first time you fit this upgrade to one of your family North African Arabic, English, French, Hausa, Lingala,
vehicles, the family will include either a Tsunami Arms Helix, a Oromo, Portuguese, Swahili, Twi, Yoruba
Rhinemetall EMG-86 Railgun, or a Militech "Cowboy" U-56 6 Sub-Saharan
Grenade Launcher as a gift. If the vehicle has bulletproof African Bengali, Dari, English, Hindi,
glass, that now also protects the gunner. Multiple upgrades Nepali, Sinhalese, Tamil, Urdu
can be installed on Cabin Cruisers, Yachts, Aerozeps, and 7 South Arabic, Burmese, English, Filipino, Hindi,
Groundcars with the Housing Capacity upgrade installed. Asian Indonesian, Khmer, Malayan, Vietnamese
Cantonese Chinese, English, Japanese,
8 South East Korean, Mandarin Chinese, Mongolian
Asian English, French, Hawaiian, Maori,
9 East Pama-Nyungan, Tahitian
Asian
10 Oceania / Pacific
Islander
Personality Clothing, Style, and Affectation
# Personality # Personality What you look like is (to the street) a snapshot of who you
are. Your clothes, hairstyles and even personal touches can
1 Shy and secretive 6 Stable and serious determine how people will relate to you, for good or for bad—
an exec wearing a rainbow mohawk, and ritual scars probably
2 Rebellious, antisocial, and violent 7 Silly and fluff-headed isn't going to get that corporate promotion they wanted.
3 Arrogant, proud, and aloof 8 Sneaky and deceptive Your clothing style is more about the type of clothes, rather
than individual items. You could wear a tailored business suit
4 Moody, rash, and headstrong 9 Intellectual and detached jacket, a rawhide fringed nomad jacket, a high-tech urban
flash jacket, or even a torn and ripped leather jacket with gang
5 Picky, fussy, and nervous 10 Friendly and outgoing colors all over the back. Each one is functionally the same
item of clothing (jacket), but it is defined by the style.
Motivation and Relationships
# What You Value? How You Feel About People?
1 Money I stay neutral
2 Honor I stay neutral # Clothing Style
1 Generic Chic Standard, Colorful, Modular
3 Your word I like almost everyone 2 Leisurewear Comfort, Agility, Athleticism
3 Urban Flash Flashy, Technological, Streetwear
4 Honesty I hate almost everyone 4 Businesswear Leadership, Presence, Authority
5 High Fashion Exclusive, Designer, Couture
5 Knowledge People are tools—use them for your 6 Bohemian Folksy, Retro, Free-spirited
own goals then discard them 7 Bag Lady Chic Homeless, Ragged, Vagrant
8 Gang Colors Dangerous, Violent, Rebellious
6 Vengeance Every person is a valuable individual 9 Nomad Leathers
10 Asia Pop Western, Rugged, Tribal
7 Love People are obstacles to be Bright, Costume-like, Youthful
destroyed if they cross me
8 Power People are untrustworthy—
don't depend on anyone
9 Family Wipe ‘em all out and let the
cockroaches take over
10 Friendship People are wonderful!
# Most Valued Person? Most Valued Possession? # Hairstyle Affectation
1 A parent A weapon 1 Mohawk Tattoos
2 A brother or sister A tool 2 Long and ratty
3 A lover 3 Short and spiky Mirrorshades
4 A friend A piece of clothing 4 Wild and all over Ritual scars
5 Yourself A photograph 5 Bald Spiked gloves
6 A pet A book or diary 6 Striped Nose rings
7 A teacher or mentor A recording 7 Wild colors Piercings
8 A public figure 8 Neat and short Fingernail implants
9 A personal hero A musical instrument 9 Short and curly Spiked boots or heels
10 No one A piece of jewelry 10 Long and straight Fingerless gloves
A toy Contact lenses
A letter
Family Background Environment
Where did you come from? Were you born with a silver spoon How did you grow up? What kind of places did you and your
in your mouth, or were you using it to stab your brother—so sibs play in? Safe and calm? Crazy dangerous? Or massively
you could steal an extra bite of the dead rat you both found? oppressive? Maybe something happened, and you grew up in
a completely different environment to your family background.
# Background
1 Corporate Execs: Wealthy and powerful, with servants, luxury # Childhood Environment
1 Ran on the street, with no adult supervision
homes, and the best of everything. Private security made sure 2 Safe corp zone, walled off from the rest of the city
you were always safe. You went to a big private school. 3 Nomad pack moving from place to place
4 Nomad pack with roots in transport (ships, planes, caravans)
2 Corporate Managers: Well-to-do, with large homes, safe 5 Decaying, once upscale neighborhood, now
neighborhoods, and nice cars. Sometimes your family hired
servants. You had a mix of private and corporate education. holding off the boosters to survive
6 Combat zone, living in a wrecked building or other squat
3 Corporate Technicians: Middle class, with comfortable conapts 7 Huge megastructure controlled by a corp or the city
or suburban homes, minivans and corporate-run technical 8 Ruins of a deserted town or city taken over by reclaimers
schools. 1950s America crossed with 1984. 9 Drift Nation (a floating offshore city)
10 Corporate luxury "starscraper," high above
4 Nomad Pack: You had a mix of rugged trailers, vehicles, and
huge road kombis for homes. You learned to drive and fight at the rest of the teeming rabble
an early age, but the family was always there to care for you.
Food was actually fresh and abundant. Mostly home schooled. Family Crisis
5 Ganger "Family": A savage, violent home in any place the gang The world is still recovering from a war and other disasters—
could take over. You were usually hungry, cold, and scared. chances are, something happened to you and your family.
You probably didn't know who your actual parents were.
# Background
Education? The Gang taught you how to fight, kill, and steal— 1 Lost everything through betrayal
what else did you need to know? 2 Lost everything through bad management
3 Exiled or driven from their home/nation/corporation
6 Combat Zoners: Your home was a decaying, heavily fortified 4 Imprisoned, you alone escaped
building in ‘The Zone'. You went hungry at times, but could 5 Vanished, you are the only remaining member
regularly score a bed and meal. You were home-schooled. 6 Killed, and you were the only survivor
7 Involved in a long-term conspiracy, organization, or
7 Urban Homeless: You lived in cars, dumpsters, or abandoned
shipping modules—if you were lucky. You were usually association, like a crime family or revolutionary group
8 Scattered to the winds due to misfortune
hungry, cold, and scared, unless you were tough enough to 9 Cursed with a hereditary feud that has lasted generations
fight for the scraps. Education? School of Hard Knocks. 10 You are the inheritor of a family debt; you must honor
8 Megastructure Warren Rats: You grew up in one of the huge this debt before you can move on with your life
megastructures that went up after the war. A tiny conapt,
kibble and scop for food, and a mostly warm bed. Some of the
better educated warren dwellers or a local corporation may
have set up a school.
9 Reclaimers: You started out on the road, but then moved into
one of the deserted ghost towns or cities to rebuild it. A
pioneer life—dangerous, but with plenty of simple food and a
safe place to sleep. You were home schooled if there was
anyone who had the time.
10 Edgerunners: Your home was always changing based on your
parents' current "job." Could be a luxury apartment, an urban
conapt, or a dumpster if you were on the run. Food and
shelter ran the gamut from gourmet to kibble.
Your Friends Your Tragic Love Affair(s)
It's not all grim. Sometimes you link up with people who have It wouldn't be Cyberpunk if there was a happily ever-after, now
your back. Roll 1d10 and subtract 7 (minimum 0) to see how would it? You've probably been involved with someone by
many friends you've made so far in your life. Then for each now, but that may not be the case. We don't care about the
friend, roll on the table below to find their relationship to you. one's that worked, we want to know about the ugly ones that
ripped out your heart. Nor do we care who they were, what
# Relationship # Relationship their gender was, or any other details, but feel free to use the
Old enemy personals sections above to get your own ideas about them.
1 Like an older sibling 6 Like a parent Not that it mattered in the end, right?
Childhood friend
2 Like a younger sibling 7 Street choom Roll 1d10 and subtract 7 (minimum 0) to see how affairs
Common interest or goal you had, then find out how each relationship ended.
3 Teacher or mentor 8
4 Partner or coworker 9
5 Former lover 10 # What Happened? # What Happened?
1 Died in an accident 6 Insane or cyberpsycho
Your Enemies 2 Mysteriously vanished 7 Committed suicide
3 It just didn't work out 8 Killed in a fight
Enemies are a big part of life in the Cyberpunk world. You're 4 Goal or vendetta came 9 Romantic rival cut you out of
going in get in someone's face sooner or later, so you might between you the action
as well find out who they are, why there's a beef, and what
they can do to even the score, if you run into each other. 5 Kidnapped 10 Imprisoned or exiled
Roll 1d10 and subtract 7 (minimum 0) to see how many Your Life Goals
enemies you've made. Then for each one, decide who was
the injured party and roll once on each of the columns below. Now you know your history, your personal style, and even
your turbulent love life, but what do you want out of life?
# Enemy What Caused it? Threat?
# Life Goals
1 Ex-friend One of you caused the other Just themselves 1 Get rid of a bad reputation
to lose face or status but wont fight 2 Gain power and control
3 Get off the street no matter what it takes
2 Ex-lover One of you caused the loss Just themselves 4 Cause pain and suffering to anyone who crosses you
of lover, friend, or relative 5 Live down your past life and try to forget it
6 Hunt down those responsible for your miserable life
3 Estranged One of you caused a major Themselves and 7 Get what's rightfully yours
relative public humiliation a close friend 8 Save someone in your background
9 Gain fame and recognition
4 Childhood One of you accused the Themselves and 10 Crush your enemies, see them driven before you,
enemy other of a personal flaw (1d3) friends
and hear the lamentation of their women!
5 Person One of you deserted or Themselves and
working for betrayed the other (1d5) friends
you
6 Person you One turned down the other's Entire gang (at
work for offer of a job or romantic least 1d10+ 5
involvement friends)
7 Partner or You just don't like Local cops or
coworker each other other lawmen
8 Corporate You are romantic rivals Powerful gang
exec lord or small
corporation
9 Government You are business rivals Powerful
official corporation
10 Boosterganger One set the other up for a Entire city or
crime they didn't commit government or
agency
Sweet Revenge!
What's gonna go down when they get back in your face?
# What are You / They Gonna do About it?
1-2 Avoid the scum
3-4 Go into a murderous rage and try to rip their face off
5-6 Backstab them indirectly
7-8 Verbally attack them
9 Set them up for a crime they didn't commit
10 Set out to murder or maim them
Role Lifepaths What's Your Moral Compass Like?
Rockerboy - Solo - Netrunner - Tech - Medtech # Moral Compass
Media - Exec - Lawman - Fixer - Nomad 1 Always working for good, trying to take out the "bad guys"
2 Always spare the innocent (elderly, women, children, pets)
Some things about life in the Time of the Red are universal. 3 Will occasionally do unethical or bad things, but it's rare
Others are pretty specific. One of them is how your day job (or 4 Ruthless and profit centered; will work for anyone, take any job
night job or side job or whatever—we won't judge you) affects 5 Willing to bend the rules (and the law) to get the job done
your life. The things a hard-bitten lawman has to face on the 6 You engage in illegal, unethical work all the time, and enjoy it
street, are different from the glittering club life of a rockerboy,
and they both deal with stuff no pampered and privileged exec Who's Gunning for You?
could even imagine.
# Who?
Rockerboy Lifepath 1 Corporation you may have angered
2 Boostergang you may have tackled earlier
What Kind of Rockerboy are You? 3 Lawman who thinks you're guilty of something
4 Rival solo from another corp
# Type # Type 5 Fixer who sees you as a threat
6 Rival solo who sees you as their nemesis
1 Musician 6 Orator
What's Your Operational Territory?
2 Slam Poet 7 Politico
# Territory
3 Street Artist 8 Rap Artist 1 A corporate zone
2 Combat zones
4 Performance Artist 9 DJ 3 The whole city
4 Territory of a single corporation
5 Comedian 10 Idoru 5 Territory of a particular fixer or contact
6 Wherever the money takes you
Where Do You Perform? Venue
Guerrilla performances Netrunner Lifepath
# Venue # Nightclubs around the city
What Kind of Netrunner are You?
1 Alternative cafes 4 On the data pool
2 Private clubs 5 # Type
3 Seedy dive bars 6 1 Freelancer who will hack for hire
2 Corporate "clone runner" who hacks for the man
Are You In A Group? If You Quit One, Why? 3 Hacktivist who cracks systems and exposes bad guys
4 Just like to crack systems for the fun of it
# Reason 5 Part of a regular team of freelancers
6 Hack for media, politico, or lawmen who hire you as needed
1 You were a jerk and the rest of the group voted you out
2 You got caught sleeping with another member's mainline What's Your Workspace Like?
3 Rest of the group was killed in a tragic "accident"
4 Rest of the group was murdered or broken up by enemies # Workspace
5 Broke up over "creative differences" 1 There are screens everywhere
6 You decided to go solo 2 It looks better in virtuality, you swear
3 It's a filthy bed covered in wires
Who's Gunning for You/Your Group? 4 Corporate, modular, and utilitarian
5 Minimalist, clean, and organized
# Who? 6 It's taken over your entire living space
1 Old group member who thinks you did them dirty If You Have a Partner, Who are They?
2 Rival group or artist trying to steal market share
3 Corporate enemies who don't like your message # Who?
4 Critic or other "influencer" trying to bring you down 1 Family member
5 Older media star who feels threatened by your rising fame 2 Old friend
6 Romantic interest or media figure who wants revenge 3 Possible romantic partner as well
4 Secret partner who might be a rogue AI
Solo Lifepath 5 Secret partner with mob/gang connections
6 Secret partner with corporate connections
What Kind of Solo are You?
# Type
1 Bodyguard
2 Street muscle for hire
3 Corporate enforcer who takes jobs on the side
4 Corporate or freelance black ops agent
5 Local vigilante for Hire
6 Assassin / hitman for Hire
Who are Some of Your Other Clients? If you have a Partner, Who are They?
# Who? # Who?
1 Local fixers who send you clients 1 Family member
2 Local gangers who protect your work area while you sweep for 2 Old friend
3 Possible romantic partner as well
NET threats 4 Mentor
3 Corporate execs who use you for "black project" work 5 Secret partner with mob or gang connections
4 Local solos or other combat types who use you to keep their 6 Secret partner with corporate connections
personal systems secure Who are Your Main Clients?
