Wolf of Night City v1
Wolf of Night City v1
NIGHT CITY
BY DANIEL BUELL
WOLF OF
NIGHT CITY
WRITING, DESIGN, AND EDITING BY: DANIEL BUELL
rollsafterdark.com
WOLF OF
NIGHT CITY
TABLE OF CONTENTS
INTRODUCTION
After creating Fixin' it Up, a Fixer's Guide for Cyberpunk: Red, I set out on a mission to
create guides that dive deeper into the chosen role, their applications, and the inclusion of
a house rule or two. Execs were the next nut to crack for me because players either
avoided Execs like the plague or GMs didn't want to deal with them. I'm guilty of this too,
turning down a Player's request to be an Exec saying the role wouldn't fit for the
campaign. I was both right and wrong in that regard, but we'll come back to that later.
Wolf of Night City (named after Wolf of Wall Street) will provide a guide to the role, its
ability, and what an Exec is. Then, the guide will dive into some of the different playstyles
and synergies, and ending the guide off with campaign ideas and a homebrew system for
creating your own Corporation or Organization (building off the work I started in Fixin' it
Up).
When writing Fixin' It Up, I often went back and forth between the 2020 rulebook and
Cyberpunk: Red, and something struck me. I'll admit, I've never played a game of 2020,
but even reading the text I'm struck by a dirty world washed by acid rain, the 80s attitude,
the Cyber-Punk. In Red, I found that the tone is almost absent because Cyberpunk has
evolved. I'll take a quote from cyberpunk2020.de:
"Cyberpunk always had the vision that technology would give us revolutionary power.
There are examples that this could have been the case. The Arab Spring or the pro-
democracy demonstrations in Hong Kong show a skillful use of technology. But also
the ultimately futile hope of being able to achieve something with it, because the
same technology also serves the oppressors. And they simply have more money,
more helpers, and fewer scruples about using this technology."
While doing research for this guide, I found myself slightly altering the mission statement
for these projects. I always knew that not only am I giving you the resources to flesh out
your experiences, but to understand the Time of the Red through your characters. There
will be a lot of homebrew interwoven that you will either keep or discard, but they're quick
options to take from. As this guide goes on, I will be taking deeper dives into the
Cyberpunk lifestyle, and hopefully, helping you improve your games. Thank you.
WOLF OF
NIGHT CITY
1 THE EXEC
The 2020s are dead.
The idea of small groups or individuals making change is a fallacy. Time has shown us that even acts of
terrorism, hacks exposing government and Corporate lies, and even leaked footage of war crimes, have
amounted to nothing but a slap on the wrist. The tools used for their liberation are now used to oppress the
masses - and you are the oppressor or the rising rebel.
You are the Exec, the Corporate Elite who will run this world. Or so you can if you have the stomach for it.
The destruction of the world in the 2020s paved the way for the rise of new powers and the dominance of
the old. While Megacorps like Militech and Arasaka still stand strong, new Corporations - Neocorporations -
are rising from the ashes and you are there to rise up the ladder and become the CEO.
It's not all doom and gloom. Execs are a more powerful and flexible class than most might give them credit
for. Since the game is called Cyberpunk, a lot of campaigns take a very anti-corporate stance. That's not a
problem at all considering how versatile the Exec really is.
5
WOLF OF
THE EXEC
NIGHT CITY
let's talk about the benefits of being one. An Exec: works for isn't one of the Megacorps like Militech or
Arasaka and maybe actually working for a fund that
cares about people with no skeletons in their closet
Has free Corporate housing
(rare, right?). Although mistrust is not only the world
Has free NPC team members
but each other is a core pillar of Cyberpunk, the Exec
Can provide the Crew with unlimited work
simply could be working with the Crew because
they're pals or good hired help.
In a game where people are always short on
money, having a character who can save
thousands of Eurodollars that otherwise be going EXEC STORIES
to rent can be spent on things like a higher lifestyle
and more spending power. What drives the Exec to climb the ladder of their
Corporation? Why do they want higher status? Is it
money or power or both? Are their ambitions noble
INCLUDING AN EXEC or selfish?
Power: This Exec knows what it's like to be
helpless. In Night City, millions go by without a
Let's say that you're still hesitant on an Exec.
trace. This Exec wants to leave their mark on
You're not sure how to fit them into the group or
the world and have their name remembered.
how they really can contribute. Let's look at it like
They want statues made of them when they
this, an Exec can:
die, buildings and roads named after them.
