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what role you thinking of rolling?
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SniperWoreConverse
Mar 20, 2010



Gun Saliva


I didn't find a thread for Cyberpunk Red so here's a thread for talking about it.

Word on the street is red has been the #1 book on drivethrurpg for a while, and other stuff like used hardcopies are going for €$100 (Premium). But weirdly there's not a thread here for it. Check out the character sheet, you can get it for free:
https://rtalsoriangames.com/downloads/



I'm pretty sure i'm gonna go ahead and make a horse archer with no cyberware at all. Just animal handling / riding / archery / wilderness survival / musical instrument: tsuur. Probably melee weapons or maybe just brawl.

The core book is 450+ pages and has a LOT going on. The art is cool and there's a bunch of neat stuff in there. Rolling characters seems really cool, but somehow I feel like it could be possible to completely screw up a character if you do it by hand. Otherwise you can literally roll a dice to get your character or roll a couple to get one, the quicker ways to make characters are basically guaranteed to not cripple you, at least out of the gate.

You can get crippled in this game, though. Get your arm blown off, get your eye shot out, all kinds of crazy poo poo. Probably having a medtech is a good idea, because you are gonna get hurt eventually, and if you don't have someone who can splint your cyberlegs you are gonna regret it.

Speaking of cyberlegs, i feel like you are supposed to have major bonuses, at least in some situations, by replacing your limbs. You have to pay in cash and sanity. But in the book it looks like cyberarms are expensive and crappy. If you have low Body, you can punch as if you had a higher bod, but... that's it? You can put stuff in your arms, like weapons or tools. But you can put rippers in your meat hands, and you can carry a medical analyzer in your bag. Legs at least let you drop 30m without taking fall damage. You can get a module that lets you jump good, but it doesn't seem really well described? idk.

Anybody else interested in this game? How are science skills supposed to work? How the hell is stuff like personal grooming and wardrobe supposed to make it easier to influence people? Is rolling a Solo who put everything into getting light tattoos and glowing hair and fancy clothes and then relying on martial arts for fighting a bad idea? Should Techs be using tool hands or tech tools? Is it just me or does every role seem to have abilities that are insanely overpowered?

E: crap I forgot to put medtech in the poll, whoops. They're cool because they're the only way to get anything like a healing potion, at all, and they can synthesize decent pharmaceuticals that have no drawbacks. Also if you're dying they can cram you in a cryobag and sneak you out to get patched up.

SniperWoreConverse fucked around with this message at 05:13 on Jan 7, 2021

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SniperWoreConverse
Mar 20, 2010



Gun Saliva
Yeah, but medical grade cyberware or vat cloned eyeballs cost 50 instead of 500, and don't have humanity costs. I suppose hiding crap in the arm is a pretty good idea tho. Plus get chromed.

Yeah get the cyber legs but get the shielding when you can afford it cause someone will eventually shoot you with a microwave gun.

Probably rolling a solo who put all money into cyber chips and in the end can only afford one pair of pants with no other clothes and no gun is a good idea.

Martial arts is pretty wild because it seems like you can do insane moves like pressure point brain damage and break all the ribs and stuff. You can straight up combo attack and grab someone's gun out of their hand if you're good enough.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Seems like if your cyber foot gets crushed in a trash compactor instead of having to get someone to do a surgery check to fix it anyone who has cybertech can try, so that could actually be really important

e: to not quadruple ultra megapost a lot of cyber limbs say stuff like "The user negates the normal movement penalty for climbing" and i couldn't find where this was actually described, but this is actually in there and i somehow didn't see it:
"Swimming, Climbing, and Jumping with a running start all cost 2 m/yds of movement for every m/yd traveled or 2 squares for every 1 square. When jumping from standing you can clear half the distance that you could with a running start."

So those leg options basically double your movement, except the rollerblade feet wich gives a fuckin 6 extra move if you use your whole turn to move, which could easily be on par with driving a loving car, and the raptor claw which is just a weapon

But if i was GMing i'd call it that anything that isn't specifically hand related you could also fit in the legs. Like scanners, cyberdeck, quick change mount. Hell, i'd let you fit a hidden holster or subdermal pocket into the arm or leg if you wanted and you had space.


Is Education or Science supposed to just be a pretty much backup skill or how would it be used? If i made a guy who had like max education and a shitload of science skills what's a good way i could use those to get poo poo done?

SniperWoreConverse fucked around with this message at 18:15 on Jan 7, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Subjunctive posted:

Moving from the CP2077 thread:


My understanding (don't have the book to hand right now) is that if cyberware doesn't provide any advantage over baseline human capability, then you don't lose HUM for it. It's something about having enhancements causing you to feel detached from normal people. I can dig for the excerpt later.

yeah this is true but i mean a situation where you can afford to get a more-than-medical replacement eye, but don't have the €$200 to get virtuality installed or w/e. Like bare empty cybereye with no mods is... a medical eye but more expensive? Other than limbs the bare rear end base foundational cyberwear seems to have no meaningful change except as a humanity and money sink.


DeathSandwich posted:

Yeah, they did reword how humanity loss works in this edition vs the older editions. In RED the only things that explicitly cost humanity is when you are getting chrome that goes above and beyond what would be considered standard human potential. A mundane cybernetic arm / eye/ect that just mimics basic meat function and nothing beyond that pretty explicitly doesn't have a humanity cost. The same goes for biosculpting. If you want to upgrade to biosculpted hulk arms that let you rip car doors off their hinges there's a humanity cost associated with that the same as if you got robot arms that do the same thing. That does allow for things that are a lot more progressive in RED compared to 2020 or 2013 - Gender cofirmation in RED has no humanity cost when it did in 2020/2013 for example.

Also keep in mind that humanity therapy is a thing in this edition that really wasn't there in the old versions too. It won't completely recoup the humanity loss but on a long enough timeframe you can get to where it's basically the same as rolling a 1 for every d6 of humanity loss you would of accrued, which makes a huge difference.

And yeah, medical grade baseline eyes cost 50. They also can't do things like agent integration, thermal vision, telescopic zoom, ect like the Cybereyes can.

That was pretty cool, and I'm glad they did those changes, but calling it humanity when it's really sanity is... eh? It sort of implies that characters who have zero cyberware and get hooked on black lace or w/e and go fully nuts are less human when they're really just less sane. No idea what other word captures both the "general sanity" component and the "not a fully borg'd machine brain psycho" component.

--------------------------

one character i was thinking was a solo who just does not use any ranged weapons and basically starts with nearly no gear or outfit at all, except whats in their bod.
so if you're complete package fully detailed making a character you get $2550 + $800 for fashion or fashionwear only, and any of the fashion budget that isn't used during creation is lost.
    Sooo,
  • Biomonitor
  • chemskin
  • techhair
  • light tattoo x3
  • premium shoes + pants
wipes out your fashion budget and leaves you with 2 fashonware slots for later.
    and
  • Skinweave
  • Vampyres
  • Neural link
  • Chipware Socket
  • Cyberleg x2
  • Olfactory Boost
  • Tactile Boost
then
1 poison vial

leaves you with i think 50 bones. You could probably juggle this to switch the pants for patterned cyberlegs and maybe a jacket or whatever, or cheap out to get actual clothes. Swapping the teeth for something else means it'd be a bit of a waste to pick up poison right off the bat, but if you go with the teeth then you can socket the poison vial into your mouth and the only loose items you'd have would one relatively expensive chip and a little cash. Maybe grab a carryall and some duct tape or something. That inflatable bed? Camping equipment? You wouldn't even start with an agent but screw it, get a burner phone or just skip it.

For the average campaign or w/e you start living in a shipping container and eating kibble, so you don't have to fully go on your own hyper cyber homeless "everything i have is my bod," but it could be a fun character concept. I'd probably try to get the GM to let me have a little more money by straight up being homeless, and then immediately slamming that cash into more cyberware. Skillwise I'm thinking like relatively high martial arts, tracking, but also wardrobe, hence the few but high quality clothes. If this character was a chick she'd probably be hard assed enough to just ngaf about being tits out or not, or maybe the augs are the "clothes," or juggle it around for what works out for how you want them to be.

