User:Ref3rence/Cyberpunk Red Homebrew

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Homebrew for Cyberpunk RED[edit]

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The following is unofficial content provided under the Homebrew Content Policy of R. Talsorian Games and is not approved or endorsed by RTG. This content references materials that are the property of R. Talsorian Games and its licensees.

Exotic Melee Weapons[edit]

SlamDance, Inc. Spawnblade

Type: Exotic Light Melee Weapon

Cost: 100eb (Premium)

On the surface, these knives are indiscernible from a standard combat knife, save for a small switch along their hilts. As an action, you may arm or disarm a Spawnblade. While armed, if an attack deals at least 3 damage after SP is calculated, it deals an additional 1d6 damage that ignores armor as its blade expands into a wide wing. Unless they are stabilized, if the weapon is removed, which can be done as an attack with the Spawnblade with a -2 penalty to the attack roll, all of the attack's damage ignores the target's SP, and they take an additional 1d6 damage.


SlamDance, Inc. Hyper-Hammer

Type: Exotic Very Heavy Melee Weapon

Cost: 5,000eb (Luxury)

A rocket-powered sledgehammer meant exclusively for full-borgs and APCA pilots, the Hyper-Hammer could crush a car in a single swing. When you make an attack with this weapon, you may burn 5 gallons of CHOOH2 from its 10 gallon tank to cause it to roll 2d6 for damage and multiply it by the amount you beat the DV to hit your target, to a maximum of 5. CHOOH2 typically costs 1d3+1eb per gallon, changing each day. Swinging this weapon requires BODY 11 unless it is mounted.


Mystic Technologies Spring Knife

Type: Exotic Light Melee Weapon

Cost: 100eb (Premium)

Using high-power springs compressed in the hilt, this knife is capable of firing its blade. When you throw this weapon, it uses the bows & crossbows range table, and can attack targets further than 25 m/yds from you, after which you must reload it as if it were a ranged weapon. Additionally, if an ammo type can be bought for arrows, it can be bought for this weapon's knives.


9-Iron Sledgehammer

Type: Exotic Very Heavy Melee Weapon

Cost: 5,000eb (Luxury)

Based off of the .50 caliber sledgehammers of old, the 9-Iron was originally invented by a small Texan nomad community using modified sniper rifle drum magazines as the front of the head, and capacitors-turned-electric-firing-mechanism as the back, before Mexican Metals noticed the market and gave if a full development. The 9-Iron can be loaded with up to 9 pieces of sniper rifle ammunition. On a hit, you may fire 1 round to deal 5d6 damage instead of 4d6, in addition to any other effects the ammunition may have.


Kendachi Mono-Stilleto

Type: Exotic Excellent Quality Light Melee Weapon

Cost: 500eb (Expensive)

Most Arasaka operatives, even stealth units, are treated as deployed combatants: big guns, uniform armor, company cyberware. Only on rare occasions, such as a Militech CFO arriving at an international corporate convention without their bodyguards in tow, do Arasaka's finest assassins doff the chameleon gear and high-caliber for a suit and Mono-Stilleto, a knife built on the concept of the Mono-Sword series developed on contract from their Megacorp neighbor. This weapon has the biometric key and crystal color functionality of the Kendachi Mono-Three. Aimed shots with this weapon have a -3 penalty instead of -8.


Satori

Type: Exotic Excellent Quality Heavy Melee Weapon

Cost: 1,000,000eb (Super Luxury)

The personal sword of Saburo Arasaka, this blade is unmistakable, having started as the sword from his service in World War 2, and having received constant refinement and numerous upgrades from any proven technology since. Damage dealt by this weapon ignores the target's armor if it is below SP11. Armor with a higher SP is still interacted with as normal. Additionally, aimed shots with this weapon have a -3 penalty instead of -8.

Exotic Ranged Weapons[edit]

Militech Electronics LaserCannon

Type: Exotic Assault Rifle

Cost: 5,000eb (Luxury)

Effectively a heavy machinegun firing superheated bolts of near-pure energy at a high fraction of the speed of light, lasercannons have been on the cutting edge of Militech's endless lust for "more gun", though they haven't exactly been accountant-friendly, even to corpo execs, for the past half-century. This weapon deals 3d6 damage, but has 3 ROF. Attacks with this weapon can not be dodged, but you can still miss. Additionally, instead of using ammunition, whenever this weapon is fired it drains one of 25 charges from its easily rechargeable (1 hour) battery pack, which may be installed and uninstalled as an action. Damage dealt by this weapon does not ablate armor.


Militech Cap-Laser "Pistol"

Type: Exotic Sniper Rifle

Cost: 1,000eb (Very Expensive)

The Cap-Laser is a scaled-down Lasercannon which, while referred to as a pistol thanks to Militech's rigid reliance on their own definitions, acts as a small carbine, firing superheated bolts of near-pure energy at a high fraction of the speed of light. This weapon deals 3d6 damage, but has 2 ROF. Attacks with this weapon can not be dodged, but you can still miss. Additionally, instead of using ammunition, whenever this weapon is fired it drains one of 4 charges from its easily rechargeable (1 hour) battery pack, which may be installed and uninstalled as an action. Damage dealt by this weapon does not ablate armor.


Setsuko-Arasaka "Nova" One-Shot Photon Cannon

Type: Exotic Excellent Quality Sniper Rifle

Cost: 5,000eb (Luxury)

Focusing the unrivaled power of the sun into a beam of invisible death, a photon cannon is a skilled sniper's best friend, and an unskilled sniper's most expensive trap. This weapon deals 8d6 damage, and makes no noise when fired. Attacks with this weapon can not be dodged, but you can still miss. Additionally, instead of using ammunition, whenever this weapon is fired it drains the charge from its easily rechargeable (10 hours) battery pack, which may be installed and uninstalled as an action. Damage dealt by this weapon does not ablate armor.


DB-4 Palica

Type: Exotic Excellent Quality Shotgun

Cost: 5,000eb (Luxury)

Developed by Rostović for personal defense for the rich, the Palica's "super-sawn off" look is only possible thanks to the Smartgun Link that comes built in to every model. It only requires one hand to wield and can be concealed, but only has a 2-slug magazine capacity.


Dover GA-1112 Autogun

Type: Exotic Poor Quality Assault Rifle

Cost: 1,000eb (Very Expensive)

Effectively two multi-barrel rotary machine guns strapped together with a single feed system, the GA-1112 is the opposite of a precision weapon, lacking even rudimentary sights on the box that houses its machinery, and typically being sling- or vehicle-mounted. This weapon has a 60-round magazine capacity and 2 ROF. Normal attacks with this weapon cost 5 rounds, and Autofire with this weapon costs 20 rounds. You must start this weapon's motor as an action to be able to make attacks with it. If you do not spend your action making at least 1 attack with this weapon or keeping its motor going, the motor shuts off. You can not make aimed shots with this weapon.


Nomad Hand Crossbow

Type: Exotic Poor Quality Crossbow

Cost: 100eb (Premium)

Hand-crafted by numerous nomad nations to pop tires and light cover, hand crossbows are one of the few non-corpo weapons to see wide use. This weapon has 2 ROF, can be concealed, and requires 1 hand instead of 2, but must be reloaded like a normal weapon. Weapon mods can be installed in this weapon despite being Exotic, including an Extended Magazine (3 rounds) or Drum Magazine (6 rounds), which it can have and still be concealable.

Stealth Armor[edit]

Gibson Battlegear Sneak Suit

Type: Exotic Light Armorjack

Cost: 500eb (Expensive)

The popular, budget option for stealth gear, the sneak suit's sleek, black surface lacks any chameleon tech, but excels in night operations. While in low light or darkness, Awareness skill checks and attack rolls against you have an additional -1 penalty. While you are wearing both a sneak suit helmet and body armor, this additional penalty increases to -2, and other ways of sight (low light/infrared/UV) do not negate any of this penalty. This penalty decreases by 1 to a minimum of -1 for every 4 meters/yards, 2 square, you move, resetting at the beginning of your next turn. Additionally, this penalty decreases by 1 to a minimum of -0 for every 3 points of SP it loses.


M77 Mirage Gear

Type: Exotic Bodyweight Suit

Cost: 5,000eb (Luxury)

Developed by Militech, Mirage Gear is the tried-and-true predecessor to the M96, using a databank of 24 patterns to blend the user into their surroundings from all sides. While wearing Mirage Gear, you may activate it as an action, or as a NET action if you have access to them. Until you deactivate it in the same way, Awareness skill checks and attack rolls against you have a -2 penalty. This penalty decreases by 1 to a minimum of -0 for every 2 points of SP it loses. At the end of each of your turns you keep the Mirage Gear active, it loses one of 20 charges from its easily rechargeable (1 hour) battery pack. It takes 1 minute of sustained maintenance to safely remove the battery, but a new battery can be installed as an action, and the Mirage Gear can be recharged with the battery installed.