5 Local nomads and fixers who use you to keep their family
# Who?
systems secure 1 Local fixers who send you clients
6 You work for yourself and sell whatever data you can find 2 Local gangers who also protect your work area or home
3 Corporate execs who use you for black project work
Where Do You Get Your Programs? 4 Local solos and combat types who use you for weapon upkeep
5 Local nomads and fixers who bring you "found" tech to repair
# Where? 6 You work for yourself and sell what you invent or repair
1 Dig around in old abandoned city zones
2 Steal them from other netrunners you brain-burn Where Do You Get Your Supplies?
3 A local fixer supplies you in exchange for hack work
4 Corporate execs supply you in exchange for your services # Where?
5 You have backdoors into a few corporate warehouses 1 Scavenge the wreckage you find in abandoned city zones
6 Hit the night markets and score whenever you can 2 Strip gear from bodies after firefights
3 Local fixer brings you supplies in exchange for repair work
Who's Gunning for You? 4 Corporate execs supply you in exchange for your services
5 You have backdoor into a few corporate warehouses
# Who? 6 You hit the night markets and score deals whenever you can
1 You think it might be a rogue AI or a
Who's Gunning For You?
NET Ghost—either way, it's bad news
2 Rival netrunners who just don't like you # Who?
3 Corporates who want you to work for them exclusively 1 Gangers who want you to work for them exclusively
4 Lawmen who consider you an illegal 2 Rival tech trying to steal your customers
3 Corporates who want you to work for them exclusively
"black hat" and want to bust you 4 Larger manufacturer trying to bring you
5 Old clients who think you screwed them over
6 Fixer or another client who wants your services exclusively down because your mods are a threat
5 Old client who thinks you screwed them over
Tech Lifepath 6 Rival tech trying to beat you out for resources and parts
What Kind of Tech are You? Medtech Lifepath
# Type? What Kind of Medtech are You?
1 Cyberware technician
2 Vehicle mechanic # Type? # Type?
3 Jack of all trades
4 Small electronics technician 1 Surgeon 6 Ripperdoc
5 Weaponsmith
6 Crazy inventor 2 General Practitioner 7 Cryosystems Operator
7 Robot and drone mechanic
8 Heavy machinery mechanic 3 Trauma Medic 8 Pharmacist
9 Scavenger
10 Nautical mechanic 4 Psychiatrist 9 Bodysculptor
What's Your Workspace Like? 5 Cyberpsycho Therapist 10 Forensic Pathologist
# Workspace What's Your Workspace Like?
1 A mess strewn with blueprint paper
2 Everything is color coded, but it's still a nightmare # Workspace
3 Totally digital and obsessively backed up every day
4 You design everything on your agent 1 Sterilized daily in the morning like clockwork
5 You keep everything just in case you need it later 2 It's not state-of-the-art anymore, but it's comfortable to you
6 Only you understand your filing system 3 Your cryo equipment is also used to cool drinks
4 Everything possible is single-use and packed away until needed
5 Not as clean as many of your patients may have hoped
6 Meticulously organized, sharpened, and sterilized
If you have Partners, Who are They?
# Who? # Who?
1 Trauma Team group 4 Family member
2 Old friend 5 Possible romantic partner
3 Secret partner with mob or 6 Secret partner with
gang connections corporate connections
Who are Your Main Clients?
# Who?
1 Local fixers who send you clients
2 Local gangers who also protect your work area
or home in exchange for medical help
3 Corporate execs who use you for black project medical work
4 Local solos or combat types who use you for medical help
5 Local nomads and fixers who bring you wounded clients
6 Trauma Team paramedical work
Where Do You Get Your Supplies?
# Where?
1 Scavenge stashes of medical supplies you
find in abandoned city zones
2 Strip parts from bodies after firefights
3 Local fixer brings you supplies in exchange for medical work
4 Corporate execs or Trauma Team supply
you in exchange for your services
5 You have a backdoor into a few corporate
or hospital warehouses
6 You hit the night markets and score deals whenever you can
Media Lifepath
What Kind of Media are You?
# Type # Type
1 Blogger 4 Documentarian
2 Writer (Books) 5 Investigative Reporter
3 Videographer 6 Street Scribe
How Does Your Work Reach People?
# How? # How?
1 Monthly magazine 4 News channel
2 Blog 5 "Book" sales
3 Mainstream vid feed 6 Screamsheets
How Ethical are You?
# Ethics?
1 Fair, honest reporting, strong ethical practices
—you only report the verifiable truth
2 Fair and honest reporting, but willing to go on
hearsay and rumor if that's what it takes
3 Occasionally do unethical things, but it's rare
—you have some standards
4 Willing to bend any rules to get the bad guys
—but only the bad guys
5 Ruthless and determined to make it big, even if that
means breaking the law—you're a muckraker
6 You take bribes and engage in illegal and unethical reporting
all the time—your pen is for hire to the highest bidder
What Stories Do You Want to Tell?
# Stories? # Stories?
1 Political Intrigue 4 Corporate Takedowns
2 Ecological Impact 5 Editorials
3 Celebrity News 6 Propaganda
Exec Lifepath Relationship with Your Boss
What Kind of Corp Do You Work For? # Current State
1 Mentors you, but watch out for their enemies.
# Type 2 Gives you a free hand, and doesn't
1 Financial
2 Media and Communications want to know what you're up to.
3 Cybertech and Medical Technologies 3 Micromanager who tries to meddle in your work.
4 Pharmaceuticals and Biotech 4 Psycho whose unpredictable outbursts,
5 Food, Clothing, or other General Consumables
6 Energy Production are offset by quiet paranoia.
7 Personal Electronics and Robotics 5 Cool and watches your back against rivals.
8 Corporate Services 6 Threatened by your meteoric rise and planning to knife you.
9 Consumer Services
10 Real Estate and Construction Lawman Lifepath
What is Your Position on the Force?
# Position # Position
1 Guard 4 Special Weapons and Tactics
What Division Do You Work In? 2 Standard Beat or Patrol 5 Motor Patrol
# Division # Division 3 Criminal Investigation 6 Internal Affairs
1 Procurement 4 Human Resources
2 Research and 5 Public Affairs / Publicity / How Wide is Your Group's Jurisdiction?
Development Advertising
# Jurisdiction # Jurisdiction
3 Manufacturing 6 Mergers and Acquisitions 1 Corporate Zones 4 Outer City
How Good or Bad is Your Corp? 2 Standard City Patrol Zone 5 Recovery Zones
# How good or bad? 3 Combat Zones 6 Open Highways
1 Always working for good, fully supporting ethical practices.
2 Operates as a fair and honest business all the time. Who is Your Group's Major Target?
3 Will occasionally slip and do unethical things, but it's rare.
4 Willing to bend the rules to get what it needs. # Who? # Who?
5 Ruthless and profit-centered, willing to do bad things.
6 Totally evil. Engage in illegal, unethical business all the time. 1 Organized crime 4 Dirty politicians
2 Boostergangs 5 Smugglers
3 Drug runners 6 Street crime
Where is Your Corp Based? How Corrupt is Your Group?
# Where? # Where? # Corruption
1 Fair, honest policing, with strong ethical practices
1 One city 4 National 2 Fair and honest policing, but hard on lawbreakers
3 Will occasionally slip and do unethical things, but it's rare
2 Several cities 5 International, a few major cities 4 Willing to bend any rules to get the bad guys
5 Ruthless and determined to control the street,
3 Statewide 6 International, offices everywhere
even if it means breaking the law
Who's Gunning for Your Team? 6 Totally corrupt—you take bribes and engage in illegal,
# Who? and unethical business all the time
1 Rival Corp in the same industry.
2 Law enforcement is watching you. Who's Gunning for Your Group? Who?
3 Local Media wants to bring you down.
4 Different divisions in your own company are feuding. # Who? #
5 Local government doesn't like your Corp.
6 International Corps are eyeing yours for a hostile takeover. 1 Organized crime 4 Dirty politicians
2 Boostergangs 5 Smugglers
3 Police accountability group 6 Street criminals
Fixer Lifepath Nomad Lifepath
What Kind of Fixer are You? How Big is Your Pack?
# Type # Pack Size
1 Broker deals between rival gangs
2 Procure rare or atypical resources for exclusive clientele 1 A single extended tribe or family
3 Specialize in brokering solo or tech services as an agent
4 Supply the night markets with food, medicines, drugs, etc. 2 A couple dozen members
5 Procure illegal street drugs, milspec weapons, etc.
6 Supply resources for techs and medtechs 3 Forty or fifty members
7 Operate night markets, although not as owner
8 Broker heavy mech, military vehicle, and aircraft contracts 4 A hundred or more members
9 Fence goods for scavengers raiding corps or combat zones
10 Agent for a media, rockerboy, or a nomad pack 5 A Blood Family (hundreds of members)
6 An Affiliated Family (made of several Blood Families)
What do your Pack Do?
Land Nomads
# Type # Type
1 Gogang 6 Cargo transport
2 Passenger transport 7 Shipment protection
What's Your "Office" Like? 3 Training/school 8 Smuggling
# Office 4 Traveling show/carnival 9 Mercenary army
1 You don't have one—you like to keep it mobile
2 A booth in a local bar 5 Migrant farmers 10 Construction work gang
3 All data pool messages and anonymous dead drops
4 Spare room in a warehouse, shop, or clinic Air Nomads Sea Nomads
5 An otherwise abandoned building
6 The lobby of a cube hotel # Type # Type
1 Air piracy 1 Piracy
2 Cargo transport 2 Cargo transport
3 Passenger transport 3 Passenger transport
4 Smuggling 4 Smuggling
Got a Partner? Who? 5 Combat support 5 Combat support
# Who? # Who? 6 Aircraft protection 6 Submarine warfare
1 Family member 4 Mentor What Do You Do for Your Pack?
2 Old friend 5 Possible romantic partner # What? # What?
3 Secret partner with mob 6 Secret partner with 1 Scout (negotiator) 4 Solo smuggler
or gang connections corporate connections
2 Outrider (protection, 5 Loadmaster (cargo
weapons) mover, trucker)
Who are Your Side Clients? 3 Transport pilot/driver 6 Procurement
# Who? What's Your Pack's Overall Philosophy?
1 Local rockerboys or medias who you get gigs or contacts
2 Local gangers who also protect your work area or home # Philosophy
3 Corporate execs who use you for black project procurement
4 Local solos or other combat types who you set up with jobs 1 Always working for good; your pack accepts
5 Local nomads and fixers who use you to set up transactions others, just wants to get along
6 Local politicos or execs who depend on you for information
2 It's more like a family business—operates
as a fair and honest concern
3 Will occasionally slip and do unethical things, but it's rare
4 Willing to bend the rules whenever they get
in the way to get what the pack needs
Who's Gunning for You? 5 Ruthless and self-centered, willing to do
bad things if it will get the pack ahead
# Who?
1 Gangers who want you to work for them exclusively 6 You rage up and down the highways, just
2 Rival fixers trying to steal your clients killing, looting, and terrorizing everyone
3 Execs who want you to work for them exclusively
4 Enemy of a former client, who wants to Who's Gunning for Your Pack?
clean up "loose ends"—like you # Who? # Who?
5 Old client who thinks you screwed them over
6 Rival fixer trying to beat you out for resources and parts 1 Organized crime 4 Dirty politicians
2 Boostergangs 5 Rival packs
3 Drug runners 6 Dirty cops
STATs
Statistics—the numbers describing your character's abilities in
the game. STATs are generally rated from 1 to 8, but can go
higher. A character has ten STATs, arranged into four groups:
Mental STATs
Intelligence (INT)
How bright you are. More than sheer intelligence, it includes
cleverness, awareness, perception, and your ability to learn.
Willpower (WILL)
Your determination and ability to face danger and stress. It
represents your raw courage and ability to survive long-term
privation. This STAT also partly determines your Hit Points.
Cool (COOL)
Your ability to impress and influence people through just your
sheer character and charisma. How well you can get along
with others, and interact with people in social situations.
Empathy (EMP)
Your ability to relate to and care for others, and to take others
into consideration. It offsets the effects of cyberpsychosis, a
dangerous mental illness all too common in the dark future.
Combat STATs
Technique (TECH)
Your ability to manipulate tools and instruments. You might
have a high TECH but still be unable to fence or juggle.
Reflexes (REF)
Your response time and coordination for aiming, throwing,
juggling, etc. Probably most importantly though, this STAT
also affects your ability to hit targets with ranged attacks.
Fortune STATs
Luck (LUCK)
A way to beat the odds and tip the scales in your favor. You
can spend your pool of LUCK points to increase any d10 roll
you make—except for making death saves. You regain all of
your spent LUCK at the beginning of every game session.
Physical STATs
Body (BODY)
Your size, toughness, and general ability to stay alive and
conscious due to your physical mass, structure, or other
qualities. This STAT also partly determines your Hit Points.
Dexterity (DEX)
Your overall physical competence, as it pertains to balancing,
leaping, jumping, combat, and athletic activities. Importantly,
this STAT affects your ability to hit targets and dodge attacks.
Movement (MOVE)
Your speed when running, jumping, swimming, climbing, etc.
