/r/cyberpunkred
Welcome to Night City, punk! That's where players and GM discuss the Cyberpunk Red pen and paper RPG.
Cyberpunk Red is a continuation of the legendary Cyberpunk 2020 roleplaying game, with updated rules and storyline.
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/r/cyberpunkred
this is John, my first character for cyberpunk:red
I planned him to be a medtech, and after some thinking, I decided to make him look like this
Obviously inspired by Jonh Ultrakill
Heya Chooms, I'm chillin in florida [est] schedule pretty flexible, might have a friend or two looking to merc. Hoping to find a GM, a party, or even just a Solo or two. Feel free to DM me if you're interested in getting a game together or if you have an open spot.
As the title says i never found this gun worth the trouble to an typical Edgerunner to get 10K to buy this iconic gun.
As a Exotic VH Pistol with 5d6 damage and an Smartlink Attached its a too weak comparing to other weapons category worth this value. Gods even outer handguns are much cheaper and better options like the Militech Perseus doing 4d6 ROF 2 damage and costing half of gun's price, and even Magnum Opus Hellbringer doing the same amount of damage and costing 1/10 of its value.
With the CEMK in mind and also using something similar to Cyberpunk 2077 , and lorewise i think something like an VH Pistol with 5d6 damage and with an Tech Rebuild would be more reasonable. Or maybe 4d6 ROF 2 and Tech Rebuild.
What do you fellow GMs think about this?
Been a while since I've done a What Can We Steal From... post. I think the last one was Blade Runner and that was a game I wasn't super in love with. Still, there great games all over the place, and one of the things I've really loved since jumping into Cyberpunk is that it opens up a variety of modern games (that is to say, games set in the modern era) for me to draw inspiration from.
Night's Black Agents by Kenneth Hite is one such work. Published by Pelgrane Press and using the GUMSHOE system written by Robin Laws, Agents is a game where you play retired spies who find out vampires are real and you have to stop them. I'll pause to let that seep in.
Yes, it's weird. It gets weirder. You (the GM) can customize your vampires to be anything from hyperspace-travelling interdimensional aliens to Cthulhu-esque monsters to classic walking corpses damned by God for their sins. Or all of the above.
Speaking of vampires, corpos! I've always found corpos in Cyberpunk to have a vaguely vampiric affect - they can command vast legions, they're slowly sucking the vitality out of the world, they have vast quantities of wealth and privilege, and sometimes they sparkle. More interestingly, they're always up to something shady, and they're trying to keep it quiet from society, so infiltrating these conspiracies leads to heists and hijinks for the players. "Infiltrating conspiracies to do heists and hijinks" is where this game lives, so I think it has a lot to teach us about new ways to run Cyberpunk specifically.
Sadly, due to the ways the GUMSHOE engine works, there's very little you can steal 1:1 and just drop into your game the way you can with Cities Without Number, for example. Most of what we find in Agents really helps the GM, not the players, so it's right up my alley.
One thing I'd like to call out is that the GM advice in this book is top-notch, and it's generally worth a read even if you're aren't planning on running it.
Modes of Play: One of the really interesting things about Agents is that it specifically calls out the variation in its source material. This game leans into spy thrillers, and its default state is a cinematic action thriller. However, you can play it as a gritty low-fi espionage game, a game about slowly escalating psychological trauma, or a game of full-on paranoid conspiracies where nothing is as it seems. Agents calls these out specifically in the game by having different modes of play, and then giving you a suite of options to "turn on" during the game that change the experience.
I think something like this is already present in Cyberpunk, but it's not as well called out. I'd prefer to have something that's like an "heroic action" mode, a mode emphasizing the questions of humanity, etc., that we can explicitly bring the fore by introducing optional rules for the game. In short, I think we can look at packages of rules changes designed to accentuate certain facets of our Cyberpunk experience.
