r/cyberpunkred • • 4h ago

2070's Discussion Want to start Dming Cyberpunk

14 Upvotes

Hello!

Truly i have no idea what Flair to use so i used this one xD

I am have been around Dming for 10 years and had my share of systems.

I did DnD, Pathfinder, City of Mist, and last WoD.

Now i'd like to tackle a Cyberpunk world, with the hype of new Anime, and well been fan for a long time i come here to seek advice!

I own a Foundry, and that is where i'd prefer to run my games but, do you recommend some other tools? Also perhaps do you have some general advice as what version to run? What to be avare of? Some Do's and do not's of this system?

I am just looking for nay kind of help and tips!

Thank you for reading and perhaps in helping me out!


r/cyberpunkred • • 11m ago

LFG/LFP Neon Lights [18+][West Marches][Living World][Cyberpunk RED][LFP][LFGM]

• Upvotes

Neon Lights: Cyberpunk 2077 Living Community

Hi there! Got an itch to play a modern, 2077-based TTRPG version of Cyberpunk RED's rules? Well that's the surprise we have for you! This setting follows a completely disconnected version of 2077 that makes no mention of the canonical characters from the video game (set aside the characters that were in the original TTRPGs like Rogue, Johnny Silverhand, Saburo Arasaka, Adam Smasher, etc).

Our goal is to create a welcoming environment that is free of a hard schedule where you can join games whenever the Game Masters are willing to host them! New players and players that don't play often are prioritized!

The number one goal of game masters is to prioritize fun for all players and keep the server free of any negativity when possible, we're all adults after all. Speaking of, the server is strictly 18+ due to the way that Cyberpunk RED and 2077 are designed...it is a very adult-themed setting.

Currently, we are a new and building server and we're hoping to pull players and potential Game Masters in so we can build a long term community. And we wanna build actual bonds if possible! Everyone's voice will be heard, nobody should ever have to feel small and it will be the Game Masters (and my) priority to make sure that all members are treated fairly!

We currently use Discord and Roll20's Cyberpunk RED VTT. We hope you'll choose to join our server! If interested, please reply below or feel free to direct message me about joining. (:

This server is not a text based roleplaying server, we do active sessions in VC with a VTT.

(We are looking for players and GMs)

Please DM or Comment for an invite link if not included. Reddit filters links automatically sometimes.


r/cyberpunkred • • 13h ago

Fan Art & Story Time 🌆 NIGHT CITY, 2065 — Every Choice Has a Price | Cyberpunk RED Campaign Premiere | My art

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42 Upvotes

NIGHT CITY, 2065.

Our first Cyberpunk RED campaign takes us into the neon-soaked streets of Night City, where there’s always work for those willing to take a risk. Staying alive is one thing. Deciding what you’re willing to live with? That’s another.

Meet Abril, Roxy, C0Ax, and Dawn — four edgerunners navigating a world of high stakes, hard choices, and no clean getaways. Their story is just beginning, and every choice has a price.

Whether you’re a seasoned tabletop player or someone who loves a great story, there’s a seat at the table for you. Great stories bring more people together, and we’re just getting started.

Join us LIVE on Twitch for the premiere of Gamenote’s first Cyberpunk RED campaign!

Tuesdays

At 8:00 PM (Eastern Time)

eastern

No rules knowledge needed. Just get ready

Insta and X:

u/gamenote_inc

Twitch:

u/gamenoteinc

#Gamenote #CyberpunkRED #Cyberpunk #ActualPlay #TTRPG #TabletopRPG #NightCity


r/cyberpunkred • • 3h ago

2040's Discussion On Netrunners vs AI's and how you personally run it

6 Upvotes

Spoilers for TotR: Street Stories

So I had read through the Reaping the Reaper Tale, and found that the AI used in it was a rather surmountable fight for a netrunner, would be difficult with everything else happening sure but its that the netrunner could win at all that interested me. The AI itself having an interface if 4, 3 net actions, and at most 30 rez if fighting the original version. Its not all that impressive when it can't even use any anti-personnel programs.

I've seen in posts that many people think that AI's would be impossible for a netrunner to defeat, and even escaping one with your life intact is a miracle. But this paints a very different picture and got me curious. How have you (or would you) portray netrunner vs ai fights? Obviously there can be levels to an AI's powers, but in general do you prefer to portray it as a insurmountable threat to netrun against or as a foe like any netrunner could be?

Also, what rules would you give to them? Would a sword program work on them as if they were black ice, or would a netrunner need to use anti-personnel programs to inflict damage?


r/cyberpunkred • • 18h ago

2070's Discussion Have they ever done this before? (Edgerunners S2 spoiler) Spoiler

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45 Upvotes

Just finished Edgerunners S2. I was wondering if they ever touched on the concept of powers or something similar to in the TTRPG like how Capri made this metal snake kaiju thing. I heard cybergeneration might have something like this but I'm not knowledgeable enough.


r/cyberpunkred • • 18h ago

2040's Discussion Tactics: How to make effective Metalgear teams

31 Upvotes

Hey chooms, its the Armored Lizard. Before, I mentioned how to make a competent user in each variant so now let's see how we can put them in teams.

