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Cyberpunk Red

EAT THE RICH: RULES MODS AND ADDITIONS


By: Netrunner Zim (Ver 0.9.4)

PRIMER, CHARACTER CREATION GUIDE, RULES


ADDITIONS AND GEAR SCREAMSHEETS
Eat the Rich: Rules Guide

S YNOPSIS & D ISCLAIMERS


Following is a custom campaign module designed from the ground up to be played with the
Cyberpunk Red Core Rules. This document contains:

• Party and character creation guidelines for Eat the Rich


• GM tips for engaging players and utilizing every skill effectively
• A slew of rules mods including a hybridization of the net approaches used in
2020 and RED and custom crafting rules
• Over a hundred pieces of new, core-balanced gear including weapons, armor,
cyberware, attachments, and more.
• Credits and sourcing for all tools and materials used for the entirety of Eat the
Rich.

This campaign is designed with new players (and new GMs) in mind. It will walk you and your
players through the entirety of the Cyberpunk experience, taking them from their first job, all
the way through becoming legends of their own making on the level of Johnny Silverhand
himself. It can be played with any number of players, however I recommend a party of 5-6. See
the character creation section for more details.
All written content within this kit is original, derivative work based on the roleplaying game
created by Mike Pondsmith and the team at R. Talsorian Games. All art and images are
borrowed from the official material without permission or sourced online. See the credits
section at the end of this document for all sources. Assume that information in these books is
non-canon or secondary canon unless you can confirm otherwise, even if portrayed as canon
for story flow.
This campaign and its materials are distributed for free without protection – if you paid for it,
you got ripped off! This campaign and its author are not affiliated in any way with Mike
Pondsmith or the team at R. Talsorian – except for being a huge fan of their work!
If you enjoyed this campaign and would like to see others, please consider buying me a KoFi
so I can continue to dedicate time to this setting! I am a starving college student. This also
means that should someone try to sue me for borrowing art, aside from being a delicious
example of Cyberpunk’s slow creep into real life, the plaintiff gets a whopping 3 grand from
the settlement at absolute tops. You have been warned.
If you’d like to donate your art or graphic design to these documents, have ideas, questions,
suggestions, resources you found helpful in running the game, or just want to share your
experience, feel free to reach out! I’m /u/theinvaderzim on reddit.
Enjoy!
-Zim.
Eat the Rich: Rules Guide

CONTENTS
Character creation guidelines and campaign premise ................................................................... 6
Party and Character Creation – Choose Your Classes ................................................................. 6
The Killer (Solo – No Color) ...................................................................................................... 6
The ‘Runner ............................................................................................................................. 6
The Mastermind (Fixer or Exec) .............................................................................................. 7
The Face (Rockerboy or Media)............................................................................................... 7
The Engineer (Tech or Medic) ................................................................................................. 7
The Backup (Lawboy or Nomad) ............................................................................................. 7
Campaign Premise - The Villain: Network 54 .............................................................................. 8
The Megacorp: Network News 54 (Circa 2041) ...................................................................... 8
Story Bredth: Taking Down the Corp ....................................................................................... 8
Party and Character Creation – Hating the Corp ........................................................................ 9
Overcoming Adversity ............................................................................................................. 9
Party and Character Creation –Backstory & NPCs .................................................................... 10
How Eat the Rich handles NPCs ............................................................................................. 10
Using NPC Cards .................................................................................................................... 11
Making Skills Useful: How-to and why ......................................................................................... 11
Why are there so many? ........................................................................................................... 12
How to Understand and Value a Skill’s Purpose ....................................................................... 12
Classifying Skills ......................................................................................................................... 12
Core/Talent/Utility Skills........................................................................................................ 13
Trained/Flavor Skills .............................................................................................................. 13
Specialization Skills ................................................................................................................ 13
Metagaming Skills .................................................................................................................. 14
Rules Modifications and Additions ............................................................................................... 14
Damage Changes ....................................................................................................................... 14
Cover – Clarifications ............................................................................................................. 14
KOs and Knockabout.............................................................................................................. 15
Preparing a Shot .................................................................................................................... 15
Eat the Rich: Rules Guide

Melee Combat ....................................................................................................................... 15


Combat Time ......................................................................................................................... 16
Shots within 2m ..................................................................................................................... 16
Jobs ........................................................................................................................................ 16
Avoiding Death .......................................................................................................................... 16
Favors: ................................................................................................................................... 16
Legacies.................................................................................................................................. 17
Table: Favors .......................................................................................................................... 17
Indebted .................................................................................................................................... 18
Table: Debts ........................................................................................................................... 18
Netrunning In This Campaign .................................................................................................... 19
In summary: ........................................................................................................................... 19
The Architecture/Maze: ........................................................................................................ 19
Lockdown ............................................................................................................................... 20
Designing/Populating Mazes ................................................................................................. 20
Example Maze Stats ............................................................................................................... 21
Auto Dealership Local NET Infrastructure ............................................................................. 21
Hostile Netrunners ................................................................................................................ 22
Programs/Program Advantages/Creating Programs ............................................................. 22
Updated Gear – Tweaks, night markets and new items ............................................................... 23
Gear Tweaks and Rebalances .................................................................................................... 23
Armor ..................................................................................................................................... 23
Automatic Fire ....................................................................................................................... 23
Range Brackets ...................................................................................................................... 23
Grenades................................................................................................................................ 23
Pistols ..................................................................................................................................... 23
Shotguns ................................................................................................................................ 24
Shields .................................................................................................................................... 24
Night Markets ............................................................................................................................ 25
Purchasing “Standard” Weapons & Equipment .................................................................... 25
Creating a Night Market ........................................................................................................ 25
Eat the Rich: Rules Guide

Admittance vs. VIP ................................................................................................................. 26


What’s in the Market? ........................................................................................................... 26
Invite. Only............................................................................................................................. 26
Gear Screamsheets.................................................................................................................... 27
Gear Tier List & Availability Guidelines: ................................................................................ 27
Resale ..................................................................................................................................... 27
Weapons, Attachments & Specialized Ammunition - Design notes: .................................... 27
Tier 0 – Junk ........................................................................................................................... 29
Tier 1 – Standard.................................................................................................................... 30
Tier 2 – High-End ................................................................................................................... 32
Armor – Tier 0 ........................................................................................................................ 35
Cyberware & NET Upgrades .................................................................................................. 35
Tier 0 – Baby’s First Cybernetics ............................................................................................ 35
Crafting New Gear ..................................................................................................................... 36
Crafting Explosives ................................................................................................................. 36
Demolitions Crafting Table .................................................................................................... 37
Credits ....................................................................................................................................... 39
Document Formatting: .......................................................................................................... 39
Chapter 0 – Precious Cargo ................................................................................................... 39
Eat the Rich: Rules Guide

CHARACTER CREATION GUIDELINES AND CAMPAIGN PREMISE


P ARTY AND C HARACTER C REATION – C HOOSE Y OUR C LASSES
This campaign is designed with specific gameplay hooks to give individual character
classes moments to shine. Because of this, the campaign expects a certain amount of rigidity
from your party structure, as follows:

• The campaign is balanced for parties of 5-6. Smaller parties will lose certain
opportunities over the course of the game. Larger parties will have overlap in
player purpose within the party.
• Every party must have, at minimum one Runner and one Mastermind (Fixer or
Exec), as the campaign uses these roles to advance the story.
• For the best experience, every player should play a unique role as defined below.
Certain classes have overlap in party purpose. For example, the Media and the
Rockerboy share their position as the party’s charismatic face, while the Fixer and the Exec
share their position as the party’s organizer. Because of this, classes have been subdivided into
roles, with the campaign utilizing a party with one player in each role.
Roles are color-coded, and while playing the game, text and other visuals might share
those colors – this means the content is a “hook” designed for a specific role, though it won’t
always be explicitly stated.
Roles are outlined below – share these details and descriptions with your players to
help them make a more informed choice about their future place in the game.

THE KILLER (SOLO – NO COLOR)


A solo, being a jack-of-all-trades heavy combat class, shines most in combat and thus
their hooks should simply be considered the combat encounters. Whether they’re TF2’s Heavy
Weapons Guy, the Mandalorian, Rocky Balboa, or something else entirely, this class specializes
in dealing (and taking) big damage – have your player plan accordingly.
“There are very few problems that cannot be solved through a suitable application of
high explosives.” – Scott Adams.

THE ‘RUNNER
Due to the nature of the campaign’s NET aspects, having a Runner is mandatory. If
you don’t have one, it’s up to the GM to find “creative solutions” to the campaign’s NET-
oriented sections. See above quote about explosives and their relationship to problems.
The Runner specializes in electronics – software, more specifically. If your player enjoys
the thrill of chasing data through cyberspace, crippling enemy infrastructure and saving the
party’s hides from the datascape they can’t do anything about, the Runner is for them.
Eat the Rich: Rules Guide

THE MASTERMIND (FIXER OR EXEC)


This is the party’s information broker and glue. You’ll be going through them as the
GM to recruit other player characters and orchestrate jobs, and as a result, having an Exec or
a Fixer is also mandatory. The mastermind will, of course, need to follow through in person.. If
your player enjoys strategizing, info-gathering, project planning and working with or leading
others, the Mastermind is the role for them. (Note: you may need to spend extra time outside
of sessions with the mastermind, to ensure they’re equipped for their job.)
“He thinks he can sit this out and still get a slice? I know why they call him the Joker.” –
The Dark Knight, 2011.

THE FACE (ROCKERBOY OR MEDIA)


This is the party’s face. A charismatic, recognizable figure with a following is useful in a
huge number of situations, from corralling fans as a distraction to using the clout for
information. Alternately, knowing how to talk to people by itself gets you in a lot of locked
doors and past a lot of watchful eyes. If your player is charismatic, enjoys acting, loves
spending time on their backstory and doesn’t ever seem to shut up, the Face is the role for
them.
“There’s no need for clearance when you have confidence!” - /r/actlikeyoubelong.

