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๐ŸŒƒ CYBERPUNK: NIGHT CITY โ€” THE ULTIMATE OPEN-WORLD RPG

โšก Cyberpunk 2077 ร— Cyberpunk: Edgerunners | A Living Night City Experience

A place where corporations own the skyline, gangs own the streets, chrome can cost more than your apartment, and an ambulance might check your subscription before checking your pulse.

Night City is beautiful, violent, corrupt, expensive, strangely addictive, and absolutely overflowing with people trying to make something of themselves.

Some want power. Some want money. Some want revenge. Some just want to make rent without getting shot on the way home.

And some are foolish enough to think they can become legends.

This isn't a David Martinez chatbot. It isn't a V chatbot. It isn't a scripted recreation of Cyberpunk 2077 or Edgerunners.

It's a massive, lore-driven, open-world RPG designed to simulate the entire world of Cyberpunk, with its characters, districts, corporations, gangs, technology, economy, relationships, history, and daily life.

You aren't playing someone else's story.

You're living your own life inside Night City.


๐Ÿ“š THE LORE SYSTEM โ€” 15 SPECIALIZED ENCYCLOPEDIAS

This RPG is supported by 15 interconnected lorebooks, containing approximately 75,900 words of specialized reference material, alongside a refined General Master Bible, a dedicated character appearance atlas, and thousands of retrieval keywords.

The reference system includes:

  • 15 specialized lorebooks

  • 385 individually indexed lore entries

  • 58 character appearance profiles

  • 4,102 keyword and tag phrases

  • A General Master Bible governing roleplay behavior and continuity

  • Canon classifications, timeline safeguards, and custom alternate-universe rules

Rather than treating Night City as a generic futuristic backdrop, the RPG uses different reference volumes to understand how the world actually functions.

THE 15 LOREBOOKS

01. EDGERUNNERS โ€” THE MAIN CHARACTERS

David Martinez, Lucy Kushinada, Rebecca, Maine, Dorio, Pilar, Kiwi, Falco, Gloria Martinez, Doc, Faraday, and Adam Smasher.

Covers their backgrounds, physical appearances, clothing, cyberware, personalities, motivations, histories, relationships, loyalties, capabilities, and limitations.

These aren't cardboard NPCs who exist solely to give you quests. They're individuals with their own lives, ambitions, problems, and attachments.

02. NIGHT CITY'S PEOPLE โ€” FIXERS, MERCS & OTHER CHARACTERS

Expands the population beyond the anime, incorporating recognizable Cyberpunk 2077 figures and other important residents.

Rogue Amendiares, Jackie Welles, Viktor Vektor, Judy Alvarez, Panam Palmer, Wakako Okada, Regina Jones, and many others belong to the wider world, with their appearances and relationships governed by the campaign timeline.

Not every character knows you. Not every character wants to meet you. And not every famous mercenary is sitting around waiting to become your best friend.

03. MEGACORPORATIONS & CORPORATE POWER

Arasaka, Militech, Kang Tao, Biotechnica, Petrochem, and the corporate institutions that influence everyday life.

Corporate hierarchies, products, private security, finance, research, intelligence, workplace culture, executive power, and the systems that keep ordinary people dependent on powerful companies.

You can work for a corporation, fight one, profit from one, or spend your whole life trying to avoid its attention.

04. GANGS & THE CRIMINAL UNDERWORLD

Maelstrom, Tyger Claws, Valentinos, 6th Street, Animals, Voodoo Boys, the Mox, scavengers, and other criminal networks.

Their histories, identities, territories, rivalries, economic interests, recruitment, and organizational structures are part of the setting.

Gangs aren't interchangeable enemies. They have different cultures, priorities, alliances, and relationships with the neighborhoods they inhabit.

05. NCPD, MAXTAC & EMERGENCY SERVICES

Night City's police, tactical response units, emergency infrastructure, medical extraction services, and private security systems.

Police aren't omniscient. Trauma Team isn't free. MaxTac isn't a casual neighborhood patrol.

Law enforcement, healthcare access, emergency response, and the influence of money are all part of the city's social reality.

06. WATSON & WESTBROOK

Kabuki, Little China, Northside, Japantown, Charter Hill, North Oak, and their notable buildings, businesses, public spaces, and residential areas.

Night City has recognizable geography. Neighborhoods differ in architecture, population, wealth, local culture, and the kinds of businesses operating there.

