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the roleplaying game of the dark futureCAST AND CREWWriting and Design by Mike Pondsmith, James Hutt, Cody Pondsmith, Jay Parker, J Gray, David Ackerman, and Jaye KovachBased on Material Originally Created by David Ackerman, Matt Anacleto, Mike Blum, Edward Bolme, Colin Fisk, Dave Friedland, Bruce Harlick, Scott Hedrick, Michael LaBossiere, Mike MacDonald, Will Moss, Lisa Pondsmith, Mike Pondsmith, Derek Quintanar, Mike Roter, Scott Ruggels, Craig Sheeley, Mark Schumann, Ross Winn, Benjamin Wright, and the many writers who worked on the Cyberpunk line in the past.Beat Chart Concepts Contributed by Flint DilleLyrics for Black Dog and Never Fade Away by David Sandström and Dennis LyxzénBusiness Management by Lisa PondsmithProject Management by Cody Pondsmith and Mike PondsmithArt Direction by Jaye KovachCover Illustration by Anselm ZielonkaInterior Illustration and Graphics by Doug Anderson, Bad Moon Art Studio, Richard Bagnall, Santiago Betancur, Neil Branquinho, Alexander Dudar, Colin Fisk, Matthew S. Francella, Hélio Frazão, Huntang, J Gray, Maksym Harahulin, DariusK, Jaye Kovach, Bernard Kowalczuk, Adrian Marc, Jan Marek, Eddie Mendoza, Pedram Mohammadi, Alan Okamoto, Anna Podedworna, Sebastian Szmyd, Eve Ventrue, 望瑾 Jin Wang, Wavefront, and Anselm ZielonkaEditing by Carol Darnell, Michael Matheson, Josh Vogt, and Dixie CochranLayout and Page Design by J Gray, Irrgardless, and Adam JuryProduct Consultation by Aron TarbuckPlaytesting and Beta Reading by James "ELH" Adams, Azalah, Jared Doyle Barnes, Ben, Gabriel Boleau, Naomi Calhoun, Matt "Sir Fluffles" Carroll, Kevin Diehl, Linda "Druttercup" Evans, James Fullerton, Allen Hawkins, Matthew House, Jay Jasti, Paul Khalifé, The MadQueen, Ashley Mayo, Leon "Leothedino" Mendez, Dan "F00d4Th0ught" Richardson, Ryan "Boss_Angler" St. John, Gavin "Fishy" Steele, Joseph Torres, Jason Rand, Jillian Wagner, Eddy Webb, and WorthingtonSpecial Thanks to Radek Adam Grabowski, Marcin Iwiński, Amelia Kołat, Hollie Bennett, Sam Liu, Patrick Mills, Michał Platkow-Gilewski, Walter Jon Williams, and the entire crew at CD Projekt Red.CR3001•ISBN 978-1-950911-06-6•First PrintingCopyright © 2020 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of CD Projekt Red S.A. All rights reserved under the Universal Copyrights Convention. All situations, governments, and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly coincidental.Lyrics for Black Dog and Never Fade Away © 2020 by CD Prokekt S.A. Images on pages 26 and 284 © 2020 by CD Prokekt S.A.https://en.cdprojektred.com/https://rtalsoriangames.com/3contentsNever Fade Away ................................. 5View from the Edge ............................ 17A Tabletop RPG Primer .................................................... 22Streetslang ......................................................................... 24Soul and the New Machine ................. 27Roles.................................................................................... 29The Three Methods of Making a Character ................40Tales from The Street ........................... 43Fitted for the Future ............................ 71What are Statistics? .......................................................... 72Skills .....................................................................................81Weapons and Armor ........................................................91Your Outfit ..........................................................................99Putting the Cyber into the Punk ........ 107Cyberpsychosis ...............................................................108Cyberware....................................................................... 110The Fall of the Towers .........................121Getting it Done .................................. 125Getting the Scene Down ...............................................126Resolving Actions with Skills .........................................128Skill List ..............................................................................130Role Abilities ....................................................................142Multiclassing Roles .........................................................143Friday Night Firefight ........................ 167In Combat Time ...............................................................168Actions ..............................................................................168Ranged Combat .............................................................170Melee Combat ................................................................175Other Ways to Get Hurt ................................................180Before You Take Damage .............................................182When Armor Doesn't Cut It ...........................................186Vehicle Combat ..............................................................189Reputation ........................................................................193Netrunning ....................................... 195Doing Things in the NET ................................................197Net Combat .....................................................................201Programs ..........................................................................201Miscellaneous Upgrades ..............................................208Cyberdeck Hardware ....................................................208Doing a Netrun ...............................................................209Building a NET Architecture..........................................209Trauma Team .................................... 219Wound States and Critical Injuries ..............................220Stabilization and Healing .............................................222Trauma Team ...................................................................223Street Drugs .....................................................................227Therapy and You ............................................................229Cyberpsychosis ...............................................................230Welcome to the Dark Future ............. 233The Fall of America.........................................................234Dark Future Countdown ................................................236Before the Red .................................................................242The 4th Corp War ..........................................................251The Time of the Red ........................... 257The Aftermath ..................................................................258The U.S. in the Time of the Red .....................................258The World Beyond .........................................................260The Neocorps .................................................................264Corporate Profiles ..........................................................267Welcome to Night City ...................... 283A Bit of Night City History .............................................284Night City in 2020 .........................................................288Night City, Happy at Last? ............................................291Night City in the Time of the Red ..................................295Particulars ........................................................................ 300People of Night City .......................................................304Gangs of Night City .......................................................308Key Places in and Around Night City .........................310Everyday Life .....................................315Staying out of Trouble .................................................... 316How You Stay in Touch .................................................. 319What You're Packing ......................................................321HowYou Get Around ....................................................322How You Get the Word .................................................326What You Wear ..............................................................327What You Eat ..................................................................328How You Have Fun ........................................................329Where You Get Stuff ......................................................331The New Street Economy .................. 333Night Markets .................................................................337Night Market Appendix ................................................340Making a Living in a Cyberpunk World .....................381Running Cyberpunk .......................... 387Beat Charts ......................................................................395Getting Better ..................................................................408Mooks and Grunts ......................................................... 412Encounters in the Red ..................................................... 417Screamsheets .................................... 425Black Dog .......................................... 4354AND NOW, A Word From The ManagementSo, it'S 2013, and i have a problem…See, we've all been cruising the mean streets of Night City since 1984. We've fought the Megacorps to a standstill, cybered ourselves to the very limit of psychosis, and have even climbed to the heights of the Arasaka Towers to pimp smack old Saburo upside his bald head.This is one of the problems all designers who work within a self-created world face: terminal stagnation. Your players have done everything, fought everything, and seen everything you can offer in the original iteration of your world, and there's not much left to do.In Cyberpunk, my solution has always been to treat the entire world like a giant comic book, divided up into roughly ten-year story arcs. The Cyberpunk world goes to hell beginning in 1993, starting with the invention of modern cyber-ware and the attack on the World Trade Center in New York by Colombian narco-terrorists. We start the main Cyberpunk story (what I call the Never Fade Away Arc) ten years later in 2013 with the culmination being Johnny Silverhand's invasion of the Arasaka Tower in an attempt to rescue his girlfriend, Alt Cunningham. Ten more years pass and then begins the Cyberpunk 2020 Arc (which I call the Fall of the Towers Arc… starting to see a pattern here, what with me destroying big buildings all the time?) by the end of which the Cyberpunk world is totally disrupted in 2023.Working in story arcs is useful. It allows you to keep the main world operational while creating new storylines and introducing new characters. You get to build on what is already there and familiar. But by the end of the 2020 Arc, I had two big problems. First, it wasn't going to be enough simply to start a new storyline. I had to deal with the fact that much of the existing world had been mined out and needed a reset.And second, I'd acquired some partners. See, about the same time I started writing what would one day become this book, a bunch of guys in Poland—you probably know them as CD Projekt Red, creators of the wildly popular Witcher video games—showed up on my metaphorical doorstep and said, "Hey, wanna make a Cyberpunk videogame?" I looked them over and, assured that they were more than three guys in a basement with some old Apple 2's and a goat, agreed that this would be a cool idea.But that also meant that, besides doing a bit of a reset, I had to preserve what made Cyberpunk Cyberpunk, while at the same time moving the timeline forward and clearing out the deadwood. I also had to make the new version fit not just a tabletop roleplaying game but a AAA videogame title too.The result is the game you're holding in your hands.Cyberpunk RED doesn't wreck the world. But it resets many of the elements of that world without having to make it unrecognizable. The product of literally hundreds of hours of real-world research and planning, RED gives us a new arc where almost all the elements of the Cyberpunk we all love are still present, but in new forms and with some fun new twists. The mean streets of Night City are still there, but there are lots of new Players and new challenges walking the shadows. In addition, RED allows us to create something unparalleled in gaming history—a tabletop RPG that serves as the perfect onramp for the expanded and far future of the Cyberpunk 2077 arc. With threads looping forwards and back through the timeline, my partners at CDPR (Patrick, Adam, Marcin, Amelia—let's face it, the whole damned 600+ crew at the CD studio) and our crew at R. Talsorian Games have given you a deep, complex gaming experience you can explore on both the tabletop and the video screen.I didn't do this by myself either. I have to give all credit to the amazing crew here at R. Talsorian Games, James, Cody, J, Jaye, Jay, Lisa, David, and a host of other contributors who have made this thing work. We all think the result of all our hard work is a thing of beauty, and we hope you will too.Because we want you to join us in the Time of the Red and make it your time too. — Mike Pondsmith — Mike Pondsmiththe guy who killed your cyberpunk characterNever Fade AwayNever Fade Away2013 (32 Years Ago)2013 (32 Years Ago)BY HUNTANG5He's coming out of the Hammer, about midnight, and he sees them. Three punks, mohawks bright and bristly with reflected neon, wearing high-collared jackets; gang colors.6NEVER FADE AWAY"Yo! Rockerboy!" one of them yells, "Good show! Good noise!" Johnny Silverhand waves absently. Fans. They're right; the gig was good. He'd rarely been better. But the show's over.They start walking towards him. One waves a bottle; the light strikes oily yellow tequila sloshing to and fro. "Yo, Silver-rocker!" he says. The smaller one, with the face scarred in African tribal tattoos. "Join us! Share some! Fair price for a good gig, eh?" The distance is closing, Johnny steers Alt, his girlfriend, to his bad side. The one without the Hand. "Hey, Icebrothers," he says, noting the gang's colors and speaking in a temporizing tone. "Your offer's solid, but it's been a long gig. I'm nearly flatlined as it is. How 'bout a replay, next night?" By that time, they're almost on him. He lets the 9mm Federated Arms X-9 drop from the spring holster, settling into the Hand. Probably nothing, he thinks.''Yeah. Replay next night," the big one says enthu-siastically, and that's when they hit him. This fast, they're a blur. The X-9 booms in the close confines of the alley; whines as spent rounds ricochet off into nowhere. There is a metallic "snick" as the smaller punk brings up his arm—light reflects off the fistful of razors that pretends to be a hand; then an excruciating impact lifts Johnny off the ground. Blood sprays over wet concrete. Silverhand hits with a bone wrenching impact. His pale eyes stare blankly at the sky. Alt's terrified screams recede swiftly into the dark. Sixty to zero in eight seconds flat.• • •Johnny comes to. There's something like broken glass in his guts. Red fire blots out the cool blue neon. He rolls over in a pool of something greasy. Blood. His.A cat topples off the dumpster, picking a cautious pattern around his body. No fool, this cat. A survivor. Not going to get involved. Its eyes are tiny red LEDs moving upalley; Johnny watches it. Smug bastard, he thinks. And closes his eyes.Behind his eyelids, red digitals feebly clock out his remaining moments. Bio-clock running down. Cars whispering past on the filthy, rain-wet street beyond. A Trauma Team ambulance in the distance, siren screaming. But not for him. He's checking out.He stares blankly up at the flat black ceiling of the city. Overhead, there's the shimmer of distant heat lightning interacting with thepink actinic glow of the City lights. The stars look painted in. A VTOL passes overhead, giant propblades thrashing the night. Johnny tries reaching up to it. He can see the Hand etched against the sky; slick, superchrome winking back at him. He balls the Hand that is his trademark into a chromed fist, servos clicking in one by one. He thrusts it into the gaping belly wound, gasping at the shocking pain. Somehow, he gets to his feet; staggers to the alleyway. He leans his feverish face against the cool, wet bricks. He makes a decision. He's not going to die. They're going to die. Closing his eyes, he pitches forward into the streak of passing traffic blur.Something stops him. Hands firmly grapple him, holding him up. Silverhand has just enough strength to open his eyes. There's a face looking intently at him, thin, bearded. "Lord Almighty," the face says. "They really did you, didn't they?"Fade to black.Trauma WardSomething is screaming when Johnny wakes up. Fine. Just as long as it isn't him. He must have missed the ambulance ride to the hospital, but here in the trauma ward he can hear the sound of jet engines. That's the screaming. It mounts higher and higher, while the ward fills with warm air and the smell of ozone. From his stretcher, he can see the bulky AV-4 vehicle spin on its fans and hurtle upwards. The din dies down and he can hear screaming for real all around him; casualties of the regular firefights around the City.The doctor puts him back together. The same doctor who did his transparent Kiroshi eyes; his trademark silver hand. The same doctor who "plugged" him for interface and installed the software chips in the back of his skull. Johnny considers taking out a service contract.Microsurgical waldos cut through the perforated guts, swabbing, tying off, prepping. The doctor stitches in three feet of glistening wet, tank-grown intestine; plugs the punch holes with synthetic skin and muscle. Airhypos inject the area with BY ADRIAN MARC7NEVER FADE AWAYspeeddrugs, fasthealers, endorphins and antibacte-rials. Microscopic stitches hum off the serrated teeth of a mini-closer, bonding flesh together almost as well as the original. In a month or two, there won't even be a scar. Let's hear it for newtech.The doctor's hands are quick and sure. He has done this a thousand times. He has a German accent. "Ach... Johnny… Johnny," he says, over and over as he works. Over his head, the sterilizer lamps glitter like an insect's multifaceted eyes. "Johnny... When are you going to give this up?" says the doctor.When it ends, thinks Silverhand, from the fog of the dorphs and general anesthetics. "Johnny," says the doctor sadly. Silverhand is a second son to him. His first son was Johnny's best friend. His first son was killed in an inter-Corporate war eight years ago. No man should lose more than one son in a lifetime.Thanks, thinks Johnny. I owe you one, again.His alleyway benefactor is named Thompson; a thin, reedy type, wearing an armorjack trenchcoat three sizes too large. He packs no visible hardware. But a minicam mount straddles his head like an over-sized headphone; a mike loops in front of his mouth, the camera itself coming around the right side of his skull and hardwiring into a startlingly bright-green cyber-optic. He's a Media; a one-man team of cameraman and reporter, direct feeding to some Mediacorp down-line. "Hey, Rocker," he says, leaning over the table as Silverhand recovers under the sterilizer beams."Ready for a little vengeance?"The Naming of NamesJohnny pulls on a red T-shirt. The shirt has the logo of his last band, Samurai. The shirt drags over the freshly stapled wound; hangs up on the bandages. He curses in Japanese. He pulls an armor jacket over his shoulders. He pulls the autoshotgun out of his bat-tered bedroom dresser, checking the load and weight. He slips it carefully into the worn under-arm holster, under the jacket. He stuffs shuriken into pockets on the outside of the jacket. He picks up the heavy S&W Handcannon and slides it into his back holster. There is a fury behind glittering pale eyes. "So," he says. "Tell me."8NEVER FADE AWAYThompson leans back into the wall, body bracing against Johnny's intensity. He grins; takes a slug of Silverhand's tequila. "They didn't want you. They wanted her. She's an extraction. Business as usual."Johnny's eyes are blank. "No surprise", he comments shortly. He gathers up a ragged handful of shells and begins to stuff-load the S&W's spare clip. Only the trembling of his hand—the meat hand–betrays any emotion. "So, why'd they do me?" he asks."You was home," grins Thompson. It's an old line. They both smile like friendly sharks. Thompson stops smiling. "They wanted you flatlined, so it'd look like a gang job. Boostergang sees the high and mighty Mister John Silverhand out strolling with his input; decides to slash him a bit. You go down, they grab her; they're gone like vapor. Real convenient when the cops find her body in an alley 'bout a week later. They'll have motives—lots of ugly motives, but they'll be those of high-powered boosters, not pros.""Pros." Silverhand finishes loading the second clip. He stuffs the remaining shells in the armorjack's pockets. You can never have enough ammo."Yeah, pros," repeats Thompson. "You got shredded for fine, bro. At least a clean ten thousand Eurobucks of hardware on those boys. The speed they hit you with took maybe a seventy percent reflex boost, and those were custom rippers. The type that fold out along the fists. That sort of hardware isn't something you pick up on The Street.""You saw them on me?"Thompson's eyes are cold, slate-like. You could write anything you wanted in them. "Get real," he grates. "These were pros. If I'd jumped in, we'd both be dead." The eyes appraise him. "You've been off The Street too long, Rocker. You think everyone has a nice agent, a couple Solos covering their butts, and a comfy apartment like this somewhere. I let you take it, because I knew it would take at least five minutes for you to bleed yourself dry. I waited for them to move on, then used my Trauma Card." There is a longish silence. Then, "Look, Rocker. You want to guilt-loop, or you want to get your girl back?""So, name names," says Johnny. He sits down on the edge of the bed, favoring his stapled side. He reaches out for the tequila and takes a slug."Good news/bad news," says Thompson. He's unlim-bered the cybercam unit from around his head and set it down on the table between them—the only indication of hardware is the silvermounted skull plug drilled through his right temple. The cam's cellular link through the NET is off. Thompson says, "Good news is, it isn't one of the really big guys, like Eurobusiness Machines." "Fair enough," says Silverhand, taking another swig from the bottle."Bad news is, it's Arasaka.""Jesus H. Christ!" explodes Johnny. The Hand, resting on the edge of the table, convulses. There's a rending noise and splinters fly in all directions."Your input was playing with hotdeck materials, Rocker. You know she ran for ITS, right?""Yeah. So, you gotta work somewhere. Alt didn't talk much about her work.""True. But your Alt was ITS's pet Netrunner. She moved info up and down the NET and handled their security as well. She made a lot of classy software just for them." Long pause. "She built Soulkiller, you know. Or maybe you didn't. Like you said, she didn't talk much about her work."Johnny sits back on the couch, the bottle halfway to his lips. Even the normally disconnected Silverhand has heard of Soulkiller, the legendary black program that sucks the very soul from its Netrunner victims. Soulkiller. What a joke. Soulkiller is a memory intensive AI superroutine that can track an intruding Netrunner's cyberlink faster than a boostergang snorts drugs. It tears out the cyberpirate'sbrain with brutal force, recreating it in a frozen storage matrix inside the mainframe. The word is on The Street that Soulkiller may be the closest thing to Hell on Earth, and these days, that's saying a lot.And Alt made that? Johnny bites down a momentary wave of revulsion, superimposed over Alt's big green eyes, her tousled mane of hair. "No wonder she didn't talk about her work," he says finally."I was following her, Rocker," says Thompson. "Word's out that Arasaka is working on its own version of Soulkiller. Something that can walk the NET freely, getting up close and personal with people Arasaka doesn't like."9NEVER FADE AWAY"A black-program assassin for a security company?" Johnny is up and pacing now. He knows where this is going, and he doesn't like it."You probably believe in Santa Claus too," says Thompson, reclaiming the dregs of the bottle. "Your Alt is the missing link. I figured they'd have to recruit her sooner or later, whether free or forced. Soulkiller's main programming is buried in her head somewhere. So, I followed her.""Thanks for the concern.''"You don't get it, Rockerboy. I want Arasaka. I want them bad. I'll put anyone and anything on the line to get them. Even myself—if I have to broadcast this story from the grave, I'll do it. They're mine. You get in my way, you're flatlined. You go with me… " Thompson lets it trail out.Johnny stops pacing. The room goes still. Only the Hand moves, like something alive; silver metal joints clicking, takeup reels whirring, tiny pistons shooting in and out in simulation of a pulse. The Hand turns Johnny to face the media man. It makes him say, "How long do we have?"Thompson smiles lopsidedly. "How long will it take your input to rewrite Soulkiller? A day? Two?""Yeah." Johnny turns, scoops up the keys to the Porsche. "You chipped for a smartgun?" he says. Thompson reaches down to his feet; draws up a long black, nylon bag. "FN-RAL assault," he says, standing up. "I was in the War. I like lead. Lots of lead."Rain runs down the front of the speeder. A wall of Corporate glass and steel looms to either side as they pull out into the down-town traffic. The Porsche whis-tles slightly in the chill air, its CHOOH2 power plant throwing it against the City night. "So where are we going, Rocker?" says Thompson.Johnny grits his teeth. "I've got a marker I have to pull in," he says.Rogue and SantiagoRogue hates the Atlantis. But she goes there because the contacts are good, and the pickings easy. Corporates looking for a fast freelance assassination. Medias and 'Runners looking to trade information. Fixers with guns, armor, and smuggling jobs. But the place has bad mem-ories. She only comes here because Santiago insists on it. "You don't let personal caca get in the way of business," he says. A lot he knows.Her back is to the wall of the booth—her mirror-shaded eyes scan the room like monitor cameras. What she can't see is covered by her partner, Santiago, from the opposite side of the booth. His burly shoulders bulk the heavy armor jacket—he looks like a scowling mountain. He's not her type. But he wants her. Somehow, they've managed to work this out—the way they worked out a combat style; the division of spoils. But he keeps hoping. Stupid Nomad.Then she finds herself facing what she's dreaded for the last two years; the reason she hates this crummy bar; hates this crummy town. Johnny Silverhand walks into the Atlantis.He still has the moves, she thinks, as he strides through the big brass doors. Head held high, a cocky light in his pale glass eyes. After all this time, Rogue still can't decide whether she wants him, or just wants to kill him. He looks like he owns the place as he crosses the room towards her; a comment to an old friend here, smiling at a fan there, a narrowed glance at a potential troublemaker; then he's standing in front of her. "Rogue," he says, like nothing'd ever happened. "I need your help, Rogue." His voice is urgent, magnetic."You can go to hell," she replies levelly. On the other side of the booth, there's a faint sound as Santiago slides one hand over the Minami 10 in his lap.Johnny leans closer. "Look," he says, "I'm sorry. I know how you feel. And l wouldn't do this if I had any other choice." He pulls up a chair and straddles it, staring at her. "Tough," she shoots back acidly. She hopes her voice sounds steadier than she feels."You owe me one," he says, his voice taking an edge. "For Chicago. You owe me one at least. And it's not like I won't pay you. I've got euro.""How much?" interjects Santiago. Johnny turns to face him. "Word on The Street is you're pulling five grand a night. I'll match and double it."BY NEIL BRANQUINHO10NEVER FADE AWAYSantiago's eyes grin in his dark face. He scratches his bristly chin with his free hand. His partner has a real mad on about this guy. But he's a Face— he's got credit; that pulls weight in Santiago's world. "How long?""Two days max. I need an extraction. And I won't haze you —it's Arasaka." A long pause, "I'll understand if you think it's too much for you."Santiago's eyes narrow. On The Street, their team is known as the best. Who does this choob think he is? Then the Nomad realizes he's being baited. Silverhand's already figured the score between the two partners. If Santiago backs up on this, it'll be all over The Street tomorrow. If he goes with it, Rogue's going to have to back his play. Rogue's right —Silverhand is a bastard. Santiago grins. He can take this punk with one hand behind his back. "It's going to cost you thirty thou, Rocker.""Done."Santiago grins and raises the stakes. "And you come with us," he finishes. From her side of the booth, Rogue's eyes smolder at her partner. She'd object, but the rule of the game is, "You don't let personal caca get in the way of business." When Johnny pulled out his wallet, as far as Santiago was concerned, it became business."Done," says Johnny. He is reaching out across the table to match grips with the big Nomad when one long shadow falls over the table, then another."Ah, Mister Silverhand," the bigger shadow says, leaning close. Johnny can see red LED light scrolling behind his optics, forming crosshairs as he brings the smartgun up.Rogue reacts, her chipped reflexes kicking into overdrive. Her hand is a blur as it stabs up off the table, the bunched knuckles smashing the Solo's nose back into his face. He's dead before he hits the floor, but spasmed muscles tighten on the trigger of the big Malorian. There's a deafening BOOM! in a very small space, but Johnny's boosted reflexes have already thrown him up and over. There's a scream as the slug rips through the back of the booth and blows through the chest of a Corp sitting on the other side of the thin wall. Rogue's other hand fires the silenced Automag from under the table, ripping the smaller Solo in half.Santiago rolls, hitting the floor. Over by the bar, three figures in armorjackets stand up, weapons in hand. Santiago's Minami 10 hammers a short burst. The figures go flat; one staggers back into the window and falls through in a shattering sound like 11NEVER FADE AWAYa hundred dropped chandeliers. Thompson brings up the FN-RAL with studied nonchalance, covering the two remaining, prone figures. "Gotcha," he says.Johnny hits the bar floor; gun high, and eyes scan-ning the corners. Patrons keep their hands away from weapons—everyone plays cool. The disemboweled Solo on the floor whimpers. Back-to-back, the four of them edge out of the bar.Runaway"We are seriously tagged," gasps Rogue as they hit the sidewalk. "They must have tracked my Trauma Card," grunts Thompson. "Guess they wanted to finish the job. You know some nice people, Rocker."They reach the Porsche just in time to see the shadow of an unmarked AV-4 sweep over it. Garbage, oil, and filthy water explodeinto steam as the jet exhausts hit the pavement. Rogue is already down, drawing a bead on the cockpit with her .44. Above her head, Santiago's Minami 10 roars in deafening staccato. The tiny red spot of her laser scope pinpoints the AV-4 pilot's forehead, even as she sees the minigun sweep around towards them. She's not going to make it. The canopy's got to be armored. She doesn't even have time to watch her life flash before her eyes.Then the laser dot is eclipsed by a screaming WHHHHHOOOOMMMMPPP! as something slams into the AV-4. The entire canopy—the entire front of the aircraft—bells out in a horrible slow-mo inferno—a rancid smell of hot metal, melted plastic, and seared flesh gusts against her as the AV tilts to one side and drunkenly impacts the street. A fireball shatters the night. "Love those grenade launchers," smirks Thompson, lowering his steaming FN-RAL."We gotta get out of here," grits Johnny from behind a parked car. Rogue looks into his eyes—she can see the faint red etching of a targeting pattern flickering in their pale depths. "Right," she says, already up and moving. Her breath catches ragged in her throat as they run back into the shadows.Santiago takes point; he knows all the best boltholes in the area. Thompson is next, the big FN-RAL sweep-ing their way like a flashlight. Johnny keeps his S&W close to his body; his nerves are tingling with booster effects; he's running like he's on speed. Alleyways streak by as blurs—he compensates his time sense. Rogue is covering the rear, and he can hear her breathing behind him. He says over his shoulder to the breathing dark shadow, "I'm sorry, Rache."Her voice is flat, "Never call me that," she says, "Never again." He keeps running. "Okay," he says finally, "fair enough."She stops running. She says, "Why Johnny? Why now? Couldn't you have gotten anyone else?" She can hear him slow ahead of her. He says, "I needed the best. And you're still the best, Rogue."The best. Damn him.AltShe wakes with her mouth full of cotton wool. She's smart enough to keep her eyes closed; to stifle any urge to scream. Boosterboys like it when you scream. They like it so much, they'll do anything to make you scream over and over again.Alt silently triggers commands to redline her senses to maximum. She's relieved to find herself still clothed and relatively unharmed. Not typical booster, but she won't complain. Her enhanced hearing picks up breathing nearby; the click of glasses and ice, com-puter terminals. Definitely not boosters. Alt takes a chance and opens her eyes, spits out the gag.A slender, Asian-looking man is watching her. Neat, well-tailored suit. A glass of real Scotch in one hand, which he offers towards her. "Welcome, Ms. Cunningham", he says, his mouth smiling and his eyes frozen. "I am Toshiro." He gestures towards another man; a hulking presence lounging by the bar. "This is Akira", he says.Alt sits up slowly, cautiously, her boosted senses giving her clues. The comforting weight of her plastic autogun is missing. But she still has her cybered arm. "Can I get a drink of that?" she says, gesturing towards the glass in Toshiro's hand. "Certainly" he says. A gesture to Akira, and the hulk turns obediently to mix a drink. Alt is surprised at the grace of the big man's hands. He moves like an athlete. He moves like a professional killer. Akira brings her the drink, and Alt doesn't even think about making a break for it.12NEVER FADE AWAY"Thanks." The drink cools the pounding flame in her head."Certainly. It is the least we can do for a promising new associate."Bingo! she thinks. She's been grabbed by Corporate headhunters. Fine. Great. She can deal with it. Just learn the rules, play the game, and go to work. After a week, it'll be just like checking into work at the ITS offices. "So... " she says cautiously. "What kind of work do you have lined up for your new... um... employee?"Toshiro leans forward, setting the drink down. "So." He says, smiling, "Ms. Cunningham. I wish for you to tell me all about the program you call... Soulkiller."Her blood freezes like a silenced scream.A Gathering of hostsJohnny, Santiago, Thompson, and Rogue. They are perched two hundred feet in the air on a rusting fire escape. From their vantage point on the blackened brick side of the old MarLux Hotel they can see ten blocks in any direction. Rogue's eyes are switched to infrared, scanning for AVs and airogyros. Johnny is watching the street below. Thompson is scanning the radio chatter and Santiago is talking. "We go in," he says. It's been two hours since the firefight."Fair enough, " replies Rogue. "But we do it ASAP." Santiago grins, "You got a reason?""Getting shot at always pisses me off," she grins back. "Besides, I figure they're combing The Street right now, looking for us. They'll expect us to be trying to ditch them—they'll be putting their best out to find us. Meanwhile, the second stringers are guarding the offices.""How you figure they're holding her in the Arasaka office complex?" says Johnny. The Hand is in standby mode, running a test routine. Servos click and whir and silver fingers spasm and flex of their own voli-tion. Thompson speaks up. "Makes sense. The only mainframe big enough to run Soulkiller is in the main Arasaka building. Either that, or in Tokyo. We're not a big enough problem to rate flying her all the way back to Japan.""Thanks.""So this means we've gotta punch into the main offices of the most rabidly paranoid security company in the universe." considers Santiago. "Homeboy, you pick some great places to lose your women.""Stuff it," cuts in Rogue. "Here's the plan."Interface the MusicHeadfirst in the NET, Alt weaves magic.They've studded her into the Arasaka mainframe, given her room to run, hemmed in only by three Arasaka Netrunners who watch her every move. Her body lies comatose on a contour couch, linked by cables to a cybermodem. She's pulling down sub-routines, crunching the compilers, getting comfy with the CPUs. From memory and notes, she's recreating Soulkiller, the eater of minds.Soulkiller is a stationary program, locked to a part of the system architecture. The challenge Toshiro has given her is to give it movement—the ability to navi-gate the NET on it's ownIt's a subtle problem—navigation data and deci-sion subroutines take up a huge amount of memory; the reason free roaming programs are so limited in scope. Soulkiller already eats a lot of megabytes; to make it free running will take more memory than any normal computer can handle. The problem excites her professionalism even as the creation revolts her humanity.God, they know her so well.The original Soulkiller started as a matrix to contain artificial personalities. She'd studied the concept, worked out the parameters for creating a storage matrix. She'd been fascinated and awed to discover that the same matrix could contain living engrams; transfer them from computer to body and even back again. It was immortality.ITS had taken it from her to build a killer. And she hadn't known how to stop them.13NEVER FADE AWAYNow Alt looks over her options. If she doesn't build Arasaka's monster, they'll torture or kill her. If she builds their horror, they'll keep her alive. But.But once it's built, they'll put her into itWar PartyA plan hinges on strange elements.Rogue leaves their motel bolthole at nine. She moves fast, travels light, moving from place to place. Here, she picks up five pounds of plastic explosives; there, flash-bombs, timers and tripwires. Santiago covers her. He picks up more explosives, a combat assault cyberdeck, and a long, bulky black sniper rifle.Johnny's on the cellular, working the connections. He pulls his bandmates in from around the City, care-fully dodging the phone taps, shadowers, and snoops. He sets the time and place and the gigis on.Thompson is on The Street, working hard. A phone call here, a tip to the screamsheets there. A Fixer picks up a little euro on the side, and passes the word down. By 10 a.m., The Street knows there's going to be a party. By noon, the word is all over The Street—the band is Samurai, the time is sundown, and the Smash is free.By one, The Street knows the party is going to be on the edge of town at Industrial Park.Arasaka's twenty two story office compound faces Industrial Park.Like a single, hungry thing, the mob converges.Sorceror's Apprentice7:29 p.m.The twisting construct spins, a blazing pillar of white fire, sparkshowers of stars. A glowing DNA chain, a whirling dervish takes shape and form, in the construct reality of the interface, towering above her, looming like fear itself. Dazzling, it exudes the pal-pable scent of terror. It speaks in a voice like crystal, and momentarily Alt's breath is taken by it's perfect, murderous beauty. "I am." it sings triumphantly to the cold stars."I am your Controller." Alt replies. "You will follow my commands." A slight hesitation in her voice."As always," it says, as though doubt had never existed in the universe. "What is your bidding, Mistress?"Alt lets out a long, exhausted breath. She's gotten the Controller override past her watchdogs. Now she has a chance."This is what I want you to do," she beginsParty HardP a r t y f H a r d P a r t y f H a r d P a r t y f H a r dSeicho Harada is second in command of Security for the Arasaka complex at Industrial Park. Seicho is afraid. Since early afternoon, the people have been pouring into the large, grassy park opposite his guard position; at first a trickle, then a stream, then a torrent. He can't figure it out. They don't do things like this in Tokyo. In Tokyo, people are consistent. They make sense. Here, people are animals. He thinks about calling the City Cops, but that would reflect badly on Arasaka. The world's largest security Corporation calling for help? What a loss of face. But there are six thousand people crammed into the tableau in front of him.Up on the makeshift stage, acting as though invulnerable, struts Johnny Silverhand, working the crowd up. Seicho wants him. He wants him dead. But Silverhand might as well be on Luna as far as Arasaka is concerned. A single gunshot could trigger a riot of unbelievable proportions. Seicho can feel the tension building. So can Johnny. An invisible thread binds them as adversaries, eye to eye over a battlefield of unwitting bodies.Can you feel it Can you touch it Get ready cause here we go Can you feel it Can you touch it Get ready cause here we goMy soul inserted with vital force Won't spare what I'm hunting for It's the animal in my blood Wouldn't stop it even if I couldBY NEIL BRANQUINHO14NEVER FADE AWAYJohnny smiles. He's got them, so far. The crowd is paranoid—they expect to be thrown out at any minute. He's been pumping them for the last hour with chro-matic and metal rock, getting them edgy and irritable; in a party mood to scream and shout, kick some tail. The first uniformed idiot who interrupts their party is going to get himself hosed.Seed is sown—I'm chippin' in Roll the bones—I'm chippin' in Embed that code—I'm chippin' in Mayhem flows Not backing down, never backing down Not backing down, yeahIt's like driving the freeway at two hundred miles per hour. The crowd swells and breathes as the first verse goes down, taking on the cohesiveness of a living thing. The bass player picks up the back beat and the two of them slam into the next turn of the song, dragging the crowd with them.Can you feel it Can you touch it Get ready cause here we go Can you feel it Can you touch it Get ready cause here we goJohnny's eyes scan the perimeter of the park. To one edge, he can see Santiago in position on the rooftop opposite of the Arasaka complex. Deep in the crowd, Thompson and Rogue are poised, ready to make the break. All he has to do is give them the chance; the diversion.All he has to do is turn around and lead six thou-sand people right into a wall of weapons.Suits run when I come undone Can't kill me I'm zeroes and ones Add justice to the peoples math Blaze way down the rebel path Hear my call—I'm chippin' in Total war—I'm chippin' in Casings fall—I'm chippin' in Kill them all Not backing down, never backing down Can you feel it Can you touch it Get ready cause here we go Can you feel it Can you touch it Get ready cause here we go, yeahThe moment freezes, hanging in air like a death. Punching his battered Telestrater over to "remote", Johnny leaps off the stage, pushing his way through the crowd. His voice holds solid over the radio mike; powerful, pleading, entreating, seducing, and the huge crowd turns with him; surges around him, swallows him. Its knife edge balanced—six thousand people teetering on the edge, chanting, singing. At 15NEVER FADE AWAYthe perimeter of the park, Arasaka police stand guard nervously, their eyes riveted on the mob. Silverhand starts towards them, and they choke on the deci-sion—twenty guards facing down a wall of humanity, centered on one man whose voice holds them, binds them. An assault rifle comes up, and the crowd, like an irritable dog, notices the small army facing them down. The scene is set; the guards distracted, and on the rooftop, Santiago takes aim...Then it goes wrong. One of the faceless guards loses his nerve. The staccato sound of gunfire splits the air. But Johnny is already gone, faded back into a mob that howls like a wounded thing, then surges forward, shattering like surf against armored bodies, lobby doors, massed vehicles, guns. Screams. Gunfire. The strobe flash of the mob tearing a guard apart with vampyre teeth, and ripper claws. The sound of a sniper rifle high above the melee, as Santiago methodically picks out guards and blows them away with his Nomad Long Rifle. The lobby doors explode inwards as six thousand bodies slam against them.Rogue is already in—in when Santiago took out the pair of guards by the main doors. She's on the floor and rolling, a fast dazzle bomb palmed over the top of the security desk to fry the optics of the monitor team, followed by a frag grenade a second later. The deafening explosion goes unnoticed in the typhoon roar of the mob. Thompson's right behind her, his video rig and FN-RAL sweeping everything in his path. Both wear armor jacks with the colors of the infamous Iron Sights boostergang, a known Arasaka hit group.Rogue skids around the corner towards the eleva-tor bank, moments ahead of the crowd. Rapidly, she opens each car, spray paints the monitor lens, punches a destination, then ducks out. The last car in line, she places a shaped charge explosive on the ceiling, wired to a microtransmitter. This one she sends to the twenty-second floor; the executive office suites. Then the rampaging mob hits and carries her along in the swell.Thompson is waiting for her by the stairwell. Moments later, Johnny shows up wearing an Arasaka company jacket he's pulled off a guard's body. The name tag reads Harada.OptionsAkira turns from the security board. "It has started," he announces. "Instructions, Toshiro-sama?" Toshiro considers. It was a masterstroke for Silverhand to raise a literal army of fans against him. Toshiro is check-mated—Arasaka cannot gun down the crowd with impunity. But he does have options. He turns to Akira. " Send teams to the elevators. Guard the top and bottom of the stairwells, and kill anything in the elevator cars." He looks over at Alt's dormant form. "We have the program," he says. "If we do not have her body, there is no evidence."Seemingly oblivious, the plugged in Alt permits herself a brief smile. A lot he knows.• • •Elevators chime open on floors ten, eighteen and five. The fire teams on ten and eighteen throwa hail of lead through the doors. The elevators are empty. The team on five is warned, and opens the doors with greater caution. Empty. "It's a trick!" shouts the team leader. "To the stairwell!"On floor six, a panting Johnny and Thompson reach the stairwell landing, crack open the fire doors and scout the hall. They can hear other doors slamming open as the fire teams converge; they bolt for the elevator bank. Prying the doors open, they can see the top of the car on floor five. They drop down to its top. Thompson hotwires the motor, and they start up.Rogue can hear running feet behind her. She pauses from her vantage point on floor seven and fires a quick burst down the stairwell. How much time? she thinks. She judges the breathing and the heavy booted tread, and punches six seconds on the timer, then rolls out of the seventh floor fire door. She is halfway down the hall when the first of the charges go off, collapsing the stairwell in on itself and burying the pursuing fire teams. Jamming open the elevator doors with her gun butt, she drops down onto the rising car.• • •"Hold her'', says Toshiro. Dimly, through the interface, Alt can feel Akira's hands pressing her into the seat. She struggles as the techs strip her plug guards off and hold her wrists. "Can the program be run?" Toshiro 16NEVER FADE AWAYdemands. His Netrunners nod. Helpless in the grip of the interface, Alt can only sense Toshiro jacking himself into the cyberdeck, giving the command to RUN.Then her mind is ripped away.