TEXT: 1
  single shot pack
  single shot pack
  pregen characters and net architectures
  pregen characters and net architectures
  BY NEIL BRANQUINHO
  Writing and Design by Mike Pondsmith, James Hutt, Cody Pondsmith, and J Gray
  Art Direction by Jaye Kovach • Business Management by Lisa Pondsmith
  Layout by J Gray
  Copyright  © 2021 by R. Talsorian Games, Inc., Cyberpunk is a registered trademark of CD Projekt Red S.A. All rights reserved under the Universal Copyrights Convention. All 
  situations, governments, and people herein are fictional. Any similarities portrayed herein without satiric intent are strictly coincidental.
  
  2
  Two of your Players called out sick and you’re in the middle of a pretty big heist. You can’t keep it going with who 
  you have left at your table so you decide to run a one-shot. The only problem is, the Players you have left are coming 
  straight to your place after you get out of work and if you sit down to do chargen you won’t have time to play!
  We’ve got you covered!
  In this Single Shot Pack, you’ll find ten pregenerated Cyberpunk RED characters, made using the Streetrat 
  character generation method, ready to play right out of the box. Each comes complete with a cheat sheet on how 
  their Role Ability works. The only thing we haven’t done is roll up a Lifepath. We’ll leave it up to you how important 
  that is for your one-shot.
  We’re also including six premade NET Architectures for you to use. You’ll find them at the back of the packet. 
  They’re designed to be plug and play, so feel free to use them if you want to give your Netrunner a virtual land-
  scape to play in or if you need inspiration for what kind of defenses a place has.
  u
  sing the Pregens as NPCs
  u
  s
  i
  n
  g
  t
  h
  e
  p
  r
  e
  g
  e
  n
  s
  a
  s
  n
  p
  c
  s
  u
  s
  i
  n
  g
  t
  h
  e
  L
  The ten pregens in the Single Shot Pack also make good NPCs! If you’re using the Mook/Lieutenant/Mini Boss 
  standard we set up on page 399 of the Cyberpunk RED core rulebook, they each count as a Lieutenant.
  R
  eading the pregen character sheets
  r
  e
  e
  a
  d
  i
  n
  g
  t
  h
  e
  p
  r
  e
  g
  e
  n
  c
  h
  a
  a
  r
  c
  t
  e
  r
  s
  g
  h
  e
  e
  t
  s
  There’s a lot of information packed into these single page Character Sheets, especially if your Players are new to 
  Cyberpunk RED. Feel free to give them this guide to help them navigate the terrain.
  This block contains a portrait of your Character, their Handle (the name they’re known by on The Street), 
  and their Role (akin to a class in other games).
  Beneath the Handle and Role, you’ll find your Statistics (aka STATS). These 10 values: Intelligence (INT), 
  Reflexes (REF), Dexterity (DEX), Technique (TECH), Cool (COOL), Willpower (WILL), Luck (LUCK), Move 
  (MOVE), Body (BOD), and Empathy (EMP). You might notice Luck is formatted a little differently That’s 
  because Luck represents a pool of points you can spend during the session to improve your chances 
  at success. Empathy is similarly divided because installed cyberware can lower it below its maximum.
  This row contains Derived Statistics calculated based on your STATS. Hits represents your health. You 
  start off with a number of Hit Points equal to the value on the right. If you are damaged, you subtract 
  the damage from your current value (written in on the left). If your current Hit Point total equals or drops 
  below your Seriously Wounded value, you will suffer a penalty to all Actions. If your Hit Points drop 
  below 1, your GM will direct you to make a Death Save. Humanity is a measure of how well you interact 
  with other people. The value on the right is the maximum, determined by your Empathy STAT and the 
  value on the left is your current Empathy, which is lowered due to having cyberware installed. When 
  your Humanity is lowered, your Empathy also goes down.
  Each Role has a unique Role Ability. You start with your Role Ability at Rank 4. Every pregen in this 
  packet has more information about their Role Ability included on a separate sheet.
  When it comes time to see if you succeed or fail at an Action, you make a Skill Check. Skill Checks are 
  made by rolling 1d10 and adding a Skill’s Level and the value of its corresponding STAT. To make this 
  easy, we’ve already added the STAT + Skill for each Skill on your sheet and listed it in the Total column. 
  Each pregen in this packet possesses 20 Skills. Some, like First Aid, are possessed by all Characters. 
  Others, like Autofire, are only on some sheets. If you want to take an Action with a Skill you don’t have 
  Levels in, ask your GM what the appropriate STAT would be, then roll 1d10 and add that value.
  1
  2
  3
  4
  5
  SINGLE SHOT PACK
  