I think it's a good base for someone who is hard dedicated and would have literally no possessions beyond what lets them be a complete badass and being stylish as hell.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I dunno I think the empathy loss is actually a decent mechanic. It only affects two skills and if they're committed murder hobos anyway they probably aren't gonna care about those checks too much.

Traumatic event loss I would limit to if players insisted on doing something hosed up, I wouldn't be purposefully filling the game with nightmare scenarios.

Psycho symptoms are something I could see only really working out depending on your players and I'd maybe pull poo poo like "ok new session recap, but wait C. wakes up not remembering anything from the last few hours oh poo poo here's a screamsheet about a psycho I'm sure it's not related," or maybe start having random people at the bodega increasingly side eye them and obviously bail out whenever they're around.

If you could somehow engineer a situation where a media is doing a report on psychos and the party member is the real actual subject of all these rumors that could be a good one.

So did you read that screamsheet about the fancy neo Italian restaurant, and the one shot job they had attached to it? If I was running one I would throw out that sheet but have a totally different angle for the job.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Bust Rodd posted:

I got really super-duper into the video game and my LGS had one copy of RED left and I bought it. How do I play? Does anyone wanna play?

I dunno how to play for sure! I do wanna play tho hell yeah!
Start with the part where it says how to roll a character, and then it's pretty much going through the section that's like "How to Get Things Done" and it explains how to move around and how to shoot and stuff like that.

Out of the youtubes I've seen it looks like the people are either sort of bad at describing stuff in video, seem to be kinda bad at the game itself, or started their campaigns and characters with a preliminary version of the rules that obviously were kind of outdated. There's one called something like "Cyberpunk Red Conspiracy" where episode zero is them making characters, which I think has some kinda steps that I don't see in the book, and then in episode 1 one of the hosed up chars they made gets gruesomely downed and is bleeding out. After watching a good amount of that (the unabridged whole episodes are like 60 hours or something insane), it's cool to see stuff in the book and be like "Oh yeaaah i get that now, or ok the gm was sorta just playing it by ear real hard."

This is why I was confused about cyberarms not noticibly giving any bonus to rolls for things like forcing locks and stuff like that. Obviously having cyber arms shouldn't mean you can lift a dumptruck and hurl it off the highway, but I do feel like baseline cyber installs that don't have extra options slotted in should at least give something that's more than normal. If you only lose humanity for things that can make you more than a human, then everything that has a listed humanity cost should give you something that's more than human, even if it's not anything super amazing.


There's a section about netrunning, automated defenses, and setting up your own net architecture. Setting up your own system is both insanely expensive and pretty involved, and there's a lot of interesting stuff. For example:
Type        | Description                                                    | Default Trigger     | Data
------------+----------------------------------------------------------------+---------------------+------------------------------------
Observation | These cameras can see in Low Light, Infrared, and UV,          | Target enters room. | 5HP
Cameras     | and report images for a Demon or security personnel to act on. |                     | Perception DV17 to spot
            | DV9 Electronics/Security Tech, 1 min to counter.               |                     | Can see one entire room or corridor
------------+----------------------------------------------------------------+---------------------+------------------------------------
Mini        | Mini Air Drones are equipped with 1 of the following:          | Target enters area  | 6 MOVE • 15 HP
Air Drone   | • Dartgun with 8 Poison Arrows                                 | without wearing     |
            | • Very Heavy Pistol with 8 Armor Piercing Bullets              | proper pass         | Perimeter of defended area
            | • Observation Cameras                                          | or badge            |
            | DV17 Electronics/Security Tech, 5 min to counter.              |                     |

it says the cost of defense things, like auto turrets and drones and security cams, etc, are based on the DV of an electronic security check that it would take to defeat them:
DV  9 |    500eb (Expensive)
DV 13 |  1,000eb (V. Expensive)
DV 17 |  5,000eb (Luxury)
DV 21 | 10,000eb (Super Luxury)


So... I think you could try and claim that security cam costs 500 becuase it can be beat by DV9, and then claim a lovely drone costs the same amount because it could be beat by DV9, but I don't think it's supposed to be interpreted like that. I think an actual air drone costs five grand because for one, it's gonna be a Serious Business Corp buying and using those things, and for two, you can mount a camera inside a drone, and it doesn't make sense that even a lovely drone hull is the same as a camera mount.

The reason I'm looking at this is because I was eyeballing the way Techs can invent new stuff, and in order to figure out how difficult and how much it would cost in materials and time to design and fabricate a new thing is directly related to how much the building blocks cost. And the reason I was looking at that was because I was curious to see how much effort it would take for a Tech to create a new kind of drone, and the reason I was looking at that is because escorting a Tech with a rare prototype could be a cool job, but just how rare and desirable would the prototype be? Cause that directly impacts the pay and difficulty of the job.

I think i have a good idea on how to figure this out and make it seem realistic in the setting, and also I'm now convinced that if you want you could make a Tech who is so mad at having been kicked out of pilot school during chargen they're gonna build their own goddamn helicopter and it's gonna have grabby arms and walkin' feet and I'll show you assholes who the real hot shot is :argh:

Another neat thing: all real serious size helicopters now seem to be osprey style tiltrotor craft that fold up their wings, and normal airplanes and stuff are pretty much extinct because of how expensive they are to maintain. Zepplins made a huge comeback tho. If you have max rank in Nomad role ability you can call in the Hindenborg to be a mobile base.

SniperWoreConverse fucked around with this message at 03:15 on Jan 8, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva
That makes sense. My gut reaction was "nah no way if you want a drone you gotta pay the 5 grand," but it actually makes a lot more sense that a junky crapo drone would be on the market. Even that one would be more useful than no drone in a lot of cases, so yeah that's a better way to handle it for people who just want to set up some kind of basic security system.

But a Tech should be able to fabricate a normal one for 1,000 if they've got the skills, although requirements seem to be pretty high. I think you'd need to beat a dv29 and it would take a whole month to assemble.

The savings of 4 grand is pretty well matched to income from jobs they could otherwise be doing in that time, if they can take the boredom.
    Pretty much my idea was:
  • a cool job could be escorting a Tech with something super valuable, maybe a drone with a bunch of crazy poo poo invented into it
  • what would the actual value of this cybercrate with the prototype be? and the capabilities of the thing? that would determine what kind of enemies and what the pay might be, and a bunch of narrative stuff
  • Actually stepping through the invention process would give something like the value of the thing, but also describe what kind of Tech could roll good enough make it, and what their personality and skills would be like

For a thought experiment, ok, lets start by merging a basic radio communicator and radio scanner, and the GM is hog wild for mad science and will let us go as far as mechanically possible. That makes sense as something plausible and it's a $100+50 = premium + costly, so I think this would be DV17 to invent it? Assuming that works, the book says the GM calls the shots on how much it costs, and the cheapest an invented object can be is expensive (!?) but it seems kind of dumb to say this combined unit is suddenly worth $500. Sure fine, I suppose that means it could be fabricated for $100.

So then it could also make sense to say alright now I'm going to take that and add in a scrambler/descrambler. This is two 500 items and you gotta beat DV21. The end result is plausibly worth $1000 I suppose, because it's a lot of loose electronics merged into one compact efficient package, or something along those lines.

Can I follow this all the way down and say I want to merge in an agent and a homing tracer, to basically create something similar to the Nomad upgrade option of installing a communications center, but as like one portable package unattached to a car? That seems reasonable enough.

