Professional Documents
Culture Documents
Cyberpunk 2077
Cyberpunk 2077
Character Creation
Receive 20 points to purchase Equipment, Cybernetics, and Quickhacks
All of these cost 1 point per die (1 for d6, 2 for d8, 3 for d10, and 4 for d12)
If there is no die value, Cybernetics cost either [1 Talent or 1 point] per level
Mods cost 1 point per level regardless
Limitation: Cyberdecks cannot use Quickhacks with a die value higher than its own
Cyberdecks: Program Slots is the number of programs that may be installed; each time Cyberdeck is used in a die
pool, Step down the die once; Cyberdeck resets at the beginning of a new scene
Berserk & Sandevistan Step down their die value at the end of each action that the character takes
Cybernetics
All Characters have a
o Cyberdeck: Fuyutsuki Electronics d4
2 Program Slots
Ping Grade I
Equipment
Melee Weapons
Blade d6 – d12
Armor Piercing: Step up the Stress die once if the target uses Armor in their resistance pool
Bleeding: If you attack roll exceeds the defense of the target by 5 or more, inflict the Bleeding Condition equal to
the Effect die stepped down once
Bludgeon d6 – d12
Pick one of these
Heavy: Step down your Bludgeon die once to Step up the Stress die once
Shock: Step up the Stress die once if the target is a robot, drone, or vehicle (reduce base die by one step)
Ranged Weapons
Pistol d6-d8
Shotgun d8-d10
Slug Ammo: Step down your Shotgun die once to step up the Stress die once, or twice if you spend a Plot Point
Buckshot: Step down your Shotgun die to add an additional Shotgun die to the dice pool and keep one additional
Stress die to inflict against a second target
SMG d6 – d8
Burst Fire: Step down your SMG die once to include two additional SMG dice and keep one additional Stress die
to inflict against a second target
Grenade
Grenades 2d10
Explosive: Step down Stress die to inflict against everyone in a Zone
Expendable: Each time you use Grenades, reduce the number of dice by 1; Recover at the end of a Session or
spend a Plot Point to Recover once
Pick one of the following:
Fire: Step down the Effect die once to cause the Stress to be inflicted as a Complication of On Fire equal to the
Stress die
EMP: Step up the Stress die if the target is a drone, android, or mecha
Frag: Step up the Stress die if the target does not have Armor in their defense
Flashbang: Instead of inflicting Stress, the Effect die is inflicted as a Complication of Flashbanged
Armor
Armored Clothing d4-d8
Combat Armor d10-d12
Impervious: Step down the Stress die once from weapons of (d6/d8) or lower
Cybernetics
Brain (3 slots)
Camillo Ram Manager: Spend a Plot Point to Recover your Cyberdeck die once
Ex-Disk: Your Cyberdeck may include Quickhacks that are no more than one die step higher its rating
Heal-on-Kill: When you defeat an enemy with a Quickhack, you may heal a Stress up to the Effect die
Mechatronic Core: Step up the Stress die of Quickhacks when used against drones, androids & mechas
Memory Boost: When you defeat an enemy with a Quickhack, Recover your Cyberdeck die once
RAM Upgrade: Step up your Cyberdeck die once but then step down your Effect die once
Self-ICE: Step up your Cyberdeck die once when you are targeted with a Quickhack
Eyes (1 slot)
Kiroshi Optics MK 1: Step up your Notice die when in any level of Darkness
Kiroshi Optics MK 2: Spend a Plot Point to Step down a die in the GMs pool against your Notice; Include MK 1; 2 mod
slots
Kiroshi Optics MK 3: You may make Notice checks against ‘hot’ target through a barrier; Include MK 1 & 2; 3 mod
slots
Mods
Explosives Analysis: Step up your Athletics die once when using Grenades
Target Analysis: non-lethal to all damage, no headshot bonus, smart weapons target limbs
Threat Detectors: You become aware of enemies that are aware of you
Trajectory Analysis: When making a called shot to the head, Step down your Skill die once to Step up your Effect
die twice
Trajectory Generator: requires Ballistic Coprocessor; When using a Ricochet weapon and you trigger its property:
Step down the Stress die once more and inflict it against a second target in the same Zone
Weakspot Detection: Targets Step down either their Armor or Scale die once against your weapon attacks
Cardiovascular (3 slots)
Adrenaline Boost: When you defeat an enemy, Step up your next Effect die once; this effect does not stack
Bioconductors: You may spend a Plot Point to Step up your Quickhack die once
Biomonitor: Once per Scene, when your Physical Stress would be increased to d12, Spend a Plot Point to ignore that
Stress
Bioplastic Blood Vessels: Once per Scene, you may Step Down your Physical Stress once, but not in response to
damage
Feedback Charge: When you fire a weapon after using its Tech ability, you may Step down one of your Stress Tracks
once
Microgenerator: When you Physical Stress is increased to d12 or above, spend a Plot Point to make a Stamina +
Labor + Cyberdeck attack against everyone in the same Zone
Second Heart: Once per Session, when you would be Taken Out by Physical Stress, you may spend a Plot Point to
