Abeir Toril › The Roles

The Roles

Twelve. Each one is a single implant with twenty Marks, a company that owns it, and a reason somebody agreed to carry it.

How to read this table

The implant is the thing in your body. The lienholder is who made it and who can take it back. The chassis is the D&D 2024 class whose mechanics it reskins — nothing more. A Solo is a Fighter, rule for rule.

Nobody at the table says “Fighter”. It is on your sheet so you can look the rules up, and nowhere else.

RoleImplantLienholderChassisHDCasting
SoloThe PlatformBlacknet Combat SystemsFighterd10
NetrunnerThe Cranial RigHost TowerWizardd6full
FixerThe HollowThe Quiet MarketRogued8
RockerboyThe ResonatorSable BroadcastBardd8full
NomadThe Long EyeLonghaul OutfittersRangerd10half
LawmanThe Oath EngineThe Lyon CompactPaladind10half
MedtechThe Trauma SuiteMercy GridClericd8full
MediaThe Tenantthe patron itselfWarlockd8pact
ExecThe LatticeHelix LabsSorcererd6full
TechThe FabGreenhouseDruidd8full
CyberpsychoThe SlabKessel’s YardBarbariand12
AsceticThe ThreadThe Quiet OrderMonkd8

The two that answer the setting directly

Cyberpsycho · The Slab

The failure state, made playable. Every component removes a limiter instead of adding a capability. The Lyon Compact files a Cyberpsycho as a containment failure with a heartbeat; Kessel’s Yard files them as a customer.

You are not carrying an episode you might one day have. You are carrying one you have learned to aim.

Ascetic · The Thread

The only line that answers containment by carrying less. The Thread is the smallest Role implant in the setting and the only one its makers refuse to sell — the Quiet Order’s position is that containment is a discipline, not a cage you bolt on.

Aperture — the split that decides how you break

Eight of the twelve carry a containment vessel — that is what casting is here. Four do not. When you Overload, which table you roll on depends entirely on whether there is something inside you that wants out.

RolesCarryEpisode table
Solo · Fixer · Cyberpsycho · Ascetic no aperture — hardware only Chrome Psychosis
the other eight a containment vessel Wall Bleed

Carrying nothing that wants out is a real advantage, not an absence. Both tables are on the chrome page ›

Where your chrome ends up

Role implants ignore location slots entirely — your Role is who you are, not gear. But the locations it favours give every Role a silhouette. Distribution alone should tell somebody what you are.

RoleSignatureRoleSignature
SoloLimbs, Spine, EyesMedtechSkull, Torso, Vocal
NetrunnerSkull, Skull, Skull, EyesMediaSkull, Ears, Vocal
FixerDermal, Spine, LimbsExecTorso, Dermal, Skull
RockerboyVocal, Ears, SkullTechDermal, Torso, Skull
NomadEyes, Ears, LimbsCyberpsychoTorso, Limbs, Spine
LawmanTorso, Vocal, LimbsAsceticSpine, Limbs, Dermal
Two worth saying out loud

Netrunner is deliberately monolithic. The cranial rig is the Role. Almost nothing of a Netrunner is anywhere but the skull.

Ascetic has no external hardware at all. The body is the chrome. That is the entire argument of the Thread.


Multiclassing is buying a second implant

Legal, and expensive in the currency that matters. Both Roles keep their own Marks. The deeper one sets your Capacity; the shallower one is pure Load.

CONPureTwo Roles, zero chromeThree RolesChrome room when pure
8Mk20Mk20 + Mk8Mk20 + Mk4 + Mk48
10Mk20Mk20 + Mk10Mk20 + Mk5 + Mk510
14Mk20Mk20 + Mk14Mk20 + Mk7 + Mk714
20Mk20Mk20 + Mk20Mk20 + Mk10 + Mk1020

Read that carefully: every dual build shown is running at exactly zero headroom — no optics, no dermal plate, nothing. In practice you trade Marks of the second Role for chrome, and that trade is the decision the whole model exists to force.

Hit pointsEach implant grants HP for its own Marks. Only your first implant’s Mk1 is a maxed hit die; every later Mk1 takes the average.
ASIsEach line grants its own at Mk4 / 8 / 12 / 16. Mk10 + Mk10 gets four, same as a pure Mk20.
ProficiencyFrom your total Marks, never per implant. 1–4 → +2 · 5–8 → +3 · 9–12 → +4 · 13–16 → +5 · 17+ → +6. Chrome never feeds it.