TEXT: Jumpstart kit  
  Jumpstart kit  
  conversion guide
  conversion guide
  JSK adventures using core rules 
  JSK adventures using core rules 
  BY ANSELM ZIELONKA
  1
  Writing and Design by James Hutt, Mike Pondsmith, and J Gray
  Editing by 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
  JUMPSTART KIT CONVERSION GUIDE
  H
  old On What Is This?
  h
  o
  l
  d
  o
  n
  w
  h
  a
  t
  i
  s
  t
  h
  i
  s
  This, dear reader, is a guide to running all the mis-
  sions included in the Cyberpunk RED Jumpstart 
  Kit using the full rules found in the Cyberpunk RED 
  core book. But think of it as an expansion for the 
  Jumpstart Kit, too, because we also re-balanced 
  these missions to fit into the start of a full core rulebook 
  campaign, instead of their previous incarnation as a 
  series of quick Jumpstart oneshots. That includes sta-
  tistics for every named character in The Apartment 
  just in case they need to show up later. Good luck in 
  there, GM!
  James Hutt
  James Hutt
  Mayor of Balance Town
  Mayor of Balance Town
  T
  he Apartment
  t h e a p a r t m e n t t h e a p a r t m e n t t h e a p
  GM Tip: A connection between the PCs and the 
  building makes The Apartment a more satisfying 
  adventure. One of the best ways to accomplish this 
  is by letting them decorate their apartments. Not only 
  does it help them slip into the minds of their Characters 
  (“What would my Character’s place look like?”), it 
  helps them invest in the well-being of the building. 
  So, during session zero, surf over to an appropriate 
  website, grab a blank piece of paper, and start doing 
  some interior decorating.
  IntroductIon
  Unlike in the Jumpstart Kit, a Player Character 
  shouldn't own the building. We recommend Doctor 
  George Carver as the owner instead. There’s also a 
  change to the way starting housing works if you begin 
  a campaign with The Adventure. 
  Instead of starting out of Character Generation with 
  a Shipping Container, each of the Player Characters 
  rents a Studio Apartment (CP:R pg. 379)in the build-
  ing from Dr. Carver for 1,500eb a month and rent has 
  already been paid for the first month. Any Exec starts 
  the campaign with both this Studio Apartment and 
  the Corporate Conapt from their Role Ability. Should 
  the PCs prevent the destruction of the building at the 
  hands of WorldSat, Dr. Carver will comp them their 
  next month’s rent and patch them up should they get 
  seriously injured while defending it.
  Part one
  We recommend you introduce all of the potential 
  neighbors instead of selecting them.
  For Gina Zepada, Rico Robinson, Molly Anderson, Dr. 
  George Carver, and Grant Jung (aka Royal), use the sta-
  tistics provided at the end of this guide. For the other four 
  members of the Anderson Family, use the Boosterganger 
  statblock (CP:R pg. 412), but lose the Rippers. We’ve 
  also provided a statblock for Rex Royale, but it probably 
  won’t be necessary in this mission.
  GM Tip: You could run this as a single scene, maybe 
  as a poker party on the building’s roof, but you might 
  build a better bond by running several small, quick 
  scenes. Some possibilities: Helping Gina carry her 
  groceries up to her apartment, acting as security at 
  one of Rico’s gigs, helping one of the Andersons out 
  of a jam, getting patched up by Dr. Carver after a 
  job goes south, and sharing a beer at the local bar 
  with Royal.
  Part two
  For the man behind the easel, use the Bodyguard 
  (CP:R pg. 412), but lose the Shotgun and give him a 
  MultiOptic mount loaded with five Cybereyes. Your 
  choice of options. For his security detail, use 2 Security 
  Operatives (CP:R pg. 413) and a Bodyguard (CP:R 
  pg. 412). If the man behind the easel is captured 
  or unable to escape, WorldSat sends 6 Security 
  Operatives (CP:R pg. 413) wearing Light Armorjack 
  to secure him.
  GM Tip: The neighborhood the building sits in is 
  known as a One Block (as in “One Block from the 
  Combat Zone”). Good locations include the southern 
  border of the University District, close to the Glen or 
  the western border of the Glen. If you want to add a 
  little spice, put it on the southern border of the Upper 
  Marina right next to the Old Med Center. The PCs will 
  have the Little China Combat Zone on one side and 
  the Hot Zone on the other.
  Part three
  To keep things spicy, WorldSat should undertake two 
  separate strategies instead of just one as noted in the 
  Jumpstart Kit. We recommend you choose WorldSat's 
  strategies based on the Roles at your table.
  
