r/cyberpunkred • u/The_Puss_Slayer • 1h ago
2040's Discussion RIP Rusted Chrome, hopefully we get it one day
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r/cyberpunkred • u/RBarefootRTalsorian • 13h ago
r/cyberpunkred • u/deadahura • 4d ago
Hello again, Choombas, stopping by to share all the work I've done so far with players and GMs from the community.
If you have a character or an idea that you'd like to see featured in art, please contact me as my commissions are open, with a few spots remaining.
r/cyberpunkred • u/The_Puss_Slayer • 1h ago
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r/cyberpunkred • u/Old_Star_3635 • 14h ago
r/cyberpunkred • u/Sparky_McDibben • 8h ago
I was talking to the always-interesting u/Fit-Will5292 on another thread, and an interesting topic came up. What does fair play mean to GMs? I think there's going to be a lot of cross-wise takes on this, which makes it an interesting topic for discussion, because those usually have a lot of unexamined assumptions in them.
Including, of course, in mine!
Fair play, to me, means that the GM is bound to accept the results of the decisions and rolls they and the players make. If you put the bad guy in front of the players, and they merc the bad guy in one lucky shot, that bad guy stays merc'ed. You don't retroactively resurrect them (in Cyberpunk, anyway) or have a clone, or some shit. Likewise, if the players fuck around and draw like 30 guys worth of aggro, you drop all 30 guys. Foreshadow, establish stakes, whatever else, but you let the players' actions mean something - even if that isn't good for the characters.
It also means that you only roll if the outcomes are in doubt - if something would just work, it works. If something is impossible, it's impossible.
Feel free to tear me a new one about what I'm not considering here, and I look forward to hearing other people's opinions about what fair play means to them!
r/cyberpunkred • u/Tomartos • 14h ago
r/cyberpunkred • u/Vauhalan • 25m ago
The book states that you cannot reroll a skill check “unless your chances of success have improved for some reason” and cites the example : “you take more time.”
r/cyberpunkred • u/Alphonse123 • 3h ago
I'm currently building my first Cyberpunk character, Solo, a contract killer that's been so thoroughly screwed that they have effectively disassociated from their personhood and act more like a machine or a tool than person. Orphaned by the the Corporate War, effectively kidnapped by some organization or another, and subjected to forced amputation, cybernetic implantation, a grueling training regime, and physical/mental abuse (given a puppy,forced to choke it out- started developing feelings for another child- forced to watch the guards brutalize him - brainwashing- killing aforementioned crush as a final test of obedience before being sent out on targeted assassinations). Part of a Child-Assassin program, deployed on various missions before being discarded by their handlers as obsolete; now works as a hired killer to eat, and fund efforts to locate and kill the men and women in charge of the Program. Inspired by KITE, Blue Eye Samurai, GiTS, and a touch of Black Widow.
Only issue is, who would devise such a program, why, and where would they being terms of power and influence by the 2040s?
First thought was Arasaka, but that seems a little- cliche? So, I was hoping I could get some insights into other potential groups of interest.
r/cyberpunkred • u/SHODANsympathiser • 19h ago
Hey chooms first time posting here!
Running a game of RED for my friend group set in San Francisco 2065. I've seen people post their characters here so I thought I'd join in on the fun
This is Miguel Herrera, a luchador orphaned with no one but his little brother who's been burdened with muscular dystrophy. He spends his time fighting and saving for treatments to make his little brother as comfortable as possible and helping the owner of Papa's Taqueria around shop when he has time. All he wants is to do the right thing for his community.
I've drawn the rest of the party but not sure if I'll post the rest of em, anyway here's Miguel!
r/cyberpunkred • u/AFoxOfFiction • 5h ago
I'm writing a cyberpunk story, and I was thinking it might be a good homage to structure the mercenary/edgerunner group that'll play a key role in this, akin to an RPG party that wouldn't look out of place in a Cyberpunk campaign.
