Cyberpunk: Playbooks

Jockey

Who are you?

They close in fast, guns blazing. The roar of engines. Screaming, shredding tires. Objects in mirror are further than they appear.


Street racer, getaway driver, shit-hot pilot. If it has wings, wheels or whatever, you can drive it, and drive it like it was part of you.

Gear

  • 2 cred
  • A handy gun that fits in the glovebox
  • Choose one: A big ass wrench or other hand weapon
  • Choose one: an armor jacket or synth leathers.
  • One piece of cyber (optional)

Moves

You get Sweet Ride and Leaf on the Wind, chose one more.

Sweet Ride

Get a drone or a vehicle, you may choose an extra strength, look or sensor for your vehicle.

A Leaf on the Wind

When piloting a vehicle in a high stress situation, roll Cool. On a 10+, hold 3. On a 7-9, hold 2. Spend your hold, 1-for-1, to do one of the following:

  • Ignore all harm from an incoming attack
  • Pull off a death-defying stunt
  • Quickly close the gap between yourself and a target
  • Pull someone’s ass out of the fire
  • On a miss, hold 1 anyways but something goes terribly wrong before this is all over.

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did for your first piece of cyberware.

Eye in the sky

When helping or interfering while piloting a drone, roll Chrome instead of Links.

Gotta catch em all

Get another vehicle or drone. You may choose an extra strength, look or sensor for your vehicle.

Daredevil

When you drive straight into danger without hedging your bets, you get +1 armour. If you take one or more harm, mark experience.

Take the stairs

When driving/piloting a vehicle, you're able to go places that normally wouldn't support or allow a vehicle to pass. Up/down stairs, ramp off a wagon, diagonally through an alley. Roll Chrome. On a 10+, you pull it off without a hitch. On a 7–9, it works, but there's a catch: it slows you down, damages the vehicle or another hard choice.

Tail

When you check out a scene from your vehicle, roll Cool.

Fixer

Who are you?

Everybody need something, and baby, you got what they need.


You get the job done. You have all the connections, lines on supplies, and most important, a plan. Some call you the mastermind, some call you the boss, but the important thing is that sooner or later, they all call you.

Gear

  • 3 cred
  • A nice pistol and a hand weapon OR a customized weapon
  • An +encrypted phone
  • Choose one: an armor jacket, armored clothing
  • A flashy ride OR a small flat to as a base of operations
  • One piece of cyber (optional)

Moves

You get "Here's the plan" and "Moonlighting", choose one more.

Here’s the plan

When you plan a Mission, everyone to whom you assign a task takes +1 ongoing while they act on that task according to the plan. Anyone who rolls a miss or goes off the plan loses their bonus for that mission. If you get paid, mark experience.

Moonlighting

Whenever there’s a stretch of downtime in play, or between sessions, you can choose an angle to work. Detail the job and people involved and roll with Cool.

  • On a 10+, you can choose to profit 1 credit from the job, or gain one [influence] on the target.
  • On a 7–9, you still get the 1 cred profit, but something went wrong. Your crew got caught, left tracks or some other catastrophe.
  • On a miss, catastrophe all around.

Reputation

When you meet someone important (your call), roll with Cool. On a hit (7+), they’ve heard of you, describe what they’ve heard, they’ll respond accordingly.

  • On a 10+, take +1 forward with them.
  • On a miss, they’ve heard of you, but the MC will decide what they’ve heard.

Backup

You have a group of “associates” who provide security. This is a small gang of 5-10 hired thugs (2-harm 1-armour). Pick 2:

  • Your associates are well armed, add 1 harm
  • Your associates are well armored, add 1 armor and +obvious
  • Your associates are ex-military, +disciplined
  • Your associates are more than muscle to you, +loyal
  • Your associates have bikes or a couple of other vehicles, +mobile
  • You have a large group of associates (15-30)

Balls in the air

choose an extra angle when Moonlighting.

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.

Smooth

When you help or interfere with someone, roll Empathy instead of Links.

Word on the street

When you research by listening to or recalling street level gossip, take an additional [influence], even on a miss.

Methodical

When you layout your plan for a mission with others, roll with Mind.