  3
  JUMPSTART KIT CONVERSION GUIDE
  ▶ Where There's Smoke ◀
  Seeing through the fake firefighters costumes is a 
  DV15 Perception or Human Perception Check.
  Defusing the bombs is a DV13 Demolitions Check. 
  If one of the bombs explodes, treat it as an Armor 
  Piercing Grenade (CP:R pg. 345). For the firefighters, 
  use Security Operatives (CP:R pg. 413), but give them 
  Heavy Melee Weapons to represent their fire axes 
  and add Melee Weapons 10 to their Skill Bases.
  ▶ Unknown Caller ◀
  Instead of wanting to talk to the building owner, 
  the unknown caller wants to talk to a Fixer, Exec, 
  or a Character with the highest COOL on the crew. 
  Streamline's strike team consists of himself and Security 
  Operatives (CP:R pg. 413) wearing Light Armorjack. 
  Add Autofire 12 to their Skill Bases. Use the statblock 
  provided at the end of this guide for Streamline. 
  Spotting him before he gives away his position is a 
  DV17 Perception Check. If you want to use Streamline 
  as a future antagonist in your campaign, he can 
  escape easily by either never using his zipline, or by 
  jumping out the window using his cyberlegs to absorb 
  the fall.
  ▶ It's Just Business ◀
  Use the Security Operative (CP:R pg. 413) for the 
  lone ambushers, but give them Light Armorjack. The 
  neighbor's statistics are provided at the end of this 
  guide. Don't have Grant Jung (aka Royal) betray the 
  crew unless there is a Solo present. Dr. Carver shouldn't 
  betray them since they are defending his building.
  ▶ Hack Attack ◀
  For Crunch's strike team, use Security Operatives 
  (CP:R pg. 413). For Crunch herself, use the statblock 
  provided at the end of this guide. For the apartment 
  building's NET Architecture, use the version provided 
  at the end of the document. Dr Carver will give the 
  Netrunner his password if asked, but it cannot assist 
  the Netrunner, as the elevator maintenance people 
  came by last week and accidentally reset the pass-
  word to the factory default while re-connecting the 
  elevator to the NET Architecture. The factory default 
  password can be found with creative roleplaying and 
  a DV13 in an applicable Skill.
  conclusIon
  No changes needed here, other than that Dr. Carver 
  will let them off the hook for rent next month if the 
  building is still standing and will patch them up for 
  free should they need it after the mission. Precious 
  Cargo is a great Screamsheet to use as a follow up, 
  but Wood Pirates from the core book is another 
  fantastic choice, especially if the building ends up 
  destroyed.
  T
  he Screamsheets
  t h e s c r e a m s h e e t s t h e s c r e a m s h e e t s
  GM Tip: Assuming they save the building in The 
  Apartment, word will get around about the 
  ordeal. That’s good enough to boost the PCs to 
  a Reputation of 3 and catch the attention of Rex, 
  who can broker deals to get them other jobs like 
  Precious Cargo.
  PrecIous cargo
  Instead of offering the characters a stake, the Fixer 
  offers each character 1,000eb, the standard rate 
  for a typical job. They’ll also offer to loan the crew 
  a Roadbike (CP:R pg. 190) for use during the job. 
  It doesn't need to survive the job, but the Fixer offers 
  them a bonus of 500eb to split amongst themselves 
  if it does. 
  The Fixer will still offer minor concessions if haggled 
  with successfully (their COOL + Trading + Operator is 
  14 unless you already have a specific Fixer’s statblock 
  to use), such as an additional loaned Roadbike or 
  doubling the bonus if the bike comes back unharmed. 
  The Fixer will punish betrayal by hiring a pair of assas-
  sins to attack when they least expect it. Put Streamline 
  and Crunch (or other NPCs using their statblocks) up 
  to the task, their stats are provided at the end of this 
  guide.
  During the job, 2 Security Operatives (CP:R pg. 
  413) are driving the Compact Groundcar (CP:R pg. 
  190), which has the Armored Chassis upgrade, giving 
  it SP13. The car is being escorted by an Outrider 
  (CP:R pg. 415) on a Roadbike (CP:R pg. 190). Should 
  the crew forget to disable the tracker in either vehicle 
  within an hour, they will encounter two more Outriders 
  on Roadbikes.
  
