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Fixin It Up v1
Fixin It Up v1
CYBERPUNK: RED
BY DANIEL BUELL
FIXIN' IT UP
rollsafterdark.com
dannybuell2525@gmail.com or go to my fiverr:
fiverr.com/dannybuell
TABLE OF CONTENTS
Capability…............................….12 Business.......................................36
Complications............................12 Capital........................................37
Sins of 2045?...........................25
Bartering...................................25
Legal or Illegal?........................25
Economy...................................25
Old Tech...................................26
Other Currencies......................26
Hire Crew.................................26
Heatin’ Up.................................27
Exit Plan....................................27
Grease.....................................28
Night Markets.............................28
INTRODUCTION
The idea of Fixin’ it Up came from one of my players (who will not be named, but you
know who you are) chose to be a Fixer. The problem was, they didn’t know what a Fixer
was. They didn’t know how to act like a Fixer. They didn’t know how to be a Fixer. The
thing is, Choom, if you’re not living and breathing the hustle, then you aren’t a Fixer.
I grew up in a comfortable middle-class suburb where the only people using slang
were High Schoolers thinking that if they peddled a pack of gum before the first-period
bell, they were the truest hustlers to hustle. Despite that, my first character in any
Cyberpunk game was a Fixer, but why? Did I fantasize about being on the streets or
player or GM, I will always seek a non-violent means to any situation in any tabletop.
unknowingly double-crossed - was that being a Fixer took a certain dedication that the
other Roles didn’t have. It was more than just having a nice uncle smile and flashing
your eddies; it was about living and breathing your role as a Fixer.
recommend Wildside for Cyberpunk: Red players, I found that in 2045, the game
changed. I’m not talking about rules and combat; I’m talking about the street game. The
who’s who. The how you get things. A long thought that came to me time and time
again was, could Wildside be brought to Cyberpunk: Red and made into a new,
updated, and engaging guide for any aspiring Fixer or GM to use in their toolbox? So
A Fixer treats everyone they meet with courtesy. They can never know who their
A Fixer makes notes on every NPC and PC they meet in the campaign. They don't
know when they can use that information to assist later down the line or use it as
A Fixer makes things happen. They don't try to get into fights. They don't try to start
wars. They put people together and you make good things happen.
A Fixer is always hustling. You're not wasting your days on Braindances or hitting
the club with your Chooms every night. No, you're on the streets making deals,
A Fixer asks themselves what the value of this deal is. How can they make the most
A Fixer is a Fixer because of money. Nothing is personal, the biz is the biz.
A Fixer never betrays their people or their clients if they ever want to breathe again.
CHAPTER 1: THE FIXER
6
However, sometimes there are
8
Streetwise isn't a Fixer's only way of A good Fixer knows that people will pay
gathering information. Fixers can browse top dollar to have a good gun, real food, or
messaging apps on the Datapool or online even a set of clean clothes. Depending on
marketplaces looking for deals or clues on the table you're playing at, the Fixer is
their next lead. This doesn't fall under going to be spending a lot of time buying
Library Search but actually a roll on the and selling. Maybe you've experienced it
Alternatively, you can use Streetwise to head and you have to then pray you can
find the hot spots in the neighborhood and talk your way out of it.
and find the right people to talk to while Make a note on your character sheet or in
staying out of trouble. your journal if you have one to loot any
Knowing what to roll and knowing when down, grab it and sell it later. Using your
to roll it (or just roleplay it if you're Trade will allow you to mark up the price
experienced) can save a Fixer's life. Take and make a successful sale. But that's small
the 6th Street intends to move in on Bozo Making real scratch requires hard work
territory, you bet your ass you're going to and dedication. As the Fixer, you need to
steer clear of that shitstorm. drill it into your Crew's head that without
Streetwise is also another handy tool in and the eyes and ears of the party.
sprinkle hints, create an atmosphere, and Never be afraid to sell things to the rest
get your players involved and feeling like of your crew. You're not running a charity.
they're a part of this world that you've You found a preem sniper rifle that your
HUSTLING
You can also share or spread rumors for
a standstill. 9
but they're still someone, and someone to
streetscum.
they didn't like the way they were looked at.