THE ENGINEER (TECH OR MEDIC)


A tech to shore up equipment or a medic to keep everyone up and running is a
crucial role in any crew. Whether they’re a demolition specialist, a brain surgeon, a cybernetic
specialist or anything else in between, there’ll be a lot of fixing to be done and the Engineer is
the one to do it. If your player likes to invent, enjoys applying real-world knowledge to their
characters’ actions, or fantasizes about strange and exotic gadgets, the Engineer is the role for
them.
“Listen buddy, I’m an engineer, that means I solve problems. Not problems like ‘what is
beauty’, because that falls within the purview of your conundrums of philosophy. I solve
practical problems.” – Engineer, TF2, 2007.

THE BACKUP (LAWBOY OR NOMAD)


Rounding out the crew with a reliable weapon, a gang that’s like family and maybe
even a set of wheels to boot, the backup is the party’s spine when the going gets tough.
Shining most when the party’s in a tight corner, the Backup is anything but dispensable –
they’re scrappy and used to working with what they’re given. If your player enjoys being the
improviser, the ol’ reliable, the resourceful one, then the Backup is the role for them.
“I’m lookin’ for a new home. Tomorrow maybe skinny dippin’ in the Yellowstone River, or
swingin’ from the chandeliers in the Playboy mansion, but today? A vortex 6-fuckin’-liter V8, a
box full of hollow points and lord willin’, a G.D. Twinkie. Gotta enjoy the little things.” –
Tallahassee, Zombieland, 2009.
Eat the Rich: Rules Guide

C AMPAIGN P REMISE - T HE V ILLAIN : N ETWORK 54


The Dark Future is a rough world, full of people and corporations ready to lie, cheat,
steal and anything else for a few extra Eurodollars. One corporation took things too far. Now,
your new party is setting out to do the impossible and take down a megacorp. From the
streets, they will rise!

THE MEGACORP: NETWORK NEWS 54 (CIRCA 2041) “Network 54 used to be an


NN54 is an entertainment conglomerate which icon of truth in a fucked-up
dominates more than 75% of all U.S. entertainment world. Now it’s just
consumption, with notable holdings including all but one major another part of it. They sell
news station, 4/5ths of all entertainment channels, several out to the highest bidder
notable game development studios, the world’s largest music and spin the narrative
publishing label, two of the world’s three largest braindance
however it suits their
(fully interactive, immersive memory) studios, and more.
Whether it’s conservative, liberal or somewhere in between, wallet for the day. Makes
NN54 doesn’t just spin the U.S. social narrative – it creates it. me want to puke just
thinking about all the time
NN54 is the de-facto news source anywhere in the
I wasted there.”
USA, owning a dozen different stations from Night City to
New York. For many Americans, whether roaming the wastes - Bes Isis, former
as nomads or marauders or climbing the corpo ladder, NN54 media head for NN54
is the only option. Only at the street level, where local
newspapers – screamsheets – have regained control, does the monopoly face competition… or
scrutiny.
Far from its glory days in the twenty-teens, the Time of the Red has left NN54 as a
ravenous, profit-hounding puppet at the whims of its many sponsors. No content is too vulgar,
no story too base for the company. The truth has become whatever is convenient.
Notable sponsor influences include:

• U.S. Govt., which sanctions and censors all content broadcast across the continental
U.S., sans the Free States
• Petrochem, the U.S. power and fuel megacorp monopoly
• Biotechnica, the world’s largest cybernetic biological research and production firm
• Trauma Team International, a militarized corporate medical insurance firm
• Yum, Inc., part of the U.S. food oligopoly
STORY BREDTH: TAKING DOWN THE CORP
This campaign is organized into 10 chapters, with each chapter made up of anywhere from 1-4
sessions. A session is a block of playtime designed to take anywhere from 4-8 hours to complete (while
accounting for breaks). Expect anywhere from 4-6 months of weekly sessions if you and your party plan
on exploring the full campaign.
Eat the Rich: Rules Guide

P ARTY AND C HARACTER C REATION – H ATING THE C ORP


After players have finished creating their characters, but before starting the game,
they also need ot choose a preexisting reason to hate NN54. These are impactful and
influential events in the character’s life, which should be tied into existing backstory while also
noted separately, and will be used by the campaign to recruit players into their main conquest
against the media giant.
Allow players to choose or else roll a d6, consulting the table below, to decide the
impact the corp’s had – then, as the GM, work with the player to integrate that impact into the
character’s backstory.
Roll Result
1. Slandered A seemingly innocuous mistake involving your name, business or family made national headlines and
was never corrected – your life was ruined by it.
2. Social “Justice” A celebrity of the network used their platform to falsely accuse you of a heinous crime, to get
revenge. They never pressed charges (like they could) but the social court found you guilty.
3. Dirty Little Secret Your claim to fame was ruined by a network expose, which dredged up your most shameful moment
for the world to see.
4. Misleading Headline A network news piece drove you to attack someone. Not only was the story later revealed to be false,
but something went wrong and you’re on the run or else served prison time.
5. False Advertising A celebrity of the network endorsed something, and you believed them until it nearly killed you or
someone you love. You want recompense.
6. Cover-up You thought you could change things, but the corp turned you in instead of running your headline. You
took it personally.
Once players have determined their story, debuff their character with its corresponding
effect:
Roll Gameplay Effect
1. Slandered On each hustle sheet, cut all received income by 20%. Remove one friend from their character sheet.
2. Social “Justice” Remove 3 friends on the character sheet.
3. Dirty Little Secret Reduce reputation by 2 (reputation can sink below 0).
4. Misleading Headline Reduce reputation by 1, and add an enemy to the player’s character sheet. The player, if they
haven’t served time, is wanted by the NCPD.
5. False Advertising Start with a critical injury. Any penalties the injury offers are suffered until healed., but the character
does not start the game with health damage as they would were it inflicted in combat.
6. Cover-up Reduce reputation by 1, and create or upgrade one of the player’s enemies to having control of a full
gang – that player is actively being hunted by that enemy.

OVERCOMING ADVERSITY
Misinformation is damaging, but the damage doesn’t have to be permanent. Any of
the above problems can be overcome by the player reaching role ability rank 6, or reputation
rank 4 (if rep is earned to 4, but then lost, they no longer suffer the penalty regardless). When
the player reaches one of these prerequisites, treat that moment as the character overcoming
the problem – it’s been forgotten in-world, or they’ve proven themselves to the point where
people no longer care.
Eat the Rich: Rules Guide

For fields which remove friends, keep track of who those friends were and have them
reach out when the problem is solved – whether the player chooses to forgive them is up to the
player, but they should be allowed the opportunity to make amends.
For the field which adds an enemy, if the player already has 3 enemies, make note of
one of these characters and make them especially intimidating, should the player encounter
them.
If a reputation loss is overcome by reaching rep 4, the character immediately jumps to
whatever rep rank they would’ve had, if they’d never been smeared. This boost should be
attributed to the news breaking that the story was false or misleading, or else the player
purposefully using their clout to disprove the claims.

P ARTY AND C HARACTER C REATION –B ACKSTORY & NPC S


CPR is designed from the ground up to place great emphasis on the backstory,
motivations, goals, and background characters of the player cast, in lieu of mechanical depth.
The included campaign leans heavily on having these points of integration and connection for
story motivations and filling out the cast in memorable ways – so characters having strong
backstory will only become more important as time goes on! Creating a memorable campaign
for your party will revolve around your ability to work with these backstories and engage your
players through them.
This starts from the ground-up with backstory: work with your players individually to
develop a living character – if nowhere else, consider having them act out a trope until they
come to grips with who they want to be playing, whether that trope is Borderlands’ Handsome
Jack or Star Wars’ Han Solo.
Once backstory is developed with its various goals and motivations, work with them to
develop their character’s supporting cast – the family, friends and enemies that will show up
from time-to-time while playing. Once again, look to tropes if inspiration fails you.
With the players’ background developed, the GM has a little homework to do by
building basic character stats for your players’ friends and enemies – see the next section on
how to do just that.

HOW EAT THE RICH HANDLES NPCS


Included in this campaign are a slew of characters utilizing quick-reference cards like
the one on the next page. Also included is a template for creating your own, using GIMP,
photoshop, or by printing the template and filling it out by hand. I highly recommend you
create as many of these for your players’ friends and enemies as you can stomach – the more
you have, the more options will be available for when the session calls for them.
In general, each session will include at least one relevant character from a single
player’s background, whether that’s a media ally or a gangster enemy. These are opportunities
to create player investment in their character’s lives, as well as earn them potential trustworthy,
dependable allies in the long road ahead of them. Trust is hard in the time of the red – these
connections should be cherished.
Eat the Rich: Rules Guide

USING NPC CARDS


Below are basic descriptors of the
different fields that make up the NPC cards in
Eat the Rich.

• Name: The name of the character


• Stats: For each relevant stat, roll
1d10 and add this stat to the result –
this is a combined substitute for
characters having attributes and
skills.
• Martial: Add to rolls involving melee
or ranged combat.
• Physical: Add to rolls involving
physical checks – athletics, etc. (use
for melee combat at your discretion)
• Technical: Add to rolls that would
require specialized training or
knowledge
• Lowdown: Add to skills involving
social awareness, as well as initiative.
• SP: The Soak Points provided by the
armor the NPC is wearing
• Gear: Below the stats is a list of weapons that the character is carrying, along with
space for weapon effects, rate of fire, and damage.
• Equipment: Other, more unorthodox things that the NPC might be carrying. Some
items, like Agents, might be assumed under certain circumstances.
• Special Effect: Most NPCs have something going on in their own lives – a specialty
or role – that would lead to better (or worse) effects in certain areas, usually skill
check modifiers. Those are listed here.
• Skulls: A quick reference for how difficult the enemy is to defeat. Player characters
would rank 3-5 skulls depending on level, gear and player skill, while low-level mooks
would rank 0-2.

MAKING SKILLS USEFUL: HOW-TO AND WHY


Cyberpunk Red’s core rulebook does a poor job explaining how to use the entirety of
the skills available to players, so I felt spending time on this page was important both as a
reference for my players and to help others.
Eat the Rich: Rules Guide

W HY ARE THERE SO MANY ?


these situations by giving every skill a
purpose.

