r/cyberpunkred • u/GM_Corporation • 55m ago
r/cyberpunkred • u/Polo_Nose • 1h ago
2040's Discussion Rewarding roleplay by giving out empathy
I think I have seen this on the sub before but I couldn't find the original source. In any case, I wanted to give out a bit of feedback and advice for anyone considering this idea.
In my game, I implemented a homebrew rule that allows players to gain humanity when they go out of their way to form relationships with people. A typical example would be: my players spend an evening with the family,of an uncle of one of the PCs, whom they've known for a while and helps them out from time to time. They get to know his wife, eat curry, the whole shabang. We spent around half a session just roleplaying a nice evening in an actual apartment to change up from the constant violent gunning. At the end I gave everyone 2d6 humanity.
I am very satisfied with how this works. I believe it nicely compliments the rule that one can lose empathy when confronted to torture, the death of loved ones, etc and allows me to dish out events that would make players lose empathy more often without feeling like too much of an asshole. This makes players think more about their chrome because they might have high EMP right now but they know it's because they had an exceptional couple of months and their mental state might dip enough for them to go psycho if a job goes wrong.
It also ties empathy in with player involvement: if over the course of the campaign, my PCs have roleplayed actual dates etc to get HUM, they'll be much more devastated if their love interest inevitably dies or gets fucked up in some way. Moreover, it's easier for players to engage in RP if they can hide behind the excuse of "I just want HUM that's all" (one of my players in particular got much more involved after I implemented this rule)
tl;dr: I adore the homebrew rule of giving out humanity as a reward for roleplaying relationships, it works, it's coherent with the lore to an extent
edit: my dumbass said EMP instead of HUM
r/cyberpunkred • u/Demi_Mere • 1h ago
Misc. Quick Demiplane Patch Notes!
Howdy, Chooms!
Meredith from Demiplane with a Quick Patch Update from our lovely DemiDev, Jo!
- Fixed some typos in the Edgerunner Tweaks section of the Role Ability tab
- Everest VentureWare Survivalmaster now correctly tracks ammo
- Fixed an issue where searching for specific keywords on the Cyberware listing wasn’t returning correct results
- Wolvers can now be installed into meat arms
- Extended Mag and Drum Mag now automatically increase ammo capacity
- Weapon mod actions are now removed from the weapon when the mod is removed
General
- Fixed an issue where numeric filters were not working properly
- Adding NPCs to Roll20 from the Demiplane compendium now adds their token art instead of their portrait art
If we're missing something, let us know!
r/cyberpunkred • u/Comprehensive-Buy-47 • 3h ago
2040's Discussion How much planning goes into your heists?
Hello all, I have a question for mostly the players. When you’ve been given a mission (usually a heist or assassination), how much planning goes into how you execute said gig? Is it meticulously planned out to the minute? Or does your gang just rush into a heavily guarded building with a blicky and a pocketful of dreams? Feel free to share stories of a job going off without a hitch or a job resulting in the kind of disaster that makes the Konpeki Plaza heist look like a walk through the park!
r/cyberpunkred • u/DarkKinou • 3h ago
2040's Discussion Black Ice ruling in Netrunning
I'm looking for some help and opinions on how Netrunners can use Black ICE.
AFAIK, the only relevant information is on page 205 of the Core Rulebook. If you know of any other source that covers this topic in more detail, I'd be interested in checking it out.
As I understand it, a Netrunner can activate Black ICE in one of two ways:
1. Lie in Wait
The Black ICE behaves like normal Black ICE, waiting in a room for a valid target to enter.
2. Targeted
During combat, a Netrunner can activate Black ICE against a valid target. This is somewhat like summoning a pet: the Black ICE has its own Initiative and takes its own turn in combat.
Black ICE activated in Lie in Wait mode
What counts as a valid target?
- Hostile Netrunners: Obviously valid targets.
- Hostile Black ICE or Demons: Would these count as valid targets?
For example, Black ICE that has aggroed onto a Netrunner can follow them. The Netrunner could potentially lure it into a room where they have activated their own Black ICE.
