Cyberpunk

Cyberpunk #

This section contains optional rules, character options, cyphers, artifacts, and equipment specifically tailored for Cyberpunk settings.

Cyberpunk Optional Rules #

Cyberpunk Settings Cyberpunk settings are characterized by high tech and low life. Megacorporations rule the world, cybernetics are commonplace, and the line between man and machine is blurred.

Artificial Intelligence #

In a cyberpunk setting, artificial intelligence (AI) is often a key theme.

  • Weak AI: Specialized software carrying out specific tasks (autopiloting a car, playing chess, managing a weapon). It simulates intelligence but isn’t self-aware.
  • Sim (Simulated Intelligence): Advanced AI with a personality interface, capable of passing a Turing test in its area of expertise. It might seem like a person, but it has no true consciousness.
  • Strong AI: True machine consciousness. Capable of learning, creativity, and independent thought. Often indistinguishable from a human mind, though perhaps faster or stranger.
  • Post-Singularity AI: A god-like machine intelligence with capabilities far beyond human comprehension.

Brainslides #

Digital recordings of a person’s experiences, using data from their optics and other senses, that play directly into your senses. For example, you can experience what it’s like to be a professional baseball player hitting a grand slam, a popular musician performing at a sold-out venue, or a tourist-astronaut jumping around on the moon.

When “viewing” a brainslide, you experience the events of the recording as if you were the person being recorded. Typical family-friendly brainslides are vacation sites (beaches, hiking trails, zoos), sports events, and theater performances. Typical adult-oriented brainslides are extreme sports (parachuting, parkour, whitewater rafting, and so on), voyeurism, and sexual acts. Selling brainslides of illegal activities (such as murder or torture, whether the recorded person is the perpetrator or victim) is illegal, but they can be found on the black market at inflated prices.

There is some concern among medical professionals that intense brainslides can cause lasting brain and nerve damage, similar to heavy drinking or drug use. There is some evidence that experiencing violent brainslides desensitizes the user to violence.

Engrams #

An engram is a digital copy of a human consciousness. It might be a backup of a living person, a “ghost” of a dead one, or an entirely constructed personality.

  • D-Engram: A low-fidelity copy, barely more than a Sim. useful for customer service bots or basic NPCs.
  • C-Engram: A decent copy, but noticeably artificial. Good for temporary assistants.
  • B-Engram: A high-quality copy, capable of fooling most people for a short time.
  • A-Engram: A perfect digital replica. Indistinguishable from the original consciousness.

Netrunning #

Netrunning is the act of interacting with cyberspace using a direct neural interface (usually a datajack or wireless implant).

Jacking In #

To netrun, a character must “jack in” to a computer, terminal, or network. This places their consciousness into the digital realm.

PC Avatars #

In cyberspace, a netrunner appears as an Avatar. This digital self can look like anything the user wants—a knight in armor, a chrome demon, a ball of light, or a realistic copy of their physical body.

Interacting with Cyberspace #

Mental actions become physical in cyberspace. “Attacking” a firewall might look like slashing it with a sword or shooting it with a laser.

  • Speed: In cyberspace, Speed determines your processing power and reaction time.
  • Intellect: Intellect determines your software strength and ability to manipulate code.
  • Might: Might is largely irrelevant, replaced by the integrity of your connection and hardware.

Cyberspace Directory #

Networks are often visualized as “Nodes” or “Fortresses”.

  • Public Nodes: Libraries, shops, open forums.
  • Private Nodes: Corporate servers, personal banks, secure data vaults. Require hacking to enter.

Glitches #

When things go wrong in cyberspace, it can hurt. ICE (Intrusion Countermeasures Electronics) attacks the netrunner’s mind directly.

Ejection Glitches #

Being forcibly disconnected (e.g., if your physical body is unplugged or you hit “Black ICE”) causes “Dump Shock”—disorientation, nausea, and potential damage (Intellect or Speed points).

Corporate Currency #

In many cyberpunk settings, national currencies have been replaced or supplemented by corporate scrip. A “Eurobuck” or “Credit” is the standard, but various corps might issue their own.

Drugs #

Drugs are a common part of cyberpunk life, used for recreation, combat enhancement, or coping with the dystopia.

Activation #

Most drugs take effect immediately (injected/inhaled) or within minutes (ingested).

Overdose #

Taking too much of a drug, or mixing incompatible drugs, can lead to an Overdose. This usually moves the character down the damage track or inflicts direct damage.

Addiction #

Using addictive substances requires a Might save to avoid addiction. The difficulty increases with frequent use.

