๐Ÿ’ผ Exec

โ€œIf you want to succeed, you need to find the right people and get them on your side. And if you canโ€™t? Find a way. Do whatever it takes to turn a โ€˜noโ€™ into a โ€˜yes.โ€™โ€ โ€” Chanda Mishra, Rocklin Augmentics Executive


๐ŸŽฏ Identity

Play this if you want to be likeโ€ฆ Corporate shark โ€ข Machiavelli in a suit โ€ข Tyrell (Blade Runner) โ€ข The one with resources

Youโ€™re corporate. You have money, connections, and a team. You also have enemies above you, below you, and everywhere around you. Itโ€™s a war fought in boardrooms and back alleys.

The Price

โ€œYou told yourself you joined the Corporation to make it a better place. But now youโ€™re not so sure. Your ideals are a little tarnished.โ€ โ€” Cyberpunk RED Core Rulebook

๐Ÿ’ก Character Concepts

  • The Reformer โ€” You believe you can change the system from inside. Naive?
  • The Shark โ€” Politics is war. Youโ€™re winning.
  • The Trapped โ€” You want out. But you know too much.
  • The Heir โ€” Family business. You didnโ€™t choose this.
  • The Double Agent โ€” You work for the Corp. You work against them too.
  • The Fixer in a Suit โ€” Your title is โ€œVP.โ€ Your real job is making problems disappear.

๐ŸŽฎ Role Ability: Teamwork

Your team is your power. Execs build a personal team of employees whose members help them accomplish their goals, whether legal or not.

  • Rank 1: Signing Bonus โ€” Businesswear suit (Jacket, Top, Bottom, Footwear).
  • Rank 2: Corporate Housing โ€” Rent-free Corporate Conapt. Rank 7 upgrade to Beaverville House. Rank 10 upgrade to McMansion or Luxury Penthouse.
  • Rank 6: Health Insurance โ€” Trauma Team Silver. Rank 8 upgrade to Executive.
  • Ranks 3, 5, 9: Gain a Team Member (max 3).

Team Members

Types: Bodyguard, Covert Operative, Driver, Netrunner, Technician

Creating Team Members:

  • Choose their job (and optional cover job)
  • Roll 1d6 for STATs (read across the row on the template chart)
  • Record Skills, Cyberware, and Gear (standard company packages)
  • Starting Loyalty: 1d6 + 1

Loyalty: Team Members follow orders based on Loyalty. Caps at 10 between sessions. Exec must actively maintain it each session.

Loyalty Save: GM rolls 1d6 under current Loyalty when a task is given. Failure = may refuse, botch, or turn. At 0 or lower = actively betrays. Below 0 at session end = complains to HR and leaves.

Losing Members: HR replaces lost Team Members next session. New hire has new STATs, starting Loyalty reduced to 1, and costs 200eb in โ€œhiring feesโ€ (bribes).

Restrictions: Team Members cannot wear armor other than Light Armorjack (company policy). They do not improve Skills. Controlled by the GM.

Resource Access

Higher rank = more corporate resources, bigger budget, better cover.


๐Ÿ“˜ How to Play

Roleplay Tips

Execs play a fundamentally different game than other roles. Your power is institutional โ€” you command resources, people, and money. The tension comes from:

  • Corporate politics. Everyone above you wants you controlled. Everyone below wants your job. Everyone beside you wants you out.
  • Loyalty management. Your team is your lifeline, but they can betray you. Keep them happy.
  • The moral cost. Every rung you climb, you compromise a little more. How far will you go?

Common Situations

SituationRoll ThisNotes
Negotiating a dealCOOL + PersuasionYour bread and butter
Reading someoneโ€™s motivesEMP + Human PerceptionEssential for corporate survival
Building a relationshipEMP + ConversationNetworking is power
Following the moneyINT + AccountingFind embezzlement, track payments
Navigating bureaucracyINT + BureaucracyCorporate red tape is a weapon
Running the businessINT + BusinessOperations, strategy, logistics
Bribing an officialCOOL + BriberyEveryone has a price
Looking the partCOOL + Wardrobe & StyleImage is everything in the boardroom

Tactical Tips

  1. Use your team. You have a Bodyguard, Netrunner, or Covert Operative โ€” deploy them.
  2. Maintain loyalty. A betrayal at the wrong moment is lethal. Invest time in your people.
  3. Corporate resources are real. Company cars, expense accounts, intel โ€” use what the Corp gives you.
  4. Youโ€™re not the fighter. Let your Solo or Bodyguard handle violence. Your job is to make sure violence isnโ€™t necessary.
  5. Accounting finds secrets. Following money trails reveals more than interrogation.
  6. Donโ€™t neglect a sidearm. For when corporate politics turns literal.

๐Ÿ”‘ Key Skills

๐Ÿ’ผ Primary โ€” Corporate

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๐Ÿค Social

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โš”๏ธ Survival

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๐Ÿ“‹ Quick Reference

Recommended STATs

PrioritySTATsWhy
HighCOOL, EMPLeadership, negotiation
MediumINTBusiness acumen
LowBODYYour team takes the hits

Starting Gear

  • Corporate expense account โ€” Company money
  • Nice suit โ€” Image is everything
  • Agent (premium) โ€” Corporate communications
  • Light Pistol โ€” Backup protection

๐Ÿ“œ Role Lifepath


๐Ÿ”— Connections

  • Fixer โ€” Black market connections supplement your corporate ones
  • Lawman โ€” Another authority figure, different institution
  • Solo โ€” Your most-hired contractor

World & Lore

  • Exec Lore โ€” History and details of Execs in Night City
  • Militech โ€” Most powerful military corporation
  • Arasaka โ€” Japanese megacorporation

Rules & Mechanics

  • Skills โ€” Complete skill list and descriptions
  • Combat โ€” Combat rules