11
Super-Reliable: This contact has you
CAPABILITY on speed dial and will do anything for
Cost: 4 + 1d10
COMPLICATIONS
Very Reliable: This contact will have
your name and number recognized and
will always pick up their Agent when Contacts are people too. They'll have their
you call. If the capability roll is failed, own strengths and weaknesses while
this contact will suggest you try them existing in the same world as the players.
Cost: 6 + 1d10
12
Contacts can easily sell the players out This is what makes a Fixer so powerful
for a higher bidder or be kidnapped and and important to the party. In a way, you
tortured/blackmailed/coerced into giving can hire the players and treat them like
the players up. Just because you spent employees. Neat, huh? But what do I mean?
Contact Points doesn't mean that contact Well, let's say you run a service in Black
will always be there for you. It's Cyberpunk, Marketing. You hire your crew of
Keep in mind who you recruit into your You then bring those Cyberarms to a Night
web of connections. Other Fixers can easily Market and sell them for 10 or 20% more
This can spell immediate danger for the Here's another thing, as a Fixer, don't be
party if the Fixer isn't careful whom they afraid to charge the players for their
talk to or make deals with. Also, understand services. This is something I recommend
that not every contact is perfect at many of my players do no matter what role
everything. Todd down at the Fish Market they are. As a Fixer, you can help a
won't be able to get you good deals in Medtech set up a clinic and drive
Cyberware or show you where to get customers their way. You can charge the
Expensive items unless he specializes in Rockerboy 200eb to set up their next gig.
that kind of service. You can charge the solo a 100eb fee for
decide that. 13
FIXER SERVICES
Alternate Identity Gigs (through a middleman)
Bookmaking Loans
Electronics Racketeering
Fencing Weapons
Gambling Zeroing
Get-Rich-Quick Schemes
14
Those skill are important for whatever
Streets. Let's talk about SKILLS and how applied for the other players as well, but for
SKILLS
approval and guidance. This will not only
Discord that "there's no point in putting any The local area they're selecting can't be
points into LUCK or the other useless skills". all of Night City or the NUSA. It can be the
I said, always have said, and always will street they live on, the Megabuilding Block,
say: that is WRONG. In a game with 60+ or the neighborhood of a zone, such as
skills your player can have and use, there Little Europe or South Night City instead of
Skills will be massive for your Fixer when So sit down with your player and make a
operating your business or trying to achieve map or write out locations like they're
your objective. All you have to do is ask mapping out their own local area. What's
your GM, "can I roll x skill" and wait for their their favorite place to get coffee or dinner,
15
If you need help mapping out or coming and reasons for starting their own business.
Chapter 3. So how do you fit in the other, Some players have goals for their
useless, skills? Choosing what service you characters. More often or not, I've played
provide and what kind of Fixer you want to with and Referred with a lot of players who
be. I know it's a pain, but we'll get into that have the goal of starting a business. Since
as you continue to read this unofficial there's no gameplay for that, more often or
I've seen this topic asked about enough to generating money with no effort on the
finally do something about it (and trust me, Player's behalf. Not only does it set an
it's asked more than you think). Once you've actual attainable goal they want to
rolled your Lifepath, you'll have determined achieve as the reason for why they take
what kind of Fixer you are, if you've got dangerous Edgerunner jobs, but also
partners, what your office is like, and who provides a fountain of story hooks, side
your side clients are. Now, in my quests, gigs, worldbuilding, and general
the GM.
Businesses will be broken up into two Dungeons and Dragons but you can't deny
next, and Chapter 4: Enterprises. The shenanigans) takes place there. However,
reason I did this is that I came up with two the business system I came up with is
methods, one that was fast, another that massive and has a learning curve to it and
was super in-depth that it's a side game in something I see as useful if you run West
itself. Without confusing you by the layout March-style campaigns. If you want a quick
of this homebrew guide, I'd rather separate and easy method of doing it, look no further
the two methods and give the big section to Quick and Dirty next.
its own chapter.