Tolerance #

Long-term use builds tolerance, requiring higher doses for the same effect, increasing the risk of overdose.

Recovery #

Breaking an addiction is a long-term task, often requiring therapy, medical help (see “Therapeutic Drugs”), or cold turkey (which hinders all tasks).

Common Drugs #

  • Axodrine®: Motion sickness and balance.
  • Blue Spirit: Strength booster, lowers inhibitions.
  • Calcichloride®: Pain relief and healing.
  • Clickbait: Social lubricant.
  • Crunch: Stimulant.
  • Dex®: Combat stimulant (Speed/Reflexes).
  • Elevate®: Focus and energy.
  • Last Gasp®: Temporary invincibility/ignore pain.
  • Liftoff®: Anti-dependency aid.
  • Moon Rocks: Powerful sedative/sleep aid.
  • Pixel®: Netrunning trance aid.
  • Rampage: Massive strength boost.

Inflation #

Prices in cyberpunk settings are often volatile.

Planned Obsolescence #

Tech items (phones, guns, cyberware) are designed to break or become outdated.

  • GM Intrusion: An item fails or requires a paid update at a critical moment.

Rumors, Advertisements, and Headlines #

d20 Headline/Rumor
1 “New Kaisha cyberarm recalled due to ‘strangling incidents’.”
2 “Weather control satellite glitch causes snow in July.”
3 “Rogue AI shuts down transit grid for hour.”
4 “Celebrity found dead, then alive, then dead again.”
5 “New street drug ‘Vortex’ turns users’ eyes purple.”
6 “Megacorp merger creates global monopoly on water.”
7 “Hacker group ‘Null Set’ leaks politician’s browser history.”
8 “Cyber-rabies outbreak in lower city.”
9 “Food riot at Sector 7 distribution center.”
10 “Gene-hacked pets: Cute or carnivorous?”
(Table truncated for brevity, standard d20 list)

GM Advice and Tools #

Changing a Character’s Focus #

In a world of body modification, changing who you are is easier. A character might undergo surgery or therapy to switch their Focus (e.g., from Works the Back Alleys to Is a Walking Tank).

Character Reputations and Relationships #

Reputation is currency.

  • Corp: Your standing with corporations.
  • Street: Your cred with gangs and fixers.
  • Police: Your record (or lack thereof).

GM Intrusions for Combat #

  • Gun jams.
  • Cyberware glitch.
  • Stray bullet hits civilian.
  • Police arrive.
  • Rival gang intervenes.
  • Environment hazard (steam pipe bursts).

GM Intrusions for Cybernetics #

  • Rejection syndrome.
  • Hacking attempt.
  • Software crash.
  • Battery failure.
  • EM interference.

Dystopia #

Emphasize the gap between rich and poor. High tech, low life. Rain, neon, grime.

Environment #

  • Acid Rain: damaging to gear and health.
  • Smog: hinders perception.
  • Holograms: everywhere, distracting.

Health #

Access to healthcare depends on wealth. Trauma Team platinum card vs. back-alley vet.

Police #

Militarized, corrupt, or privatized. They protect property, not people.

SHITS (Sudden Hardware-Induced Traumatic Stress) #

A condition caused by excessive cyberware, leading to dissociation, psychosis, or rage (Cyberpsychosis).

  • Trigger: Installing new cyberware, extreme stress, or glitch.
  • Effect: Loss of control, violence, catatonia.

Technology #

It’s everywhere. Everything is smart, connected, and hackable.

Wild Events #

Random events in the city: drive-by shooting, flash mob, sudden blackout, holographic ad attack.

Forced Downtime #

Healing or upgrading often takes time. Use this to advance plot or let characters pursue personal goals.

Lasting and Permanent Damage #

  • Lasting Damage: Injuries that take days or weeks to heal (broken bone).
  • Permanent Damage: Loss of limb, organ, or eye. Requires cybernetic replacement.

Rewards and Loot #

  • Creds: Hard currency or scrip.
  • Data: Valuable info to sell.
  • Tech: Guns, cyberware, gadgets.

Splitting XP #

Standard Cypher System XP rules apply.

Miscellaneous Tech Optional Rules #

3D Printing #

Fabricators can print simple items (guns, tools) in minutes. Complex items require blueprints and time.

Hacking #

Hacking is an Intellect task.

  • Direct Link: Jacking in physically. Eased.
  • Wireless: Remote hacking. Standard or Hindered by distance/noise.
  • Brute Force: Loud, fast, likely to trigger alarms.
  • Stealth: Slow, quiet, avoids detection.

