Sample Characters

84 ready-made Edgerunners and enemies for Night City in 2045: solo characters, starting crews, veterans and NPC adversaries.

Using These Characters

Every character here is original, built for the Time of the Red and living in the zones described in Corporations & Night City. Use them as pre-generated characters for a one-shot, as replacements when someone flatlines mid-campaign, as NPCs and rivals for the GM, or as worked examples beside Character Creation. Rename them, change their zone, swap a gun for a guitar: the numbers still work.

The page has 70 player characters (7 Rockerboys, 7 Solos, 7 Netrunners, 7 Techs, 7 Medtechs, 7 Medias, 7 Execs, 7 Lawmans, 7 Fixers, 7 Nomads) and 14 NPC adversaries:

How they were built

Load them into your sheets. All 84 characters on this page can go straight into the Character Sheets: press Load sample characters there, or download the sample sheet file and use Import. Each sheet has the handle, Role and Role Ability rank, all ten STATs (so Hit Points, Seriously Wounded, Death Save and every skill base work themselves out), current Humanity after cyberware, every skill level with its specialty, armor with its Stopping Power and penalty, weapons with damage, ROF, magazine, hands and price from the core tables, cyberware with its Humanity Loss and price, gear with ammo and what it all cost, the Eurobucks left from the starting budget, fashion, Reputation and a Lifepath start. The real name, concept and hook are under Notes, and crew members get their crew, premise and the rest of the roster under Friends, Enemies & Tragic Love Affairs.

Each card shows:

Solo Edgerunners

Two starting characters for every Role. Played alone, lean on the solo rules in Playing Cyberpunk RED Solo; at a table, any of them can join an existing crew.

Starting Crews

10 crews of three to five starting characters. Each has a premise, a home zone and built-in tensions; the Lifepath hooks inside a crew often point at each other.

Veterans

Experienced player characters, one for each Role, for a high-powered one-shot, a mentor or patron NPC, or a crew that starts the campaign already famous. Each began on the same Complete Package budgets as the starting characters, then improved skills and Role Ability rank with Improvement Points. They carry more chrome too, so watch their Humanity.

NPC Adversaries

Opposition for the GM, grouped by who sends them. These are NPCs, not player characters: a Mook goes down fast, a Lieutenant leads them, a Mini-boss anchors a fight and a Boss is the fight. Scale their numbers to the crew.

Gangers

A street gang from the Old Combat Zone, the Rustmouths: two Mooks, the quartermaster and the boss.

Corporate Security

Ironside, a security contractor guarding corporate sites in the rebuilding zones: a trooper, a squad leader, a site netrunner and a response-team commander.

Boostergangers

Chromed-up thrill-seekers from South Night City, and the ripperdoc who keeps them running.

Cyberpsychos

Humanity at 0 or below: these three are past saving and run entirely by the GM. Their EMP shows as 0.