16
QUICK AND DIRTY
So you want to run a business without it hijacking the campaign. Look no further. To buy
a business, you must have a location to set it up. If it's a mobile business, ignore that. If
it's a physical location, the GM can determine the price. Again, see Chapter 5:
Enterprises for the full list of example locations and costs.
After buying the location or starting up the business, at the end of the month you must
roll a 1d6 to determine if it was aGood (Evens) or Bad (Odds) month. After the result of
that table, you then roll on the Profit table to determine if you made a profit this
month. It's a hands-off approach with bonuses based on skill and Operator rank.
Overhead, which are things like your rent, expenses, labor, are already taken into
account when you do the profit roll so no need to worry about those factors.
But first, let's talk about what those special skills do for bonuses:
Business (INT): Base 10, +1% profit. Base 14, +2% profit. Base 18, +4% profit.
Operator Rank: Each Operator rank provides a +1% bonus to your business's
profitability. So a Fixer of Rank 4 has a +4% to profitability.
Workload: For every 10 hours you spend working in your business, you gain a +1%
bonus to profitability.
If you're wondering if Executives gain bonuses for their Roll Ability, they do not. If you
attached to a Corporation, or else they would seize ownership and profits. Executives
do start with high Business skills compared to the rest of the Roles, thus making them
17
Bad Events (Odds) Good Events (Evens)
Profit Table
18
Now you may have noticed with the Bad Events that they can put your business in debt.
That isn't a mistake, it's completely intentional. When you open a business in Night City,
you are becoming a part of the community and that comes with the good or bad. Just
as you're breaking into businesses on jobs, so are other Edgerunners or just a Booster
When you don't pay back your debt within a month, you run the risk of losing your
business and never getting permission to run another business unless you can prove to a
bank or Landlord that you can make your payments. This is why you run jobs in
Cyberpunk: Red. Your dangerous missions are the patrons for your lifestyle and your
Remember that life isn't fair in the Time of the Red. You can of course buy upgrades
that can reduce the penalties of bad events but those are left to the GM's discretion.
Things like hiring security, fireproofing the building, creating saferooms or adding a Net
19
You can't hustle if you're dead. If you get
go to if they want just about anything If hearing that you're the most important
As the crew gain renown and reputation important but remember your table
for being effective, it's not unlikely they'd manners. Just because the Fixer can flex a
be gathered into a team or "union". This is certain amount of power and control over
a more official, renting out an office or HQ the rest of the party doesn't mean you
that the party can work out of. This can should. The crew of Edgerunners are your
actually be seen in the Cyberpunk 2077 partners in crime. While the word on the
side mission called "Union Strikes Back". streets is don't trust anyone, you need to
But what if I get railroaded into nobody with no Biz to run. Without your
member said or did someone wrong. The While a Fixer can become a mob boss
techie was eyeing up someone's input. Or and run the show, they play off the other
the GM decides to railroad it. Whatever it roles with great synergy. Fixers can set
is, bullets will start flying and it sucks for Rockerboys up with equipment, loans, and
you as a Fixer.
20
and venues. This is where being a Talent the world that have access to vehicles be it
Scout comes into play. As a Fixer, you can boats, cars, or planes. Nomad packs can
be the Rockerboy's manager or just help intercept shipments on lead, sea, and air.
them out in a pinch. A Rockerboy can help This is where the interdependent
out a Fixer by drawing fans in as Clients. relationship comes into play. A Nomad
See? Scratch my back, I'll scratch yours. incoming shipment for the pack to raid. The
Solos are fantastic. As Wildside says on Nomads take control of the shipment, the
page 46, "Solos and Fixers go together like Fixer comes and evaluates the cargo
bullets and guns". Solo's can be paid as promising either a flat payment or cut of
your armed bodyguards, or a Fixer can set the profits, and then the Nomads take the
Netrunners and Fixers can run Data Executives often need someone to get
Broker agencies, which is the easiest form things done if they want to climb the social
of business to run. While the NET is down, ladder. They're waking up before the sun,
stealing extra files off air-gapped hitting the gym, wearing the latest trends,
architectures makes stolen data go for all the while making measly pay and
twice the eddies on the Black market. pretending to care about their coworkers.
