Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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Well this leads to the reverse of the argument "How dare they be gay" for me. Persona series is also rather different from Bioware games in that while you have control on what the protagonists says and does, there is a general grasp on what their true personalities are.
I couldn't care less if this or that character packs fudge, so long as they have a fully-developed personality and their sexuality isn't exclusively extant for the purposes of being a wank-toy for the fanbase. This is my problem with Bioware, and why I'm fine with P5 not having a gay romance option- all of the male Confidants can reasonably be inferred as straight when sexuality is brought up or would be wildly inappropriate to pursue a relationship with (much older, much younger, or is a cat). With P4, the characters you could be gay with... were gay, or at least bisexual, and their personal arcs dealt with the actual ramifications that being LGBT in a more socially-conservative society entails.

Bringing things back on-topic: I wonder if this backlash over Mercer daring to do... what he basically does for work in his leisure time, will spill over onto Critical Role (which, if you have the good fortune to know very little about, he is the DM for).
 
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Seems pretty balanced for a homebrew race. Going to share that with my group as I'm pretty sure one or two would be interested in it (not including myself). Haven't done a lot of homebrew myself aside from a slight modification to Tabaxi for someone that wanted to play a bunny girl and just changed the claws to an unarmed kick, the climb to a jump bonus, and the dash to a bugs bunnyesque burrow.
Thanks. I based it off of the 4e race and threw it at 4chan a bunch, and made my own small modifications.
 
Bringing things back on-topic: I wonder if this backlash over Mercer daring to do... what he basically does for work in his leisure time, will spill over onto Critical Role (which, if you have the good fortune to know very little about, he is the DM for).
I think this will end up being a nothing burger as most of these things end up as it is likely going to attempt cancel culture on your most popular series one Critical Role channel will likely nuke it as the second most popular series of Vampire doesn't get that much views.
 
With those new rules, fashion ware is also humanity cost free, likely as part of the ongoing campaign to get people to choose fluff options. Most just give small bonuses to Personal Grooming or Wardrobe and Style, if anything.
A lot of people have been doing house rules that fashion ware and low-level sculpt have no costs, so I'm not surprised. Another rule I saw elsewhere was getting a chosen cybernetic replacement for an involuntarily removed body part had reduced or no humanity costs, since at that point its a replacement for what was taken from you, not you trading in your own bits. Is there a place to snag the book, preferably no-cost?
 
2020 already had negligible costs for plastic surgery, nobody was going to go cyberpsycho from getting glowing hair and a bodysculpt. The thing that never really made sense was that humanity loss was permanent, rather than something that 'healed' as you became acclimated to the new parts. I seem to recall you could pay for insanely expensive therapy to recover some humanity, but don't think there was any other option presented in the books.

What I'm curious about is whether the new timeline includes the carbon plague and all the Cybergeneration stuff, or if that got put right in the memory hole.
 
Yeah, I'd have much preferred to get rules for humanity recovery that aren't checking yourself into a mental institution.
 
2020 already had negligible costs for plastic surgery, nobody was going to go cyberpsycho from getting glowing hair and a bodysculpt. The thing that never really made sense was that humanity loss was permanent, rather than something that 'healed' as you became acclimated to the new parts. I seem to recall you could pay for insanely expensive therapy to recover some humanity, but don't think there was any other option presented in the books.

What I'm curious about is whether the new timeline includes the carbon plague and all the Cybergeneration stuff, or if that got put right in the memory hole.
That had solid Doylist reasoning- the original game was based heavily on Cyberpunk novel culture, which was generally anti-cybernetics and anti-transhumanism: sometimes out of a vague idea that cybernetics represented the final end point of the increasing social atomization of humanity wherein a person is alienated from their own body, sometimes because of anti-capitalist feeling on behalf of the authors (as permanently cutting off and replacing parts of your body to do your job better is the ultimate form of self-commodification and objectification), and sometimes because of a general anti-technologist attitude that could verge on being some AnPrim shit.
The purpose of such a mechanic was enforce this theme. Now that cyberpunk has gone from a genre of theme to a genre of aesthetics (or, if you don't want to go that far, now that cybernetics isn't such a new and strange idea that the average person is less willing to react to it with fear), I agree the rule is antiquated without a more serious discussion of why the humanity loss is permanent (SR at least has the justification that it literally fucks with your soul).
 
That had solid Doylist reasoning- the original game was based heavily on Cyberpunk novel culture, which was generally anti-cybernetics and anti-transhumanism: sometimes out of a vague idea that cybernetics represented the final end point of the increasing social atomization of humanity wherein a person is alienated from their own body, sometimes because of anti-capitalist feeling on behalf of the authors (as permanently cutting off and replacing parts of your body to do your job better is the ultimate form of self-commodification and objectification), and sometimes because of a general anti-technologist attitude that could verge on being some AnPrim shit.
The purpose of such a mechanic was enforce this theme. Now that cyberpunk has gone from a genre of theme to a genre of aesthetics (or, if you don't want to go that far, now that cybernetics isn't such a new and strange idea that the average person is less willing to react to it with fear), I agree the rule is antiquated without a more serious discussion of why the humanity loss is permanent (SR at least has the justification that it literally fucks with your soul).
I think there is also the question of balancing the game. Having gyroscopically stabilized arms, sensors that can track a moving target at a mile with a trajectory prediction that means you'll be able to hit someone bunnyhopping down the desert from across the Grand Canyon is kind of game breaking for those that choose other types of characters. Adding some sort of "humanity" cost to nerf full cyborg players isn't that bad an idea, ruleswise. Otherwise, someone could just grab upgrades upon upgrades and become a one man army...

Though it might be better to limit that in other ways, such as prohibitive maintenance costs, making the more crazy shit nearly inaccessible and so on. Since Ghost in the Shell is one of my favorite Cyberpunk settings, I wouldn't mind a game with a similar attitude, where you can just put your brain into a robot body with a shitton of modifications.
 
Next section is another fiction, since I'm still convinced they just copy and pasted it I'll mostly skip over it. Some art of Cyber Ghost Alt
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Into mechanics! The game uses both meters and yards as the same thing because this is AMERICA and we use AMERICAN units here. It lists narrative speed for walking which..the units don't work out at all.

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I think this is the problem with pretending meters and yards are the same thing. You'll notice that MPH doubles while KPH almost triples. You could just stick with Miles and tell the forigners to screw themselves, guys, this just makes everyone confused.

Move actions can make you move either one square or MoveX2 Yards/meters. So every point you put into Move is two yards. Initiative is based on REF (screwing over melee characters who use DEX for fighting lol). Its the usual roll, highest goes first. There are a list of actions but they arn't very detailed or complex, you'll mostly just be making attacks and moving as far as combat goes.

Skill rolls are 1d10 +Skill +Stat. Since the maximum a starting character can have is 14, they should auto succeed on anything with a DV of "Difficult" and almost always succeed on DV "Professional". Critical failures are a thing, but they arn't an auto fail. Instead you roll a second dice and subtract the results, so it is possible to succeed if your skills are higher than the DV. Critical success works the same way, you roll a second dice and add it to the pool. No exploding dice either way. Luck can be spent for +1 on a roll, up to your max Luck. Each of the skills gets a bit more detail here to what it does and what each skill level represents. They're basically all on the same formula, "At 10 you can do things OK. At 14 you're professional level. At 18 your world class.". I think most of them are just pulled over from the last game. It notes that someone with REF 8+ can use Evasion against bullets, which happens to be the starting max, but Evasion uses DEX as a stat since its a melee skill. Autofire tries to make it sound like hitting a target at 100 meters is 18 Base tier lol. It looks like I lied earlier when I said Cool was the only charisma stat, Conversation and Human Perception both run on EMP. Overall it gets fairly repetitive fast.

Now finally back to the ROLE ABILITIES! Again you start at rank 4. I was wondering why they even bothered to write anything under Rank 4 when the game helpfully explained that you can multiclass. As long as you are at least Rank 4 in your last class, you can pick a new class to put points into and get both abilities. You can't pick another new one until you reach at least rank 4 in that class but you get to keep all your old abilities. It seems a little overpowered and doesn't really make sense for some of them, but I guess there isn't a lot of room for growth otherwise since you start so far down the line.