Cyberpunk Red brings in a


whopping 66 skills (not including those with
H OW TO U NDERSTAND AND
specializations). This is to make up for Red’s
relatively small class variety. Red has 10 V ALUE A S KILL ’ S P URPOSE
classes, all of which are simple –which
family a nomad is part of likely won't make First, you and your players need to
a huge difference in how they talk to understand what it means to have a point
people or approach combat encounters. in a skill: by having a rank in a skill, the
player has experience or has received
Having a wide variety of skills is special training in that skill. Whether that’s
Red's substitute for traditional class and watching a video tutorial or going to
race specialization in a system like D&D 5e, university depends on the number of points,
unlocking the full variety of the game for but usually it can be taken to mean “they
all players to access in the process. This are qualified.”
accomplishes 2 things very well:
Without a rank in Pilot Land
1. Character creation: skilling instead of Vehicle, for example, a player does not
classing allows for a much wider variety have a driver’s license or experience driving
of characters to exist without a car – they are reliant on reflex and
pigeonholing people based on the class intuition.
they're playing (want a solo that's a
Jojo's character? Take some points in This is true for every skill except
Wardrobe and Style. Ninja? Take those which require 2 points at the start of
stealth. Gambit? Take Gambling and character creation (the bolded ones). As a
Sleight of Hand.) result, if a player is attempting a skill check
for a skill which they are not trained, checks
2. Gameplay: this system allows everyone should be required no matter the difficulty,
to know what everyone else is doing the and the result of a failure should be more
moment they sit down to play together. severe. For example, driving without a
Whether you're a solo, nomad or license requires passing a DV10 check just
rockerboy, all your skills are on the tree, to go in a straight line – failing that check
making it easy not only for the players might have the car spin out. If the player
to understand what everyone else is has a license, the DV10 is no longer
doing, but for the GM to balance checked – and should the player for some
encounters with relative ease based on reason fail a similar check, the car shouldn’t
some universally applicable numbers. spin out except for an especially severe fail.
Because of this, however, it’s
important that the GM make absolutely
sure all skills are useful, or you run into
C LASSIFYING S KILLS
“utility specialists” – players that will Still, not all skills are created equal.
sacrifice building what they want to only With such a wide range of relevance, the
take the skills that are universally useful. GM should treat skills differently to ensure
This section tells you how to avoid creating they’re all used. If they aren’t all used, a
character isn’t able to fully shine.
Eat the Rich: Rules Guide

Keep in mind: for new players (or skill that you can train by going to the gym.
players in a new group) especially, finding Generally, these are things related to
creative and insightful ways to ply skills learning: playing an instrument, going to
won’t usually be a high priority. It’s the cosmetology school, learning to drive,
GM’s job to ensure that a player can find learning interrogation techniques, and so
their points of strength, no matter their on. They’re always relevant to specific
character’s quirks. scenarios but not usually relevant all the
time.
So now, we need to define the role
different skills play. Usage: When possible, I find
avenues for players to substitute or
CORE/TALENT/UTILITY SKILLS augment their utility skills with these more
specialized rolls. Although the rolls are less
Description: These are pass/fail common than utility skills, they’re also
skills that will often be used multiple times easier - and failing them won’t typically
a session and dozens of times in a result in a hard fail, but instead a minor
campaign, which more than half of any setback that allows for another attempt.
party usually has in common. They’re
generally applicable to many different For example, a perception check by
scenarios. Prominent examples: Perception, a driver allows you to see what another
Persuasion, Athletics, First Aid. driver’s going to do – but a Pilot Land
Vehicle check could also grant this
Usage: Because these are the most knowledge much more easily and
general and universally-useful options effectively. If perception is failed, the
possible, because most players have them information is lost – but the pilot land
and because they’re so broadly applicable, vehicle check might allow for multiple
I tend to make the checks they’re used for attempts, or another check with perception
slightly harder than normal, and if the even if the pilot check is failed.
checks are failed, the penalties are usually
somewhat steeper. This encourages players
to find a niche, rather than generalize with
SPECIALIZATION SKILLS
their characters. The GM should already Context: These are fringe checks
know how to use these – athletics for requiring specialized learning that might
physical challenges, and stamina or not be directly utilized very often, but
persuasion for making deals, etc. should still be utilized at least once every
session or two. These might include
TRAINED/FLAVOR SKILLS Sculpting, Accounting, Science, or
Photography. Many would still need
Context: There is some overlap education (personal grooming, fashion,
here. Athletics is a talent (something most education skills in general) but are rarely
people are capable of), but also a trained directly applicable.
Usage: If one of your characters For example, a character’s time
went to college and majored in Basket mastering sculpting could increase their
Weaving, it’s not surprising that it won’t income through their hustle. It could also
come up directly very often. However, that’s offer steadier hands, allowing for better
not to say the skill is useless. crafting results, steadier aim at long
ranges, or faster, easier first aid or surgery
Eat the Rich: Rules Guide

checks. I won’t often give these checks DVs, check immediately afterwards depending
but instead have the player make a check, on the result. No matter what, I always
then offer a bonus to the utility or training outline why the bonus was received.
ideas, or stop your group from accidentally
METAGAMING SKILLS dying in a one-sided combat encounter. If
Context: Possibly the most the GM can’t think of anything, open the
important, yet least utilized skills on the floor: the other players are also in-tune to
sheet, these are skills that can be used in what’s going on and can provide extra
game, but which should also be used as details or out-of-character ideas too.
tools to help the GM deliver information to For example, Jessie’s character
the players through their characters. Barney has somehow accidentally found a
Usage: Players might not be able to way into the backroom of a gang hideout
think on the fly – but their characters can and cornered himself in doing so. Sharp as
still think for them! These skills include a bowling ball, he’s unsure what could be
deduction, education, tactics, local expert, done in this scenario, but rolls a passing
wilderness survival, and streetwise. Use tactics check. The GM offers suggestions
checks in these areas (depending on the (punch through the wall, hide in nearby
scenario) to provide information to the boxes), while also allowing other players to
player that their character realizes, allowing chime in on what they’d do, were they
them to deduce extra details that they controlling Barney.
might’ve missed in a scene, come up with

RULES MODIFICATIONS AND ADDITIONS


There are several new systems, rules mods and gear screamsheets that the GM will
need to familiarize themselves with and pass onto their players before getting started. These
rules can be treated as optional depending on you and your players’ preference.
All of the systems below can be added at the GM’s discretion – but the included
campaign is designed to be run with them! The GM will need to look ahead and compensate if
the odd system a session relies on isn’t present.

D AMAGE C HANGES
COVER – CLARIFICATIONS
Cover in the core rules is incomplete, as you’re either fully behind cover (and unable to
fire) or completely out of cover (and totally exposed while firing). Treat these extras as
additions to the cover system:

• Taking full cover (as described in the core rules) obscures line of sight and stops the
character in cover from attacking back without leaving cover first. Entering or leaving full
cover can only be done once per move action.
Eat the Rich: Rules Guide

o A player higher in the initiative order could, for example, take full cover one turn, then
leave it the next and fire, but they could not leave it, fire, and return to it in one turn.
• Taking partial cover does not require an action, only partially obscures the player, and
allows the player to fire back.
o When in partial cover, the user adds 1 to the DV of all ranged checks made by and
against them for every 10 hit points the cover is currently providing, rounded (as the
cover is demolished, it provides less protection – see cover examples, p. 163).
o When a shot is fired and misses a player in partial cover, half the damage always hits
the cover.
• Passing Cover/Obstacles: as play progresses, players and NPCs might need to mount and
mantle cover in the middle of combat. This can be done in one of two ways:
o Climbing cover requires a turn action, and it’s assumed that the character stops to
mantle carefully, whether that’s a concrete barricade, car hood or window frame.
o Mantling cover is incidental, as a Dukes-of-Hazard car-hood slide, a running jump, or
the like. This option concludes a character’s movement but frees up their turn action –
but anyone mantling must pass a DV14 athletics check. Failure results in the character
being knocked prone. A crit fail that results in a roll of 5 or less sees the character
knocked out for 1d6 rounds.
KOS AND KNOCKABOUT
When a character takes damage greater than their BODY or WILL (whichever is
higher) in a single attack (that could comprise multiple bullets, were they hit by rapid fire),
they must roll an ENDURANCE check = DV15+amount the damage exceeds their stat. If they
fail, they lose their next turn action (but not their move) due to knockabout/pain/shock.
When a seriously wounded character takes knockabout (including if the wound itself
causes both the serious wound and knockabout), if they fail the check they’re stunned and
knocked prone for the next round no matter their remaining health.
For flightier, less hefty characters, use this to emphasize that they should be staying out
of harm’s way. (Credit: /u/onirim, reddit)

PREPARING A SHOT
If a character is in stealth or only has one chance to fire, they may need to spend extra
time preparing a shot. If they do, they can use one combat turn action to set up their next shot.
If the shot is aimed at a specific location, reduce the penalty to hit (normally DV+6) by the
player’s rank in the relevant weapon skill. Otherwise, reduce the DV of the shot by the same
amount.

MELEE COMBAT
If a player has a melee weapon in each hand, they can attack with each weapon
independently - however, every weapon has strong and weak blows if not held in both hands.
The strong blow (the first blow) ignores half armor as normal, while weak blows (any blows
after the first made with the weapon) do not ignore armor at all. Additionally, certain weapons
Eat the Rich: Rules Guide

(Big Knucks, Brass Knuckles) can make checks with the Brawling skill instead of the Melee
Weapon skill at the GM’s discretion.
For example, if Barney has a set of brass knuckles in both hands and both weapons
have a RoF of 2, Barney makes 4 attacks using his brawling skill per turn: strong-weak, strong-
weak.

COMBAT TIME
Core rules combat time defines 1 round = 2 seconds of in-game time. This makes doing
anything in combat time take an absolute eternity, as well as being highly unrealistic in terms
of movement (a character with a move of 6 would be an Olympic runner). As such, you should
consider 1 round of combat to take approximately 5-15 seconds of in-game time, depending on
the actions being taken during the round.

SHOTS WITHIN 2M
Close-up shots shouldn’t be hard. Unaimed shots made against adjacent and out of
cover enemies auto-hit. Aiming for a specific part of someone at this range requires the 0-6m
range bracket DVs (p. 173) + 4.