Pyramids: The biggest revelation for me as a GM when reading this book was the pyramids. Hite cleverly sets up two fascinating game structures: the Conspyramid and the Vampyramid. The Conspiramid is a node map, detailing a whole vampiric conspiracy. He structures it across multiple levels and then ties each level to a steadily-increasing "base difficulty" that means higher-level nodes will be harder to suborn. As an example:
As all GMs know, \"Immortal Nazi Assassin\" is required to be on all conspiracy org charts
Now, you might think, "Great, when am I going to use this? I never get to have vampire conspiracies in my game!" However, Mr. Strawman, think about the ways you can leverage this for all the stuff that is in your game. Corporate organizations, military units, government conspiracies, etc., can all benefit from this kind of layout! But there's another benefit to the Conspyramid that Hite calls out - it's basically a story map. It takes the "beat-focused" plot mechanics of Cyberpunk, strips out the assumptions about rising and falling action, and then organizes them in a way that is easy to run when the PCs approach the problem. It creates a situation, not a plot, and that situation has multiple routes through that can be approached with almost infinite creativity.
Even better, however, is what Hite does with pushback. See, Hite wants the vampires to have a way to escalate their response to the PCs, so he created what is essentially an algorithm to guide the GM on what the bad guys' responses are. Thus, we get the Vampyramid:
See? Your math teacher was right; geometry *is* fun!
So, how does this thing work? Well, its tied to the Conspyramid and the player's actions on it. If they've hit a first-level node, you use a first-level response. If the PCs have unlocked a third-level node, then third-level responses are now on the table. Responses are never re-used, and vampires always have access to level-one response options if needed. These are also really creative - see "Haunt Agent:"
The conspiracy puts the full court press on an agent. Every supernatural trick in the book gets unleashed in an attempt to simply drive the agent into retirement or insanity or both. (This may be accompanied by rumors spread through the agents’ Networks that they’ve gone around the bend.) A ghostly asset like a murony or bhuta is ideal for this assignment; something the agents can’t simply shoot off their back.
That's great. It's one thing to kill the PCs; it's another to convince their own allies the PCs have gone bugfuck nuts, especially in a world where MAXTAC is a thing.
One of the things I noticed early on in the Cyberpunk community was that there wasn't a great agreement on responses to player ingenuity / cheek. About biweekly, I'd see some GM or another asking for help on dealing with players who ran roughshod over their bad guys, and at least 25% of the responses were "snipe them from long-range and murder them without giving them a chance to defend themselves."
I am, to be blunt, not a fan of this approach.
What the vampyramid does is hard-code when the PCs have "crossed the line," and creates a fun, naturally-escalating response series that flows organically from the PCs own actions, making them the authors of their own demise. This is absolutely brilliant and I love it. I've started incorporating these into every game I'm running from now on (where they fit) and I'm having a blast.
Tactical Fact-Finding: The last thing I think GMs can steal from Agents is a little piece of brilliance called "Tactical Fact-Finding Benefits." This gives mechanical benefits for actions taken beforehand, usually reconnaissance or preparation. For example, the game recommends that certain skills can trigger certain benefits:
Human Terrain can predict where the enemy will make a stand, or indicate likely key personnel.
Forensic Pathology and Criminology can determine an unknown monster’s attack pattern.
Traffic Analysis can estimate the reaction time of any offsite reinforcements, or even the size of the current garrison.
These are all married to specific actions the players may need to take, and give specific mechanical benefits. While we can discard the mechanics, I really like the idea of using non-combat skills during prep to give the PCs more options to solve problems. This lets me creates problems that are almost insoluble until the PCs start getting creative.
I think a player should be able to Tactics before a fight to figure out where the opposition is making a stand, or use Electronic / Security Tech check to tell where cameras are likely to be. I also like the idea of in-depth investigation of a specific NPC or situation giving the PCs a few benefits:
There's a lot to think about here, and I'm still tinkering with it. I generally prefer diegetic benefits to mechanical ones, but I'm branching out in my old age.