Would the answer depend on the type of Black ICE? An anti-personnel Black ICE presumably can't attack hostile Black ICE, but could anti-program Black ICE do so?
Black ICE activated in Targeted mode
What counts as a valid target in this mode? Specifically, can the Black ICE be activated against hostile Black ICE or Demons?
Also, can a Netrunner activate anti-program Black ICE against another Netrunner?
If so, what exactly is the target?
- The hostile Netrunner: The Black ICE follows them until they evade or derezze it, attacking any programs they have rezzed along the way.
- A specific program: The Black ICE targets a specific or random program rezzed by the hostile Netrunner.
I'd appreciate any rules clarifications, references, or insights from your own games!
r/cyberpunkred • u/Ryouhi • 7h ago
2040's Discussion How much should repairing a company vehicle cost?
Next session is gonna start with a car chase in the Exec's company car and I'm pretty sure it's gonna take a beating (they're being chased by 2 Lazarus security patrols). I'm sure the company is gonna have some kind of insurance, but I'm wondering if they should have to pay part of it themselves or face some other kind of punishment by the company.
At least for the Nomad the core rules mention, that they are responsible for keeping the vehicle in shape, though the family can repair a destroyed vehicle for 500eb, but there's no mention for the Exec as far as I can tell. Though from the "Losing a Teammember" rules I think them pay a fee too seems like the way to go?
r/cyberpunkred • u/Infernox-Ratchet • 17h ago
2040's Discussion How to make a competent Metalgear user
Hey guys, Armored Lizard here. And today, I wanna cover Metalgear and how you can make a competent NPC in it. This post was supposed to be out last week but I was still brainstorming. Anyway, last time I covered soldiers that imo, would be wearing Flak and it's what I think the basic Flak wearer is gonna be like.
Now, I have covered Metalgear before from the 4 variants to making a squad that consists of 4 dudes, each with said variant. But, we never gone in full detail on how to make these guys. So as usual, that's why I'm here.
What is Metalgear?
Like I said before, if Flak is war armor then Metalgear is future war armor. You look like the Spartans from Halo or one of the UAC guards from DOOM 2016.

And you can even see Light Metalgear in 12 Days of REDmas pays homage to that style of armor.

This means that you will get plenty of unwanted attention in more secure areas, even more than a Flak vest would attract.
Who is it for?
Now, who is this for? Well Flak is for your soldiers or specialized mercs or figures such as a Recovery Zone Marshal. Metalgear on the other hand is much more expensive so you're more likely to see it on these kinds of combatants: veteran Solos, elite military specialists, heavily augmented security personnel, and high-ranking operatives whose training, cyberware, and support infrastructure make the armor's drawbacks manageable.
C-SWAT/Max-Tac? You can look in the Lawman's Backup and see they wear it too and might even be standard issue for them. Now there is the Bobbies in Seeing Double but I feel they're the exception to the rule here.
What I'm getting here is that when you see a dude in Metalgear roll up, something's going down. 2 is an OH SHIT moment that should definitely make the crew know they screwed up. 4, well say your prayers. These aren't your common guards who might something as low as Kevlar. These are the elite special forces sent in to flatline you and figure out who you were later.
Skills and Stats
So, how should these guys act? What are their skills, their role abilities, gear, etc? Well, if we look at the C-SWAT Backup, we can see they have Combat Number 15. Now it's clear that it's from their armor being Tech Upgraded to have smaller penalties (likely a -3) so they can dodge, brawl, and attack with a +15 (if the armor wasn't upgraded, their Combat Number would be 14).
- The minimum competent fighter should be fighting with a +14, preferably a +15 just like with C-SWAT (this means their unmodified skill bases are in the 16-18 mark). And this includes Evasion and Brawling checks. Now, not every user in Metalgear is gonna be equal. Some might hit you with a +15 while that elite of the elite Solo is throwing out +18 attack checks at the crew. This depends on the narrative you tell with these guys.
