Night_City

"My city was twice voted the worst city in America. But everybody still wants to live here. The City of Dreams."

(Profile is slight WIP and subject to changes. Also to those who are just interested in a cyberpunk setting, i can waive the RPG or use a much simpler dice game.)

   
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Aside from the powerful corporations there are several factions that operate in Night City for various purposes such as organized crime. (These are not the only corporations or fixers, some may be created for the purposes of a scene and there are many lower level fixers.



NETWATCH - NIGHT CITY. NetWatch is a global organization founded after the worldwide DataKrash and the collapse of the first internet, their goals are to secure the current World Communication System operated by EDM and other Corporations. Netwatch often raids Voodoo Boy safehouses to eliminate rival netrunners attempting to breach the Blackwall, a barrier protecting the new net from corrupted AI's.

MAXTAC - NIGHT CITY. MaxTac is the best of the best at the Night City Police Department, their objective is containing the threat of Cyberpsychosis caused by excessive cyberware. They utilize AV Transportation and are extremely well-armed and trained, often elite special forces members or former-cyberpsychos.

NCPD/NCPD-SWAT - NIGHT CITY. Funded by the corporations that really own Night City, the Police Department is strife with corruption and known for brutality, however there are honest, genuine detectives and beat cops within the department. The NCPD frequently patrol dangerous areas of the city but turn a blind eye to gang activity.

TRAUMA TEAM - NIGHT CITY. Trauma Team is an independent, client funded organization with access to top of the line healthcare and treatment options. They offer various insurance schemes to Corpo's and wealthy solos, the moment they are triggered a Trauma Team AV will be dispatched to save the client and no-one-else. Do not get in their way.

ALDECADOS - BADLANDS. Founded in Midwest America during the collapse, they are one of many motorized clans which operate across the central United States and take on various contracts from Corporations and the Government. The Aldecados have set up camp outside Night City and frequently engage members of the Wraith Clan, a rival Nomad group.

WRAITHS - BADLANDS. A rival to the Aldecado Nomad family, the Wraiths are an uber-violent, aggressive clan led by the mysterious 'DogKiller'. They are at war with the Aldecados and interfere in the rival Nomad's operations throughout the Badlands.

VOODOO BOYS - COAST VIEW HOTEL, PACIFICA. A gang of talented netrunners with roots in Jamaican and Haiti immigrants, the gang is obsessed with crossing the Blackwall and contacting dangerous AI's. They often attack the City's power grid and poke holes in Corporation Security, putting them at odds with NetWatch.

THE ANIMALS - WEST WIND ESTARE, PACIFICA. A gang of violent, often animal-themed criminals, they have a strong pack-based organization and are one of the most powerful gangs inside the Pacifica Combat Zone. The gang is known for its furry exotics and animal nicknames, their brutality and bulking, strength based cyberware.

MAELSTROM - NORTHERN INDUSTRIAL AREA, WATSON. Obsessed with cyberware, chrome and drugs the Maelstrom represent a niche in the citys population, violent gangsters and tech-savants who are renowned for their violence and use of cyberware for 'art'. The Maelstrom are frequently at war with the Tyger Claws, the local Yakuza and have extreme hazing rituals for recruits.

VALENTINOS - THE GLEN, HEYWOOD. One of the only 'good' gangs in Night City, they are a Latin American gang with a strong sense of brotherhood and family ties, the gang is in conflict with 6th Street, the smaller organization seeking to uproot the hispanic gang from The Glen.

TYGER CLAWS - JAPANTOWN, WESTBROOK. Formed from Japanese immigrants and settled Yakuza from the old days of mob rule in Night City, the Tyger Claws are a traditionally themed organization with restrictions on non-japanese membership. The gang deals in drugs and illegal cyberware, and operate chop-shops and brothels, they have an uneasy peace with The Mox.

6TH STREET - SANTO DOMINGO. Established during the Unification Wars by pro-NUSA citizens and ex-military or veterans the 6th Street gang controls the streets in Santo Domingo and are responsible for a part of the arms trade in the city. They tout themselves as all american and frequently fight Turf War's with neighboring gangs such as the Valentinos.

SCAVENGERS - CITY CENTER, DOWNTOWN. The utter scum of Night City, pure cancer. Scav's are a decentralized, anarchaic organization focused on pure profit over morals, they kidnap people for their cyberware and set up hideouts across the city to extract and sell their stolen cyberware on the black market. They can be extremely dangerous and hold no affiliation except to themselves.

THE MOX - KABUKI, WATSON. Prostitution is a legal activity in Night City, but prostitutes are referred to as JoyToys. The gang was founded by mistreated Joytoys and young-adults across Watson and rebelled against the Tyger Claws, establishing Lizzies Bar in Kabuki which serves drinks and braindances to paying customers.