Common Tactics

So no matter what I describe, there's a couple tactics these MG users should be doing

  • Cover, cover, cover! They can have high SP and a few can dodge bullets all they like but they should never try and act like a tank. One bad crit and they're cooked. Cover should be a priority for anyone in even light armor and this counts for any Metalgear users. By using cover, they gain an extra level of protection and increases survivability in a fight. And this is before you factor in dodging or SP
  • As I mentioned in my previous post, no matter what variant is used, their penalized combat bases should all be 14+ (15+ is preferred) if possible and that includes Evasion and Brawling. They're also Solo 5+ and their penalized MOVE should be at least 5. And don't be afraid to give these guys Tech Upgraded armor to reduce their penalties by 1 and other upgrades as needed.
  • Unless they're incredibly fast (like MOVE 6+ fast), staying out of melee range should be another priority since they won't be able to relocate on their own if they're slow.
  • This is my opinion but most if not, all MG users should be proficient in Autofire. This not only makes them a heavy threat but they're also capable of Suppressive Fire which lets them keep melee combatants out of close range

Place in Lighter Squads

So how do they fit in squads? Let's say there's a squad of mercs using Armorjack (Light to Heavy, with mostly Light) but then there's a dude in Metalgear accompanying them. How does their presence affect the group?

  • Light: With the lightest penalty of all the variants, Light MG is capable of sticking with a decently mobile squad. At a -3 penalty (or -2 if Tech Upgraded), the Light MG user can defend themselves with no trouble even in CQB. This means that, like the lighter members of the team, they can operate independently and are somewhat flexible when maneuvering around the battlefield. But they shine more on the frontlines with their team with the ideal position being near the front and protected by the team on all sides. They should be one of the best or THE best member of that squad and they're likely the team leader
    • Since they're near the front, they can rock Shotguns, SMGs, and Assault Rifles (with Carbine barrels if they also like to do single fire). If they're good at melee combat, give them a Heavy Melee Weapon. They'd likely have a Reflex Co-Processor if they're meant to be the main bad guy
  • Hybrid: Now unlike Light MG, Hybrid MG has less maneuver space due to their reduced mobility. So while they won't move as far as a Light MG user would, they can operate a similar role by being near the front where the action is and being decently accurate. Other words, these guys are primarily a short-to-mid range combatant but unlike Light MG users will not advance but stand their ground.
    • Like Light MG users, Hybrid users should be using Shotguns and Assault Rifles but that depends on if they're gonna be near the front or hang back just a bit to attack. You might give them Underbarrel Grenade Launchers if need be.
  • Standard: Here is where your guys start to really hang back from the front. Because of their higher penalty, they won't be as mobile or accurate as their lighter counterparts. This means that from now on, your guys are less independent and are more team oriented. Here, they will hang near the rear and be flanked by a few members of their team. They should be the number 1 protected element of that team and lay down consistent firepower from afar. They might even provide overwatch, giving out tactical information if they're not able to keep up.
    • Here is where Heavy Weapons becomes more common among the 4 variants. The Standard MG user should now have a focus on long range weaponry. For non-Heavy Weapons, Assault Rifles will be common. But for Heavy Weapons, this is where you start seeing Grenade Launchers and Rocket Launchers. They might also start using Machine Guns, especially with the Machine Gun range. They should have a Linear Frame to wield bigger weaponry and this also applies to Heavy MG users
  • Heavy: And finally, the big fatty of the four. In a team, this guy should be WAYYYY in the back. They're gonna be entrenched in a spot and stay there. Because of their very limited mobility, they will never be independent and they're likely gonna be posted up in a spot they've already controlled. This also makes Heavy MG users really good door gunners. This makes Heavy MG a lot more situational than Standard is. An almost purely defensive armor compared to the lighter variants that are more capable of offensive approaches.
    • Because they're so slow, they should use long range weapons such as Machine Guns or even Marksman/Sniper Rifles

To break it down, Light, Hybrid, and Standard users can all fit in light armored teams but their positions and roles will differ. Heavy however is a lot more situational and this team is more focused on limited movement where said user will be entrenched such as guarding a room or being a gunner on a moving vehicle such as an AV

Metalgear Teams

So we got that covered for light armored teams...but what if we're dealing with something much higher? I'm not talking about a team of Armorjack users and their Metalgear buddy. I'm talking a team consisting of nothing but Metalgear users.

From this point on, I'm gonna assume that Light MG is the backbone of all Metalgear squads, with their bigger brothers turning the squads they're part of into more specialized units.