M96 Ghostsuit

Type: Exotic Bodyweight Suit

Cost: 5,000eb (Luxury)

Developed by Militech, the Ghostsuit is the modern day's best effort in invisibility, being able to project surrounding appearances into its surface. While wearing a Ghostsuit, you may activate it as an action, or as a NET action if you have access to them. Until you deactivate it in the same way, Awareness skill checks and attack rolls against you from one direction of your choice relative to you have a -6 penalty. This penalty decreases by 1 to a minimum of -1 for every 2 meters/yards, 1 square, you move, resetting at the beginning of your next turn. Additionally, this penalty decreases by 1 to a minimum of -0 for every point of SP it loses. At the end of each of your turns you keep the Ghostsuit active, it loses one of 10 charges from its easily rechargeable (1 hour) battery pack. It takes 1 minute of sustained maintenance to safely remove the battery, but a new battery can be installed as an action, and the Ghostsuit can be recharged with the battery installed.


Arasaka "Blackjack" Stealth Armor

Type: Exotic Bodyweight Suit

Cost: 10,000eb (Super Luxury)

The top of the line stealth option, the Blackjack combines the best of of other corp's personal stealth technology, all without a lawsuit thanks to their overseas development. While in low light or darkness, Awareness skill checks and attack rolls against you have an additional -2 penalty, and other ways of sight (low light/infrared/UV) do not negate any of this penalty. You may activate the Blackjack's stealth system as an action, or as a NET action if you have access to them. Until you deactivate it in the same way, the armor's penalty increases to -6. This penalty decreases by 1 to a minimum of -1 for every 4 meters/yards, 2 squares, you move, resetting at the beginning of your next turn. Additionally, this penalty decreases by 1 to a minimum of -0 for every 2 points of SP it loses. At the end of each of your turns you keep the Blackjack active, it loses one of 20 charges from its easily rechargeable (1 hour) battery pack. It takes 1 minute of sustained maintenance to safely remove the battery, but a new battery can be installed as an action, and the Blackjack can be recharged with the battery installed.

Power Armor (APCA)[edit]

Assisted Personnel Combat Armor, often shortened to Power Armor, is armor capable of allowing a single trooper to fight on par with cyberpsychos and tanks using expanded weapons and armor. Following the Night City Holocaust, most APCA has been under heavy lock and key, with a cyberpsycho-tier kill-on-sight warrant for unauthorized users. While older generations of APCA were piloted similarly to a vehicle, modern advancements allow them to take the pilot's abilities into account and amplify them. Along the way, power armor has become far less bulky, allowing for any of the user's cyberware to also be used while piloting.

APCA isn't bought in two pieces, and must always be worn on both your head and body locations. An APCA helmet has 3 option slots for cyberaudio and cyberoptics, and APCA body armor has 6 slots for borgware, which counts as 4 options for the sake of this limit, and cyberlimbs.

While above half your power armor's SP, you gain the following:

  • You are immune to the effects of critical injuries.
  • Weapons that would take more than 1 action to reload take 1 fewer actions to do so.
  • Your armor penalty is increased or decreased to a certain amount listed in the armor's description.
  • Your armor penalty does not apply to melee attacks you make.
  • Aimed shots against your head ablate your head armor by 2 additional SP instead.
  • Aimed shots against your legs ablate your body armor by 1 additional SP instead.

Militech Commando

Type: Exotic Metalgear

Cost: 100,000eb (Super Luxury)

While the commando's low cost often makes it appear as a budget option, even the core value of power armor can make it a game changer even without combat upgrades, and has noticeably more sensor slots than more expensive power armor. Your armor penalty is decreased to -1, but attacks against you have a +2 bonus. Additionally, your SP is increased to 22, and your helmet has 6 option slots instead of 3.


Militech Centaur

Type: Exotic Metalgear

Cost: 100,000eb (Super Luxury)

Among the bulkiest APCA, but necessarily most protective, the Centaur uses an experimental heat-based weapon system to power everything, often leading to brownouts. Your armor penalty is decreased to -2. Additionally, your SP is increased to 22, and your body armor has 3 option slots instead of 6. This power armor has two additional cyberlimbs, with one wielding a ballistic shield with 20 hit points, and the other wielding a Militech Electronics LaserCannon. You can not move and your armor penalty increases to -6 on a turn you reload this LaserCannon.


Russian Arms Boris 2

Type: Exotic Metalgear

Cost: 115,000eb (Super Luxury)

The Great Red Star of APCA, the Boris perfectly represents everything Russian Arms hopes to achieve: maximum survivability at all costs. Your armor penalty is increased to -6, but your SP is increased to 30.


Zetatech Grasshopper

Type: Exotic Metalgear

Cost: 50,000eb (Super Luxury)

Despite the fact that the concept of APCA being nothing but powered metalgear has been outdated since its origin, the Zetatech Grasshopper has seen continual demand from local police and edgerunners alike, being the true budget option and being exceedingly maneuverable, resulting in continued production and improvement. Due to its limited benefits, it is one of the few APCA not banned by the post-NCH mil-spec restrictions. Your armor penalty is decreased to -0, but your helmet and body armor have 2 option slots each instead of 3 and 6. Additionally, you only count as being below half your SP while your armor has 4 SP.


Arasaka Standard B Gen 2

Type: Exotic Metalgear

Cost: 90,000eb (Super Luxury)

Designed as the main armament of Arasaka's armored corps, the Standard B excels against non-AP units, but typically falls flat against its ilk. Your armor penalty is decreased to -2 and your SP is increased to 24, but you can not install borgware in this power armor.


Mexican Metals Nemesis Assault

Type: Exotic Metalgear

Cost: 150,000eb (Super Luxury)

Using a Russian chassis, stolen Arasaka internals layouts, and Night City's surrounding manufacturing, the Nemesis is a wonder of power armor that almost buried its developers with its too-high production cost and an opening of awful advertising. Your armor penalty is increased to -6, but your SP is increased to 26. Additionally, artillery borgware counts as 2 option slots instead of 4, but all other cyberware installed in this power armor counts as taking up 1 additional option slot.


Orbital Air/Raven Mycrocyb Spider

Type: Exotic Metalgear

Cost: 700,000eb (Super Luxury)

The first fully functional aerospace power armor, the OA/RM Spider is as expensive as it advanced. Due to this insane overhead, however, it has never been sighted in action outside of testing fields, though this may be to its inconspicuous slot for chameleon projection tech, upon which it can be speculated that anyone willing to pay for seven Panzers is probably willing to pay for the full capabilities. Your armor penalty is increased to -1, but your SP is increased to 20. This suit comes outfitted with Cybermatrix Copernicus and AV-Mount borgware, and its body armor has 1 slot that can only be used to install Optical Camo for 10,000eb (Super Luxury).

Vehicles[edit]

Sea Smartboard

Type: Bicycle, Inline Skates, or Skateboard

Cost: 500eb (Expensive)

The preferred vehicle of yogangs, often stolen from corpo couriers, smartboards combine their traditional variants with modern micro-AV tech. Sea smartboards can be activated or deactivated as an action, allowing it to travel on water as if it were solid ground, spending 1 gallon of CHOOH2 from its 5 gallon tank every 50 miles traveled while active.


Air Smartboard

Type: Bicycle, Inline Skates, or Skateboard

Cost: 500eb (Expensive)

The preferred vehicle of yogangs, often stolen from corpo couriers, smartboards combine their traditional variants with modern micro-AV tech. Air smartboards can be activated or deactivated as an action, allowing it to travel on air as if it were solid ground, spending 1 gallon of CHOOH2 from its 5 gallon tank every 10 miles traveled while active.


Panzer

Type: Exotic High Performance Cybercar

Cost: 100,000eb (Super Luxury)

Used long before the Time of Red as anywhere from a glorified cybersemi to the MBT (main battle tank) in the Fourth Corporate War, the panzer is one of the few lasting pieces of tech in the ever-redundant corporate black hole. The panzer has 18 SP and 4 seats. Additionally, it has an assault rifle with the drum magazine weapon attachment and a rocket launcher, both of which have 2 ROF and can be fired and reloaded by a dedicated gunner within the panzer. If the total bonuses a gunner would add to an attack with either of the panzer's weapons is less than 7, they may increase the bonus to 7 by using the panzer's targeting system, but doing so decreasing both weapons' ROF to 1. Additionally, while being piloted, the tank hovers 1 foot off the ground, and is not affected by ground-based hazards.


Basilisk

Type: Exotic High Performance Cybercar

Cost: 500,000eb (Super Luxury)

The first dedicated tank to surpass the panzer, the basilisk is yet another entry in Militech's dominance of ground-based military vehicles. The basilisk has 18 SP and 2 seats. Additionally, it has a rocket launcher with the drum magazine weapon attachment with 2 ROF and can be fired and reloaded by a dedicated gunner within the basilisk. As an action, either person within the basilisk may activate its CC04 Defense System, an electric smoke countermeasure, causing the next attack against the tank to have a -2 penalty, which does not stack with itself. A single pilot may act as both pilot and gunner, but they lose 2 humanity at the end of each turn they do so. Additionally, while being piloted, the tank hovers 1 foot off the ground, and is not affected by ground-based hazards.