Shelter: Many successful Execs started with
Fill out missing roles in the party with their
nothing. Many grew up in horrid living
team members
conditions and went to sleep without food in
Provide players with a free safehouse
their stomach. The Exec doesn't want that. This
Provide the party with corporate resources and
Exec wants a roof that will always be over their
connections
head with running water and a fridge stocked
Provide the party with unlimited jobs
with real food, not kibble.
Problem Solving: Some Execs are driven by the
The Exec seems like an intimidating Role, no way
desire to get things done when problems arise.
around that, but it only seems that way because
They innovate and make a change. Their
there are so many ways to make an Exec useful it's
standards are high and they want to draw
frankly mind boggling. If players, and the GM, are
satisfaction to whatever they touch.
afraid that bringing an Exec along would only ruin
6
WOLF OF
THE EXEC
NIGHT CITY
7
WOLF OF
THE EXEC
NIGHT CITY
The Corporate Rat desperately tries to climb their Cyberpunk 2077 has a really good example of what
way to the top of the ladder. This lifestyle is the a Corporate Rat is (that's where the playstyle name
Game of Thrones in the workplace. Literally. You came from). Without delving too much into spoilers
want your boss's preem corner office? Tsk, what a of the introduction scene, V's boss is upset over a
shame Bob died from an overdose in the bathroom. data leak that has put Arasaka's operations in
Wonder whom they will promote now. Europe at risk. Afraid that Upper Management is
going to swing an ax at their heads, V's boss hands
A Corporate Rat thrives on the workplace and will them money and tells them to use their underworld
be the patron for the Crew. Corporate Rats will do contacts to eliminate Director.
8
WOLF OF
THE EXEC
NIGHT CITY
Unlike Wage Slaves, who can be plopped into any campaign regardless of subject, Corporate Rats need a reason
to be working with this crew. Campaign themes work around corporate espionage. spying,
assassinations, kidnappings, and thefts.
If you read Fixin' It Up, my Fixer's guide for Cyberpunk: Red, there's a part where I write that a Go-Between is the
most common Fixer because they are a vessel for the GM to give jobs to. If you don't have a Fixer in the party, an
Exec can take up that mantle. The valuable asset of the Exec is that there will be no shortage of jobs for the crew
to take on but you have to plan it right.
However, when you choose to be an Exec, much like the other roles, you have a responsibility. That's up next.
While a Wage Slave waits for their moment to come, or a Corporate Rat tries to climb the ladder, the Wolf of
Night City is creating their own success. As a Wolf, there aren't enough hours in the day to get everything you
want to be done. You're business first, Empathy later. You would even sell your parents if you could.
The responsibility mentioned before is figuring out what your Exec wants to achieve. If you don't want to be stuck
in that same windowless office all day, what do you want? Do you want the fastest Cybercars? Your own
personal AV? A Luxury yacht? Well, none of those happen just because you finished that Powerpoint presentation
on deaths in the workplace for HR. You need to make those changes happen to rise to the top. Like the Corporate
Rat, you're playing the Corp like a Chess Game. You're shaking hands and wondering if you should ice this Choom
9
WOLF OF
THE EXEC
NIGHT CITY
now or later. Or, you rented an abandoned auto shop from the 2020s and turned it into a new office where you
can start your own Corporation.
The Wolf of Night City is also about the style of substance. You're at the parties covered in Joytoys and Eddies,
you're doing lines in the breakroom, and you're watching the world rot from your balcony as you swirl a 200-
year-old bottle of Scotch.
Playing a Wolf of Night City in the campaign is about using the players to advance your own agenda. Going on gigs
could mean testing the new Corporate R&D prototypes on the (un)willing Booster or you're crewing with the gang
on a personal mission of revenge.
Your motivation as a Wolf of Night City is to get as many Eurodollars you can and show the world how rich and
powerful you are.
MOTIVATION
The Exec is not a skill-driven character, rather a story-driven character. While your Exec likes guns and taking
your anger out on Boosters, your goals are more superficial. You've seen how your financially burdened parents
wasted their life working blue-collar jobs for hardly any money. No, you're better than that. You want heads to
turn when you come around the block.