On a 10+, hold 3.
On a 7-9, hold 2. Spend your hold during the mission to do one of the following:

  • Have someone show up with or without warning
  • Reveal an escape route where none existed previously
  • Supply someone with a vital piece of equipment or intel when the need arises

On a miss, hold 1 anyways, but the MC will introduce a serious complication during the mission.

Solo

Who are you?

The streets are hard and dangerous, but so are you. Fists or firearms, you can lay down as much hurt as a small gang - and that’s when you’re in a good mood. Your client is always your second best customer, behind the nearest hospital.

Gear

  • 2 cred
  • A Pistol
  • A Melee weapon
  • A Serious weapon
  • Choose one: Body armor OR an armored jacket AND a Hardcore weapon
  • One or two pieces of cyber

Moves

Choose three.

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.

Emotionless

When you Staredown someone, roll Chrome. On 10+ you may optionally make eye contact with an NPC present, who freezes or flinches and can’t act until you break it off. On a miss, the NPC identifies you as their primary threat.

Mostly Machine

When you make the harm move, subtract your Chrome from your roll.

Loaded for bear

choose another custom weapon.

Mil specs

When you FNFF, you count as a small gang.

Trained eye

When you evaluate a person, vehicle, drone or gang, roll Hard. On a 10+, you may ask, “How are you vulnerable to me?”

Exit strategy

You always have an escape route. When shit hits the fan and you run away, roll with Cool.

    On a 10 up, you get away, and end up in a safe place.
    On a 7-9, you get away, but choose one: you cause a big scene; you run directly into something worse; the scariest person there gets an [influence] on you.

Ruthless

When you inflict harm, you may choose to inflict +1 harm.

Battle

When you succeed at FNFF, choose an additional option from the list.

Techie

Who are you?

When people see a cyberpsycho, they dive for cover. When they see you with a wrench, they evacuate a three block radius. Your coffee machine upgrade included tracks and a motion-tracking minigun. There aren’t many systems you can’t break into, but for those rare cases, you have custom-built tools, bombs and coffee makers.

Gear

  • 2 cred
  • A choice between an upgraded and customized Pistol, and a Serious weapon
  • A Melee weapon
  • Choose one: a drone, a vehicle, a hardcore weapon OR an old broken suit of powered armor (it will take a lot of work and money to fix, but the chassy's solid)
  • A huge array of tools and gadgets.
  • One or two pieces of cyber

Moves

You get "Expert", choose two more.

Expert

Choose one area of expertise:

  • Mechanic: you are an expert in the construction, maintenance and operation of vehicles & drones; You have a faithful autonomous drone companion. When you Act Under Pressure with the help of your drone, roll with Chrome.
  • Splicer: you are an expert in cybernetics and biomodification; you may begin with one extra piece of cyberware; describe how you implanted this in yourself, but you need not describe how you paid for it
  • Gunsmith: you are an expert in armaments; you begin with an extra weapon.
  • Medic: you are an expert in medicine and pharmaceuticals; when you apply first aid, you heal one additional harm segment, even on a miss.
  • Pyrotechnician: you are an expert in chemistry and explosives; ignore the +dangerous tag for explosives
  • You start with appropriate equipment to your areas of expertise (e.g. surgery, electronics workshop, garage).

Blend in

When you’re about to be caught somewhere you shouldn’t be, but look and act like you belong there, roll Cool.

  • 10+: no one thinks twice about your presence until you do something to attract attention
  • 7-9: you’ll be fine as long as you leave right now, but if you do anything else, your presence will arouse suspicion

Bypass

When you attempt to subvert security measures (bypassing a locked door, disabling an alarm, camera or motion detector, etc), roll Cool.

  • 7+: you successfully bypass the system without leaving a trace
  • 10+: you gain some valuable insight into the facility’s security, gain [Influence]

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.

Jack of all trades

Choose one more area of expertise.

On it

When your areas of expertise are central to helping or interfering with a teammate, roll Mind instead of Links.