  3
  Your Armor is divided into body (taking the form of clothing, jackets, vests and the like) and head (some 
  sort of helmet or hood). Every piece of armor has Stopping Power (SP). When you are hit in the head or 
  torso, you subtract your armor’s SP from the damage rolled. Any damage remaining after you subtract 
  armor SP is removed from your current Hit Points value. Heavier armor can give you a penalty when 
  performing some Actions.
  Your weapons are tools designed for hurting and breaking. When you hit with a weapon, roll the number 
  of d6s listed under DMG and add them up to determine how much damage you do. Guns have an 
  Ammo Count. Once you shoot that many bullets, your gun can’t shoot anymore until you reload. All 
  weapons have a ROF of Rate of Fire. This determines how many Attack Checks you can make as part 
  of a single Action. And there are usually notes on a weapon to tell you more about it. Ask your GM for 
  more data.
  Cyberware’s technology surgically implanted into your body to improve how it functions. All cyberware 
  has a type. You can only have a certain number of slots in your body for each type. Some types, like 
  cyberaudio and neuralware, have a “foundational cyberware” component. For example, a Cyberaudio 
  Suite does nothing on its own but it allows you to install additional cyberware attachments such as a 
  Voice Stress Analyzer. Don’t worry too much about all this unless you’re playing long term and want 
  additional cyberware installed. In this section, you’ll also find notes explaining what it is your cyberware 
  does.
  Finally, we come to Your Stuff. Here you’ll find what clothing you own (so you know what sort of style 
  you’ve got going on), how much cash you have on hand, listed as a number of Eurobucks (eb), and a 
  selection of items you carry around with notes on what they do.
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Forty
  Rockerboy
  5
  6
  7
  5
  7
  8
  5
  7
  3
  7
  40 
  20
  3
  61
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Heavy Melee Weapon
  3d6
  —
  2
  2 handed, not concealable
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Clips: 7
  Tear Gas Grenade x2
  Anyone w/ meat eyes must beat a Resist/Torture Drugs Check DV13 
  or get the Damaged Eye Critical Injury for the next minute.
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  7
  2
  9
  Brawling
  7
  6
  13
  Composition
  5
  6
  11
  Concentration
  8
  2
  10
  Conversation
  6
  2
  8
  Education
  5
  2
  7
  Evasion
  7
  6
  13
  First Aid
  5
  6
  11
  Handgun
  6
  6
  12
  Human Perception
  6
  6
  12
  Skill
  STAT
  LVL
  TOTAL
  Language (Streetslang)
  5
  2
  7
  Local Expert (Your Home)
  5
  4
  9
  Melee Weapon
  7
  6
  13
  Perception
  5
  2
  7
  Personal Grooming
  7
  4 + 1
  12
  Persuasion
  7
  6
  13
  Play Instrument
  5
  6
  11
  Stealth
  7
  2
  9
  Streetwise
  7
  6
  13
  Wardrobe & Style
  7
  4
  11
  Name
  Type
  Notes
  Cyberaudio Suite
  Cyberaudio
  Three slots for options.
  Audio Recorder
  Cyberaudio
  Takes up cyberaudio option slot. Record audio to Memory Chip or paired Agent.
  Tech Hair
  Fashionware
  Color/light emitting hair. Can change length. W/chemskin grants +2 Personal Grooming (included)
  Chemskin
  Fashionware
  Can change skin color. W/tech hair grants +2 Personal Grooming (included)
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Musical Instrument
  Player’s choice.
  Pocket Amp
  Can support up to 2 instruments.
  Laptop Computer
  Laptop computer.
  Radio Scanner/Music Player
  Link to Data Pool to listen to music or scan and play local radio bandwidths.
  Vid Camera
  Can store up to 12 hours of video and audio in inserted Memory Chip.
  Glow Paint x 5
  Glow in the dark spraypaint. Various colors.
  Charismatic Impact 4
  Generic Chic: Jacket, Jewelry x3, Top. Leisurewear: 
  Footware, Jewelry, Shades. Urbanflash: Pants, Top.
  6
  70
  500eb
  1
  3
  2
  4
  5
  6
  7
  8
  9
  6
  7
  8
  9
  SINGLE SHOT PACK
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Forty
  Rockerboy
  5
  6
  7
  5
  7
  8
  5
  7
  3
  7
  40 
  20
  3
  61
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Heavy Melee Weapon
  3d6
  —
  2
  2 handed, not concealable
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Mags: 7
  Tear Gas Grenade x2
  Anyone w/ meat eyes must beat a Resist/Torture Drugs Check DV13 
  or get the Damaged Eye Critical Injury for the next minute.
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  7
  2
  9
  Brawling
  7
  6
  13
  Composition
  5
  6
  11
  Concentration
  8
  2
  10
  Conversation
  6
  2
  8
  Education
  5
  2
  7
  Evasion
  7
  6
  13
  First Aid
  5
  6
  11
  Handgun
  6
  6
  12
  Human Perception
  6
  6
  12
  Skill
  STAT
  LVL
  TOTAL
  Language (Streetslang)
  5
  2
  7
  Local Expert (Your Home)
  5
  4
  9
  Melee Weapon
  7
  6
  13
  Perception
  5
  2
  7
  Personal Grooming
  7
  4 + 1
  12
  Persuasion
  7
  6
  13
  Play Instrument
  5
  6
  11
  Stealth
  7
  2
  9
  Streetwise
  7
  6
  13
  Wardrobe & Style
  7
  4
  11
  Name
  Type
  Notes
  Cyberaudio Suite
  Cyberaudio
  Three slots for options.
  Audio Recorder
  Cyberaudio
  Takes up cyberaudio option slot. Record audio to Memory Chip or paired Agent.
  Tech Hair
  Fashionware
  Color/light emitting hair. Can change length. W/chemskin grants +2 Personal Grooming (included)
  Chemskin
  Fashionware
  Can change skin color. W/tech hair grants +2 Personal Grooming (included)
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Musical Instrument
  Player’s choice.
  Pocket Amp
  Can support up to 2 instruments.
  Laptop Computer
  Laptop computer.
  Radio Scanner/Music Player
  Link to Data Pool to listen to music or scan and play local radio bandwidths.
  Vid Camera
  Can store up to 12 hours of video and audio in inserted Memory Chip.
  Glow Paint x 5
  Glow in the dark spraypaint. Various colors.
  Charismatic Impact 4
  Generic Chic: Jacket, Jewelry x3, Top. Leisurewear: 
  Footwear, Jewelry, Shades. Urbanflash: Pants, Top.
  6
  70
  500eb
  
   
  ▶ Player:
  R
  ockerboy
  If you live to rock, this is where you belong. As a Rockerboy, you’re one of the street poets, the social conscience, and 
  the rebels of the Time of the Red. With the advent of digital porta-studios and garage music mastering, every Rockerboy 
  with a message can take it to The Street, put it in the record stores, bounce it off the comsats. Sometimes, your message 
  isn’t something the Corporations or the government wants to hear. Sometimes what you say is going to get right in the 
  faces of the powerful people who really want to run this world. But you don’t care, because as a Rockerboy, you know 
  it’s your place to challenge authority, whether in straight-out protest songs that tell it like it is, playing kick-ass rock n’ 
  roll to get the people away from the TV sets and into The Streets, firing up the crowd with speeches, or composing 
  fiery writings that shape the minds and hearts of millions.
  R
  ole Ability: Charismatic Impact (Rank 4)
  Assuming you aren’t in combat, you can make people who aren’t currently your fan into fans (unless they actively 
  dislike you) by rolling Charismatic Impact + 1d10 vs a DV8 for a Single person, DV10 for a Small Group of up to 6, 
  or DV12 for a Huge group.
  When a Rockerboy wants to make use of their Charismatic Impact on a fan or group of fans, the GM uses the table 
  below to determine if the favor is something within the powers of their Charismatic Impact given their current Role 
  Ability Rank. If it isn’t, the rocker automatically fails. If it is, the group size determines the DV against which the rocker 
  must roll Charismatic Impact + 1d10. If they succeed, the fan or group of fans puts their best effort toward the favor the 
  Rocker asked for. If they fail, the Rocker can’t ask for the same favor again from those fans for a week.
  Venues You Can Play
  Single Fan  
  (DV8)
  Small Group of Fans 
  (DV10)
  Huge Group of Fans 
  (DV12)
  Well known clubs (but not the hottest 
  ones)
  Rockerboy can convince the fan to 
  do major favors such as buy them 
  meals, give them rides, introduce 
  them to important people, sleep with 
  them.
  Group will happily hang out with 
  Rockerboy and provide the party 
  favors for free.
  Fans will buy the Rockerboy’s merch 
  and music.
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Grease
  Fixer
  8
  7
  5
  5
  6
  7
  7
  5
  3
  6
  35
  18
  3
  44
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Light Melee Weapon
  1d6
  —
  2
  1 handed, concealable
  Heavy Pistol
  3d6
  8
  2
  concealable. Mags: 13
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Mags: 13
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  5
  2
  7
  Brawling
  5
  2
  7
  Bribery
  6
  6
  12
  Business
  8
  6
  14
  Concentration
  7
  2
  9
  Conversation
  4
  6
  10
  Education
  8
  2
  10
  Evasion
  5
  6
  11
  First Aid
  5
  2
  7
  Forgery
  5
  6
  11
  Skill
  STAT
  LVL
  TOTAL
  Handgun
  7
  6
  13
  Human Perception
  4
  6 + 2
  12
  Language (Streetslang)
  8
  4
  12
  Local Expert (Your Home)
  8
  6
  14
  Perception
  8
  2
  10
  Persuasion
  6
  4
  10
  Pick Lock
  5
  4
  9
  Stealth
  5
  2
  7
  Streetwise
  6
  6
  12
  Trading
  6
  6
  12
  Name
  Type
  Notes
  Cyberaudio Suite
  Cyberaudio
  Three slots for options.
  Internal Agent
  Cyberaudio
  Grants +2 to Library Search Checks. Audio only. Can output video to paired screen.
  Voice Stress Analyzer
  Cyberaudio
  Grants +2 to Human Perception (included) and Interrogation Checks.
  Subdermal Pocket
  External
  2 x 4 inch hidden pocket w/ RealSkinn zipper. Anything inside is auto concealed.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Bug Detector
  Beeps within 2 meters of a tap, bug, or other listening device.
  Disposable Cellphone x2
  Burner phone you can use and throw away.
  Laptop Computer
  Laptop computer.
  Operator 4
  Generic Chic: Contacts, Jewelry. Leisurewear: Foot-
  wear, Jewelry, Mirrorshades. Urbanflash: Pants, Top.
  4
  60
  500eb
  