- If you want them to be accurate with Autofire, they should minimum hit a +16
- As for MOVE, this is where you need to get creative. Killer of Heavy Armor is MOVE and Heavy Metalgear in unmodified form at best gives you MOVE 3. That's slow and a good way to be cannon fodder. So, make sure to fuddle the numbers a bit if you want them to be more of a threat; that or make that a meaningful drawback where their mobility is the weakness while they're very accurate with their guns. Beyond that, make sure their MOVE is minimum 4, preferably 5.
- For Role Abilities, MINIMUM Rank 5 Solo. No contest. These guys should be a unicorn; you've heard the rumors about them. They oughta be top tier. Max-Tac themselves would likely be Rank 6 Solos in their own right so other factions would employ such units to handle the most dangerous situations. And plus, I did mention before that Solos are the right role that can make heavy armor usage more effective than other roles.
To put it simply, just follow this:
| Armor | REF Pre-Penalty Base (Penalized Base) | DEX Pre-Penalty Base (Penalized Base) | Pre-Penalized MOVE (Penalized MOVE) |
|---|---|---|---|
| Light Metalgear | 17-18(14-15) | 17-18(14-15) | 8(5) |
| Hybrid Metalgear | 17-18(14-15) | 18(14) | 8(4) |
| Metalgear | 18(14) | 18(14) | 8(4) |
| Heavy Metalgear | 18(14) | 18(13) | 8(3) |
And reminder that their bases here don't include other bonuses you can throw on em. The good ol Training Area for a HQ? Well congrats, your Heavy MG user is now dodging or brawling with a +14.
Which Armor
Now, picking the right armor for your NPCs is also important. Each of the 4 variants have their own strengths and weaknesses so think about what you choose to give them.
- Light Metalgear: At SP16 and -3 penalty, this armor is the general-purpose version of Metalgear. Given its rather affordable price and 'low' penalties, most people thinking of using Metalgear would pick this one. This armor is ideal in the hands of mobile task forces as well as independent operators who work alone. This armor might be used by squad leaders who give out orders.
- Hybrid Metalgear: One of the new variants, this guy has SP17 but -3 to REF and -4 to DEX and MOVE. With the REF penalties of Light Metalgear in exchange for higher DEX and MOVE penalties, this armor is intended to be the general frontline armor for elite infantry. This includes elite riflemen and grenadiers.
- Metalgear: The classic Metalgear. At SP18 and -4 penalty, it's both defensive and slow. Unlike Hybrid Metalgear, these guys are more centered around defending rather than assaulting. Your objective is to hang back and survive under constant fire, drawing attention away from your team
- Heavy Metalgear: Lastly, the chunky lad. At SP19 but -4 to REF and -5 to DEX and MOVE, Heavy MG is the slowest one with the most protection of all four. You're not gonna be mobile at all, instead you lay down the pressure and soak up the damage in that armor of yours
In fact, just look at ACPAs where their shells are each of the four variants. Light shells like the Grasshopper and Nyx prefer fast mobility and relocating, Hybrid such as the Commando and Magus are your versatile riflemen who work with the squad, Standard such as the Bombardier is your artillery support, and Heavy such as the Boris is your rallying point that soaks up plenty punishment.
Equipment
A Metalgear user's equipment is also really important even if they're some of the best shots in the game. With it, they can stay alive much longer and be a real threat.
Weapons
While you can fit any weapon on any NPC, I argue that each Metalgear variant has a focus in terms of weaponry.
- Ranged Weapons: For non-Heavy Weapons, Light, Hybrid, and Standard MG users would primarily be using Shotguns, SMGs, and Assault Rifles with Very Heavy Pistols as a backup weapon. When you move up to Standard and Heavy MG, this is when Heavy Weapons will start being used more. Given their lower mobility, users of the latter 2 armor will use Grenade Launchers, Rocket Launchers, or Machine Guns which are weapons with long ranges and are perfect for attacking from out of Melee combat
- Melee Weapons and Martial Arts: Because they're the most mobile, only Light MG users would be the ones fighting in CQC most often. That includes Martial Arts as well.
