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Cyberpunk Neon - A Player's Guide to Cyberpunk Red-compressed

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Published by thewriterdudes, 2023-01-08 22:34:02

Cyberpunk Neon - A Player's Guide to Cyberpunk Red-compressed

Cyberpunk Neon - A Player's Guide to Cyberpunk Red-compressed

External Cyberware Layering Armor

You have seven option slots for external cyberware. Your SP in any location is always taken from the highest
source of SP in that location. Whenever your armor is
Item Install Cost HL ablated, all of your armor in that location is ablated.

Hidden Holster Clinic 500ed (Expensive) 2d6 Cyberarm
Skin Weave Hospital 500ed (Expensive) 2d6
4d6 Foundational Hardware: Provides 4 cyberarm slots
Subdermal Armor Hospital 1,000ed (V. Expensive) 1d6 Replacement arm. Comes pre-installed with a standard hand
that doesn't cost any Humanity Loss or take up an option slot.
Subdermal Pocket Clinic 100ed (Premium)
Standard Hand
Hidden Holster
Replacement hand. If installed onto a meat arm, it doesn't
Allows you to successfully conceal a weapon—that is already count towards the number of pieces of cyberware installed.
capable of concealment—inside your body without a check.
The weapon can be drawn without an action, assuming the
holster is implanted in an easily accessible part of your body.

Skin Weave

Your body and head are both armored at SP7. When you
complete one day of natural healing, nanomachines in the
skin weave repair both locations, for 1 point of lost SP.

Subdermal Armor

Your body and head are both armored at SP11. When you
complete one day of natural healing, nanomachines in the
subdermal armor repair both locations, for 1 point of lost SP.

Subdermal Pocket

A 2x4" (5 x 10cm) internal space with a Realskinn™ zipper.
It's contents can be successfully concealed without a check.

Cyberlimbs

Item Install Cost HL

Cyberarm Hospital 500ed (Expensive) 2d6

Standard Hand Clinic 100ed (Premium) 1d3

Big Knucks Clinic 100ed (Premium) 1d6

Cyberdeck Clinic 500ed (Expensive) 1d6

Grapple Hand Clinic 100ed (Premium) 1d6

Medscanner Clinic 500ed (Expensive) 2d6

Quick Change Mount Clinic 100ed (Premium) 2d6

Popup Shield Clinic 500ed (Expensive) 2d6

Popup Grenade Launcher Clinic 500ed (Expensive) 2d6

Popup Ranged Weapon Clinic 500ed (Expensive) 2d6

Popup Melee Weapon Clinic 500ed (Expensive) 2d6

Scratchers Mall 100ed (Premium) 1d3

Rippers Clinic 500ed (Expensive) 1d6

Wolvers Clinic 500ed (Expensive) 2d6

Slice ‘N Dice Clinic 500ed (Expensive) 1d6

Shoulder Cam Clinic 500ed (Expensive) 2d6

Subdermal Grip Clinic 100ed (Premium) 1d6

Techscanner Clinic 500ed (Expensive) 2d6

Tool Hand Clinic 100ed (Premium) 1d6

Cyberleg Hospital 100ed (Premium) 1d6

Standard Foot Clinic 100ed (Premium) 1d3

Grip Foot Clinic 500ed (Expensive) 1d6

Skate Foot Clinic 500ed (Expensive) 1d6

Talon Foot Clinic 500ed (Expensive) 1d6

Web Foot Clinic 500ed (Expensive) 1d6

Jump Booster Clinic 500ed (Expensive) 1d6

Hardened Shielding Clinic 1,000ed (V. Expensive) 1d6

Plastic Covering Mall 100ed (Premium) 0

Realskinn™ Covering Mall 500ed (Expensive) 0

Superchrome® Covering Mall 1,000ed (V. Expensive) 0

Big Knucks Popup Shield

Reinforced knucklebones, giving your fist the impact of brass Requires: Cyberarm (3 slots)
knuckles. Considered a medium melee weapon (2d6 damage,
2 ROF), they can be successfully concealed without a check. A bulletproof shield which is folded down inside the cyberarm.
When used as a weapon, you cant hold anything in that hand. It can be successfully concealed without a check, and drawn
Can be installed as the only cyberware in a meat arm. or stowed without an action, if it has more than 0 HP. While it
is drawn, you can't hold anything in that hand. It can easily be
Cyberdeck removed or replaced with another bulletproof shield.

Requires: Cyberarm (3 slots) Popup Grenade Launcher

A cyberdeck (provided by you at the time of installation) is Requires: Cyberarm (2 slots)
permanently installed into the cyberarm. In addition to never
accidentally misplacing your cyberdeck again, the integration A small grenade launcher fitted inside the cyberarm. It only
gives your cyberdeck one extra slot for programs or hardware. has a single grenade in its magazine, but is compatible with
the Smartgun Link weapon attachment. It can be successfully
This is a permanent upgrade. Attempting to uninstall the concealed without a check, and drawn or stowed without an
cyberdeck breaks it beyond repair, though any programs or action. While it is drawn, you can't hold anything in that hand.
hardware on it can be easily recovered. The cyberdeck still
requires interface plugs and a neural link to be operated. Popup Ranged Weapon

Grapple Hand Requires: Cyberarm (2 slots)

Requires: Cyberarm A one-handed ranged weapon—that need not be concealable
before its installation—is installed in your cyberarm, plus any
As an action, you can fire this hand as a rocket propelled weapon attachments it has. It can be successfully concealed
grapple. It will automatically attach securely to any "Thick" without a check, and drawn or stowed without an action.
cover up to 30m away. The line can support up to twice your While it is drawn, you can't hold anything in that hand.
body weight, and has 10 HP.
Popup Melee Weapon
You ignore the normal movement penalty for climbing when
using this line, and can retract it without an action, including Requires: Cyberarm (2 slots)
as you climb. When it is being used as a grapple, you can't
hold anything in this hand, it is ineffective as a weapon and A one-handed light, medium, or heavy melee weapon—that
can't be used to make the Grab action. need not be concealable before its installation—is installed in
your cyberarm. It can be successfully concealed without a
Medscanner check, and drawn or stowed without an action. While it is
drawn, you can't hold anything in that hand.
Requires: Cyberarm (2 slots)
Scratchers
A scanner with external probes and contacts that diagnoses
injury and illness, assisting in medical emergencies. It gives Implanted metal or carbo-glas fingernails, as deadly as razor
you +2 to First Aid and Paramedic skills. Multiple installations blades. Scratchers require you to slice crossways, not rip
provide no additional benefit. downwards. Most people lacquer their scratchers, making
them indistinguishable from normal nails.
Quick Change Mount
Considered a light melee weapon (1d6 damage, 2 ROF)
Requires: Cyberarm that can be successfully concealed without a check. When
being used as a weapon, you can't hold anything in that hand.
Cyberarms can now be installed into your shoulder socket, or Can be installed as the only cyberware in a meat arm.
uninstalled, with an action. The first time you install a new
cyberarm, you always accrue Humanity Loss—even using a
quick change mount. Reattaching a cyberarm you've already
used before, does not incur any Humanity Loss.

Rippers Cyberleg

Longer, heavier versions of scratchers. The top two joints of Foundational Hardware: Provides 3 cyberleg slots
each finger are replaced with a plastic and metal sheath, in
which three-inch carbo-glas claws are housed. They can be Replacement leg. Comes pre-installed with a standard foot
extended without an action, by clawing the hand in a catlike that doesn't cost any Humanity Loss or take up an option slot.
fashion. Most people wear false fingernails over their rippers, Most cyberleg options must be paired to work properly; they
making them much harder to spot (a difficult task). must be purchased twice and installed in both legs. Humanity
loss is calculated separately for each leg.
Considered a medium melee weapon (2d6 damage, 2
ROF) that can be successfully concealed without a check. Standard Foot
While extended, you can't hold anything in that hand. Can be
installed as the only cyberware in a meat arm. Resembles a normal foot. If installed into a meat leg, it doesnt
count towards the number of pieces of cyberware installed.
Wolvers
Grip Foot
The longest and deadliest of the implant blades, wolvers are
implanted along the back of the hand. They can be extended Requires: Cyberleg (Paired)
without an action, by clenching the hand into a fist—the thin,
triangular blades telescope out and lock into place, remaining Coat your feet with a state-of-the-art traction material, which
extended a full foot until the hand is relaxed again. allows you ignore the normal movement penalty for climbing.

Considered a heavy melee weapon (3d6 damage, 2 ROF) Skate Foot
that can be successfully concealed without a check. While
extended, you can't hold anything in that hand. Can be Requires: Cyberleg (Paired)
installed as the only cyberware in a meat arm.
Inline skates implanted into your feet. Increases your move by
Slice ‘N Dice 6m whenever you take the Run action. They can be extended
or successfully concealed, without using a check or an action.
A mono-filament wire spool, mounted in the end of one finger
with a weighted, false fingernail to give it balance and swing. Talon Foot
Monomolecular wire will cut through almost any organic
material and most plastics. A blade mounted into your foot. Considered a light melee
weapon (1d6 damage, 2 ROF), which can be extended or
Considered a medium melee weapon (2d6 damage, 2 successfully concealed, without a check or an action. It can
ROF) that can be successfully concealed without a check, be installed as the only piece of cyberware in a meat leg.
and drawn or stowed without an action. While it is drawn, you
can't hold anything in that hand. Can be installed as the only Web Foot
cyberware in a meat arm.
Requires: Cyberleg (Paired)
Shoulder Cam
Add thin webbing between your toes, which allows you ignore
Requires: Cyberarm (2 slots) the normal movement penalty when swimming.

A camera that pops up from your shoulder and automatically Jump Booster
tracks targets independently of you, all while recording video
and audio to an onboard memory chip or linked agent. It can Requires: Cyberleg (Paired, 2 slots each)
be successfully concealed without a check, and drawn or
stowed without an action. Install hydraulic pistons into your cyberlegs, which allows you
ignore the normal movement penalty for jumping.
Subdermal Grip
Hardened Shielding
Requires: Cyberarm, Neural Link (1 slot)
Requires: Cyberarm or Cyberleg
A subdermal plate in your palm, that enables you to interface
with smartguns. A cost-effective alternative to interface plugs. The cyberlimb and installed options are shielded from EMP
Can be installed as the only cyberware in a meat arm. effects—like Microwaver pulses, or non-Black ICE programs.

Techscanner Plastic Covering

Requires: Cyberarm (2 slots) Requires: Cyberarm or Cyberleg (0 slots)

A scanner that can diagnose a wide variety of machinery and Durable plastic coating for the cyberlimb. Available in an
electronics, assisting you in repairs and other technical work. almost infinite variety of colors and patterns.
It gives you +2 to Basic Tech, Cybertech, Land Vehicle Tech,
Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech, Realskinn™ Covering
and Weaponstech checks. Multiple installations provide no
additional benefit. Requires: Cyberarm or Cyberleg (0 slots)

Tool Hand Perfectly life-like, artificial skin coating for the cyberlimb.

Never be without your techtool again! The fingers contain a Superchrome® Covering
screwdriver, wrench, small drill, etc. Can be installed as the
only cyberware in a meat arm. Requires: Cyberarm or Cyberleg (0 slots)

Shiny metallic coating for the cyberlimb. Gives you +2 to
Wardrobe and Style checks. This bonus only applies once.

Borgware Cyberdeck Hardware

Each of these cyberware options can only be installed once. A cyberdeck's option slots can be used to slot hardware, as
well as programs. How to allocate these slots between extra
Item Install Cost HL copies of your favorite programs, dangerous Black ICE, and
Artificial Shoulder Hospital 1,000ed (V. Expensive) 4d6 helpful hardware, comes down to your personal preference.
Mounts One thing is for sure: you don't have room for everything, and
Implanted Linear Hospital 1,000ed (V. Expensive) 4d6 what you don't have can kill you. Reconfiguring a cyberdeck
Frame Σ (Sigma) to install or uninstall hardware takes 1 hour. Unless otherwise
Implanted Linear Hospital 5,000ed (Luxury) 4d6 noted, all hardware costs 100ed and takes up 1 option slot.
Frame ß (Beta)
MultiOptic Mount Hospital 1,000ed (V. Expensive) 4d6 Backup Drive (2 slots)
Sensor Array Clinic 1,000ed (V. Expensive) 4d6
Saves any of your non-Black ICE programs that would be
Artificial Shoulder Mounts destroyed, by pulling them into the backup drive an instant
before they meet their end. As a meat action, you can re-
Foundational Hardware: Provides 2 cyberarm hardpoints install all of the programs which are saved in the backup
drive, onto your deck—if it has free slots for them.
Alows you to mount and use additional cyberarms—sold and
installed separately. If the backup drive is removed from the cyberdeck, its
contents are automatically erased. Restored programs with
Implanted Linear Frame Σ (Sigma) once-per-netrun restrictions and the like are restored in the
exact state they were saved in.
Requires: BODY 6, Grafted Muscle and Bone Lace
DNA Lock (2 slots)
An enhanced skeleton and support structure, with hydraulic
and myomar muscles. Your BODY is changed to 12, which Allows the cyberdeck to be locked and unlocked using an iris
does affect your HP and death save. scan, thumbprint, blood sample, or other biometric method.
While locked, the cyberdeck can be accessed only with its
Implanted Linear Frame ß (Beta) biometric key, or a DV 17 Electronics/Security Tech check.

Requires: BODY 8, Grafted Muscle and Bone Lace (x2) Hardened Circuitry

An even more heavily enhanced skeleto, with larger, more Hardened cyberdecks can't be disabled, rendered inoperable,
powerful hydraulic and myomar muscles. Your BODY is or destroyed by EMP effects—like microwaver pulses, or non-
changed to 14, which does affect your HP and death save. Black ICE program effects.

MultiOptic Mount Insulated Wiring

Foundational Hardware: Provides 5 cybereye slots Insulated cyberdecks can't catch fire, or cause your clothing to
catch fire as the result of a program effect.
Allows you to mount and use additional cybereyes—sold and
installed separately. KRASH Barrier (2 slots)

Sensor Array Makes the cyberdeck immune to program effects which would
force you to jack out—safely or otherwise.
Foundational Hardware: Provides 5 cyberaudio slots
Requires: BODY 8, Cyberaudio Suite (0 slots) Range Upgrade

Technological antennae that protrude from either side of your Allows the cyberdeck to wirelessly connect with access points
head, sometimes referred to as "Rabbit Ears". Allows you to up to 8m away. The signal is still blocked by walls, doors, etc.
mount and use additional cyberaudio options—sold and
installed separately.

Cyberdeck Programs Boosters

The work-horses of netrunning—the digital tools that you use Improve your abilities in the NET Architecture—while rezzed.
do the actual fighting, protecting, decrypting and sneaking in
the NET architecture. If a netrunner is a cybernetic magician, Eraser
then these programs are the spells at your mental fingertips.
Icon: Pink glob exuding tiny soap bubbles.
Non-Black ICE Programs Effect: Gives you +2 on Cloak checks.

General utility programs that are not Black ICE. There are See Ya
three classifications: Boosters, Defenders, and Attackers.
Icon: Silver magnifying glass spinning slowly in place.
Program Class ATK DEF REZ Cost Effect: Gives you +2 on Pathfinder checks.
Eraser Booster 0 0 7 20ed (Everyday)
See Ya Booster 0 0 7 20ed (Everyday) Speedy Gonzalvez
Speedy Gonzalvez Booster 0 0 7 100ed (Premium)
Worm Booster 0 0 7 50ed (Costly) Icon: Trail of dust appearing behind you as you move.
Armor Defender 0 0 7 50ed (Costly) Effect: Increases your Speed by +2.
Flak Defender 0 0 7 50ed (Costly)
Shield Defender 0 0 7 20ed (Everyday) Worm
Banhammer Attacker 1 0 0 50ed (Costly)
Sword Attacker 1 0 0 50 eb (Costly) Icon: Golden mechanical worm with neon green eyes.
Deck KRASH Attacker 0 0 0 100ed (Premium) Effect: Gives you +2 on Backdoor checks.
Hellbolt Attacker 2 0 0 100ed (Premium)
Nervescrub Attacker 0 0 0 100ed (Premium) Defenders
Poison Flatline Attacker 0 0 0 100ed (Premium)
Superglue Attacker 2 0 0 100ed (Premium) Stop or reduce attacks against you. Only one copy of each
Vrizzbolt Attacker 1 0 0 50ed (Costly) defender program can be running at a time, and each copy
can only be used once during a netrun.
Attack (ATK): Bonus to attacks made with it.
Defense (DEF): Bonus to defense checks made by it. Armor
REZ: Amount of damage it can sustain before it is derezzed.
Cost: The average price in eurodollars, and price category. Icon: Transparent golden armor worn by you.
Effect: Lowers any brain damage you would receive by 4.