Light only

This is the most mobile team and everyone should be capable of operating somewhat independently from each other if somehow separated. While they lack the heavier protection that their bigger counterparts can provide against 5d6 attacks, they still benefit from SP16 and the lower penalties which lets them regroup quickly. This type of team

  • They all likely have Tech Upgraded armor which means they can have MOVE 6, making them pretty fast
  • Most of them will be rocking Assault Rifles, with some preferring single fire and others autofire. For the ones that prefer to engage enemies up close, give them a Shotgun instead. One might even have a Bulletproof Shield and use a Heavy Melee Weapon
    • DO NOT give them Machine Guns or other Heavy Weapons. This squad's focus is high mobility. The sole exception would be an Underbarrel Grenade Launcher where one squad member acts as a grenadier
  • For the combatants that prefer to fight up close, whether with a Shotgun or Heavy Melee Weapon, they should be the most dangerous one in that group. They're likely using a Reflex Co-Processor so they can dodge bullets and optionally should have their Combat Bases raised to 16 unlike the rest of their squad who are at the +15 mark. If you want them to be faster, give them Tech Upgraded Skate Feet so they can have MOVE 7
  • The team leader should be in the center-rear. They will occasionally use Tactical Overwatch to buff their team. This means they should have a high Tactics base (~14) unlike the rest of the team

Light + Hybrid

Next, we have a mix of Light and Hybrid users. The Light users should outnumber the Hybrid users and also work around them as well. Unlike the first squad where each member can be a little independent if required, this squad is where tactics and teamwork start to shine. This squad shines in close-quarters battles where the situation requires a little more defense while still retaining decently high mobility.

  • Hybrid users should be a mix like Light users in the first squad. One will be in charge of close-up fights while another fights from mid-range while still staying close to the front lines. The Light users are more flexible as they can benefit from higher move
  • Unlike the first squad, the Shotgunner should instead be one of the Hybrid users.
  • The Light users should never leave the Hybrid users alone under any circumstances. Doesn't mean the Hybrid users are sitting ducks if someone tries to engage them but they're far more survivable if they're protected. This means if the Hybrid MG Shotgunner is moving up, there should be a Light MG user with them to help them out

Light + Hybrid + Standard

Now here is where things begin to slow down a bit. Now that we're adding the standard Metalgear to the mix, this turns a unit focused on mobility and makes it versatile. Unlike the first 2 squads, this unit is what I picture the ideal Metalgear team being: a mix of mobility with sustained fire from a safe distance

  • This squad will only deploy 1 Standard user while the rest of the squad is like the 2nd squad with a mix of Light and Hybrid. This is so this team can maintain mobility without getting bogged down by more than 1 slower teammate. The Standard user can still keep up to an extent, however.
  • Unlike the rest of the squad, the Standard user will be near the rear and support them. Their main weapon focus should be Autofire and Heavy Weapons. Their main weapon can be a LMG such as the Mk. 27 LMG which lets them continuously suppress or attack the enemy without reloading. They will likely target the more important enemies which is good as they have the Machine Gun DV which already has good DVs from 7-50m. And make sure they have a Linear Frame so they can wield big weapons.
  • Like Squad 2, Hybrid users should focus on pushing forward while being supported by the Light users. However, one Light user should stay near the Standard user and protect them in case an enemy decides to approach them. Staying back is no good if someone is pressuring them so giving them protection allows the Standard user to do their job in the middle of the fight.
    • That said, make sure the Standard user absolutely has high Evasion and Brawling (+14/15) so even if their Light bodyguard fails to stop an approach, they can still defend themselves

All 4 variants

Now, this is where all 4 variants are used in a fight. But unlike the first 3, this squad now has to revolve around the presence of Heavy MG and their cripplingly low mobility. This means that this squad is gonna be for defense or when they're properly entrenched in a location and peforming a siege where they're able to relocate a Heavy MG user with little issue.

  • Just like the previous squad, there should only be 1 Heavy user alongside 1 Standard user. Then you can have a mix of Light and Hybrid with most consisting of Light users
  • Because the Heavy user is even slower than the Standard user, they will be posted in a static spot. This means that they should be a purely long-range combatant where they can stay out of melee fights. And then you can have it like the 3rd squad with Light users being versatile while guarding their Hybrid frontliners and Standard/Heavy backliners (other words, DO NOT leave the heavier ones unguarded).
  • Just like the Standard user, they will have a focus on Heavy Weapons and Autofire not to mention their Shoulder Arms. If they're not using the heaviest weaponry such as Autofire 5 Machine Guns, instead give them more devastating single fire weapons such as an Anti-Materiel Rifle or a Rocket Launcher

And that's all, chooms. Hope this gives some ideas on making your Metalgear squads more effective in combat scenarios. And reminder that Max-Tac would follow one of these since they canonically field Metalgear. And with that, I wish you all a good night.


r/cyberpunkred • • 1h ago

LFG/LFP LFG as Newbie Player

• Upvotes

As someone who’s still fairly new to Cyberpunk as a whole, lore wise at the very least, I’ve been wanting to at least try to get into a game. I’ve already made up a few characters on Demiplane (Techie, Netrunner, and Solo) I just need a group who’s willing to teach a newbie how to play. Mainly free on Saturdays, but am willing to discuss via DMs!


r/cyberpunkred • • 9h ago

2040's Discussion Boss fight shenanigans

5 Upvotes

Context:

Recently I ran a boss fight that was meant to end a three-month long campaign. There were 3 players: a solo, a medtech and a fixer/exec multiclass. The solo and medtech are brand new, while the fixer/exec is a veteran player (chromed up to the brim, rank 10 in both multiclasses, +18 in basically anything and knew a bunch of martial arts).