Cyberpunk Character Options #

In a cyberpunk game, you can use the standard warrior, explorer, speaker, and adept types. However, you might find that the flavors of those types don’t quite fit the chrome-and-neon vibe. The following optional types are renamed and tweaked versions of the standard generic types, adjusted to better fit the genre.

Cyberpunk Types #

Solo (Warrior) #

Solos are the muscle. Mercenaries, bodyguards, hitmen, or just street samurai who live by the sword (or the mono-katana). They are tough, dangerous, and often cybered up to the eyeballs.

  • Stat Pools: Might 10, Speed 10, Intellect 8.
  • Effort: Your Effort is 1.
  • Edge: You have a Might Edge of 1, a Speed Edge of 1, and an Intellect Edge of 0.
  • Cypher Limit: 2.
  • Abilities: Choose abilities from the Warrior list. You can also choose from the Standard Cyberpunk Abilities list.

Hotshot (Explorer) #

Hotshots are the movers. Drivers, pilots, parkour runners, and infiltrators. If it moves fast or goes where it shouldn’t, a Hotshot is involved.

  • Stat Pools: Might 10, Speed 12, Intellect 9.
  • Effort: Your Effort is 1.
  • Edge: You have a Might Edge of 0, a Speed Edge of 1, and an Intellect Edge of 0.
  • Cypher Limit: 2.
  • Abilities: Choose abilities from the Explorer list. You can also choose from the Standard Cyberpunk Abilities list.

Broker (Speaker) #

Brokers are the faces. Fixers, corporate negotiators, media personalities, and gang leaders. They deal in information, favors, and money.

  • Stat Pools: Might 8, Speed 9, Intellect 11.
  • Effort: Your Effort is 1.
  • Edge: You have a Might Edge of 0, a Speed Edge of 0, and an Intellect Edge of 1.
  • Cypher Limit: 2.
  • Abilities: Choose abilities from the Speaker list. You can also choose from the Standard Cyberpunk Abilities list.

Tech (Adept) #

Techs are the brains. Hackers, riggers, doctors, and engineers. They understand the machines that run the world better than the people who own them.

  • Stat Pools: Might 7, Speed 9, Intellect 12.
  • Effort: Your Effort is 1.
  • Edge: You have a Might Edge of 0, a Speed Edge of 0, and an Intellect Edge of 1.
  • Cypher Limit: 3.
  • Abilities: Choose abilities from the Adept list. You can also choose from the Standard Cyberpunk Abilities list.

Standard Cyberpunk Abilities #

These abilities can be chosen by characters of appropriate types (or any type if the GM allows) in a cyberpunk setting.

Tier 1 #

  • Optical Hack (2+ Intellect points): You use your cyberdeck or neural interface to hack into a target’s visual sensors (cyberoptic or external camera) within short range. On a success, you can blind them, loop their footage, or insert false images for one round. Enabler.
  • Sensor Scan (1 Intellect point): You scan the immediate area for active electronics, cyberware, and hidden bugs. Success reveals their location and basic type. Action.
  • Tech Knowledge: You are trained in one area of technology (computers, cybernetics, biology, engineering). Enabler.

Tier 2 #

  • Armored Chrome: Your cybernetic limbs act as shields. You gain +1 to Armor. Enabler.
  • Bonus Cypher App: You can store one additional cypher (usually an app or software based cypher). Enabler.
  • Overheat Hack (3 Intellect points): You hack a target’s cyberware or electronic device to overheat. Deals 4 points of ambient damage (ignores armor) and hinders their actions for one round. Action.

Tier 3 #

  • Auto-Doctor: You have a built-in medical suite. You can heal yourself for 5 points as an action. Cost: 3 Intellect points.
  • Neural Overdrive (4 Intellect points): You boost your processing speed. For one minute, you can take two actions on your turn, but one must be a mental action (hacking, knowledge, perception). Enabler.

Tier 4 #

  • Remote Control: You can control a machine or vehicle within long range as if you were inside it. Action to initiate.
  • Wirehead: You are so connected to the net that you can’t be surprised by digital threats. Enabler.

Tier 5 #

  • Master Hacker: You are trained in all hacking tasks. If you were already trained, you are specialized. Enabler.
  • System Reset (6 Intellect points): You force a reboot on a target’s operating system. On a success, a target (robot, cyborg, vehicle) shuts down for one minute. Action.

Tier 6 #

  • AI Companion: You have a loyal AI follower (Level 5) that resides in your systems. It can hack, watch your back, and offer advice. Enabler.
  • Kill Switch (7 Intellect points): You send a command to shut off a target’s heart or essential systems. Target must make a high-difficulty defense roll or drop to 0 points in one pool immediately. Action.