FIXERS - If you want a job or gig in Night City, or anywhere for that matter and you don't truat a gang or corp? These are the people to go to, veteran solo's, well-connected criminals and black market spokesmen. Anybody can build a reputation as a Fixer.
ROGUE AMENDIARES - Known as the "Queen of the Fixers" Rogue Amendiares is a veteran solo and fixer, the ex-girlfriend and love interest of deceased legendary Rockerboy Johnny Silverhand, she participated in the Arasaka Tower Bombing and made a name for herself by opening the Afterlife Bar which serves drinks themed and named after imfamous Night City Legends. The Afterlife is a place for experienced solos and edgerunners to find work.
DEXTER DESHAWN - A popular fixer, Dexter 'Dex' DeShawn is a people person, he has not once pulled the trigger himself and likes to think he can solve jobs through intuition. Dex is old blood, like Rogue but is nowhere on the same level as the queen of fixers herself, there are many bad rumors about his past.
WAKAKO OKEDA - A eldery fixer who has not grown weak with age, operating out of Jig-Jig-Street in Japantown she often takes corporation-aligned jobs and high profile gigs from businessmen and clients. She has a no nonsense attitude and is incredibly stoic, possibly due to her past connections with the Tyger Claws.
DAKOTA SMITH - Dakota "Mad Coyote" Smith is the eldest fixer in the Night City Badlands, an engineer, fixer and stoner. She is a member of the NorCal Pomo Tribe and the prominent fixer in all of the Badlands around Night City. She is however, quite isolated from the city itself and allied with the Aldecado Nomads.
WADE BLECKER - Wade "Mr. Hands" Blecker is an enigmatic fixer and the only one strong enough to operate inside the Pacifica Combat Zone. Most do not know his name or face and his identity is a well-kept secret outside of the highest level mercs in Night City, Wade was once a top executive in PetroChem but was forced to flee the company after an incident in the high brass, using his connections to scrub himself from existence.
MUAMAR REYES - Nicknamed "El Capitan" for his willingness to build solos up, he is a former corpo who decided to take matters into his own hands to build a destiny, he specializes in vehicle and anti-corpo gigs. He resides in Santo Domingo and often meets on the hills in Rancho Coronado, he admires the people there and their dedication to surviving the streets.
DINO DINOVIC - Dino is the lead bassist for the Night City band "Gloryhole Bandits" He is a successful Rockerboy and idolizes the legend Johnny Silverhand. Dino is in the party scene, he has connections to all kinds of people, corpo's, gangs and the rich come to him to request certain highs and toys you can't get anywhere else, being a Rockerboy himself, he knows what these people need from him and he uses his connections to get it for them.
REGINA JONES - A former media-vulture and journalist, Regina Jones was once apart of a Media outlet, until the incident which left her with one eye, which she refuses to correct with cyberware. She has an agenda against corporations and corruption in the city and some of her gigs focus on the cyberpsychos plaguing Night City, she wishes to capture some for research and seek out therapys for those suffering.
SEBASTIAN IBARRA - Sebastian "Padre" Ibarra is the most well-known fixer in Heywood and The Glen, he has ties to the Valentino gang from his time as a pastor for the organization, he uses his reputation to arrange peace with the 6th Street gang and avoid more bloodshed, as hes seen first hand when the gangs went to war. Padre has a code of honor and will only take on more morally correct jobs, but is a fair and well-paying fixer.
   
      This is the Weapons Glossary, here you will find details about the various weapons you will find, and find in the hands of enemy NPC's. Further down you will find a ledger of all Corporations you can interact with, they offer loans, paramilitary services and lucurative business opportunitys to well-known solos and edgerunners, if you don't mind working with a Corp.

PISTOLS and REVOLVERS
HJKE-11 Yukimura (2d20) A compact Arasaka Smart Pistol, by using the tracking feature you can shoot around obstacles.
JKE-X2 Kenshin (1d20) An elegant Arasaka Tech Pistol able to fire energized charged shots.
A-22B Chan (1d20) Kang Taos answer to the Gyrojet debate, a chinese smart pistol firing guided projectiles.
Liberty (1d20+1) An upgrade to its little brother, the mass produced Unity. This Constitutional Arms pistol packs a punch.
Unity (1d20-1) This adorable pea-shooter is the ugly cousin of the classic, sleek Liberty pistol, mostly used by gangsters and idiots.
M10AF Lexington (2d20) Militechs signature sidearm, a piece of ex-military perfection and the lead sidearm of the 6th Street gang.
M76E Omaha (1d20) A reliable Militech pistol, more simplistic compared to the Lexington, yet is electronically powered.
Burya (1d20+8. STR-16. REF-16) A mighty iron from Techtronika, this giant revolver is coined the 'borg-killer' for its size and power.
SUBMACHINEGUNS
M221 Saratoga (3d20-8) Based on the Arasaka Shigure, the Saratoga is a modernized Militech clone with unforgettable reliability.
TKI-20 Shingen (2d20-4) This smart SMG is adapted from the Yukimura pistol, with a high rate of fire and bullets that track.
G-58 Dian (2d20-4) A smart SMG from Kang Tao Corp, a highly retractable, compact gun with magnetized magazines and a comfortable look.
DS1 Pulsar (3d20-5) A crappy SMG from Darra Polytechnic, this indian SMG has a high rate of fire and is touted for being difficult.
SNIPER RIFLES
Nekomata (1d20+3) Developed by Tsunami, the Nekomata is a piece of art, a tech powered sniper rifle which can be charged up for a devastating shot.
SPT-32 Grad (1d20+5 STR-14. REF-14) A masterpiece from Techtronika, this russian anti-material rifle has the power to take down a full-body cyborg from 1,000 meters afar.
Rasetsu (1d20+3 STR-10. REF-10.) Another device from Tsunami, this restricted military rifle has the power to blow through walls and people alike, good luck finding one.
SHOTGUNS
Carnage (1d20+3 STR-14) Manufactured by Budget Arms, the Carnage is a massive shotgun capable of blowing holes through anything, you just need the proper cyberware to use it.
DB-4 Palica (1d20) A shotgun from the motherland, produced by Rostovic. The DB-4 is a smart shotgun, designed for maximum penetration and perforation.
L-69 Zhuo (2d20) An automatic smart shotgun from Kang Tao, a well designed shotgun that belongs in the future.
VST-37 Polzar (2d20+1) A powerful russian shotgun from Techtronika, its motives are simple, high caliber, high power.
M2038 Tactician (2d20-4) A mighty shotgun from 50 years ago, plenty of people still trust Constitutional Arms to deliver firepower.
ASSAULT RIFLES
HKSH-18 Masamune(2d20-8) The Masamune is the pride and joy of Arasaka's R&D division, a heavily engineered assault rifle that serves as the official service weapon of the corporation.
M251S Ajax (3d20-10) Produced by Militech, the Ajax is a practical and customizable assault rifle enjoyed for its ease of use and simplicity.
D5 Copperhead (2d20-6) Made by Nokota, the D5 Copperhead is infamous across Night City for its widespread use, easily smuggled and sold its become a dominant rifle and can be found everywhere.
DA-8 Umbra (2d20-10) A piece of shit by Darra Polytechnic, mostly sent overseas to arm insurgents and terrorists, has no widespread appeal outside of Asia and certain corporations in Night City.
Kyubi (1d20+2) Another good piece from Tsunami, a high end, single fire assault rifle perfect for the perfectionist solo.
MELEE
Fists (1d20+STR)
Baseball Bat (1d20+STR)
Cleaver (1d20+REF)
Monowire (1d20+REF, +5 to Stealth Attacks, +2 to Melee)
Mantis Blades (1d20+REF, +3 to Melee)
Katana (1d20+REF, +1 to Melee)
Gorilla Arms (1d20+STR, +5 to Melee)