  4
  JUMPSTART KIT CONVERSION GUIDE
  Just lIke real
  Instead of 300eb, the NCPD pays 500eb per person 
  for this job. A DV13 Electronics/Security Tech Check 
  will determine the Segotari RUSH Revolution systems 
  are malfunction-free. Officer Lantz's gift in the simula-
  tion is an Excellent Quality Rocket Launcher (CP:R pg. 
  341) loaded with a single rocket. For the 9 average 
  police academy students in the simulation use Local 
  Beat Cops, as generated by the Lawman's Backup 
  Role Ability (CP:R pg. 158). 
  During the raid at the end of the simulation, equip 
  them with Bulletproof Shields (CP:R pg. 351). Ten 
  Gallon is in a Gyrocopter (CP:R pg. 191) with an 
  Armored Chassis, giving it SP13. For Ten Gallon, 
  use the statblock provided at the end of this guide. A 
  statblock for Officer Lantz has also been provided in 
  case it is needed.
  defInItely not kansas
  Biotechnica is willing to pay each player 2000eb 
  on delivery of the drugs, and will offer no payment 
  upfront. Treat each of the four packs of C9 the char-
  acters receive as an Armor Piercing Grenade (CP:R 
  pg.  345) should they explode. A DV13 Demolitions 
  Check can remove the second receiver in each of the 
  C9 packs. A DV17 Perception Check is required to 
  notice the shadow, a Security Officer (CP:R pg. 413) 
  with a Sniper Rifle. 
  For the Yellow Brick Road gang, use Boostergangers 
  (CP:R pg. 412) for the scarecrows, and Bodyguards 
  (CP:R pg. 412) with Skin Weave (SP7) instead of 
  Kevlar® for the tin men. For Dorothy, use the statblock 
  provided at the end of this guide. A DV15 Athletics 
  Check allows a Character to escape the building 
  before the roof collapses. Should the roof collapse 
  on a Character, it deals 8d6 damage. For Dorothy's 
  Private NET Architecture, use the version provided at 
  the end of this document.
  If using Emerald City as a streetdrug, use the fol-
  lowing rules.
   
  ▶ emerald cIty
  Cost per Dose: 100eb (Premium)
  Primary Effect
  • Lasts 8 Hours.
  • For the duration of the Primary Effect, the user 
  ignores the effects of the Seriously Wounded 
  Wound State.
  • For the duration of the Primary Effect, The GM 
  will occasionally tell you that you are experi-
  encing hallucinations. While hallucinating you 
  may not be able to tell friend from foe. Do your 
  best to roleplay accordingly.
  Secondary Effect (DV15)
  • If the user wasn't already addicted to Emerald 
  City, they are now. While addicted, the GM 
  will occasionally tell you that you are expe-
  riencing hallucinations, although you can 
  tell friend from foe. Do your best to roleplay 
  accordingly.
  BY ALEXANDER DUDAR
  
