TEXT: If you live to rock, this 
  is where you belong. As a 
  Rockerboy, you’re one of 
  the street poets, the social 
  conscience, and a rebel of 
  the Age of The Red.
   
  With the advent of digital porta-stu-
  dios 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 Corpo-
  rations 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 author-
  ity, 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.  You have a proud history as 
  a Rockerboy. Dylan, Springsteen, the 
  Who, Elvis, the Stones—the legions of 
  hard-rock heroes who told the truth with 
  screaming guitars or gut-honest lyrics. 
  You have the power to get the people up; 
  to lead, inspire, and inform. 
  Your message can give the timid cour-
  age, the weak strength, and the blind 
  vision. Rockerboy legends like Johnny 
  Silverhand and Kerry Eurodyne have led 
  armies against Corporations and Gov-
  ernments. Rockerboys have exposed 
  corruption and brought down dictators. 
  It’s a lot of power for someone doing 
  gigs every night in another city. But you 
  can handle it. After all: you came to play!
  FORTY
  ROCKERBOY
  
  Forty, Rockerboy
  ROLL
  INT
  REF
  DEX
  TECH
  COOL
  WILL
  LUCK
  MOVE
  BODY
  EMP
  1
  5
  8
  5
  4
  9
  8
  6
  6
  10
  6
  2
  5
  10
  6
  3
  9
  10
  6
  6
  10
  4
  3
  6
  10
  5
  3
  9
  10
  7
  5
  8
  5
  4
  6
  9
  5
  6
  9
  9
  5
  6
  8
  4
  5
  5
  10
  6
  3
  10
  10
  6
  6
  8
  4
  6
  6
  10
  7
  4
  8
  10
  5
  7
  9
  5
  STARTING HITS
  SERIOUSLY WOUNDED
  DEATH SAVE
  SKILLS
  Athletics
  (DEX) +3
  Brawling
  (DEX) +2
  Concentration
  (WILL) +4
  Education
  (INT) +2
  Evasion
  (DEX) +5
  Human Perception
  (EMP) +5
  Local Expert
  (INT) +5
  Marksmanship
  (REF) +4
  Melee Weapon
  (DEX) +3
  Perception
  (INT) +3
  Persuasion
  (COOL) +6
  Play Instrument
  (EMP) +6
  WEAPONS
  NAME
  DAMAGE
  Slice & Dice
  2d6
  Very Heavy Pistol
  4d6
  ARMOR
  Kevlar
  Head Armor
  7
  Body Armor
  7
  CYBERWARE
  GEAR
  Cyberaudio
  (Amped Hearing)
  Adds +1 to any 
  sound-related 
  task check.
  Agent
  A pocket-sized 
  machine which 
  functions as a 
  computer and a 
  phone.
  Slice & Dice
  Mono-filament 
  wire mounted in 
  one finger. Cuts 
  through  any 
  organic material 
  or plastics. Can 
  be used as a 
  garrote, cutter, or 
  slicewhip. 
  Guitar
  Forty’s 
  instrument of 
  choice and most 
  prized 
  possession.
  BACKGROUND
  MOTIVATION
  GOALS
  FRIENDS
  ENEMIES
  ROMANCE
  PERSONALITY
  ROCKERBOY
  
  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. If there’s a hot nightclub in 
  the City, you’ve bought into it. If there are 
  military-class weapons on the Street, you 
  smuggled ‘em in. If there’s a faction war 
  going down, you’re negotiating between 
  sides with an eye on the main chance. 
  But you’re not entirely in it for the bucks. If 
  someone needs to get the heat off, you’ll 
  hide them. You get people housing when 
  there isn’t any, and you bring in food when 
  the streets are blockaded. Maybe you 
  do it because you know they’ll owe you 
  later, but you’re not sure. You’re one part 
  Robin Hood and two parts AI Capone. 
  In the past, they would have called you 
  a crime-lord. But this is the fragmented, 
  nasty, deadly Time of the Red. So now 
  they call you a Fixer.
  GREASE
  FIXER
  
