Cyberpunk Red

Set after a massive war between megacorporations—ended by an atomic bomb—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 making the scene in the hottest dance clubs, sleaziest bars, and meanest streets on this side of the post-holocaust. Every single one of them has a role; an occupation they are known by on the street, and grants them each unique abilities to help navigate the mean streets of the dark future.

Creating a Character

  1. Decide on your character role, there are ten to pick from; rockerboy, solo, netrunner, tech, medtech, media, exec, lawman, fixer, or nomad. You start at rank 4 in that role.
  2. Run through your lifepath and role lifepath.
  3. Determine your STATs and the other derived STATs.
  4. Either use the suggested skills for your role, or pick some.
  5. Take the starting outfit listed for your character role and 500ed, or instead spend 2550ed on anything you want, plus an additional 800ed on just fashion and fashionware.
  6. Think about selling out for more starting money.

Multiple Roles

You can't start with more than one role, but you can buy rank 1 in a new role by spending improvement points. When you switch role, you are locked from changing role again until your new role is at least rank 4, but you can continue to increase your rank in a previous role, and you retain all of its features.

Playing Execs and Lawmen

In the dark future, the corps and police have more power than just about anyone else. If you're playing an exec or a lawman, there's a good chance you aren't working for the good guys.

Ask yourself: In a grim world where edgerunners often rail against the tyranny of authority, where does your character fit in? Are they selfishly using the rest of the group for their own gain? Are they the classic "kid made good", hanging with old friends and caught between two worlds? Or are they starry-eyed dreamers, hoping to change the system from the inside?

What if You Get Fired?

Nothing about your role changes. Think of it as an opportunity for character development, as you and the GM work together to figure out who wants to hire you next, and the on-boarding process there. Your former employer? Maybe consider that an opportunity, too. How much revenge do you want, choomba?

Nomads in a City Game

Nomads control the highways, sea lanes, airspace and orbital flightpaths. You want to move some cargo from A to B? You'll be contracting with nomads to do it. They're also construction experts, rebuilding what the 4th Corporate War broke. See the megabuilding going up in the distance? Probably hundreds of nomads working on that job. Several nomad families maintain permanent enclaves either in the city or on its outskirts.

As for why you're hanging out with a bunch of statics (non-nomads)? Make it about a connection between your family and one or more of the other characters. Maybe the fixer is working to secure supplies and you've been assigned to keep an eye out? Or maybe your pack owes the medtech a favor? Talk to your GM. Talk to the other players. You'll figure it out.


Lifestyle & Housing

If you aren't an exec, then you start off living in a rented cargo container—either in the overcrowded suburbs or in a combat zone, and living a not-so-luxurious kibble lifestyle. The first month's rent and kibble are free, choomba, but you owe 1100 eddies on the first of next month, or you’re getting evicted!

On the other hand, if you are an exec—you start off with a conapt in a corporate zone, and living that comfortable good prepak lifestyle. You don't have to pay rent or any other fees because you're just better than other people, but maintaining your elite lifestyle will run you 600ed on the first of the month.

Nomads have an additional vehicle-based housing option, which is available as an upgrade through their role ability.

Night Markets

These markets just spring up all over the city—often without warning—when a good shipment comes in on a transport, or something really useful is uncovered. Similar to the old "swap meets" of the 20th century, they are mobile shops mounted on trailers, vehicles, shipping containers, and whatever else has mobility and enough spare volume to display some wares.

Getting to a night market is as much about connections, as it is money. Some of the best are secret affairs which require connections just to find them. Night markets can pop up for a few hours, then vanish forever, or they can regularly show up at the same spot, when they can depend on enough security. Talk to your friendly neighbourhood fixer about night markets.

Friday Night Firefight

The rules for combat, skills, and interacting with the world.

When the Music's Over

One way or another, combat ended, what do you do next?

The Time of the Red

Atmospheric particles from the nuclear blast in Night City, debris from orbital rock strikes, conventional explosives, and the wartime burning and annihilation of entire cities and agricultural areas, created an eerie red pall over skies worldwide. As well as brilliant red sunrises and sunsets, this also causes periodic "blood rains",when rainstorms pull the crimson particulate out of the skies and deposit it as a greasy, crimson slime—reminiscent of blood.

1

Rockerboy

You live to rock. You're a street poet, a social conscience, and a rebel of the Time of the Red. With the advent of tiny digital porta-studios and garage mastering, every rockerboy with a message can take it to the street, stream it to the data pool, or bounce it off the comsats.

Sometimes, your message isn't something the corporations or government wants to hear. Sometimes you are going to get right in the faces of the powerful people who run this world.

But you don't care, you know it's your place to challenge authority, whether in straight-out protest songs that tell it like it is, playing kick-ass rock n' roll to get the people away from the TV sets and into the streets, firing up a crowd with speeches, or composing fiery writing that shapes hearts and minds.

The rockerboy has a proud history: Dylan, Springsteen, U2, NWA, the Who, Jett, the Stones—the 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.

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 in a different city every night. But you can handle it, you're a Rockerboy!


Ability: Charismatic Impact

You can influence others by sheer presence of personality. You need not be a musical performer; you could use poetry, art, dance, or simply your physical presence. Maybe you livestream to the Data Pool. You could be a rocker, or a cult leader. As you grow in skill, you can affect larger groups and call on your fans for greater and greater requests of loyalty.

You can ask a fan, or group of fans, for a favor that is within your current Charismatic Impact rank. The size of the group of fans determines the DV against which you must roll a check:

(your charismatic impact rank) + 1d10

If you succeed, the fan or group of fans makes their best effort to do whatever you asked. If you fail, you can't ask for the same favor again from those fans for one week.

Gaining New Fans

You can only use Charismatic Impact on fans, and the GM determines who is already a fan, but if you are not in combat, you can try and make people into fans (unless they are hostile towards you) by succeeding on Charismatic Impact check.

Charismatic Impact Ranks


  • Venues: The types of venue you can usually hope to play in.
  • Single Fan: What you can influence a single fan to do for you, with a DV8 check.
  • Groups: What you can influence up to six fans to do for you with a DV10 check, or a larger group with a DV12 check.

Ranks 1 and 2

You don't have many fans, yet.


  • Venues: Small local clubs.
  • Single Fan: Small favors; buy you a drink or meal, or give you a lift somewhere.
  • Groups of Fans: Ask for autographs and personal totems; stop you in the streets and try to befriend you.

Ranks 3 and 4

You have a strong local following of fans who buy your recordings and merch.


  • Venues: Well known clubs.
  • Single Fan: Major favors; go to bed with you, or put a good word in for you.
  • Groups of Fans: Regularly hang out with you; provide you with booze, drugs, and other party favors.

Ranks 5 and 6

Your fans are all over the city, often in nearby cities. They are very loyal and will do major favors in exchange for attention.


  • Venues: Large, important clubs.
  • Single Fan: Commit a minor crime for you; shoplift, or help in a fight.
  • Groups of Fans: Act as your "posse"; hang out with you, do you favors, and provide things for your personal needs.

2

Rank 9

Your fans are brainwashed and cult-like; they will riot, destroy property, and even kill for you.


  • Venues: Large concert halls, national video feeds.
  • Single Fan: Commit a major crime for you; steal expensive items, or beat someone up.
  • Groups of Fans: Commit a major crime for you; steal expensive items, or beat someone up.

Rank 10

You fans are a worldwide following with strong, cult-like attributes. They will do almost anything for you; they are a private army based on your charisma.


  • Venues: Huge stadiums and international video feeds.
  • Single Fan: Sacrifice themself for you without question.
  • Groups of Fans: Risk their lives for you and act as personal protection.

Rockerboy Starting Outfit

Cyberware (9 Humanity Loss)

Audio Recorder, Chemskin, Cyberaudio Suite, Tech Hair

Weapons & Armor

Very Heavy Pistol, Basic VH Pistol Ammunition x50, Heavy Melee Weapon or Flashbang Grenade, Teargas Grenade x2, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Computer, Musical Instrument or Bug Detector, Glow Paint x5, Pocket Amp, Radio Scanner/Music Player, Video Camera

Fashion

Generic Chic: Jacket, Jewelry x3, Top x4, Leisurewear: Jewelry, Mirrorshades, Footwear, Urbanflash: Bottoms, Top

Solo

You were reborn with a gun in your hand—the flesh and blood hand, not the metallic weapons factory that covers most of your other arm. Whether as a freelance guard and killer-for-hire, or as a Corporate cybersoldier who enforce business deals and "black operations", you're an elite fighting machine.

Most solos put in military time with a corporate army during the war, or in one of the government's current "police actions" around the country.

As the battle damage piles up, you rely more and more upon tech—cyberlimbs for weapons and armor, bio-chips to increase your reflexes and awareness, combat drugs to give you that edge over your opponents.

When you're the best of the best, you might even leave the ranks of corporate samurai and go ronin—freelancing your lethal talents as a killer, bodyguard, or enforcer to whoever can pay your very high fees.

Sounds good? There's a heavy price. You've lost so much of your original meat body that you're almost a machine, and your reflexes are so jacked up, you have to restrain yourself from going berserk at any moment.

Years of combat drugs taken to keep the edge, have left you with terrifying addictions, and there are few people you can trust anymore. One night you might sleep in a penthouse condo in the city, the next in a filthy alley on the street. But that's the price of being the best. And you're willing to pay it.


Ability: Combat Awareness

Your training gives you enhanced situational awareness of the battlefield. When combat begins, anytime outside of combat, or by using an action in combat, you can divide the points you have in your Combat Awareness rank, between any of the abilities listed below. Your choices persist until you change them. Some abilities cost more points to activate than others.

Damage Deflection

You can "roll with the punches" and reduce damage you take from the first attack that hits on you in each round of combat.

Points Assigned 2 4 6 8 10
Damage Reduction 1 2 3 4 5

Fumble Recovery

You can take your time with every shot. If you assign 4 points to this ability, you can ignore any critical failures (1's) you roll while attacking. Those rolls are still counted as 1's though.

Initiative Reaction

Your reflexes allow you to respond instantly, without thinking in a firefight. Each point assigned, adds +1 your Initiative rolls.

Precision Attack

You can precisely aim your attacks, increasing your accuracy.

Points Assigned 3 6 9
Attack Bonus +1 +2 +3

Spot Weakness

You are trained to look for weak spots, and can damage even heavily armored targets. Each point you assign adds +1 to the damage (before armor) of your first attack that hits, every turn.

Threat Detection

You have enhanced situational awareness. Each point you assigned, adds +1 to your Perception checks.

3

Solo Starting Outfit

Cyberware (14 Humanity Loss)

Biomonitor, Neural Link, Sandevistan, Speedware or Wolvers

Weapons & Armor

Assault Rifle, Very Heavy Pistol, Heavy Melee Weapon or Bulletproof Shield, Basic VH Pistol Ammunition x30, Basic Rifle Ammunition x70, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent

Fashion

Leisurewear: Bottoms x2, Footwear x2, Jacket x3, Mirrorshades, Top x2

Netrunner

You're a brain-burning computer hacker and a master of the post-NET cyberverse. At the age of three, your parents first bought you an old Kirama LPD-12 cyberdeck with Zetatech 526 optical goggles, and your life was changed. By ten, you were already using 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 everything apart.

The NET infrastructure was wrecked, and what remains is just a terrifying wilderness of corrupted data, psychic booby traps, and rogue demon programs lurking in wait for anyone foolhardy (or desperate) enough to venture into cyberspace.


Netwatch eventually gave up and just shut down the whole infrastructure. Now computers are air-gapped and only linked through dedicated land lines and direct laser connections. But there are still places to netrun, you just have to go there and jack in. You traded sitting on the sofa for a bodyweight combat suit and virtuality goggles to mesh the NET with Meatspace.

The systems you crack are 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 cyberdeck for more speed and software deployment. Now, nothing can stop you.

As an electronic wraith, you slip into the hardest mainframe systems: stealing, trading, and selling their deepest secrets at will. The Black ICE may kill you in the end, but until the ride runs out, you'll be bare-brained and headfirst in the new NET.

Ability: Interface

Interface is what allows a Netrunner to Netrun—to interface with electronic mind-modems (cyberdecks) and control NET architecture—computers, electronics, and their associated programs. It gives you special NET Actions you can take on your turn, as well as access to a suite of Interface Abilities.

Hardware Requirements

All netrunners have at least a little cyberware. To even use a cyberdeck, you must already have interface plugs fitted in your wrist or head, and wired to a neural link artificial nervous system. You can only plug into any one cyberdeck at a time. Switching to another cyberdeck requires a meat action.

If you ever forget your virtuality goggles, you'll be unable to overlay cyberspace imagery onto the real world, and have to do things the old fashioned way—which effectively renders your body unconscious while you are netrunning.

NET Actions

Netrunners have access to two kinds of actions: Meat actions (actions which take place in reality, or "meatspace") and NET actions (which take place purely inside the NET architecture). On your turn, you can take either one meat action or as many NET actions as your interface rank allows. No matter which actions you choose, you still get to take your move action.

Interface Rank 1-3 4-6 7-9 10
NET Actions per turn      2           3           4          5    

Jack In/Out

Enter or safely leave a NET architecture via an access point within 6m. A wall between you and the access point blocks this action. If you leave a NET architecture without first jacking out, you suffer the effects of all Black ICE you encountered inside, but haven't derezzed. Moving out of an access point's range automatically jacks you out. Jacking out without first leaving behind a virus, resets the whole NET architecture—you'll have to start your run over from the very beginning.

Use Interface Ability

Use any one of your interface abilities, except for Scanner.

Activate / Deactivate Program

Activate or deactivate one of your programs.

4

Miscellaneous

Anything not covered by other NET actions. A virus lets you do almost anything to a NET architecture once you reach the lowest floor, but these actions sometimes cover edge cases.

What Isnt a NET Action?

Copying Files

Whenever you find a file inside a NET architecture, you can just download a copy to your cyberdeck. Without an action.

Moving in a NET Architecture

On your turn, you can just move as much as you want inside a NET architecture, but you can't skip over floors, or move past any obstructions like passwords.

Interface Abilities

Netrunners need to know more than just how to activate some programs. Mastery of the interface abilities is what separates weefle runners from the professionals they pretend to be.

To resolve using any interface ability (except Zap) roll:

(your interface rank) + 1d10

Scanner

Use a meat action to find the location of any access points to NET architectures in an area. The higher the check, the more you spot from further away, but always at the GM's discretion.

Backdoor

Attempt to break through a password in the NET architecture.

Cloak

Hide traces of your presence and any virus you left inside the NET architecture. Roll a check to set the DV for anyone who tries to overcome the cloak and discover your actions. If you do not use the cloak ability before jacking out, any netrunner who uses pathfinder, automatically discovers all your actions.

Control

Control devices attached to a node in the NET architecture, like cameras, drones, turrets, laser grids, elevators, sprinklers, etc. Each node has a DV required to take control of it.

Operating each individual thing attached to the control node takes a separate NET action, but can be done from anywhere in the architecture—so long as you are still in control of the node. Each control node can only be activated once per turn.

The DV to wrest control of a node currently held by another netrunner or program, is equal to the check they made to take control of it. You lose control of all nodes when you jack out.

Eye-Dee

Determine what a piece of data you found (like a file) actually is, and any value it might have. Some files will have a DV that you must first beat, before you can learn anything about them.

Pathfinder

Partially reveal the "map" of the NET architecture, but not the DV of anything. You can see into the architecture a number of "floors" equal to your check, or up to any obstruction (usually a password) with a DV higher than your pathfinder check.

Slide

Attempt to flee from a single non-demon black ICE program. If you succeed on a check against (it's perception + 1d10), you can escape to an adjacent floor—if the way is not blocked by a password or other obstruction. The black ICE instantly stops following you, and lays in wait right where it is. You can only attempt to slide once per turn, and can't slide preemptively.

Virus

Once you reach the lowest level of a NET Architecture you can leave a virus there which performs up to 2 NET actions or changes, within reason. This is the only way you can make changes to a NET architecture that persist after you jack out.

Describe to the GM what you want the virus to do. They will assign a DV and a number of NET actions (#) to install the virus. The DV to destroy it, is equal to your check to make it.

Virus Example DV #
Alter the icon of all Black ICE in the NET architecture from a fierce serpent, into a cute little snek wearing a party hat 6 1
Deactivate a particular Black ICE installed in the
NET architecture until the virus is destroyed
10 2
Cause a control node to malfunction in a specific
way until the virus is destroyed
10 2
Permanently delete all Black ICE installed
in the NET architecture
12 10
Cause lasting damage to the NET architecture itself,
permanently halving the number of available floors
12 10

Zap

Attack a program or netrunner in a NET architecture with you. On a hit, you deal 1d6 damage to either the program's REZ or directly to the enemy netrunner's brain.

Net Combat

To resolve combat inside the NET architecture, you roll:

(your interface rank + program ATK) + 1d10

or

(black ice ATK) + 1d10

vs.

(target's interface rank) + 1d10

or

(program's DEF) + 1d10

Programs which specify a type of target (like anti-personnel programs) are only effective against their intended target.

Programs

Software tools which a netrunner uses to fight, protect, and explore the electronic realm. Each program loaded on your cyberdeck can only be activated once per round.

Programs which are currently active ("rezzed") can't be activated again until they are first deactivated ("derezzed"). You can run multiple copies of a program to get around this limitation, and the effects stack, unless mentioned otherwise.

You can obtain new programs from the contact in your role lifepath, and sometimes other netrunners or night markets.

Every program has a default icon, which defines how it is percieved inside the NET. You can customize how your own programs look, but this does not affect their functionality. It takes one hour to install or uninstall cyberdeck programs.

5

Defeating a Program

A program is derezzed when it is reduced to 0 REZ (it's Hit Points), but is not removed from your cyberdeck or from the NET architecture—it is still running, just hobbled and useless. To restore it to full REZ and operating condition, you have to spend 2 NET actions to deactivate it, then activate it again. If a program is ever destroyed by something, it is 100% erased.

Black ICE

Intrusion Countermeasure Electronics programs able to kill an intruder. Once triggered, they hunt down other programs and netrunners across a NET architecture. They are larger than other programs, and each takes up 2 program slots in your 'deck. If you encounter Black ICE lying in wait for you, roll:

(your interface rank + SPEED bonus) + 1d10

vs.

(black ice's SPEED) + 1d10

If the Black ICE beats your check, you (or one of your active programs in the case of anti-program ICE) suffers its effect. It is then placed at the top of the initiative queue. On each of its turns, the Black ICE will attack you (or one of your programs) once, and will chase you until it is either derezzed or eluded.

Anti-program Black ICE will continue to follow you until it is derezzed or you slide away from it—even if you don't have any programs rezzed—it views you as a program source.

You can activate your own Black ICE in two ways: Either set it to lie in wait on the current floor of the NET architecture (which can't be done in combat), or deploy it against a valid target. To assign a new target to your Black ICE, you must spend two NET actions to deactivate, and then reactivate it.

Demons

Specific types Black ICE programs that are intelligent, but not the true AIs of the pre-war period, which were restricted after the destruction they wrought during the 4th Corporate War.

They are designed to attack targets in meatspace—such as your body and your support team—by using control nodes that are linked to external hardware—like drones and turrets.

Demons can only use two NET actions: Zap and Control, but they are totally aware of their whole architecture, including any netrunner's presence. They ignore any passwords, and automatically beat programs in any speed contest. You cant slide away from a demon, but they can't lie in wait for you.

A demon enters the initiative queue at the top if it detects an intruder on camera, or a netrunner enters its architecture. On its turn, a demon prioritizes using control nodes, and only Zaps enemies with any spare NET actions remaining to it.

Netrunner Starting Outfit

Cyberware (14 Humanity Loss)

Interface Plugs, Neural Link, Shift Tacts

Weapons & Armor

Very Heavy Pistol, Basic VH Pistol Ammunition x30, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Cyberdeck (Standard), Virtuality Goggles, Program: Armor, Program: Sword, Program: See Ya or Eraser, Program: Sword or Vrizzbolt, Program: Worm or Sword

Fashion

Generic Chic: Top x10, Leisurewear: Footwear x2, Jewelry, Bottoms x2, Urban Flash: Jacket


Tech

You're addicted to technology in all its forms. You can't leave anything alone—if it sits near you for more than five minutes, you've already disassembled it and made something else.

You always have at least two screwdrivers and a wrench in your pockets. Computer down? Hydrogen burner out in your metrocar? Video wont run? Your interface is glitching out?

No problem! You make your living from building, fixing, and modifying; a crucial occupation in a highly technological world that is still recovering from a war that broke the back of the global manufacturing and supply chain.

You can make a living fixing everyday stuff, but for serious money you need to tackle the big jobs: Illegal and/or stolen weapons and cybertech. Corporate espionage and counter-espionage gear for black operations. If you're any good, then you're making a lot of money that goes straight back into buying 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 new enemies as well—so you also invest a lot in defense systems and, if really pushed, you call in 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.

Ability: Maker

You fix, improve, modify, make, and invent things. Every time you increase your maker rank by one point, you also gain one level in any two maker specialties, each of your choice.

6

Maker Specialty Checks

When you need to resolve a maker specialty check, the DV and time it takes, are based on the price category of the item:

(TECH + item repair skill + specialty rank) + 1d10

Price Category DV Time
Cheap/Everyday 9 1 hour
Costly 13 6 hours
Premium 17 1 day
Expensive 21 1 week
Very Expensive 24 2 weeks
Luxury 29 1 month
Super Luxury 29 1 month per 10,000ed

Specialty: Field Service

Your familiarity with technology makes you a valuable asset on any job, especially when something breaks down in the field. You add your rank in this specialty to Basic Tech, Cyber-tech, Electronics/Security Tech, Weaponstech, Land, Sea, or Air Vehicle Tech checks not covered by another specialty.

Instead of attempting a lengthy full repair, you can opt to temporarily repair an item to perfect condition as an action (with full SP and HP, if applicable). You add your rank in this specialty to the check. This jury-rigging holds for 10 minutes for each rank you have in this specialty, after which the item returns to its previous state, and must then be fully repaired.

Specialty: Upgrades

You can improve an item in one of the following ways. An item can only benefit from one 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 an item, halving the time it takes to fully repair.
  • Grant a typically non-concealable one-handed weapon, the ability to be concealed.
  • Increase an Average quality weapon to Excellent quality.
  • Add a weapon attachment slot to an exotic weapon.
  • Modify an exotic weapon to fire one variety of non-basic ammunition of its type.
  • Increase an item's SP by 1, but only if it already had an SP.
  • Install a vehicle upgrade that requires a nomad rank of 1.
  • Install an upgrade created using the invention specialty. This requires materials of a value and price category assigned by the GM when it was invented, which are consumed when installing the upgrade. On a failed check, you realize halfway through the process that you'll have to start over again from scratch, but the materials and item are both undamaged.

Specialty: Fabrication

You can fabricate an existing item, or one designed using the invention specialty. This requires materials one price category lower than the item being fabricated—except for super luxury items, which require materials equal to half their price.

On a failed check, you realize halfway through the process that you will have to start over again from scratch, but the materials are undamaged and can be reused.

Specialty: Invention

You can invent an upgrade to an existing item or an entirely new item. To invent something, you'll need to describe the desired function as precisely as you can, in the language of existing technologies in the setting. You could draw a simple schematic, the GM and other players will appreciate it.

If the GM is satisfied with your item and okay with it in their game, they will decide how the invention will function rules-wise. The GM will also decide DV you have to beat, the time it takes to make, and a price category, based on it's value if it were to be sold on the open market. The lowest possible price category is expensive. On a failed check, halfway through the process, you realize that you have to to go back to the drawing board and start over.

Once invented, you (or another tech who you show the blueprints to) can make the item using Fabrication or Upgrade Expertise. Nobody will give your invention 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.

This ability can result in more game imbalance than any other. The GM might need to retroactively change the way your invention operates several times before finding a version that works and doesn't negatively impact game balance.

Tech Starting Outfit

Cyberware (12 Humanity Loss)

Cybereye, MicroOptics, Skinwatch, Tool Hand

Weapons & Armor

Shotgun or Assault Rifle, Basic Shotgun Shell Ammunition x100 or Basic Rifle Ammunition x100, Flashbang Grenade, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Anti-Smog Breathing Mask, Disposable Cell Phone, Duct Tape x5, Flashlight, Road Flare x6, Tech Bag

Fashion

Generic Chic: Bottoms x8, Tops x10
Leisurewear: Footwear x2

Medtech

You're an artist, and the human body is your canvas. You've got the best tools and know how to use them. If you're lucky, you attended one of the real med schools scattered around the wreck of the old USA. After the war, military hospitals everywhere needed helping hands to hold down screaming patients and splice their cyberware back together. Maybe you learned that way.

And there's always an old ripperdoc or two out there who hearkens back to that old science fiction story called "The Bladerunner"—not the flatscreen vid—the even older book about renegade doctors who performed illegal street surgery. Maybe one of those guys trained you.

Maybe that's where you are right now, patching up the wounded, mending the sick, and keeping the locals alive. For love, commitment, or maybe a just a fat payday on the side.

7

If you're real lucky, you've scored a berth in a Trauma Team franchise—groups of licensed paramedicals who patrol the city looking for patients. You operate from an AV-4 Urban Assault Vehicle, repurposed into an ambulance configuration, and armed with a belly-mounted minigun. It's the best of the best—Trauma Team charges preem 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 there. What matters is you're on the street, doing the job.

Ability: Medicine

You can keep people alive who should be dead—using your knowledge, tools, and training. You are as much mechanic as doctor, often caring for people who are more machine than human. Each time you increase your medicine rank by one point, you also gain one point in a specialty of your choice.

Specialty: Cryosystem Operation

You can only put a maximum of 5 points into this specialty. For each point you put into this specialty, you also gain one point in the Medical Tech skill (up to a maximum of 10). Each rank in this speciality also grants you an additional benefit.

Rank 1

You gain one cryopump, which you can use to place people into metabolic stasis. They remain in this state for up to one week, during which time they do not make death saves.

Rank 2

You become a registered cryo-technician and gain unlimited 24/7 access to one cryotank at a time, at any cryotank facility operated by certified corporations and government agencies. This more advanced cryosystem can keep a person in stasis indefinitely, and also accellerates the natural healing process.

Rank 3

You gain one cryotank, installed in a room of your choosing.

Rank 4

You gain two more cryotanks, installed in the same room as the first cryotank. Your cryopump also now has two charges, and its capacity is increased to two people.

Rank 5

You gain three more cryotanks, installed in the same room as the first three cryotanks. Your cryopump also now has three charges, and its capacity is increased to three people.

Specialty: Pharmaceuticals

You can only put a maximum of 5 points into this specialty. For each point you put into this specialty, you also gain one point in the Medical Tech skill (up to a maximum of 10), and access to a template for one of the drugs listed below, which you can try and synthesize with a DV13 Medical Tech check. This takes 1 hour, and if you are successful, you turn 200ed worth of raw materials into a number of doses equal to your Medical Tech skill. If you fail, the materials are all wasted.

You can't synthesize street drugs with this specialty, and unlike using street drugs, only a specialist medtech is able to calculate the precise dosages to use pharmaceuticals safely.

Antibiotic

Targets who have already started the natural healing process, regain an extra 2 hit points every day, for seven days. Only a single dose is effective at a time.

Rapidetox

Targets who are affected by drugs, poison, or intoxicants, are immediately purged of all the effects of those substances.

Speedheal

Targets who are not mortally wounded, immediately heal for a number of hit points equal to their combined BODY and WILL. Only a single dose is effective per day.

Stim

Targets ignore all the penalties from being seriously wounded, for one hour. Only a single dose is effective at a time.

Surge

Targets can function without sleep, unimpaired, for 24 hours. Only a single dose is effective per week.

Specialty: Surgery

For each point you put into this specialty, you gain two points in the Surgery skill (up to a maximum of 10), which is used to treat severe critical injuries, and to implant some cyberware.

8

Medtech Starting Outfit

Cyberware (12 Humanity Loss)

Biomonitor, Cybereye, Nasal Filters or Toxin Binders, TeleOptics

Weapons & Armor

Shotgun or Assault Rifle, Basic Shotgun Shell Ammunition x100 or Basic Rifle Ammunition x100, Incendiary Shotgun Shell Ammunition x10 or Incendiary Rifle Ammunition x10, Smoke Grenade x2, Light Armorjack, Body Armor, Light Armorjack Head Armor, Bulletproof Shield

Gear

Agent, Airhypo, Handcuffs, Flashlight, Glow Paint, Medtech Bag

Fashion

Generic Chic: Jacket x3, Leisurewear: Footwear, Bottoms x3, Top x5

Media

They'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 committed murder with impunity. The governments back then couldn't even stop them—hell, they owned the governments. But then the war came and stripped away the facade, let everyone know exactly what had been going on. And it was the medias who made sure we all knew the score.

That's you. You've got a vidlink and press pass, and you're not afraid to use them. You're a city-wide figure, seen nightly all over the data pool. 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 corrupt officials and corporate lapdogs try to cover up, you can dig deep. The next morning, you put the details of their crimes all over the screamsheets and vidscreens.

The bad guys have tried to flatline you three or four times—that's why your backup's a crack solo, and you have one of the top ‘runners in the city digging through NET architectures to back your stories. You have to be good, or else.

Your ‘runner's just phoned in with a hot lead. You grab your gear and flag your backup. You're going to nail the bastards. This time, for sure.

Ability: Credibility

You can not only convince an audience of the truth of what you publish, but also gain a larger audience the more credible you are. You also have greater levels of access to sources and information; you are always in the know with your ear to the ground, to pick up on rumors and information passively.

Rumors

Assuming you aren't entirely off-grid, at least twice per week the GM will secretly roll (your credibility rank) + 1d10. If the check beats any of the DVs on the rumor table's (P)assive column, the GM will clue you in on what rumour you hear.

Rumor Information P A
Vague
Rumor
The bare minimum required to start hunting down the supposed truth at the core of it. 7 13
Typical Rumor Enough to know where to investigate next. A passing glimpse at the supposed truth. 9 15
Substantial Rumor Something concrete that is directly beneficial, like names, places, and times. 11 17
Detailed Rumor If verified, evidence you can use in a story about the supposed truth at the core of it. 13 21

You can uncover the same rumors by hitting the street and using your information gathering skills (like Library Search, Conversation, or Interrogation). When actively searching for a rumor like this, you roll against the DV on the (A)ctive column:

(appropriate STAT + relevant skill) + 1d10

Rumors, by definition, are often untrue, and are never the full story. Finding out the is your job, but remember; some threads are dangerous to pull.

Publishing Stories or Scoops


  • Access/Sources: People you can reasonably get in touch with/interview or otherwise gain information from.
  • Audience: How many people you can reach.
  • Believability: How well your story or exposé goes over with your audience. You need to beat this DV when you publish a story, or any time you want to find out if someone believes your story. If the story contains even one piece of verifiable evidence that is easily understood by the masses, you have +1. If it contains more than 4 such bits of evidence, you have +3. LUCK can't be spent on a credibility check.
  • Impact: How much change any individual story or revelation you publish can bring about. For example, a story about an unfair economic practice at Rank 1 might only get a few local bosses to change their practices. But at higher ranks, your exposé may cause entire Megacorps to fall. Your GM will handle this. Once you publish you cannot publish on the same topic again, until you uncover new information.

9

Rank 1 and 2


  • Access/Sources: Local neighborhood leaders, bosses, and gang lords.
  • Audience: You are known to the local neighborhood.
  • Believability: 2
  • Impact: Small, incremental change. Small-time bad guys are scared and may change their ways a little.

Rank 3 and 4


  • Access/Sources: City gang bosses, minor politicians, corp execs, well known neighborhood personalities.
  • Audience: You're well known as a contributor on the local screamsheet or Data Pool.
  • Believability: 3
  • Impact: Direct effect; local small-time bad guys get arrested or thrown out of power, justice gets served.

Rank 5 and 6


  • Access/Sources: Major city players, city politicos, local celebrities.
  • Audience: Your stuff goes Citywide. You're a regular columnist or contributor to local screamsheets or TV.
  • Believability: 4
  • Impact: Things change all over the City. Higher-level bad guys may be jailed or thrown out of power. Local laws may even get passed.

Rank 7 and 8


  • Access/Sources: Local corp presidents, mayor or city managers, city celebrities.
  • Audience: You are a minor statewide celeb in your own right.
  • Believability: 5
  • Impact: Things change over several cities. Mid-level corporations or governments may be thrown out of power. Laws may be passed that affect people in several cities.

Rank 9


  • Access/Sources: Divisional corp heads, state politicos, well known celebrities
  • Audience: You are known across the country, but not by everyone. If they've seen you, chances are it was on a national newsfeed.
  • Believability: 6
  • Impact: Things change over a major area like a whole nation. Large corporations or local governments may be toppled. Laws may be passed that affect people at a national level.

Rank 10


  • Access/Sources: Major world leaders, major corporation heads, world-famous celebrities.
  • Audience: You are known worldwide. People stop you for autographs and people in high places use you to leak important stuff.
  • Believability: 7
  • Impact: Major changes sweep the world. Megacorps and powerful governments may fall or be overthrown. Global laws may be established. Millions will be affected.

Media Starting Outfit

Cyberware (10 Humanity Loss)

Amplified Hearing or Voice Stress Analyzer, Cyberaudio Suite, Light Tattoo

Equipment

Heavy Pistol or Very Heavy Pistol, Basic H Pistol Ammunition x50 or Basic VH Pistol Ammunition x50, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Audio Recorder, Binoculars, Disposable Cellphone x2 or Grapple Gun, Flashlight, Computer, Radio Scanner/Music Player, Scrambler/Descrambler, Video Camera

Fashion

Generic Chic: Footwear, Bottoms, Top, Leisurewear: Jacket, Urbanflash: Mirrorshades

Exec

In the old days, you would have been a hard-driven, fast-track MBA on your way up the corporate ladder. Sure, it was selling your soul to the company, but face it: the corporations ruled the world. They controlled governments, markets, nations, armies, you name it. And you knew that whoever controlled the corporations controlled the world.

But things changed when the largest megacorps got into a war that was the equal of anything the national governments could have thrown down. Your life as a junior executive is anything but easy. There are those underneath you who'd kill for a shot at your job. Literally. Just as there are those over you who'd kill to keep you out of their jobs. Literally.

And they're really not kidding about the killing. Every up-and-comer in the corporation has their own team of solos and netrunners to cover important pet projects. Last week, you led a team of solos, netrunners, and techs on a headhunting run to "extract" a researcher from a rival company.

10

You told yourself you joined the corporation to make it a better place—"work from the inside", you said—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 getting tarnished and things are looking pretty bleak...

But you can't worry about ethics now. You've got a report due in an hour, and it looks like that gonk in sales is planning to ice your database for good. You're gonna ice him first!

Ability: Teamwork

You can build a team whose members help you accomplish your goals—legal or not and morale permitting. Members of your team will have a public job description (like secretary or driver) but also covert roles (such as netrunner, bodyguard, or assassin). Plus you get free housing and nice set of clothes!

Signing Bonus

At rank 1, you are given a businesswear suit, comprising of a jacket, top, bottom, and footwear. It identifies you as an active member of the corporate elite.

Corporate Housing

At rank 2, you get access to one of your company's Corporate Conapts. At rank 7, your housing is upgraded to a Beaverville House in the executive zone. Then, ultimately, at rank 10, it is dramatically improved to a Beaverville McMansion in the executive zone, or a Luxury Penthouse in the corporate zone.

While you remain employed by the corporation, you can live in your corporate housing without paying any rent or fees, but still have to pay for your own lifestyle expenses each month. If you join another corporation, your new employer will usually offer the same level of housing, and even cover the cost of moving all your stuff to the new property.

Corporate Health Insurance

At rank 6, you are given Trauma Team Silver coverage, paid for monthly by your company. At rank 8, your corporation will upgrade you to the Trauma Team Executive package. If you join another corporation, your new employer will usually offer to pay for the same level of health insurance coverage.