Determining Your STATs
There are three different methods you can choose from:
The Complete Package Tech STATs
You have a pool of 62 points you can assign to your STATs as # INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
you want. No STAT can start at lower than 2 or higher than 8. 16 7 7 8 4 4 5 5 7 6
27 6 6 7 5 3 7 7 5 5
Edgerunner 38 6 5 7 5 4 7 7 5 7
47 8 7 8 4 4 6 5 6 7
Roll 1d10 for each STAT individually and note the value listed. 56 6 7 6 4 3 7 7 6 6
68 7 5 6 3 3 7 6 6 7
# INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP 78 6 7 8 4 4 7 6 7 6
16 7 7 3 8 6 5 5 6 5 88 8 7 8 5 4 6 5 6 6
27 8 6 3 6 6 7 5 6 6 96 6 7 8 3 3 5 7 7 7
35 8 7 4 7 7 6 7 8 5 08 8 5 6 4 4 6 5 6 6
45 8 6 4 6 7 6 5 7 6
56 6 7 5 7 6 7 6 8 4 Medtech STATs
67 7 6 5 7 6 6 7 7 5
77 7 6 5 6 7 7 6 6 6 # INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
87 8 7 5 6 6 5 6 8 4 17 5 6 7 5 3 8 5 5 7
97 7 6 4 6 6 6 5 6 5 26 7 7 7 4 4 6 7 7 7
06 6 8 5 6 6 5 6 6 5 36 5 5 8 5 3 8 5 7 8
48 7 6 8 3 5 6 6 5 7
Streetrat 56 7 5 7 5 5 8 7 6 8
68 5 5 8 5 5 6 6 5 6
Roll 1d10 on the table for your role and note the values listed 78 6 5 8 5 4 8 5 7 7
for each STAT. These tables have been generated to provide 86 5 7 7 3 5 8 5 5 8
an optimal range of STATs for each available character role. 96 6 7 7 5 4 6 6 5 6
08 7 6 6 3 4 8 7 6 7
Rockerboy STATs
Media STATs
# INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
17 6 6 5 6 8 7 7 3 8 # INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
23 7 7 7 7 6 7 7 5 8 16 6 5 5 8 7 5 7 5 7
34 5 7 7 6 6 7 7 5 8 28 7 7 3 6 6 6 5 6 8
44 5 7 7 6 8 7 6 3 8 36 7 7 5 6 8 5 5 5 7
53 7 7 7 6 8 6 5 4 7 46 5 7 5 6 7 5 5 6 6
65 6 7 5 7 8 5 7 3 7 56 6 7 4 8 7 6 7 5 8
75 6 6 7 7 8 7 6 3 6 67 5 5 4 8 7 6 7 5 8
85 7 7 5 6 6 6 6 4 8 78 5 6 3 7 6 6 5 6 7
93 5 5 6 7 8 7 5 5 7 86 5 6 5 6 8 6 6 7 8
04 5 6 5 8 8 7 6 4 7 97 7 5 4 6 7 6 5 6 7
07 6 6 3 7 6 7 6 7 6
Solo STATs
Exec STATs
# INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
16 7 7 3 8 6 5 5 6 5 # INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
27 8 6 3 6 6 7 5 6 6 18 5 5 3 8 6 6 5 5 7
35 8 7 4 7 7 6 7 8 5 28 6 6 4 7 6 7 7 5 7
45 8 6 4 6 7 6 5 7 6 38 7 6 3 8 6 7 6 4 5
56 6 7 5 7 6 7 6 8 4 48 5 7 5 6 5 6 5 5 7
67 7 6 5 7 6 6 7 7 5 57 7 6 5 8 5 7 7 5 6
77 7 6 5 6 7 7 6 6 6 65 7 7 3 6 7 6 5 5 7
87 8 7 5 6 6 5 6 8 4 76 6 7 5 8 7 6 7 4 6
97 7 6 4 6 6 6 5 6 5 86 7 7 3 7 5 7 5 5 7
06 6 8 5 6 6 5 6 6 5 97 6 7 5 7 5 7 6 5 5
07 7 5 5 8 6 6 7 4 7
Netrunner STATs
Lawman STATs
# INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
15 8 7 7 7 4 8 7 7 4 # INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
25 6 7 5 8 3 8 7 5 5 15 6 7 5 7 8 5 6 5 6
35 6 8 6 6 4 7 6 7 4 26 6 6 5 6 8 5 7 5 5
45 7 7 7 7 5 8 6 5 5 35 7 7 7 6 7 5 5 7 6
55 8 8 5 7 3 7 5 5 6 46 6 7 6 6 8 5 7 7 6
66 6 6 7 8 4 7 7 6 6 56 6 7 6 7 7 6 5 5 6
76 6 6 7 6 5 7 7 7 6 67 6 5 5 7 8 5 6 7 4
85 7 8 6 8 4 8 5 7 4 77 8 7 5 6 8 7 6 5 4
97 6 7 7 6 3 6 5 6 5 85 6 6 5 6 8 5 7 6 4
07 8 6 6 6 4 7 7 5 6 97 7 5 5 7 7 6 5 5 6
06 6 5 6 8 7 5 7 6 6
Fixer STATs Nomad STATs
# INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP # INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP
18 5 7 4 6 5 8 5 5 8 16 6 8 3 6 7 6 6 6 4
28 5 5 5 6 7 8 7 5 7 25 7 6 5 8 8 8 7 5 4
36 6 6 4 5 6 8 6 3 8 35 8 6 3 8 7 6 5 6 5
47 7 5 5 7 6 7 7 5 8 45 8 7 4 8 6 7 7 7 5
58 6 6 3 6 5 8 7 5 6 56 6 6 3 6 7 6 7 7 4
68 7 5 5 6 7 7 5 3 6 67 6 8 4 6 7 6 5 6 5
78 6 6 5 6 5 6 7 5 8 76 7 8 4 6 6 7 5 7 5
86 6 7 4 7 6 7 7 4 7 85 7 8 3 8 6 7 5 5 5
98 7 7 5 5 5 7 6 5 7 96 7 6 4 8 6 6 6 6 6
06 5 6 5 5 6 8 6 4 7 05 6 7 4 7 8 7 7 7 4
Derived STATs Death Saves
Once you determine your STATs, you'll also need to calculate Your base death save number is equal to your BODY STAT. At
two more values derived from them: Hit Points and Humanity. the start of each of your turns when mortally wounded, you
must roll under your death save on a d10. If successful, you
Hit Points (HP) live and can take your turn as usual. If not, you die.
These points represent your character's will to live and overall Each time you succeed, your death save increases by one
physical condition. Whenever you take damage, you subtract point—making it progressively harder to stave off death. This
those points of damage from your total pool of hit points. Your penalty continues to add up until either you are brought back
number of hit points is based on your BODY and WILL STATs: to 1 Hit Point by stabilization—which resets your death save
to its base value—or you die. Your death save can also be
10 + (5(BODY and WILL averaged, round up)) increased by some of the more serious critical injuries.
BODY→ Humanity (HUM)
WILL ↓ 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Humanity is a measure of how well you interact with the world
2 20 25 25 30 30 35 35 40 40 45 45 50 50 55 and other people in it. Characters with a low humanity stat will
3 25 25 30 30 35 35 40 40 45 45 50 50 55 55 have problems with human interactions, and may become
4 25 30 30 35 35 40 40 45 45 50 50 55 55 60 sociopathic, withdrawn, disassociated, or even homicidal.
5 30 30 35 35 40 40 45 45 50 50 55 55 60 60
6 30 35 35 40 40 45 45 50 50 55 55 60 60 65 If your HUM drops below zero, that represents the death of
7 35 35 40 40 45 45 50 50 55 55 60 60 65 65 your character's emotional life; they slide into a state called
8 35 40 40 45 45 50 50 55 55 60 60 65 65 70 cyberpsychosis, in which aberrant traits like homicidal mania
9 40 40 45 45 50 50 55 55 60 60 65 65 70 70 and mental disassociation can occur. The addition of large
10 40 45 45 50 50 55 55 60 60 65 65 70 70 75 amounts of cyberware is a common trigger of this state, but
traumatic situations could also push you over the edge.
Wound States
For every point in your Empathy (EMP) STAT, you have 10
As your HP drops to certain thresholds, you suffer penalties points of Humanity (HUM). As you undergo humanity loss
representing cumulative damage that makes you physically (mainly through installing cybernetics) you lose HUM points,
slower or mentally hazier. Each state has a DV to stabilze it. and might also have to lower your EMP. This occurs each time
your HUM is lowered to a new multiple of 10 (eg; if your HUM
Wound State Threshold Penalty DV falls from 44 to 39, your EMP drops to 3).
Lightly Wounded Below Full HP
Seriously Wounded Below Half HP No penalties 10 Humanity can be restored with expensive therapy from a
Mortally Wounded Less than 1 HP -2 to all actions 13 trained medtech (a medtech can't treat themselves this way).
Dead Fail one death save Mortal Wounds 15
Death —
Skills Skills Are Linked to STATs
Things a character knows and can do. The number of points Each skill is linked to a STAT which represents natural ability
in each skill represents how knowledgeable or well trained a at that skill. When you perform a skill check, you add together
character is in that activity. There are nine skill categories: the skill and linked STAT, to determine the "skill base"; a total
aptitude for performing an action based on that skill.
Awareness: Perceiving the environment or noticing things.
Body: Physical tasks, feats of strength or endurance. Basic Skills
Control: Controlling vehicles or riding animals.
Education: Knowledge and training from formal education. In addition to the 4 points every character has in the language
Fighting: Close quarters combat and martial arts. gained from their lifepath, they also start with 2 points in these
Performance: Training in the various stage crafts. basic skills: Athletics, Brawling, Concentration, Conversation,
Ranged Weapons: Proficiency with ranged weapons. Education, Evasion, First Aid, Human Perception, Language
Social: Style, grace, and general social adeptness. (streetslang), Local Expert (your home), Perception, Stealth,
Technique: Vocational skills and craftsmanship abilities. and Persuasion. These points can't be reassigned.
Starting Skills reflected in the "cost" to "buy" them: Skills marked with (x2)
cost two points to buy. No skill can start at lower than 2 points
As well as 24 points of basic skills, you also have 60 skill or higher than 6 points. Optimal/required starting skills and
points which you can assign to any skills you want. Some values for each different character role are suggested below:
skills are harder to learn than others (more teaching, bigger
books, and more arduous training montages), and this is
Rockerboy # Solo # Netrunner # Tech # Medtech #
Athletics 2 Athletics 2 Athletics 2 Athletics 2 Athletics 2
Brawling 6 Brawling 2 Brawling 2 Brawling 2 Brawling 2
Concentration 2 Concentration 2 Concentration 2 Concentration 2 Concentration 2
Conversation 2 Conversation 2 Conversation 2 Conversation 2 Conversation 6
Education 2 Education 2 Education 6 Education 6 Education 6
Evasion 6 Evasion 6 Evasion 6 Evasion 6 Evasion 6
First Aid 6 First Aid 6 First Aid 2 First Aid 6 First Aid 2
Human Perception 6 Human Perception 2 Human Perception 2 Human Perception 2 Human Perception 6
Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2
Local Expert 4 Local Expert 2 Local Expert 2 Local Expert 2 Local Expert 2
(Your Home) (Your Home) (Your Home) (Your Home) (Your Home)
Perception 2 Perception 6 Perception 2 Perception 2 Perception 2
Persuasion 6 Persuasion 2 Persuasion 2 Persuasion 2 Persuasion 2
Stealth 2 Stealth 2 Stealth 6 Stealth 2 Stealth 2
Composition 6 Autofire 6 Basic Tech 6 Basic Tech 6 Basic Tech 6
Handgun 6 Handgun 6 Conceal/Reveal Object 6 Cybertech 6 Cybertech 4
Play Instrument 6 Interrogation 6 Electronics/Security 6 Electronics/Security 6 Deduction 6
(choose any 1) Tech (x2) Tech (x2)
Melee Weapon 6 Melee Weapon 6 Cybertech 6 Land Vehicle Tech 6 Paramedic 6
Personal Grooming 4 Resist Torture/Drugs 6 Cryptography 6 Shoulder Arms 6 Resist Torture/Drugs 4
Streetwise 6 Shoulder Arms 6 Handgun 6 Science (choose 1) 6 Science (choose 1) 6
Wardrobe & Style 4 Tactics 6 Library Search 6 Weaponstech 6 Shoulder Arms 6
Media # Lawman # Exec # Fixer # Nomad #
Athletics 2 Athletics 2 Athletics 2 Athletics 2 Athletics 2
Brawling 2 Brawling 6 Brawling 2 Brawling 2 Brawling 6
Concentration 2 Concentration 2 Concentration 2 Concentration 2 Concentration 2
Conversation 6 Conversation 6 Conversation 6 Conversation 6 Conversation 2
Education 2 Education 2 Education 6 Education 2 Education 2
Evasion 6 Evasion 6 Evasion 6 Evasion 6 Evasion 6
First Aid 2 First Aid 2 First Aid 2 First Aid 2 First Aid 6
Human Perception 6 Human Perception 2 Human Perception 6 Human Perception 6 Human Perception 2
Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 4 Language (Streetslang) 2
Local Expert 6 Local Expert 2 Local Expert 2 Local Expert 6 Local Expert 2
(Your Home) (Your Home) (Your Home) (Your Home) (Your Home)
Perception 6 Perception 2 Perception 2 Perception 2 Perception 4
Persuasion 6 Persuasion 2 Persuasion 6 Persuasion 4 Persuasion 2
Stealth 2 Stealth 2 Stealth 2 Stealth 2 Stealth 6
Bribery 6 Autofire 6 Accounting 6 Bribery 6 Animal Handling 6
Composition 6 Criminology 6 Bureaucracy 6 Business 6 Drive Land Vehicle 6
Deduction 6 Deduction 6 Business 6 Forgery 6 Handgun 6
Handgun 6 Handgun 6 Deduction 6 Handgun 6 Melee Weapon 6
Library Search 4 Interrogation 6 Handgun 6 Pick Lock 4 Tracking 6
Lip Reading 4 Shoulder Arms 6 Lip Reading 6 Streetwise 6 Trading 6
Photography/Film 4 Tracking 6 Personal Grooming 4 Trading 6 Wilderness Survival 6
Awareness Skills Animal Handling (INT)
Concentration (WILL) Handling, training, and caring for animals.
Focus and mental control, encompassing feats of memory, Bureaucracy (INT)
recall, concentration, and physiological control.
Dealing with bureaucrats, cutting red tape, knowing who to
Conceal/Reveal Object (INT) talk to, how to reach them, and extract information from them.
Hiding objects and finding objects that have been hidden. The Business (INT)
skill used to conceal weapons under clothes or detect them.
Knowledge of business practices, supply and demand,
Lip Reading (INT) employee management, procurement, sales, marketing.
Reading someone's lips to tell what they are saying. Composition (INT)
Perception (INT) Writing professional songs, articles, or stories.
Spotting clues, traps, and people using the Stealth skill, but Criminology (INT)
not things hidden using the Conceal/Reveal Object skill.
Discovering clues by dusting for prints, examining evidence,
Tracking (INT) performing ballistic and forensic tests, and searching through
police records and files.
Following a trail by observing clues left behind.
Cryptography (INT)
Body Skills
Encrypting and decoding messages.
Athletics (DEX)
Deduction (INT)
Jumping, climbing, throwing, swimming, lifting weights, etc.
This skill covers all the basic elements of a sports training Taking several clues and making a non-obvious conclusion.
program, and also your ability at using thrown weapons.