  Grease, Fixer
  ROLL
  INT
  REF
  DEX
  TECH
  COOL
  WILL
  LUCK
  MOVE
  BODY
  EMP
  1
  7
  6
  6
  3
  6
  6
  7
  5
  6
  10
  2
  9
  5
  5
  5
  6
  6
  8
  5
  5
  10
  3
  7
  5
  5
  5
  6
  6
  10
  5
  5
  9
  4
  7
  6
  7
  7
  7
  7
  7
  7
  6
  8
  5
  10
  5
  5
  5
  5
  5
  10
  6
  5
  9
  6
  9
  5
  5
  5
  7
  7
  10
  7
  5
  9
  STARTING HITS
  SERIOUSLY WOUNDED
  DEATH SAVE
  SKILLS
  Athletics
  (DEX) +4
  Brawling
  (DEX) +3
  Bribery
  (COOL) +5
  Concentration
  (WILL) +5
  Conversation
  (EMP) +5
  Education
  (INT) +3
  Evasion
  (DEX) +5
  Human Perception
  (EMP) +3
  Local Expert
  (INT) +4
  Marksmanship
  (REF) +3
  Perception
  (INT) +3
  Persuasion
  (COOL) +4
  WEAPONS
  NAME
  DAMAGE
  Heavy Pistol
  3d6
  Medium SMG
  2d6
  ARMOR
  Light Armorjack
  Head Armor
  11
  Body Armor
  11
  CYBERWARE
  GEAR
  Cyberaudio
  (Amped Hearing)
  Adds +1 to any 
  sound-related 
  task check.
  100 Euro 
  Bucks in 
  Unmarked 
  Bills
  Cyberoptics
  (Low Light)
  Can see clearly 
  in dim light 
  (faint moonlight, 
  distant street 
  lamps).
  Agent w/ 
  Pseudo AI 
  Secretary
  A pocket sized 
  machine which 
  functions as a 
  computer and 
  a phone. This 
  Agent has a 
  secretary 
  program.
  BACKGROUND
  MOTIVATION
  GOALS
  FRIENDS
  ENEMIES
  ROMANCE
  PERSONALITY
  FIXER
  
  You were re-born with a 
  gun in your hand—the flesh 
  and blood hand, not the 
  metallic weapons factory 
  that covers most of your 
  other arm.
  Whether as a freelance guard and 
  killer-for-hire, or as one of the Corpo-
  rate cybersoldiers that enforce business 
  deals and the Company’s “black oper-
  ations”, you’re one of the elite fighting 
  machines of the Age of the Red. Most 
  Solos put in military time during the 4th 
  Corporate War in a Corporate army or 
  one of the Government’s current “police 
  actions” around the country. As the battle 
  damage piles up, you start to rely more 
  and more upon tech—cyberlimbs for 
  weapons and armor, bio-program chips 
  to increase your reflexes and awareness, 
  combat drugs to give you that edge over 
  your opponents. When you’re the best of 
  the best, you might even leave the ranks 
  of Corporate samurai and go ronin—
  freelancing your lethal talents as a killer, 
  bodyguard or enforcer to whoever can 
  pay your very high fees. Sounds good? 
  There’s a price—a heavy one. You’ve 
  lost so much of your original meat body 
  that you’re almost a machine. Your killing 
  reflexes are so jacked up that you have 
  to restrain yourself from going berserk 
  at any moment. Years of combat drugs 
  taken to keep the edge have given you 
  terrifying addictions. There are few peo-
  ple you can trust anymore. One night you 
  might sleep in a penthouse condo in the 
  City, the next in a filthy alley on the Street. 
  But that’s the price of being the best. And 
  you’re willing to pay it. Because you’re a 
  Solo.
  MOVER
  SOLO
  