• • •The elevator streaks upwards, the shaft echoing to either side. They can hear explosions; the sound of running feet, the hammer of machine gun fire. They pass the burned out husks of the cars on floors ten and eighteen. At the twentieth floor, the elevator starts to slow. Just above them, they can see the bottom of the express elevator on the twenty second."Duck and cover!" yells Rogue. She taps the trans-mitter button on her collar and the world blows up.Angel HeavenShe floats naked in a sea of stars. Around her swirls the matrix of Soulkiller, towering into measureless space. Alt reaches out with her enhanced mentality, shaping and forming. A brief flare of thought, and Soulkiller sucks away the minds of her three guardian Netrunners, letting their bodies drop.From the mind of the head Netrunner, she pulls out the access codes to the mainframe's inner levels. She strips the memory of data, downloading it to her hidden files throughout the NET. Twenty million dollars vanishes from Accounting, to reappear in a subaccount under her name. Pulling Toshiro's signature from his checking account file, she signs his name with a flourish.Using the access codes, she activates the room monitor. She can see the three Netrunners slumped senseless in their chairs; her own unconscious body limply sprawled across the central console. Akira moves towards it. Alt triggers the room lasers and cuts him in two; his body hits the floor with a steaming thud.Toshiro's eyes widen in shock, then narrow as he realizes what has happened. "Congratulations, Ms. Cunningham," he says with mock formality. "It seems you have found a way to escape your demise.""You zaibatsu bastard," she says through the interface, a tiny voice in his ear. "You're going to sit right here with your hands on the table, where I can watch them. You move, and you're laser meat." She tracks the defense system onto him, locking it to fire at the slightest position change. Then she turns back into the Soulkiller construct, wrapping its power around her, gathering herself to transfer back into her body.The room staggers; lurches, as five pounds of plastique explosive slams through the ceiling of the elevator, creating an instant fireball. The lasers go wild; spilling a maze of ruby light in every direction. Toshiro throws himself flat, toppling the cyberdeck and breaking Alt's connections. She flails wildly with the Construct—too little, too late.Three figures burst into the room, smartguns laying down a pattern of fire through the maelstrom. IR sup-pressed, enhanced vision on, Johnny spots Alt's still form slumped over a contour couch. He bends down to her, taking her in his arms, trembling. Across the room, Rogue looks away."Well, well, well," says Thompson, striding across the wrecked room towards the Corporate head. "What do we have here? Looks like kidnapping and maybe murder. They're going to put you away for a long, long time, Toshiro-chan." His green cyberoptic winks bright as he transmits live and direct to his news net; his head swivels right to left with practiced ease as he subvocalizes the opening to his story; the story he will use to break Arasaka in Night City.Johnny stares a long time at Alt's almost lifeless body. There is a feeble pulse. But Alt—Alt is gone; lost in the machine; trapped behind crystal. Lost forever. Gone.He stands away from the couch. "Cut transmission, " he says to Thompson. The green cyberoptic goes dark. Silverhand's own eyes are featureless white marbles. The Hand convulses in fury by his side, locking onto the S&W in its lowslung hip rig. The metal fingers lock to the butt, scrabble-clicking along the parkerized grip.He just doesn't care anymore. He's dead inside. To hell with it.Silverhand raises the big black gun. A red pinpoint centers on Toshiro's forehead. "Bang." says Johnny. The Hand convulses."Bang" says the gun.Silverhand turns to gather up her still warm body in his arms. Behind the wall of monitors, a disembodied Alt screams to him.But he can't hear her as he walks away.VIEW FROM THE EDGEVIEW FROM THE EDGEintro to cyberpunkintro to cyberpunkBY HUNTANGI'm not a man / or a machine.I'm just something in between.I'm all love / a dynamoSo push the button and let me go.Lovin' Every Minute of It1984 Zomba enterprises inc. (ascap)1718VIEW FROM THE EDGESo, you wanna be a Cyberpunk? or maybe juSt look like one?Before you pitch off your sleepmat and jump in, there's a few things we need to tell you.First of all, the name. Cyberpunk comes from two words. Cyber—from the term cybernetic, or a fusion of flesh and machine technology. Punk—from an early 1980s rock music style that epitomized violence, rebel-lion, and social action in a nihilistic way. The term was popularized in the Pre-Collapse days by a group of writers who specialized in writing science fiction with this kind of techno-mélange. Their works featured a streamlined blend of rock, pop, sex, drugs, and the highest, hippest technology—usually grafted onto your body somewhere. The archetypal cyberpunk heroes of the 80s, ranged from techno-barbarians roaming a Post-holocaust world, to cyber-chipped jet-setters with designer bodies.Of course, from our enlightened viewpoint here in the Time of the Red, this all looks pretty dated. After all, you probably accessed this article from your Agent. You used a Kamakura 19 interface cable with a direct link from your Interface Plugs. You're used to hardwiring into appliances to make coffee, "studding" into the ‘Benz to drive down to the corner store. But understand—in 1987, this was all considered visionary stuff. No one had plugs. You couldn't dial anyone on your Agent. Designer drugs were illegal. You could walk down most city streets without an armor jacket. There wasn't even a NET. Not that there is anymore, but they didn't even have the idea back then.AlwAys tAke it to the AlwAys tAke it to the edgeedge . . it's the it's the CyberpunkCyberpunk wAy. wAy.— The late Johnny Silverhand— The late Johnny Silverhandwant to know about cyberware? skip to page 107 want to know about neocorps? skip to page 264 want to know about weapons? skip to page 91 want to know about netrunning? skip to page 195 19VIEW FROM THE EDGEThe Crash of 1994Now we know better. History books can tell you in detail about the Crashof 1994, when the Euro-Combines established the World Stock Exchange, and the economies of the United States and Old Soviet Russia collapsed.In those days, both ranked as superpowers, instead of a couple of over-armed second-raters waving nuclear weapons around under the watchful eye of the EuroSpace Defense Agency. So far, the Tycho mass-drivers are still ready to throw rocks at Moscow and Washington, so we'll probably avoid having the nuclear war everyone's been expecting since 1944. After all, rocks are cheap.And so far, the Corps have only used one nuke.The 4th Corporate WarNow, of course, a couple years back, everything was more-or-less run by the Corporations, which were pretty much governments themselves. But then, there was a huge and very ugly war between two of the biggest Megacorps—Arasaka Security and Militech Arms—that ended with one of the sides popping off a pocket nuke in the middle of downtown Night City. You can see how that ended up.What We MissFor all the wartime uglies, you can still go anywhere on one passport: one-worldism at its best. After all, with borders shattering and the world governments in constant flux, who's gonna stop you? The remaining currencies are stabilized to each other, and the Eurodollar is still the world currency. Hardly anyone complains anymore about Corporate Lifetime Contracts or the abolition of unions; in these unstable times, they even miss them. It's the price of living in a stable, safe society, right?Life on The StreetAfter all, you could be living in The Street. Sixteen people to an apartment, sharing ration chips every week to buy food, with eight thousand apartments per city want to know about night city? skip to page 283 want to know about power players? skip to page 304 want to know about gangs? skip to page 308 want to know about key locations? skip to page 310 20VIEW FROM THE EDGEblock in the new megabuildings? Sure, it isn't the best life, what with the boostergangs roaming the Volumetric and the major-league crime problems, but it beats actu-ally being on The Street. At least the mega-arcologies have cops (okay, rented Corporate cops, but it's easier than fronting the euro for your own personal Solo!). Besides, the media-nets make sure that every apartment has direct cable access to TV, radio, and sensory feed, so there's always something to do on a Saturday night.Where were we?Oh yeah—you wanted to be a Cyberpunk.Closer than they thoughtHere's more background for you to think over. When the grand old Masters of the Movement first started writing the cyberpunk genre, they assumed that most of the things they wrote about would either never happen or would happen in the far future. No one knew that the West Germans were already developing "organic" circuitry in the late 1980s, or that the United States Air Force was developing mentally controlled weapons systems. Synthetic myomar muscle fibers were just starting to be used to control prosthetic devices, and very few people could project ahead into the 1990s when organic chipped arms and legs would be possible. There were a few primitive experiments with bio-engi-neering—things like Frostban™ and a few new types of corn—nothing like the bio-engineered animals that we used to (unsuccessfully) terraform the Martian colonies.It took about fifteen years for the new-tech to catch up with the vision. First, the military started using cybertech-nology to create "perfect soldiers" and pilots. Some of the spin-off led to prosthetic limbs, eyes, and other body parts. Organic circuitry led to direct hookups between humans and computers. Combined with advanced telecommunications technology and satellite down-links, the basis for the once planet-wide NET (now wrecked thanks to the War and the R.A.B.I.D.S.), was established. As each new technological advancement slammed into place, a sort of cultural technoshock set in.want to know about transportation? skip to page 322 want to know about having fun? skip to page 329 want to know about food? skip to page 328 want to know about drugs? skip to page 227 21VIEW FROM THE EDGETechnoshockTechnoshock: When technology outstrips people's ability to comprehend or fit it into their lives. Suddenly, people freak out. They get irrational; violent. Families shatter; relationships tear apart. People feel helpless in the face of the Universe. Eventually, the whole society grinds to a halt, the victim of a mass psychosis. That's what we now call the Collapse.There were three major responses to technoshock. Most people, their lives uprooted and changed by the advancements, sat passively waiting for their leaders to tell them what to do next. One smaller group tried to turn back the clock, founding the basis for what we call the Neo-Luddite movement. The remaining group—they decided to hit the future head on. With the old 1980's visionary writings as their guide, they established the movement we now call Cyberpunk.Welcome to the dark FutureOkay, so now you're ready.As a Cyberpunk, you grab technology by the throat and hang on. You're not afraid to "0 out" the newest in "enhancements," cybertech and bioengineering. You've got interface plugs in your wrists, weapons in your arms, lasers in your eyes, and biochip programs in your brain. You become the car you drive, the aerodyne you fly, the guns you shoot. You dive headfirst into computer systems, using your mind to hurtle at lightspeed down the rabbit holes of NET Architectures. With cyborg-fingers you pick computer locks; with enhanced senses, you see into the Future.Cyberpunk is also an attitude. You wear the most "in" clothes, know the right people, and follow the right crowds. You plan your crimes in the most select clubs and bars; your enemies are Corporate armies, cyborg biker gangs, power-armored assassins, and comput-er-wired Netrunners. Your weapons are nerve, street smarts, bravado, and the Minami 10 smartgun on your hip.Are you ready now? Of course you are. You can't wait.now you're Cyberpunk.want to know about the collapse? skip to page 244 want to know about the roaring 2020s? skip to page 248 want to know about the time of the red? skip to page 257 want to know about the 4th corp war? skip to page 251 22VIEW FROM THE EDGEA Tabletop RPG PrimerIf this is your first tabletop roleplaying game, relax; roleplaying games aren't nearly as mysterious as you may have thought. This is just a structured form of make-believe play acting, rather like when you played Cops & Robbers (or Rebels and Empire) as a kid. The focus is on verbal description and storytelling, with Players describing what they do rather than acting it out.(For the rest of you, you probably want to skip this part and read ahead. Not everyone is an experienced Player who started in 1997 with a 170th level Cleric/Ninja/Solo carrying a scream-ing energy blade taken from a demigod you defeated in a previous game. Skip ahead; we gotta get the new Players up to speed, okay?)how Does A RPG woRk?Well, let's show you.▶A Typical Roleplaying Session ◀Mike, Bruce, Dave, and Lisa have gath-ered together for a roleplaying session (also known as a "run"). They find a com-fortable place in Mike's living room with enough space for some books, some dice, and a few favorite types of party food (a staple of a good roleplaying session).As Gamemaster, Mike starts off the session by proposing the situation and describing the scene. He begins: "The three of you have just entered Night City. It's about nine at night, and the dark, windy urban streets are slick with the recent rain and the filth of years of slum living. Weak moonlight casts long shadows as you make your way past street beggars and the occa-sional boosterganger looking for an easy target.Bruce has decided to play the role of a Solo, a tough mercenary named Gron Helstrom. He thinksabout the type of Character he is playing and decides that someone like Gron would be looking for action. He says, "Gron grabs the nearest street thug by the lapels of his cheap outfit and growls, ‘Where's the nearest bar?'"Dave has decided to play the role of a Lawman: Jord Mattersly, a clever would-be detective and delver into mys-teries—the more bizarre the better. Jord's a thinker, not a fighter—so Dave tries another tack: "Jord pulls Gron's hands off the thug's collar and says, ‘Excuse my friend's enthusiasm. We're just looking for a place with strong drink and some quiet socializing...'"Lisa is playing the role of Spyder, a cunning Netrunner/Hacker thief with a bit of Robin Hood in her background. As a natural paranoiac, she's scanning the locals around the group. "What does Spyder see in the crowd?"As GM, Mike thinks about it. It's night, in a bad section of town, and Gron's just roughed up one of the locals. He says, "Well, Spyder sees three large figures moving silently out of the shadows. The moonlight glints off drawn weapons and cyberware as they approach you..."Lisa thinks about it, then says, "Can I use my Interface Ability to take control of any local automated defenses?"Mike responds, "It will take time to scan for something and then you have to break in. The boosters are coming on fast.""Spyder turns to Gron and Jord," says Lisa, catching on fast. There isn't going to be an easy way out of this one. Gron's just gotten them tagged on The Street and there's going to be blood tonight."Hey people, we have a problem coming up..."GaminG KeywordsAction: Something a Charac ter does to understand, or manip-ulate themselves or the world around them.Check: Adding a die roll to a STAT + Skill to see if you succeed at an Action.Crew: A group of Player Characters.d6: A six-sided die.d10: A ten-sided die.d100: Roll two d10s. Use one for the 1s place and one for the 10s place to get a number between 1 and 100.Downtime: The time be t ween Mis s ions , when Player Characters have a chance to relax, recover, pursue outside goals , and lead a normal life (maybe).Gamemaster : A lso known as the GM. The person in charge of set ting the scene, playing NPCs, and adjudicating the rules.Initiative: The order in which every Character in a scene takes their Turn. Especially import-ant in tense moments, like combat.23VIEW FROM THE EDGErules of the game. The GM must have a firm grasp of the rules and the fictional background of the game. It's the most demanding position in terms of energy and imagination, a lot like directing a film when you can't control all the actors. But it can be immensely satisfying as well. The GM uses the background of the game world to devise plots into which they place the Players' Characters (or uses published adventures, several of which are included in this book). They describe the situation to the Players as their Characters would know it, and the Players describe what their Characters are doing to respond to the situation. The plot generally flows from there, with the GM presenting obstacles, NPCs, and other elements in story form as the Players continually decide what their Characters will do. And so, the Players and GM create a story together.▶ How Do I GM? ◀The best way is through trying it yourself. We have provided some examples of how to incorporate rules into gameplay in the many sidebars throughout this rule book. The most important part is to be a good storyteller—to try to vividly describe the world you are guiding people through, and to pose problems or situations that challenge your Players. Challenge them, but don't squash them. Almost as import-ant is the need for the GM to be an impar-tial judge of the rules and effects of the game on their Players. Remember: if you aren't interesting and you aren't fair, no one's going to want to star in your "movie." Good luck!how Do the Rules Fit in?Many situations come up during a game that require more than common sense to resolve. For example, if you've never been in a firefight, it might be hard to judge how one would go. The rules give you a way to play out those situations in a fair and whAt is A ChARACteR?Most of you are going to use these rules to play Characters (aka Player Characters or PCs), personas you control who exist in this fictional universe of 2045. This book is set up to give you a clear idea of how your Characters think and act and how they work within the rules.A Character is a role that you will be playing in the loose, impromptu play that makes up a roleplaying session. For example, if your roleplaying group were staging a recreation of the movie Blade Runner, Rick Deckard would be one of the Characters. Much like Harrison Ford, the person playing Rick in this adventure would try to act out what they thought the Character would be doing in each scene of the "movie."▶ Do I Have to Dress Up? ◀ Not really. Although there is a specific style of roleplaying game called a LARP (or Live Action Role Play, where people do dress up), most games are played by sitting around a table, imagining the scene described by the GM, and then acting out what you think your Character would do in that situation. You don't have to dress in costume, wave around plastic weapons or (God help us!) run around in the steam tunnels at midnight. In fact, one of the best games we've ever heard about was played by a bunch of U.S. Army guys stuck in a slit trench in Iraq. Yeah, you could say they were dressed appropriately (guns, gear, armor) but you won't have to go that far.whAt is the GAmemAsteR?One of you will take on the role of the Gamemaster (or Referee): the person who presents the story to the Players, controls any Characters not controlled by the Players (called Non-Player Characters or NPCs), and applies and arbitrates the GaminG KeywordsMission: A scenario with a defined objective run by the GM and played by the PCs. Also known as a scenario, adventure, or job.Non-Player Character: Aka a NPC. A Character played by the GM.Player: A person playing a Character in the game.Player C harac ter : Also known as a PC. A Character played by a Player.Role: A type of Character. Each Role has a unique Role Ability.Round: The amount of time it takes for every Character in a scene to take their Turn.Skill: An area a Character has training in, such as Handguns or Science. Measured in Levels.Statistic: Also known as a STAT. Physical, mental, and social at tributes inherent to all people. Turn: The amount of time it takes a Character to perform an Action. Roughly 3 seconds.XdY: A way the game uses to tell you how many of what type of die to roll. For example, 1d6 means you should roll a single d6.24VIEW FROM THE EDGEconsistent manner. When the outcome of an event is in question, you roll dice (Cyberpunk RED uses ten-sided (d10s) and six-sided dice (d6s), and the result of the roll helps you determine what happens. Then the GM generally applies the rules and results as required.Okay, that should give you a handle on the basic concepts; now get on with the game!StreetslangSome common termS in the time of the redTime of the Red: a slang term for the period from 2023 to the late 2040s, taken from the red skies common throughout the world as an aftereffect of the 4th Corporate War.AV: Pronounced "Ay-Vee." Common slang for an aerodyne; an automobile-like vehicle powered by ducted jet fans.AI: Artificial Intelligence; a computer with full self-awareness.Beaverville: A safe suburban neighborhood primar-ily inhabited by mid-level Corporate executives and their families.Bonanza: The location of a big score like an aban-doned Corporate facility.Booster: Any member of a gang that affects cyber-ware, leather clothing, and random violence.Combat Drugs: Any one ofa series of designer drugs created to increase speed, stamina, and reflexes.Chilled: To be cool; to be together.Chip: Any type of data recording, usually in the form of small colored, slivers of plastic.Chippin' In: To buy cyberware for the first time. To cast your lot with a group. To connect with a machine.Chombatta (Choomba): Neo-Afro American slang for friend, family member.CHOOH2: Pronounced "Choo-Two". Streetslang for alcohol, as used in vehicle power plants. The vast majority of vehicles in the Time of the Red are fueled by an advanced form of alcohol with a higher burning temperature than normal methanol.Chromer: A 21st-century heavy metal rock fan. See also Chromatic Rock.Chromatic Rock: A type of heavy metal charac-terized by 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.Data Term: A street corner information machine, with a screen, CitiNet inputs, and keyboard.'Dorphs: Streetslang for synthetic endorphins, a designer drug that increases healing powers, limits fatigue, and produces a "rush" like a second wind.Exotic: A human biosculpted with non-human ele-ments; fur, long ears, fangs, etc.The Face: The representative of a Megacorporation for legal purposes.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: A nickname; a working name you are known by on The Street.Hydro: Streetslang for hydrogen fuel, used to power some vehicles in the 2000s.Input/Output: A mechanistic term for a casual lover.Keyboard: Streetslang for a computer interface deck with manual keys. Also, a terminal.Kombi: A large vehicle capable of carrying cargo and passengers. Popularly used by Nomads as housing on the road.BY NEIL BRANQUINHO25VIEW FROM THE EDGELawman: 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", this streetslang has come to be syn-onymous with any and all law enforcers.Mainline: A term for your partner in a serious, long-term relationship.Meatspace: A term commonly used by Netrunners to refer to the physical world.Midnight Market: Top secret, temporary mar-ketplaces put up by high level Fixers to sell highly illegal goods. Powerful members of the criminal underworld often hold their meetings in private rooms in a Midnight Market.Netrun: To interface with a NET Architecture and hack into its programs and controls. Also used to refer to running the Old NET until the advent of the 4th Corp War.Night Market: Off-the-grid, temporary market-places set up by groups of Fixers with solid connec-tions. In the Time of the Red a Night Market is the best place to find new cyberware and gear.Polymer One Shot: Any cheap, plastic pistol, usually in the 5 to 9mm range.Posergang: Any group whose members all affect a specific look, style, or bodysculpt job.R.A.B.I.D.S.: A particularly deadly form of black ICE spread throughout the Old NET after the death of their creator, Netrunning Legend Rache Bartmoss.Ripperdoc: A surgeon specializing in implanting illegal cyberware.Ronin: A freelance assassin or mercenary. Usually considered to be untrustworthy.Samurai: A Corporate assassin or mercenary, hired to protect Corporation property or make strikes against other Corporate holdings.Slammit On: To get violent; to attack someone without reason.The Street: Wherever you live, late at night. Also, the Subculture; the Underground.Stuffit : To have sex. Also, to forget about something.3:56 PMVideoneoncade body lotto scott brown madqueens blood rainpopular keywords elf gamesince you enjoyed Combat Cabb: the Next Generation...classicN54's 24/7 Essential News FeedN54•150k watching now!Combat Cabb Classic Season 13Combat Cabb Classic•53k watching now!TT&&GGTom & GoldT&G•500k watching now!The line between reality-driven entertainment and situational comedy blurs in the award-winning hit of 2044! When PopMedia sensation Gold leaves the Corporate-driven music world and returns to her roots in the Night City slum she grew up in, she befriends 4th Corp War combat vet and hardware store manager Tom. Together with an AI-driven car named T1G3R, they'll discover what it means to really live in a world where everyone else is just trying to survive. Sponsored by Zhirafa.BY EVE VENTRUEThe Cyberpunk world is a violent, dangerous place filled with people who'd love to rip your arms off and eat them. The traditional concepts of good and evil have been replaced by the values of expedience: you do what you have to survive.soul and the new machinesoul and the new machinewho will you be?who will you be?2728SOUL AND THE NEW MACHINENew Time, Bad Time, Red timeThis is especially true in the Time of the Red, when a massive war between Megacorporations and an atomic bombing have ravaged what little vestiges of civilization would be familiar to people in society today.It's always personalThe rule is it's always personal. Survival is a personal thing and the hallmark of these dark times. But there's a wider aspect to that—you look to your friends, team, family, or clan first. If you can do some good along the way, great. But don't count on it.Cyberpunk Characters are survivors in a tough, grim world, faced with life-and-death choices. How they make these choices has a lot to do with whether they end up as vicious animals roaming a ruined world or retain something of their basic humanity. Cyberpunk Characters are the heroes of a bad situation, working to make it better (or at least survivable) whenever they can. Whether it takes committing crimes, defying authority, or even outright revolution, the quintessential Cyberpunk Character is a rebel with a cause.As a cyberpunk playerAs a Cyberpunk roleplayer, it's up to you to find that cause and go to the wall with it. This is the essence of Cyberpunk—playing your Character with the proper disaffected, cynical-yet-idealistic style. Whether you're a biker with leathered skin and metal claws, or a debu-tante in satin sporting the latest in designer cyberoptics, you're going to need a certain panache—a certain flair—in portraying yourself. To achieve the essence of the 2000s, you need to master three concepts: #1 style oveR substAnCeIt doesn't matter how well you do something, as long as you look good doing it. If you're going to blow it, make sure you look like you planned it that way. Normally, clothes and looks don't matter in an adven-ture—in this world, having a leather armor jacket and mirrorshades is a serious consideration.#2 AttituDe is eveRythinGIt 's truth. Think dangerous; be dangerous. Think weak; be weak. Remember, everyone in the 2000s carries lots of lethal hardware. Each Character in this world is playing a Role—a face that person projects to the outside world as the real thing. They won't be impressed by your new Militech smartgun unless you swagger into the club looking like you know how to use it...and are just itching for an excuse. Never walk into a room when you can stride in. Never look at someone unless you can make it your best "killer" look. Use your best "I'm bad and you aren't" smile. Don't sit around the flat or cube waiting for the next job. Get on out and hit the clubs and hangouts. Make sure you're where the party starts.#3 live on the eDGeThe Edge is that nebulous zone where risk-takers and high rollers go. On the Edge, you'll risk your cash, your rep, even your life on something as vague as a principle or a big score. As a Cyberpunk, you want to be the action, start the rebellion, light the fire.Join great causes and fight for big issues. Never drive slow when you can drive fast. Throw yourself up against danger and take it head on. Never play it too safe. Stay committed to the Edge.the Rules:the Rules:#1 style #1 style overover substAnCe. substAnCe. #2 AttituDe is #2 AttituDe is everythingeverything. . #3 live on the #3 live on the edgeedge . . #4 #4 breakbreak the the rulesrules..— Ripperjack— RipperjackBY RICHARD BAGNALL29SOUL AND THE NEW MACHINERolesthe core of cyberpunk roleplayingEven after a massive war between Megacorporations followed by an atomic bombing, the world of Cyberpunk is a combination of savage, sophisticated, modern, and retrograde. Fashion-model beautiful Rockerboys rub shoulders with battle-armored road warriors, all of them making the scene in the hottest dance clubs, sleaziest bars, and meanest streets this side of the post-holocaust. And every single one of them has a Role: an occupation they are known by on The Street.There are ten Roles in the Cyberpunk RED future: Rockerboys, Solos, Netrunners, Techs, Medtechs, Medias, Execs, Lawmen, Fixers, and Nomads.RoCkeRboysRock-and-roll rebels who use performance, art, and rhetoric to fight authority.solosAssassins, bodyguards, killers, and soldiers-for-hire in a lawless new world.netRunneRsCybernetic master hackers of the post-NET world and brain-burning secret stealers.teChsRenegade mechanics and supertech inventors; the people who make the Dark Future run.meDteChsUnsanctioned street doctors and cyberware medics, patching up meat and metal alike.meDiAsReporters, media stars, and social influencers risking it all for the truth—or glory.exeCsCorporate power brokers and business raiders fight-ing to restore the rule of the Megacorps. lAwmenMaximum law enforcers patrolling the mean streets and barbarian warrior highways beyond.FixeRsDealmakers, organizers, and information brokers in the post-War Midnight Markets of The Street.nomADsTransport experts, ultimate road warriors, pirates, and smugglers who keep the world connected.Role AbilitiesEach role will give you access to a Role Ability which will help you navigate the streets of the Dark Future. We'll talk more about these abilities in the Role Ability section (pg. 142) but for now you can mark down the name of your chosen Role Ability and note that it starts with a value of 4, which represents the years you've spent on the streets already.30ROCKERBOYIf you live to rock, this is where you belong. As a Rockerboy, you're one of the street poets, the social conscience, and the rebels of the Time of the Red. With the advent of digital porta-studios and garage music master-ing, every Rockerboy with a message can take it to The Street, put it in the record stores, bounce it off the comsats. Sometimes, your message isn't something the Corporations or the government wants to hear. Sometimes what you say is going to get right in the faces of the powerful people who really want to run this world. But you don't care, because as a Rockerboy, you know it's your place to challenge authority, whether in straight-out protest songs that tell it like it is, playing kick-ass rock n' roll to get the people away from the TV sets and into The Streets, firing up the crowd with speeches, or composing fiery writings that shape the minds and hearts of millions. You have a proud history as a Rockerboy. Dylan, Springsteen, U2, NWA, the Who, Jett, the Stones—the legions of hard-rock heroes who told the truth with screaming guitars or gut-honest lyrics. You have the power to get the people up; to lead, inspire, and inform. Your message can give the timid courage, the weak strength, and the blind vision. Rockerboy legends like Johnny Silverhand, Rockerboy Manson (for whom the Role is named) and Kerry Eurodyne have led armies against Corporations and governments. Rockerboys have exposed corruption and brought down dictators. It's a lot of power for someone doing gigs every night in another city. But you can handle it. After all: you came to play! ▶ Role Ability: ChARismAtiC imPACtThe Rockerboy's Role Ability is Charismatic Impact. With this ability, they can influence others by sheer presence of personality. They need not be a musical performer; they can influence others through poetry, art, dance, or simply their physical presence. They could be a rocker—or a cult leader. As they grow in skill, they can affect larger and larger groups and call on their fans for greater and greater requests of loyalty (Go to pg. 144 for details)."my olD mAn "my olD mAn triedtried to Do musiC bACk beFoRe the wAR. the CoRPs snAPPeD to Do musiC bACk beFoRe the wAR. the CoRPs snAPPeD him uP, suCkeD him DRy, AnD sPit him out to him uP, suCkeD him DRy, AnD sPit him out to diedie on the stReet. these on the stReet. these DAys, it's DiFFeRent. i wRite my DAys, it's DiFFeRent. i wRite my ownown lyRiCs, mAke my lyRiCs, mAke my ownown ARRAnGements, ARRAnGements, ReCoRD it All myselF, then uPloAD it to the DAtA Pool. no CoRP neeDeD. ReCoRD it All myselF, then uPloAD it to the DAtA Pool. no CoRP neeDeD. they'Re not ChAntinG my nAme in GiAnt ConCeRt hAlls yet, but i've Got they'Re not ChAntinG my nAme in GiAnt ConCeRt hAlls yet, but i've Got fansfans, AnD i Don't hAve to ComPRomise my messAGe FoR Anyone. Just , AnD i Don't hAve to ComPRomise my messAGe FoR Anyone. Just like the oRiGinAl like the oRiGinAl roCkerboyroCkerboy, my musiC's GivinG the miDDle FinGeR to , my musiC's GivinG the miDDle FinGeR to eveRy PoweR-hunGRy suit who thinks they CAn eveRy PoweR-hunGRy suit who thinks they CAn ControlControl the woRlD." the woRlD."Forty, RockerboyForty, Rockerboy31SOLOYou were reborn with a gun in your hand—the flesh and blood hand—not the metallic weapons factory that covers most of your other arm. Whether as a freelance guard and killer-for-hire, or as one of the Corporate cybersoldiers who enforce business deals and the Company's "black operations," you're one of the elite fighting machines of the Time of the Red. Most Solos put in military time during the 4th Corporate War, in a Corporate army, or in one of the government's current "police actions" around the country. As the battle damage piles up, you start to rely more and more upon tech: cyberlimbs for weapons and armor, bio-program chips to increase your reflexes and awareness, combat drugs to give you that edge over your opponents. When you're the best of the best, you might even leave the ranks of Corporate samurai and go ronin—freelanc-ing your lethal talents as a killer, bodyguard, or enforcer to whoever can pay your very high fees. Sounds good? There's a price—a heavy one. You've lost so much of your original meat body that you're almost a machine. Your killing reflexes are so jacked up that you have to restrain yourself from going berserk at any moment. Years of combat drugs taken to keep the edge have given you terrifying addictions. There are few people you can trust anymore. One night you might sleep in a penthouse condo in the City, the next in a filthy alley on The Street. But that's the price of being the best. And you're willing to pay it. Because you're a Solo. ▶ Role Ability: CombAt AwARenessThe Solo's Role Ability is Combat Awareness. With Combat Awareness, a Solo can call up their training to have an enhanced situational awareness of the battlefield. When combat begins, anytime outside of combat, or in combat with an Action, a Solo may divide the total number of points they have in their Combat Awareness Role Ability among a number of combat abilities. If a Solo chooses to not change their point assignments, their previous ones persist. Activating some of these abilities will cost the Solo more points than others (Go to pg. 146 for details)."why'D i Join uP? i wAs tiReD oF beinG "why'D i Join uP? i wAs tiReD oF beinG hungryhungry AnD AnDpoorpoor. when militeCh oFFeReD . when militeCh oFFeReD me thRee squARes A DAy AnD A Cot, you betteR believe i siGneD uP. the FiRst Few me thRee squARes A DAy AnD A Cot, you betteR believe i siGneD uP. the FiRst Few ACtions weRen't bAD. the thiRD one went PeAR shAPeD. Don't know why, but they ACtions weRen't bAD. the thiRD one went PeAR shAPeD. Don't know why, but they sent A squAD oF sent A squAD oF greeniesgreenies AGAinst A bunCh oF Full boDy ConveRsions. Just two AGAinst A bunCh oF Full boDy ConveRsions. Just two oF us suRviveD. AFteR the wAR, i took the new oF us suRviveD. AFteR the wAR, i took the new ChromeChrome the CoRP meDiCs GAve me the CoRP meDiCs GAve me AnD went loCAl. tuRns out, when A City's AnD went loCAl. tuRns out, when A City's blownblown to hell AnD RebuilDinG, theRe's to hell AnD RebuilDinG, theRe's Plenty oF Folk who'll Plenty oF Folk who'll paypay FoR A CeRtAin set oF skills. GooD thinG i hAve them." FoR A CeRtAin set oF skills. GooD thinG i hAve them." Abril "Mover" Montella, Private Contractor Abril "Mover" Montella, Private Contractor32"bARtmoss hAD it "bARtmoss hAD it easyeasy. he Got to Chill in A FRiDGe while his minD wAnDeReD All . he Got to Chill in A FRiDGe while his minD wAnDeReD All oveR the whole DAmn PlAnet AnD thAnks to him? i'll neveR hAve thAt FReAkinG oveR the whole DAmn PlAnet AnD thAnks to him? i'll neveR hAve thAt FReAkinG luxuryluxury. to CRACk A system, i hAve to move my . to CRACk A system, i hAve to move my meatmeat AnD JACk in on-site. suRe, AnD JACk in on-site. suRe, mAybe i'll enCounteR A mAybe i'll enCounteR A hellhoundhellhound, but they Don't sPike my heARt RAte. i've , but they Don't sPike my heARt RAte. i've Got the skills AnD the PRoGRAms to hAnDle those PuPPies. they'Re no PRoblem At Got the skills AnD the PRoGRAms to hAnDle those PuPPies. they'Re no PRoblem At All. you know whAt All. you know whAt sCaressCares me? ReAl DoGs. CloneD, ChiPPeD, AnD CybeReD to me? ReAl DoGs. CloneD, ChiPPeD, AnD CybeReD to be be nastiernastier thAn Any blACk iCe. thAt's why i AlwAys Go in with FRienDs. they thAn Any blACk iCe. thAt's why i AlwAys Go in with FRienDs. they hAnDle the ReAl hounDs. i hAnDle the hellhounDs. hAnDle the ReAl hounDs. i hAnDle the hellhounDs. symbiosissymbiosis At its best." At its best."Redeye, NetrunnerRedeye, NetrunnerNETRUNNERYou're a brain-burning computer hacker & master of the Post-NET cyberverse in the Time of the Red. At three, your parents bought you an old Kirama LPD-12 cyberdeck with Zetatech 526 optical goggles (you were too young for interface plugs), and your life was changed. By fifth grade, you were already using REFRAME-G1s meta-programming to crack into the school district's system and change your grades. When you were thirteen, you shifted enough funds out of unprotected Trans United Bank accounts to finance your first neural interface plugs. You couldn't wait to run high and fast with the other gods of the NET—Bartmoss, Magnificent Curtis, and the rest. Then the 4th Corp War blew the Old NET apart. The R.A.B.I.D.S. made NET travel a suicide run; the Nodes were fragmented or cor-rupted. But there were still places to run. You just had to go there and jack in the hard way. You traded in sitting on the couch for a Bodyweight combat bodysuit and Virtuality 5 interface goggles to mesh NET with Meatspace. The systems you cracked were smaller, but even deadlier. Now, you're really part of a team, with Solos to cover your back, Medtechs to restart your heart if the ICE gets you, and Techs to help you hot-wire your cyber-deck for more speed and software deployment. Now, nothing can stop you. As an electronic wraith, you slip into the "hardest" mainframe systems with ease: stealing, trading, and selling their deepest secrets at will. The Black ICE may still kill you in the end, but until the ride runs out you'll be there, bare-brained and headfirst in the New NET. ▶ Role Ability: inteRFACeThe Netrunner's Role Ability is Interface. Interface is what allows the Netrunner to Netrun—to interface with electronic mind-modems (called cyberdecks) to control computers, electronics, and associated program-ming. The Interface Role Ability also gives the Netrunner access to a wide suite of Abilities related to computer hacking and system control (Go to pg. 147 for details).33"Just beCAuse the woRlD Got DiPPeD in "Just beCAuse the woRlD Got DiPPeD in CrapCrap AnD hunG to DRy Doesn't meAn thinGs hAve AnD hunG to DRy Doesn't meAn thinGs hAve ChAnGeD thAt muCh. liFe in this City still DePenDs on ChAnGeD thAt muCh. liFe in this City still DePenDs on teChnologyteChnology to keeP eveRythinG to keeP eveRythinG FRom GoinG Full-on Post-APoCAlyPse. AnD thAt meAns eveRyone DePenDs on FRom GoinG Full-on Post-APoCAlyPse. AnD thAt meAns eveRyone DePenDs on meme. iF youR . iF youR blenDeR bReAks, ChAnCes ARe you won't see A new one At the loCAl niGht mARket FoR blenDeR bReAks, ChAnCes ARe you won't see A new one At the loCAl niGht mARket FoR weeksweeks. mAybe . mAybe monthsmonths. AnD thAt's AssuminG you'Re on GooD teRms with the loCAl . AnD thAt's AssuminG you'Re on GooD teRms with the loCAl FixeR AnD they botheR to invite you. meAnwhile, i'm heRe, ReADy to FixeR AnD they botheR to invite you. meAnwhile, i'm heRe, ReADy to repairrepair youR blenDeR. youR blenDeR. AnD youR AGent. AnD whAteveR else you Got. teChnoloGy's the AnD youR AGent. AnD whAteveR else you Got. teChnoloGy's the lifebloodlifeblood oF this City oF this City AnD me? i'm the beAtinG AnD me? i'm the beAtinG heartheart keePinG it FlowinG. At leAst in this neiGhboRhooD." keePinG it FlowinG. At leAst in this neiGhboRhooD."João "Torch" Barbosa alves, Owner of Torch's Total RepairsJoão "Torch" Barbosa alves, Owner of Torch's Total RepairsTECHYou can't leave anything alone—if it sits near you for more than five minutes, you've disassembled it and made it into something new. You've always got at least two screwdrivers and a wrench in your pockets. Computer down? No problem. Hydrogen burner out in your Metrocar? No problem. Can't get the video to run or your interface glitching? No problem. You make your living building, fixing, and modi-fying—a crucial occupation in a technological world recovering from a War that broke the back of the supply chain. You can make some good bucks fixing everyday stuff, but for the serious money you need to tackle the big jobs. Illegal weapons. Illegal or stolen cybertech. Corporate espionage and counter-espionage gear for "black operations." If you're any good, you're making a lot of money. And that money goes into new gadgets, hardware, and information. Your black market work isn't just making you friends—it's also racking you up an impressive number of enemies as well—so you invest a lot in defense systems and, if really pushed to the wall, call in a few markers on a Solo or two. You've fixed up tech for everybody from black ops Corporate samurai to Ms. Zepada down the block. No one's ever come back to you with a complaint but that might be because of the turrets guarding your front door. You're addicted to technology in all its forms and that's what makes you a Tech. ▶ Role Ability: mAkeRThe Tech's Role Ability is Maker. Using the Maker Role Ability, the Tech can fix, improve, modify, make, and invent new items. Whenever a Tech increases their Maker Rank by one, they gain one rank in two different Maker Specialties of their choice, including repairing, upgrading, fabricating, and inventing (Go to pg. 147 for details).34"i've been FixinG whAt's "i've been FixinG whAt's brokenbroken sinCe i wAs younG. the FiRst time wAs when the FRont sinCe i wAs younG. the FiRst time wAs when the FRont oF ouR kombi smACkeD into A biRD on the wAy thRouGh the los AnGeles Ruins. we weRe oF ouR kombi smACkeD into A biRD on the wAy thRouGh the los AnGeles Ruins. we weRe tRAvelinG tRAvelinG alonealone, AnD my olD mAn, knowinG i wAs sensitive to thAtsoRt oF thinG, stoPPeD , AnD my olD mAn, knowinG i wAs sensitive to thAt soRt oF thinG, stoPPeD the RolleRs AnD let me out to ColleCt the CARCAss. tuRneD out it wAs A live ReD-tAil the RolleRs AnD let me out to ColleCt the CARCAss. tuRneD out it wAs A live ReD-tAil hAwk. i sPlinteD its busteD winG AnD hAwk. i sPlinteD its busteD winG AnD nursednursed it bACk to heAlth. mom sAw whAt i DiD AnD it bACk to heAlth. mom sAw whAt i DiD AnD APPRentiCeD me to ouR PACk's APPRentiCeD me to ouR PACk's healerhealer. now i'm the heAleR. no, i Don't hAve . now i'm the heAleR. no, i Don't hAve initialsinitials AFteR AFteR my nAme, but i CAn still my nAme, but i CAn still fixfix thAt mAnGleD ARm oF youRs. oR you CAn lose it. youR ChoiCe." thAt mAnGleD ARm oF youRs. oR you CAn lose it. youR ChoiCe."virgil "Redtail" Martinezvirgil "Redtail" MartinezMEDTECHYou're an artist, and the human body is your canvas. You've got the best tools the Time of the Red can offer, and you know how to use them. If you're lucky, you got to attend one of the real med schools scattered around the wreck of the Old United States. And after the War, military hospitals were everywhere and the few doctors on the war front needed helping hands to hold down screaming patients and splice cyberware back together. So, maybe you learned that way.And there's always an old ripperdoc or two out there who hearken back to that old science fiction story called The Bladerunner—not that old flatscreen vid, but the really old sci-fi book about renegade doctors who performed illegal street surgery in one of the first dys-topian novels. Maybe one of those guys trained you. Maybe that's where you are right now, patching up the wounded, mending up the sick, and keeping the locals alive. For love, commitment, or maybe a just a fat payday on the side.If you're really lucky, you've scored a berth in the local Trauma Team franchise. Trauma Teams are groups of licensed paramedi-cals who patrol the city looking for patients. You operate from an AV-4 Urban Assault Vehicle, redesigned into an ambulance con-figuration, and armed with a belly-mounted minigun. It's the best of the best—Trauma Team charges some heavy subscription fees to save its clients, and that translates into new medical toys, faster AV ambulances, and hefty salaries for the best surgeons around.It doesn't matter how you got here. What matters is that you're here, on The Street, doing the job. And you'd be doing it no matter what the reason. It's what marks you as a Medtech. ▶ Role Ability: meDiCineThe Medtech's Role Ability is Medicine. With this ability, Medtechs can keep people alive who should be dead with their knowledge, tools, and training. In the Time of the Red, they are as much doctors as they are mechanics, caring for people who are often more machine than human. Whenever the Medtech increases their Medicine Rank, they also choose one of three Medicine Specialties to allocate a single point to: surgery, pharmaceuticals, or cryosystems operation (Go to pg. 149 for details).35"useD to woRk FoR niGht City toDAy, CAn you believe it? "useD to woRk FoR niGht City toDAy, CAn you believe it? fetChingfetChing CoFFee AnD CoFFee AnD totingtoting CAmeRA GeAR like A GoDDAmneD PACk mule! FiRst shot i Got At A CAmeRA GeAR like A GoDDAmneD PACk mule! FiRst shot i Got At A sCoopsCoop? some ? some flufffluff PieCe on A CoRP PR stunt GivinG AwAy kibble to PeoPle who neeDeD ReAl FooD... i DiDn't PieCe on A CoRP PR stunt GivinG AwAy kibble to PeoPle who neeDeD ReAl FooD... i DiDn't beCome A RePoRteR to beCome A RePoRteR to smilesmile FoR A CAmeRA AnD Joke ARounD with A weAtheRmAn stRunG FoR A CAmeRA AnD Joke ARounD with A weAtheRmAn stRunG out on synthCoke. thAt's why i quit. now i'm in the out on synthCoke. thAt's why i quit. now i'm in the aCtionaCtion: the shARP enD. i Run my : the shARP enD. i Run my own shoP, hunt Down the leADs, AnD bRinG PeoPle the own shoP, hunt Down the leADs, AnD bRinG PeoPle the newsnews they ReAlly CARe About! they ReAlly CARe About! iF you wAnnA know whAt's ReAlly GoinG on in the City, hit neveR blink news."iF you wAnnA know whAt's ReAlly GoinG on in the City, hit neveR blink news."24/7, Reporter for Never Blink News24/7, Reporter for Never Blink NewsMEDIAThey're bending the truth out there. And you're going to stop them. Someone has to do it. The Corporations used to rule the world. They dumped toxics, destabilized economies, and com-mitted murder with equal impunity. The government back then couldn't even stop them—hell, they owned the government. But then the War came.The War stripped away the facade and let us all know exactly what had been going on under our noses. And the people who made sure we all knew the score were the Medias. That's you. You've got a vidlink and a press pass, and you're not afraid to use them. You're a city-wide figure, seen nightly all over the Data Pool in the Time of the Red. It's not like the old days, when you had a major Mediacorp behind you; this time, you've gotta depend on your fans, your contacts, and your own reputation. But it's harder for these new Corps to make you disappear. So when you dig down for the dirt and slime the corrupt officials and Corporate lapdogs try to cover up, you can dig deep. The next morning, you can put the details of their crimes all over the screamsheets and vidscreens. Three or four times, the bad guys have tried to kill you—that's why your backup's a crack Solo bodyguard and you've got one of the top ‘Runners in the business digging through NET Architectures to back your stories. You have to be good, or else.Your ‘Runner's just phoned in with a hot lead. You grab your gear and flag your backup. You're going to break those bastards. This time, for sure. ▶ Role Ability: CReDibilityThe Media's Role Ability is Credibility. The Media can not only convince an audience of the truth of what they publish but also has a larger audience the more credible they are. Medias also have greater levels of access to sources and information; they are always in the know with their ears to the ground to pick up on rumors and information passively (Go to pg. 151 for details).36EXEC "iF you wAnt to "iF you wAnt to makemake it in the neoCoRPoRAte woRlD you hAve to RemembeR it in the neoCoRPoRAte woRlD you hAve to RemembeR the numbeR one Rule: stAy the numbeR one Rule: stAy hungryhungry. JACinDA hiDAlGo AnD ARtyom . JACinDA hiDAlGo AnD ARtyom sokolov DiDn't mAke it to the toP by RestinG on theiR lAuRels. keeP sokolov DiDn't mAke it to the toP by RestinG on theiR lAuRels. keeP DeAlinG, keeP tRADinG, AnD iF Anyone tRies to stoP you? DeAlinG, keeP tRADinG, AnD iF Anyone tRies to stoP you? breakbreak them. them. AnD iF you CAn't? FinD A wAy. Do AnD iF you CAn't? FinD A wAy. Do whateverwhatever you hAve to Do. AlwAys you hAve to Do. AlwAys hAve A PlAn to Ruin eveRyone you meet. thAt's the CoRPoRAte wAy. keeP hAve A PlAn to Ruin eveRyone you meet. thAt's the CoRPoRAte wAy. keeP youR best youR best resourCesresourCes Close AnD mAke suRe they know you'Re on youR Close AnD mAke suRe they know you'Re on youR wAy to the toP AnD iF they wAy to the toP AnD iF they towtow the line? they CAn RiDe AlonG." the line? they CAn RiDe AlonG." Chanda Mishra, Rocklin Augmentics ExecutiveChanda Mishra, Rocklin Augmentics ExecutiveIn the old days before the Time of the Red, you would have been a hard-driven, fast-track MBA on their way up the Corporate ladder. Sure, it was selling your soul to the Company, but face it: the Corporations ruled the world. They controlled governments, markets, nations, armies—you name it. And you knew that whoever controlled the Corporations controlled everything else. But things changed when the largest Megacorps on the planet got into a major war that was equal to anything any real national governments could have thrown down.Okay, so right now your life as a junior executive isany-thing but easy. There are those underneath you who'd kill for a shot at your job. Literally. There are those over you who'd kill to keep you out of their jobs. Literally. And they're not kidding about the killing—every up-and-comer in the Corporation has their own Team of Solos and Netrunners to cover important pet projects. Last week, you led a mixed team of Solos, Netrunners, and Techs on a headhunting run to "extract" a researcher from a rival company. You told yourself you joined the Corporation to make it a better place—work from the inside, you said. Or just until you could start your own Corporation that would be...a little more honest. But now you're not so sure. Your ideals are a little tarnished and things are getting pretty bleak. But you can't worry about ethics now. You've got a report due in an hour, and it looks like that guy in sales is planning to ice your database for good.You're gonna ice him first. ▶ Role Ability: teAmwoRkThe Exec's Role Ability is Teamwork. Just like a real corporate executive, the Exec builds a team whose members help them accomplish their goals, whether legal or not, morale permit-ting. Team members have a visible job description (like secre-tary or driver) but also have a covert roles (such as Netrunner, bodyguard, or assassin). Plus they get free housing and nice set of clothes! (Go to pg. 153 for details).37LAWMAN "listen, kiD, CAll us "listen, kiD, CAll us whateverwhatever you like. lAwmen, bADGes, you like. lAwmen, bADGes, pigspigs. we Don't CARe. the City's . we Don't CARe. the City's in in shamblesshambles AnD eveRy DAy we see PeoPle PushinG bACk AGAinst the RebuilDinG. boosteRs, AnD eveRy DAy we see PeoPle PushinG bACk AGAinst the RebuilDinG. boosteRs, CybeRPsyChos, teRRoR GRouPs, the woRst oF the CybeRPsyChos, teRRoR GRouPs, the woRst oF the worstworst. i'm not in it FoR the GloRy AnD i'm not . i'm not in it FoR the GloRy AnD i'm not lookinG to lookinG to flashflash my Gun AnD ACt like some biG shot solo. i took An oAth to keeP this City sAFe my Gun AnD ACt like some biG shot solo. i took An oAth to keeP this City sAFe AnD i tAke thAt oAth seRiously. someone hAs to keeP the stReets sAFe so CiviliAns like you CAn AnD i tAke thAt oAth seRiously. someone hAs to keeP the stReets sAFe so CiviliAns like you CAn wAlk to the mARket without tAkinG A stRAy bullet FRom the lAtest GAnG wAR. AnD thAt's wAlk to the mARket without tAkinG A stRAy bullet FRom the lAtest GAnG wAR. AnD thAt's meme."