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Roles of the Streets

Homebrew roles for use in Cyberpunk Red.

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BRAINJACKING

Brainjacking is the practice of highjacking cyberware through the adept use of short range signals and software exploits.

Brainjacking can only be done with people with the Brainjacking Role Ability. Brainjackers use Braindecks to detect exploitable "access points", which can then be "decoded". Once the brainjockey has decoded a target, they can upload brainjacking programs to the target.


dnaMETA

In a hyper-computerized and data-rich world, cyberware technology is strangely paradoxical. Because cyberware needs to interface with the human body, cyberware generally uses very little data, instead relying on micro-computers which can receive, interpret, and generate neural impulses to and from the wearer’s nervous system. While cyberware is filled with microcomputers, processors and datapoints, every piece of cyberware is generally a closed off system.

That’s where dnaMETA comes in. dnaMETA is the computer language through which cyberware translates neural impulses from the wearer’s body into useable computer code. This is the process which allows a wearer to extend their wolvers by thinking about it, or to activate their Sandevistan implant in a microsecond. This process is what brainjockeys devote many sleepless nights to exploit.

Once a brainjockey gains access to a body with a dnaMETA Decoder, they are not actually "in a network". Instead, they rely way cyberware translates the body’s neural impulses to access every other piece of cyberware within that body.


BRAINDECKS

A BRAINDECK is a specialized computer with antennas and arrays that can remotely find and exploit a target’s ACCESS POINTS. It also maintains DECODERS, which are installed to interface with a target’s cyberware.

A brainjockey needs to be Jacked Into the Braindeck to Scan, install Decoders and upload Brainjacking Programs. Jacking in or Out of a Braindeck is a Free Action.

SCAN: As a free action, you make your braindeck scan the people around you. Your Braindeck tells you if every person you can see within 30 m/yds has an Access Point or not. If they have an Access Point, you learn its type.

DECODING: As an Action, you install a Decoder to a target with an Access Point within 6 m/yds of you. If you maintain access to the Decoder, you immediately learn every relevant piece of cyberware that the target is wearing. When you take the Decoding action and maintain access to the Decoder, you can also immediately upload a Brainjacking Program as part of that action.

Your Decoder fails at the end of its duration or if its target falls unconscious/dies.

Decoder NameDurationPrice
Tapeworm1 minute100 eb. (Premium)
Loa Loa1 hour (can be disabled as an action)1,000 eb. (Very Expensive)
Guinea WormUntil removed (can be disabled as an action)5,000 eb. (Luxury)

UPLOAD PROGRAM: As an Action, you upload a Brainjacking Program to a Decoder you have installed. You must be within 6 m/yds of your Decoder to upload a Brainjacking Program.

A Braindeck can only maintain a certain number of Decoders at a time. Once the Braindeck reaches its maximum number of simultaneous connections, it becomes OVERLOADED and cannot install any additional Decoders until it finishes cooling down. The cooldown period is 5 minutes.

Braindeck TypeDecoder MaximumProgram StoragePrice
Poor Quality Braindeck26500 eb. (Expensive)
Standard Quality Braindeck3101,000 eb. (Very Expensive)
Excellent Quality Braindeck4205,000 eb. (Luxury)


BRAINJACKING PROGRAMS

The bread and butter of the Brainjockey, BRAINJACKING PROGRAMS are the programs that the brainjockey uploads to the DECODER to exploit the target’s cyberware.

Uploading a Brainjacking Program results in a contested Brainjacking Check, as the Defender instinctually attempts to resist the effects of the program. Each program specifies the Skill Check that the Defender must attempt.

If they are the target of a program which lasts more than one round, the Defender can use an action to attempt to make the program fail. If they do, they must beat the result of the Brainjacking Check made when uploading the program. The Defender can only do this if they are aware that they have been brainjacked.

If the Brainjockey fails the Brainjacking Check, the program fails.