Militech Manticore

Type: Exotic AV-4 Multipurpose Aerodyne

Cost: 100,000eb (Super Luxury)

The premier combat aerodyne post-rebuild, the Manticore continues Militech's saga of setting a high standard for combat vehicles. The Manticore has 18 SP and 50 MOVE (250 mph/402 kph). Additionally, it has two assault rifles with the drum magazine weapon attachment, both of which have 2 ROF and can be fired and reloaded by a dedicated gunner within Manticore. If the total bonuses a gunner would add to an attack with either of the Manticore's weapons is less than 7, they may increase the bonus to 7 by using the Manticore's targeting system, but doing so decreasing both weapons' ROF to 1.

Neuralware[edit]

Berserk

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires Neural Link. You may only have one piece of speedware installed at a time. Instead of accelerating your nervous system, Berserk hardens it, creating a thick lattice just beneath your skin temporarily. When activated as an action, you gain 11 SP, which does not stack with external armor, Skin Weave, or Subdermal Armor. If you have Skin Weave or Subdermal Armor, it regains 1 SP at the end of each of your turns instead. While this is active, you may not make attacks with weapons other than cyberware, Brawling, or Martial Arts. Additionally, you become immune to damage from falling, and may immediately make a melee attack without using any form of action when you would take damage from falling. At the end of each turn this is active, you lose 7 (2d6) HP or Humanity, or lose half as much of both. You may deactivate Berserk as an action.


Beast Mode

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires Neural Link and Berserk. A back-alley, hack-job mod to be layered on top of a Berserk installation, Beast Mode modifies its armor system into passive regeneration. Rather than granting SP or repairing Skin Weave/Subdermal Armor, you regain 1 HP at the end of each turn you end stabilized. If you are not stabilized you may attempt the necessary skill check at the end of each of your turns once without using any form of action.


Tyger Paw

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires Neural Link and Sandevistan. Many Sandevistan users have noted increased feeling of aggression, and while Dynalar and QianT have gone on record stating that any affect on the amygdala have been kept to a minimum and are purely a by-product, many underground ripper-doc fixers disagree. When you kill a person while your Sandevistan is active, you regain 1 Humanity unless you are suffering from cyberpsychosis.


Experimental Military Grade Sandevistan ER_1

Cost: 10,000eb (Super Luxury)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires Neural Link. You may only have one piece of speedware installed at a time. A typical Sandevistan accelerates the user's actions over a relatively lengthy period of time, granting them the advantage by acting first. This prototype compresses the entire minute of operation into a single burst of hyperspeed, often at the expense of the user. When you activate this Sandevistan, you lose 7 (2d6) HP or Humanity, or lose half as much of both. This Sandevistan may be activated in any of the following ways without using any form of action:

  • When you roll to defend against an attack, you gain a +2 bonus to the stat used to a maximum of 10. If the attack was a ranged attack, you may attempt to dodge the attack even if you do not have REF 8+.
  • At the end of another person's turn, you immediately take an action, movement action, or NET action. If you and another person using this Sandevistan activate this ability at the end of the same person's turn, you take turns as if you were the only people in initiative, then take your place in the previous initiative.


Confidence Chip

Cost: 5eb (Dirt Cheap)

Installation Humanity Cost: N/A

Installation Type: N/A

Chipware. This chip is intended to replace official Skill Chips. Sometimes, the only thing an operator needs to succeed is a bit of confidence injected into their neurons. While installed in a Chipware Socket, a Confidence Chip removes penalties on checks made by the Skill it was made for from having never used the Skill before, using the Skill for a complex task, or being under extreme stress. Confidence Chips aren't made for (x2) Skills. Requires Chipware Socket.


Tutorial Chip

Cost: 10eb (Cheap)

Installation Humanity Cost: N/A

Installation Type: N/A

Chipware. This chip is intended to replace official Skill Chips. Tutorial Chips beam basic video tutorials on a certain subject directly into the user's brain, offering surface-level "training" for a fraction of even a single day's cost. While installed in a Chipware Socket, a Tutorial Chip raises the Skill it was made for trained for the user to +1. If it was made for a (x2) cost Skill, it removes penalties from having never used the Skill before, using the Skill for a complex task, or being under extreme stress. Requires Chipware Socket.


Training Chip

Cost: 100eb (Premium)

Installation Humanity Cost: N/A

Installation Type: N/A

Chipware. This chip is intended to replace official Skill Chips. Developed primarily for military use, Training Chips allow the user to undergo simulation training at a moment's notice. While installed in a Chipware Socket, a Training Chip raises the Skill it was made for trained for the user to +2, or +1 if it was made of a (x2) Skill. Requires Chipware Socket.


Skill Chip (Variant)

Cost: 500eb (Expensive)

Installation Humanity Cost: 3 (1d6)

Installation Type: N/A

Chipware. This chip is intended to replace official Skill Chips. Unlike lesser chips, Skill Chips actively give the user false memories, both cognitive and muscle, to improve their abilities. While installed in a Chipware Socket, a Training Chip raises the Skill it was made for trained for the user to +4, or +2 if it was made of a (x2) Skill. Requires Chipware Socket.


Doll Chip

Cost: 1000eb (Very Expensive)

Installation Humanity Cost: 3 (1d6)

Installation Type: N/A

Chipware. This chip is intended to replace official Skill Chips. Doll Chips can be considered the supreme form of skill chip, completely overriding the user's brain to complete their task at all costs, though they are not without their drawbacks. While installed in a Chipware Socket, a Doll Chip raises the Skill it was made for trained for the user to +6, or +3 if it was made of a (x2) Skill. When you use the Skill this chip was made for, you lose 3 (1d6) Humanity. Requires Chipware Socket.


Relic Chip

Cost: 1,000,000eb (Super Luxury)

Installation Humanity Cost: 3 (1d6)

Installation Type: N/A

Chipware. This chip is intended to replace official Skill Chips. The Relic Biochip is proprietary Arasaka tech commissioned by Saburo himself, and never meant to be sold, meant to download the consciousness of the person installed on the chip into a (hopefully dead) human host. While installed in a Chipware Socket, you lose 3 (1d6) Humanity that can not be regained each week, but any other Humanity loss is halved. For every 5 Humanity below your original maximum, one of your Skill's level is changed to the level of the same Skill of the person whose consciousness is installed on the Relic Chip, regardless of if it is higher or lower. If your Humanity reaches 0, you are killed instantly, and the person whose consciousness is installed on the Relic Chip takes control of your body. Requires Chipware Socket.

Cyberoptics[edit]

Threat Detector

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cybereye with Chyron. Threat Detectors act as automatically firing, limited capacity cyberdecks that comes hardwired with the Ping netrunning program. When you are targeted by an attack, you automatically target the attacker with Ping with 4 Upload without using any form of action.


Threat Analysis

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cybereye with Chyron. By overlaying trajectory predictions over the user's vision, threat analysis enables them to minimize damage. If an attack exceeds the DV to hit you by 3 or less, your armor is ablated by half as much (rounded down).


Trajectory Analysis

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cybereye with Chyron and Threat Analysis. Trajectory Analysis enhances Threat Analysis software's features to show the user the ideal way to kill any given target. You gain a +2 bonus to Aimed Shots you make at the target's head.


Weakspot Detection

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cybereye with Chyron and Threat Analysis. Weakspot Detection enhances Threat Analysis with material analysis, pinpointing instabilities in targeted armor. Your attacks ablate armor by 1 additional SP and deal an additional 1d6 damage to SDP.

Internal Cyberware[edit]

Adrenaline Injector

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Hospital

Implanted within your heart, this miniature injector pumps adrenaline through your veins on command. You may take the Run action once without using any form of action. After using this cyberware, it becomes unusable for 1 hour. You may only have up to 3 copies of this cyberware installed at once.


Artificial Heart

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Just like it says on the box, a second heart can turn your death into your slightly delayed death. Whenever you would take damage from an attack that would reduce you below 0 HP that is not an Aimed Shot, you instead drop to 1 HP. Additionally, when you make a death save, you automatically succeed. This occurs automatically. Once either of these effects occurs, this cyberware becomes unusable. You may only have up to 3 copies of this cyberware installed at once.


Bioconductor

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires cyberware that uses an energy system (i.e. Gorilla Arms, Mantis Blades, Monowire). Bioconductors interact with kinetic batteries like an alternator, harvesting energy from the body's ambient movement and siphoning it into your cyberware. At the end of each hour, and again when combat ends, any cyberware you have that uses an energy system gains 1 point of energy.


Tyrosine Injector

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Hospital

Implanted just beneath the skull, this miniature injector applicates an important amino acid directly into your brain, allowing you to process information much faster. You gain 1 additional NET action that can only be used for Quickhacking on each of your turns, even if you do not have the Interface role ability. You may only have up to 3 copies of this cyberware installed at once.


