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  #16  
Old Dec 16th, 2022, 12:51 PM
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Well the problem is, we'll my problem is, I want the tiniest flimsiest reason to buy them. Seems I like to collect books first, read them second, and play them third but that order is more likely due to how I can spend my time. It's been a long time since I played 2020 (currently playing 2022 and its a big improvement over 2021).

Might be an app tunneling through a Corp backdoor to infect this datablock.
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  #17  
Old Dec 16th, 2022, 10:24 PM
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Hey, I found a free Cyberpunk Red Character Creator! Check it out! I figure it might be useful to someone here.
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  #18  
Old Dec 16th, 2022, 11:41 PM
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Ripperdoc lacks a number of roles available to players in character creation, just an FYI.
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  #19  
Old Dec 17th, 2022, 12:17 AM
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Yeah, it looks like it's just for the Jumpstart kit.
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  #20  
Old Dec 17th, 2022, 09:49 PM
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TheDude4000's App
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Name: Frank Beckham

Handle: Flatline

Role: Netrunner

Personality: Quietly confident, stoic; hides his emotions

Appearance: Young, clean shaven, long messy hair, wears large AR goggles that cover a good portion of his face


 



 
















 

Last edited by TheDude4000; Dec 18th, 2022 at 07:18 PM.
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  #21  
Old Dec 18th, 2022, 01:13 AM
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Application
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Character Name: Chloe Reid
Handle: Scraps
(formerly Amber Arcane)
Role: Fixer

 

 

Personality: Scraps is a witty, fun-loving girl. The kind who loves to eat greasy food and laugh at stupid jokes. She enjoys the occasional drink or huff, but prefers to remain sober most of the time. Her line of work holds no hours, and she must always be "on" at a moment's notice. Her professionalism is often accompanied with a playfulness that can sometimes seem flirtatious.

Appearance: Scraps has a elven beauty, with soft features in a heart-shaped face. She prefers ostentatious colors for her hair, but shifts to natural tones for certain clients. She doesn't sport any tats, body piercings, or overt chrome, with the one exception being her Kiroshi cybereyes. She favors comfortable—yet classy—clothing accented with a stylish flare, and she is almost always seen wearing stiletto heels (likely to make up for her short stature).

STORIES FROM THE SPRAWL
A couple narratives I put together to address the parts of the Lifepath that didn't make it into the general background above.

 


 


Last edited by Effete; Dec 19th, 2022 at 06:36 PM.
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  #22  
Old Dec 19th, 2022, 02:17 PM
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Cyberpunk Red Application
Character Name: Kriz Stacker
Handle: Zek
Role: Media
Appearance:
A dark-skinned man in his late twenties his hair is styled in grouped together short twists on top with a fade below. A ruggedly handsome face is augmented by a cyber implant around his right eye socket and as one looks lower a series of slots and jack ports along the left edge of his neck are seen. Standing just under six feet tall and lean of build, he wears a trench coat of fine red leather (based on the original that was too worn and ragged for use in the city) over tight grey shirt and black leggings of the latest style. His coat is lined with fiber optic threads that allow him to light points along its length that make a great visual effect on the dance floor. More importantly, he can use them to have headlines – his own being the most common he chooses to share – run across the coat from left to right shoulder.

 


 


 


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  #23  
Old Dec 20th, 2022, 04:27 AM
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Does anyone else feel that the cyberware in CPRed is completely borked?

The HL costs seem way too high. What am I missing here?
I think I actually prefer the low cost bloat of CP2020. At least it felt like it put the "cyber" in cyberpunk. The punitive HL costs in Red just makes me want to go full meat-mode.
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  #24  
Old Dec 20th, 2022, 04:29 PM
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Feels fine to me.
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  #25  
Old Dec 20th, 2022, 06:03 PM
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Quote:
Originally Posted by Marshmallow View Post
Feels fine to me.
Curious as to why though.

Just to put some coxtext to it, a single cybereye fully loaded with options is going to be over 10 HL, dropping the Empathy stat by 1. Considering that many options require two cyberoptics to function, AND double the HL cost, you're looking at around 20 HL just for a pair of eyes. Adding a cyberaudio suite for hands-free radio, a neural processor with chipsocket, and a cyberarm will push you over 40 HL. Considering that the average statistic is between 4-6, just this "basic" setup is teetering the runner on the edge of cyberpsychosis. And further considering that drugs or even just horrifying sights can take off a chunk of Humanity, and it seems like the game is actively pushing you away from investing in cyberware.