   
  ▶ Player:
  F
  ixer
  You realized fast that you weren’t ever going to get a Corporate job or be tough enough to be a Solo. But you always 
  knew you had a knack for figuring out what other people wanted, and how to get it for them. For a price, of course. 
  Now your deals have moved past the nickel-and-dime stuff into the big time. Maybe you move illegal weapons over 
  the border. Or steal and resell medical supplies. Perhaps you’re a skill broker acting as an agent for high-priced Solos 
  and ‘Runners, or even hiring a whole Nomad pack to back a client’s contracts. You buy and sell favors like an old-style 
  Mafia godfather. You have connections into all kinds of businesses, deals, and political groups. You use your contacts 
  and allies as part of a vast web of intrigue and coercion. Fixers know how to get things on the black market and are 
  adept at navigating the complex social customs of the Street, where hundreds of cultures and economic levels collide. 
  Fixers maintain vast webs of contacts and clients.
  R
  ole Ability: Operator (Rank 4)
  • Contacts represents who the Fixer can reach out to source goods, favors, or information. The Fixer will still have 
  to pay for these, of course.
  • Reach is the highest price category of items that a fixer can always source, and if they can use their influence to 
  gather other fixers into creating a Night Market, which makes all price categories of items available for a short time.
  • Haggle is the ability of the Fixer to strike a deal. When haggling with a person, you roll COOL + Trading Skill + 
  Your Operator Rank + 1d10 against their COOL + Trading Skill + Their Operator Rank (if they are a Fixer) + 1d10. 
  If you succeed, you are able to make one deal of your Operator Rank or lower that is shown on the table below. 
  Only one Fixer deal can be made per transaction.
  • Grease represents the Fixer’s ability to blend into the many cultures on and off the Street; ability to know the 
  language, social codes and status marks for each group or culture.
  Contacts
  Reach
  Haggle
  Grease
  Local honcho, gang-lord, local 
  neighborhood leadership. City gang 
  honcho, minor politician, Corp Exec, 
  well known person in the neighbor-
  hood.
  You can always find a place to source 
  up to Expensive items for your clients 
  on a piece by piece basis, even if 
  they are otherwise unavailable.
  If successful, you can get 10% more or 
  less than market price when buying 
  or selling. OR
  If successful, when you buy 5 or more 
  of the same item, you can get one 
  more of that item for free.
  You know how to get along well with at 
  least one other culture (South Asian, 
  Western European, Middle Eastern, 
  etc) in your area as well as a single 
  language you don’t already know 
  associated with that culture at a skill 
  of +4.
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Mover 
   
  Solo
  7
  7
  6
  5
  7
  6
  6
  7
  7
  5
  45
  23
  7
  36
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Heavy Melee Weapon
  3d6
  —
  2
  2 handed, not concealable
  Assault Rifle
  5d6
  25
  1
  autofire, not concealable. Mags: 3
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Mags: 8
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  6
  2
  8
  Autofire
  7
  6
  13
  Brawling
  6
  2
  8
  Concentration
  6
  2
  8
  Conversation
  3
  2
  5
  Education
  7
  2
  9
  Evasion
  6
  6
  12
  First Aid
  5
  6
  11
  Handgun
  7
  6
  13
  Human Perception
  3
  2
  5
  Skill
  STAT
  LVL
  TOTAL
  Interrogation
  7
  6
  13
  Language (Streetslang)
  7
  2
  9
  Local Expert (Your Home)
  7
  2
  9
  Melee Weapon
  6
  6
  12
  Perception
  7
  6
  13
  Persuasion
  7
  2
  9
  Resist Torture/Drugs
  6
  6
  12
  Shoulder Arms
  7
  6
  13
  Stealth
  6
  2
  8
  Tactics
  7
  6
  13
  Name
  Type
  Notes
  Biomonitor
  Fashionware
  Subdermal implant. Generates a readout of vitals. Can be linked to your Agent.
  Neural Link
  Neuralware
  Wired artificial nervous system. Five option slots.
  Sandevistan Speedware
  Neuralware
  Can be activated as an action to provide +3 Initiative for 1 minute. 1 hour cool down.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Combat Awareness 4
  Leisurewear: Footwear x 2, Jacket x 3, Mirrorshades, 
  Pants x 2, Tops x 2
  3
  50
  500eb
  
   
  ▶ Player:
  S
  olo
  Whether as a freelance guard and killer-for-hire, or as one of the Corporate cybersoldiers who enforce business 
  deals and the Company’s “black operations,” you’re one of the elite fighting machines of the Time of the Red. Most 
  Solos put in military time during the 4th Corporate War, in a Corporate army, or in one of the government’s current 
  “police actions” around the country. 
  R
  ole Ability: Combat Awareness (Rank 4)
  When combat begins, anytime outside of combat, or in combat with an Action, a Solo may divide the total number 
  of points they have in their Combat Awareness Role Ability among the following abilities. If a Solo chooses not to 
  change their point assignments, their previous ones persist. Activating some of these abilities will cost the Solo more 
  points than others:
  • Damage Deflection: For 2 points, decrease the first damage you take this round by 1; For 4 points, decrease 
  the first damage you take this round by 2. Your armor is still ablated if any damage got through your armor before 
  this reduction.
  • Fumble Recovery: For 4 points, you ignore Critical Failures (1s) you roll while attacking. These rolls are still 
  treated as 1, however.
  • Initiative Reaction: Each point adds a +1 to Initiative Checks made.
  • Precision Attack: For 3 points, you add a +1 to any attacks made.
  • Spot Weakness: Each point adds a +1 to the damage (before armor) of your first successful attack in a round.
  • Threat Detection: Each point adds a +1 to any Perception Checks made.
  Threat 
  Detection
  Initiative
  Reaction
  Precision
  Attack
  Spot
  Weakness
  Damage
  Deflection
  Fumble
  Recovery
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Racer  
  Nomad
  7
  6
  8
  4
  6
  6
  6
  5
  6
  5
  40
  20
  6
  36
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Heavy Melee Weapon
  3d6
  —
  2
  2 handed, not concealable
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Mags: 13
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Animal Handling
  7
  6
  13
  Athletics
  8
  2
  10
  Brawling
  8
  6
  14
  Concentration
  6
  2
  8
  Conversation
  3
  2
  5
  Drive Land Vehicle
  6
  6 + 4
  16
  Education
  7
  2
  9
  Evasion
  8
  6
  14
  First Aid
  4
  6
  10
  Handgun
  6
  6
  12
  Skill
  STAT
  LVL
  TOTAL
  Human Perception
  3
  2
  5
  Language (Streetslang)
  7
  2
  9
  Local Expert (Your Home)
  7
  2
  9
  Melee Weapon
  8
  6
  14
  Perception
  7
  4
  11
  Persuasion
  6
  2
  8
  Stealth
  8
  6
  14
  Tracking
  7
  6
  13
  Trading
  6
  6
  12
  Wilderness Survival
  7
  6
  13
  Name
  Type
  Notes
  Neural Link
  Neuralware
  Wired artificial nervous system. Five option slots.
  Interface Plugs
  Neuralware
  Allows you to plug into machines, including some vehicles.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Binoculars
  x2 magnification.
  Flashlight
  100m/y long beam. 10 hours per charge.
  Grapple Gun
  Can fire as an Action to attach to any thick cover up to 30m/y away. Negates MOVE penalty while climbing.
  Radio Communicator x2
  Earpiece radio. 1 mile range.
  Rope
  60 m/y nylon rope. Holds 600 pounds/360kg.
  Techtool
  All in one pocket tool.
  Moto 4
  Nomad Leathers: Pants, Top, Jacket, Footwear
  3
  50
  500eb
  