Modified Antibodies

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 0

Installation Type: Hospital

Using an advanced form of biosculpting, your immune system interacts less negatively with cyberware, and naturally produces a fragment of a microdose of immunosuppressants. At the end of each week, typically when you would pay your lifestyle expense, you regain 1 Humanity.

External Cyberware[edit]

Grounding Plating

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Hospital

Electrical wiring and insulation runs across your entire body, protecting you from electrocution, but not anything that touches you. You take 1d6 damage from electrocution instead of its normal damage, and melee attacks while you are being electrocuted deal an additional 1d6 damage. You may only have one copy of this cyberware installed at once, and this occupies 3 option slots.


Heat Converter

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Hospital

Heat sink tubing runs across your entire body, protecting you from even the hottest fire, but not anything that touches you. You take no damage from fire, and melee attacks while you are burning deal an additional 2 damage and ablate the targets armor by 2 if it did not already ablate by more. You may only have one copy of this cyberware installed at once, and this occupies 3 option slots.


Optical Camo

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Hospital

The surface of your skin has been replaced with chameleon tech. You may activate your Optical Camo it as an action, or as a NET action if you have access to them. Until you deactivate it in the same way, Awareness skill checks and attack rolls against have a -4 penalty. This penalty decreases by 1 to a minimum of -1 for every 2 meters/yards, 1 square, you move, resetting at the beginning of your next turn. At the end of each of your turns you keep your Optical Camo active, you lose 1 Humanity. You may only have one copy of this cyberware installed at once, and this occupies 3 option slots.

Cyberlimbs[edit]

When keeping track of energy, consider using that extra d12 (d20 with Rin3U) from your dice set, if you have one.

Mantis Blade

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cyberarm and a Popup Heavy Melee Weapon. With each attack with your Popup Heavy Melee Weapon, 1 point of energy is built up in kinetic batteries throughout your arm. You may spend 4 points of energy to increase your Popup Heavy Melee Weapon's ROF to 3 for 1 attack. You may store a maximum of 12 points of energy in each Mantis Blade.


Gorilla Arm

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cyberarm and Big Knucks. With each attack with your Big Knucks, 1 point of energy is built up in kinetic batteries throughout your arm. You may spend 4 points of energy to make your Big Knucks count as a Very Heavy Melee Weapon with 2 ROF for 1 attack. You may store a maximum of 12 points of energy in each Gorilla Arm.


Monowire

Cost: 500eb (Expensive)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Cyberarm and Slice 'N Dice. With each attack with your Slice 'N Dice, 1 point of energy is built up in kinetic batteries throughout your arm. You may spend 4 points of energy when someone escapes your Grapple to automatically hit them with your Slice 'N Dice. If you have REF 8+, you may spend 4 points of energy when a ranged attack is made against you to make an attack with your Slice 'N Dice instead of an Evasion check, having the same effect on a success or failure. You may store a maximum of 12 points of energy in each Monowire.


Rin3U Battery

Cost: 1,000eb (Luxury)

Installation Humanity Cost: 7 (2d6)

Installation Type: Clinic

Requires a Mantis Blade, Gorilla Arm, or Monowire. A blackmarket upgrade using kinetic batteries only available in the Osaka underground, thought to be out of the reach of even the strongest western megacorp, Rin3U allows the Mantis Blade, Gorilla Arm, or Monowire it is installed in to hold 20 points of energy.


Gen2 Gorilla Arms

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Cyberarm. Old-school Gorilla Arms were developed by Arasaka for the sole purpose of making brawlers better. With the second generation line, they were enhanced to give a single user the physical strength of an entire platoon. Tis cyberarm does not have to be paired. Has 2 option slots for Cyberarm or Cyberlimb options. While you have one Gen2 Gorilla Arms, your BODY stat increases to 10. While you have two Gen2 Gorilla Arms, your BODY stat increases to 12. This increase does not change HP, Wound Threshold, or Death Saves.


W850-Barret

Cost: 1,000eb (Very Expensive)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Cyberarm. In the early 2040s, Cleansoft, a clothes washing- and drying-machine manufacturing subsection of Militech developed micro-rotors on par with Tsunami Arms. However, Militech knew that competing with the Helix would waste a perfectly good advancement. Instead of maximizing rounds-per-second, developers focused on integration, eventually coming up with the W850-Barret, a cyberarm built to house a six-barrel rotary machine gun. This cyberarm does not have to be paired. Has 1 option slot for Cyberarm or Cyberlimb options. Does not include a hand and thus cannot hold anything. This custom-built cyberarm is a One-Handed Exotic Poor Quality Assault Rifle with a 50-round magazine that can only make Autofire attacks. A Quickchange mount allows you to attach a normal cyberarm hand (500eb (Expensive)) over this weapon as an action for no Humanity loss.

Borgware[edit]

In the 20s, full body borg conversions were the way of things. However, with supply lines shattered and skilled ripperdocs being either corporate owned or dead, most conversions have been reduced to a core cyberware suite that can then be expanded to their previous state with additional cyberware.

Design Note: The slot rules for borgware operate off of the official character sheet's precedent of a character having 7 borgware slots for balance reasons. If you want infinite borg slots, I'm not your real dad, you can do what you want.

Militech Eclipse

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. While the full Eclipse package is a Militech full body borg conversion, the core of the package, equipped with its chameleon projector, negative-noise sound canceler, and IR Thermal Dam, can be installed separately by less valued customers. The Eclipse suite automatically silences any noise below 30 db the user makes (i.e. footsteps, breathing, very quiet whispering), masks their infrared signature, and eliminates their ability to produce scent.

You may activate Eclipse's chameleon subsystem as an action, or as a NET action if you have access to them. Until you deactivate it in the same way, Awareness checks and attack rolls against you from one direction of your choice relative to you have a -6 penalty. This penalty decreases by 1 to a minimum of -1 for every 2 meters/yards, 1 square, you move, resetting at the beginning of your next turn. At the end of each of your turns you keep the chameleon subsystem active, you lose 7 (2d6) HP or Humanity, or lose half as much of both. This effect is not powerful enough to cover power armor.


Militech Enforcer

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. A super-cop's best friend anywhere from the front doors of their DC tower to the combat zones of Night City, the Enforcer full body borg conversion is built on a core suite of detection and detainment systems. Your Conceal/Reveal Object skill is automatically set to 6 when attempting to reveal an item whose infrared signature is not masked. When any armor you are wearing is ablated, you may spend 1 of 10 uses of the Enforcer's auto-patch routines to reduce this ablation to 0. Additionally, it has a built in flashlight connected to bioalternaters, making its battery effectively endless.


IEC Wingman

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. Originally, the Wingman was a full borg conversion system meant exclusively for United States military pilots, but as time marched on, its driving suites became more advanced, and parachutes were replaced with high-load shock absorbers. Your Control Skills automatically become 6, and any damage you take from falling is reduced to 0.


IEC Dragoon

Type: Borgware

Cost: 10,000eb (Super Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. Even without the full borg conversion that turns the Dragoon into arguably the strongest military device ever deployed short of a nuke, an IEC Dragoon core can convert a single person into a platoon, and as such is only available to the United States military and its developers, even in the highest of Midnight Markets. You may activate the Dragoon core as an action, or as a NET action if you have access to them. Until you deactivate it as an action, any weapons you are wielding have their ROF increased by 1, and any armor penalties you are suffering are negated. At the end of each turn you have this active, you lose 7 (2d6) HP or Humanity, or lose half as much of both.


Moore Technologies "Sheol" Hazardous Operation

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. Utilizing a suite of detoxifiers, radiation neutralizers, shock absorbers, and a litany of other passive defensive measures, Sheol is any worker's best friend. Combined with other full borg conversion cyberware, the Sheol represents the core of would eventually be stolen to become the NovelTech Samson. When you take damage from any source other than an attack, the damage is reduced to 0, but you lose 3 (1d6) Humanity.


Cybermatrix Copernicus

Type: Borgware

Cost: 10,000eb (Super Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. Forming a vacuum seal around the wearer's body, Copernicus allows even the greenest spacer to complete missions without fear. You may hold your breath for up to 2 hours, and you become immune to the effects of radiation, EMP, and vacuums. While in a zero gravity environment, such as the vacuum of space, you may use the 36 micro-verniers clustered across your body to move in any direction using your MOVE stat instead of needing to push off of objects.


Dynalar Aquarius

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. Effectively a built in diving suit, the Aquarius is often paired with pneumatic or hydraulic cyberlimbs in full borg conversions due to typical cyberware's propensity to malfunction under high-pressure and underwater conditions. You may hold your breath for up to 16 hours due to a solid oxygen battery installed in the borgware, which may be installed and uninstalled as an action. While underwater, your MOVE stat gains a +4 bonus to a maximum of 12.