Charismatic Impact(Rockerboy): Your abilities only work on fans. You get the ability to turn groups of people into your fans, and different abilities for what you can ask fans do as you level it up. Dice pool is Charismatic Impact +1d10, so you're rolling lower than you would a normal skill. At 3 and 4 you can seduce fans and sell merchandise. At 5 and 6 they'll help out in a fight, 7 and 8 they'll die for you, at 10 you are Rock and Roll Hitler except they don't reference Hitler anymore. Overall its a special charisma skill with some niche uses. Since you can turn people into fans with a roll you can use the skill on anyone who isn't actively or passively hostile to you, its basically a two roll brainwash at higher levels.

Combat Awareness(Solo): Totally changed. You get a pool up to your rank of points to spend on a number of abilities, which you can change for an action on the fly. You can reduce the first damage you take for two points per damage, ignore critical failures for 4 points, get +1 Init per point, +1 to attack for every 3 points, +1 to first damage for every point, or +1 to perception for every point. Initiative and Precision Attack seem to be the best, if you dump all your points into Initiative you'll almost certainly go first while PA works for all attacks you make a round. The others probably have niche uses and we haven't really gotten into combat rules yet :V. I'd imagine the damage option would let you defeat armor, +10 to one attack per round essentially lets you ignore whatever reasonable armor they enemy is wearing, and is a decent increase of damage regardless. It might be better than PA if you only get one or two shots in during a round. It is flexable but you only get a couple of the benefits at a time, if you choose to insta win Init than you can't add a bunch of damage to your attack. If you move half your points to damage and half your points to init its only a moderate boost to each. It seems strong but not super over powered.

Interface(Netrunner): Just controls how many Netrunner actions you get per turn. We'll talk about it later, apparently! So much for covering all these now >_>

Maker(Tech): When you level up, you spend two points to add points to specialties. Field Expertise lets you add your points to fixing skills and allows you to force an object back to full health instantly, for 10 minutes per skill (long enough for a firefight). You'd probably want one point in this just to access jury rig given that some of the more expensive items can take months to repair. Upgrade Expertise lets you give bonuses to items, like lowering the Humanity cost by 1d6, increase a quality to Excellent, +1SP, or add something you Invented. You only get to pick one upgrade per item but they're all pretty great choices, a team with a Tech with some spare time should be a bit stronger than one without. It doesn't look like you really get anything from more than one point in Upgrade specialty, except a bonus on the roll that is already Stat+Skill+1d10. Fabricate specialty lets you build items for one price category less than normal, or items that you invent. We haven't really gone over price categories yet :V. Invent lets you create whatever the GM lets you get away with. Overall Upgrade is the most practical for most teams, Field Expertise is good if you need to fix something now, and Fabrication is a good way to trade time for money. The extra points don't really do much so you're best off putting a single point into everything than focusing on something else.

Medicine(Meditech): One point to spend on a specialty with each upgrade. Surgery gives you 2 points in the surgery skill and lets you do surgery. I believe it was specifically said earlier that this is the only way to get the surgery skill, so its not really a ripoff. It skips ahead, but this lets you steal cyberwear from dead people and install it on not dead people. Medicine gives you the ability to use medical equipment, also locked to Meditech. It also lets you make some pharmaceuticals with minor healing effects (Antibiotics is +2 HP per day, Speedheal is Body+Will HP immediately but only works once per day, Rapidetox cures poison). They arn't super good at combat healing, someone with BOD 14 WILL 10 would get a decent heal from Speedheal but the max starting character 8Bod 8 Will would only get 16HP once per day. Which is a good two assault rifle bullets worth if you have armor on, but if you think of it as turning a 50HP character into a 66HP one its basically slightly better than just buying a shield. Finally Cyro speciality gives you access to Cyro equipment. One point gets you a pump, two gets you 24 hour access, three you just own one. At five points you own six and can cyro your whole team if you wanted. We'll find out how powerful this is when we know what a cyrotank actually does.

Credibility(Media): First you get the ability to look into rumors. They get the ability to pick them out passively twice a week, but can actively look for them using the same table. Passive DV is lower but you don't roll skill. Like with some of the earlier ones the rest of the benefits are on a tiered list. Believably is laughably low, a starting character with Rank 4 has a 3/10 chance of being believed. You are supposed to bring evidence to make it higher, +1 for one piece, +3 for more than four, so if you have a mountain of evidence your starting character has a whopping 60% chance no Luck of people actually believing what you say. If you do manage to make people believe you at this level, you might get one guy arrested! Each rank after this basically increases the believably rating +1, lets you have access to better sources, and has a greater effect from succeeding. At rank 10 you can overthrow nations with 100% if you have four pieces of evidence. The power scaling here is kinda silly lol. Compared to Rockerboy its more information gathering focused, with the news broadcast ability basically being more plot related than Rocker's direct manipulative charisma.

Teamwork(Exec): First, you get free clothes. Second, you get free housing - it was listed earlier that you save $500 a month and live in good conditions compared to everyone else. We'll have to see if this has any mechanical effect later. Third, you get free Trauma Team coverage. You get better houses and better coverage as you move up in rank, but both basically mean you start of richer than everyone else. The mechanical part comes in with the minions. You get one at rank 3, one at rank 5, and one at rank 9 for a max of 3 (and one at start). They can't level up like PCs, they can't wear heavy armor, need to make Loyalty rolls, and they're controlled by the GM. If a minion dies you get a new one next session for $200 (and you can't loot their equipment). Loyalty is a 1d6 roll to get under their current loyalty (which maxes out at 10 "between sessions). If they roll over, they'll screw up the task you gave them despite their skills. Loyalty is pretty easy to raise just by acting like a bro. Spend $200 on them and it goes up by 4, making it so they'll never fail. Give them a game session off and it goes up by 6. Compliment them and it goes up by 1. Risk your life and it goes up by 8. Use them as a human shield, ignore them, or be a jerk and it goes down. So ironically the most effective corpos are the ones who are kind and compassionate to their workers. Each minion has stats roughly corresponding to a starting character and are rolled like a Template character. So a Body Guard will have either 7 or 8 Ref and +6 handgun skill, making him roughly as competent as a combat-focused character not counting their Role Ability. Actually everyone seems to have 7 or 8 REF and handgun skills. They're all clearly supposed to help fight. Anyway they look like a good way to fill roles that arn't covered by the rest of the team, if you don't have a driver or netrunner they can have one on hand with roughly the same dice pool as a starting player and some basic equipment and cyberwear. Otherwise turns you into a leader of a 2-4 man squad, each individually weaker than a Solo but with more expendable minions and the tactical advantage that numbers gives you.

Backup (Lawman): Copomancer Summons Cops. Roll under your Backup rating as an action, roll 1d6 to see how many rounds it takes for them to actually show up. Compared to Exec, they're typically higher in number but not always around. At starting rank 4 they'll be 4 cops with a dice pool of 10 and 7SP, compared to the Exec's One dude with ~14 dice pool and 11SP. Higher Backup increases the chance of success, increases the stats and equipment of your backup, but generally decreases the amount of backup you get. Backup 8 is one guy with 16 dice pool 15 SP and an assault rifle. Backup 9 is a Psycho squad of two guys with rocket launchers and assault rifles, 15 dice 18SP. 10 is actually weaker with 14 dice, 11 SP, 2 dudes, but they'll stick around longer to help with the actual investigation and if you roll crit here than you get two squads instead of one. Overall they'll hit harder than the Exec's dudes, but can only really be used in combat, might not show up, and might show up after the fighting is done if they do show up at all. And they take an action to summon.

Operator (Fixer): Mostly contacts and shopping, they're support oriented like the techies, with some contacts and "blending in" abilities as a side show. They'll always be able to buy items of a certain rarity depending on their rank regardless of other circumstances. They can competitively roll to haggle for different things, at rank one you'll get 10% more for things you sell or 10% less for things you buy if you succeed on the roll, at rank 4 you can buy five get one free, 7 and 8 let you pay half now half later for expensive things, 10 lets you double the pay for a dangerous job (every job a PC will take lol). Overall you'll get things quicker with this compared to Tech, especially for big and expensive things. It will be cheaper than tech if the bonus is less than 10/20%, but one of Tech's skills gives you half price on super expensive things so I'd doubt it. Might stack well with tech if you can make cheap things to sell for more.