   
  ▶ Player:
  N
  omad
  Years ago, the Corps drove your family off the farm. They rolled in, took over the land, and put rent-a-cops all over the 
  place. But that was before the War. You were loners, homeless, until you created a Nomad Pack of nearly two-hundred 
  members. Back then, your Pack was crammed into a huge, ragtag fleet of cars, vans, buses, and RVs roaming the 
  freeways looking for supplies, odd jobs, and spare parts in a fragmented world. The Pack was your home—it had 
  teachers, Medtechs, leaders, and mechanics—a virtual town on wheels in which everyone was related by marriage 
  or kinship. But in the Time of the Red, your Nomad Pack has evolved. Your knowledge of roadcraft—of how to get 
  between the safezones over the savage highways has allowed you to become the masters of getting people, supplies, 
  and materials to a world that desperately needs them.
  R
  ole Ability: MOTO (Rank 4)
  A Nomad adds their Moto Rank to any vehicle operation (already added to Drive Land Vehicle)  
  or vehicle repair  Skill Check they make. In addition, your Nomad has possession of the following vehicle, loaned to 
  them from their Nomad Family motor pool.
   
  ▶ Vehicle Type
   
  ▶ DescripTion
   
  ▶ sDp
   
  ▶ combaT speeD
   
  ▶ seaTs
  out of
   
  ▶ narraTiVe speeD
  Upgrade
  Effect
  Seating Upgrade
  Adds 2 extra seats to the vehicle.
  Heavy Chassis
  Adds 20 SDP and a heavy tow cable to the vehicle.
  Housing Capacity
  Transforms the vehicle into a RV with sleeping area for 1, toilet, shower and small kitchen.
  Compact Ground Car
  Common CHOOH2 powered car.
  6
  20
  100 MPH
  70
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Redeye 
  Netrunner
  6
  6
  6
  7
  8
  4
  7
  7
  6
  6
  35
  18
  6
  46
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Mags: 4
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  6
  2
  8
  Brawling
  6
  2
  8
  Concentration
  4
  2
  6
  Conversation
  4
  2
  6
  Education
  6
  6
  12
  Evasion
  6
  6
  12
  First Aid
  7
  2
  9
  Human Perception
  4
  2
  6
  Language (Streetslang)
  6
  2
  8
  Local Expert (Your Home)
  6
  2
  8
  Skill
  STAT
  LVL
  TOTAL
  Perception
  6
  2
  8
  Persuasion
  8
  2
  10
  Stealth
  6
  6
  12
  Basic Tech
  7
  6
  13
  Conceal/Reveal Object
  6
  6
  12
  Cryptography
  6
  6
  12
  Cybertech
  7
  6
  13
  Electronics/Security Tech
  7
  6
  13
  Handgun
  6
  6
  12
  Library Search
  6
  6
  12
  Name
  Type
  Notes
  Neural Link
  Neuralware
  Wired artificial nervous system. Five option slots.
  Interface Plugs
  Neuralware
  Allows you to plug into machines, including some vehicles.
  Shift Tacs
  Fashionware
  Color/pattern changing lens implanted into the eye.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Cyberdeck
  Modular platform that Programs and Hardware are installed on for the purposes of Netrunning.
  Virtuality Goggles
  Headset that projects cyberspace imagery over your view of the world.
  Interface 4
  4
  60
  500eb
  Generic Chic: Top x10. Leisurewear: Footwear x2, 
  Jewelry, Pants x2. Urbanflash: Jacket.
  
   
  ▶ Player:
  N
  etrunner
  You’re a brain-burning computer hacker & master of the Post-NET cyberverse in the Time of the Red. As an electronic 
  wraith, you slip into the “hardest” mainframe systems with ease: stealing, trading, and selling their deepest secrets at 
  will. The Black ICE may still kill you in the end, but until the ride runs out you’ll be there, bare-brained and headfirst 
  in the New NET.
  R
  ole Ability: Interface (Rank 4)
  A Netrunner’s Interface Role Ability allows them to Netrun, and gives them access to a suite of Abilities. To take an 
  action or attack in the NET roll:
  Your Interface Rank + Program Bonus or ATK + 1d10
   
  ▶ Deck
   
  ▶ program/harDware sloTs
  Program
  ATK
  DEF
  REZ
  Effect
  Armor
  0
  0
  7
  Lowers all Brain dmg by 4 while rezzed. Only 1 copy can run at a time. Each copy can only be 
  used once per netrun.
  Sword
  1
  0
  0
  3d6 REZ to Black ICE. 2d6 REZ to non-Black ICE programs.
  See Ya
  0
  0
  7
  Increases all Pathfinder Checks by +2 while rezzed.
  Vrizzbolt
  1
  0
  0
  1d6 Brain dmg direct to enemy Netrunner & lowers their total Net Actions on their next turn by 1.
  Worm
  0
  0
  7
  Increases Backdoor Checks by +2 while rezzed.
  Redeye’s Cyberdeck
  7
  Interface Ability
  Effect
  Backdoor
  Allows the Netrunner to break through Passwords and other obstructions in the Architecture.
  Cloak
  The ability to hide your actions in the Architecture before you leave.
  Control
  The ability to control things that are attached to the Architecture.
  Eye-Dee
  Allows the Netrunner to know what a found piece of data is and it's value.
  Pathfinder
  Allows the Netrunner to learn the “map” of the Architecture.
  Scanner
  Find out the locations of systems in an area.
  Slide
  Allows the Netrunner to slip away from one Black ICE that is following them.
  Virus
  Allows the Netrunner to leave a custom virus at the very core of the Architecture.
  Zap
  A basic Netrunner attack that works against both Programs and other Netrunners.
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Torch 
  Tech
  7
  5
  6
  3
  3
  7
  6
  6
  7
  35
  18
  6
  58
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Shotgun
  5d6
  4
  1
  not concealable. Mags: 25 shell
  Flashbang Grenade
  Anyone hit must beat a Resist/Torture Drugs Check DV15 or get the Dam-
  aged Eye and Damaged Ear Critical Injuries for the next minute.
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  5
  2
  7
  Basic Tech
  6
  6
  12
  Brawling
  5
  2
  7
  Concentration
  3
  2
  5
  Conversation
  5
  2
  7
  Cybertech
  6
  6
  12
  Education
  8
  6
  14
  Electronics/Security Tech
  6
  6
  12
  Evasion
  5
  6
  11
  First Aid
  6
  6
  12
  Skill
  STAT
  LVL
  TOTAL
  Human Perception
  5
  2
  7
  Land Vehicle Tech
  6
  6
  12
  Language (Streetslang)
  8
  2
  10
  Local Expert (Your Home)
  8
  2
  10
  Perception
  8
  2
  10
  Persuasion
  3
  2
  5
  Science (Choose Specialty)
  8
  6
  14
  Shoulder Arms
  7
  6
  13
  Stealth
  5
  2
  7
  Weaponstech
  6
  6
  12
  Name
  Type
  Notes
  Cybereye
  Cyberoptics
  Left eye. 3 option slots.
  MicroOptics
  Cyberoptics
  Built-in microscope. 400x magnification.
  Tool Hand
  Cyberlimb
  Full collection of tools built into the hand.
  Skinwatch
  Fashionware
  Subdermal LED. Shows time and date through the skin.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Anti-Smog Breathing Mask
  Filters out atmospheric particles.
  Disposable Cellphone
  Burner phone you can use and throw away.
  Duct Tape x5
  Duct tape. Perfect for fixing anything.
  Flashlight
  100m/y long beam. 10 hours per charge.
  Road Flare x6
  Lights up a 100m area for 1 hour. One use each.
  Tech Bag
  Tool bag. Useful for most tech based repairs.
  Maker 4
  5
  70
  500eb
  Generic Chic: Pants x8, Tops x10. Leisurewear: Foot-
  wear x2.
  8
  