."Officer Suri "Cavalry" Navarro, NCPDOfficer Suri "Cavalry" Navarro, NCPDIn the old days before the War, they only used to shoot at cops. Now you're lucky if you just take a slug. The Street is mean these days, filled with new drugs, new gangs, and new weapons that make a Minami-10 look like a kid's toy. But even so, you're out there doing what you can to Protect—and Serve.There used to be a big City Force, but most of the Old Guard in NCPD have been thrown out on their own to keep what peace they can. The ones who remain still take the Badge seriously; they work to keep people safe and make some kind of stand against chaos. Even if you'd rather just walk a beat, if you're a professional Lawman of any stripe, you're stuck carrying at least four high-caliber weapons, most of them full-auto types, wearing a Kevlar® vest that'll stop 850ft/lbs. per square inch—and often you're still outgunned and outflanked. Half the gangs were cybered up to begin with: super speed, super reflexes, could see in the dark, carried weapons in their arms...and that was before the War and the Fall of the Towers pumped a metric ton of milspec cybertech into the Night Markets. The other half of the guys on The Street are free-lance Corporate mercs who used to have jobs during the War; hired to enforce Corp armies disbanded by the New United States' goon squads. Now they're the goon squads and you're trying to keep them under control too. Used to be the Corporate Cops had heavy weapons, full combat armor, Trauma Team backup, AV-4 assault vehicles, and gyrocopters with miniguns. But the nice, clean sectors full of new office buildings and fancy restaurants—where no jacked-up psychopunk is going to ever go on a killing spree with an FN-RAL37—are mostly gone. Now you've got mostly burned-out buildings and abandoned cars, where every night is a new firefight and another great opportunity for a messy death. Or you might draw a Psycho Squad berth and get the job of hunting down heavily armed and armored cyborgs who've flipped out. A cyberpsycho can walk through machine gun fire and not even feel it, so a lot of the Psycho Squad become a bit crazy themselves; they load up with boosted reflexes, get some monstrously huge guns, and go hunt the cyborgs solo. But you're not that crazy. Yet. ▶ Role Ability: bACkuPThe Lawman's Role Ability is Backup. With this ability, Lawmen can call upon the help of a group of fellow officers, based on the Lawman's Rank and the conditions under which they make the call. This Backup is armed and armored based on their Rank (Go to pg. 158 for details).38FIXER "think oF me As A "think oF me As A middlemanmiddleman . iF you neeD A teAm oF killeRs, A new CAR, A RARe Antique? . iF you neeD A teAm oF killeRs, A new CAR, A RARe Antique? i'm youR mAn. PAyment? ColD hARD i'm youR mAn. PAyment? ColD hARD ebeb AnD mAybe A FAvoR heRe oR theRe. i'm suRe you've AnD mAybe A FAvoR heRe oR theRe. i'm suRe you've Got some tAlents some oF my otheR Got some tAlents some oF my otheR ClientsClients will be inteResteD in. it's All one biG web will be inteResteD in. it's All one biG web AnD i'm At the AnD i'm At the CenterCenter. Just lAst week i took A RiDe Down to the CombAt Zone to PiCk uP . Just lAst week i took A RiDe Down to the CombAt Zone to PiCk uP A shiPment oF exPlosives thAt'D mAke the nCPD hAve A CoRonARy. tomoRRow, i've Got A A shiPment oF exPlosives thAt'D mAke the nCPD hAve A CoRonARy. tomoRRow, i've Got A meetinG At A niGht mARket to sell oFF A tRuCkloAD oF milsPeC hARDwARe to the iRon siGhts. meetinG At A niGht mARket to sell oFF A tRuCkloAD oF milsPeC hARDwARe to the iRon siGhts. i Don't neeD to i Don't neeD to knowknow whAt they'll Do with them. like i sAiD. i'm Just the whAt they'll Do with them. like i sAiD. i'm Just the middlemanmiddleman . ". "Grease, FixerGrease, FixerYou realized fast that you weren't ever going to get a Corporate job or be tough enough to be a Solo. But you always knew you had a knack for figuring out what other people wanted, and how to get it for them. For a price, of course. Now your deals have moved past the nickel-and-dime stuff into the big time. Maybe you move illegal weapons over the border. Or steal and resell medical supplies. Perhaps you're a skill broker acting as an agent for high-priced Solos and 'Runners, or even hiring a whole Nomad pack to back a client's contracts. You buy and sell favors like an old-style Mafia godfather. You have connections into all kinds of businesses, deals, and political groups. You use your contacts and allies as part of a vast web of intrigue and coercion. If there's a hot nightclub in the City, you've bought into it. If there are military-class weapons on The Street, you smuggled ‘em in. If there's a faction war going down, you're negotiating between sides with an eye on the main chance. But you're not entirely in it for the bucks. If someone needs to get the heat off, you'll hide them. You get people housing when there isn't any, and you bring in food when the streets are blockaded. Maybe you do it because you know they'll owe you later, but you're not sure. You're one part Robin Hood and two parts AI Capone. In the past, they would have called you a crime lord. But this is the fragmented, nasty, deadly Time of the Red. So now they call you a Fixer. ▶ Role Ability: oPeRAtoRThe Fixer's Role Ability is Operator. Fixers know how to get things on the black market and areadept at navigating the complex social customs of The Street, where hundreds of cultures and economic levels collide. Fixers maintain vast webs of contacts and clients who they can reach out to source goods, favors, or information. Fixers can also source desirable resources and make favorable deals (Go to pg. 159 for details).39NOMAD "PeoPle DiDn't useD to "PeoPle DiDn't useD to CareCare muCh About us nomADs. my FAmily CAme AnD went muCh About us nomADs. my FAmily CAme AnD went like the like the windwind AnD PeoPle PAiD About As muCh Attention. hell, most times, iF Folks AnD PeoPle PAiD About As muCh Attention. hell, most times, iF Folks DiD tAke notiCe they tRieD to DiD tAke notiCe they tRieD to throwthrow us out. but thinGs ARe us out. but thinGs ARe differentdifferent now. now. tuRns out, when soCiety bReAks Down, wAnDeReRs beCome tuRns out, when soCiety bReAks Down, wAnDeReRs beCome usefuluseful . now PeoPle . now PeoPle PAy us to PAy us to movemove theiR CARGo AnD keeP the sCAvs oFF them. suits me Just Fine. theiR CARGo AnD keeP the sCAvs oFF them. suits me Just Fine. theRe's nothinG like the theRe's nothinG like the freedomfreedom oF the oPen RoAD unDeR youR wheels. i've Got oF the oPen RoAD unDeR youR wheels. i've Got my my bikebike, i've Got my , i've Got my gungun, AnD i've Got my , AnD i've Got my familyfamily. thAt's All i'll eveR neeD." . thAt's All i'll eveR neeD." Racer rajavi, Aldecaldo Nomad Racer rajavi, Aldecaldo NomadYears ago, the Corps drove your family off the farm. They rolled in, took over the land, and put rent-a-cops all over the place. But that was before the War. You were loners, homeless, until you created a Nomad Pack of nearly two-hundred members. Back then, your Pack was crammed into a huge, ragtag fleet of cars, vans, buses, and RVs roaming the freeways looking for supplies, odd jobs, and spare parts in a fragmented world. The Pack was your home—it had teachers, Medtechs, leaders, and mechanics—a virtual town on wheels in which everyone was related by marriage or kinship. But in the Time of the Red, your Nomad Pack has evolved. Your knowledge of roadcraft—of how to get between the safezones over the savage highways has allowed you to become the masters of getting people, supplies, and materials to a world that desperately needs them. Your cousins on the open seas have taken over the huge container ships and turned them into the Nomad convoys keeping civilization running. Your Deltajock fam-boys keep the supply lines to the Orbital Highriders open. If it has to get somewhere and get there safely, Nomads get the job done. Your vehicles are well-armored and bristling with stolen weapons: miniguns, rocket launchers, and the like. Every kid knows how to use a rifle, and everyone packs a knife. Like modern-day cowboys, you ride the hard trail. You've got a gun, a bike, and your Family, and that's all you need. You're a Nomad. ▶ Role Ability: motoThe Nomad's Role Ability is Moto. Whenever a Nomad increases their Rank in Moto, they have the option of adding another stock vehicle (with minimum specs) of their Moto Rank or lower to the pool of Family vehicles they have permission to use from the Family Motorpool or to make an upgrade to one of their current vehicles. Thanks to being around vehicles since birth, Nomads are also able to drive any type of vehicle with tremendous skill (Go to pg. 161 for details).40SOUL AND THE NEW MACHINENow you know what kinds of people walk the streets of Night City and the Roles they fulfill. So, let's dive into the process of making your own Cyberpunk RED Character.The Three Methods of Making a CharacterIn Cyberpunk RED, there are three ways to generate your Character. Streetrat (Templates), Edgerunners (Fast and Dirty), and The Complete Package (Calculated). Each has its own advantages and disadvantages.Streetrats (Templates): If you've never roleplayed before or just want to get going without a lot of fuss, Templates are the fastest way to start creating a Character. But don't underestimate Templates! In the hands of an experienced roleplayer, even a tem-plate can be modified to make a unique and fully fleshed-out Character by expanding on the basics. By adding as you play, the Template gathers more individuality to itself, getting better and better the more you play.Edgerunners (Fast and Dirty): As you'll soon realize, the Cyberpunk RED Character Generation system is designed to give you a lot of flexibility. You can tailor the Character the way you want it, with lots of personal touches all through the process. But when you need to create a Character quickly and without a lot of painstaking detail, the Fast and Dirty method is an excellent option.Complete Packages (Calculated): The Calculated method is by far the most complex way to make a Cyberpunk RED Character. Yet the reward is the ability to create a Character that is exactly what you want, using pools of points to buy Statistics and Skills and starting money to buy weapons, armor, gear, and cyberware.The following sections give you the tools you need to create a Character. To help make sense of it, we're including handy step by step charts to guide you through the process.TaGGinG The PaThsTo make nav iga t ing Character Generation easier, we're placing tags next to each relevant section so you can tell, at a glance, if a set of instruc-tions pertains to Streetrats, Edgerunners, or Complete Packages.StreetratstheRe's this whole theRe's this whole weirdweird eCosystem to niGht City. eCosystem to niGht City. exeCs woRk the boARD Rooms AnD PAy solos AnD exeCs woRk the boARD Rooms AnD PAy solos AnD netRunneRs to netRunneRs to wipe outwipe out ComPetition. AnD then, ComPetition. AnD then, theRe's All these meDteCh AnD teChs theRe's All these meDteCh AnD teChs patChingpatChing uP uP the solos AnD FixinG eveRyone's GeAR. theRe's the the solos AnD FixinG eveRyone's GeAR. theRe's the lAwmen lAwmen tryingtrying to keeP A liD on the whole situAtion to keeP A liD on the whole situAtion AnD meDiAs AnD RoCkeRboys AnD meDiAs AnD RoCkeRboys writingwriting sonGs AnD sonGs AnD ARtiCles About it All. AnD PRetty muCh eveRyboDy's ARtiCles About it All. AnD PRetty muCh eveRyboDy's gottagotta Go thRouGh A FixeR to Get AnythinG these Go thRouGh A FixeR to Get AnythinG these DAys. hell, hAlF the stuFF A FixeR sells blows into DAys. hell, hAlF the stuFF A FixeR sells blows into niGht City on A nomAD CARAvAn! it's like eveRyboDy niGht City on A nomAD CARAvAn! it's like eveRyboDy neeDs eveRyboDy else.... AnD noboDy neeDs eveRyboDy else.... AnD noboDy truststrusts Anyone. Anyone.— danika "the tundra" macdouglas— danika "the tundra" macdouglasEdgerunnersComplete PackagesSTREETEDGECMPLTThroughout the book, you'll also find the DATA tag near interesting information that enhances or helps expand upon what you're reading. DataDATA41SOUL AND THE NEW MACHINE ▶ #1: Pick a Role ◀see Page 29Set your Role's Role Ability to 4For more about Role Abilities see Page 142 ▶ #2: Run Your Lifepath ◀See page 43Make sure to run both the general Lifepath and your Role-Based Lifepath.Remember to pick your Cultural Origin Language. You get that as a Skill at Rank 4. ▶ #4: Calculate Derived Statistics ◀What are Derived Statistics? See page 79How do you calculate them? See page 79▶ #6: Record Weapons, Armor ◀For a list of Weapons See page 91For a list of Armor See page 96How do you know what weapons and armor you get? See page 98▶ Step #7: Record Outfit ◀For a list of gear See page 99For a list of fashions See page 102How do you know what's in your Outfit? See page 103What about Lifestyle & Housing? See page 105You've also got 500eb to spend on extra stuff or keep for the game.▶ Step #8: Record Cyberware ◀For a list of Cyberware See page 110How do you know what Cyberware you get? See page 117▶ #3: Roll Your Statistics (STATS) ◀What are the Statistics? See page 72How does a Streetrat roll STATS? See page 73How does an Edgerunner roll STATS? See page 77▶ #5: Set Your Skills ◀What different Skills are there? See page 81How does a Streetrat set Skills? See page 86How does an Edgerunner buy Skills? See page 88CReAtinG A stReetRAt oR eDGeRunneR ChARACteR42SOUL AND THE NEW MACHINECReAtinG A ComPlete PACkAGe ChARACteR ▶ #1: Pick a Role ◀see Page 29Set your Role's Role Ability to 4For more about Role Abilities see Page 142 ▶ #2: Run Your Lifepath ◀See page 43Make sure to run both the general Lifepath and your Role-Based Lifepath.Remember to pick your Cultural Origin Language. You get that as a Skill at Rank 4. ▶ #4: Calculate Derived Statistics ◀What are Derived Statistics? See page 79How do you calculate them? See page 79▶ #6: Buy Your Stuff ◀For a list of Weapons See page 91For a list of Armor See page 96For a list of Gear See page 99For a list of Fashions See page 102For a list of Cyberware See page 110You have 2550eb to spend on any of the above.You have 800eb to spend specifically on Fashion and Fashionware.What about Lifestyle & Housing? See page 105Run out of cash? To sell your soul for more money See page 118 ▶ #3: Buy Your Statistics (STATS) ◀What are the Statistics? See page 72How do you buy STATS? See page 78Remember, no STAT higher than 8 or lower than 2.▶ #5: Set Your Skills ◀What different Skills are there? See page 81How do you buy Skills? See page 90Don't forget your Basic Skills have to be at least Level 2.Remember, no Skill can be higher than 6. BY SEBASTIAN SZMYDtales from the streettales from the streetrunning the lifepathrunning the lifepath43Lifepath: Enhancing roleplaying, fleshing out Characters' stories, and screwing with their worldviews since 1984.44TALES FROM THE STREETLifepathIt's like climbing out of a clone vat. (If cloning worked that way, that is.) You got this half-formed person standing there, dripping with slime. Maybe you've got a vague idea of where you're going with the Character, but nothing else.So, how do you take this Blank and make them really Cyberpunk? You start with the Lifepath. Lifepath is a flowchart of "plot complications" designed to help you give your Cyberpunk Character an authentically Dark Future background. Its sections cover your cultural origins, your family, friends, enemies, personal habits, and even key life events. It's intended primarily as a guide; if you encounter something you don't think fits the Character you've envisioned, feel free to change the path as you see fit. And remember: Cyberpunk hinges on roleplaying, so make use of the information in your Lifepath run. It's a guaranteed adventure generator!the PeRsonAlsNow, let's take a look at what's inside your punk's head (besides the cybernetics). For each table, you'll be rolling either 1d10 or 1d6 to determine a piece of your Characters history, their style, or their outlook on the world. In some cases you'll be called on to make multiple rolls on the same table. If at any point you roll something you don't think fits with your Character you can feel free to choose an option instead."i RemembeR she tolD me she wAs boRn in "i RemembeR she tolD me she wAs boRn in miamimiami, , About 2004 oR so... she wAs PRetty suRe, About 2004 oR so... she wAs PRetty suRe, beCAuse she CoulD still beCAuse she CoulD still rememberremember whAt it'D whAt it'D been like when the euRos RoCkeD wAshinGton been like when the euRos RoCkeD wAshinGton AnD the neAR miss took out tAmPA...AnD the neAR miss took out tAmPA..."she hAD these inCReDible "she hAD these inCReDible blueblue eyes—CleAR eyes—CleAR thRouGh AnD thRouGh, like CRystAls oF lACe, AnD thRouGh AnD thRouGh, like CRystAls oF lACe, AnD A smile FRom A mAGAZine A smile FRom A mAGAZine dreamdream . 'CouRse, the . 'CouRse, the eyes weRe eyes weRe tekniCs 2350stekniCs 2350s, AnD the smile , AnD the smile ReAlly wAs FRom A mAGAZine—niCe ReAlly wAs FRom A mAGAZine—niCe biosCulptbiosCulpt Job. it DiDn't mAtteR how muCh wAs Job. it DiDn't mAtteR how muCh wAs realreal in the enD. i still Fell hARD FoR heR. FACt, i in the enD. i still Fell hARD FoR heR. FACt, i still think About heR. i'm Just thAt still think About heR. i'm Just thAt typetype."."— Johnny Silverhand— Johnny SilverhandNext Step:STATsPage 73Next Step:STATsPage 77Next Step:STATsPage 7845TALES FROM THE STREET▶ Cultural Origins ◀The Cyberpunk world is multicultural and multinational. You either learn to deal with all kinds of people from all over a fractured and chaotic world, or you die the first time you look side-eye at the wrong person. Where you come from determines your native language. In RED, we assume everyone speaks Streetslang, the pidgin that has evolved to be used by almost everyone in the Dark Future, but you probably also have another primary tongue you learned at your mother's knee. After rolling to determine your general cultural region, choose one of the languages from the list adjacent to your cultural region. You begin with 4 points in that Language Skill. There are hundreds of languages spoken around the world but for our purposes here we've listed the most commonly spoken languages in each region during the Time of the Red. If you want your Character to speak a language that isn't represented you can go ahead and choose that language instead of one of the listed languages.Roll 1d10 or choose one.Roll Your (General) Cultural RegionLanguages You Might Know (pick one in your group)1 North American Chinese, Cree, Creole, English, French, Navajo, Spanish2 South/Central American Creole, English, German, Guarani, Mayan, Portuguese, Quechua, Spanish3 Western European Dutch, English, French, German, Italian, Norwegian, Portuguese, Spanish4 Eastern European English, Finnish, Polish, Romanian, Russian, Ukrainian5 Middle Eastern/North African Arabic, Berber, English, Farsi, French, Hebrew, Turkish6 Sub-Saharan African Arabic, English, French, Hausa, Lingala, Oromo, Portuguese, Swahili, Twi, Yoruba7 South Asian Bengali, Dari, English, Hindi, Nepali, Sinhalese, Tamil, Urdu8 South East Asian Arabic, Burmese, English, Filipino, Hindi, Indonesian, Khmer, Malayan, Vietnamese9 East Asian Cantonese Chinese, English, Japanese, Korean, Mandarin Chinese, Mongolian 10 Oceania/Pacific Islander English, French, Hawaiian, Maori, Pama-Nyungan, TahitianLifePaTh examPLeVictoria's already decided to play a Netrunner. That means her next step is the Lifepath. She starts with Cultural Origins and decides to roll instead of choose. She likes the idea of stringing together a bunch of random results into a comprehensive Character background.Victoria rolls a 6 on a d10. According to the Cultural Origins table, that means her Character, or her Character's family, was originally from Sub-Saharan Africa. Her GM tells her Africa's in the midst of a technological boom thank to its close associa-tion with the Highriders in orbit. Victoria has family in Ethiopia in real life, so she decides her Netrunner comes from there. She's not sure why her Character left home yet, but Victoria's certain the reason will come to her as she contin-ues along the Lifepath.Finally, Victoria looks over the Language list. She doesn't see Amharic, the official language of Ethiopia, there but the rules say she's free to add to the list if it makes sense. Victoria notes her Netrunner has 4 levels of the Language (Amharic) Skill.BY HÉLIO FRAZÃO46TALES FROM THE STREET▶ Your Personality ◀This is what you're like as a person. Are you the kind of Character that stands away from the pack, aloof and calculating? A party animal who loves to get messed up? The stable and competent professional who always has a plan?Roll1d10 or choose one.Roll What Are You Like?1 Shy and secretive2 Rebellious, antisocial, and violent3 Arrogant, proud, and aloof4 Moody, rash, and headstrong5 Picky, fussy, and nervous6 Stable and serious7 Silly and fluff-headed8 Sneaky and deceptive9 Intellectual and detached10 Friendly and outgoing47TALES FROM THE STREET▶ Dress and Personal Style ◀In Cyberpunk, what you look like is (to The Street) a snapshot of who you are. Your clothes, hairstyles and even personal touches can determine how people will relate to you, for good or for bad. Remember: an Exec wearing Street Casual, a rainbow mohawk, and ritual scars is probably not going to get that promotion they wanted.Note that your clothing style is more about the style of clothes you favor, not the individual items. You could wear a tailored business suit jacket, a rawhide fringed Nomad jacket, a high-tech light collared urban flash jacket, or even a torn and ripped leather jacket with gang colors all over the back. Each one is the same item of clothing (jacket), but defined by the style of jacket your Character favors.Roll 1d10 or choose one for each column.Roll Clothing Style Hairstyle1 Generic Chic (Standard, Colorful, Modular) Mohawk2 Leisurewear (Comfort, Agility, Athleticism) Long and ratty3 Urban Flash (Flashy, Technological, Streetwear) Short and spiked4 Businesswear (Leadership, Presence, Authority) Wild and all over5 High Fashion (Exclusive, Designer, Couture) Bald6 Bohemian (Folksy, Retro, Free-spirited) Striped7 Bag Lady Chic (Homeless, Ragged, Vagrant) Wild colors8 Gang Colors (Dangerous, Violent, Rebellious) Neat and short9 Nomad Leathers (Western, Rugged, Tribal) Short and curly10 Asia Pop (Bright, Costume-like, Youthful) Long and straightRoll 1d10 or choose one.Roll Affectation You Are Never Without1 Tattoos2 Mirrorshades3 Ritual scars4 Spiked gloves5 Nose rings6 Tongue or other piercings7 Strange fingernail implants8 Spiked boots or heels9 Fingerless gloves10 Strange contactsLifePaTh examPLeVictor ia's now knows her Netrunner's Cultural Origins (Sub-Saharan Africa) and her Personality (stable and serious). Next is Dress and Personal Style. There's three categories: Clothing Style, Hairstyle, and Affectation.V i c t o r i a r o l l s 4 f o r C l o t h i n g S t y l e : Businesswear. She rolls 9 for Hairstyle: Short and curly. And she rolls 5 for Affectation: Nose rings.Obviously, Victoria like to keep things neat and professional. Thinking about it, she decides her Netrunner gets this from her family, who instilled a need to "dress to impress" in her from a young age, especially when dealing with outsiders. "Outsiders rarely look below the surface," her father told her, "Make sure your surface says you mean business". Victoria's Netrunner prefers sharp suits and keeps her hair short but natural. The nose ring is a lit tle touch of home, as it was a gift Victoria's Character received before she left Ethiopia.48TALES FROM THE STREET▶ Your Motivations and Relationships ◀Roll 1d10 or choose one for each column.Roll What Do You Value Most? How Do You Feel About Most People?1 Money I stay neutral.2 Honor I stay neutral.3 Your word I like almost everyone.4 Honesty I hate almost everyone.5 Knowledge People are tools. Use them for your own goals then discard them.6 Vengeance Every person is a valuable individual.7 Love People are obstacles to be destroyed if they cross me.8 Power People are untrustworthy. Don't depend on anyone.9 Family Wipe ‘em all out and let the cockroaches take over.10 Friendship People are wonderful!▶ Things You Value the Most? ◀Roll 1d10 or choose one.Roll Most Valued Person in Your Life?1 A parent2 A brother or sister3 A lover4 A friend5 Yourself6 A pet7 A teacher or mentor8 A public figure9 A personal hero10 No oneRoll 1d10 or choose one.Roll Most Valued Possession You Own?1 A weapon2 A tool3 A piece of clothing4 A photograph5 A book or diary6 A recording7 A musical instrument8 A piece of jewelry9 A toy10 A letteryes, the miGhty boZo, RiPPeR-oFFeR oF ARms, CARRies yes, the miGhty boZo, RiPPeR-oFFeR oF ARms, CARRies theiR theiR favoritefavorite teDDy beAR eveRywheRe. ARe you mAkinG teDDy beAR eveRywheRe. ARe you mAkinG funfun oF the miGhty boZo, RiPPeR-oFFeR oF ARms? oF the miGhty boZo, RiPPeR-oFFeR oF ARms?— the Mighty bozo— the Mighty bozoripper-offer of arms49TALES FROM THE STREETyouR bACkGRounDNow we now know what you're basically like, so it's time to find out how you got there: it's time to explore your Background.▶ Your Original Family Background ◀Who are you and where did you originally come from? Were you born with a silver spoon in your mouth or were you using it to stab your brother so you could steal that extra bite of dead rat you both found?Roll 1d10 or choose one.Roll Original Background Description1 Corporate ExecsWealthy, powerful, with servants, luxury homes, and the best of everything. Private security made sure you were always safe. You definitely went to a big-name private school.2 Corporate ManagersWell to do, with large homes, safe neighborhoods, nice cars, etc. Sometimes your parent(s) would hire servants, although this was rare. You had a mix of private and corporate education.3 Corporate TechniciansMiddle-middle class, with comfortable conapts or Beaverville suburban homes, minivans and corporate-run technical schools. Kind of like living 1950s America crossed with 1984.4 Nomad PackYou had a mix of rugged trailers, vehicles, and huge road kombis for your home. You learned to drive and fight at an early age, but the family was always there to care for you. Food was actually fresh and abundant. Mostly home schooled.5 Ganger "Family"A savage, violent home in any place the gang could take over. You were usually hungry, cold, and scared. You probably didn't know who your actual parents were. Education? The Gang taught you how to fight, kill, and steal—what else did you need to know?6 Combat ZonersA step up from a gang "family," your home was a decaying building somewhere in the ‘Zone', heavily fortified. You were hungry at times, but regularly could score a bed and a meal. Home schooled.7 Urban HomelessYou lived in cars, dumpsters, or abandoned shipping modules. If you were lucky. You were usually hungry, cold, and scared, unless you were tough enough to fight for the scraps. Education? School of Hard Knocks.8 Megastructure Warren RatsYou grew up in one of the huge new megastructures that went up after the War. A tiny conapt, kibble and scop for food, a mostly warm bed. Some better educated adult warren dwellers or a local Corporation may have set up a school.9 ReclaimersYou started out on the road, but then moved into one of the deserted ghost towns or cities to rebuild it. A pioneer life: dangerous, but with plenty of simple food and a safe place to sleep. You were home schooled if there was anyone who had the time.10 EdgerunnersYour home was always changing based on your parents' current "job." Could be a luxury apartment, an urban conapt, or a dumpster if you were on the run. Food and shelter ran the gamut from gourmet to kibble.LifePaTh examPLeVictoria continues along the Lifepath past what her Character values most (knowledge), how she feels about people (she's neutral), her most valued person (a friend), and her most valued possession (a toy). Her Original Family Background is next. She rolls a 6 and gets Combat Zoners. Given what Victoria's already dec ided on for her Netrunner, that makes no sense so she switches to Corporate Technicians instead. Her fathers, she decides, worked in the motorpool for an Ethiopian company that specialized in exporting luxury goods up to the Highriders in orbit. She grew up fairly safe and secure and,while she inherited the family aptitude for tech-nology she's applied it to Netrunning instead of vehicle repair.BY HÉLIO FRAZÃO50TALES FROM THE STREET▶ Your Environment ◀How did you grow up? What kind of places did you and your sibs hang out in? Safe and calm? Crazy dangerous? Massively oppressive? It's possible that something happened in your background and your environment turns out drastically different from your original family background.Roll 1d10 or choose one.Roll Childhood Environment1 Ran on The Street, with no adult supervision.2 Spent in a safe Corp Zone walled off from the rest of the City.3 In a Nomad pack moving from place to place.4 In a Nomad pack with roots in transport (ships, planes, caravans).5 In a decaying, once upscale neighborhood, now holding off the boosters to survive.6 In the heart of the Combat Zone, living in a wrecked building or other squat.7 In a huge "megastructure" building controlled by a Corp or the City.8 In the ruins of a deserted town or city taken over by Reclaimers.9 In a Drift Nation (a floating offshore city) that is a meeting place for all kinds of people.10 In a Corporate luxury "starscraper," high above the rest of the teeming rabble.▶ Your Family Crisis ◀In the Time of the Red, the world is still recovering from a world war and other disasters. Chances are, something happened to you and your family along the way. What's the story there?Roll 1d10 or choose one.Roll Background1 Your family lost everything through betrayal.2 Your family lost everything through bad management.3 Your family was exiled or otherwise driven from their original home/nation/Corporation.4 Your family is imprisoned, and you alone escaped.5 Your family vanished. You are the only remaining member.6 Your family was killed, and you were the only survivor.7Your family is involved in a long-term conspiracy, organization, or association, such as a crime family or revolutionary group.8 Your family was scattered to the winds due to misfortune.9 Your family is cursed with a hereditary feud that has lasted for generations.10 You are the inheritor of a family debt; you must honor this debt before moving on with your life.51TALES FROM THE STREET▶ Your Friends ◀It's not all grim. Sometimes you link up with people who have your back. Roll 1d10 and subtract 7 (minimum 0) to see just how many friends you've made so far in your life. For each friend, roll on the table below.Roll Friend's Relationship to You1 Like an older sibling to you.2 Like a younger sibling to you.3 A teacher or mentor.4 A partner or coworker.5 A former lover.6 An old enemy.7 Like a parent to you.8 An old childhood friend.9 Someone you know from The Street.10 Someone with a common interest or goal.▶ Your Enemies ◀Enemies are a big part of life in the Cyberpunk world. You're going in get in someone's face sooner or later, so you might as well find out who they are, why there's a beef, and what they can do to you to even a score. First, roll 1d10 and subtract 7 (minimum 0) to determine how many enemies you've made. Then, for each one, decide who was the injured party and roll once on each of the columns below. Once you have determined what your enemy is like, go to the Sweet Revenge table to see how the offended party will act if the two of you ever meet again.Roll Enemy What Caused it? Who's been Wronged? (choose) What Can They Throw at You?1 Ex-friend Caused the other to lose face or status. Just themselves and even they won't go out of their way.2 Ex-lover Caused the loss of lover, friend, or relative. Just themselves.3 Estranged relative Caused a major public humiliation. Just themselves and a close friend.4 Childhood enemy Accused the other of cowardice or some other major personal flaw.Themselves and a few (1d6/2) friends.5 Person working for you Deserted or betrayed the other. Themselves and a few (1d10/2) friends.6 Person you work for Turned down the other's offer of a job or romantic involvement.An entire gang (at least 1d10 + 5 people).7 Partner or coworker You just don't like each other. The local cops or other Lawmen.8 Corporate exec One of you was a romantic rival. A powerful gang lord or small Corporation.9 Government official One of you was a business rival. A powerful Corporation.10 Boosterganger One of you set the other up for a crime they didn't commit.An entire city or government or agency.52TALES FROM THE STREET▶ Sweet Revenge! ◀It's not really ugly until the bad blood between you and your enemies finally comes to the surface. When you meet, the metal is going to shred. So what's gonna go down when they get back in your face?Roll 1d10 or choose one.Roll What are You/They Gonna do About it?1-2 Avoid the scum.3-4 Go into a murderous rage and try to physically rip their face off.5-6 Backstab them indirectly.7-8 Verbally attack them.9 Set them up for a crime or other transgression they didn't commit.10 Set out to murder or maim them.▶ Your Tragic Love Affair(s) ◀It wouldn't be Cyberpunk if there was a happily ever-af-ter, now would it? You've probably been involved with someone by now but that may not be the case. We don't care about the one's that worked, we want to know about the ugly ones that ripped out your heart. We also don't care who they were, what their gender was, or any other details, but feel free to use the Personals sections above to get your own ideas about what they looked like, acted like, and maybe even had in common with you. Not that it mattered in the end, right?Roll 1d10 and subtract 7 (minimum 0) to see how many tragic love affairs you've had, then use the table below to see how each ended. Roll What Happened?1 Your lover died in an accident.2 Your lover mysteriously vanished.3 It just didn't work out.4 A personal goal or vendetta came between you and your lover.5 Your lover was kidnapped.6 Your lover went insane or cyberpsycho.7 Your lover committed suicide.8 Your lover was killed in a fight.9 A rival cut you out of the action.10 Your lover is imprisoned or exiled.BY HUNTANG53TALES FROM THE STREETthe wRAP uPYou know your history, your personal style, and your turbulent love life. It's time to wrap all this up by determining what you want out of life.▶ Your Life Goals ◀Roll 1d10 or choose one.Roll Life Goals1 Get rid of a bad reputation.2 Gain power and control.3 Get off The Street no matter what it takes.4 Cause pain and suffering to anyone who crosses you.5 Live down your past life and try to forget it.6 Hunt down those responsible for your miserable life and make them pay.7 Get what's rightfully yours.8 Save, if possible, anyone else involved in your background, like a lover, or family member.9 Gain fame and recognition.10 Become feared and respected.Role-Based LifepathsSome things about life are universal. Other things are pretty specific. One of these is how your day job (or night job or side job or whatever—we won't judge you) affects your life. The things that a hard-bitten Lawman on The Street has to face are way different from the glittering club life of a Rockerboy, and they both deal with stuff no pampered and privileged Exec could even imagine. To that end, we've constructed a series of Role-based Lifepaths that supplement the regular Lifepath. Have fun!meDiA PAGe 62exeC PAGe 63lAwmAn PAGe 65FixeR PAGe 66nomAD PAGe 68meDteCh PAGe 60teCh PAGe 58netRunneR PAGe 56solo PAGe 55RoCkeRboy PAGe 54sologroupgroupsolo54▶ What Kind of Rockerboy are You? ◀Roll 1d10 or choose one.Roll Type1 Musician2 Slam Poet3 Street Artist4 Performance Artist5 Comedian6 Orator7 Politico8 Rap Artist9 DJ10 Idoru▶ Are You in a Group or a Solo Act? ◀ Choose either in a Group or Solo Act.▶ Where Do You Perform? ◀Roll 1d6 or choose one.Roll Venue1 Alternative Cafes2 Private Clubs3 Seedy Dive Bars4 Guerrilla Performances5 Nightclubs Around the City6 On the Data Pool▶ Who's Gunning for You/Your Group? ◀Roll 1d6 or choose one.Roll Who?1 Old group member who thinks you did them dirty.2 Rival group or artist trying to steal market share.3 Corporate enemies who don't like your message.4 Critic or other "influencer" trying to bring you down.5 Older media star who feels threatened by your rising fame.6 Romantic interest or media figure who wants revenge for personal reasons.▶ Why Did You Leave? ◀Why? Roll 1d6 or choose one.Roll Reason1 You were a jerk and the rest of the group voted you out.2 You got caught sleeping around with another member's mainline.3 The rest of the group was killed in a tragic "accident."4 The rest of the group was murdered or otherwise broken up by external enemies.5 The group broke up over "creative differences."6 You decided to go solo.▶ Were You Once in a Group? ◀Were you once part of a group or have you always been a solo act? Choose one.ROCKERBOYFor more info onentertainmentin Cyberpunk RED seePage 32955▶ What Kind of Solo are You? ◀Roll 1d6 or work with your GM to choose one.Roll Type1 Bodyguard2 Street Muscle for Hire3 Corporate Enforcer who takes jobs on the side4 Corporate or Freelance Black Ops Agent5 Local Vigilante for Hire6 Assassin/Hitman for Hire▶ What's Your Operational Territory? ◀Roll 1d6 or choose one.Roll Territory1 A Corporate Zone2 Combat Zones3 The whole City4 The territory of a single Corporation5 The territory of a particular Fixer or contact6 Wherever the money takes you ▶ Who's Gunning for You? ◀Roll 1d6 or choose one.Roll Who?1 A Corporation you may have angered.2 A boostergang you may have tackled earlier.3 Corrupt Lawmen or Lawmen who mistakenly think you're guilty of something.4 A rival Solo from another Corp.5 A Fixer who sees you as a threat.6 A rival Solo who sees you as their nemesis. ▶ What's Your Moral Compass Like? ◀Roll 1d6 or choose one.Roll Moral Compass1 Always working for good, trying to take out the "bad guys."2 Always spare the innocent (elderly, women, children, pets).3 Will occasionally slip and do unethical or bad things, but it's rare.4 Ruthless and profit centered; you will work for anyone, take any job for the money.5 Willing to bend the rules (and the law) to get the job done.6 Totally evil. You engage in illegal, unethical work all the time; in fact, you enjoy it.SOLOgot a partnerwork alone56 ▶ Got a Partner, or Do You Work Alone? ◀ Choose either Got a Partner or Work Alone.▶ If You Have a Partner, Who are They? ◀Roll 1d6 or choose one.Roll Who?1 Family member2 Old friend3 Possible romantic partner as well4 Secret partner who might be a rogue AI. Might.5 Secret partner with mob/gang connections6 Secret partner with Corporate connections▶ What Kind of Runner are You? ◀Roll 1d6 or work with your GM to choose one.Roll Type1 Freelancer who will hack for hire.2 Corporate "clone runner" who hacks for the Man.3 Hacktivist interested in cracking systems and exposing bad guys.4 Just like to crack systems for the fun of it.5 Part of a regular team of freelancers.6 Hack for a Media, politico, or Lawman who hires you as needed. ▶ What's Your Workspace Like? ◀Roll 1d6 or choose one.Roll Workspace1 There are screens everywhere.2 It looks better in Virtuality, you swear.3 It's a filthy bed covered in wires.4 Corporate, modular, and utilitarian.5 Minimalist, clean, and organized.6 It's taken over your entire living space.NETRUNNERThere's an entire chapter on Netrunning starting onPage 19557 ▶ Who are Some of Your Other Clients? ◀Roll 1d6 or choose one.Roll Who?1 Local Fixers who send you clients.2 Local gangers who also protect your work area while you sweep for NET threats.3 Corporate Execs who use you for "black project" work.4 Local Solos or other combat types who use you to keep their personal systems secure.5 Local Nomads and Fixers who use you to keep their family systems secure.6 You work for yourself and sell whatever data you can find on the NET. ▶ Where Do You Get Your Programs? ◀Roll 1d6 or choose one.Roll Where?1 Dig around in old abandoned City Zones.2 Steal them from other Netrunners you brain-burn.3 Have a local Fixer supply programs in exchange for hack work.4 Corporate Execs supply you with programs in exchange for your services.5 You have backdoors into a few Corporate warehouses.6 You hit the Night Markets and score programs whenever you can. ▶ Who's Gunning for You? ◀Roll 1d6 or choose one.Roll Who?1 You think it might be a rogue AI or a NET Ghost. Either way, it's bad news.2 Rival Netrunners who just don't like you.3 Corporates who want you to work for them exclusively.4 Lawmen who consider you an illegal "black hat" and want to bust you.5 Old clients who think you screwed them over.6 Fixer or another client who wants your services exclusively.LifePaTh examPLeVictoria flips to the Role Specific Lifepath for a Netrunner. She rolls a 1 on first table, meaning she's a freelancer who hacks for hire. She decides her Netrunner flies solo. Her workspace is, on a roll of 5, minimalist, clean, and organized. She rolls a 5 and discovers that, among her clients, are local Fixers who use her services to secure their systems. She gets her Programs from Night Markets with a roll of 6, and with a 1 on the Who's Gunning for You table, there's a rogue AI or NET Ghost after her!Victoria thinks about it and decides Maryam, her Netrunner, left home to seek her fortune after being rejected for a Highrider NET security position. When she got to Night City she quickly dis-covered jobs could hard to come by. Luckily, she made a friend who introduced her to some local Fixers who could use her skills to keep their data safe. As for her new enemy? It may be that, before she left Africa, Maryam cracked open an old Data Fortress Netwatch missed when it cleaned up the old NET and, just maybe, whatever was inside found a way to follow her to Night City.NETRUNNERgot a partnerwork alone58 ▶ What Kind of Tech are You? ◀Roll 1d10 or choose one.Roll Type1 Cyberware Technician2 Vehicle Mechanic3 Jack of All Trades4 Small Electronics Technician5 Weaponsmith6 Crazy Inventor7 Robot and Drone Mechanic8 Heavy Machinery Mechanic9 Scavenger10 Nautical Mechanic▶ Got a Partner, or Do You Work Alone? ◀Choose either Got a Partner or Work Alone.▶ If You Have a Partner, Who are They?