Arasaka DaiOni

Type: Borgware

Cost: 10,000eb (Super Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. When a single IEC Dragoon full-borg took an Arasaka facility off the coast of China considered unbreachable by a full battalion in 2018, Kei Arasaka was forced to recognize the terrifying power of a combat cyborg. While they couldn't match the Dragoon's raw aggression or speed, they could far surpass it in turning a single person into a walking tank. You may activate the DaiOni core as an action, or as a NET action if you have access to them. Until you deactivate it as an action, your head and body SP increase by 6 and you may reload any weapons you are wielding without using your action. This SP bonus can not be ablated. At the end of each turn you have this active, you lose 7 (2d6) HP or Humanity, or lose half as much of both.


Raven Microcybernetics Gemini

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Takes 3 Borgware slots. Older generations of Gemini were low-power full borg conversions meant to mimic a real human body. The modern Gen 4 Gemini, on the other hand, uses a suite of optical projections, heated soft-surface covering, and other proprietary technology to fake a human appearance, even to deep-penetrating scans. Your appearance, including cyberware, takes on the appearance and touch of human skin. As an action, you may change the specifics of this humanoid appearance, including changes like chemskin and techhair, but doing so causes you to lose 7 (2d6) Humanity.


Artillery Mount

Type: Borgware

Cost: 5,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Illegal to own for all but the highest ranking officers and execs, artillery mounts are built-in exoskeleton frames capable of carrying an artillery piece with firing triggers built into the palm of your hand. Without this borgware, artillery can typically only be moved by a vehicle or team of people dedicated to moving it. An artillery piece uses a regular weapon as a base, but each of its ranges covers twice as much distance (i.e. a medium pistol upscaled to small artillery has a DV of 13 from 0-12 m/yds, DV 15 from 13-24 m/yds, etc.), it deals twice as much damage, and takes one additional action to reload. Artillery typically costs 10 times as much to purchase, and its ammunition costs twice as much. If the artillery piece's base weapon had the autofire alternate firing mode, it can only be fired using autofire. This borgware takes up 2 slots.


AV-Mount

Type: Borgware

Cost: 10,000eb (Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

By mounting near-full sized aerodyne engines to a borg's back with either collapsable wings or rotating servos for control, corpo borgs, sometimes referred to as corgs, have been able to take to the skies to do their master's bidding. You may turn your AV engines on or off as an action. While on, your MOVE stat increases by 4 to a maximum of 12, you can move in any direction, and you do not fall. At the end of each turn you spend with your AV engines on, you burn half a gallon of CHOOH2 from its 50 gallon tank. CHOOH2 typically costs 1d3+1eb per gallon, changing each day. This borgware takes up 2 slots.


Prototype Arasaka Cyberskeleton

Type: Borgware

Cost: 500,000eb (Super Luxury)

Installation Humanity Cost: 14 (4d6)

Installation Type: Hospital

Initially developed for Adam Smasher's use alone in 2076, though it wouldn't see completion by his death in 2077, the core of the cyberskeleton is its one-of-a-kind gravitational field generators, which keep its immense size movable, requiring its own trailer-sized application center to install. As an action, you may designate a 4 meter/yard, 2 square, radius area. At the beginning of your next turn, anything in this area takes 2d6 damage that ignores armor and suffers a critical injury, and any armor in this area is ablated by 2 as a pillar of gravity slams on the area. Also as an action, you may automatically disarm one person within 10 meters/yards, 20 squares, bringing their weapon into one of your hands. After using either of these actions, you lose 7 (2d6) Humanity and can not do so again until the end of your next turn. Each cyberskeleton installed has three hands.

Other Equipment[edit]

Syncomp 15

Type: Street Drug

Cost: 500eb (Expensive)

A street alternative to Trauma Team's secretive brand of antibodies and detoxifiers, Syncomp 15 is just as effective, but far more destructive. You become immune to the effects of any poisons and toxins for 5 minutes.

Secondary Effect (DV 15) - Your REF is reduced by 2 until its primary effect ends.


Dorph

Type: Street Drug

Cost: 500eb (Expensive)

A common category for a line of endorphin-affecting drugs that would eventually be "perfected" in Black Lace and Synthcoke, Dorphs used to dominate the streets in 2020, but are rarer to find these days. Your REF, DEX, and MOVE are increased by 1 for 1 minute.

Secondary Effect (DV 10) - Your REF is reduced by 1 permanently. This reduction is ignored while under the effects of Dorph. If your REF drops to 0, you are reduced to a catatonic state.


Securicine

Type: Street Drug

Cost: 500eb (Expensive)

Developed by Biotechnica as a combat pain killer, Securicine has a nasty side effect of gradual neurodegredation, still only rumored in the Time of Red despite being fully known by its manufacturer. Your COOL, WILL, and BODY are increased by 1 for 1 minute.

Secondary Effect (DV 10) - Your COOL, WILL, and BODY are reduced by 1 permanently. This reduction is ignored while under the effects of Securicine. If your REF drops to 0, you are reduced to a catatonic state.


Glitter

Type: Street Drug

Cost: 500eb (Expensive)

Brand new to the streets of Night City, glitter is addictive, psychedelic, and potentially lethal combat drug. Your REF, DEX, and MOVE are increased by 2 for 1 minute.

Secondary Effect (DV 17) - You suffer 2d6 Humanity Loss, take 2d6 damage that ignores armor, and become addicted to glitter. Once each day at a randomly chosen time, and again whenever you see glitter, you must either take a dose of glitter or suffer 2d6 Humanity Loss.

Roles[edit]

CyberEvolved[edit]

In 2020, a corporate aerodyne crashed in the outskirts of Night City. After two weeks and the confirmed deaths of some 4000 homeless adults, and the disappearances of nearly twice as many homeless under 18, it was ruled to be an outbreak of a "Carbon Plague", nanotech that aggressively rewrote the target's DNA. Later media leaks revealed that the child survivors of the plague, called the CyberEvolved, had been rounded up by unidentified corporate security and placed in "relocation camps" where their health gradually declined, dying around reaching physical maturity, though the credibility of such leaks was never verified, and largely considered a hoax. The source of the crash was never found. Over the following years, similar incidents arose over the following years to similar results.

It wasn't until 2025, during the so-called "Fox Run" incident, that corp-sec finally failed. With a slum's worth of super-powered children loose, and supposedly spreading a dead-in-days plague, in the street, they were forced to up the ante, searching door-to-door and slaughtering yogangs in the street. On top of their despicable actions and prior leaks, now given credibility through the visible existence of cyberevolved, said kids were now visibly unable to spread the nanos, spreading growing distrust of the shady paramilitary group. This distrust neared a breaking point by the 2040s, with a mob of angry rioters lead by now-adult cyberevolved. Then the Fourth Corporate War began.

When the dust settled, few "foxes" remained, their mob scattered or killed by the crossfire. The mystery crashes stopped, and while the occasional vial of Carbon Plague surfaced on the occasional Midnight Market, it was almost always a single dose, administered to a soon-dead booster with incomplete information, or some exec's infant next-in-line. However, much like many things, everything returned to normal after the rebuild, resulting in a new generation of stray mutants.

Role Ability: Mutation. Whenever a cyberevolved increases their Mutation rank by 1, they may choose two of the following specialties to allocate 1 point to.

Mutation: Alchemist. As an action, you convert an item or items you are in possession of into an item or items of equal eb value. You can not recreate specific details (i.e. you can turn the exec's yatch into a shipping container of guns then back into a yatch, but the new yatch won't have their climate control settings or the last letter their only child sent them anymore). When you use this specialty, you may only convert up to a number of eb's worth of value depending on the number of points allocated into this specialty, regaining all convertible value at the end of a day of rest:
1-2 100eb
3-4 500eb
5-6 1000eb
7-8 5000eb
9-10 10000eb
Mutation: Bolter. Then you make a Brawling attack, you fire a hardened bolt of nanos from your fist, granting it an additional 2 meters/yards, or 1 square, of range for every point allocated into this specialty.
Mutation: Jammer. As an action, everything within a 4 meter/yard square area, 2x2 squares, within 10 meters/yards, 5 squares, or you is affected by the effects of EMP ammunition as your nanos sap the power from everything they touch. You may use this specialty a number of times equal to the number of points allocated to it, regaining all uses at the end of a day of rest.
Mutation: Medic. When you regain HP, one person within 2 meters/yards, 1 square, of you regains a number of HP equal to the number of points allocated into this specialty as your nanos duplicate parts of yourself into their wounds. This mutation does not activate from regaining HP from this effect.
Mutation: Scanner. When you use a skill, you may use your nanos to subtly copy the brainwaves of one person you can see within 6 meters/yards, or 3 squares, of you of your choice, allowing you to use their bonus for that skill, but not their ability relevant to the skill, instead of your own. You may use this specialty a number of times equal to the number of points allocated to it, regaining all uses at the end of a day of rest.
Mutation: Scout. As an action, you see through your nanos as if they were your own. You can see from every angle of every spot dust can reach from your location within a number of meters/yards equal to twice as many points as you allocated into this specialty until your next turn.
Mutation: Tinman. As an action, you shape your nanos into a silvery surface across your body. Your head and body's SP increases by the number of points allocated into this specialty. You may use this specialty once, regaining use at the end of a day of rest.
Mutation: Wizard. You must already be a Netrunner to gain this specialty, as it uses your nanos to expand your capacity both mentally and physically. At the beginning of your turn, you may choose to gain 1 additional NET Action that turn. You may use this a number of times equal to the number of points allocated into this specialty, regaining all uses at the end of a day of rest. Additionally, when you install a program or hardware to your cyberdeck, you may spend a number of these points to decrease the number of slots it occupies (minimum 0). Points spent in this way are only regained when the program or hardware is uninstalled.