   
  ▶ Player:
  T
  ech
  You can’t leave anything alone—if it sits near you for more than five minutes, you’ve disassembled it and made it into 
  something new. You’ve always got at least two screwdrivers and a wrench in your pockets. Computer down? No 
  problem. Hydrogen burner out in your Metrocar? No problem. Can’t get the video to run or your interface glitching? 
  No problem. You make your living building, fixing, and modifying—a crucial occupation in a technological world 
  recovering from a War that broke the back of the supply chain. 
  R
  ole Ability: Maker (Rank 4)
   
  ▶ FielD experTise
  Add your Rank in this Specialty to any Basic Tech or Cybertech Skill Check you make for any Non-Maker  
  Specialty purpose. Additionally, as long as you have at least one rank in this specialty, instead of attempting a lengthy 
  full repair, you can elect to instead temporarily repair your target (at the same DV of a typical repair for the item) to 
  perfect condition as an Action (with full SP and HP, if applicable). You add your rank in Field Expertise to this roll. 
  This jury-rigging holds for 10 minutes for each rank you have in this specialty.
   
  ▶ UpgraDe experTise
  To upgrade an item, you roll TECH + the Tech Skill that the item is typically repaired with + your rank in this specialty 
  + 1d10. The Tech must purchase materials of the same price category of the item being upgraded, which installing 
  the upgrade consumes. Upgrades include:
  • Lower the humanity loss of Non-Borgware Cyberware by 1d6 if it’s typical humanity loss would be 2d6 or greater.
  • Increase the number slots of the type an item already has for options, attachments, Programs/Hardware, etc by one.
  • Simplify the item, halving the time it takes to make any future full repair to the item.
  • Grant a typically non-concealable one handed weapon the ability to be concealed.
  • Increase an Average Quality Weapon to an Excellent Quality Weapon.
  • Grant a weapon attachment slot to an Exotic Weapon.
  • Allow an Exotic Weapon to fire one variety of Exotic Ammunition of it’s ammunition type.
  • Increase an item’s SP by one, but only if it had any to begin with.
  • Upgrade a vehicle with an upgrade that only requires a Nomad Role Ability Rank of one.
   
  ▶ FabricaTion experTise
  To make an item, you roll TECH + the Tech Skill that the item is typically repaired with + your rank in this specialty 
  + 1d10. The Tech must purchase materials of one price category lower than the price category of the item being 
  fabricated.
  Field
  Expertise
  Upgrade
  Expertise
  Fabrication 
  Expertise
  4
  2
  2
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Redtail 
  Medtech
  5
  5
  8
  5
  5
  6
  6
  5
  6
  35
  18
  5
  48
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Assault Rifle
  5d6
  25
  1
  autofire; not concealable; Mags: 4
  Smoke Grenade x2
  Obscures a 10m/yd x 10m/yd area with smoke for one minute. Penalty for 
  performing most actions obscured by smoke is -4.
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  5
  2
  7
  Basic Tech
  8
  6
  14
  Brawling
  5
  2
  7
  Concentration
  5
  2
  7
  Conversation
  4
  6
  10
  Cybertech
  8
  4
  12
  Deduction
  8
  6
  14
  Education
  8
  6
  14
  Evasion
  5
  6
  11
  First Aid
  8
  2
  10
  Skill
  STAT
  LVL
  TOTAL
  Human Perception
  4
  6
  10
  Language (Streetslang)
  8
  2
  10
  Local Expert (Your Home)
  8
  2
  10
  Paramedic
  8
  6
  14
  Perception
  8
  2
  10
  Persuasion
  5
  2
  7
  Resist Torture/Drugs
  5
  4
  9
  Science (Choose Specialty)
  8
  6
  14
  Shoulder Arms
  5
  6
  11
  Stealth
  5
  2
  7
  Name
  Type
  Notes
  Cybereye
  Cyberoptics
  Left eye. 3 option slots.
  TeleOptics
  Cyberoptics
  See in detail up to 800m away. +1 bonus when attacking over 51m away using a single shot.
  Nasal Filters
  Internal
  User immune to toxic fumes and inhaled poisons.
  Biomonitor
  Fashionware
  Subdermal implant. Generates a constant LED readout of vitals.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Airhypo
  Drug injection device. Using it to inject a drug is an Action.
  Flashlight
  100m/y beam. Lasts up to 10 hours on a charge.
  Glow Paint
  Glowing spraypaint.
  Medtech Bag
  Full selection of tools needed for medical purposes.
  Bulletproof Shield
  Portable cover with 10 HP.
  Medicine 4
  4
  60
  500eb
  Generic Chic: Jacket x3. Leisurewear: Footwear, Pants 
  x3, Tops x5. Urban Flash: Glasses
  8
  
   
  ▶ Player:
  Medtech:
  Pharmaceuticals
  2
  Surgery
  Medtech:
  CryoOp
  1
  1
  Skill
  STAT
  LVL
  TOTAL
  Medical Tech
  8
  3
  11
  Surgery
  8
  2
  10
  M
  edTech
  You’re an artist, and the human body is your canvas. You’ve got the best tools the Time of the Red can offer, and you 
  know how to use them. If you’re lucky, you got to attend one of the real med schools scattered around the wreck of 
  the Old United States. And after the War, military hospitals were everywhere and the few doctors on the war front 
  needed helping hands to hold down screaming patients and splice cyberware back together. So, maybe you learned 
  that way.
  R
  ole Ability: Medicine (Rank 4)
   
  ▶ sUrgery
  For every point you allocate to Surgery, you gain 2 points in the Surgery Skill. The Surgery Skill is the TECH Skill used 
  to treat the most severe Critical Injuries, as well as implant cyberware, and is only available to Medtechs.
   
  ▶ meDical Tech: pharmaceUTicals
  For every point you allocate to Medical Tech (Pharmaceuticals), you gain 1 point in the Medical Tech Skill.. The 
  Medical Tech Skill is the TECH Skill used to operate, understand and repair medical machinery.  You can also 
  synthesize the drugs Speeheal and Stim w/ a DV13 Medical Tech check. You can synthesize 2 doses of drugs (either 
  1 of each or 2 of one) in one hour at a cost of 100eb. Applying a dose requires an Action and an airhypo. 
  • Speedheal: A target that isn’t mortally wounded immediately heals an amount of HP equal to their BODY + 
  WILL. Can only be used once per day per person.
  • Stim: The target can ignore penalties from being Seriously Wounded for one hour. Can only be used once 
  per day per person.
   
