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Role Descriptions

 Cop: A law enforcement officer. May work for a city, county, state, or federal government. Or may be in the employ of a large corporation. Military police also use this role. The cop's special ability is Authority. This represents his ability to use his position to intimidate, or to take command of a situation. The cop's authority score is added into his roll for any face down attempt or intimidation roll within his jurisdiction (assuming the person he is facing down knows he is facing down a cop), and half is added to such attempts in surrounding areas (i.e.. Night City cop elsewhere in SoCal). Half the authority score (round down) may be added to interrogation rolls within the officer's jurisdiction. In addition, an officer may use his authority score to requisition police property (vehicles, weapons, money, etc.) for use in pursuing his duty, much like the Resources ability of the Corp. Authority may also be used to calm people/crowds in disaster/riot/hostage/standoff situations. Treat it as being similar to the rocker's charismatic leadership when used in this manner.

Skill Package
  Authority
  Awareness/Notice
  Handgun
  Human Perception
  Athletics
  Education & Gen. Knowledge
  Brawling
  Melee
  Interrogation
  Streetwise
  Martial Arts (any one)
  Rifle
 


 Corporate: A corporate executive. The corporation owns your soul, but hey, the pay's good. The corporate's special ability is Resources. This represents their ability to requisition company resources for various uses. The company may require justification for any requisition order, and may summarily deny any order which cannot be justified as necessary to the interests of the corporation (they are only likely to do so for unusual requests, or those which seem unjustified by the position of the requester) Resources may also be used to try and intimidate corporate employees whom you outrank. Unlike other special abilities, Resources cannot be raised unless there is a corresponding job promotion, or at the least, some form of special recognition of the corporate for job performance.

Skill Package
  Resources
  Awareness/Notice
  Human Perception
  Education & Gen. Knowledge
  Library Search
  Social
  Persuasion & Fast Talk
  Stock Market
  Wardrobe & Style
  Personal Grooming
  Accounting/Finance
  Expert: Corporate Procedures (for employing corporation)
  


 Exotic Dancer/Prostitute: She make her living by providing sexual pleasure to others. Maybe she enjoys the lifestyle, or maybe it's just the money. Maybe she gives clients a turn on with an erotic striptease, or maybe she fulfills their sexual fantasies in the bedroom. The dancer's special ability is Vamp. This represents her ability to be erotic and seductive. The vamp score is added to any roll to seduce a person who is normally attracted to the dancer's gender (i.e.. a female can vamp heterosexual men, lesbians, or bisexuals of either gender). Vamp can also be used separately to attempt to get things from people, such as money (tips), information, drinks, gifts, or anything else someone might reasonably trade for pleasure.

Skill Package
  Vamp
  Personal Grooming
  Wardrobe & Style
  Human Perception
  Streetwise
  Seduction
  Perform
  Dance
  Persuasion & Fast Talk
  Social
  Athletics
  Disguise
 


 Fixer: You were always good at finding stuff, be it info, hard-to-find products, or even contraband. Now you make your living that way.  You've got contacts everywhere, and you're a regular at all the hottest clubs in town. The fixer's special ability is Streetdeal, which reflects their network of contacts, and general 'street smarts'. The rating in streetdeal is used instead of streetwise, and it may be used in any situation where streetwise could be applied. However, when using streetdeal, any bonuses gained by a successful roll are increased by 50%, while any penalties for a failed streetwise roll are decreased by 50% when using streetdeal.

Skill Package
  Streetdeal
  Awareness/Notice
  Forgery
  Handgun
  Brawling
  Melee
  Pick Lock
  Pick Pocket
  Intimidate
  Persuasion & Fast Talk
  Library Search
  Human Perception
 


 Gang Member: Life on the streets was tough by yourself, but then you found the gang. Now you have a family (of sorts), a place where you fit in. They demand that your loyalty be absolute, but in return they provide protection, and access to your basic needs. Most gangs fall into one of 6 basic categories. Dorphers, Posers, Chromers, Boosters, Guardians, or Nihilists. There is a seventh pseudo-catagory, that of Puppets. These are gangs (usually boosters or chromers, but can be of any type except guardians or nihilists) which have either sold out to a corp/government/crimelord, or were actually formed by such an organization to work for them. Puppets tend to be disliked by members of other gangs. The gang member's special ability is Gang Rank, which reflects his standing within his gang. Gang rank may be used to call upon gang members for help, or may be used to call upon the resources of the gang for things such as cash, weapons, cyberware, drugs, or even food or shelter, although any member abusing this privilege may find himself dead or ostracized from the gang. Additionally, gang rank may be added to face down or intimidation rolls in the gang's home turf, and half of the gang rank score (round down) may be added to such rolls in any area where the gang is well known. Unlike most special abilities, any increase in the gang rank ability must be accompanied by an appropriate increase in status within the gang. This may require that some initiation or challenge be undertaken. (for the higher rankings, it is common to have to challenge a member of the ranking you desire. Often, this takes the form of a fight to the death, particularly in chromer and booster gangs.)

