Just to give you an idea of what we mean when we say "background kit", this is a table of 12 archetypical Cyberpunk classes:
d12 Cyberpunk backgrounds
The number in brackets is the number of skills, powers or items of the class you MUST pick before play.
- Cops (2): Big revolver, kevlar vest, shotgun, close-quarters combat and firearms training, authority, shady business on the side.
- Max Tac Agents (2): Huge pistol, combat armor, close-quarters combat and firearms training, no hesitation to kill
- Corporates (2): Black credit card, holdout pistol, connections, first responder team subscription, dark secret
- Fixers (2): Pistol, knows people, ziplock filled with drugs, secret warehouse, knows how to streetdeal
- Medias (2): Recording suite, connections, holdout pistol, selection of fashionable uppers and downers, credibility, knows too much
- Netrunners/Crystaljocks/Deckers (2): Cyberdeck, self-coded and swapped apps, cramped hoarder apartment, piece of software from the Swede, high IQ, citizen of the net
- Med-Techs/Street Docs (2): small clinic, variety of illegal combat drugs and boosters, B-grade cyberware spareparts, a real doctor
- Panzerboys/girls/Riggers (2): panzer (armed hovercraft), slick sports car, armored drone, small warehouse with smuggled goods, pistol, vehicle zen, connections
- Nomads (2): road hog, gun, knife, brawler, can rely on his tribe, violent past
- Rockerboys/girls (2): electric guitar, synthesizer, connections (but not in high places), knife, charismatic leader, anarchist background
- Solos/Ex-Soldiers/Street Samurai (2): arsenal of weapons, tactical gear, close-quarters combat, firearms and explosives training, nice pension, combat sense
- Techies (2): small workshop or garage, mysterious device you don‘t understand, graduated summa cum laude (tech and mechanics), small zapper, knows how to jury-rig