  ▶ meDical Tech: cryosysTem operaTion
  For every point you allocate to Medical Tech (Cryosystem Operation), you gain 1 point in the Medical Tech Skill). 
  The Medical Tech Skill is the TECH Skill used to operate, understand and repair medical machinery.  You also own 
  and know how to operate 1 Cryopump. A Cryopump is a briefcase sized tool containing a bodybag hooked up to a 
  powerful pump. Once willing/unconscious targets have been placed into the bag and hooked up to the pump as an 
  Action, the pump forces a hyper-cooled chemical fluid into the bag. While in stasis, targets are unconscious and no 
  longer roll any death saves for up to a week as long as they remain inside the bag and the bag has at least 1HP. 
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  24/7
  Media
  5
  5
  4
  8
  7
  6
  7
  5
  8
  40
  20
  5
  70
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Heavy Pistol
  3d6
  8
  2
  concealable. Mags: 7
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  5
  2
  7
  Brawling
  5
  2
  7
  Bribery
  8
  6
  14
  Composition
  7
  6
  13
  Concentration
  7
  2
  9
  Conversation
  7
  6
  13
  Deduction
  7
  6
  13
  Education
  7
  2
  9
  Evasion
  5
  6
  11
  First Aid
  4
  2
  6
  Skill
  STAT
  LVL
  TOTAL
  Handgun
  5
  6
  11
  Human Perception
  7
  6
  13
  Language (Streetslang)
  7
  2
  9
  Library Search
  7
  4
  11
  Lip Reading
  7
  4
  11
  Local Expert (Your Home)
  7
  6
  13
  Perception
  7
  6
  13
  Persuasion
  8
  6
  14
  Photography/Film
  4
  4
  8
  Stealth
  5
  2
  7
  Name
  Type
  Notes
  Cyberaudio Suite
  Cyberaudio
  3 slots for options.
  Amplified Hearing
  Cyberaudio
  +2 to Perception Checks involving hearing.
  Light Tattoo
  Fashionware
  Subdermal tattoo installation. Glows.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Audio Recorder
  Records up to 24 hours of audio on a Memory Chip.
  Binoculars
  Good for looking at distances. x2 magnification.
  Grapple Gun
  Can fire as an Action to attach to any thick cover up to 30m/y away. Negates MOVE penalty while climbing.
  Radio Scanner/Music Player
  Link to Data Pool to listen to music or scan and play local radio bandwidths.
  Scrambler/Descrambler
  Used to scramble or, with the right keys, descramble communications.
  Video Camera
  Records up to 12 hours of audio and video on a Memory Chip.
  Credibility 4
  7
  80
  500eb
  Generic Chic: Footwear, Pants, Top. Leisurewear:  
  Jacket. Urban Flash: Mirrorshades.
  7
  
   
  ▶ Player:
  Access/Sources
  Audience
  Believability
  Impact
  Local honcho, gang-lord, local 
  neighborhood leadership. City gang 
  honcho, minor politician, Corp Exec, 
  well known person in the neighbor-
  hood.
  Well-known contributor for a local 
  Screamsheet or Data Pool.
  3 out of 10 chance the audience buys 
  it.
  Change created by a story/scoop has 
  a direct effect; local small time bad 
  guys get arrested or thrown out of 
  power, justice gets served.
  M
  edia
  You’ve got a vidlink and a press pass, and you’re not afraid to use them. You’re a city-wide figure, seen nightly all 
  over the Data Pool in the Time of the Red. It’s not like the old days, when you had a major Mediacorp behind you; this 
  time, you’ve gotta depend on your fans, your contacts, and your own reputation. But it’s harder for these new Corps 
  to make you disappear. So when you dig down for the dirt and slime the corrupt officials and Corporate lapdogs 
  try to cover up, you can dig deep. 
  R
  ole Ability: Credibility (Rank 4)
   
  ▶ rUmors
  Assuming you aren’t entirely off-grid, at least twice per week the GM will secretly roll Your Credibility Rank + 1d10 
  and give you rumors based on the result. The Media can also find rumors by hitting the street during gameplay using 
  relevant Skills like Library Search, Conversation, or Interrogation using a STAT + Skill + 1d10 Check.
   
  ▶ pUblishing sTories
  A Media’s main ability is publishing stories. Your Credibility Rank determines what access you have to sources, how 
  large your audience is, how likely your audience is to believe your work, and what impact a story could have.
  • Access/Sources represents those you can reasonably get in touch with/interview or otherwise gain information 
  from.
  • Audience is how many people your stories or exposes can reach.
  • Believability is how well your story or expose goes over with your audience. The higher your Credibility, 
  the more likely people will believe something you have written or broadcast. You will roll 1d10 based on your 
  Believability when you publish a story and any time you want to find out whether an individual (or a group of 
  individuals) believe your story. If your story contains even a single piece of verifiable evidence that is easily 
  understood by the masses, the chance your audience will believe it is 1 higher. If it contains more than 4 distinct 
  verifiable pieces of hard evidence, the chance your audience will believe it is 2 higher. These two bonuses stack 
  with each other. 
  • Impact is how much change any individual story or revelation you publish has on your audience. For example, 
  a story about an unfair economic practice at the incremental level might just get a few local bosses to change 
  their practices. But at higher levels of Credibility, your expose may cause entire megacorps to fall. Your GM will 
  handle this. Once you publish a story/scoop you cannot publish another story on the same exact topic unless 
  you have new information to add to the conversation.
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Suri “Cavalry” Navarro
  Lawman
  6
  5
  5
  7
  8
  5
  6
  7
  4
  50
  25
  7
  30
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Assault Rifle
  5d6
  25
  1
  autofire; not concealable; Mags: 4
  Heavy Pistol
  3d6
  8
  2
  concealable. Mags: 4
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Athletics
  5
  2
  7
  Autofire
  6
  6
  12
  Brawling
  5
  6
  11
  Concentration
  8
  2
  10
  Conversation
  3
  6
  9
  Criminology
  7
  6
  13
  Deduction
  7
  6
  13
  Education
  7
  2
  9
  Evasion
  5
  6
  11
  First Aid
  5
  2
  7
  Skill
  STAT
  LVL
  TOTAL
  Handgun
  6
  6
  12
  Human Perception
  3
  2
  5
  Interrogation
  7
  6
  13
  Language (Streetslang)
  7
  2
  9
  Local Expert (Your Home)
  7
  2
  9
  Perception
  7
  2
  9
  Persuasion
  7
  2
  9
  Shoulder Arms
  6
  6
  12
  Stealth
  5
  2
  7
  Tracking
  7
  6
  13
  Name
  Type
  Notes
  Hidden Holster
  External
  Holster built into the body. Can store a concealable weapon.
  Subdermal Pocket
  External
  2 x 4 inch hidden pocket w/ RealSkinn zipper. Anything inside is auto concealed.
  Agent
  Self-adaptive AI powered smartphone that learns your patterns. Grants +2 of Library Search Checks.
  Flashlight
  100m/y beam. Lasts 10 hours on a charge.
  Handcuffs x2
  Restraints. Can be broken by anyone with a BODY 10.
  Radio Communicator
  Earpiece communication device. 1 mile range.
  Road Flare x10
  Lights 100m/y area for 1 hour. One use.
  Bulletproof Shield
  Portable cover with 10 HP.
  Backup 4
  3
  40
  500eb
  Generic Chic: Footwear, Pants, Top. Leisurewear:  
  Jacket. Urban Flash: Mirrorshades.
  7
  
   
  ▶ Player:
   
  ▶ backUp Type
   
  ▶ DescripTion
   
  ▶ sp
   
  ▶ combaT #
   
  ▶ hp
  Armed with Heavy Pistols (3D6 DMG, ROF 2) and wearing Kevlar® (SP7)
  Local Beat Cops
  4 cops. Arrive in 2 compact groundcars. 
  10
  7
  25
   