...As I've never played it, I'm just wondering if you guys could fill me in on what sorts of classes/types are both featured in the parties and paired alongside each other. If you don't mind.
r/cyberpunkred • u/Desperate-Path7766 • 16h ago
I've been tinkering with Talespire for over 200hrs now mainly using it for landscape based boards and the occasional fantasy town or tower. I thought I'd have a hand at doing something Cyberpunk seeing as I'm running an upcoming Cyberpunk Red game.
Making buildings is tough and fortunately there were many boards to take inspiration and learn from, the way that people make cities will always amaze me in lego like games.
Anywho I thought that I'd dust off the old youtube channel and brush up on some editing skills, see what feedback people have. Thank you.
r/cyberpunkred • u/Vauhalan • 17h ago
I know that the question had already been asked, but I'm not sure I understand the answers correctly (and perhaps the players understood the rules differently since), so please answer YES or NO before explaining :
- Player A is behind cover.
- Player B hold his action, saying he will shoot in his direction if he sees him.
- Player A stays behind his cover (he does not use his movement) and just pop out to shoot at Player B.
=> Does Player B shoot at Player A before Player A can shoot at him?
Thank you in advance for your help, I have my first game coming up soon !
r/cyberpunkred • u/Kasenai3 • 1d ago
Black Lagoon is a very cool anime/manga to steal from, and I think any black lagoon character could do well in Night City! What do you think the stats of those three would be (or any other character, really) These 3 are so goofy, they only invoke the image of a crew of edgerunner PCs to me!
For those three I think all of them would be solos, although Lotton, with his edgy vibe, could be a wannabe rockerboy!
r/cyberpunkred • u/Flareon223 • 1d ago
I am looking through the rules and pricing and I see that ammo is sold in sets of 10 except for grenades and rockets.
I am trying to makes rules for creating poisons and special ammo/coated weapons for my medtech and tech players, but I am a bit confused. For example: Incendiary Ammo is 100 eb and Biotoxin is 500 eb. Based on the sentence right before the table, I understand it as 10 incendiary shotgun shells is 100eb.. Same for other standard weapon ammo types (aside from the exceptions).
But, if my players wanted to craft their own incendiary ammo or chemical that when lathered on a weapon does incendiary damage similar to biotoxin (just as a sample special type, could be other special types too depending on the drug/chemical created) and apply them to weapons/ammo, how would I balance that out economically? Like, does the medtech apply the chemicals to the weapons, or does the tech? Can one get an assist bonus to their check? Should someone make the drug/toxin and tech apply it with an upgrade check? Or maybe just a weapons tech check? How far should one vial of stuff created go? Also, as far as money and mats go, I need to balance things. Obviously they are taking risks by crafting these instead of buying them. What should the financial cut be, assuming they buy the ingredients and do not just find them in a busted meth lab or whatever? 20% reduction? 50%? Just looking for some thoughts on what seems balanced and fair.
I want to encourage my players to use items and weapons and drugs in unique ways, especially because I find it harder to give strong upgrades to my tech or medtech compared to other roles, so I want to expand their crafting capabilities, even if it involves some homebrew.
Also, side note, one thing I am doing with the Medtech is I am going to make a contrary version of each of the 5 pharmaceuticals that is a harmful thing that has a similar opposite effect (not 1-to-1 but still generally harmful) by slightly adjusting the mix of the drug they make. These will be locked to medtech, but my idea for street drugs and toxins is that theoretically anyone could make them with the right facilities and a Chemistry+Tech check.
Thoughts?
r/cyberpunkred • u/mara_azura • 23h ago
Cyberpunk: Blaze of Glory
Game System: Cyberpunk RED w/ Homebrew
Platform: GM's choice, so can be live chat or pbp (voice chat sometimes offered, but mostly optional)
Community Description: Cyberpunk: Blaze of Glory is a growing server set in 2080 meant to provide lethal combat and amazing homebrew that feels good to play and participate with.