Education (INT)
Contortionist (DEX)
General knowledge, equivalent to a basic school education.
Manipulating your body to get out of bindings or fit yourself You can read, write, use basic math, and know a little history.
into otherwise inaccessible places or spaces.
Gamble (INT)
Dance (DEX)
Knowing how to figure odds and play games of chance.
Dancing at a professional level.
Language (INT)
Endurance (WILL)
Fluency with a particular language. You must choose one
Withstanding harsh environmental conditions and hardship. specific language whenever you increase this skill.
The ability to withstand pain or discomfort, particularly over
long periods of time, by knowing ways to conserve strength Library Search (INT)
and energy. Endurance skill checks are made whenever you
go without food, sleep, or water for an extended period of Using databases, the Data Pool, libraries, and other compiled
time, or after periods of prolonged physical activity. information sources to find facts.
Resist Torture/Drugs (WILL) Local Expert (INT)
Resist painful effects, interrogation, torture, and drugs. Knowing a specific area well and knowing the agendas of its
various factions, both political and criminal. You must choose
Stealth (DEX) a specific location whenever you increase this skill, which
cannot be any larger than a neighborhood or community.
Moving quietly, hiding, taking actions discreetly, or otherwise
evading detection. It is contested by the Perception skill. Science (INT)
Control Skills Knowing how to design experiments, write scientific papers,
test hypotheses, and discuss ideas with other academics in a
Drive Land Vehicle (REF) particular field of science. Whenever you increase this skill,
you must specify an area of study. (Geology, Mathematics,
Driving and maneuvering land vehicles. Physics, Anthropology, Biology, Chemistry, History, etc.)
Pilot Air Vehicle (x2) (REF) Tactics (INT)
Piloting and maneuvering air vehicles. Managing a large-scale battle effectively and efficiently. You
usually know what must be done to direct a battle, and how
Pilot Sea Vehicle (REF) an enemy force may react.
Piloting and maneuvering sea vehicles. Wilderness Survival (INT)
Riding (REF) Knowing how to survive comfortably in the wilderness.
Riding a living creature. Fighting Skills
Education Skills Brawling (DEX)
Accounting (INT) Fighting and grappling with brute strength.
Balancing books, creating or identifying false books, juggling
numbers, creating budgets, or handling business operations.
Evasion (DEX) Streetwise (COOL)
Getting out of the way of someone attacking you in melee. A Making and using contacts for illegal goods and contraband,
character with REF 8 or higher can use this skill to try and talking to the criminal element, and avoiding bad situations in
evade ranged attacks—you can dodge bullets! bad neighborhoods.
Martial Arts (x2) (DEX) Trading (COOL)
Fighting with a martial arts form. Each time you increase this Striking a good bargain with a merchant or customer.
skill, you must choose which form you are training in: Aikido,
Karate, Judo, or Taekwondo. You can learn multiple forms, but Wardrobe & Style (COOL)
you must learn each one separately. See: Martial Arts.
Knowing the clothes to wear and when to wear them.
Melee Weapon (DEX)
Technique Skills
Fighting with melee weapons.
Air Vehicle Tech (TECH)
Performance Skills
Repairing and maintaining air vehicles.
Acting (COOL)
Basic Tech (TECH)
Assuming a role, disguising yourself as someone else,
whether real or fictitious, and faking emotions and moods. Identifying, understanding, and repairing simple electronic and
mechanical devices and other items which are not covered by
Play Instrument (TECH) any specific TECH skill.
Professionally playing a musical instrument. You can choose Cybertech (TECH)
which instrument when you increase this skill. Possible
options include: singing, guitar, drums, violin, piano, etc. Identifying, understanding, and repairing cybernetics.
Ranged Weapon Skills Demolitions (x2) (TECH)
Archery (REF) Setting and defusing explosives, and knowing how much
explosive will accomplish a desired result.
Accurately firing bolt-or arrow-launching projectile weapons.
Electronics/Security Tech (x2) TECH
Autofire (x2) (REF)
Identifying, understanding, countering, installing, or repairing
Keeping a weapon's Autofire mode on target through recoil. complex electronic devices. (Computers, cyberdecks, security
systems, personal electronics, bugs, tracers, pressure plates,
Handgun (REF) laser tripwires, etc.)
Accurately firing handheld projectile weapons such as pistols. First Aid (TECH)
Heavy Weapons (x2) (REF) Applying medical treatments to a wounded person, and treat
the most common critical injuries to keep them from dying.
Accurately firing extremely large projectile weapons, including
grenade and rocket launchers. Forgery (TECH)
Shoulder Arms (REF) Creating and detecting false documents and identification.
Accurately firing shoulder-braced projectile weapons, Land Vehicle Tech (TECH)
including rifles and shotguns.
Repairing and maintaining land vehicles.
Social Skills
Paint/Draw/Sculpt (TECH)
Bribery (COOL)
Producing professional paintings, drawings, or sculpture.
Knowing when to bribe someone, how to approach them, and
how much to offer. Paramedic (x2) (TECH)
Conversation (EMP) Applying medical treatment to a wounded person, treat critical
injuries not requiring surgery, and keep them from dying. The
Extracting information from people without alerting them with Surgery skill is only available to Medtechs via their role ability.
careful conversation.
Photography/Film (TECH)
Human Perception (EMP)
Producing photographs, videos, or braindances.
Reading a person's facial expressions and body language to
discern their emotional state and detect lies or deception. Pick Lock (TECH)
Interrogation (COOL) Bypassing non-electronic locks.
Forcibly extracting information from people. Pick Pocket (TECH)
Persuasion (COOL) Stealthily retrieving items from, or placing them on another
person, and shoplifting small items without being noticed.
Convincing, persuading, or influencing individuals.
Sea Vehicle Tech (TECH)
Personal Grooming (COOL)
Repairing and maintaining sea vehicles.
Knowing proper grooming to maximize attractiveness.
Weaponstech (TECH)
Repairing and maintaining of all types weapons.
Weapons Melee Weapons
With few cops on the street and loads of heavily armed and Things you swing or stab at someone, hoping to beat them
armored miscreants roaming around, just itching to reduce bloody or remove limbs. Swords, axes, clubs, hammers—the
you into salable parts, it's no wonder everyone you meet is whole hardware aisle in your local night market. If you use
probably packing. The trick is to make sure you're carrying your hands to deliver damage with it, it's a melee weapon.
more than they are, and that you also know how to use it. Melee weapons are usually linked to the DEX STAT.
Many weapons can even be installed into your body. Known Damage: The damage of a single attack from the weapon.
on the street as cyberweapons, they are usually a variant of Rate of Fire (R): The number of attacks you can make with
an existing weapon, but some oddities—like the infamous the weapon, each time you take the attack action.
"cybersnake"—are only loosely classified as melee weapons. Hands (H): How many hands you need to use the weapon.
Conceal Under Clothing? (C): If the weapon can be
Poor and Excellent Quality Weapons hidden under clothing with the Conceal/Reveal Object skill.
Cost: The average price in eurodollars, and price category.
Weapons can vary in the quality of their construction. You can
find cheaper versions of weapons that are prone to jamming,
but also high quality versions that improve your capabilities.
Poor Quality Standard Quality Excellent Quality Class Examples Damage R H C Cost
20ed (Everyday) 50ed (Costly) 100ed (Premium) Light Combat Knife, 1d6 2 Varies Yes 50ed
Melee Tomahawk (Costly)
50ed (Costly) 100ed (Premium) 500ed (Expensive) Medium
Melee Baseball Bat, 2d6 2 Varies No 50ed
100ed (Premium) 500ed (Expensive) 1,000ed (Very Expensive) Heavy Crowbar, Machete (Costly)
Melee
Poor quality weapons suffer a malfunction whenever you Very Lead Pipe, Sword, 3d6 2 Varies No 100ed
roll a 1 on an attack. It then requires an action to reverse the Heavy Spiked Bat (Premium)
malfunction, before the weapon can be used again. Excellent Melee
quality weapons have a +1 to all attack rolls made with them. Chainsaw, 4d6 1 Varies No 500ed
Sledgehammer, (Expensive)
Helicopter Blade
Ranged Weapons
Things that you shoot: Guns, lasers (rare), gyrojets (rarer still), Skill: The skill you use when firing this weapon.
even the silly little hand-crossbows those gonks in the road- Damage: The damage of a single shot from the weapon.
warrior gangs like to wave around. If something comes out of Ammo: How many rounds can be held in the weapon
it, traverses a distance, and causes damage at the end of that without mods, and the type of ammunition it fires.
trajectory, then it is considered to be a ranged weapon. Rate of Fire (R): The number of shots that can be taken
with the weapon, each time you take the attack action.
When buying ranged weapons, keep in mind that they are Hands (H): How many hands you need to use the weapon.
effective at different ranges. An assault rifle is great for long- Conceal Under Clothing? (C): If the weapon can be
range shots and mid-range fire fights, but it can be unwieldy in hidden under clothing with the Conceal/Reveal Object skill.
tight corridors and close-quarters combat. Cost: The average price in eurodollars, and price category.
Ranged weapons are usually linked to the REF STAT.
Class Skill Damage Ammo R H C Special Traits Cost
Medium Pistol Handgun 2d6 12 (M Pistol) 2 1 Yes — 50ed (Costly)
Heavy Pistol Handgun 3d6 8 (H Pistol) 2 1 Yes — 100ed (Premium)
Very Heavy Pistol Handgun 4d6 8 (VH Pistol) 1 1 No — 100ed (Premium)
SMG Handgun 2d6 30 (M Pistol) 1 1 Yes Autofire (3), Suppressive Fire 100ed (Premium)
Heavy SMG Handgun 3d6 40 (H Pistol) 1 1 No Autofire (3), Suppressive Fire 100ed (Premium)
Shotgun Shoulder Arms 5d6 4 (Slug) 1 2 No Shotgun Shell 500ed (Expensive)
Assault Rifle Shoulder Arms 5d6 25 (Rifle) 1 2 No Autofire (4), Suppressive Fire 500ed (Expensive)
Sniper Rifle Shoulder Arms 5d6 4 (Rifle) 1 2 No — 500ed (Expensive)
Bows and Crossbows Archery 4d6 1 (Arrow) 1 2 No Arrows 100ed (Premium)
Grenade Launcher Heavy Weapons 6d6 2 (Grenade) 1 2 No Explosive 500ed (Expensive)
Rocket Launcher Heavy Weapons 8d6 1 (Rocket) 1 2 No Explosive 500ed (Expensive)
Ranged Weapon Brand Names Excellent Quality
Class Poor Quality Standard Quality Militech "Avenger"
Federated Arms X-9mm Nova "Cityhunter"
Medium Pistol Dai Lung Streetmaster Mustang Arms "Mark III" Militech "Boomer Buster"
Heavy Pistol Dai Lung Magnum Sternmeyer P-35
Very Heavy Pistol Federated Arms "Super Chief"
Bow GunMart "Sherwood" Eagletech "Tomcat" Eagletech "Bearcat"
Crossbow GunMart "Hunter" Eagletech "Striker" Eagletech "Scorpion"
SMG Militech "Mini-Gat" Arasaka "Minami 10"
Heavy SMG Federated Arms Tech-Assault III Sternmeyer SMG-21
Chadran Arms "City Reaper" Militech "Viper"
Shotgun GunMart "Home Defender" Arasaka "Rapid Assault" Militech "Bulldog"
Assault Rifle Chadran Arms "Jungle Reaper" Militech "Ronin" Militech "Dragon"
Sniper Rifle GunMart "Snipe-Star" Nomad "Long Rifle" Arasaka WSSA Sniper System
Grenade Launcher Militech "Mini-Grenade"
Towa Manufacturing Type-G Tsunami Arms Type-18
Rocket Launcher Towa Manufacturing Type-R Militech "Urban" Militech "Hotshot"
Ranged Weapon Single Shot DVs
Class 0-6 m 7-12 m 13-25 m 26-50 m 51-100 m 101-200 m 201-400 m 401-800 m
Pistol 13 15 20 25 30 30 — —
SMG 15 13 15 20 25 25 30 —
Shotgun (Slug) 13 15 20 25 30 35 — —
Assault Rifle 17 16 15 13 15 20 25 30
Sniper Rifle 30 25 25 20 15 16 17 20
Bows & Crossbow 15 13 15 17 20 22 — —
Grenade Launcher 16 15 15 17 20 22 25 —
Rocket Launcher 17 16 15 15 20 20 25 30
Ranged Weapon Autofire DVs 7-12 m 13-25 m
Class 0-6 m 26-50 m 51-100 m
SMGs 20 17 20 25 30
Assault Rifle 22 20 17 20 25
Exotic Weapons
Overly specialized or unique weapons, or variants of existing Astute edgerunners might wonder why there are no "light"
weapons. Unless stated otherwise, all exotic weapons are of pistols? Its the same reason there are no "small" condoms!
average quality, and incompatible with all attachments and
non-basic ammunition. Exotic weapons are usually rare and Quick Notes: The weapon it's based on, and its differences.
expensive, so difficult to find even at night markets with a Cost: The average price in eurodollars, and price category.
friendly fixer. Carrying one can really make a statement.
Weapon Quick Notes Cost
Air Pistol Very heavy pistol (fires paint and acid balls) 100ed (Premium)
Battleglove Heavy gauntlet (3 Cyberarm/Cyberlimb option slots) 1,000ed (Very Expensive)
Constitution Arms Hurricane 5,000ed (Luxury)
Dartgun Shotgun (2 ROF, needs BODY 11+) 100ed (Premium)
Flamethrower Very heavy pistol (fires non-basic arrows) 500ed (Expensive)
Kendachi Mono-Three Shotgun (incendiary shells, Heavy Weapons skill) 5,000ed (Luxury)
Malorian Arms 3516 Two-handed very heavy melee (ignores <SP11) 10,000ed (Super Luxury)
Microwaver Very heavy pistol (excellent quality, does 5d6 damage) 500ed (Expensive)
Militech "Cowboy" U-56 Very heavy pistol (shuts down cyberware and electronics) 5,000ed (Luxury)
Rhinemetall EMG-86 Railgun Grenade launcher (2 ROF, needs BODY 11+) 5,000ed (Luxury)
Shrieker Assault rifle (ignores <SP11, Heavy Weapons skill, needs BODY 11+) 500ed (Expensive)
Stun Baton Very heavy pistol (causes the Damaged Ear critical injury) 100ed (Premium)
Stun Gun 100ed (Premium)
Tsunami Arms Helix Medium melee weapon ("less lethal") 5,000ed (Luxury)
Heavy pistol ("less lethal")
Assault rifle (only fires in Autofire mode, needs BODY 11+)
Air Pistol Microwaver
An exotic medium pistol that fires pellets filled with acid. Each An exotic very heavy pistol. Instead of dealing damage, it
successful hit deals no damage, and cannot cause a critical forces the target to try to beat a DV15 Cybertech check. If
injury, but it does, however, lower the SP of the target's armor they fail, the GM chooses two pieces of their cyberware or
by 1 point in the location that was hit. Ammunition costs the carried electronics, which become inoperable for 1 minute.
same as for a normal medium pistol. Affected cyberlimbs go limp and act as if have suffered the
Dismembered critical injury. This weapon's standard battery
Battleglove pack is depleted after 8 shots.
