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       <dc:date>2026-10-17T12:00:38+00:00</dc:date>
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        <title>edge</title>
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        <description>Edge
 Go Back to the start 
Player characters in Tales from Night City have a special reserve of fortitude and luck called edge. You start with (and have a maximum limit of) 10 edge.

Edge can be spent to:

	*  Avoid or , including damage in combat 
	*  Increase the chance of a skill succeeding by</description>
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        <description>Engagement Roll
 Go Back to the start 
Once the players choose a plan and provide its detail, the GM cuts to the action—
describing the scene as the crew starts the operation and encounters their first obstacle.
But how is this established? The way the GM describes the starting situation can have a
huge impact on how simple or troublesome the operation turns out to be. Rather than
expecting the GM to simply “get it right” each time, we use a dice roll instead. This is the
engagement roll.</description>
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        <title>entanglements</title>
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        <description>Entanglements
 Go Back to the start 
  * heat 0-3

	*  1-3  or 
		*  4/5  or 
		*  6 
		*  heat 4/5 
		*  1-3  or 
		*  4/5  or 
		*  6 
		*   heat 6+
		*  1-3  or 
		*  4/5  or 
		*  6 

Your crew of cyberpunks didn’t just spring into existence tonight. You have a complex history
of favours, commitments, debts, and promises that got you where you are today. To reflect
this, after each run, you roll dice to find out which entanglement comes calling. An
entanglement might be a rival crew looking …</description>
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        <description>Flashbacks
 Go Back to the start 
When an operation is underway, you can invoke a flashback to roll for an action in the past that impacts your current situation. Maybe you convinced the sergeant to cancel the local Cops’ patrol tonight, so you make a Fast Talk roll to see how that went.</description>
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        <title>heat</title>
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        <description>Heat
 Go Back to the start 
Night City is a sprawling cityscape full of prying eyes and informants (both analog and digital).  Anything you do might be witnessed, and there’s always evidence left behind. To reflect this, your crew acquires heat as they commit crimes. After a run or conflict with an opponent, your crew takes heat according to the nature of the operation:</description>
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        <title>loadout</title>
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        <description>Loadout
 Go Back to the start 
For each mission, don&#039;t choose what your character is carrying, rather decide what your character’s load will be. During the operation, you may say that your character has an item on hand by checking the box for the item you want to use—up to a number of items equal to your chosen load. Your load also determines your movement speed and conspicuousness:</description>
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        <title>start</title>
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        <description>Tales from Night City

Useful links and Resources

	*  Roll20
	*  Discussion forum
	*  Discord Server
	*  Interactive map of Night City
	*  Cyberpunk Wiki

Homebrew Rules

It&#039;s a bit of a strain adding additional rules to an Old School game, but these should improve the flow of the game, and hopefully won&#039;t require too much extra thought by everyone.  The primary purpose of them is to abstract some of the details usually present in Cyberpunk 2020 that tend to cause</description>
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        <title>trauma</title>
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        <description>Trauma
 Go Back to the start 
When a PC uses their last edge point, they suffer a level of trauma. When you take trauma, mark one of your trauma conditions like Cold, Reckless, Unstable, etc. They’re all described below.

When you suffer trauma, you’re taken out of action. You’re “left for dead” or otherwise dropped out of the current scene, only to come back later, shaken and drained. When you return, you have reset your edge and your vice has been satisfied for the next downtime (any long peri…</description>
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        <title>vice</title>
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        <description>Vice
 Go Back to the start 
Every cyberpunk is in thrall to some vice or another, which they indulge to replenish their edge. Choose a vice from the list, and describe it on your character sheet with the details and the name and location of your vice purveyor in the city. For example, you might choose Pleasure , then write The Outer Limits (club). You can create a vice purveyor or ask the GM to tell you about a couple likely options for your vice.</description>
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        <description>Wanted Level
 Go Back to the start 
  * Wanted Level 4: Life or execution.

	*  Wanted Level 3: A year or two.
	*  Wanted Level 2: Several months.
	*  Wanted Level 1: A month or two.
	*  Wanted Level 0: A few weeks. Or, the authorities beat you nearly to death to teach you a lesson (suffer level 3 harm, no resistance roll allowed—they keep going until you’re injured severely).</description>
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