World Overview
Basic premise of Cyberpunk 2077, Edgerunners, and Night City
Cyberpunk 2077 (and Cyberpunk: Edgerunners) is a near-future dystopia where technology replaces magic and corporate power replaces most meaningful government oversight. Night City sells itself as a place you can become “someone,” but the system is designed to extract value from your body, mind, time, and relationships—and discard you when you stop being profitable.
Magic level: none. No spells, no divine miracles, no alternate planes in a literal fantasy sense. The “uncanny” vibes come from advanced brain–machine interfaces, AI, digital consciousness, and hyper-violent transhuman subcultures.
Tech level: extremely high personal augmentation (cyberware), pervasive surveillance, autonomous security, advanced medical intervention, neurotech (braindances), ubiquitous network access, and weapons that blur the line between person and platform.
What sets it apart: Night City is a **PG-rated “city on a hill” myth draped over a hard reality: corporations and private security shape day-to-day life more than civics. Even the official fiction around the city is part of the product.
Types of NPCs and People:
A Netrunner in the Cyberpunk universe is a highly specialized hacker who uses a direct brain-computer interface via a cyberdeck to dive into computer networks and cyberspace. They use advanced programs, known as quickhacks or daemons, to steal corporate secrets, disable security systems, control enemy cyberware, or even fry the brains of other netrunners.
In the Cyberpunk universe, an Edgerunner is a slang term for a mercenary or criminal who operates outside the conventional, corporate-controlled society of Night City. The term essentially refers to the protagonists of the setting—the "cyberpunks" themselves. Core Definition and Lifestyle
Living on the Fringe: Edgerunners are individuals who reject the safe, structured life offered by megacorporations and instead live on "the edge" of society, engaging in illegal or semi-legal activities to survive.
Mercenaries for Hire: They take on dangerous, high-stakes "gigs" from fixers, often operating as deniable assets for corps or gangs. Their work can range from data theft (like a Netrunner) to assassinations (like a Solo).
Chromed Up: They rely heavily on cyberware (chrome) to enhance their abilities and survive the dangers of Night City. This reliance on implants often pushes them close to the brink of cyberpsychosis, a mental illness caused by too many augmentations, which is a central theme in the anime Cyberpunk: Edgerunners.
The Struggle: Edgerunners are typically in constant need of money ("eddies"), living paycheck to paycheck and always chasing "one last big score" that might allow them to retire, or more likely, get them killed ("zeroed").
The difference between a "Netrunner" and an "Edgerunner" is one of scope:
Edgerunner is a blanket term for any mercenary operating in Night City's underworld.
Netrunner is a specific role or character class within that world—a hacker specializing in digital intrusion. A Netrunner is a type of Edgerunner, just as a "Solo" (combat specialist) or "Techie" (crafter/mechanic) are.
A Fixer is a central and essential figure in the Cyberpunk universe, acting as the middleman, organizer, and information broker of the criminal underworld. They connect clients who need services with the edgerunners (mercenaries) who can perform them, for a price. Role and Function
Fixers are essentially the grease that makes the black market and illicit activities of Night City function.
Job Brokerage: They provide a steady stream of "gigs" for edgerunners, ranging from theft and smuggling to assassinations and data recovery. In return, the fixer takes a cut of the payout.
Networking and Connections: A fixer's greatest asset is their extensive network of contacts, spanning corps, gangs, and the street. They know who to call to get almost anything done or acquired.
Sourcing Goods: They are the primary source for hard-to-find or illegal items, from military-grade weapons to rare cyberware, often facilitating transactions through "Night Markets".
Negotiation and Security: Fixers negotiate the terms and payouts for jobs, ensure their mercs get paid (provided the merc doesn't mess up), and can even help "get the heat off" if a situation gets too complicated, demonstrating a certain code of honor among those in the business.
Information Brokers: Their deep connections mean they usually know the latest street gossip, corporate intelligence, and political maneuverings within their operational area.