JOBS
Throughout the campaign players might spot opportunities for hustles beyond what’s
rolled on the table – when they do, allow them to leverage their more unique specialized skills
to make rolls against checks, rather than rolling the hustle table. Examples of these skills might
include tracking, dance, contortionist, various education skills, acting or play instrument,
personal grooming, wardrobe and style, and various technique skills.
For these checks, have the DVs on p. 129 substitute for the hustle rolls on p. 382, The
higher the roll, the better the job the player did, the more eddies they made (factor in role
ability rank as normal).

A VOIDING D EATH
The dark future is brutal and chews up mercs like wet tissue paper, and Eat the Rich is
no exception. CP2020 and Cyberpunk Red are both unforgiving experiences, with a lack of
levelling and character investment substituted by players expecting their characters to die for
mishaps and die often.
From a storytelling perspective, though, this is a pain. This module includes two
(optional) systems for avoiding death: Favors and Legacies.

FAVORS:
When a player character falls into critical condition and would be about to die (after
death saves), after the encounter ends, the character can call in a favor to save their life. There
are a wealth of organizations in the Cyberpunk world eagerly waiting to take advantage of
Eat the Rich: Rules Guide

those with no other options, and whether it’s a brutal loan to pay for an emergency room visit,
an old “associate” stocking spare body parts of dubious origin or a corporate insurance policy
that seemed too good to be true, you might survive only to wish you were dead.
When a player calls in a favor, they may choose any of 1-4 on the table on the next
page. Alternately, if they want a chance to escape with only scars, roll a d6 (rerolling a 6) and
consult the table to see how the favor is handled.

LEGACIES
Instead of calling in a favor, players can choose to pass on their legacy if they happen
to have an appropriate friendly character available in their background & only at the GM’s
discretion. In the character’s dying moments, they contact their legacy and give instructions:
“don’t let the flame die out!” Players are then given the opportunity to create a new character
as they see fit based on that connection, with any skill increases tallied and redistributed
among the new character’s skills. That character joins the party at the start of the next session.
The deceased character’s possessions are distributed to the party, to do with as they
see fit. They can be passed on to the legacy… or they can be kept or sold. Cyberware can be
yoinked and scavenged or left to rot – but often it will be more valuable than anything else a
character owned.

TABLE: FAVORS
Roll Result Description Consequence
1. Shady Fortunately, the doc was on call, and some shiny new For every mortal injury the character
Ripperdoc chrome has you cybered up and ready to get back on suffers, add a new Cyber-Component (p.
your feet. Now, about the fee… 358) as appropriate. For every new cyber-
component, the player is indebted 125% of
the cost by gangers.

2. Loan Fortunately, a hospital was nearby. But some things The player is indebted for 150% of the
Shark never change, and one of those things is healthcare in appropriate hospital amount (p. 225) by a
the US being expensive. You’ve turned to some rather creditor.
unscrupulous creditors for a solution.

3. Fingerman You’re not sure who this guy is or why your uncle The player is indebted for 150% of the
knows him, but you’re not about to complain when he’s appropriate hospital amount (p. 225) by
there in 10 minutes with a replacement arm and a new gangers. If a critical wound was suffered to
stomach to boot. Still, something tells you he’s ready a replaceable body part, that part is
to offer you to the next guy, if you don’t pay up. replaced.

4. Corpo Should’ve read the fine print my friend. Your hospital The player is indebted for 150% of the
Insurance stay’s taken care of, but you’re not going to be appropriate hospital amount by corpos.
walking free anytime soon.

5. Just lucky The bullet passed clean through! You manage to pull Once stabilized, reduce a character’s max
yourself together (in some cases, literally), but you’ll HP by the total DV of required surgery
be alright. Probably. rolls/2 (rounded up) for the same number
of sessions. This penalty cannot be
circumvented or alleviated except by
Eat the Rich: Rules Guide

undergoing the appropriate surgeries at a


later date.

I NDEBTED
As the campaign progresses, players may find themselves indebted to one or more
organizations, from near-death experiences or otherwise. Debt can always be sought out, if a
player is truly strapped for cash (or greedy) – but the obligation shouldn’t be taken lightly.
Each organization will expect payment on their debts every chapter, with failure to
comply meeting swift and harsh punishment. The payment exacted, along with the punishment
for failing to meet the demand, is outlined below.

TABLE: DEBTS
Type Context Payment Due + Additions
Ganger There’s always a mob head or cartel lord looking for a Payment due in full after 4 sessions+25% (or about 4
Debt new revenue stream. Just make sure you pay up, or weeks). Failure to make payments will result in kill-squads
the flunkies will come to collect. being sent to confront the individual and/or party at their
earliest notice (squad strength and appearance time at GM
discretion).
Creditor A good creditor knows that a boy in debt is worth two Payment due in thirds every session/week. (cannot be paid
Debt at the bank. Creditors aren’t as interested in selling in full unless it is 200 ED or less). Remaining payment is
your body for quick cash as they are in making sure multiplied by 1.15. Missed payments result in an attempted
you’re financing their businesses for years to come. repo of worthwhile gear as substitute (at GM discretion).
Good luck calculating how much that loan will actually cost.
Corpo What does a corp need from a person, when a corp For every 1000 eddies owed, a corpo handler will call in a
Debt already has everything it can buy? The immaterial, of job for the character, once a session, until paid off. Jobs
course. Corpo rats work off their debt by working for should be sub-objectives developed by the GM based on
the company. You’ll only wish cash were an option. situation, integrated into the next leg of the module, and
And beware: corps aren’t above cutting their losses should always place the character at direct odds with the
and getting what they can from your corpse. party. Repeated failures to complete jobs will result in the
corp dispatching a kill-squad and attempting repo. (For
further inspiration or substitution, see p. 118)
Eat the Rich: Rules Guide

N ETRUNNING I N T HIS C AMPAIGN


I don’t like netrunning in the core rules for a variety of reasons. Here is my alternative.

IN SUMMARY:
Instead of the NET being a 3D overlay on a physical room, Netrunners jack into a
maze representing local net architecture that they navigate like a VR video game while still
being conscious in meatspace. The maze architecture contains various smaller “elevators” or
subnetworks similar to the base rules, but the architecture itself is larger and easier to
understand/play.

THE ARCHITECTURE/MAZE:
Throughout the campaign, players will encounter NET infrastructure. Mazes (like the
one below) will always be provided. If you find yourself needing to make your own, I used
http://www.mazegenerator.net/ to create the mazes + GIMP’s filter/render/grid overlay to add
the grid (and brush to add the points).
Jacking In/Out
Jacking in requires a hardwire connection to local
network infrastructure, unless the player has a wireless
connector installed on their netdeck and the area has an
antenna. When a runner jacks into a maze, place them at
either entrance. If more than 1 runner is in the maze, add
subsequent runners at the furthest entrance from any
hostile entities. Jacking out must be done at a tile adjacent
to an entrance.
Points of Interest
Colored points of interest mark different “elevator doors” that hold file systems related
to electronics in the area. One elevator might access a computer’s files and operating system.
Another might access a local security camera. These points of interest usually have 3-5 floors
and their infrastructure is always provided.
Action Changes
Cloak will now hide the runner’s locations from other entities within the maze (programs
always attempt a cloak check at the start of their turn if they’re in line of sight of a runner – if
the check beats the cloak, the cloak is disabled).
Pathfinder will now reveal the contents of tiles in the maze. Have the Netrunner make
a roll, then count out tiles in the direction the Netrunner wants to look = the number rolled
(include tiles they can already see). Fog of war is temporarily removed from those tiles.
Eat the Rich: Rules Guide

Eye-Dee reveals “labels” on elevator doors and the elevator’s DVs. Using it on a floor
reveals the contents of the floor, including the authorizations it allows, any passwords it has
and any black ICE hidden behind the passwords.
Scanner reveals black ICE and elevator door locations within a maze, closest first
(disregarding walls) = the amount the check exceeds the maze DV.
Slide allows the runner to return to an adjacent maze entrance, so long as that
entrance is within a radius = the amount the check exceeds the maze DV (disregard walls)
Virtual spaces are measured in tiles. The netrunner’s NET MOVE = Interface skill +
INT stat. Netrunners can always see the contents of corridors in their direct line of sight, and
anything the runner sees/pathfinds is treated as mapped.
Black ICE
Distribute any black ICE randomly around the maze.
Black ICE can move about the maze. Black ICE has a NET MOVE = REZ / 3
(rounded up). Ex: REZ 20 / 3 = 6.66 -> 7.
Black ICE can see the runner when they’re not cloaked, even around corners. Black
ICE’s perception range is based on their line of sight and their profile PER around obscured
corners (count the profile perception from the location of ICE, not the corner). At the
beginning of its turn, Black ICE always attempts to beat a cloak if there’s a cloaked runner in
range.
Black ICE will always attempt to move towards the runner if the runner crosses its
perception range while uncloaked, and will not lose track of the runner unless the runner
cloaks. Otherwise, Black ICE patrols the maze randomly.
Determining Initiative
When the player enters the maze, immediately roll initiative for them and all black ICE
present in the maze architecture, even if the ICE is not visible. (For players, this is Interface +
SPD bonus (if any) + 1d10. For programs, this is SPD + 1d10.

LOCKDOWN
Failing NET action rolls (outside of combat) causes mazes to go into lockdown (other
causes might be stated locally), and each system has its own lockdown tally – subtract 1 from
that tally for each failed action roll and, when the tally reaches zero, all black ICE in the
system immediately locates and begins traveling towards the hostile Netrunner. After 4 turns,
the Netrunner is then forced out of the system as if they moved out of range from it, unless
they jack out themselves.
Once a system is put into lockdown, the net NET access point cannot be jacked back
into by any party unless a program is used to lift the lockdown. Attempting to jack into a
system in lockdown has no effect.

DESIGNING/POPULATING MAZES
Eat the Rich: Rules Guide

Here are the rules I use for generating mazes, if you want to make your own.
Small maps are 8x8 tiles, encompass 1-2 access points, and typically are only populated
by 3-5 programs and subsystems.
Medium maps are 12x12 meters, for layouts which encompass 2-3 access points, and are
typically populated by 6-10 programs and subsystems.
Large maps are 15x15 meters, for layouts which encompass 3-5 access points, and are
populated by anywhere from 10-30 programs and subsystems.
Huge maps are for layouts with heavy network connectivity, like in an office where
every worker has their own access point and corresponding programs. These maps are often
layered atop one another for truly massive networks, and hold vast numbers of programs and
subsystems.