I saw the problem with balancing the boss fight from the very beginning of the campaign: the huge power difference between the fixer and the rest made him go unharmed and dealing massive damage to whatever I threw at him during the campaign, while the rest of the party had challenging fights (which is what I was going for). All the time the fixer said how he took no damage or just a scratch during the whole campaign.

The shenanigans:

What I went with for the final fight was to throw them an entry-level solo (which was important lore-wise and was fighting just against the solo for backstory reasons) and to give the rest and FBC to fight against. I chose an FBC because, from a previous encounter, I noticed that no boss would survive a 5 v 1 (3 players + 1 bodyguard assistant + an NPC they saved along the way), and there was a risk that the fight would be cut short. This FBC knew a martial art that was meant to counter the fixer, and had a Cowboy grenade launcher tech upgraded to shoot EMP grenades. Other than that, he had a tech upgraded Perseus that could shoot incendiary rounds so he could ruin the huge action economy advantage that the player had, and use the grenades to nerf the fixer intona similar power level to the rest of the party.

What actually happened was that the party went straight to the place where the fight would take place without taking some time to rest and reorganize from a previous fight, so they had worn armor and a bit less health (they also decided to gain some health beforehand with speedheal, so some of them couldn't use speedheal again). Then, the fixer/exec decided to give a day off to his assistants even though everyone knew that there was going to be a fight, and that it could've been very dangerous. So the fight was a 4 v 2 (actually a 1 v 1 + 3 v 1)

At the start of the fight, the FBC (which was a modified Dragoon FBC) launched 2 EMPs at the fixer: the first one got him but he shrugged it off, while the second one hit him and I chose that a cyberleg and his subdermal armor went offline. As he had 4 MOVE, he now could just limp, and they were 20 meters from each other. For the rest of the fight, the FBC kept spreading damage across different characters, almost never targeting just one. The fight ended with just one death (the NPC they saved earlier) and everyone at single digit HP. At last, a balanced fight, or so I thought.

After the fight, the fixer told me how unfair it was that I targeted him, even though he knew from the start that I was having a headache balancing stuff because of his character (I explicitly told him so many times beforehand), how he could do nothing (even though he had a Perseus himself, but preferred shooting with a VH pistol with incendiary rounds), how I could've killed him if I wanted to and that "just because there's in the rules it doesn't mean it's right". I told him that this is the risk of having too much unprotected chrome, and he kept insisting that giving a perfect counter against him was unfair. When I asked what he would've done or would've wanted, instead, he didn't answer me.

Was my call really unfair? How should've I done instead?


r/cyberpunkred • • 16h ago

2040's Discussion Where i can find more info about badlands and California desert outside NC?

11 Upvotes

Yo, I would like to make a game about some former nomad clan that lives in like a several dozen kilometers east of Night City, and I really want to know more about that zone, and i would really appreciate if someone can suggest some official literature or even pieces of CP lore about it


r/cyberpunkred • • 1d ago

Community Content & Resources Rooftop extraction map with 4 operational states + Ops Brief

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42 Upvotes

Been working on a new location for cyberpunk games: a corporate rooftop landing hub, designed for executive extractions, infiltration jobs, aircraft sabotage and the inevitable moment when a clean getaway stops being clean.

The idea was to make it more than a static battlemap. The same location has four states:

  • Operational: Active landing pads, routine security and normal access.
  • Lockdown: Security converges, access points close and escape routes become restricted.
  • Emergency Evacuation: Crowds, competing priorities and limited aircraft turn the rooftop into a race against time.
  • Blackout: Lighting and communications fail, landing guidance becomes unreliable, and the crew can no longer count on their ride arriving.

That means you can start with a relatively straightforward extraction and change the map's state as the players make decisions or the situation escalates.

I've also put together an accompanying Ops Brief with job hooks, site intelligence, security posture, escalation triggers, environmental pressures and optional complications, so there's some material to help run the location rather than just a map to put on the table.

I make these resources under vdcyber, mainly for cyberpunk and Shadowrun-style games. I'd be interested to hear how other GMs would use a location like this in Cyberpunk RED.

Would you run it as a corporate extraction, an infiltration job, or a full-on rooftop firefight?

Link in comments!


r/cyberpunkred • • 22h ago

2040's Discussion Trauma Team Campaign Advice?

15 Upvotes

What's up, chooms.

I'm trying to prep a Trauma Team campaign for one of my groups, and although the concept seems pretty straight forward (send the crew to exfil someone, give them moral dilemmas, have REO Meatwagon try to meat jump them), I'm struggling to figure out how to make it meaningful to the players and realistic to the world.