You can also just use your gut, mouth and hands to win, digestion is a weapon.

CORPORATIONS
NN54 - National Network News. (NUSA News Company)
DMS - Diverse Media Systems (NUSA Television Company)
WNS - World News Service (Global News Company)
ARBC - Akaromi BioCorp (Japanese Agriculture and Fishing)
ConAg - Consolidated Agriculture (NUSA Food Supplier)
PCHM - PetroChem (NUSA Gas and Energy Supplier)
SVOIL - SovOil (Russian Gas and Energy Supplier)
EBM - Euro Business Machines (German Computing Conglomerate)
ARSKA - Arasaka Corporation (Japanese MegaCorp)
MITEC - Militech Corporation (NUSA MegaCorp)
KNGTO - Kang Tao Innovations (Chinese MegaCorp)
CNTARM - Constitutional Arms (NUSA Gun Manufacturer)
IEC - International Electric Company (German Electrics Manufacturer)
EBNK - EuroBank (European Banking Corporation)
BTHNCA - BioTechnica (Agriculture and Chemical MegaCorp)
ZTATEC - Zetatech (Aee-Vee (Aerial Vehicle) and chip Corporation)
   
    The CyberVore system is designed to enable Oral Vore and Digestion while maintaining the Cyberpunk theme, and Vore Combat is one feature of the system. Further below you can find details on the Levelling, Stat and Trait systems, which all affect combat. Combat is broken down into phases, once a character has been detected while in stealth or exposed to an enemy the player has two-to-three turns to attack depending on what weapon they are using, Melee gets an extra attack ontop of the Quickhack/Sandevistan phase. During this phase the character can get a headstart by attacking instantly, preventing a enemy from rolling first, but only if they have the required cyberware and roll higher than the GM.

Once the Sandevistan/Quickhack phase is over, the player may use their attacks until they have depleted them. Players also have the option to run away or surrender if they wish. You can only attack one enemy at a time (except with grenades, powerful quickhacks.) and you will roll the dice listed in the weapons dictionary to figure out what your gun or melee attack will do. To damage an enemy you must roll higher than them, if they roll 12 and you roll 18, they take 6 points of damage to their total health. Player health will depend on Cyberware and Strength, but it can be replenished if they have a MaxDoc or Bounce Back in their inventory. Once an enemy has reached half health it is possible to devour them, you must roll a d20 against theirs and if successful the prey will be swallowed, you must roll another d20 to gulp them down at which point you may roll 1d20 until the prey has been fully digested of all HP or hits 17+ to escape.

A major focus of the system is on balancing the cyberization, if players chrome their bodies too quickly they will deplete their Empathy stat, which starts at 50/50 and decreases with every cyberware addition, don't let this hit zero.
   
(Copied from the Cyberpunk Wiki, please visit if you're interested, this is only to give an overview of the setting).

Inception (1990 - 1992) Richard Night, a successful businessman who during the early 1990s was concerned by the violence and disruption of the impending Collapse, saw himself in an unique position to deal with the forthcoming issue. Working mainly on corporate-funded projects, Richard decided to start a side company known as Night International, and began to plan an ideal new city — an environment that would be controlled and ultimately be safe from the ravages tearing the world apart. His new city was to be completely planned, self-sufficient, and capable of holding off even the most determined criminals. It would boast planned neighborhoods dedicated to preserving the feel of different types of nationalities and cultures, as well as a super-modern corporate center that would stand as a shining beacon of enlightened capitalism. It was ambitious, far-reaching, and visionary in its approach.

Eventually, Night managed to secure the unheard amount of capital needed to finance such a large-scale project. With the Collapse, many corporations had been looking to establish their own urban areas — controlled zones free of crime, poverty or debt. A place where governments would be corporate-run, allowing optimum zoning and no anti-business elements to interfere with corporate growth. Ideally, it would be a capitalist mecca of opportunity. Night's dream city was tailor-made for their purposes and so he provided the design and construction capacities while these corporations lend in their funds. By 1992, Arasaka, EBM and Petrochem had all signed on with the project, leading to the formation of the Coronado Partnership.

Planning (1992 - 1994)

Needing lots of land for his new infrastructure development, as well as access to both sea ports and modern highways to deliver the huge amount of materials that he would need to construct it, Richard Night sent scouting teams to the East and West Coasts of the United States. Although in the end it was a small article in the San Francisco Chronicle that caught his eye — the article described a dreadful incident that had taken place in a small town called Morro Bay, along the Central Californian coast. Now a ghost town, Night was able to purchase the land where Morro Bay stood for a very low price. Petrochem helped in the acquisition, as the corporation had already taken over the town's then-abandoned Dynergy power plant and was already planning to set up an offshore port and oil terminal site. A leveraged 132 million dollar purchase secured the remaining parcels — including areas of, if not the whole of Los Osos as well.