And then cram this thing into a drone and create a kind of wide area secure coms drone? I figure if it has an agent it should be smart enough to be able to follow its owner around and take simple commands, and report in like "ok boss the tracker beacon is at xyz coordinates, I'll stay within the tracking range as best I can." And the party could theoretically spread out to about double the normal comms range because the drone should probably be smart enough to act as a relay. This could be useful if you were gonna do an ambush, or were searching for something in the desert, or going to blow up two parts of a rail line at the same time to trap a train and rob it. Things like that, in places where agents don't have access to the normal communications networks so you can't just all get on a group chat about your crimes.

Where would a reasonable GM cut this off? If I was then like, "you know, this drone could really use a video camera slapped on so the party could tell it to get within visual range," would the agent be good enough for this seemingly small addition or would I have to roll to try and cram a Media-style video camera or even a security camera into it? Because at that point you have something similar to a spy drone which might have more capability than just a normal sentry drone, yet it doesn't require a network architecture to run because supposedly it's ran by a dedicated agent.

Yet the drone is actually pretty slow and can only move at the speed of a fast human, so it's not like it's something completely insane, and it does have to get power from somewhere if it's not meshed into an architecture it can return to and recharge. It's just sussing out the limits to this whole thing with your GM I guess.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Well, anyone who has cyberaudio can get the other two options filled out pretty cheap just using the cash they have in chargen, they seem to have the most flexibility.

Cybereyes have some stuff like you could add in a target scope or teleoptics or video camera if you're willing to dump your entire funds into it. Chyron, color shift, and micro optics could be slotted in if you don't already have them. You could grab another eye and anti-dazzle, or just another one and wait until you have enough cash to install a more expensive paired option.

Lawmen don't have any foundational cyberware and would maybe want to stick to more internal/external augs, or the kind of thing that can be implanted into a meat limb if they want additional cyberware. I could see a cop wanting to get nasal filters and toxin binders, or going for broke and getting enhanced antibodies. Or you could get the foundational ware and no options for it.

Solo / Netrunner / Nomad all start with neural links and that type pretty much has 500 prices for additional options, so you could get a chipware socket with no chips, or speedware if you don't have one, or a braindance recorder, or interface plugs if you don't have them. Subdermal grips are cheap for these guys. If they somehow end up running into a cybered up vehicle and have interface plugs you can drive hands free while leaning out the window to shoot, that's something that could happen.

Pretty much it seems like you're not gonna be getting deep into ultra cyber right off the bat unless you're willing to ditch the starter gear you normally have, or

Running out of cash? posted:

Starting to look over the list of cyberware and thinking: "I don't have the kind of eurobucks I need to swing this tech,"? At this point, you have to ask yourself: "How desperate am I? Am I really hard up enough to risk death and dismemberment just to get a lousy cyberarm?"

Sure you are. The truly desperate turn to desperate measures. In this case, you can hire yourself out to someone who can afford to buy your cybernetics for you. At your GM's discretion, selecting any one of the following employers at Character Generation will swing you 1500eb in cyberware in addition to an installation of mandatory Neural Link cyberware, free-of-charge, assuming you can convince everyone else playing at your table to also take advantage of this attractive employment opportunity.
The options are "Join the (covert) Military," "Take up a life of organized crime," "Sell out to a corporation." And there's a catch. This potentially changes the campaign pretty seriously.

If I was GMing I would let a Media sell their video camera and install an eyeball + MicroVideo, assuming they used their whole 500 for it. Same with 500 for an arm + they picked grapple gun to get arm & grapple hand.

I could see that being useful and covert. The arm would let you later on get a shoulder cam and it can be aimed wherever you want while your hands and eyes do something else. Then you have one slot left for later on something small in that arm like a non-popup weapon or emp shielding. I could see the shielding being good if you absolutely have to get the video evidence even if they're blasting you with electrons that would fry a normal everyday video camera.

The eye you can eventually save up enough to do both eyes and get some of the pretty decent paired options, or even just put a teleoptics into the camera eye to really zoom the gently caress in. You could clearly see and record from almost a km away with that.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Boiled Water posted:

This seems like a no brainer: Join military, get silver arm replacement.

edit: Question: Would cyberpunk work as a play by post or is that too much of a reach?

A military campaign could be an interesting one, and you could fit all the rolls into a military equivalent I think.

I dunno if it's possible to make red work as play by post. You've got to have maps and move the characters around, and I think it could be pretty hard to do if people are bullshitting around.

My gbs rpg is thread based and all the rolls are in discord, but scenes are just an abstract area and positioning is abstract. Characters can dip in and out freely -- it's gonna suck if someone gets probated or can't log in in the middle of a fight.

I do initiative in the order people post their actions and then if they try to go hog wild I do the first one and hang on to the others like a queue so everyone gets their turn. Either the extras get dropped as the situation changes or I roll it together and try to do a whole turn as one post.

Maybe it could work completely in forums if the GM was good at setting up forums friendly maps? You know "move to A3, shoot pistol at B6, move to A5." If someone set up a test game or whatever I'd roll a character and help figure out what works.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Yeah plus a decent GM isn't gonna just be letting you go nutso and pulling your char. They should start warning you and figuring out ways to help keep you from going over the line and stay in the game.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

DeathSandwich posted:

Best I can say is this - Remember those three rules I quoted in the first post? There's a fourth:


If you don't like it, change it.

If you don't want to put humanity loss on baseline cyberlimbs? Don't. Mike Pondsmith isn't going to come hold a gun to your head and make you strike that humanity off your players sheets.

Yeah that's true. I think psychosis should be in, and wanna actually play a good amount before deciding if I'd rather it work different. I feel like foundational implants should cost humanity and should do something even if it's like +1 to visual or hearing perception. Limbs should give what they already give, but also some minor +1 athletics or w/e for certain checks.

Foundational neural link also should give something, although I'm not sure what. There should also be a reason to get only a cyberhand or foot if you don't want the whole limb.


mellonbread posted:

Is Cyberpunk 2020 allowed in this thread, or only the new edition?

quote:

Break the Rules.

--------------

So I already had a free account for Inkarnate and looking through it seems like it's not a particularly good system for making cyberpunk maps, unless you're able to upload textures and objects yourself. Then I decided to try dungeon fog (which honestly if i had realized i would have tried to grab an invite code to get some goon more map slots), and it's doable but the editor got angry when I tried to make a map 1000 units across.

If I can jerk around with this thing and get a decent result maybe I'll try to run a job if nobody else beats me to the punch.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I'm pretty sure you can fracture those down to be pretty granular. For pistols alone there's medium, heavy, v heavy, and then 3 cost grades.

The three kinds have different fire rates and damage and ammo capacities, the price range describes things like if you crit fail it jams, or if it has +1 to hit. Quality bumps a weapon up or down by one price bracket, so if it's 100 normally, the cheap one will cost 50 and the good one will cost 500.

You could probably apply the same quality concept to almost anything that's not exotic or superluxury and it could work. Things that are already superluxury like pretty much any vehicle sort of don't fit into the quality bracket system cause they could go from 20,000 for a basic motorcycle to 100,000 for a flying car.

They just give a basic list for most things and don't go through and enumerate every possible manufacturer. You can totally go to a vending machine or corner store and buy a lovely gun for super cheap tho.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
woah what the hell's prayerware?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

SkyeAuroline posted:

Prayerware was in Chromebook 2 as an incidental item. I don't have my book on me, so let me channel RTG as well as I can.

Still need to practice your faith while getting ground into dust by 16-hour work days and Mandatory Corporate Fun? Get yourself some DDI Prayerware, a direct line to a real* priest of your mainstream denomination that fits in your hand! Handle confession on your lunch break, seek counsel in a cab. Two-way audio and video, safe and private.
*realness not guaranteed

The actual item is basically just a really cheap preprogrammed video phone that can only contact your church. It was dumb but reinforced the commodification of every aspect of life when I first read it, and it's stuck with me.

oh man you know how there's prayer wheels? 100% chance there's a hologram one, or even one that's completely within a local net, like you just pull up a page and can look at it. There are already electric prayer wheels irl.