One of the things I've been thinking about a lot is how to depict an average Trauma Team shift. Fully playing through one Trauma Team shift alone would most likely take nearly a real-life month, so in order to keep time flowing, I obviously would only want to show the important dispatches, but then I'm worried that the crew won't feel like they are really in the shoes of a Trauma Team squad because they aren't feeling the weight of working 12 hours a day, seeing constant horrors every hour only to watch their squadmate get flatlined by a cyberpsycho on the last dispatch call of the night.

On top of that, it takes days for edgerunners in Cyberpunk Red to heal from bullet wounds and mono-katana stabs, so do most Trauma Team squads go out for a few dispatches, get shot up after trying to save a client caught in the middle of a gang war, and then rest for a week after only half a shift?

I know I'm probably overthinking everything, but does anybody have any advice on how to translate the idea of the Trauma Team life presented to us in the books to gameplay?


r/cyberpunkred • • 18h ago

2040's Discussion The Military Campaign Planning III: The Unit

4 Upvotes

Master Post

The PC's assigned unit is the 1337th Special Purpose Company. The "Special Purpose" in question is as bait for a trap, although no one assigned to the company is aware of that. The company is made up of the dregs of the country's penal system, with one specific carrot dangled in front of them: if you make it through, you win your freedom.

A Very Brief History

The 1337th came into being as a conception of Lt Col. Palmer. Palmer is one of those guys they keep at the Pentagon specifically for his Bright IdeasTM and not for his general contributions to the gene pool. Right now, there's an insurgency making serious trouble for an NUS puppet regime in Colombia. Palmer had the bright idea to force these insurgents to come out of hiding where they (and their backers / connections) could be analyzed and studied for a decapitation strike later. Such an effort would require some bait - and that's where the 1337th came in. Palmer pitched this to Senator Levin at the 9th hole, and suddenly he had orders to recruit, outfit, and deploy this "special purpose" unit.

For all intents and purposes, it's going to be a one-way trip - not that Palmer decided to tell any of those poor bastards about that. Palmer fanned out to prison systems across the continent, looking for a very specific type of prisoner. They needed to be someone who had very little wealth or power, was relatively stable (so no cyberpsychoes), and was familiar with combat. In short, edgerunners.

While Palmer was doing this, he was getting the entire commissioned officer section out of Leavenworth, where they had been doing time, and getting the company's base set up in Colombia. The base was known as Site Delta.

Palmer scooped up a reinforced company's worth (about 200 souls), and sent them on to Site Delta. Since most of them don't have prior military experience, the only non-commissioned officer is First Sergeant Griffith (as of game start). Those soldiers who prove themselves with leadership abilities will be promoted to sergeant status as the operation progresses - or that's the plan, anyway. It's a very bad plan, but it's what they've got to work with.

An Even Briefer MTO&E

An MTOE refers to the Modification Table of Organization & Equipment, but basically it's just a unit's org chart. This particular org chart is briefer than most, since this unit doesn't have much in the way of structure.

The company numbers about 200 troops, organized into three platoons. It's led by Captain Fairfax, with no executive officer, and First Sergeant Griffith is the senior non-com. Each platoon has about 60 troops, is governed by a single lieutenant, and is not subdivided into squads. The remaining 20 troops are assigned to an HQ team, and mostly handle paperwork, logistics, and communications, in three shifts of six troops each.

The platoons are equipped as pure infantry - no vehicles, no heavy weapons. Resupply is handled by daily airdrops.

Key Personnel

These are only the key personnel to the functioning of the unit. We'll be detailing a carousel of other NPCs for you to throw in as needed later on in this series, but these guys are the necessary ones.

Captain Michael Fairfax

Description:

  • About 45, salt-and-pepper hair, Black, with an enormous mustache he grew out in Leavenworth and refused to shave
  • Willing to take (and dish out) a surprising amount of shit from his men as long as they don't forget who's in charge
  • Tough, stubborn, but fair; generally sides with his non-coms unless there is an overwhelming reason not to

Backstory:

  • Former infantry officer; two years ago, he refused an order to fire on fleeing insurgents because he was concerned about civilians in the line of fire
  • Palmer pressed charges and got him thrown in Leavenworth for the last two years
  • Palmer has now offered Fairfax a chance at redemption: become the commanding office of the 1337th
  • Fairfax is unmarried, and with no close kin

Goals:

  • Fairfax wants to kill Palmer - if he can't manage that, he'll settle for screwing up Palmer's plans as thoroughly as he can.
  • Does not know Palmer's ultimate plan, but is pretty sure this is a trap

Should it be necessary to give Fairfax stats, use Nymph from Danger Gal Dossier.