◀Roll 1d6 or choose one.Roll Who?1 Family member2 Old friend3 Possible romantic partner as well4 Mentor5 Secret partner with mob/gang connections6 Secret partner with Corporate connections▶ What's Your Workspace Like? ◀Roll 1d6 or choose one.Roll Workspace1 A mess strewn with blueprint paper.2 Everything is color coded, but it's still a nightmare.3 Totally digital and obsessively backed up every day.4 You design everything on your Agent.5 You keep everything just in case you need it later.6 Only you understand your filing system.TECHyou wAnt you wAnt whatwhat? okAy, but ? okAy, but i'm GonnA hAve to ChARGe i'm GonnA hAve to ChARGe extraextra . i'll neeD it to AFFoRD . i'll neeD it to AFFoRD some eye bleACh some eye bleACh afterafter..— Torch— Torch59▶ Who are Your Main Clients? ◀Roll 1d6 or choose one.Roll Who?1 Local Fixers who send you clients.2 Local gangers who also protect your work area or home.3 Corporate Execs who use you for "black project" work.4 Local Solos or other combat types who use you for weapon upkeep.5 Local Nomads and Fixers who bring you "found" tech to repair.6 You work for yourself and sell what you invent/repair.▶ Where Do You Get Your Supplies? ◀Roll 1d6 or choose one.Roll Where?1 Scavenge the wreckage you find in abandoned City Zones.2 Strip gear from bodies after firefights.3 Have a local Fixer bring you supplies in exchange for repair work.4 Corporate Execs supply you with stuff in exchange for your services.5 You have backdoor into a few Corporate warehouses.6 You hit the Night Markets and score deals whenever you can.▶ Who's Gunning For You? ◀Roll 1d6 or choose one.Roll Who?1 Combat Zone gangers who want you to work for them exclusively.2 Rival Tech trying to steal your customers.3 Corporates who want you to work for them exclusively.4 Larger manufacturer trying to bring you down because your mods are a threat.5 Old client who thinks you screwed them over.6 Rival Tech trying to beat you out for resources and parts.TECHabouT worKsPacesLater in the book (on pg. 377) you'll learn more about Housing. Those are the rules that cover where you sleep and they're important. If you're exhausted, you'll suffer penalties on Checks due to lack of sleep.Some Roles, such as Netrunner and Tech, roll on a Workspace table as part of their Role Specific Lifepath. The result rolled doesn't represent a physi-cal location the Character owns but, rather, what-ever space they set up to work in. That might be a curtained off area in the Housing they rent, a spare desk at a partner's place, or just whatever corner they can spread out in at the time.Under no circumstances do e s a Charac t e r ' s Workspace, by itself, count as Housing. If a Character sleeps in their Workspace, and that Workspace isn't already part of their purchased Housing (in a spare room in their Conapt, for example), it counts as if they had slept in a vehicle for the purposes of deciding if they got a good night's sleep or not.got a partnerwork alone60▶ What Kind of Medtech are You? ◀Roll 1d10 or work with your GM to choose one.Roll Type1 Surgeon2 General Practitioner3 Trauma Medic4 Psychiatrist5 Cyberpsycho Therapist6 Ripperdoc7 Cryosystems Operator8 Pharmacist9 Bodysculptor10 Forensic Pathologist▶ What's Your Workspace Like? ◀Roll 1d6 or choose one.Roll Workspace1 Sterilized daily in the morning like clockwork.2 It's not state-of-the-art anymore, but it's comfortable to you.3 Your cryo equipment is also used to cool drinks.4 Everything possible is single-use and stored compacted until needed.5 Not as clean as many of your patients may have hoped.6 Meticulously organized, sharpened, and sterilized.▶ Got a Partner, or Do You Work Alone? ◀ Choose either Got a Partner or Work Alone.▶ Tell Us About Your Partner(s). ◀Roll 1d6 or choose one.Roll Who?1 Trauma Team group2 Old friend3 Possible romantic partner as well4 Family member5 Secret partner with mob/gang connections6 Secret partner with Corporate connectionsMEDTECHFor more info on patching people up, go toPage 219Trauma Team:A premium emergency medical Corp. For more info seePage 279BY HÉLIO FRAZÃO61▶ Who are Your Main Clients? ◀Roll 1d6 or choose one.Roll Who?1 Local Fixers who send you clients.2 Local gangers who also protect your work area or home in exchange for medical help.3 Corporate Execs who use you for "black project" medical work.4 Local Solos or other combat types who use you for medical help.5 Local Nomads and Fixers who bring you wounded clients.6 Trauma Team paramedical work.▶ Where Do You Get Your Supplies? ◀Roll 1d6 or choose one.Roll Where?1 Scavenge stashes of medical supplies you find in abandoned City Zones.2 Strip parts from bodies after firefights.3 Have a local Fixer bring you supplies in exchange for medical work.4 Corporate Execs or Trauma Team supply you with stuff in exchange for your services.5 You have a backdoor into a few Corporate or Hospital warehouses.6 You hit the Night Markets and score deals whenever you can.MEDTECH62 ▶ What Kind of Media are You? ◀Roll 1d6 or choose one.Roll Type1 Blogger2 Writer (Books)3 Videographer4 Documentarian5 Investigative Reporter6 Street Scribe▶ How Ethical are You? ◀Roll 1d6 or choose one.Roll Ethics1 Fair, honest reporting, strong ethical practices. You only report the verifiable truth.2 Fair and honest reporting, but willing to go on hearsay and rumor if that's what it takes.3 Will occasionally slip and do unethical things, but it's rare. You have some standards.4 Willing to bend any rules to get the bad guys. But only the bad guys.5 Ruthless and determined to make it big, even if it means breaking the law. You're a muckraker.6 Totally corrupt. You take bribes, engage in illegal, unethical reporting all the time. Your pen is for hire to the highest bidder.▶ How Does Your Work Reach the Public? ◀Roll 1d6 or choose one.Roll How?1 Monthly magazine2 Blog3 Mainstream vid feed4 News channel5 "Book" sales6 Screamsheets▶ What Types of Stories Do You Want to Tell? ◀Roll 1d6 or choose one.Roll Stories1 Political Intrigue2 Ecological Impact3 Celebrity News4 Corporate Takedowns5 Editorials6 PropagandaMEDIATo learn more about how people in 2045 get their news seePage 32663 ▶ What Kind of Corp Do You Work For? ◀Roll 1d6 or work with your GM to choose one.Roll Type1 Financial2 Media and Communications3 Cybertech and Medical Technologies4 Pharmaceuticals and Biotech5 Food, Clothing, or other General Consumables6 Energy Production7 Personal Electronics and Robotics8 Corporate Services9 Consumer Services10 Real Estate and Construction▶ What Division Do You Work In? ◀Roll 1d6 or choose one.Roll Division1 Procurement2 Manufacturing3 Research and Development4 Human Resources5 Public Affairs/Publicity/Advertising6 Mergers and Acquisitions▶ How Good/Bad is Your Corp? ◀Roll 1d6 or choose one.Roll Good/Bad1 Always working for good, fully supporting ethical practices.2 Operates as a fair and honest business all the time.3 Will occasionally slip and do unethical things, but it's rare.4 Willing to bend the rules to get what it needs.5 Ruthless and profit-centered, willing to do some bad things.6 Totally evil. Will engage in illegal, unethical business all the time.EXEC 64▶ Current State with Your Boss ◀Roll 1d6 or choose one.Roll Current State1 Your Boss mentors you but watch out for their enemies.2 Your Boss gives you a free hand and doesn't want to know what you're up to.3 Your Boss is a micromanager who tries to meddle in your work.4 Your Boss is a psycho whose unpredictable outbursts are offset by quiet paranoia.5 Your Boss is cool and watches your back against rivals.6 Your Boss is threatened by your meteoric rise and is planning to knife you.▶ Where is Your Corp Based? ◀Roll 1d6 or choose one.Roll Where?1 One city2 Several cities3 Statewide4 National5 International, offices in a few major cities6 International, offices everywhere▶ Who's Gunning for Your Group? ◀Roll 1d6 or choose one.Roll Who?1 Rival Corp in the same industry.2 Law enforcement is watching you.3 Local Media wants to bring you down.4 Different divisions in your own company are feuding with each other.5 Local government doesn't like your Corp.6 International Corporations are eyeing you for a hostile takeover.EXEC execs and Lawmen in a PunK GameIn the real world, it's unfor-tunately all too common for people with power to punch down at the people without it. That's doubly true in the world of Cyberpunk, where the Corps and police forces have more power than just about anyone else. Let's face it. If you're playing an Exec or a Lawman, there's a pretty good chance you aren't working for the good guys.Still, you need to ask yourself. In a world where Edgerunners of ten rail against the tyranny of authority, where does your Lawman or Exec fit in? Are they selfishly using the rest of the party for their own gain? Arethey the classic "kid made good", hanging with old friends and caught between two worlds? Or are they star-ry-eyed dreamers, hoping to change the system from the inside?Those are all valid stories for you to tell. Just be careful. You know the old saying: power corrupts.65▶ What is Your Position on the Force ◀Roll 1d6 or work with your GM to choose one.Roll Position1 Guard2 Standard Beat or Patrol3 Criminal Investigation4 Special Weapons and Tactics5 Motor Patrol6 Internal Affairs▶ How Wide is Your Group's Jurisdiction? ◀Roll 1d6 or choose one.Roll Jurisdiction1 Corporate Zones2 Standard City Patrol Zone3 Combat Zones4 Outer City5 Recovery Zones6 Open Highways▶ How Corrupt is Your Group? ◀Roll 1d6 or choose one.Roll Corruption1 Fair, honest policing, strong ethical practices.2 Fair and honest policing, but hard on lawbreakers.3 Will occasionally slip and do unethical things, but it's rare.4 Willing to bend any rules to get the bad guys.5 Ruthless and determined to control The Street, even if it means breaking the law.6 Totally corrupt. You take bribes, engage in illegal, and unethical business all the time.▶ Who's Gunning for Your Group? ◀Roll 1d6 or choose one.Roll Who?1 Organized Crime2 Boostergangs3 Police Accountability Group4 Dirty Politicians5 Smugglers6 Street Criminals▶ Who is Your Group's Major Target? ◀Roll 1d6 or choose one.Roll Who?1 Organized Crime2 Boostergangs3 Drug Runners4 Dirty Politicians5 Smugglers6 Street CrimeLAWMAN got a partnerwork alone66▶ What Kind of Fixer are You? ◀Roll 1d10 or work with your GM to choose one.Roll Type1 Broker deals between rival gangs.2 Procure rare or atypical resources for exclusive clientele.3 Specialize in brokering Solo or Tech services as an agent.4 Supply a regular resource for the Night Markets, like food, medicines, or drugs.5 Procure highly illegal resources, like street drugs or milspec weapons.6 Supply resources for Techs and Medtechs, like parts and medical supplies.7 Operate several successful Night Markets, although not as owner.8 Broker use contracts for heavy machinery, military vehicles, and aircraft.9 Broker deals as a fence for scavengers raiding Corps or Combat Zones.10 Act as an exclusive agent for a Media, Rockerboy, or a Nomad Pack.▶ What's Your "Office" Like? ◀Roll 1d6 of choose one.Roll Office1 You don't have one. You like to keep it mobile.2 A booth in a local bar.3 All Data Pool messages and anonymous dead drops.4 Spare room in a warehouse, shop, or clinic.5 An otherwise abandoned building.6 The lobby of a cube hotel.▶ Got a Partner or Work Alone? ◀Choose either Got a Partner or Work Alone.▶ Got a Partner? Who? ◀Roll 1d6 or choose one.Roll Who?1 Family member2 Old friend3 Possible romantic partner as well4 Mentor5 Secret partner with mob/gang connections6 Secret partner with Corporate connectionsFIXERNight Market:A pop-up marketplace set up by Fixers to quickly sell goods. SeePage 337BY EVE VENTRUE67▶ Who are Your Side Clients? ◀Roll 1d6 or choose one.Roll Who?1 Local Rockerboys or Medias who use you to get them gigs or contacts.2 Local gangers who also protect your work area or home.3 Corporate Execs who use you for "black project" procurement work.4 Local Solos or other combat types who use you to get them jobs or contacts.5 Local Nomads and Fixers who use you to set up transactions or deals.6 Local politicos or Execs who depend on you for finding out information.FIXER▶ Who's Gunning for You? ◀Roll 1d6 or choose one.Roll Who?1 Combat Zone gangers who want you to work for them exclusively.2 Rival Fixers trying to steal your clients.3 Execs who want you to work for them exclusively.4 Enemy of a former client who wants to clean up "loose ends"—like you.5 Old client who thinks you screwed them over.6 Rival Fixer trying to beat you out for resources and parts.landairseaNOMAD68▶ How Big is Your Pack? ◀Roll 1d6 or choose one.Roll Pack Size1 A single extended tribe or family2 A couple dozen members3 Forty or fifty members4 A hundred or more members5 A Blood Family (hundreds of members)6 An Affiliated Family (made of several Blood Families)▶ Is Your Pack Based on Land, Air, or Sea? ◀Choose Land, Air, or Sea Nomads.▶ If on Land, What Do They Do? ◀Roll 1d10 or choose one. Roll Type1 Gogang2 Passenger transport3 Chautauqua/school4 Traveling show/carnival5 Migrant farmers6 Cargo transport7 Shipment protection8 Smuggling9 Mercenary army10 Construction work gang▶ If in Air, What Do They Do? ◀Roll 1d6 or choose one.Roll Type1 Air piracy2 Cargo transport3 Passenger transport4 Aircraft protection5 Smuggling6 Combat support▶ If at Sea, What Do They Do? ◀Roll 1d6 or choose one.Roll Type1 Piracy2 Cargo transport3 Passenger transport4 Smuggling5 Combat support6 Submarine warfareDifferent Nomad groups include the Aldecaldos, who are helping rebuild Night City; the Jodes, originally farmers from the American Midwest; the Blood Nation, who specialize in traveling entertainment; and the Meta, made up from military personnel abandoned during the SouthAm Wars.NOMAD69nomads in a ciTy GameIn 2045, Nomads control the highways and sea lanes. Want to get cargo from point A to point B? Chances are you'll be contracting with Nomads to do so at ports and depot sites they run. They're also const ruc t ion exper t s , putting their talents to work rebuilding what the 4th Corporate War broke. See that fancy megabuilding going up in the distance? There's probably a few hundred Nomads working that job. These days, several Nomad families ma in t a in p e r manen t enclaves either in Night City or on its outskirts. So, finding a reason for your Nomad to be in the City shouldn't be difficult.As for why they're hanging out with a bunch of statics (non-Nomads)? We recommend keeping it personal. Make it about the connection between your Nomad and one or more of the other Characters. Maybe the Fixer's working with your Pack to secure supplies and you've been assigned to keep an eye out. Or maybe your Pack owes the Medtech a favor. Talk to your GM. Talk to the other Players. You'll figure it out.▶ What Do You Do for Your Pack? ◀Roll 1d6 or choose one.Roll Type1 Scout (negotiator)2 Outrider (protection, weapons)3 Transport pilot/driver4 Loadmaster (large cargo mover, trucker)5 Solo smuggler6 Procurement (fuel, vehicles, etc.)▶ Who's Gunning for Your Pack? ◀Roll 1d6 or choose one.Roll Who?1 Organized Crime2 Boostergangs3 Drug Runners4 Dirty Politicians5 Rival Packs in the same businesses6 Dirty Cops▶ What's Your Pack's Overall Philosophy? ◀Roll 1d6 or choose one.Roll Philosophy1 Always working for good; your Pack accepts others, just wants to get along.2 It's more like a family business. Operates as a fair and honest concern.3 Will occasionally slip and do unethical things, but it's rare.4 Willing to bend the rules whenever they get in the way to get what the Pack needs.5 Ruthless and self-centered, willing to do some bad things if it will get the Pack ahead.6 Totally evil. You rage up and down the highways, killing, looting, and just terrorizing everyone.71FITTED for the futureFITTED for the futurethe parts of a characterthe parts of a characterYour Character is the role that you will be playing in the loose, impromptu play that makes up a roleplaying session. For example, if your roleplaying group were staging a recreation of the movie Blade Runner, the Android, Roy Batty (Mike's personal favorite, by the way) would be one of the Characters. BY HUNTANG72FITTED FOR THE FUTUREMuch like actor Rutger Hauer, the person playing Roy in this adventure would try to act out what they thoughtthe Character would be doing in each scene of the "movie."But what keeps a Player from saying, "Ah! When Deckard corners Roy, Roy uses his heat-ray vision to melt Deckard's gun?" That's where the rules come in. To make sure a Character is played convincingly, the GM uses a set of structured guidelines (like these) to tell Players what is or isn't possible within the confines of the world. To set guidelines on what is possible for a particular Character, the GM starts out with the powerful tool of Statistics.What are Statistics?Statistics (also called STATs) are numbers that describe your Character's abilities in the game, as compared to everything else in the universe. All people and creatures can be described (or written up) using Statistics. This helps you compare Characters' abilities, which is often important in the game. For instance, a person with a STAT of 5 might be better off than a person with a STAT of 4, but not as good as a person with a STAT of 6. Statistics are generally rated from 1 to 8, but can go higher.In a Cyberpunk RED campaign, Characters will have Ten Primary Statistics, arranged into four groups: Mental, Combat, Fortune, and Physical.mentAl GRouPIntelligence (INT): How generally bright you are. As a rule, this is more than sheer intelligence, but also includes cleverness, awareness, perception, and your ability to learn.Willpower (WILL): Your determination and ability to face danger and/or stress. This STAT also rep-resents your courage and ability to survive long-term privation. This STAT is important for determining how much damage you can take.Cool (COOL): Your ability to impress and influence people through your character and charisma; how well you get along with others; how you interact in social situations.Empathy (EMP): Your ability to relate to and care for others, and take others into consideration. Particularly important as it offsets the effects of cyberpsychosis, a dangerous mental illness common in the Dark Future.CombAt GRouPTechnique (TECH): Your ability to manipulate tools or instruments. This is not the same as Reflexes, inas-much as this covers the knack of using tools. One Character might have a high Technique but might not be able to fence or juggle. On the other hand, another might have high Reflexes, but might not be able to rewire a computer or hot-wire a car.Reflexes (REF): Your response time and coordina-tion, as used in aiming, throwing, juggling, etc. A stage magician, for example, would have a high Reflex STAT. Most importantly, this is the STAT that affects your ability to hit things with ranged weapons.FoRtune GRouPLuck (LUCK): How the gods of chance see you. With a high enough Luck, you can tip the scales in your favor. In a game mechanics sense, you can apply points from this STAT to offset die rolls in your favor. However, this pool of points only refills at the beginning of the next session.PhysiCAl GRouPBody (BODY): Your size, toughness, and ability to stay alive and conscious due to physical mass, structure, or other qualities. This STAT is important for determining how much damage you can take.Dexterity (DEX): Your overall physical compe-tence, as it pertains to balancing, leaping, jumping, combat, and other athletic activities. A gymnast would have a high Dexterity. Most importantly, this is the STAT that affects your ability to hit things with melee weapons and can help you dodge attacks.Movement (MOVE): Your speed of movement: running, leaping, swimming, etc.73FITTED FOR THE FUTUREHow Do You Get Your STATs?Got it? Let's start with the first step to all these methods: the STAT Block.the stAt bloCkWhen creating a Character, you will be placing your STATs in a STAT Block like the one below:This block remains the same for all three types of Character Generation: Streetrats, Edgerunners, and Complete Packages. You will find a STAT Block similar to this on your Character Sheet.the thRee wAys to GeneRAte stAts▶ Method #1: Streetrats (Templates) ◀When using The Streetrat Option, you'll roll 1d10 and then copy the numbers adjacent to the result of that roll onto your Character Sheet. You may not move your STATs around; you must transfer them as written on the table for that Roll. The good news is that these tables have been computer-generated to give you an optimal Character for that type of Role.Example: Jay decides to play a Solo. Jay goes to the Template table for Solos and roll 1d10. Jay rolls a 6.Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 6 7 7 3 8 6 5 5 6 52 7 8 6 3 6 6 7 5 6 63 5 8 7 4 7 7 6 7 8 54 5 8 6 4 6 7 6 5 7 65 6 6 7 5 7 6 7 6 8 46 7 7 6 5 7 6 6 7 7 57 7 7 6 5 6 7 7 6 6 68 7 8 7 5 6 6 5 6 8 49 7 7 6 4 6 6 6 5 6 510 6 6 8 5 6 6 5 6 6 5Jay would then read from the rolled value, moving across the table and filling in the STAT Block on their Character Sheet with each number in succession. ▶ luCk ▶ will ▶ move ▶ boDy ▶ emP ▶ Cool ▶ teCh ▶ Dex ▶ ReF ▶ int ▶ luCk ▶ will ▶ move ▶ boDy ▶ emP ▶ Cool ▶ teCh ▶ Dex ▶ ReF ▶ int 7 7 6 5 76 6 7 7 5STAT DefinitionsPage 72Next Step:Derived STATsPage 7974FITTED FOR THE FUTUREHere's your Template options Role by Role: ▶ RoCkeRboyRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 7 6 6 5 6 8 7 7 3 82 3 7 7 7 7 6 7 7 5 83 4 5 7 7 6 6 7 7 5 84 4 5 7 7 6 8 7 6 3 85 3 7 7 7 6 8 6 5 4 76 5 6 7 5 7 8 5 7 3 77 5 6 6 7 7 8 7 6 3 68 5 7 7 5 6 6 6 6 4 89 3 5 5 6 7 8 7 5 5 710 4 5 6 5 8 8 7 6 4 7 ▶ soloRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 6 7 7 3 8 6 5 5 6 52 7 8 6 3 6 6 7 5 6 63 5 8 7 4 7 7 6 7 8 54 5 8 6 4 6 7 6 5 7 65 6 6 7 5 7 6 7 6 8 46 7 7 6 5 7 6 6 7 7 57 7 7 6 5 6 7 7 6 6 68 7 8 7 5 6 6 5 6 8 49 7 7 6 4 6 6 6 5 6 510 6 6 8 5 6 6 5 6 6 5 ▶ netRunneRRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 5 8 7 7 7 4 8 7 7 42 5 6 7 5 8 3 8 7 5 53 5 6 8 6 6 4 7 6 7 44 5 7 7 7 7 5 8 6 5 55 5 8 8 5 7 3 7 5 5 66 6 6 6 7 8 4 7 7 6 67 6 6 6 7 6 5 7 7 7 68 5 7 8 6 8 4 8 5 7 49 7 6 7 7 6 3 6 5 6 510 7 8 6 6 6 4 7 7 5 675FITTED FOR THE FUTURE ▶ teChRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 6 7 7 8 4 4 5 5 7 62 7 6 6 7 5 3 7 7 5 53 8 6 5 7 5 4 7 7 5 74 7 8 7 8 4 4 6 5 6 75 6 6 7 6 4 3 7 7 6 66 8 7 5 6 3 3 7 6 6 77 8 6 7 8 4 4 7 6 7 68 8 8 7 8 5 4 6 5 6 69 6 6 7 8 3 3 5 7 7 710 8 8 5 6 4 4 6 5 6 6 ▶ meDteChRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 7 5 6 7 5 3 8 5 5 72 6 7 7 7 4 4 6 7 7 73 6 5 5 8 5 3 8 5 7 84 8 7 6 8 3 5 6 6 5 75 6 7 5 7 5 5 8 7 6 86 8 5 5 8 5 5 6 6 5 67 8 6 5 8 5 4 8 5 7 78 6 5 7 7 3 5 8 5 5 89 6 6 7 7 5 4 6 6 5 610 8 7 6 6 3 4 8 7 6 7 ▶ meDiARoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 6 6 5 5 8 7 5 7 5 72 8 7 7 3 6 6 6 5 6 83 6 7 7 5 6 8 5 5 5 74 6 5 7 5 6 7 5 5 6 65 6 6 7 4 8 7 6 7 5 86 7 5 5 4 8 7 6 7 5 87 8 5 6 3 7 6 6 5 6 78 6 5 6 5 6 8 6 6 7 89 7 7 5 4 6 7 6 5 6 710 7 6 6 3 7 6 7 6 7 676FITTED FOR THE FUTURE ▶ lAwmAnRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 5 6 7 5 7 8 5 6 5 62 6 6 6 5 6 8 5 7 5 53 5 7 7 7 6 7 5 5 7 64 6 6 7 6 6 8 5 7 7 65 6 6 7 6 7 7 6 5 5 66 7 6 5 5 7 8 5 6 7 47 7 8 7 5 6 8 7 6 5 48 5 6 6 5 6 8 5 7 6 49 7 7 5 5 7 7 6 5 5 610 6 6 5 6 8 7 5 7 6 6 ▶ exeCRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 8 5 5 3 8 6 6 5 5 72 8 6 6 4 7 6 7 7 5 73 8 7 6 3 8 6 7 6 4 54 8 5 7 5 6 5 6 5 5 75 7 7 6 5 8 5 7 7 5 66 5 7 7 3 6 7 6 5 5 77 6 6 7 5 8 7 6 7 4 68 6 7 7 3 7 5 7 5 5 79 7 6 7 5 7 5 7 6 5 510 7 7 5 5 8 6 6 7 4 7 ▶ FixeRRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 8 5 7 4 6 5 8 5 5 82 8 5 5 5 6 7 8 7 5 73 6 6 6 4 5 6 8 6 3 84 7 7 5 5 7 6 7 7 5 85 8 6 6 3 6 5 8 7 5 66 8 7 5 5 6 7 7 5 3 67 8 6 6 5 6 5 6 7 5 88 6 6 7 4 7 6 7 7 4 79 8 7 7 5 5 5 7 6 5 710 6 5 6 5 5 6 8 6 4 777FITTED FOR THE FUTURE ▶ nomADRoll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 6 6 8 3 6 7 6 6 6 42 5 7 6 5 88 8 7 5 43 5 8 6 3 8 7 6 5 6 54 5 8 7 4 8 6 7 7 7 55 6 6 6 3 6 7 6 7 7 46 7 6 8 4 6 7 6 5 6 57 6 7 8 4 6 6 7 5 7 58 5 7 8 3 8 6 7 5 5 59 6 7 6 4 8 6 6 6 6 610 5 6 7 4 7 8 7 7 7 4▶ Method #2: Edgerunners (Fast and Dirty) ◀When using the Edgerunner option, you will once again move to the Templates for your Character's Role (see pg. 74). This time, you will roll 1d10 for each STAT individually, comparing the roll for that STAT against the value on the column for that STAT.Example: Jay decides to play a Solo again. This time, Jay rolls 1d10 for each STAT in the STAT Block, moving in succession from left to right. They get:Roll INT REF DEX TECH COOL WILL LUCK MOVE BODY EMP1 6 7 7 3 8 6 5 5 6 52 7 8 6 3 6 6 7 5 6 63 5 8 7 4 7 7 6 7 8 54 5 8 6 4 6 7 6 5 7 65 6 6 7 5 7 6 7 6 8 46 7 7 6 5 7 6 6 7 7 57 7 7 6 5 6 7 7 6 6 68 7 8 7 5 6 6 5 6 8 49 7 7 6 4 6 6 6 5 6 510 6 6 8 5 6 6 5 6 6 5When they have rolled values for all ten STATs, they will fill those values into their STAT Block as follows: ▶ luCk ▶ will ▶ move ▶ boDy ▶ emP ▶ Cool ▶ teCh ▶ Dex ▶ ReF ▶ int 6 7 7 5 76 6 7 8 5STAT DefinitionsPage 72Next Step:Derived STATsPage 7978FITTED FOR THE FUTURE▶ Method #3: Complete Packages (Calculated) ◀This method allows you to build the Character from the ground up, using a pool of "Character points" to "buy" the Character's STATs. While it's the most flexible method, it's also the most time-consuming and is not recommended for novice roleplayers.When using the Complete Package option, your GM will give you a specific number of points with which to generate your Character's STATs (normally 62). The only limit is that no STAT may be higher than 8 or lower than 2. And we strongly suggest that GMs start their Players on the Starting Character rank. But we've also included Point Values for both higher and lower Characters based on the loose ranking system we used in previous editions of Cyberpunk (2013, 2020). Once again, we caution GMs to stick to the Starting Character version unless they are positively sure they want to change the play balance of their games.But hey, it's your funeral.Rank of Character STAT PointsMinor Supporting Character 50Starting Character 62Major Supporting Character 70Minor Hero 75Major Hero 80Divide up your STAT points between the ten STATs in the block. On average, you should be able to put at least 6 points in each STAT with a couple of points left over.Fine tuning these numbers is the fun part of the Complete Package option.Example: Once again, Jay decides to play a Solo. This time, Jay has 62 points with which to buy their Character's STATS. Jay starts by splitting the points evenly between the ten STATs in the block, but then starts to tinker with where the points will finally end up. In the end, Jay chooses to build a tough Solo who is more a physical fighter than a gunman, with more points in the Character's BODY, DEX, WILL, and MOVE STATs. ▶ luCk ▶ will ▶ move ▶ boDy ▶ emP ▶ Cool ▶ teCh ▶ Dex ▶ ReF ▶ int 5 7 8 3 67 6 8 8 4 ▶ luCk ▶ will ▶ move ▶ boDy ▶ emP ▶ Cool ▶ teCh ▶ Dex ▶ ReF ▶ int 6 6 6 6 66 6 6 6 662points62pointsFor STAT definitionsPage 72Next Step:Derived STATsPage 7979FITTED FOR THE FUTURENote: We also could, at this point, warn prospective Gamemasters about the various dodges their Players will have for creating "super-characters." But face it: if they want to create a mondo character, who are we to stop them? You're all big kids now, and if you, as GM, think your Players are getting way outta line, why not just go ahead and waste ‘em?That's the Cyberpunk way.RequiReD FoR eveRyone: DeRiveD stAtistiCsRegardless of the method you have chosen to generate your original STATs, you'll still need to calculate two more values: Hit Points and Humanity. These are your Character's Derived STATs, called so because they are derived from the original numbers in your STAT Block. These are STATs that are determined by doing something to an already existing STAT, like averaging, multiplying, or subtracting.▶ Hit Points (HP) ◀Hit Points are what we count to tell if your Character is dead, or still just bleeding on the floor. Every Character in a Cyberpunk RED campaign has this derived STAT. Hit Points represent the Character's will to live and overall physical condition. As the Character takes damage and injury from external sources, they'll subtract that damage (also described as points) from their pool of Hit Points. As the Character's HP reaches certain thresholds, there are penalties that represent cumulative damage that makes the Character physically slower or mentally hazier.When your Character falls to zero Hit Points, they enter the Death State (a measure of how fast they are dying). We'll go further into Wound Thresholds, penalties, and Death States in the Combat Section on pg. 186.You have Hit Points equal to 10 + (5[BODY and WILL averaged, rounding up]). But since the math involved can be a real pain sometimes, we've made you a table to use instead. Refer to the Table below to see how many Hit Points your Character has. Your Character's Seriously Wounded Wound Threshold is half of their total HP (rounded up). Their Death Save is equal to their BODY Statistic.Next Step:SkillsPage 86Next Step:SkillsPage 88Next Step:SkillsPage 90WILLBODY2 3 4 5 6 7 8 9 10 11 12 13 14 152 20 25 25 30 30 35 35 40 40 45 45 50 50 553 25 25 30 30 35 35 40 40 45 45 50 50 55 554 25 30 30 35 35 40 40 45 45 50 50 55 55 605 30 30 35 35 40 40 45 45 50 50 55 55 60 606 30 35 35 40 40 45 45 50 50 55 55 60 60 657 35 35 40 40 45 45 50 50 55 55 60 60 65 658 35 40 40 45 45 50 50 55 55 60 60 65 65 709 40 40 45 45 50 50 55 55 60 60 65 65 70 7010 40 45 45 50 50 55 55 60 60 65 65 70 70 75BY BAD MOON ART STUDIO80FITTED FOR THE FUTURE▶ Humanity (HUM) ◀Humanity is a measure of how well you interact with the world and other people in it. People with very low Humanity STATs have a lot of problems in human interactions. They may become sociopathic, withdrawn, disassociated, or even homicidal. If your Character's HUM drops below zero, that represents the death of your Character's emotional life; they slide into a state called cyberpsychosis, in which aberrant traits like homicidal mania, or mental disassociation can occur. While the addition of large amounts of cyberware (more on this later. See pg. 230) most often triggers this state, other traumatic situations can also push the Character over the edge.For every point of Empathy the Character has, they gain 10 points of Humanity (HUM). For example, a Character who starts with 5 EMP would have 50 Humanity. Once again, here's a handy table:Empathy (EMP) 1 2 3 4 5 6 7 8 9 10Humanity (HUM) 10 20 30 40 50 60 70 80 90 100As your Character undergoes Humanity Loss (mainly, but not always) through installing cybernetics, they lose points of Humanity. When you lose Humanity points you will sometimes have to lower your EMP Statistic. This happens every time the tens place of your Humanity value is lowered. For instance, a Character with 44 Humanity has an EMP of 4 until their Humanity is lowered to 39, at which point their EMP lowers to 3. For raising Humanity with therapy go to pg. 229.Plug these values into the Humanity, Hit Point, Seriously Wounded, and Death Save boxes on your Character Sheet and we're ready to hit the next stage: Skills.81FITTED FOR THE FUTURESKILLSNo matter what method you have used to gener-ate your Character's STATs so far, the next step of Character creation will be to find out what they can do. And that means Skills.whAt ARe skills?Skills are things the your Character knows or can do; they represent their level of knowledge and accom-plishment. A Skill is also something your Character knows how to do because of their training. They have spent time learning and mastering the intricacies of this knowledge either froma teacher, a book, or a long and arduous montage sequence typically found in action and kung-fu movies. The Level of a Skill represents how well trained your Character is in that activity.▶ Skills Link to STATs ◀In turn, each Skill is also linked to a STAT that rep-resents natural ability. Some people are just naturally better at doing/learning things than other people around them. So when you perform a "Skill Check" (more on this later, pg. 128) you'll add the STAT that is linked to that particular Skill to get a total aptitude at performing an Action based on that performing that Skill, also known as a Skill Base.▶ All Skills are Not Equal ◀Some Skills are harder to learn than others (more teaching, bigger books to read, more arduous training montages) and this is reflected in the "cost" to "buy" these Skills. We'll make a note if a Skill has a higher cost in its description in the Skill Lists below by marking it with (x2). Any Skill marked this way costs twice the number of points to buy (2 points per 1 Level).In a Cyberpunk RED campaign, there are nine Skill Categories:Awareness Skills: Your awareness of your environ-ment, noticing clues, etc.Body Skills: The use of Skills involving physical tasks, feats of strength, endurance, and other physical attributes.Control Skills: The use of Skills involving controlling vehicles or riding animals.Education Skills: Knowledge and training based on formal education/schooling.Fighting Skills: The ability to fight in hand-to-hand combat, or with a melee weapon.Performance Skills: Training in acting, musician-ship, special effects, makeup, or other stage crafts.Ranged Weapon Skills: Skills in using a ranged weapon, such as a gun or a bow.Social Skills: Your abilities to blend in, avoid social blunders, and to show style and grace. Also, your ability to convince others through social adeptness.Technique Skills: Trained vocational Skills and craftsmanship abilities.i i startedstarted out mAkinG FAlse iDs out mAkinG FAlse iDs FoR eDGeRunneRs AnD stReetRAts. FoR eDGeRunneRs AnD stReetRAts. FouR yeARs lAteR i'm mAkinG FouR yeARs lAteR i'm mAkinG bioweaponsbioweapons FoR the hiGhest FoR the hiGhest biDDeR. Just Goes to show it's biDDeR. Just Goes to show it's neveR too neveR too latelate to PiCk uP A hobby. to PiCk uP A hobby.-hornet-hornet82FITTED FOR THE FUTUREAwAReness skillsConcentration ..................................... WILLSkill of focus and mental control, encompassing feats of memory, recall, ignoring distractions, and phys-iological mastery.Conceal/Reveal Object ..........................INTSkill for hiding objects and finding objects that have been hidden. This is the Skill used for concealing weapons under clothing and detecting concealed weapons.Lip Reading ...........................................INTSkill of reading someone's lips to tell what they are saying.Perception .............................................INTSkill of spotting hidden things like clues, traps, and people using the Stealth Skill, but not objects hidden with the Conceal/Reveal Object Skill.Tracking ................................................INTSkill of following a trail by observing tracks and other clues left behind.boDy skillsAthletics ...............................................DEXSkill of jumping, climbing, throwing, swimming, lifting weights, etc.Contortionist ........................................DEXSkill of manipulating your body to get out of handcuffs or other bindings and to fit yourself into otherwise inaccessible places or spaces.Dance ...................................................DEXSkill of dancing at a professional level.Endurance .......................................... WILLSkill of withstanding harsh environmental conditions and hardship.Resist Torture/Drugs .......................... WILLSkill of resisting painful effects including interrogation, torture, and drugs.Stealth .................................................DEXSkill of moving quietly, hiding, doing an Action discreetly, or otherwise evading detection. Other Characters can try to find you with their Perception Skill.ContRol skillsDrive Land Vehicle .................................REFSkill of driving and maneuvering land vehicles.Pilot Air Vehicle (x2) ..............................REFSkill of piloting and maneuvering air vehicles.Pilot Sea Vehicle ....................................REFSkill of piloting and maneuvering sea vehicles.Riding....................................................REFSkill of riding a living creature trained for the purpose.eDuCAtion skillsAccounting ............................................INTSkill of balancing books, creating false books and identifying them, juggling numbers, creat-ing budgets, and handling day to day business operations.Animal Handling ...................................INTSkill of handling, training, and caring for animals.Bureaucracy ..........................................INTSkill for dealing with bureaucrats, knowing who to talk to in a bureaucracy, how to reach them, and how to extract information from bureaucracies.Business ................................................INTSkill regarding knowledge of basic business practices, laws of supply and demand, employee manage-ment, procurement, sales, marketing.Composition ..........................................INTSkill of professionally writing songs, articles, or stories.Criminology ..........................................INTSkill for looking for clues by dusting for fingerprints, doing ballistic tests, examining evidence, and searching through police records and files.More information on Skills can be found on Page 13083FITTED FOR THE FUTURECryptography .......................................INTSkill of encrypting and decoding messages.Deduction ..............................................INTSkill of taking several clues and leaping to a non-ob-vious conclusion or medical diagnosis.Education ..............................................INTSkill of general knowledge, equivalent to a basic school education, allowing you to know how to read, write, use basic math, and know enough history to get by.Gamble .................................................INTSkill of knowing how to figure odds and play games of chance successfully.Language ..............................................INTSkill of speaking a particular language. You must choose a specific language whenever you increase this Skill.Library Search .......................................INTSkill of using databases, Data Pools, libraries, and other compiled information sources to find facts.Local Expert ..........................................INTSkill of knowing a specific area well and knowing the agendas of its various factions, both political and criminal. You must choose a specific location whenever you increase this Skill, which cannot be any larger than a single neighborhood or community.Science ..................................................INTSkill for knowing how to design experiments, write scientific papers, test hypotheses, and discuss with other academics in a particular field of science. An area of study must be specified whenever this Skill is increased. Possible options include: Geology, Mathematics, Physics, Zoology, Anthropology, Biology, Chemistry, History, etc.Tactics ....................................................INTSkill of managing a large-scale battle effectively and efficiently. A Character with this Skill usually knows what must be done to direct a battle, and how an enemy force may react.Wilderness Survival ..............................INTSkill for knowing how to survive comfortably in the wilderness.FiGhtinG skillsBrawling ..............................................DEXSkill at fighting and grapplingwith brute strength.Evasion .................................................DEXSkill for getting out of the way of someone attacking you in melee. A Character with REF 8 or higher can also use this Skill to dodge Ranged Attacks.Martial Arts (x2) ...................................DEXSkill for fighting with a Martial Arts Form. Each time you increase this Skill you must choose in which form you are training. You can learn multiple forms, but you must do so separately. Possible options (Karate, Taekwondo, Judo, Aikido) can be found on pg. 178.Melee Weapon .....................................DEXSkill for fighting with melee weapons.PeRFoRmAnCe skillsActing ................................................ COOLSkill of assuming a role, disguising yourself as someone else, whether real or fictitious, and faking emotions and moods.Play Instrument .................................. TECHSkill of professionally playing a musical instrument. You can choose which instrument when you increase this Skill. Possible options include: singing, guitar, drums, violin, piano, etc.RAnGeD weAPon skillsArchery .................................................REFSkill for accurately firing bolt- or arrow-launching projectile weapons.Autofire (x2) .........................................REFSkill for keeping a weapon's Autofire firing mode on target through recoil.84FITTED FOR THE FUTUREHandgun ...............................................REFSkill for accurately firing handheld projectile weapons such as pistols.Heavy Weapons (x2) ............................REFSkill for accurately firing extremely large pro-jectile weapons, including grenade and rocket launchers.Shoulder Arms.......................................REFSkill for accurately firing shoulder-braced projectile weapons, including rifles and shotguns.soCiAl skillsBribery .............................................. COOLSkill of knowing when to bribe someone, how to approach them, and how much to offer.Conversation ....................................... EMPSkill of extracting information from people without alerting them with careful conversation.Human Perception ............................... EMPSkill of reading a person's facial expressions and body language to discern their emotional state and detect lies or deception.Interrogation..................................... COOLSkill of forcibly extracting information from people.Persuasion ........................................ COOLSkill of convincing, persuading, or influencing individuals.Personal Grooming ........................... COOLSkill of knowing proper grooming to maximize attractiveness.Streetwise ......................................... COOLSkill of making and using contacts to get illegal goods and contraband, talking to the criminal element, and avoiding bad situations in bad neighborhoods.Trading .............................................. COOLSkill of striking a good bargain with a merchant or customer.Wardrobe & Style ............................. COOLSkill of knowing the clothes to wear and when to wear them.teChnique skillAir Vehicle Tech .................................. TECHSkill of repairing and maintaining air vehicles.Basic Tech ........................................... TECHSkill of identifying, understanding, and repairing simple electronic and mechanical devices and all other items not covered by another Technique Skill.Cybertech ........................................... TECHSkill of identifying, understanding, and repairing cybernetics.Demolitions (x2) ................................. TECHSkill of setting and defusing explosives, and knowing how much explosive will accomplish a desired result.Electronics/Security Tech (x2) ............. TECHSkill of identifying, understanding, repairing, coun-tering, and installing complex electronic devices, including: computers, cyberdecks, personal electronics, electronic security systems, bugs and tracers, pressure plates, laser tripwires, etc.First Aid .............................................. TECHSkill of applying medical treatments to a wounded person to treat the most common Critical Injuries and keep them from dying.Forgery .............................................. TECHSkill of creating and detecting false documents and identification.Land Vehicle Tech ............................... TECHSkill of repairing and maintaining land vehicles.Paint/Draw/Sculpt ............................. TECHSkill of producing professional paintings, drawings, or sculpture.BY ALEXANDER DUDAR85FITTED FOR THE FUTUREParamedic (x2) ................................... TECHSkill of applying medical treatments to a wounded person to treat all Critical Injuries not requiring Surgery and keep them from dying (Surgery is only available to Medtechs through their Role Ability, Medicine).Photography/Film .............................. TECHSkill for producing photographs, videos, or braindances.Pick Lock ............................................ TECHSkill for bypassing non-electronic locks.Pick Pocket ....................................... TECHSkill for stealthily retrieving items secured on another person and shoplifting small items without being noticed.Sea Vehicle Tech ................................ TECHSkill of repairing and maintaining sea vehicles.Weaponstech ..................................... TECHSkill for repairing and maintaining weapons of all types.how Do i Get my skills?▶ Buying Skills ◀Skills are normally rated from 1 to 10, and are used in gameplay by adding the Level of the Skill to the Level of the most applicable Statistic. Skills are like STATs; they have a range of effectiveness that is related to how much they cost.▶ Basic Skills ◀Basic Skills are things generally common to everyone in all cultures in the Time of the Red: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth. These are assumed to be part of everyone's Skill list and must start with at least a value of 2. Additionally, all Characters begin with 4 points in their a language related to Cultural Background, as established in Lifepath on page 45.86FITTED FOR THE FUTURE▶ Method #1: Streetrat (Templates) Skills ◀Skills are predetermined from the start with The Streetrat. As a Streetrat Character, we have already provided you with Skills and levels of Skills for your Basic Skills (bold) plus the basic professional Skills you need to perform in your Characters' chosen Role. Just find your Role on the tables below and copy the numbers next to each Skill onto the proper place on your Character Sheet. Don't forget the 4 Levels of Language you get based on the Cultural Origin section of your Lifepath (see pg. 45).Rockerboy Solo Netrunner Tech MedtechSkill Lvl Skill Lvl Skill Lvl Skill Lvl Skill LvlAthletics 2 Athletics 2 Athletics 2 Athletics 2 Athletics 2Brawling 6 Brawling 2 Brawling 2 Brawling 2 Brawling 2Concentration 2 Concentration 2 Concentration 2 Concentration 2 Concentration 2Conversation 2 Conversation 2 Conversation 2 Conversation 2 Conversation 6Education 2 Education 2 Education 6 Education 6 Education 6Evasion 6 Evasion 6 Evasion 6 Evasion 6 Evasion 6First Aid 6 First Aid 6 First Aid 2 First Aid 6 First Aid 2Human Perception 6 Human Perception 2 Human Perception 2 Human Perception 2 Human Perception 6Language (Streetslang)2Language (Streetslang)2Language (Streetslang)2Language (Streetslang)2Language (Streetslang)2Local Expert (Your Home)4Local Expert (Your Home)2Local Expert (Your Home)2Local Expert (Your Home)2Local Expert (Your Home)2Perception 2 Perception 6 Perception 2 Perception 2 Perception 2Persuasion 6 Persuasion2 Persuasion 2 Persuasion 2 Persuasion 2Stealth 2 Stealth 2 Stealth 6 Stealth 2 Stealth 2Composition 6 Autofire 6 Basic Tech 6 Basic Tech 6 Basic Tech 6Handgun 6 Handgun 6Conceal/Reveal Object6 Cybertech 6 Cybertech 4Melee Weapon 6 Interrogation 6 Cryptography 6Electronics/ Security Tech (x2)6 Deduction 6Personal Grooming 4 Melee Weapon 6 Cybertech 6 Land Vehicle Tech 6 Paramedic 6Play Instrument(choose 1)6Resist Torture/ Drugs6Electronics/ Security Tech6 Shoulder Arms 6 Resist Torture/ Drugs 4Streetwise 6 Shoulder Arms 6 Handgun 6 Science (choose 1) 6 Science (choose 1) 6Wardrobe & Style 4 Tactics 6 Library Search 6 Weaponstech 6 Shoulder Arms 6Skill definitionsPage 81Next Step:Weapons and ArmorPage 9887FITTED FOR THE FUTUREMedia Lawman Exec Fixer NomadSkill Lvl Skill Lvl Skill Lvl Skill Lvl Skill LvlAthletics 2 Athletics 2 Athletics 2 Athletics 2 Athletics 2Brawling 2 Brawling 6 Brawling 2 Brawling 2 Brawling 6Concentration 2 Concentration 2 Concentration 2 Concentration 2 Concentration 2Conversation 6 Conversation 6 Conversation 6 Conversation 6 Conversation 2Education 2 Education 2 Education 6 Education 2 Education 2Evasion 6 Evasion 6 Evasion 6 Evasion 6 Evasion 6First Aid 2 First Aid 2 First Aid 2 First Aid 2 First Aid 6Human Perception 6 Human Perception 2 Human Perception 6 Human Perception 6 Human Perception 2Language (Streetslang)2Language (Streetslang)2Language (Streetslang)2Language (Streetslang)4Language (Streetslang)2Local Expert (Your Home)6Local Expert (Your Home)2Local Expert (Your Home)2Local Expert (Your Home)6Local Expert (Your Home)2Perception 6 Perception 2 Perception 2 Perception 2 Perception 4Persuasion 6 Persuasion 2 Persuasion 6 Persuasion 4 Persuasion 2Stealth 2 Stealth 2 Stealth 2 Stealth 2 Stealth 6Bribery 6 Autofire 6 Accounting 6 Bribery 6 Animal Handling 6Composition 6 Criminology 6 Bureaucracy 6 Business 6 Drive Land Vehicle 6Deduction 6 Deduction 6 Business 6 Forgery 6 Handgun 6Handgun 6 Handgun 6 Deduction 6 Handgun 6 Melee Weapon 6Library Search 4 Interrogation 6 Handgun 6 Pick Lock 4 Tracking 6Lip Reading 4 Shoulder Arms 6 Lip Reading 6 Streetwise 6 Trading 6Photography/Film 4 Tracking 6 Personal Grooming 4 Trading 6 Wilderness Survival 6Example, Jay is still playing a Solo (single-minded, aren't they?). Their Streetrat Solo starts with the following Skills at these levels: They also get another Language at Level 4 based on their Cultural Origins (see pg. 45).Skill LevelAthletics 2Brawling 2Concentration 2Conversation 2Education 2Evasion 6First Aid 6Human Perception 2Language (Streetslang) 2Local Expert (Your Home) 2Skill LevelPerception 6Persuasion 2Stealth 2Autofire 6Handgun 6Interrogation 6Melee Weapon 6Resist Torture/ Drugs 6Shoulder Arms 6Tactics 688FITTED FOR THE FUTURE▶ Method #2: Edgerunner (Fast and Dirty) Skills ◀Like The Streetrat, Edgerunner Skills are predetermined from the start. But the big difference here is that although your Skills for that Role are predetermined, the levels of each Skill are up to you. There are a few rules though:• Edgerunners get 86 Skill points to be distributed between your Character's Skills to raise their totals up. These points may not be applied anywhere else.