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Cyberpunk Lifepath: Friends, Enemies, Love

The document outlines character creation elements for a Cyberpunk role-playing game, focusing on relationships with friends and enemies, tragic love affairs, and life goals. Players roll dice to determine the number and nature of their friends and enemies, as well as the outcomes of their love affairs and aspirations. Additionally, it introduces role-based lifepaths for different character types such as Rockerboys, Solos, and Netrunners, each with unique traits and challenges.

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0% found this document useful (0 votes)
14 views51 pages

Cyberpunk Lifepath: Friends, Enemies, Love

The document outlines character creation elements for a Cyberpunk role-playing game, focusing on relationships with friends and enemies, tragic love affairs, and life goals. Players roll dice to determine the number and nature of their friends and enemies, as well as the outcomes of their love affairs and aspirations. Additionally, it introduces role-based lifepaths for different character types such as Rockerboys, Solos, and Netrunners, each with unique traits and challenges.

Uploaded by

pablosenna.022
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

TALES FROM THE STREET

▶ Your Friends ◀
It's not all grim. Sometimes you link up with people who have your back.
Roll 1d10 and subtract 7 (minimum 0) to see just how many friends you've
made so far in your life. For each friend, roll on the table below.

Roll Friend's Relationship to You

1 Like an older sibling to you.


2 Like a younger sibling to you.
3 A teacher or mentor.
4 A partner or coworker.
5 A former lover.
6 An old enemy.
7 Like a parent to you.
8 An old childhood friend.
9 Someone you know from The Street.
10 Someone with a common interest or goal.

▶ Your Enemies ◀
Enemies are a big part of life in the Cyberpunk world. You're going in get in someone's face sooner or later, so
you might as well find out who they are, why there's a beef, and what they can do to you to even a score.
First, roll 1d10 and subtract 7 (minimum 0) to determine how many enemies you've
made. Then, for each one, decide who was the injured party and roll once on each of
the columns below. Once you have determined what your enemy is like, go to the Sweet
Revenge table to see how the offended party will act if the two of you ever meet again.

What Caused it? Who's


Roll Enemy What Can They Throw at You?
been Wronged? (choose)

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.

51
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.

Roll What are You/They Gonna do About it?

1-2 Avoid the scum.


3-4 Go into a murderous rage and try to physically rip their face off.
5-6 Backstab them indirectly.
7-8 Verbally attack them.
9 Set them up for a crime or other transgression they didn't commit.
10 Set out to murder or maim them.

▶ Your Tragic Love Affair(s) ◀


It wouldn't be Cyberpunk if there was a happily ever-af-
ter, now would it? You've probably been involved with
someone by now but that may not be the case.
We don't care about the one's that worked, we
want to know about the ugly ones that ripped out your
heart. We also don't care who they were, what their
gender was, or any other details, but feel free to use
the Personals sections above to get your own ideas
about what they looked like, acted like, and maybe
even had in common with you. Not that it mattered in
the end, right?
Roll 1d10 and subtract 7 (minimum 0) to see
how many tragic love affairs you've had, then
BY HUNTANG

use the table below to see how each ended.

Roll What Happened?

1 Your lover died in an accident.


2 Your lover mysteriously vanished.
3 It just didn't work out.
A personal goal or vendetta came between you
4
and your lover.
5 Your lover was kidnapped.
6 Your lover went insane or cyberpsycho.
7 Your lover committed suicide.
8 Your lover was killed in a fight.
9 A rival cut you out of the action.
10 Your lover is imprisoned or exiled.

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.

▶ Your Life Goals ◀


Roll 1d10 or choose one.

Roll 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 and make them pay.
7 Get what's rightfully yours.
8 Save, if possible, anyone else involved in your background, like a lover, or family member.
9 Gain fame and recognition.
10 Become feared and respected.

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!

Rockerboy Solo Netrunner Tech Medtech


page 54 page 55 page 56 page 58 page 60

Media Exec Lawman Fixer Nomad


page 62 page 63 page 65 page 66 page 68

53
ROCKERBOY
▶ What Kind of Rockerboy are You? ◀ ▶ Who's Gunning for You/Your Group? ◀
Roll 1d10 or choose one. Roll 1d6 or choose one.

Roll Type Roll Who?


For more
info on 1 Musician 1 Old group member who thinks you did them dirty.
entertainment
in Cyberpunk 2 Slam Poet 2 Rival group or artist trying to steal market share.
RED see
Page 329 3 Street Artist 3 Corporate enemies who don't like your message.
4 Performance Artist 4 Critic or other "influencer" trying to bring you down.
5 Comedian 5 Older media star who feels threatened by your rising fame.
6 Orator Romantic interest or media figure who wants revenge for
6
7 Politico personal reasons.

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

5 Nightclubs Around the City


6 On the Data Pool

▶ Were You Once in a Group? ◀


Were you once part of a group or have you solo
always been a solo act? Choose one.

▶ Why Did You Leave? ◀


group

Why? Roll 1d6 or choose one.

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.

54
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

▶ What's Your Moral Compass Like? ◀


Roll 1d6 or choose one.

Roll 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 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.

▶ Who's Gunning for You? ◀ ▶ What's Your Operational Territory? ◀


Roll 1d6 or choose one. Roll 1d6 or choose one.

Roll Who? Roll Territory

1 A Corporation you may have angered. 1 A Corporate Zone


2 A boostergang you may have tackled earlier. 2 Combat Zones
Corrupt Lawmen or Lawmen who 3 The whole City
3
mistakenly think you're guilty of something.
4 The territory of a single Corporation
4 A rival Solo from another Corp.
5 A Fixer who sees you as a threat. 5 The territory of a particular Fixer or contact
6 A rival Solo who sees you as their nemesis. 6 Wherever the money takes you

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.

▶ Got a Partner, or Do You Work Alone? ◀


Choose either Got a Partner or Work Alone.

▶ What's Your Workspace Like? ◀


Roll 1d6 or choose one.
work alone

Roll Workspace

1 There are screens everywhere.


2 It looks better in Virtuality, you swear.
got a partner

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? ◀


Roll 1d6 or choose one.

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

56
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!

