Character Creation



The following character creation steps are meant to serve as a framework to build your Edgerunner, and are loosely based on the tabletop and video game systems for the Cyberpunk setting. You will be required to pick a role, your secondary attribute, and your primary enhancement. Afterwards, the rest of the sheet focuses on fleshing out your character and their goals.

Step 1: Pick your Role


Your role is a basic idea of the type of niche you fit into within a crew. Crews(both longstanding ones or one-and-done teams) may have multiple Edgerunners in the same role. It is rare for a crew to be comprised of only one role.

Solo - When things go down, Solos are the ones to make sure the job gets done. Grab some iron, tighten the grip on your blade, and make sure your side walks away. Solos come in all shapes and sizes, from one-man armies to corporate-sponsored assassins. You primarily rely on either your sheer toughness OR your cat-like reflexes in order to get the job done.
Primary Attribute: Body OR Reflexes
Examples: Maxtac officers, Corporate Security, "Arasaka Ninjas", ex-NUSA snipers

Techie - Most people hire different professionals to fix their car, rewire their home, or patch them up when they are injured. For Edgerunners, Techies usually have to know a little bit of everything to get the job done. Techies often have a specialization... but when shit breaks, they're the best you've got to get things back up and running. After all... when everyone is chromed up, medicine and mechanics are one and the same. You primarily rely on your technical skills to get the job done.
Primary Attribute: Technique
Examples: Nomads, Mechanics, Ripperdocs, Arms Manufacturers

Netrunner - The threat of a Netrunner makes even the coldest merc tense up. When everyone has chrome linked up to their brain, Netrunners can strike anyone from the comfort of their bathtub. Some operate "in the flesh" alongside a crew, while others prefer their own at-home setups. The later doesn't make them safe... as one misstep in the NET can see Netrunner's flatlined in a heartbeat. You primarily rely on your quick thinking to get the job done.
Primary Attribute: Intelligence
Example: Data Delvers, Quickhack Mercs, Chairjockeys, Corporate Infrastructure Protection

Fixers - It's not what you know, it's if you can convince someone else to do it for you. Not all Fixers are the big movers and shakers in Night City. Fixer in the context of a role more relates to being able to make friends and influence people, or knowing how to get exactly what you need to complete a job. Fixers often times run a crew... because at the end of the day, they're the ones who have to clean up when the job is over. You primarily rely on your charisma and your ability to act calmly under pressure to get the job done.
Primary Attribute: Cool
Examples: Arms Dealers, Medias, Corporate Middle-Managers and Executives, Rockerboys

Step 2: Pick your Secondary Attribute


Every Edgerunner is a little multi-faceted in this line of work... especially if they have plans to make it to the big leagues. You should have a primary attribute determined by your Role, with a more detailed explanation listed below. In addition to this primary attribute, you may pick a second attribute to reflect your dynamic skillset. Perhaps your Solo is beefy, but has a knack for talking himself out of bad situations. Maybe your Techie is a bare-knuckle boxer in their free time, or your Netrunner has gotten really good at patching up bullet wounds.

Listed below are the five attributes:

Body: You are a big mean fighting machine. You are stronger and sturdier than most everyone else. You don't need fancy tricks or skills to get a job done. You are built to storm in head-first and put people down. You are capable of great feats of strength.

Reflexes: Reflexes is all about having an above-average reaction time and coordination. You might be quick on your feet, or quick to draw a weapon when shit goes down. You are primarily built to flatline your foes before they get a chance to land a good hit on you. You are also more adept at capitalizing on moments of hesitation or weakness to turn the tide of a situation.

Technique: Technique is all about your working knowledge and experience. You've worked on enough bodies or machines to be able to diagnose issues and fix them quickly. You might be more skilled at working with explosives. After all, anyone on the street could search the NET for how to upgrade their iron, but technique is about handling all your equipment effectively so you don't lose a finger in the process.

Intelligence: Intelligence is all about being able to problem solve. It is the primary attribute for Netrunning, as delving into the Net requires you to multitask and think outside of the box. You process information faster than most, and are most likely a little more knowledgable on the mechanics of how the world works. You are also more liable to know where to look for information your crew needs.

Cool: Cool is all about acting, well, cool under pressure. Cool can manifest in being a smooth talker to get people to act in your best interest. It might manifest in being able to slip past your enemies undetected, or being able to finish a difficult task when the bullets start flying. You've got icewater in your veins. Every gig is a performance for you. Why not put on a good show?

Step 3: Pick your Primary Enhancement


Every Edgerunner starts with a singular cybernetic enhancement or piece of specialized equipment that separates them from the pack. You can see examples of in-universe cybernetic enhancements here. Of course, your Primary Enhancement might be also be a kitted out weapon or vehicle that has been tuned just right. Or it could be any other item or program that is a major staple in their arsenal. This Primary Enhancement is what your Edgerunner probably relies upon the most in a gig, so choose wisely.

This doesn't mean your character can't have other cybernetics or gear, or that you can't chrome up further down the line. After all, you have to spend your eddies on something down the line.

If you have any questions or need help picking one, feel free to reach out to the GM team or brainstorm with your fellow players.

Step 4: Finish your Sheet


Lastly, please fill out the rest of your character sheet.

Skills: What training and skills does your Edgerunner have? Do they have any specialities? These will most likely relate to your character's Role and Attributes. You should have somewhere between 3-5 "skills" and specializations for your Edgerunner, depending on your versatility.

Flaws: Every Edgerunner has some sort of weakness. This could be rooted in their physiology or psychology. No Edgerunner is perfect, and their shorcomings are just another reason why a gig is bound to fall apart. You should pick at least 2 flaws for your character

Goal(s): What truly drives your Edgerunner to risk their life day in and day out? Are they just in it for the money? Have they been wronged and are seeking to eventually get revenge? Are they just looking for fame? Goals may change over timez, but your character should be striving for something, even if it is ephemeral or vapid.

Chooms and/or Rivals: Your Edgerunner probably has friends, family, or lovers in Night City that they may want to interact with in-between gigs... or people your Edgerunner has worked with that you might be able to ask for a favor. On the other side of that coin, your Edgerunner may have made some enemies. Rivals may intervene in your Edgerunner's downtime or even during a gig to complicate things further. You should create 1-2 Chooms and 0-1 Rivals

History: This section is about what you would expect. Where is your Edgerunner from, what have they been up to before now, and how did they get into this line of work? This should be a few paragraphs, and should interweave all the other aspects of this sheet. Why do they fit their current Role, how and why did they get their Primary Enhancement? How do their Chooms and Rivals fit into everything? How much progress have they made towards their Goal(s)?