Flak

Icon: Cloud of glowing lights swirling around you.
Effect: Reduces the ATK of non-Black ICE programs to 0.

Shield

Icon: Flickering silver energy barrier surrounding you.
Effect: Shield is automatically derezzed to stop you from

taking brain damage from one non-Black ICE program.

Attackers

Damage other netrunners and derezz programs.

Banhammer

Icon: Glowing sledgehammer wielded by you.
Effect: Does 2d6 damage to a Black ICE program, or 3d6

damage to a non-Black ICE program.

Deck KRASH

Icon: Cartoon stick of dynamite thrown by you.
Effect: Target netrunner is forcibly and unsafely jacked out of

the NET architecture, suffering any consequences.

Hellbolt

Icon: Bolt of crimson fire launched from your hand.
Effect: Does 2d6 Damage directly to the target netrunner's

brain. Unless insulated, their cyberdeck catches fire along
with their clothing. Until they spend a meat action to put
themselves out, they take 2 damage directly to their HP
whenever they end their turn. This effect does not stack.

Nervescrub

Icon: Chrome ball thrown by you that sparks with electricity.
Effect: Target netrunner's INT, REF, and DEX are all lowered

by 1d6 (minimum 1). The effect is largely psychosomatic
and wears off after one hour.

Poison Flatline Giant

Icon: Beam of neon green light shot from your finger. Icon: Massive pair of feet and ankles towering above the
Effect: Destroy a single, random, non-Black ICE program target netrunner.

installed on the target netrunner's cyberdeck. Effect: Does 3d6 damage directly to the target netrunner's
brain. They are forcibly and unsafely jacked out of the NET
Superglue architecture, suffering any consequences (except Giant).

Icon: Mass of sticky red goop fired from your hand. Hellhound
Effect: Target netrunner cannot progress deeper into the
Icon: Huge, black metal wolf. Its eyes glow white and fire
NET architecture or jack out safely for 1d6 rounds. They runs in ripples over its body. It speaks in a grating, metallic
can still jack out unsafely, though. Each copy of Superglue voice, repeating the target netrunner's name.
can only be rezzed once per netrun.
Effect: Does 2d6 Damage directly to the target netrunner's
Sword brain. Unless insulated, their cyberdeck catches fire along
with their clothing. Until they spend a meat action to put
Icon: Glowing energy katana appearing from your hand. themselves out, they take 2 damage directly to their HP
Effect: Does 3d6 damage to a Black ICE program, or 2d6 whenever they end their turn. This effect does not stack.

damage to a non-Black ICE program. Kraken

Vrizzbolt Icon: Mass of thrashing, orange tentacles protruding from the
walls. Their suckers are all covered in sticky red goop.
Icon: Double helix made of flickering neon light appearing
from your finger. Effect: Does 3d6 damage direct to the target netrunner's
brain. Until the end of their next turn, the target netrunner
Effect: Does 1d6 damage directly to the target netrunner's cannot progress deeper into the NET architecture, or jack
brain, and lowers the number of NET actions they can take out safely. They can still jack out unsafely, though.
on their next turn by 1 (minimum 2).
Liche
Black ICE Programs
Icon: Metallic skeleton draped in black robes. Its hands are
Hostile programs that are designed to either brainburn a studded with blackened rings that spark with electricity.
netrunner, or derezz a program, but not both.
Effect: Target netrunner's INT, REF, and DEX are all lowered
Name TGT PER SPD ATK DEF REZ Cost by 1d6 (minimum 1). The effect is largely psychosomatic
and wears off after one hour.
Asp N 4 6 2 2 15 100ed (Premium)
Raven
Giant N 2 2 8 4 25 1,000ed (V. Expensive)
Icon: Raven adorned in plate armor wielding a glowing white
Hellhound N 6 6 6 2 20 500ed (Expensive) lance.

Kraken N 6 2 8 4 30 1,000ed (V. Expensive) Effect: Derezzes a single random defender program which
the target netrunner has rezzed, and deals 1d6 damage
Liche N 8 2 6 2 25 500ed (Expensive) directly to their brain.

Raven N 6 4 4 2 15 50ed (Costly) Scorpion

Scorpion N 2 6 2 2 15 100ed (Premium) Icon: Tiny black scorpion that hisses very loudly whenever
the target netrunner speaks.
Skunk N 2 4 4 2 10 500ed (Expensive)
Effect: Target netrunner's MOVE is lowered by 1d6
Wisp N 4 4 4 2 15 50ed (Costly) (minimum 1). The effect is largely psychosomatic and wears
off after one hour.
Dragon P 6 4 6 6 30 1,000ed (V. Expensive)
Skunk
Killer P 4 8 6 2 20 500ed (Expensive)
Icon: Cartoon skunk that walks on its hind legs, following the
Sabertooth P 8 6 6 2 25 1,000ed (V. Expensive) target netrunner much too closely.

Target (TGT): Anti-netrunner (N), or anti-program (P) Effect: Until this program is derezzed, the target netrunner
Perception (PER): How hard it is to slide away from has -2 to all slide checks. Skunk can only affect a single
Speed (SPD): How fast it can react netrunner, but the effects of multiple skunks can stack.
Attack (ATK): Bonus to attacks it makes
Defense (DEF): Bonus to defense checks made by it Wisp
REZ: Damage it can sustain before being derezzed
Cost: The average price in eurodollars, and price category Icon: Orb of light with a single minuscule eye crackling with
energy.
Anti-Netrunner Black ICE
Effect: Does 1d6 damage directly to the target netrunner's
These programs are only effective against netrunners. brain, and lowers the number of NET actions they can take
on their next turn by 1 (minimum 2).
Asp

Icon: Golden cobra spitting beams of neon green light.
Effect: Destroys a single random program installed on the

target netrunner's cyberdeck.

Anti-Program Black ICE Adding Passwords, Nodes, and Files

These programs are only effective against other programs. Passwords, control nodes, and files each take up one floor in
Targets they reduce to 0 REZ are completely destroyed.
a NET architecture. Their price is based on the difficulty for a
Dragon
netrunner to crack them open or take control of them.
Icon: Golden-scaled dragon robot wreathed in lightning.
Effect: Deals 6d6 damage to a program. DV Cost DV Cost

Killer DV6 500ed (Expensive) DV10 5,000ed (Luxury)
DV8 1,000ed (V. Expensive) DV12 10,000ed (Super Luxury)
Icon: Robotic samurai with red eyes and a glowing katana.
Effect: Deals 4d6 damage to a program. Adding Black ICE

Sabertooth You can place up to 3 Black ICE programs on a single floor,
but the cost multiplies. If you have 2 on a floor; the cost of
Icon: Immense hulking cat with glowing white tusks. both is doubled. If you have 3; the cost of each is tripled.
Effect: Deals 6d6 damage to a program.
Adding Demons
NET Architecture
You cannot put more than one demon on the same floor, and
no more than one demon per six floors of a NET architecture.

Security solutions aren't just for corporations, they're also for NET Actions (NA): It's number of NET actions per turn.
the few individuals who can actually afford them. If you find Combat Number (CN): It's skill base for attacks, etc.
yourself in need of automated home defense, reach deep into
your wallet and look no further than your local night market. It Demon REZ Interface NA  CN Cost
all starts with buying your own NET architecture. Imp 15 3 2 14 1,000ed (Very Expensive)
Efreet 25 4 3 14 5,000ed (Luxury)
NET architectures are only available at a night market that Balron 30 7 4 14 10,000ed (Super Luxury)
includes personal electronics, run by a fixer of at least rank 4.
Imp
Number of Floors
Icon: Small orange sphere of light with red horns.
If you think of a NET architecture like a building, each floor is
a space where you can store something on your new system. Efreet
It could be a program, Black ICE, a file, control node, etc. The
more floors you want, the more expensive the price per floor. Icon: Tall, powerfully built black man, dressed in elegant
evening clothes completed with a fez and dagger.
The number of floors also determines if the physical server
housing the NET architecture is portable (backpack-sized) or Balron
not, and the number of control nodes which can be installed.
Choose wisely, you can't later increase the number of floors. Icon: Huge humanoid monster in futuristic black armor
covered with hissing green glowing tentacles.

Floors Nodes Portable? Cost per Floor NET Architecture Access Points
3 to 6 2 Yes 1,000ed (V. Expensive)
7 to 12 3 No 5,000ed (Luxury) Anything connected to a node in the NET architecture, is
13 to 18 ∞ No 10,000ed (Super Luxury) an access point: Computers, electrical panels, printers, the
turret in the ceiling, that stun panel in the elevator, even
the old climate control unit up on the roof of the building.

Adding Defenses to Control Nodes Active Defenses

Each defensive system takes up one control node in a NET Small robots capable of independent action. They can follow a
architecture. The higher the Electronics/Security Tech DV to target up to the perimeter of the area they are assigned to.
control that node, the higher the cost of adding defenses to it.
Active defenses can be directly controlled by a netrunner,
Control Node DV Cost to Install Defenses but otherwise they require a demon controlling their node in
the NET architecture to stay operational.
DV9 500ed (Expensive)
DV13 1,000ed (V. Expensive) Active Defenses MOVE HP Time To Hack DV
DV17 5,000ed (Luxury)
DV21 10,000ed (Super Luxury) Air Swarm Drone Cloud 8 15 5 minutes 17
Ground Drone 4 30 5 minutes 21
Defenses guard a specific area with a perimeter, such as a Large Air Drone 6 20 5 minutes 21
room, building or a fenced-in area. A demon controlling them Mini Air Drone 6 15 5 minutes 17
will attack anyone who enters the area without valid ID, but Spider Walking Drone 4 40 5 minutes 21
they can be reprogrammed with any simple logic.
Air Swarm Drone Cloud
If defenses are being controlled by a netrunner, it uses the
netrunner's skills, as if they were firing the defenses weapons Tiny, gnat-sized flying drones equipped with nanowire cutting
with their hands and dodging attacks with their body. surfaces. Treat as a target with a very heavy melee weapon.

While nothing is controlling them, defenses are vulnerable Ground Drone
to being countered with an Electronics/Security Tech check. If
countered, defenses can be controlled from within 6m of one This weapon is available in many forms, including; rolling ball,
of their NET architecture's access points, by using an action tracked, wheeled, canine or snake form. Equipped with any 2:
to input simple commands using an agent.
Very heavy pistol with 8 armor piercing bullets
Emplaced Defenses Medium SMG with 30 basic bullets
Observation camera

Immobile systems restricted to a space or area. They can be Large Air Drone

controlled by a netrunner or demon, but emplaced defenses Equipped with any 2:

are also triggered by simple conditions—usually someone Dartgun with 8 poison arrows
Very heavy pistol with 8 armor piercing bullets
entering the area without valid ID. They make attacks with

their combat number (CN) + d10, and can't dodge attacks. Mini Air Drone

Type CN HP Time To Hack DV Equipped with any 1:

Automated Blood Swarm — — 5 minutes 21 Dartgun with 8 poison arrows
Very heavy pistol with 8 armor piercing bullets
Automated Melee Weapon 14 25 5 minutes 17 Observation camera

Automated Turret 14 25 5 minutes 17

Automated Blood Swarm Spider Walking Drone

A swarm of nanites which disperses into the air as a red fog. Equipped with any 2:
When inhaled, they attack their victim from within, by binding
the hemoglobin in their blood into clots. Anything that filters Grenade launcher with 2 teargas grenades
gas attacks also blocks the nanite. Very heavy melee weapon
Heavy SMG with 40 basic bullets
Everyone meat within the area must beat a DV15 Resist Observation camera
Torture/Drugs check. Anyone who fails, is dealt 3d6 damage
directly to their HP. Their armor isn't ablated.

Automated Melee Weapon

Typically attacking from one corner of a room, this weapon

often takes the form of an industrial-grade water cutter or

spinning monofilament wire. It will continue to attack until all

targets are dead, out of range, or have presented valid ID.

Automated Turret

This weapon is usually implanted in the ceiling of a room for

best coverage. It will continue to attack until all targets are

dead, out of range, or have presented valid ID. Most ranged

weapons can be installed as an automated turret, although

typically they will be equipped with 1 of the following:

Assault rifle with 25 basic bullets
Flamethrower with 4 incendiary shotgun shells
Dartgun with 8 poison arrows
Very heavy pistol with 8 armor piercing bullets
Heavy SMG with 40 basic bullets

Environmental Defenses Laser Grid

Systems that are built into a specific part of the environment. Default Trigger: Target enters the area or moves 2m in it.
They are usually spread over a limited space, like a hallway,
room, or other relatively small enclosed/fenced space. Many A grid of lasers, projected from the ceiling and walls in a tight
are either part of the floors, walls, or ceilings, or have emitters pattern. Touching one is like getting hit in the body with a very
or projectors built into those spaces. heavy melee weapon. If perceived, it can be crossed safely by
a DV17 Contortionist check, touching 1 laser on a failure.
Environmental defenses each have their own control nodes
in a NET architecture, but they are all automatic. Even when Sleep Gas
controlled by a netrunner or demon, they can only be toggled
ON or OFF, and always activate exactly on their trigger. Default Trigger: Target steps into the enclosed space.

If a demon isn't present, turning on the electrical flooring at When triggered, all openings in the space seal hermetically.
night before they leave is somebody's job in the building. On the trap's turn, everyone in the space must attempt to beat
a DV13 Resist Torture/Drugs check. Anyone who fails, falls
Spot: Perception DV to actually notice it in the first place. unconscious until they are woken by taking damage, or by
Counter: How long it takes to try and counter the defense. someone else using their action to wake them. The trap can
DV: Electronics/Security Tech DV to successfully counter it. be defeated by reducing its HP to 0 before everyone falls
unconscious or by disarming it through other means.
Type HP ROF Spot Counter DV
Slip-floor
Observation Camera 5 — DV17 1 minute DV9
Default Trigger: Target enters the area.
Ceiling/Wall Punchers 20 1 DV17 5 minutes DV13
A series of sprayers that project a super-slick liquid across the
Electrical Flooring 20 — DV17 1 minute DV13 floor of the area. Anyone who moves on the floor in the area,
must beat a DV15 Athletics check or fall prone.
Goop 10 1 DV17 1 minute DV13
Stun Panels
Laser Grid — — DV17 5 minutes DV17
Default Trigger: Target steps within 2m of a panel.
Sleep Gas 60 — DV17 5 minutes DV17
These are panels embedded in the walls and designed to look
Slip-floor 10 1 DV17 1 minute DV13 like art or whiteboards, and can target an area up to 10m by
10m square, centered on the panel. When triggered, they
Stun Panels 5 — DV17 1 minute DV13 deliver a stunning blast of blinding light and sound.

Tanglefoot Flooring 20 1 DV17 1 minute DV13 Anyone caught in their area of effect must beat a DV 15
Resist Torture/Drugs check or suffer the Damaged Eye and
Tip-floor — — DV17 1 minute DV13 Damaged Ear critical injuries for the next minute. They do not
take the bonus damage from these critical injuries.
Observation Camera
Tanglefoot Flooring
Default Trigger: Target enters the area.
Default Trigger: Target steps onto the carpet.
A camera that can see one entire room or corridor in low light,
infrared, and UV, and automatically report suspicious images A network of nanowires—concealed in a seemingly normal
for a demon or security personnel to act on. carpet. When triggered, the wires suddenly extend and wrap
around the target's feet and legs. Their MOVE is reduced by
Ceiling/Wall Punchers 1d6 until the carpet is destroyed or they escape the area.

