CPR - Eat The Rich - Full Rules Modifications
CPR - Eat The Rich - Full Rules Modifications
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
• 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 ‘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
• 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
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.
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
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
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
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.
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.
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.
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.
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.
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.
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.
• 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)
• Shotguns have the same damage cap (40) but inflict it increasingly reliably
• 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.
• 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
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.
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
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.
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.
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).
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.
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.
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.)
C REDITS
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