Cyberpunk Lifepath: Friends, Enemies, Love
Cyberpunk Lifepath: Friends, Enemies, Love
▶ Your Friends ◀
It's not all grim. Sometimes you link up with people who have your back.
Roll 1d10 and subtract 7 (minimum 0) to see just how many friends you've
made so far in your life. For each friend, roll on the table below.
▶ Your Enemies ◀
Enemies are a big part of life in the Cyberpunk world. You're going in get in someone's face sooner or later, so
you might as well find out who they are, why there's a beef, and what they can do to you to even a score.
First, roll 1d10 and subtract 7 (minimum 0) to determine how many enemies you've
made. Then, for each one, decide who was the injured party and roll once on each of
the columns below. Once you have determined what your enemy is like, go to the Sweet
Revenge table to see how the offended party will act if the two of you ever meet again.
1 Ex-friend Caused the other to lose face or status. Just themselves and even they won't go out of their way.
2 Ex-lover Caused the loss of lover, friend, or relative. Just themselves.
3 Estranged relative Caused a major public humiliation. Just themselves and a close friend.
Accused the other of cowardice or some other
4 Childhood enemy Themselves and a few (1d6/2) friends.
major personal flaw.
5 Person working for you Deserted or betrayed the other. Themselves and a few (1d10/2) friends.
Turned down the other's offer of a job or
6 Person you work for An entire gang (at least 1d10 + 5 people).
romantic involvement.
7 Partner or coworker You just don't like each other. The local cops or other Lawmen.
8 Corporate exec One of you was a romantic rival. A powerful gang lord or small Corporation.
9 Government official One of you was a business rival. A powerful Corporation.
One of you set the other up for a crime
10 Boosterganger An entire city or government or agency.
they didn't commit.
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TALES FROM THE STREET
▶ Sweet Revenge! ◀
It's not really ugly until the bad blood between you and your enemies finally comes to the surface. When
you meet, the metal is going to shred. So what's gonna go down when they get back in your face?
Roll 1d10 or choose one.
52
TALES FROM THE STREET
The Wrap Up
You know your history, your personal style, and your turbulent love life. It's time to wrap all this up by determining
what you want out of life.
R ole-Based Lifepaths
Some things about life are universal. Other things are pretty specific. One of these is how your day job (or night
job or side job or whatever—we won't judge you) affects your life. The things that a hard-bitten Lawman on The
Street has to face are way different from the glittering club life of a Rockerboy, and they both deal with stuff
no pampered and privileged Exec could even imagine. To that end, we've constructed a series of Role-based
Lifepaths that supplement the regular Lifepath. Have fun!
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ROCKERBOY
▶ What Kind of Rockerboy are You? ◀ ▶ Who's Gunning for You/Your Group? ◀
Roll 1d10 or choose one. Roll 1d6 or choose one.
8 Rap Artist
9 DJ ▶ Where Do You Perform? ◀
10 Idoru Roll 1d6 or choose one.
Roll Venue
1 Alternative Cafes
group
▶ Are You in a Group or a Solo Act? ◀
2 Private Clubs
Choose either in a Group or Solo Act. 3 Seedy Dive Bars
4 Guerrilla Performances
solo
Roll Reason
1 You were a jerk and the rest of the group voted you out.
2 You got caught sleeping around with another member's mainline.
3 The rest of the group was killed in a tragic "accident."
4 The rest of the group was murdered or otherwise broken up by external enemies.
5 The group broke up over "creative differences."
6 You decided to go solo.
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SOLO
▶ What Kind of Solo are You? ◀
Roll 1d6 or work with your GM to choose one.
Roll 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
1 Always working for good, trying to take out the "bad guys."
2 Always spare the innocent (elderly, women, children, pets).
3 Will occasionally slip and do unethical or bad things, but it's rare.
4 Ruthless and profit centered; you will work for anyone, take any job for the money.
5 Willing to bend the rules (and the law) to get the job done.
6 Totally evil. You engage in illegal, unethical work all the time; in fact, you enjoy it.
55
NETRUNNER
▶ What Kind of Runner are You? ◀
Roll 1d6 or work with your GM to choose one.
Roll Type
There's an 1 Freelancer who will hack for hire.
entire chapter
on Netrunning 2 Corporate "clone runner" who hacks for the Man.
starting on
Page 195 3 Hacktivist interested in cracking systems and exposing bad guys.
4 Just like to crack systems for the fun of it.
5 Part of a regular team of freelancers.
6 Hack for a Media, politico, or Lawman who hires you as needed.
Roll Workspace
Roll Who?
1 Family member
2 Old friend
3 Possible romantic partner as well
4 Secret partner who might be a rogue AI. Might.
5 Secret partner with mob/gang connections
6 Secret partner with Corporate connections
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NETRUNNER
▶ Who are Some of Your Other Clients? ◀
Roll 1d6 or choose one. Lifepath Example
Victoria flips to the Role
Roll Who? Specific Lifepath for a
Netrunner. She rolls a 1 on
1 Local Fixers who send you clients. first table, meaning she's
Local gangers who also protect your work area while you sweep for a freelancer who hacks
2 for hire. She decides her
NET threats.