Netrunners can also write and sell programs Executives all need something done without
and viruses through a Fixer selling to other their fingerprints on it. More often or not,
Fixers are more often or not hired by wetwork for them. If an Executive wants to
foreign correspondents and media move to another employer, they could hire
arrange interviews the Media wouldn't If there is a Tech and a Fixer in the
normally have access to. Medias who don't campaign, there's a strong chance they'll
listen to a Fixer are going to walk into gang become business partners. Techs stand as
territory or step on a landmine. the only role capable of being their own
Nomads and Fixers have a strange those are dollar signs in the Fixer's eyes. A
relationship where both rely on each other Tech will need Fixers to source materials
but also wouldn't hesitate to turn for a 500eb and up and when they create
rival's help if the other party isn't something or invent something, the Fixer
cooperating. Nomads are the few in the can bring that item to market and upsell it.
21
In a way, Fixers aren't too far off from
clients in the right way of a Medtech. Fixers
Lawmen. The only difference is, Lawmen
can also provide Medtechs with security
might work through legal means to obtain
and protection. Often or not, some booster
their support. Fixers serve as good
would try and raid a shop for some
informants, trading information for money
painkillers but if he knows the local head
or just passing along the good word. If the
honcho has the Medtech paying for
Lawman is a Private Investigator, let's say
protection, no one would dare harm that
looking into a Missing Person's case, a Fixer
clinic. Alternatively, Fixers can bring
is the first person they're going to see.
sourced Cyberware or sell any Cyberware
Fixers can get Lawmen hardware,
you liberate off of corpses.
cyberware, and support most departments
22
Being a Fixer in 2045 is all about the starting on page 138. Make notes on your
connections you make and how to get character sheet or journal reminding you
the most out of them. that Social Skills exist and they're pretty
STAYING COOL
10s, 14s, and 18s we talked about earlier.
23
line, you bet heads will turn. At base 18 on to join that bank. If you don't pay back that
most social skills, you're a trend-setter and Credit amount, a few well-paid Solos might
people should be coming to you for advice break your bones and take everything you
one-time use.
In 2020 there were rules and bits about
charge interest while allowing a "buy now, Fixers deal primarily in cash because it's
pay later" program incentivizes the players harder to track. However, depending on the
24
location or the time period your game is
The gear you have on you is another
In Red, the IRS won't come for you when 500eb. That means an NPC would rather
they find out you're growing a massive take an Assault Rifle for some gear than
Numbers in Cyberpunk: Red, it's up to where you are. The only zone that will take
interpretation. With the Net down, IDs vary action against idiots walking around
from Drivers Licenses to Passports. Basic showing their guns is the Corporate Zone.
However, it's reasonable to assume that you give them a reason to.
In 2045, we're back to the basics. If you you going to do about it?
next step. This is the reason Price The gist of the economy in Red is that
Categories exist in Cyberpunk: Red. since production is still getting on its feet,
25
things are moving to shelves but everything
we had a ____?"
Most enemies you encounter, unless they
Old tech is still valuable. If you raid the hot Rank is usually half that of the Fixer
zone for ancient tech from 2020, ask your highering them. Having a party at Level 4
GM to estimate how much it's worth on the hire out a Solo at level 10 is a no-no. If your
26
HEATIN' UP EXIT PLAN
With the loss of the NET, SIN-IDs are a thing I know you wanna hustle till you end up with
of the past. Some folks might keep them, a bullet between your eyes or you want to
Corporates who need easy identification have a penthouse in the tallest building in
and relaxed travel restrictions. The Old Night City, but face it Choom, it's easier to
Timer who can't adapt to the new world. In take the bullet. But if you're human, and
the time of the Red, zeroing yourself can be you're smart, you'll value your life.