Moto (Nomad): First, you're really good with cars. Add your rank to any skill checks involving driving anything (so a car-maxed nomad would have 8+6+4 or +18 at creation). Second you get to borrow a family vehicle. If the vehicle gets destroyed, $500 for a new one in a week. Its cheaper to buy a new life than a new car. At rank 10 you become a leader and can take all the vehicles out at once, add to the vehicle pool, and buy upgrades. You can buy upgrades separately for money, for much cheaper if you have Moto. The upgrades are basically the car version of cybernetics. Add a machine gun, make the glass bulletproof, add ejector seats (with special rules if you added this in a helicopter), turn a ground vehicle into a hoverer, dodge bullets on a bike,

Overall, they are much more mechanical than what I remember from 2020s. That is probably a good thing. Media suffers a bit from being too close to its previous version and weird power scaling, as written you have a 70% chance of ending any encounter by making a blog post that says "The leader of this enemy corporation is actually a clone of Adolf Hitler with all of his memories, arrest him for war crimes!" and have the entire world believe it and topple the enemy corporation/nation in one roll. Its...hard to use in game. I think the design is supposed to be for an end of mission thing, the idea being that the media and the rest of the group has to go on a mission to find evidence before taking them down, but at higher levels the consequences of success are so much higher as are the chance of success it is just kinda overpowered. At lower levels you'd have the opposite problem where your mission doesn't really accomplish anything since you failed a roll. Rockerboy has a fairly similar problem with being hard to work with, but it now has mechanical backing for single/small groups/large groups and the "large group" option is the only one that will be hard to deal with at most levels.

As for combat, that's the next section but it looks like the ranking will be Solo, Exec, and Lawman. Solo might switch around depending on the level everyone's at and how multiple combatants mixes things up. They're abilities are strong and versatile, but shouldn't be at the "everyone else is worthless!" level. Execs basically double their attack power by having someone who starts out about as strong as they do. They're locked into being lightly armored and relatively lightly armed (Very Heavy Pistol at 4d6 is what they all come with and the best handgun you'll get, and while there arn't any rules against upgrading their weapons and cyberwear they don't have any skills for anything better. You could probably talk your GM into getting them skill chips for stronger weapons, but then you're reducing your attack dice pool by three dice if you manage that). Lawman's ability brings in some more heavily armed backup but takes too long to do so, at an average of Three Rounds +1 for the action the cop uses to trigger it. With a chance of failure. It would be significantly more useful if you use it before the fight.

We get more details now here in the combat rules. As I said before there is a list of actions, but the only ones that will come up consistently are "move" and "attack". Actions can be split, so you can move part way, shoot once, move the rest of the way, then use the second shot of a two ROF weapon. The only two ROF guns where, as you remember, the lighter handguns. Practically I'd use this to move in close to the bad guy, shoot them, then move back or into cover.

Aimed shots get nerfed a bit. Its -8 to any of them, with three options as head (double damage that makes it through armor), held item (disarms the target), and Leg (gives them a broken leg). Head shot being the obvious best choice here. DV of an attack is based on weapon and range, they're trying to balance the weapons by making it harder to hit close targets with a sniper rifle or assault rifle than it is with a pistol. DVs range from 13 to 35, so at your gun's best range you'll almost certainly make a hit unless you crit fail or the bad guys are skilled enough to dodge bullets. At the best range you'd have a DV of 21 for a headshot, your starting character of 14 would have to roll an 8,9, or 10 giving them a 30% to hit for double damage. They could use their luck on the shot if they really wanted the guy dead. Since the movement is 2XMOVE, you should be able to jump to your ideal shooting position in most close range fights before shooting if you have a couple of points in it.

Autofire has a rule change. Now its one roll, using 10 bullets with its own DV range table that doesn't actually change anything but only goes up to 100 meters/yards. They use meters/yards for everything. Its kinda annoying. Anyway, it ignores the weapon you're using aside from the range table. It does 2d6*The amount you beat the DV by up to max (so sub machine gun with autofire 3 gets 2d6*3, an assault rifle with 4 gets 2d6*4). This means you'll always break even for low caliber submachine guns, but you'll have to roll at least 3 over the DV to make assault rifles better than just shooting them with one bullet. Autofire can't be aimed. It seems pretty powerful, I think this is calculated as one hit for armor making it a good way to bypass it. Autofire 3 has 21 damage average, autofire 4 has 28 (the same as hitting them with a rocket)....as long as you can consistently hit X over the target number.

Defenders can choose to roll Evasion+Dex+1d10 instead of using the weapon/range chart if their Ref is 8+. This bizarrely means that you'll be much easier to hit if they're making a bad shot since you don't get a bonus to range. Apparently someone standing still at 100 meters is an almost impossible target for your pistol, someone pretending to be Neo at 100 meters is just asking for the bullet to hit. Maxed out character could bring their average to 14+1d10, essentially making it a 50/50 chance for another maxed out starting character to hit them. This is an average of 19, so you'd be smart to use it when you're inside the enemy's kill zone but you'd be better off not trying to dodge if you're in their weak distance. The more skilled you are, the harder it will be for poorly skilled enemies to hit you, but the critical rolls mean you'll never be truly untouchable.

You can pick up arrows and bows never need to be reloaded, if you're a loser who still uses bow and arrow. Suppressing fire seems to be mostly useless, it takes 10 bullets and lets you roll to force everyone to run to cover using their next move action. Move actions are separate from other actions, so they can just shoot you before running to cover like they should have done anyway. Shotgun shells can load shot which has an AOE effect and lowered damage to 3d6. Explosives have AOE damage and scatter rules if you miss. Scatter rules make it sound like you can never miss with explosives? Like if you roll under, it still lands within 10 meters, and the explosion is still 10 meters.

Melee weapons automatically ignore 50% of the enemy's armor just to give this game an excuse to use them. If you have BOD 8+ you can wield two handed weapons one handed. The defender always rolls Dex+Evasion+1d10, meaning it will be easier to hit weak enemies than with a firearm, harder to hit medium tier, and equal once you get to people who can dodge bullets. Punching people does damage based off your BOD and can be Very Heavy Pistol tier if you get past BOD 10. There are some grappling rules that let you strangle someone to ignore armor and deal BOD damage, and auto KO someone in 3 turns even if they don't get their HP down enough. They can totally fight back and use a gun with a small penalty, so you'll probably just get shot before then if you didn't already grapple their gun away.

Martial arts have the same base damage as Brawl. Each type has special moves with some requirements to use, usually with two per school. Some of the better ones are Bone Breaking Strike: automatically do a critical injury if you hit (Req 8 WILL), either Broken Ribs or Cracked Skull. Judo has Counter Throw, which gives you a free Throw if you managed to dodge all melee attacks. Taekwando gets pressure point attacks that break spines.

There are rules for fire, drowning, space exposure, and electrocution. A fall can be avoided with a DV 15 athletics check or automatically with grappling hook, otherwise its 2d6 per 10 meters and a critical injury if you can't roll a second DV 15 athletics check.

Poison ignores armor and does 1d6/2d6 on a failed save. So even the weakest starting character can drink down a biotoxin without dying. Radiation "might give you cancer if the GM says so", intense radiation acts like a fire.

Cover rules changed too. You now have to put yourself 100% behind cover, and cover takes 100% of the attacks for you. Like I said earlier it means you have to poke yourself in and out of cover with your move action, but if your behind cover and they can't poke themselves around you're in a good spot. You can shoot through cover, and it is oddly easy to break. A tree will have 20HP, as many as the weakest starting character. A thick steel support beam will have 50HP, as much as the strongest starting character and it doesn't go higher. Explosives can bypass cover if they do more damage than it has HP, but other attacks will be stopped by it. It doesn't have any armor, so it will probably go down much easier than the guy sitting behind it regardless of how squishy they are. Shields act as mobile cover with 10 HP. People also work as cover with their HP as HP, and their BOD as HP if they're dead. It leaves open headshots just in case you want to pull that anti-hostage taker move they always do in movies.

We already went over armor, so it just kinda gets reposted here. Did I note it doesn't stack? It doesn't stack.

You take wound penalties when you're lower than half health, starting at -2. When you reach 0 HP you arn't dead, just dying - you can still make actions but you've got to beat a Death save to not die. If you keep getting damaged you take critical wounds and the death save gets harder.