Default Trigger: Target enters the area. Tip-floor

Steel rods which slam down in a grid from the ceiling, or out Default Trigger: Target steps onto the tip-floor.
from the wall—crushing targets beneath/between them with
6d6 damage to their body, which is reduced by armor. A section of the floor which is counter-weighted to drop the
target into a pit trap below the floor. Targets can attempt to
Electrical Flooring save themselves from falling with a DV15 Athletics check.

Default Trigger: Target steps onto the grid. No check is required if target has a grapple hand or grapple
gun easily accessible. The bottom of the pit may have a grid
A metal grid wired into a standard floor. When live, it delivers of nanowire or spikes delivering 6d6 damage to the target's
a shocking 6d6 damage to the target's body, which is reduced body, which is reduced by armor.
by armor but doesn't ablate it. The target is shocked again at
the end of each of their turns, if they remain on the wire grid. Initiative When Not Being Controlled

Goop Uncontrolled defenses enter initiative when triggered, and
stay in the same spot if they have a repeating effect. If the
Default Trigger: Target enters the area. defense triggers combat, it starts at the top of the queue.

A series of sprayers that project a powerful adhesive goop
around the target's feet and legs. Their MOVE is reduced by
2d6 until the goop is destroyed or they escape the area.

Vehicles Groundcars

Contrary to expectations, the dark future did not yield any Powerplant: CHOOH² or methane internal combustion
staggering new developments in transportation. Years of
economic strife and civil unrest have discouraged research There haven't been any major changes in automobiles since
into new ways to travel—in fact, the very act of travel has the 1980s—externally. Most cars are still basically variations
become very restricted. The inner-city in the Time of the Red on a box with wheels. In the cash poor 2000s, major auto
is a patchwork of badly up-kept roads, abandoned airports, manufacturers kept to conservative, unimaginative designs,
and trains plagued by gangs and intermittent service. so that by the Time of the Red, the average family car is little
changed from its practically antique roots.
Structural Damage Points (SDP): The vehicle's Hit Points.
Seats: Number of people the vehicle can sit comfortably. With the extremely high price of petroleum, almost all cars
Combat Speed (CS): Vehicle's MOVE STAT. of the 2000s are powered by liquid methane or meta-alcohol
Narrative Speed (NS): Vehicle's max speed for travel times. fuels such as CHOOH². Electric cars are still rare, simply
because the infrastructure for rapid charging is non-existent.
Ground Transport
Cybercars
Vehicle SDP Seats CS NS Cost
100 30,000ed Car control systems are roughly like those of the late 20th
Compact Groundcar 50 4 20 MPH (Super Luxury) century, but employ a few more digital displays and push-
MOVE 200 50,000ed button controls. Most cars also now have cybernetic control
MPH (Super Luxury) systems that control servos at the wheels, throttle, and
High Performance 50 4 40 300 100,000ed transmission, via a modified cybermodem in the dash.
Groundcar MOVE MPH (Super Luxury)
100 20,000ed The driver "studs" their interface plugs into the ports, and
Super Groundcar 50 2 60 MPH (Super Luxury) thinks the car through its motions. Vehicles without external
MOVE 300 100,000ed controls are relatively uncommon, as that renders the vehicle
MPH (Super Luxury) useless to anyone but a cybered driver.
Roadbike 35 2 20
MOVE So far, no major manufacturer has produced a purely cyber-
driven automobile, although there are several after-market
Superbike 35 2 60 firms which will convert a car purely to cyber control.
MOVE
Motorbikes

Powerplant: CHOOH² or methane internal combustion

CHOOH² ("chew-two") There are a huge number of bikes and trikes out there on the
highways of the dark future—from cheap roadbikes, to exotic
Synthetic, grain-based alcohol, developed at Biotechnica superbikes capable of wild speeds. Models include Kundalini,
corporation in 1992. It combusts extremely quickly, and Harlon-Dawson, Zondo, and Toyo-Tomo.
burns at a much higher temperature than most other
forms of alcohol, making it ideal as a vehicle fuel. Cyberbikes

Most high-end bikes have cybernetic control systems.

Sea Transport Air Transport

Vehicle   SDP    Seats     CS       NS    Cost Vehicle SDP Seats CS NS OR Cost
50 20,000ed
Jetski 35 2 20 60 20,000ed Gyrocopter 35 2 20 100 miles (Super Luxury)
MOVE MPH (Super Luxury) MOVE MPH 600 40,000ed
miles (Super Luxury)
Speedboat 50 4 20 60 30,000ed Helicopter 60 4 40 200
MOVE MPH (Super Luxury) MOVE MPH 50,000ed
(Super Luxury)
Cabin Cruiser 60 2 per 10 15 30,000ed¹ AV-4 100 6 40 200 400 100,000ed
room MOVE MPH (Super Luxury) Aerodyne MOVE MPH miles (Super Luxury)
400 30,000ed¹
Yacht 100 4 per 10 15 50,000ed² AV-9 Super 60 2 60 300 miles (Super Luxury)
room MOVE MPH (Super Luxury) Aerodyne MOVE MPH

OTEC Hammerhead 100 3-8 10 60 — Aerozep 100 2 per 20 100
Multipurpose Minisub MOVE MPH room MOVE MPH

¹ per room below deck (minimum two rooms) Operational Radius (OR): Maximum distance the vehicle
² per room below or above deck (minimum four rooms) can travel away from its base and return without refueling.

Jetskis ¹ per room below deck (minimum two rooms)

Powerplant: CHOOH² or methane internal combustion Gyrocopters

Common personal watercraft. Powerplant: CHOOH² rotary aircraft engine

Speedboats Light, low passenger helicopters, that are popular recreational
vehicles. Armed versions are often used by corporate defense
Powerplant: CHOOH² or methane internal combustion teams, police units, solo assault operations teams, and drug-
running gangs.
Any one of a number of small, light, mono-hulled performance
craft designed for smuggling, rescue, law enforcement ops, Helicopters
piracy, or (rarely) water-skiing. Hulls are made primarily of a
flexible dense polymer with titanium reinforcement. Common Powerplant: CHOOH²-powered turboshaft gas turbine
upgrades include onboard machine guns and other heavy
weapons. Most helicopters mount two large engine nacelles at the ends
of long, high-lift wings. The engines can be tilted, allowing the
Cabin Cruisers aircraft to take off vertically and hover. The wings can also be
folded back along the body for easy storage, making them
Powerplant: CHOOH² or methane internal combustion perfect to launch from rooftop helipads and airstrips.

Luxury powerboats with customized rooms to provide The military version served with distinction throughout the
accommodations for a small, privileged few. riots of the '90s and the Central American Conflicts. Various
civilian manufacturers have licensed the tilt-rotor design and
Yachts applied it to smaller commercial and business applications.

Powerplant: CHOOH² or methane internal combustion Helicopters are used as commuter vehicles for trips
between city centers and hub airports, or as corporate aircraft
Luxury pleasurecraft with ample customized rooms to provide operating from rooftop pads atop starscrapers. Small versions
accommodations and entertainment for a host and their such as the AE-800 Featherlite, are popular throughout the
distinguished guests. world, allowing flight operations in even the most remote and
unprepared sites.

OTEC Hammerhead Multipurpose Minisub AV-4 Multipurpose Aerodynes

Powerplant: CHOOH² internal combustion Powerplant: Single vectored thrust turbofan

An example of most "taxi" subs used throughout the oceans. The nearest thing to a science-fiction jet-car, the AV-4 was
Employed as a long-range shuttlesub, it is both functional and originally developed as a light assault aircraft for operations in
flexible, with two onboard pseudo-AIs to assist the pilot and urban areas that other aircraft can't penetrate.
crew. However, it was never intended for combat and has a
notoriously "dirty" silhouette, making it easy to spot on sonar. Short, bulbous, and with only rudimentary maneuver wings,
it has the aerodynamic characteristics of a rock, relying on the
Despite its apparent lack of combat utility, some have been brute force of its huge jet engine to keep it aloft. A fully loaded
armed with twin rocket pods and pushed into the fray as stop- AV-4 weighs about 8,600 lbs. and can lift another 10,000 lb.
gap patrol subs. Pilots of these "torp-tubs" have developed a
standard tactic of firing their torpedoes at any hostile bogey as The AV-4 is used by police and corporate troops for urban
soon as it enters their weapon's maximum range. They then assault after being upgraded with a belly-mounted machine
turn and run back to their bases, avoiding any possible close gun. They are also used as emergency vehicles by Trauma
encounter with undoubtedly better-equipped foes. Team, and as corporate vehicles for making special deliveries.
The most common upgrade to an AV-4 is to armor its chassis.

AV-9 Super Aerodynes Mega Vehicles

Powerplant: Twin vectored thrust turbofans Light Rail Lev Train

Smaller aerodynes designed to fulfill the role of a sports car, Powerplant: Electric third rail inductance field
and has twin vectored thrust turbofans, mounted in heavily
armored side housings. In addition to the increase in thrust Superconductor magnets have made it possible to build
provided by the second fan, the reduction in weight gained extremely cheap and durable "levitation trains." Riding on
from its minimal cabin allows the AV-9 to scream through the magnetic cushions, these "levs" have become one of the
air at extreme speeds. They are primarily purchased for major transportation resources in the 2000s. Financed by
recreation by the wealthy, but a select few on the street have corporations or city governments, they are present in most
found their own uses for them. major cities.

K151 AeroZep Levs are usually built underground within city limits, and run
on high pillars out in the suburbs. Usually one line, headed
Powerplant: CHOOH² or hydro internal combustion out to the executive zone, is sealed off and requires an entry
pass to get onto. Corporate lev stations are always clean,
Based on the pre-war U.S. Army's popular Overlord design, it well-lit, and well-guarded by corporate security. City stations
is now used primarily as a cargo hauler, redesigned to move are usually not up to these standards, although most cities run
up to ten cargo modules between staging areas. They are the police patrols on the line to control crime and vandalism.
primary heavy lift transports for aerial-based nomad families,
and do not operate anywhere near a potential combat zone; Lev tickets are charged at a rate of 1 ed per station passed;
they are always kept as far away as operationally possible, a trip passing through three stations, for example, would cost
guarded by several fast-strike combat AVs or air-superiority 3 ed. Tickets may be purchased from automatic ticket
fighters. The K151 can be piloted with a crew of 2, although machines using cash. These machines are located in the
this is rare; usually a K151 is the primary workhorse of a stations themselves and in local convenience store outlets.
nomad family, with upwards of 30 people onboard, or
sometimes more when cargo is not being carried. CINO RELaCS Cargo Sub

Orbital Transport Powerplant: Battery, CHOOH² propulsion

Delta 4 Spaceplane This cargo sub is perhaps the closest thing that any nomad
group will ever own, that could hope to compare to the big
Powerplant: Batteries, Hi-Lox fuel cells governmental "boomers." Over 100m long and ten decks
high, the ClNO is the largest cargo submersible currently in
A holdover from the 4th Corp War; high-speed, suborbital operation, and is always crewed by a full nomad clan.
spaceplanes designed for combat and interception. They have
two engines: a normal supersonic jet for reaching an altitude Designed by Russians of the Neo-Sov, and affectionately
of 35,000m, and also solid-fueled rocket engine for boosting known as the "Really Exceptionally Large Cargo Sub", it is a
into orbit. Occasionally, they are carried by larger aircraft, or fifty-year-old design, refitted for the 2040s and beyond. The
boosted into orbit using disposable rockets. They can also be smooth hull layered with sound absorption tiles and oversized
carried aboard deep space craft. caterpillar drives make the RELaCS an amazingly quiet sub
(considering its size).
Once in orbit, deltas use maneuvering thrusters to move in
on orbital targets. Well-armed with twin smart rocket pods, Despite the ship's mass, it can be operated by a small crew
they must strike quickly and then use their remaining fuel to of only six people. Located in the very center of the sub are
reenter safely. three mainframes, each housing a Psuedo-Intelligence. They
are tied into all of the sub's navigational and communications
Deltas are exceedingly rare; the EuroSpace Agency only systems, assisting the crew with all aspects of piloting and
had around 24, but recent discoveries of hidden spaceplane navigation. The PSIs are also responsible for both internal
attack wings stashed in remote airbases in the U.S. and the and external weapons systems on board.
EuroTheatre, have made them available to the most well-
heeled execs and nomad families through world-class fixers. Other features of the RELaCS include; quad rocket pods
and a minisub bay, which typically houses a hammerhead.

Lifestyle Services and Entertainment

Your lifestyle determines how you live, what you eat, and how Item Cost
you have fun. At the beginning of every month, you'll have to
settle your housing and lifestyle costs. If you must pick one or Braindance 20ed (Everyday)
the other, it's better to be evicted than to starve to death!
Interactive Braindance 50ed (Costly)

Drink in a Bar 10ed (Cheap)

Lifestyle Kibble Generic Prepak Good Prepak Fresh Food Drink in an Excellent Bar 20ed (Everyday)

Monthly Cost 100ed 300ed 600ed 1500ed Drink in an Executive Bar 50ed (Costly)

Found Cyberware Installation (Mall) 100ed (Premium)

Kibble Found Cyberware Installation (Clinic) 500ed (Expensive)

You eat horrible food that you might not buy for a dog you Found Cyberware Installation (Hospital) 1,000ed (Very Expensive)

liked. Once a month, you can see a movie or braindance. Hospital Treatment (DV10) 50ed (Costly)

Hospital Treatment (DV13) 100ed (Premium)

Generic Prepak Hospital Treatment (DV15) 500ed (Expensive)

You eat food which tastes better than kibble, by comparison. Hospital Treatment (DV17+) 1,000ed (Very Expensive)
Every weekend, you can afford to go out to a good bar and
party, or even have a sit-down meal at a good restaurant. Hotel (per night) 100ed (Premium)

Good Prepak Luxury Hotel (per night) 500ed (Expensive)

Your food is the same quality as most restaurants, and while Live Concert / Sporting Event 100ed (Premium)
still artificial, it tastes almost exactly the same as real food.
You frequent excellent bars and restaurants when you go out. Movie 20ed (Everyday)
Once a month, you can see a live concert or sporting event.
Prof. Services, Good (per hour) 100ed (Premium)

Prof. Services, Excellent (per hour) 500ed (Expensive)

Prof. Services, World Class (per job) 5,000ed (Luxury)

Restaurant Meal, Fast Food 10ed (Cheap)

Fresh Food Restaurant Meal, Good 20ed (Everyday)

You eat real food. Once a month, if you are tired and too far Restaurant Meal, Excellent 50ed (Costly)

from home, you can get a nearby hotel room and not worry Restaurant Meal, World Class 500ed (Expensive)

about your budget. You frequent an executive bar. Once a Taxi 20ed (Everyday)

month, you can afford to dine at a world-class restaurant. Therapy (Standard Humanity Loss) 500ed (Expensive)

Therapy (Extreme Humanity Loss) 1,000ed (Very Expensive)

Starving Therapy (Addiction) 1,000ed (Very Expensive)

If you don't pay your lifestyle expenses at the start of every Trauma Team (Silver), Per Month 500ed (Expensive)
month, you have one week to do so, or you must roll a death
save at the start of each day until you do. A kibble lifestyle is Trauma Team (Executive), Per Month 1,000ed (Very Expensive)
only 100ed—so you shouldn't starve—but the only difference
between some brands of kibble and dog food, is the flavoring. Video Game 50ed (Costly)

Item and Vehicle Repair

You can repair damaged or destroyed items or vehicles back
into perfect working condition, by using the appropriate TECH
skill. Repairing anything not directly covered by another skill is
always Basic Tech. The DV and time it takes are based on the
item price catagory, or the damage sustained by the vehicle:

Items DV Time

Price Catagory DV9 1 hour
DV13 6 hours
Cheap/Everyday DV17 1 day
Costly DV21 1 week
Premium DV24 2 weeks
Expensive DV29 1 month
Very Expensive DV29 1 month per 10,000ed of item cost
Luxury
Super Luxury

Vehicles DV Time

Damage Sustained DV9 3 hours
DV13 1 day
Minor Damage DV17 1 week
Major Damage
Destroyed

On a failed check, you realize halfway through the repair
process that you'll have to start over again from scratch.