The Clapham Rules: Finally, there was one piece of fun advice for players in this book. Presented without comment:
Director = GM in this context; the adversary map is the player-created version of the conspyramid
Probably not unless you're planning to run it. While the advice inside is genuinely great, and the game itself is full of fun ideas, I don't think this is the same as Cities Without Number, etc., in terms of benefit. Still a great game, and still has plenty to steal, but doesn't have the same dollar-for-dollar weight.
Hey guys, I'm planning a solo campaign with my GF, and I'm wondering if you had any advice on which stories to start with.
I've read that The Appatment was good for newbies, but is it well suited for a solo campaign? (I'm planning on giving the PC an NPC or two, like a solo/medic bodyguard and a netrunner merc).
I've also got tales of the red, interface vol 1 and black chrome, of that's relevant.
Neon Future is a Westmarch style Cyberpunk RED server set in the 2080’s, featuring all your favorite generic and iconic weapons and cyberware from Cyberpunk: 2077. Put your weapons and chrome to the test with our Lethal Rules, keeping combat fast and deadly. Whether you’re a player looking to do highly combat oriented one shots in a voice chat over R20, or a purely Play-by-Post Theatre of the Mind game with more of an RP focus, there’s something for you in this grim cybernetic future. If you want to die in a hard and fast gunfight against gangers and a corporate armored transport, or just brood over a bowl of ramen in the rain with your chooms, head on over to the Neon Future!
We are looking for new players and GMs alike!
I find myself inspired to run a game based upon Bubblegum crisis 2040 using the cyberpunk red system https://www.youtube.com/watch?v=VrATMdEsr1I The remake of from the original 2032 series https://www.youtube.com/watch?v=v6DNqjCyA20
I feel the system at its high end could handle power armor characters and indeed prove compelling in a post apocalyptic (Massive eathquake) Tokeyo
Edit: answered
Hello everyone! Brazilian GM here.
I would like to know if there is any way to open an external PDF file (via the browser) using the Inline Web Viewer.
I didn't like the feature of opening PDFs using journals, because a sidebar always appears and I would have liked only the PDF screen to open.
In view of this, I saw in new FrameViewer('example.com').render(true)
a great solution to open a single page PDF, but none of the sites to which I uploaded the PDF allowed it to be embedded within FoundryVTT. What could I do to make it work? Is there a PDF upload site that would allow it? (P.S. I have tried OneDrive, Dropbox and Google Drive and in none of them I was able to get the PDF to appear, since these platforms require a login to view it.)
A screenshot showing the PDF uploaded in the browser and how it appears (or not) in FVTT.
I'm confused because I remember that in the netrunning rules its stated that you can't do a netrun on someone body part, but also the shielded augment for the cyberarm and cyberleg (not sure of the name, used translator to look up the english word) says that it makes it immine to EMPs and non Black Ice programs, so other cyberarms and legs are vulnerable to programs? How? I'm confused
Hi! Quick question, is the price for renting an apartment or studio per person or is the price for all of It? Thanks
So I've got an upcoming session where my PCs are going to be faced with something that's basically the trolley problem with flamethrowers. Wanted to get some feedback on my bad guys and scenario design here. *Specifically, if you were a player faced with this scenario, what are creative ways you'd try to resolve it?*
Backstory: Ardelia Howe is a Piranhas lieutenant who has command of a large shoal. She's a social worker turned drug dealer, and she's forcing people out of the neighborhood where the PCs are living in order to buy up their land. She's had run-ins with the PCs before, and they really hate her.
Previously, the PCs ambushed and took out a Piranhas collection team collecting protections money. The Piranhas have been canvassing looking for anyone who's seen their missing team. No one's come forward.
Ardelia's Plan: She's going to come down to the neighborhood with her full crew and a contingent of Piranhas. She'll drag everyone out of their homes and threaten to start burning down buildings unless someone talks. At least one NPC knows the PCs were going to meet the collections team.
Opposition:
Piranhas Support:
2d10 Piranhas street soldiers (stats as boostergangers)
^(.)