instead be at d12 Physical Stress
Syn-lungs: Once per Round, when you would take a d4 Mental Stress, ignore it
Tyrosine Injector: When using hacking, Step up your Tech die once
Skin (2 slots)
Fireproof Coating: Immunity to Fire damage and the On Fire Condition
Grounding Plate: Immunity to Electrical & EMP
Heat Converter: While you are affected by the On Fire Condition, add the Condition to all Melee Attack pools
Optical Camo: Once per Scene, increase your Stealth die twice
Subdermal Armor: Gain d6/d8/d10/d12 Armor that can be combined with worn Armor
Supradermal Weave: Immunity to Bleeding Condition
Skeletal (2 slots)
Bionic Joints: Once per attack, when your Shoot dice pool would have a die Step down once, ignore it
Bionic Limb: Once per round, ignore d4 Physical Stress
Dense Marrow: When making a melee attack, you may Step up your Effect die once by taking d4 Physical Stress
Synaptic Signal Optimizer d6/d8/d10/d12: Add to rolls to resist damage; each time it is used in a Scene, Step down
once
Microrotors d6/d8/d10/d12: Add to rolls when attacking with a melee weapon; each time it is used in a Scene, Step
down once
Microvibration Generator: Spend a Plot Point to Step up the Effect die from a melee attack once
Titanium Bones: Step up your Labor die twice when performing feats of strength
Mods
Battery d6/d8/d10/d12: Step down after being used; Recover at the beginning of a Scene
Battery, RIN3U: Once per Scene, when you kill an opponent with this melee attack, remove all physical Stress
Knuckles, Animal: If you attack roll exceeds the defense of the target by 5 or more, inflict the Bleeding Condition
equal to the Effect die stepped down once
Knuckles, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist
damage
Knuckles, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
Knuckles, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more,
inflict the On Fire Condition equal to the Effect die stepped down once
Mods
Edge, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist damage
Edge, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
Edge, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more, inflict the
On Fire Condition equal to the Effect die stepped down once
Rotor d8/d10/d12: May add to an attack if the target makes a defense roll; Step down after being used; Recover
at the beginning of a Scene
Monowire d12
o 1/2/3 Mod Slots
o Armor Piercing: Targets cannot add worn Armor to the dice pool to resist attacks with this weapon
o Limited Power: Step down each time the weapon is used; Recover if you do an action that does not add
Monowire to the die pool
Mods
Battery d6/d8/d10: Step down after being used; Recover at the beginning of a Scene
Cable, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist damage
Cable, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
Cable, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more, inflict
the On Fire Condition equal to the Effect die stepped down once
Mods
Rounds, Chemical: damage becomes Chemical; Enemies cannot apply Armor or cybernetic Armor to resist
damage
Rounds, Electrical: damage becomes Electrical; Step up the Stress die if the target is a drone, android, or mecha
Round, Explosive: Physical Damage; Spend a Plot Point to inflict the Stress against all targets in the Zone
Rounds, Thermal: damage becomes Fire; If you attack roll exceeds the defense of the target by 5 or more, inflict
the On Fire Condition equal to the Effect die stepped down once
Rounds, Tranquilizer: Stress is inflicted to Mental Stress instead of Physical
Mods
Armored: While active, Step up your lowest die once when resisting damage
Beast Mode (counts as 3): Gain the effects of Armored, Bruising, and Invigorating
Bruising: While active, Step up melee Effect die once for each attack
Chained: You may spend a Plot Point to recover Berserker to the higher of d6 or one step higher than its current
value; This can only be done when not active
Devastating: Reduce the required attack roll to exceed defense roll to 3 for Sharpened
Extended: Once per Scene, when you would Step down your Berserk, ignore it
Focused: While active, once per attack, when your Shoot dice pool would have a die Step down once, ignore it
Invigorating: While active, once per round, you can Recover your Physical Stress once
Sharpened: While active, if you attack roll exceeds the defense of the target by 5 or more, Step up your Effect die
once
Sandevistan
Zetatech Sandevistan d6
Dynalar Sandevistan d8
o 3 Mod Slot
Qiant Sandevistan d10
o 3 Mod Slots
Militech Sandevistan d12
o 3 Mod Slots
Mods
Arasak Software: While active, enemies Step down the highest die in their Notice dice pools
Heatsink: You may spend a Plot Point to recover Sandevistan to the higher of d6 or one step higher than its
current value; This can only be done when not active
Micro-Amplifiers: When activated, remoses On Fire, Poisoned, and Bleeding
Neutransmittors: While active, if you attack roll exceeds the defense of the target by 5 or more, Step up your