Making a Living

Survival is a good starting goal, but you don’t want to just live. Netrunner Hustle Rank Rank Rank
You want to thrive and buy stuff. The game is rigged against 1 to 4 5 to 7 8 to 10
almost everybody, and the only way to win is to get rich. # What you did to make bank 100ed 200ed 500ed
1 Cracked a small system 200ed 300ed 600ed
Everything has a price, and when you are just starting out, 0ed 100ed 300ed
you are going to have to snatch every last eurodollar you can and sold the data 200ed 300ed 600ed
get your hands on, just to pay the rent and stay off the streets. 2 Cracked a major corporate 200ed 300ed 600ed
200ed 300ed 600ed
Most edgerunners make their scratch in one of three ways: system and sold the data
Doing jobs, hustling, or buying and selling. 3 Got sidetracked and didn’t

Doing Jobs hack anything this week
4 Found a valuable data cache in an
You, like most, work for a living. Except, unlike most people,
your job can get you killed in messy ways. Often, the pay you abandoned system and sold it
can expect to receive—after you fence everything and divide 5 Brought down a major system
the spoils—is roughly equal to the amount of mortal danger
you signed up for. That is, of course, assuming you don’t take and got paid off to fix it again
bad jobs that are way too dangerous for what they pay. Okay, 6 Sabotaged or otherwise disabled a
let’s stop pretending. You will probably make this mistake all
the time. Treat this as a guideline for the best-case scenario. major system for a faceless client

Tech Hustle Rank Rank Rank
1 to 4 5 to 7 8 to 10
# What you did to make bank

Job Type Threat Level Pay (each) 1 No jobs this week 0ed 100ed 300ed
Easy 500ed
Armed resistance is not expected, 2 Rebuilt some tech you scavenged 100ed 200ed 500ed
Typical but you never know 1,000ed in the combat zone

Dangerous Armed resistance is expected, 2,000ed 3 Helped a client break into some place 200ed 300ed 600ed
and you should prepare for it or installed security systems for them
Armed resistance is overwhelming,
without heavy preparation, you die 4 Modifications or repairs 100ed 200ed 500ed
to some cybertech

The Hustle 5 Modifications or repairs to 100ed 200ed 500ed
some weapons
When you have a full seven days free (this will often happen
because your friends are healing from gunshot wounds), you 6 Sabotaged or otherwise disabled 100ed 200ed 500ed
can work to earn a few eddies. The amount you are paid, is something for a client
dependent on your role, your rank in that role, and a d6 roll.
Medtech Hustle Rank Rank Rank
The pay is noticeably much lower, but remember this isn’t 1 to 4 5 to 7 8 to 10
your primary source of income. The real way to get paid, is for # What you did to make bank
you to get your crew together, and find a job for you all to do.
1 Patched up someone after a firefight 100ed 200ed 500ed

2 Sold cyberware from a 200ed 300ed 600ed
"failed" medical case

Rockerboy Hustle Rank Rank Rank 3 Helped Trauma Team on some backup 100ed 200ed 500ed
1 to 4 5 to 7 8 to 10 work when they were overloaded
# What you did to make bank 200ed 300ed 600ed
1 Played a small local gig 0ed 100ed 300ed 4 Minor free clinic work for locals. 0ed 100ed 300ed
2 No gigs or jobs to be had 300ed 500ed 800ed You can’t eat goodwill though.
3 Big gig for rich corporate
300ed 500ed 800ed 5 Major medical procedure for 200ed 300ed 600ed
or local personality a very wealthy client
4 Got some royalties from your most 300ed 500ed 800ed
200ed 300ed 600ed 6 Designed and delivered medicines 100ed 200ed 500ed
recent data pool download or street drugs to a client
5 Opening act for a big-name group
6 You made a personal appearance Media Hustle Rank Rank Rank
1 to 4 5 to 7 8 to 10
Solo Hustle Rank Rank Rank # What you did to make bank 300ed 500ed 800ed
1 to 4 5 to 7 8 to 10 1 Wrote an expose that covered
# What you did to make bank 100ed 200ed 500ed 200ed 300ed 600ed
1 Bodyguard work—low-end client 200ed 300ed 600ed a major topic, made a big sale
2 Bodyguard work—high-end client 200ed 300ed 600ed 2 Wrote a popular puff piece that got 200ed 300ed 600ed
3 Difficult hit or extraction 100ed 200ed 500ed
4 Hired out as muscle to a you some notice and some cash 200ed 300ed 600ed
0ed 100ed 300ed 3 Did some boring ad writing
fixer, corp, or gang 0ed 100ed 300ed
5 Attracted undue attention 100ed 200ed 500ed to pay the bills 300ed 500ed 800ed
4 Exposed a big story that got you a
and had to lay low
6 Basic enforcer or hitman few enemies and some cash
5 No good stories or leads this week
work for a local corp 6 Wrote an expose that blew

the lid off a major topic

Lawman Hustle Rank Rank Rank Nomad Hustle Rank Rank Rank
1 to 4 5 to 7 8 to 10 1 to 4 5 to 7 8 to 10
# What you did to make bank 100ed 200ed 500ed # What you did to make bank
200ed 300ed 600ed
1 Made a few minor busts, 0ed 100ed 300ed 1 Delivered a legit shipment 100ed 200ed 500ed
business as usual 100ed 200ed 500ed
200ed 300ed 600ed 2 Protected a shipment 100ed 200ed 500ed
2 Given a reward from a grateful 200ed 300ed 600ed
citizen, or was it a bribe? 3 Smuggled some small contraband 100ed 200ed 500ed

3 Bust went bad, and it came 4 Smuggled a huge shipment 200ed 300ed 600ed
out of your salary
5 Delivered a client safely to destination 100ed 200ed 500ed
4 Nothing much happened,
collected a paycheck 6 Couldn’t find any work this week 0ed 100ed 300ed

5 Pulled off a major bust and Buying and Selling
got a bonus from the boss
All transactions happen in the context of the economy, which
6 Took down a big gang and got determines the current market price for an item. The economy
part of a "civil seizure" bonus of the Time of the Red is one of great scarcity, where more
often than not supply is low, and demand is high. Without the
Exec Hustle Rank Rank Rank help of an experienced fixer and one of their night markets,
1 to 4 5 to 7 8 to 10 you can only purchase items of up to premium quality.
# What you did to make bank
Everything you buy falls into a price category, which is what
1 Landed a moderate success on a 300ed 500ed 800ed determines its actual market price. If you are not a fixer, then
project, earned a reward bonus you can forget about getting it cheaper. If it’s expensive and
you don’t know a fixer, you can forget about getting it at all.
2 Nothing much happened, and 0ed 100ed 300ed
Corporate was unimpressed

3 Collected a paycheck and that was it 200ed 300ed 600ed

4 Got some dirt on a rival and 300ed 500ed 800ed Category Market Price Category Market Price
used it to score a bonus
Cheap 10ed Expensive 500ed
5 Pulled off a major project success and 300ed 500ed 800ed Everyday 20ed Very Expensive 1,000ed
gained a bonus from head office Costly 50ed Luxury 5,000eb
Premium 100ed Super Luxury 10,000ed and up
6 Took out a competitor threatening 200ed 300ed 600ed
your job, and took their funding

Fixer Hustle Rank Rank Rank What is a Eurodollar, Anyway?
1 to 4 5 to 7 8 to 10
# What you did to make bank 200ed 300ed 600ed The currency used by the nations of the European Union.
200ed 300ed 600ed It's blue, comes in various denominations, and symbols of
1 Got a media some information 200ed 300ed 600ed all the member nations are brightly embossed on each bill.
for a good bribe 0ed 100ed 300ed
200ed 300ed 600ed The E.U. is one of the most stable world economies in
2 Got a rocker a good gig 300ed 500ed 800ed the Time of the Red, and the eurodollar has become the
for your 12% fee "gold standard" to which most currencies are pegged.

3 Helped a client locate a desirable Even if you're not physically exchanging notes for most
item they needed, and got a cut transactions, chances are those transactionss are going to
be measured in eurodollars ("ed", "eds", "eddies"), as they
4 Deal went south; you’re keeping are the standard of exchange almost everywhere.
your head down till it blows over

5 Got a solo or netrunner a profitable
job and took your agency fee

6 Brought in a rare, illegal, and/or very
hard to get item for a client

Housing Living in a Vehicle

You have to sleep sometime—preferably somewhere safe and Even in a vehicle, living on the street is still asking for trouble.
comfortable—and where you sleep, will likely be your largest A vehicle must be fully enclosed to do this, and even then, it
expense. You may start out in an old cargo container outside will have limited security without a security upgrade and
of the city, but if you start saving up, you'll be able to move to bulletproof windows. You have just enough room to store your
more secure accommodation in no time. outfit, and if you have a bed—inflatable or otherwise—you can
sleep comfortably. If not, it counts as living on the street.
Or you could become an exec—never have to pay rent and
live in comfortable security. All you have to do is sell your soul You've got electricity, but no water unless the vehicle is
into corporate slavery. But remember, the game is rigged! designed to be lived in. If you try to sleep in any corporate,
executive, or moderate zones, you will be forced to leave at
Fatigue gunpoint by security forces. Either you park in the combat
zone to sleep, or you stick to the city's outskirts.
Going without at least 6 hours of sleep each day will impose a
Cube Hotel
cumulative penalty to every action you attempt, of -2 for each
Zones: Urban Center, Combat
day since you last slept 6 hours. Sleeping in an uncomfortable
This is by far the cheapest way to live in the city—a single
situation will also leave you fatigued, and incur the -2 penalty. windowless room with a nice strong lock, where you can
touch both walls if you spread your arms. Flatpack furniture
Being Crammed folds out of the walls, converting your cell from a chair with a
desk to a bed with a small television.
Sleeping in housing with more people than (1 + the number of
Living here, you can't realistically have more things than
bedrooms), will also leave you fatigued the next day. Corpses you could carry at any given time, plus the contents of a
backpack you can safely store behind the bed when it folds
and people in cryostasis don't count. Cube hotels are the one into the wall. Sleeping with more than one person in a cube
will leave you fatigued the next day.
exception—but only if a single person sleeps in the hotel pod.
Down the hall—past your equally compacted neighbors—
Workspaces there is a common room with running water, a bathroom, and
a shower. Even going near this common room is a bad idea
Some roles have a workspace. It might be a curtained off area unless you are properly gang affiliated. Most people keep
three water bottles in their rooms just to avoid entering the
in the housing you rent, a spare desk at a partner's place, or common room. There's a single window on the opposite side
of the cell block where these bottles are emptied.
just whatever corner you can spread out in at the time.
A workspace is not housing. If you sleep there—and it isn't If you own a vehicle, you likely park it on the street.

a part of your housing—then it counts as living in a vehicle.

Housing Options

Option Monthly Rent Cost to Buy

Living in the Wilderness ——

Living on the Street ——
Living in a Vehicle ——

Cube Hotel 500ed —
Cargo Container 1,000ed 15,000ed

Studio Apartment 1500ed 25,000ed
Two-Bedroom Apartment 2500ed 35,000ed

Corporate Conapt — —
Upscale Conapt 7500ed 85,000ed

Luxury Penthouse 15,000ed 50,0000ed
Corporate Beaverville House — 200,000ed

Corporate Beaverville McMansion — 500,000ed

Living in the Wilderness

Each night you must beat a DV15 Wilderness Survival check,
or sleeping in the wilderness will leave you fatigued the next
day. Unlike sleeping on the street, someone else can roll this
check for you. Its good to have nomad friends!

Living on the Street

Sleeping on the street is tough, you have no security, heating,
or electricity to speak of, and you can't realistically have more
things than you can carry at any given time. You wouldn't be
doing this if you owned a car.

Each night you must beat a DV15 Endurance check, or
sleeping on the street will leave you fatigued the next day.

Cargo Container Corporate Conapt

Zones: Suburbs, Perimeter, Combat Zones: Urban Center

The trend of using cargo containers as housing started with You can't rent or buy a corporate conapt—the buildings are all
nomads who used them to help shelter refugees fleeing from controlled by individual corporations—but you might still be
the chaos of the 4th Corporate War. It has plenty of space to able to live in one if you know an exec. Corporate conapts are
store things, a comfortable bed to sleep in, a desk, electricity, luxury accommodations; two bedrooms, two bathrooms, a
a refrigerator, microwave, and a sink, all protected by the laundry, full-size kitchen, dining room, and large living room
security of a strong lock. Restrooms, showers, and laundry that opens onto a small balcony.
are located in facilities you share with the residents of cargo
containers stacked nearby. Surveillance by the corp that controls the building should be
expected in every room except the bathrooms. Messing with
In a combat zone, you are in danger the second you step corporate employee surveillance equipment will lead to a
outside, but if you live in the outskirts, you'll be much safer. 50ed fine if discovered, but the sound of the laundry machine
is well known to interfere with their ability to record audio.
If you own a vehicle, you likely park it on the street, but in a Plenty of execs treat the monthly fine as a cheap price to pay
combat zone, it will get broken into on occasion. for privacy, and nobody has ever been fired for it.

Studio Apartment Every corporate conapt has two protected parking spaces.

Zones: Urban Center, Suburbs, Combat Upscale Conapt

The typical studio is not spacious, but is the first option that Zones: Urban Center
truly feels like your own private space. You'll have a bed to
sleep in comfortably, and a small kitchen, with range, oven, These are spacious two floor apartments with two bedrooms
microwave, and a large refrigerator. It has a private bathroom and bathrooms, in addition to a luxurious master bedroom and
with a shower where you won't be attacked, and even a tiny master bathroom on the second floor. Other amenities include
living room to decorate as you see fit. Laundry facilities are a full kitchen, dining room, two living rooms, and a balcony
still, however, shared with your neighbors. with a nice view of the city.

This apartment has a single protected parking space. An upscale conapt has three protected parking spaces, one
of which can be located on the roof—perfect for air vehicles.

Two-Bedroom Apartment Luxury Penthouse

Zones: Urban Center, Suburbs, Combat Zones: Urban Center

This comfortable apartment has enough space for two people The height of luxury in city living. Two floor layout includes
to live together without ripping out each other's cybereyes. three bedrooms and two bathrooms on the first floor with a
Two Bedrooms, a full-size kitchen, a shared bathroom you'll master bedroom and bathroom on the second floor. Other
probably squabble over, a living room with enough space for a amenities include two living rooms, an entertainment room,
comfortable couch, and a laundry inside the unit, make this facilities room, full kitchen, and palatial dining room.
apartment seem like luxury—at least compared to living in a
cargo container or cube hotel. The luxury penthouse also spills out onto a private roof, on
which is located an infinity pool, sitting area, and barbecue for
This apartment has two protected parking spaces. entertaining, in addition to a private helipad. There are four
protected parking spaces, accessible via private elevator.

Complementary maid service is also included.