• No Skill can be higher than 6 or lower than 2.• The following Skills must be at least Level 2: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth.• Skills marked with a (x2) cost two Skill points to increase in Level by one. All other Skills cost one point to increase in Level by one.• Don't forget the 4 Levels of Language you get free based on the Cultural Origin section of your Lifepath (see pg. 45).To determine your Edgerunner's Skills, just find your Role on the tables below, then divide your 86 Skill points up between the Skills listed for that type. Remember that no Skill can be higher than 6 or lower than 2.Hot Tip: You'll notice that each Role has 20 Skills allotted to it. Start by dividing your 86 points by 20 to get a rough average of 4 points per Skill (you'll have 6 extra points left over).RockerboySkillsSoloSkillsNetrunnerSkillsTechSkillsMedtechSkillsAthletics Athletics Athletics Athletics AthleticsBrawling Brawling Brawling Brawling BrawlingConcentration Concentration Concentration Concentration ConcentrationConversation Conversation Conversation Conversation ConversationEducation Education Education Education EducationEvasion Evasion Evasion Evasion EvasionFirst Aid First Aid First Aid First Aid First AidHuman Perception Human Perception Human Perception Human Perception Human PerceptionLanguage (Streetslang) Language (Streetslang) Language (Streetslang) Language (Streetslang) Language (Streetslang)Local Expert (Your Home)Local Expert (Your Home)Local Expert (Your Home)Local Expert (Your Home)Local Expert (Your Home)Perception Perception Perception Perception PerceptionPersuasion Persuasion Persuasion Persuasion PersuasionStealth Stealth Stealth Stealth StealthComposition Autofire (x2) Basic Tech Basic Tech Basic TechHandgun Handgun Conceal/Reveal Object Cybertech CybertechMelee Weapon Interrogation CryptographyElectronics/ Security Tech (x2)DeductionPersonal Grooming Melee Weapon Cybertech Land Vehicle Tech Paramedic (x2)Play Instrument(choose 1)Resist Torture/ DrugsElectronics/ Security Tech (x2)Shoulder Arms Resist Torture/ DrugsStreetwise Shoulder Arms Handgun Science (choose 1) Science (choose 1)Wardrobe & Style Tactics Library Search Weaponstech Shoulder ArmsSkill definitionsPage 81Next Step:Weapons and ArmorPage 9889FITTED FOR THE FUTUREMediaSkillsLawmanSkillsExecSkillsFixerSkillsNomadSkillsAthletics Athletics Athletics Athletics AthleticsBrawling Brawling Brawling Brawling BrawlingConcentration Concentration Concentration Concentration ConcentrationConversation Conversation Conversation Conversation ConversationEducation Education Education Education EducationEvasion Evasion Evasion Evasion EvasionFirst Aid First Aid First Aid First Aid First AidHuman Perception Human Perception Human Perception Human Perception Human PerceptionLanguage (Streetslang) Language (Streetslang) Language (Streetslang) Language (Streetslang) Language (Streetslang)Local Expert (Your Home)Local Expert (Your Home)Local Expert (Your Home)Local Expert (Your Home)Local Expert (Your Home)Perception Perception Perception Perception PerceptionPersuasion Persuasion Persuasion Persuasion PersuasionStealth Stealth Stealth Stealth StealthBribery Autofire Accounting Bribery Animal HandlingComposition Criminology Bureaucracy Business Drive Land VehicleDeduction Deduction Business Forgery HandgunHandgun Handgun Deduction Handgun Melee WeaponLibrary Search Interrogation Handgun Pick Lock TrackingLip Reading Shoulder Arms Lip Reading Streetwise TradingPhotography/Film Tracking Personal Grooming Trading Wilderness SurvivalSkill Level CostAthletics 4 4Brawling 6 6Concentration 2 2Conversation 2 2Education 4 4Evasion 6 6First Aid 4 4Human Perception 4 4Language (Streetslang) 4 4Language (Based on Cultural Origin) 4 0Local Expert (Your Home) 4 4Skill Level CostPerception 6 6Persuasion 4 4Stealth 6 6Autofire (x2) 2 4Handgun 4 4Interrogation 4 4Melee Weapons 6 6Resist Torture/Drugs 4 4Shoulder Arms 4 4Tactics 4 4Since Jay is aiming to build a big bruiser of a Solo, their choices will be to push their Solo's Melee Weapon, Brawling, Evasion, Perception, and Stealth as high as they can, sacrificing points from other Skills.Example: Jay decides to work on an Edgerunner Solo. This Solo has the following Skills: Athletics, Brawling, Concentration, Conversation, Education, Evasion,First Aid, Human Perception, Language (Streetslang), Local Expert (You Home), Perception, Persuasion, Stealth, Autofire, Handgun, Interrogation, Melee Weapon, Resist Torture/Drugs, Shoulder Arms, and Tactics.Jay slots 4 points into each of these and spends the remaining 6 points as they see fit. Now Jay starts shifting the points between Skills, until the result looks like so:Total Cost: 8690FITTED FOR THE FUTURE▶ Method #3: Complete Package (Calculated) Skills ◀Unlike the other types of Characters (Streetrats and Edgerunners) Complete Package (Calculated) Characters get almost complete control over their Skills. Like Edgerunners, these Characters get 86 Skill points to raise up any Skills they want. But unlike Edgerunners, except for Basic Skills that all Character types must have (see below), the Complete Package Player can put the rest of their 86 points in any Skills they want.In the Complete Package Method, four things should be kept in mind.• No Skill can be higher than 6.• The following Skills must be at least Level 2: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth• Skills marked in the Master Skill List with a (x2) cost two Skill points to increase in Level by one. All other Skills cost one Skill point to increase in Level by one.• Don't forget the 4 Levels of Language you get free based on the Cultural Origin section of your Lifepath (see pg. 45).Example: Jay decides to build a Solo, but this time as a Complete Package Character. Their Solo must have the following Skills at Level 2: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth. He chooses most of these at the bare minimum (not exactly the best idea).However, Jay also decides to make their Solo as a more esoteric Character who spends time hunting down renegade Nomads in the wilderness. So, the remaining 60 of their Skill points are spent on the following:Skill Level CostAthletics 2 2Brawling 2 2Concentration 2 2Conversation 2 2Education 2 2Evasion 2 2First Aid 2 2Human Perception 2 2Language (Streetslang) 2 2Language (Based on Cultural Origin) 4 0Local Expert (Your Home) 2 2Perception 2 2Persuasion 2 2Stealth 2 2Skill Level CostAutofire (x2) 6 12Deduction 4 4Drive Land Vehicle 4 4Endurance 4 4Handgun 4 4Interrogation 4 4Martial Arts (x2) 2 4Melee Weapon 5 5Resist Torture/Drugs 4 4Shoulder Arms 4 4Tactics 3 3Tracking 4 4Wilderness Survival 4 4Total Cost: 86Skill definitionsPage 81Next Step:Weapons, Armor, Gear, and CyberwarePage 10491FITTED FOR THE FUTURENext Up: Weapons and ArmorYou don't have to have cyberware to be a Cyberpunk. But you do need weapons and armor. In the Dark Future of the Time of the Red, there aren't many convenient cops around to cover your butt when things get sticky.weAPonsLet's talk about things that go Bang... or Chop, Chop, SliceWeapons are part of everyday life in the Time of the Red. With only a few cops on The Street and lots of heavily armed and armored miscreants roaming around just itching to reduce you to salable parts, it's no wonder that everyone you meet is probably packing. The trick is to make sure you're carrying more than they are—and that you know enough about how to use it so that they don't take it away from you.▶ Weapon Categories ◀There's three categories of weapons:Melee Weapons: Swords, axes, clubs, hammers, etc.Ranged Weapons: Things that are fired, shot or thrown.Exotic Weapons: Melee or Ranged Weapons that are specialized or don't fit the above categories.Many weapons can either be traditional (something you hold and can put down) or implanted into your body as cyberware. Known on The Street as cyberweapons, implanted weapons are usually a variant of Ranged or Melee Weapon. Some oddities, like the infamous cybersnake are, on the whole, only loosely classified as Melee Weapons, if at all. These all have their own specialized uses, so we'll be talking more about those in the Cyberware chapter on pg. 110.Note that these are only the most basic, almost generic classes of each weapon. We'll be looking at specific weapons, models, and brands later on in the Night Market section on pg. 342.Melee WeaponsThese are things you swing or stab at someone, hoping to beat them bloody or remove their limbs. Swords, axes, clubs, hammers—the whole contents of the hardware aisle in your local night market. If you use your hands to deliver the damage with it, it's a Melee Weapon. Melee weapons are generally linked to the DEX STAT.how to ReAD the melee weAPon tAbleMelee Weapon Type: The classification of the Melee Weapon.Example Melee Weapons: A few examples of the classification of melee weapons.Number of Hands Required: How many hands you need to hold the weapon and use it. In the case of Melee Weapons the number of hands required is based on what the weapon is and not its classification.Damage: The damage of a single attack from the weapon.Rate of Fire (ROF): How many times the weapon can be swung with a single Attack Action.Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal Object Skill under clothing.Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed below its cost. See Buying and Selling on Page 385.BY ADRIAN MARC92FITTED FOR THE FUTUREMelee Weapon TypeExample Melee Weapons# of Hands Required Damage ROFCan beConcealed? CostLight Melee WeaponCombat Knife, Tomahawk Varies by type 1d6 2 YES50eb(Costly)Medium Melee WeaponBaseball Bat, Crowbar, MacheteVaries by type 2d6 2 NO50eb(Costly)Heavy Melee WeaponLead Pipe, Sword, Spiked BatVaries by type 3d6 2 NO100eb(Premium)Very Heavy Melee WeaponChainsaw, Sledgehammer, Helicopter Blades, NaginataVaries by type 4d6 1 NO500eb(Expensive)Note that these example Melee Weapons are just to give you an idea of where things fit. Humans have been picking up rocks since the dawn of time and there are probably a billion types of sharp pointy things out there. We suggest if you don't really know where that bronze Egyptian khopesh you just took off the body of that Eurosolo fits in, ask your Gamemaster to make the call (we'd say Heavy Melee Weapon ourselves).BY ADRIAN MARC93FITTED FOR THE FUTURERanged WeaponsThese are things that shoot. Guns, lasers (rare), gyrojets (rarer still), even the little hand-crossbows that those idiots in the road-warrior gangs like to wave around. If something comes out of it, traverses a distance, and causes damage at the end of that trajectory, it's a Ranged Weapon. Ranged Weapons are generally linked to the REF STAT. When buying Ranged Weapons, it's important to keep in mind that all weapons are effective at different ranges. An assault rifle is great for long-range shots and mid-range fire fights but it can be unwieldy in tight corridors and close-quarters gunfights. You probably want to carry a pistol as well just in case somebody gets the drop on you. You can find the Range Table on pg. 173.how to ReAD the RAnGeD weAPon tAbleWeapon Type: The classification of the weapon.Weapon Skill: The Skill you use when firing this weapon.Single Shot Damage: The damage of a single shot from the weapon.Standard Magazine: How many bullets or other types of ammo can be held in the weapon without mods. Below the magazine size you can find the type of ammunition the weapon fires.Rate of Fire (ROF): How many times the weapon can be fired with a single Attack Action.Number of Hands Required: How many hands you need to hold the weapon and fire it.Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal Object Skill under clothing.Alt FireModes & Special Features: Unique traits of the weapon. See the full section on pg. 173.Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed below its cost. See Buying and Selling on Page 385.94FITTED FOR THE FUTUREWeapon TypeWeapon Skill Single Shot DamageStandard MagazineRate of Fire(ROF)Hands RequiredCan beConcealed? CostMedium PistolHandgun 2d612(M Pistol)2 1 YES50eb(Costly)Alt. Fire Modes & Special Features: NoneHeavy Pistol Handgun 3d6 8(H Pistol)2 1 YES100eb(Premium)Alt. Fire Modes & Special Features: NoneVery Heavy PistolHandgun 4d68(VH Pistol)1 1 NO100eb(Premium)Alt. Fire Modes & Special Features: NoneSMG Handgun 2d6 30(M Pistol)1 1 YES100eb(Premium)Alt. Fire Modes & Special Features: Autofire (3) • Suppressive FireHeavy SMG Handgun 3d6 40(H Pistol)1 1 NO100eb(Premium)Alt. Fire Modes & Special Features: Autofire (3) • Suppressive FireShotgun Shoulder Arms 5d6 4(Slug)1 2 NO500eb(Expensive)Alt. Fire Modes & Special Features: Shotgun ShellAssault Rifle Shoulder Arms 5d6 25(Rifle)1 2 NO500eb(Expensive)Alt. Fire Modes & Special Features: Autofire (4) • Suppressive FireSniper Rifle Shoulder Arms 5d6 4(Rifle)1 2 NO500eb(Expensive)Alt. Fire Modes & Special Features: NoneBows & CrossbowsArchery 4d6N/A(Arrow)1 2 NO100eb(Premium)Alt. Fire Modes & Special Features: ArrowsGrenade LauncherHeavy Weapons 6d62 (Grenade)1 2 NO500eb(Expensive)Alt. Fire Modes & Special Features: ExplosiveRocket LauncherHeavy Weapons 8d61(Rocket)1 2 NO500eb(Expensive)Alt. Fire Modes & Special Features: ExplosiveRAnGeD weAPon Ammunition ▶ bAsiC AmmunitionCost: 10eb per 10 units (Cheap)This is the standard ammunition for the weapon. It has no special features. Comes in Bullet (Pistol, Slug, or Rifle), Shotgun Shell, and Arrow. Grenades and Rockets do not come in Basic and must be bought on pg. 344 in the Night Market Section based on their type.To learn more about Alt. Fire Modes flip to Page 17395FITTED FOR THE FUTUREExotic WeaponsExotic Weapons are weapons that are overly specialized or too unique to be easily described. They are typically variants of existing weapon types. All Exotic Weapons are Average Weapon Quality and are incompatible with all Weapon Attachments and Non-Basic Ammunition unless otherwise stated. The table below offers a brief glimpse of Exotic Weapons. For a full description and rules for each, see page 347.how to ReAD the exotiC weAPon tAbleName: What we call it. While, in many cases, this is a generic name; there are lots of brands to choose from.Description & Data: The specifics of the weapon are listed here. In most cases, the Exotic Weapon will refer to a Non-Exotic Weapon listed in the Melee or Ranged Weapons table. With the exception of anything noted here, the weapon functions the same as its Non-Exotic counterpart.Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed below its cost. See Buying and Selling on Page 385.Note to GMs: During Character Generation, a Player is able to buy anything they have the funds to purchase but they are are not allowed to pool their starting money together. We recommend that you don't give your Players additional starting funds. Allowing Players access to Luxury or higher Price Category items at Character Generation could break your game. But, if you wanna to attend your own funeral, we've included them in the chart below. In gameplay, Exotic Weapons are rare and expensive. They are difficult to find at Night Markets without a friendly Fixer and carrying one can really make a statement. If you walk into the Totentanz with a Constitution Arms Hurricane Assault Weapon slung over your shoulder, people will take notice. For better or worse.Weapon Description and Data CostAir Pistol Very Heavy Pistol that fires paint (and acid!) balls. 100eb (Premium)Battleglove Heavy gauntlet. Contains three Cyberarm/Cyberlimb option slots. 1,000eb (V. Expensive)Constitution Arms Hurricane Assault WeaponShotgun w/ 2 ROF. Requires BODY 11+ to fire. 5,000eb (Luxury)Dartgun Very Heavy Pistol that fires Non-Basic Arrows. 100eb (Premium)Flamethrower Shotgun that fires incendiary shells. Fired with the Heavy Weapons Skill. 500eb (Expensive)Kendachi Mono-Three Two-Handed Very Heavy Melee Weapon. Ignores armor lower than SP11 5,000eb (Luxury)Malorian Arms 3516 Excellent Quality Very Heavy Pistol famously wielded by Johnny Silverhand. Does 5d6 damage.10,000eb (Super Luxury)Microwaver Very Heavy Pistol that can shut down cyberware and carried electronics. 500eb (Expensive)Militech "Cowboy" U-56 Grenade LauncherGrenade Launcher w/ 2 ROF. Requires BODY 11+ to fire. 5,000eb (Luxury)Rhinemetall EMG-86 RailgunAssault Rifle that ignore armor lower than SP 11. Fired with the Heavy Weapons Skill. Requires BODY 11+ to fire.5,000eb (Luxury)Shrieker Very Heavy Pistol that causes the Damaged Ear Critical Injury. 500eb (Expensive)Stun Baton A "less lethal" Medium Melee Weapon. 100eb (Premium)Stun Gun A "less lethal" Heavy Pistol. 100eb (Premium)Tsunami Arms Helix Assault Rifle that only fires in Autofire mode (with a higher Autofire multiplier than a standard Assault Rifle). Requires BODY 11+ to fire.5,000eb (Luxury)You can find more information about weapon qualities onPage 34296FITTED FOR THE FUTUREweAPon AttAChmentsEach Non-Exotic Ranged Weapon has three Attachment Slots which can be upgraded with attachments. You can combine multiple attachments that take up the same physical location, but you must pay the slot cost of both attachments independently. Equipping the same attachment twice does nothing. Attachments are made for specific weapon types and cannot be easily retrofitted for other weapon types. These specialized types of attachments are available in the Night Market Section of this book (pg. 342).ArmorBecause only an idiot stands there and takes getting shot.Even in a world where cybertechnology can make every man-jack a full-metal warrior, armor is still very important in the Time of the Red. The armors described here are, like the weapons above, fairly generic, as they include all kinds of clothing, suit cuts, jumpsuits, miniskirts, and whatever else a well-dressed punk on The Street considers the height of protective fashion. Again, if you really don't know how to rate your new ICONAmerica ensemble, decide what description best fits what it's mostly made of (leather, Kevlar®, plastic plating, or even chain mail) and go from there.Armor must be purchased individually for either the head or body locations. Wearing even a single piece of heavier armor will lower your REF, DEX, and MOVE by the most punishing Armor Penalty of armor you are wearing. You take this penalty only once even though you are likely wearing armor on both your body and head. This penalty can even leave your Character (at a minimum of MOVE 0) completely immobile.SP gained by armor does not "stack;" Only your highest source of SP in a location determines your SP for that location. All your worn armor in a location is ablated (SP lowered by one) simultaneously whenever you take damage. See When Armor Doesn't Cut It on pg. 186.how to ReAD the ARmoR tAbleArmor Type: What we generally call it. There are a lot of brands; this is the generic title.Armor Description: What it looks/wears like. If the armor has any effects or special notes this is where they will be listed.Stopping Power: How many points of damage from an attack the armor can stop before it reaches your body.Armor Penalty: How much does the Armor interfere with your ability to move and respond while wearing it.Cost: What the armor costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed belowits cost. See Buying and Selling on Page 385.sPeciaL ammuniTionBeyond Basic Ammunition, all Non-Exotic Ranged Weapons can be loaded with non-Basic t ypes of ammunition such as Incendiary Shells, Poisoned Arrows, Armor-Piercing Bullets, and so forth.These specialized types of ammunition and individ-ual grenades can be found on pg. 344. You need to pierce armor? Escape in a cloud of smoke? I hope you've got the eb.97FITTED FOR THE FUTUREArmor Type ArmorDescriptionDamage Stopping Power (SP)Armor Penalty(Minimum 0)CostLeathers Favored by Nomads and other ‘punks who ride bikes. 4 None 20eb(Everyday)Kevlar® Can be made into clothes, vests, jackets, business suits, and even bikinis.7 None50eb(Costly)Light ArmorjackA combination of Kevlar® and plastic meshes inserted into the weave of the fabric. 11 None100eb(Premium)Bodyweight SuitSkinsuit with impact absorbing, sintered armorgel layered in key body areas. Also has a place to store your Cyberdeck and supports your Interface Plugs. For more information see page 350.11 None1,000eb(V. Expensive)Medium ArmorjackHeavier Armorjack, with solid plastic plating, reinforced with thicker Kevlar® mesh. 12 -2 REF, DEX, and MOVE100eb(Premium)Heavy ArmorjackThe thickest Armorjack, combining denser Kevlar® and a layered mix of plastic and mesh weaves.13 -2 REF, DEX, and MOVE500eb(Expensive)Flak This is the 21st century version of the time honored flak vest and pants.15 -4 REF, DEX, and MOVE500eb(Expensive)Metalgear® Metalgear® will stop almost anything, but you're going to be easier to hit than a one-legged bantha in a potho race.18 -4 REF, DEX and MOVE5,000eb(Luxury)Bulletproof ShieldA transparent polycarbonate shield that can protect you in a firefight. See page 183.10 HP, which is reduced by damageNone, but always takes up one arm100eb(Premium)Don't be An Don't be An idiotidiot. mAtCh youR ARmoR to youR situAtion. . mAtCh youR ARmoR to youR situAtion. iF you'Re PullinG A boDyGuARD Job At A ChARity bAll FoR iF you'Re PullinG A boDyGuARD Job At A ChARity bAll FoR An exeC, you'll Just An exeC, you'll Just embarrassembarrass youRselF AnD youR youRselF AnD youR emPloyeR iF you show uP in Full Riot GeAR. suRe, i've Got A emPloyeR iF you show uP in Full Riot GeAR. suRe, i've Got A set oF set oF flakflak thAt mAkes me look like i'm GoinG to thAt mAkes me look like i'm GoinG to warwar but but i've Also PiCkeD uP A DuRAweAve FibeR business suit FRom i've Also PiCkeD uP A DuRAweAve FibeR business suit FRom tAkAnAkA. tAkAnAkA. prewarprewar teCh. mAkes me look like i belonG teCh. mAkes me look like i belonG in A CoRPoRAte hq but it CAn stoP Pistol FiRe in A CoRPoRAte hq but it CAn stoP Pistol FiRe deaddead..— Cooper— Cooper98FITTED FOR THE FUTURE▶ How You Get Your Stuff: Weapons and Armor ◀for Streetrats (Templates) & Edgerunners (Fast and Dirty)Like Skills, your Weapons and Armor are predetermined from the start with The Streetrat. However, when you move on to the Night Market sections of the rules (pg. 340), you'll have the option to buy more weapons or armor as your Character progresses. To find out what Weapons and armor your Character comes equipped with, check the lists on the table below and look under your Character's Role. Note that you may occasionally be given a choice between two or more options (example: Shotgun or Assault Rifle). Pick one and only one when offered an option. In addition to these starting items Streetrat and Edgerunner Characters get 500eb to spend on other items or to keep and use later. A full list of Weapons, Armor, Gear, and Cyberware can be found in the Night Market section on pg. 340.RockerboyWeapons/ArmorSoloWeapons/ArmorNetrunnerWeapons/ArmorTechWeapons/ArmorMedtechWeapons/ArmorVery Heavy PistolBasic VH Pistol Ammunition x50Heavy Melee Weapon or Flashbang GrenadeTeargas Grenade x2Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Assault RifleVery Heavy PistolHeavy Melee Weapon or Bulletproof ShieldBasic VH Pistol Ammunition x30Basic Rifle Ammunition x70Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Very Heavy PistolBasic VH Pistol Ammunition x30Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Shotgun or Assault RifleBasic Shotgun Shell Ammunition x100 or Basic Rifle Ammunition x100Flashbang GrenadeLight Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Shotgun or Assault RifleBasic Shotgun Shell Ammunition x100 or Basic Rifle Ammunition x100Incendiary Shotgun Shell Ammunition x10 or Incendiary Rifle Ammunition x10Smoke Grenade x2Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Bulletproof ShieldMediaWeapons/ArmorLawmanWeapons/ArmorExecWeapons/ArmorFixerWeapons/ArmorNomadWeapons/ArmorHeavy Pistol or Very Heavy PistolBasic H Pistol Ammunition x50 or Basic VH Pistol Ammunition x50Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Assault Rifle or ShotgunHeavy PistolBasic Rifle Ammunition x100 or Basic Shotgun Shell Ammunition x100 or Basic Slug Ammunition x100Basic H Pistol Ammunition x30Bulletproof Shield or Smoke Grenade x2Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Very Heavy PistolBasic VH Pistol Ammunition x50Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Heavy Pistol or Very Heavy PistolHeavy Pistol or Very Heavy PistolLight Melee WeaponBasic H Pistol Ammunition x100 or Basic VH Pistol Ammunition x100Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Heavy Pistol or Very Heavy PistolBasic H Pistol Ammunition x100 or Basic VH Pistol Ammunition x100Heavy Melee Weapon or Heavy PistolLight Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)Weapon listPage 91Armor listPage 96Next Step:Your OutfitPage 103Weapon listPage 91Armor listPage 96Next Step:Your OutfitPage 103The grenades here can be found onPage 34499FITTED FOR THE FUTUREFor example, Jay's Solo would have the following Weapons and Armor:Jay's SoloWeapons/ArmorAssault RifleVery Heavy PistolHeavy Melee Weapon Basic VH Pistol Ammunition x30Basic Rifle Ammunition x70Light Armorjack Body Armor (SP11)Light Armorjack Head Armor (SP11)▶ How You Get Your Stuff: Weapons and Armor ◀for Complete Package (Calculated) CharactersUnlike Streetrat and Edgerunner Characters, if you're playing a Complete Package Character, you will buy all of your gear individually, along with your cyberware. Go to pg. 104 to find the rules for Complete Package Characters.Next: Your OutfitWhat do you have in your pockets? Besides a... gun?Let's get this straight. A Cyberpunk future is mobile. Like the cowboys of the Old West, most people in this time carry their lives on their backs—a world of miniaturized sleeping, eating, and entertainment components crammed into carryalls and the back seats of cars. The gear you carry around is known on The Street as your outfit.A typical outfit might include:• Inflatable Bed & Sleep-bag (folds to a 6"x6" package for easy storage).• Personal Agent (a micro-sized communications system and computer that fits in your pocket).• A pocket-load of Memory Chips.• A Cyberdeck and cables (for Netrunners).• A Techtool or other tools.• Easily portable food in the form of bars, squeeze tubes, foil packs, ready to eat meals (MREs), and the occasional banana (worth its weight in gold in the Time of the Red).• Personal effects, like clothes, toothbrushes, etc.Most of this is crammed into a shoulder bag or duffel sack. In the Time of the Red, Cyberpunk RED Characters still aren't much for settling down. Rockerboys always have the next gig. Solos have to keep moving;the next job requires it, and you keep moving anyway before your enemies figure out where you're sleeping these days. Cops, Netrunners, Medias, and Techies are always on the move; on stakeouts, hard stories, or running from the various people you've brought down on yourself with your Netrunning. Nomads...well, they don't have homes to start with (unless you count their kombis) and what good is it if you can't cram it on the back of your bike anyway?100FITTED FOR THE FUTUREAt this point we're not going to worry about any of the other stuff in your life: your home, your rent, how you make enough scratch to pay for a bag of Kibble Product #19. That involves Lifestyle and Housing, which you'll learn more about on page 105. In the meantime, here's a quick rundown of things you probably have on or around you as you start your life in Night City.how to ReAD the GeAR tAble• Item: What we generally call it. There are a lot of brands; this is a generic title.• Description & Data: An in depth description of what it is and what it does/can be used for. If there are specific game rules about the use of that object, this section will tell you where to find them. A full list of items, including a few not found here, and complete details can be found on page 352.• Cost: What the specific piece of gear costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed below its cost. See Buying and Selling on Page 385.Item Description & Data CostAgentSelf-adaptive AI powered smartphone. +2 to Library Search. +2 to Wardrobe and Style under some circumstances. See pg. 352 for more information.100eb (Premium)Airhypo Easy to use drug distribution platform. 50eb (Costly)Anti-Smog Breathing MaskUseful for filtering out airborne toxins. 20eb (Everyday)Audio Recorder Records up to 24 hours of sound on a single Memory Chip. 100eb (Premium)Auto Level Dampening Ear ProtectorsCompact ear protection. Makes user immune to effects caused by dangerously loud sounds.1,000eb (V. Expensive)Binoculars Good for seeing far away. x2 or x3 magnification. 50eb (Costly)Braindance Viewer Allows viewer to experience braindance. 1,000eb (V. Expensive)Bug Detector Beeps when within 2m/yds of a listening device. 500eb (Expensive)Carryall Bag for carrying stuff. 20eb (Everyday)Chemical Analyzer Can test chemical composition of substance against a database of samples. 1,000eb (V. Expensive)Computer Laptop or desktop computer. 50eb (Costly)Cyberdeck Basic deck for netrunning. 7 slots. See pg. 353 for more information. 500eb (Expensive)Disposable Cell PhoneMakes calls. Easy to dump if needed. 50eb (Costly)Drum Synthesizer Can simulate almost any type of drum. Needs amp. 500eb (Expensive)Duct Tape Comes in many colors, including glow-in-the-dark. 20eb (Everyday)Electric Guitar/Other InstrumentGood for making music. Electric versions need amp. 500eb (Expensive)Flashlight 100m/yd beam of light. Lasts 10 hours on a charge. 20eb (Everyday)Food Stick One awful meal in bar form. 10eb (Cheap)Glow Paint Glow in dark spraypaint. 20eb (Everyday)101FITTED FOR THE FUTUREItem Description CostGlow Stick Illuminates up to 4m/yds. Lasts for 10 hours. 10eb (Cheap)Grapple Gun Fires a grapple line up to 30m/yds. Cannot be used as a weapon. 100eb (Premium)Handcuffs Restraints. Requires BODY >10 to break. 50eb (Costly)Homing Tracer Can follow a linked tracer up to 1-mile away. 500eb (Expensive)Inflatable Bed & Sleep-bagSelf-inflating mattress w/ sleeping bag. 20eb (Everyday)Kibble Pack One meal's worth of Kibble. 10eb (Cheap)Lock Picking Set Used to crack mechanical locks. 20eb (Everyday)Medscanner Helps diagnose illness and injury. +2 to First Aid and Paramedic. 1,000eb (V. Expensive)Medtech Bag A full medical toolkit in a bag. 100eb (Premium)Memory Chip Standard data storage device. 10eb (Cheap)MRE Self-heating plastic and foil meal bag. 10eb (Cheap)Personal CarePak Everything you need to clean up. 20eb (Everyday)Pocket Amplifier Can support up to two instruments. Lasts 6 hours per charge. 50eb (Costly)Radar Detector Beeps if within 100m/yd of an active radar beam. 500eb (Expensive)Radiation Suit Protects you from radiation. 1,000eb (V. Expensive)Radio CommunicatorEarpiece. One mile range. 100eb (Premium)Radio Scanner/Music PlayerPlay the hottest music or tune into radio bands within 1-mile. 50eb (Costly)Road Flare Lights up an area of 100m/yd for 1 hour. 10b (Cheap)Rope (60m/yd) Nylon rope. 20eb (Everyday)Scrambler/DescramblerScrambles/descrambles communications. 500eb (Expensive)Smart Glasses Technologically enhanced glasses. Has 2 slots for Cyberoptic Options. 500eb (Expensive)Tech Bag Small bag of tools for fixing stuff. 500eb (Expensive)Techscanner Helps diagnose broken tech. +2 to multiple TECH-based Skills. 1,000eb (V. Expensive)Techtool An all-in-one multitool. 100eb (Premium)Tent and Camping EquipmentGear for one person to camp. 50eb (Costly)Vial of Biotoxin Does damage 3d6. Resisted by Resist Torture/Drugs. Not affected by armor. 500eb (Expensive)Vial of Poison Does damage 2d6. Resisted by Resist Torture/Drugs. Not affected by armor. 100eb (Premium)Video Camera Record up to 12 hours of audio and video on a single memory chip. 100eb (Premium)Virtuality Goggles Projects cyberspace imagery over real world view. 100eb (Premium)102FITTED FOR THE FUTUREFashionCulture, Class, and Couture are all different things, choomba. We've included this table to explain something of the clothing options you will see described for Streetrats and Edgerunners.Bottoms Top Jacket Footwear Jewelry Mirrorshades Glasses Contact Lenses HatsBag Lady ChicHomelessRaggedVagrant20eb (Everyday)10eb(Cheap)20eb(Everyday)20eb(Everyday)20eb(Everyday)20eb(Everyday)10eb(Cheap)10eb(Cheap)10eb(Cheap)Gang ColorsDangerous Violent Rebellious50eb (Costly)20eb (Everyday)50eb (Costly)20eb (Everyday)50eb (Costly)20eb (Everyday)20eb (Everyday)10eb (Cheap)10eb(Cheap)Generic ChicStandard ColorfulModular50eb (Costly)20eb(Everyday)50eb(Costly)20eb(Everyday)50eb(Costly)20eb(Everyday)20eb(Everyday)10eb(Cheap)10eb(Cheap)BohemianFolksyRetroFree Spirited50eb (Costly)20eb (Everyday)50eb (Costly)50eb (Costly)100eb(Premium)50eb(Costly)50eb(Costly)10eb(Cheap)10eb(Cheap)LeisurewearComfortAgilityAthleticism100eb (Premium)20eb (Everyday)100eb (Premium)50eb(Costly)100eb(Premium)50eb(Costly)50eb(Costly)20eb(Everyday)50eb(Costly)Nomad LeathersWestern Rugged Tribal100eb (Premium)20eb (Everyday)100eb (Premium)100eb (Premium)100eb(Premium)50eb(Costly)50eb(Costly)20eb(Everyday)100eb(Premium)Asia PopBrightCostume-likeYouthful100eb (Premium)20eb (Everyday)100eb (Premium)100eb (Premium)100eb (Premium)100eb (Premium)100eb (Premium)100eb(Premium)100eb (Premium)Urban FlashFlashyTechnologicalStreetwear100eb (Premium)20eb (Everyday)100eb (Premium)100eb (Premium)100eb (Premium)100eb (Premium)100eb(Premium)100eb(Premium)100eb(Premium)BusinesswearLeadershipPresenceAuthority500eb (Expensive)50eb (Costly)500eb (Expensive)500eb (Expensive)5,000eb (Luxury)500eb(Expensive)500eb(Expensive)100eb(Premium)500eb(Expensive)High FashionExclusiveDesignerCouture1,000eb(V. Expensive)500eb(Expensive)1,000eb(V. Expensive)5,000eb(Luxury)50,000eb(Luxury)1,000eb(V. Expensive)1,000eb(V. Expensive)1,000eb(V. Expensive)5,000eb(Luxury)Learn more about what you wear in 2045 onPage 327103FITTED FOR THE FUTURE▶ How You Get Your Outfit and Gear ◀Streetrats (Templates) and Edgerunners (Fast and Dirty) VersionsLike STATs, Skills, Weapons, and Armor, your Outfit and Fashion are also predetermined from the startwith The Streetrat and the Edgerunner. However, when you move on to the Night Market sections of the rules (pg. 340), you'll have the option to buy more gear as your Character progresses. To find out what Gear your Character comes equipped with, check the lists on the table below and look under your Character's Role. Note that you may occasionally be given a choice between two or more options (example: SeeYa or Eraser). Pick one and only one when offered an option.RockerboyOutfitSoloOutfitNetrunnerOutfitTechOutfitMedtechOutfitAgentComputerElectric Guitar or Bug DetectorGlow Paint x5Pocket AmpRadio Scanner/Music PlayerVideo CameraGeneric Chic: Jacket, Jewelry x3, Top x4Leisurewear: Jewelry, Mirrorshades, FootwearUrbanflash: Bottoms, TopAgentLeisurewear: Footwear x2, Jacket x3, Mirrorshades, Bottoms x2, Top x2AgentCyberdeck (7 Slots)Virtuality GogglesProgram: ArmorProgram: SwordProgram: See Ya or EraserProgram: Sword or VrizzboltProgram: Worm or SwordGeneric Chic: Top x10Leisurewear: Footwear x2, Jewelry, Bottoms x2Urban Flash: JacketAgentAnti-Smog Breathing MaskDisposable Cell PhoneDuct Tape x5FlashlightRoad Flare x6Tech BagGeneric Chic: Bottoms x8, Tops x10Leisurewear: Footwear x2AgentAirhypoHandcuffsFlashlightGeneric Chic Jacket x3Glow PaintMedtech BagLeisurewear: Footwear, Bottoms x3, Top x5MediaOutfitLawmanOutfitExecOutfitFixerOutfitNomadOutfitAgentAudio RecorderBinocularsDisposable Cellphone x2 or Grapple GunFlashlightComputerRadio Scanner/Music PlayerScrambler/DescramblerVideo CameraGeneric Chic: Footwear, Bottoms, TopLeisurewear: JacketUrbanflash: MirrorshadesAgentFlashlightHandcuffs x2Radio CommunicatorRoad Flare x10Generic Chic: Jacket, Bottoms x2, Top x3Leisurewear: Footwear x2, Jacket x2, Bottoms x2, Mirrorshades, Top x2Radio Communicator x4Scrambler/DescramblerBusinesswear: Footwear, Jacket, Bottoms, Mirrorshades, Top, Jewelry x2AgentBug DetectorComputerDisposable Phone x2Generic Chic: Contacts, JewelryLeisurewear: MirrorshadesUrbanflash: Footwear, Jacket, Bottoms, TopAgentAnti-Smog Breathing MaskDuct TapeFlashlightGrapple GunInflatable Bed & Sleep-BagMedtech BagRadio Communicator x2RopeTechtoolTent and Camping EquipmentBohemian: JewelryNomad Leathers: Top x4, Bottom x2, Footwear x2, Jacket, HatGear ListPage 99Fashion ListPage 102Next Step:Lifestyle & HousingPage 105Gear ListPage 99Fashion ListPage 102Next Step:Lifestyle & HousingPage 105104FITTED FOR THE FUTURE▶ How You Get Your Stuff: Weapons, Armor, Gear, Outfits, and Cyberware ◀ for Complete Packages (Calculated)Like STATs and Skills, Complete Package Characters have a lot more leeway when selecting Weapons, Armor, and Gear. Unlike Edgerunners and Streetrats, you get 2,550 Eurobucks (eb) to buy any weapons, armor, gear, and cyberware you want. Just hit the lists and start shopping. Keep in mind, the next section of Character creation is where you'll be buying cyberware so make sure you leave some money for those important purchases. A full list of weapons, armor, gear, and cyberware can be found in the Night Market section on pg. 340 and it is all full game if you have the eb. You keep anything you don't spend.Here's where to go for each one:Weapons ...................................................Page 91Armor ........................................................ Page 96Outfit .......................................................... Page 99Fashion .....................................................Page 102Cyberware ............................................. Page 110Complete Listing of it All ..................Page 340Hot Tip: Look over all the sections on Weapons, Armor, Cyberware, and Gear before you spend it all. Make a shopping list before you blow your hard-earned eurobucks, then buy what you want. If you don't want to spend it all, you can keep what you don't use from this pile of cash. Example: Jay's worked out what he wants to buy with his 2,550eb.Item GearNeural Link (Cyberware) 500ebSandevistan Speedware (Cyberware) 500ebAssault Rifle 500ebHeavy SMG 100ebHeavy Melee Weapon 100ebLight Armorjack (Body) 100ebLight Armorjack (Head) 100ebBasic Heavy Pistol Ammo x 100 100ebBasic Rifle Ammo x 100 100ebFlashbang Grenade 100ebSmoke Grenade x2 100ebBinoculars 50ebDisposable Cell Phone 50ebTent and Camping Equipment 50ebCarryall 20ebFlashlight 20ebInflatable Bed and Sleeping Bag 20ebPersonal CarePak 20ebRope (60m/yd) 20ebTotal Spent: 2550ebNext Step:Lifestyle & HousingPage 105105FITTED FOR THE FUTURE▶ Free Fashion for Complete Package Characters ◀In addition to weapons, armor, gear, and cyberware Complete Package Characters also get an additional 800eb to spend only on Fashion or Fashionware. Anything you don't spend goes away.Example: In keeping with his hard riding Solo persona, Jay decides to mostly wear Nomad-styled clothing.Item GearNomad Leathers Bottom (Rugged reinforced jeans) 100ebNomad Leathers Top (Denim heavy pullover with reinforced elbow patches) 20ebNomad Leathers Jacket (Heavy fringed) 100ebNomad Leathers Footwear (Cowboy boots) 100ebMirrorshades (Classic mirrored aviators) 50ebEMP Threading (Fashionware) 10ebTotal Spent: 380ebLeft Over (and lost): 420ebliFestyle AnD housinGAt character generation, if you aren't an Exec, you'll start off living in a rented Cargo Container, either in the Overcrowded Suburbs of the city or in a Combat Zone, and living a not-so-luxurious Kibble Lifestyle. See pg. 377 for more information about your living situation and what it entails. The first month's rent and kibble are free, choomba, but you owe 1100eb on the 1st of next month, or you’re getting evicted on the 2nd.On the other hand, if are an Exec, you'll start off living rent free in a Corporate Conapt in a Corporate Zone, and living a comfortable Good Prepak Lifestyle, which is already paid for this month. See pg. 377 for more information about your living situation and what it entails. You don't have to pay rent because you're better than other people, but maintaining your Good Prepak Lifestyle will run you 600eb on the first of every month.Nomads have an additional Housing option, due to their Moto Role Ability. See Pg. 165 for more details.Example: As a Solo, Jay's Character begins play living in a Cargo Container with a Kibble Lifestyle. He gets this free for one month. After that, he'll have to pay rent or get kicked out (or move to a better or worse place, depending on his finances) and buy another month of Lifestyle or starve.Next Up: Your CyberwareTime to chip in, Choomba.The last step in creating your Character is getting them some cyberware. Cyberware is everywhere in the Time of the Red and everybody uses it differently. Before you pick your poison, let's take a trip down to the ripperdoc to see exactly what you're getting yourself into.Lifestyle & Housing InfoPage 105Next Step: CyberwarePage 117Lifestyle & Housing InfoPage 105Next Step: CyberwarePage 117Lifestyle & Housing InfoPage 105Next Step: You're done, choomba!107putting the cyber putting the cyber into the punkinto the punkBY NEIL BRANQUINHO"You can be good. Or you can be dead. But the more you can add; the more you can bring that meat you were born with up to the next level, the better you can be. And that means less of a chance of ending up on the dead side of the equation."Damientech108PUTTING THE CYBER INTO THE PUNKBefore we Start...Let's begin by straightening one thing out: It's cyber-ware. Not cyberwear. Cyberwear is stuff you can remove. You're just wearing it, chombatta. You're a tourist. You're not yet committed to the Edge.Cyberware is the various types of "hardware" you actually have implanted inor replacing parts of your body. It's the stuff that you live with. You see it as part of your body in a way your favorite jacket will never be. It's like your heart, or your hands, or your gonads. When you get it installed, you're making a major com-mitment. You're replacing or enhancing something you were born with. That's staying on the Edge.Got it? Okay then...First, forget everything you ever thought about cyborgs. Everything. This is the Dark Future—the Time of the Red. Even if the supply lines are down, the stores have been looted, and you have to buy it in the Night Markets, today's cyborg is still committed to being stylish. Cybernetic design focuses on a stream-lined, high-mover lifestyle. Whether equipped with implanted memory chips in your nervous system to enhance a street fight, or bio-engineered mini-weap-ons for your personal protection, the cyborg of the Time of the Red is always on the cutting edge of high-tech living.style oveR FunCtionBut they aren't necessarily a walking tank either. Cyberware should be smoother than that—less obvious. You'll have to integrate your new-tech gadgets into a slick, seamless whole. You're either predator or prey in the City, and the faster you learn to blur the line between the two categories, the longer you'll survive.And that's the point: survival.the CybeR liFestyleIt's "hip and aware" to have high-tech grafted into your body somewhere. If you can afford it, you prob-ably have at least a couple of "enhancements": a few chips installed in your nervous system to interface with your computer, remember your appointments, and improve your cyberball reflexes. If you're cybered up, you probably have interface plugs to operate com-puters and vehicles mentally. Maybe your eyes are cyberoptics with a recording function and the latest iris tint (polychrome is in this year), or you've boosted your hearing to better hear the gossip in the Executive Lounge. Though this type of Cyberware is rarer in the Time of the Red.If your job involves some type of security or combat function (and most occupations in this time have at least some type of combat aspect), you probably have two or three types of combat chipware, as well as plugs for a smartgun. As a Solo, you may have had an arm or a leg replaced with a cyberlimb, allowing you to hide a variety of tools and weapons in your body, as well as giving you an edge in speed and strength. And even if your job technically doesn't involve violence, it's a safe bet that you're not going to be wandering The Street without some kind of nastiness implanted in your body. "Better cyber than sorry," is what The Street says about that.So as a Cyberpunk, you're going to want to get your hands on the best of this exciting and expensive tech. And "expensive" is the word. The average enhanced Character with, say, two cybereyes (targeting scope and IR enhancement), speedware, one super-chromed arm with a .25 cal submachine gun, interface plugs, and chipware for Brawling, Driving, and First Aid is an investment of thousands of eurobucks. If you can even find all that hardware. There was a War choomba, and some of the best stuff's been hoarded or just plain torn apart in the corporate battlefields of the urban zones.Of course, the ambitious punk already knows at least twenty-five ways (most of them illegal) to raise that sort of paltry sum; and they have the connections to get them in the Night Markets.But before you start loading up, there's a catch.CyberpsychosisCyberpsychosis is a dissociative disorder which occurs when someone with preexisting psychopathic tendencies enhances themselves via cybernetics to the point they no longer see themselves or others There's more information about Cyberpsychosis in play on Page 230109PUTTING THE CYBER INTO THE PUNKas complete, sapient organisms, but simply as a collection of replaceable parts. Common symptoms of cyberpsychosis include lack of self-preservation, complete disregard for others, poor impulse control, and explosive outbursts. Let's get this clear from the start: if you already have these underlying psycho-logical issues (in game represented by a very low Empathy) you are more likely to be a candidate for cyberpsychosis).Installing cyberware isn't the only way to edge towards this mental explosion. Strong and/or hor-rific events and situations can also wear down your Humanity. And unfortunately, Edgerunners deal with these sorts of situations on a regular basis. This is something your GM controls; they often times may attach a Humanity cost on an event or situation (like when you stumble across a pack of scavvers eating a baby: Humanity Loss of at least 6 points right there.)PRACtiCinG sAFe CybeROn the other hand, not all cyberware and augmen-tations contribute to cyberpsychosis. In the Time of the Red, people who lose parts of themselves or were born without parts have the option to buy Medical-Grade Cyberware (see pg. 226) which functions only as a replacement and has no Humanity cost. Medical implants are treated the same as long as they have a therapeutic use. Similarly, people undergoing gender affirmation surgery or other forms of thera-peutic body modification choose to use Bodysculpting (see pg. 226) which has no Humanity cost. Only cyberware used to replace perfectly functional body parts or enhance the body beyond the human base-line can push someone towards cyberpsychosis. Even then, there are some therapeutic options available (see pg. 229).the PsyCho squADCyberpsychosis has always been a big problem in the Dark Future. While state-sponsored therapy is an option, the hardest part is getting the patient into the psychologist's office. What do you do when a met-al-armored, cyberboosted maniac starts randomly killing people? If you're the government, you organize a special squad of professional police with one job: to hunt down and capture or kill murderous cyberpsy-chos. If there isn't much government left, the locals will probably start their own Psycho Squad Militia and go after your 'borged-up butt anyway, even without a warrant.Psycho Squads are common to most urban or cor-porate police departments, going under names like C-SWAT (Cybernetic Special Weapons & Tactical Squad), PSYCHE-DIV, CYB-Enforcement, and MAX-TAC (Maximum Force Tactical Division). Armed with the best in armor, comm equipment, and vehi-cles, most carry weapons that start at the light cannon range and go up from there. They are, by nature, not very nice people.Now you know. Walk carefully. Guard your mind.BY RICHARD BAGNALL110PUTTING THE CYBER INTO THE PUNKCyberwareCybertechnology or Street CyberwareCybertechnology can be purchased almost anywhere. Some of the medical procedures are simple: walk-in types of surgery with minor installations taking place in whatever shopping mall clinics (Bodyshoppe, Fashion/Fusion, and Parts N' Programs are three popular chain stores) still exist, or drop-in medical centers (Docs R Us™). These installations are much like getting your ears pierced. You can even have upgrades and improvements plugged into the old hardware for the cost of the new parts, allowing you to start small (called "stripped" or "economy") and add as you go.You can't install cyberware if you're suffering a Critical Injury related to it. For more information, see pg. 220.the GooDies: CybeRwARe tyPesThere are 8 types of Cyberware.Fashionware: Stuff you install for personal adornment. See Page 111 for list.Neuralware: Stuff you install to enhance or augment your reflexes and mental abilities. See Page 112 for list.Cyberoptics: Stuff you install to improve visual abilities. See Page 112 for list.Cyberaudio Stuff you install to improve hearing and auditory abilities. See Page 113 for list.Internal Body Cyberware: Stuff that is implanted in your body and works like organs or systemic improve-ments. See Page 114 for list.External Body Cyberware: Stuff that is installed in, on, over or immediately through the skin. See Page 114 for list.Cyberlimbs: Cybernetic arms or legs that can be enhanced with a variety of hands, coverings, or functions. See Page 115 for list.Borgware: Stuff which fully replaces the majority of your body with cybernetic parts that are augmented by cyberoptics, audio, prosthesis, or other cyberware installations. See Page 116 for list.how to ReAD the CybeRwARe tAblesAll Cyberware is defined by five factors: Name, Install, Data, Cost, and HL (Humanity Loss).Name: The popular street name of the cyberware.Install: Where you can get it put in. Installation surgery is always included at no extra charge, including at Character Generation.