Previously on our Cyberpunk readthrough:
This time, we’re finally getting back into the setting proper, with Solo of Fortune, dedicated to the Solo class. Technically I think that makes it a splatbook, though I’m not sure if splatbooks were technically a thing back at the time… Either way, let’s have a look.

The first thing to explain is that this seems to be an early attempt at worldbuilding through in-world documents – the conceit is that there is an actual magazine in the world of Cyberpunk called Solo of Fortune (your monthly subscription of which you can have faxed to you, which I get the impression is meant to come across as very hard-boiled futuristic) and this book is an issue of it. The somewhat awkward bit is that while later versions of the trope would have OOC sections describing mechanics and the likes that were separate from the IC fiction pieces, here they’re all jumbled together. Which leads to such things as in-setting advertisements for guns that tells you that they do 3d6 damage. Sometimes there’s a fig leaf about how the in-game stats are an internal ranking system established by previous issues of SoF, but for the most part, it’s just kind of weird.
The book is basically a collection of odds and ends that are more or less related to being a Solo (which in the world of Cyberpunk is a catch-all term for anyone who does violence for money, from security guards to mercenaries), each of which is presented as an article. There are a few more fiction-like pieces that under the guise of “personal accounts,” where we can read about things like a firefight between a Trauma Team and some gangers or a vacationing Solo’s experience in Moscow (lots of clunky military-grade cyberware, lots of wannabe-American youths playing at being Solos by running around getting into trouble). Others are more about worldbuilding.
There is a helpful rundown of the different kinds of Solos that exist: military mercenaries, bodyguards, corporate security, bounty hunters, street samurai (basically freelancers, who might do any of the previous four kinds of work on a temporary basis) and specialists (who has one or two really specific skills that they are really, really good at, meaning that they get hired by people who think that those will be perfect for a particular job). There is a sidebar detailing what kind of stats, skills, and cyberware loadouts you’ll want if you’re going to play a Solo of that particular type.
Street gangs get a section, that fleshes out the information on them from the core. In the world of Cyberpunk there are boosters (who keep cramming cyberware into themselves until they go nuts), posers (who seek to emulate some celebrity in all things, including by getting cosmetic surgery to all look like them. Creepy and flavourful, I’ll give it that!), chromers (who are focused on being really into some kind of rebellious music), dorphers (who are all hopped up on some drug, and can be super-mellow or completely psychotic as a result), puppets (who are secretly working for a corp) and guardians (who have just banded together for protection since no one else seems to give a hoot). There are guidelines for playing a psycho killer gangbanger moving up in the ranks and losing all traces of humanity while you do so, which is, er, nice? I guess?
There is some information about “extractions,” which is when one corp kidnaps a key employee of another corp, with or without said employee’s cooperation, and an account of one of the corporate wars that have been fought in the setting. The latter is a little dry, but admirable thorough – you get taken through all the steps of sabotage, betrayal, different corps joining and leaving the conflict for their own reason, attempts to raise capital, and a lot of guerilla assaults and Net runs. That does give me an idea of what it all looks like, so that’s good. There’s also a guide to infiltrating a corp’s facilities (for purposes of extraction, for example), with a description of just what kind of defenses Arasaka L.A. has. Here my suspension of disbelief snaps a little, even more so than from the 3d6 damage advertisements, because… Arasaka just let someone reveal the defenses of one of their offices? In a magazine that anyone can read? Yeah, I’m thinking a lot of people would have suddenly been killed under mysterious circumstances if that ever happened, followed by a complete reworking of those security measures… Still, it’s definitely useful for those sneak-in-and-cause-problems adventures that cyberpunk games thrive on.
There is gun porn. Well, I guess it would have to be for it to be a convincing Soldier of Fortune pastiche, but I yawned my way through it. Same with the vehicle porn a little further ahead. I may not be a natural Cyberpunk player given how little I care about hardware…
European Solos! They’re richer and classier than American Solos and living lives of high-style James Bond decadence in between jobs. They also hunt each other down and fight duels (not necessarily, but sometimes, to the death) to show who’s more elite than thou.
Government spies are still a thing, megacorps notwithstanding. Like I noted in the Near Orbit post, the nation state might not be quite as extinct in this setting as the elevator pitch for it might imply… Anyway, the CIA, the KGB, Interpol and Mossad all get writeups, with stat blocks for a typical agent. The CIA is mostly messing with the Europeans, the KGB is mostly messing with the Americans, Mossad is mostly messing with the remaining Arabian oil states (because a lot of those got nuked to Kingdom Come in the backstory, remember; but that just means that the oil the remaining ones are sitting on has become even more priceless, so they’re richer than ever), and Interpol is just trying to keep foreign influences out of Europe.
Finally, there’s a rundown of armed conflicts throughout the world of 2013 that enterprising Solos might get hired for. Mexico, Argentina, the Philippines and Palau all have civil wars between corrupt governments and rebels that may or may not be any better. The native companies of El Paso are fighting some maximally hostile takeovers from international corporations. Cyprus ended up sheltering a lot of people from nuked Arabian countries, and now the rich, secular Arabs and the poor, religious Arabs are coming to blows, with the government trying to keep some kind of control. In Honolulu, two entertainment corporations are fighting over the fate of a ratings-grabbing TV (or should that be Net? Not sure) series, with one trying to cut it short by means of car bombs if necessary and the other determined that The Highly Profitable Show Must Go On.
Deep breath… A city in New Mexico is under attack by a belligerent Nomad gang. The super-rich residents of “super-yachts” sailing the Pacific want protection against pirate attacks on their luxurious abodes. Two corporations are battling over the mines on Navajo land, and the Navajo are also trying to have a say in the matter, funnily enough. The City of Santa Cruz wants to blow up the corp-owned oil rigs in its harbour. Aaaaaand Arasaka and another corporation are duking it out in Hong Kong. Whew.
So that’s it. For a fairly thin book it certainly has no end of stuff crammed into it. Some of it is useful, some of it less so. It was apparently meant to be the first of a series of similar books-as-in-setting-magazines, but I think there was only one more, focusing on Rockers and Medias. Stay tuned for that one.