Corporate Beaverville House Corporate Beaverville McMansion

Zones: Executive Zones: Executive

Only found in an area known affectionately by many as In addition to all the benefits of living in a mere Beaverville
Beaverville. You can't rent one, because renters drive down House, living in a Beaverville McMansion means living there
property values and introduce strangers into the community. in a suburban castle of splendorous proportions.
The streets are patrolled by Lazarus Corp private security.
You'll have three floors, four bedrooms, five bathrooms, a
Owning a home in Beaverville gives you four security master bedroom with en-suite bathroom, three living rooms
badges that grant access to the bullet train connecting it to the with vaulted ceilings, a spacious bar in the basement, a
Corporate zone, and the freedom to not be harassed by personal gym, and a poolside patio. Your lawn is real grass,
security while jogging. Aside from the security presence, and your backyard is meticulously landscaped every season
Beaverville is a charming community full of freshly mown of the year by staff, paid by the Homeowner's Association—
lawns, white picket fences, and culs-de-sac. It's the perfect Beaverville can’t have their best looking less than perfect!
place for the Corporate elite to raise a family.
Living in a Beaverville mansion isn't just about living there,
These homes are quaint and neighborly. Two floors, three it’s also a way to declare that you've arrived in the community.
bedrooms, two bathrooms, with a master bedroom and You either paid enough to earn this recognition, or demand it
bathroom on the second floor. The bottom floor contains a by having very powerful friends, and the greater Beaverville
sunken living room that connects sidelong into a full-size community recognizes both as being equally impressive.
kitchen, which exits onto a charming patio, like the set of a
sitcom. The backyard and lawn are synthetic, constructed of You can expect preferential treatment in the country club,
Realtree™ and Realgrass™, the latest from Biotechnica. which you live within walking distance to, whether it be on the
golf course, its world class restaurant, or behind the natural
Your Beaverville security badges also grant you access to leather doors of the business lounge.
the country club located in the more well-appointed district of
Beaverville. That is, assuming you are invited by an existing You have six Beaverville security badges, but if you live like
member. The country club is replete with facilities, including a this, you'll hardly ever need to flash them. The McMansion
world class restaurant, bar, world class gym, paddleball and also has a secure four-car garage and private helipad.
tennis courts, golf, croquet, heated indoor pool, dedicated lap
pool, hot tubs, sauna, and steam room. City Zones

The country club even contains a business lounge that's Hot Zone: The area most affected by the nuke. A blasted
considered neutral ground in the corporate world, a place terrain full of wrecked, twisted skyscrapers, burned-out
where rival companies can meet and discuss terms. These vehicles, and entombed bodies of the unlucky victims.
are the closed doors behind which business really gets done.
Combat Zone: The most dangerous and lawless part of the
Complementary maid service is also included. city. Justice here only comes from the barrel of a gun.

Rebuilding Urban Center: Parts of the city that escaped the
worst. Construction gear is everywhere, building new
corporate towers and crowded urban megabuildings.

Executive Zone: Special gated areas of the city, cordoned
off for the use of high-level corporate executives only.

Overpacked Suburbs: Sprawling tent cities and camps,
crammed with lawless refugees displaced by the war.

Reclaimed Perimeter: The area just outside the city sprawl.
Lawless, save for areas controlled by nomad families.

The Open Road: Populated only by people in transit, and
booster gangs with spiky ground cars and motorbikes.

Friday Night Firefight

Interacting with the World Turns and Rounds

If you can see something with the naked eye or the scope of a During combat, time is divided into turns, each of which takes
weapon, you can interact with it. If there's anything in the way, approximately 3 seconds. The time it takes everyone involved
it's considered to be blocked and you can't interact with it. If in combat to each have one turn, is a round. Actions happen
it's positioned forward of your shoulders, you can face it and roughly simultaneously, so one round is also 3 seconds long.
possibly interact with it. If it's within your reach (2 m), you can
touch it; otherwise, you'll need to extend your reach, or move. Initiative

Distance and Movement But who goes first? Everyone has a "place in line" relative to
everyone else. This is called the initiative queue; a lineup of
The world of Cyberpunk is measured in meters. If using a grid who goes when. Each time combat starts, everyone rolls:
and miniatures, a 1-inch square corresponds to 2 meters of
distance and movement. There are three kinds of movement: REF + 1d10

Narrative Movement All participants are added to the initiative queue in descending
order from highest score to lowest score. Ties are resolved by
Movement that is described in real-world terms. For example, rolling again. Combat proceeds in order, with everyone getting
a turn. When the bottom of the initiative queue is reached, the
a person's movement is measured in miles per hour, and is order is repeated again from the top, until combat is resolved.

classified by the 'walking' and 'running' movement types:

Human Movement Type MPH Taking Actions
Walking 2.5
Running 5 Each turn, you get one move action and one action. There are
many actions you can take, but most are only used in combat.
Vehicles each have their own movement speeds and types.
Action Quick Reference
Figurative Movement
Attack Attack a target, with a ranged weapon, melee weapon,
Comparing one MOVE STAT to another, to see who is faster the brawling skill, or—if you can—with martial arts.
overall. This is best used for simple sustained speed contests.
Choke Choke someone you already have grappled.
Literal Movement
Get in Enter a vehicle which is open, or you have a key for.
Taking the move action on your turn during combat. Vehicle

Get Up Get up from being prone.

Grab Grab and grapple a person, or an object in their hand.

Hold Hold an action until later in the initiative queue. You
Action choose an event to trigger the action, or a number in
the initiative queue when the action occurs, as well as
what the action is, and any intended targets.

Human Equip a grappled opponent as a human shield.
Shield

Move Walk, swim, climb, or jump.

Reload Replace a weapon's magazine with a fully loaded one.

Run Take an additional move action to sprint further.

Start You jump to the top of the initiative queue, and while
Vehicle driving, you use the vehicle's MOVE instead of yours.

Stabilize Cure someone of the mortally wounded state, and allow
them to begin the natural healing process.

Throw Throw a grappled target or throw an object.

Use NET Perform NET actions inside a NET architecture.
Actions

Use Use something in a way that doesn't require a skill.
Object

Use Equip a shield to gain moveable cover, or drop it.
Shield

Use Skill Use one of your skills to accomplish a task. A long task
might require multiple actions over multiple turns—
rolling only when the full time has elapsed.

Vehicle Use your action and movement while driving to focus
Maneuver entirely on making a dangerous vehicle maneuver.

Using a Skill to Resolve an Action Modifying the Attempt

In cases where the action is obvious and simple—like walking Sometimes conditions beyond your control make it harder to
across a room—just tell the GM what you're doing, no roll is perform a task. For example, a simple (DV9) skill check is a
needed. However, trying to walk across the slippery deck of a whole order of magnitude tougher during an earthquake.
ship pitching wildly in a driving rainstorm, would probably call
for a skill check. There are two ways to resolve skill checks. These external conditions are called modifiers. When the
GM decides a modifier applies to your skill check, you must
Beating a Predetermined DV subtract it from your total. Here are some example conditions
that might cause the GM to call for (cumulative) modifiers.
The first way, is to resolve your skill against the difficulty of an
action (picking a lock, or crossing that ship deck). The GM will Negative Modifier Examples Modifier
determine how long it takes, and the difficulty of the task—the -1
Difficulty Value or "DV". Then you add together your relevant Condition -1
STAT and skill, roll 1d10, and try to beat that difficulty value: Night or low lighting conditions -2

(your relevant STAT + skill) + 1d10 Have never done this before
vs.
Complex task
(action DV)

Difficulty Action DV Don't have right tools or parts -2
Slept uncomfortable the night before -2
Simple Most people can do this without thinking, 9 Under extreme stress -2
but it might be hard for a small child Exhausted -4
Extremely drunk or sedated -4
Everyday Most people can do this without special training 13 Trying to perform task secretly -4
Task obscured by smoke, darkness -4
Difficult Difficult to accomplish without 15
training or natural talent

Professional Takes actual training, someone who can 17
do this is considered a professional

Heroic Only the best of the best can pull this off. 21
This is the level of a highly regarded superstar
Trying Again
Incredible Pulling this off would rate you among the very 24
best. You'd have to be of truly Olympian mettle If you fail a skill check, you can't try again unless the chances
of success are improved for some reason—you took longer,
Legendary An awe-inspiring feat that would be a truly 29 used a better tool, or a complementary skill check was made.
amazing accomplishment, spoken of in
hushed tones for years to come Taking Extra Time

Opposed Skills When the GM tells you how long a task will take, you can get
a single +1 bonus to your check, by taking four times longer.
The second is to resolve your skill against a target's skill. You
each add together the relevant STAT and skill, and roll 1d10: Complementary Skills

(your relevant STAT + skill) + 1d10 The use of one skill can sometimes directly affect the use of a
vs. subsequent skill. At the GM's discretion, a good check in one
skill (which can be rolled by another character) may confer a
(target's relevant STAT + skill) + 1d10 +1 bonus to your subsequent use of a related skill, so long as
the complementary nature of the two skills makes sense. This
You must beat their total, which is also known as the difficulty affects one subsequent attempt. These bonuses do not stack.
value, or DV. In the case of a tie, the defender always wins.

What If You Don't Have That Skill? Using LUCK

Even when you don't have the skill required, you can still try Before you roll, you can dedicate a portion of your remaining
anyway, by using just the STAT that skill is linked to—that's all LUCK pool to a check, increasing the check total by +1, for
you get. You are relying purely on your STAT plus the d10 roll. each point that you expend. Don't forget that your pool of
LUCK points regenerates at the start of every game session!
Critical Success
TL:DR
When you roll a natural 10 on your d10, you score a Critical
Success. Roll another d10 and add the result to your total. To do pretty much anything in Cyberpunk Red; combine a
If you roll another 10, it is not another Critical Success. STAT, a skill, and a d10 roll—If your total check beats the
difficulty value (DV), then you succeed at doing that thing!
Critical Failure

When you roll a natural 1 on your d10, you score a Critical
Failure. Roll another d10 and subtract the result from your
total. If you roll another 1, it is not another Critical Failure.

The Move Action Alternate Fire Modes and Special Features
Autofire
Every turn, you get a move action, with which you can move a
number of meters equal to your MOVE STAT x2, or a number It takes 10 bullets to use autofire instead of a weapon's typical
of 2m map squares equal to your MOVE, including diagonally. skill. If you don't have 10 shots remaining in the clip, you can't
You can't take move actions while you are prone on the floor. use autofire. When using autofire, you consult its entry on the
autofire DV table instead of the single shot DV table. Autofire
Split Movement and Rate of Fire cannot be used to make an aimed shot. Targets with REF 8 or
higher can still attempt to dodge the attack.
You can take your action in the middle of moving, and then
keep moving afterwards. This is called "splitting", and it's not If you hit, roll 2d6 for damage then multiply it by the amount
just for moving. Some types of attacks are faster than others; you beat the DV—up to a maximum denoted by the weapon
capable of striking/shooting twice with a single attack action. (3 for SMGs, 4 for assault rifles). A solo's spot weakness
bonus is added after multiplication, but before SP reduction.
This is called "Rate of Fire 2" (or 2 ROF). Attacks from 2
ROF sources, can also be split across a move action. You can Arrows
even make a single attack from two different 2 ROF sources,
allowing you to use them both once in a single turn. 1 ROF Loading an arrow is part of attacking with a bow or crossbow,
sources are slower, and take your whole attack action to use, you never need to reload them. Additionally, basic arrows can
but you can still split your movement around using them. always be retrieved after they have been fired, making basic
ammunition for these weapons almost a one-time investment.
Other Forms of Movement
Suppressive Fire
Swimming, climbing, and jumping with a running start, all cost
2m of movement for every meter traveled. Jumping from a It takes 10 bullets to use suppressive fire. If you don't have 10
standing start costs 4m of movement for every meter traveled. shots remaining in the clip, you can't use suppressive fire.

The Attack Action When you use suppressive fire, everyone within 25m who is
on foot, not in cover, and in your line of sight, must roll:
No matter how many weapons you're holding, you can only
make two attack checks as part of an attack action. You also (your REF + autofire skill) + 1d10
can't attack with two 1 ROF weapons, even if dual wielding. vs.

Resolving a Ranged Weapon Attack (target's WILL + concentration) + 1d10

To see if your target suffers the weapon's damage, you roll: Anyone that fails, must use their next move action to get into
cover from you. If that is insufficient, they must also use the
(your REF + weapon skill) + 1d10 run action to try and get into cover, or as close as possible.
vs.
Shotgun Shells
(DV listed on the single shot table)
or* In addition to slugs, shotguns can also fire shotgun shells, but
they can't be used to make aimed shots. To fire a shotgun
(target's DEX + evasion skill) + 1d10 shell, you make a single ranged attack and roll:

* Targets with REF 8 or higher, can attempt to dodge a ranged (your REF + shoulder arms) + 1d10
weapon attack, instead of using the DV listed on the table.
If you can beat a DV13, every target in front of you, within 6m
Drawing, Dropping, and Stowing Weapons (3 squares) that you can see, takes 3d6 damage. Targets with
REF 8 or higher, can still attempt to dodge the shotgun shell.
Drawing an easily accessible weapon or item into a free hand,
or dropping it to the ground, doesn't take an action—stowing it Explosives
on your person, however, does take your full action.
Explosive weapons deal damage to everything (including the
Shields: The Exception to the Rule terrain) in a 10m by 10m area (5x5 map squares), centered
on a 2m by 2m area (1 map square) chosen by you. If you fail
Equipping or dropping a shield always takes your full action. to beat the DV to hit your intended target, the GM will decide
where in the original 10m by 10m area the explosive actually
Aimed Shots landed, and it explodes around that point instead.

At 1 ROF, you can aim a single ranged or melee attack with a Targets with REF 8 or higher can dodge the blast by rolling
-8 to your check, and target a special area. If you hit, you deal higher than your attack, and move just outside of the area.
the attack's damage as normal, and the target also suffers an
additional effect, based on the special area you aimed for. If an explosion deals enough damage to destroy a piece of
cover, any targets behind it are no longer in cover and take
Head full damage. Area effects cannot be used to make an aimed
shot and thus cannot target the head or ablate head armor.
Damage that gets through the target's head armor, is doubled.
A solo's spot weakness bonus is added before SP reduction. On a critical hit, each target rolls for an injury separately.

Held Item Reloading

If any damage gets through the target's body armor, they also You can use an action to fully reload and replace a weapon's
drop a held item of your choice, which lands in front of them. magazine. You can't mix ammunition types in a magazine.

Leg

If any damage gets through the target's body armor, they also
suffer the Broken Leg critical injury, if a leg remains unbroken.

Ranged Weapons

Weapon Class Skill Damage Ammo ROF Hands Conceal? 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) 12 No Shotgun Shell 500ed (Expensive)

Assault Rifle Shoulder Arms 5d6 25 (Rifle) 12 No Autofire (4), Suppressive Fire 500ed (Expensive)

Sniper Rifle Shoulder Arms 5d6 4 (Rifle) 12 No — 500ed (Expensive)

Bows and Crossbows Archery 4d6 1 (Arrow) 12 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 Single Shot DVs

Weapon 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
30 30 — —
Pistol 13 15 20 25 25 25 30 —
30 35 — —
SMG 15 13 15 20 15 20 25 30
15 16 17 20
Shotgun (Slug) 13 15 20 25 20 22 — —
20 22 25 —
Assault Rifle 17 16 15 13 20 20 25 30

Sniper Rifle 30 25 25 20 13-25 m
20
Bows & Crossbow 15 13 15 17 17

Grenade Launcher 16 15 15 17

Rocket Launcher 17 16 15 15

Ranged Weapon Autofire DVs

Weapon Class 0-6 m 7-12 m 26-50 m 51-100 m
25 30
SMGs 20 17 20 25

Assault Rifle 22 20

Resolving Melee Weapon Attacks Choke

When you take the attack action, very heavy melee weapons If you are currently the attacker in a grapple, you can choke
the defender, dealing your BODY STAT in damage which
can be used to make one attack (1 ROF) on a target in reach. ignores armor and doesn't ablate it. If this would reduce the
target to less than 0 HP, they are instead left at 1 HP and are
You make two attacks (2 ROF) with any other melee weapon. unconscious. If you choke the same target for 3 successive
Melee weapons must be wielded in the number of hands rounds, they fall unconscious regardless of their remaning HP.

they were made for—unless you have BODY 8 or higher, in Throw

which case, you can wield a two-handed melee weapon in a If you are currently the attacker in a grapple, you can end the
grapple by throwing the defender prone, dealing your BODY
single hand. To resolve a melee attack, roll: STAT in damage which ignores armor and doesn't ablate it.

(your DEX + relevant melee skill) + 1d10 Throwing Objects
vs.
You can throw an object up to 25m, by making one ranged
(target's DEX + evasion skill) + 1d10 weapon attack using the grenade launcher DVs, and rolling:

Melee weapon damage ignores half the target's armor, round
up. The amount of damage is based on the class of weapon.