Netrunner flies solo. Her
3 Corporate Execs who use you for "black project" work.
workspace is, on a roll of
Local Solos or other combat types who use you to keep their personal systems 5, minimalist, clean, and
4
secure. organized. She rolls a 5
5 Local Nomads and Fixers who use you to keep their family systems secure. and discovers that, among
her clients, are local Fixers
6 You work for yourself and sell whatever data you can find on the NET. who use her services to
secure their systems. She
gets her Programs from
▶ Where Do You Get Your Programs? ◀ Night Markets with a roll
of 6, and with a 1 on the
Roll 1d6 or choose one. Who's Gunning for You
table, there's a rogue AI or
Roll Where? NET Ghost after her!
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TECH
▶ What Kind of Tech are You? ◀ ▶ What's Your Workspace Like? ◀
Roll 1d10 or choose one. Roll 1d6 or choose one.
6 Crazy Inventor 5 You keep everything just in case you need it later.
7 Robot and Drone Mechanic 6 Only you understand your filing system.
work alone
10 Nautical Mechanic
Roll Who?
1 Family member
2 Old friend
3 Possible romantic partner as well
4 Mentor
5 Secret partner with mob/gang connections
6 Secret partner with Corporate connections
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TECH
▶ Who are Your Main Clients? ◀ About Workspaces
Roll 1d6 or choose one.
Later in the book (on pg.
377) you'll learn more
Roll Who? about Housing. Those
are the rules that cover
1 Local Fixers who send you clients.
where you sleep and
2 Local gangers who also protect your work area or home. they're important. If you're
3 Corporate Execs who use you for "black project" work. exhausted, you'll suffer
penalties on Checks due to
4 Local Solos or other combat types who use you for weapon upkeep. lack of sleep.
5 Local Nomads and Fixers who bring you "found" tech to repair.
Some Roles, such as
6 You work for yourself and sell what you invent/repair. Netrunner and Tech, roll
on a Workspace table as
part of their Role Specific
Lifepath. The result rolled
doesn't represent a physi-
cal location the Character
▶ Where Do You Get Your Supplies? ◀ owns but, rather, what-
ever space they set up to
Roll 1d6 or choose one.
work in. That might be a
curtained off area in the
Roll Where? Housing they rent, a spare
desk at a partner's place,
1 Scavenge the wreckage you find in abandoned City Zones. or just whatever corner
2 Strip gear from bodies after firefights. they can spread out in at
the time.
3 Have a local Fixer bring you supplies in exchange for repair work.
Under no circumstances
4 Corporate Execs supply you with stuff in exchange for your services.
does a Character's
5 You have backdoor into a few Corporate warehouses. Workspace, by itself, count
6 You hit the Night Markets and score deals whenever you can. as Housing. If a Character
sleeps in their Workspace,
and t hat Wor kspace
isn't already part of their
purchased Housing (in a
spare room in their Conapt,
▶ Who's Gunning For You? ◀ for example), it counts
as if they had slept in a
Roll 1d6 or choose one. vehicle for the purposes of
deciding if they got a good
Roll Who? night's sleep or not.
1 Combat Zone gangers who want you to work for them exclusively.
2 Rival Tech trying to steal your customers.
3 Corporates who want you to work for them exclusively.
4 Larger manufacturer trying to bring you down because your mods are a threat.
5 Old client who thinks you screwed them over.
6 Rival Tech trying to beat you out for resources and parts.
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MEDTECH
▶ What Kind of Medtech are You? ◀
Roll 1d10 or work with your GM to choose one.
Roll Type
For more info
on patching 1 Surgeon
people up,
go to 2 General Practitioner
Page 219
3 Trauma Medic
4 Psychiatrist
5 Cyberpsycho Therapist
6 Ripperdoc
7 Cryosystems Operator
8 Pharmacist
9 Bodysculptor
10 Forensic Pathologist
5 Secret partner with mob/gang connections Everything possible is single-use and stored
Trauma 4
compacted until needed.
Team: 6 Secret partner with Corporate connections
A premium Not as clean as many of your patients
emergency 5
may have hoped.
medical Corp.
For more info 6 Meticulously organized, sharpened, and sterilized.
see
Page 279
60
MEDTECH
▶ Who are Your Main Clients? ◀
Roll 1d6 or choose one.
Roll Who?
Roll Where?
61
MEDIA
▶ What Kind of Media are You? ◀ ▶ How Does Your Work Reach the Public? ◀
Roll 1d6 or choose one. Roll 1d6 or choose one.
Roll 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 Will occasionally slip and do unethical things, but it's rare. You have some standards.
4 Willing to bend any rules to get the bad guys. But only the bad guys.
5 Ruthless and determined to make it big, even if it means breaking the law. You're a muckraker.
Totally corrupt. You take bribes, engage in illegal, unethical
6
reporting all the time. Your pen is for hire to the highest bidder.