Ardelia's Crew:
Medulla: hp 45, SP 12, Tech Upgraded Improved Bulletproof Shield (25 hp), E-TACK Rapid Responder loaded with Incendiary Ammo. Handguns +14, Evasion +10, Athletics +8, Melee Weapons +9.
Firefist: hp 50, SP 12 (Tech Upgraded Subdermal Armor), Bulletproof Shield (10 hp), Martial Arts 4d6 damage (once per turn, can set a target alight if they hit them with a Martial Arts attack). Martial Arts (Karate) +14, Evasion +14, Athletics +14.
Brando / Sando (stats apply to both): hp 40, SP 11 (Light Armorjack), Flamethrower, Incendiary Grenades x2. Shoulder Arms +14, Evasion +13, Athletics +12.
^(.)
Ardelia:
Hp 45, SP 17 (Tech Upgraded Light MetalGear - all stats apply -3 penalty; includes built in cybereye and cyberear options), Centurion Essentials Thermal Dagger, Very Heavy Pistol (Incendiary Ammo), Reflex Co-Processor, Trauma Team (Silver), Smoke Grenades x2. Melee Weapons +13, Handguns +13, Evasion +13, Athletics +6.
Note: This idea came out of a wiki dive into Doggerland and seamounts. So...yeah. It's weird.
Magma-Core: Breaking New Ground
Investment report by J. Jonah Jameson
A brand-new neocorp that's recently burst onto the scene, Magma-Core specializes in creating land. "Our VC sponsor said 'Land is the only thing they're not making more of,'" said co-founder Dickie Magma, "And we took that personally."
Using proprietary technology, Magma-Core creates a localized rupture down to the Earth's mantle, forcing up volcanic ejecta. Over time, they created the corporation's proof-of-concept island, Paradise, which doubles as the company's HQ. Given that it's land unclaimed by any nation-state, Magma-Core has thus far paid extremely little in corporate taxes, and their incredibly lenient and business-friendly adjudicators have created a stampede of companies being created in Paradise, even if they have utterly nothing to do with the island in actual practice.
Thus far, Paradise is relatively austere - it's all recently cooled lava floes. However, BioTechnica is rumored to be partnering with Magma-Core to start seeding the island with new flora designed especially for the environment. Current investors in Magma-Core (all holding non-voting shares) are a who's who of the business elite.
Magma-Core is currently estimating a ten-year development period on new islands, with that ten-year period creating a 1 square kilometer island, and more land requiring commensurately longer development periods. Unfortunately for new investors, Magma-Core have closed all new orders until they work through their current backlog; co-founder Lauren Core estimates at least 40 years until they are open to new entrants.
Magma-Core was developed by two earth-science majors with a passion for geo-engineering: Dickie Magma, and Lauren Core. Magma is the face of the company, with his custom biosculpting job that makes his hair look like flame and chemskin that evoke a lava-esque appearance drawing all the attention. However, Lauren Core seems to be the stable mind behind the corporation, handling all the day-to-day operations, and with most of the company apparently loyal to her.
The company is already developing a reputation for ruthless business practices. There are rumors that an industrial espionage attempt ended with the perpetrators being dunked in lava. An environmental lawyer who apparently wanted to raise concerns about the company destabilizing the Earth's crust has similarly disappeared before he could be interviewed in Night City. Magma-Core denies any involvement, and has made an ironclad case that the lawyer was kidnapped by criminal gangs, but rumors continue to swirl.
Not helping this reputational issue are two new developments. The first development concerns Magma-Core's internal security personnel, who were issued new weapons and uniforms recently. All personnel now carry the Centurion Essentials Thermal Dagger and either a flamethrower or heavy sidearms with incendiary rounds. Their uniforms, meanwhile, are flame-retardant but also feature LED lighting that resembles a lava floe midstream. The second development are rumors that Magma-Core are also developing a way to weaponize earthquakes and volcanic eruptions to target urban centers as a sort of "geo-nuke."