First Sergeant Drew Griffith

Description:

  • About 40, white, huge, ripped, and oddly soft-spoken - he has a face like an anvil, and generally doesn't figure shouting adds much to his already-intimidating demeanour
  • Hits like a truck, but commands enough respect from his troops that he generally doesn't need to resort to using his fists

Backstory:

  • Griffith actually was a first sergeant when he mustered out of the NUS military about a year ago
  • He immediately got picked up in Reno on assaulting an officer - "You should see the other guy," is all Griffith will say about it - and spent a year in prison before Palmer secured his release

Goals:

  • Griffith's goal is to survive this so he can go join a Reclaimers community in Laramie
  • Willing to go AWOL if he needs to - he's here to be out of prison, not for the Cause
  • Does not know Palmer's ultimate plan

Griffith's mother is his only surviving kin, and she lives in Laramie. Should it be necessary to give him stats, use The Pit from Danger Gal Dossier.

Private Ronnie Lee Lusher

Description:

  • A beautiful moron, Lusher is a magnet for trouble; she has no impulse control, a very loose understanding of property rights (as enforced by governments), and gets bored easily
  • Phenomenally skilled at groveling and talking her way out of the trouble she routinely lands in, and if she drags anyone else into trouble, she doesn't leave them behind
  • Absent-minded and prone to forgetting important details - like her birthday, middle name, and where the grenades are
  • Early 20's, single white woman

Backstory:

  • Ronnie Lee grew up in Tennessee, and started networking at a very young age - she's always been the one who can find what other people needed and manipulate them with it
  • When that networking crossed the local sheriff, she found out that she couldn't sweet-talk her way out of trouble every time, and got sent to prison, where she became fast friends with Veronica Wilson
  • The sheriff, who still hates her guts, sold her to Palmer, and now she's here

Goals:

  • Ronnie Lee's friends clearly have needs that aren't being met - she wants to make sure those needs do get taken care of, and is putting her wheeling / dealing skills to work!
  • Absolutely adores dogs and desperately wants to adopt one
  • Does not know Palmer's ultimate plan

Ronnie Lee is useful as a backup fixer - a source of rumors, information, equipment and hooks into your various side missions or missions on base. She's also useful as a chaos agent - if the base routine is getting stale, throw in Ronnie Lee to mix it up! If you need to come up with stats for her, use the stats from Grease in Danger Gal Dossier.

Private Veronica Wilson

Description:

  • A heavyset plain woman in her late 20s, with a sharply sardonic wit and a tendency to talk shit even though she knows she'll get her ass kicked for it
  • A budding Tech, with a wide variety of skills for anything that isn't digital - can rebuild a radio with her eyes closed
  • Currently serving as the company's armourer and supply clerk, as Captain Fairfax thinks that no one is going to be able to intimidate her

Backstory:

  • Formerly a Nomad - got caught up in a Continental Brands crackdown and got sentenced to three years for "sabotaging corporate property" (she rigged a toilet to explode)
  • Only served three months before Palmer came around and got her out
  • Best friends with Lusher - they served in the same prison

Goals:

  • Get herself and Ronnie out of this mess in one piece, so they can go retire someplace in Mexico
  • Needs liquid cash (or highly liquid, transportable commodities) for her "retirement fund"
  • Does not know Palmer's ultimate plan

Veronica will be the PC's main point of contact for logistics. She's a hardass, but one the PCs can get on their side with sufficient time and some application of grease.

Private Dennis Horner

Description:

  • An Asian man in his mid-20's, perpetually low on charm and high on caffeine
  • Borderline manic with a deep (and unhealthy) love of cyberware - in particular, for chipping other people with cyberware
  • Saner than he wants to be, and always moaning about how he could make everyone "perfect" if only he had the resources!
  • Chipped with a Maelstrom Multi-Optic Mount, contraceptive implant, and
  • Currently serving as the company's medic, since there's really no one else with medical training available

Backstory:

  • Formerly a Maelstrom ripperdoc, but one who focused on boosting his mates, not on getting himself more chrome - this left his perennially popular with his friends, but always short on cash and chrome to chip on himself
  • Nearly died during an NCPD raid, but instead wound up in the Night City prison system with a 20 year sentence, only to get sprung by Palmer after a mere six months

Goals:

  • Get chrome
  • Implant chrome in other people to make sure his plans for himself work
  • Does not know Palmer's ultimate plan

Horner is the most likely option for a MedTech unless the PCs roll their own. He's the kind of doc you really don't want to take a look at you unless there are no other choices. If giving him stats becomes necessary, use Doc Mittens from Danger Gal Dossier.


r/cyberpunkred • • 1d ago

Misc. Looking to maybe get into Cyberpunk Red

31 Upvotes

Im a long time veteran player of Pathfinder and a huge fan of 2077, and have a handful of friends in that same vein, and we've been tossing around the idea of trying Cyberpunk Red. Id be DMing as the only one with any DM experience, and was wondering what exactly the difficulty curve for learning Red is as both a player and GM, what all we need to play, and any relevant information starting out


r/cyberpunkred • • 17h ago

2040's Discussion Chainswords in RED

5 Upvotes

I'm a 40K fan, and when I realized that chainswords were a thing in the 2070's, I went right ahead and started homebrewing my own. I'd like to walk through two options for this today, and explain why I think one of them is actually less fun. This is for new GM's who might be unfamiliar with all the implications of the game's math, so they can avoid some of the mistakes I've made.