1 Dig around in old abandoned City Zones. Victoria thinks about


it and decides Maryam,
2 Steal them from other Netrunners you brain-burn.
her Netrunner, left home
3 Have a local Fixer supply programs in exchange for hack work. to seek her fortune after
4 Corporate Execs supply you with programs in exchange for your services. being rejected for a
Highrider NET security
5 You have backdoors into a few Corporate warehouses. position. When she got to
6 You hit the Night Markets and score programs whenever you can. Night City she quickly dis-
covered jobs could hard to
come by. Luckily, she made
a friend who introduced
her to some local Fixers
who could use her skills
▶ Who's Gunning for You? ◀ to keep their data safe. As
for her new enemy? It may
Roll 1d6 or choose one. be that, before she left
Africa, Maryam cracked
Roll Who? open an old Data Fortress
Netwatch missed when it
1 You think it might be a rogue AI or a NET Ghost. Either way, it's bad news. cleaned up the old NET
and, just maybe, whatever
2 Rival Netrunners who just don't like you.
was inside found a way to
3 Corporates who want you to work for them exclusively. follow her to Night City.
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.

57
TECH
▶ What Kind of Tech are You? ◀ ▶ What's Your Workspace Like? ◀
Roll 1d10 or choose one. Roll 1d6 or choose one.

Roll Type Roll Workspace

1 Cyberware Technician 1 A mess strewn with blueprint paper.


2 Vehicle Mechanic 2 Everything is color coded, but it's still a nightmare.
3 Jack of All Trades Totally digital and
3
4 Small Electronics Technician obsessively backed up every day.

5 Weaponsmith 4 You design everything on your Agent.

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.

8 Heavy Machinery Mechanic


9 Scavenger

work alone
10 Nautical Mechanic

▶ Got a Partner, or Do You Work Alone? ◀


Choose either Got a Partner or Work Alone.

▶ If You Have a Partner, Who are They?◀


got a partner

Roll 1d6 or choose one.

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

You want what ? Okay, but


I'm gonna have to charge
extra . I'll need it to afford
some eye bleach after .
— Torch

58
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.

59
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

▶ Got a Partner, or Do You Work Alone? ◀


Choose either Got a Partner or Work Alone.
got a partner

▶ Tell Us About Your Partner(s). ◀ ▶ What's Your Workspace Like? ◀


work alone

Roll 1d6 or choose one. Roll 1d6 or choose one.

Roll Who? Roll Workspace

1 Trauma Team group 1 Sterilized daily in the morning like clockwork.


2 Old friend It's not state-of-the-art anymore, but it's
2
3 Possible romantic partner as well comfortable to you.

4 Family member 3 Your cryo equipment is also used to cool drinks.

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?

1 Local Fixers who send you clients.


2 Local gangers who also protect your work area or home in exchange for medical help.
3 Corporate Execs who use you for "black project" medical work.
4 Local Solos or other combat types who use you for medical help.
5 Local Nomads and Fixers who bring you wounded clients.
6 Trauma Team paramedical work.

▶ Where Do You Get Your Supplies? ◀


Roll 1d6 or choose one.

Roll Where?

1 Scavenge stashes of medical supplies you find in abandoned City Zones.


2 Strip parts from bodies after firefights.
3 Have a local Fixer bring you supplies in exchange for medical work.
4 Corporate Execs or Trauma Team supply you with stuff in exchange for your services.
5 You have a backdoor into a few Corporate or Hospital warehouses.
6 You hit the Night Markets and score deals whenever you can.
BY HÉLIO FRAZÃO

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 Type Roll How?


To learn more
about how 1 Blogger 1 Monthly magazine
people in 2045
get their news 2 Writer (Books) 2 Blog
see
Page 326 3 Videographer 3 Mainstream vid feed
4 Documentarian 4 News channel
5 Investigative Reporter 5 "Book" sales
6 Street Scribe 6 Screamsheets

▶ How Ethical are You? ◀


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.

▶ What Types of Stories Do You Want to Tell? ◀


Roll 1d6 or choose one.

Roll Stories

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

62
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

▶ What Division Do You Work In? ◀


Roll 1d6 or choose one.

Roll Division

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

▶ How Good/Bad is Your Corp? ◀


Roll 1d6 or choose one.

Roll Good/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 some bad things.
6 Totally evil. Will engage in illegal, unethical business all the time.

63
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.

64
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 Position Roll Jurisdiction


1 Guard 1 Corporate Zones
2 Standard Beat or Patrol 2 Standard City Patrol Zone
3 Criminal Investigation 3 Combat Zones
4 Special Weapons and Tactics 4 Outer City
5 Motor Patrol 5 Recovery Zones
6 Internal Affairs 6 Open Highways

▶ How Corrupt is Your Group? ◀


Roll 1d6 or choose one.

Roll Corruption

1 Fair, honest policing, strong ethical practices.


2 Fair and honest policing, but hard on lawbreakers.
3 Will occasionally slip and do unethical things, but it's rare.
4 Willing to bend any rules to get the bad guys.
5 Ruthless and determined to control The Street, even if it means breaking the law.
6 Totally corrupt. You take bribes, engage in illegal, and unethical business all the time.

▶ Who's Gunning for Your Group? ◀ ▶ Who is Your Group's Major Target? ◀
Roll 1d6 or choose one. Roll 1d6 or choose one.

Roll Who? Roll Who?

1 Organized Crime 1 Organized Crime


2 Boostergangs 2 Boostergangs
3 Police Accountability Group 3 Drug Runners
4 Dirty Politicians 4 Dirty Politicians
5 Smugglers 5 Smugglers
6 Street Criminals 6 Street Crime

65
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.

▶ Got a Partner or Work Alone? ◀


Choose either Got a Partner or Work Alone.
got a partner

▶ Got a Partner? Who? ◀ ▶ What's Your "Office" Like? ◀


work alone

Roll 1d6 or choose one. Roll 1d6 of choose one.

Roll Who? Roll Office

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.

6 Secret partner with Corporate connections 5 An otherwise abandoned building.


6 The lobby of a cube hotel.

66
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.

▶ Who's Gunning for You? ◀


Roll 1d6 or choose one.

Roll Who?

1 Combat Zone gangers who want you to work for them exclusively.
2 Rival Fixers trying to steal your clients.
3 Execs who want you to work for them exclusively.
4 Enemy of a former client who wants to clean up "loose ends"—like you.
5 Old client who thinks you screwed them over.
6 Rival Fixer trying to beat you out for resources and parts.
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.