Descriptions of gang types:
 Dorphers: These gangs are into drugs. Most dorpher gangs have a specific drug of choice, or a group of drugs from which most members use several. Although the majority stick with common street drugs, a dorpher gangs have access to exotic designer drugs, or even combat drugs. These type may be extremely dangerous.

 Posers: These gangs are obsessed with a particular celebrity, show, novel, etc. They frequently have biosculpting, voice modification, and even behavioral adjustment so that they can look, sound, and act like their idol. They will usually react with violence to any perceived threat to their lifestyle. They are difficult to hire out, unless the job specifically relates to the goals of the gang's idol(s). Some common posers are The Bradys (from the Brady Bunch sitcom), The Kenedys (JFK and family), and the Mansons (Charles Manson and his 'cult')
 
 Chromers: Chromers are gangs who's common bond is a love of Chromatic Rock, the ultra hard music of the '20s. Most gangs are hardcore fans of a particular band or performer. Chromers tend towards cyberware and weapons, although not to the extent of Boosters, and they have much in common with posers also, although they rarely go to the same extremes. Many chromers later graduate to full blown boosters or posers however.

 Boosters: These gangs live for hardware. Cyberware, custom bikes, and weaponry are the meat and drink of these often violent and unpredictable gangs. Many of the higher-ups in a booster gang are likely to be suffering from early, or even advanced symptoms of cyber-psychosis. They are the easiest gangs to hire out, but also among the least predictable.
 
 Guardians: Occasionally, a group of youths and 'reformed' punks will band together for the purpose of making the neighborhood 'safe' again. These gangs tend to be well liked by the local populace, but they are frequently as violent and ruthless as the gangs they are trying to eliminate. Gaurdians are vigilantes who live by their own code of honor. It is almost impossible to hire out guardians at any price, unless you can convince them that the job will further their own goals.

 Nihilists: These gangs are possibly the most dangerous. They are bound together by the philosophy that there is nothing left in the world worth living for. Their highest goal is to go out in a 'blaze of glory', preferably taking as many people with them from this 'miserable' existence as possible. They tend to commit acts of mass murder and suicidal terrorism. There is no way to reason with nihilists, as their only wish is to die.

Skill Package

  All gang members get the following skills. Additional skills are listed by gang type.
  Gang Rank
  Awareness/Notice
  Handgun
  Brawling
  Intimidate
  Streetwise
  Expert: Local gang signs, colors, and turf.

Dorphers:
  Pharmaceuticals
  Pick Lock
  Pick Pocket
  Resist Torture/Drugs
  General Knowledge: Drug of Choice

Posers:
  Wardrobe & Style
  Expert: Person, show, etc. which gang idolizes
  Disguise
  any 2 skills possessed by idol

Chromers:
  Play Instrument
  Persuasion & Fast Talk
  Wardrobe & Style
  Melee
  Perform
 
Boosters:
  Melee
  Submachinegun
  Motorcycle
  Cybertech
  Martial Arts (any one)

Guardians:
  Melee
  Hide/Evade
  Submachinegun
  Shadow/Track
  Interrogation

Nihilists:
  Submachinegun
  Rifle
  Demolitions
  Martial Arts (any one)


Media: Maybe you have a sincere desire to get the truth to people, or maybe you really enjoy spreading rumors. Either way, the media is the road you choose to get your message out. Medias may either work freelance, or be in the employ of a Screamsheet, TV network, or radio station. The media's special ability is Credibility, which represents his ability to present a story in a believable manner. It also reflects on his reputation for honesty (if he has such a rep). The credibility score is added to all persuasion & fast talk rolls. Additionally, the medias rep may be added (or subtracted as appropriate) to such rolls if the audience is familiar with the individual's work. Additionally, half of the credibility score is added to interrogation and interview rolls, and may also at the GM's discretion be added to intimidation rolls as well.