If there was a monastery with its own net architecture I bet the first floor would have one. Although I dunno if every kind of monk would be ok with getting neuralware or even any cyberware. A lot of religions are not cool with certain modifications to the body. Sikhs would maybe not get any implants at all? What's the christian denomination that doesn't even do blood transplants, would they reject clone arms if one got blasted off? Medicalware?

Could someone who essentially is not a netrunner set up an architecture and access it in a more normal non-hacky way? Surely you could connect a normal computer to it and administer it in the old fashioned way.


MadDogMike posted:

I do have to praise this version for having pretty good quick gen character rules, seems to do a pretty good job making characters that are reasonably strong at their roles. Even messing with the full “make your own” rules I typically start with the stat/skill arrays and tweak from there, saves a lot of work at ensuring you hit your “core competencies” for your role.

Yeah my main concern would be somehow accidentally creating a completely lopsided character who can't really get things done well. For example when the red sky city guys made their characters there were a lot that picked like 1 or 2 luck, but luck seems super useful. I think even if you make a total weirdo character like a professor with all skills in education and social skills you could still function, but you really are gonna be crap when the guns inevitably come out. That kind of character is really pushing the limits and would probably not be a good edgerunner. Better as an NPC for the actual crew to interact with.


DeathSandwich posted:

The thing to keep in mind is that if you want the more granular variety of gun/gear selection, you can still do that. Get copies of the old 2020 books and most of the low level guns (minus the things that do d10 dice damage like railguns) should be able to import across pretty easy without a whole lot of modification. That'll also give you room for like, double barrel vs pump shotguns, revolvers, and the like. Or you just modify the existing categories. If you want to base guns off of old pre-cyberpunk guns they are still around so you don't have to have your Very Heavy Pistol be just like a caseless ammunition magnum like it would be Rules as Written - just make your VH pistol be a .44 magnum revolver, modify the magazine count, and maybe modify it in some other way to compensate (like making it +1 more accurate at medium range). If you want someone to tote a M1 garand just make one up custom and adjust accordingly. Those old pre-modern guns still kill you dead at the end of the day, after all.

If you are planning to GM red, it's been suggested to pick up Listen Up You Primitive Screwheads for 2020 because it's all GM stuff and a lot of it should still be pertinent. Most people I know who played 2020 have straight up said it should be the first supplemental book you buy for it. It's that good.

I was messing around looking and there's a blurb that says if you do find an antique that still uses cased ammo you have to load your own, and imo that would absolutely be the exact kind of thing an edgerunner who went out of their way to get such a gun would do, just as a point of pride, for their personal signature weapon or w/e. If somebody came around the corner with a legit AR15 or AK47 I think they absolutely would have gotten ammo for it from somewhere. Maybe make it so they do have to fabricate or source the ancient era cartridges.

poo poo, if it's a non-Tech you could just be like "oh ok now that you've had someone prep the schematics or you downloaded them or w/e, you can get a ten pack for like 11 bucks at any place that has a 3d printer, including such and such vending machines." If they got a weapon that was current in 2020 I'd let them just use the ammo that's available now. IMO stuff that was already old in 2020 should be noticeably unusual when most people could get comparable modern weapons printed out, and stuff that was current in 2020 would be more like "yup that an old reliable type-17."

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Wait, you can buy a linear frame and just walk around flipping cars and unplug it when you get home. Only an actual sicko who lusts for the hp gains would get it implanted.

But that's bullshit that having implants keeps you outta nirvana how the gently caress does that work

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Neat. Stealing one is probably the best option, and what works, works. But it could have blowback like now REO is pissed, so mabe it would have been better to make a deal with someone to get transport.

I've been messing around trying to make maps in Dungeon Fog, and it's a lot more sophisticated than Inkarnate is. You can do multiple floors in a really cool way, and you actually make rooms and walls that have transparent floors and stuff like that. It gives an absolute shitload of assets if you pay for them, and it has lighting options I really wanted to try out.

There's a biotech job I made a halfass map for using free assets, and I really like the multiple levels. At night it looks like this:

forest floor:


canopy:


You can make a layer's floor completely hidden, so that you can build towers and stuff above the surface. If I was doing a serious version I would populate the woods with smaller trees and bushes and put down treestumps, and then on the upper layer put bigass trees over each stump, to represent the fact that they're huge as hell. Then you have even this towering canopy with the watchtower slightly above it. Also there's a few other points of interest in the forest, like a ranger station that I'd also put in a few extra things in.

There's a lot of cool stuff like antenna arrays and drones and crap like that, but almost everything is behind the paywall. Everything that's tagged "Cyberpunk," which is a lot of really wild poo poo, is all behind the wall. But you can sort of get by, they do give you a decent amount of stuff. If you pay you can get upgraded from one free of car and one motocycle, to cyberpunk style vehicles and robots and horses and stuff too. Red is the kind of setting where it makes sense to pull in a bunch of stuff, even stuff from some of the fantasy sets, like swords and marble statues and whatever.

The way it lets you group and sort stuff is pretty ok



Inkarnate has better tools for painting trees all over the place and that kind of thing, and Dungeon Fog tends to glitch out if I leave the tab open long enough. Also it's supposed to be able to keep track of all these things automatically, and it has a system of GM notes that you could use. Rooms are automatically entered into the notes, which is cool, but for some reason nothing that's inside the rooms or out in the world get populated into the notes, even if I manually flag them to be entered into the notes. Then it crashed and the map and everything associated with it was permanently corrupted, so oh well!

Genuinely dynamic lighting that changes when things move around would probably be pretty hard to do with DF, and the scale of some things like flashlight beams and sniper rifles would completely blow the map system up unless you started with each grid cell as 5 or 10m instead of one. Also some assets in DF are not even close to being at the same scale.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So yesterday i was jerking around with Dungeon Fog some more and these are the results:
  • You can make "ok" Cyberpunk maps with the free assets, including stuff like the Biotechnica job in the back of the book.
  • I'm pretty sure it's not really compatible with using edge as a browser, because it reliably will start glitching out bad the longer you edit. I think this is not really related to having large numbers of assets swimming around, but the more assets you have, the worse your problems will be. There's no way most people are experiencing this because nobody is gonna pay for a tool that acts this way.
  • I had a lot of stuff like loading zone decals, roads and foundation paints on the ground, a fuckload of trees and shrubs, and i had all of these sorted into folders. When it starts freaking out it seems to add duplicate entries into the content tree, so suddenly I have like 4 copies of a sidewalk, and they're above the pavement paint, and above stairs and lifts and stuff. If you put these duplicates back into the folders they're supposed to belong in then the problem fixes itself. The actual item is not duplicated, but the layering will be screwed up.
  • The orange selection overlay will screw up. If you save at this point it will absolutely ruin the map so you better be saving often and be prepared to log out and back in in a new tab. If you save when the content lists are messed up they stay messed up until you fix them and save again.
  • Unfortunately you can't adjust settings like opacity, drop shadows y/n, lightsource, casts shadows, etc, from folder level. You have to go in and do each one individually, so no throwing down a shitload of street lamps and then turning them all on with the same settings.
  • The illumination option "hide all lights" is a decent way to switch between night and day automatically. So you can set up all your lights and make everything look super awesome at night, and then just flip the stage lighting and it looks good in the day too. Otherwise certain light sources look absolutely eye searing like anyone near them are being bombarded by hard radiation or something, which also could be interesting if you had a job with rads, or with someone who has rad vision.
  • Whatever is screwing up my maps might also be the same thing that makes the GM notes completely broken and unusable. It doesn't list objects or rooms correctly and I can't select specific items to make entries.
  • I don't know how to edit the map description after you create it.
  • I only get 3 floors for each map, dunno if it's like this for everyone or just free accounts, but I was planning on using a bunch of those to represent the view from security camera drones. I suppose alternately I could resize the map and chop it into quadrants for this. I was thinking a good job would be a very vertical one that goes down but if you only get three levels then you can't make it super crazy.