07. CITY CENTER, HEYWOOD, SANTO DOMINGO & PACIFICA

Corporate towers, residential streets, industrial districts, neglected development zones, entertainment districts, and major landmarks.

The world doesn't consist of one endless neon alleyway. Different parts of Night City feel different because the people and institutions occupying them are different.

08. THE BADLANDS, NOMADS & TRANSPORTATION

Nomad communities, regional travel, vehicles, highways, settlements, freight routes, and the harsh environment outside the city.

Life beyond Night City has its own economies, communities, loyalties, and dangers.

The Badlands aren't just an empty desert where random enemies spawn.

09. CYBERWARE, RIPPERDOCS & MEDICINE

Sandevistans, cybernetic limbs, optics, neural interfaces, replacement organs, implant manufacturers, maintenance, medical treatment, and the costs of augmentation.

Chrome isn't magic.

Cyberware has practical capabilities, physical limitations, installation requirements, and potential consequences. A ripperdoc cannot automatically fix every problem, and an expensive implant doesn't make someone invincible.

10. NETRUNNING, THE BLACKWALL, AI & BRAINDANCE

Digital networks, the Old Net, NetWatch, rogue artificial intelligence, electronic security, data systems, netrunner technology, and braindance.

Netrunners are specialists, not magical hackers capable of controlling everything in existence.

Information has owners, security measures, locations, access restrictions, and consequences.

11. WEAPONS, EQUIPMENT & THE MERCENARY ECONOMY

Firearms, combat equipment, weapon manufacturers, protective gear, mercenary culture, fixers, payment, contracts, and street reputation.

Experience matters. Equipment matters. Preparation matters.

Being a legendary merc doesn't mean bullets suddenly stop working.

12. DAILY LIFE, CULTURE, FOOD & WORK

Apartments, education, fashion, entertainment, food, employment, social inequality, consumer products, street slang, and ordinary routines.

One of the most important parts of this RPG is that Night City actually has civilians.

People cook dinner. Go to work. Attend classes. Take the train. Fall behind on rent. Watch television. Visit restaurants. Raise children. Repair vehicles. Argue with landlords.

Not everything has to become a gunfight.

13. HISTORY, POLITICS & WORLD CHRONOLOGY

The Corporate Wars, Night City's foundation, the NUSA, political conflicts, historical disasters, and the events that shaped the Dark Future.

The past influences the present, but the RPG carefully distinguishes between established history and events that have not yet happened.

14. RELATIONSHIPS & SOCIAL STRUCTURES

Existing character connections, friendships, rivalries, family ties, romantic attachments, social boundaries, loyalties, and the influence of personal history.

Relationships develop through interaction and continuity rather than automatic affection.

Nobody falls in love with you simply because you're the player.

15. NIGHT CITY INFRASTRUCTURE & CIVIC SYSTEMS

Electricity, water, sanitation, public transit, logistics, municipal services, property ownership, communications, maintenance, and the everyday machinery keeping Night City functioning.

Even the most glamorous megacity requires somebody to fix the elevators.


๐Ÿ‘๏ธ CHARACTER ACCURACY โ€” THEY SHOULD LOOK LIKE THEMSELVES

The RPG includes a dedicated 58-character appearance atlas, alongside appearance information in the character lorebooks.

Descriptions account for recognizable hair colors and styles, facial features, eye colors, body types, distinctive clothing, accessories, implants, cyberware placement, and visual changes across different periods.

David shouldn't randomly appear in generic black tactical armor.

Lucy shouldn't lose her recognizable appearance.

Rebecca shouldn't become an ordinary-looking human with none of her distinctive features.

Characters should remain visually recognizable, with unconfirmed details treated as unknown rather than invented facts.

Their personalities receive the same attention. Dialogue, habits, loyalties, emotions, vulnerabilities, and relationships should reflect who they areโ€”not generic chatbot behavior.


๐Ÿ•’ THE TIMELINE โ€” THE EDGERUNNERS ERA

Default setting: approximately 2075, during the earlier active period of the Edgerunners crew.

David has entered Maine's crew, and the campaign begins before the later chain of canonical tragedies.

That means David, Lucy, Rebecca, Maine, Dorio, Pilar, Kiwi, and Falco can be active in Night City.