Roll Pack Size Roll Type


Different
Nomad groups 1 A single extended tribe or family 1 Gogang
include the
Aldecaldos, 2 A couple dozen members 2 Passenger transport
who are
helping rebuild 3 Forty or fifty members 3 Chautauqua/school
Night City;
the Jodes, 4 A hundred or more members 4 Traveling show/carnival
originally 5
farmers from
5 A Blood Family (hundreds of members) Migrant farmers
the American 6 An Affiliated Family (made of several Blood Families) 6 Cargo transport
Midwest; the
Blood Nation, 7 Shipment protection
who specialize
in traveling 8 Smuggling
entertainment;
and the Meta, 9 Mercenary army
made up
from military 10 Construction work gang
land

personnel
abandoned
during the
SouthAm Wars.

▶ Is Your Pack Based on Land, Air, or Sea? ◀


Choose Land, Air, or Sea Nomads.

▶ If in Air, What Do They Do? ◀ ▶ If at Sea, What Do They Do? ◀


air

Roll 1d6 or choose one. Roll 1d6 or choose one.


sea

Roll Type Roll Type

1 Air piracy 1 Piracy


2 Cargo transport 2 Cargo transport
3 Passenger transport 3 Passenger transport
4 Aircraft protection 4 Smuggling
5 Smuggling 5 Combat support
6 Combat support 6 Submarine warfare

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

69
BY HUNTANG

FITTED for the future


the parts of a character

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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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

W hat are Statistics? able to rewire a computer or hot-wire a car.


Reflexes (REF): Your response time and coordina-
Statistics (also called STATs) are numbers that tion, as used in aiming, throwing, juggling, etc. A
describe your Character's abilities in the game, stage magician, for example, would have a high
as compared to everything else in the universe. All Reflex STAT. Most importantly, this is the STAT
people and creatures can be described (or written up) that affects your ability to hit things with ranged
using Statistics. This helps you compare Characters' weapons.
abilities, which is often important in the game. For
instance, a person with a STAT of 5 might be better
off than a person with a STAT of 4, but not as good Fortune Group
as a person with a STAT of 6. Statistics are generally
Luck (LUCK): How the gods of chance see you.
rated from 1 to 8, but can go higher.
With a high enough Luck, you can tip the scales
In a Cyberpunk RED campaign, Characters in your favor. In a game mechanics sense, you can
will have Ten Primary Statistics, arranged apply points from this STAT to offset die rolls in your
into four groups: Mental, Combat, Fortune, favor. However, this pool of points only refills at the
and Physical. beginning of the next session.

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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H ow Do You Get Your STATs?

Got it? Let's start with the first step to all these methods: the STAT Block.

The STAT Block


When creating a Character, you will be placing your STATs in a STAT Block like the one below:

▶ INT ▶ REF ▶ DEX ▶ TECH ▶ COOL

▶ WILL ▶ LUCK ▶ MOVE ▶ BODY ▶ EMP

This block remains the same for all three types of Character Generation: Streetrats, Edgerunners, and
Complete Packages. You will find a STAT Block similar to this on your Character Sheet.

The Three Ways to Generate STATs


▶ Method #1: Streetrats (Templates) ◀
When using The Streetrat Option, you'll roll 1d10 and then copy the numbers adjacent to the result of that
roll onto your Character Sheet. You may not move your STATs around; you must transfer them as written on the
STAT Definitions
table for that Roll. The good news is that these tables have been computer-generated to give you an optimal Page 72
Character for that type of Role. Next Step:
Derived STATs
Example: Jay decides to play a Solo. Jay goes to the Template table for Solos and roll 1d10. Jay rolls Page 79
a 6.

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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Here's your Template options Role by Role:

▶ 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

▶ Method #2: Edgerunners (Fast and Dirty) ◀


When using the Edgerunner option, you will once again move to the Templates for your Character's Role (see
pg. 74). This time, you will roll 1d10 for each STAT individually, comparing the roll for that STAT against the
STAT Definitions
value on the column for that STAT. Page 72

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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▶ Method #3: Complete Packages (Calculated) ◀


This method allows you to build the Character from the ground up, using a pool of "Character points" to "buy" the
Character's STATs. While it's the most flexible method, it's also the most time-consuming and is not recommended
For STAT
definitions for novice roleplayers.
Page 72
When using the Complete Package option, your GM will give you a specific number of points with which to
Next Step:
Derived STATs generate your Character's STATs (normally 62). The only limit is that no STAT may be higher than 8 or
Page 79 lower than 2. And we strongly suggest that GMs start their Players on the Starting Character
rank. But we've also included Point Values for both higher and lower Characters based on the loose ranking
system we used in previous editions of Cyberpunk (2013, 2020). Once again, we caution GMs to stick to the
Starting Character version unless they are positively sure they want to change the play balance of their games.
But hey, it's your funeral.

Rank of Character STAT Points


Minor Supporting Character 50
Starting Character 62
Major Supporting Character 70
Minor Hero 75
Major Hero 80

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.

Required for Everyone: Derived Statistics


Regardless of the method you have chosen to generate your original STATs, you'll still need to calculate two more
values: Hit Points and Humanity. These are your Character's Derived STATs, called so because they are
derived from the original numbers in your STAT Block. These are STATs that are determined by doing something Next Step:
Skills
to an already existing STAT, like averaging, multiplying, or subtracting. Page 86

▶ Hit Points (HP) ◀


Next Step:
Hit Points are what we count to tell if your Character is dead, or still just bleeding on the floor. Every Character Skills
in a Cyberpunk RED campaign has this derived STAT. Hit Points represent the Character's will to live and Page 88
overall physical condition. As the Character takes damage and injury from external sources, they'll subtract
that damage (also described as points) from their pool of Hit Points. As the Character's HP reaches certain
thresholds, there are penalties that represent cumulative damage that makes the Character physically slower Next Step:
Skills
or mentally hazier. Page 90

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

Humanity (HUM) 10 20 30 40 50 60 70 80 90 100

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.