GENERIC BRAINJACKING PROGRAMS

GENERIC BRAINJACKING PROGRAMS exploit the defender’s neural network in some way. These programs can be uploaded into any target with a Decoder.

Anti-personnel Programs

Programs that hurt Defenders directly.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
zap.dmtAnti-PersonnelNoneTriggers painful neural impulses. Deals 1d6 direct damage. 1 roundResist Torture/Drugs50 eb.
(Costly)
Icon: a lightning bolt

Disruption Programs

Programs that disrupts the Defender's actions or cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
freeze.dmtDisruptionNoneAffects the motor nerves. Muscles from leg seize, reducing MOVE by 2, or muscles from arm seize, reducing ROF by 1. 1 roundAthletics50 eb.
(Costly)
Icon: a snowflake
teehee.dmtDisruptionNoneTriggers neural impulses to erogenous areas, tickling the Defender. They giggle and suffer -1 to all Skill Checks, or -4 for Social Skill Checks.1 roundResist Torture/Drugs50 eb.
(Costly)
Icon: a smiley face with a tear
painkiller.dmtDisruptionNoneSuppresses pain signals in neural system. Defender ignores effects of Seriously Wounded. 1 roundResist Torture/Drugs50 eb.
(Costly)
Icon: a smiley face with a tear

Monitoring Programs

Programs that gather information about the Defender through their cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
u_home.dmtMonitoringNoneKnow the target’s location.Until decoder expires.Perception20 eb.
(Everyday)
Icon: a pin on a map
consent_form.dmtMonitoringNoneSmall tingle makes Defender aware of upload. Defender can choose to consent or not to all program upload. Consenting allows programs to be uploaded without a Brainjacking Check.Until decoder expires.None50 eb.
(Costly)
Icon: a signature form with a quill
satellite.dmtMonitoringNonePrograms can be uploaded from any distance as long as a NET connection is maintained.Until decoder expires.Tracking50 eb.
(Costly)
Icon: a network of dots
contagion.dmtMonitoringNoneDecoder scans for nearby Access Points and transmits programs to them. When a program is uploaded to Defender’s Decoder, the program is also uploaded to other people with an Access Point within 6 m/yd.Until decoder expires.DV20500 eb.
(Expensive)
Icon: a virus cell


SPECIALIZED BRAINJACKING PROGRAMS

SPECIALIZED BRAINJACKING PROGRAMS exploit one or more pieces of cyberware that the Defender is wearing. These programs automatically fail if they are uploaded in a Defender which does not have the cyberware specified in the program’s prerequisites.

Anti-Personnel Programs

Programs that hurt Defenders directly.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
synapse_burnout.dmtAnti-personnelNeural LinkThe neuralware module becomes overloaded with commands. After 1 round, Defender’s brain starts suffering from stroke-like symptoms. Deals 2d6 direct damage and Defender suffers from the Brain Injury Critical Injury.2 roundsResist Torture/Drugs50 eb.
(Costly)
Icon: a person holding their head
this_never_happens.dmtAnti-personnelNeural Link with subdermal grip or Interface Plug. Connected smartlinked weapon.Triggers the smartlinked weapon when aiming at anything human shaped. Roll 1d6 at the start of the Defender’s turn. On a result of 5 or higher, the target accidentally fires at a random target and makes an attack against them, using their weapon. 3 roundsEvasion50 eb.
(Costly)
Icon: a person holding their head
lord_forgive_me.dmtAnti-personnelMidnight Lady Sexual Implant OR Mr. Studd Sexual ImplantSend a series of overcomplex command to the cyberware, overheating the onboard computer systems. Deals 1d6 direct damage to the target at the start of their turn. If the program deals 6 damage in a round, Defender is knocked prone and the cyberware visibly catches fire.3 roundsResist Torture/Drugs100 eb.
(Costly)
Icon: a hand holding a cross
nap.dmtAnti-personnelNeural LinkA shock of electricity from the neural link causes blood vessels to seize. Defender falls unconscious for 1 minute.1 roundEndurance500 eb.
(Costly)
Icon: three Zs