  Mover, Solo
  ROLL
  INT
  REF
  DEX
  TECH
  COOL
  WILL
  LUCK
  MOVE
  BODY
  EMP
  1
  5
  8
  5
  4
  9
  8
  6
  6
  10
  6
  2
  5
  10
  6
  3
  9
  10
  6
  6
  10
  4
  3
  6
  10
  5
  3
  9
  10
  7
  5
  8
  5
  4
  6
  9
  5
  6
  9
  9
  5
  6
  8
  4
  5
  5
  10
  6
  3
  10
  10
  6
  6
  8
  4
  6
  6
  10
  7
  4
  8
  10
  5
  7
  9
  5
  STARTING HITS
  SERIOUSLY WOUNDED
  DEATH SAVE
  SKILLS
  Athletics
  (DEX) +5
  Brawling
  (DEX) +4
  Concentration
  (WILL) +4
  Education
  (INT) +2
  Evasion
  (DEX) +5
  Interrogation
  (COOL) +3
  Local Expert
  (INT) +3
  Marksmanship
  (REF) +6
  Melee Weapon
  (DEX) +5
  Perception
  (INT) +5
  Persuasion
  (COOL) +2
  Stealth
  (DEX) +3
  WEAPONS
  NAME
  DAMAGE
  Assault Rifle
  5d6
  Cyberarm
  1d6
  Knife
  1d6
  Rippers
  2d6
  ARMOR
  Heavy Armorjack
  Head Armor
  15
  Body Armor
  15
  CYBERWARE
  GEAR
  Cyberarm
  w/ Rippers
  Rippers 
  concealed in a 
  cyberarm.
  Agent
  A pocket-sized 
  machine which 
  functions as a 
  computer and a 
  phone.
  Cyberleg
  w/ Jump 
  Boosters
  You can leap 6 
  m/yds straight 
  up, or make a 
  running jump of 
  up to 8 m/yds.
  Cyberoptic
  (Targeting)
  A built in 
  targeting sight 
  allows you to add 
  +1  to 
  Marksmanship.
  BACKGROUND
  MOTIVATION
  GOALS
  FRIENDS
  ENEMIES
  ROMANCE
  PERSONALITY
  SOLO
  
  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. 
  Your cousins on the open seas have 
  taken over the huge container ships and 
  turned them into the Nomad convoys 
  keeping civilization running. Your Del-
  tajock fam-boys keep the supply lines 
  to the Orbital Highriders open. If it has 
  to get somewhere and get there safely, 
  Nomads get the job done. Your vehicles 
  are well armored and bristling with stolen 
  weapons; miniguns, rocket launchers , 
  and the like. Every kid knows how to use 
  a rifle, and everyone packs a knife. Like 
  modern day cowboys, you ride the hard 
  trail. You’ve got a gun, a bike, and that’s 
  all you need. You’re a Nomad.
  RACER
  NOMAD
  
  Racer, Nomad
  ROLL
  INT
  REF
  DEX
  TECH
  COOL
  WILL
  LUCK
  MOVE
  BODY
  EMP
  1
  6
  10
  9
  4
  7
  9
  7
  7
  5
  6
  2
  5
  9
  7
  5
  9
  9
  9
  7
  7
  3
  3
  6
  8
  8
  4
  7
  8
  8
  5
  7
  4
  4
  7
  9
  7
  5
  8
  8
  8
  7
  7
  4
  5
  7
  10
  9
  5
  7
  10
  10
  7
  7
  4
  6
  6
  8
  9
  6
  8
  7
  8
  7
  5
  3
  STARTING HITS
  SERIOUSLY WOUNDED
  DEATH SAVE
  SKILLS
  Athletics
  (DEX) +4
  Brawling
  (DEX) +4
  Concentration
  (WILL) +4
  Driving
  (REF) +7
  Education
  (INT) +2
  Evasion
  (DEX) +5
  Local Expert
  (INT) +2
  Marksmanship
  (REF) +5
  Melee Weapon
  (DEX) +6
  Perception
  (INT) +5
  Persuasion
  (COOL) +2
  Tracking
  (INT) +3
  WEAPONS
  NAME
  DAMAGE
  Rippers
  2d6
  Shotgun
  5d6
  Very Heavy Pistol
  4d6
  ARMOR
  Heavy Armorjack
  Head Armor
  15
  Body Armor
  15
  CYBERWARE
  GEAR
  Cyberoptic
  (Low Light)
  Can see clearly 
  in dim light
  (faint moonlight, 
  distant street 
  lamps).
  Agent
  A pocket-sized 
  machine which 
  functions as a 
  computer and a 
  phone.
  Rippers
  Three inch 
  carbo-glass 
  claws in your 
  fingers for cutting 
  and stabbing.
  Groundcar
  A sedan-style 
  ground card with 
  enough room to 
  hold 6 people.
  BACKGROUND
  MOTIVATION
  GOALS
  FRIENDS
  ENEMIES
  ROMANCE
  PERSONALITY
  NOMAD
  