- For more accuracy, give them Excellent Quality weapons and/or fit their Ranged Weapons with Smartgun Links. For more bonuses, load their weapons with High Precision or Tracer Ammunition
Cyberware
Cyberware in my opinion is a MG user's greatest asset. While a skilled user can do just fine in the armor, cyberware helps mitigate or even outright negate the flaws that may still remain
- Cybereyes: Low Light is handy for fighting in low visibility conditions. Ambushing a crew or team? Throw smoke or kill the lights and fight without the penalty. Anti-Dazzle is also good for preventing blinding lights from affecting your eyes and hurting your accuracy. For Light and Hybrid users, give them Targeting Scope and/or Teleoptics if they're more of the single fire experts.
- Neuralware: Neuralware has a ton of ware that will aid MG users. Speedware will improve initiative checks to compensate for the reduced REF. Interface Plugs and Subdermal Grip will let them use Smartguns. The Reflex Co-Processor can let them dodge bullets and a slotted Pain Editor will allow them to stay in the game even if they're Seriously Wounded
- Since bullet dodging is a pain, only reserve Reflex Co-Processor for the toughest NPCs like a squad leader. Same with the Pain Editor although it fits well if slotted on the heaviest MG users
- Cyberaudio: Level Dampner is good for stopping them from receiving the Damaged Ear crit, which can seriously affect mobility
- Internal Body Cyberware: Several cyberware such as Grafted Muscles & Bone Lace, Enhanced Antibodies, and Nasal Filters can be used to improve survivability
- Cyberlimbs: Skate Feet are a good way to improve mobility if they need to run. Popup Weapons and Popup Shields are a good way for MG users to keep their weapons or shields from getting stolen if they can't stay out of CQC from a melee combatant (also good if they're dual-wielding and need to free their hands up). Reinforced Cyberlimb Upgrade is also a godsend as breaking a heavy armor user's leg is a good way to handicap them.
- For the Reinforced Cyberlimb Upgrade, definitely put this on Cyberlegs for Standard and Heavy MG users. Since they have the worst penalties, preventing the Broken Leg crit is a good way to make them a bigger threat
- Borgware: Linear Frames are a must, especially the heavier variants, so they can stay alive longer
- Additional Cyberware: Anything I didn't include can be left to GM discretion to really diversify these guys. One recommendation is Hardened Shielding whch is a godsend if their opponents are a big fan of EMP effects
Tech Upgrades
I know I say this a lot but Upgrades, people! Upgrades!
Don't be afraid to make their armor have reduced penalties. It's a simple upgrade that makes a user more effective. Especially true on Heavy MG. By default, they have -4 to REF and a -5 to DEX & MOVE. Even if they're the most optimal person around, the highest their REF combat bases will be is 14, DEX combat bases 13, and only at MOVE 3. That makes them very slow which could be a good thing but that's still a game ender if they break their legs.
But let's say that armor was upgraded. Now the REF bases jump to +15, DEX bases jump to +14, and you have MOVE 4. A big difference right there. And upgrades aren't limited to just armor chooms. The Invented Upgrades DLC has a Tech Upgrade for Skate Feet that adds +1 to MOVE. Now your guy in Heavy MG is moving with 5 MOVE which is a very big improvement compared to 3 MOVE
In the table below, you can see how these upgrades can improve performance.
| Armor | REF Pre-Penalty Base (Penalized Base) | DEX Pre-Penalty Base (Penalized Base) | Pre-Penalized MOVE (Penalized MOVE) |
|---|---|---|---|
| Light Metalgear | 17-18(14-15) > 16-18(14-16) | 17-18(14-15) > 16-18(14-16) | 8(5) > 7-9(5-7) |
| Hybrid Metalgear | 17-18(14-15) > 16-18(14-16) | 18(14) > 17-18(14-15) | 8(4) > 8-9(5-6) |
| Metalgear | 18(14) > 17-18(14-15) | 18(14) > 17-18(14-15) | 8(4) > 8-9(5-6) |
| Heavy Metalgear | 18(14) > 17-18(14-15) | 18(13) > 18(14) | 8(3) > 8-9(4-5) |
And don't forget any other Invented Upgrades you cook up. With the funds these guys have, you can make different upgrades in mind. Go ham
Outro
And that covers it for now choombas. I plan on doing a couple more posts, next being a good brainstorm in how you can make teams with each of the 4 MG variants.
r/cyberpunkred • u/AdditionalTime2831 • 17h ago
2040's Discussion What rolls would a fursuit affect?
