/r/cyberpunkred

Photograph via snooOG

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

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1

Any shot I can find I game? 16M.

Seems like every game is 18+ or 21+. Its not that I dont understand this, just a bit frustrating. Anyone know where I can find a CPR game? R Talsorian discord is a lost cause.

1 Comment
2024/11/15
21:21 UTC

0

Tried finding EskieMoh's Macros and what happened to the RED Foundry Discord?

Forever Ref here and I'm trying out Foundry and saw the awesome sequencing and work done by EskieMoh, but it seems like all links to the Discord that hosted them (Cyberpunk Red FoundryVTT Discord) are now dead.

So is there a new link? is it dead? ... does anyone have the codes/sequence/macro and art?

https://youtu.be/C2NpQnf9ByU?si=RAs8G0NfnNXFRzDN

5 Comments
2024/11/15
17:25 UTC

13

Ezra Prazerez, a Netrunner NPC for a campaign set in LA

0 Comments
2024/11/15
16:14 UTC

4

Actual Plays and where to find them

Hi all!

Basically the above, I'm going to be running cyberpunk red soon, and I'm familiar with the rules at this point, and already very familiar with the setting. I'm basically looking for some actual play campaigns I can watch to watch some actual combat, gigs, etc in action, see how they tend to flow, and gives me something to watch.

Any recommendations?

2 Comments
2024/11/15
11:45 UTC

2

Skill of Gang Knowledge?

Hello chooms. Can you help me with a skill name which is knowledge of gangs. For example when a PC saw a gang’s logo or appereance which skill check that it going to take. Or when a PC wants to know what job that gang do usually what check needed? I couldn’t find out. Is it local expert? I know it is not streetwise, because its a social skill. I want a education skill. Yeah thats what I am looking for

11 Comments
2024/11/15
08:05 UTC

33

How to justify disability ?

I wanted to create an ex-corpo fixer who was betrayed and had an accident wich forced him to use a cane. But why ? in this era surgerie and hospitaisation is cheap and quick so how can you justify the esthetic?

Also my friend create a tech who's brother lost the use of both of his leg, and my friend's character want vengeance (obviously) but also the money to help his brother recover, how to you make a goal like that take more than 3 medium gig to complete?

12 Comments
2024/11/15
05:19 UTC

3

Sets of Challenges

First off, if the names Stitch, Bear, Solstice and Scout ring a bell for you, then scram. This post is not for you.

For everyone else, I've got an idea to put my PCs through a ringer to get them a thing one of them wants. The things I'm specifically thinking about are what challenges to put in front of them, and how to make spectating interesting. I need some help spicing these challenges up.

One the PCs, an Exec, is a little camera-shy. I was going to offer biosculpting as a way to disguise himself (thanks, Devil's Cut adventure!), but also that if he didn't want to participate, he could find ways to wreak havoc behind the scenes.

Setup: This is part of a game show called Naked & Afraid. The PCs get dropped into a gauntlet of challenges and must complete them in a set amount of time. They have no gear, no weapons, and no clothing besides underwear - it's just them and whatever chrome they've chipped in. The stakes are life and death.

Krang: The PCs have limited time to complete this mission. Krang is a full-body conversion who will chase them through the obstacles (stats as cyberpsycho with FBC traits). The PCs have a 10 minute head start. Because Krang isn't being paid to hurry, he takes 5 minutes per room to pursue the PCs. Once the PCs reach room 5, he takes 30 seconds to clear each room. The PCs know Krang will be released, and that he way outclasses them.

Twist: Obviously the studio execs want to see people splatter, but not until the end so you get people invested. The last room is rigged against the PCs, and the execs are trying to get at least one person killed.

Room 1: Splatterball - A rectangular room, about 20m long x 10m wide. The walls and floor are bone white tile and the only things audible are the hushed breath of the audience and the MC's cry of "LET'S GET READY TO RUMBLE!" There's a pedestal about halfway down the room, holding an orb about the size of a bowling ball.