Bankrolled by Merrill, Asukaga & Finch — who wanted to make the new city a financial hub — Night and Petrochem employed the Arasaka Corporation to remove the gangs and make the area a safe zone for construction. Further funds came from external investors lured to the project by the promise of lucrative building contracts and possible sources of extralegal income. In order to erase the stigma of the incident, the Partnership renamed the region Del Coronado Bay to make way for their new project of Coronado City. However, thanks to the rather out-sized personality of its founder, it soon became colloquially known by locals as "Night's City." By 1993, the outlining of Coronado City required more terrain than what the geology of the bay originally had. Thus, the Partnership leveled the surrounding hills and dumped them into the ocean as fill, reshaping the bay in order that the formerly narrow sand spit to the west was widened to about 10 miles. They also re-dredged the harbor, making it capable of porting the large ships needed to build the metropolis, with the remaining dirt also ending up as fill on the western edge. The location was also the ideal place to build a station for the Planetran intercontinental maglev.

Coronado City truly reflected its creator's eclectic vision. Instead of a huge construction of steel and glass, Night's urban plan broke the city into a series of neighborhoods, each with a different architectural style and theme. It included elements ranging from many notorious North American cities like New York and San Francisco, to faux brownstones and pseudo-Victorian gingerbread homes, while the Asian-like neighborhoods reflected its individual cultural styles. Small shops, restaurants, and businesses were designed to be within easy walking distance from urban living spaces, and a massive construction which came to be known as the New Harbor Mallplex was to be the place of a world-class mall. An open marina area would handle private vessels and other recreational boating activities while the main industrial port would be established north of the city.

Night also paid homage to the small former township of Morro Bay by recreating much of its original layout in an open-air environment reminiscent of a seaside village. The city and corporate centers were going to be the glittering locations of high-rises and parks, and it was here where Night showed off his personal architectural skills in the designs of the many corporate skyscrapers, which would become the most visible sign of the city's rising affluence.

Construction & Renaming (1994 - 1998)

Construction began in May of 1994. Although Petrochem and MA&F were the major bankrollers for the Coronado Partnership, they weren't construction companies, and as such they needed someone who could bring in the machinery and workforce to actually dig the holes and put up the steel, an issue that eventually led to employ the mob.[2] The West Coast Mobs — such as the Mafia, Yakuza, and others — had maintained a stranglehold on heavy construction in the region for decades.

They controlled the construction unions, transport unions, and most of the governmental agencies in charge of construction licenses, environmental impacts, and other building necessities. By investing a large amount of money into the Partnership, the organized crime mobs hoped they would not only make a huge return on lucrative construction work, but also have the inside track on future gambling, prostitution, and drug franchises in the new city. However, Night's plan required the use his own advanced building techniques and materials; which excluded a number of established unions and construction firms controlled by his new partners. This displeased them, and Night's further insistence that his new city would be safe and crime free angered them even more.

During the first four years of construction, there were daily threats against Night's life, and when the threats escalated to the level of sabotage and intimidation, he called in his corporate partners, who dealt with the issue swiftly and ruthlessly. However, despite his influence and his allies promising to deal with it, Night's luck ran out. On September 20th 1998, he was shot and murdered in his penthouse suite at the top of the newly constructed Parkview Tower. Richard Night's killer was never apprehended, and in his memory, the newly appointed City Council officially renamed Coronado City as "Night City" in his honor.

Interim (1998 - 2005)

A year after her husband's death, Miriam Night restructured Richard's company and founded Night's Foundation, with the primary goal to protect and promote her husband's vision of the perfect city. This foundation would eventually be reorganized to become Night Corporation.

Night City's Combat Zone appeared sometime between 1998 and 2000. Ever since Night's death, the corporations and organized crime of that time carved up the city's resources, which resulted in the Night City Police Department becoming completely ineffective. Gangs, backed by corporate and Mob sponsors, established themselves in the suburbs south of Central Night City and in time, these gangs became so entrenched that the only way to remove them would be to demolish the entire area and start from scratch. There were many discussions on whether or not Night City should had walled it off, but in the end, no agency, either civil or corporate, was willing to take the initiative to began such a massive undertaking.

The following years were chaotic as the different powers battled for control of Night City, while the mob bosses who had killed the magnate began to appropriate of most of the metropolis.

Mob Rule (2005 - 2009)

By 2005, the mob was the dominant force around Del Coronado Bay. They had been left alone due to the corporations having little to no interest in running Night City, and had most of their corporate strongholds in the outlying "beavervilles" and their lofty Corporate Plaza. In the meantime, the City Council was unable to lead the metropolis without corporate masters to pull the strings and provide the muscle. The organized crime organizations were great in what they did, but it wasn't the same running a whole city.

Between 2005 and 2009, much of the city's government was replaced by corrupt mob-selected puppets, and even Petrochem and MA&F found themselves shoved aside in the rush to make the quick illegal eurodollars. Between selling contracts to their colleagues, setting up drug and extortion deals, and generally inviting the worst of the Collapse into the area, the mobs managed to turn a relatively clean, modern metropolis into an embattled war zone. Crime, drugs, prostitution, random violence, and cybernetic terrorism soon became the rule of law. By 2009, the name Night City had taken on a grim and deadly new meaning.

These were among the worst years for Night City, with more murders in that four-year span than there were for most cities in ten. The mob ruled the city with an iron fist, destroying anything in its way. Gang activity was at an all-time high during this period, with notorious gangs such as the Blood Razors or the Slaughterhouse making their debut. Night City soon became the closest thing to hell on earth; a war zone where someone were just as likely to have their car blown up as have their radio stolen. The number of unsolved murders documented by the Night City Police Department rose into the thousands.