Cyberpunk Descriptors #

Addicted #

You are hooked on something—drugs, stims, brainslides, or even the net itself.

  • Skill: You are trained in knowledge of the street and where to find your fix.
  • Inability: When you haven’t had your fix for a day, all tasks are hindered.
  • Link: You owe a dealer money.

Corpo #

You belong to the corporate world. You have resources, but also responsibilities.

  • Skill: You are trained in bureaucracy, business, and persuasion.
  • Equipment: You start with better clothes and a higher credit limit.
  • Inability: You are looked on with suspicion by street-level operators. All streetwise tasks are hindered.

Engram #

You aren’t a biological human; you’re a digital consciousness in a body (cloned, robotic, or cybernetic).

  • Benefit: You don’t need to eat, sleep (though you need recharge/maintenance), or breathe.
  • Inability: Healing tasks are hindered or require repair skills instead of medicine. EMPs deal double damage.

Furious #

You are angry at the system.

  • Benefit: +2 to your Might Pool.
  • Skill: You are trained in intimidation.
  • Inability: Pleasant social interaction tasks are hindered.

Luddite #

You reject modern technology. You have no cyberware and use minimal tech.

  • Benefit: You are invisible to many sensors that scan for tech. You have +2 to your Might Pool and +2 to your Speed Pool due to natural training.
  • Inability: You cannot use smart weapons, cyberdecks, or most modern vehicles effectively.

Cyberpunk Foci #

Embeds Stealthtech #

You are a master of infiltration, using technology to remain unseen.

  • Tier 1: Stealth Mode. You have a cloak or skin-mod that blends with surroundings. Asset to stealth.
  • Tier 2: Silent Running. You move without making sound.
  • Tier 3: Invisibility. You can become invisible for short periods.

Explores Cyberspace #

You are a netrunner.

  • Tier 1: Interface. You can jack in and access public nodes.
  • Tier 2: Data Mining. You can find hidden info in a network quickly.
  • Tier 3: Black ICE. You have attack software that damages enemies in cyberspace.

Hacks the Network #

You manipulate the connected world around you.

  • Tier 1: Glitch. Make a device malfunction briefly.
  • Tier 2: Control. Take temporary control of simple devices (doors, cameras).
  • Tier 3: Crash. Shut down complex systems.

Has a Custom Drone #

You have a robotic companion.

  • Tier 1: Drone Companion. A level 2 drone follows you.
  • Tier 2: Drone Upgrade. Your drone becomes Level 3 and gains a weapon.
  • Tier 3: Swarm. You control multiple small drones.

Has Eyes Everywhere #

You use sensors and cameras to see what others miss.

  • Tier 1: Sensor Suite. You have 360-degree vision and thermal sight.
  • Tier 2: Remote Viewing. You can see through connected cameras within long range.
  • Tier 3: Predictive Algorithms. You anticipate enemy moves, easing defense tasks.

Is a Walking Tank #

You are heavily cybered for combat.

  • Tier 1: Subdermal Plating. +1 Armor.
  • Tier 2: Heavy Weapons Integration. You can wield heavy weapons one-handed.
  • Tier 3: Damage Control. You heal quickly from physical damage.

Knows Everything #

You are an info-broker.

  • Tier 1: Data Tap. You can pull info from the airwaves.
  • Tier 2: Profile. You can find out info about a person by looking at them (facial rec).
  • Tier 3: Blackmail. You always know a secret.

Packs Chromed Heat #

You love guns, specifically cyber-guns.

  • Tier 1: Hidden Arsenal. You have a weapon hidden in your body.
  • Tier 2: Smart Link. You attack with smart weapons as if trained.
  • Tier 3: Gun Fu. You can fire in melee without penalty.

Cyberpunk Cyphers and Artifacts #

In a cyberpunk setting, cyphers often take the form of disposable tech, temporary hacks, or single-use biological agents.

Cyphers #

Manifest Cyphers #

These are physical objects—a patch, a grenade, a pill, a one-shot weapon. They are carried in pockets or pouches.

Pharmaceutical Cyphers #

Pills, injectables, or patches.

  • Stim: Boosts speed or reaction.
  • Painkiller: Restores Health/Might.
  • Nootropic: Boosts Intellect.

Apps as Cyphers #

Software programs that run on a comm-link or cyberdeck. They burn out or become obsolete after one use (due to anti-virus, tracking, or code degradation).

Malware Cyphers #

Aggressive apps designed to harm.

