Roles (Dark Skies)

This page is a part of **Dark Skies Homebrew Rules**.

A **Role** is an occupation that a Character, also called a Punk or Player Character (PC), takes on that defines what skills and methods they are known by on the Street.

## Execs

Rules for Execs can be found in the ***Cyberpunk RED Core Rulebook***. Additional rules for Execs unique to *Dark Skies 2077* are presented below.

### Corporate Resources

You receive a discount when purchasing cyberware, gear, programs, or weapons that are made by your corporation. The discount is equal to your Teamwork Rank x 5%. You can purchase such items even if they are Luxury or Super Luxury without assistance from a fixer.

Click here for a list of Corporations present in Dark Skies Night City.

Below is a list of known (and still alive) execs in Night City that run the streets:

* ***Asa Risu.*** Arasaka liason to celebrity clients, specializing in constructs and AI security programs.
* ***Harvis Renaldo.*** High level exec at Network News 54 that is the head producer on #hogwatch as well as Sunday Night Special with Orion Ohno.
* ***Melissa Chen.*** Exec associated with Kang Tao, specializing in Counter-Intelligence and Inter-Corporation Efforts.
* ***Meredith Stout.*** Militech's Government Relations Executive that is working to better the corporation's image in Night City.
* ***Michiko Arasaka.*** Founder of Danger Gal and board member of Arasaka Corporation.
* ***Vernon Fisk.*** Head of the Reclamation Department, he is tasked with ensuring all Militech assets still in the Free City of Night City are accounted for.
* ***Violetta "Letti".*** Former low-level Public Relations associate who is now a part of the Information & Optics Department at Night City's Biotechnica's American HQ in Night City.

## Fixers

Rules for Fixers can be found in the ***Cyberpunk RED Core Rulebook***. Below is a list of known (and still alive) fixers in Night City that run the streets:

* ***Cormac.*** Cormac is a fixer that primarily keeps to business around Northside in Watson.
* ***Dakota "Mad Coyote" Smith.*** Member of the Aldecados and easily the best fixer in the Badlands.
* ***Dino Dinovic.*** Rockerboy turned fixer who runs a lot of business Downtown in the City Center.
* ***Hungry.*** Fixer based out of The Glen in Heywood who runs some business out of the back of a food truck.
* ***Kaneshiro Rei.*** A fixer that focuses on guard gigs for young punks in and around Westbrook.
* ***Lola.*** Former ganger turned fashion icon and mogul with unique jobs and access in the Corporate Plaza in the City Center.
* ***Michael Cage.*** One of a number of fixer's in Westbrook, he specializes in Night Markets with guns and deals with corpos under the official rader.
* ***Muamar "El Capitán" Reyes.*** Rancho Coronado's premier fixer, with gigs related to cars all over Night City.
* ***Regina Jones.*** A fixer in Kabuki that has ties with N54 and NCPD who has jobs all over but with a focus on Watson.
* ***Rogue Amendiares.*** A living legend, said to have been at Arasaka Tower when the bomb went off. Owner of the Afterlife nightclub and possibly the best fixer in the whole city.
* ***Sebastian "Padre" Ibarra.*** Fixer with some ties to the Valentinos that operates out of The Glen, Heywood.
* ***Wade "Mr. Hands" Bleecker.*** A shadowy figure who covers business in areas of Pacifica with a keen interest in Dogtown.
* ***Wakako Okada.*** The top fixer in Westbrook with an office on Jig-Jig Street in Japantown.
* ***Zigzag.*** Zigzag is an old fixer that has settled nicely in a big penthouse in a tower he owns in Japantown in Westbrook.

## Lawmen

Rules for Lawmen can be found in the ***Cyberpunk RED Core Rulebook***. Additional rules for Lawmen unique to *Dark Skies 2077* are presented below.

### Squad Car

You have a Groundcar that you can requisition from the department when you are on the job. If the car is damaged or destroyed, you have to pay costs to repair or replace the vehicle. NCPD always knows the location of this Groundcar and the dashboard camera is always on, recording the environment around the vehicle at all times for NCPD to process and potentially use as evidence if you are indicted in a crime.

## Medias

Rules for Medias can be found in the ***Cyberpunk RED Core Rulebook***. Additional rules for Medias unique to *Dark Skies 2077* are presented below.