Workspace

You have a well stocked workshop. When you go into your workspace and dedicate yourself to making a thing, or to getting to the bottom of something, decide what and tell the MC. The MC will tell you “sure, no problem, but...” and then 1 to 4 of the following:

  • It’s going to take hours/days/weeks/months of work;
  • First you’ll have to get/build/fix/figure out ___;
  • You’re going to need ___ to help you with it;
  • It’s going to cost you a lot of cred;
  • The best you’ll be able to do is a crap version, weak and unreliable;
  • It’s going to mean exposing yourself (plus colleagues) to serious danger;
  • You’re going to have to add ___ to your workplace first;
  • It’s going to take several/dozens/hundreds of tries;
  • You’re going to have to take ___ apart to do it.

The MC might connect them all with “and,” or might throw in a merciful “or.” Once you’ve accomplished the necessaries, you can go ahead and accomplish the thing itself. The MC will stat it up, or spill, or whatever it calls for.

Technical Savant

You have an inherent knowledge of machines and tech. When you spend some time studying a piece of equipment, roll with Chrome.

    On a 10+, ask 2. On a 7-9, ask 1:
  • For what purpose was this created?
  • How can I safely dismantle or replicate this?
  • Who or what created this?
  • Is something wrong with this? If so, how can I fix or exploit it?
  • What is this, really?
  • What is its true worth?
  • On a miss, something unexpected goes wrong with your study or the equipment.

Craftsperson

You can ignore one requirement set by the MC while using your Workspace.

Gearhead

When you put your technical know-how to use in the field, roll with Chrome.

    On a 10+, choose two. On a 7-9, choose one:
  • You produce the perfect gadget for the circumstance
  • You create a golden opportunity for yourself and/or others.
  • Take definite hold of something vulnerable or exposed.
  • On a miss, you make a mistake or false assumption that gets you or someone you’re working with into a tight spot.

Hacker

Who are you?

Jacked into the Mesh. Mark found. Login boosted...what kind of name is Crash Override?


You crack firewalls for breakfast and wash them down with paydata and waaaay too much coffee. You think code and breathe binary, there is no system you can’t hack into.

Gear

  • 2 cred
  • A heavily upgraded pistol
  • Choose one: armored clothing or an armored jacket
  • Choose one: a mobile command center (which is also a crappy old van), a +flashy motorcycle, or a tiny or small size semi-autonomous drone.
  • One piece of cyber (optional)

Moves

You get Console Cowboy, chose two more.

Console cowboy

When you Hack, choose an extra option from the list. Even if you roll a miss.

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.

Digital pickpocket

You're good at spotting suspicious files and data. While you're infiltrating a system, you may roll Chrome to search for some paydata. 10+ Jackpot, you find something worth 1 cred, plus choose two from the list below. On 7-9, you find something worth 1 cred, but only choose 1 from below.

  • It's valuable (+1 cred)
  • It's easy to find a buyer
  • It's untraceable

Neural scarring

You have +1 armor against damage delivered by network or Black ICE.

Virtual Rep

When you appear in the Matrix with a recognisable avatar, roll Chrome for Manipulate and Standoff. When your reputation gets you into trouble, mark experience.

Search optimization

When you research a topic in the Matrix, you may always ask a follow up question. On a 10+, take an additional [influence].

Tech support

When you help a team member while jacked into the matrix, roll Mind instead of Links.

Digital Savant

You have vast knowledge of networks and tech. When you spend some time studying a program, network or database, roll Mind.

    On a 10+, ask 2. On a 7-9, ask 1:
  • For what purpose was this created?
  • How can I safely dismantle or replicate this?
  • Who or what created this?
  • Is something wrong with this? If so, how can I fix or exploit it?
  • What is this, really?
  • What is its true worth?
  • On a miss, something unexpected goes wrong or you are found out.

Wired

When you are in the field and attempting to hack something locally, carry +1 forward on your roll.

Turing Test

Roll with Chrome when using Manipulate or Read a Person on an AI.

Operative

Who are you?

You could sneak up on ghosts. You consider million dollar security systems a good workout. It doesn’t matter the location or job: larceny, info or an old fashioned knife across the throat, you never leave a job unfinished or a trace you were there.

Gear

  • 2 cred
  • An easy-to-conceal Pistol
  • A Melee weapon
  • Choose one: a rifle or SMG
  • Tools for breaking & entering
  • Choose one: an armored jacket or armored clothes
  • One piece of cyber (optional)

Moves

You get "Covert Entry", and choose two more.