Roll Stories
1 Political Intrigue
2 Ecological Impact
3 Celebrity News
4 Corporate Takedowns
5 Editorials
6 Propaganda
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EXEC
▶ What Kind of Corp Do You Work For? ◀
Roll 1d10 or work with your GM to choose one.
Roll 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
Roll Division
1 Procurement
2 Manufacturing
3 Research and Development
4 Human Resources
5 Public Affairs/Publicity/Advertising
6 Mergers and Acquisitions
Roll Good/Bad
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EXEC
▶ Where is Your Corp Based? ◀
Execs and Lawmen Roll 1d6 or choose one.
in a Punk Game
In the real world, it's unfor- Roll Where?
tunately all too common
1 One city
for people with power
to punch down at the 2 Several cities
people without it. That's 3 Statewide
doubly true in the world
of Cyberpunk, where the 4 National
Corps and police forces 5 International, offices in a few major cities
have more power than just 6 International, offices everywhere
about anyone else. Let's
face it. If you're playing an
Exec or a Lawman, there's
a pretty good chance you
aren't working for the good ▶ Who's Gunning for Your Group? ◀
guys.
Roll 1d6 or choose one.
Still, you need to ask
yourself. In a world where
Edgerunners often rail Roll Who?
against the tyranny of
1 Rival Corp in the same industry.
authority, where does your
Lawman or Exec fit in? 2 Law enforcement is watching you.
Are they selfishly using the 3 Local Media wants to bring you down.
rest of the party for their
own gain? Are they the 4 Different divisions in your own company are feuding with each other.
classic "kid made good", 5 Local government doesn't like your Corp.
hanging with old friends 6 International Corporations are eyeing you for a hostile takeover.
and caught between two
worlds? Or are they star-
ry-eyed dreamers, hoping
to change the system from
the inside?
Those are all valid ▶ Current State with Your Boss ◀
stories for you to tell. Just
be careful. You know the Roll 1d6 or choose one.
old saying: power corrupts.
Roll Current State
1 Your Boss mentors you but watch out for their enemies.
2 Your Boss gives you a free hand and doesn't want to know what you're up to.
3 Your Boss is a micromanager who tries to meddle in your work.
4 Your Boss is a psycho whose unpredictable outbursts are offset by quiet paranoia.
5 Your Boss is cool and watches your back against rivals.
6 Your Boss is threatened by your meteoric rise and is planning to knife you.
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LAWMAN
▶ What is Your Position on the Force ◀ ▶ How Wide is Your Group's Jurisdiction? ◀
Roll 1d6 or work with your GM to choose one. Roll 1d6 or choose one.
Roll Corruption
▶ Who's Gunning for Your Group? ◀ ▶ Who is Your Group's Major Target? ◀
Roll 1d6 or choose one. Roll 1d6 or choose one.
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FIXER
▶ What Kind of Fixer are You? ◀
Roll 1d10 or work with your GM to choose one.
Roll Type
Night
Market: 1 Broker deals between rival gangs.
A pop-up
marketplace 2 Procure rare or atypical resources for exclusive clientele.
set up by Fixers
to quickly sell 3 Specialize in brokering Solo or Tech services as an agent.
goods. See
Page 337 4 Supply a regular resource for the Night Markets, like food, medicines, or drugs.
5 Procure highly illegal resources, like street drugs or milspec weapons.
6 Supply resources for Techs and Medtechs, like parts and medical supplies.
7 Operate several successful Night Markets, although not as owner.
8 Broker use contracts for heavy machinery, military vehicles, and aircraft.
9 Broker deals as a fence for scavengers raiding Corps or Combat Zones.
10 Act as an exclusive agent for a Media, Rockerboy, or a Nomad Pack.
1 Family member 1 You don't have one. You like to keep it mobile.
2 Old friend 2 A booth in a local bar.
3 Possible romantic partner as well All Data Pool messages and
3
4 Mentor anonymous dead drops.
5 Secret partner with mob/gang connections 4 Spare room in a warehouse, shop, or clinic.
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FIXER
▶ Who are Your Side Clients? ◀
Roll 1d6 or choose one.
Roll Who?
1 Local Rockerboys or Medias who use you to get them gigs or contacts.
2 Local gangers who also protect your work area or home.
3 Corporate Execs who use you for "black project" procurement work.
4 Local Solos or other combat types who use you to get them jobs or contacts.
5 Local Nomads and Fixers who use you to set up transactions or deals.
6 Local politicos or Execs who depend on you for finding out information.
Roll Who?
1 Combat Zone gangers who want you to work for them exclusively.
2 Rival Fixers trying to steal your clients.
3 Execs who want you to work for them exclusively.
4 Enemy of a former client who wants to clean up "loose ends"—like you.
5 Old client who thinks you screwed them over.
6 Rival Fixer trying to beat you out for resources and parts.
BY EVE VENTRUE
67
NOMAD
▶ How Big is Your Pack? ◀ ▶ If on Land, What Do They Do? ◀
Roll 1d6 or choose one. Roll 1d10 or choose one.
personnel
abandoned
during the
SouthAm Wars.
68
NOMAD
▶ What Do You Do for Your Pack? ◀
Roll 1d6 or choose one.