BY BAD MOON ART STUDIO

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S KILLS

No matter what method you have used to gener-


montages) and this is reflected in the "cost" to "buy"
these Skills. We'll make a note if a Skill has a higher
cost in its description in the Skill Lists below by marking
it with (x2). Any Skill marked this way costs twice the
ate your Character's STATs so far, the next step of
number of points to buy (2 points per 1 Level).
Character creation will be to find out what they can
do. And that means Skills.
In a Cyberpunk RED campaign, there are
What are Skills? nine Skill Categories:
Skills are things that your Character knows or can do; Awareness Skills: Your awareness of your environ-
they represent their level of knowledge and accom- ment, noticing clues, etc.
plishment. A Skill is also something your Character
knows how to do because of their training. They have Body Skills: The use of Skills involving physical tasks,
spent time learning and mastering the intricacies of feats of strength, endurance, and other physical
this knowledge either from a teacher, a book, or a attributes.
long and arduous montage sequence typically found Control Skills: The use of Skills involving controlling
in action and kung-fu movies. The Level of a Skill vehicles or riding animals.
represents how well trained your Character is in that
activity. Education Skills: Knowledge and training based
on formal education/schooling.
▶ Skills Link to STATs ◀ Fighting Skills: The ability to fight in hand-to-hand
In turn, each Skill is also linked to a STAT that rep- combat, or with a melee weapon.
resents natural ability. Some people are just naturally
Performance Skills: Training in acting, musician-
better at doing/learning things than other people
ship, special effects, makeup, or other stage crafts.
around them. So when you perform a "Skill Check"
(more on this later, pg. 128) you'll add the STAT that is Ranged Weapon Skills: Skills in using a ranged
linked to that particular Skill to get a total aptitude at weapon, such as a gun or a bow.
performing an Action based on that Skill, also known
Social Skills: Your abilities to blend in, avoid social
as a Skill Base.
blunders, and to show style and grace. Also, your
▶ All Skills are Not Equal ◀ ability to convince others through social adeptness.

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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Awareness Skills Stealth..................................................DEX


More Skill of moving quietly, hiding, doing an Action discreetly,
information on Concentration...................................... WILL
Skills can be
or otherwise evading detection. Other Characters can
found on Skill of focus and mental control, encompassing feats try to find you with their Perception Skill.
Page 130
of memory, recall, ignoring distractions, and phys-
iological mastery. Control Skills
Conceal/Reveal Object...........................INT Drive Land Vehicle..................................REF
Skill for hiding objects and finding objects that have Skill of driving and maneuvering land vehicles.
been hidden. This is the Skill used for concealing
weapons under clothing and detecting concealed Pilot Air Vehicle (x2)...............................REF
weapons. Skill of piloting and maneuvering air vehicles.
Lip Reading............................................INT Pilot Sea Vehicle.....................................REF
Skill of reading someone's lips to tell what they are Skill of piloting and maneuvering sea vehicles.
saying.
Riding....................................................REF
Perception..............................................INT
Skill of riding a living creature trained for the purpose.
Skill of spotting hidden things like clues, traps, and
people using the Stealth Skill, but not objects hidden Education Skills
with the Conceal/Reveal Object Skill.
Accounting.............................................INT
Tracking.................................................INT
Skill of balancing books, creating false books
Skill of following a trail by observing tracks and other and identifying them, juggling numbers, creat-
clues left behind. ing budgets, and handling day to day business
operations.
Body Skills
Animal Handling....................................INT
Athletics................................................DEX
Skill of handling, training, and caring for animals.
Skill of jumping, climbing, throwing, swimming, lifting
Bureaucracy...........................................INT
weights, etc.
Skill for dealing with bureaucrats, knowing who to talk
Contortionist.........................................DEX
to in a bureaucracy, how to reach them, and how to
Skill of manipulating your body to get out of handcuffs extract information from bureaucracies.
or other bindings and to fit yourself into otherwise
Business.................................................INT
inaccessible places or spaces.
Skill regarding knowledge of basic business practices,
Dance....................................................DEX
laws of supply and demand, employee manage-
Skill of dancing at a professional level. ment, procurement, sales, marketing.
Endurance........................................... WILL Composition...........................................INT
Skill of withstanding harsh environmental conditions Skill of professionally writing songs, articles, or stories.
and hardship.
Criminology...........................................INT
Resist Torture/Drugs........................... WILL
Skill for looking for clues by dusting for fingerprints,
Skill of resisting painful effects including interrogation, doing ballistic tests, examining evidence, and
torture, and drugs. searching through police records and files.

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Cryptography........................................INT Wilderness Survival...............................INT


Skill of encrypting and decoding messages. Skill for knowing how to survive comfortably in the
wilderness.
Deduction...............................................INT
Skill of taking several clues and leaping to a non-ob- Fighting Skills
vious conclusion or medical diagnosis.
Brawling...............................................DEX
Education...............................................INT
Skill at fighting and grappling with brute strength.
Skill of general knowledge, equivalent to a basic
school education, allowing you to know how to Evasion..................................................DEX
read, write, use basic math, and know enough Skill for getting out of the way of someone attacking
history to get by. you in melee. A Character with REF 8 or higher can
Gamble..................................................INT also use this Skill to dodge Ranged Attacks.

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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Handgun................................................REF Wardrobe & Style.............................. COOL


Skill for accurately firing handheld projectile weapons Skill of knowing the clothes to wear and when to wear
such as pistols. them.
Heavy Weapons (x2).............................REF
Technique Skill
Skill for accurately firing extremely large pro-
jectile weapons, including grenade and rocket Air Vehicle Tech................................... TECH
launchers.
Skill of repairing and maintaining air vehicles.
Shoulder Arms.......................................REF
Basic Tech............................................ TECH
Skill for accurately firing shoulder-braced projectile
weapons, including rifles and shotguns. Skill of identifying, understanding, and repairing
simple electronic and mechanical devices and
Social Skills all other items not covered by another Technique
Skill.
Bribery............................................... COOL
Cybertech............................................ TECH
Skill of knowing when to bribe someone, how to
Skill of identifying, understanding, and repairing
approach them, and how much to offer.
cybernetics.
Conversation........................................ EMP
Demolitions (x2).................................. TECH
Skill of extracting information from people without
Skill of setting and defusing explosives, and knowing
alerting them with careful conversation.
how much explosive will accomplish a desired
Human Perception................................ EMP result.
Skill of reading a person's facial expressions and Electronics/Security Tech (x2).............. TECH
body language to discern their emotional state and
detect lies or deception. Skill of identifying, understanding, repairing, coun-
tering, and installing complex electronic devices,
Interrogation..................................... COOL including: computers, cyberdecks, personal
Skill of forcibly extracting information from people. electronics, electronic security systems, bugs and
tracers, pressure plates, laser tripwires, etc.
Persuasion......................................... COOL
First Aid............................................... TECH
Skill of convincing, persuading, or influencing
individuals. Skill of applying medical treatments to a wounded
person to treat the most common Critical Injuries
Personal Grooming............................ COOL and keep them from dying.
Skill of knowing proper grooming to maximize Forgery............................................... TECH
attractiveness.
Skill of creating and detecting false documents and
Streetwise.......................................... COOL identification.
Skill of making and using contacts to get illegal goods
Land Vehicle Tech ................................ TECH
and contraband, talking to the criminal element, and
avoiding bad situations in bad neighborhoods. Skill of repairing and maintaining land vehicles.
Trading............................................... COOL Paint/Draw/Sculpt.............................. TECH
Skill of striking a good bargain with a merchant or Skill of producing professional paintings, drawings,
customer. or sculpture.