I was really enthused for the GM notes because I added in a bunch of stuff to that job that seemed like it would flesh out how and what the corp is doing, and it sort of created a side story as i was building the map itself. I spoilered plot info from the book or important changes I made, in case anyone is gonna be a player for this and doesn't want the infodump. Depending on how inquisitive the players are they would see stuff like this:

Have the gig start with the crew on a landing pad next to the ranger station, a fat old watchman with virtuality goggles is finally glad to get some time off and leaves with the NPC who gives the detailed briefing. The "supplies" for the ranger station includes a vendit that sells food, as well as lockers with the cheapest possible ranger station stuff, like bandaids, ranger tools, maybe a lovely gun. The rep gives the spiel he does in the book and gives out stuff like he would in the book.

The ranger station is like the watchtower, except for one floor and even more cramped, and is super cheaply put together with prefab components, the walls are thin metal, the water source is a rain catchment cistern with a cheap filter, the crapper is a hole in the ground with a lid over it. There's also an antenna pointing towards the watchtower and a mysterious sealed floor hatch. There's a desk and rudimentary displays that show the same info that the watchtower computers do, but it's a pain in the rear end to use. If you have goggles or a cyberdeck you can instead use a much better virtual interface. There's an infrastructure access point. The whole forest is on the same net infrastructure thanks to the antennas, and there's another access point in the tower.

Anyone has enough security tech / education / applicable science / business skills can look at the hatch and know that it's a SecureCan preassembled net infrastructure module. It's one sealed canister with the smallest net infrastructure in it (the mobile one), a thermal battery similar to the kind in vendits, and takes a huge DV on security to pop the lid open. The actual can itself is also insanely heavy and sealed into the foundation. Inside the network is a warning & log file, a file that shows all the data any of the screens would show, & control node that works to unlock anything that's locked, but the DV to access anything you don't already have the password for is extremely high.

The watchtower is still an hour's trek into the forest, and it's essentially the same as in the book except it also has a supply shack with locked tool lockers and a worn and dirty linear frame sigma, which is also locked. The tool lockers aren't that bad if someone tried to break into them and contain forestry tools like a chainsaw, entrenching tool, pulaski, etc. There are very heave melee weapons which are designed to attach to the frame so someone could do excavations, form foundations quickly, etc, but they take 11+ body to use. The corp pretty much dropped off a bunch of prefab building materials and the fame, and someone used it to construct everything quickly and dig out the water and latrines, and install the infrastructure can. That can is much more valuable than everything else and is the only quality object in the forest besides the frame and all the wood and trees, and it's easily in the superluxury range. The frame should be hard to get activated and the rep will not give any codes to access any of this stuff. They use the frame to chop and load certain trees and stuff, too.

Give the players a few extra extraordinarily boring days watching out. Some of the plants in the forest are obviously heavily engineered and weird. Maybe someone who knows what they're doing can try to take samples and sell the data later, or use it in their own projects. Maybe the team gets bored enough to try and backstab the corp and steal the can or the frame and other stuff. Maybe they wanna use the frame to rip open the vendit and have a party with the stuff inside. Eventually the pirates hit the forest like in the book, and the rep will show up a day later to start inspecting things. If the crew obviously screwed up the forest or messed with the equipment too much he'll be super pissed and act appropriately, but if they play it straight he offers another job like in the book.

This job's a good lead in to a potential campaign imo, and by punching it up some it gives options to the players to take it in a few different directions. Also, because they get airlifted in and out of the forest by the corp, they better be pretty clever if they are willing to make an enemy. If literally nobody in the crew has interface plugs then welp a lot of the stuff I added in just doesn't work anymore, but them's the breaks.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
What would a character who never gets cyberware have to be able to beat cyborgs? Does muscle and bone lace count? Skinweave? Why would installing those be different than cutting your hair or getting regular old style tattoos, if any change to the body also changes the soul?

So this character would basically be all-in on gear instead of cyberware, so... i guess get ready to batman it up. What role, tho? I'm thinking lawman, because going up against people with cyberware when you have nothing probably means you would need some kind of backup, and i'm pretty sure there's already the inquisitor gang, and i'm pretty sure a gang boss is not mechanically different from a cop.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

SkyeAuroline posted:

Lawman feels right, yeah. Several roles could do zero-ware (rocker, media, and fixer should have no issue using external equipment, exec theoretically wouldn't if ware wasn't a social expectation instead) but I don't see any others that can do it and also be combat successful against their wared brethren.

Possibly nomad? Tech or Medtech? More likely those types would be part of his gang, and important people he needs to keep the whole thing working.


Boiled Water posted:

Couldn't you just not fight the 'borged up psycho and let someone else deal with the fallout? See the cyberpsycho tearing through 'Saka goons and just go "gently caress that I'm out of here".

Yeah any usual person would do this, but

mellonbread posted:

Cyberpunk Anguilimala who rips the cyberware out of people so their souls can get back on the path to Enlightenment, and wears the severed parts as clothing.

This dude is 100% some kinda major inquisitors lieutenant or sect boss or whatever, and would have some kind of method to try and wipe a crew of player edgerunners, and especially cyber psychos.

I could see inquisitors being a serious threat if they tend to call in backup or dumped their efforts into skills and equipment whenever a normal gang would just cyber it up some. Everyone hates them and they're in a total war with all other gangs and still haven't been driven extinct yet.

You could come up with a ton of scenarios about this guy. Does he kill everyone with even fashonware or just rip it out? How does he recruit? How's he deal with so many enemies?

SniperWoreConverse
Mar 20, 2010



Gun Saliva

Utgardaloki posted:

Please guys, my martial arts expert is the party Solo.

Just hopefully not the only one.

MA is a good strat, i think. With the right char it could be pretty powerful, but it's going to take a lot of investment and it seems like it's exactly the thing you need to focus on to make work. Sort of like specializing in pilot or paramedic, except if you fail you die instead of your patient.

If I was going to make a solo that's the one I'd use to try and push the absolute maximum amount of cyberware during creation, completely go into debt, live on the street, whatever the GM would let me get away with. Sell all clothes and only have a couple pieces that came out of canned tshirt vendit.

Other character ideas i had bullshitted around with:
tech obsessed with inventing an aircraft
max luck daredevil netrunner
ex-police PI. Alcoholic. Or addicted to slam or w/e.
rocker who's equally balanced between da Vinci the renaissance man and Leonardo the ninja turtle. Get that draw/paint/sculpt put to use.
media naturalist. documenting the last natural life forms before it's too late
cryptoneomarxist exec & commie double agent
fixer/historian
nomad conspiracy theorist. atlantis, mu, ufos, the lost world and dinosaurs were never extinct: Real, real, real, REALLY real. Has 1 rank in riding just in case.

possibly my fav:
medtech. ID badge on the lab coat literally only says Herbert West -- Reanimator.


marshmallow creep posted:

Maybe he cybers up in order to rip cyber out of people because he wants to help everyone else get back on the road to Nirvana. He makes this sacrifice to help you, person he is actively mutilating.

Sick. It works because it's like one of those people who decides not to achieve nirvana until everybody else makes it first.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Yeah, i'd have it he can call backup from his gang. Same as player characters calling in backup from their gang, or from their platoon, or their corp, or whatever.

In fact I saw this vid where he uses the lawman's reinforcements to super quickly generate npcs:
https://www.youtube.com/watch?v=vH9S5GWKr1g

seems like a pretty good way to do it, maybe better than using the pregenerated npc templates the book gives you. Fusing all the stats and skills into a combat number makes sense for characters who are pretty much random goons. If one of them rolls crazy or does something cool enough to get a name and become a permanent character you can roll them up for real in between sessions or whatever.

One thing that's neat about the max rank backup is they're pretty much actual edgerunners directly out of chargen, except for a shitload of extra skills.