Monitoring Programs

Programs that gather information about the Defender through their cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
voyeur.dmtMonitoringCybereye with MicroVideo option.See through somebody's cybereye module. Up to 30 minutes of footage received can be saved in the Braindeck.Until decoder expires.Perception (sight)50 eb.
(Costly)
Icon: a trench-coat wearing person with an old-school photo camera
hear_here.dmtMonitoringCyberaudio with Audio Recorder option and Remote Access Point.Hear through somebody's cyberaudio. Up to 30 minutes of data received can be saved in the Braindeck.Until decoder expires.Perception (hearing)50 eb.
(Costly)
Icon: an ear with wires coming out
body language.dmtMonitoringBiomonitorAt the end of your turn, learn one of the Defender’s STAT values (your choice).Until decoder expires.Resist Torture/Drugs100 eb.
(Premium)
Icon: a DNA helix under a viewing glass

Disruption Programs

Programs that disrupts the Defender's actions or cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
distraction.dmtDisruptionCyberaudio suite.The Defender hears a 1 second noise of your choice from a direction of your choice.1 rounds.Perception (Hearing)20 eb.
(Everyday)
Icon: a little bell being shaken.
slide_in.dmtDisruptionBiomonitor, Skinwatch, or Cybereye w/ Chyron, or Cyberarm w/ Medscanner or TechscannerWrite anything on the cyberware display using an Action. Can also choose to disable or reenable the cyberware as part of the Action.Until decoder expires. Basic Tech20 eb.
Icon: a blank text bubble
blinding_love.dmtDisruption1 or 2 cybereyes. The cybereyes’ output blurs. Defender suffers the Damaged Eye critical injury until the end of the program’s duration (does not take damage from the Critical Injury).3 rounds.Perception (Sight)50 eb.
(Costly)
Icon: an eye with an heart-shaped iris.
tinnitus.dmtDisruptionCyberaudio SuiteCreate a buzzing noise in ear. Defender suffers the Damaged Ear critical injury until the end of the program’s duration (does not take damage from the Critical Injury).3 rounds.Perception (Hearing)50 eb.
(Costly)
Icon: a shockwave.
focus_on_the_trees.dmtDisruption1 or 2 cybereyes with MicroOptics, Targeting Scope or TeleOptics.Forces the cybereye to zoom to its maximum extent and locks the feature. Defender suffers the Lost Eye critical injury until the end of the program’s duration (does not take damage from the Critical Injury).Until decoder expires.Perception (Sight)100 eb.
(Premium)
Icon: horizontal squiggly lines that can be interpreted as bark.
listen_to_this.dmtDisruptionCyberaudio Suite with Music Player, Radio Communicator or Internal Agent.Replaces all sounds heard by the target with a sound of your choice. Defender suffers the Lost Ear critical injury until the end of the program’s duration (does not take damage from the Critical Injury).3 rounds.Perception (Hearing)100 eb.
(Premium)
Icon: an ear with earphones in
stop/arret.dmtDisruptionAny piece of cyberware. Choose one piece of cyberware or a cyberware option you can access. That piece of cyberware stops responding to Defender’s commands. 3 rounds.Athletics100 eb.
(Premium)
Icon: a bilingual stop sign
solo_down.dmtDisruptionNeural Link with Kerenzikov or Sandevistan.Scrambles the Defender's boosted Reflexes. Defender has -5 Initiative. 3 rounds.Initiative Check100 eb.
(Premium)
Icon: a bald man with spirals instead of eyes

Control Programs

Programs that take direct control of the Defender's cyberware.