Team Members

At rank 3, your company assigns one junior employee to work for you, as a member of your team. At rank 5, and then again at rank 9, you are assigned another additional team member.

You tell company HR which job position you need filled, then roll on the table below, to determine the STATs of the person that HR sends over to you. While constructed like player characters, your team members differ in a few ways:

  • Their skills are linked to your exec rank, and do not improve.
  • They are controlled by the GM, and their willingness to follow your orders depends on their current loyalty to you.
  • They can only wear light armorjack armor. Company policy!

Loyalty

While you are their boss, team members are not just mindless drones. Whenever you give a questionable order to member of your team, the GM must roll under their current loyalty on 1d6. On failure, they could refuse, or botch the assignment.

    If their loyalty drops to 0, they might even betray you to your enemies. Team members with a loyalty of 0 or lower at the end of a game session, will always complain to HR and receive a transfer, or just quit, depending on HR's whims.

Obviously, you want to try and inspire loyalty in your team. Loyalty caps at a maximum of 10 between game sessions, but during a game session, there is no loyalty limit.

Ways to Increase Loyalty
Example Gain
Compliment their work +1
Give them a bonus or other perk of at least 200ed +4
Support them against management +4
Give them a 20% cut of your earnings for a job +6
Give them paid time off for an entire game session +6
Risk physical harm for them +8
Ways to Lose Loyalty
Example Loss
Gain no loyalty with them during an entire game session -1
Berate or them or their work -2
Ignore their contribution to a job -4
Forget their birthday -5
Fail to come through with a promised bonus or perk -6
Throw them under the bus to management -6
Abandon them under fire -8

Losing Team Members

If you lose a team member, HR will automatically repossess their equipment and send you a replacement in the next game session. This costs 200ed in "hiring fees" (bribes) to HR.

New Team Members

Job Descriptions

You decide their role on the team, and can also pick a "cover job" for them. You might not want everyone to know you've got a covert ops specialist or netrunner on your payroll.

Generating STATs

Roll 1d6 and read across the corresponding row, recording each STAT, and then derive their HP, Mortally Wounded, and Death Save values. You do not need to lower their EMP due to Humanity Loss from any cyberware. It's already factored in.

Skills, Cyberware, and Gear

Their skills, cyberware, and gear. These standard packages are provided by the company, and the skills and equipment they are willing to allocate, are based on your Exec rank.

Starting Loyalty

If they are a replacement for a lost team member, their loyalty is always 1. They heard about what happened to the last guy! Otherwise roll 1d6+1 to determine their initial loyalty to you.

11

Company Bodyguard

#  INT   REF   DEX  TECH COOL WILL MOVE BODY  EMP 
1 3 7 7 4 7 6 4 8 4
2 5 8 6 2 7 8 4 8 2
3 4 8 5 3 7 8 6 6 3
4 4 7 8 4 7 7 4 7 2
5 3 8 5 2 8 7 4 6 7
6 5 7 7 2 7 6 5 7 4

  • Cover Jobs: Escort, Personal Trainer
  • True Job: To protect you in dangerous situations.
  • Skills at +2: Concentration, Conversation, Education, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Persuasion, Stealth
  • Skills at +4: Athletics, Evasion, Interrogation, Perception, Resist Torture/Drugs, Tactics
  • Skills at +6: Handgun, Brawling
  • Cyberware: Enhanced Antibodies, Subdermal Armor, Cyberaudio Suite, Internal Agent, Homing Tracer
  • Gear: Agent, Light Armorjack Body Armor, Very Heavy Pistol, Basic VH Pistol Ammo x50

Company Covert Operative

#  INT   REF   DEX  TECH COOL WILL MOVE BODY  EMP 
1 4 8 5 4 6 8 5 7 3
2 3 8 6 2 8 6 6 6 5
3 6 7 5 5 7 6 3 7 4
4 5 6 5 3 6 8 7 6 4
5 3 8 4 4 8 7 4 8 4
6 5 8 3 7 7 8 3 6 3

  • Cover Jobs: Personal Assistant, Stylist
  • True Job: Keeping you from getting your hands dirty.
  • Skills at +2: Athletics, Brawling, Concentration, Conversation, Education, First Aid, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion
  • Skills at +4: Bribery, Bureaucracy, Business, Evasion, Human Perception, Pick Lock, Streetwise, Trading, Wardrobe & Style
  • Skills at +6: Handgun, Stealth
  • Cyberware: Cybereyes with paired Low Light/Infrared/UV, Color Shift, Cyberarm with Grapple Hand, Popup Ranged Weapon (Very Heavy Pistol), Realskinn™ Covering
  • Gear: Agent, Light Armorjack Body Armor, Very Heavy Pistol, Basic VH Pistol Ammo x50

Company Driver

#  INT   REF   DEX  TECH COOL WILL MOVE BODY  EMP 
1 5 8 6 4 6 5 6 5 5
2 5 7 7 5 5 7 4 7 3
3 6 8 8 4 7 4 5 6 2
4 8 7 4 5 4 7 5 6 4
5 7 8 3 5 7 6 4 6 4
6 6 8 6 6 8 5 3 5 3

  • Cover Jobs: Valet, Personal Driver
  • True Job: Drives, pilots, and maintains your team's vehicles.
  • Skills at +2: Athletics, Concentration, Conversation, Education, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion



  • Skills at +4: Brawling, Endurance, Evasion, Land Vehicle Tech, Pilot Air Vehicle, Pilot Sea Vehicle, Sea Vehicle Tech, Stealth, Tracking
  • Skills at +6: Drive Land Vehicle, Handgun
  • Cyberware: Radar/Sonar Implant, Cyberaudio Suite, Internal Agent, Homing Tracer, Radar Detector
  • Gear: Light Armorjack Body Armor, Very Heavy Pistol, Compact Groundcar with Seating Upgrade, Basic VH Pistol Ammo x50

Company Netrunner

#  INT   REF   DEX  TECH COOL WILL MOVE BODY  EMP 
1 6 7 8 7 5 4 5 5 3
2 7 8 4 6 8 3 4 6 4
3 5 6 8 8 6 6 4 4 3
4 7 8 5 6 4 4 6 5 5
5 5 8 8 5 5 3 6 4 6
6 8 7 6 6 4 7 4 4 4

  • Cover Jobs: I.T. Engineer, Research Specialist
  • True Job: Netrunning and information gathering.
  • Skills at +2: Interface (Netrunner Role Ability), Athletics, Brawling, Concentration, Conversation, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion
  • Skills at +4: Basic Tech, Cryptography, Cybertech, Education, Electronics/Security Tech, Forgery, Library Search, Handgun, Stealth
  • Cyberware: Neural Link, Chipware Socket, Pain Editor, Interface Plugs, Cybereyes with Virtuality
  • Gear: Agent, Light Armorjack Body Armor, Cyberdeck (7 slots: Sword, Sword, Killer, Worm, Worm, Armor), Very Heavy Pistol, Basic VH Pistol Ammo x50

Company Technician

#  INT   REF   DEX  TECH COOL WILL MOVE BODY  EMP 
1 8 8 5 7 3 4 4 5 6
2 8 7 6 8 3 5 5 4 4
3 8 6 5 8 4 3 3 7 6
4 8 8 5 7 4 4 4 5 5
5 7 7 3 7 5 3 6 6 3
6 7 8 5 8 6 3 3 5 5

  • Cover Jobs: I.T. Engineer, Intern
  • True Job: Repairs your team's gear and weapons.
  • Skills at +2: Athletics, Brawling, Concentration, Conversation, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, Stealth
  • Skills at +4: Education, Handgun, Weaponstech
  • Skills at +6: Basic Tech, Cybertech, Electronics/Security Tech
  • Cyberware: Tool Hand, Cyberaudio Suite, Internal Agent, Bug Detector, Audio Recorder
  • Gear: Light Armorjack Body Armor, Very Heavy Pistol, Basic VH Pistol Ammo x50

12

Exec Starting Outfit

Cyberware (12 Humanity Loss)

Biomonitor or Tech Hair, Cyberaudio Suite, Internal Agent, Toxin Binders or Nasal Filters

Equipment

Assault Rifle or Shotgun, Heavy Pistol, Basic Rifle Ammunition x100 or Basic Shotgun Shell Ammunition x100 or Basic Slug Ammunition x100, Basic H Pistol Ammunition x30, Bulletproof Shield or Smoke, Grenade x2, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Radio Communicator x4, Scrambler/Descrambler

Fashion

Businesswear: Footwear, Jacket, Bottoms, Mirrorshades, Top, Jewelry x2

Lawman

Before the war, people used to just shoot at cops. Now you're lucky if you only take a slug. The street is mean these days, filled with new drugs, new gangs, and new weapons which 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 large city force, but most of the NCPD old guard have been thrown out to keep what peace they can on their own. Those who remain still take the badge seriously; they work to keep people safe and make some kind of stand against chaos. Even if you'd rather just walk a beat, you're carrying high-caliber weapons and wearing a kevlar vest—and often you're still outgunned and outflanked.

Half the gangs were cybered up with super speed, amped reflexes, darkvision, carried weapons in their arms... and that was before the war and the fall of Arasaka dropped a ton of milspec cybertech into the night markets.

The other half of the players on the street are the freelance corporate mercs; recruited for corpo armies during the war, then disbanded by the New United States. Now they're goon squads you're trying to keep under control too. Every night is a new firefight and another opportunity for a messy death.

Maybe you draw a Psycho Squad berth and get the job of hunting down heavily armed and armored cyborgs who've flipped out. A cyberpsycho can walk through machine gun fire and not even feel it, so a lot of the Psycho Squad become a bit crazy themselves; they load up with boosted reflexes, get some monstrously huge guns, and go hunt the cyborgs solo.

But you're not that crazy. Yet.

Ability: Backup

You can call upon the help of a group of fellow officers, based on your rank and the conditions under which you make the call. The backup is armed and armored based on your rank.

As you increase in rank, you are likely to be promoted within your law enforcement organization, or recruited by law enforcement agencies that you can call on for backup from.

When in danger, you can call on backup from a group of your rank or lower. As an action, you can attempt to roll your rank or lower on a d10, to get someone to respond to your call. If you abuse this, your boss will throw you off the force or fine you as they see fit.

If someone responds to your call, roll a d6 to find out how many rounds it takes for your backup to arrive on the scene. If you roll a 6, instead of your typical backup, the backup that arrives will be of the next highest level of backup—unless you are Rank 10, in which case two separate backup groups will arrive. If nobody responds to your call, you can always try and call for backup again next turn.

Backup Ranks


  • Combat Number: Add a d10 roll to this value when they make attacks, use skills, etc. Backup cannot dodge bullets.
  • SP: The stopping power of their body and head armor.
  • HP: The number of Hit Points they each have.
  • MOVE & BODY: For anything that references their MOVE or BODY (like movement and death saves).

Rank 1 and 2

Corporate Security: Four local renta-cops arrive on foot. Each one is carrying a heavy pistol and wearing kevlar.

Combat Number         SP                 HP         MOVE & BODY
8 7 20 4

13

Rank 3 and 4

Local Beat Cops: Four local cops arrive in a pair of compact groundcars. They each have a heavy pistol and wear kevlar.

Combat Number         SP                 HP         MOVE & BODY
10 7 25 5

Rank 5 to 7

Sheriff's Department: Two "County Mounties" arrive in a high performance groundcar. They both have heavy pistols and assault rifles, and are wearing heavy armorjack.

Combat Number         SP                 HP         MOVE & BODY
14 13 35 4

Rank 8

Recovery Zone Marshal: Like marshals of the Old West, these lone lawmen patrol the recovery zones and new cities. One arrives on a superbike, carrying a very heavy pistol, an assault rifle, a grenade launcher, and wearing flak armor.

Combat Number         SP                 HP         MOVE & BODY
16 15 50 6

Rank 9

C-SWAT: Two heavy hitters from the Psycho Squad arrive from the air, in an AV-4. They both carry an assault rifle and rocket launcher, and are wearing metalgear.

Combat Number         SP                 HP         MOVE & BODY
15 18 35 4

Rank 10

National Law Enforcement / Interpol / FBI / Netwatch: Operating under the jurisdiction of a national government or international law enforcement group, a pair of agents arrive in an AV-4. They are outfitted with very heavy pistols, assault rifles, and are wearing light armorjack.

Unlike other forms of backup, these two will stick around after the conflict ends, and assist in investigating the scene. They won't travel with you on a day-to-day basis, but after the first time they are called, the same agents (or replacements) will always respond to calls for backup which are connected to the initial call, until the "case" is closed.

Additionally, these special agents can use their combat number for the Accounting, Acting, Conceal/Reveal Object, Criminology, Cryptography, Deduction, Education, Forgery, Interrogation, Paramedic, Perception, Personal Grooming, Resist Torture/ Drugs, Stealth, and Tracking skills.

Combat Number         SP                 HP         MOVE & BODY
14 11 35 6

Lawman Starting Outfit

Cyberware (10 Humanity Loss)

Hidden Holster, Subdermal Pocket

Equipment

Very Heavy Pistol, Basic VH Pistol Ammunition x50, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Flashlight, Handcuffs x2, Radio Communicator, Road Flare x10

Fashion

Generic Chic: Jacket, Bottoms, x2, Top x3, Leisurewear: Footwear x2, Jacket x2, Bottoms x2, Mirrorshades, Top x2

Fixer

You realized fast that you weren't going to get a corporate job or be a solo, but you always had a knack for figuring out what other people wanted and how to get it for them. For a price. Now your deals have moved past the nickel-and-dime stuff into the big time.

Maybe you move illegal weapons over the border. Or resell stolen medical supplies. Perhaps you're a skill broker acting as an agent for 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 new nightclub in the city, you've bought into it. If there are military 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 all about the eddies. If someone needs to get the heat off, you'll hide them. You find housing when there isn't any, and bring in food when the streets are blockaded.

Maybe you do it because you know they'll owe you later, or maybe not. You're one part Robin Hood and two parts Al Capone. In the past, they would have called you a crime lord. But this is the fragmented, deadly Time of the Red, and on the street, they call you a fixer.

Ability: Operator

You know how to find things on the black market, and are adept at navigating the complex social customs of the street, where hundreds of cultures and economic levels collide.

You maintain a vast web of contacts and clients who you can reach out to for goods, favors, or information. You can also source desirable resources and make favorable deals.


  • Contacts: Who you can reach out to for goods, favors, or information. You still have to pay for these, of course.
  • Reach: The highest price category of items you can always source, and if you can use your influence to gather other fixers into creating a night market, which makes all price categories of items available to you for a short time.
  • Grease: Your ability to blend in to the many cultures on and off the street; to know the language, social codes, and status marks for each group.
  • Haggle: Your ability to strike a deal. If you succeed, you can make one deal of your rank or lower. You can only make one deal per transaction. Both negotiators roll:

(COOL + trading skill + fixer rank) + 1d10

14

Ranks 1 and 2


  • Contacts & Clients: Local honchos, gang lords, local neighborhood leaders.
  • Reach: You can always source cheap and everyday items on a piece by piece basis, even when otherwise unavailable.
  • Haggle: If successful, you negotiate a 10% price difference.
  • Grease: You are familiar with the cultural ins-and-outs of your immediate neighborhood, including all the local gangs.

Ranks 3 and 4


  • Contacts & Clients: City gang honchos, minor politicians, corp execs, well known people in the neighborhood.
  • Reach: You can always source expensive items on a piece by piece basis, even when otherwise unavailable.
  • Haggle: If successful, when you buy five or more of the same item, you can get one an extra one thrown in for free.
  • Grease: You get along well in 1 other culture in your area, and gain 4 points in a language from that culture.

Ranks 5 and 6


  • Contacts & Clients: Major city players, city politicos, neighborhood celebrities.
  • Reach: Once each month, working with other fixers of your rank, you can set up a night market. While at a night market you organised, you can always source super luxury items.
  • Haggle: If successful, you can negotiate an increase in the payout for a job, by an additional 20%.
  • Grease: You get along perfectly in 2 more cultures (3 total) in your area, and gain 4 points in a language from each.

Ranks 7 and 8


  • Contacts & Clients: Local corp president, mayor or city manager, local celebrities.
  • Reach: You can always source very expensive items on a piece by piece basis, even when otherwise unavailable.
  • Haggle: If successful, when buying a luxury or super luxury item, you can pay half now and half in one month. But if you don't pay the second half on time, your reputation is at risk.
  • Grease: You blend in perfectly with 3 more cultures (6 total) in your area, and gain 4 points in a language from each.


Rank 9


  • Contacts & Clients: Divisional corp heads, state or city zone politicos, well known celebrities.
  • Reach: You can always source luxury items on a piece by piece basis, even when otherwise unavailable. When you set up a night market, you can also set up the "midnight market"—a gathering of leaders in the criminal underworld.
  • Haggle: If successful, you negotiate a 20% price difference.
  • Grease: You blend in perfectly with all of the many cultures in your area, and with corporate and governmental agencies.

Rank 10


  • Contacts & Clients: Major world leaders, major Corporation heads, world-famous celebrities.
  • Reach: You can always source super luxury items for clients piece basis, even when otherwise unavailable.
  • Haggle: If successful, you can negotiate double the pay per person for a dangerous job.
  • Grease: You can blend in seamlessly with almost any group, including highly specialized or "tight" groups such as secret societies, cults, or exclusive membership groups.

Fixer Starting Outfit

Cyberware (16 Humanity Loss)

Cyberaudio Suite, Internal Agent, Subdermal Pocket, Voice Stress Analyzer or Amplified Hearing

Equipment

Heavy Pistol or Very Heavy Pistol, Light Melee Weapon, Basic H Pistol Ammunition x100 or Basic VH Pistol Ammunition x100, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Bug Detector, Computer, Disposable Phone x2

Fashion

Generic Chic: Contacts, Jewelry, Leisurewear: Mirrorshades, Urbanflash: Footwear, Jacket, Bottoms, Top

15

Nomad

Years ago, the corporations drove your family off their land. They just rolled in, took over, and put rent-a-cops all over the place. 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 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 pack has evolved. Your knowledge of roadcraft—how to get between the safezones over the savage highways—has made you the masters of transporting 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 convoys that keep civilization running. Your deltajock famboys 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. 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.


Ability: Moto

The difference between most people and nomads is that you have better cars. Thanks to being around vehicles since birth, you are able to drive any type of vehicle with tremendous skill.

Vehicle Familiarity

Being part of a nomad family means spending your life in the driver's seat and under the hood, improving your driving skill and vehicle knowledge enough to get by on familiarity alone, or with training to pull off impressive feats with ease.

You add your moto rank to any skill checks you make for: Drive Land Vehicle, Pilot Air Vehicle, Pilot Sea Vehicle, Air Vehicle Tech, Land Vehicle Tech, or Sea Vehicle Tech.

Family Motorpool

Each time you increase your moto rank by one point, you can either add a stock vehicle (with minimum specs, of your moto rank or lower) to the pool of vehicles you are allowed to use, or instead, upgrade one of vehicles you are already allowed to use, with a single upgrade of your moto rank or lower.

Family Vehicles
Rank Vehicle
1 to 4 Compact Groundcar, Gyrocopter, Jetski, Roadbike
5 to 6 Helicopter, High Performance Groundcar, Speedboat
7 to 8 AV-4, Cabin Cruiser, Superbike
9 to 10 Aerozep, AV-9, Super Groundcar, Yacht

Repairing Vehicles

If any of your family vehicles are destroyed, the family will fully repair them for you, but it will take one week. You will also be expected to pay 500ed for this service—even family heads pay—it's a way of saving face for damaging family property. It might be waived if you are broke, but your reputation would suffer. Daily repairs like bullet removal are your responsibility.

Family Leadership

Upon attaining rank 10, you are promoted to a leadership position in your family, with all the responsibility that entails.

While leading by example, you can have all of your family vehicles out at one time. Any future family vehicles you wish to purchase are bought at market price, and all the upgrades you desire can be bought for 1,000ed each.

Vehicle Upgrades

Unless stated otherwise, upgrades can only be installed once per vehicle. These upgrades are also sometimes available at a night market, at very expensive prices for rank 1 upgrades, and at luxury prices for upgrades requiring a higher rank.

You can only have one of your family vehicles out at a time, but you can call someone to come get your current vehicle and swap it out with another. If your family are close by, the vehicle can even be swapped out the following morning.

16

Vehicle Upgrade Rank
Armored Chassis 5
Bulletproof Glass 1
Communications Center 1
NOS 1
Onboard Flamethrower 1
Onboard Machine Gun 1
Seating Upgrade 1
Security Upgrade 5
Smuggling Upgrade 1
All Vehicles Except Bikes, Jetskis, and Gyrocopters
Heavy Chassis 1
Onboard Rocket Pod 5
Vehicle Heavy Weapon Mount 5
All Land and Sea Vehicles
Onboard Melee Weapon 1
All Land Vehicles
Hover Upgrade 5
AV-4 Engine Upgrade 7
Land and Sea Vehicles, Except Bikes and Jetskies
Combat Plow 1
All Bikes
Enhanced Interface Plug Integration 5
All Groundcars
Deployable Spike Strip 1
Aerozep, AV-4, Cabin Cruiser, Groundcar, or Yacht
Housing Capacity 1

AV-4 Engine Upgrade

Add a vectored thrust turbofan engine to the vehicle, allowing flight! The vehicle is controlled with the Pilot Air Vehicle skill and handles like an AV-4 while it is in the air.

Armored Chassis

Armor the vehicle at SP13. Doesn't affect the vehicle's glass.

Bulletproof Glass

All glass on the vehicle is replaced with thin bulletproof glass (15 HP). If upgraded again, it becomes thick bulletproof glass (30 HP). All the vehicle windows sustain damage individually.

Combat Plow

Whenever you slam the front of the vehicle into a piece of cover, another vehicle, or an unlucky pedestrian, your vehicle doesn't take any damage and nobody in your vehicle suffers the Whiplash critical injury. If your vehicle was boosted by NOS, any damage dealt by the plow is increased by 2d6.

Communications Center

An easily accessible touchscreen console with onboard agent and discreet storage space loaded with convenient removable tech: 6 Radio Communicators, 6 Scrambler/Descramblers, a Radio Scanner/Music Player, a Homing Tracer with 6 button-sized linked tracers, and an Audio Recorder.

Deployable Spike Strip

The driver can deploy one spike strip as an action. When it is deployed, any closely trailing vehicle with tires must beat a DV17 Drive Land Vehicle check or take 4d6 damage to the vehicle's weak point—any damage that gets through it's SP is doubled. Replacement spike strips are 10ed (cheap).

Multiple upgrades increase the number of strips that can be deployed before the mechanism needs to be reloaded, which can't happen while the vehicle is moving.

Enhanced Interface Plug Integration

When using interface plugs to ride your bike, and you or a passenger on your bike are targeted by an attack that you could dodge or otherwise avoid on foot, you can attempt to dodge or avoid that attack as if you were on foot, but only if your REF is also 8 or higher.

Your choice to dodge becomes the chosen defense of any passenger automatically. In the case of an explosive or other area attack, the bike moves out of its range if you dodge.

Heavy Chassis

Adds 20 SDP to the vehicle. This doesn't affect the vehicle's glass. A vehicle with this upgrade can tow up to 10 tons, and might have a large tow cable. This is a prerequisite upgrade for some other heavy duty vehicle upgrades.

Housing Capacity

When installed in a Groundcar or AV-4, this upgrade adds a sleeping area with 1 bed, a toilet, a shower, and a small kitchen, turning it into a Kombi. When installed in a Cabin Cruiser, Yacht, or Aerozep, the upgrade instead adds one room to the vehicle. Requires either a heavy chassis on a compact groundcar or a high performance groundcar.

Hover Upgrade

Install a series of powerful fans onto the base of the vehicle that allow it to travel across the surface of the water at the speed of a Cabin Cruiser (10 MOVE or 15 MPH).

NOS

Nitrous Oxide System: A burst of power when you need it. When used as an action, you can take one additional move action to drive the vehicle. The tank captures nitrogen and oxygen from the air to synthesize nitrous oxide on its own, taking 1 day to refill. Each additional upgrade adds one tank.

Onboard Flamethrower

Mounted on the front, either side, or the back of a vehicle. The driver can fire it as an action. It can't be reloaded while driving, or easily removed from the vehicle, or have weapon attachments fitted. Multiple upgrades can be installed.

Onboard Machine Gun

An assault rifle with 30 rounds that is only capable of Autofire, mounted on the front of a vehicle. The driver can fire it as an action. It can't be reloaded while driving, or easily removed from the vehicle, or have weapon attachments fitted. Multiple upgrades can be installed.

Onboard Melee Weapon

A very heavy melee weapon which is mounted on the front, either side, or back of a vehicle. The driver can attack with it as an action. It can't be easily removed from the vehicle. Multiple upgrades can be installed.

17

Onboard Rocket Pod

Requires: Heavy Chassis

A rocket launcher with a drum of three rockets, that you can mount on the front of a vehicle. The driver can fire it as an action. It can't be reloaded while driving, easily removed from the vehicle, or have weapon attachments fitted. Multiple rocket pods can be installed.

Seating Upgrade

Add two seats to the vehicle. The extra seats can come in a sidecar, which can be fully enclosed with the same glass as the rest of the vehicle, with side windows optional.

Any seats in a vehicle with this upgrade can be rigged as ejector seats, firing the contents of the seat 10m into the air above the vehicle, through a trapdoor in the ceiling, if needed. Typically, ejection seats are rigged with parachutes, but they could always be removed. An ejected passenger struck by a helicopter blade, for example, take damage from a very heavy melee weapon. This upgrade can be installed multiple times on all vehicles except Bikes, Jetskis, and Gyrocopters.

Security Upgrade

Replace all the locks on the vehicle with smart DNA locks, which can be set up to accept a thumbprint, iris scan, blood sample, or any other biometric method. They can only be unlocked by the biometric key or a DV 17 Electronics/Security Tech check. A person within 2m of the vehicle who presents an inaccurate biometric key, or fails a check to open one of the locks, is effectively hit in the body by a stun baton.

Additionally, the vehicle gains a cloaking feature, allowing it to hide from anything below a DV17 Perception check, while it remains still. The cloaking system takes a minute to engage, and operates by a coating of nanomachines on the surface of the vehicle, reprojecting video of its surroundings in real time.

Smuggling Upgrade

Adds two onboard hidden holsters (functionaly identical to the cyberware of the same name) which provide the driver and one passenger with an easily accessible concealed weapon, and one large space hidden somewhere within the vehicle for smuggling purposes.

They can only be discovered with a DV17 Conceal/Reveal Object check. This upgrade can be installed multiple times on all vehicles except Bikes, Jetskis, and Gyrocopters.

Vehicle Heavy Weapon Mount

Requires: Heavy Chassis

Transform one passenger seat into a swiveling mount for any two-handed ranged weapon. It can be fired by a passenger using an action. The passenger can reload the weapon while the vehicle is in motion. The weapon can be easily removed or reinstalled as an action.

The first time you fit this upgrade to one of your family vehicles, the family will include either a Tsunami Arms Helix, a Rhinemetall EMG-86 Railgun, or a Militech "Cowboy" U-56 Grenade Launcher as a gift. If the vehicle has bulletproof glass, that now also protects the gunner. Multiple upgrades can be installed on Cabin Cruisers, Yachts, Aerozeps, and Groundcars with the Housing Capacity upgrade installed.

Nomad Starting Outfit

Cyberware (14 Humanity Loss)

Interface Plugs or Wolvers, Neural Link

Equipment

Heavy Pistol or Very Heavy Pistol, Heavy Melee Weapon or Heavy Pistol, Basic H Pistol Ammunition x100 or Basic VH Pistol Ammunition x100, Light Armorjack Body Armor, Light Armorjack Head Armor

Gear

Agent, Anti-Smog Breathing Mask, Duct Tape, Flashlight, Grapple Gun, Inflatable Bed & Sleep-Bag, Medtech Bag, Radio Communicator x2, Rope, Techtool, Tent and Camping Equipment

Fashion

Bohemian: Jewelry, Nomad Leathers: Top x4, Bottom x2, Footwear x2, Jacket, Hat

Lifepath

A series of plot complications, meant to give your Cyberpunk character an authentically "dark future" background. It covers their cultural origins, family, friends, enemies, personal habits, and key life events. If you roll anything you don't think fits with your character, feel free to reroll, or choose a different option.

Cultural Origin

The world of Cyberpunk is multicultural and multinational. You either learn to deal with all kinds of people from all over the fractured and chaotic world of the dark future, or you die the first time you look side-eye at the wrong person.

Everyone speaks streetslang—the pidgin that evolved to be spoken by almost everyone in the Time of the Red. You start with two points in that skill. You also speak another language that you learned as a child. After you determine the general cultural region you grew up in, choose one language from that list. You begin with four points in that language skill.

If you want your character to speak a language that isn't listed, you can just choose that language instead.

# Region Languages (pick one)
1 North
American
Chinese, Cree, Creole, English,
French, Navajo, Spanish
2 South / Central American Creole, English, German, Guarani, Mayan, Portuguese, Quechua, Spanish
3 Western
European
Dutch, English, French, German, Italian, Norwegian, Portuguese, Spanish
4 Eastern
European
English, Finnish, Polish, Romanian,
Russian, Ukrainian
5 Middle Eastern / North African Arabic, Berber, English, Farsi,
French, Hebrew, Turkish
6 Sub-Saharan
African
Arabic, English, French, Hausa, Lingala, Oromo, Portuguese, Swahili, Twi, Yoruba
7 South
Asian
Bengali, Dari, English, Hindi,
Nepali, Sinhalese, Tamil, Urdu
8 South East
Asian
Arabic, Burmese, English, Filipino, Hindi,
Indonesian, Khmer, Malayan, Vietnamese
9 East
Asian
Cantonese Chinese, English, Japanese,
Korean, Mandarin Chinese, Mongolian
10 Oceania / Pacific Islander English, French, Hawaiian, Maori,
Pama-Nyungan, Tahitian

18

Personality

# Personality # Personality
1 Shy and secretive 6 Stable and serious
2 Rebellious, antisocial, and violent 7 Silly and fluff-headed
3 Arrogant, proud, and aloof 8 Sneaky and deceptive
4 Moody, rash, and headstrong 9 Intellectual and detached
5 Picky, fussy, and nervous 10 Friendly and outgoing

Motivation and Relationships

# What You Value? How You Feel About 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!
# Most Valued Person? Most Valued Possession?
1 A parent A weapon
2 A brother or sister A tool
3 A lover A piece of clothing
4 A friend A photograph
5 Yourself A book or diary
6 A pet A recording
7 A teacher or mentor A musical instrument
8 A public figure A piece of jewelry
9 A personal hero A toy
10 No one A letter


Clothing, Style, and Affectation

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—an exec wearing a rainbow mohawk, and ritual scars probably isn't going to get that corporate promotion they wanted.

Your clothing style is more about the type of clothes, rather than individual items. You could wear a tailored business suit jacket, a rawhide fringed nomad jacket, a high-tech urban flash jacket, or even a torn and ripped leather jacket with gang colors all over the back. Each one is functionally the same item of clothing (jacket), but it is defined by the style.

# Clothing Style
1 Generic Chic Standard, Colorful, Modular
2 Leisurewear Comfort, Agility, Athleticism
3 Urban Flash Flashy, Technological, Streetwear
4 Businesswear Leadership, Presence, Authority
5 High Fashion Exclusive, Designer, Couture
6 Bohemian Folksy, Retro, Free-spirited
7 Bag Lady Chic Homeless, Ragged, Vagrant
8 Gang Colors Dangerous, Violent, Rebellious
9 Nomad Leathers Western, Rugged, Tribal
10 Asia Pop Bright, Costume-like, Youthful
# Hairstyle Affectation
1 Mohawk Tattoos
2 Long and ratty Mirrorshades
3 Short and spiky Ritual scars
4 Wild and all over Spiked gloves
5 Bald Nose rings
6 Striped Piercings
7 Wild colors Fingernail implants
8 Neat and short Spiked boots or heels
9 Short and curly Fingerless gloves
10 Long and straight Contact lenses

19

Family Background

Where did you 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 an extra bite of the dead rat you both found?

# Background
1 Corporate Execs: Wealthy and powerful, with servants, luxury homes, and the best of everything. Private security made sure you were always safe. You went to a big private school.
2 Corporate Managers: Well-to-do, with large homes, safe neighborhoods, and nice cars. Sometimes your family hired servants. You had a mix of private and corporate education.
3 Corporate Technicians: Middle class, with comfortable conapts or suburban homes, minivans and corporate-run technical schools. 1950s America crossed with 1984.
4 Nomad Pack: You had a mix of rugged trailers, vehicles, and huge road kombis for homes. 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 Zoners: Your home was a decaying, heavily fortified building in ‘The Zone'. You went hungry at times, but could regularly score a bed and meal. You were home-schooled.
7 Urban Homeless: You 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 Rats: You grew up in one of the huge megastructures that went up after the war. A tiny conapt, kibble and scop for food, and a mostly warm bed. Some of the better educated warren dwellers or a local corporation may have set up a school.
9 Reclaimers: You started out on the road, but then moved into one of the deserted ghost towns or cities to rebuild it. A pioneer life—dangerous, but with plenty of simple food and a safe place to sleep. You were home schooled if there was anyone who had the time.
10 Edgerunners: Your home was always changing based on your parents' current "job." Could be a luxury apartment, an urban conapt, or a dumpster if you were on the run. Food and shelter ran the gamut from gourmet to kibble.

Environment

How did you grow up? What kind of places did you and your sibs play in? Safe and calm? Crazy dangerous? Or massively oppressive? Maybe something happened, and you grew up in a completely different environment to your family background.

# Childhood Environment
1 Ran on the street, with no adult supervision
2 Safe corp zone, walled off from the rest of the city
3 Nomad pack moving from place to place
4 Nomad pack with roots in transport (ships, planes, caravans)
5 Decaying, once upscale neighborhood, now
holding off the boosters to survive
6 Combat zone, living in a wrecked building or other squat
7 Huge megastructure controlled by a corp or the city
8 Ruins of a deserted town or city taken over by reclaimers
9 Drift Nation (a floating offshore city)
10 Corporate luxury "starscraper," high above
the rest of the teeming rabble

Family Crisis

The world is still recovering from a war and other disasters— chances are, something happened to you and your family.

# Background
1 Lost everything through betrayal
2 Lost everything through bad management
3 Exiled or driven from their home/nation/corporation
4 Imprisoned, you alone escaped
5 Vanished, you are the only remaining member
6 Killed, and you were the only survivor
7 Involved in a long-term conspiracy, organization, or
association, like a crime family or revolutionary group
8 Scattered to the winds due to misfortune
9 Cursed with a hereditary feud that has lasted generations
10 You are the inheritor of a family debt; you must honor
this debt before you can move on with your life

20

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 how many friends you've made so far in your life. Then for each friend, roll on the table below to find their relationship to you.

# Relationship # Relationship
1 Like an older sibling 6 Old enemy
2 Like a younger sibling 7 Like a parent
3 Teacher or mentor 8 Childhood friend
4 Partner or coworker 9 Street choom
5 Former lover 10 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 even the score, if you run into each other.

Roll 1d10 and subtract 7 (minimum 0) to see 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.

# Enemy What Caused it? Threat?
1 Ex-friend One of you caused the other to lose face or status Just themselves but wont fight
2 Ex-lover One of you caused the loss of lover, friend, or relative Just themselves
3 Estranged relative One of you caused a major public humiliation Themselves and a close friend
4 Childhood enemy One of you accused the other of a personal flaw Themselves and (1d3) friends
5 Person working for you One of you deserted or betrayed the other Themselves and (1d5) friends
6 Person you work for One turned down the other's offer of a job or romantic involvement Entire gang (at least 1d10+ 5 friends)
7 Partner or coworker You just don't like
each other
Local cops or other lawmen
8 Corporate exec You are romantic rivals Powerful gang lord or small corporation
9 Government official You are business rivals Powerful corporation
10 Boosterganger One set the other up for a crime they didn't commit Entire city or government or agency

Sweet Revenge!