If true, this would make them a revolutionary innovator...and incredibly valuable as an investment. This report cannot confirm rumors that Saburo Arasaka has recently taken a position in Magma-Core's stock through various deniable shell corporations. If true, however, MiliTech is certain to be scrambling to obstruct Arasaka's acquisition of more new weapons.
So I've had a few interactions over the last few days with folks who think that melee combat in RED is too efficient. Personally, I think it's nicely balanced against ranged combat, but I wanted to do some thinking about how to make melee more costly (and therefore less incentivized) for the player.
Note 1: This isn't about punishing players for choosing melee; none of these options should act as a "hard counter" for melee-specialist characters. It's about making melee just a bit more painful to get into, so that ranged combat looks a smidge more promising.
Note 2: I'm not balancing any of this for players. RTal didn't balance the Swarm-thing in Ripping the Ripper, or anything with Smasher in the CEMK. If you use these, you should really only use them on Hardened Mini-bosses and better, and I recommend having them include a self-destruct option. Ergo, no costs or Humanity Loss are listed, because if you want your bad guy to have these, just give them to 'em.
Note 3, Edit 1: As u/SeditiousVenus pointed out in the comments, I didn't make clear that these are meant to be used in isolation. I would not give anyone multiple options from this thread unless they were intended as a walking middle finger to a specific player (you know who you are, Dan).
Cyberware:
El C.I.D. System (Internal Body Cyberware)
Designed by a Spanish company out of Valencia, the El C.I.D. (Close-In Defense) System emits ultrasonic waves that make anyone close to the user extremely nauseous and off-balance. Anyone within 6 meters of the user (except the user, and anyone with Level Damper cyberware) must succeed at a DV 15 Resist Torture / Drugs check, or take a -4 to all rolls relating to melee combat or evasion. If they succeed on the check, they only take a -2 penalty to all rolls related to melee combat or evasion.
Hellfire Jets (External Body Cyberware)
A series of jets and nozzles that run just below the skin over much of the upper arms and torso. When the user rolls initiative, CHOOH2 is pumped through these nozzles and blasts flame out of them. This destroys any worn clothing or armor, but means that anyone standing next to the user at any point during the user's turn takes 4 points of damage and is set Strongly On Fire.
When the user suffers a critical hit to the body, the damage done by Hellfire Jets is halved until the system can be repaired (which takes 6 hours and a skilled Tech). If the user suffers a second critical hit to the body before the system can be repaired, the Hellfire Jets explode (as Incendiary Grenade, centered on the user), and must be replaced if the character survives.
Gear:
Bitch Mittens (Smart Gloves)
These enormous smart gloves resemble huge gauntlets that reach up to the wearer's shoulders, and count as a Very Heavy Melee Weapon with three options for Cyberarm slots. When Bitch Mittens are worn as a pair, they act as if they had ROF 2, and any successful attacks by the wearer using the Bitch Mittens force a target back 1d6 x 2 meters and knock them prone. Any options stored in a cyberarm or meat arm the Bitch Mittens are being worn over are inaccessible while the Bitch Mittens are worn. Bitch Mittens can be used with the Melee Weapon, Brawling, or Martial Arts skills. Bitch Mittens cannot be concealed when worn.
Yes, it's Vi's gloves from Arcane. I know, I'm an uninspired hack. My mom still loves me. Yes, I know we also don't mess with ROF. Except there's already a way to get ROF 2 4d6 melee damage - and this is really just that with a forced movement rider. I did recommend you put a self-destruct on these.
Martial Arts Options:
Retaliate (Shared Special Move - All Martial Arts gain access if they've learned this technique under a master who knows it)
When a character who knows this move is targeted by a melee attack (including Martial Arts, Brawling, and / or Melee Weapon attacks) and missed, they may immediately deal 2d6 damage to the character who attacked them. This special move may only be used once per turn.
Merry Christmas, ya filthy Animals.
Premiering at 19:00 PT sharp!! The thrilling conclusion of our holiday special featuring JonJon The Wise!!