EXAMPLE MAZE STATS


AUTO DEALERSHIP LOCAL NET INFRASTRUCTURE
Number of Access Points: 2
Lockdown Tally: 6
Maze DV (outside elevators): 7
# of Elevators/Subsystems: 4
# of Black ICE: 2

Subsystem 1 – Floor 1 Floor 2 Floor 3


Security Cameras
(Main floor)
Floor Contents Password Protection Password Protection (DV 7) Password Protection (DV 9)
(DV 7) Reboot Command Shutdown Command
Optics Access
Available Actions The character can The character can now order the The character can now order the
now see what the cameras to reboot while in the auto-guns to shut down, requiring a
cameras see so long system, ceasing functionality for 5 new NET command to reboot. (If this
as they remain rounds/10 seconds. (If this command is used, this subsystem
jacked into the maze. command is used, this subsystem resets.)
resets.)

Once a player gains access to a subsystem’s commands, they can access them from
anywhere else in the maze so long as they remain jacked in – but if the command resets the
subsystem, they’ll need to return to it to bypass the new passwords once again. Whether those
passwords are known to the runner is left to GM discretion.
Eat the Rich: Rules Guide

HOSTILE NETRUNNERS
Many NET systems will already be occupied when you arrive. Stats and programs for
enemy netrunners will always be provided. Assume that enemy Netrunners will always prioritize
combat in the NET over combat in meatspace.

PROGRAMS/PROGRAM ADVANTAGES/CREATING PROGRAMS


Though understated in the JSK, programs are the bread-and-butter of a Netrunner’s
toolkit, acting as everything from digital guns and armor to extra actions. Programs can be
used instantly, and in cases of programs which deal damage, sometimes circumvent DV checks.
This primer only includes a few basic program additions, and there’s no way to account
for all the things your Netrunner may want to do with them. To fill this gap, Netrunners will be
expected to write programs for themselves.
Programs created by players use their Interface skill. More complex programs require
higher a interface skill. Any category on this table can be mixed and matched with any others
and their total number of levels added together for the total Program Level cost. For each
target or action beyond the first, double, then triple the cost of that action (I.E. a program that
takes 3 DV 14 or less actions requires 1+2+3=6 Program Level to designate all 3 actions).
Modifiers can be added to any other numeric value (cannot be added to # of uses).
levels Target # of uses Non-Combat Attack Defense Mod.
req. Action Action Action
Evergreen X X use Add +X to a chosen Xd6 Brain Add +X to DEF +X-1
program non-DEF stat OR Rez
damage
Program 1 Target a single, specific entity Single use Perform a single Reduce the
Ability that the player has had previous program. specific Netrunning next incoming
contact with (“Auto dealership action with a DV of attack by 1d6
Hellhound”) 6 or less damage.
2 Target a single specific type of Single use Perform a single Reduce an Reduce the
generic entity (I.E. “Black ICE” program per specific Netrunning opposing next incoming
“Enemy Netrunner” “Password”) jack-in action with a DV of target’s attack by 1d8
8 or less stat by -1 damage.
3 Summon friendly entity with REZ Single use Perform a single Reduce an Reduce the
6, PER 2, DEF 3, ATT 6, which will program per specific Netrunning opposing next incoming
repeatedly attempt to perform encounter action with a DV of target’s attack by 2d6
the chosen effect (combat actions 10 or less stat by -2 damage.
require checks)
3 Two use Grants a +2 bonus
program per to the next non-
jack-in combat check.
4 Target any entity in digital space. Two use
program per
encounter
Eat the Rich: Rules Guide

UPDATED GEAR – TWEAKS, NIGHT MARKETS AND NEW ITEMS


G EAR T WEAKS AND R EBALANCES
There are several gear tweaks this campaign is built around – these tweaks help keep
all gear usable and reward players for using it properly, or else reign in overbearing
mechanics.

ARMOR
Armor now always ablates after absorbing damage, whether that damage was
sufficient to pierce the armor or not. This gives lower-damage weapons like medium and heavy
pistols purpose.

AUTOMATIC FIRE
Automatic fire in general was found to be too overbearing. To ensure that auto-fire
weapons don’t dominate encounters, subsequent bullets now require a +2 from the successful
check, instead of a +1. For example, a DV15 check requires a 16 for success – the second bullet
of the burst requires a roll of 18, and the third a roll of 20.
However, automatic fire can now hit as many bullets as the check allows for (up to 10),
certain weapons can fire in bursts, and if a weapon has fewer than 10 bullets left in the clip,
the remaining bullets can be expended to hit up to that number of times.

RANGE BRACKETS
When firing a sniper, the shot cannot be aimed within 25 meters.

0-6 7/12 13/25 26/50 51/100 101/200 201/40 401/800


M/Yd M/Yd M/Yd M/Yd M/Yd M/Yd 0 M/Yd M/Yd
Sniper Rifles 18 17 17 16 16 17 20 22
Shotgun (shell) Auto 13 15 - - - - -

GRENADES
Standard frags are a tier-2 explosive (I.E.D.s are tier 1) – players can no longer throw
grenade launcher ammunition. Wben throwing a grenade, make an athletics check = (# of
meters being thrown/2, rounded up) + 5. To determine total possible range, use DEX * 3m.

PISTOLS
Pistols trade stats for unconventional features, but still had little purpose if you could
find anything better. To cement their place as an attractive option for flightier characters,
firing a pistol now uses its own combat action. You can still only use a single weapon per turn
(unless otherwise noted), so you can’t fire your rifle/swing with a bat, then fire your pistol, or
Eat the Rich: Rules Guide

fire, then reload your pistol. You can, however, move, take a non-combat action, then choose to
fire your pistol in addition (or any combination of actions thereof).

SHOTGUNS
Shotguns now fire in a cone, instead of a cube, using ascending difficulty values for
subsequent targets. When a character rolls for a shotgun blast, check their target for other
targets, anywhere in front of or behind them, within 1m, in the direction of the shot. Have the
player declare primary, secondary, and tertiary targets of those options. For the primary
target, roll the DV on the previous page. For the secondary target, add +2 to the listed DV
and roll. For all tertiary targets, add +4 to the listed DV and roll.
If a secondary target is hit, add 2 to the armor value of that target before calculating
damage. If a tertiary target is hit, add 3 to the armor value of that target.

SMGS
The core rules SMG is now a 2-handed weapon.

DUAL WIELDING FIREARMS


Players with a DEX of 8 can attempt to dual-wield 2 firearms, if both firearms require
only 1 hand each to wield. Players that are dual-wielding firearms cannot attempt aimed shots.
When a dual-wielding player attempts to fire, they must make a DV16 DEX skill check – if
failed, add the difference in the check to the DVs for ranged checks against both weapons
that turn.

SHIELDS
While testing, it was found that the basic shields were a bit lackluster. Instead of the
core rules, this campaign uses the following:
A shield can be equipped in one or two hands. If equipped in one hand, it can be
treated as up to -3 cover, but all attacks that are fired at the user and miss will hit the shield. If
equipped in both hands, the user is completely obscured behind the shield, and all attacks
fired with a reasonable (GM discretion) weapon skill check hit the shield.
If an attack hits a shield, instead of rolling damage, ablate the shield’s SP by 1 for each
hit. A shield has SP/armor = ED spent to purchase/20 (a 100 ED shield has 5 SP, a 200 ED
shield has 10, and so on.). For every 5 SP the shield has (rounding up), subtract 1 from the
user’s MOVE and DEX while it is equipped.
A shield is treated as a medium melee weapon for purposes of checks and damage
(2d6). Unarmed attacks do not affect it.
Eat the Rich: Rules Guide

N IGHT M ARKETS
Night Markets are the exclusive
clubs of Night City. In the slightly earlier PURCHASING “STANDARD”
setting of Eat the Rich (2041 vs 45), good WEAPONS & EQUIPMENT
supplies are scarcer and Night Markets
more premium. Eat the Rich uses custom Unlike most of the high-end gear on
rules to create Night Markets, making the coming pages, even in the time of the
them closer to Midnight Markets (p. 340). Red the items listed in the core rules are
still easy to find if you set your mind to it.
Night Markets are always invite- Because of this, assume that most
only. Reputable solos are hired as bouncers standard-or-worse quality weaponry will be
to “discourage” the uninvited, and the available in normal pawn shops and
vendors make enough off their goods that market stalls (if they’re in an unfamiliar
security fees are never an issue. As for area, all that might be required is a local
securing an invitation, they’re usually expert check), as well as tier 0 and 1
distributed ahead of arrival to notable equipment on the following pages.
faces (usually fixers, sometimes techs or
other market heads) that the vendor thinks
could be buyers. Don’t try stealing an invite, CREATING A NIGHT MARKET
either; most admittance is triple- For all other equipment (including
authenticated, and no piggybacking is the core’s exotic equipment), local Night
allowed – guards are asked to wait outside, Markets appear at the conclusion of each
and comms are strictly prohibited. chapter and are made accessible only to
Night markets are organized into players with a certain amount of
tiers, corresponding to the rarity of reputation, as outlined on the following
available gear Rather than convert the table. One market always appears,
exotic gear in the core rules, however, core accessible to anyone with a rep of 1 or
exotic rarity is left to GM discretion. more, which sells specific yet not-
particularly-rare items of the GM’s
choice that might not be available normally (ex: specialized ammunition, a particular
brand or less common article of clothing). For any other markets, players who meet or exceed
the rep requirement are notified of the highest-tier market’s existence and extended an
invitation personally via courier.
(Note: see the end of each chapter for more specifics on the type and tier of potential
markets to appear)
Result Rep level Market level Rep level required - VIP
(1d10) required
1 N/A No other market appears. N/A
2-5 2 Tier 2 4
6-7 5 Tier 3 6
8-9 7 Tier 4 8
10 9 Tier 5 10
Notify any qualifying players that the market has arrived privately. Whether they
choose to share that they’ve been notified should be left up to them. If no one qualifies for the
market, the party should never even know it appeared.
When a Night Market does arrive, players able to access it are allowed to take
potential orders (and money) from other players before seeing inventory, which will be shown
to them behind closed doors as all other players are asked to temporarily leave the room. As
soon as the players decide to leave the Night Market, the vendor vanishes without a trace.
Their inventory can pop up again later, from other sources, at the GM’s discretion.