mill churning and hide out on an island There's nothing wrong with pre-planning
resort for the rest of your life. safehouses stocked with kibble and MREs,
So if things get to hot you've got two SUPER hot and you need to vanish for a
1) Hide and wait for it to blow over Pack a water-proof bag or a carryall
Let's say you pissed off the wrong people it's in a good spot like a place no one
and you just want to lay low. If you know a would dare check or disturb like a locked
Fixer friend, they could probably hook you train station locker, a safety deposit box, a
up (with a fee of course). This could be at a tree trunk. In that bag, you need the
cheap motel, a friend's apartment, even a essentials, weapons, ammo, cash, and
furnished shipping container. Make sure to some first aid kits. I know money is tight and
pay them a good tip unless you want them you probably would roll your eyes thinking
to tell someone about your vacation. about burying some of it but when the time
When hiding, stay locked up and don't use can't use a Credchip, you'll be wishing you
bring you groceries when you need it. Make sure you get new IDs and maybe put
Haven't made an exit strategy? You that bag. When the time comes, you collect
down.
27
In this chapter we're going to be character, think about where you live and
discussing the Local Expert skill, what's on your block. You've got your
(generators), Night Markets, and what can hook you up with Blue Glass. Down the
are they. Where to Source Things, and street is a Cool Beans Coffee Shop. You
Raid Generators: Generators for know Ahmed who owns the joint. You ask
28
My recommendation is that you sit down
29
find long lines waiting outside waiting for their turn to get inside and shop. Waiting on
these lines come with their own dangers. It's not uncommon to see Boosters pull up to a
line, drag out some Choom, beat him, and take his agent and wallet
Studio Apartment
18 16 7
11 2 3 4 9
2. Common Grounds - Coffee
Shop
17 12 1 5 6 8
Restaurant
15 13
5. Office Building-Medium
10
6. Restaurant - Thai
14
7. 2nd Amendment -
Weapons/Armor
8. 25/7 Kiosk
30
In this chapter, we're diving into base of rooms such as the Planning Room that
31
Landshark
Real Estate Resources Listings Foreclosures Map
SMALL CLUBHOUSE
garage.
and will drive away most passing customers. The benefit of a small clubhouse is that it
1 Bathroom
1 Office
Minimum: 2
Maximum: 4
32
Listings Foreclosures Map
MEDIUM
CLUBHOUSE
The Medium Clubhouse has a decent-sized indoor garage capable of fitting multiple
One entrance leads from the garage, the second entrance leads from the street. On
the first floor are the private rooms; an armory, 2 bedrooms, and 1 empty workshop
space.
Going up the stairs to the second floor leads you to the large bar space complete with
booths, tables, and a stage. Behind the bar are 1 stockroom with 100 storage space, 1
meeting room, and 1 office. All furnishings and amenities start at poor quality.
1 indoor garage
2 empty rooms
Employees:
Minimum: 5
Maximum: 10
33
Listings Foreclosures Map
Second Floor
LARGE CLUBHOUSE The Second Floor boasts a gym, a large
35
The only requirement of starting a
BUSINESS business is based on its location. You
upgrades as Clubhouses but will have Net Profit = Income - (Taxes + Capital
their own upgrade chart. Earned Cost)
by piece.
36
Certain projects may cost you Capital
pay 20eb.
37
STEALING CAPITAL END OF THE MONTH
I'm sensing you're a smart business person So now it's the end of the month and it's
so the question of "what if I steal Capital" time to check how your business did. This
has probably crossed your mind already. isn't something you need to do in-game
If this table has somehow made its way to really and can just pass along to the GM
your table already, the GM can either on a piece of paper. Let's run you through
assign Capital as a reward for doing Gigs a full example so you can understand how
Even though a nuke went off in the Glen. Smooth has a Business (INT) of 18,
middle of Night City, taxes are still a thing an Accounting (INT) of 8, and is an
road maintenance. For the Rebuilding Capital Roll, earning him a 27 total. This
and Overpacked, taxes go into the NCPD, means Smooth earned 40 capital. His
roads, and public education. For employees did the same, increasing the
38
FITTING IT IN
on a West March Server, this Enterprise Chapter can give you content for months. For
regular campaigns, this provides fun side missions and motivations for players to
achieve something. Side gigs can go from raiding your Rivals and taking over their
incorporating this onto the table is through creating Criminal Enterprises, a Fixer's
specialty.