What's gonna go down when they get back in your face?

# What are You / They Gonna do About it?
1-2 Avoid the scum
3-4 Go into a murderous rage and try to rip their face off
5-6 Backstab them indirectly
7-8 Verbally attack them
9 Set them up for a crime they didn't commit
10 Set out to murder or maim them

Your Tragic Love Affair(s)

It wouldn't be Cyberpunk if there was a happily ever-after, 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. Nor do we 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 them. Not that it mattered in the end, right?

Roll 1d10 and subtract 7 (minimum 0) to see how affairs you had, then find out how each relationship ended.

# What Happened? # What Happened?
1 Died in an accident 6 Insane or cyberpsycho
2 Mysteriously vanished 7 Committed suicide
3 It just didn't work out 8 Killed in a fight
4 Goal or vendetta came between you 9 Romantic rival cut you out of the action
5 Kidnapped 10 Imprisoned or exiled

Your Life Goals

Now you know your history, your personal style, and even your turbulent love life, but what do you want out of life?

# Life Goals
1 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
7 Get what's rightfully yours
8 Save someone in your background
9 Gain fame and recognition
10 Crush your enemies, see them driven before you,
and hear the lamentation of their women!

21

Role Lifepaths

Rockerboy - Solo - Netrunner - Tech - Medtech
Media - Exec - Lawman - Fixer - Nomad

Some things about life in the Time of the Red are universal. Others are pretty specific. One of them is how your day job (or night job or side job or whatever—we won't judge you) affects your life. The things a hard-bitten lawman has to face on the street, are different from the glittering club life of a rockerboy, and they both deal with stuff no pampered and privileged exec could even imagine.

Rockerboy Lifepath

What Kind of Rockerboy are You?

# Type #         Type         
1 Musician 6 Orator
2 Slam Poet 7 Politico
3 Street Artist 8 Rap Artist
4 Performance Artist 9 DJ
5 Comedian 10 Idoru

Where Do You Perform?

#                Venue                # Venue
1 Alternative cafes 4 Guerrilla performances
2 Private clubs 5 Nightclubs around the city
3 Seedy dive bars 6 On the data pool

Are You In A Group? If You Quit One, Why?

# Reason
1 You were a jerk and the rest of the group voted you out
2 You got caught sleeping with another member's mainline
3 Rest of the group was killed in a tragic "accident"
4 Rest of the group was murdered or broken up by enemies
5 Broke up over "creative differences"
6 You decided to go solo

Who's Gunning for You/Your Group?

# 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

Solo Lifepath

What Kind of Solo are You?

# Type
1 Bodyguard
2 Street muscle for hire
3 Corporate enforcer who takes jobs on the side
4 Corporate or freelance black ops agent
5 Local vigilante for Hire
6 Assassin / hitman for Hire

What's Your Moral Compass Like?

# Moral Compass
1 Always working for good, trying to take out the "bad guys"
2 Always spare the innocent (elderly, women, children, pets)
3 Will occasionally do unethical or bad things, but it's rare
4 Ruthless and profit centered; will work for anyone, take any job
5 Willing to bend the rules (and the law) to get the job done
6 You engage in illegal, unethical work all the time, and enjoy it

Who's Gunning for You?

# Who?
1 Corporation you may have angered
2 Boostergang you may have tackled earlier
3 Lawman who thinks you're guilty of something
4 Rival solo from another corp
5 Fixer who sees you as a threat
6 Rival solo who sees you as their nemesis

What's Your Operational Territory?

# Territory
1 A corporate zone
2 Combat zones
3 The whole city
4 Territory of a single corporation
5 Territory of a particular fixer or contact
6 Wherever the money takes you

Netrunner Lifepath

What Kind of Netrunner are You?

# Type
1 Freelancer who will hack for hire
2 Corporate "clone runner" who hacks for the man
3 Hacktivist who cracks systems and exposes bad guys
4 Just like to crack systems for the fun of it
5 Part of a regular team of freelancers
6 Hack for media, politico, or lawmen who hire you as needed

What's Your Workspace Like?

# Workspace
1 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

If You Have a Partner, Who are They?

# Who?
1 Family member
2 Old friend
3 Possible romantic partner as well
4 Secret partner who might be a rogue AI
5 Secret partner with mob/gang connections
6 Secret partner with corporate connections

22

Who are Some of Your Other Clients?

# Who?
1 Local fixers who send you clients
2 Local gangers who 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

Where Do You Get Your Programs?

# Where?
1 Dig around in old abandoned city zones
2 Steal them from other netrunners you brain-burn
3 A local fixer supplies you in exchange for hack work
4 Corporate execs supply you in exchange for your services
5 You have backdoors into a few corporate warehouses
6 Hit the night markets and score whenever you can

Who's Gunning for You?

# 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

Tech Lifepath

What Kind of Tech are You?

# Type?
1 Cyberware technician
2 Vehicle mechanic
3 Jack of all trades
4 Small electronics technician
5 Weaponsmith
6 Crazy inventor
7 Robot and drone mechanic
8 Heavy machinery mechanic
9 Scavenger
10 Nautical mechanic

What's Your Workspace Like?

# Workspace
1 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

If you have a Partner, Who are They?

# Who?
1 Family member
2 Old friend
3 Possible romantic partner as well
4 Mentor
5 Secret partner with mob or gang connections
6 Secret partner with corporate connections

Who are Your Main Clients?

# Who?
1 Local fixers who send you clients
2 Local gangers who also protect your work area or home
3 Corporate execs who use you for black project work
4 Local solos and 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 or repair

Where Do You Get Your Supplies?

# Where?
1 Scavenge the wreckage you find in abandoned city zones
2 Strip gear from bodies after firefights
3 Local fixer brings you supplies in exchange for repair work
4 Corporate execs supply you 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?

# Who?
1 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

Medtech Lifepath

What Kind of Medtech are You?

# Type? # Type?
1 Surgeon 6 Ripperdoc
2 General Practitioner 7 Cryosystems Operator
3 Trauma Medic 8 Pharmacist
4 Psychiatrist 9 Bodysculptor
5 Cyberpsycho Therapist 10 Forensic Pathologist

What's Your Workspace Like?

# Workspace
1 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 packed away until needed
5 Not as clean as many of your patients may have hoped
6 Meticulously organized, sharpened, and sterilized

23


If you have Partners, Who are They?

# Who? # Who?
1 Trauma Team group 4 Family member
2 Old friend 5 Possible romantic partner
3 Secret partner with mob or gang connections 6 Secret partner with corporate connections

Who are Your Main Clients?

# Who?
1 Local fixers who send you clients
2 Local gangers who also protect your work area
or home in exchange for medical help
3 Corporate execs who use you for black project medical work
4 Local solos or combat types who use you for medical help
5 Local nomads and fixers who bring you wounded clients
6 Trauma Team paramedical work

Where Do You Get Your Supplies?

# Where?
1 Scavenge stashes of medical supplies you
find in abandoned city zones
2 Strip parts from bodies after firefights
3 Local fixer brings you supplies in exchange for medical work
4 Corporate execs or Trauma Team supply
you in exchange for your services
5 You have a backdoor into a few corporate
or hospital warehouses
6 You hit the night markets and score deals whenever you can

Media Lifepath

What Kind of Media are You?

# Type # Type
1 Blogger 4 Documentarian
2 Writer (Books) 5 Investigative Reporter
3 Videographer 6 Street Scribe

How Does Your Work Reach People?

# How? # How?
1 Monthly magazine 4 News channel
2 Blog 5 "Book" sales
3 Mainstream vid feed 6 Screamsheets

How Ethical are You?

# Ethics?
1 Fair, honest reporting, strong ethical practices
—you only report the verifiable truth
2 Fair and honest reporting, but willing to go on
hearsay and rumor if that's what it takes
3 Occasionally do unethical things, but it's rare
—you have some standards
4 Willing to bend any rules to get the bad guys
—but only the bad guys
5 Ruthless and determined to make it big, even if that
means breaking the law—you're a muckraker
6 You take bribes and engage in illegal and unethical reporting
all the time—your pen is for hire to the highest bidder

What Stories Do You Want to Tell?

# Stories? # Stories?
1 Political Intrigue 4 Corporate Takedowns
2 Ecological Impact 5 Editorials
3 Celebrity News 6 Propaganda

24

Exec Lifepath

What Kind of Corp Do You Work For?

# Type
1 Financial
2 Media and Communications
3 Cybertech and Medical Technologies
4 Pharmaceuticals and Biotech
5 Food, Clothing, or other General Consumables
6 Energy Production
7 Personal Electronics and Robotics
8 Corporate Services
9 Consumer Services
10 Real Estate and Construction

What Division Do You Work In?

# Division # Division
1 Procurement 4 Human Resources
2 Research and Development 5 Public Affairs / Publicity / Advertising
3 Manufacturing 6 Mergers and Acquisitions

How Good or Bad is Your Corp?

# How good or bad?
1 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 bad things.
6 Totally evil. Engage in illegal, unethical business all the time.

Where is Your Corp Based?

# Where? # Where?
1 One city 4 National
2 Several cities 5 International, a few major cities
3 Statewide 6 International, offices everywhere

Who's Gunning for Your Team?

# 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.
5 Local government doesn't like your Corp.
6 International Corps are eyeing yours for a hostile takeover.

Relationship with Your Boss

# Current State
1 Mentors you, but watch out for their enemies.
2 Gives you a free hand, and doesn't
want to know what you're up to.
3 Micromanager who tries to meddle in your work.
4 Psycho whose unpredictable outbursts,
are offset by quiet paranoia.
5 Cool and watches your back against rivals.
6 Threatened by your meteoric rise and planning to knife you.

Lawman Lifepath

What is Your Position on the Force?

# Position # Position
1 Guard 4 Special Weapons and Tactics
2 Standard Beat or Patrol 5 Motor Patrol
3 Criminal Investigation 6 Internal Affairs

How Wide is Your Group's Jurisdiction?

# Jurisdiction # Jurisdiction
1 Corporate Zones 4 Outer City
2 Standard City Patrol Zone 5 Recovery Zones
3 Combat Zones 6 Open Highways

Who is Your Group's Major Target?

# Who? # Who?
1 Organized crime 4 Dirty politicians
2 Boostergangs 5 Smugglers
3 Drug runners 6 Street crime

How Corrupt is Your Group?

# Corruption
1 Fair, honest policing, with 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 and engage in illegal,
and unethical business all the time

Who's Gunning for Your Group?

# Who? # Who?
1 Organized crime 4 Dirty politicians
2 Boostergangs 5 Smugglers
3 Police accountability group 6 Street criminals

25

Fixer Lifepath

What Kind of Fixer are You?

# Type
1 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 the night markets with food, medicines, drugs, etc.
5 Procure illegal street drugs, milspec weapons, etc.
6 Supply resources for techs and medtechs
7 Operate night markets, although not as owner
8 Broker heavy mech, military vehicle, and aircraft contracts
9 Fence goods for scavengers raiding corps or combat zones
10 Agent for a media, rockerboy, or a nomad pack

What's Your "Office" Like?

# Office
1 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? Who?

# Who? # Who?
1 Family member 4 Mentor
2 Old friend 5 Possible romantic partner
3 Secret partner with mob
or gang connections
6 Secret partner with
corporate connections

Who are Your Side Clients?

# Who?
1 Local rockerboys or medias who you get gigs or contacts
2 Local gangers who also protect your work area or home
3 Corporate execs who use you for black project procurement
4 Local solos or other combat types who you set up with jobs
5 Local nomads and fixers who use you to set up transactions
6 Local politicos or execs who depend on you for information

Who's Gunning for You?

# Who?
1 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

Nomad Lifepath

How Big is Your Pack?

# Pack Size
1 A single extended tribe or family
2 A couple dozen members
3 Forty or fifty members
4 A hundred or more members
5 A Blood Family (hundreds of members)
6 An Affiliated Family (made of several Blood Families)

What do your Pack Do?

Land Nomads
# Type # Type
1 Gogang 6 Cargo transport
2 Passenger transport 7 Shipment protection
3 Training/school 8 Smuggling
4 Traveling show/carnival 9 Mercenary army
5 Migrant farmers 10 Construction work gang
Air Nomads
# Type
1 Air piracy
2 Cargo transport
3 Passenger transport
4 Smuggling
5 Combat support
6 Aircraft protection
Sea Nomads
# Type
1 Piracy
2 Cargo transport
3 Passenger transport
4 Smuggling
5 Combat support
6 Submarine warfare

What Do You Do for Your Pack?

# What? # What?
1 Scout (negotiator) 4 Solo smuggler
2 Outrider (protection,
weapons)
5 Loadmaster (cargo
mover, trucker)
3 Transport pilot/driver 6 Procurement

What's Your Pack's Overall Philosophy?

# Philosophy
1 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
bad things if it will get the pack ahead
6 You rage up and down the highways, just
killing, looting, and terrorizing everyone

Who's Gunning for Your Pack?

# Who? # Who?
1 Organized crime 4 Dirty politicians
2 Boostergangs 5 Rival packs
3 Drug runners 6 Dirty cops

26

STATs

Statistics—the numbers describing your character's abilities in the game. STATs are generally rated from 1 to 8, but can go higher. A character has ten STATs, arranged into four groups:

Mental STATs

Intelligence (INT)

How bright you are. More than sheer intelligence, it includes cleverness, awareness, perception, and your ability to learn.

Willpower (WILL)

Your determination and ability to face danger and stress. It represents your raw courage and ability to survive long-term privation. This STAT also partly determines your Hit Points.

Cool (COOL)

Your ability to impress and influence people through just your sheer character and charisma. How well you can get along with others, and interact with people in social situations.

Empathy (EMP)

Your ability to relate to and care for others, and to take others into consideration. It offsets the effects of cyberpsychosis, a dangerous mental illness all too common in the dark future.

Combat STATs

Technique (TECH)

Your ability to manipulate tools and instruments. You might have a high TECH but still be unable to fence or juggle.

Reflexes (REF)

Your response time and coordination for aiming, throwing, juggling, etc. Probably most importantly though, this STAT also affects your ability to hit targets with ranged attacks.

Fortune STATs

Luck (LUCK)

A way to beat the odds and tip the scales in your favor. You can spend your pool of LUCK points to increase any d10 roll you make—except for making death saves. You regain all of your spent LUCK at the beginning of every game session.

Physical STATs

Body (BODY)

Your size, toughness, and general ability to stay alive and conscious due to your physical mass, structure, or other qualities. This STAT also partly determines your Hit Points.

Dexterity (DEX)

Your overall physical competence, as it pertains to balancing, leaping, jumping, combat, and athletic activities. Importantly, this STAT affects your ability to hit targets and dodge attacks.

Movement (MOVE)

Your speed when running, jumping, swimming, climbing, etc.

27

Determining Your STATs

There are three different methods you can choose from:

The Complete Package

You have a pool of 62 points you can assign to your STATs as you want. No STAT can start at lower than 2 or higher than 8.

Edgerunner

Roll 1d10 for each STAT individually and note the value listed.

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 6 7 7 3 8 6 5 5 6 5
2 7 8 6 3 6 6 7 5 6 6
3 5 8 7 4 7 7 6 7 8 5
4 5 8 6 4 6 7 6 5 7 6
5 6 6 7 5 7 6 7 6 8 4
6 7 7 6 5 7 6 6 7 7 5
7 7 7 6 5 6 7 7 6 6 6
8 7 8 7 5 6 6 5 6 8 4
9 7 7 6 4 6 6 6 5 6 5
0 6 6 8 5 6 6 5 6 6 5

Streetrat

Roll 1d10 on the table for your role and note the values listed for each STAT. These tables have been generated to provide an optimal range of STATs for each available character role.

Rockerboy STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 7 6 6 5 6 8 7 7 3 8
2 3 7 7 7 7 6 7 7 5 8
3 4 5 7 7 6 6 7 7 5 8
4 4 5 7 7 6 8 7 6 3 8
5 3 7 7 7 6 8 6 5 4 7
6 5 6 7 5 7 8 5 7 3 7
7 5 6 6 7 7 8 7 6 3 6
8 5 7 7 5 6 6 6 6 4 8
9 3 5 5 6 7 8 7 5 5 7
0 4 5 6 5 8 8 7 6 4 7

Solo STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 6 7 7 3 8 6 5 5 6 5
2 7 8 6 3 6 6 7 5 6 6
3 5 8 7 4 7 7 6 7 8 5
4 5 8 6 4 6 7 6 5 7 6
5 6 6 7 5 7 6 7 6 8 4
6 7 7 6 5 7 6 6 7 7 5
7 7 7 6 5 6 7 7 6 6 6
8 7 8 7 5 6 6 5 6 8 4
9 7 7 6 4 6 6 6 5 6 5
0 6 6 8 5 6 6 5 6 6 5

Netrunner STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 5 8 7 7 7 4 8 7 7 4
2 5 6 7 5 8 3 8 7 5 5
3 5 6 8 6 6 4 7 6 7 4
4 5 7 7 7 7 5 8 6 5 5
5 5 8 8 5 7 3 7 5 5 6
6 6 6 6 7 8 4 7 7 6 6
7 6 6 6 7 6 5 7 7 7 6
8 5 7 8 6 8 4 8 5 7 4
9 7 6 7 7 6 3 6 5 6 5
0 7 8 6 6 6 4 7 7 5 6


Tech STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 6 7 7 8 4 4 5 5 7 6
2 7 6 6 7 5 3 7 7 5 5
3 8 6 5 7 5 4 7 7 5 7
4 7 8 7 8 4 4 6 5 6 7
5 6 6 7 6 4 3 7 7 6 6
6 8 7 5 6 3 3 7 6 6 7
7 8 6 7 8 4 4 7 6 7 6
8 8 8 7 8 5 4 6 5 6 6
9 6 6 7 8 3 3 5 7 7 7
0 8 8 5 6 4 4 6 5 6 6

Medtech STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 7 5 6 7 5 3 8 5 5 7
2 6 7 7 7 4 4 6 7 7 7
3 6 5 5 8 5 3 8 5 7 8
4 8 7 6 8 3 5 6 6 5 7
5 6 7 5 7 5 5 8 7 6 8
6 8 5 5 8 5 5 6 6 5 6
7 8 6 5 8 5 4 8 5 7 7
8 6 5 7 7 3 5 8 5 5 8
9 6 6 7 7 5 4 6 6 5 6
0 8 7 6 6 3 4 8 7 6 7

Media STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 6 6 5 5 8 7 5 7 5 7
2 8 7 7 3 6 6 6 5 6 8
3 6 7 7 5 6 8 5 5 5 7
4 6 5 7 5 6 7 5 5 6 6
5 6 6 7 4 8 7 6 7 5 8
6 7 5 5 4 8 7 6 7 5 8
7 8 5 6 3 7 6 6 5 6 7
8 6 5 6 5 6 8 6 6 7 8
9 7 7 5 4 6 7 6 5 6 7
0 7 6 6 3 7 6 7 6 7 6

Lawman STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 5 6 7 5 7 8 5 6 5 6
2 6 6 6 5 6 8 5 7 5 5
3 5 7 7 7 6 7 5 5 7 6
4 6 6 7 6 6 8 5 7 7 6
5 6 6 7 6 7 7 6 5 5 6
6 7 6 5 5 7 8 5 6 7 4
7 7 8 7 5 6 8 7 6 5 4
8 5 6 6 5 6 8 5 7 6 4
9 7 7 5 5 7 7 6 5 5 6
0 6 6 5 6 8 7 5 7 6 6

Exec STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 8 5 5 3 8 6 6 5 5 7
2 8 6 6 4 7 6 7 7 5 7
3 8 7 6 3 8 6 7 6 4 5
4 8 5 7 5 6 5 6 5 5 7
5 7 7 6 5 8 5 7 7 5 6
6 5 7 7 3 6 7 6 5 5 7
7 6 6 7 5 8 7 6 7 4 6
8 6 7 7 3 7 5 7 5 5 7
9 7 6 7 5 7 5 7 6 5 5
0 7 7 5 5 8 6 6 7 4 7

28

Fixer STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 8 5 7 4 6 5 8 5 5 8
2 8 5 5 5 6 7 8 7 5 7
3 6 6 6 4 5 6 8 6 3 8
4 7 7 5 5 7 6 7 7 5 8
5 8 6 6 3 6 5 8 7 5 6
6 8 7 5 5 6 7 7 5 3 6
7 8 6 6 5 6 5 6 7 5 8
8 6 6 7 4 7 6 7 7 4 7
9 8 7 7 5 5 5 7 6 5 7
0 6 5 6 5 5 6 8 6 4 7

Derived STATs

Once you determine your STATs, you'll also need to calculate two more values derived from them: Hit Points and Humanity.

Hit Points (HP)

These points represent your character's will to live and overall physical condition. Whenever you take damage, you subtract those points of damage from your total pool of hit points. Your number of hit points is based on your BODY and WILL STATs:

10 + (5(BODY and WILL averaged, round up))

BODY→
WILL ↓
2 3 4 5 6 7 8 9 10 11 12 13 14 15
2 20 25 25 30 30 35 35 40 40 45 45 50 50 55
3 25 25 30 30 35 35 40 40 45 45 50 50 55 55
4 25 30 30 35 35 40 40 45 45 50 50 55 55 60
5 30 30 35 35 40 40 45 45 50 50 55 55 60 60
6 30 35 35 40 40 45 45 50 50 55 55 60 60 65
7 35 35 40 40 45 45 50 50 55 55 60 60 65 65
8 35 40 40 45 45 50 50 55 55 60 60 65 65 70
9 40 40 45 45 50 50 55 55 60 60 65 65 70 70
10 40 45 45 50 50 55 55 60 60 65 65 70 70 75

Wound States

As your HP drops to certain thresholds, you suffer penalties representing cumulative damage that makes you physically slower or mentally hazier. Each state has a DV to stabilze it.

Wound State Threshold Penalty DV
Lightly Wounded Below Full HP No penalties 10
Seriously Wounded Below Half HP -2 to all actions 13
Mortally Wounded Less than 1 HP Mortal Wounds 15
Dead Fail one death save Death

Nomad STATs

#  INT   REF   DEX  TECH COOL WILL LUCK MOVE BODY  EMP 
1 6 6 8 3 6 7 6 6 6 4
2 5 7 6 5 8 8 8 7 5 4
3 5 8 6 3 8 7 6 5 6 5
4 5 8 7 4 8 6 7 7 7 5
5 6 6 6 3 6 7 6 7 7 4
6 7 6 8 4 6 7 6 5 6 5
7 6 7 8 4 6 6 7 5 7 5
8 5 7 8 3 8 6 7 5 5 5
9 6 7 6 4 8 6 6 6 6 6
0 5 6 7 4 7 8 7 7 7 4

Death Saves

Your base death save number is equal to your BODY STAT. At the start of each of your turns when mortally wounded, you must roll under your death save on a d10. If successful, you live and can take your turn as usual. If not, you die.

Each time you succeed, your death save increases by one point—making it progressively harder to stave off death. This penalty continues to add up until either you are brought back to 1 Hit Point by stabilization—which resets your death save to its base value—or you die. Your death save can also be increased by some of the more serious critical injuries.

Humanity (HUM)

Humanity is a measure of how well you interact with the world and other people in it. Characters with a low humanity stat will have problems with human interactions, and may become sociopathic, withdrawn, disassociated, or even homicidal.

If your 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 and mental disassociation can occur. The addition of large amounts of cyberware is a common trigger of this state, but traumatic situations could also push you over the edge.

For every point in your Empathy (EMP) STAT, you have 10 points of Humanity (HUM). As you undergo humanity loss (mainly through installing cybernetics) you lose HUM points, and might also have to lower your EMP. This occurs each time your HUM is lowered to a new multiple of 10 (eg; if your HUM falls from 44 to 39, your EMP drops to 3).

Humanity can be restored with expensive therapy from a trained medtech (a medtech can't treat themselves this way).

29

Skills

Things a character knows and can do. The number of points in each skill represents how knowledgeable or well trained a character is in that activity. There are nine skill categories:


  • Awareness: Perceiving the environment or noticing things.
  • Body: Physical tasks, feats of strength or endurance.
  • Control: Controlling vehicles or riding animals.
  • Education: Knowledge and training from formal education.
  • Fighting: Close quarters combat and martial arts.
  • Performance: Training in the various stage crafts.
  • Ranged Weapons: Proficiency with ranged weapons.
  • Social: Style, grace, and general social adeptness.
  • Technique: Vocational skills and craftsmanship abilities.


Skills Are Linked to STATs

Each skill is linked to a STAT which represents natural ability at that skill. When you perform a skill check, you add together the skill and linked STAT, to determine the "skill base"; a total aptitude for performing an action based on that skill.

Basic Skills

In addition to the 4 points every character has in the language gained from their lifepath, they also start with 2 points in these basic skills: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (streetslang), Local Expert (your home), Perception, Stealth, and Persuasion. These points can't be reassigned.

Starting Skills

As well as 24 points of basic skills, you also have 60 skill points which you can assign to any skills you want. Some skills are harder to learn than others (more teaching, bigger books, and more arduous training montages), and this is

reflected in the "cost" to "buy" them: Skills marked with (x2) cost two points to buy. No skill can start at lower than 2 points or higher than 6 points. Optimal/required starting skills and values for each different character role are suggested below:

Rockerboy
#
Solo
#
Netrunner
#
Tech
#
Medtech
#
Athletics 2 Athletics 2 Athletics 2 Athletics 2 Athletics 2
Brawling 6 Brawling 2 Brawling 2 Brawling 2 Brawling 2
Concentration 2 Concentration 2 Concentration 2 Concentration 2 Concentration 2
Conversation 2 Conversation 2 Conversation 2 Conversation 2 Conversation 6
Education 2 Education 2 Education 6 Education 6 Education 6
Evasion 6 Evasion 6 Evasion 6 Evasion 6 Evasion 6
First Aid 6 First Aid 6 First Aid 2 First Aid 6 First Aid 2
Human Perception 6 Human Perception 2 Human Perception 2 Human Perception 2 Human Perception 6
Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2
Local Expert
(Your Home)
4 Local Expert
(Your Home)
2 Local Expert
(Your Home)
2 Local Expert
(Your Home)
2 Local Expert
(Your Home)
2
Perception 2 Perception 6 Perception 2 Perception 2 Perception 2
Persuasion 6 Persuasion 2 Persuasion 2 Persuasion 2 Persuasion 2
Stealth 2 Stealth 2 Stealth 6 Stealth 2 Stealth 2
Composition 6 Autofire 6 Basic Tech 6 Basic Tech 6 Basic Tech 6
Handgun 6 Handgun 6 Conceal/Reveal Object 6 Cybertech 6 Cybertech 4
Play Instrument
(choose any 1)
6 Interrogation 6 Electronics/Security
Tech (x2)
6 Electronics/Security
Tech (x2)
6 Deduction 6
Melee Weapon 6 Melee Weapon 6 Cybertech 6 Land Vehicle Tech 6 Paramedic 6
Personal Grooming 4 Resist Torture/Drugs 6 Cryptography 6 Shoulder Arms 6 Resist Torture/Drugs 4
Streetwise 6 Shoulder Arms 6 Handgun 6 Science (choose 1) 6 Science (choose 1) 6
Wardrobe & Style 4 Tactics 6 Library Search 6 Weaponstech 6 Shoulder Arms 6

Media
#
Lawman
#
Exec
#
Fixer
#
Nomad
#
Athletics 2 Athletics 2 Athletics 2 Athletics 2 Athletics 2
Brawling 2 Brawling 6 Brawling 2 Brawling 2 Brawling 6
Concentration 2 Concentration 2 Concentration 2 Concentration 2 Concentration 2
Conversation 6 Conversation 6 Conversation 6 Conversation 6 Conversation 2
Education 2 Education 2 Education 6 Education 2 Education 2
Evasion 6 Evasion 6 Evasion 6 Evasion 6 Evasion 6
First Aid 2 First Aid 2 First Aid 2 First Aid 2 First Aid 6
Human Perception 6 Human Perception 2 Human Perception 6 Human Perception 6 Human Perception 2
Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 2 Language (Streetslang) 4 Language (Streetslang) 2
Local Expert
(Your Home)
6 Local Expert
(Your Home)
2 Local Expert
(Your Home)
2 Local Expert
(Your Home)
6 Local Expert
(Your Home)
2
Perception 6 Perception 2 Perception 2 Perception 2 Perception 4
Persuasion 6 Persuasion 2 Persuasion 6 Persuasion 4 Persuasion 2
Stealth 2 Stealth 2 Stealth 2 Stealth 2 Stealth 6
Bribery 6 Autofire 6 Accounting 6 Bribery 6 Animal Handling 6
Composition 6 Criminology 6 Bureaucracy 6 Business 6 Drive Land Vehicle 6
Deduction 6 Deduction 6 Business 6 Forgery 6 Handgun 6
Handgun 6 Handgun 6 Deduction 6 Handgun 6 Melee Weapon 6
Library Search 4 Interrogation 6 Handgun 6 Pick Lock 4 Tracking 6
Lip Reading 4 Shoulder Arms 6 Lip Reading 6 Streetwise 6 Trading 6
Photography/Film 4 Tracking 6 Personal Grooming 4 Trading 6 Wilderness Survival 6

30

Awareness Skills

Concentration (WILL)

Focus and mental control, encompassing feats of memory, recall, concentration, and physiological control.

Conceal/Reveal Object (INT)

Hiding objects and finding objects that have been hidden. The skill used to conceal weapons under clothes or detect them.

Lip Reading (INT)

Reading someone's lips to tell what they are saying.

Perception (INT)

Spotting clues, traps, and people using the Stealth skill, but not things hidden using the Conceal/Reveal Object skill.

Tracking (INT)

Following a trail by observing clues left behind.

Body Skills

Athletics (DEX)

Jumping, climbing, throwing, swimming, lifting weights, etc. This skill covers all the basic elements of a sports training program, and also your ability at using thrown weapons.

Contortionist (DEX)

Manipulating your body to get out of bindings or fit yourself into otherwise inaccessible places or spaces.

Dance (DEX)

Dancing at a professional level.

Endurance (WILL)

Withstanding harsh environmental conditions and hardship. The ability to withstand pain or discomfort, particularly over long periods of time, by knowing ways to conserve strength and energy. Endurance skill checks are made whenever you go without food, sleep, or water for an extended period of time, or after periods of prolonged physical activity.

Resist Torture/Drugs (WILL)

Resist painful effects, interrogation, torture, and drugs.

Stealth (DEX)

Moving quietly, hiding, taking actions discreetly, or otherwise evading detection. It is contested by the Perception skill.

Control Skills

Drive Land Vehicle (REF)

Driving and maneuvering land vehicles.

Pilot Air Vehicle (x2) (REF)

Piloting and maneuvering air vehicles.

Pilot Sea Vehicle (REF)

Piloting and maneuvering sea vehicles.

Riding (REF)

Riding a living creature.

Education Skills

Accounting (INT)

Balancing books, creating or identifying false books, juggling numbers, creating budgets, or handling business operations.

Animal Handling (INT)

Handling, training, and caring for animals.

Bureaucracy (INT)

Dealing with bureaucrats, cutting red tape, knowing who to talk to, how to reach them, and extract information from them.

Business (INT)

Knowledge of business practices, supply and demand, employee management, procurement, sales, marketing.

Composition (INT)

Writing professional songs, articles, or stories.

Criminology (INT)

Discovering clues by dusting for prints, examining evidence, performing ballistic and forensic tests, and searching through police records and files.

Cryptography (INT)

Encrypting and decoding messages.

Deduction (INT)

Taking several clues and making a non-obvious conclusion.

Education (INT)

General knowledge, equivalent to a basic school education. You can read, write, use basic math, and know a little history.

Gamble (INT)

Knowing how to figure odds and play games of chance.

Language (INT)

Fluency with a particular language. You must choose one specific language whenever you increase this skill.

Library Search (INT)

Using databases, the Data Pool, libraries, and other compiled information sources to find facts.

Local Expert (INT)

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 neighborhood or community.

Science (INT)

Knowing how to design experiments, write scientific papers, test hypotheses, and discuss ideas with other academics in a particular field of science. Whenever you increase this skill, you must specify an area of study. (Geology, Mathematics, Physics, Anthropology, Biology, Chemistry, History, etc.)

Tactics (INT)

Managing a large-scale battle effectively and efficiently. You usually know what must be done to direct a battle, and how an enemy force may react.

Wilderness Survival (INT)

Knowing how to survive comfortably in the wilderness.

Fighting Skills

Brawling (DEX)

Fighting and grappling with brute strength.

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Evasion (DEX)

Getting out of the way of someone attacking you in melee. A character with REF 8 or higher can use this skill to try and evade ranged attacks—you can dodge bullets!

Martial Arts (x2) (DEX)

Fighting with a martial arts form. Each time you increase this skill, you must choose which form you are training in: Aikido, Karate, Judo, or Taekwondo. You can learn multiple forms, but you must learn each one separately. See: Martial Arts.

Melee Weapon (DEX)

Fighting with melee weapons.

Performance Skills

Acting (COOL)

Assuming a role, disguising yourself as someone else, whether real or fictitious, and faking emotions and moods.

Play Instrument (TECH)

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 Skills

Archery (REF)

Accurately firing bolt-or arrow-launching projectile weapons.

Autofire (x2) (REF)

Keeping a weapon's Autofire mode on target through recoil.

Handgun (REF)

Accurately firing handheld projectile weapons such as pistols.

Heavy Weapons (x2) (REF)

Accurately firing extremely large projectile weapons, including grenade and rocket launchers.

Shoulder Arms (REF)

Accurately firing shoulder-braced projectile weapons, including rifles and shotguns.

Social Skills

Bribery (COOL)

Knowing when to bribe someone, how to approach them, and how much to offer.

Conversation (EMP)

Extracting information from people without alerting them with careful conversation.

Human Perception (EMP)

Reading a person's facial expressions and body language to discern their emotional state and detect lies or deception.

Interrogation (COOL)

Forcibly extracting information from people.

Persuasion (COOL)

Convincing, persuading, or influencing individuals.

Personal Grooming (COOL)

Knowing proper grooming to maximize attractiveness.

Streetwise (COOL)

Making and using contacts for illegal goods and contraband, talking to the criminal element, and avoiding bad situations in bad neighborhoods.

Trading (COOL)

Striking a good bargain with a merchant or customer.

Wardrobe & Style (COOL)

Knowing the clothes to wear and when to wear them.

Technique Skills

Air Vehicle Tech (TECH)

Repairing and maintaining air vehicles.

Basic Tech (TECH)

Identifying, understanding, and repairing simple electronic and mechanical devices and other items which are not covered by any specific TECH skill.

Cybertech (TECH)

Identifying, understanding, and repairing cybernetics.

Demolitions (x2) (TECH)

Setting and defusing explosives, and knowing how much explosive will accomplish a desired result.

Electronics/Security Tech (x2) TECH

Identifying, understanding, countering, installing, or repairing complex electronic devices. (Computers, cyberdecks, security systems, personal electronics, bugs, tracers, pressure plates, laser tripwires, etc.)

First Aid (TECH)

Applying medical treatments to a wounded person, and treat the most common critical injuries to keep them from dying.

Forgery (TECH)

Creating and detecting false documents and identification.

Land Vehicle Tech (TECH)

Repairing and maintaining land vehicles.

Paint/Draw/Sculpt (TECH)

Producing professional paintings, drawings, or sculpture.

Paramedic (x2) (TECH)

Applying medical treatment to a wounded person, treat critical injuries not requiring surgery, and keep them from dying. The Surgery skill is only available to Medtechs via their role ability.

Photography/Film (TECH)

Producing photographs, videos, or braindances.

Pick Lock (TECH)

Bypassing non-electronic locks.