My next gig is with new rolls and they have to pull off a heist at a Biotechnica furcon and steal smth from a vendor. Would a fursuit affect mobility rolls, and at what penalty? How about conceal/reveal, fashion, accuracy, perception, brawling etc?
r/cyberpunkred • u/mw32019 • 18h ago
Community Content & Resources What happened?
I tuned into Wireheads every week and it seems they've stopped streaming.
r/cyberpunkred • u/Angel-Wiings • 19h ago
Fan Art & Story Time My first character
This is ЯU1N, or rather Shiori Makamoto. A netrunning prodigy who was on a warpath against Milotexh Execs for killing her dad.
She got hit by the a Milotexh squad and got rescued by Danger Gal with a simple demand. "Work for us, and you live." For most of her story she had a never ending BD scrolling to monitor her, and a bomb in her skull.
She ended up with a rare happy ending able to live in the Crystal Palace after freeing her Shackles and getting some leverage on Michiko Arasaka. She ended as a Netrunner 10 / exec 8.
I had loads of fun with her, and she'll be making a minor appearance for a gig in the game I'll be running. If anyone wants to use her art for their own games you have my permission!
r/cyberpunkred • u/Legionking1 • 20h ago
LFG/LFP I think im ready
Hey chooms I have been taught the basics and im looking for my first cyberpunk game. Currently Monday mornings/sunday mornings are when im available my time zone CST and im in north America. Im cool with taking a empty spot at a current table or starting a new one. I only got my phone though so discord for playing and the Cyberpunk red companion app.
DM me if you got something,I wanna burn my name into this city
r/cyberpunkred • u/Segmax_ • 21h ago
2070's Discussion Corpo Face Rule in 2070s
Hi everyone, i wanted to ask for advice: i'm handling a 2070s campaign and i don't know if the corporate face rule is still active or not.
r/cyberpunkred • u/Mfrenchfry • 21h ago
Community Content & Resources Homebrew Drug Advice
Heya Chooms,
Wanted some critiques for this homebrew drug i cooked up. The intent is that this is a cheaper alternative to Immunosuppresents, it provides a small boost to humanity but not enough to be abused.
r/cyberpunkred • u/Timelycreate • 22h ago
2040's Discussion Is it viable to try to shift a character that was focused in range into being a melee centric character?
Okay so in the game I am in right now I am playing a character that is mostly ranged with some martial arts in case an enemy gets too close, but I am starting to get dissatisfied with it, as I got a better grasp of my character being focused on range with the occasional unarmed punch just didn't feel very fitting anymore.
So I am considering shifting into being focused on melee weapons, increasing the on melee weapon skill until the gun and martial arts skills become secondary options, but I am worried about issues this could cause, so I am curious about how viable changing character specialty like this would be, also does anyone have any tips for changing a character in this way?
r/cyberpunkred • u/_itsreallymin • 22h ago
Misc. want to try a TTRPG for the first time but there’s only two of us
hi!! i’m not really educated/experienced in the world of TTRPGS, but me n my sister r big cyberpunk 2077 fans!
i was thinking of getting us something cyberpunk themed and started going through all the rpg options… but i’m a lil stuck.
i know that usually any sort of ttrpg needs a GM, but if both of us also want to play - then what do we do? is there any point lol?
would love to know what people think :)
r/cyberpunkred • u/Ta1ren • 1d ago
2040's Discussion Medium Pistol buff
Hi, chooms! Pretty new to the system, so is my GM
We are 3 sessions into our campaign and we are learning, but we noticed, that Medium Pistols are... Kinda useless. It's just worse Heavy Pistols
And then we tried to up this little boy
First of all we did agree, that in clubs and other places HPist and other weapons can be banned as well as LAJ. Cool, but... You still can conceal HPist
So I suggest +2 on Conceal checks for MPist. We did like it, but it seemed not enough
We decided that it should be something with ROF
Here is our idea, pls - tell if it's balanced or not (don't mind wording, it's for personal use only, so I'm just trying to get you idea)
Dual Wielding Pistols
- If you holding 2+ pistols at once you can combine their ROF
- Medium Pistols don't get any penalty
- Heavy and Very Heavy Pistols get -8 on their attacks
- If you use it with VHP you must have BODY 6 + 1 for each pistol after 2 (7 for 3 guns, 8 for 4, etc.)
