Hello Dereck J. Cyberpunk 2020 does not have a class system, characters can progress pretty freely, but still have some classification. You have a Role. Each Role have a specific skill that only them could use, Netrunners have Netrunning, Techie have Jury Rig, Cop has Authority, Corporate have Resources, and so on. There is a table under somewhere in the beginning of the equipment section (mind you I don't have to book right now), and that table shows that how much your monthly income with the skill you have. Higher your skill the more you earn monthly (the more expert you are in your field). As a beginning character you might have a roll of 1d6/2 or 1d6/3 (if I remember correctly) how much monthly payment you start with. I think there was an extra rule that you could start 10,000 Euro spend on Cyberware but that cost you something special (like having someone control over your cyberware, you are monitored, a criminal organization is hunting you, etc). Now, before you start you have to think what kind of group your players would be. If they would be criminals you might restrict them to start with a cop, nudging them to play a Fixer, Techie, Solo, Netrunner and any other more free profession. But perhaps your cop is in undercover mission? No one else knows he is a cop? Maybe later on to avoid your players to shot down your cop might switches sides or reveal his true identity and work as a double agent? You could have a corporate centred group as well, perhaps they are a small security firm, even a kind of mercenary corp. There would be a Corporate Executive, a Cop specializing in the law side of the business, a Solo as a muscle, a MedTech as a doctor, Netrunner for hacking, etc. Or you play as a police task force, perhaps a swat like team specializing to take down cyberpsychos. You might have a cop, solo, even a media (to broadcast to a network the show) in the team. I run and played Cyberpunk in the 90s too. I found that it is quite important to establish the power level and the aim of your games and restrict the gear, skill accordingly. You want to keep your game street level, having gangs, drugs dealers, turf wars around? Restrict the starting skills around 6 and ask the characters to justify their levels. Having 6 in General Knowledge for example it means an university education (perhaps even Phd), imagine someone starting with 8-9. Having 5-6 in your handgun would mean you are an experienced combatant, a good military training, etc. Also restricting the starting Specialty skill gives them less money to start with and les likely they would be cyberpsychos. You want a high scale combat with almost superheroes? Give them extra cash for cybertech, perhaps even extra skill points in the beginning. Hope that helps. If you have more questions feel free to ask.