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VIEW FROM THE EDGE

whAt is A ChARACteR?

Most of you are going to use these rules to play Characters (aka Player Characters or PCs), personas you
control who exist in this ctional universe of 2045. This book is set up to give you a clear idea of how your
Characters think and act and how they work within the rules.

A Character is a role that you will be playing in the loose, impromptu play that makes up a roleplaying
session. For example, if your roleplaying group were staging a recreation of the movie Blade Runner, Rick
Deckard would be one of the Characters. Much like Harrison Ford, the person playing Rick in this adventure
would try to act out what they thought the Character would be doing in each scene of the "movie."

Do I Have to Dress Up?

Not really. Although there is a speci c style of roleplaying game called a LARP (or Live Action Role Play,
where people do dress up), most games are played by sitting around a table, imagining the scene described
by the GM, and then acting out what you think your Character would do in that situation. You don't have
to dress in costume, wave around plastic weapons or (God help us!) run around in the steam tunnels at
midnight. In fact, one of the best games we've ever heard about was played by a bunch of U.S. Army guys
stuck in a slit trench in Iraq. Yeah, you could say they were dressed appropriately (guns, gear, armor) but
you won't have to go that far.

whAt is the GAmemAsteR?

One of you will take on the role of the Gamemaster (or Referee): the person who presents the story to the
Players, controls any Characters not controlled by the Players (called Non-Player Characters or NPCs), and
applies and arbitrates the

rules of the game. The GM must have a rm grasp of the rules and the ctional background of the game. It's
the most demanding position in terms of energy and imagination, a lot like directing a lm when you can't
control all the actors. But it can be immensely satisfying as well. The GM uses the background of the game
world to devise plots into which they place the Players' Characters (or uses published adventures, several
of which are included in this book). They describe the situation to the Players as their Characters would
know it, and the Players describe what their Characters are doing to respond to the situation. The plot
generally ows from there, with the GM presenting obstacles, NPCs, and other elements in story form as
the Players continually decide what their Characters will do. And so, the Players and GM create a story
together.

How Do I GM?
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The best way is through trying it yourself. We have provided some examples of how to incorporate rules
into gameplay in the many sidebars throughout this rule book. The most important part is to be a good
storyteller—to try to vividly describe the world you are guiding people through, and to pose problems or
situations that challenge your Players. Challenge them, but don't squash them. Almost as important is the
need for the GM to be an impartial judge of the rules and effects of the game on their Players. Remember:
if you aren't interesting and you aren't fair, no one's going to want to star in your "movie." Good luck!

how Do the Rules Fit in?

Many situations come up during a game that require more than common sense to resolve. For example, if
you've never been in a re ght, it might be hard to judge how one would go. The rules give you a way to play
out those situations in a fair and

GaminG Keywords

Mission: A scenario with a de ned objective run by the GM and played by the PCs. Also known as a
scenario, adventure, or job.

Non-Player Character:

Aka a NPC. A Character played by the GM.

Player: A person playing a Character in the game.

Player Character : Also known as a PC. A Character played by a Player.

Role: A type of Character.

Each Role has a unique Role Ability.

Round: The amount of time it takes for every Character in a scene to take their Turn.

Skill: An area a Character has training in, such as Handguns or Science. Measured in Levels.

Statistic: Also known as a STAT. Physical, mental, and social attributes inherent to all people.

Turn: The amount of time it takes a Character to perform an Action. Roughly 3 seconds.

XdY: A way the game uses to tell you how many of what type of die to roll. For example, 1d6 means you
should roll a single d6.

23 VIEW FROM THE EDGE

consistent manner. When the outcome of an event is in question, you roll dice (Cyberpunk RED uses
tensided (d10s) and six-sided dice (d6s), and the result of the roll helps you determine what happens. Then
the GM generally applies the rules and results as required.

Okay, that should give you a handle on the basic concepts; now get on with the game!

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Some common termS in the time of the red

CHOOH2 : Pronounced "Choo-Two". Streetslang for alcohol, as used in vehicle power plants. The vast
majority of vehicles in the Time of the Red are fueled by an advanced form of alcohol with a higher
burning temperature than normal methanol.

Chromer: A 21st -century heavy metal rock fan. See also Chromatic Rock.

Chromatic Rock: A type of heavy metal characterized by heavy electronics, simple rhythms, and violent
lyrics.

Conapt: A condominium apartment in a Corporate Zone.

Cybered-Up: To get as much cyber ware implanted as possible before going over the Edge.

Time of the Red: a slang term for the period from 2023 to the late 2040s, taken from the red skies
common throughout the world as an aftereffect of the 4th Corporate War.

AV: Pronounced "Ay-Vee." Common slang for an aerodyne; an automobile-like vehicle powered by ducted jet
fans.

AI : Arti cial Intelligence; a computer with full self-awareness.

Beaverville: A safe suburban neighborhood primarily inhabited by mid-level Corporate executives and
their families.

Bonanza: The location of a big score like an abandoned Corporate facility.

Booster: Any member of a gang that affects cyber ware, leather clothing, and random violence.

Data Term: A street corner information machine, with a screen, CitiNet inputs, and keyboard.

'Dorphs: Streetslang for synthetic endorphins, a designer drug that increases healing powers, limits
fatigue, and produces a "rush" like a second wind.

Exotic: A human biosculpted with non-human elements; fur, long ears, fangs, etc.

The Face: The representative of a Megacorporation for legal purposes.

Flatline: To kill. A dead person or thing.

Go LEO: To make the trip into Low Earth Orbit, i.e., to visit one of the inner space stations.

Gyro: Small one- or t wo-seat helicopters, used mostly in police work and Corporate strike operations.

Combat Drugs: Any one of a series of designer drugs created to increase speed, stamina, and re exes.

Handle: A nickname; a working name you are known by on The Street.


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