Cyberpunk

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

Cyberpunk Optional Rules

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

Artificial Intelligence

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

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

Brainslides

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

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

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

Engrams

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

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

Netrunning

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

Jacking In

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

PC Avatars

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

Interacting with Cyberspace

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

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

Cyberspace Directory

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

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

Glitches

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

Ejection Glitches

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

Corporate Currency

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

Drugs

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

Activation

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

Overdose

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

Addiction

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

Tolerance

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

Recovery

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

Common Drugs

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

Inflation

Prices in cyberpunk settings are often volatile.

Planned Obsolescence

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

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

Rumors, Advertisements, and Headlines

d20Headline/Rumor
1“New Kaisha cyberarm recalled due to ‘strangling incidents’.”
2“Weather control satellite glitch causes snow in July.”
3“Rogue AI shuts down transit grid for hour.”
4“Celebrity found dead, then alive, then dead again.”
5“New street drug ‘Vortex’ turns users’ eyes purple.”
6“Megacorp merger creates global monopoly on water.”
7“Hacker group ‘Null Set’ leaks politician’s browser history.”
8“Cyber-rabies outbreak in lower city.”
9“Food riot at Sector 7 distribution center.”
10“Gene-hacked pets: Cute or carnivorous?”
……
(Table truncated for brevity, standard d20 list)

GM Advice and Tools

Changing a Character’s Focus

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

Character Reputations and Relationships

Reputation is currency.

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

GM Intrusions for Combat

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

GM Intrusions for Cybernetics

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

Dystopia

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

Environment

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

Health

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

Police

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

SHITS (Sudden Hardware-Induced Traumatic Stress)

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

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

Technology

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

Wild Events

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

Forced Downtime

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

Lasting and Permanent Damage

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

Rewards and Loot

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

Splitting XP

Standard Cypher System XP rules apply.

Miscellaneous Tech Optional Rules

3D Printing

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

Hacking

Hacking is an Intellect task.

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

Cyberpunk Character Options

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

Cyberpunk Types

Solo (Warrior)

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

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

Hotshot (Explorer)

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

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

Broker (Speaker)

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

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

Tech (Adept)

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

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

Standard Cyberpunk Abilities

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

Tier 1

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

Tier 2

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

Tier 3

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

Tier 4

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

Tier 5

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

Tier 6

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

Cyberpunk Descriptors

Addicted

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

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

Corpo

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

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

Engram

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

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

Furious

You are angry at the system.

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

Luddite

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

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

Cyberpunk Foci

Embeds Stealthtech

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

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

Explores Cyberspace

You are a netrunner.

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

Hacks the Network

You manipulate the connected world around you.

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

Has a Custom Drone

You have a robotic companion.

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

Has Eyes Everywhere

You use sensors and cameras to see what others miss.

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

Is a Walking Tank

You are heavily cybered for combat.

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

Knows Everything

You are an info-broker.

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

Packs Chromed Heat

You love guns, specifically cyber-guns.

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

Cyberpunk Cyphers and Artifacts

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

Cyphers

Manifest Cyphers

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

Pharmaceutical Cyphers

Pills, injectables, or patches.

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

Apps as Cyphers

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

Malware Cyphers

Aggressive apps designed to harm.

Random Cyberpunk Cyphers

d20CypherEffect
1Danger DaemonLevel 5. Predicts immediate physical danger, easing Speed defense tasks for one minute.
2Death by a Thousand CutsLevel 6. Nanobots cloud a target, dealing 1 point of damage per round for ten rounds.
3Drug BlockerLevel 4. Immediately clears the effects of any drug or toxin.
4Fastest KeysLevel 5. Grants two assets to hacking tasks for one minute.
5Ghost DefenseLevel 6. Makes the user invisible to electronic sensors for ten minutes.
6Knowledge EnhancementLevel 4. Downloads a skill into the user’s brain for 1 hour.
7Lockout HackLevel 5. Bricks a mechanical lock or electronic keypad permanently.
8Logic BombLevel 7. Explodes in a network, dealing 7 Intellect damage to all netrunners in the node.
9Skill BoostLevel 4. Eases all tasks related to one skill for ten minutes.
10VigilanceLevel 5. The user cannot be surprised for one hour.
………
(Table truncated for brevity)