### Angle

Sometimes it's not about what you know, it's about *who* you know. In any situation (where it makes sense), you can declare that you have a Contact and then quickly describe that NPC & the relationship your Character has with them. Fewer details are usually better – that leaves room for the GM to better insert the Character into the narrative. Upon declaration, the NPC exists and is friendly enough to help with a situation you are currently dealing with. The GM finalizes the NPC and it is created similarly to how Friends and Enemies are created during the Lifepath process.

## Medtechs

Rules for Medtechs can be found in the ***Cyberpunk RED Core Rulebook***. Additional rules for Medtechs unique to *Dark Skies 2077* are presented below.

### Combat Medicine

A Medtech in 2077 is expected to keep themselves and those they fight alongside alive. In the Time of the Red, this was usually accomplished by use of Pharmaceuticals which could patch someone together. In 2077, through the use of boosters, injectors, inhalers, and quickpatches, a Medtech can help mitigate the pain in a fight to help their side fight on. If a Medtech has a Medtech Bag, they can use a number of the following special actions equal to one-half their Medicine Rank (rounded up). By taking a single hour to reorganize their Medtech Bag, a Medtech can regain spent uses of this feature. Additionally, once per combat a Medtech can use one of the following options at the cost of permanently destroying their Medtech Bag.

* ***Bounce Back.*** As an action, you can apply this injector to one person. They heal HP equal to half your Medicine Rank and heal 2 HP at the start of their turn for 10 turns. A target cannot benefit from more than one Bounce Back at a time.
* ***Dermabond.*** As an action, you can apply this quickpatch to one person. They heal HP equal to half your Medicine Rank and ignore all penalties from being in the Seriously Wounded Wound State for 10 turns.
* ***Health Booster.*** As an action, you can apply this booster to one person. They increase their HP by a number equal to your Medicine Rank plus 2 for 10 turns. A target cannot benefit from more than one Health Booster at a time.
* ***MaxDoc.*** As an action, you can apply this inhaler to one person. They heal HP equal your Medicine Rank plus 5.

## Netrunners

Rules for Netrunners can be found in the ***Cyberpunk RED Core Rulebook***. Additional rules for Netrunners unique to *Dark Skies 2077* are presented below.

### Analog

When interacting with ancient aspects of the net, a Netrunner can perform Crystaljock actions. The prime feature of this aspect of Interface is intuition and allows the Netrunner to solve problems, figure out puzzles, put together seemingly unrelated facts to come to a asymmetric conclusion, or to attempt to manipulate people's social conditioning to get information or gain access.

### New Net Actions

* ***Breach Protocol.*** In the year 2077, Netrunners connect with NET Architectures (known in 2077 as "NETAs", local networks, individual operating systems, and in rarer cases Data Fortresses by initiating a Breach Protocol. This new method allows a Netrunner to make an Interface against a DV determined by the Gamemaster. On a success, the Netrunner gains access to the Datamine Net Action (see below). Unlike the Jack In/Out Net Action, Breach Protocol can be used on systems other than NETAs and can be used at a distance determined by the Netrunner's Cyberdeck (see Cyberware and Gear for more information). Additionally, when a Netrunner is connected to a system via Breach Protocol, they can disconnect without the use of an action. Some systems will be closed to this method and will require you to Jack In/Out or in rarer cases physically connect to the system via your personal link.
* ***Datamine.***
* ***Menu.*** When interacting with older aspects of the net, a Netrunner can perform Menu functions. These functions are: Locate Remote, Run Software, Control Remote, Downlink , Load, Create, and Delete.

### Quickhacks

Quickhacks, also known as "programs", are equipped into a Netrunner's cyberdeck. There are six different types of quickhack: Combat, Control, Covert, Device, Vehicle, and Ultimate. A Netrunner can have a number of quickhacks installed in their Cyberdeck determined by their Cyberdeck's description (see Cyberware and Gear for more information). As an action, a Netrunner initiates a quickhack on an individual operating system (a single person with a neuralware processor or neural link, a device, a drone, a mech, a robot, or a vehicle) or a local network. The specific quickhack will explain what type of target it is usable against. The quickhack will then need to Upload to the target. In the quickhacks description, this will be identified as a number of rounds. This is the number of rounds required to establish the quickhack to allow for its Effect to take place on the target. Some quickhacks have an instantaneous Upload. The effect will continue to happen to the target at the start of each of the target's turn (or on Initiative count 1 if the target does not have an Initiative) for the quickhack's Duration. Some quickhacks have an instantaneous Duration, meaning they immediately happen and only happen once. After a quickhack's duration is concludes, the quickhack then must proceed through its Cooldown period after which the quickhack can be used by the Netrunner again.