Nomads in a City
Game
Roll Type In 2045, Nomads control
1 Scout (negotiator) the highways and sea
lanes. Want to get cargo
2 Outrider (protection, weapons) from point A to point B?
3 Transport pilot/driver Chances are you'll be
contracting with Nomads
4 Loadmaster (large cargo mover, trucker)
to do so at ports and depot
5 Solo smuggler sites they run. They're also
6 Procurement (fuel, vehicles, etc.) construction exper t s ,
putting their talents to work
rebuilding what the 4th
Corporate War broke. See
that fancy megabuilding
going up in the distance?
There's probably a few
▶ What's Your Pack's Overall Philosophy? ◀ hundred Nomads working
Roll 1d6 or choose one. that job. These days,
several Nomad families
maintain permanent
Roll Philosophy
enclaves either in Night
1 Always working for good; your Pack accepts others, just wants to get along. City or on its outskirts. So,
finding a reason for your
2 It's more like a family business. Operates as a fair and honest concern.
Nomad to be in the City
3 Will occasionally slip and do unethical things, but it's rare. shouldn't be difficult.
4 Willing to bend the rules whenever they get in the way to get what the Pack needs. As for why they're
Ruthless and self-centered, willing to do some bad things if it will get the Pack hanging out with a bunch
5 of statics (non-Nomads)?
ahead.
We recommend keeping it
Totally evil. You rage up and down the highways,
6 personal. Make it about the
killing, looting, and just terrorizing everyone.
connection between your
Nomad and one or more
of the other Characters.
Maybe the Fixer's working
▶ Who's Gunning for Your Pack? ◀ with your Pack to secure
supplies and you've been
Roll 1d6 or choose one. assigned to keep an eye
out. Or maybe your Pack
Roll Who? owes the Medtech a favor.
Talk to your GM. Talk to the
1 Organized Crime other Players. You'll figure
2 Boostergangs it out.
3 Drug Runners
4 Dirty Politicians
5 Rival Packs in the same businesses
6 Dirty Cops
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BY HUNTANG
Your Character is the role that you will be playing in the loose, impromptu play
that makes up a roleplaying session. For example, if your roleplaying group were
staging a recreation of the movie Blade Runner, the Android, Roy Batty (Mike's
personal favorite, by the way) would be one of the Characters.
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FITTED FOR THE FUTURE
Much like actor Rutger Hauer, the person playing Empathy (EMP): Your ability to relate to and care
Roy in this adventure would try to act out what they for others, and take others into consideration.
thought the Character would be doing in each scene Particularly important as it offsets the effects of
of the "movie." cyberpsychosis, a dangerous mental illness common
in the Dark Future.
But what keeps a Player from saying, "Ah! When
Deckard corners Roy, Roy uses his heat-ray vision to
melt Deckard's gun?" That's where the rules come in. Combat Group
To make sure a Character is played convincingly, the
GM uses a set of structured guidelines (like these) to Technique (TECH): Your ability to manipulate tools
tell Players what is or isn't possible within the confines or instruments. This is not the same as Reflexes, inas-
of the world. To set guidelines on what is possible for much as this covers the knack of using tools. One
a particular Character, the GM starts out with the Character might have a high Technique but might
powerful tool of Statistics. not be able to fence or juggle. On the other hand,
another might have high Reflexes, but might not be
Mental Group
Physical Group
Intelligence (INT): How generally bright you are.
As a rule, this is more than sheer intelligence, but Body (BODY): Your size, toughness, and ability
also includes cleverness, awareness, perception, to stay alive and conscious due to physical mass,
and your ability to learn. structure, or other qualities. This STAT is important
for determining how much damage you can take.
Willpower (WILL): Your determination and ability
to face danger and/or stress. This STAT also rep- Dexterity (DEX): Your overall physical compe-
resents your courage and ability to survive long- tence, as it pertains to balancing, leaping, jumping,
term privation. This STAT is important for determining combat, and other athletic activities. A gymnast
how much damage you can take. would have a high Dexterity. Most importantly, this
is the STAT that affects your ability to hit things with
Cool (COOL): Your ability to impress and influence
melee weapons and can help you dodge attacks.
people through your character and charisma; how
well you get along with others; how you interact in Movement (MOVE): Your speed of movement:
social situations. running, leaping, swimming, etc.
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FITTED FOR THE FUTURE
Got it? Let's start with the first step to all these methods: the STAT Block.
This block remains the same for all three types of Character Generation: Streetrats, Edgerunners, and
Complete Packages. You will find a STAT Block similar to this on your Character Sheet.
Roll 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
10 6 6 8 5 6 6 5 6 6 5
Jay would then read from the rolled value, moving across the table and filling in the STAT
Block on their Character Sheet with each number in succession.