Class Examples Damage   ROF   Hands Hide Cost (DEX + Athletics) + 1d10

Light Combat Knife, 1d6 2 Varies Yes 50ed Melee weapons deal their stated damage when thrown, but
Melee Tomahawk (Costly) don't ignore any armor. An improvised thrown weapon does
as much damage as the GM thinks it should. If you miss, the
Medium Baseball Bat, 2d6 2 Varies No 50ed GM determines where the object lands, similar to explosives.
Melee Crowbar, 3d6 (Costly)
Heavy Machete Martial Arts
Melee Lead Pipe, 2 Varies No 100ed
Sword, (Premium) If you have at least one point in the martial arts skill, you can
Spiked Bat use it to make attacks at 2 ROF, and perform special moves.
Each time you increase this skill, you choose which form you
Very Chainsaw, 4d6 1 Varies No 500ed are training in: Aikido, Karate, Judo, or Taekwondo. You can
Heavy Sledgehammer, (Expensive) learn multiple forms, but must train in each one separately.
Melee Helicopter Blade

If you roll a natural 1 when making an attack with any poor Resolving Martial Arts
quality melee weapon, you still need to use an action to fix the
issue, before you can swing the weapon again. (The grip falls To resolve martial arts attacks and special move checks, roll:
off, the blade bends weirdly, the handle becomes loose, etc.)

Brawling (your DEX + martial arts form) + 1d10
vs.
When using the brawling skill to make attacks, the damage
you deal with each blow is determined by your BODY STAT. (target's DEX + evasion) + 1d10
or
BODY 4 or Less  5 or 6   7 to 10  11 or More
Damage 4d6 (special move DV)
 1d6* 2d6 3d6
Martial Arts Damage
* If you have a cyberarm, brawling damage is minimum 2d6.
Martial arts damage ignores half the target's armor. Round up.
Grab
The amount of damage you can deal is based on your BODY.
Using the brawling skill, you can grab and hold someone, take
an object they are carrying, or escape a grapple. You need a BODY 4 or Less  5 or 6   7 to 10  11 or More
free hand to initiate a grab, which cannot be used for anything
else for the duration of any grapple that results from the grab. Damage 1d6 2d6 3d6 4d6

To determine the outcome, both you and the target roll:

(DEX + brawling skill) + 1d10

If you beat the target's check, you can grab hold of them, or
instead take one object they are holding into a free hand. You
and the target suffer -2 to all actions until the grapple ends.

While grappled, the target cannot take move actions, and is
dragged with you, when you take the move action. Nobody
involved a grapple can use a weapon that requires two hands
—even if they have more than two arms.

You can end your grapple any time without using an action,
but anyone else must make a successful grab check against
you, which ends the grapple for everyone involved. Grabbing
someone is a prerequisite for choking or throwing them.

Martial Arts Special Moves Karate

Each martial arts form has two unique special moves, which Hard strikes and blows, intended to break bones or armor.
you can use if you have at least one point in that form. Most
also have other requirements that must be met for their use. Armor Breaking Combo
Unless stated otherwise, special moves cannot be used to
make aimed shots. Requirement: Hit the same target with a melee weapon and
a martial arts attack this turn.
All martial arts forms can use the recovery special move.
Once per turn, you can make a DV15 special move check. If
Recovery successful, the target's armor is ablated by 2 extra points.

No Requirement: All martial arts forms may use this move. Bone Breaking Strike

Whenever you take the get up action, you can make a DV13 Requirement: WILL 8 or higher.
special move check using any martial arts form. If successful,
you can immediately take another action. You can use an action to make a special move check against
a target in melee range. If successful, the target suffers the
Aikido Broken Ribs critical injury (if they don't already have it), and
takes martial arts damage.
Sweeping hand and body techniques used to lock and disarm
opponents, turning their own power against them. Alternatively, you can take a -8 penalty to your check, and
make a martial arts attack which is aimed at the target's head.
Disarming Combination If successful, the target suffers the Cracked Skull critical injury
(if they don't already have it), and takes martial arts damage.
Requirement: Hit the same target with a brawling attack and
a martial arts attack this turn. Judo

Once per turn, you can make a DV15 special move check. If A form based on holds, throws, and grapples.
successful, one object of your choice being held by the target,
is now either held by you instead, or is dropped at their feet. Counter Throw

Iron Grip Requirement: Dodge all melee attacks since your last turn.

Requirement: Grapple a target not affected by iron grip. Once per turn, you can use an action to make a DV15 special
move check. If successful, you can use the throw action on
Once per turn, you can use an action to make a DV15 special one target in melee range, who you also dodged to satisfy the
move check. If successful, the target makes future attempts to requirement for this move. This throw cannot be avoided.
escape this grapple with a -2 penalty, and also cannot make
ranged attacks until the grapple is broken. Grab Escape

Requirement: Hit a target that is grappling you, with 2 melee
attacks this turn.

Once per turn, you can use an action to make a DV15 special
move check. If successful, you are no longer grappled by the
target you hit twice. They also suffer the Broken Arm critical
injury, if they didn't have it already. You pick the arm.

Taekwondo

High kicks and precision strikes to break through defenses
and cause severe injury through attacking pressure points.

Pressure Point Strike

Requirement: WILL 8 or higher.

You can use an action to make a special move check against
a target in melee range. If successful, the target suffers the
Spinal Injury critical injury (if they don't already have it), and
takes martial arts damage.

Alternatively, you can take a -8 penalty to your check, and
make a martial arts attack which is aimed at the target's head.
If successful, the target suffers the Brain Injury critical injury (if
they don't already have it), and takes martial arts damage.

Flying Kick

Requirement: MOVE 8 or higher. Have moved at least 4m.

You can use an action and all of your remaining movement, to
leap forward in a straight line, towards a target that is within
4m of you, and make a special move check. If successful, the
target takes martial arts damage, is removed from any vehicle
that lacks a fully enclosed cabin, and is knocked prone.

Taking Damage Shields

Ideally, you want to put something between you and damage Equipping or dropping a shield takes an action. While holding
that's going to pulp your body. Things like; cover, a shield (or a shield, you cannot hold enything else in that hand. While the
some unlucky booster you got a good grip on) and armor. shield has HP remaining, you are in cover. When attacked by
a target you can see, you can interpose the shield. If you do
Cover this, you cannot dodge the attack, but it could still miss you.

If you are behind something that blocks line of sight on you, If the attack hits you, the shield takes all damage. At 0 HP it
and it could stop a bullet, you are in cover. There is no 'partial is destroyed (until repaired if inorganic) and can't be used as
cover'. It can either stop a bullet, or it has no HP and can't. cover, but remains in your hand until you drop it as an action.

Nothing is preventing an enemy from moving to re-establish Human Shields
line of sight on you, so make sure you have the better plan.
If you don't already have a bulletproof shield equipped, and
Destroying Cover you are the attacker in a grapple, you can use an action to
"equip" the defender as a human shield, using the same hand
Anything you might want to take cover behind has HP, and a you are using to grapple them. Because of their squirming
about, human shields can't be used to block melee attacks, or
2m x 2m (1 square) section can be attacked just like you can. ranged weapon aimed shots targeting your head. You can
attack a human shield you have equipped. A human shield
At 0 HP, it is destroyed. Excess damage is lost and doesn't can't dodge ranged attacks, even if it has REF 8 or higher.

harm anyone in cover—with the one exception of explosives. Corpse Shields

Cover Hit Points A human shield who dies while "equipped", becomes a corpse
shield with HP equal to their BODY. Unequipping a live human
Cover HP is determined by the material and thickness. Thin shield is as simple as ending your grapple with them. Corpse
shields take an action to drop, like any other type of shield.
cover can be moved (if not secured) at a cost of 2m for every

1m traveled. Thick cover needs BODY 10 or higher to move.

You cannot damage steel cover with martial arts or brawling

attacks, unless you have a cyberarm, or BODY 10 or higher.

Type of Cover Thick HP Thin HP Armor

Steel 50 HP 25 HP If an attack hits you, the damage it deals can be "soaked" by
Stone 40 HP 20 HP your armor: First subtract the stopping power (SP) of the best
Bulletproof Glass 30 HP 15 HP armor in the hit location, then take any damage that remains.
Concrete 25 HP 10 HP If the attacker did not use an aimed shot to target your head,
Wood 20 HP 5 HP then the hit location is your body by default.
Plaster/Foam/Plastic 15 HP Not Cover
All of your armor in the hit location is "ablated"—the SP is
Cover Examples Material and Thickness HP reduced by 1 point until it is repaired. Some damage (such as
choking, poisons, and fire) can bypass your armor entirely.
Example Thick Steel 50 HP
Thick Bulletproof Glass 30 HP Armor Type SP Penalty Cost
Bank Vault Door 20 HP
Bank Window Glass Thick Wood 40 HP Leathers 4 — 20ed (Everyday)
Bar Thick Stone 25 HP
Boulder Thin Steel 25 HP Kevlar® 7 — 50ed (Costly)
Car Door Thick Concrete 50 HP
Data Term Thick Steel 50 HP Light Armorjack 11 — 100ed (Premium)
Engine Block Thick Steel 20 HP
Hydrant Thick Wood 20 HP Bodyweight Suit 11 — 1,000ed (Very Expensive)
Log Cabin Wall Thin Steel 0 HP
Metal Door (Not Cover) 15 HP Medium 12 -2 REF, DEX, 100ed (Premium)
Office Cubicle Thick Plaster/Foam/Plastic 5 HP Armorjack & MOVE
Office Wall Thin Wood 15 HP
Overturned Table Thin Bulletproof Glass 25 HP Heavy Armorjack 13 -2 REF, DEX, 500ed (Expensive)
Prison Visitation Glass Thin Steel 25 HP & MOVE
Refrigerator Thin Steel 15 HP
Shipping Container Thick Plaster/Foam/Plastic 20 HP Flak 15 -4 REF, DEX, 500ed (Expensive)
Sofa Thin Stone 20 HP & MOVE
Statue Thick Wood 25 HP
Tree Thick Concrete 5 HP Metalgear® 18 -4 REF, DEX, 5,000ed (Luxury)
Utility Pole Thin Wood 0 HP & MOVE
Wardrobe (Not Cover) 5 HP
Windshield Thin Wood Bulletproof Shield 10 HP — 100ed (Premium)
Wooden Door
Wound States

As your HP drops to certain thresholds you suffer penalties,
representing cumulative damage that makes you physically
slower or mentally hazier. You also become harder to stabilze

Wound State Threshold Penalty DV

Lightly Wounded Below Full HP No penalties 10
Seriously Wounded Below Half HP -2 to all actions 13
Mortally Wounded Less than 1 HP
Dead Fail One Death Save See Below 15
Death —

Mortal Wounds Treating Critical Injuries

While mortally wounded you have -4 to all actions, and -6 to There are two ways to heal a critical injury; either a quick fix
MOVE (minimum 1). You must also make a death save at the or full treatment. Depending on the severity and type of injury,
start of each of your turns. When damaged by an attack, you either option may unavailable. Critical injuries to parts of the
suffer a critical injury, and your death save increases by 1. body that have been replaced by cyberware, might require the
cybertech skill in place of first aid, paramedic, or surgery.
Death Saves
Quick Fix
At the start of each of your turns when mortally wounded, you
must roll a d10. If you roll under your BODY, you live and can Remove the injury effect for the rest of the day. Each attempt
take your turn as usual. If you roll a 10, your character dies.
takes one minute. You can treat yourself with this method.
Every time you succeed on a death save, your death save
increases by 1, making it progressively harder to stave off Full Treatment
death. This penalty continues to add up until you are brought
back to 1 Hit Point by stabilization—which resets your death Remove the injury effect permanently. Each attempt takes
save to its base value—or you die. Your death save can also
be increased by some of the more serious critical injuries. four hours. You are not able to treat yourself with this method.

Stabilization and Healing Critical Injuries to the Head

Anyone can use an action and attempt to stabilize a mortally # Injury Quick Fix Full Treatment
wounded person—even themselves—but medical training Surgery DV17
makes success more likely. To attempt stabilization, you roll: 2 Lost Eye N/A Surgery DV17
Surgery DV13
(TECH + first aid or paramedic skill) + 1d10 3 Brain Injury N/A Quick Fix cures
permanently
If successful, you are stabilized and have 1 HP, but you also 4 Damaged Eye Paramedic DV15 Paramedic or
fall unconscious for 1 minute. You must rest to heal more. Surgery DV13
5 Concussion First Aid or Quick Fix cures
Once stabilized, you regain Hit Points equal to your BODY Paramedic DV13 permanently
after each full day spent in light activity, until you are at full HP. Paramedic or
If you over-exert yourself, your wounds reopen and the 6 Broken Jaw Paramedic DV13 Surgery DV13
healing process is halted until you are stabilized again. Paramedic or
7 Foreign Object First Aid or Surgery DV15
Critical Injuries Paramedic DV13 Surgery DV13
Surgery DV15
Whenever you roll two or more 6's for damage on a melee or 8 Whiplash Paramedic DV13 Surgery DV17
ranged attack, the target suffers a critical injury. Roll 2d6 on
the critical hit table for the appropriate hit location, until you 9 Cracked Skull Paramedic DV15
get a critical injury that the target isn't already suffering from.
10 Damaged Ear Paramedic DV13
All critical injuries cause an injury effect, and deal 5 bonus 11 Crushed Windpipe N/A
damage. This damage ignores armor, doesn't ablate it, and 12 Lost Ear N/A
isn't modified by hit location. Critical injuries and their bonus
damage are dealt even if no damage got through the armor.

Critical Injuries to the Body Dismembered Hand

# Injury Quick Fix Full Treatment The hand is severed from your body. You drop any items it is
Surgery DV17 holding. Your death save is increased by 1.
2 Dismembered Arm N/A Surgery DV17
Surgery DV15 Dismembered Leg
3 Dismembered Hand N/A Paramedic DV15
or Surgery DV13 The leg is severed from your body. -6 to MOVE (minimum 1).
4 Collapsed Lung Paramedic DV15 Paramedic DV15 You cannot dodge attacks. Your death save is increased by 1.
or Surgery DV13
5 Broken Ribs Paramedic DV13 Quick Fix cures Foreign Object
permanently
6 Broken Arm Paramedic DV13 Paramedic DV15 If you move further than 4m on foot, you re-suffer the bonus
or Surgery DV13 damage from this critical injury at the end of your turn.
7 Foreign Object First Aid or Quick Fix cures
Paramedic DV13 permanently Lost Ear
Surgery DV15
8 Broken Leg Paramedic DV13 Surgery DV15 The ear is gone. -4 to Perception checks involving hearing. If
Surgery DV17 you move further than 4m on foot, you cannot take a move
9 Torn Muscle First Aid or action on your next turn. Your death save is increased by 1.
Paramedic DV13
10 Spinal Injury Paramedic DV15 Lost Eye
11 Crushed Fingers Paramedic DV13
12 Dismembered Leg The eye is gone. -4 to ranged attacks & Perception checks
N/A involving vision. Your death save is increased by 1.

Brain Injury Torn Muscle

-2 to all actions. Your death save is increased by 1. -2 to melee attacks

Broken Arm Spinal Injury

The arm cannot be used. You drop any items it is holding. Next turn, you cannot take an action, but you can still take a
move action. Your death save is increased by 1.
Broken Ribs
Whiplash
If you move further than 4m on foot, you re-suffer the bonus
damage from this critical injury at the end of your turn. Your death save is increased by 1.

Broken Jaw

-4 to all actions involving speech.

Broken Leg

-4 to MOVE (minimum 1)

Collapsed Lung

-2 to MOVE (minimum 1). Your death save is increased by 1.

Concussion

-2 to all actions.

Cracked Skull

Aimed shots to your head that get through your armor multiply
damage by 3, instead of 2. Your death save is increased by 1.

Crushed Fingers

-4 to all actions involving that hand.

Crushed Windpipe

You cannot speak. Your death save is increased by 1.

Damaged Ear

-2 to Perception checks involving hearing. If you move further
than 4m on foot, you re-suffer the bonus damage from this
critical injury at the end of your turn.