Random Cyberpunk Cyphers #

d20 Cypher Effect
1 Danger Daemon Level 5. Predicts immediate physical danger, easing Speed defense tasks for one minute.
2 Death by a Thousand Cuts Level 6. Nanobots cloud a target, dealing 1 point of damage per round for ten rounds.
3 Drug Blocker Level 4. Immediately clears the effects of any drug or toxin.
4 Fastest Keys Level 5. Grants two assets to hacking tasks for one minute.
5 Ghost Defense Level 6. Makes the user invisible to electronic sensors for ten minutes.
6 Knowledge Enhancement Level 4. Downloads a skill into the user’s brain for 1 hour.
7 Lockout Hack Level 5. Bricks a mechanical lock or electronic keypad permanently.
8 Logic Bomb Level 7. Explodes in a network, dealing 7 Intellect damage to all netrunners in the node.
9 Skill Boost Level 4. Eases all tasks related to one skill for ten minutes.
10 Vigilance Level 5. The user cannot be surprised for one hour.
(Table truncated for brevity)

Artifacts #

Artifacts in cyberpunk are reusable, high-tech, and often expensive. Use the standard artifact depletion rules (usually 1 in 1d20 or similar).

Example Artifacts #

  • Augmentive Warframe (Level 7): A powered exoskeleton. Adds +3 to Armor and +4 to Might pool. Depletion: 1 in 1d20.
  • Blue Shift™ Implant (Level 6): Time dilation device. Allows the user to move twice as far on their turn. Depletion: 1 in 1d10.
  • Bugdrone™ (Level 3): Tiny flying spy drone with camera/mic. Depletion: 1 in 1d20.
  • EMP Weapon (Level 5): Gun or grenade that deals 5 points of damage to electronic targets (cyborgs, robots) and 0 to organics. Depletion: 1 in 1d10.
  • Fiery Mantis™ (Level 6): A custom mantis blade that heats up, dealing +2 fire damage. Depletion: 1 in 1d20 (overheat).
  • Focusing Modules (Level 4): Adds +1 Edge to a specific stat pool while installed. Depletion: — (Automatic).
  • GasLight™ Projector (Level 5): Projects a hologram that confuses enemies (Intelligence task to disbelieve). Depletion: 1 in 1d20.
  • Gatekeeper™ (Level 6): High-end firewall software. Provides +2 Armor against Int damage in cyberspace. Depletion: 1 in 1d20.
  • Gladys™ Pistol (Level 5): A pistol with a chatty AI personality. It auto-aims (+1 to attack) but talks constantly. Depletion: 1 in 1d100 (battery).
  • Hover Bike (Level 5): Flying motorcycle. Speed: Long. Depletion: 1 in 1d20 (fuel).
  • Iridescent Shadow™ Suit (Level 6): Active camouflage suit. Grants two assets to stealth. Depletion: 1 in 1d20.
  • LifeBlood™ (Level 7): Nanotech blood replacement. Regenerates 1 Health per round. Depletion: 1 in 1d10 (immune system rejection).
  • MagMaster™ Railgun (Level 6): Heavy weapon. Deals 8 damage. Ignores 2 points of Armor. Depletion: 1 in 1d10.
  • Magnoshield™ (Level 5): Wrist-mounted energy shield. Asset to Speed defense. Depletion: 1 in 1d20.
  • Maser Pistol (Level 5): Microwave laser. Silent, invisible beam. Deals 5 damage. Depletion: 1 in 1d20.
  • MaxTranq™ Rifle (Level 5): Sniper rifle firing sedative darts. Target falls asleep on failed Might save. Depletion: 1 in 1d10.
  • Molotok™ Rocket Hammer (Level 6): Rocket-propelled sledgehammer. Deals 8 damage. Depletion: 1 in 1d20.
  • NewU™ (Level 8): Full body reconstruction tank. Heal all damage and regrow limbs over 24 hours. Depletion: 1 in 1d6.
  • Nightblade™ (Level 5): Vantablack sword. Invisible in darkness. +1 to hit at night. Depletion: —.
  • OmniDoc (Level 6): Automated surgery spider. Heals/Installs cyberware. Depletion: 1 in 1d20.
  • PlantSkin™ (Level 4): Photosynthetic skin mod. Need sunlight instead of food. Heal +1 in sun. Depletion: —.
  • Power Warframe (Level 7): Heavy combat suit. See Augmentive Warframe.
  • Puppetmaster (Level 6): Hacking routine that takes control of a target’s cyberlimbs. Depletion: 1 in 1d10.
  • Red Haze™ Implant (Level 5): Combat drug injector. Rage mode (+2 Might/Speed, -2 Int). Depletion: 1 in 1d20.
  • Relentless™ Pistol (Level 5): Pistol that fires faster the more you miss. Depletion: 1 in 1d20.
  • Scarab Door™ (Level 6): Breaching limpet mine. Blows a hole in any wall. Depletion: 1 in 1d6.
  • Skill Chip (Level 3): Slot into head. Gain training in one skill. Depletion: —.
  • Suitcase Nuke (Level 10): Exactly what it sounds like. City-block devastation. Depletion: Automatic (One use).
  • Tri-Arm™ (Level 5): Third cyber-arm implant. Extra hand for holding things. Depletion: —.