You should do this with every character ou make, but for the Exec, take your lifepath seriously. Your lifepath
should be the foundation of why you're an Exec, and why you want to rise to the top of the Corporate ladder.
And it's not just about the money, let's face it. Ever had an ex that told you that you were lazy just before she got
into the car of some hippie Nomad? Now look at you in your Penthouse while your Nomad delivery service called
Omega runs packages across North America when shipping stopped. Maybe seeing how your siblings are fine
taking dead-end jobs and your parents have no aspirations besides burning their eyes out to N54 news, you
wanted to be someone.
10
WOLF OF
NIGHT CITY
Where Fixers rely heavily on their COOL stat, an Exec heavily relies on Empathy, Intelligence, and COOL. Empathy is
an extremely important stat that allows your Exec to interact with other people. Human Perception is an extremely
powerful tool an Exec needs to decipher what's really going on with the person they're talking to and their
conversational skills are what lands them that new promotion (it's who you know, not what you know). Intelligence
is vital for an Exec to run their organization's operations and organize themselves. Without intelligence, they're
better off dunking kibble in the deep fryer for 5eb an hour. COOL is the basis for an Exec's ability to mingle into
higher society and stay there. Without COOL, you're just the odd outsider that no one wants to associate themselves
with. How much effort an Exec puts into their Personal Grooming Stat should give them a complimentary bonus
when dealing with the Corporate Elite. Execs are also proficient in bribing others to do work for them and are very
convincing. So don't write these three STATs off for the 'cooler' things like REF and DEX.
After you have rolled your character, you'll notice, like all Roles, the starting Rank is 4. To put it into perspective,
you're the assistant manager or supervisor to your department.
11
TOOLS OF THE WOLF OF
EXEC NIGHT CITY
RELATIONSHIPS
In the course of your life, you meet hundreds of people of all makes and models. Some stand out more than
others. Fewer, are the ones you want to keep in your life. Like Stress, Relationships are meant to fill the world
with life, choice, and moral thought while giving your character meaning. Relationships allow GMs to influence
plots without being heavy-handed or dangle your lifepath in front of you before snuffing them out. Relationships
should form throughout the game either between PCs and NPCs. GMs can use Relationships as rewards for
players trying to be social to not just each other, but
the NPCs in the world. Here are some sample
Relationships:
RELATIONSHIPS INTENSITY
Relationships are measured like reputation but on a 1 to 5 scale, with 1 being the newest and 5 being the once in a
lifetime experience. For every point Relationship Intensity gives you 1 luck point to spend of a roll related to that
Relationship only can only be used on that relationship. Let's say a Solo and a Medtech have the Through Hell
Together bond, the Medtech can choose to spend their +1 Relationship point on his surgery roll. Another example
could be the Solo is going to attack the Booster who's going to attack the Medtech, so he chooses to use his +1
luck on the target.
Can this become very overpowered? Yes, this system needs moderation and the bond intensity grown
organically, not just as a gameplay mechanic. Unlike actual luck points, these Relationship points need time with
the other person to replenish such as going to a VRarcade together or hitting the bar for drinks.
12
TOOLS OF THE WOLF OF
EXEC NIGHT CITY
SOCIAL ENCOUNTERS
Execs and Fixers rely on who they know as much as what they know. As like all these homebrew methods, the objective isn't
to get in the way of creativity or gameplay. All of these ideas are meant to provide inspiration and guide improvisation that
aligns with the goals of your scenes.
Write down what the goal is for the encounter and what it takes to achieve that goal, and also what it'll take to make that
goal a mere dream. These modifiers aren't permanent. If you want to take a page out of the Witcher RPG, you can perform
Social Combat. This is a method for those who aren't good at improving or if a player said or did something completely
unexpected. Think about the social encounter as shifting beads. If an NPC starts off neutral, but the player says something
offensive, the NPC will shift down to Standoffish. It'll take 3 shifts to reach an open attitude towards the player. It's not a
game mechanic per see but will help track the course of a conversation if there are multiple speakers or the encounter
seems to be wandering far off course.
Living the high corporate life doesn't come free. Watching your position on the Stock Market is an adrenaline high when you
see your 1000eb investment become 10,000eb - just until you see the guy across the office floor staring at you. Then, you get
a call from your Assistant that a Netrunner leaked Corporate data onto the CitiNet. Now your 10,000eb means nothing and
your boss is about to ice you. When worrying about so many people and more Eurodollars than you know what to do with, you
feel a sense of stress coming over you.