And at the end of the day, it's just house rules. Just because you and your table play
your game this way doesn't mean anyone else won't have the need for these rules.
Without diving into the rules too much for my own sanity (unless people want these
rules, then give me a holler), Organizations can be treated like Characters. I'm lifting
these rules from Green Ronin's Modern Age and giving them a Cyberpunk twist. Gangs
have 4 STATS: Might, Wealth, Influence, and Intrigue. All these stats are leveled by 1
point each with the actual rolling being done as 1d10 + Gang Stat vs 1d10 + Gang Stat.
So if your gang wants to assassinate a CEO of a Corp, it would be 1d10 + Might vs 1d10
+ Might. More of this will be fleshed out in Wolf of Night City where we discuss the
formation of your own Corporation but this guide is long enough. Every upgrade,
Clubhouse, Business, and Person the players recruit (if you choose this system) should
give a benefit to one of the four STATs. By the end of the month, the players can roll a
growth check of 1d6 and whatever they roll is the amount of points they can put into
The price for team members varies from table to table depending on their skills and
capabilities. Of course, those are up to the GM to decide. A longer list is being worked
on with individual teams such as Solos, Techs, Nomads, and many more but it's going to
take time.
As for recruiting the average Choom, that's up to you to decide. Those are coming later
once they are balanced properly. When creating employees, make them NPCs the
players already have good relationships with and give those NPCs unique bonuses as a
reason for recruitment. Such as a good fixer will give a +5 to Capital gains whereas
41
INT REF DEX TECH COOL
8 5 5 5 5
8 0 5 5 5
HANDLE: SMOOTH
Skill Bases Athletics , Basic Tech , Brawling , Business , Concentration , Conversation , Deduction ,
REAL NAME: SIMON CAMPBELL Drive Land Vehicle , Education , Electronics/Security Tech , Endurance , Evasion , First Aid ,
Handgun , Human Perception , Language , Local Expert , Persuasion , Pick Lock , Resist
Torture/Drugs , Stealth ,
ROLE: FIXER
AGE: 34
Background
Simon learned real quick as a kid that and his crew to run the Blue Glass
42
Operating Style
Isabella isn't afraid to get her hands
Cyberware
Skinwatch
Chyron
Amplified Hearing
Vampyres
HANDLE: LA REINA
ROLE: FIXER
AGE: 32
Background
Isabella is no stranger to misery and
a Colombian Cartel.
43
Operating Style
Crowley is a no nonsense kind of guy. If
a rat, right?
Background
Cyberware
Crowley is one of those guys that appear out Cyber eyes and arms.
44
Operating Style
Robert is calm and cool but can't resist
ROLE: FIXER
AGE: 36
Background Cyberware
Hidden Holster
Robert is a blue-eyed con man, a hustler in
Cyberarm
the urban jungle that is Night City. Robert
Popup Melee Weapon
learned from street hustlers from an early age
Subdermal Armor
after his mother went into an insane asylum
45
of N54 (some rumors say he's killed and
drives Joshua.
Operating Style
Background
Cyberware
Joshua is a media for N54 news but never None
done.
46
Operating Style
fashioned fun...
Cyberware
Cyber leg
Rippers
Contraceptive Implant
Mr. Studd
HANDLE: NONE
ROLE: ROCKERBOY
AGE: 65
Background
Billy is one of those fossil Rock n' Roll legends
happen.
47
her family and sell the data.
Operating Style
tomorrow.
Cyberware
Internal Agent
Cyberdeck
HANDLE: NEWARK
ROLE: NETRUNNER
AGE: 21
Background
Fatima's family are Iranian immigrants who
48
THANK YOU
Thank you for reading this homebrew document.
you.
What's Next?
and more.
the sky.