• Mall means you can literally get the installation done in any mall or street corner bio-mod shop; the equivalent of ear-piercing in the 1900s. There are not as many of these as there were in the 2020s.• Clinic means an actual Medtech in a medical surgery clinic. Most of the installation is automated, but it takes a skilled practitioner to use that gear. Most ripperdocs are at this level.• Hospital means the work requires major surgery and a Medtech capable of doing this kind of work. This also requires a full hospital or the nearest equivalent, which is relatively rare.The listings in this chapter are abbreviated. You'll find full rules for all cyberware starting on Page 358111PUTTING THE CYBER INTO THE PUNKDescription & Data: A description of the cyberware, its game mechanics, its prerequisites, and what is known about it on The Street. Benefits from multiple installations of the same cyberware do not stack unless otherwise noted. For more detailed information about the item, go to page 358.Options Slots: Most classifications of cyberware have a foundational piece of cyberware that is a prerequisite for installing other cyberware of this type. This cyberware has a number of Option Slots that can be filled with other cyberware. Unless otherwise marked, most cyberware options require one slot in the foundational cyberware or of that category. If a type of cyberware requires a foundational piece it will be listed first with its Option Slots. In the case of Fashionware, Internal Cyberware, and External Cyberware, there is no foundational cyberware but you can still only implant 7 Option Slots worth of cyberware.Cost: What the cyberware costs in the main currency in Night City, the Eurobuck. The Price Category of the item is listed below its cost. See Buying and Selling on Page 385.HL (Humanity Loss): How badly this installation will affect your psyche. At Character Generation, Humanity Loss is preset. After Character Generation, Humanity Loss is determined by the dice in paren-theses following the preset number. ▶ FAshionwARe (7 oPtion slots AvAilAble)Name Install Description & Data Cost HLBiomonitor Mall Subdermal implant which generates a readout of vitals. Can link to Agent. 100eb (Premium)0(N/A)Chemskin Mall Dyes and pigments infused into the skin to permanently change its hue. +2 to Personal Grooming if user also has Techhair.100eb (Premium)0(N/A)EMP Threading Mall Thin silver lines that run in circuit-like patterns across the body. 10eb (Cheap)0(N/A)Light Tattoo MallSubdermal patches store light and project colored tattoos under the skin. +2 to Wardrobe and Style if user has three or more tattoos.100eb (Premium)0(N/A)Shift Tacts Mall Color-changing lenses implanted into the eye. 100eb (Premium)0(N/A)Skinwatch Mall Subdermally implanted LED watch. 100eb (Premium)0(N/A)Techhair Mall Color-light-emitting artificial hair. +2 to Personal Grooming if user also has Chemskin.100eb(Premium)0(N/A)PiCk A PiCk A hairstylehairstyle AnD AnD ColorColor FoR me. FoR me. ReFeRenCe uR, miChiko sAnDeRson, AnD ReFeRenCe uR, miChiko sAnDeRson, AnD mAZ DesPAiR FoR iDeAs AnD CRoss-ReFeRenCe mAZ DesPAiR FoR iDeAs AnD CRoss-ReFeRenCe them AGAinst whAt's them AGAinst whAt's popularpopular ACCoRDinG to ACCoRDinG to niGht City Pulse. senD the sPeCs niGht City Pulse. senD the sPeCs direCtlydireCtly to my teChhAiR while i'm in the showeR.to my teChhAiR while i'm in the showeR.— nightingale— nightingaleto her agentFull Fashionware listings are onPage 358112PUTTING THE CYBER INTO THE PUNK ▶ neuRAlwARe (FounDAtionAl CybeRwARe: neuRAl link)Name Install Description & Data Cost HLNeural Link Clinic Wired artificial nervous system. Required to use Neuralware and Subdermal Grip. Has 5 Option Slots.500eb (Expensive) 7 (2d6)Braindance RecorderClinicRecords user's experiences to memory chip or external device. Requires Neural Link.500eb (Expensive) 7 (2d6)Chipware SocketClinicA single socket installed in back of the neck. Required to use Chipware. Requires Neural Link.500eb (Expensive) 7 (2d6)Interface Plugs Clinic Plugs in wrist or head that allow connection to machines. Requires Neural Link.500eb (Expensive) 7 (2d6)Kerenzikov Clinic Speedware. User adds +2 to Initiative. Only 1 piece of Speedware can be installed at a time. Requires Neural Link.500eb (Expensive) 14 (4d6)Sandevistan ClinicSpeedware. When activated as an Action adds +3 to Initiative for one minute. Has 1 hour cool down period. Only 1 piece of Speedware can be installed at a time. Requires Neural Link.500eb (Expensive) 7 (2d6)Chemical AnalyzerN/AChipware. Tests substance for precise chemical composition and compares to a database. Requires Chipware Socket.500eb (Expensive) 3 (1d6)Memory Chip N/A Data storage. User's cyberware can store or access data on it. 10eb (Cheap) 0 (N/A)Olfactory Boost N/A Chipware. User can use Tracking Skill to track via scent. Requires Chipware Socket.100eb (Premium) 7 (2d6)Pain Editor N/A Chipware. User ignores penalties due to being Seriously Wounded. Requires Chipware Socket.1,000eb (V. Expensive)14 (4d6)Skill Chip N/A Chipware. User has specific Skill at Level 3 unless Skill is already 3+. Skill Chips for (x2) cost Skills cost more. Requires Chipware Socket.500eb (Expensive) or 1,000eb (V. Expensive)7 (2d6)Tactile Boost N/A Chipware. User can detect motion within 20m/yd by placing hand on surface. Requires Chipware Socket.100eb (Premium) 7 (2d6) ▶ CybeRoPtiCs (FounDAtionAl CybeRwARe: CybeReye)Name Install Description & Data Cost HLCybereye ClinicArtificial Eye. Each Cybereye has 3 Option Slots. Some options must be paired (purchased twice and installed in two different Cybereyes on a user. HL must be paid for each).100eb (Premium) 7 (2d6)Anti-Dazzle Mall User immune to effects caused by flashes of light. Requires two Cybereyes and must be paired.100eb (Premium)2 (1d6/2 Round up)Chyron Mall Projects subscreen into user's field of vision. Requires a Cybereye. 100eb (Premium) 2 (1d6/2 Round up)Color Shift Mall Unlimited color and pattern changes for the eye. Requires a Cybereye. 100eb (Premium) 2 (1d6/2 Round up)Dartgun Clinic Single shot Dartgun Exotic Weapon concealed in eye. Requires a Cybereye and takes 3 Option Slots.500eb (Expensive)2 (1d6/2 Round up)Image Enhance Mall Adds +2 to Perception, Lip Reading, and Conceal/Reveal Object. Requires two Cybereyes and must be paired.500eb (Expensive) 3 (1d6)Full Neuralware listings can be found on Page 359Full Cyberoptics listings can be found on Page 360113PUTTING THE CYBER INTO THE PUNKName Install Description & Data Cost HLLow Light / Infrared / UVMallUser can ignore penalties due to darkness, smoke, fog, etc. Requires two Cybereyes, must be paired, and takes 2 Option Slots per Cybereye.500eb (Expensive) 3 (1d6)MicroOptics Clinic Provides user with 400x magnification. Requires a Cybereye. 100eb (Premium) 2 (1d6/2 Round up)MicroVideo Clinic Camera in eye. Records audio and video to Memory Chip or linkedAgent. Requires a Cybereye and takes 2 Option Slots.500eb (Expensive)2 (1d6/2 Round up)Radiation DetectorClinicRadiation readings within 100m/yds displayed in form of blue glow. Requires a Cybereye.1,000eb (V. Expensive)3 (1d6)Targeting Scope Clinic Adds +1 to Check when making Aimed Shot. Requires a Cybereye. 500eb (Expensive) 3 (1d6)TeleOptics Clinic Can see detail up to 800m/yd away. +1 to Aimed Shots against target 51m/yds or farther away. Requires a Cybereye.500eb (Expensive) 3 (1d6)Virtuality Mall Projects cyberspace imagery over user's view of the world. Requires two Cybereyes and must be paired.100eb (Premium)2 (1d6/2 Round up) ▶ CybeRAuDio (FounDAtionAl CybeRwARe: CybeRAuDio suite)Name Install Description & Data Cost HLCyberaudio SuiteClinic Has 3 Option Slots. Cannot install more than 1. 500eb (Expensive) 7 (2d6)Amplified HearingMall+2 to Perception for Checks involving hearing. Requires a Cyberaudio Suite.100eb (Premium) 3 (1d6)Audio Recorder Clinic Records audio to Memory Chip or linked Agent. Requires a Cyberaudio Suite.100eb (Premium)2 (1d6/2 Round up)Bug Detector Mall Beeps when within 2m/yds of a listening device. Requires a Cyberaudio Suite.100eb (Premium)2 (1d6/2 Round up)Homing Tracer Clinic Can follow a linked tracer up to 1 mile away. Requires a Cyberaudio Suite.100eb (Premium)2 (1d6/2 Round up)Internal Agent Mall Fully functional Agent installed internally. Can be linked to a Cybereye with Chyron display. Otherwise, audio only. Requires a Cyberaudio Suite.100eb (Premium) 3 (1d6)Level Damper Mall User immune to effects caused by loud noises. Requires a Cyberaudio Suite.100eb (Premium)2 (1d6/2 Round up)Radio CommunicatorMallUser can communicate via radio. 1 mile range. Requires a Cyberaudio Suite.100eb (Premium)2 (1d6/2 Round up)Radio Scanner / Music PlayerClinicCan play music from Data Pool or Memory Chip or tune into radio broadcasts within 1 mile. Requires a Cyberaudio Suite.Costly (50eb)2 (1d6/2 Round up)Radar Detector Clinic Beeps if active radar beam is within 100m/yd. Requires a Cyberaudio Suite.500eb (Expensive)2 (1d6/2 Round up)Scrambler / DescramblerMallAllows user to scramble outgoing communications and descramble incoming communications. Requires a Cyberaudio Suite.100eb (Premium)2 (1d6/2 Round up)Voice Stress AnalyzerMall+2 to Human Perception and Interrogation Checks. Requires a Cyberaudio Suite.100eb (Premium) 3 (1d6)Full Cyberaudio listings are onPage 361114PUTTING THE CYBER INTO THE PUNK ▶ inteRnAl CybeRwARe (7 oPtion slots AvAilAble)Name Install Description & Data Cost HLAudioVox Clinic Voice synthesizer. Adds +2 to Acting and Play Instrument when singing. 500eb (Expensive) 3 (1d6)Contraceptive ImplantMall Prevents undesired pregnancy. 10eb (Cheap) 0 (N/A)Enhanced AntibodiesMall After stabilization, user heals BODY x 2 for each day spent resting. 500eb (Expensive)2 (1d6/2 Round up)Cybersnake Hospital Esophagus mounted Very Heavy Melee Weapon. Can be concealed. 1,000eb (V. Expensive)14 (4d6)Gills Hospital User can breathe underwater. 1,000eb (V. Expensive)7 (2d6)Grafted Muscle and Bone LaceHospitalIncreases BODY by 2. The increase changes HP, Wound Threshold, and Death Save. Cannot raise BODY above 10.1,000eb (V. Expensive)14 (4d6)Independent Air SupplyHospitalProvides 30 minutes of oxygen. Takes 1 hour to refill from ambient atmosphere.1,000eb (V. Expensive)2 (1d6/2 Round up)Midnight Lady™ Sexual ImplantClinic Be a Venus, be the fire, be desire. 100eb (Premium) 7 (2d6)Mr. Studd™ Sexual ImplantClinic All night, every night, and they'll never know. 100eb (Premium) 7 (2d6)Nasal Filters Clinic User immune to effects of toxic gases, fumes, and similar dangers. 100eb (Premium) 2 (1d6/2 Round up)Radar / Sonar ImplantClinic Scans terrain within 50m/yds. Cannot scan through cover.1,000eb (V. Expensive)7 (2d6)Toxin Binders Clinic Adds +2 to Resist Torture/Drugs. 100eb (Premium) 2 (1d6/2 Round up)Vampyres Clinic Excellent Quality Light Melee Weapon implanted in mouth. Can be concealed. User can add Poison or Biotoxin.500eb (Expensive) 14 (4d6) ▶ exteRnAl CybeRwARe (7 oPtion slots AvAilAble)Name Install Description & Data Cost HLHidden Holster Clinic Can store weapon capable of concealment inside body. 500eb (Expensive) 7 (2d6)Skin Weave Hospital User's body and head armored at SP7. Does not stack with worn Armor. Ablates. Recovers 1 SP per day of rest.500eb (Expensive) 7 (2d6)Subdermal ArmorHospitalUser's body and head armored at SP11. Does not stack with worn Armor. Ablates. Recovers 1 SP per day of rest.1,000eb (V. Expensive)14 (4d6)Subdermal PocketClinic2" x 4" (5cm x 10cm) storage space just under the skin with RealSkinn™ zipper.100eb (Premium) 3 (1d6)Full Internal Cyberware listings can be found on Page 362Full External Cyberware listings can be found on Page 364Data on Weapon Qualities can be found on Page 342115PUTTING THE CYBER INTO THE PUNK ▶ CybeRlimbs (FounDAtionAl CybeRwARe: CybeRARm oR CybeRleG)Name Install Description & Data Cost HLCyberarm Hospital Replacement arm. Has 4 Option Slots. Comes installed with Standard Hand that doesn't cause Humanity Loss or take up an Option Slot.500eb (Expensive) 7 (2d6)Standard Hand Clinic Standard cybernetic hand. Can be installed in a meat arm. 100eb (Premium) 2 (1d6/2 Round up)Big Knucks Clinic Armored knuckles. Medium Melee Weapon. Can be concealed. Can be installed as only piece of Cyberware in a meat arm.100eb (Premium) 3 (1d6)Cyberdeck Clinic Cyberdeck installed in Cyberarm. Requires a Cyberarm and takes up 3 Option Slots.500eb (Expensive) 3 (1d6)Grapple Hand Clinic Fires hand, along with a grapple line up to 30m/yds. Cannot be used as a weapon. Requires a Cyberarm.100eb (Premium) 3 (1d6)Medscanner Clinic Medscanner installed in Cyberarm. Helps diagnose illness and injury. +2 to First Aid and Paramedic. Requires a Cyberarm and takes 2 Option Slots.500eb (Expensive) 7 (2d6)Popup Grenade LauncherClinicA single shot Grenade Launcher installed in a Cyberarm. Weapon can be concealed. Requires a Cyberarm and takes up 2 Option Slots.500eb (Expensive) 7 (2d6)Popup Melee WeaponClinicAny Light, Medium, or Heavy Melee Weapon installed in a Cyberarm. Weapon can be concealed even if not normally concealable. Requires a Cyberarm and takes up 2 Option Slots.500eb (Expensive) 7 (2d6)Popup Shield Clinic A Bulletproof Shield installed in the Cyberarm. Can be concealed and replaced when at 0 HP. Requires a Cyberarm and takes up 3 Option Slots.500eb (Expensive) 7 (2d6)Popup Ranged WeaponClinicAny One Handed Ranged Weapon installed in a Cyberarm. Weapon can be concealed even if not normally concealable. Requires a Cyberarm and takes up 2 Option Slots. 500eb (Expensive) 7 (2d6)Quick Change MountClinic Allows user to remove or install a Cyberarm as an Action. 100eb (Premium) 7 (2d6)Rippers Clinic Carbo-glass claws. Medium Melee Weapon. Can be concealed. Can be installed as only piece of Cyberware in a meat arm. 500eb (Expensive) 3 (1d6)Scratchers Mall Carbo-glass fingernails. Light Melee Weapon. Can be concealed. Can be installed as only piece of Cyberware in a meat arm.100eb (Premium)2 (1d6/2 Round up)Shoulder Cam Clinic Video camera mounted in shoulder. Can be concealed. Requires a Cyberarm and takes up 2 Option Slots.500eb (Expensive) 7 (2d6)Slice ‘N Dice Clinic Monofilament whip implanted in the thumb. Medium Melee Weapon. Can be concealed. Can be installed as only piece of Cyberware in a meat arm.500eb (Expensive) 3 (1d6)Subdermal Grip Clinic Allows user to use Smartgun without Interface Plug. Can be installed as only piece of Cyberware in a meat arm. Requires Neural Link.100eb (Premium) 3 (1d6)Techscanner Clinic Techscannerinstalled in Cyberarm. Helps diagnose broken tech. +2 to multiple TECH-based Skills. Requires a Cyberarm and takes 2 Option Slots.500eb (Expensive) 7 (2d6)Tool Hand Clinic Fingers contain screwdriver, wrench, small drill, and other tools. Can be installed as only piece of Cyberware in a meat arm.100eb (Premium) 3 (1d6)Wolvers Clinic Long claws extended from the knuckles. Heavy Melee Weapon. Can be concealed. Can be installed as only piece of Cyberware in a meat arm.500eb (Expensive) 7 (2d6)Full Cyberlimb listings are onPage 364116PUTTING THE CYBER INTO THE PUNKName Install Description & Data Cost HLCyberleg HospitalReplacement leg. Has 3 Option Slots. Comes installed with Standard Foot that doesn't cause Humanity Loss or take up an Option Slot. Most Cyberleg options must be paired (purchased twice and installed in two different Cyberlegs on a user. HL must be paid for each).100eb (Premium) 3 (1d6)Standard Foot Clinic Standard cybernetic foot. Can be installed in a meat leg. 100eb (Premium) 2 (1d6/2 Round up)Grip Foot Clinic Traction enhanced. Negates movement penalty when climbing. Requires two Cyberlegs and must be paired.500eb (Expensive) 3 (1d6)Jump Booster Clinic Hydraulics in legs. Negates movement penalty when jumping. Requires two Cyberlegs, takes up 2 Option Slots, and must be paired.500eb (Expensive) 3 (1d6)Skate Foot Clinic Inline skates built into feet. Can be concealed. Increases movement by 6m/yds when using Run Action. Requires two Cyberlegs and must be paired.500eb (Expensive) 3 (1d6)Talon Foot Clinic Blade mounted in foot. Light Melee Weapon. Can be concealed. Can be installed as the only piece of Cyberware in a meat leg.500eb (Expensive) 3 (1d6)Web Foot Clinic Thin webbing between toes. Negates movement penalty when swimming. Requires Two Cyberlegs and must be paired.500eb (Expensive) 3 (1d6)Hardened ShieldingClinicCyberlimb and installed options cannot be rendered inoperable by EMP pulses or Non-Black ICE Program effects. Requires Cyberarm or Cyberleg.1,000eb (V. Expensive)3 (1d6)Plastic CoveringMallPlastic coating for Cyberlimb. Available in wide variety of colors and patterns. Requires a Cyberarm or Cyberleg but does not take an Option Slot.100eb (Premium) 0 (N/A)Realskinn™ CoveringMallArtificial skin coating for Cyberlimb. Requires a Cyberarm or Cyberleg but does not take an Option Slot.500eb (Expensive) 0 (N/A)Superchrome® CoveringMallShiny metallic coating for Cyberlimb. +2 to Wardrobe and Style. Requires a Cyberarm or Cyberleg but does not take an Option Slot.1,000eb (V. Expensive)0 (N/A) ▶ boRGwAReName Install Description & Data Cost HLArtificial Shoulder MountHospital User can mount 2 Cyberarms under first set of arms.1,000eb (V. Expensive)14 (4d6)Implanted Linear Frame ß (Beta)HospitalEnhanced skeleton and support structure. Increases BODY to 14. The increase changes HP, Wound Threshold, and Death Save. Requires BODY 8 and 2 Grafted Muscles and Bone Lace.5,000eb (Luxury) 14 (4d6)Implanted Linear Frame ∑ (Sigma)HospitalEnhanced skeleton and support structure. Increases BODY to 12. The increase changes HP, Wound Threshold, and Death Save. Requires BODY 6 and Grafted Muscles and Bone Lace.1,000eb (V. Expensive)14 (4d6)MultiOptic Mount Hospital User can mount up to 5 additional Cybereyes. 1,000eb (V. Expensive)14 (4d6)Sensor Array Clinic User can install up to 5 additional Cyberaudio Options. Requires Cyberaudio Suite but does not take up Cyberaudio Option Slot.1,000eb (V. Expensive)14 (4d6)117PUTTING THE CYBER INTO THE PUNKtime to sCoRe some CybeRwARe▶ How You Get Your Stuff: Cyberware ◀for Streetrats (Templates) & Edgerunners (Fast and Dirty)Like Weapons, Armor, and Gear, your Cyberware is predetermined from the start as a Streetrat or Edgerunner. However, when you move on to the Night Market sections of the rules (pg. 340), you'll have the option to buy more types of cyberware as your Character progresses. To find out what cyberware your Character comes equipped with, check the lists on the tables below and look under your Character's Role. Note that you may occasionally be given a choice between 2 or more options (example: Nasal Filter or Toxin Binders). Pick one and only one when offered an option. We have also worked out all the Humanity Loss costs (see pg. 111); subtract these from your current Humanity and see how this affects your EMP Statistic. You should be relatively safe from cyberpsychosis with Streetrats and Edgerunners, assuming you don't push your luck when you buy things from the Night Markets (pg. 340).RockerboyCyberwareSoloCyberwareNetrunnerCyberwareTechCyberwareMedtechCyberwareAudio RecorderChemskinCyberaudio SuiteTech HairBiomonitorNeural LinkSandevistan Speedware or WolversInterface PlugsNeural LinkShift TactsCybereyeMicroOpticsSkinwatchTool HandBiomonitorCybereyeNasal Filters or Toxin BindersTeleOptics9 Humanity Loss (-1 EMP)14 Humanity Loss (-2 EMP)14 Humanity Loss (-2 EMP)12 Humanity Loss (-2 EMP)12 Humanity Loss (-2 EMP)MediaCyberwareLawmanCyberwareExecCyberwareFixerCyberwareNomadCyberwareAmplified Hearingor Voice Stress AnalyzerCyberaudio SuiteLight TattooHidden HolsterSubdermal PocketBiomonitor or Tech HairCyberaudio SuiteInternal AgentToxin Bindersor Nasal FiltersCyberaudio SuiteInternal AgentSubdermal PocketVoice Stress Analyzeror Amplified HearingInterface Plugs or WolversNeural Link10 Humanity Loss (-2 EMP)10 Humanity Loss (-2 EMP)12 Humanity Loss (-2 EMP)16 Humanity Loss (-2 EMP)14 Humanity Loss (-2 EMP)▶ How You Get Your Stuff: Cyberware ◀for Complete Packages (Calculated)In case you missed it, Calculated Characters get their cyberware the same way they get all their other gear; buying each piece with their hard-earned eurobucks. Like we said on pg. 104, you've got 2550eb to burn but you probably spent a lot of that on the tools of the trade; big knives, bigger guns, and maybe some tools. You may have to go back and drop some of the knives and guns to get your brand new metal arm. But there is another option...Cyberware ListPage 110Next Step: You're done, choomba!Cyberware List Page 110Next Step: You're done, choomba!118PUTTING THE CYBER INTO THE PUNKRunning Out of Cash?Starting to look over the list of cyberware and thinking: "I don't have the kind of eurobucks I need to swing this tech,"? At this point, you have to ask yourself: "How desperate am I? Am I really hard up enough to risk death and dismemberment just to get a lousy cyberarm?"Sure you are. The truly desperate turn to desperate measures. In this case, you can hire yourself out to someone who can afford to buy your cybernetics for you. At your GM's discretion, selecting any one of the following employers at Character Generation will swing you 1500eb in cyberware in addition to an installation of mandatory Neural Link cyberware, free-of-charge, assuming you can convince everyone else playing at your table to also take advantage of this attractive employ-ment opportunity.Join the (CoveRt) militARyThe War is over. Or is it? The remnants of the Fourth Corp War are still brewing like rotting sepsis all over the backwaters of the world. Just because the truce is in place doesn't mean that there aren't lots of low-key national armies running around. President Elizabeth Kress ain't gonna let those Arasaka bastards wreck what's left of America. She's on a mother-humping crusade.So if you want to get the big bucks, join up to be a fighter in covert proxy wars across the world serving what's left of your country's armed forces with dis-tinction and honor as part of a Mechanized Combat Force (Cybergrunts, to you). See pain, torture, and death close-up, as you participate in any one of a hundred blackops "cleanup actions" worldwide, pro-tecting "national interests." Of course the Cybergrunts don't exist. Of course your country doesn't send teams of heavily armed covert agents into other countries to kill and foment revolt. Of course they're not going to let you quit when you want to.tAke uP A liFe oF oRGAniZeD CRimeThe word on The Street is that the Mob is alive and hiring. Swear allegiance to one of the big-time organized Crime Families and you'll never lack for cybertech. The only catch is you must do "work " for them. Bill collecting. Assassinations. Murders. Mob wars. The Families of the Time of the Red have a long and honorable tradition that goes back into the early 1900s: nobody ever quits the Mob. Ever.sell out to A CoRPoRAtionJoin a Corporation and see the world. While you're at it, they'll bankroll you for lots of eurobucks in newtech. But remember, as with all business deals there's a price. In this case, you must work for the Corporation. If you aren't an Exec, you won't be doing the job of an Exec, and if there's an Exec at the table, you'll be working under them alongside their team. However, if you are an Exec, you'll know this is the difference between just working for the Corporation and selling your soul to it. Forget about changing jobs. When you sell out, the jobs you get to do are all the fun, suicidal ones on which they don't want to waste their good people: executive kidnappings, black operations, and BY NEIL BRANQUINHO119PUTTING THE CYBER INTO THE PUNKespionage missions. If you're really lucky, you'll even get to be a grunt in the next Corporate war; you know, the ones that make Vietnam and the Russian engage-ment in Afghanistan look like picnics, defending the Corporation's interests in some backwater hellhole with a population of civilians you're suppressing. Restoring the Corporate Order is fun!the CAtChLike most "free" offers, these employment opportunities are booby-trapped in creative and dangerous ways. Each requires that you work for an indeterminate amount of time (forever) for people you may not like. You'll have to do what they tell you, no matter how cruddy, dangerous, or suicidal. Like most powerful people in the Cyberpunk future, they don't like to be crossed, and have a variety of awful ways to ensure your "cooperation":Hostages: To ensure your good behavior, the con-trolling agency is holding someone you care about hostage. You mess up, they die—or worse.Blackmail: Somewhere in your past, you did some-thing you can't afford to let out. It could be as small as cheating on your taxes (with a 20-year jail term), or a murder rap. It may even be fictional—created by your new employers to make sure you toe the line. Are you willing to take the chance?Sabotage Cybernetics: To make sure you stay in line, the controlling agency has buried lethal glitches in your cybernetic software. Things to make your heart stop on command. Programs that give you blinding headaches if you refuse to follow an order.Monitored: Your employers have implanted sensors or other monitoring devices on you—just to ensure your loyalty. You can't say or do anything without them knowing. You can't go anywhere without them finding you. The worst part is, you don't know where in your body they've hidden these devices.Command Kill: A really vicious sabotage chip—on the command word, you'll kill whomever you are directed to kill; without control, regret or mercy. Your mother. Your lover. Your cat. Anyone.Company Safeguard: Another nasty sabotage chip. You can't willingly harm any member of the controlling agency; to do so causes you excruci-ating pain. To continue causes even more pain, culminating in full heart stoppage and a screaming death.Remote Detonator: One of the favorite Corporate tricks, this is a small package of inert explosive buried somewhere in your body, activated by a remote radio signal. You don't know where they put it, the scanners can't find it, and if you did go around looking you're likely to set it off.Wanna bet your life, choomba?Remember, if you join one of these groups, any one (or more) of these little goodies applies directly to making you a puppet of your employers. What you are forced to do, and what they hold over you, is up to the GM. They don't even have to tell you if you've been tampered with. You don't have a choice. You just sold your soul.some PeoPle ARe willinG to Do some PeoPle ARe willinG to Do anythinganything to Get AheAD. me? to Get AheAD. me? i'm not willinG to Go thAt FAR. i'm not willinG to Go thAt FAR. not not anymoreanymore. eveRy solo . eveRy solo neeDs to hAve A bReAk Point; neeDs to hAve A bReAk Point; A line they'Re not willinG to A line they'Re not willinG to buDGe oveR no mAtteR whAt. buDGe oveR no mAtteR whAt. you hAve to you hAve to weighweigh the Jobs the Jobs AnD the PeoPle oFFeRinG them AnD the PeoPle oFFeRinG them to you. sometimes, the biG to you. sometimes, the biG sCoRe isn't woRth the sCoRe isn't woRth the priCepriCe oF CAshinG it in when the oF CAshinG it in when the Job’s Done. sometimes, you Job’s Done. sometimes, you neeD to neeD to ChooseChoose between between GettinG RiCh oR beinG Able GettinG RiCh oR beinG Able to to sleepsleep At niGht. At niGht.— zara— zaraAwareness Skills LVL STAT BASEConcentration (WILL)Conceal/Reveal Object (INT)Lip Reading (INT)Perception (INT)Tracking (INT)Body Skills LVL STAT BASEAthletics (DEX)Contortionist (DEX)Dance (DEX)Endurance (WILL)Resist Torture/Drugs (WILL)Stealth (DEX)Control Skills LVL STAT BASEDrive Land Vehicle (REF)Pilot Air Vehicle (x2) (REF)Pilot Sea Vehicle (REF)Riding (REF)Education Skills LVL STAT BASEAccounting (INT)Animal Handling (INT)Bureaucracy (INT)Business (INT)Composition (INT)Criminology (INT)Cryptography (INT)Deduction (INT)Education (INT)Gamble (INT)Education Skills LVL STAT BASELanguage (INT)StreetslangLibrary Search (INT)Local Expert (INT)Your HomeScience (INT)Tactics (INT)Wilderness Survival (INT)Fighting Skill LVL STAT BASEBrawling (DEX)Evasion (DEX)Martial Arts (x2) (DEX)Melee Weapon (DEX)Performance Skills LVL STAT BASEActing (COOL)Play Instrument (TECH)Ranged Weapon Skills LVL STAT BASEArchery (REF)Autofire (x2) (REF)Handgun (REF)Ranged Weapon Skills LVL STAT BASEHeavy Weapons (x2) (REF)Shoulder Arms (REF)Social Skills LVL STAT BASEBribery (COOL)Conversation (EMP)Human Perception (EMP)Interrogation (COOL)Persuasion (COOL)Personal Grooming (COOL)Streetwise (COOL)Trading (COOL)Wardrobe & Style (COOL)Technique Skills LVL STAT BASEAir Vehicle Tech (TECH)Basic Tech (TECH)Cybertech (TECH)Demolitions (x2) (TECH)Electronics/Security Tech (x2) (TECH)First Aid (TECH)Forgery (TECH)Land Vehicle Tech (TECH)Paint/Draw/Sculpt (TECH)Paramedic (x2) (TECH)Photography/Film (TECH)Pick Lock (TECH)Pick Pocket (TECH)Sea Vehicle Tech (TECH)Weaponstech (TECH)Weapon DMG aMMo RoF notesaRMoR sp penaltyHeadBodyShieldWeapons anD aRMoRIntDeXReFteCHCoolWIllMoVeBoDyHanDleRolepenalty applIes to ReF, DeX & MoVeHIt poIntsseRIously WounDeDCRItICal InjuRIesHuManItyRole aBIlItynotesluCKout ofeMpout ofout ofout ofrankDeatH saVe-2 to all aCtIonsWHen seRIously WounDeDaDDICtIonsrankalIasesIMpRoVeMentpoIntsReputatIonout ofGeaR notesAmmunitionCashlIFestyleHousInG RentCultuRal oRIGInslIFepatHpeRsonalItyClotHInG style HaIRstyleWHat Do you Value Most?FeelInGs aBoutpeople?Most ValueDpeRsonMost ValueDpossessIonFaMIly BaCKGRounDCHIlDHooDenVIRonMentFaMIly CRIsIsFRIenDs tRaGIC loVe aFFaIRseneMIeslIFe GoalsWhat Caused It? What Can They Throw at You? What’s Gonna Happen?Who?ReputatIon eVentsFasHIonRole speCIFIC lIFepatHNeural Link DataCyBeRWaReFor cyberwarewith a foundational requirement (i.e. a Cybereye) check the box to indicate you have it. Options go in the slots below.For cyberware without a foundational requirement (i.e. Internal Cyberware) just note each piece in the slots below the category name.Right Cybereye Data Left Cybereye DataCyberaudio Suite DataRight Cyberarm Data Left Cyberarm DataRight Cyberleg Data Left Cyberleg DataInternal Cyberware DataExternal Cyberware DataFashionware DataBorgware Data1 2 435679811120Your Character SheetYou'll find a three page sheet for recording your Character's information on pg. 450 or online from a variety of sources. Here's some data on how to fill it out.1. The big block on top's for drawing or affixing a picture of your Character. Beneath it, you'll find a box for recording your Character's Handle (street name), Role, Role Ability, and any notes you want to keep.2. Write your STATs here. STATs that can have two different values (Maximum and Current) are divided in two by bar.3. Your Derived Statistics are recorded here. That includes Humanity, Hit Points, your Seriously Wounded threshold, and Death Save value. You can also record any Critical Injuries or Addictions your Character suffers during play.4. Skills go here. They're organized by category and note the STAT they're linked to. You can record your Skill Level, your STAT number, and your Skill Base (STAT + Skill combined).5. This space is for your weapons and armor. For armor, you record SP and penalty. For Weapons, you can record damage, mag-azine size, Rate of Fire, and any notes like alternate fire modes.6. You'll earn and spend Improvement Points to raise Skill Levels and Role Ability Ranks during play. This area also has a spot for recording Reputation information (see pg. 193).7. Record the results of your general Lifepath here.8. And record the results of your Role Specific Lifepath here.9. This is where you keep track of your Outfit. At the bottom of the first section is a space for recording ammunition and cash. Beneath that you'll find spots for recording what Fashions you own and your current Housing and Lifestyle.10. An entire page for cyberware! It is all divided by category and you can record name and what it does. There's additional instructions on the page. SAMPLE CHARACTER SHEETFor more on Improvement Points, how you earn them, and how you spend them, see Page 408121BY NEIL BRANQUINHOthe fall of the towersthe fall of the towers2022 (23 Years Ago)2022 (23 Years Ago)"All right pipsqueak, time to see if Metal really is better than meat. Let's dance."Morgan Blackhand to Adam Smasheron top of arasaka towers just before the nuke went offThe door of the trailer swings open and a young man in dark leathers, still dusty from the road, hauls himself into the air conditioned command truck. Humor glints from his eyes as light glints from the conchas on his hat and gun belt. A corned beef on rye is still half-eaten, clenched in his gunmetal grey fist."Evening, gatos y señoritas. The Aldecaldo—Santiago; he sends his regrets, but he has much to do now that the war is over. Many contracts for construc-tion, many wounded-and dead-to look after, including family. But he has sent we Lobos to help in any way we can.""Well, well. Almost like old times, eh Johnny?" Thompson runs the diagnostics on his FN-RAL one last time as he speaks. Camouflage green combat armor sits next to him, his camera already chipped into the helmet's control port."Not quite. We've got a lot better support than a thousand screaming fanboys this time!" Rogue's grin quirks as she looks out at Shaitan's huge camouflaged form leaning against the massive self-propelled artil-lery unit parked next to their trailer. "We may be res-cuing Alt, but the stakes are also a lot higher this time."A lot higher? Johnny's eyes are calm, but the Hand clenches and unclenches like it's possessed."She's been running loose through Arasaka's main-frames for a decade," grunts Thompson. "Stands to reason her luck was going to run out sooner or later. Last thing we need is that thing she created loose in the NET after Rache's fallout."Johnny stands, looks out into the night. Finally, he says, "Tonight.""Tonight, Arasaka Tower falls. For the last time."INTO THE MAELSTROM"Well?""Johnny? I have a request: will you stop pacing and stand still and stop asking 'well' every minute? Shaitan and I will have the door open when we have it open. This isn't like popping the lock on a CHOOH2-4U." Spider goes back to work on decrypting the access codes on the door alarms while Shaitan, the full-body borg, bypasses the physical systems. Johnny sits on his haunches, waiting. Time passes. Spider looks up from her work, distracted by Johnny's pacing. "You changed your hair.""I do that," replies Johnny absently. "You cut your braid."Spider ignores him. Then;"And... we've... got it! All right. The door's bypassed!"Johnny stands up, the Gun ready. "Okay! Shaitan, you drew short straw, so you're first in!"The borg nods and lifts his gun pod. "Right. See you in Valhalla if they've been lying to us!"Shaitan cracks open the door, scanning it with a remote extension, then flings the door open, whipping his gun pod up in a smooth motion and firing off two quick shots from the grenade launcher. "Sorry about that. Autogun in the far corner, camera in the other. Taken care of.""Well, if that's all, let's get to work. Spider, the com-puters are in the next room. Everyone else, secure the perimeter, and let's get those demolitions charges set up." Johnny strides into the room as if it were a stage and not a secret lab.Of course, it's probably the same to him, Spider thinks as she jacks her heavily shielded deck into the console before her.<Hello Alt.><What, who's there . . . Spider?><Yep. 'My name's Luke Skywalker. I'm here to rescue you.'><What?><Corny old flatvid Rache made me watch one day. ><Where's Rache? I thought he'd be riding point on any rescue.><Rache is dead, Alt. Arasaka found his conapt... and... dropped a rock on it from orbit.><Oh my god. Spider, I'm so sorry.><Yeah, me too.>And Arasaka will be too, Spider silently vows.122THE FALL OF THE TOWERS"Spider, are you almost done? Is she there? Is she okay?""Chill, Johnny! Yes, I've found her and I've dumped her into the memory core. Now I'm releasing a recursive virus to wipe out all mention of the Soulkiller program.""And?""Well, it should remove every trace of evidence, at least electronic, that the Soulkiller ever existed. It's sort of like what Facemen use to erase an identity, only more general. Now give me some space.""Make it fast. They've got to know we're here." Johnny steps back out to the outer lab, scanning for signs of trouble, which gives Spider time to walk over and download the last of the datachips. Then she closes down her deck and joins him outside talking to that Media, Thompson."What're those?" Thompson asks, his cyberoptic scanning the datachips Spider tucks into a pocket. "Information on the development team," she says, "records on external Net access from the router, basic stuff. So we can track down the bastards who wrote this and check for any offline storage sites!"It isn't, she reflects, completely a lie. After all, she does have that information, tucked away on the first chip. It's the other ones that contain her ace in the hole...And then everything goes sideways.DEATHS HEAD DANCE"Going somewhere?" Adam Smasher's voice cuts through the silent offices like a bullet crack.Someone screams, "Cover!" as machine gun and shotgun fire from Arasaka troopers spray through the narrow hallway, cutting three of the team's SpecOps troops in half. Spider scrambles behind a heavy pillar, as Rogue and Johnny take up position behind office furniture wholly inadequate forthe job of stopping heavy fire. Spider watches Shaitan simply fade into near invisibility against a wall.Rogue pops off a burst from her rifle, then fires two grenades. The Aras seem to want the lab intact and aren't using heavy weapons. Team Alpha is under no such constraint. Shaitan fires off blast after blast from the portable cannon he calls a shotgun, but is tagged by an autogun burst that sends him rolling. People on both sides spasm and fall as high-velocity death fills the entire floor of the building.Somewhere, Spider hears Thompson scream in pain. Things are bad. There are too damn many of them—plus that damned borg. Time to make a deci-sion. Bullets chip at her cover while she hurriedly links her cyberdeck into the heavy suitcase memory stash carrying Alt. No time to double-check, no time to confirm links or space available. She launches herself into the NET, dragging the linked ICONS that repre-sent Alt's personality, memories, and whatever else it is that makes her different from an expert system. All Alt has, she thinks, is a hope and a prayer. Here goes nothing.123THE FALL OF THE TOWERSBY NEIL BRANQUINHOWith a virtual 'toss', Spider fires the various portions of Alt out into the NET, tagging them with a marker so that she can maybe retrieve them someday and, if she gets lucky enough, re-rezz them back into her second-best, now first-best, friend.On the other side of the room, Johnny crouches under a desk, fighting with his past between bursts of gunfire. I left Alt last time. Just abandoned her. Not again. Never again.Better to burn out, says the Hand.Yeah, Johnny says to himself—and he knows what he has to do.Spider spends just a few seconds in the NET—an eternity and never enough time. She comes back to find her cover still getting powdered, although the cacophony has diminished. She sees Rogue discarding her empty rifle and pulling two heavy pistols. Spider draws her own flechette pistol, its heavy weight somehow comforting in her hand. Suddenly, Johnny's voice rings out, not in song but in challenge."Hey, Steelhead! Let's Rock and Roll!" Johnny is standing in plain sight, a Militech SMG in one hand, the Malorian in the other. He begins pumping out rounds at Adam.Adam turns, but hesitates, astonished at the audac-ity of the Rockerboy, challenging him with weapons that won't even crease his cyborged armor. An arm comes up. The autoshotgun in it opens fire. APDS rounds cut the young rocker in half. Johnny spins and falls to the ground, a surprised look on his face, the Malorian still smoking in his Fist. It only takes a second.But a second is all Shaitan needs. He seems to emerge from the wall behind Adam and grapples with him. Seeing an opening, Rogue and Spider react as one. Rogue stands, bullets streaming from her pistols like tears, raking down Arasaka troopers. Spider sits up and fires, picking Ara targets and putting them down, one shot after another. It's all just a V-sim, she says to herself. Just a game. Just a game.Adam lurches around, but Shaitan's grip is that of desperation. Spider sees that Shaitan' s right arm hangs shattered and limp at his side, blasted by a grenade. It's only a matter of seconds before Adam gets free and takes them all down."Get out of here! I've got him!" Shaitan's hollow metallic voice bellows at the two women. The rest of the Aras are down, but so are the SpecOps. Rogue, Spider, and a crippled Thompson are alone with the two battling borgs. They can hear more soldiers coming. They know they have no choice. As Spider moves to the Rockerboy's mangled form, Rogue grabs her arm, her hard eyes boring into Spider's own."Johnny's dead, Spider. Help me get Thompson out of here." Rogue's eyes speak of certainty and incred-ible pain, all slammed away behind an iron will to survive. Keep the meat baggage light, Rache used to say.Spider reaches inside her jacket. She pulls out the data slug Alt downloaded to her so long ago. It's surprisingly heavy. She whispers, Sorry, Johnny, as she rams it home into the back of the dying rocker's skull. Then she turns, reaches out for the data suitcase, but sees that it, too, has been savaged by gunfire; it's wrecked. Two friends down in as many minutes. She quietly wishes Alt good luck."Spider, now!"But at least Johnny will be avenged, Spider thinks as she and Rogue drag the wounded Thompson to the elevator. She softly touches the remaining datachips in her pocket. And so will Rache.124THE FALL OF THE TOWERS125BY HUNTANGGetting it doneGetting it donethe basics of resolutionthe basics of resolution"Spend enough time on The Street and you'll learn talk is cheap. When your AV's busted up and you're about to fall outta the sky or when you need to find a fence before the Corp cops break down your door. A big mouth ain't gonna help you. Edgerunners let their actions speak for them. Put up or shut up."Hornetfixer126GETTING IT DONEGetting the Scene DownThere are a few basic rules to this mental landscape. First, if your Character can see something with the naked eye or the scope of a weapon, you can interact with it. If there's anything in the way, it's considered to be blocked and you can't interact with it. If it's posi-tioned forward of your shoulders, you can face it and possibly interact with it. Last, if it's within your reach (2 m/yds), you can also touch it; otherwise, you'll need to use a longer tool, weapon, or some other method to extend your reach.That brings us to the subject of measurement. In Cyberpunk RED, we measure everything in both meters or yards (and treat them interchangeably; the difference is only about 2 inches). One reason we do this is that it means we don't have to change measurements around between Metric and English systems. It also corresponds pretty well to a generic 6-foot Character.If you are using a grid and miniatures, each 1-inch square corresponds to 2 meters/yardsDistAnCe AnD movementAs a rule, there are three scales of movement used in Cyberpunk RED.▶ Narrative Movement ◀The first scale is narrative movement. This means movement that is described in real-world terms as part of the narrative of a story. For example, cars move at miles or kilometers per hour, walking is measured in similar, but smaller, distances. For most game pur-poses, we classify these types of movement by cate-gories. Below, you can find the movement categories for the average human. In the Vehicle Combat section on pg. 189 you can find the narrative speeds of the various vehicles.Travel Method MPH KPHWalking 2.5 4Running 5 11▶ Figurative Movement ◀The second scale is Figurative Movement: com-paring one MOVE STAT to another MOVE STAT to see who is faster overall. This is best for simple sus-tained speed contests, like the outcome of a footrace. This is where you compare the Lamborghini to the Volkswagen; one has a higher MOVE STAT than the other, and this is used as a basis of comparison.▶ Literal Movement ◀Finally, there's Literal Movement: a measurement of actual distance, used in combat and when using miniatures. Every Turn, a Character gets a Move Action, which can only be used to move a number of m/yds equal to their MOVE x 2, or a number of squares equal to their MOVE, which can include moving diagonally. Move Actions, along with all other Actions a Character can do on a Turn are explained later in the On Your Turn Section on pg. 127.time AnD initiAtiveCyberpunk RED uses two ways of measuring time. The first, Roleplaying Time, works just like it does in real life. The second, Combat Time, is far more exacting. Combat Time is divided into Turns, each of which takes approximately 3 seconds. The amount of time it takes each entity involved in the combat to take a Turn is a Round. Because Actions happen roughly simultaneously in game, one Round is also approximately 3 seconds long.