Skill Package
  Credibility
  Awareness/Notice
  Composition
  Education & Gen. Knowledge
  Persuasion & Fast Talk
  Human Perception
  Social
  Streetwise
  Photo & Film
  Interview
  Interrogation
  Oratory
  


 Medtechie: The doctors of the '20s. Maybe you got your medical training at a major university, or maybe you were trained as a combat medic. You might have even just helped out a local ripperdoc a few times, and picked something up. However you learned them though, your skills are in great demand. After all, what punk hasn't needed patched up a time or two? The medtechie's special ability, is Medical Tech, which represents their ability with medicines and healing. The Medical Tech skill may be used in place of the surgery skill. It may also be used in place of the first aid skill at it's rating +3. Medtechies possessing either of these skills in addition to medical tech, may add the higher of Medical Tech and the other medical skill to half of the lower of the skills when using one of these skills. Additionally, when using any other medical skill, the medtechie may add his medical tech score, up to the rating of the medical skill being used, to the die roll.

Skill Package
  Medical Tech
  Awareness/Notice
  Basic Tech
  Diagnose Illness
  Education & General Knowledge
  Cryotank Operation
  Pharmaceuticals
  Human Perception
  Cybertech
  Library Search
  Any two from-
    Surgery
    First Aid
    Biology
    Chemistry
    Zoology
    Biotech
 


 Netrunner: You feel sorry for those who spend their entire lives locked into the slow pace of meat bodies in the real world, or perhaps you despise them. You live in a different world, a world of lights and colors where you move as fast as you can think, the world of the net. The netrunner's special ability is Interface. This represents the natural aptitude they have for manipulating cyberspace. Interface is added to most skill rolls within the net. It is also the only skill which may be applied if a skill roll is required for any of the menu functions (see Netrunner section, CP2020 basic book). This skill is not however required to use these functions.

Skill Package
  Interface
  Awareness/Notice
  Basic Tech
  Education & Gen. Knowledge
  System Knowledge
  Cybertech
  Cyberdeck Design
  Composition
  Electronics
  Programming
  Electronics
  Library Search
 


 Nomad: The corporations drove you out of your homes when you were a small child, but you still remember it vividly. They needed the land to build a new research facility. Gradually, your family fell in with other homeless family's, and soon, you were part of a nomad pack with over a hundred members. Now, you roam the country, following the work, or maybe just whim. Nomad packs are more like mobile towns than street gangs. The special ability of the nomad is Family, which reflects their ties of blood and loyalty to the pack. The family rating reflects how well respected you are within the pack. It may be used to call upon the help of the pack, which may come in the form of weapons, vehicles, supplies, or occasionally cash. You may also call upon members of the pack for aid.

Skill Package
  Family
  Awareness/Notice
  Endurance
  Melee
  Rifle
  Drive or Motorcycle
  Basic Tech
  Wilderness Survival
  Brawling
  Athletics
  Handgun
  any one from-
    Weaponsmith
    Submachinegun
    Swimming
    First Aid
 


  Runner: You only feel at home when at the controls of a fast-moving vehicle. Some consider you crazy, but you can do things with vehicles that would get most people killed, and you love doing it. The runners special ability is Vehicle Zen, which reflects their natural aptitude with controlling vehicles. Vehicle Zen is added to initiative when the runner is operating a vehicle in combat. It is also added to any piloting roll the runner is required to make. If a runner does not have a skill in a particular vehicle, he may use half of his Vehicle Zen rating.

Skill Package
  Vehicle Zen
  Awareness/Notice
  Driving
  Athletics
  Electronics
  Streetwise
  Basic Tech
  any 3 vehicle operation skills
  any two vehicle tech skills corresponding with operation skills purchased
 


  Rocker: Rockers are the street poets, social consciences, and rebels of the 2000's. If you have a message, and are into music, this is where you belong. Sometimes the message isn't something the Corporations or Government wants to hear, but you don't care, because as a rocker, you feel it is your place to challenge authority. The special ability of the rocker is Charismatic Leadership, which represents her ability to sway crowds with music or words. A rocker may sway crowds of up to his charismatic leadership rating squared, times 200. This ability only works on groups of 10 or more people, although if you are famous enough, there area always groupies who will do anything you say with a successful roll. Additionally, Charismatic Leadership is added to any performance rolls, at a maximum rating of the skill being used for the performance (perform, oratory, play instrument, etc.), and half of it's value may be added to seduction rolls, if the person being seduced is a fan of at least the genre of music the rocker performs.