ADMITTANCE VS. VIP


Just because you scored a pass into the market doesn’t mean it’s all-access. You might
get to the show-floor, sure, but the top-shelf stuff? That’s reserved, choomba – you gotta be
somebody to all the other somebodies, first. Getting regular access gets you in to see items of
the appropriate tier, but if you manage to swing that top-shelf you can expect a couple choice
bits from the next tier up to look at, as well. See the next section for what to expect.

WHAT’S IN THE MARKET?


Market contents are primarily determined by the tier of the market on the previous
page – a tier 2 market sells tier-2 items. Aim to find (or create) and stock 1 item you know to
be of interest for each party member attending, with around 10 items in each market total.
Only a few notable gear items, relevant to the party, should be shown explicitly; players can
make inquiries about other items with the vendor after the show, however, and items like rare
foods, high-end clothing and electronics, vehicles, or other quality-of-life items can be created
and sprinkled in at GM discretion. Some Night Markets are auctions – others, more like flea
markets. Which are which is up to the GM.
Finally, remember that Night Market vendors make new items available to those they
trust more – earning the VIP pass gets the player access to purchase 1-2 items at the next tier
up, of interest to someone in the party, even if not themselves.

INVITE. ONLY.
Invites to Night Markets are exclusive, usually hand-delivered to the character in
question through a trusted middleman courtesy of a regional fixer. The invite details are
encoded to the bio-signature of the player and, at higher levels, will encode themselves directly
into a player’s brainware with software that deletes itself if the players attempt to share the
info.
At this time, there are no maps or NPCs included for Night Markets, so if your players
want to cause trouble, the specifics of that trouble are up to you. However, invites should be
kept very private, and if players try to piggyback off each other’s invitations or otherwise try to
stir trouble, it’s a safe bet that they won’t be invited back anytime soon.
Despite this, remember that this is Cyberpunk we’re talking about – those vendors
should take your players for all their worth if they can, so a little turnabout is fair play.
G EAR S CREAMSHEETS
Below are gear screamsheets for weapons, armor, cyberware, general equipment, living
essentials, and more. Distribute these to players at your discretion – some information should
be freely available, but what’s offered (or even potentially available) at night markets is
privileged information, only shared between a fixer and the punks they know they can trust.

GEAR TIER LIST & AVAILABILITY GUIDELINES:


Tier 0 – Junk. Can be found for cheap from specialized vending machines or else
improvised. Better than nothing, but not by much.
1 – Standard. Can be found from vendors that happen to know where to get it.
Common, mediocre, sometimes overpriced gear, but also reliable, easily repairable and in some
cases even craftable. Treat all non-exotic weapons in the RED book as standard with
associated pricing, including premium models.
2 – High-end. Can be placed in shops randomly at GM’s discretion, if the vendor is
enabled access to tips and friendly with the party - otherwise accessible from a Tier 2+ Night
Market. Uncommon gear for an edge, highly in demand and snapped up by corps.
3 – Top of the line. Accessible only from a tier 3+ Night Market. Rare gear, often
discontinued, that’s renowned for its durability, versatility or functionality. Even corps
sometimes have trouble finding this stuff.
4 – Exclusive. Accessible only from a tier 4+ Night Market. Exceptionally rare gear,
barely manufactured or else only done so exclusively, to retain its value. Legendary status from
gangs to corpo CEOs for its quality. Worth killing – and dying – over.
5 – Preem. Accessible only from a tier 5 Night Market… and even then, sometimes only
to very few. These items are one of a kind, and often more of a rumor than a fact. Tier 5 gear
isn’t touted about even by the merc that gets their hands on it – because just owning a piece
makes you a target.
Note that these tables are not comprehensive. There are a wealth of additional
weapons that can be adapted to the game from Cyberpunk 2020 (available on the wiki) and
real world sources. Ask your GM if you’re looking for a more specific weapon!

RESALE
Assume the resale price of any given item to be about 25% of the purchase price – less,
if the item needs to be modified before it can be sold at retail again.

WEAPONS, ATTACHMENTS & SPECIALIZED AMMUNITION - DESIGN NOTES:


• Large/high caliber weapons (shotguns, snipers, rifles) use high amounts of large dice and
+x modifiers for more punch.
Eat the Rich: Rules Guide

• Skillful/more precise weapons (snipers, rifles) use larger dice, have fewer to roll and ignore
armor.

• +APX = “Ignore X armor when calculating damage” (armor still ablates as normal)

• Easy-to-use weaponry (shotguns) come with +x modifiers to reflect guaranteed damage


but roll fewer dice.

• Shotguns have the same damage cap (40) but inflict it increasingly reliably

• Automatic weapons have Automatic Fire perk.

• Burst Fire X = “Consume X bullets and hit up to X times while rolling with the autofire skill,
as per core rules.”

• Automatic Fire and Burst Fire use autofire skill for rifles, shotguns and SMGs. For pistols
and heavy, average the difference between autofire and the weapon skill.

• More reliable weapons (SMGs, pistols) use higher numbers of smaller dice.

• Scopes reduce the DV for shots by the zoom (I.E. 4x reduces by -4) and sometimes allow
you to reroll critical fails. Each level of magnification is worth about 50ED. – treat the Core
Rules sniper scope as a 2x zoom.

• Smart interfaces allow rerolls of damage dice.

• Locks stop the gun from being fired by anyone not keyed into the smart interface.

• Assume that guns can only take attachments as appropriate -a double barrel probably
can’t get an RDS or a barrel attachment, for example… though you could certainly have
your tech weld one on if you absolutely had to.
Key:
M – Magazine
RoF – Rate of Fire
H.Rq – Hands Required
Con: Y/N – Concealable, yes/no
D: Damage
Eat the Rich: Rules Guide

TIER 0 – JUNK
Item Description Traits Value
EZ-Fire A pistol, 3d printed on demand at a vending M: 10. RoF: 2. H.Rq: 1. Con: Y. D: 2d6. Fragile 20 ED
Synthetic machine, and fires prepackaged ammunition. Good 8 (tally weapon usage – after each use, roll
Pistol for self-defense in a pinch… if the target is 1d8. If the number rolled meets or exceeds the
unarmored, drunk, uncybered and sleeping. tally, discard the weapon. Cannot be repaired.)

Shank A sharp piece of metal or a cheap knife. Good for RoF: 2. H.Rq: 1. Con: Y. D: 1d4. Fragile 6. 10 ED
opening envelopes.
Banger A big object to hit someone over the head with, like Rof: 2. H.Rq: 2. Con: N. D: 2d4. Bulky (all rolls 5 ED or less
a rock, street sign or disembodied arm. Unwieldy. concerning this item, including initiative, suffer a
-2 penalty.)
Bag of It’s a bag of glass splinters that someone’s been Flip up to 2 coins (throw up to 2 bulbs). For Purchase: 10 ED
Lightbulbs nice enough to reconstruct into spheres and fill with each won flip, deal 2 damage, ignoring armor. per bulb – or
vacuum. free from your
neighbor’s front
porch

Molotov The classic. M: 1. Rof: 1. H.Rq: 1. Con: Y. D: 1d10 in a 6m Purchase: Cost of


Cocktail (3x3 sq.) radius. If 9+ is rolled, roll an extra booze + a rag
d10. Incendiary – moderate fire (p. 346).
Eat the Rich: Rules Guide

TIER 1 – STANDARD
Pistols Description Traits Value
Glock 18 The plastic standard for gangsters everywhere, long M: 18. RoF: 1. H. Rq: 1. Con: Y. D: 200 ED
Automatic outliving its parent company. Automatic. Chambered for 2d6. Automatic fire IF no secondary
Machine Pistol 9mm. action is taken that turn.

.38 Special Small, 5 Shot, snub revolver. Nobody’s manufactured one of M: 5. RoF: 3. H. Rq: 1. Con: Y. D: 2d6. 150 ED
these in years, but they’re highly in demand and perfect to
fit in a sock. Chambered for .38.

SMGs Description Traits Value


H&K Stripped A professional classic. H&K kept their branding after being M: 30. RoF: 1. H. Rq: 2. Con: N. D: 150 ED
MP-5 Submachine bought up by Militech in the late 2000s. Automatic. No 2d8. Automatic fire.
Gun stock. Square body, short profile. Chambered for 9mm.

Mini-Uzi The unofficial mascot of the gangster’s paradise. Just big M: 24. RoF: 3. H. Rq: 1. Con: N. D: 160 ED
enough to make it seem like you’re compensating. 2d6 Automatic fire. Each shot
Chambered for 9mm. consumes 3 bullets.
Shotguns Description Traits Value
Boomstick There’s no brand on this old, well-used double barrel, but M: 2. RoF: 2. H. Rq: 2. Con: N. D: 300 ED
it’s hard to screw up such a simple concept. 12-gauge. Does 4d6+6 – 2 per range bracket.
not take attachments.
Sawn-off It’s a double barrel without most of the barrel, for maximum M: 2. RoF: 2. H. Rq: 2. Con: N. D: 270 ED
Boomstick close-range oomph. Does not take attachments. 3d6+10 – 8 per range bracket.
Combat Rifles Description Traits Value
M16 Assault Rifle Originally fielded during the wars in Korea and Vietnam, M: 25. RoF: 1. H. Rq: 2. Con: N. D: 700 ED
this weapon is a far cry from its easily jammed 3d8+2. Burst Fire 3
predecessors.
Hand-to-Hand Description Traits Value
Brass knuckles Not as scary when your opponent is partially metal. Still, Scales with brawling, +2. Easily 25 ED
sometimes come in handy. concealed.
Miscellaneous Description Traits Value
Nomad 10mm A scopeless varmint rifle, for shooting varmints. Hand M: 7. RoF: 1. H. Rq: 2. Con: N. D: 400 ED
“Long Rifle” Sniper crafted by road warriors out of whatever they could find at 3d10+AP 3.
the time.

