# Cyberpunk RED Roles Guide: Which Edgerunner Fits Your Crew?

> Choose among Cyberpunk RED's ten Roles by the kind of work you want to put in front of the crew: combat, contacts, medicine, media pressure, vehicles, the NET, and more.

Source: https://theroleplayersguild.com/articles/cyberpunk-red/role-guides
Published: 2026-08-01
Updated: 2026-08-01
Author: Andrew Blase
Site: The Role Players Guild

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*[Cyberpunk RED Guide Hub](/articles/cyberpunk-red) | [Cyberpunk RED Guides](/guides/cyberpunk-red)*

## Choose The Work You Want To Do

**Choose a Cyberpunk RED Role for the kind of pressure you want to create at the table, not for a slot on a perfect party chart.** The Core Rulebook presents ten Roles, each with a Role Ability that begins at Rank 4. Your STATs, Skills, gear, relationships, and choices still determine most of what you can try. The Role gives the campaign a recurring way to put your character's particular leverage on screen.

![Ten original edgerunners gather in a neon-lit service alley](hero.webp)

<LeadMagnetCTA magnet="gm-session-kit" segment="paid-dm" system="cyberpunk-red" placement="mid-content" />

## Hot Take

A first crew does not need a Solo just because the setting has guns, and it does not need a Netrunner just because the setting has a NET. The best Role mix is the one that creates useful disagreements about how to handle a job: call a contact, expose the truth, fix the problem, take the risky route, bring in help, or walk away.

If every player picks a Role only for combat efficiency, the GM has to work harder to make the rest of Night City matter. Pick the job you want to own between firefights. That is where a Role earns its space.

## The Ten Roles At A Glance

| Role | Role Ability | What it puts on the table | A strong fit for... |
| --- | --- | --- | --- |
| [Rockerboy](/articles/cyberpunk-red/role-guides/cpr-rockerboy-guide) | Charismatic Impact | Influence, audiences, fans, and public pressure. | Players who want to move people and make a cause personal. |
| Solo | [Combat Awareness](/articles/cyberpunk-red/role-guides/cpr-solo-guide) | Focused combat judgment and survivability when a plan turns violent. | Players who enjoy tactical decisions without making every scene a fight. |
| Netrunner | [Interface](/articles/cyberpunk-red/role-guides/cpr-netrunner-guide) | Access to systems, programs, and NET Architectures during a job. | Players who like coordinating a parallel technical challenge with the crew's physical action. |
| Tech | [Maker](/articles/cyberpunk-red/role-guides/cpr-techie-guide) | Repairing, improving, fabricating, and inventing useful solutions. | Players who want practical problems to become ongoing projects. |
| Medtech | [Medicine](/articles/cyberpunk-red/role-guides/cpr-medtech-guide) | Stabilization, recovery, surgery, pharmaceuticals, and cryosystem work. | Players who want the crew's injuries and cyberware to have real consequences. |
| Media | [Credibility](/articles/cyberpunk-red/role-guides/cpr-media-guide) | Sources, audiences, reporting, and the power to make information matter. | Players who enjoy investigation and changing the stakes through exposure. |
| Exec | Teamwork | A capable team with resources, priorities, and corporate complications. | Players who want leadership, institutional access, and divided loyalties. |
| Lawman | Backup | Reliable allies who can arrive with their own limits and obligations. | Players who enjoy responsibility, authority, and consequences that follow a badge. |
| Fixer | Operator | Contacts, deals, information, favors, and access to the right thing. | Players who want to find the job, set the price, and know who to call. |
| Nomad | Moto | Family vehicles, upgrades, transport, and a network beyond one block. | Players who want mobility, family ties, and logistics to drive the story. |

The table is a decision aid, not a class restriction. A Tech can be an excellent shot. A Solo can be socially connected. A Media can carry a weapon. Build the character you want, then use the Role Ability as the part that regularly changes the crew's options.

## Role Is A Story Engine, Not A Job Title

The practical question is not "What does this Role permit?" It is "What situation will make this character valuable, vulnerable, or hard to ignore?"

- A Rockerboy makes a crowd, a fan, or a cause relevant to the job.
- A Solo makes danger concrete and can keep the crew alive when restraint fails.
- A Netrunner turns a secured system into a place the team can contest.
- A Tech makes broken, scarce, or improvised equipment worth caring about.
- A Medtech makes survival, recovery, and costly treatment part of the crew's planning.
- A Media turns a buried fact into leverage and asks who suffers when it becomes public.
- An Exec brings organizational support, but that support has goals of its own.
- A Lawman can ask for help, then has to live with what that help means.
- A Fixer makes the crew's network of favors, prices, and promises visible.
- A Nomad makes distance, cargo, escape routes, and family obligations matter.

That is why two characters with the same Role can feel completely different. The ability supplies a repeatable type of leverage; the player decides who has it, what it costs, and which people get dragged into the consequences.

## Start With The Kind Of Job You Want

Use this shortcut when a blank character sheet makes every option feel equal:

| If you want to... | Start by considering... | Ask at session zero... |
| --- | --- | --- |
| Protect the crew when plans collapse | Solo or Lawman | What violence or authority will make the job worse? |
| Find work, information, and access | Fixer, Media, Rockerboy, or Exec | Who already owes us, trusts us, or wants us quiet? |
| Break into systems and make technology cooperate | Netrunner or Tech | What is the physical crew doing while this problem is solved? |
| Keep people moving after the damage is done | Medtech or Nomad | What does the crew refuse to leave behind? |
| Make an institution or community react | Rockerboy, Media, Exec, or Lawman | Who pays attention when we act? |

These are starting points. A Fixer might be the crew's public face; a Nomad might be its enforcer; a Medtech might be the person who finds every job. The point is to choose a useful tension, not to assign yourself a narrow chore.