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Paramedic (x2).................................... TECH Pick Pocket........................................ TECH


Skill of applying medical treatments to a wounded person Skill for stealthily retrieving items secured on another
to treat all Critical Injuries not requiring Surgery and person and shoplifting small items without being
keep them from dying (Surgery is only available to noticed.
Medtechs through their Role Ability, Medicine).
Sea Vehicle Tech ................................. TECH
Photography/Film............................... TECH
Skill of repairing and maintaining sea vehicles.
Skill for producing photographs, videos, or braindances.
Weaponstech...................................... TECH
Pick Lock............................................. TECH
Skill for repairing and maintaining weapons of all
Skill for bypassing non-electronic locks. types.

How Do I Get My Skills?


▶ Buying Skills ◀
Skills are normally rated from 1 to 10, and are used in gameplay by adding the Level of the Skill to the Level of
the most applicable Statistic. Skills are like STATs; they have a range of effectiveness that is related to how much
they cost.

▶ Basic Skills ◀
Basic Skills are things generally common to everyone in all cultures in the Time of the Red: Athletics, Brawling,
Concentration, Conversation, Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local
Expert (Your Home), Perception, Persuasion, and Stealth. These are assumed to be part of everyone's Skill list and
must start with at least a value of 2. Additionally, all Characters begin with 4 points in a language
related to Cultural Background, as established in Lifepath on page 45.
BY ALEXANDER DUDAR

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▶ Method #1: Streetrat (Templates) Skills ◀


Skills are predetermined from the start with The Streetrat. As a Streetrat Character, we have already provided
you with Skills and levels of Skills for your Basic Skills (bold) plus the basic professional Skills you need to
Skill definitions
Page 81
perform in your Characters' chosen Role. Just find your Role on the tables below and copy the numbers
Next Step: next to each Skill onto the proper place on your Character Sheet. Don't forget the 4 Levels of Language
Weapons and you get based on the Cultural Origin section of your Lifepath (see pg. 45).
Armor
Page 98
Rockerboy Solo Netrunner Tech Medtech

Skill Lvl Skill Lvl Skill Lvl Skill Lvl Skill Lvl

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 Language Language Language Language
2 2 2 2 2
(Streetslang) (Streetslang) (Streetslang) (Streetslang) (Streetslang)
Local Expert Local Expert Local Expert Local Expert Local Expert
4 2 2 2 2
(Your Home) (Your Home) (Your Home) (Your Home) (Your Home)
Perception 2 Perception 6 Perception 2 Perception 2 Perception 2
Persuasion 6 Persuasion 2 Persuasion 2 Persuasion 2 Persuasion 2
Stealth 2 Stealth 2 Stealth 6 Stealth 2 Stealth 2
Composition 6 Autofire 6 Basic Tech 6 Basic Tech 6 Basic Tech 6
Conceal/Reveal
Handgun 6 Handgun 6 6 Cybertech 6 Cybertech 4
Object
Electronics/ Security
Melee Weapon 6 Interrogation 6 Cryptography 6 6 Deduction 6
Tech (x2)
Personal Grooming 4 Melee Weapon 6 Cybertech 6 Land Vehicle Tech 6 Paramedic 6
Play Instrument Resist Torture/ Electronics/ Security
6 6 6 Shoulder Arms 6 Resist Torture/ Drugs 4
(choose 1) Drugs Tech
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

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Media Lawman Exec Fixer Nomad

Skill Lvl Skill Lvl Skill Lvl Skill Lvl Skill Lvl

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 Language Language Language Language
2 2 2 4 2
(Streetslang) (Streetslang) (Streetslang) (Streetslang) (Streetslang)
Local Expert Local Expert Local Expert Local Expert Local Expert
6 2 2 6 2
(Your Home) (Your Home) (Your Home) (Your Home) (Your Home)
Perception 6 Perception 2 Perception 2 Perception 2 Perception 4
Persuasion 6 Persuasion 2 Persuasion 6 Persuasion 4 Persuasion 2
Stealth 2 Stealth 2 Stealth 2 Stealth 2 Stealth 6
Bribery 6 Autofire 6 Accounting 6 Bribery 6 Animal Handling 6
Composition 6 Criminology 6 Bureaucracy 6 Business 6 Drive Land Vehicle 6
Deduction 6 Deduction 6 Business 6 Forgery 6 Handgun 6
Handgun 6 Handgun 6 Deduction 6 Handgun 6 Melee Weapon 6
Library Search 4 Interrogation 6 Handgun 6 Pick Lock 4 Tracking 6
Lip Reading 4 Shoulder Arms 6 Lip Reading 6 Streetwise 6 Trading 6
Photography/Film 4 Tracking 6 Personal Grooming 4 Trading 6 Wilderness Survival 6

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).