A heavy gauntlet covering the hand and forearm. Contains Militech "Cowboy" U-56 Grenade Launcher
three option slots for cyberarm or cyberlimb options. When
worn, the options stored in the glove’s slots can be accessed. An Exotic 2 ROF grenade launcher. Its magazine holds four
Putting on a battleglove or taking one off is an action. grenades. Despite being an exotic weapon, it is capable of
firing all types of grenade ammunition. Reloading this weapon
The cost to purchase and install a cyberarm option into the requires using two actions, and thus can only be done over
battleglove, is the same as installing it in a cyberarm. Any the course of two turns. Firing this weapon requires BODY 11
options stored in a cyberarm or meat arm the battleglove is or higher unless it is mounted.
being worn over, are inaccessible while the battleglove is
being worn. A battleglove cannot be concealed. Rhinemetall EMG-86 Railgun
Constitution Arms Hurricane Assault Weapon An exotic assault rifle that is incapable of autofire or aimed
shots, and is fired with the Heavy Weapons skill instead of the
An exotic 2 ROF shotgun with a drum that holds 16 rounds. Shoulder Arms skill. This weapon holds 4 shots, and damage
Reloading this weapon requires using two actions, and thus dealt by it ignores a target's armor entirely—if it is lower than
can only be done over the course of two turns. Firing this SP11. Armor with higher SP is affected as normal. Reloading
weapon requires BODY 11 or higher unless it is mounted. It this weapon requires using two actions, and thus can only be
cannot be used to make aimed shots. done over the course of two turns. Firing this weapon requires
BODY 11 or higher unless it is mounted.
Dartgun
Shrieker
An exotic very heavy pistol that can only load non-basic arrow
ammunition. Unlike other weapons that fire arrows, it has a An exotic very heavy pistol. Anyone who fires this weapon
clip of 8 non-basic arrows and must be reloaded, like a pistol. without some form of ear protection, suffers the Damaged Ear
critical injury. Instead of dealing damage, a hit it forces the
Flamethrower target to try to beat a DV15 Resist Torture/Drugs Check, or
they suffer the Damaged Ear critical injury. This weapon's
An exotic shotgun fired with the heavy weapons skill, instead standard battery pack is depleted after 8 shots.
of the shoulder arms skill. Mechanically, the flamethrower is a
shotgun that can only fire incendiary shells (ammunition cost Stun Baton
is also the same as incendiary shotgun shells), except while
the targets are ignited. A one-handed exotic medium melee weapon. If damage dealt
by it would reduce a target to under 1 HP, they are instead
Until they spend an action to put themselves out, targets Unconscious at 1 HP. Damage dealt by this weapon cannot
take 4 damage to their HP at the end of their turns. If they cause a critical injury and doesn't ablate armor.
were already on fire, this effect replaces one that would deal
less damage. Damage dealt by this weapon cannot cause a Stun Gun
critical injury, and it cannot be used to make aimed shots.
An exotic heavy pistol. If damage dealt by it would reduce a
Kendachi Mono-Three target to under 1 HP, they are instead Unconscious at 1 HP.
Damage dealt by this weapon cannot cause a critical injury
A high-tech katana with a nearly transparent crystal blade. and doesn't ablate armor. This weapon's standard battery
When its handle is gripped by someone with a valid biometric pack is depleted after 8 shots.
key, its microscopically serrated edge vibrates four thousand
times a second. While active, damage dealt by this weapon Tsunami Arms Helix
ignores a target's armor entirely—if it is lower than SP11.
Armor with higher SP is affected as normal. A hex-barreled gatling shotgun, with a top-mounted laser-
sighting system, that fires 10-gauge shells. It's unique recoil
Even in the hands of someone who is unable to activate it, compensation allows for relatively controllable autofire, and
the blade is still an excellent quality, two-handed, exotic, very makes a distinct, heavy, metallic screaming sound in use.
heavy melee weapon. At no additional cost, any color of laser
can be installed into the hilt, to refract within the crystal blade, This exotic assault rifle can only be fired using autofire, and
giving it a flaring neon glow when it is active. Red is popular. can't make aimed shots or fire single shots. It holds 40 bullets.
When fired, the Helix consumes 20 bullets with every attack. If
Malorian Arms 3516 you hit a target, roll 2d6 damage and multiply it by the amount
you rolled over the DV (maximum of 5).
Johnny Silverhand's famous very heavy pistol. It is excellent
quality, does 5d6 damage, and comes permanently installed Reloading this weapon requires using two actions, and thus
with a smartgun link, which must be connected via interface can only be done over the course of two turns. Firing this
plugs or a subdermal grip, or the weapon can't be operated. weapon requires BODY 11 or higher unless it is mounted.
This extremely rare firearm is even more valuable today than
it ever was in the past, if you can even find one for sale.
Weapon Attachments Drum / Extended Magazine
Every non-exotic ranged weapon has three attachment slots. Compatible With: Non-exotic ranged weapons except bows
Attachments are made for specific weapon types and cannot
be easily retrofitted for other weapons. Multiple attachments and crossbows.
of the same type, do nothing. Some take more than one slot.
Only one clip can be attached to a weapon at a time. While
attached to a weapon, it cannot be concealed under clothing.
Attachment Slots Cost Class Standard Extended Drum
Bayonet 1 100ed (Premium) Medium Pistol 12 18 36
Drum Magazine 1 500ed (Expensive) Heavy Pistol 8 14 28
Extended Magazine 1 100ed (Premium) Very Heavy Pistol 8 14 28
Grenade Launcher (Underbarrel) 2 500ed (Expensive) SMG 30 40 50
Infrared Nightvision Scope 1 500ed (Expensive) Heavy SMG 40 50 60
Shotgun (Underbarrel) 2 500ed (Expensive) Shotgun 4 8 16
Smartgun Link 2 500ed (Expensive) Assault Rifle 25 35 45
Sniping Scope 1 100ed (Premium) Sniper Rifle 4 8 12
Grenade Launcher 2 4 6
Bayonet Rocket Launcher 1 2 3
Compatible With: Non-exotic ranged weapons fired with the Grenade Launcher (Underbarrel)
Shoulder Arms skill.
Compatible With: Non-exotic ranged weapons fired with the
Allows you to also use the weapon as a light melee weapon. Shoulder Arms skill.
When wielded in two hands, you can also use the weapon as
a grenade launcher, with a 1-round magazine. While attached
to a weapon, it cannot be concealed under clothing.
Infrared Nightvision Scope
Compatible With: Non-exotic ranged weapons.
Allows you to ignore penalties imposed by firing at a target
obscured by darkness, smoke, fog, etc. Looking through the
scope you can distinguish warm meat from cold metal, though
nothing more specific. You can’t, for example, tell the model of
a cyberam from a distance, or see any internal surprises.
Shotgun (Underbarrel)
Compatible With: Non-exotic ranged weapons fired with the
Shoulder Arms skill.
When wielded in two hands, you can also use the weapon as
a shotgun, with a 2-round magazine. While attached to a
weapon, it cannot be concealed under clothing.
Smartgun Link
Compatible With: Non-exotic ranged weapons.
While linked to a smartgun, you have +1 to attacks made with
it. Installing or uninstalling a smartgun link takes one hour. To
use one you need either interface plugs or a subdermal grip,
both of which also require a neural link.
You can connect your interface plugs as part of drawing a
smartgun, if they aren't already jacked-in elsewhere. Being
disarmed unplugs your cables, rather than snapping them.
Sniping Scope
Compatible With: Non-exotic ranged weapons.
Looking through the scope, you can see detail up to 800m
away. When firing at targets over 50m away, with either single
shot mode or an aimed shot, you gain +1 to the attack. This
does not stack with TeleOptics cyberware.
Ammunition
Ammunition must be bought separately for each different type Flashbang Ammunition
of weapon. Batteries, grenades and rockets are all purchased
individually, any other ammunition is sold in increments of 10. Types Available: Grenades only
Ammunition Type Cost This ammunition deals no damage. Instead, anyone meat it
hits must beat a DV15 Resist Torture/Drugs check, or they
Basic Ammunition 10ed (Cheap) suffer the Damaged Eye and Damaged Ear critical injuries for
Battery Pack 50ed (Costly) one minute. Neither critical injury deals any bonus damage.
Armor-Piercing Ammunition 100ed (Premium)
Biotoxin Ammunition 500ed (Expensive) Incendiary Ammunition
EMP Ammunition 500ed (Expensive)
Expansive Ammunition 100ed (Premium) Types Available: Arrows, Bullets, Grenades, Shotgun Shells
Flashbang Ammunition 100ed (Premium)
Incendiary Ammunition 100ed (Premium) When you deal damage through armor using this ammunition
Poison Ammunition 100ed (Premium) the target ignites. Until someone takes an action to put them
Rubber Ammunition 10ed (Cheap) out, they take 2 damage each time they end their turn, which
Sleep Ammunition 500ed (Expensive) ignores armor and doesn't ablate it. This effect doesn't stack.
Smart Ammunition 500ed (Expensive)
Smoke Ammunition 50ed (Costly) Poison Ammunition
Teargas Ammunition 50ed (Costly)
Types Available: Arrows and Grenades only
Basic Ammunition
This ammunition deals no damage. Instead, anyone meat it
Types Available: All except Grenades and Rockets hits, must beat a DV13 Resist Torture/Drugs check, or they
take 2d6 damage which ignores armor and doesn't ablate it.
Standard ammunition for the weapon. No special features.
Rubber Ammunition
Battery Pack
Types Available: Arrows, Bullets, Slugs
Types Available: Battery Packs only
Damage dealt using this ammunition cannot cause a critical
Depleted after 8 shots. Takes 1 hour to fully recharge. injury. Additionally, attacks made with this ammunition cannot
ablate armor. If damage from this ammunition would reduce a
Armor-Piercing Ammunition target with over 1 HP to less than 0 HP, they remain at 1 HP.
Types Available: All except Shotgun Shells Sleep Ammunition
The standard ammunition for grenade and rocket launchers. It Types Available: Arrows and Grenades
reduces armor by 2 points, instead of 1 point when it ablates.
This ammunition deals no damage. Instead, anyone meat it
Biotoxin Ammunition hits must beat a DV13 Resist Torture/Drugs check, or fall
prone and unconscious for one minute. They are woken by
Types Available: Arrows and Grenades only taking damage, or someone using an action to wake them.
This ammunition deals no damage. Instead, anyone meat it Smart Ammunition
hits, must beat a DV15 Resist Torture/Drugs check, or they
take 3d6 damage which ignores armor and doesn't ablate it. Types Available: Arrows, Bullets, Rockets
EMP Ammunition Unless you have targeting scope cyberware installed, smart
ammunition won't even fire when the trigger is pulled. When it
Types Available: Grenades only misses by 4 or less in single shot mode, it automatically has a
second chance to hit the target, and rolls (10 + 1d10) against
This ammunition deals no damage. Instead, anyone it hits the same DV. You can add LUCK to this roll. Targets with REF
must beat a DV15 Cybertech check, or two pieces of their 8 or greater, can still attempt to dodge this attack as normal.
cyberware or carried electronics, become inoperable for one
minute. Affected cyberlimbs act as if suffering a Dismembered Smoke Ammunition
critical injury, but are still attached and hanging there limply.
Types Available: Grenades only
Expansive Ammunition
Explodes on impact and obscures a 10m by 10m area for one
Types Available: Arrows, Bullets, Slugs minute. Any actions obscured by smoke suffer a -4 penalty.
When you cause the Foreign Object critical injury using this Teargas Ammunition
ammunition, roll again until you get a second, different result.
The target suffers both injuries but only 5 total bonus damage. Types Available: Grenades only
Meat and Non-Meat Targets This ammunition deals no damage. Instead, targets with meat
eyes must beat a DV13 Resist Torture/Drugs check, or they
Inorganic entities like drones and full borgs, are unaffected suffer the Damaged Eye critical injury for one minute. The
by things that only act on "meat" creatures or body parts. critical injury does not deal any bonus damage.
Armor Bodyweight Suit
Even in a world where cybertechnology can make you a full- Skinsuits with impact absorbing, sintered armorgel layered in
metal warrior, armor is still very important. The types of armor key body areas. Surprisingly, they are also breathable and
listed here are fairly generic, but they include every style of quite comfortable. Besides offering a measure of protection, a
clothing, suit cuts, jumpsuits, miniskirts, and anything else that bodyweight suit also has a place to store your cyberdeck and
punks on the street consider the height of protective fashion. keeps your interface plugs out of the way while you're brain-
burning that fool who dared to pop a Hellhound on you.
Armor must be purchased individually for either the head or
body. Wearing even a single piece of heavier armor will lower Many netrunners wear clothing over the suits, but plenty
your REF, DEX, and MOVE by just the most punishing armor don't. It's a matter of personal style. Unlike most other armor,
penalty you are wearing. You take this penalty only once even a bodyweight suit is always be worn on both your body and
though you are likely wearing armor on both your body and head, and provides (SP11) armor to each location. When it is
head locations. This penalty can even leave your character repaired, both parts are repaired as one.
with a MOVE of 0, and completely immobile.
Wearing a bodyweight suit adds one hardware option slot to
SP gained by armor does not "stack"; the highest single SP any cyberdeck connected to it. Hardware installed in this slot
in the hit location is used. However, all armor in that location cannot be accessed if the suit isn't worn, and can only take up
is still ablated (SP lowered by one) when you take damage. one slot. You can't wear more than one bodyweight suit.