  In combat, 
  Crunch is 
  considered a 
  Lieutenant.
  5
  JUMPSTART KIT CONVERSION GUIDE
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  8
  6
  5
  7
  5
  7
  —
  5
  4
  3
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  4
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Heavy Pistol
  3d6
   
  ▶ skIll Bases
  Accounting 12, Athletics 11, Brawling 7, Bureaucracy 12, Concentration 9, Conversation 5, Drive 
  Land Vehicle 10, Education 10, Electronics/Security Tech 13, Evasion 11, First Aid 11, Forgery 13, 
  Handgun 12, Human Perception 5, Language (Finnish) 12, Language (Streetslang) 10, Library 
  Search 14, Local Expert (Your Home) 10, Perception 10, Persuasion 7, Pick Lock 13, Stealth 11
   
  ▶ cyBerware & sPecIal equIPment Heavy Pistol Ammo x20, Virtuality Goggles, Neural Link, Interface Plugs,  
  Cyberdeck w/ Insulated Wiring•Programs: Armor, DeckKrash, Hellbolt x2, 
  Shield, Sword
   
  ▶ role aBIlIty
  Interface 4
  crunch 
  (netrunner)
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  6
  6
  4
  8
  7
  5
  —
  4
  5
  6
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  35
  18
  5
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: Subdermal
  Head
  11 SP
  Body
  11 SP
  Weapons
  Very Heavy Pistol
  4d6
   
  ▶ skIll Bases
  Acting 13, Air Vehicle Tech 10, Athletics 6, Basic Tech 10, Brawling 6, Concentration 7,  
  Conversation 8, Cybertech 10, Education 8, Electronics/Security Tech 16, Evasion 10, First Aid 
  14, Handgun 12, Human Perception 8, Land Vehicle Tech 10, Language (Italian) 10, Language 
  (Streetslang) 8, Local Expert (Your Home) 8, Library Search 14, Oratory 13, Perception 8, 
  Personal Grooming 15, Persuasion 9, Sea Vehicle Tech 10, Stealth 6, Streetwise 9, Wardrobe & 
  Style 17, Weaponstech 10
   
  ▶ cyBerware & sPecIal equIPment Agent, Tech Bag, Techscanner, High Fashion Footwear, Biomonitor, Chemskin, Light 
  Tattoo x3, Techhair, Subdermal Armor
   
  ▶ role aBIlIty
  Maker 4 (Field Expertise 4, Fabrication Expertise 4)
  dorothy 
  (tech)
  
  In combat, 
  Gina is 
  considered a 
  Lieutenant.
  6
  JUMPSTART KIT CONVERSION GUIDE
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  8
  6
  5
  8
  4
  6
  —
  5
  5
  4
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  5
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Heavy Pistol
  3d6
  Stun Gun
  3d6
   
  ▶ skIll Bases
  Air Vehicle Tech 12, Athletics 11, Brawling 7, Concentration 8, Conversation 6, Cybertech 14, 
  Deduction 12, Education 10, Electronics/Security Tech 14, Evasion 11, First Aid 10, Handgun 
  12, Human Perception 6, Language (English) 12, Language (Streetslang) 10, Local Expert (Your 
  Home) 10, Library Search 10, Paramedic 14, Perception 10, Persuasion 6, Pilot Air Vehicle 10, 
  Stealth 7
   
  ▶ cyBerware & sPecIal equIPment Expansive Heavy Pistol Ammo x10, Agent, Medtech Bag, 
  Nasal Filters, Tool Hand
   
  ▶ role aBIlIty
  Medicine 2 (Surgery Base 12)•Maker 2 (Field Expertise 2, Fabrication Expertise 2)
  dr. george carver 
  (medtech/tech)
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  8
  7
  4
  5
  5
  6
  —
  6
  4
  7
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  35
  18
  4
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Very Heavy Pistol
  4d6
  Shotgun
  5d6
   