Critical injuries automatically deal 5 non-reduced damage. I don't think I've mentioned it before, but all shots that arn't specifically aimed at the head hit the body. The game definitely brought that up earlier. Critical injuries always happen when two or more dice end up 6. So if you rolled a 4d6 and get 2, 2, 6, 6 you'll deal a critical injury. Since Critical Hits don't actually help your damaged, this is the critical hit version that will help you get past armor. Its specifically noted that you don't have to beat SP for the critical damage to hit. They range from "You lose an arm" to "you have a torn muscle", with penalties that range from debilitating to annoying. Weirdly the separate critical hit chart specific for the head isn't significantly better, some of the effects are worse while others are duds (I broke his jaw! He won't be able to talk well, that will teach him!"). Death saves are 1d10 under BOD, instant death if you roll a 10. If you fail you die. If you succeed you get to still do things, but get a progressively bigger penalty each turn until you die. Your doctor is going to have to come in and stabilize you if you don't want to die.
 
Character creation has three options, which basically boil down to "Template, Roll, or Point Buy".

There is a nice little flow chart walking you through character creation with links. For some reason Complete Package has less steps than the less detailed versions. Each page after this has little tabs to help you navigate through character creation, its a nifty little quality of life improvement. Still has a quote where Johnny hits on a 16 year old girl. #Metoo didn't happen in the cyberpunk world.

Like in the last game, there is a lifepath system that lets you "roll or choose". It seems kind of pointless to have rolling if you can choose given that you can just choose to roll. The language selection seems to contain a lot of minority languages (like Cree, Hausa, Creole) and they removed "blackfolk" :(. No eubonics as a first language. Wokeness has ruined the game officially.

Next is a three word personality statement, then clothing and hair, then accessories. Stuff from the old game. It keeps going with motivation, how do you feel about most people, who do you value, prized possession, and I'm pretty sure its just a carbon copy of the last game's lifepath. And it continues into family history. Most of it won't make sense if you randomly rolled. Friends, enemies, lesbians eying each other in the side picture, and wrap up. I'm pretty sure they didn't change anything in this section aside from presentation

New to the lifepath system(I think), each individual Roll gets its own special life path. So the Rocker details what kind of entertainer they are and if they where in a group or solo, where they did their gigs, and who wants to kill them and/or their group. The rest get similar layouts, some asking if you have a current working partner. Like in the life path some are clearly meant to be chosen and won't make sense if you roll randomly("Alright, so your Media is a Blogger. Now roll the next...Your Media is a Blogger who works on a mainstream news channel"). Some have morality questions, either for you or your organization. Which will almost certainly get akward if the entire team randomly rolls. Exec gets a sidebar about how Coropos/Cops fit into a cyberpunk game (it uses "Punching down" lol). Nomads can now be land, air, or sea. One of the options is "Air Pirate". Nomads are rad.

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Add with an easter egg in the corner. I'd eat it.

Stats looked like they got changed quite a bit. Attractiveness got dropped, we've now got a total of 10: Wisdom, INT, COOL, EMP, REF, TECH, LUCK, BODY, DEX, MOVE. I think some of their SHORTHAND got changed in this version. It looks like they moved some of the redundancy, Cool is now the only charisma stat while EMP is just your cyber points.

The Template sheet is basically what I saw when I looked at the Exec's minions, essentially confirming my suspicion its mostly meant for NPC generation. There is a roll involved to get a random line of stats.

Roll to state is a bit different than I was expecting. Essentially they have the same template as above, but you roll for the stats individually based off of your class. So your Solo will always have either 6, 7, or 8 ref and you roll to see which one you'll get. It does seem to remove a lot of the randomness, but you could theoretically have higher than normal points I guess.

Point buy has BIG BOLD WARNINGS that it might not be for novices and that you should start your character at the start character level. Default is 62 points max 8 min 2.

HP is based on both Body and Will, averaged together. They've got a chart so you don't have to do math to figure out your HP. For a starting character max HP is 50, min is 20.

Humanity is 10 times EMP. They have a chart just in case you can't do basic math. You lose one EMP for every 10 Humanity points. Max starting is 80, min is 20.

Skills work on the same principle as before, stats + skill. No handy chart if you can't add :(. Each only really gets a sentence of description. Some silly ones like "Riding" in case you wanted to play a cowboy, Autofire takes twice the EXP of Handguns and rifles, and Personal Grooming is still a school despite Attractiveness getting cut (as is Wardrobe and Style). You have to spend at least 2 points in a long list of skills, but you get 86 skill points to spend and max out at 6. At 26 "must have" you get 60 to spend. Class restrictions are in place only for the Random Roll route, if you chose complete character creation than your characters can choose any skill. It looks like they figured out nobody really took the flavor skills :P.

Max at any skill at character creation is 6+8 = 14. For those wondering why I'm doing max calculations, its so I can see how a standard minmaxed character would function later.

Or now, because we're going into a weapons list! Not really anything surprising from the weapon stats. Standard damage, rate of fire, concealability, price, and how many hands you need. Its just a generic weapon list at this point, but it does give us some idea of how strong they are. The weakest gun does 2d6, so the weakest character would take average three hits to take down while the strongest starting would take eight. Average rocket launcher does 4d8, average 28, so the squishiest get insta-gibbed while the strongest can eat one but die on the second. The rate of fire on every gun except the two lighter pistols is 1, the pistols both get 2, but some of the others have auto fire rules that haven't been explained yet. Current examples are naked, armor might make people less squishy and crits could ruin things (as will headshots).

Exotic Weapons for some reason get a less generic version, but most are just normal weapons with some bonus and quirk like "Shotgun/Grenade launcher with ROF 2 but you need BOD 11+ to use". I missed where the starting fund was located, they probably should have put that near the gear. Going back, you get $2550 to spend on equipment and $800 to spend on Fashion (as above they probably figured few people are going to spend big on flavor things). The most expensive normal weapons are $500, for both ranged and melee, so you shouldn't have problems getting some weapons. Bullets are $1 each basically, grenades and rockets are "We'll tell you later". The Exotic weapons are either super cheap or absurdly expensive depending.

Like in the last game, Armor lowers your ability to move and fight. It looks like armor just subtracts damage from each attack, with each attack also reducing the armor's ability to protect. Light jacket is $100 for 11 SP and no penalty, Flak is the strongest starting armor at 15 protection $500 -4armor penalty, Metal Gear is the strongest listed armor at an absurd price and 18 SP. From what I understand this means the average pistol/heavy pistol shot will get eaten by a light jacket, while Metal Gear should be able to eat an average-damage assault rifle or shotgun bullet. At 11 SP, a 5d6 will average 6.5 damage, going up by one every hit, so the weakest character in obviously the most practical starting armor can take (20-6.5-7.5-8.5) 3 rounds to take down, while the max dude gets down in 6. In other words one or two three round bursts. With decent armor you should be able to survive military grade equipment, but your dudes are going to have to bypass it if you want to have fun with handguns.

Next is a list of non-weapon items. Runs from fluffy to practical items, with prices jumping around not necessarily related to their practicality. Notably poison does as much as a handgun but can ignore armor. Next is clothing, almost entirely fluff but you basically get it for free. Munchkins will probably attempt to get expensive clothing and sell it if you let them. You'll have living expenses that you have to pay later, $1,100, enough for two assault rifles. Which seems like a lot given the lifestyle is said to be cheap and kibble is $10 in the list earlier.

Putting the cyber in cyberpunk, next up is cyborg parts! The game notes that the GM can arbitrarily remove humanity points for non-cyborg related reasons if he feels like being a dick and having you watch people eat babies or something. Which is 6 humanity points if you where wondering. They used baby eating as the example. A new(?) rule says that if you are crippled by birth or otherwise you can get a medical-grade cyberwear that has zero humanity cost, presumably to avoid suggesting that this world's cripples are slowly becoming psychopaths. Same thing for trannies! Body sculpt all you want if it affirms your real gender! If your table's munchkin manages to convince you they identify as an attack helicopter, then they can graft machine guns into their arms no problem. Apparently its only a mental problem if you cut off an arm that works perfectly fine.

With those new rules, fashion ware is also humanity cost free, likely as part of the ongoing campaign to get people to choose fluff options. Most just give small bonuses to Personal Grooming or Wardrobe and Style, if anything.

During character generation, Humanity loss is static (Probably to avoid the old Things Mr.Welch problem of making a character that has CyberCS at the start of the game). Afterwords it is random as in classic.