Covert entry

When you attempt to infiltrate a secure area alone, roll Cool. 10+: gain 3 hold 7-9: gain 1 hold.

    As the MC describes the infiltration and the security measures you must overcome, you may spend 1 hold to describe how you overcome the obstacle and:
  • Bypass a security system or guard.
  • Disable a security system you have bypassed.
  • Disable a guard.
  • Escape notice.
  • See or steal something worthwhile, gain [influence] and describe it.

Eye for detail

You are a master at tailing people and staking out locations. When you perform surveillance on a person or a place, roll Research and gain an extra [influence].

Assassin

When you attack unexpectedly, do +1 harm.

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.

Mother duck

When you infiltrate a location you can get your team in as well. When you spend hold to bypass a security system or guard or escape notice, your team may accompany you.

Plan B

When shit hits the fan and you have to get out, name your escape route and roll Cool.
10+: sweet, you’re gone
7–9: you can go or stay, but if you go it costs you: leave something behind, or take something with you; in either case, the MC will tell you what it is.
6-: you’re caught in a vulnerable position, half in and half out. The MC will make a move.

Sniper

When you set up a covered and concealed place to hide, roll Cool.

    10+: choose 3, 7-9: choose 2
  • Your site is well hidden
  • Your site has excellent cover
  • Your site has an excellent field of view
  • You have a similarly covered and concealed backup location
  • Your spot is well secured
  • Then describe your hide site.

Grace Under Fire

When you FNFF with melee weapon, roll with Cool instead of Hard.

Infiltration Specialist

When you infiltrate a place of power, roll with Cool.

    On a 10+, choose 2. On a 7-9, choose 1:
  • You discover an important secret or item
  • You arrive in a superior position
  • You leave no trace of your entry
  • On a miss, you are caught off-guard, pinned down or surrounded, MC’s choice.

Face

Who are you?

Some call you the faceman, some call you a grifter, but the truth is that you’re everybody. There isn’t a persona or accent you can’t do on the fly, and there isn’t a mark who you can’t talk into believing it. The only thing you do better than talking your way out of trouble, is talking your way into it.

Gear

  • 3 cred
  • Choose one: a customised Pistol or melee weapon
  • A set of really nice armored clothes
  • Choose one: a flashy vehicle or an extra piece of cyber
  • One piece of cyber (optional)

Moves

You get "Face", choose two more.

Face

When you attempt to talk your way into a secure area or situation, roll Empathy. 10+: gain 3 hold; 7-9: gain 1 hold.

    As the MC describes the NPCs and the security measures you must overcome, you may spend 1 hold to describe how you overcome the obstacle and:
  • Convince a staff or guard that you belong there.
  • Convince someone there to help you - even though they shouldn't
  • Misdirect or throw off security
  • Escape notice
  • Make someone slip up, gain an [influence] and describe it

Chromed

Choose another piece of cyberware at character creation or in downtime. Describe how you got it and paid for it the same as you did your first piece of cyberware.

Facetime

When you engage someone in face to face conversation without intervening technology, take +1 forward to Manipulate.

Impossible Reflexes

If you’re wearing non-armour fashion, you have 1-armour. If you’re wearing armour, use it instead.

Eye on the Door

You always have an escape route. When shit hits the fan and you run away, roll with Cool. On a 10 up, you get away, and end up in a safe place. On a 7-9, you get away, but choose one: you cause a big scene; you run directly into something worse; the scariest person there gets an [influence] on you.

Master of disguise

You can sell a persona so well that you set security forces at ease. Carry +1 forward while you are in disguise and your cover has not been blown.

Logic Puzzle

You’re especially good at confounding AI systems. Carry +1 forward when dealing with AIs. Obviously, the AI must be capable of communicating with you.

Skilled Interrogator

When you question someone and successfully roll research, you may ask 1 followup question to any on the list.

Spy

When you infiltrate a place of power, roll with Empathy.

    On a 10+, choose 2. On a 7-9, choose 1:
  • You discover an important secret
  • You find someone you’re looking for
  • You have a clear escape route open to you
  • On a miss, you are caught off-guard, pinned down, or surrounded, MC’s choice.