  ▶ skIll Bases
  Acting 9, Animal Handling 14, Athletics 6, Brawling 6, Concentration 8, Conversation 9,  
  Education 10, Evasion 10, First Aid 11, Forgery 11, Gamble 12, Handgun 11, Human Perception 
  9, Language (Education) 12, Language (Spanish) 12, Language (Streetslang) 10, Library Search 
  10, Local Expert (Your Home) 12, Perception 10, Persuasion 7, Resist Torture/Drugs 10, Riding 
  11, Shoulder Arms 13, Stealth 6, Tracking 12, Wilderness Survival 12
   
  ▶ cyBerware & sPecIal equIPment Very Heavy Pistol Ammo x40, Shotgun Slug x40,  
  Agent, Biomonitor, Techhair
   
  ▶ role aBIlIty
  Moto 4 (Roadbike w/ Bulletproof Glass x2 [30HP] and NOS)
  gina zepada 
  (nomad)
  
  In combat, 
  Royal is 
  considered a 
  Lieutenant. 
  If using the 
  Hardened 
  rules, Royal 
  is considered 
  a Hardened 
  Lieutenant.
  In combat, 
  Molly is 
  considered a 
  Lieutenant.
  7
  JUMPSTART KIT CONVERSION GUIDE
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  7
  8 (6)
  8 (6)
  3
  4
  6
  —
  6
  4
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  6
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: H. Armorjack
  Head
  13 SP
  Body
  13 SP
  Weapons
  Very Heavy Pistol
  4d6
  Assault Rifle w/ Drum
  5d6
   
  ▶ skIll Bases
  Athletics 14 (12), Autofire 14 (12), Brawling 14 (12), Concentration, Conversation 6, Education 
  9, Evasion 14 (12), First Aid 9, Gamble 4, Handgun 14 (12), Human Perception 6, Language 
  (Korean) 11, Language (Streetslang) 9, Local Expert 9, Perception 13, Persuasion 6, Shoulder 
  Arms 14 (12), Stealth 14 (12), Tactics 11, Tracking 11
   
  ▶ cyBerware & sPecIal equIPment Assault Rifle Ammo x45, Very Heavy Pistol Ammo x8, 
  Agent, Techhair
   
  ▶ role aBIlIty
  Combat Awareness 4
  Royal (Grant jung) 
  (solo)
  6 (4)
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  7
  5
  8
  5
  6
  7
  —
  4
  4
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  4
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Brawling
  2d6
   
  ▶ skIll Bases
  Athletics 14, Brawling 14, Concentration 9, Conversation 6, Demolitions 10, Education 9, 
  Endurance 13, Evasion 14, First Aid 7, Human Perception 10, Language (English) 11, Language 
  (German) 11, Language (Streetslang) 13, Local Expert (Your Home) 13, Perception 9, Persuasion 
  8, Pick Lock 11, Stealth 10, Streetwise 10, Trading 12
   
  ▶ cyBerware & sPecIal equIPment Incendiary Grenade x2, Smoke Grenade 1, Disposable Cell Phone, Cyberarm w/ 
  Realskinn™ Covering, Cyberleg x2 w/ Realskinn™ Covering, Light Tattoo x2
   
  ▶ role aBIlIty
  Operator 4
  molly anderson 
  (fixer)
  6
  
  In combat, 
  Officer Lantz 
  is considered 
  a Lieutenant. 
  If using the 
  Hardened rules, 
  Officer Lantz 
  is considered 
  a Hardened 
  Lieutenant.
  8
  JUMPSTART KIT CONVERSION GUIDE
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  7
  4
  8
  4
  5
  6
  —
  5
  7
  5
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  45
  23
  7
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Martial Arts
  3d6
  Very Heavy Pistol
  4d6
   