With the help and suggestion from of the great members of the community (TheOrrery, Druttercup, Dusk, Kiama, Azalah) is
called The Devil's Path. At any time an Exec can "make a deal with the devil" and spend Humanity to get favors from their
company.
13
TOOLS OF THE WOLF OF
EXEC NIGHT CITY
When it comes time to make lifestyle payments, they also have to make a Resist Torture/Drugs Check based on how many
Humanity points they used on this path. Success means the stress of it hasn't hurt them. Failure results in either real HP loss
or a roll on a specialized Critical Injury table to get a stress-related illness or injury.
Cyberpunk, the genre, is built on the cost of humanity. For an Exec, that loss on humanity isn't just through Cyberware, but on
your soul and physical well-being. Not only does it reinforce the themes of Cyberpunk much like sanity does of Call of Cthulu,
the Stress mechanic also gives players a reason to explore the world in non-combat ways to relieve stress. This means
working on relationships, drinking, doing drugs, and spending time with Joytoys.
STOCK BROKERS
14
TOOLS OF THE WOLF OF
EXEC NIGHT CITY
Table 2-1
where they exchange stocks. You've seen it in the movies,
people yelling, the frantic hand signals. Your Broker
might even work behind the scenes with other brokers to
avoid the floor or even with their own firm to find the
right Stock match.
STOCKS
15
TOOLS OF THE WOLF OF
EXEC NIGHT CITY
PLOT HOOKS
Here are some plot hooks revolving around stock markets and exchanges:
Stock Market Assassination: This could be a series of missions from a Brokerage or a Client wishing to make massive
gains on their market. The Crew must assassinate or sabotage a key member of a Corporation, devaluing the company and
driving up the price of their rivals.
Insider Trading: The Crew is hired by a Broker or Client to get information on a Corporation. Hooks like this can be
something like a CEO is going to be indicted or iced for fraud, or a merger is going to be announced so the Client should buy
shares of the company stock before the announcement.
Short Squeeze: The Crew is hired by a Broker or Client (likely a hedge fund) to make a troubled company overvalued. The
crew must find evidence (or create evidence) that the selected company is doomed to fail. Once the target is set to fail, the
Crew have to drive up the interest of the company. This could be Rockerboys spreading the good news about a company or
a media over-reporting the success of this clearly failing company until the Client can short the stock and make a massive
profit.
KILLER LOOKS
Being an Exec isn't all about how to make money and taking out the competition. Sometimes, it's about spending that money
and looking good doing it. Execs that put time into their character to make sure how they look and present themselves should
be given advantages in social situations when dealing with other Executives. In the case of weapons and armor, there are a
few options the Exec can take with them. Unless you are Corporate Security, wearing armor and carrying weapons into the
workplace will get your ass kicked to the curb, so try to invest in the best. Consider getting a suit with Light Armorjack woven
into the fabric for comfortable and classy protection. How about an SMG or Medium pistol concealed in a suitcase?
16
TOOLS OF THE WOLF OF
EXEC NIGHT CITY
17
WOLF OF
NIGHT CITY
3 Organizations
Whether you are running your own Corporation or Criminal Organization (see Fixin' it Up), you can use the following section for
determining the size and capability to influence the world of your campaign. These homebrew rules are inspired by Green
Ronin's Modern Age in the idea of keeping gameplay as swift and effortless as possible. Organizations will be structured like
Playable Characters with their own STATs and Skills to keep everything as neat and minimal as possible.
Each organization has a number of abilities that represent its power and resources. These STATS are: Might, Wealth, Influence,
Intrigue, and Stability.
MIGHT WEALTH
Might represents the strength of your organization Wealth represents the monetary value and power of your
through its power such as enforcers, Corporate Security, organization. Either it's a bank balance, a stash of jewels,
and military units. Might doesn't need to be just an or the services your organization provides, it all falls
organized military unit, but just a bunch of Boosters under the Wealth stat.
prowling the streets.
