⚔️ Solo

“I was young, hungry, and poor. When Militech offered me three squares a day and a cot, you better believe I signed up. After the War, I took the new chrome the Corp medics gave me and went local. Turns out, when a city’s blown to hell and rebuilding, there’s plenty of folk who’ll pay for my services.” — Abril “Mover” Montella, Private Contractor


🎯 Identity

Play this if you want to be like… John WickThe PunisherMajor KusanagiThe Mandalorian

You want to be the deadliest person in the room. You solve problems with violence — efficiently, professionally, and without hesitation. You’re a bodyguard, assassin, soldier-for-hire, or all three.

Born Again

“You were reborn with a gun in your hand—the flesh and blood hand—not the metallic weapons factory that covers most of your other arm.” — Cyberpunk RED Core Rulebook

💡 Character Concepts

  • The Reluctant Killer — You’re good at violence, but you wish you weren’t. Every job costs you a piece of your humanity.
  • The Adrenaline Junkie — Combat is the only time you feel alive. Peace bores you.
  • The Professional — No personal feelings. It’s just business. Clean, efficient, gone.
  • The Protector — You don’t kill for money. You protect people who can’t protect themselves.
  • The Cyberpsycho’s Edge — Too much chrome, too many combat drugs. You’re barely holding on.
  • The Veteran — The 4th Corporate War left scars that never healed — inside and out.

🎮 Role Ability: Combat Awareness

Your edge in a firefight. At the start of combat (or with an Action during combat), you distribute your Combat Awareness points among up to six combat abilities. Total points = your Combat Awareness Rank (starts at 4). You can redistribute them by spending an Action on your turn.

AbilityCostEffect
Initiative Reaction1 pt each+1 to Initiative per point. Trained reflexes let you act first.
Precision Attack3 / 6 / 9 pts+1 / +2 / +3 to all Attack rolls. Precise shots for greater accuracy.
Spot Weakness1 pt each+1 damage (before armor) on first hit each Round. Finds gaps in armor.
Damage Deflection2 pts each−1 from first damage each Round per 2 pts. “Roll with the punches.”
Threat Detection1 pt each+1 to all Perception checks. Enhanced situational awareness.
Fumble Recovery4 pts (flat)Ignore critical failures (1s) on attacks. Still treated as a 1, not re-rolled.

Damage Deflection Scaling: 2 pts = −1 damage, 4 pts = −2, 6 pts = −3, 8 pts = −4, 10 pts = −5 from the first damage you take each Round.

Precision Attack Scaling: 3 pts = +1, 6 pts = +2, 9 points = +3 to any Attacks made that Round.

Example: Rebecca at Rank 4

Rebecca puts 4 points into Initiative Reaction, giving her +4 to all Initiative rolls. Her Initiative becomes REF (8) + 4 + 1d10 = crazy fast.


📘 How to Play

Roleplay Tips

Solos are professionals of violence in a world that runs on it. But the best Solo stories aren’t about the killing — they’re about what happens between the firefights:

  • What lines won’t you cross? Everyone has a moral compass, even if it’s broken.
  • What happens when the chrome takes over? Cyberpsychosis is always lurking.
  • Who do you protect? The most interesting Solos have someone worth fighting for.

Common Situations

SituationRoll ThisNotes
Shooting someoneREF + Handgun or Shoulder ArmsCheck range DVs for weapon
Dodging ranged attacksREF + EvasionOnly if REF 8+
Melee combatDEX + Melee Weapon or BrawlingOpposed by Evasion
Reading a battlefieldINT + TacticsPlan before you shoot
Spotting an ambushINT + Perception+ Threat Detection bonus
Moving tacticallyDEX + AthleticsClimbing, jumping, sprinting
Sneaking into positionDEX + StealthSurprise attacks deal bonus
Resisting tortureWILL + DrugsFor when things go wrong

Tactical Tips

  1. Distribute Combat Awareness wisely. Initiative Reaction is strong early; Precision Attack is king at high ranks.
  2. Position matters. Use cover, flanking, and elevation — you’re not invincible.
  3. Invest in Evasion. If your REF is 8+, you can dodge bullets. That’s a lifesaver.
  4. Carry two weapons. A pistol for close, a rifle for range. Switch based on DV tables.
  5. Don’t neglect Perception. You can’t shoot what you can’t see. Threat Detection helps here.
  6. Stealth opens with advantage. A surprise round is often more valuable than +1 to attack.

🔑 Key Skills

🎯 Primary — Combat

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🔍 Tactical

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💪 Physical

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📋 Quick Reference

Recommended STATs

PrioritySTATsWhy
HighREF, DEXShooting and dodging
MediumBODY, WILLHP and staying power
LowINT, TECHNot your specialty

Starting Gear

  • Heavy Pistol or Assault Rifle
  • Light Armorjack (body and head)
  • Agent (smartphone)
  • Combat-ready clothing

📜 Role Lifepath


🔗 Connections

  • Lawman — Combat + authority and institutional backing
  • Nomad — Combat + vehicles and road war
  • Exec — Often the one hiring Solos

World & Lore

  • Solo Lore — History and details of Solos in Night City
  • Afterlife — Where Solo mercs find their next gig

Rules & Mechanics