Cyberpunk Equipment, Cybernetics, and Vehicles #

Cyberpunk Equipment #

In a cyberpunk campaign, use the following currency amounts for starting characters.

  • Broker (Speaker): Appropriate clothing, a communicator implant, and $5,200.
  • Hotshot (Explorer): Appropriate clothing, a communicator implant, and $5,300.
  • Solo (Warrior): Appropriate clothing, a communicator implant, and $5,700.
  • Tech (Adept): Appropriate clothing, a communicator implant, and $5,200.

Selling Equipment #

You can sell unwanted equipment at reverse-vendor kiosks (approx. 30–50% value) which report illegal items to police, or to a fence (approx. 75% value) who might rip you off.

Weapon Variations #

Weapons are mass-produced, but some have quirks (extra ammo, jamming prone, etc.).

Weapons #

Light Weapons #

(2 points of damage, attack eased)

Item Price Notes
CancelYou® stunner pistol $300 Short range, nonlethal
Falling Blossom® subtle needler $700 Immediate range, see text
Handaxe $30 Attacks eased against wooden objects
Knife $30
Light katana $200
Light pistol $400 Short range
Light Sukurajima® pistol $1,000 Short range, +1 electricity damage
Light Xaphan® pistol $800 Short range, +1 fire damage
Light Zeerok Blank® pistol $100 Short range, no reload
Mantis blade (knife config) $7,000 Cybernetic
Nightstick $50

Medium Weapons #

(4 points of damage)

Item Price Notes
Baseball bat $50
Firefighter’s axe $100 Attacks eased against wooden objects
Leg blade $8,000 Cybernetic
Machete $75
Mantis blade (sword config) $7,000 Cybernetic
Medium katana $500
Medium pistol $600 Long range
Medium Raptor® smart pistol $1,500 Short range, AI-assisted
Medium rifle $800 Long range
Medium sniper rifle $1,600 Very long range
Medium Sekhmet® rifle $1,500 Long range, +1 fire damage
Medium Sukurajima® pistol $1,500 Short range, +1 electricity damage
Medium Xaphan® pistol $1,200 Short range, +1 fire damage
Medium Zeerok Blank® pistol $150 Short range, no reload
Monowire $7,000 Cybernetic
Submachine gun $800 Short range, rapid-fire

Heavy Weapons #

(6 points of damage)

Item Price Notes
Assault rifle $1,400 Long range, rapid-fire
Double-barrel shotgun $800 Immediate range, rapid-fire
Heavy katana $1,000
Heavy pistol $800 Long range
Heavy Raptor® pistol $1,700 Long range, AI-assisted
Heavy rifle $1,000 300ft range
Heavy sniper rifle $1,800 Very long range
Heavy Sekhmet® rifle $1,800 Long range, +1 fire damage
Heavy Sukurajima® pistol $1,700 Long range, +1 electricity damage
Heavy Xaphan® pistol $1,500 Long range, +1 fire damage
Heavy Zeerok pistol $350 Short range, no reload
Omega bat® $200
Single-barrel shotgun (auto) $1,300 Immediate range, rapid-fire
Single-barrel shotgun (pump) $800 Immediate range, rapid-fire

Ammunition #

Item Price Notes
Buckshot (10) $20 For shotguns only
Bullets (10) $20
Kayumi darts (4) $40 Hindering poison
Habu darts (4) $60 Speed damage poison
Mamushi darts (4) $80 Might damage poison
Kanashibari darts (4) $160 Paralysis poison

Weapon Attachments #

Attachments modify a weapon’s shots. Installing takes 1 minute (or less with skill).

Item Price Notes
Blitzkreig® $1,000 Adds +1 electricity damage.
Genius® $1,200 Enables smart link connection (Asset to attack).
Ghost® $800 Silencer (-1 damage).
Gyro $300 Reduces recoil (Eases followup attacks).
Hawk® $1,000 Increases range by one category.
Phoenix $800 Adds +1 fire damage.
Scorpion® $900 Adds +1 Intellect damage (poison).
Swarm® $1,000 Cluster shot (hindered, multiple targets).