7 7 6 5 7
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
6 6 7 7 5
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
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▶ Rockerboy
Roll 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
10 4 5 6 5 8 8 7 6 4 7
▶ Solo
Roll 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
10 6 6 8 5 6 6 5 6 6 5
▶ Netrunner
Roll 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
10 7 8 6 6 6 4 7 7 5 6
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▶ Tech
Roll 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
10 8 8 5 6 4 4 6 5 6 6
▶ Medtech
Roll 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
10 8 7 6 6 3 4 8 7 6 7
▶ Media
Roll 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
10 7 6 6 3 7 6 7 6 7 6
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▶ Lawman
Roll 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
10 6 6 5 6 8 7 5 7 6 6
▶ Exec
Roll 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
10 7 7 5 5 8 6 6 7 4 7
▶ Fixer
Roll 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
10 6 5 6 5 5 6 8 6 4 7
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▶ Nomad
Roll 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
10 5 6 7 4 7 8 7 7 7 4
Example: Jay decides to play a Solo again. This time, Jay rolls 1d10 for each STAT in the STAT Block, moving Next Step:
Derived STATs
in succession from left to right. They get: Page 79
Roll 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
10 6 6 8 5 6 6 5 6 6 5
When they have rolled values for all ten STATs, they will fill those values into their STAT
Block as follows:
6 7 7 5 7
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
6 6 7 8 5
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
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Divide up your STAT points between the ten STATs in the block. On average, you should be able to put at least
6 points in each STAT with a couple of points left over.
Fine tuning these numbers is the fun part of the Complete Package option.
6 6 6 6 6
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
62
6 6 6 6 6
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
points
Example: Once again, Jay decides to play a Solo. This time, Jay has 62 points with which to buy their
Character's STATS. Jay starts by splitting the points evenly between the ten STATs in the block, but then starts
to tinker with where the points will finally end up. In the end, Jay chooses to build a tough Solo who is more a
physical fighter than a gunman, with more points in the Character's BODY, DEX, WILL, and MOVE STATs.
5 7 8 3 6
▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL
62
7 6 8 8 4
▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP
points
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Note: We also could, at this point, warn prospective Gamemasters about the various dodges their Players
will have for creating "super-characters." But face it: if they want to create a mondo character, who are we to
stop them? You're all big kids now, and if you, as GM, think your Players are getting way outta line, why not just
go ahead and waste ‘em?
That's the Cyberpunk way.
When your Character falls to zero Hit Points, they enter the Death State (a measure of how fast they are dying).
We'll go further into Wound Thresholds, penalties, and Death States in the Combat Section on pg. 186.
You have Hit Points equal to 10 + (5[BODY and WILL averaged, rounding up]). But since the
math involved can be a real pain sometimes, we've made you a table to use instead. Refer to the Table below
to see how many Hit Points your Character has.
Your Character's Seriously Wounded Wound Threshold is half of their total HP (rounded up).
Their Death Save is equal to their BODY Statistic.
BODY
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
WILL
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
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▶ Humanity (HUM) ◀
Humanity is a measure of how well you interact with the world and other people in it. People with very low
Humanity STATs have a lot of problems in human interactions. They may become sociopathic, withdrawn,
disassociated, or even homicidal. If your Character's HUM drops below zero, that represents the death of your
Character's emotional life; they slide into a state called cyberpsychosis, in which aberrant traits like homicidal
mania, or mental disassociation can occur. While the addition of large amounts of cyberware (more on this later.
See pg. 230) most often triggers this state, other traumatic situations can also push the Character over the edge.
For every point of Empathy the Character has, they gain 10 points of Humanity (HUM). For example, a
Character who starts with 5 EMP would have 50 Humanity. Once again, here's a handy table:
Empathy (EMP) 1 2 3 4 5 6 7 8 9 10
As your Character undergoes Humanity Loss (mainly, but not always) through installing cybernetics, they
lose points of Humanity. When you lose Humanity points you will sometimes have to lower your EMP Statistic.
This happens every time the tens place of your Humanity value is lowered. For instance, a Character with 44
Humanity has an EMP of 4 until their Humanity is lowered to 39, at which point their EMP lowers to 3. For raising
Humanity with therapy go to pg. 229.
Plug these values into the Humanity, Hit Point, Seriously Wounded, and Death Save boxes
on your Character Sheet and we're ready to hit the next stage: Skills.
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S KILLS
Some Skills are harder to learn than others (more Technique Skills: Trained vocational Skills and
teaching, bigger books to read, more arduous training craftsmanship abilities.
I IDs
started out making false
for E dgerunners and streetrats .
Four years later I'm making
bioweapons for the highest
bidder . Just goes to show it 's
never too late to pick up a hobby.
-hornet
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Skill of knowing how to figure odds and play games Martial Arts (x2)....................................DEX
of chance successfully. Skill for fighting with a Martial Arts Form. Each time
Language...............................................INT you increase this Skill you must choose in which
form you are training. You can learn multiple forms,
Skill of speaking a particular language. You must but you must do so separately. Possible options
choose a specific language whenever you increase (Karate, Taekwondo, Judo, Aikido) can be found
this Skill. on pg. 178.
Library Search........................................INT Melee Weapon......................................DEX
Skill of using databases, Data Pools, libraries, and Skill for fighting with melee weapons.
other compiled information sources to find facts.