  • The pedestal holding the orb is marked by several deep cuts and is covered in thick sprays of dried blood.
    • The orb is surrounded by several small laser tripwires, invisible unless you have UV / IR / LL vision. Getting around the tripwires requires Contortionist DV 11.
    • Grabbing the orb without being able to see the tripwires guarantees the tripwires are triggered, which causes a huge pendulum blade to drop directly at the offending PC (as Very Heavy Melee Weapon, DV 16 Evasion dodges). It retracts immediately; there are three such blades that can attack per round.
  • There's a door at the far end of the room. It is locked and made of Thick Steel Cover; only an orb-like depression is visible in the doorframe.
    • Placing the orb in the depression unlocks and opens the door to Room 2: Blind Archers
  • Searching the room hastily takes 5 minutes and requires a successful DV 15 Conceal / Reveal Object check
    • Result 16 - 17: A fake panel in the wall, hiding a machete (as PQ Heavy Melee Weapon)
    • Result 18+: As above, and another fake panel hiding a coffee can of non-dairy creamer (as grenade, but requires an open flame)

Room 2: Blind Archers - A large square room about 30m x 30m, with no cover, brightly lit. Several dead bodies are strewn about. It is flat, except for a 10m x 10m area centered in the middle that's raised 2m above the rest of the room. In the middle of the raised area stand three statues holding bows, facing outwards. There is a door at the far end, but a large blinking device the size of a refrigerator blocks it. The MC asks the crowd to please be quiet.

  • The three "statues" look like blindfolded archers. They are actually turrets operating bows. The Archers each have 30 arrows of ammunition. They are programmed to fire at any sound louder than a whisper, and have no visual targeting method.
    • They cannot fire into the crowd
    • Stealth DV 13 (every time the PCs take a potentially noisy action) to avoid being targeted, but the Archers only have ROF 1.
    • Combat Number 14, even those characters who can't dodge bullets can try to dodge these arrows.
    • Archer HP: 30 (each), SP 0; each can fire in all directions.
    • All spaces on the dais are rigged with loud noisemakers - stepping on the dais automatically triggers an attack from all Archers who haven't acted yet this round.
    • Each Archer has a key to disarm the bomb at the far end of the room, and another key to open the door to Room 3: The Floor Is Lava
  • Searching the dead bodies hastily takes 1 minute and requires a DV 13 Conceal / Reveal Object check. This is potentially noisy (DV 13 Stealth to avoid drawing fire from the Blind Archers)
    • DV 14 - 15: PQ Medium Pistol with 5 rounds of ammunition
    • DV 16 - 17: Zippo lighter (windproof)
    • DV 18 - 19+: PQ double-barreled shotgun with 1 slug and 1 shell
  • The large refrigerator-sized object is a massive bomb, rigged on a 10 minute timer. Without tools, it would require a DV 24 Demolitions check to disarm it. With tools, it would require a DV 17 Demolitions check to disarm it.
    • Detonation sends shrapnel across the whole area, DV 15 Evasion check to avoid (4d6 damage)
    • Archers can be used as human shields and absorb all damage
    • Can be disarmed with the key from one of the archers and a single action
  • The door to Room 3: The Floor Is Lava is locked, and cannot be opened without a key or an Electronics / Security Tech check (DV 24 without tools, DV 17 with)

Room 3: The Floor Is Lava - This room about 40m long and 20m wide. It is full of enormous carvings and obstacles. The floor is badly burned and charred. The door out is at the far end, about halfway up the far wall. A catwalk leads to it. As the PCs walk in, the door shuts behind them, and a strange liquid begins to be pumped in, appearing in color and viscosity similar to a lava lamp. The level rises quickly.