  ▶ skIll Bases
  Acting 7, Athletics 10, Brawling 14, Concentration 8, Conversation 7, Criminology 13,  
  Deduction 9, Drive Land Vehicle 10, Education 9, Evasion 14, First Aid 6, Handgun 10, Human 
  Perception 7, Interrogation 11, Language (English) 11, Language (French) 9, Language  
  (Streetslang) 9, Library Search 9, Local Expert (Your Home) 9, Martial Arts (Judo) 14,  
  Perception 9, Persuasion 7, Play Instrument (Singing) 10, Resist Torture/Drugs 8, Riding 10, 
  Stealth 10, Tracking 9, Wardrobe & Style 7
   
  ▶ cyBerware & sPecIal equIPment Armor Piercing VH Pistol Ammo x8, Agent, Audiovox, Enhanced Antibodies, Toxin Binders
   
  ▶ role aBIlIty
  Backup 4
  officer lantz 
  (lawman)
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  7
  7
  7
  4
  8
  6
  —
  4
  6
  6
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  6
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Kendachi Mono-Three
  4d6
  Excellent Heavy Pistol
  3d6
   
  ▶ skIll Bases
  Athletics 9, Brawling 13, Bribery 12, Conceal/Reveal Object 13, Concentration 8, Conversa-
  tion 8, Education 9, Evasion 13, First Aid 6, Gamble 13, Handgun 13, Human Perception 8, 
  Language (Chinese) 11, Language (English) 11, Language (Italian) 11, Language (Japanese) 11, 
  Language (Korean) 11, Language (Russian) 11, Language (Streetslang) 9, Language (Spanish) 
  11, Local Expert (South Night City) 13, Local Expert (University District) 13, Local Expert (Your 
  Home) 13, Melee Weapons 16, Perception 9, Persuasion 14, Resist Torture/Drugs 10, Stealth 9, 
  Streetwise 14, Trading 16, Wardrobe & Style 10
   
  ▶ cyBerware & sPecIal equIPment Armor Piercing Heavy Pistol Ammo x16, Smoke Grenade x2, Agent, Disposable Cell 
  Phone x2, Smart Glasses w/ Low Light/Infrared/UV
   
  ▶ role aBIlIty
  Operator 8
  REX royale 
  (Fixer)
  
  In combat, 
  Rico Rico is 
  considered a 
  Lieutenant.
  In combat, 
  Streamline 
  is considered 
  a Lieutenant. 
  If using the 
  Hardened rules, 
  Streamline 
  is considered 
  a Hardened 
  Lieutenant.
  9
  JUMPSTART KIT CONVERSION GUIDE
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  6
  4
  6
  7
  7
  5
  —
  6
  6
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  6
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Heavy Melee Weapon
  3d6
   
  ▶ skIll Bases
  Acting 11, Athletics 8, Brawling 8, Bribery 11, Composition 12, Concentration 7, Conversation 
  8, Dance 12, Education 8, Evasion 12, First Aid 9, Human Perception 8, Language (English) 10, 
  Language (Spanish) 10, Language (Streetslang) 8, Library Search 8, Local Expert (Your Home) 
  12, Melee Weapons 12, Perception 8, Persuasion 9, Pick Pocket 11, Play Instrument (Guitar) 13, 
  Stealth 8, Streetwise 13, Wardrobe & Style 15
   
  ▶ cyBerware & sPecIal equIPment Agent, Electric Guitar, Pocket Amplifier,
  Cyberaudio Suite w/ Audio Recorder
   
  ▶ role aBIlIty
  Charismatic Impact 4
  rico rico (rico  robinson) 
  (rockerboy)
  4
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  4
  7
  8
  4
  4
  5
  —
  7
  2
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  7
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Wolvers
  3d6
  Assault Rifle
  5d6
   
  ▶ skIll Bases
  Athletics 14, Brawling 14, Bureaucracy 8, Concentration 7, Contortionist 14, Conversation 4, 
  Disguise 10, Education 6, Evasion 14, First Aid 6, Human Perception 4, Language (Russian) 8, 
  Language (Streetslang) 6, Local Expert (Your Home) 6, Melee Weapons 14, Perception 10, 
  Persuasion 6, Resist Torture/Drugs 11, Shoulder Arms 13, Stealth 14, Tactics 10
   
