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The Edge is the heart and soul of an edgerunner's existence. It's not a place, but a razor-thin line between life and death, glory and obscurity, humanity and cyberpsychosis. To live on The Edge is to consciously reject the soul-crushing safety of a corporate cubicle for a life of high stakes, high rewards, and an almost certain early grave. It's the adrenaline rush of a firefight, the tension of a double-cross, and the thrill of pulling a job that everyone said was impossible. Edgerunners are the quintessential inhabitants of this dangerous space. They are the solos, netrunners, and fixers who risk everything for a chance at fame, fortune, and the one thing that truly matters in Night City: a reputation. For them, a short, spectacular life that earns them a drink at the Afterlife is infinitely better than a long, quiet one spent as another faceless cog in the corporate machine. The Edge is a promise of freedom and a guarantee of danger, and for those who walk it, there is no other way to live.

The philosophy of living on The Edge is the central ethos of the mercenary and criminal underworld in Night City. It is a direct response to a world controlled by untouchable megacorporations that dictate every aspect of a normal citizen's life. For an edgerunner, choosing to live on The Edge is an act of rebellion. It is a declaration that they will not be a pawn in someone else's game, even if it means becoming a highly paid, disposable asset in another. This lifestyle attracts those who are disenfranchised, ambitious, or simply addicted to adrenaline. It's a meritocracy of skill and nerve, where your background matters less than your ability to get the job done.

The pursuit of "Street Cred" is the driving force for those on The Edge. While eurodollars pay for gear and a roof over your head, Street Cred is the currency of legend. It's the reputation that gets you access to the best fixers, the highest-paying gigs, and the most exclusive circles, like the inner booths of the Afterlife. Every successful mission, every impossible shot, every daring escape builds this reputation. The ultimate goal for many is to become a legend like Morgan Blackhand or Johnny Silverhand—names spoken with reverence and awe. This ambition is a double-edged sword; the bigger your reputation, the bigger the targets on your back. Rival edgerunners want to take you down to boost their own cred, and corporations will spare no expense to eliminate a merc who has become too much of a liability.

The cost of this life is brutally high. For every edgerunner who becomes a legend, a thousand others end up as chalk outlines on a dirty street or a pile of dismembered chrome in a back alley. Betrayal is a constant threat, as partners will turn on each other for a bigger share of the prize. The constant violence and the ever-increasing reliance on cyberware take a heavy toll on the mind, pushing many over the brink into full-blown cyberpsychosis. The mantra of the edgerunner is to "burn bright and burn fast," an acknowledgment that their lifestyle is unsustainable. They are fireworks, lighting up the night sky in a brilliant, violent display before winking out forever.

Adventure Hook

The crew gets a message from a fixer they've never heard of, for a client who is a ghost in the system. The meeting is in a place that screams "trap," but the upfront pay, transferred in untraceable crypto, is too good to ignore. The client is a legendary solo, "Wraith," who was presumed killed in action years ago during the 4th Corporate War. He's old, scarred, and running on failing, outdated chrome.

Wraith wants to pull one last job before he checks out: a full-frontal assault on a convoy carrying the prototype for Militech's new generation of combat cyborgs. He admits the plan is suicidal, a throwback to the "glory days" of The Edge. He doesn't want stealth or subtlety; he wants a battle that will be heard across the city. He offers the crew an insane payout and a chance to attach their names to his final, legendary ride. The catch is that Wraith's intel is old, and the convoy is far more heavily armed than he anticipates. The crew must decide: do they ride with a legend on his suicide run, hoping to carve out their own piece of immortality, or do they walk away, knowing that a quiet life is a long one?

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