## Nomads

Rules for Nomads can be found in the ***Cyberpunk RED Core Rulebook***.

## Politicians

Politician as a role was first introduced in the *Cyberpunk 2020 Core Rulebook* as an alternate version of the Rockerboy. In 2077, this new role unique to *Dark Skies 2077* gives players an option to play someone involved in city management.

You're involved in government, be it local or national. It's a boring job, but someone's got to do it despite what reactionaries and anarchists might think.

### ▸Role Ability: Leadership

The Politician's Role Ability is Leadership. With this ability, they can inspire those around them to action. Even if they're not the one directly in front of the camera, they understand the ins and outs of the system and can use it to help influence others. They could be a bureaucrat, lobbyist, court authority, regulatory commissioner, or some other functionary that works for the local establishment. As they become more ingratiated in the system, they're able to better deploy or cut through red tape to get things done.

#### ▸Dictate

A Politician can forgo their own efforts in a fight to delegate tasks to others around them. As an Action, you choose one allied Character within 8 m/yds of you that can hear you and see you. During that Character's next turn, they gain an additional Action to use during their turn. A Character can only be granted a single additional Action during their turn, no matter how many Politicians use Dictate on them.

#### ▸ Name Recognition

Your name is your brand and you're keen to do everything you can to make sure it's out there. Elections aren't won by people nobody has ever heard of. For the purposes of Reputation rolls made to see Who Knows About You (see pg. 193), you add an amount equal to half your Leadership Rank to your Reputation.

#### ▸Leadership

In government, one leads with threats, called in favors, and the appearance of connections. The Leadership role ability allows you to compete directly with others in debate or posturing more effectively than others. As an Action during combat, you can make a COOL + Leadership Rank + 1d10 roll contested by a single Character who can see and hear you making a COOL + Leadership Rank (if any) + 1d10 roll. If you win this roll off, the target has a -2 to any future Actions made against you due to fear until they have defeated you once in some way (as determined by the GM). Additionally, when required to make a Facedown check, you can force both you and your opponent in the Facedown to make COOL + Leadership Rank (if any) + 1d10 rolls instead of the normal COOL + Reputation + 1d10 roll for Facedowns. For either of these rolls, your opponents in any of these contested checks that do not have a Rank in Leadership but have a Reputation Event for cowardice will apply their Reputation Level as a negative number to their rolls.

## Rockerboys

Rules for Rockerboys can be found in the ***Cyberpunk RED Core Rulebook***. Additional rules for Rockerboys unique to *Dark Skies 2077* are presented below.

### Rule of Cool

When a Rockerboy spends a LUCK Point to increase a roll, they gain a +2 for each point they expend instead of +1. Additionally, a Rockerboy and any friendly punks can spend LUCK Points after a roll is made and on rolls the rulebook says cannot benefit from the spending of LUCK Points.

## Solos

Rules for Solos can be found in the ***Cyberpunk RED Core Rulebook***. The following change and additions are made to the Combat Awareness Role Ability for Solos in *Dark Skies 2077*:

A Solo may divide the total number of points they have in their Combat Awareness Role Ability among the listed abilities at the start of their turn in Combat instead of as an Action. You can also select from the following two abilities:

### Bodyguard

You're trained to jump in front of a bullet to take one for the team. For 4 points, you can make yourself the target of any attack targeting a friendly target within 2m/yd of you. You cannot dodge a Ranged Attack if you use this ability.

### Shadow

You are skilled in infiltration, tailing, and sneak attacks. Each point adds a +1 to any Stealth and Track Checks made.

## Streetpunks

The Streetpunk role was originally introduced as an option in the *Wildside: The Cyberpunk Sourcebook for the Street* sourcebook for *Cyberpunk 2020*. In 2077, this new role unique to Dark Skies 2077 gives players an option that is a part of the gangs of Night City from the jump.

Born in the streets and raised amidst the chaos of Night City, you've connected with others like you to survive the best way humans know how: by forming a community.

### ▸Role Ability: Gang

You're part of a tight-nit group of gangoons that work hard to make it in the streets of Night City. The Streetpunk Role Ability is Gang.

