[[caption-width-right:270:The original game.]]

''Cyberpunk'' refers to any of three editions of a single tabletop roleplaying game, the first of which was published by R. Talsorian Games in 1988. The game, as the title might indicate, is based heavily upon the work of Creator/WilliamGibson and Creator/BruceSterling, to the point where Gibson is often referred to as "Saint Willie" in the various sourcebooks.

Set in [[TwentyMinutesIntoTheFuture 2013/2020]], the players are mercenaries, criminals, and vagabonds in the cyberpunk street culture of the period. American society has broken down, the government is ineffectual, and anything resembling a good life must be obtained by doing dirty work for one of the numerous corporations that quietly control the world. It's become trendy to heavily modify one's body with any number of cybernetic augmentations, whether it's designer eyes, replacement limbs, or combat-ready military gear, but stacking up too much "cyberware" causes a person to enter "cyber-psychosis" and go full-tilt insane.

As the games are a very deliberate, self-aware attempt to capture the feel of the then-burgeoning cyberpunk genre, it can be comfortably assumed that any trope from that particular genre that isn't mentioned, for whatever reason, will fit neatly here.

Supplements to the game allow you to play in specific author's 'verses, such as George Alec Effinger's ''Literature/MaridAudran''.

Has a video game adaptation by Creator/CDProjektRed, known as ''VideoGame/{{Cyberpunk 2077}}''.

!! This game provides examples of:

* TwentyMinutesIntoTheFuture
* ArmorIsUseless: Averted. Body armor is a necessity to survive even a weak holdout pistol without a lengthy trip to a hospital/medtech.
* AbsurdlySharpBlade: Monoswords, which, as their name suggests, are SharpenedToASingleAtom.
* ArtificialLimbs: All over the place and often used to replace lost limbs, though cloned (or possibly stolen) limbs may also be used. The prosthetics are also presented somewhat more realistically than usual, with the guide correctly noting that a pair of cyber-arms would not give you SuperStrength, as just because your arms are strong, doesn't mean your spine is.
* AlternateHistory: Courtesy of a late 80s/early 90s vision of the future.
* AxCrazy: Cyber Psychos are humans that have gone completely batshit crazy and now shoot up anything in sight with their ridiculous hardware. The Psycho Squads dedicated to capture them are often made up of cops and reformed criminals who are very nearly cyberpyschotic themselves. The PlayerCharacters can become this as well when their Empathy (or [=EMP=]) stat drops too low.[[labelnote:Such as]]Purposefully raising your Empathy stat at the expense of Charisma and Agility so you can go from hideous freak with a big heart to a beautiful killing machine.[[/labelnote]]
* BladeBelowTheShoulder: In several different varieties, from [[Literature/{{Neuromancer}} Molly Millions]]-style finger razors, to [[VideoGame/DeusExHumanRevolution Adam Jensen]]-esque arm swords, to a knuckle-deploying blade trio subtly named "[[{{Wolverine}} Wolvers]]".
* TheCityNarrows: "Combat Zones," run-down, crime-ridden districts that exist in every major urban sprawl, where gangs hold sway and the cops only enter in force (if at all). Overlaps with GatelessGhetto in some cities, where the areas are walled off and the inhabitants are left to their own devices.
* CloudCuckooLander: [[TalkativeLoon Rache Bartmoss]], one of the most brilliant [[TheCracker Netrunners]] of the setting. Also, he's [[BewareTheSillyOnes far less]] [[AxCrazy harmless]] than most examples of this trope, if he is to [[UnreliableNarrator be]] [[ThroughTheEyesOfMadness believed.]]
* CorporateWarfare: A war between two of the biggest companies in the world is a major background event.
* CrapsackWorld: A cyberpunk hallmark. Life is cheap, corporations run everything, and violence is a fact of everyday life.
* CyberneticsEatYourSoul: Each item you install comes with a cost to your humanity. It's not hard to skirt that restriction, and some degree of augmentation is absolutely necessary to compete, but too much of it and you go AxCrazy and turn you into a "Cyber Psycho". This is typically guaranteed to end in a showdown with heavily armed, very paranoid cops (several of whom may be on the edge of aug-induced craziness themselves, if they weren't Cyber Psychos themselves before they became cops [Which is also very likely]). The good news, however, is that humanity lost can be regained by shelling out cash for therapy (which is mandatory for Full Conversion Borgs).
* CyberPunk: [[CaptainObvious Duh]]. [[ExactlyWhatItSaysOnTheTin It's even in the title!]]
* {{Cyberspace}}: Being heavily influenced by William Gibson's writings, this is how computer hacking works in-game.
* DividedStatesOfAmerica: Alaska, Texas, Utah, Nevada and California (which further divided itself into North and South) have seceded and become free states. Additionally, Wyoming is a Socialist republic that pays token service to the Federal government, and Idaho was briefly taken over by neo-Nazis, who have since been deposed.
* DrugsAreBad: Though the option for characters to use drugs is there (wouldn't be cyberpunk if it wasn't), doing so is ''strongly'' discouraged (as in the writers directly tell players that it's a very good way to kill their characters). To be fair, the game was released during the height of the MoralGuardians crusade against roleplaying games, when the idea that ''TabletopGame/DungeonsAndDragons'' led to witchcraft and Satanism was actually taken seriously.
* {{Expy}}: The game's main setting, Night City, is fairly obviously based on UsefulNotes/SanFrancisco. The Night City sourcebook even spotlights Expies of other Bay Area cities, such as South San Francisco, Pacifica and Oakland.
* FooFu: "Gun-Fu" to be exact.
* FutureFoodIsArtificial: the setting features the Kibble that's described to have the same aspect, smell, and flavor of the dog food from which it takes its name.
* GaiasLament: The world's in pretty rough shape in the near future. A good chunk of the American midwest is undergoing desertification and the rain is more acidic than not.
* GangOfHats: Most of the gangs in Night City have a theme, from [[DreadfulMusician the DJs]] to [[EnemyMime the Juillard]] to [[MonsterClown the Bozos]].
** The Bozos deserve special mention. They're a gang that's had themselves biosculpted into clowns. Those big red noses? Real. Those big floppy shoes? Their ''feet''.
* GodStat: Reflexes are this for combat.
* PoweredArmor: Two types in the form of [[MiniMecha ACPA]] and Hardsuits (Heavy armor with an exoskeleton for support.)
* TheGreatPoliticsMessUp: Instead of dissolving like it did in reality, the Soviet Union actually manages to successfully reform itself (though the second edition [[RetCon rewrote the timeline]] to account for Germany's reunification), but its global influence is greatly diminished.The US suffers economic collapse, several major terrorist attacks, and the secession of a number of states, and ends up becoming a Third World country in all but name. The European Union and Japan are the world's new major superpowers, while China's economic growth was stalled by a nasty civil war between Maoist hardliners and the pseudo-capitalist reformers currently clinging to power by their fingertips.
* IMeantToDoThat: Explicitly mentioned as part of the attitude edgerunners need to have.
* JapanTakesOverTheWorld: Played with, surprisingly enough. Many of the megacorporations are wholly or partially owned by the Japanese, but the European Union has become the dominant superpower, with euros in use as the new global currency.
* KillEmAll: The original ''Cyberpunk'' guidebook treats the fact that life in the setting is cheap as a feature. If a character becomes too powerful or angers too many major factions, then the GM is encouraged to simply kill them and let the player start over.
* MagneticWeapons: The {{UsefulNotes/ESA}} has a mass driver on the moon which they use to keep the peace.
* MegaCorp: Plenty; This IS Cyberpunk after all. One of (if not the) largest has to be Arasaka, who unfortunately is also quite evil. Others MegaCorp's include Militech, the International Electric Corporation, the Lazarus Group, Petrochem and [=SovOil=].
* MinMaxing: A common fan criticism is that the game's "Character Role" class system (which gives certain starting skill sets and unique abilities to characters of a certain class) leads to balance issues, the most frequent being that Solos (aka: mercenaries) are the only viable character types for combat situations (thanks to their special ability which gives bonuses to their spot checks and initiative rolls), and that consequently most Solo builds end up looking very similar (high Reflex attributes & combat skills + low social skills + reflex boosting augmentations). As a result, a number of fan-made rule modifications exist that remove the Character Roles entirely and allow players to build characters from scratch, similar to ''Cyberpunk's'' chief rival, ''Shadowrun''.
* NeuralImplanting
* OneStatToRuleThemAll: Reflex and Empathy. Reflex so that you can shoot first, faster, and more accurately than anyone else, and Empathy because that increases the amount of cyberware you can implant into yourself before going cyberpsycho.
* OrganTheft: There are rules for selling organs to organ banks and there is mention of an organ lottery. Officially, you need a deceased donor card to donate organs and get a reward, but this can be faked rather easily.
* SquadNickname: The C-SWAT [[note]]Cybernetic Special Weapons & Tactical Squad[[/note]], PSYCHE-DIV, [=CYBEnforcement=], and MAX-TAC [[note]]Maximum Force Tactical Division[[/note]] are all colloquially known as "(Cyber) Psycho Squads" as they are special police squads who capture rogue cyberpsychos and who are just barely cyberpsychotic themselves, some of whom ''are'' rehabilitated cyberpsychos.
* TheSociopath: Low Empathy characters are assumed to be this or something similair.
* TheStateless: the [=SINless=], who are without SIN, have no lawful legal identity.
* SuperReflexes: Combat in the setting is set up to be won by whoever gets to go first in a turn, due to its overwhelming lethality. As such, a number of augmentations exist to improve a character's initiative roll and you would have to be crazy not to take them.
* UpgradeArtifact: Skillsofts, chips with software that conveys skill in certain areas as long as they're plugged in. There's a hard cap on how much the skillsoft can help you, and they don't stack with normally acquired skills, so you'll never be as good as people who train the old fashioned way.