  ▶ cyBerware & sPecIal equIPment Assault Rifle Ammunition x25, Agent, Grapple Gun,  
  Cybereye w/ Targeting Scope, Cyberleg x2, Wolvers
   
  ▶ role aBIlIty
  Combat Awareness 4
  streamline 
  (solo)
  8
  
  In combat, 
  Ten Gallon 
  is considered 
  a Lieutenant. 
  If using the 
  Hardened rules, 
  Ten Gallon 
  is considered 
  a Hardened 
  Lieutenant.
  10
  JUMPSTART KIT CONVERSION GUIDE
   
  ▶ luck
   
  ▶ wIll
   
  ▶ moVe
   
  ▶ Body
   
  ▶ emP
   
  ▶ cool
   
  ▶ tech
   
  ▶ deX
   
  ▶ ref
   
  ▶ Int
  5
  8
  6
  6
  4
  6
  —
  5
  6
  4
   
  ▶ death saVe
   
  ▶ serIously wounded
   
  ▶ hIt PoInts
  40
  20
  6
   
  ▶ armor
  6
  Armor: Kevlar
  Head
  7 SP
  Body
  7 SP
  Weapons
  Poor Quality Shotgun
  5d6
  Very Heavy Pistol
  4d6
  Armor: L. Armorjack
  Head
  11 SP
  Body
  11 SP
  Weapons
  Assault Rifle w/ Infrared Nightvision Scope
  5d6
  Stun Gun
  3d6
   
  ▶ skIll Bases
  Animal Handling 10, Athletics 8, Brawling 12, Concentration 8, Conversation 6, Criminology 
  10, Deduction 10, Drive Land Vehicle 14, Education 7, Evasion 8, First Aid 8, Handgun 14, 
  Human Perception 6, Land Vehicle Tech 12, Language (English) 9, Language (Spanish) 9, Lan-
  guage (Streetslang) 7, Local Expert (Your Home) 7, Perception 11, Persuasion 6, Pilot Air Vehicle 
  11, Riding 12, Shoulder Arms 14, Stealth 8, Tracking 8
   
  ▶ cyBerware & sPecIal equIPment Assault Rifle Ammunition x25, Agent, Grapple Gun,
  Smart Glasses w/ Targeting Scope and TeleOptics
   
  ▶ role aBIlIty
  Backup 4
  ten gallon 
  (lawman)
  N
  et Architecture: Apartment building
  n e t a r c h i t e c t u r e a p a r t m e n t b u i l d i n g n e t a r c h i t
  Use this NET Architecture for The Apartment.
  Floor
  1
  2
  3
  Floor
  Floor
  DV
  DV
  DV
  8
  8
  Password
  Control Node: Elevators 
  Control Node: Fire Alarm, Sprinklers
  4
  Floor
  DV
  8
  Control Node: Lights 
  8
  
  11
  JUMPSTART KIT CONVERSION GUIDE
  N
  et Architecture: dorothy's private net
  n
  e
  t
  a
  r
  c
  h
  i
  t
  e
  c
  t
  u
  r
  e
  d
  o
  r
  o
  t
  h
  y
  s
  p
  r
  i
  v
  a
  t
  e
  n
  e
  t
  Use this NET Architecture for Definitely Not Kansas.
  Floor
  1
  2
  3
  4
  6
  Floor
  Floor
  Floor
  Floor
  DV
  DV
  DV
  DV
  DV
  8
  8
  Password
  Black ICE: Hellhound 
  Custom Icon: Lion
  Control Node: Cameras
  5
  Floor
  DV
  8
  File: Turn Back Last Warning
  Password
  7
  Floor
  DV
  8
  —
  Black ICE: Hellhound 
  Custom Icon: Terrier
  —
  8
  Control Node: Projector, Speaker, Dorothy's Microphone
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk Red/RTG-CPR-DLC-JPKConversionGuidev1.1.pdf