Pick Pocket (TECH)

Stealthily retrieving items from, or placing them on another person, and shoplifting small items without being noticed.

Sea Vehicle Tech (TECH)

Repairing and maintaining sea vehicles.

Weaponstech (TECH)

Repairing and maintaining of all types weapons.

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Weapons

With few cops on the street and loads of heavily armed and armored miscreants roaming around, just itching to reduce you into salable parts, it's no wonder everyone you meet is probably packing. The trick is to make sure you're carrying more than they are, and that you also know how to use it.

Many weapons can even be installed into your body. Known on the street as cyberweapons, they are usually a variant of an existing weapon, but some oddities—like the infamous "cybersnake"—are only loosely classified as melee weapons.

Poor and Excellent Quality Weapons

Weapons can vary in the quality of their construction. You can find cheaper versions of weapons that are prone to jamming, but also high quality versions that improve your capabilities.

Poor Quality Standard Quality Excellent Quality
20ed (Everyday) 50ed (Costly) 100ed (Premium)
50ed (Costly) 100ed (Premium) 500ed (Expensive)
100ed (Premium) 500ed (Expensive) 1,000ed (Very Expensive)

Poor quality weapons suffer a malfunction whenever you roll a 1 on an attack. It then requires an action to reverse the malfunction, before the weapon can be used again. Excellent quality weapons have a +1 to all attack rolls made with them.


Melee Weapons

Things you swing or stab at someone, hoping to beat them bloody or remove limbs. Swords, axes, clubs, hammers—the whole hardware aisle in your local night market. If you use your hands to deliver damage with it, it's a melee weapon. Melee weapons are usually linked to the DEX STAT.

  • Damage: The damage of a single attack from the weapon.
  • Rate of Fire (R): The number of attacks you can make with the weapon, each time you take the attack action.
  • Hands (H): How many hands you need to use the weapon.
  • Conceal Under Clothing? (C): If the weapon can be hidden under clothing with the Conceal/Reveal Object skill.
  • Cost: The average price in eurodollars, and price category.
Class Examples Damage  R  H   C   Cost
Light Melee Combat Knife, Tomahawk 1d6 2 Varies Yes 50ed (Costly)
Medium Melee Baseball Bat, Crowbar, Machete 2d6 2 Varies No 50ed (Costly)
Heavy Melee Lead Pipe, Sword, Spiked Bat 3d6 2 Varies No 100ed (Premium)
Very Heavy Melee Chainsaw, Sledgehammer, Helicopter Blade 4d6 1 Varies No 500ed (Expensive)

Ranged Weapons

Things that you shoot: Guns, lasers (rare), gyrojets (rarer still), even the silly little hand-crossbows those gonks 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, then it is considered to be a ranged weapon.

When buying ranged weapons, keep in mind that they 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 combat.

Ranged weapons are usually linked to the REF STAT.

  • Skill: The skill you use when firing this weapon.
  • Damage: The damage of a single shot from the weapon.
  • Ammo: How many rounds can be held in the weapon without mods, and the type of ammunition it fires.
  • Rate of Fire (R): The number of shots that can be taken with the weapon, each time you take the attack action.
  • Hands (H): How many hands you need to use the weapon.
  • Conceal Under Clothing? (C): If the weapon can be hidden under clothing with the Conceal/Reveal Object skill.
  • Cost: The average price in eurodollars, and price category.
Class Skill Damage Ammo   R     H     C   Special Traits Cost
Medium Pistol Handgun 2d6 12 (M Pistol) 2 1 Yes 50ed (Costly)
Heavy Pistol Handgun 3d6 8 (H Pistol) 2 1 Yes 100ed (Premium)
Very Heavy Pistol Handgun 4d6 8 (VH Pistol) 1 1 No 100ed (Premium)
SMG Handgun 2d6 30 (M Pistol) 1 1 Yes Autofire (3), Suppressive Fire 100ed (Premium)
Heavy SMG Handgun 3d6 40 (H Pistol) 1 1 No Autofire (3), Suppressive Fire 100ed (Premium)
Shotgun Shoulder Arms 5d6 4 (Slug) 1 2 No Shotgun Shell 500ed (Expensive)
Assault Rifle Shoulder Arms 5d6 25 (Rifle) 1 2 No Autofire (4), Suppressive Fire 500ed (Expensive)
Sniper Rifle Shoulder Arms 5d6 4 (Rifle) 1 2 No 500ed (Expensive)
Bows and Crossbows Archery 4d6 1 (Arrow) 1 2 No Arrows 100ed (Premium)
Grenade Launcher Heavy Weapons 6d6 2 (Grenade) 1 2 No Explosive 500ed (Expensive)
Rocket Launcher Heavy Weapons 8d6 1 (Rocket) 1 2 No Explosive 500ed (Expensive)

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Ranged Weapon Brand Names

Class Poor Quality Standard Quality Excellent Quality
Medium Pistol Dai Lung Streetmaster Federated Arms X-9mm Militech "Avenger"
Heavy Pistol Dai Lung Magnum Mustang Arms "Mark III" Nova "Cityhunter"
Very Heavy Pistol Federated Arms "Super Chief" Sternmeyer P-35 Militech "Boomer Buster"
Bow GunMart "Sherwood" Eagletech "Tomcat" Eagletech "Bearcat"
Crossbow GunMart "Hunter" Eagletech "Striker" Eagletech "Scorpion"
SMG Federated Arms Tech-Assault III Militech "Mini-Gat" Arasaka "Minami 10"
Heavy SMG Chadran Arms "City Reaper" Sternmeyer SMG-21 Militech "Viper"
Shotgun GunMart "Home Defender" Arasaka "Rapid Assault" Militech "Bulldog"
Assault Rifle Chadran Arms "Jungle Reaper" Militech "Ronin" Militech "Dragon"
Sniper Rifle GunMart "Snipe-Star" Nomad "Long Rifle" Arasaka WSSA Sniper System
Grenade Launcher Towa Manufacturing Type-G Militech "Mini-Grenade" Tsunami Arms Type-18
Rocket Launcher Towa Manufacturing Type-R Militech "Urban" Militech "Hotshot"

Ranged Weapon Single Shot DVs

Class 0-6 m 7-12 m 13-25 m 26-50 m 51-100 m 101-200 m 201-400 m 401-800 m
Pistol 13 15 20 25 30 30
SMG 15 13 15 20 25 25 30
Shotgun (Slug) 13 15 20 25 30 35
Assault Rifle 17 16 15 13 15 20 25 30
Sniper Rifle 30 25 25 20 15 16 17 20
Bows & Crossbow 15 13 15 17 20 22
Grenade Launcher 16 15 15 17 20 22 25
Rocket Launcher 17 16 15 15 20 20 25 30

Ranged Weapon Autofire DVs

Class 0-6 m 7-12 m 13-25 m 26-50 m 51-100 m
SMGs 20 17 20 25 30
Assault Rifle 22 20 17 20 25

Exotic Weapons

Overly specialized or unique weapons, or variants of existing weapons. Unless stated otherwise, all exotic weapons are of average quality, and incompatible with all attachments and non-basic ammunition. Exotic weapons are usually rare and expensive, so difficult to find even at night markets with a friendly fixer. Carrying one can really make a statement.

Astute edgerunners might wonder why there are no "light" pistols? Its the same reason there are no "small" condoms!

  • Quick Notes: The weapon it's based on, and its differences.
  • Cost: The average price in eurodollars, and price category.
Weapon Quick Notes Cost
Air Pistol Very heavy pistol (fires paint and acid balls) 100ed (Premium)
Battleglove Heavy gauntlet (3 Cyberarm/Cyberlimb option slots) 1,000ed (Very Expensive)
Constitution Arms Hurricane Shotgun (2 ROF, needs BODY 11+) 5,000ed (Luxury)
Dartgun Very heavy pistol (fires non-basic arrows) 100ed (Premium)
Flamethrower Shotgun (incendiary shells, Heavy Weapons skill) 500ed (Expensive)
Kendachi Mono-Three Two-handed very heavy melee (ignores <SP11) 5,000ed (Luxury)
Malorian Arms 3516 Very heavy pistol (excellent quality, does 5d6 damage) 10,000ed (Super Luxury)
Microwaver Very heavy pistol (shuts down cyberware and electronics) 500ed (Expensive)
Militech "Cowboy" U-56 Grenade launcher (2 ROF, needs BODY 11+) 5,000ed (Luxury)
Rhinemetall EMG-86 Railgun Assault rifle (ignores <SP11, Heavy Weapons skill, needs BODY 11+) 5,000ed (Luxury)
Shrieker Very heavy pistol (causes the Damaged Ear critical injury) 500ed (Expensive)
Stun Baton Medium melee weapon ("less lethal") 100ed (Premium)
Stun Gun Heavy pistol ("less lethal") 100ed (Premium)
Tsunami Arms Helix Assault rifle (only fires in Autofire mode, needs BODY 11+) 5,000ed (Luxury)

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Air Pistol

An exotic medium pistol that fires pellets filled with acid. Each successful hit deals no damage, and cannot cause a critical injury, but it does, however, lower the SP of the target's armor by 1 point in the location that was hit. Ammunition costs the same as for a normal medium pistol.

Battleglove

A heavy gauntlet covering the hand and forearm. Contains three option slots for cyberarm or cyberlimb options. When worn, the options stored in the glove’s slots can be accessed. Putting on a battleglove or taking one off is an action.

The cost to purchase and install a cyberarm option into the battleglove, is the same as installing it in a cyberarm. Any options stored in a cyberarm or meat arm the battleglove is being worn over, are inaccessible while the battleglove is being worn. A battleglove cannot be concealed.

Constitution Arms Hurricane Assault Weapon

An exotic 2 ROF shotgun with a drum that holds 16 rounds. Reloading this weapon requires using two actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted. It cannot be used to make aimed shots.

Dartgun

An exotic very heavy pistol that can only load non-basic arrow ammunition. Unlike other weapons that fire arrows, it has a clip of 8 non-basic arrows and must be reloaded, like a pistol.

Flamethrower

An exotic shotgun fired with the heavy weapons skill, instead of the shoulder arms skill. Mechanically, the flamethrower is a shotgun that can only fire incendiary shells (ammunition cost is also the same as incendiary shotgun shells), except while the targets are ignited.

Until they spend an action to put themselves out, targets take 4 damage to their HP at the end of their turns. If they were already on fire, this effect replaces one that would deal less damage. Damage dealt by this weapon cannot cause a critical injury, and it cannot be used to make aimed shots.

Kendachi Mono-Three

A high-tech katana with a nearly transparent crystal blade. When its handle is gripped by someone with a valid biometric key, its microscopically serrated edge vibrates four thousand times a second. While active, damage dealt by this weapon ignores a target's armor entirely—if it is lower than SP11. Armor with higher SP is affected as normal.

Even in the hands of someone who is unable to activate it, the blade is still an excellent quality, two-handed, exotic, very heavy melee weapon. At no additional cost, any color of laser can be installed into the hilt, to refract within the crystal blade, giving it a flaring neon glow when it is active. Red is popular.

Malorian Arms 3516

Johnny Silverhand's famous very heavy pistol. It is excellent quality, does 5d6 damage, and comes permanently installed with a smartgun link, which must be connected via interface plugs or a subdermal grip, or the weapon can't be operated. This extremely rare firearm is even more valuable today than it ever was in the past, if you can even find one for sale.

Microwaver

An exotic very heavy pistol. Instead of dealing damage, it forces the target to try to beat a DV15 Cybertech check. If they fail, the GM chooses two pieces of their cyberware or carried electronics, which become inoperable for 1 minute. Affected cyberlimbs go limp and act as if have suffered the Dismembered critical injury. This weapon's standard battery pack is depleted after 8 shots.

Militech "Cowboy" U-56 Grenade Launcher

An Exotic 2 ROF grenade launcher. Its magazine holds four grenades. Despite being an exotic weapon, it is capable of firing all types of grenade ammunition. Reloading this weapon requires using two actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

Rhinemetall EMG-86 Railgun

An exotic assault rifle that is incapable of autofire or aimed shots, and is fired with the Heavy Weapons skill instead of the Shoulder Arms skill. This weapon holds 4 shots, and damage dealt by it ignores a target's armor entirely—if it is lower than SP11. Armor with higher SP is affected as normal. Reloading this weapon requires using two actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

Shrieker

An exotic very heavy pistol. Anyone who fires this weapon without some form of ear protection, suffers the Damaged Ear critical injury. Instead of dealing damage, a hit it forces the target to try to beat a DV15 Resist Torture/Drugs Check, or they suffer the Damaged Ear critical injury. This weapon's standard battery pack is depleted after 8 shots.

Stun Baton

A one-handed exotic medium melee weapon. If damage dealt by it would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a critical injury and doesn't ablate armor.

Stun Gun

An exotic heavy pistol. If damage dealt by it would reduce a target to under 1 HP, they are instead Unconscious at 1 HP. Damage dealt by this weapon cannot cause a critical injury and doesn't ablate armor. This weapon's standard battery pack is depleted after 8 shots.

Tsunami Arms Helix

A hex-barreled gatling shotgun, with a top-mounted laser-sighting system, that fires 10-gauge shells. It's unique recoil compensation allows for relatively controllable autofire, and makes a distinct, heavy, metallic screaming sound in use.

This exotic assault rifle can only be fired using autofire, and can't make aimed shots or fire single shots. It holds 40 bullets. When fired, the Helix consumes 20 bullets with every attack. If you hit a target, roll 2d6 damage and multiply it by the amount you rolled over the DV (maximum of 5).

Reloading this weapon requires using two actions, and thus can only be done over the course of two turns. Firing this weapon requires BODY 11 or higher unless it is mounted.

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Weapon Attachments

Every non-exotic ranged weapon has three attachment slots. Attachments are made for specific weapon types and cannot be easily retrofitted for other weapons. Multiple attachments of the same type, do nothing. Some take more than one slot.

Attachment Slots Cost
Bayonet 1 100ed (Premium)
Drum Magazine 1 500ed (Expensive)
Extended Magazine 1 100ed (Premium)
Grenade Launcher (Underbarrel) 2 500ed (Expensive)
Infrared Nightvision Scope 1 500ed (Expensive)
Shotgun (Underbarrel) 2 500ed (Expensive)
Smartgun Link 2 500ed (Expensive)
Sniping Scope 1 100ed (Premium)

Bayonet

Compatible With: Non-exotic ranged weapons fired with the Shoulder Arms skill.

Allows you to also use the weapon as a light melee weapon.


Drum / Extended Magazine

Compatible With: Non-exotic ranged weapons except bows and crossbows.

Only one clip can be attached to a weapon at a time. While attached to a weapon, it cannot be concealed under clothing.

Class Standard Extended Drum
Medium Pistol 12 18 36
Heavy Pistol 8 14 28
Very Heavy Pistol 8 14 28
SMG 30 40 50
Heavy SMG 40 50 60
Shotgun 4 8 16
Assault Rifle 25 35 45
Sniper Rifle 4 8 12
Grenade Launcher 2 4 6
Rocket Launcher 1 2 3

Grenade Launcher (Underbarrel)

Compatible With: Non-exotic ranged weapons fired with the Shoulder Arms skill.

When wielded in two hands, you can also use the weapon as a grenade launcher, with a 1-round magazine. While attached to a weapon, it cannot be concealed under clothing.

Infrared Nightvision Scope

Compatible With: Non-exotic ranged weapons.

Allows you to ignore penalties imposed by firing at a target obscured by darkness, smoke, fog, etc. Looking through the scope you can distinguish warm meat from cold metal, though nothing more specific. You can’t, for example, tell the model of a cyberam from a distance, or see any internal surprises.

Shotgun (Underbarrel)

Compatible With: Non-exotic ranged weapons fired with the Shoulder Arms skill.

When wielded in two hands, you can also use the weapon as a shotgun, with a 2-round magazine. While attached to a weapon, it cannot be concealed under clothing.

Compatible With: Non-exotic ranged weapons.

While linked to a smartgun, you have +1 to attacks made with it. Installing or uninstalling a smartgun link takes one hour. To use one you need either interface plugs or a subdermal grip, both of which also require a neural link.

You can connect your interface plugs as part of drawing a smartgun, if they aren't already jacked-in elsewhere. Being disarmed unplugs your cables, rather than snapping them.

Sniping Scope

Compatible With: Non-exotic ranged weapons.

Looking through the scope, you can see detail up to 800m away. When firing at targets over 50m away, with either single shot mode or an aimed shot, you gain +1 to the attack. This does not stack with TeleOptics cyberware.

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Ammunition

Ammunition must be bought separately for each different type of weapon. Batteries, grenades and rockets are all purchased individually, any other ammunition is sold in increments of 10.

Ammunition Type Cost
Basic Ammunition 10ed (Cheap)
Battery Pack 50ed (Costly)
Armor-Piercing Ammunition 100ed (Premium)
Biotoxin Ammunition 500ed (Expensive)
EMP Ammunition 500ed (Expensive)
Expansive Ammunition 100ed (Premium)
Flashbang Ammunition 100ed (Premium)
Incendiary Ammunition 100ed (Premium)
Poison Ammunition 100ed (Premium)
Rubber Ammunition 10ed (Cheap)
Sleep Ammunition 500ed (Expensive)
Smart Ammunition 500ed (Expensive)
Smoke Ammunition 50ed (Costly)
Teargas Ammunition 50ed (Costly)

Basic Ammunition

Types Available: All except Grenades and Rockets

Standard ammunition for the weapon. No special features.

Battery Pack

Types Available: Battery Packs only

Depleted after 8 shots. Takes 1 hour to fully recharge.

Armor-Piercing Ammunition

Types Available: All except Shotgun Shells

The standard ammunition for grenade and rocket launchers. It reduces armor by 2 points, instead of 1 point when it ablates.

Biotoxin Ammunition

Types Available: Arrows and Grenades only

This ammunition deals no damage. Instead, anyone meat it hits, must beat a DV15 Resist Torture/Drugs check, or they take 3d6 damage which ignores armor and doesn't ablate it.

EMP Ammunition

Types Available: Grenades only

This ammunition deals no damage. Instead, anyone it hits must beat a DV15 Cybertech check, or two pieces of their cyberware or carried electronics, become inoperable for one minute. Affected cyberlimbs act as if suffering a Dismembered critical injury, but are still attached and hanging there limply.

Expansive Ammunition

Types Available: Arrows, Bullets, Slugs

When you cause the Foreign Object critical injury using this ammunition, roll again until you get a second, different result. The target suffers both injuries but only 5 total bonus damage.

Meat and Non-Meat Targets

Inorganic entities like drones and full borgs, are unaffected by things that only act on "meat" creatures or body parts.


Flashbang Ammunition

Types Available: Grenades only

This ammunition deals no damage. Instead, anyone meat it hits must beat a DV15 Resist Torture/Drugs check, or they suffer the Damaged Eye and Damaged Ear critical injuries for one minute. Neither critical injury deals any bonus damage.

Incendiary Ammunition

Types Available: Arrows, Bullets, Grenades, Shotgun Shells

When you deal damage through armor using this ammunition the target ignites. Until someone takes an action to put them out, they take 2 damage each time they end their turn, which ignores armor and doesn't ablate it. This effect doesn't stack.

Poison Ammunition

Types Available: Arrows and Grenades only

This ammunition deals no damage. Instead, anyone meat it hits, must beat a DV13 Resist Torture/Drugs check, or they take 2d6 damage which ignores armor and doesn't ablate it.

Rubber Ammunition

Types Available: Arrows, Bullets, Slugs

Damage dealt using this ammunition cannot cause a critical injury. Additionally, attacks made with this ammunition cannot ablate armor. If damage from this ammunition would reduce a target with over 1 HP to less than 0 HP, they remain at 1 HP.

Sleep Ammunition

Types Available: Arrows and Grenades

This ammunition deals no damage. Instead, anyone meat it hits must beat a DV13 Resist Torture/Drugs check, or fall prone and unconscious for one minute. They are woken by taking damage, or someone using an action to wake them.

Smart Ammunition

Types Available: Arrows, Bullets, Rockets

Unless you have targeting scope cyberware installed, smart ammunition won't even fire when the trigger is pulled. When it misses by 4 or less in single shot mode, it automatically has a second chance to hit the target, and rolls (10 + 1d10) against the same DV. You can add LUCK to this roll. Targets with REF 8 or greater, can still attempt to dodge this attack as normal.

Smoke Ammunition

Types Available: Grenades only

Explodes on impact and obscures a 10m by 10m area for one minute. Any actions obscured by smoke suffer a -4 penalty.

Teargas Ammunition

Types Available: Grenades only

This ammunition deals no damage. Instead, targets with meat eyes must beat a DV13 Resist Torture/Drugs check, or they suffer the Damaged Eye critical injury for one minute. The critical injury does not deal any bonus damage.

37

Armor

Even in a world where cybertechnology can make you a full-metal warrior, armor is still very important. The types of armor listed here are fairly generic, but they include every style of clothing, suit cuts, jumpsuits, miniskirts, and anything else that punks on the street consider the height of protective fashion.

Armor must be purchased individually for either the head or body. Wearing even a single piece of heavier armor will lower your REF, DEX, and MOVE by just the most punishing armor penalty you are wearing. You take this penalty only once even though you are likely wearing armor on both your body and head locations. This penalty can even leave your character with a MOVE of 0, and completely immobile.

SP gained by armor does not "stack"; the highest single SP in the hit location is used. However, all armor in that location is still ablated (SP lowered by one) when you take damage.

  • Name: The generic name; there are many different brands.
  • Stopping Power (SP): How many points of damage from an attack the armor can stop, before it reaches your body.
  • Penalty: How much of a REF, DEX and MOVE penalty the armor imposes, while you are wearing it.
Armor Type SP   Penalty   Cost
Leathers 4 20ed (Everyday)
Kevlar® 7 50ed (Costly)
Light Armorjack 11 100ed (Premium)
Bodyweight Suit 11 1,000ed (Very Expensive)
Medium Armorjack 12 -2 100ed (Premium)
Heavy Armorjack 13 -2 500ed (Expensive)
Flak 15 -4 500ed (Expensive)
Metalgear® 18 -4 5,000ed (Luxury)
Bulletproof Shield 10 HP 100ed (Premium)

Leathers

Thick leather with reinforced pads at shoulders, hips, and gut. Favored by nomads and other punks who ride bikes—like all those road-warrior gonks wearing random sports equipment.

Kevlar®

Kevlar® is—to quote it's creator, DuPont—"a heat-resistant, synthetic, lightweight fiber that delivers high tensile strength which brings improved protection and performance across a range of industries and applications." Like when people are trying to stab or shoot you. Kevlar® can be made into clothes, vests, jackets, business suits, and even bikinis.

Light Armorjack

A combination of Kevlar® and plastic mesh which is inserted into the weave of the fabric. It provides decent protection, especially against high-velocity bullets.


Bodyweight Suit

Skinsuits with impact absorbing, sintered armorgel layered in key body areas. Surprisingly, they are also breathable and quite comfortable. Besides offering a measure of protection, a bodyweight suit also has a place to store your cyberdeck and keeps your interface plugs out of the way while you're brain-burning that fool who dared to pop a Hellhound on you.

Many netrunners wear clothing over the suits, but plenty don't. It's a matter of personal style. Unlike most other armor, a bodyweight suit is always be worn on both your body and head, and provides (SP11) armor to each location. When it is repaired, both parts are repaired as one.

Wearing a bodyweight suit adds one hardware option slot to any cyberdeck connected to it. Hardware installed in this slot cannot be accessed if the suit isn't worn, and can only take up one slot. You can't wear more than one bodyweight suit.

Medium Armorjack

Heavier Armorjack, with solid plastic plating, and reinforced with thicker Kevlar® mesh. Typical street wear, it combines good protection with a reasonable cost.

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Heavy Armorjack

The heaviest armorjack, combining denser Kevlar® and a layered mix of plastic and mesh weaves. It stops all but the heaviest attacks, but costs a pretty ennie.

Flak

This is the 21st century version of the time-honored flak vest and pants with metal plates designed to provide protection from high explosive weaponry, artillery, grenades, shotguns, and anti-personnel mines. Modern flak will also stop many of the higher caliber rounds from automatic rifles.

Metalgear®

Metalgear® is the dark future armor which lets you just stand there and take the hits. Solid metal and plastic plates on a mesh body cover, Metalgear® will stop almost anything, but you're going to be easier to hit than a one-legged bantha.

Bulletproof Shield

A transparent polycarbonate shield that can protect you in a firefight. Equipping or dropping a shield is an action. While carrying a shield, you cannot use that hand for anything else. While it has any HP, you are considered to be in cover.

When you are attacked by a target you can see, you can interpose the shield. If you do so, you cannot try to dodge the attack, but the shield takes all the damage, if it hits you.

If the shield drops to 0 HP, it is destroyed (until repaired) and cannot be used as cover, although it still remains in your hand, until you use an action to drop it.

Gear

The Cyberpunk future is mobile. Like the cowboys of the Old West, most people in the Time of the Red 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:

  • Your agent.
  • An inflatable bed & sleeping-bag.
  • A pocket-load of memory chips.
  • A cyberdeck and cables (for netrunners).
  • A techtool or other tools.
  • Personal effects, like clothes, toothbrushes, etc.
  • Easily portable food in the form of bars, squeeze tubes, foil packs, ready to eat meals (MREs), or maybe the occasional banana (worth its weight in gold!)

Edgerunners aren't the type to settle down. Rockerboys have the next gig. Solos need to keep moving before their enemies figure out where they're sleeping these days. Cops, 'runners, medias, and techs are always on stakeouts, tracking hard stories, or running from various people they've brought down on themself. Nomads don't have homes to start with—unless you count their kombis—what good is something if you can't cram it on the back of your bike anyway?

Item Cost
Agent 100ed (Premium)
Airhypo 50ed (Costly)
Anti-Smog Breathing Mask 20ed (Everyday)
Audio Recorder 100ed (Premium)
Auto Level Dampening Ear Protectors 1,000ed (Very Expensive)
Binoculars 50ed (Costly)
Braindance Viewer 1,000ed (Very Expensiv
Bug Detector 500ed (Expensive)
Carryall 20ed (Everyday)
Chemical Analyzer 1,000ed (Very Expensive)
Computer 50ed (Costly)
Cryopump 5,000ed (Luxury)
Cryotank 5,000ed (Luxury)
Cyberdeck (Poor Quality) 100ed (Premium)
Cyberdeck (Standard Quality) 500ed (Expensive)
Cyberdeck (Excellent Quality) 1,000ed (Very Expensive)
Disposable Cell Phone 50ed (Costly)
Drum Synthesizer 500ed (Expensive)
Duct Tape 20ed (Everyday)
Flashlight 20ed (Everyday)
Food Stick 10ed (Cheap)
Glow Paint 20ed (Everyday)
Glow Stick 10ed (Cheap)
Grapple Gun 100ed (Premium)
Handcuffs 50ed (Costly)
Homing Tracer 500ed (Expensive)
Inflatable Bed 20ed (Everyday)
Kibble Pack 10ed (Cheap)
Linear Frame Σ (Sigma) 1,000ed (Very Expensive)
Linear Frame ß (Beta) 5,000ed (Luxury)
Lock Picking Set 20ed (Everyday)
Medscanner 1,000ed (Very Expensive)
Medtech Bag 100ed (Premium)
Memory Chips 10ed (Cheap)
MRE 10ed (Cheap)
Musical Instrument 500ed (Expensive)
Personal CarePak 20ed (Everyday)
Pocket Amplifier 50ed (Costly)
Radar Detector 500ed (Expensive)
Radio Communicator 100ed (Premium)
Radio Scanner/Music Player 50ed (Costly)
Road Flare 10ed (Cheap)
Rope (60m) 20ed (Everyday)
Scrambler/Descrambler 500ed (Expensive)
Smart Glasses 500ed (Expensive)
Tech Bag 500ed (Expensive)
Techscanner 1,000ed (Very Expensive)
Techtool 100ed (Premium)
Tent & Camping Equipment 50ed (Costly)
Vial of Biotoxin 500ed (Expensive)
Vial of Poison 100ed (Premium)
Video Camera 100ed (Premium)
Virtuality Goggles 100ed (Premium)

39

Agent

A self-adaptive, AI-powered smartphone that learns how best to fit your needs, simply by interacting with you. While not a true AI, it is more than capable of replacing any need for a secretary. When you sit back and allow your agent to manage your life, everything is easier, including making sure you have time to do what you need to do (crimes, killing people, getting away with it, and so forth) instead of going to the store to get something you forgot. There are many reasons why almost everyone has one. Things your agent can do, include:

  • Make voice or video calls and record them, forward them, send them to voicemail, or even listen to them for you.
  • Surf the data pool and find directions to meatspace locarions.
  • Keep your schedule for you and act independently on events, like ordering a gift and having it delivered to the recipient.
  • Maintain a personality complete with name, voice, and virtual body. Some particularly lonely individuals even reprogram their agent software to act as a surrogate lover or friend.
  • Suggest clothes for you to buy, based on the latest trends.
  • Record/play audio and video to/from standard memory chips.
  • Link to your cyberware and share data with the various consumer appliances found in your living space.
  • Monitor your daily use of easily acquired resources (up to Costly) and automatically reorder them when you run low.
  • Suggest a course of action based on stated goals. However, its AI is limited, and it may suggest unwise actions.

In addition to all this, your agent gives you +2 to your Library Search skill and—if you wear the clothes it suggests, which change every season—also +2 to your Wardrobe & Style skill. Multiple agents do not multiply these bonuses.

Airhypo

A device which uses a quick burst of compressed air to force a drug through the skin. You can use an action to administer a single dose to a willing target. Or, if they are unwilling, make a single melee weapon attack, which administers a single dose instead of dealing damage. Loading an airhypo with one dose of a desired drug is part of the action to use it.

Anti-Smog Breathing Mask

Masks that filter out toxins and smoke from the environment, making you immune to the effects of gasses, fumes, or similar dangers that must be inhaled to affect you.

Audio Recorder

A device which can record up to 24 hours of audio before its output fills up a standard memory chip slotted into it.

Auto Level Dampening Ear Protectors

Compact ear protection. When wearing it, you are immune to deafness or other effects caused by dangerously loud noises, like those produced by a flashbang.

Binoculars

When you look through them, they double or triple the size of whatever you are seeing.

Braindance Viewer

A device which allows you to experience braindance content; digital recordings of an experience that are viewed from the actor's point-of-view. The recording includes all their senses, and you feel every sensation they did—for better or for worse.

Bug Detector

A device beeps whenever you are within 2m of any kind of tap, bug, or other listening device.

Carryall

Heavy ripstop nylon bags of varying sizes, from messenger to nearly man-sized duffel bags.

Chemical Analyzer

A device which can test substances as an action, to find their precise chemical composition. It can identify most substances instantly from a huge database of samples.

Computer

A standard laptop or desktop computer—used for everyday things like surfing the data pool, word processing, games, etc.

Cryopump

A briefcase-sized tool, containing a body bag hooked up to a powerful pump. Willing or unconscious targets can be placed inside the bag and hooked up to the pump as an action. The pump then forces a hyper-cooled chemical fluid into the bag, which expends one of the cryopump's charges per target.

Targets go into stasis. They are unconscious and no longer roll any death saves for up to a week; so long as they remain inside the bag and it has some HP. While inside the cryopump bag, targets are considered to be behind cover with 15 HP.

The bag's transparent top and gloves molded into the lining, allow a target to be stabilized, and undergo surgery while in stasis. Standard cryopumps have one charge and can hold one roughly human-sized target. Only trained medtechs can operate a cryopump. Refueling one costs 50ed per charge.

Cryotank

A container which can hold a fully grown adult. If you beat a DV13 Medical Tech check, the cryotank keeps one person in stasis for as long as desired. They are unconscious and heal at double the normal rate; so long as they remain inside the tank and it has some HP. While inside the cryotank, targets are considered to be behind cover with 30 HP. Only a trained medtech can operate a cryotank. They do not need refueling.

Cyberdeck

The generic term for a modular cybermodem platform, onto which netrunners install hardware and programs, for the sole purpose of netrunning—commonly abbreviated to just 'deck'. Using them requires cyberware interface plugs and a neural link. A modern deck is roughly the size of a pack of cards.

Cyberdeck Quality    Poor    Standard Excellent
Program/Hardware Slots 5 7 9

Disposable Cell Phone

There are still billions of the things around. A good choice for fixers or anyone else who doesn't want to be tracked.

Drum Synthesizer

Flat plastic pads of varying sizes, linked by cables to a central processor. Can simulate almost any kind of drum, but requires some type of amplification to be heard.

Duct Tape

Available in many colors, even glow-in-the-dark tape, which is often used to mark tunnels, dead drops, or caches. It glows even if there has been no light exposure.

40

Flashlight

Rechargeable. 100m beam, lasts up to 10 hours on a charge.

Food Stick

A grainy, dried food bar that comes in a variety of (awful) flavors. "Legally defined as equivilent to an actual meal!™"

Glow Paint

Glow-in-the-dark paint for marking locations, creating art, tagging on the street, etc. Comes in a convenient spray can.

Glow Stick

Illuminates a 4m radius for up to 10 hours. Single use only.

Grapple Gun

You can use an action to fire this rocket propelled grapple, and it will attach securely to any Thick cover up to 30m away. It can support two times your body weight, and has 10 HP.

You ignore the normal movement penalty for climbing when climbing this line, and retract it without taking an action. It is ineffective as a weapon, and can't be used to make the Grab action. You can't hold anything in the hand used to wield it.

Handcuffs

Can be easily broken by anyone with BODY higher than 10.

Homing Tracer

Devices which can track a linked tracer from up to one mile away. Comes with a free, button-sized tracer. Replacement tracers cost 50ed.

Inflatable Bed

A self-inflating air mattress, which comes packed with a thin sleeping bag. The whole thing folds to 6"x6" for easy storage.

Kibble Pack

A foil package of dry cereal or wafers, equivalent to a single meal. Usually identified by a number rather than the colorful label and cheerful, but optimistic description.

Linear Frame

A powered exoskeleton that sets your BODY to a fixed value while jacked in. This does not affect your Hit Points or Death Save. More advanced frames require multiple interface plugs.

Frame Version BODY Interface Plugs Required
Σ (Sigma) 12 1
ß (Beta) 14 2

Lock Picking Set

A small pouch of tools for cracking mechanical locks.

Medscanner

A scanner with external probes and contacts, that diagnoses injury and illness—assisting you in medical emergencies not requiring surgery. Adds +2 to your First Aid and Paramedic skills. This doesn't stack with multiple medscanners.

Medtech Bag

A medical toolkit that includes everything from dermal staplers to spray skin applicators to sterile scalpels. All you need to save lives using your skills and training.

Memory Chips

Thin wafers of doped plastic that store information in all forms.

MRE

"Meal, Ready-to-Eat": Self-heating plastic and foil bags. Add water, snap the tab on the top, and in 2 minutes you'll have something that vaguely resembles a hot, nourishing meal.

Musical Instrument

Use your imagination, but remember that you will also need an amplifier for any electronic instruments to be heard.

Personal CarePak

Your everyday personal hygine supplies: Toothpaste-loaded toothbrush, all-body wet-wipes, depilatory paste, comb, etc.

Pocket Amplifier

About the size of a large book, this amplifier supports two instruments and can be heard up to 100m away. It takes ten minutes to fully recharge, which runs it for up to six hours.

Radar Detector

A device that beeps if a radar beam is active within 100m.

Radio Communicator

An earpiece allowing communication via radio. 1-mile range.

Radio Scanner / Music Player

A music player you can link to the data pool to listen to the hottest music, or play directly from a memory chip. You can use it as an action, to scan for any radio bands within a mile that are currently being used, and tune into them. Encrypted radio channels also require a Descrambler to understand.

Road Flare

Illuminates a 100m radius for up to 1 hour. Single use only.

Rope (60m)

Nylon rope, available in various colors. Holds up to 800 lb.