Effect die once
Overclock Processor: Once per Scene, when you would Step down your Berserk, ignore it
Prototype Chip: Reduce the required attack roll to exceed defense roll to 3 for Neutransmittors
Rabid Bull: While active, when you defeat an enemy, Step down your Physical Stress once
Tyger-Paw: While active, when you defeat an enemy, Step down your Mental Stress once
Cyberdecks (1 slot)
Militech Paraline d4 (1 point)
o 2 program slots
o Program: Short Circuit d6
o Program: Reboot Optics d6
Biodyne MK 1 d6
o 3 program slots
Biotech MK 1 d6 (3 points)
o Once per Scene, when you Cybertech would step down, ignore it
o 3 program slots
Seacho Electronics MK 1 d6 (3 points)
o Stealth Quickhacks do not reduce your Cyberdeck rating
o 3 program slots
Tetratronic MK 1 d6 (3 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o 3 program slots
Biodyne MK 2 d8 (4 points)
o Once per Scene, when you Cybertech would step down, ignore it
o 4 program slots
Biotech MK 2 d8 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Once per Scene, when you Cybertech would step down, ignore it
o 4 program slots
Seacho Electronics MK 2 d8 (4 points)
o Stealth Quickhacks do not reduce your Cyberdeck rating
o 4 program slots
Stephenson Tech MK 2 d8 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Step up the Effect die of Combat Qiockhacks that inflict a Complication
o 4 program slots
Tetratronic MK 2 d8 (5 points)
o Once per Scene, Step up the Effect die of a damaging Quickhack
o Once per Scene, an Ultimate Quickhack does not reduce your Cyberdeck rating
o 4 program slots
Quickhacks
Combat
Contagion
d6/d8: Poisoned Condition equal to Effect die; If successful on target, step down the Effect die and apply it to one
other target in the same Zone
d10: Do not Step down the Effect die when it spreads
d12: Add to Cyberdeck: If a Quickhack affects one target, it now affects two in the same Zone; If it affects more
than one target, it now affects all targets in the same Zone
Overheat
d6: On Fire Condition equal to Effect die; Step down the Effect die vs drones, androids & mechas
d8, d10: On Fire Condition is added to opposing the afflicted character’s attacks
d12: On Fire Condition is added to opposing the afflicted character’s cyberware
Short Circuit
d6, d8: EMP damage; Step up Effect die vs drones, androids & mechas
d10, d12: Step up Effect die against Minor GMCs
Synapse Burnout
d6, d8: Add the opponents Physical Stress to you dice pool
d10: If this kills a target, Step down and inflict the Effect die as Mental Stress to all enemies in the same Zone
d12: Add to Cyberdeck: If any Quickhack you use kills a target, Step down and inflict the Effect die as Mental
Stress to all enemies in the same Zone
Control
Cripple Movement
d6: Crippled Condition
d8: Step down the Effect die and apply it to one other target in the same Zone
d10: Crippled Condition is added to opposing the afflicted character’s attacks
d12: Add to Cyberdeck: Inflict d4 Crippled to any target affected by your Quickhacks
Cyberware Malfunction
d6, d8: Disabled Condition, which adds to all pools against the character using Cybertech
d10: Step down the Effect die and apply it to one other target in the same Zone
d12: If the Disabled Condition exceeds d12, permanently remove one random Cybertech
Reboot Optics
d6: Blinded Condition
d8, d10, d12: Step down the Effect die and apply it to one other target in the same Zone
Weapon Glitch
d6: Weapon Disabled Condition
d8: Step down the Effect die and apply it to one other target in the same Zone
d10, d12: If the Weapon Disabled Condition exceeds d12, permanently remove one random Cybertech
Stealth
Memory Wipe
d6, d8, d10: Forgotten Condition
d12: Affects all enemies in the Zone
Ping
d6, d8, d10: Inflicts Revealed Condition to all connected to the selected target
d12: Able to use Cyberdeck actions on any target with the Revealed Condition, regardless of intervening barriers
Sonic Shock
d6: Deaf Condition
d8, d10: Also inflicts the Isolated Condition
d12: Add to Cyberdeck: When afflicting a target with a Quickhack, Step down the Effect die and inflict the
Isolated Condition
Whistle
d6, d8: Inflict the Alert and Approaching Condition
d10, d12: No long inflict the Alert Condition
Ultimate
Cyberpsychosis
d6, d8, d10: Berserk Condition
d12: Add to Cyberdeck: When an enemy is afflicted with your Quickhack, enemies no longer treat them as allies
Detonate Grenade
d6, d8, d10: Damage and effects based on the grenade the target has equipped
d12: Add to Cyberdeck: When you defeat an enemy with a Grenade, Recover your Cyberdeck once
Suicide
d6, d8, d10: Inflict Physical Stress based on the weapon the target has
d12: Add to Cyberdeck: When you defeat an enemy with Suicide, your next Ultimate Quickhack does not reduce
your Cyberdeck
System Reset
d6, d8, d10: Inflict the Unconscious Condition; any Stress or Condition done to the target will remove this
Condition automatically
d12: Add to Cyberdeck: When you defeat an enemy with Suicide, your next Quickhack does not reduce your
Cyberdeck