In the Cyberpunk universe, the term mercenary ("merc") is used interchangeably with edgerunner to describe an individual who is hired to do dangerous, often illegal jobs for clients, typically for private gain rather than national or corporate loyalty.
General Terms and Descriptions
BD (Braindance): A recorded virtual reality experience that allows the viewer to feel the recorder's exact emotions and sensory input. XBDs (extreme braindances) contain illicit, often violent or sexual, content.
Choom / Choomba: A common Neo-African American term for "friend" or "buddy".
Chrome: Slang for any type of cyberware or bionic implant. To be "chromed up" means to have many implants.
Corpo: A derogatory term for a corporate employee, often seen as a soulless sellout.
Detes: Short for details.
Eddies: The primary currency in Night City; short for Eurodollars.
Edgerunner: A mercenary or criminal who operates outside the law and corporate system, living on the "edge" of society.
Fixer: A middleman and information broker who sets up jobs (gigs) for edgerunners.
Gonk: An idiot or a fool.
Handle: A nickname or street name that a person is known by.
Iron: A general term for a gun or weapon.
Kibble: Cheap, processed, government-rationed food, originally made by a dog food manufacturer.
Klep: To steal (from kleptomania).
Meatspace: A term used by netrunners for the physical, real world.
Nova / Preem: Both are slang for "cool," "awesome," or "premium".
Ripperdoc (Ripper): A doctor, often operating illegally, who specializes in installing cyberware.
Screamsheet: Slang for a digital newspaper or news broadcast.
Shard: A datashard, a physical data storage medium similar to a flash drive.
Zero / Flatline: To kill someone or to die.
Actions and States
Chippin' In: The act of installing cyberware for the first time.
Cybered-Up: To have an excessive amount of cybernetic modifications installed.
Delta: To leave an area quickly, especially in an escape.
Ghost off: To disappear or flee.
Jack In / Out: To connect to or disconnect from cyberspace via a direct neural interface (DNI) link.
Netrun: The act of hacking into a computer network or architecture.
Slammit On: To get violent or attack someone without reason.
Waxed / Iced / Wasted: All terms for being killed.
People and Groups
Badge: A police officer or security guard.
Boostergang: A street gang identified by their heavy use of cyberware, leather clothing, and random violence.
Brain Potato: An addict of braindance recordings.
Deckhead: A netrunner.
Doll: A sex worker whose cyberware often allows a temporary, semi-blank persona to take over during client interactions.
Joytoy: Another term for a sex worker.
Nomad: A person who lives in a nomadic clan in the Badlands outside Night City, typically living in vehicle convoys.
Rockerboy / Rockergirl: A musician or performer who uses their art for political or social statements (unlike commercial "rockstars").
Solo: A combat specialist, mercenary, or professional assassin.
Trauma: Refers to Trauma Team, an exclusive emergency medical service that provides rapid, armed extraction and treatment to subscribers.
Races & Cultures
Races are only humans, but the culture is divided based on factions and power structure.
Which factions inhabit the world and their relationships and territories?
Think of Night City as overlapping power layers:
1) Megacorps (power without borders)
The Arasaka Corporation is a powerful, worldwide megacorporation and the primary antagonist in the Cyberpunk franchise. Originating in Japan in 1915, it operates as a private military, security, banking, and manufacturing giant with an influence that rivals and often surpasses national governments.
Militech International Armaments is a powerful megacorporation and a central element of the Cyberpunk universe, specializing in weapons manufacturing and private military contracting. It is a major global supplier of firearms, vehicles, and military equipment to nations, corporations, and private individuals alike, and the main rival of the Japanese conglomerate Arasaka.
These entities don’t need “turf” in the gang sense; they need:
real estate
contracts
supply chains
influence over law
deniable assets
In 2077’s framing, Night City is “controlled by corporations” and functionally outside many normal legal constraints.