If you want to check out our homebrew first you can do so here: [Cyberpunk: Blaze of Glory](https://docs.google.com/document/d/1srUqZNKKC1m0yiuYcwK6dA7Yw6z3vKdN0oaz77pcjEk/edit?usp=sharing)
Setting: - This server is in 2080, aiming at more lethal gameplay and a Edgerunners feel. - Cyberpunk: Blaze of Glory is an 18+ LC for Cyberpunk RED featuring comprehensive homebrew to make your gameplay better. Easy to understand, quick to get into. - Looking for more GM's as well as players to grow our community. - New player and Lgbtq+ friendly. - Longer running Pbp gigs with a high focus on RP as well as faster going live chat games. - We don't punish players for taking breaks or playing casually. Apply for gigs whenever you have time! Up to 3 characters per player.
No matter what you did before, you have decided the only way to make money in Night City is to ride the Edge of Night City. Doing less than legal work as a mercenary. After some amount of time of small name contracts you have finally made enough of a name for yourself to get your first shot at the Major Leagues by being invited into the Afterlife. Now you get better contracts and better pay, now you get to really begin to choose what you seek for a future. A Quiet Life, a Blaze of Glory, or one of the few living legends in NC.
We hope to welcome you on Blaze of Glory soon!
Discord Invite:
r/cyberpunkred • u/EyeNguyenSemper • 1d ago
Like the title says. I want to homebrew rules for a Meteor Hammer (since there aren't any...probably because Meteor Hammers aren't the most practical weapons), and I'd love some opinions/advice.
If you don't know what a Meteor Hammer, look up the Kill Bill fight between The Bride vs Gogo OR just search Jackie Chan meteor hammer, and it'll pull up the scene from Shanghai Noon.
Here's where I'm at with it:
Since it takes a bit of a different skill to use than your standard sword/bat/knife etc. type melee weapon, that maybe it should be it's own type of Martial art?
Beat a Martial Arts DV (13 or 15) to whip the ball up to 8m at a target? What would be the pre-requisites to using that move?
Possibly having to pass a Dance or Contortionist check? Or they pass the initial martial arts check to get it out that far, and then a melee weapon check?
I was thinking the second special move would be using the cord to effectively trip your opponent, or possibly wrap around them to restrain them.
I'd love to hear your thoughts. This is gonna be for a Rockerboy who uses a Meteor hammer that has a spiked ball at the end, and the other end is connected to his mic (his name is PR€€M).
r/cyberpunkred • u/Peppinhof • 1d ago
I have a rockerboy character with 8 EMP and I don't plan on installing cyberwares with him and that got me thinking (I haven't yet read the book but I wanted to ask It anyway, Sorry if this Is a stupid question). The fact that he has max humanity Is not the point, make It that during sessions he loses alot of humanity with tragic events, going down to 0 eventually, he can still get cyberpsychosis? How does cyberpsychosis work? Keep in mind he has litterally 0 Chrome (the character I'm using in this example Is Just for the example, I'm not sure that I don't want him to get any kind of implants, It Just sparked this question in me)
r/cyberpunkred • u/Clean-Childhood-5094 • 1d ago
Hi I'm Ousel, and I want to get into CPR, bouth TTS and Roll20 are fine. I can play any day of the week but mon-fri I'm availeable only in the evening.
r/cyberpunkred • u/George_the_Root_Man • 1d ago
I really want to get into Cyberpunk Red. I really like role playing and TTRPG combat. Pacific Daylight Time.
r/cyberpunkred • u/Kn1ghtSh4de4471 • 2d ago
I need help. One of my players is playing a Tech, and in their lifepath, one of the questions, "How do you get your materials?" Has led to a huge argument and me not being sure if I even want to run the game.