  You’re a brain burning 
  computer hacker & master 
  of the Post-NET cyberverse 
  in the Age of the Red. 
  At three, your parents bought you an old 
  Kirama LPD-12 cyberdeck with Zetatech 
  526 optical goggles (you were too young 
  for interface plugs), and your life was 
  changed. By fifth grade,you were already 
  using REFRAME-G1s meta-program-
  ming to crack into the school district’s 
  system and change your grades. When 
  you were thirteen, you shifted enough 
  funds out of unprotected Trans-American 
  Bank accounts to finance your first neural 
  interface plugs. You couldn’t wait to run 
  high and fast with the other Gods of the 
  Net—Bartmoss, Magnificent Curtis, and 
  the rest. Then the 4th Corp War blew the 
  Old NET apart. The R.A.B.I.D.S. made 
  NET travel a suicide run; the Nodes were 
  fragmented or corrupted. But there were 
  still places to run. You just had to go there 
  and jack in the hard way. You traded in 
  sitting on the couch for a Bodyweight 
  Combat bodysuit and Virtuality 5 interface 
  goggles to mesh NET with meatspace. 
  The systems you cracked were smaller, 
  but even deadlier. Now you’re really part 
  of a team, with Solos to cover your back, 
  Medtechs to restart your heart if the ICE 
  gets you, and Techs to help you hot-wire 
  your cyberdeck for more speed and soft-
  ware deployment. Now, nothing can stop 
  you. 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.
  REDEYE
  NETRUNNER
  
  Redeye, Netrunner
  ROLL
  INT
  REF
  DEX
  TECH
  COOL
  WILL
  LUCK
  MOVE
  BODY
  EMP
  1
  6
  7
  10
  7
  8
  4
  10
  5
  5
  3
  2
  7
  10
  8
  6
  10
  3
  10
  7
  6
  4
  3
  7
  9
  10
  7
  8
  6
  8
  7
  7
  5
  4
  5
  10
  7
  7
  10
  4
  7
  7
  5
  3
  5
  6
  9
  8
  6
  8
  5
  8
  6
  5
  6
  6
  5
  9
  7
  7
  8
  6
  7
  6
  5
  4
  STARTING HITS
  SERIOUSLY WOUNDED
  DEATH SAVE
  SKILLS
  Athletics 
  (DEX) +2
  Basic Tech
  (TECH) +3
  Brawling
  (DEX) +4
  Concentration 
  (WILL) +6
  Education
  (INT) +6
  Evasion
  (DEX) +3
  Interface
  (—) +7
  Local Expert
  (INT) +2
  Marksmanship
  (REF) +3
  Perception 
  (INT) +4
  Persuasion
  (COOL) +2
  Stealth
  (DEX) +6
  WEAPONS
  NAME
  DAMAGE
  Heavy Pistol
  3d6
  ARMOR
  Bodyweight Suit
  Head Armor
  11
  Body Armor
  11
  CYBERWARE
  GEAR
  Interface 
  Plugs
  Sockets that 
  allow user to 
  interface with 
  machines and 
  cybertech.
  Agent
  A pocket-sized 
  machine which 
  functions as a 
  computer and a 
  phone.
  Cyberdeck & 
  Cables
  A pocket-sized 
  machine used for 
  Netrunning.
  Three Programs
  Speedy Gonzalvez
  Banhammer
  Flack
  One Black ICE
  Hellhound
  BACKGROUND
  MOTIVATION
  GOALS
  FRIENDS
  ENEMIES
  ROMANCE
  PERSONALITY
  NETRUNNER
  