Damaged Eye

-2 to ranged attacks, and Perception checks involving vision.

Dismembered Arm

The arm is severed from your body. You drop any items it is
holding. Your death save is increased by 1.

Other Ways to get Hurt Electrocution

Being On Fire When electrocuted, you immediately take 6d6 damage, which
is soaked by your armor as normal. If you do not move away
When you are on fire, you can use an action to put yourself from the source of electrocution, the damage is repeated at
out, or someone else within reach can use their action to put the end of each of your turns—starting on your next turn.
out the flames. Otherwise you take damage at the end of your
turn, which ignores armor and doesn't ablate it. The amount of Exposure
damage that you suffer, depends on the intensity of the fire.
Remember that a turn is only three seconds. This adds up! At the end of each day you are exposed to extreme elements,
you take 1d6 damage directly to your HP. You also can't heal
Intensity Example Effect naturally when exposed to extreme elements, even if you are
stabilized. Proper equipment negates the risk of exposure.
Mild Wood fire 2 damage
Strong Gasoline fire 4 damage Falling
Deadly 6 damage
Thermite The moment you are no longer on solid ground, you get one
attempt to save yourself from falling—if an edge or ledge is
Drowning and Asphyxiation nearby—with a DV15 Athletics check. No check is required if
you have a grapple hand cyberware implant, or grapple gun.
You can hold your breath for a number of minutes equal to
your BODY, after which you begin drowning. At the start of a If you do not succeed, you fall up to 40m at the end of each
turn where you are drowning, you take damage equal to your of your turns. If you fall 10m or more before hitting the ground,
BODY, which ignores armor and doesn't ablate it. you take 2d6 damage for every 10m (soaked by body armor).
You must then beat a DV15 Athletics check, or you also suffer
Asphyxiation is like drowning, but there may be secondary the Broken Leg critical injury.
effects. If you are asphyxiating in outer space, you INT, REF,
and DEX are also reduced by 1d6 at the end of your turn—by If you have paired cyberlegs, you can ignore falling damage
exposure to vacuum. If your INT reaches 0, you die. These up to 30m. If for some reason you fall off a skyscraper without
STAT reductions are reversed if you can gasp a breath of air. a parachute, don't bother rolling anything, you are just dead.

Poisons and Drugs

When you are poisoned or drugged, you must beat a Resist
Torture/Drugs check with a DV determined by the substance,
otherwise you immediately suffer all of the primary effects.

Example Substance Intensity    DV    Effect
Alcohol
Belladonna, Toxic Waste Mild 11 Inebriation

Arsenic Mild 11 1d6 damage
direct to HP
Sodium Pentothal
Biotoxin, Designer Poison, Strong 13 2d6 damage
Stonefish Venom direct to HP
Street Drugs
Strong 13 Suggestibility

Deadly 15 3d6 damage
direct to HP

Deadly 15 Designer's Intent

Radiation

A lot of the corporations used small nuclear reactors to power
their facilities, back before the 4th Corporate War—so there
are still quite a surprising number of hot zones out there!

Low Level Radiation

Exposure won't kill you immediately. But, it will make you sick
over time, and then kill you, eventually, probably with cancer.

High Level Radiation

Immediately dangerous. Each time you end your turn in a hot
zone, you are treated as being "mildly on fire"—except these
flames can't be extinguished while you remain in the hot zone.
In an extremely hot zone—like inside a leaking reactor—the
intensity of the "fire" is considered to be deadly instead.

Vehicle Combat Vehicle Maneuvers

Structural Damage Points The GM decides when any driving you want to do, requires a
maneuver. Performing a maneuver requires your full attention,
All vehicles have Structural Damage Points (SDP). As long as which means using both your action, and your move action.
a vehicle has at least one SDP, it can still move. When it has
no SDP left, a vehicle is considered destroyed, is no longer Maneuver DV
considered cover, and cannot move unless it is repaired.
Swerve 13
Vehicles cannot dodge attacks like a human, but while you
are in a vehicle, you can still dodge anything that you could Sharp Turn 13
typically dodge on foot, when it's targeted at you instead of
the vehicle. Shooting a vehicle with a ranged weapon still Emergency Stop 13
requires you to hit the DV listed on the appropriate table.
Bootleg Turn 17
While in a vehicle, you can still be targeted with attacks
through the glass, which has no HP and provides no cover, Do a Jump 17
unless it has been upgraded with bulletproof glass.
Landing (Air Vehicle) 13
Vehicle Weak Points
Aerobatic Maneuver (Air Vehicle) 17
Every vehicle has weak points—areas which can be targeted
using an aimed shot. If you hit, the additional effect is that you Failing to beat the DV, causes you to immediately lose
double any damage which gets through the vehicle's SP. This control of the vehicle. If screwing up couldn't cause you to
is how you aim for a vehicle's tires, engine, gas cap, etc. lose control of the vehicle, it shouldn't require a maneuver.

Melee attacks against stationary vehicles automatically hit,
so you might as well use aimed shots. If a vehicle is moving,
you must beat DV13 to hit its weak point with an aimed shot.

Getting into and Starting a Vehicle Losing Control of the Vehicle

Getting into a vehicle is an action, but getting out of one is just If you lose control of a vehicle, the GM will decide your entire
movement. Starting or stopping a vehicle is an action. If you movement for the turn you lose control. If the vehicle crashes
have interface plugs, jacking them in or out can be part of this into anything, it is treated as if you had rammed that thing.
action, and they allow you to drive hands-free. Otherwise, you
must use one hand for driving and nothing else. If you let go Ramming
of the controls, you lose control of the vehicle at the start of
your next turn. When you start a vehicle, three things happen: If you drive a vehicle into anything with HP—be it pedestrian,
piece of cover, or another vehicle—your vehicle and whatever
1. You are placed at the top of the initiative queue. it crashed into, both take 6d6 damage. Every pedestrian and
2. You use the vehicle's MOVE STAT instead of your own, vehicle passenger involved, suffers a Whiplash critical injury.

and any penalty to your MOVE, doesn't affect the vehicle. If a piece of cover or vehicle you are ramming drops to 0
3. You become unable to use the run action. HP from this damage, you can continue moving. Otherwise,
your vehicle stops. You can always continue moving after you
Driving a Vehicle hit a pedestrian, but if they actually survive the impact, they
can choose to end up on top of your vehicle—if they want to.
If your skill base (REF + relevant control skill) is greater than
9, you don't have to make skill checks for driving, and it works Dodging a Vehicle
the same as taking a move action on foot. If not, then driving
requires using your action on each of your turns, and rolling: Dodging a ramming vehicle on foot is a DV13 check, you roll:

(REF + relevant control skill) + 1d10 (DEX + evasion skill) + 1d10

Failure to beat DV10, means losing control of the vehicle. If successful, you can choose to end up on top of the vehicle.

Reputation: Another Kind of Combat

Not everything on the street is determined with fists or guns. Whenever you encounter new people, both of you roll 1d10. If
In a world where combat can end you in a hot nanosecond, you roll under their reputation level, you have heard of them. If
other methods have evolved to determine who is the top dog they roll under your reputation level, they have heard of you.
in a conflict. One of these involves having a reputation. Sometimes this can be good. Other times, it can be very bad,
especially if you made enemies while earning that reputation.
Reputation is a measure of things you may do so well (or
badly) that you become well known for them, and is always Negative Reputation
established by your actions. When the GM believes you have
done something worthy of gaining a reputation, they assign You can also gain a reputation from doing extremely uncool
you a reputation level. A new reputation will only replace the things—showing cowardice, deserting or betraying an ally, etc.
old one, if the level is higher. You start with a reputation of 0. Reputation from a negative event or action can replace
reputation of a positive event or action. In which case, people
Reputation Levels will have heard about that uncool deed, not lesser cool ones.

# Who Knows About You Facedowns

1 Anyone who was there at the time knows A duel of wills—who's tougher, meaner, and looks more ready
to prove it. When two heavies on the street square off before a
2 Stories have gotten around to immediate friends fight, or to see who'll back down from a confrontation. The GM
will sometimes call for a facedown. Both participants roll:
3 All your co-workers and casual acquaintances know
(COOL +/- reputation) + 1d10
4 Stories are all over the local area
If your defining reputation event is a negative one, then your
5 Others beyond your local area recognize your name reputation level is also treated as a negative number. In a tie,
both parties are unsure who has the superior reputation, and
6 Others beyond your local area know you on sight nothing happens. Otherwise, the loser has the option of either:
Backing down, or taking -2 to any future actions made against
7 A news story or two has been written about your exploits the winner—due to fear—until they have defeated them once.

8 Your exploits regularly make the screamsheets

9 Your exploits always make the screamsheets and TV

10 You're known worldwide

Trauma Team Dropship Loadout

One of the largest private medical firms in the world, Trauma A standard Trauma Team consists of five members: A doctor,
Team provides ambulance services and paramedic support medical assistant, pilot, and two security officers. They arrive
for a client base of over fifteen million people. Equipped with from the air in an AV-4, that is equipped with a turret-mounted
top-of-the-line urban assault aircraft, Trauma Teams provide Tsunami Arms Helix and packed with medical tech, including a
an essential service in the dark future—recovering wounded state-of-the-art operating table, and four full-size cryotanks.
clients from the field. Every franchise office also has its own
surgical infirmary and arrangements with local hospitals. The Trauma Team prides themselves on landing their AV-4
as close to the action as possible, and also getting all patients
Trauma Team offer two levels of service for their clients: safely into cryopump bags on the same turn that they arrive in
combat—if possible—after which they leave under covering
Trauma Team Silver Package fire just as soon as all policy holders are secured in the AV-4.

Monthly Service Charge: 500ed Trauma Team Doctor

Silver members are charged for treatments requiring surgery, Combat Number         SP                 HP         MOVE & BODY
equal to the cost at a hospital. Or, if you do not wish to pay for
these treatments, the team will do everything possible using 10 11 20 4
the paramedic skill, and drop you off at the nearest hospital.
Skills: First Aid, Paramedic, Surgery, Medical Tech
Trauma Team Executive Package Outfit: Heavy Pistol, Heavy Pistol Ammo x25, Light

Monthly Service Charge: 1000ed Armorjack Body, Light Armorjack Head, 1 cryopump, 2
airhypos (loaded with Rapidetox)
Executive members recieve full surgical treatment at no cost.
Trauma Medical Assistant
Account Sharing
Combat Number         SP                 HP         MOVE & BODY
Trauma Team plans are transferable on a 1-1 basis—meaning 10 7 25 6
you can use your coverage to help a friend, but while they are
being treated, you are without any coverage yourself. Skills: Pilot Air Vehicle, First Aid, Paramedic, Medical Tech
Outfit: Kevlar® Body, Kevlar® Head, 1 cryopump, 1
Members can register their Trauma Team card to any agent
with a linked a biomonitor, which allows it to call them on your bulletproof shield
behalf, when it detects the user has less HP than their BODY,
or they receive a critical injury that dismembers a body part. Trauma Team Pilot

Otherwise, calling the Trauma Team is just an action, and Combat Number         SP                 HP         MOVE & BODY
can be done whenever you want. However, if you piss them 10 7 25 6
off by calling them out for extremely minor injuries, they might
be slow to respond to your next call, or forget entirely. Skills: Air Vehicle Tech, First Aid, Pilot Air Vehicle
Outfit: Very Heavy Pistol, Very Heavy Pistol Ammo x25,
Calling Trauma Team
Kevlar® Body, Kevlar® Head
Upon calling the Trauma Team, you roll a d6. The result is
how many rounds before they arrive. They join at the top of Trauma Security Officer (x2)
the initiative queue. In addition to SP, HP, MOVE, and BODY,
they also have a Combat Number (CN), which combines both Combat Number         SP                 HP         MOVE & BODY
STAT and skill for them. They roll CN + 1d10 when attacking,
defending, or using equipment. They can't dodge bullets. 10 13 30 4

Skills: Air Vehicle Tech, First Aid, Pilot Air Vehicle
Outfit: Assault Rifle, Assault Rifle Ammo x50, Heavy

Armorjack Body, Heavy Armorjack Head

Going to the Hospital Recycled Cyberware

Advances in medicine have relegated many hospital trips to Cyberware reclaimed from cadavers has resale value on the
simple outpatient procedures, which last no more than four market, but only a medtech is capable of properly harvesting
hours per treatment required during the visit. When you check cyberware that is not removable with an action (like chipware
in, you are only charged for the highest DV treatment required or cyberlimbs with quick change mounts) without destroying it.
to fully heal you. Everything else needed to stabilize you and
begin the natural healing process, is included at no extra cost. You can use a machete to chop it out, but the cyberware
will have to be repaired before it's any use, or worth anything.
Highest DV Cost The DV to repair cyberware, is the same as the DV needed to
install it. Both procedures take 4 hours, and if failed, destroy
DV10 50ed (Costly) the cyberware and waste 2 hours of time.
DV13 100ed (Premium)
DV15 500ed (Expensive) A medtech can perform the installation surgery, but not on
DV17 or higher 1,000ed (Very Expensive) themself—unless the cyberware is typically installed at a mall.
Either way, it still costs the same, and causes Humanity loss.

Likely, you'll walk out of hospital the same day, and finish up Installation        DV        Cost
the healing process in the comfort of your home. If you would
rather heal in the hospital, beds are 100ed (Premium) a night. Mall DV13 100ed (Premium)
If you are unable to pay your bill when you leave, the hospital Clinic DV15 500ed (Expensive)
can arrange for you to pay at the start of next month instead. Hospital DV17 1,000ed (Very Expensive)
If you don't pay up on time, you risk private collection agents
being sent after you, which isn't something anybody wants. Bodysculpting

Replacement Parts The low cost of life-like vat grown clone tissue and street level
providers like the Bodyshoppe and Doc's R Us™, makes it no
If you lose a body part due to a critical injury, you have a few longer possible to tell bodysculpted humans from "natural" by
options to replace that missing meat. The standard treatment sight alone. Its easier to just always assume that the most
practices at most hospitals involve using either a replacement attractive people in the room are probably bodysculpted.
cloned from your own tissue, and force grown to full size, or a
piece of medical-grade cyberware, which replaces your body Truly fantastic bodysculpting which adds alien or inhuman
part, but offers no additional benefits beyond full functionality. features—like whiskers, muzzles, manes, reptilian skin, fur,
tails, hooves, antennae, claws, etc.—is also available, but it
Medical-grade cyberware does not have any option slots for causes Humanity loss due to its extreme effects.
upgrades and doesn't count as cyberware for the purposes of
causing damage. They also do not cause any Humanity loss. Such bodysculpting is very much a fringe practice, even in
If you want a full cybernetic replacement, you need to first pay the Time of the Red, mostly being the provenance of animal
for treatment to repair the critical injury from the missing body motif gangs, and close-knit groups of "exotics", who typically
part, and then pay the cost of the cyberware installation. also get cyberware installed to compliment their chosen form.

The Bodybank A medtech can perform bodysculpting surgery, but not on
themself. If they beat the DV, it takes 4 hours. If they fail, it
Widespread adoption of limb cloning technology pioneered by wastes the materials used, and 2 hours of operating time.

Biotechnica during the 4th Corporate War, made cloned limbs Type Installation Cost     HL     DV Materials

cheap and easy to create. The price of a replacement limb is Standard Clinic 500ed 0 DV15 100ed
(Expensive) (Premium)
included in the cost of your hospital visit. Buying one to keep
Exotic Hospital 1,000ed 4d6 DV17 500ed
cryochilled for "just in case" will cost you only 50ed per limb. (Very Expensive) (Expensive)

Therapy

When you want to keep all your cybernetics without feeling Replacing lost and damaged body parts with cloned parts
less empathetic, or when you want to kick an addiction. It's or medical-grade cyberware, will not increase dissociation or
certainly not cheap, or easy, but it is fast compared to similar risk cyberpsychosis. It makes you feel "whole" again, and is
treatments from yesteryear. Most of the improvements in the restoring the senses and functionality of your natural body.
efficiency of these therapies are due to new pharmaceuticals
pioneered by Biotechnica during the 4th Corporate War. Mental Trauma

A skilled medtech can perform therapy—which takes one Adding cyberware is not the only thing that causes Humanity
entire week—during which doctor and patient can do nothing loss. It also occurs when you experience traumatic events,
else. At the end of the week, the doctor rolls against the DV of such as torture or living through a disaster. And unfortunately,
the therapy. On a success, the patient gains the effects of the edgerunners deal with these sorts of situations on a regular
therapy. On a failed check, the entire week was for nothing, basis. This is something that your GM controls and they may
and any materials used for the therapy are wasted. assign Humanity loss to you, after an event or situation.