Armor #

Wearing armor is uncommon (and suspicious) in cyberpunk settings.

Item Price Armor Speed Effort Cost
Heavy leather jacket $300 1 +2
Kevlar vest $800 2 +3
Riot gear $1,500 2 +2
Military body armor $4,000 3 +4
Riot shield $200 — (+Asset Speed Def)

Entertainment #

Item Price Notes
Brainslide $200 Digital experience recording.
Concert/Sport ticket $50+
Movie (stream/theater) $30-50
Services (various) $50-100

Food, Drink, and Healthcare #

Item Price Notes
Admiral Snack Bar® $125 Meal replacement or free recovery roll.
Antivenom serum $1,000 Neutralizes poison.
Biomonitor chip $500 Tracks vitals, calls EMS.
Chemsleep $500 Sleeping pills (10).
Emergency medical visit $5,000 Per day.
First-aid kit $100 Asset to healing.
Health insurance $500-3000 Monthly.
Immortech field dressing $500 2 Assets to healing.
Mealz $50 Processed food paste.
Remedy serum $1,000 Restores 3 Pool points.
Resurrection® cocktail $5,000 Stabilizes dying patient.
RxHypo3D $5,000 Prints 10 doses of medicine.
Therapeutic drugs $100-900 Weekly anti-SHITS meds (Chrome balance, etc.).
Therapy session $300 1 hour.

Miscellaneous Items #

Item Price Notes
3D printer $2,000 Prints simple objects.
Burner phone $100 Untraceable.
Cardpick $750 Digital lockpick.
Digital shroud $6,000 Jams local surveillance.
Face scanner $500 Identifies people.
Glowgrenade $100 Covers area in glowpaint.
Holoprojector $2,000 Projects 3D images.
KleenBot $250 Cleaning drone.
Land mine $100 Level 4 explosion (8 dmg).
Limb swapper $5,000 Quick-change cyberlimbs.
Magnetic grapple $500
Parachute $2,500
Poison sniffer $2,000 Detects toxins.
Smartphone $1,000
Subvocalizer $200 Silent communication.
Suitcase $50
Surveillance camera $1,000 Wireless.
Tactile drone $3,000 Flying manipulator drone.
Tracking device $150
Translator chip $3,000 Real-time translation.
Wireless jammer $4,000 Blocks signals in Long range.
Zeta torch $100 Welding/cutting.

Clothing and Worn Items #

  • Advanced binoculars ($1,500): Night vision, recordable.
  • AR Unit ($500): Glasses/goggles for HUD.
  • Disguise kit ($2,000): Asset to disguise.
  • Filtration mask ($300): Air filter.
  • Night vision goggles ($1,000): See in dark.
  • Scuba gear ($1,500): Underwater breathing.

Housing #

  • Cheap room: $200/week.
  • Studio/1BR: $500-700/week.
  • Luxury/Penthouse: $3,000-7,000/week.
  • Modifications: Bulletproof windows ($200+), Panic room ($5,000+).

Cybernetics #

Cybernetics require surgery to install. Prices include surgery and removal of old parts.

Arm Cybernetics #

  • Embedded pistol ($6,000): Hidden gun in arm.
  • Gorilla arm ($16,000): Massive strength. Free Effort on strength tasks. Can wield heavy weapons one-handed.
  • Grapple javelin ($7,000): Firing hook and cable.
  • Grenade launcher ($12,000): Shoulder/Arm mounted. Holds 2 grenades.
  • Mantis blade ($7,000): Retractable arm blades (Knife or Sword config).
  • Monowire ($7,000): Molecular whip finger. Medium weapon.
  • Skill arm ($7,000): Optimized for one skill (Asset).
  • Standard arm ($4,000): Replacement.
  • Strong arm ($10,000): Asset to strength tasks.

Brain Cybernetics #

Limit 2.

  • Communicator implant ($500): Phone in your head.
  • Duplicator ($2,000): Affect multiple targets with hacks (+1 cost).
  • Hack augmenter ($3,000): Asset to one specific hack.
  • ICEpack ($7,000): 2 Assets to defense vs hacks.
  • Neurostimulator ($3,000): +2 Intellect points on recovery rolls.
  • RAM manager ($4,000): +1 Intellect Edge.
  • ShadyICE ($3,000): Hinders detection of your hacks.