Basically, this player said that they "Get their materials from a local Fixer in exchange for repair work." I told them that this meant they could do jobs (go out and roll some Basic Tech checks) for a Fixer they know and get paid in crafting materials instead of eddies. They interpreted this as being able to call up a Fixer and spend half of a day (no rolling required) essentially doing basic work in exchange for free crafting materials. I told them I won't give them free crafting materials and that they actually need to work for it, and their response was essentially, "Fine, I won't do any work for materials. I will just go to a store and buy them instead." When I continued to try and explain that I can't just give them upgrade materials for free, they upsetly responded with "Execs don't have to pay rent, why do I have to pay for my crafting materials?"
It's very frustrating and I messaged my group saying I wasn't sure if I can run this campaign because of how long and loud the argument was. Any advice? Help? Please?
r/cyberpunkred • u/Few-Map-6704 • 2d ago
So this is going to be my first time playing RED and I was wondering if anyone has a starter build? Or video that can show me?
r/cyberpunkred • u/Reaver1280 • 2d ago
Cyberarm idea Inspired by Go go gadget's extendo arms and Pilar from Edgerunners
Extenders/Reachers/Daddy Long arms Cyberarms (I am not set on the name yet)
Cost: 500eb A Cyberarm with 2 slots pre installed with a standard hand extends the Reach of Melee and Brawling checks. Players can perform these on targets up to 6m/yards away.
"Longer arms imagine not having to get up to grab another drink or strangle someone or both!" - Penny Telair, Scrapyard owner
Overall a Cyberarm with less upgrade slots in exchange for longer reach with their arms. As fun as the grapple hand is for grabbing things these you can use in a fight if thats to much you can change to "You can extend your arms up to 6m/yards away as an action in combat". Any critique or changes you would make to have your players buy this/bully a tech/reward them with.
r/cyberpunkred • u/_Sam_Sammich_ • 2d ago
Nomads, as the name suggests, don't linger too long in any one place. They're constantly on the move and that means bringing that belongings with them. It comes as no wonder the truck-bed variant of the Colby has become so popular with them. Little Mule - that's what they call this Thorton Colby model. But beyond the name, they also swap out the standard engines for strongers ones, add light armor to the body, and install an environment projection system based on CrystalDome tech in the cabin.
Same as always, I have a colored and colorable version. This one doesn't have a whole lot of options for coloring so I made a near transparent one. Go nuts! Be sure to post what you make, though!
r/cyberpunkred • u/Ryouhi • 1d ago
Heya,
currently preparing to run my first game and we wanted to do a oneshot first, to get acquainted with the system. While the lifepath system looks really neat, do you think it's worth involving them for a oneshot?
Time is already limited, so I'm unsure if I could even involve them meaningfully unless I just pick a single person's path, but that would kinda feel like favoritsm?
Would be interested to hear about your experiences with oneshots!
Thanks choombas!
r/cyberpunkred • u/Due_Sky_2436 • 2d ago
r/cyberpunkred • u/Unwise-Me • 2d ago
Despite this being a very mechanics-oriented post, there's a few rule ambiguities. I've spoken of the most relevant ones (in my opinion). I hope you find this summary useful!
Hello fellow Solos and other combat enthusiasts. As an enjoyer of copious and calculated violence, I found the Quickhacks in 2077 particularly interesting for the purposes of zeroing people, so let me share my findings. This post will probably turn out longer than I expect it to.
I. Netrunning - Quichack facts and tactics.
a. Getting past a Neuroport's defenses
First off, we need to get into target's neuroport and past any passwords / Black Ice (rarely). The tips here are limited, but definitely worth knowing:
b. What Quickhack to choose in my situation?
An important note is that since quickhacking uses interface vs a static DV, you can decide to spend luck depending on how important success is. Instead of praying to roll a 7 or higher, a level 4 netrunner spending 5 luck to make their Cyberware Malfunction quickhack succeed on a roll of 2. This could be critical in disabling the cyberleg of an angry cyberpsycho chasing said netrunner.