Don't forget your role lifepath!

How did you gain your mutation?
Roll Mutation Origin
1 An AV crashed near my gutter; barely dipped corp-sec.
2 Opened up some weird crate scavenging the ruins, snarfed somo weird dust.
3 Found an unlabeled vial in a dead exec's case and decided it couldn't be worse than it already is.
4 Caught the Carbon Plague as a kid, must've stabilized.
5 Bought the vial myself.
6 Grabbed in the night, woke up feeling different.

How does your infestation appear?
Roll Mutation Manifestation
1 Face is covered in silver splats.
2 Silver veins run up the back of your hands.
3 That silver on the underside of your arms is cyberware, right?
4 Tongue and teeth are stained silver.
5 The only parts of your eyes that aren't silver is the whites.
6 Got lucky, only visible on the inside.

Any run-ins with corp-sec?
Roll History
1 Probably the only survivor from your yogang.
2 Usually fine as long as you aren't sleeping on the street.
3 Spotted and shot at weekly.
4 Ran with them undercover; they never go after their own.
5 Got caught once, escaped out the back of the truck.
6 None at all, and you don't know why.
Optional Additional Rule - Infection

Unlike other roles, you can not simply train to become infected by the Carbon Plague. Instead, the only way to gain your first rank of the CyberEvolved role outside of character creation is to buy a vial of Carbon Plague, which typically goes for 5,000 eb (Luxury).

Netrunner: Quickhacking[edit]

Quickhacks are a kind of netrunning program designed to cut out the NET architecture middleman, hacking into tech over the airwaves. A quickhacking battle from the outside can look like two teched-up genies staring at each other as the bullets fly, but from the inside it's a frantic search for weaknesses on multiple tactical fronts.

Quickhack programs run on a system of "Upload" progression. When you use a Quickhack, you may use a NET action to increase its Upload by 1. Once the Quickhack's upload number is equal to the number listed in its Upload Requirement, the Quickhack takes effect, after which most Quickhacks' Upload returns to 0.

In order to use a Quickhack, you must be able to see the target, and they must be within 30 meters/yards, 15 squares. Most Quickhacks also require the target to have a certain piece of cyberware. When you use a Quickhack, you can see any Quickhacks with any Upload on all valid targets.

If a Quickhack can affect a target with any kind of cyberware, you may make an Aimed Hack, using the same effects as an Aimed Shot, but requiring an additional 8 Upload and the target to have cyberware affecting the relevant body part.

Below is a list of all available Quickhacks:

Cancel

Cost: 20 eb (Everyday)

Upload Requirement: 0

You eliminate a portion of an enemy upload. One Quickhack effecting the target has its Upload reduced by the number of NET actions you have remaining. This Quickhack uses any NET actions you have remaining this turn.


Ping

Cost: 100 eb (Premium)

Upload Requirement: 4

You plant a small virus in the target, allowing you to see an outline of them. You can see one target with any kind of cyberware clearly, even if they are behind an object or would be obscured by darkness, smoke, or other hazards. This Quickhack's Upload does not return to 0, and only ceases if its Upload is reduced to 0. This Quickhack's Upload is reduced by 1 at the beginning of each of your turns.


Contagion

Cost: 100 eb (Premium)

Upload Requirement: 8

You project a program that plays havoc with the target's neural feedback systems while duplicating its own signal. One target with any kind of cyberware takes 2d6 damage directly to their brain. Any Upload spent on this Quickhack is also applied to up to 2 other targets with any kind of cyberware within 8 meters/yards, 4 squares, of the original target.


Overheat

Cost: 100 eb (Premium)

Upload Requirement: 5

You cause the motors of the target's cyberware to rapidly fluctuate, bursting into flames in seconds. One target with any kind of cyberware catches on fire with strong intensity (pg. 180).


Short Circuit

Cost: 500 eb (Expensive)

Upload Requirement: 5

You upset the flow of electricity in the target's cyberware, causing a bright arc of electricity across their body. One target with any kind of cyberware takes 1d6 damage, which is effected by SP, and their armor is ablated by 2. If the target is a machine, they take 2d6 damage instead.


Synapse Burnout

Cost: 1,000eb (Luxury)

Upload Requirement: 15

You turn the target's cyberware on their brain itself, causing unimaginable pain, and death in most cases. One target with neuralware, cyberoptics, or cyberaudio takes 4d6 damage and loses half as much Humanity.


Cyberware Malfunction

Cost: 1,000 eb (Luxury)

Upload Requirement: 12

You utilize secret, backdoor shutdowns that come standard deep in the code of most corp cyberware. One piece of cyberware installed in the target, not including neuralware or borgware, ceases functioning. This Quickhack's Upload does not return to 0, and only ceases if its Upload is reduced to 0, or a successful DV 17 Cybertech check is made while touching the target.


Cyberpsychosis

Cost: 5,000eb (Super Luxury)

Upload Requirement: 20

You turn the target's cyberware on their brain itself, trapping them in a loop of un-reality for what feels like years, but passes in second of real time. One target with neuralware loses 8d6 Humanity.


Full Override

Cost: 5,000eb (Super Luxury)

Upload Requirement: 20

You take control of the target's body from the inside out. You control the target's next action, which is made at the end of their next turn, but not their move action. Any attacks or skill checks this action requires uses the target's stats and skill bonuses.

Adversaries[edit]

Mooks[edit]

Cockroach
Int: 1 Ref: 8 Dex: 8 Tech: 1 Cool: 1
Will: 1 Luck: — Move: 8 Body: 1 Emp: 3
Hit Points: 5 Seriously Wounded: 2 Death Save: 1
Weapons Armor

Skill Bases - Wilderness Survival +4, Evasion +10, Stealth +14, Resist Torture/Drug +7

Additional Equipment & Cyberware - —

The streets of most major cities are lifeless; no birds fly in the common acid rains, and corporate worksite security killed most roving wild dog packs. Instead, stealthiest became the new definition of fittest, forming a new food chain. Cockroaches are the lowest level of life, feeding on the refuse of man, and being preyed on by the rats.

Rat
Int: 3 Ref: 6 Dex: 6 Tech: 2 Cool: 1
Will: 2 Luck: — Move: 8 Body: 2 Emp: 6
Hit Points: 10 Seriously Wounded: 5 Death Save: 2
Weapons Armor
Bite 1

Skill Bases - Wilderness Survival +7, Evasion +8, Stealth +12, Martial Arts +10

Additional Equipment & Cyberware - —

Rats are a common sight in Night City and similar environs, typically on sticks over fires in tent towns, or crawling within the bodies that lay in the streets. With the death of ecology, they feed mostly on cockroaches, and are eaten by the occasional cat.

Cat
Int: 3 Ref: 6 Dex: 6 Tech: 2 Cool: 2
Will: 3 Luck: — Move: 8 Body: 2 Emp: 6
Hit Points: 12 Seriously Wounded: 6 Death Save: 2
Weapons Armor
Light Melee Weapon 1d6

Skill Bases - Wilderness Survival +8, Evasion +8, Stealth +12, Melee Weapons +10

Additional Equipment & Cyberware - —

Housecats are an uncommon sight in cities, being the apex non-human of the modern natural environment. Many back-alley rippers and other shady kinds befriend their feline neighbors, who in turn unwittingly act as an inexpensive security system. Some cats are even owned by high-ranking execs, carrying the snootiness of their masters.

Drop Bear
Int: 3 Ref: 6 Dex: 6 Tech: 3 Cool: 4
Will: 2 Luck: — Move: 8 Body: 3 Emp: 4
Hit Points: 12 Seriously Wounded: 6 Death Save: 2
Weapons Armor
Light Melee Weapon 1d6

Skill Bases - Wilderness Survival +8, Evasion +8, Stealth +12, Melee Weapons +10, Resist Torture/Drug +8

Additional Equipment & Cyberware - Biotoxin x10

Developed by Biotechnica, drop bears are one of Nicolo Loggagia's most successful examples of "new wildlife", creatures designed from pre-technoshock genetic information modified to survive the modern age. In this case, koalas were given potent venom capable of killing a human in a single bite, and static camouflage sourced from moths and deer.