Does cyberpunk red have a players guide or is it just the core rule book? Didn't see one on the site but thought I would ask here.
I'm making a "door kicking" play list for my rocker boy for him to blast from his poket Amp for when the party inevitably gets into a shoot out.
In game its supposed to be made by my characters brother during the 4th corpo wars. Made up of "classic rock" to get into a shoot out with.
So the songs need to be pre 1992 at least.
I've so far got Black Betty, Kick start my heart, Shoot to Thrill and Paranoid but could realy do with a few more!
Let me know what song recommendations you have!
(I have made alot edits since first posting this, as some of my assumptions were tested)
So, its just a little thought experiment that me and my friend did to see how far can you push the "flavor is free" mentality with Cyberpunk RED. And, thankfully, the game openly encourages it. Im not necessarily bringing anything new here, but we found it fun to reimagine the exesting mechanics with a new perspective.
To those of you who want mechs in the game, check this out.
Compact Groundcar + Heavy Chassis + Bulletproof Glass + Combat Plow or another layer of glass.
Then you can additionally buy one of the onboard weapons for 1000eb from your character creation funds when you're out of nomad points.
Neural Link + Interface plugs for another 1000eb allow you to pilot your mech and fire its weapons at the same time, a heavy chassis narratively gives you an ability tow and carry objects up to 10 tons, and a combat plow allows you be careless with your piloting and leave heavy collateral damage on the structures if you wish to make an entrance. This setup gives you a good degree of flexibility with your actions.
I havent done the math of what would disable the mech faster, killing the pilot in laj and behind bulletproof glass, or killing the hull of the mech. But my guess is most enemies will be trying to shoot for the pilot, with some collateral damage hitting the mech, so both heavy chassis and bulletproof glass are very useful for keeping the mech operational. Its not alot, but its your second skin that allows you much more staying power in the fight, and it carries your payload for you.
What you absolutely cannot make this work without is a music player + pocket amplifier combo for 100eb to blast Delta - Danger zone in a 100m radius around you for extra intimidation and team morale.
As for size. A normal groundcar is usually 2x6x1sq or 2x8x1sq in size, judging by official maps. So its safe to assume that a 2x2x2sq or 2x2x3sq for our machine is reasonable.
You can ditch the heavy chassis to instead go for a flamethrower at the back, for those smartasses who want to outmaneuver you. You can "open the engine exhaust and vent the heat".
With this you get a bulky walker machine, armed with heavy weaponry, an ability to demolish walls, a towing winch which could be reflavoured as a manipulator arm that can clumsily manipulate the scenery, with 70 HP hull to carry it all. And if im not wrong about this, you can fire the onboard weapon as an action, and then use your interface plugs to pilot your mech into ramming for free. Be aware however, as ramming is more effective against structures and other vehicles, rather than foot enemies.
Besides, you certainly lack a certain level of protection without some of the benefits you get at Nomad lvl 5, so have no illusions, you are not bulletproof. But 15-30 temporary HP and an insane increase in maneuverability is certainly worth it.
If you can part ways with some of the upgrades and cyberware, you get a chance to have a friend instead. You can spend all of your 2500eb you get at character creation to buy a NET architecture with a DV6 control node and an Imp demon, which will allow you to transfer control of the mech's movement, crane and possibly even weaponry to the Imp to handle while you do something else. Although you have to find a way to give your Imp precise orders, via an agent of some kind, or perhaps a very cheap cyberdeck (you dont have to do anything netrunning related, only jack in to have direct communication to the Imp), otherwise the GM has a the right to roleplay your Imp without any tactical consideration.
As soon as you reach a Rank 5 nomad, the horizon of mecha building dreams expand into infinity, with rocket pods, miniguns and hoverjets.