Skill Package
  Charismatic Leadership
  Awareness/Notice
  Perform
  Composition
  Wardrobe & Style
  Brawling
  Play Instrument
  Streetwise
  Persuasion
  Seduction
  Oratory
  Dance
 


 Solo: These people specialize in combat, or at least in killing. Some are soldiers, some assassins, and some do dirty work for corporations. But they are the best there is at what they do. The solo's special ability is Combat Sense. This is the almost sixth sense solos have when it comes to fighting. Combat sense is added to the solo's initiative rolls, and is also added to any combat related awareness/notice rolls.

Skill Package
  Combat Sense
  Awareness/Notice
  Handgun
  Brawling or Martial Arts (Any)
  Melee
  Weaponsmith
  Rifle
  Athletics
  Submachinegun
  Stealth
  Any two from-
    Heavy Weapons
    Basic Tech
    Demolitions
    First Aid
 


 Techie: You make your living building, fixing, and modifying things. Technology isn't just your hobby, its a way of life for you. And in this age of disposable tech, your services are always needed. The techie's special ability is Jury Rig. Using jury rig, the techie can make quick, but temporary, repairs or modifications to any piece of machinery or electronics. Repairs done in this way add the character's full jury rig rating plus the rating in the appropriate technical skill to the die roll, and last for D6 turns, plus 1 turn for every 5 points the necessary roll was exceeded by. These temporary repairs take only a quarter of the time that a permanent repair or modification would take. Additionally, jury rig may assist in making permanent repairs or modifications. In this case, add the techie's jury rig skill, up to a maximum of the rating in the tech skill being used for the roll, to the success roll for the task.

Skill Package
  Jury Rig
  Awareness/Notice
  Basic Tech
  Cybertech
  Teaching
  Education & Gen. Knowledge
  Electronics
  Driving or Motorcycle
  Any one from-
    Programming
    Demolitions
    Mathematics
    Physics
  Any four from-
    Aero Tech
    AV Tech
    Cyberdeck Design
    Elect. Security
    Gyro Tech
    Weaponsmith
    PA Tech
    OTV Tech
 


 Thief: You make your living by stealing from others. Maybe you are a 'Robin Hood' sort, who steals from the megacorps and uses the money to make life better for some poor street people, or maybe you are a small-time burglar, in it only for the personal gain. The special ability of the thief is Thievery. The thievery rating adds directly to any stealth or hide/evade rolls made by the thief. In addition, it is added to any pick lock, pick pocket, or electronic security (for bypassing only) rolls made, up to a maximum rating of the skill being used. It may also, at the GM's discretion, modify any other roll which involves thievery in some way.

Skill Package
  Thievery
  Awareness/Notice
  Handgun
  Hide/Evade
  Stealth
  Shadow/Track
  Streetwise
  Athletics
  Forgery
  Pick Lock
  Pick Pocket
  Persuasion & Fast Talk

**NOTE**  This role is an original creation by myself. It pre-dates the Convict role published in Interface Vol. 1, #1. I have not read the details of the Convict role. At such time as I do, it may be used to replace the Thief role in my campaign, it may be included in my campaign as a separate role, or it may be excluded from my campaign altogether. Any similarities between this Thief role, and the published Convict role, are purely coincidental.


 Trooper: The trooper is similar to a solo, but is highly trained in using ACPA, or Powered Armor as it is also known. The vast majority of troopers have been trained in the world's various military organizations. The trooper's special ability is PA Combat Sense, which functions identically to a Solo's combat sense whenever the trooper is operating PA. In addition, it counts as a PA pilot skill of the equivalent rating. PA combat sense also allows for the use of martial arts skills while wearing ACPA, up to a maximum martial arts skill level equal to the PA combat sense rating. When a trooper is not wearing ACPA, his PA combat sense still functions as a solo's combat sense, but only at half it's normal rating.

Skill Package
  PA Combat Sense
  Awareness/Notice
  Heavy Weapons
  Rifle
  Melee
  Brawling or Martial Arts (Any)
  Athletics
  Weaponsmith
  PA Tech
  Intimidate
  Dodge & Escape
  Endurance

** PLEASE NOTE ** Playing a trooper character without a military background requires the special permission of the GM. Also, playing a trooper does not in any way insure that a character will own or have regular access to ACPA.


Note: Cyberpunk 2020, the CP2020 main rulebook, along with the roles, and some of the other items listed on this page are copyright - R. Talisorian Games, and are used here without permission. This is not intended as a challenge to their copyright.
Many of the backgrounds and other images on this site have been copied from various other sites on the web. If you find an image here that you own, and wish it to be removed, or wish to be given credit, please contact the owner of this site.
The rest of the material on these pages is copyright 1998 - Eric McKeeth
 



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