What's some good music? Yeah stuff from 2077 but i sorta feel like red should be a little more different, bleaker. Not totally in death cult mode tho.
https://www.youtube.com/watch?v=wx89dInRiXchttps://www.youtube.com/watch?v=2JqVLrGkxoEhttps://www.youtube.com/watch?v=yFFa440Mo0Ihttps://www.youtube.com/watch?v=0P8BdNnuA4Mhttps://www.youtube.com/watch?v=HwKwBNxFd-ohttps://www.youtube.com/watch?v=zgWa7NoJGWchttps://www.youtube.com/watch?v=N0LZ20ppkNohttps://www.youtube.com/watch?v=Q2elSNrRxushttps://www.youtube.com/watch?v=pDJ7GIqpNV0https://www.youtube.com/watch?v=Y4YwhhW_Jwchttps://www.youtube.com/watch?v=ppQPw-iUgkUhttps://www.youtube.com/watch?v=oG_2EvMzhDc

E; crap that was kind of a lot of youtubes

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Hmm, audio vox, that amplifier that has a couple inputs... You can wire all that together some kinda way. Store a shitload of samples and beats in your agent...

There's an exotic handgun that does some kinda sound damage, there's implantable frames, all the basics of this are there, if I was GM I'd let you put this together over a campaign if you could make it sound plausible and not go psycho.

Hell I'd write a job where you steal a prototype program thing to emit brainwaves in certain scenarios. Get two cyberarms, but instead of shoulder cams it's bigass speakers.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

what the gently caress, gruesome. Those arms are sweet though.


Bust Rodd posted:

yeah I think I can manage that. I figured as a musician I would need a very high empathy score in order to most effectively gauge crowd reaction to my jams and switch up the tempo appropriately, so hopefully that would give me enough humanity to not lose my mind as I convert myself into a into a soundboard.

I’ve never played anything like this before, so I have no idea what use I would be to my party, that’s why I wanted to make myself super beefy. I put 8’s in Will, Body, and Tech because I wanted to be able to stand up to anything, and because I didn’t know how inventing cyberware or developing new upgrades worked, but I figure I would be good at computers from years of learning different audio production programs.

you'd actually have to multiclass if you want to be able to invent anything by yourself, at least if you wanna keep Charismatic Impact. There's not really anything stopping you from being a Tech who is heavily into music and can play incredibly well or anything like that, so you could make a tech and switch over when you have enough to buy the role skill, or you could make a rocker and figure out a different method to get this stuff installed (have a tech in the party do it, pay an npc, etc)

Corebook posted:

You can't start off taking on two Roles at once. Much in the same way that people in the real world have to throw themselves into a career just to make it work, your Role is just that—a full time career. It's going to take everything you have just to make it in one area of The Street, so don't get cocky, punk.

That being said, there's nothing stopping you from starting one Role "career" and then swapping to another one. In real life, people do that all the time. In the Time of the Red, you can change Roles anytime you have completed at least 4 Ranks in your previous Role by buying Rank 1 in the new Role with Improvement Points. You then start the new Role at Rank 1, just mastering the intricacies of your new career. When you switch, you'll be locked from multiclassing again until your latest Role is at least Rank 4.

Meanwhile, you can also continue increasing the Rank of your previous Role, and you retain all features granted by it, but to The Street you will now be seen as your new Role as you concentrate on mastering the ropes.

As far as creating new tech, there's 4 things Techs can do that nobody else can.
    When you level up your role skill you get to increase 2 of these options by 1:
  • Field Expertise lets them fix stuff temporarily just out in the wild. They also add this expertise to any tech check they make that isn't related to special abilities.
    So like they can use this to patch over a tire right now like a quickfix that lasts a few minutes, and then later on use this same ability to put a new wheel on the broken car better than someone who has the same car repair skill.
  • Upgrade permanently improves an item in one of a few ways. You also use the associated skill, so if you wanna improve a gun you need to use weaponstech.
  • Fabrication lets you convert eddies (that you use to buy parts) or just whatever parts you have into working objects that are already defined. If you want to make a gun out of gun parts you use weaponstech again.
  • Invention lets you combine multiple items into one item, or just make up whatever item you think of. The example is a guitar flamethrower like from fury road. This only gives the schematics, not the item. The skill that would repair the thing is also the skill to design a similar thing.

So if you wanted to invent the guy from the vid's cyberarms the way it would work i think would be like this:
Buy arm. Now you need the speaker array module.

The portable amp + a shrieker i think would make this work and the roll would be something like
[Tech stat + cybertech skill + invention expertise rank + d10] vs [DV21] = 1 week of design time to produce a schematic
[Tech stat + cybertech skill + invention expertise rank + d10] vs [DV21] = 1 week of build time to produce the module.
The GM would give the real DVs and parts costs and stuff like that, there's guidance in the book. Increasing the complexity makes it take longer and require more or better parts. If you botch the roll you just lose the time, not parts or anything. The GM also would help figure out how many cyberware slots it takes, etc.

Or you could find an pay an NPC to do this work for you.

Another way to do this would just be buy the arm, buy a popup gun cyberware, buy a screamer, buy a subdermal pocket cyberware, and buy a portable amp to shove in the arm compartment. If I was GMing this I'd let you shove all that poo poo into your arm slots no problem. It all connects to each other and the agent or your audiovox or whatever, it's fine. But I'd also make the call that it's all wired together great, looks cool af, everything's perfect, but since it's not one singular cybernetics piece that you add in, it takes 3 slots to do it per arm, and you have to buy all that individual stuff. Still enough space for em shielding at least!

"Technically" the internal compartment is a body mod but it's stupid to not let that be in an arm or leg slot. Also I'd call it that if you wanna shot big bullet like in the vid you need to be installing grenade launchers or w/e.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
I would subscribe to the neighborhood watch service, but a ten minute arrival is probably gonna be somebody showing up to an already-finished bloodbath. In the game too.


Thought of a hook.

The crew is out in the wilderness for whatever reason, probably some important gig or crime or pressing life and death scenario, and they run into an old crash site. Already been picked over by scavengers, but if they investigate anyway they can bust open a rusted hatch and find a bunch of fried old electronics panels... and a ruined space suit. Inside's a body with a bunch of cybernetics, all of which are broken, but some is reparable. Other than that they can get an ok few €$ of random scrap and one broken spaceplane part.

There's a chipware socket and if they fix it, or if they pass a perception check, they'll realize there's a chip that somehow survived reentry! If they investigate the chip instead just immediately slotting it in it'll prove to be skillware, but it's strangely made and there's no way to know what skills it has without decompiling the whole thing and rebuilding them all on separate chips -- this would break the pilot's chip in the process, would need a stack of blank chips, and if the crew decides to to it it will take an unusually long time. There's def more than one skill in there, it's gotta be a custom job. It'd be worth a lot more more as-is, but nobody's gonna buy if you don't know what you're selling.
    The skills are:
  • Endurance
  • Science: Orbital Mechanics
  • Pilot Air Vehicle
  • Local Expert: Galileo Cylinder
  • Language: roll a d10 for one of Arabic, English, French, Hausa, Lingala, Oromo, Portuguese, Swahili, Twi, or Yoruba.
If someone slots this in and already has any of these at 1 or higher, they don't get any boost to that skill. If they decompile the chip they're left with individual low quality versions of those skillware chips. The market versions would be worth 500 a pop (1k for pilot), but these only give rank 1 instead of the usual rank 3. The original chip could still be very valuable to the right person.

Low skills or not, that's a lot of skills crammed into one chip, and there's one more. The sixth "skill" engram is a partial personality construct. It's the pilot, it knows it's a pseudo AI, and it knows the real pilot is dead, even if you wake it up nowhere near the crash site. It knows a lot about the pilot, but it doesn't know how it was created. Even though it knows the real pilot is dead and that it's a construct noticeably less adaptable and useful than an everyday agent, it still believes it's her. It prefers to speak in the pilot's birth language and doesn't like earth's streetslang, but it knows enough to get by. It's got a thick Highrider accent when speaking slang.