Scrambler/Descrambler

Allows you to scramble your outgoing communications, so they cannot be understood by anyone without a descrambler, which is also included at no extra charge.

Smart Glasses

Eyewear that contains two slots for cybereye options, which you can access while wearing the glasses. Cybereye options installed into the glasses are always paired, but do not cost double the price. You can only wear one pair of smart glasses at a time. Enthusiasts often replace the standard frames with something fancier, as they are rather plain-looking by default.

Tech Bag

A small set of tools used for fixing electronics and machinery. Includes a techtool, electrical parts like tape and wire wraps, screws and bolts, plug in modules for repairs, a heat torch, 2 small prybars, and a hammer.

Techscanner

A scanner that can diagnose a wide variety of machinery and electronics, assisting you in repairs and other technical work. It adds +2 to your Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech, and Weaponstech skills. It doesn't stack with more scanners.

Techtool

A convenient pocket-sized multitool.

41

Tent and Camping Equipment

A small, one-person tube tent with plastic stakes, a self-heating pot to boil water (5 min to recharge, lasts 2 hours), and a cheap metal spork that couldn't hurt a fly.

Vial of Biotoxin

This entire vial of biotoxin can be smeared on a light melee weapon as an action. For 30 minutes after, instead of dealing the weapon's typical damage, anyone (meat) hit by the biotoxin-coated weapon must instead beat a DV15 Resist Torture/Drugs Check, or take 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with.

Vial of Poison

An entire vial of poison can be smeared onto a light melee weapon as an action. For 30 minutes afterwards, instead of dealing the weapon's typical damage, anyone (meat) hit by the poisoned weapon, must instead beat a DV13 Resist Torture/Drugs check, or take 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with.

Video Camera

This device can record up to 12 hours of video and audio onto a memory chip. Can be operated with one hand.

Virtuality Goggles

Netrunners no longer have to jack their optic nerves into the NET, like they did before the Time of the Red. Instead you wear virtuality goggles; headsets which overlay cyberspace imagery onto your view of the world around you. This means you'll be seeing and hearing virtual things like Black ICE, while your "meatspace" buddies will see nothing.

You could still jack in the old-school way, if you needed to, but that renders your body effectively unconscious in meat-space, until you jack out again.

Street Drugs

All the old drugs are still around, but in the Time of the Red, they have a bad street rep. Now corps prefer to hook you less abruptly and keep you a productive member of the workforce!

Street drugs are usually taken with an airhypo, by using an action to either administer a single dose to a willing target, or to hit an unwilling target with a single melee weapon attack, which administers the dose instead of dealing damage.

Anyone dosed with a street drug immediately experiences the primary effects for the full duration. Taking multiple doses of a drug, extends the primary effects by the full duration.

When the primary effects wear off, the user must beat a check against the DV of the secondary effects, which are all permanent and deeply habit forming, and can only be cured by therapy for drug addiction. To try and avoid this, you roll:

(WILL + resist torture/drugs) + 1d10

Some of the most popular street drugs are detailed below:

Drug Duration       DV       Cost per Dose
Black Lace 24 Hours 17 50ed (Costly)
Blue Glass 4 Hours 15 20ed (Everyday)
Boost 24 Hours 17 50ed (Costly)
Smash 4 Hours 15 10ed (Cheap)
Synthcoke 4 Hours 15 20ed (Everyday)

Black Lace

A high powered combat drug and painkiller which makes you aggressive and almost invincible. Police hate it; they have to flatline boosters on black lace just to make them stop fighting.

Primary Effects

  • You ignore the effects of the Seriously Wounded state.
  • You suffer 2d6 Humanity loss.

Secondary Effects

  • If you weren't already addicted to black lace, you are now.
  • -2 REF when not under the primary effects of black lace.
  • Humanity Loss from the primary effects isn't restored.

Blue Glass

Originally developed as a biological weapon, it proved far too eratic for military use, but was a huge success on the streets.

Primary Effects

  • The GM will sometimes tell you that you are "flashing out"—hallucinating swirls of vibrant colors in short, powerful bursts. When this happens, you can't take any actions on your turn.

Secondary Effects

  • If you weren't already addicted to blue glass, you are now.
  • The GM will continue to occasionally let you know that you are flashing out. This typically happens once an hour, but it can vary heavily between different blue glass junkies.
  • Blue Glass' primary effects change: Instead of causing you to flash out, you are instead now immune to flashing out while experiencing the primary effects. You must take it for stability.

42

Boost

A favourite of netrunners since the 2020's—now with a new and improved forumla: "You simply can’t be too intelligent!™"

Primary Effects

  • +2 INT. This can raise your INT above 8.

Secondary Effects

  • If you weren't already addicted to boost, you are now.
  • -2 INT when not under the primary effects of boost.

Smash

The dark future's answer to alcohol. It's yellow, foamy, and sold in cans everywhere.

Primary Effects

  • You feel euphoric, loose, happy, and ready to party. +2 to: Acting, Dance, Contortionist, Conversation, Persuasion, and Human Perception.


Secondary Effects

  • If you weren't already addicted to smash, you are now.
  • When not under the primary effects of smash, you lose all interest in normally enjoyable activities. -2 to: Acting, Dance, Contortionist, Conversation, Human Perception, Persuasion.
  • The GM will determine when you crave more smash.

Synthcoke

The latest generation of synthetic cocaine replacement.

Primary Effects

  • You gain +1 REF. This can raise your REF above 8.
  • You are prone to paranoid ideation—the GM will occasionally tell you that you feel paranoid.

Secondary Effects

  • If you weren't already addicted to synthcoke, you are now.
  • -2 REF when not under the primary effects of synthcoke.
  • The GM will determine when you crave more synthcoke.

Fashion

Culture, class, and couture are all different things, choomba! Your style tells other people on the street about the kind of image you project, but in the Time of the Red, the clothing is wildly varied, and you take what you can get. Sometimes even the biggest bankroll can't score that preem cyberjacket with the lighted collar that you've been drooling over.

Digital fabrics in the dark future integrate micro-circuitry into the weave of the material, allowing other properties than mere adornment and protection. Buttons and zippers incorporate microcomputers to control many of advanced functions.

Smart clothes have many useful features, they:

  • Know if they are ripped or dirty and can report this fact to your agent. The tags not only contain cleaning and wear data, but also manufacturer's codes, order numbers, and sizes. Your agent can use the data to order replacements.

  • Adapt to minor temperature changes, by monitoring your body temperature and tightening or relaxing the weave.

  • Can change color and display 2D images or animations.

Street Style Bottoms Top Jacket Footwear Jewelry Shades Glasses Contacts Hats
Bag Lady Chic: Homeless, Ragged, Vagrant 20ed (Everyday) 10ed (Cheap) 20ed (Everyday) 20ed (Everyday) 20ed (Everyday) 20ed (Everyday) 10ed (Cheap) 10ed (Cheap) 10ed (Cheap)
Gang Colors: Dangerous, Violent, Rebellious 50ed (Costly) 20ed (Everyday) 50ed (Costly) 20ed (Everyday) 50ed (Costly) 20ed (Everyday) 20ed (Everyday) 10ed (Cheap) 10ed (Cheap)
Generic Chic: Standard, Colorful, Modular 50ed (Costly) 20ed (Everyday) 50ed (Costly) 20ed (Everyday) 50ed (Costly) 20ed (Everyday) 20ed (Everyday) 10ed (Cheap) 10ed (Cheap)
Bohemian: Folksy, Retro, Free Spirited 50ed (Costly) 20ed (Everyday) 50ed (Costly) 50ed (Costly) 100ed (Premium) 50ed (Costly) 50ed (Costly) 10ed (Cheap) 10ed (Cheap)
Leisurewear: Comfort, Agility, Athleticism 100ed (Premium) 20ed (Everyday) 100ed (Premium) 50ed (Costly) 100ed (Premium) 50ed (Costly) 50ed (Costly) 20ed (Everyday) 50ed (Costly)
Nomad Leathers: Western, Rugged, Tribal 100ed (Premium) 20ed (Everyday) 100ed (Premium) 100ed (Premium) 100ed (Premium) 50ed (Costly) 50ed (Costly) 20ed (Everyday) 100ed (Premium)
Asia Pop: Bright, Costume-like, Youthful 100ed (Premium) 20ed (Everyday) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium)
Urban Flash: Flashy, Technological, Streetwear 100ed (Premium) 20ed (Everyday) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium) 100ed (Premium)
Businesswear: Presence, Leadership, Authority 500ed (Expensive) 50ed (Costly) 500ed (Expensive) 500ed (Expensive) 5,000ed (Luxury) 500ed (Expensive) 500ed (Expensive) 100ed (Premium) 500ed (Expensive)
High Fashion: Exclusive, Designer, Couture 1,000ed (Very Expensive) 500ed (Expensive) 1,000ed (Very Expensive) 5,000ed (Luxury) 50,000ed (Luxury) 1,000ed (Very Expensive) 1,000ed (Very Expensive) 1,000ed (Very Expensive) 5,000ed (Luxury)

43

Cyberware

Its time to take a trip to the ripperdoc and get some chrome! There are eight classifications of cyberware in the dark future:


  • Fashionware: Hardware for personal adornment.
  • Neuralware: Hardware that augments your reflexes and mental abilities.
  • Cyberoptics: Hardware that enhances your visual abilities.
  • Cyberaudio: Hardware that improves your hearing and auditory abilities.
  • Internal Cyberware: Hardware implanted inside your body to replace organs or provide systemic improvements.
  • External Cyberware: Hardware that is installed in, on, over or immediately through your skin.
  • Cyberlimbs: Cybernetic arms or legs that can be further enhanced with a variety of options, coverings, or functions.
  • Borgware: Hardware which fully replaces the majority of your body with cybernetic parts.

In the dark future, it's hip to have high-tech grafted into you somewhere. If you can afford it, you probably have at least a couple of "enhancements"—a few chips installed into your nervous system to interface with your computer; remember your appointments, and improve your cyberball reflexes.

If you're cybered up, you have interface plugs to operate computers and vehicles mentally. Maybe your eyes are also cyberoptics with a recording function and the latest iris tint (polychrome is in this year!), or perhaps you've boosted your hearing to better catch the gossip in the executive lounge.

If your job involves security or combat, you probably have 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 tools and weapons inside your body, as well as giving you an edge in speed and strength.

Even if your job doesn't technically involve violence, it's still a safe bet that you're not going to be just wandering the street without some kind of hardware in your body —"Better cyber than sorry", as they say on the street.


Installing Cyberware

Cybertechnology 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 still exist (Bodyshoppe, Fashion/Fusion, and Parts N' Programs are three popular chain stores) or drop-in medical centers, like Docs R Us™.

You can even have upgrades and improvements plugged into the old hardware for the cost of the new parts—you can start small (called "stripped" or "economy") and add as you go. Installation surgery is always included in the listed cost. You can't install cyberware if you're suffering a critical injury related to it. Multiple installations of the same cyberware do not provide any addional benefits, unless otherwise noted.

Different cyberware requires varying degrees of surgery to implant, which determines where you can have it installed:

Mall

Installation can be done in any mall or street corner bio-mod shop—its the cyberware equivalent getting your ear pierced.

Clinic

Needs an actual medtech in a medical surgery clinic. Most of the installation is actually automated, but it still takes a skilled practitioner to use that gear. Most ripperdocs are at this level.

Hospital

Requires major surgery that is only possible in a full hospital, or the nearest equivalent, and must be performed by a skilled medtech, trained to do this kind of work.

Foundational Cyberware

Most classifications of cyberware have a foundational piece of cyberware, which can only be installed once. It has a number of option slots which can then be filled with more cyberware of the same classification. Most cyberware options take up one option slot, unless otherwise noted.

Fashionware, internal cyberware, and external cyberware, have no foundational piece. You have 7 option slots for each.

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Cyberpsychosis

A disorder that occurs when people enhance themselves via cybernetics to the point they begin to see themselves—and others—as simply a collection of replaceable body parts.

Common symptoms include; lack of self-preservation, poor impulse control, disregard for others, and explosive outbursts. People with these underlying issues (low EMP score in-game) are more likely experience cyber-psychosis.

Each piece of cyberware lowers your maximum Humanity (HUM) by 2, each piece of borgware by 4. Cyberware with 0 humanity loss, does not decrease your maximum HUM.

Installing cyberware isn't the only way to edge towards this mental abyss. Horrific experiences can also wear you down, and edgerunners have to deal with these sorts of situations all the time. The GM may attach a HUM point cost to an event or situation. (Like when you stumble across a pack of scavvers eating a baby: Humanity loss of at least 6 points right there!)

Practicing Safe Cyber

Not all cyberware contributes to cyberpsychosis. Medical-grade cyberware functions only as a replacement for missing limbs, and has no humanity cost. Medical implants are treated the same as long as they have a therapeutic use.

Similarly, standard bodysculpting causes no humanity loss. Only cyberware that replaces perfectly functional body parts, or enhances the body beyond the human baseline, can push someone towards cyberpsychosis. Even then, there are some therapeutic treatment options available.

The Psycho Squad

Cyberpsychosis is a big problem in the dark future. What do you do when metal-armored, cyberboosted maniacs start randomly killing people? If you're a government, you organize a special squad of professional police with one job: to hunt down and capture or kill cyberpsychos.

If there isn't much government left, the locals will probably start their own Psycho Militia and go after your 'borged-up butt anyway, even without a warrant.

"Psycho Squads" are common to most urban and corporate police departments, going under catchy 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, equipment, and vehicles, most carry weapons that start at the light cannon range and go up from there.

Fashionware

Low-impact cyberware designed for convenience or merely for looks. Fashionware is generally innocuous, easy to install, and unlike most other cyberware, it causes no humanity loss.

You have seven option slots for fashionware.

Item          Install          Cost
Biomonitor Mall 100ed (Premium)
Chemskin Mall 100ed (Premium)
EMP Threading Mall 10ed (Cheap)
Light Tattoo Mall 100ed (Premium)
Shift Tacts Mall 100ed (Premium)
Skinwatch Mall 100ed (Premium)
Techhair Mall 100ed (Premium)

Biomonitor

Subdermal implant which generates a constant LED readout of pulse, temperature, respiration, blood sugar, etc. You can also link your biomonitor and agent, to track your well-being.

Chemskin

Dyes and pigments infused into your skin, which permanently change the hue, tint, tone or shade. Applications range from hiding blemishes to neon-green skin. It can be temperature-sensitive or even reactant to hormone changes in your body. Having both chemskin and techhair adds +2 to your Personal Grooming skill. (This bonus only applies once.)

EMP Threading

Popularized by the media sensation UR, these thin silver lines run in circuit-like patterns across the body. Many believe they act as a kind of "Faraday cage", which protects you from EMP effects and/or radiation. There is no kind of scientific evidence to actually back such claims, but they sure do look cool!

Light Tattoo

Subdermal patches that project glowing, colored tattoos under your skin. The larger the piece, the more installations of this fashionware you need to complete it. Having three or more light tattoo installations gives you +2 to your Wardrobe & Style checks. (This bonus only applies once.)

Shift Tacts

Color-changing lenses implanted into your eyes. There are many patterns are available. The lenses can be temperature-sensitive or even reactant to hormone changes in your body. Only one choice of color and pattern can be made, but you can activate the color change at any time without an action.

Skinwatch

Subdermal implants that can generate a glowing readout of the current time and date, which is visible through your skin.

Techhair

Light-emitting, artificial hair that can be temperature sensitive, motorized to extend/retract, or reactant to hormone changes in your body. Having both chemskin and techhair gives you +2 to Personal Grooming checks. (This bonus only applies once.)

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Neuralware

Cybernetic processors linked to your central nervous system.

Item Install Cost HL
Neural Link Clinic 500ed (Expensive) 2d6
Braindance Recorder Clinic 500ed (Expensive) 2d6
Interface Plugs Clinic 500ed (Expensive) 2d6
Kerenzikov Clinic 500ed (Expensive) 4d6
Sandevistan Clinic 500ed (Expensive) 2d6
Chipware Socket Clinic 500ed (Expensive) 2d6
Chemical Analyzer 500ed (Expensive) 1d6
Memory Chip 10ed (Cheap) 0
Olfactory Boost 100ed (Premium) 2d6
Pain Editor 1,000ed (V. Expensive) 4d6
Skill Chip 500ed (Expensive) 2d6
Skill Chip (x2) 1,000ed (V. Expensive) 2d6
Tactile Boost 100ed (Premium) 2d6

Foundational Hardware: Provides 5 neuralware slots

A wired artificial nervous system, required to use neuralware and subdermal grips.

Braindance Recorder

Requires: Neural Link

Share the story from your point of view! Records braindance content to a standard memory chip or linked agent, which can be viewed with a compatible braindance viewer.

Interface Plugs

Requires: Neural Link

Plugs in your wrist or head, which allow you to jack into and use; cyberdecks, smartguns, heavy machinery, and vehicles. Multiple installations allow you to plug into multiple things.

Kerenzikov

Requires: Neural Link

Always-on speedware that provides you with a consistently improved reaction time. You add +2 to your initiative rolls. Only a single piece of speedware can be installed at a time.

Sandevistan

Requires: Neural Link

Speedware that gives you short boosts of highly improved reaction time. When activated as an action, you add +3 to any initiative roll you make in the next minute. The sandevistan cannot be activated again for one hour. Only a single piece of speedware can be installed at a time.

Chipware Socket


  • Requires: Neural Link

A socket in the back of your neck that provides you with five chipware slots. As an action, you can install or uninstall one piece of chipware into one slot. The first time you install any piece of chipware you never used before, you suffer Humanity Loss. Re-installing chipware you already used doesn't do this. Multiple chipware sockets may be installed separately.


Chemical Analyzer

Requires: Chipware Socket

While slotted into a chipware socket, you can test substances to find their chemical composition as an action—identifying most substances instantly from a wide database of samples.

Memory Chip

Requires: Chipware Socket

The standard for data storage. While slotted into a chipware socket, your cyberware can store and access data on it.

Olfactory Boost

Requires: Chipware Socket

While slotted into a chipware socket, your sense of smell is boosted, allowing you to use the Tracking skill to follow scents in addition to any visual clues.

Pain Editor

Requires: Chipware Socket

While slotted into a chipware socket, your pain receptors shut off dynamically, allowing you to ignore all the effects of the Seriously Wounded state.

Skill Chip

Requires: Chipware Socket

While slotted into a chipware socket, you gain 3 points in a specific skill, unless your skill was already higher than 3, in which case it does nothing. Chips for (x2) skills cost double.

Tactile Boost

Requires: Chipware Socket

While slotted into a chipware socket, your sense of touch is boosted, allowing you to detect motion within 20m, as long as your hand is touching a connected surface. While in use as a motion detector, that hand can't be used for anything else.

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Cyberoptics

Digital eye replacements which can look exactly like organic eyes, although a wide variety of fashion options are popular.

Item Install Cost HL
Cybereye Clinic 100ed (Premium) 2d6
Anti-Dazzle Mall 100ed (Premium) 1d3
Chyron Mall 100ed (Premium) 1d3
Color Shift Mall 100ed (Premium) 1d3
Dartgun Mall 500ed (Expensive) 1d3
Image Enhance Mall 500 eb (Expensive) 1d6
Low Light/Infrared/UV Mall 500ed (Expensive) 1d6
MicroOptics Clinic 100ed (Premium) 1d3
MicroVideo Clinic 500ed (Expensive) 1d3
Radiation Detector Clinic 1,000ed (V. Expensive) 1d6
Targeting Scope Clinic 500ed (Expensive) 1d6
TeleOptics Clinic 500ed (Expensive) 1d6
Virtuality Mall 100ed (Premium) 1d3

Cybereye

Foundational Hardware: Provides 3 cybereye slots

An artificial eye that replaces a meat one. Some options must be paired; purchased twice and installed in different eyes. Humanity loss is calculated separately for each purchase.

Anti-Dazzle

Requires: Cybereye (Paired)

Makes you are immune to blindness and other effects caused by dangerous levels of light—like a flashbang grenade.

Chyron

Requires: Cybereye

Projects a tiny screen into your field of view, for displaying messages, video, etc. from other cyberware or electronics. Picture in a picture for real life.


Color Shift

Requires: Cybereye

This cosmetic upgrade allows you to make unlimited color and pattern changes as an action. It can be temperature sensitive or even reactant to hormone changes in your body.

Dartgun

Requires: Cybereye (3 slots per eye)

A dartgun exotic weapon concealed inside the cybereye. Its tiny internal magazine can be loaded with a single round.

Image Enhance

Requires: Cybereye (Paired, 2 slots per eye)

Gives you +2 to your Perception, Lip Reading, and Conceal/ Reveal Object skills, for checks which include sight. Multiple installations provide no additional benefit.

Low Light / Infrared / UV

Requires: Cybereye (Paired, 2 slots per eye)

Removes penalties imposed by darkness and other intangible obscurement, like smoke, fog, etc. You can tell hot meat from cold metal but can't see through anything that provides cover.

MicroOptics

Requires: Cybereye

Provides up to 400x magnification.

MicroVideo

Requires: Cybereye (2 slots per eye)

Records video and audio to a slotted chip or linked agent.

Radiation Detector

Requires: Cybereye

Radiation readings within 100m of you can be overlaid as graphics in your vision, hovering over their source.

Targeting Scope

Requires: Cybereye

Gives you +1 whenever you make an aimed shot. Multiple installations provide no additional benefit.

TeleOptics

Requires: Cybereye

Lets you see detail up to 800m away, and gives you +1 when attacking a target further than 50m with single shot mode or an aimed shot. Multiple installations provide no additional benefit. Does not stack with the sniping scope weapon attachment.

Virtuality

Requires: Cybereye (Paired)

Projects cyberspace imagery over your view of the world. Never lose or forget your virtuality goggles again!

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Cyberaudio

It isnt required, but some cyberpunks also replace their outer ears with mechanical hardware, for maximum effect.

Item Install Cost HL
Cyberaudio Suite Clinic 500ed (Expensive) 2d6
Amplified Hearing Mall 100ed (Premium) 1d6
Audio Recorder Clinic 100ed (Premium) 1d3
Bug Detector Clinic 100ed (Premium) 1d3
Homing Tracer Clinic 100ed (Premium) 1d3
Internal Agent Mall 100ed (Premium) 1d6
Level Damper Mall 100ed (Premium) 1d3
Radio Communicator Mall 100ed (Premium) 1d3
Radio Scanner / Music Player Clinic 50ed (Costly) 1d3
Radar Detector Clinic 500ed (Expensive) 1d3
Scrambler / Descrambler Mall 100ed (Premium) 1d3
Voice Stress Analyzer Mall 100ed (Premium) 1d6

Cyberaudio Suite

Foundational Hardware: Provides 3 cyberaudio slots

Installed invisibly inside the skull.

Amplified Hearing

Requires: Cyberaudio Suite

Gives you +2 to your Perception skill for checks which include hearing. Multiple installations provide no additional benefit.

Audio Recorder

Requires: Cyberaudio Suite

Records audio to a slotted memory chip or linked agent.

Bug Detector

Requires: Cyberaudio Suite

Alerts you to any tap, bug, or other listening device within 2m.

Homing Tracer

Requires: Cyberaudio Suite

Tracks a linked tracer from up to one mile away. Comes with a free, button-sized tracer. Replacement tracers cost 50ed.

Internal Agent

Requires: Cyberaudio Suite

A fully functional agent, controlled with subvocal commands, or directly with a neural lace. Video output can be linked to a cybereye with chyron, or to any nearby screen. The implanted agent's memory chip cannot be removed without surgery.

Level Damper

Requires: Cyberaudio Suite

Automatic noise compensation. Makes you immune to being deafnened or otherwise affected by dangerously loud noises.

Radio Communicator

Requires: Cyberaudio Suite

Allows communication via radio. 1-mile range.


Radio Scanner / Music Player

Requires: Cyberaudio Suite

A music player you can link to the data pool to listen to the hottest music, or play directly from a memory chip. You can use it as an action, to scan for any radio bands within a mile that are currently being used, and tune into them. Encrypted radio channels also require a Descrambler to understand.

Radar Detector

Requires: Cyberaudio Suite

Alerts you if a radar beam is active within 100m.

Scrambler / Descrambler

Requires: Cyberaudio Suite

Allows you to scramble your outgoing communications, so they cannot be understood by anyone without a descrambler, which is also included at no extra charge.

Voice Stress Analyzer

Requires: Cyberaudio Suite

Gives you +2 to your Human Perception and Interrogation skills. As an action, you can activate a special lie-detecting function. For one minute, the GM rolls all of your Human Perception and Interrogation checks privately, and tells you the results. Beware of false positives and negatives, though. Multiple installations provide no additional benefit.

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Internal Cyberware

You have seven option slots for internal cyberware.

Item Install Cost HL
AudioVox Clinic 500ed (Expensive) 1d6
Contraceptive Implant Mall 10ed (Cheap) 0
Cybersnake Hospital 1,000ed (V. Expensive) 4d6
Enhanced Antibodies Mall 500ed (Expensive) 1d3
Gills Hospital 1,000ed (V. Expensive) 2d6
Grafted Muscle
and Bone Lace
Hospital 1,000ed (V. Expensive) 4d6
Independent Air Supply Hospital 1,000ed (V. Expensive) 1d3
Midnight Lady™ Clinic 100ed (Premium) 2d6
Mr. Studd™ Clinic 100ed (Premium) 2d6
Nasal Filters Clinic 100ed (Premium) 1d3
Radar/Sonar Implant Clinic 1,000ed (V. Expensive) 2d6
Toxin Binders Clinic 100ed (Premium) 1d3
Vampyres Clinic 500ed (Expensive) 4d6

AudioVox

This internal vocal synthesizer adds +2 to your Acting skill, and also your Play Instrument skill—but only while you are singing. Multiple installations provide no additional benefit.

Contraceptive Implant

Prevents undesired pregnancy. Available for both sexes.


Cybersnake

A horrifying throat/esophagus-mounted tentacle weapon. It is considered a very heavy melee weapon (4d6, 1 ROF), which can be successfully concealed as an action, without a check.

Enhanced Antibodies

After stabilization, for each day you spend resting, you heal for a number of Hit Points equal to twice your BODY, instead of the typical rate—until returning to full HP. You must stick to light activity, and spend the majority of the day taking it easy.

Gills

Allows you to breathe underwater.

Grafted Muscle and Bone Lace

Increases your BODY by 2. This does change your HP and Death Save. This cannot increase your BODY above 10.

Independent Air Supply

Allows you to survive without air for 30 minutes. The internal tank can either be refilled from the ambient air, which takes one hour, or swapped for a full tank (50ed cost) as an action.

Midnight Lady™

"Be a Venus, be the fire. Be desire."

Mr. Studd™

"All night, every night. And they'll never know."

Nasal Filters

Makes you immune to the effects of toxic gasses, fumes, and similar dangers that must be inhaled in order to affect you. You can activate, or deactivate the filters without an action.

Radar/Sonar Implant

Constantly scans the terrain within 50m of you—including underwater—and will alert you to any threats it detects. It is unable to scan anything behind cover, like the contents of a room behind a closed door. You are automatically notified of any new threats, as they are detected when entering range of the implant. Multiple installations provide no additional benefit.

Toxin Binders

Gives you +2 to your Resist Torture/Drugs skill checks. Multiple installations provide no additional benefit.

Vampyres

Carbo-glas or superchromed metal fangs implanted in your mouth. They are considered an excellent quality light melee weapon (1d6 damage, 2 ROF), which can be successfully concealed without a check. Vampyres can be revealed as part of taking the attack action.

A vial of poison or biotoxin (purchased separately), can be safely concealed in a compartment in the roof of your mouth, without a check. The contents of the vial can then be applied to the vampyres silently at any time, without an action. Each application uses up the entire vial, and lasts for 30 minutes. Replacing an empty vial with a full one, takes an action.

Installation of the vampyres includes a complete rework of your mouth, which prevents any chance of poisoning yourself accidentally, halfway through eating a slice of pizza.

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External Cyberware

You have seven option slots for external cyberware.

Item Install Cost HL
Hidden Holster Clinic 500ed (Expensive) 2d6
Skin Weave Hospital 500ed (Expensive) 2d6
Subdermal Armor Hospital 1,000ed (V. Expensive) 4d6
Subdermal Pocket Clinic 100ed (Premium) 1d6

Hidden Holster

Allows you to successfully conceal a weapon—that is already capable of concealment—inside your body without a check. The weapon can be drawn without an action, assuming the holster is implanted in an easily accessible part of your body.

Skin Weave

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

Subdermal Armor

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

Subdermal Pocket

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

Cyberlimbs

Item Install Cost HL
Cyberarm Hospital 500ed (Expensive) 2d6
Standard Hand Clinic 100ed (Premium) 1d3
Big Knucks Clinic 100ed (Premium) 1d6
Cyberdeck Clinic 500ed (Expensive) 1d6
Grapple Hand Clinic 100ed (Premium) 1d6
Medscanner Clinic 500ed (Expensive) 2d6
Quick Change Mount Clinic 100ed (Premium) 2d6
Popup Shield Clinic 500ed (Expensive) 2d6
Popup Grenade Launcher Clinic 500ed (Expensive) 2d6
Popup Ranged Weapon Clinic 500ed (Expensive) 2d6
Popup Melee Weapon Clinic 500ed (Expensive) 2d6
Scratchers Mall 100ed (Premium) 1d3
Rippers Clinic 500ed (Expensive) 1d6
Wolvers Clinic 500ed (Expensive) 2d6
Slice ‘N Dice Clinic 500ed (Expensive) 1d6
Shoulder Cam Clinic 500ed (Expensive) 2d6
Subdermal Grip Clinic 100ed (Premium) 1d6
Techscanner Clinic 500ed (Expensive) 2d6
Tool Hand Clinic 100ed (Premium) 1d6
Cyberleg Hospital 100ed (Premium) 1d6
Standard Foot Clinic 100ed (Premium) 1d3
Grip Foot Clinic 500ed (Expensive) 1d6
Skate Foot Clinic 500ed (Expensive) 1d6
Talon Foot Clinic 500ed (Expensive) 1d6
Web Foot Clinic 500ed (Expensive) 1d6
Jump Booster Clinic 500ed (Expensive) 1d6
Hardened Shielding Clinic 1,000ed (V. Expensive) 1d6
Plastic Covering Mall 100ed (Premium) 0
Realskinn™ Covering Mall 500ed (Expensive) 0
Superchrome® Covering Mall 1,000ed (V. Expensive) 0
Layering Armor

Your SP in any location is always taken from the highest source of SP in that location. Whenever your armor is ablated, all of your armor in that location is ablated.

Cyberarm

Foundational Hardware: Provides 4 cyberarm slots

Replacement arm. Comes pre-installed with a standard hand that doesn't cost any Humanity Loss or take up an option slot.

Standard Hand

Replacement hand. If installed onto a meat arm, it doesn't count towards the number of pieces of cyberware installed.

50

Big Knucks

Reinforced knucklebones, giving your fist the impact of brass knuckles. Considered a medium melee weapon (2d6 damage, 2 ROF), they can be successfully concealed without a check. When used as a weapon, you cant hold anything in that hand. Can be installed as the only cyberware in a meat arm.

Cyberdeck

Requires: Cyberarm (3 slots)

A cyberdeck (provided by you at the time of installation) is permanently installed into the cyberarm. In addition to never accidentally misplacing your cyberdeck again, the integration gives your cyberdeck one extra slot for programs or hardware.

This is a permanent upgrade. Attempting to uninstall the cyberdeck breaks it beyond repair, though any programs or hardware on it can be easily recovered. The cyberdeck still requires interface plugs and a neural link to be operated.

Grapple Hand

Requires: Cyberarm

As an action, you can fire this hand as a rocket propelled grapple. It will automatically attach securely to any "Thick" cover up to 30m away. The line can support up to twice your body weight, and has 10 HP.

You ignore the normal movement penalty for climbing when using this line, and can retract it without an action, including as you climb. When it is being used as a grapple, you can't hold anything in this hand, it is ineffective as a weapon and can't be used to make the Grab action.

Medscanner

Requires: Cyberarm (2 slots)

A scanner with external probes and contacts that diagnoses injury and illness, assisting in medical emergencies. It gives you +2 to First Aid and Paramedic skills. Multiple installations provide no additional benefit.

Quick Change Mount

Requires: Cyberarm

Cyberarms can now be installed into your shoulder socket, or uninstalled, with an action. The first time you install a new cyberarm, you always accrue Humanity Loss—even using a quick change mount. Reattaching a cyberarm you've already used before, does not incur any Humanity Loss.

Requires: Cyberarm (3 slots)

A bulletproof shield which is folded down inside the cyberarm. It can be successfully concealed without a check, and drawn or stowed without an action, if it has more than 0 HP. While it is drawn, you can't hold anything in that hand. It can easily be removed or replaced with another bulletproof shield.

Requires: Cyberarm (2 slots)

A small grenade launcher fitted inside the cyberarm. It only has a single grenade in its magazine, but is compatible with the Smartgun Link weapon attachment. It can be successfully concealed without a check, and drawn or stowed without an action. While it is drawn, you can't hold anything in that hand.

Requires: Cyberarm (2 slots)

A one-handed ranged weapon—that need not be concealable before its installation—is installed in your cyberarm, plus any weapon attachments it has. It can be successfully concealed without a check, and drawn or stowed without an action. While it is drawn, you can't hold anything in that hand.

Requires: Cyberarm (2 slots)

A one-handed light, medium, or heavy melee weapon—that need not be concealable before its installation—is installed in your cyberarm. It can be successfully concealed without a check, and drawn or stowed without an action. While it is drawn, you can't hold anything in that hand.

Scratchers

Implanted metal or carbo-glas fingernails, as deadly as razor blades. Scratchers require you to slice crossways, not rip downwards. Most people lacquer their scratchers, making them indistinguishable from normal nails.

Considered a light melee weapon (1d6 damage, 2 ROF) that can be successfully concealed without a check. When being used as a weapon, you can't hold anything in that hand. Can be installed as the only cyberware in a meat arm.

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Rippers

Longer, heavier versions of scratchers. The top two joints of each finger are replaced with a plastic and metal sheath, in which three-inch carbo-glas claws are housed. They can be extended without an action, by clawing the hand in a catlike fashion. Most people wear false fingernails over their rippers, making them much harder to spot (a difficult task).

Considered a medium melee weapon (2d6 damage, 2 ROF) that can be successfully concealed without a check. While extended, you can't hold anything in that hand. Can be installed as the only cyberware in a meat arm.

Wolvers

The longest and deadliest of the implant blades, wolvers are implanted along the back of the hand. They can be extended without an action, by clenching the hand into a fist—the thin, triangular blades telescope out and lock into place, remaining extended a full foot until the hand is relaxed again.

Considered a heavy melee weapon (3d6 damage, 2 ROF) that can be successfully concealed without a check. While extended, you can't hold anything in that hand. Can be installed as the only cyberware in a meat arm.

Slice ‘N Dice

A mono-filament wire spool, mounted in the end of one finger with a weighted, false fingernail to give it balance and swing. Monomolecular wire will cut through almost any organic material and most plastics.

Considered a medium melee weapon (2d6 damage, 2 ROF) that can be successfully concealed without a check, and drawn or stowed without an action. While it is drawn, you can't hold anything in that hand. Can be installed as the only cyberware in a meat arm.

Shoulder Cam

Requires: Cyberarm (2 slots)

A camera that pops up from your shoulder and automatically tracks targets independently of you, all while recording video and audio to an onboard memory chip or linked agent. It can be successfully concealed without a check, and drawn or stowed without an action.

Subdermal Grip

Requires: Cyberarm, Neural Link (1 slot)

A subdermal plate in your palm, that enables you to interface with smartguns. A cost-effective alternative to interface plugs. Can be installed as the only cyberware in a meat arm.