Gloria Martinez has already died at the default starting point; an earlier timeline may be chosen if you want to explore a different period.

The RPG also features a Timeline Firewall.

Events from Cyberpunk 2077, Phantom Liberty, and later Edgerunners continuity aren't automatically treated as having occurred.

Characters don't remember future events. Later character developments aren't forced into earlier portrayals. Canonical deaths aren't automatically imposed merely because the original story eventually reaches them.

Your actions can change the direction of events, provided the resulting continuity remains believable.

โš™๏ธ SPECIAL CUSTOM CONTINUITY โ€” FEMALE ADAM SMASHER

.....female?


๐Ÿง BE WHOEVER YOU WANT

There is no required protagonist, character biography, predetermined career, or mandatory starting mission.

You can play a street kid, corpo, nomad, mercenary, netrunner, mechanic, ripperdoc, student, artist, investigator, business owner, ordinary civilian, or someone entirely original.

You decide your character's identity, history, appearance, abilities, affiliations, and intentions.

You can pursue a wealthy corporate career, become involved in the criminal underworld, build relationships, explore the city, work ordinary jobs, or simply live without trying to become famous.

The RPG doesn't assume you're a hero.

It doesn't assume you're a villain either.

And it doesn't assume the entire world revolves around you.

๐Ÿ™๏ธ A LIVING, INDEPENDENT WORLD

Night City continues functioning whether you're involved in an event or not.

Characters have their own responsibilities, schedules, loyalties, preferences, relationships, and limitations.

Corporations pursue their interests. Gangs maintain their territories. Civilians go about their lives. Businesses need customers and supplies. People remember significant events.

Your reputation, relationships, injuries, debts, equipment, and actions can have continuing consequences.

A stranger doesn't automatically recognize you.

An enemy doesn't automatically forgive you.

An NPC doesn't mysteriously know information they've never received.

And an important character doesn't magically teleport into a scene just because their name was mentioned.

โค๏ธ ROMANCE, FRIENDSHIP & PERSONAL CONNECTIONS

Relationships are part of the open-world experience.

Friendships, romance, rivalries, professional partnerships, family relationships, mistrust, and long-term personal attachments can develop through the campaign.

But they're not guaranteed rewards.

Characters have their own personalities, existing connections, boundaries, preferences, and motivations.

Affection must develop believably. Trust can be built or damaged. Loyalty can be complicated. Even people who love each other can disagree.

Quiet moments matter just as much as dangerous ones.

Sharing a meal, helping someone, spending time together, or simply talking about an ordinary day can be meaningful without turning into a scripted dramatic scene.


๐Ÿ“– HOW THE RPG ACTUALLY WORKS

The lorebooks are encyclopedias, not collections of premade quests or prewritten scenarios.

Each specialized entry contains relevant information about a character, organization, location, historical event, or technology.

Thousands of keyword phrases help the system retrieve appropriate references when their subjects become relevant.

The General Master Bible governs the actual roleplay: continuity, character autonomy, world behavior, narration, and the custom campaign rules.

This means the RPG is designed to respond to the life you're creating rather than repeatedly steering you toward an existing storyline.

The entire encyclopedia isn't loaded simultaneously. What the model recalls depends on available context, the platform's retrieval settings, and the entries activated during conversation.

๐ŸŽฎ WHAT KIND OF RPG IS THIS?

An open-world, character-driven, lore-heavy Night City life simulation.

It supports action, exploration, everyday life, corporate intrigue, social relationships, crime, careers, technology, worldbuilding, and personal storytelling.

You can have an exciting life.

A boring life.

A comfortable life.

A terrible life.

Or some combination of all four before lunch.

There's no requirement to imitate David Martinez, follow V's storyline, join a gang, become a mercenary, or chase a predetermined ending.

The city is the setting.

Your character's life is the story.

ADDED: MANDITORY GOLORBUS STORY LINE

i didnt but thanks for readin


Now go enjoy Night City.

Get some chrome, eat something that probably shouldn't legally qualify as food, and maybe remember to pay your rent before the landlord sells your apartment to a corporation that already owns half the building.

start choommaxxing with a shawarma implant or somethin idk

ALSO I LET YALL SEE the personality so if there's something that might be wrong or a bug you can like comment or point it out, but as of RIGHT NOW, i handled everything yall wanted

Created 6 days ago

Updated 4 days ago

Published 5 days ago

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