Since there are a lot, I'll just list some of the weirder or more practical ones:
Kerenzikov: +2 int, 14 humanity loss, $500
Sandevistan: +3 int, $500, 7 humanity, has a cooldown period and must be activated as an action. Doesn't stack with the above.
Olfactory Boost: Lets you track things like a dog. 7 humanity, $100.
Contraceptive Implant: Don't get people/yourself pregnant. $10. 0 humanity.
Cybersnake: Esophagus mounted heavy weapon.
Grafted Muscle and Bone Lace: +2 Bod (max 10), 14 humanity $1000.
Midnight Lady/Mr. Studd: 7 humanity, $100, no actual effect lol
Subdermal Armor: 11 SP, $1000, 14 humanity. Doesn't stack. Does protect the head if that becomes important.
Popup Grenade Launcher: $500 (same prices as non-pop up grenade launcher), 7 humanity, 2/4 Option Slots (arm)
Superchrome: $1000, +2 Wardrobe and Style, 0 humanity.
Artificial Shoulder Mount: You get 4 arms. 14 humanity $1000.
Implanted Linear Frame Beta/Sigma: They've learned! It increases your BOD to 14....but it requires that you have a BOD of 8 and Grafted Muscle to work. So you can't just dump stat and buy your way into super strength. $5,000 and 14 humanity. Sigma goes to 12, must be 6 with grafted muscle, 14 humanity, $1000. You could start with sigma.
Multi-optic mount: You can have 5 more cyber eyes. If you want to. For some reason.

Its mostly the same ideas and equipment as the original game. Most combat oriented cyberwear costs 2d6/4d6 humanity, so each Empathy point is basically one or half a decent piece of cyberwear. Nothing on the list went over 14. The game has promised there will be ways to increase Humanity, but it is unclear if that will also raise Empathy back up. If it does it might end up a dump stat. If it doesn't than anything under 10 Humanity points is still basically free.

Overall you should be able to get a decent weapon, some ammunition, some OK armor, and some cyberwear within your starting budget pretty easily. Like in the first game, you can get a bonus $1500 to spend on cyberwear if you choose some of the backstory options. Given that this is just over a month's rent in a shipping container you're getting ripped off. The "catches" that come with this are things like "They can kill you with a word if they want", "They can make you go crazy and kill everyone around you", "they can just make you explode". Still there arn't any mechanical effects so it basically boils down to the GM deciding how big a deal this will be.

Thus the end of character creation!
Sounds really cool! I've been thinking of getting Cyberpunk Red to mix things up since my group always plays D&D or VtM. A few questions:

1. Would you say the system is kind of complicated for new players? I run with two groups that overlap at times and some of them dislike complex systems that are too confusing, which is why they don't play VtM with us lol.

2. How does the system fair with homebrew? I doubt I'll be making my own content immediately but I like making stuff for my players that are specific to their characters. Although i hear in cyberpunk players dont last that long, is that still true?

3. Are there like modules or pre-made adventures in the book? I noticed that it doesnt really have the equivalent of a dungeon masters guide.
 
Vehicle combat starts with a list of vehicles. They're all super expensive so they only way you're getting one at start is to play a Nomad. Like cover, they all have surprisingly few hitpoints, a normal car will be just about as tough as its rider. Much less tough if it doesn't have armor. You can make a called shot on a vehicle that acts like a head shot, doubling the damage that gets through armor by aiming at something like the tires. Once inside a vehicle, you can use its movement and automatically go first in INIT. For the most part the bad guys can shoot you through the windows, so you'd probably want to do the move in, shoot, move out technique still. Basic driving only requires a roll if you're a scrub. Advanced driving requires a roll and both your actions.

Ramming does 6d6 no matter what you're using, and gives everyone that got hit Whiplash critical damage. DV to dodge a ramming is 13, so it generally doesn't feel worth it. You'd be better off just doing a drive by.

Reputation is mostly the same. GM rewards it when he wants to. Roll under to see if someone you just met has heard about you. No actual mechanics for how them hearing about you does anything to them. Facedowns are still a thing, roll Cool +Rep to intimidate someone else into backing down or giving them a penalty if they don't.

Overall, combat seems to be a bit less of a "solved problem". Someone with maxed out combat stats will still have problems just shooting someone in the head to auto win. Movement seems relevant depending on how generous your GM is with cover, armor is relevant since it will reduce a significant amount of damage, and weapons can bypass armor with critical damage if they get lucky. With the weapons we've seen so far, the only way you can reasonable take out multiple enemies in one turn is with AOE weapons. You could fire a pistol twice, but if the target is armored you'd have to make two headshots to reasonable kill two dudes. Both melee and ranged seem viable, cover is valuable, nothing seems obviously overpowered. It seems to be at least a bit more balanced than 2020. I'd have to try it out to see if there are any quirks I missed. For example, you can Hold Action to shoot someone when they come out of cover, but since you'd have to be out of cover to use that action you'd also be exposed to their counter attack.

Netrunning says it changed the flavor. The old Net got ruined by the War, infrastructure got bombed and a bunch of digital weapons got let loose inside of it. So they threw it out and got a new internet like you always do with technology. The new net runs on META, which is apparently something like LINUX that is a bit more text oriented. Netrunners need a piece of cyberwear to net run, and a cyberdeck to do things there. Best one is $1000 for 9 slots, cheaper one is $500 for 7 slots, so you can pretty easily just get the best one at game start.

Netrunners now use fancy goggels to interact with cyberspace. Basically they don't want you splitting from the party anymore. Now you hack in the real world using augmented reality. The old way is apparently still available if you really liked that for some reason.

Instead of using your normal Action, you can take your set number of Netrunner Actions. You still get your move action if you want to run away and hide behind cover while doing it. You have to be withing 6 meters/yards of what your hacking to hack into it, and get penalties if you leave that area without jacking out. A standard starting character would get 3 net actions, which are things like using a program, jacking in/out, and using an interface ability.

Interface abilities are things like finding the access points, bypassing passwords, controlling cameras/drones/etc. While in the net you fight something called Black ICE. This hasn't been explained yet. To make a permanent change, you must leave a Virus at the lowest level. Moving between levels also hasn't been explained yet. DVs listed are fairly low since you're rolling Interface +1d10.

Net combat is Interface + Program attack +1d10 against defenses. 2 actions can restore a program that got to 0 HP. You can only activate a program once per round, but it specifically mentions you can have multiple of the same program if you want to use the same program twice. Programs are statted like equipment. Most are pretty cheap, the most expensive maxing out at $100. Defenders can mostly only be used once per netrun, Boosters boost a couple of stats, and Attackers get the longest list with the most varied effects. Some just do damage, others set the enemy's deck on fire along with them, some deal STAT damage to the enemy, etc.

We finally get an explanation for what Black ICE is: programs that hunt down other netrunners. You can have them, but they take up two slots. You can't have Demons because they're too cool. Basically they're cyber mooks.
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Nice angle, artist guys.

Black ICE seem to be more effective than the attack programs, and cost more as a result. Since they get a free attack if the enemy is unsafely jacked out, you could probably one hit kill someone by forcing them to jack out with Black Ice activated. For example if your 9 slot equipment had 4 Giants, one attacking would deal 3d6 and kick the target meaning the others all do 3d6 for a total of 12d6, average 42 and enough to kill all but the strongest dudes. Good thing Giants cost $1000 each. Others are meant to target enemy programs, and Destroy them so they can't be revived in two actions. Or ever again. I think Black Ice programs can attack other Black Ice programs, so the most effective mixture would be to have a bunch of Black Ice Attack programs made to target other programs for self defense and a couple of assault programs for self offense. Many have the same abilities to the ones used before, like setting someone on fire.

There is some physical equipment you can buy to make yourself a better netrunner, including one that removes the forced jacking out for $100. So much for my OP Plan.

Netrunning is described as an elevator with a bunch of floors. Each turn you can go down floors until something stops you. Its basically like going into a dungeon with a random encounter each room. The idea is that you can defeat or bypass the threat in front of you, decide if you want to risk moving on with your remaining actions, then either end your turn or press forward. Its something like a dungeon crawler that can split into different levels. There are 3d6 rooms, so you'll have a lot to go through.

Demons are the not-AI that controls all the stuff the control node controls like turrets and drones. They're attacks are all 14, meaning they're roughly as accurate as a starting PC. You are mainly meant to have your Netrunner defeat them so you can get past/take over their security. The listed security drones arn't super strong, most are weaker than an armed security guard would be with human-like HP, no armor, and generally small arms. Turrets are basically in the same bout barring the Automated Blood Swarm, nanobots that do 3d6 no armor if you don't have a gas mask and can't beat an anti-poison check. In either case you'd need multiple defenses to pose a reasonable threat to the party.

