Running a Cyberpunk Setting
Tools and tips to help run the game!

MAIN IDEA
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Before moving onto the details, the biggest thing to keep in mind is that the magic happens when the Players get to roll for things, which by nature requires obstacles or other challenges to overcome. These challenges are put into place by you, the Game-runner, however the Players can also attempt things that you wouldn't have thought of but would require a roll.
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Examples:
• Character A tries to convince a civilian to help them.
• Character B tries to discover a better way into the building.
Players asking to attempt things that you didn't "plan" for is one of the best ways to build the world together - in example 2 above, if they succeed a Mental roll, they've just created a better way in and either you or the Player can describe that.
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The biggest thing to take away from this section is that when in doubt, create some conflict, have the Players roll for as many things as possible, and see what happens.
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1) Define a Group Goal
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To keep the sessions focused and purposeful, it's best to have a defined group goal the characters are moving towards. Each character can definitely have, and should be encouraged to have, backstories that mix in to the overall story, but the group as a whole should have a reason for working together as a team with their unique skills.
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For the Cyberpunk Setting, here are three suggestions to help your group get started:
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• OPPRESSIVE AUTHORITY: Those in power have taken advantage of their position and control most of society to benefit themselves. The resource that give them this power are harvested energy.
The group of characters seek to dissolve this one-sided monopoly of energy to share it amongst the people, creating a more balanced and peaceful society for all.
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• ROBOTIC INTELLIGENCE: Technology has become so advanced that robotic intelligence go beyond their programming and begin to act in ways that endanger the people.
The group of characters seek to shut down these threats whenever it starts to get out of hand.
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• INFORMATION WAR: Information in the wrong hands could lead to devastating consequences for a city, country, or even the world.
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The group of characters are tasked to retrieve, protect, or intercept information that others seek to gain for their own benefit.​​
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Once your group has decided on a Group Goal, ask each Player how their character connects to this goal and to each other. Here are suggested questions:
GOAL-RELATED QUESTIONS
• Why are you working together?
• What was your first successful mission together?
• Why is this goal important to your character?
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CHARACTER-BONDING QUESTIONS
• What made you trust (choose 1 character at table)?
• How did (choose 1 character at table) get you out of a tough situation?
• What do you want to know more about (choose 1 character at table)?
• What did (choose 1 character at table) do that inspired you?
• What was your first impression of (choose 1 character at table)?
• What conversation or action helped bond you and (choose 1 character at table)?
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These types of questions further solidify their characters' role in the Setting and to each other, and also helps to shape character backstories that can be explored.
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2) Place Obstacles in their Path
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Without conflict, there is no story. Once the group knows who their characters are and what they're trying to accomplish, now you just need to place obstacles in their path of achieving this goal.
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Below are obstacles that can come up in this Setting, along with stats (see the Reference Tables to make your own). If you're not using the Combat mechanics, each failed roll could mean the characters get knocked out, they're greatly injured, or they can't proceed on that particular path.
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SOLDIERS/POLICE/GUARDS:
• Wound Points = 10 (14 if armored)
• ATTACK: Energy Gun
- Character defends making a Physical roll (or other Trait if it makes sense)
- Failure = 6 Wound Points taken​​
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SECURITY ROBOTS:
• Wound Points = 4 (small) / 8 (medium) / 12 (big)
• ATTACK: Energy Gun or Punch
- Character defends making a Physical roll (or other Trait if it makes sense)
- Failure = 4 (small robot) / 6 (medium robot) / 10 (big robot) Wound Points taken
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COMPUTER NETWORK:
• Character makes Mental roll to hack
• Failure = security robots emerge
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SECURED DOOR:
• Character makes Mental roll + Physical roll to unlock
• Failure = Character takes 2 Wound Points (6 if highly secured) from an electric shock​
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LOOSE ENERGY WIRES:
• Character makes a Physical roll to maneuver around
• Failure = Character takes 2 Wound Points from an electric shock​ ​
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EXAMPLE SETUP USING OBSTACLES:
To retrieve the coordinates of a new energy crystal that could tip the balance of power, the characters need to hack into a master computer in the center of a highly guarded building.There are two security guards outside the main door, scientists walking around in the main lobby to get to the elevator, a secured door to the master computer with a security robot stationed in front, and then the master computer. What will the characters do?
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Keep in mind that you're simply setting up obstacles, then letting the Players create the story through their decisions and actions. In other words, don't plan too heavily or strictly - set up the conflicts and see what the characters do, then respond accordingly (see below).​
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3) Respond as Realistically as Possible
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One of the great joys of TTRPGs is collaboratively creating a world and story together using your imaginations. One big way to do this is as the Game-runner is to try to put yourself in the shoes of the world, and to do your best to respond as the world would realistically respond to the characters' actions. If they fail to intimidate a politician, how would that politician realistically respond to their threats? If they fail to unlock a secured door and an alarm goes off, what would happen next? If they save a child from an oncoming car, how would his parents respond?
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This comes with practice and experience, but the more you get into this mindset for each session, the better and quicker you'll get in creating realistic and impactful worlds for your group.
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Skills / Items / Power-Ups
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Here are suggestions for items that characters will likely come across in this Setting, as well as Skills and Power-Ups you can suggest that fit the Setting.​​
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SKILLS:
• Software Hacking
• Hardware Hacking
• Robo-mechanics
• Sharp-shooter
• Hand-to-hand combat
• Politics
• Energy scientist
• Investigator
• Disguises
• Stealth
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ITEMS:
• Stun gun (+2d6)
• Energy gun (+4d6)
• Software hacking equipment (+2d6)
• Hardware hacking equipment (+2d6)
• Robotic tools (+2d6)
• Energy gauntlets (+3d6)
• Tracking device (+4d6)
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POWER-UPS:
• Stealth coat
• Eye-piece computer
• Target-locking scope
• Robotic leg boosts
• Robotic arm boosts
• Armor
• Robot helper