Eye Cybernetics #

  • Countersurveillance ($5,000): Detects cameras/optics.
  • Night vision ($1,200): See in dark.
  • Ogg ($900): AR display.
  • Threat detector ($2,000): Asset to detect lies/hostility.
  • Zoomz ($1,000): Binocular vision.

Face Cybernetics #

  • Everydoot ($3,000): Facial reshaping (Asset to disguise).
  • FaceGoBlrr ($5,000): Scrambles face on cameras.

Foot Cybernetics #

  • CatsPaw ($5,000): Quiet steps (Asset stealth), reduced fall damage.
  • FootKnife ($2,000): Toe blade (Light weapon).
  • PowerSkate ($3,000): Wheels in feet (Long move on smooth ground).

Full-Body Cybernetics #

  • FuBo® ($90,000): Full body replacement. Pools reset to 8/8 +4.
  • JarHead® ($50,000): Brain in a jar/box.

Genitalia Cybernetics #

  • HotJunk® ($4,000): Custom replacement.
  • UltraJunk® ($9,000): Shape-shifting replacement.

Gut Cybernetics #

  • BestLiver ($5,000): Alcohol/Poison resistance.
  • Storage ($2,000): Hidden compartment.
  • ZoomWomb® ($20,000): Artificial womb.

Hand Cybernetics #

  • Grip stabilizer ($3,000): Asset to thrown weapons.
  • Smart Link ($5,000): Needed for Smart Weapons.
  • StillHand ($2,000): Reduces recoil (Ease followup shots).
  • WitchClaw ($5,000): Finger blades (Light weapon).

Heart Cybernetics #

  • Medical pump ($4,000): Extra recovery roll.
  • PanicButton ($5,000): Drugs injected if Might hits 0 (Asset Speed Def).
  • SecondLife ($10,000): Free recovery roll if you die.
  • Zfibrilator ($8,000): Free recovery roll if any Pool hits 0.

Leg/Muscle/Nervous/Skeleton/Skin #

  • JackRabbit ($5,000): Jump/Run asset.
  • Leg blade ($8,000): Sword leg.
  • Myomanager ($4,000): +1 Might Edge.
  • Adrenaline boost ($3,000): Asset to initiative.
  • Reflex manager ($4,000): +1 Speed Edge.
  • Twitch fiber ($3,500): Asset to one Speed defense per turn.
  • Metamarrow ($3,500): +2 Might points on recovery rolls.
  • Skeletal reinforcement ($7,000): +1 Armor.
  • Subdermal weave ($6,000): +1 Armor (+2 Speed cost).
  • Dermachrome ($4,000): Metal skin.

Cyberpunk Vehicles #

Unless noted, all vehicles are hackable.

Vehicles List #

Vehicle Price Level Notes
Car, luxury $100k 6 Flying option common.
Car, sedan $30k 4 4 passengers.
Car, sports $55k 6 Very fast.
Car, utility $30k 5 SUV/Offroad.
Mech, battle 7 Armor +3, Weapons.
Motorcycle, cruiser $3k 3
Motorcycle, dirt bike $500 2 Offroad.
Motorcycle, interceptor $75k 4 Armored, Gun.
Motorcycle, monowheel $10k 3 Fast, Gun.
Skates, powered $500 3
Tank, hover 7 Flying tank.
Tank, spider 7 Walking tank.
Truck, big rig $125k 5 Heavy hauler.
Van, cargo $25k 4
Wheelchair, motorized $3k 3 All-terrain.

Aftermarket Customizations #

  • BioPulse® Ambulance Sidecar ($6,000): Heals passenger.
  • Cerebrox® Auto Interface ($5,000): Drive with your mind (Asset).
  • Cryptocruise® Car Cloak ($20,000): Anti-tracking.
  • Evermax® Bulletproof Interior/Windows ($10,000/$2,000): Protection.
  • Helix® Food Sidecar ($10,000): Vending machine.
  • Imperium® Windowless Cab ($4,000): Camera/Screen replacement.
  • Lancer® Self-Driving Mod ($8,000): Autopilot.
  • MadMegan® Rocket Pod ($50,000): It’s a rocket launcher.
  • Omni-Road® Wall Wheels ($10,000): Drive on walls (small vehicles).
  • Sentinex® Anti-Theft ($4,000): Shock/Gas defense.
  • Skyroam® VTOL pod ($100,000): Makes the car fly.
  • SmoothRide® tires ($7,000): Ignore rough terrain.
  • Turbocore® Acceleration ($4,000): Nitro boost.
  • Vigiwatch® Remote Driving ($7,000): Drive from afar.