Environmental De fences are basically just traps. 6d6 electric floors. Laser grids. The classic smashy walls, also 6d6 but don't ignore armor. Elevators that produce instant KO sleeping gas. Everything to turn a corporate skyscraper into a DND dungeon.

Lastly it lists rules for buying your own Netrunner dungeon. I lied earlier, you can totally purchase your own Demon, you just have to put it in one of these instead of your cyberdeck. If you want to turn your own home into a DND dungeon, now you can!

In general...it still has all its old problems. There is this big system that one man in your party is going to play. Its complex and involves multiple NPCs, so your GM isn't going to be able to multitask and have the other guys do something else. Its basically a mini dungeon for the Netrunner. That nobody else can really help with. Aside from getting them to the access point and keeping them there. If you arn't the net runner you sit and watch the Netrunener netrun both in and out of game. I was hoping they'd fix that :V

Sounds really cool! I've been thinking of getting Cyberpunk Red to mix things up since my group always plays D&D or VtM. A few questions:

1. Would you say the system is kind of complicated for new players? I run with two groups that overlap at times and some of them dislike complex systems that are too confusing, which is why they don't play VtM with us lol.

2. How does the system fair with homebrew? I doubt I'll be making my own content immediately but I like making stuff for my players that are specific to their characters. Although i hear in cyberpunk players dont last that long, is that still true?

3. Are there like modules or pre-made adventures in the book? I noticed that it doesnt really have the equivalent of a dungeon masters guide.

1. I don't personally think its that complicated, if you avoid Netrunning and just focus on the meatspace stuff. It looks like they're going for a casual audience with some of the design choices IMO, like the Template Characters so you can just roll and go. I can send you a link if you don't get the jest of it from my writeup. I'm usually bad at estimating how complicated other people see things.

2. There is a class that is made for making unique things in the Tech Inventor path. There isn't much crunch to back it up, but its intended to work with homebrew. Johnny Silverhand's unique gun is an example weapon. You could probably mod over older homebrew pretty easily.

Characters are generally much sturdier now. They got rid of the "8 points of damage means no limb" and headshots are now harder to make, which was the main point of death in the earlier game. Now you'll have to get someone down to 0 HP if you want to kill them. You can now lose a limb to any random attack if you are unlucky, but this doesn't do a whole lot of damage and won't just randomly claim your head. You could lose an eye, you could lose a jaw, but even getting hit in the head doesn't mean you'll insta die.

3. Nope, don't see any. Might be in a different book.
 
Vehicle combat starts with a list of vehicles. They're all super expensive so they only way you're getting one at start is to play a Nomad. Like cover, they all have surprisingly few hitpoints, a normal car will be just about as tough as its rider. Much less tough if it doesn't have armor. You can make a called shot on a vehicle that acts like a head shot, doubling the damage that gets through armor by aiming at something like the tires. Once inside a vehicle, you can use its movement and automatically go first in INIT. For the most part the bad guys can shoot you through the windows, so you'd probably want to do the move in, shoot, move out technique still. Basic driving only requires a roll if you're a scrub. Advanced driving requires a roll and both your actions.

Ramming does 6d6 no matter what you're using, and gives everyone that got hit Whiplash critical damage. DV to dodge a ramming is 13, so it generally doesn't feel worth it. You'd be better off just doing a drive by.

Reputation is mostly the same. GM rewards it when he wants to. Roll under to see if someone you just met has heard about you. No actual mechanics for how them hearing about you does anything to them. Facedowns are still a thing, roll Cool +Rep to intimidate someone else into backing down or giving them a penalty if they don't.

Overall, combat seems to be a bit less of a "solved problem". Someone with maxed out combat stats will still have problems just shooting someone in the head to auto win. Movement seems relevant depending on how generous your GM is with cover, armor is relevant since it will reduce a significant amount of damage, and weapons can bypass armor with critical damage if they get lucky. With the weapons we've seen so far, the only way you can reasonable take out multiple enemies in one turn is with AOE weapons. You could fire a pistol twice, but if the target is armored you'd have to make two headshots to reasonable kill two dudes. Both melee and ranged seem viable, cover is valuable, nothing seems obviously overpowered. It seems to be at least a bit more balanced than 2020. I'd have to try it out to see if there are any quirks I missed. For example, you can Hold Action to shoot someone when they come out of cover, but since you'd have to be out of cover to use that action you'd also be exposed to their counter attack.

Netrunning says it changed the flavor. The old Net got ruined by the War, infrastructure got bombed and a bunch of digital weapons got let loose inside of it. So they threw it out and got a new internet like you always do with technology. The new net runs on META, which is apparently something like LINUX that is a bit more text oriented. Netrunners need a piece of cyberwear to net run, and a cyberdeck to do things there. Best one is $1000 for 9 slots, cheaper one is $500 for 7 slots, so you can pretty easily just get the best one at game start.

Netrunners now use fancy goggels to interact with cyberspace. Basically they don't want you splitting from the party anymore. Now you hack in the real world using augmented reality. The old way is apparently still available if you really liked that for some reason.

Instead of using your normal Action, you can take your set number of Netrunner Actions. You still get your move action if you want to run away and hide behind cover while doing it. You have to be withing 6 meters/yards of what your hacking to hack into it, and get penalties if you leave that area without jacking out. A standard starting character would get 3 net actions, which are things like using a program, jacking in/out, and using an interface ability.

Interface abilities are things like finding the access points, bypassing passwords, controlling cameras/drones/etc. While in the net you fight something called Black ICE. This hasn't been explained yet. To make a permanent change, you must leave a Virus at the lowest level. Moving between levels also hasn't been explained yet. DVs listed are fairly low since you're rolling Interface +1d10.

Net combat is Interface + Program attack +1d10 against defenses. 2 actions can restore a program that got to 0 HP. You can only activate a program once per round, but it specifically mentions you can have multiple of the same program if you want to use the same program twice. Programs are statted like equipment. Most are pretty cheap, the most expensive maxing out at $100. Defenders can mostly only be used once per netrun, Boosters boost a couple of stats, and Attackers get the longest list with the most varied effects. Some just do damage, others set the enemy's deck on fire along with them, some deal STAT damage to the enemy, etc.

We finally get an explanation for what Black ICE is: programs that hunt down other netrunners. You can have them, but they take up two slots. You can't have Demons because they're too cool. Basically they're cyber mooks.
View attachment 1731470
Nice angle, artist guys.

Black ICE seem to be more effective than the attack programs, and cost more as a result. Since they get a free attack if the enemy is unsafely jacked out, you could probably one hit kill someone by forcing them to jack out with Black Ice activated. For example if your 9 slot equipment had 4 Giants, one attacking would deal 3d6 and kick the target meaning the others all do 3d6 for a total of 12d6, average 42 and enough to kill all but the strongest dudes. Good thing Giants cost $1000 each. Others are meant to target enemy programs, and Destroy them so they can't be revived in two actions. Or ever again. I think Black Ice programs can attack other Black Ice programs, so the most effective mixture would be to have a bunch of Black Ice Attack programs made to target other programs for self defense and a couple of assault programs for self offense. Many have the same abilities to the ones used before, like setting someone on fire.

There is some physical equipment you can buy to make yourself a better netrunner, including one that removes the forced jacking out for $100. So much for my OP Plan.

Netrunning is described as an elevator with a bunch of floors. Each turn you can go down floors until something stops you. Its basically like going into a dungeon with a random encounter each room. The idea is that you can defeat or bypass the threat in front of you, decide if you want to risk moving on with your remaining actions, then either end your turn or press forward. Its something like a dungeon crawler that can split into different levels. There are 3d6 rooms, so you'll have a lot to go through.

Demons are the not-AI that controls all the stuff the control node controls like turrets and drones. They're attacks are all 14, meaning they're roughly as accurate as a starting PC. You are mainly meant to have your Netrunner defeat them so you can get past/take over their security. The listed security drones arn't super strong, most are weaker than an armed security guard would be with human-like HP, no armor, and generally small arms. Turrets are basically in the same bout barring the Automated Blood Swarm, nanobots that do 3d6 no armor if you don't have a gas mask and can't beat an anti-poison check. In either case you'd need multiple defenses to pose a reasonable threat to the party.