There's a few wrinkles and it could be the start of a decent set of jobs... or terrible financial crimes. But it's not gonna end up anything like 2077.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
somebody made a setup for tabletop simulator

SniperWoreConverse
Mar 20, 2010



Gun Saliva
one plus is you could actually piss everyone off irl by flipping the table and throwing the pieces all over the place

SniperWoreConverse
Mar 20, 2010



Gun Saliva
awesome, the hand is a gruesome af little detail, just brutal. It'd be cool to find out what that sig might be, i'm gonna guess prewar habitat, & they use the ship as some kind of staging / storage / automated defense zone. Maybe it's something like that and in that case the rocker could be pretty useful, at least as a smooth talker. If not simply drive the boat directly over the cops bing bang boom problem solved.

Red Sky City updated again and somehow it looks like their uploads got assed up because the back half of the last ep and the front half of this ep are both missing.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So I crunched the numbers, and it's entirely possible to roll a character who's already over the limit and 100% cyberpsycho.

If you build a complete char, and get 8 empathy, and sell out during creation to get the bonus cyberware, and spend almost all of your starter money on it, you can still easily get substantially more than the fatal 81 humanity loss that pushes you into being an NPC. This is the pretty much dying in character creation.

So if you want to get extraordinarily chromed you better get rich and use that money to get some drat therapy. Now that I looked at the actual losses my all-chrome only-chrome gimmick char is going to be harder to balance.

E: I was able to swap things around some until I got above negative humanity while being pretty similar. If I put this character together right, then they're an absolute monster with completely insane drawbacks, such as TECH at 1 and effective EMP at 0. If they somehow spent tens of thousands on therapy they could potentially get back to like EMP 5.

A real hammer looking for nails.

SniperWoreConverse fucked around with this message at 05:55 on Jan 17, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Idk. I'd say it mostly depends on the GM, the campaign, and what you're trying to do. You can't start with a degree in mechatronics using the templates, or know how to ride horses or sculpt.

You also can't start with things like kung fu using any other method. The character i made is 100% banking on that being a really powerful skill, but not having any kind of ranged attack and completely relying on speed and high movement could be a risky strat.

The kinds of things you can do with martial arts seem completely insane. Just grab guns out of people's hands, as a bonus action. Cause spinal injury as a bonus action. Anything that knocks you on the ground you can instantly just get up. Tear people's armor off. If someone grabs you you can break their arm and get out.

You can't do all of that at once unless you pretty much sink literally all your starting skill points into martial arts only, but it seems like it could be worthwhile to at least pick a couple techniques.

SniperWoreConverse
Mar 20, 2010



Gun Saliva

SkyeAuroline posted:

Today in RED: cutting a business deal with the specter of communism at sea.
The SovOil ghost ship was an automated test bed whose control computer, SPECTER, was fed banned literature as an unintentional part of its "learning" and ended up directing a mutiny/"worker takeover". We found the officer corpses in very bad shape. Now we have to get it off the ship.
Having a good time.

sweet. That's a pretty wild twist.


Bust Rodd posted:

Hey gang, my friend and I have decided that rather than risk getting a group of people together or struggling with online tabletop systems, we’re gonna try something a little different.

We’re gonna do a tandem campaign. We’re gonna just run solo adventures for each other, trading off GM and PC each session.

Our plan is to roll our starting characters, and then design and populate an area of the city to play in, and eventually tie both of our characters narratives together somehow.

I’m a rockerboy who needs real sophisticated tech to follow his dreams of transhumanism, and he’s a techie who absolutely hates everyone... but happens to love my music, and always comes into town from the outskirts for my shows.

I was wondering if any of you have tried something like this before, or if you had any tips for us. We’re both really interested in weekly regular sessions and don’t wanna put up with juggling multiple sessions and only getting to play once a month due to cancellations.

What’s the best way to design or populate encounters for 1 PC? Would it be better to have additional NPC buddies for the first mission or two while we’re brand new babies?

This could work.

One thing is a ton of the example encounters are stuff that are going to end up like "there's a lone ganger shaking down some dumbass kid" if you have only a party of one, so it can only work if you have a good possibility of tangling with someone in "1v1 me noob" situations.

Then there's other encounters that literally cannot scale small enough though, there's just too much going on for 1 person to deal with on their own. Cybergods help you if you roll a midnight clusterfuck situation:

quote:

(00) Cyberpsycho Rage: A single cyberpsycho, gleaming with metal and taking their fury out on a pedestrian who pushed them a little too far. The cyberpsycho is cybered up to the teeth with four cyberlimbs, Jump Boosters, multiple Popguns, Wolvers, and more. They don’t look like they’re going to calm down and it will be a little bit (1d6 + 1 rounds) before Psycho can get on the scene. What’s worse, they just noticed you.

An actual crew can survive that until psycho squad shows up, but one player is gonna have a bad time. No good GM would dump that on you, but yeesh.

One thing you could do is start a gang. Just straight up give each player the lawman's starter backup guys 24/7. They got kevlar, they got 25hp, they got 5 move & body, and their combat number is 10. You get 4 of them, and if they die they stay dead unless you can recruit more.

This is sort of like your starting charismatic impact, but i think maybe those guys aren't going to stick around if poo poo goes sideways like an actual gang would.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
well, they're pretty loose with the assists, so it makes sense that you could wrangle a weirdly specific character and still be useful

https://twitter.com/RTalsorianGames/status/1347233716817584130

So it could make sense to have a character who is able to bullshit their way into the corp office by nailing the look, or using their ranks in air pilot to claim they need to get to the landing pad on the roof

SniperWoreConverse
Mar 20, 2010



Gun Saliva
cross posting from GBS cursed thread

Antigravitas posted:



X marks the spot(s)

Bombs that had to be detonated. The red area (8000 people) had to be evacuated. The bombs were detonated around midnight. People could return at 03:30

someone do a eurozone campaign

SniperWoreConverse
Mar 20, 2010



Gun Saliva
tiger claws seem like they are not huge players in red but are in red already.

Tyger Claws posted:

Once under the thumb of Arasaka, the Tyger Claws have broken away and become a dangerous protector gang for the Asian community of Night City. They have had a significant role in rebuilding the sections of Japan Town after the 4th Corporate War. The Tyger Claws are known for their fast bikes, enhanced reflexes, and killer martial arts.

in south night city district (not old japantown) you have

Savage Docs posted:

A decently sized ripperdoc joint run by the 5 apprentices of the late Savage Doc and protected by the Yakuza and the Tyger Claws.

There's also a turf war encounter that can involve them swinging katanas all over the place, they're generic boosters with added heavy melee weapons and better armor and can be fighting 6th street, Piranhas, Iron Sights, or NCPD.


I dunno what is in 77 but missing from Red, other than Arasaka being allowed in again, that's a big deal difference, and all the districts being a couple decades different. Pacifica is relatively safe and good for now but it's totally collapsed in 77 for example.

I think Malestrom is pretty much brand new now. I dunno if a lot of these gangs are still around by the time 2077 hits and it's possible there are gangs that haven't formed yet, just like some are already extinct. I don't think you can go really wrong no matter what you throw in, even if it's some totally out of sequence event it's not necessarily a super big problem. Like "oh drat gang X isn't here yet" well, no they're obviously just starting to form up is what it is.

I could see gangs and corps changing a decent amount between Red and 77, with small time guys forming or disbanding in that timeframe.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
one thing that's kind of cool is that armorjack is named after ye olde armor of the same kind of type. That moderate level armor was called "jack" in some situations. Better than clothes, less than super serious armor.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
So I caught the last ep of red sky city, their version of the ship mission, and i was actually super pumped with the way it turned out. This mission is a pretty big one and it took two sessions (episodes 11 & 12) and like probably five six hours for them to get through it.
(link to the channel, there's also a playlist of highlight reels i have not looked at cause i ended up boring through full eps)

Gnomes' players frustrate me cause they don't prep super greatly a lot of times, like their characters are kinda doofy in-game (not really in a bad way) and should probably be bringing food or like flashlights and and planning poo poo like that, but on the other hand they obviously have a lot of real life poo poo going on and gotta spend some time getting into game mode. I would absolutely be looting every possible thing not bolted down and then start breaking the bolts off, lol. Across the eps they've forgotten a ton of poo poo. Also I'm not a mega fan of some of the voice filters, the metal robot ones can get pretty extreme, but hey what are you gonna do?