Mob War (2009 - 2011)

After four years of street warfare, the corporations around the city finally began to take matters into their own hands. From 2009 to 2011, during the period of conflict known as the Mob War, the corporations battled the underworld for control over Night City. They didn't go to war to help the citizens, but because it was business. Like a rival corporation, the mob had its own goals, and these didn't fit into the corporate agenda. If the mob was not ready to play by the rules, the corporations would deal with them on the same level. Led by Arasaka-trained paramilitary troops in assault vehicles, fan tanks, and combat aerodynes — a wave of bombings, assassinations, and outright street battles descended upon the mob's ill-prepared members. When the smoke cleared, the corporations had utterly destroyed the mob's power base in Night City. From that point onwards, any time the mob crossed one of the corps, they would make sure to do it by their rules.

At the end of the Mob War, the corporations placed a puppet mayor in power and started cleaning up the rest of Night City. The newly elected City Council — faced with the return of chaos in the city — deputized corporate security forces and allowed them full authority within city limits. Soon after, the corporate and city centers were cleaned out and restored to their pristine states. The same was done to the other neighborhoods, to varying degrees.

Corporate Rule (2011 - 2021)

After the governamental changes, the new corporate draconian policies contributed to the city's chronic homeless problem, as anyone who didn't have enough money to pay for the renovated version of the place they were living in were kicked out by force. This put hundreds on the street as affordable housing was upgraded and used to house the troops the corporations needed to maintain order. In the following years, this situation eased as fewer enforcers and security teams were needed to keep the streets safe. As negotiated in the Northern Separation Treaty of 2012 between the Californias, Night City was considered to be part of the Free State of Northern California; however, access was guaranteed to travelers from Southern California.[1]

By 2013, much of the worst excesses of Night City had been crushed under the ruthless heel of the megacorporations. The basic services such as police, firefighters, and support services had been reestablished. If the corporate masters were oppressive, at least to the average citizen, it was better than dodging gunfire on their way to the convenience store.[2] In April the 13th of that same year, famous rockerboy legend Johnny Silverhand held a riot and concert outside Arasaka Tower in order to lead a strike team into the building to rescue his girlfriend Alt Cunningham. Many rioters and employees died in the event, including the American branch CEO Toshiro Harada, who was murdered during Johnny's assault.[12] The tower was damaged badly, and over the following years was eventually replaced by the newly built towers.

By 2020, Night City was a rapidly growing urban region, still rife with urban violence and street crime, but with strong economic growth in the corporate sector. It had evolved into a busy, successful, yet perilous metropolis, but possessed an urban slick and stylish cool that made it unique. The city had all but healed from the ravages of its bleak past. The Corporate Plaza was still pristine, and the NCPD had enough power to keep the downtown streets fairly safe during the day. However, like many other American urban areas, Night City had also devolved into an armed society. It wasn't strange to see as many guns as briefcases on the crowded city streets. The city government kept the control, but when things got out of hand they depended on the corporations to step in. Deals got made, money changed hands, a few people got killed, but others managed to avoid death in turn. Night City was far from Richard Night's original dream, however it worked well enough.

Fourth Corporate War (2021 - 2025)

Like many other cities around the globe during the Fourth Corporate War, Night City was also caught up in the power struggle between Militech and Arasaka. Due to its Free State status, NC was home to units on both sides of the conflict, and as such, it suffered badly from it. There were constant urban fights all over Night City, especially around the City & Corporate Centers, where both factions maintained substantial office complexes. Even before the nuclear event that wiped the downtown area out, people were abandoning the city in droves, doing whatever they could do to avoid getting sniped by drones, crushed by tanks, or just gunned down by corporate kill squads. A large area of Night City was wrecked and people were climbing all over themselves to get to safer spots like Heywood and Pacifica. Among all the chaos, both sides went over the line when the bomb went off.

The 140th floor tall Arasaka Towers were the North American base of operations of the Japanese corporation. The complex was among the tallest buildings that existed at the time, being the largest in Night City. On August 20 2023, a Militech incursion team led by Morgan Blackhand and Johnny Silverhand attempted an infiltration mission into the Towers in order to destroy Arasaka's Reliquary Database Project. The idea was to render the project unusable for the rival corp by using a tactical nuke with the planned area, a heavily shielded complex, to absorb the impact of the blast and prevent massive destruction. However, somehow the nuclear device prematurely detonated on the 120th floor of the southern tower. The explosion instantly obliterated the Arasaka Towers, splitting them in half and causing both structures to collapse outward. The entirety of the City & Corporate District turned into ruins within seconds, with almost everyone in the immediate area dying. The blast instantly incinerated over 12,000 people in the vicinity of the Towers, and fatally injured upwards of half a million more. Another quarter million died in the resulting aftermath over weeks and months. This event would be known as the Night City Holocaust, or the AHQ Disaster. Being technically an air blast detonation, it lessened the overall long-term radioactivity, and most of the remaining radiation penetrated only the huge skyscrapers surrounding the blast area. Since much of Night City and its surroundings were built on fill, and because the elevation was originally very low, the nuke caused a minor earthquake that liquefied parts of the fill and flooded the inner parts of the city. The huge blast turned the tons of raw concrete and steel of the buildings into particulate debris that covered the entirety of Northern California and far out to sea for many months, as well as igniting a fierce firestorm that covered thousands of acres beyond the city. The metropolis was barely habitable within 24 hours of the detonation. Lots of Night Citizens were unaffected by the initial fallout as they were mostly cybered up or had radioactivity filters installed in their bodies already. However, the firestorm destroyed a large portion of the city's housing, forcing people to move over to either the suburbs on the other side of the bays, or to the areas further out. The liquified shaking soil caused by the explosion broke gas mains, water pipes, and electrical grids. The combined dust cloud caused by the event spiraled up into the sky and turned it red with particulate matter for almost two years. Even many years after the explosion, suspended particles caused the skies at dawn and dusk to glow a lurid red, inspiring people who lived through that timespan to call it the Time of the Red.