Skill Level Skill Level

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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▶ Method #2: Edgerunner (Fast and Dirty) Skills ◀


Like The Streetrat, Edgerunner Skills are predetermined from the start. But the big difference here is that although
your Skills for that Role are predetermined, the levels of each Skill are up to you. There are a few rules
Skill definitions
Page 81
though:
Next Step: • Edgerunners get 86 Skill points to be distributed between your Character's Skills to raise their totals
Weapons and
Armor up. These points may not be applied anywhere else.
Page 98
• No Skill can be higher than 6 or lower than 2.
• The following Skills must be at least Level 2: Athletics, Brawling, Concentration, Conversation,
Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home),
Perception, Persuasion, and Stealth.
• Skills marked with a (x2) cost two Skill points to increase in Level by one. All other Skills cost
one point to increase in Level by one.
• Don't forget the 4 Levels of Language you get free based on the Cultural Origin section of your Lifepath
(see pg. 45).
To determine your Edgerunner's Skills, just find your Role on the tables below, then divide your 86 Skill points
up between the Skills listed for that type. Remember that no Skill can be higher than 6 or lower than 2.
Hot Tip: You'll notice that each Role has 20 Skills allotted to it. Start by dividing your 86 points by 20
to get a rough average of 4 points per Skill (you'll have 6 extra points left over).

Rockerboy Solo Netrunner Tech Medtech


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

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Media Lawman Exec Fixer Nomad


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

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:

Skill Level Cost Skill Level Cost


Athletics 4 4 Perception 6 6
Brawling 6 6 Persuasion 4 4
Concentration 2 2 Stealth 6 6
Conversation 2 2 Autofire (x2) 2 4
Education 4 4 Handgun 4 4
Evasion 6 6 Interrogation 4 4
First Aid 4 4 Melee Weapons 6 6
Human Perception 4 4 Resist Torture/Drugs 4 4
Language (Streetslang) 4 4 Shoulder Arms 4 4
Language (Based on Cultural Origin) 4 0 Tactics 4 4
Local Expert (Your Home) 4 4
Total Cost: 86
Since Jay is aiming to build a big bruiser of a Solo, their choices will be to push their Solo's Melee Weapon,
Brawling, Evasion, Perception, and Stealth as high as they can, sacrificing points from other Skills.

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▶ Method #3: Complete Package (Calculated) Skills ◀


Unlike the other types of Characters (Streetrats and Edgerunners) Complete Package (Calculated) Characters
get almost complete control over their Skills. Like Edgerunners, these Characters get 86 Skill points to
Skill definitions
Page 81
raise up any Skills they want. But unlike Edgerunners, except for Basic Skills that all Character types must
Next Step:
have (see below), the Complete Package Player can put the rest of their 86 points in any Skills
Weapons, they want.
Armor, Gear,
and Cyberware In the Complete Package Method, four things should be kept in mind.
Page 104
• No Skill can be higher than 6.
• The following Skills must be at least Level 2: Athletics, Brawling, Concentration, Conversation,
Education, Evasion, First Aid, Human Perception, Language (Streetslang), Local Expert (Your Home),
Perception, Persuasion, and Stealth
• Skills marked in the Master Skill List with a (x2) cost two Skill points to increase in Level by
one. All other Skills cost one Skill point to increase in Level by one.
• Don't forget the 4 Levels of Language you get free based on the Cultural Origin section of your Lifepath
(see pg. 45).
Example: Jay decides to build a Solo, but this time as a Complete Package Character. Their Solo must have
the following Skills at Level 2: Athletics, Brawling, Concentration, Conversation, Education, Evasion, First Aid,
Human Perception, Language (Streetslang), Local Expert (Your Home), Perception, Persuasion, and Stealth. He
chooses most of these at the bare minimum (not exactly the best idea).
However, Jay also decides to make their Solo as a more esoteric Character who spends time hunting down
renegade Nomads in the wilderness. So, the remaining 60 of their Skill points are spent on the following:

Skill Level Cost Skill Level Cost


Athletics 2 2 Autofire (x2) 6 12
Brawling 2 2 Deduction 4 4
Concentration 2 2 Drive Land Vehicle 4 4
Conversation 2 2 Endurance 4 4
Education 2 2 Handgun 4 4
Evasion 2 2 Interrogation 4 4
First Aid 2 2 Martial Arts (x2) 2 4
Human Perception 2 2 Melee Weapon 5 5
Language (Streetslang) 2 2 Resist Torture/Drugs 4 4
Language (Based on Cultural Origin) 4 0 Shoulder Arms 4 4
Local Expert (Your Home) 2 2 Tactics 3 3
Perception 2 2 Tracking 4 4
Persuasion 2 2 Wilderness Survival 4 4
Stealth 2 2
Total Cost: 86

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N ext Up: Weapons and Armor

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.

How to Read the Melee Weapon Table


Melee Weapon Type: The classification of the Melee Weapon.
Example Melee Weapons: A few examples of the classification of melee weapons.
Number of Hands Required: How many hands you need to hold the weapon and use it. In the case of
Melee Weapons the number of hands required is based on what the weapon is and not its classification.
Damage: The damage of a single attack from the weapon.
Rate of Fire (ROF): How many times the weapon can be swung with a single Attack Action.
Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal Object Skill under clothing.
Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The Price Category of the item
is listed below its cost. See Buying and Selling on Page 385.

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Melee Example # of Hands Can be


Damage ROF Cost
Weapon Type Melee Weapons Required Concealed?

Light Melee 50eb


Combat Knife, Tomahawk Varies by type 1d6 2 YES
Weapon (Costly)

Medium Melee Baseball Bat, Crowbar, 50eb


Varies by type 2d6 2 NO
Weapon Machete (Costly)

Heavy Melee Lead Pipe, Sword, 100eb


Varies by type 3d6 2 NO
Weapon Spiked Bat (Premium)

Very Heavy Chainsaw, Sledgehammer, 500eb


Varies by type 4d6 1 NO
Melee Weapon Helicopter Blades, Naginata (Expensive)

Note that these example Melee Weapons are just to give you an idea of where things fit. Humans have been
picking up rocks since the dawn of time and there are probably a billion types of sharp pointy things out there.
We suggest if you don't really know where that bronze Egyptian khopesh you just took off the body of that
Eurosolo fits in, ask your Gamemaster to make the call (we'd say Heavy Melee Weapon ourselves).

BY ADRIAN 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.

How to Read the Ranged Weapon Table


Weapon Type: The classification of the weapon.
Weapon Skill: The Skill you use when firing this weapon.
Single Shot Damage: The damage of a single shot from the weapon.
Standard Magazine: How many bullets or other types of ammo can be held in the weapon without mods.
Below the magazine size you can find the type of ammunition the weapon fires.
Rate of Fire (ROF): How many times the weapon can be fired with a single Attack Action.
Number of Hands Required: How many hands you need to hold the weapon and fire it.
Can be Concealed?: If the weapon can be concealed with the Conceal/Reveal Object Skill under clothing.
Alt Fire Modes & Special Features: Unique traits of the weapon. See the full section on pg. 173.
Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The Price Category of the item
is listed below its cost. See Buying and Selling on Page 385.