Name: The generic name; there are many different brands. Medium Armorjack
Stopping Power (SP): How many points of damage from
an attack the armor can stop, before it reaches your body. Heavier Armorjack, with solid plastic plating, and reinforced
Penalty: How much of a REF, DEX and MOVE penalty the
armor imposes, while you are wearing it. with thicker Kevlar® mesh. Typical street wear, it combines
good protection with a reasonable cost.
Armor Type SP Penalty Cost
Leathers 4 — 20ed (Everyday)
Kevlar® 7 — 50ed (Costly)
Light Armorjack 11 — 100ed (Premium)
Bodyweight Suit 11 — 1,000ed (Very Expensive)
Medium Armorjack 12 -2 100ed (Premium)
Heavy Armorjack 13 -2 500ed (Expensive)
Flak 15 -4 500ed (Expensive)
Metalgear® 18 -4 5,000ed (Luxury)
Bulletproof Shield 10 HP — 100ed (Premium)
Leathers
Thick leather with reinforced pads at shoulders, hips, and gut.
Favored by nomads and other punks who ride bikes—like all
those road-warrior gonks wearing random sports equipment.
Kevlar®
Kevlar® is—to quote it's creator, DuPont—"a heat-resistant,
synthetic, lightweight fiber that delivers high tensile strength
which brings improved protection and performance across a
range of industries and applications." Like when people are
trying to stab or shoot you. Kevlar® can be made into clothes,
vests, jackets, business suits, and even bikinis.
Light Armorjack
A combination of Kevlar® and plastic mesh which is inserted
into the weave of the fabric. It provides decent protection,
especially against high-velocity bullets.
Heavy Armorjack Item Cost
The heaviest armorjack, combining denser Kevlar® and a Agent 100ed (Premium)
layered mix of plastic and mesh weaves. It stops all but the
heaviest attacks, but costs a pretty ennie. Airhypo 50ed (Costly)
Flak Anti-Smog Breathing Mask 20ed (Everyday)
This is the 21st century version of the time-honored flak vest Audio Recorder 100ed (Premium)
and pants with metal plates designed to provide protection
from high explosive weaponry, artillery, grenades, shotguns, Auto Level Dampening Ear Protectors 1,000ed (Very Expensive)
and anti-personnel mines. Modern flak will also stop many of
the higher caliber rounds from automatic rifles. Binoculars 50ed (Costly)
Metalgear® Braindance Viewer 1,000ed (Very Expensiv
Metalgear® is the dark future armor which lets you just stand Bug Detector 500ed (Expensive)
there and take the hits. Solid metal and plastic plates on a
mesh body cover, Metalgear® will stop almost anything, but Carryall 20ed (Everyday)
you're going to be easier to hit than a one-legged bantha.
Chemical Analyzer 1,000ed (Very Expensive)
Bulletproof Shield
Computer 50ed (Costly)
A transparent polycarbonate shield that can protect you in a
firefight. Equipping or dropping a shield is an action. While Cryopump 5,000ed (Luxury)
carrying a shield, you cannot use that hand for anything else.
While it has any HP, you are considered to be in cover. Cryotank 5,000ed (Luxury)
When you are attacked by a target you can see, you can Cyberdeck (Poor Quality) 100ed (Premium)
interpose the shield. If you do so, you cannot try to dodge the
attack, but the shield takes all the damage, if it hits you. Cyberdeck (Standard Quality) 500ed (Expensive)
If the shield drops to 0 HP, it is destroyed (until repaired) Cyberdeck (Excellent Quality) 1,000ed (Very Expensive)
and cannot be used as cover, although it still remains in your
hand, until you use an action to drop it. Disposable Cell Phone 50ed (Costly)
Gear Drum Synthesizer 500ed (Expensive)
The Cyberpunk future is mobile. Like the cowboys of the Old Duct Tape 20ed (Everyday)
West, most people in the Time of the Red time carry their lives
on their backs—a world of miniaturized sleeping, eating, and Flashlight 20ed (Everyday)
entertainment components crammed into carryalls and the
back seats of cars. The gear you carry around is known on Food Stick 10ed (Cheap)
the street as your "outfit". A typical outfit might include:
Glow Paint 20ed (Everyday)
Your agent.
An inflatable bed & sleeping-bag. Glow Stick 10ed (Cheap)
A pocket-load of memory chips.
A cyberdeck and cables (for netrunners). Grapple Gun 100ed (Premium)
A techtool or other tools.
Personal effects, like clothes, toothbrushes, etc. Handcuffs 50ed (Costly)
Easily portable food in the form of bars, squeeze tubes, foil
packs, ready to eat meals (MREs), or maybe the occasional Homing Tracer 500ed (Expensive)
banana (worth its weight in gold!)
Inflatable Bed 20ed (Everyday)
Edgerunners aren't the type to settle down. Rockerboys
have the next gig. Solos need to keep moving before their Kibble Pack 10ed (Cheap)
enemies figure out where they're sleeping these days. Cops,
'runners, medias, and techs are always on stakeouts, tracking Linear Frame Σ (Sigma) 1,000ed (Very Expensive)
hard stories, or running from various people they've brought
down on themself. Nomads don't have homes to start with— Linear Frame ß (Beta) 5,000ed (Luxury)
unless you count their kombis—what good is something if you
can't cram it on the back of your bike anyway? Lock Picking Set 20ed (Everyday)
Medscanner 1,000ed (Very Expensive)
Medtech Bag 100ed (Premium)
Memory Chips 10ed (Cheap)
MRE 10ed (Cheap)
Musical Instrument 500ed (Expensive)
Personal CarePak 20ed (Everyday)
Pocket Amplifier 50ed (Costly)
Radar Detector 500ed (Expensive)
Radio Communicator 100ed (Premium)
Radio Scanner/Music Player 50ed (Costly)
Road Flare 10ed (Cheap)
Rope (60m) 20ed (Everyday)
Scrambler/Descrambler 500ed (Expensive)
Smart Glasses 500ed (Expensive)
Tech Bag 500ed (Expensive)
Techscanner 1,000ed (Very Expensive)
Techtool 100ed (Premium)
Tent & Camping Equipment 50ed (Costly)
Vial of Biotoxin 500ed (Expensive)
Vial of Poison 100ed (Premium)
Video Camera 100ed (Premium)
Virtuality Goggles 100ed (Premium)
Agent Bug Detector
A self-adaptive, AI-powered smartphone that learns how best A device beeps whenever you are within 2m of any kind of
to fit your needs, simply by interacting with you. While not a
true AI, it is more than capable of replacing any need for a tap, bug, or other listening device.
secretary. When you sit back and allow your agent to manage
your life, everything is easier, including making sure you have Carryall
time to do what you need to do (crimes, killing people, getting
away with it, and so forth) instead of going to the store to get Heavy ripstop nylon bags of varying sizes, from messenger to
something you forgot. There are many reasons why almost
everyone has one. Things your agent can do, include: nearly man-sized duffel bags.
Make voice or video calls and record them, forward them, Chemical Analyzer
send them to voicemail, or even listen to them for you.
Surf the data pool and find directions to meatspace locarions. A device which can test substances as an action, to find their
Keep your schedule for you and act independently on events,
like ordering a gift and having it delivered to the recipient. precise chemical composition. It can identify most substances
Maintain a personality complete with name, voice, and virtual
body. Some particularly lonely individuals even reprogram instantly from a huge database of samples.
their agent software to act as a surrogate lover or friend.
Suggest clothes for you to buy, based on the latest trends. Computer
Record/play audio and video to/from standard memory chips.
Link to your cyberware and share data with the various A standard laptop or desktop computer—used for everyday
consumer appliances found in your living space.
Monitor your daily use of easily acquired resources (up to things like surfing the data pool, word processing, games, etc.
Costly) and automatically reorder them when you run low.
Suggest a course of action based on stated goals. However, Cryopump
its AI is limited, and it may suggest unwise actions.
A briefcase-sized tool, containing a body bag hooked up to a
In addition to all this, your agent gives you +2 to your Library powerful pump. Willing or unconscious targets can be placed
Search skill and—if you wear the clothes it suggests, which inside the bag and hooked up to the pump as an action. The
change every season—also +2 to your Wardrobe & Style skill. pump then forces a hyper-cooled chemical fluid into the bag,
Multiple agents do not multiply these bonuses. which expends one of the cryopump's charges per target.
Airhypo Targets go into stasis. They are unconscious and no longer
roll any death saves for up to a week; so long as they remain
A device which uses a quick burst of compressed air to force inside the bag and it has some HP. While inside the cryopump
a drug through the skin. You can use an action to administer a bag, targets are considered to be behind cover with 15 HP.
single dose to a willing target. Or, if they are unwilling, make a
single melee weapon attack, which administers a single dose The bag's transparent top and gloves molded into the lining,
instead of dealing damage. Loading an airhypo with one dose allow a target to be stabilized, and undergo surgery while in
of a desired drug is part of the action to use it. stasis. Standard cryopumps have one charge and can hold
one roughly human-sized target. Only trained medtechs can
Anti-Smog Breathing Mask operate a cryopump. Refueling one costs 50ed per charge.
Masks that filter out toxins and smoke from the environment, Cryotank
making you immune to the effects of gasses, fumes, or similar
dangers that must be inhaled to affect you. A container which can hold a fully grown adult. If you beat a
DV13 Medical Tech check, the cryotank keeps one person in
Audio Recorder stasis for as long as desired. They are unconscious and heal
at double the normal rate; so long as they remain inside the
A device which can record up to 24 hours of audio before its tank and it has some HP. While inside the cryotank, targets
output fills up a standard memory chip slotted into it. are considered to be behind cover with 30 HP. Only a trained
medtech can operate a cryotank. They do not need refueling.
Auto Level Dampening Ear Protectors
Cyberdeck
Compact ear protection. When wearing it, you are immune to
deafness or other effects caused by dangerously loud noises, The generic term for a modular cybermodem platform, onto
like those produced by a flashbang.
which netrunners install hardware and programs, for the sole
Binoculars
purpose of netrunning—commonly abbreviated to just 'deck'.
When you look through them, they double or triple the size of
whatever you are seeing. Using them requires cyberware interface plugs and a neural
Braindance Viewer link. A modern deck is roughly the size of a pack of cards.
A device which allows you to experience braindance content; Cyberdeck Quality Poor Standard Excellent
digital recordings of an experience that are viewed from the
actor's point-of-view. The recording includes all their senses, Program/Hardware Slots 57 9
and you feel every sensation they did—for better or for worse.
Disposable Cell Phone
There are still billions of the things around. A good choice for
fixers or anyone else who doesn't want to be tracked.
Drum Synthesizer
Flat plastic pads of varying sizes, linked by cables to a central
processor. Can simulate almost any kind of drum, but requires
some type of amplification to be heard.
Duct Tape
Available in many colors, even glow-in-the-dark tape, which is
often used to mark tunnels, dead drops, or caches. It glows
even if there has been no light exposure.
Flashlight MRE
Rechargeable. 100m beam, lasts up to 10 hours on a charge. "Meal, Ready-to-Eat": Self-heating plastic and foil bags. Add
water, snap the tab on the top, and in 2 minutes you'll have
Food Stick something that vaguely resembles a hot, nourishing meal.
A grainy, dried food bar that comes in a variety of (awful) Musical Instrument
flavors. "Legally defined as equivilent to an actual meal!™" Use your imagination, but remember that you will also need
an amplifier for any electronic instruments to be heard.
Glow Paint
Personal CarePak
Glow-in-the-dark paint for marking locations, creating art,
Your everyday personal hygine supplies: Toothpaste-loaded
tagging on the street, etc. Comes in a convenient spray can. toothbrush, all-body wet-wipes, depilatory paste, comb, etc.
Glow Stick Pocket Amplifier
Illuminates a 4m radius for up to 10 hours. Single use only. About the size of a large book, this amplifier supports two
instruments and can be heard up to 100m away. It takes ten
Grapple Gun minutes to fully recharge, which runs it for up to six hours.
You can use an action to fire this rocket propelled grapple, Radar Detector
and it will attach securely to any Thick cover up to 30m away.
It can support two times your body weight, and has 10 HP. A device that beeps if a radar beam is active within 100m.
You ignore the normal movement penalty for climbing when Radio Communicator
climbing this line, and retract it without taking an action. It is
ineffective as a weapon, and can't be used to make the Grab An earpiece allowing communication via radio. 1-mile range.
action. You can't hold anything in the hand used to wield it.
Radio Scanner / Music Player
Handcuffs
A music player you can link to the data pool to listen to the
Can be easily broken by anyone with BODY higher than 10. hottest music, or play directly from a memory chip. You can
use it as an action, to scan for any radio bands within a mile
Homing Tracer that are currently being used, and tune into them. Encrypted
radio channels also require a Descrambler to understand.
Devices which can track a linked tracer from up to one mile
Road Flare
away. Comes with a free, button-sized tracer. Replacement
Illuminates a 100m radius for up to 1 hour. Single use only.
tracers cost 50ed.
Rope (60m)
Inflatable Bed
Nylon rope, available in various colors. Holds up to 800 lb.
A self-inflating air mattress, which comes packed with a thin
Scrambler/Descrambler
sleeping bag. The whole thing folds to 6"x6" for easy storage.
Allows you to scramble your outgoing communications, so
Kibble Pack they cannot be understood by anyone without a descrambler,
which is also included at no extra charge.
A foil package of dry cereal or wafers, equivalent to a single
Smart Glasses
meal. Usually identified by a number rather than the colorful
Eyewear that contains two slots for cybereye options, which
label and cheerful, but optimistic description. you can access while wearing the glasses. Cybereye options
installed into the glasses are always paired, but do not cost
Linear Frame double the price. You can only wear one pair of smart glasses
at a time. Enthusiasts often replace the standard frames with
A powered exoskeleton that sets your BODY to a fixed value something fancier, as they are rather plain-looking by default.
while jacked in. This does not affect your Hit Points or Death Tech Bag
Save. More advanced frames require multiple interface plugs. A small set of tools used for fixing electronics and machinery.
Includes a techtool, electrical parts like tape and wire wraps,
Frame Version BODY Interface Plugs Required screws and bolts, plug in modules for repairs, a heat torch, 2
Σ (Sigma) 12 1 small prybars, and a hammer.
ß (Beta) 14 2
Techscanner
Lock Picking Set
A scanner that can diagnose a wide variety of machinery and
A small pouch of tools for cracking mechanical locks. electronics, assisting you in repairs and other technical work.