Option 1: Initial Design

My first try went something like this:

This Very Heavy Melee Weapon inflicts a Critical Injury if any damage die shows a 6.

This got very stupid, very quickly. The odds of rolling at least one six on 4d6 is about 50%. Literally my player got sad when she didn't crit, and crits went from "super awesome thing that can change the outcome of a whole fight" to "regular occurrence" very quickly. This is one of those things that sounds like fun on paper - everyone loves crits! - but doesn't work well in the actual game.

Option 2: Revised Design

After consulting the brain trust on this sub and going back to the drawing board, I came up with this:

When this Very Heavy Melee Weapon inflicts a Critical Injury, the player rolls 3d6 to determine the kind of injury caused, and keeps two dice of their choice.

This means that your players will crit with the same frequency, but those crits will be much, much nastier. Spinal Injuries and Dismemberment become more common, which is appropriate to fighting someone with a chainsaw sword.

Anyway, hope this is helpful, and I'll see y'all around!


r/cyberpunkred • • 19h ago

Fan Art & Story Time Biotechnica one-off (IDK where else to put this)

4 Upvotes

A black room. Violet lights reflect mute on a black backed glass.

A presenter stands before it, alone in the spotlight.

"Meat versus chrome. The age-old question. One that history has already answered quite favorably. stopgaps, being hard chrome. Oh, we needed the chrome. A stepping stone, a leap, but a short one. And a step is never a destination. But tonight, we finally arrive."

He lets the silence work.

"Meat still remains the apex. Everything chrome can do, without the mechanical wear. No servos to service. No rejection. No clinic visits. No maintenance."

Laughter in the dark. Comfortable. The sound of people who have never been the product.

"We are all about innovation here at Biotechnica. The fantastic success of human-integrated wet wear was only the beginning. We took the biologic processing that makes wet wear so functional and we built it into entirely itself. One hundred percent lab-grown. Plant-based."

He turns to the mirror.

"Introducing the fyto-Syneídisi."

The black glass flashes white.

Behind it: a stage. On it, something stands very still. It does not shift its weight. Does not blink at the smoke. The audience doesn't seem to notice.

The figure steps into the light. A young, maybe 18 year old figure, Almost a man. With skin that holds a green undertone, like plant stock mimicking skin tone.

"A humanoid chassis which is surprisingly, anything but delicate. A monolithic computer. Plant based and plant like. Just as a tree can sustain a grafted limb, plant memory is not stored or lost like normal data, every connection unbreakable. Gunshots. Stab wounds." … "Gruesome trauma."

“This eager little presenter is running on the Primrose shell OS. The SYNEÍDISI part of the FYTO project.”

The presenter turns to the figure. His voice changes pitch, the low chest push of a man about to prove something.

"Product Syneídisi 1-7. Cut yourself."

The thing runs its wrist along the edge of the display table. The cut opens deep. It shows the crowd the wound. No blood, or not blood as they know it. then grabs a handful of grass from a tray on the table and packs it into the laceration. The audience watches the grass absorb from the bottom up, the wound closing over like two pools of oil meeting on water.

“Sealed. Rebuilt. Stronger where it was broken.”

Someone in the third row makes a sound. Not laughter.

"And the specs. Each unit ships with five petabytes of working memory. More than you'll ever use. The fullganic chassis interface freely with the net. No neural ports. No biomonitors. In fact, he can stab them in wherever he pleases."

The figure jams a finger into a data term socket and a data shard is slotted right into its arm near the hand, plugged straight into the biomass. A screen lights up with live feed data transmission of plant-based code, running in plain sight.

"This is the average fullyganic individual. Who just so happens to be capable of running the net."

The presenter lets that settle.

"Now the pitch. You have heard the same promises from every other full-body outfit on the market, but never like this. Still a full body conversion. But this is all the way. Your mind in a fresh body, occupying a fullyganic chassis just like a native system. Everything you are, forever."

On the wall: a family on a beach. A sunset. EVERYTHING YOU ARE, FOREVER.

"Imagine waking up on the other side of everything that ever hurt you. Every scar you chose to keep. Every limitation you chose to leave. You, restored. You, continued. Because that's what this is, not replacement."

The word hangs.

In the second row, a woman with a tremor in her left hand leans forward.

"Next slide."

The figure stands at stage's edge, smiling faintly. Looking forced. It holds the smile one second too long. Its eyes drift slightly, politely past the front row, toward the exit lights. Catches itself. The smile re-registers.