I keep thinking how they're running into situations where having another role would be a big deal for them to get poo poo done. A media would probably be super strong with this campaign. Alternately maybe somebody should link them the pondsmith tweet about assist rolls, cause if they thought outside the box more maybe they'd be more successful. Or not so much more successful but maybe less stumped some times.

The players pulled off a "secret ending" style plan to totally gently caress up the whole GM scenario with the boat and it actually turned out really cool. I like the way he had some of the stuff set up, like there was a deck where the floor was grating, that was a cool idea, but what I really like is how he set up the final run to be a gauntlet of skill checks, that was awesome, and they CRUSHED basically every single roll, every single time, that was amazing. It was a super lovely situation and they absolutely pulled off a "who dares, wins" and I really hope those two guys are able to badger him into going out there and pulling off what would be an absolutely even more insane salvage mission, eventually.

From a larger strategic view, if they had been able to extract everything from the mainframe they'd probably have really substantial leg up for the entire campaign... if they had a way to download the entire contents of the uncorrupted data. With the amount of cash they had I think they could have swung bringing a network infrastructure with them, iirc the cheapest version you can get is actually in some way portable. If it had gone differently they also could have tried to use what they had available to get more out of the mission, like I would have rigged the sat phone as a remote uplink that could be left behind to retrieve data when they were prepared to store the huge volume of it, but they absolutely trounced that last part even though they had some fuckups early in the mission, and what works, works.

Also if I was reffing that game and if they had detonated the EMP I would have been a complete bastard and fried every piece of cyberware all of the PCs had, all at once. Welp the only guy with cybertech skills has two broken arms, you're a thousand miles out to sea and need to retrieve this 500lb canister, and you're all blind or have damaged neural uplinks, you guys should have thought this through mwhahaha.

Whenever I have a situation where I have players investigating a place I'm for sure doing the series of skill checks I have no idea why I never considered that before.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
probably. my only exposure is through cyberpunk and this actual campaign, and "gently caress it we'll do it live" is actually fine. All I know is if presented with that situation is I'd be god damned to abandon all that at the bottom of the ocean, I'd be pumped to GET SERIOUS and get some kinda airlocks and poo poo and try and do expedition two to recover all that. Jim is so loving cowardly sometimes, but in a couple places he actually pulled through.

I do think it's funny af that Jerax is this character who's all over the place, shooting assault rifles with 0 skill and becoming a netrunner and waving anime swords all over. Trying to sell his own braindances and loving it up. It's a fun character, like how Fingers is a kinda sleazy rear end in a top hat who has certain skills like crypto or whatever which could be useful but doesn't even think to use them. Doing poo poo like in that first ep where Jerax slid down the hvac system is rad af, same as grappling that guy up the elevator, fuckin sweet.

Honestly these dweebs slamming back tallboys and accidentally knocking them into their computers irl is sorta too real, lol. Jim Fingers is a goddamn cowardly fuckin money man who is absolutely gonna get everything set up exactly like how he wants it, the fucker. I'm entirely too psyched to think they're gonna do phase 3 and keep streaming this bullshit so I can yell at my monitor.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
well each block lifts the others. Did you try rolling to see what those fiends and lovers were like? Any chance they're friends or enemies of someone else? Maybe just NPCs that might come up in the campaign?

e: what's your role is it one where one of those people are currently or could have fit into the job path too? Like a tech who had a partner, or bandmates?

SniperWoreConverse fucked around with this message at 05:04 on Feb 17, 2021

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Who wants to kill who, with your enemy situation? Did they freaking kidnap your ex like a sicko? Is it possible the gm would let you merge the "vendetta came between you" and the "kidnapping" rolls into one more complicated situation?

Or you could make the former lover friend be the same one where personal goals rifted you apart, but you're still on good terms even though they're Totally The One who got away. In that case they could have a motivation that conflicts with yours like money or getting off the street or whatever.

Or you could make the kidnapped lover be because of something you were looking too strongly at or something you never were involved with at all. Maybe it's something you had no inkling of, they had a hidden part of their life, and you'll pick up a rumor about it with your role ability.

Any of these people could potentially be the same person for some of them, or they could all be totally unrelated and have never even heard of each other.

The parent-like friend could be from the local version of Ukrainetown or whatever church etc. Or it could be a fellow, older vet who you get beers with at Forlorn Hope & talk poo poo and get advice. Maybe your solo knows them.

How'd the suicide go out? Was there a funeral? Who else might have been there? That'll tell you a lot about who they were, and they were at least someone you were down for, so that's enough to build a basis.

The pet you can reroll or whatever, but where might you have picked up an animal that ended up being super important to you? Oh poo poo is it your lover tragically committed suicide and left a pet behind!? Could be a good excuse to pick up animal handing. If it's something smart enough and physically adaptable enough you might even actually get mechanical use out of it.

Oh man were you involved with a somewhat rich corpo who was trying to do some good from within the system and the humiliation of some terrible revealed secret drove them to suicide and now you have a for real loving dog or weird creature? Do you have the habit of feeding a specific bird or rat and it's always there to listen to your problems non judgementally?

Check over the rolls everyone else did and see if there's a way to socket their side characters into some link with yours. Is the tech supplying your media partner with bugs or something? Did somebody rip off the fixer or med tech?


MonsieurChoc posted:

I ordered the book. Don't know if I'm ever gonna get a chance to play/run, but it's gonna be a nice addition to my collection.

It's pretty decent. I'm gonna be interested to see if they keep coming out with more.

SniperWoreConverse
Mar 20, 2010



Gun Saliva
Yeah I feel like in order for the net to work like described there has to be some reason they can't or won't just unplug the old servers, to the point where they won't even shut them down and like forensically extract the valuable data and reformat everything. I guess you could say the smaller less connected network systems in Red are part of the process of building new gapped internets alongside recovering the old hardware and whatever, and it's just taking literal decades to do it. At least having a shitload of local networks carefully compartmentalized away from each other is a good idea if there's such an incredible danger to linking them together.

I was toying with the idea of making some script or whatever to convert gear from old books to Red and then burned out quick when I realized I couldn't remember poo poo. Not v cyberpunk of me but I think it could be done pretty well.

I think you could build a cool campaign around being archeologists and hunting for data in dangerous networks and salvaging weird old weapons and materials. Another neat detail is you can sill jack into systems old style without the AR goggles but you're effectively unconscious in meatspace if you do it.

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SniperWoreConverse
Mar 20, 2010



Gun Saliva

MonsieurChoc posted:

My RED book arrived in the mail today. :toot:

Is the story at the start a reprint?

Dunno. People in the 2077 thread in games were debating the differences between that story and Jonny's memories, pretty in depth.


I went back and watched the new Red Sky City episodes that I missed. Good that they finally got a media, but they sorta also need someone who's more the muscle side of the information front. They need a drat cop. Not just because it's the only role that they never had someone play as a guest or w/e but because they need someone who can run interrogations. But also cyber interrogations. Interrogate computers and poo poo. Some kind of special ops character could be a good pick for this, i would throw skill ranks in some kind of science related to working with AIs and mapping out infosystems.

But why would they be a lawman who could get backup? Because they're part of the secret counter conspiracy :tinfoil:, def not literally a cop!

This character could also be good with skills and cyberware that haven't been showcased yet, like having chipware slots, which would be super useful for an embedded agent type. Or things like lip reading and gear like the voice stress analyzer.

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