Brainjockeys are a type of edgerunners who hack the cyberware that course through the denizens of the Dark Future. Specialized in the intersection of biology and computers, brainjockeys understand how to take advantage their target’s internal cyber-augmented nervous system and can turn people’s own augmented bodies against themselves.
Brainjockeys hack the cyberware of other characters. To do so, they go within 6 m/yd of a target with an ACCESS POINT and use an Action to install a DECODER into that target.
Then, the brainjockey can use an Action to upload BRAINJACKING PROGRAMS into the cyberware of the people they are decoding. Brainjacking programs can have a variety of effects, from taking control of cyberlimbs, shutting down cybereyes or causing immense pain.
Like netrunners, brainjockeys use a piece of hardware, called the BRAINDECK. A braindeck can maintain a number of decoders and can hold a certain amount of brainjacking programs that the brainjockey can use.
Roll | INT | REF | DEX | TECH | COOL | WILL | LUCK | MOVE | BODY | EMP |
1 | 8 | 8 | 7 | 7 | 7 | 4 | 5 | 7 | 7 | 4 |
2 | 8 | 6 | 7 | 5 | 8 | 3 | 5 | 7 | 5 | 5 |
3 | 7 | 6 | 8 | 6 | 6 | 4 | 5 | 6 | 7 | 4 |
4 | 8 | 7 | 7 | 7 | 7 | 5 | 5 | 6 | 5 | 5 |
5 | 7 | 8 | 8 | 5 | 7 | 3 | 5 | 5 | 5 | 6 |
6 | 7 | 6 | 6 | 7 | 8 | 4 | 6 | 7 | 6 | 6 |
7 | 7 | 6 | 6 | 7 | 6 | 5 | 6 | 7 | 7 | 6 |
8 | 8 | 7 | 8 | 6 | 8 | 4 | 5 | 5 | 7 | 4 |
9 | 6 | 6 | 7 | 7 | 6 | 3 | 7 | 5 | 6 | 5 |
10 | 7 | 8 | 6 | 6 | 6 | 4 | 7 | 7 | 5 | 6 |
When creating a Streetrat, use these skills. When using Method #2, you assign 86 points to the skills below, as described on p.88 of the Cyberpunk Red Core Rulebook.
Brainjockey Skills | |
Skill | Lvl |
Athletics | 2 |
Brawling | 2 |
Concentration | 2 |
Conversation | 2 |
Education | 6 |
Evasion | 6 |
First Aid | 2 |
Human Perception | 2 |
Language (Streetslang) | 2 |
Local Expert (Your Home) | 2 |
Perception | 2 |
Persuasion | 2 |
Stealth | 6 |
Basic Tech | 6 |
Conceal/Reveal Object | 6 |
Cryptography | 6 |
Cybertech | 6 |
Electronics/Security Tech | 6 |
Handgun | 6 |
Library Search | 6 |
Brainjockey Weapons/Armor | Cost |
Very Heavy Pistol | 100 |
Basic VH Pistol Ammunition x 30 | 30 |
Light Armorjack Body Armor (SP11) | 100 |
Light Armorjack Head Armor (SP11) | 100 |
Brainjockey Outfit | Cost |
Agent | 100 |
Poor Quality Braindeck | 500 |
Tapeworm Decoder | 100 |
Program: zap.dmt | 50 |
Program: teehee.dmt or freeze.dmt | 50 |
Program: u_home.dmt or distraction.dmt | 20 |
Program: blinding_love.dmt or tinnitus.dmt | 50 |
Program: synapse_burnout.dmt or peace_n_love.dmt | 50 |
Generic Chic: Top x10 | 200 |
Leisurewear: Footwear x2, Jewelry, Bottoms x2 | 400 |
Urban Flash: Jacket | 100 |
Brainjockey Cyberware | Cost |
Interface Plug | 100 |
Neural Link | 500 |
Shift Tacts | 100 |
14 Humanity Loss (-2 EMP) |
The Brainjockey has the role Ability Brainjacking.
A Brainjockey's Brainjacking Ability Rank is their ability to install programs quickly and successfully in their target’s cyberware. When rolling a Brainjacking Check, you roll INT + Your Brainjacking Rank + 1d10 against the roll specified in the program or against a set DV.