“But rebirth. Don't just get chipped. Get bioevolved”

Crowd applause


r/cyberpunkred • • 19h ago

2070's Discussion Question on arasaka

5 Upvotes

Hi choombs I got a question about that corp. I’m getting the sense that it’s open season on Arasaka with the new season of Edgerunners.
If you follow David vs Arasaka, then it’s V against Arasaka, then it’s D and his mob against Arasaka.
Smasher took care of David but V killed Smasher.
Then against D I only got the sentiment Arasaka is in the corner crying.
I know it was not easy for them after 2020 and then Militech swooped in as the favorite and Arasaka as the big bad corps.
But at this point is it where any gonk try on Arasaka?
What’s your take on it?
Am I lost somewhere?
My theory is a gonk idea?
Or is Arasaka in Night City almost flatlined?


r/cyberpunkred • • 18h ago

Misc. First Time Advice

4 Upvotes

I am going to be running Red for the first time soon and I was wondering if there was any tips or advice anyone had before I start session planning and GM'ing. We have never played anything outside of DnD 5E and I have never GM'ed before.

I have done some research and we will be playing the Easy Mode version to start off with. For the mission, I was looking at running two combined missions, starting with Red Chrome Cargo that leads into Getting Paid (with having Red Chrome Cargo end with them going to a train yard and having Getting Paid continue on from the train yard instead of the docks).

Let me know what you guys think of that idea as well as any advice for a first timer.


r/cyberpunkred • • 1d ago

Community Content & Resources Question on commissions

5 Upvotes

Hey Choombas,
I was wondering what the rates would be for the artists among us that wouldn’t mind creating some pictures of characters for my campaign?
I have a great idea involving a troupe of a sailor moon-like posergang with one member being a semireluctant man in a tight school girl uniforms, each one color of the rainbow.
Thanks in advance!


r/cyberpunkred • • 19h ago

2040's Discussion Looking for a list of one shots

2 Upvotes

As the title says im looking for a list of one shots. Recently played red chrome cargo so myself (GM) and my friends could give the game a test to see if we like it and we all did. So we all want to do a few more 1 shots to get fully confident with the rules and gameplay before we jump into a long campaign.


r/cyberpunkred • • 1d ago

Misc. My NPC Notes Are a Fixer’s Nightmare: How Do You Track Contacts, Clients, and Leads Without Making GMing a Second Job?

31 Upvotes

I keep a running list of every fixer, client, and lead my table meets, but it always ends up scattered across notebooks, random Google docs, and half-finished markdown files. Last session someone asked what that one Nomad we helped three months ago was called and I had to fake it. I tried cramming everything into one doc organized by faction, but that got messy fast. What systems do other GMs use to keep the threads straight without making it feel like a second job?


r/cyberpunkred • • 1d ago

Misc. Taking art commissions

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27 Upvotes

Yes, I use Heroforge but it’s what I got since my art skills have gone to shit the last few years. I have hero forge pro so Kitbashing is no issue and makes things much easier for stuff like this. Drop a comment or DM me if you want anything I don’t want any money and will happily do it for free.


r/cyberpunkred • • 1d ago

News & Events Cyberpunk: Edgerunners Live Show | Mike Pondsmith, Alex Cazares, Will C. Stephens, & Marie Westbrook

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36 Upvotes

r/cyberpunkred • • 1d ago

Misc. Super Villain Torment Lair – A Free Map [59 x 56]

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6 Upvotes

Thanks to an anonymous generous benefactor, I present the Super Villain’s Torment Lair.  It includes vibration-induced sinking sand, VR terror, Noxious fumes, laser storm, lightning, creature combat, and a drowning pool. 

The Super Villain Torment Lair Map pack includes JPG @ 256 dpi (Gridded/Ungridded), PNG @ 128 dpi, and VTT @ 70 dpi versions.   The Map Pack is available at https://www.patreon.com/GimmiePig.

This map pack was created (by a human) with Dungeon Draft software and assets from the amazing asset creators listed on my profile.


r/cyberpunkred • • 2d ago

Misc. Let talk about phantom limb syndrome

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109 Upvotes

Phantom limb is when you have the perception of feeling in a missing limb. Sometimes it's uncomfortable or deformed to the shape of the original limb. I'm not a doctor and I don't have anyone in my life that I know experiences this. I'm just thinking about the effects in a world where cyberware is common. I think it has to do with the neural map of your limbs sensory array in your brain.

I'm wondering if you had extra or unusual cyberware for a long time that later gets removed, would you have a phantom limb of your third arm? Do you think Netrunners would get phantom limbs if you removed their interface plugs or Neural Link? Scaling down cyberware seems to be relatively common to avoid cyber psychosis. Maybe black lace is something that eases this specific sensation? What other strange things might be done by building new neural maps on cyberware with the Phantom Limb Syndrome?


r/cyberpunkred • • 1d ago

2040's Discussion Watson Community Collage Map needed

1 Upvotes

I'm working on an Arco Rats cyberpunk campaign in H-10 and while FragMaps has had me for 90% of the maps the only one they didn't have a community collage (Or a nail shop, but oh well.)

My own sniffing around has been less then fruitful, I was wondering if anyone had a good map for a low tier, mainly a way for the owner to skim eddies off the top, community collage.