It adds +2 to your Basic Tech, Cybertech, Land Vehicle Tech,
Medscanner Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech,
and Weaponstech skills. It doesn't stack with more scanners.
A scanner with external probes and contacts, that diagnoses
Techtool
injury and illness—assisting you in medical emergencies not
A convenient pocket-sized multitool.
requiring surgery. Adds +2 to your First Aid and Paramedic
skills. This doesn't stack with multiple medscanners.
Medtech Bag
A medical toolkit that includes everything from dermal staplers
to spray skin applicators to sterile scalpels. All you need to
save lives using your skills and training.
Memory Chips
Thin wafers of doped plastic that store information in all forms.
Tent and Camping Equipment Street Drugs
A small, one-person tube tent with plastic stakes, a self- All the old drugs are still around, but in the Time of the Red,
heating pot to boil water (5 min to recharge, lasts 2 hours), they have a bad street rep. Now corps prefer to hook you less
and a cheap metal spork that couldn't hurt a fly. abruptly and keep you a productive member of the workforce!
Vial of Biotoxin Street drugs are usually taken with an airhypo, by using an
action to either administer a single dose to a willing target, or
This entire vial of biotoxin can be smeared on a light melee to try and hit an unwilling target with a single melee weapon
weapon as an action. For 30 minutes after, instead of dealing attack, that administers the dose instead of dealing damage.
the weapon's typical damage, anyone (meat) hit by the
biotoxin-coated weapon must instead beat a DV15 Resist Anyone dosed with a street drug immediately experiences
Torture/Drugs Check, or take 3d6 damage directly to their HP. the primary effects for the full duration. Taking multiple doses
Their armor isn't ablated because it wasn't interacted with. of a drug, extends the primary effects by the full duration.
Vial of Poison When the primary effects wear off, the user must beat a
check against the DV of the secondary effects, which are all
An entire vial of poison can be smeared onto a light melee permanent and deeply habit forming, and can only be cured
weapon as an action. For 30 minutes afterwards, instead of by therapy for drug addiction. To try and avoid this, you roll:
dealing the weapon's typical damage, anyone (meat) hit by
the poisoned weapon, must instead beat a DV13 Resist (WILL + resist torture/drugs) + 1d10
Torture/Drugs check, or take 2d6 damage directly to their HP.
Their armor isn't ablated because it wasn't interacted with. Some of the most popular street drugs are detailed below:
Video Camera Drug Duration DV Cost per Dose
This device can record up to 12 hours of video and audio onto Black Lace 24 Hours 17 50ed (Costly)
a memory chip. Can be operated with one hand.
Blue Glass 4 Hours 15 20ed (Everyday)
Virtuality Goggles
Boost 24 Hours 17 50ed (Costly)
Netrunners no longer have to jack their optic nerves into the
NET, like they did before the Time of the Red. Instead you Smash 4 Hours 15 10ed (Cheap)
wear virtuality goggles; headsets which overlay cyberspace
imagery onto your view of the world around you. This means Synthcoke 4 Hours 15 20ed (Everyday)
you'll be seeing and hearing virtual things like Black ICE,
while your "meatspace" buddies will see nothing. Black Lace
You could still jack in the old-school way, if you needed to, A high powered combat drug and painkiller which makes you
but that renders your body effectively unconscious in meat- aggressive and almost invincible. Police hate it; they have to
space, until you jack out again. flatline boosters on black lace just to make them stop fighting.
Primary Effects
You ignore the effects of the Seriously Wounded state.
You suffer 2d6 Humanity loss.
Secondary Effects
If you weren't already addicted to black lace, you are now.
-2 REF when not under the primary effects of black lace.
Humanity Loss from the primary effects isn't restored.
Blue Glass
Originally developed as a biological weapon, it proved far too
eratic for military use, but was a huge success on the streets.
Primary Effects
The GM will sometimes tell you that you are "flashing out"—
hallucinating swirls of vibrant colors in short, powerful bursts.
When this happens, you can't take any actions on your turn.
Secondary Effects
If you weren't already addicted to blue glass, you are now.
The GM will continue to occasionally let you know that you
are flashing out. This typically happens once an hour, but it
can vary heavily between different blue glass junkies.
Blue Glass' primary effects change: Instead of causing you to
flash out, you are instead now immune to flashing out while
experiencing the primary effects. You must take it for stability.
Boost Secondary Effects
A favourite of netrunners since the 2020's—now with a new If you weren't already addicted to smash, you are now.
and improved forumla: "You simply can’t be too intelligent!™" When not under the primary effects of smash, You just lose
interest in normally enjoyable activities. -2 to: Acting, Dance,
Primary Effects Contortionist, Conversation, Human Perception, Persuasion.
The GM will determine when you crave more smash.
+2 INT. This can raise your INT above 8.
Synthcoke
Secondary Effects
The latest generation of synthetic cocaine replacement.
If you weren't already addicted to boost, you are now.
-2 INT when not under the primary effects of boost. Primary Effects
Smash You gain +1 REF. This can raise your REF above 8.
You are prone to paranoid ideation—the GM will occasionally
The dark future's answer to alcohol. It's yellow, foamy, and tell you that you feel paranoid.
sold in cans everywhere.
Secondary Effects
Primary Effects
If you weren't already addicted to synthcoke, you are now.
You feel euphoric, loose, happy, and ready to party. +2 to: -2 REF when not under the primary effects of synthcoke.
Acting, Dance, Contortionist, Conversation, Persuasion, and The GM will determine when you crave more synthcoke.
Human Perception.
Fashion Smart clothes have many useful features, they:
Culture, class, and couture are all different things, choomba! Know if they are ripped or dirty and can report this fact to
Your style tells other people on the street about the kind of your agent. The tags not only contain cleaning and wear
image you project, but in the Time of the Red, the clothing is data, but also manufacturer's codes, order numbers, and
wildly varied, and you take what you can get. Sometimes even sizes. Your agent can use the data to order replacements.
the biggest bankroll can't score that preem cyberjacket with
the lighted collar that you've been drooling over. Adapt to minor temperature changes, by monitoring your
body temperature and tightening or relaxing the weave.
Digital fabrics in the dark future integrate micro-circuitry into
the weave of the material, allowing other properties than mere Can change color and display 2D images or animations.
adornment and protection. Buttons and zippers incorporate
microcomputers to control many of advanced functions.
Street Style Bottoms Top Jacket Footwear Jewelry Shades Glasses Contacts Hats
Bag Lady Chic: Homeless, 20ed 10ed 20ed 20ed 20ed 20ed 10ed 10ed 10ed
Ragged, Vagrant (Everyday) (Cheap) (Everyday) (Everyday) (Everyday) (Everyday) (Cheap) (Cheap) (Cheap)
Gang Colors: Dangerous, 50ed 20ed 50ed 20ed 50ed 20ed 20ed 10ed 10ed
Violent, Rebellious (Costly) (Everyday) (Costly) (Everyday) (Costly) (Everyday) (Everyday) (Cheap) (Cheap)
Generic Chic: Standard, 50ed 20ed 50ed 20ed 50ed 20ed 20ed 10ed 10ed
Colorful, Modular (Costly) (Everyday) (Costly) (Everyday) (Costly) (Everyday) (Everyday) (Cheap) (Cheap)
Bohemian: Folksy, Retro, 50ed 20ed 50ed 50ed 100ed 50ed 50ed 10ed 10ed
Free Spirited (Costly) (Everyday) (Costly) (Costly) (Premium) (Costly) (Costly) (Cheap) (Cheap)
Leisurewear: Comfort, 100ed 20ed 100ed 50ed 100ed 50ed 50ed 20ed 50ed
Agility, Athleticism (Premium) (Everyday) (Premium) (Costly) (Premium) (Costly) (Costly) (Everyday) (Costly)
Nomad Leathers: 100ed 20ed 100ed 100ed 100ed 50ed 50ed 20ed 100ed
Western, Rugged, Tribal (Premium) (Everyday) (Premium) (Premium) (Premium) (Costly) (Costly) (Everyday) (Premium)
Asia Pop: Bright, 100ed 20ed 100ed 100ed 100ed 100ed 100ed 100ed 100ed
Costume-like, Youthful (Premium) (Everyday) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium)
Urban Flash: Flashy, 100ed 20ed 100ed 100ed 100ed 100ed 100ed 100ed 100ed
Technological, Streetwear (Premium) (Everyday) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium) (Premium)
Businesswear: Presence, 500ed 50ed 500ed 500ed 5,000ed 500ed 500ed 100ed 500ed
Leadership, Authority (Expensive) (Costly) (Expensive) (Expensive) (Luxury) (Expensive) (Expensive) (Premium) (Expensive)
High Fashion: Exclusive, 1,000ed 500ed 1,000ed 5,000ed 50,000ed 1,000ed 1,000ed 1,000ed 5,000ed
Designer, Couture (Very (Expensive) (Very (Luxury) (Luxury) (Very (Very (Very (Luxury)
Expensive) Expensive) Expensive) Expensive) Expensive)
Cyberware Installing Cyberware
Its time to take a trip to the ripperdoc and get some chrome! Cybertechnology can be purchased almost anywhere. Some
There are eight classifications of cyberware in the dark future: of the medical procedures are simple walk-in types of surgery
with minor installations taking place in whatever shopping mall
Fashionware: Hardware for personal adornment. clinics still exist (Bodyshoppe, Fashion/Fusion, and Parts N'
Neuralware: Hardware that augments your reflexes and Programs are three popular chain stores) or drop-in medical
centers, like Docs R Us™.
mental abilities.
Cyberoptics: Hardware that enhances your visual abilities. You can even have upgrades and improvements plugged
Cyberaudio: Hardware that improves your hearing and into the old hardware for the cost of the new parts—you can
start small (called "stripped" or "economy") and add as you
auditory abilities. go. Installation surgery is always included in the listed cost.
Internal Cyberware: Hardware implanted inside your body You can't install cyberware if you're suffering a critical injury
related to it. Multiple installations of the same cyberware do
to replace organs or provide systemic improvements. not provide any addional benefits, unless otherwise noted.
External Cyberware: Hardware that is installed in, on, over
Different cyberware requires varying degrees of surgery to
or immediately through your skin. implant, which determines where you can have it installed:
Cyberlimbs: Cybernetic arms or legs that can be further
Mall
enhanced with a variety of options, coverings, or functions.
Borgware: Hardware which fully replaces the majority of Installation can be done in any mall or street corner bio-mod
shop—its the cyberware equivalent getting your ear pierced.
your body with cybernetic parts.
Clinic
In the dark future, it's hip to have high-tech grafted into you
somewhere. If you can afford it, you probably have at least a Needs an actual medtech in a medical surgery clinic. Most of
couple of "enhancements"—a few chips installed into your the installation is actually automated, but it still takes a skilled
nervous system to interface with your computer; remember practitioner to use that gear. Most ripperdocs are at this level.
your appointments, and improve your cyberball reflexes.
Hospital
If you're cybered up, you have interface plugs to operate
computers and vehicles mentally. Maybe your eyes are also Requires major surgery that is only possible in a full hospital,
cyberoptics with a recording function and the latest iris tint or the nearest equivalent, and must be performed by a skilled
(polychrome is in this year!), or perhaps you've boosted your medtech, trained to do this kind of work.
hearing to better catch the gossip in the executive lounge.
Foundational Cyberware
If your job involves security or combat, you probably have
combat chipware, as well as plugs for a smartgun. As a solo, Most classifications of cyberware have a foundational piece of
you may have had an arm or a leg replaced with a cyberlimb, cyberware, which can only be installed once. It has a number
allowing you to hide tools and weapons inside your body, as of option slots which can then be filled with more cyberware of
well as giving you an edge in speed and strength. the same classification. Most cyberware options take up one
option slot, unless otherwise noted.
Even if your job doesn't technically involve violence, it's still
a safe bet that you're not going to be just wandering the street Fashionware, internal cyberware, and external cyberware,
without some kind of hardware in your body —"Better cyber have no foundational piece. You have 7 option slots for each.
than sorry", as they say on the street.
Cyberpsychosis Fashionware
A disorder that occurs when people enhance themselves via Low-impact cyberware designed for convenience or merely
cybernetics to the point they begin to see themselves—and for looks. Fashionware is generally innocuous, easy to install,
others—as simply a collection of replaceable body parts. and unlike most other cyberware, it causes no humanity loss.
Common symptoms include; lack of self-preservation, poor You have seven option slots for fashionware.
impulse control, disregard for others, and explosive outbursts.
People with these underlying issues (low EMP score in-game) Item Install Cost
are more likely experience cyber-psychosis.
Biomonitor Mall 100ed (Premium)
Each piece of cyberware lowers your maximum Humanity
(HUM) by 2, each piece of borgware by 4. Cyberware with 0 Chemskin Mall 100ed (Premium)
humanity loss, does not decrease your maximum HUM.
EMP Threading Mall 10ed (Cheap)
Installing cyberware isn't the only way to edge towards this
mental abyss. Horrific experiences can also wear you down, Light Tattoo Mall 100ed (Premium)
and edgerunners have to deal with these sorts of situations all
the time. The GM may attach a HUM point cost to an event or Shift Tacts Mall 100ed (Premium)
situation. (Like when you stumble across a pack of scavvers
eating a baby: Humanity loss of at least 6 points right there!) Skinwatch Mall 100ed (Premium)
Practicing Safe Cyber Techhair Mall 100ed (Premium)
Not all cyberware contributes to cyberpsychosis. Medical- Biomonitor
grade cyberware functions only as a replacement for missing
limbs, and has no humanity cost. Medical implants are treated Subdermal implant which generates a constant LED readout
the same as long as they have a therapeutic use.
of pulse, temperature, respiration, blood sugar, etc. You can
Similarly, standard bodysculpting causes no humanity loss.
Only cyberware that replaces perfectly functional body parts, also link your biomonitor and agent, to track your well-being.
or enhances the body beyond the human baseline, can push
someone towards cyberpsychosis. Even then, there are some Chemskin
therapeutic treatment options available.