#### ▸Gang Gear

Gang members are expected to perform certain functions and need the tools to do the job and to look the part. You are given a suit of Leisureware Jacket, Top, Bottom, and Footwear that identify them as a member of your respective gang as well as a light armorjack. In addition, you are given one Basic Pistol (Light, Medium, Heavy, or Very Heavy) and one Basic Melee Weapon (Light, Medium, Heavy, or Very Heavy). Your GM might select a named weapon to replace your choice based on the gang you've selected. Reselling these will raise suspicion in the Gang and most vendors won't buy Gang-marked assets.

#### ▸Safe Houses

**At Gang Rank 2**, you are made aware of and given access to the Gang's safe houses in Night City. As long as they remain a member of that Gang, they can stay at a safe house without paying any Rent or other fees. The Streetpunk must still buy their own Lifestyle separately every month. If the Streetpunk leaves to join another Gang, they will extend to them the same information and the old Gang might change their passcodes or make your Streetpunk an enemy of the Gang so as to stop you from going to ground in their safe houses.

**At Rank 5**, you are given an apartment or house of your own and can stay there without paying any Rent or other fees. This housing is typically somewhere in your Gang's territory.

**At Rank 10**, you are either in charge of the Gang or in a high position of power. Wherever the Gang calls headquarters is now your new home, along with all the protections the Gang has to offer.

#### ▸Gang Members

**Starting at Rank 3**, Gang gives the Streetpunk a pair of boostergangers (see pg. 412) that work with you and work for you. **At Rank 5**, you gain an additional two members of your group, another boosterganger and a hardened boosterganger (found in *Hardened Mooks*). **At Rank 9**, you gain an additional two hardened boostergangers. These gangers have some special rules that apply to them over the course of their life:

* They do not improve their Skills. They determine and heal their HP like Player Characters do.
* They are controlled by the GM, and their ability to follow an order depends on their Loyalty and ability to make a Loyalty Check.

***Losing Gang Members:*** If a Gang Member is lost, the Gang will repossess their equipment and replace them during the next game session with either a boosterganger or hardened boosterganger (replacing whichever you lost). Their starting Loyalty is reduced to 1 (they heard about what happened). **In addition, this will cost the Streetpunk an additional 200eb in "relocation fees".**

***Loyalty:*** While Gang Members work for the Streetpunk, they are not mindless drones. They do the tasks given to them by the Streetpunk based on their Loyalty to the Streetpunk and to the Gang. Loyalty is a shifting value; a Streetpunk must (during every game session) do things to promote Loyalty and not lose it. **Loyalty caps at maximum of 10 between game sessions, but during an individual game session, Loyalty has no limit.**

***Loyalty Save:*** When a task is given to a Gang Member by the Streetpunk, the GM must roll 1d6 under the Gang Member's current Loyalty. If the Save is failed, the Gang Member may refuse or botch the assignment or otherwise turn on the Streetpunk. If Loyalty drops to 0 or lower, the Gang Member will actively attempt to betray the Streetpunk to their enemies. If at the end of a session a Gang Member has less than 0 Loyalty, they will complain to higher Ranked Gang Members and either receive a transfer or quit upon having one refused, depending on the Gang's whims. Either way, they are gone. See Losing Gang Members, just above.

Click here for a list of Gangs present in Dark Skies Night City.

Below is a list of known (and still alive) streetpunks in Night City that run the streets:

* ***Angelica Whelan:*** Pack leader of the Animals primarily in Dogtown.
* ***Chester Bennett:*** Highest ranking member of BARGHEST as Lieutenant Colonel.
* ***Hino Kojima:*** Current head of the Tyger Claws after two prominent bosses were murdered in a penthouse apartment of Megabuilding H8.
* ***Junior:*** Head of the Joe Boys, a boostergang focused primarily in Wellspring.
* ***Sé Ritha:*** Presumed leader of the Voodoo Boys as she was Maman Brigitte's most trusted before she died.
* ***Ofelia Sirawian:*** Known more commonly as Patricia, she is the defacto leader of Maelstrom after all the other leaders were killed during the summer. She was mortally wounded during a scuffle at the Totentanz club herself, but escaped with her life.
* ***Susie "Q":*** Manager of Lizzie's Bar and head of The Mox Gang.
* ***The Great Bozo:*** Leader of the Bozos Gang.
* ***Will Gunner:*** Leader of the 6th Street Gang, acting as their General.
* ***Zoe Alonzo:*** Current and only leader of the Valentinos after the death of Gustavo Orta.

## Techs

Rules for Techs can be found in the ***Cyberpunk RED Core Rulebook***.