Techscanner

Requires: Cyberarm (2 slots)

A scanner that can diagnose a wide variety of machinery and electronics, assisting you in repairs and other technical work. It gives you +2 to Basic Tech, Cybertech, Land Vehicle Tech, Sea Vehicle Tech, Air Vehicle Tech, Electronics/Security Tech, and Weaponstech checks. Multiple installations provide no additional benefit.

Tool Hand

Never be without your techtool again! The fingers contain a screwdriver, wrench, small drill, etc. Can be installed as the only cyberware in a meat arm.

Cyberleg

Foundational Hardware: Provides 3 cyberleg slots

Replacement leg. Comes pre-installed with a standard foot that doesn't cost any Humanity Loss or take up an option slot. Most cyberleg options must be paired to work properly; they must be purchased twice and installed in both legs. Humanity loss is calculated separately for each leg.

Standard Foot

Resembles a normal foot. If installed into a meat leg, it doesnt count towards the number of pieces of cyberware installed.

Grip Foot

Requires: Cyberleg (Paired)

Coat your feet with a state-of-the-art traction material, which allows you ignore the normal movement penalty for climbing.

Skate Foot

Requires: Cyberleg (Paired)

Inline skates implanted into your feet. Increases your move by 6m whenever you take the Run action. They can be extended or successfully concealed, without using a check or an action.

Talon Foot

A blade mounted into your foot. Considered a light melee weapon (1d6 damage, 2 ROF), which can be extended or successfully concealed, without a check or an action. It can be installed as the only piece of cyberware in a meat leg.

Web Foot

Requires: Cyberleg (Paired)

Add thin webbing between your toes, which allows you ignore the normal movement penalty when swimming.

Jump Booster

Requires: Cyberleg (Paired, 2 slots each)

Install hydraulic pistons into your cyberlegs, which allows you ignore the normal movement penalty for jumping.

Hardened Shielding

Requires: Cyberarm or Cyberleg

The cyberlimb and installed options are shielded from EMP effects—like Microwaver pulses, or non-Black ICE programs.

Plastic Covering

Requires: Cyberarm or Cyberleg (0 slots)

Durable plastic coating for the cyberlimb. Available in an almost infinite variety of colors and patterns.

Realskinn™ Covering

Requires: Cyberarm or Cyberleg (0 slots)

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

Superchrome® Covering

Requires: Cyberarm or Cyberleg (0 slots)

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

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Borgware

Each of these cyberware options can only be installed once.

Item Install Cost HL
Artificial Shoulder
Mounts
Hospital 1,000ed (V. Expensive) 4d6
Implanted Linear
Frame Σ (Sigma)
Hospital 1,000ed (V. Expensive) 4d6
Implanted Linear
Frame ß (Beta)
Hospital 5,000ed (Luxury) 4d6
MultiOptic Mount Hospital 1,000ed (V. Expensive) 4d6
Sensor Array Clinic 1,000ed (V. Expensive) 4d6

Artificial Shoulder Mounts

Foundational Hardware: Provides 2 cyberarm hardpoints

Alows you to mount and use additional cyberarms—sold and installed separately.

Implanted Linear Frame Σ (Sigma)

Requires: BODY 6, Grafted Muscle and Bone Lace

An enhanced skeleton and support structure, with hydraulic and myomar muscles. Your BODY is changed to 12, which does affect your HP and death save.

Implanted Linear Frame ß (Beta)

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

An even more heavily enhanced skeleto, with larger, more powerful hydraulic and myomar muscles. Your BODY is changed to 14, which does affect your HP and death save.

MultiOptic Mount

Foundational Hardware: Provides 5 cybereye slots

Allows you to mount and use additional cybereyes—sold and installed separately.

Sensor Array

Foundational Hardware: Provides 5 cyberaudio slots Requires: BODY 8, Cyberaudio Suite (0 slots)

Technological antennae that protrude from either side of your head, sometimes referred to as "Rabbit Ears". Allows you to mount and use additional cyberaudio options—sold and installed separately.


Cyberdeck Hardware

A cyberdeck's option slots can be used to slot hardware, as well as programs. How to allocate these slots between extra copies of your favorite programs, dangerous Black ICE, and helpful hardware, comes down to your personal preference. One thing is for sure: you don't have room for everything, and what you don't have can kill you. Reconfiguring a cyberdeck to install or uninstall hardware takes 1 hour. Unless otherwise noted, all hardware costs 100ed and takes up 1 option slot.

Backup Drive (2 slots)

Saves any of your non-Black ICE programs that would be destroyed, by pulling them into the backup drive an instant before they meet their end. As a meat action, you can re-install all of the programs which are saved in the backup drive, onto your deck—if it has free slots for them.

If the backup drive is removed from the cyberdeck, its contents are automatically erased. Restored programs with once-per-netrun restrictions and the like are restored in the exact state they were saved in.

DNA Lock (2 slots)

Allows the cyberdeck to be locked and unlocked using an iris scan, thumbprint, blood sample, or other biometric method. While locked, the cyberdeck can be accessed only with its biometric key, or a DV 17 Electronics/Security Tech check.

Hardened Circuitry

Hardened cyberdecks can't be disabled, rendered inoperable, or destroyed by EMP effects—like microwaver pulses, or non-Black ICE program effects.

Insulated Wiring

Insulated cyberdecks can't catch fire, or cause your clothing to catch fire as the result of a program effect.

KRASH Barrier (2 slots)

Makes the cyberdeck immune to program effects which would force you to jack out—safely or otherwise.

Range Upgrade

Allows the cyberdeck to wirelessly connect with access points up to 8m away. The signal is still blocked by walls, doors, etc.

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Cyberdeck Programs

The work-horses of netrunning—the digital tools that you use do the actual fighting, protecting, decrypting and sneaking in the NET architecture. If a netrunner is a cybernetic magician,
then these programs are the spells at your mental fingertips.

Non-Black ICE Programs

General utility programs that are not Black ICE. There are three classifications: Boosters, Defenders, and Attackers.

Program Class ATK DEF REZ Cost
Eraser Booster 0 0 7 20ed (Everyday)
See Ya Booster 0 0 7 20ed (Everyday)
Speedy Gonzalvez Booster 0 0 7 100ed (Premium)
Worm Booster 0 0 7 50ed (Costly)
Armor Defender 0 0 7 50ed (Costly)
Flak Defender 0 0 7 50ed (Costly)
Shield Defender 0 0 7 20ed (Everyday)
Banhammer Attacker 1 0 0 50ed (Costly)
Sword Attacker 1 0 0 50 eb (Costly)
Deck KRASH Attacker 0 0 0 100ed (Premium)
Hellbolt Attacker 2 0 0 100ed (Premium)
Nervescrub Attacker 0 0 0 100ed (Premium)
Poison Flatline Attacker 0 0 0 100ed (Premium)
Superglue Attacker 2 0 0 100ed (Premium)
Vrizzbolt Attacker 1 0 0 50ed (Costly)

  • Attack (ATK): Bonus to attacks made with it.
  • Defense (DEF): Bonus to defense checks made by it.
  • REZ: Amount of damage it can sustain before it is derezzed.
  • Cost: The average price in eurodollars, and price category.

Boosters

Improve your abilities in the NET Architecture—while rezzed.

Eraser


  • Icon: Pink glob exuding tiny soap bubbles.
  • Effect: Gives you +2 on Cloak checks.

See Ya


  • Icon: Silver magnifying glass spinning slowly in place.
  • Effect: Gives you +2 on Pathfinder checks.

Speedy Gonzales


  • Icon: Trail of dust appearing behind you as you move.
  • Effect: Increases your Speed by +2.

Worm


  • Icon: Golden mechanical worm with neon green eyes.
  • Effect: Gives you +2 on Backdoor checks.

Defenders

Stop or reduce attacks against you. Only one copy of each defender program can be running at a time, and each copy can only be used once during a netrun.

Armor


  • Icon: Transparent golden armor worn by you.
  • Effect: Lowers any brain damage you would receive by 4.

Flak


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

Shield


  • Icon: Flickering silver energy barrier surrounding you.
  • Effect: Shield is automatically derezzed to stop you from taking brain damage from one non-Black ICE program.

Attackers

Damage other netrunners and derezz programs.

Banhammer


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

Deck KRASH


  • Icon: Cartoon stick of dynamite thrown by you.
  • Effect: Target netrunner is forcibly and unsafely jacked out of the NET architecture, suffering any consequences.

Hellbolt


  • Icon: Bolt of crimson fire launched from your hand.
  • Effect: Does 2d6 Damage directly to the target netrunner's brain. Unless insulated, their cyberdeck catches fire along with their clothing. Until they spend a meat action to put themselves out, they take 2 damage directly to their HP whenever they end their turn. This effect does not stack.

Nervescrub


  • Icon: Chrome ball thrown by you that sparks with electricity.
  • Effect: Target netrunner's INT, REF, and DEX are all lowered by 1d6 (minimum 1). The effect is largely psychosomatic and wears off after one hour.

54

Poison Flatline


  • Icon: Beam of neon green light shot from your finger.
  • Effect: Destroy a single, random, non-Black ICE program installed on the target netrunner's cyberdeck.

Superglue


  • Icon: Mass of sticky red goop fired from your hand.
  • Effect: Target netrunner cannot progress deeper into the NET architecture or jack out safely for 1d6 rounds. They can still jack out unsafely, though. Each copy of Superglue can only be rezzed once per netrun.

Sword


  • Icon: Glowing energy katana appearing from your hand.
  • Effect: Does 3d6 damage to a Black ICE program, or 2d6 damage to a non-Black ICE program.

Vrizzbolt


  • Icon: Double helix made of flickering neon light appearing from your finger.
  • Effect: Does 1d6 damage directly to the target netrunner's brain, and lowers the number of NET actions they can take on their next turn by 1 (minimum 2).

Black ICE Programs

Hostile programs that are designed to either brainburn a netrunner, or derezz a program, but not both.

Name TGT PER SPD ATK DEF REZ Cost
Asp N 4 6 2 2 15 100ed (Premium)
Giant N 2 2 8 4 25 1,000ed (V. Expensive)
Hellhound N 6 6 6 2 20 500ed (Expensive)
Kraken N 6 2 8 4 30 1,000ed (V. Expensive)
Liche N 8 2 6 2 25 500ed (Expensive)
Raven N 6 4 4 2 15 50ed (Costly)
Scorpion N 2 6 2 2 15 100ed (Premium)
Skunk N 2 4 4 2 10 500ed (Expensive)
Wisp N 4 4 4 2 15 50ed (Costly)
Dragon P 6 4 6 6 30 1,000ed (V. Expensive)
Killer P 4 8 6 2 20 500ed (Expensive)
Sabertooth P 8 6 6 2 25 1,000ed (V. Expensive)

  • Target (TGT): Anti-netrunner (N), or anti-program (P)
  • Perception (PER): How hard it is to slide away from
  • Speed (SPD): How fast it can react
  • Attack (ATK): Bonus to attacks it makes
  • Defense (DEF): Bonus to defense checks made by it
  • REZ: Damage it can sustain before being derezzed
  • Cost: The average price in eurodollars, and price category

Anti-Netrunner Black ICE

These programs are only effective against netrunners.

Asp


  • Icon: Golden cobra spitting beams of neon green light.
  • Effect: Destroys a single random program installed on the target netrunner's cyberdeck.

Giant


  • Icon: Massive pair of feet and ankles towering above the target netrunner.
  • Effect: Does 3d6 damage directly to the target netrunner's brain. They are forcibly and unsafely jacked out of the NET architecture, suffering any consequences (except Giant).

Hellhound


  • Icon: Huge, black metal wolf. Its eyes glow white and fire runs in ripples over its body. It speaks in a grating, metallic voice, repeating the target netrunner's name.
  • Effect: Does 2d6 Damage directly to the target netrunner's brain. Unless insulated, their cyberdeck catches fire along with their clothing. Until they spend a meat action to put themselves out, they take 2 damage directly to their HP whenever they end their turn. This effect does not stack.

Kraken


  • Icon: Mass of thrashing, orange tentacles protruding from the walls. Their suckers are all covered in sticky red goop.
  • Effect: Does 3d6 damage direct to the target netrunner's brain. Until the end of their next turn, the target netrunner cannot progress deeper into the NET architecture, or jack out safely. They can still jack out unsafely, though.

Liche


  • Icon: Metallic skeleton draped in black robes. Its hands are studded with blackened rings that spark with electricity.
  • Effect: Target netrunner's INT, REF, and DEX are all lowered by 1d6 (minimum 1). The effect is largely psychosomatic and wears off after one hour.

Raven


  • Icon: Raven adorned in plate armor wielding a glowing white lance.
  • Effect: Derezzes a single random defender program which the target netrunner has rezzed, and deals 1d6 damage directly to their brain.

Scorpion


  • Icon: Tiny black scorpion that hisses very loudly whenever the target netrunner speaks.
  • Effect: Target netrunner's MOVE is lowered by 1d6 (minimum 1). The effect is largely psychosomatic and wears off after one hour.

Skunk


  • Icon: Cartoon skunk that walks on its hind legs, following the target netrunner much too closely.
  • Effect: Until this program is derezzed, the target netrunner has -2 to all slide checks. Skunk can only affect a single netrunner, but the effects of multiple skunks can stack.

Wisp


  • Icon: Orb of light with a single minuscule eye crackling with energy.
  • Effect: Does 1d6 damage directly to the target netrunner's brain, and lowers the number of NET actions they can take on their next turn by 1 (minimum 2).

55

Anti-Program Black ICE

These programs are only effective against other programs. Targets they reduce to 0 REZ are completely destroyed.

Dragon


  • Icon: Golden-scaled dragon robot wreathed in lightning.
  • Effect: Deals 6d6 damage to a program.

Killer


  • Icon: Robotic samurai with red eyes and a glowing katana.
  • Effect: Deals 4d6 damage to a program.

Sabertooth


  • Icon: Immense hulking cat with glowing white tusks.
  • Effect: Deals 6d6 damage to a program.

NET Architecture

Security solutions aren't just for corporations, they're also for the few individuals who can actually afford them. If you find yourself in need of automated home defense, reach deep into your wallet and look no further than your local night market. It all starts with buying your own NET architecture.

NET architectures are only available at a night market that includes personal electronics, run by a fixer of at least rank 4.

Number of Floors

If you think of a NET architecture like a building, each floor is a space where you can store something on your new system. It could be a program, Black ICE, a file, control node, etc. The more floors you want, the more expensive the price per floor.

The number of floors also determines if the physical server housing the NET architecture is portable (backpack-sized) or not, and the number of control nodes which can be installed. Choose wisely, you can't later increase the number of floors.

Floors Nodes Portable? Cost per Floor
3 to 6 2 Yes 1,000ed (V. Expensive)
7 to 12 3 No 5,000ed (Luxury)
13 to 18 No 10,000ed (Super Luxury)

Adding Passwords, Nodes, and Files

Passwords, control nodes, and files each take up one floor in a NET architecture. Their price is based on the difficulty for a netrunner to crack them open or take control of them.

DV Cost DV Cost
DV6 500ed (Expensive) DV10 5,000ed (Luxury)
DV8 1,000ed (V. Expensive) DV12 10,000ed (Super Luxury)

Adding Black ICE

You can place up to 3 Black ICE programs on a single floor, but the cost multiplies. If you have 2 on a floor; the cost of both is doubled. If you have 3; the cost of each is tripled.

Adding Demons

You cannot put more than one demon on the same floor, and no more than one demon per six floors of a NET architecture.


  • NET Actions (NA): It's number of NET actions per turn.
  • Combat Number (CN): It's skill base for attacks, etc.
Demon REZ Interface NA  CN Cost
Imp 15 3 2 14 1,000ed (Very Expensive)
Efreet 25 4 3 14 5,000ed (Luxury)
Balron 30 7 4 14 10,000ed (Super Luxury)

Imp

Icon: Small orange sphere of light with red horns.

Efreet

Icon: Tall, powerfully built black man, dressed in elegant evening clothes completed with a fez and dagger.

Balron

Icon: Huge humanoid monster in futuristic black armor covered with hissing green glowing tentacles.

NET Architecture Access Points

Anything connected to a node in the NET architecture, is an access point: Computers, electrical panels, printers, the turret in the ceiling, that stun panel in the elevator, even the old climate control unit up on the roof of the building.

56

Adding Defenses to Control Nodes

Each defensive system takes up one control node in a NET architecture. The higher the Electronics/Security Tech DV to control that node, the higher the cost of adding defenses to it.

Control Node DV Cost to Install Defenses
DV9 500ed (Expensive)
DV13 1,000ed (V. Expensive)
DV17 5,000ed (Luxury)
DV21 10,000ed (Super Luxury)

Defenses guard a specific area with a perimeter, such as a room, building or a fenced-in area. A demon controlling them will attack anyone who enters the area without valid ID, but they can be reprogrammed with any simple logic.

If defenses are being controlled by a netrunner, it uses the netrunner's skills, as if they were firing the defenses weapons with their hands and dodging attacks with their body.

While nothing is controlling them, defenses are vulnerable to being countered with an Electronics/Security Tech check. If countered, defenses can be controlled from within 6m of one of their NET architecture's access points, by using an action to input simple commands using an agent.

Emplaced Defenses

Immobile systems restricted to a space or area. They can be controlled by a netrunner or demon, but emplaced defenses are also triggered by simple conditions—usually someone entering the area without valid ID. They make attacks with their combat number (CN) + d10, and can't dodge attacks.

Type CN HP Time To Hack DV
Automated Blood Swarm 5 minutes 21
Automated Melee Weapon 14 25 5 minutes 17
Automated Turret 14 25 5 minutes 17

Automated Blood Swarm

A swarm of nanites which disperses into the air as a red fog. When inhaled, they attack their victim from within, by binding the hemoglobin in their blood into clots. Anything that filters gas attacks also blocks the nanite.

Everyone meat within the area must beat a DV15 Resist Torture/Drugs check. Anyone who fails, is dealt 3d6 damage directly to their HP. Their armor isn't ablated.

Automated Melee Weapon

Typically attacking from one corner of a room, this weapon often takes the form of an industrial-grade water cutter or spinning monofilament wire. It will continue to attack until all targets are dead, out of range, or have presented valid ID.

Automated Turret

This weapon is usually implanted in the ceiling of a room for best coverage. It will continue to attack until all targets are dead, out of range, or have presented valid ID. Most ranged weapons can be installed as an automated turret, although typically they will be equipped with 1 of the following:

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

Active Defenses

Small robots capable of independent action. They can follow a target up to the perimeter of the area they are assigned to.

Active defenses can be directly controlled by a netrunner, but otherwise they require a demon controlling their node in the NET architecture to stay operational.

Active Defenses MOVE HP Time To Hack DV
Air Swarm Drone Cloud 8 15 5 minutes 17
Ground Drone 4 30 5 minutes 21
Large Air Drone 6 20 5 minutes 21
Mini Air Drone 6 15 5 minutes 17
Spider Walking Drone 4 40 5 minutes 21

Air Swarm Drone Cloud

Tiny, gnat-sized flying drones equipped with nanowire cutting surfaces. Treat as a target with a very heavy melee weapon.

Ground Drone

This weapon is available in many forms, including; rolling ball, tracked, wheeled, canine or snake form. Equipped with any 2:

  • Very heavy pistol with 8 armor piercing bullets
  • Medium SMG with 30 basic bullets
  • Observation camera

Large Air Drone

Equipped with any 2:

  • Dartgun with 8 poison arrows
  • Very heavy pistol with 8 armor piercing bullets

Mini Air Drone

Equipped with any 1:

  • Dartgun with 8 poison arrows
  • Very heavy pistol with 8 armor piercing bullets
  • Observation camera

Spider Walking Drone

Equipped with any 2:

  • Grenade launcher with 2 teargas grenades
  • Very heavy melee weapon
  • Heavy SMG with 40 basic bullets
  • Observation camera

57

Environmental Defenses

Systems that are built into a specific part of the environment. They are usually spread over a limited space, like a hallway, room, or other relatively small enclosed/fenced space. Many are either part of the floors, walls, or ceilings, or have emitters or projectors built into those spaces.

Environmental defenses each have their own control nodes in a NET architecture, but they are all automatic. Even when controlled by a netrunner or demon, they can only be toggled ON or OFF, and always activate exactly on their trigger.

If a demon isn't present, turning on the electrical flooring at night before they leave is somebody's job in the building.

  • Spot: Perception DV to actually notice it in the first place.
  • Counter: How long it takes to try and counter the defense.
  • DV: Electronics/Security Tech DV to successfully counter it.
Type HP ROF Spot Counter DV
Observation Camera 5 DV17 1 minute DV9
Ceiling/Wall Punchers 20 1 DV17 5 minutes DV13
Electrical Flooring 20 DV17 1 minute DV13
Goop 10 1 DV17 1 minute DV13
Laser Grid DV17 5 minutes DV17
Sleep Gas 60 DV17 5 minutes DV17
Slip-floor 10 1 DV17 1 minute DV13
Stun Panels 5 DV17 1 minute DV13
Tanglefoot Flooring 20 1 DV17 1 minute DV13
Tip-floor DV17 1 minute DV13

Observation Camera

Default Trigger: Target enters the area.

A camera that can see one entire room or corridor in low light, infrared, and UV, and automatically report suspicious images for a demon or security personnel to act on.

Ceiling/Wall Punchers

Default Trigger: Target enters the area.

Steel rods which slam down in a grid from the ceiling, or out from the wall—crushing targets beneath/between them with 6d6 damage to their body, which is reduced by armor.

Electrical Flooring

Default Trigger: Target steps onto the grid.

A metal grid wired into a standard floor. When live, it delivers a shocking 6d6 damage to the target's body, which is reduced by armor but doesn't ablate it. The target is shocked again at the end of each of their turns, if they remain on the wire grid.

Goop

Default Trigger: Target enters the area.

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


Laser Grid

Default Trigger: Target enters the area or moves 2m in it.

A grid of lasers, projected from the ceiling and walls in a tight pattern. Touching one is like getting hit in the body with a very heavy melee weapon. If perceived, it can be crossed safely by a DV17 Contortionist check, touching 1 laser on a failure.

Sleep Gas

Default Trigger: Target steps into the enclosed space.

When triggered, all openings in the space seal hermetically. On the trap's turn, everyone in the space must attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails, falls unconscious until they are woken by taking damage, or by someone else using their action to wake them. The trap can be defeated by reducing its HP to 0 before everyone falls unconscious or by disarming it through other means.

Slip-floor

Default Trigger: Target enters the area.

A series of sprayers that project a super-slick liquid across the floor of the area. Anyone who moves on the floor in the area, must beat a DV15 Athletics check or fall prone.

Stun Panels

Default Trigger: Target steps within 2m of a panel.

These are panels embedded in the walls and designed to look like art or whiteboards, and can target an area up to 10m by 10m square, centered on the panel. When triggered, they deliver a stunning blast of blinding light and sound.

Anyone caught in their area of effect must beat a DV 15 Resist Torture/Drugs check or suffer the Damaged Eye and Damaged Ear critical injuries for the next minute. They do not take the bonus damage from these critical injuries.

Tanglefoot Flooring

Default Trigger: Target steps onto the carpet.

A network of nanowires—concealed in a seemingly normal carpet. When triggered, the wires suddenly extend and wrap around the target's feet and legs. Their MOVE is reduced by 1d6 until the carpet is destroyed or they escape the area.

Tip-floor

Default Trigger: Target steps onto the tip-floor.

A section of the floor which is counter-weighted to drop the target into a pit trap below the floor. Targets can attempt to save themselves from falling with a DV15 Athletics check.

No check is required if target has a grapple hand or grapple gun easily accessible. The bottom of the pit may have a grid of nanowire or spikes delivering 6d6 damage to the target's body, which is reduced by armor.

Initiative When Not Being Controlled

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

58

Vehicles

Contrary to expectations, the dark future did not yield any staggering new developments in transportation. Years of economic strife and civil unrest have discouraged research into new ways to travel—in fact, the very act of travel has become very restricted. The inner-city in the Time of the Red is a patchwork of badly up-kept roads, abandoned airports, and trains plagued by gangs and intermittent service.


  • Structural Damage Points (SDP): The vehicle's Hit Points.
  • Seats: Number of people the vehicle can sit comfortably.
  • Combat Speed (CS): Vehicle's MOVE STAT.
  • Narrative Speed (NS): Vehicle's max speed for travel times.

Ground Transport

Vehicle SDP Seats CS NS Cost
Compact Groundcar 50 4 20 MOVE 100 MPH 30,000ed
(Super Luxury)
High Performance Groundcar 50 4 40 MOVE 200 MPH 50,000ed
(Super Luxury)
Super Groundcar 50 2 60 MOVE 300 MPH 100,000ed
(Super Luxury)
Roadbike 35 2 20 MOVE 100 MPH 20,000ed
(Super Luxury)
Superbike 35 2 60 MOVE 300 MPH 100,000ed
(Super Luxury)
CHOOH² ("chew-two")

Synthetic, grain-based alcohol, developed at Biotechnica corporation in 1992. It combusts extremely quickly, and burns at a much higher temperature than most other forms of alcohol, making it ideal as a vehicle fuel.

Groundcars

Powerplant: CHOOH² or methane internal combustion


There haven't been any major changes in automobiles since the 1980s—externally. Most cars are still basically variations on a box with wheels. In the cash poor 2000s, major auto manufacturers kept to conservative, unimaginative designs, so that by the Time of the Red, the average family car is little changed from its practically antique roots.

With the extremely high price of petroleum, almost all cars of the 2000s are powered by liquid methane or meta-alcohol fuels such as CHOOH². Electric cars are still rare, simply because the infrastructure for rapid charging is non-existent.

Cybercars

Car control systems are roughly like those of the late 20th century, but employ a few more digital displays and push-button controls. Most cars also now have cybernetic control systems that control servos at the wheels, throttle, and transmission, via a modified cybermodem in the dash.

The driver "studs" their interface plugs into the ports, and thinks the car through its motions. Vehicles without external controls are relatively uncommon, as that renders the vehicle useless to anyone but a cybered driver.

So far, no major manufacturer has produced a purely cyber-driven automobile, although there are several after-market firms which will convert a car purely to cyber control.

Motorbikes

Powerplant: CHOOH² or methane internal combustion


There are a huge number of bikes and trikes out there on the highways of the dark future—from cheap roadbikes, to exotic superbikes capable of wild speeds. Models include Kundalini, Harlon-Dawson, Zondo, and Toyo-Tomo.

Cyberbikes

Most high-end bikes have cybernetic control systems.

59

Sea Transport

Vehicle   SDP    Seats     CS       NS    Cost
Jetski 35 2 20
MOVE
60
MPH
20,000ed
(Super Luxury)
Speedboat 50 4 20
MOVE
60
MPH
30,000ed
(Super Luxury)
Cabin Cruiser 60 2 per
room
10
MOVE
15
MPH
30,000ed¹
(Super Luxury)
Yacht 100 4 per
room
10
MOVE
15
MPH
50,000ed²
(Super Luxury)
OTEC Hammerhead Multipurpose Minisub 100 3-8 10
MOVE
60
MPH

  • ¹ per room below deck (minimum two rooms)
  • ² per room below or above deck (minimum four rooms)

Jetskis

Powerplant: CHOOH² or methane internal combustion


Common personal watercraft.

Speedboats

Powerplant: CHOOH² or methane internal combustion


Any one of a number of small, light, mono-hulled performance craft designed for smuggling, rescue, law enforcement ops, piracy, or (rarely) water-skiing. Hulls are made primarily of a flexible dense polymer with titanium reinforcement. Common upgrades include onboard machine guns and other heavy weapons.

Cabin Cruisers

Powerplant: CHOOH² or methane internal combustion


Luxury powerboats with customized rooms to provide accommodations for a small, privileged few.

Yachts

Powerplant: CHOOH² or methane internal combustion


Luxury pleasurecraft with ample customized rooms to provide accommodations and entertainment for a host and their distinguished guests.

OTEC Hammerhead Multipurpose Minisub

Powerplant: CHOOH² internal combustion


An example of most "taxi" subs used throughout the oceans. Employed as a long-range shuttlesub, it is both functional and flexible, with two onboard pseudo-AIs to assist the pilot and crew. However, it was never intended for combat and has a notoriously "dirty" silhouette, making it easy to spot on sonar.

Despite its apparent lack of combat utility, some have been armed with twin rocket pods and pushed into the fray as stop-gap patrol subs. Pilots of these "torp-tubs" have developed a standard tactic of firing their torpedoes at any hostile bogey as soon as it enters their weapon's maximum range. They then turn and run back to their bases, avoiding any possible close encounter with undoubtedly better-equipped foes.

Air Transport

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

Operational Radius (OR): Maximum distance the vehicle can travel away from its base and return without refueling.


  • ¹ per room below deck (minimum two rooms)

Gyrocopters

Powerplant: CHOOH² rotary aircraft engine


Light, low passenger helicopters, that are popular recreational vehicles. Armed versions are often used by corporate defense teams, police units, solo assault operations teams, and drug-running gangs.

Helicopters

Powerplant: CHOOH²-powered turboshaft gas turbine


Most helicopters mount two large engine nacelles at the ends of long, high-lift wings. The engines can be tilted, allowing the aircraft to take off vertically and hover. The wings can also be folded back along the body for easy storage, making them perfect to launch from rooftop helipads and airstrips.

The military version served with distinction throughout the riots of the '90s and the Central American Conflicts. Various civilian manufacturers have licensed the tilt-rotor design and applied it to smaller commercial and business applications.

Helicopters are used as commuter vehicles for trips between city centers and hub airports, or as corporate aircraft operating from rooftop pads atop starscrapers. Small versions such as the AE-800 Featherlite, are popular throughout the world, allowing flight operations in even the most remote and unprepared sites.

AV-4 Multipurpose Aerodynes

Powerplant: Single vectored thrust turbofan


The nearest thing to a science-fiction jet-car, the AV-4 was originally developed as a light assault aircraft for operations in urban areas that other aircraft can't penetrate.

Short, bulbous, and with only rudimentary maneuver wings, it has the aerodynamic characteristics of a rock, relying on the brute force of its huge jet engine to keep it aloft. A fully loaded AV-4 weighs about 8,600 lbs. and can lift another 10,000 lb.

The AV-4 is used by police and corporate troops for urban assault after being upgraded with a belly-mounted machine gun. They are also used as emergency vehicles by Trauma Team, and as corporate vehicles for making special deliveries. The most common upgrade to an AV-4 is to armor its chassis.

60

AV-9 Super Aerodynes

Powerplant: Twin vectored thrust turbofans


Smaller aerodynes designed to fulfill the role of a sports car, and has twin vectored thrust turbofans, mounted in heavily armored side housings. In addition to the increase in thrust provided by the second fan, the reduction in weight gained from its minimal cabin allows the AV-9 to scream through the air at extreme speeds. They are primarily purchased for recreation by the wealthy, but a select few on the street have found their own uses for them.

K151 AeroZep

Powerplant: CHOOH² or hydro internal combustion


Based on the pre-war U.S. Army's popular Overlord design, it is now used primarily as a cargo hauler, redesigned to move up to ten cargo modules between staging areas. They are the primary heavy lift transports for aerial-based nomad families, and do not operate anywhere near a potential combat zone; they are always kept as far away as operationally possible, guarded by several fast-strike combat AVs or air-superiority fighters. The K151 can be piloted with a crew of 2, although this is rare; usually a K151 is the primary workhorse of a nomad family, with upwards of 30 people onboard, or sometimes more when cargo is not being carried.

Orbital Transport

Delta 4 Spaceplane

Powerplant: Batteries, Hi-Lox fuel cells


A holdover from the 4th Corp War; high-speed, suborbital spaceplanes designed for combat and interception. They have two engines: a normal supersonic jet for reaching an altitude of 35,000m, and also solid-fueled rocket engine for boosting into orbit. Occasionally, they are carried by larger aircraft, or boosted into orbit using disposable rockets. They can also be carried aboard deep space craft.

Once in orbit, deltas use maneuvering thrusters to move in on orbital targets. Well-armed with twin smart rocket pods, they must strike quickly and then use their remaining fuel to reenter safely.

Deltas are exceedingly rare; the EuroSpace Agency only had around 24, but recent discoveries of hidden spaceplane attack wings stashed in remote airbases in the U.S. and the EuroTheatre, have made them available to the most well-heeled execs and nomad families through world-class fixers.


Mega Vehicles

Light Rail Lev Train

Powerplant: Electric third rail inductance field


Superconductor magnets have made it possible to build extremely cheap and durable "levitation trains." Riding on magnetic cushions, these "levs" have become one of the major transportation resources in the 2000s. Financed by corporations or city governments, they are present in most major cities.

Levs are usually built underground within city limits, and run on high pillars out in the suburbs. Usually one line, headed out to the executive zone, is sealed off and requires an entry pass to get onto. Corporate lev stations are always clean, well-lit, and well-guarded by corporate security. City stations are usually not up to these standards, although most cities run police patrols on the line to control crime and vandalism.

Lev tickets are charged at a rate of 1 ed per station passed; a trip passing through three stations, for example, would cost 3 ed. Tickets may be purchased from automatic ticket machines using cash. These machines are located in the stations themselves and in local convenience store outlets.

CINO RELaCS Cargo Sub

Powerplant: Battery, CHOOH² propulsion


This cargo sub is perhaps the closest thing that any nomad group will ever own, that could hope to compare to the big governmental "boomers." Over 100m long and ten decks high, the ClNO is the largest cargo submersible currently in operation, and is always crewed by a full nomad clan.

Designed by Russians of the Neo-Sov, and affectionately known as the "Really Exceptionally Large Cargo Sub", it is a fifty-year-old design, refitted for the 2040s and beyond. The smooth hull layered with sound absorption tiles and oversized caterpillar drives make the RELaCS an amazingly quiet sub (considering its size).

Despite the ship's mass, it can be operated by a small crew of only six people. Located in the very center of the sub are three mainframes, each housing a Psuedo-Intelligence. They are tied into all of the sub's navigational and communications systems, assisting the crew with all aspects of piloting and navigation. The PSIs are also responsible for both internal and external weapons systems on board.

Other features of the RELaCS include; quad rocket pods and a minisub bay, which typically houses a hammerhead.

61

Lifestyle

Your lifestyle determines how you live, what you eat, and how you have fun. At the beginning of every month, you'll have to settle your housing and lifestyle costs. If you must pick one or the other, it's better to be evicted than to starve to death!

Lifestyle Kibble Generic Prepak Good Prepak Fresh Food
Monthly Cost 100ed 300ed 600ed 1500ed

Kibble

You eat horrible food that you might not buy for a dog you liked. Once a month, you can see a movie or braindance.

Generic Prepak

You eat food which tastes better than kibble, by comparison. Every weekend, you can afford to go out to a good bar and party, or even have a sit-down meal at a good restaurant.

Good Prepak

Your food is the same quality as most restaurants, and while still artificial, it tastes almost exactly the same as real food. You frequent excellent bars and restaurants when you go out. Once a month, you can see a live concert or sporting event.

Fresh Food

You eat real food. Once a month, if you are tired and too far from home, you can get a nearby hotel room and not worry about your budget. You frequent an executive bar. Once a month, you can afford to dine at a world-class restaurant.

Starving

If you don't pay your lifestyle expenses at the start of every month, you have one week to do so, or you must roll a death save at the start of each day until you do. A kibble lifestyle is only 100ed—so you shouldn't starve—but the only difference between some brands of kibble and dog food, is the flavoring.