Environmental De fences are basically just traps. 6d6 electric floors. Laser grids. The classic smashy walls, also 6d6 but don't ignore armor. Elevators that produce instant KO sleeping gas. Everything to turn a corporate skyscraper into a DND dungeon.

Lastly it lists rules for buying your own Netrunner dungeon. I lied earlier, you can totally purchase your own Demon, you just have to put it in one of these instead of your cyberdeck. If you want to turn your own home into a DND dungeon, now you can!

In general...it still has all its old problems. There is this big system that one man in your party is going to play. Its complex and involves multiple NPCs, so your GM isn't going to be able to multitask and have the other guys do something else. Its basically a mini dungeon for the Netrunner. That nobody else can really help with. Aside from getting them to the access point and keeping them there. If you arn't the net runner you sit and watch the Netrunener netrun both in and out of game. I was hoping they'd fix that :V



1. I don't personally think its that complicated, if you avoid Netrunning and just focus on the meatspace stuff. It looks like they're going for a casual audience with some of the design choices IMO, like the Template Characters so you can just roll and go. I can send you a link if you don't get the jest of it from my writeup. I'm usually bad at estimating how complicated other people see things.

2. There is a class that is made for making unique things in the Tech Inventor path. There isn't much crunch to back it up, but its intended to work with homebrew. Johnny Silverhand's unique gun is an example weapon. You could probably mod over older homebrew pretty easily.

Characters are generally much sturdier now. They got rid of the "8 points of damage means no limb" and headshots are now harder to make, which was the main point of death in the earlier game. Now you'll have to get someone down to 0 HP if you want to kill them. You can now lose a limb to any random attack if you are unlucky, but this doesn't do a whole lot of damage and won't just randomly claim your head. You could lose an eye, you could lose a jaw, but even getting hit in the head doesn't mean you'll insta die.

3. Nope, don't see any. Might be in a different book.
Sounds interesting I think this will be the perfect thing to distract my buddies for a few more weeks lol , if you got a link I definitely would love to read it, thanks!

ETA: the pdf is 30 bucks, is it worth it to grab it if I already got pdfs of the Jumpstart kit? I tried to read through it before but it's kind of not so clearly written.
 
3. Are there like modules or pre-made adventures in the book? I noticed that it doesnt really have the equivalent of a dungeon masters guide.
2020 has a newbie adventure book called Night City stories, you could probably easily convert those adventures to red.
 
It goes over injuries reprinting the things I just read from the combat section.

Stabilization and healing are new though! Stabilizing is applying first aid or paramedic skills to start your natural healing. It is harder the more injured you are, and is also what keeps you from dying. DV15 to prevent someone who is currently bleeding out from completing that process, so it will probably be difficult for someone who dumped TECH but you'll probably be able to manage if you dump all your luck into it.

Once stabilized you recover your BOD per day to natural healing. Like I said earlier the doctor can make it faster. Critical Wounds need a doctor to fix, usually with the Surgery skill. If a cybernetic part is critically damaged, you can fix it with more techy things instead.

Trauma Team shows up in 1d6 turns like a Cop's backup. Now that you're a bit less squishy they'll probably be a bit more helpful. You can call them whenever you have an injury, but it says they probably won't respond to your next call if you abuse this and call for light injuries. You can let a friend borrow your coverage if you arn't currently using it. They have some combat stats roughly equivalent to a Cop's backup with more dudes, they're mostly here to grab the injured people and run.

Hospitals charge by the difficulty of treatment. A mortal wound stabilization is $500. A dismembered limb is $1000. For some reason this is much cheaper than IRL. You only have to pay for the highest injury, so if you are mortally wounded and lost an arm you'll just pay $1000. Once healed you can immediately leave, and heal like you where stabilized. If you can't pay they'll bill you next month. If you still can't pay they send collection agents.

Limbs are cheap now, its $50 for a new limb if you want to have one just hanging around. Can't sell body parts unless they're cyber anymore :(. So if you want to cell cyberparts, you can either have your Medtech carefully remove them, or just chop them out and have a tech repair them.

Bodysculpting tech has improved to the point you can't notice they went through it. Unless they decide to be a furry. Then you notice. Its $500 to body sculpt normally, $1000 and 4d6 humanity loss to turn yourself into a furry. Your party's doctor can do either for cheaper if you want to turn into a furry on a budget. Or turn your enemies into a furry as punishment I guess.

Drugs are still bad! Don't do them kids! Drugs have two effects, first is the Primary effect that automatically takes hold. Second is the secondary effects, which you can resist. Usually this means you get addicted to them. The drugs all suck. Don't take them. Boost and SynthCoke raise some of your attributes, but not to the point of being worth their side effects. Unless you really want to be a coke head for +1 Ref. Then go for it choomba.

Now for the part everyone is waiting for, THERAPY! Lets learn how to regain humanity! Your party's doctor can do therapy if you want (except on himself :(), either way it takes a week and some cash. Its cheaper if you have your doctor do it, but they can fail the roll. This way you can kick an addiction, but more importantly regain humanity!

2d6 humanity for $500 and a week, or $100 and a DV15 roll. Cyberwear reduces your max humanity by 2 (per piece that actually reduces humanity), so someone with 50 EMP would be at 48 after installing and recovering from humanity loss. This basically means you can recover from most single installations for $500 and a week. Borgware reduces max humanity by 4 instead. A second therapy is available for 4d6 and $1000, or $500 and DV17 for a week.

Cyberpsychosis quotes Mayo Clinic. Like some above have suggested, they're trying to make it more "realistic".

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There is a sidebar that gets a little trigger-warningy, I'll just post the thing.

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Not as bad as demanding an X-card (knock on wood). Anyway this is because we're entering the Mental Trauma! Humanity can act as a SANS point if you witness or undergo something like torture (1d6), getting kidnapped (2d6), or PTSD inducing warzone (2d6). Its not very long, it doesn't seem like something your supposed to run into very often. Especially since everything else keeps telling us humanity is mainly for cyborg parts.

Not all Cyberpychos are violent, bigot. They're just mentally ill like you or me! But most of them are since it involves turning your body into a weapon and that is mostly something people who already murder casually do. Gamewise its mostly just saying that it only happens to people with low EMP.

At 2 EMP, you start to become a borderline cyberpscyho. At 1, you get to roleplay 3 traits from the handy psychopath checklist. At 0, you arn't lost yet, but you get 5 traits and are kind a terrible person. Once your humanity also zooms past zero the GM takes your character and goes nuts. If your teammates manage to get them some heavy duty therapy before your guy is gunned down you can have your character back.

Next coupe of chapters look like lore dumps. 10 pages on how the timeline went forward, 30 on Night City, and then another 15 for Everyday life. This is probably as far as I'll get for a couple of days. There is still some crunch left, most of it looks like details into equipment and money that we haven't really touched on yet. Like what a cyropod is.
 