Dyes and pigments infused into your skin, which permanently
The Psycho Squad change the hue, tint, tone or shade. Applications range from
hiding blemishes to neon-green skin. It can be temperature-
Cyberpsychosis is a big problem in the dark future. What do sensitive or even reactant to hormone changes in your body.
you do when metal-armored, cyberboosted maniacs start Having both chemskin and techhair adds +2 to your Personal
randomly killing people? If you're a government, you organize Grooming skill. (This bonus only applies once.)
a special squad of professional police with one job: to hunt
down and capture or kill cyberpsychos. EMP Threading
If there isn't much government left, the locals will probably Popularized by the media sensation UR, these thin silver lines
start their own Psycho Militia and go after your 'borged-up butt
anyway, even without a warrant. run in circuit-like patterns across the body. Many believe they
"Psycho Squads" are common to most urban and corporate act as a kind of "Faraday cage", which protects you from EMP
police departments, going under catchy names like C-SWAT
(Cybernetic Special Weapons & Tactical Squad), PSYCHE- effects and/or radiation. There is no kind of scientific evidence
DIV, CYB-Enforcement, and MAX-TAC (Maximum Force
Tactical Division). Armed with the best in armor, equipment, to actually back such claims, but they sure do look cool!
and vehicles, most carry weapons that start at the light
cannon range and go up from there. Light Tattoo
Subdermal patches that project glowing, colored tattoos under
your skin. The larger the piece, the more installations of this
fashionware you need to complete it. Having three or more
light tattoo installations gives you +2 to your Wardrobe & Style
checks. (This bonus only applies once.)
Shift Tacts
Color-changing lenses implanted into your eyes. There are
many patterns are available. The lenses can be temperature-
sensitive or even reactant to hormone changes in your body.
Only one choice of color and pattern can be made, but you
can activate the color change at any time without an action.
Skinwatch
Subdermal implants that can generate a glowing readout of
the current time and date, which is visible through your skin.
Techhair
Light-emitting, artificial hair that can be temperature sensitive,
motorized to extend/retract, or reactant to hormone changes
in your body. Having both chemskin and techhair gives you +2
to Personal Grooming checks. (This bonus only applies once.)
Neuralware
Cybernetic processors linked to your central nervous system. Chemical Analyzer
Item Install Cost HL Requires: Chipware Socket
Neural Link Clinic 500ed (Expensive) 2d6 While slotted into a chipware socket, you can test substances
Braindance Recorder Clinic 500ed (Expensive) 2d6 to find their chemical composition as an action—identifying
Interface Plugs Clinic 500ed (Expensive) 2d6 most substances instantly from a wide database of samples.
Kerenzikov Clinic 500ed (Expensive) 4d6
Sandevistan Clinic 500ed (Expensive) 2d6 Memory Chip
Chipware Socket Clinic 500ed (Expensive) 2d6
Chemical Analyzer 1d6 Requires: Chipware Socket
Memory Chip — 500ed (Expensive)
Olfactory Boost — 10ed (Cheap) 0 The standard for data storage. While slotted into a chipware
Pain Editor — 100ed (Premium) 2d6 socket, your cyberware can store and access data on it.
Skill Chip — 1,000ed (V. Expensive) 4d6
Skill Chip (x2) — 500ed (Expensive) 2d6 Olfactory Boost
Tactile Boost — 1,000ed (V. Expensive) 2d6
— 100ed (Premium) 2d6 Requires: Chipware Socket
Neural Link While slotted into a chipware socket, your sense of smell is
boosted, allowing you to use the Tracking skill to follow scents
Foundational Hardware: Provides 5 neuralware slots in addition to any visual clues.
A wired artificial nervous system, required to use neuralware Pain Editor
and subdermal grips.
Requires: Chipware Socket
Braindance Recorder
While slotted into a chipware socket, your pain receptors shut
Requires: Neural Link off dynamically, allowing you to ignore all the effects of the
Seriously Wounded state.
Share the story from your point of view! Records braindance
content to a standard memory chip or linked agent, which can Skill Chip
be viewed with a compatible braindance viewer.
Requires: Chipware Socket
Interface Plugs
While slotted into a chipware socket, you gain 3 points in a
Requires: Neural Link specific skill, unless your skill was already higher than 3, in
which case it does nothing. Chips for (x2) skills cost double.
Plugs in your wrist or head, which allow you to jack into and
use; cyberdecks, smartguns, heavy machinery, and vehicles. Tactile Boost
Multiple installations allow you to plug into multiple things.
Requires: Chipware Socket
Kerenzikov
While slotted into a chipware socket, your sense of touch is
Requires: Neural Link boosted, allowing you to detect motion within 20m, as long as
your hand is touching a connected surface. While in use as a
Always-on speedware that provides you with a consistently motion detector, that hand can't be used for anything else.
improved reaction time. You add +2 to your initiative rolls.
Only a single piece of speedware can be installed at a time.
Sandevistan
Requires: Neural Link
Speedware that gives you short boosts of highly improved
reaction time. When activated as an action, you add +3 to any
initiative roll you make in the next minute. The sandevistan
cannot be activated again for one hour. Only a single piece of
speedware can be installed at a time.
Chipware Socket
Requires: Neural Link
A socket in the back of your neck that provides you with five
chipware slots. As an action, you can install or uninstall one
piece of chipware into one slot. The first time you install any
piece of chipware you never used before, you suffer Humanity
Loss. Re-installing chipware you already used doesn't do this.
Multiple chipware sockets may be installed separately.
Cyberoptics Color Shift
Digital eye replacements which can look exactly like organic Requires: Cybereye
eyes, although a wide variety of fashion options are popular. This cosmetic upgrade allows you to make unlimited color and
pattern changes as an action. It can be temperature sensitive
Item Install Cost HL or even reactant to hormone changes in your body.
Cybereye Clinic 100ed (Premium) 2d6
Anti-Dazzle Mall 100ed (Premium) 1d3 Dartgun
Chyron Mall 100ed (Premium) 1d3
Color Shift Mall 100ed (Premium) 1d3 Requires: Cybereye (3 slots per eye)
Dartgun Mall 500ed (Expensive) 1d3 A dartgun exotic weapon concealed inside the cybereye. Its
Image Enhance Mall 500 eb (Expensive) 1d6 tiny internal magazine can be loaded with a single round.
Low Light/Infrared/UV Mall 500ed (Expensive) 1d6
MicroOptics Clinic 100ed (Premium) 1d3 Image Enhance
MicroVideo Clinic 500ed (Expensive) 1d3
Radiation Detector Clinic 1,000ed (V. Expensive) 1d6 Requires: Cybereye (Paired, 2 slots per eye)
Targeting Scope Clinic 500ed (Expensive) 1d6 Gives you +2 to your Perception, Lip Reading, and Conceal/
TeleOptics Clinic 500ed (Expensive) 1d6 Reveal Object skills, for checks which include sight. Multiple
Virtuality Mall 100ed (Premium) 1d3 installations provide no additional benefit.
Cybereye Low Light / Infrared / UV
Foundational Hardware: Provides 3 cybereye slots Requires: Cybereye (Paired, 2 slots per eye)
Removes penalties imposed by darkness and other intangible
An artificial eye that replaces a meat one. Some options must obscurement, like smoke, fog, etc. You can tell hot meat from
be paired; purchased twice and installed in different eyes. cold metal but can't see through anything that provides cover.
Humanity loss is calculated separately for each purchase.
MicroOptics
Anti-Dazzle
Requires: Cybereye
Requires: Cybereye (Paired) Provides up to 400x magnification.
Makes you are immune to blindness and other effects caused MicroVideo
by dangerous levels of light—like a flashbang grenade.
Requires: Cybereye (2 slots per eye)
Chyron Records video and audio to a slotted chip or linked agent.
Requires: Cybereye Radiation Detector
Projects a tiny screen into your field of view, for displaying Requires: Cybereye
messages, video, etc. from other cyberware or electronics. Radiation readings within 100m of you can be overlaid as
Picture in a picture for real life. graphics in your vision, hovering over their source.
Targeting Scope
Requires: Cybereye
Gives you +1 whenever you make an aimed shot. Multiple
installations provide no additional benefit.
TeleOptics
Requires: Cybereye
Lets you see detail up to 800m away, and gives you +1 when
attacking a target further that 50m with single shot mode or an
aimed shot. Multiple installations provide no additional benefit.
Does not stack with the sniping scope weapon attachment.
Virtuality
Requires: Cybereye (Paired)
Projects cyberspace imagery over your view of the world.
Never lose or forget your virtuality goggles again!
Cyberaudio Radio Scanner / Music Player
It isnt required, but some cyberpunks also replace their outer Requires: Cyberaudio Suite
ears with mechanical hardware, for maximum effect.
A music player you can link to the data pool to listen to the
Item Install Cost HL hottest music, or play directly from a memory chip. You can
Cyberaudio Suite Clinic 500ed (Expensive) 2d6 use it as an action, to scan for any radio bands within a mile
Amplified Hearing Mall 100ed (Premium) 1d6 that are currently being used, and tune into them. Encrypted
Audio Recorder Clinic 100ed (Premium) 1d3 radio channels also require a Descrambler to understand.
Homing Tracer Clinic 100ed (Premium) 1d3
Internal Agent Mall 100ed (Premium) 1d6 Radar Detector
Level Damper Mall 100ed (Premium) 1d3
Radio Communicator Mall 100ed (Premium) 1d3 Requires: Cyberaudio Suite
Radio Scanner / Music Player Clinic 50ed (Costly) 1d3
Radar Detector Clinic 500ed (Expensive) 1d3 Alerts you if a radar beam is active within 100m.
Scrambler / Descrambler Mall 100ed (Premium) 1d3
Voice Stress Analyzer Mall 100ed (Premium) 1d6 Scrambler / Descrambler
Cyberaudio Suite Requires: Cyberaudio Suite
Foundational Hardware: Provides 3 cyberaudio slots Allows you to scramble your outgoing communications, so
they cannot be understood by anyone without a descrambler,
Installed invisibly inside the skull. which is also included at no extra charge.
Amplified Hearing Voice Stress Analyzer
Requires: Cyberaudio Suite Requires: Cyberaudio Suite
Gives you +2 to your Perception skill for checks which include Gives you +2 to your Human Perception and Interrogation
hearing. Multiple installations provide no additional benefit. skills. As an action, you can activate a special lie-detecting
function. For one minute, the GM rolls all of your Human
Audio Recorder Perception and Interrogation checks privately, and tells you
the results. Beware of false positives and negatives, though.
Requires: Cyberaudio Suite Multiple installations provide no additional benefit.
Records audio to a slotted memory chip or linked agent.
Bug Detector
Requires: Cyberaudio Suite
Alerts you to any tap, bug, or other listening device within 2m.
Homing Tracer
Requires: Cyberaudio Suite
Tracks a linked tracer from up to one mile away. Comes with a
free, button-sized tracer. Replacement tracers cost 50ed.
Internal Agent
Requires: Cyberaudio Suite
A fully functional agent, controlled with subvocal commands,
or directly with a neural lace. Video output can be linked to a
cybereye with chyron, or to any nearby screen. The implanted
agent's memory chip cannot be removed without surgery.
Level Damper
Requires: Cyberaudio Suite
Automatic noise compensation. Makes you immune to being
deafnened or otherwise affected by dangerously loud noises.
Radio Communicator
Requires: Cyberaudio Suite
Allows communication via radio. 1-mile range.
Internal Cyberware
You have seven option slots for internal cyberware. Cybersnake
Item Install Cost HL A horrifying throat/esophagus-mounted tentacle weapon. It is
AudioVox Clinic 500ed (Expensive) 1d6 considered a very heavy melee weapon (4d6, 1 ROF), which
Contraceptive Implant Mall 10ed (Cheap) can be successfully concealed as an action, without a check.
Cybersnake Hospital 1,000ed (V. Expensive) 0
Enhanced Antibodies Mall 500ed (Expensive) 4d6 Enhanced Antibodies
Gills Hospital 1,000ed (V. Expensive) 1d3
Grafted Muscle Hospital 1,000ed (V. Expensive) 2d6 After stabilization, for each day you spend resting, you heal
and Bone Lace 4d6 for a number of Hit Points equal to twice your BODY, instead
Independent Air Supply Hospital 1,000ed (V. Expensive) of the typical rate—until returning to full HP. You must stick to
Midnight Lady™ Clinic 100ed (Premium) 1d3 light activity, and spend the majority of the day taking it easy.
Mr. Studd™ Clinic 100ed (Premium) 2d6
Nasal Filters Clinic 100ed (Premium) 2d6 Gills
Radar/Sonar Implant Clinic 1,000ed (V. Expensive) 1d3
Toxin Binders Clinic 100ed (Premium) 2d6 Allows you to breathe underwater.
Vampyres Clinic 500ed (Expensive) 1d3
4d6 Grafted Muscle and Bone Lace
AudioVox Increases your BODY by 2. This does change your HP and
Death Save. This cannot increase your BODY above 10.
This internal vocal synthesizer adds +2 to your Acting skill,
Independent Air Supply
and also your Play Instrument skill—but only while you are
Allows you to survive without air for 30 minutes. The internal
singing. Multiple installations provide no additional benefit. tank can either be refilled from the ambient air, which takes
one hour, or swapped for a full tank (50ed cost) as an action.
Midnight Lady™
"Be a Venus, be the fire. Be desire."
Contraceptive Implant Mr. Studd™
Prevents undesired pregnancy. Available for both sexes. "All night, every night. And they'll never know."
Nasal Filters
Makes you immune to the effects of toxic gasses, fumes, and
similar dangers that must be inhaled in order to affect you.
You can activate, or deactivate the filters without an action.
Radar/Sonar Implant
Constantly scans the terrain within 50m of you—including
underwater—and will alert you to any threats it detects. It is
unable to scan anything behind cover, like the contents of a
room behind a closed door. You are automatically notified of
any new threats, as they are detected when entering range of
the implant. Multiple installations provide no additional benefit.
Toxin Binders
Gives you +2 to your Resist Torture/Drugs skill checks.
Multiple installations provide no additional benefit.
Vampyres
Carbo-glas or superchromed metal fangs implanted in your
mouth. They are considered an excellent quality light melee
weapon (1d6 damage, 2 ROF), which can be successfully
concealed without a check. Vampyres can be revealed as part
of taking the attack action.
A vial of poison or biotoxin (purchased separately), can be
safely concealed in a compartment in the roof of your mouth,
without a check. The contents of the vial can then be applied
to the vampyres silently at any time, without an action. Each
application uses up the entire vial, and lasts for 30 minutes.
Replacing an empty vial with a full one, takes an action.
Installation of the vampyres includes a complete rework of
your mouth, which prevents any chance of poisoning yourself
accidentally, halfway through eating a slice of pizza.