Seriously, what am I missing here?
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  #26  
Old Dec 20th, 2022, 09:45 PM
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Quote:
Originally Posted by Effete View Post
Curious as to why though.

Just to put some coxtext to it, a single cybereye fully loaded with options is going to be over 10 HL, dropping the Empathy stat by 1. Considering that many options require two cyberoptics to function, AND double the HL cost, you're looking at around 20 HL just for a pair of eyes. Adding a cyberaudio suite for hands-free radio, a neural processor with chipsocket, and a cyberarm will push you over 40 HL. Considering that the average statistic is between 4-6, just this "basic" setup is teetering the runner on the edge of cyberpsychosis. And further considering that drugs or even just horrifying sights can take off a chunk of Humanity, and it seems like the game is actively pushing you away from investing in cyberware.

Seriously, what am I missing here?
It's almost like some sort of... Commentary.

Edit: I think it's also worth noting that you're looking at this from purely a mechanical standpoint rather than a narrative one. Nobody is forcing you to take that particular setup, the system is flexible enough for you to do a fairly large number of different things with it. You don't need all that gear. You don't need to take any of this gear to survive. You want this gear, you want it just like someone might want a cigarette. They know it's bad for their health, they've seen the ungodly amount of PSAs and all the health warnings, and maybe they've even known someone to die due to the side effects of frequent smoking. That doesn't change the fact that they want it or that they're an addict.

Power is an addictive thing, cyberware equates to power, you're all fine and good until you notice someone with more cyberware or you encounter a situation where you lost someone or you barely made it out alive. That extra bit of cyberware? Sure, it's dangerous. Sure, it could push you over the edge into Cyberpyschosis... But if it doesn't? Well, what's so wrong with another bit of 'ware? Or upgrading what you have even more? Why stop at two cybereyes, get an Optic Mount and have eight: You've got enough for just about every piece of optic 'ware there is, including two eye-mounted dart launchers. You don't need it, but it sure would have helped two weeks ago when someone pulled a piece out and shot your teammate in the face, right?

Last edited by Marshmallow; Dec 20th, 2022 at 09:55 PM.
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  #27  
Old Dec 21st, 2022, 01:34 AM
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Quote:
Originally Posted by Marshmallow View Post
It's almost like some sort of... Commentary.

Edit: I think it's also worth noting that you're looking at this from purely a mechanical standpoint rather than a narrative one. Nobody is forcing you to take that particular setup, the system is flexible enough for you to do a fairly large number of different things with it. You don't need all that gear. You don't need to take any of this gear to survive. You want this gear, you want it just like someone might want a cigarette.
This has nothing to do with any "commentary" on the dangers of cyberware or drugs. It's about bad design. The mechanics are actively disrupting the narrative. The game pushes players away from cyberware and toward more mundane equipment, killing any conceptual ideas the player may have had. There's no functional difference between an implanted radio and a wearable headset except that the implant might be less likely to get lost, stolen, or broken. That's a fairly specific and uncommon element of play that simply does not justify the implant's high HL cost.

Unlike in previous versions of the Cyberpunk rules, you can't just buy a radio implant as a stand-alone piece of gear; you need to buy the "foundational" cyberaudio suite first, which has absolutely no function other than to allow other pieces of tech to work. So you are paying a high Humanity cost (2d6) solely for the privilege of adding options, which have their OWN Humanity Loss on top of that. It's almost insulting in how poorly conceived the mechanic actually is.

So you're right: I want certain types of gear to fit my concept, but you're wrong about your statement that the game is flexible because it pushes me away from taking it.
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  #28  
Old Dec 21st, 2022, 04:41 AM
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Quote:
Originally Posted by Effete View Post
So you're right: I want certain types of gear to fit my concept, but you're wrong about your statement that the game is flexible because it pushes me away from taking it.

I just think you're wrong and salty that this isn't a 2020 game, tbh.
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  #29  
Old Dec 21st, 2022, 09:02 AM
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I just think you're wrong and salty that this isn't a 2020 game, tbh.
Stop pretending you can read my mind.
Red has many improvements over 2020. The changes to cyberware just isn't one of them.
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  #30  
Old Dec 21st, 2022, 02:20 PM
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The way I see it, and personally think it is better than 2020, is that getting chromed up is a gamble. As Marshmallow alluded to, you can have it, but it comes at a cost. Why wouldn't it? if it didn't then we would all just slam on 'ware after 'ware until we become that invincible killing/hacking machine, which just makes any game become shite.
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