However for this to work as intended, a couple of things need to be assumed and agreed upon with people at the table. First, you cant just start, stop, turn and change direction so easily in a groundcar. You're still operating under the rules of maneuvering, so keep facing in mind. If we start to turn, spin and backflip at full 20 MOV speed it would make sense for the GM to demand driving maneuver rolls to not crash your mech into a building. If you want to be able to climb obstacles and treverse difficult terrain, it would also make sense to upgrade your mech with hoverjets to sidestep this issue, or make use of the crane to pull yourself through, although its not going to be easy or fast.
And with this, you can get yourself a very own architecture demolition engine right out of character creation... if your GM allows it.
I hope you enjoyed this little experiment. Suggestions and criticism are welcome.
Something to take note of, you are unable to replace the parts of your mech through family favours that you bought with your cash, only those that are covered by the Moto ability. You have to repair them individually, or purchase them again, if you do order a replacement. So you can take on the responsibility to recover and repair your workhorse yourself, with a DV17 check that takes a week to complete (p. 140 sidebar). This will restore it to full health and capability! This actually sounds very reasonable considering how much you're getting for it.
Somewhere in a PDF I came across a section that talks about how you can style multiclass characters and it was like 'the private investigator lawman/fixer' or something like that. I've been looking through the core rulebook, black chrome, edgerunners MK and various free dlc pdfs and now I cannot for the life of me find it again.
My wife is a bad influence.
She was clicking through names for her new character on the Companion App, and several of them straight up sounded like male stripper stage names. So I started thinking about a crew of all stripper vigilantes who fight crime after their shift is done, and it occurred to me that I was basically making the Justice League. Right now I've only got three, but I wanted to share them for a good laugh. Make some more and post them in the comments if you want to keep this very poor decision-making going. I have only one rule: No FBCs - it's lazy.
Nota bene: None of these are Justice League lore accurate, for obvious reasons. Superman doesn't really work in a Cyberpunk world. But you can get close (ish).
Vigilante Name: Mighty Guy
Stage Name: Charging Chuck Steele
Actual Name: Clark Kentley
RP: The world's biggest (in both senses of the word) Boy Scout, Clark is known for providing solid community service during the day, and getting excellent tips from his fiancee Lois at night. Just a real nice Midwestern fella who doesn't like bullies.
Cybernetics: GMBL x 3, Linear Frame Omega, Tech Upgraded Heavy Subdermal Armor (SP 14), Cyberlegs x2 (Jump Boosters x2), Cybereyes x2 (UV / LL / IR)
Skills: Mainly relies on Brawling, but has a sideline in amateur journalism.
Vigilante Name: Flittermaus Man
Stage Name: Hans von Manschaft
Actual Name: Willy Brandt
RP: A dark and brooding gentleman, Willy combines "I'm terribly damaged" with high-class manners and a Cambridge accent. Incredibly rich, Willy scorns cybernetics in favor of only relying on gear and his own skills. Despite his wealth, he still works at a strip club, probably as a way of working through the intense guilt he still feels over his parents' deaths. Nights when he's on stage draw a crowd of wealthy corpos.
Gear: Grappling gun, multiple Light Melee Weapons he throws (Aimed Shot to the Limb) to disarm his opponents, Tech Upgraded Heavy Armorjack with integrated Smart Glasses, Smart Ears, and Smart Gloves. Also uses flashbang and smoke grenades.
Skills: Heavily relies on Martial Arts and Athletics (to throw his Light Melee Weapons).
Vigilante Name: Ocean Dude
Stage Name: Manley Mounts
Actual Name: Twink Diggins
RP: A friendly Nomad kid with a penchant for sorting out trouble, Twink came straight out of Hawaii and started making a name for himself among some of the Sea Nomad clans, eventually settling down in Night City. Stripping for him is a sideline for his main job, which was freelance water rescue and exploration work.
Cybernetics: Gills, Cyberlegs x2 (Web Feet), GMBL x2, Cybereyes x2 (Radiation Detector, UV / IR / LL, Micro Optics), Radar / Sonar Implant, Subdermal Armor.