  ▶ moVe & boDy
  5
  L
  awman
  There used to be a big City Force, but most of the Old Guard in NCPD have been thrown out on their own to keep 
  what peace they can. The ones who remain still take the Badge seriously; they work to keep people safe and make 
  some kind of stand against chaos. Even if you’d rather just walk a beat, if you’re a professional Lawman of any stripe, 
  you’re stuck carrying high-caliber weapons, most of them full-auto types, wearing a Kevlar® vest that’ll stop 850ft/
  lbs. per square inch—and often you’re still outgunned and outflanked. Half the gangs were cybered up to begin with: 
  super speed, super reflexes, could see in the dark, carried weapons in their arms...and that was before the War and 
  the Fall of the Towers pumped a metric ton of milspec cybertech into the Night Markets. The other half of the guys 
  on The Street are freelance Corporate mercs who used to have jobs during the War; hired to enforce Corp armies 
  disbanded by the New United States’ goon squads. Now they’re the goon squads and you’re trying to keep them 
  under control too.
  R
  ole Ability: backup (Rank 4)
  When in danger, you can call on Backup in the form of Beat Cops (or their local equivalent) . As an Action, you 
  attempt to roll equal or lower than your Backup Rank on a d10 to get someone to respond to your call. If you abuse 
  this, your Boss will throw you off the force or fine you.
  After someone responds to your call, you roll a d6 to find out in how many rounds your backup will arrive on the 
  scene. If you roll a 6 on this roll, instead of your typical backup, the backup that arrives will be of the next highest 
  level of backup, unless you are Rank 10, in which case two separate backup groups will arrive. If nobody responds 
  to your call, you can always try your backup call again next turn.
  
   
  ▶ Handle
   
  ▶ Role
   
  ▶ Hits
   
  ▶ seRiously Wounded
   
  ▶ deatH save
   
  ▶ Humanity
   
  ▶ PlayeR:
   
  ▶ Penalty aPPlies to ReF,deX & move
  luCK
   
  ▶ luCK
   
  ▶ Will
   
  ▶ move
   
  ▶ Body
   
  ▶ emP
   
  ▶ Cool
   
  ▶ teCH
   
  ▶ deX
   
  ▶ ReF
   
  ▶ int
  SKILLS
   
  ▶ Role aBility
  WEAPONS & ARMOR
  Penalty aPPlies to DeX, ReF & MoVe
  out oF
  out oF
  out oF
  out oF
   
  ▶ Penalty aPPlies to ReF,deX & move
  CYBERWARE
   
  ▶ Penalty aPPlies to ReF,deX & move
  YOUR STUFF
   
  ▶ ClotHing
   
  ▶ CasH
  Chanda Mishra
  Exec
  7
  7
  3
  6
  7
  6
  5
  5
  7
  40
  20
  5
  58
  Weapon
  DMG
  Ammo
  ROF
  Notes
  Very Heavy Pistol
  4d6
  8
  1
  not concealable. Mags: 7
  Armor
  SP
  Penalty
  Head: Light Armorjack
  11
  0
  Body: Light Armorjack
  11
  0
  Skill
  STAT
  LVL
  TOTAL
  Accounting
  5
  6
  11
  Athletics
  7
  2
  9
  Brawling
  7
  2
  9
  Bureaucracy
  5
  6
  11
  Business
  5
  6
  11
  Concentration
  7
  2
  9
  Conversation
  5
  6
  11
  Deduction
  5
  6
  11
  Education
  5
  6
  11
  Evasion
  7
  6
  13
  Skill
  STAT
  LVL
  TOTAL
  First Aid
  3
  2
  5
  Handgun
  7
  6
  13
  Human Perception
  5
  6
  11
  Language (Streetslang)
  5
  2
  7
  Lip Reading
  5
  6
  11
  Local Expert (Your Home)
  5
  2
  7
  Perception
  7
  2
  9
  Personal Grooming
  6
  4
  10
  Persuasion
  6
  6
  12
  Stealth
  7
  2
  9
  Name
  Type
  Notes
  Toxin Binder
  Internal
  +2 to Resist Torture/Drugs Checks.
  Cyberaudio Suite
  Cyberaudio
  3 slots for options.
  Internal Agent
  Cyberaudio
  Grants +2 to Library Search Checks. Audio only. Can output video to paired screen.
  Biomonitor
  Fashionware
  Subdermal implant. Generates a constant LED readout of vitals.
  Radio Communicator x4
  Earpiece communication device. 1 mile range.
  Scrambler/Descrambler
  Used to scramble or, with the right keys, descramble communications.
  Teamwork 4
  5
  70
  500eb
  Businesswear: Footwear, Jacket, Pants, Mirrorshades, 
  Top. Leisurewear: Jewelry x2.
  5
  
   
  ▶ Player:
   
  ▶  Team member Driver
   
  ▶ hiTs
   
  ▶ serioUsly woUnDeD
   
  ▶ DeaTh saVe
   
  ▶ will
   
  ▶ moVe
   
  ▶ boDy
   
  ▶ emp
   
  ▶ cool
   
  ▶ Tech
   
  ▶ Dex
   
  ▶ reF
   
  ▶ inT
  out of
  8
  6
  4
  5
  6
  5
  35
  18
  5
  5
   
  ▶  skill (sTaT + skill alreaDy calcUlaTeD)
  Athletics +8, Brawling +10, Concentration +7, Conversation +7,  
  Drive Land Vehicle +14, Education +7, Endurance +9, Evasion +10, 
  First Aid +6, Handgun +14, Human Perception +7, Land Vehicle 
  Tech +8, Language (Streetslang) +7, Local Expert (Your Home) +7, 
  Perception +7, Persuasion +8, Pilot Air Vehicle +12,  
  Pilot Sea Vehicle 12, Sea Vehicle Tech +8, Stealth +10, Tracking +9
   
  ▶  cyberware
  Cyberaudio Suite, Radar/Sonar Implant, Internal Agent, Homing 
  Tracer, Radar Detector
   
  ▶  gear
  Light Armorjack (SP 11), Very Heavy Pistol (4d6 DMG, ROF 1),  
  Compact Ground Car w/ Seating Upgrade
   
  ▶  Team member Netrunner
   
  ▶ hiTs
   
  ▶ serioUsly woUnDeD
   
  ▶ DeaTh saVe
   
  ▶ will
   
  ▶ moVe
   
  ▶ boDy
   
  ▶ emp
   
  ▶ cool
   
  ▶ Tech
   
  ▶ Dex
   
  ▶ reF
   
  ▶ inT
  out of
  7
  6
  6
  4
  7
  4
  4
  40
  20
  8
  4
   
  ▶  skill (sTaT + skill alreaDy calcUlaTeD)
  Interface +2, Athletics +8, Basic Tech +10, Brawling +8, Concentration 
  +9, Conversation +6, Cryptography +12, Cybertech +10, Education 
  +12, Electronics/Security +10, Evasion +8, First Aid +8, Forgery +10, 
  Handgun +11, Human Perception +6, Language (Streetslang) +10, 
  Library Search +12, Perception +10, Persuasion +6, Stealth +10
   
  ▶  cyberware
  Neural Link, Chipware Socket, Pain Editor, Interface Plugs, Cybereyes 
  w/ Virtuality
   
  ▶  gear
  Light Armorjack (SP 11), Very Heavy Pistol (4d6 DMG, ROF 1),  
  Cyberdeck (7 slots|Sword, Sword, Killer, Worm, Worm, Armor)
   
  ▶ loyalTy
  4
   
  ▶ loyalTy
  4
  E
  xec
  Things changed when the largest Megacorps on the planet got into a major war that was equal to anything any real 
  national governments could have thrown down. Your life as a junior executive is anything but easy. There are those 
  underneath you who’d kill for a shot at your job. Literally. There are those over you who’d kill to keep you out of their 
  jobs. Literally. And they’re not kidding about the killing—every up-and-comer in the Corporation has their own Team 
  of Solos and Netrunners to cover important pet projects.
  R
  ole Ability: Teamwork (Rank 4)
  Loyalty is a shifting stat possessed by team members; an Exec must (during every game session) do things to promote Loy-
  alty and not lose it. When a task is given to a Team member by the Exec, the GM must roll 1d6 under the Team member’s 
  current Loyalty. If the check is failed, the Team Member may refuse or botch the assignment or otherwise turn on the Exec.
  Choose either the Driver or Netrunner to be your team member.
  6
  5
  4
  