18
WOLF OF
ORGANIZATIONS
NIGHT CITY
INFLUENCE SKILLS
Influence represents the reach your organization has, An Organizations 'Skills' are determined by the people
whether it is political or public sway. However, influence working for the corporation. Now, when Corps get to 100s
only represents what the organization can call on for of employees, things can get a little confusing, so we're
immediate favors such as the media to change the trying to keep this as minimal as possible. Locations can
narrative of a story or getting a politician to not go even contribute to skills. Here is the list:
through with an important vote. An organization can lose
influence when its connection is indicted on corruption Might Skills
charges or mysteriously flatlines. Extraction Team
Enforcer Team
Sabotage Squad
INTRIGUE Security Force
Wealth Skills
Intrigue is the organization's intelligence arm. Intrigue
Armory
can range from spies, to organized Solo hits, to behind
Bank Account
closed door dealings.
Food and Living Goods
Investments
Properties
STABILITY Services
Influence Skills
Stability is the HP of an organization. Once an Blue Collar
organization's Stability reaches 0, it's dead. To determine Foreigners
Stability, add 10 + (Structure + Wealth). Fringe Groups
Law Enforcement
Media
STRUCTURE Religion
State
Underworld
Structure is similar to BODY, it's the size, toughness, and
White Collar
overall strength of the Corporation. While Might
determines the protective capabilities personnel-wise,
Intrigue Skills
Structure represents the Organization's location and how
Counterintelligence
strong that location is.
Hacking
Solos
Secrets
Spies
19
WOLF OF
ORGANIZATIONS
NIGHT CITY
For example, the Players cannot take team members
BUILDING from their Organization and have them go on missions for
ORGANIZATIONS them or accompany them as companions unless they are
the Team Members assigned to them via Role Ability. This
prevents the Players from just nuking the objective from
There are ways to generate an organization. One is by
orbit and calling it a day.
random rolling, another is by starting with the Team
Members and Locations in the rest of the chapter.
RUNNING A BUSINESS
Locations, such as Clubhouses and Offices provide
Structure bonuses along with bonuses to the other core
STATS. Owning a business has more uses than generating money
with no effort on the Player's behalf. Not only does it set
an actual attainable goal they want to achieve as the
CORPORATE WAR reason for why they take dangerous Edgerunner jobs, but
also provides a fountain of story hooks, side quests, gigs,
worldbuilding, and general creativity.
Sometimes, Organizations go to war. Hell, the 4th
Corporate War is why we're living the time of the red. Not
You may knock on the Taverns of Dungeons and Dragons
every organization is going to be involved in a globe-
but you can't deny that a lot of the game (and the
trotting war. This can be as simple as a street war. The
shenanigans) takes place there. However, the business
exact number of soldiers an Organization can call upon is
system I came up with is massive and has a learning
influenced by their scope and the nature of the
curve to it and something I see as useful if you run West
organization itself.
March-style campaigns. If you want a quick and easy
method of doing it, look no further than Quick and Dirty
next.
If this system interests you, you can work how the of that table, you then roll on the Profit table to
system builds itself and incorporates itself into your determine if you made a profit this month. It's a hands-off
game. Unless the players really love to manage their approach with bonuses based on skill and Operator rank.
organization or Corporation during their downtime or Overhead, which are things like your rent, expenses,
want to make that a focus of their campaign, limit the labor, are already taken into account when you do the
activities of the organization. The only strict hous erule is profit roll so no need to worry about those factors.
20
WOLF OF
ORGANIZATIONS
NIGHT CITY
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 purchase a business as an Executive,
you're purchasing a small business that isn't 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 excellent at bookkeeping and
providing the Business (INT) bonus.
Now once you finished rolling for either a good or bad event, roll for your profit on the next page.
21
WOLF OF
ORGANIZATIONS
NIGHT CITY
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 looking to make a quick
Eddie.
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 business if you choose to have one.
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 Architecture with Defenses.
BUSINESS EXPANDED
Not every campaign might last long for players to have use of a Clubhouse or Office or maybe players want to generate some
income on the side. An alternative to having a massive clubhouse to create a base for your organization, opting for a smaller
business might be more appealing for some. Businesses will follow the same price plan as Clubhouses with an addition to
make the business mobile. The mobile cost is the cost of a car and its trunk and can be scaled up to whatever vehicle you
choose to move your business around with.
22
WOLF OF
ORGANIZATIONS
NIGHT CITY
Businesses can benefit from the same upgrades as Clubhouses but will have their own upgrade chart. The only requirement
of starting a business is based on its location. You cannot start your first business in an area you aren't a Local Expert in. This
is because you won't know the area, the area won't know you, and the local contacts like Fixers won't do business with you,
and the local scum looking to make a quick Eurobuck won't resist kicking down your door.