Key corporate tensions often orbit rival security and industrial giants (Arasaka vs Militech is the classic axis), but most stories run on smaller-scale corporate conflict: biotech vs petrochem, data brokers vs media corps, security contractors vs municipal departments, etc.
2) City government and quasi-government enforcers
Trauma Team International (TTI) is one of the most powerful and recognizable corporations in the Cyberpunk universe, providing rapid-response, militarized emergency medical services—essentially weaponized health insurance for those who can afford it.
Core Concept: Medics with Guns
In a world as violent as Night City, regular paramedics wouldn't survive a minute in a combat zone. Trauma Team fills this gap by employing heavily armed security specialists and highly trained combat medics to extract and stabilize their paying clients, by any means necessary. Their motto could be described as "Diagnose, Heal, Extract," with little room for de-escalation or negotiation.
How It Works
Subscription-Based Service: The service is only available to those with an active membership plan, which can be expensive, ranging from Silver to Platinum tiers.
Automatic Dispatch: Clients often have internal cyberware (a "biomonitor" or "deadman transmitter") linked to their plan, which automatically sends a distress signal to TTI's dispatch when the client's vital signs crash or they receive critical injuries.
Rapid Response: TTI guarantees a fast response time—often a "seven minutes or a refund" promise—using heavily armored vertical takeoff and landing (AV) vehicles to get to the location quickly.
Securing the Scene: Upon arrival, the security specialists will "clear a path" to the patient, using lethal force if necessary against anyone who obstructs the rescue, regardless of who started the conflict.
Extraction and Billing: Once stabilized (often in a mobile cryotank), the patient is flown to a corporate hospital. The client is billed from the moment the call is made until arrival at the hospital, including the cost of any fuel and ammunition used during the extraction, depending on their coverage plan.
Team Composition
A typical Trauma Team squad is a well-oiled machine consisting of six members working in a coordinated fashion:
Pilot and Co-pilot: Operate the heavily armored AV-4 aircraft, with the co-pilot often manning a mounted front gatling gun.
Two Security Specialists: Heavily armed soldiers who disembark to secure the area and protect the medical staff and patient.
Lead EMT and Assistant EMT: These are the medical professionals who tend to the patient on-site and during transport, equipped with advanced medical gear and a pistol for self-defense.
Trauma Team is an iconic example of the hyper-capitalism in the Cyberpunk world, where even emergency medical care is a for-profit service reserved strictly for those who can pay.
NCPD is the visible law layer: patrols, warrants, bounties, “public order.”
NetWatch is the “police of cyberspace,” especially relevant after the Old Net catastrophes and the Blackwall era.
3) Fixers and merc ecosystems (power through deals)
Fixers control opportunity: they translate chaos into contracts, and contracts into reputation. If you want a campaign engine, fixers are the quest-giver layer that can interact with every other faction.
4) Gangs (power with neighborhoods)
Gangs do what governments can’t or won’t: enforce local norms through fear, provide protection (for a price), and run street economies. Many lists of major gangs include groups like Maelstrom, Tyger Claws, Valentinos, 6th Street, Animals, Voodoo Boys, The Mox, Wraiths, Scavengers, plus nomad families like the Aldecaldos.
A useful “territory shorthand” (not a hard rule, but good worldbuilding glue):
Tyger Claws: Yakuza type gang with strong influence in Westbrook and Japantown. Heavily involved in nightlife zones (sex work, clubs, protection).
Valentinos: Mexican Cartel style gang with a culturally rooted presence in Heywood (identity, pride, “family,” and image).
Maelstrom: Generic gang with industrial horror vibes—often associated with Watson and Northside. Machine-space and chrome obsession.
Voodoo Boys: Jamaican style gang located in Pacifica and around anything touching the Old Net/Blackwall (they are plot-relevant even when they’re not “numerically” dominant).
Animals: found in Pacifica. Typically muscle-for-hire, body-mod extremism in sense of powerlifting, gym, and athletic prowess.
The Mox: all female gang focused on protective network around sex workers and club spaces.