M79 Single shot A single-shot demolitions device, firing 40mm grenades. M: 1. RoF: 1. H. Rq: 2. Con: N. D: 700 ED
“noob tube” Grenades sold separately. 4d10+10 damage in a 6m radius.
grenade launcher
I.E.D. A tin can filled with explosives and strapped with nails. 2d10+8 damage in a 10m radius. 25 ED
Shrapnel bomb. Good for piercing cover. Goes off the Thorwables use grenade launcher apiece
same turn it’s thrown, so handle with care. DVs.
Attachments Description Traits Value
Armor-Piercing Specially tooled bullets and cartridges of any size, When loaded, attacks made with the 5 ED per
rounds designed to pierce Kevlar and other low-level armor. magazine gain armor piercing 5 shot
Eat the Rich: Rules Guide

(reduces enemy armor by 5 for the


attack – ablates as normal).
Basic Red-Dot An open-topped bit of glass for clearer visuals while firing. Once per session, reroll a damage 100 ED
roll of 1 made with the attached
weapon (except shotguns).
Basic 1x Scope A detailed scope with no magnification – a little cluttered, Once per session, reroll a hit roll of 1 100 ED
but useful for easier hits. made with the attached weapon
(except shotguns).
Baby’s First A block of metal stuck to the end of your gun to reduce Increase the DV of checks made 100 ED
Muzzle Brake recoil and vent gas. beyond the 25m by 1. Reduce the DV
of checks made within 25m by 1.
Gun Lock A device in your weapon’s grip that interfaces with the If the user isn’t on the registry of 20 ED
cybernetics of the hand holding it, locking it if the user isn’t approved users, the weapon will not
authorized to fire. function.
Extended Make gun hold more boolet. Add to the magazine size in 3 ED per
Magazines accordance with how much was paid extra
for the mags. boolet
Laser Dot It’s basically just a laser pointer stuck to your gun, but it Reduce the DV of checks within 12m 50 ED
helps you aim regardless. by 2.
Underbarrel Grip James Grip came up with the idea to glue a stick to the Reduce the DV of autofire or burst 30 ED
bottom of his gun for grip during WWII. The design hasn’t fire checks by 2.
really improved much since then.
Eat the Rich: Rules Guide

TIER 2 – HIGH-END
Pistols Description Traits Value
Colt .45 A classice since World War II, and still in use today. M: 7. RoF: 3. H. Rq: 1. Con: Y. D: 3d6 350 ED
Chambered for .45.
FN Five-Seven A rare pistol manufactured by one of the few remaining M: 20. RoF: 2. H. Rq: 1. Con: Y. D: 3d4 350 ED
independent arms makers. Fires 5.7mm, but with a 20 Can attack twice with one action (at multiple
bullet magazine, making it easy to pack and silence. targets)
Perfect for stealth ops or espionage.
.357 Revolver An iconic revolver. These weapons are a western classic M: 6. RoF: 3. H. Rq: 1. Con: Y. D: 2d8. Add 1 425 ED
still manufactured today, and highly in demand from to the DV of each subsequent shot made in a
mercs looking for some flair. turn.

Pursuit Made famous by a weapons guide by Morgan M: 10. RoF: 1. H. Rq: 1. Con: Y. D: 2d6 500 ED
Security, Inc. Blackhand, and in demand ever since. Pursuit’s since damage + disables the target for 5 minutes
Stundart Pistol updated the ammunition they distribute – each shot that on hit if the target isn’t equipped with
hits now distributes an obscene electrical charge, countermeasures (can be revived by allies)
powerful enough to topple anyone without overload
capacitor cybernetics.

SMGs Description Traits Value


H&K MP7 The MP5’s smaller, deadlier brother. Chambered for it’s M: 24. RoF: 1. H. Rq: 2. Con: Y. D: 5d6+AP 1. 500 ED
native 4.6x30mm AP rounds. Fortunately for you, 2nd Automatic fire.
Amendment keeps a stock of exotics.

H&K UMP-45 Originally designed on contract for the U.S. marines in M: 30. RoF: 1. H. Rq: 2. Con: N. D: 4d8. 500 ED
the late 90s. Fires .45. Automatic fire.
Malorian Arms Malorian arms was a street-level manufacturer in the M: 6. RoF: 1. H. Rq: 2. Con: N. D: 2d10, 2m 750 ED
Sub-Flechette 2020s that only barely survived the 4th corporate war. radius. Automatic fire. Double any inflicted
Gun Their SFG is highly in demand due to ease in designing ablation.
and manufacturing custom-tipped darts. Default rounds
are explosive capped, burying in the target and
detonating.

Shotguns Description Traits Value


Militech Spas- The go-to for a semi-automatic, multi-round shotgun. M: 6. RoF: 1. H. Rq: 2. Con: N. D: 4d6+6–2 700 ED
12 Militech bought the rights to the Spas-12 when demand per range bracket. Can consume 2 shots
spiked in the early 2000s after it was featured in a before firing to deal double damage.
movie about dinosaurs in a parking lot.

Benelli M4 Benelli was bought out by Arasaka in the early 2000s M: 8. RoF: 2. H. Rq: 2. Con: N. D: 5d6+6 – 1 800 ED
and summarily dissolved shortly afterwards, making per range bracket.
their premiere weapon a sought-after antique. This is a
genuine model and doesn’t come cheap.
Militech A major player in the 4th corporate war, designed for M: 21. RoF: 1. H. Rq: 2. Con: N. D: 4d6+8 – 850 ED
bulldog the merc that’s too busy to reload. 21 round, curved 2 per range bracket. Burst Fire 3.
compact magazine. Semi-automatic or burst. 12-gauge. High-
end, in-demand and manufactured often. Uses Heavy
Weapons skill.
Eat the Rich: Rules Guide

assault
shotgun
Combat Description Traits Value
Rifles
FN SCAR- The SCAR is a highly in demand modern assault rifle M: 24. RoF: 1. H. Rq: 2. Con: N. D: 3d8+4. 1000 ED
H/SCAR-L designed to be modular and adaptable – for many Automatic fire. Burst Fire 3. Weapon
Assault Rifle mercs, it’s the last weapon they ever need. From attachments can be added and removed as a
underbarrel attachments to scopes to detachable single action while in combat.
barrels designed for quickly switching bullet calibers,
the SCAR is a one-stop rifle for any situation. This model
is currently chambered for 7.62, and curiously, seems to
be a Militech model – one they don’t own the patents
for.

RPD Light RPDs have been manufactured by the Soviets for M: 90. RoF: 3. H. Rq: 2. Con: N. D: 3d8+4 1000 ED
Machine Gun decades, and the suppliers are as crooked as the damage. Automatic fire. Bulky (all rolls
military itself. For awhile the machine gun flooded the concerning this item, including initiative and
market as a de-facto way to hose down targets, until firing but not damage, suffer a -3 penalty).
the Reds started executing the marketeers. Now the
gun’s still popular, but supply has all but dried up. This
one looks relatively new. Uses Heavy Weapons skill.

FN-FAL With Nomad suppliers often snapping up true long- M: 24. RoF: 1. H. Rq: 2. Con: N. D: 3d8+4. 4x 1200 ED
range rifles before they ever hit the market, the FN- Scope (increase DVs below 15m by 4, reduce
FAL’s significant barrel length, relative accuracy and DVs above 30m by 4. Four times per session,
ease of use has made it a capable substitute for those reroll a hit roll of 1 made with this weapon.)
in need of long-range punishment on the streets, if you
can find one. Includes a 4x optic that some jackass
welded to the rail.
Hand-to- Description Traits Value
Hand
Razor Katana A razor-sharp Japanese sword, manufactured by RoF: 2. H. Rq: 2. Con: N. D: 4d6. Critically 300 ED
Arasaka for assassins in need of a deadly, reaching wounds on any doubles, not just 6s.
blade that does the job quietly. Rarer than hell, too –
most of them are still in the hands of samurai back in
the homeland.

Bladed Chain Impractical and ridiculous – unless you know how to use RoF: 1. H. Rq: 2. Con: Y. D: 2d10+10 250 ED
Whip it. A weapon designed to tear flesh from bone and do damage. Hard to use - add +3 to DV rolls &
so at range. inflict 5 damage to player on failure. Can
attack enemies up to 3 meters away, instead
of those adjacent.
SPM-1 A pair of weighted gauntlets which cover the hands and RoF: 2. H. Rq: 2. Con: N. Con: 4d6+5 250 ED
Battlegloves forearms. Designed to crush more than punch, with a damage (crushing), 4d6 damage (punch).
grip strength of somewhere around 500 kilos. Includes 3
spaces to store and access cyberarm augments, making
it an attractive alternative to those still attached to their
meathooks. Uses Brawling (punch) or Melee Weapon
Eat the Rich: Rules Guide

(crush).

Miscellaneous Description Traits Value


RPG-7 A rocket propelled grenade launcher made famous by M: 1. RoF: 1. H. Rq.: 2. Con: N. D: 600 ED
movies, video games and terrorists. Fun fact: the rockets 3d10+5+AP 5 damage in a 6m radius. (Ammo 80
on these explode when they run out of fuel, whether Ammo is Night-Market exclusive or must be ED
they hit the target in time or not. They can also fire right crafted. apiece,)
out of the chamber if aimed too far down!
Frag Grenade A standard-issue M-67 frag, probably stolen from the 3d10+10 damage with a 10m radius. 55 ED
U.S. military, who banned their sale after Militech was
nationalized. Pull the pin, throw, and count to four
(seriously. Scramble when it lands and detonate it at
the top of next round)
M40A3 “Scout” It’s rare that a real sniper ever makes it to market, with M: 6. RoF: 1. H. Rq.: 2. Con: N. 3d8+8 1300 ED
Bolt-Action the suppliers usually keeping them for personal use (out damage +AP 3. 6x Scope (Increase DVs (1000 ED
Sniper Rifle on the wastes, range means more than damage). By below 15m by 6, decrease DVs above 30m without a
some stroke of fate this one made it to open market, by 6. 6 times a session, you can reroll a hit scope)
and is even being offered with a high-quality 6x optic roll of 1 and/or a damage roll of 1.)
to boot. Chambered for 7.62.