  • The liquid is a potent acid. Falling in it deals 3d6 damage and ablates any armor by 2 points.
    • The liquid rises at a rate of 1m per minute; the liquid does not stop until it has filled up to 12m above the ground.
    • The highest cover in the room is the catwalk, which is 10m above the ground.
  • The large carvings and obstacles can be climbed as normal, with a DV 13 Athletics check needed if in doubt.
  • The catwalk is in poor repair.
    • Whenever a character leaps on catwalk, there is a 1-in-6 chance that the catwalk floor panel they leapt on falls down; DV 13 Evasion check for the character to catch themselves.
    • Whenever a character leaps on the catwalk, a turret descends from above the doorway out and starts firing at any characters on the catwalk (as Medium Pistol firing rubber bullets, Combat Number 13)
    • The catwalk begins collapsing as soon as the door is unlocked (each character has a 1-in-6 chance for their catwalk panel to collapse as detailed above).
  • The door to Room 4: Baller Derby is locked (DV 24 Electronics / Security Tech check to unlock without tools, DV 17 with tools)
    • There is a key on the floor underneath the catwalk, but getting to requires swimming in acid for 2 rounds unless the PCs get creative.
  • Searching the room hastily a takes 1 minute and requires a DV 15 Conceal / Reveal Object check.
    • DV 16 - 17: Tech tools
    • DV 18 - 19: Set of Light Armorjack
    • DV 20 - 21+: 1 taser with single charge (can also be used to short out any electrical system with an Action)

Room 4: Baller Derby - This room is a circle, about 20m in diameter. The walls are perfectly smooth mirrored glass, and several blood splatters on the floor indicate where previous contestants have experienced bad luck. In the middle of the room, perfectly balanced on a spindle, is a massive black iron ball, about 6m in diameter. There is no door out.

  • The way out is one of the sections of mirrored glass on the east side of the room. Tapping the glass reveals this section to be hollow.
    • It requires 30 points of damage to break the glass; there is no door handle or lock to pick
    • Once smashed, it leads to Room 5: Is It Dead?
  • The black iron ball in the middle can be levered out of its spindle-holder by pushing it; no check is required. It will roll gently towards the walls
  • The walls that aren't the way out have powerful electromagnets to repulse the iron ball
    • When the ball hits a magnetized wall section, it rockets towards the other side of the room; choose one character in the room and have them make a DV 11 Evasion check to get out of the way
    • Anything hit by the ball takes 30 points of damage but no critical injury is possible; this damage is absorbed by armor.
    • Every time the ball hits two sections of wall that accelerate it, it returns to resting in the middle of the room.
    • There is a 1-in-10 chance each time the PCs lever the ball out of the spindle that it hits the exit wall section
    • If the PCs are using the ball deliberately to target sections of the wall, it takes 1 minute but requires no check to evade the ball

Room 5: Is It Dead? - This room is a well-staged charnel house. Five dead bodies sit on chairs in a line in front of the PCs. Each of them has an identical key around their neck. There is no door out.

  • The air in this room is slightly toxic; everyone needs to make a DV 13 Resist Torture / Drugs check or take a -1 penalty to all checks.
  • Corpse #1. Far right. Appears to be a well-burnt young woman.
    • Actually a flamethrower disguised in a dead flash-clone. Interacting with the body or the key at all triggers a flamethrower (Combat Number 13) that targets the person in front of the body and anyone in a 3m x 3m area around them.
    • Basic Tech DV 21 spots the flamethrower's fuel nozzle hidden in the chair leg and can kink it. Doing so takes 30 seconds.
  • Corpse #2. Middle right. Dead businessman with a bullet wound between his eyes.
    • Biotoxin bomb disguised in a mortician's dummy. Any MedTech can determine this is not a real dead person, no check required.
    • Interacting with the body or the key triggers a BioToxin grenade; a DV 13 Demolitions check and 1 minute can disarm the bomb
  • Corpse #3. Middle. Appears to be one of the PCs.
    • Electrocution trap disguised in a mortician's dummy. Any MedTech can determine this is not a real dead person, no check required.
    • Interacting with the body or the key electrocutes the person doing so; a DV 13 Basic Tech check and 1 minute can deactivate the trap
  • Corpse #4: Middle left. Appears to be a dead homeless person.
    • Actually a live homeless person dosed to the gills on a paralytic. Currently afflicted with rabies. DV 21 First Aid to recognize that they're alive.
    • No trap.
  • Corpse #5: Far left. Appears to be a mannequin.
    • Actually a plasticized corpse, and the only actual dead person here. DV 21 First Aid to recognize that they're a corpse
    • Skin covered in a fine toxin, touching the body or the key triggers a poison (as Poison Ammunition) that's absorbed through the skin.
  • Once all five keys have been seized, the door out is revealed; all five keys must be used to unlock it.
    • Using each key takes an Action