Within hours of the disaster, then US President Elizabeth Kress — former Militech CEO — nationalized Militech through the expedience of their current CEO — General Donald Lundee — and his reserve commission, placing them under the control of the still sizable United States military. Kress blamed the Night City attack on the Japanese corporation and banished all of the Arasaka forces from the continental US. However, she was soon able to determine that the actual weapon used had been supplied by a Militech strike team.[2]

The Recovery (2025 - 2035)

Bringing the full force of her military and propaganda resources to bear, President Kress decided to paint a lurid picture of Arasaka as an evil foreign megacorporation run by a madman, who wanted only the destruction of an American city in the pursuit of personal power. Arasaka's charters to operate in the NUSA were immediately revoked, its members and board were declared terrorists, and its assets either seized or driven off-shore. The Big Lie pushed forward by Militech and the US was that Arasaka themselves had blown up the Corporate Center of Night City in an area denial attack to stop Militech from seizing control of the Arasaka Towers. The truth is it was never formally decided who had triggered the explosion. In the public's eyes, the reasoning for the nuclear detonation was never uncovered. Some believed it was Militech's overzealous desire to crush Arasaka, while others believed it was an area denial weapon set off to protect the Arasaka Towers.

Despite all the political play, President Kress showed little to no interest in helping Night City recover. Much as previous Presidents during the Collapse had done, she wrote the city off as unrecoverable and offered sanctuary in a New United States to the surviving refugees. There were two reasons for this; first, with the resources of the NUSA already stretched to the breaking point, there were too few options left for her. Second, the American President saw this as the perfect way to bring the wayward Free State of Northern California back into the government's control. Night City however, resisted the rule of the New United States.

The Rebuilding (2035 - 2069)

Roughly two million people in the greater Night City area were left homeless due to the bomb, either directly or because of the flooding from the liquefaction of the city's foundations — which were built on fill and sand. Survivors fled into overcrowded tent shanty towns in the surrounding suburbs of North Oak, Westbrook, Pacifica, Heywood, and South Night City. But soon enough it was obvious that something needed to be done quickly.

The remnants of the Night City government and its citizens turned to outside resources, calling in old markers and favors from a wide variety of people — including nomad families, small corporations and edgerunners. Recovery was led by the Aldecaldos nomad clan and their allies in the StormTech Corporation. With a lot of experience in city rebuilding due to the Chicago project, StormTech and the Aldecaldos were uniquely equipped to construct extensive temporary housing from shipping containers, and afterwards formocrete modules brought in by rail and sea. Firstly though, the ground needed to be cleared to put up even these rudimentary structures. Most of the central corporate zone had been destroyed, including the government buildings. The wreckage was far too vast to dig up and cart to distant landfills, so the survivors used bulldozers and jury–rigged main battle tanks — abandoned by both sides — to shove the debris into the bay. Night Corp offered generous rewards to anyone willing to help clean up the crater of radioactive rubble at ground zero. Both the corporation and the City Council claimed that casualties were kept to a minimum, while at the same time they didn't provide official statistics to substantiate said claim.[14] Much of Night City's inner neighborhoods had already been razed to the ground in the ceaseless battles preceding the Fall of the Towers, so the wreckage became the fill that new megabuildings and old cityscapes used to rise again, once more ready to challenge the smog-filled skies.

Many of the old districts had become a part of the new Combat Zones, and the original heart of the metropolis was still completely devastated. During the Time of the Red, an "ad hoc, loose grouping" of states known as the Pacifica Confederation was occupied restoring much of the infrastructure lost to the war. They allowed Night City to continue as an independent "city-state" of sorts, granting it the opportunity to become a free trade zone within the Confederation, as well as becoming an entry point for the rest of the world that did not want to deal with the US in any way. By the 2040s, most cities in the Confederation had CitiNets and Data Pools thanks to Ziggurat.

By 2045, Night City was still in the process of rebuilding. This ongoing rebuilding period cemented Night City's relationship to the outer world. Abandoned by President Kress and the New United States, Night City had no intention of ever going back into their failing fold. At that time, there was a rampant speculation that the NUSA government had used Arasaka as a scapegoat for the nuclear detonation, obtaining with this the opportunity to slander the corp's reputation. It was at some point of the early 2040s when the truth was finally unveiled.

Trace Santiago, a young independent media, managed to obtain information about what truly went down in 2023, writing several exposes and books about the Fourth Corporate War and the Time of the Red. With this story published, the Big Lie — the deception created by President Kress to blame Arasaka for the AHQ Disaster — completely crumbled. This publication backfired spectacularly against Militech and the NUSA, driving Night City to realign itself with Arasaka rather than the United States. Despite this, many Night Citizens still believed Arasaka was responsible for the nuke, or at the very least they were responsible for the incident as the corporation was the reason the war reached Night City, since the metropolis was Arasaka's North American center of operations. After these revelations, opinion was very divided, with many hating on Arasaka while others preferring to see the return of the Asian corporation rather than submit to the federal rule of the NUSA government.