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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

Ranged Weapon Ammunition

▶ 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.

How to Read the Exotic Weapon Table


Name: What we call it. While, in many cases, this is a generic name; there are lots of brands to choose from.
Description & Data: The specifics of the weapon are listed here. In most cases, the Exotic Weapon will refer
to a Non-Exotic Weapon listed in the Melee or Ranged Weapons table. With the exception of anything noted
here, the weapon functions the same as its Non-Exotic counterpart.
Cost: What the weapon costs in the main currency in Night City, the Eurobuck. The Price Category of the item
is listed below its cost. See Buying and Selling on Page 385.
Note to GMs: During Character Generation, a Player is able to buy anything they have the funds to purchase
but they are are not allowed to pool their starting money together. We recommend that you don't give your
Players additional starting funds. Allowing Players access to Luxury or higher Price Category items at Character
Generation could break your game. But, if you wanna to attend your own funeral, we've included them in the chart
below. In gameplay, Exotic Weapons are rare and expensive. They are difficult to find at Night Markets without a
friendly Fixer and carrying one can really make a statement. If you walk into the Totentanz with a Constitution Arms
Hurricane Assault Weapon slung over your shoulder, people will take notice. For better or worse.

Weapon Description and Data Cost

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.

How to Read the Armor Table


Armor Type: What we generally call it. There are a lot of brands; this is the generic title.
Armor Description: What it looks/wears like. If the armor has any effects or special
notes this is where they will be listed.
Stopping Power: How many points of damage from an attack the armor can stop
before it reaches your body.
Armor Penalty: How much does the Armor interfere with your ability to move and
respond while wearing it.
Cost: What the armor costs in the main currency in Night City, the Eurobuck. The Price
Category of the item is listed below its cost. See Buying and Selling on Page 385.

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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)

Light A combination of Kevlar® and plastic meshes 100eb


11 None
Armorjack inserted into the weave of the fabric. (Premium)

Skinsuit with impact absorbing, sintered armorgel


Bodyweight layered in key body areas. Also has a place to store your 1,000eb
11 None
Suit Cyberdeck and supports your Interface Plugs. For more information (V. Expensive)
see page 350.
Medium Heavier Armorjack, with solid plastic plating, 100eb
12 -2 REF, DEX, and MOVE
Armorjack reinforced with thicker Kevlar® mesh. (Premium)

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)

Metalgear® will stop almost anything, but you're going to be 5,000eb


Metalgear® 18 -4 REF, DEX and MOVE
easier to hit than a one-legged bantha in a potho race. (Luxury)

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

Don't be an idiot. M atch your armor to your situation.


If you're pulling a bodyguard job at a charity ball for
an E xec , you'll just embarrass yourself and your
employer if you show up in full riot gear . S ure , I' ve got a
set of flak that makes me look like I'm going to war but
I've also picked up a Duraweave fiber business suit from
Takanaka . Prewar tech. M akes me look like I belong
in a C orporate HQ but it can stop pistol fire dead .
— Cooper

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▶ How You Get Your Stuff: Weapons and Armor ◀


for Streetrats (Templates) & Edgerunners (Fast and Dirty)
Like Skills, your Weapons and Armor are predetermined from the start with The Streetrat. However, when you
move on to the Night Market sections of the rules (pg. 340), you'll have the option to buy more weapons or
Weapon list
Page 91
armor as your Character progresses. To find out what Weapons and armor your Character comes equipped
Armor list with, check the lists on the table below and look under your Character's Role. Note that you may occasionally
Page 96 be given a choice between two or more options (example: Shotgun or Assault Rifle). Pick one and only one when
Next Step: offered an option. In addition to these starting items Streetrat and Edgerunner Characters get 500eb
Your Outfit
Page 103
to spend on other items or to keep and use later. A full list of Weapons, Armor, Gear, and Cyberware
can be found in the Night Market section on pg. 340.

Weapon list Rockerboy Solo Netrunner Tech Medtech


Page 91
Weapons/Armor Weapons/Armor Weapons/Armor Weapons/Armor Weapons/Armor
Armor list
Page 96
Very Heavy Pistol Assault Rifle Very Heavy Pistol Shotgun or Assault Rifle Shotgun or Assault Rifle
Next Step:
Your Outfit Basic VH Pistol Very Heavy Pistol Basic VH Pistol Basic Shotgun Shell Basic Shotgun Shell
Page 103 Ammunition x50 Heavy Melee Weapon or Ammunition x30 Ammunition x100 or Basic Ammunition x100 or Basic
Heavy Melee Weapon or Bulletproof Shield Light Armorjack Rifle Ammunition x100 Rifle Ammunition x100
Flashbang Grenade Basic VH Pistol Body Armor (SP11) Flashbang Grenade Incendiary Shotgun Shell
Teargas Grenade x2 Ammunition x30 Light Armorjack Light Armorjack Ammunition x10 or
Head Armor (SP11) Body Armor (SP11) Incendiary Rifle
Light Armorjack Basic Rifle Ammunition x70 Ammunition x10
Body Armor (SP11) Light Armorjack Light Armorjack
Head Armor (SP11) Smoke Grenade x2
Light Armorjack Body Armor (SP11)
Head Armor (SP11) Light Armorjack
The grenades Light Armorjack Body Armor (SP11)
here can be Head Armor (SP11)
found on Light Armorjack
Page 344
Head Armor (SP11)
Bulletproof Shield

Media Lawman Exec Fixer Nomad


Weapons/Armor Weapons/Armor Weapons/Armor Weapons/Armor Weapons/Armor

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)

▶ How You Get Your Stuff: Weapons and Armor ◀


for Complete Package (Calculated) Characters
Unlike Streetrat and Edgerunner Characters, if you're playing a Complete Package Character, you will buy all of your
gear individually, along with your cyberware. Go to pg. 104 to find the rules for Complete Package Characters.

N ext: Your Outfit

What do you have in your pockets? Besides a... gun?