▶ Initiative ◀But who gets to go first? For that, we need to deter-mine Initiative; basically, a Character's place in "line" relative to everyone else doing something in the Turn. The "line" is what we call an Initiative Queue; a mental lineup of who goes when.When a combat starts, everyone rolls Initiative: Your Initiative Value = REF + 1d10You'll find the full rules for combat in the Friday Night Firefight chapter on Page 167127GETTING IT DONEAll participants in the combat place themselves according to their Initiative result into the Initiative Queue in descending order from highest score to lowest score. Resolve ties by rolling again. Combat proceeds in Initiative Queue order, with each entity in the Initiative Queue getting a Turn. When the bottom is reached, the Initiative Queue is repeated from the top in the same order.on youR tuRnEvery Turn, a Character gets one Move Action and one Action. In this section we will describe the most common Actions in brief. In the Friday Firefight Section (on pg. 167) we will give you a more in-depth, full list of Actions. Many of those Actions will only happen during or directly after a combat.Your Turn = 1 Move Action + 1 Action ▶ ACtions in bRieFMove Action Move up to as many m/yds as your MOVE Statistic x 2 each Turn.Attack Make a Melee or Ranged Attack.Get into a Vehicle Get into a vehicle.Get Up Stand after being Prone.Grab Grab and hold an opponent or take away an object they are holding.Hold Action Hold an Action until later in the Round.Run Take an additional Move Action.Stabilize Stabilize a target to begin the natural healing process.Starting a Vehicle Start a vehicle.Throw Throw a grabbed opponent to the ground or throw an object.Use NET Actions Perform multiple Actions inside the NET.Use an Object Manipulate an object in a way that doesn't require a SkillUse a Skill Use one of your Skills to accomplish a quick task.▶ Actions in Detail ◀ ▶ move ACtionEvery Turn, a Character gets a Move Action, which can only be used to move a number of m/yds equal to their MOVE x 2, or a number of squares equal to their MOVE, which can include moving diagonally. ▶ AttACkUse an Action to make an attack with Ranged Combat or Melee Combat. Check out the Combat System (pg. 167) for information on how to make an attack. ▶ Get into A vehiCleUse an Action to get into an unlocked vehicle or a vehicle you have the physical/biometric key for. ▶ Get uPUse an Action to get up from being on the floor (aka Prone). While Prone you cannot use a Move Action until you first use this Action. ▶ GRAbGrab and hold someone, take an object they are carrying, or escape a grapple. Check out the Combat System (pg. 177) for information on how to grapple people. ▶ holD ACtionIn combat, a Character can use this Action to Hold off on one specific Action until a designated number in the Initiative Queue comes up, or a specified event occurs. When that time comes, they can choose to either go through with their chosen Action or forgo it entirely. You can’t Hold an Action across multiple Rounds. You can’t change your mind about when the action triggers, either. Move Actions and NET Actions cannot be Held at all. ▶ RunUse an Action to take an additional Move Action. If you can't use a Move Action right now, you can't use this Action.128GETTING IT DONE ▶ stAbiliZeUse an Action to stabilize a target to begin the natural healing process or pull them out of the Mortally Wounded Wound State to save their life. For more on stabilization and healing see pg. 222. ▶ stARtinG A vehiCleUse an Action to start a vehicle that you are already in. This requires the physical/biometric key for the vehicle. Check out the Vehicle Combat System (pg. 189) for information on car chases. ▶ thRowThrow a person you are grappling or an object you are holding. Check out the Combat System (pg. 177) for information on how to throw items and people. ▶ use net ACtionsUse an Action to make multiple NET Action such as running Programs. Only a Netrunner can make use of NET Actions, which they can take instead of another Action on their Turn. NET Actions are covered in the Netrunning Section (pg. 197). ▶ use A skillUse an Action to use one of your Skills to attempt to accomplish a quick task (3 seconds max). If the GM determines your proposed task would take more than 3 seconds, and you still want to do it, you can spend your Action every Turn to attempt to accomplish it, at a rate of 3 seconds per Turn, making your Check only when you've finished the duration of the task. Task resolution is covered in Resolving Actions with Skills later on this page. ▶ use An obJeCtUse this Action as a catch-all for using/manipulating/picking up an object in ways that wouldn't require using a Skill and aren't covered by other Actions, but would still require a quick 3 seconds of effort. Use this for things like opening up a door, switching your held shotgun out for an assault rifle slung on your back, picking up an unattended weapon off the floor, pressing the button on a detonator, or biting into a slice of pizza. If the GM determines your proposed task would take more than 3 seconds, and you still want to do it, you can spend your Action every Turn to attempt to accomplish it, at a rate of 3 seconds per Turn. Drawing an easily accessible weapon isn't an Action if you have a free hand.Resolving Actions with SkillswhAt is A skill?A Skill is something your Character knows how to do thanks to their training. The level of your Skill rep-resents how trained your Character is in that activity. Each Skill is linked to a STAT that represents natural ability. That's why you add STAT + Skill together on a Skill Check. This creates your Skill Base.BY SEBASTIAN SZMYD129GETTING IT DONEskill CheCk ResolutionWhenever your Character tries to do something, there's always the question of whether they'll succeed or fail. Sometimes the task is so easy that it's obvious; for instance, taking a step forward without falling. In those cases, tell the GM what you're doing, and no die roll is needed. But if you're trying to take a step on the deck of a ship pitching wildly in a driving rainstorm, walking might be very difficult indeed. These are the situations that call for a Skill Check.There are two ways to resolve Skill Checks:The first is to resolve your Skill against another living thing or person's Skill (like trying to persuade someone to do some-thing for you). To do this, you, the Attacker, add your relevant STAT + Skill + 1d10 die roll against your opponent, the Defender's own relevant STAT + Skill + 1d10 die roll. The result of your opponent's STAT + Skill + 1d10 die roll is also known as the Difficulty Value, or DV, the amount your STAT + Skill + 1d10 will need to beat in order for you to succeed. In case of a tie, the Defender always wins.examPLe acTionsDuring a fast break in a pickup basketball game Gina finds herself as the last line of defense on her team guarding against a young upstart. The upstart jumps up for a fadeaway and Gina leaps up to block his shot. This is an Opposed Skill Check. Gina and the young upstart both roll DEX + Athletics + 1d10, and both come up with a 14! So, who wins? Gina does, because she is the defender, and so she slaps the ball down with panache.Later during the basket-ball game, Gina breaks the backboard during a par-ticularly impressive dunk. She stays after the game to repair the damage. Since the broken backboard isn't an adversary, this isn't handled as an Opposed Skill Check. Instead, she makes the Check against a Difficulty Value (DV). The GM determines that repairing the backboard is an Everyday feat, and so assigns it a DV13. Gina rolls TECH + Basic Tech + 1d10, and gets 14 as a result, beating the DV, and repairing the backboard.Attacker's STAT+ Skill + 1d10 vs. Defender's STAT + Skill + 1d10The second way is resolving your Skill against the difficulty of a situation (like picking a lock or driving a car). The GM determines how long the task you want to perform will take and uses the table below to decide which rating best describes the difficulty to perform the task, the Difficulty Value (DV). Then you add your STAT + Skill + 1d10 and try to beat the Difficulty Value (DV) the GM assigned to the task you want to perform.Attacker's STAT + Skill + 1d10 vs. Difficulty Value (DV) ▶ DiFFiCulty vAlues (Dv)Difficulty Description DVSimple This is something most people can do without thinking, but which might be hard for a small child.9Everyday This feat is something most people can do without a lot of special training. 13Difficult This feat is difficult to accomplish without training or natural talent. 15Professional This feat takes actual training and the user can be considered to be a professional, skilled in their abilities.17Heroic This is a highly skilled feat; one that only the best of the best can pull off. This is the level of sports stars and other highly regarded superstars.21Incredible This is a tremendous feat. Pulling this off would rate you among the very best of your class professionally. You are of truly Olympian mettle.24Legendary An awe-inspiring feat. This is something people write stories about; a truly amazing accomplishment that will be spoken of in hushed tones for years to come.29130GETTING IT DONE▶ Critical Success ◀When you roll a natural 10 on your d10, you've scored a Critical Success. Roll another 1d10 and add the result to your first roll. If you roll another 10, you do not score another Critical Success.▶ Critical Failure ◀When you roll a natural roll of 1 on your d10, you've scored a Critical Failure. Roll another 1d10 and sub-tract the result from your STAT + Skill + the first roll. If you roll another 1, you do not score another Critical Failure.▶ Modifying the Attempt ◀Sometimes conditions beyond your control may make it harder to perform a task. For example, a Simple (DV9) Skill Check is a whole order of magnitude tougher during an earthquake. These external condi-tions are called Modifiers. When the GM decides a Modifier applies to your Skill Check, you will subtract the Modifier Value from your roll. Here are some typical examples of conditions that might cause your GM to call for Modifiers (they are cumulative). ▶ neGAtive moDiFieR exAmPlesCondition Mod ValueNight or low lighting conditions -1Have never done this before -1Complex task -2Don't have right tools or parts -2Slept uncomfortable the night before. -2Under extreme stress -2Exhausted -4Extremely drunk or sedated -4Trying to perform task secretly -4Task obscured by smoke, darkness -4▶ Trying Again ◀If you fail a Skill Check, you can't try again unless your chances of success have improved for some reason—you took longer, used a better tool, or you (or one of your friends) made a Complementary Skill Check.▶ Complementary Skills ◀Complementary Skill Checks are where the use of one Skill directly affects the use of a subsequent Skill. At the GM's discretion, a good roll in one Skill (which can even be rolled by another Character) may confer a +1 bonus to the subsequent use of a related Skill, so long as the complementary nature of the two Skills makes sense. This +1 bonus only affects a subsequent attempt once, and Complementary Skill bonuses do not stack.▶ Taking Extra Time ◀Taking Extra Time can also give you a bonus to your Skill Check. When the GM tells you how long a task will take to complete, you can get a single +1 bonus to your Skill Check for taking four times longer.▶ When You Don't Have A Skill ◀When you just don't have a Skill to use, but you want to try anyway, you have one option: Simply use the STAT that the Skill you don't have is linked to and add it to 1d10. That's all you get. You are relying purely on your STAT.▶ Using Your LUCK ◀Before you roll, you can dedicate a portion of your remaining LUCK Pool (which holds LUCK Points equal to your LUCK Statistic, and which refills at the beginning of each game session) to a Check, which increases the roll by +1 for each point in your LUCK Pool that you expended. LUCK is a powerful force that can allow the otherwise impossible to become attainable.Simple? Remember: to do pretty much anything in Cyberpunk RED, simply combine a STAT, a Skill, and a d10 roll against a Difficulty Value (DV). If your Check is over that amount, you did it! Everything else is just window dressing!Skill ListBelow you can find a list of all the Skills used in Cyberpunk RED. To give you a concept of what these Skills can do at different levels, each description includes breakdowns of commonly achievable tasks at different Skill Bases. Skills marked (x2) cost twice as much to purchase and improve.Positive Modifiersgenerally come from gear, cyberware, Role Abilities, or drugs. A Skill Base is the appropriate STAT + Skill combined as a single number.Despite the name, a highly skilled Character can actually succeed after a Critical Failure and a high DV can still defeat a Character who achieves a Critical Success.131GETTING IT DONEAwAReness skillsConcentration ..................................... WILLSkill of focus and mental control, encompassing feats of memory, recall, and physiological control. At a Base 10, you've got a pretty solid memory and can keep your head in a firefight against the local boosters. At a Base 14, you've trained your mind to retain knowledge, and probably meditate regularly. It takes a fair amount to shake you. At a Base 18, your mind is like a steel trap with a 24/7 lock down. You can walk through gunfire and never flinch.Conceal/Reveal Object ..........................INTSkill for hiding objects and finding objects that have been hidden. This is the Skill used for concealing weapons under clothing and detecting concealed weapons. At a Base 10, you've got some experience with street magic and maybe you know a few common hiding places. At a Base 14, you've learned the most common hiding places and can slip small items past customs. Maybe you work as a smuggler or an inves-tigator part-time. At a Base 18, you are seasoned in the art of concealment. It's rare that anything goes unnoticed, and you could smuggle a handgun into President Kress' office.Lip Reading ...........................................INTSkill of reading someone's lips to tell what they're saying. At a Base 10, you've spent enough time snooping on conversations to pick up a few words here and there. At a Base 14, you can read all sorts of people includ-ing those with heavy accents and partially obscured mouths. At a Base 18, you could dictate a conversa-tion from 10m/yds away through a snowstorm, with one eye closed.Perception .............................................INTSkill of spotting hidden things, like clues, traps, and people using the Stealth Skill, but not objects hidden with the Conceal/Reveal Object Skill.At a Base 10, you know how to keep an eye out and your spatial awareness is better than the average person. At a Base 14, you always know roughly what's going on around you and only trained profes-sionals can sneak up on you. At a Base 18, you are trained to scan rooms for traps, you can spot tiny clues like scratches on door knobs, and you can predict who is entering a room by how they turn that knob.Tracking ................................................INTSkill of following a trail by observing tracks and other clues left behind.At a Base 10, you've done some hunting (whether that's animals or people is up to you). At a Base 14, you could be a professional bounty hunter, with enough knowledge to track people who are actively coveringtheir tracks. At a Base 18, you are almost impossible to shake. Once you get a trail, you can follow it to the ends of the earth.boDy skillsAthletics ...............................................DEXSkill of jumping, climbing, throwing, swimming, lifting weights, etc. It combines the basic elements of any high school-level sports program. This Skill also covers thrown weapons.At a Base 10, you are the equivalent of a real high school "jock," able to run long distances and lift a respectable amount. At a Base 14, you can perform in college-level competitions and hold your own in all sorts of athletic challenges. At a Base 18, you are of Olympic or professional caliber and it's rare you meet someone who matches your skill.Contortionist ........................................DEXSkill of manipulating your body to get out of handcuffs or other bindings and to fit yourself into otherwise inaccessible places or spaces.At a Base 10, you can slip out of handcuffs sometimes and fit yourself into slightly tight spaces. At a Base 14, you have practiced your contortion and yoga is probably part of your daily ritual. You can slip out of handcuffs and bindings with relative ease and fit yourself into small cupboards. At a Base 18, you could be traveling with a circus. You can touch your toes to your head, slip out of complex rope bindings, and squeeze your body into spaces that would make an octopus sweat.132GETTING IT DONEDance ...................................................DEXSkill of dancing at a professional level.At a Base 10, you've practiced some moves and could dance at a wedding and impress the bride and groom. At a Base 14, you could compete in one of Ziggurat's sponsored dance competitions and prob-ably make it to the semi-finals. At a Base 18, you are probably well known for your dance moves and may even get requests from Corps for you to perform at their social functions.Endurance .......................................... WILLSkill of withstanding harsh environmental conditions and hardship. This is also the ability to withstand pain or discomfort, particularly over long periods of time, by knowing the best ways to conserve strength and energy. Endurance Skill Checks are made whenever a Character must continue to be active after a long period without food, sleep, or water or after prologed activity..At a Base 10, you are generally a tough customer. Maybe you grew up in the outskirts or traveling with a Nomad pack. At a Base 14, you are trained in surviving harsh conditions and capable of living on the streets with no home or shelter, though not com-fortably. If need be, you could flee to the badlands outside the City to escape trouble. At a Base 18, you are well accustomed to dangerous terrain and long-term hardship. You can live for long periods of time with minimal nourishment, live entirely alone in the Badlands and stay alert while on the run with no problem.Resist Torture/Drugs .......................... WILLSkill of resisting painful effects, including interrogation, torture, and drugs.At a Base 10, you've probably had some experi-ences with interrogation or hard drugs, and it 's given you some knowledge of how to handle them. At a Base 14, you've trained yourself to withstand the garden-variety interrogation of the NCPD and several different poisons and drugs. At a Base 18, you're extremely hard to crack and you can shake off the effects of most poisons and drugs. You can withstand even the torture of psychos like the Iron Sights gang.Stealth .................................................DEXSkill of moving quietly, hiding, doing an action discreetly, or otherwise evading detection. Other Characters can try to find you with their Perception Skill. At a Base 10, you can get past most guards, or your parents if you've been grounded. At a Base 14, you are good enough to slip smoothly from shadow to shadow and not make any noise. You can avoid guards and lose pursuers easily. At a Base 18, you are the equal of the corporate ninja employed by Arasaka. If you want to go unnoticed, there are few people who can spot you.ContRol skillsDrive Land Vehicle .................................REFSkill of driving and maneuvering land vehicles.At a Base 10, you are the equal of a very good non-professional driver. You know how to handle yourself on the road and deal with road rage. At a Base 14, you are the equal of a moderately skilled race car driver. You can make bootlegger turns, jump small gaps, and drive in dangerous terrain. At a Base 18, you have the skill to be nationally known as a racer and probably can score a sponsorship deal with some of the biggest vehicle manufacturers out there.Pilot Air Vehicle (x2) ..............................REFSkill of piloting and maneuvering air vehicles.At a Base 10, you are a trained pilot, able to engage in most combat situations or pilot an AV through bad weather. At a Base 14, you are a veteran pilot with a lot of time in the cockpit. You can handle yourself in almost any situation, including making complicated aerobatic maneuvers. At a Base 18, you have the skills to be widely known among the piloting community for having the "right stuff." You can fly through storms and thread the needle between buildings in an AV-4.Pilot Sea Vehicle ....................................REFSkill of piloting and maneuvering sea vehicles.At a Base 10, you have piloted sea vehicles before, and you know the ins and outs of naval travel and combat. You can handle choppy water and hold your 133GETTING IT DONEown in a skirmish. At a Base 14, you have spent a great deal of time on the water and probably been in a few naval encounters. You know how to come out on top in an even engagement. At a Base 18, you are a veteran of the seas, able to sail a cargo freighter through a hurricane and maneuver a speedboat through a slalom of debris and enemy ships.Riding....................................................REFSkill of riding a living creature trained for the purpose.At a Base 10, you've had the rare luxury of seeing and riding a horse. You know the basics of how to keep it from haring off. At a Base 14, somehow, you've had a great deal of experience riding (whether that's horses or other animals) and you are a very compe-tent rider, able to make quick maneuvers and adjust-ments. At a Base 18, you can really connect with the creature you're riding to get the most out of them. You could and probably have at some point competed in Corporate dressage competitions. Horses are extremely rare and talented riders are even rarer.eDuCAtion skillsAccounting ............................................INTSkill of balancing books, creating false books, and identifying them, juggling numbers, creating budgets and handling day-to-day business operations.At a Base 10, you can manage the books for a small company by yourself and rarely make any clerical errors. At a Base 14, you can manage the books for a medium-sized Corp and hide your embezzlement at the same time. At a Base 18, you're a master at double entry and offshore accounting that would make the best white collar criminals proud. You'll probably be sought out by a Corp or a Crime Family to help them with their operations.Animal Handling ...................................INTSkill of handling, training, and caring for animals.At a Base 10, you know how to approach a wild animal without scaring it off, and you've kept a pet before. At a Base 14, you have the skill to train animals for other people, and you've encountered a few different animals in your life. At a Base 18, you may have worked with Biotechnica at some point on the various synthetics and cloned animals coming out recently. You can calm down just about any animal, and can train animals professionally for groups like the NCPD.Bureaucracy ..........................................INTSkill for dealing with bureaucrats, cutting red tape, knowing who to talk to in a bureaucracy, how to reach them, and how to extract information from bureaucracies.At a Base 10, you've been around the block a few times and know how to deal with bureaucrats to avoid getting trapped in red tape. At a Base 14, you've worked with bureaucracies long enough to really start unraveling an organization's secrets. You know how to expedite orders, make sure your papers end up on the right desks, and even block other people's requests with Corps and government officials. At a Base 18, you are masterful at working the system. You know how to get just about anything you need done, tie up opposition in red tape for ages, and even manipulate the bureaucracy to create false claims and paperwork.BY ADRIAN MARC134GETTING IT DONEBusiness ................................INTSkill regarding knowledge of basic business practices, laws of supply and demand, employee management, pro-curement, sales, and marketing.At a Base 10, you have the equivalent of a few business classes' worth of knowledge and you could run your own company. At a Base 14, you have been in business for a while now and know the ins and outs of running a successful business. You can get resources, hire skilled workers, and avoid hostile takeovers. You've learned just enough to get noticed by the bigger Corporates. At a Base 18, you know all about the wheeling and dealing of the corporate life. You know how to hire the best of the best, inspire people to thank you for the chance to work themselved to death, and you can extrapolate the future machinations of the Corps.Composition ..........................INTThe required Skill for writing songs, arti-cles, or stories. At a Base of 10, you can produce salable work and some people will even commis-sion you for work. At a Base of 14 you can create works of art that gain you a small but passionate following and some critical acclaim. At a Base 18, you have the skill to be a nationally recognized composer creating works of art that rival the great artists, writers, and composters of the 20th and 21st centuries.Criminology ..........................INTSkill of discovering clues by dusting for fin-gerprints, doing ballistic tests, examining evidence, and searching through police records and files. At a Base 10, you've learned enough to ruin precinct procedural dramas forever. You know how to examine evidence, how to properly maintain a crime scene, and the basics of using police records. At a so many sKiLLs!There's no defined Crew in Cyberpunk RED. Your group could be a bunch of Edgerunners taking what-ever jobs come their way, sure, but they could also be a squad of Corporate troubleshooters, a private investigation firm, a team of investigative reporters, a Nomad smuggling pack, or a Trauma Team crew. There's a wide world out there for you to explore and we've done our best to provide you with a full list of Skills so you aren't pigeon-holed into one specific kind of campaign. Some of the Skills on the list might not come up often in your particular campaign and you're free to ignore them. Others will pop their heads up no matter what type of Cyberpunk story you're telling. Those are the Basic Skills and there's a reason you have to have each bought up to at least 2.Players, if you're unsure if you need Lip Reading or Sea Vehicle Tech, talk to your GM and find out if they think those Skills will come up in the game. And GMs, it can be a great practice to look over the Character sheets of your Players, once and a while, and think about ways you can work their chosen Skills into the game to help them solve problems.Base 14, you have spent a good deal of time studying criminology and it has paid off. You can navigate police precincts and records with ease and carry out murder investigations unaided. At a Base 18, you have the skill to be the next great detec-tive. You can breeze through complex cal-culations to determine ballistics and blood spatter; and within moments of stepping on the scene of a crime you can get a clear view of exactly what happened. It takes a really unusual case to stump you.Cryptography .......................INTSkill of encrypting and decoding messages.At a Base 10, you've learned how to code your messages well enough to keep the average person from figuring out what you're saying or writing and crack basic codes. At a Base 14, you have a lot of practice cracking codes and communicat-ing in code. You could work for the CIA or any other secret service and get along fine. At a Base 18, you are a master of cryptography. There's no code or encryp-tion out there that you can't crack given some time, and when you encode some-thing you can be sure no one's gonna be decoding it without a professional cryp-tography team.Deduction ..............................INTSkill of taking several clues and leaping to a non-obvious conclusion or medical diagnosis.At a Base 10, you can put two and two together and figure out most logical leaps, no problem. You can always deduce where you left your keys or how likely it is that the rash on your arm is deadly. At a Base 14, you have trained your mind to collect clues and organize them to make better deductions. You can make accurate long-range deductions like how long it will be before the gangers figure out you sold them dud cyberware. At a 135GETTING IT DONEBase 18, your skills rival that of Sherlock Holmes. You are at the level of a world-class detective, building accurate deductions and predictions from the smallest clues imaginable. Some people may even think you're psychic.Education ..............................................INTSkill of general knowledge, equivalent to a basic school education, allowing you to know how to read, write, use basic math, and know enough history to get by.At a Base 10, you have the equivalent of a basic college education. You have much more education than the average person in Night City. At a Base 14, you have a great deal of education, equal to having a Masters or a Doctorate. You probably don't actually have one due to the state of education in Night City. At a Base 18, you are an extremely well-educated person; one of those people who "knows a lot about everything" (and hopefully has the good sense to keep their mouth shut).Gamble .................................................INTSkill of knowing how to figure odds and play games of chance successfully.At a Base 10, you know how to play cards and you've been to a few casinos. You win more than you lose—unless you go to a Corp or mob casino. At a Base 14, you have the skill to be a professional gambler. You know how to play all the major games and you can usually double your money when you play. At a Base 18, you're a master gambler. Whether that's counting cards, calling bluffs, reading tells, or some other eldritch skill you've learned it well enough to be really dangerous to anyone who gambles with you. You've probably been banned from a casino or two.Language ..............................................INTSkill of speaking a particular language. You must choose a specific language whenever you increase this Skill.At a Base 10, you can speak the language well enough to get by on the street but you don't under-stand a lot of the slang. At a Base 14, you are a fluent speaker of the language and most people assume you grew up speaking the language. At a Base 18, you not only speak the language fluently but you know all the ins and outs of the language including slang, complicated situational rules, and all dialects of the language.Library Search .......................................INTSkill of using databases, the Data Pool, libraries, and other compiled information sources to find facts.At a Base 10, you can useall databases and even search libraries and physical manifests of infor-mation. At a Base 14, you could easily access the Library of Congress (if it was still there) and find rare facts pertaining to old subjects. At a Base 18, you can comprehend any public database and most private databases. You can find extremely obscure facts and you're pretty sure you could even find facts and files from before the DataKrash if there weren't so many R.A.B.I.D.S.Local Expert ..........................................INTSkill of knowing a specific area well and knowing the agendas of its various factions, both political and criminal. You must choose a specific location whenever you increase this Skill, which cannot be any larger than a single neigh-borhood or community.At a Base 10, you know the area pretty well; where to go to get whatever you need, where to avoid, what the local public factions are like. At a Base 14, you are well acquainted with the area and not only do you know the basics but you are aware of the underlying problems, factions, and rules that the average tourist isn't. At a Base 18, you could act as a tour guide for the area. You've poked your nose in everywhere, talked to most of the people, seen the sights, and experienced most of what the area has to offer. You are almost never at a loss for info.Science ..................................................INTSkill for knowing how to design experiments, write sci-entific papers, test hypotheses, and discuss with other academics in a particular field of science. An area of study must be specified whenever this Skill is increased. Possible options include: Geology, Mathematics, Physics, Zoology, Anthropology, Biology, Chemistry, and History.136GETTING IT DONEAt a Base 10, you have studied a science at the level of a high school class. You know the basics and can perform tasks related to the science. At a Base 14, you are well trained in the science and are at the level of having a Masters. You're rarely stumped by problems relating to your science and could be well respected in your field. At a Base 18, you are a master of your discipline. You have the knowledge and the skill to break new ground in your field and even develop new aspects and make new discoveries.Tactics ....................................................INTSkill of managing a large-scale battle effectively and efficiently. A Character with this Skill usually knows what must be done to direct a battle, and how an enemy force may react.At a Base 10, you have a basic knowledge of how large-scale battles go and you could lead a battalion in a low stakes conflict pretty easily. At a Base 14, you have studied up and learned a great deal about the flow of battle. You can easily out-think gangers and rent-a-cops and predict your opposition's moves. At a Base 18, you are a tactical mastermind, able to play speed chess against even the most skilled tacticians. You could be a great military general.Wilderness Survival ..............................INTSkill for knowing how to survive comfortably in the wilderness. This knowledge includes how to set traps, forage for wood, track game, build shelters, and make fires.At a Base 10, you have the survival skills of the average Boy Scout. You can go camping and if dumped in the middle of the wilderness you would know how to survive with the proper gear. At a Base 14, you are a skilled survivalist with enough knowl-edge to survive in basically any environment with rel-ative comfort. You are at about the level of a Special Forces Green Beret. At a Base 18, you have learned enough to not only survive but thrive. You no longer need tools to survive in the wilderness and you could be dropped in the middle of the Rocky Mountains with nothing but the clothes on your back and still make it look easy.FiGhtinG skillsBrawling ..............................................DEXSkill at fighting and grappling with brute strength.At a Base 10, you're a pretty good bar brawler and you can hold your own in a fist fight. You know how to throw a punch and some of the intricacies of wrestling. At a Base 14, you could be a professional fighter in any number of pit-fighting arenas or official venues around the City. You can lay out most opponents and while you don't have a lot of finesse you know how to use your strength to your advantage. At a Base 18, you are a seasoned fighter with an iron grip and a mean right hook. All it takes is one good punch or perfectly executed grapple for most people to think twice about fighting you.BY EVE VENTRUE137GETTING IT DONEEvasion .................................................DEXSkill for getting out of the way of someone attack-ing you in melee. A Character with REF 8 or higher can also use this Skill to dodge Ranged Attacks and Explosions.At a Base 10, you're fast on your feet and when in need you can usually get out of the way. At a Base 14, you're quick enough to dodge most gangers and you can even hold your own against skilled combatants armed with monokatanas and monofilament whips. At a Base 18, you've trained your body to start moving before your brain even responds to what's happening around you.Martial Arts (x2) ...................................DEXSkill for fighting with a Martial Arts Form. Each time you increase this Skill you must choose in which form you are training. You can learn multiple forms, but you must do so separately. Possible options: Karate, Taekwondo, Judo, Aikido.At a Base 10, you are trained in a martial art and can perform the basic movements. You've got more going for you than the average brawler. At a Base 14, you've reached a level of training in your martial art that allows you to get a bit fancy. You can reliably pull off special moves like disarming foes, reversing throws, and landing combos. At a Base 18, you are a master martial artist on par with legendary greats such as Ip Man, Bruce Lee, and Mas Oyama. You can perform complicated maneuvers that crack skulls, paralyze opponents, and tear apart armor.Melee Weapon .....................................DEXSkill for fighting with melee weapons.At a Base 10, you are trained with melee weapons. You can hold your own in a sword fight or a knife fight and if you get your hands on a lead pipe you can be a pretty dangerous bar fight opponent. At a Base 14, you are well-versed in the ins and outs of melee combat. You probably carry a melee weapon with you just in case and it may be your preferred weapon. At a Base 18, you have the skill to fight just about anyone in the City in a melee bout. You might even be able to duel the legendary Kenichi Zaburo in a one-on-one sword fight and come out alive.PeRFoRmAnCe skillsActing ................................................ COOLSkill of assuming a role, disguising yourself as someone else, whether real or fictitious, and faking emotions and moods.At a Base 10, you have some skill in disguise and acting. You can make solid disguises as long as they aren't too intensive, and you can convince most people you are who you say you are. At a Base 14, you are a skilled impersonator, actor, and dis-guise artist. You can mimic voices with solid results and create disguises that include more complicated aspects like changes in race or highly advanced or reduced age. At a Base 18, you are so good you could probably pick a person on the street and completely steal their life. Even their own friends and family wouldn't know the difference. As long as you get rid of the original first.Play Instrument .................................. TECHSkill of professionally playing a musical instrument. You can choose which instrument when you increase this Skill. Possible options include singing, guitar, drums, violin, piano, etc.At a Base 10, you are skilled enough to play profes-sional gigs and get paid for your performances.At a Base 14, you have the skill to really start getting some recognition for your talent. Places you played at might call you up and ask you to play there again. At a Base 18, you could be a widely acclaimed superstar like the late, great Johnny Silverhand. All you need is a shot and you could be performing on stage in front of millions.RAnGeD weAPon skillsArchery .................................................REFSkill for accurately firing bolt- or arrow-launching projectile weapons.At a Base 10, you are a fairly skilled archer who can hit a target easily in the range of your weapon. At a Base 14, you are skilled enough to hit shots that the average archer would struggle to land and you can almost always hit a target in the sweet spot of your range. At a Base 18, you are an archer to rival Robin 138GETTING IT DONEHood with enough skill to hit targets hundreds of m/yds away and perform stunts like shooting things out of people's hands.Autofire (x2) .........................................REFSkill for keeping a weapon's Autofire firing mode on target through recoil.At a Base 10, you can fire an assault rifle in full auto and keep the climb down but you'd better be in the sweet spot of your range to hit. At a Base 14, you're more used to controlling an Autofire weapon and you can keep your groupings fairly tight. It's likely that you have an SMG or an Assault Rifle as your primary weapon. At a Base 18, you can accurately hit targets out to 100m/yds if you have the perfect conditions and a little luck. You are a terror on the battlefield who can riddle an opponent with bullets with the accuracy of a finely tuned machine.Handgun ...............................................REFSkill for accurately firing handheld projectile weapons.At a Base 10, you know how to maintain and accu-rately fire handguns, SMGs in single-shot mode, and other small firearms. At a Base 14, you are a skilled gunslinger with a quick hand and a good eye. You can hit your targets easily in your sweet spot and you can make longer range shots more accurately. At a Base 18, you are a deadeye gunslinger. You can shoot coins from 12m/yds away and shoot the guns out of people's hands. You have the skill to be known as one of the best pistoleros in the City.Heavy Weapons (x2) ............................REFSkill for accurately firing extremely large projectile weapons.At a Base 10, you know how to maintain and accu-rately fire rocket launchers, grenade launchers, railguns, and other heavy weaponry. At a Base 14, you've had the training to really excel at firing heavy weaponry. You are deadly accurate with rockets and grenades and you could easily serve as a mount-ed-turret gunner in the next Corporate War. At a Base 18, you have the skill to be a master with heavy weaponry. You know this machinery so well you can make trick shots with railguns and drop grenades down chimneys at 100m/yds.Shoulder Arms.......................................REFSkill for firing shoulder-braced projectile weapons.At a Base 10, you know how to maintain and accu-rately fire assault rifles, shotguns, sniper rifles, and other shoulder-braced firearms. At a Base 14, you are skilled enough to hit complicated shots like firing through windows to hit targets in buildings and you can almost always hit a target in the sweet spot of your range. At a Base 18, you are the equal of rifle sharpshooters like Annie Oakley and famous snipers such as Vasily Zaytsev. In most cases, if you can see a target you can hit it. It's probably not long before the security Corps start fighting over you.soCiAl skillsBribery .............................................. COOLSkill of knowing when to bribe someone, how to approach them, and how much to offer.At a Base 10, you know how to bribe a guard to look the other way or keep a witness from spilling simple secrets. At a Base 14, you have a knack for reading people and knowing how to manipulate them. You've made tons of deals and you've got the skill to bribe witnesses not to stand trial, coerce the NCPD into leaving your operations alone for a night, and maybe even convince a corporate hit squad that you're more valuable alive. At a Base 18, you are a master of greasing palms. Everyone wants something and you have a gift for knowing exactly what to offer. Even the most incorruptible people in City are hard pressed to deny your offer.Conversation ....................................... EMPSkill of extracting information from people without alerting them through careful conversation.At a Base 10, you are a smooth talker who can coerce their subject into telling them simple information. At a Base 14, you would make an excellent interviewer, convincing subjects to tell you anecdotes about the past, pontificate about favorite interests and philosophies, etc. At a Base 18, you have the skill to gently maneuver a person into telling you everything, including extremely personal information, like how they have an illegitimate son and the fact that no one ever truly loved them.139GETTING IT DONEHuman Perception ............................... EMPSkill of reading a person's facial expressions and body language to discern their emotional state and detect lies or deception.At a Base 10, you can usually tell when you're not getting the whole truth and you're adept at reading people's emotions. At a Base 14, you can detect subtle evasions and mood swings with ease, and you've learned the tells of most of your companions. At a Base 18, you can not only detect subtle emotional clues, but if a person is hiding something, you can usually tell what they're hiding in a general sense.Interrogation..................................... COOLSkill of forcibly extracting information from people.At a Base of 10, you have the skill to infallibly find out if your mainline is lying to you and you've got a basic knowledge of "advanced interrogation techniques." At a Base 14, you are a professionally proficient interrogator, equivalent to a skilled detective grilling a suspect. Depending on how moral you are, you may also be skilled in prying information out of subjects more forcefully. At a Base 18, you are on par with the famous Media, Lyle Thompson, allowing you to make even the most powerful people sweat with just a few words. If push comes to shove, you are very well acquainted with instruments of torture.Persuasion ........................................ COOLSkill of convincing, persuading, or influencing individ-uals. Also, the ability to talk others into doing what you want. This may be used individually or on large groups.At a Base 10, you can win most debates or convince your mainline that the blonde you were with was your sister. At a Base 14, you are a smooth talker of profes-sional caliber. If you want to start a career in politics in the City this is where that dream can start becoming a reality. At a Base 18, you are truly gifted with a silver tongue and you have the skill to convince almost anyone of just about anything, if it's not too insane.Personal Grooming ........................... COOLSkill of knowing proper grooming, hair styling, etc., to maximize your physical attractiveness. Use of this Skill allows Characters to increase their chances of successful seduction or persuasion.At a Base 10, you know how to keep yourself looking good. You know a few beauty routines and you can style your own hair and do your own makeup. At a Base 14, you are a professional with the knowledge to pull off specific make up styles and complex hairdos to take your look to the next level. At a Base 18, you have the skill to be a world class artist, inventing new styles and setting trends in the City. You are always "together." And you know it.Streetwise ......................................... COOLSkill of knowing where to get illegal and contraband things,talking to the criminal element, and avoiding bad situations in bad neighborhoods.At a Base 10, you can get some "hot" items, score street drugs, and figure out who's the best Fixer in the neighborhood. At a Base 14, you know how to get in contact with a Solo to arrange a murder contract, you might know a few mobsters, and you know which neighborhoods to steer clear of. At a Base 18, you have the skill to become a major crime lord yourself and skip the middlemen. You know the right Fixers to talk to and the right palms to grease.Trading .............................................. COOLSkill of striking a good bargain with a merchant or customer.At a Base 10, you are a solid trader who can haggle deals, and get a good deal on ammunition at the local market. At a Base 14, you have the skill to make deals with Nomad caravans to get new goods at reasonable prices and you are probably well known at the local Night Market. At a Base 18, you are a master of economic maneuvering and can buy and sell goods for astonishing value. Now all you have to do is make sure you don't get on the wrong side of the local Fixers.Wardrobe & Style ............................. COOLSkill of knowing the right clothes to wear, when to wear them, and how to look cool even in a spacesuit.At a Base 10, you are good at choosing clothes off the rack. You can put together a stylish looking outfit and coordinate everything you're wearing from your shoes to your cyberware. At a Base 14, your friends ask you for wardrobe tips, and you have the skill to 140GETTING IT DONEdesign professional outfits for them on commission. At a Base 18, you are one of those rare people whose personal style influences major fashion trends. It's probably not long before you get scouted by one of the major fashion Corps.teChnique skillsAir Vehicle Tech .................. TECHSkill of repairing and maintaining air vehicles. The DV and amount of time it takes you to repair a damaged/destroyed vehicle with this Skill to perfect condition is based on the amount of damage it has sustained. (see sidebar on Page 140).At a Base 10, you have gotten good at maintaining and repairing AVs, Gyrocopters, Helicopters, and other flying vehicles. At a Base 14, you are a skilled mechanic who can easily repair almost any damage to an air vehicle given enough time. At a Base 18, you can rebuild an AV-4 from a smoking pile of rubble in just a week and can fix up a broken rotor with your eyes closed. Basic Tech ........................... TECHSkill of identifying, understanding, and repairing simple electronic devices and all other items not covered by another TECH Skill. The DV and amount of time it takes you to repair a damaged/destroyed item with this Skill to perfect condition is based on the Price Category of the item (see sidebar on Page 140). At a Base 10, you are pretty handy with technology. You can fix a printer jam in your office, rebuild a microwave, and do basic repairs on factory machinery. At a Base 14, you are the local handyman for your neighborhood. You have an unerr-ing sense for what to do when machinery starts acting up. At a Base 18, you are a technical wizard when it comes to house-hold items and basic machinery. You can repair heavy machinery with ease and spot problems and faults in your tech before they become an issue. Cybertech ........................... TECHSkill of identifying, understanding, and repairing cybernetics. The DV and amount of time it takes you to repair a damaged/destroyed item with this Skill to perfect condition is based on the Price Category of the item. (see sidebar on Page 140).At a Base 10, you are well-versed in the ins and outs of cybertech. You probably have some cybertech installed and can maintain it with no problems. At a Base 14, you know a lot about cyberware and cybertech. You can rewire a Cyberarm, and even do some mechanical work with improvised tools if need be. At a Base 18, you have the skill to keep all cybertech with which you come in contact in perfect shape. You almost never have to worry about the effects of Microwavers and EMP devices in the field. Demolitions (x2) ................. TECHSkill of setting, defusing, and knowing how much explosive will accomplish a desired result. This Skill allows the Character to be knowledgeable in the use of explosives, as well as knowing the best explosives to use for which jobs and identifying explo-sive in the field.At a Base 10, you can handle most pre-made explosives and you have a basic concept of what explosives are good for what jobs. At a Base 14, you have an intimate knowledge of demolitions and you can set bombs with timers and con-fidently defuse bombs set by others. At a Base 18, you are an expert in demolitions with knowledge of every explosive under the sun. You can defuse most bombs with your eyes shut and you know how to set explosives to get controlled results like blowing open doors and causing limited destruction.VehicLe rePairThe DV and amount of time it takes you to repair a damaged/destroyed vehicle with a TECH Skill to perfect condition is based on the amount of damage it has sustained. Minor Damage: DV9, 3 Hours. Major Damage: DV13, 1 Day. Destroyed: DV17, 1 Week. On a failed roll, halfway through the repair, you realize that you'll have to start the repair from scratch.iTem rePairThe DV and amount of time it takes you to repair a damaged/destroyed item with a TECH Skill to perfect condition is based on the Price Category of the item: Cheap/Everyday: DV9, 1 Hour. Costly: DV13, 6 Hours. Premium: DV17, 1 Day. Expensive: DV21, 1 Week. Very Expensive: DV24, 2 Weeks. Luxury: DV29, 1 Month. Super Luxury: DV29, 1 Month per 10,000eb of Item Price. On a failed roll, halfway through the repair, you realize that you'll have to start the repair from scratch. 