As for the EEC and Soviet Union; Night City council considered them pleasant trading partners as long as they didn't disrupt the harmony of the city.[8][16][11]

In May 4th 2063, the Avian Extermination Act was approved by the City Council after a series of zoonotic disease outbreaks, eliminating all birds within 18 miles of the city limits. Personal pets could be kept though. Progressively, most of the animal wildlife in NC disappeared too.[10]

During the mid-2060s, the new Pacifica project was approved. With the economic recovery, investors sought an opportunity to make money on tourism. Billions of eurodollars were poured in an attempt to turn the southern suburbs of Night City into a booming tourist resort. Construction was well underway when the Unification War started. Most investors withdraw their funding, abandoning Pacifica and leaving it to the locals.[8]



Unification War (2069 - 2070)

At the end of 2069, the recently elected NUSA President Rosalind Myers, ex-CEO of Militech, proposed a federal rule designed to bring the Free States to heel by federalizing them under the pretense of strengthening the nation. Most of the American fully autonomous states opposed this unification, and conflict soon followed between the NUSA and a number of Free States — the Unification War.

Night City — at the time part of the Free State of Northern California — wanted to remain neutral in the conflict. NorCal had allied with the rest of Free States while SoCal had decided to back the NUSA government, thus positioning Night City in the middle of two warring states. Its citizens held their breath as they waited for federal troops to invade, though in the end they managed to barely avoid the fight. In early 2070, while a division of federal troops were advancing towards the outskirts of Night City, the then-Councilman Lucius Rhyne used his decade long list of contacts to beg the long-shunned Arasaka Corporation to protect them. A few days after the councilman's plea, an Arasaka supercarrier appeared in Del Coronado Bay and mere hours later the NUSA troops retreated.

Not long after Arasaka's open intervention, the Treaty of Unification was signed in June 2070, putting an end to the war. President Myers feared the increased presence of Arasaka could escalate the conflict, something the NUSA was not prepared for at the time. The treaty was unsatisfactory to all parties but was preferable rather than to continue the war and risking another global crisis.[8]

The treaty also rededicated Night City as an international autonomous free city, without having to answer the governance and laws of North California or the NUSA, and obtaining the title of Free City. However, this new liberty was paid costly as it allowed the megacorporations to further increase their rule over Night City, pumping money into its revitalization in order to establish a foothold on the North American West Coast. The symbolic pinnacle of this event took place that same year when the Night City government — which included the newly elected mayor Lucius Rhyne — gave Arasaka a seat in the City Council and allowed them to build their new American headquarters in the downtown area, on the site where their previous office had been destroyed in 2023. The city felt prosperity again, but it was not enjoyed by all.[17]

2070 - 2076

After the war, some investors tried to restart the Pacifica project, but they were met with resistance from the local community. The NCPD attempted to clear the area but to no avail. In fear of a bloodbath, the chief of the NCPD ordered the withdrawal and soon afterwards the City Council shut down all city services there to force the locals to leave — this attempt prove unsuccessful. Slowly, Pacifica turned into a new Combat Zone within the Night City area.

In the following years since their comeback, Arasaka extended its dominion over Night City. They were able to take out a number of corporate rivals, and build the impressive, yet ominous Arasaka Waterfront in Watson.

In 2072, an outbreak of zoonotic disease called the Rat Fever occurred in the city.[18]

In 2074, Night City celebrated the eightieth anniversary since its founding.[8] That same year, a cyberpsycho attack in Kabuki caused the death of three citizens. NUSA President Rosalind Myers, after hearing of said events, offered to help protect the NC citizens with forces from Militech. These words were sharply criticized by the Night City Police Commissioner at that time.[19]

In 2076, the city's birthrate fell by 7%, becoming the third worst decline in North America.[20]

2077

By 2077, real animals in Night City are more than a rarity to behold, and while cats were said to be the last ones to disappear, it is still possible to encounter them in a precious few locations.[21] The Night City Environmental Task Force have been using stray cats to address the rat plague in Watson.[22] Where these animals can be found it is clear that they are taken care of by the city citizens, at least in terms of primary needs, although it does appear that they remain unowned due to the absurdly extortionate pet tax. Birds have also been occasionally sighted.[23]

Power outages are a very common occurrence in the city.[24]

Mayor Rhyne was due for re-election in 2077. Councilman Jefferson Peralez, a staunch adversary of corporate influence, planned to run against him.[8] Rhyne unexpectedly died, with the official cause of death attributed to the implants regulating his heart malfunctioning. Deputy Mayor Weldon Holt became Acting Mayor, and a new election was called in which both Holt and Peralez announced they would run, along with several other unidentified candidates. Peralez eventually prevailed over Holt and the other candidates in the election, winning either a majority or a plurality of the vote, and became the next mayor of Night City.[10]
OPTIONAL:  THIS TEXT WILL DISPLAY IF THE IMAGE FAILS TO LOAD
   
      Cyberware. The staple of the Cyberpunk Universe. Chip in eyes, arms, organs, whatever you like to add to your character to make them stronger or faster. Or smarter. If using the CyberVore system use this as reference for fixed prices and stat modifiers, otherwise its irrelevant. (YOUR EMPATHY GAIN IS RELATED TO THE RARITY AND POWER OF THE CYBERWARE YOU IMPLANT)