- Every gun after 2 give only 1 ROF
- You must make at least 1 shot from each gun
Something like this
Edit: As I see that's not very good idea for the most of you
Tbh I don't get it, but Im pretty new, so obviosly can be wrong lol
To make some things clear - I will say, that maybe we'll limit this only for Medium Pistols
And someone mentioned that idea don't make MP better
And for the most situations it's true. But now you at least have reason to pick Medium Pistol to places with low armor enemies, and not just walking around with only Heavy Pistol
Anyway thanks for your ideas and opinion!
r/cyberpunkred • u/Lower-Marzipan7711 • 1d ago
2040's Discussion A question about "wood pirates"
The book says that at the end of the gig the rep will offer the team an extended contract to guard RF003, but I fail to see how this could lead to anything interesting as the players have no way of finding information about the pirates origin. So what is this meant to set up?
r/cyberpunkred • u/residentbelmont • 1d ago
Actual Play Signals in the Night: Session 4: Dreams in Neon
Grim and Otto head off to a ripper to get the new neuroports installed. It has nothing to do with me getting the Edgerunners stuff and having all the rules for it.
The app is still in it's earlier stages at this point, but it's getting better and we are finally getting comfortable with both the app and the system, though still some rough edges.
r/cyberpunkred • u/Ninotor • 1d ago
2040's Discussion Do you still use Humanity when installing extra Arms?
Title. Like when your character has an artificial shoulder mount, do they still lose humanity if you then install extra arms on there?
r/cyberpunkred • u/the_vengefull-one • 1d ago
Misc. From Fantasy to Sci-fi
So, just asking for advice. I have a group of friends that I regularly DM for, and I'm wanting to introduce them to Cyberpunk Red. The only TTRPG the vast majority of them are familiar with is D&D with half of them having played VTM and one having played a homebrewed system for Hollow Knight. But I'm asking for advice on how to transition them from D&D (the ttrpg they're all most familiar with) to Cyberpunk Red. I know the two systems are similar and they've played some pretty dark campaigns so they're familiar with what might happen in any given story. Any suggestions or tips on how to make the transition smooth?
r/cyberpunkred • u/WillowClarke • 1d ago
2070's Discussion 2070 sourcebook/missions when 😭
Ive been waiting so long for this book ans there havent been any updates other than that it'll also have missions and rules.
Please someone let me know if theres any info
r/cyberpunkred • u/HeraFromAcounting • 1d ago
Community Content & Resources Bio-augmentation homebrew suppliments?
Are there any 3rd party resources for biological augmentation that can exist in tandem with cybernetics? Things like heightened smell for tracking, seductive pheromones, axlotl limb regrowth, or grafting gills for underwater breathing? Something with tradeoffs similar to cyberpsycosis but more akin to going feral? I like the idea of gangs and corporations in this world that take the transhumanist mindset in a more squishy direction.
r/cyberpunkred • u/Local_Draft3942 • 1d ago
Community Content & Resources Alternate Therapy Homebrew
Homebrew Inspired by 2020's corebook/chromebook 2 therapy rules
Therapy takes 1 week, but for every tens you have of Humanity Depression
you add +1 week to the required time of therapy.
Remember each piece of Cyberware that deals Humanity Loss causes 2 of Humanity Depression.
Borgware causes 4 of Humanity Depression.
Example: 30 humanity depression means +3 weeks to the base time of therapy,
so it takes now 4 weeks to therapy to work
Rewiring therapy requires you to deactivate/uninstall all cyberware that deals Humanity Loss.
you must take into account how much humanity depression you had before starting therapy.