Local Expert...........................................INT Performance Skills
Skill of knowing a specific area well and knowing Acting................................................. COOL
the agendas of its various factions, both political
Skill of assuming a role, disguising yourself as
and criminal. You must choose a specific location
someone else, whether real or fictitious, and faking
whenever you increase this Skill, which cannot
emotions and moods.
be any larger than a single neighborhood or
community. Play Instrument................................... TECH
Science...................................................INT Skill of professionally playing a musical instrument.
You can choose which instrument when you increase
Skill for knowing how to design experiments, write
this Skill. Possible options include: singing, guitar,
scientific papers, test hypotheses, and discuss with
drums, violin, piano, etc.
other academics in a particular field of science. An
area of study must be specified whenever this Skill
is increased. Possible options include: Geology, Ranged Weapon Skills
Mathematics, Physics, Zoology, Anthropology,
Archery..................................................REF
Biology, Chemistry, History, etc.
Skill for accurately firing bolt- or arrow-launching
Tactics.....................................................INT
projectile weapons.
Skill of managing a large-scale battle effectively and
Autofire (x2)..........................................REF
efficiently. A Character with this Skill usually knows
what must be done to direct a battle, and how an Skill for keeping a weapon's Autofire firing mode on
enemy force may react. target through recoil.
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▶ Basic Skills ◀
Basic Skills are things generally common to everyone in all cultures in the Time of the Red: Athletics, Brawling,
Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local
Expert (Your Home), Perception, Persuasion, and Stealth. These are assumed to be part of everyone's Skill list and
must start with at least a value of 2. Additionally, all Characters begin with 4 points in a language
related to Cultural Background, as established in Lifepath on page 45.
BY ALEXANDER DUDAR
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Skill Lvl Skill Lvl Skill Lvl Skill Lvl Skill Lvl
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Skill Lvl Skill Lvl Skill Lvl Skill Lvl Skill Lvl
Example, Jay is still playing a Solo (single-minded, aren't they?). Their Streetrat Solo starts with the following
Skills at these levels: They also get another Language at Level 4 based on their Cultural Origins (see pg. 45).
Athletics 2 Perception 6
Brawling 2 Persuasion 2
Concentration 2 Stealth 2
Conversation 2 Autofire 6
Education 2 Handgun 6
Evasion 6 Interrogation 6
First Aid 6 Melee Weapon 6
Human Perception 2 Resist Torture/ Drugs 6
Language (Streetslang) 2 Shoulder Arms 6
Local Expert (Your Home) 2 Tactics 6
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Example: Jay decides to work on an Edgerunner Solo. This Solo has the following Skills: Athletics, Brawling,
Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local
Expert (You Home), Perception, Persuasion, Stealth, Autofire, Handgun, Interrogation, Melee Weapon, Resist
Torture/Drugs, Shoulder Arms, and Tactics.
Jay slots 4 points into each of these and spends the remaining 6 points as they see fit. Now Jay starts shifting
the points between Skills, until the result looks like so:
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You don't have to have cyberware to be a Cyberpunk. But you do need weapons and armor. In the Dark Future
of the Time of the Red, there aren't many convenient cops around to cover your butt when things get sticky.
Weapons
Let's talk about things that go Bang... or Chop, Chop, Slice
Weapons are part of everyday life in the Time of the Red. With only a few cops on The Street and lots of heavily
armed and armored miscreants roaming around just itching to reduce you to salable parts, it's no wonder that
everyone you meet is probably packing. The trick is to make sure you're carrying more than they are—and that
you know enough about how to use it so that they don't take it away from you.
▶ Weapon Categories ◀
There's three categories of weapons:
Melee Weapons: Swords, axes, clubs, hammers, etc.
Ranged Weapons: Things that are fired, shot or thrown.
Exotic Weapons: Melee or Ranged Weapons that are specialized or don't fit the above categories.
Many weapons can either be traditional (something you hold and can put down) or implanted into your body
as cyberware. Known on The Street as cyberweapons, implanted weapons are usually a variant of Ranged
or Melee Weapon. Some oddities, like the infamous cybersnake are, on the whole, only loosely classified as
Melee Weapons, if at all. These all have their own specialized uses, so we'll be talking more about those in the
Cyberware chapter on pg. 110.
Note that these are only the most basic, almost generic classes of each weapon. We'll be looking at specific
weapons, models, and brands later on in the Night Market section on pg. 342.
M elee Weapons
These are things you swing or stab at someone, hoping to beat them bloody or remove their limbs. Swords, axes,
clubs, hammers—the whole contents of the hardware aisle in your local night market. If you use your hands to
deliver the damage with it, it's a Melee Weapon. Melee weapons are generally linked to the DEX STAT.
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Note that these example Melee Weapons are just to give you an idea of where things fit. Humans have been
picking up rocks since the dawn of time and there are probably a billion types of sharp pointy things out there.
We suggest if you don't really know where that bronze Egyptian khopesh you just took off the body of that
Eurosolo fits in, ask your Gamemaster to make the call (we'd say Heavy Melee Weapon ourselves).