141GETTING IT DONEElectronics/Security Tech (x2) ............. TECHSkill of identifying, understanding, repairing, coun-tering, and installing complex electronic devices like computers, cyberdecks, personal electronics, elec-tronic security systems, bugs and tracers, pressure plates, laser tripwires, etc. The DV and amount of time it takes you to repair a damaged/destroyed item with this Skill to perfect condition is based on the Price Category of the item (see sidebar on Page 140). At a Base 10, you are skilled enough to fix your Agent when it starts acting up and you're confident you could rewire a stock security system. At a Base 14, you have the skills required to be a solid tinkerer or a skilled infiltrator. You can crack simple security systems with ease and rebuild a computer given enough time. At a Base 18, you have the skill to rival high-level Netrunners with your security cracking and you have a chance to repair even the most complex and expen-sive tech if given enough time and a little luck. First Aid .............................................. TECHSkill of applying medical treatments to a wounded person to keep them from dying, and treating the most common Critical Injuries.At a Base 10, you have basic first-aid training and know how to handle injuries in the field. When someone calls for a doctor in an emergency, you're not the best choice but you can get the job done. At a Base 14, you can take care of all simple wounds and keep people from dying. You probably carry a Medtech bag with you just in case. At a Base 18, you are a miracle worker with a medkit. As long as you're on your feet, death is going to have to wait.Forgery .............................................. TECHSkill of creating and detecting false documents, works of art, and identification. Forgery is most often opposed by Forgery.At a Base 10, you can fake simple IDs and you can be fairly sure of whether any document handed to you is false. At a Base 14, you can pass forgeriesoff to all but the most sophisticated examination and rarely do forgeries get by your initial inspection. At a Base 18, you could display your fakes in the best museums.Land Vehicle Tech ............................... TECHSkill of repairing and maintaining vehicles that move on land. The DV and amount of time it takes you to repair a damaged/destroyed vehicle with this Skill to perfect condition is based on the amount of damage it has sustained. (see sidebar on Page 140). At a Base 10, you have gotten good at maintaining and repairing roadbikes, groundcars, and other land vehicles. At a Base 14, you are a skilled mechanic, who can easily repair almost any damage to a land vehicle given enough time. At a Base 18, you can to salvage and rebuild old military transports from the badlands and you could fix a flat while in your sleep. Paint/Draw/Sculpt ............................. TECHSkill of producing professional paintings, drawings, or sculpture. At a Base 10, you are skilled enough to create works of art that actually make you significant money on the market. At a Base 14, you have the skill to really start getting some recognition for your talent. Your art is, maybe, featured in some screamsheets or Data Pool articles. At a Base 18, you could be nationally known, have exhibits in galleries, and have other lesser artists studying your style in art school.Paramedic (x2) ................................... TECHSkill of applying medical treatments to a wounded person to keep them from dying, and treating all Critical Injuries not requiring Surgery. (Surgery is only available to Medtechs through their Role Ability, Medicine.) At a Base 10, you could fill in for Trauma Team as long as the situation hasn't gotten too dire. You can splint limbs and stabilize patients for transport to a hospital. At a Base 14, you are more than skilled enough to work as a Trauma Team Medical Assistant. If you can get to a patient in time, you can make sure they make it out in one piece. At a Base 18, you are the equivalent of a seasoned first-responder with enough medical knowledge to arrive on the scene of a firefight or natural disaster and immediately start saving lives.Photography/Film .............................. TECHSkill for producing professional photographs, motion pictures, or braindances.142GETTING IT DONEAt a Base 10, you are skilled enough to make decent home movies with some special effects. At a Base 14, you are a skilled artist, creating work at the level of the average magazine cover or rock music video. At a Base 18, you could be a widely acclaimed producer. All you need is a shot, and you could be filming the next award-winning blockbuster.Pick Lock ............................................ TECHSkill for picking non-electronic locks and countering non-electronic security measures.At a Base 10, you can jimmy most simple locks and you never get locked out of your apartment for long. At a Base 14, you could be a competent cat burglar. You can crack most safes if you have the right tools and enough time. At a Base 18, you could build a rep as a master cracksman. You can crack stock safes like they were nothing and if you got a chance at it, you could probably crack the bespoke vaults of any number of Corps in the City.Pick Pocket ......................................... TECHSkill for picking pockets and shoplifting small items without being noticed.At a Base 10, you've got quick fingers and deep pockets. You can make a good deal of money pick pocketing people on the street, as long as you don't push your luck. At a Base 14, you have the skill needed to start operating in a Corporate Zone where the real money is. You can lift a wallet and ID badges no problem. At a Base 18, you could lift a Solo's wallet, stop them to apologize for bumping into them, and lift their pistol while you're at it. ID badges, watches, glasses, grenades, it's all fair game.Sea Vehicle Tech ................................. TECHSkill of repairing and maintaining sea vehicles. The DV and amount of time it takes you to repair a damaged/destroyed vehicle with this Skill to perfect condition is based on the amount of damage it has sustained (see sidebar on Page 140). At a Base 10, you have gotten good at maintaining and repairing jet skis, cabin cruisers, yachts, and other sea vehicles. At a Base 14, you are a skilled mechanic, who can easily repair almost any damage to a sea vehicle given enough time. At a Base 18, you can dredge up old Arasaka ships from off the coast and get them up and working in no time, and you never have to worry about your ship sinking. Weaponstech ..................................... TECHSkill for repairing and maintaining weapons of all types. The DV and amount of time it takes you to repair a damaged/destroyed item with this Skill to perfect condition is based on the Price Category of the item: (see sidebar on Page 140). At a Base 10, you have learned to fix your guns when they break and sharpen your knives when the edges wear out. You have the skills to keep your weapons in pretty good shape. At a Base 14, you are a skilled Weaponstech who can rebuild most pistols and cheaper guns after catastrophic mishaps. And putting an edge back on a sword is no problem at all. At a Base 18, you have learned the ins and outs of weap-onry, allowing you to fix up just about anything. Given a radiation suit, a wheelbarrow, and a bodyguard team you could probably make quite a bit of money salvaging destroyed tech from the Hot Zone. Role AbilitiesroleS and role abilitieS in the time of the redIn the 2020s, Roles were basically the "job" your Character had. Roles defined what they did, but not what they were. But in the Time of the Red, the lack of structure and steady "jobs" means that a Role is more of a self-defining label. You don't "do Solo stuff." You are a Solo—it's what defines you no matter what you do. No one in the Time of the Red pays you to punch a clock as a Solo—instead you look for gigs that are the kind of gigs a Solo would do. In short, in the Time of the Red you are your own boss and your Role is your personal job description.But since you are new to The Street, you're not start-ing at the top. Nope, you're starting near the bottom. Starting Characters automatically begin their Role Ability at Rank 4 (unless the GM of your particular game decides to allow you to start at 143GETTING IT DONEa higher Rank). On The Street, Rank 4 means you aren't a total weefle; you know where the dangerous end of the gun is, and you can at least play "Chippin' In" on your axe. But you're starting to make your bones in a dangerous world and people are just now willing to take a chance on your abilities. So, don't mess it up, yo.You can find Role Abilities by Role on the following pages:meDiA PAGe 151exeC PAGe 153lAwmAn PAGe 158FixeR PAGe 159nomAD PAGe 161meDteCh PAGe 149teCh PAGe 147solo PAGe 146RoCkeRboy PAGe 144multiClAssinG RolesYou can't start off taking on two Roles at once. Much in the same way that people in the real world have to throw themselves into a career just to make it work, your Role is just that—a full time career. It's going to take everything you have just to make it in one area of The Street, so don't get cocky, punk.That being said, there's nothing stopping you from starting one Role "career" and then swapping to another one. In real life, people do that all the time. In the Time of the Red, you can change Roles anytime you have completed at least 4 Ranks in your previous Role by buying Rank 1 in the new Role with Improvement Points. You then start the new Role at Rank 1, just mastering the intricacies of your new career. When you switch, you'll be locked from multiclassing again until your latest Role is at least Rank 4.Meanwhile, you can also continue increasing the Rankof your previous Role, and you retain all features granted by it, but to The Street you will now be seen as your new Role as you concentrate on mastering the ropes.muLTicLassinG examPLeJay's been playing in a long running Cyberpunk RE D campaign and has banked quite a few Improvement Points.A few sessions back his Solo, JP Guyver, was adopted by the Gargoyles, a Nomad pack in the Blood Nation. To reflect this, he decides to multi-class from Solo to Nomad. JP's Solo Role Ability, Combat Awareness is Rank 4, which means the jump to Nomad is per-fectly legal. Jay spends the Improvement Points needed and purchases the Nomad Role Ability, Moto, at Rank 1. He picks a ground bike as his first vehicle.From this point on, Jay can spend Improvement Points to increase either of JP's Role Abilities, Combat Awareness or Moto.If, down the road, he wants to adopt a third Role (maybe JP Guyver starts arranging jobs as a Fixer), he'll need to buy his Nomad Role Ability, Moto, to Rank 4 first.netRunneR PAGe 147144GETTING IT DONEChARismAtiC imPACt (RoCkeRboy Role Ability)The Rockerboy has the Role ability Charismatic Impact. They can influence others by sheer presence of person-ality. They need not be a musical performer; they can influence others through poetry, art, dance, or simply their physical presence. They could be a rocker—or a cult leader.A Rockerboy can only use their Charismatic Impact Role Ability on Fans.Assuming you aren't in combat, you can make people who aren't currently fans into fans (unless they actively dislike you) by rolling Charismatic Impact + 1d10 vs. a DV8 for a Single Person, DV10 for a Small Group of up to 6, or DV12 for a Huge Group.The GM determines whenever someone you meet is already a Fan.When a Rockerboy wants to make use of their Charismatic Impact on a fan or group of fans, the GM uses the table below to determine if the favor is something within the powers of their Charismatic Impact given their current Role Ability Rank. If it isn't, the Rockerboy automatically fails. If it is, the group size determines the DV against which the Rockerboy must roll Charismatic Impact + 1d10. If they succeed, the fan or group of fans puts their best effort toward the favor the Rockerboy asked for. If they fail, the Rockerboy can't ask for the same favor again from those fans for a week.▶ Charismatic Impact Ranks ◀Venues You Can Play: The best type of venue your Rockerboy can hope to play under most circumstances.Impact on a Single Fan (DV8): The impact your Rockerboy can have on a single fan by beating a DV8 on their Charismatic Impact Check.Impact on a Small Group of Fans (DV10): The impact your Rockerboy can have on a group of up to six fans by beating a DV10 on their Charismatic Impact Check.Impact on a Huge Group of Fans (DV12): The impact your Rockerboy can have on a large group of fans gathered to see them by beating a DV12 on their Charismatic Impact Check. ▶ ChARismAtiC imPACt RAnks 1 AnD 2Venues You Can Play: Small local clubsImpact on a Single Fan (DV8): Rockerboy can convince fan to do a small favor for the Rockerboy; buy the Rockerboy a drink or meal, give them a lift somewhere.Impact on a Small Group of Fans (DV10): Rockerboy has a group of up to 6 fans to ask for autographs and other personal totems; fans will stop Rockerboy in streets to befriend them.Impact on a Huge Group of Fans (DV12): You're kidding, right? You don't have huge groups of fans yet. ▶ ChARismAtiC imPACt RAnks 3 AnD 4Venues You Can Play: Well known clubsImpact on a Single Fan (DV8): Rockerboy can convince fan to do a major favor for the Rockerboy; go to bed with the Rockerboy, put a good word in for them, etc.Impact on a Small Group of Fans (DV10): Convince a group of up to 6 fans to regularly hang out with Rockerboy; provide booze, drugs, or other party favors to the Rockerboy.Impact on a Huge Group of Fans (DV12): Rockerboy has a strong local following; fans buy their recordings and merch.Rockerboys take their name from "Rockerboy" Manson, a musician and social activist who was beaten to death by British police while on stage during a concert.145GETTING IT DONE ▶ ChARismAtiC imPACt RAnks 5 AnD 6Venues You Can Play: Large, important clubsImpact on a Single Fan (DV8): Rockerboy can convince fan to commit a minor crime for Rockerboy; shoplift, help out in a fight.Impact on a Small Group of Fans (DV10): Convince a group of up to 6 fans to act as the Rockerboy's personal "posse"; constantly hang out with them, do Rockerboy favors, and provide things for their personal needs.Impact on a Huge Group of Fans (DV12): Rockerboy's fans are all over the City, often in nearby cities. They are strongly loyal and will often do major favors for the Rockerboy in exchange for attention. ▶ ChARismAtiC imPACt RAnks 7 AnD 8Venues You Can Play: Small concert halls, local video feedImpact on a Single Fan (DV8): Fan is willing to risk their life for Rockerboy without question.Impact on a Small Group of Fans (DV10): Convince a group of up to 6 fans to commit a minor crime for Rockerboy; shoplift, help in a fight.Impact on a Huge Group of Fans (DV12): The Rockerboy's fans are rabidly loyal. They fight with rival fan groups, support strong fan information networks, will band together to help Rockerboy. ▶ ChARismAtiC imPACt RAnk 9Venues You Can Play: Large concert halls, national video feedImpact on a Single Fan (DV8): Rockerboy can convince fan to commit major crime for Rockerboy; steal expensive item, beat someone up for Rockerboy.Impact on a Small Group of Fans (DV10): Convince a group of up to 6 fans to commit a major crime for Rockerboy; steal expensive item, beat someone up.Impact on a Huge Group of Fans (DV12): The Rockerboy's fans are basically a brainwashed, cult-like following; they will riot, destroy property, and even kill for the Rockerboy. ▶ ChARismAtiC imPACt RAnk 10Venues You Can Play: Huge stadiums or international videoImpact on a Single Fan (DV8): Fan is willing to sacrifice self for Rockerboy without question.Impact on a Small Group of Fans (DV10):Convince a group of up to 6 fans to risk their lives for the Rockerboy; to act as personal protection.Impact on a Huge Group of Fans (DV12): The Rockerboy's fans are now a worldwide following with strong, cult-like attributes. They will do almost anything for the Rockerboy if asked; they are a private army based on the Rockerboy's charisma.charismaTic imPacT in acTionIt's Friday, and Rico Rico has had a stressful week, so he wants to party. He hits his favorite bar in the Combat Zone. When he arrives, he works the scene, being the sociable guy that he is, and the GM lets him know that the bartender is already a fan of his, which isn't surprising to Rico. Later that night, a bachelorette party visits the bar, lured by the novelty of drinking in such a dangerous part of the city, and Rico intro-duces himself to them. As he meets the small group, he rolls 4 (his Charismatic Impact Rank) + 1d10 vs. a DV10 to impress them. Succeeding, he turns them into his fans. Rico decides it would be a great time to really get this party started. He calls over one of the bartenders, and asks the single fan to do him a major favor and hook the bacheloret te party up with a bottle of his favorite tequila, which happens to be the good stuff they keep behind the bar to protect it from errant bullets. He rolls 4 (his Charismatic Impact Rank) + 1d10 vs. DV10, and burns some LUCK just to make sure. It's a success, and the good times roll all night, granting Rico the stress relief he needed.146GETTING IT DONECombAt AwAReness (solo Role Ability)When combat begins (before Initiative is rolled), anytime outside of combat, or in combat with an Action, a Solo may divide the total number of points they have in their Combat Awareness Role Ability among the following abilities.If a Solo chooses to not change their point assignments, their previous ones persist. Activating some of these abilities will cost the Solo more points than others: ▶ DAmAGe DeFleCtionYou have been trained to "roll with the punches," reducing damage done to you.• For 2 points, decrease the first damage you take this Round by 1.• For 4 points, decrease the first damage you take this Round by 2.• For 6 points, decrease the first damage you take this Round by 3.• For 8 points, decrease the first damage you take this Round by 4.• For 10 points, decrease the first damage you take this Round by 5. ▶ Fumble ReCoveRyYou have been trained to instantly recover from mishaps by taking your time with every shot. For 4 points, you ignore critical failures (1s) you roll while attacking. These rolls are still treated as 1, however. ▶ initiAtive ReACtionYour reflexes are trained to respond instantly, without thinking, at the start of a firefight. Each point adds a +1 to Initiative rolls made. ▶ PReCision AttACkYou have been trained to precisely aim attacks, giving you greater accuracy.• For 3 points, you add a +1 to any Attacks made.• For 6 points, you add a +2 to any Attacks made.• For 9 points, you add a +3 to any Attacks made. ▶ sPot weAknessYou have been trained to look for weak spots to damage even heavily armored targets. Each point adds a +1 to the damage (before armor) of your first successful Attack in a Round. ▶ thReAt DeteCtionYou have enhanced situational awareness. Each point adds a +1 to any Perception Checks made.combaT awareness in acTionStephanie's Solo, Kelsa, has a Combat Awareness Rank of 6. When the session begins, her Combat Awareness loadout is as follows:• Damage Deflection 1 (2 points)• Spot Weakness 2 (2 points)• Threat Detection 2 (2 points)Later in the game, she's jumped by a group of scavvers. At the beginning of the fight she reallocates her 6 Combat Awareness points.• Damage Deflection 1 (2 points)• Initiative Reaction 1 (1 points)• Precision Attack 1 (3 points)During the fight, Kelsa discovers the scavver leader is heavily armored and she's having trouble punching through his SP. Stephanie spends an Action and readjusts her Combat Awareness one last time, putting all 6 points into Spot Weakness so her next attack will blast through the scavver's protection.147GETTING IT DONEinteRFACe (netRunneR Role Ability)A Netrunner's Interface Role Ability allows them to Netrun, determines how many NET Actions they can take on their Turn, and gives them access to a suite of Interface Abilities. We will be going into Netrunning in-depth in the Netrunning Section (pg. 198). ▶ net ACtions PeR tuRnInterface Rank 1 to 3 4 to 6 7 to 9 10NET Actions 2 3 4 5 ▶ inteRFACe AbilitiesAbility DataBackdoor Allows the Netrunner to break through Passwords and other obstructions in the Architecture.Cloak Allows the Netrunner to hide their actions in the Architecture before they leave.Control Allows the Netrunner to control things that are attached to the Architecture.Eye-Dee Allows the Netrunner to know what a found piece of data is and its value.Pathfinder Allows the Netrunner to learn the "map" of the Architecture.Scanner Allows the Netrunner to find out the locations of systems in an area.Slide Allows the Netrunner to slip away from one Black ICE that is following them.Virus Allows the Netrunner to leave a custom virus at the very core of the Architecture.Zap A basic Netrunner attack that works against both Programs and other Netrunners.mAkeR (teCh Role Ability)A Tech can fix, improve, modify, make, and invent new items using Maker, their Role Ability. Whenever a Tech increases their Maker Rank by 1, they gain 1 Rank in two different Maker Specialties (Field Expertise, Upgrade Expertise, Fabrication Expertise, or Invention Expertise) of their choice. ▶ FielD exPeRtiseYour familiarity with technology in the field makes you a valuable asset on any job, especially when something breaks down at just the wrong moment. Add your Rank in this Specialty to any Basic Tech, Cybertech, Electronics/Security Tech, Weaponstech, Land, Sea, or Air Vehicle Tech Skill Check you make for any Non-Maker Specialty purpose.Additionally, as long as you have at least 1 Rank in this specialty, instead of attempting a lengthy full repair you can elect to instead temporarily repair your target (at the same DV of a typical repair for the item) to perfect condition as an Action (with full SP and HP, if applicable). You add your Rank in Field Expertise to this Check. This jury-rigging holds for 10 minutes for each Rank you have in this specialty, after which the item returns to the state it was in before you jury-rigged it, except that it cannot be jury-rigged again until it has been fully repaired.148GETTING IT DONE ▶ uPGRADe exPeRtiseImproves an item in one of the following ways. An item can only benefit from 1 upgrade granted by this specialty.• Lower the Humanity Loss of non-borgware cyberware by 1d6 if its typical humanity loss would be 2d6 or greater.• Increase the number slots of a type an item already has for options, attachments, Programs/Hardware, etc. by one.• Simplify the item, halving the time it takes to make any future full repair to the item.• Grant a typically non-concealable one-handed weapon the ability to be concealed.• Increase an Average Quality Weapon to an Excellent Quality Weapon.• Grant a weapon Attachment Slot to an Exotic Weapon.• Allow an Exotic Weapon to fire one variety of Non-Basic Ammunition of its ammunition type.• Increase an item's SP by 1, but only if it had any to begin with.• Upgrade a vehicle with an upgrade that only requires a Nomad Role Ability Rank of 1.• Install an upgrade invented by the Tech using Invention Expertise. Requires additional mate-rials equal to the Price Category assigned to the item by the GM when it was invented.To upgrade an item, you roll TECH + the TECH Skill that the item is typically repaired with + your Rank in this specialty + 1d10. The Tech must purchase materials of the same price category of the item being upgraded, which installing the upgrade consumes. The DV you roll against and the time it takes to install the upgrade is based on the price category of the item you are upgrading.On a failed Check, halfway through the upgrade, you realize that you'll have to start again from scratch. The materials purchased to make the upgrade and the item to be upgraded are both uninjured. ▶ FAbRiCAtion exPeRtiseFabricate an existing item or one invented by the Tech using Invention Expertise from materials. To make an item, you roll TECH + the TECH Skill that the item is typically repaired with + your Rank in this specialty + 1d10. The Tech must purchase materials of one price category lower than the price category of the item being fabricated. (Except for Super Luxury items, which require materials equal to half their Price to fabricate.)The DV you roll against and the time it takes to make the item is based on the price category of the item you are making. On a failed Check, halfway through the fabrication process, you realize that you'll have to start again from scratch. The materials purchased to make the item are uninjured. ▶ invention exPeRtiseInvent an upgrade to an existing item or invent an entirely new item. To invent an item/upgrade, you'll need to describe to your GM the desired function of your item/upgrade, as precisely as you can in the lan-guage of already existing technologies in the setting, making sure to include the mechanism by which your invention might accomplish its function. It is suggested that you draw up a simple schematic for illustrative purposes. Your GM and fellow Players will certainly appreciate it.If your GM is satisfied with your explanation and is okay with it in their game, they will write how the proposedinvention would operate rules-wise, being careful not to create an imbalanced item. The upgrades presented earlier in Upgrade Expertise are it Doesn't mAtteR whAt it it Doesn't mAtteR whAt it waswas, , ChoombA. All thAt mAtteRs ChoombA. All thAt mAtteRs is whAt i CAn mAke it into. is whAt i CAn mAke it into. imAGine the imAGine the possibilitiespossibilities!!— Eran Malour— Eran MalourFabricating a Cheap item costs 5eb..149GETTING IT DONEa good guideline for balanced Tech upgrades. Based on the item or upgrade's value if it were to be sold on the open market, the GM will set the Price Category of the item as close to other items/upgrades of a similar "power level" as possible, although the lowest cate-gory they can select is Expensive.The time it will take to invent the item/upgrade and the DV your Character has to beat with their TECH + the TECH Skill associated with repairing the invention or the item the invention is meant to upgrade + your Rank in this specialty + 1d10.The DV you roll against and the time it takes to make the item is based on the price category of the item you are making. On a failed Check, you realize halfway through your process that you need to go back to the drawing board.Once invented, you (or another Tech who you show the blueprints to) can make your invented item/upgrade real using Fabrication or Upgrade Expertise! It's worth mentioning that nobody will give your inven-tion a second thought before you have a working prototype. Of course, that's when they'll try to steal it. Don't bother with the courts.More than any ability in the game, this ability can result in game imbalance. Your GM might need to retroactively change the way your invention operates rules-wise (or, in extreme circumstances, even replace it with another invention of an equal price category that you collaborate on together) several times before you find a version that works well at your table and doesn't negatively impact game balance. ▶ uPGRADe/FAbRiCAte/invent Dv/timeCost DV TimeCheap/Everyday 9 1 hourCostly 13 6 hoursPremium 17 1 dayExpensive 21 1 weekVery Expensive 24 2 weeksLuxury 29 1 monthSuper Luxury 29 1 month per 10,000eb of Cost.meDiCine (meDteCh Role Ability)Medtechs keep people alive who should be dead with their knowledge and training. In the Time of the Red, they are as much mechanics as they are doctors, caring for people who are oftentimes more machine than human. The Medtech Role Ability is Medicine. Whenever the Medtech increases their Medicine Rank, they also choose one of the following three Medicine Specialties (Surgery, Medical Tech [Pharmaceuticals], or Medical Tech [Cryosystem Operation]) to allocate 1 point to.The Medical Section contains additional uses for both the Surgery and Medical Tech Skills, which are only available to Medtechs through this Role Ability (See pg. 226). These include Cyberware installation and harvesting, Bodysculpting, and Therapy! ▶ suRGeRyFor every point you allocate to Surgery, you gain 2 points in the Surgery Skill (up to a maximum of 10). The Surgery Skill is the TECH Skill used to treat the most severe Critical Injuries, as well as implant cyber-ware, and is only available to Medtechs through this Medicine Specialty. ▶ meDiCAl teCh (PhARmACeutiCAls)For every point you allocate to Medical Tech (Pharmaceuticals), you gain 1 point in the Medical Tech Skill (up to a maximum of 10). The Medical Tech Skill is the TECH Skill used to operate, understand, and repair (as other non-vehicle Tech Skills) medical machinery. This Skill is only available to Medtechs, and only through either this Medicine Specialty or Cryosystem Operation. You can only put a maximum of 5 points into this specialty.Each time you allocate a point into Pharmaceuticals you also gain access to one of the following phar-maceuticals, which your Character can synthesize by rolling a DV13 Medical Tech Check, wasting the materials used on a failure. A Medtech can make a number of doses from 200eb of materials equal to their Medical Tech Skill in 1 hour. You can't synthesize Street Drugs with Medical Tech (Pharmaceuticals).Your Medical Tech Skill Level equals your points in Pharmaceuticals plus your points in CryoSystem Operation.150GETTING IT DONEPharmaceutical EffectAntibiotic When injected with a dose of Antibiotic, a target who has already started the natural healing process heals an extra 2 Hit Points every day for a week. A person can only benefit from one use of Antibiotic at a time.Rapidetox When injected with a dose of Rapidetox, a target who is affected by a drug, poison, or intoxicant is immediately purged of the effects of that substance.SpeedhealWhen injected with a dose of Speedheal, a target who is not in the Mortally Wounded Wound State immediately heals an amount of HP equal to their BODY + WILL. A person can only benefit from one use of Speedheal per day.Stim When injected with a dose of Stim, a target can ignore all penalties from being in the Seriously Wounded Wound State for an hour. A person can only benefit from one use of Stim per day.Surge When injected with a dose of Surge, a target can function unimpaired without sleep for a full 24 hours. A person can only benefit from one use of Surge per week.Applying a single dose of a drug to a target takes an Action. If the target is unwilling, the Medtech can use their Action to attempt to make a single Melee Weapon Attack with their Airhypo against the target, that administers a single dose to their target on a hit instead of dealing damage.A Character who is not a Medtech cannot administer Pharmaceuticals correctly. These aren't Street Drugs, they require training to get the medically correct proportions. ▶ meDiCAl teCh (CRyosystem oPeRAtion)For every point you allocate to Medical Tech (Cryosystem Operation), you gain 1 point in the Medical Tech Skill (up to a maximum of 10). The Medical Tech Skill is the TECH Skill used to operate, understand, and repair (as other non-vehicle Tech Skills) medical machinery. This Skill is only available to Medtechs, and only through either this Medicine Specialty or Pharmaceuticals. You can only put a maximum of 5 points into this specialty.When you allocate points into Cryosystem Operation you also gain a benefit as detailed below:Level Benefit1 With 1 point in Cryosystem Operation you gain one Cryopump.2 With 2 points in Cryosystem Operation you become a Registered Cryotank Technician and gain unlimited 24/7 access to 1 Cryotank at a time at any cryotank facility operated by medical corporations or government agencies.3 With 3 points in Cryosystem Operation you gain 1 Cryotank, installed in a room of your choosing.4 With 4 points in Cryosystem Operation you gain 2 more Cryotanks that can fit in the same room as your first one and your Cryopump has 2 charges and its maximum carrying capacity increases to 2 people in stasis.5 With 5 points in Cryosystem Operation you gain 3 more Cryotanks that can fit in the same room as the first three and your Cryopump has 3 charges and its maximum carrying capacity increases to three people in stasis.You'll find more information on Cryopumps and Cryotanks on page 353.151GETTING IT DONECReDibility (meDiA Role Ability)The Media Role Ability is Credibility. The Media not only can convince an audience of what they publish, but also has a larger audience the more credible they are. They also have greater levels of access to sources and information. Medias are also in the know and pick up on rumors passively.▶ Rumors ◀Medias are deeply plugged into information networks. Assuming you aren't entirely off-grid, at least twice per week the GM will secretly roll Your Credibility Rank + 1d10. If the Check beats any of the DVs on the Rumor Table's Passive column, the GM will clue the Media in on the highest DV rumor which their Check beat. These are thesame rumors that a Media might find by hitting The Street during gameplay using their relevant information gathering skills like Library Search, Conversation, or Interrogation. When a Media is actively looking for a rumor like this, they roll appropriate STAT + relevant Skill + 1d10 against the DV on the Active column the GM has set for the rumor based on how detailed it is.Rumor Description Passive DVActive DVVague RumorThe rumor is hazy. It contains the bare minimum of information required to start hunting down the supposed truth at the core of it.7 13Typical RumorThe rumor is enough to know where to go next in an investigation. It contains enough information to get a passing glimpse at the supposed truth at the core of it.9 15Substantial RumorAs Typical Rumor, but the rumor additionally contains concrete information that is beneficial to a potential investigation, like names, places, and times.11 17Detailed RumorAs Substantial Rumor, but the rumor additionally contains information that, if verified, could become a piece of evidence the Media can use in a story they might publish about the supposed truth at the core of the rumor.13 21Rumors, by definition, are often untrue, and are never the full story. Finding that is your job. Remember, some threads are dangerous to pull.▶ Publishing Stories or Scoops ◀Access/Sources represents those you can reasonably get in touch with/interview or otherwise gain information from.Audience is how many people your stories or exposés can reach.Believability is how well your story or exposé goes over with your audience. The higher your Credibility, the more likely people will believe something you have written or broadcast. You roll 1d10 based on your Believability when you publish a story and any time you want to find out whether an individual (or a group of individuals) credibiLiTy has a biG imPacTCredibility is a powerful tool, and will have a big impact on the story of any campaign. Corporate guards can be easily and painlessly replaced, but at higher Ranks of Credibility, a Media can make a Corporation feel real hurt by going to the wall to get the truth. They may retaliate, but when you document it in your next tell-all book, they'll feel even more pain. Armed with Credibility, if they can't discredit you, and they can't silence you, and you won't cut a deal, and you won't go away, you can make real change. As a Media, it's within your powers to give even a bad story a good ending.152GETTING IT DONEbelieve your story. If your story contains even a single piece of verifiable evidence that is easily understood by the masses, the chance your audience will believe it is 1 higher. If it contains more than 4 distinct verifiable pieces of hard evidence, the chance your audience will believe it is 2 higher. These two bonuses stack with each other. LUCK can never be spent on a Believability Check.Impact is how much change any individual story or revelation you publish has on your audience. For example, a story about an unfair economic practice at the incremental level might just get a few local bosses to change their practices. But at higher levels of Credibility, your exposé may cause entire Megacorps to fall. Your GM will handle this. Once you publish a story/scoop you cannot publish another story on the same exact topic unless you have new information to add to the conversation. ▶ CReDibility RAnks 1 AnD 2Access/Sources: Local honcho, gang lord, local neighborhood leadershipAudience: Immediate neighborhood.Believability: 2 out of 10 chance the audience buys it.Impact: Change created by a story/scoop is small, incremental. Small-time bad guys are scared and may change their ways a little. ▶ CReDibility RAnks 3 AnD 4Access/Sources: City gang honcho, minor politician, Corp Exec, well known person in the neighborhoodAudience: You're well known as a contributor on the local screamsheet or Data Pool.Believability: 3 out of 10 chance the audience buys it.Impact: Change created by a story/scoop has a direct effect; local small-time bad guys get arrested or thrown out of power, justice gets served. ▶ CReDibility RAnks 5 AnD 6Access/Sources: Major City player, City politico, local celebrityAudience: Your stuff goes Citywide. You're a regular columnist or contributor to local screamsheets or TV.Believability: 4 out of 10 chance the audience buys it.Impact: Change created by a story/scoop changes things all over the City. Higher-level bad guys may be jailed or thrown out of power. Local laws may even get passed. ▶ CReDibility RAnks 7 AnD 8Access/Sources: Local Corp president, mayor or City manager, City celebrityAudience: Your stuff goes Statewide. You are a minor celeb in your own right.Believability: 5 out of 10 chance the audience buys it.Impact: Change created by a story/scoop can change things all over several cities. Mid-level corporations or governments may be thrown out of power. Laws may be passed that affect people over several cities. ▶ CReDibility RAnks 9Access/Sources: Divisional Corp head, State politico, well known celebrityAudience: You are known by many across the country, but not by everyone. If they've seen you, chances are it is on a national newsfeed.153GETTING IT DONEBelievability: 6 out of 10 chance the audience buys it.Impact: Change created by a story/scoop can change things all over a major area like a whole nation. Large corporations or local governments may be toppled. Laws may be passed that affect people over a national area. ▶ CReDibility RAnks 10Access/Sources: Major world leader, major Corporation head, world-famous celebrityAudience: You are known worldwide. People stop you for autographs and people in high places use you to leak important stuff.Believability: 7 out of 10 chance the audience buys it.Impact: Change created by a story/scoop can change things all over the world. Megacorps and powerful governments may fall or be overthrown. International laws may be established. Change can affect millions.teAmwoRk (exeC Role Ability)Just like a real corporate executive, the Exec builds a team whose members help them accomplish their goals, whether legal or not, morale permitting. The Exec Role Ability is Teamwork.▶ Signing Bonus ◀At Teamwork Rank 1, as a gift, the Exec is given a suit comprised of a Businesswear Jacket, Top, Bottom, and Footwear that identify them as a member of the business elite. The Exec cannot resell these without raising suspicion.▶ Corporate Housing ◀At Teamwork Rank 2, the Exec is given access to one of their Company's Corporate Conapts. As long as they remain a member of that Corporation, they can stay there without paying any Rent or any other fees. The Exec must still buy their own Lifestyle separately every month. If the Exec leaves to join another Corporation, they will extend to them the same offer, and even pay to move all their stuff to the new apartment.At Teamwork Rank 7, the Exec's corporate housing is improved to a Beaverville House in the Executive Zone.At Teamwork Rank 10, the Exec's corporate housing is improved dramatically to a Beaverville McMansion in the Executive Zone or a Luxury Penthouse in the Corporate Zone.▶ Corporate Health Insurance ◀At Teamwork Rank 6, the Exec is given Trauma Team Silver coverage, paid for monthly by their Corporation. If the Exec leaves to join another Corporation, they will extend to them the same offer.At Teamwork Rank 8, the Corporation upgrades their coverage to Trauma Team Executive.whaT if i GeT fired?Get t ing f i red sucks , but even as a starting Character, you aren' t just anybody. An Exec or Lawman with skills is always in demand. Get yourself out there, and you'll have another gig in less than a week. In times like these, the labor market has been flipped on its head. Not many people can do the job of an Exec and anyone willing to be a Lawman is
- Nos termos da Lei no 7.210, de 11 de julho de 1984, os condenados por crime praticado, dolosamente, com violência de natureza grave contra a pessoa...
- Sobre os incidentes de execução previstos na Lei de Execuções Penais,a) o excesso de execução ocorre quando o ato for praticado além dos limites f...
- No que toca à disciplina carcerária,a) a submissão de preso ao regime disciplinar diferenciado poderá ser determinada pelo diretor da casa prision...
- Considerando as disposições constantes na Lei de Execuções Penais, no que toca às saídas dos condenados do estabelecimento prisional,a) a permissã...
- O juiz poderá definir a fiscalização por meio da monitoração eletrônica quando concedera) indulto.a) indulto.b) comutação.c) livramento condici...
- Sobre a remição, é correto afirmar:a) Para o cômputo da remição, os dias remidos devem ser considerados como pena cumprida pelo sentenciado.a) Pa...
- Considerando a Lei de Execução Penal e a jurisprudência dos tribunais superiores sobre a remição, é correto afirmar:a) O trabalho do preso cautela...
- Irany, que trabalha como motorista de táxi, cumpre pena em regime aberto. Neste caso,a) os horários do trabalho de Irany não precisam ser levados ...
- Segundo a Lei de Execução Penal, o preso, condenado com trânsito em julgado, poderá ter a execução da sua pena fiscalizada por meio da monitoração ...
- É considerado funcionário público, para os efeitos penais, dentre outras qualidades,a) apenas aquele que exerce cargo, emprego ou função pública r...
- O Código Penal brasileiro, em relação ao crime de denunciação caluniosa, dispõe:Assinale a alternativa correta em relação a funcionário público de...
- Portal do Estudante ge ge.globo É esport. Email - Ricardo ngo... =yrEa CAPUTO, H. P.; CAPUTO, A. N. Mec Assinale a alternativa CORRETA sobre o impa...
- 1 - Direito Penal dedica-se ao estudo do delito, que, sob uma perspectiva à analítica adequação tripartida, da conduta é caracterizado do agente a ...
- I é falsa. Em uma aliança sem participação acionária, o objetivo é apenas compartilhar recursos para obter vantagens competitivas, sem criação de ...
- Os locais para realização do lazer são os mais diversos e devem ser escolhidos em virtude daquilo e cada pessoa desejar fazer o que seja mais coere...
Perguntas dessa disciplina
Grátis
ESTÁCIO
Grátis
ESTÁCIO
- Nos termos da Lei no 7.210, de 11 de julho de 1984, os condenados por crime praticado, dolosamente, com violência de natureza grave contra a pessoa...
- Sobre os incidentes de execução previstos na Lei de Execuções Penais,a) o excesso de execução ocorre quando o ato for praticado além dos limites f...
- No que toca à disciplina carcerária,a) a submissão de preso ao regime disciplinar diferenciado poderá ser determinada pelo diretor da casa prision...
- Considerando as disposições constantes na Lei de Execuções Penais, no que toca às saídas dos condenados do estabelecimento prisional,a) a permissã...
- O juiz poderá definir a fiscalização por meio da monitoração eletrônica quando concedera) indulto.a) indulto.b) comutação.c) livramento condici...
- Sobre a remição, é correto afirmar:a) Para o cômputo da remição, os dias remidos devem ser considerados como pena cumprida pelo sentenciado.a) Pa...
- Considerando a Lei de Execução Penal e a jurisprudência dos tribunais superiores sobre a remição, é correto afirmar:a) O trabalho do preso cautela...
- Irany, que trabalha como motorista de táxi, cumpre pena em regime aberto. Neste caso,a) os horários do trabalho de Irany não precisam ser levados ...
- Segundo a Lei de Execução Penal, o preso, condenado com trânsito em julgado, poderá ter a execução da sua pena fiscalizada por meio da monitoração ...
- É considerado funcionário público, para os efeitos penais, dentre outras qualidades,a) apenas aquele que exerce cargo, emprego ou função pública r...
- O Código Penal brasileiro, em relação ao crime de denunciação caluniosa, dispõe:Assinale a alternativa correta em relação a funcionário público de...
- Portal do Estudante ge ge.globo É esport. Email - Ricardo ngo... =yrEa CAPUTO, H. P.; CAPUTO, A. N. Mec Assinale a alternativa CORRETA sobre o impa...
- 1 - Direito Penal dedica-se ao estudo do delito, que, sob uma perspectiva à analítica adequação tripartida, da conduta é caracterizado do agente a ...
- I é falsa. Em uma aliança sem participação acionária, o objetivo é apenas compartilhar recursos para obter vantagens competitivas, sem criação de ...
- Os locais para realização do lazer são os mais diversos e devem ser escolhidos em virtude daquilo e cada pessoa desejar fazer o que seja mais coere...