Lieutenants[edit]

Pattern Panther
Int: 3 Ref: 6 Dex: 6 Tech: 3 Cool: 4
Will: 4 Luck: — Move: 8 Body: 4 Emp: 4
Hit Points: 30 Seriously Wounded: 15 Death Save: 4
Weapons Armor
Very Heavy Melee Weapon 4d6

Skill Bases - Wilderness Survival +8, Evasion +8, Stealth +12, Melee Weapons +12

Additional Equipment & Cyberware - —

As an action, the pattern panther may choose one direction relative to it of its choice. Awareness checks and attack rolls against it from this direction have a -6 penalty. This penalty decreases by 1 to a minimum of -1 for every 2 meters/yards, 1 square, it moves, resetting at the beginning of its next turn. Additionally, this penalty decreases by 1 to a minimum of -0 for every 2 hit points it loses.

Developed by Biotechnica, pattern panthers are considered by many to be the pinnacle of "new wildlife". Using panthers, and already powerful and naturally stealthy creature, as a base, they were given enhanced chameleon and jumbo squid DNA to gain optical camouflage surpassing that of even Arasaka.

As an action, the pattern panther may choose one direction relative to it of its choice. Awareness checks and attack rolls against it from this direction have a -6 penalty. This penalty decreases by 1 to a minimum of -1 for every 2 meters/yards, 1 square, it moves, resetting at the beginning of its next turn. Additionally, this penalty decreases by 1 to a minimum of -0 for every 2 hit points it loses.

Ptero-Raptor
Int: 3 Ref: 6 Dex: 6 Tech: 3 Cool: 4
Will: 4 Luck: — Move: 8 Body: 3 Emp: 4
Hit Points: 22 Seriously Wounded: 11 Death Save: 3
Weapons Armor
Medium Melee Weapon 2d6

Skill Bases - Wilderness Survival +8, Evasion +12, Melee Weapons +12

Additional Equipment & Cyberware - —

Possibly the most surprising and unexpected "new wildlife", ptero-raptors utilize newly-discovered (as of the late 2030s) preserved dinosaur DNA to combine the features of both the fierce velociraptor, and the soaring pterodactyl, both of which have been unseen for millennia.

The ptero-raptor can fly. If it takes more than 5 damage from a single attack, it falls to the ground and takes 1d6 damage.

Mini-Bosses[edit]

Arasaka Ninja
Int: 6 Ref: 8 Dex: 8 Tech: 6 Cool: 8
Will: 6 Luck: — Move: 8 Body: 6 Emp: 6
Hit Points: 45 Seriously Wounded: 23 Death Save: 6
Weapons Armor: Bodyweight Suit
Excellent Quality Heavy Melee Weapon 3d6 Head 11
Excellent Quality Sniper Rifle w/ Sniping Scope 5d6 Body 11

Skill Bases - Athletics 12, Brawling 12, Concentration 10, Education 8, Evasion 16, Interrogation 10, Language (Native) 10, Melee Weapon 16, Perception 8, Resist Torture/Drugs 14, Stealth 16, Shoulder Arms 16, Tactics 12, Interface 8 (4 NET actions)

Additional Equipment & Cyberware - Arasaka "Blackjack" Stealth Armor, Artificial Heart, Neural Link, Sandevistan ER_1, Excellent Quality Cybereye x2 w/ Lowlight/Infrared/UV, Chyron, Threat Analysis, & Trajectory Analysis, Mantis Blade x2, Excellent Quality Cyberdeck

Cyberdeck Hardware - DNA Lock, Hardened Circuitry, Insulated Wiring

Cyberdeck Quickhacks - Cancel, Ping, Full Override, Cyberware Malfunction, Contagion

Starting in the early 2060s, leaps in technology and rebuilding supply chains caused the old Arasaka Assassin training to fall behind. After some consideration of the current field, the Arasaka Ninja represents the great leaps technology has taken since the fall of their western headquarters, and is the first official Arasaka designation to bear the term "ninja", which has been used somewhat derogatorily toward the company since they landed in the United States.


Bosses[edit]

Adam Smasher (2023)
Int: 8 Ref: 4 Dex: 4 Tech: 8 Cool: 8
Will: 8 Luck: 8 Move: 4 Body: 12 Emp: 1
Hit Points: 60 Seriously Wounded: 30 Death Save: 12
Weapons Armor: Metalgear
Brawling 4d6 Head 24
Tsunami Arms Helix 2d6 x (roll - DV, max 5) Body 24

Skill Bases - Athletics 14, Autofire 14, Brawling 18, Cybertech 18, Demolitions 18, Endurance 18, Interrogation 18, Perception 18, Resist Torture/Drugs 18, Shoulder Arms 14, Weaponstech 18

Additional Equipment & Cyberware - Basic Rifle Ammo x4000, Radiation Suit, Arasaka DaiOni, Implanted Linear Frame Sigma, Neural Link, Excellent Quality Cybereye x2 w/ Lowlight/Infrared/UV, Targeting Scope, & Anti-Dazzle, Cyberaudio Suite w/ Level Dampener, Radio Communicator, & Scrambler/Descrambler, Excellent Quality Cyberarm x2 w/ Quick Change Mount, Wolvers, & Popup Shield

Adam Smasher is not a man, though he may have once been so. Even considering him a machine does not grasp the immensity of his presence. Adam Smasher is a promise made by Arasaka to even the most successful edgerunner that the one rule of Night City will always be upheld: you either die a nobody or die a Night City legend. To that end, he has been given the strongest armor, weapons, and training to protect Arasaka's best. It took a nuke-wielding Morgan Blackhand invading Arasaka Tower to bring him to the brink of death, and even then he survived, though Blackhand's own death was never confirmed either, unlike Johnny Silverhand's.

Adam Smasher (2070)
Int: 8 Ref: 8 Dex: 8 Tech: 8 Cool: 8
Will: 8 Luck: 8 Move: 8 Body: 14 Emp: 1
Hit Points: 65 Seriously Wounded: 32 Death Save: 14
Weapons Armor: Metalgear
Brawling 4d6 Head 18
Excellent Quality Tsunami Arms Helix 2d6 x (roll - DV, max 5) Body 18
Popup Grenade Launcher 6d6

Skill Bases - Athletics 18, Autofire 18, Brawling 18, Cybertech 18, Demolitions 18, Endurance 18, Interrogation 18, Perception 18, Resist Torture/Drugs 18, Shoulder Arms 18, Weaponstech 18, Interface 10 (5 NET actions)

Additional Equipment & Cyberware - Basic Rifle Ammo x4000, Incendiary Grenade x6, EMP Grenade x6, Radiation Suit, IEC Dragoon, Implanted Linear Frame Beta, Neural Link, Sandevistan ER_1, Excellent Quality Cybereye x2 w/ Lowlight/Infrared/UV, Chyron, Threat Analysis, & Trajectory Analysis, Cyberaudio Suite w/ Level Dampener, Radio Communicator, & Scrambler/Descrambler, Excellent Quality Cyberarm x2 w/ Quick Change Mount, Wolvers, & Popup Grenade Launcher, Cyberleg x2 w/ Jump Booster & Hardened Shielding, Excellent Quality Cyberdeck

Cyberdeck Hardware - DNA Lock, Hardened Circuitry, Insulated Wiring

Cyberdeck Quickhacks - Cancel, Ping, Full Override, Cyberware Malfunction, Contagion

When 'Saka tower fell on Adam Smasher, many had hoped it was the end of him. But his masters could rebuild him, they had the technology, even if they didn't have a foothold on America for more than a week. With his re-rebirth, his entire outfit was reconsidered. No expense was cut, using the impossibly expensive Dragoon full-bod, dredging his customized Helix from the ruins of a city center they couldn't legally be in the same continent of, and training him in NET running to become nigh-invincible against the growing hacking market as well. It took Johnny Silverhand coming back from the dead in the body of another legend, V, to put Smasher down for good, but to say Arasaka could never build another is foolish.

Other Variant Rules[edit]

Excellent/Poor Quality Armor, Cyberware, and Vehicles[edit]

The following is rules for varying quality equipment other than weapons. As with weapons, Excellent Quality of any of the below items costs 1 tier more, and Poor Quality items cost 1 tier less.

Excellent Quality
  • Armor has 5 points of durability. Whenever it would be ablated, it loses durability before it loses SP.
  • Cyberware has 1 additional options slot, and its Humanity loss is decreased by 2.
  • Vehicles have their MOVE stat increased by 5, its narrative speed increases by 25 MPH (40 KPH), and it has 25 additional SDP. A GM may halve its number of seats to gain the above a second time.
Poor Quality
  • Armor loses 1 additional SP whenever it is ablated.
  • Cyberware has 1 fewer options slot, and its Humanity installation cost is increased by 2.
  • Vehicles force the driver to roll 1d10 when trying to turn it on. On a 5 or lower, it does not start, and their action attempting to do so is wasted. Additionally, each time it loses 5 SDP, roll 1d10. On a 3 or lower, it immediately shuts off.