BY ADRIAN MARC
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BY ADRIAN MARC
R anged Weapons
These are things that shoot. Guns, lasers (rare), gyrojets (rarer still), even the little hand-crossbows that those
idiots in the road-warrior gangs like to wave around. If something comes out of it, traverses a distance, and
causes damage at the end of that trajectory, it's a Ranged Weapon. Ranged Weapons are generally linked to
the REF STAT. When buying Ranged Weapons, it's important to keep in mind that all weapons are effective at
different ranges. An assault rifle is great for long-range shots and mid-range fire fights but it can be unwieldy in
tight corridors and close-quarters gunfights. You probably want to carry a pistol as well just in case somebody
gets the drop on you. You can find the Range Table on pg. 173.
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Single Rate
Weapon Weapon Standard Hands Can be
To learn more Shot of Fire Cost
Type Skill Magazine Required Concealed?
about Alt. Fire Damage (ROF)
Modes flip to
Page 173
Medium 12 50eb
Handgun 2d6 2 1 YES
Pistol (M Pistol) (Costly)
Alt. Fire Modes & Special Features: None
8 100eb
Heavy Pistol Handgun 3d6 2 1 YES
(H Pistol) (Premium)
Alt. Fire Modes & Special Features: None
Very Heavy 8 100eb
Handgun 4d6 1 1 NO
Pistol (VH Pistol) (Premium)
Alt. Fire Modes & Special Features: None
30 100eb
SMG Handgun 2d6 1 1 YES
(M Pistol) (Premium)
Alt. Fire Modes & Special Features: Autofire (3) • Suppressive Fire
40 100eb
Heavy SMG Handgun 3d6 1 1 NO
(H Pistol) (Premium)
Alt. Fire Modes & Special Features: Autofire (3) • Suppressive Fire
4 500eb
Shotgun Shoulder Arms 5d6 1 2 NO
(Slug) (Expensive)
Alt. Fire Modes & Special Features: Shotgun Shell
25 500eb
Assault Rifle Shoulder Arms 5d6 1 2 NO
(Rifle) (Expensive)
Alt. Fire Modes & Special Features: Autofire (4) • Suppressive Fire
4 500eb
Sniper Rifle Shoulder Arms 5d6 1 2 NO
(Rifle) (Expensive)
Alt. Fire Modes & Special Features: None
Bows & N/A 100eb
Archery 4d6 1 2 NO
Crossbows (Arrow) (Premium)
Alt. Fire Modes & Special Features: Arrows
Grenade 2 500eb
Heavy Weapons 6d6 1 2 NO
Launcher (Grenade) (Expensive)
Alt. Fire Modes & Special Features: Explosive
Rocket 1 500eb
Heavy Weapons 8d6 1 2 NO
Launcher (Rocket) (Expensive)
Alt. Fire Modes & Special Features: Explosive
▶ Basic Ammunition
Cost: 10eb per 10 units (Cheap)
This is the standard ammunition for the weapon. It has no special features. Comes in Bullet (Pistol, Slug, or Rifle),
Shotgun Shell, and Arrow. Grenades and Rockets do not come in Basic and must be bought on pg. 344 in the
Night Market Section based on their type.
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E xotic Weapons
Exotic Weapons are weapons that are overly specialized or too unique to be easily described. They are typically
variants of existing weapon types. All Exotic Weapons are Average Weapon Quality and are incompatible with
all Weapon Attachments and Non-Basic Ammunition unless otherwise stated. The table below offers a brief
glimpse of Exotic Weapons. For a full description and rules for each, see page 347.
Air Pistol Medium Pistol that fires paint (and acid!) balls. 100eb (Premium)
Battleglove Heavy gauntlet. Contains three Cyberarm/Cyberlimb option slots. 1,000eb (V. Expensive)
Constitution Arms
Hurricane Assault Shotgun w/ 2 ROF. Requires BODY 11+ to fire. 5,000eb (Luxury)
Weapon
Dartgun Very Heavy Pistol that fires Non-Basic Arrows. 100eb (Premium)
Flamethrower Shotgun that fires incendiary shells. Fired with the Heavy Weapons Skill. 500eb (Expensive)
Kendachi Mono-Three Two-Handed Very Heavy Melee Weapon. Ignores armor lower than SP11 5,000eb (Luxury)
Excellent Quality Very Heavy Pistol famously wielded by Johnny Silverhand.
Malorian Arms 3516 10,000eb (Super Luxury)
Does 5d6 damage.
You can
Microwaver Very Heavy Pistol that can shut down cyberware and carried electronics. 500eb (Expensive) find more
Militech "Cowboy" U-56 information
Grenade Launcher w/ 2 ROF. Requires BODY 11+ to fire. 5,000eb (Luxury) about weapon
Grenade Launcher qualities on
Page 342
Rhinemetall EMG-86 Assault Rifle that ignore armor lower than SP 11. Fired with the Heavy
5,000eb (Luxury)
Railgun Weapons Skill. Requires BODY 11+ to fire.