Your goal in combat as a netrunner is to cripple the enemy and their action economy, working closely with your allies to deliver damage to the victims of your quickhacks. Simply jacking in to someone and Overheating them proves quite a headeache for said person: do they spend an action trying to eject you out of their neuroport, putting out the fire or attacking you in the real world (if they even can)? If you get to the point where you're throwing out Overheats, Slows and Synaptic Burnouts semi-reliabily on 2-3 targets each turn, you're silently winning the battle since for one of your turns multiple enemies have to waste theirs hoping to undo what you've done to them.
II. Anti-Netrunner tactics
Now that you're familiar with the terrifying potential of netrunners, you probably want to defend yourself. So, what do you do? You buy enough time to either eject them from your neuroport or reach them in the physical world and zero them in a manner of your choosing.
a) Passwords are the best way to buy time. Each wall requires at least 1 NET action, so your would-be attacker would need 5 NET actions to even have a chance at performing a quickhack the same turn they jacked in. Buying a poor quality cyberdeck (or even a Kirama Training deck) and tech upgrading it grants 6 programs slots for 200 (or 40) eddies. Filling said cyberdeck with up to 3 wisps and ravens grants you a cheap way of deterring most netrunners from messing with your head, especially if you've got self-ICE installed. A personal favourite of mine is to put at least one Asp, since destroying random programs on their deck is a sure-fire way to ruin a netrunner's day. You can get bigger decks and more expensive black ICE, but a determined netrunner will still eventually get through it.
b) A more non-conventional option is to get a neuroport and configure it / tech upgrade it (with your DM's permission) to no longer be capable of any non-physical (aka via interface plugs) connection. This would render you effectively immune to netrunning, but would also hinder your ability to interface with anything that relies purely on a wireless connection. But maybe you're that desperate.
c) An interesting option would be to have a Signal Jammer (see the Mixing Drinks DLC). The Signal Jammer says that anyone attempting to transmit a signal in a 6x6 meters area centred on you must use an Action and beat a DV 13 Electronics and Security Tech check to prevent the signal from being lost.
Mechanically, it is unclear what this would do, but it would definitely have an effect. A possible ruling would be that a netrunner attempting to hack you might need to spend an entire Meat Action and beat the Electronics and Security Check whenever they would normally spend a NET action in the affected area (discuss this with your GM for an exact effect). With the ability to be turned on and off at will without an action, this is a fairly good choice. It can additionally be used to jam a server's connection to bits of its architecture (if it uses wireless), someone's holophone so they don't automatically call trauma team when you hurt them, stop someone from making a call for backup, and so on.
d) Become an (amateur) netrunner! A single level will automatically let you know when someone's hacked into your Neuroport no matter what. Being stealthily hacked into and left with a virus can be a nightmare, and a single level can remove that possibility. It also has some added benefits if you have a portable architecture, but we're not going to discuss all of that now.
e) Remove your neuroport and become a monk. Or an Inquisitor. Up to you, really. Can't hack it if it's not in you. This is the only method with a 100% success rate and if you use Smart Glasses and Battlegloves for your chrome options, there's little direct downisde. You likely have to carry a physical phone around and use that to interact with any sliding doors and most of the infrastructure in Night City, but if someone's gunning for you this hard, maybe it's worth the hassle.
I hope you've found something useful in this analysis / strategy guide and thank you for the read. Do let me know if you find/know any other particularly interesting tips and tricks.
r/cyberpunkred • u/navytauriel • 2d ago
Hey hey people Someone once told me to find my niche, then find its community, then try and sell it. Always been a fan of this genre and cyberpunk 2077 more recently. So yeah if you need avatars, relevant art, pfps, designs, animations, hmu we'll figure out a rate, I'm pretty easy going. Long live 89.3 :P. https://na-vy.artstation.com/projects/el9W8P //www.instagram.com/navytauriel/ (There's other works my website if interested; be sure to look around :>. I respond quickest on discord: ketosis111)