CBRPNK Runner File PlainText
CBRPNK Runner File PlainText
RUNNER FILE
Player Protocols
Embrace the cyberpunk life.
Go into danger, fall in love with trouble.
Use your Stress (Push, Assist, Resist).
Act now, plan (with Flashbacks) later.
Build your character through play.
Ask questions when in doubt, to bolster the fictional circumstances or just to satisfy your curiosity.
Take responsibility as co-author of the game with the Game Moderator.
Play to find out what happens.
File a Runner
1. Enter a Handle —what they call you on the Grid and streets alike.
2. Enter a few evocative words to describe your Look.
3. You risk it all for a reason. What’s in it for you? Choose an Angle and detail it briefly.
4. Assign 2 , 1 , and 1 in any order to three of your Approaches.
5. Distribute 8 dice over your Skills. To assign an Expertise, spend a third die on a particular Skill—choose or write the Expertise down aside.
6. Body modifications of all types—Cybernetics, Biotech, and others—are widely adopted among Runners. Define your starting Signature Augmentation by writing
down its model/brand and an outline of its primary feature, e.g., Ashide™ Racing Legs. While taking action or resisting Consequences, you can mark 1 Stress or
SPECIAL RESISTANCE to leverage your Augmentation into it. During the Run, you may declare additional Augmentations or extra functionalities of existing
ones as UPGRADES (panel 8).
7. Don’t pick your Gear just yet—you’ll decide what you are carrying on the fly during the Run. For now, just circle on the list the ones you are interested in, for
easy referencing later.
Runner ID
HANDLE [PRONOUNS]:
HUNTED CHECKBOX
LOOK:
Get out
Make them pay
Look after them
Upgrade life
Learn the truth
Take a stand
ANGLE DETAILS:
DEBT: 0 to 3
CRED: 0 to 3
Approaches
Each Approach provides 0 to 2 dice to the Action Roll.
AGGRESSIVE
Force, Intimidation, Destruction.
GLITCHED: Hesitation
SMART
Creativity, Cunning, Perception.
GLITCHED: Disorientation
EMPATHIC
Charisma, Leadership, Diplomacy.
GLITCHED: Apathy
STEALTHY
Discretion, Subterfuge, Secrecy.
GLITCHED: Recklessness
Skills
Each Skill provides 0 to 2 dice to the Action Roll. EXPERTISES (suggested after the Skill) don’t add dice to a roll, but allow you to trade 1 die for an EDGE —and vice-
versa—when they are applicable.
Augmentations
Mark 1 Stress to activate an enhanced capability (e.g. therma-vision, wired reflexes, augmented strength) or produce/conceal an specific compact asset
(chemicals, blade, nanobots). Can be combined with a Push.
Mark SPECIAL RESISTANCE to wield it against a fitting type of Consequence (e.g. neural firewall, behavioral analyzer, toxin neutralizer, fireproof coating, etc).
AUGMENTATION NAME:
GLITCHED CHECKBOX
Load / Gear
During the Run, you may declare gear on-hand by marking it on your list—up to a number of items equal to your LOAD level. If an item is depleted, destroyed, or lost,
cross it off the list.
Gear List
⚠ Gear and Augmentations are Mid-Grade by default. When comparing gear between opposing sides, the highest-graded model has an EDGE for their better features.
UPGRADE gear with FLASHBACKS.
Stress
OVERLOAD: When you mark your last STRESS , an Approach of your choosing becomes permanently GLITCHED and immediately incurs a complication, such as:
While OVERLOADED , you can’t perform actions that would require Stress. TAKE A BREATHER (panel 3) to relieve Stress and clear this status.
Resistance / Armor
Convey how you are RESISTING to reduce the severity of a Consequence or, at the GM’s discretion, avoid it entirely. Then choose a method:
If you take Harm of a Level already filled, move it on to a greater Harm Level.
Whenever a HARM would hinder an action, apply its designated PENALTY—when OUT , you can act only if ASSISTED or making a PUSH.
Special Actions
Push
Mark 1 Stress OR add a Glitch to either add a die to your roll OR Increase Effect OR Act when OUT.
Assist
Mark 1 Stress and expose yourself to the Consequences to add a die to a teammate’s Action Roll. Only one PC may assist any given roll.
Setup
Make an Action Roll to give an EDGE to yours or anyone else’s future Actions. E.g. provide cover, distract an enemy, plant evidence, etc.
Lead Group
All participating PCs roll for the same Action and pick the best result among them. They all share the outcome, but the leader marks 1 Stress for each FAILURE.
Protect
Flashback
Declare to have taken action in the past to impact the current situation—as long as you don’t “undo” something already established. The action is handled just like any
other and may call for a roll if danger or trouble are involved. Also, the GM sets a Stress cost depending on its plausibility:
Take a Breather
Describe how the fiction provides you with an opportunity to unwind—gather your thoughts, take a pill, turn up the volume, punch a wall, check in with a loved one,
patch yourself or a teammate up. Roll the appropriate Approach (do not add a Skill), add a die if you bring out your ANGLE , add a die if you deplete appropriate Gear :
6,6: You’ve been through worse. Clear all Stress -or- ignore both levels 1 and 2 Harm penalties for the remainder of the Run.
6: That should work. Clear 3 Stress -or- ignore either level 1 or 2 Harm penalties for the remainder of the Run.
4/5: Suck it up. Clear 2 Stress -or- ignore level 1 Harm penalties for the remainder of the Run.
1-3: Take what you can get. Clear 1 Stress.
Assets / Upgrades
ASSETS: Vehicles, experts, safehouses, or data. E.g.: cyberdeck program, building’s blueprint, info broker.
AUGMENTATIONS: Additional body enhancements with different features from previous ones.
UPGRADES: Enhance a Gear to High-Grade or add an extra feature to a Gear, Augmentation, or Asset already in use. E.g.: Heat-seeker projectiles; Armored wheels;
Self-repairs with nanobots; Elite street doc.
Reduce the Flashback’s cost when declaring an Asset, Augmentation, or Upgrade by picking a fitting DRAWBACK :