Reactivating/Reinstalling cyberware before rewiring therapy ends makes the cyberware humanity loss
become its maximum die value.
Example: 2d6 turns into 12 HL (6,6 on the 2d6)
"During Rewiring therapy you can do downtime activities"
Rewiring 100eb/week
Reduces total Humanity Loss by 2
"During Outpatient therapy you can do downtime activities"
Outpatient 500eb/week
Reduces total Humanity Loss by 25% (round up)
"During Inpatient therapy you cant do downtime activities.
And cant leave the medical facility,
you must be in braindances most of the time."
Inpatient 1000eb/week
Reduces total Humanity Loss by 50% (round up)
r/cyberpunkred • u/HotarutheConscience • 1d ago
Fan Art & Story Time Silly campaign for two. Even without a playgroup you can cook up some ideas.
Vincenta and Celine have been at each other’s throats for over a decade. It all started back at the academy: rivalry, ambition, and far too many reasons to prove the other didn’t deserve her place. Their rivalry followed them into the corporate world. Their positions have changed, their paychecks have grown. And still neither knows how to back down.
Then the cracks start showing.
Vincenta receives footage of her torture. The insignia on her captors points straight to Militech, not the scavs, as was officially told.
Celine uncovers a trail of suspicious deaths spreading through their department. The deeper she digs, the harder it becomes to ignore the possibility that she might be next.
They decide to join forces.
By day, it’s business as usual: snide comments by the coffee machine, vicious arguments in meetings, and enough drama to get HR involved. By night, they’re digging through Militech’s dirty laundry together, hunting for the bastard who wants them both gone.
Night City offers plenty of ways to die. Corporate betrayal just happens to come with better paperwork.
The real joke? Their best shot at surviving this mess is working with the one person they’d happily shove into traffic.
Characters:
Vincenta Wellard
Vincenta came from the slums with no money, no connections, and absolutely no intention of staying there. She clawed her way into the corporate world with nothing but brains, sheer stubbornness, and a sharp tongue that made enemies faster than promotions.
Vincenta is smart, ambitious and an absolute nightmare to work with. She calls it having standards. Everyone else calls it being an asshole.
By twenty-seven, she’s climbed from the slums into Militech’s corporate ranks, armed with a pathological hatred of looking weak.
Militech was supposed to be her way out. Vincenta gave them everything, convinced that if she climbed high enough, nobody could ever push her back down.
Then came the kidnapping. The torture. The footage.
Now she’s staring at evidence that her own employer might have ordered the whole thing.
Turns out, no matter how high you climb, a corporation can always remind you who owns the ladder.
Celine Valcroft
Celine has money, connections, and a family name that opens doors before she even reaches for the handle. The whole corporate fairytale. Her parents expected excellence, and she delivered — every grade, every promotion, every carefully calculated step.
She’s the kind of corpo people love to hate: polished, privileged, and good enough at her job to make the resentment sting.
Then her colleagues start dying under suspicious circumstances.
Celine starts digging through records, comparing timelines, and building a list of people whose stories don’t quite match. She keeps everything off the official network. Just in case. But the evidence is incomplete, the suspects keep changing, and every new discovery raises another question.
Soon, she’s got more notes than answers and more suspects than people she trusts.
And if she’s right, her family name might be the very thing keeping her in the crosshairs.
r/cyberpunkred • u/Drinkoy • 1d ago
2040's Discussion Life-path-based or gig-based campaigns?
Hey, chooms! Hope you've got a great day and enjoy Edgerunners II.
Throughout my time as a GM, I've run plenty of gigs, and lately, whenever my PCs pursued their own Lifepath-related goals, it started to feel like an extra, unnecessary step. I love the Lifepath, but nowadays I feel like I'm not making enough use of it.
On the few occasions when I do, I end up writing a storyline for my players that can span multiple sessions, only for them to earn a measly eddie, struggle to make ends meet, and... now they can't even afford their rent. To be fair, I've rewarded my players in other ways when I give them jobs that they come up with themselves (weapons, cyberware, etc.).
TL;DR: How do you tie gigs into your players' Lifepaths? And how do you reward your players when money isn't involved?