Spectating:

The audience can buy things for the participants:

Light Armorjack: 500 eb

PQ Medium Pistol: 500 eb

Bottle of synthbourbon: 100 eb

Techtool: 1,000 eb

5 rounds of ammunition for all carried items: 100 eb

Dose of synthcoke: 100 eb

Dose of Black Lace: 100 eb

In addition, each room has a control center, where the PCs are monitored during that room. The staff move from room to room as the PCs go along, so any rooms the PCs haven't visited yet are empty.

In one minute per control room, a PC investigating can find:

  • Locations of all potentially findable items (no check necessary to search the room, assume the best results if the PCs choose to search the room)
  • Nature of one trap or hazard in that room
  • Delay or hinder one trap or hazard in that room
  • Create an obstacle for Krang, buying the PCs an additional minute before Krang exits that room

Every minute a PC is in one of these rooms, there is a 1-in-6 chance that someone notices them, and demands an explanation.

0 Comments
2024/11/15
04:33 UTC

102

Make your assumptions about my new Exotic Fixer

41 Comments
2024/11/15
02:13 UTC

41

Ace of Diamonds

Donovan Napier, aka Puck or the Ace of Diamonds/Diamant.

Techie, handyman and thief.

4 Comments
2024/11/15
01:39 UTC

9

Invention balance inquiry

I have an invention idea that I need to document before it evaporates. Not sure how much it could tip the balance so I’d love some feedback.

Over•Armor Puffy vest armor enhancement. An extremely, uh… robust vest made to be worn over your choice of armor base layer(up to LAJ). It might be kinda silly looking, but it definitely helps. Just avoid sparks and heat sources. While you wear this item treat your body armor as having +2 SP(before halving, if applicable). If at the end of any turn you take burning damage while wearing an Over•Armor vest, immediately take an additional 2 burning damage, your burning catagory is increased by one level and the Over•Armor vest is destroyed beyond repair.

Might be good, might not be worth the downtime, not sure.

8 Comments
2024/11/14
23:46 UTC

62

[OC] "If you're planning on shooting down the drones, this is the best spot in the city to do it. I can't promise you'll succeed though. And stay away from the edge!" - Neon Skytop [18x22]

1 Comment
2024/11/14
22:42 UTC

89

What’s the drive for someone to play cyberpunk if “there are no happy endings” in night city?

So my cousin is a DM and he’s been having me play these fun combat encounters (is still working on a campaign) and during my first character creation I read the introduction to RED and about how much of a cesspool night city is and when it said that “there are no happy endings” it kind of got me wondering to myself “why would I want to play a campaign of this if it’s just going to end with my character dying or worse off than they were in the beginning?” So I wanted to ask you guys how do you enjoy playing the game if you’re already aware that it could be all for nothing?

117 Comments
2024/11/14
21:13 UTC

0

When you roll 1.

1 Comment
2024/11/14
17:58 UTC

10

Cyberpunk city

1 Comment
2024/11/14
17:25 UTC

86

3d Map Of Night City year 2045

21 Comments
2024/11/14
13:06 UTC

0

Any good cyberpunk podcasts that don't include an all white cast?

I'd like to have something to listen to while walking or biking but I don't consume content that doesn't feature a diverse cast.

Thanks in advance!

22 Comments
2024/11/14
07:59 UTC

2

Could the SlamDance ElectroMag shotgun be added to Foundry?