OPERATING SYSTEM - Beserk (€15k-140k. 4-8 STR. 2-3 REF. 3-6d6 Empathy.) - Sandvistan (€10k-150k. +2-8 to REF. +3-6 to STR. 2-5d6 Empathy.) - Chrome Compressor (€30k. +10 Empathy. One Only.) - Cyberdeck (€5k-200k. +1-10 INT. +2-6 to Hacking Defense and Offense. 1-3d8 Empathy.)
NERVOUS SYSTEM - Kerenzikov (€4k-80k. +3-10 to REF. 1-3d6 Empathy.) - Muscle Boosters (€50k. +2 STR. -1 REF. 2d6 Empathy.)
FACIAL - Kiroshi Optics (€12k. +1 to Quickhacking. 1d8 Empathy.) - Snake Jaws (€5k. +2 to Vore Offense. 1d6 Empathy.) - Jaw Visor (€60k. +1 to Vore Offense. Immunity to poison gas. 2d3 Empathy.)
SUBDERMAL SYSTEM - Anti-Digest Armor (€8k. +3 to Digestion Defense. 2d3 Empathy.) - Subdermal Armor (€25k per layer. +10 HP per layer, 5 layers max. 1 Empathy Each. -1 Attractiveness Total)
SKELETAL SYSTEM - Titanium Endoskeleton (€40k. +4 STR. -2 REF. 3d6 Empathy.) - Bone Enhancers (€10k +1 STR. 1d3 Empathy.) - Height Enhancer (€1k per inch, 12k per foot. +1 STR per foot, +2 foot limit. 2d3 Empathy.)
FRONTAL CORTEX - RAM-Disk (€10k. +5 RAM. 1d3 Empathy.) - Self-Ice (€5k. +3 to Hacking Defense. 1d3 Empathy.) - Memory Drive (€15k. +1 Hacking Offense. 1d3 Empathy.) - Reaction Enhancer (€65-105k. +1-2 REF. 1-2d6 Empathy.)
ORGANS - Synth Lungs (€40k. +3 REF. +1 STR. 3d6 Empathy.) - BioTechnica GluttGutt (€20k. +2 to Digestion Offense. 3d6 Empathy.) - Millitech Stomach Compartment (MSC). (€75k. +5 to Digestion Offense. 4d8 Empathy.) - BioTechnica 'Bovine Stomach' Mark One (€35k. +2 Stomach Capacity. 2d6 Empathy.)
LIMBS - Gorilla Arms (€20k-150k. +3-5 STR. +3-5 to Melee. 2-5d6 Empathy.) - Mantis Blades (€20k-160k. +1-3 REF. +2-7 to Melee. 1-3d8 Empathy.) - Projectile Launcher (€80k-200k. +4-8 to Ranged Offense. +2-4 to Grenades 2-4d8 Empathy.) - Monowire (€100k. +5 to Stealth Attacks, +3 Melee. 1d6 Empathy.) - Synth Legs (€50k. +2 REF. +1 STR. +1 Melee. +2 to Movement. 3d3 Empathy.) - Lynx Paws (€30k. +1 REF. +3 to Stealth. 1d8 Empathy.)
OTHER - Cat Ears (€1k +1 Cuteness (Attractiveness) - Cyberdick or Enhancement (€10-30k +1-3 Attractiveness. 1-2d6 Empathy.) - Real Skinn (€15k +1 Attractiveness.)


The CyberVore system is broken down into a series of dice battles effected by your characters stats and traits. You have Strength (STR). Reflexes (REF) and Inteligence (INT) That change the outcome of a fight. You can find the full system in another tab here, but this section is about TRAITS. not STATS.    When you create your character you will be given three Stat Points which you can put into either Strength, Reflexes or Inteligence. They all start at 3, but can be increased to a maximum of 20 with enough effort. You level up by completing gigs and side gigs given to you by a Fixer or ally you have met.

Each time you level up from level one onwards (you can level up to Level 20 maximum.) you will earn 1 STAT point and 5 Trait Points. Each STAT has its own traits and they will be listed here, at the beginning of your character you must pick 3 traits to boost up by 3 points, they can be leveled up with your TP each time you earn enough EXP to progress to a higher level. Some traits reflect your characters skills and abilitys, such as marksmanship or melee fighting, others can effect how easily you convince others. (Attractiveness and Charisma.) and can also be increased naturally through certain events, rather than directly upgrading them with points. Traits can also help you in certain situations, if you have a high enough skill you could use it to find an alternative path through a issue. Trait bonuses only reflect the relevant situation, One-Handed does not apply to Intimidating somebody. If you raise a trait above its limit using Cyberware, you will get an extra bonus.

TRAITS

STRENGTH (Affects melee, vore.) - Attractiveness. (10 = +2) - Fist Fighting. (10 = +1+STR) - Melee Fighting. (10 = +1+STR) - Shotguns & Revolvers. (10 = +1) - Two-Handed Weapons. (10 = +1+STR) - One-Handed Weapons. (10 = +1+STR) - Intimidation. (10 = +2) - Grenades (10 = +2+STR). - Swallow (10 = +4 to Consume/Swallow).

REFLEXES (Affects speed, guns.) - Pistols. (10 = +2+REF) - Sniping. (10 = +3) - Submachineguns and Assault Rifles. (10 = +2) - Knives. (10 = +1+REF) - Parkour. (10 + 1+REF) - Flexibility. (10 = +2+REF) - Charisma. (10 = +2) - Stamina. (10 = +2+REF). - Stealth. (10 = +3) - Digestion (10 = +2 to Digestion rolls). - Movement (10+REF = +2 to grabs, speed related rolls)
INTELIGENCE (Affects smarts, hacking.) - Chrome Will. (10 = +10 Empathy) - Breaching/Netdive. (10 = +1+INT) - Seduction. (10 = +1+INT) - Tinkering/Programming. - (10 = 2+INT) - Quickhacking. (10 = +1 to rolls) - Crafting. (10 = +1+INT) - Leadership/Strategy. (10 = +1+INT) - Driving (10 = +2)



All traits begin at 3 and can be upgraded.

STAT BONUSES.
STR/REF/INT - 3-8 = 0+
STR/REF/INT - 9-11 = +1
STR/REF/INT - 12-15 = +2
STR/REF/INT - 16-20 = +3 STR/REF/INT - 20+ = 4-5+

LEVEL 1. 500 EXP > 2. 1000 > 3. 1500 > 4. 2000 > 5. 2500 > 6. 3000 > 7. 3500 > 8. 4000 > 9. 4500 > 10. 5000 > 11. 5500 > 12. 6000 > 13. 6500 > 14. 7000 > 15. 7500 > 16. 8000 > 17. 8500 > 18. 9000 > 19. 9500 > 20. 10,000 ★ .
 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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