Shrieker Very Heavy Pistol that causes the Damaged Ear Critical Injury. 500eb (Expensive)
Stun Baton A "less lethal" Medium Melee Weapon. 100eb (Premium)
Stun Gun A "less lethal" Heavy Pistol. 100eb (Premium)
Assault Rifle that only fires in Autofire mode (with a higher Autofire
Tsunami Arms Helix 5,000eb (Luxury)
multiplier than a standard Assault Rifle). Requires BODY 11+ to fire.
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Weapon Attachments
Special Ammunition Each Non-Exotic Ranged Weapon has three Attachment Slots which can be upgraded
with attachments. You can combine multiple attachments that take up the same physical
Beyond Basic Ammunition, location, but you must pay the slot cost of both attachments independently. Equipping
all Non-Exotic Ranged the same attachment twice does nothing. Attachments are made for specific weapon
Weapons can be loaded types and cannot be easily retrofitted for other weapon types. These specialized types
with non- Basic t ypes of attachments are available in the Night Market Section of this book (pg. 342).
of ammunition such as
A
Incendiary Shells, Poisoned
Arrows, Armor-Piercing rmor
Bullets, and so forth.
These specialized types Because only an idiot stands there and takes getting shot.
of ammunition and individ-
Even in a world where cybertechnology can make every man-jack a full-metal warrior,
ual grenades can be found
armor is still very important in the Time of the Red. The armors described here are, like the
on pg. 344. You need to
pierce armor? Escape in
weapons above, fairly generic, as they include all kinds of clothing, suit cuts, jumpsuits,
a cloud of smoke? I hope miniskirts, and whatever else a well-dressed punk on The Street considers the height of
you've got the eb. protective fashion. Again, if you really don't know how to rate your new ICONAmerica
ensemble, decide what description best fits what it's mostly made of (leather, Kevlar ®,
plastic plating, or even chain mail) and go from there.
Armor must be purchased individually for either the head or body
locations. Wearing even a single piece of heavier armor will lower your REF, DEX,
and MOVE by the most punishing Armor Penalty of armor you are wearing. You take
this penalty only once even though you are likely wearing armor on both your body and
head. This penalty can even leave your Character (at a minimum of MOVE 0) completely
immobile.
SP gained by armor does not "stack;" Only your highest source of SP in a location
determines your SP for that location. All your worn armor in a location is ablated (SP
lowered by one) simultaneously whenever you take damage. See When Armor Doesn't
Cut It on pg. 186.
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Damage Armor
Armor
Armor Type Stopping Penalty Cost
Description
Power (SP) (Minimum 0)
20eb
Leathers Favored by Nomads and other ‘punks who ride bikes. 4 None
(Everyday)
Can be made into clothes, vests, jackets, 50eb
Kevlar® 7 None
business suits, and even bikinis. (Costly)
Heavy The thickest Armorjack, combining denser Kevlar® and a layered 500eb
13 -2 REF, DEX, and MOVE
Armorjack mix of plastic and mesh weaves. (Expensive)
This is the 21st century version of the time honored flak 500eb
Flak 15 -4 REF, DEX, and MOVE
vest and pants. (Expensive)
10 HP, which is
Bulletproof A transparent polycarbonate shield that can protect None, but always takes 100eb
reduced by
Shield you in a firefight. See page 183. up one arm (Premium)
damage
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Heavy Pistol or Very Heavy Assault Rifle or Shotgun Very Heavy Pistol Heavy Pistol or Very Heavy Heavy Pistol or Very Heavy
Pistol Heavy Pistol Basic VH Pistol Pistol Pistol
Basic H Pistol Basic Rifle Ammunition Ammunition x50 Heavy Pistol or Very Heavy Basic H Pistol Ammunition
Ammunition x50 or x100 or Basic Shotgun Shell Light Armorjack Pistol x100 or Basic VH Pistol
Basic VH Pistol Ammunition x100 or Basic Body Armor (SP11) Light Melee Weapon Ammunition x100
Ammunition x50 Slug Ammunition x100 Heavy Melee
Light Armorjack Basic H Pistol Ammunition
Light Armorjack Basic H Pistol Head Armor (SP11) x100 or Basic VH Pistol Weapon or Heavy Pistol
Body Armor (SP11) Ammunition x30 Ammunition x100 Light Armorjack
Light Armorjack Bulletproof Shield or Smoke Light Armorjack Body Armor (SP11)
Head Armor (SP11) Grenade x2 Body Armor (SP11) Light Armorjack
Light Armorjack Light Armorjack Head Armor (SP11)
Body Armor (SP11) Head Armor (SP11)
Light Armorjack
Head Armor (SP11)
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For example, Jay's Solo would have the following Weapons and Armor:
Jay's Solo
Weapons/Armor
Assault Rifle
Very Heavy Pistol
Heavy Melee Weapon
Basic VH Pistol Ammunition x30
Basic Rifle Ammunition x70
Light Armorjack Body Armor (SP11)
Light Armorjack Head Armor (SP11)
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At this point we're not going to worry about any of the other stuff in your life: your home, your rent, how you
make enough scratch to pay for a bag of Kibble Product #19. That involves Lifestyle and Housing, which you'll
learn more about on page 105. In the meantime, here's a quick rundown of things you probably have on or
around you as you start your life in Night City.
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