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The lore of Cyberpunk.

Cyberpunk does not describe a distant future, but ours pushed to the edge: corporations stronger than states, a coastal city that survived a bomb, and people selling their bodies piece by piece to make it through another month.

Here is that setting gathered in one place, in the order it comes up at the table. The Time of the Red and what caused it, the corporations that hold the world, the gangs that hold the streets, Night City district by district, and the Net after the crash.

What is the Time of the Red?

The Fourth Corporate War set Arasaka against Militech in the early 2020s, on every continent at once. It ended in 2023 when a nuclear bomb levelled the Arasaka tower in the middle of Night City. The sky kept a red tint for years afterwards, and that dust gave the era its name: the Time of the Red.

Cyberpunk RED is played in 2045, a generation later. The great corporations came out of the war weakened, states never took back control, and the centre of Night City is still a ruined zone nobody has finished rebuilding. It is a world after the catastrophe where everything is still negotiated, only on a smaller scale: this month's job, the rent, the next dose of metal.

The lore of Cyberpunk.
© R. Talsorian Games Inc. Cyberpunk, Cyberpunk RED and all related properties are trademarks and copyrights of R. Talsorian Games Inc.

The corporations that hold the world.

Arasaka
Arasaka, security and banking

The Japanese security giant, victorious on paper and thrown off American soil after the war. It comes back sideways, never under its own name.

Militech
Militech, weapons and private armies

Arasaka's American rival, so close to the government that nobody can tell which one gives the orders. It sells the guns everyone turns back on it.

Biotechnica
Biotechnica, life and fuel

It made its fortune on the synthetic fuel that replaced oil, and now sells engineered life the way others sell spare parts.

Petrochem
Petrochem, energy and land

The other fuel giant, owner of whole fields and of the roads that serve them. Its guards shoot before asking who you are.

Zetatech
Zetatech, computing and implants

It equips half the netrunners in the city and fits everybody's implants. Its terms of service are more dangerous than its products.

Trauma Team
Trauma Team, paramedics on subscription

An airborne ambulance arrives within minutes, provided you hold the card. Without it, you bleed on the pavement watching it fly past.

The gangs that hold the street.

Maelstrom
Maelstrom, metal taken past the edge

They replace their flesh with whatever they can find and live one step from cyberpsychosis. Nobody negotiates with them for long.

Tyger Claws
Tyger Claws, the night and its pleasures

They run the bars, the gambling halls and the clubs of Japantown. Elegant, always on a bike, and far quicker to draw a blade than to talk.

Voodoo Boys
Voodoo Boys, the Net and its ghosts

The best netrunners in the city, holed up in Pacifica, digging through the old network and speaking to what still lives in it.

Valentinos
Valentinos, family and honour

The largest gang in Heywood, deeply attached to its blocks, its saints and its cars. You can deal with them, never humiliate them.

Sixth Street
Sixth Street, the neighbourhood militia

Former soldiers protecting Santo Domingo where the police no longer go. The line between protection and extortion vanished a long time ago.

The Nomads
Nomads, the clans of the road

Whole families live in convoy out in the Badlands and move what the corporations would rather not be seen transporting themselves.

The lore of Cyberpunk.
© R. Talsorian Games Inc. Cyberpunk, Cyberpunk RED and all related properties are trademarks and copyrights of R. Talsorian Games Inc.

Night City, district by district.

Night City was built on the Californian coast as an ideal city, funded by corporations that wanted a harbour and a showcase. Its founder was murdered before the opening, which says most of what follows. The centre still carries the mark of the 2023 blast: gutted towers, building sites without end, and a population living there regardless.

Around it, every district has its own law. Watson holds the markets and the new arrivals, Westbrook sells luxury and nightlife, Heywood stands by its families, Pacifica is a resort project abandoned halfway through, Santo Domingo runs to the rhythm of its factories. Past the last barriers begin the Badlands, the desert of nomad convoys and fuel farms.

The Net, after the crash.

In 2022, a netrunner named Rache Bartmoss released a virus into the global network and destroyed it within days. Whole continents of data became unreachable, and what lived there, autonomous programs and artificial intelligences, stayed locked inside. The old Net became a graveyard nobody crosses without a reason.

What remains sits in local architectures: a building's security, a factory network, a lab's data, guarded by black ICE that can kill whoever insists. An organisation, NetWatch, maintains a wall holding back what the virus left on the other side. Every netrunner knows it holds, and nobody really knows why.

Using this lore at your table.

The district
One district is enough to start

Pick one area, three places and two faces. Your players will remember a bar and an alley far better than a full map of the city.

The fixer
A fixer sets the pace of the campaign

They bring the jobs, call in favours and remember debts. One well played middleman replaces ten pages of background.

The hooks
Corporations make excellent clients

They have money, old rivalries and no scruples at all. Almost every adventure hook can start with one of them.

The price
Everything has a price, medical care included

Rent, ammunition, the ambulance, fixing an arm. Handing out the bill after each job sets the tone better than any speech.

Rewriting
The setting belongs to you

Move a gang, invent a local corporation, wipe out a district. Nobody at your table will go and check it in a book.

The canon
Official canon is only a starting point

The books describe 2045, the video game tells 2077. Take what serves your story and leave the rest on the shelf.

Bringing Night City to life online.

A setting like Cyberpunk lives on atmosphere: an alley in the rain, a neon sign, a rock track drowning out the voices. Describing all of it in words, session after session, takes energy the game master would rather spend on the story.

Tomeus brings the backdrop, the music, the sheets and the dice into one window. You prepare your scenes ahead of time, switch image and mood in one click, and your players join from home with their character in front of them, with nothing to install.

Go further with Cyberpunk.

Go further with tabletop RPGs.

Frequently asked questions.

Do you need to know the lore to play Cyberpunk?

No. Three sentences carry a first session: corporations replaced states, the city is dangerous, and everything has a price. The rest is learned by playing, job after job, exactly the way the characters find it out themselves.

Do you have to play in Night City?

No, although the city concentrates everything the game is about and saves you from inventing a setting. Plenty of tables play elsewhere, in another megacity, out in the Badlands or in Europe. The system works anywhere corporations, gangs and desperate people share the same pavement.

How does the tabletop game relate to Cyberpunk 2077?

The video game is set in the same universe, in Night City, but thirty two years later. It borrows the corporations, the gangs and the characters of the tabletop game, which has been around since 1988. Knowing 2077 helps you picture the city, but it does not replace the book, and the reverse holds too.