Could the SlamDance ElectroMag shotgun from TogglesTemple DLC be added to Foundry and if so how? It allows you to choose if the bullet will act as a shell or a slug before each attack.

4 Comments
2024/11/14
06:04 UTC

54

Hey! This is my first time playing the game and i've been really enjoying it <3 so i wanted to draw my character lmao || Context: Mali, a techie, she is going (next session) to fill a whole apt building with sleeping gas so her sociopath friends can get them all. I hope you like her!

3 Comments
2024/11/14
04:59 UTC

41

Roll20 landing page

Made this for an ongoing game. All on Canva!

5 Comments
2024/11/14
00:19 UTC

2

Cover rules

I was reading this old post:

https://www.reddit.com/r/cyberpunkred/comments/tixbfd/on_destroying_cover/

And it made me think.... Cover rules seem to be a little strange, and I think the book leaves a lot for gm fiat.

I was thinking, as the GM, adding SP to certain types of covers, or determine certain covers can't be destroyed by weaker means should be OK, right?

And I was also thinking about having a house rule where when the cover is below a certain HP (Say, 50%), there's an increasing chance a bullet hitting it and lowering its HP may pass through and hit someone behind it.

Like, I dunno.. like HP below 50% there's a 10% chance ,below 60% there's a 20% chance and so on. But then I thought the "You are either UNDER COVER or NO COVER AT ALL" rule exists exact to simplify this kind of thing and make combat faster, and you don't have to rule the cover is *destroyed* when the HP is 0ed, just "This has too many holes to be used as cover"

What do you think?

14 Comments
2024/11/13
22:15 UTC

5

How to create gigs that take longer to accomplish?

Just it. I'm looking for ways of creating gigs for my players that will probably take one week (in game) or more to finish.

8 Comments
2024/11/13
20:48 UTC

19

If you have a report you feel was not handled well...

If you have reported a comment or post and feel that the appropriate action wasn't taken, please reach out in Modmail about the issue with a link to the comment or post and we will take a 2nd look at it or discuss why we chose to not take any action

For instance, if you've reported the same person for their username a few dozen times to no effect, we'd love to hear directly from you about why

And also, please all don't feel this is any attempt to censor your complaints and issues, if you're unhappy with how something was handled in Modmail you're free to air that at your own discretion, we generally allow off topic posts when they're the vehicle of valid criticism

1 Comment
2024/11/13
20:44 UTC

14

Am I Just Stupid?

A While ago, our corpo patron Elizabeth sent her assassin/bodyguard to kidnap our rockerboy's younger sister. We aren't sure why she did it, but the sooner we find the kid, the better. Sentri (the rockerboy) wants her sister home safe, and my Media wants the kid's testimony for a hit piece to backstab the patron. Through my Investigation ability, we've narrowed down where the kid might have been taken to one of two places: "The Breaking Pit" or "The Royal Oubliette," places that execx have been rumored to send people they really don't like.

How are we supposed to find out where either of these places are? Both are secret facilities, so we can't find them through a simple agent search. Do we need to perform some sort of Library Search? Do I keep finding Leads through my Network until we find somewhere to go? Really wish I invested in Deduction right now...

8 Comments
2024/11/13
20:15 UTC

130

Sir Fixer AKA Fifi - our Edgerunners' rescue cat.

7 Comments
2024/11/13
19:28 UTC

45

Batman: Beyond the Red

I just had a fun idea that I felt I needed to share. Just sitting here listening to my superhero playlist, when Batman: Beyond's theme statted playing. It occured to me that Neo-Gotham, is very much a Cyberpunk setting. Its got folks with cybernetics implants, body sculpted furries, evil corporations, and enough noir lore to make for a fun game. Rope in some plot to justify a group of players working for Wayne and Mcguiness, now you've got a different spin on Cyberpunk Red.

Thoughts?

13 Comments
2024/11/13
19:19 UTC

19

Mister Rice Guy (Tales of the Red: Street Stories)

1 Comment
2024/11/13
19:16 UTC

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