If you gain enough money to open a second business, you'll have to work with a Fixer to find a location and own it. Fixers will
often act like unofficial Landlords so get their permission first, even if you're a new fixer moving into town. Now, for the
equation that determines your Business's income:
Gross Income = (Capital - Labor Factor - Extra Employees) * (Monthly Profit Factor + Business (INT) + Operator Rank)
CAPITAL
Capital is an arbitrary number that takes into account goods produced and sold within the month. There are three methods of
earning capital: production, buying, and stealing.
Capital is a broad term for Goods, Labor, or Influence. All three have their importance for running businesses. To produce
capital through labor, you must do a monthly skill check:
23
WOLF OF
ORGANIZATIONS
NIGHT CITY
Certain projects may cost you Capital Points to build or purchase. For example, if you are building a new Office Space in a
clubhouse, your GM can rule that it costs 5 Capital (labor). You can opt to spend (5x40eb) 200eb to hire contractors to build
the room or spend 100eb worth of materials and 1d10 days of your time building the room.
Capital Earned Cost is the factor for purchasing materials needed to produce Capital. This is buying nails for construction,
paint, chemicals, and other smaller things to get the work done. When you roll for Capital Produced, you incur the price from
the Capital Earned Cost. What about workers? Here's the caveat, the number of employees you have is multiplied by your
Capital Produced. Confused? Let's run an example:
Let's say Maverick owns a Blue Glass lab producing Blue Glass (Goods). This month, Maverick rolled a 10, only earning him 10
Capital (Goods). Maverick has 4 employees that work in the lab, so he gets a total of 40 Capital Produced (4x10), however, his
Capital Earned Cost is 400eb (40x10eb).
Capital Purchased Cost is the amount of money you spend for the Capital Produced. So to produce 10 Capital, you pay 20eb.
TAXES
Even though a nuke went off in the middle of Night City, taxes are still a thing depending on what zone you're in. For the
Executive Zones, taxes fund public education, transportation, security, and road maintenance. For the Rebuilding and
Overpacked, taxes go into the NCPD, roads, and public education. For everywhere else, no one is coming to collect taxes.
24
WOLF OF
ORGANIZATIONS
NIGHT CITY
EXAMPLE AT PLAY
So now it's the end of the month and it's time to check how your business did. This isn't something you need to do in-game
really and can just pass along to the GM on a piece of paper. Let's run you through a full example so you can understand how
the hell this works:
This month, Smooth rolled a 9 on his Capital Roll, earning him a 27 total. This means Smooth earned 40 capital. His employees
did the same, increasing the Capital Output to 80 and costing him 800eb in supplies. Now it's time to see how he did at the
end of the month!
Smooth's end-of-the-month profit is a whopping 1,106eb! Of course, Bad Events could hinder the profit or Good Events can
add to it!
UPGRADES
Upgrades give the players a chance to spend their cash on rooms that matter. These upgrades can be expanded upon if the
location has the space for them.
25
WOLF OF
ORGANIZATIONS
NIGHT CITY
26
WOLF OF
NIGHT CITY
4 Office spaces
Exec Offices are purchasable properties just like Clubhouses in Fixin' It Up, and just like Housing in
Cyberpunk: Red. Much like Clubhouses, Exec Offices can be used to start an organization. With
Clubhouses, the building and construction were up to player's roleplay and personal preference. Your
organization is on the streets, the clubhouse was just a hub. That isn't the case for Exec Offices. The
thing about Exec Offices is that you need them to grow your organization. When you buy teams, which
add to your organization's strength, you need to create space for those team members. For example, if
you buy a team of Financial Analysts, you need to create that office space for them. Without an office,
you can't start up your Corporation and take over Night City.
Exec Offices aren't just a waste of money either. Not only is this section just lore-flavor to give you a
handy list of places to draw up if your Players want to explore or you want to send them to new places
you haven't thought of, but Exec Offices can act as hubs as well. They can come with garages, are
secure, and can be treated like homes to the players. The options are limitless.