Artifacts

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

Example Artifacts

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

Cyberpunk Equipment, Cybernetics, and Vehicles

Cyberpunk Equipment

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

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

Selling Equipment

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

Weapon Variations

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

Weapons

Light Weapons

(2 points of damage, attack eased)

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

Medium Weapons

(4 points of damage)

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

Heavy Weapons

(6 points of damage)

ItemPriceNotes
Assault rifle$1,400Long range, rapid-fire
Double-barrel shotgun$800Immediate range, rapid-fire
Heavy katana$1,000
Heavy pistol$800Long range
Heavy Raptor® pistol$1,700Long range, AI-assisted
Heavy rifle$1,000300ft range
Heavy sniper rifle$1,800Very long range
Heavy Sekhmet® rifle$1,800Long range, +1 fire damage
Heavy Sukurajima® pistol$1,700Long range, +1 electricity damage
Heavy Xaphan® pistol$1,500Long range, +1 fire damage
Heavy Zeerok pistol$350Short range, no reload
Omega bat®$200
Single-barrel shotgun (auto)$1,300Immediate range, rapid-fire
Single-barrel shotgun (pump)$800Immediate range, rapid-fire

Ammunition

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

Weapon Attachments

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

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

Armor

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

ItemPriceArmorSpeed Effort Cost
Heavy leather jacket$3001+2
Kevlar vest$8002+3
Riot gear$1,5002+2
Military body armor$4,0003+4
Riot shield$200—— (+Asset Speed Def)

Entertainment

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

Food, Drink, and Healthcare

ItemPriceNotes
Admiral Snack Bar®$125Meal replacement or free recovery roll.
Antivenom serum$1,000Neutralizes poison.
Biomonitor chip$500Tracks vitals, calls EMS.
Chemsleep$500Sleeping pills (10).
Emergency medical visit$5,000Per day.
First-aid kit$100Asset to healing.
Health insurance$500-3000Monthly.
Immortech field dressing$5002 Assets to healing.
Mealz$50Processed food paste.
Remedy serum$1,000Restores 3 Pool points.
Resurrection® cocktail$5,000Stabilizes dying patient.
RxHypo3D$5,000Prints 10 doses of medicine.
Therapeutic drugs$100-900Weekly anti-SHITS meds (Chrome balance, etc.).
Therapy session$3001 hour.

Miscellaneous Items

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

Clothing and Worn Items

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

Housing

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

Cybernetics

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

Arm Cybernetics

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

Brain Cybernetics

Limit 2.

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

Eye Cybernetics

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

Face Cybernetics

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

Foot Cybernetics

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

Full-Body Cybernetics

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

Genitalia Cybernetics

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

Gut Cybernetics

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

Hand Cybernetics

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

Heart Cybernetics

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

Leg/Muscle/Nervous/Skeleton/Skin

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

Cyberpunk Vehicles

Unless noted, all vehicles are hackable.

Vehicles List

VehiclePriceLevelNotes
Car, luxury$100k6Flying option common.
Car, sedan$30k44 passengers.
Car, sports$55k6Very fast.
Car, utility$30k5SUV/Offroad.
Mech, battle—7Armor +3, Weapons.
Motorcycle, cruiser$3k3
Motorcycle, dirt bike$5002Offroad.
Motorcycle, interceptor$75k4Armored, Gun.
Motorcycle, monowheel$10k3Fast, Gun.
Skates, powered$5003
Tank, hover—7Flying tank.
Tank, spider—7Walking tank.
Truck, big rig$125k5Heavy hauler.
Van, cargo$25k4
Wheelchair, motorized$3k3All-terrain.

Aftermarket Customizations

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