Skills: A strong melee contender who can fight underwater just as well as he can on the surface, Twink generally relies on heavy Brawling and Melee Weapons usage (with his EQ VH Melee Weapon - a trident). Rumor is that he's acquired several Cyberpets from BioTechnica, including a pair of cyberdolphins, a rumor that has triggered a quiet and very ugly war against notorious conspiracy theorist Toggle.
Hey all. Thought I'd share a sandevistan homebrew I made for my campaign, it might not align with Cyberpunk RED's system that well but I still tried to make it a fun cybernetic to use.
Sandevistan
Cost: 1000eb
Humanity loss: 2d6
Foundational Cyberware: Neuralink
Description: This cyberware is attached to the user's spinal cord and connects to their Central Nervous System. It allows the user to move their bodies at such a high speed, that they perceive the world around them as slower than them. However, this takes a toll on their body.
Technical description: As soon as this cybernetic is used, the user gains one extra action and their move counter is reset. Activating this cybernetic does not count as an action. On the first action that they use their sandevistan, time slows down to a halt and their first attack will always be a guaranteed hit, however they cannot use weapons while in this state and must only use Melee, Martial Arts or Brawling attacks. On their second action, they may use their turn as normal.
On each use of the sandevistan, there is a price to pay (This is mostly inspired by edgerunners):
1st use: Nothing happens, cyberware is used as normal
2nd use: 1d4 HL
3rd use: 1d6 HL
4th use: 1d6 HL + 1d6 Damage to HP
5th use or more: 1d10 HL + 2d6 Damage to HP
The use counter can be reset sleeping somewhere with average quality (Cuber hotel) or higher, or through standard humanity loss therapy.
What do you guys think? It works well on my homebrew campaign, and maybe if somebody wants to try and adapt it to fit their likings, feel free!
I was reading cyberpunk red book on the side i read the n54 shows and they have a show about a isekai lmao while reading caught me off guard
The text (excuse my poor writing skills) explains the groups motivations
A militia of Nomads, composed of a union of numerous clans who roamed numerous areas in West Cali and East Nevada during the 00’s, 10’s and early 20’s. Many of these clans were farming families who, following the region’s continued ecological collapse, either had to abandon or sell their land to agricorps. With no other alternative, they began roaming the collapsed infrastructure of a fractured America.
They officially formed at the beginning of the 4th Corporate War, with the clans having a common disdain for corporate influence, and an ambition for power themselves. While the major corporate powers were concerned with fighting each other, the nomads seized seemingly worthless or outdated assets such as outposts, warehouses, oil rigs, and other assets from minor corporations and raiding convoys for supplies & weapons, and then seizing their vehicles. Slowly, the group grew their influence and ranks across large swathes of land they controlled, however even the deserts of the West were laid to waste by the war.
Following the end of the war, the militia maintained control over the areas they controlled, eventually establishing a genuine administrative capital in Las Vegas, the group being welcomed on the terms that they helped rebuild the area, which had seen many battles. The group went above and beyond, enforcing law, providing public services, creating a defence force to fight back against groups such as booster gangs, the group represented a return to democracy, something that was unusual in the time of Megacorps ruling the world.
The militia, now renamed to the Republic of the Great Basin, controlled Northwest California, Southwest Oregon and most of Nevada, except the little pointy segment at the bottom. The state staunchly resists corporate influence, instead nationalising majority of its assets, such as agriculture and industry, resulting in an extremely centralised state, that can rival its neighbours of fractured US states and the Pacifica Confederation. The exception to this is in 2040, where Corporations were allowed to establish "embassys" in a special economic zone located on the Strip.
Anyone have any ideas for gigs set within it's borders that see PC's allied with them, and helping them rebuild their state and fighting against corporations maybe?
Been using it with my netrunner and usually if he spends all his luck he can manage to secure the check and get control of vehicles or drones. Really cool things can happen as he can use this vehicles as weapons crashing into the enemies, etc (as long as he has some TECH points).
Any other must have Quickhacks that are not on CEMK? Let's share some homebrew ideas.