27
OFFICE WOLF OF
SPACES NIGHT CITY
1801 BARRANCA ST
This 4 story office building is completely free to rent for the players. A discreet office building located in Santo Domingo out of
sight from prying eyes. The only catch? It has no defenses or protected parking, so watch out for the local Boosters and rival
gangs. PROPERTY FEATURES:
LOCATION: SANTO DOMINGO Easy Access
PURCHASABLE: ALL FLOORS Complete ownership
BENEFITS: +5 Capital per month Empty Rooms
No Security
ESTIMATED BUILD SPACES: Built-in Warehouse (50 Capital Storage)
20
INCLUDED FEATURED SPACES: STARTING PRICE
10 Office Rooms 50,000eb
4 Meeting Room
1 Cargo Dock SETUP TIME
1 Small Warehouse 1d6 weeks
Amenities, poor
28
OFFICE WOLF OF
SPACES NIGHT CITY
This 42 story building screams power and authority. Untouched by the 4th Corporate War on the edge of Morro Bay, this black
granite and glass exterior is a city inside of a city. Inside, the Plaza Tower is lavish and rich. All areas are strictly secured with 24-
hour security, turrets, and 24-7 Net security.
LOCATION: LITTLE EUROPE PROPERTY FEATURES:
PURCHASABLE: 38th FLOOR 24-7 Physical and Net Security
Underground Parking
BENEFITS: +10 Capital per month
AV roof pads
ESTIMATED BUILD SPACES:
Indoor sundry
10
Indoor gym
INCLUDED FEATURED SPACES:
Indoor restaurants, cafes, and juice bars
4 Offices
1 Meeting Room
STARTING PRICE
1 Bedroom
100,000eb
1 Arsenal
1 Cargo Dock
SETUP TIME
Amenities, good
1d6 weeks
29
OFFICE WOLF OF
SPACES NIGHT CITY
RAVEN MICROCYBERNETICS
The worldwide office of the premier American manufacturer of cybernetic prosthetics and biomedical equipment. While the
actual manufacturing is done elsewhere, Raven Microcybernetics has its own labs and R&D divisions in the upper floors of its
tower. The 70 story structure has AV-4 pads on the rooftop, with the lower roof having a landscaped park for employees and
yoga de-stress sessions. The building also comes with a subterranean park lot and a fenced-in cargo dock. The RMC building
also contains a Corporate Cafeteria, a surgery-capable infirmary, a company-owned general store, and sleeping quarters.
LOCATION: THE GLEN
PROPERTY FEATURES:
PURCHASABLE: 5th FLOOR
Surgery-Capable Infirmary
BENEFITS: +10 Capital per month
Cyberware Installation
ESTIMATED BUILD SPACES:
A Tech Facility
15
Therapy Office
INCLUDED FEATURED SPACES:
Employee Park
4 Offices
Corporate Security
1 Meeting Room
1 Bedroom
STARTING PRICE
2 Bunk Rooms
200,000eb
1 Arsenal
1 Cargo Dock
SETUP TIME
Amenities, Excellent
1d6 Months
30
OFFICE WOLF OF
SPACES NIGHT CITY
MA&F TOWER
Merrill, Asukaga & Finch owns this 55-floor high-rise office and rent out the remaining space to non-competitive Corporations.
The building is immediately eye-catching with glass walls and steel frames. The interior floors are luxurious and open with
plants and terraces like stepping inside a greenhouse. There is no logo nor aircraft facilities on the roof. There is a shared
subterranean loading dock and parking deck for employees. On the ground floor are bank offices, bars, restaurants, and an
indoor park. There are employee facilities such as a cafeteria selling fresh food, a non-surgical infirmary, and a gym. Despite
the transparent look of the building, it is as much of an impenetrable fortress with a full company of armed security guards,
automated defenses, and a full net architecture with 24/7 Netrunner staff.
LOCATION: THE GLEN
PROPERTY FEATURES:
PURCHASABLE: 43rd FLOOR
24-7 Physical and Net Security
BENEFITS: +30 Capital per month
Underground Parking
ESTIMATED BUILD SPACES:
Indoor restaurants, cafes, and bars
25
FEATURED SPACES:
STARTING PRICE
4 Offices
500,000eb
1 Meeting Room
1 Gig Prep Room
SETUP TIME
1 Bedroom
1d6 months
1 Arsenal
Amenities, Luxury
31
THANK YOU
Thank you for reading this homebrew document.
you.
What's Next?
players and GM
and more.
the sky.