Rules-Heavy Improvised Throwing Items[edit]

Among other things, throwing non-weapon items are dealt on a "the DM decides" basis, which I have historically disliked. There's also the issue that a table thrown by 2 BODY netrunner is as dangerous as one thrown by 12 BODY fullborg solo. With this rule, improvised thrown weapons are categorized by general weight class, with each class having a minimum body to throw. If your BODY is at least 2 higher than its requirement, you may throw it with 1 hand and it is 2 ROF, otherwise it requires 2 hands and is 1 ROF. Please note that throwing normal weapons doesn't change with this rule, so you can still throw your sledgehammer with ease.

Type Example Minimum BODY Damage
Light Thrown Weapon Bottle, stone, Agent 2 1d6
Medium Thrown Weapon Lamp, television, chair 5 2d6
Heavy Thrown Weapon Table, person, door 8 3d6
Very Heavy Thrown Weapon Armored door, dresser, motorcycle 10 4d6
Massive Thrown Weapon Car, fullborg, APCA 12 6d6

Dual Wielding ROF Increase[edit]

This variant rule introduces the Dual Wield (x2) skill. While you are wielding two one-handed weapons, you may take a -5 penalty to all attacks to make an additional number of attacks equal to half the ROF of one of the weapons you are wielding, rounded down. All other attacks you make on this turn must be made with your other weapon.

Example: Snake the Solo is wielding a light melee weapon and a medium pistol. He may make 1 melee attack and 2 pistol attacks, or 2 melee attacks and 1 pistol attack. If he were to be wielding an SMG in place of the medium pistol, he could make 2 melee attacks and 0 SMG attacks (1/2 rounded down), or 1 melee attack and 1 SMG attack.

Varied Cyberpsychosis[edit]

In CPR, cyberpsychosis is a simple yes-no system outside of a few roleplay suggestions. Outside of the rulebooks, however, c-psychos act in a variety of ways, phasing in and out of the condition and ranging from aloof violence to Adam Smasher's "high-functioning cyberpsychosis". I'm also not a huge fan of "the DM plays your character now".

Somewhat based on Edgerunners, rather than cyberware causing one to no longer view themself as human, cyberware with any functions beyond normal human capabilities requires additional neuro-circuitry. Anything from a minor manufacturing error to an unrefined prototype can affect their thought processes, causing thought loops. In most cases, this causes moments of positive emotion, such as accomplishment or mundanity, to be experienced regularly, causing an edgerunner to regularly contrast these looped memories with everyday reality and the death it brings. With enough time, one realizes that the normalcy of the post-technoshock world is not normal, that one shouldn't have to become a weapon and kill daily to simply survive under the weight of what boils down to a few dozen oligarchs. This realization shatters what little cohesion they have left as memories from across their life are overlaid across every waking moment.

Short-Term Humanity Restoration[edit]

Sometimes therapy is a bit too expensive, and sometimes small traumas are forgotten, or at least repressed, with time and immunosuppressants. The following represents non-therapy means of regaining Humanity:

Lifestyle Destressing

Once per week, when you pay your weekly lifestyle expenses, you regain a certain amount of Humanity based on your lifestyle. But be warned, poverty can turn an attempt to destress into even more mounting stress:

  • Unpaid - -1 (1d6 - 4)
  • Kibble - 0 (1d6 - 3)
  • Generic Prepak - 1 (1d6 - 2)
  • Good Prepak - 2 (1d6 - 1)
  • Fresh - 3 (1d6)


Immunosuppressants

Immunosuppressants, or immuno-boosters on the street, can cut down on feedback loops by amping your brain's ability to tell meat thoughts from metal echoes and block them out. Immunosuppressants can be taken or administered to a person you can touch as an action to grant "temporary Humanity", which can extend above your Humanity maximum. At the end of each of your turns in combat, or at the end of each minute outside of combat, you lose 1 Humanity point up to the number of temporary Humanity points the immunosuppressant granted you. This effect degenerates temporary Humanity first. If you are below half your Humanity maximum, you lose twice as much Humanity per turn. You may only benefit from one immunosuppressant at a time: weaker immunosuppressants have no effect, and stronger immunosuppressants replace the effects of weaker ones. There are multiple kinds of Immunosuppressants available on the market:

Micro-Dose Immunosuppressants

Cost: 10 eb (Cheap)

Seller Type: Mall

Just need to take the tiniest bit of the edge off for a minute? Micro-doses can be taken as small, flavored pills, and grant 2 temporary Humanity.


OTC Immunosuppressants

Cost: 20 eb (Everyday)

Seller Type: Mall

Need to keep yourself just over the edge of early stage cyberpsychosis? Simple, over-the-counter immuno-boosters can be taken as flat, chalky pills, and grant 3 (1d6) temporary Humanity points.


Standard Immunosuppressants

Cost: 100 eb (Premium)

Seller Type: Clinic

Real edgerunners need the real deal. The murky liquid of a standard can be taken via airhypo, and grants 7 (2d6) temporary Humanity points.


Corporate Immunosuppressants

Cost: 500 eb (Expensive)

Seller Type: Clinic

While this kind of suppressant isn't exclusively available to corps, buying a proper name-brand at your local clinic is sure to catch some eyes. This thick, translucent liquid can be taken via airhypo, and grants 9 (1d6 + 6) temporary Humanity points.


Military Immunosuppressants

Cost: 1,000 eb (Very Expensive)

Seller Type: Clinic

Top-shelf suppressants are a controlled substance, and shouldn't be available to anyone outside of active service, though "should" and "is" are two very different things. This viscous green liquid can be taken via its unique included syringe, and grants 12 temporary Humanity points.


The Unbreakable Human Will

Sometimes, human willpower is stronger than anything, especially when strong emotions like love and hate are on the line. Choose one person heavily connected with your character. When you see this character while you are suffering from cyberpsychosis, you may spend Luck to regain three times as much Humanity.

Types of Cyberpsychosis[edit]

There are numerous forms of cyberpsychosis, each depending on the subject's Empathy before Humanity loss is taken into account, and how deep into the condition they are. While below half your maximum Humanity, you suffer from early stage cyberpsychosis, gaining one symptom of cyberpsychosis listed under your Empathy using the chart below of your choice, chosen during character creation. While you have negative Humanity, you suffer late stage cyberpsychosis, gaining every listed symptom. If an affect other than High Functioning or Slingshot cyberpsychosis would fit your character better than what you have from your Empathy due to your understanding of your character, talk with your GM, the following is just our idea of how certain unmeasurable levels of empathy might interact with a horrible wakeup from a mechanically limited number of options.


Base Empathy 1: High Functioning Cyberpsychosis

Let's face it, you didn't have all that much Humanity to begin with. Your cyberpsychosis symptoms include:

  • When would lose Humanity from cyberware, you instead lose HP. You can not lose Humanity from any other source.


Base Empathy 2-3: Aggressive Cyberpsychosis

You are prone to fits of random violence. Your cyberpsychosis symptoms include:

  • When you make an attack, roll 1d10. On a 5 or lower, you target the target easiest to hit that you can see, even if they are friendly.
  • At the start of your turn, and at the end of each minute, roll 1d10. On a 3 or lower, you must make an attack against one target of your choice.
  • When you would use a Social skill check or are targeted by a Social skill check, roll 1d10. On a 3 or lower, you must attack the person you were making the check against or was making the check.
  • When you would make a Facedown, you instead immediately make an attack against the person you are making a facedown with.


Base Empathy 4-5: Manic Cyberpsychosis

You tend to become unfocussed and energetic under stress. You cyberpsychosis symptoms include:

  • When you make an action, roll 1d10. On a 5 or lower, you can not make that action again until the end of your next turn.
  • You must move at least half your Move stat on each of your turns or lose 2 Humanity. If you take the run action, you must move the full possible distance instead.
  • When you make a non-attack skill check and roll a 4-6, re-roll, taking the new roll instead.


Base Empathy 6-7: Depressive Cyberpsychosis

You are liable to lose your sense of interest or purpose, even in matters of life and death. You cyberpsychosis symptoms include:

  • When you make an action, roll 1d10. On a 3 or lower, your action for that turn can not be used.
  • You have a -2 penalty to all non-attack skill checks.
  • You have a -2 penalty to all attacks.
  • Your Move stat is decreased by 2.
  • When you would pay your lifestyle expense or rent, roll 1d10. On a 5 or lower, it goes unpaid.


Base Empathy 8+: Slingshot Cyberpsychosis

You can somehow keep it together right up until you go screaming over the edge. You cyberpsychosis symptoms include:

  • You do not suffer from early stage cyberpsychosis.
  • Choose up to 8 people. Not including these people, you must make an attack against anyone you can see when given the chance, or move toward them if you can not attack them from the range you are at.
  • At the end of each minute, roll 1d10. On a 5 or lower, you fall unconscious for 1 minute, and nothing can wake you.
  • You ignore any critical injuries and the effects of being seriously wounded.
  • Attacks against you have a +2 bonus.
  • Whenever you regain Humanity or gain temporary Humanity, you regain or gain half as much.
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