Let's get this straight. A Cyberpunk future is mobile. Like the cowboys of the Old West, most people in this time carry
their lives on their backs—a world of miniaturized sleeping, eating, and entertainment components crammed into
carryalls and the back seats of cars. The gear you carry around is known on The Street as your outfit.
A typical outfit might include:
• Inflatable Bed & Sleep-bag (folds to a 6"x6" package for easy storage).
• Personal Agent (a micro-sized communications system and computer that fits in your pocket).
• A pocket-load of Memory Chips.
• A Cyberdeck and cables (for Netrunners).
• A Techtool or other tools.
• Easily portable food in the form of bars, squeeze tubes, foil packs, ready to eat meals (MREs), and the
occasional banana (worth its weight in gold in the Time of the Red).
• Personal effects, like clothes, toothbrushes, etc.
Most of this is crammed into a shoulder bag or duffel sack. In the Time of the Red, Cyberpunk RED Characters
still aren't much for settling down. Rockerboys always have the next gig. Solos have to keep moving; the next
job requires it, and you keep moving anyway before your enemies figure out where you're sleeping these days.
Cops, Netrunners, Medias, and Techies are always on the move; on stakeouts, hard stories, or running from the
various people you've brought down on yourself with your Netrunning. Nomads...well, they don't have homes to
start with (unless you count their kombis) and what good is it if you can't cram it on the back of your bike anyway?

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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.

How to Read the Gear Table


•.Item: What we generally call it. There are a lot of brands; this is a generic title.
•.Description & Data: An in depth description of what it is and what it does/can be used for. If there are
specific game rules about the use of that object, this section will tell you where to find them. A full list of items,
including a few not found here, and complete details can be found on page 352.
•.Cost: What the specific piece of gear costs in the main currency in Night City, the Eurobuck. The Price
Category of the item is listed below its cost. See Buying and Selling on Page 385.

Item Description & Data Cost

Self-adaptive AI powered smartphone. +2 to Library Search. +2 to Wardrobe


Agent 100eb (Premium)
and Style under some circumstances. See pg. 352 for more information.
Airhypo Easy to use drug distribution platform. 50eb (Costly)
Anti-Smog
Useful for filtering out airborne toxins. 20eb (Everyday)
Breathing Mask
Audio Recorder Records up to 24 hours of sound on a single Memory Chip. 100eb (Premium)
Auto Level
Compact ear protection. Makes user immune to
Dampening Ear 1,000eb (V. Expensive)
effects caused by dangerously loud sounds.
Protectors
Binoculars Good for seeing far away. x2 or x3 magnification. 50eb (Costly)
Braindance Viewer Allows viewer to experience braindance. 1,000eb (V. Expensive)
Bug Detector Beeps when within 2m/yds of a listening device. 500eb (Expensive)
Carryall Bag for carrying stuff. 20eb (Everyday)
Chemical Analyzer Can test chemical composition of substance against a database of samples. 1,000eb (V. Expensive)
Computer Laptop or desktop computer. 50eb (Costly)
Cyberdeck Basic deck for netrunning. 7 slots. See pg. 353 for more information. 500eb (Expensive)
Disposable Cell
Makes calls. Easy to dump if needed. 50eb (Costly)
Phone
Drum Synthesizer Can simulate almost any type of drum. Needs amp. 500eb (Expensive)
Duct Tape Comes in many colors, including glow-in-the-dark. 20eb (Everyday)
Electric Guitar/
Good for making music. Electric versions need amp. 500eb (Expensive)
Other Instrument
Flashlight 100m/yd beam of light. Lasts 10 hours on a charge. 20eb (Everyday)
Food Stick One awful meal in bar form. 10eb (Cheap)
Glow Paint Glow in dark spraypaint. 20eb (Everyday)

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Item Description Cost

Glow Stick Illuminates up to 4m/yds. Lasts for 10 hours. 10eb (Cheap)


Grapple Gun Fires a grapple line up to 30m/yds. Cannot be used as a weapon. 100eb (Premium)
Handcuffs Restraints. Requires BODY >10 to break. 50eb (Costly)
Homing Tracer Can follow a linked tracer up to 1-mile away. 500eb (Expensive)
Inflatable Bed &
Self-inflating mattress w/ sleeping bag. 20eb (Everyday)
Sleep-bag
Kibble Pack One meal's worth of Kibble. 10eb (Cheap)
Lock Picking Set Used to crack mechanical locks. 20eb (Everyday)
Medscanner Helps diagnose illness and injury. +2 to First Aid and Paramedic. 1,000eb (V. Expensive)
Medtech Bag A full medical toolkit in a bag. 100eb (Premium)
Memory Chip Standard data storage device. 10eb (Cheap)
MRE Self-heating plastic and foil meal bag. 10eb (Cheap)
Personal CarePak Everything you need to clean up. 20eb (Everyday)
Pocket Amplifier Can support up to two instruments. Lasts 6 hours per charge. 50eb (Costly)
Radar Detector Beeps if within 100m/yd of an active radar beam. 500eb (Expensive)
Radiation Suit Protects you from radiation. 1,000eb (V. Expensive)
Radio
Earpiece. One mile range. 100eb (Premium)
Communicator
Radio Scanner/
Play the hottest music or tune into radio bands within 1-mile. 50eb (Costly)
Music Player
Road Flare Lights up an area of 100m/yd for 1 hour. 10b (Cheap)
Rope (60m/yd) Nylon rope. 20eb (Everyday)
Scrambler/
Scrambles/descrambles communications. 500eb (Expensive)
Descrambler
Smart Glasses Technologically enhanced glasses. Has 2 slots for Cyberoptic Options. 500eb (Expensive)
Tech Bag Small bag of tools for fixing stuff. 500eb (Expensive)
Techscanner Helps diagnose broken tech. +2 to multiple TECH-based Skills. 1,000eb (V. Expensive)
Techtool An all-in-one multitool. 100eb (Premium)
Tent and Camping
Gear for one person to camp. 50eb (Costly)
Equipment
Vial of Biotoxin Does damage 3d6. Resisted by Resist Torture/Drugs. Not affected by armor. 500eb (Expensive)
Vial of Poison Does damage 2d6. Resisted by Resist Torture/Drugs. Not affected by armor. 100eb (Premium)
Video Camera Record up to 12 hours of audio and video on a single memory chip. 100eb (Premium)
Virtuality Goggles Projects cyberspace imagery over real world view. 100eb (Premium)

101

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