💼 Exec

“If you want to succeed, you need to find the right people and get them on your side. And if you can’t? Find a way. Do whatever it takes to turn a ‘no’ into a ‘yes.’” — Chanda Mishra, Rocklin Augmentics Executive
🎯 Identity
Play this if you want to be like… Corporate shark • Machiavelli in a suit • Tyrell (Blade Runner) • The one with resources
You’re corporate. You have money, connections, and a team. You also have enemies above you, below you, and everywhere around you. It’s a war fought in boardrooms and back alleys.
The Price
“You told yourself you joined the Corporation to make it a better place. But now you’re not so sure. Your ideals are a little tarnished.” — Cyberpunk RED Core Rulebook

💡 Character Concepts
- The Reformer — You believe you can change the system from inside. Naive?
- The Shark — Politics is war. You’re winning.
- The Trapped — You want out. But you know too much.
- The Heir — Family business. You didn’t choose this.
- The Double Agent — You work for the Corp. You work against them too.
- The Fixer in a Suit — Your title is “VP.” Your real job is making problems disappear.
🎮 Role Ability: Teamwork
How It Works
- Perks: Rank 1 = businesswear suit. Rank 2 = free corporate housing. Rank 6 = Trauma Team Silver. Rank 7/8/10 = housing + insurance upgrades
- Team Members: Gain one at Ranks 3, 5, and 9 (max 3). Choose type: Bodyguard, Covert Operative, Driver, Netrunner, or Technician
- Using Them: Tell your Team Member what to do — the GM controls their actions using their stat block. They act on your initiative
- Loyalty: Starts at 1d6+1 (cap 10). When given a dangerous or distasteful order, GM rolls 1d6 — if the result ≥ current Loyalty, member may refuse, botch, or betray
- Maintaining Loyalty: Actively manage each session through roleplay (gifts, bonuses, praise). Loyalty cap resets to 10 between sessions
- Loyalty 0 or below: Member actively betrays you. Below 0 at session end = leaves permanently. Replacement: next session, Loyalty 1, costs 200eb
Example: Chanda, Rank 5 Exec (Bodyguard Loyalty 5, Covert Op Loyalty 3)
- Routine order: “Guard the door.” No Loyalty check — nothing dangerous or distasteful.
- Risky order: “Break into a rival exec’s apartment.” GM rolls 1d6 → 4, which is ≥ 3 (Covert Op’s Loyalty). She refuses — too risky. Loyalty drops by 1 to 2.
- Combat: The Bodyguard acts on Chanda’s initiative. GM moves them and attacks using their Combat Number. Company policy: Light Armorjack only (no heavier armor).
- Maintenance: Between jobs, Chanda gives the Covert Op a 500eb bonus. GM rules +1 Loyalty → back to 3.
- Betrayal risk: If the Covert Op hits Loyalty 0, she actively sabotages Chanda. Below 0 at session end? She complains to HR and quits for good.
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 — Businesswear suit (Jacket, Top, Bottom, Footwear).
- Rank 2: Corporate Housing — Rent-free Corporate Conapt. Rank 7 upgrade to Beaverville House. Rank 10 upgrade to McMansion or Luxury Penthouse.
- Rank 6: Health Insurance — 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 “hiring fees” (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.
📘 How to Play
Roleplay Tips
Execs play a fundamentally different game than other roles. Your power is institutional — 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
| Situation | Roll This | Notes |
|---|---|---|
| Negotiating a deal | COOL + Persuasion | Your bread and butter |
| Reading someone’s motives | EMP + Human Perception | Essential for corporate survival |
| Building a relationship | EMP + Conversation | Networking is power |
| Following the money | INT + Accounting | Find embezzlement, track payments |
| Navigating bureaucracy | INT + Bureaucracy | Corporate red tape is a weapon |
| Running the business | INT + Business | Operations, strategy, logistics |
| Bribing an official | COOL + Bribery | Everyone has a price |
| Looking the part | COOL + Wardrobe & Style | Image is everything in the boardroom |
Tactical Tips
- Use your team. You have a Bodyguard, Netrunner, or Covert Operative — deploy them.
- Maintain loyalty. A betrayal at the wrong moment is lethal. Invest time in your people.
- Corporate resources are real. Company cars, expense accounts, intel — use what the Corp gives you.
- You’re not the fighter. Let your Solo or Bodyguard handle violence. Your job is to make sure violence isn’t necessary.
- Accounting finds secrets. Following money trails reveals more than interrogation.
- Don’t neglect a sidearm. For when corporate politics turns literal.
🔑 Key Skills
💼 Primary — Corporate
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🤝 Social
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⚔️ Survival
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📋 Quick Reference
Recommended STATs
| Priority | STATs | Why |
|---|---|---|
| High | COOL, EMP | Leadership, negotiation |
| Medium | INT | Business acumen |
| Low | BODY | Your team takes the hits |
Starting Gear
- Corporate expense account — Company money
- Nice suit — Image is everything
- Agent (premium) — Corporate communications
- Light Pistol — Backup protection
📜 Role Lifepath
Which corporation?
d6 Corporation 1 Militech — military industrial 2 Arasaka — security and espionage 3 Biotechnica — bioengineering 4 Rocklin Augmentics — cyberware 5 Kang Tao — weapons tech 6 Smaller/local corp (more freedom)
What's your department?
d6 Department 1 Security — black ops 2 R&D — research projects 3 Operations — logistics 4 Finance — following money 5 HR — recruiting and extraction 6 Special Projects — deniable
Why do you do this?
d6 Motivation 1 Power — you want to rise 2 Legacy — family business 3 Reform — change from within 4 Survival — you’re in too deep 5 Revenge — the Corp destroyed something you loved 6 Money — simple and honest
Who's gunning for you?
d6 Enemy 1 Subordinate climbing over you 2 Superior pushing you down 3 Rival exec at same level 4 Exec from rival corp 5 Your own team member (traitor) 6 Street-level enemy you made on a job
🔗 Connections
Related Roles
- Fixer — Black market connections supplement your corporate ones
- Lawman — Another authority figure, different institution
- Solo — Your most-hired contractor
World & Lore
- Exec Lore — History and details of Execs in Night City
- Militech — Most powerful military corporation
- Arasaka — Japanese megacorporation