Services and Entertainment

Item Cost
Braindance 20ed (Everyday)
Interactive Braindance 50ed (Costly)
Drink in a Bar 10ed (Cheap)
Drink in an Excellent Bar 20ed (Everyday)
Drink in an Executive Bar 50ed (Costly)
Found Cyberware Installation (Mall) 100ed (Premium)
Found Cyberware Installation (Clinic) 500ed (Expensive)
Found Cyberware Installation (Hospital) 1,000ed (Very Expensive)
Hospital Treatment (DV10) 50ed (Costly)
Hospital Treatment (DV13) 100ed (Premium)
Hospital Treatment (DV15) 500ed (Expensive)
Hospital Treatment (DV17+) 1,000ed (Very Expensive)
Hotel (per night) 100ed (Premium)
Luxury Hotel (per night) 500ed (Expensive)
Live Concert / Sporting Event 100ed (Premium)
Movie 20ed (Everyday)
Prof. Services, Good (per hour) 100ed (Premium)
Prof. Services, Excellent (per hour) 500ed (Expensive)
Prof. Services, World Class (per job) 5,000ed (Luxury)
Restaurant Meal, Fast Food 10ed (Cheap)
Restaurant Meal, Good 20ed (Everyday)
Restaurant Meal, Excellent 50ed (Costly)
Restaurant Meal, World Class 500ed (Expensive)
Taxi 20ed (Everyday)
Therapy (Standard Humanity Loss) 500ed (Expensive)
Therapy (Extreme Humanity Loss) 1,000ed (Very Expensive)
Therapy (Addiction) 1,000ed (Very Expensive)
Trauma Team (Silver), Per Month 500ed (Expensive)
Trauma Team (Executive), Per Month 1,000ed (Very Expensive)
Video Game 50ed (Costly)

Item and Vehicle Repair

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

Items

Price Catagory DV Time
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 10,000ed of item cost

Vehicles

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

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

62

Making a Living

Survival is a good starting goal, but you don’t want to just live. You want to thrive and buy stuff. The game is rigged against almost everybody, and the only way to win is to get rich.

Everything has a price, and when you are just starting out, you are going to have to snatch every last eurodollar you can get your hands on, just to pay the rent and stay off the streets.

Most edgerunners make their scratch in one of three ways: Doing jobs, hustling, or buying and selling.

Doing Jobs

You, like most, work for a living. Except, unlike most people, your job can get you killed in messy ways. Often, the pay you can expect to receive—after you fence everything and divide the spoils—is roughly equal to the amount of mortal danger you signed up for. That is, of course, assuming you don’t take bad jobs that are way too dangerous for what they pay. Okay, let’s stop pretending. You will probably make this mistake all the time. Treat this as a guideline for the best-case scenario.

Job Type Threat Level Pay (each)
Easy Armed resistance is not expected,
but you never know
500ed
Typical Armed resistance is expected,
and you should prepare for it
1,000ed
Dangerous Armed resistance is overwhelming, without heavy preparation, you die 2,000ed

The Hustle

When you have a full seven days free (this will often happen because your friends are healing from gunshot wounds), you can work to earn a few eddies. The amount you are paid, is dependent on your role, your rank in that role, and a d6 roll.

The pay is noticeably much lower, but remember this isn’t your primary source of income. The real way to get paid, is for you to get your crew together, and find a job for you all to do.

Rockerboy Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Played a small local gig 200ed 300ed 600ed
2 No gigs or jobs to be had 0ed 100ed 300ed
3 Big gig for rich corporate
or local personality
300ed 500ed 800ed
4 Got some royalties from your most recent data pool download 300ed 500ed 800ed
5 Opening act for a big-name group 300ed 500ed 800ed
6 You made a personal appearance 200ed 300ed 600ed

Solo Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Bodyguard work—low-end client 100ed 200ed 500ed
2 Bodyguard work—high-end client 200ed 300ed 600ed
3 Difficult hit or extraction 200ed 300ed 600ed
4 Hired out as muscle to a
fixer, corp, or gang
100ed 200ed 500ed
5 Attracted undue attention
and had to lay low
0ed 100ed 300ed
6 Basic enforcer or hitman
work for a local corp
100ed 200ed 500ed


Netrunner Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Cracked a small system
and sold the data
100ed 200ed 500ed
2 Cracked a major corporate
system and sold the data
200ed 300ed 600ed
3 Got sidetracked and didn’t
hack anything this week
0ed 100ed 300ed
4 Found a valuable data cache in an
abandoned system and sold it
200ed 300ed 600ed
5 Brought down a major system
and got paid off to fix it again
200ed 300ed 600ed
6 Sabotaged or otherwise disabled a
major system for a faceless client
200ed 300ed 600ed

Tech Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 No jobs this week 0ed 100ed 300ed
2 Rebuilt some tech you scavenged
in the combat zone
100ed 200ed 500ed
3 Helped a client break into some place
or installed security systems for them
200ed 300ed 600ed
4 Modifications or repairs
to some cybertech
100ed 200ed 500ed
5 Modifications or repairs to
some weapons
100ed 200ed 500ed
6 Sabotaged or otherwise disabled
something for a client
100ed 200ed 500ed

Medtech Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Patched up someone after a firefight 100ed 200ed 500ed
2 Sold cyberware from a
"failed" medical case
200ed 300ed 600ed
3 Helped Trauma Team on some backup
work when they were overloaded
100ed 200ed 500ed
4 Minor free clinic work for locals.
You can’t eat goodwill though.
0ed 100ed 300ed
5 Major medical procedure for
a very wealthy client
200ed 300ed 600ed
6 Designed and delivered medicines
or street drugs to a client
100ed 200ed 500ed

Media Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Wrote an expose that covered
a major topic, made a big sale
300ed 500ed 800ed
2 Wrote a popular puff piece that got
you some notice and some cash
200ed 300ed 600ed
3 Did some boring ad writing
to pay the bills
200ed 300ed 600ed
4 Exposed a big story that got you a
few enemies and some cash
200ed 300ed 600ed
5 No good stories or leads this week 0ed 100ed 300ed
6 Wrote an expose that blew
the lid off a major topic
300ed 500ed 800ed

63

Lawman Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Made a few minor busts,
business as usual
100ed 200ed 500ed
2 Given a reward from a grateful
citizen, or was it a bribe?
200ed 300ed 600ed
3 Bust went bad, and it came
out of your salary
0ed 100ed 300ed
4 Nothing much happened,
collected a paycheck
100ed 200ed 500ed
5 Pulled off a major bust and
got a bonus from the boss
200ed 300ed 600ed
6 Took down a big gang and got
part of a "civil seizure" bonus
200ed 300ed 600ed

Exec Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Landed a moderate success on a
project, earned a reward bonus
300ed 500ed 800ed
2 Nothing much happened, and
Corporate was unimpressed
0ed 100ed 300ed
3 Collected a paycheck and that was it 200ed 300ed 600ed
4 Got some dirt on a rival and
used it to score a bonus
300ed 500ed 800ed
5 Pulled off a major project success and
gained a bonus from head office
300ed 500ed 800ed
6 Took out a competitor threatening
your job, and took their funding
200ed 300ed 600ed

Fixer Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Got a media some information
for a good bribe
200ed 300ed 600ed
2 Got a rocker a good gig
for your 12% fee
200ed 300ed 600ed
3 Helped a client locate a desirable
item they needed, and got a cut
200ed 300ed 600ed
4 Deal went south; you’re keeping
your head down till it blows over
0ed 100ed 300ed
5 Got a solo or netrunner a profitable
job and took your agency fee
200ed 300ed 600ed
6 Brought in a rare, illegal, and/or very
hard to get item for a client
300ed 500ed 800ed

Nomad Hustle

# What you did to make bank Rank
1 to 4
Rank
5 to 7
Rank
8 to 10
1 Delivered a legit shipment 100ed 200ed 500ed
2 Protected a shipment 100ed 200ed 500ed
3 Smuggled some small contraband 100ed 200ed 500ed
4 Smuggled a huge shipment 200ed 300ed 600ed
5 Delivered a client safely to destination 100ed 200ed 500ed
6 Couldn’t find any work this week 0ed 100ed 300ed

Buying and Selling

All transactions happen in the context of the economy, which determines the current market price for an item. The economy of the Time of the Red is one of great scarcity, where more often than not supply is low, and demand is high. Without the help of an experienced fixer and one of their night markets, you can only purchase items of up to premium quality.

Everything you buy falls into a price category, which is what determines its actual market price. If you are not a fixer, then you can forget about getting it cheaper. If it’s expensive and you don’t know a fixer, you can forget about getting it at all.

Category Market Price Category Market Price
Cheap 10ed Expensive 500ed
Everyday 20ed Very Expensive 1,000ed
Costly 50ed Luxury 5,000eb
Premium 100ed Super Luxury 10,000ed and up
What is a Eurodollar, Anyway?

The currency used by the nations of the European Union. It's blue, comes in various denominations, and symbols of all the member nations are brightly embossed on each bill.

The E.U. is one of the most stable world economies in the Time of the Red, and the eurodollar has become the "gold standard" to which most currencies are pegged.

Even if you're not physically exchanging notes for most transactions, chances are those transactionss are going to be measured in eurodollars ("ed", "eds", "eddies"), as they are the standard of exchange almost everywhere.

64

Housing

You have to sleep sometime—preferably somewhere safe and comfortable—and where you sleep, will likely be your largest expense. You may start out in an old cargo container outside of the city, but if you start saving up, you'll be able to move to more secure accommodation in no time.

Or you could become an exec—never have to pay rent and live in comfortable security. All you have to do is sell your soul into corporate slavery. But remember, the game is rigged!

Fatigue

Going without at least 6 hours of sleep each day will impose a cumulative penalty to every action you attempt, of -2 for each day since you last slept 6 hours. Sleeping in an uncomfortable situation will also leave you fatigued, and incur the -2 penalty.

Being Crammed

Sleeping in housing with more people than (1 + the number of bedrooms), will also leave you fatigued the next day. Corpses and people in cryostasis don't count. Cube hotels are the one exception—but only if a single person sleeps in the hotel pod.

Workspaces

Some roles have a workspace. It might be a curtained off area in the housing you rent, a spare desk at a partner's place, or just whatever corner you can spread out in at the time.

A workspace is not housing. If you sleep there—and it isn't a part of your housing—then it counts as living in a vehicle.

Housing Options

Option Monthly Rent Cost to Buy
Living in the Wilderness
Living on the Street
Living in a Vehicle
Cube Hotel 500ed
Cargo Container 1,000ed 15,000ed
Studio Apartment 1500ed 25,000ed
Two-Bedroom Apartment 2500ed 35,000ed
Corporate Conapt
Upscale Conapt 7500ed 85,000ed
Luxury Penthouse 15,000ed 50,0000ed
Corporate Beaverville House 200,000ed
Corporate Beaverville McMansion 500,000ed

Living in the Wilderness

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

Living on the Street

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

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


Living in a Vehicle

Even in a vehicle, living on the street is still asking for trouble. A vehicle must be fully enclosed to do this, and even then, it will have limited security without a security upgrade and bulletproof windows. You have just enough room to store your outfit, and if you have a bed—inflatable or otherwise—you can sleep comfortably. If not, it counts as living on the street.

You've got electricity, but no water unless the vehicle is designed to be lived in. If you try to sleep in any corporate, executive, or moderate zones, you will be forced to leave at gunpoint by security forces. Either you park in the combat zone to sleep, or you stick to the city's outskirts.

Cube Hotel

Zones: Urban Center, Combat


This is by far the cheapest way to live in the city—a single windowless room with a nice strong lock, where you can touch both walls if you spread your arms. Flatpack furniture folds out of the walls, converting your cell from a chair with a desk to a bed with a small television.

Living here, you can't realistically have more things than you could carry at any given time, plus the contents of a backpack you can safely store behind the bed when it folds into the wall. Sleeping with more than one person in a cube will leave you fatigued the next day.

Down the hall—past your equally compacted neighbors—there is a common room with running water, a bathroom, and a shower. Even going near this common room is a bad idea unless you are properly gang affiliated. Most people keep three water bottles in their rooms just to avoid entering the common room. There's a single window on the opposite side of the cell block where these bottles are emptied.

If you own a vehicle, you likely park it on the street.

65

Cargo Container

Zones: Suburbs, Perimeter, Combat


The trend of using cargo containers as housing started with nomads who used them to help shelter refugees fleeing from the chaos of the 4th Corporate War. It has plenty of space to store things, a comfortable bed to sleep in, a desk, electricity, a refrigerator, microwave, and a sink, all protected by the security of a strong lock. Restrooms, showers, and laundry are located in facilities you share with the residents of cargo containers stacked nearby.

In a combat zone, you are in danger the second you step outside, but if you live in the outskirts, you'll be much safer.

If you own a vehicle, you likely park it on the street, but in a combat zone, it will get broken into on occasion.

Studio Apartment

Zones: Urban Center, Suburbs, Combat


The typical studio is not spacious, but is the first option that truly feels like your own private space. You'll have a bed to sleep in comfortably, and a small kitchen, with range, oven, microwave, and a large refrigerator. It has a private bathroom with a shower where you won't be attacked, and even a tiny living room to decorate as you see fit. Laundry facilities are still, however, shared with your neighbors.

This apartment has a single protected parking space.

Two-Bedroom Apartment

Zones: Urban Center, Suburbs, Combat


This comfortable apartment has enough space for two people to live together without ripping out each other's cybereyes. Two Bedrooms, a full-size kitchen, a shared bathroom you'll probably squabble over, a living room with enough space for a comfortable couch, and a laundry inside the unit, make this apartment seem like luxury—at least compared to living in a cargo container or cube hotel.

This apartment has two protected parking spaces.

Corporate Conapt

Zones: Urban Center


You can't rent or buy a corporate conapt—the buildings are all controlled by individual corporations—but you might still be able to live in one if you know an exec. Corporate conapts are luxury accommodations; two bedrooms, two bathrooms, a laundry, full-size kitchen, dining room, and large living room that opens onto a small balcony.

Surveillance by the corp that controls the building should be expected in every room except the bathrooms. Messing with corporate employee surveillance equipment will lead to a 50ed fine if discovered, but the sound of the laundry machine is well known to interfere with their ability to record audio. Plenty of execs treat the monthly fine as a cheap price to pay for privacy, and nobody has ever been fired for it.

Every corporate conapt has two protected parking spaces.

Upscale Conapt

Zones: Urban Center


These are spacious two floor apartments with two bedrooms and bathrooms, in addition to a luxurious master bedroom and master bathroom on the second floor. Other amenities include a full kitchen, dining room, two living rooms, and a balcony with a nice view of the city.

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

Luxury Penthouse

Zones: Urban Center


The height of luxury in city living. Two floor layout includes three bedrooms and two bathrooms on the first floor with a master bedroom and bathroom on the second floor. Other amenities include two living rooms, an entertainment room, facilities room, full kitchen, and palatial dining room.

The luxury penthouse also spills out onto a private roof, on which is located an infinity pool, sitting area, and barbecue for entertaining, in addition to a private helipad. There are four protected parking spaces, accessible via private elevator.

Complementary maid service is also included.

66

Corporate Beaverville House

Zones: Executive


Only found in an area known affectionately by many as Beaverville. You can't rent one, because renters drive down property values and introduce strangers into the community. The streets are patrolled by Lazarus Corp private security.

Owning a home in Beaverville gives you four security badges that grant access to the bullet train connecting it to the Corporate zone, and the freedom to not be harassed by security while jogging. Aside from the security presence, Beaverville is a charming community full of freshly mown lawns, white picket fences, and culs-de-sac. It's the perfect place for the Corporate elite to raise a family.

These homes are quaint and neighborly. Two floors, three bedrooms, two bathrooms, with a master bedroom and bathroom on the second floor. The bottom floor contains a sunken living room that connects sidelong into a full-size kitchen, which exits onto a charming patio, like the set of a sitcom. The backyard and lawn are synthetic, constructed of Realtree™ and Realgrass™, the latest from Biotechnica.

Your Beaverville security badges also grant you access to the country club located in the more well-appointed district of Beaverville. That is, assuming you are invited by an existing member. The country club is replete with facilities, including a world class restaurant, bar, world class gym, paddleball and tennis courts, golf, croquet, heated indoor pool, dedicated lap pool, hot tubs, sauna, and steam room.

The country club even contains a business lounge that's considered neutral ground in the corporate world, a place where rival companies can meet and discuss terms. These are the closed doors behind which business really gets done.

Complementary maid service is also included.

Corporate Beaverville McMansion

Zones: Executive


In addition to all the benefits of living in a mere Beaverville House, living in a Beaverville McMansion means living there in a suburban castle of splendorous proportions.

You'll have three floors, four bedrooms, five bathrooms, a master bedroom with en-suite bathroom, three living rooms with vaulted ceilings, a spacious bar in the basement, a personal gym, and a poolside patio. Your lawn is real grass, and your backyard is meticulously landscaped every season of the year by staff, paid by the Homeowner's Association—Beaverville can’t have their best looking less than perfect!

Living in a Beaverville mansion isn't just about living there, it’s also a way to declare that you've arrived in the community. You either paid enough to earn this recognition, or demand it by having very powerful friends, and the greater Beaverville community recognizes both as being equally impressive.

You can expect preferential treatment in the country club, which you live within walking distance to, whether it be on the golf course, its world class restaurant, or behind the natural leather doors of the business lounge.

You have six Beaverville security badges, but if you live like this, you'll hardly ever need to flash them. The McMansion also has a secure four-car garage and private helipad.

City Zones

  • Hot Zone: The area most affected by the nuke. A blasted terrain full of wrecked, twisted skyscrapers, burned-out vehicles, and entombed bodies of the unlucky victims.
  • Combat Zone: The most dangerous and lawless part of the city. Justice here only comes from the barrel of a gun.
  • Rebuilding Urban Center: Parts of the city that escaped the worst. Construction gear is everywhere, building new corporate towers and crowded urban megabuildings.
  • Executive Zone: Special gated areas of the city, cordoned off for the use of high-level corporate executives only.
  • Overpacked Suburbs: Sprawling tent cities and camps, crammed with lawless refugees displaced by the war.
  • Reclaimed Perimeter: The area just outside the city sprawl. Lawless, save for areas controlled by nomad families.
  • The Open Road: Populated only by people in transit, and booster gangs with spiky ground cars and motorbikes.

67

Friday Night Firefight

Interacting with the World

If you 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 positioned forward of your shoulders, you can face it and possibly interact with it. If it's within your reach (2 m), you can touch it; otherwise, you'll need to extend your reach, or move.

Distance and Movement

The world of Cyberpunk is measured in meters. If using a grid and miniatures, a 1-inch square corresponds to 2 meters of distance and movement. There are three kinds of movement:

Narrative Movement

Movement that is described in real-world terms. For example, a person's movement is measured in miles per hour, and is classified by the 'walking' and 'running' movement types:

Human Movement Type MPH
Walking 2.5
Running 5

Vehicles each have their own movement speeds and types.

Figurative Movement

Comparing one MOVE STAT to another, to see who is faster overall. This is best used for simple sustained speed contests.

Literal Movement

Taking the move action on your turn during combat.






Turns and Rounds

During combat, time is divided into turns, each of which takes approximately 3 seconds. The time it takes everyone involved in combat to each have one turn, is a round. Actions happen roughly simultaneously, so one round is also 3 seconds long.

Initiative

But who goes first? Everyone has a "place in line" relative to everyone else. This is called the initiative queue; a lineup of who goes when. Each time combat starts, everyone rolls:

REF + 1d10

All participants are added to the initiative queue in descending order from highest score to lowest score. Ties are resolved by rolling again. Combat proceeds in order, with everyone getting a turn. When the bottom of the initiative queue is reached, the order is repeated again from the top, until combat is resolved.

Taking Actions

Each turn, you can take one move action and one other action (which can be a second move action). There are a variety of different actions available, but most are only used in combat.

Action Quick Reference
Attack Attack a target, with a ranged weapon, melee weapon, the brawling skill, or—if you can—with martial arts.
Choke Choke someone you already have grappled.
Get in Vehicle Enter a vehicle which is open, or you have a key for.
Get Up Get up from being prone.
Grab Grab and grapple a person, or an object in their hand.
Hold Action Hold an action until later in the initiative queue. You choose an event to trigger the action, or a number in the initiative queue when the action occurs, as well as what the action is, and any intended targets.
Human Shield Equip a grappled opponent as a human shield.
Move Walk, swim, climb, or jump.
Reload Replace a weapon's magazine with a fully loaded one.
Run Take an additional move action to sprint further.
Start Vehicle You jump to the top of the initiative queue, and while driving, you use the vehicle's MOVE instead of yours.
Stabilize Cure someone of the mortally wounded state, and allow them to begin the natural healing process.
Throw Throw a grappled target or throw an object.
Use NET Actions Perform NET actions inside a NET architecture.
Use Object Use something in a way that doesn't require a skill.
Use Shield Equip a shield to gain moveable cover, or drop it.
Use Skill Use one of your skills to accomplish a task. A long task might require multiple actions over multiple turns—rolling only when the full time has elapsed.
Vehicle Maneuver Use your action and movement while driving to focus entirely on making a dangerous vehicle maneuver.

68

Using a Skill to Resolve an Action

In cases where the action is obvious and simple—like walking across a room—just tell the GM what you're doing, no roll is needed. However, trying to walk across the slippery deck of a ship pitching wildly in a driving rainstorm, would probably call for a skill check. There are two ways to resolve skill checks.

Beating a Predetermined DV

The first way, is to resolve your skill against the difficulty of an action (picking a lock, or crossing that ship deck). The GM will determine how long it takes, and the difficulty of the task—the Difficulty Value or "DV". Then you add together your relevant STAT and skill, roll 1d10, and try to beat that difficulty value:

(your relevant STAT + skill) + 1d10

vs.

(action DV)

Difficulty Action DV
Simple Most people can do this without thinking,
but it might be hard for a small child
9
Everyday Most people can do this without special training 13
Difficult Difficult to accomplish without
training or natural talent
15
Professional Takes actual training, someone who can
do this is considered a professional
17
Heroic Only the best of the best can pull this off.
This is the level of a highly regarded superstar
21
Incredible Pulling this off would rate you among the very
best. You'd have to be of truly Olympian mettle
24
Legendary An awe-inspiring feat that would be a truly amazing accomplishment, spoken of in
hushed tones for years to come
29

Opposed Skills

The second is to resolve your skill against a target's skill. You each add together the relevant STAT and skill, and roll 1d10:

(your relevant STAT + skill) + 1d10

vs.

(target's relevant STAT + skill) + 1d10

You must beat their total, which is also known as the difficulty value, or DV. In the case of a tie, the defender always wins.

What If You Don't Have That Skill?

Even when you don't have the skill required, you can still try anyway, by using just the STAT that skill is linked to—that's all you get. You are relying purely on your STAT plus the d10 roll.

Critical Success

When you roll a natural 10 on your d10, you score a Critical Success. Roll another d10 and add the result to your total.
If you roll another 10, it is not another Critical Success.

Critical Failure

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


Modifying the Attempt

Sometimes conditions beyond your control 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 conditions are called modifiers. When the GM decides a modifier applies to your skill check, you must subtract it from your total. Here are some example conditions that might cause the GM to call for (cumulative) modifiers.

Negative Modifier Examples
Condition Modifier
Night or low lighting conditions -1
Have never done this before -1
Complex task -2
Don't have right tools or parts -2
Slept uncomfortable the night before -2
Under extreme stress -2
Exhausted -4
Extremely drunk or sedated -4
Trying to perform task secretly -4
Task obscured by smoke, darkness -4

Trying Again

If you fail a skill check, you can't try again unless the chances of success are improved for some reason—you took longer, used a better tool, or a complementary skill check was made.

Taking Extra Time

When the GM tells you how long a task will take, you can get a single +1 bonus to your check, by taking four times longer.

Complementary Skills

The use of one skill can sometimes directly affect the use of a subsequent skill. At the GM's discretion, a good check in one skill (which can be rolled by another character) may confer a +1 bonus to your subsequent use of a related skill, so long as the complementary nature of the two skills makes sense. This affects one subsequent attempt. These bonuses do not stack.

Using LUCK

Before you roll, you can dedicate a portion of your remaining LUCK pool to a check, increasing the check total by +1, for each point that you expend. Don't forget that your pool of LUCK points regenerates at the start of every game session!

TL:DR

To do pretty much anything in Cyberpunk Red; combine a STAT, a skill, and a d10 roll—If your total check beats the difficulty value (DV), then you succeed at doing that thing!

69

The Move Action

When you take the move action, you can move a number of meters equal to your MOVE STAT x2, or a number of 2m map squares equal to your MOVE—including diagonally. You are unable to take move actions while you are prone on the floor.

Split Movement and Rate of Fire

You can take your action in the middle of moving, and then keep moving afterwards. This is called "splitting", and it's not just for moving. Some types of attacks are faster than others; capable of striking/shooting twice with a single attack action.

This is called "Rate of Fire 2" (or 2 ROF). Attacks from 2 ROF sources, can also be split across a move action. You can even make a single attack from two different 2 ROF sources, allowing you to use them both once in a single turn. 1 ROF sources are slower, and take your whole attack action to use, but you can still split your movement around using them.

Other Forms of Movement

Swimming, climbing, and jumping with a running start, all cost 2m of movement for every meter traveled. Jumping from a standing start costs 4m of movement for every meter traveled.

The Attack Action

No matter how many weapons you're holding, you can only make two attack checks as part of an attack action. You also can't attack with two 1 ROF weapons, even if dual wielding.

Resolving a Ranged Weapon Attack

To see if your target suffers the weapon's damage, you roll:

(your REF + weapon skill) + 1d10

vs.

(DV listed on the single shot table)

or*

(target's DEX + evasion skill) + 1d10

* Targets with REF 8 or higher, can attempt to dodge a ranged weapon attack, instead of using the DV listed on the table.

Drawing, Dropping, and Stowing Weapons

Drawing an easily accessible weapon or item into a free hand, or dropping it to the ground, doesn't take an action—stowing it on your person, however, does take your full action.

Shields: The Exception to the Rule

Equipping or dropping a shield always takes your full action.

Aimed Shots

At 1 ROF, you can aim a single ranged or melee attack with a -8 to your check, and target a special area. If you hit, you deal the attack's damage as normal, and the target also suffers an additional effect, based on the special area you aimed for.

Damage that gets through the target's head armor, is doubled. A solo's spot weakness bonus is added before SP reduction.

Held Item

If any damage gets through the target's body armor, they also drop a held item of your choice, which lands in front of them.

Leg

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


Alternate Fire Modes and Special Features

Autofire

It takes 10 bullets to use autofire instead of a weapon's typical skill. If you don't have 10 shots remaining in the clip, you can't use autofire. When using autofire, you consult its entry on the autofire DV table instead of the single shot DV table. Autofire cannot be used to make an aimed shot. Targets with REF 8 or higher can still attempt to dodge the attack.

If you hit, roll 2d6 for damage then multiply it by the amount you beat the DV—up to a maximum denoted by the weapon (3 for SMGs, 4 for assault rifles). A solo's spot weakness bonus is added after multiplication, but before SP reduction.

Arrows

Loading an arrow is part of attacking with a bow or crossbow, you never need to reload them. Additionally, basic arrows can always be retrieved after they have been fired, making basic ammunition for these weapons almost a one-time investment.

Suppressive Fire

It takes 10 bullets to use suppressive fire. If you don't have 10 shots remaining in the clip, you can't use suppressive fire.

When you use suppressive fire, everyone within 25m who is on foot, not in cover, and in your line of sight, must roll:

(your REF + autofire skill) + 1d10

vs.

(target's WILL + concentration) + 1d10

Anyone that fails, must use their next move action to get into cover from you. If that is insufficient, they must also use the run action to try and get into cover, or as close as possible.

Shotgun Shells

In addition to slugs, shotguns can also fire shotgun shells, but they can't be used to make aimed shots. To fire a shotgun shell, you make a single ranged attack and roll:

(your REF + shoulder arms) + 1d10

If you can beat a DV13, every target in front of you, within 6m (3 squares) that you can see, takes 3d6 damage. Targets with REF 8 or higher, can still attempt to dodge the shotgun shell.

Explosives

Explosive weapons deal damage to everything (including the terrain) in a 10m by 10m area (5x5 map squares), centered on a 2m by 2m area (1 map square) chosen by you. If you fail to beat the DV to hit your intended target, the GM will decide where in the original 10m by 10m area the explosive actually landed, and it explodes around that point instead.

Targets with REF 8 or higher can dodge the blast by rolling higher than your attack, and move just outside of the area.

If an explosion deals enough damage to destroy a piece of cover, any targets behind it are no longer in cover and take full damage. Area effects cannot be used to make an aimed shot and thus cannot target the head or ablate head armor.

On a critical hit, each target rolls for an injury separately.

Reloading

You can use an action to fully reload and replace a weapon's magazine. You can't mix ammunition types in a magazine.

70

Ranged Weapons

Weapon Class Skill Damage Ammo ROF Hands Conceal? Special Traits Cost
Medium Pistol Handgun 2d6 12 (M Pistol) 2 1 Yes 50ed (Costly)
Heavy Pistol Handgun 3d6 8 (H Pistol) 2 1 Yes 100ed (Premium)
Very Heavy Pistol Handgun 4d6 8 (VH Pistol) 1 1 No 100ed (Premium)
SMG Handgun 2d6 30 (M Pistol) 1 1 Yes Autofire (3), Suppressive Fire 100ed (Premium)
Heavy SMG Handgun 3d6 40 (H Pistol) 1 1 No Autofire (3), Suppressive Fire 100ed (Premium)
Shotgun Shoulder Arms 5d6 4 (Slug) 1 2 No Shotgun Shell 500ed (Expensive)
Assault Rifle Shoulder Arms 5d6 25 (Rifle) 1 2 No Autofire (4), Suppressive Fire 500ed (Expensive)
Sniper Rifle Shoulder Arms 5d6 4 (Rifle) 1 2 No 500ed (Expensive)
Bows and Crossbows Archery 4d6 1 (Arrow) 1 2 No Arrows 100ed (Premium)
Grenade Launcher Heavy Weapons 6d6 2 (Grenade) 1 2 No Explosive 500ed (Expensive)
Rocket Launcher Heavy Weapons 8d6 1 (Rocket) 1 2 No Explosive 500ed (Expensive)

Ranged Weapon Single Shot DVs

Weapon Class 0-6 m 7-12 m 13-25 m 26-50 m 51-100 m 101-200 m 201-400 m 401-800 m
Pistol 13 15 20 25 30 30
SMG 15 13 15 20 25 25 30
Shotgun (Slug) 13 15 20 25 30 35
Assault Rifle 17 16 15 13 15 20 25 30
Sniper Rifle 30 25 25 20 15 16 17 20
Bows & Crossbow 15 13 15 17 20 22
Grenade Launcher 16 15 15 17 20 22 25
Rocket Launcher 17 16 15 15 20 20 25 30

Ranged Weapon Autofire DVs

Weapon Class 0-6 m 7-12 m 13-25 m 26-50 m 51-100 m
SMGs 20 17 20 25 30
Assault Rifle 22 20 17 20 25

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Resolving Melee Weapon Attacks

When you take the attack action, very heavy melee weapons can be used to make one attack (1 ROF) on a target in reach. You make two attacks (2 ROF) with any other melee weapon.

Melee weapons must be wielded in the number of hands they were made for—unless you have BODY 8 or higher, in which case, you can wield a two-handed melee weapon in a single hand. To resolve a melee attack, roll:

(your DEX + relevant melee skill) + 1d10

vs.

(target's DEX + evasion skill) + 1d10

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

Class Examples Damage   ROF   Hands Hide Cost
Light Melee Combat Knife, Tomahawk 1d6 2 Varies Yes 50ed (Costly)
Medium Melee Baseball Bat, Crowbar, Machete 2d6 2 Varies No 50ed (Costly)
Heavy Melee Lead Pipe, Sword,
Spiked Bat
3d6 2 Varies No 100ed (Premium)
Very Heavy Melee Chainsaw, Sledgehammer, Helicopter Blade 4d6 1 Varies No 500ed (Expensive)

If you roll a natural 1 when making an attack with any poor quality melee weapon, you still need to use an action to fix the issue, before you can swing the weapon again. (The grip falls off, the blade bends weirdly, the handle becomes loose, etc.)

Brawling

When using the brawling skill to make attacks, the damage you deal with each blow is determined by your BODY STAT.

BODY 4 or Less  5 or 6   7 to 10  11 or More
Damage  1d6* 2d6 3d6 4d6

* If you have a cyberarm, brawling damage is minimum 2d6.

Grab

Using the brawling skill, you can grab and hold someone, take an object they are carrying, or escape a grapple. You need a free hand to initiate a grab, which cannot be used for anything else for the duration of any grapple that results from the grab.

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

(DEX + brawling skill) + 1d10

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

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

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

Choke

If you are currently the attacker in a grapple, you can choke the defender, dealing your BODY STAT in damage which ignores armor and doesn't ablate it. If this would reduce the target to less than 0 HP, they are instead left at 1 HP and are unconscious. If you choke the same target for 3 successive rounds, they fall unconscious regardless of their remaning HP.

Throw

If you are currently the attacker in a grapple, you can end the grapple by throwing the defender prone, dealing your BODY STAT in damage which ignores armor and doesn't ablate it.

Throwing Objects

You can throw an object up to 25m, by making one ranged weapon attack using the grenade launcher DVs, and rolling:

(DEX + Athletics) + 1d10

Melee weapons deal their stated damage when thrown, but don't ignore any armor. An improvised thrown weapon does as much damage as the GM thinks it should. If you miss, the GM determines where the object lands, similar to explosives.

Martial Arts

If you have at least one point in the martial arts skill, you can use it to make attacks at 2 ROF, and perform special moves. Each time you increase this skill, you choose which form you are training in: Aikido, Karate, Judo, or Taekwondo. You can learn multiple forms, but must train in each one separately.

Resolving Martial Arts

To resolve martial arts attacks and special move checks, roll:

(your DEX + martial arts form) + 1d10

vs.

(target's DEX + evasion) + 1d10

or

(special move DV)

Martial Arts Damage

Martial arts damage ignores half the target's armor. Round up. The amount of damage you can deal is based on your BODY.

BODY 4 or Less  5 or 6   7 to 10  11 or More
Damage 1d6 2d6 3d6 4d6

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Martial Arts Special Moves

Each martial arts form has two unique special moves, which you can use if you have at least one point in that form. Most also have other requirements that must be met for their use. Unless stated otherwise, special moves cannot be used to make aimed shots.

All martial arts forms can use the recovery special move.

Recovery

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

Whenever you take the get up action, you can make a DV13 special move check using any martial arts form. If successful, you can immediately take another action.

Aikido

Sweeping hand and body techniques used to lock and disarm opponents, turning their own power against them.

Disarming Combination

Requirement: Hit the same target with a brawling attack and a martial arts attack this turn.

Once per turn, you can make a DV15 special move check. If successful, one object of your choice being held by the target, is now either held by you instead, or is dropped at their feet.

Iron Grip

Requirement: Grapple a target not affected by iron grip.

Once per turn, you can use an action to make a DV15 special move check. If successful, the target makes future attempts to escape this grapple with a -2 penalty, and also cannot make ranged attacks until the grapple is broken.

Karate

Hard strikes and blows, intended to break bones or armor.

Armor Breaking Combo

Requirement: Hit the same target with a melee weapon and a martial arts attack this turn.

Once per turn, you can make a DV15 special move check. If successful, the target's armor is ablated by 2 extra points.

Bone Breaking Strike

Requirement: WILL 8 or higher.

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

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

Judo

A form based on holds, throws, and grapples.

Counter Throw

Requirement: Dodge all melee attacks since your last turn.

Once per turn, you can use an action to make a DV15 special move check. If successful, you can use the throw action on one target in melee range, who you also dodged to satisfy the requirement for this move. This throw cannot be avoided.

Grab Escape

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

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

Taekwondo

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

Pressure Point Strike

Requirement: WILL 8 or higher.

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

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

Flying Kick

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

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

73

Taking Damage

Ideally, you want to put something between you and damage that's going to pulp your body. Things like; cover, a shield (or some unlucky booster you got a good grip on) and armor.

Cover

If you are behind something that blocks line of sight on you, and it could stop a bullet, you are in cover. There is no 'partial cover'. It can either stop a bullet, or it has no HP and can't.

Nothing is preventing an enemy from moving to re-establish line of sight on you, so make sure you have the better plan.