NameClassPrerequisiteEffectDurationBrainjacking Check VSCost
peace_n_love.dmtControlCyberhand or cyberlimb that is holding something. Cyberhand drops whatever it was holding. If the Defender has a cyberarm, the arm instead throws whatever it is holding as far away as it can from itself.1 round.Athletics50 eb.
(Costly)
Icon: a hippy peace sign
run_forrest.dmtControl1 or 2 cyberlegs. Defender with 1 cyberleg is knocked prone. Defender with 2 cyberlegs sprints in a direction chosen by the brainjockey. If the Defender hits an obstacle, they take 2d6 damage. 1 round.Athletics100 eb.
(Premium)
Icon: running legs with pants and dress shoes
im_armed.dmtControlAny cyberlimbTake control of a cyberlimb for one round. You can use any cyberlimb option installed in that cyberlimb. If the action causes a Skill Check, use the Defender’s Base Skill.1 round.Athletics500 eb.
(Expensive)
Icon: a cyberhand doing a thumbs up
would_you_kindly.dmtControlCyberaudio with Audio Recorder and any piece of cyberwareAssign a word to an action a piece of cyberware that the Defender has can do. When the word is heard by the cyberaudio suite, the cyberware executes that action. The Defender can resist the triggered action.Until decoder expires.Resist Torture/Drugs500 eb.
(Expensive)
Icon: an old-school radio microphone

BRAINJACKING COUNTERMEASURES

Brainjacking is rare, but VIPs, corpos and organized crime honchos around the world know better than to assume that they won’t receive a visit from a brainjockey. In response to this highly advanced form of hacking, some people have developed a subtype of Black ICE to resist brainjacking attempts.

A person needs to be wearing at least one piece of cyberware to install a Brainjacking Black ICE. A person can only install one Brainjacking Black ICE.

It is impossible to know if a Defender has a brainjacking Black ICE before installing a DECODER. If the target has a Black ICE, the brainjockey installs the DECODER, but immediately loses access to it. This is how they discover the Black ICE. The DECODER remains installed for its normal duration, but the brainjockey cannot upload programs to it until the BLACK ICE is defeated.

FIGHTING A BRAINJACKING BLACK ICE

As an Action, the brainjockey can attack a Black ICE. Roll a BRAINJACKING CHECK VS the BLACK ICE DV

If the Brainjockey beats the DV, they defeat the Black ICE and regain access to their DECODER.

If the brainjockey fails the BRAINJACKING CHECK, they suffer from the effect specified by the Black ICE.

BRAINJACKING BLACK ICE

Black ICE nameEffectBLACK ICE DVPrice
StrongholdNo effect after failed Brainjacking Check.  13500 eb. (Expensive)
 Icon: a brick wall.
Enigma No effect after failed Brainjacking Check. However, the Defender gains +2 when doing Skill Checks against Brainjacking Checks for the next hour. 12 500 eb. (Expensive)
Icon: an old computer.
ShatterThe brainjockey takes 2d6 direct damage.  151000 eb. (V. Expensive)
 Icon: a hammer.
HeadshotThe brainjockey takes 3d6 direct damage.  185,000 eb. (Luxury)
 Icon: a hand holding a pistol.
LucyThis BLACK ICE is an AI programmed to actively brainjack the intruder. Lucy is loaded with 4 brainjacking programs. Lucy installs a DECODER into the brainjockey and uploads all 4 of its loaded brainjacking programs.  2010,000 eb. (Super Luxury)
 Icon: a woman with three eyes.

 

Disclaimer

This is a fan project for our game of the Cyberpunk 2020 tabletop role-playing game. Most corporations, game rules and in-universe references are the intellectual property of R. Taslorian Games. Some graphical assets are created by Cédric Duchaineau and Alejandro Olivares were inspired by assets created by CD Projekt Red or R. Taslorian Games.

Disclaimer

This is a fan project for our game of the Cyberpunk 2020 tabletop role-playing game. Most corporations, game rules and in-universe references are the intellectual property of R. Taslorian Games. Some graphical assets are created by Cédric Duchaineau and Alejandro Olivares were inspired by assets created by CD Projekt Red or R. Taslorian Games.