  24
  N
  et Architecture: conapt security
  Just because you’re paranoid doesn’t mean they aren’t out to get you. Successful Edgerunners often set up simple 
  NET Architectures in their conapts to cause trouble when unwanted intruders pay an unscheduled visit! This 
  Architecture configuration might also be found in bars, Nomad camps, and other locations where cost or porta-
  bility are a factor.
  Demons Installed: 1 Imp
  Cost: Floor x3 (3,000eb), Password DV6 (500eb), Control Node DV6 (500eb), Black ICE: Wisp (50eb), Demon: 
  Imp (1,000eb), Defense: Ground Drone (10,000eb)•Total: 15,050eb
  Floor
  1
  2
  3
  Floor
  Floor
  DV
  DV
  DV
  6
  —
  6
  Password
  Black ICE: Wisp
  Control Node: Ground Drone
  N
  et Architecture: starter drone rig
  Drone piloting can be an exciting hobby... or an excellent way to beef up an Edgerunner crew’s firepower. This 
  NET Architecture fits neatly into a backpack, making it perfect starter rig for any Night City resident looking to 
  bring their new electronic friend with them wherever they go.
  Demons Installed: 1 Imp
  Cost: Floor x3 (3,000eb), Password DV6 (500eb), Control Node DV6 (500eb), Black ICE: Raven (50eb), Demon: 
  Imp (1,000eb), Defense: Mini Air Drone (5,000eb)•Total: 10,050eb
  Floor
  1
  2
  3
  Floor
  Floor
  DV
  DV
  DV
  6
  —
  6
  Password
  Control Node: Mini Air Drone 
  Black ICE: Raven
  SINGLE SHOT PACK
  
  25
  N
  et Architecture: Oasis security
  Most Continental Brands Oasis stores implement a NET Architecture designed to automate their security and 
  reduce the possibility of employee theft. This NET Architecture build also works well for small warehouses, executive 
  apartments,  low level Night Markets, and large transport vehicles such as cargo trains.
  Demons Installed: 1 Imp
  Cost: Floor x5 (5,000eb), Password DV6 (500eb), Control Node DV8 x2 (2,000eb), Password DV8  (1,000eb), 
  Black Ice: Hellhound (500eb), Demon: Imp (1,000eb), Defense: Camera x2 (1,000eb), Defense: Automated 
  Turret (5,000eb)•Total: 16,000eb
  Floor
  1
  2
  3
  4
  5
  Floor
  Floor
  Floor
  Floor
  DV
  DV
  DV
  DV
  DV
  6
  8
  8
  —
  8
  Password
  Control Node: Observation Cameras  
  (1 inside, 1 outside)
  Password
  Black ICE: Hellhound
  Control Node: Automated Turret  
  (located inside store)
  SINGLE SHOT PACK
  
  26
  N
  et Architecture: CLinic security
  This NET Architecture is the sort a clinic or other small business might employ in Night City to keep out unwanted 
  visitors. It assumes a two story operation, with a lobby and offices on the bottom floor and more sensitive areas, 
  such as surgery, patient recovery, or CEO offices on the top floor.
  Demons Installed: 1 Imp
  Cost: Floor x6 (6,000eb), Password DV6 x2 (1,000eb), Control Node DV6  (500eb), File DV6 (500eb), Control 
  Node DV8 (1,000eb), Black ICE: Wisp (50eb), Demon: Imp (1,000eb), Defense: Camera x2 (1,000eb), Defense: 
  Sleep Gas Elevator (5,000eb)•Total: 16,050eb
  Floor
  1
  2
  3
  4
  6
  Floor
  Floor
  Floor
  Floor
  DV
  DV
  DV
  DV
  DV
  6
  6
  6
  6
  8
  Password
  Control Node: Observation Cameras  
  (1 outside, 1 inside elevator)
  Password
  Control Node: Sleep Gas Elevator  
  (located inside elevator)
  5
  Floor
  DV
  —
  File: Appointment schedule or similar data
  Black ICE: Wisp
  SINGLE SHOT PACK
  
  27
  N
  et Architecture: small corp facility
  Not every Corp facility is a large, sprawling campus or starscraper. Corps often use smaller facilities for research, 
  axillary offices, or to establish an initial presence in a district or city. These facilities often use a single NET 
  Architecture rather than building several based around functions or clusters of floors. This build assumes a five 
  floor facility.
  Demons Installed: 1 Imp, 1 Efreet
  Cost: (Does not include cost of cleaning drones) Floor x10 (50,000eb), Password DV8 x2 (2,000eb), File DV8 
  (1,000eb), Control Node DV6 (500eb), Password DV10 (5,000eb), Control Node DV10 x2 (10,000eb), Black 
  ICE: Raven (50eb), Black ICE: Hellhound (500eb), Black ICE: Kraken (1,000eb), Demon: Imp (1,000eb), Demon: 
  Efreet (5,000eb), Defense: Camera x5 (2,500eb), Defense: Large Air Drone (10,000eb)•Total: 88,550eb
  Floor
  1
  2
  3
  Floor
  Floor
  DV
  DV
  DV
  8
  8
  8
  Password
  File: Appointment schedule or similar data 
  1a
  Floor
  DV
  8
  Password
  1b
  Floor
  DV
  10
  Password
  2a
  Floor
  DV
  —
  2b
  Floor
  DV
  —
  3a
  Floor
  DV
  6
  3b
  Floor
  DV
  10
  4b
  Floor
  DV
  10
  Black ICE: Raven
  Black ICE: 
  Hellhound
  Control Node: 
  Cleaning Drones
  Black ICE: Kraken
  Control Node: 
  Cameras (1/floor)
  Control Node:  
  Large Air Drone
  SINGLE SHOT PACK
  
  28
  N
  et Architecture: vault
  This NET Architecture is designed for use by those who want to keep their secrets and treasures safe.
  Demons Installed: 1 Balron
  Cost: (Does not include cost of vault door) Floor x9 (45,000eb), Password DV10 (5,000eb), File DV6 (500eb), 
  Control Node DV8 (1,000eb), Control Node DV10 x2 (10,000eb), File DV10 (5,000eb), File DV12 (10,000eb), 
  Black ICE: Hellhound x2 (2,000eb), Black ICE: Killer (1,000eb), Black ICE: Scorpion (200eb), Demon: Balron 
  (10,000eb), Defense: Camera x2 (1,000eb), Defense: Blood Swarm (10,000eb)•Total: 100,700eb
  Floor
  1
  2
  3
  4
  6
  Floor
  Floor
  Floor
  Floor
  DV
  DV
  DV
  DV
  DV
  10
  6
  8
  —
  10
  Password
  Control Node: Observation Cameras  
  (1 outside vault, 1 inside vault)
  Black ICE: Hellhound•Killer
  Control Node: Automated Blood Swarm 
  (located inside vault)
  5
  Floor
  DV
  10
  File: Vault content manifest
  Control Node: Vault Door
  7
  Floor
  DV
  —
  8
  Floor
  DV
  10
  9
  Floor
  DV
  12
  File: Sensitive Data
  Black ICE: Hellhound•Scorpion
  File: Very Sensitive Data
  SINGLE SHOT PACK
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk Red/RTG-CPRed-SingleShotPackv1.1.pdf