## Build A First Crew In Five Questions

1. What kind of work keeps this crew together: protection, theft, transport, investigation, media work, corporate trouble, repair, medical calls, or something stranger?
2. Which character can get the crew into that work, and which character can get it out?
3. What resource is scarce enough to create choices: safe transport, medicine, a reliable contact, data, ammunition, a place to hide, or public trust?
4. Whose relationship, employer, family, neighborhood, audience, or reputation will the job put at risk?
5. What does every character want that cannot be solved by simply winning a fight?

A crew can have overlapping answers. Two people who both know how to find work create a different story from a team where only one person holds every contact. Let the overlap produce opinions, favors, and complications instead of treating it as wasted coverage.

## First-Character Advice By Role

**Rockerboy:** [Give your influence a target.](/articles/cyberpunk-red/role-guides/cpr-rockerboy-guide) Know which audience you can reach, what message could put somebody in danger, and what responsibility follows when people listen.

**Solo:** [Decide what you protect.](/articles/cyberpunk-red/role-guides/cpr-solo-guide) Combat Awareness is most interesting when it supports a plan, a person, or an escape instead of merely making the next fight longer.

**Netrunner:** [Agree with the GM and crew on how your NET work connects to the physical job.](/articles/cyberpunk-red/role-guides/cpr-netrunner-guide) The most satisfying runs open routes, change systems, or reveal leverage that everyone can use.

**Tech:** [Pick one kind of problem you love solving.](/articles/cyberpunk-red/role-guides/cpr-techie-guide) Repairs, upgrades, fabrication, and invention become more memorable when the crew knows why this particular device matters.

**Medtech:** [Establish the line between routine care and a hard choice.](/articles/cyberpunk-red/role-guides/cpr-medtech-guide) You will have strong scenes when the team has to weigh time, money, risk, and recovery.

**Media:** [Name one beat, community, or source network.](/articles/cyberpunk-red/role-guides/cpr-media-guide) Credibility becomes a campaign engine when the information has an audience and the audience has a reaction.

**Exec:** [Clarify what your organization wants from you.](/articles/cyberpunk-red/role-guides/cpr-exec-guide) A team is not just a bonus; it is a source of resources, demands, and competing loyalties.

**Lawman:** [Decide what kind of help you can call and what that institution expects in return.](/articles/cyberpunk-red/role-guides/cpr-lawman-guide) Backup has more dramatic weight when its arrival changes the social temperature of a scene.

**Fixer:** [Make a short list of people you know and what they want.](/articles/cyberpunk-red/role-guides/cpr-fixer-guide) Operator shines when deals have memory and a favor can be more expensive than cash.

**Nomad:** [Give the family and the vehicles a place in the crew's life.](/articles/cyberpunk-red/role-guides/cpr-nomad-guide) Moto is not only about getting somewhere fast; it makes routes, cargo, and people beyond Night City part of the job.

## Where To Go Next

For the shared table expectations behind these choices, return to the [Cyberpunk RED Guide Hub](/articles/cyberpunk-red). If you are making your very first crew, pair this guide with the [Cyberpunk RED Beginner's Guide](/articles/cyberpunk-red/beginners-guide). If you arrived from the video game, read [Cyberpunk RED versus Cyberpunk 2077](/articles/cyberpunk-red/comparison-guides/cpr-vs-cyberpunk-2077) before treating a Role as a lone-protagonist build. If your choice depends on which books to buy, use the [Cyberpunk RED Sourcebooks Guide](/articles/cyberpunk-red/source-books-guide).

The [Cyberpunk RED Rockerboy guide](/articles/cyberpunk-red/role-guides/cpr-rockerboy-guide), [Cyberpunk RED Solo guide](/articles/cyberpunk-red/role-guides/cpr-solo-guide), [Cyberpunk RED Netrunner guide](/articles/cyberpunk-red/role-guides/cpr-netrunner-guide), [Cyberpunk RED Tech guide](/articles/cyberpunk-red/role-guides/cpr-techie-guide), [Cyberpunk RED Medtech guide](/articles/cyberpunk-red/role-guides/cpr-medtech-guide), [Cyberpunk RED Media guide](/articles/cyberpunk-red/role-guides/cpr-media-guide), [Cyberpunk RED Exec guide](/articles/cyberpunk-red/role-guides/cpr-exec-guide), [Cyberpunk RED Lawman guide](/articles/cyberpunk-red/role-guides/cpr-lawman-guide), [Cyberpunk RED Fixer guide](/articles/cyberpunk-red/role-guides/cpr-fixer-guide), and [Cyberpunk RED Nomad guide](/articles/cyberpunk-red/role-guides/cpr-nomad-guide) are live. Other individual Role guides are still in development. Use the [Cyberpunk RED guide directory](/guides/cyberpunk-red) as the current library map.

## Sources And Scope

This guide summarizes the ten Roles and their Role Abilities from the *Cyberpunk RED Core Rulebook*, including its Roles overview and Role Ability material. It intentionally does not reproduce the book's ability tables, rank effects, full character-creation procedure, or equipment lists. Use the Core Rulebook for exact rules and values.