The materials for these therapies are controlled entirely by Type of Trauma Example of Trauma HL
Biotechnica, and can only be purchased directly from the
company. The listed price for therapy assumes the patient is Traumatic Physical Torture, witnessing a particularly 1d6
not staying in the hospital overnight during therapy. They can or Mental Incident horrific death, mutilation, etc.
rent a bed if they want, for a standard fee of 100ed per night. Long-Term Mental Kidnapping, imprisonment, 2d6
Stress Factors or other long-term abuse.
Medtechs can't perform effective therapy on themselves. Long-Term Starvation, being trapped in a war zone, 2d6
Environmental experiencing devastation from a disaster,
Stress Factors or living in danger for over a month.
Therapy Treatment DV Materials HR
Addiction 1,000ed DV15 500ed Cured The Effects of Cyberpsychosis
(Very Expensive) (Expensive)
Standard 500ed DV15 100ed 2d6 Not all "cyberpsychos" are necessarily always violent. Many
Humanity Loss (Expensive) (Premium) cases, however, particularly those who already manifest some
Extreme 1,000ed DV17 500ed 4d6 psycho-pathological or sociopathic tendencies, will find those
Humanity Loss (Very Expensive) (Expensive) tendencies magnified to a dangerous extent. Specifically, their
view of others as things to be used or harmed without thought
Addiction Therapy or empathy, increases dramatically. The Hare psychopathy
checklist for elements of psychopathy includes:
One week of intensive psychotherapy combined with a flight
Psychopathic Trait Psychopathic Trait
of anti-addiction drugs in a safe environment. If successful,
Grandiose sense of self Need for stimulation
the patient is freed of one addiction. However, for one year Cunning and manipulative Lack of remorse or guilt
Callousness and lack of empathy Poor behavioral controls
after getting clean, they automatically fail any checks against

the secondary effects of the drug they were addicted to.

Humanity Loss Therapy Impulsivity Failure to accept responsibility
Criminal versatility Pathological lying
One week of intensive psychotherapy combining stress and
anger management counseling, hypnosis, and minor direct The Rules of Cyberpsychosis
brain reprogramming, aided by pharmaceuticals, and a safe
environment—possibly induced by a therapeutic braindance. If your Empathy is...
If successful, the patient regains some of their lost Humanity.
3 or Greater
Humanity cannot ever be fully regained without the removal
of all cyberware that causes Humanity loss. For each piece of No cyberpsychosis or dissociative disorder.
cyberware you have installed, your maximum Humanity is
lowered by 2. Each piece of borgware lowers it by 4. Equal to 2

Borderline dissociative disorder. Your character sometimes
exhibits one of the traits from the Hare psychopathy checklist.

Cyberpsychosis Equal to 1

Humanity loss is defined (in this game) as a loss of empathy Dissociative disorder, with borderline cyberpsychosis. Your
for others and a corresponding loss of self-regard or sense of character strongly exhibits at least 3 traits from the checklist.
self preservation. Subjects with low Humanity have trouble
emphasizing with themselves or others as "real." Instead, they Equal to 0
start to see people as just collections of parts instead of living,
breathing organisms. This is basically a dissociative disorder. Cyberpsychosis. Your character strongly exhibits at least 5
traits from the checklist.

How Cyberware Fits in Equal to 0 and You Have Negative Humanity

Cyberpsychosis is not triggered just by installing cyberware— Extreme cyberpsychosis. The GM takes over control of your
it is the removal of a functioning body part to replace it with a character, and plays them according to their worst tendencies.
machine. Replacing parts of your body just for aesthetics or Violent cyberpsychos which become a danger to public safety,
functional advantage, requires that you to get past the qualms are usually hunted down by the Psycho Squad. Capture and
of cutting up your body voluntarily. The cyberpsychosis comes rehabilitation are rare. Death is a typical outcome. However, if
about when you begin to alter your body beyond the human the character's Humanity ever somehow becomes a positive
baseline—seeing it as just a thing you can casually change. number again, control is handed back to you.

Character Improvement Warrior Explorer

Assuming you live through everything the city throws at you, Defeat an enemy in battle Find a new place on the map
you'll likely want to get better at what you do. You can improve Gain a powerful tool Meet new people
your skills (or learn new ones) and also gain ranks in your role or weapon in the world
ability, by accumulating "Improvement Points" (IP). When you
gain these points, you should record them on your character Prove your skill in battle Solve a difficult puzzle
sheet. When you have collected enough, you can spend them Make the most powerful Learn about the world
to raise the level of your skills or the rank of your role ability.
character and its lore
Earning Improvement Points The thrill of the hunt Establish a place or alliance
Establish a stronghold Add to the world and its lore
After every game session the GM awards Improvement Points
to each player, based on your preferred type of gameplay and Socializer Roleplayer
level of participation in various gameplay types. In Cyberpunk,
those types are: Warrior, Socializer, Explorer, and Roleplayer. Reminice about a favorite Have a picture of
game moment your character
What Type of Player Are You?
Tell other people about Write up your character's
One way to figure this out, is to check the lists to the right, and the games you're in background
see which things you find most important when playing. Those
lists with the most checks are your preferred gameplay styles. Contribute to the success Create extended family
of the group around your character
Know about pets, favorite things,
Team up to beat friends, and enemies
a challenge Act out the mannerisms and
accent of your character
Make friends outside
of the game

Spending Improvement Points

To raise a skill or role ability, you must spend a number of improvement points, based on the level or rank of that skill or ability.

Typical Skills 1234 5 6 7 8 9 10

Skill Level  20  40  60  80 100 120 140 160 180 200

Improvement Point Cost

Difficult (x2) Skills 12 3 4 5 6 7 8 9 10

Skill Level  40  80 120 160 200 240 280 320 360 400

Improvement Point Cost

Role Ability 1 2 3 4 5 6 7 8 9 10
 60 120 180 240 300 360 420 480 540 600
Role Ability Rank

Improvement Point Cost

Selling Out The Catch

Starting to look over the list of cyberware and thinking: "I don't Like most "free" offers, these opportunities are booby-trapped
have the kind of eddies I need to swing this tech,"? At this in creative and dangerous ways. They each require that you
point, you have to ask yourself: "How desperate am I? Am I work for an indeterminate amount of time, for people you may
really hard up enough to risk death and dismemberment just not like. You'll have to do what they tell you, no matter how
to get a lousy cyberarm?" Sure you are. The desperate turn to bad, dangerous, or suicidal. Like most powerful people, they
desperate measures! In this case, you can hire yourself out to don't like to be crossed, and have a variety of awful ways to
someone who can afford to buy your cybernetics for you. ensure your "cooperation".

At the GM's discretion, you can select one of the following If you do join any of those groups, one (or more) of these
employers at character generation—but only if you can also methods will be used to make you a compliant puppet of your
convince the entire paty to take advantage of this attractive employers. What you are forced to do, and what they hold
employment opportunity. Assuming they do, each of you gets over you, is up to the GM. They don't even have to tell you
to start with an extra 1500ed of cyberware, in addition to the what it is. You don't have a choice. You just sold your soul.
installation of a (mandatory) neural link, free-of-charge!
Blackmail
Sell Out to a Corporation
Somewhere in your past, you did something you can't afford
Join a Corporation and see the world! While you're at it, they'll to let out. It could be as small as cheating on your taxes (with
bankroll you for lots of eurodollars in newtech. Keep in mind; a 20-year jail term), or a murder rap. It may even be fictional
you may work for the Corporation, but if you aren't an Exec, —created by your employers to make sure you toe the line.
you won't be doing the job of an Exec, and if there's an Exec
in the group, you'll be working for them, alongside their team. Command Kill

However, if you are an Exec, you know this is the difference Your neural lace mas been modified to include a really vicious
between just working for the Corporation and selling your soul sabotage chip—on hearing the command word, you'll just kill
to it. Forget about changing jobs. When you sell out, the jobs whomever you are directed to kill; without control, regret or
you get to do are all the fun, suicidal ones on which they don't mercy. A complete stranger. Your mother. Your lover. Anyone.
want to waste their good people: executive kidnappings, black
operations, and espionage missions. Company Safeguard

If you're really lucky, maybe you'll get to be a grunt in the Your neural lace mas been modified to include another nasty
next Corporate war, and defend the Corporation's interests in sabotage chip. You can't willingly harm any member of your
some backwater hellhole with a population of civilians you're employer's group; to do so causes you excruciating pain. To
suppressing. Restoring the Corporate Order is fun! continue just causes even more pain, culminating in full heart
stoppage and a screaming death.
Join the (Covert) Military
Hostages
War has changed. Or has it? Remnants of the Fourth Corp
War are still brewing like rotting sepsis all over the backwaters To ensure good behavior, your employer is holding someone
of the world. Just because the truce is in place doesn't mean you care about hostage. You mess up, they die—or worse.
that there aren't lots of armies still running around. President
Elizabeth Kress ain't gonna let those Arasaka bastards wreck Monitored
what's left of America. She's on a mother-humping crusade!
Your employer has implanted sensors or other monitoring
If you want to get the big bucks, then join up and fight in devices on you—just to ensure your loyalty. You can't say or
covert proxy wars across the world, serving what's left of your do anything without them knowing. You can't go anywhere
country's armed forces with distinction and honor as part of a without them finding you. The worst part is, you don't even
Mechanized Combat Force (Cybergrunts, to you). know where in your body they've hidden these devices.

See pain, torture, and death close-up, as you participate in Remote Detonator
black ops "cleanup actions" worldwide, and "protect national
interests." Of course the Cybergrunts don't exist. Of course One of the favorite corporate tricks—a small package of inert
your country doesn't send fireteams of heavily armed covert explosive buried somewhere in your body, which is activated
agents into other countries to kill and foment revolt. Of course by a remote radio signal. You don't know where they put it, the
they're not going to let you quit when you have had enough. scanners can't find it, and even if you did go around looking,
you're likely to just set it off. Wanna bet your life, choomba?
Take Up a Life of Organized Crime
Sabotaged Cybernetics
Swear allegiance to one of the big, organized crime families
and you'll never lack for cybertech. The only catch is you now Your employer has buried lethal glitches in your cybernetic
do "work " for them—bill collecting, assassinations, murders, software. They can make your heart stop on command, or
mob wars. Crime families of the Time of the Red have a long give you blinding headaches if you refuse their orders.
tradition that goes all the way back to at least the early 1900s.

Streetslang

AV: (Pronounced "Ay-Vee.") An aerodyne; an automobile-like Netrun: To interface with a NET architecture and hack into its
flying vehicle, powered by ducted jet fans. programs and controls. Also used to refer to running the old
NET, up until the advent of the 4th Corporate War.
AI: Artificial Intelligence; a computer with full self-awareness.
Beaverville: A safe suburban neighborhood that is primarily Night Market: Off-the-grid, temporary marketplaces set up
by groups of fixers with solid connections. The best place to
inhabited by elite corporate executives and their families. find new weapons, armor, cyberware and gear.
Bonanza: The location of a big score like an abandoned
Polymer One Shot: Cheap, plastic, disposable firearms,
corporate facility or cache of pre-war supplies. usually in the 5 to 9mm range.
Booster: Any member of a gang that affects cyberware,
Posergang: Any group whose members all affect a specific
leather clothing, and random violence. look, style, or bodysculpt job.
Combat Drugs: A wide range of designer drugs, created to
R.A.B.I.D.S: A particularly deadly form of black ICE, spread
increase speed, stamina, and reflexes. throughout the old NET after the death of their creator,
Chilled: To be cool; to be together. netrunning legend Rache Bartmoss.
Chip: Any type of data recording, usually in the form of small
Ripperdoc: A surgeon who specializes in private cyberware
colored, slivers of plastic. installation. Many operate legally, but some conduct illicit
Chippin' In: To buy cyberware for the first time. To cast your deals, such as installing military-grade cybernetics

lot with a group. To connect with a machine. Ronin: A freelance assassin or mercenary. Usually one that
Chombatta (Choomba, Choom): Neo-Afro American slang is considered to be untrustworthy or dishonorable.

for a friend or family member. Samurai: A corporate assassin or mercenary, hired to protect
CHOOH²: (Pronounced "Chew-Two.") An advanced form of corporate property or strike against other corps holdings.

synthetic alcohol with a higher burning temperature than Slammit On: To get violent; or attack without reason.
normal methanol. It is used in the vehicle power plants of The Street: Wherever you live. Also, the subculture; the
the vast majority of vehicles in the Time of the Red.
Chromer: A fan 21st-century heavy metal Chromatic Rock. underground.
Chromatic Rock: A type of heavy metal characterized by Stuffit: To have sex. Also, to forget about something.
heavy electronics, simple rhythms, and violent lyrics.
Conapt: A condominium apartment in a corporate zone.
Cybered-Up: To get as much cyberware implanted as
possible before going over the edge into cyberpsychosis.
Cyberspace: An abstract sensory and spatial representation
of the data contained within a NET architecture.
Data Term: A street corner information machine, usually with
a screen, CitiNet inputs, and keyboard.
'Dorphs: Synthetic endorphins; designer drugs that increase
healing powers, limit fatigue, and produce a "second wind".
Exotic: Someone who has been biosculpted with extreme
non-human elements; like fur, long ears, fangs, etc.
The Face: The legal representative of a corporation.
Flatline: To kill. A dead person or thing.
Go LEO: To make the trip into Low Earth Orbit, i.e., to visit
one of the inner space stations.
Gyro: Small one—or two—seat helicopters, used mostly in
police work and corporate strike operations.
Handle: The nickname you are known by on the street.
Hydro: Hydrogen fuel, used to power some vehicles.
Input/Output: A mechanistic term for a casual lover.
Keyboard: A computer deck or terminal with manual keys.
Kombi: A large vehicle capable of carrying passengers and
cargo. Popularly used by nomads as housing on the road.
Lawman: Police officers or other law enforcers. Originally
derived from Captain Max Hammerman's post-war police
task force known on the street as "The Lawmen", it has
come to be synonymous with any and all law enforcers.
Mainline: Your partner in a serious, longterm relationship.
Meatspace: A term commonly used by netrunners to refer to
the physical world, as opposed to cyberspace.
Midnight Market: Top secret night markets, put together by
high level fixers, to sell illegal goods. Powerful members of
the criminal underworld will often hold meetings in private
rooms at a Midnight Market.

Character Roles Weapons Vehicles
Rockerboy Attachments
Solo Ammunition Lifestyle Options
Netrunner
Tech Armor Item and Vehicle Repair
Medtech
Media General Gear Making a Living
Exec
Lawman Street Drugs Housing and Sleep
Fixer
Nomad Fashion Friday Night Firfight
Initiative
Lifepaths Cyberware Taking Actions
Rockerboy Fashionware Using a Skill
Solo Neuralware The Move Action
Netrunner Cyberoptics Ranged Attacks
Tech Cyberaudio Melee Attacks
Medtech Internal Cyberware
Media External Cyberware Martial Arts
Exec Cyberlimbs Taking Damage
Lawman Borgware Other Ways to get Hurt
Fixer Vehicle Combat
Nomad Cyberdecks Reputation and Facedowns
Non-Black ICE Programs
Selling Out Black ICE Programs Trauma Team

STATs NET Architecture Going to the Hospital
Derived STATs Passwords, Nodes, and Files
Black ICE Therapy and Cyberpsychosis
Skills Demons
Defenses Character Improvement

Streetslang


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