I created a character backstory for my Pixie (homebrew race by your's truly) Warlock (Fathomless, as seen in Tasha's Cauldron of Everything) that I'm using for my friend's irl dnd campaign.
Edit: Including the homebrew race and the custom background, a combination of Far Traveler and Noble
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Oriole had lived what many outside her pixie kingdom would call a charmed life. The daughter of a well beloved king in a nature-loving kingdom with very little conflict, Grand Duchess Oriole spent her days wanting more adventure out of life. There was almost no war, due to the fairies’ reclusive nature, the king’s excellent diplomacy, and the ruthless military power of her uncle, known either as Grand Duke Rakshashas or General Rakshashas depending on the context of the conversation. The land around them reflected the temperament of its ruler, and for centuries the kingdom was filled with greenery all around them and a cool breeze flowing throughout the sunny kingdom. However, Rakshashas was not happy with simply guarding the country’s borders. He wanted to wage war across the world, and create a warmongering society where rank was earned through power. One stormy night, he would get his wish. General Rakshashas would stage a military coup against the royal family. Oriole took what few possessions she could and fled into the forest. She was the only one she saw escape, though she still holds out hope that the rest of the family is still alive in some way.
During the escape, however, Oriole received a vicious wing injury from her uncle. Because of this, the harsh rain, the intense wind, the thunder and lightning, and the nonexistent moonlight, flying was extraordinarily difficult. Soon, she found herself careening into a lake. Unable to swim, she quickly sank beneath the surface, and everything in her bag spilled out and sank to the bottom. As she drowned, she heard something speak to her in a deep bubbling voice. Though she couldn’t see what it was, it seemed to have tentacles. It offered her a pact in exchange for her life. The last thing Oriole heard before she blacked out was a meek, “Help…” escape her lips.
When she woke up the next morning on the shores of the lake, hidden underneath some shrubbery, she found that she and the objects on her were not only present, but completely dry. Though thanking her lucky stars, that changed when it heard the deep, bubbling voice from last night. It explained that it simply wanted to observe the surface world, though Oriole wasn’t convinced. Looking to hide from her uncle’s army, she found some birds and asked them where the nearest settlement was. They quickly pointed her to the nearest city, and that is where her travels began.
Her patron is one of the few beings that can strike stark raving terror into Oriole. He wanted to see the surface world from Oriole’s eyes, but he also wanted everyday items for himself. He would ask Oriole to give him mundane things such as candles, swords, chairs, and tavern food. He would never tolerate failure, however, or even questions of “why” or “who/what are you”. Any responses along those lines would result in a previously unseen tendril suddenly strangling Oriole, or a portal appearing above her that dumped boiling water onto her. Furthermore, he doesn’t understand surface customs. He’s puzzled by people and their social manners, for example, and he cannot comprehend the difference between murder and self defense. Oriole can’t even figure out whether he’s planning something sinister or if his interest is simply curiosity. Though the most demanding he’s gotten is telling her to go a different direction than originally planned, she dreads the day when he asks her to go on a bigger mission.
-History, Persuasion proficiencies
-Any musical instrument/gaming set of your choice
-One language of your choice
-Equipment: Traveler's clothes, any musical/gaming set youre proficient with, scroll of pedigree, small jewelry worth 10 GP, 5 GP pouch

-All Eyes on You: Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland. You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
Sorry if this seems like spergery or attention whoring, but I gotta ask this. When you make your characters, like when you're really getting into making them, do you try to come up with a playlist that describes them? Like, maybe the tiefling paladin's is full of Powerwolf songs, or your campaign's villain's playlist is full of sinister/intense orchestral music. Using Oriole (see the quotation) as an example, I would pick something instrumental with tin flutes and a much more Celtic flair, though variety is sometimes the spice of life.

Again, I'm sorry if I'm posting so much. I'm likely gonna start playing a game with some irl friends, though it won't be happening until at least December because all but one of us is in college and going through finals. Its been a long time since I was in a campaign that didn't collapse after a few online sessions.
 
Sorry if this seems like spergery or attention whoring, but I gotta ask this. When you make your characters, like when you're really getting into making them, do you try to come up with a playlist that describes them? Like, maybe the tiefling paladin's is full of Powerwolf songs, or your campaign's villain's playlist is full of sinister/intense orchestral music. Using Oriole (see the quotation) as an example, I would pick something instrumental with tin flutes and a much more Celtic flair, though variety is sometimes the spice of life.
Yes.

I aim for stuff without lyrics or explicit references to something outside the game world, usually, but sometimes the lyrical stuff manages to fit pretty well.
 
Yes.

I aim for stuff without lyrics or explicit references to something outside the game world, usually, but sometimes the lyrical stuff manages to fit pretty well.
I agree normally. That being said, Otherworld is too good to pass up for a Barbarian playlist, and same for The Impossible Dream and Paladins.
 
I think there is also the question of balancing the game.

There's a trope where you can get incredible power at the cost of your immortal soul; it shows up when a Jedi taps into the Dark Side and perhaps even amphetamine abuse.

People have been trying to simulate that in RPGs for years, with mixed success.
 
There's a trope where you can get incredible power at the cost of your immortal soul; it shows up when a Jedi taps into the Dark Side and perhaps even amphetamine abuse.

People have been trying to simulate that in RPGs for years, with mixed success.
I think having some number that represents your connection with regular society/humanity based on the number of implants isn't such a bad idea in itself, but it gets weird when you are forced to play like a psycho for having some robotic parts. I would suggest that using as many soft penalties as possible, such as people with blatantly obvious cyberware being ostracized by regular people, would be better.

A smart, witty way to handle this might be a twist on the (not so unrelated) aspect of troons "passing" for their desired gender in a somewhat altered form:
Cyborgs with prothetics, that make them look normal, essentially have the advantage of looking like normal people and thus being more readily accepted by society.

It is kind of a plot point in the original Deus Ex, Gunther Hermann and Anna Navarre, both veterans at UNATCO, are somewhat miffed that JC Denton has Nano-Augmentation, that's far less invasive and makes him look far less freaky (some in-game datacube mentions that the only visible difference between JC and some regular person are his glowing eyes, which can be mitigated by wearing shades).

This translates into neat worldbuilding: Rich folk might not be hostile towards cyber-implants, but they frown upon obvious ones ("What? Open chrome parts? What are you? Some poor schmuck, who can't afford synthskin?"), Shadowrun had a plethora of "high society" implants, that made little to no sense for Runners, but were suitable for the upper strata of a Shadowrun society.
Meanwhile, poor folk have to make do with whatever crappy, obvious implants they can get for whatever they need to do. This, in itself, is a pretty neat thing to use, to comment on our current political and social situation (or what we fear for the future). Imagine some blue-collar worker, who is forced to replace some (biological) part(s) of his body with an implant for some job... and said implant is owned by the company he works for. You can flesh out such a setting with hobos without eyes or missing limbs, people who were told by Future-Amazon "Yeah, we have to lay you off, nothing personal. The Doctor will remove your eyes after today's shift is done."
There is a great moment in the Neuromancer novel Count Zero, where the protagonist is described as suffering from PTSD after nearly being killed by a bomb while being a bodyguard to some actress, in one early scene we get this gem:
In Heathrow a vast chunk of memory detached itself from a blank bowl of airport sky and fell on him. He vomited into a blue plastic canister without breaking stride.
As we later find out, the thing to make him vomit at that airport was him bumping into a guy from the production company the actress was working with. Turns out the guy talks to the protagonist and shows him a case with the cybereyes of the actress that they retrieved from her shredded body.
There's also a sci-fi movie, forgot everything about it except one scene: A group of people are sitting in a cramped room (maybe an escape pod), one of the characters is a midget who's working as an engineer, who is doing some maintenance on his cybernetic arm. Another character goes "Well, looks like you take good care of that arm" and the midget, without missing a beat answers "Of course I do. It's worth more than I am."

Cyberpunk is always about the bleakest aspects of our future, what could be bleaker than literally being forced to sell off parts of your body to an uncaring company, that might not even provide replacement, once they remove the implant? Such a society would frown upon people switching out body parts, as it is something that poor and desperate people do. Doesn't help that anyone with cyberimplants, that's not part of Future-Amazon, most likely is some sort of criminal - after all, who else would be giving up a bodypart without contractual obligations, if not a criminal? Kind of like Tattoos a couple decades ago, come to think about it.

One more aspect to somewhat limit the amount of changes: Maybe the brain can't handle too much artificial implants before it is overwhelmed? Essentially, treating the brain's capacity to accept cyberware as a finite resource can be an interesting aspect of character management too. Would mean that you can easily take all that capacity and blow it on cyberware without taking any negative consequences, but it also means you can't go further after a certain point. This also opens up the possibility of having higher grades of cyber-implants, that "stress out" your brain less than off-the-shelf stuff. That's basically what Shadowrun does right now, only minus the cyberpsychosis aspect of it.

In game-terms, having vast amounts of implants might mean you'll be discriminated against, you might have to pay a shitton of money to keep everything in working condition and you can't just endlessly replace everything... GitS also raises another interesting point (that mostly applies to full-body prosthetics):
How can you be sure that you are, who you think you are? In case of someone going completely off the rails with impants, there is a certain potential for rather unpleasant psychological problems... but going "yeah, you've got cyberlimbs, therefore your Humanity/Essence score is no below 3 and you need to now stomp that baby to death" is ... boring and unimaginative.
 
I thought the point of humanity loss due to cybernetics was (in lore, we know it's meant to be a mechanical restriction) meant to represent more just a general sense of uncanniness when it comes to replacing your body parts with chrome. Yes, that badass cybernetic arm functions just as well as the original fleshy appendage, but there's something in the back of your brain that never really accepts it as being part of you, and it becomes a source of subconscious psychological stress that doesn't get resolved easily. Add enough of that and it starts affecting your behavior. It always made perfect sense to me that way.
 
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