Destroying Cover

Anything you might want to take cover behind has HP, and a 2m x 2m (1 square) section can be attacked just like you can. At 0 HP, it is destroyed. Excess damage is lost and doesn't harm anyone in cover—with the one exception of explosives.

Cover Hit Points

Cover HP is determined by the material and thickness. Thin cover can be moved (if not secured) at a cost of 2m for every 1m traveled. Thick cover needs BODY 10 or higher to move. You cannot damage steel cover with martial arts or brawling attacks, unless you have a cyberarm, or BODY 10 or higher.

Type of Cover Thick HP Thin HP
Steel 50 HP 25 HP
Stone 40 HP 20 HP
Bulletproof Glass 30 HP 15 HP
Concrete 25 HP 10 HP
Wood 20 HP 5 HP
Plaster/Foam/Plastic 15 HP Not Cover
Cover Examples
Example Material and Thickness HP
Bank Vault Door Thick Steel 50 HP
Bank Window Glass Thick Bulletproof Glass 30 HP
Bar Thick Wood 20 HP
Boulder Thick Stone 40 HP
Car Door Thin Steel 25 HP
Data Term Thick Concrete 25 HP
Engine Block Thick Steel 50 HP
Hydrant Thick Steel 50 HP
Log Cabin Wall Thick Wood 20 HP
Metal Door Thin Steel 20 HP
Office Cubicle (Not Cover) 0 HP
Office Wall Thick Plaster/Foam/Plastic 15 HP
Overturned Table Thin Wood 5 HP
Prison Visitation Glass Thin Bulletproof Glass 15 HP
Refrigerator Thin Steel 25 HP
Shipping Container Thin Steel 25 HP
Sofa Thick Plaster/Foam/Plastic 15 HP
Statue Thin Stone 20 HP
Tree Thick Wood 20 HP
Utility Pole Thick Concrete 25 HP
Wardrobe Thin Wood 5 HP
Windshield (Not Cover) 0 HP
Wooden Door Thin Wood 5 HP

Shields

Equipping or dropping a shield takes an action. While holding a shield, you cannot hold enything else in that hand. While the shield has HP remaining, you are in cover. When attacked by a target you can see, you can interpose the shield. If you do this, you cannot dodge the attack, but it could still miss you.

If the attack hits you, the shield takes all damage. At 0 HP it is destroyed (until repaired if inorganic) and can't be used as cover, but remains in your hand until you drop it as an action.

Human Shields

If you don't already have a bulletproof shield equipped, and you are the attacker in a grapple, you can use an action to "equip" the defender as a human shield, using the same hand you are using to grapple them. Because of their squirming about, human shields can't be used to block melee attacks, or ranged weapon aimed shots targeting your head. You can attack a human shield you have equipped. A human shield can't dodge ranged attacks, even if it has REF 8 or higher.

Corpse Shields

A human shield who dies while "equipped", becomes a corpse shield with HP equal to their BODY. Unequipping a live human shield is as simple as ending your grapple with them. Corpse shields take an action to drop, like any other type of shield.

Armor

If an attack hits you, the damage it deals can be "soaked" by your armor: First subtract the stopping power (SP) of the best armor in the hit location, then take any damage that remains. If the attacker did not use an aimed shot to target your head, then the hit location is your body by default.

All of your armor in the hit location is "ablated"—the SP is reduced by 1 point until it is repaired. Some damage (such as choking, poisons, and fire) can bypass your armor entirely.

Armor Type SP Penalty Cost
Leathers 4 20ed (Everyday)
Kevlar® 7 50ed (Costly)
Light Armorjack 11 100ed (Premium)
Bodyweight Suit 11 1,000ed (Very Expensive)
Medium Armorjack 12 -2 REF, DEX,
& MOVE
100ed (Premium)
Heavy Armorjack 13 -2 REF, DEX,
& MOVE
500ed (Expensive)
Flak 15 -4 REF, DEX,
& MOVE
500ed (Expensive)
Metalgear® 18 -4 REF, DEX,
& MOVE
5,000ed (Luxury)
Bulletproof Shield 10 HP 100ed (Premium)

Wound States

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

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

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Mortal Wounds

While mortally wounded you have -4 to all actions, and -6 to MOVE (minimum 1). You must also make a death save at the start of each of your turns. When damaged by an attack, you suffer a critical injury, and your death save increases by 1.

Death Saves

At the start of each of your turns when mortally wounded, you must roll a d10. If you roll under your BODY, you live and can take your turn as usual. If you roll a 10, your character dies.

Every time you succeed on a death save, your death save increases by 1, making it progressively harder to stave off death. This penalty continues to add up until you are brought back to 1 Hit Point by stabilization—which resets your death save to its base value—or you die. Your death save can also be increased by some of the more serious critical injuries.

Stabilization and Healing

Anyone can use an action and attempt to stabilize a mortally wounded person—even themselves—but medical training makes success more likely. To attempt stabilization, you roll:

(TECH + first aid or paramedic skill) + 1d10

If successful, you are stabilized and have 1 HP, but you also fall unconscious for 1 minute. You must rest to heal more.

Once stabilized, you regain Hit Points equal to your BODY after each full day spent in light activity, until you are at full HP. If you over-exert yourself, your wounds reopen and the healing process is halted until you are stabilized again.

Critical Injuries

Whenever you roll two or more 6's for damage on a melee or ranged attack, the target suffers a critical injury. Roll 2d6 on the critical hit table for the appropriate hit location, until you get a critical injury that the target isn't already suffering from.

All critical injuries cause an injury effect, and deal 5 bonus damage. This damage ignores armor, doesn't ablate it, and isn't modified by hit location. Critical injuries and their bonus damage are dealt even if no damage got through the armor.

Treating Critical Injuries

There are two ways to heal a critical injury; either a quick fix or full treatment. Depending on the severity and type of injury, either option may unavailable. Critical injuries to parts of the body that have been replaced by cyberware, might require the cybertech skill in place of first aid, paramedic, or surgery.

Quick Fix

Remove the injury effect for the rest of the day. Each attempt takes one minute. You can treat yourself with this method.

Full Treatment

Remove the injury effect permanently. Each attempt takes four hours. You are not able to treat yourself with this method.

Critical Injuries to the Head

# Injury Quick Fix Full Treatment
2 Lost Eye N/A Surgery DV17
3 Brain Injury N/A Surgery DV17
4 Damaged Eye Paramedic DV15 Surgery DV13
5 Concussion First Aid or
Paramedic DV13
Quick Fix cures
permanently
6 Broken Jaw Paramedic DV13 Paramedic or
Surgery DV13
7 Foreign Object First Aid or
Paramedic DV13
Quick Fix cures
permanently
8 Whiplash Paramedic DV13 Paramedic or
Surgery DV13
9 Cracked Skull Paramedic DV15 Paramedic or
Surgery DV15
10 Damaged Ear Paramedic DV13 Surgery DV13
11 Crushed Windpipe N/A Surgery DV15
12 Lost Ear N/A Surgery DV17

75

Critical Injuries to the Body

# Injury Quick Fix Full Treatment
2 Dismembered Arm N/A Surgery DV17
3 Dismembered Hand N/A Surgery DV17
4 Collapsed Lung Paramedic DV15 Surgery DV15
5 Broken Ribs Paramedic DV13 Paramedic DV15
or Surgery DV13
6 Broken Arm Paramedic DV13 Paramedic DV15
or Surgery DV13
7 Foreign Object First Aid or Paramedic DV13 Quick Fix cures permanently
8 Broken Leg Paramedic DV13 Paramedic DV15
or Surgery DV13
9 Torn Muscle First Aid or Paramedic DV13 Quick Fix cures permanently
10 Spinal Injury Paramedic DV15 Surgery DV15
11 Crushed Fingers Paramedic DV13 Surgery DV15
12 Dismembered Leg N/A Surgery DV17

Brain Injury

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

Broken Arm

The arm cannot be used. You drop any items it is holding.

Broken Ribs

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

Broken Jaw

-4 to all actions involving speech.

Broken Leg

-4 to MOVE (minimum 1)

Collapsed Lung

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

Concussion

-2 to all actions.

Cracked Skull

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

Crushed Fingers

-4 to all actions involving that hand.

Crushed Windpipe

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

Damaged Ear

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

Damaged Eye

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

Dismembered Arm

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

Dismembered Hand

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

Dismembered Leg

The leg is severed from your body. -6 to MOVE (minimum 1). You cannot dodge attacks. Your death save is increased by 1.

Foreign Object

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

Lost Ear

The ear is gone. -4 to Perception checks involving hearing. If you move further than 4m on foot, you cannot take a move action on your next turn. Your death save is increased by 1.

Lost Eye

The eye is gone. -4 to ranged attacks & Perception checks involving vision. Your death save is increased by 1.

Torn Muscle

-2 to melee attacks

Spinal Injury

Next turn, you cannot take an action, but you can still take a move action. Your death save is increased by 1.

Whiplash

Your death save is increased by 1.

76

Other Ways to get Hurt

Being On Fire

When you are on fire, you can use an action to put yourself out, or someone else within reach can use their action to put out the flames. Otherwise you take damage at the end of your turn, which ignores armor and doesn't ablate it. The amount of damage that you suffer, depends on the intensity of the fire. Remember that a turn is only three seconds. This adds up!

Intensity Example Effect
Mild Wood fire 2 damage
Strong Gasoline fire 4 damage
Deadly Thermite 6 damage

Drowning and Asphyxiation

You can hold your breath for a number of minutes equal to your BODY, after which you begin drowning. At the start of a turn where you are drowning, you take damage equal to your BODY, which ignores armor and doesn't ablate it.

Asphyxiation is like drowning, but there may be secondary effects. If you are asphyxiating in outer space, you INT, REF, and DEX are also reduced by 1d6 at the end of your turn—by exposure to vacuum. If your INT reaches 0, you die. These STAT reductions are reversed if you can gasp a breath of air.


Electrocution

When electrocuted, you immediately take 6d6 damage, which is soaked by your armor as normal. If you do not move away from the source of electrocution, the damage is repeated at the end of each of your turns—starting on your next turn.

Exposure

At the end of each day you are exposed to extreme elements, you take 1d6 damage directly to your HP. You also can't heal naturally when exposed to extreme elements, even if you are stabilized. Proper equipment negates the risk of exposure.

Falling

The moment you are no longer on solid ground, you get one attempt to save yourself from falling—if an edge or ledge is nearby—with a DV15 Athletics check. No check is required if you have a grapple hand cyberware implant, or grapple gun.

If you do not succeed, you fall up to 40m at the end of each of your turns. If you fall 10m or more before hitting the ground, you take 2d6 damage for every 10m (soaked by body armor). You must then beat a DV15 Athletics check, or you also suffer the Broken Leg critical injury.

If you have paired cyberlegs, you can ignore falling damage up to 30m. If for some reason you fall off a skyscraper without a parachute, don't bother rolling anything, you are just dead.

Poisons and Drugs

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

Example Substance Intensity    DV    Effect
Alcohol Mild 11 Inebriation
Belladonna, Toxic Waste Mild 11 1d6 damage
direct to HP
Arsenic Strong 13 2d6 damage
direct to HP
Sodium Pentothal Strong 13 Suggestibility
Biotoxin, Designer Poison,
Stonefish Venom
Deadly 15 3d6 damage
direct to HP
Street Drugs Deadly 15 Designer's Intent

Radiation

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

Low Level Radiation

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

High Level Radiation

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

77

Vehicle Combat

Structural Damage Points

All vehicles have Structural Damage Points (SDP). As long as a vehicle has at least one SDP, it can still move. When it has no SDP left, a vehicle is considered destroyed, is no longer considered cover, and cannot move unless it is repaired.

Vehicles cannot dodge attacks like a human, but while you are in a vehicle, you can still dodge anything that you could typically dodge on foot, when it's targeted at you instead of the vehicle. Shooting a vehicle with a ranged weapon still requires you to hit the DV listed on the appropriate table.

While in a vehicle, you can still be targeted with attacks through the glass, which has no HP and provides no cover, unless it has been upgraded with bulletproof glass.

Vehicle Weak Points

Every vehicle has weak points—areas which can be targeted using an aimed shot. If you hit, the additional effect is that you double any damage which gets through the vehicle's SP. This is how you aim for a vehicle's tires, engine, gas cap, etc.

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

Getting into and Starting a Vehicle

Getting into a vehicle is an action, but getting out of one is just movement. Starting or stopping a vehicle is an action. If you have interface plugs, jacking them in or out can be part of this action, and they allow you to drive hands-free. Otherwise, you must use one hand for driving and nothing else. If you let go of the controls, you lose control of the vehicle at the start of your next turn. When you start a vehicle, three things happen:

  1. You are placed at the top of the initiative queue.
  2. You use the vehicle's MOVE STAT instead of your own, and any penalty to your MOVE, doesn't affect the vehicle.
  3. You become unable to use the run action.

Driving a Vehicle

If your skill base (REF + relevant control skill) is greater than 9, you don't have to make skill checks for driving, and it works the same as taking a move action on foot. If not, then driving requires using your action on each of your turns, and rolling:

(REF + relevant control skill) + 1d10

Failure to beat DV10, means losing control of the vehicle.


Vehicle Maneuvers

The GM decides when any driving you want to do, requires a maneuver. Performing a maneuver requires your full attention, which means using both your action, and your move action.

Maneuver DV
Swerve 13
Sharp Turn 13
Emergency Stop 13
Bootleg Turn 17
Do a Jump 17
Landing (Air Vehicle) 13
Aerobatic Maneuver (Air Vehicle) 17

Failing to beat the DV, causes you to immediately lose control of the vehicle. If screwing up couldn't cause you to lose control of the vehicle, it shouldn't require a maneuver.

Losing Control of the Vehicle

If you lose control of a vehicle, the GM will decide your entire movement for the turn you lose control. If the vehicle crashes into anything, it is treated as if you had rammed that thing.

Ramming

If you drive a vehicle into anything with HP—be it pedestrian, piece of cover, or another vehicle—your vehicle and whatever it crashed into, both take 6d6 damage. Every pedestrian and vehicle passenger involved, suffers a Whiplash critical injury.

If a piece of cover or vehicle you are ramming drops to 0 HP from this damage, you can continue moving. Otherwise, your vehicle stops. You can always continue moving after you hit a pedestrian, but if they actually survive the impact, they can choose to end up on top of your vehicle—if they want to.

Dodging a Vehicle

Dodging a ramming vehicle on foot is a DV13 check, you roll:

(DEX + evasion skill) + 1d10

If successful, you can choose to end up on top of the vehicle.

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Reputation: Another Kind of Combat

Not everything on the street is determined with fists or guns. In a world where combat can end you in a hot nanosecond, other methods have evolved to determine who is the top dog in a conflict. One of these involves having a reputation.

Reputation is a measure of things you may do so well (or badly) that you become well known for them, and is always established by your actions. When the GM believes you have done something worthy of gaining a reputation, they assign you a reputation level. A new reputation will only replace the old one, if the level is higher. You start with a reputation of 0.

Reputation Levels

# Who Knows About You
1 Anyone who was there at the time knows
2 Stories have gotten around to immediate friends
3 All your co-workers and casual acquaintances know
4 Stories are all over the local area
5 Others beyond your local area recognize your name
6 Others beyond your local area know you on sight
7 A news story or two has been written about your exploits
8 Your exploits regularly make the screamsheets
9 Your exploits always make the screamsheets and TV
10 You're known worldwide

Whenever you encounter new people, both of you roll 1d10. If you roll under their reputation level, you have heard of them. If they roll under your reputation level, they have heard of you. Sometimes this can be good. Other times, it can be very bad, especially if you made enemies while earning that reputation.

Negative Reputation

You can also gain a reputation from doing extremely uncool things—showing cowardice, deserting or betraying an ally, etc. Reputation from a negative event or action can replace reputation of a positive event or action. In which case, people will have heard about that uncool deed, not lesser cool ones.

Facedowns

A duel of wills—who's tougher, meaner, and looks more ready to prove it. When two heavies on the street square off before a fight, or to see who'll back down from a confrontation. The GM will sometimes call for a facedown. Both participants roll:

(COOL +/- reputation) + 1d10

If your defining reputation event is a negative one, then your reputation level is also treated as a negative number. In a tie, both parties are unsure who has the superior reputation, and nothing happens. Otherwise, the loser has the option of either: Backing down, or taking -2 to any future actions made against the winner—due to fear—until they have defeated them once.

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Trauma Team

One of the largest private medical firms in the world, Trauma Team provides ambulance services and paramedic support for a client base of over fifteen million people. Equipped with top-of-the-line urban assault aircraft, Trauma Teams provide an essential service in the dark future—recovering wounded clients from the field. Every franchise office also has its own surgical infirmary and arrangements with local hospitals.

Trauma Team offer two levels of service for their clients:

Trauma Team Silver Package

Monthly Service Charge: 500ed

Silver members are charged for treatments requiring surgery, equal to the cost at a hospital. Or, if you do not wish to pay for these treatments, the team will do everything possible using the paramedic skill, and drop you off at the nearest hospital.

Trauma Team Executive Package

Monthly Service Charge: 1000ed

Executive members recieve full surgical treatment at no cost.

Account Sharing

Trauma Team plans are transferable on a 1-1 basis—meaning you can use your coverage to help a friend, but while they are being treated, you are without any coverage yourself.

Members can register their Trauma Team card to any agent with a linked a biomonitor, which allows it to call them on your behalf, when it detects the user has less HP than their BODY, or they receive a critical injury that dismembers a body part.

Otherwise, calling the Trauma Team is just an action, and can be done whenever you want. However, if you piss them off by calling them out for extremely minor injuries, they might be slow to respond to your next call, or forget entirely.

Calling Trauma Team

Upon calling the Trauma Team, you roll a d6. The result is how many rounds before they arrive. They join at the top of the initiative queue. In addition to SP, HP, MOVE, and BODY, they also have a Combat Number (CN), which combines both STAT and skill for them. They roll CN + 1d10 when attacking, defending, or using equipment. They can't dodge bullets.


Dropship Loadout

A standard Trauma Team consists of five members: A doctor, medical assistant, pilot, and two security officers. They arrive from the air in an AV-4, that is equipped with a turret-mounted Tsunami Arms Helix and packed with medical tech, including a state-of-the-art operating table, and four full-size cryotanks.

The Trauma Team prides themselves on landing their AV-4 as close to the action as possible, and also getting all patients safely into cryopump bags on the same turn that they arrive in combat—if possible—after which they leave under covering fire just as soon as all policy holders are secured in the AV-4.

Trauma Team Doctor

Combat Number         SP                 HP         MOVE & BODY
10 11 20 4

  • Skills: First Aid, Paramedic, Surgery, Medical Tech
  • Outfit: Heavy Pistol, Heavy Pistol Ammo x25, Light Armorjack Body, Light Armorjack Head, 1 cryopump, 2 airhypos (loaded with Rapidetox)

Trauma Medical Assistant

Combat Number         SP                 HP         MOVE & BODY
10 7 25 6

  • Skills: Pilot Air Vehicle, First Aid, Paramedic, Medical Tech
  • Outfit: Kevlar® Body, Kevlar® Head, 1 cryopump, 1 bulletproof shield

Trauma Team Pilot

Combat Number         SP                 HP         MOVE & BODY
10 7 25 6

  • Skills: Air Vehicle Tech, First Aid, Pilot Air Vehicle
  • Outfit: Very Heavy Pistol, Very Heavy Pistol Ammo x25, Kevlar® Body, Kevlar® Head

Trauma Security Officer (x2)

Combat Number         SP                 HP         MOVE & BODY
10 13 30 4

  • Skills: Air Vehicle Tech, First Aid, Pilot Air Vehicle
  • Outfit: Assault Rifle, Assault Rifle Ammo x50, Heavy Armorjack Body, Heavy Armorjack Head

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Going to the Hospital

Advances in medicine have relegated many hospital trips to simple outpatient procedures, which last no more than four hours per treatment required during the visit. When you check in, you are only charged for the highest DV treatment required to fully heal you. Everything else needed to stabilize you and begin the natural healing process, is included at no extra cost.

Highest DV Cost
DV10 50ed (Costly)
DV13 100ed (Premium)
DV15 500ed (Expensive)
DV17 or higher 1,000ed (Very Expensive)

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

Replacement Parts

If you lose a body part due to a critical injury, you have a few options to replace that missing meat. The standard treatment practices at most hospitals involve using either a replacement cloned from your own tissue, and force grown to full size, or a piece of medical-grade cyberware, which replaces your body part, but offers no additional benefits beyond full functionality.

Medical-grade cyberware does not have any option slots for upgrades and doesn't count as cyberware for the purposes of causing damage. They also do not cause any Humanity loss. If you want a full cybernetic replacement, you need to first pay for treatment to repair the critical injury from the missing body part, and then pay the cost of the cyberware installation.

The Bodybank

Widespread adoption of limb cloning technology pioneered by Biotechnica during the 4th Corporate War, made cloned limbs cheap and easy to create. The price of a replacement limb is included in the cost of your hospital visit. Buying one to keep cryochilled for "just in case" will cost you only 50ed per limb.


Recycled Cyberware

Cyberware reclaimed from cadavers has resale value on the market, but only a medtech is capable of properly harvesting cyberware that is not removable with an action (like chipware or cyberlimbs with quick change mounts) without destroying it.

You can use a machete to chop it out, but the cyberware will have to be repaired before it's any use, or worth anything. The DV to repair cyberware, is the same as the DV needed to install it. Both procedures take 4 hours, and if failed, destroy the cyberware and waste 2 hours of time.

A medtech can perform the installation surgery, but not on themself—unless the cyberware is typically installed at a mall. Either way, it still costs the same, and causes Humanity loss.

Installation        DV        Cost
Mall DV13 100ed (Premium)
Clinic DV15 500ed (Expensive)
Hospital DV17 1,000ed (Very Expensive)

Bodysculpting

The low cost of life-like vat grown clone tissue and street level providers like the Bodyshoppe and Doc's R Us™, makes it no longer possible to tell bodysculpted humans from "natural" by sight alone. Its easier to just always assume that the most attractive people in the room are probably bodysculpted.

Truly fantastic bodysculpting which adds alien or inhuman features—like whiskers, muzzles, manes, reptilian skin, fur, tails, hooves, antennae, claws, etc.—is also available, but it causes Humanity loss due to its extreme effects.

Such bodysculpting is very much a fringe practice, even in the Time of the Red, mostly being the provenance of animal motif gangs, and close-knit groups of "exotics", who typically also get cyberware installed to compliment their chosen form.

A medtech can perform bodysculpting surgery, but not on themself. If they beat the DV, it takes 4 hours. If they fail, it wastes the materials used, and 2 hours of operating time.

Type Installation Cost     HL     DV Materials
Standard Clinic 500ed (Expensive) 0 DV15 100ed (Premium)
Exotic Hospital 1,000ed
(Very Expensive)
4d6 DV17 500ed (Expensive)

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Therapy

When you want to keep all your cybernetics without feeling less empathetic, or when you want to kick an addiction. It's certainly not cheap, or easy, but it is fast compared to similar treatments from yesteryear. Most of the improvements in the efficiency of these therapies are due to new pharmaceuticals pioneered by Biotechnica during the 4th Corporate War.

A skilled medtech can perform therapy—which takes one entire week—during which doctor and patient can do nothing else. At the end of the week, the doctor rolls against the DV of the therapy. On a success, the patient gains the effects of the therapy. On a failed check, the entire week was for nothing, and any materials used for the therapy are wasted.

The materials for these therapies are controlled entirely by Biotechnica, and can only be purchased directly from the company. The listed price for therapy assumes the patient is not staying in the hospital overnight during therapy. They can rent a bed if they want, for a standard fee of 100ed per night.

Medtechs can't perform effective therapy on themselves.

Therapy Treatment DV Materials HR
Addiction 1,000ed
(Very Expensive)
DV15 500ed
(Expensive)
Cured
Standard
Humanity Loss
500ed
(Expensive)
DV15 100ed
(Premium)
2d6
Extreme
Humanity Loss
1,000ed
(Very Expensive)
DV17 500ed
(Expensive)
4d6

Addiction Therapy

One week of intensive psychotherapy combined with a flight of anti-addiction drugs in a safe environment. If successful, the patient is freed of one addiction. However, for one year after getting clean, they automatically fail any checks against the secondary effects of the drug they were addicted to.

Humanity Loss Therapy

One week of intensive psychotherapy combining stress and anger management counseling, hypnosis, and minor direct brain reprogramming, aided by pharmaceuticals, and a safe environment—possibly induced by a therapeutic braindance. If successful, the patient regains some of their lost Humanity.

Humanity cannot ever be fully regained without the removal of all cyberware that causes Humanity loss. For each piece of cyberware you have installed, your maximum Humanity is lowered by 2. Each piece of borgware lowers it by 4.

Cyberpsychosis

Humanity loss is defined (in this game) as a loss of empathy for others and a corresponding loss of self-regard or sense of self preservation. Subjects with low Humanity have trouble emphasizing with themselves or others as "real." Instead, they start to see people as just collections of parts instead of living, breathing organisms. This is basically a dissociative disorder.

How Cyberware Fits in

Cyberpsychosis is not triggered just by installing cyberware—it is the removal of a functioning body part to replace it with a machine. Replacing parts of your body just for aesthetics or functional advantage, requires that you to get past the qualms of cutting up your body voluntarily. The cyberpsychosis comes about when you begin to alter your body beyond the human baseline—seeing it as just a thing you can casually change.


    Replacing lost and damaged body parts with cloned parts or medical-grade cyberware, will not increase dissociation or risk cyberpsychosis. It makes you feel "whole" again, and is restoring the senses and functionality of your natural body.

Mental Trauma

Adding cyberware is not the only thing that causes Humanity loss. It also occurs when you experience traumatic events, such as torture or living through a disaster. And unfortunately, edgerunners deal with these sorts of situations on a regular basis. This is something that your GM controls and they may assign Humanity loss to you, after an event or situation.

Type of Trauma Example of Trauma HL
Traumatic Physical or Mental Incident Torture, witnessing a particularly
horrific death, mutilation, etc.
1d6
Long-Term Mental Stress Factors Kidnapping, imprisonment,
or other long-term abuse.
2d6
Long-Term Environmental Stress Factors Starvation, being trapped in a war zone,
experiencing devastation from a disaster,
or living in danger for over a month.
2d6

The Effects of Cyberpsychosis

Not all "cyberpsychos" are necessarily always violent. Many cases, however, particularly those who already manifest some psycho-pathological or sociopathic tendencies, will find those tendencies magnified to a dangerous extent. Specifically, their view of others as things to be used or harmed without thought or empathy, increases dramatically. The Hare psychopathy checklist for elements of psychopathy includes:

Psychopathic Trait Psychopathic Trait
Grandiose sense of self Need for stimulation
Cunning and manipulative Lack of remorse or guilt
Callousness and lack of empathy Poor behavioral controls
Impulsivity Failure to accept responsibility
Criminal versatility Pathological lying

The Rules of Cyberpsychosis

If your Empathy is...

3 or Greater

No cyberpsychosis or dissociative disorder.

Equal to 2

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

Equal to 1

Dissociative disorder, with borderline cyberpsychosis. Your character strongly exhibits at least 3 traits from the checklist.

Equal to 0

Cyberpsychosis. Your character strongly exhibits at least 5 traits from the checklist.

Equal to 0 and You Have Negative Humanity

Extreme cyberpsychosis. The GM takes over control of your character, and plays them according to their worst tendencies. Violent cyberpsychos which become a danger to public safety, are usually hunted down by the Psycho Squad. Capture and rehabilitation are rare. Death is a typical outcome. However, if the character's Humanity ever somehow becomes a positive number again, control is handed back to you.

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Character Improvement

Assuming you live through everything the city throws at you, you'll likely want to get better at what you do. You can improve your skills (or learn new ones) and also gain ranks in your role ability, by accumulating "Improvement Points" (IP). When you gain these points, you should record them on your character sheet. When you have collected enough, you can spend them to raise the level of your skills or the rank of your role ability.

Earning Improvement Points

After every game session the GM awards Improvement Points to each player, based on your preferred type of gameplay and level of participation in various gameplay types. In Cyberpunk, those types are: Warrior, Socializer, Explorer, and Roleplayer.

What Type of Player Are You?

One way to figure this out, is to check the lists to the right, and see which things you find most important when playing. Those lists with the most checks are your preferred gameplay styles.


Warrior
Explorer
Defeat an enemy in battle Find a new place on the map
Gain a powerful tool
or weapon
Meet new people
in the world
Prove your skill in battle Solve a difficult puzzle
Make the most powerful
character
Learn about the world
and its lore
The thrill of the hunt Establish a place or alliance
Establish a stronghold Add to the world and its lore
Socializer
Roleplayer
Reminice about a favorite game moment Have a picture of
your character
Tell other people about
the games you're in
Write up your character's background
Contribute to the success of the group Create extended family
around your character
Team up to beat
a challenge
Know about pets, favorite things, friends, and enemies
Make friends outside
of the game
Act out the mannerisms and
accent of your character

Spending Improvement Points

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

Typical Skills

Skill Level 1 2 3 4 5 6 7 8 9 10
Improvement Point Cost  20  40  60  80 100 120 140 160 180 200

Difficult (x2) Skills

Skill Level 1 2 3 4 5 6 7 8 9 10
Improvement Point Cost  40  80 120 160 200 240 280 320 360 400

Role Ability

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

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Selling Out

Starting to look over the list of cyberware and thinking: "I don't have the kind of eddies 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 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 the GM's discretion, you can select one of the following employers at character generation—but only if you can also convince the entire paty to take advantage of this attractive employment opportunity. Assuming they do, each of you gets to start with an extra 1500ed of cyberware, in addition to the installation of a (mandatory) neural link, free-of-charge!

Sell Out to a Corporation

Join a Corporation and see the world! While you're at it, they'll bankroll you for lots of eurodollars in newtech. Keep in mind; you may work for the Corporation, but if you aren't an Exec, you won't be doing the job of an Exec, and if there's an Exec in the group, you'll be working for them, alongside their team.

However, if you are an Exec, you 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 espionage missions.

If you're really lucky, maybe you'll get to be a grunt in the next Corporate war, and defend the Corporation's interests in some backwater hellhole with a population of civilians you're suppressing. Restoring the Corporate Order is fun!

Join the (Covert) Military

War has changed. Or has it? 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 armies still 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!

If you want to get the big bucks, then join up and fight in covert proxy wars across the world, serving what's left of your country's armed forces with distinction and honor as part of a Mechanized Combat Force (Cybergrunts, to you).

See pain, torture, and death close-up, as you participate in black ops "cleanup actions" worldwide, and "protect national interests." Of course the Cybergrunts don't exist. Of course your country doesn't send fireteams 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 have had enough.

Take Up a Life of Organized Crime

Swear allegiance to one of the big, organized crime families and you'll never lack for cybertech. The only catch is you now do "work " for them—bill collecting, assassinations, murders, mob wars. Crime families of the Time of the Red have a long tradition that goes all the way back to at least the early 1900s.


The Catch

Like most "free" offers, these opportunities are booby-trapped in creative and dangerous ways. They each require that you work for an indeterminate amount of time, for people you may not like. You'll have to do what they tell you, no matter how bad, dangerous, or suicidal. Like most powerful people, they don't like to be crossed, and have a variety of awful ways to ensure your "cooperation".

If you do join any of those groups, one (or more) of these methods will be used to make you a compliant 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 what it is. You don't have a choice. You just sold your soul.

Blackmail

Somewhere in your past, you did something 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 employers to make sure you toe the line.

Command Kill

Your neural lace mas been modified to include a really vicious sabotage chip—on hearing the command word, you'll just kill whomever you are directed to kill; without control, regret or mercy. A complete stranger. Your mother. Your lover. Anyone.

Company Safeguard

Your neural lace mas been modified to include another nasty sabotage chip. You can't willingly harm any member of your employer's group; to do so causes you excruciating pain. To continue just causes even more pain, culminating in full heart stoppage and a screaming death.

Hostages

To ensure good behavior, your employer is holding someone you care about hostage. You mess up, they die—or worse.

Monitored

Your employer has 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 even know where in your body they've hidden these devices.

Remote Detonator

One of the favorite corporate tricks—a small package of inert explosive buried somewhere in your body, which is activated by a remote radio signal. You don't know where they put it, the scanners can't find it, and even if you did go around looking, you're likely to just set it off. Wanna bet your life, choomba?

Sabotaged Cybernetics

Your employer has buried lethal glitches in your cybernetic software. They can make your heart stop on command, or give you blinding headaches if you refuse their orders.

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Streetslang


  • AV: (Pronounced "Ay-Vee.") An aerodyne; an automobile-like flying vehicle, powered by ducted jet fans.
  • AI: Artificial Intelligence; a computer with full self-awareness.
  • Beaverville: A safe suburban neighborhood that is primarily inhabited by elite corporate executives and their families.
  • Bonanza: The location of a big score like an abandoned corporate facility or cache of pre-war supplies.
  • Booster: Any member of a gang that affects cyberware, leather clothing, and random violence.
  • Combat Drugs: A wide range 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, Choom): Neo-Afro American slang for a friend or family member.
  • CHOOH²: (Pronounced "Chew-Two.") An advanced form of synthetic alcohol with a higher burning temperature than normal methanol. It is used in the vehicle power plants of the vast majority of vehicles in the Time of the Red.
  • Chromer: A fan 21st-century heavy metal Chromatic Rock.
  • Chromatic Rock: A type of heavy metal characterized 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 into cyberpsychosis.
  • Cyberspace: An abstract sensory and spatial representation of the data contained within a NET architecture.
  • Data Term: A street corner information machine, usually with a screen, CitiNet inputs, and keyboard.
  • 'Dorphs: Synthetic endorphins; designer drugs that increase healing powers, limit fatigue, and produce a "second wind".
  • Exotic: Someone who has been biosculpted with extreme non-human elements; like fur, long ears, fangs, etc.
  • The Face: The legal representative of a corporation.
  • Flatline: To kill. A dead person or thing.
  • Go LEO: To make the trip into Low Earth Orbit, i.e., to visit one of the inner space stations.
  • Gyro: Small one—or two—seat helicopters, used mostly in police work and corporate strike operations.
  • Handle: The nickname you are known by on the street.
  • Hydro: Hydrogen fuel, used to power some vehicles.
  • Input/Output: A mechanistic term for a casual lover.
  • Keyboard: A computer deck or terminal with manual keys.
  • Kombi: A large vehicle capable of carrying passengers and cargo. Popularly used by nomads as housing on the road.
  • Lawman: Police officers or other law enforcers. Originally derived from Captain Max Hammerman's post-war police task force known on the street as "The Lawmen", it has come to be synonymous with any and all law enforcers.
  • Mainline: Your partner in a serious, longterm relationship.
  • Meatspace: A term commonly used by netrunners to refer to the physical world, as opposed to cyberspace.
  • Midnight Market: Top secret night markets, put together by high level fixers, to sell illegal goods. Powerful members of the criminal underworld will often hold meetings in private rooms at a Midnight Market.



  • Netrun: To interface with a NET architecture and hack into its programs and controls. Also used to refer to running the old NET, up until the advent of the 4th Corporate War.
  • Night Market: Off-the-grid, temporary marketplaces set up by groups of fixers with solid connections. The best place to find new weapons, armor, cyberware and gear.
  • Polymer One Shot: Cheap, plastic, disposable firearms, 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 who specializes in private cyberware installation. Many operate legally, but some conduct illicit deals, such as installing military-grade cybernetics
  • Ronin: A freelance assassin or mercenary. Usually one that is considered to be untrustworthy or dishonorable.
  • Samurai: A corporate assassin or mercenary, hired to protect corporate property or strike against other corps holdings.
  • Slammit On: To get violent; or attack without reason.
  • The Street: Wherever you live. Also, the subculture; the underground.
  • Stuffit: To have sex. Also, to forget about something.

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