Techtronica- An exceptionally rare, odd experiment from a pair of M: 6. RoF: 1. H. Rq.: 2. Con: N. 3d10 + 10 1000 ED
Mystic Pulse- companies that banded together to resist buyout in the damage. Disables cybernetics on any
Arrow Rifle late 2020s. Both went under soon after releasing this surviving targets, explodes in a 3-meter
model, which is highly in demand by C-SWAT the world radius for 10 damage, and knocks out the
over. Uses a small rail-chamber to fire 30-cm metal- target for 6 hours. Ammo is Night-Market
tipped pulse arrows. The arrows release a local EMP exclusive or must be crafted.
designed to disable cybernetics, then stun the target
and explode. Ammunition is hard to come by. Uses
Heavy Weapons skill and Bows & Crossbow range DVs.
Attachments Description Traits Value
Explosive A magazine of frag-tipped bullets that detonate a When loaded, attacks made with the weapon 7 ED per
Rounds moment after impact to cause further damage. gain +4 damage and ablate armor at shot
double the normal rate.
Scopes – 3x-6x A mountable scope which provides magnification for Increase DVs below 15m by X. Decrease DVs X*50 ED
Magnification your weapon when correctly calibrated. above 25m by X. X times per session, you
may reroll a hit roll of 1.
“Snappysmart” Smartscope that highlights weak points of enemies When firing at a target within 25m, twice per 200 ED
Close Range within range, allowing the user to correct their aim session you may reroll a hit roll of 1 and/or a
Targeting before firing. damage roll of 1-2 (can be separate attacks)
Optic
Silencer Quiets a gun so that it cannot be heard in noisy spaces, Silence your gun. Decrease DVs below 12m 200 ED
(pistols, rifles, crowds, near busy roads, etc. Reduces recoil and by 1. Increase DVs above 12m by 1. Gun
SMGs) effective range. cannot function at two highest-listed range
brackets.
M203 Some terrible person cut the nuts off of this poor M: 1. RoF: 1. H. Rq: 2. Con: N. D: 4d10+10 700 ED
Underbarrel grenade launcher so it could be stuck to the bottom of damage in a 6m radius. Can be used instead
your gun. I hope you’re happy, you monster. of firing the attached weapon.
Eat the Rich: Rules Guide

Grenade
Launcher
M26 You know that one kid in elementary school that you M: 4. RoF: 1. Con H. Rq: 2. Con: N. D: 4d6+2 200 ED
“Latchkey” didn’t really like, but your parents made you invite him Can be used instead of firing the attached
Underbarrel to your birthday party anyways? This is like that, but weapon.
Shotgun for shotguns.

ARMOR – TIER 0
Item Description Traits Value
Stuffed Clothing Padded with paper, cardboard or cloth – the street tough 2 armor. Projectile Purchase: Materials cost to stuff
knows they need what protection they can get. Helps weapons ignore your shirt. Paper, or mink?
stop a punch and might snag a knife, but that’s about it. this stat. Fragile 2.
“Brain Bucket” Warning: if the helmet receives a blow, dispose of it 2 armor. Projectile Purchase: 5 eddies.
Bicycle Helmet immediately – structural integrity may be compromised! weapons ignore
this stat. Fragile 2.

CYBERWARE & NET UPGRADES


As a cyberpunk, you’re now more than human – or less, depending on how you look at
it. If you have the money, you can chrome out everything from your eyeballs to your penis.
Customized cyberware is the bread and butter of any good merc, whether you’re a solo
with a shoulder for taking the recoil of your Barrett .50, or a rockerboy with self-tuning vocal
cords. All cyberware is only available from appropriate doctors and medical institutions, and
installation is strictly regulated to prevent cyberpsychosis… if you’re a baby that needs their
needles sterilized and their transactions taxed. Otherwise, see your local ripperdoc for more
details.
(All prices reflect base price of item and service – not including doctors’ fees,
anaesthetic or cosmetic modifications)

TIER 0 – BABY’S FIRST CYBERNETICS


Assume that these cannot be upgraded, and will need to be replaced with a base
cyber-component for wider augmentation. Assume appendage sickness. Each comes with a
benefit and a downside.

Item Description Traits Value


Biotechnica For the aspiring edgerunner looking for the Checks related to tool usage receive a +4 bonus. A non-
“Turtle accessibility of on-demand tools without the integrated toolkit is no longer required for appropriate
Glove” All- price, the Turtle Glove is a 3-fingered solution checks.
in-1 tool that gives access to an integrated toolset in Non-tool related checks which involve the hand receive a
hand exchange for being pretty awful at anything -2 penalty. The hand’s fat fingers can no longer be used
not requiring the exact tools it provides. for certain actions (like pulling a trigger).
Eat the Rich: Rules Guide

Biotechnica A single cybernetic eye that can interface Allows for installation of one cyber-optic augmentation.
“Spotter” directly with the brain. Can be used for HUDs, Non-augmentation related checks involving the eye
Cyber-eye but loses functionality as an eyeball. Metallic receive a -2 penalty.
and obviously electronic, able to be spotted at
first glance.

C RAFTING N EW G EAR
Typically, particular gear at a tiers beyond 1 will require components to craft. See the
table below for the price of those components and make them available just like any other
gear at that tier in a Night Market. Prices below in EB.

Type of
Components
Crafting Melee Ranged Vehicle Cyberware, “Exotic”
Tier Weapon Weapon Lifestyle
2 250 400 50% of the cost of the vehicle being Same as At GM discretion
constructed OR 50% of a normal vehicle – too various to
repair cost tell.
3 400 600 ~
4 600 800 ~
5 800 1000 ~

It’s recommended, however, that crafting always start with a junk component of
whatever’s being crafted – the receiver of a rifle, the rusted out chassis of a motorcycle, or the
skeletal frame of a cyber-arm, for example. If your party has interested players, stock this
equipment on missions and in shops – and once completed, stat it comparably to a like piece
of gear on the sheets below – additional attributes and customizations can be offered at GM
discretion.

CRAFTING EXPLOSIVES
Crafting explosives uses the demolition tech skill. If the player is untrained in the skill, a
roll of 10 or less results in the item exploding in their hands before it’s finished, dealing 2d6-4
damage through armor (it’s a small explosion, but can still critically wound) and costing the
player all components. Otherwise, if the roll fails at all, or if it critically succeeds, have the
player roll a d3 and consult the table below.

Fail Description Penalty


1 The device explodes in the player’s The player receives 2d6-4 damage, through armor.
hands despite their training.
Eat the Rich: Rules Guide

2 The components were poor quality The materials are consumed. The player receives no explosive.
and are consumed.
3 The device is faulty. This device has a 50% chance to not go off when detonated.
Success
1 The device came out exceptionally Double any bonuses accrued from the skill check that are applied to the
well. charge.
2 The components were surprisingly The materials for this device are not consumed (the player still receives
good quality. the device).
3 The device has special functionality. The player can set one additional circumstance to the device’s detonation
or damage (ex. Adding extra damage to terrain, armor penetration, ignites
the target, etc.)

DEMOLITIONS CRAFTING TABLE


This table will be updated as my tech develops more ideas.
Checks succeed on the listed amount to craft an item with a set, un-adjustable fuse or
pushbutton timer. +1 to the check will allow the player to install a trigger via hardwire, +2 will
allow the player to install a wireless trigger (if they have a radio receiver available – 10 ED per
receiver, transmitter costs 25 ed – or use an agent), and +3 will allow the player to set special
detonation conditions (like detonating on impact). If the player wants to deconstruct the
device, they must exceed the check they used to construct it or else it will detonate as outlined
on the previous page. If a player fails to attach a trigger or fuse, additional rolls to reach the
desired result take 10 minutes and will not detonate the bomb.

Name Description Required Components Time to Price DV Effect


Craft Per Unit
Small A small charge, about Household chemicals or 30 10 ED 11 Deals 15 damage to
Homemade the size of a hockey Fertilizer, screws and minutes attached object or 4d6+4
Charge puck or a pocket bolts, copper wire, duct to the target it’s stuck to.
watch. tape or some other
adhesive.
Medium A medium sized patty ~ 30 ED 12 Deals 45 damage to
Homemade of explosive, about attached object, or 4d6+10
Charge twice the size and damage to a target it’s
weight of a stuck to and anything else
smartphone adjacent and unobscured.
Large A large, heavy, ~ 100 ED 13 Deals 200 damage to
Homemade backpack-sized bomb. attached object, and acts
Charge as an I.E.D.
Improved A 6 oz canister of 6 oz propane tank (10 1 hour 10 ED 12 Deals 2d10+8+X in a 10m
I.E.D. propane, rigged as a ED, rare), copper wire radius, where X = the
bomb. amount the check
Eat the Rich: Rules Guide

exceeded 15. X damage


ignores armor.
Eat the Rich: Rules Guide

C REDITS
DOCUMENT FORMATTING:
Fonts
True Lies provided by dafont.com

Agency FB provided as part of Microsoft Office tool suite


Josefin Sans provided as part of Google Fonts
Thanks to R. Talsorian’s core rulebook and /u/Mr-Stidz’s Homecoming One-shot for
providing inspiration for my updated color scheme and aesthetic.

CHAPTER 0 – PRECIOUS CARGO


Token Art
Vehicles
Car, Motorcycle – Cyberpunk Red Jumpstart Kit
Armored Truck – Roll 20 “Modern Vehicles” Token Pack by Simon Powell
NPCs
Aerodyne Office Worker – Generic Stock by Shutterstock.com
Aerodyne Security – “Man in Black Suit Wearing Sunglasses” by pikrepo.com
Rodney Ramses – “Single Button Dark Blue Vested Suit” by CLOS
Map Art
Mr Jack’s Office – Created by Significant Otter#7766 (Discord)
Aerodyne Office Map, Checkpoint Map, Empty Road – Cyberpunk Red Jumpstart Kit
All mazes provided by http://www.mazegenerator.net/
Other Resources
Token borders/formatting provided by tokenstamp 2
Streamlined NPC Cards provided by /u/Mimic_Games on reddit - thread

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