The Aldecaldos: a group of Nomads living in the badlands focused on unity and family. Not prone to the extreme offensive and aggressive activity like the Wraiths.
Wraiths: Badlands raiders—ambushes, kidnappings, stripping convoys.
Scavengers (“Scavs”): predators who harvest cyberware/organs for sale; they can be “anywhere there are victims.”
Magic & Religion
How cyberware works, who can use it, and whether deities exist
Cyberware: what it is in-world
Cyberware is surgically installed augmentation integrated into your nervous system and body systems—eyes, arms, spine, skin, organs, neural interface.
Installation is typically handled by a ripperdoc (street-level cybernetic medical tech).
Access is driven by money, contacts, and risk tolerance. “Who can use it?” In practice: anyone—if they can pay, steal it, or get sponsored.
Here is a list of cyberware categories and examples of their effects:
Operating System (Cyberdeck, Sandevistan, Berserk)
Instead of individual cyberware, the Operating System is a core choice that defines your playstyle:
Cyberdecks: Allow you to perform quickhacks and hack into networks and other cyberware (e.g., deal damage over time, disable enemy cyberware) on targets and devices while scanning.
Sandevistan: When activated, significantly slows down time for enemies, allowing you to react with superhuman speed.
Berserk: When active, boosts your strength and resilience, dramatically increases melee damage and armor, and lets you create a shockwave when landing from a height.
Arms Cyberware
These cyberwares are physical weapon replacements:
Gorilla Arms: Powerful arm replacements that increase melee damage, allow you to force open locked doors and rip turrets from bases, and can come with elemental damage (e.g., Electric, Thermal, Toxic).
Mantis Blades: Retractable blades in the forearms for slicing enemies and leaping toward targets for massive damage.
Monowire: A powerful retractable whip that conceals in the hand and that charges when not in combat, dealing bonus damage based on the charge level and capable of dismemberment.
Projectile Launch System: a rocket launcher that conceals in the forearm and launches explosive projectiles at enemies that deal area-of-effect damage and can apply various status effects.
Legs Cyberware
These enhance mobility and movement:
Reinforced Tendons: Allows you to perform a double jump.
Fortified Ankles: Allows you to charge a jump to reach higher places.
Lynx Paws: Significantly reduces movement noise, aiding stealth gameplay.
Other Systems
Skeleton: Provides passive benefits like increased armor (Para Bellum), higher carrying capacity (Titanium Bones), or bonus health (Epimorphic Skeleton).
Nervous System: Features time-slowing effects. For example, Kerenzikov slows time when dodging/sliding to let you aim and shoot, while Synaptic Accelerator slows time when you are detected by enemies.
Circulatory System: Manages health and stamina. Key items include the Second Heart, which revives you to full health upon death (with a cooldown), and Blood Pump, which manually restores health when activated.
Integumentary System: Focuses on defense and stealth, offering general armor increases (Subdermal Armor), immunities to status effects (Burn, Shock), or temporary invisibility via Optical Camo.
Frontal Cortex: Contains utility and performance enhancers, such as Memory Boost to recover RAM on kills, or Heal-On-Kill to restore health after neutralizing an enemy.
Hands: Enhance weapon performance with items like the Smart Link (enables smart-targeting for smart weapons) or Ballistic Coprocessor (increases power weapon ricochet chances and damage).
The core cost: cyberpsychosis as setting horror
Cyberpunk’s signature “curse” isn’t magic backlash—it’s psychological collapse under augmentation + trauma + social alienation, often described as a dissociative disorder tied to mental overload from too much cyberware.
That creates a terrifying feedback loop: the city pushes you to upgrade to survive, then punishes you when those upgrades break you.
Deities
No objective gods that grant powers. All major world religions exist, but Night City absolutely produces religion-like belief systems, such as:
“Chrome is salvation” (transhumanist extremism),
“the market is truth,”
“AI is the next stage of divinity,” etc.