  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 screw-
  drivers and a wrench in your pockets. 
  Computer down? No problem. Hydro-
  gen 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 has broken the back of the 
  supply chain. You can make some good 
  bucks fixing everyday stuff, but for the 
  serious money, you need to tackle the 
  big jobs. Illegal weapons. Illegal or sto-
  len cybertech. Corporate espionage 
  and counter-espionage gear for “black 
  operations”. If you’re any good, you’re 
  making a lot of money. And that money 
  goes into new gadgets, hardware, and 
  information. Your black market work 
  isn’t just making you friends—it’s also 
  racking you up an impressive number of 
  enemies as well—so you invest a lot in 
  defense systems and, if really pushed to 
  the wall, call in a few markers on a Solo 
  or two. Your cousin down the street is a 
  Medtech. In a world where half of med-
  icine is related to mechanics, it makes 
  sense. He can do a black market surgi-
  cal technique faster than you can fix a 
  toaster,and the Solos are always running 
  to him to patch up wounds or install new 
  cybernetics. Both of you are addicted to 
  tech in all its forms, whether metallic or 
  medical. That’s what makes you a Tech. 
  TORCH
  TECH
  
  Torch, Tech
  ROLL
  INT
  REF
  DEX
  TECH
  COOL
  WILL
  LUCK
  MOVE
  BODY
  EMP
  1
  10
  10
  5
  9
  3
  5
  7
  6
  5
  6
  2
  10
  7
  6
  9
  3
  5
  5
  5
  6
  6
  3
  10
  7
  5
  10
  4
  3
  7
  5
  7
  6
  4
  8
  8
  5
  10
  4
  4
  7
  6
  5
  5
  5
  7
  7
  7
  9
  4
  3
  6
  6
  6
  7
  6
  10
  10
  7
  8
  4
  5
  6
  6
  7
  6
  STARTING HITS
  SERIOUSLY WOUNDED
  DEATH SAVE
  SKILLS
  Athletics
  (DEX) +2
  Basic Tech
  (TECH) +7
  Brawling
  (DEX) +2
  Concentration
  (WILL) +4
  Cybertech
  (TECH) +5
  Education
  (INT) +6
  Evasion
  (DEX) +5
  Local Expert
  (INT) +4
  Marksmanship
  (REF) +3
  Melee Weapon
  (DEX) +3
  Perception
  (INT) +4
  Persuasion
  (COOL) +3
  WEAPONS
  NAME
  DAMAGE
  Big Knucks
  2d6
  Heavy Pistol
  3d6
  Shotgun
  5d6
  ARMOR
  Light Armorjack
  Head Armor
  11
  Body Armor
  11
  CYBERWARE
  GEAR
  Cyberarm w/ 
  Big Knucks
  Big Knucks 
  concealed in a 
  cyberarm.
  Agent
  A pocket-sized 
  machine which 
  functions as a 
  computer and a 
  phone.
  Cyberoptic
  (Camera)
  Images can be 
  recorded on the 
  built-in  chip and 
  downloaded.
  Technical 
  Tool Box & 
  Tools
  A large box filled 
  with a number of 
  tools to allow you 
  to make repairs 
  on basic tech & 
  cybertech.
  BACKGROUND
  MOTIVATION
  GOALS
  FRIENDS
  ENEMIES
  ROMANCE
  PERSONALITY
  TECH
  
SOURCE: textdata/thevault/Cyberpunk/Cyberpunk Red/Jumpstart Kit/RTG-CPR-JumpstartPregens.pdf